Post by elton on Jun 16, 2010 3:44:07 GMT
NONJAS: GLOBAL INVASION ADVANCED
Welcome, to the Nonjas: Global Invasion Advanced. This version is not superior in the "advanced" terms. But, it gives more freedom and a more organized way of doing things than in NGI. In this game, you can invest in global stocks, bribe leaders, deal with morale, use banks and credits, financial disaster, and Weapons of Mass Destruction.
This Game has been Stated by Qwerty, this will have Nonjas, Nonja Fighters, And Templars. A new Nonja Breakoff Faction with similar feeling of both factions.
This Game has been Stated by Qwerty, this will have Nonjas, Nonja Fighters, And Templars. A new Nonja Breakoff Faction with similar feeling of both factions.
NONJAS: GLOBAL INVASION ADVANCED
THE STORY
THE STORY
The Earth’s Oxygen levels are low. The Nonja’s. Imaginative as ever. Are still at war with the world for domination. They care little for their atmosphere. And are bent for domination. The Nonja Fighters are still fighting and care for the atmosphere. They have made huge hulking photosynthetic probes. 100 of them in each country. About the size of semi trucks. That help the oxygen supply. The Templars are the third force. Granting advanced technolegy and remote controlled robots for warfare. They were a side of complete advanced scientists broke off from the nonja clause due to their insight for world problems in the future. They believe in the enviromental problems of today. And are like the nonja fighters in the fact that they are trying to replenish the enviroment.
NONJAS: GLOBAL INVASION ADVANCED
THE GAMEPLAY
THE GAMEPLAY
GAMEPLAY : BASICS
First you must pick a side. Are you sided with the Nonjas, Nonja Fighters, or Templars. The Nonjas are on their own. But they have mass production on their side. Nonja Fighters are mild allies of the Templars. And templars are ally for Nonja Fighters. This is it, picking a side.
Nonja : Pick these if your bent on world domination. Pain of others against you is your joy. Your on your own but you produce armies 50% faster than other factions. And you can research faster. You also get the reputation for having the most powerful air force. Raging the skies with your Mach 2 Fighters. Get ready for some killing.
Nonja Fighter : You believe in world domination. But, cruelty for human life and the atmosphere has driven you away from the Nonjas. You get huge bonuses in home territories due to your Photosynthetic Probes. And you are granted with powerful Sea forces. With huge Destroyers at your whim. And you are granted abilities of advanced space survelliance. Find out your enemies black projects.
Templar : You are like the Nonjas in the way that you want World Domination. You mass produce safely. And care for the enviroment. But you do not believe in torture or live warfare. All warfare is handled by remote controlled robots and cyborgs. You are granted with powerful ranged space powerups and get strong land infantry. You usually make unique gas powered land units. You have greyish metal and light blue laser camo.
GAMEPLAY : MONEY
All Forces get a currency, it is a shared currency called credits. Each country is granted 1,000,000 Credits a Page each country. So 5 Countries in 2 pages equals 10,000,000 Credits. To upgrade the amount. 5 terms is needed and is considered a gold project. A credit upgrade affects all countries. There is a 5 tern (post) project on a credit upgrade. It can only be done twice. And to start one costs 20,000,000 credits. It makes it so each country goes up 500,000 thousand credits a page. So with both upgrades. You are granted 2,000,000 credits a page, for each country. Later in this post. We will go over how to use credits. A secret Black Fund is saved as well. Each page results in 500,000 for each country to the black fund. It is only tapped on Black Projects.
GAMEPLAY : PROJECTS
The key to powerful countries are projects. There are 4 classifications. There are White Projects, Red Projects, Gold Projects, and Black Projects . White Project are moral boosters. Foreign Allienations. Police Forces. You can have 5 White projects at once. Depending on the effect. They have small effects on the war calc. But built up they make huge bonus’s. And they mainly lead to EVENTS (random causes such as rebelled countries) Try to keep your citizens happy. Red Projects are about war. Armor Infantry Upgrades. Tank and Artillary Deployment. Army Deployment (2 armies every turn. 3 for Nonjas) Red Projects also include deploying branches. Such as a fleet. You can combine several armies (max 5) and make it so that it might equal, some say like 4 armies. But if the enemy forces don’t kill all of them they keep all their armies. You can have 5 max Red Projects. (Combined Armies into an Fleet . Wing ext. takes 5 turns. Gold Projects are about money. Your life line. Currency upgrades. And several banks and strategical points for upgrades. You can put a bank in Japan when your country is in Brazil. This might grant good relations and will improve money for you and the country to place the bank in. (You can set up 5 Gold Projects at a time) You can also fix inflation and deflation in your banks depending on how bad it is. (See later in post for explanation). Black Projects are secret projects. They are secret from other countries except the name. They must be approved from me or another game moderator. They are always tapped from the countries black budget. Nothing else. The black budget is exclusively used for this itself. Nothing else. Black Projects are about learning about other peoples projects. Space Survelliance. Moon walks. Space Bases and labs. Underground ore grounds. Things that will grant huge bonus’s and moral boosters. While being secret to the public until revealed. This can pass many bad relations. 2 Black Projects at a time are allowed.
POLITICAL : RELATIONS
Keeping relationships friendly or aggressive between other leaders is tactical. And takes practice. Simply send a letter in the format of
Dear, Leaders Name
Type Message
From, Senders name.
Using the wrong format may be influencial and make you look like a moron. Sorry guys, it’s true.
POLITICAL: ICBMs, NUCLEAR BOMBS, TREATIES, WARS
To declare war. Simply say so in your roleplay section in your post (similar to Nonja Global Invasion created by Temporarily9 or Qwertyuiop.) ICBMs are nuclear forces. (Together with Space, Land, Air, Sea, and ICBMs are into the force category Mass, which is short for mass destruction warfare)
Treaties are tied by signers. Simply say you sign a treaty to sign it. Treaties are usually in the Letter form as explained above.
ECONOMY : DEFLATION AND INFLATION
You are to set banks in other countries. When you do this. The other country is granted 100,000 a turn for that one bank. You are as well. But, too many banks could lead to inflation. Or too few make deflation. I usually declare if you have Deflation or Inflation. To fix deflation. You must make 2 extra banks. In deflation you make no money per page. Until it is fixed. In inflation. Simply create a project called inflation fix. It takes 5 turns. You are not paid during inflation either. Banks take 5 turns to make. But they are free.
PROJECT COSTS
White Projects – 10,000 a turn. 5 turns usually equal 1 bonus on calc. And only in home countries.
Red Projects – 50,000 a turn. Depends on the description and difficulty.
Gold Projects – Free, explained.
Black Projects – 100,000 a Turn, Black Budget only. Results in HUGE Bonus’s. To keep a black project secret from advanced survallience, from other countries. Pay 100,000 from your normal budget. For one point.
DISCOVERING BLACK PROJECTS
To make it easier to tell others black projects. Simply make a space probe. They take 10 Turns in a black project. And result in 1 point. Similar to a point if a country keeps a black project secret. I use the war clac to find out if the intelligence breach worked. So you can have a low upgrade and still find out the intelligence if they protect it a lot. But the chances are slimmer than if you more space probes. Once you find out information. You can give it to the public. Or keep it for yourself. Giving false information will decrease relations and lower country moral. But it can set off angry relations with the other country for a short time of the black project. Or it will pin the country making the black project. Making them either give it to the public. Or possibly being teamed on.
SHORT RULES
The Shortest Rules to say.
No attacking countries in the same factions.
Always ally the same faction.
Incomplete or non detailed posts for progress is shunned apon and may cause an godly accident due to it being hard for this games staff and moderators to process information. That can cause warning and banishment.
MASS UNIT TYPES
Nuclear Weapon -
Fission - 10 Armies - 5 Turns - Black Project - 10mil - Voids a territory if it successfully defeats all armies in an area. Making it impossible to use for anything for 5 Turns.
Fusion - 25 Armies - 15 - Black Project - 25mil
Biological - All Armies - 20 Turns - Black Project - 30mil - Kills all armies but theres a high chance of failure when dispersed. The higher the morale of the territory the higher this chance is (to infect the armies)
Chemical - All Armies - 30 Turns - Black Project - 50 mil - Kills all armies but causes no acute damage. So if reconquered. No building morale ext. damage is done. Also causes a nearby territory to rebel to the country that fired the weopon. If the missle hit.
Dirty Missle/Salted Missle - Radiological Missle - 5 Turns - 5 Armies - Red Project - 5mil - Lower your countries morale (the user that is)
TRADE ROUTES:
Select Where to Where you want a Trade Route to go to. Creating Trade Routues with people may cause alliances. You can only Trade Route with Allies and Neutral. Creating one can shorten upgrade/project building times. And doing a project extra faster than usual with a lot of these can prohibit an AOG. (Act of God). It also builds relationships. You need permission if your Trade Routing another country. Non Player Owned Countries always decline. You can create a Sea Route and a Air Route.
STOCKS, MATERIALS, OIL
Investing in things like this will let you gain money. The more Oil Drills you make. The lower the price of oil goes. This is global, meaning it effects all countries. So if your enemy needs just a little money to win. And he has none. And Oil Is High. Build a TON of oil rigs. And if your lucky. You can decrease the price signifigantely. Materials, Ore Mines can also be built. You can buy Silver, Gold, Plat.. All of which are effected by the amount of Ore Mines., Stocks are random. But, are somewhat Effected by the number of Trade Routes. Wars, Bombs, Countries being Destroyed/ Conquered, and Natural Disasters. Stocks have a lot to be effected by. And are hard to control. Buy low and Sell High. Buy thousands of shares. And increase your funds. By a lot. Countries can buy stocks on mass scale. Don't be afraid.
LAND UNIT TYPES
Infantry : Small Humanoid Units create little morale hit and building damage, they do not take up a lot of space in your country. You can hold 150 Infantry Armies in a Country.
Armor : Large Heavy Moving Artillary (IE Tanks). They don't do any Morale Damage. But, building damage can be experianced. Leading to less intel gained when defeating a country. But, the upgrades and bonuses pay off moreso than Infantry. You can hold 100 Artillary Armies in a Country.
Artillary : Large Super Heavy Stationary Weapons. (IE 500MM Cannon). They don't do morale damage. And do the same building damage as Armor. The Upgrades and Bonuses for Artillary have a lot more effect than any other Land Unit. Can hold 50 in one country.
SEA UNIT TYPES
Gunship: Small Ships that can easily work to damage land units and air units with little to no collateral damage. Can hold
100 in an Country.
Destroyer: Heavy Large Gun Ship. Can Attack as Gunship. Collateral Damage is High, but it lower when land units are on the seen in the territory. Can hold 50.
Carrier: Largest, Strongest Ship in a Navy. Holds 50 Aircraft. Causes little collateral damage. But, gets just average bonus upgrades. Aircraft Upgrades effect it to. If your Carriers use Aircraft. You can hold 25 in a Country.
AIR UNIT TYPES
Drone: Will help the general morale of your country by using these. Unmanned low damage fighters. They gain useful intel and create little collateral damage. And get high bonus. But, they hold little weapons without upgrades. And are amorless. And the AI isn't great Either. Can hold 200 of these (Never fill that up)
Fighter: Will attack other aircraft and land units. Create some collateral damage and intel loss. But, can lead to great bonuses to the battle when fighting a lot of land units with your aircraft. It's a Fear Factor (No pun intended), You can hold 100 of these.
Bomber: Will create huge intel loss and collateral damage. But, it can get HUGE bonuses from upgrades and such. Great for those who want to Conquer! Can hold 50 of these in a country.
No that you know the Unit Types. You hit the Optionable Layer. You can customize units down to their equiptment and features. And can customize armies percentage wise. Distributing the Unit Types. Basically it's like this.
LAND MILITARY
40% Infantry
40 % Artillary
20 % Armor
You cannot go over 50% on one Unit Type.
Unit Types have eight equipment modifications.
Heres a rundown. For Red Projects. Replace the default gear with something better.
INFANTRY
Helmet, Chest, Armings, Leggings, Boots, Primary Weapon, Secondary Weapon, Grenade/CQA Knife
ARTILLARY
Shell, Reload, Anti-Recoil Provisions, Safety Provisions, Range Provisions, Muzzle Material, Support Material, Shell Fragment Material
ARMOR
Movement, Aircraft Guns, Main Turret, Ground Guns, Ammo Capacity, Hull Material, Fuel Capacity
GUNSHIP
Primary Sea Weapon, Sec. Sea Weapon, Primary Air Weapon, Sec. Air Weapon, Primary Land Weapon, Secondary Land Weapon, Hull Material, Engine Movement
DESTROYER
Primary Sea Weapon, Sec. Sea Weapon, Primary Air Weapon, Sec. Air Weapon, Primary Land Weapon, Main Turrets, Engine Movement
CARRIER
Primary Aircraft, secondary Aircraft, engine movement, hull, range, radar, communications, and Aircraft Weaponry
DRONE
Engine, primary missle, secondary weapon, hull, radar,aiming system, flight path control
FIGHTER
Engine, Primary Missle, Secondary weapon, Hull, Radar, Aiming System, User Interface
BOMBER
Engine, Primary Weapon, hull, radar, aiming system, userinterface, payload capcity
Replacing any of these with researched Red Project Tech will give bonuses. Also. You can name the names of your Unit Types. Say you have Infantry for a Country Named Bombia. You can call your Infantry Naders. Just Specify it's Infantry in Parenthisis to avoid confusion. Try to only do that in Roleplay.
Changing Your Percentage of Unit Types is armies will lead to differant effects of conquering territories. You can only change your makeup of armies every time you get Peace. So once at the start, Choose wisely. If you do not wish to do any of the percentage or equiptment just say Default. IN your Army Tab. On the Makeup and Equiptment Sections. This will put in your latest tech in the Equiptment and use a standard setup.
Finally, also optionable, is creating special armed forces within each general type of military power. Similar to the NAVY Seals or the DELTA Force. You can create one squad per type. So a total maximum of 3. You can create extremely powerful equiptment for them. And can make them do special things. Escort ext. They only attack alone. And count as 5 armies. And move as one unit. Die as one unit. Similar to a Fleet, Wing, or Squad. They get special functions. They can damage forces. By Chance, They can spy projects, on chance. Or what they are made to do. Kill.
You can use some unique powerful bonuses on your squads that would normally be unrealistic or overpowered due to normal cost or supply on your normal military. So while an army of 5 infantry basic have they attack of 5 LAND ARMIES plus maybe 20 Bonus.
A Special Land Squad gets 5 LAND ARMIES plus around 70 Bonus. Creating a Special Squad is only doable if you have control of your original capital. Equiptment for Special Squads are the same as normal. Special Squads can only be , Infantry, Destroyers, and Fighters.
Have a fun time playing, this is supposed to be complex guys. Some of the last things are optionable. Such as editing equptment of your units themselves and assigning your armies makeup. And making special squads.
First you must pick a side. Are you sided with the Nonjas, Nonja Fighters, or Templars. The Nonjas are on their own. But they have mass production on their side. Nonja Fighters are mild allies of the Templars. And templars are ally for Nonja Fighters. This is it, picking a side.
Nonja : Pick these if your bent on world domination. Pain of others against you is your joy. Your on your own but you produce armies 50% faster than other factions. And you can research faster. You also get the reputation for having the most powerful air force. Raging the skies with your Mach 2 Fighters. Get ready for some killing.
Nonja Fighter : You believe in world domination. But, cruelty for human life and the atmosphere has driven you away from the Nonjas. You get huge bonuses in home territories due to your Photosynthetic Probes. And you are granted with powerful Sea forces. With huge Destroyers at your whim. And you are granted abilities of advanced space survelliance. Find out your enemies black projects.
Templar : You are like the Nonjas in the way that you want World Domination. You mass produce safely. And care for the enviroment. But you do not believe in torture or live warfare. All warfare is handled by remote controlled robots and cyborgs. You are granted with powerful ranged space powerups and get strong land infantry. You usually make unique gas powered land units. You have greyish metal and light blue laser camo.
GAMEPLAY : MONEY
All Forces get a currency, it is a shared currency called credits. Each country is granted 1,000,000 Credits a Page each country. So 5 Countries in 2 pages equals 10,000,000 Credits. To upgrade the amount. 5 terms is needed and is considered a gold project. A credit upgrade affects all countries. There is a 5 tern (post) project on a credit upgrade. It can only be done twice. And to start one costs 20,000,000 credits. It makes it so each country goes up 500,000 thousand credits a page. So with both upgrades. You are granted 2,000,000 credits a page, for each country. Later in this post. We will go over how to use credits. A secret Black Fund is saved as well. Each page results in 500,000 for each country to the black fund. It is only tapped on Black Projects.
GAMEPLAY : PROJECTS
The key to powerful countries are projects. There are 4 classifications. There are White Projects, Red Projects, Gold Projects, and Black Projects . White Project are moral boosters. Foreign Allienations. Police Forces. You can have 5 White projects at once. Depending on the effect. They have small effects on the war calc. But built up they make huge bonus’s. And they mainly lead to EVENTS (random causes such as rebelled countries) Try to keep your citizens happy. Red Projects are about war. Armor Infantry Upgrades. Tank and Artillary Deployment. Army Deployment (2 armies every turn. 3 for Nonjas) Red Projects also include deploying branches. Such as a fleet. You can combine several armies (max 5) and make it so that it might equal, some say like 4 armies. But if the enemy forces don’t kill all of them they keep all their armies. You can have 5 max Red Projects. (Combined Armies into an Fleet . Wing ext. takes 5 turns. Gold Projects are about money. Your life line. Currency upgrades. And several banks and strategical points for upgrades. You can put a bank in Japan when your country is in Brazil. This might grant good relations and will improve money for you and the country to place the bank in. (You can set up 5 Gold Projects at a time) You can also fix inflation and deflation in your banks depending on how bad it is. (See later in post for explanation). Black Projects are secret projects. They are secret from other countries except the name. They must be approved from me or another game moderator. They are always tapped from the countries black budget. Nothing else. The black budget is exclusively used for this itself. Nothing else. Black Projects are about learning about other peoples projects. Space Survelliance. Moon walks. Space Bases and labs. Underground ore grounds. Things that will grant huge bonus’s and moral boosters. While being secret to the public until revealed. This can pass many bad relations. 2 Black Projects at a time are allowed.
POLITICAL : RELATIONS
Keeping relationships friendly or aggressive between other leaders is tactical. And takes practice. Simply send a letter in the format of
Dear, Leaders Name
Type Message
From, Senders name.
Using the wrong format may be influencial and make you look like a moron. Sorry guys, it’s true.
POLITICAL: ICBMs, NUCLEAR BOMBS, TREATIES, WARS
To declare war. Simply say so in your roleplay section in your post (similar to Nonja Global Invasion created by Temporarily9 or Qwertyuiop.) ICBMs are nuclear forces. (Together with Space, Land, Air, Sea, and ICBMs are into the force category Mass, which is short for mass destruction warfare)
Treaties are tied by signers. Simply say you sign a treaty to sign it. Treaties are usually in the Letter form as explained above.
ECONOMY : DEFLATION AND INFLATION
You are to set banks in other countries. When you do this. The other country is granted 100,000 a turn for that one bank. You are as well. But, too many banks could lead to inflation. Or too few make deflation. I usually declare if you have Deflation or Inflation. To fix deflation. You must make 2 extra banks. In deflation you make no money per page. Until it is fixed. In inflation. Simply create a project called inflation fix. It takes 5 turns. You are not paid during inflation either. Banks take 5 turns to make. But they are free.
PROJECT COSTS
White Projects – 10,000 a turn. 5 turns usually equal 1 bonus on calc. And only in home countries.
Red Projects – 50,000 a turn. Depends on the description and difficulty.
Gold Projects – Free, explained.
Black Projects – 100,000 a Turn, Black Budget only. Results in HUGE Bonus’s. To keep a black project secret from advanced survallience, from other countries. Pay 100,000 from your normal budget. For one point.
DISCOVERING BLACK PROJECTS
To make it easier to tell others black projects. Simply make a space probe. They take 10 Turns in a black project. And result in 1 point. Similar to a point if a country keeps a black project secret. I use the war clac to find out if the intelligence breach worked. So you can have a low upgrade and still find out the intelligence if they protect it a lot. But the chances are slimmer than if you more space probes. Once you find out information. You can give it to the public. Or keep it for yourself. Giving false information will decrease relations and lower country moral. But it can set off angry relations with the other country for a short time of the black project. Or it will pin the country making the black project. Making them either give it to the public. Or possibly being teamed on.
SHORT RULES
The Shortest Rules to say.
No attacking countries in the same factions.
Always ally the same faction.
Incomplete or non detailed posts for progress is shunned apon and may cause an godly accident due to it being hard for this games staff and moderators to process information. That can cause warning and banishment.
MASS UNIT TYPES
Nuclear Weapon -
Fission - 10 Armies - 5 Turns - Black Project - 10mil - Voids a territory if it successfully defeats all armies in an area. Making it impossible to use for anything for 5 Turns.
Fusion - 25 Armies - 15 - Black Project - 25mil
Biological - All Armies - 20 Turns - Black Project - 30mil - Kills all armies but theres a high chance of failure when dispersed. The higher the morale of the territory the higher this chance is (to infect the armies)
Chemical - All Armies - 30 Turns - Black Project - 50 mil - Kills all armies but causes no acute damage. So if reconquered. No building morale ext. damage is done. Also causes a nearby territory to rebel to the country that fired the weopon. If the missle hit.
Dirty Missle/Salted Missle - Radiological Missle - 5 Turns - 5 Armies - Red Project - 5mil - Lower your countries morale (the user that is)
TRADE ROUTES:
Select Where to Where you want a Trade Route to go to. Creating Trade Routues with people may cause alliances. You can only Trade Route with Allies and Neutral. Creating one can shorten upgrade/project building times. And doing a project extra faster than usual with a lot of these can prohibit an AOG. (Act of God). It also builds relationships. You need permission if your Trade Routing another country. Non Player Owned Countries always decline. You can create a Sea Route and a Air Route.
STOCKS, MATERIALS, OIL
Investing in things like this will let you gain money. The more Oil Drills you make. The lower the price of oil goes. This is global, meaning it effects all countries. So if your enemy needs just a little money to win. And he has none. And Oil Is High. Build a TON of oil rigs. And if your lucky. You can decrease the price signifigantely. Materials, Ore Mines can also be built. You can buy Silver, Gold, Plat.. All of which are effected by the amount of Ore Mines., Stocks are random. But, are somewhat Effected by the number of Trade Routes. Wars, Bombs, Countries being Destroyed/ Conquered, and Natural Disasters. Stocks have a lot to be effected by. And are hard to control. Buy low and Sell High. Buy thousands of shares. And increase your funds. By a lot. Countries can buy stocks on mass scale. Don't be afraid.
LAND UNIT TYPES
Infantry : Small Humanoid Units create little morale hit and building damage, they do not take up a lot of space in your country. You can hold 150 Infantry Armies in a Country.
Armor : Large Heavy Moving Artillary (IE Tanks). They don't do any Morale Damage. But, building damage can be experianced. Leading to less intel gained when defeating a country. But, the upgrades and bonuses pay off moreso than Infantry. You can hold 100 Artillary Armies in a Country.
Artillary : Large Super Heavy Stationary Weapons. (IE 500MM Cannon). They don't do morale damage. And do the same building damage as Armor. The Upgrades and Bonuses for Artillary have a lot more effect than any other Land Unit. Can hold 50 in one country.
SEA UNIT TYPES
Gunship: Small Ships that can easily work to damage land units and air units with little to no collateral damage. Can hold
100 in an Country.
Destroyer: Heavy Large Gun Ship. Can Attack as Gunship. Collateral Damage is High, but it lower when land units are on the seen in the territory. Can hold 50.
Carrier: Largest, Strongest Ship in a Navy. Holds 50 Aircraft. Causes little collateral damage. But, gets just average bonus upgrades. Aircraft Upgrades effect it to. If your Carriers use Aircraft. You can hold 25 in a Country.
AIR UNIT TYPES
Drone: Will help the general morale of your country by using these. Unmanned low damage fighters. They gain useful intel and create little collateral damage. And get high bonus. But, they hold little weapons without upgrades. And are amorless. And the AI isn't great Either. Can hold 200 of these (Never fill that up)
Fighter: Will attack other aircraft and land units. Create some collateral damage and intel loss. But, can lead to great bonuses to the battle when fighting a lot of land units with your aircraft. It's a Fear Factor (No pun intended), You can hold 100 of these.
Bomber: Will create huge intel loss and collateral damage. But, it can get HUGE bonuses from upgrades and such. Great for those who want to Conquer! Can hold 50 of these in a country.
No that you know the Unit Types. You hit the Optionable Layer. You can customize units down to their equiptment and features. And can customize armies percentage wise. Distributing the Unit Types. Basically it's like this.
LAND MILITARY
40% Infantry
40 % Artillary
20 % Armor
You cannot go over 50% on one Unit Type.
Unit Types have eight equipment modifications.
Heres a rundown. For Red Projects. Replace the default gear with something better.
INFANTRY
Helmet, Chest, Armings, Leggings, Boots, Primary Weapon, Secondary Weapon, Grenade/CQA Knife
ARTILLARY
Shell, Reload, Anti-Recoil Provisions, Safety Provisions, Range Provisions, Muzzle Material, Support Material, Shell Fragment Material
ARMOR
Movement, Aircraft Guns, Main Turret, Ground Guns, Ammo Capacity, Hull Material, Fuel Capacity
GUNSHIP
Primary Sea Weapon, Sec. Sea Weapon, Primary Air Weapon, Sec. Air Weapon, Primary Land Weapon, Secondary Land Weapon, Hull Material, Engine Movement
DESTROYER
Primary Sea Weapon, Sec. Sea Weapon, Primary Air Weapon, Sec. Air Weapon, Primary Land Weapon, Main Turrets, Engine Movement
CARRIER
Primary Aircraft, secondary Aircraft, engine movement, hull, range, radar, communications, and Aircraft Weaponry
DRONE
Engine, primary missle, secondary weapon, hull, radar,aiming system, flight path control
FIGHTER
Engine, Primary Missle, Secondary weapon, Hull, Radar, Aiming System, User Interface
BOMBER
Engine, Primary Weapon, hull, radar, aiming system, userinterface, payload capcity
Replacing any of these with researched Red Project Tech will give bonuses. Also. You can name the names of your Unit Types. Say you have Infantry for a Country Named Bombia. You can call your Infantry Naders. Just Specify it's Infantry in Parenthisis to avoid confusion. Try to only do that in Roleplay.
Changing Your Percentage of Unit Types is armies will lead to differant effects of conquering territories. You can only change your makeup of armies every time you get Peace. So once at the start, Choose wisely. If you do not wish to do any of the percentage or equiptment just say Default. IN your Army Tab. On the Makeup and Equiptment Sections. This will put in your latest tech in the Equiptment and use a standard setup.
Finally, also optionable, is creating special armed forces within each general type of military power. Similar to the NAVY Seals or the DELTA Force. You can create one squad per type. So a total maximum of 3. You can create extremely powerful equiptment for them. And can make them do special things. Escort ext. They only attack alone. And count as 5 armies. And move as one unit. Die as one unit. Similar to a Fleet, Wing, or Squad. They get special functions. They can damage forces. By Chance, They can spy projects, on chance. Or what they are made to do. Kill.
You can use some unique powerful bonuses on your squads that would normally be unrealistic or overpowered due to normal cost or supply on your normal military. So while an army of 5 infantry basic have they attack of 5 LAND ARMIES plus maybe 20 Bonus.
A Special Land Squad gets 5 LAND ARMIES plus around 70 Bonus. Creating a Special Squad is only doable if you have control of your original capital. Equiptment for Special Squads are the same as normal. Special Squads can only be , Infantry, Destroyers, and Fighters.
Have a fun time playing, this is supposed to be complex guys. Some of the last things are optionable. Such as editing equptment of your units themselves and assigning your armies makeup. And making special squads.