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Explanation Page

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Here is the general way that the game will be played. Anything that is here can and probably will be changed, added to, or deleted in the next few days.

1) Actions: Most actions, should they be researching technology, building structures, or building up your military, require money. Every country starts out with a certain amount of money, and money is replenished once a day based on the country's economy.

2) Military: Every country has a standing army and a reserve. A standing army costs money to maintain, whereas your reserves don't. However, a standing army can react almost instantly in an attack, and your reserves take time to deploy.

3) Relations: There are many types of relations a country can have with another country. You can form a basic alliance, meaning that one country goes to war, the other must also declare war on the enemy. A trade alliance means that the two countries can trade goods (military, money, nukes, etc). A tech alliance gives the country that's behind all of the tech available to the country that's ahead. A right of passage treaty gives a country the right to move forces through that country. A nonaggression pact makes the two countries unable to attack each other for a set amount of time.

4) Structures: By paying a certain amount of money, you can build structures. Things you can build include research lab (increased research), public works (increases public opinion), espionage center (increases number and success of spies), market (increases economy), wall (increases defense), pillbox (increases defense), and more to be added.

5) Espionage: By paying a certain amount of money, you can send spies to spy on other countries. More explained on upcoming Espionage page.

6) War: There are a few ways you can go about a war. Unless you have a direct border with the enemy, you can only attack by sending troops to them via ship or air (Of course, these can always be shot down). Every player's country is split up into 3-5 zones (For example, Britain would be Wales, England, Scotland, and Northern Ireland), and if you take over all of the zones (1 victorious battle gives you a zone), then the government goes into exile. Over time, as the people lose their national pride and people from your country colonize there, you can safely annex the land without fear of revolution, effectively defeating the player. Also, you can bomb the country and hope to destroy resources, buildings, and morale.

7) Nuclear Weapons: Upon doing enough research, you can acquire an atom bomb. Atom bombs can ONLY be sent twelve hours after a declaration of war, and take four hours to arrive at their target. A hydrogen bomb does more damage, and an ICBM takes 30 minutes to arrive.

8) Attacking: A direct attack requires a declaration of war, so the enemy usually sees it coming. However, a sneak attack requires no warning. A sneak attack is slightly weaker than a direct attack, yet gives you first strike advantage.

9) Superpowers: If you're in a very desperate situation, or want to launch a powerful attack, you should consider using a superpower. Superpowers give huge bonuses/effects to the country that uses them, but they can only be used once. Ever.

10) Playing: Every day, you can use your money to do stuff. This can be done through either AIM (Ratboy131) or e-mail (ratboy139@hotmail.com). A typical e-mail might go along the lines of: "________ invests x amount of dollars into tech, buys four tech centers and three espionage centers, buys three divisions of troops, and declares war on Spain."

11) Winning: There are many ways to win, all explained on upcoming 'Victory' page.

More to come

Email: ratboy139@hotmail.com