CCRP IV War System

The War/Battle System to be used for CCRP IV. May be tested in World War II Iteration II.

Turn Based System
The System is intended to act like a strategy game. So, each player on the sides involved will be given 5 actions to be used. This encourages multiple people in a nation. Once one side has finished using their actions their turn is up and the other side will respond to each action without using an action (Such as reporting their casualties, how their troops respond etc.). Attacks and reinforcement require actions, not defense. After they finish responding they can use actions of their own. Once they use their actions the turn is up and passes onto the other side. Turns continue like this. Siege does not require any actions after the initial action used to begin a siege unless you move reinforcements. Mass bombing raids, attacks, beginning a siege, bombarding a coast, landing troops, pushing forward, capturing cities, etc all require one attack each to do. These can fail due to a good response, just to attempt them requires Actions. In the event of a multi sided war of more than two basic sides (having several allies fighting alongside you against your enemy and their allies is still a two sided war) the cycle will just go on to the third side and they will have a chance to respond before it restarts the cycle. To decide who goes where in the cycle confer with the other side or ask the admins.

Split Areas
The map will be split into zones. These zones are used as a way of better determining capture area, battles etc. This applies to the turn based action system, you cannot for instance use an action to push forward, and then another to push forward/capture before they have a chance to respond. You can use different kinds of attacks, but using the same attack in your turn in the same zone is illegal in most cases.

Efficiency System
More complicated, will be done later.

Max Cap
Relates to Political System