Rules
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The goal of the game ist to conquer all countries. To reach this goal, every player has a certain amount of credits he can invest into the building and movement of armies, the creation of cities or the development in his countries. At the beginning of each turn, every player's credit points are reset to 100 and he receives additional money from taxes. From that money, armies' wages and cities' maintenance costs have to be paid.
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Building armiesEvery player has only one campaign army (marked with a diamond above
the figure) which he can move between countries and with which he can
attack alien countries. Building a new campaign army requires 100 credits,
which means that no further action is possible during the same period.
Once the campaign army is destroyed, rebuilding it costs 100 credit
points again.
The required expenditures for increasing and maintaining an army
depend on the level of production of
the hosting country. The better the performance of the economy, the
less money is required. Furthermore, less people are required for building
an army, when the country has a strong economy. |
Moving an army and fightingA player's campaign army can be moved to any neigbouring country. By that, credit points for the current turn will be reduced by the required move costs of both countries, the starting, as well as the destination country. Moving to an alien country always requires 50 credits, whereas for a country belonging to the player, move points depend on the available infrastructure, i.e. multiple moves are possible for high infrastructure values only.
PartisansA country conquered for the first time often
contains soldiers, that are willing to join your campaign army for free.
These partisans don't demand any wage for all following turns, as long
as they are not integrated into an home
army.
A combat follows if there is an hostile army in the attacked country. The likelihood for winning is determined by the number and strength of units in both armies.
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In case there has been a city in the conquered country, the city
will be destroyed. The defeated player loses the army which was involved
in the battle, and his credit points for the current period will be
set to 0.
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Cities are important for defending countries. The money required
for building (1) and maintaining (2) a city depends on the country's
level of production (the higher
the level of production, the less money is required). Moreover, building
a new city requires 100 credits.
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The strength of an army (in/out of a city) can be seen on the "Army" screen, only if the option "Show details" on the "options" screen is selected. |
Every country with a city may hold one home army, which can not be moved. To set up an home army, the campaign army has to be in town. On the "army" screen, units can then be moved between the home and the campaign army.
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The tax rate can be set on the Parameter" screen. The obtaining
tax income might be spent on the following parameters:
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Theapply to all countries"-checkbox lets you assign the
changed settings to all your countries. If the keep tax rate constant"-checkbox
is checked, the computer will automatically adjust your tax rate to remain
at the same fraction of income (see the undermost number on the right
hand side) in all future periods. This means that for an economically
developing country (with rising total income) the tax income as well as
the investment in the different branches will automatically increase,
too.
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Reputation represents the satisfaction of a country's inhabitants. It is basically determined by the development of income, the tax burden and the redistribution of the taxes. If the reputation gets too low, the population engages in uprising. The insurgents then attack the country like any foreign army, regardless of the existence of an army in this country. This means that the player will lose the country in case of a succeding revolt.
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1. ArmiesA battle conists of a maximum of 3 rounds. The army winning a round can nevertheless be reduced, depending on the size of the army. The weaker armies will always be destroyed first. You should therefore pay attention to have some weak units in your (larger) campaign army, since losing a stronger unit is much more expensive. 2. CountriesA conquered country which formerly belonged to another player, loses much of its capital stock and experiences a breakdown on th elevel of production, education and so on. The destrcution is even larger when a battle was necessary to defeat the country. A well developed country might not look as attractive after the fight as it did before. It might be worthwile waiting with your attack until there is no army in the country any more. 3. CitiesCities are quite expensive, but at strategically important locations very helpful, e.g. for protection of a country that you try to develop rapidly. Before deleting a country, you should remember to shift all units from the home army to your campaign army, since these units will be deleted otherwise. 4. TaxesSince taxes are raised on the total income of the population, you should refrain from imposing high taxes and avoid a decreasing total income. On the other hand, the different policies require money to develop. There are 2 basic strategies to promote development:
On a small playing field or with many opponents, you should not invest too much in development of your countries, but rather try to grab much of the tax income, since the possiblity of losing the country quite quickly is relatively high. You should also care about your income and about your wealth. With cash lower than 0 and sn income smaller than the expenditures, your armies will be decreased or even cities can be pulled down. |