CTW - Endgame

DeletedUser

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Conquer The World -
Endgame

Invented by Trollbrain
Developed by Trollbrain
Perfected by Lord Mandos
Shamelessly ripped off by Lord Lorkhan
Altered a bit by Zardy

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 players battles to prevent unending stalling from a defender.
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.
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 72 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 72 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 72 hours to post their next turn. 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.

The Rules of Posting

Posts must be properly ordered! Your turn must be titled with your first country, turn number, government expenditures, and population, must be labeled as a turn or a retaliation, and must be well spaced. If your turn does not meet these criteria, it will be ignored. See “Turn Format” for an example. Note: the turn format below is just an example or a guide for you to use. It is preferred that you follow it, but it is not required.
Do not spam topics by talking about people's turns, school, or what you had for lunch today. If you want to talk about these things, start another discussion topic.
At the end of your turns, it is suggested that a small summary of actions performed be placed at the end for easy reading by other players. This is not required, but it's helpful for the other players.


Turn Format

[Name] – [Country] – 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]
[Equipment 2] - [# of Equipment 2]
[etc...]


Navy

[Naval Equipment 1] - [# of Naval Equipment 1]
[Naval Equipment 2] - [# of Naval Equipment 2]
[etc...]


Air Force

[Air Force Equipment 1] - [# of Air Force Equipment 1]
[Air Force Equipment 2] - [# 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]


Military

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


Summary

[Summarize your turn]

(This is not set in stone, and I will allow turns deviating from this format. What a turn
must have is a colored faction name, controlled territory and government budget, following that a military inventory.)

The Rules of Military

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. This is the largest possible without detrimental effects to your economy. You may use more, but understand that the GM will see this and likely make a big deal about it. Reserves may also be trained to temporarily pass over that limit, but they cost money to activate relative to how many you are activating and they will not be as well trained as regular combat troops.
Personal weaponry (the guns your soldiers carry) does not have to be defined as a particular weapon, nor does it have to be strictly paid for. Special-ops troops, however, can (but do not have to) be equipped with particular weapons with particular specifications at a specific cost to you (if you buy a hundred $1000 weapons, you must spend 100,000 USD from your budget. Regular weapons don't have to be outlined like this, but it's a good idea to leave some spare money in your military budget every year so the GM doesn't assume you decided not to equip your troops because you spent 100% of your budget on tanks or something).

The Rules of Attacking

Attacking takes one turn to perform and must follow The Rules of Disclosure (see below). 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 advancements, but may only move or reorganize troops.
Additionally, in order to keep other nations and supranational entities 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 Rules of Defending

Defenders have a slight advantage in that they can technically use their entire population to their defense 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 himself within 24 hours, it will be assumed he did not fight back at all and will be defeated.
Defenders, like attackers, can make as many posts as necessary to defend themselves.
Support can be sent to a defending nation without taking a turn. If an ally is under attack, you may send troops to his support. You cannot move to support an attacker.

The Rules of Nonmilitary 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.
Players may hold all the diplomatic talks with each other as they want and do not have to disclose it to anyone. Countries may merge or gift to their hearts content, though it is recommended that you only do so with trusted allies.
Diplomatically taking an unoccupied country requires usage of a turn.
If an unoccupied nation rejects a diplomatic action, military retaliation may be performed.

The Rules of Disclosure

Attacks must be posted as part of your turn with full disclosure of troop numbers and types, equipment numbers and types, etc.
Troop numbers must be given in an attack. This includes the numbers (and types) for tanks, planes, ships, etc. This is in order to allow for proper judgment by the GM.
An exact method of transportation is not necessary in an attack, but a general method is needed. Troops may be transported across the world in a single turn, but the defender is allowed to attempt to stop them in transit as well.
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 prevent technology from randomly appearing.

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.

A clue to the perpetrator of the attack will be given, 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).
The movement of large numbers of troops cannot be kept secret, nor can the invention of complex weaponry.
The GM may create his own secret missions against players or NPCs, but may not kill a player leader of a country (you).

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

If your country has nuclear capabilities or you seek capabilities, it is not recommended that you necessarily use them. Seeking nuclear capabilities will usually result in the UN and most of the West getting angry with you (and possibly invading) and using a nuclear weapon will almost always make NPC nations hate you and nuke you back, and player nations will probably dislike you as well. Basically, you can use nuclear weapons, but you probably shouldn't.
Furthermore, Geneva Protocols and other human-rights issues should be followed in war if you don't want everyone angry with you.
Ultimately, just don't do anything that a country in real life wouldn't do, and you probably won't go wrong.
Internal disasters are up to the GM to decide. Overly severe punishment may be reported and repaid.
Rules are subject to change depending on who the GM is.
GDP DOES NOT EQUAL GOVERNMENT SPENDING. GDP is a measure of how much money everyone in your country spends every year. For example, the GDP of the US is around $11 trillion, but the government spends nowhere near that amount (currently). The only countries that would have a government budget anywhere near their GDP would be Communist nations. If you try to spend your entire GDP on weapons, something horribly terrible will happen to your country.
Editing your turn is perfectly fine, as long as you do so before the official ending time of the turn (10:00 PM GMT) and notify him/her 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.

Rules of Budget and Population:
A new rule,the GM can decide if your population increases/decrease and whether your budget decreases/increases depending on the results of your last turn.Therefore always keep an eye on any specific details.
I will be continuing this.


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.



Zard's Additions, Important to this Game:

This game will be interesting, everything will have unintended consequences and be entertaining, but don't expect everything to always go how you expect it to.
Also, to spice things up, NPC nations may do things, like attack and get mad and take over countries and such, but for the sake of an interesting game America isn't going to randomly nuke people.
 
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DeletedUser

Guest
History:

The year is 2050. China has overtaken the US as the world superpower, the EU has merged into one country (well, sort of, they are still autonomous nations, but as far as militaristic, economic, and human borders go, there are no borders between countries), and Great Britain doesn't care. Russia is now more of a superpower than it previously was, and the US, with what seems like FDR reborn in the white house is flourishing economically along with a top notch military.

Africa has created the LAN, the League of African Nations. It is similar to the original Eu, and provides easy trade terms and the like. All of Africa save Egypt are members. The union has made significant advances in human rights, stopping many of the horrific deeds in many of the African nations. Trade is just beginning to flourish.

Things are peaceful in the world, until cyber-terrorist attacks emanating from Russia hit the US, from the US hit China, and from China hit Russia. All of this happens within seconds. Secret files are stolen, high ranking military officials are confused and enraged, and global war is only avoided because of some very nice diplomatic work by the EU.
After long conversations, and sharing of military and computer data, the four superpowers realize that none of them were the origin of these attacks. But, all four, especially Russia and china are on edge, both because of the suspicions of the other superpowers, and out of fear of whomever sent this attack.


Take note
As I said in the main post, this will be interesting, there will be problems, and unintended consequences. There is also, as shown by the big post, a hacker (or group of hackers) with the ability to steal top secret files from world superpowers. Be wary of this.


Some logistical things to note:
Any weapons that are completed before 2050 are now in existence
any treaties that exist today exists in the CTW
any projects that will be completed by 2050 are completed
hopefully you get that the world is the same, save the things posted above, and anything that would have happened before 2050 did.




 
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DeletedUser

Guest
Players and Countries:

Chile: ps2guy1
GDP: $243.2 billion
Population: 17,094,270
Color: Blue

Portugal: LC Hammer
GDP: $240.9 billion
Population: 10,637,713
Color: Yellow

New Zealand: Mashman
GDP: $115.1 billion
Population: 4,252,277
Color:
Orange

Finland: dogwec
GDP: $178.9 billion
Population: 5,255,068
Color: Red

Burma: USSR21
GDP: $60.07 billion
Pop: 53,414,374

Color: Brown


Ukraine: Hoffnung.
Pop: 45,415,596
GDP: $250 billion
Color: Barf? xD

Mongolia: King Glow... Stick
Pop: 3,086,918
GDP: $10.16 billion
Color: Purple

Afghanistan: Bigamous Brains
GDP: $26.98 Billion
Population: 29,121,286

Color: Light Purple

Israel: indi23
GDP: 217.1 billion
Population: 7,353,985
Color: Green
 
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DeletedUser

Guest
Map:
CTWMap-2.png
 
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DeletedUser

Guest
Turn Archive:
 
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DeletedUser

Guest
Announcements / Other Important Information

1/5/2011:Game Created
1/5/2011:Game will start in two weeks or when I get 10-15 players
 
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DeletedUser

Guest
Chile
Pop: 17,094,270
GDP: $243.2 billion
Colour: Blue
 
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DeletedUser

Guest
I'll add in, starting GDP needs to be under $250 Billion.

Thanks :)
 

DeletedUser

Guest
Talking about lunch...im kinda hungry -.-

can i be anyone? Vatican? North Korea? Finland? China?
 

DeletedUser

Guest
Are Island, Norway and Switzerland still out of the EU? are Croatia and Albania in the NATO?
 

DeletedUser

Guest
Like I said, starting GDP needs to be under $250 Billion so thats a limit. The core of Europe is the EU. I stated nothing about NATO :^) so I don't know why it matters...

Game takes a long as the people playing it make it take. Could take a few months to a year it really just depends on the players. If it starts to get slow I'll spice things up though :p
 

DeletedUser

Guest
also when we get a few more players ill get caleb (que?) so set up a skype chat for this
 

DeletedUser

Guest
guys just to let you know, que? is checking the gdp's and taking them all from the same source
 

DeletedUser

Guest
The last time one of these got past turn 5 was before co.uk even existed, much less .us.
Good luck, you will need it.
also, que? quien estas?

Also, thanks for shamelessly ripping my backstory and CTW format >.<
 
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DeletedUser

Guest
Ok, I edited it for what I wanted. Very little changed but i wasn't feeling creative :(

The CTW Format is legal to borrow if you credit those who have formed it, I did so there shouldn't be an issue. If you have a problem with it PM me I don't want to fight on this thread.

PS: I don't need your good luck. I'm getting people involved that I'm friends with(not saying they'll get any sort of advantage) and I'm pretty sure if others quit they'll stick it out to the end just for the fun of it.
 
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