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Postat de NoOne, 26.06.2013 - 23:13
Put the rules on top so that you don't have to scroll down for them.

1. All neutral land is FFA; except for UN bases.
2. Both limited and total wars should be announced and approved by
UN in public chat.
3. For a total war without a valid reason both sides must agree.
4. Valid reasons for total wars include; only having one country after turn 3, another nation taking one of your
country's neutral cities, finding enemy units on your land, or losing a limited war.
5. For a limited war only one nation needs to agree, but must still get
permission from UN.
6. In a limited war UN will designate the countries where the war will be
fought (the war zone).The countries in the war zone should be of similar value.
7. A limited war is won when one nation (or group) has all the cities in
the war zone.
8.Countries involved in a limited war can not be declared war on until
3 turns after the end of the war.
9. Nukes are only allowed in total wars.
10. Countries can only be declared rogue if they; Attack another nation
without UN approval or use a nuke in a limited war.
11. Nations are not allowed to help other nations become nuclear powers.
12. Nuclear powers that become Alliance Leaders can veto any UN rogue declaration.
13. UN can not stop Alliance Wars
14. The World Bank loans money to nations, if the nation fails to pay the money back
in time the World Bank will confiscate a country of its choosing from the
nation (not a home country) and auction it. World Bank also takes control of
UN bases if a UN leaves.

I realize the rules are a bit complex so I've put a few Questions and Answers to clarify some things.
Q1: What if all my expansions fail and I only end up with my home country?
A1: If you only have one country after turn 3 you can declare total war on anyone.

Q2: What can an ally do to help in a war?
A2: I'll explain by using the players Ivan, Amok, and Meester.
Ivan is at war with Meester. Amok can help his ally Ivan by placing defensive walls in Ivan's country.
If Meester attacks Amok's walls, then Amok can declare war on Meester.

Q3: What is the point of the alliance boxes in the Pacific?
A3: Being able to see how alliances form makes a possible WW3 easier to manage for UNs.

Q4: How are the alliances formed?
A4: You can join an alliance at anytime by placing a unit in one of the boxes. However only a Nuclear power can become an
Alliance Leader. The Alliance Leader is decided among the alliance if there is more than one nuclear power.
The AL can veto UN decisions, and is in charge of declaring war on other alliances.

If you have anymore questions let me know so I can clarify it.
Last Edited 3/3/2014
26.01.2014 - 06:51
Scris de NoOne, 24.01.2014 at 17:16

So as I was playing a different UN i noticed that people usually just stack units near an enemy's capital wait for UN to approve the war and spam all those units in the capital.

I was wondering how I could prevent this so i figured that making it total annihilation instead of cap home country would force players to defeat their enemy, but also allow players to survive in their colonies should they have any.

What do you guys think?


Here's how to solve the problem: Delete your scenario
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The Most Feared Nazi Germany and SM Ukraine player in AW history. Retired



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27.01.2014 - 00:20
Scris de Unleashed, 26.01.2014 at 06:51

Scris de NoOne, 24.01.2014 at 17:16

So as I was playing a different UN i noticed that people usually just stack units near an enemy's capital wait for UN to approve the war and spam all those units in the capital.

I was wondering how I could prevent this so i figured that making it total annihilation instead of cap home country would force players to defeat their enemy, but also allow players to survive in their colonies should they have any.

What do you guys think?


Here's how to solve the problem: Delete your scenario


Well the whole point of my scenario was to address problems with the normal UN and try and fix it, while still keeping the rp.
So I don't think deleting it would help solve my problem.
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27.01.2014 - 05:43
Black Hole
Cont șters
Scris de Unleashed, 26.01.2014 at 06:51

Scris de NoOne, 24.01.2014 at 17:16

So as I was playing a different UN i noticed that people usually just stack units near an enemy's capital wait for UN to approve the war and spam all those units in the capital.

I was wondering how I could prevent this so i figured that making it total annihilation instead of cap home country would force players to defeat their enemy, but also allow players to survive in their colonies should they have any.

What do you guys think?


Here's how to solve the problem: Delete your scenario
Harsh. Give more construcitive critic too.
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03.03.2014 - 16:39
Added Alliance Boxes in the pacific so you can pick between one of four possible alliances.
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05.03.2014 - 12:36
AlexMeza
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How much generals there are?
How much SP can I get if I pick UN and go rogue?
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08.03.2014 - 15:35
Scris de Guest, 05.03.2014 at 12:36

How much generals there are?
How much SP can I get if I pick UN and go rogue?

Not sure what you mean by "how much generals are there"
I also can't say exactly how much sp you'll get.
If you go rogue turn 2 you probably won't get very much sp.
UN doesn't start out with event units and it has $0 first turn.
In addition the players only start out with one country and there are units that defend against eagles in their caps.
As the turns go on players get better units against UNs black eagles.
If you wait to long to go rogue, then countries will potentially be stronger than UN and you'll get yourself killed if they decide to overthrow you.
It also depends if the other 2 Uns decide to help you go rogue.
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