MEKWARS: LEGENDS



THE STRATEGIC TURN
Strategic Turn

The Mekwars: Legends campaign is divided into three week long Strategic Turns. Each Strategic Turn represents approximately one year in the campaign universe, the campaign begins in 3067 (Turn 0) and advances in the one year turns from that point until a winning faction is declared.
At the end of the strategic turn a Campaign Chronicle will detail select events of the turn including planetary conquest and notable results of the Strategic turn.

Each new Strategic Turn begins on a Sunday at noon Eastern Standard Time (EST). At the beginning of each turn, starting with turn 1, factions receive their allotment of Strategic Resource Points for the turn based on the number of Strategic Centers that they controlled at the end of the turn. Factions must then use these points to purchase up to five Strategic Actions in a turn. Through these Strategic Actions are able to influence the campaign in a variety of ways. There are four basic classifications of Strategic Actions--Covert Actions, Industrial Actions, Research Actions and Cultural Actions. The actions listed within  each classification can be found via the navigation menu.

Strategic Centers and Strategic Resource Points

Strategic Centers, BattleTechStrategic Centers represent important Military, Industrial, Scientific and Cultural installations or concentrations on select planets. These are prize possessions of a faction--without them a faction cannot effect the strategic game. At the beginning of a strategic turn, control of a planet possessing a strategic center enables a faction to generate one Strategic Resource Point of the type corresponding to the Strategic center located on the planet. Some factions also receive additional Strategic Resource Points from "off map" assets that are not in play representing various "incomes" and "modifiers". 

Each new Strategic Turn begins on a Sunday at noon Eastern Standard Time (EST). At the beginning of each turn factions receive their allotment of Strategic Resource Points for the turn based, based on the factors mentioned above. Factions must then use these points to purchase up to five Strategic Actions in a turn. Through these Strategic Actions are able to influence the campaign in a variety of ways. There are four basic classifications of Strategic Actions--Covert Actions, Industrial Actions, Research Actions and Cultural Actions. The actions listed within  each classification can be found via the navigation menu.

Once the faction members have received the points they have until the final Saturday of the turn to spend the points by submitting a spending form via the Faction Admin page found in each faction's overview on this site. Points are not transferable from previous turns so factions should make every effort to spend as much of their allotment as possible on a given turn. 


A faction failing to turn in its SRP spending for the turn will forfeit the SRP for that turn and the Faction Mod will be removed unless the Admins deem that circumstances dictate otherwise.