Kansiov
29-09-2007, 14:37
Creator/ Main Mod: Kansiov
Vice Mod: Candistian
Vice Mod/ War Mod: Shakal
Announcements:
Roleplay will start next Friday
RP is still open for new signups
Introduction
Ruler Earth V 1.0 RP is easily an almost fully customizable Earth. You can be a conservative Democratic Nation, to a Military Junta conquering half of the globe. In this Earth, you choose for destiny.
Earth Ruler offers a different economic system unlike many previous Earths, Ruler Earth uses Industrial Points or IPs as the main currency. Also a Tech system ensures a fair generation of scores and war results by the Mods of the Earth, which is me (Kansiov) and several others.
In 1962, the Cuban missile Crisis saw an Airstrike by the United States on Cuba. As a result, the Soviet Union unleashed all her missiles. So did the United States, unleashing all of her nuclear warheads of the Soviet Union. About 400 nukes wreaked Earth in the next month, killing billions and throwing the world into a Nuclear winter. Soon Earth once again fell into another period of her "dark ages" with almost no recorded accounts during this period of time. You roleplay as a young Nation, ready to restart the human Civilization from the second Ice age. Since the human race has lost track of time, your 1st year would be counted as "Year 1" and so on and so forth.
Rules
1)No cheating. Doing so will result in a ban.
2)No begging for the change of war results.
3)Conversations or treaties that are not known ICly will not be counted.
4)Nations without a factbook will be counted as non-existent.
5)Players not active for 3 weeks without notice will be kicked.
NOTE: Battle results, events and factbook checks will be conducted and run entirely by Game Mods. Should you be caught cheating by any of the Mods, it would result in a suspension, or ban if serious.
Claiming Your Nation
Alright enough of the harsh rules, now the main question is, how do I claim land on this Earth? Everyone no matter how big of a Nation you are, or how many post counts you have, you will start off with 1 million people, 1 plot of land (which you can choose), 1 industry and 40 points. The points lets you 'buy' your starting Nation's needs.
List of things you can buy and Cost from "points":
Industries: 3 points
Industries generate 5 IPs a year, however they would need a 1 raw material to start generating the IPs.
Resource Production Center: 2 points
It produces 1 raw material a year, for your industries. Excess raw materials could be kept, or sold to others.
Military leader: 3 points (+1 for trait and +2 for adding 1 more skill [Maz 3 skill])
Military leaders lead your troops, the higher the skill the better they are.
Tech Teams: 7 points (+4 for adding another specialized area)
Tech teams tech up your Nation, be it in military or civic they are very important in the development of your Nation.
NOTE: All Tech teams comes with a specialized area when "bought"
Land: 3 points (Max 2 more land)
You can claim another plot of land, however it must be beside your 'motherland'.
Extra Population: 5 points (1 million more in pop)
For 5 points you can get 1 million people more. This adds more to your workforce.
Example of a Claim:
Hi i would like to Claim this:
Motherland: Tokyo
40 points:
4 Industries= 12 Points
6 Production Centers= 12 points
1 military leader (skill 2)= 3+2= 5 Points
1 Tech Team (Industrial)= 7 points
2 plots of land= 6 points (Osaka and Hiroshima)
12+12+5+7+6= 40 points
Economy
Industries
On this Earth your economy isnt based off the standard $ nor the GDP. It will using the Industrial point (IP system). Industries gentrate IPs, however to keep them doing so, you must give a 1 raw material, or they won't be doing anything. Also consumer goods are needed to be given to your population to keep dissent (explained later) low. One Industry produces 5 IPs annually (GT) if it recieves its 1 raw material.
Resources and Resource production centers
1 Resource is required to run 1 Industry. And one Resource Production Center produces 1 raw material annually. Antoehr important resource is manpower, every 1 million pop earns you 10 manpower points annually, they build up your army and industry.
Trade and Trade Taxes
Yes if you have excess raw materials you can sell them to other countries, for any price (IPs) as long as your customer is willing to pay that amount. Well how do we get the resources there? The answer is you, or the other player have to buy land or sea supply convoys and maintain these crucial trades routes, from enemy ships, or Pirates and bandits, these convoys will cost money and the resources and IPs will be lost as well. Also trade Taxes can be imposed. For Example, A is trading with B however country C in the middle is controlling the Suez Canal. Therefore, Country C can impose for example 0.2 IP tax on the convoy.
Technology
Any Nation needs Technology to improve, and yes Tech teams are required to Tech up your Nation. Each Tech team has a specialized area, and note they cannot research an area that is not in their specialized area.
List of specialized area:
General Small Arms Equipment
Tanks
Artillery
Large Aircraft
Small Aircraft
Nuclear
Submarine
Surfaced Large ships
Surfaced Small Ships
Spy Equipment
Electronics
Rocket
Anti-Spyware
Land Doctrine
Air doctrine
Sea Doctrine
Aerospace Technology
Tech team Skill
The Skill of the Tech Team determines how many research it can do per year. Skill 1 can only do 1 while skill 9 can do up to 9, as long as you have the funds.
NOTE: Some technology requires a specialized area of 2 fields or 3, Tech teams are not allowed to work in a project together, however a tech team can have a maxium of 3 Spiecalized areas.
Vice Mod: Candistian
Vice Mod/ War Mod: Shakal
Announcements:
Roleplay will start next Friday
RP is still open for new signups
Introduction
Ruler Earth V 1.0 RP is easily an almost fully customizable Earth. You can be a conservative Democratic Nation, to a Military Junta conquering half of the globe. In this Earth, you choose for destiny.
Earth Ruler offers a different economic system unlike many previous Earths, Ruler Earth uses Industrial Points or IPs as the main currency. Also a Tech system ensures a fair generation of scores and war results by the Mods of the Earth, which is me (Kansiov) and several others.
In 1962, the Cuban missile Crisis saw an Airstrike by the United States on Cuba. As a result, the Soviet Union unleashed all her missiles. So did the United States, unleashing all of her nuclear warheads of the Soviet Union. About 400 nukes wreaked Earth in the next month, killing billions and throwing the world into a Nuclear winter. Soon Earth once again fell into another period of her "dark ages" with almost no recorded accounts during this period of time. You roleplay as a young Nation, ready to restart the human Civilization from the second Ice age. Since the human race has lost track of time, your 1st year would be counted as "Year 1" and so on and so forth.
Rules
1)No cheating. Doing so will result in a ban.
2)No begging for the change of war results.
3)Conversations or treaties that are not known ICly will not be counted.
4)Nations without a factbook will be counted as non-existent.
5)Players not active for 3 weeks without notice will be kicked.
NOTE: Battle results, events and factbook checks will be conducted and run entirely by Game Mods. Should you be caught cheating by any of the Mods, it would result in a suspension, or ban if serious.
Claiming Your Nation
Alright enough of the harsh rules, now the main question is, how do I claim land on this Earth? Everyone no matter how big of a Nation you are, or how many post counts you have, you will start off with 1 million people, 1 plot of land (which you can choose), 1 industry and 40 points. The points lets you 'buy' your starting Nation's needs.
List of things you can buy and Cost from "points":
Industries: 3 points
Industries generate 5 IPs a year, however they would need a 1 raw material to start generating the IPs.
Resource Production Center: 2 points
It produces 1 raw material a year, for your industries. Excess raw materials could be kept, or sold to others.
Military leader: 3 points (+1 for trait and +2 for adding 1 more skill [Maz 3 skill])
Military leaders lead your troops, the higher the skill the better they are.
Tech Teams: 7 points (+4 for adding another specialized area)
Tech teams tech up your Nation, be it in military or civic they are very important in the development of your Nation.
NOTE: All Tech teams comes with a specialized area when "bought"
Land: 3 points (Max 2 more land)
You can claim another plot of land, however it must be beside your 'motherland'.
Extra Population: 5 points (1 million more in pop)
For 5 points you can get 1 million people more. This adds more to your workforce.
Example of a Claim:
Hi i would like to Claim this:
Motherland: Tokyo
40 points:
4 Industries= 12 Points
6 Production Centers= 12 points
1 military leader (skill 2)= 3+2= 5 Points
1 Tech Team (Industrial)= 7 points
2 plots of land= 6 points (Osaka and Hiroshima)
12+12+5+7+6= 40 points
Economy
Industries
On this Earth your economy isnt based off the standard $ nor the GDP. It will using the Industrial point (IP system). Industries gentrate IPs, however to keep them doing so, you must give a 1 raw material, or they won't be doing anything. Also consumer goods are needed to be given to your population to keep dissent (explained later) low. One Industry produces 5 IPs annually (GT) if it recieves its 1 raw material.
Resources and Resource production centers
1 Resource is required to run 1 Industry. And one Resource Production Center produces 1 raw material annually. Antoehr important resource is manpower, every 1 million pop earns you 10 manpower points annually, they build up your army and industry.
Trade and Trade Taxes
Yes if you have excess raw materials you can sell them to other countries, for any price (IPs) as long as your customer is willing to pay that amount. Well how do we get the resources there? The answer is you, or the other player have to buy land or sea supply convoys and maintain these crucial trades routes, from enemy ships, or Pirates and bandits, these convoys will cost money and the resources and IPs will be lost as well. Also trade Taxes can be imposed. For Example, A is trading with B however country C in the middle is controlling the Suez Canal. Therefore, Country C can impose for example 0.2 IP tax on the convoy.
Technology
Any Nation needs Technology to improve, and yes Tech teams are required to Tech up your Nation. Each Tech team has a specialized area, and note they cannot research an area that is not in their specialized area.
List of specialized area:
General Small Arms Equipment
Tanks
Artillery
Large Aircraft
Small Aircraft
Nuclear
Submarine
Surfaced Large ships
Surfaced Small Ships
Spy Equipment
Electronics
Rocket
Anti-Spyware
Land Doctrine
Air doctrine
Sea Doctrine
Aerospace Technology
Tech team Skill
The Skill of the Tech Team determines how many research it can do per year. Skill 1 can only do 1 while skill 9 can do up to 9, as long as you have the funds.
NOTE: Some technology requires a specialized area of 2 fields or 3, Tech teams are not allowed to work in a project together, however a tech team can have a maxium of 3 Spiecalized areas.