DeletedUser
Guest
Since TJ has declared his game dead, I will start a new one...with some slight modifications
Instead of taking an entire country in one attack, a successful attack results in you gaining approximately 1/3 of the original size of the country (I have tried to make all countries approximately the same size to not give any one player an advantage). If you don't post your move for a turn, it is assumed you wish to continue attacking the same country as last turn. If you finished taking the country over last turn and don't post a new move, well then you don't accomplish anything that turn. You do not have to take over entire countries before you can attack somewhere else - if you feel satisfied after taking 1/3 or 2/3 of a country then you can change your target and leave the remaining land alone.
If 2 players successfully attack the same country, each gets 1/3 of the country and the parties must decide during the next turn whether they wish to battle eachother over the remaining 1/3, split it in half peacefully, or let one take it while the other pursues another target. If 3 or more players successfully attack the same country, it will be divided equally between them.
Countries with access to the coast can attack anywhere that touches water, but places that are farther away take more turns before your attack hits - meaning you will be idle for a while if you decide to attack someone very far away because your attack force will be in transit. If your attack is successful then you will have a foothold on the land and your next attack there can occur the next turn. However if your attacks fails and you wish to try attacking the same country again, you have to go through the same idle period for your new attack army to reach the land.
You have a 90% chance of success when attacking uncontrolled land. Everyone starts out with a 50/50 chance of success against opposing players (+/- some modifications for alliances) but the balance of power will shift as the game goes on as past success will influence odds of future success. Allies only influence battles if they have access to the territory in question - the sea travel rules apply to this so you may have to go it alone for a battle or two before your allies can arrive to help out.
You cannot attack opposing players without first declaring war on them and you cannot attack them during the turn in which you declared war - this makes it fair for players who submitted their moves earlier than you and might not notice you declaring war on them. You may, however, still attack uncontrolled lands or existing enemies during that turn.
In order to get bonuses from alliances during war, your allies must also declare war on your enemy...otherwise it is assumed that they are staying neutral in the conflict. Obviously, you do not need to declare war on someone if they have already declared on you.
In order for me to easily keep track of events, please establish your alliances here in the thread and not via PM...once you've done that of course you can PM your allies all you want. Also, if you don't use the appropriate color codes listed below, your alliance/war declaration will not be recognized.
Make alliance offers in green
Accept/refuse alliance offers in blue
Declare war in red
A turn is 24 hours. Each turn ends at 00:00 EST - for those of you who need a reference point, this post was made at 01:00 EST. Any post made after 00:00 EST will be considered a move for the next day's turn, even if I haven't posted an update yet.
Instead of taking an entire country in one attack, a successful attack results in you gaining approximately 1/3 of the original size of the country (I have tried to make all countries approximately the same size to not give any one player an advantage). If you don't post your move for a turn, it is assumed you wish to continue attacking the same country as last turn. If you finished taking the country over last turn and don't post a new move, well then you don't accomplish anything that turn. You do not have to take over entire countries before you can attack somewhere else - if you feel satisfied after taking 1/3 or 2/3 of a country then you can change your target and leave the remaining land alone.
If 2 players successfully attack the same country, each gets 1/3 of the country and the parties must decide during the next turn whether they wish to battle eachother over the remaining 1/3, split it in half peacefully, or let one take it while the other pursues another target. If 3 or more players successfully attack the same country, it will be divided equally between them.
Countries with access to the coast can attack anywhere that touches water, but places that are farther away take more turns before your attack hits - meaning you will be idle for a while if you decide to attack someone very far away because your attack force will be in transit. If your attack is successful then you will have a foothold on the land and your next attack there can occur the next turn. However if your attacks fails and you wish to try attacking the same country again, you have to go through the same idle period for your new attack army to reach the land.
You have a 90% chance of success when attacking uncontrolled land. Everyone starts out with a 50/50 chance of success against opposing players (+/- some modifications for alliances) but the balance of power will shift as the game goes on as past success will influence odds of future success. Allies only influence battles if they have access to the territory in question - the sea travel rules apply to this so you may have to go it alone for a battle or two before your allies can arrive to help out.
You cannot attack opposing players without first declaring war on them and you cannot attack them during the turn in which you declared war - this makes it fair for players who submitted their moves earlier than you and might not notice you declaring war on them. You may, however, still attack uncontrolled lands or existing enemies during that turn.
In order to get bonuses from alliances during war, your allies must also declare war on your enemy...otherwise it is assumed that they are staying neutral in the conflict. Obviously, you do not need to declare war on someone if they have already declared on you.
In order for me to easily keep track of events, please establish your alliances here in the thread and not via PM...once you've done that of course you can PM your allies all you want. Also, if you don't use the appropriate color codes listed below, your alliance/war declaration will not be recognized.
Make alliance offers in green
Accept/refuse alliance offers in blue
Declare war in red
A turn is 24 hours. Each turn ends at 00:00 EST - for those of you who need a reference point, this post was made at 01:00 EST. Any post made after 00:00 EST will be considered a move for the next day's turn, even if I haven't posted an update yet.
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