Post by Water Dumple on Jun 27, 2008 10:19:44 GMT -5
Can't believe I forgot about this. Anyhow, the newer ruleset will be molded off of this one.
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Pikmin Wars is a text-based game where you build an army, attack other players, establish trade, make defenses, write logs, and so on--From Nintendo's franchise Pikmin. During this time you may make suggestions as to how the rules should be changed. At the moment, Pikmin Monky and I control the rules. Feel free to request changes and make suggestions. If you have played Super Mushroom Kingdom Wars, you should be familiar with the feel of the game--This is not too much different. Nonetheless, please read the rules. Overall, just have fun.
And, please, when you make your application, at least try to make it appear that you looked at the rules. It's pretty obscure sometimes. >.>
NOTE: As we progress, we gradually find better concepts, better ways of doing things, and even new rules. Don't be surprised if we have a rule update, but it will be posted here. Just check this thread if there's a new post in it.
General Rules: Various points and guidelines that should be followed at all times.
1) The Flower Commanders deserve your respect. Treat them appropriately. While we’re on the same line, treat your fellow players with respect as well. Trolling, flaming, and so forth will be dealt with appropriately. If you're at war with someone, look at them as a worthy opponent, not as an idiot you're dealing with.
2) Flower Commanders and the Emperor Dweevils (Administrators) may elect new FCs and authoritative figures with a vote by the other FCs. 65% positive and the person in question is in.
3) A poor Flower Commander may be ousted by a vote. This vote is allowed for everyone who has been with the game for three weeks.
4) Flower Commanders, Emperor Dweevils, and so forth have the power to downsize a type of troop or project you have. We’re only trying to keep it fair. PM me or the staff to tell us about an unfair project or unit. We’re here to help! You can also tell everybody about it in the God-Mod Alert board (This is recommended).
5) Please keep stuff in the correct board.
6) Be reasonable. 30 Orange Bulborbs vs. 100 Red Pikmin will naturally get by with few casualties.
7) Be realistic. We’re talking about a fantasy world here--But please, keep the Adamantine, plasma, nuclear missiles, and 10.0 magnitude earthquakes in another game.
Game Rules: How to play the actual game. See the bottom for log templates. This section is divided into two parts, a newbie section for everything a starting player needs to know about, and a veteran section with more complicated rules once you’ve got the hang of it.
Newbie Rules:
1) Give all of your information in a basic log. It doesn’t matter exactly how you organize it, just that you follow the rules and get all the basic information in it.
2) You don’t need to post detailed descriptions of stuff in the log, just concise stuff. In your HQ you may post more about Tech and Troops.
3) To begin, make your general’s name and species. Include your army’s name and location. The general may not be a boss creature, or one that is obscenely powerful.
4) Your general is somewhat more powerful than a special troop, but not invincible.
5) You may begin with 500 troops of your choice. 50 of them may be “Special”. Every in-game “Day,” you may add 100 ordinary troops or 10 special soldiers to your army.
6) The troop caps are 5,000 for special troops and 50,000 for ordinary soldiers.
7) Ordinary troops are weak things such as Pikmin, Dwarf Bulborbs, and Shearwigs. Special troops are anything as large as a grown Bulborb or a powerful animal, like a Careening Dirigibug.
8) Making up your own species of creature is absolutely allowed, as long as it is reasonable.
9) Leave a small description by every creature or project you have in your army. The main descriptions will go in your Tech and Troop sections.
10) It takes a 50+ Day project to get a boss creature in your army. Bosses and similar creatures are identified as "Super" creatures. No more than 5 Super creatures in your army!
11) Six external hours constitute a “Day” in the game. One external day is four internal days.
12) Breadbugs are Special units. Each Breadbug you have gets you one resource (Item) every four days.
13) You cannot have more than 50 Breadbugs in your army at once.
14) To get resources faster, you can make a 4-Day (Minimum) project to get more. Breadbugs don't get you these, but are automatically added to your army when you finish a project.
15) A resource mission can get you one to five hundred resources, based on the value and rarity of them.
16) In your log, write down the projects you have going and how many days it will take to complete them. You may have six active projects going at once. You may not have any more, but you can have fewer than six running at a time if you wish.
17) In your projects section, state how many resources you'll spend building something. An ordinary building would be about 100 Steel or Iron pieces. A typical tank, maybe 50. Based on the strength of the materials and how many you use to build them, your buildings, machines, and so forth may be stronger or weaker than others. Please be honest with the number you use, and look at other peoples' logs to get proportion.
18) Begin with 150 Iron.
19) To start off, you may only have one or two base defenses. More, such as walls and traps, must be built by themselves with individual projects. One project slot for one gate. One project slot for one bomb-rock cannon. You could, if you wanted, fill all of your slots with the same projects if you want multiple copies of them. This usually applies to base defense.
20) Because you must build them individually, base defenses have quite a lot of defense, meaning that they aren't easily destroyed--If you attack someone, remember this! Building a factory to automatically make something every certain number of days is allowed.
21) Making a project to upgrade a defense or species of creature is perfectly allowed. Example: “Upgrade Careening Dirigibugs to Zooming Dirigibugs.” With this in mind, you cannot start with Zooming Dirigibugs, but must undergo an upgrade project to get them.
22) Start with a Weapons Storage, Resource Storage, Ammunition Storage, and Barracks. These are fairly generic buildings that just give you the ability to hold the appropriate thing without having it cluttered around on the floor. You can rebuild a destroyed one in a 4-Day project.
23) Currency is Petals. Depending on natural resources and what projects you have going, you can sell items and such for Petals. With this, you can establish trade with people and actually get something else from the natural resources.
24) To start a project, you must spend two petals to pay the workers every day the project will run. Example: 15 day project costs 30 petals. Subtract the Petals when you start the project.
25) Start with 300 Petals.
26) With three Petal Gathering Centers, you can get up to 25 Petals every day. Originally you get 10 per day. For each Petal Gathering Center you build (20 day project each) your max will go up by 5. You can't have more than three, however, and once you reach 3,000 Petals, you can only gain 5 a day no matter how many PGCs you have. This is to prevent inflation.
27) Based on your natural surroundings, you can get various plants and resources as Items. Make a project to get a number of them at a time. These can be sold/traded to fellow armies for Petals, other items, war machines, you name it.
28) It takes six Days to walk from one end of an above-ground area to the other, to give you a size estimate. Sublevels depend on the size of it, but usually they aren't too large.
29) If your base is underground, there is a ramp between sublevels. You could use this to your advantage in building defenses.
Veteran Rules: This is what you’ll be looking at after you have played for a bit, and are more complex.
30) Once you reach a total of 5,000 troops total, you cannot grab them randomly as before. To get a specific kind of troop, you must build a Recruitment Center for at least 12 Days. Once it is finished, you can get that kind of troop in your daily 100/10. If you have no RCs, once you hit 5,000 troops, you can’t get any more until you build some.
31) Once you reach 5,000 troops total, you may recruit a Captain. This is another Special-grade creature that can help manage your army. It is almost as powerful as your General, but not quite. Your Captain can do logs for you, lead attacks so your General can stay home and hold down your base, and replace a fallen General. Once you get 15,000 troops total, you may recruit a second Captain. When you get 30,000 troops, you may gain a third. The last Captain you may get requires 55,000 troops--Max Ordinary and max Special. If a Captain dies, you must wait 30 Days to recruit another and must remain above the required troop total.
32) Recruitment Centers should be general for small families (Snitchbugs, Wollywogs, etc) and specific for large families, like Bulborbs. This means that a Shearwig Recruitment Center could get Shearwigs and Sheargrubs, but an Orange Bulborb RC could only get Orange and Dwarf Orange Bulborbs. This is because there are more Bulborbs than Shearwig-like animals.
33) RCs for Pikmin can cover three colors.
34) You can have one ally and one peace treaty. Send letters to establish these.
35) Letters to each other are automatically received--It is extremely hard to intercept them, unless you've got an enemy surrounded. Everyone can read the letter and see your plans, of course, but in the game they can’t magically know what you sent someone.
36) Special weapons may be designed for your army with projects. They can be unique to specific creatures. (Bulborb holds sword in its, mouth, etc)
37) Weapons are not individually made--Flame Swords, for a random example, could be made in a project, and then theoretically you have an endless supply. If a supply/base was destroyed, then you would lose them, but otherwise you basically can't run out.
38) If you want to use a war machine that uses ammunition, such as a Mini Missile Car or a Bomb Rock Tank, you must have the ammunition to be able to use the machine. To get a constant supply of it, you may build a factory for a 20+ Day project. This will make a number of the ammunition you want every day. It cannot surpass 50 per day, and that would only be for very expendable, rapid-fire type of ammo. A basic Missile Factory would probably make ten a day, for example.
39) War Machines and Base Defenses can be made in a normal project, but there are some restrictions for factories. First off, only 3 War Machine Factories and 2 Base Defense Factories can be running at any one time. Each factory can only have one work line, meaning each factory can only work on one project at a time. The time to build a factory that produces either land, air, or water machines (not any combination) OR base defenses is 40 days. To build one that takes only half of the normal resources takes 80 days, and one that makes machines for free costs 120 days. A factory that can build all types of war machines (land, sea, and air) takes 60 days to build, 120 for half-resources, and 180 days for no resources. No machine or base defense factory can produce anything over 40 days in length.
40) Aircraft can only be built using the following resources: wood, aluminum, titanium, and Hocotate Freight Rocket Metal. Also, due to their speed and terrain-crossing capabilities, a 20 day aircraft has significantly less defense than a 20 day tank.
41) When you attack someone or are attacked, you must formulate your strategies before the battle. A Flower Commander will moderate your battle once he has the war strategies of the players involved. Be aware, however, that once an attack you're involved in is established, you have to send your plans in three external days. This is just so that battles don't get dragged on because someone won't write their plans.
42) You may not attack someone with more than a force of twice the size of his. This is to prevent experienced players from easily wiping out new armies.
43) When an army is destroyed, the attacker receives 1/3 of the defender’s petals, as well as any resources not destroyed and blueprints for war machines, base defenses, etc. In a battle, all of these things can be stolen without the army being destroyed, but the attacker will receive less.
44) There are three kinds of attacks: "Raids" are the smallest. These are usually small hits at the enemy to take down defenses, steal things, prod key points, and that sort of thing. "Attacks" are pretty generic attempts to paste your foe and cause damage, and "Assaults" are full-scale hits meaning to cripple or even wipe out your enemy.
45) Flower Commanders will sometimes make Random Events--These can range from an earthquake to an anonymous army invading. They will not unreasonably hurt you and will possibly be an optional event--Like a tournament, for example.
46) You cannot have more than one base. For a 50-day project, you can move yours to somewhere else. This, however, shuts off all of your other project slots since you can't work while you move.
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A) These are the number of days it takes for certain specific productions.
20+ Days: Ammunition Factory-Automatically builds something every certain number of days or builds a certain number of something every day. Once it is built, it does not take a project slot to run.
12+ Days: Recruitment Center-Lets you gain a certain type of creature with your daily breed.
50+ Days: Boss Breed-Gives you a Super creature for your army.
20 Days: Petal Gathering Center-Lets you get five more Petals every day, up to twenty-five.
B) This is what a beginner’s first log would resemble. You don't have to organize it this way, though--This is just one way of doing it.
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Army: Sneaking Snitchers
General: Snatch (Bumbling Snitchbug)
Location: Distant Spring, the lake
Army
Ordinary
100 Blue Pikmin (Water-resistant, drown-proof)
200 Mini Snitchers (Tiny Snitchbugs that make good thieves)
150 Water Dumples (Small, chomping ground units, water-resistant)
Subtotal: 450
Special
20 Swooping Snitchbugs (Can lift up and drop small enemies)
20 Bumbling Snitchbugs (Can lift up and drop single large enemies)
10 Yellow Wollywogs (Hopping frog-like crushers)
Subtotal: 50
Total: 500
Petals: 88
Resources/Ammunition
100 Iron (Basic building material, strength=3)
Buildings
Barracks (Troops sleep here)
Ammunition Storage (Ammo is kept safe here)
Resource Storage (Resources go here)
Weapon Storage (Troop equipment is stored here)
Base Defense
2 Whirlpool Generators (Suck enemies in and drown them)
Projects
1. Get 75 Aluminum (4/4 Days)
2. Build a Floodgate: 50 Iron (Manages water levels in the lake) (25/25 Days)
3. Mine 100 Iron (4/4 Days)
4. Mine 100 Iron (4/4 Days)
5. Mine 100 Iron (4/4 Days)
6. Breed an Imperial Jellyfloat (Super: Huge Jellyfloat with advanced suction powers) (65/65 Days)
Log
Snatch: Made the army today. We’re setting up base defenses and organizations for now. We’ll hold back on attacking or making allies until we’re more organized. Just focusing on defense, although I am getting the materials for a flying war machine just in case.
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C) Here is another basic log template, with some headway into the game. This is not how it would look at the start. Remember, this is just one way of organizing your stuff!
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Army: The Steel Fangs
General: Claw (Hairy Bulborb)
Base: Frontier Cavern, Sublevel 1
Army
Ordinary Troops
500 Red Pikmin (Flame-resistant, good fighters)
250 Cyan Pikmin (Ice-resistant units)
250 Yellow Pikmin (Electricity-resistant, good with explosives)
1000 Snow Bulborbs (Cold, fast, Dwarf Hairy Bulborbs)
2000 Dwarf Bulbears (Small Spotty Bulbears, have more speed but less health)
Subtotal: 3,000
Special Troops
100 Orange Bulborbs (Strong Bulborbs with good sight radius)
200 Green Bulborbs (Bug-eyed Bulborbs with long, adhesive tongues)
200 Hairy Bulborbs (Fur-covered Bulborbs with good defense)
Subtotal: 500
Total: 3,500
Petals: 950
Allies-None
Wars-Scrap's Scrappers
Resources/Ammunition
235 Glowcaps (Glowing mushrooms, light underground areas)
65 Fiddleheads (Long stems with hard, flat tops)
350 Bomb Rocks (Basic bombs, have timers)
540 Iron (Basic building material, strength=3)
50 Steel (Basic building material, strength=4)
Weapons
Mini Bomb-rocks ("Grenades" for Yellow Pikmin)
Iron Claw Shoes (Stomping weapons for big Bulborbs)
Assets
Red, Cyan, Yellow Pikmin RC
Snowy Bulborb RC
Petal Gathering Center
Machine Factory: Building "Mecha Borb" (22/25 Days)
Iron Mine (Yields 10 pieces of Iron every day)
Steel Mine (Produces 5 pieces of Steel every day)
Barracks
Ammunition Storage
Weapon Storage
Resource Storage
Machines
1 Snow Drill (Effective tunneling machine through snow)
2 Mecha Borbs (Large, mechanical Bulborbs with flame breath and stomping feet)
Base Defense
3 Snow Cannons (Spray snow and ice at invaders)
4 Steel Walls (Sturdy steel defense)
1 Laser Turret (Automatic, fast, energy-based defense)
Projects
1. Build a Snow Cannon: 50 Iron (Spray snow and ice at invaders) 4/12 Days
2. Harvest 100 Glowcaps (Illuminate dark areas) 4/4 Days
3. Build an Anode Dweevil RC: 100 Iron (Allows recruitment of Anode Dweevils) 12/14 Days)
4. Build a Petal Gathering Center: 100 Iron: 20/20 Days
5. Build a Ground Tank: 50 Steel (Small but powerful attack machine with Bomb Rocks) 3/20 Days
6. Build a Tremor Generator: 60 Iron (Causes snowfalls around the base) 18/20 Days
Log
Claw: Excellent! Our Snow Drill is finished! We’ll begin exploring with it soon. We could check out the next sublevel with it. I’m planning on attacking Scrap and his worthless army soon...but we’ll need some war machines first. He outnumbers us in troops, but our Iron Claw Shoes should be able to crush his Pikmin well--He has way too many of those for his own good. I’m also thinking about harvesting Glowcaps so we can set up a trade with another army. Progress is going well.
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D) (Optional, but highly recommended) You will receive a miniature board to put all of your stuff inside with different threads. When you get enough stuff, post these threads with the proper descriptions in them. Don’t worry about it unless you want to do this.
Logs-Where all of your logs (With stats) are posted. Remember to save your past ones, too.
Base-Tell a little about your base.
Tech-Write descriptions of your technology and what they do.
Letters-Write your letters to people and post them here.
Army-Give descriptions of your army’s creatures.
Resources-Describe your army’s resources, items, and ammunition here.
However, it is required that you have a Logs thread (So you can actually play the game!). In addition, if you do not have a Base section, when battles are written, if you have some clever set up involving the terrain, it's not going to be included. Also, unless you have tech and troop sections where you give us extended descriptions of them, we can't guarantee that your stuff will do very well in battle. It doesn't take an incredible amount of time--Just say what stuff looks like, how it attacks, and how it can be beaten. (For example, a Hairy Bulborb could be described as a fuzzy white Bulborb with lots of defense but lower attack power than Red Bulborbs.) Generally, having these sections make it much easier for the Flower Commanders and Emperor Dweevils to tell if something you have is unfair, and it makes writing battles much easier.
E) Should you forget exactly what something looks like, official art of all the enemies from Pikmin is right here.
F) There is no F.
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Pikmin Wars is a text-based game where you build an army, attack other players, establish trade, make defenses, write logs, and so on--From Nintendo's franchise Pikmin. During this time you may make suggestions as to how the rules should be changed. At the moment, Pikmin Monky and I control the rules. Feel free to request changes and make suggestions. If you have played Super Mushroom Kingdom Wars, you should be familiar with the feel of the game--This is not too much different. Nonetheless, please read the rules. Overall, just have fun.
And, please, when you make your application, at least try to make it appear that you looked at the rules. It's pretty obscure sometimes. >.>
NOTE: As we progress, we gradually find better concepts, better ways of doing things, and even new rules. Don't be surprised if we have a rule update, but it will be posted here. Just check this thread if there's a new post in it.
General Rules: Various points and guidelines that should be followed at all times.
1) The Flower Commanders deserve your respect. Treat them appropriately. While we’re on the same line, treat your fellow players with respect as well. Trolling, flaming, and so forth will be dealt with appropriately. If you're at war with someone, look at them as a worthy opponent, not as an idiot you're dealing with.
2) Flower Commanders and the Emperor Dweevils (Administrators) may elect new FCs and authoritative figures with a vote by the other FCs. 65% positive and the person in question is in.
3) A poor Flower Commander may be ousted by a vote. This vote is allowed for everyone who has been with the game for three weeks.
4) Flower Commanders, Emperor Dweevils, and so forth have the power to downsize a type of troop or project you have. We’re only trying to keep it fair. PM me or the staff to tell us about an unfair project or unit. We’re here to help! You can also tell everybody about it in the God-Mod Alert board (This is recommended).
5) Please keep stuff in the correct board.
6) Be reasonable. 30 Orange Bulborbs vs. 100 Red Pikmin will naturally get by with few casualties.
7) Be realistic. We’re talking about a fantasy world here--But please, keep the Adamantine, plasma, nuclear missiles, and 10.0 magnitude earthquakes in another game.
Game Rules: How to play the actual game. See the bottom for log templates. This section is divided into two parts, a newbie section for everything a starting player needs to know about, and a veteran section with more complicated rules once you’ve got the hang of it.
Newbie Rules:
1) Give all of your information in a basic log. It doesn’t matter exactly how you organize it, just that you follow the rules and get all the basic information in it.
2) You don’t need to post detailed descriptions of stuff in the log, just concise stuff. In your HQ you may post more about Tech and Troops.
3) To begin, make your general’s name and species. Include your army’s name and location. The general may not be a boss creature, or one that is obscenely powerful.
4) Your general is somewhat more powerful than a special troop, but not invincible.
5) You may begin with 500 troops of your choice. 50 of them may be “Special”. Every in-game “Day,” you may add 100 ordinary troops or 10 special soldiers to your army.
6) The troop caps are 5,000 for special troops and 50,000 for ordinary soldiers.
7) Ordinary troops are weak things such as Pikmin, Dwarf Bulborbs, and Shearwigs. Special troops are anything as large as a grown Bulborb or a powerful animal, like a Careening Dirigibug.
8) Making up your own species of creature is absolutely allowed, as long as it is reasonable.
9) Leave a small description by every creature or project you have in your army. The main descriptions will go in your Tech and Troop sections.
10) It takes a 50+ Day project to get a boss creature in your army. Bosses and similar creatures are identified as "Super" creatures. No more than 5 Super creatures in your army!
11) Six external hours constitute a “Day” in the game. One external day is four internal days.
12) Breadbugs are Special units. Each Breadbug you have gets you one resource (Item) every four days.
13) You cannot have more than 50 Breadbugs in your army at once.
14) To get resources faster, you can make a 4-Day (Minimum) project to get more. Breadbugs don't get you these, but are automatically added to your army when you finish a project.
15) A resource mission can get you one to five hundred resources, based on the value and rarity of them.
16) In your log, write down the projects you have going and how many days it will take to complete them. You may have six active projects going at once. You may not have any more, but you can have fewer than six running at a time if you wish.
17) In your projects section, state how many resources you'll spend building something. An ordinary building would be about 100 Steel or Iron pieces. A typical tank, maybe 50. Based on the strength of the materials and how many you use to build them, your buildings, machines, and so forth may be stronger or weaker than others. Please be honest with the number you use, and look at other peoples' logs to get proportion.
18) Begin with 150 Iron.
19) To start off, you may only have one or two base defenses. More, such as walls and traps, must be built by themselves with individual projects. One project slot for one gate. One project slot for one bomb-rock cannon. You could, if you wanted, fill all of your slots with the same projects if you want multiple copies of them. This usually applies to base defense.
20) Because you must build them individually, base defenses have quite a lot of defense, meaning that they aren't easily destroyed--If you attack someone, remember this! Building a factory to automatically make something every certain number of days is allowed.
21) Making a project to upgrade a defense or species of creature is perfectly allowed. Example: “Upgrade Careening Dirigibugs to Zooming Dirigibugs.” With this in mind, you cannot start with Zooming Dirigibugs, but must undergo an upgrade project to get them.
22) Start with a Weapons Storage, Resource Storage, Ammunition Storage, and Barracks. These are fairly generic buildings that just give you the ability to hold the appropriate thing without having it cluttered around on the floor. You can rebuild a destroyed one in a 4-Day project.
23) Currency is Petals. Depending on natural resources and what projects you have going, you can sell items and such for Petals. With this, you can establish trade with people and actually get something else from the natural resources.
24) To start a project, you must spend two petals to pay the workers every day the project will run. Example: 15 day project costs 30 petals. Subtract the Petals when you start the project.
25) Start with 300 Petals.
26) With three Petal Gathering Centers, you can get up to 25 Petals every day. Originally you get 10 per day. For each Petal Gathering Center you build (20 day project each) your max will go up by 5. You can't have more than three, however, and once you reach 3,000 Petals, you can only gain 5 a day no matter how many PGCs you have. This is to prevent inflation.
27) Based on your natural surroundings, you can get various plants and resources as Items. Make a project to get a number of them at a time. These can be sold/traded to fellow armies for Petals, other items, war machines, you name it.
28) It takes six Days to walk from one end of an above-ground area to the other, to give you a size estimate. Sublevels depend on the size of it, but usually they aren't too large.
29) If your base is underground, there is a ramp between sublevels. You could use this to your advantage in building defenses.
Veteran Rules: This is what you’ll be looking at after you have played for a bit, and are more complex.
30) Once you reach a total of 5,000 troops total, you cannot grab them randomly as before. To get a specific kind of troop, you must build a Recruitment Center for at least 12 Days. Once it is finished, you can get that kind of troop in your daily 100/10. If you have no RCs, once you hit 5,000 troops, you can’t get any more until you build some.
31) Once you reach 5,000 troops total, you may recruit a Captain. This is another Special-grade creature that can help manage your army. It is almost as powerful as your General, but not quite. Your Captain can do logs for you, lead attacks so your General can stay home and hold down your base, and replace a fallen General. Once you get 15,000 troops total, you may recruit a second Captain. When you get 30,000 troops, you may gain a third. The last Captain you may get requires 55,000 troops--Max Ordinary and max Special. If a Captain dies, you must wait 30 Days to recruit another and must remain above the required troop total.
32) Recruitment Centers should be general for small families (Snitchbugs, Wollywogs, etc) and specific for large families, like Bulborbs. This means that a Shearwig Recruitment Center could get Shearwigs and Sheargrubs, but an Orange Bulborb RC could only get Orange and Dwarf Orange Bulborbs. This is because there are more Bulborbs than Shearwig-like animals.
33) RCs for Pikmin can cover three colors.
34) You can have one ally and one peace treaty. Send letters to establish these.
35) Letters to each other are automatically received--It is extremely hard to intercept them, unless you've got an enemy surrounded. Everyone can read the letter and see your plans, of course, but in the game they can’t magically know what you sent someone.
36) Special weapons may be designed for your army with projects. They can be unique to specific creatures. (Bulborb holds sword in its, mouth, etc)
37) Weapons are not individually made--Flame Swords, for a random example, could be made in a project, and then theoretically you have an endless supply. If a supply/base was destroyed, then you would lose them, but otherwise you basically can't run out.
38) If you want to use a war machine that uses ammunition, such as a Mini Missile Car or a Bomb Rock Tank, you must have the ammunition to be able to use the machine. To get a constant supply of it, you may build a factory for a 20+ Day project. This will make a number of the ammunition you want every day. It cannot surpass 50 per day, and that would only be for very expendable, rapid-fire type of ammo. A basic Missile Factory would probably make ten a day, for example.
39) War Machines and Base Defenses can be made in a normal project, but there are some restrictions for factories. First off, only 3 War Machine Factories and 2 Base Defense Factories can be running at any one time. Each factory can only have one work line, meaning each factory can only work on one project at a time. The time to build a factory that produces either land, air, or water machines (not any combination) OR base defenses is 40 days. To build one that takes only half of the normal resources takes 80 days, and one that makes machines for free costs 120 days. A factory that can build all types of war machines (land, sea, and air) takes 60 days to build, 120 for half-resources, and 180 days for no resources. No machine or base defense factory can produce anything over 40 days in length.
40) Aircraft can only be built using the following resources: wood, aluminum, titanium, and Hocotate Freight Rocket Metal. Also, due to their speed and terrain-crossing capabilities, a 20 day aircraft has significantly less defense than a 20 day tank.
41) When you attack someone or are attacked, you must formulate your strategies before the battle. A Flower Commander will moderate your battle once he has the war strategies of the players involved. Be aware, however, that once an attack you're involved in is established, you have to send your plans in three external days. This is just so that battles don't get dragged on because someone won't write their plans.
42) You may not attack someone with more than a force of twice the size of his. This is to prevent experienced players from easily wiping out new armies.
43) When an army is destroyed, the attacker receives 1/3 of the defender’s petals, as well as any resources not destroyed and blueprints for war machines, base defenses, etc. In a battle, all of these things can be stolen without the army being destroyed, but the attacker will receive less.
44) There are three kinds of attacks: "Raids" are the smallest. These are usually small hits at the enemy to take down defenses, steal things, prod key points, and that sort of thing. "Attacks" are pretty generic attempts to paste your foe and cause damage, and "Assaults" are full-scale hits meaning to cripple or even wipe out your enemy.
45) Flower Commanders will sometimes make Random Events--These can range from an earthquake to an anonymous army invading. They will not unreasonably hurt you and will possibly be an optional event--Like a tournament, for example.
46) You cannot have more than one base. For a 50-day project, you can move yours to somewhere else. This, however, shuts off all of your other project slots since you can't work while you move.
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A) These are the number of days it takes for certain specific productions.
20+ Days: Ammunition Factory-Automatically builds something every certain number of days or builds a certain number of something every day. Once it is built, it does not take a project slot to run.
12+ Days: Recruitment Center-Lets you gain a certain type of creature with your daily breed.
50+ Days: Boss Breed-Gives you a Super creature for your army.
20 Days: Petal Gathering Center-Lets you get five more Petals every day, up to twenty-five.
B) This is what a beginner’s first log would resemble. You don't have to organize it this way, though--This is just one way of doing it.
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Army: Sneaking Snitchers
General: Snatch (Bumbling Snitchbug)
Location: Distant Spring, the lake
Army
Ordinary
100 Blue Pikmin (Water-resistant, drown-proof)
200 Mini Snitchers (Tiny Snitchbugs that make good thieves)
150 Water Dumples (Small, chomping ground units, water-resistant)
Subtotal: 450
Special
20 Swooping Snitchbugs (Can lift up and drop small enemies)
20 Bumbling Snitchbugs (Can lift up and drop single large enemies)
10 Yellow Wollywogs (Hopping frog-like crushers)
Subtotal: 50
Total: 500
Petals: 88
Resources/Ammunition
100 Iron (Basic building material, strength=3)
Buildings
Barracks (Troops sleep here)
Ammunition Storage (Ammo is kept safe here)
Resource Storage (Resources go here)
Weapon Storage (Troop equipment is stored here)
Base Defense
2 Whirlpool Generators (Suck enemies in and drown them)
Projects
1. Get 75 Aluminum (4/4 Days)
2. Build a Floodgate: 50 Iron (Manages water levels in the lake) (25/25 Days)
3. Mine 100 Iron (4/4 Days)
4. Mine 100 Iron (4/4 Days)
5. Mine 100 Iron (4/4 Days)
6. Breed an Imperial Jellyfloat (Super: Huge Jellyfloat with advanced suction powers) (65/65 Days)
Log
Snatch: Made the army today. We’re setting up base defenses and organizations for now. We’ll hold back on attacking or making allies until we’re more organized. Just focusing on defense, although I am getting the materials for a flying war machine just in case.
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C) Here is another basic log template, with some headway into the game. This is not how it would look at the start. Remember, this is just one way of organizing your stuff!
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Army: The Steel Fangs
General: Claw (Hairy Bulborb)
Base: Frontier Cavern, Sublevel 1
Army
Ordinary Troops
500 Red Pikmin (Flame-resistant, good fighters)
250 Cyan Pikmin (Ice-resistant units)
250 Yellow Pikmin (Electricity-resistant, good with explosives)
1000 Snow Bulborbs (Cold, fast, Dwarf Hairy Bulborbs)
2000 Dwarf Bulbears (Small Spotty Bulbears, have more speed but less health)
Subtotal: 3,000
Special Troops
100 Orange Bulborbs (Strong Bulborbs with good sight radius)
200 Green Bulborbs (Bug-eyed Bulborbs with long, adhesive tongues)
200 Hairy Bulborbs (Fur-covered Bulborbs with good defense)
Subtotal: 500
Total: 3,500
Petals: 950
Allies-None
Wars-Scrap's Scrappers
Resources/Ammunition
235 Glowcaps (Glowing mushrooms, light underground areas)
65 Fiddleheads (Long stems with hard, flat tops)
350 Bomb Rocks (Basic bombs, have timers)
540 Iron (Basic building material, strength=3)
50 Steel (Basic building material, strength=4)
Weapons
Mini Bomb-rocks ("Grenades" for Yellow Pikmin)
Iron Claw Shoes (Stomping weapons for big Bulborbs)
Assets
Red, Cyan, Yellow Pikmin RC
Snowy Bulborb RC
Petal Gathering Center
Machine Factory: Building "Mecha Borb" (22/25 Days)
Iron Mine (Yields 10 pieces of Iron every day)
Steel Mine (Produces 5 pieces of Steel every day)
Barracks
Ammunition Storage
Weapon Storage
Resource Storage
Machines
1 Snow Drill (Effective tunneling machine through snow)
2 Mecha Borbs (Large, mechanical Bulborbs with flame breath and stomping feet)
Base Defense
3 Snow Cannons (Spray snow and ice at invaders)
4 Steel Walls (Sturdy steel defense)
1 Laser Turret (Automatic, fast, energy-based defense)
Projects
1. Build a Snow Cannon: 50 Iron (Spray snow and ice at invaders) 4/12 Days
2. Harvest 100 Glowcaps (Illuminate dark areas) 4/4 Days
3. Build an Anode Dweevil RC: 100 Iron (Allows recruitment of Anode Dweevils) 12/14 Days)
4. Build a Petal Gathering Center: 100 Iron: 20/20 Days
5. Build a Ground Tank: 50 Steel (Small but powerful attack machine with Bomb Rocks) 3/20 Days
6. Build a Tremor Generator: 60 Iron (Causes snowfalls around the base) 18/20 Days
Log
Claw: Excellent! Our Snow Drill is finished! We’ll begin exploring with it soon. We could check out the next sublevel with it. I’m planning on attacking Scrap and his worthless army soon...but we’ll need some war machines first. He outnumbers us in troops, but our Iron Claw Shoes should be able to crush his Pikmin well--He has way too many of those for his own good. I’m also thinking about harvesting Glowcaps so we can set up a trade with another army. Progress is going well.
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D) (Optional, but highly recommended) You will receive a miniature board to put all of your stuff inside with different threads. When you get enough stuff, post these threads with the proper descriptions in them. Don’t worry about it unless you want to do this.
Logs-Where all of your logs (With stats) are posted. Remember to save your past ones, too.
Base-Tell a little about your base.
Tech-Write descriptions of your technology and what they do.
Letters-Write your letters to people and post them here.
Army-Give descriptions of your army’s creatures.
Resources-Describe your army’s resources, items, and ammunition here.
However, it is required that you have a Logs thread (So you can actually play the game!). In addition, if you do not have a Base section, when battles are written, if you have some clever set up involving the terrain, it's not going to be included. Also, unless you have tech and troop sections where you give us extended descriptions of them, we can't guarantee that your stuff will do very well in battle. It doesn't take an incredible amount of time--Just say what stuff looks like, how it attacks, and how it can be beaten. (For example, a Hairy Bulborb could be described as a fuzzy white Bulborb with lots of defense but lower attack power than Red Bulborbs.) Generally, having these sections make it much easier for the Flower Commanders and Emperor Dweevils to tell if something you have is unfair, and it makes writing battles much easier.
E) Should you forget exactly what something looks like, official art of all the enemies from Pikmin is right here.
F) There is no F.