Conquer the World - Life's Not Always What It Seems...

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DeletedUser

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CTW is extremely economy/domestic based compared to what the name suggests, yet the outcome of such long though out turns comes to +$(insert completely random sum as long as it's above what you had last turn).



This coming from the dude that spent 45% of his budget on military the first couple turns.
 

DeletedUser

Guest
I've given the rules a bit of a revamp. Might as well use this discussion as a chance to change the game a bit and make it better! Any suggestions as to what should be added/removed?

Conquer the World

Invented by Trollbrain
Developed by Trollbrain
Updated by Lord Mandos
Updated by Doomdealer666

An Introduction

A CTW is a forum game based on the idea of taking over the world. Each player will usually start off with a small undeveloped country which they are leader of. Each turn you dictate spending and policies to make yourself an empire . You can deveop new technologies, declare war, conduct diplomacy, secret operations and much much more.

The game has almost no limits and is less complicated than is imagined when you look at some of the extensive rules!

Below are the rules of the game, you can learn a lot from playing and watching others take their turns. The GM will also answer any queries you may have. You'll also find wikipedia will contain much of the information you need about your country.


The Most Important Rules


Rule 1) The word of the GM is LAW and FINAL!
Rule 2) The GM reserves the right to do anything at any time.

The GM is essentially god in this game, what they say goes. They state whether actions are successful or failures and what the consequences are. They'll supply all the information you need and will often be willing to help with problems if you ask.

The GM will try to keep the game fair, but if you see any big errors then you can point them out to the GM. However, if the GM disagrees with your observation then the matter should be dropped without further arguing. As rules one and two state, the GM's word is final.

If you suspect a GM of being biased against you or any other player, post proof of bias publicly. Minor bias is to be expected though; thus it is good to be nice to the GM, as he
holds your life in his hands. Annoying the GM, whether through messenger, mail, or in game, can be punished by the GM messing up your turns, but he's a dick if he does unless you're really pissing him off.

The GM reserves the right to amend the rules of the game or add rules that were missed in order to make the rules more complete. He will generally do this after he notices someone exploiting a loophole in the rules. When this happens, the person he noticed using the loophole will be allowed to use it as it was not in the rules at the time of that person's posting, but from then on no one can use that loophole (as it is covered by the rules). Do not deliberately make advantage of a loophole or you'll be punished!

One final thing to remember is the time and effort the GM has put into this game so be nice!

The Rules of Turns

Once the game is started, every player has 48 hours to post their turn before the GM will check the turns. Depending on the GM's schedule (he has a life too, you know), it may take more than 48 hours for him to check, approve, and post the results of turns. However, once he does, players can expect to have 48 hours to post their next turn. Please don’t leave your turn till the last minute!

In regards to missed turns, If you miss a turn only half of the missed turn's budget will be carried over. A GM may choose to remove you from the game if you seem inactive so make sure they know when you're going to post!

The Rules of Posting

There is no specific way for you to set out your posts, it just needs to be clear and easy to follow. Your best bet is to follow the template other posters have used as everyone using a similar format makes things much easier. Bad formatting may cause the GM to look unfavourably upon your turn

The example below is one of the most commonly used turn structures and is very easy to understand. Its reccomended to use spoilers within each of the below headings when listing military units etc.

Turn Format
[Name] – [Country/Empire] – Turn [#]


[Country 1 Name] – [Country 1 Population]
[Country 2 Name] – [Country 2 Population]
[etc...]
Total: [Population of all countries]
Government Expenditures: [what it says]


Military
Army
[Equipment 1] - [# of Equipment 1] - [total cost of Equipment 1]
[Equipment 2] - [# of Equipment 2] [total cost of Equipment 2]
[etc...]


Navy
[Naval Equipment 1] - [# of Naval Equipment 1] - [total cost of Naval Equipment 1]
[Naval Equipment 2] - [# of Naval Equipment 2] - [total cost of Naval Equipment 2]
[etc...]


Air Force
[Air Force Equipment 1] - [# of Air Force Equipment 1] - [total cost of Air Force Equipment 1]
[Air Force Equipment 2] - [# of Air Force Equipment 2] - [total cost of Air Force Equipment 2]
[etc...]

Military Personnel - [# of troops in your armed forces]


Domestic Affairs/Economy
[Explain your actions in this area]


Foreign Relations
[Explain your actions in this area]


Research
[Explain anything you are researching (can be a codename)]


Military
[Explain any purchases or changes in personnel here]
[Explain any military movements you are making here]


Summary
[Summarize your turn]

As stated above this is not the only allowable structure of writing your turn. However things that are definitely required are:-
- Budget
- Population
- Lists of all military equipment

The Rules of Military

You start with whatever military your country has in real life unless the GM specifies otherwise. Use wikipedia to find out what they have. If wikipedia has nothing then speak to GM to find out where to look.

The recommended size of a military is 0.5% of your population. Using less will benefit your economy, on the whole its advised not to have your military at its maximum. Relative numbers of soldiers, artillery, tanks, etc. are required to be kept at all times and in all turns.

Weaponry carried by your soldiers does not need to be specified, nor does it need to be purchased. If you wish to kit them out with special weapons then that will cost you.

Heavily building up your military will cause suspicion with surrounding neighbours. Also, having a huge military isn't always best, a well planned attack can win with far fewer troops than the enemy.


The Rules of Attacking

You may launch as many attacks as your military can handle a turn, its best not to overstretch yourself though.

You need to include a warplan for your attack to go ahead. If you do not the invasion will fail to go ahead. A badly made plan will often result in failure so its best to be as detailed as possible. Its best to include a map with small annotations if you can, as well as instructions for your troops.

You should always include a method of getting troops into the country if you are not just crosssing your own borders. E.g. assaulting an island should include a statement saying you plan to ship troops in or drop them out of planes etc.You do not have to worry about time taken to get there, to keep the flow going it is instant. You also need to make sure you have sufficient transport to get your troops in if not crossing a border. Defenders can try to prevent troops from arriving.

Remember, the GM will not be a total dickhead about this. If you miss a minor detail they may choose to ignore it and allow your attack to go ahead without any trouble. As stated earlier their word is final. War is fickle, even the best laid plans can go wrong and luck can save badly laid ones.

If a player has initiated battle with another player or native nation, they may continue battle through as many posts as necessary. They may not make any developmental advancement, but may only move or reorganize troops. All military sub turn posts must begin with the name of the player and their country.

For example:-
Doomdealer666 – Britain – Military Sub-Turn

Additionally, in order to keep other nations from getting angry at you for invading a country; it is a good idea (but not a requirement) to provide a reason for invading the aforementioned country. The UN may intervene if an attack is seen as unprovoked. Also, other players often like to ruin your plans by coming to the aid of the country you're attacking so watch out!

Turns can be edited before a big post if a player declares war after people have posted. They may wish to mobilise units or offer support.

Also, consider the difficulties of passing through other countries airspace/land to attack.



The Rules of Defending


Defenders have a slight advantage in that they can technically use their entire population to their defence with few negative effects. However, citizens will not generally fight back of their own free will, and there will be high desertion rates if they are commanded to fight, especially if they are not properly equipped and trained.

If a player is under attack and does not defend themselves or post any message about it within 24 hours, then the fight will go on as if the country were an NPC country, however in this situation the defending players troops will not fight at there full strength as they are being ordered around by the generals not the actual leader.

Defenders, like attackers, can make as many posts as necessary to defend themselves with the same rules regarding the start of the post. Support can be sent to a defending nation without taking a turn. If an ally is under attack, you may send troops to his support. You cannot move to support an attacker.

You can appeal to the UN or other powerful nations if you think an attack is completely unjustified and may receive help. This is dependant on what your GM thinks.

The Rules of Diplomacy
Diplomacy is a tool that can be used against both native and occupied nations. The GM will determine the effectiveness of such an action. Repeating an action can produce good results, but in certain situations it can make things worse.

Diplomacy with other player is fine as long as you make any alliances clear to the GM in private. You can betray alliances with players with no consequences except for angering the player themself.

Countries may merge with you if you ask in the right way. You have to give clear reasoning and have a good case as countries don't join your empire for nothing! They may want to fulfill certain goals or you'll have to look impressive and friendly. Often a merged country will be in a dire state and need much work on it.

The Rules of Disclosure and Secrecy

Attacks or defences must be posted as part of your turn with full disclosure of troop numbers and types, equipment numbers and types. These attacks or defences must be written in your turn or military sub-turn. You may however send a secret plan to the GM if you wish to make covert extra actions (special operations only). If a plan is too hard to keep secret the GM may reveal it.

If any special weaponry or tactics are used within battle, it must be mentioned or else it will be assumed that standard technology and tactics were used. Development of technologies, upgrades in weaponry, upgrades in economy, or construction of weaponry must be announced to the GM.

If you spend vast amounts of money on something secretly NPCs will become suspicious and want to know what you are doing. The UN may even intervene if it seems very suspicious and send inspectors.

Actions may be performed by privately messaging the GM, but the GM reserves the right to announce any information to the public.

Clues will be given in the case of secret missions, unless you cover your ass really well.
Secret missions can range from assassinations, to spy missions, to hijackings, to spreading of propaganda, and more.

Be reasonable with your secret actions. Sending insurgency attacks to every nation in Asia is ridiculous. Doing this, or something similar, could result in the disclosure of your actions to the public by the GM (and your disgrace).

You’ll also want to have plans put in place in an attempt to reduce damage by attacks or have plans to prevent assassination. Personal security is a must really.

The Rules of Technology
You are encouraged to invent new things, but you must supply general schematics, costs, and capabilities upon usage. It is up to the GM whether they accept and may be subject to changes or modifications.

You cannot copy inventions made by other players in previous
games (unless they offer permission), but you may remake your own. The GM is to judge when cases of copying occur. If an invention or weapon already exists in the real world, it may be used, though a link to its schematics and capabilities are required.

To upgrade an invention, explanation is required for how it was updated and to what effect.

When creating a new invention, give it an ETA when you post it. The first turn you post it, when approving your turn the GM will tell you if your ETA is correct and, if not, what it should be. This ETA will go down one per turn.

- Other nations exist, they are controlled by the GM and may effect the world in different ways through alliances and wars.

- Currently existing international alliances and agreements will continue their existence unless they are nullified by the GM. Be careful of who you invade and for what reason, as your doings will effect your diplomatic relations with the rest of the world.

- Keep to international convention such as human rights and the geneva convention. If you don't the mmight of the international community could fall on you.

- The GM may cause change the rules depending on who the GM is

- Budget should be spent sensibly as spending it all on military will result in ruination

- Editing your turn is perfectly fine, as long as you do so before the official ending time of the turn and notify the GM of the edit.

- Skype is very useful as there will be a CTW chat room where you can discuss

- God Modding is serious and will almost always end in an internal disaster in your country.

Remember, its supposed to be a fun game so don't get to caught up in arguments!
 
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