Milarqui
Deity
We are going to play with the ruleset of UkNES IV, but with a few changes.
Each player will be in charge of their own posts on the Nation's Thread. One of those posts will be where they will put their stats and orders, and the other will be the one where they will write newspapers that talk about the happenings of the game.
This game will happen in turns of 1 month game-time, and starts on January 2017.
Economy
Each nation's economy will depend on the following:
Army, Navy and Air Force
Your Army/Navy/Air Force is formed by a set of units whose cost and abilities depend on what they are. You don't need to pay upkeep for them.
You may separate your units in different armies/navies/air groups for better management. There is no penalty for changing or adding units to an army, although for that to happen units must be in the same territory before moving.
Land units can only move 1 territory per turn. Sea units can cross 1 ocean/sea per turn. Air units can cross 2 territories or 1 ocean/sea (going from one country to other, unless they are Naval Air Wings, in which case they can land on Carriers).
Each nation will have 1 special unit that will substitute a normal unit.
Combat will be either moderated by me.
Nuclear Bombs
There are two kinds of nuclear bombs: Tactical Nukes, which can only be launched from Nuclear Submarines or Bombers, and ICBMs, which can only be launched from ICBM Bunkers. When they hit a territory, each factory will have a 50% chance of surviving. The territory itself will have its income reduced by 1-3 credits if the nuke was a tactical one; and 1-5 credits if the nuke was an ICBM.
Each player will be in charge of their own posts on the Nation's Thread. One of those posts will be where they will put their stats and orders, and the other will be the one where they will write newspapers that talk about the happenings of the game.
This game will happen in turns of 1 month game-time, and starts on January 2017.
Economy
Each nation's economy will depend on the following:
- Territories controlled (each territory gives a quantity of credits (c) which is shown on the Nation's Thread).
- Factories: one factory costs your current income plus 3c.
- Raids: your Special Forces may manage to steal the Treasury of a Nation.
- Random events.
Army, Navy and Air Force
Your Army/Navy/Air Force is formed by a set of units whose cost and abilities depend on what they are. You don't need to pay upkeep for them.
You may separate your units in different armies/navies/air groups for better management. There is no penalty for changing or adding units to an army, although for that to happen units must be in the same territory before moving.
Land units can only move 1 territory per turn. Sea units can cross 1 ocean/sea per turn. Air units can cross 2 territories or 1 ocean/sea (going from one country to other, unless they are Naval Air Wings, in which case they can land on Carriers).
Each nation will have 1 special unit that will substitute a normal unit.
Combat will be either moderated by me.
Nuclear Bombs
There are two kinds of nuclear bombs: Tactical Nukes, which can only be launched from Nuclear Submarines or Bombers, and ICBMs, which can only be launched from ICBM Bunkers. When they hit a territory, each factory will have a 50% chance of surviving. The territory itself will have its income reduced by 1-3 credits if the nuke was a tactical one; and 1-5 credits if the nuke was an ICBM.