CivRulesAll
The Void Beyond
- Joined
- May 1, 2007
- Messages
- 590
2013. The U.S.A gov't has collapsed. 2 coalitions have formed. They are the Coalition of U.S. Representatives to Restore America (CUSRRA) and there are the Progressive New United States of America. (PNUSA) Both sides are fiercely fighting. The civilian population has been severely lowered, due to drafts on both sides.
Rules: Both Sides must have one person, man to man. So if someone joins CUSRRA, next one to join must join PNUSA. CUSRRA is blue color, PNUSA is red. When claiming territories, one can claim one territory at a time and put the name of their sect of CUSRAA or PNUSA, such as Civilian's Army of PNUSA which describes YOUR personal territories.
In order to gain more territories, you must gain support from the civilians. Doing so involves spending more money than the other faction if they are also in the territory. OR you can automatically spend $100 to gain control of the territory right away. Sort of like bidding for the territory. You can also attack enemy held territories with armies. If you own an air army, you cannot capture the territory, but you can kill enemy armies. Tank armies are better than infantry armies, but infantry armies are more mobile. Infantry armies can move 2 territories a turn, tank armies 1 territory per turn, and air armies can move 4. You cannot move through enemy territory, except with air armies. Every player starts with 2 tank armies and 1 infantry army. At the start, you may NOT occupy a territory with a resource.
AIR ARMY COST: $40
TANK ARMY COST: $20
INFANTRY ARMY COST: $15
TERRITORY AA DEFENSE: $20
If a air army moves through an enemy territory with AA defenses, it loses half it's men. If it attacks a territory with AA defenses, it CAN do damage, but it will be destroyed.
Every player starts with $100 and 1 territory of their choice. Once there are 2 PNUSA and 2 CUSRRA players, you can begin taking more territories.
ON WMDs:
No player may own WMDs unless they spend $450 on the research which takes 10 turns, then $500 on the weapon itself. Even then, they may only own one, and whichever state is hit by it becomes neutral, every army in it dies and you cannot move through it for 20 turns due to radiation.
ON INCOME. Every turn, you gain $15 from every territory you own.
ON FIGHTING: Tank armies begin with 20 tanks and can be combined with other tank armies. If a tank army fights another tank army, whichever one has more men will win, and the one that loses will retreat to a new territory next to the attacked territory with 1/4 their men. Victorious tank armies lose 2/5 of their men.
If an infantry army fights a tank army, the tank army will win, but the victorious tank army loses 3/5 of their men. The infantry army retreats with 1/2 their men and can be restored for $10. If infantry fight infantry, both sides stalemate and lose 2/5 of their men each.
Air armies with less than 10 bombers can destroy 1/6 of an infantry or tank army each turn. Air armies with MORE than 15 bombers can destroy 1/2 of an army. 11-15 bombers destroy 1/3. Fighters support air armies. There can be multiple air armies per territory. The more fighters there are, the less of a chance your air army can be destroyed. Air armies cannot combine. When an air army fights an air army, the victorious air army destroys ALL the bombers in the other army, and 1/4 of the enemy fighters. The victorious army will be the one with more fighters, but loses 2/5 of their fighters.
On Trade: CUSRRA factions may trade resources with CUSRRA factions, but may not trade with PNUSA and vice versa.
ON RESOURCES: To make tank armies, you will need steel and oil. To make infantry armies, you need rubber. To make air armies, you need rubber, steel, and oil.
Certain territories have these resources. If one faction has a resource, a connected friendly faction also has that resource. You can connect to a friendly faction through other friendly factions.
APPLICATION: CUSRRA APPLICATIONS ARE CLOSED ATM
Faction: (PNUSA OR CUSRRA)
Sect:
Territory: post map
Whoever wants to can make a PNUSA or CUSSRA flag I have no time right now.
Factions:
CUSRRA:
AA: Tennessee, 2T, 1I
ME: South Carolina: 2T 1I
UNE: Massachusetts: 2T 1I
Rules: Both Sides must have one person, man to man. So if someone joins CUSRRA, next one to join must join PNUSA. CUSRRA is blue color, PNUSA is red. When claiming territories, one can claim one territory at a time and put the name of their sect of CUSRAA or PNUSA, such as Civilian's Army of PNUSA which describes YOUR personal territories.
In order to gain more territories, you must gain support from the civilians. Doing so involves spending more money than the other faction if they are also in the territory. OR you can automatically spend $100 to gain control of the territory right away. Sort of like bidding for the territory. You can also attack enemy held territories with armies. If you own an air army, you cannot capture the territory, but you can kill enemy armies. Tank armies are better than infantry armies, but infantry armies are more mobile. Infantry armies can move 2 territories a turn, tank armies 1 territory per turn, and air armies can move 4. You cannot move through enemy territory, except with air armies. Every player starts with 2 tank armies and 1 infantry army. At the start, you may NOT occupy a territory with a resource.
AIR ARMY COST: $40
TANK ARMY COST: $20
INFANTRY ARMY COST: $15
TERRITORY AA DEFENSE: $20
If a air army moves through an enemy territory with AA defenses, it loses half it's men. If it attacks a territory with AA defenses, it CAN do damage, but it will be destroyed.
Every player starts with $100 and 1 territory of their choice. Once there are 2 PNUSA and 2 CUSRRA players, you can begin taking more territories.
ON WMDs:
No player may own WMDs unless they spend $450 on the research which takes 10 turns, then $500 on the weapon itself. Even then, they may only own one, and whichever state is hit by it becomes neutral, every army in it dies and you cannot move through it for 20 turns due to radiation.
ON INCOME. Every turn, you gain $15 from every territory you own.
ON FIGHTING: Tank armies begin with 20 tanks and can be combined with other tank armies. If a tank army fights another tank army, whichever one has more men will win, and the one that loses will retreat to a new territory next to the attacked territory with 1/4 their men. Victorious tank armies lose 2/5 of their men.
If an infantry army fights a tank army, the tank army will win, but the victorious tank army loses 3/5 of their men. The infantry army retreats with 1/2 their men and can be restored for $10. If infantry fight infantry, both sides stalemate and lose 2/5 of their men each.
Air armies with less than 10 bombers can destroy 1/6 of an infantry or tank army each turn. Air armies with MORE than 15 bombers can destroy 1/2 of an army. 11-15 bombers destroy 1/3. Fighters support air armies. There can be multiple air armies per territory. The more fighters there are, the less of a chance your air army can be destroyed. Air armies cannot combine. When an air army fights an air army, the victorious air army destroys ALL the bombers in the other army, and 1/4 of the enemy fighters. The victorious army will be the one with more fighters, but loses 2/5 of their fighters.
On Trade: CUSRRA factions may trade resources with CUSRRA factions, but may not trade with PNUSA and vice versa.
ON RESOURCES: To make tank armies, you will need steel and oil. To make infantry armies, you need rubber. To make air armies, you need rubber, steel, and oil.
Certain territories have these resources. If one faction has a resource, a connected friendly faction also has that resource. You can connect to a friendly faction through other friendly factions.
APPLICATION: CUSRRA APPLICATIONS ARE CLOSED ATM
Faction: (PNUSA OR CUSRRA)
Sect:
Territory: post map

Whoever wants to can make a PNUSA or CUSSRA flag I have no time right now.
Factions:
CUSRRA:
AA: Tennessee, 2T, 1I
ME: South Carolina: 2T 1I
UNE: Massachusetts: 2T 1I