by Max Barry

Latest Forum Topics

Advertisement

2

DispatchFactbookInternational

by The Nomadic Peoples of Not not not no Freedom. . 297 reads.

Rules of war.

Examples:
https://docs.google.com/document/d/1yHKrdKtO4N78KgGzd75Ot79jwkT456p_xQvyfRZRR8o/edit?tab=t.tg27qx13xbdh

Slides of maps:
https://docs.google.com/presentation/d/1sChIeaa0y52k1UOlsmolgXLtY7uAwzUTDdZAGrjU5J0/edit?slide=id.p#slide=id.p

Not not not no Freedom wrote:Okay, when making your basics page take your population from nation states, divide that by 150 which will get your starting populating. Then divide your starting population by 2,000 to get how many cities you'll have to build.
Take your starting population and multiple it by .90 to get how many troops you'll start with.

Using your starting population multiple it by x to find out how much food you'll need per day (x equals how much food you want each person to have, look at starvation types to learn more). Take how much food you'll need each day and divide it by 8,000 (how much food one farm makes in a day). That number will be how many farms you must have to support your currency population

EDIT:
you can enter as much of your cannon population as you want, but no more

There are three ways to enter a war:

-You agreed to mutual war.
-You meet the conditions for someone to be able to declare One Side Agreement war.
-Alliance with a nation who is already at war

Mutual war:

Mutual war has but one condition to commence, which is two or more party consent. Once you have 2 people or more in agreement mutual war may commence, baring you complete all required prerequisites.

One sided war:

One person decides they'd like to declare mutual war with someone, but said someone refuses. If that occurs then the willing party may declare a one sided war on the unwilling party.
This forces both parties to fight one another. However, one sided war can only be declared if the unwilling party meets certain conditions (ie their country isn't old enough ecteria).
Besides that one sides war is the same as mutual war.

Conditions for one sided war:

A nation who has One Sided War declared upon them must meet the following conditions (note, the consenting party does NOT need to meet these requirements nor does anyone in a mutual war):

-Country Must be at least 2 months old.
-Must have at least one factbook out lining some part of their lore (however, if the country is 3 months old this is null and void).
-Must not have been in a war for at least a 2 weeks before hand.
-Must not currently be in a war.

Alliance:

If you were in an alliance with a country after war or before the war began then you may ask your ally to join your side.
Your ally can say yes or no.
Additionally, if you are in an alliance with a country that does not mean you or they must join the conflict: it is up to the party who is in war. Allies can change sides if they'd like to.
Once they enter the war they are now a participant which means they cannot simply leave the war, they must either win or lose just like everyone else.
Alliance cannot be bought unless you declare yourself a mercenary.

There is a subsections of alliances called "mercenaries."

A nation can pimp themselves out as a mercenary and sell their allegiance to a side in the war. Unlike other alliances mercenaries can leave the military conflict whenever they please (though they cannot re-join as a mercanary).

-To be considered a mercenary they must declare themselves as such. They must also have an auction for their abilities that any participant of war can bid in. What you are "bidding" is universal currency: highest bidder wins.

-Additionally, any sides who did not win the bid cannot ever give the mercenary any money while the war is still going on.
-The winner of the bid can also offer a mercenary a slice of the money they will win in the treaty to ensure the mercenary does their best.
Once their allegiance is sold a mercenary cannot change what side of the war they are on.

-No matter what kind of alliance you are in you must declare it once you decide to join the conflict.

General rules of war:

Treaty:
If you enter an official war of any kind, whether it be Mutual, One Sided or through Alliance (excluding mercenaries) you cannot leave until a treaty is signed.
A treaty must be signed by all parties involved in the war by the end. The treaty rules must be upheld, and are non negotiable after signing. However, you cannot be held accountable to a treaty if you never signed it.

A treaty isn't necessarily mutual. If a country surrenders, no longer has any land or is permanently no longer able to fight then the victor can decide all conditions of the treaty. If the losers refuse such a treaty then the war continues. The only way the loser cannot refuse is if they've lost all of their earth land.

In a treaty you can demand anything from the losers besides the following:
-You cannot force people to delete their country.
-You cannot force any real world punishment upon them.
-You can only control two of their policies if you wish.
-You cannot change rules of war.

You can also declared a cease fire, which stops the war with neither side winning or losing.

You can also enter something called a pact: it is like a treaty, but only needs to be signed by two parties on opposite sides. It's like what happened with Russia during WW1. Russia stopped fighting when they signed an agreement with Germany, but the allies who Russia fought for kept fighting. That is a pact.

Remember, the end goal of war is and always should be to get a treaty signed to get what you want.

Measurements:

Use the tile map provided on the maps page to count how many tiles you own. Then, take this number and multiply it by 800.

Example:
If your country takes up 600 tiles multiple 600 by 800 to get your available land (in this case it would be 480,000 land).
312000
If your land eclipses 1 billion then 30% of your available land is useless and should be subtracted. With every million land from that point on that you gain from that point you will lose 30% of your available land.

Universal currency:
The money used during war. Per available land that you start with you get 50 universal currency added to your starting budget. 5,000 universal currency is then added to your budget.
Universal currency is the war currency.

Solider Tiers

F tier (you are poor or unprepared, each one costs .25 Universal currency. 20,000 can be produced an hour). Skill = 1
D tier (you are poor, each one costs 1 Universal currency. 15,000 can be produced an hour). Skill = 5
C tier (you are average income, each one costs 5 Universal currency. 10,000 can be produced an hour). Skill = 15.
B tier (You are wealthy, each one costs 100 Universal currency. 5,000 can be produced an hour). Skill = 25
A tier (You are mega rich, each one costs 250 Universal currency. 1,000 can be produced an hour). Skill = 45
S tier (You are ungodly rich, each one costs 850 Universal currency. 10 can be produced an hour). Skill = 75

S+ tier (You are sneaky, each one costs 50,000 Universal currency. 1 can be produced every 12 hours). These are spies and are not included into success calculations.
-Spies can be purchased and deployed to any country of your choice and can damage one piece of infrastructure (it can be rebuilt. Refer to future rules). A spy can also be deployed to blow up a nations border defenses- though they can only cause 5% damage, which means the nation who was blown up loses 5% of their border defense.
-A nation can make one spy every 3 days and can only have 1 stored up.

Technology:

-Before the first battle of the war each side must provide detailed outlines of all weaponry/vehicles/solider equipment they can build, along with the stats. When these are used in battle their stats will go towards your success rate.

-Each piece of technology must be consider either an aerial ship, water ship or ground vehicle.
*It must only be ONE.

If it is an aerial ship then it can move across anywhere, however it cannot enter space.
Ground vehicles move on the ground.
Water ships move on the water.

Both ground and water vehicles are the only ones that can move other types of vehicles across their respective terrain.

Next add your lore for your vehicle- if you'd like -along with a description,- if you'd like.

Finally comes your stats:

*All of these must be clearly listed for every vehicle*
War machine sturdiness (also know as defense).
War machine attack damage.
War machine speed.

*Note: If a vehicle has less than 50 defense points then it can travel 1 red stick a minute.

Infrastructure

To fight wars you need weapons, you need places to build said weapons, and people to operate and build them. For people you need food and homes.
As such, to add extra challenge to war you must build infrastructure. There are () kinds of infrastructure.

-Per piece of infrastructure you need a certain amount of land and money.
-You subtract the cost of the infrastructure from your budget and the space it takes up from your available space.

Innocent infrastructure:

-Non military center infrastructure.

Farms:
-You get 1 farm per 4 available land.
-Costs:
Costs 6,000 universal currency per farms.
Per 300 pieces of food produced 100 universal currency is spent.
The farm produces 1,000 food per harvest.
Land used:
1 available land per farm (subtract from available land).
Effect:
Every 3 IRL hours 1,000 food is produced.
Space taken up:
One farm takes up one available land. This means if you build one farm you must subtract one available land from your available space.

Industrial complex:
-You get one industrial complex per 10 available land.
-Cost:
Costs 6,000 universal currency per industrial complex.
Land used:
One industrial complex takes up 8 available land.
Effect:
-You earn 2,000 universal currency per each industrial complex every day.

Factory:
Requirements:
-You get one factory per every 15 available land.
Costs:
-Weapon/vehicle cost = 5 universal currency per 1 attack damage:
-Costs 6,000 UC to build one factory.
Land used:
-15 available land per factory
Effect:
-A factory can produce 6 items at a time
-For weaponry/vehicles their time spent being produced varies, much like the production of soldiers.
-Production time for an item increases by 1 minutes IRL per 1 defense points on the item.
-For every 300 minutes an item takes to produce, factory capacity is reduced by 1 slot for that item (minimum 1 slot)
-Weapons must have defense points equal to at least 75% of their attack damage
-Multiple item types can be produced at once, as long as the total does not exceed factory capacity

Example:
You have a weapon that deals 30 attack damage and 20 defense points. It would cost 1500 universal currency to produce and 200 minutes to produce just one of them.

Cities:
Requirements:
Costs:
-One city costs 1,000 universal currency per city.
Land used:
-One city takes up 20 available land and holds 2,000 people per city.
Effect:
-Cities house your civilians AND are where troops are gather/trained.
As has been explained, soldiers have certain costs associated with them. Soldiers are trained in cities and are kitted out there as such, whenever you produce a solider the cost is tacked onto cities.
One city gives you 300 soldiers per 3 hours IRL time.

Starvation type 1:
If you cannot give all of your subjects(which includes soldiers and civilians) at least one piece of food then your population growth halts, as does the training/production of your soldiers and your factories shut down and your industrial districts make half the money. Your troops will also be unable to mobilize, leaving you temporarily without a military.
Starvation type 3:
If the amount of food you produce each day is not double the amount of people you have (which includes soldiers and civilians) then your population growth halts, as does the training/production of your soldiers.
Starvation type 1 only stops when you are able to feed all citizens 3 food and starvation type 2 only stops when you citizens get 2 food per day.

War infrastructure:

Military bases:
Requirements:
One military base requires you have 4 available land.
Costs:
1 military base costs 350 universal currency to build.
Land used:
One military base takes up 2 available land.
Effects:
-Military bases has 2 purposes:
1:
Per every 350 troops you have you need one military base to communicate with them. If you do not have the adequate number of Military bases for your troops then you can only have the amount of troops your bases can handle go into war. The rest of your troops can only defend your border.
2:
If you have a military base then you can buy a spy.

Military storage:
Requirements:
One military storage ware house requires 20 available land.
Costs:
One military storage ware house costs 3000 universal currency.
Land used:
-One military storage warehouse takes up 10 available land.
Effects:
-A military storage ware house can hold 60 vehicles. If you do not have enough military storage warehouse then you cannot make any more vehicles.

Missiles:
-Developed in factories.
-Requires that you own 60,000 available land of available land and have at least one military base.
Costs:
One missile costs 70,000,000 universal currency and causes a staggering 5,000 damage.
-A missile is stored in a military base: a nation must specific which military base they store their missiles in.
-If the base is captured by the enemy then they get the missile.
-If a missile is targeted at a building it is damaged and must be rebuilt or it will not be usable/

Anti-air-craft-missile:
-Developed in factories.
Costs:
Each one costs 1,000 universal currency.
-One anti-air-craft-missile launcher costs 15,000 universal currency and can be put into any vehicle with more than 3,000 defense points and weighs down the craft by 3,000 defense points (this does not take away the vehicles defense capabilities, but instead effects how much weight ships/land vehicles that have one can hold. Reference ships and land vehicle rules.)
Special effect:
-A missile takes down any flying object that flies over it or attacks it.
-The anti-art-craft-missiles take up no space. A vehicle that have a launcher can only hold 100 anti-art-craft-missiles while ships that do not have a launcher cannot hold any.

Border Defenses:
There are 4 tiers of defenses:

D Tier: picket fence.
-Costs 4 universal currency per mile of fence. Requires 1,000 troops to run one mile of fence.
-Offers 12 border health per mile of fence.

C Tier: trenches.
-Costs 300 universal currency per mile of trenches. Requires 250 troops to run one trench.
-Offers 120 border health per mile of trench..

A tier: Castle wall:
-Costs 500 universal currency per mile of trenches. Requires 200 troops to run one mile of wall.
-Offers 200 border health per mile of wall.

S tier: a force field .
-Costs 400 universal currency every week per 4 available land (same cost to build). Requires 5 troops to run.
-Offers 1,000 border health per available land.

-Take your perimeter (tiles) * border health given by each wall.
-If you only want a section of your border to have walls then subtract perimeter - minus how many will get wall then multiple that by each wall.
-It is automatically assumed that you have an even spread of the soldiers required to man your'd border on your border. However, using the marked map (link found at the top) you can assign soldiers to man one part of your border more or less.
-If you attack you can also used the marked up map to attack a specific part of someones border.

*The troops required to operate your border are NOT subtracted from your total soldiers. However, they cannot be used in combat UNLESS you specify that they leave their post to go to battle.
-Unless specified otherwise it should always be assumed that the required soldiers are at your border defenses, though no more than required are there unless specified.

If you are ever attacked by a rival nation then you will be fine, provided the nation attacking you does NOT dwindle your border health to zero.

-Every time your border defenses are attacked you must run success chance calculations.
-If you win you only lose 20% of the soldiers manning your border and your invaders lose ALL of their army and machinery used to invade YOU.
-If you lose you lose then you lose 50% of your troops that are guarding the border and 25% of your border health.

-If your border health ever reaches zero then you have one last spontaneous battle where you may fight the invaders. If you win that battle then you lose 25% of your troops that were in the battle BUT you cannot be attacked (or attack) for three IRL days. Additionally your invaders lose ALL of their army and machinery used to invade YOU.
In order to regain border health you must rebuild your border defenses. To do so will cost you half of the amount they initially cost.
This are NOT factored in if the battle does not reach anyone's border.

IF ANY INFRASTURE OF YOURS IS DESTROYED THEN YOU CAN PAY HAlF IT'S PRICE TO REPAIR. TO DEMOLISH INFRASTURE YOU MUST PAY THE FULL AMOUNT IT TOOK TO BUILD IT.

BATTLES:

War is consisted of battles. There are 2 kinds of battles:

-"Planned battles:"
Planned battles occur at a time in which all participating parties agree to enact a battle. Planned battles should be planned out in as much detail as possible on your own Google doc.
-When the parties meet for war everyone shows their planned out attacks. No alterations may occur to your plans after being shown, though if clarification is needed then it may be provided. In a planned battle you can and should plan out defenses for yourself.
-We'll then determine the success of battle(s) based upon probability. The stronger you are, the smarter you are, the bigger advantage you have, all factor into your chance of success.
-We then take your chance of success and assign all the sides of a ten sided die to each participant: the bigger the chance the more sides you have. If the die lands on one of your numbers then you win the battle and consequence are calculated.

-"Spontaneous battles:"
Battles that occur after planned battles. They follow the success chance rule as well, however these are not typically planned out. This is your response to your opponents planned battle strategy or your own sudden attack on someone, which the victim will then have to make a spontaneous battle plan.
-If someone adopts a wave strategy, where they send in one wave in and then another then a another etc, then the one on defense/opposing them can make a spontaneous battle change after each wave because each wave is treated as one battle.

Preparations:
-Preparations are things such as manufacturing more war equipment, drafts, trade, moving of your ships, and your territories defenses. These things can be factored into battle (border defenses for example increase your success chance if you are attacked).
-Preparations are decided before battle and must be publicly declared.

Examples of preparations:
-Moving infrastructure.
-Mobilize troops to your border.
-Determining of/how you'll defend your border.
-Moving your artillery.
-Moving your vehicles.
-Building infrastructure.

Success chance:

Your success chance is only affected by your own choices. The enemy can have a higher one, but they can't decrease yours.
Success chance will be calculated for each battle, whether your on the offense or defense.
Equations:

WMST = War machine (vehicles) their sturdiness.
WMA = War machines amount (vehicles) their damage.
*All of these calculations must be calculated for each war vehicle used*

WMT (War Machine stat total) = (WMA * intelligence # region rank) + (WMST * scientific advancement # region rank).
*for intelligence and scientific advancement region rank and any other rank please flip your position. So if your number one in scientific advancement then use 10. Use the following key to help you)

Your rank: The numbers you'll use:
1 -> 6
2 -> 5
3 -> 4
4 -> 3
5 -> 2
6 -> 1
etc...

------

#S = Number of soldiers (discludes those flying/firing from vehicles) * tier of solider (their skill number) * defense force region rank.
#D = Border health * (Number of soldiers manning your border divided by 25)

If you have multiple kinds of soldiers then do the #S calculation per tier.

Variable:

If your enemy has sent a majority of their army elsewhere and you attack then you gain a sneak attack variable buff. This will give you a 15% increased chance at winning.
If you are on full defense (90% of your army is stationed on your border) then you gain a defenders variable of 15% increased chance of winning.
Whether you are on defense or offense you can get the Over Extended Variable, which gives you a 15% reduction of your success chance. Search for the key word "unclaimed land" to learn more.

Full equation:

#D = tiles the enemy is attacking multiplied by the walls border health that you have in the attacked sector in that area.

PSC = (WMT+ #S + #D( if you are on the defense then you must add your border defense, if not you must exclude it) * variable (if you have one)

Example:

PSC1 = 90 + 90 + 90 * 15% (defenders variable).
PSC2 988 +m 68 + 45 * 15% (sneak variable).

Then take all participants of the battles PSC and add them together, making TSC.
Example:
(no continuity with the last example).

Player1 PSC = 5550
Player2 PSC = 68000

TSC(total success chance) = 5550 + 68000 = 73550

How to decide who wins the battle:

Player 1 SC = 5550/73550 =.075 * 100 = 7%.
Player2 SC = 68000/73550 = .92 * 100 = 93%

From there you pull up a ten sided die and assign everyone a set of numbers 1-10: if the generator picks one of your numbers you win.

Example (this example is connected to the last one):

Player1 = 1
Payer2 = 2 to 10

If the die lands on 8 then player 2 wins and loses 5% of their troops/vehicles from that fight while the enemy loses 25% of their present troops AND vehicles/weapons. The previously mention numbers in border defense for if you win or lose only hold true if the battle occurs at someones border.)
If one of the participants in the battle adopt a wave technique (ie, send wave one in, then 2, then 3 ecteria) do the calculation for each wave.

Success calculation should always be rounded to the ones place

LOSSAGE:
-After each battle you may lose something. For examples, if you are attacked then your number of troops decreases, even if you win. During battle infrastructure may be damaged. You will have to repair it.

If you enter a battle where no one is at someone else's border then this is how things are lost:
-If you lose a battle then 45% of the troops, equipment and technology used in it are lost.
-If you win you lose 15% of the troops, equipment and technology used.
However, for that kind of battle, called "meet battle" those numbers can change. If one party has half the number of soldiers and weaponry as their enemy then the bigger enemy will only lose 5% of their stuff/soldiers used if they win, but if they somehow lose then they only lose 35% of their weaponry and soldiers from the battle. For the small nation they lose everyone and thing in the fight if they lose, but if they win they lose 45% of their troops and weapons.

Border fights:
As previously mentioned if there is a fight at someones border then there are different loses:
-If the person on the defense at their own border wins they lose 20% of their soldiers at their border and the enemy loses their entire attack team.
-If the person on defense loses then they lose 50% of their troops and 25% of their border health while the one on offense loses 25%.
-If the invading side wins then they take the land connected to the border they invaded the three tiles behind it.
-When invading a border specific the parameters of it (ie between dash line 60 and 75).

Resource management:
-Your initial amount of troops and population will be taken from your ranking. However, after the first battle of war occurs your such stats will not be updated with your rank version of the same stats. Instead you will have a constant rate at which those stats can grow (battle will decrease your population: population grows through your cities.)

-Things such as food do matter. If your farms are destroyed then you cannot deploy any troops until they are rebuilt. If farm(s) are destroyed your population growth decreases. Battles will still occur whenever you can fight back or not.

-Vehicles will be destroyed during war. Each factory you have can produce 6 things, and can produce a limited amount of those things per day. If you run out of those things then you cannot use it.

Subsection: Starting materials:

Based on region rank in certain categories you will start out with different things:

Scientific advancement:
1. If ranked first you get 20 starting vehicles of your choice and design that take 100 minutes each (though you will not have to wait that long). Or you can have 10 starting vehicles that take 200 minutes to produce. Regardless, you get 1 missile.
2. If ranked second you get 15 starting vehicles of your choice and design that take 100 minutes each (though you will not have to wait that long). Or You can have 5 starting vehicles that take 200 minutes to produce.
3.If ranked third you get 10 starting vehicles of your choice and design that take 100 minutes each (though you will not have to wait that long). Or you can have 5 starting vehicles that take 200 minutes to produce.
4.If ranked fourth you get 10 starting vehicles of your choice and design that take 75 minutes each (though you will not have to wait that long). Or you can have 5 starting vehicles that take 175 minutes to produce.
5.If ranked fifth you get 10 starting vehicles of your choice and design that take 50 minutes each (though you will not have to wait that long). Or you can have 5 starting vehicles that take 150 minutes to produce.
6.If ranked sixth you get 7 starting vehicles of your choice and design that take 50 minutes each (though you will not have to wait that long). Or you can have 3 starting vehicles that take 150 minutes to produce.
7.If ranked seventh you get 3 starting vehicles of your choice and design that take 50 minutes each (though you will not have to wait that long). Or you can have 1 starting vehicles that take 150 minutes to produce.
...Everyone else gets seven deal.

Defense force:

1.If ranked first you get 200,000 A tier soldiers. Or you can have 5,000 S tier soldiers. Regardless you get 1 spy.
2.If ranked second you get 150,000 A tier soldiers. Or you can have 2,000 S tier soldiers. Regardless you get 1 spy.
3.If ranked third you get 200,000 B tier soldiers. Or you can have 150,000 A tier soldiers.
4.If ranked fourth you get 150,000 B tier soldiers. Or you can have 100,000 A tier soldiers.
5.If ranked fifth you get 100,000 B tier soldiers. Or you can have 50,000 A tier soldiers.
6.If ranked sixth you get 50,000 B tier soldiers. Or you can have 25,000 A tier soldiers.
7.If ranked seventh you get 50,000 C tier soldiers. Or you can have 25,000 B tier soldiers.
...Everyone else gets seven deal.

*For defense force and scientific advancement the bare minimum to store what you will be acquiring will be provided free of charge (though the space taken up will be subtracted from your available land

Intelligence:

If ranked above rank 3 in region intelligence then you are entitled to 500,000 universal currency, 3 free military bases (land is subtracted), and half of your castle wall paid off.

Civil rights:
If your civil rights are at average you start with double the amount of food your people will consumed in one day
If your civil rights are at above average you start with double the amount of food your people consumed for three days.
Anything above you get 6x the food your people need in one day AND 6 free cities (land is subtracted).

Buffs and debuffs

The following buffs apply to you under the following conditions:
-If your region rank for the following is rank 3 or above then 25% of what you spend to create a vehicle is taken out of the calculation for their creation:

🟢Improves the Economy

Industry: Mining
Sector: Agriculture
Industry: Information Technology
Scientific Advancement
Tourism
Average Income of Poor
Average Disposable Income
Sector: Manufacturing
Average Income
Economy
Business Subsidization
Industry: Insurance
Industry: Cheese Exports
Taxation
Industry: Retail
Industry: Automobile Manufacturing
Average Income of Rich
Income Equality
Industry: Timber Woodchipping
Industry: Beverage Sales
Industry: Trout Fishing
Industry: Book Publishing
Economic Freedom
Industry: Furniture Restoration
Industry: Basket Weaving
Economic Output
Employment

The following debuffs apply to you under the following conditions:
-If your region rank for any of the following is rank 7 or below then vehicles are 10% more expensive when you build them.

⚫ Bad for the Economy

Industry: Gambling
Black Market
Corruption
Political Apathy
Ignorance
Obesity
Crime
Primitiveness

Anything between has no buff or debuffs.

The following buffs apply to you under the following conditions:
-If your region rank for the following is rank 3 or above then you get 1.5 more food per day then you would without it.

🔵 Improves Your People’s Lives Overall

Welfare
Secularism
Lifespan
Inclusiveness
Public Transport
Foreign Aid
Accessibility
Public Education
Human Development Index
Food Quality
Public Healthcare
Health
Intelligence
Safety
Culture
Political Freedom
Law Enforcement
Eco-Friendliness
Civil Rights
Residency
Cheerfulness
Integrity
Freedom From Taxation
Pacifism
Niceness
Compassion
Population
Environmental Beauty

The following debuffs apply to you under the following conditions:
-If your region rank for the following is rank 7 or below then you get 1.5 less food per day then you would without it.

⚫ Bad for Society (quality of life / stability)

Rudeness
Averageness
Corruption
Recreational Drug Use
Social Conservatism
Authoritarianism
Obesity
Youth Rebelliousness
Ignorance
Crime
Charmlessness
Ideological Radicality
Death Rate

The following buffs apply to you under the following conditions:
-If your region rank for the following is rank 3 or above then you get .5 more soldiers each day.

🔴 Improves Weaponry / Military Strength

Defense Forces
Weaponization
Industry: Arms Manufacturing

The following debuffs apply to you under the following conditions:
-If your region rank for the following is rank 7 or below then you get .5 less soldiers each day.

⚫ Bad for Military Strength

Political Apathy
Ignorance
Obesity
Crime
Primitiveness
Pacifism

If you are not above 3 or less than 7 you get no buffs or debuffs. If you want a buff then you must accept a debuff from another category, ie I accept a military buff then I must accept either civil debuff or economy debuff

Starting ships:
If a player can provide verifiable proof, aka messages or fact books which have not been edited within 1 month that describes their weaponry then they may start with that weaponry under the following conditions:
1, they have made a vehicle profile for the vehicle mentioned in the message(s), 2. If the amount of vehicles is equal or less than 50 the vehicles is allowed to have 1000 defense points and 600 attack points, if it exceeds 50 vehicles and is less than 100 then you can have each vehicle have 750 defense points and 400 attack damage 3. If it is anything higher then each vehicle can have 400 defense points and 100 attack damage 4.the limit for starting vehicles is 150

Aerial combat

An aircraft can do two major things:
1. It can fly over any persons land and bomb them, each bomb destroying 1 piece of infrasture, provided that this person has no force field, in which case you only damage their border health. One aerial bomb costs 6,000 UC each.
2.A plane can fly one 1 red stick a minute.
3.A plane can't carry food or soldiers or weaponry (besides the bombs).
4.Per every 60 defense point your aircraft has it can transport 1 bomb, with a max bombs that you can carry being 10.
5.If two aircrafts engage one another then refer to Citruis's book.

If you fight in space refer to Citrus Republics Naval system.

Water ship combat

Water ships are possibly the best kind of vehicle.
start here
If you have battleships you can create a blockade. When you do this you assign battleships to a specific region of water and must either provide a map where you have marked said region or you must describe it's location in simple, easy to understand terms. Once a blockade is created no ship (including trade ships) can get through it until it is broken.
A blockade acts like a defense border in the way it is calculated: the border health in this instance would be the combined attack damage of every ship present that is supporting the blockade. Once a blockade is broken all ships associated with it are gone, unless the creator of the blackaid retreated/peacefully with drew.

Additionally, much like ground ships, water ships can transport vehicles and large quantities of people, where as planes/spaceships cannot.
One accounting for how many things/people can fit in a ship you must grab the defense points put into the ship.
Per every defense point your watership has it can transport ten person.
Per every defense point your watership has it can transport .5 defense points for vehicles. This means that if you wanted to transport for example a jet that has 200 defense points then you'd need a battle ship with 400 defense points put into it to transport the jet.
Per every defense point your watershop has it can transport 200 food.

If a war ships wishes to dock onto hostile and or unclaimed land with the intent to capture it then they make doc there. Once docked the docked ship can destroy nearby ships or it could help invade enemy land which would follow the same procedure as a normal invasion and or claiming of land.
If you invade via water and have vehicles and people aboard then you can march onto the enemy shore.

NOTE:
If you are transporting more than one thing then you must do the following.
-Available defense points = your ships defense points from when it was created
-Per thing you put into the ship subtract the amount of defense points it takes up THIS DOES NOT effect your ships defense capabilities.
If your ship is attacked you do not lose available defense points

Additionally,there are two kinds of ships: transport and battleships.

Transport ships:
-Can't carry missiles.
-Makes the .5 defense points needed to support 1 defense points to transport a vehicles (meaning 2 ship defense points to carry one other vehicles defense points) now be one, making it a 1 to 1 transaction.
-For this extra space they have no built in weaponry, as such it cannot defend itself.

Battleships:
-Can carry missiles.
-Has built in weaponry: if something can attack the ship (assuming it is not a missile) then the ship can shoot it too.
-These are used in blockaids.
-If a battleship makes it to the cost of someones coast it can fire a missile and destroy one thing OR it can choose to attack the defenses of that country and do 1,000 damage to it.

-When a battle ship is moving sailing it must be declared on the region board that it is. It can move one red stick every 2 hours. The message for the battle ship moving must never be edited.

Land vehicles.

-Land vehicles can be transported by water ships.

-Like water ships Land vehicles can transport other vehicle, however it has limits. Any land vehicle can not carry something that is more than 250 defense points.
-Land vehicles can move 1 red stick every hour.

Map:

Maps are optional IF you have a clearly laid out section in your war book detailing how many of every infrastructure you have and everything else that would be included on a map.

If your weapons lack a weapons bio then they cannot be used.
On maps you can plot out where your infrastructure is. If you withhold any of these locations then they are not cannon. Throughout the war you may build infrastructure as you need it and if it is destroyed you may repair it. However, at some point you may destroy a piece of infrastructure to move it somewhere else, if you do then you must spend half of the universal currency you spent to build it to destroy it. if you destroy a piece of infrastructure then you regain the available land(s) it took up.
-On maps it is advised, though not required, that you use a legend to make cities and what not.
Conditions for maps:
-Someone who has never looked at your map before must be able to tell where ALL infrastructure is just at a glance.
-A map must have compass pointing the proper directions.

Gaining unclaimed land
If you want to gain more land than you already own that is not currently claimed then you can do so
However, you can only do so if:
A. the land is right beside you.
B. you have a water vessel that could reach the land by sea from your currently claimed land.
C.If the land has already been claimed, but it was only recently claimed (within 4 days) then you can claim it- thought you will have to fight them for it. This condition does not matter if the current owner of the land recently fought for it against someone who had the land for over 4 days, if this is the case then you'd have to go to war for the land.

There is no cost to gaining land if you can reach it, except for one issue: overall population, and certain infrastructure and how it relates to land.
If per 80 tile you do not have 4,000 peoples (the max population of one city which takes up 20 available land) then you get the Over Extended Variable. If you do not have the adquest amount of military bases for your troops then you also get the Over Extended Variable. If you do not have enough food or cities for your people then you also get this variable.
Reference the Success Chance section and the subsection about variables to learn more about this variable.

War announcements fact book:

Each participating country must have a war book fact book which is where you include your map (or proper substitute), your math, up to date stats, plans and results. Other things like your weaponry bios can be included here as well provided that your war announcements fact book is still organized or your weaponry bio can get it's own fact book. It's up to you.

Special bonuses

If you are currently ranked number one in any category you are eligible for 2,000 universal currency.
If you are currently ranked number two in any category you are eligible for 1,000 universal currency.
If you are currently ranked number three in any category you are eligible for 500 universal currency.

You do not need to immediately cash these grants in, however if you do not cash them in before you are no longer number one then you never can. I you become number one, cash your grant, then get bumped down to second then your not eligible for 1,000. But if your knocked down to fourth then back up to second you are.

RawReport