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Nation Building Command & Conquer: Warlords Ruleset

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Trektek

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Welcome Back Commander.

Special Thanks to Verus. I used a modified version of what he used in his thread which was based on a modified version of what I've used for one of my previous threads.

If you are here, you'd like to learn the rules for Command & Conquer: Warlords. Each turn, which represents a season, allowing 3 actions to be performed. This can be such as building a new structure, training a new squad of troops, or even performing research and experiments. Everything you create will either help provide you with additional resources or unlock new units or even special events.

Certain actions that you can perform are even free to do every turn, such as exploring the surrounding lands.

This game is meant to be fun for everyone and the rules are to insure that it is both fun and fair to each and every player.

Let's start off with talking about the various resources that you have for this game. Each player has Credits, Energy, and a specialty resource dependent of your faction.
GDI collects Manpower.
Nod collects Faith
Forgotten collects Tiberium
Civilian collects Scrap.

Each Player starts the game with 10 Credits. 2 Energy. 2 Specialty Resource (Except for Civilian Faction which starts with 20 Credits)

Actions

You can perform 3 actions a turn. Available Actions:
Construct a building( Costs 2 Credits, 1 Energy, 1 Specialty Resource) Allows you to craft a building that can let you unlock new units/research, or provide additional resources/Base Protection

Train Forces: Train units that are -1. (Trains 2 groups. Costs 1 Credit, 1 Energy, 1 Specialty Resource)
Train units that are 0. (Costs 2 Credits, 2 Energy, 2 Specialty Resource)
Train units that are 1 (Costs 3 Credits, 3 Energy, 3 Specialty Resource and 2 Actions)
Train Units that are 2 (Costs 5 Credits, 5 Energy, 5 Specialty Resource and 3 Actions)

Hire Mercenary Troops. Availability of Units varies every season along with cost. They will have an upkeep for every season that they are kept on, however.

Conduct Research: (Can unlock new technology or even special missions. Costs 8 Specialty Resource)

Free Actions:
Send Scouting Party to surrounding Areas (Must provide N, S, E, W designation)

Explore: Can explore any discovered lands. Note, this can also be done to explore the area that your base is being built on. Can give a fun adventure on discord which can provide Resources, specialty units/Heroes or even special quests.

Diplomacy: Can initiate Diplomacy with any group that you have discovered, whether Player or NPC faction.


Starting Buildings based on Faction:
GDI: Communications Hub.: Allows Diplomacy/communication with any other GDI or Civilian faction. Provides 1 Manpower
Nod: Church of Kane: Provides 1 Faith a turn and once a Season as an action can gain 4 Nod Fanatics (-1)
Forgotten: Tiberium Garden: Allows healing of Forgotten units within home base and provides 1 Tiberium a turn
Civilian: Fortified Walls: Civilian bases start with an extra 5 Base Defense.
 
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During posts make sure that you outline how much resources you have remaining at the end of your post.

Example:

Umagon's Disciples turn:

Construct a Watchtower: -2 Credits, -1Energy, -1 Tiberium
Train a squad of Umagon Warriors (-1): - 1 Credit, -1 Energy, -1 Tiberium
Hire Mercenary Squad, Hands of Darkness: -5 Credits

ResourcesSpent this turnGained this turnEnd this Turn
Credits802
Energy 200
Tiberium200
 

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