Made by Bla Map War 2 Manual Version 6 ( ) Page 1. Map War 2 Manual

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1 Made by Bla Map War 2 Manual Version 6 ( ) Page 1 Map War 2 Manual

2 Made by Bla Map War 2 Manual Version 6 ( ) Page 2 Content Map War 2 Manual... 1 Content... 2 Intro... 3 Initial Stuff... 3 Available Resources... 4 Production - b... 4 Technology c... 5 Trade d... 5 Resources e... 5 Overspent resources - f... 5 Spending Resources... 5 Five-Turn Plans and Technology... 5 Other Useful Things... 6 War... 8 Saving Resources... 9 Overspending More Rules Technology Requirements Rounds and Turns Alliances Trade Blockades Peaceful Exchange of Zones and Resources Victory Conditions Other Concepts High Scores... 14

3 Made by Bla Map War 2 Manual Version 6 ( ) Page 3 Intro Map War 2 is a social, turn-based strategy game which can be played on forums/message boards. It started with Map War on February 26, 2010 on the Universe Sandbox Forum: It became Map War 2 on May 9, 2010: The game is played on a map, where the white parts are land and the black parts are sea. The areas are divided into zones by grey borders, and each zone can have symbols on it which gives bonuses if developed. Players form nations with the goal of world dominance. The zones they own, their infrastructure, technology and trade with other nations give them resources, which they can use to expand even further peacefully or by war. If the situation is looking too dangerous for all nations, they might consider uniting peacefully, winning everyone a diplomatic victory instead. Bla maintains the official Map War 2 forum game on the Universe Sandbox Forum and uploads videos of the games when they are finished to this playlist. The old games are usually simplified versions of the newer ones and could be helpful in learning what the game is about. Initial Stuff At first you must choose your national color from this chart. Two players cannot have the same national color, if they aren t playing the same nation as a team.

4 Made by Bla Map War 2 Manual Version 6 ( ) Page 4 Available Resources Your nation s available resources are the amount of resources you can spend during that turn (see Development). They are calculated at the beginning of each round (see Rounds and Turns under More Rules). The formula is: 2 c d e f a 5 b e Where: a = the number of resources available this turn b = your production c = technology d = the production of all nations trading with your nation e = resources saved last turn f = the number of resources you overspent by last turn So if it is your first turn, it s very simple, because b, c, d, e and f will all be 0, making a = 5. Very coincidentally that is the cost of a single zone (as can be seen under Development), meaning that you can fill a single zone with your national color. If it is not your first turn, you have three options: 1) Give up (this is officially not recommended). 2) Download Bla s awesome Map War 2 Calculator: 3) Calculate a manually by finding out what b, c, d and e are and replacing them with the numbers. Production - b Your production is determined by how many land zones you own and what infrastructure you have. Each land zone increases your production by 1, no matter what is on top of it, and each city or extractor level increases your production further (see Development). Here is a table showing how much each city or extractor level increases your production by: City level Production increase (this level alone) Total zone production Extractor level Production increase (this level alone) Total zone production

5 Made by Bla Map War 2 Manual Version 6 ( ) Page 5 Technology c Your technology (c) is the total amount of resources you ve spent on improving your technology during the game. Trade d Your trade is the total production (b) of all the nations you have currently agreed to trade with. You can t trade with nations which you are at war with. Resources e Your resources (e) are in this case the resources you ve saved last turn. That is what a was your last turn minus what you spent on development last turn. c a spent last turn last turn Overspent resources - f The number of resources you overspent by last turn (f). See Overspending. Spending Resources Now that you have figured out how many resources you can spend, you should spend them on something useful! First of all, you will have to spend some of them on technology, which you decide in your fiveturn plans. Five-Turn Plans and Technology During the turn you join the game and every turn which is a multiple of 5 (5, 10, 15, 20 ), you can set how many resources you want to spend on technology each turn for the next five turns, a whole number from 5 to 25%. What happens next is that the number of available resources is multiplied by the percentage you chose, and the resulting number is rounded to the closest integer, which is the amount of technology you get that turn. And then you have that amount less of available resources to spend on other things. The default is 5%, so if you don t state anything the first turn, it will be set to 5%. If you don t state anything on round 5, 10 and so on, your old tech rate will be used for 5 more turns.

6 Made by Bla Map War 2 Manual Version 6 ( ) Page 6 Other Useful Things Now it is time to take a look at the map. The map is filled with weird and scary symbols and zones. Empty Zones These evil things are areas inside squiggly gray lines. They are white, gray, black or some color. If they re white, congratulations, you can claim them for 5 resources if you border them directly. It will increase your production by 1. If you want to claim it, fill it with your national color. If they re black, it s a sea zone, and you can t fill it. But it will still have a sea base on it and possibly other infrastructure which you can develop. If they re grey, it s a zone owned by the passive nation Barbaria. It will not attack you, so you can safely conquer its zones, but they cost 10 to conquer, assuming they re adjacent to your zones and that none of the symbols on them are filled. If it is colored, it is either a zone you already own or one which another player owns. You can declare war on other players and conquer their zones if you want, but expect that they will attack you as well. See War for more information. If you claim a zone, you cannot upgrade its infrastructure the same turn. If you want to claim a zone not adjacent to your existing zones, see Distance. Sea Bases Sea bases are squares with a grey and blue border on the sea. They give you control of the surrounding sea zone, giving you access to all the adjacent zones and enabling you to develop any infrastructure on the zone later if you want, and increase your production by 1. Fill the square inside to claim it for 5 resources. White indicates that it is unclaimed; any other color indicates that it is already claimed by Barbaria or another player, and must be conquered. Cities Cities are the most commonly available improvements. They contain up to 6 squares and have grey lines in two shades as borders. Each square represents one level, filled from the bottom left, then bottom right, then upwards from left to right. They increase your production and improve the defense on the zones they re built on, making them more expensive to conquer. There are up to 8 available levels for cities. Each city can only be upgraded one level each turn. Higher levels require that you have a certain amount of technology before they can be built. This table shows the benefits and costs of cities:

7 Made by Bla Map War 2 Manual Version 6 ( ) Page 7 City level Production increase (this level) Cost (this level) Total zone production Total zone cost up to and + this level Production increase pr. cost (this level) 0,25 0,29 0,31 0,32 0,29 0,26 New cost of conquering the zone Technology required Extractors Extractors contain 4 squares and have a grey and green border. They are even more productive than cities, but are also extremely vulnerable. Here is a table with their stats: Extractor level Production increase (this level) Cost (this level) Total zone production Total zone cost up to and + this level Production increase pr. cost (this level) 0,33 0,37 0,40 0,43 Technology required Military Bases Military bases contain 4 squares and have a grey and red border. They make the zones which they re built on harder for enemies to conquer. Here is a table with their stats: Military base level Conquest cost increase (this level) Cost (this level) Total cost of conquering the zone Total zone cost up to and + this level Conquest cost increase pr. cost (this level) 3,00 3,33 3,60 4,00 Technology required Distance The distance to another zone makes it more expensive to claim or conquer. If it is directly adjacent, the distance is 0. If you could claim it if you had just one zone between you and it, the distance is 1, and so on. You can t claim zones you don t border, but you can expand multiple zones outwards during a single turn if you want and can afford it. Here is a table showing what the cost is multiplied by depending on the distance: Distance Multiplier

8 Made by Bla Map War 2 Manual Version 6 ( ) Page 8 War You can declare war on other nations. When you are at war, you can claim the zones of your enemy. The cost of conquering zones can be seen in the table below. If a zone you want to conquer is a zone you don t border directly, check Distance for more details on the increased cost. The war will start immediately when it is declared, so anyone can declare war just before taking their turn. If you exterminate another player's nation completely, you will gain all of its technology and stored resources. Zone contains Level Conquest cost if adjacent to your zone Nothing (empty land zone) N/A 10 Sea base N/A 10 Extractor Any 10 City 1 15 City 2 25 City 3 40 City 4 65 City City Military base 1 25 Military base 2 75 Military base Military base 4 365

9 Made by Bla Map War 2 Manual Version 6 ( ) Page 9 Saving Resources The resources you don t spend during a turn will be saved, but at a cost. Each time you will lose 2 e 1000 resources, where e is the amount of resources you decided to save, so saving 1000 resources costs 1000 resources. Here is a graph showing the amount of resources it costs (f(x)) to save an amount of resources (x), where the quadratic function is the cost depending on resources saved. The linear function is shown to compare it to when the cost equals all the resources saved, which it does in the point where they intersect: At 1000 resources.

10 Made by Bla Map War 2 Manual Version 6 ( ) Page 10 Overspending As opposed to saving resources, you can also choose to overspend, which means using more resources than your income was. You can spend up to 20% more than your income was during a turn (rounded down), so if your income is 100, you could actually spend up to 120 resources. However, there is a penalty for doing this: Next turn, twice the amount you overspent by is subtracted from your income. So if you spent 120 last turn with your income of 100, assuming everything else stays as it is and your normal income is 100 this turn as well, you can only spend 60 resources this turn (or, if you choose to overspend again, 72). More Rules Technology Requirements To build advanced infrastructure, you need to have a certain amount of technology (the accumulated amount of resources you ve spent on technology through all your turns). Table showing the required amount of technology to unlock different types of infrastructure: Type Level Technology required City 1 0 City 2 2 Military base 1 3 Extractor 1 4 City 3 8 Military base 2 12 Extractor 2 20 City 4 32 Military base 3 60 Extractor 3 80 City Military base Extractor City Rounds and Turns The game is played in rounds and turns. Every round, each player gets to take their turn once, and every turn, the player taking it starts by getting resources (see Available Resources), which they can then use (see Spending Resources). Players take their turns in the order they join the game in. If a player doesn t take their turn for three days, they re considered inactive, and the next player can take its turn. The player who forgot to take its turn can join the game whenever it wants again, and will then be placed at that position in the turn order. The game skips to the next round when all active players have taken their turns.

11 Made by Bla Map War 2 Manual Version 6 ( ) Page 11 Inactivity By default, a player is considered active. If a player doesn t take its turn within three days of the last player who took its turn in the topic, the turn is skipped, and the player is placed on the list of inactive nations. Inactive nations can join again at any time and will continue to trade and stockpile resources and technology, but the game doesn t wait for them to take their turns. Updating the Scoreboard The scoreboard, which shows the number of zones, production, resources, tech (and so on) for every nation, is updated once a new round begins. Even if another nation conquers some of your land, or if the production of a nation you trade with increases because it took its turn before you, or if another nation gives you resources, you can still only spend the amount of resources you would be able to when the round began. Alliances You can make and join alliances in Map War 2. Alliances make it easier to interact diplomatically on the scale of multiple nations, organizing trade, and are meant to provide protection to its members (though treason is allowed by the rules). First of all, an alliance must have a leader. By default, this is the one who makes the alliance, and that leader can pass on the role to another member of the alliance. The leader can declare war, request peace and accept peace on behalf of all the members of the alliance collectively (it cannot declare war on behalf of a single member of the alliance, besides from on behalf of itself only). The leader can also create and end trade routes between the members in the alliance without anyone needing to accept them first. The leader of an alliance must also choose a name for the alliance.

12 Made by Bla Map War 2 Manual Version 6 ( ) Page 12 Trade Blockades If you own a sea base on a water territory which is essential for a trade route between two other players, you can block the trade route, so they won't gain income from it. In this example, Player 3 could block a trade between Player 1 and Player 2 (assuming they don't have access through different land or water). Peaceful Exchange of Zones and Resources You can trade zones and resources with other players as you want, or even gift them for free. Large nations could also demand gifts from smaller nations, threatening with war. The infrastructure (square zones and cities) on zones isn't lost if they're given to other players. Zones etc. may only be given while taking your turn and you cannot gift zones which you have conquered during that turn. You cannot use zones which you gift to conquer or claim other zones bordering them the same turn that you gift them. Production from gifted zones and their infrastructure isn't applied to the one who receives them before the next round, so it doesn't give production multiple times in the same round. Gifted resources also take one turn to transfer, as the scoreboard is only updated once during each round.

13 Made by Bla Map War 2 Manual Version 6 ( ) Page 13 Surrendering You can surrender your entire nation to another player (transferring everything in it). If you do this, you cannot join the game later, you must wait until the next game begins. You can also choose to let your nation be hijacked by barbarians, passing your zones on the the passive nation of Barbaria and destroying your resources and technology. If you choose to do that, you can found a nation on unclaimed (white) territory later in the game, or accept gifted territory from another nation to join again. Surrendering can also be used to pass on a nation to another player who hasn't had a nation in the current game. Any form of complete transfer of a nation (as in all of its zones) to another player is considered surrendering according to the rules. If you transfer all of your zones to another player, your resources and technology is also transferred automatically. There are two ways of winning a game: Victory Conditions By conquest: You can win simply by having everyone else surrender and exterminate those who don't. Barbarian zones don't count. This will give you one victory point from every zone on the map, and no one else will gain any. By diplomacy: Everyone can win if everyone can agree to end the game. In that case, the biggest nation (measured in production) will get 1 victory point from each zone it owns, and the rest will gain half a victory point from each zone they own. Other Concepts Real Production Real production is a concept made to make it easier to compare the productivity of nations while taking other factors than just the raw production into account. The formula is similar to the resource formula: p real 2 c e 5 b Where b is production, c is technology and e is stored resources. Real Income Real income is like real production, but with trade applied to the formula. i real 2 c d e 5 b Where b is production, c is technology, d is trade (production of trading nations) and e is stored resources.

14 Made by Bla Map War 2 Manual Version 6 ( ) Page 14 High Scores 1) Bla 749 victory points won 5 games (4 domination, 1 diplomatic) 2) Mudkipz 73 victory points won 1 game (1 diplomatic) 3) Naru 12 victory points, won 1 game (1 diplomatic)

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