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The war of 1812 is still going, don't listen to the history books they're liars paid by the government to cover up the still ongoing war

Zuzek wrote:The war of 1812 is still going, don't listen to the history books they're liars paid by the government to cover up the still ongoing war

Proof?

Moxon wrote:Proof?

Open your eyes man, its all around you...

Zuzek wrote:Open your eyes man, its all around you...

My eyes are open, and I don't see proof anywhere around me.

Moxon wrote:My eyes are open, and I don't see proof anywhere around me.

open them wider

Zuzek wrote:Wow I cannot believe nobody said hi to me, smh Thegye smh...

hi

How's Thegye today?

Indusse wrote:How's Thegye today?

Just another normal day in Thegye, Aside from a few small wars I don't know, But anyway...

Zuzek wrote:open them wider

My eyes are open as wide as I can open them, and I still see no proof.

pa denga

Moxon wrote:My eyes are open as wide as I can open them, and I still see no proof.

or did you...

vsauce music plays

Monkey dragon

hello

Zuzek wrote:or did you...

vsauce music plays

I didn't see proof, now just admit that the War of 1812 ended in 1815.

Moxon wrote:I didn't see proof, now just admit that the War of 1812 ended in 1815.

I get it now....

THE WAR OF 1812 NEVER HAPPENED 👹

The Kingdom of Unitaria wrote:hi

Damn. Sus is still chilling here.

Zuzek wrote:I get it now....

THE WAR OF 1812 NEVER HAPPENED 👹

Dude, the War of 1812 began in 1812, and ended in 1815.

Moxon wrote:Dude, the War of 1812 began in 1812, and ended in 1815.

The war of 1812 obviously happened it 1265 to 1289

unga bunga

Felix Femboi wrote:The war of 1812 obviously happened it 1265 to 1289

If the War of 1812 began in 1265, then why isn't it called the War of 1265?

Moxon wrote:Dude, the War of 1812 began in 1812, and ended in 1815.

You’ve been brainwashed by the British.

Moxon wrote:If the War of 1812 began in 1265, then why isn't it called the War of 1265?

Cause

Upper Harmania wrote:Damn. Sus is still chilling here.

Yep, this is really the only way I can stay preserved in thegye

I am very pleased to announce that the newest addition to the Thegye features is up and running, Citizens! What is this new feature?

THE COMMAND AND CONQUEST SYSTEM!

The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye, inspired by games like Risk, Age of History, and Age of Conquest. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Join or head over to Discord to participate. Do make sure to visit the informational dispatch:


The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Due to the limited nature of the program, only citizens of Thegye are permitted to join the Command and Conquest game. The system is hosted on the Thegye Discord server, which you can get to by visiting the link on our home page or hitting the "Play" link above. Once you have done so, visit the Commands section of this page to see how to register and start fighting!

Of course, no system is fully equipped without a few rules and regulations to keep it running smoothly. The rules are enforced by the CnC moderators, who have the power to enforce these rules through debuffs, mutes, and, in dire situations, removal from the system. The moderators are not to be messed with!

The rules of the system are as follows:

1. Please do not argue with the moderators or Shard (she can't hear you). Doing so will result in a mute.

2. Remember that this is a game. No need to make a scene if you get upset with someone or something.

3. Do not harass other players with interaction requests or notifications. If someone asks you to stop, then you should stop.

4. If you have a dispute with another player or with a moderator action, appeal it. Do not harass or verbally abuse other players or mods. Doing so will result in a system removal and ban. If you have a dispute with a bot-taken action, please appeal it to a moderator.

5. Do not use rude or offensive nation names. This includes racist, sexist, or other derogatory terms and phrases.

6. Do not intentionally pick a color that is very similar to another player's color or a banned color. Do not rapidly change your assigned focus or color.

7. Do not intentionally seek to disrupt gameplay or ruin other players' gaming experience. This includes (but is not limited to) intentionally power-gaming or min-maxing, crushing newer players, or refusing to interact with other players.

Interactions Rules

These rules apply specifically to treaties and other negotiations. Please reference the "Interactions" section of the Manual for more information about interactions.

1. Newer interactions supercede old interactions.

2. In order for an interaction to be considered valid, both sides of the interaction must agree to the terms.

3. If one signatory of an interaction fails to uphold forced demands, such as war reparations or territory cession, moderators will enforce the terms of the forced demands. Players should appeal to moderators and not attempt to take matters into their own hands.

4. Moderators will not be permitted to enforce any demands of any interaction of which they are current signatories.

5. Moderators cannot enforce any interaction that requires either signatory to perform any action that moderators cannot force. For example, a moderator cannot enforce an ally to declare war. However, a moderator can enforce repercussions on unfaithful signatories. Moderators cannot enforce any interaction stipulation that is not explicitlyy stated in the text of the interaction.

The CnC system can be a bit complicated if you have no experience with it beforehand. However, it's not as complicated as it may seem at first.

First, you'll need to register yourself with Shard using the register command. You can see the register command in the following Commands section of this document.

Once you've registered, take a look at the map. You'll want to locate a coastal province that is unclaimed or unowned. Then you can use the purchase command to purchase that province. If there are no unclaimed provinces, ask another player if they could sell a province to you or a mod if they could free one up. Keep in mind that you can only purchase a single province, so choose wisely!

Having procured a province, you'll want to buy troops and establish communications or relations with your neighboring provinces. Ensure that they aren't going to be enemies in the future. Try and establish yourself with enough manpower and credit resource gains each update to make yourself sustainable. Remember to preserve your credit resources and manpower early on.

If you've completed those steps and you're still looking for more things to do to get started, ask your neighbors or another active user for advice if you're stuck.

The list of commands is below, along with the usage of each commands. See the sidebar for to quick nav all command groups. For reference, [] and <> mark required and optional inputs, respectively. () represent multiple options, of which users may pick one. Any command that does not specify will require quotation marks around any multi-word input. For example, $cnc_register "Bassiliyan Empire" #123456 E


-User Commands-

$cnc_register [nation name] #[hexadecimal color id] <focus (m,e,s)>

This command registers the user. New users receive between nine and ten thousand credit resources, but must otherwise purchase provinces and troops from there on out.

$cnc_view <nation name> *This command does not require quotations around two-word nation names
Alias: $cncv
This command allows the user to see information about their or other nations. Leaving the <nation name> input blank will fetch information about the user's nation.

$cnc_detailed_view
Alias: $cncdv
This command DMs the user with detailed information, including manpower gain, fort, port, and city limits, and more. If the command fails, ensure that you allow DMs from Shard.

$cnc_view_all
Alias: $cncva
This command displays select details about all users, including nation name, user ID, and user color code.

$cnc_strategic_view
Alias: $cncsv
This command DMs the user with detailed information about every province under their control, including worth, manpower, and stationed troops.

$cnc_great_powers
Alias: $cncgp
This command displays a ranked list of the top 10 nations scored on the great power scale.

$cnc_edit [(color, focus)]

This command allows the user to edit their associated hex color ID and their focus. The command will ask for a reply

$cnc_info

This command shows information about the CnC system and a link to this dispatch.

$cnc_turn

This command displays the current turn of the Command and Conquest system.

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-Province Commands-

$cnc_province [province id]
Alias: $cncp
This command shows information pertaining to a specified province.

$cnc_map

This command displays the map of the CnC system. Use the reactions to select map modes.

$cnc_release [province id]

This command releases a province and returns it to the Natives.

$cnc_deploy [province id] [deploying force]
Alias: $cncd

This command deploys the specified amount of troops to an owned province.

$cnc_transfer [province id] [recipient nation]

This command transfers the control of an owned province to another nation. Any troops that are in the province withdraw and all structures remain active.

$cnc_rename_province [province id] [name]

This command renames a province from its generic name and gives it a new one. You may only do this to provinces you own. Multi-word names must be in quotations.

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-Resource and Recruit Commands-

$cnc_bank <nation name>
Alias: $cncb
This command shows the relevant resources, resource gain, and any resource gain modifiers that cities and ports provide.

$cnc_purchase [province id]

This command purchases the specified province. Purchasing provinces costs 3000, plus the worth of the province.

$cnc_construct [province id] [structure (fort, port, city)]

This command constructs the selected structure in the specified province. To review what structures do and their building costs, see the "Resources" section of the Manual.

$cnc_change_rate [(tax, military, service; t, m, s)] [whole number rate]

This command changes the current taxation, military upkeep, or public services rate. See the the Manual for more information.

$cnc_recruit [battalion amount] <province id>
Alias: $cncr
This command recruits battalions (1000 troops) at a time. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower. For more information about manpower, see the "Troops" section of the Manual. The optional province ID input will place the recruited troops into the specified province.

$cnc_mass_recruit [battalion amount]

This command recruits the number of battalions to every province held by the user. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower for every province owned. For more information about manpower, see the "Troops" section of the Manual.

$cnc_tribute [amount] [recipient nation]

This command sends a tribute of resource credits to the specified nation.

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-Movement Commands-

$cnc_move [stationed province] [target province] [amount]
Alias: $cncm
This command moves a specified amount of troops between two provinces. This command does not use movement points or cost resources for crossing bodies of water. For more on movement, see the "Movement" section of the Manual.

$cnc_withdraw [province id] [amount]
Alias: $cncw
This command withdraws a certain number of troops and returns them to a user's undeployed stockpile.

$cnc_attack [stationed province] [target province] [attack force]
Alias: $cnca
This command attacks from one province to another. For more about attacking, see the "Movement" and "Battle" section of the Manual.

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-Interaction Commands-

$cnc_view_interaction <interaction id>
Alias: $cncvi
This command pulls up completed interaction information. If the user leaves the interaction id input blank, the command will DM a text file of all logged interactions to the user..

$cnc_offer [offer id]

This command pulls up information about a specified pending offer.

$cnc_view_pending

This command DMs the user a list of all pending incoming and outgoing interactions.

$cnc_interaction [interaction id] [interaction (accept, reject, cancel)]
Alias: $cnci
This command will accept or reject a current pending interaction or remove a currently active interaction that is not a peace or war interaction.

$cnc_alliance [recipient],, <terms>

This command will send an offer of an alliance to the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on alliances, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_declare [recipient nation],, <terms>

This command will send a declaration of war and begin a war against the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on war, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_peace [recipient],, [terms]

This command will send an offer of peace to a current enemy. The terms are required but may be formatted however the user wishes to display them. For more on peace, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_treaty [recipient],, [terms]

This command will send a treaty offer to the recipient, which allows for non-alliance agreements. Treaties are considered active until canceled but can be one-time agreements, like the purchase of land or a trade agreement. Multi-word nation names do not require quotations for this command.

$cnc_trade_route [recipient]

This command sends an offer to establish trade routes between two nations. For more on trade, see the Resources section of the Manual.

⮙ Return to top ⮙

The Command and Conquest system is a complicated system that attempts to provide as realistic a game experience as possible. This means that there are a lot of terms and subsystems that users will have to keep in mind while playing the game. This Manual will attempt to cover as many of the relevant and important game topics without becoming a book. If any topic is not touched on in enough detail to answer the question you may be having, feel free to ask one of the moderators or developers.


-Turns-

The most basic event in the game is a turn. Each turn lasts exactly six hours and provides the basis for gaining resources, manpower, and movement points. Turns can also provide a timeframe for turns, allowing for interactions to expire or come into effect at a particular time. Once a turn is complete, a notification will be sent in the #command_and_conquest channel, notifying all users that a new turn has happened. You can use the $cnc_turn command to see what turn it is. It is also displayed on the $cnc_info command.


-Resources-

Credit resources (Ͼ) are the most important and versatile component of the Command and Conquest system. Credits are generated by manpower, through taxes, and trade. Resources can be used as bartering power and can be transferred between nations as payment for provinces or as war reparations. Recruitment and construction cost resources as well, meaning a steady income is a vital component to any potential empire. As a bonus, newly registered users receive a random amount between Ͼ9000 and Ͼ10,000.

Taxes are determined by a nation's tax rate and their manpower, meaning that a nation with the tax rate of 15% will gain a number of credits equal to 15% of their manpower. Taxes, however, increase unrest. See the Unrest section of the Manual. Taxes are capped at 25%.

Trade is also at play in the generation of resources. Trade routes, when established between nations, give access to the collective trade value, 10% for outgoing trade routes and 5% for incoming trade routes. Trade routes can only be established between nations at peace and will be immediately closed between nations at war. Trade routes are created by every city or every two ports.

Military Upkeep is a vital part of building an maintaining an army. The standard military upkeep rate is 10%. For every 1% beyond 10%, a nation will experience a -1% cost to troop recruitment; inversely, every percent below 10% will increase troop cost by 1%. Military upkeep is capped at 30%.

Public Services indicate the willingness of the government to spend credits to help the people through roads, healthcare services, food, and more. Public services determine how quickly a nation's manpower will increase, along with how happy the people are. High public services will decrease Unrest drastically and increase manpower gain. For example, a nation with 15% public services will regain 15% of their manpower each turn. The people expect a certain amount of investment; public service rates below 15% will increase unrest instead of decreasing it. See the Unrest section of the Manual.


-Action Points and Movement-

Actions are a key process of the Command and Conquest system. Whether a nation is attacking enemies or declaring alliances, action points are a cornerstone to the system.

Movement is governed by the movement commands, but also by action points. Action points are a consumable resource, just like credit resources, that allow users to make attack movements into an enemy or unoccupied territory and declare war or alliances. These action points are generated by having provinces. For every ten provinces a user holds beyond the first ten, they will receive an action point, plus a base of four. For example, a user holding thirty-three provinces will receive four action points base, plus two action points for every ten after that (20, 30).

Movement is also restricted by which territories can be moved in and out of. Troops can potentially move into any province that borders the province they are currently in. However, there are restrictions to this. If the territory is owned by another nation, troops must make an attack to conquer that province. However, a nation cannot just justify marching its troops into another's territory and seizing their land! Any attack into a province held by another nation must be under the cover of war, which is covered in the interactions section. Troops can also move from one coastal province to the other, allowing for naval invasions and quick redeployments. Movement across water is not as simple as it sounds, though. If an attack would require a force to move from one coastal province to the other, it costs 50% of the attacking force in credit resources. For example, an army of 5,000 men would cost Ͼ2500 to ferry over water.

Structures like forts, cities, and rivers will hinder the progress of an invading army, requiring extra combat in order to take provinces with heavy defenses.


-Structures-

Each province in a nation's empire can be improved by building forts, cities, and ports.

Ports, only able to be constructed costal provinces, are seaside constructions that allow ships and merchants to dock and sell their wares, giving the province they are constructed in 50% more trade value. Ports also allow for invading armies to depart from their shores with cheaper costs. Ports, when constructed, add 0.5 trade route points to a nation. Each port costs Ͼ10,000.

Cities are large communities of people gathered for the purposes of government and commerce. Cities act as hubs for trade, providing a nation with 1 trade route point. In addition, they increase the trade value of the province they are constructed in by 10%. Each city costs Ͼ25,000.

Forts are highly defensible positions that provide a perfect bastion for desperate defenders. Forts, along with cities, halt advancing armies and require them to engage with the defenders before they can occupy a province. Each fort costs Ͼ15,000.

A nation's Capital is the government center of a nation. A capital drastically increases a provinces trade value and unrest suppression. Trade value is increased by a flat 500 and the capital province cannot rebel in local or national unrest events. In addition, the manpower increase each turn is increased by 2500. If the capital province is lost in war, national unrest increases by 50 for that turn and all buffs provided by a capital are suspended. A capital costs Ͼ50,000 to build and must be built on a province containing a city. Capitals can be moved once per turn for a fee of Ͼ25,000 to an eligible province.

Structures are limited by how big a nation's empire is. For every five provinces exceeding an initial five, a nation's fort limit is increased by one, with a base of one. For every three provinces exceeding an initial five, a nation's port limit is increased by one, with a base of one. For every seven provinces exceeding an initial five, a nation's city limit is increased by one, with a base of one. Keep in mind that mountains are inhospitable terrain and cannot contain any structures, but count towards manpower and structure limits. Note that nothing can be built in mountainous provinces.


-Troops-

No empire is complete without an army. Troops can be purchased via the recruit commands, each battalion counting for 1000 troops, which can then be deployed to any controlled territory. Each battalion of troops recruited costs Ͼ1000. Troops are necessary to attack enemy provinces and to capture enemy cities. Troops can be deployed in any whole, positive number to any controlled territory from a nation's undeployed troop pool. Troops can also be deployed en masse by the mass recruit command. Troops can be withdrawn from a province for redeployment elsewhere or moved between provinces. Moving troops across the water, as mentioned in the Movement section of this manual, costs resource credits equal to 50% of the force moved. Thus, it is wise to move as many troops as you might need rather than going in small batches.

Troops don't appear out of nowhere, though, and cannot be summoned from thin air by the promise of gold alone. Each province owned by the user adds to the overall manpower that a nation has control of. This manpower number can be viewed by using the detailed view command. Every turn, public services increase the manpower gain. Each recruited troop subtracts one from the manpower pool, meaning a single battalion will cost 1000 manpower. Each nation has a base manpower modifier of 3000. In addition, troops cost 0.01 in maintenance every turn, meaning 1000 troops will cost 10 credits per turn.


-Battle-

With resources, movement, and troops prepared, a nation has little else to do but begin combat. Battles take place when a hostile force enters a province containing troops. Any undefended province is considered defenseless and triggers no combat. When the battle takes place, a series of calculations take place and the output is displayed on Discord, detailing casualties and the victor. If the province contains any defenses, the attack will move there as well. If the initial attack is successful, any defenses must be dealt with. If the invader chooses not to continue their attack, they may retreat to the province they attacked from. Reactions will appear beneath the attack report to allow the attacker to choose an option within three minutes; after the reactions time out, an automatic retreat is triggered.

There are a number of effects and modifiers to keep in mind. When attacking, if the defending force is small, the larger force will get a bonus on its attack. A large force, however, does not guarantee victory, as chance will sometimes favor the smaller force. Casualties are also affected by modifiers. The largest of these modifiers is the terrain. Boggy, cold, or difficult terrain will be advantageous to the defender, allowing them to inflict more damage on the attackers. Other terrains, like deserts and hills, only provide small advantages to the defender. Flat, open plains are hard to defend well, and thus provide no advantages to defenders. When attacking, always consider the terrain you are attacking into.


-Interactions-

Wars and conquest are all well and good, but the time eventually comes where the conflict must end and the negotiations must begin. There are three types of negotiations in the CnC system, each with its own unique functions.

Alliances are close ties between nations, usually meaning that each nation will come to the other's aid in times of war. Alliances also block declarations of war against the other signatory, necessitating a break of alliance between the nations.

Declarations of War are documents that begin a status of war between nations, allowing combat and invasions to take place. Wars must be resolved by offers of peace, usually entailing some sort of negotiation between the nations.

Peace treaties are documents that end wars and usually stipulate demands from one side or the other. In order for a war to conclude, an offer of peace must be accepted. Peace treaties are considered one-time events and thus are never considered "active".

Trade agreements are mutual agreements between nations that establish a trade route between nations. Trade routes are covered under the Resources section of this Manual.

Treaties are binding agreements that do not constitute an alliance, but rather an agreement between two nations, generally a one-time action, a trade deal, or a treaty. These can be used to allow for the transfer of credits or territory, or act as a purely cosmetic way to engage with the game.

Interactions are sent via DM notification to the recipient, allowing recipients to view the proposed terms of the interaction and reject or accept them. When a user sends an offer of alliance or peace to another user, it is assumed that the sending user agrees to the terms and is a signatory. Once a treaty or alliance is signed by both parties, it cannot then be edited by any of the users. When wars involve multiple belligerents, each war must be ended with a separate peace treaty. Moderators can enforce the terms of treaties, such as war reparations or territory cession, but cannot enforce nations to join wars or come to another nation's aid. However, if an alliance, treaty, or other officially sent interaction requires that a nation to pay reparation for breaking the treaty, the moderator can enforce that.


-Unrest-

Unrest is a measure of how unhappy the people of a nation or province are. Unrest is increased by taxation rate and certain events. However, it is managed by increasing public services spending or maintaining a military force in a province.

National unrest is a measurement of how unhappy the people of a nation are as a whole and how likely they are to start a widespread rebellion. National unrest is modified by the aforementioned factors, but also can increase if a nation owns more than fifty provinces. Unrest will increase at a rate similar to the taxation unrest rate for every province over fifty. National unrest, if it exceeds eighty at the end of a turn, can lead to a civil war, in which case half of the provinces owned by that player will rebel and declare themselves independent.

Local unrest is a measurement of how unhappy the people of a particular province are. If a province's local unrest is greater than fifty, that province's population might trigger an uprising, which can damage buildings and kill stationed troops but will stop all trade value and manpower from contributing to resource gain.

This table displays the unrest modifiers for different rates of taxation, military upkeep, and public services. Note that nations are not limited to the example rates.

0

5

10

15

20

25

30

35

40

45

50

Taxation

0

10

20

40

80

160

Military Upkeep

0

-1

-2

-4

-7

-12

-22

Public Services

30

20

10

0

-1

-2

-4

-7

-11

-20

-35


-Focuses-

Some nations are born for conquest, others to strategize, defend, and scheme, and still others to rule the world through finances and trade. These national ideals are represented through focuses, of which there are three options: military, strategic, and economic.

The Military focus provides buffs to purchasing troops, decreasing their cost by a random amount between 11% and 1%. A military nation also pays 10% less for naval invasions.

The Strategic focus provides a base +1 to fort limit. In addition, fort building costs are decreased by a random amount between 11% and 1%.

The Economic focus provides construction and purchase buffs, decreasing the port construction and province purchasing costs by a random amount between 11% and 1%, and providing a base +1 to the city limit.

Focuses can be changed by using the edit command, but should not be changed just in order to take advantage of any construction or cost buffs, but rather as a reflection of a user's playstyle. Rapidly or constantly changing your focus is against the rules.


-Great Powers-

Some nations are more well-established and have created for themselves a reputation as a powerful nation. These Great Powers often have larger armies, better economies, and advanced infrastructure, which allow them to exert their influence. Several scores contribute to the Great Power scale: credit income (0.1% weight), manpower and total force (0.1%), number of provinces (50%), number of alliances (50%), and structures (100%). Nations must have more that 50 GP points to become ranked as a Great Power.

Great Powers gain a number of buffs and effects to their nation. Great Powers gain an extra trade route, an extra movement point, doubly effective military unit unrest suppression, and an increased overextension limit of 75. However, due to their massive empires and inevitable friction, Great Powers cannot ally with each other.


-Maps-

The map is an integral part of the CnC system. Without it, nations would be lost in the void. Fortunately, the system comes with a map of its own with some helpful features! When the map command is given, four emoji reactions appear below the map image. The first emoji (🗺️) navigates to the base map mode. The second emoji (⛰️) navigates to the terrain map mode. The third emoji (🏳️) navigates to the nation or political map mode. The fourth emoji (📌) reveals the area name map mode. The final emoji (❌) removes the emojis and ends the interaction.

Base Mode: When the map command is given, a map will pop up like the one in the spoiler below. It has numbers and colors to correspond with map details. The numbers represent province identifiers and the colors terrains. See the terrain section below for a terrain key.

Terrain Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.


Key
Green - Plains
Dark Green - Forest
Green-Brown - Swamp
Gold - Desert
Grey - Mountains
White - Arctic

Nation Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.

Q: My nation name keeps registering wrong! How do I put in multi-word nation names?
A: Any multi-word input for a single input requires quotations. For example, the nation Peraro Krotoik would need to be registered as $cnc_register "Peraro Krotoik" #123456.

Q: My color isn't showing up properly! How do I make it work?
A: Make sure that you're inputting your hex color code correctly. Include the '#' symbol and ensure that only 6 numbers or letters follow it. Don't use RGB or other color values.

Q: Provinces I own aren't showing up on the map! What do I do?
A: If your provinces don't show up, contact a moderator. They can color the map on the provinces that need it.

Q: Someone broke the rules! How do I fix it?
A: You don't. Notify a moderator and let them take care of it. Moderators have tools that allow them to enforce the rules. Do not attempt to handle the problem yourself.

Q: I have a question that's not on here. Where can I find the answer?
A: If you have questions, you can ask a fellow player, a moderator, or a developer if you need any help. See the contact section below!

If you have questions, contact one of the moderators or developers below! Please be respectful of their time and don't insist they answer your question immediately. Please phrase your question in a way that allows them to answer it in the best way, especially if you are DMing them. Ensure that you follow the LinkNo Hello rule!

Developer

Nation: Bassiliya
Discord: Lies Kryos#1734
Normal Operating Hours: Weekdays between 0800 and 2200 EST, weekends between 0900 and 2300 EST.

Moderators

Lies Kryos#1734 (Bassiliya)
[Insert_Person_Here]#6003 (Peraro Krotoik)

If you would like to nominate someone to be a moderator, contact Bassiliya! No self-nominations, please.


Created and maintained by Bassiliya. Do not reproduce, in whole or in part, without express permission.

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Please do leave an upvote for the dispatch, as it increases the potential for new people to find out about the system. Head over to Discord and start your CnC adventure!

Bassiliya wrote:I am very pleased to announce that the newest addition to the Thegye features is up and running, Citizens! What is this new feature?

THE COMMAND AND CONQUEST SYSTEM!

The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye, inspired by games like Risk, Age of History, and Age of Conquest. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Join or head over to Discord to participate. Do make sure to visit the informational dispatch:


The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Due to the limited nature of the program, only citizens of Thegye are permitted to join the Command and Conquest game. The system is hosted on the Thegye Discord server, which you can get to by visiting the link on our home page or hitting the "Play" link above. Once you have done so, visit the Commands section of this page to see how to register and start fighting!

Of course, no system is fully equipped without a few rules and regulations to keep it running smoothly. The rules are enforced by the CnC moderators, who have the power to enforce these rules through debuffs, mutes, and, in dire situations, removal from the system. The moderators are not to be messed with!

The rules of the system are as follows:

1. Please do not argue with the moderators or Shard (she can't hear you). Doing so will result in a mute.

2. Remember that this is a game. No need to make a scene if you get upset with someone or something.

3. Do not harass other players with interaction requests or notifications. If someone asks you to stop, then you should stop.

4. If you have a dispute with another player or with a moderator action, appeal it. Do not harass or verbally abuse other players or mods. Doing so will result in a system removal and ban. If you have a dispute with a bot-taken action, please appeal it to a moderator.

5. Do not use rude or offensive nation names. This includes racist, sexist, or other derogatory terms and phrases.

6. Do not intentionally pick a color that is very similar to another player's color or a banned color. Do not rapidly change your assigned focus or color.

7. Do not intentionally seek to disrupt gameplay or ruin other players' gaming experience. This includes (but is not limited to) intentionally power-gaming or min-maxing, crushing newer players, or refusing to interact with other players.

Interactions Rules

These rules apply specifically to treaties and other negotiations. Please reference the "Interactions" section of the Manual for more information about interactions.

1. Newer interactions supercede old interactions.

2. In order for an interaction to be considered valid, both sides of the interaction must agree to the terms.

3. If one signatory of an interaction fails to uphold forced demands, such as war reparations or territory cession, moderators will enforce the terms of the forced demands. Players should appeal to moderators and not attempt to take matters into their own hands.

4. Moderators will not be permitted to enforce any demands of any interaction of which they are current signatories.

5. Moderators cannot enforce any interaction that requires either signatory to perform any action that moderators cannot force. For example, a moderator cannot enforce an ally to declare war. However, a moderator can enforce repercussions on unfaithful signatories. Moderators cannot enforce any interaction stipulation that is not explicitlyy stated in the text of the interaction.

The CnC system can be a bit complicated if you have no experience with it beforehand. However, it's not as complicated as it may seem at first.

First, you'll need to register yourself with Shard using the register command. You can see the register command in the following Commands section of this document.

Once you've registered, take a look at the map. You'll want to locate a coastal province that is unclaimed or unowned. Then you can use the purchase command to purchase that province. If there are no unclaimed provinces, ask another player if they could sell a province to you or a mod if they could free one up. Keep in mind that you can only purchase a single province, so choose wisely!

Having procured a province, you'll want to buy troops and establish communications or relations with your neighboring provinces. Ensure that they aren't going to be enemies in the future. Try and establish yourself with enough manpower and credit resource gains each update to make yourself sustainable. Remember to preserve your credit resources and manpower early on.

If you've completed those steps and you're still looking for more things to do to get started, ask your neighbors or another active user for advice if you're stuck.

The list of commands is below, along with the usage of each commands. See the sidebar for to quick nav all command groups. For reference, [] and <> mark required and optional inputs, respectively. () represent multiple options, of which users may pick one. Any command that does not specify will require quotation marks around any multi-word input. For example, $cnc_register "Bassiliyan Empire" #123456 E


-User Commands-

$cnc_register [nation name] #[hexadecimal color id] <focus (m,e,s)>

This command registers the user. New users receive between nine and ten thousand credit resources, but must otherwise purchase provinces and troops from there on out.

$cnc_view <nation name> *This command does not require quotations around two-word nation names
Alias: $cncv
This command allows the user to see information about their or other nations. Leaving the <nation name> input blank will fetch information about the user's nation.

$cnc_detailed_view
Alias: $cncdv
This command DMs the user with detailed information, including manpower gain, fort, port, and city limits, and more. If the command fails, ensure that you allow DMs from Shard.

$cnc_view_all
Alias: $cncva
This command displays select details about all users, including nation name, user ID, and user color code.

$cnc_strategic_view
Alias: $cncsv
This command DMs the user with detailed information about every province under their control, including worth, manpower, and stationed troops.

$cnc_great_powers
Alias: $cncgp
This command displays a ranked list of the top 10 nations scored on the great power scale.

$cnc_edit [(color, focus)]

This command allows the user to edit their associated hex color ID and their focus. The command will ask for a reply

$cnc_info

This command shows information about the CnC system and a link to this dispatch.

$cnc_turn

This command displays the current turn of the Command and Conquest system.

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-Province Commands-

$cnc_province [province id]
Alias: $cncp
This command shows information pertaining to a specified province.

$cnc_map

This command displays the map of the CnC system. Use the reactions to select map modes.

$cnc_release [province id]

This command releases a province and returns it to the Natives.

$cnc_deploy [province id] [deploying force]
Alias: $cncd

This command deploys the specified amount of troops to an owned province.

$cnc_transfer [province id] [recipient nation]

This command transfers the control of an owned province to another nation. Any troops that are in the province withdraw and all structures remain active.

$cnc_rename_province [province id] [name]

This command renames a province from its generic name and gives it a new one. You may only do this to provinces you own. Multi-word names must be in quotations.

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-Resource and Recruit Commands-

$cnc_bank <nation name>
Alias: $cncb
This command shows the relevant resources, resource gain, and any resource gain modifiers that cities and ports provide.

$cnc_purchase [province id]

This command purchases the specified province. Purchasing provinces costs 3000, plus the worth of the province.

$cnc_construct [province id] [structure (fort, port, city)]

This command constructs the selected structure in the specified province. To review what structures do and their building costs, see the "Resources" section of the Manual.

$cnc_change_rate [(tax, military, service; t, m, s)] [whole number rate]

This command changes the current taxation, military upkeep, or public services rate. See the the Manual for more information.

$cnc_recruit [battalion amount] <province id>
Alias: $cncr
This command recruits battalions (1000 troops) at a time. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower. For more information about manpower, see the "Troops" section of the Manual. The optional province ID input will place the recruited troops into the specified province.

$cnc_mass_recruit [battalion amount]

This command recruits the number of battalions to every province held by the user. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower for every province owned. For more information about manpower, see the "Troops" section of the Manual.

$cnc_tribute [amount] [recipient nation]

This command sends a tribute of resource credits to the specified nation.

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-Movement Commands-

$cnc_move [stationed province] [target province] [amount]
Alias: $cncm
This command moves a specified amount of troops between two provinces. This command does not use movement points or cost resources for crossing bodies of water. For more on movement, see the "Movement" section of the Manual.

$cnc_withdraw [province id] [amount]
Alias: $cncw
This command withdraws a certain number of troops and returns them to a user's undeployed stockpile.

$cnc_attack [stationed province] [target province] [attack force]
Alias: $cnca
This command attacks from one province to another. For more about attacking, see the "Movement" and "Battle" section of the Manual.

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-Interaction Commands-

$cnc_view_interaction <interaction id>
Alias: $cncvi
This command pulls up completed interaction information. If the user leaves the interaction id input blank, the command will DM a text file of all logged interactions to the user..

$cnc_offer [offer id]

This command pulls up information about a specified pending offer.

$cnc_view_pending

This command DMs the user a list of all pending incoming and outgoing interactions.

$cnc_interaction [interaction id] [interaction (accept, reject, cancel)]
Alias: $cnci
This command will accept or reject a current pending interaction or remove a currently active interaction that is not a peace or war interaction.

$cnc_alliance [recipient],, <terms>

This command will send an offer of an alliance to the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on alliances, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_declare [recipient nation],, <terms>

This command will send a declaration of war and begin a war against the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on war, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_peace [recipient],, [terms]

This command will send an offer of peace to a current enemy. The terms are required but may be formatted however the user wishes to display them. For more on peace, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_treaty [recipient],, [terms]

This command will send a treaty offer to the recipient, which allows for non-alliance agreements. Treaties are considered active until canceled but can be one-time agreements, like the purchase of land or a trade agreement. Multi-word nation names do not require quotations for this command.

$cnc_trade_route [recipient]

This command sends an offer to establish trade routes between two nations. For more on trade, see the Resources section of the Manual.

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The Command and Conquest system is a complicated system that attempts to provide as realistic a game experience as possible. This means that there are a lot of terms and subsystems that users will have to keep in mind while playing the game. This Manual will attempt to cover as many of the relevant and important game topics without becoming a book. If any topic is not touched on in enough detail to answer the question you may be having, feel free to ask one of the moderators or developers.


-Turns-

The most basic event in the game is a turn. Each turn lasts exactly six hours and provides the basis for gaining resources, manpower, and movement points. Turns can also provide a timeframe for turns, allowing for interactions to expire or come into effect at a particular time. Once a turn is complete, a notification will be sent in the #command_and_conquest channel, notifying all users that a new turn has happened. You can use the $cnc_turn command to see what turn it is. It is also displayed on the $cnc_info command.


-Resources-

Credit resources (Ͼ) are the most important and versatile component of the Command and Conquest system. Credits are generated by manpower, through taxes, and trade. Resources can be used as bartering power and can be transferred between nations as payment for provinces or as war reparations. Recruitment and construction cost resources as well, meaning a steady income is a vital component to any potential empire. As a bonus, newly registered users receive a random amount between Ͼ9000 and Ͼ10,000.

Taxes are determined by a nation's tax rate and their manpower, meaning that a nation with the tax rate of 15% will gain a number of credits equal to 15% of their manpower. Taxes, however, increase unrest. See the Unrest section of the Manual. Taxes are capped at 25%.

Trade is also at play in the generation of resources. Trade routes, when established between nations, give access to the collective trade value, 10% for outgoing trade routes and 5% for incoming trade routes. Trade routes can only be established between nations at peace and will be immediately closed between nations at war. Trade routes are created by every city or every two ports.

Military Upkeep is a vital part of building an maintaining an army. The standard military upkeep rate is 10%. For every 1% beyond 10%, a nation will experience a -1% cost to troop recruitment; inversely, every percent below 10% will increase troop cost by 1%. Military upkeep is capped at 30%.

Public Services indicate the willingness of the government to spend credits to help the people through roads, healthcare services, food, and more. Public services determine how quickly a nation's manpower will increase, along with how happy the people are. High public services will decrease Unrest drastically and increase manpower gain. For example, a nation with 15% public services will regain 15% of their manpower each turn. The people expect a certain amount of investment; public service rates below 15% will increase unrest instead of decreasing it. See the Unrest section of the Manual.


-Action Points and Movement-

Actions are a key process of the Command and Conquest system. Whether a nation is attacking enemies or declaring alliances, action points are a cornerstone to the system.

Movement is governed by the movement commands, but also by action points. Action points are a consumable resource, just like credit resources, that allow users to make attack movements into an enemy or unoccupied territory and declare war or alliances. These action points are generated by having provinces. For every ten provinces a user holds beyond the first ten, they will receive an action point, plus a base of four. For example, a user holding thirty-three provinces will receive four action points base, plus two action points for every ten after that (20, 30).

Movement is also restricted by which territories can be moved in and out of. Troops can potentially move into any province that borders the province they are currently in. However, there are restrictions to this. If the territory is owned by another nation, troops must make an attack to conquer that province. However, a nation cannot just justify marching its troops into another's territory and seizing their land! Any attack into a province held by another nation must be under the cover of war, which is covered in the interactions section. Troops can also move from one coastal province to the other, allowing for naval invasions and quick redeployments. Movement across water is not as simple as it sounds, though. If an attack would require a force to move from one coastal province to the other, it costs 50% of the attacking force in credit resources. For example, an army of 5,000 men would cost Ͼ2500 to ferry over water.

Structures like forts, cities, and rivers will hinder the progress of an invading army, requiring extra combat in order to take provinces with heavy defenses.


-Structures-

Each province in a nation's empire can be improved by building forts, cities, and ports.

Ports, only able to be constructed costal provinces, are seaside constructions that allow ships and merchants to dock and sell their wares, giving the province they are constructed in 50% more trade value. Ports also allow for invading armies to depart from their shores with cheaper costs. Ports, when constructed, add 0.5 trade route points to a nation. Each port costs Ͼ10,000.

Cities are large communities of people gathered for the purposes of government and commerce. Cities act as hubs for trade, providing a nation with 1 trade route point. In addition, they increase the trade value of the province they are constructed in by 10%. Each city costs Ͼ25,000.

Forts are highly defensible positions that provide a perfect bastion for desperate defenders. Forts, along with cities, halt advancing armies and require them to engage with the defenders before they can occupy a province. Each fort costs Ͼ15,000.

A nation's Capital is the government center of a nation. A capital drastically increases a provinces trade value and unrest suppression. Trade value is increased by a flat 500 and the capital province cannot rebel in local or national unrest events. In addition, the manpower increase each turn is increased by 2500. If the capital province is lost in war, national unrest increases by 50 for that turn and all buffs provided by a capital are suspended. A capital costs Ͼ50,000 to build and must be built on a province containing a city. Capitals can be moved once per turn for a fee of Ͼ25,000 to an eligible province.

Structures are limited by how big a nation's empire is. For every five provinces exceeding an initial five, a nation's fort limit is increased by one, with a base of one. For every three provinces exceeding an initial five, a nation's port limit is increased by one, with a base of one. For every seven provinces exceeding an initial five, a nation's city limit is increased by one, with a base of one. Keep in mind that mountains are inhospitable terrain and cannot contain any structures, but count towards manpower and structure limits. Note that nothing can be built in mountainous provinces.


-Troops-

No empire is complete without an army. Troops can be purchased via the recruit commands, each battalion counting for 1000 troops, which can then be deployed to any controlled territory. Each battalion of troops recruited costs Ͼ1000. Troops are necessary to attack enemy provinces and to capture enemy cities. Troops can be deployed in any whole, positive number to any controlled territory from a nation's undeployed troop pool. Troops can also be deployed en masse by the mass recruit command. Troops can be withdrawn from a province for redeployment elsewhere or moved between provinces. Moving troops across the water, as mentioned in the Movement section of this manual, costs resource credits equal to 50% of the force moved. Thus, it is wise to move as many troops as you might need rather than going in small batches.

Troops don't appear out of nowhere, though, and cannot be summoned from thin air by the promise of gold alone. Each province owned by the user adds to the overall manpower that a nation has control of. This manpower number can be viewed by using the detailed view command. Every turn, public services increase the manpower gain. Each recruited troop subtracts one from the manpower pool, meaning a single battalion will cost 1000 manpower. Each nation has a base manpower modifier of 3000. In addition, troops cost 0.01 in maintenance every turn, meaning 1000 troops will cost 10 credits per turn.


-Battle-

With resources, movement, and troops prepared, a nation has little else to do but begin combat. Battles take place when a hostile force enters a province containing troops. Any undefended province is considered defenseless and triggers no combat. When the battle takes place, a series of calculations take place and the output is displayed on Discord, detailing casualties and the victor. If the province contains any defenses, the attack will move there as well. If the initial attack is successful, any defenses must be dealt with. If the invader chooses not to continue their attack, they may retreat to the province they attacked from. Reactions will appear beneath the attack report to allow the attacker to choose an option within three minutes; after the reactions time out, an automatic retreat is triggered.

There are a number of effects and modifiers to keep in mind. When attacking, if the defending force is small, the larger force will get a bonus on its attack. A large force, however, does not guarantee victory, as chance will sometimes favor the smaller force. Casualties are also affected by modifiers. The largest of these modifiers is the terrain. Boggy, cold, or difficult terrain will be advantageous to the defender, allowing them to inflict more damage on the attackers. Other terrains, like deserts and hills, only provide small advantages to the defender. Flat, open plains are hard to defend well, and thus provide no advantages to defenders. When attacking, always consider the terrain you are attacking into.


-Interactions-

Wars and conquest are all well and good, but the time eventually comes where the conflict must end and the negotiations must begin. There are three types of negotiations in the CnC system, each with its own unique functions.

Alliances are close ties between nations, usually meaning that each nation will come to the other's aid in times of war. Alliances also block declarations of war against the other signatory, necessitating a break of alliance between the nations.

Declarations of War are documents that begin a status of war between nations, allowing combat and invasions to take place. Wars must be resolved by offers of peace, usually entailing some sort of negotiation between the nations.

Peace treaties are documents that end wars and usually stipulate demands from one side or the other. In order for a war to conclude, an offer of peace must be accepted. Peace treaties are considered one-time events and thus are never considered "active".

Trade agreements are mutual agreements between nations that establish a trade route between nations. Trade routes are covered under the Resources section of this Manual.

Treaties are binding agreements that do not constitute an alliance, but rather an agreement between two nations, generally a one-time action, a trade deal, or a treaty. These can be used to allow for the transfer of credits or territory, or act as a purely cosmetic way to engage with the game.

Interactions are sent via DM notification to the recipient, allowing recipients to view the proposed terms of the interaction and reject or accept them. When a user sends an offer of alliance or peace to another user, it is assumed that the sending user agrees to the terms and is a signatory. Once a treaty or alliance is signed by both parties, it cannot then be edited by any of the users. When wars involve multiple belligerents, each war must be ended with a separate peace treaty. Moderators can enforce the terms of treaties, such as war reparations or territory cession, but cannot enforce nations to join wars or come to another nation's aid. However, if an alliance, treaty, or other officially sent interaction requires that a nation to pay reparation for breaking the treaty, the moderator can enforce that.


-Unrest-

Unrest is a measure of how unhappy the people of a nation or province are. Unrest is increased by taxation rate and certain events. However, it is managed by increasing public services spending or maintaining a military force in a province.

National unrest is a measurement of how unhappy the people of a nation are as a whole and how likely they are to start a widespread rebellion. National unrest is modified by the aforementioned factors, but also can increase if a nation owns more than fifty provinces. Unrest will increase at a rate similar to the taxation unrest rate for every province over fifty. National unrest, if it exceeds eighty at the end of a turn, can lead to a civil war, in which case half of the provinces owned by that player will rebel and declare themselves independent.

Local unrest is a measurement of how unhappy the people of a particular province are. If a province's local unrest is greater than fifty, that province's population might trigger an uprising, which can damage buildings and kill stationed troops but will stop all trade value and manpower from contributing to resource gain.

This table displays the unrest modifiers for different rates of taxation, military upkeep, and public services. Note that nations are not limited to the example rates.

0

5

10

15

20

25

30

35

40

45

50

Taxation

0

10

20

40

80

160

Military Upkeep

0

-1

-2

-4

-7

-12

-22

Public Services

30

20

10

0

-1

-2

-4

-7

-11

-20

-35


-Focuses-

Some nations are born for conquest, others to strategize, defend, and scheme, and still others to rule the world through finances and trade. These national ideals are represented through focuses, of which there are three options: military, strategic, and economic.

The Military focus provides buffs to purchasing troops, decreasing their cost by a random amount between 11% and 1%. A military nation also pays 10% less for naval invasions.

The Strategic focus provides a base +1 to fort limit. In addition, fort building costs are decreased by a random amount between 11% and 1%.

The Economic focus provides construction and purchase buffs, decreasing the port construction and province purchasing costs by a random amount between 11% and 1%, and providing a base +1 to the city limit.

Focuses can be changed by using the edit command, but should not be changed just in order to take advantage of any construction or cost buffs, but rather as a reflection of a user's playstyle. Rapidly or constantly changing your focus is against the rules.


-Great Powers-

Some nations are more well-established and have created for themselves a reputation as a powerful nation. These Great Powers often have larger armies, better economies, and advanced infrastructure, which allow them to exert their influence. Several scores contribute to the Great Power scale: credit income (0.1% weight), manpower and total force (0.1%), number of provinces (50%), number of alliances (50%), and structures (100%). Nations must have more that 50 GP points to become ranked as a Great Power.

Great Powers gain a number of buffs and effects to their nation. Great Powers gain an extra trade route, an extra movement point, doubly effective military unit unrest suppression, and an increased overextension limit of 75. However, due to their massive empires and inevitable friction, Great Powers cannot ally with each other.


-Maps-

The map is an integral part of the CnC system. Without it, nations would be lost in the void. Fortunately, the system comes with a map of its own with some helpful features! When the map command is given, four emoji reactions appear below the map image. The first emoji (🗺️) navigates to the base map mode. The second emoji (⛰️) navigates to the terrain map mode. The third emoji (🏳️) navigates to the nation or political map mode. The fourth emoji (📌) reveals the area name map mode. The final emoji (❌) removes the emojis and ends the interaction.

Base Mode: When the map command is given, a map will pop up like the one in the spoiler below. It has numbers and colors to correspond with map details. The numbers represent province identifiers and the colors terrains. See the terrain section below for a terrain key.

Terrain Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.


Key
Green - Plains
Dark Green - Forest
Green-Brown - Swamp
Gold - Desert
Grey - Mountains
White - Arctic

Nation Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.

Q: My nation name keeps registering wrong! How do I put in multi-word nation names?
A: Any multi-word input for a single input requires quotations. For example, the nation Peraro Krotoik would need to be registered as $cnc_register "Peraro Krotoik" #123456.

Q: My color isn't showing up properly! How do I make it work?
A: Make sure that you're inputting your hex color code correctly. Include the '#' symbol and ensure that only 6 numbers or letters follow it. Don't use RGB or other color values.

Q: Provinces I own aren't showing up on the map! What do I do?
A: If your provinces don't show up, contact a moderator. They can color the map on the provinces that need it.

Q: Someone broke the rules! How do I fix it?
A: You don't. Notify a moderator and let them take care of it. Moderators have tools that allow them to enforce the rules. Do not attempt to handle the problem yourself.

Q: I have a question that's not on here. Where can I find the answer?
A: If you have questions, you can ask a fellow player, a moderator, or a developer if you need any help. See the contact section below!

If you have questions, contact one of the moderators or developers below! Please be respectful of their time and don't insist they answer your question immediately. Please phrase your question in a way that allows them to answer it in the best way, especially if you are DMing them. Ensure that you follow the LinkNo Hello rule!

Developer

Nation: Bassiliya
Discord: Lies Kryos#1734
Normal Operating Hours: Weekdays between 0800 and 2200 EST, weekends between 0900 and 2300 EST.

Moderators

Lies Kryos#1734 (Bassiliya)
[Insert_Person_Here]#6003 (Peraro Krotoik)

If you would like to nominate someone to be a moderator, contact Bassiliya! No self-nominations, please.


Created and maintained by Bassiliya. Do not reproduce, in whole or in part, without express permission.

Read dispatch

Please do leave an upvote for the dispatch, as it increases the potential for new people to find out about the system. Head over to Discord and start your CnC adventure!

Yo do me a favour and just change the file for resources and give me 100,000 oh and while you at it 500 movement points

Bassiliya wrote:I am very pleased to announce that the newest addition to the Thegye features is up and running, Citizens! What is this new feature?

THE COMMAND AND CONQUEST SYSTEM!

The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye, inspired by games like Risk, Age of History, and Age of Conquest. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Join or head over to Discord to participate. Do make sure to visit the informational dispatch:


The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Due to the limited nature of the program, only citizens of Thegye are permitted to join the Command and Conquest game. The system is hosted on the Thegye Discord server, which you can get to by visiting the link on our home page or hitting the "Play" link above. Once you have done so, visit the Commands section of this page to see how to register and start fighting!

Of course, no system is fully equipped without a few rules and regulations to keep it running smoothly. The rules are enforced by the CnC moderators, who have the power to enforce these rules through debuffs, mutes, and, in dire situations, removal from the system. The moderators are not to be messed with!

The rules of the system are as follows:

1. Please do not argue with the moderators or Shard (she can't hear you). Doing so will result in a mute.

2. Remember that this is a game. No need to make a scene if you get upset with someone or something.

3. Do not harass other players with interaction requests or notifications. If someone asks you to stop, then you should stop.

4. If you have a dispute with another player or with a moderator action, appeal it. Do not harass or verbally abuse other players or mods. Doing so will result in a system removal and ban. If you have a dispute with a bot-taken action, please appeal it to a moderator.

5. Do not use rude or offensive nation names. This includes racist, sexist, or other derogatory terms and phrases.

6. Do not intentionally pick a color that is very similar to another player's color or a banned color. Do not rapidly change your assigned focus or color.

7. Do not intentionally seek to disrupt gameplay or ruin other players' gaming experience. This includes (but is not limited to) intentionally power-gaming or min-maxing, crushing newer players, or refusing to interact with other players.

Interactions Rules

These rules apply specifically to treaties and other negotiations. Please reference the "Interactions" section of the Manual for more information about interactions.

1. Newer interactions supercede old interactions.

2. In order for an interaction to be considered valid, both sides of the interaction must agree to the terms.

3. If one signatory of an interaction fails to uphold forced demands, such as war reparations or territory cession, moderators will enforce the terms of the forced demands. Players should appeal to moderators and not attempt to take matters into their own hands.

4. Moderators will not be permitted to enforce any demands of any interaction of which they are current signatories.

5. Moderators cannot enforce any interaction that requires either signatory to perform any action that moderators cannot force. For example, a moderator cannot enforce an ally to declare war. However, a moderator can enforce repercussions on unfaithful signatories. Moderators cannot enforce any interaction stipulation that is not explicitlyy stated in the text of the interaction.

The CnC system can be a bit complicated if you have no experience with it beforehand. However, it's not as complicated as it may seem at first.

First, you'll need to register yourself with Shard using the register command. You can see the register command in the following Commands section of this document.

Once you've registered, take a look at the map. You'll want to locate a coastal province that is unclaimed or unowned. Then you can use the purchase command to purchase that province. If there are no unclaimed provinces, ask another player if they could sell a province to you or a mod if they could free one up. Keep in mind that you can only purchase a single province, so choose wisely!

Having procured a province, you'll want to buy troops and establish communications or relations with your neighboring provinces. Ensure that they aren't going to be enemies in the future. Try and establish yourself with enough manpower and credit resource gains each update to make yourself sustainable. Remember to preserve your credit resources and manpower early on.

If you've completed those steps and you're still looking for more things to do to get started, ask your neighbors or another active user for advice if you're stuck.

The list of commands is below, along with the usage of each commands. See the sidebar for to quick nav all command groups. For reference, [] and <> mark required and optional inputs, respectively. () represent multiple options, of which users may pick one. Any command that does not specify will require quotation marks around any multi-word input. For example, $cnc_register "Bassiliyan Empire" #123456 E


-User Commands-

$cnc_register [nation name] #[hexadecimal color id] <focus (m,e,s)>

This command registers the user. New users receive between nine and ten thousand credit resources, but must otherwise purchase provinces and troops from there on out.

$cnc_view <nation name> *This command does not require quotations around two-word nation names
Alias: $cncv
This command allows the user to see information about their or other nations. Leaving the <nation name> input blank will fetch information about the user's nation.

$cnc_detailed_view
Alias: $cncdv
This command DMs the user with detailed information, including manpower gain, fort, port, and city limits, and more. If the command fails, ensure that you allow DMs from Shard.

$cnc_view_all
Alias: $cncva
This command displays select details about all users, including nation name, user ID, and user color code.

$cnc_strategic_view
Alias: $cncsv
This command DMs the user with detailed information about every province under their control, including worth, manpower, and stationed troops.

$cnc_great_powers
Alias: $cncgp
This command displays a ranked list of the top 10 nations scored on the great power scale.

$cnc_edit [(color, focus)]

This command allows the user to edit their associated hex color ID and their focus. The command will ask for a reply

$cnc_info

This command shows information about the CnC system and a link to this dispatch.

$cnc_turn

This command displays the current turn of the Command and Conquest system.

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-Province Commands-

$cnc_province [province id]
Alias: $cncp
This command shows information pertaining to a specified province.

$cnc_map

This command displays the map of the CnC system. Use the reactions to select map modes.

$cnc_release [province id]

This command releases a province and returns it to the Natives.

$cnc_deploy [province id] [deploying force]
Alias: $cncd

This command deploys the specified amount of troops to an owned province.

$cnc_transfer [province id] [recipient nation]

This command transfers the control of an owned province to another nation. Any troops that are in the province withdraw and all structures remain active.

$cnc_rename_province [province id] [name]

This command renames a province from its generic name and gives it a new one. You may only do this to provinces you own. Multi-word names must be in quotations.

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-Resource and Recruit Commands-

$cnc_bank <nation name>
Alias: $cncb
This command shows the relevant resources, resource gain, and any resource gain modifiers that cities and ports provide.

$cnc_purchase [province id]

This command purchases the specified province. Purchasing provinces costs 3000, plus the worth of the province.

$cnc_construct [province id] [structure (fort, port, city)]

This command constructs the selected structure in the specified province. To review what structures do and their building costs, see the "Resources" section of the Manual.

$cnc_change_rate [(tax, military, service; t, m, s)] [whole number rate]

This command changes the current taxation, military upkeep, or public services rate. See the the Manual for more information.

$cnc_recruit [battalion amount] <province id>
Alias: $cncr
This command recruits battalions (1000 troops) at a time. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower. For more information about manpower, see the "Troops" section of the Manual. The optional province ID input will place the recruited troops into the specified province.

$cnc_mass_recruit [battalion amount]

This command recruits the number of battalions to every province held by the user. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower for every province owned. For more information about manpower, see the "Troops" section of the Manual.

$cnc_tribute [amount] [recipient nation]

This command sends a tribute of resource credits to the specified nation.

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-Movement Commands-

$cnc_move [stationed province] [target province] [amount]
Alias: $cncm
This command moves a specified amount of troops between two provinces. This command does not use movement points or cost resources for crossing bodies of water. For more on movement, see the "Movement" section of the Manual.

$cnc_withdraw [province id] [amount]
Alias: $cncw
This command withdraws a certain number of troops and returns them to a user's undeployed stockpile.

$cnc_attack [stationed province] [target province] [attack force]
Alias: $cnca
This command attacks from one province to another. For more about attacking, see the "Movement" and "Battle" section of the Manual.

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-Interaction Commands-

$cnc_view_interaction <interaction id>
Alias: $cncvi
This command pulls up completed interaction information. If the user leaves the interaction id input blank, the command will DM a text file of all logged interactions to the user..

$cnc_offer [offer id]

This command pulls up information about a specified pending offer.

$cnc_view_pending

This command DMs the user a list of all pending incoming and outgoing interactions.

$cnc_interaction [interaction id] [interaction (accept, reject, cancel)]
Alias: $cnci
This command will accept or reject a current pending interaction or remove a currently active interaction that is not a peace or war interaction.

$cnc_alliance [recipient],, <terms>

This command will send an offer of an alliance to the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on alliances, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_declare [recipient nation],, <terms>

This command will send a declaration of war and begin a war against the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on war, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_peace [recipient],, [terms]

This command will send an offer of peace to a current enemy. The terms are required but may be formatted however the user wishes to display them. For more on peace, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_treaty [recipient],, [terms]

This command will send a treaty offer to the recipient, which allows for non-alliance agreements. Treaties are considered active until canceled but can be one-time agreements, like the purchase of land or a trade agreement. Multi-word nation names do not require quotations for this command.

$cnc_trade_route [recipient]

This command sends an offer to establish trade routes between two nations. For more on trade, see the Resources section of the Manual.

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The Command and Conquest system is a complicated system that attempts to provide as realistic a game experience as possible. This means that there are a lot of terms and subsystems that users will have to keep in mind while playing the game. This Manual will attempt to cover as many of the relevant and important game topics without becoming a book. If any topic is not touched on in enough detail to answer the question you may be having, feel free to ask one of the moderators or developers.


-Turns-

The most basic event in the game is a turn. Each turn lasts exactly six hours and provides the basis for gaining resources, manpower, and movement points. Turns can also provide a timeframe for turns, allowing for interactions to expire or come into effect at a particular time. Once a turn is complete, a notification will be sent in the #command_and_conquest channel, notifying all users that a new turn has happened. You can use the $cnc_turn command to see what turn it is. It is also displayed on the $cnc_info command.


-Resources-

Credit resources (Ͼ) are the most important and versatile component of the Command and Conquest system. Credits are generated by manpower, through taxes, and trade. Resources can be used as bartering power and can be transferred between nations as payment for provinces or as war reparations. Recruitment and construction cost resources as well, meaning a steady income is a vital component to any potential empire. As a bonus, newly registered users receive a random amount between Ͼ9000 and Ͼ10,000.

Taxes are determined by a nation's tax rate and their manpower, meaning that a nation with the tax rate of 15% will gain a number of credits equal to 15% of their manpower. Taxes, however, increase unrest. See the Unrest section of the Manual. Taxes are capped at 25%.

Trade is also at play in the generation of resources. Trade routes, when established between nations, give access to the collective trade value, 10% for outgoing trade routes and 5% for incoming trade routes. Trade routes can only be established between nations at peace and will be immediately closed between nations at war. Trade routes are created by every city or every two ports.

Military Upkeep is a vital part of building an maintaining an army. The standard military upkeep rate is 10%. For every 1% beyond 10%, a nation will experience a -1% cost to troop recruitment; inversely, every percent below 10% will increase troop cost by 1%. Military upkeep is capped at 30%.

Public Services indicate the willingness of the government to spend credits to help the people through roads, healthcare services, food, and more. Public services determine how quickly a nation's manpower will increase, along with how happy the people are. High public services will decrease Unrest drastically and increase manpower gain. For example, a nation with 15% public services will regain 15% of their manpower each turn. The people expect a certain amount of investment; public service rates below 15% will increase unrest instead of decreasing it. See the Unrest section of the Manual.


-Action Points and Movement-

Actions are a key process of the Command and Conquest system. Whether a nation is attacking enemies or declaring alliances, action points are a cornerstone to the system.

Movement is governed by the movement commands, but also by action points. Action points are a consumable resource, just like credit resources, that allow users to make attack movements into an enemy or unoccupied territory and declare war or alliances. These action points are generated by having provinces. For every ten provinces a user holds beyond the first ten, they will receive an action point, plus a base of four. For example, a user holding thirty-three provinces will receive four action points base, plus two action points for every ten after that (20, 30).

Movement is also restricted by which territories can be moved in and out of. Troops can potentially move into any province that borders the province they are currently in. However, there are restrictions to this. If the territory is owned by another nation, troops must make an attack to conquer that province. However, a nation cannot just justify marching its troops into another's territory and seizing their land! Any attack into a province held by another nation must be under the cover of war, which is covered in the interactions section. Troops can also move from one coastal province to the other, allowing for naval invasions and quick redeployments. Movement across water is not as simple as it sounds, though. If an attack would require a force to move from one coastal province to the other, it costs 50% of the attacking force in credit resources. For example, an army of 5,000 men would cost Ͼ2500 to ferry over water.

Structures like forts, cities, and rivers will hinder the progress of an invading army, requiring extra combat in order to take provinces with heavy defenses.


-Structures-

Each province in a nation's empire can be improved by building forts, cities, and ports.

Ports, only able to be constructed costal provinces, are seaside constructions that allow ships and merchants to dock and sell their wares, giving the province they are constructed in 50% more trade value. Ports also allow for invading armies to depart from their shores with cheaper costs. Ports, when constructed, add 0.5 trade route points to a nation. Each port costs Ͼ10,000.

Cities are large communities of people gathered for the purposes of government and commerce. Cities act as hubs for trade, providing a nation with 1 trade route point. In addition, they increase the trade value of the province they are constructed in by 10%. Each city costs Ͼ25,000.

Forts are highly defensible positions that provide a perfect bastion for desperate defenders. Forts, along with cities, halt advancing armies and require them to engage with the defenders before they can occupy a province. Each fort costs Ͼ15,000.

A nation's Capital is the government center of a nation. A capital drastically increases a provinces trade value and unrest suppression. Trade value is increased by a flat 500 and the capital province cannot rebel in local or national unrest events. In addition, the manpower increase each turn is increased by 2500. If the capital province is lost in war, national unrest increases by 50 for that turn and all buffs provided by a capital are suspended. A capital costs Ͼ50,000 to build and must be built on a province containing a city. Capitals can be moved once per turn for a fee of Ͼ25,000 to an eligible province.

Structures are limited by how big a nation's empire is. For every five provinces exceeding an initial five, a nation's fort limit is increased by one, with a base of one. For every three provinces exceeding an initial five, a nation's port limit is increased by one, with a base of one. For every seven provinces exceeding an initial five, a nation's city limit is increased by one, with a base of one. Keep in mind that mountains are inhospitable terrain and cannot contain any structures, but count towards manpower and structure limits. Note that nothing can be built in mountainous provinces.


-Troops-

No empire is complete without an army. Troops can be purchased via the recruit commands, each battalion counting for 1000 troops, which can then be deployed to any controlled territory. Each battalion of troops recruited costs Ͼ1000. Troops are necessary to attack enemy provinces and to capture enemy cities. Troops can be deployed in any whole, positive number to any controlled territory from a nation's undeployed troop pool. Troops can also be deployed en masse by the mass recruit command. Troops can be withdrawn from a province for redeployment elsewhere or moved between provinces. Moving troops across the water, as mentioned in the Movement section of this manual, costs resource credits equal to 50% of the force moved. Thus, it is wise to move as many troops as you might need rather than going in small batches.

Troops don't appear out of nowhere, though, and cannot be summoned from thin air by the promise of gold alone. Each province owned by the user adds to the overall manpower that a nation has control of. This manpower number can be viewed by using the detailed view command. Every turn, public services increase the manpower gain. Each recruited troop subtracts one from the manpower pool, meaning a single battalion will cost 1000 manpower. Each nation has a base manpower modifier of 3000. In addition, troops cost 0.01 in maintenance every turn, meaning 1000 troops will cost 10 credits per turn.


-Battle-

With resources, movement, and troops prepared, a nation has little else to do but begin combat. Battles take place when a hostile force enters a province containing troops. Any undefended province is considered defenseless and triggers no combat. When the battle takes place, a series of calculations take place and the output is displayed on Discord, detailing casualties and the victor. If the province contains any defenses, the attack will move there as well. If the initial attack is successful, any defenses must be dealt with. If the invader chooses not to continue their attack, they may retreat to the province they attacked from. Reactions will appear beneath the attack report to allow the attacker to choose an option within three minutes; after the reactions time out, an automatic retreat is triggered.

There are a number of effects and modifiers to keep in mind. When attacking, if the defending force is small, the larger force will get a bonus on its attack. A large force, however, does not guarantee victory, as chance will sometimes favor the smaller force. Casualties are also affected by modifiers. The largest of these modifiers is the terrain. Boggy, cold, or difficult terrain will be advantageous to the defender, allowing them to inflict more damage on the attackers. Other terrains, like deserts and hills, only provide small advantages to the defender. Flat, open plains are hard to defend well, and thus provide no advantages to defenders. When attacking, always consider the terrain you are attacking into.


-Interactions-

Wars and conquest are all well and good, but the time eventually comes where the conflict must end and the negotiations must begin. There are three types of negotiations in the CnC system, each with its own unique functions.

Alliances are close ties between nations, usually meaning that each nation will come to the other's aid in times of war. Alliances also block declarations of war against the other signatory, necessitating a break of alliance between the nations.

Declarations of War are documents that begin a status of war between nations, allowing combat and invasions to take place. Wars must be resolved by offers of peace, usually entailing some sort of negotiation between the nations.

Peace treaties are documents that end wars and usually stipulate demands from one side or the other. In order for a war to conclude, an offer of peace must be accepted. Peace treaties are considered one-time events and thus are never considered "active".

Trade agreements are mutual agreements between nations that establish a trade route between nations. Trade routes are covered under the Resources section of this Manual.

Treaties are binding agreements that do not constitute an alliance, but rather an agreement between two nations, generally a one-time action, a trade deal, or a treaty. These can be used to allow for the transfer of credits or territory, or act as a purely cosmetic way to engage with the game.

Interactions are sent via DM notification to the recipient, allowing recipients to view the proposed terms of the interaction and reject or accept them. When a user sends an offer of alliance or peace to another user, it is assumed that the sending user agrees to the terms and is a signatory. Once a treaty or alliance is signed by both parties, it cannot then be edited by any of the users. When wars involve multiple belligerents, each war must be ended with a separate peace treaty. Moderators can enforce the terms of treaties, such as war reparations or territory cession, but cannot enforce nations to join wars or come to another nation's aid. However, if an alliance, treaty, or other officially sent interaction requires that a nation to pay reparation for breaking the treaty, the moderator can enforce that.


-Unrest-

Unrest is a measure of how unhappy the people of a nation or province are. Unrest is increased by taxation rate and certain events. However, it is managed by increasing public services spending or maintaining a military force in a province.

National unrest is a measurement of how unhappy the people of a nation are as a whole and how likely they are to start a widespread rebellion. National unrest is modified by the aforementioned factors, but also can increase if a nation owns more than fifty provinces. Unrest will increase at a rate similar to the taxation unrest rate for every province over fifty. National unrest, if it exceeds eighty at the end of a turn, can lead to a civil war, in which case half of the provinces owned by that player will rebel and declare themselves independent.

Local unrest is a measurement of how unhappy the people of a particular province are. If a province's local unrest is greater than fifty, that province's population might trigger an uprising, which can damage buildings and kill stationed troops but will stop all trade value and manpower from contributing to resource gain.

This table displays the unrest modifiers for different rates of taxation, military upkeep, and public services. Note that nations are not limited to the example rates.

0

5

10

15

20

25

30

35

40

45

50

Taxation

0

10

20

40

80

160

Military Upkeep

0

-1

-2

-4

-7

-12

-22

Public Services

30

20

10

0

-1

-2

-4

-7

-11

-20

-35


-Focuses-

Some nations are born for conquest, others to strategize, defend, and scheme, and still others to rule the world through finances and trade. These national ideals are represented through focuses, of which there are three options: military, strategic, and economic.

The Military focus provides buffs to purchasing troops, decreasing their cost by a random amount between 11% and 1%. A military nation also pays 10% less for naval invasions.

The Strategic focus provides a base +1 to fort limit. In addition, fort building costs are decreased by a random amount between 11% and 1%.

The Economic focus provides construction and purchase buffs, decreasing the port construction and province purchasing costs by a random amount between 11% and 1%, and providing a base +1 to the city limit.

Focuses can be changed by using the edit command, but should not be changed just in order to take advantage of any construction or cost buffs, but rather as a reflection of a user's playstyle. Rapidly or constantly changing your focus is against the rules.


-Great Powers-

Some nations are more well-established and have created for themselves a reputation as a powerful nation. These Great Powers often have larger armies, better economies, and advanced infrastructure, which allow them to exert their influence. Several scores contribute to the Great Power scale: credit income (0.1% weight), manpower and total force (0.1%), number of provinces (50%), number of alliances (50%), and structures (100%). Nations must have more that 50 GP points to become ranked as a Great Power.

Great Powers gain a number of buffs and effects to their nation. Great Powers gain an extra trade route, an extra movement point, doubly effective military unit unrest suppression, and an increased overextension limit of 75. However, due to their massive empires and inevitable friction, Great Powers cannot ally with each other.


-Maps-

The map is an integral part of the CnC system. Without it, nations would be lost in the void. Fortunately, the system comes with a map of its own with some helpful features! When the map command is given, four emoji reactions appear below the map image. The first emoji (🗺️) navigates to the base map mode. The second emoji (⛰️) navigates to the terrain map mode. The third emoji (🏳️) navigates to the nation or political map mode. The fourth emoji (📌) reveals the area name map mode. The final emoji (❌) removes the emojis and ends the interaction.

Base Mode: When the map command is given, a map will pop up like the one in the spoiler below. It has numbers and colors to correspond with map details. The numbers represent province identifiers and the colors terrains. See the terrain section below for a terrain key.

Terrain Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.


Key
Green - Plains
Dark Green - Forest
Green-Brown - Swamp
Gold - Desert
Grey - Mountains
White - Arctic

Nation Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.

Q: My nation name keeps registering wrong! How do I put in multi-word nation names?
A: Any multi-word input for a single input requires quotations. For example, the nation Peraro Krotoik would need to be registered as $cnc_register "Peraro Krotoik" #123456.

Q: My color isn't showing up properly! How do I make it work?
A: Make sure that you're inputting your hex color code correctly. Include the '#' symbol and ensure that only 6 numbers or letters follow it. Don't use RGB or other color values.

Q: Provinces I own aren't showing up on the map! What do I do?
A: If your provinces don't show up, contact a moderator. They can color the map on the provinces that need it.

Q: Someone broke the rules! How do I fix it?
A: You don't. Notify a moderator and let them take care of it. Moderators have tools that allow them to enforce the rules. Do not attempt to handle the problem yourself.

Q: I have a question that's not on here. Where can I find the answer?
A: If you have questions, you can ask a fellow player, a moderator, or a developer if you need any help. See the contact section below!

If you have questions, contact one of the moderators or developers below! Please be respectful of their time and don't insist they answer your question immediately. Please phrase your question in a way that allows them to answer it in the best way, especially if you are DMing them. Ensure that you follow the LinkNo Hello rule!

Developer

Nation: Bassiliya
Discord: Lies Kryos#1734
Normal Operating Hours: Weekdays between 0800 and 2200 EST, weekends between 0900 and 2300 EST.

Moderators

Lies Kryos#1734 (Bassiliya)
[Insert_Person_Here]#6003 (Peraro Krotoik)

If you would like to nominate someone to be a moderator, contact Bassiliya! No self-nominations, please.


Created and maintained by Bassiliya. Do not reproduce, in whole or in part, without express permission.

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Please do leave an upvote for the dispatch, as it increases the potential for new people to find out about the system. Head over to Discord and start your CnC adventure!

I thought this day would never come…

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