Post by Sgtsammac on Apr 28, 2012 6:37:10 GMT
Effective from this point on, a global reset in all things except time has occurred. Explain it however you'd like for RP reasons, but consider the game reset on a new slate. Everyone may have their original Capital as a starting location and its base income will return to $10,000. All wallets are also reset to $50,000. Alliances may be kept as well. The new rules are as follows:
Money - Purchasing Units:
Arms:
-Standard Rifles: $50 each
-[1*]Marksmen Rifles: $200 each
-CQ Rifles: $100 each
-[1*]Anti Armor Weapons: $200 each
-Light MGs: $200 each
-[1*]Heavy MGs: $300 each
-[1*]Mortar (Man carried): $300
-Other: ... (Sam, Martyr or Malachi)
Ground Vehicles:
-Jeeps (Armed): $400
-Heavy Jeeps: $600-$800 (Weaponry Dependent)
-Armored Personnel Carriers/ Mobile AA (Guns not SAM's): $1000 (When more heavily armed than a .50 cal mg)
- SAM Launcher: $750 (Armored: $1400)
-Light Tanks: $4000 each
-[1*]Medium Tanks/ MBT's: $6000 each
-[1]Heavy Tanks: $8000 each
-AT Gun: $2000 each
-[1]Tank Hunter: $3200 each
-[1*]Artillery: $3000 each (Later on, $3600 each for self propelled)
Airforce:
-Scout: $6000 each
-[1*]Interceptor: $8000 each
-[1*]Ground Attack Fighter: $10000 each
-[1*]Air Sup. Fighter: $15000 each
-[1*]Multi-role Fighter/bomber: $16000 each
-[1*]Light Bomber: $10000 each
-[1]Heavy Bomber: $20000 each
-Airship: $5000
-Seaplanes: $2000 more than conventional counterparts each,
- WiG (http://en.wikipedia.org/wiki/Ground_effect_vehicle) : $15000 each
Helicopters:
Scout: $3000
Light: (Westland lynx size) $4500
[1*]Medium: (Blackhawk size ish) $8500
[1]Heavy: (Sea Stallion ish) $12500
Heavy Transport: $8000
Tilt-Rotor: add $2500 to the base price of the plane
Light Gunship: $8000
[1*]Medium Gunship: $14000
[1]Heavy Gunship: $18000
Small UAV (Armed): $2500
[1*]Large UAV (Armed): $4500
Naval:
Small Ships: $5000
Frigates: $17500
Destroyers: $25000
Cruisers: $60000
[1]Submarines:
Hunter Killer - $80,000
Special Operations (Navy Seals, ect.) - $90,000
Nuclear Submarines - $125,000
Missile Subs - $100,000
Nuclear powered SLBM subs - $130,000
[1*]Battlecruisers: $150000
[1]Battleships: $250000
[1]Superbattleships: $400000
[1]Carriers:
Standard Carrier: $250,000
Helicopter Carrier (Dedicated): $150,000
Amphibious Assault Vessel (All types): $175,000
Supercarriers: $400,000
Submersible Aircraft Carrier: $275,000
Submersible Helicopter Carrier: $175,000
Super* includes: Nuclear powerplant, increased carry capacity, increased armor capacity, increased speed, etc. The Nimitz class is a Supercarrier. The Yamato was the closest to a Superbattleship but since modern warfare has made them useless, no true superbattleship exists.
[x] stands for the number of officers the unit requires. * means that every 10 of that unit requires an officer, rounded down. So 11 units requires 2 officers. All units without an officer number require 1 officer per 100 units, minimum 1. Officers will be explained in their own section.
ICBM's and SLBM's
As of now ICBM's and SLBM's must be purchased in order to be used in combat. You can purchase and stockpile WMD's but they cannot be used unless the criteria is fufilled.
Light ICBM: $25,000 (<5 warheads)
Medium ICBM: $50,000 (<10 Warheads)
Heavy ICBM: $75,000 (<25 Warheads)
Super ICBM: $100,000 (>25 Warheads)
Light SLBM: $20,000
Medium SLBM: $40,000
Heavy SLBM: $60,000
Warhead/Payload - Price added onto standard price
Nuclear Warheads (WMD): +$10,000
Chemical Warheads (Light agents) +$2000
Chemical Warheads (WMD): +$3000
Biological Warheads (WMD): +$5000
Radiological Warheads (WMD): +$8000
Note vehicles or units with RP purposes not combat, E.g Bridge layers, medic vehicles, Unarmed, Engineers or troop transports ect.. unless stated above are free, if you are not sure send Sam, Martyr or Malachi a message.
Money - Other:
Income will be effected per territory. There will be a fluid income cap, as well as a max wallet penalty ceiling. Economies will be improved as follows.
Tier 0: Base Income
Tier 1: $100,000 ~ imparts a 50% increase in territory income.
Tier 2: $200,000 ~ imparts a 50% increase in territory income.
Tier 3: $400,000 ~ imparts a 100% increase in territory income.
Tier 4: $800,000 ~ imparts a 100% increase in territory income.
Tier 5: $1,600,000 ~ imparts a 100% increase in territory income.
Further Tiers will become available after interplanetary and interstellar travel has become commonplace.
Income caps will be equal to: (Economy Tier of your Capital + the number of OTHER LAND territories you own) x 100,000
Also, all territories are limited to 1 Tier below your Capital (Minimum Tier 0)
Wallet Cap will be equal to: Income cap x 10
After that point, all further income is halved due to logistics. (meaning you can save your full income for 10 days before your income is halved. Once your wallet drops below Cap, your full income is restored.
There's also the option of research.
-Increased Effectiveness (Increased production cost)
-Decreased Production Cost (Decreased effectiveness)
Both branches of research have 5 ranks, priced as:
1: $100,000
2: $200,000
3: $400,000
4: $800,000
5: $1,600,000
And the same weapon cannot benefit from both branches. So you could have 3 standard rifles, a normal rifle, an elite rifle with higher effectiveness and price, and a cheap rifle with slightly lower effectiveness.
Improvements will have a 20% increase per interval in price, and a 15% increase per interval in effectiveness. So at max research, the weapon will be 75% better, but cost twice the original. You can go the opposite direction if you'd like as well.
Improvements do not automatically replace the old models! After improving an A1 weapon, all the A1s will still be there, you will then have the option of spending the difference between your A1 and A2 weapons in order to upgrade them. So if the A2 is a top ranked weapon (twice the original cost) you will have A1s worth $25 each, and A2s worth $50 each. You would then spend $25 per A1 to rotate them out with A2s. OR you could simply keep the A1s and just purchase new A2s. You can even continue to purchase A1s if you wanted to.
ON THE BATTLEFIELD
Unit caps can be raised by paying for Logistics upgrades. They only effect that battle.
Caps are as follows: (Troops, Armor, Navy, Airforce, Officers)
Base: 300T, 100A, 50N, 100AF, 100O
Tier 1 $10,000: 1500T / 150N / 500Rest
Tier 2 $20,000: 3000T / 300N / 1000Rest
Tier 3 $50,000: 6000T / 600N / 2000Rest
Tier 4 $100,000: 9000T / 900N / 5000Rest
Tier 5 $250,000: 18000T / 1800N / 10000Rest
Each Tier must be applied to each category separately. IE to increase all 5 categories to 500 units, you must spend $50,000
THESE ARE NOT GLOBAL CAPS there is no limit to the number of units you may own, only to how many you can field in a single battle.
OFFICERS:
May be spent across all the unit categories. This means you have 100 officers to spread among 400 total units. Many of them will probably be spent in the navy.
FIELDING REINFORCEMENTS
Can only be done once per battle, and will cost an introduction fee. Using the same scale as the Cap scale. It's basically like fielding a second army, even if there's room in your original cap.
Territory Auctions:
Limited to once per week, and a battle must take place sometime between auctions. Also, due to advancements in travel and communications, any nation may bid on any territory regardless of location.
Feel free to ask questions.
Money - Purchasing Units:
Arms:
-Standard Rifles: $50 each
-[1*]Marksmen Rifles: $200 each
-CQ Rifles: $100 each
-[1*]Anti Armor Weapons: $200 each
-Light MGs: $200 each
-[1*]Heavy MGs: $300 each
-[1*]Mortar (Man carried): $300
-Other: ... (Sam, Martyr or Malachi)
Ground Vehicles:
-Jeeps (Armed): $400
-Heavy Jeeps: $600-$800 (Weaponry Dependent)
-Armored Personnel Carriers/ Mobile AA (Guns not SAM's): $1000 (When more heavily armed than a .50 cal mg)
- SAM Launcher: $750 (Armored: $1400)
-Light Tanks: $4000 each
-[1*]Medium Tanks/ MBT's: $6000 each
-[1]Heavy Tanks: $8000 each
-AT Gun: $2000 each
-[1]Tank Hunter: $3200 each
-[1*]Artillery: $3000 each (Later on, $3600 each for self propelled)
Airforce:
-Scout: $6000 each
-[1*]Interceptor: $8000 each
-[1*]Ground Attack Fighter: $10000 each
-[1*]Air Sup. Fighter: $15000 each
-[1*]Multi-role Fighter/bomber: $16000 each
-[1*]Light Bomber: $10000 each
-[1]Heavy Bomber: $20000 each
-Airship: $5000
-Seaplanes: $2000 more than conventional counterparts each,
- WiG (http://en.wikipedia.org/wiki/Ground_effect_vehicle) : $15000 each
Helicopters:
Scout: $3000
Light: (Westland lynx size) $4500
[1*]Medium: (Blackhawk size ish) $8500
[1]Heavy: (Sea Stallion ish) $12500
Heavy Transport: $8000
Tilt-Rotor: add $2500 to the base price of the plane
Light Gunship: $8000
[1*]Medium Gunship: $14000
[1]Heavy Gunship: $18000
Small UAV (Armed): $2500
[1*]Large UAV (Armed): $4500
Naval:
Small Ships: $5000
Frigates: $17500
Destroyers: $25000
Cruisers: $60000
[1]Submarines:
Hunter Killer - $80,000
Special Operations (Navy Seals, ect.) - $90,000
Nuclear Submarines - $125,000
Missile Subs - $100,000
Nuclear powered SLBM subs - $130,000
[1*]Battlecruisers: $150000
[1]Battleships: $250000
[1]Superbattleships: $400000
[1]Carriers:
Standard Carrier: $250,000
Helicopter Carrier (Dedicated): $150,000
Amphibious Assault Vessel (All types): $175,000
Supercarriers: $400,000
Submersible Aircraft Carrier: $275,000
Submersible Helicopter Carrier: $175,000
Super* includes: Nuclear powerplant, increased carry capacity, increased armor capacity, increased speed, etc. The Nimitz class is a Supercarrier. The Yamato was the closest to a Superbattleship but since modern warfare has made them useless, no true superbattleship exists.
[x] stands for the number of officers the unit requires. * means that every 10 of that unit requires an officer, rounded down. So 11 units requires 2 officers. All units without an officer number require 1 officer per 100 units, minimum 1. Officers will be explained in their own section.
ICBM's and SLBM's
As of now ICBM's and SLBM's must be purchased in order to be used in combat. You can purchase and stockpile WMD's but they cannot be used unless the criteria is fufilled.
Light ICBM: $25,000 (<5 warheads)
Medium ICBM: $50,000 (<10 Warheads)
Heavy ICBM: $75,000 (<25 Warheads)
Super ICBM: $100,000 (>25 Warheads)
Light SLBM: $20,000
Medium SLBM: $40,000
Heavy SLBM: $60,000
Warhead/Payload - Price added onto standard price
Nuclear Warheads (WMD): +$10,000
Chemical Warheads (Light agents) +$2000
Chemical Warheads (WMD): +$3000
Biological Warheads (WMD): +$5000
Radiological Warheads (WMD): +$8000
Note vehicles or units with RP purposes not combat, E.g Bridge layers, medic vehicles, Unarmed, Engineers or troop transports ect.. unless stated above are free, if you are not sure send Sam, Martyr or Malachi a message.
Money - Other:
Income will be effected per territory. There will be a fluid income cap, as well as a max wallet penalty ceiling. Economies will be improved as follows.
Tier 0: Base Income
Tier 1: $100,000 ~ imparts a 50% increase in territory income.
Tier 2: $200,000 ~ imparts a 50% increase in territory income.
Tier 3: $400,000 ~ imparts a 100% increase in territory income.
Tier 4: $800,000 ~ imparts a 100% increase in territory income.
Tier 5: $1,600,000 ~ imparts a 100% increase in territory income.
Further Tiers will become available after interplanetary and interstellar travel has become commonplace.
Income caps will be equal to: (Economy Tier of your Capital + the number of OTHER LAND territories you own) x 100,000
Also, all territories are limited to 1 Tier below your Capital (Minimum Tier 0)
Wallet Cap will be equal to: Income cap x 10
After that point, all further income is halved due to logistics. (meaning you can save your full income for 10 days before your income is halved. Once your wallet drops below Cap, your full income is restored.
There's also the option of research.
-Increased Effectiveness (Increased production cost)
-Decreased Production Cost (Decreased effectiveness)
Both branches of research have 5 ranks, priced as:
1: $100,000
2: $200,000
3: $400,000
4: $800,000
5: $1,600,000
And the same weapon cannot benefit from both branches. So you could have 3 standard rifles, a normal rifle, an elite rifle with higher effectiveness and price, and a cheap rifle with slightly lower effectiveness.
Improvements will have a 20% increase per interval in price, and a 15% increase per interval in effectiveness. So at max research, the weapon will be 75% better, but cost twice the original. You can go the opposite direction if you'd like as well.
Improvements do not automatically replace the old models! After improving an A1 weapon, all the A1s will still be there, you will then have the option of spending the difference between your A1 and A2 weapons in order to upgrade them. So if the A2 is a top ranked weapon (twice the original cost) you will have A1s worth $25 each, and A2s worth $50 each. You would then spend $25 per A1 to rotate them out with A2s. OR you could simply keep the A1s and just purchase new A2s. You can even continue to purchase A1s if you wanted to.
ON THE BATTLEFIELD
Unit caps can be raised by paying for Logistics upgrades. They only effect that battle.
Caps are as follows: (Troops, Armor, Navy, Airforce, Officers)
Base: 300T, 100A, 50N, 100AF, 100O
Tier 1 $10,000: 1500T / 150N / 500Rest
Tier 2 $20,000: 3000T / 300N / 1000Rest
Tier 3 $50,000: 6000T / 600N / 2000Rest
Tier 4 $100,000: 9000T / 900N / 5000Rest
Tier 5 $250,000: 18000T / 1800N / 10000Rest
Each Tier must be applied to each category separately. IE to increase all 5 categories to 500 units, you must spend $50,000
THESE ARE NOT GLOBAL CAPS there is no limit to the number of units you may own, only to how many you can field in a single battle.
OFFICERS:
May be spent across all the unit categories. This means you have 100 officers to spread among 400 total units. Many of them will probably be spent in the navy.
FIELDING REINFORCEMENTS
Can only be done once per battle, and will cost an introduction fee. Using the same scale as the Cap scale. It's basically like fielding a second army, even if there's room in your original cap.
Territory Auctions:
Limited to once per week, and a battle must take place sometime between auctions. Also, due to advancements in travel and communications, any nation may bid on any territory regardless of location.
Feel free to ask questions.