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Join the Army!
There are three factions in the game.
The United Democracies (in blue) stand for freedom, free markets, capitalism, and the American Way.
The International (in red) fights for the worker, solidarity, socialism, and communism.
The Central Axis (in gray) stands for ultranationalism, fascism, and futurism.
Once you decided which faction you’ll probably want to join, fill out the following.
Character Name:
Rank: Major General (may change once game starts)
Faction:
Army Start: Pick a territory controlled by your faction to start in.
Army Name and Letter: What is the name of your main army? Also, assign a letter to your army.
Vote for Leader: Vote for a commander to take command of your faction.
Players are either Leaders or Commanders. The only difference is that the Leader is responsible for spending and building as well as commanding his or her army.
The Leader
What Does the Leader Do?
What Do Commanders Do?
Occupation and War Effects on Prices
Commander Rebellion
Combat and Zone of Control
Units
Infantry
1 Attack/2 Defense/1 Movement/1 Base Supply Maintenance/0 Base Fuel Maintenance
Mechanized Infantry
1/2/2/1/1
Artillery
2/2/1/2/0
Support Bonus in Land Battles.
Tank
3/3/2/2/2
Fighter
3/4/4/2/1
Lowers Support Bonus of Enemy Tactical Bombers and Bombers
Tactical Bomber
X/X/X/3/2
Increases Support Bonus in Naval and Land Battles.
Bomber
X/X/X/4/3
Increases Support Bonus in Land Battles.
Can bomb enemy provinces.
Submarine
2/1/2 (all naval units have the same movement speed)/2/4
Increases Support Bonus in Naval Battles
Transport
X/X/X/1/2
Can carry two Infantry units, or one non-infantry unit.
Destroyer
2/2/3/5
Decreases Support Bonus of Enemy Submarines
Cruiser
3/3/5/7
Provides Support Bonus in Coastal Land Battles
Aircraft Carrier
X/X/10/10
Increases Support Bonus of Tactical Bombers in Naval Battles.
Battleship
4/4/10/15
Provides Support Bonus in Coastal Land Battles
Can Shore Bombard Coastal Provinces
Atomic Bomb
X/X/X/X/X
Must be delivered by bomber. Extremely deadly.
Note on Leader Orders
Prisoner and Sub-Army Rules
Spoiler :
Spoiler World Map :

Spoiler European Map :

There are three factions in the game.
The United Democracies (in blue) stand for freedom, free markets, capitalism, and the American Way.
The International (in red) fights for the worker, solidarity, socialism, and communism.
The Central Axis (in gray) stands for ultranationalism, fascism, and futurism.
Once you decided which faction you’ll probably want to join, fill out the following.
Character Name:
Rank: Major General (may change once game starts)
Faction:
Army Start: Pick a territory controlled by your faction to start in.
Army Name and Letter: What is the name of your main army? Also, assign a letter to your army.
Vote for Leader: Vote for a commander to take command of your faction.
Players are either Leaders or Commanders. The only difference is that the Leader is responsible for spending and building as well as commanding his or her army.
The Leader
Spoiler :
The Leader, once selected for each faction, will be responsible for allocating Social and Resource Points.
The Leader has 250 Social Points to assign to the following.
Literacy: Increased literacy decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production in your country, but increased demand for Food and Consumer Goods.
Bureaucracy: Increases revenue and decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production.
Healthcare: Increases population growth and decreases Food demand.
Urban Population: Increases percentage of population living in cities. Decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production. Increases demand for Consumer Goods, Fuel, and Food (if combined with high literacy). Conscription is more effective at recruiting urban pops than rural pops.
The Leader also allocates 10,000 Resource Points to the following.
Food (or Organics): Feeds Pops.
Metals, Energy, Rare Materials (three separate categories): Required for Industrial Production.
Crude Oil: Required for refining into Fuel
Industrial Production: Intermediate resource used to create units and power advance factories.
Consumer Goods, Fuel, Supply (three separate categories): Takes IP (and Crude Oil for Fuel) to produce advance resources. Consumer Goods are required by the population, Fuel for urban populations and mechanized units. Supply for units.
The Leader has 250 Social Points to assign to the following.
Literacy: Increased literacy decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production in your country, but increased demand for Food and Consumer Goods.
Bureaucracy: Increases revenue and decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production.
Healthcare: Increases population growth and decreases Food demand.
Urban Population: Increases percentage of population living in cities. Decreases demand for Metals, Energy, Rare Materials, Crude Oil, and Industrial Production. Increases demand for Consumer Goods, Fuel, and Food (if combined with high literacy). Conscription is more effective at recruiting urban pops than rural pops.
The Leader also allocates 10,000 Resource Points to the following.
Food (or Organics): Feeds Pops.
Metals, Energy, Rare Materials (three separate categories): Required for Industrial Production.
Crude Oil: Required for refining into Fuel
Industrial Production: Intermediate resource used to create units and power advance factories.
Consumer Goods, Fuel, Supply (three separate categories): Takes IP (and Crude Oil for Fuel) to produce advance resources. Consumer Goods are required by the population, Fuel for urban populations and mechanized units. Supply for units.
What Does the Leader Do?
Spoiler :
The Leader buys Units and builds Improvements using money in the Treasury. The Leader assigns units to Commanders for them to use in their armies.
The cost of Units and Improvements depends on the cost of Industrial Production points. Industrial Production points is based on supply and demand, which is affected by units and improvements being built, blockades, and being at war.
The Faction Leader can declare war and make peace, set the conscription rate (1% should be good enough though), and mobilization rate. Mobilization determines effectiveness of troops in the field, but increases supply and fuel demand.
Demilitarized: Lowest demand
Reserves: Highest Peacetime Level
Semi-Mobilized: Transitional
Mobilized: Full Strength.
All countries start at Reserved, and at Peace. A country can go up or down a level per turn. A country cannot go above Reserved unless at war.
The cost of Units and Improvements depends on the cost of Industrial Production points. Industrial Production points is based on supply and demand, which is affected by units and improvements being built, blockades, and being at war.
The Faction Leader can declare war and make peace, set the conscription rate (1% should be good enough though), and mobilization rate. Mobilization determines effectiveness of troops in the field, but increases supply and fuel demand.
Demilitarized: Lowest demand
Reserves: Highest Peacetime Level
Semi-Mobilized: Transitional
Mobilized: Full Strength.
All countries start at Reserved, and at Peace. A country can go up or down a level per turn. A country cannot go above Reserved unless at war.
What Do Commanders Do?
Spoiler :
Commanders command armies on the map and can move four provinces a turn. A Commander can only move onto sea provinces if they have enough transports to carry their army.
As Commanders fight, they rank up, which allow them to create sub-armies that can be commanded separately from their main army.
If a Commander suffers a massive defeat in battle, s/he could be captured by the army that defeated her/him and downranked.
Major General: Commands only one army, their army
Lieutenant General: Commands his or her own army plus one sub-army.
General: Two sub-armies
General of the Army: Three sub-armies
Field Marshal: Four sub-armies
As Commanders fight, they rank up, which allow them to create sub-armies that can be commanded separately from their main army.
If a Commander suffers a massive defeat in battle, s/he could be captured by the army that defeated her/him and downranked.
Major General: Commands only one army, their army
Lieutenant General: Commands his or her own army plus one sub-army.
General: Two sub-armies
General of the Army: Three sub-armies
Field Marshal: Four sub-armies
Occupation and War Effects on Prices
Spoiler :
Territory taken in war does not immediately change hands until a peace treaty is signed. When territory is occupied, it produces only a faction of the revenue it would otherwise produce.
When factions go to war, their demand for resources go up based on who they’re going to war with. If UD controls 60% of the global food market, and International 40%, International’s demand for food will increase 40% and UD by 60% if they go to war with one another.
When factions go to war, their demand for resources go up based on who they’re going to war with. If UD controls 60% of the global food market, and International 40%, International’s demand for food will increase 40% and UD by 60% if they go to war with one another.
Commander Rebellion
Spoiler :
Faction Leaders, after the first election, rule until they resign.
If a Commander wants to take over a faction by force, or just wants to rebel, then they must declare rebellion in the thread so other faction members may join if they wish. The Rebel faction, when it takes territory, is merely occupying the territory, and therefore the rebel faction has a smaller economic base when the rebellion starts (unless a lot of commanders rebel).
Rebellion continues until one side surrenders or is completely defeated by capturing all enemy generals.
Commanders can also defect to a different faction, but they will suffer a 75% Combat Bonus that decreases 25% each additional turn afterwards.
If a Commander wants to take over a faction by force, or just wants to rebel, then they must declare rebellion in the thread so other faction members may join if they wish. The Rebel faction, when it takes territory, is merely occupying the territory, and therefore the rebel faction has a smaller economic base when the rebellion starts (unless a lot of commanders rebel).
Rebellion continues until one side surrenders or is completely defeated by capturing all enemy generals.
Commanders can also defect to a different faction, but they will suffer a 75% Combat Bonus that decreases 25% each additional turn afterwards.
Combat and Zone of Control
Spoiler :
Combat occurs when hostile armies enter the same province. Armies are made up of units called brigades. Some units are better at attacking, others defending. Some have a high movement speed, which is only used to determine a combat bonus. Some are support units that boost strength overall.
To win a battle, you need the right combination of units and a little bit of luck.
Defenders get a 50% Bonus is defending Core Territory (territory owned at the beginning of the game that still legally belongs to the defender), 25% Bonus defending Secondary Territory (territory gained in peace treaties), and no bonus defending occupied territory. Defenders get an additional 50% Bonus if defending against an amphibious landing.
Armies have a one-province zone-of-control. If you’re in a territory adjacent to a hostile army and want to move to another territory that is adjacent to the same hostile army, it costs 2 Moves.
An amphibious landing uses up all remaining moves for that army that turn and the province gets a -25% Beachhead penalty next turn.
If an army is cut off from the faction leader's army, it suffers a -50% Supply Penalty.
To win a battle, you need the right combination of units and a little bit of luck.
Defenders get a 50% Bonus is defending Core Territory (territory owned at the beginning of the game that still legally belongs to the defender), 25% Bonus defending Secondary Territory (territory gained in peace treaties), and no bonus defending occupied territory. Defenders get an additional 50% Bonus if defending against an amphibious landing.
Armies have a one-province zone-of-control. If you’re in a territory adjacent to a hostile army and want to move to another territory that is adjacent to the same hostile army, it costs 2 Moves.
An amphibious landing uses up all remaining moves for that army that turn and the province gets a -25% Beachhead penalty next turn.
If an army is cut off from the faction leader's army, it suffers a -50% Supply Penalty.
Units
Spoiler :
Infantry
1 Attack/2 Defense/1 Movement/1 Base Supply Maintenance/0 Base Fuel Maintenance
Mechanized Infantry
1/2/2/1/1
Artillery
2/2/1/2/0
Support Bonus in Land Battles.
Tank
3/3/2/2/2
Fighter
3/4/4/2/1
Lowers Support Bonus of Enemy Tactical Bombers and Bombers
Tactical Bomber
X/X/X/3/2
Increases Support Bonus in Naval and Land Battles.
Bomber
X/X/X/4/3
Increases Support Bonus in Land Battles.
Can bomb enemy provinces.
Submarine
2/1/2 (all naval units have the same movement speed)/2/4
Increases Support Bonus in Naval Battles
Transport
X/X/X/1/2
Can carry two Infantry units, or one non-infantry unit.
Destroyer
2/2/3/5
Decreases Support Bonus of Enemy Submarines
Cruiser
3/3/5/7
Provides Support Bonus in Coastal Land Battles
Aircraft Carrier
X/X/10/10
Increases Support Bonus of Tactical Bombers in Naval Battles.
Battleship
4/4/10/15
Provides Support Bonus in Coastal Land Battles
Can Shore Bombard Coastal Provinces
Atomic Bomb
X/X/X/X/X
Must be delivered by bomber. Extremely deadly.
Note on Leader Orders
Spoiler :
Don’t bother trying to get exact numbers when buying things, because the prices change *as I’m typing in orders*. Income represents the amount of money you will receive next turn minus maintenance costs and cost of buying new units and improvements. If this number is negative, no big deal.
However, if the amount of money in the treasury is negative, you cannot buy new units or improvements until the treasury balance is at zero or positive again.
Really, don’t even put orders that say “spend $400 on Infantry”. Just say “build two infantry” or something to that effect. The only time it is useful to give me exact numerical values is when transferring funds to other factions.
However, if the amount of money in the treasury is negative, you cannot buy new units or improvements until the treasury balance is at zero or positive again.
Really, don’t even put orders that say “spend $400 on Infantry”. Just say “build two infantry” or something to that effect. The only time it is useful to give me exact numerical values is when transferring funds to other factions.
Prisoner and Sub-Army Rules
Spoiler :
Prisoners are captured by the army that defeated them.
Prisoners can only be transferred between armies in the same province.
Prisoners cannot be executed, and have a 20% chance per turn chance of escaping.
When a Prisoner is freed, the Prisoner is sent to the province of the nearest allied army.
Sub-Armies are armies under a Commander’s control that isn’t the Commander’s main army.
Prisoners can only be transferred between armies in the same province.
Prisoners cannot be executed, and have a 20% chance per turn chance of escaping.
When a Prisoner is freed, the Prisoner is sent to the province of the nearest allied army.
Sub-Armies are armies under a Commander’s control that isn’t the Commander’s main army.