Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
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Just a thread to see who will be interested. Map to come later.
Ruleset:
Mobius: Total Chaos
Prologue
Political Setup
Players can be whatever the heck they want. The Chaos Rift has opened gateways to other worlds, galaxies, even other realities. As such, if you can think it, you can be it.
The world is, 100% made up of player nations. No NPC nations, that is.
There are, however, literal NPCs that trigger events(i.e. the Robotnik Empire and various heroes), but otherwise, it's all you. Keep in mind the moral soundness(or lack thereof) of your policies might affect what comes after you. (Racism towards furries and aristocracy, for instance, will likely mean you curry favor with the Robotnik regime)
Angel Island, a massive continent that once floated in the heavens, has crashed down to the surface. No one who visits has ever returned, but who knows what one could find there...
Economics
Chaos Energy
Military and Combat
Black Ops
Research
Your money can buy guns and roads, but also helps with less tangible things.
Your research primarily goes into military tech. Military tech, in turn, unlocks a variety of projects. The cost of the project varies, but each turn, the percentage of money you put towards it is divided by the max amount, and that's how much of a chance you have the project will complete. So, 250 into a 1000 dollar project = 25% chance of success each turn. Once a project is successful, it resets and you gain access to whatever it was you were researching.
Each Military Tech costs 100 * the level. There's an unlimited number; every level you have over an opponent adds +1 to your rolls. M2, M4, M6, and M8 add +1 to your default 1 region per turn for armies. In the case of percentage bonuses, your Military level bonuses are applied first, and any secondary bonuses on top of that.
M3, M5, M7, and M9 let you use all the moves your armies currently have to blitz. So, an M4 army can move 3 regions(M3 and M5) per turn and attack twice(M1 and M3). M10 is necessary to qualify for the Military victory. M11 and above have no special benefits.
Military tech representing the equipment, training, and hardware quality of your troops, there's more specialised research:
-Superweapon tech. There are 10 tiers, with each tier being 100x. A Tier 10 superweapon can do serious damage. What superweapon tech you put money into depends entirely on your faction. Your superweapon is inoperational if you do not have T1.
Faction-Based Superweapons
Generic Wonders
Factions
Regions and Provinces
Expansion
Starting Out
The Game
Victory Conditions
Ruleset:
Mobius: Total Chaos
Prologue
Spoiler :
Seven years ago, a vast tidal wave of energy surged across the planet. Many were vaporised, many driven insane, many left to mourn. Cities were obliterated, infrastructure disintegrated, civilizations collapsed. Mobius' wish of disposing of its tyrant had finally been accomplished, but at terrible cost.
But, that was seven years ago. Your people have started to regain their sense of civilization. Crops are being planted. Homes are being built. Governments are beginning to form. It is up to you to lead them to a glorious future, rather than collapsing into total chaos.
Dates
-Day 253, 1159 - Julian Kintobor born. Julian Kintobor will later go on to become the world's most brilliant innovator, first trillionaire, and later, its first absolute ruler.
-Day 174, 1190 - Ogilvie Maurice is born
-Day 365, 1199 - As the United Federation celebrates New Years', Julian Kintobor ushers in a new millennium by violently overthrowing the government. He takes the title of Generalissimo Kintobor, with an elected government theoretically having power.
1200-1203 - Great War. Over the course of three years, Julian's invasions trigger a worldwide war, with nations picking and choosing sides. Most sides choose to be against Julian, and are summarily crushed. Tens of millions are killed, primarily on the anti-Julian side. Upon conquering the Kingdom of Acorn, the last free state on Mobius, Julian dissolves the United Federation and rechristens it the Robotnik Empire, with control of 20% of the world's land and 33% of its people, with himself as Emperor Robotnik.
-Day 179, 1207 - Ogilvie Maurice is transformed into Sonic the Hedgehog in an accident
-Day 127, 1208 - Robotnik invades Angel Island
-Day 134, 1208 - The Prelates, protectors and rulers of Angel Island, fall in combat. Most residents of the Island killed. Master Emerald shattered to prevent its falling into the hands of the greatest evil on the planet.
-Day 180, 1208 - Knuckles pieces together the Master Emerald and is blackmailed into using its power to summon the Chaos Emeralds from around the globe.
-Day 182, 1208 - During the ritual, the Chaos Emeralds are destroyed using an ancient method. Their vast energies shoot across the planet, saturating it in the energy.... Most of the planet's population killed by the energy shockwave. The planet-wide EMP destroys the Robotnik Empire once and for all.
-Day 1, 1215 - Present Day.
But, that was seven years ago. Your people have started to regain their sense of civilization. Crops are being planted. Homes are being built. Governments are beginning to form. It is up to you to lead them to a glorious future, rather than collapsing into total chaos.
Dates
-Day 253, 1159 - Julian Kintobor born. Julian Kintobor will later go on to become the world's most brilliant innovator, first trillionaire, and later, its first absolute ruler.
-Day 174, 1190 - Ogilvie Maurice is born
-Day 365, 1199 - As the United Federation celebrates New Years', Julian Kintobor ushers in a new millennium by violently overthrowing the government. He takes the title of Generalissimo Kintobor, with an elected government theoretically having power.
1200-1203 - Great War. Over the course of three years, Julian's invasions trigger a worldwide war, with nations picking and choosing sides. Most sides choose to be against Julian, and are summarily crushed. Tens of millions are killed, primarily on the anti-Julian side. Upon conquering the Kingdom of Acorn, the last free state on Mobius, Julian dissolves the United Federation and rechristens it the Robotnik Empire, with control of 20% of the world's land and 33% of its people, with himself as Emperor Robotnik.
-Day 179, 1207 - Ogilvie Maurice is transformed into Sonic the Hedgehog in an accident
-Day 127, 1208 - Robotnik invades Angel Island
-Day 134, 1208 - The Prelates, protectors and rulers of Angel Island, fall in combat. Most residents of the Island killed. Master Emerald shattered to prevent its falling into the hands of the greatest evil on the planet.
-Day 180, 1208 - Knuckles pieces together the Master Emerald and is blackmailed into using its power to summon the Chaos Emeralds from around the globe.
-Day 182, 1208 - During the ritual, the Chaos Emeralds are destroyed using an ancient method. Their vast energies shoot across the planet, saturating it in the energy.... Most of the planet's population killed by the energy shockwave. The planet-wide EMP destroys the Robotnik Empire once and for all.
-Day 1, 1215 - Present Day.
Political Setup
Spoiler :
Players can be whatever the heck they want. The Chaos Rift has opened gateways to other worlds, galaxies, even other realities. As such, if you can think it, you can be it.
The world is, 100% made up of player nations. No NPC nations, that is.
There are, however, literal NPCs that trigger events(i.e. the Robotnik Empire and various heroes), but otherwise, it's all you. Keep in mind the moral soundness(or lack thereof) of your policies might affect what comes after you. (Racism towards furries and aristocracy, for instance, will likely mean you curry favor with the Robotnik regime)
Angel Island, a massive continent that once floated in the heavens, has crashed down to the surface. No one who visits has ever returned, but who knows what one could find there...
Economics
Spoiler :
Your nation has a population; each newly settled province adds 100 to this value. Each population is worth 10,000 individuals. So, at the start, you will have 5 provinces with 500 population - 5,000,000 individuals - under your leadership. Your population can grow by anywhere from 1.5 to 2.5% per year, determined randomly.
In addition, you also have an Industry rating, which is essentially a measure of how developed you are. Your Industry will grow 5% per year or at least 0.01. While you start at Industry .01, each 10 gold you invest will make it increase by 0.01.
Your base income is your population number * your Industry. So, at the start, all players will pull in 5 gold(50 pop * .10 Ind). Each gold is worth about 10 billion USD in GDP terms, so each nation has 50 billion GDP to start with, that is, 10,000 per capita.
The balance between GDP and population is important - You start at 10% Revolt Risk. Each 1,000 per capita over the 10,000 will reduce it. So, attaining 20,000 per capita eliminates your revolt risk from wealth inequalities. Good luck getting there, however.
Gold is the basis of the global economy, being used to raise armies, assist deals, buy goods, and countless other things.
In addition, you also have an Industry rating, which is essentially a measure of how developed you are. Your Industry will grow 5% per year or at least 0.01. While you start at Industry .01, each 10 gold you invest will make it increase by 0.01.
Your base income is your population number * your Industry. So, at the start, all players will pull in 5 gold(50 pop * .10 Ind). Each gold is worth about 10 billion USD in GDP terms, so each nation has 50 billion GDP to start with, that is, 10,000 per capita.
The balance between GDP and population is important - You start at 10% Revolt Risk. Each 1,000 per capita over the 10,000 will reduce it. So, attaining 20,000 per capita eliminates your revolt risk from wealth inequalities. Good luck getting there, however.
Gold is the basis of the global economy, being used to raise armies, assist deals, buy goods, and countless other things.
Chaos Energy
Spoiler :
The destruction of the Master and Chaos Emeralds has left the world saturated in this mysterious, powerful, and above all, dangerous energy. Those who tap it can bring the world great prosperity, or utter ruin. Many a hero has been corrupted by the power and had to be destroyed by his fellows...
It is said in legend that there were three brothers - one pure of heart, one filled with malice, and one who was balanced. The malicious brother killed and cut the pure brother into seven pieces, and when he attempted to do the same to the middle brother, he was swiftly defeated and cast out. The malicious brother plans to return one day, according to legend, to destroy the world, while the middle brother will try to resurrect the good brother to keep the evil at bay...
Chaos Energy randomly gushes forth from spots all over the world. You will be randomly given some each turn; wells will be noticeable on the world map. Wells are strategic sources of the energy, and can run dry and pop up. They will often be a focal point of diplomacy.
There are several types of energy.
-Black: The most abundant, 45% of the energy on the map at any given time is Black. Black energy taints the heart, mind, even soul. However, it can grant any of the powers of the others by a factor of 10 (sans grey). It comes at a terrible cost, however - those exposed to it become ever more violent and viceful. Expect more riots, more mutinies, more anarchy. You may even come under fire from your neighbors. The Heroes of Mobius, likewise, will keep an eye on you.
If not tapped, black energy still mutates local wildlife and causes all sorts of nasty things. It can be harvested and stored to reduce the effects. Think of it as akin to Tiberium in this regard.
Black energy is sometimes called "Anarchy Beryl," appropriately.
-Grey: The remnant of the Master Emerald, Grey Energy makes up 10% of the world's energy. It is said that Grey Energy can set all the others in balance. One unit of grey energy can cancel out any other unit's effects.
-White: Synthesised from the six below, it is very difficult to find in nature, at 3% of the total amount. However, white energy can grant any of the six abilities, multipled by a factor of 10.
-Red: 5 of your armies will have +1 in combat for the turn for every unit of red you expend.
-Green: Your population will grow by 0.1% for every unit of green energy you expend.
-Blue: 5 of your armies will have +1 movement for the turn for every unit of blue you expend.
-Violet: You gain +5 gold into any research for every unit of violet you expend.
-Cyan: 5 of your armies will have 2 moves instead of 1 for the turn for every unit expended.
-Yellow: Your Industry will grow by 0.1% for every unit of Yellow you expend.
It is said in legend that there were three brothers - one pure of heart, one filled with malice, and one who was balanced. The malicious brother killed and cut the pure brother into seven pieces, and when he attempted to do the same to the middle brother, he was swiftly defeated and cast out. The malicious brother plans to return one day, according to legend, to destroy the world, while the middle brother will try to resurrect the good brother to keep the evil at bay...
Chaos Energy randomly gushes forth from spots all over the world. You will be randomly given some each turn; wells will be noticeable on the world map. Wells are strategic sources of the energy, and can run dry and pop up. They will often be a focal point of diplomacy.
There are several types of energy.
-Black: The most abundant, 45% of the energy on the map at any given time is Black. Black energy taints the heart, mind, even soul. However, it can grant any of the powers of the others by a factor of 10 (sans grey). It comes at a terrible cost, however - those exposed to it become ever more violent and viceful. Expect more riots, more mutinies, more anarchy. You may even come under fire from your neighbors. The Heroes of Mobius, likewise, will keep an eye on you.
If not tapped, black energy still mutates local wildlife and causes all sorts of nasty things. It can be harvested and stored to reduce the effects. Think of it as akin to Tiberium in this regard.
Black energy is sometimes called "Anarchy Beryl," appropriately.
-Grey: The remnant of the Master Emerald, Grey Energy makes up 10% of the world's energy. It is said that Grey Energy can set all the others in balance. One unit of grey energy can cancel out any other unit's effects.
-White: Synthesised from the six below, it is very difficult to find in nature, at 3% of the total amount. However, white energy can grant any of the six abilities, multipled by a factor of 10.
-Red: 5 of your armies will have +1 in combat for the turn for every unit of red you expend.
-Green: Your population will grow by 0.1% for every unit of green energy you expend.
-Blue: 5 of your armies will have +1 movement for the turn for every unit of blue you expend.
-Violet: You gain +5 gold into any research for every unit of violet you expend.
-Cyan: 5 of your armies will have 2 moves instead of 1 for the turn for every unit expended.
-Yellow: Your Industry will grow by 0.1% for every unit of Yellow you expend.
Military and Combat
Spoiler :
Whenever units fight the same type - land, air, sea - it's a standard RNG battle of 1-20. Ties are always won by the defender.
Ground units cost 5 gold and 1 population to build per unit. Sea units and air units cost 1 gold and 0.2 pop to build. Building a strong air force is a must if you intend to keep the enemy off of you.
Air and sea units can hammer enemy forces, with a 20%+x chance of destroying a unit, where x is the military level. If successful, they also will kill a population unit to represent Infrastructure damage.
Naval units essentially ferry land and air units around. Each has a carrying capacity of 1.
You can build a fort in a province for 25 gold. It makes the province get +50%(or at least +5) to all rolls against it and also has a 10% chance of shooting down any planes that fly overhead.
Defeated units have a 33% chance of destruction, 33% chance of capture, and 33% chance of retreat.
The number of units present in each province is easy - your total number of armies divided by provinces.
Ground units cost 5 gold and 1 population to build per unit. Sea units and air units cost 1 gold and 0.2 pop to build. Building a strong air force is a must if you intend to keep the enemy off of you.
Air and sea units can hammer enemy forces, with a 20%+x chance of destroying a unit, where x is the military level. If successful, they also will kill a population unit to represent Infrastructure damage.
Naval units essentially ferry land and air units around. Each has a carrying capacity of 1.
You can build a fort in a province for 25 gold. It makes the province get +50%(or at least +5) to all rolls against it and also has a 10% chance of shooting down any planes that fly overhead.
Defeated units have a 33% chance of destruction, 33% chance of capture, and 33% chance of retreat.
The number of units present in each province is easy - your total number of armies divided by provinces.
Black Ops
Spoiler :
Black Ops can be done with agents or super agents.
--
You can recruit an agent for 5 gold. Agents carry out most duties of your intelligence network. Agents, unlike armies, pool nationwide.
Agents possessing a cyanide capsule in their teeth, they will commit suicide if captured rather than betray their country. There's a 10% chance of every agent sent on a mission being captured, unless the enemy has no agents to protect them.
You can send as many agents as you want on a mission; each agent can only do one task per turn, however. The success rate of missions is simple - how many agents you send divided by the total number of agents involved. So, say you send 5 agents and they have 10 protecting. You have a 5/15(that is, 1/3) chance of success. Success is calculated separately per agent.
So, more agents on the offense/defense is good. Balancing your need to protect yourself with your need to weaken your foes is quite a challenge.
Agents can:
-Steal money (each successful agent sent on the mission will carry off 1-5 gold) ; this money will be diverted into secret expenditures of your choice(weapons programs, support for rebels, etc.)
-Incite revolts (each successful agent will trigger a revolt, which takes the form of a standard battle)
-Counterespionage. If not sent on a specific mission, your agents stay put and protect your from enemy spies.
-Assassinate other agents. If successful, all your agents will basically attack theirs, akin to armies. Your military level bonuses apply here! (Ixis, Psychic and Chaos Agents have +2 on top of those bonuses; Industrial factions will have to use their economic might to counter their enemies' superior agent quality!)
---
Super Agents are very good at what they do. You recruit them for 5 gold(except Psychic Agents, who cost 25), and can only have 1 for each region you control. Super Agents also grow in skill with successful missions. You will be requested to detail your super agent in a bio(via PM if necessary), and will be rewarded for depth.
Super Agents start at level 1. On normal missions, they count as 5x ordinary agents, where x is the super agent's skill level. Perhaps the Super Agent's greatest value is their inability to die unless another Super Agent is present.
While Super Agents can go on ordinary missions, they also have their own special brand. They are comparable to the heroes and villains of Mobius in their uniqueness and rank over others.
Due to their stealth, Super Agents move slowly, by default one region per turn. Super Agents can only engage in one set of operations a turn - killing units, sabotage, assassinations, etc.
-Kill Super Agent. They can be sent against other Super Agents. They have a 5% chance of success, with +5 added for each rank they have over the enemy. Surviving an assassination attempt, however, bumps the rival agent's skill by 1/2 the difference between them, so use this wisely! Super Agents enjoy their little rivalries, and as such, do not report their scuffles to their employers. Super Agents can ONLY be killed by other Super Agents, and will not die if they fail. A successful kill will bump your agent's skill by 1; as a catch, a target must be your level or below. An exception are Psychic supers, who can attack enemy super agents regardless of level. It is determined the same way a battle would be.
-Sabotage WMD. They go against the enemy superweapon and infiltrate. Success adds +1 to their skill.
-Attack army. All Super Agents are comparable to the Hero units of CnC. They can take on one army for each skill level they have. Super Agents being alone, they ALWAYS kill their defeated opponents. Super Agents receiving special training, they are not affected by your Military Level, but instead by their skill. Every 2 skill levels adds +1 to their combat against ordinary armies. Attacking armies doesn't add skill levels.
Super Agents also have unique abilities.
Industrial Supers can sabotage infrastructure and degrade the enemy's economy by x%, where x is their skill, upon success. Their skill with technology also lets them hack x number of mechanised units per turn. They are excellent at subjugating enemy infrastructure and technology.
Ixis Supers can wreak catastrophes on your enemy, killing off their population by x%, where x is their skill. Ixis Supers are able to engage all armies as an Ixis with an advantage(+2 or 25% on top of their roll), and against Ixis armies, always are superior. They are best at destroying armies and reducing manpower pool.
Chaos Supers can teleport anywhere in the world. Provided they have yellow Chaos Energy, they can also shoot ranged projectiles at ships and airforces. When a Chaos Super reaches level 10, they become a demigod. Being a demigod - the energy keeping them from tiring - allows them to do every task once per turn.
Psychic Supers always require a store of Violet Chaos Energy to use their full power. Psychics can rip aircraft out of the sky, and throw ships onto dry land, as well as engage land militaries.
At level 8, they can - while a bit immoral - use Psychic Control to hijack flesh and blood units behind enemy lines to wreak havoc and chaos.
At level 9, Psychics can also rewire brainwaves of POWs, which will permanently defect a unit to your side if successful.
At level 10, they can instantly defeat any level 1-9 Super Agent except another Psychic. When Psychics fight eachother, the power of the mind and one's focus is important. As such, even against a level 1, a level 10 Psychic can be defeated - the chance is the attacker's level divided by the sum of their levels. So if a level 1 attacks a level 10, it's a 1/11 chance of defeating the level 10. Level 10 Psychics have a 2/3 chance of defeating other level 10s in combat.
Without Violet energy, Psychic Supers cannot perform any of their special functions. Their specialties are, furthermore, unavailable until later on, unlike others who have theirs from the start. Despite this crippling Achilles' Heel, they are the strongest Supers at their full potential, able to crush even Demigods' awesome power.
--
You can recruit an agent for 5 gold. Agents carry out most duties of your intelligence network. Agents, unlike armies, pool nationwide.
Agents possessing a cyanide capsule in their teeth, they will commit suicide if captured rather than betray their country. There's a 10% chance of every agent sent on a mission being captured, unless the enemy has no agents to protect them.
You can send as many agents as you want on a mission; each agent can only do one task per turn, however. The success rate of missions is simple - how many agents you send divided by the total number of agents involved. So, say you send 5 agents and they have 10 protecting. You have a 5/15(that is, 1/3) chance of success. Success is calculated separately per agent.
So, more agents on the offense/defense is good. Balancing your need to protect yourself with your need to weaken your foes is quite a challenge.
Agents can:
-Steal money (each successful agent sent on the mission will carry off 1-5 gold) ; this money will be diverted into secret expenditures of your choice(weapons programs, support for rebels, etc.)
-Incite revolts (each successful agent will trigger a revolt, which takes the form of a standard battle)
-Counterespionage. If not sent on a specific mission, your agents stay put and protect your from enemy spies.
-Assassinate other agents. If successful, all your agents will basically attack theirs, akin to armies. Your military level bonuses apply here! (Ixis, Psychic and Chaos Agents have +2 on top of those bonuses; Industrial factions will have to use their economic might to counter their enemies' superior agent quality!)
---
Super Agents are very good at what they do. You recruit them for 5 gold(except Psychic Agents, who cost 25), and can only have 1 for each region you control. Super Agents also grow in skill with successful missions. You will be requested to detail your super agent in a bio(via PM if necessary), and will be rewarded for depth.
Super Agents start at level 1. On normal missions, they count as 5x ordinary agents, where x is the super agent's skill level. Perhaps the Super Agent's greatest value is their inability to die unless another Super Agent is present.
While Super Agents can go on ordinary missions, they also have their own special brand. They are comparable to the heroes and villains of Mobius in their uniqueness and rank over others.
Due to their stealth, Super Agents move slowly, by default one region per turn. Super Agents can only engage in one set of operations a turn - killing units, sabotage, assassinations, etc.
-Kill Super Agent. They can be sent against other Super Agents. They have a 5% chance of success, with +5 added for each rank they have over the enemy. Surviving an assassination attempt, however, bumps the rival agent's skill by 1/2 the difference between them, so use this wisely! Super Agents enjoy their little rivalries, and as such, do not report their scuffles to their employers. Super Agents can ONLY be killed by other Super Agents, and will not die if they fail. A successful kill will bump your agent's skill by 1; as a catch, a target must be your level or below. An exception are Psychic supers, who can attack enemy super agents regardless of level. It is determined the same way a battle would be.
-Sabotage WMD. They go against the enemy superweapon and infiltrate. Success adds +1 to their skill.
-Attack army. All Super Agents are comparable to the Hero units of CnC. They can take on one army for each skill level they have. Super Agents being alone, they ALWAYS kill their defeated opponents. Super Agents receiving special training, they are not affected by your Military Level, but instead by their skill. Every 2 skill levels adds +1 to their combat against ordinary armies. Attacking armies doesn't add skill levels.
Super Agents also have unique abilities.
Industrial Supers can sabotage infrastructure and degrade the enemy's economy by x%, where x is their skill, upon success. Their skill with technology also lets them hack x number of mechanised units per turn. They are excellent at subjugating enemy infrastructure and technology.
Ixis Supers can wreak catastrophes on your enemy, killing off their population by x%, where x is their skill. Ixis Supers are able to engage all armies as an Ixis with an advantage(+2 or 25% on top of their roll), and against Ixis armies, always are superior. They are best at destroying armies and reducing manpower pool.
Chaos Supers can teleport anywhere in the world. Provided they have yellow Chaos Energy, they can also shoot ranged projectiles at ships and airforces. When a Chaos Super reaches level 10, they become a demigod. Being a demigod - the energy keeping them from tiring - allows them to do every task once per turn.
Psychic Supers always require a store of Violet Chaos Energy to use their full power. Psychics can rip aircraft out of the sky, and throw ships onto dry land, as well as engage land militaries.
At level 8, they can - while a bit immoral - use Psychic Control to hijack flesh and blood units behind enemy lines to wreak havoc and chaos.
At level 9, Psychics can also rewire brainwaves of POWs, which will permanently defect a unit to your side if successful.
At level 10, they can instantly defeat any level 1-9 Super Agent except another Psychic. When Psychics fight eachother, the power of the mind and one's focus is important. As such, even against a level 1, a level 10 Psychic can be defeated - the chance is the attacker's level divided by the sum of their levels. So if a level 1 attacks a level 10, it's a 1/11 chance of defeating the level 10. Level 10 Psychics have a 2/3 chance of defeating other level 10s in combat.
Without Violet energy, Psychic Supers cannot perform any of their special functions. Their specialties are, furthermore, unavailable until later on, unlike others who have theirs from the start. Despite this crippling Achilles' Heel, they are the strongest Supers at their full potential, able to crush even Demigods' awesome power.
Research
Spoiler :
Your money can buy guns and roads, but also helps with less tangible things.
Your research primarily goes into military tech. Military tech, in turn, unlocks a variety of projects. The cost of the project varies, but each turn, the percentage of money you put towards it is divided by the max amount, and that's how much of a chance you have the project will complete. So, 250 into a 1000 dollar project = 25% chance of success each turn. Once a project is successful, it resets and you gain access to whatever it was you were researching.
Each Military Tech costs 100 * the level. There's an unlimited number; every level you have over an opponent adds +1 to your rolls. M2, M4, M6, and M8 add +1 to your default 1 region per turn for armies. In the case of percentage bonuses, your Military level bonuses are applied first, and any secondary bonuses on top of that.
M3, M5, M7, and M9 let you use all the moves your armies currently have to blitz. So, an M4 army can move 3 regions(M3 and M5) per turn and attack twice(M1 and M3). M10 is necessary to qualify for the Military victory. M11 and above have no special benefits.
Military tech representing the equipment, training, and hardware quality of your troops, there's more specialised research:
-Superweapon tech. There are 10 tiers, with each tier being 100x. A Tier 10 superweapon can do serious damage. What superweapon tech you put money into depends entirely on your faction. Your superweapon is inoperational if you do not have T1.
Faction-Based Superweapons
Spoiler :
Each faction has its own unique superweapons. There are also generic programs/superweapons that can be built by all. You can build ONE superweapon of its kind, though this is prohibitively expensive. Each superweapon costs 500 to build. The exception is the Gaia Device, which costs 750. All offensive superweapons have a 10% chance of failing; failing randomises the damage it does. Sometimes, it may even do MORE damage. Or, it could even damage you instead.
Superweapons that are used in a combat sense are fired once per turn per superweapon.
-Nuclear Missile Silo(Industrial) - Destroys x number of provinces, where x is the Tier. Irradiates the provinces for x turns. A proporationate amount of population and armies will be killed off.
-Industrial Complex (Industrial) - Boosts your economy by an extra 0.01 per turn, thus netting you +0.03 per turn by default instead of 0.01.
-Chaos Storm Generator (Chaos) - By gathering chaos energy from different points of the planet and concentrating it, a supernatural lightning storm can be generated. X% of the region's population and .0X will be removed from your opponent's economy. So, a T10 wipes out 10% of a region's population and destroys .10 of their Industry.
-Chaos Control Chamber (Chaos) - Using the power of Chaos Energy, time and space can be bent at whim. 5X armies can be teleported anywhere on the map, allowing surprise invasions in the heart of an enemy's empire.
-Psionic Decimator (Psychic) - A huge cluster of psychic energy is sent at a target location, warping minds and bodies. Destroys X provinces with proportionate amounts of armies.
-Psychic Beacon (Psychic) - A device capable of brainwashing entire populations. Each turn, it can brainwash X provinces, and X armies within them. Destroying the device will set the conquered minds free.
-Gaia Device (Ixis) - Allows communication with the planet itself. It can destroy X number of provinces per turn by generating cataclysmic events on a whim. It also enables communication with Light and Dark Gaia, which allow the creation of more advanced agents, the former capable of healing troops and the latter having a 50% chance of destroying enemy armies. Keep in mind that Light Gaia sorcerers are solidly good and turn against evil regimes, and may even heal enemies. Dark Gaia sorcerers are sadistic and malicious, and will turn against good regimes or may even leave your service to increase their body count.
Superweapons that are used in a combat sense are fired once per turn per superweapon.
-Nuclear Missile Silo(Industrial) - Destroys x number of provinces, where x is the Tier. Irradiates the provinces for x turns. A proporationate amount of population and armies will be killed off.
-Industrial Complex (Industrial) - Boosts your economy by an extra 0.01 per turn, thus netting you +0.03 per turn by default instead of 0.01.
-Chaos Storm Generator (Chaos) - By gathering chaos energy from different points of the planet and concentrating it, a supernatural lightning storm can be generated. X% of the region's population and .0X will be removed from your opponent's economy. So, a T10 wipes out 10% of a region's population and destroys .10 of their Industry.
-Chaos Control Chamber (Chaos) - Using the power of Chaos Energy, time and space can be bent at whim. 5X armies can be teleported anywhere on the map, allowing surprise invasions in the heart of an enemy's empire.
-Psionic Decimator (Psychic) - A huge cluster of psychic energy is sent at a target location, warping minds and bodies. Destroys X provinces with proportionate amounts of armies.
-Psychic Beacon (Psychic) - A device capable of brainwashing entire populations. Each turn, it can brainwash X provinces, and X armies within them. Destroying the device will set the conquered minds free.
-Gaia Device (Ixis) - Allows communication with the planet itself. It can destroy X number of provinces per turn by generating cataclysmic events on a whim. It also enables communication with Light and Dark Gaia, which allow the creation of more advanced agents, the former capable of healing troops and the latter having a 50% chance of destroying enemy armies. Keep in mind that Light Gaia sorcerers are solidly good and turn against evil regimes, and may even heal enemies. Dark Gaia sorcerers are sadistic and malicious, and will turn against good regimes or may even leave your service to increase their body count.
Generic Wonders
Spoiler :
These are available to everyone.
-Radioactivity Recycling Plant - A genius device, if built it will siphon radioactivity from anywhere in the world. The radioactivity will power your empire, as well as clean up the environment. You will gain +0.01 per turn; it will also eliminate one turn's worth of radiation from an irradiated province. However, the effects stop as soon as the radiation is gone. In the event there's not enough radiation to go around, random numbers will be used to determine who gets the bonus. Costs 500 gold.
-Mechanisation Program - Mechanisation techniques were used by the Robotnik Empire to make flesh as obedient as metal. There are three tiers - Badnikisation, Roboticisation and Prelateisation. Each program costs 100x, where x is the stage(so 100, 200, 300). You can apply the process to your own civilians, troops, enemy civilians, or POWs. It costs 5 gold to Badnikise a unit (that is, a single POW, civilian, or your own army), 10 gold to Roboticise, and 15 gold to Prelateise. Badniks get +25% to rolls, Robians +50%, and Prelates 100%.
There is one disadvantage, however - it is possible for your control over your robotic hordes to be broken... Mechanised forces are always captured or retreat upon defeat, unless the attacking army has specified they are free to be murdered.
-Demechanisation - A technology that was once in its infancy, great minds such as Miles Prower have pioneered countermeasures to alleviate the suffering of the Robotnik Regime. Built for 1000 gold, the DeMech has but one tier. It has a 50% chance of freeing Badniks, 33% chance of freeing Robians, and 20% chance of freeing Prelates. You can demech 10 units a turn; units freed from slavery have a random chance of joining your side, joining their original owner, or, if they were owned by the faction you freed them from, dispersing into your population.
-Black Energy Silos - These babies store black energy and prevent it from contaminating your homeland. Costs 500 to erect; stores up to 100 units of Black Chaos energy.
-Anarchy Beryl Bomb - A bomb of concentrated black energy. Has 5 tiers, each costing 100x gold in research to unlock. AB Bombs cost 20x. A bomb's success rate is 50+5x. How much territory they destroy depends on how much is loaded onto them. Every 10 units of Anarchy Beryl on board will destroy one province.
T1 - Capacity of 50 (up to 5 provinces) - costs 20(cost/benefit factor of 4)
T2 - Capacity of 100 (up to 10 provinces) - costs 40(C/B of 4)
T3 - Capacity of 200 (up to 20 provinces) - costs 60(C/B of 3)
T4 - Capacity of 300 (up to 30 provinces) - costs 80(2.6)
T5 - Capacity of 500 (up to 50 provinces) - costs 100(C/B of 2)
Anarchy Beryl can also set off chain reactions with any energy wells in the territories it hits. Theoretically, enough large deposits of chaos energy set off could ruin entire regions. Territories hit by AB bombs are permanently uninhabitable unless reclaimed via white energy.
-Chaos Conversion Chamber. Costs 500 gold. By expending one unit of grey chaos energy, any other energy can be converted. Thus, Black Energy can be made useful and harmless. If one of each non-black energy type is combined, white energy can be created. White energy alleviates the effects of black energy.
-Radioactivity Recycling Plant - A genius device, if built it will siphon radioactivity from anywhere in the world. The radioactivity will power your empire, as well as clean up the environment. You will gain +0.01 per turn; it will also eliminate one turn's worth of radiation from an irradiated province. However, the effects stop as soon as the radiation is gone. In the event there's not enough radiation to go around, random numbers will be used to determine who gets the bonus. Costs 500 gold.
-Mechanisation Program - Mechanisation techniques were used by the Robotnik Empire to make flesh as obedient as metal. There are three tiers - Badnikisation, Roboticisation and Prelateisation. Each program costs 100x, where x is the stage(so 100, 200, 300). You can apply the process to your own civilians, troops, enemy civilians, or POWs. It costs 5 gold to Badnikise a unit (that is, a single POW, civilian, or your own army), 10 gold to Roboticise, and 15 gold to Prelateise. Badniks get +25% to rolls, Robians +50%, and Prelates 100%.
There is one disadvantage, however - it is possible for your control over your robotic hordes to be broken... Mechanised forces are always captured or retreat upon defeat, unless the attacking army has specified they are free to be murdered.
-Demechanisation - A technology that was once in its infancy, great minds such as Miles Prower have pioneered countermeasures to alleviate the suffering of the Robotnik Regime. Built for 1000 gold, the DeMech has but one tier. It has a 50% chance of freeing Badniks, 33% chance of freeing Robians, and 20% chance of freeing Prelates. You can demech 10 units a turn; units freed from slavery have a random chance of joining your side, joining their original owner, or, if they were owned by the faction you freed them from, dispersing into your population.
-Black Energy Silos - These babies store black energy and prevent it from contaminating your homeland. Costs 500 to erect; stores up to 100 units of Black Chaos energy.
-Anarchy Beryl Bomb - A bomb of concentrated black energy. Has 5 tiers, each costing 100x gold in research to unlock. AB Bombs cost 20x. A bomb's success rate is 50+5x. How much territory they destroy depends on how much is loaded onto them. Every 10 units of Anarchy Beryl on board will destroy one province.
T1 - Capacity of 50 (up to 5 provinces) - costs 20(cost/benefit factor of 4)
T2 - Capacity of 100 (up to 10 provinces) - costs 40(C/B of 4)
T3 - Capacity of 200 (up to 20 provinces) - costs 60(C/B of 3)
T4 - Capacity of 300 (up to 30 provinces) - costs 80(2.6)
T5 - Capacity of 500 (up to 50 provinces) - costs 100(C/B of 2)
Anarchy Beryl can also set off chain reactions with any energy wells in the territories it hits. Theoretically, enough large deposits of chaos energy set off could ruin entire regions. Territories hit by AB bombs are permanently uninhabitable unless reclaimed via white energy.
-Chaos Conversion Chamber. Costs 500 gold. By expending one unit of grey chaos energy, any other energy can be converted. Thus, Black Energy can be made useful and harmless. If one of each non-black energy type is combined, white energy can be created. White energy alleviates the effects of black energy.
Factions
Spoiler :
You can choose a specific faction, with each having its own strengths and weaknesses. Each faction's agents also have different qualities. There are four: Industrial, Ixis, Chaos, and Psychic.
Industrial powers are the same as our world, being 100% based on machinery and fuels. Your economy grows by at least 0.2 per turn instead of 0.1. You have ordinary units through and through. Their unique structures are the Nuclear Missile Silo and Industrial Complex.
Ixis factions build special Infantry skilled in particular forms of elemental magic. Against non-magic armies, your sorcerers get +2 or 25% bonus right from the start. However, if you fight an element you are weak against, you will be treated as a normal army(as in, your enemy gets a bonus, not you!). Their unique structure is the Gaia Device, which is both a superweapon and a troop support device(as it lets you ally with Dark or Light Gaia). Ixis Powers choose ONE of the four elements to specialise in. They must pay extra for the other three. If siding with Dark Gaia, your armies get +5 or +50% in battle. If dealing with Light Gaia, it will
Chaos Factions get twice the bonus from Chaos Energy. Their unique structures are the Chaos Storm Generator and Chaos Control Chamber.
Psychic Factions have the most talented agents, but are slow bloomers. Their unique structures are the Psionic Decimator and Psychic Beacon.
Industrial powers are the same as our world, being 100% based on machinery and fuels. Your economy grows by at least 0.2 per turn instead of 0.1. You have ordinary units through and through. Their unique structures are the Nuclear Missile Silo and Industrial Complex.
Ixis factions build special Infantry skilled in particular forms of elemental magic. Against non-magic armies, your sorcerers get +2 or 25% bonus right from the start. However, if you fight an element you are weak against, you will be treated as a normal army(as in, your enemy gets a bonus, not you!). Their unique structure is the Gaia Device, which is both a superweapon and a troop support device(as it lets you ally with Dark or Light Gaia). Ixis Powers choose ONE of the four elements to specialise in. They must pay extra for the other three. If siding with Dark Gaia, your armies get +5 or +50% in battle. If dealing with Light Gaia, it will
Chaos Factions get twice the bonus from Chaos Energy. Their unique structures are the Chaos Storm Generator and Chaos Control Chamber.
Psychic Factions have the most talented agents, but are slow bloomers. Their unique structures are the Psionic Decimator and Psychic Beacon.
Regions and Provinces
Spoiler :
The world map is divided into a number of regions, which are in turn divided into provinces(usually 20). All units in a region pool, and by default, your units can only move 1 region a turn. Provinces are fought for individually, and every battle lost will result in a province lost.
There's also a number of Sea Zones. No matter how advanced you are, fleets can only move 1 Sea Zone a turn. Plan accordingly. You can build canals in regions that connect the Zones, boosting your economy and also enabling quicker navigation.
Air wings, likewise, can only hit the coastline of another continent regardless of advancement level; they must be loaded onto navies(like carriers) if they intend to move inland. They gain an extra move for every tech that gives armies an extra move. Move as in, how far they can go in to bomb/defend, not how many attacks they get.
There's also a number of Sea Zones. No matter how advanced you are, fleets can only move 1 Sea Zone a turn. Plan accordingly. You can build canals in regions that connect the Zones, boosting your economy and also enabling quicker navigation.
Air wings, likewise, can only hit the coastline of another continent regardless of advancement level; they must be loaded onto navies(like carriers) if they intend to move inland. They gain an extra move for every tech that gives armies an extra move. Move as in, how far they can go in to bomb/defend, not how many attacks they get.
Expansion
Spoiler :
I stoleborrowed the idea of armies being used to expand from Sonereal. An army can take one neutral province per turn. The province must border your territories at turn start or be on the coast. Taking coastal areas not contiguous with your lands requires a navy.
It is your responsibility to make sure your claims do not overlap. If they do overlap, settle it however you want. Failure to settle in a peaceful manner will result in a battle determining ownership.
It is your responsibility to make sure your claims do not overlap. If they do overlap, settle it however you want. Failure to settle in a peaceful manner will result in a battle determining ownership.
Starting Out
Spoiler :
Claim 5 territories. They must be contiguous.
Also detail your nation, things such as currency, language, ethnicity, history, etc. Remember that effort will be rewarded with bonuses.
Choose your specialty as well, i.e. a faction.
Also detail your nation, things such as currency, language, ethnicity, history, etc. Remember that effort will be rewarded with bonuses.
Choose your specialty as well, i.e. a faction.
The Game
Spoiler :
Each turn, you will spend your money as you see fit, and expand where you please. You will engage in diplomacy if you so desire.
Diplomacy is generally not hardcoded. The exception is TRADE, where all nations trade with eachother by default. Everyone collects the average of the world's base incomes. You CANNOT cut trade to raise your trade income.
You can embargo nations if you see fit, which will add 0 to both your calculations. Embargoing is a great form of protest.
Your navies can also blockade, though this can be a trigger point in diplomacy. However, it will cut the flow of trade to and from a nation.
Trade is handled two ways - they must either share a land border or go overseas. If all land borders are subject to embargo and sea lanes are blocked, it is impossible to trade and that nation will lose all income.
Make and break alliances as you please in your pursuit of power. Just remember that the powerful are bigger targets...
Diplomacy is generally not hardcoded. The exception is TRADE, where all nations trade with eachother by default. Everyone collects the average of the world's base incomes. You CANNOT cut trade to raise your trade income.
You can embargo nations if you see fit, which will add 0 to both your calculations. Embargoing is a great form of protest.
Your navies can also blockade, though this can be a trigger point in diplomacy. However, it will cut the flow of trade to and from a nation.
Trade is handled two ways - they must either share a land border or go overseas. If all land borders are subject to embargo and sea lanes are blocked, it is impossible to trade and that nation will lose all income.
Make and break alliances as you please in your pursuit of power. Just remember that the powerful are bigger targets...
Victory Conditions
Spoiler :
Victory conditions become possible 10 turns in.
Economic: Have a base income 50% greater than your closest rival
Military: Have a military strength (number of units * your army tech level) 50% greater than your closest rival
Domination: Have 50% more provinces or population than your closest rival
Economic: Have a base income 50% greater than your closest rival
Military: Have a military strength (number of units * your army tech level) 50% greater than your closest rival
Domination: Have 50% more provinces or population than your closest rival