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Post by The GM on Sat Jan 07, 2012 4:09 pm

Hello everybody, I know it's been a long time - and I'm sure you're all disappointed with my performance with the last game I tried to host here. But I'm going to try it again with this game, and I promise to be a better host!

Conquest

Rules
Objective
The objective in Conquest is to destroy all enemy countries. The game ends when only one player is left standing.

Turns
The game is played in two types of turns. Move/Attack Turns and Build Turns. During Move/Attack Turns, players can move their units around the map, capture territories, and engage enemy units. During Build Turns, players can build units and structures. The game alternates between these two turns.

Map
The map is divided into two types of areas; territories and sea zones. Territories can be captured, and provide income to their owner. Territories are also where units and structures are built. Sea zones can only be occupied by certain units.

Orders
The following are all of the orders that can be given to units. All units are under their own specific constraints in different circumstances, and every unit can only fulfill one order each turn.

Orders are to be sent by players before the deadline via PM.

Move – Unit moves into an adjacent territory/sea zone.
3 Cavalry@London > Plymouth

Hold – Unit stays within it's current territory/sea zone. This is the default order for all units.
All units@London Hold

Load – Unit moves into a transport. A unit can only load into a transport if it is in the same territory as a transport or a territory that is adjacent to a sea space that the transport occupies. This is an order that does not count as an order in terms of how many a unit can do a turn. (Loading can only be done by Ground units)
10 Infantry@London > Transport@London

Build – Construct units or replace/build structures.
Build 60 Skippers@London

Disband – Destroy a unit.
Disband 1 Cavalry@London

Special Orders
Fire – Unit attacks enemy units from an adjacent territory/sea space. (Used by the Artillery and Gunner unit)
Artillery@London Fire > Plymouth

Sabotage – Unit disrupts the population increase, income, and building within that territory. (Used by the Spy unit)
Spy@Plymouth Sabotage

Deploy – Unit removes all or some of the units inside of it from it's available space and onto the territory it occupies or if in a sea zone – an adjacent territory. This order is automatic and irreversible if the unit enters an enemy territory. This is an order that does not count as an order in terms of how many a unit can do a turn. (Used by the Transport unit)
Transport@London Deploy > London

Units & Structures

This is a list of all available units and structures in the game.
Infantry
Cost: $1, 1 POP
Type: Ground
Attack: 1-3
Defense: 1-3

Cavalry
Cost: $2, 2 POP
Type: Ground
Attack: 1-5
Defense: 1-5

Artillery
Cost: $3, 3 POP
Type: Ground
Attack: 1-5
Defense: 1-5
Special Rules – This unit cannot fight in a conflict. If this unit enters a conflict, it remains passive and cannot be attacked. All artillery units in a conflict that do not belong to the winning country are destroyed.

Skipper
Cost: $1, 1 POP
Type: Sea
Attack: 1-3
Defense: 1-3

Cruiser
Cost: $2, 2 POP
Type: Sea
Attack: 1-5
Defense: 1-5

Gunner
Cost: $3, 3 POP
Type: Sea
Attack: 1-5
Defense: 1-5
Special Rules – This unit cannot fight in a conflict. If this unit enters a conflict, it remains passive and cannot be attacked. All Gunner units in a conflict that do not belong to the winning country are destroyed.

Transport
Cost: $2, 2 POP
Type: Sea
Capacity: 10
Special Rules - This unit cannot fight in a conflict. If this unit enters a conflict, it remains passive and cannot be attacked. All Transport units in a conflict that do not belong to the winning country are destroyed. This is the only sea unit that can go into territories that do not have ports. The rule for these units is that they cannot enter landlocked territories. If this unit enters a conflict in a sea zone and is destroyed, all of the units within the transport are destroyed.

Spy
Cost: $4, 1 POP
Type: Ground/Sea
Charge: 3
Special Rules – This unit cannot enter a conflict. Spy units can only be killed under specific conditions. In order for a spy to be killed, it must be in a territory that is owned by an enemy country, and at least one spy of that country must be within it. If this is true, the spy is destroyed – with a 50% chance that the country will discover who the spy belonged to. A spy can only kill a spy once per turn. In any other circumstance in which enemy spies enter the same territory/sea zone, there is a 50% that they will discover each other's presence. Spies cannot capture territories.

Market
Type: Building
The Market increases the income of the territory it is built in to $5.

Castle
Type: Building
The Castle is a “shield”of 10 HP that enemy units must break through first before they are able to attack any units defending within that territory. This is the only building in the game that is destroyed in conflicts or by fire orders.

Barracks
Type: Building
The Barracks increases in the population of the territory it is built in to 5.

Port
Type: Building
The Port allows for the construction of Sea units. It also increases the income of the territory to $2. Ports cannot be built in landlocked territories.

Resources and Construction
Each territory produces $1 and 1 POP at end of each turn. Money is collected into a treasury and can be spent in any territory. Population is specific to a territory, and you may not create more units in a territory than the population can provide. Money is collected from all territories that are owned at the beginning of a build turn. Both money and population are consumed when creating a unit. You may have as many units as you want within a territory/sea zone – but the construction of units is restrained by the cost in money and population.

Structures do not cost anything and can be replaced by a different structure any build turn. However, only one building can be in a territory.

There is also a cost in upkeep for each unit. A unit's upkeep cost in money is its initial costs to build. Upkeep is payed at the beginning of a build turn, after the player has collected his income. Upkeep is always distributed from the most expensive ground/sea units to the cheapest ground/sea units. If the upkeep cannot be fulfilled, the unit disbands. You many also disbands units anywhere on the map on a build turn – ordered disbands are accounted for before upkeep payments.

Ground vs. Sea
Ground units can move along territories and into transports. They can also capture territories. Sea units can move along sea zones and into territories that contain ports. Sea units cannot capture territories and if they are caught in a land battle they will be destroyed if an enemy wins the conflict.

Conflicts
A conflict occurs when units belonging to different countries enter the same territory/sea zone. A conflict involves all units within the territory/sea zone (save for spies), with these units engaging each other in repeated phases of attacking and defending until only one country remains. Conflict resolutions are automatic and resolved by the next turn. The winner of the conflict has their surviving units remain in the territory/sea zone – with all enemy units being destroyed.

Charges and Capacity
The capacity of the transport of 10 represents how many units can fit into the transport. How much space a unit takes up is determined by their POP cost.

The Charge of a spy is how many times they can commit the sabotage order before they have to recharge. In order for a spy to recharge, it simply has to be in a territory belonging to its owner for one full turn.

Intelligence
The only information offered by the map is who owns what territory and what structure is on it. Other information such as how many units are in a territory/sea zone or how much money and population a territory holds is recorded privately. This information is sent via PM to each player about their own territories and whereabouts of their units at the beginning of each turn. Enemy units will only be told to a player when they are adjacent to a territory you own or a sea zone your units occupy. Spies also reveal all of the information about at territory/sea zone and the units within it.

Here is the map.
http://i.imgur.com/gW5Mm.jpg




If you're interested, post your country's name, color, and which territory you want (Select only one). I'm already talked with most of you about what you want, but post anyway for legitimacy!

NOTICE: The game has started, but I am having to play as a country. Since I am the host, I'm not actually playing to win. If you are interested in playing but did no make it for the initial sign up, post in this thread with a request to replace me.


Last edited by need4snacks on Thu Jan 12, 2012 6:47 pm; edited 3 times in total

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Re: Sign up

Post by Emiya on Sun Jan 08, 2012 4:53 pm

Emiya will grace this game with His presence, as requested.

Country: Holy Carolingian Empire
Capital: Aurillac (South-East France)
Color: Pink

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Re: Sign up

Post by Hosenkloft on Sun Jan 08, 2012 7:51 pm

Country: Hosen
Capital: Berlin
Color: Purple

Hosenkloft

Posts : 48
Join date : 2011-11-08
Age : 24
Location : Temple, Texas

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Re: Sign up

Post by Andris Greatwing on Mon Jan 09, 2012 9:57 am

Southern Italy
red
Rome

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Re: Sign up

Post by The GM on Mon Jan 09, 2012 7:00 pm

http://i.imgur.com/gW5Mm.jpg

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Re: Sign up

Post by Solidcannon on Mon Jan 09, 2012 7:29 pm

country:VERMUNDR
capital: Moscow
color: blue

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Re: Sign up

Post by soulreapermc on Wed Jan 11, 2012 2:23 pm

Country: istanbul
name: mine bitchez
color: like a light tangerine

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Age : 22
Location : belton

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Re: Sign up

Post by Mcdoomburger on Thu Jan 12, 2012 11:04 pm

Country: Litiz

Capital: London

Color: Grey... as the death sweeps across the world...

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Re: Sign up

Post by The GM on Sun Jan 15, 2012 10:46 pm

Today's Brotip: Read the rules - if paragraphs scare you, take a break every ten minutes between each section - have a glass of water and some crackers beside you if it gets to intense.

Be sure to have adult supervision.

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Re: Sign up

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