Sheep
Orange Shrooms!
This game is totally based off of UKNESIV: Global Destiny, and I take no credit for it. Full credit should go to UKNemesis.
If UKnemesis disagrees with me running this game, then I will fully close this nes. Though I don't think he will care much
This is a complete copy of the rules of UKNESIV. Again, I take no credit for it.
Here is a link to the map sections which you can use for getting the names of countries. I will be using a smaller map to show political changes (invading of nations mostly), and it will be updated once a week most likely:
http://www.cia.gov/cia/publications...cs/refmaps.html
Btw, that is not my map or site.
Right, now we get to the good bits.
Combat will be moderated by me, since I'm not playing. It's not going to be the random roll the dice rubbish, I'm going to actually work out the combat(don't worry, I'm not going to be defence biased, or offence biased, I will just do an honest job of it).
[You can only invade once per turn. You cant fight two battles.]
Neutral nations WILL have their own armies, which I will work out when you attack them(I'm not going to bother keeping track of all those armies, but I will work out how many troops they have based on how many turns they've been alive and how much they are worth, just like you do).
Land units can move ONE country per turn. A turn is one day. For each turn, you get the number of credits(see above) for each nation, plus 3 credits extra per factory you have.
Sea units can move ONE ocean per turn, and air units can move TWO countries per turn, or ONE ocean per turn(must move from a country, through an ocean straight to another country, can't stay over the ocean without an aircraft carrier).
That means a land unit can move to a neighbouring country in one turn, a sea unit can move to a neighbouring ocean in one turn, and an air unit can move two countries in one turn, or cross the ocean straight to another country in one turn.
Once you have picked a nation, YOU MUST OPEN A NEW THREAD, WITH THE TITLE BEING THE NAME OF THAT NATION.
In this thread you must post your income, your buys each turn(basically update it every turn) and your units and buildings and their locations and orders.
See this [this page for UKNESIV nations. Especially see Britain's and Dexter's, they were very good)
http://forums.civfanatics.com/forum...45&pagenumber=6
[It's best for the look and feel of the game to post the maps and flags like shown in all those threads. Go here for a good site to get those maps and flags: http://www.cia.gov/cia/publications/factbook/]
You must post your regular orders and your attack orders here, and I will post the result as soon as I can. Taking time to do tactics and plans make your results usually a lot better.
You begin with the amount of credits that your country is worth.
Here is the units and buildings list(cost is in brackets):
EACH NATION HAS A UNIQUE UNIT, WHICH REPLACES ONE OF THESE. WHEN YOU SAY WHAT NATION YOU ARE, I WILL TELL YOU YOUR UNIQUE UNIT.
Infantry Division(3 credits)
Good in defence, poor in attack. The basic infantry unit, with trucks and support units.
Mechanised Infantry Division(5 credits)
Excellent in defence, okay in attack. Better infantry unit, equipped with armoured personnel carriers. Include support units.
Armoured Division(7 credits)
Excellent in attack, poor in defence. The basic tank unit, with support units.
Artillery Division(3 credits)
Poor in defence and attack, but can bombard neighbouring nations(including when you're attacking them), and defend against air attacks. Includes support units.
Special Forces Division(10 credits)
Good in attack and defence, can attack factories in secret missions(must be PMed to me), with a risk of being caught(nationality only revealed if caught). Includes support units.
Fighter Squadron(7 credits)
Your basic fighter squadron, including support units. Excellent in defence, okay in attack. Examples include the F-22 and the F-15.
Close Air Support Squadron(5 credits)
Provides air support to your land forces, and includes support units. Poor in defence, but good in attack. Excellent against land units. Examples include the F-16 and the A-10.
Naval Air Wing(10 credits)
Can be based on aircraft carriers or land. The only unit able to be based on aircraft carriers(the other air units must cross the ocean straight away, and can't land on carriers). Good in defence and attack. Examples include the Harrier and the F-14. Comes with support units.
Gunship Squadron(5 credits)
Your basic attack helicopter unit, supports land units or attacks targets. Okay in defence and attack. Comes with support units. Examples include the Apache, the Comanche and the Hind.
Bomber Squadron(12 credits)
Your basic bomber squadron, comes with support units. Can carry 1 tactical nuke. Good in attack on ground and sea targets, poor against aircraft and defending. Can bombard. The main example is the B-52.
Stealth Bomber Squadron(15 credits)
Can only be hit by air units. Excellent against ground targets, poor against sea and air targets. Also poor in defending. Includes support units. Examples include the F-117 and the B-2. Can carry 1 tactical nuke.
Stealth Fighter Squadron(10 credits)
Is a true stealth fighter, unlike the F-117. Can only be hit by air units, and includes support units. Good in attack, excellent in defence. The best example is the F-19.
Aeroplane Transport Squadron(7 credits)
Can transport 3 divisions, and then move them using the air units movement rules. Transporting is the only way land units can move across the ocean. Poor in attack and defence. Includes support units.
Transport Fleet(10 credits)
Can carry 5 divisions. Poor in attack and defence. Includes support units.
Helicopter Transport Squadron(5 credits)
Can transport 1 division, moving the same as the aeroplane transport squadron. Poor in attack and defence. Includes support units, and the best example is the Chinook.
Aircraft Carrier(25 credits)
Can be used a base by naval aircraft wings. Is empty to begin with. It can carry three naval aircraft wings. Poor in attack, good in defence.
Aegis Cruiser(15 credits)
Can shoot down incoming missiles that may hit the fleet. Okay in attack, good in defence. Excellent against air units.
Destroyer(12 credits)
Good in attack, okay in defence, good against air units. Carries Tomahawk cruise missiles and Harpoons.
Frigate(10 credits)
Poor in attack, good in defence, excellent against submarine units.
Corvette(5 credits)
Okay against all units.
Missile submarine(10 credits)
Can carry 2 tactical nukes(must be bought) and Tomahawk cruise missiles. Poor in defence and attack.
Attack submarine(5 credits)
Carries torpedoes and Harpoon anti-ship missiles. Good in attack and defence.
Nuclear submarine(15 credits)
Can carry 1 tactical nuke(must be bought), Tomahawk cruise missiles, Harpoon anti-ship missiles and torpedoes. Good in attack, excellent in defence.
ICBM bunker(50 credits)
Can hold and fire up to four ICBMs at a time(must be bought).
Anti-missile system(25 credits)
Has a good chance of shooting down incoming ICBMs and tactical nukes in the province it is built.
Factory(Your income per turn + 3 credits)
Factories cost what you make per turn(doesn't include banked money) and increase your income by 3 credits. You may have more than one per country.
Tactical nuke(10 credits)
Can only be moved on units which can carry it. Can only hit countries next to the ocean that the submarine is in, or the one that the bomber drops it in. See below for details of what nukes do.
ICBM(25 credits)
Can hit any country in the world. Must be in an ICBM bunker. See below for nuke rules.
Nuclear missiles
Nuclear missiles, if they hit successfully, destroy all factories in the country they hit, and reduce its income by 1 to 3 credits(for a tactical nuke) and 1 to 5 credits for an ICBM. You may also aim nukes at armies, fleets or air bases, in the hope of destroying enemy forces. The amount of damage done depends on many factors.
Right, here is the list of nations, in order of how many credits they are worth to begin with(you may choose any to rule, but I suggest only taking those in the 5 credit section, or the 4 credit section at the least):
1
American Samoa
Andorra
Anguilla
Antigua & Barbuda
Ashmore and Cartier
Aruba
Baker Island
Barbados
Bassas da India
Bermuda
Bhutan
Bouvet Island
British Indian Ocean Territory
British Virgin Islands
Burundi
Canary Islands
Cape Verde
Cayman Islands
Christmas Island
Clipperton Island
Cocos (Keeling) Islands
Coral Sea Islands
Equatorial Guinea
Eritrea
French Guiana
French Polynesia
French Southern and Artic Lands
Gibraltar
Glorioso Islands
Greenland
Guernsey
Heard Island & McDonald Islands
Holy See (Vatican City)
Howland Island
Jan Mayen
Jarvis Island
Jersey
Johnston Atoll
Juan de Nova Island
Kingman Reef
Kiribati
Maldives
Malta
Man, Isle of
Marshall Islands
Martinique
Mauritius
Mayotte
Micronesia, Federated States of
Midway Islands
Moldova
Monaco
Monserrat
Nauru
Navassa Island
Nepal
Netherlands Antilles
New Caledonia
Niue
Norfolk Island
Northern Mariana Islands
Palau
Palmyra Atoll
Paracel Islands
Pitcairn Islands
Reunion
Saint Helena
Saint Kitts and Nevis
Saint Lucia
Saint Pierre and Miquelon
Saint Vincent & the Grenadines
Samoa
San Marino
São Tomé & Príncipe
Solomon Islands
South Georgia and the South Sandwich Islands
Spratly Islands
Svalbard
Togo
Tokelau
Tonga
Trinidad & Tobago
Tromelin Island
Turkmenistan
Turks and Caicos Islands
Tuvalu
Uganda
Vanuatu
Virgin Islands
Wake Island
Wallis and Futuna
Western Sahara
2
Afghanistan
Albania
Angola
Antartica
Armenia
Azerbaijan
Bahamas, The
Bahrain
Bangladesh
Belize
Benin
Bolivia
Bosnia and Herzegovina
Botswana
Brunei
Bulgaria
Burkina Faso
Burma
Cambodia
Cameroon
Central Africa Republic
Chad
Chile
Comoros
Congo, Democratic Republic of
Congo, Republic of
Costa Rica
Côte d'Ivoire
Cyprus
Djibouti
Dominica
Dominican Republic
El Salvador
Estonia
Ethiopia
Falkland Islands
Fiji
Faroe Islands
Gabon
Gambia, The
Georgia
Ghana
Grenada
Guadeloupe
Guam
Guatemala
Guinea
Guinea-Bissau
Guyana
Haiti
Honduras
Jordan
Kazakhstan
Kyrgyzstan
Laos
Latvia
Lebanon
Lesotho
Liberia
Liechtenstein
Lithuania
Luxembourg Macau
Macedonia, FYOM
Madagascar
Malawi
Mali
Mauritania
Mongolia
Morocco
Mozambique
Namibia
Nicaragua
Niger
Oman
Panama
Papua New Guinea
Paraguay
Peru
Philippines
Puerto Rico
Qatar
Rwanda
Senegal
Seychelles
Sierra Leone
Slovakia
Slovenia
Somalia
Sri Lanka
Suriname
Swaziland
Tajikistan
Tanzania
Uruguay
Uzbekistan
Venezuela
Vietnam
Yemen
Yugoslavia
Zambia
Zimbabwe
3
Algeria
Belarus
Colombia
Croatia
Cuba
Ecuador
Hong Kong
Hungary
Iceland
Jamaica
Kenya
Korea, North
Libya
Malaysia
New Zealand
Nigeria
Romania
Singapore
Sudan
Syria
Thailand
Tunisia
4
Austria
Belgium
Czech Republic
Denmark
Egypt
Finland
Greece
Indonesia
Iran
Iraq-
Ireland-
Kuwait
Netherlands
Portugal
Saudi Arabia
Switzerland
Taiwan
United Arab Emirates
5
Argentina
Australia- Tyrion
Brazil-
Britain
Canada-
China- Warman
India
Italy-
Israel - Constatine
France-
Germany-
Japan-
Korea, South
Mexico
Norway
Pakistan
Poland- Naevrod
Russia- EREZ
South Africa-
Spain
Sweden-
Turkey
Ukraine-
United States- Jason
Have fun! Any questions, just ask!
If UKnemesis disagrees with me running this game, then I will fully close this nes. Though I don't think he will care much
This is a complete copy of the rules of UKNESIV. Again, I take no credit for it.
Here is a link to the map sections which you can use for getting the names of countries. I will be using a smaller map to show political changes (invading of nations mostly), and it will be updated once a week most likely:
http://www.cia.gov/cia/publications...cs/refmaps.html
Btw, that is not my map or site.
Right, now we get to the good bits.
Combat will be moderated by me, since I'm not playing. It's not going to be the random roll the dice rubbish, I'm going to actually work out the combat(don't worry, I'm not going to be defence biased, or offence biased, I will just do an honest job of it).
[You can only invade once per turn. You cant fight two battles.]
Neutral nations WILL have their own armies, which I will work out when you attack them(I'm not going to bother keeping track of all those armies, but I will work out how many troops they have based on how many turns they've been alive and how much they are worth, just like you do).
Land units can move ONE country per turn. A turn is one day. For each turn, you get the number of credits(see above) for each nation, plus 3 credits extra per factory you have.
Sea units can move ONE ocean per turn, and air units can move TWO countries per turn, or ONE ocean per turn(must move from a country, through an ocean straight to another country, can't stay over the ocean without an aircraft carrier).
That means a land unit can move to a neighbouring country in one turn, a sea unit can move to a neighbouring ocean in one turn, and an air unit can move two countries in one turn, or cross the ocean straight to another country in one turn.
Once you have picked a nation, YOU MUST OPEN A NEW THREAD, WITH THE TITLE BEING THE NAME OF THAT NATION.
In this thread you must post your income, your buys each turn(basically update it every turn) and your units and buildings and their locations and orders.
See this [this page for UKNESIV nations. Especially see Britain's and Dexter's, they were very good)
http://forums.civfanatics.com/forum...45&pagenumber=6
[It's best for the look and feel of the game to post the maps and flags like shown in all those threads. Go here for a good site to get those maps and flags: http://www.cia.gov/cia/publications/factbook/]
You must post your regular orders and your attack orders here, and I will post the result as soon as I can. Taking time to do tactics and plans make your results usually a lot better.
You begin with the amount of credits that your country is worth.
Here is the units and buildings list(cost is in brackets):
EACH NATION HAS A UNIQUE UNIT, WHICH REPLACES ONE OF THESE. WHEN YOU SAY WHAT NATION YOU ARE, I WILL TELL YOU YOUR UNIQUE UNIT.
Infantry Division(3 credits)
Good in defence, poor in attack. The basic infantry unit, with trucks and support units.
Mechanised Infantry Division(5 credits)
Excellent in defence, okay in attack. Better infantry unit, equipped with armoured personnel carriers. Include support units.
Armoured Division(7 credits)
Excellent in attack, poor in defence. The basic tank unit, with support units.
Artillery Division(3 credits)
Poor in defence and attack, but can bombard neighbouring nations(including when you're attacking them), and defend against air attacks. Includes support units.
Special Forces Division(10 credits)
Good in attack and defence, can attack factories in secret missions(must be PMed to me), with a risk of being caught(nationality only revealed if caught). Includes support units.
Fighter Squadron(7 credits)
Your basic fighter squadron, including support units. Excellent in defence, okay in attack. Examples include the F-22 and the F-15.
Close Air Support Squadron(5 credits)
Provides air support to your land forces, and includes support units. Poor in defence, but good in attack. Excellent against land units. Examples include the F-16 and the A-10.
Naval Air Wing(10 credits)
Can be based on aircraft carriers or land. The only unit able to be based on aircraft carriers(the other air units must cross the ocean straight away, and can't land on carriers). Good in defence and attack. Examples include the Harrier and the F-14. Comes with support units.
Gunship Squadron(5 credits)
Your basic attack helicopter unit, supports land units or attacks targets. Okay in defence and attack. Comes with support units. Examples include the Apache, the Comanche and the Hind.
Bomber Squadron(12 credits)
Your basic bomber squadron, comes with support units. Can carry 1 tactical nuke. Good in attack on ground and sea targets, poor against aircraft and defending. Can bombard. The main example is the B-52.
Stealth Bomber Squadron(15 credits)
Can only be hit by air units. Excellent against ground targets, poor against sea and air targets. Also poor in defending. Includes support units. Examples include the F-117 and the B-2. Can carry 1 tactical nuke.
Stealth Fighter Squadron(10 credits)
Is a true stealth fighter, unlike the F-117. Can only be hit by air units, and includes support units. Good in attack, excellent in defence. The best example is the F-19.
Aeroplane Transport Squadron(7 credits)
Can transport 3 divisions, and then move them using the air units movement rules. Transporting is the only way land units can move across the ocean. Poor in attack and defence. Includes support units.
Transport Fleet(10 credits)
Can carry 5 divisions. Poor in attack and defence. Includes support units.
Helicopter Transport Squadron(5 credits)
Can transport 1 division, moving the same as the aeroplane transport squadron. Poor in attack and defence. Includes support units, and the best example is the Chinook.
Aircraft Carrier(25 credits)
Can be used a base by naval aircraft wings. Is empty to begin with. It can carry three naval aircraft wings. Poor in attack, good in defence.
Aegis Cruiser(15 credits)
Can shoot down incoming missiles that may hit the fleet. Okay in attack, good in defence. Excellent against air units.
Destroyer(12 credits)
Good in attack, okay in defence, good against air units. Carries Tomahawk cruise missiles and Harpoons.
Frigate(10 credits)
Poor in attack, good in defence, excellent against submarine units.
Corvette(5 credits)
Okay against all units.
Missile submarine(10 credits)
Can carry 2 tactical nukes(must be bought) and Tomahawk cruise missiles. Poor in defence and attack.
Attack submarine(5 credits)
Carries torpedoes and Harpoon anti-ship missiles. Good in attack and defence.
Nuclear submarine(15 credits)
Can carry 1 tactical nuke(must be bought), Tomahawk cruise missiles, Harpoon anti-ship missiles and torpedoes. Good in attack, excellent in defence.
ICBM bunker(50 credits)
Can hold and fire up to four ICBMs at a time(must be bought).
Anti-missile system(25 credits)
Has a good chance of shooting down incoming ICBMs and tactical nukes in the province it is built.
Factory(Your income per turn + 3 credits)
Factories cost what you make per turn(doesn't include banked money) and increase your income by 3 credits. You may have more than one per country.
Tactical nuke(10 credits)
Can only be moved on units which can carry it. Can only hit countries next to the ocean that the submarine is in, or the one that the bomber drops it in. See below for details of what nukes do.
ICBM(25 credits)
Can hit any country in the world. Must be in an ICBM bunker. See below for nuke rules.
Nuclear missiles
Nuclear missiles, if they hit successfully, destroy all factories in the country they hit, and reduce its income by 1 to 3 credits(for a tactical nuke) and 1 to 5 credits for an ICBM. You may also aim nukes at armies, fleets or air bases, in the hope of destroying enemy forces. The amount of damage done depends on many factors.
Right, here is the list of nations, in order of how many credits they are worth to begin with(you may choose any to rule, but I suggest only taking those in the 5 credit section, or the 4 credit section at the least):
1
American Samoa
Andorra
Anguilla
Antigua & Barbuda
Ashmore and Cartier
Aruba
Baker Island
Barbados
Bassas da India
Bermuda
Bhutan
Bouvet Island
British Indian Ocean Territory
British Virgin Islands
Burundi
Canary Islands
Cape Verde
Cayman Islands
Christmas Island
Clipperton Island
Cocos (Keeling) Islands
Coral Sea Islands
Equatorial Guinea
Eritrea
French Guiana
French Polynesia
French Southern and Artic Lands
Gibraltar
Glorioso Islands
Greenland
Guernsey
Heard Island & McDonald Islands
Holy See (Vatican City)
Howland Island
Jan Mayen
Jarvis Island
Jersey
Johnston Atoll
Juan de Nova Island
Kingman Reef
Kiribati
Maldives
Malta
Man, Isle of
Marshall Islands
Martinique
Mauritius
Mayotte
Micronesia, Federated States of
Midway Islands
Moldova
Monaco
Monserrat
Nauru
Navassa Island
Nepal
Netherlands Antilles
New Caledonia
Niue
Norfolk Island
Northern Mariana Islands
Palau
Palmyra Atoll
Paracel Islands
Pitcairn Islands
Reunion
Saint Helena
Saint Kitts and Nevis
Saint Lucia
Saint Pierre and Miquelon
Saint Vincent & the Grenadines
Samoa
San Marino
São Tomé & Príncipe
Solomon Islands
South Georgia and the South Sandwich Islands
Spratly Islands
Svalbard
Togo
Tokelau
Tonga
Trinidad & Tobago
Tromelin Island
Turkmenistan
Turks and Caicos Islands
Tuvalu
Uganda
Vanuatu
Virgin Islands
Wake Island
Wallis and Futuna
Western Sahara
2
Afghanistan
Albania
Angola
Antartica
Armenia
Azerbaijan
Bahamas, The
Bahrain
Bangladesh
Belize
Benin
Bolivia
Bosnia and Herzegovina
Botswana
Brunei
Bulgaria
Burkina Faso
Burma
Cambodia
Cameroon
Central Africa Republic
Chad
Chile
Comoros
Congo, Democratic Republic of
Congo, Republic of
Costa Rica
Côte d'Ivoire
Cyprus
Djibouti
Dominica
Dominican Republic
El Salvador
Estonia
Ethiopia
Falkland Islands
Fiji
Faroe Islands
Gabon
Gambia, The
Georgia
Ghana
Grenada
Guadeloupe
Guam
Guatemala
Guinea
Guinea-Bissau
Guyana
Haiti
Honduras
Jordan
Kazakhstan
Kyrgyzstan
Laos
Latvia
Lebanon
Lesotho
Liberia
Liechtenstein
Lithuania
Luxembourg Macau
Macedonia, FYOM
Madagascar
Malawi
Mali
Mauritania
Mongolia
Morocco
Mozambique
Namibia
Nicaragua
Niger
Oman
Panama
Papua New Guinea
Paraguay
Peru
Philippines
Puerto Rico
Qatar
Rwanda
Senegal
Seychelles
Sierra Leone
Slovakia
Slovenia
Somalia
Sri Lanka
Suriname
Swaziland
Tajikistan
Tanzania
Uruguay
Uzbekistan
Venezuela
Vietnam
Yemen
Yugoslavia
Zambia
Zimbabwe
3
Algeria
Belarus
Colombia
Croatia
Cuba
Ecuador
Hong Kong
Hungary
Iceland
Jamaica
Kenya
Korea, North
Libya
Malaysia
New Zealand
Nigeria
Romania
Singapore
Sudan
Syria
Thailand
Tunisia
4
Austria
Belgium
Czech Republic
Denmark
Egypt
Finland
Greece
Indonesia
Iran
Iraq-
Ireland-
Kuwait
Netherlands
Portugal
Saudi Arabia
Switzerland
Taiwan
United Arab Emirates
5
Argentina
Australia- Tyrion
Brazil-
Britain
Canada-
China- Warman
India
Italy-
Israel - Constatine
France-
Germany-
Japan-
Korea, South
Mexico
Norway
Pakistan
Poland- Naevrod
Russia- EREZ
South Africa-
Spain
Sweden-
Turkey
Ukraine-
United States- Jason
Have fun! Any questions, just ask!