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#Post#: 12--------------------------------------------------
Military Units and Upgrades
DIR By: Twinky827
Date: February 13, 2016, 3:19 pm
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[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
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Fixed Light Tank trait.
#Post#: 251--------------------------------------------------
Re: Military Units and Upgrades
DIR By: MysticPing
Date: February 24, 2016, 4:11 pm
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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
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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
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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
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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
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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
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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
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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
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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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