POLICON » Preview » The Rules
Introduction
Thank you for your interest in CCRPG IV! Everything that you see befeore you is the result of years of hard work, research, and experience in designing a game with the optimum balance of realistic simulation, structural rigidity, personal customization, gameplay elements, and unbound roleplay. The rules that follow strictly set the negative limits of gameplay - they say what the play must do and cannot do. So long as it does not violate the rules below, there is unlimited potential for players to do anything in the game that they please, it is an open environment. The rules here also serve arbitration purposes in order to resolve disputes and conflicts that may arise during gameplay. It is the function of Game Operators to interpret the rules below to solve disputes, and a majority consensus of all Game Operators serves as the undisputably enforced final interpretation of the rules.
As a new player, it may seem daunting to see all of these rules. It is not necessary for newcomers to read the entire rules. Certain sections will become more relevant as your time spent playing increases. The rules are structured in a logical order so each sucessive section discusses a more advanced topic that you are likely to encounter as you become more invested in the game.
Since these rules are more regulatory and negative, they may not answer certain questions or adequately describe how to perform certain gameplay tasks. As such, we have developed both a Help Board where you can post questions and browse help topics, as well as a Tutorial Board describing how to perform certain game functions. Also please see the Tools page for assistance on the more "number-crunching" tasks. If you have any questions, don't hesitate to PM a Game Operator.
Enjoy your time playing!
Document History
Overview: Documentation of all additions, retractions, revisions, and modifications of any and all rules.- Version 1.0.0 - 2 August, 2009
Section I. Game Structure
1. Countries
Overview: A country the individual homogenous unit of gameplay with the following characteristics.- Players: Each country is controlled by one player as part of their account. A player may not control more than one country.
- Continents: A country may originate on one continent only, though countries may in the future expand multiple continents.
- Territories: A country consists of territories, with each territory consisting of 81 sectors arranged in a 9x9 square.
- Assets: A country's possesses all the following assets that are tracked and updated in its account:
- Territories: The territories owned, their continent location, terrain type, and locations of cities and the capital territory.
- Population: The total number of citizens residing within the territories.
- Stocks: The total stockpile available of all resources, goods, and units available for use and their location if applicable.
- Accounts: Historical accounting statements of the country's history.
2. Starting Items
Overview: These are the assets that all countries begin with automatically upon entering the game.- Territories: The player starts with 5 territories, to be termed the "original territories". One must be designated as a city, which will serve as the first capital territory.
- Population: The player starts with 5,000 population.
- Resources: The player starts with a stock of three times all resources found within the original territories.
- Goods: The player starts with 10,000 food.
- Infrastructure: The player starts with 1 mine for each individual resource contained per territory.
- Funds: The player allocates a portion(s) of their money-metal resource(s) to serve as money.
3. Game Periods
Overview: The game follows a weekly update period structure.- Game Periods: One game period completes after 7 days and a subsequent period begins at 12:00 AM (EST) every Sunday. At the close of each period, periodic account updates occur.
- Player Actions: The player may make any decision to production, purchase, sale, or exchange assets at any point in the game.
- Movement Actions: The player may move a unit the maximum amount of territories in its movement range once every 24 hours.
4. Common Definitions
Overview: The following terms are commonly used below, and can be distinguished based on the following definitions:- Game Period: Sunday 12:00:00 AM (EST) - Saturday 11:59:59 PM (EST) any given week.
- Tactical Period: 24 hours
- Territory: A geographical unit which comprises a country, holds resources, and serves as the primary focus of gameplay.
- Sector: A geographical unit within a territory (there are 81 per territory), within which infrastructure is placed and battles occur.
- Asset: Any tangible object of value.
- Resource: A category of assets found in territories and manufactured into goods.
- Good: A wide category of assets which are used to build units, satisfy consumers, or serve other purposes. Typically made by manufacturing resources, though some goods can produce other different goods.
- Unit: A category of assets used by workers for a continuous function, made by manufacturing goods.
- Infrastructure: Any building or transportation system that is built once for permanent use in a fixed location.
- Input: A resource or goods used to manufacture another good inside a factory.
- Price: The value of any asset in terms of money, also known as the Present Market Value (PMV).
Section II. Geography
1. Maps
Overview: The maps provide the main geographical representation of the world and the countries in it.- The Topographical Map: The topographical map displays all territories highlighting their terrain type.
- The Political Map: The political map shows which territories are under control of which countries in real time. Each color represents a different country.
- Tactical Battle Map: The TBM is a specific map of a single territory, comprising a 9x9 grid of sectors highlighting individual geographic features within the sector, and is used for movement and military purposes.
2. Terrain
Overview: Each territory is classified as a certain type of terrain, and each type brings certain benefits. Resources have higher probabilities of being present in certain terrain types. Certain terrain types also provide military force mulitpliers (FM).- Plains:
- Resources Found: Crops (90%), Other (10%)
- Forest:
- Resources Found: Wood (50%), Coal (20%), Petroleum (20%), Other (10%)
- Force Multiplier: 25%
- Mountain:
- Resources Found: Aluminum (20%), Iron (15%), Lead (20%), Copper (20%), Silver (15%), Gold (10%)
- Force Multiplier: 50%
- Tundra:
- Resources Found: Coal (25%), Petroleum (30%), Silver (15%), Gold (10%), Other (20%)
- Desert:
- Resources Found: Coal (45%), Petroleum (45%), Other (10%)
- Sea:
- Transport: Only naval and aircraft units may enter and traverse sea territories.
- River:
- Transport: Naval units may traverse through territories with a river. Rivers are subdivided into sections, where one section acts as a territory for purposes of movement.
- Borders: If territories share a river as their border, personnel and vehicle units may not traverse between the territories unless a bridge is built across it. Naval units traversing up a border river act as if they were in both territories simultaneously.
3. Cities
Overview: Cities are a special terrain type and have specific features that allow civilization to flourish.- Establishment: A player may establish any territory as a "city" after they have achieved total population intervals of 50,000. Infrastructure placed within each sector replaces existing terrain features.
- Infrastructure: All infrastructure (excluding mines, roads, railroads, canals, and bridges) can only be placed in a city-territory.
- Force Multiplier: 75%
4. Sectors
Overview: Each territory is comprised of sectors, and certain features are taken into account within tactical battles, such as placement of infrastructure and terrain.- Terrain Type: For each territory, the TBM of that territory contains a set distribution of geographical features in sector locations based on the overall terrain type of the territory. Maps of TBMs based on terrain can be found here.
- Infrastructure Placement: Due to the tactical nature of battles, all infrastructure is placed within a specific sector. (that is not occupied by a terrain feature).
Section III. Economy
1. Assets
Overview: Assets are classified as natural resources, goods, infrastructure, and units which hold economic value. For in depth information, statistics, and purposes of every economic asset in the game, please view the Economic Assets List.- Natural Resources: Natural resources are found naturally within each territory and are harvested periodically with the
use of mines.
- Sustenance: Crops, Wood
- Fuels: Coal, Petroleum
- Base Metals: Aluminum, Iron, Lead, Copper
- Precious Metals: Silver, Gold
- Atomic: Uranium
- Goods: Goods are tangible objects utilized to satisfy the needs of consumers and producers. They are manufactured
from natural resources (and/or other goods) in factories.
- Consumer Goods: Food, Leisure, Alcohol, Drugs, Electronics, Jewelry, Consumer Products
- Industrial Goods: Power, Gas, Steel, Circuits, Weapons, Polymers, Engines, Deuterium, Capital
- Infrastructure: Infrastructure encompasses all permanent structures which assist in production or distribution
of goods and services. Infrastructure is fixed in a specific sector of a territory and may replace a terrain feature if one exists in that sector.
- Power Plants: Power plants produce power from various fuel sources.
- Factories: Factories manufacture goods from natural resources (or other goods).
- Transportation: Transporatation infrastructure assists in moving assets around the world.
- Entertainment: Entertainment infrastructure provides leisure and distributes consumer goods to consumers.
- Government: Government infrastructure provides vital functions of government.
- Units: A unit is any specific asset designed to continually perform a specific task.
- Transport: Transport units offer various modes to move assets around the world.
- Military: Military units serve to attack or comandeer other countries' assets and protect one's own.
- Building Materials: BM are resources and goods required to construct any infrastructure, most units, and some goods.
There are a variety of substitutable building materials which can be used in the following proportion:
- 1 BM = 3 Wood = 1.5 Aluminum = 2 Iron = 1 Steel = 2.5 Copper = 0.5 Polymers (round up).
- Fuel Sources: FS are resources and goods that are consumed in order to produce power in power plants, and the stock
of FS is drained during unit movement. There are a variety of substitutable fuel sources which can be used in the following proportion:
- 1 FS = 2 Coal = 3 Petroleum = 1 Gas = 0.50 Polymers = 0.01 Deuterium
2. Prices
Overview: The price of each asset is measured by its scarcity of its component resources relative to all other resources. Note that all prices and costs are quoted in money.- Resource Price Determination: The price of each resource within a country is determined
as
, where
- r = the current stock of the given resource
- R = the total stock of all resources
- Present Market Value: The price of any asset, also called its "Present Market Value" (PMV) is simply the sum of the current prices of its component resources.
- Periodic Determination: All prices are fixed for one game period. At the beginning of a new period, all new prices are determined according to the current stocks of resources available at 12:00 AM (EST) Sunday.
3. Money & Currency
Overview: All prices are quoted in money (bullion), which serves as the medium-of-exchange for all assets in an economy. Players also have the option to mint their own national currency.- Money-Bullion: The player must choose Copper, Silver, Gold, or a combination thereof, to serve the function of money in their country.
- Minting Bullion: Each unit of these resources can be minted into 100 bullion. The player chooses a quantity of bullion to mint each game period.
- Prices: Each unit of bullion derives its value by the array of exchange rates with other resources (and their products) based on relative
scarcities according to the equation
.
- SR = scarcity ratio, a function of r/R as above
- r = given resource
- M = chosen money resource type(Copper, Silver, or Gold)
- National Currency: The player may define a national currency for nominal use as money. The player defines a fixed amount of bullion per unit of the currency. The player may at any point redefine the currency, which will only take effect in the next period. The bullion is physically transformed into units of currency according to the definition, and may be broken back into its component bullion at any point. This form of money is known as "commodity currency," as there is no separation between the bullion and the currency. If this option is not selected, bullion remains the traditional money unit.
- Representative Currency: Representative currency allows the creation of currency units as a separate asset from the bullion that "backs" it. In such a case, all bullion is stored in a Bank. The player may then issue paper currency as "banknotes," with each banknote acting as a claim on a set amount of bullion (according to the currency definition) stored in the bank. Each banknote may be redeemed in the fixed amount of bullion it exchanges for at any time.
- Reserves: For representative currencies, there is no limit on the amount of banknotes the bank may issue (it may be more than is backed in bullion), but exceeding the amount of bullion on reserve is dangerous in the case of bank runs and international demands for redemption. This practice is known as "fractional-reserve" banking, compared to full-reserve banking. Banks may also hold foreign currencies for use in national and international exchange.
4. Production
Overview: This is the step-by-step process of production and its relation to game periods.- Production in General: All economic actions require the following concepts:
- Time: All production takes place in the spectrum of time, and every action takes a number of hours to complete. After the required time elapses, the new assets come online and are added to the country's stocks.
- Initial Costs: The act of mining, constructing, or manufacturing requires the player to purchase the inputs with money to initiate that action. The money is drained from the country's stock upon the initiation of the action.
- Input Goods: The act of mining, constructing, and manufacturing requires resources and/or goods to be expended. These assets are drained from the country's stocks upon the initiation of the action.
- Wages: The act of mining, constructing, and manufacturing requires labor done by workers to be paid in wages. The wage money is drained from the country's stocks upon the initation of the action.
- Economic Actions: This is a chronological step-by-step process of the structure of production:
- Mining: Mining is the act of harvesting natural resources in mines in each territory.
- Construction: Construction is the initial act of building any infrastructure permanently in a specific sector.
- Manufacturing: Manufacturing is the act of transforming natural resources (or goods) into (other) goods inside factories.
- Consumption: Consumption is the sale of consumers goods to the citizens.
- Disbandment: Disbandment is the act of selling any asset at its present market value and salvaging all its component resources.
5. Upkeep:
Overview:All infrastructure and units have a monetary cost that must be paid each period to keep them in working order. Failure to pay the necessary upkeep cost results in their disappearance. Upkeep costs for each asset is the sum of the following components:- Depreciation Wages: The cost of upkeep, paid as wages, is the PMV of the asset multiplied by the depreciation of the building material
used to construct or manufacture the asset (at the following rates):
- Wood: 4%
- Aluminum: 5%
- Iron: 4%
- Steel: 1.5%
- Polymer: 0.5%
- Power Maintenance: Operating an infrastructure building each period requires power. Power is subtracted from the stock of power units at the end of each period to account for each building.
- Service Wages: Most infrastructure and units have particular service-based jobs which operate the building or unit. Their wages are paid at the end of each period as part of upkeep.
6. Taxes
Overview: The player can tax a certain percentage of an asset in various ways to collect as tax revenue:- Income Tax: A tax (%) on the total amount of wages paid during the period
- Sales Tax: A tax (%) on the total amount of revenue gained from consumer good sales
- Property Tax: A tax (%) on the total present market value of all infrastructure
- Specific Tax: A tax (%) on the present market value of a specific type of asset
- Tariff: A tax (%) on the present market value of an asset imported
7. Population Changes
Overview: The population of the player's country will change yearly according to the following methods:- Births: Population will increase (or decrease) proportionate to the ratio of the new period's Purchasing Power to the previous period's Purchasing power.
- Deaths: Every citizen is required to purchase 1 food per year. If the total population exceeds the total food stock, the population dies until it is equalized with the food stock.
8. Expansion
Overview: The player may expand their country by annexing additional territories.- Movement Abilities and Costs: Each unit has a movement cost, where food and fuel sources are drawn from the country's stocks with every entry into an adjacent territory. Each unit also has a maximum amount of adjacent territories that it may enter within a 24 hour tactical period.
- Occupation: To annex a territory, a player must move 10 ground (personnel and/or vehicle) military units into a territory without any hostile military units. The units must remain there until the next game period, after which, the territory may be annexed.
- TCB: Following annexation, the player must construct a Territorial Capitol Building within the newly annexed territory in order to acquire the benefits of the territory.
9. Income Periods
Overview: One game period completes every Sunday, 12:00 PM (EST). At that time the following period account updates occur.- Game Period Actions:
- Prices: Prices (PMVs) for the new game period are determined based on the current stocks of resources.
- Taxes: All taxes from the ending game period are collected (based on that ending period's prices).
- Upkeep: Upkeep is paid for all infrastructure and units according to the PMVs of the ending game period.
- Births: Population increases by a percentage of (Ending PMV/Previous PMV) of [consumer products + food + leisure].
- Deaths: If the current food stock is less than the new population, the population decreases until all the food has been consumed.
- Annexation: All unoccupied territories with 10 ground units in them are annexed.
- National Account Statements: Upon the close of each period, account statements will be posted summarizing the actions taken by the country
in the previous period, as well as new statistics about that country (new stock amount, amount change from last period, percentage change from last period).
- Number of Territories
- Total Population
- Births
- Deaths
- Gross Domestic Product (the total PMV of all new assets created during the period)
- Consumption (the total PMV of all consumer goods)
- Investment (the total PMV of all remaining assets)
- Net Worth (the total PMV of the current stock of all assets)
- Purchasing Power (the total PMV of 1 of each resource)
- Government Receipts (1/ the total revenue collected during the period)
- Consumer Sales
- Taxes
- Disbandments
- Seignorage (amount of new money created)
- Government Expenses
- Total Wage Income (the total amount of wages paid during the period, including maintenance)
- Maintenance
- Construction
- Manufacturing
- Net Income (revenue - expenses; SURPLUS or DEFICIT)
- Total Money Stock (previous funds + net income)
Section IV. International Relations
1. International Trade
Overview: Countries may voluntarily make mutual trading contracts with other countries for resources, goods, units, or land.- Transport: Transport units must transport goods to other countries. Transport units can only load and unload cargo within a territory with a port (air/sea). Transport units have no movement cost (food or fuel).
- Land Title Transfers: Countries may exchange the title to territories. Upon doing so, the seller irrevocably transfers all infrastructure and units presently contained within that territory to the other country.
- Unit Transfers: Countries may exchange units with each other, following the same procedure as exchanging land.
2. International Finance Markets
Overview: There are special markets for formal exchanges of currencies, loans, and bonds. Exchanges for money may also occur in regular trading contracts to be decided between trading parties.- Negotiable Terms: Certain terms should be negotiated between participants in the financial markets:
- Length of Maturity: The number of years until a loan must be fully repaid or the number of years until a bond matures.
- Payment Installments: If payments (principle and/or interest) are to be made in installments and how much and how often.
- Loans: Loans are an amount of money (principal) given to a debtor country by a creditor country, with an agreement for the debtor to pay the creditor back in full (principle + interest).
- Bonds: Bonds are a security sold to raise short-term money for a government. There are two typical types of bonds:
- Treasury Bills: Sold to creditors for 50% of their face value. When they mature the debtor must be pay the creditor at full face-value.
- Treasury Bonds: Sold to creditors for full face-value. The debtor may pay back the bond in installments with interest over its maturity length.
- Currencies: Players may hold the currencies of other nations in their banks.
- Exchange Rate: The exchange rate between two currencies is the ratio of their purchasing powers.
- Redeeming Money-Metal: Players may also choose to redeem the money-metal the foreign currency is backed by.
- Shipping: In either case, currencies and/or money-metal must be shipped as goods from country to country. If they are currencies (instead of just money-metal), they must be transported to and from banks.
- Interest Rate: The interest rate is the ratio of the value of future goods to present goods. It is determined by the difference between the previous period's global PMV and the new period's PMV. The global PMV is posted yearly in each income topic, being determined according to global scarcity with global gold as the money-metal.
3. Alliances and Organizations
Overview: Players may form alliances and organizations with other players for any reason or purpose.- Alliance Boards: An alliance containing three or more members may request a private alliance board by PMing a Game Operator with a request containing the names of at least three members involved, a board name and description, and a board password.
- Organizations: An organization is different from an alliance only that it has a publicly-viewable board. Organizations may be formed by three or more players by posting in the Organizations Board.
4. Global Statistics
Overview: Global statistics are posted after all countries have posted their income accounts for each income period.- Stastistics: The following statistic are collected by the game operators and published in the Global Statistics Board
by every Wednesday 12:00 PM EST.
- Global Resources: The sum of all nation's stockpiles of resources
- Global Prices: The global prices of resources based on global resources. And an index of each country's resource prices.
- Purchasing Power Parity: The PMV of global Consumer Products. And an index of all country's comparison PPs.
- Currency Exchange Rates: An index of all exchange rates between a country's currency and a global standard currency (1 GG = 1 Global Gold) based on PP.
- Global GDP: The sum of all nation's GDPs
- Global Net Worth: The sum of all nation's PMVs of all assets
Section V - Warfare
1. Unit Rules
Overview: There are a number of regulations concerning the use of units, military units in particular.- Military Unit Statistics: All units have certain stats, which are all detailed in the
Economic Assets List:
- Health Power (HP): The amount of damage a unit may withstand before it is destroyed.
- Attack Power (AP): The base amount of damage a unit will do to another unit's HP.
- Attack Range (AR): The radius of sectors an attacking unit may hit, the default is 1.
- Tactical Power (TP): A force multiplier to the amount of damage a unit will do based on the opponent unit's specific type. Note: On the Assets list, TP is illustrated as "hit" and "miss" due to spatial constraints; hit generally represents opponent unit types that the unit will gain a positive FM against, whereas miss generally represents opponent unit types that the unit will suffer a negative FM against.
- Movement Range (MR): The maximum number of chained adjacent territories a unit may move to within 24 hours, and the food and fuel cost that
must be drawn from a country's stockpile each time the unit enters an adjacent territory.
Fuel Costs consist of drawing from the stock of all fuel materials (FM). Similar to building materials, there are various fuel sources that may be used: 1 FM = 1 Gasoline = 2 Coal = 3 Petroleum = 0.50 Polymers = 0.01 Deuterium (round up in all cases)
- Engageability: Not all units are able to engage all other units.
- Naval Units: May not be engaged by ground (personnel & vehicle) units. Cruisers and Battleships may attack adjacent ground units.
- AAA: Cannot engage any unit other than aircraft.
- Submarines: May only be engaged by Destroyers.
- Transport Perks: Units being transported in transport units (and APCs) cannot be engaged. Only their transport unit may be engaged. When its HP reaches 0, all units being transported are destroyed along with the transport unit. When a transport unit moves carrying additional units inside, the additional units carried must consume food costs (but not fuel costs).
- Garrison Perks: Units garrisoned inside a fortification cannot be engaged. Only the forftification may be engaged, however, the units inside may use their attack power against any attackers of the fortification. Once the fortification's HP reaches 0, all units garrisoned inside are destroyed along with the fortification.
2. Warfare Turn Structure
Overview: The warfare system is a turn-based strategy system.- First Strike: Once a player's country is attacked, they have 48 hours (IRL) to respond. The attacking player is prohibited from posting any other orders until the 48 hours expire, or after the attacked player responds.
- Successive Turns: Each turn completes either after 24 hours (IRL) or all involved players have posted orders, whichever event occurs first. Subsequently, the next turn commences.
- Posting Order: Each involved player must post their orders in order so that there is no double posting of one player's orders [unless 24 hours have expired since posting the last order]. A war topic should flow back and forth between affected parties: first person posts, the second person posts, the first person posts, the second person posts, etc.
- Multiple Parties: If there are more than two players involved in a conflict, there is no required posting order of players posting their orders. Posting order is haphazardly awarded to whomever posts first - the successive players must react and respond to the previous person's orders. The exception is, of course, if 24 hours have expired before all involved parties have posted.
3. Tactical Battle Map
Overview: When two players engage each other, the engaged units enter a tactical battle map (TBM) to settle the engagement.- Map Specifications: The TBM of any territory is a square 9x9 grid composed of 81 "sectors".
- Sectors: Each sector contains EITHER 1 terrain feature OR 1 infrastructure builing. In addition, it can hold
ONE type of units to the following capacity:
- Personnel: 10
- Vehicle: 5
- Aircraft: 1
- Naval: 1
- Movement: All units' movement abilities double in the TBM. One movement consists of a unit (or group of units) moving to an adjacent sector North, South, East, or West of their current position.
- Entry: Units moving into enemy territories enter the TBM in an area relative to the border of the territory they left and the hostile territory they are entering. The units enter in the corner or center sectors in the NW, N, NE, E, SE, S, SW, or W based on the relative positions between the territories. If more units are entering the TBM than can fit into one sector (either due to a quantity higher than 100 or by multiple unit types), units are split into groups and occupy additional sectors adjacent to the main entry point.
- Defensive Position: The player whose territory is being entered has a chance to deploy their units existing within the territory on the TBM to any sectors that they wish immediately and free of cost.
4. Orders
Overview: All warfare posts consist of posting combinations of the following orders:- Movement: Units may be moved from territory to adjacent territory on the main map when not in an active engagement. Units moving into an enemy territory with hostile military units within it automatically engage. Units may not move into territories beyond those under their own control or ones that they have friendly permission to traverse. Once engaged in the TBM, players also post orders to move units within the TBM. In either map, all movements cost food and fuel per territory/sector entered, and the expenditures must be documented.
- Engage: Upon entering an adjacent territory with hostile military units within it, all units engage by entering the Tactical Battle Map. The first turn of engagement consists solely of the owner of the territory placing their units currently within the territory in any number of positions within the sectors, and the attacker placing their units at the entry points.
- Attack: Within the TBM, when a unit is in a sector adjacent to one containing hostile units or infrastructure, the unit may attack the hostile unit or infrastructure in a skirmish. Or if the sector is within the attack range of a unit (AR: 2+), that unit may "bombard" the sector.
- Indirect Bombardment: Artillery, Cruisers, Battleships, and Missiles may attack entire territories within their attack range (unless moveed into a TBM). The player may choose which enemy units or infrastructure to damage, with the opponent player having no choice but to accept the damage and casualties.
- Fortify: Units may spend a turn to fortify a sector. Upon the next turn, all units in the sector receive a FM of 50%. If attacked during the same turn, they do not receive the FM.
- Garrison: Units may enter a sector with a fortification and choose to garrison the units inside, to enjoy garrison perks the next turn. If attacked during the same turn, they still enjoy the garrison perks.
- Casualty Report: Damage and casualties resulting from skirmishes must be documented.
- Surrender: A player may surrender a territory to an opponent, relinquishing control over all assets within the territory.
- Occupy & Annex: If an entire territory is devoid of hostile military units and is entered by the player's units, the opponent player no longer has any control over any assets contained within the territory. If the entering player occupies the territory for one year with 10 ground units, they may choose to annex it. If it is not annexed and the entering player leaves the territory without any military units to occupy it, the territory, and control over all assets within it revert back to the original owner.
5. Skirmishes
Overview: A skirmish is a hot engagement between actively attacking and defending military units. The resulting damage occurs according to the following:- Total Attacker & Defender Power: The total power of the attacker and the defender is each tabulated by multiplying the following
factors:
- Base Attack Power of unit type
- Tactical Power of unit type against opponent unit type
- Quantity of unit type present
- Force Multiplier of terrain
- Force Multiplier of fortified position (defender only)
- Comparison and Damage: The TAP & TDP are compared, and whomever has the lesser power suffers an amount of damage equal to the (greater power - lesser power).
- Casualty Chain & Collateral Damage: The damage is dealt to the HP of the units on the losing side. Once all military units are destroyed, leftover damage is dealt to infrastructure (if it exists) in the sector, if there is no infrastructure or it is destroyed, each unit of leftover damage kills 1 population of the country owning the territory.