Backstory:
In 2020, countries from around the world collaborated to establish world peace, and signed a treaty that bonded countries into a world peace agreement, and soon, entire countries were disarmed. There was harmony around the world. Was. That was until a terrorist group named the Shuda smithed their own guns and began their rampage on unsuspecting countries. Soon, countries pulled out of the peace agreement in an effort to defend themselves from the onslaught. Rivalries and tensions have increased, and now the world is in an arms race. Who will come out on top?
•Israel (Jackson~)
•Russia (NPC)
•United States (NPC)
•North Korea (NPC)
There are six actions you can perform per turn, each with it's own strengths and weaknesses.
-Political
-Building
-Training
-Research
-Secret
-War
Political is the action you use to form alliances (1 alliance can be formed with 4 countries) declare war, or update your foreign policy. Political actions happen immediately after you use them.
Building is the action you use to start a construction project in your country. BE SPECIFIC ON WHAT YOU WISH TO BUILD AND WHERE YOU WANT TO PLACE IT!
Example:
Construction on missile system completes.
(OK. Where was it placed? Be specific.)
Building takes two turns to complete.
Training is what you use to train soldiers or other units. Training takes three turns. You cannot train soldiers if you don't have a fortification. Training takes 3 turns. (PS: Use common sense when creating units. The GameMasters have the right to invalid your move if it's too OP.)
Research is used to develop your own kind of product. YOU CANNOT RESEARCH WHAT ANOTHER COUNTRY HAS CHOSEN TO STUDY. Research takes 4 turns.
War is an action you can only use when you have declared war against a country. Construction and research immediately completes in both countries and will remain active unless destroyed in the war. Once the other country accepts the declaration, it's final. In war you enter a 1v1 mode, and don't have to follow the 3 country rule, you just have to wait for the country to respond. You get the choice of two offensive actions and one passive action.
Example of a typical war turn:
Germany v. Poland
The country that declared war goes first:
Then Poland defends and counters,
At this point, Poland takes their turn, and it goes on until one country surrenders. If the other country you are warring with is an NPC, a designated Warmaster will war with you. (Usually me.)
A good rule of thumb when doing your turn is to make it so detailed that a GameMaster doesn't have to correct you.
In 2020, countries from around the world collaborated to establish world peace, and signed a treaty that bonded countries into a world peace agreement, and soon, entire countries were disarmed. There was harmony around the world. Was. That was until a terrorist group named the Shuda smithed their own guns and began their rampage on unsuspecting countries. Soon, countries pulled out of the peace agreement in an effort to defend themselves from the onslaught. Rivalries and tensions have increased, and now the world is in an arms race. Who will come out on top?
Countries not able to be chosen are final at the discretion of the GameMaster.
Countries not able to be chosen:
Countries not able to be chosen:
•Israel (Jackson~)
•Russia (NPC)
•United States (NPC)
•North Korea (NPC)
RULES
There are six actions you can perform per turn, each with it's own strengths and weaknesses.
-Political
-Building
-Training
-Research
-Secret
-War
Political is the action you use to form alliances (1 alliance can be formed with 4 countries) declare war, or update your foreign policy. Political actions happen immediately after you use them.
Building is the action you use to start a construction project in your country. BE SPECIFIC ON WHAT YOU WISH TO BUILD AND WHERE YOU WANT TO PLACE IT!
Example:
Construction on missile system completes.
(OK. Where was it placed? Be specific.)
Building takes two turns to complete.
Training is what you use to train soldiers or other units. Training takes three turns. You cannot train soldiers if you don't have a fortification. Training takes 3 turns. (PS: Use common sense when creating units. The GameMasters have the right to invalid your move if it's too OP.)
Research is used to develop your own kind of product. YOU CANNOT RESEARCH WHAT ANOTHER COUNTRY HAS CHOSEN TO STUDY. Research takes 4 turns.
War is an action you can only use when you have declared war against a country. Construction and research immediately completes in both countries and will remain active unless destroyed in the war. Once the other country accepts the declaration, it's final. In war you enter a 1v1 mode, and don't have to follow the 3 country rule, you just have to wait for the country to respond. You get the choice of two offensive actions and one passive action.
Example of a typical war turn:
Germany v. Poland
The country that declared war goes first:
Germany wrote:
German tanks roll across the Polish border. (Passive)
German soldiers march through Warsaw, and proceed to destroy everything in sight. (Offensive)
German fighter jets soar through the skies, attempting to eliminate Polish scout jets. (Offensive)
Then Poland defends and counters,
Poland wrote:Warsaw recieves partial destruction from the onslaught of German forces, and Germany has Warsaw. (Poison Picked)
No Polish jets were found. (Deflected)
At this point, Poland takes their turn, and it goes on until one country surrenders. If the other country you are warring with is an NPC, a designated Warmaster will war with you. (Usually me.)
A good rule of thumb when doing your turn is to make it so detailed that a GameMaster doesn't have to correct you.