Finished: 06 PM Sat 20 Aug 22 UTC
Private "2024: Brandon’s America" dir. Dinesh DSou
1 day /phase
Pot: 50 D - Autumn, 2009, Finished
Fall of the American Empire IV, Draw-Size Scoring
2 excused missed turn
Game drawn

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Chat archive

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Country:


23 Jun 22 UTC Spring, 1999: Welcome to our happy little game here in Brandon's America! Click any of the country names above to message any other country directly, should you choose. Feel free to ask questions here in the all chat as they arise.
23 Jun 22 UTC Spring, 1999: In case anyone is unaware (i was at the start of last game), you can only build new units in your three original supply centers. So if I went from three to five supply centers total in a turn but only had the supply territory Houston unoccupied, I could only build one new unit on the next build turn.
23 Jun 22 UTC Spring, 1999: A few tips to get everyone started:
- You can move each of your units (tanks or fleets) each turn
- Tanks move anywhere on land, fleets anywhere in oceans or coastal areas
- The little circles in some places are supply centers
- By taking new supply centers you can build more units and eventually win the game
- You can have as many units as you have supply centers. If I have 3 supply centers, I can have three units. If I gain new supply centers, I can build more units (but only in my home/original supply centers). If I lose a supply center I have to disband a unit.
- You have several options when moving a unit. You can hold (stay where you are), move (go to a different place), support hold (provide support to a unit that is holding), support move (support a unit that is moving) or convoy (fleets can convoy tanks across oceans).
- If you move into a space where there is already another unit, or if two units attempt to move into the same space, you will bounce back. this is where the support move comes in.
- To defeat an opponents units, you simply need more units then them. If I attack with one unit and support with another, and they have no support, it will be 2v1 and I will win. However, if they do support with another unit then it is 2v2 and nothing happens.
- Lastly (for now) after you put in your orders, if you are satisfied with them, make sure to click save. They are only fully in once you have saved them. You'll see players have green checkmarks to indicate they have put their orders in, gray checkmarks to indicate they put their orders in but did not save them, or double red exclamation marks to indicate they have not yet put in orders.
23 Jun 22 UTC Spring, 1999: It may seem like a lot but you will figure it out very quickly. Please feel free to ask any questions.
23 Jun 22 UTC Spring, 1999: One last thing: you have two moves before a build phase. So you will move your units around twice and then build or disband units depending on how many supply centers you gained or lost.
23 Jun 22 UTC Spring, 1999: Hi everybody
24 Jun 22 UTC Spring, 1999: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
28 Jun 22 UTC Autumn, 2000: Just an FYI for everyone, we are currently in a retreat/disband phase that happens between main turns if either a unit of yours is defeated, or you lose a supply point.

Currently, Texas and Cuba are the only two who have action items since they both had units that were defeated and need to either retreat or disband them. You can retreat if you have an open space around the space your unit was on, friendly or not. You only have to disband if your unit cannot move anywhere.

After this, we will all have our normally scheduled build phase.
30 Jun 22 UTC Autumn, 2000: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
02 Jul 22 UTC Spring, 2001: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
04 Jul 22 UTC Autumn, 2001: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
06 Jul 22 UTC Autumn, 2001: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
08 Jul 22 UTC Spring, 2002: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
09 Jul 22 UTC Spring, 2002: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
12 Jul 22 UTC Autumn, 2002: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
13 Jul 22 UTC Autumn, 2002: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
15 Jul 22 UTC Spring, 2003: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
17 Jul 22 UTC Autumn, 2003: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
19 Jul 22 UTC Autumn, 2003: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
21 Jul 22 UTC Spring, 2004: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.

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