General Information: This is pure counterfactual history. This map includes a tech system with a tech tree. Players can purchase technological developments, place them at bases, thereby gaining access to new and better units, while at the same time automatically outdating old ones. The map has a VERY LONG PLAYTIME, approximately 25-100 rounds. The tech tree can be fully developed by round 85. The sea zones are large so beware of attacks from far away places. If you want to make it all the way to the futuristic age (in order to have the full game experience) you will probably at some point either change who you are playing and/or change the political relationships. This is definitely not your typical triplea game experience where either axis or allies win. This is crazy free for all world history where sometimes the gods must intervene lest chaos should ensue.A note about Bombing runs later in the game, the point is not to destroy Pus but to damage factories, including Generals and war robots. For those who have never played age of tribes it is already different with barbarian tribes and wild animals early on, the endless tech trees, plagues, convoy centers and eventual nuclear war. But on the world map it is a whole new ballgame.
Map Rules:
The dices used are 12-sided.
Combat Moves and Non Combat Moves are done before Purchase and Placement.
Land and sea battles only last 5 battle rounds.
Bombing interceptions only last 2 battle rounds.
Units do not need to be placed in the same round as they are bought.
One cannot build bases in newly captured territories.
It is possible to buy and place new aircraft directly on newly placed carriers.
Players will, as the ages pass by, have their old and outdated units removed from the map. Specific unit types will be removed at the start of specific rounds. Refer to The Ages section for more details.
The Ages: This game starts in the Primeval Age and may end in the far away Futuristic Age. There are also a lot of ages in between. Every single age will bring its own set of events and conditions: Primeval Age Round 1-5 Age gives +1 Tech and +5 PUs per turn, besides territory income. All Wild-Mammoth units can be captured. Prehistoric Age Round 6-15 Age gives +5 Tech and +10 PUs per turn, besides territory income. In the end of round 10, all large beasts of nature will go extinct. Classical Age Round 16-25 Age gives +10 Tech and +15 PUs per turn, besides territory income. All Caveman are now outdated. Medieval Age Round 26-35 Age gives +20 Tech and +20 PUs per turn, besides territory income. The Black Death is set to arrive in the end of round 26. Use military units to contain and eradicate the plague. All Axemen and Mammoths are now outdated. Renaissance Age Round 36-45 Age gives +50 Tech and +25 PUs per turn, besides territory income. New 10 PU sea zone trade centers spawn in the beginning of this age. All Spearmen, Slingers, Chariots and Catapults are now outdated. Industrial Age Round 46-55 Age gives +100 Tech and +30 PUs per turn, besides territory income. All Swordsmen, Bowmen, Horsemen and Ballistae are now outdated. Modern Age Round 56-65 Age gives +200 Tech and +35 PUs per turn, besides territory income. All Halberdmen, Crossbowmen, Knights and Trebuchets are now outdated. Cold War Age Round 66-68/69-70 Age gives +200 Tech and +35 PUs per turn, besides territory income. Non combat naval moves through enemy channels are possible. The Cold War turns warm in the start of round 69. All Musketmen are now outdated. Futuristic Age Round 71+ Age gives +400 Tech and +40 PUs per turn, besides territory income. All Riflemen, Carabiniers, Cannons, Mortars and Observation-Balloons are now outdated. War-Robots are female fighting units!. They are generals and artillery. There might be a limit on how many can be produced. a6 d6 m1 c27
Buildings:
Bases Players can develop bigger and more productive bases throughout the game. Old and obsolete base types are sometimes torn down. The Camp is the first base type. The Fort is the second base type. When the third base type is developed, the Castle, all camps are removed from the map. When the forth base type is developed, the Citadel, all Forts are removed, and so forth. This means that a player can only have and use the two latest base types. Missile Shields and Energy Shields also outdate any base type older than the Command Bunker. All bases can be bombarded, thereby getting damaged or destroyed. If a base is damaged, its production capacity is reduced.
Missile Shields These are the strongest anti-air unit available. Each building will fire at up to five enemy aircraft in every battle round. Each aircraft will have a 42% risk of getting hit. Only Stealth Bombers can lower this risk to 33%. These shields also fire during Strategic Bombardment attacks.
Energy Shields These powerful defensive buildings have the ability to protect defending units by lowering the attack power of attacking enTexas etces. A total of five enemy units are given -1 on their attack dice. The shield has no effect against Strategic Bombardment.
Bombardment Bases and other buildings can be strategic bombarded by special units and thereby damaged or destroyed. Base types have different amounts of hit points, but all base damage can be repaired at the beginning of the owning players purchase phase. Damaged bases have their unit building and placement capabilities reduced.
Special Units:
Observation Balloons These balloons assist artillery units in spotting enTexas etces from afar. Afterward, they help guide artillery attacks against them. A total of up to three friendly artillery units may in this manner receive a +2 on their attack or defense dice.
Submarines Submarines are special naval units of the late ages. They have the special ability to perform instant killing first strikes, to submerge before or after battle start, and finally to move unnoticed into enemy waters during the non combat move phase. Submarines can also prevent enemy Submarines from submerging out of battle.
Mortars These units are specialized in devastating enemy bases from a distance. They fire volleys of exploding iron ordinance towards enemy buildings. Though specialized against buildings, the mortar can also attack other military units within range.
Rocket Launchers These mobile units are in the top line of advanced military hardware. Rocket Launchers may fire large and destructive Rockets every round. These Rockets may be aimed at either enemy units or enemy buildings. Be aware that Submarines attacked by Rockets can just submerge out of danger.
Trucks Trucks are capable of transporting footmen and support footmen. One Truck can move one footman two territories. To move Trucks and footmen two territories, click and mark the Trucks, click and mark an equal number of footmen and then click on the targeted territory two moves away. All Trucks and footmen will now move directly into that territory. Trucks can also blitz through and capture enemy territories during this operation.
General Generals can create up to two Infantry, Shock Troopers or War Robots without factories.
Stealth Bombers These aircraft use advanced technology that makes them hard to detect and hit. Each Stealth Bomber therefore causes three enemy units to fight with a -1 on their attack or defense dice.
Robots and Drones War Robots and Attack Drones are deadly killing machines of the future. They have the special advantage of being immune to the deadly radiation effects of nuclear weapons and the hampering conditions of Radiation Zones.
Barrage Balloons These balloons are the first form of anti-air weapons available. For every Barrage-Balloon present during battle rounds, one aircraft, except bombers, has a 25% risk of colliding with balloon cables. The units are relative cheap and the crews will also fight against any enemy ground forces they encounter.
Anti-Air Units This weapon system may fire at every type of enemy aircraft it encounters. For every Anti-Air unit present during battle rounds, one aircraft has a 33.33% risk of getting shot down. Furthermore, the Anti-Air crews will fight against any enemy ground forces they encounter as well as attack any enemy aircraft flying over them.
Nukes: Nuke units and Nuclear Ballistic Missiles are both specialized and destructive units. The following applies to both delivery systems:
A nuke attack has a 60% kill chance on 10 enemy units.
A nuke attack will create a radiation zone.
A radiation zone will affect up to 100 defending enemy units with a -1 on any defense roll.
A radiation zone will cost the holder of the territory 2 PU income every round.
Radiation zones may stack, thereby costing the defender even more PUs.
Radiation zones are permanent, but War Robots and Attack Drones are immune to any and all nuke strikes and radiation.
Radiation zones prevent attackers from blitzing.
It is possible to attack with a nuke alongside other forces, but then the nuke will only blow if the attack fails.
If the attack succeeds, the nuke will not blow. Nuke bombers may in this case fly back to friendly territory.
International nuclear regulations prevent tribes from possessing more than one nuke plane at a time.
Nuclear Missile Silos: International nuclear regulations prevent all tribal nations from building more than one missile silo. However, a silo will always restock and acquire a new missile after a missile is launched. Moreover, it is still possible to capture and use enemy silos without attracting international attention and risking intervention.
Game Options: In-game music can be turned off by disabling Game - Sound Options - Start of Your Turn Control.
Credits: Thanks to the TripleA community and developer forum for help, tips and support. Shield dice images are made by TripleA community member Cernel. Special thanks to lead beta tester Crazy German for all the testing and good ideas. Map designed and created by Frostion
Nations: Barbarians Nature Diseases AI India Aztec Europe Slavic Inca Africa MiddleEast China
Units: Plague Black-Death Caves Saber-Tooth Cave-Bear Wild-Mammoth Camp Mammoth Caveman Develop-Ship Ship Develop-Galley Galley Develop-Sail-Ship Sail-Ship Develop-Ironclad Ironclad Develop-Warship Warship Develop-Submarine Submarine Develop-Fleet-Carrier Fleet-Carrier Develop-Axeman Axeman Develop-Spearman Spearman Develop-Swordsman Swordsman Develop-Halberdman Halberdman Develop-Musketman Musketman Develop-Rifleman Rifleman Develop-Infantry Infantry Develop-Shock-Trooper Shock-Trooper Develop-Chariot Chariot Develop-Horseman Horseman Develop-Knight Knight Develop-Carabinier Carabinier Develop-Truck Truck Develop-Attack-Helicopter Attack-Helicopter Develop-War-Robot War-Robot Develop-Slinger Slinger Develop-Bowman Bowman Develop-Crossbowman Crossbowman Develop-Mortar Mortar Mortar-Bombardment Develop-Barrage-Balloon Barrage-Balloon Develop-Anti-Air Anti-Air Develop-Rocket-Launcher Rocket-Launcher Rocket Develop-Catapult Catapult Develop-Ballista Ballista Develop-Trebuchet Trebuchet Develop-Cannon Cannon Develop-Tank Tank Develop-Battle-Tank Battle-Tank Develop-Battle-Mech Battle-Mech Develop-Observation-Balloon Observation-Balloon Develop-Warplane Warplane Develop-Fighter Fighter Develop-Bomber Bomber Develop-General General Develop-Jet-Fighter Jet-Fighter Develop-Stealth-Bomber Stealth-Bomber Develop-Attack-Drone Attack-Drone Develop-Fort Fort Develop-Castle Castle Develop-Citadel Citadel Develop-Command-Bunker Command-Bunker Develop-Missile-Shield Missile-Shield Develop-Energy-Shield Energy-Shield Develop-Nuke Nuke Nuke-Explosion Radiation Sea-Radiation Radiation-Zone Develop-Missile-Silo Missile-Silo Ballistic-Missile Develop-Caveman Femdom Develop-Femdom
