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Armachedes
#53596521Thursday, August 25, 2011 6:07 PM GMT

The object of the game is to develop your nation. You can create alliances, bolster your economy, invade rival nations, or anything else you want. It's your country. So, once you've chosen your country, look up online the following data. This is hugely important. Country Name: Religion: Language: Population: Military Size: Major Exports: Major Imports: Production of [Export]: [#]% of World Allies: Enemies: Captured Territory: You must update this info whenever it changes. If you don't fill this out correctly, you cannot play. The creator of the thread must approve your stats before you can start. Now, once you've done that, you're free to play. Here are a few rules for the game to be realistic. 1. No Godmodding. 2. Your military cannot be larger than 25% of your total population. 3. Taking over a country takes 1-7 turns if not owned already: 3.a. A country smaller than or equal to Armenia takes about 1 turn to take. 3.b. A country about the size of France takes about 3 turns to take. 3.c. A country larger than or equal to Kazakhstan takes 6 or 7 turns to take. 4. You don't have to take a country by military force, but you MUST justify why the country would join you. (See "Culutral Rules") 5. Only countries of the same culture as yours can join you peacefully. 6. Countries taken by force are not loyal (at first), and will not contribute soldiers (at first). 6.a. After a certain number of posts, a country taken by force becomes loyal. (See "Culutral Rules") 7. You lose 1000 soldiers per turn invading an unoccupied nation. 8. An army is stronger when defending than when attacking. 9. You can recruit an additional 10% of your army per turn. (See "Exponential Growth") 10. You cannot invent anything more powerful than what already exists. 10.a. This means no super-powerful weapons. 10.b. This also means that you can't invent a replacement to oil, or something like that. 11. EACH COUNTRIES' SOLDIERS ARE EQUALLY STRONG. 12. Your population grows by 5% per turn. (See "Exponential Growth") 13. You can only take over neighboring territories. 13.a. You are allowed to attack a distant land, but you can't take it over. 13.b. You can invade across something like the Mediterranean, but not the Atlantic Ocean. 14. Population and military growth is optional. You don't have to do it. However, if you do, you must obey rules 9 and 12. Exponential Growth: Your country's population and military grows based on how large it already is. For example, your army grows by 10% per turn. This means that if you had 1000 soldiers, the next turn you can have 1100 (you start with 1000, add 10% of 1000 (which is 100), and you get 1100). And the turn after that, you can have 1210. To calculate exponential growth, use this: POPULATION: [Current Population] * 1.05 = [New Population] MILITARY SIZE: [Current Military Size] * 1.1 = [New Military Size] Cultural Rules: "Cultural Points" (CPs) are gained by following: 1. Same dominant religion. (1 point) 2. Same dominant language. (1 point) When invading a country, the number of turns until a country is loyal is based on CPs: 2 Points - Peaceful Takeover - 1 Turn 1 Point - Military Takeover - 3 Turns 0 Points - Revolution - 5 Turns Also, the two ultimate rules: 1. THE CREATOR OF THE THREAD HAS COMPLETE AND UTTER AUTHORITY. 2. NO NUCLEAR (NUKES), CHEMICAL (POISON GAS), OR BIOLOGICAL (DISEASE) WARFARE! These rules are made to make the game easier and more consistent. Otherwise, you have uber-armies taking over Brazil in a turn and claiming they're getting their oil from magical chemcial products their scientists invented. Haz fun. :D

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