War, Armies and MP
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War, Armies and MP
War, Armies and MP
How to Slaughter your Enemies
Army Building
Each unit costs a certain amount of Military Points (MP). Upgrades will, in general, increase the amount of MP that a unit costs. For example, Standard Infantry costs 1 MP, but with the Bayonets upgrade would cost 1.5 MP. Building units works like any other project, their PP cost is equal to their MP cost. If your unit is in your Zone of Control, you must pay CU equal to half that unit's MP in maintenance each cycle. If the unit is outside of your Zone of Control, you do not get that discount, and so you pay CU equal to the unit's full MP score. (Don't forget upgrades!) Finally, armies require men who would otherwise be working. You lose 0.5 PP from your total PP pool for every 1 MP worth of units you own.
You can only build one unit at a time. This value can be increased by certain buildings.
If your nation is new, you can build a starting army (including navy, etc.) for free. It can be as large as you want, but keep in mind the maintenance costs will bankrupt you if you aren't careful.
When upgrading units, you have to pay a development cost, which is three times the cost of the unit, before you can build that unit. So, for example, say I want artillery with Super-Long-Ranged and High-Accuracy. Each of those upgrades cost 0.5 MP, so the total cost for each artillery unit is 4 MP. However, you need to develop it first, so you do a 12 PP project to develop it. Once that's done, you can build as many of that upgraded artillery unit as you want.
Each new combination of upgrades you try out needs to be developed, but you only need to do the development for that combination once.
You can find a list of all existing units along with their stats at the Military Units and Upgrades thread.
Moving Armies
Every IRL hour, you can move an army that you control across the world map. Each hour, an army can move fifty pixels multiplied by lowest MNV in your army. For example, an army of purely Standard Infantry could move 100 pixels per hour. An army with 10 Standard Infantry and 1 Artillery would move only 50 pixels per hour.
Inside of your own Zone of Control, your armies can move without using up this movement range.
However, if you had, for example, two ZoCs seperated by 150 pixels of territory that was merely claimed, your army would have to slow down to its regular speed to go through the territory outside of your ZoC.
An army with only Standard Infantry could move across the cities instantly, because it has 200 pixels of movement per cycle. An army with Artillery in it would, however, end up taking at least two cycles to move between the cities.
If another army is within the movement range of one of yours, you can force that other army into battle with yours. This of course means that an enemy army in your Zone of Control could be attacked by your army at any time.
Rules for Combat:
Units have four stats, Attack (ATK), Health (HP), Armour (ARM) and Maneuverability (MNV). They also have traits, which let them do special things like attack from very far away, or hide themselves. The rules are easiest to explain using an example, so here's a couple of example battles. They might look complicated, but that's because everything's explained in great detail.
- Example One:
So Germany has questioned the virtue of England's mother, so England declares war. Fun times.
Step One - Find out the composition of each army.
Germany:
Standard Infantry (1/2/0/2) x4
Light Infantry (2/1/0/2) x 2
Light Cavalry (1/2/0/4) x 2
Heavy Cavalry (2/3/0/3) x 1
Artillery (1/1/0/1) x 2
England:
Standard Infantry (1/2/0/2) x5
Light Infantry (2/1/0/2) x 2
Light Cavalry (1/2/0/4) x 2
Heavy Cavalry (2/3/0/3) x 2
Artillery (1/1/0/1) x 1
Step Two - Battle Plans
We get some basic battle plans from each player after telling them eachother's unit compositions, minus hidden units (players should mention what units they want to remain hidden when supplying their army composition). Units can hide if they have the Hidable trait.
In this scenario, both players have chosen to hide their Light Infantry from eachother.
We want to know if they want to use the abilities on their Artillery units if they're unpaired, and what targets they want.
We also want to know if they want to have their units pair up with the enemy's in a specific way. For example, because Standard and Light Infantry units have the same MNV, one player could ask that their Light Infantry take out the enemy's Standard Infantry first. In cases where there are contradictions, units should default to attacking units of the same type.
So, Germany want their Light Infantry to attack any English Standard Infantry first. They also tell us that they want their Artillery (the one that won't get paired up because of Long Ranged and the fact that Germany has more artillery than England) to attack England's Heavy Cavalry.
England similarly has their Light Infantry attack the German Standard Infantry, and tells us that if Germany holds back any of their artillery that they want their artillery to attack Germany's heavy cavalry. Since Germany isn't holding anything back, this isn't a concern.
Step Three - Pairing.
We pair off units based on their MNV stat. High MNV fights high MNV. Simple.
Germany - England
Light Cavalry (1/2/0/4) - Light Cavalry (1/2/0/4)
Light Cavalry (1/2/0/4) - Light Cavalry (1/2/0/4)
Heavy Cavalry (2/3/0/3) - Heavy Cavalry (2/3/0/3)
Standard Infantry (1/2/0/2) - Heavy Cavalry (2/3/0/3)
Standard Infantry (1/2/0/2) - Light Infantry (2/1/0/2)
Standard Infantry (1/2/0/2) - Light Infantry (2/1/0/2)
Standard Infantry (1/2/0/2) - Standard Infantry (1/2/0/2)
Light Infantry (2/1/0/2) - Standard Infantry (1/2/0/2)
Light Infantry (2/1/0/2) - Standard Infantry (1/2/0/2)
- Standard Infantry (1/2/0/2)
- Standard Infantry (1/2/0/2)
Artillery (1/1/0/1) - Artillery (1/1/0/1
Artillery (1/1/0/1) -
Note that two English Standard Infantry and a German Artillery are unpaired. This is because of Field Gun's Long Ranged trait which prevents it from pairing, so none of them have any eligible units to pair with. They're considered to just not have fought this round, and will come back next round.
Step Four - FIGHT!
When two units fight, we deal damage to the attacked units' HP equal to the attacker's ATK stat. If the attacked unit has any ARM, then we subtract the ARM from the attacker's ATK. It's simpler that it sounds. As none of the units in this fight have any ARM, we don't need to deal with that right now.
You don't have to write out this big list of fights, but it can be useful later on for writing the final battle report and for keeping track of what the outcomes of each fight are.
------------------Fight List------------------------
German Light Cavalry (1/2/0/4) - English Light Cavalry (1/2/0/4). Both are damaged.
German Light Cavalry (1/2/0/4) - English Light Cavalry (1/2/0/4). Both are damaged.
German Heavy Cavalry (2/3/0/3) - English Heavy Cavalry (2/3/0/3). Both are damaged.
German Standard Infantry (1/2/0/2) - English Heavy Cavalry (2/3/0/3). German Standard Infantry is destroyed.
German Standard Infantry (1/2/0/2) - English Light Infantry (2/1/0/2). German Standard Infantry is destroyed.
German Standard Infantry (1/2/0/2) - English Light Infantry (2/1/0/2). German Standard Infantry is destroyed.
German Standard Infantry (1/2/0/2) - English Standard Infantry (1/2/0/2). Both are damaged.
German Light Infantry (2/1/0/2) - English Standard Infantry (1/2/0/2). English Standard Infantry is destroyed.
German Light Infantry (2/1/0/2) - English Standard Infantry (1/2/0/2). English Standard Infantry is destroyed.
German Artillery (1/1/0/1) - English Artillery (1/1/0/1). German Artillery is destroyed.
-----------------------------------------------------------
Note that in fight with the Artillery, they had the same MNV, and one would have been destroyed. I tossed a coin for this pairing and got tails, so England attacked first and destroyed the German gun.
The same does not apply to the Light Infantry pairings due to Light Infantry's Skirmish ability, which lets it always attack first during the first round.
As the last part of this step, don't forget Germany's second Artillery! Germany told us that they wanted their unpaired Artillery to attack England's Heavy Cavalry, so they deal one damage to one of England's remaining Heavy Cavalry units.
Step Five - Round One Outcome
Now that the first round of the battle is done, we need to show each player what's happened to their units. We send them both a new unit list with damages listed (note that health stats have decreased for damaged units).
Germany:
Standard Infantry (1/1/0/2) x1
Light Infantry (2/1/0/2) x 2
Light Cavalry (1/1/0/4) x 2
Heavy Cavalry (2/1/0/3) x 1
Field Gun (1/1/0/1) x 1
England:
Standard Infantry (1/2/0/2) x2
Standard Infantry (1/1/0/2)
Light Infantry (2/1/0/2) x 2
Light Cavalry (1/1/0/4) x 2
Heavy Cavalry (2/1/0/3)
Heavy Cavalry (2/2/0/3)
Field Gun (1/1/0/1) x 1
At this point, it's very clear that Germany is going to lose this battle due to England's numbers advantage. Germany retreats to regroup and fight another day, knowing that any further fighting would destroy their army. England wins. Of course, Germany could keep fighting and kill off more of England's troops, but this would be a terrible idea and Germany isn't run by an idiot.
- Example Two:
I'm not going to explain things that were explained in Example One. So France has been sailing around Spain's waters. Spain's pissed off, and tells them to stop or get blown out of the water. The French fleet refuses.
France:
Light Ship (3/2/0/3) x 4
Heavy Ship (3/4/1/2)
Artillery Ship (2/1/0/1)
Fire Ship (3/1/0/3) x 2
Spain:
Light Ship (3/2/0/3) x 8
As we can see, Spain has sent a force of many light ships to quickly intercept France's slower, more balanced force.
France tells us they want their Fire Ships to attack immediately, and explode on two Spanish Light Ships. So they do. France loses both Fire Ships, Spain loses two Light Ships. France also tells us that they want their artillery ship to smash up a Spanish Light Ship.
France - Spain
Light Ship (3/2/0/3) - Light Ship (3/2/0/3)
Light Ship (3/2/0/3) - Light Ship (3/2/0/3)
Light Ship (3/2/0/3) - Light Ship (3/2/0/3)
Light Ship (3/2/0/3) - Light Ship (3/2/0/3)
Heavy Ship (3/4/1/2) - Light Ship (3/2/0/3)
- Light Ship (3/2/0/3)
Artillery Ship (2/1/0/1) -
I'm going to save time here and do all the coinflips at once. Heads means France attacks first.
Tails, Tails, Heads, Tails
French Light Ship (3/2/0/3) - Spanish Light Ship (3/2/0/3). French Light Ship destroyed.
French Light Ship (3/2/0/3) - Spanish Light Ship (3/2/0/3). French Light Ship destroyed.
French Light Ship (3/2/0/3) - Spanish Light Ship (3/2/0/3). Spanish Light Ship destroyed.
French Light Ship (3/2/0/3) - Spanish Light Ship (3/2/0/3). French Light Ship destroyed.
French Heavy Ship (3/4/1/2) - Spanish Light Ship (3/2/0/3). French Heavy Ship damaged. Spanish Light Ship destroyed.
Okay, stopping here to explain armour. You would expect the Spanish Light to attack first here and deal three damage, right? No. The French Heavy Ship has 1 armour, so we subtract 1 from the Spanish Light Ship's attack to get 2 damage. Easy. Armour does not degrade.
The French Artillery Ship and the last Spanish Light Ship are unpaired, so they don't fight anything. French Artillery Ship blasts that unpaired light ship, destroying it.
France:
Light Ship (3/2/0/3)
Heavy Ship (3/2/1/2)
Artillery Ship (2/1/0/1)
Spain:
Light Ship (3/2/0/3) x 4
France realizes that, due to their terrible luck in the first round, they've almost run out of ships. They retreat back to France. Spain has won.
Last edited by Charzy on Sat Sep 19, 2015 8:56 pm; edited 2 times in total
Charzy- Forum Terrorist
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Re: War, Armies and MP
23/08/15 - Upgrading now requires a development cost.
Charzy- Forum Terrorist
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Re: War, Armies and MP
Army movement has been changed significantly. Movement now occurs by the hour, with a rate of 50 pixels per MNV per hour.
Charzy- Forum Terrorist
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Re: War, Armies and MP
Hallelujah!
Warriorbulb- Posts : 860
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Re: War, Armies and MP
Updated. Units can only be built one at a time.
Charzy- Forum Terrorist
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