User blog:EthanConquistador/Atwar - TAFOE Season III/IV and Official Nations

Since I'm inspired of the big roleplaying game that I don't know it's name now, I will plan a large set of my series and our official nations as well, well, it's going to be divided by regions like for example, Talin has five big chunks of land into separate places, but anyways, I have to separate the TAFOE S3/4 into 20 phases, here's the ones:
 * 1/20 - Provinces and Map (6/7/14-?/8/14)
 * This gives the big roleplaying map, lots of provinces and expected to be around 300-400 countries. Just like the big roleplaying map in atwar which is around 350 or more, this would take around 120 turns to take over this.
 * The map should be Europe satellite. (done)
 * 2/20 - Cities (5 days?)
 * Cities should have an image and is in public domain. Without it, it would be very dull.
 * Cities have to be more different from their real counterparts, because it's the future, population is vastly different. So does GDP and all of the HDI, they are much different, if you do the overpopulation then London is 22.5 million.
 * There should be some fictional cities.
 * The more population is the more reinforcements.
 * 100k or less = 1 reinforcement, 1m or more = 10 reinforcements, etc.
 * 3/20 - Units (5-15 days?)
 * An image of all units might be needed later. Since they are all fictional (the ones i made) and no images of them are been drawn or taken, we should use some unit images from the past or present. This is optional.
 * The neutrals should have a main defence and secondary defence, the names would be "European Militia" and "City Guards", city guards cannot be moved. The North Africans will be planned to be "Northern African Militia" and much weaker.
 * European Militia - Needed to be at short range of movement but strong in defence. Can be buildable.
 * North African Militia - Planned to be the North African version. Average defence.
 * City Guards - Cannot be moved because city guards tend to defend the city and has an average defence.
 * The rare units should be heavy and powerful and less chance. For average ones, more likely.
 * Spy unit, ground stealth, weak fighter, costs lot of money or something.
 * Navy and air as well, later on.
 * All official nation units should be unique (and some provinces as well) and has a better strength than the non-official nations for example, Ersse.
 * 4/20 - Test (15-30 minutes)
 * Taking a test may help the game to be better.
 * 5/20 - Navy and Air (4 days)
 * Official nations should have unique navy and air units.
 * The plan is there will be small docks and has lot of naval units than the ones in the cities.
 * Larger docks means more powerful and expensive units.
 * Air units should be all catagorised.
 * Missiles would be included such as the Glided Missile and possibly... The Atomic Bomb, atomic bombs should be vunlerable to nuclear shelters.
 * Atomic Bombs are only available to the nuke silos which are only located in some places.
 * Atomic bombs should also cost 10000, that means it's basically very powerful but can give you money crisis.
 * Glided Missiles will have three categories, small, large and stealth. The stealth is only available to the Nuke Silos as well.
 * Chemical WEAPONS!
 * 6/20 - Sea Stations (1-2 days?)
 * Sea Stations are bases that is typically nothing but giving money and has less reinforcements. The average population is 50.
 * They have lots of income, and all of them is around 500.
 * They also have one unique unit, the Trade-Destroyer. They are pretty expensive but can help defend the sea stations and planned to be not moveable.
 * 7/20 - Buildings (1 day)
 * Pretty quick but that includes nuclear shelters, walls, barricades and finally the capital hall.
 * Capital halls are buildable but I do not recommend do it multiple times on other countries, just your picked country's capital but has a good defence value and not moveable.
 * The Nuclear Shelter has a good defence against the Atomic Bomb, and cannot be moveable but very expensive.
 * Walls and Barricades have good defence value to the units as they can't pass unless they use the sieging ram which is typically vunlerable to both.
 * They have 20 HP which is okay.
 * Barricades provide extra defence to the walls.
 * 8/20 - Transport (1-2 days)
 * The transports are ranged from land and sea.
 * The land ones are called the Routearstearus and only carries 8 but can travel very far but not too far.
 * Sea transport has 12 and also travels very far.
 * 9/20 - Test (30 minutes - 1 hour)
 * Again test it and see if it works.
 * 10/20 - Flags (2 days)
 * Making all of the flags can be hard. Because of this, I have to make it a little more simpler, only existing flags in the wiki are been used and has to be jpg.
 * 11/20 - Improving areas (1 week)
 * Before publishing, I have to improve some of these that aren't really fair and too powerful.
 * The ones that are too powerful are been weaken a little.
 * If someone suggests the guards should move or anything, I can do that.
 * Suggestions and changes on the image would be provided as well.
 * 12/20 - Test (1 hour)
 * Again, try do this again this time.
 * 13/20 - Setting up the Rules (2 hours)
 * The planned rules will be very simple but very hard.
 * If someone violated the rules while I'm hosting it, the person will be warned and another gets banned.
 * 14/20 - Presets (2 weeks)
 * It will be separated into different areas, these include:
 * Europe
 * Europe (without Russia)
 * West Europe
 * Central Europe
 * East Europe
 * Russia
 * North Africa
 * These areas can make the game even shorter except Europe, North Africa and Europe (without Russia), I think.
 * 15/20 - Publish
 * This way everyone can see it's under development for a while and we can get them to see we are doing! But because of no-one seeing it but the mappers, I could promote it.
 * Promoting it can make the game even more popular.
 * 16/20 - Creating Scenarios (5 weeks)
 * We will have three separate scenarios and official nation scenario, these include:
 * Europe in 1273 AQA
 * Europe in 1324 AQA
 * Europe in 1754 AQA
 * Official Nation Edition
 * Official Nation Edition only has primary official nations.
 * Most of the provinces get renamed and turn into (COUNTRY_NAME): NAME OF PROVINCE
 * For smaller countries, I put them into categories, for example the Germangallian states is just one big country.
 * The bigger countries are just the exact.
 * The scenarios (except Official Nation edition) will have descriptions what happened, each turn in 1273 is a year same with 1324 and 1754 is a month.
 * 17/20 - Finishing up
 * Disabling the "Allowed to use it for scenarios"
 * 18/20 - Done.
 * 19 and 20 - Unwanted.