For years, the Pokemon World had existed as a long, stable land with several peaceful nations. Although a few feuds have broken out here and there, there has been relatively few major wars. However, this balance was interupted by several evil teams, unleashing the Great Storm upon the Earth. Now nations have pointed fingers at each other as they scramble to protect themselves from the menacing weather attacks. It will take a united nation to stop the storms and save the world, but only through war can this unity be achieved. Will you win the War? Will you save the Earth?
Welcome to the new RPG that will challenge members to think as leaders, stategists, and diplomats. The War is upon us and whether we choose it or not, we have to use all our resources to win at all costs. This RPG, similar to Risk, uses the Pokemon World as the background for the conflict. The final stage for the Ultimate War.
As a player, you will lead one of the twelve nations remaining in the world. Your goal is to conquer the five known regions and thus unite the pokemon world under your banner. Should you fail, you will become another page in the history books. Obviously, victory is the only option.
The Pokemon World will consist of the five known regions: Kanto, Johto, Hoenn, The Orange Islands, and Orre. The following maps will be used to represent the regions. (Note: Please ignore the names of the teams under the names of the territories. They are remnants of War Season 3 and do not apply in any way to this game).
Gameplay
- The RPG will be run by a host who will recieve all orders and figure them out. The Host is not a nation in the game.
- At the beginning of the game, each player is randomly ordered. The first player in the order gets to choose a territory, the second chooses, and so on. After the last player, the cycle starts all over again until all the territories are taken.
- Each player will start with a certain number of units and factories. Order of placement is also random.
Nations
- Each player represents a nation. He controls every action of the nation and is responsible for leading his nation to victory.
- Note, you may have a storyline if you like, but it is not necessary for the game.
- If a player quits the game, the Host decides what to do with the territory. If the Host wants, he can hand off the nation to a new player.
Territories
- Just like War Season 3, each territory connects to the other the same way.
- The white lines on the map connect two land territories together.
- Every territory with a seaport is connected to every other territory with a seaport. This should make sea battles quite interesting.
Turns
- Each turn should be a week, with two deadlines. One for battle orders and one for the money.
- Each week in real life represents one week in the pokemon world.
- If a nation does not get his orders in on time, then his orders do not count.
Turn Order
- I think the turns should go in this order:[*]Storm Phase[*]Battle Orders Phase[*]Battle Action Phase[*]Money Phase[*]Money Action Phase
Battles
- First off, battles will not be done through the URPG. That is a completely separate system and will not be used.
- A player can attack one territory from another connecting territory with his units. If he attacks with two units and the defender has one unit, then the attacker wins with one unit remaining. Simple math.
- If a player attacks with two units and the defender has three units, the defender wins with one unit remaining.
- If two players attack the others territory, then the math is calculated the same way. The winning player than moves on to continue to the attack as stated above.
- If that attacker and the defender have the same amount of units, all the units are destroyed and the defender retains control of the territory.
- If a nation has enough units, it may attack from the same territory to multiple other territories that connect with it.
Money Phase
- At the end of the Battle Order Phase, the Host calculates the money and announces to each player how much they gain in gold.
- During this phase, players can buy items.
- During this phase, players may also move units between connecting territories, but only once. A unit in Pallet town can only move to Viridian City and not onward to Viridian Forest. A territory can have no units if necessary.
Gold
- Every turn, the player will receive gold based on how many territories he has.
- Each territory is worth one gold.
- If a player owns an entire region (Kanto, Johto, Hoenn, Orange Island, or Orre), he will receive bonus gold.
- Gold is used to buy a wide variety of items including units, factories, and special items.
- Gold can be transferred to other nations.
Factories
- Factories create one free unit each turn for the nation that controls it.
- Factories may be built in any territory.
- Factories will be destroyed if a storm strikes the area they are in.
- There can only be one factory per a territory.
- A player can destroy a factory in his territory during his turn. If a player's territory is conquered during that turn, then he may not destroy his factory.
- A player cannot place units on a factory he just bought.
- During this phase, all money purchases are calculated. In addition, all factories produce one free unit during this phase.
Items
- Unit: 1 Gold
- Factory: 7 Gold (Creates one free unit per a turn. Also is the only place to place units bought)
- Silver Orb of Protection: 20 Gold (Select an area. When a storm hits that area, negate the storm. This orb may not be transferred to another area. After the Storm hits the area, the Orb is destroyed.)
- Black Orb of Destruction: 50 Gold (Select an area. A Storm will hit that area.)
- White Orb of Destiny: 100 Gold (Protects every area on the map from a storm.)
- Costs and Item Names are still up in the air and can be modified for game balance.
Storms
- Storms attack randomly and destroy everything in that area.
- Only the Silver and White Orbs can protect against storms.
- A Black Orb can create a storm in an area the user chooses. This counts as an additional storm.
- Although a Storm destroys everything in an area, the territory still belongs to the same nation that owned it before the storm.
Diplomacy
- Each nation is in charge of his own diplomacy. He can form alliances or enemies.
- All treaties are based on trust. The Host will not enforce any treaties.