Delirium: Asia (map game)

Introduction
The year is 2280. The entire world is being ruled by into United Nations of Sol, a single confederation divided into different levels of sectors around the globe. Last year Europe collapsed and the various rebel groups are now struggling to create a stable nation.

Now the Asia branch of the UNS has begun to crack down even further then before to prevent any rebellions in Asia. Unrest is at a all time high and some groups are forming.

Can you lead your rebellion to victory? Or will you be crushed by the iron fist of the UNS? With your limited manpower and weapons, can you defeat the strongest army ever created? Lets find out.

Staff

 * Owner: Soaringhawk
 * Master: Soaringhawk
 * Creator of Series and God: Ionmapping

Rules

 * 1) Teamwork. Teamwork is the absolute importance in this map game. You have to communicate with other players and plan out campaigns. Do NOT go lone wolf. You will be wiped out very easily.
 * 2) Be realistic in your turns. This is VERY important. Casualties have to be realistic and you cannot go soft on yourself.
 * 3) Be creative. You can do everything you want as long it is plausible. Blowing up bridges, blocking canals, intercepting supply lines, sabotaging other cities, fiddling with enemy weapons etc. are all doable.
 * 4) You do NOT have access to nukes or other mass-killing weapons. However, UNS will also NOT use nukes on you unless the situation is dire.
 * 5) You get to choose ONE city, and one city ONLY as your starting point. You can expand your territory each turn in every direction. Your starting city cannot be a capital
 * 6) Cities are hard to siege (especially capitals) and will take significantly more casualties to do so. You can choose to surround it instead, but you face the risk of an enemy breach.
 * 7) Note: The UNS is much stronger in this game. Primary sectors are incredibly dangerous and progess in them will be slow to non-existent unless there is very good strategy.
 * 8) All of the players are ON THE SAME TEAM. You do NOT have to ask for alliances.
 * 9) Each turn is half a year.
 * 10) Turns last for 2 days.
 * 11) Sectors can help each other in supressing rebels, which means distraction and illusion are very useful strategies.
 * 12) You can steal intel from UNS. If you successfully do so, I will post UNS' plans for crushing rebels in the next turn. However, keep in mind that the plan will change over time, so you might have to steal it again. Keep in mind that the more times you try to steal, the less likely you'll be successful in doing so.
 * 13) You can rename cities if you conquer them.

Players
You can choose one city as your starting point, and give a name to your division. The name should be short and easy to remember. It should also be realistic (names such as xXMLG420blazeXx or Aswhole will not be accepted)

[Player] - Starting city - Name
 * [Lolistan] - Osaka - _____

United Nations of Sol
United Nations of Sol is divided into different sectors. There are five levels of sectors: Primary, secondary and tertiary sectors, buffer states and interprovincial zones.

Primary Sectors
These sectors are the most powerful in the confederation. They have the most population, money and military. If one of them collapses, UNS will fall into chaos.

Primary sectors include:
 * China
 * Japan
 * Korea
 * Indonesia
 * India

Secondary Sectors
These sectors are major members of the confederation. Housing a notable amount of citizens and troops, they prove to be a tough match in case of war.

Secondary sectors incude:
 * Southern China
 * Ethiopia
 * Pakistan
 * Vietnam

Tertiary Sectors
Tertiary sectors, although not as powerful as primary or secondary sectors, are also important members in UNS. If they combine their armies, the result can be quite terrifying.

Tertiary sectors include:
 * Mongolia
 * Xinjian
 * East Stanistan
 * Arabia
 * Kenya
 * Tanzania
 * Afghania
 * Phillipenes
 * Papau
 * Burma
 * Thailand

Buffer States
Buffer states are states created out of bigger sectors for the sake of balanced power. They are partially controlled by their neighbors, but they have a high degree of autonomy and can send out armies on their own.

Buffer states include:
 * Bangladesh
 * Manchuria

Interprovincial, Crippled or Minor Sectors
These sectors have very little autonomy and completely rely on the more powerful sectors to protect them and keep them alive. Should too many secondary or primary sectors fall, these will follow them.

These include:
 * Kazakhia
 * Siberia
 * Nepal
 * Central African Interprovincial Sector
 * Crippled Iran
 * West Stanistan

Winning Conditions
Sectors will collapse when they meet the following criteria: There are several conditions for the players to win. All of them must be fulfilled.
 * If over half of the sector's cities are taken, it may collapse. The more cities the rebels take, the more likely the sector will collapse. Lower level sectors are more prone to collapse compared to higher level sectors.
 * If over two-thirds of the sector's cities are taken, it will certainly collapse UNLESS the sector is being supported by other sectors
 * If all of the cities are taken, the sector's government will go into exile and the sector falls into rebel rule
 * At least 2 primary sector have collapsed to the rebels
 * At least one-third of the cities on the map have been taken
 * At least 8 sectors have collapsed to the rebels
 * The UNS armies have suffered losses in recent battles

Player-initiated events
Here's a list of the events you can do in your turns. They might or might not be successful. Feel free to suggest more:


 * Blowing up bridges/railways ( Slows enemy advance )
 * Intercepting supply lines ( Decreases enemy supplies, decreases enemy morale )
 * Building new cities ( Decreases recruitment for one turn, increases morale , increases recruitment afterwards )
 * Post propaganda ( Increases recruitment, decreases enemy morale )
 * Steal intel ( Shows enemy plan for rebel control for one turn )
 * Blocking coastlines ( Decreases enemy trade )
 * Blocking canals/rivers ( Decreases enemy trade, decreases enemy supplies )
 * Fiddling with enemy weapons ( Decreases enemy combat efficiency, decreases enemy morale )
 * Raiding enemy towns and cities ( Increases supplies, increases morale , decreases recruitment in raided cities )
 * Raiding enemy industrial capacity ( Increases supplies ,  decreases enemy  morale,  decreases supplies in raided cities )
 * Building walls around cities ( Increases defense ,  increases morale,   d ecreases recruitment for one turn )