Post by goldeneye on Sept 15, 2008 3:03:23 GMT -5
Rules for the game:
1: Starting your army:
1a: You can be any franchise, unless someone else has taken it. See list of used franchises before selecting. Before you start, create a new thread explaining your army in The Franchises section. When it has been accepted, you may make your first post.
1b: When you begin, you start off with 1 General (who you will be throughout the game), a messenger, the main HQ and 5,000 infantry type troops. You must wait 5 days before you begin to research any vehicles. Any starting units or unit types are considered as 5 days research strength until updated. You start with three research slots, though more can be obtained in the shop or trade station (see below). Your HQ building is automatically assigned a 20 day strength (due to the walls protecting it).
1c: You start off on your own, you do not know the existence of any other army until you come across them. This can be done by visiting their territory. In this way, you cannot attack an army you do not know about, and alliances and wars cannot be declared at the beginning of the game. Your starting location will be assigned to you when you join. You may move your base to anywhere, given the capacity, but no matter where you go, you can always be reached. To move your base, you must first build it, then spend a 20 day transfer period to have the base operational. Secondary bases can be used when they are built.
Special Rule: Base defences.
Any defensive weaponry you research and build on your former base must be re-built on your new base if you move it. This takes the amount of time you researched them for.
1d: You start with the capacity to obtain your first step resource from your resource tech tree. You produce enough to produce 500 unit points per day. As you move on through your resource tech tree, this number will increase, but cannot be exceeded by any research/building/unit ability. If you do not spend all your research points, you can put them in a points bank, and must be shown on your log.
1e: If your franchise has limits in certain areas (say, no naval capabilities) and your allies don't have any of these capabilities, you are allowed to make it up if you want.
2: Your logs
2a: All research, troop numbers and logs will be posted on the thread. Any of the other players are not allowed to take this information and counter it. For example, you cannot just say "We know that X is building a Y, so we're gonna go murder them all", cause that is unfair and not realistic. Any messages between armies cannot be intercepted by any other army, and no research can change this. You can send messages to anyone you know. Read everything that came after your last post, so that you're up to speed.
2b: Time flows faster in the game world than the real world, at a ratio of 2:1. This means that with every real day that passes, 2 game days have passed. The timetable is therefore:
Real Day:
Game Day 1: 00:00-11:59
Game Day 2: 12:00-23:59
At the top of your log, show the day number you are on (this counts the number of days you participate rather than the number of days the game has been going).
2c: You are allocated 500 unit points per day, and the following table represents each classes unit value, and how many unit points you use up by building one.
Infantry (1-10 days of research): 1 unit point each
Vehicles (10-19 days of research): 2 unit points each
Vehicles (20-29 days of reserch): 4 unit points each
Vehicles (30-35 days): 5 unit points each
Heroes: you can only have one of each of your heroes at any time. E.g. you can have two heroes, and you can have them both as units at the same time, but there can only be one of each. They do not count towards your total units. Anything that is between these classes (such as cyborgs) will follow this chart. e.g. if a cyborg takes 15 days of research, then each one costs 2 unit points a day.
Post the remaining unit points somewhere in your log. This is a tally to show how much you have that you can spend on new units or trading/shopping.
2d: The maximum number of units in your army is 200,000.
3: Research, Projects and Conversion
3a: You must declare all projects in the logs you make. Projects take a number of days to research, and the strength of a unit is taken by the number of days it takes to research. Use the following guidelines to decide how long you should research your projects for:
1-10 days: Light class. This is your starting off tech.
15-25 days: Heavy Class. This is achieved after moving up a tech tree level.
30-35 days: Mega class. This is achieved after achieving your highest tech tree level
50-65 days: Special Class. These are for hero and one-off units. You need to have tech tree level 2 before you can research heroes, such as generals and sub-commanders. Tech tree level 3 must be reached before special vehicles can be researched.
3b: You research an entire unit in parts (for example, a tank, you can research the tracks, the chassis and the cannon separately). The separate parts that are researched are considered as being only as powerful as the number of days researched. E.g. if a tank barrel took 15 days to research and it is fitted to a tank taking another 15 days to research, then the tank will be treated as having an attack power of 15 days, a defence of 15 days and a speed of 15 days.
Special Rule: Vehicles.
The chassis of a vehicle will define the vehicle name, and a new chassis has to be researched for each different vehicle. If you fit a lower level propulsion method to a higher level chassis (e.g. light tracks on a heavy chassis), then the weight will result in reduced speed for the vehicle. Adding a lower tech weapon to a higher tech chassis reduces its firepower. Attaching a higher tech weapon to a lower tech chassis is not possible. You must also research fuel, which is refined from the resource you gain. The fuel does not affect your daily unit point allowance, and the effect differs depending on the fuel and vehicle tech. Weapons, propulsion methods and fuel are interchangeable throughout vehicles and do not have to be researched multiple times (e.g. if you research Tracks and fuel, and you have two vehicles that use the same propulsion and fuel, then they don’t have to be researched again.
Special Rule: Infantry:
For infantry, you need to research the training to create a new infantry class (this will be shown as the unit name, and provides the baseline strength of the unit without armour and weapons). Weapons and armour can be used for multiple infantry unit types when researched.
Special Rule: Base defences
When you research a base defending weapon, such as gun emplacements, the number needed are automatically built. This does not affect your troop numbers or your unit points.
3c: Give details of your units when you research them. For example, what do they do, are they long or short range, can they fly, etc. This can be written in the end of day report (written by the commander). If a war mod feels that a unit is far too strong for it's class, then a war mod has the right to request that the unit’s power is reduced to comply. A more detailed description of each unit should be displayed in your army thread, created by you.
3d: Your generals and sub-commaders can be come heroes, giving bonuses to your troops. This takes 65 days for generals, and 50 days for sub-commanders.
3e: If a new weapon is researched for an existing unit, then you have to upgrade where you can, using the following system. In the case of infantry, if the current and new weapons are both one handed, then the unit can wield both, one in each hand, during the battle, unless you wish to replace the current weapon. If it is feasible for the unit to be able to carry both weapons, but only wield one at a time, then the unit may switch during battle, but you have to highlight this in your tactics. When the new weapon is researched, it is considered as being given to the unit immediately, but you can still increase your ranks. If it is unfeasible for the unit to carry both the current and new weapons at the same time, then the units you want to have the weapons must be either built or converted from existing units. See 3f for details. New weapons for vehicles must replace the current weapons, and therefore the vehicle must be converted (see 3f)
3f: If a group of units must be converted, then you expend unit points equal to the points expending to build one unit per unit converted doing this. This does not take up a project slot.
3g: Your first step resource will provide you with 500 unit points a day. Your second step resource provides you with 1000 unit points a day and your final step resource provides 2000 unit points per day. No amount of research can change this, and I’d like to make it very clear to everyone that Pming a war mod will not change this.
3h: To upgrade to the Lv1 tech tree level, you must have performed the following tasks (in no order):
You must build 20,000 units;
You must visit another territory and make an alliance/become enemies with the inhabitants.
You must buy the Lv2 Tech Upgrade from The Shop.
To upgrade to the Lv3 tech tree level, you must perform the following tasks;
You must be at tech level 2
You must build 100,000 units;
You must have an ally, an enemy, and you must have participated in a battle.
You must participate in at least one trade at the Trade Station.
You must buy the Lv3 Tech Upgrade from The Shop.
4: Movement
4: Movement:
To save confusion (for now), make it up yourself, but be realistic about it. Light class engines move slowest, heavy class move faster and Mega class move faster still. The engines are interchangeable, but this will affect your speed. Light engine in anything other than light chassis reduces speed. Heavy engine in light chassis increases speed, but is decreased in mega chassis, and mega engines increase speed in heavy chassis, but decrease in light, due to lowered strength.
Additional: Space corridors: You can only travel through space through space corridors, as shown on the map. You can travel both ways through these, and each takes a certain number of days to travel through, depending on engine.
Light engines cannot be used in spacecraft
Hevy engine: 5 days per corridor
Mega engine: 3 days per corridor
Additional: Wormholes:
When the capacity to generate wormholes is made available to you, you are able to travel through these and reduce the overall time to 1 day. However you may not open a wormhole to an area you do not know about. After using a wormhole, you may not use it again to go back, no one may use the same wormhole as someone else (you can't just find it and follow them through for example), and you must spend a 10 day recharge period to create a new wormhole. Artificial Wormholes can exist, and a war mod will declare where they are and how long for. They won't however, tell you where they lead.
Additional: Teleportation:
For some armies it may be more feasable to move around using teleportation rather than vehicles or walking. However again you have to be realistica bout this and you can only move short distances which increae by research. Teleportation to other systems takes the same amount of time as a ship of equal level.
5: Battles
5a: When a battle is started, those involved must PM a war mod with their tactics. The battle outcomes are decided by the mod who is PMed. They decide the casualties of the battle, and will post a report after each decision.
5b: No troop transformations in-battle. Any objects that cause a transformation have to be used out of battle (e.g. the legend of zelda masks can only be used when creating new units).
Note: Pokemon Evolution:
Pokemon cannot evolve during battle, but they can be evolved back at base, after spending an amount of time in an evolution cycle. This should be different for each pokemon (depending on size, weight, rarity, method of evolution) and should increase for each level of evolution. Evolution stages must be researched first and you cannot obtain research for the next evolution step unless you obtain a new step in your resource tech tree. Once evolved, devolution cannot be achieved.
5c: It is highly recommended that you PM either Name or Goldeneye first with tactics for a battle. If neither of these mods are available, then the task can be passed to any mod which complies with rule 5a
5d: If an alliance occurs and is used in battle, then both parties must agree on tactics before they are sent to the war mod. The war mod then Pms the other player who is supporting the player who sent in the tactics to verify them. Once tactics have been verified, the other team then has two weeks to submit their tactics. Time halts when tactics have been sent in, and if the tactics haven’t been agreed on, resumes until a tactic set is sent in and verified by the other player. If the two weeks are expended, then the attack is a surprise attack and the team who did not submit tactics cannot defend outside their base.
5e: Battles take place on a battlefield unless one of the parties has less than 50,000 units available. If this is the case, the battle takes place within the base of the person with fewer units than this number.
5f: Each player is entitled to 5 surprise attacks. They must show this in their tactics, and they are not allowed to use alliances or more than 10,000 units. The attack can only take place at a base or building that has fewer than 10,000 units currently occupying it. To start a sneak attack, you PM one of the war mods, saying you will go for a sneak attack and include where the sneak attack will take place, and tactics of the attack. Once this PM is recieved, the final logs before the Pm was recieved (by time, not when read) will be the accepted ones, not more recent ones when the following procedure takes place. The mods that are around will then inform each other that an attack will take place, and they must all agree on a number between 1 and 50. When the number is agreed on, the original mod PMs the player asking them to guess a number between the same values. If they get it right, the sneak attack goes off without a hitch. If they get it between 1-10 out, then the casualties for the attacker will be this number out multiplied by 1,000. More than 10 out and the defender is notified, and they get to submit tactics. More than 20 out and the attack fails completely, half casualties will be taken by the attacker, and the defender remains untouched.
6: War mods.
6a: War mods may not calculate battle tactics or give out random events to their allies or enemies, or (if it is possible to avoid) the allies and enemies of their allies and enemies. The only mods exempt from this are Name and Goldeneye.
6b: If a war mod is considered to be biased, a vote will be cast by the competing players, the other war mods, and me. This will exclude any player who has been defeated or kicked out or who has not been competing for 15 game days. If the players vote that the war mod is bias, then their powers will be removed, and a second punishment may be given out. If the bias is blatant, then I can skip the vote and immediately remove the war mods powers, and a second punishment may be given out. In the event that a war-mod cannot be replaced and it is necessary to have one, then the position will be filled by the mod who was voted as being unfair until such time as a replacement can be found. This may change depending on the seriousness of the unfairness.
6c: If a decision is in dispute (e.g. casualties), then the war mods may confer on the allocated thread as to the final result. To dispute a decision, you must post your reason on the board, but make sure the argument is a good one, otherwise it will be ignored. “Because he beat me” is not a good reason to dispute.
6d: Anything said by the war mods about rules and situations should be made within the thread. this way everyone knows what's going on.
6e: Anyone can become a war mod, if they wish to and the situation calls for it. PM either Name or Goldeneye to request permission to become a war mod.
7: Events
7a: War mods can give out random events. These events can be given out to any player and can involve a random event happening on the planet or if a player explores a new island.
7b: You may "find" and add mercenaries to your units, but only if a war mod agrees (one which is allowed by rule 7b). The maximum number of these is 1,000 every time. For example, you can say "today we found a small group of tyranids willing to fight for the cause". The war mod specifies the number that join you. Events like this can only be given out once to any person.
8: Trade and Commerce:
8a: You may buy army add-ons from the Shop thread (run by Goldeneye) for whatever resource you have left over. Some items have a limit of one per player, so certain stuff you can’t buy multiple times. When you purchase an item you will be sent an item code by PM. Quote it on the game thread, and you will be given acceptance to start using your new purchase.
8b: You may share technology with allies, and they don't have to research it to use it. They may upgrade it if they research an upgrade for it. Trade of research occurs in the Trade Station (run by Name), and will only take place if both parties agree. No trade must occur outside of the trade station.
Special RUle: Higher tech trade:
You may not trade higher level tech to a lower level tech person in the trade centre. In other words, if you are level 2 tech and your ally is level 1, you cannot trade anything level 2 with them.
Special Rule: Trading resources:
Resources you achieve by trade do not have any other affect on your unit points than your normal resource for that level.
9: Additional:
9a: If you are caught cheating, and it is obvious you intended to, or it is a repeat offence, then a punishment will be given out. This can range from a reduction of troops to being booted from the game. Once you have left the game, you cannot have any part of the rest of it.
9b: No superweapons. Anything that can be considered to destroy an entire army, cause significant damage to a HQ or inhibit an army from being able to defend themselves is considered to be a superweapon, and must either be reduced or removed. This goes for nukes too.
9c: This is only a game, so there's really no need to argue with each other or fall out. The other version of this was ruined by people arguing and insulting each other, and I'd rather not have the same thing happen here. You will get two warnings, your third will result in being booted. continued abuse to other players will result in being booted from the game. If someone says something that is offensive (e.g. racial, sexist or threatening comments), they will be booted immediately. Breaking a rule won't result in getting a warning unless you fail to rectify the mistake after being informed or argue about it.
9d: No unit can be unbeatable, everything can be taken down given enough firepower. Heroes are basically infantry but take a lot more to take down.
9e: If your franchise is taken from a game or a film which is considered to be popular and you think that certain characters that you can use will be spoilers (such as unlockables for Super Smash Bros Brawl), you must refrain from using them until such time as everyone who's interested will have found out themselves (I’d give it a year, but its really up to you)
9f: If any player detects unfair play, or believes that someone has perhaps unknowingly done something against the rules they can "nudge" the person believed to be breaking the rules by PM (usually it‘s just a misunderstanding, there’s no need to fight over it), but if they are still unsure, PM a war mod (preferably one not involved with either party) the a decision can then be made.
9g: These rules cannot be changed for the benefit of one person. No war mod has the right to make allowances or exceptions for one person. If a rule is in dispute or an additional rule is required, inform either Name or Goldeneye, or put it forward on the game, and the mods will discuss it in the relevant area. Rules that are being considered will be posted on the announcements board so that players can provide their feelings.
9h: If you end up deviating from your original army information, then you can simply post the unit information in your army thread.
10: Site Rules
10a: Spam, Flamming, cussing: If any member sees any amount of spam or flamming, please tell a mod and we will take care of it. If you happen to start caps locking and flamming, it doesn't matter if you started the argument or not. you will be punished.
Also, cussing is a a minimum for we understand if you get angry or if thats how your Leader acts to a situation, but any towards members or the likes will be deleted and be punished in some shape or form.
10b: Respect: Even though were on a computer and this is mostly people you do not know, it is asked you treat every person with resect. this includes racist, agest, or any insult to a persons status or background.
10c: The Admins and mods are not on 24-7. really, were on around 1 maybe two hours a day, ranging from person to person. If you tick off any mod and it is reasonable to be punishable, the first offence is being kicked off the site for a while and if it happens again you shall not be on this site what-so-ever. We are not here as a job but just as something fun to do for fun in our free time.
10d: Unless your comments are constructive and bring something to a argument or comment, do not post anything.
1: Starting your army:
1a: You can be any franchise, unless someone else has taken it. See list of used franchises before selecting. Before you start, create a new thread explaining your army in The Franchises section. When it has been accepted, you may make your first post.
1b: When you begin, you start off with 1 General (who you will be throughout the game), a messenger, the main HQ and 5,000 infantry type troops. You must wait 5 days before you begin to research any vehicles. Any starting units or unit types are considered as 5 days research strength until updated. You start with three research slots, though more can be obtained in the shop or trade station (see below). Your HQ building is automatically assigned a 20 day strength (due to the walls protecting it).
1c: You start off on your own, you do not know the existence of any other army until you come across them. This can be done by visiting their territory. In this way, you cannot attack an army you do not know about, and alliances and wars cannot be declared at the beginning of the game. Your starting location will be assigned to you when you join. You may move your base to anywhere, given the capacity, but no matter where you go, you can always be reached. To move your base, you must first build it, then spend a 20 day transfer period to have the base operational. Secondary bases can be used when they are built.
Special Rule: Base defences.
Any defensive weaponry you research and build on your former base must be re-built on your new base if you move it. This takes the amount of time you researched them for.
1d: You start with the capacity to obtain your first step resource from your resource tech tree. You produce enough to produce 500 unit points per day. As you move on through your resource tech tree, this number will increase, but cannot be exceeded by any research/building/unit ability. If you do not spend all your research points, you can put them in a points bank, and must be shown on your log.
1e: If your franchise has limits in certain areas (say, no naval capabilities) and your allies don't have any of these capabilities, you are allowed to make it up if you want.
2: Your logs
2a: All research, troop numbers and logs will be posted on the thread. Any of the other players are not allowed to take this information and counter it. For example, you cannot just say "We know that X is building a Y, so we're gonna go murder them all", cause that is unfair and not realistic. Any messages between armies cannot be intercepted by any other army, and no research can change this. You can send messages to anyone you know. Read everything that came after your last post, so that you're up to speed.
2b: Time flows faster in the game world than the real world, at a ratio of 2:1. This means that with every real day that passes, 2 game days have passed. The timetable is therefore:
Real Day:
Game Day 1: 00:00-11:59
Game Day 2: 12:00-23:59
At the top of your log, show the day number you are on (this counts the number of days you participate rather than the number of days the game has been going).
2c: You are allocated 500 unit points per day, and the following table represents each classes unit value, and how many unit points you use up by building one.
Infantry (1-10 days of research): 1 unit point each
Vehicles (10-19 days of research): 2 unit points each
Vehicles (20-29 days of reserch): 4 unit points each
Vehicles (30-35 days): 5 unit points each
Heroes: you can only have one of each of your heroes at any time. E.g. you can have two heroes, and you can have them both as units at the same time, but there can only be one of each. They do not count towards your total units. Anything that is between these classes (such as cyborgs) will follow this chart. e.g. if a cyborg takes 15 days of research, then each one costs 2 unit points a day.
Post the remaining unit points somewhere in your log. This is a tally to show how much you have that you can spend on new units or trading/shopping.
2d: The maximum number of units in your army is 200,000.
3: Research, Projects and Conversion
3a: You must declare all projects in the logs you make. Projects take a number of days to research, and the strength of a unit is taken by the number of days it takes to research. Use the following guidelines to decide how long you should research your projects for:
1-10 days: Light class. This is your starting off tech.
15-25 days: Heavy Class. This is achieved after moving up a tech tree level.
30-35 days: Mega class. This is achieved after achieving your highest tech tree level
50-65 days: Special Class. These are for hero and one-off units. You need to have tech tree level 2 before you can research heroes, such as generals and sub-commanders. Tech tree level 3 must be reached before special vehicles can be researched.
3b: You research an entire unit in parts (for example, a tank, you can research the tracks, the chassis and the cannon separately). The separate parts that are researched are considered as being only as powerful as the number of days researched. E.g. if a tank barrel took 15 days to research and it is fitted to a tank taking another 15 days to research, then the tank will be treated as having an attack power of 15 days, a defence of 15 days and a speed of 15 days.
Special Rule: Vehicles.
The chassis of a vehicle will define the vehicle name, and a new chassis has to be researched for each different vehicle. If you fit a lower level propulsion method to a higher level chassis (e.g. light tracks on a heavy chassis), then the weight will result in reduced speed for the vehicle. Adding a lower tech weapon to a higher tech chassis reduces its firepower. Attaching a higher tech weapon to a lower tech chassis is not possible. You must also research fuel, which is refined from the resource you gain. The fuel does not affect your daily unit point allowance, and the effect differs depending on the fuel and vehicle tech. Weapons, propulsion methods and fuel are interchangeable throughout vehicles and do not have to be researched multiple times (e.g. if you research Tracks and fuel, and you have two vehicles that use the same propulsion and fuel, then they don’t have to be researched again.
Special Rule: Infantry:
For infantry, you need to research the training to create a new infantry class (this will be shown as the unit name, and provides the baseline strength of the unit without armour and weapons). Weapons and armour can be used for multiple infantry unit types when researched.
Special Rule: Base defences
When you research a base defending weapon, such as gun emplacements, the number needed are automatically built. This does not affect your troop numbers or your unit points.
3c: Give details of your units when you research them. For example, what do they do, are they long or short range, can they fly, etc. This can be written in the end of day report (written by the commander). If a war mod feels that a unit is far too strong for it's class, then a war mod has the right to request that the unit’s power is reduced to comply. A more detailed description of each unit should be displayed in your army thread, created by you.
3d: Your generals and sub-commaders can be come heroes, giving bonuses to your troops. This takes 65 days for generals, and 50 days for sub-commanders.
3e: If a new weapon is researched for an existing unit, then you have to upgrade where you can, using the following system. In the case of infantry, if the current and new weapons are both one handed, then the unit can wield both, one in each hand, during the battle, unless you wish to replace the current weapon. If it is feasible for the unit to be able to carry both weapons, but only wield one at a time, then the unit may switch during battle, but you have to highlight this in your tactics. When the new weapon is researched, it is considered as being given to the unit immediately, but you can still increase your ranks. If it is unfeasible for the unit to carry both the current and new weapons at the same time, then the units you want to have the weapons must be either built or converted from existing units. See 3f for details. New weapons for vehicles must replace the current weapons, and therefore the vehicle must be converted (see 3f)
3f: If a group of units must be converted, then you expend unit points equal to the points expending to build one unit per unit converted doing this. This does not take up a project slot.
3g: Your first step resource will provide you with 500 unit points a day. Your second step resource provides you with 1000 unit points a day and your final step resource provides 2000 unit points per day. No amount of research can change this, and I’d like to make it very clear to everyone that Pming a war mod will not change this.
3h: To upgrade to the Lv1 tech tree level, you must have performed the following tasks (in no order):
You must build 20,000 units;
You must visit another territory and make an alliance/become enemies with the inhabitants.
You must buy the Lv2 Tech Upgrade from The Shop.
To upgrade to the Lv3 tech tree level, you must perform the following tasks;
You must be at tech level 2
You must build 100,000 units;
You must have an ally, an enemy, and you must have participated in a battle.
You must participate in at least one trade at the Trade Station.
You must buy the Lv3 Tech Upgrade from The Shop.
4: Movement
4: Movement:
To save confusion (for now), make it up yourself, but be realistic about it. Light class engines move slowest, heavy class move faster and Mega class move faster still. The engines are interchangeable, but this will affect your speed. Light engine in anything other than light chassis reduces speed. Heavy engine in light chassis increases speed, but is decreased in mega chassis, and mega engines increase speed in heavy chassis, but decrease in light, due to lowered strength.
Additional: Space corridors: You can only travel through space through space corridors, as shown on the map. You can travel both ways through these, and each takes a certain number of days to travel through, depending on engine.
Light engines cannot be used in spacecraft
Hevy engine: 5 days per corridor
Mega engine: 3 days per corridor
Additional: Wormholes:
When the capacity to generate wormholes is made available to you, you are able to travel through these and reduce the overall time to 1 day. However you may not open a wormhole to an area you do not know about. After using a wormhole, you may not use it again to go back, no one may use the same wormhole as someone else (you can't just find it and follow them through for example), and you must spend a 10 day recharge period to create a new wormhole. Artificial Wormholes can exist, and a war mod will declare where they are and how long for. They won't however, tell you where they lead.
Additional: Teleportation:
For some armies it may be more feasable to move around using teleportation rather than vehicles or walking. However again you have to be realistica bout this and you can only move short distances which increae by research. Teleportation to other systems takes the same amount of time as a ship of equal level.
5: Battles
5a: When a battle is started, those involved must PM a war mod with their tactics. The battle outcomes are decided by the mod who is PMed. They decide the casualties of the battle, and will post a report after each decision.
5b: No troop transformations in-battle. Any objects that cause a transformation have to be used out of battle (e.g. the legend of zelda masks can only be used when creating new units).
Note: Pokemon Evolution:
Pokemon cannot evolve during battle, but they can be evolved back at base, after spending an amount of time in an evolution cycle. This should be different for each pokemon (depending on size, weight, rarity, method of evolution) and should increase for each level of evolution. Evolution stages must be researched first and you cannot obtain research for the next evolution step unless you obtain a new step in your resource tech tree. Once evolved, devolution cannot be achieved.
5c: It is highly recommended that you PM either Name or Goldeneye first with tactics for a battle. If neither of these mods are available, then the task can be passed to any mod which complies with rule 5a
5d: If an alliance occurs and is used in battle, then both parties must agree on tactics before they are sent to the war mod. The war mod then Pms the other player who is supporting the player who sent in the tactics to verify them. Once tactics have been verified, the other team then has two weeks to submit their tactics. Time halts when tactics have been sent in, and if the tactics haven’t been agreed on, resumes until a tactic set is sent in and verified by the other player. If the two weeks are expended, then the attack is a surprise attack and the team who did not submit tactics cannot defend outside their base.
5e: Battles take place on a battlefield unless one of the parties has less than 50,000 units available. If this is the case, the battle takes place within the base of the person with fewer units than this number.
5f: Each player is entitled to 5 surprise attacks. They must show this in their tactics, and they are not allowed to use alliances or more than 10,000 units. The attack can only take place at a base or building that has fewer than 10,000 units currently occupying it. To start a sneak attack, you PM one of the war mods, saying you will go for a sneak attack and include where the sneak attack will take place, and tactics of the attack. Once this PM is recieved, the final logs before the Pm was recieved (by time, not when read) will be the accepted ones, not more recent ones when the following procedure takes place. The mods that are around will then inform each other that an attack will take place, and they must all agree on a number between 1 and 50. When the number is agreed on, the original mod PMs the player asking them to guess a number between the same values. If they get it right, the sneak attack goes off without a hitch. If they get it between 1-10 out, then the casualties for the attacker will be this number out multiplied by 1,000. More than 10 out and the defender is notified, and they get to submit tactics. More than 20 out and the attack fails completely, half casualties will be taken by the attacker, and the defender remains untouched.
6: War mods.
6a: War mods may not calculate battle tactics or give out random events to their allies or enemies, or (if it is possible to avoid) the allies and enemies of their allies and enemies. The only mods exempt from this are Name and Goldeneye.
6b: If a war mod is considered to be biased, a vote will be cast by the competing players, the other war mods, and me. This will exclude any player who has been defeated or kicked out or who has not been competing for 15 game days. If the players vote that the war mod is bias, then their powers will be removed, and a second punishment may be given out. If the bias is blatant, then I can skip the vote and immediately remove the war mods powers, and a second punishment may be given out. In the event that a war-mod cannot be replaced and it is necessary to have one, then the position will be filled by the mod who was voted as being unfair until such time as a replacement can be found. This may change depending on the seriousness of the unfairness.
6c: If a decision is in dispute (e.g. casualties), then the war mods may confer on the allocated thread as to the final result. To dispute a decision, you must post your reason on the board, but make sure the argument is a good one, otherwise it will be ignored. “Because he beat me” is not a good reason to dispute.
6d: Anything said by the war mods about rules and situations should be made within the thread. this way everyone knows what's going on.
6e: Anyone can become a war mod, if they wish to and the situation calls for it. PM either Name or Goldeneye to request permission to become a war mod.
7: Events
7a: War mods can give out random events. These events can be given out to any player and can involve a random event happening on the planet or if a player explores a new island.
7b: You may "find" and add mercenaries to your units, but only if a war mod agrees (one which is allowed by rule 7b). The maximum number of these is 1,000 every time. For example, you can say "today we found a small group of tyranids willing to fight for the cause". The war mod specifies the number that join you. Events like this can only be given out once to any person.
8: Trade and Commerce:
8a: You may buy army add-ons from the Shop thread (run by Goldeneye) for whatever resource you have left over. Some items have a limit of one per player, so certain stuff you can’t buy multiple times. When you purchase an item you will be sent an item code by PM. Quote it on the game thread, and you will be given acceptance to start using your new purchase.
8b: You may share technology with allies, and they don't have to research it to use it. They may upgrade it if they research an upgrade for it. Trade of research occurs in the Trade Station (run by Name), and will only take place if both parties agree. No trade must occur outside of the trade station.
Special RUle: Higher tech trade:
You may not trade higher level tech to a lower level tech person in the trade centre. In other words, if you are level 2 tech and your ally is level 1, you cannot trade anything level 2 with them.
Special Rule: Trading resources:
Resources you achieve by trade do not have any other affect on your unit points than your normal resource for that level.
9: Additional:
9a: If you are caught cheating, and it is obvious you intended to, or it is a repeat offence, then a punishment will be given out. This can range from a reduction of troops to being booted from the game. Once you have left the game, you cannot have any part of the rest of it.
9b: No superweapons. Anything that can be considered to destroy an entire army, cause significant damage to a HQ or inhibit an army from being able to defend themselves is considered to be a superweapon, and must either be reduced or removed. This goes for nukes too.
9c: This is only a game, so there's really no need to argue with each other or fall out. The other version of this was ruined by people arguing and insulting each other, and I'd rather not have the same thing happen here. You will get two warnings, your third will result in being booted. continued abuse to other players will result in being booted from the game. If someone says something that is offensive (e.g. racial, sexist or threatening comments), they will be booted immediately. Breaking a rule won't result in getting a warning unless you fail to rectify the mistake after being informed or argue about it.
9d: No unit can be unbeatable, everything can be taken down given enough firepower. Heroes are basically infantry but take a lot more to take down.
9e: If your franchise is taken from a game or a film which is considered to be popular and you think that certain characters that you can use will be spoilers (such as unlockables for Super Smash Bros Brawl), you must refrain from using them until such time as everyone who's interested will have found out themselves (I’d give it a year, but its really up to you)
9f: If any player detects unfair play, or believes that someone has perhaps unknowingly done something against the rules they can "nudge" the person believed to be breaking the rules by PM (usually it‘s just a misunderstanding, there’s no need to fight over it), but if they are still unsure, PM a war mod (preferably one not involved with either party) the a decision can then be made.
9g: These rules cannot be changed for the benefit of one person. No war mod has the right to make allowances or exceptions for one person. If a rule is in dispute or an additional rule is required, inform either Name or Goldeneye, or put it forward on the game, and the mods will discuss it in the relevant area. Rules that are being considered will be posted on the announcements board so that players can provide their feelings.
9h: If you end up deviating from your original army information, then you can simply post the unit information in your army thread.
10: Site Rules
10a: Spam, Flamming, cussing: If any member sees any amount of spam or flamming, please tell a mod and we will take care of it. If you happen to start caps locking and flamming, it doesn't matter if you started the argument or not. you will be punished.
Also, cussing is a a minimum for we understand if you get angry or if thats how your Leader acts to a situation, but any towards members or the likes will be deleted and be punished in some shape or form.
10b: Respect: Even though were on a computer and this is mostly people you do not know, it is asked you treat every person with resect. this includes racist, agest, or any insult to a persons status or background.
10c: The Admins and mods are not on 24-7. really, were on around 1 maybe two hours a day, ranging from person to person. If you tick off any mod and it is reasonable to be punishable, the first offence is being kicked off the site for a while and if it happens again you shall not be on this site what-so-ever. We are not here as a job but just as something fun to do for fun in our free time.
10d: Unless your comments are constructive and bring something to a argument or comment, do not post anything.