The Meaning of Life, the Universe, and Everything.
Welcome, traveller, to Rodinia. Not to be confused with the Motherland or the ancient Supercontinent.
Rodinia is a Nationbuilding TBS game, designed to fix some flaws Blue Marble and The Planet had.
How the Turn-Based Part works is simple: Every 24 hours (or after everyone did something) a turn passes. Every turn, players can spend AP (Action Points) to do things. Once they've run out of AP, they can no longer do actions that cost AP. You can still do actions that don't cost AP (like interactions and other things).
How to join:
To join, PM me (Either via MCF, Steam or Discord) the following things:
The 'Base Colour' for your faction (A colour code. It'll be used to generate a 4-colour pallete that will be used to colour your units & buildings).
Which Capital you want from this list:
Which Infanty/Heavy Infantry Graphic you want from this list (Heavy Infantry graphic not shown but is identical except for the weapon carried):
Once you've done so, I'll create your spritesheet and PM it to you so you can see if you like the way it looks or want it changed. After you've approved it's appearance, you can say where on the map you want to start and I'll add you: (I'd recommend not starting near others)
All nations behave the same, with one exception: The nation I'll be playing acts as an universal enemy. They're always at war with everyone and are generally a problem.
Anywho, here's how the game/RP works:
Every player starts with a Capital and some roads.
There are several types of buildings available. Each building has a specific role. Buildings can only be built on non-mountain land next to road connected to your Capital (it counts if the road goes through an owned building. If the road leads to a port it can continue at any other owned port/Beachhead). If a building takes multiple turns to build, the cost must be spent on each turns Alternatively you can spend the total amount of AP to have the building be done instantly (This rule doesn't apply for building the Fortress).
Building a road on a tile costs 500F. Building a bridge on a water tile that has land on two opposite sides costs 1000F.
Bridges can't be built if either side contains a building/unit belonging to a non-ally, a mountain tile or a sea tile.
All 8 Tiles around a building count as Territory belonging to the Nation that owns the building.
For every 4 'Industry' (Factories, Ports & Airports) you have your Max. AP (hardcap) per turn goes up by 1. So even if you generate 12AP per turn but have a cap of 6 you only get 6 AP per turn.
The default (What everyone has from the start) hardcap is 4.
Capital: Generates 3000F/Turn, Generates 2 AP/Turn. If a nation loses their capital and more than 60% of all their structures, all their buildings go to the nation that conquered their capital. City: Generates 1000F/T. Costs 1 AP to build. Factory: Generates 500F/T, can build Ground Units for Funds. Costs 2AP to build. Airport: Generates 500F/T, can build Air Units for Funds. Costs 2AP to build. Port: Generates 500F/T, can build Naval Units for Funds. Costs 2AP to build, can only be built adjacent to water. Lab: Generates 1 RP (Research Point) per turn. Needed to research techs. Costs 2AP to build, takes 2 turns to build. Empty Silo: Can be loaded/armed (see Missile Silo). Costs 2AP to build, takes 2 turns to build. Missile Silo: Can be launched to deal 4 damage to all units in a + around the target location, becomes Empty Silo after launch. Costs 3 AP and 20000F to build, upgraded from Empty Silo. Communications Tower: Gives a 10% Attack increase to all allied units within 3 tiles. Costs 2 AP to build, takes 2 turns to build.
Power Plant: Generates 2AP/T. Costs 2AP to build
To expand to other continents, one needs to build a Beachhead using a Lander.
Beachhead cost 4AP to build and takes 2 turns to build. It can only be built on land next to water containing a Lander. If the Lander moves away or is sunk the Temp Port is removed, even if it's already completed.
Infantry and Heavy Infantry units can capture enemy structures for 2 AP (or 1AP over 2 turns).
You can destroy a building you own for 1AP.
If a unit is built, it can't be used yet unless you spend 1AP - you have to wait until the next turn.
Units cannot be built on buildings if there is already a unit on top of that building.
There is also one buildable Superstructure, the Fortress. It can only be built once. (So if a nation builds it no other nation can build it.) It provides a 40% Attack boost for all units and +4AP per turn, but it costs 10AP to build, takes 18 turns to build and takes up a 4x4 area. The nation that controls the 4 buildings on the corners of the Fortress gets the benefits from the fortress. It has to be built on flat (non-mountain/hill) land.
There are 4 'Biomes': Temperate, Boreal, Arctic and Desert. Each biome affects units that are on the respective biome tile.
Units in Temperate biomes are unchanged.
Units in Boreal Biomes have -1 Range (Only affects ranged units)
Units in Arctic Biomes have -1 Move
Units in Desert Biomes have -1 Terrain Defence
However, if the units belong to a nation that has their capital on the respective biome tile, the units are unaffected by the biome penalty. (So units belonging to a nation which has their Capital on a desert tile won't get the defence penalty)
There are several 'Unit Classes', which are used for combat and such. Think of the Classes as the 'Core' of a unit, the stats and such. During RP you can give details about what your nation's 'Tank' unit looks like (be it a Tank, a Robot or maybe even just a guy on a horse), but the stats are identical to other nations' units that fill the same role for balance reasons.
* Pipecannons can only be built if you have the Defense 3 tech.
Landers can carry 2 ground units. They can only be loaded if the lander is in a port, but can be unloaded on any tile adjacent to water that does not contain an enemy.
Transport Copters can carry 1 Foot unit. They can be loaded and unloaded on any tile that does not contain an enemy.
Cruisers can carry 1 Copter unit. They can be loaded/unloaded on any tile that does not contain an enemy.
APCs can carry 1 Foot unit. They can be loaded/unloaded on any tile that does not contain an enemy.
Units can attack after moving, but not move after attacking.
A tile can contain both a land/sea unit and an air unit, but not 2 units of the same 'type' (Land & Sea are a 'type', Air is another). This is only the case if the units belong to the same Nation.
If a unit has a range of 0-0 it means that it can only attack adjacent units. If a unit has no range value it can't attack/defend.
Units with a range of x-y can only attack units that are more than x but less than y tiles away from the unit. These units can only move OR attack in a turn, not both.
During Combat, damage will be calculated using this: [Damage Calculator]
Damage taken by each side will be given, but won't be displayed on the unit/map. To get a unit's HP, send me a direct message (Either via MCF, Steam or Discord) and tell me of which units you want the HP.
Subs & Stealth Fighters get the unique ability to be hidden, which means that they won't be visible on the map (The unit's owner will get info on their whereabouts via a PM). Hidden units are only seen if an enemy unit moves into a tile adjacent to it.
Hidden subs can only be attacked by other subs and cruisers. Hidden Stealth Fighters can only be attacked by other Stealth Fighters and regular Fighters.
(When using the Damage Calculator, select the forest icon when a unit is on a hill).
(Any tile not listed is impassable to all units).
There are several technologies available, each technology belongs to a respective 'Tech Tree' of 3 techs.
The first tech in a tree costs 1RP to research over 10 turns.
The second tech in a tree costs 3RP to research over 15 turns.
The third tech in a tree costs 5RP to research over 20 turns.
In the small town once known as Mari, a mysterious figure going by the name "Numa" had amassed a following of the leading nobility. With this small following, he subjugated the surrounding smaller towns and established a feudal system in the area, creating his own mighty fiefdom. He has tweaked the native religious beliefs somewhat and established a new religion centered around the Holy Order of Tadmor, a circle of warriors who have pledged their lives to the Numa.
It was then that he 'founded' his capital of Palmyra in the city of Mari and began to expand and strengthen his Holy Order of Tadmur.
One faithful day, a bathtub emerges from the depths of the multiverse and plonks down upon the surface of Rodinia.
Inside lies some of the freshest Tiarnan water and some nice bubbles. What is more important however, is the man in the tub. He holds a towel, folded in the most bizzare shape. It's the catalyst for his reverse negative fluxduct wubwub tub teleposer. The universe doesn't take to this so kindly and warps him through the multiverse to this period.
He is Key Ivanov, and he has another grand plan. He has steered 3 nations before to be prosperous and world powers. He adorns his new cloths that were designed for him. Extremely ornate. White silk material adorned with gold details.
Under the bath tub lies a big black box. Key bends down to pull it out of its storage rack, while looking around at his surroundings at the same time. The box is a robot. It makes some noises and solar panels extend from it. It's not all that fancy, the size of a briefcase. The fluxduct teleposer must have left some energy back home, now a barren waste of a planet.
Key Ivanov grabs a rolled up flag and flagpole from under the tub also. He unfurls the weather resistant flag. The pole hydraulicly expands. The flag is quite exquisite.
A few years ago, a black pod fell down from the sky and landed with a clunk. A female figure with a bow and arrow emerged and approached the nearest population center. She soon took advantage of the 'natives' and 'Equalized' them. The nation of Equalia was formed.
From then onward a grey flag, with a white circle, with a black Equals sign was raised high on the tallest building.
History Event: An unknown faction have somehow woken up at an unknown place. Who and what's their motives and lies beneath them is a mystery. No leader was presented as said faction on this RP, nor any representatives at the moment as since there's no specialization for them to exploit.
Action: Build a factory at NW of my capital next to road. Naming my faction will be postponed until a reasonable number of acquisitions are presented in game.