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 A. Warfare Guide

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A. Warfare Guide Empty
PostSubject: A. Warfare Guide   A. Warfare Guide EmptySat Dec 15 2012, 19:01

~ Warfare Guide ~
x Take control of the world and obtain the power of a king. Pull together countries in order to make a kingdom or rule for all.

+ Notice Challenge +
- Limit: 48 hrs to respond or Challenge is dropped.

~ War Battles ~

- Population of Country = Points to split into the "Country's" Offense and Defense.
- Country Health = Offense
- Turn Based Battles (Skills or Special Attacks can be used.)
- Special Attack Gauge is determined by Country. (2 Turns = +1 Special Attack Gauge) <- Cannot exceed max.

+ Special Attack Gauge +
- This allows special options to be selected, ie (Bijuu using Bijudama). The Gauge is based upon two major factors.
1. Village Type: Major = 2 | Minor = 1
2. Alliance: +1 SP.G Per Country.

~ Types of Warfare ~

+ Territory Grabbing +
- This is for minor or less places like a park or small city. Defeat controller or known shinobi  of that force, Ie. (Fire Country controls Uchiha City Challenger faces against a Konoha Shinobi for control.) Usually a PvP

+ Shinobi Civil War +
- Minor Countries have this issue, to where population is split into halves causing a civil war in order for this to happen a minor country must have at least 2 Village Leaders of different views. Usually PvP or TvT

+ Shinobi World War +
- This must have at least the issue of 3 or more Major Countries. Battle is broken into factions. Members can join which ever faction, at the end players on the losing team will lose Ryou and 1 land they own. Usually a TvT

~ Benefits ~

[+ Alliances +
> Teams can send in reinforcements in order to back up a country in need but they must have a treaty. After which that country can spare at least 25% of their population to help. This also helps with giving an extra Special Attack Point.

+ Underhand Dealing +
> A country that has two allies, but each ally does not like another, this causes the country to send 50% of their population to both ally and enemy.

+ Locking / Unlocking +
> If a country is locked it cannot be entered unless sneaked into. If stated by controller the lock can be lifted. The board will not be locked but "Locked" will appear on its name to show closed doors.

+ Standing Point +
> There is a coding, Friendly, Neutral, Enemies and Unknown.
+ Friendly: and Neutral they have open borders.
+ Enemies: have borders closed to certain countries.
+ Unknown: the country cannot be found or has not been found by any means.

~ Conclusions ~

+ Winning +
> One takes full control of the land and able to give leadership over to anyone within their Team or Organization. This can also be used for NPC or PC characters. {Includes Ex-Characters)
x Gains: Country + 500,000 Ryo (Opposing force leader Payout.)

+ Losing +
> One loses land and at least 500,000 Ryo from pocket. Causing them to be banished from the land, or can be imprisoned by the new ruler.
x Gains: Lost of Country & -500,000 Ryo (Controller of Country lost)

+ Truce +
> Both sides have exhausted their forces to the limit, this causes both to withdraw from the battle to find another day. Neither side loses land nor money but they are weaken in population wise.
x Gains: n/a
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