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Forum Risk V5

Posted: Sun Jun 30, 2013 6:46 am
by Bigcheecho
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Basic Rules
Territory Improvements
SCIENCE!!!!!!!!!!!!1111!!!!!
Bombing & Nuking
Money
Diplomacy
How to Join

Basic Rules
-When you create your empire, you must pick an unclaimed territory for your capital.
-Each turn, you can pick a spot to expand, bomb an enemy improvement, or create improvements (NOTE: You can expand once, bomb twice, and build up to 2 improvements in the same turn).
-Territories gained is determined by a randomly selected number from 5 to 30.
-When you attack another empire, you get an attack score, while the player you attack gets a defense score.
  • Attack score = ((territory count/3) + barracks count + (victory count/2))/(forts attacked * 0.05)
    Defense score = (territory count/3) + (victory count/2) + (forts defending/4)

Territory Improvements
By spending money, you can build territory improvements. Territory improvements provide bonuses to your empire. Each territory improvement is indicated by a shape, as shown by the key above. Only one territory improvement can be built in a single territory. Each improvement costs 20 money to build, plus 0.2 money of upkeep per turn to keep the improvement. The only improvement exempted from upkeep is the Market & your capital..

Improvements:
  • Research Center (Triangle) - Produces 3 science a turn.
    Market (Square) - Produces 3 money a turn.
    Fort (Hexagon) - Gives defensive bonuses for your empire.
    Barracks (Pentagon) - Gives offensive bonuses for your empire.
    Capital (Circle) - The center of your empire. Produces 5 money a turn, and 3 science a turn.

SCIENCE!!!!!!!!!!!!1111!!!!!

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Each technology takes a certain science level to complete research. Each science you produce per turn contributes to the technology of your choice until the technology's science value is reached. Once that point is reached, you can research another technology.

Technologies
  • Military Tactics - 20 science - Allows you to build Barracks
    Building - 20 science - Allows you to build Forts
    Ships - 40 science - Allows you to do naval attacks - requires Military Tactics & Building
    Ballistics - 40 science - Allows you to bomb territories - requires Military Tactics & Building
    Paratrooping - 55 science - Allows you to attack any point in the map. The capital and any territories adjacent to the capital will not be taken by a paratrooper attack - requires Ballistics
    Nukes - 70 science - Allows you to nuke territories - requires Ships & Paratrooping

Bombing & Nuking
Unlike in V4, players can bomb individual territories instead of just bombing an empire. Bombs & nukes must now be purchased for a certain amount of money. Once you research Ballistics, you get 3 free bombs. A bomb costs 15 money, while a nuke costs 40 money. Bombs can be dropped on improved territories to destroy the improvement. The improvement CAN be rebuilt on a bombed space, however. Nukes, on the other hand, disable the territory from having another improvement and pretty much render the territory useless. Also, nukes affect all territories adjacent to the target territory, while bombs only affect the selected territory.

Money

Money can be produced in two ways:
  • Markets
    Trading with other players
With money, you can buy & sell just about anything from other players. For example, a player can sell 2 bombs and a barracks territory for 25 money. Money is also used to purchase stuff for YOU, which is shown in the previous parts.

Diplomacy
Diplomacy is the relation you have with other empires. There are five possible diplomatic relations you can have with another empire:
  • Neutral - The default relation. The two empires can declare war to one another at any time.
    NAP - Lasts for a certain amount of turns. In those turns, you cannot declare war on each other. If a player declares war on a player who he has a NAP with, the NAP is broken, and will last for the remaining duration/4,rounded down. Is automatically in effect for 5 turns after a war ends. Must be approved by both nations before put into effect. Both players must agree to canceling a NAP before it can be cancelled.
    Alliance - The best relation you can have with another nation. If an ally is attacked, you must declare war on the attacker, or the alliance is broken. You cannot attack an allied nation. Must be approved by both nations to be in effect, can be broken at any time by one player in the alliance.
    Sanction - The other player can't trade with you, nor can't you trade with him. Can be declared by one player. Can only be ended by the player who declared it.
    War - The two nations can attack, bomb, and nuke each other until peace is in effect. Can be declared by one player. This is the worst possible relation you can have with another nation. Peace must be apprived by both nations before peace can happen.

How to Join
Code: Select all
Empire's Name:
Empire's Color:
Capital (Edit map if possible):

Final message to kmaj

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 6:52 am
by MrHaaax
Empire's Name: Red Star
Capital: Moscow

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 6:57 am
by Bigcheecho
MrHaaax wrote:
Empire's Name: Red Star
Capital: Moscow
I forgot to Add a "Color" section to the app.
I assume you want to be red, so I'll add you to the map tomorrow. (It's 12:00 AM here)

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 7:04 am
by MrHaaax
Bigcheecho wrote:
MrHaaax wrote:
Empire's Name: Red Star
Capital: Moscow
I forgot to Add a "Color" section to the app.
I assume you want to be red, so I'll add you to the map tomorrow. (It's 12:00 AM here)
Kk.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 7:52 am
by Willy
No thanks - I'd rather wait for kmaj's V5.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 8:00 am
by MrHaaax
NVM, I'm out of this.
No thanks - I'd rather wait for kmaj's V5.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 9:31 am
by Venator
Lol u guise is fags.
Imma play both
Huehuehuehue

EDIT:
I got a solution for your "problem".
BIgcheecho holds back the start of his risk.
And then he and kmaj team up and do this together.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 11:04 am
by VerstehIchNicht
Why do you start a Forum Risk if another one if still going.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 11:23 am
by Fleischgeruch
Seriously, don't be an autist.
Will wrote:
No thanks - I'd rather wait for kmaj's V5.
^

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 11:38 am
by Venator
1.Bigcheecho waits for kmaj to finish
2.They do V5 together
3.You guys stop complaining
4.????
5.Profit

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 1:51 pm
by XxXAtlanXxX
New old holiday empire of german nation
http://images.th3us3r.com/images/2013/06/30/I71s1NJ.png
Black

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 4:34 pm
by Bigcheecho
Venator wrote:
1.Bigcheecho waits for kmaj to finish
2.They do V5 together
3.You guys stop complaining
4.????
5.Profit
I'll do that, then.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 4:45 pm
by [RUS] Vlad01
gosh finally I can join it (ye I know I can apply after V4, BUT I CANT WAIT)
Empire's Name: Russia
Capital: Moscow
Color: Red

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 5:01 pm
by Bigcheecho
[RUS] Vlad01 wrote:
gosh finally I can join it (ye I know I can apply after V4, BUT I CANT WAIT)
Empire's Name: Russia
Capital: Moscow
Color: Red
Alright, you'll be queued.

Re: Forum Risk V5

Posted: Sun Jun 30, 2013 7:01 pm
by CommieBuffalo
Eh, I guess I'll try.
Empire's Name: THE GREAT EMPIRE OF NEW KAZAKHSTAN!
Empire's Color: Blue.
Capital (Edit map if possible): Lisboa, I guess.