Post by Bloodmancer on Oct 10, 2018 18:57:51 GMT
Welcome to Wasteland Conflict. You’ll be playing as a pseudo-government, a paramilitary group, or a corporate entity in the wastelands of Asia, europe and Africa. Your goal is to discover new resources and exploit them for to increase and expand your control of the wasteland region. You operate completely outside the control of existing governments. Here you can find the rules that build the basis of the game.
2. You’ll also need a name for your faction. It can be anything you’d like, and will usually fit with the theme of your group.
3. Typically, you’ll also need a commander for your forces. This can be any skilled general or officer, however, your commander is not a one man army.
4. Every 6 hours in real life is 1 day in game. Every real life day is 4 game days.
5. Your base starts with 2000 population and 300 gold credits. You can spend these resources any way you want.
6. Everyday you can you’ll post a record of your faction in your faction sub board. This record will usually have all the basic information of your army. Below you can find an example log.
1. Resources are an important part of the game. And you’ll need to exploit them to gain funds and people to expand your forces.
2. To start, your base can automatically produce 5 Gold Credits and 100 population a day, Gold credits are a gold backed global currency that can be used to hire troops, construct buildings, etc. Population are civilians that are born or join you and are needed to man sites, buildings, machines, and are needed for recruiting new troops.
3. Every 4 in game days your scouts will automatically explore the area near by for “Resource zones”. These resource zones can be anything from a valuable vein of ore to a village of peoples you can control.
4. Once you find a Resource Zone it will automatically fall under your control. However, it takes time, workers and, money to begin exploiting the resource. The cost and time will depend on the resource.
5. Resource Zones are considered to be separate from your base and can be attacked
separately if they are discovered by enemy intelligence.
1. Projects are anything outside of troop recruitment, such as construction, research, and resource exploitation.
2. You get 4 project slots to start. You can gain more by building command centers. You can have 4 command centers total.
3. Command centers usually require 30 days, 200 population and 50 gold credits.
4. Once you get 8 project slots you can have no more project slots open.
1. To wage war, you’ll need troops! This section will detail the types of units and how to get them.
2. There are 3 major categories of troops you can use. The first and cheapest is infantry. Normal infantry come in companies (100 Troops). Special Ops infantry come in Squads (10 Troops) Normal infantry are usually expendable units, and a typical squad takes 10-20 days to recruit, cost can vary based on powers. A company with no specialities or disadvantages usually cost 20 days, 100 Population, and 20 gold credits. Specials Ops infantry are usually more expensive.
3. You start with 3 basic infantry companies. These are usually troops that have no special qualities, for example, they could simply be companies of Riflemen. You can recruit infantry at a boot camp. You start with one boot camp, and can build a max of 4 more later on. A boot camp costs 200 population 50 Gold credits and 20 days to build.
4. The next type of unit is War Machines. War machines come in three classes: Armor (Ground units) Air Force, and Naval Force.
5. Armor comes in platoons (4 units), Air force units come in Flights (5 Units) and Naval forces come in Flotillas (3 Units).
6. Armor Platoons and Airforce Flights can be built in factories. You can have 5 factories total. You can build a factory for 500 population, 80 Gold credits and 40 days.
7. Naval forces can be built at an Anchorage. You can have 3 anchorages (Only if you are near the ocean or connected to the ocean). You can build an anchorage for 700 population, 100 gold credits, and 40 days.
8. Remember that naval forces are massive units and are typically very expensive and time consuming to build compared to armor and air forces. Basic armor and airforce units usually take 50 population, 20 days and 50 gold credits to build.
9. The final unit is Defensive units. These are immobile and hardened units that can lock down areas. They are built in a project slots just like a building, the cost of them usually varies based on the power of the unit.
10. With the exception of defenses, you’ll have to do a research project to gain a new type if unit before you can recruit it. These very depending on the unit.
1. Technology is any intangible project that affects your military power. Technology can be anything from researching new troop types to researching “Troops upgrades” Which affect an entire type or class or even all of your units. Troops upgrades usually don't have as much direct power as they do indirect and strategic power since they are permanent and effect so many units, so don’t rely on troop upgrades to increase their strength!
2. Technology can be researched in any open project slot.
1. War is waged through multiple reasons. For ideology, resources, control of land, or simply for complete domination! Below are the ways to wage war on your enemies and the options you have available to you.
2. There are four ways to wage war, Espionage, Counterintelligence, Raids, and full scale war.
3. Espionage is obvious, you spy on your enemy gain information such as locations, troop movements, resources and supply lines, etc. You’ll need to train a spy for this, which is considered a troop. Spies can do passive espionage, in which they scout without direct contact. They don’t gain as much information this way. Aggressive espionage usually involves penetration of the enemy forces as a friendly. They pretend to be a platoon or company officer and gain information on enemies, projects, etc. This mode has the highest risk of detection but you will gain the most information this way.
4. Counter intelligence involves confusing the enemy or preventing them from getting useful or real information. There are lots of ways to do counter intelligence projects and some can even be done mid battle or changed last minute, if you can think of it, it’s probably possible. It’s important to remember that counter intelligence projects and plans can be just as risky as espionage.
5. Raids usually involve attacking the enemy Resource Zones to prevent them from gaining resources, or doing small hits on the enemy base to take out specific targets. Remember, you can’t magically know where things are until your Spies have found the location of enemy bases.
6. Full out war is waged after weakening an enemy to conquer their base or scatter their forces. When you declare full out war, you can make war demands that the enemy will have to comply with if their main base is occupied during the war or they surrender. Full out war must be officially declared and war demands can be drafted through a moderator before you can conquer an enemy base,
7. Every 4 days in a battle a “turn” Will pass, and the moderator will post statuses of the troops and can post small excerpts from skirmishes and battles that have occured. After each turn, the attacking side and defending side can modify their attack plans. Intelligence cannot be gained after turn 2 for either side.
8. In order to declare a battle you can PM a Game moderator and they will either find another player or complete the battle themselves.
9. Once a someone is found to moderate the battle, the initial turn will be given to the attacker, unless the defender has found out about the attack through some means of intelligence. The defender will only be allowed to send a limited number of units to act as a previously garrisoned patrol. The attacker may use this turn to gain additional intelligence about the troops and terrain, and set up his attack plans.
10. Once “Turn zero” has passed The battle will begin. The defender cannot make plans and send reinforcements until after the first turn has passed, in which they will learn about the attack, unless something has prevented them from responding or garnering the needed information (which is extremely difficult to do). Once turn 2 has passed no more troops can enter the battle from the defenders side.
11. Units in a battle will lose power as they are damaged in battle, and their attack capabilities and manpower will be denoted in a percentage after each turn. If a troop is destroyed in battle it will be lost permanently. If a unit makes it, then some money can be spent to replenish the unit to full power.
12. The battle will end once one side retreats or has been wiped out/surrenders. If it is a raid on a Resource Zone, the attacker will control the resource and and can choose to raze it or continue exploiting it. If the defender is defeated at their main base they must comply to the war demands of the other faction.
13. If a resource zone is razed it disappears forever, and no faction can ever find it again.
14. If neither faction wants to continue a war, they can choose to “Settle the status quo” Which allows them to end a full on war, neither factions war demands will be met and any resource zones taken will not be returned.
1. This is the next and final section will detail most of your diplomatic options. Diplomacy can be very important and is a huge game changer!
2. There are three areas of diplomacy available. Allies, Peace Treaty, and Trade.
3. An allied faction can share resources, information and resources as well as participate in joint attacks. If you break an alliance without the other allies knowledge you can never have another alliance.
4. Peace treaties make you “Neutral” to another faction. They are simply agreements to not attack each other. If you break a peace treaty by surprise. You will have to wait 90 days to make another one.
5. Trade usually has no long term strings attached. You offer something one faction wants and they give you something in return. It’s that simple. You can even sell or loan units and resource zones without an alliance!
1. Now that we’ve covered all the rules, we can get down to business.
2. To get started you’ll need to post your first record in the Application board. This is to ensure you understand the rules. A game mod will approve and request/create your sub board.
3. Here is an example log. You can use this to help you get started:
4. Before battles, you’ll want to write a section detailing the capabilities of all your units so that moderators can right them properly and to ensure that their strategic capabilities are used properly.
That’s it! That’s all the rules! Go make your application and play.
General Rules:
1. There are three continents available to establish your base on. You can play on Asia, You can establish your base in the ruins of any city (Every city) on one of these continents. If you’re base is near the ocean or a body of water that directly connects to the ocean, you will gain an additional gold credit per (Plus the 5 you already get per day day) from trade taxes, you can also station naval forces2. You’ll also need a name for your faction. It can be anything you’d like, and will usually fit with the theme of your group.
3. Typically, you’ll also need a commander for your forces. This can be any skilled general or officer, however, your commander is not a one man army.
4. Every 6 hours in real life is 1 day in game. Every real life day is 4 game days.
5. Your base starts with 2000 population and 300 gold credits. You can spend these resources any way you want.
6. Everyday you can you’ll post a record of your faction in your faction sub board. This record will usually have all the basic information of your army. Below you can find an example log.
Resources:
1. Resources are an important part of the game. And you’ll need to exploit them to gain funds and people to expand your forces.
2. To start, your base can automatically produce 5 Gold Credits and 100 population a day, Gold credits are a gold backed global currency that can be used to hire troops, construct buildings, etc. Population are civilians that are born or join you and are needed to man sites, buildings, machines, and are needed for recruiting new troops.
3. Every 4 in game days your scouts will automatically explore the area near by for “Resource zones”. These resource zones can be anything from a valuable vein of ore to a village of peoples you can control.
4. Once you find a Resource Zone it will automatically fall under your control. However, it takes time, workers and, money to begin exploiting the resource. The cost and time will depend on the resource.
5. Resource Zones are considered to be separate from your base and can be attacked
separately if they are discovered by enemy intelligence.
Projects:
1. Projects are anything outside of troop recruitment, such as construction, research, and resource exploitation.
2. You get 4 project slots to start. You can gain more by building command centers. You can have 4 command centers total.
3. Command centers usually require 30 days, 200 population and 50 gold credits.
4. Once you get 8 project slots you can have no more project slots open.
Military Forces:
1. To wage war, you’ll need troops! This section will detail the types of units and how to get them.
2. There are 3 major categories of troops you can use. The first and cheapest is infantry. Normal infantry come in companies (100 Troops). Special Ops infantry come in Squads (10 Troops) Normal infantry are usually expendable units, and a typical squad takes 10-20 days to recruit, cost can vary based on powers. A company with no specialities or disadvantages usually cost 20 days, 100 Population, and 20 gold credits. Specials Ops infantry are usually more expensive.
3. You start with 3 basic infantry companies. These are usually troops that have no special qualities, for example, they could simply be companies of Riflemen. You can recruit infantry at a boot camp. You start with one boot camp, and can build a max of 4 more later on. A boot camp costs 200 population 50 Gold credits and 20 days to build.
4. The next type of unit is War Machines. War machines come in three classes: Armor (Ground units) Air Force, and Naval Force.
5. Armor comes in platoons (4 units), Air force units come in Flights (5 Units) and Naval forces come in Flotillas (3 Units).
6. Armor Platoons and Airforce Flights can be built in factories. You can have 5 factories total. You can build a factory for 500 population, 80 Gold credits and 40 days.
7. Naval forces can be built at an Anchorage. You can have 3 anchorages (Only if you are near the ocean or connected to the ocean). You can build an anchorage for 700 population, 100 gold credits, and 40 days.
8. Remember that naval forces are massive units and are typically very expensive and time consuming to build compared to armor and air forces. Basic armor and airforce units usually take 50 population, 20 days and 50 gold credits to build.
9. The final unit is Defensive units. These are immobile and hardened units that can lock down areas. They are built in a project slots just like a building, the cost of them usually varies based on the power of the unit.
10. With the exception of defenses, you’ll have to do a research project to gain a new type if unit before you can recruit it. These very depending on the unit.
Technology:
1. Technology is any intangible project that affects your military power. Technology can be anything from researching new troop types to researching “Troops upgrades” Which affect an entire type or class or even all of your units. Troops upgrades usually don't have as much direct power as they do indirect and strategic power since they are permanent and effect so many units, so don’t rely on troop upgrades to increase their strength!
2. Technology can be researched in any open project slot.
Waging War:
1. War is waged through multiple reasons. For ideology, resources, control of land, or simply for complete domination! Below are the ways to wage war on your enemies and the options you have available to you.
2. There are four ways to wage war, Espionage, Counterintelligence, Raids, and full scale war.
3. Espionage is obvious, you spy on your enemy gain information such as locations, troop movements, resources and supply lines, etc. You’ll need to train a spy for this, which is considered a troop. Spies can do passive espionage, in which they scout without direct contact. They don’t gain as much information this way. Aggressive espionage usually involves penetration of the enemy forces as a friendly. They pretend to be a platoon or company officer and gain information on enemies, projects, etc. This mode has the highest risk of detection but you will gain the most information this way.
4. Counter intelligence involves confusing the enemy or preventing them from getting useful or real information. There are lots of ways to do counter intelligence projects and some can even be done mid battle or changed last minute, if you can think of it, it’s probably possible. It’s important to remember that counter intelligence projects and plans can be just as risky as espionage.
5. Raids usually involve attacking the enemy Resource Zones to prevent them from gaining resources, or doing small hits on the enemy base to take out specific targets. Remember, you can’t magically know where things are until your Spies have found the location of enemy bases.
6. Full out war is waged after weakening an enemy to conquer their base or scatter their forces. When you declare full out war, you can make war demands that the enemy will have to comply with if their main base is occupied during the war or they surrender. Full out war must be officially declared and war demands can be drafted through a moderator before you can conquer an enemy base,
7. Every 4 days in a battle a “turn” Will pass, and the moderator will post statuses of the troops and can post small excerpts from skirmishes and battles that have occured. After each turn, the attacking side and defending side can modify their attack plans. Intelligence cannot be gained after turn 2 for either side.
8. In order to declare a battle you can PM a Game moderator and they will either find another player or complete the battle themselves.
9. Once a someone is found to moderate the battle, the initial turn will be given to the attacker, unless the defender has found out about the attack through some means of intelligence. The defender will only be allowed to send a limited number of units to act as a previously garrisoned patrol. The attacker may use this turn to gain additional intelligence about the troops and terrain, and set up his attack plans.
10. Once “Turn zero” has passed The battle will begin. The defender cannot make plans and send reinforcements until after the first turn has passed, in which they will learn about the attack, unless something has prevented them from responding or garnering the needed information (which is extremely difficult to do). Once turn 2 has passed no more troops can enter the battle from the defenders side.
11. Units in a battle will lose power as they are damaged in battle, and their attack capabilities and manpower will be denoted in a percentage after each turn. If a troop is destroyed in battle it will be lost permanently. If a unit makes it, then some money can be spent to replenish the unit to full power.
12. The battle will end once one side retreats or has been wiped out/surrenders. If it is a raid on a Resource Zone, the attacker will control the resource and and can choose to raze it or continue exploiting it. If the defender is defeated at their main base they must comply to the war demands of the other faction.
13. If a resource zone is razed it disappears forever, and no faction can ever find it again.
14. If neither faction wants to continue a war, they can choose to “Settle the status quo” Which allows them to end a full on war, neither factions war demands will be met and any resource zones taken will not be returned.
Diplomacy:
1. This is the next and final section will detail most of your diplomatic options. Diplomacy can be very important and is a huge game changer!
2. There are three areas of diplomacy available. Allies, Peace Treaty, and Trade.
3. An allied faction can share resources, information and resources as well as participate in joint attacks. If you break an alliance without the other allies knowledge you can never have another alliance.
4. Peace treaties make you “Neutral” to another faction. They are simply agreements to not attack each other. If you break a peace treaty by surprise. You will have to wait 90 days to make another one.
5. Trade usually has no long term strings attached. You offer something one faction wants and they give you something in return. It’s that simple. You can even sell or loan units and resource zones without an alliance!
Getting Started:
1. Now that we’ve covered all the rules, we can get down to business.
2. To get started you’ll need to post your first record in the Application board. This is to ensure you understand the rules. A game mod will approve and request/create your sub board.
3. Here is an example log. You can use this to help you get started:
Faction: Badland Bandits
Commander: Etria V. Delaney
Location: Paris, France
Day: 0
Record: 1
Population: 1000
Gold Credits: 70
Unit:
3 Rifleman Companies (Basic unit, has an automatic assault rifle)
Exploited Resources:
None
Troops Recruitment:
Boot camp 1: Rifleman Battalion 0/20 days {Cost: 100 population, 20 Gold Credits}
Projects:
Build a Factory 0/40 days {Cost: 500 Population, 80 Gold credits}
Construct a Command center 0/30 days {Cost: 200 population, 50 Gold Credits}
Build a boot Camp 0/20 days {Cost: 200 population, 50 Gold Credits}
Research 75MM AP Munitions (Allows for Chaffee Light Tanks) 0/20 days {Cost: 30 Gold Credits}
Log:
Delaney: Looting and shooting, all day long….
Commander: Etria V. Delaney
Location: Paris, France
Day: 0
Record: 1
Population: 1000
Gold Credits: 70
Unit:
3 Rifleman Companies (Basic unit, has an automatic assault rifle)
Exploited Resources:
None
Troops Recruitment:
Boot camp 1: Rifleman Battalion 0/20 days {Cost: 100 population, 20 Gold Credits}
Projects:
Build a Factory 0/40 days {Cost: 500 Population, 80 Gold credits}
Construct a Command center 0/30 days {Cost: 200 population, 50 Gold Credits}
Build a boot Camp 0/20 days {Cost: 200 population, 50 Gold Credits}
Research 75MM AP Munitions (Allows for Chaffee Light Tanks) 0/20 days {Cost: 30 Gold Credits}
Log:
Delaney: Looting and shooting, all day long….
4. Before battles, you’ll want to write a section detailing the capabilities of all your units so that moderators can right them properly and to ensure that their strategic capabilities are used properly.
That’s it! That’s all the rules! Go make your application and play.