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Deviation Actions

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Map Rules
V100.1.7

Updates
Manhattan project now costs 60 and can be researched at any time.
Weaken nubia’s and Apache's starting TP
Metis do not have a port, only 2TP
Germans have 2TP
Fix Zhao flag
Random bonus for rebels
Darken Rhine ports
Clarified capital revamp
Add Dnieper(15)
Remove Androids(4)
new port routes (15)
break up India into 5 (70)
remove Atlanteans (4)
add Uygurs(10)
Add Tibetans (70)
Chg chu colour(5)
Make japan shogun total war (175)
Fort take in nation by natives only costs 8/16/24 etc.
Change Picts to Scotts
Map 1000 px bigger
Spell it out fort costs
Other things (3)
Chg Bantu flag
Separate counter for U-Mainiach bombs
End


Made on and for Photoshop, but it works on paint
Advisable to create a new layer each turn and have an excel sheet to make TP calculations easier
And have a paper checklist for turns
Game usually declared as done when all aliens are gone.


-amt. of Take Points (round up) -> 1-30 territories =1/2t
31-60 terr =1/3t
61-100 terr =1/6t
101-200 terr =5t
201-250 =0TP
251-300 =-5TP
301-350 =-10TP
351-375 =-20TP
376-400 =-40TP
401-425 =-80TP

(occupied capital costs don’t lower TPs, only uses them up)
(any favoured nation may be exempt for a particular scenario)

TP are calculated at the start of the nation’s turn, so terr. lost to others beforehand will lower the TP of the nation when its turn arrives

Territories:
Occupied terr. ‘generate’ take points depending on the above # ranges
Unoccupied-take cost=1
Inhabited-take cost=2 (remember! TP)
Capital-take cost=1/10 owner’s # of terr or 5(at instantaneous time of assault) OCCUPATION COST=5

Fort-build cost=5
Fort-take cost=10
Fort-build(in native nation) cost=4,2=8.3=16
Fort-take(in native nation by non-native) cost=15
Fort-take(in native nation by native) cost=8
Occupied Capital take cost=3
Occupied Fort-Capital Combine cost=15
Occupied Fort-Capital Conquer cost=20
Native Recapture of Occupied Fort-Capital cost=15(2forts=30,3=45)
Fort-Capital Combine cost=10(2=20,3=40)
Fort-Capital Conquer costs=20(2=40,3=60)forts destroyed))
Fort-dismantle cost=0
Occupied Capital occupation-per-turn cost=5
Secondary Capital Conquer cost=7
->upgraded to normal Capital for 3TP<-
Forts with second capital are 15TP to take (when wearing down resistance) each whether inside or outside the national borders.

Capital abilities: occupation cost=5,8 on foreign continents
Only 1 TP required to invade adjacent un/occupied terr, excluding across rivers; by land only, not by sea routes, ability also usable with any occupied capital. A capital attacking an native capital adjacent to it still costs 5 or 1/10 enemy TP at the time of attack.

when all the lands and capitals owned by a nation are taken by others, native capital centre is coloured (by its national colour) and nation becomes occupied(capital now can be taken for 3/5 TP instead of 1/10 of terr or 5/8TP)

IF the capital taken is not recovered by the true owner by the end of next turn: invaded nation’s capital is moved to nation’s choice of remaining terr.-including fortified terr.
Secondary capital, if taken, all the taken’s terr. go to invader (or closer nations, allies, etc.)-nation exterminated immediately.

NOTE nation can surrender and submit to occupation at any time to avoid annihilation, usually all terr go to victor but may go to nations closer.

costs half the normal # of TP to capture a fort</u> built in an adjacent terr. to the capital but there is no price reduction for capturing an adjacent enemy native capital.
If enemy is has a fort within your NB and it is adjacent to any capital under your control, costs you 4 to take, if a capital of theirs within your NB is also adjacent to this terr it would cost them 4 to take
If their capital adjacent to this fort is without your NB it costs them 8 to take


“Congragitations! You has just committed genocide on the (insert demonym here)! A people, culture, AND way of life is just been obliterated! Not just from the face of the Earth, but from the history books as well as you carve your bloody, sociopathic way to the big leagues of Humanity in the red-hot iron ring of destruction, rape, and murder! As you plans your next monstrous act of intolerance and slaughter against your equally perverse neighbours, followed inevitably by annihilation by alien nukes (because they ALWAYS target the strong ones first) you may look into the bright sphere of death above you in confidence knowing a certain, overly self-valued, ‘civilisation’, never had the audacity to try bothering you in your day in the sun and that everyone you came into contact with feared for their lives or did everything in their power to avoid your incessant and psychopathic obsession with power!”

Secondary Capital-Fort (2CF), TP req. for conquer = 10+7TP (if not being attacked by foreign continent or within defender’s national borders), capturing destroys secondary capital and nation, but not the fort.
To conquer when 2CF is within defender’s borders: 15+7.


Attacks into the surrounding countryside from an Occupied Capital still only req. 1 TP EVEN to an adjacent land terr. that is on another continent (e.g. the Egypts to adjacent Africa terr) THIS IS EXCEPT against Forts, they cost 50% less to assault which is 5TP (or 8 if it within another nation's border), but if it’s to another continent AND within another nation's border it costs 10TP (bonus' cancelled out). It is only cheaper to attack a fort from an adjacent capital if that capital is under native nation control. Repeated Below.

Having a combined fort-capital (native OR occupied) also generates 1 additional TP per turn. In essence it is a slight discount for occupations even with nation divided rules. You must be in control of that capital to get the bonus and having multiple forts does nothing. if the fort-capital is in an isolated region, only that region gets the bonus.


Secondary Capital can be revamped to regular for 4 TP -goes back to costing 5 or 1/10 of terr to capture. If the new capital is on foreign continent, that continent is now the home continent.


Foreign Continents:

Africa
Antarctica
Europe
Asia
North America
Oceania
Middle East
South America

(not just across water to a new continent, continental boundaries marked by white lines within black), costs normally increase by 50% rounding up, even if nation divided:
(all values here are for incursions into foreign continents)

Unoccupied terr =2
Inhabited terr =3
Fort-build =8
Fort-take =15
Fort-take within enemy nation =20
Occupied Fort-Capital Combine =20(2=40)
Occupied Fort-Capital Conquer =25
Native Recapture Occupied Fort-Capital cost=15(2forts=30)
Here the native has been expelled from the home continent and is trying to get back
Fort-Capital Conquer =25(2forts=50)
Fort-Dismantle =0
Capital take =8
Occupied Capital take =5
Capital occupation cost =8
Secondary capital =10

A nation may not start colonising another continent through oceanic sea routes unless it has at least 3 territories on the home continent. If at some point after colonisation there are later fewer than 3 terr left on the home continent there is no penalty.

Attacks into the surrounding countryside from an Occupied Capital still only req. 1 TP EVEN across a land terr that is on another continent (e.g. Egypt to rest of Africa) THIS IS EXCEPT against Forts, they cost 50% less to assault when being attack from a natively controlled capital, but since it’s to another continent and costs go up, it is then 50% more and so I guess it’s cancelled out and costs regular.

Egyptians not charged extra for African Egypt they are a ME enclave in Africa.

If nation is divided

in an attack and has no water routes leading to the capital territory, each divided section’s TP are done individually but only the side with access to the capital gets bonus TP from ports, continent, or shore bonus. Divided sections do however get nation border bonuses based on the number of terr in that section and the random bonus. Occupations are charged to the capital. Occupied capital forts in these isolated regions DO NOT give their usual bonus.

Capital section goes first (if capital is occupied, your decision which group goes first but also, side chosen to go first gets bonuses only and pays for all occupations). Reuniting with separated regions gains the ‘stored potential’ TP of those isolated regions (including the national border and foreign continent bonus) rounding down (a group of > 2 territories required to be united in order to gain > 1 TP from the reconnection) and based on the total number of terr of the country, e.g. a total of 61 terr with an isolated region of 11, reuniting gets 1TP. Because of this, if the empire has more than 100 territories, there will be no stored potential at all and those regions in isolate will have no independent TP either except from occupied NB bonuses.

When reconnecting, an attack path cannot jump through to the far side of the reunited region to continue attacks, and forts, spaceports, etc cannot be financed by the home territories in those regions until it is reunited, but once reunited, forts and such can be built anywhere in those regions.
Divided sections do not have to do anything


Capital occupation costs are still charged to the capital/going-first-regions even if the separated regions are intended to be abandoned, and the capital regions do not get NB bonuses of cut off regions.

Base TP is still divided by total number of territories (e.g. One side has 6 other has 26 , in total, 32. both sides are still divided by 3 for base TP of 2 and 9) and are still penalised for having a capital on a different continent
If the empire as a whole has more than100 terr (that is, the TP=5 instead of /#) those isolated sections get terr/10

Divided regions cannot save up


Occupied Nation border bonuses, are given to the region they are part of only, occupation costs still charged to the capital or1st chosen regions IF native capital occupied.
Increase in operation costs in foreign continents is not neglected for regions cut off, even if they are entirely within only that continent.
Foreign continent bonuses (maximum of which is 7) are lost if they are not connected to the capital

Forts

no limit in # whether total on planet or within a territory(within reason-if it can’t fit (colour must surround fort), it's NOT going there [e.g. Crete and those tiny parts of Kashmir] and you can’t erase and replace over and over, if you erase one, you have to buy it back!)
the fort should have the nation’s colour surrounding it, but it sometimes can be just stuffed in a corner.
A fort is pixel size 10 if it can’t fit, it can’t be built. exception: small, single terr. islands may hold one fort, placed next to the island. Also, the Portuguese capital may hold a fort.

EVERY ADDITIONAL FORT BUILT IN ONE TERR. DOUBLES IN COST to build
Cost= 5 to build and 10 to capture on the home continent,
8 to b and 15 to c on foreign continents (it costs 15 to attack the fort when your home capital is on a different continent than the fort),
4 to build and 15 to capture within the home nation’s border (by the home nation ONLY);
8 for home nation to capture enemy held forts within their own nation border
if circumstances have caused one’s capital to be on another continent, this costs 10
15 for enemies to capture a country’s fort within that defending country’s national border

If a fort is in an adjacent terr to an unoccupied capital, it costs half the normal value for that nation (with the unoccupied capital) to take the fort. Very general eg. A single fort will cost 5 to take by that country’s capital. Another example: Sumeria capital vs Persian owned fort in adjacent terr to the east. Cost for Sumerian conquest is 10/2 =5

Capital and Fort can combine at cost of 10-costs 20 for other nations to capture, 25 for foreign nations to capture-if captured, Fort(s) destroyed.
Occupied capital fortification every successive fortification of the capital doubles in building cost but only adds 20 to the take cost

Nations may finance the construction of forts in allied nations at no additional costs, but the contracting nation does not get any direct benefits from doing this. The terr. must be accessable to the contractor through friendly lands; or by a sea link and/or land.
Nations are also able to conquer lands and immediately give control of them over to another nation, but neither newly conquered or previously controlled terr donated are counted in the receiver’s TP calculations; it can be used to help another nation reconnect to isolated regions however. These can be seen as perhaps useful reasons for vassals.


For terr. with multiple forts, if the attacker doesn’t have enough to take the terr. individual forts in the terr. can be destroyed to make the next turn easier, or at least tie up some enemy TP rebuilding them. This cannot be done for capital fortifications though.

Regarding the increased cost to take a fort within an enemy national border, if both nation’s national border's somehow require that terr, the increased cost is neglected.

Each fort in capital terr (native OR occupied) also generate 1 TP per turn

Having a combined fort-capital (native or occupied) also generated 1 additional TP per turn.
-roll a black and white die, add the # on the white and subtract the number of the black for another bonus –or use a random number generator ranged -5 to +5. Nations don’t get this bonus while occupied. This final bonus is made on the nation’s turn before they take action. if in the end the number of TP is negative, occupied nations will revolt and/or an equal number of terr. are lost(at player's discretion) (likely they turn white but perhaps go to another nation, forts are destroyed) if the capital is all there is, it collapses to a nearby nation, if there are no nearby nations it misses a turn but doesn’t have to repay the negative TP the next turn. Occupied nation revolts that would have occurred if there was no random bonus are avoided if the random bonus can pay for it.

Occupation

Occupation costs are the final part of TP calculations, if occupying nation of other capital(s) cannot afford 5/8 TP for each capital, occupied nation(s) in turn order rebel, their capital is freed and they immediately take a turn (the random bonus and saved up points are still included) AND get their in-order turn if it hasn’t already passed (if occupier can afford some but not all, capitals closest to occupier capital are kept).

If on a nation’s turn some of the nations it is occupying rebel and cause regions to become isolated, those isolated regions do not get their own turns.

A nation may be granted independence, but occupier still has to pay occupation costs that turn before the release of the nation, the released nation is free and if their turn has already passed, they’ll have to wait

Your own capital may be moved on the start of the turn only and only once a turn, costs 5 TP for home continent and 10 TP to move to a foreign continent. foreign continent costs are accordingly adjusted. I suppose it’s ok to move to the Moon. This cannot be done at all however if your capital has become occupied and a new normal capital hasn’t been built.

Bonus TP

–bonuses counted separately from main TP calculations and rates don’t change or get divided (101 terr w/ 10 bonuses → 101terr=>5TP, +10bonus= 15 TP total
60 terr w/ 8 bonuses → 60terr=>60/6=10TP, +8bonus= 18 TP total)

- 1 bonus TP for having a shoreline territory or shoreline home capital
- 1 bonus TP for each territory with 1+ sea route(s)
-1 bonus TP for having 1 terr on a foreign continent for a max of 7
-Every fort in a capital terr also generates 1 additional TP per turn
-roll a black and white die or use a random number generator(-5+5), add the # on the white and subtract the number of the black for another bonus –or use a random number generator ranged -5 to +5. Nations don’t get this bonus while occupied.

This final bonus is made on the nation’s turn before they take action. if in the end the number of TP is negative, occupied nations will revolt and/or an equal number of terr. are lost (if there are no neighbouring nations, the terr turns white;forts are NOT destroyed, so there could be white spaces with forts in them) if the capital is all there is, it collapses and becomes occupied by a nearby nation, if there are no nearby nations it misses a turn but doesn’t have to repay the negative TP the next turn. Occupied nation revolts that would have occurred if there was no random bonus are avoided if the random bonus can pay for it.

If there is only a secondary capital left (or if a secondary capital hasn’t even been built yet) and the random bonus causes an overall negative TP, that nation is obliterated from the game not matter how many terr it has, the NB bonus is also lost
Divided regions also have the random bonus if they act independently.

If a nation has a negative TP, usually from occupation costs, save up TP and the random bonus can be used to prevent revolts.

-An occupier still receives the occupied national border bonuses if the capital of that occupied nation is still free i.e. it has survived being a secondary capital. The occupier only needs control of all the national borders, it does not need to also be occupying the country-player..



Total Continent bonus</u>- for each totally controlled continent (includes all islands), bonus TP# is equal to req. #TP for occupying all capitals on that continent-including occupier’s capital if they are native. Eliminating nations from the game lowers the number of TP awarded for the continent they start on.


[12nations]NA=96(for foreign occupation)55(for native occupation)
[2]SA=16/5
[8]Af=64/35
[19]Eu=152/90
[8]As=64/35
[1]An=8/5
[7]ME=56/30
[2]Oc=16/5
Basically, owning a continent pays occupation for itself, acting as a bonus 5TP for natives.

Occupied Nation bonus
Owning an enemy nation and all its corresponding national terr on the same or different continent gives a +10% Bonus TP based on the total #terr of the occupier, rounding down.

Save Up

Nations that do not use up all their TP on their turn can save 50% of them rounding down(meaning the decimal is ignored)</u>, for an indefinite time (therefore at least 2 TP must be unused to have +1 TP next turn). This allows nations to explode from an isolated situation, smaller nations to build up to fight a larger one, build otherwise too expensive things, and vassals more useful but more dangerous. Unlike the recalculating of TP every turn, these saved up TP are not affected by losses of terr or have to be divided amongst members in an alliance. They can be given to other members of the alliance AND are not lost when occupied. An occupied nation’s save up TP increase by one each turn that they are occupied, so you will want to keep them under control. But for free nations the save ups reache a natural limit of twice its normal strength because of the round down. When your producing 6TP a turn and saving it all, the next turn you’ll have 6+3, save it all, next turn 6+4, next 6+5, next 6+6, next 6+6, and the limit is reached.
Divided regions cannot save up.

The AntiBonus
Every turn, final TP-1(n-1) is applied where n is the number of turns the nation has been independent, when a nation is occupied the antibonus returns to 0 until it is free again. N-1 means the antibonus has no effect on the first turn.

NATIONS

Each country’s nation is the national coloured outline initially surrounding the capital terr. ‘National Border Extending’ (below) is now integral, countries are no longer vying for predetermined borders as they were in earlier versions. When a country owns all native nation territories, +30% bonus TP calculated from #terr. that are within the national borders (rounding down, at least 4 terr are req to get bonus TPs); owning an enemy nation and all its corresponding national terr on the same continent or different continent gives a +10% Bonus TP based on the total #terr owned rounding down.

Forts cost 15 to take by countries invading into a native nation’s national borders, but still cost regular 10 for countries that share the same native nation (if in the game this situation somehow occurs).

With divided empire, controlled non-native nation border 10% bonus TP generation uses only the # of terr in that isolated region for TP calculation.

Annihilating countries voids nation bonus

Nation bonus TP are not higher for controlling national borders on foreign continents.

An enemy nation’s capital will never be absorbed by your national borders.

If the capital has been moved outside of the national boundaries, new national boundaries do not spring up around the capital, but are not erased either. native control of nation despite the capital not being there does not have a penalty.

National Border Extending (this will require some photoshopping):

If you control the national borders of your country (at the start of the game it is only 1 territory, and irradiated terr. within the national border count as losing control of the NB), once per turn, if you control ALL NB terr, you may expand the national borders by one adjacent (usually land but also across river ports) terr for the cost of 1TP. National borders that are being extended across substantial water distances (e.g. south Korea’s port around Xuzhou) will cost 2TP, just to land, but then it costs 1TP for adjacent land terr again. It is open for interpretation what counts as ‘substantial water distances’ but it is preferable that they aren’t extended to ridiculous looking territories through ports.

You may extend your borders even across continents (costs 2TP for every expansion) and at the expense of other nations’ national borders (their borders are pushed back as yours moves forward) but only if they are occupied and you have their capital, but it does not require total control of the occupied nation’s national borders. The border extending may be done at any point in the turn but cannot be done for a terr. the control of which has been contested that turn. If another nation invades it, even if it is reclaimed that same turn, that particular terr cannot be expanded into, it has to have been in the one nation’s control for a full turn. But as long as the nation is completely controlled at some point in that nation’s turn, they may expand to any other terrs that they've controlled for a whole turn.
For nuked NB terr (nuclear below) when the fallout clears and the terr is taken, the nation may extend on the same turn.

-the occupied nation’s capital though, cannot be subsumed so they may become hopelessly engulfed-don’t let this happen to you! Island nations then have nothing to worry about.
-Island nations actually can extend borders, but only directly across short sea routes. The Vikings are NOT all of a sudden having national borders in Portugal >:[ when crossing the water, a thin national-coloured line loosely connects the mainland (or island) terr with the home
-The occupier cannot shrink the occupied’s nation except by pushing that occupied’s border back with their own expansions.An enemy’s NB within your controlled terr cannot be pushed back unless that enemy nation including its capital is occupied by you
-National borders should never happen to intersect and I don't know what to do if somehow they do


-retractingborders costs 2 TP whether on home or foreign continent but would preferably not be retracted in a manner which causes national borders to be separated by water or creating islands of nations. A border cannot be retracted if an enemy controls that terr. You do not have to own all national terr. to retract NB terr that you DO have.
-When borders are expanded into foreign continents, those terr (of the expanded nation) behave as though they were terr within the national borders on the home continent and do so as long as that terr is part of the national borders. This means that forts in those terr behave as though they are terr on the home continent, attackers must pay the extra TP for both national border bonusdefence and foreign continent penalty attack
-using national border extension, you may also combine or split the one terr. (only 1 terr can be created or destroyed per turn, only terr within NB can be modified further)
-the above also allows terr with multiple ports to be broken up or combined with neighbouring terr without ports in order to increase TP in the calculations-the breakup or combination of terr count as a national border extension.


Build ports-With the territories’ borders shifting, they may come into proximity with terr directly across rivers and lakes (but not oceans until phase 2 below) when before they were not, a port between the two terr can be built for 5TP(across rivers) and 10TP(across lakes, 20 accros seas (not oceans))(no foreign continent penalty and can not be done on the moon and that one nation must own both sides)as long as those terr do not have a connection between them elsewhere by sea or land. In some places, the construction of a port will serve only to facilitate access between terr, because if the terr already has a port to somewhere else, you building another one will not generate more TP there. And please try not to combine territory creation/splitting with this too much because then your just making bonuses like crazy and there will be hundreds more terr

Forts previously built in the now national border terr remain, behaving as forts built normally within the national borders.
It’s best to expand into terr that have forts but expanding to an ocean coast is often a bad idea.

National Border Extension is the only method allowed for redrawing/re-distributing terr. and boundaries but terr can be created or consolidated this way.
This is also a super cheap method for doubling forts in terr and even capitals


Joint Occupation

multiple countries vying for the same national border (that is, their native country-which is now technically impossible) boundaries may work together to control the country, but each receives only +10%TP rather than 30% (same bonus TP result were they to be in an alliance) of their terr, it is a bargain for the countries with 3+ nations.




ALLIANCES-rough

The initiator of the alliance cannot spend any TP on the turn of the alliance’s founding, but the TP can be fully transferred to the next member.
One member’s TP cannot be 50% or greater than the TP of any other member in order to form an alliance, the save up TP can be selectively considered to make the members within the limits.
If nations don’t feel like sharing common national borders, or if different nations feel like doing this, they can combine to form an alliance, their colours are mixed evenly, turns of all members are kept and their TPs are based on the number of terr the alliance controls as a whole. The nations have to have direct routes connecting them, preferably by land.
Allied capitals take 5/8 to conquer by enemies as usual but once captured, the member is immediately lost from the alliance and becomes occupied, it is not destroyed though. If there are more than 2 other members of the alliance, and they re-take that capital, the member is not automatically reinstated, that former member must continue to be occupied unless it is freed, given territory, and on its turn it returns to the alliance, in this instance it doesn’t need to be 50% of the others’ TP.
An effective way to disrupt alliances is to keep conquering one of the capitals, but then giving it independence, like installing puppet gov, though really they will rejoin at the first chance, this technique is to avoid paying occupation costs on the next turn.
If all the alliance’s capitals are occupied by enemies before its first member’s turn, the alliance is not broken up.
In an example of a strange idea strategy, a country attacks a 2 party alliance. They capture one capital, which breaks the alliance assuming the other capital is not conquered on the same turn. The attackers then set up a puppet gov for the first capital, they then capture the other capital, then reconquer the puppet gov all on he same turn. In this fell swoop the alliance is in fact broken (even if another member still has a turn to go in the turn set) and the remaining terr have to be divided and each nation will have to try to recapture their capital.

If it is a 2 party alliance, the alliance is dissolved and the survivor inherits all terr.(usually)

National border bonus’ are the FULL regular percentages, all members’ NB bonuses are in effect on each member’s turn. The members’ NB bonuses are taken as a whole e.g. if Ireland has 3 NBterr=.9, Scotland has 3 also=.9 in an alliance the NBbonus would be 6*.3=1.8=>1, but it is still part of the lump-sum division-by-number-of-members. If one member’s NB integrity is lost only those still with full NB are combined. If the members are based on different continents, both sides pay for occupied nations as though they were on the home continent. If one member loses their NB, the other members’ NB bonus still counts.

If an alliance’s terr is divided, the divided rules are waived if there are member capitals on both sides. This can be done intentionally if nuked capitals necessitate their moving. Regions completely divided from the alliance capitals follow regular rules but the TP do not need to be divided by the number of alliance members, just by the standard dividing benchmarks. Capital occupation in divided regions still charged to alliance capital terr.

To try to stop alliances from going crazy right away (unless they are all already really big and there’s no stopping them) upon every member’s TP calculations during the start of their turn, the final number of TP calculated (excluding vassal/satellite/etc. tribute because they act in the form of transferred save ups) is divided by the number of members, rounding up.

Alliance members can extend eachother’s national borders on their turns, but may not impede eachother or permanently combine yet.

It is generally recommended not to make alliances until the members’ capitals are reasonably protected.

Alliance members may freely transfer TP wholly to the next member down the line(but the initiator during the alliance’s formation loses a turn, their TP are still halved and immediately passed over as save ups), the last member’s remaining TP are divided in the manner of save up TP for the next turn. ONLY ALLIANCES can share save up TPs in this way.

both members can contribute their save up TP to each other, the save ups themselves are not divided but the TP generated by the contributor that turn are. They can be given to other members or the next member in line.

The upkeep for occupied nations and paying for silos and stations is divided by the number of members rounding up and is included in the pre-divide-by-#-of-members calculations
own continent foreign continent
2 members: occupied nation 3TP on each turn(save2) 4TP(save4)
silo 2TP(save1) 2TP(save1)(same)
station ------------------------5TP(save5)----------------------------

3 members: occupied nation 2TP on each turn(save3) 3TP(save5)
silo 1TP(save2) 1TP(save2)(same)
station ------------------------4TP(save6)----------------------------

4 members: occupied nation 2TP on each turn(save3) 2TP(save6)
silo 1TP(save2) 1TP(save2)(same)
station ------------------------3TP(save7)----------------------------
these upkeeps will never be zero, but if you have that many members, the world is probably yours so don’t worry about it.


Dissolution
Nations may agree to surrender all their terr at any time to an imposing nation, even as a secondary capital (whole star becomes surrendered nation colour)-but if it becomes indep again it is still a secondary capital.

Vassals/Satellites/Dependancies/Puppet Gov.
These things entirely require the discretion of the player and what they think the political situation is in the game. Nations that are subservient to others are capable of transferring TP in full as a form of tribute to them without having to half them as in Save ups. Allies and ‘gift-givers’ cannot do this, they have to half the TP.

Dependancies-likely owes its continued existence to the intervention of some greater nation.
Expected behaviour: likely does what the master wants, such as attacking an enemy and building forts for the master.

Vassals-have been defeated but the capital has not been occupied.
Expected behaviour: behaves as a Dependancy would, but may not build forts on border with master-unless that is what the master wants;
also, Vassal gets use of at most half of its TP each turn. Vassal TP are independent of any master bonus’, eg. Master has 10 terr + 20%NationalBorderBonus=7TP, Vassal has 5 terr=3TP
Master total TP=10
If master does not have direct connection (land or sea) to vassal, vassal TP are unlocked similar to unlocking TP from separated nations (Nation Divided rules). If vassal is connected to other isolated regions which are not otherwise connected to eachother, the vassal acts as a connection without penalty and the Vassal TP are used with that isolated section.


Satellites/Puppet Gov-have been defeated and fully or mostly occupied, then sorta freed.
Expected behaviour: behaves as a Vassal, but gets only 1/3 of TP and 2/3 of TP go to master in the form of a transferred save up; also builds forts only where master wants them.

Of course, if the slave nation is too small, the TP bonus for the master is inconsequential, and the TP tax on the slave means it can’t really do anything at all.

Minor States-small nations that have pretty much given up on expansion for what ever reason.
Expected behaviour: may build forts for other nations, unlikely to attack anyone under most circumstances, may be assisting in the occupation of another nation. Just another country on its own, likely not being occupied itself simply because it is not cost-effective.

ZOMG Nukes
The ‘Manhattan’ Project can be ‘researched’ for 60 TP at any time [that nation’s capital is changed to a 6 pointed star and requires 10/15TP to take (without forts) instead of 5/8]. Once this is done, on the next turn, any nation may start building silos and using nuclear attacks but at a higher cost UNLESS the discoverer’s capital is captured, then the conquer’s own capital also becomes 6 sided and costs become the same as the discoverer’s, no penalty against the discoverer regarding nuclear use.

Nuclear silo indicator is black 15px triangle (placed within space station box if built on space station). Regular (fort-type) placement rules apply, number of silos per terr are governed by fort placement rules.
Only 1 silo per terr, having multiple one’s has NO effect anyways. Number of silos=number of nukes (either shortrange or ICBM) allowed for use THAT turn (can build silo and use nuclear attack in same turn). Silos represent nuclear ability so no difference between ICBM and Shortrange Nuclear firings.
There is an upkeep cost for silos just as space stations, but NOT upkeep for nukes, nukes are not physical units, only a mode of attack, so they use up only post-calculation TP.

Silo construction cost is not affected by being built on a foreign continent.

If a silo is captured by an enemy, they may use that silo for a launch on that same turn if they have the TP req.
If empire is divided the silo’s use has no penalty

Earth Silos do not have to be adjacent to enemy terr. for use of Shortrange nuclear attack. Shortrange nuclear can only strike enemy terr. LAND adjacent to friendly terr. If silo captured, capturer can using missiles (since once Project is researched, anyone can build silos and use missiles). No defensive bonus, no TP bonus.
ICBMs cost more but attack any Earth terr.

Station Silos no def/TP bonus, only SS can use nuclear attacks on both moon and Earth. Must be built on an existing space station (triangle placed within coloured box)

Lunar Silos no def/TP bonus can only nuclear attack moon terr, but does not have to use Shortrange nuclear or ICBM, can attack any lunar terr.

Discoverer</u>

Build base: Silo(anywhere on Earth) 25
Upkeep:3
Build base: Silo(on a Station (upgrade)) 50
Upkeep: (15(total nuclear SS upkeep cost))
Build base: Silo(on Moon) 75
Upkeep: 10

Usage:
From: Silo: Shortrange nuclear 10 (adjacent land terr only) OR ICBM (anywhere on Earth)15 OR U-Maainiachs (progressive irradiation) 25

From:Station: Nuclear missile (regardless of target location Earth or Moon) 20

From:Lunar Silo: Nuclear missile (anywhere on Moon)30-no U-Mainiachs


subsequent Discoverers</u>

Build base: Silo(anywhere on Earth) 35
Upkeep:3
Build base: Silo(on a Station (upgrade)) 60
Upkeep: (15(same))
Build base: Silo(on Moon) 80
Upkeep: 10

Usage:
From: Silo: Shortrange nuclear 20 (adjacent land terr only) OR ICBM (anywhere on Earth)25 OR U-Mainiachs 35

From:Station: Nuclear missile (regardless of target location Earth or Moon) 30

From:Lunar Silo: Nuclear missile (anywhere on Moon)40-no U-Mainiachs

Nuclear Effects</u>

When an Earth terr. is hit by a nuke, terr turns black and stays black 1 turn –any terr nuked that turn will be black for 1 turn, the next terr nuked (on the next turn) stays black for 2 full turns, third=4 turns, etc. it is doubling. The # of turns that nuclear devastation lasts is kept in the legend, to be updated every time an attack is made. This means that every subsequent nuclear strike, regardless of whether the terr. has been hit before, it will take longer and longer to recover. The nuked terr. is lost by the defender as are any national or continental bonuses that required that terr. Player cannot border extend if one of their national terr are nuked. After fallout clears, terr is white, all forts, space ports, and silos have been destroyed.

The U-Mainiachs is a dirty bomb. The land terr.s immediately adjacent to the region hit by a U-Maininachs also turn black due to fallout on the following turn, those fallout regions clear a turn after the central nuked terr clears. For every consecutive U-M dropped on the planet, the radius of terr consumed by radiation increases by one (to be acted on on the turn following the previous turn’s ring expansion and becoming cleared the turn after the previous ring does so also), so the second U-M dropped will result in both the regular nuclear fallout counter doubling as well as a progressive ring of devastation accounted for in a separate counter. Devastation crosses rivers and straits but not significant water. Aliens cannot use U-M bombs

Ports between a normal terr and a fallout terr are nullified in bonuses, but if the terr has other ports to reg terr, it is fine.

If capital hit, capital must first be moved at the start of that player’s turn and is a secondary capital, can be revamp to normal for 3TP. And you know what happens when a secondary capital is destroyed! Do NOT forget to build a new capital or you’re finished for sure! If the seconday capital is destroyed and all terr is taken before that nation’s turn comes, that nation is still gone.

If an occupied capital is nuked, that nation and its bonuses are obliterated. You can nuke your own terr, and people won’t hate you any more than if you nuked theirs.

when lunar terr are nuked they stay black only for the next turn.

all territories nuked in the same turn on Earth by any nations will take the same amount of time to recover.


Black terr. cannot be skipped over.

Would be best to create a new layer with a title numbered for the turn in which the terr. become cleared and have those terr. whited in that layer, and then hiding the layer until its turn. It being white does not stop the capability to go to the moon

if all a country’s terr are nuked , the country is totally obliterated.

If a nation’s capital is nuked suddenly without provocation it will likely result in initial erratic behaviour including the launching of their own nukes at long time suspicions or invading neighbouring countries randomly.

Phase 2

When all terr have been taken, take one more turn, then the moon sites become accessible but wars on Earth are still ok.

The base TP from #terr also changes for this turn
-amt. of Take Points (round up) -> 1-30 territories =1/2t
31-60 terr =1/5t
61-100 terr =0TP
101-200 terr =-10TP
201-250 =-20TP
251-300 =-40TP
301-350 =-80TP
351-375 =-160TP
376-400 =-320TP

Build Port</u>
Also, for the cost of 40TP, any coastal terr can be connected by port to the closest sea network (eg Atlantic/Indian, Pacific, Red, Meddit, south china)

Spaceports</u>
are required to expand to the Moon and attack space stations.

First landing site(costs 35TP) chosen is lunar capital-a lunar capital is required in order to attack other nations’ lunar terr-but not their lunar capitals. As long as there are empty moon terr one nation may make multiple first landings and so have multiple lunar capitals

Inhabited lunar terr. cannot be directly invaded from spaceports/stations. When the moon is fully occupied, taking others’ lunar capitals is the only way to get on the moon

If the lunar capital is captured and not reclaimed by the original owner on their turn after its capture, a secondary capital is placed [but there is no occupation on the Moon] and all lunar costs increase by 50% for the loser until the secondary capital is revamped for 8TP (IF they have no forts on the moon). Nation may choose to surrender all lunar terr. instead and be kicked from the Moon.

To take lunar terr., the terr intended to be taken must be adjacent to lunar terr. already owned by that player.

Forts act as expensive capitals without the 1TP-adjacent-terr-take ability, and if there are divided regions they act to connect to eachother and to Earth

Capital
Follows same rules as Earth capitals-1TP for adjacent land terr, 1/2priceTP to take forts adjacent to capital.
When the last uninhabited terr is taken, no new capitals can be built on the moon(unless that terr is abandoned and becomes uninhabited), get them before their gone

A space port must be built and maintained on Earth in order to access the moon [20pixel white]

Construction:
Cost on home continent=45
Cost on foreign continent=60(excluded if within NB)
TP gen/turn=2

Space ports (on Earth only, they are not lunar ports) have no defensive value but generate 2TP a turn
When a nation on Earth is divided and each side has a space port, divided rules are waived. The space ports connect the two sides and any lunar colonies.


Losing (all) space ports or if a region with a space port is cut off from the capital side (and the capital side does not have a space port), divided rules apply and lunar costs +50% (as the colonies are cut off from Earth), moon terr must have direct access to capital through a space port to operate normally. The stored potential TP for reconnecting to lunar terr is equal to the number of terr of the reunited section.

If the only usable space port is on foreign continent, there is no penalty to costs on the moon itself.
‘Ports’ on the moon itself do not generate TP, every lunar terr generates 1 TP a turn; no additional ‘shoreline’ bonus for the moon, or ‘foreign continent terr’ bonus either.

Circumstances may end up where the lunar colonies are the only part left of a nation. If a secondary capital on Earth is destroyed, the lunar capital then becomes the official national capital, and the nation becomes Moon-based, and follows foreign continent TP costs, except that they are on the Moon. Earth costs then become equal to lunar costs until an earth capital is re-established. The generation of TP for this moon-nation is still the same as before, each lunar terr generates 1TP a turn, no port or continent bonus on moon.

Earth invasions can only be done through the enemy’s spaceport

Costs By Spaceport</u>

[Spaceport=45/60-20pxwhite]
First Landing(unoccupied) cost=35
Unoccupied-take cost=10
Inhabited-take cost=20
Capital-take cost=30
Fort-build cost=25
Fort-take cost=40
Fort-Capital Combine cost=30
Fort-Capital Conquer costs=60
Fort-dismantle cost=0

Occupied Capital take cost=25
Occupied Fort-Capital Combine cost=25
Occupied Fort-Capital Conquer cost=50

Space Stations
Space stations may be built once space ports are built, they are represented by coloured (national colour) boxes in the black space under the main map, size doesn’t really matter but likely more than one space station is going to be built eventually.
Space stations only lower the TP req. to operate on the moon… a bit. They don’t make it so you can attack anywhere on Earth or moon, or generate TP.
Space stations cost 10/turn to maintain, otherwise they are destroyed just as silos are.
Space stations are not really counted as terr and are not included in TP calculations.

Space stations need space ports on Earth in order to be built and capitals or forts on the moon to be of any use. If the spacestation’s nation loses its spaceport bc of enemy action and doesn’t rebuild it by the end of their turn, the station is destroyed.

Costs With Space Station</u>

[Spacestation-build=75 Spacestation-take=100 Spacestation upkeep=10]
modified Moon operating costs
Unoccupied-take cost=7
Inhabited-take cost=15
Capital-take cost=20
Fort-build cost=20
Fort-take cost=30
Fort-Capital Combine cost=20
Fort-Capital Conquer costs=40
Fort-dismantle cost=0

Occupied Capital take cost=20
Occupied Fort-Capital Combine cost=20
Occupied Fort-Capital Conquer cost=35

firing an ICBM at the station destroys it.
Space stations can theoretically support infinite silos (each upgrade costs 50) and no matter the number of silos the station will cost 15 to upkeep(no additional nuclear maintainance req.


Phase 3</b>

EXPERIMENTAL

When the moon is fully colonised the Alien invasion is on that same turn, after the Koreans-COLOUR lightlight grey- invasion ships (3) are lightlight grey boxes in space, each with 4 missile silos, each has 200 HP (they have strength counters and can be weakened by each nation BUT can also be repaired by aliens, 1 TP repaired for every 4TP used on repairs AND ships cannot be replaced/rebuilt by aliens until they control a continent). Alien invasion starts with 200 TP and 25 free nukes as well as the optional 12 (costsTP to use these) silos on their motherships. EACH mothership generates 1/5HP TP (round up) a turn, first landings costs 10, rules for them are pretty much the same as others except no increased op costs on foreign continents or moon, aliens DO get sea port and lunar terr bonuses, but do not get national border, shoreline, or foreign continent bonuses.

Aliens are considered to be repulsed if all their motherships are lost and they are not expanding in territory.

Aliens do not require space ports to move. If repulsed a second time the aliens are done and so is the game. If the ships are destroyed but they still have terr anywhere and they can’t be killed enough maybe you’ll have to try to settle for a truce.

Aliens can save up but it is rounded up instead of down. They are also subject to the random bonus.

Motherships

A nation must have a spaceport to attack the motherships.

Human ICBMs can be used on motherships, they take away 30 (costing 25, 15 for discoverer). Conventional invasion TP also works to reduce mothership HP, 4TP per HP.

Can be commandeered by Humans if they have a space station (and space port to use space station) and costs 1.5 the ship’s HP in TP. The mothership’s HP at time of the commandeer is maintained.
Motherships under Human control
-Generate 1/8HP TP a turn
-Repair 1HP for 10 TP
-Can directly attack other motherships using TP (and aliens can attack it back)
That Human may now use:

Build Silo: Earth,station, OR Moon 25
Upkeep:0

Usage: ICBM from here to anywhere


-Aliens can recapture mothership with a cost of 1.2 the human ship’s HP in TP but that Human may still use these new nuclear rules
-Aliens can’t use U-M bombs


Aliens do not need spaceports for space travel and are never divided even without motherships but each new landing made that is not connected to a previously owned-by-aliens terr costs 10.

Aliens do not need lunar capitals to operate.

Aliens get 4TP from space ports whether conquered or built
Aliens get the ‘free occupation’ for controlling all continents AND ALSO CAN BUILD 1 MORE INVASION SHIP for 300TP EVERY TIME A CONTINENT IS COMPLETELY CONTROLLED (IF CONTINENT LOST AND REGAINED AND SHIP STILL EXISTS, ANOTHER ONE IS NOT BUILT and of the continent is lost, the ship is not destroyed)

space stations taken by aliens have no advantage other than being maintained for free, counting in their TP calculations as terr. , and counting as a regular port (+1TP)

-amt. of Take Points (round up) -> 1-30 territories =1/3t

31-60 terr =1/4t
61-100 terr =1/5t
101-200 terr =0TP
201-300 =-5TP
301+ =-10TP


Alien terr on moon or Earth

First landing areas(occupied or not) =10
Unoccupied terr =2
Inhabited terr =3
Human invade alien terr on Earth =10
if capital adjacent =5
On foreign continent =15
On moon =30
Via spacestation (Human) =25
Human invade alien fort terr on earth=20(same continent)
On a foreign continent=30
Fort-build =8
Fort-take =7
By Human =15earth,70moon
Via spacestation =40(moon)
Fort-take in nation =20
no alien nation bonuses
Occupied Fort-Capital Combine =20
Occupied Fort-Capital Conquer =25
Fort-Capital Conquer =25
Fort-Dismantle =0
Capital take =8
By Human =16,50
Via spacestation 30
Occupied Capital take =5
Capital occupation cost =8
Secondary capital-take =10
Secondary Fort-Capital conquer =30
Spacestation-take =20



Alien Nuclear

Aliens have 4 nuclear missile silos on each of their 3 invasion ships and can launch to anywhere, cannot build more silos on them, must build ones on Earth/moon/stations to use more. These mothership silos are also free to use after the first turn(where they did need to pay for the 12 station silos uses), no TP cost

Upkeep: 0
Build base: Silo(Earth/station/moon)25

Usage:
From: Silo: ICBM (from here to anywhere)10
Alien Behaviour

Alien nukes only increase the nuclear counter by 1 and also, all nukes fired by the aliens on the same turn last the same length, whereas Human nukes double the nuclear counter for EVERY launch (even by a single nation).

Alliances with the aliens are uncertain, they may not respond to territorial concessions for a truce, may not accept vassalages.

Aliens do not get occupied national bonuses and if they take over an entire nation and capital, that nation is occupied but not annihilated.

However, if Earth starts seeming to be too difficult to take, the aliens may start nuking everything they can because it’s so cheap.

Game ends…?

The Aliens are called the Hozzlerns

Coalesced Alliances</u>

It is only at this point that alliances may coalesce into a single nation (with only 1 turn) (their choice which member becomes the turn holder) if the alliance has existed for 10 turns. All capitals remain and act independently for redundancy and protection, nation borders merge into 1 border, full integrity (no enemy occupation or devastated terr) of all national borders are required for national border bonus-it all costs just 5TP from the member initiating the merger;
Native controlled Border Bonuses
2nations=.4TP bonus.
3nation =.5TP
5nation =.6TP etc. but does not take effect until the first turn as a single nation

These coalesced alliances may still initiate new alliances and will have to wait another 10 turns to fully unite with that new member. For the savings regarding occupation, silo, and station upkeep, the member(s) that were already coalesced count as the number of nations they used to be composed of. i.e. a normal nation joins in alliance with a coalesced nation that was once two nations; in the upkeeps, that alliance acts as if it had 3 members.

And that was just the scouting force. A Second invasion starts on the 15th turn after the first invasion and will have another 200 TP start, 5 ships EACH mothership generating 1/4HP TP (round up) a turn, and 30 starting nukes.
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