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10.09.2020 - 10:14
Nippon - War of the Rising Sun








"A War of attrition, a war of vengeance, a war without peace, filled with pride, with fear, with envy, and greed. The ones who suffer are the ones who fuel the war effort, devastation of many for mere gains and interests, a war of the regions of Japan, a war to unite as one single flag once again."





Nippon - War of the Rising Sun is a free-for-all scenario of which a total of 11 players participate in a team death match where your primary goal is to survive alongside others and conquer, play as a commander of a certain region each having an assortment of special JSDF units and further specialty soldiers equipped for offense and defense. Rise and take revenge against the Japanese who conquered you as Korea, devastate each other over the acquisition of the western islands as both North and South Kyushu, Invade and plunder as the smallest main island of Shikoku and show them that a rural province is nothing to scoff at, rule the inland sea as the southern Honshu of Chugoku, Be the central powerhouse of Japan with equal capacity to create a massive army and a sustainable income as Kansai, be the industrial regions over the Nagoya plains and fight as the one holding Tokai, Prevail as the overstretched regions of Hokuriki & Koshin'etsu, Prove you're worthy of being the richest housing not only the capital but the imperial family as Kanto, Invade the southern Honshu as the largest occupied land of Tohoku and finally conquer everyone and everything as the small single-prefecture of Hokkaido bolstering the special Type-10 tanks.




MAP OVERVIEW

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I, Akatsuki am sorry to any of my fellow Japanese citizens for butchering the border of each prefecture, despite the best of my abilities, you are still able to see significant changes over the regions, and with that, I will be sorry to disappoint over certain facts such as not being able to include your cities and villages as well as their proper reinforcement count as per balance of the map, for any of the Europeans who are seeing this, I am also sorry for creating a map not centralized in Europe as I personally see the over the influx of them to be quite repetitive and stale. Of course, this is like any other a repeat previous cartographer ideas and thus I am quite in the fault of redundancy as well I will, however, not stand down on making sure this map succeeds the limelight and be played in a decent but not fast rate that of which is sufficient for me. Please do enjoy the map and further criticism will be addressed to the best of my abilities. I thank you for sparing your time reading all of this and with that let us not waste furthermore of it.

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11 special players, 11 unique regions, 3 strong teams, but only a few victors...
The match is set as a team deathmatch consisting of 3 groups of which the rule states to allow only 1 victor.
A game duration of no more than 50 and distribution of balance that is dictated by the host.
Each region has its own special JSDF (Main Defense) unit in accordance with the region they are located within the areas of Japan a border conflict nonetheless with unmatching income and population but balanced by the structures and units given to certain players.


Here are the 11 Possible regions you are able to play us alongside its reinforcements, effective income, special units, and the caveats emplaced to them by the creator herself.

Regions of which will be separated by their locations starting from the West onwards to the far East, these are the regions of:
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Korea


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A Single-country playable nation consisting of only the southeastern part of Korea. It possesses an effective income of (+658) and an initial budget of 2,000 due to a certain debuff emplaced to them that lowers their income of which can be removed via being attacked and invaded by any Japanese region.
Korea also has access to Korean technology of which in-game is far superior yet expensive than the Japanese counterparts.
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  • Initial Budget : 2000
  • Effective Turn 2 Income : 658
  • Reinforcements per reinf turn : 30
  • Additional Information : The debuff emplaced to Korea deduces 400 of your turn income up until the 12th turn where it increases to 500. To remove said debuff, a Japanese player must occupy and conquer Korea's cities to kill the said debuff with a total of 1 per each city totaling 4.
    A player playing Korea must be hyper-aggressive on the invasion of Kyushu to obtain as many economic cities as possible before the 12th turn arrives.
    It has a few events that add fighting forces for your invasion against Kyushu so use and prepare them throughout.



North Kyushu




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Consisting of 4 prefectures (Tsushima is part of the Nagasaki prefecture), the North Kyushu with its effective income of (+891), and an initial budget of 1,600 is required to defend against both Korea and South Kyushu from obtaining the entirety of Kyushu. If the opportunity arises then they themselves will mount an offensive reclaiming lost territories and uniting the western island (and possibly Korea) as a whole. Tsushima obtains a special building that provides an additional defense to defender within the island and is capable of defending alone itself however, this will not stop Korea's offense and thus investment has to be committed. Fukuoka is the capital however losing Kumamoto is the same as losing your chance of uniting Kyushu. This is a slightly difficult nation to play as.
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  • Initial Budget : 1600
  • Effective Turn 2 Income : 891
  • Reinforcements per reinf turn : 60
  • Additional Information : You have automatically inherited a Downtown building of which reduces your unit maintenance on Fukuoka, losing it means a detrimental hit on your economy. Otherwise, you obtain an automatic 5 Infantry and 1 Island of Tsushima building at Tsushima itself. You will receive massive defense unit events later on to stall your survival against both Korea and South Kyushu


South Kyushu



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With 3 prefectures at play, South Kyushu's primary goal is to overtake the north and win Kyushu itself. But of course, the difficulty arises for such a small nation such as a lower reinforcement count and lower-income of (+302) despite the fact that the initial budget is 3,600 the difference of power will appear the longer you play. Fear not however as you are bestowed Shrines which increases a city's reinforcement count by 3 on the following turns, losing it however may ultimately kill your chances of victory so a mix of offensive and defensive play may be needed in order to succeed as the South. Alongside other regions of the empire, you are supplied with the old Type 74 MBT model to assist you in your captures.
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  • Initial Budget : 3600
  • Effective Turn 2 Income : 416
  • Reinforcements per reinf turn : 26
  • Additional Information : Each capital city of your prefectures are given a shrine building that increases reinforcement count by 3 totaling of 26 + 9 reinforcement by the next reinf turn. You are also granted 10 Infantry on Okinawa to contribute to the stack you are going to create to obtain Kumamoto or Oita, gameplay is not difficult and proper upgrades can easily win you the game. Every reinforcement turn you are given Type 74 MBTs for free against your opponents.


Shikoku




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4 rural prefectures don't mean Shikoku is a weak region to play as, castles that were not reconstructed and classified as "original" is situated in the region allowing a far easy defensive gameplay against invaders not to mention shrines basing on each capital city of each prefecture, truly not the be underestimated, if played well, it may result to a complete takeover of South Honshu and even Kyushu capable of challenging Kansai's power. With its (+246) effective income yet an initial budget of 2500. Invaders of Shikoku must be wary of its strength and never to be underestimated.
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  • Initial Budget : 2500
  • Effective Turn 2 Income : 246
  • Reinforcements per reinf turn : 36
  • Additional Information : You are given shrines on each capital city increasing your effective reinforcement by 3 totaling of 36 + 12 reinforcements by the next reinf turn. In addition, "Original" castles are granted over the cities of Kochi, Takamatsu, Matsuyama, and Uwajima creating massive strongholds there forcing the enemy players to invest greatly in invading the cities stated above, however they are not truly invincible as a few tanks are capable of turning the tide if the castles are left undefended. Your main goal is just to keep yourself arrive until Korea or Kanto cleans the scene and grants you a chance to counter-attack. Beware against Chugoku's powerful ships though. Your Income is incredibly poor so it is highly advisable to ask for small funding from your allies.



Chugoku




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Chugoku with the location around the very south of Honshu all the way to the regions of Kansai consists of 5 special prefectures and is the only nation capable of creating power Asahi-class destroyers although would require time till its activation. With (+789) effective income and a reinforcement capability of 52, pair it with the initial budget of 1,200. The region should not be underestimated. One could easily dominate the southern part of the map with the Naval Commander taking advantage of the destroyers at the 5th turn making short work against Shikoku on the south, a warning should be distributed to anyone who dares plays this as the most profitable nations are within the borders of shikoku, losing both means losing your life. Alongside other regions of the empire, you are supplied with the old Type 74 MBT model to assist you in your captures.
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  • Initial Budget : 1200
  • Effective Turn 2 Income : 789
  • Reinforcement per reinf turn : 52
  • Additional Information : You obtain a castle at the capital of Shimane as well as the city of Takahashi, a pair of shrine spawns at Okayama and Hiroshima, losing them will be detrimental to your goals, survive for 5 turns until the Asahi-class destroyers become active to quickly destroy your opponents and further aggressors to your region. Every reinforcement turn you are given Type 74 MBTs for free against your opponents.



Kansai




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The Central Honshu is home to the region of Kansai, If you are to ask me personally, this may or may not be the second most powerful playable region however the hardest to be in terms of a superpower position considering how concentrated the enemy forces are unlike the regions surrounding Kanto, with 6 prefectures (Awaji being within Hyogo but separated for balance reasons) as well as the fact that there are 3 Downtown buildings and a whole load of shrines of which became too many for me to count, it is a powerhouse bolstering 60 reinforcements and add more from the shrines scattered throughout the region, one could easily peak through 70. It is however debuffed with a starting balance of merely 800 however its (+2113) effective Income will always guarantee that you are able to pump out cheap yet effective units on the battlefield. Do be however aware of the possibility of an alliance against you, but let them be aware as well of your possession of the strongest castle as well as another on Hikone, It will require a group or a highly skilled Tokai to take you out. Alongside other regions of the empire, you are supplied with the old Type 74 MBT model to assist you in your captures.
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  • Initial Budget : 800
  • Effective Turn 2 Income : 2113
  • Reinforcement per reinf turn : 60
  • Additional Information : You possess the most event buildings within the player base and thus losing a prefecture will severely cripple your power, you're not a God however you are not weak as well, use your superior reinforcement and income to advantage before they are able to take out key cities as recapturing them will leave ever so lasting damage to your war effort. Every reinforcement turn you are given Type 74 MBTs for free against your opponents.



Tokai



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The first and most powerful subregion on Chubu with 1 prefecture belonging to Kansai, this is the industrial region of Tokai with its small yet strong prefectures of 4, your income of (+1899) is not much far off against Kansai's (+1899) however it is still relatively large compared to your other players in the game, to add a far better motivation to you, the player, Nagoya, your capital is protected by a castle which makes things easier in the realm of defense. With only 800 as initial budget it is quite known that you are unable to win against Kansai alone unless your skills are far superior to the said regional commander, with only 52 reinforcements and a handful of shrines here and there, Kansai is higher in the list in multiple areas and that is why it is highly recommended for Tokai to be friends with the upper and the sister subregion belonging to Chubu, as you are to face Kansai at the west, and Kanto at the East, your teamwork or aggression to each other may lead to your victory, or downfall.
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  • Initial Budget : 800
  • Effective Turn 2 Income : 1899
  • Reinforcements per reinf turn : 52
  • Additional Information : Aside from a castle spawning within Nagoya, you also possess a few shrines and of course another castle but the most important building you have would be the Ise Grand Shrine alongside the buildable unit of "Industrial Factory" costing only half of a market price, a shrine that is more powerful than any other shrine and thus can hold itself on its own against few skirmishes and a factory that grants cheaper maintenance for half a price is nothing but brimming with advantage. Shrines are a valuable asset to your arsenal and losing them will be detrimental, with the Ise Bay assisting you, the capabilities of protecting Nagoya and Ise are relatively easy and thus should pose no challenges to transports. You are also, granted that you are the heart of industry in Japan, possess cheaper MBTs to assist you against both the Liberals and the Empire.



Hokuriki & Koshin'etsu



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A combination of 2 subregions within Chubu, this stretched elongated region possesses a great weakness and a great advantage at the same time. The defense of your area and the prone of attack from multiple areas may lead to your downfall however you are supported by a series of shrine totaling of 7 and a few castles here and there will assist you alongside the Initial budget of 2200 and a fairly decent effective Income of (+716). With a very powerful reinforcement of 54 + 24, it is nothing to scoff at yet do be aware that Kanto will most likely target you and attempt to take you out in a flash and thus an alliance with Tokai is encourage. It will not affect your odds of victory however, It will at least guarantee you safety from the Southwest.
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  • Initial Budget : 2200
  • Effective Turn 2 Income : 716
  • Reinforcements per reinf turn : 54
  • Additional Information : As this regions commander, the shrines are everything, as you need as many local reinforcements as you can to barely keep up with Kanto as well as a possible skirmish against Kansai, and as such it is highly suggested you assist yourself with Tokai and Tohoku to at the very least hold on against the powerful Kanto of which will only be harder to defeat the longer this game lasts. If allowed, seizing multiple cities of Kanto will be very very damaging against him as you are able to produce cheap units with such powerful income unlike the vice versa for him with only a low gain of the economy yet the prices of units retaining the same. This is a long stretched out region that will prove difficult for an average player to successfully pull of against skilled Kansai or Kanto users, It is advisable that whoever controls this region must know to choose which side he will focus on be it the Kansai region or the Kanto as one cannot do both.


Kanto




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The legitimate God of the entire map of Japan, in a metaphorical way, of course. Kanto is the largest plain to ever bless Japan and thus home to the largest cities and most profitable ones as well such as Tokyo, Saitama, Yokohama, and many more.
Blessed with an incredible (+3405) effective income, starting only from 1000 is no big deal. Such income is extremely strong that despite the maintenance cost of the Imperial Family being 500, it still deals little to no damage to the war effort, only making Tokyo far stronger if ever so it is destroyed. Playing as Kanto requires little motor functions and such a kid can master it easily. With special units belonging only to the Kanto, it will easily take the spread-out cities of the nearby enemy regions.
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  • Initial Budget : 1000
  • Effective Turn 2 Income : 3405
  • Reinforcements per reinf turn : 68
  • Additional Information : You spawn with multiple downtowns, a bunch of shrines, and the Imperial Palace that saps your income by 500, it is indeed tremendous debuff however barely noticeable on you, you are to utilize your special Kanto variant units as well as the Imperial Guards by the 12th turn to turn into an unstoppable force in the map. You are not easily beatable and many require an alliance to take you out. Please do be informed over the situation as such and adjust your gameplay accordingly, it is very advisable to not lose a single capital city as this gives them the chance to create powerful tanks to further deal more damage to your prefectures, however, it is not at all a bad thing as such losing the Imperial Palace means a significant increase on Economy have you manage to successfully capture it at the expense of losing key buildings in the process.


Tohoku



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The Northeast part of Honshu, home to 6 prefectures all spread out evenly in an extremely large area compared to the rest of the regions. With 2,200 budget to spare and an effective income of (+814), It is no surprise that the area can hold itself against both Hokkaido and Kanto if played properly. With 58 reinforcements to go without needing shrines as well as a castle situated in Hirosaki, it is no pressure for a skilled player to even capture Hokkaido and spill into Kanto. The key to success here would be smart decisions and Infantry upgrades as the region you're working on are fairly large. Its difficulty is intermediate and thus not an option for a beginner.
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  • Initial Budget : 2200
  • Effective Turn 2 Income : 814
  • Reinforcements per reinf turn : 58
  • Additional Information : You lack any event units and only given a single castle, however, do not make it as your reason for downfall as a defense is highly encouraged in your play as Tohoku, the Income of Hokkaido is not ideal and will be forced to invade your northernmost areas of which it is better for you to stage a defensive stance up and above as well as the area around Fukushima.


Hokkaido


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The very northernmost part of Japan, bolstering only a single large prefecture with an effective income of merely (+228) and 34 reinforcements. It is however nothing to joke about, invading Hokkaido requires an Army, the harsh climate provides an easy defense against small attacks and not to mention the star fort located in Hakodate, commitment is needed to take out Hokkaido. With 5,000 initial funds to begin with as well as a small army in the north area of Hokkaido, you are obviously forced to take out other prefectures to gain more income and thus keep the fuels of war running. Alongside other regions of the empire, you are supplied with the old Type 74 MBT model to assist you in your captures.

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  • Initial Budget : 5,000
  • Effective Turn 2 Income : 228
  • Reinforcements per reinf turn : 34
  • Additional Information : You possess a lot of event units at the beginning of turn 2, use them wisely alongside the protection given by the climate worry not on being taken over, what is more, important is for you to solve your single issue that will lead to your downfall, your failing economy as a single prefecture. a highly aggressive player is required to play this region effectively and thus a variety of upgrades and strategy is needed to fully take out a skilled Tohoku. Every reinforcement turn you are given Type 74 MBTs for free against your opponents.










- Leaving before the 16th turn is prohibited

- Although unit creation of such caliber is disabled within the 1st turn of the game, It is highly enforced that no wall denial (also known as wall-fucking) is in place.

- The creator is eligible for banning certain players for abusing an in-map abuse of which despite the fault, lies on the creator if she does determine the validity of the intended action. This is a worst-case scenario where chivalry of the game is failed to be upheld however there will be certain cases where the said action is pardoned.





[i]Further addition may be included the further the map progresses within the instance inside the client, as such dev-blog, as well as patch notes, will be added within the Comment section from mine truly. Otherwise please be patient on the alpha test and balance test of the map of which will be held within this or the next week.


Thank you for reading~


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Suisei no gotoku arawareta star no genseki, idol Vtuber Hosimati Suisei desu!
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10.09.2020 - 21:53
Looks interesting, well done
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Lest we forget
Moja Bosna Ponosna
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11.09.2020 - 02:03
Update Log #001





Generals or what I prefer to call Regional Commanders DOES NOT spawn in the initial first turn regardless of Premium attainment or not. They will appear in accordance to turn-rules and thus will be accessible and available at certain durations in-game. They possess a stronger statistic compared to ordinary Generals alone, however, please do reconsider sending them alone or within small divisions. For the non-premium users, please consider them as a free and faster form of Militia.

The Regional Commanders spawn as follow:
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Korea - None
North Kyushu - 6
South Kyushu - 2
Shikoku - 5
Chugoku - 2
Kansai - 12 / 16
Tokai - 12
Hokuriki & Koshin'etsu - 5
Kanto - 12 / 16
Tohoku - 4
Hokkaido - 2
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Oh?, Where's the Korean General you asked?, Oh please... You don't need them, unless...

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Suisei no gotoku arawareta star no genseki, idol Vtuber Hosimati Suisei desu!
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11.09.2020 - 02:55
Nice job!
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11.09.2020 - 11:43
Update Log #002





Increased range of Police (Militia) from 2 to 4 in order for them to be usable in an event of a person using Iron Fist.
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Added minor event units to balance certain areas of the map such as the Shikoku vs Chugoku region, warzone around the Kanto region, as well as invasion assistance for Hokkaido and South Kyushu at a certain point in the game.
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An upheaval of the FFA scenario and is now brandished as a TDM scenario to improve balancing of which the main forum shall be updated in a later date
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Decreasal of Income for Kansai turning its effective Turn-2 income from 2343 into 2113
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Due to the sudden change to TDM, all colors deviate to the original and as such alongside the events that was listed within the game.


What you expected more?

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Suisei no gotoku arawareta star no genseki, idol Vtuber Hosimati Suisei desu!
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11.09.2020 - 19:35
Akat I love you but this map really wasn't it.
IRL Japan has a stupid amount of metropolitan areas and much more population. I went pink n only got like 30 tanks all game. Honestly, just research Jap military and add those units n give them according attributes. I know for a fact Japan has more than one class of tank and inf. Japanese have OP transports too, n american units af there. Naval Commander is ass on that map, when it should be OP. Oh n add more moneys/income bc 100 per turn with 70$ inf is fkin outrageous.
borders n map r nice tho.

tldr; more cities better units pls
-sub
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12.09.2020 - 01:20
Написао Akatsuki., 11.09.2020 at 11:43

Update Log #002





Increased range of Police (Militia) from 2 to 4 in order for them to be usable in an event of a person using Iron Fist.
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Added minor event units to balance certain areas of the map such as the Shikoku vs Chugoku region, warzone around the Kanto region, as well as invasion assistance for Hokkaido and South Kyushu at a certain point in the game.
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An upheaval of the FFA scenario and is now brandished as a TDM scenario to improve balancing of which the main forum shall be updated in a later date
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Decreasal of Income for Kansai turning its effective Turn-2 income from 2343 into 2113
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Due to the sudden change to TDM, all colors deviate to the original and as such alongside the events that was listed within the game.


What you expected more?



I guess there were clans which had massive income not 1
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12.09.2020 - 01:56
Написао ss_uniform, 11.09.2020 at 19:35

Akat I love you but this map really wasn't it.
IRL Japan has a stupid amount of metropolitan areas and much more population. I went pink n only got like 30 tanks all game. Honestly, just research Jap military and add those units n give them according attributes. I know for a fact Japan has more than one class of tank and inf. Japanese have OP transports too, n american units af there. Naval Commander is ass on that map, when it should be OP. Oh n add more moneys/income bc 100 per turn with 70$ inf is fkin outrageous.
borders n map r nice tho.

tldr; more cities better units pls
-sub

= Japan only has 3 official MBTs listed and used, the other being the Type-74, of course it could be added however that is about it in terms of adding OP units.

= I will refuse to add American units for the Game over the simplicity of the fact that
A.) This is not their war nor their problem
B.) The American bases are situated in locations where OP regions are already at, would you like to tilt the balance moreover?
- Of course I am capable of adding the Americans however they're to be unbuildable and thus end as an event unit. Nothing more will go further than that

= Japan Itself has a lot of metropolitan areas that is indeed true however please be aware that Japan's wealth disparity from region to region is extremely tremendous and here the map itself is based on actual data, nothing I can do with that unless if I try to deviate from factual evidence.

= It is very recommended personally by my peers and other cartographers to reduce as many unit options as possible for simplicities sake and to avoid situations such as NWE or Modern Europe type maps. (Of course this is not a form of disrespect for those cartographers)

= Shikoku is generally an extremely weak to begin with, that is indeed the reality of Kochi and the surroundings. Of course you can't expect a group of Rural prefectures to go toe to toe against an actual metropolis isn't it.?

= Naval Commander is broken here if used properly for Chugoku alone. However, it requires to stall the game for you for 12 turns afterwards you attain a unit capable of solo'ing castles. It is within my discreetion to add specific attributes for certain regions to gain them variety over their other regions.

= Transports are simply transports with stats taken and delegated to the similar standard transport, are you implying that the standard transport is not suitable for Japan even though it is not necessary over the fact that everything is connected via land and island hopping?, I do believe that you playing as Shikoku is capable of going Chugoku due to the proximity of each islands to one another granting as a bridge over the two. Same goes with Awaji going to Kansai.

= Considering that yes I do acknowledge income as an issue, a slight buff will be arrange soon enough.




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Suisei no gotoku arawareta star no genseki, idol Vtuber Hosimati Suisei desu!
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12.09.2020 - 16:36
Написао Ivan., 12.09.2020 at 01:20

Написао Akatsuki., 11.09.2020 at 11:43

Update Log #002





Increased range of Police (Militia) from 2 to 4 in order for them to be usable in an event of a person using Iron Fist.
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Added minor event units to balance certain areas of the map such as the Shikoku vs Chugoku region, warzone around the Kanto region, as well as invasion assistance for Hokkaido and South Kyushu at a certain point in the game.
----
An upheaval of the FFA scenario and is now brandished as a TDM scenario to improve balancing of which the main forum shall be updated in a later date
----
Decreasal of Income for Kansai turning its effective Turn-2 income from 2343 into 2113
----
Due to the sudden change to TDM, all colors deviate to the original and as such alongside the events that was listed within the game.


What you expected more?



I guess there were clans which had massive income not 1

Such is life for a capitalist heavy nation
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Suisei no gotoku arawareta star no genseki, idol Vtuber Hosimati Suisei desu!
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