Build A Town - Long Winded Series - Part 1 (11/16)
Posted: Sat May 03, 2008 5:26 am
An odd thing building a town it requires a lot of money, investment, risk, reward and so on. But what do you buy first? The houses or Flats? Build the goods and expot them with a Factory or Import the goods and sell them on with A Shop? Buy Land or Rent it?
We will now combine money and risk. Although the buildings have no affect in war when getting ready to attack they will be vital.
You start off only owning: 3 Plots of Land, 20 Credits, Your Headquarters, Classic, Sequential, Escalating, Chained, No Fog, 1 military
Price List:
Uncatergorised:
Plot Of Land - Required to Build (start off 3) - 10 CC Credits
Investment: - Can build as many as you like (Excluding Banks)
Mine - Requires 3 Workers - Makes 3 Coal - 2 CC Credits
Power Plant - Takes 3 Coal - Makes 4 electricity - 20 CC
Factory - takes 2 Coal per turn (2 plots of land), creates 3 goods - 5 CC Credits - 2 electricity
Shops - Makes 2 CC Credits per turn (1 plot of land), requires 1 good - 20 CC credits - 1 electricity
Small Bank - Allows trade on Stock market, Gives 20% interest a turn (2 plots of land) - 50 credits - 1 electricity
Medium Bank - Gives 50% interest a turn (+1 plot of land (total 3) - 100 Credits - 3 electricity
Large Bank - Gives 100% interest a turn (+5 plots of land (total - 300 Credits - 5 electricity
International Corparation - One In World - Can steal one players money (once every 10 turns) 1,000 CC Credits - No plot
Military: - Can only build one of each
Wall: Gives one extra life - Requires No Plots - 5 CC Credits
High Wall - Gives 1 extra life - 1 plot - 20 CC Credits
Gate - Gives 1 extra life - 1 plot - 50 CC Credits
Barracks - Can send 2 attack parties - 2 plots - 50 CC Credits
Military Training Ground - Can send 3 attack parties - +1 plot - 100 CC Credits
Military Camp - Can send 5 attack parties - +5 Plots - 300 Credits
Great wall of china (only one in world) - Gives 4 Extra Lives - No Plot - 1,000 Credits
Alliances
Embassy to X - 1 plot allows trade between towns (both require embassy)
Defensive Pact - no plot - 100 Credits allows players to hold allianced (play doubles)
Alliance - no plot - 300 Credits allows players to hold a larger alliance (Play triples)
United Region - no plot - 400 Credits allows players to have an even larger alliance (Play Quadruples)
Accommodation, Farms and Military Recruiting
Fruit Farm - Can feed 3 People (Workers OR Army) - requires 1 worker - 5 CC Credits
Veg Farm - Can feed 5 People (Workers OR Army) - requires 1 worker - 10 CC Credits
Meat Farm - Can feed 40 People (Workers OR Army) - requires 6 workers - 30 CC Credits
House - Can hold 3 people - 5 CC Credits - 0.5 plots
Flats - Can hold 10 people - 10 CC Credits - 1 Plot
Draft - Creates 2 military (takes from workers) - costs 5 CC Credits
Enlist - Creates 5 Military - Costs 10 CC Credits
Government Styles (Maps and Settings)
Maps - 10 CC Credits each
Settings - 30 CC Credits each
You get a flat income of 10 CC Credits a turn however every game of CC you win gives you 10 CC Credits
When you attack you send up to 5 attack parties to your opponent. Each attack party fights an opponent (The walls etc.) If you lose against the wall once you lose an attack party and send in another, if you win against the wall you continue to the city, once there you have 3 options, seize buildings (no battle), Destroy opponent (1 life per battalion + 2(can't retreat)) Or destroy military (1 life per battalion (can retreat))
When you go and attack a town with no military you instantly destroy opponent. If there is military you fight on a government style of their choice (they must have purchased it).
The winner of this game is the person to be allies with all players, the person to have killed all players or the person with the largest military after the majority of players send me a PM saying WAR. (If players are ties with each other they go to war in the centre of map and fight it out by sending wave after wave of their military e.g. All players except D (who has 1) have 10 military (They have 10 battles among each other except D who has such a weak army he gave up). Players can also declare an allied victory when they don't want to fight
Alliances will be annouced in thread (but buildings will not.
On round 1 you may attack anyone but beware if you leave your headquarters you can be defeated with no battle if someone attacks you. WIFOM!!
the long winded series involves tournaments that last a long time the winner(s) get to go through to the final (which is not going to be as long winded)
Players: (6/16)
brandoncfi
daydream
risk-yall100-0
Luvr
daydream
AfroDwarf
codydonahue
mangus
leolou2
amazzony
rbelrgrod
We will now combine money and risk. Although the buildings have no affect in war when getting ready to attack they will be vital.
You start off only owning: 3 Plots of Land, 20 Credits, Your Headquarters, Classic, Sequential, Escalating, Chained, No Fog, 1 military
Price List:
Uncatergorised:
Plot Of Land - Required to Build (start off 3) - 10 CC Credits
Investment: - Can build as many as you like (Excluding Banks)
Mine - Requires 3 Workers - Makes 3 Coal - 2 CC Credits
Power Plant - Takes 3 Coal - Makes 4 electricity - 20 CC
Factory - takes 2 Coal per turn (2 plots of land), creates 3 goods - 5 CC Credits - 2 electricity
Shops - Makes 2 CC Credits per turn (1 plot of land), requires 1 good - 20 CC credits - 1 electricity
Small Bank - Allows trade on Stock market, Gives 20% interest a turn (2 plots of land) - 50 credits - 1 electricity
Medium Bank - Gives 50% interest a turn (+1 plot of land (total 3) - 100 Credits - 3 electricity
Large Bank - Gives 100% interest a turn (+5 plots of land (total - 300 Credits - 5 electricity
International Corparation - One In World - Can steal one players money (once every 10 turns) 1,000 CC Credits - No plot
Military: - Can only build one of each
Wall: Gives one extra life - Requires No Plots - 5 CC Credits
High Wall - Gives 1 extra life - 1 plot - 20 CC Credits
Gate - Gives 1 extra life - 1 plot - 50 CC Credits
Barracks - Can send 2 attack parties - 2 plots - 50 CC Credits
Military Training Ground - Can send 3 attack parties - +1 plot - 100 CC Credits
Military Camp - Can send 5 attack parties - +5 Plots - 300 Credits
Great wall of china (only one in world) - Gives 4 Extra Lives - No Plot - 1,000 Credits
Alliances
Embassy to X - 1 plot allows trade between towns (both require embassy)
Defensive Pact - no plot - 100 Credits allows players to hold allianced (play doubles)
Alliance - no plot - 300 Credits allows players to hold a larger alliance (Play triples)
United Region - no plot - 400 Credits allows players to have an even larger alliance (Play Quadruples)
Accommodation, Farms and Military Recruiting
Fruit Farm - Can feed 3 People (Workers OR Army) - requires 1 worker - 5 CC Credits
Veg Farm - Can feed 5 People (Workers OR Army) - requires 1 worker - 10 CC Credits
Meat Farm - Can feed 40 People (Workers OR Army) - requires 6 workers - 30 CC Credits
House - Can hold 3 people - 5 CC Credits - 0.5 plots
Flats - Can hold 10 people - 10 CC Credits - 1 Plot
Draft - Creates 2 military (takes from workers) - costs 5 CC Credits
Enlist - Creates 5 Military - Costs 10 CC Credits
Government Styles (Maps and Settings)
Maps - 10 CC Credits each
Settings - 30 CC Credits each
You get a flat income of 10 CC Credits a turn however every game of CC you win gives you 10 CC Credits
When you attack you send up to 5 attack parties to your opponent. Each attack party fights an opponent (The walls etc.) If you lose against the wall once you lose an attack party and send in another, if you win against the wall you continue to the city, once there you have 3 options, seize buildings (no battle), Destroy opponent (1 life per battalion + 2(can't retreat)) Or destroy military (1 life per battalion (can retreat))
When you go and attack a town with no military you instantly destroy opponent. If there is military you fight on a government style of their choice (they must have purchased it).
The winner of this game is the person to be allies with all players, the person to have killed all players or the person with the largest military after the majority of players send me a PM saying WAR. (If players are ties with each other they go to war in the centre of map and fight it out by sending wave after wave of their military e.g. All players except D (who has 1) have 10 military (They have 10 battles among each other except D who has such a weak army he gave up). Players can also declare an allied victory when they don't want to fight
Alliances will be annouced in thread (but buildings will not.
On round 1 you may attack anyone but beware if you leave your headquarters you can be defeated with no battle if someone attacks you. WIFOM!!
the long winded series involves tournaments that last a long time the winner(s) get to go through to the final (which is not going to be as long winded)
Players: (6/16)
brandoncfi
daydream
risk-yall100-0
Luvr
daydream
AfroDwarf
codydonahue
mangus
leolou2
amazzony
rbelrgrod