Alright, this damn thing is a multiplayer world domination thing.
Land based units and helicopters may move through only one country per turn, and they may not be able to move if the country they target is separated by ocean. Ships like destroyers, battleships, etc may bring units across the oceans. They may travel to any coast.
All players start with 2 (billion) in funds.
All players start with 2 Militia groups and 1 Regular group.
Unit prices shall be shown later.
So shall player statistics.
Game starts with at least 4 players.
You must choose a country that is not a micro nation, and you must choose a color.
Units: All these are trained in the numbers of Battalions. Except ships. They are made 1 by 1.
Militia, 150$: The only thing good about them is that they are cheap. Works well in groups.
Regulars, 275$: Works much better than Militia, able to take about 2 Militia at a time.
Light Infantry, 500$: Available to GDI only, works better than all other infantry. Able to take on 2 Regulars and 4 Militia.
Country Specific Units: Will be specified to you, depending on which country.
MBT Tanks, 600$: Works better than all other tanks, other than ones possible to be researched. (Researching shall be a later game mechanic.)
Medium Tanks, 500$: Mostly consisting of Tanks made before the 1980s. Works nicely on Light Tanks and MBTs in groups of 3.
Light Tanks, 400$: Mostly consisting of Tanks made before or during the 1960s.
Destroyer, 700$: Can carry up to 2 groups of infantry battalions. Perfect for laying down shelling in groups of 3.
Battleship: 3000$: Essentially 3 Cruisers and one Battlecruiser in one. May carry 2 Infantry battalions if alone, 4 if supported by 2 Amphibious Assault Ships. And may carry one tank battalion if assisted by 2 Amphibious Assault Ships.
Amphibious Assault Ship, 500: Most be supported by another ship to travel anywhere besides in coastal areas. Automatically comes with Amphibious Transports.
Frigate, 500$: Has more firepower than a AAP, but may not carry units.
Cruiser, 1000$: Essentially 2 Destroyers and 2 Frigates together. May only carry 2 Infantry Battalions.
Battlecruiser, 2000$: It has the firepower of three destroyers, and one frigate, but may only carry 1 Infantry Battalion.
Aircraft Carrier: 3000$: May carry 6 Aircraft Squadrons. Nothing else.
Fixed Wing Aircraft:
Fighter Squadron, 700$: Works well against other aircraft, but has limited use against ground and sea targets.
Fighter-Bomber squadron, 1000$: Performs air combat and air-to-ground combat good. May attack sea based targets.
Bomber group, 1000$: Dedicated just for bombing. Does not work against ships though, and they cannot be carried by an aircraft carrier.
Gunship Group, 1200$: Performs better against ground and sea targets than Fighter-Bombers, but has very limited use against other aircraft.
Transport Group, 700$: May carry one group of any type of land based unit. Defenseless.
Infrastructure:
Air Strips, 1000$: Needed for best aircraft performance.
Factories, 3000$: Has an income rate of 200$ per turn. Limit of two per country.
Harbors and drydocks, 1000$: Needed for building of sea-based units. Enhances effectiveness when ships are defending a country where one is built.
Research stations, 1500$: Required for a country to start researching.
Mercenaries:
Contract, may vary: Needed to hire Mercenaries.
Mercenary Group, 200$: Better than Militia, but worse than regulars.
Mercenary Tank Battalion: Better than light tanks, but worse than medium tanks.
Submarines:
Pocket Submarine, 1000$: A Submarine that does as much damage as a Frigate. the Pocket Submarine Has a 10% chance of being discovered when it fires.
Submarine, 3000$: The average Submarine today, the Submarine can do as much damage as a Destroyer, it can take on two Pocket Submarines. It has a 20% chance to be discovered when firing.
Boomer Submarine, 7500$: Must be loaded with nukes to use first.
Superweapons: Must be researched.
Helicopters:
Scout Group, 500$: Nice for scouting out territories and pestering infantry, but otherwise they're not good for anything else.
Gunship Group, 800$: Works well against ground units, meant for attacking. 4 groups would be enough to carry 2 infantry battalions or 1 tank battalion.
Attack Helicopter, 800$: More firepower, but can't carry units. So no infantry island hopping for you.
Players:
Phantom, Gray, GDI Northern Command (Alaska)
Kilakan, Red, Great Britain
ExKirby, Black,
THE IMPERIAL JAPANESE EMPIRE Japan
Lord Inquisitor, Purple, Germany
Emperor Jonathan, Yellow, Australia
Virex, Brown, Sri Lanka
Tarran, Dark Cyan, New Zealand
Barbarossa, Turquiose, Czech Republic
Archangel, Khaki, Israel? Jordan? Dude, choose.
Maxicaxi, Orange, China (Aw, I wanted a a common good grammar and logical forum member to do this)
Neyvn,
That colored long island near
Americas Dick Florida, Cuba
Paranatural, Blue, South Africa
Canalan, Light Green, America (I'm being nice and letting you have it, Don't attack me or you'll incur my wrath)
I think that's all of ya', but is ShadowDUMP playing?