Conquer The World

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Conquer the World - The Long March
Invented by Trollbrain
Developed by Trollbrain
Updated by Lord Mandos
Altered by Marsak
Tweaked by Qwertyu

RULES
The Rules of the Game Master
Rule 1) The word of the GM is LAW and FINAL!
Rule 2) The GM reserves the right to do anything at any time.

The GM approves turns by players and tells them whether their actions were successful or not and what the consequences were.
Game masters are responsible for supplying an empire’s population numbers and government expenditures and declaring victory or casualties in player’s battles.
The GM is responsible for making the game fair, but if a player finds something wrong with any post in the thread that the GM did not see, the player is encouraged to point it out, so check other players turns carefully!
If you believe that GM has made a mistake, you are encouraged to argue your point as this could result in events being changed. GM is quite within his rights to call Rule 1 or Rule 2 of GM at any time in this debate.
If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he
holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.
The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). However, intentionally looking for loopholes will most likely make the GM angry, and I remind you again of Rule 1 and Rule 2.

The Rules of Turns
Once the game is started, every player has 48 hours to post their turn before the GM will check the turns. Depending on the GM's schedule (he has a life too, you know), it may take more than 48 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 48 hours to post their next turn. Please don’t leave your turn till the last minute!
If more than one turn is made per turn period, you should really delete the other one or else everyone will get real confused and stuff. It is highly likely if both turn still exists by the time the big post is posted, that the offending nation will have something dreadful happen to it, and no-one wants that. However, you can edit your turn as much as you like, but not after the time is up.

In regards to missed turns, If you miss a turn only half of the missed turn's budget will be carried over. If you miss two consecutive turns you may be replaced by another player or turned NPC should the GM wish.

The Rules of Posting
Posts should be ordered rationally, the rules of posting is that, if it makes logical sense and the GM can easily understand it and it isn’t irritating then its fine. If it annoys the GM or is impossible to understand then it’s not fine, and it is advisable to change it if the GM asks you to
or something horrible may happen.

The example below is one of the most commonly used turn structures and is very easy to understand. However when lists of any kind get very long spoilers should be used to
prevent the GM from getting annoyed.

Turn Format
[Name] – [Country/Empire] – Turn [#]


[Country 1 Name] – [Country 1 Population]
[Country 2 Name] – [Country 2 Population]
[etc...]
Total: [Population of all countries]
Government Expenditures: [what it says]


Military
Army
[Equipment 1] - [# of Equipment 1] - [total cost of Equipment 1]
[Equipment 2] - [# of Equipment 2] [total cost of Equipment 2]
[etc...]


Navy
[Naval Equipment 1] - [# of Naval Equipment 1] - [total cost of Naval Equipment 1]
[Naval Equipment 2] - [# of Naval Equipment 2] - [total cost of Naval Equipment 2]
[etc...]


Air Force
[Air Force Equipment 1] - [# of Air Force Equipment 1] - [total cost of Air Force Equipment 1]
[Air Force Equipment 2] - [# of Air Force Equipment 2] - [total cost of Air Force Equipment 2]
[etc...]

Military Personnel - [# of troops in your armed forces]


Domestic Affairs/Economy
[Explain your actions in this area]


Foreign Relations
[Explain your actions in this area]


Research
[Explain anything you are researching (can be a codename)]


Military
[Explain any purchases or changes in personnel here]
[Explain any military movements you are making here]


Summary
[Summarize your turn]

As stated above this is not the only allowable structure of writing your turn. However things that are definitely required are:-
- Budget
- Population
- Lists of all military equipment

The Rules of Military
You start with what military your country had in real life unless the GM specifies otherwise. (use Wikipedia)

Relative numbers of soldiers, artillery, tanks, etc. are required to be kept at all times and in all turns.
The recommended size of a military is 0.5% of your population. Use of less will generally benefit your economy, depending upon unemployment levels and other social factors, use of more will generally damage your economy but can be done if you can give some decent reasoning. The definition
of “decent” may vary depending on who the GM is.

Any specified weapons for your troops will cost $50 Million per weapon category. If you have 6 weapon categories of specificity, you must set aside $300 Million for your weapons.

The Rules of Attacking
You may attack as much as your military can handle in one
turn.
If an attack does not contain any specific strategy to it, it will be assumed that forces moved in a straight line into a war zone, usually ending in high casualties. If something were to go wrong in an attack for the attacker, for instance heavy resistance resulting in losses, he will
not be allowed to instantly retreat without some type of effect.

If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary. They may not make any developmental advancement, but may only move or reorganize troops. All military sub turn posts must begin with the name of the player and their country.

For example:-
Qwertyu– Lolcatland– Military Sub-Turn

Any military sub-turns not starting as shown will be ignored.

Additionally, in order to keep other nations from getting angry at you for invading a country; it is a good idea (but not a requirement) to provide a reason for invading the aforementioned country. The UN may intervene if an attack is seen as unprovoked.

Invading a country that is a known ally of another player at the last possible moment that a turn can be handed in so that the other player is unable to help there ally is not technically against the rules however it is likely to annoy the GM and so is not advisable if at all possible.
Also, consider the difficulties of passing through other countries airspace/land to attack.

The Rules of Defending
Defenders have a slight advantage in that they can technically use their entire population to their defence with few negative effects. However, citizens will not generally fight back of their own free will, and there will be high desertion rates if they are commanded to fight, especially if they are not properly equipped and trained. If a player is under attack and does not defend themselves or post any message about it within 24 hours, then the fight will go on as if the country were an NPC country, however in this situation the defending players troops will not fight at there full strength as they are being ordered around by the generals not the actual leader. This is to prevent tiny little countries attempting to steal big countries by being sneaky.

Defenders must allow the invasion to move forward 1 hour in time before they take any defensive action. Failure to do so will result in sharp punishment and losses. For example, if the attacker's tanks move at 70 km/h, you must allow the tanks to move 70 km into your territory when you set your defense. You cannot defend where the attacker comes in from unless you have prior warning or defenses. If terrain exists that would slow down the speed of the oncoming forces, the defender should explain this in their defense and make the correct adjustments to the distance traveled by the attacker

Defenders, like attackers, can make as many posts as necessary to defend themselves with the same rules regarding the start of the post.
Support can be sent to a defending nation without taking a turn and may aid the defender in their defense of the attacker.
You can appeal to the UN or other powerful nations if you think an attack is completely unjustified and may receive help.

The Rules of Non-military War
Diplomacy is a tool that can be used against both native and occupied nations. The GM will determine the effectiveness of such an attack. Repeated attempts may be needed sometimes, but going for something that clearly won’t work could have negative consequences.
Players may hold all the diplomatic talks with each other as they want and do not have to disclose it to anyone. You can work together or betray all you like.
Countries may merge or gift with each other however this will almost certainly annoy the people living in the area that is being gifted and this may lead to riots. It can also reduce fighting effectiveness of an army if it has no sense of national identity.

Asking another country to merge, will not make them merge. You need to give them a good reason. And if you merge into a country that is much worse economically than you, there will be many problems to deal with and very limited budget improvement.

The Rules of Disclosure
Attacks or defences must be posted as part of your turn with full disclosure of troop numbers and types, equipment numbers and types. These attacks or defences must be written in your turn or military sub-turn.
This is in order to allow for proper judgment by the GM.

If any special weaponry or tactics are used within battle, it must be mentioned or else it will be assumed that standard technology and tactics were used.
Development of technologies, upgrades in weaponry, upgrades in economy, or construction of weaponry must be announced to the GM. If you wish to attempt to keep your technology from appearing to the general public you may PM your design plan to the GM and
just give this a name like Project X in your turn. For something to be kept secret you must tell the GM how you are planning to keep it secret, they will decide whether
everyone finds out or not.
NOTE – If you spend vast amounts of money on something secretly NPCs will become suspicious and want to know what you are doing. The UN may even intervene if it seems very suspicious and send inspectors.

The Rules of Transportation
Exact methods of transportation are not required for every invasion. *However, you must be able to transport 1% of your force to the target on your own. *If you are able to do so, the GM will allow the rest of your force to be sent without penalty. *If you can send more than 1% of your force, mention it and the GM will most likely give you a bonus while invading. *If you are unable to send 1% of the force you claim to have sent, the GM will calculate how much you can send and send that much, however, the GM will most likely punish the invasion for needing to do extra work.

When specifying specific transportation, such as paratroopers, you must be able to supply 100% of your force. *It would be unfair to allow someone who can drop 10,000 paratroopers to then drop 1,000,000.

The Rules of Secrecy
Actions may be performed by privately messaging the GM, but the GM reserves the right to announce any information to the public.

Clues will be given in the case of secret missions, unless you cover your ass really well.
Secret missions can range from assassinations, to spy missions, to hijackings, to spreading of propaganda, and more.
Be reasonable with your secret actions. Sending insurgency attacks to every nation in Asia is ridiculous. Doing this, or something similar, could result in the disclosure of your actions to the public by the GM (and your disgrace).
You’ll also want to have plans put in place in an attempt to reduce damage by attacks or have plans to prevent assassination.

The Rules of Technology
You are encouraged to invent new things, but you must supply general schematics, costs, and capabilities upon usage. You cannot copy inventions made by other players in previous
games, but you may remake your own. The GM is to judge when cases of copying occur. If an invention or weapon already exists in the real world, it may be used, though a link to
its schematics and capabilities are required. Inventions that were previously made but not popularly known are also protected. To upgrade an invention, explanation is required for how it
was updated and to what effect. When creating a new invention, give it an ETA when you post
it. The first turn you post it, when approving your turn the GM will tell you if your ETA is correct and, if not, what it should be. This ETA will go down one per turn.

Other Nations
Other nations exist - usually you invade them, but they also fight back. Nations will commonly form organizations to resist invaders and will even invade their enemies. In the chaos that a CTW causes in the world, things happen. The GM will regularly post world events as he checks turns.
Currently existing international alliances and agreements will continue their existence unless they are nullified by the GM.
Be careful of who you invade and for what reason, as your doings will effect your diplomatic relations with the rest of the world.

Miscellaneous Rules
Geneva Protocols and other human-rights issues should be followed in war if you don't want everyone angry with you.
Internal disasters are up to the GM to decide.
Rules are subject to change depending on who the GM is.
If you try to spend your entire budget on weapons, something bad may well happen to your country.
Editing your turn is perfectly fine, as long as you do so before the official ending time of the turn (9:00 PM GMT) and notify the GM of the edit.
You may forge alliances with other players here and through PM as much want to, but any actual actions (free trade agreement, military support) must be included in your turn.
God Modding is serious and will almost always end in an internal disaster in your country.

This game was created by Trollbrain, and developed over time and through experience by everyone else. Even so, Trollbrain deserves much of the blame for everything that goes wrong.
Give Trollbrain money.

The rules are subject to change. If you have a dispute with any rule, please ask the GM in a calm and polite manner.

Make note of several rule changes

- Offensive movements won't be done via PM's like in the previous CTW's, although the defender can't simply use the same map used for the offender to make his defensive plan and will punished if he does.

- Defending players will also have to take into consideration the distance that the offenders army will breach into his country before making any defensive plan

- The attacker will also have to deal with on-going anti-war dissent if a conflict goes on for a long period of time with heavy troop losses and civilian casualties unless you provide a decent reason for the invasion or have managed to brainwash the population

- If the Defender is not support by his/her people then the defender will also have to deal with dissent, unless they have been a decent leader. In that case the population will support the defending government.

- The United Nations and all other international organizations are in effect in this game, although in real life they don't seem to do much they will intervene with minor military support and economic sanctions if you go around invading every country in the region for no reason, however if you provide the international community with a long and decent reason (not just a few lines) you will get the go-ahead via a UN resolution

- I've decided that you will hold elections in this CTW. If your country is a democracy your country will face the public vote every 4 turns. No sabotage will be allowed as all elections will be monitored by regional organizations.

- Do proper research on your country, for example it would be a very bad move in Argentina if you pandered the the super-powers like the United States and let them dictate your actions due to the current political will in Argentina of independence, also releasing your claim on the Falkland islands without some massive PR scheme.

- Use decent English skills. If I can't understand an action in your turn i'll ignore it.

- Merges will be harder to come by and you'll have to write decent diplomatic offers to your potential allies, although i'm adding a new feature. Talk to me via skype and i'll act like the leader or head of foreign affairs of the country your trying to gain good relations or trade with.

- Don't copy a persons idea, if you want to construct an underground system that's fine but don't use the exact same wording and experts as another country. If you do you'll be punished *looks at Dan*

Please post if you are interested in playing.
 
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DeletedUser1093

Guest
nuke.jpg


I win.

....
 

DeletedUser1093

Guest
But that is what off topic is for... wait, so does that mean I am on topic? So I should post sensibly so I am on the topic of off topic? :/
 
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