Post by Water Dumple on Jul 3, 2008 17:56:01 GMT -5
Here it is, folks! If you see anything that I forgot, please speak up about it here and now! Anything need changing? Something messed up? This is still technically the New Version Discussion Thread, it's just that now we have the ruleset to work with. And, yes, I know it doesn't have log templates. I'll get those up later.
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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. Now, with version 2, you can pick from two different groups to play as: Wildlife or Hocotatian. During this time you may make suggestions as to how the rules should be changed. At the moment, I, Water Dumple, 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. And don’t be afraid to ask questions about the rules in the Questions board.
NOTE: As we progress, we gradually find better concepts, better ways of doing things, changes that need to be made, and even entire new rules. Don't be surprised if we have a rule update, as 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. If you already know typical forum etiquette and generally how the game works, just go to Game Rules.
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 in the game, look at them as a worthy opponent, not as an idiot you're dealing with.
2) Flower Commanders, Perennial Managers, and the Emperor Dweevils (Administrators) may elect new authoritative figures with a vote by the other staff. 65% positive and the person in question is in.
3) A poor staff member 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.
New Player Rules: This section contains mostly the basics for the game, and not every single little restriction and law one ought to know. You can learn the rest by playing or looking at the Veteran Rules section, but this is all you’ll need to know for now.
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) You may pick one of two army types to play as. Here are the rules and instructions for each.
Wildlife Army
1) To begin playing as a Wildlife army, make your army’s name and location. This can be any area from Pikmin and Pikmin 2. You can also be located in a cave from Pikmin 2.
2) Wildlife armies have no leaders. Their troops simply have good instincts, and are good at fighting all-around. They’re very versatile.
3) You may begin with 550 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. See number five for what constitutes a Special or Ordinary troop.
4) The troop caps are 5,000 for Special troops and 50,000 for Ordinary soldiers. Don’t worry, it won’t matter for a long time into the game.
5) 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. A general guide would be 1 Special=10 Ordinaries.
6) Making up your own species of creature is absolutely allowed, as long as it is reasonable.
7) 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.
8) It takes a 50+ Day project to get a boss creature in your army. (In-game days.) Bosses and similar creatures are identified as "Super" creatures. No more than 5 Super creatures in your Wildife army!
9) Six external hours constitute a “Day” in the game. That means that one real-life day is four game days.
10) To build things, you need resources! Resources are in general, large units. A standard building would take 4 resources to make. Resources can be things like Stone, Iron, Steel, and other things.
11) To get resources, you must buy them from a general store that everybody can access. See the “Universal Store” topic in the Trade board to look at prices. See farther below for information on currency.
12) 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.
13) In your projects section, state how many resources you'll spend building something. An ordinary building would be about 4 Steel or Iron pieces, or whatever resources you’re using to make it. A typical tank, maybe 1. 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.
14) Begin with 5 Iron.
15) 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. Also, don’t forget that defenses cost resources to build! Usually it’s just one resource unit per defense.
16) Because you must build them individually, base defenses have quite a lot of armor, 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. However, you can’t automatically get resources without getting a mine installed at the Universal Store.
17) 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.
18) 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.
19) Although you have an unlimited supply of war machine and defense ammo, it takes a 20+ day research project before you can use a certain ammo. (Example: “Research Mini Missiles: 25 Days”.)
20) Currency is Petals. Depending on what you own 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 what they own, or gain some of the elusive Titanium.
21) 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.
22) Start with 200 Petals. The maximum you can hold is 3,000.
23) Every in-game day, you get 10 Petals. This can be increased to 15 and even 20 per day by getting “Petal Gathering Centers” installed from the Universal Store.
24) 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. They can also be used for special purposes; for example, you could upgrade Pikmin using Pellet Posies.
25) Overall, Wildlife armies are based on troops and versatility. Although they can certainly construct war machines, defenses, and so on, they don’t have quite the knowledge of technology that Hocotatian armies do. If you select a Wildlife army, you cannot use extremely complicated, futuristic technology.
Hocotatian Army
1) Hocotatian armies play very similarly to Wildlife armies, but there are some notable differences.
2) Hocotatian armies are controlled under a single leader (A Hocotatian astronaut). Their troops fight very poorly when the Hocotatian isn’t present, but brilliantly when he is there.
3) Hocotatians can only get Pikmin as troops. Additionally, they cannot get any Special or Super troops. Their troop cap is 75,000, and they can get 150 Pikmin per day. They start with 1,000.
4) Making up new species of Pikmin is allowed. However, they should stay as Pikmin and not try to work around the only-Pikmin-as-troops rule by making Dweevilmin and Gatling Groinkmin and Armored Cannon Beetlemin.
5) Hocotatians make projects as normal, but they don’t cost Petals to run! So you can run all of your projects without hitting trouble in your Petal count.
6) Unfortunately, they must pay extra for resources and things at the Universal Store. Such prejudice.
8) They start with 100 Petals and 8 Iron.
7) Hocotatians can build more advanced technology in comparison to Wildlife armies. This means that they can make “Non-Pikmin” weapons or things that don’t exactly fit in the Pikmin world (You won’t see a Wildlife army with a rocket ship, but you might with a Hocotatian).
8) Even though they can’t get Special and Super troops, it’s possible for them to make mechanical versions because they can create more mechanical things than Wildlife armies can.
9) The Hocotatian himself has a lot of defense, being hard to kill, but few fighting capabilities. He’s there for commanding, not battling.
10) Here is a general comparison between the two groups, which should help you make the final decision which one you want to pick.
Hocotatian Army:
Pros
- Projects don't cost petals.
- Can construct two additional factories to make defenses or war machines. (Included in Veteran Rules.)
- Can create "non-Pikmin" weapons, such as spaceships or weapons that don't fit in with the Pikmin world. In another words, more advanced tech.
- Can build two Spaceships/Rockets and upgrade them a lot (50 - 200 days for the entire project.) (Included in Veteran Rules.)
- When the Captain is around, the troops are brilliant.
Cons
- Can only use Pikmin and Bulbmin for troops.
- No Special or Super troops.
- Captain is sole leader and not very strong.
- When the Captain isn't there, the troops are idiots.
Wildlife Army:
Pros
- Can use Specials and Supers.
- Can use multiple species for much more versatility.
- Have no leaders. This means that troops are always at a set level of intelligence, which is fairly good based on instincts and training.
Cons
- Need more Petals to operate than the Hocotatian class.
- 2 fewer factories than the Hocotatian class. (Included in Veteran Rules.)
- Technology isn't as good as the Hocotatian class'.
Now, for the last few Newbie Rules. After reading this, you can start playing!
4) General term: 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 them, but usually they aren't too large.
5) If your base is underground, there are ramps 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 they’re more complex. If you’re just trying to learn the basics, look up at the New Player Rules.
1) (Wildlife Armies) 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.
2) (Wildlife Armies) 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.
3) (Hocotatian Armies) Once you reach 5,000 troops total, you may recruit a Captain. This is another Hocotatian that can help manage your army. It is almost as powerful as your first leader, 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 20,000 troops total, you may recruit a second Captain. When you get 45,000 troops, you may gain a third. The last Captain you may get requires 75,000 troops–-The maximum. If a Captain dies, you must wait 30 days to recruit another and must remain above the required troop total. Captains don’t make the Pikmin great like the General will, but they keep them from sucking.
4) (Wildlife Armies) RCs for Pikmin can cover three colors. RCs for Dweevils can cover two types.
5) (All) You can have one ally and one peace treaty. Send letters to establish these.
6) (All) Letters to each other are automatically received--It is extremely hard to intercept them, unless you've got an enemy surrounded. And if it’s email, they won’t be finding it. Your fellow players can read the letter and see your plans, of course, but in the game they can’t magically know what you sent someone. That’s known as using Out-Of-Game knowledge, and is illegal.
7) (All) Special weapons may be designed for your army with projects. They can be unique to specific creatures. (Bulborb holds sword in its, mouth, etc.) Hocotatian troop weapons can be more advanced than Wildlife types.
8) (All) Weapons are not individually made–-Scimitars, for a random example, could be made in a project, and then theoretically you have an endless supply. If a supply/base/schematic was destroyed, then you would lose them, but otherwise you basically can't run out.
9) (Wildlife Armies) 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 just base defenses is 40 days. A factory that can build all types of war machines (land, sea, and air) takes 60 days to build. No machine or base defense factory can produce anything over 40 days in length; use project slots for large ones. And don’t forget that factories still use resources to make stuff.
10) (Hocotatian Armies) It’s the same way with factories for Hocotatians as with Wildlife, the only difference is that Hocotatians get 4 war machine and 3 base defense factories in comparison to Wildlife armies’ 3/2.
11) (All) 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.
12) (Hocotatian Armies) Hocotatians have the ability to build two spaceships. Each one takes 50-200 days to build. If you spend fewer than 200 days building them, each may be upgraded to a total of 200 days on the project/upgrades. Additionally, spaceships require, at the minimum, one unit of HF Rocket Metal to make.
13) (All) 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.
14) (All) You may not attack someone with more than a force of 150% the size of his. This is to prevent experienced players from easily wiping out new armies.
15) (All) When an army is destroyed, the attacker receives 1/3 of the defender’s Petals, as well as any resources not destroyed and captured/damaged war machines, base defenses, etc. In a battle, all of these things can be stolen without the enemy army being destroyed, but the attacker will receive fewer.
16) (All) 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.
17) (All) 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. They are also the only way to obtain HF Rocket Metal for spaceships, unless the Universal Store happens to get a piece in stock.
18) (All) 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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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. Now, with version 2, you can pick from two different groups to play as: Wildlife or Hocotatian. During this time you may make suggestions as to how the rules should be changed. At the moment, I, Water Dumple, 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. And don’t be afraid to ask questions about the rules in the Questions board.
NOTE: As we progress, we gradually find better concepts, better ways of doing things, changes that need to be made, and even entire new rules. Don't be surprised if we have a rule update, as 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. If you already know typical forum etiquette and generally how the game works, just go to Game Rules.
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 in the game, look at them as a worthy opponent, not as an idiot you're dealing with.
2) Flower Commanders, Perennial Managers, and the Emperor Dweevils (Administrators) may elect new authoritative figures with a vote by the other staff. 65% positive and the person in question is in.
3) A poor staff member 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.
New Player Rules: This section contains mostly the basics for the game, and not every single little restriction and law one ought to know. You can learn the rest by playing or looking at the Veteran Rules section, but this is all you’ll need to know for now.
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) You may pick one of two army types to play as. Here are the rules and instructions for each.
Wildlife Army
1) To begin playing as a Wildlife army, make your army’s name and location. This can be any area from Pikmin and Pikmin 2. You can also be located in a cave from Pikmin 2.
2) Wildlife armies have no leaders. Their troops simply have good instincts, and are good at fighting all-around. They’re very versatile.
3) You may begin with 550 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. See number five for what constitutes a Special or Ordinary troop.
4) The troop caps are 5,000 for Special troops and 50,000 for Ordinary soldiers. Don’t worry, it won’t matter for a long time into the game.
5) 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. A general guide would be 1 Special=10 Ordinaries.
6) Making up your own species of creature is absolutely allowed, as long as it is reasonable.
7) 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.
8) It takes a 50+ Day project to get a boss creature in your army. (In-game days.) Bosses and similar creatures are identified as "Super" creatures. No more than 5 Super creatures in your Wildife army!
9) Six external hours constitute a “Day” in the game. That means that one real-life day is four game days.
10) To build things, you need resources! Resources are in general, large units. A standard building would take 4 resources to make. Resources can be things like Stone, Iron, Steel, and other things.
11) To get resources, you must buy them from a general store that everybody can access. See the “Universal Store” topic in the Trade board to look at prices. See farther below for information on currency.
12) 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.
13) In your projects section, state how many resources you'll spend building something. An ordinary building would be about 4 Steel or Iron pieces, or whatever resources you’re using to make it. A typical tank, maybe 1. 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.
14) Begin with 5 Iron.
15) 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. Also, don’t forget that defenses cost resources to build! Usually it’s just one resource unit per defense.
16) Because you must build them individually, base defenses have quite a lot of armor, 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. However, you can’t automatically get resources without getting a mine installed at the Universal Store.
17) 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.
18) 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.
19) Although you have an unlimited supply of war machine and defense ammo, it takes a 20+ day research project before you can use a certain ammo. (Example: “Research Mini Missiles: 25 Days”.)
20) Currency is Petals. Depending on what you own 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 what they own, or gain some of the elusive Titanium.
21) 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.
22) Start with 200 Petals. The maximum you can hold is 3,000.
23) Every in-game day, you get 10 Petals. This can be increased to 15 and even 20 per day by getting “Petal Gathering Centers” installed from the Universal Store.
24) 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. They can also be used for special purposes; for example, you could upgrade Pikmin using Pellet Posies.
25) Overall, Wildlife armies are based on troops and versatility. Although they can certainly construct war machines, defenses, and so on, they don’t have quite the knowledge of technology that Hocotatian armies do. If you select a Wildlife army, you cannot use extremely complicated, futuristic technology.
Hocotatian Army
1) Hocotatian armies play very similarly to Wildlife armies, but there are some notable differences.
2) Hocotatian armies are controlled under a single leader (A Hocotatian astronaut). Their troops fight very poorly when the Hocotatian isn’t present, but brilliantly when he is there.
3) Hocotatians can only get Pikmin as troops. Additionally, they cannot get any Special or Super troops. Their troop cap is 75,000, and they can get 150 Pikmin per day. They start with 1,000.
4) Making up new species of Pikmin is allowed. However, they should stay as Pikmin and not try to work around the only-Pikmin-as-troops rule by making Dweevilmin and Gatling Groinkmin and Armored Cannon Beetlemin.
5) Hocotatians make projects as normal, but they don’t cost Petals to run! So you can run all of your projects without hitting trouble in your Petal count.
6) Unfortunately, they must pay extra for resources and things at the Universal Store. Such prejudice.
8) They start with 100 Petals and 8 Iron.
7) Hocotatians can build more advanced technology in comparison to Wildlife armies. This means that they can make “Non-Pikmin” weapons or things that don’t exactly fit in the Pikmin world (You won’t see a Wildlife army with a rocket ship, but you might with a Hocotatian).
8) Even though they can’t get Special and Super troops, it’s possible for them to make mechanical versions because they can create more mechanical things than Wildlife armies can.
9) The Hocotatian himself has a lot of defense, being hard to kill, but few fighting capabilities. He’s there for commanding, not battling.
10) Here is a general comparison between the two groups, which should help you make the final decision which one you want to pick.
Hocotatian Army:
Pros
- Projects don't cost petals.
- Can construct two additional factories to make defenses or war machines. (Included in Veteran Rules.)
- Can create "non-Pikmin" weapons, such as spaceships or weapons that don't fit in with the Pikmin world. In another words, more advanced tech.
- Can build two Spaceships/Rockets and upgrade them a lot (50 - 200 days for the entire project.) (Included in Veteran Rules.)
- When the Captain is around, the troops are brilliant.
Cons
- Can only use Pikmin and Bulbmin for troops.
- No Special or Super troops.
- Captain is sole leader and not very strong.
- When the Captain isn't there, the troops are idiots.
Wildlife Army:
Pros
- Can use Specials and Supers.
- Can use multiple species for much more versatility.
- Have no leaders. This means that troops are always at a set level of intelligence, which is fairly good based on instincts and training.
Cons
- Need more Petals to operate than the Hocotatian class.
- 2 fewer factories than the Hocotatian class. (Included in Veteran Rules.)
- Technology isn't as good as the Hocotatian class'.
Now, for the last few Newbie Rules. After reading this, you can start playing!
4) General term: 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 them, but usually they aren't too large.
5) If your base is underground, there are ramps 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 they’re more complex. If you’re just trying to learn the basics, look up at the New Player Rules.
1) (Wildlife Armies) 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.
2) (Wildlife Armies) 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.
3) (Hocotatian Armies) Once you reach 5,000 troops total, you may recruit a Captain. This is another Hocotatian that can help manage your army. It is almost as powerful as your first leader, 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 20,000 troops total, you may recruit a second Captain. When you get 45,000 troops, you may gain a third. The last Captain you may get requires 75,000 troops–-The maximum. If a Captain dies, you must wait 30 days to recruit another and must remain above the required troop total. Captains don’t make the Pikmin great like the General will, but they keep them from sucking.
4) (Wildlife Armies) RCs for Pikmin can cover three colors. RCs for Dweevils can cover two types.
5) (All) You can have one ally and one peace treaty. Send letters to establish these.
6) (All) Letters to each other are automatically received--It is extremely hard to intercept them, unless you've got an enemy surrounded. And if it’s email, they won’t be finding it. Your fellow players can read the letter and see your plans, of course, but in the game they can’t magically know what you sent someone. That’s known as using Out-Of-Game knowledge, and is illegal.
7) (All) Special weapons may be designed for your army with projects. They can be unique to specific creatures. (Bulborb holds sword in its, mouth, etc.) Hocotatian troop weapons can be more advanced than Wildlife types.
8) (All) Weapons are not individually made–-Scimitars, for a random example, could be made in a project, and then theoretically you have an endless supply. If a supply/base/schematic was destroyed, then you would lose them, but otherwise you basically can't run out.
9) (Wildlife Armies) 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 just base defenses is 40 days. A factory that can build all types of war machines (land, sea, and air) takes 60 days to build. No machine or base defense factory can produce anything over 40 days in length; use project slots for large ones. And don’t forget that factories still use resources to make stuff.
10) (Hocotatian Armies) It’s the same way with factories for Hocotatians as with Wildlife, the only difference is that Hocotatians get 4 war machine and 3 base defense factories in comparison to Wildlife armies’ 3/2.
11) (All) 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.
12) (Hocotatian Armies) Hocotatians have the ability to build two spaceships. Each one takes 50-200 days to build. If you spend fewer than 200 days building them, each may be upgraded to a total of 200 days on the project/upgrades. Additionally, spaceships require, at the minimum, one unit of HF Rocket Metal to make.
13) (All) 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.
14) (All) You may not attack someone with more than a force of 150% the size of his. This is to prevent experienced players from easily wiping out new armies.
15) (All) When an army is destroyed, the attacker receives 1/3 of the defender’s Petals, as well as any resources not destroyed and captured/damaged war machines, base defenses, etc. In a battle, all of these things can be stolen without the enemy army being destroyed, but the attacker will receive fewer.
16) (All) 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.
17) (All) 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. They are also the only way to obtain HF Rocket Metal for spaceships, unless the Universal Store happens to get a piece in stock.
18) (All) 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.