Current Rules
#1
Quote:10 turns used for the Income ability.
1g (base, before bonuses) is generated per soldier when using this ability.
1 turn used to recruit troops.
1% of your current troops are added to your troops when you use Recruit.
5 hours for "The hours for revenge no matter the size of the enemy village" (was 48, for this game I want it lower for strategy).

25% base attack error ratio. You can attack with 75%-125% of your actual O, before bonuses are accounted for.
5 turns consumed per attack.
1g carried back max per troop.
5% minimal troop casualties in a fight.
15% maximum troop casualties in a fight.
10% difference in troop numbers required to cancel an attack (was 1%).

60% chance of spy error (40% to 160%) before bonuses and spies are added in. It was previously 90%. I didn't want it lower because I wanted to strengthen the spy races in terms of abilities, not trivialize their bonus.
1 turn consumed to spy on someone.
3% added to your spying chance per spy involved in the attack. (was 1% before)
1% minimal spy casulaties.
25g base cost to recruit a spy (was 50g).
1g per turn upkeep on spies. (I would have lowered it, but the system doesn't allow decimals)

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25 starting turns when creating your village. (up from 20)
1000g starting when creating your village.
100 starting troops when creating your village.
2 starting spies. (down from 5)
Starting Defense level = Untrained
Starting Offense level = Untrained

5 minutes per turn.
5 gold per turn.
1 troop gained per turn.
60 max turns saved up (up from 50. There are 12 turns in an hour, I wanted an evenly divisible number so that's 5 hours max)

80% resale value on gear.

This round will end on June 6th, 11:59 PM EST.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
#2
9 turns used for the Income ability.
1g (base, before bonuses) is generated per soldier when using this ability.
1 turn used to recruit troops.
4 are added to your troops when you use Recruit.
48 hours for "The hours for revenge no matter the size of the enemy village"

10% base attack error ratio. You can attack with 90%-110% of your actual O, before bonuses are accounted for.
3 turns consumed per attack.
2g carried back max per troop.
5% minimal troop casualties in a fight.
10% maximum troop casualties in a fight.
90% difference in troop numbers required to cancel an attack.

100% chance of spy error (0% to 200%) before bonuses and spies are added in.
1 turn consumed to spy on someone.
1% added to your spying chance per spy involved in the attack.
5% minimal spy casulaties.
10g base cost to recruit a spy
0g per turn upkeep on spies.

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25 starting turns when creating your village.
1000g starting when creating your village.
50 starting troops when creating your village.
5 starting spies.
Starting Defense level = 0%
Starting Offense level = 0%

15 minutes per cycle.
3 turns per cycle.
25 gold per turn.
0 troop gained per turn.
120 max turns saved up.

80% resale value on gear.
[Image: 22173.png]
Give waffuru an internets today!
[Image: 1324033725.png]
#3
Here's the latest version of the Ninjaworld settings that we'll be using for the next round of Conquest.
Quote:Broken Leaf. +10% Offense, +20% Spying
Obliterated in the previous Secret War, only the strongest clans survived. Hokage Sasuke covered the ruin with an illusion, and is now bent on global domination.

Broken Mist. +5% Offense, +5% Defense, +20% Income
Port City, Land of Waves. Populated by defectors and refugees, mostly from Kirigakure, lead by Namikage Sakura. The unraveling alliance between Broken Mist and Leaf has come to war.

Broken Sand. +10% Defense, +10% Income, +10% Spying
Betrayed by their host nation, the Sand shinobi moved to the Land of Rivers. Lead by Arashikage Naruto, who is now caught up in a war against his former countrymen.
Three teams with 10% in O/D and 20% in Income/Intel, split three different ways.

Quote:Nation is changed to "Village"
Village is changed to "Clan"
Username is changed to "Head Elder"
Turn is changed to "Action Point"
Troop is changed to "Ninja"
Spy is changed to "ANBU"
Armory is changed to "Smithy"
Barracks is changed to "Dojo"
Some name changes

Quote:150AP max capacity. (12:30 worth of time)
12 Hour "Revenge Timer"

5 minute Cycles
1AP gained per cycle
0 Troops gained per cycle
20Gold gained per cycle
Quote:1AP to perform "Recruit Troops"
2 Troops are gained when recruiting

2AP to perform "Attack Raid"
Troop losses between 1% to 15% per attack
Loot 4G/Troop after successful raid
4% Attack Error
Target >/=50% attacker's troops

5AP to perform "Generate Income"
2G/Troop gained when generating income

1AP to perform "Spy Mission"
Spy costs 250G to hire
Spy consumes 0G/cycle
10% Power per Spy
30% Spying Error
0% minimal Spy casualty rate
Quote:-Beginner's Resources-
150AP, 500G, 20 Troops, 8 spies.
Quote:--Weapons
Shuriken. 8Points/10G
Magic Scroll. 900P/1,000G
Clan Weapon. 10,000P/10,000G
Sage Artifact. 110,000P/100,000G
--Armor
Headband. 8P/10G
Flak Jacket. 900P/1,000G
Clan Armor. 10,000P/10,000G
Sage Jewel. 110,000P/100,000G

70% item resale value
Quote:--Offense
Teamwork. 10% Bonus/1,000Gold
Specialists. 20% Bonus/3,000Gold
Elite Squads. 30% Bonus/9,000Gold
Secret Arts. 40% Bonus/27,000Gold
Bloodline Limit. 50% Bonus/81,000Gold
Jinchuuriki. 500% Bonus/1,000,000Gold
--Defense.
Barricades. 10% Bonus/1,000Gold
Tripwires. 20% Bonus/3,000Gold
Elite Guards. 30% Bonus/9,000Gold
Magic Traps. 40% Bonus/27,000Gold
Clan Retainers. 50% Bonus/81,000Gold
Will of Fire. 500% Bonus/1,000,000Gold
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"


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