diff --git a/README.md b/README.md index f0bc0af..b64d26f 100644 --- a/README.md +++ b/README.md @@ -22,61 +22,73 @@ If you find a bug, have a feature request, or want to suggest a balance change, --- -## Features +## **Features** -### Combat and V.A.T.S. -The game uses a V.A.T.S. interface to handle battles. Before you attack, the system shows your win probability based on troop counts and your chosen difficulty (Easy, Normal, or Hard). +### **Combat and V.A.T.S.** +The game uses a V.A.T.S. interface to handle battles. Before you attack, the system shows your win probability based on troop counts, environmental hazards, and your chosen difficulty (Easy, Normal, or Hard). An integrated **Vault-Tec Action Log** tracks all combat, though events happening inside the Fog of War will be scrambled into vague "Sensor Anomalies." -### Game Modes +### **Game Modes** You can play with standard Risk rules or use presets to change how the game works: +* **Classic Conquest:** Normal Risk rules. No special hazards or heroes. Uses simple card-trading for extra troops. +* **Wasteland Survival:** Adds Fog of War, radstorms, and feral ghouls. You'll need to manage Bottle Caps to buy reinforcements. +* **Heroes of the Wasteland:** Enables unique Faction Perks and Commander units. If your Commander dies, you lose. +* **Apocalypse Now:** A high-difficulty mode with frequent hazards and nuclear weapons enabled. +* **Alliance Warfare:** You start with a permanent ally. You win or lose together. Features unique abilities like **Emergency Asylum**, **Vertibird Airlifts** for landlocked troops, and a **Signal Ally** menu to coordinate strikes. +* **Covert Warfare:** Focuses on stealth. Maximum Fog of War and faction perks that help you move unseen. +* **Nuclear Option:** A race to find launch codes and take control of silos to wipe out enemy garrisons. +* **Custom Rules:** Mix and match any of the above settings. -* Classic Conquest: Normal Risk rules. No special hazards or heroes. Uses simple card-trading for extra troops. -* Wasteland Survival: Adds Fog of War, radstorms, and feral ghouls. You'll need to manage Bottle Caps to buy reinforcements. -* Heroes of the Wasteland: Enables unique Faction Perks and Commander units. If your Commander dies, you lose. -* Apocalypse Now: A high-difficulty mode with frequent hazards and nuclear weapons enabled. -* Alliance Warfare: You start with a permanent ally. You win or lose together by coordinating attacks and defense. -* Covert Warfare: Focuses on stealth. Maximum Fog of War and faction perks that help you move unseen. -* Nuclear Option: A race to find launch codes and take control of silos to wipe out enemy garrisons. -* Custom Rules: Mix and match any of the above settings. +### **Economy & Diplomacy** +Instead of just trading cards, most modes use a Bottle Cap economy. You earn caps from your territories each turn and spend them to recruit troops, hire mercenaries, or engage in wasteland politics. +* **Negotiations:** Send Envoys to offer Caps or troops in exchange for a temporary Ceasefire (limited to 1 active Truce at a time). +* **Extortion:** If your army dwarfs your neighbor, demand tribute to force a "Locked" Extortion Truce. +* **Betrayal:** Breaking a ceasefire early incurs a permanent Betrayal Tax and triggers a global "Spite Bounty," causing AI factions to aggressively target you. -### Economy -Instead of just trading cards, most modes use a Bottle Cap economy. You earn caps from your territories each turn and spend them to recruit troops, hire mercenaries, or bribe other factions. +### **Commander Units** +Assign a Commander to your army. They have their own HP and AP (Action Points) and provide massive 20% defensive combat bonuses to their stationed territory. Keep them alive—losing your leader ends your game. +* **Convert Territory:** Commanders can spend AP to initiate a 3-turn siege to flip an enemy territory to your control. +* **Looting:** Defeating an enemy Commander allows you to loot their held Stimpaks and Bobbleheads. -### Commander units -Assign a Commander to your army. They have their own HP and AP (Action Points) and provide combat bonuses. Keep them alive—losing your leader ends your game. +### **Nukes (Scorched Earth)** +Control Nuclear Silos and find 4 hidden launch codes to gain access to nukes. You can use them to clear out enemy territories or vaporize rival Commanders. +* **Collateral Damage:** Nuclear strikes instantly destroy all units at ground zero, while inflicting 50% casualties and severe radiation to all adjacent territories. +* **Disruption:** A nuclear launch takes 3 turns to impact. You can abort an enemy's launch sequence by capturing their specific origin silo before the timer expires. -### Nukes (Scorched Earth) -Control Nuclear Silos and find 4 hidden launch codes to gain access to nukes. You can use them to clear out enemy territories or take out rival Commanders. +### **Hazards and Random Events** +The map isn't static. +* **Radstorms:** Radioactive clouds that move across the map and kill a percentage of troops. +* **Wild Ghouls:** Neutral territories can spawn ghouls that multiply if you don't clear them out. +* **Encounters:** Randomly discover abandoned Vaults or radio signals to find Caps, Stimpaks, or powerful **Bobbleheads** (which sit in your 'INV' tab and can be activated for massive 1-turn buffs). -### Hazards and Random Events -The map isn't static. -* Radstorms: Radioactive clouds that move across the map and kill a percentage of troops. -* Wild Ghouls: Neutral territories can spawn ghouls that multiply if you don't clear them out. -* Encounters: Randomly discover abandoned Vaults or radio signals that give you items like Bobbleheads or Stimpaks. +### **RobCo OS Terminal & UI** +* **Save/Load System:** Export your current simulation to a local JSON file (Holotape) to resume your conquest later. +* **Survival Guide:** A fully immersive, multi-page RobCo Terminal acts as the game's manual, dynamically typing out rules and storing patch notes. +* **Mobile Support:** The UI dynamically shifts to support landscape-oriented mobile browsers. +* **Turbo Mode:** A toggle to vastly accelerate AI turns and skip animations. --- -## Factions and Perks +## **Factions and Perks** There are 18 factions available (including custom options), each with a unique gameplay bonus: -* **Brotherhood of Steel**: Power Armor Infantry (+5% win chance in all combat). -* **The Enclave**: Vertibird Assault (Move troops between any two owned territories during Maneuver). -* **Vault 87 Mutants**: F.E.V. Infection (25% of defeated enemies convert to your troops on conquest). -* **Wasteland Raiders**: Chem Frenzy (Sacrifice troops for a massive combat bonus). -* **BOS Outcasts**: Technology Overdrive (Spend Caps to grant all attacking armies +10% win chance). -* **Reilly's Rangers**: Ranger Network (Defensive bonus for connected friendly territories). -* **New California Republic**: Logistical Superiority (+50% troop bonus for holding continents). -* **Caesar's Legion**: Scourge of the East (Move all surviving troops after conquest, no 1-troop minimum). -* **New Vegas Securitrons**: Predictive Simulation (Undo failed attacks and restore all lost troops). -* **Mojave Brotherhood**: Elder's Edict (Lock down a territory from all actions/attacks for 3 turns). -* **Great Khans**: Guerrilla Tactics (Pass through one enemy territory during Maneuver, inflicting damage). -* **The Fiends**: Chem-Fueled Raids (30% chance to steal caps/items or enslave survivors on conquest). -* **The Minutemen**: Mercenary Contracts (Spend caps to instantly deploy bonus troops to reserves). -* **The Institute**: Synth Replacements (Lost troops have a chance to respawn in your reserves). -* **The Railroad**: Rapid Relocation (Receive 5 separate troop movements during Maneuver). -* **The Gunners**: Mercenary Contracts (Fast-cooldown version of the Minutemen perk). -* **Nuka-World Raiders**: Tribute Chest (Bonus Bottle Caps for every continent controlled). -* **Custom Faction**: Mysterious Stranger (Occasional automatic re-rolls or enemy negation in losing battles). +* **Brotherhood of Steel**: Power Armor Infantry (+5% win chance in all combat). +* **The Enclave**: Vertibird Assault (Move troops between any two owned territories during Maneuver). +* **Vault 87 Mutants**: F.E.V. Infection (25% of defeated enemies convert to your troops on conquest). +* **Wasteland Raiders**: Chem Frenzy (Sacrifice troops for a massive combat bonus). +* **BOS Outcasts**: Technology Overdrive (Spend Caps to grant all attacking armies +10% win chance). +* **Reilly's Rangers**: Ranger Network (Defensive bonus for connected friendly territories). +* **New California Republic**: Logistical Superiority (+50% troop bonus for holding continents). +* **Caesar's Legion**: Scourge of the East (Move all surviving troops after conquest, no 1-troop minimum). +* **New Vegas Securitrons**: Predictive Simulation (Undo failed attacks and restore all lost troops). +* **Mojave Brotherhood**: Elder's Edict (Lock down a territory from all actions/attacks for 3 turns). +* **Great Khans**: Guerrilla Tactics (Pass through one enemy territory during Maneuver, inflicting damage). +* **The Fiends**: Chem-Fueled Raids (30% chance to steal caps/items or enslave survivors on conquest). +* **The Minutemen**: Mercenary Contracts (Spend caps to instantly deploy 6-12 elite troops to reserves). +* **The Institute**: Synth Replacements (Lost troops have a 10% chance to respawn in your reserves). +* **The Railroad**: Rapid Relocation (Receive 5 separate troop movements during Maneuver). +* **The Gunners**: Mercenary Contracts (Fast-cooldown version of the Minutemen perk). +* **Nuka-World Raiders**: Tribute Chest (+10 Bottle Caps for every continent controlled). +* **Custom Faction**: Mysterious Stranger (When projected to lose a battle, the Stranger may appear and grant a sudden +25% combat bonus). ---