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General
Mechanized Glory is as you can probably tell from the image above, a game based heavily in series like Gundam (though with designs also taking from sources like Heavy Gear and the like.) More specifically it's my attempt to do to the Gihren's Greed games what World in Revolution has done for the likes of EU and HOI. For anyone who hasn't played Gihren's Greed (which most likely you haven't as it's never been given an English release) it's about the closest thing to a Paradox style Grand Strategy Game you'll likely ever see out of Japan.
One of the big differences between that game, and this game in comparison to nation style games, is that there will be much more limited factions. Instead of dozens of nations, here there are at the moment, two. The United Earth Government (UEG) and the Independent Colonial League (ICL.) Each faction has specific advantages and disadvantages, along with slots for players at various teirs.
The game will take place in stages, each one representing an 'era' of the setting. The first era as it were is currently going to be known as the 'Colonial War.' Each update will represent 2 weeks ingame. With Mini updates representing one to two days for battles. Each Era will have a time limit, at which point depending on how the war has gone, it will influence the next Era as events happen and old factions break and new ones form. This gives you the opportunity to make new characters, or to keep your characters continuity as they side with other groups.
Each Faction will comprise of one Leader, whose job is to well, run the faction. They control the majority of the budget and research and the general weight of the countries mook armies. Meanwhile other players will play as heroic individuals of their respective sides. People of influence that come with their own smaller forces and budgets, and are force multipliers for their respective factions in battle. Your relative power and amount of orders is tied to you rank inside the faction. They have 3 orders per turn and 1 order per mini.
Rank 3 players are notable pilots and aces, but lack the backing to do much other then intervene in fights, they may have singular regimental sized forces behind them to represent specialist units. They get 1 order per MINI turn, and can elect to join any one battle occurring during a mini regardless of their location last turn.
Rank 2 players are middle of the road, individual admirals and generals, or very dangerous aces. They have more troops to command and may be able to afford one or two independent research projects. They get 1 order per turn and 2 orders per Mini, can be involved in any number of battles occurring at their force's current location.
Rank 1 players are major members of their factions, grand admirals and generals, major politicians, or nobility. They can contribute significant forces to whatever the leaders plans are, and can act as sort of 'mini' leaders in that they have the budget to greatly help their faction, or drastically harm it if a Rank 1 player decides he might want to try forming his own faction... They get 2 Orders per Turn, and 2 orders per Mini, can be involved in any number of battles occurring in a mini.
Factions:
United Earth Government:
Strengths: Super Prototype: To make up for their lack of reserach in the last few years, the UEG scientists are quite eager to produce the best of the best, despite the costs. More likely to produce 'super prototype' models when doing research.
Earthian Manpower: The UEG has significant manpower reserves due to controlling the homeworld, and rarely has to worry about running out.
Weaknesses: Behind the Times: The UEG has been neglecting it's armed forces for years, as such while large, it starts with drastically out of date equipment and a near complete lack of Walking Armour models.
Player Spots:
Leader (Full): Jobst Trunicht (@Cloud Strife )
Rank 1 (Full): Joshua Tomino (@aedan777 ), Benjamin Flanders (@BlackCrown )
Rank 2 (Full): Giorgio de Caravello (@Mikkel Glahder ), Jeffery Hawkins (@jeeshadow ), Stephen Riddle (@Terraferma )
Rank 3 (Unlimited): Cai Wingken (@DragonOfAtlantis )
Independent Colonial League:
Strengths: Advanced Military: The colonies have been preparing for this war in secret for some time, and as such have been preparing themselves. They start with up to date equipment and significant quantities of Walking Armour.
Designed for Everyone: The ICL scientists have their heads screwed on a bit firmer, and in general look to design equipment that can serve as a new baseline model and then upgrade off that. More likely to produce 'Grunt' models when doing research.
Weaknesses: Weak Industry: Being mostly space based, the ICL lacks the gigantic factory cities of the UEG. This means they need to make good choices on what they produce, as they won't be able to afford as many.
Player Spots:
Leader (Full): Bor Mallow (@Noco19 )
Rank 1 (Full): Friedrich I (@Arrowfiend ), Anton Cotte (@Corman50 )
Rank 2 (3 Max): Saymus Konolé (@sealy300 ), Jad Attlee (@oxfordroyale )
Rank 3 (Unlimited): Giancallo Actura (@Dadarian ), Kenny Blackwood (@Janha )
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Combat:
Combat in this game is done similar to World in Revolution but with more 'hard' numbers involved to represent the power of specific forces. Combat occurs during the mini stages when two sides have forces on or above the same planet. At this point each side's forces combat points are totaled and players are given the option to join in to help influence a battle.
For example, if during Turn 3, the ICL leader orders the 3 following regiments to attack the UEG controlled Moon, this would be how it would appear.
ICL Invasion of the Moon
Attackers (ICL)
2nd Walking Armour Regiment (Zapa MK Is) 2600 cbp
33rd Armoured (Jovian MBT) 1600 cbp
101st Infantry (Basic Equipment) 800 cbp
Total: 5000 cbp
Defenders (UEG):
3rd Armoured (MT-77) 1450 cbp
4th Armoured (MT-77) 1450 cbp
6th Infantry (Basic Equipment) 800 cbp
7th Infantry (Basic Equipment) 800 cbp
Total: 4500 cbp
If left to its own accord, the ICL likely will win this battle (not garunteed, but most likely will.) Players will have the option of putting their character and forces to this battle. For Rank 3 and 1 players, they can do this regardless of where they were last turn. For Rank 2 players, they must have spent their normal order to move their force to the same location as the battle. (So talk to your leaders or other Rank 2s!) These players will be able to influence the point totals and potentially change how the battle would go.
Equipment also has a major effect in a units fighting ability. As you can see above, the equipment of each regiment is tracked. An armoured regiment without tanks for example, is no better then basic infantry. While in some cases, a single super prototype could be worth as much as an entire regiment. This is why you want to always be conducting research to get better equipment for your regiments.
For now this serves as a mix of sign ups, an interest check, and a general questions and answers area. So feel free to ask if you want something clarified.
Research and Super Prototypes:
For each research order you have specific branches you can focus on.
The five branches of research are:
Space Ships
Walking Armour (a.k.a Mechs)
AFV/Tanks
Infantry
Special
When you select a branch in your order you can then select what your looking for. For example, you want an upgrade on the current model (cheaper to produce and easier to a point to do, but less likely to be a major upgrade in terms of cbp) or a full new model (going to require more time and resources to work on, but more likely to be drastically improved.) Depending on what you ask for, I will then give you a response of potential options. For example.
Player 1 is a Rank 1 player and wants to produce an upgraded version of ICL's Zapa model Walking Armour. He more specifically wants an upgrade, not a new model. So I go to the research department and come back with these options for him. (Note, just cause you wanted an upgrade model or a new production type, does not mean all options will be that)
Zapa Model IB 2700 cbp, Cost Per Regiment: 100
Zapa Model II 2900 cbp, Cost Per Regiment: 300
'Super Prototype' Zardnic 4500 cbp, Cost Per One: 500
As you can see, the cost and cbp are not linear. Some lines are obviously going to be worse then others, sometimes worse models are indeed just worse, sometimes though they could lead to much stronger options later down the line. Other times you might get something listed as a 'Super Prototype.' These models tend to have extreme power and cost, like the Zardnic. These units are SINGULAR each time they are built. They are capable of doing significant damage, but Super Prototypes are tracked differently as they cost resources to maintain, can't capture and hold planets on their own, and similar to Rank 2 players, must actually be present at a battlefield to take action there. As you can see, the Zardnic costs as much as 5 Zapa Model IB regiments but at the same time, could take on by its own, 3 UEG armoured regiments. The way to get around a Super Prototypes location requirement, is to give it to a Rank 3 player, who will be able to use it wherever needed during a given turn, but at the same time whose to say they won't take it and run, or use it as part of a rebellion.
Important Setting Lore for Era 1:
Now in bullet point format for easier reading.
-There are no aliens.
-The Antarctic Treaty from Gundam is being carried over. This treaty states
- The use of nuclear, biological or chemical weapons is prohibited.
- Dropping space colonies or large asteroids onto Major Planets is prohibited.
- All prisoners of war must be treated humanely (although forced labor may be legal).
- All neutral territories must be respected and combat operations in these regions are prohibited.
-ICL to start is something like the Confederacy from the ACW. Each colony is independent, but are united under an emergency federal government for the duration of the conflict at least. Whether they unify further or not is up to the players.
MAP
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