Conquest 4.0: world domination: WWII
Ok, here's what I have so far, I'm working on more like castles and stuff. I'm looking for feed back and if you guys want to start playing and edit later go ahead!
Nations: Soviet Union, France, America, England, China, Japan, Germany, Italy, Poland, Africa, and Neutral.
All countries have x2 the pop. that they do the army.
Soviet union- auto allied with Japan, Italy, and Germany until 500th post. When one plays completes research it takes the other half that time to develop the same thing. Gains space exploration in 50 turns. Starts with Stoland. Starts with army of 100 pop. of 200
France- if attacked enemy gains no population but gains all research and 50 soldiers. Gains space in 120 turns. army of 50 pop. of 100
America- if France is defeated America gets its population unless America is the one to defeat it. auto ally with England. Gains space in 60 turns. pop- 300
England- cannot be attacked by France whatsoever. Auto ally with America. Gains space in 75 turns. Starts with Churchill. pop-250
China- population grows at rate of 40 per turn, no matter what. All research done by china takes ¼ the time it would by Japan. If japs got a 12-turn research china gets it in 3. Gains space in 90 turns. pop- 125 (when rounding, round up for everything)
Japan- when defeated gains enemy gains NOTHING. Gains space in 120 turns. Starts with an emperor. Auto-allied with Germany, Italy, and the Soviets until 500th post. pop- 100
Germany- auto ally with Japan, Italy and Soviets until 500th post. Gains space in 150 turns. Starts with Hitler. pop-100
Italy- auto ally with Germany, Japan and Soviets until 500th post. Gains space in 130 turns. Starts with Mussolini, pop- 100
Poland- lives for 250 posts, after that dies and all pop. Goes to Germany, research to America, and army to weakest nation (if multiple they split) gains space in 150 turns, pop- 50
Africa- cannot gain nukes, army grows at x2 of everyone else. Gains space in 120 turns pop- 50
Neutral- cannot attack anyone, only build research and pop. Gains space in 100 turns pop-500
THE UP-GRADES
Upgrades
Hydrogen bomb- kills enemy over 2 turns-50
Atomic bomb- kills enemy over 5 turns-45
Illiteracy- unable to make treaties-25
Air contamination- destroys ½ enemy pop.-75
Water contamination- destroys enemy pop fully-90
Economic failure- unable to research for 25 turns (for enemy), must have inflation to begin research-50
Pop enhancement- all countries gain 30 extra pop. For the next 20 turns regardless of turns, china=50-10
Information- forces enemies to state their TRUE motives and forfeit 2/10 pop or army, u pick. Does to 3 people at once, u pick which ones-15
R.A.D.A.R- can see an atomic bomb coming and defend by using all technology (all of it literally, nothing left)-50
Stealth- doesn’t post what you do for 40 turns. Posts the same as previous one then at 41st post say what you did and is dong-30
Tanks- guard fortress/castle fully and when attacked enemy receives that damage-20
Napalm- kills ¼ enemy in 1 shot-20
Leader****:weak- causes enemy to not convert pop. To soldiers for 20 turns-20
Leadership: strong- gains you 20 extra soldiers (unconverted) for 20 turns-30
Hitler- destroys France auto-100
Mussolini- needs Hitler, emperor, and Stolan to destroy all other nations before 500th post-100
Japanese emperor- needs Hitler, Stolan, and Mussolini to defeat ALL other nations.-100
Stolan- needs Roosevelt and Churchill to destroy ALL other nations after 500th post. Need Hitler, emperor, and Mussolini before 500 posts. -100
Churchill-need Roosevelt and Stolan to destroy ALL other nations before 500th post-100
Roosevelt- needs Stoland and Churchill to destroy ALL other nations before 500th post.-100
Zyklon b- destroys enemy pop, not soldiers. Must have air contamination to use-100
Indian rubber- dwindles pop. Must have economic failure to use-25
Territorial goods- once you defeat an enemy you gain all that enemies research, soldiers (dead and alive) and pop-30
Inflation- destroys enemy pop. By 1/8th and cannot research for 10 turns-10
Hostages- forces enemy (whose hostages you have) to give 1/4th of research to you)your pick)15
Suicide bombers- you lose 10 soldiers for every 50 your enemy does-20
Plagues- must have 2 contamination’s to research, kills enemy pop. And army in 2 turns-30
m-16- destroys enemy army 10 soldiers at a time (use 5 times)-5
m-70- destroys enemy army 30 soldiers at a time (use 3 times)-10
grenade launchers- destroys enemy army 50 soldiers at a time-15(use twice per researching)
armor- unaffected by all infantry attacks-10
armored vehicles- upgrade of armor, gain 10 soldiers each time used-10
food contamination- destroys all enemy over 10 times-100
spite- enemy gains nothing when you’re defeated, no matter what nation you are-20
radioactivity- disrupts- enemy use of tanks, armor, and armored vehicles-20
Arm twisting- forces 1 enemy to give 3/4ths of army or pop. Your pick-30
space exploration 1- gain technology to go in space-15
space 2- gain ability to attack from sky with weapons-20
space 3 – gain ability to attack from sky with weapons, atomic bombs-25
space 4- gains ability to attack from space with weapons, nuclear bombs, and contamination-30
space 5- x2 of any either weapons, nukes, or contamination. NOT ALL 3-40
space 6- x3-50
space 7- x4-60
space 8- x5-70
space 9- x6-80
space 10- x7-90
CIA- allies with 3 nations gaining half their research, pop., or army-50
Forcible treaties- gains forced alliance with any weaker nation, they CANNOT attack you-20
Space armies- x2 of a combined attack of contamination, -75weapons, and nukes from space
Space explorations, pop.- gains ability to increase pop. From space-10
Air force- x 1.3 on all attacks-10
Navy- x 1.5 on all attacks-15
Army- x 2 on all attacks-20
Marines- x 3 on all attacks-30
Fall out shelters- safe from any attack, cannot build pop. Just convert soldiers-20
Storing- store turns for a later turn-45
PHASES
250 posts- after this mark is reached Poland automatically dies
300 posts- We reach a period of mass confusion where all players gain the ability to have 2 turns per post
500 posts- after this mark is reached Italy, Soviets, Germany, and Japan’s alliances die. The alliances are changed over to U.S. and England for all but Germany and Japan.
600posts- gain ability to have 2 turns and 1 conversion of army per post.
900 posts- gain ability to have 2 turns and 2 conversions of army per post.
1200 posts- gains ability to have 3 turns per post.
1500+ posts-gains ability to have 3 turns and 2 conversions per post.
Terms & rules
TERMS:
Auto ally: an alliance set forth by me that cannot be broken. Auto-allied teams are not allowed to attack each other at all!
RULES:
2 ways to gain leaders- you may defeat a nation and gain their leader(s) or work on building them yourself. Leaders may be gained by multiple nations.
You may not post twice in a row for taking a turn. Editing a post is encouraged however, asking a question in a double post is not against the rules.
Direct defiance of an auto-alliance will result in your replacement or disqualification. If you are disqualified all research will be discarded and all population and army will be evenly distributed among remaining players. If it comes to where the distribution is unfair or uneven and extras will be discarded.
Each turn you may convert 10 pop. to army. And (does not count as turn) pop. raises by 20
Castles!!
unless we have a demand where I need to add more players THIS GAME YOU MUST PICK A NATION TO START WITH!!!
The castles, let me know ANYTHING else I need!!!!!!!
The castles:
Wooden blockade-holds 30 trrops- start with one
Stone blockade- holds 50 troops- 15 turns
Solid metal blockade- holds 100 troops- 25 turns
Wooden castle- holds 150 troops- 35 turns
Stone castle- 200 troops- 45 turns
Solid Metal Castle- holds 250 troops- 55 turns
Wooden fortress- 300 troops- 65 turns
Stone Fortress- 350 troops- 75 turns
Solid Metal Fortress- Infinite troops- 100 turns
Nuclear protection facility- Infinite troops, cannot be affected by any bomings or contamination- 150 turns to build
I will add more upgrades as the phases progress
Ok, here's what I have so far, I'm working on more like castles and stuff. I'm looking for feed back and if you guys want to start playing and edit later go ahead!
Nations: Soviet Union, France, America, England, China, Japan, Germany, Italy, Poland, Africa, and Neutral.
All countries have x2 the pop. that they do the army.
Soviet union- auto allied with Japan, Italy, and Germany until 500th post. When one plays completes research it takes the other half that time to develop the same thing. Gains space exploration in 50 turns. Starts with Stoland. Starts with army of 100 pop. of 200
France- if attacked enemy gains no population but gains all research and 50 soldiers. Gains space in 120 turns. army of 50 pop. of 100
America- if France is defeated America gets its population unless America is the one to defeat it. auto ally with England. Gains space in 60 turns. pop- 300
England- cannot be attacked by France whatsoever. Auto ally with America. Gains space in 75 turns. Starts with Churchill. pop-250
China- population grows at rate of 40 per turn, no matter what. All research done by china takes ¼ the time it would by Japan. If japs got a 12-turn research china gets it in 3. Gains space in 90 turns. pop- 125 (when rounding, round up for everything)
Japan- when defeated gains enemy gains NOTHING. Gains space in 120 turns. Starts with an emperor. Auto-allied with Germany, Italy, and the Soviets until 500th post. pop- 100
Germany- auto ally with Japan, Italy and Soviets until 500th post. Gains space in 150 turns. Starts with Hitler. pop-100
Italy- auto ally with Germany, Japan and Soviets until 500th post. Gains space in 130 turns. Starts with Mussolini, pop- 100
Poland- lives for 250 posts, after that dies and all pop. Goes to Germany, research to America, and army to weakest nation (if multiple they split) gains space in 150 turns, pop- 50
Africa- cannot gain nukes, army grows at x2 of everyone else. Gains space in 120 turns pop- 50
Neutral- cannot attack anyone, only build research and pop. Gains space in 100 turns pop-500
THE UP-GRADES
Upgrades
Hydrogen bomb- kills enemy over 2 turns-50
Atomic bomb- kills enemy over 5 turns-45
Illiteracy- unable to make treaties-25
Air contamination- destroys ½ enemy pop.-75
Water contamination- destroys enemy pop fully-90
Economic failure- unable to research for 25 turns (for enemy), must have inflation to begin research-50
Pop enhancement- all countries gain 30 extra pop. For the next 20 turns regardless of turns, china=50-10
Information- forces enemies to state their TRUE motives and forfeit 2/10 pop or army, u pick. Does to 3 people at once, u pick which ones-15
R.A.D.A.R- can see an atomic bomb coming and defend by using all technology (all of it literally, nothing left)-50
Stealth- doesn’t post what you do for 40 turns. Posts the same as previous one then at 41st post say what you did and is dong-30
Tanks- guard fortress/castle fully and when attacked enemy receives that damage-20
Napalm- kills ¼ enemy in 1 shot-20
Leader****:weak- causes enemy to not convert pop. To soldiers for 20 turns-20
Leadership: strong- gains you 20 extra soldiers (unconverted) for 20 turns-30
Hitler- destroys France auto-100
Mussolini- needs Hitler, emperor, and Stolan to destroy all other nations before 500th post-100
Japanese emperor- needs Hitler, Stolan, and Mussolini to defeat ALL other nations.-100
Stolan- needs Roosevelt and Churchill to destroy ALL other nations after 500th post. Need Hitler, emperor, and Mussolini before 500 posts. -100
Churchill-need Roosevelt and Stolan to destroy ALL other nations before 500th post-100
Roosevelt- needs Stoland and Churchill to destroy ALL other nations before 500th post.-100
Zyklon b- destroys enemy pop, not soldiers. Must have air contamination to use-100
Indian rubber- dwindles pop. Must have economic failure to use-25
Territorial goods- once you defeat an enemy you gain all that enemies research, soldiers (dead and alive) and pop-30
Inflation- destroys enemy pop. By 1/8th and cannot research for 10 turns-10
Hostages- forces enemy (whose hostages you have) to give 1/4th of research to you)your pick)15
Suicide bombers- you lose 10 soldiers for every 50 your enemy does-20
Plagues- must have 2 contamination’s to research, kills enemy pop. And army in 2 turns-30
m-16- destroys enemy army 10 soldiers at a time (use 5 times)-5
m-70- destroys enemy army 30 soldiers at a time (use 3 times)-10
grenade launchers- destroys enemy army 50 soldiers at a time-15(use twice per researching)
armor- unaffected by all infantry attacks-10
armored vehicles- upgrade of armor, gain 10 soldiers each time used-10
food contamination- destroys all enemy over 10 times-100
spite- enemy gains nothing when you’re defeated, no matter what nation you are-20
radioactivity- disrupts- enemy use of tanks, armor, and armored vehicles-20
Arm twisting- forces 1 enemy to give 3/4ths of army or pop. Your pick-30
space exploration 1- gain technology to go in space-15
space 2- gain ability to attack from sky with weapons-20
space 3 – gain ability to attack from sky with weapons, atomic bombs-25
space 4- gains ability to attack from space with weapons, nuclear bombs, and contamination-30
space 5- x2 of any either weapons, nukes, or contamination. NOT ALL 3-40
space 6- x3-50
space 7- x4-60
space 8- x5-70
space 9- x6-80
space 10- x7-90
CIA- allies with 3 nations gaining half their research, pop., or army-50
Forcible treaties- gains forced alliance with any weaker nation, they CANNOT attack you-20
Space armies- x2 of a combined attack of contamination, -75weapons, and nukes from space
Space explorations, pop.- gains ability to increase pop. From space-10
Air force- x 1.3 on all attacks-10
Navy- x 1.5 on all attacks-15
Army- x 2 on all attacks-20
Marines- x 3 on all attacks-30
Fall out shelters- safe from any attack, cannot build pop. Just convert soldiers-20
Storing- store turns for a later turn-45
PHASES
250 posts- after this mark is reached Poland automatically dies
300 posts- We reach a period of mass confusion where all players gain the ability to have 2 turns per post
500 posts- after this mark is reached Italy, Soviets, Germany, and Japan’s alliances die. The alliances are changed over to U.S. and England for all but Germany and Japan.
600posts- gain ability to have 2 turns and 1 conversion of army per post.
900 posts- gain ability to have 2 turns and 2 conversions of army per post.
1200 posts- gains ability to have 3 turns per post.
1500+ posts-gains ability to have 3 turns and 2 conversions per post.
Terms & rules
TERMS:
Auto ally: an alliance set forth by me that cannot be broken. Auto-allied teams are not allowed to attack each other at all!
RULES:
2 ways to gain leaders- you may defeat a nation and gain their leader(s) or work on building them yourself. Leaders may be gained by multiple nations.
You may not post twice in a row for taking a turn. Editing a post is encouraged however, asking a question in a double post is not against the rules.
Direct defiance of an auto-alliance will result in your replacement or disqualification. If you are disqualified all research will be discarded and all population and army will be evenly distributed among remaining players. If it comes to where the distribution is unfair or uneven and extras will be discarded.
Each turn you may convert 10 pop. to army. And (does not count as turn) pop. raises by 20
Castles!!
unless we have a demand where I need to add more players THIS GAME YOU MUST PICK A NATION TO START WITH!!!
The castles, let me know ANYTHING else I need!!!!!!!
The castles:
Wooden blockade-holds 30 trrops- start with one
Stone blockade- holds 50 troops- 15 turns
Solid metal blockade- holds 100 troops- 25 turns
Wooden castle- holds 150 troops- 35 turns
Stone castle- 200 troops- 45 turns
Solid Metal Castle- holds 250 troops- 55 turns
Wooden fortress- 300 troops- 65 turns
Stone Fortress- 350 troops- 75 turns
Solid Metal Fortress- Infinite troops- 100 turns
Nuclear protection facility- Infinite troops, cannot be affected by any bomings or contamination- 150 turns to build
I will add more upgrades as the phases progress



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