Well it is similar to the other thread apart from we are playing on the whole world now!
UNITS
1 Tanks beat 1 Infantry
1 Tanks beat 1 Tanks
1 Plane beat 1 Infantry
1 Plane beat 1 Tank
1 Plane beat 1 Plane
3 Infantry beat 1 Tanks
6 Infantry beat 1 Plane
Costs:
[list]
Infantry = 300 CP
Tank = 450 CP
Plane = 600 CP[/list]
You can only build 5 units a turn. You can only invade 3 provinces a turn. Invasions must use land based units, e.g tanks and infantry.
Navy (Thanks to carriontrooper)
Prices
-Cruiser: 1000 CP
-Sub: 1500 CP
-Transport Landers: 600 CP
Placement and how to use
Naval units are to be placed on water (duh). They can be built at any province near water. They can go in the open oceans. They start out in their builder province, and each turn may only go as far as 100 pixels in radius. Subs can hold a missile or a nuke. But, in order to arm them with missiles/nukes, they must be 'docked' in the same territory as the missile/nuke for one turn. When launching missiles/nukes, subs can't move (stays the same position next turn). To reload a missile it must return back to a province with a missile launcher on it.
Strength :
1 Cruiser beat 1 Cruiser
1 Cruiser beat 1 Plane
Cruiser cannot engage Infantry or Tanks and vice versa
1 Sub beat 1 Sub
1 Sub beat 1 Cruiser
Sub cannot engage Infantry or Tanks and vice versa
1 Plane beat 1 Cruiser
1 Plane beat 1 Sub
1 Plane beat 1 Transport Lander
1 Tank beat 1 Transport Lander
2 Infantry beat 1 Transport Lander
Transportation:
You can load 2 infantry or 1 tank unit onto one transport. You may land more than one transport on a beach at one time. When you land you must offload your troops into that province. You can make no further action with those troops that turn (they have to stay on the beach head). Having troops on a transport does no affect how strong/weak they are.
Defense + Missiles
Missiles require a Missile Launcher. You may have one launcher per province and you need 10 provinces before you can build one. They cost 1200 CP. They are marked with a black cross anywhere inside that province.
Missiles have different ranges. There is no real official guidance but use you common sense. If there is a dispute I will decide.
Missiles ([Missile] - [Range] - [Cost]):
[list]
Basic Missile - Very Low - 700 CP
Ballistic Missile - Normal - 1300 CP
ICBM - Long - 2000 CP
ICBM Extreme - Very Long - 5000 CP[/list]
Nukes require a Missile Launcher and 20 provinces. They cost 25000 CP. They will annihilate up to 10 units in a province and will return that province to neutral with a red cross in it. No unit can set foot in this province, any units left most leave as soon as possible.
You can create defensive lines, which can only be broken by an attack of either 5 tanks or 5 planes. They are made using 10x10 sprites and each of these cost 600 CP.
Money and Politics
You gain 300 CP a turn, and 50 CP extra per gained province. E.g if I own 5 provinces, I earn 300+50*4 CP a turn.
To make an alliance each party must pay 150 CP.
Joining the Game
You must post a sprite sheet including:
[list]
Infantry
Tank
Plane
Fortification[/list]The sprites must be no bigger then 15x15 each. They can be anything (some resemblance is recommended, as is effort)
Optionally you can include a 15x10 flag to place in each province you own.
You must pick a neutral province and place 2 infantry, 2 tanks and 1 planes in it. You must color it the color of your choosing, it may not be the following:
Red - (255, 0, 0)
White - (255, 255, 255)
Black - (0, 0, 0)
Or the color of the sea.
Map
http://filesmelt.com/downloader/world2.png
If anyone breaks the rules then skip their turn. I'll start :D
Sprites:
Turn:
Right click -> View Image
CP: 300

Register
Events
Popular
More
Post #1


Funny x 1


Bad Reading x 1






Informative x 2




