Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
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Mobius: Total Chaos
Spoiler :
Prologue
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.
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 or those put on autopilot. No artifical 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.
Economics
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.
Gold is the basis of the global economy, being used to raise armies, assist deals, buy goods, and countless other things.
Chaos Energy
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 5 (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.
The effects of black energy cannot be stacked. The effects of the other colors can.
Military and Combat
Combat rules at http://forums.civfanatics.com/showpost.php?p=11255600&postcount=524
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
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. http://forums.civfanatics.com/showpost.php?p=11209465&postcount=190 - Details on how to level them up
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.
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.
Factions
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.
Regions and Provinces
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.
Expansion
Istoleborrowed 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.
Starting Out
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.
The Game
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...
Victory Conditions
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
Events
Resignations, Automations and Other Concerns
If 24 hours pass from an update, I will send out notifications to any who haven't given orders. Anybody who hasn't gotten orders in within 48 will be automated based on what I think is best for them.
You are free to resign at any time. Your nation will be ka-nuked, as no NPCs are allowed.
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.
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 or those put on autopilot. No artifical 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.
Economics
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.
Gold is the basis of the global economy, being used to raise armies, assist deals, buy goods, and countless other things.
Chaos Energy
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 5 (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.
The effects of black energy cannot be stacked. The effects of the other colors can.
Military and Combat
Combat rules at http://forums.civfanatics.com/showpost.php?p=11255600&postcount=524
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
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. http://forums.civfanatics.com/showpost.php?p=11209465&postcount=190 - Details on how to level them up
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.
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.
Factions
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.
Regions and Provinces
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.
Expansion
I
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
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.
The Game
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...
Victory Conditions
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
Events
Spoiler :
While your population/economic growth rates vary by default, there are several characters running amock that flavor the world. Characters visit one nation a turn and continue a world tour, not visiting the first nation until they have visited them all.
Good NPCs
-Sonic: While he's generally eating your food and exploring your environment, he is also a deadly force against enemy armies. He has a 50% chance of beating any imperialist army in the country he encounters; he is a good guy, however, and so they will always be allowed to retreat.
-Shadow: A biological weapon with ancient roots, he has tried to discover whether he should be a hero or a villain. He needs Chaos Energy to maintain his many abilities, however, and in his presence, Chaos Energy has twice as much power, as if you were a Chaos faction. If he visits a Chaos faction, Chaos Energy will have three times as much power.
-Tails: If present, any gold you put towards research projects, peaceful or military, will be worth 1.5, rather than 1.
-Knuckles: Not having anything left to do, the once-proud Guardian wanders the world hoping to find purpose. If he visits you, he will give you maps and other assistance with regards to Angel Island. Your chances of survival on the island will improve.
Neutral NPCs
-Silver: A young student in the ESP arts, he has a kind heart. Like Sonic, he routinely beats up armies... but his naivette means he can help either side. Thankfully, this loose cannon isn't too skilled in combat despite his enormous potential. He has a 10% chance of beating each army on either side.
-Ixis Naugus: Seen as the world's most powerful Ixis user and the headmaster of the Ixis Academy, Naugus bestows 5 Ixis Armies upon the countries he visits. Their element is randomised.
-Knights of Chronos: Chaired by Mammoth Mogul, the Knights don't usually care what happens to Mobius. They do, however, often step in to stop unruly psychics. The Knights have a variety of specialties, though they all can accurately predict the future(or rather, the likley future based on probability). Stability being a modus operandi, they will step in to fight and arrest level 10 Psychics who are unopposed. Consider them a Deus Ex Psychica, meant to keep Psychics from breaking the game. The Knights are very secretive and not above summary executions or mind altering to maintain such secrecy. They are not so much immoral, as amoral - stability is the goal.
Evil NPCs
-Venice: A monstrous, almost demonic split personality of Silver's, he murders and maims without a second thought. Venice will often challenge Super Agents or entire armies to battle as a means of testing his awesome power. Seeing Super Agents as worthy of being spared so he can gloat, he does not kill them, but he renders them inaccessible for the turn. Armies will always be killed by Venice. Venice can perform as many tasks as he desires, but there's a growing chance the Knights will intervene and scare him off. The chance starts at 5% discovery and escalates by 5% each new task.
-Robotnik: Also known as the Eggman, Robotnik regularly stages uprisings and terrorist revolts to try and re-assert his global supremacy. Deals can be made with him for technological bonuses, but God help you if you are discovered... He has a variety of lackeys, robotic and organic, to help spread and enforce his will.
-Classic Sonic: A deformed clone of Mobius' hero, this creature requires regular doses of Chaos Energy to avoid mutating into a hideous beast. He goes for the largest Chaos deposits and drinks them dry on a regular basis, depleting them by half. Yes, he's a troll, but hey, that's what old school Sonic is yo.
Good NPCs
-Sonic: While he's generally eating your food and exploring your environment, he is also a deadly force against enemy armies. He has a 50% chance of beating any imperialist army in the country he encounters; he is a good guy, however, and so they will always be allowed to retreat.
-Shadow: A biological weapon with ancient roots, he has tried to discover whether he should be a hero or a villain. He needs Chaos Energy to maintain his many abilities, however, and in his presence, Chaos Energy has twice as much power, as if you were a Chaos faction. If he visits a Chaos faction, Chaos Energy will have three times as much power.
-Tails: If present, any gold you put towards research projects, peaceful or military, will be worth 1.5, rather than 1.
-Knuckles: Not having anything left to do, the once-proud Guardian wanders the world hoping to find purpose. If he visits you, he will give you maps and other assistance with regards to Angel Island. Your chances of survival on the island will improve.
Neutral NPCs
-Silver: A young student in the ESP arts, he has a kind heart. Like Sonic, he routinely beats up armies... but his naivette means he can help either side. Thankfully, this loose cannon isn't too skilled in combat despite his enormous potential. He has a 10% chance of beating each army on either side.
-Ixis Naugus: Seen as the world's most powerful Ixis user and the headmaster of the Ixis Academy, Naugus bestows 5 Ixis Armies upon the countries he visits. Their element is randomised.
-Knights of Chronos: Chaired by Mammoth Mogul, the Knights don't usually care what happens to Mobius. They do, however, often step in to stop unruly psychics. The Knights have a variety of specialties, though they all can accurately predict the future(or rather, the likley future based on probability). Stability being a modus operandi, they will step in to fight and arrest level 10 Psychics who are unopposed. Consider them a Deus Ex Psychica, meant to keep Psychics from breaking the game. The Knights are very secretive and not above summary executions or mind altering to maintain such secrecy. They are not so much immoral, as amoral - stability is the goal.
Evil NPCs
-Venice: A monstrous, almost demonic split personality of Silver's, he murders and maims without a second thought. Venice will often challenge Super Agents or entire armies to battle as a means of testing his awesome power. Seeing Super Agents as worthy of being spared so he can gloat, he does not kill them, but he renders them inaccessible for the turn. Armies will always be killed by Venice. Venice can perform as many tasks as he desires, but there's a growing chance the Knights will intervene and scare him off. The chance starts at 5% discovery and escalates by 5% each new task.
-Robotnik: Also known as the Eggman, Robotnik regularly stages uprisings and terrorist revolts to try and re-assert his global supremacy. Deals can be made with him for technological bonuses, but God help you if you are discovered... He has a variety of lackeys, robotic and organic, to help spread and enforce his will.
-Classic Sonic: A deformed clone of Mobius' hero, this creature requires regular doses of Chaos Energy to avoid mutating into a hideous beast. He goes for the largest Chaos deposits and drinks them dry on a regular basis, depleting them by half. Yes, he's a troll, but hey, that's what old school Sonic is yo.
Resignations, Automations and Other Concerns
If 24 hours pass from an update, I will send out notifications to any who haven't given orders. Anybody who hasn't gotten orders in within 48 will be automated based on what I think is best for them.
You are free to resign at any time. Your nation will be ka-nuked, as no NPCs are allowed.