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		<title><![CDATA[CDBZ Archive - DA: C Rules]]></title>
		<link>http://alex.zulenka.com/</link>
		<description><![CDATA[CDBZ Archive - http://alex.zulenka.com]]></description>
		<pubDate>Sun, 20 Sep 2026 22:08:39 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Example of a Unit]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=36063</link>
			<pubDate>Fri, 24 Nov 2006 06:42:59 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=36063</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Burter's Taco Squad</span><br />
<br />
General: Burter<br />
Lieutenant(s): Raditzu<br />
<br />
100 Infantry<br />
95 Support<br />
30 Sniper<br />
<br />
10 Messengers<br />
20 Medics<br />
5 Assassains<br />
<br />
<br />
Something to base off of]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Burter's Taco Squad</span><br />
<br />
General: Burter<br />
Lieutenant(s): Raditzu<br />
<br />
100 Infantry<br />
95 Support<br />
30 Sniper<br />
<br />
10 Messengers<br />
20 Medics<br />
5 Assassains<br />
<br />
<br />
Something to base off of]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Betrayal and Deceit in DA: Conquest]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=36027</link>
			<pubDate>Thu, 23 Nov 2006 04:54:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=36027</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Defecting</span> is going from one army to another. If you want to leave, just tell me and I'll start your travelling to the unit you designate, two squares a day. If you want to defect during a battle, tell me during the battle. Be specific as to what you want to do when defecting in a battle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Coup d'?tat</span> is a sudden overthrow of a government. In DA standards, it's killing or overthrowing your commander(s) and taking control. Attempted murder is easy enough: just tell me you're gonna try and I'll start the fight. Challenging them to a fair fight is possible, and suggested, otherwise people nearby won't be happy with it. <br />
<br />
The other way to perform a coup d'?tat is to gather support from troops, and other PCs, and use the army to simply put down the commander. If the army is losing, they won't be difficult to sway to new leadership. But if the army is doing well, they won't want to lose their commander.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Breaking Off</span> and forming a new army is possible. You'll need at least two other PC-led units aside from your own (3 in total) and at least two bases close to each other. All the land around the bases will become your own. If there are other units there, you'll have to fight for it. Also, if support is in favor of your current commander, the citizens/guards at the bases will not go down without a fight.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Defecting</span> is going from one army to another. If you want to leave, just tell me and I'll start your travelling to the unit you designate, two squares a day. If you want to defect during a battle, tell me during the battle. Be specific as to what you want to do when defecting in a battle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Coup d'?tat</span> is a sudden overthrow of a government. In DA standards, it's killing or overthrowing your commander(s) and taking control. Attempted murder is easy enough: just tell me you're gonna try and I'll start the fight. Challenging them to a fair fight is possible, and suggested, otherwise people nearby won't be happy with it. <br />
<br />
The other way to perform a coup d'?tat is to gather support from troops, and other PCs, and use the army to simply put down the commander. If the army is losing, they won't be difficult to sway to new leadership. But if the army is doing well, they won't want to lose their commander.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Breaking Off</span> and forming a new army is possible. You'll need at least two other PC-led units aside from your own (3 in total) and at least two bases close to each other. All the land around the bases will become your own. If there are other units there, you'll have to fight for it. Also, if support is in favor of your current commander, the citizens/guards at the bases will not go down without a fight.]]></content:encoded>
		</item>
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			<title><![CDATA[Your PMs]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=36023</link>
			<pubDate>Thu, 23 Nov 2006 02:14:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=36023</guid>
			<description><![CDATA[KEEP ROOM IN YOUR PM BOX<br />
<br />
If it's full, I'm not re-sending a PM. So keep space in there.<br />
<br />
On the same token, save your sent PMs. I delete PMs right after reading them due to how many I get when I do these things, so save the ones you think you'll need]]></description>
			<content:encoded><![CDATA[KEEP ROOM IN YOUR PM BOX<br />
<br />
If it's full, I'm not re-sending a PM. So keep space in there.<br />
<br />
On the same token, save your sent PMs. I delete PMs right after reading them due to how many I get when I do these things, so save the ones you think you'll need]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How Often to Roleplay]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35966</link>
			<pubDate>Wed, 22 Nov 2006 01:00:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35966</guid>
			<description><![CDATA[You must rp at least once every FOUR days, or be disqualified and sent to the afterlife.<br />
<br />
If you need an extension, tell me as far as in advance as you can.<br />
<br />
Btw, elimination due to inactivity omits your rewards]]></description>
			<content:encoded><![CDATA[You must rp at least once every FOUR days, or be disqualified and sent to the afterlife.<br />
<br />
If you need an extension, tell me as far as in advance as you can.<br />
<br />
Btw, elimination due to inactivity omits your rewards]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NPC Generals]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35942</link>
			<pubDate>Mon, 20 Nov 2006 18:41:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35942</guid>
			<description><![CDATA[During the Strategy Phase, commanders may choose to put "NPC General" for some of the units. I will create the NPCs myself and they will act on the personality I make. Some good, some bad, some mediocre. I will create just a little more then you need so you can choose<br />
<br />
You can demote people if they cross you or make mistakes, and at any point in the game can ask for more NPC choices. <br />
<br />
And whoever posts here first gets the Action Jackson NPC that Raditzu bribed me to include &gt;_&gt;]]></description>
			<content:encoded><![CDATA[During the Strategy Phase, commanders may choose to put "NPC General" for some of the units. I will create the NPCs myself and they will act on the personality I make. Some good, some bad, some mediocre. I will create just a little more then you need so you can choose<br />
<br />
You can demote people if they cross you or make mistakes, and at any point in the game can ask for more NPC choices. <br />
<br />
And whoever posts here first gets the Action Jackson NPC that Raditzu bribed me to include &gt;_&gt;]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What I Like to Read]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35941</link>
			<pubDate>Mon, 20 Nov 2006 18:38:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35941</guid>
			<description><![CDATA[I read everything. Every single roleplay posted in DA gets read by me.<br />
<br />
I hate large clumpy paragraphs. Spread it out. I also dislike reading insane novel-size posts. If the post is good AND big, you're great. But I rarely get into a long roleplay.<br />
<br />
Have courtesy to me. If I get bored and stop reading a roleplay half-way through, you've got a problem]]></description>
			<content:encoded><![CDATA[I read everything. Every single roleplay posted in DA gets read by me.<br />
<br />
I hate large clumpy paragraphs. Spread it out. I also dislike reading insane novel-size posts. If the post is good AND big, you're great. But I rarely get into a long roleplay.<br />
<br />
Have courtesy to me. If I get bored and stop reading a roleplay half-way through, you've got a problem]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Important Rule to Remember]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35940</link>
			<pubDate>Mon, 20 Nov 2006 18:36:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35940</guid>
			<description><![CDATA[Do NOT spill secrets from one army forum to the other.<br />
<br />
Doing so will result in collar explosion]]></description>
			<content:encoded><![CDATA[Do NOT spill secrets from one army forum to the other.<br />
<br />
Doing so will result in collar explosion]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Pre-Show Format]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35939</link>
			<pubDate>Mon, 20 Nov 2006 18:34:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35939</guid>
			<description><![CDATA[Sign-Ups Close tommorrow evening, approximately 6-7 PM EST. <br />
<br />
We then move into Strategy Phase, which is set to last 2-3 days. This is the pre-game time where armies will mingle and plan, both OOC in their forums and IC in the game threads.<br />
<br />
The game will officially begin Friday or Saturday evening. If you're still off stuffing your face for Thanksgiving around then, tell me ASAP.<br />
<br />
Drafting will start today and last until the game begins]]></description>
			<content:encoded><![CDATA[Sign-Ups Close tommorrow evening, approximately 6-7 PM EST. <br />
<br />
We then move into Strategy Phase, which is set to last 2-3 days. This is the pre-game time where armies will mingle and plan, both OOC in their forums and IC in the game threads.<br />
<br />
The game will officially begin Friday or Saturday evening. If you're still off stuffing your face for Thanksgiving around then, tell me ASAP.<br />
<br />
Drafting will start today and last until the game begins]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battles]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35845</link>
			<pubDate>Thu, 16 Nov 2006 03:04:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35845</guid>
			<description><![CDATA[Battles are initiated by two armies entering the same zone, or an army lands on an enemy base. Most armies will be warned when they are within two spaces of an opposing army. <br />
<br />
Formal battles can be made via messengers. Peace treaties or truces can be formed the same way.<br />
<br />
Joint battles are possible via messengers as well.<br />
<br />
<br />
I will begin the battle in a new thread. Those participating will be expected to roleplay at least once within 2-3 days of the battle starting. I will update the battle 1-2 times a day. The length depends on the size. Updates and ending depend on the situation and writing by those involved.]]></description>
			<content:encoded><![CDATA[Battles are initiated by two armies entering the same zone, or an army lands on an enemy base. Most armies will be warned when they are within two spaces of an opposing army. <br />
<br />
Formal battles can be made via messengers. Peace treaties or truces can be formed the same way.<br />
<br />
Joint battles are possible via messengers as well.<br />
<br />
<br />
I will begin the battle in a new thread. Those participating will be expected to roleplay at least once within 2-3 days of the battle starting. I will update the battle 1-2 times a day. The length depends on the size. Updates and ending depend on the situation and writing by those involved.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Allowed Techniques]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35844</link>
			<pubDate>Thu, 16 Nov 2006 02:35:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35844</guid>
			<description><![CDATA[Upon being accepted, you will select two of your techniques to bring into the competition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Power-Ups</span> are automatically allowed and not counted towards your two techs.<br />
<br />
All techs are allowed, but rare techs will be weakened. Example: Teleportation will be limited in distance and usage. Healing will be limited in effectiveness. etc, etc.<br />
<br />
Ki Sense, if taken, will be Ki Sense 1 regardless of your level.]]></description>
			<content:encoded><![CDATA[Upon being accepted, you will select two of your techniques to bring into the competition.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Power-Ups</span> are automatically allowed and not counted towards your two techs.<br />
<br />
All techs are allowed, but rare techs will be weakened. Example: Teleportation will be limited in distance and usage. Healing will be limited in effectiveness. etc, etc.<br />
<br />
Ki Sense, if taken, will be Ki Sense 1 regardless of your level.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Collars]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35817</link>
			<pubDate>Wed, 15 Nov 2006 03:35:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35817</guid>
			<description><![CDATA[All warriors will be equipped with a collar. The collar tracks your location, gives audio and visual feed to the producers, and more importantly, keeps them in line.<br />
<br />
One false move and it goes boom, killing the wearer. The collar should not be underestimated.<br />
<br />
The collar helps stop regeneration and flight to keep things on a level playing field. In some instances, flight may be allowed (more on this in another thread). Also, it hinders using certain techniques, as fighters will only be able to register a certain numbers of techs to use during the contest.<br />
<br />
The collar is, in other words, the most important tool in the contest]]></description>
			<content:encoded><![CDATA[All warriors will be equipped with a collar. The collar tracks your location, gives audio and visual feed to the producers, and more importantly, keeps them in line.<br />
<br />
One false move and it goes boom, killing the wearer. The collar should not be underestimated.<br />
<br />
The collar helps stop regeneration and flight to keep things on a level playing field. In some instances, flight may be allowed (more on this in another thread). Also, it hinders using certain techniques, as fighters will only be able to register a certain numbers of techs to use during the contest.<br />
<br />
The collar is, in other words, the most important tool in the contest]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Taking Territory]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35727</link>
			<pubDate>Mon, 13 Nov 2006 00:19:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35727</guid>
			<description><![CDATA[All neutral territory (marked in green on the map) is divided into sections. After you take the main base in that section, you gain all the land owned by those people.<br />
<br />
The people there do not have loyalty to anyone until they are taken over and forced into loyalty. Obviously, be nice or they might turn on you.<br />
<br />
<br />
<br />
Taking enemy territory is different. By taking an enemy building, you gain control of that square and all squares touching it, unless another building is on one of the squares. As you delve deeper into the country, you will take more land.<br />
<br />
You may not build anything on land that you have not yet taken. This includes checkpoints.]]></description>
			<content:encoded><![CDATA[All neutral territory (marked in green on the map) is divided into sections. After you take the main base in that section, you gain all the land owned by those people.<br />
<br />
The people there do not have loyalty to anyone until they are taken over and forced into loyalty. Obviously, be nice or they might turn on you.<br />
<br />
<br />
<br />
Taking enemy territory is different. By taking an enemy building, you gain control of that square and all squares touching it, unless another building is on one of the squares. As you delve deeper into the country, you will take more land.<br />
<br />
You may not build anything on land that you have not yet taken. This includes checkpoints.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bases/Locations]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35722</link>
			<pubDate>Sun, 12 Nov 2006 23:12:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35722</guid>
			<description><![CDATA[*More may be added<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bases of Operation</span><br />
<br />
Watch Towers - Used to see who is in the surrounding squares. Definetly a must have on the borders of any country. (Can see two squares away from it in all directions)<br />
<br />
Village - A small civilan base. Used for supplies (3 Villages in one square make a city)<br />
<br />
Checkpoint - Just a military post with some stationed soldiers. Can be upgraded into a Supply Checkpoint in order to make it larger and give more of an advantage in attacks<br />
<br />
Fort - A military base made especially for keeping an area secure. Can be upgraded into a fortress, which can keep civilans safe as well as be extra defensive<br />
<br />
Castle - The big-daddy. Only one per army, located in the far corners of the continent. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Size</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">This is how much space each location takes in a squre. For example, a tower takes up 1/4</span><br />
<br />
<br />
Towers - 1/4<br />
<br />
Village - 1/4 (3 Villages = City)<br />
<br />
Checkpoint - 1/2 (Supply Checkpoint = 3/4)<br />
<br />
Fort - 3/4 (Fortress = Whole Square)<br />
<br />
City - 3/4<br />
<br />
Castle - Whole Square<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How to Make a Location</span><br />
<br />
Station your unit in a place and wait a certain amount of days to build something. It's boring, but important to build things. You have to be in one place for the WHOLE day, not just arriving and building.<br />
<br />
Towers = 1 days<br />
<br />
Village = 2 days <br />
<br />
Checkpoint = 2 days<br />
Supply Checkpoint = 2 days (must be on a checkpoint)<br />
<br />
Fort = 3 days<br />
Fortress = 3 days (must be on a Fort)<br />
<br />
City = 6 days (Must make three villages in one spot)]]></description>
			<content:encoded><![CDATA[*More may be added<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bases of Operation</span><br />
<br />
Watch Towers - Used to see who is in the surrounding squares. Definetly a must have on the borders of any country. (Can see two squares away from it in all directions)<br />
<br />
Village - A small civilan base. Used for supplies (3 Villages in one square make a city)<br />
<br />
Checkpoint - Just a military post with some stationed soldiers. Can be upgraded into a Supply Checkpoint in order to make it larger and give more of an advantage in attacks<br />
<br />
Fort - A military base made especially for keeping an area secure. Can be upgraded into a fortress, which can keep civilans safe as well as be extra defensive<br />
<br />
Castle - The big-daddy. Only one per army, located in the far corners of the continent. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Size</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">This is how much space each location takes in a squre. For example, a tower takes up 1/4</span><br />
<br />
<br />
Towers - 1/4<br />
<br />
Village - 1/4 (3 Villages = City)<br />
<br />
Checkpoint - 1/2 (Supply Checkpoint = 3/4)<br />
<br />
Fort - 3/4 (Fortress = Whole Square)<br />
<br />
City - 3/4<br />
<br />
Castle - Whole Square<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How to Make a Location</span><br />
<br />
Station your unit in a place and wait a certain amount of days to build something. It's boring, but important to build things. You have to be in one place for the WHOLE day, not just arriving and building.<br />
<br />
Towers = 1 days<br />
<br />
Village = 2 days <br />
<br />
Checkpoint = 2 days<br />
Supply Checkpoint = 2 days (must be on a checkpoint)<br />
<br />
Fort = 3 days<br />
Fortress = 3 days (must be on a Fort)<br />
<br />
City = 6 days (Must make three villages in one spot)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DA: C Dictionary]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35721</link>
			<pubDate>Sun, 12 Nov 2006 23:00:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35721</guid>
			<description><![CDATA[Troop = Soldier<br />
<br />
Unit = Group of Soldiers.<br />
<br />
Army = Group of Units. <br />
<br />
General = Leader of a Unit<br />
<br />
Commander = Leader of an army]]></description>
			<content:encoded><![CDATA[Troop = Soldier<br />
<br />
Unit = Group of Soldiers.<br />
<br />
Army = Group of Units. <br />
<br />
General = Leader of a Unit<br />
<br />
Commander = Leader of an army]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Posting Here]]></title>
			<link>http://alex.zulenka.com/showthread.php?tid=35720</link>
			<pubDate>Sun, 12 Nov 2006 22:56:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://alex.zulenka.com/member.php?action=profile&uid=388">Burter</a>]]></dc:creator>
			<guid isPermaLink="false">http://alex.zulenka.com/showthread.php?tid=35720</guid>
			<description><![CDATA[You can respond to threads and ask questions in this forum]]></description>
			<content:encoded><![CDATA[You can respond to threads and ask questions in this forum]]></content:encoded>
		</item>
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