- Joined
- Mar 31, 2008
- Messages
- 14,928
Premise
Listen up! There’s a world war going out there and it is every nation for itself. Strategic alliances will form, but in the end, there can only be one winner.
Joining
Pick a territory, a color, and name your country.
The North and South Pacific and Bering Sea are divided into two, West and East.
[/QUOTE]
Economy
Military
Expansion
Province Buildings
Upgrades
Army, Naval, and Air Upgrades are NOT units. Think of them as the upgrades from Iron and Blood. They increase the power of your armies, but also the costs.
Your armies/fleets/wings attack and defense strength are all your upgrades (in those categories) added up. Movement/Range is an average, rounded to the nearest whole number. The more faster units versus slow units, the faster your forces.
When buying an upgrade (you can buy an upgrade multiple times), take the IPC cost times the amount of existing armies to get the IPC cost. 5 times the number of armies to get the manpower and Army/Naval/Air Capacity costs. Battleships and Aircraft Carriers have a 10 Manpower/Naval Capacity cost each, so check your math when upgrading in those areas.
You build armies, navies, and air wings, not infantry, mech infantry, and tanks.
Upgrades are collective. When buying an upgrade, all existing armies and future armies are affected.
You can get rid of upgrades, which refunds the Manpower cost.
Army Upgrades
Air Upgrades
Naval Upgrades
Repairing Province Buildings
Listen up! There’s a world war going out there and it is every nation for itself. Strategic alliances will form, but in the end, there can only be one winner.
Joining
Pick a territory, a color, and name your country.
The North and South Pacific and Bering Sea are divided into two, West and East.
Spoiler Enlarged with labels :


Economy
Spoiler :
Each player starts with one Major Industrial Complex that produces 16 IPC a turn and 50 Manpower a turn. Everyone starts with an Army Base There are four main economic stats
IPC: Used for upgrades and building bases and industrial complexes
Manpower: Used to create new armies, air wings, or naval fleets and reinforce existing ones
Army Capacity: Represents army training. Required to create new armies and repair existing ones
Air Capacity: Represents air training. Required to create new air wings and repair existing ones
Naval Capacity: Represents naval training. Required to create new naval fleets and repair existing ones
In the stats, Army/Navy/Air ARC/NC/AC costs are the same as the MP cost.
IPC: Used for upgrades and building bases and industrial complexes
Manpower: Used to create new armies, air wings, or naval fleets and reinforce existing ones
Army Capacity: Represents army training. Required to create new armies and repair existing ones
Air Capacity: Represents air training. Required to create new air wings and repair existing ones
Naval Capacity: Represents naval training. Required to create new naval fleets and repair existing ones
In the stats, Army/Navy/Air ARC/NC/AC costs are the same as the MP cost.
Military
Spoiler :
Each player starts with one army. When creating a new army, you have to create it at an army base. Fleets have to be constructed at naval bases. Air Wings are constructed at Air Bases.
All players start with the Infantry I Army Upgrade and the Destroyer I Naval Upgrade.
Upgrades increases the power of your armies. The more you upgrade, the higher the manpower and naval/air capacity cost and industrial cost is for each new unit. The emphasis is on less armies on the map, but powerful armies.
Each Army has health represented as manpower. When the army engages in combat, it loses manpower that can be replenished. Armies and Fleets and Air Wings have Army and Naval and Air Capacity as secondary health. If Manpower drops to 0, the force is destroyed. If NC or AC or Army Capacity drops to 0, the fleet or air wing or army is incapable of attacking and receives a massive combat penalty.
Air Wings are automatically based at an Air Base, so repairing/manpower fixes for them are easier. Armies can be healed in the field. Fleets have to healed while DOCKED in a naval base.
Battles occur in territories when two opposing armies are in the same territory. Because of the army health system, unless an army loses all its manpower, it will continue fighting in that territory. When battles occur in territories with province buildings, the buildings are damaged.
Battles can last several turns in a single province. At any point, one side can withdraw their army. This gives the other side a free hit at your forces though.
All players start with the Infantry I Army Upgrade and the Destroyer I Naval Upgrade.
Upgrades increases the power of your armies. The more you upgrade, the higher the manpower and naval/air capacity cost and industrial cost is for each new unit. The emphasis is on less armies on the map, but powerful armies.
Each Army has health represented as manpower. When the army engages in combat, it loses manpower that can be replenished. Armies and Fleets and Air Wings have Army and Naval and Air Capacity as secondary health. If Manpower drops to 0, the force is destroyed. If NC or AC or Army Capacity drops to 0, the fleet or air wing or army is incapable of attacking and receives a massive combat penalty.
Air Wings are automatically based at an Air Base, so repairing/manpower fixes for them are easier. Armies can be healed in the field. Fleets have to healed while DOCKED in a naval base.
Battles occur in territories when two opposing armies are in the same territory. Because of the army health system, unless an army loses all its manpower, it will continue fighting in that territory. When battles occur in territories with province buildings, the buildings are damaged.
Battles can last several turns in a single province. At any point, one side can withdraw their army. This gives the other side a free hit at your forces though.
Expansion
Spoiler :
Expansion is done with armies. Each neutral territory taken adds +5 to your Manpower pool.
Province Buildings
Spoiler :
These are built in territories.
Minor Industrial Complex (12 IPC)
0/1/0
Generates 6 IPC per turn
+15 Manpower
Can be upgraded to Major Industrial Complex with 20 IPC
Can defensive target air wings
Major Industrial Complex
0/1/0
Generates 16 IPC per turn
+50 Manpower
Can defensive target air wings
Army Base (15 IPC)
0/1/0
+25 Army Capacity a turn
New armies created in provinces with Army Bases
Can defensive target air wings
Air Base (15 IPC)
0/1/0
+25 Air Capacity a turn
Allows basing of Air Wings
New Air Wings created in provinces with Air Bases
Can defensive target air wings
Naval Base (15 IPC)
0/1/0
+25 Naval Capacity a turn
New Fleets created in provinces with Naval Bases. Navies start DOCKED at naval yards, not in the sea. Docking/undocking costs a move.
Base fleets at naval bases to repair them
Can defensive target air wings
Fortifications (5 IPC)
0/1/0
Increases the defenses of the territory.
Minor Industrial Complex (12 IPC)
0/1/0
Generates 6 IPC per turn
+15 Manpower
Can be upgraded to Major Industrial Complex with 20 IPC
Can defensive target air wings
Major Industrial Complex
0/1/0
Generates 16 IPC per turn
+50 Manpower
Can defensive target air wings
Army Base (15 IPC)
0/1/0
+25 Army Capacity a turn
New armies created in provinces with Army Bases
Can defensive target air wings
Air Base (15 IPC)
0/1/0
+25 Air Capacity a turn
Allows basing of Air Wings
New Air Wings created in provinces with Air Bases
Can defensive target air wings
Naval Base (15 IPC)
0/1/0
+25 Naval Capacity a turn
New Fleets created in provinces with Naval Bases. Navies start DOCKED at naval yards, not in the sea. Docking/undocking costs a move.
Base fleets at naval bases to repair them
Can defensive target air wings
Fortifications (5 IPC)
0/1/0
Increases the defenses of the territory.
Upgrades
Army, Naval, and Air Upgrades are NOT units. Think of them as the upgrades from Iron and Blood. They increase the power of your armies, but also the costs.
Your armies/fleets/wings attack and defense strength are all your upgrades (in those categories) added up. Movement/Range is an average, rounded to the nearest whole number. The more faster units versus slow units, the faster your forces.
When buying an upgrade (you can buy an upgrade multiple times), take the IPC cost times the amount of existing armies to get the IPC cost. 5 times the number of armies to get the manpower and Army/Naval/Air Capacity costs. Battleships and Aircraft Carriers have a 10 Manpower/Naval Capacity cost each, so check your math when upgrading in those areas.
You build armies, navies, and air wings, not infantry, mech infantry, and tanks.
Upgrades are collective. When buying an upgrade, all existing armies and future armies are affected.
You can get rid of upgrades, which refunds the Manpower cost.
Army Upgrades
Spoiler :
Army Upgrades increase the power of your armies. These are not individual units.
Each upgrade increases the manpower cost and army capacity cost of individual armies by +5.
Everyone starts with Infantry I. Therefore, each army costs 5 Manpower/Army Capacity and 3 IPC to create, can only move one province a turn, and has an attack/defense rating of 1 and 2 respectively.
When researching a new upgrade you have to pay the IPC cost times the amount of existing armies you have as well as manpower times the amount of existing armies and army capacity cost. In other words
Upgrade Cost=IPC of upgrade*# of Armies you own, 5*# of Armies for Manpower, 5*# of Armies for Army Capacity
So, to upgrade 5 Armies to Artillery I would cost 20 IPC, 25 Manpower, and 25 Army Capacity
You can also downgrade by getting rid of an upgrade. This refunds the manpower on all existing armies, but not the IPC or Army Capacity cost. So, if you have 10 Armies with Artillery I and you downgrade, you’re refunded 50 Manpower. This DOES decrease the health of the army though.
Infantry (3 IPC)
1 Attack/2 Defense/1 Movement
+1 Attack when paired with artillery
Mechanized Infantry (4 IPC)
1/2/2
+1 Attack when paired with artillery
Artillery (4 IPC)
2/2/1
Tank (6 IPC)
3/3/2
Anti-Aircraft Gun (6 IPC)
0/1/1
Provides anti-air defense
Each upgrade increases the manpower cost and army capacity cost of individual armies by +5.
Everyone starts with Infantry I. Therefore, each army costs 5 Manpower/Army Capacity and 3 IPC to create, can only move one province a turn, and has an attack/defense rating of 1 and 2 respectively.
When researching a new upgrade you have to pay the IPC cost times the amount of existing armies you have as well as manpower times the amount of existing armies and army capacity cost. In other words
Upgrade Cost=IPC of upgrade*# of Armies you own, 5*# of Armies for Manpower, 5*# of Armies for Army Capacity
So, to upgrade 5 Armies to Artillery I would cost 20 IPC, 25 Manpower, and 25 Army Capacity
You can also downgrade by getting rid of an upgrade. This refunds the manpower on all existing armies, but not the IPC or Army Capacity cost. So, if you have 10 Armies with Artillery I and you downgrade, you’re refunded 50 Manpower. This DOES decrease the health of the army though.
Infantry (3 IPC)
1 Attack/2 Defense/1 Movement
+1 Attack when paired with artillery
Mechanized Infantry (4 IPC)
1/2/2
+1 Attack when paired with artillery
Artillery (4 IPC)
2/2/1
Tank (6 IPC)
3/3/2
Anti-Aircraft Gun (6 IPC)
0/1/1
Provides anti-air defense
Air Upgrades
Spoiler :
No one starts with any air upgrades. Air Upgrades work like Army Upgrades.
When creating an Air Wing, you have to pay a manpower AND an Air Capacity cost. Each upgrade increases the cost by +5 for Manpower, +5 for Air Capacity
Air Wings are also based at Air Bases. Instead of Movement, Air Wings have Range, which is how far the Air Wing can rebase/defend/assist/attack from the base. When it comes to range, land provinces count as one territory and sea provinces as two.
Air Wings can also make Bomber runs. A Bomber run is where you send just your Bombers out without Fighter or Tactical Bomber coverage, granting Bombers a full range of 6 territories.
If Air Wings are sent to assist ground forces in combat, they will continue to be part of the battle until they are withdrawn or the ground battle is over.
Fighter (10 IPC)
3/4/4
Tactical Bomber (11 IPC)
3/3/4
+1 Attack when paired with a Fighter.
Can tactically bomb armies, fleets, military bases, fortifications, and complexes.
+1 Attack when tactically bombing armies, fleets, and military bases.
Note: Tactical Bomber Attack/Defense is 1 each when calculating damage against enemy air wings.
Bomber (12 IPC)
4/1/6
+1 Attack when paired with a Fighter
Can strategically bomb armies, fleets, military bases, fortifications, and complexes.
+1 Attack when strategically bombing military bases, fortifications, and complexes.
Note: Bomber Attack/Defense is 1 each when calculating damage against air wings.
When creating an Air Wing, you have to pay a manpower AND an Air Capacity cost. Each upgrade increases the cost by +5 for Manpower, +5 for Air Capacity
Air Wings are also based at Air Bases. Instead of Movement, Air Wings have Range, which is how far the Air Wing can rebase/defend/assist/attack from the base. When it comes to range, land provinces count as one territory and sea provinces as two.
Air Wings can also make Bomber runs. A Bomber run is where you send just your Bombers out without Fighter or Tactical Bomber coverage, granting Bombers a full range of 6 territories.
If Air Wings are sent to assist ground forces in combat, they will continue to be part of the battle until they are withdrawn or the ground battle is over.
Fighter (10 IPC)
3/4/4
Tactical Bomber (11 IPC)
3/3/4
+1 Attack when paired with a Fighter.
Can tactically bomb armies, fleets, military bases, fortifications, and complexes.
+1 Attack when tactically bombing armies, fleets, and military bases.
Note: Tactical Bomber Attack/Defense is 1 each when calculating damage against enemy air wings.
Bomber (12 IPC)
4/1/6
+1 Attack when paired with a Fighter
Can strategically bomb armies, fleets, military bases, fortifications, and complexes.
+1 Attack when strategically bombing military bases, fortifications, and complexes.
Note: Bomber Attack/Defense is 1 each when calculating damage against air wings.
Naval Upgrades
Spoiler :
The only way to repair a fleet is if it is DOCKED at a naval base.
Also, capital ships have a higher manpower and naval capacity cost than other ships. Check for a fourth number for more information.
Navies capable of shore bombardment can bombard coastal buildings and armies.
Two fleets engaged in combat in a sea province will continue combat until withdrawn.
To land troops, the fleet must defeat all hostile fleets in the sea from which the troops are disembarking from.
Amphibious landings result in a combat penalty.
Everyone begins with Destroyer I
Submarine (6 IPC)
2/1/2
Submarines can deal direct manpower and naval capacity damage to enemy fleets in battle.
Transport (7 IPC)
0/0/2
Fleet can carry +1 Army
Destroyer (8 IPC)
2/2/2
Can counter submarine direct damage abilities.
Cruiser (12 IPC)
3/3/2
Can perform shore bombardment
Aircraft Carrier (16 IPC)
0/2/2/10 Manpower/10 Naval Capacity
Can carry one Air Wing
Air Wing assists in naval combat. Air Wings can not strategic bomb, but can assist in land battles/against armies.
Battleship (20 IPC)
4/4/2/10/10
Can perform shore bombardment
Also, capital ships have a higher manpower and naval capacity cost than other ships. Check for a fourth number for more information.
Navies capable of shore bombardment can bombard coastal buildings and armies.
Two fleets engaged in combat in a sea province will continue combat until withdrawn.
To land troops, the fleet must defeat all hostile fleets in the sea from which the troops are disembarking from.
Amphibious landings result in a combat penalty.
Everyone begins with Destroyer I
Submarine (6 IPC)
2/1/2
Submarines can deal direct manpower and naval capacity damage to enemy fleets in battle.
Transport (7 IPC)
0/0/2
Fleet can carry +1 Army
Destroyer (8 IPC)
2/2/2
Can counter submarine direct damage abilities.
Cruiser (12 IPC)
3/3/2
Can perform shore bombardment
Aircraft Carrier (16 IPC)
0/2/2/10 Manpower/10 Naval Capacity
Can carry one Air Wing
Air Wing assists in naval combat. Air Wings can not strategic bomb, but can assist in land battles/against armies.
Battleship (20 IPC)
4/4/2/10/10
Can perform shore bombardment
Repairing Province Buildings
Spoiler :
Military bases, industrial complexes, and fortifications can also be damaged. Each building has Structure Health, which runs from .01 to 1. As structures are damaged, they produce less capacity, manpower, and industry.
To repair 5 points of damage costs 1 IPC each.
To repair 5 points of damage costs 1 IPC each.
Spoiler Under Construction/Not Being Used :
These peace treaties are binding and can help free up troops for other operations.
2: White Peace. Two turns of peace. Neither side gives up anything. Back to pre-war borders (except neutral territories fought over in colonization battles).
3: Armistice. Three turns of peace. Loser sends a quarter of their IPC to the winner. Pre-war borders.
4: Settlement. Four turns of peace. Loser sends half their IPC to the winner and a quarter for the next three turns.
5: Back-down. Five turns of peace. Loser sends 3/4 of IPC to winner and a quarter for next four turns. Loser sends a quarter of Army, Naval, and Air Capacity. Winner gets military access.
6: Submission. Six turns of peace. Loser sends all IPC to winner and a quarter for next five turns years. Loser sends half of Army, Naval, and Air Capacity. Loser sends a quarter of Army, Naval, and Air Capacity for next five turns. Winner gets military access.
7: Surrender. Seven turns of peace. Loser sends all IPC to winner and half for next six turns. Loser sends 3/4 of Army, Naval, and Air Capacity and half for next six turns. Winner gets military access. Loser cedes 1/4th of their territories based on Manpower generation.
8: Cession. Eight turns of peace. Loser sends all IPC to winner and half for next seven turns. Loser sends all of Army, Naval, and Air Capacity and 1/2 for next seven turns. Winner gets military access. Loser cedes 1/2 of their territories based on Manpower generation.
9: Capitulation. Nine turns of peace. Loser sends all IPC to winner and half for next eight years. Loser sends all Army, Naval, and Army Capacity. Loser sends 3/4 of Army, Naval, and Air Capacity each additional turn. Winner gets military access. Loser cedes 3/4th of their territories based on Manpower generation. loser is now client of winner.
10: Unconditional Surrender. Ten turns of peace. Loser sends all IPC to winner and half for next nine years. Loser sends all Army, Naval, and Army Capacity. Loser sends 3/4th of Army, Naval, and Air Capacity each additional turn. Winner gets military access. Loser cedes all territory except one (which must have an industrial complex. Loser is now client of winner.
2: White Peace. Two turns of peace. Neither side gives up anything. Back to pre-war borders (except neutral territories fought over in colonization battles).
3: Armistice. Three turns of peace. Loser sends a quarter of their IPC to the winner. Pre-war borders.
4: Settlement. Four turns of peace. Loser sends half their IPC to the winner and a quarter for the next three turns.
5: Back-down. Five turns of peace. Loser sends 3/4 of IPC to winner and a quarter for next four turns. Loser sends a quarter of Army, Naval, and Air Capacity. Winner gets military access.
6: Submission. Six turns of peace. Loser sends all IPC to winner and a quarter for next five turns years. Loser sends half of Army, Naval, and Air Capacity. Loser sends a quarter of Army, Naval, and Air Capacity for next five turns. Winner gets military access.
7: Surrender. Seven turns of peace. Loser sends all IPC to winner and half for next six turns. Loser sends 3/4 of Army, Naval, and Air Capacity and half for next six turns. Winner gets military access. Loser cedes 1/4th of their territories based on Manpower generation.
8: Cession. Eight turns of peace. Loser sends all IPC to winner and half for next seven turns. Loser sends all of Army, Naval, and Air Capacity and 1/2 for next seven turns. Winner gets military access. Loser cedes 1/2 of their territories based on Manpower generation.
9: Capitulation. Nine turns of peace. Loser sends all IPC to winner and half for next eight years. Loser sends all Army, Naval, and Army Capacity. Loser sends 3/4 of Army, Naval, and Air Capacity each additional turn. Winner gets military access. Loser cedes 3/4th of their territories based on Manpower generation. loser is now client of winner.
10: Unconditional Surrender. Ten turns of peace. Loser sends all IPC to winner and half for next nine years. Loser sends all Army, Naval, and Army Capacity. Loser sends 3/4th of Army, Naval, and Air Capacity each additional turn. Winner gets military access. Loser cedes all territory except one (which must have an industrial complex. Loser is now client of winner.