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| [Mosaic Earth] Rules & Regulations | |
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| Tweet Topic Started: Feb 12 2009, 09:46 PM (181 Views) | |
| TVMAN92 | Feb 12 2009, 09:46 PM Post #1 |
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Mosaic Earth WWIII Setting The year is 2036 and the world has finally reached a peace after so many years of fighting. However, fears of rising power are circulating throughout the political world. Just as suspected, an extremely powerful group of nations with newfound imperialistic needs emerged in an alliance and waged war on the rest of the peaceful world stating that "it was rightfully theirs and they were going to take it back". Fighting has broken out all over the globe, separating the nations of the world into the new axes of evil, or the allied powers. Few countries remain neutral and will most likely be dragged into the war through some conflict of interest. Players will control a nation, pick what side their allegiance falls on, and partake in a history making journey of land grabbing and power gaining. This is the cool world project/game Mosaic Earth. Basically you get to create your own nation (It doesn't necessarily have to be real, but at least try to be a bit realistic. Like if you're claiming part of America, it would be cool to imagine a sort of Confederate alternate reality nation, but making a nation called "The Communist Republic of Bill Cosby" would be a bit lame. This is a serious RP. :)) After creating your nation, you must make the ultimate decision. Are you a good guy or a bad guy? You have the choice between being an allied power or part of the axes of evil. Of course, you could remain neutral, but you will be dragged into the war at one point or another. Fighting is occurring all over the world between unlikely enemies, and the U.N. is overwhelmed with cries for aid and pleas for military intervention. You must decide what side you fall on, and make sure it is what you want because once you enter the war, you fight hard. It's a really fun game to get into, wherein diplomacy and combat are equally important and you will get to grow and use armies without the hassle of really dying. How to get started? Well, first, read this Rules and Regulations thread, then get out to the Signup Thread and get cracking. Table of Contents Nation Thread Creation Diplomacy Forum & NPCs Nation Warfare The Dogs of War Technology and Research Nation Thread Creation Once you you claim your nation and its territory gets approved, you need to make a Nation thread. This is where you'll store all the data on your nation and post updates on your mobilization/production/national announcements...but it's not for international communication. Simply title it (Without the quotes, obviously): "[Nation] Your Nation's Name" Within the thread, use this template as the first post. Nations Template Code: Nation Name Flag Leader (Whoever it is) Government (i.e., Fascist, Democratic, etc.) Affiliation in the War (Axes of Evil, Allied Forces, or Neutral) Economic System (i.e. Communist, Capitalist, etc.) Economic Tier (Tier decided by Moderator) History (The basic history of your nation...you don't need to go back to the dawn of time, just a good summary of how the current government took power and maybe some other history of the nation, your call really) Major Cities (List the major cities of your nation, indicate which is the capital) Population (I will handle this portion) Military (I will handle this portion) Of course, you are highly encouraged to add other flavor categories as you please, like national anthems and the name of your leader/main officials, and make this as detailed and as creative as possible. IMPORTANT Communications between nations SHOULD NOT occur within Nation threads, Nation threads are for the player of that nation themselves to update and add new announcements or mobilizations/productions/whatever. Communication between nations and embassies should be done through Embassy threads or through PM. I'll cover that in detail in the Nation Diplomacy a few sections down in this thread. Diplomacy Forum & NPCs Diplomacy is a vital element of Mosaic Earth WWIII, as the United Nations can have a great deal of potential power. The United Nations is where all nation's Delegates/Ambassadors come in to discuss matters of international importance and law. They can also propose resolutions, which then, if voted on, are sent to the Security Council to be voted on or possible vetoed by one of the member states. These resolutions are to be proposed by any member nation and voted on by the General Assembly and then reviewed by the Security Council include but aren't limited to: United Nations military deployments to assist nations being unfairly or illegally invaded, Trade embargoes or sanctions where the Assembly outlaws any nation forming trade routes or agreements with a particular nation, Official denouncements of a nation or nation's actions, and Aid to impoverished nations or nations in need that apply for it within the General Assembly, and calls for help during times of war. Because this entire rpg is based around a world war, the United Nations may become a bit cluttered. While it is a powerful tool, do not solely depend on the U.N. to provide protection for you, as most of the world is already preoccupied in the war. Make sure to form alliances and join the right sides in this ongoing war to ensure the integrity and security of your own nation. Each nation will make an Ambassador Profile at Diplomatic Registration (Credentials Committee) and then make their own Embassy threads to communicate and receive foreign diplomats. In the Embassy thread, just write a short (or however long you wish) description of the Embassy compound, what goes on inside, and who your Ambassador is. Basically the Embassy is the homebase of your Ambassador. From there he can venture to other Embassies to have dialogues with foreign Ambassadors, offering Free Trade Agreements, Alliances, discussing political situations, the war etc. He/She also has the role of being your delegate in the United Nations Council, and may enter and exit it whenever to announce your nation's decision on a vote or general opinion regarding something. Because discussions can take many days to conclude online, your ambassador can be in many places at once, hence other then for rhetorical purposes meeting with 'assistant ambassadors' or minor functionaries is unnecessary. See the Diplomacy Subforum for more information. NPC Nations Keep in mind, unclaimed nations or nations claimed by I the moderator will be non-player controlled Nations... They advance and grow stronger or weaker by themselves, as I mod them... IMPORTANT All NPC nations are to be assumed as neutral. There can be partisans who rise up either for or against you depending on your side, but the governments main concern is to repel the invaders, not to join you due to common interests. So generally, if you wish to communicate with an NPC Nation, PM me. One can also send a Dog of War on a mission to find out data on an NPC nation's military stats or strength. NPC Nations can become player-controlled if new players come and wish for territory that is part of a non-important NPC nation though, as players are more of a priority. Nation Warfare Because this mosaic earth is focused around World War III, there will most definately be warfare between your nation and others (that is, of course, you are neutral). Sometimes you may face a non-player controlled nation, sometimes a fellow player, as you conquer or defend.When you are contemplating attacking a nation, take in mind its population, size, and possible strength. You may utilize your Dogs of War to spy or sabotage a possible nation you wish to invade, or to simply discover the nation's true military strength before you attack. Once you decide to attack a nation, PM me. I will set up the map and the [War] thread, and you will tell me what troops will attack from which directions. Obviously utilize realism, 500,000 troops can't float over an ocean. They need transports, remember, naval and air forces will be a factor! Once we have the army statistics together, the actual combat will begin, which I will assist you through. Most of it will consist of you moving your troops about and trying to capture enemy cities and crushing enemy numbers. The map will be a major part of it. Invasion Cap Tier 1 - 3 Days Tier 2 - 5 Days Tier 3 - 7 Days Tier 4 - 9 Days Reaction Time Nations cannot just say 'Go!' and drop 3 full corps of troops on the enemies' doorstep, this takes time and effort. All ground units can move under their own power, or Transport Helis speed can speed up troop movements over ground. Transport ships are absolutely necessary to ferry units overseas (although each nation with coastline is assumed to have enough transport ships for their armed forces at gamestart). The Aircraft Carriers are quite useful to get air units overseas, and thusly your air forces in wars on very far countries can be limited. Generals Generals are military commanders that can be researched and produced for your Corps. Keep in mind no one just STARTS with them, they have to be "made". Remember, you have to keep the General to his specific Corps. Corps without Generals leading them are significantly weaker. However, Generals can be killed in battle if their Corps is significantly destroyed. Each Corps can only have one General, and Generals can gain experience points with every victory their particular Corps wins (I'll announce your experience point gains in War/Battle threads). * One star Generals, Corps overall power increased. ** Two star Generals, Corps overall movement increased. *** Three star Generals, Corps overall power doubled. **** Four star Generals, Corps has the ability to summon Partisans alongside them every turn, where feasible. ***** Five star Generals, Chance of enemy units disbanding and fleeing theater or war. A General's information is to be stored within your Nation threads and will hold this general template-
Once a General passes the Five Star ranking, whenever a General makes a significant victory enough to gain another star, I will instead PM the player offering them the choice to add a newly created and thematic ability to their General's profile. Army Size Laws Obviously one cannot have a country with a population of 300,000 and realistically wield an army of 5,000,000. So therefore we have determined rules regarding the relative size of armies versus the population of the country. - The size of a standing army may not go beyond 10% of the nations total population. - It is recommended that the relative size stays below 10%, however, it is tolerable and acceptable for the size of an army to exceed 10%. - The above rule may only be used until the total army size reaches 15% of the total population. Once that landmark is reached, any further army size increase must be attributed to the conscription of women and children. During wartime, anything goes. -Another viable option of expanding your military numbers is by conquering an easily conquerable country simply to gain population which you can later conscript into your army. - Your population cannot rebound in a a day. This is to say that after fighting a major war in which 10% of your population was killed, you cannot leave that war and start one immediately after with the same size population and army. - Finally, an example of these rules: You are the island nation of Kiribati. Your population numbers 500,000. You may have a standing army of 50,000 or 10% of your population. You declare war on Tuvalu. In the ensuing melee of unrealistic attacks, patriotism reaches all time highs in your country. Your military can be at most 75,000. Congratulations. 50,000=10% + 25,000=5% = 75,000=15%. This vast army size may remain at such numbers for at most a year. Then it must go back down. Keep in mind, Infantry Corps are generally limited to a maximum of 500,000 troops each. Training infantry or other military items such as boats, planes, etc. are all permitable. Just PM me asking me, and ponce I respond telling you how long certain things will take, post a new response on your nation page stating when you started the research project, the amount of time alloted to complete it, and then the completion date. When completed, place a bolded 'completed' next to it. Example - 300,000 troops (2 weeks, completion on 4/8/09) The Dogs of War "The Dogs of War" is a feature in Mosaic Earth that utilize traditional character roleplaying. Each nation will have a special agent, an elite soldier, a Dog of War. Create him/her on the Dogs of War Character Thread, using the template here. The way the Dogs work is you can (by PMing me) utilize them to sabotage or spy on other nations (primarily ones not controlled by other players, since all players will have Dogs of War). They can do major damage to the enemy on the inside, or just get you information. Once you deploy a Dog of War, I make a [Quest] thread, wherein you control the Dog of War in an adventure yourself in roleplaying format. Like: "Revolver Ocelot sighed as he crouched down behind the crate, making sure the enemy patrol strolled by without noticing anything. He had enough ammunition to destroy this plant, though he had already used his explosives" Technology and Research Remember, the stage of this WP is modern. No space ships...No laser guns. Satellite communication systems and satellite missile defense systems are available, but take an astronomical amount of time to construct and launch (this is usually contracted by an entire allegiance of countries and takes about a month and a half to build with 2 or more superpowers involved.) Having newer, better, and more useful tech than the enemy can, in most situations, determine the outcome of a battle. Feel free to be creative, but just remember that we aren't in the 22nd century just yet. Keep it real, but with a futuristic twist. You can design your own cool weaponry, vehicles, and even units too! Just give me the specifics and I'll say how long it'll take you. Each country can build new tech for their nations or allies. From new commando teams to armored battle suits, the sky's the limit for new battle tech. However, tech times will vary with your economy, and if your nation is in a crisis (at war, drought, etc.), development times will take longer. New tech will lose effectiveness with time, however, it takes a long while for it to be ineffective. Once I respond telling you how long certain research projects will take, post a new response on your nation page stating when you started the research project, the amount of time alloted to complete it, and then the completion date. When completed, place a bolded 'completed' next to it. Example - Satellite Missile Defense System (6 weeks, completion on 4/8/09) Ballistic Missiles Nations may purchase Ballistic Missiles to be launched from launchers within their own territory at an enemy. Depending on the type of BM, either SRBM, MRBM or ICBM, the distance is different. They can be launched with simple explosives, nuclear warheads, or possibly chemical or biological weapons. Like Air Forces, their attacks are quick, but even quicker as they don't appear on even [War] Threads. Instead they simply are aimed, fired, and then strike a target. They can't even be intercepted unless the Nation happens to have a Missile Defensive System in the area. SRBMs (Short-range ballistic missile)- Range of 1,000 Kilometers MRBMs (Medium-range ballistic missile)- Range of 3,000 Kilometers ICBM- Range of 5,000 Kilometers Nuclear Weapons They cause major damage but can often have terrible political fallout regarding your nation, including creating enemies of your neighbors and of the United Nations. A note on nuclear - It's a good idea to have missile silos ready, but keeping large stockpiles of nukes is a bad idea. For one, if your country is raided, attacking forces will detonate nuclear stockpiles, leveling capitals and major cities, not to mention huge economic and population hits. Second of all, I'm trying to avoid M.A.D. for the beginning for now. If you want nuclear tech researched, you need a better economy tier, around 2. Edited by TVMAN92, Feb 14 2009, 08:38 AM.
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