Post by Water Dumple on Apr 12, 2008 15:58:57 GMT -5
Here they are. Got questions--Go to the Questions board or PM me. Blargg!
==========
1) Be realistic. If you have a powerful enough army and a firm enough strategy, you can destroy another army easily! Both strategy and strength should be employed for success.
===
Army Group Rules
===
2) You may start out with up to 1,250 troops, and further advance to, but not surpass an army limit of 50,000. Armies may be recruited through a realistic way (i.e. Taming Yoshis, paying Hammer Bros, planting Piranha Plants, etc). No Lumas in a Koopa army, in another words. Keep a general theme. I mean, you're allowed to do that, but...it's kinda discouraged, so to speak.
3) One day in-game is 6 hours out-of-game. So one external day is four internal days.
4) You are allowed to gain 125 troops every internal day (500 every real day). However, you do not have to post every game day. If you do not post, you may make up all the troops that would have arrived between your latest log and the current one. Therefore, if you do not make a log for 48 hours, you are allowed to gain 1,000 units in your next log. However, if you make a log but do not add troops to it, that’s just too bad.
-4a) Armies are entitled to “Uber units”. However, these are hard to come by and you may only have one “Type” of troop that can be uber at anyone time. Do not let the title of “Uber” mislead you, these are strength of only five ordinary troops. To obtain these, a 30 day project must be completed to obtain them. After that, you can gain them as normal, but not surpassing 2,500 of them. If some die, it takes another project to get more.
-4b) Armies have the ability to build War Machines. These machines are powerful weapons that can vary from tanks to submarines to airships. Power and number of troops that can occupy the War Machine is dependent on the number of days spent on it. Also, one “Uber War Machine” is allowed for every army, which is much more powerful and bigger than normal. This can range from a 50-day project to a 200-day project, but no longer. You can also divide those, but you only get 200 days worth of "Uber war machine projects," kind of like Champions (See rule 6). Lastly, War Machines can be made in factories (See 8a).
5) You may only control two "Main characters" at the start, known as your General (Main leader) and a Captain (Side-leader). These have a hefty bit of power compared to ordinary troops, but are not invincible. From the start onward, every 2,500 troops after the first 2,500 troop mark is passed will allow one extra captain, with up to fifteen captains maximum. However, that means fifteen total: If you have fifteen captains and one dies, (s)he’s gone and you can’t get another.
-5a) Generals can be defined as "Major or unique characters." Regardless of what rank you give to a major/unique character, said character must still be counted as a general.
-5b) If you have gained your captains in a legal fashion, then you need not get rid of them, even if losses in battle or some other situation reduce your troop amount to below the amount necessary to originally gain that captain.
-5c) Creative choices for officers (Generals/Captains) are encouraged. However, any sign of giving “godly” powers to a general–Or to use another term, god-modding–Will be seen as an invitation to the War Mods allowing them to take away the god-modding officer AND one other officer of the War Mods’ choice. If your idea of a new officer is questionable, please consult the War Mods before deciding. The exceptions to this rule are “Hero” characters, outlined in rule 6.
6) One “Hero” character is allowed per player. This unit may transcend normal limits, and is much more difficult to kill than normal. These characters can take down swaths of troops without much fear and is only easy to conquer by great strength or another Hero. They may also make use of technology that other troops cannot, such as Frog Suits or F.L.U.D.D., for some random examples. Heroes are not invincible, however, and should not be treated as such.
-6a) Alternatively, players may choose to create several “Champions”, lesser Heroes without power as great as them, but considerably higher than normal units. Their power decreases the more you have, with the limit being ten. All together, the Champions’ power is the same as a Hero, but each individual Champion is not at Hero strength.
-6b) Heroes and Champions do not count among officer and troop limits.
-6c) When a Hero dies, the player may not gain another for twenty external days. For Champions, the time is ten days.
-6d) In order to gain a Hero/some Champions, you must set out on an in-game quest. This quest can be anything you wish, from gathering certain materials to assassinating a certain character. However, the quest you wish to take up must be approved by the War-Mods before beginning. At the end of the quest, you may begin building your hero/champions. Alternatively, you may do a 100 day project to gain a Hero or some Champions.
-6e) Before you can go on a quest, you must have been here for at least a real-time week.
-6f) You can turn one of your officers into a Hero/Champion instead of getting a completely new one; however, if he/she dies, it still takes one off of your officer count.
7) Timing will be used for building structures, researching technologies, and other appropriate events such as rituals. When any of these are initiated, state what they do, and how they can be destroyed. That is out-of-game knowledge, until figured out in-game. That means that you can read all about it, but your army can’t magically know about it in the game.
-7a) Project lengths very. In general, extremely uber projects are frowned upon, but should you wish to complete one, then it will have to be described in full before beginning the project.
-7b) All other projects may go ahead, and it is up to the War Mods and/or other players to pick up on any god-modding material.
===
All
===
8) All forces gain 100 Coins every internal day. Coins can be used to hire Mercenaries and Mechanics, buy items in the market, or pay for services from other players.
9) Regardless of whether you are an army, mercenary, mech, or bandit group, your base can attract Civilians. You gain 25 Civilians every internal, so staying longer can encourage more profitable benefits. You also start with 1,000 Civilians.
-9a) For every 1,000 Civilians in your army, including those you start with, you may build a factory for a 40+ day project. A factory works automatically, and can create things without use of your project slots. They may only make one type of thing, however–For example, equipment for troops or Base Defenses. You may only have one factory of a certain type, unless it is a War Machine/Base Defense factory. Also, if a factory is one of those two types, you may add another workline to it for a 15-day project. No more than three worklines per WM/BD factory, and each added workline needs 500 Civilians to function.
-9b) Civilians can be changed into troops in emergencies, but it can’t work backwards.
-9c) Civilians can be killed or kidnapped.
-9d) If you reach 16,000 Civilians, you get a special bonus based on your group type!
Armies-
May gain 25 troops a day, once the troop cap has already been already reached.
Bandit Groups-
The option to have one Super Hero (Strength of three Heroes) and demote the other four Heroes to Champions becomes available, two Heroes can dual wield Legendary Weapons, OR a sixth Hero becomes available for use (though only five may be at Hero strength at any time).
Mercenaries-
Allows duel wielding of Legendary Items, and the option to add an extra-large Defense/Attack to the transport.
Mechanics-
A second 10 Day Uber War Machine (engine included) becomes available for use.
10) Battles are not timed, but turn based. You send in battle plans to a War Mod, and wait for a response. In an attack or defending situation, the War Moderator will determine casualties. Numbers will be realistic--i.e. 1,000 Hammer Bros could destroy a fort that has only 100 Goombas guarding it with few casualties.
-10a) All groups may construct Base Defenses. Simply enough, when you are attacked, these will provide assistance in fending off the assailants. Each Base Defense must be made individually, for at least a 10-day project, and has a specific location in your base. Because they must be made individually, they have a good bit of armor for their construction time. They can also be made in factories (See 8a).
-10b) In the event that someone who is attacked and knows about said attack does not respond within seventy-two hours, that person automatically loses the battle. The attacker, in turn, suffers few casualties.
11) To make this less of an argument, no troop transformations, such as those from Koopas to Goombas will be allowed. Transformations and character merges that appear within the Mario series are allowed, however.
12) Read posts that you haven't read yet before posting, so you know what is happening. Keep messages that go between allies between allies. You can't intercept messages easily.
13) Post in a logbook form. Say what you did that day or days. For battles, you may make several posts a day saying what you did in battle.
14) Having multiple armies under multiple accounts will result in an automatic ban. No exceptions. In other words, if you have multiple accounts, they must all be in charge of the same army and you must also inform us.
15) Respect the War Moderators. They possess arbitrary power, and may state exceptions to the rules if the situation is appropriate.
16) If a War Mod is found incompetent/unfair, a vote will be taken by users that meet these requirements:
-Have been a member for one month.
-Have not been banned or left the game.
The war mod will then be stripped of his powers, and a replacement will be found.
17) No War Mod may make any changes to the rules unless his changes are approved by an official vote or the general member group.
18) Random events are often given out by the War Moderators. These events are not to be too drastic (such as an entire base collapsing without a suitable reason, volcano rising underneath someone’s base, etc.), yet may be effective enough to create notable change. Every player will probably receive an equal amount, unless there is a reason that the creator of the random event does not believe a certain player should receive an event (such as questions over whether or not their most recent move actually happened, hence affecting many things about what could happen in an event to them).
19) You must post everything you're working on in your logs.
20) When you post in your log, it is not public knowledge. When you send a letter, it cannot be intercepted easily. Point is, just because someone has it in their logs for all to see, it doesn't mean that you can act as though your character knows it. For example, if someone is plotting to betray you behind your back, you can't act as though you know it.
21) No bickering. This wastes space on the board. If you want to debate something, on the other hand, the Argument Board is there for a reason. Particularly major cases will be taken to the “Mod Court”.
22) Each person is allowed a single out-of-Mario reference in their group. This should not be extremely major, such as having Dyna Blade as a hero, but can be noticeable, like having Bulborb Tanks for War Machines.
23) When posting projects in your logs, keep in mind that the top limit for active projects at any one time is five. This keeps it fair so that one person doesn't have 25 projects going at once to build up his army quickly. However, feel free to keep completed projects up, so we can see that you have them. Keep mini-descriptions of everything next to its place in your logs. For example, “(Insert number) Mini Mushrooms: Make the user tiny for five minutes.”
24) You may only have two allies, and they must also ally with each other in a triangle.
===
Bandit Group Rules
===
25) Bandit Groups are group of five characters. These can be unique and/or original characters, baring the Mario theme in mind. All may be Heroes, but do not start as such.
-25a) The characters’ hero status is not standard, one 80-day project per Hero or a week-long quest is acceptable to gain their Hero status.
26) Bandits may wield “Legendary Items,” one each, and these can grant unique yet fair powers. These are there to make up for smaller numbers in Bandit groups.
-26a) These items may not be stolen, and disappear upon the Bandit’s death.
27) Bandits can have 1,250 Uber Units along side them.
-27a) No additional troops can be gained in any way. However, Civilians will still come to inhabit the Bandits’ base.
28) Bandits can make no technology aside from armor upgrades or magic updates. Their Base Defenses must not be based on tech.
===
Mercenary Group Rules
===
29) Mercenaries travel alone, doing knock-off jobs for armies and Bandits for their survival. They will, of course, be paid for this.
30) Mercenaries are composed of one Hero and 2,500 uber units.
31) Mercenary Heroes can wield Legendary Items/Weapons as well.
32) Mercenaries, to make up for being alone, can obtain Super Hero status through a quest, which is the strength of three Heroes.
33) Mercenaries can also a have a personal single-seater Uber Transport, which they start with.
34) Civilians come to the Mercenary base as normal.
35) Mercenaries are unable to build Base Defenses or War Machines for themselves. However, they are able to expand upon already-made tech.
===
Mechanic Group Rules
===
35) The Mechanic is a lone force, and can be hired to perform jobs in the same manner as a Mercenary.
36) The only Officer in the Mechanic class is the Pilot, who has the strength of 5 units. He/She is the only one who can operate his/her Uber War Machine.
37) The Mechanic does not recruit any troops to aid in battle.
38) The Mechanic's primary means of attack is the Uber War Machine available from the start. The Machine starts with the strength of a 10 Day UWM. The War Machine can be anything from a compact jet to a massive tank.
38a) The Uber War Machine is initially immobile, and is unable to move without an Engine.
38b) The Uber War Machine holds no weaponry or means to defend itself at the beginning.
39) With a 200 Day Project or a 14 Real Day Quest, the Mechanic can obtain an Engine to make the War Machine operational.
40) Unlike other Uber War Machines, there is no limit on the upgrades that can be given to the Mechanic's Uber War Machine.
41) Damage done to the Mechanic's Uber War Machine is specific, referring to weapons destroyed or damaged, and the number of days required to repair the Machine.
===
42) Remember, be fair. Do not god-mod and try to keep Mario-orientated or related, besides your one out-of-Mario reference.
43) Have fun, and ask any questions you have by going to the Questions board. It knows all.
==========
And there you have it...
==========
1) Be realistic. If you have a powerful enough army and a firm enough strategy, you can destroy another army easily! Both strategy and strength should be employed for success.
===
Army Group Rules
===
2) You may start out with up to 1,250 troops, and further advance to, but not surpass an army limit of 50,000. Armies may be recruited through a realistic way (i.e. Taming Yoshis, paying Hammer Bros, planting Piranha Plants, etc). No Lumas in a Koopa army, in another words. Keep a general theme. I mean, you're allowed to do that, but...it's kinda discouraged, so to speak.
3) One day in-game is 6 hours out-of-game. So one external day is four internal days.
4) You are allowed to gain 125 troops every internal day (500 every real day). However, you do not have to post every game day. If you do not post, you may make up all the troops that would have arrived between your latest log and the current one. Therefore, if you do not make a log for 48 hours, you are allowed to gain 1,000 units in your next log. However, if you make a log but do not add troops to it, that’s just too bad.
-4a) Armies are entitled to “Uber units”. However, these are hard to come by and you may only have one “Type” of troop that can be uber at anyone time. Do not let the title of “Uber” mislead you, these are strength of only five ordinary troops. To obtain these, a 30 day project must be completed to obtain them. After that, you can gain them as normal, but not surpassing 2,500 of them. If some die, it takes another project to get more.
-4b) Armies have the ability to build War Machines. These machines are powerful weapons that can vary from tanks to submarines to airships. Power and number of troops that can occupy the War Machine is dependent on the number of days spent on it. Also, one “Uber War Machine” is allowed for every army, which is much more powerful and bigger than normal. This can range from a 50-day project to a 200-day project, but no longer. You can also divide those, but you only get 200 days worth of "Uber war machine projects," kind of like Champions (See rule 6). Lastly, War Machines can be made in factories (See 8a).
5) You may only control two "Main characters" at the start, known as your General (Main leader) and a Captain (Side-leader). These have a hefty bit of power compared to ordinary troops, but are not invincible. From the start onward, every 2,500 troops after the first 2,500 troop mark is passed will allow one extra captain, with up to fifteen captains maximum. However, that means fifteen total: If you have fifteen captains and one dies, (s)he’s gone and you can’t get another.
-5a) Generals can be defined as "Major or unique characters." Regardless of what rank you give to a major/unique character, said character must still be counted as a general.
-5b) If you have gained your captains in a legal fashion, then you need not get rid of them, even if losses in battle or some other situation reduce your troop amount to below the amount necessary to originally gain that captain.
-5c) Creative choices for officers (Generals/Captains) are encouraged. However, any sign of giving “godly” powers to a general–Or to use another term, god-modding–Will be seen as an invitation to the War Mods allowing them to take away the god-modding officer AND one other officer of the War Mods’ choice. If your idea of a new officer is questionable, please consult the War Mods before deciding. The exceptions to this rule are “Hero” characters, outlined in rule 6.
6) One “Hero” character is allowed per player. This unit may transcend normal limits, and is much more difficult to kill than normal. These characters can take down swaths of troops without much fear and is only easy to conquer by great strength or another Hero. They may also make use of technology that other troops cannot, such as Frog Suits or F.L.U.D.D., for some random examples. Heroes are not invincible, however, and should not be treated as such.
-6a) Alternatively, players may choose to create several “Champions”, lesser Heroes without power as great as them, but considerably higher than normal units. Their power decreases the more you have, with the limit being ten. All together, the Champions’ power is the same as a Hero, but each individual Champion is not at Hero strength.
-6b) Heroes and Champions do not count among officer and troop limits.
-6c) When a Hero dies, the player may not gain another for twenty external days. For Champions, the time is ten days.
-6d) In order to gain a Hero/some Champions, you must set out on an in-game quest. This quest can be anything you wish, from gathering certain materials to assassinating a certain character. However, the quest you wish to take up must be approved by the War-Mods before beginning. At the end of the quest, you may begin building your hero/champions. Alternatively, you may do a 100 day project to gain a Hero or some Champions.
-6e) Before you can go on a quest, you must have been here for at least a real-time week.
-6f) You can turn one of your officers into a Hero/Champion instead of getting a completely new one; however, if he/she dies, it still takes one off of your officer count.
7) Timing will be used for building structures, researching technologies, and other appropriate events such as rituals. When any of these are initiated, state what they do, and how they can be destroyed. That is out-of-game knowledge, until figured out in-game. That means that you can read all about it, but your army can’t magically know about it in the game.
-7a) Project lengths very. In general, extremely uber projects are frowned upon, but should you wish to complete one, then it will have to be described in full before beginning the project.
-7b) All other projects may go ahead, and it is up to the War Mods and/or other players to pick up on any god-modding material.
===
All
===
8) All forces gain 100 Coins every internal day. Coins can be used to hire Mercenaries and Mechanics, buy items in the market, or pay for services from other players.
9) Regardless of whether you are an army, mercenary, mech, or bandit group, your base can attract Civilians. You gain 25 Civilians every internal, so staying longer can encourage more profitable benefits. You also start with 1,000 Civilians.
-9a) For every 1,000 Civilians in your army, including those you start with, you may build a factory for a 40+ day project. A factory works automatically, and can create things without use of your project slots. They may only make one type of thing, however–For example, equipment for troops or Base Defenses. You may only have one factory of a certain type, unless it is a War Machine/Base Defense factory. Also, if a factory is one of those two types, you may add another workline to it for a 15-day project. No more than three worklines per WM/BD factory, and each added workline needs 500 Civilians to function.
-9b) Civilians can be changed into troops in emergencies, but it can’t work backwards.
-9c) Civilians can be killed or kidnapped.
-9d) If you reach 16,000 Civilians, you get a special bonus based on your group type!
Armies-
May gain 25 troops a day, once the troop cap has already been already reached.
Bandit Groups-
The option to have one Super Hero (Strength of three Heroes) and demote the other four Heroes to Champions becomes available, two Heroes can dual wield Legendary Weapons, OR a sixth Hero becomes available for use (though only five may be at Hero strength at any time).
Mercenaries-
Allows duel wielding of Legendary Items, and the option to add an extra-large Defense/Attack to the transport.
Mechanics-
A second 10 Day Uber War Machine (engine included) becomes available for use.
10) Battles are not timed, but turn based. You send in battle plans to a War Mod, and wait for a response. In an attack or defending situation, the War Moderator will determine casualties. Numbers will be realistic--i.e. 1,000 Hammer Bros could destroy a fort that has only 100 Goombas guarding it with few casualties.
-10a) All groups may construct Base Defenses. Simply enough, when you are attacked, these will provide assistance in fending off the assailants. Each Base Defense must be made individually, for at least a 10-day project, and has a specific location in your base. Because they must be made individually, they have a good bit of armor for their construction time. They can also be made in factories (See 8a).
-10b) In the event that someone who is attacked and knows about said attack does not respond within seventy-two hours, that person automatically loses the battle. The attacker, in turn, suffers few casualties.
11) To make this less of an argument, no troop transformations, such as those from Koopas to Goombas will be allowed. Transformations and character merges that appear within the Mario series are allowed, however.
12) Read posts that you haven't read yet before posting, so you know what is happening. Keep messages that go between allies between allies. You can't intercept messages easily.
13) Post in a logbook form. Say what you did that day or days. For battles, you may make several posts a day saying what you did in battle.
14) Having multiple armies under multiple accounts will result in an automatic ban. No exceptions. In other words, if you have multiple accounts, they must all be in charge of the same army and you must also inform us.
15) Respect the War Moderators. They possess arbitrary power, and may state exceptions to the rules if the situation is appropriate.
16) If a War Mod is found incompetent/unfair, a vote will be taken by users that meet these requirements:
-Have been a member for one month.
-Have not been banned or left the game.
The war mod will then be stripped of his powers, and a replacement will be found.
17) No War Mod may make any changes to the rules unless his changes are approved by an official vote or the general member group.
18) Random events are often given out by the War Moderators. These events are not to be too drastic (such as an entire base collapsing without a suitable reason, volcano rising underneath someone’s base, etc.), yet may be effective enough to create notable change. Every player will probably receive an equal amount, unless there is a reason that the creator of the random event does not believe a certain player should receive an event (such as questions over whether or not their most recent move actually happened, hence affecting many things about what could happen in an event to them).
19) You must post everything you're working on in your logs.
20) When you post in your log, it is not public knowledge. When you send a letter, it cannot be intercepted easily. Point is, just because someone has it in their logs for all to see, it doesn't mean that you can act as though your character knows it. For example, if someone is plotting to betray you behind your back, you can't act as though you know it.
21) No bickering. This wastes space on the board. If you want to debate something, on the other hand, the Argument Board is there for a reason. Particularly major cases will be taken to the “Mod Court”.
22) Each person is allowed a single out-of-Mario reference in their group. This should not be extremely major, such as having Dyna Blade as a hero, but can be noticeable, like having Bulborb Tanks for War Machines.
23) When posting projects in your logs, keep in mind that the top limit for active projects at any one time is five. This keeps it fair so that one person doesn't have 25 projects going at once to build up his army quickly. However, feel free to keep completed projects up, so we can see that you have them. Keep mini-descriptions of everything next to its place in your logs. For example, “(Insert number) Mini Mushrooms: Make the user tiny for five minutes.”
24) You may only have two allies, and they must also ally with each other in a triangle.
===
Bandit Group Rules
===
25) Bandit Groups are group of five characters. These can be unique and/or original characters, baring the Mario theme in mind. All may be Heroes, but do not start as such.
-25a) The characters’ hero status is not standard, one 80-day project per Hero or a week-long quest is acceptable to gain their Hero status.
26) Bandits may wield “Legendary Items,” one each, and these can grant unique yet fair powers. These are there to make up for smaller numbers in Bandit groups.
-26a) These items may not be stolen, and disappear upon the Bandit’s death.
27) Bandits can have 1,250 Uber Units along side them.
-27a) No additional troops can be gained in any way. However, Civilians will still come to inhabit the Bandits’ base.
28) Bandits can make no technology aside from armor upgrades or magic updates. Their Base Defenses must not be based on tech.
===
Mercenary Group Rules
===
29) Mercenaries travel alone, doing knock-off jobs for armies and Bandits for their survival. They will, of course, be paid for this.
30) Mercenaries are composed of one Hero and 2,500 uber units.
31) Mercenary Heroes can wield Legendary Items/Weapons as well.
32) Mercenaries, to make up for being alone, can obtain Super Hero status through a quest, which is the strength of three Heroes.
33) Mercenaries can also a have a personal single-seater Uber Transport, which they start with.
34) Civilians come to the Mercenary base as normal.
35) Mercenaries are unable to build Base Defenses or War Machines for themselves. However, they are able to expand upon already-made tech.
===
Mechanic Group Rules
===
35) The Mechanic is a lone force, and can be hired to perform jobs in the same manner as a Mercenary.
36) The only Officer in the Mechanic class is the Pilot, who has the strength of 5 units. He/She is the only one who can operate his/her Uber War Machine.
37) The Mechanic does not recruit any troops to aid in battle.
38) The Mechanic's primary means of attack is the Uber War Machine available from the start. The Machine starts with the strength of a 10 Day UWM. The War Machine can be anything from a compact jet to a massive tank.
38a) The Uber War Machine is initially immobile, and is unable to move without an Engine.
38b) The Uber War Machine holds no weaponry or means to defend itself at the beginning.
39) With a 200 Day Project or a 14 Real Day Quest, the Mechanic can obtain an Engine to make the War Machine operational.
40) Unlike other Uber War Machines, there is no limit on the upgrades that can be given to the Mechanic's Uber War Machine.
41) Damage done to the Mechanic's Uber War Machine is specific, referring to weapons destroyed or damaged, and the number of days required to repair the Machine.
===
42) Remember, be fair. Do not god-mod and try to keep Mario-orientated or related, besides your one out-of-Mario reference.
43) Have fun, and ask any questions you have by going to the Questions board. It knows all.
==========
And there you have it...