Post by Bloodmancer on Mar 5, 2015 16:19:53 GMT
Welcome to Pikmin Wars! Pikmin Wars is an RTS style RP were you take control of an army based in the pikmin universe! You build your army in real time, and can interact through battling, trading, building alliances, etc. The game is played through logs. The next rule set will be molded off this one, just as this was molded off of the first one. Keep in mind that as we find better ways to do things, we will update the rules. Any updates will be posted below.
General Rules: Basic rules that should be followed at all times.
1) Be realistic! 30 Orange bulborbs could easily defeat 10 unarmed pikmin!
2) Please respect the staff! Emperor Dweevils (Admins), Flower commanders (Mods), and Perennial managers (Mini-Mods), all work very hard to keep this game running. (They also have arbitrary power to declare things overpowered.)
3) While this is a fantasy game, Please save things like nukes and adamantium for another game, we try and keep things as realistic as we can.
4) Keep in mind that the laws of physics still apply. Troops cannot just float against gravity for no good reason.
Game Rules:
Beginner Rules: Everything you need to know to get started.
Wildlife Armies
1) Each army is unique in theme, each one being composed of a different mixture of creatures and technological advancements.
2) A few of the first things you need to decided on are your army's name, your commander and it's species, and your base location. The name of your army should imply some sort of theme. Your location can be anywhere in any area form pikmin 1, 2, or 3. You may not station your army in a cave.
3) Your commander is not a solo fighter! While they may have more skill or power than typical troop, they won't have power similar to that of a boss creature. They should not offer anymore force than a Gatling Groink.
4) Every 6 external hours is a single in-game day. That means that 24 external hours = 4 in-game days.
5) Infantry units are the backbone of your army. You can't really do much without them! Troops are divided into three main classes, Ordinary, Special, and Elite.
6) Ordinary units are typical creatures that tend to do better in larger groups, like pikmin or shearwigs. Special troops are less common creatures that do better in smaller groups. They are certainly not meant to fight alone! Elite creatures will be discussed later in the Advanced section.
7) You start 110 units total. 100 Ordinary Units and 10 Special units.
8) You main gain 20 ordinary or 2 special troops per in-game day.
9) You may also upgrade your units. For example, Groinks could be upgraded to Hyper Groinks (faster moving units that have green hue and fire deadlier shells.) Upgrades typically take longer than most other projects because they often affect an entire troop type.
10) To improve your army, you must do projects. Projects can consist of anything from extra training to building tanks or other machines of war. You may only have 6 active projects running at one time.
11) In your logs, you must tell us how long the project will take and how much material and money it will consume. A typical tank takes about 20 days and a 100 units of material. For example (Build 50 Anti-Vehicle mines (Deadly mines that deal extra damage to ground vehicles.)[0/10 days] -100 iron -20 petals)
12) All tangible items require materials to be constructed. If you need more materials, you can buy them from the universal store. All resources bought at the universal store arrive instantly at your base - free shipping and all! The universal store topic can be found in the trade board.
13) In addition to the universal store, resources can also be salvaged in projects. This takes extra time, but no money.
14) Start with 1000 Iron.
15) Game currency is called petals. When doing any sort of project, with the exception of resource gathering, you must spend two petals per day that the project takes to pay the workers. So a 20 day project costs 40 petals, etc.
16) Start with 300 petals.
17) At first, your army only gains 10 petals a day, but you can increase your income by 5 petals with a building. Any building that does so takes a 40 day project and 400 units of material. You may own no ore than three of these buildings at a time.
18) You must do a 20+ day research project for any ammo type before you can use that ammo type. Unless you're using lightning, water, melee, or anything similar, it will need ammo.
19) Your ammo is not infinite while on the battle field, if yo are not at your base, You'll need a way to supply ammo to your machines and troops and such. A supply truck would do the trick!
20) You start with 4 basic buildings in your base to keep your things stored. An ammo storage, a resource storage, a weapons storage, and a barracks.
21) To help bolster your forces in battle, you can build war machines. War machines are things such as tanks or helicopters. They typically take a 20 day project ad 100 units of material. War machines don't require troops or a project to get pilots. War machines come with 'em.
22) You may also do projects which can be similar to war machines, but don't have to be, called defenses. Defenses cannot be sent into offensive combat. They can only defend your base. You may start with 20 days worth of defenses.
23) Keep in mind that wildlife armies don't have very advanced tech, and because of such, can't use things like lasers or plasma.
24) Everything in your log should have a basic description next to it. It doesn't have to be super detailed. Detailed descriptions will go in a separate topic on your mini-board.
Hocotatian: Hocotatians play very similarly to wildlife armies with the exception of a few major differences.
1) Hocotatians commanders must be a hocotatian in species, not necessarily in personality. Hocotatians are great leaders, and because of such, units will fight much better when they are on the battle field. If they are not around, all units will fight like idiots.
2) Hocotatian armies may recruit only pikmin, and they may only be ordinary. This means that you can't recruit bulborbs, or burrowing snagrets, etc!
3) Hocotatians aren't required to use petals on projects! Their pikmin workers are so loyal, that they do whatever they say!
4) You may also have much better tech than Wildlife armies, so things like lasers are an actual option!
5) Hocotatians only start with 150 petals and 700 Iron.
6) Hocotatian armies may only gain 20 pikmin a day! They start with 100 pikmin total!
Advanced Rules: Things you don't need to know until later, like battling.
Wildlife
1) You may have one ally.
2) Things like alliances can be established through letter. even though you can read anyone`s stuff you won't magically know what happening in-game. That's called out-of-game-knowledge, and it's illegal.
3) Alliances can be very useful for both parties and can allow them to send units to defend each other`s base, join force in joint attacks for extra power, or pool resources and money for something big.
4)If you want, you may design weapons and armor for your troops. These weapons can typically be made in clumps of 50 or more. Troops with weapons and armor almost always do better in battle then units without.
5) Elite troops are boss power units, and can be anything from a burrowing snagret to a ranging bloyster. Elites take a minimum of 50 days to recruit, and cannot be recruited like daily troops!
6) If you need some extra space to get things done, you can build a factory! Factories are just like project slots, but can only make a specific item! For example, an airport can only make aircraft, a weapons forge can make weapons, and so forth! A factory requires a minimum of 40 days and 400 units of material.
7) As a wildlife army, you may only have 3 active factories at any one time. You can upgrade each factory with a 20 day project to expand it`s capabilities. But must remain within it's group. A single factory could only build war machines and defenses, or weapons and armor, but not all at once!
8) Mines can be built, and are similar to factories. They produce a set amount of resources per day, the only difference is that they require no upkeep! Mine costs and project times can be found in the universal store topic in the trade board.
9) Battling is done when one player, or alliance launch an attack on another players base. Once a third party volunteers to write the events of the battle, they will send in plans detailing what they want their units to do. The majority of the battle, if not all of it, will be based off of the strategies each player send in.
10) To prevent larger or experienced players or alliances from gaining easy victories via swarm or otherwise, you may not attack someone with more than 100% of their forces.
11) When battling, you gain requisition for your feats and accomplishments. Requisition is special, it can not be stolen, and can be used on troop or petal bonuses, among a variety of things.
12) Here is list of things that you can earn requisition for in battle:
-Killing/capturing 100 Ordinary troops (Or 10 Specials): 1 Req.
-Destroying/stealing a 15-day machine: 1 Req. (+1 for every 15 days the machine took)
-Destroying 20 days of defenses: 2 Req.
-Felling a 50-day Elite troop: 2 Req. (+2 for every 50 days the Elite took)
-Collapsing a mine: 3 Req.
-Destroying a factory: 3 Req.
-Destroying a building: 1+ Req. (Possibility of more based on building's importance)
-Stealing 100 resources/petals (Or their worth in armor and weapons): 1 Req.
-Defeating another player: 15 Req.
-Varying amounts through achievements
13) Here is what you can get out of every Requisition point you've earned:
- 20 petals
- 20 ordinaries, or 2 specials
- Double a single mines production for it's next output
- 2 days off a project
14) Troop maxes are 5000 ordinary units and 500 special units. You won't have to worry about those for a long time into the game, though.
15) When you reach specific milestones, you are allowed to recruit an officer. They have the same functions as your commander, and the same rules apply.
1000 ordinaries
100 specials
5000 ordinary
500 special
You can have a total of four officers after you reach you troop maxes.
16) From time to time, a staff member may make a special event. This event could range from a random army invading the area to a optional boss battle.
17) You cannot have more than 1 base. You can move your base to a new location with a 50 day project, but this freezes all other projects.
Hocotatian:
1) A hocotatain army can build five factories instead of three.
2) Hocotatians can have 5500 pikmin total.
3) Hocotatians can gain officer at each of the following milestones:
1000 pikmin
2500 pikmin
4000 pikmin
5500 pikmin
4)Hocotatians can have no more than 3000 petals at anyone time.
That's all folks! Below, you can find some example log templates and some other great stuff!
A) Suggested Projects time list: A list of various projects for your reference.
Typical Warmachine: 20+ days
Ammo research: 20+ days
Factory: 40+ days
Petal Gathering Center: 40+ days
Elite (Wildlife only): 50+ days
B) Example Log 1:
Bulborb Federation
Commander: Fang (Red Bulborb)
Location: Impact Site (Landing Site)
Army Type: Wildlife
Money: 60 petals
Requisition: 0
Day: 0
Log: 1
Soldiers
Ordinary:
20 Dwarf Spotty Bulborbs (Smaller versions of the Spotty bublorb)
20 Dwarf Spotty Bulbears (Juvenile Bulbear)
20 Dwarf Orange Bulborbs (Smaller versions of the Orange Bulborb)
20 Dwarf Snowy Bulborbs (Smaller versions of the Snowy Bulborbs)
Subtotal: 100
20 Bulborbs Larvae (High Attack Speed)
Special:
2 Spotty Bulborbs (Full Grown Spotty Bulborb)
2 Spotty Bulbears (Full grown Spotty Bulbears)
2 Snowy Bulbobrs (Extra defense)
2 Orange bulborbs (Good senses)
2 Adult Bulbmin (Average)
Total: 110
Elite:
None
War Machines:
None
Defenses:
Bomb Rock cannon (Fires bomb rocks at enemies) (20 days) (Iron)
Buildings:
Resource Storage (Stores resources) (Iron)
Ammo storage (Stores ammo) (Iron)
Weapons Storage (Stores weapons) (Iron)
Barracks (Troops sleep here) (Iron)
Research/upgrades:
Resources:
100 Iron
Projects:
1. Discover Bomb Rocks (Allows Use of Bomb Rocks) [0/20 days] -40 petals
2. Build a Bomb Rock Tank (Average tank that uses bomb rocks) [0/20 days] -100 iron -40 petals
3. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 Iron -80 petals
4. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 iron -80 petals
5. Gather 100 Aluminum [0/24 days]
6. Gather 100 iron [0/30 days]
LOG
Fang: We finally finished setting up our HQ today! I started some important projects, and asked some troops to find some extra resources to help save money!
C) Example Log 2:
Hocotatian Invasion
Commander: Shacho
Location: Valley of Repose (Subterranean Complex Location)
Army Type: Hocotatian
Money: 30 petals
Requisition: 0
Day: 0
Log: 1
Soldiers
20 Red Pikmin (Fire resistant)
20 Blue pikmin (Water resistant)
20 Yellow Pikmin (Electricity resistant)
20 White Pikmin (Poison resistant)
20 Purple Pikmin (Very heavy/strong)
War Machines:
None
Defenses:
2 Spinning Blades (A blade hidden in the ground that attacks enemies who walk over it.) (Iron) (10 days)
Buildings:
Resource Storage (Stores resources) (Iron)
Ammo storage (Stores ammo) (Iron)
Weapons Storage (Stores weapons) (Iron)
Barracks (Troops sleep here) (Iron)
Research/upgrades:
none
Resources:
250 Iron
Projects:
1. Build a wood mill [0/40 days] -120 petals
2. Build a Spinning Blade [0/10 days] -50 iron
3. Gather 60 iron [0/18 days]
4. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 iron -80 petals
5. Gather 50 Aluminum [0/12 days]
6. Gather 50 Aluminum [0/12 days]
LOG
Shacho: I came back, though without Olimar this time! I hope I can make lots of money this time...
D) Once you get your army approved, you will receive a subboard in which you can post all your stuff. You should have all the proper descriptions before heading into battle. Obviously, a logs section is required at all times.
-Logs (Shows daily progress)
-Tech (Items like weapons and war machines go here)
-Troops (Tell us about your infantry forces)
-Base (Your base and its set up)
-Mailbox (A place to receive letters from other armies)
If you do not have a base section, any clever set ups you have with the terrain will not be used in any battles. Descriptions of troops don't have to be super complicated. Just tell us what the creature does, what it looks like, and how it can be defeated. The same thing goes for just about any other item you have. If yo don't have things properly described, we can't guarantee your stuff will work right in battle.
E) If you can't figure out how to start, simply post your application in the Army Applications board! It will basically look like your first log.
F) Don't get overwhelmed! If you can't figure out how to play this game, due to my shoddy rule making, or otherwise, simply ask one of the regulars or view their logs for an idea of how things work.
General Rules: Basic rules that should be followed at all times.
1) Be realistic! 30 Orange bulborbs could easily defeat 10 unarmed pikmin!
2) Please respect the staff! Emperor Dweevils (Admins), Flower commanders (Mods), and Perennial managers (Mini-Mods), all work very hard to keep this game running. (They also have arbitrary power to declare things overpowered.)
3) While this is a fantasy game, Please save things like nukes and adamantium for another game, we try and keep things as realistic as we can.
4) Keep in mind that the laws of physics still apply. Troops cannot just float against gravity for no good reason.
Game Rules:
Beginner Rules: Everything you need to know to get started.
Wildlife Armies
1) Each army is unique in theme, each one being composed of a different mixture of creatures and technological advancements.
2) A few of the first things you need to decided on are your army's name, your commander and it's species, and your base location. The name of your army should imply some sort of theme. Your location can be anywhere in any area form pikmin 1, 2, or 3. You may not station your army in a cave.
3) Your commander is not a solo fighter! While they may have more skill or power than typical troop, they won't have power similar to that of a boss creature. They should not offer anymore force than a Gatling Groink.
4) Every 6 external hours is a single in-game day. That means that 24 external hours = 4 in-game days.
5) Infantry units are the backbone of your army. You can't really do much without them! Troops are divided into three main classes, Ordinary, Special, and Elite.
6) Ordinary units are typical creatures that tend to do better in larger groups, like pikmin or shearwigs. Special troops are less common creatures that do better in smaller groups. They are certainly not meant to fight alone! Elite creatures will be discussed later in the Advanced section.
7) You start 110 units total. 100 Ordinary Units and 10 Special units.
8) You main gain 20 ordinary or 2 special troops per in-game day.
9) You may also upgrade your units. For example, Groinks could be upgraded to Hyper Groinks (faster moving units that have green hue and fire deadlier shells.) Upgrades typically take longer than most other projects because they often affect an entire troop type.
10) To improve your army, you must do projects. Projects can consist of anything from extra training to building tanks or other machines of war. You may only have 6 active projects running at one time.
11) In your logs, you must tell us how long the project will take and how much material and money it will consume. A typical tank takes about 20 days and a 100 units of material. For example (Build 50 Anti-Vehicle mines (Deadly mines that deal extra damage to ground vehicles.)[0/10 days] -100 iron -20 petals)
12) All tangible items require materials to be constructed. If you need more materials, you can buy them from the universal store. All resources bought at the universal store arrive instantly at your base - free shipping and all! The universal store topic can be found in the trade board.
13) In addition to the universal store, resources can also be salvaged in projects. This takes extra time, but no money.
14) Start with 1000 Iron.
15) Game currency is called petals. When doing any sort of project, with the exception of resource gathering, you must spend two petals per day that the project takes to pay the workers. So a 20 day project costs 40 petals, etc.
16) Start with 300 petals.
17) At first, your army only gains 10 petals a day, but you can increase your income by 5 petals with a building. Any building that does so takes a 40 day project and 400 units of material. You may own no ore than three of these buildings at a time.
18) You must do a 20+ day research project for any ammo type before you can use that ammo type. Unless you're using lightning, water, melee, or anything similar, it will need ammo.
19) Your ammo is not infinite while on the battle field, if yo are not at your base, You'll need a way to supply ammo to your machines and troops and such. A supply truck would do the trick!
20) You start with 4 basic buildings in your base to keep your things stored. An ammo storage, a resource storage, a weapons storage, and a barracks.
21) To help bolster your forces in battle, you can build war machines. War machines are things such as tanks or helicopters. They typically take a 20 day project ad 100 units of material. War machines don't require troops or a project to get pilots. War machines come with 'em.
22) You may also do projects which can be similar to war machines, but don't have to be, called defenses. Defenses cannot be sent into offensive combat. They can only defend your base. You may start with 20 days worth of defenses.
23) Keep in mind that wildlife armies don't have very advanced tech, and because of such, can't use things like lasers or plasma.
24) Everything in your log should have a basic description next to it. It doesn't have to be super detailed. Detailed descriptions will go in a separate topic on your mini-board.
Hocotatian: Hocotatians play very similarly to wildlife armies with the exception of a few major differences.
1) Hocotatians commanders must be a hocotatian in species, not necessarily in personality. Hocotatians are great leaders, and because of such, units will fight much better when they are on the battle field. If they are not around, all units will fight like idiots.
2) Hocotatian armies may recruit only pikmin, and they may only be ordinary. This means that you can't recruit bulborbs, or burrowing snagrets, etc!
3) Hocotatians aren't required to use petals on projects! Their pikmin workers are so loyal, that they do whatever they say!
4) You may also have much better tech than Wildlife armies, so things like lasers are an actual option!
5) Hocotatians only start with 150 petals and 700 Iron.
6) Hocotatian armies may only gain 20 pikmin a day! They start with 100 pikmin total!
Advanced Rules: Things you don't need to know until later, like battling.
Wildlife
1) You may have one ally.
2) Things like alliances can be established through letter. even though you can read anyone`s stuff you won't magically know what happening in-game. That's called out-of-game-knowledge, and it's illegal.
3) Alliances can be very useful for both parties and can allow them to send units to defend each other`s base, join force in joint attacks for extra power, or pool resources and money for something big.
4)If you want, you may design weapons and armor for your troops. These weapons can typically be made in clumps of 50 or more. Troops with weapons and armor almost always do better in battle then units without.
5) Elite troops are boss power units, and can be anything from a burrowing snagret to a ranging bloyster. Elites take a minimum of 50 days to recruit, and cannot be recruited like daily troops!
6) If you need some extra space to get things done, you can build a factory! Factories are just like project slots, but can only make a specific item! For example, an airport can only make aircraft, a weapons forge can make weapons, and so forth! A factory requires a minimum of 40 days and 400 units of material.
7) As a wildlife army, you may only have 3 active factories at any one time. You can upgrade each factory with a 20 day project to expand it`s capabilities. But must remain within it's group. A single factory could only build war machines and defenses, or weapons and armor, but not all at once!
8) Mines can be built, and are similar to factories. They produce a set amount of resources per day, the only difference is that they require no upkeep! Mine costs and project times can be found in the universal store topic in the trade board.
9) Battling is done when one player, or alliance launch an attack on another players base. Once a third party volunteers to write the events of the battle, they will send in plans detailing what they want their units to do. The majority of the battle, if not all of it, will be based off of the strategies each player send in.
10) To prevent larger or experienced players or alliances from gaining easy victories via swarm or otherwise, you may not attack someone with more than 100% of their forces.
11) When battling, you gain requisition for your feats and accomplishments. Requisition is special, it can not be stolen, and can be used on troop or petal bonuses, among a variety of things.
12) Here is list of things that you can earn requisition for in battle:
-Killing/capturing 100 Ordinary troops (Or 10 Specials): 1 Req.
-Destroying/stealing a 15-day machine: 1 Req. (+1 for every 15 days the machine took)
-Destroying 20 days of defenses: 2 Req.
-Felling a 50-day Elite troop: 2 Req. (+2 for every 50 days the Elite took)
-Collapsing a mine: 3 Req.
-Destroying a factory: 3 Req.
-Destroying a building: 1+ Req. (Possibility of more based on building's importance)
-Stealing 100 resources/petals (Or their worth in armor and weapons): 1 Req.
-Defeating another player: 15 Req.
-Varying amounts through achievements
13) Here is what you can get out of every Requisition point you've earned:
- 20 petals
- 20 ordinaries, or 2 specials
- Double a single mines production for it's next output
- 2 days off a project
14) Troop maxes are 5000 ordinary units and 500 special units. You won't have to worry about those for a long time into the game, though.
15) When you reach specific milestones, you are allowed to recruit an officer. They have the same functions as your commander, and the same rules apply.
1000 ordinaries
100 specials
5000 ordinary
500 special
You can have a total of four officers after you reach you troop maxes.
16) From time to time, a staff member may make a special event. This event could range from a random army invading the area to a optional boss battle.
17) You cannot have more than 1 base. You can move your base to a new location with a 50 day project, but this freezes all other projects.
Hocotatian:
1) A hocotatain army can build five factories instead of three.
2) Hocotatians can have 5500 pikmin total.
3) Hocotatians can gain officer at each of the following milestones:
1000 pikmin
2500 pikmin
4000 pikmin
5500 pikmin
4)Hocotatians can have no more than 3000 petals at anyone time.
That's all folks! Below, you can find some example log templates and some other great stuff!
A) Suggested Projects time list: A list of various projects for your reference.
Typical Warmachine: 20+ days
Ammo research: 20+ days
Factory: 40+ days
Petal Gathering Center: 40+ days
Elite (Wildlife only): 50+ days
B) Example Log 1:
Bulborb Federation
Commander: Fang (Red Bulborb)
Location: Impact Site (Landing Site)
Army Type: Wildlife
Money: 60 petals
Requisition: 0
Day: 0
Log: 1
Soldiers
Ordinary:
20 Dwarf Spotty Bulborbs (Smaller versions of the Spotty bublorb)
20 Dwarf Spotty Bulbears (Juvenile Bulbear)
20 Dwarf Orange Bulborbs (Smaller versions of the Orange Bulborb)
20 Dwarf Snowy Bulborbs (Smaller versions of the Snowy Bulborbs)
Subtotal: 100
20 Bulborbs Larvae (High Attack Speed)
Special:
2 Spotty Bulborbs (Full Grown Spotty Bulborb)
2 Spotty Bulbears (Full grown Spotty Bulbears)
2 Snowy Bulbobrs (Extra defense)
2 Orange bulborbs (Good senses)
2 Adult Bulbmin (Average)
Total: 110
Elite:
None
War Machines:
None
Defenses:
Bomb Rock cannon (Fires bomb rocks at enemies) (20 days) (Iron)
Buildings:
Resource Storage (Stores resources) (Iron)
Ammo storage (Stores ammo) (Iron)
Weapons Storage (Stores weapons) (Iron)
Barracks (Troops sleep here) (Iron)
Research/upgrades:
Resources:
100 Iron
Projects:
1. Discover Bomb Rocks (Allows Use of Bomb Rocks) [0/20 days] -40 petals
2. Build a Bomb Rock Tank (Average tank that uses bomb rocks) [0/20 days] -100 iron -40 petals
3. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 Iron -80 petals
4. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 iron -80 petals
5. Gather 100 Aluminum [0/24 days]
6. Gather 100 iron [0/30 days]
LOG
Fang: We finally finished setting up our HQ today! I started some important projects, and asked some troops to find some extra resources to help save money!
C) Example Log 2:
Hocotatian Invasion
Commander: Shacho
Location: Valley of Repose (Subterranean Complex Location)
Army Type: Hocotatian
Money: 30 petals
Requisition: 0
Day: 0
Log: 1
Soldiers
20 Red Pikmin (Fire resistant)
20 Blue pikmin (Water resistant)
20 Yellow Pikmin (Electricity resistant)
20 White Pikmin (Poison resistant)
20 Purple Pikmin (Very heavy/strong)
War Machines:
None
Defenses:
2 Spinning Blades (A blade hidden in the ground that attacks enemies who walk over it.) (Iron) (10 days)
Buildings:
Resource Storage (Stores resources) (Iron)
Ammo storage (Stores ammo) (Iron)
Weapons Storage (Stores weapons) (Iron)
Barracks (Troops sleep here) (Iron)
Research/upgrades:
none
Resources:
250 Iron
Projects:
1. Build a wood mill [0/40 days] -120 petals
2. Build a Spinning Blade [0/10 days] -50 iron
3. Gather 60 iron [0/18 days]
4. Build a Petal Gathering Center (+5 petals a day) [0/40 days] -400 iron -80 petals
5. Gather 50 Aluminum [0/12 days]
6. Gather 50 Aluminum [0/12 days]
LOG
Shacho: I came back, though without Olimar this time! I hope I can make lots of money this time...
D) Once you get your army approved, you will receive a subboard in which you can post all your stuff. You should have all the proper descriptions before heading into battle. Obviously, a logs section is required at all times.
-Logs (Shows daily progress)
-Tech (Items like weapons and war machines go here)
-Troops (Tell us about your infantry forces)
-Base (Your base and its set up)
-Mailbox (A place to receive letters from other armies)
If you do not have a base section, any clever set ups you have with the terrain will not be used in any battles. Descriptions of troops don't have to be super complicated. Just tell us what the creature does, what it looks like, and how it can be defeated. The same thing goes for just about any other item you have. If yo don't have things properly described, we can't guarantee your stuff will work right in battle.
E) If you can't figure out how to start, simply post your application in the Army Applications board! It will basically look like your first log.
F) Don't get overwhelmed! If you can't figure out how to play this game, due to my shoddy rule making, or otherwise, simply ask one of the regulars or view their logs for an idea of how things work.