ALLAHU AKBAR.Protip: For income, and for prices.A lot of the rules are just notes for me, as otherwise I couldn't do the calculations and run the game properly.
The goal of this game is simple: You need to claim every zone on the board. There is also one other way of winning which will be discussed later.
Welcome to Map War C
.RulesZonesZones are the regions on the board that are separated by #808080 or 128, 128, 128. Their interior is either (#FFFFFF 255, 255, 255) if they are a land zone or (#000000 0, 0, 0) if they are a sea zone.
Tiny zones are the ones without any structures on them. If the tiny zones are near to the coast, which is when they're inside a coastal sea zone, then they're actually part of the closest zone to them. If they're not near the coast, then they are part of the sea zone they're inside.
Example of zones:
Both land and sea zones with nothing extra built or being built on them use and produce this:
+1 currency per turn, +0.07 technology per turn. -5 currency to construct over 1 turn.
For a full table of what benefits and costs each of the below items entail, visit this spreadsheet:
another link durrThere are six types of zone structures, which are detailed below:
CitiesThese cover every claimable land zone, and can have varying levels between one and six. Each city has about twice the benefits of the previous.
They look like these:
SeabaseThese cute blue things happen to cover every single sea zone, and are about the only thing you may fill in on sea zones unless there are other evilly cute things on the zone. There may also be small, black areas inside the continents representing lakes that are black but un-claimable. They cost five currency to claim and have no additional levels that you can build.
They look like this:
IndustryYes, the fires of industry! This is based off of the extractor in the previous game. Sadly, the more industry they have, the worse the zone is for the environment. These can have between one and four levels. Industry may also be on a sea zone, with the real-life counterpart for this being an oil rig. Each level has roughly double the benefits, but only one increment more of the bad.
They look like these:
AgricultureThere is also industry's lowly counterpart, agriculture. It is based off of some idea mentioned to me to split resources into three parts in the IRC
, and I obliged.
They look like these:
CommerceThis wealth-generating unit will never be paired with agriculture. It is the most vulnerable unless there is a defense unit paired with it. It has a maximum of five levels, between industry's four and research's six.
They look like these:
DefenseThis military unit is the best defense, and can beef up both land and sea zones. They may appear on any zone, but only have three levels of development. The benefits and costs of each level are very steep, with level 1 costing just 5 but level 3 costing hundreds of currency.
They look like these:
ResearchThese units are expensive and easy to capture but have the highest technological impact. They have a total of 6 different structure levels.
They look like these:
ConqueringThe main aim of this game is to become the only player by conquering all other player zones. You start off by claiming 1 zone or sea zone, both of which give 1 product and currency per turn. Also, technology does not matter when conquering any zone. However, if you do not have the required technology that a zone requires, it will degrade by 1 structure each turn.
PollutionPollutionPollution is the nasty thing produced by industry, oil rigs (sea industry), and big agriculture. It will spread, with each point of pollution moving away from where it was before by 1 zone each turn. Also, it likes to go into zones that have less pollution than the current zone so that it will spread across the globe if you don't try to contain it. Pollution also has harming effects on the zone it is over, reducing the zone's production by 1% for every unit of pollution. Therefore, if a zone has 14 pollution on it, the zone's productivity will be reduced by 14%. However, it doesn't affect industry until 10 units of pollution and defense until 16 units. Also, the effects of pollution stop getting worse when there are 80 units of pollution on a tile.
Luckily, there are two ways to reduce pollution. The first of which occurs automatically in which a sea zone absorbs 1 pollution unit per turn if unclaimed and 1.5 (1 on odd turns, 2 on even turns) pollution units per turn if claimed. High level research bases (4 to 6) and level 6 and 7 cities will also absorb pollution.
ResourcesThere are four types of resources: products, currency, oil, and food.
ProductsProducts are used in the conquering of zones (think weaponry), upgrading defense bases (weaponry, again) and in supplying cities and research bases. They are also only produced by industry. Extra products will sit around, doing nothing until they need to be used, or get traded. If you run out of products and start having negative leftover products, then you will go into debt and your efficiency will be reduced by 1% on all zones for every 5 products you need.
CurrencyThis is the main type of production. Both cities and commerce will produce currency, with commerce being specifically designed to produce it. Currency can be freely traded with other nations with nothing happening to it. You also need currency to conquer zones as it is basically building a zone on top of someone else's. You need currency to improve anything in your nation, except for reducing pollution as this is automatic. If you run out of currency and begin to go into debt, your industry, defense, agriculture, and research will stop producing anything for as many turns as needed until you are completely out of debt.
FoodYes, food. Everyone loves food, and this means that your cities, research (the scientists live there unlike real life), and defense will need food to be maintained. The only one to produce food is agriculture, meaning that it is extremely important for the overall welfare of your nation. If you run out of food, there will be a 5% chance of a riot in any city, per nation, each turn unless the food requirements are met again. Then, riots will no longer be possible and your nation will return to normal.
Big OilSea industry is the only producer of this type of resource, which isn't as much of a resource as the other things. Each piece of extracted oil gives your economy a +1 currency boost per oil unit. The number of oil extracted per turn is based on the amount of industry structures that your zone has developed. Also, you will eventually run out of oil on that zone and it will turn into a normal industry zone. Unlike real life, there are no disastrous effects when the world runs low on oil, because there is no form of transportation, and industry does not use it up.
The amount of oil in each zone is determined by this equation: neighboring industry zones*5 + 1d20 - neighboring defense zones*2 + levels in neighboring industry*6 + levels in this industry zone*12.
NPCsRiotsWhen a riot occurs, that zone is seized by the light grey nation Barbaria (#C0C0C0, 192, 192, 192) and counts as a separate nation. You may take this zone back like you would any other players' zone at the normal cost. Barbaria does not need to maintain its production, and has a 10% chance each turn to spread to an adjacent zone if it exists. When it disappears again it has a higher chance to reappear once conditions are met for a riot in that zone, increasing by a 2% chance each time the zone has become Barbaria. However, this only matters when the conditions are met in your nation for a rebellion, as otherwise it is always a 0% chance.
Rulerless NationsThese nations are nations whose owners have decided they no longer want to play. These nations cannot be attacked for the first four turns they are without owners. After these 4 turns, the owner may rejoin, a new player may claim the nation, or the nation will begin to decay. The decay begins when 2 riots appear in the nation. The nation can then be attacked by others. The riots then spread until they fill the entire nation if it is not conquered.
Complete NPC NationsThese nations are owned by nobody from the start, and must obey all rules as listed above. However, they will not join alliances or make trades, and it must obey a rule set that does not mention any players for claiming zones, so are functionally independent from the rest of the game unless war is declared on them. Each turn, they have a 2% chance to change to a rulerless nation.
Okay, now that I've wasted your time because you read all the tables and charts (I know who you are), you finally get to find out how a turn works! Yay important stuff!
Taking your TurnFirst off, land zones are claimed by coloring in the area around the structures. Sea zones are claimed by coloring in the white on the little sea base. When conquering zones, you must change all structures and the zone itself to the color of your nation. To upgrade a structure in a zone, you must first get the required currency then color in the bottom-most rectangle on the structure that is not filled in. You may only claim zones that are directly adjacent to your nation unless you are willing to pay a multiplied cost. The cost for taking a zone not adjacent to your current territory is 3 times the cost of taking zones adjacent to your territory, and rises to 5 for 4 or more away. On the first turn, you can either choose one of these colors, or, if none of them satisfy you, you may use your own color. Here are the colors:
(taken from Bla)
When you take your turn, you should take the current turn map, and then add in your nation or do whatever action you need/want to do. When you take your turn, you will submit your changes to your nation in the topic on the map within a week of the round beginning, and at the end of the week, anyone who has not taken their turn will be declared inactive and the next round will begin. If everyone finishes their turns before the end of the week, the game will advance to the next turn.
This is the formula for the amount of currency you may spend:
x = S
c/2 + P
c + ⌊T
c⌋/10 - O
c*2
Where c = currency, S = saved, T = traded, P = produced, and O = overspent.
If there is something wrong with the submitted maps, there will be 4 days to fix it. If everyone fixes their maps before the four days are up, the game will move on.
At the end of each turn, I will post two maps: pollution and structures (control). The scoreboard will then shortly be posted and the game moves on to the next turn.
AlliancesThis one is pretty self-explanatory, but I'll enumerate on it anyways. Nations may declare an alliance between each other, or may form groups of nations all allied to each other. When there is a group of allied nations, a leader of the alliance has to be declared. In an allied group, all players of the alliance are automatically trading each other. The leader is the one to declare wars and operate external trades. All other things are left up to the nations of the alliance.
TradingTrading is that thing that nations in real life tend to do a lot to gain benefits. Well, in this game, nations may trade as well. You may trade products, currency, food, or even zones. You will benefit from the first three, and maybe even the fourth one as well. Here are the benefits:
Food: 15% more food is generated for both nations in trade.
Currency: 10% more currency is gained by both nations, with a cap of 600, in trade.
Products: 10% more products for both nations, with a cap of 400, when in trade.
Zones: Everything in the zone will be transferred over to the receiving person over 1 turn. Construction in given zones will halt for that turn and then continue the next turn.
SellingSelling is a sub-set of trade in which you will receive currency for given food, products, or zones, and is one turn only rather than continuing turn after turn. You may only sell food or products when you have extra. You will benefit from all three:
Food: You will receive 75% of the amount of the food in currency.
Products: You will receive 2/3 of the amount of the products in currency.
Zones: You will receive 2/3 of the value of the zone (currency/turn+products/turn+food/turn)*3 in currency when gifting it to another nation. Construction in given zones will halt for that turn and then continue the next turn.
Trade BlockadeTrades and selling may also be stopped when a nation has claimed all land that would allow access between the two, if the offending nation owner posts some variation of the word "blockade".
It's okay, you've nearly reached the end of the rules! Only three more sections (two are short) to go.
Special Nation Beginnings and EndsRevoltLike the riots, someone that wishes to join the game after all zones are claimed, or even before all are claimed, may do so by a revolt. In a revolt, you may take 1/8 of a player's zones, and 1/10 of its extra resources and technology will be transferred to you. You may only revolt after four turns have passed since you were eliminated from the game. Additionally, you may only do this twice.
Complete AnnihilationWhen a nation is completely conquered, 1/4 of their technology and extra resources are transferred to the nation that conquered them. The conquered nation is removed from the scoreboard and may only join next game, unless they revolt.
SurrenderingWhen a nation owner surrenders, the nation becomes an ownerless nation and will follow the process detailed in a previous section. They can still join the game later by revolt.
InactivityIf a nation goes inactive for 10 or more turns, it will turn into an ownerless nation and will follow the process detailed in a previous section.
TransferringWhen a nation is transferred from one player to the other, 90% of its saved resources are given to the new player, and attacks may not occur on the nation in the turn it is being transferred. They can still join the game later by revolt on any nation that isn't the one they transferred to.
Special RulesTech into ResourcesOnce you have surpassed the amount of technology needed for the highest technology required on a structure, technology may be converted into products, currency, or food as necessary. However, only 1/5 of the technology will be converted and the rest will be lost to the vast void known as nothing.
Victory!Victory occurs when the worth of someone's nation reaches 32000, 80% of players agree the game should end, or when only one player remains. National worth is determined by the total of saved resources a nation has and the total amount of resources produced per turn, with currency, products, and food all being worth exactly the same. The amount of players that is 80% is always rounded up.
When the worth of someone's nation reaches 22000, they get as many victory points as 1/10 of their nations' worth. When the required amount of nations agree to end the game, they get as many victory points as 1/8 of their nations' worth. When a nation conquers all other nations, they get 1/2 as many victory points as their nations' worth.
Costcalchttps://docs.google.com/spreadsheet/ccc?key=0AqSvCC8xs0NzdEdMY2pDbzF4enNmYnhNb05fZWg2Y0E#gid=0Click "Make a copy" for personal use.
Yay, extras!
Victory Points==None yet==
Game .gifs==None yet==
The mapThis is the map and turn map of the current game:
StructuresPollutionThe current mapsPast mapsThese are the blank maps of the past games: