Eurasia RISK
2003(1 Day = 1 Year)
EURASIA
GAMEPLAYRolls
Probably one of the more important and maybe new mechanics is the rolling system.
Well, how does the rolling work?
First, and maybe one of the most easiest ways, hover your mouse over the title of your post (lit up in red)

then, you should be able to see the link pop up by the bottom of your screen (varies between browsers)

if not, don't fear, just click on the title and your post # will show up in your address bar

so, this poster's post number is '8383426'. this means, if they rolled a 6, so if they were expanding/invading, they'd get 22 territories. if they rolled a '8383422', that's dubs, so they'd get 50 territories. if it was '8383222', that's trips, and so they'd get 100 territories. if it were '8382222', then that's quads, and they'd get 150 territories. though, knowing the forums' speed when it comes to posting and the size of the community, we're probably only going to see dubs and maybe trips in this
Rolls are counted on a first come/first served basis, i.e. assuming the two nations involved are not at war, if a nation rolls before another to take a territory, then a different nation rolls after them to get the same territory, they cannot get all of it, as the other nation already owns most of it. The OP will not allow the slower nation to take most of the territories, unless the roller specifies that they will take it by force, regardless of who is there first.
Defenses
a roller may sacrifice a roll to fortify a territory, which is marked with a darker variant of their current nation color. fortified territories reduce all enemy rolls in the surrounding areas by 6. you can't fortify adjacent provinces, so you can't have, for example, all of Bavaria constantly fortified. Fortifications must be at least one province away from each other.
Capitals
capitals are a fairly important part of this game. they're the life and blood of your people, your government, and a historical mark of your nation. your people and the army that protects them can't last all that much longer if the heart of their nation falls from their hands, so if you can't get your capital back within two turns, any territory you have left will be annexed by the nation that holds your capital. this means that if you're being attacked from 2 sides, and Peekarica occupies your capital for the next two turns, the rest of your land goes to Peekarica if the other aggressor hasn't already taken the rest. occupied/captured capitals are striped with the colors of their occupiers and their original nation's colors.
however, there is some of an exception. if a player controls another major city/capital, they will be able to move it there, which will grant them an extra 2 turns to get their capital back.
If you're wanting to start in an area/region/country that has no capital, just say so and I'll add one in for you.Waterways
for waterways (shown on the map as dotted red lines), you don't actually have to follow them, but if you don't and do something like, say, invade iceland from spain, you'll suffer a 6 territory loss as a result. following waterways will help avoid that 6 territory attrition.Expansion
this should be easy enough to get, pretty much all you gotta do is just say where you want to expand, like east or west or north or whatever, just general expansion works too if you trust me enough to leave it to me
well hey wait a second are you just trying to ride off of Jairo's recent project/other people's nation RPs?that's the one thing i'm not wanting to do, this is an idea i've had in my mind for some time now and i've just had a recent motivation boost to finally get it done. besides, jairo's rps are usually set in a realistic/alternate historical setting, this rp is primarily ahistorical and not even set on a global scale. that doesn't mean you can't play as real-life nations or anything, but don't expect anything in this to be close to real life
while we're on this subject, i should also mention that the date is pretty much just for looks and to give you an idea of the era if you want to do rp, that's probably the only thing 'historical' about this other than the geography of the world
as for that, this is more of an arcade-sort of game, but still, feel free to rp however you want, or not
NATIONSGondolastan - Juncoph
Syrup - Badger
Nihon - Nonnel
Gopnikstan - NotBomberGuy
Arabia - Zoltan
ALLIANCESGondolastan - Arabia
NON-AGGRESSION PACTS
RULES1. don't be an starfish about stuff
2. don't powergame, this means forcing stuff onto other rpers like 'your leader dies out of nowhere'
3. you don't need any form of justification/rightful reasoning to go to war with others, alliances can be broken, as can NAPs
4. you CANNOT cede territories to other players/allies. this means no merging two giant countries into a massive one, or donating provinces to other countries.
5. stay within the time era - this means you won't be building space ships to fast travel to china from belarus
6. this ties in for rule 4 and 2, you CANNOT play for other countries
7. there's no naval combat, really, only transports/occupation of islands along waterways
8. there's no real tech system, if you want to rp stuff like that, stay within the era
9. battles/territory gain is decided by rolls, if you're a fan of more proper/serious/logical rp like me, don't come in expecting this to be totally logical or serious
10. this is probably just going to a quick arcade-y side thing, nothing too serious
11. being completely ahistorical, you can pretty much start off with whatever you want to be. want to start the kingdom of blockheads? go ahead. want to be an empire of waterbenders? sure no problem. nation of mcdonalds? hell yea
however, this doesn't mean you can't join in as stuff like 'kingdom of italy' or as the german empire
12. all starters start off with 5 provinces
14. have FUN