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The Rules; The up to date rules for Territory.
Topic Started: Nov 1 2010, 05:19 PM (50 Views)
Calhoun
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Territory is a forum based online game. The main goal is to build up a nation and use your soldiers to wipe out the other nations or form an alliance with them. Territory is designed to be simple and quick, but also going at your own pace.


The Turn

Each week there are two turns. These range from Monday - Wednesday and then Thursday - Sunday. And repeat in this order each week. Each person will get a turn all to themselves unlike normal games, so the order might go, Monday - Wednesday is Greenland’s turn, Thursday to Sunday is Redland’s turn then Monday to Wednesday could be a different teams turn, this repeats until it gets to the starting players turn again. The quicker you send all of your orders in, the quicker the turns will go! Each turn in you may send in 5 orders, a list of these orders are below.

Moving. (has its own rules)
Moving and attacking (1 order)
Attacking.

Movement
Soldiers move 3 hexagons maximum, the hexagons must be touching, so the first hexagon they move to must be touching their base on and so on while they move. Soldiers cannot move through towns or capitals and have to stop in them, but may move their full distance out the next turn. When they move to a dock they may also not move through it like a town or can they move through it straight onto water. Once they have stayed in a dock for a turn they may move into water at their normal speed. Moving a unit of soldiers counts as one order, and moving it and attacking an enemy also counts as 1. Once a unit has moved and/or attacked it cannot do anything else that turn. Only one unit may enter a single hexagon at a time and units may NOT move through each other.

Manpower and Morale

Each unit has two statistics, manpower and morale. Both are needed to defeat another unit. Manpower can range anything between 1-99 and morale ranges between 1-20. The higher they both are the better your unit is at fighting. A unit with 30 manpower but 20 morale could beat a unit of 80 manpower and 1 morale. Manpower is determined randomly when a unit is spawned and can only be increased by merging squads together to make one large one and another smaller one. Morale is determined by what happens around the unit. If another squad is wiped out near them or if they suffer huge casualties it will go down, if enemy squads are wiped out around them morale goes up. A big effect on morale is the environment around your unit.

Capitals, towns and Docks

Towns, docks and capitals are represented by the back hexagons on the map. Being attacked on a town, dock or capital gives you a defense bonus, by leaving your unit on a town, capital and dock the manpower also goes up and morale goes up by a small amount, more so on the capital. Being on a dock for a whole turn lets your soldiers enter the water as though they are in a ship, they move normally when on water and also fight normally on it.

The Map

Posted Image

The Map's key
Dark green = normal land = no bonus'
Brown = mountain = defence bonus and attack bonus
Light green = marsh = loss of morale.
Blue = water = Only boats may go on it.
Yellow = desert = loss of morale.
Red = lava = can't move over it.
**this will be updated as more are added**
The grey is just the boarder of the map.
The planet Territory is based on changes rapidly, marshes might become smaller or seem to grow. Mountains could pop up in a few turns. It is constantly changing and if you have a unit on a hexagon that changes it could have serious consequences.


Starting up
When starting up a nation you will pick one town to be your capital. This will be where your main units are spawned. You will also start with one unit of 50 that has a base morale of 20. This must start in a hexagon touching your capital. These will be your firsts. Each turn your capital will spawn a unit with random manpower and morale. You also start with 5 evolution points.

Evolution!
Each of your five turns you get one evolution point for each town you own. These evolution points can be used to evolve your nation in anyway you like. Ofcourse the bigger the evolution the more points you will need. If you ask me for the evolution I will tell you the points you need for it and the bonus it will give. Some evolutions are obvious, Strength raises your strength makes your average soldier stronger and able to fight off more enemies. Speed makes you able to move more hexagons a turn. And there are lots more so be creative!
Edited by Calhoun, Nov 1 2010, 05:36 PM.
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