Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
Something something destruction of old order. Something something establishment of new one complete.
Welcome to Sons of Mars IV, a game that borrows idea from Mosher and Sonereal’s games. Whereas Multipolarity represents my games with a soft power emphasis, Sons of Mars shall live up to its name and be a game that is more Spartan and also allows armed conflict.
The Map
Pick a nation name, color, and 10 territories.
Each turn you receive 1 EP per territory, along with 1 for every infrastructure point you have invested in. You may purchase the following with these points:
-Infrastructure; adds 1 EP and costs 10 EP. Grows by a small amount each turn. Represents not just hard assets but such things as human capital as well. As such, you can demand infrastructure in a peace accord (think the Allies taking Germany’s stuff). Infrastructure adds +1 supply and increases trade revenue.
-Offensive land quality; adds a multiplier to land attacks
-Defensive land quality; adds a multiplier to defending troops
-Naval quality; naval units become more effective
-Aerial quality; aerial units become more effective
-Espionage; specify a country to invest the EP in, and this will determine the effectiveness of missions against it. This includes your own country, where it counts as your defense.
You may also buy units. Units are sorted by price, artillery attack/defense and direct attack/defense.
Your infrastructure and provinces together equate to your supply, a basic representation of how many units your country can sustain without economic damage or degradation in quality. If you exceed your supply, you will start paying maintenance fees, which are exponential. Infrastructure purchases and province gains do not count towards your supply on the same turn.
Combat is simple; forces exchange artillery blows and then direct attacks follow. An all-artillery force can theoretically always emerge victorious, but it can be cut to ribbons by a small force of direct attacks that survives. Balance is key. With regards to campaigns, for simplicity, all units engaging between two nations are counted in a single battle. For the duration of a war, territories seized do not generate EP or increase supply, but they don't rebel either except by espionage action; once a peace accord is reached seized territories are automatically assimilated for simplicity and function as if they were taken via peaceful means.
Land units may engage only land units; sea units may engage land and sea units; while aerial units may engage all three types. When engaging a different class of unit, only the artillery attack counts (the gunfire of a fighter plane isn’t much good against a battleship or tank, while a missile or bomb most certainly is).
-Infantry. 2; 1/1; 2/3; the most basic, cheap unit, but makes them very useful for rapid expansion and human wave tactics
-Tank Division. 5; 5/3; 10/5
-Artillery. 5; 10/1; 1/1; may strategic bombard infrastructure; may only target enemies in bordering provinces
-Carriers. 15; 10/1; 1/1; necessary to colonise overseas or land troops. May strategically bombard an entire nation within reason. Can carry five air or land units; includes one complementary bomber division that is locked on board at all times, that does not count towards the five unit limit.
-Battleships. 10; 8/1; 10/10; may strategic bombard shoreline.
-Submarines. 5; 1/1; 15/2; remain undetected unless a Destroyer is present. Missiles may be loaded onto them to allow nuclear bombardment without alerting a foe to who fired it. While cheap financially, this is because despite their greater surprise attack power, they are like rice paper if detected by Destroyers.
-Destroyers. 5; 2/2; 3/3; may strategically bombard shoreline; high chance of detecting submarines.
-Bombers. 10; 10/1; 1/1; may target five provinces away from your borders
-Fighters. 3; 3/1; 10/5
Generally, carriers are not worth the investment unless one has overseas ambitions; otherwise battleships can suffice for naval purposes. A fleet of submarines can be of particular use in strangling trade if enemy destroyers are a nuisance. Nuclear weaponry will become available with time once the arms race is on in full force.
Wars should be declared publicly, given that you will be discovered sending a large force someone's way anywho thanks to modern surveillance technologies. The exception being if you spread enough misinformation and sabotage via espionage to keep the enemy from responding until you were already across the border... hmm.
Besides open combat, you can engage in espionage actions such as stealing the enemy’s plans to know their covert actions, inciting riots, robbing their banks, etc. You may also issue embargoes to cut trade revenue and strangle a foe’s economic capability. As the title Sons of Mars implies, the goal is no less than mastery of the various fields of war against all opponents.
Expansion is key as well, and is as simple as ordering troops into an enemy territory; there is a chance of being repelled but the units sent will not be destroyed. In line with the plata o plomo mentality, you can also bribe territories to join you for 5 EP.
Go forth, and conquer what ye will; the world shall be yours if you show the will and tact necessary to take it.
Details On War Mechanics
Turn I
Turn II
Turn III
Turn IV
Turn V
Turn VI
Turn VII
Welcome to Sons of Mars IV, a game that borrows idea from Mosher and Sonereal’s games. Whereas Multipolarity represents my games with a soft power emphasis, Sons of Mars shall live up to its name and be a game that is more Spartan and also allows armed conflict.
The Map
Pick a nation name, color, and 10 territories.
Each turn you receive 1 EP per territory, along with 1 for every infrastructure point you have invested in. You may purchase the following with these points:
-Infrastructure; adds 1 EP and costs 10 EP. Grows by a small amount each turn. Represents not just hard assets but such things as human capital as well. As such, you can demand infrastructure in a peace accord (think the Allies taking Germany’s stuff). Infrastructure adds +1 supply and increases trade revenue.
-Offensive land quality; adds a multiplier to land attacks
-Defensive land quality; adds a multiplier to defending troops
-Naval quality; naval units become more effective
-Aerial quality; aerial units become more effective
-Espionage; specify a country to invest the EP in, and this will determine the effectiveness of missions against it. This includes your own country, where it counts as your defense.
You may also buy units. Units are sorted by price, artillery attack/defense and direct attack/defense.
Your infrastructure and provinces together equate to your supply, a basic representation of how many units your country can sustain without economic damage or degradation in quality. If you exceed your supply, you will start paying maintenance fees, which are exponential. Infrastructure purchases and province gains do not count towards your supply on the same turn.
Combat is simple; forces exchange artillery blows and then direct attacks follow. An all-artillery force can theoretically always emerge victorious, but it can be cut to ribbons by a small force of direct attacks that survives. Balance is key. With regards to campaigns, for simplicity, all units engaging between two nations are counted in a single battle. For the duration of a war, territories seized do not generate EP or increase supply, but they don't rebel either except by espionage action; once a peace accord is reached seized territories are automatically assimilated for simplicity and function as if they were taken via peaceful means.
Land units may engage only land units; sea units may engage land and sea units; while aerial units may engage all three types. When engaging a different class of unit, only the artillery attack counts (the gunfire of a fighter plane isn’t much good against a battleship or tank, while a missile or bomb most certainly is).
-Infantry. 2; 1/1; 2/3; the most basic, cheap unit, but makes them very useful for rapid expansion and human wave tactics
-Tank Division. 5; 5/3; 10/5
-Artillery. 5; 10/1; 1/1; may strategic bombard infrastructure; may only target enemies in bordering provinces
-Carriers. 15; 10/1; 1/1; necessary to colonise overseas or land troops. May strategically bombard an entire nation within reason. Can carry five air or land units; includes one complementary bomber division that is locked on board at all times, that does not count towards the five unit limit.
-Battleships. 10; 8/1; 10/10; may strategic bombard shoreline.
-Submarines. 5; 1/1; 15/2; remain undetected unless a Destroyer is present. Missiles may be loaded onto them to allow nuclear bombardment without alerting a foe to who fired it. While cheap financially, this is because despite their greater surprise attack power, they are like rice paper if detected by Destroyers.
-Destroyers. 5; 2/2; 3/3; may strategically bombard shoreline; high chance of detecting submarines.
-Bombers. 10; 10/1; 1/1; may target five provinces away from your borders
-Fighters. 3; 3/1; 10/5
Generally, carriers are not worth the investment unless one has overseas ambitions; otherwise battleships can suffice for naval purposes. A fleet of submarines can be of particular use in strangling trade if enemy destroyers are a nuisance. Nuclear weaponry will become available with time once the arms race is on in full force.
Wars should be declared publicly, given that you will be discovered sending a large force someone's way anywho thanks to modern surveillance technologies. The exception being if you spread enough misinformation and sabotage via espionage to keep the enemy from responding until you were already across the border... hmm.
Besides open combat, you can engage in espionage actions such as stealing the enemy’s plans to know their covert actions, inciting riots, robbing their banks, etc. You may also issue embargoes to cut trade revenue and strangle a foe’s economic capability. As the title Sons of Mars implies, the goal is no less than mastery of the various fields of war against all opponents.
Expansion is key as well, and is as simple as ordering troops into an enemy territory; there is a chance of being repelled but the units sent will not be destroyed. In line with the plata o plomo mentality, you can also bribe territories to join you for 5 EP.
Go forth, and conquer what ye will; the world shall be yours if you show the will and tact necessary to take it.
Details On War Mechanics
Turn I
Turn II
Turn III
Turn IV
Turn V
Turn VI
Turn VII