:banana:
|
next time, plz leave out the almost :p
|
All
Group 1's setup is almost (lo Zappa) finished. The setups are tking longer than I expected and so I'll start the thread by friday. In the future I'll start producing setups for the next rounds while the current round is ongoing to eliminate delays like this one. |
if it wasn't for us needing you to dm yer threads, I'd kill you for that....
|
Crazy has entered the tournament late. He s now part of group 1.
|
Group 1
Economical Objective Setup Mankind has reached a new era of discovery and expansion, where the vast distances between stars are not so vast and where new facts about the universe are discovered on a daily basis. The fuel for this 'interstellar revolution' is Peremisium, an element that is a vital component of interstellar drives. With the vast mines of Offworld 205 at its disposal, the Mannaji Corporation has for many years held a virtual monopoly over the production of the element, and is thus excedingly wealthy. With Mannaji having invested in an extensive private intelligence network, it has been quick to lockdown on any corporation mining the element from another source in order to force them out of business through the variety of means at their disposal. However, with the fringe expanding outwards at such an incredible rate, the Corporation's eyes can no longer see to the outward edge of humanity. An exploration vessel recently came across a new planet found to be containing stores of Peremisium that excede those of Offworld 205, and immediately sent news of this finding via tightbeam transmission to the Star Kingdom of Trannathilan, the nearest moderately-sized power to the planet in question. The King of Trannathilan, conscious of the advantages of Mannaji having some competition in the industry, has set his entire intelligence agency to the task of keeping the planet's nature and wherabouts a complete secret, but has informed the leaders of five small corporations operating within the Star Kingdom of the situation. The King has agreed to give each corporation equal funds with which to set up mines on the planet (G-2137 III). The first corporation to ammass a certain amount of the element through mining will then be given an official Tannathilan-sanctioned monopoly over the stores on the new planet, in exchange for which the King shall be granted 20% share of the profits. Each corporation has already established a forward base on the planet, and selected an Executive to head their mission. The King has stated that anything is above the board, and so this is expected to be a no-holds-barred battle to the death. Rules General Each player will assume the role of an Executive. Although economical development is key to winning the game, warfare and diplomacy between players is also permitted. Objective The Winner will be the first player to amass 500 'Resource Points' of Peremisium, thus proving their corporation as the most able to present a challenge to the Mennaji. The Winner will recieve no Victory Points as this is an introductory round. As a trade-off, they will start off slightly stronger than the other players in the next round. Economical As mining corporations, your main source of income is profits from the sale of resources that you mine. This means that you don't just want to be mining Peremisium, as you are forbidden to sell this (Mennaji sources would catch on one way or another and the King'splan would go to the dogs). The three mineable resources that you can sell are Hydrogen (low profit, very easy to mine, used mainly for power stations), Iron Ore (medium profit, moderately difficult to mine, used in the manufacture of steel which is still important even in this day and age) and Laranthium (a made-up element used in the manufacture of igh-tech computers like AI Minds. Difficult to mine, but with a high profit). These in themselves are not 'spendable' i.e, they cannot be used to buy tanks with which to destroy your opponent's mines, or mines with which to mine more Peremisium. In order to convert resources to Credits (spendable resource used to buy things), you sell them to the Resource Merchants Guild, who will then ferry them to industrial worlds for sale. How much the Merchant Guild pays you depends on supply and demand. If another corporation is producing 500 RP of Steel per day, the Merchant Guild isn't going to pay very much for your 50 RP. If, on the other hand, you're the only producer of Laranthium, the Merchant Guild will pay a lot per RP for it. If The robot industry is doing very well at home, demand for Laranthium will go up, as will the demand for Iron Ore if, for example, a planetary superpower commissions a new fleet of warships. With the Credits in hand, you buy things. The build list is fairly simple. You cannot take out loans. You cannot ask the King or your corporation for more money (well, you can, but you won't get any). You cannot produce Credits through any other means than the mining and sale of resources (unless you steal resources from your opponents). A map (likely a crude one) will be produced by myself, divided into clear zones. You can produce on Base in each zone, and one base only. Bases can be destroyed, and captured, by your opponents. The location of the Base within the zone will not affect the ammount of resources reaped from it in any way. Each zone has a valure for Peremisium (P), Iron Ore (I) and Laranthium (L). Hydrogen is abundant in the planet's atmosphere and can be harvested in equal measure from any zone. Each Base has four modules in each of which you can build one structure and one structure only. Some very large structures take two modules. Construction of new buildings takes a day, as does the construction of new bases in other zones. Mines are required to produce any resource in any zone, including Hydrogen. All resources except for Credits are measured in Resource Points. Research There is no research in this particular game. Military Keep track of your military. I will mod all battles myself and my ruling is final. Keep track of your military deployment. Specify which troops are in which area, what troops are patrolling what border, etc. If someone attacks you, you will not be able to post a defense untill after the attack, and so your troop deployment will determine the initial success of your forces. Although it will be possible to win this game through military domination, it will be more difficult that winning through economical means. Build List Base Construction Team - 5,000 C (a construction team that works to build a Base in a new zone, thus adding it to your territory. The team is expended in the process. A new base can be constructed in any region of the map) Prospector Team - 500 C (a team of prospectors able to determine the mining capacity of Iron Ore, Peremisium and Laranthium in any one region. One-use unit) Hydrogen Processor - 1,000 C (taking up one module, a Hydrogen Processor isolates Hydrogen in the planet's atmosphere and compresses it into cargo containers, ready for transportation) Iron Ore Mine - 3,500 C (taking up one module, Iron Ore Mines produce Iron Oreby mining it from the ground below. The Iron Ore is processed but not packed at the mine, and thus you need an additional facility to process ore into transportable form) Laranthium Mine - 6,000 C (taking up one module, this mine produces Laranthium but does not pack it) Peremesium Mine - 10,000 C (taking up one module, this mine produces Peremesium, which must then be stored in Peremisium Silos) Packing Facility - 2,000 C (taking up one module, this building packs both Laranthium and Iron Ore ready for shipment to industrial worlds. Can support 3 Iron Ore Mines or 2 Laranthium Mines) Orbital Hauler Facility - 8,000 C (taking up two modules, this building supports an orbital hauler which will ferry your resources from the ground to orbitting Merchants' Guild ships. One is required for selling resources, but you will only ever need one) Peremesium Silo - 4,000 C (taking up one module, this silo can store 100 RP of Peremesium) Barracks - 1,000 C (taking up one module, produces infantry troop types that do not use vehicles) Aircraft Hangar - 5,000 C (taking up one module, a Hangar capable of housing 8 Squadrons of aircraft. Does not produce aircraft) Aircraft Factory - 5,000 C (taking up two modules, an Aircraft Factory produces aircraft which must then be stores in Aicraft Hangars. It can produce 4 Squadrons a day) Vehicle Factory - 7,500 C (taking up two modules, a Vehicle Factory produces military vehicle companies, which do not require storage space, at a rate of 6 per day) Bunker - 1,000 C (taking up 1/2 module, an underground Bunker that can protect 4 companies of infanry and 2 companies of vehicles from air attack. Cannot be used to house or protect aircraft) Perimeter Defense - 1,000 C (taking up no modules, a perimeter wall that adds defensive power against ground forces) Additional Perimeter Defense - 500 C (additional fortifications, no modules) Intercept System - 2,000 C (defensive structure, 1/2 module, can track and shoot down a limited number of attacking missiles/aircraft) Sensor Net - 2,000 C (defensive structure, 1/2 module. gives your troops advanced warning of incoming enemies, giving you better chances in defensive battles) Missile Silo - 2,000 C (offensive structure, 1/2 module, contains room for six missiles of any size/combination along with targetting facilities. Does not produce mossiles) Missile Armoury - 4,000 C (factory building, 1 module, produces missile weapons of the kind fired form missile silos) Basic Infantry Company - 20 C (footsoldiers equipped to fight within and without the protective walls of cities. Slow-moving, better on the defensive side) Mechanized Infantry Company - 50 C (infantry in vehicles capable of moving quickly across terrain, standard infantry unit) Elite Mechanized Infantry Company - 80 C (highly-trained mechanized infantry, capable of holding their own defensively against heavy armour) Light Armour Company - 60 C (light tanks, fast moving and good for raiding and watching flanks) Heavy Armour Company - 90 C (heavy tanks, not the fastest of units but packing a lot of firepower) Light Artillery Company - 50 C (light artillery that makes useful short-range support. Includes AA capability) Heavy Artillery Company - 100 C (heavy artillery used over long range. Includes missile artillery as well as AA and antimissile capability) Special Forces - 80 C (elite troops trained for special ops missions. Not for use in rank-and-file situations) Airborne Infantry - 80 C (infantry dropped from the air onto a target. Whilst they are extremely useful, they cannot be dropped with heavy equipment and lack firepower. They also have a very finite amount of supplies) Air Superiority Fighter Squadron (Interceptors) - fighters designed solely for air superiority. Cannot attack ground targets) Strike Fighter Squadron - fighters able to attack both airborne and ground targets. Form the basis of most airforces. Bomber Squadron - bombers which can unleash devastating payloads on ground targets but are vunerable to interceptors and strike fighters. Helicopter Squadron - (attack helicopters designed for ground aupport. Can massacre armour and mechanized infantry alike, but vunerable to fighters and AA emplacements) Basic Cruise Missile - 100 C (single cruise missile that can be fired at targets two regions away with devastating accuracy. Vunerable to antimissile emplacements) Advanced Cruise Missile - 140 C (single cruise missile capable of strikning at targets three regions away with great accuracy. Carriers extensive ECM equipment which makes it less vunerable to missile intercepts) ICBM - 500 C (missile capable of striking anywhere on the map. It is very large and vunerable to antimissile weaponry. Carries a thermonuclear payload) Tactical Radiation Nuke - 400 C (a modern nuclear device mounted on an advanced cruise missile. Rather than working with fission or fusion to produce heat, the TRN kills with gamma rays. There is no fallout and it is more politically acceptable than a thermonuke. Kills every living thing within half a kilometre of the detonation) The Corporations (Produce your own and I'll edit them in. I'll edit them as I see fit so there'll be no unlikelyness. No corporation will have any notable advantage over any of the others so don't bother trying to give yourself one) Inspectre: Majestic Corporation (A14) Crazy: McArthur Corporation (A6) Fluffie: Imperial Corporation (A8) Badger: Badger Industries (A19) PK: Raptor Industries (A1) Zappa: Blackblade Inc. (A2) Additional Notes There can only be one base of any corporation in one region at any one time. Since Crazy entered the group late, there are six corporations instead of the original five. Everybody starts off with a single base in a region of their choice, 2 Basic Infantry Companies and 20,000 C. Crazy will be displaying a map on his webspace. I'll leave him to provide a link to the site. |
Group 2
Apologies for the delay, your setup will arrive shortly. |
|
Corporation: Majestic (I know, I know . . . just couldn't resist . . . AH, I'm turning into another KoL! :D ;) )
Executive: Alfred Winthrop Starting Location: A14 |
Corporation: McArther
Starting Location: A6 |
Jon, "Fluffie"
Imperial Corporation A8 |
Badger Industries
A-19 |
Mark Raptor
Raptor Industries A1 |
Quote:
|
Zappa Tenderleaf
Blackblade Inc. A2 2 infantery units 20 000 credits Prospector Team - 500 C (a team of prospectors able to determine the mining capacity of Iron Ore, Peremisium and Laranthium in any one region. One-use unit) Barracks - 1,000 C (taking up one module, produces infantry troop types that do not use vehicles) Perimeter Defense - 1,000 C (taking up no modules, a perimeter wall that adds defensive power against ground forces) Additional Perimeter Defense - 500 C (additional fortifications, no modules) Intercept System - 2,000 C (defensive structure, 1/2 module, can track and shoot down a limited number of attacking missiles/aircraft) Sensor Net - 2,000 C (defensive structure, 1/2 module. gives your troops advanced warning of incoming enemies, giving you better chances in defensive battles) 13 000 credits left. deploying prospector team in area A2 other orders will be placed once info from prospector team is in. |
We await in anticipation, but not in a negative sense :p
|
A6. Alpha Base:
Orbital Hauler Facility - 8,000 C (2 Slots) Base Consctruction Team - 5,000 C 2 Prospector Teams - 1,000 C 6,000 C Remaining. 1 Prospector Team Deployed in A6 1 Prospector Team Deployed in A12 |
Group 1
Note that neither kind of nuclear weapon will affect units in bunkers or in missile silos. Also note that I will not give you the resource rates for any territory (including your initial one) before you've deployed a Prospector Team there. There may be a slight delay before I DM this thread for the first time while I finish off Group 2's scenario, which is my priority for obvious reasons. Eventually I'll be DMing on a daily basis. Group 2 The scenario will start on tuesday at the latest but I think it will probably be there for monday. Thank you for your continued patience. |
crazy: you had 20k, you spent 14k, and still have 14k left, how? :confused:
|
Quote:
:bunny: |
Quote:
|
Mark Raptor
Raptor Industries A1 2 Infantry Units 20 000 credits Orbital Hauler Facility - 8,000 C (2 Slots) Perimeter Defense - 1,000 C 2 Prospector Teams - 1,000 C 10000 credits left. Deploying prospector team in area A1 and A3. Further orders upon results. |
Quote:
"Heh, heh, heh. Suckers." ... ... "Oh, damn, forgot to put the hold music on before I said that..." |
*flapjack hands dachi some hold music after mysteriously appearing behind him*
*flapjack mysteriously disappears the moment dachi turns his head* |
Quote:
|
2 x Prospector Team - 1000 C
Hydrogen Processor - 1,000 C (taking up one module, a Hydrogen Processor isolates Hydrogen in the planet's atmosphere and compresses it into cargo containers, ready for transportation) Packing Facility - 2,000 C (taking up one module, this building packs both Laranthium and Iron Ore ready for shipment to industrial worlds. Can support 3 Iron Ore Mines or 2 Laranthium Mines) Orbital Hauler Facility - 8,000 C (taking up two modules, this building supports an orbital hauler which will ferry your resources from the ground to orbitting Merchants' Guild ships. One is required for selling resources, but you will only ever need one) 10 Basic Infantry Company - 200 C (footsoldiers equipped to fight within and without the protective walls of cities. Slow-moving, better on the defensive side) Mechanized Infantry Company - 50 C (infantry in vehicles capable of moving quickly across terrain, standard infantry unit) Elite Mechanized Infantry Company - 80 C (highly-trained mechanized infantry, capable of holding their own defensively against heavy armour) 10 Special Forces - 800 C (elite troops trained for special ops missions. Not for use in rank-and-file situations) rest: 0 deploying prospectors in A4. initiate miningsequences for hydrogen. troops: scout the area, and our borders. |
At A1:
Packing Facility - 2,000 C Base Construction Team - 5,000 C - Deploy to A3 Hydrogen Processor - 1,000 C - Begin Processing when possible. Additional Perimeter Defense - 500 C At A3: Perimeter Defense - 1,000 C Additional Perimeter Defense - 500 C 0C remains |
Base - A8
x1 Orbital Hauler Facility x1 Packing Facility x2 Basic Infantry x3 Prospector Teams 8,500 C Prospector Teams deployed in A7, A8 and A13 as soon as possible. (Reports to try and kept hidden from other Corporations' eyes.) x1 Basic Infantry guarding Base - A8 x1 Basic Infantry patrolling sector A8; mainly focussing on borders. The first 'move around' focusses on mapping the terrain as detailed as possible. |
Group 1
Zappa The structures at your base take up 5 and a half modules and you only have 4 available. |
Group 2
First Past The Post Expansion Setup For many of years, the Empire of Esperia had layn on its island archipelago, its society and technology stable due to lack of association with other cultures. This latter was due to the Great Sea that surrounded the archipelago, acting as a barrier both for those wishing to travel out from the islands, and for any roving vessels of other, outsider nations. An entire culture of religion that supported the Empire's social heirarchy was built up around the belief that the islands were the world, and that beyond the horizon of the Great Sea lay the edge of the world. It was believed that, many thousands of years before, a great catastrophy had befallen the rest of the world and destroyed it, but that the islands themselves were saved by the divine right of the Emperor. However, half a century past, a half-mad explorer managed to put together a crew to sail beyond the horizon, luring them to the seemingly suicidal mission with the promise of fabulous pay upon their return. The ship sailed out and dissapeared, and the people went back to their lives, confident that the ship and all its crew had gone to their deaths. However, around a month after its departure, the ship returned to its point of departure, bearing outlandish objects of a kind never seen before at any place in the Empire. The repurcussions of this were great - at once the various nobles and generals who had found themselves trodden on and maltreated by the Emperor's favourites - who were appointed priests and leaders of the faith - were released from the only thing that was holding them back from making their move - their personal belief in the Emperor's power. Within four years the Empire had fallen, divided into a hundred tiny kingdoms each under the control of a warlord commanding a fraction of the former Imperial Army. For twenty years thereafter, the land was torn by constant war as the kingdoms, one by one, were incorporated into eachother as the cleverest and most able of the warlords conquered their neighbours. By the end of this period of strife, just ten years ago, there were but five kingdoms remaining, locked in an uneasy balance of power. Unable to expand their holdings within the islands, the five kings turned their attention outwards, across the Great Sea, toward the lands beyond. The past five years, a series of expeditions sent by each king and supported by the Cartographers' Guild have mapped out the shores of the Great Sea - and have found it to be more akin to a giant lake, completely enclosed on all sides by land. Although these lands are inhabited, not much is known of the natives. What is known is that they are very much underdeveloped in terms of technology, and will make easy prey for conquerers from across the seas. In the next decade, a new dominant power will arrise from the Islands. With very little advantage held by any of the five kingdoms on the islands themselves, this dominant power will be the one to have aquired the largest and most valuable holdings on the distant shores of the Great Sea. The Imperial Age is over, the Age of Expansion is just beginning... Rules General Each player will assume the role of King of one of the five kingdoms. Expansion is key to victory, however, in this scenario diplomacy and warfare are permitted and research and economical development will also be important. The Post The first player to gain complete control of six overseas regions or to gain more than 5,000 Marks (universal currency) a day in earnings from overseas territories will have reached the point where his kingdom's lead over the other kingdoms is enough to give it dominion, and will thus be made the winner. The Winner will revieve no Victory Points as this is an introductory round. As a trade-off, they will start in a slightly more powerful position than the others next round. Economical You gain money in two, basic ways. 1) Taxation: each turn, you will recieve a set income based on the taxation of the populance of your holdings. The rate of taxation is fixed, and will increase as you gain more teritoriy (and hence more people to tax). However, you can also increase your tax income by re-investing money in order to improve your economy, and thus the welfare of your people and thus the amount that you recieve from taxing them. Money re-invested will be permanently added to your tax income the following year, after it has been reduced using the growth system. Every day I'll rpovide the amount that your economy has grown by as a percentage. This percentage of the amount you re-invested is what you add to your budget. Your growth rate depends on several factors: war will reduce it, large re-investment on previous turns will increase it, success in war will offset the adverse effect of war, a healthy trade infrastructure will increase, the happiness of your subjects will either increase/decrease it. 2) Trade: if a territory under your control contains a valuable resource, you are given the option to trade it. The basic components of trade are a production centre (where the resource is mined/grown/etc) a dock (where the resource is loaded onto ships) a ship (to carry the resource) and a recipient territory with a dock (which can be under the control of an NPC nation or other kingdom). The currency return from this process is determined by several factors. (i) Who controlls the territory, trade between your own territories is safer but less profitable. (ii) Supply and demand, each territory has three resources that it Demands. Trading a Demanded resource to this territory will produce greater than normal profit, but once one such route is open, the territory will cease Demanding that resource (so, muliple players will not gain a Demand bonus from the same territory). Construct your daily budget around this template (obviously replace the numbers as is required, they're merely there to show you how to work through it): Tax income: 1,000 M --Re-investment from yesterday: 200 M --Growth (which I will give you daily): 20% --Tax income growth: 20%*200 M = 40 M --Total tax income for this year: 1,040 M Trade income: 5,00 M --(A3)--->(OE4)Furs = 50 M ((note that A3 and OE4 are designations given to the territories between which trade is conducted)) --(OE4)--->(A3)Gold = 200 M --(OE4)--->(A4)Gems = 200 M --(A4)--->(A3)Wine = 50 M Total income: 1,500 M --Bureaucracy: 10%; 150 M ((Bureaucracy is money used to pay for the various clerks, servants, etc that your government needs to support you and indeed itself. Investing anything below 10% in Bureaucracy is liable to cause a total social collapse)) --Re-investment: 20%; 300 M --Trade: 10%; 150 M ((This is used to pay upkeep for the trade ships)) --Military: 50%; 750 M ((Used to pay military upkeep and military procurements. You probably don't want to budget more than 50% to it)) --Research: 5%; 75 M ((Used to fund research)) --Construction: 5%; 75 M ((Used to pay for the construction of buildings) Military Spending: Upkeep:[list of all military units in your army that are not being purchased this turn along with their upkeep costs - see the build list for these] Procurements:[list all military units that you are buying this turn. They are completed next turn, thereafter you must pay upkeep for them] Construction Spending: ((buildings do not require upkeep, consult build list for their prices. All buildings take a day to construct)) Buying Docks for Territory (A7) - 50 M Buying Frontier Fortification for Territory (OW1) Research Spending: ((research is open meaning you decide what you're working toward yourself. Bear in mind that the technology level is smoothbore muskets and large wooden naval ships armed with cannon boradsides - if you try to research assault rifles and MIG-25s I'm not going to allow it)) --Aim of project: produce rifle-barrelled muskets --Funding for project: 75 M ((I will then provide you with the results of your poject the next day)) Research See the 'Research Spending' category above. Military Keep track of your own military and where specific forces are deployed in terms of territories. I will mod all battles myself and my ruling is final.If someone attacks you, depending on the circumstances you may or may not have time to orchestrate your own response. In the latter instance your success defending will depend on a number of subtle factors which I will not outline for you. It is possible to simply subdue the other four kingdoms and claim victory, but this will be more difficult thn subdueing a load of natives. Build List Colonists - 1,000 Marks (Colonists are used to bring uninhabited territories under your control. First, look for an uninhabited territory using explorers. Included within exploration data for each territory will be whether or nto it is inhabited. If not, build some Colonists and dispatch them to it. A new settlement takes a day to build) Explorers - 200 Marks (Explorers can cross either water or land and will explore three adjacent territories of your choice, providing you with valuable data on them) Resource Structure - 1,500 Marks ('Resouce Structure' translates as gold mine, copper mine, cotton plantation, etc, depending on which resource it is producing. Each Resource Structure produces one tradeable 'unit' of the resource per turn, i.e, enough resources to sustain one trade route with another territory) Docks - 2,000 Marks (A Dock is a civilian structure through which trade and passenger conveyence are conducted. The latter, transportation of people, is abstracted, but you will need a Dock to transport troops from the territory in question across water - they will be able to disembark at the other regardless of whether or not there is a dock. A Dock also allows trade to be conducted in the territory in which it is built) Trade Ship - 500 Marks, 10 Marks upkeep per turn (A Trade Ship can carry one 'unit' of any resource to another territory and return again per turn. As a result, one Trade Ship allows trade of one resource with one other territory. For this to happen, both territories must have Docks and the territory that the Trade Ship embarks from must produce the resource that the Trade Ship carries) Frontier Fortress - 500 Marks (Basic, wooden fortification that offers light protection for the settlement where it is built, which will always be the principle settlement of the territory. Allows production of Basic Military Units) Improved Fortress - 1,000 Marks (Upgrades an existing Frontier Fortress to a far stronger, stone structure complete with cannon batteries. Allows construction of Advanced Units) Citadel - 2,000 Marks (Upgrades an existing Improved Fortress to a mighty defensive bastion, the settlement fully encloased by strong perimter walls and a mighty fortification proper in the centre. Allows production of High Advanced Units) Basic Shipyards - 1,000 Marks (Allows production of Gunboats, Sloops and Frigates in the territory in which it is built) Large Shipyards - 2,000 Marks (Allows production of Gunboats, Sloops, Frigates, Third-Rates and First-Rates. Does not require a Basic Shipyards in the territory prior to construction) (Basic Units - note that all infantry come in Battalions of 1,000 men, all cavalry come in Squadrons of 250 horse and all artillery come in Batteries of six guns) Militia - 10 Marks, 5 Mark upkeep (A motley collection of levies requipped with scrounged, outdated weaponry. Irregular and ill-trained, do not make good troops) Conscripts - 30 Marks, 10 Mark upkeep (Conscripts are also levies, like Militia, but are better equipped and trained, having had a vague sense of discipline drilled into them. They are still no match for Regulars or Cavalry) Militia Cavalry - 20 Marks, 10 Mark upkeep (Basically men with horses formed into rough cavalry units. Their armaments range from farm implements to muskets. Not good for much) (Advanced Units - need Improved Fortress to build) Regulars - 50 Marks, 20 Mark upkeep (Regular troops with uniforms and standard equipment. Form the mainstay of most armies. They are able to hold their own against most infantry and, in some circumstances, against cavalry charges) Light Artillery - 80 Marks, 40 Mark upkeep (Light cannon useful for bombarding enemy troop formations. Outranged by Heavy Artillery, but easier to travel with) Hussars - 80 Marks, 30 Mark upkeep (Light cavalry armed with sabres. Very fast but lacking the punch of heavier cavalry, they are best used harrying a retreating enemy or in skirmishes. They will not achieve anything by charging ranks of massed infantry) Lancers - 100 Marks, 35 Mark upkeep (Light cavalry armed with lances. Fast but unarmoured, they can hold their own against most other kinds of cavalry. Like Hussars, they are effective against retreating infantry but will be cut down by heavy musketry fire) Dragoons - 100 Marks, 40 Mark upkeep (Dragoons are cavalry armed with sabres and carbines, designed to be mobile infantry rather than cavalry, dismounting in order to fight. Can be used as cavalry to harry a retreating enemy, but better when kept to their calling) (High Advanced Units - need Citadel to build) Grenadiers - 100 Marks, 50 Mark upkeep (The cream of the crop, Grenadiers are highly trained troops with the best equipment. They can hold their own against cavalry charges and can successfully assault most kinds of infantry, but are expensive and not superhuman) Heavy Artillery - 120 Marks, 65 Mark upkeep (Heavy guns with long range and devastating firepower. Useful for destroying enemy artillery, attacking static structures and bombarding troops. Slow to move) Curaisiers - 140 Marks, 80 Mark upkeep (Curaisiers are heavy, armoured cavalry armed with heavy cavalry swords. They are the shock troops of this era, able to break all but the most disciplined of infantry and defeat most kinds of cavalry. They are slower moving than most cavalry, and their horses tire easily due to the weight of their carriage) (Basic Shipyard Ships) Gunboats - 30 Marks, 10 Mark upkeep (Small rowing boats with large cannonades attached to them. If they can get clsoe enough, they can damage large ships, but can't travel between regions - they are purely for defense of the region they are bult in) Sloops - 60 Marks, 40 Mark upkeep (Sloops are two-masted vessels that carry between 10 and 20 guns. They are not as fast as frigates or even third and first rates, but do make useful vessels for patrolling) Frigates - 100 Marks, 60 Marks upkeep (Frigates rate as Sixth and Fifth-rate warships and carry between 26 and 38 guns. They are the fastest of naval vessels and excellent for patrolls and raids) (Large Shipard Ships) Third-Rate Ships-of-the-Line - 120 Marks, 80 Marks upkeep (Third-Rates are well-rounded vessels able to fulfill a number of roles, and form the mainstay of most fleets) First-Rate Ships-of-the-Line - 140 Marks, 100 Marks upkeep (First-Rates are the battleships of this era, carrying over a hundred guns spread across three decks. They can take on any ship individually, but can easily be outpaced) The Kingdoms All the Kingdoms start with two territories on the archipelago and 20,000 Marks to spend on facilities for these two regions and a starting military. Kingdom 1: Kingdom 2: Kingdom 3: Kingdom 4: Kingdom 5: |
A6: Alpha Base:
Orbital Hauler Facility (2 Slots) Iron Ore Mine - 3,500 (1 Slot) Packing Facility - 2,000 (1 Slot) Base Consctruction Team 2 Basic Infantry Companies 500 C Remaining. |
Badger Industries
Turn One Starting Resources: 20,000 Credits Purchases: 12,000 Credits Remaining Resources: 8,000 Credits Base #1 (A19) Module 1: Orbital Hauler Facility Module 2: Packing Facility Module 3: Module 4: Forces: 4 Prospector Teams Orders Prospectors are to prospect in: A19 A20 A21 A23 |
Kingdom of Lesotania.
so, can starting terr produce resources? |
Introducing...
His royal highness... His illustrious majesty... King Hewitt the first Ruler of the enlightened kingdom of Australis. :D |
You know, it would be easier if we had a map to know about territories like Group 1.
Kingdom of New Besilonia |
in that case: drop sensor module, units, and packing facility, replace with new base unit thingy :o :D
and sry :( |
Quote:
Tsar Kräck the III (Yes, it is a play on the Swedish word "kräk") |
Military
2 Basic Infantry Military Deployment A14: 21st Majestic Garrison (Basic Infantry) 24th Majestic Infantry (Basic Infantry) Building - Units 4 x Prospector Teams -2000c Building - Buildings 1 x Orbital Hauler - 8000c 1 x Packing Facility - 2000c 1 x Perimeter Defense - 1000c 1 x Additional Perimeter Defense - 500c Expenses Income: 0 Total: 20,000c Expenses: 13,500c Remainning: 6,500c Treasury Remainning: 6500c Orders - Deploy Prospector teams to A14, A9, A15, & A16 once they are built - The 24th Majestic Infantry is to patrol the perimeter of A14, looking for signs of hostile action by any of the other corporations |
Awaiting posts from Shadow and KoL. If I recieve none by friday I will kick them both out of the tournament and mash everyone into one large group.
|
Then Answer my question you moron!
And where are we in the island chain related to everone else? Edit: As a matter of fact, none of the kings have posted their orders yet, just their name, JUST AS I HAVE! SO PAY ATTENTION!:mad: |
All times are GMT +1. The time now is 04:15. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2002 - 2018