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War, Armies and MP

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War, Armies and MP Empty War, Armies and MP

Post by Charzy Wed Aug 05, 2015 12:20 pm

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:
Example Two:


Last edited by Charzy on Sat Sep 19, 2015 8:56 pm; edited 2 times in total
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Post by Charzy Sun Aug 23, 2015 11:42 am

23/08/15 - Upgrading now requires a development cost.
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Post by Charzy Sun Aug 30, 2015 5:58 pm

Army movement has been changed significantly. Movement now occurs by the hour, with a rate of 50 pixels per MNV per hour.
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Post by Warriorbulb Sun Aug 30, 2015 6:07 pm

Hallelujah!
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Post by Charzy Sat Sep 19, 2015 8:56 pm

Updated. Units can only be built one at a time.
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