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08.11.2024 - 18:16

Calradia Atwar 1267 AE: Part Two

Based on an alternate timeline from the original M&B game series

Calradia is a fictional continent and the main setting of the Calradian map series. There are currently 3 presets for this map in being the: "Eastern", "Western", and the large "Full" version of the continent.


https://atwar-game.com/games/?link=3708377159







Gameplay Settings
Calradia Atwar PT 2: Two Alliances Max
The winning conditions are "Capture enemy country for 2 turns"
Starting settings are changeable
Rare units are set to high.






Gameplay Rules
Rules must be followed strictly. Breaking it might result in ban.

-No wall-fucking, no trespassing T1

-No unconsented ally-capping.

-Sea-walling with land units is strictly prohibited

-North and South Raider factions cannot ally ever.






Game/ Roleplay Mechanics

-50 Turns = 4 Turns = 1 Year / 24H Turns
Every Reinforcement turn I will try to annotate what has transpired through the turns as well as a ranking of current players and updated ally/peace. This has no real affect other than just being a fun way to recap gameplay.

-Duchy System: Faction Duchies are worth a large amount of Income, reinforcements and have access to special units.
They are also in bolden on the map background for easy identification. These "Duchies" are your best picks and should be the first options for most players.

-Trade system: Across the lands of Calradia you will find - CITIES - (Not Capitals) from the Bezan Sea, all the way to the Taiga of the East called 'Hubs'. These hubs are worth 900$ a turn as neutrals initially, but when taken by a player the Hubs need 3/5 turns to rebuild for 350-500$ in income.

-Rare unit crisis: There are rare crisis units that can give the player a medium to huge debuff when attacking any city. These units will have high attack high crit and low hp. It is best to suicide these units as quick as possible.
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The Gifted INC.


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