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       #Post#: 12--------------------------------------------------
       Military Units and Upgrades
   DIR By: Twinky827
       Date: February 13, 2016, 3:19 pm
       ---------------------------------------------------------
       [center]Military Units and Upgrades[/center]
       [center]The Big Stick Emporium[/center]
       Inevitably, there will come a time when your goals don't align
       with somebody else's. In those cases, it's entirely possible
       that one of you will deem it necessary to beat the other one up
       until your goals are aligned. Welcome to your guide on how to do
       that.
       Units in your army have a thing called MP, or Military Points.
       This is just a representation of how expensive those units are
       to build and keep working.
       When building units, a unit costs one PP per MP. So, for
       example, a tank brigade will cost 3 PP to build. When you first
       start out, you can build an army for free with as many units as
       you want. If you don't build your free army within one week of
       being accepted, however, you'll have to build it normally.
       When building units, you can only build a maximum of one unit
       per real life hour.
       This prevents people just emptying their treasury to build like
       100 Standard Infantry if they're about to be conquered.
       Units need upkeep to keep them functioning. To supply a unit for
       a cycle, it costs 0.5 MC per MP. So a Tank Brigade would cost
       1.5 MC per cycle to keep running or 0.75 MC if its in a base.
       You also lose 0.25 PP from your pool for each MP's worth of
       units that you own. This represents the workforce that you have
       soldiering instead of working.
       Units kept in military bases only cost 0.25 MC per MP in
       maintenance per cycle, provided they stay there for the entire
       cycle. You start with six military bases, and can place them
       anywhere within your own borders (You'll want to have at least
       one naval base, though!). You'll have to choose where to put
       them, however, and should keep this information public. It's
       very hard to hide a giant army camp. A good place to show where
       your camps are might be in your regional map.
       All units have a list of stats. Anytime you see a set of
       numbers, such as 0/0/0/0, these are the units stats. The
       ordering is as follows: ATK/HP/ARMR/MNV, standing for Attack,
       Health, Armor, and Maneuverability.
       Below you can find all the units that will comprise your
       military and the various upgrades available to them.
       UNITS:
       Land:
       [spoiler]
       #Standard Infantry#
       Quantity: 5,000 men
       1/2/0/2
       MP COST = 1
       Traits: None
       Standard troops, intended to engage the enemy in face-to-face
       warfare. The backbone of any army. Armed with standard rifles,
       automatic machine guns, and mortars to combat infantry. These
       units are heavily customizable, and can be used for a wide
       variety of tasks.
       #Heavy Tanks#
       Quantity: 200 vehicles
       3/3/1/4
       MP COST = 3
       Traits: None
       A brigade of heavy tanks, intended to breakthrough enemy lines
       with the support of infantry. Fast and armored, they will tear
       up infantry and lighter tanks with ease.
       #Light Tanks#
       Quantity: 200 vehicles
       1/2/0/5
       MP COST = 2
       Traits: Strength in Numbers: +1 ARMR when at least 2 other
       friendly Standard Infantry units are on the field. Each Light
       Tank unit requires an additional 2 friendly infantry to gain
       this bonus.
       A battalion of vehicles designed to fight alongside infantry to
       destroy enemy troops. Can be used in urban warfare to assist
       troops or to supplement heavier vehicles in an armored cavalry
       role.
       #Artillery#
       Quantity: 100 pieces
       1/1/0/1
       MP COST = 2
       Traits: Long  Ranged - This unit cannot be targeted by units
       without Long Ranged while friendly units without Long Ranged
       still exist on the field.
       Large, long range guns that deliver a lethal barrage to soften
       the enemy. Necessary in any modern army.
       #AA Vehicle Brigade#
       Quantity: 600 AA Vehicles
       1/2/1/3
       MP COST = 2
       Traits: Anti Air - This unit's ATK increases by 1 when targeting
       units with Airborne. Forces air units to engage with them first.
       A battalion of self-propelled anti-aircraft guns able to
       accompany allied divisions and protect them from enemy air
       support.
       [/spoiler]
       Air:
       [spoiler]
       #Ground Attack Squadron#
       Quantity: 12 aircraft
       1/3/0/10
       MP COST = 2
       Traits: Airborne - This unit cannot be targeted by units without
       Airborne or another trait which overrules the effects of this
       one
       Death from Above - This units ATK increases by 2 when
       targeting units without Airborne
       Low-flying attacker aircraft capable of close air support and
       air-interdiction missions. Can carry a large load of various
       bombs and rockets to defeat infantry and vehicles alike.
       #Bomber Squadron#
       Quantity: 12 aircraft
       0/2/0/3
       MP COST = 3
       Traits: Airborne - This unit cannot be targeted by units without
       Airborne or another trait which overrules the effects of this
       one
       Firestorm - This units ATK increases by 10 when
       targeting units without Airborne
       Large, powerful bomber aircraft carrying enough payload to level
       entire cities.
       #Air Superiority Squadron#
       Quantity: 12 aircraft
       0/3/0/11
       MP COST = 2
       Traits: Airborne - This unit cannot be targeted by units without
       Airborne or another trait which overrules the effects of this
       one
       Air-to-Air - This unit's ATK increases by 2 when
       fighting units with Airborne
       High-performance fighter aircraft equipped with cannons and jet
       engines, designed to attack enemy aircraft and gain dominance of
       the sky.
       [/spoiler]
       Sea:
       [spoiler]
       #Destroyer#
       Quantity: 1 Ship
       2/3/1/4
       MP COST = 2
       Traits: Anti-Submarine Warfare - Unit can detect and target
       Submarines
       Destroyers are small cheap ships intended for anti-submarine and
       maritime patrol. Armed with guns, depth charges, and later on
       missiles, these ships are required to be effective in any modern
       fleet.
       #Cruiser#
       Quantity: 1 Ship
       3/4/1/3
       MP COST = 4
       Traits: Flak - This unit can target units with Airborne, but
       this unit's ATK becomes 1 when doing so.
       Cruisers are the middle ground between Destroyers and
       Battleships, carrying larger caliber guns while also retaining
       anti-air artillery. They are useful on their own but can also
       supplement capital ships to increase their effectiveness.
       #Battleship#
       Quantity: 1 Ship
       5/8/2/2
       MP COST = 8
       Traits: None
       Battleships are the largest and most powerful naval units,
       bearing incredibly large guns capable of defeating any smaller
       ship. However, their size leaves them slow and vulnerable to
       aircraft when left without escort.
       #Aircraft Carrier#
       Quantity: 1 ship
       0/8/2/2
       MP COST = 8
       Traits: Mobile Airbase - Unit can carry up to 3 Air Superiority
       or Ground Attack squadrons.
       An Aircraft Carrier is a large mobile airfield capable of
       carrying multiple squadrons of aircraft anywhere in the world.
       Commonly used as the flagship of a fleet and the showcase of a
       military's might. While they can carry aircraft, they have no
       weapons to fight off enemy ships and require a constant escort.
       #Submarine#
       Quantity: 1 ship
       3/2/0/3
       MP COST = 3
       Traits: Submersible - Cannot be targeted by units without a
       Submersible or another trait which explicitly overrides this
       one.
       Submarines are ships capable of traveling underwater, making
       them exceptionally stealthy and lethal. Armed with torpedoes, a
       Submarine can easily sneak up and destroy unsuspecting capital
       ships. Their only opponents are Destroyers and other Submarines.
       [/spoiler]
       UPGRADES:
       Land:
       [spoiler]
       Standard Infantry Upgrades:
       Anti-Tank Infantry - 0 MP - +1 ATK when targeting non-Infantry.
       -1 ATK when targeting Infantry
       Special Infantry - 1 MP - +1 ATK when at least 2 other friendly
       Standard Infantry units are on the field. Each Special Infantry
       requires an additional 2 friendly infantry without this upgrade
       for this bonus.
       Heavy Tank Upgrades:
       Advanced Armour - 1 MP - +1 ARMR - Requires Advanced Armour
       High-Caliber Cannon - 1 MP - +1 ATK. -3 ATK when duelling
       Standard Infantry - Requires Heavy Cannons
       Light Tank Upgrades:
       Accurate Cannon - 1 MP - +1 ATK when at least 2 friendly
       Standard Infantry are on the field - Requires Accurate Cannons
       Tank Killer - 1 MP - +1 ATK when duelling Heavy Tank units -
       Requires Advanced Cannons
       Artillery Upgrades:
       MLRS - 2 MP - If unpaired, this unit can target and deal damage
       to a ground unit equal to this units' attack. This is not
       treated as a duel. Cannot be attacked by any enemy ground units
       (including other artillery) while  ground  units on the same
       team without Long Ranged still exist. Requires Missile
       Artillery.
       Anti-Ship Missile Launcher - 0 MP - +2ATK aginst ships. This
       unit can target naval units. This unit cannot target non-naval
       units.  Requires Missile Artillery
       Self Propelled Artillery - 1 MP - +2 MNV. Requires Mobile
       Artillery.
       AA Upgrades:
       SAM - 2 MP - +1 ATK when targeting units with Airborne. Requires
       SAM.
       [/spoiler]
       Air:
       [spoiler]
       Ground Attack Squadron Upgrades:
       Anti-Submarine - 1 MP - This unit can target units with
       Submersible.
       Guided Missiles - 1 MP - +1 ATK. Requires Guided Missiles.
       Air Superiority Squadron Upgrades:
       Supersonic - 1 MP - +1 MNV. Requires Supersonic Jet Engines
       Advanced Radar - 1 MP - +1 MNV. Requires Computers.
       Air to Air Missiles - 1 MP - +1 MNV. Requires Guided Missiles
       Multirole - 1 MP - +1 ATK when targeting units without Airborne.
       Bomber Squadron Upgrades:
       Jet Bomber - 1 MP - +2 MNV. Requires Advanced Jet Engines
       All Aircraft:
       Reduced Radar Cross-Section - 1 MP - +1 MNV, -1 ATK. Requires
       Stealth Technology
       VTOL - 0.5 MP - -1 MNV, can operate off of Aircraft Carriers
       with VTOL Carrier. Can not be applied to Bomber Squadrons.
       Requires VTOL.
       [/spoiler]
       Sea:
       [spoiler]
       Destroyers:
       Flak - 1 MP - This unit can target units with Airborne, but this
       unit's ATK becomes 1 when doing so.
       Cruisers:
       SAM - 1 MP - +1 ATK when targeting units with Airborne. Requires
       SAM.
       Carriers:
       Supercarriers - 4 MP - Can add 3 extra squadrons of Air
       Superiority and Ground Attack aircraft. Requires Advanced
       Carriers.
       VTOL Carrier - -4 MP - Can only carry VTOL aircraft.  Requires
       Advanced Carriers.
       Submarines:
       Teardrop Hull - 0.5 MP - +1 MNV. Requires Ship Streamlining
       VLS - 1 MP - Adds 1 Short-Range missile tube. This acts like a
       Short-Range missile silo. This upgrade can be bought multiple
       times. Requires Submarine Missile Launchers.
       All Ships:
       Nuclear Reactor - [4 RGU] -  This unit costs no maintenance.
       Requires Reactor Miniaturization
       [/spoiler]
       Upgraded units must be developed to be used.
       To develop a unit with upgrades, total the MP cost of the unit
       with all of its upgrades and multiply that by three. To develop
       the unit will take a project costing that many PP. Once that
       project is done, you can build as many of that unit as you wish.
       Adding or removing even one upgrade requires you to entirely
       redevelop the unit, and units cannot be retrofitted with
       upgrades.
       #Post#: 81--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: MysticPing
       Date: February 20, 2016, 3:54 pm
       ---------------------------------------------------------
       Fixed Light Tank trait.
       #Post#: 251--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: MysticPing
       Date: February 24, 2016, 4:11 pm
       ---------------------------------------------------------
       Clarification: The Upgrades requiring no tech still needs to be
       developed before they can be built
       #Post#: 545--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: MrTheChimp
       Date: March 4, 2016, 12:39 am
       ---------------------------------------------------------
       How would a person go about moving land units across an ocean?
       #Post#: 552--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: Charzy
       Date: March 4, 2016, 10:33 am
       ---------------------------------------------------------
       The same way they do in any self-respecting strategy game. They
       turn into boats.
       If somebody's navy decides to destroy all your transport boats
       and you didn't escort them, then you lose your army.
       #Post#: 562--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: Caesar15
       Date: March 4, 2016, 12:34 pm
       ---------------------------------------------------------
       If you want some kind of real world explanation we can just say
       they're merchant marine ships and what not. Having transport
       boats would make islands impregnable, which, although realistic,
       would be pretty OP.
       #Post#: 565--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: Mobius
       Date: March 4, 2016, 1:08 pm
       ---------------------------------------------------------
       What would the MNV of units in transport be? Surely they would
       be going faster than on land.
       #Post#: 567--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: Charzy
       Date: March 4, 2016, 1:43 pm
       ---------------------------------------------------------
       Yada yada supply lines etcetera etcetera the handwavium
       batteries need to charge.
       Basically it'd be a pain in the ass to make them to much faster
       on sea. Just think of it as being difficult to transport so much
       person over such a long distance that you need to constantly
       dock and resupply and stuff.
       #Post#: 585--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: MrTheChimp
       Date: March 4, 2016, 6:35 pm
       ---------------------------------------------------------
       I don't mean to rain on your parade charzy, but light tanks have
       MNV of 5. AKA the fastest boat in the game.
       #Post#: 586--------------------------------------------------
       Re: Military Units and Upgrades
   DIR By: Kyuseu
       Date: March 4, 2016, 6:38 pm
       ---------------------------------------------------------
       It doesn't matter if they get blown out of the water. They need
       to be escorted by ships, and groups of units travel based off
       the lowest maneuverability of any of the units.
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