Now, in the modern age, these pockets of humanity have achieved space flight, and mysteriously the storms have ended. These pockets of humanity will encounter their brethren for the first time in history, either in the open hands of peace... or the closed fists of war.
(War of Men)
Hosted by Alex Humva, Co-Hosted by Beardy Spoon. Assisted by Lloyd: the White Wolf, and Toast of Awesomeness. Formerly co-hosted by Kothra Streamdiver.
Rules of Conquest
~God mode; don’t do it. What is it? When you do something completely overpowered.
~~Auto hitting; preserve balance. It may be easy to get caught up in the sometimes large numbers, but remember, no gun is 100% accurate nor is any soldier a super soldier -unless specially trained, of course-.
~All BZP rules apply, naturally.
~Keep in perspective what your civilization is feeling; if you devote massive resources to military might, something has to give, and it’s typically civilian supplies. There’s patriotism, then there’s just plain absurdity.
~IC is for In Character, OOC is for Out of Character.
~Be respectful, have fun, that good stuff.
Effects of Poor Strategy
Any can be given at any time, but the last two require both hosts to agree on.
~Random natural event -epidemic, hurricane, etc- wipes out a portion of your empire.
~Military secrets are leaked to your enemies.
~Empire is completely destroyed; restart.
~Temporary ban, length judged by crime.
The World At Large
This RPG-RTS combo game takes place on an alternate Earth; the universe is more or less the same, but Earth’s geological structure has been tossed around, resulting in fifteen Australia sized continents and a number of islands. Storms have plagued the world for eons, keeping humanity isolated from itself. Amazingly enough however almost all the civilizations have progressed at the same rate, reaching a state of technology similar to our own 1980s. Later on in the game we'll advance tech levels and, if this RPG lasts long enough, reach the future. In recent times the civilizations have sent out their first space rockets, many encountering each other in orbit. With the storms gone and clear views of their neighboring continents humanity has begun to build a navy, to expand outwards and explore.
The continents of the world have suspiciously rich mineral deposits of all the vital industrial minerals; iron, nickle, tin, tungsten, copper, silicon, titanium, zinc, and so forth. The islands that dot the world have similar but reduced deposits, and this all results in some very strong industries. However, there is an odd shortage of uranium and other radioactive substances in the world; because of this nuclear fission is impossible and nuclear fusion near it. This means you can’t nuke your neighbors, not unless you invest heavily into making a fusion warhead. It’s a risky move but you can use it as a threat.
It should also be mentioned, due to being isolated from everyone for all their existence, the nations of the world have different languages. This plays ingame; it takes two real life days for your linguists to figure out the language and translators become actively available.
As well, something more about the RPG itself than the ingame stuff, if you have an idea, a suggestion for an action, or some crazy equipment thing, ask. This RPG encourages freedom of choice and ideas. Think out of the box and don't be afraid to ask if your insane idea is ok, because that's what this is all about; having fun with stuff you typically couldn't get away with in a more grounded video game or something. Imagination is the limit here, not mechanics.
Mechanics Of War
Provinces are central to this game. With them you gain IP, Industry Points, which serves as your currency in this game. With it you buy stuff from units to SCIENCE to everything in between. Provinces are the grid squares on the map; through plenty of handwaving and pseudo-science, even the most northern/southern grids can have bustling cities, though water tiles are not acceptable, as we don't have Bioshock yet. All provinces go through the same growth cycles, as listed below in the format of IP-Time-Battalions. IP produced, time to next upgrade, and number of battalions produced.
- Settlement; 0 IP - One week - 0 battalions
- Small Territory; 0 IP - Two weeks - 0 battalions
- Medium Territory: 5 IP - Two weeks - 0 battalions
- Large Territory: 10 IP - Two weeks - 0 battalions
- Small State: 15 IP - Three weeks - 5 battalions
- Medium State: 20 IP - Three weeks - 10 battalions
- Large State: 40 IP - Three weeks - 20 battalions
- Capitol State: 60 IP - Four weeks - 30 battalions
- Super Province: 80 IP - No further upgrades - 40 battalions
These guys are the arms and legs of your empire. A battalion (remember them?) is one thousand soldiers, ready to live or die at your command. These are, however, simple mooks; you'll have a few equipped with more specialized equipment (say, ten MANPADs (man portable SAM launchers) or ten anti-tank rockets per battalion), but unless you put any money towards helping them out, they're just mooks with cheap equipment. All the same, one battalion is a thousand soldiers. That's not to be underestimated. With appropriate tactics, a thousand can hold off ten thousand better equipped enemies, so long as the terrain complies.
If troops are the arms and legs of your empire, your units are the hands and feet. These span a wide variety of things, from special and elite troop squads to vehicles to even spacecraft. You can find the forms for them further below, which you fill out, at which point I give you an IP cost for them. You then build your unit batch in an open province; only one batch of units per province can be built at any given time.
With your units, you're free to go crazy with them, but if they're special rather than, say, a truck with a gun strapped to it, I deeply recommend being specific about what's so special about them. It saves you headaches later on. With your units, keep in mind physics still apply, but it doesn't mean you can't go make something cool, just be aware of the disadvantages it will have.
Something very important about units; unit batches have upkeep, equal to one fifth of their buying price. Since all prices are in multiples of five or just one, this is easy to do. You continue to pay upkeep for the unit, even after it is built.
You can, if you so wish, retrofit your units; this is taking an older unit, keeping the same basic design, but say upgrading the computer systems or adding a new weapon/replacing an old one. Usually, it costs less to do this than to build an entirely new craft. As always, ask me about the price.
Logistics, the bane of armies everywhere. Logistics are basically the backbone of your military; while your troops are out shooting people, these guys are trucking bullets everywhere. They're also extremely complex, and IRL officers train for years before they entrusted to manage it. Since none of us are trained logistics officers, this system serves as an extremely generalized effort to make them actually count.
Logistics come in the form of Logistics Points; you 'buy' them with Industrial Points. Ten IP equals one LP; this does not mean you have 100 IP and 10 LP, as the IP is used up when buying the LP. You can exchange it back if you so wish. One LP can then be used to get one of the following;
- Air Logistics; Five 20 metric tons capable cargo planes, twenty fifty passenger troop transports, two mid-flight refueling planes, one 30 metric tons capable cargo plane. Takes two weeks to take effect.
- Ground Logistics; 500 multipurpose transport trucks, five 6 metric tons capable cargo helicopter, one 12 metric tons capable cargo helicopter. Takes one week to take effect.
- Naval Logistics; five trans-oceanic (unarmed) transport vehicles, capable of transporting two hundred personal and/or three hundred metric tons worth of cargo. Twenty near-coast (lighty armed, think a machine gun or two) troop deployment vehicles, capable of twenty soldiers and/or 50 metric tons of cargo. Takes three weeks to take effect.
Something that started as a player idea not really mentioned in the front post prior to this, national projects are projects your nation really throws itself at. They can basically fall into three groups; building and research, or both. Building projects pertain to building stuff that transcends provinces, for instance, upgrading your infrastructure or making coastal defenses. Research tends to be the search for better technologies. Then you have both, for instance, a moonshot, which requires both building the rocket and researching it. You put IP into national projects to get them done; time and IP price is given by me.
Military bases! Once falling under the free logistics rule, they now cost time and IP. To counter this, they can actually start doing useful stuff. Unlike colonies, which enlist tens of thousands of civilians, military bases are, well, military, and as such populating one basically involves dumping a battalion or two there. Since logistics are still free, you not only get grunt infantry men but all the supply and support that comes with them that we all ignore so we can have fun.
The basic layout of all military bases (and it is non-negotiable) is a bunch of buildings, depots, and a runway for aircraft. Pretty simple, right? This is your basic level, and it takes one week to build at five IP. Fairly cheap. It then costs 1 IP to upkeep. At this point, you have a few options. Due to my dislike of number based systems but the necessity of them in some places, this is a bit weird.
Basically you have your minimal base; you can choose to just pay the rent and be done with it, or pay extra and start advancing the base. We use our own personal discretion on this, but your ultimate goal is, well, an ultimate military base, which had grown to be a small city and has a very powerful feature; the ability to produce units. While making no IP of it's own, and actually costing 15 IP in upkeep, it lets you produce units wherever it's stationed and, well, another build slot is always nice. Note that base upkeep does not add to it's growth. If you devote one IP to growing the base, it will cost two IP; one in upkeep, one in growth.
What's the catch? It takes 50 weeks IRL for it to grow from a minimalistic base to a small military city. How do you reduce this? One IP equals one less week. So if you were to throw 55 IP at it you'd go from no base to small city in about two weeks. This is also the game where we buy SCIENCE, so it isn't as absurd.
Important Mechanic Changes
This is ultimately an evolving game, and we fix problems as we find them. This is where you find new mechanic changes and the like.
Changes to Upkeep
Reaffirming specialized troop costs
Confirming IP upkeep costs
Total War Mechanic
Changes to Space Projects
Battalion Regen, Vehicle Regen, and War Limbo
Decade Industry Growth
Rebooting the story
Current model, version 1.0.
Terrain Map; not currently done, will be done when it is required for gameplay.
Color key; used to tell players part.
This is where you go to send stuff in. Your civilization, it’s vehicles, all of that good stuff, uses a standardized form. Either post all your stuff in the topic or in your blog so we know what we're dealing with. Also, as a note, the weapons form serves to explain exotic weapons; if you're making a standard tank, just say the tank's gun in the tank form. If you have something exotic like a sonic cannon, then you have a weapon form explaining it.
Also, POST YOUR FORMS IN TOPIC OR YOUR BLOG AND POST A LINK TO YOUR BLOG ENTRY. IF YOU DON'T DO THIS, NASTINESS HAPPENS.
Name: All nations have a name; what’s yours?
History: Your people have a backstory; explain it. This also doubles as a sort of personality area, so you can explain why your people are pacifists or xenophobics or what.
Cultural traits: Everyone has them; generalists? Technologists? Warriors? Merchants? While they have no impact on your IP, it is taken into account when you’re role playing.
Location: You get your own pretty continent, unless you and someone else agree to play on the same one. You get the entire continent because of the era this is set in, so you may have whatever combination of city classes you wish that add up to one hundred and fifty IP.
Vehicle Class: We got M1 tanks in real life, what’s yours?
Vehicle Description: Is it an airplane? Hovercraft? Tank? Humvee? Describe it here.
Weaponry: Unless it’s completely unarmed, it’s going have something.
Build Cost/Build Time/Upkeep: Determined by yours truly.
Division Name: Navy SEALs? Section 13? ****’s Troopers? Think of something.
Division Description: Describe exactly what makes these guys go above and beyond the average foot soldier. As well, you can include specialized troop transports in here for them if you wish.
Weaponry: What specs are they carrying?
Build cost/Build Time/Upkeep: Determined by yours truly.
Weapon Name: It's exotic so you could give it a cool name if you so wanted.
Weapon Description: Why is this so worthy of it's own form explaining it's function?
Weapon Cost: Some weapons are so good they actually add to the IP cost; determined by yours truly.
Courtesy of Veeci.
Edited by Game Master Alex Humva, Aug 19 2012 - 10:26 PM.