Avatar: Hundred Year War
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Synopsis
This scenario is first of the planned series of scenarios based on Avatar lore.
The Hundred Year War was a major global military conflict that began with the Air Nomad Genocide and lasted for a century, from 0 AG to 100 AG. The conflict was waged by the Fire Nation against the other three nations: the Earth Kingdom, the Water Tribes, and the Air Nomads. However, over the course of the escalating conflict, several smaller factions became involved in the fighting as well. The war was initiated by Fire Lord Sozin, who wished to expand the Fire Nation into a worldwide empire and spread what he saw as his nation's prosperity to the rest of the world.
The scenario itself represents the last 5 years of the war (95 AG to 100 AG). In 95 AG, Fire Nation attempted to siege the city of Ba Sing Se, but failed. Fire Nation troops withdrew to the western part of the continent. The conquered western shore of the Earth Kingdom was put under tighter control, with Fire Nation building its colonies, exploiting resources and arresting any earthbenders in their territory, forcing them into slave labor on offshore factories and shipyards.
Every 5 turns represent a year.
Rules
- NO LEAVING BEFORE turn 15 (0 tolerance policy for leavers)
- No wf-ing, no trespassing turn 1 (except for Ba Sing Se to wall cities in Colonies territory t1), no Serbian walling, Wall glitching, rewalling - unfair play is prohibited
- 4 minutes per turn should be enough (or 5)
Game Mechanics
Main units in the game are benders. They are buildable in Camps, with each faction having its own benders. Benders are much stronger against non-benders (civilians and non-bending warriors), so every faction should priotize building benders in camps first, rather than building non-benders in normal provinces.
Each faction can only build naval transports in Camps which are ports (all factions have these ports, except Colonies).
Capitals of Camps are situated on northwestern part of the map, and can be ally-capped only by the faction of the same Nation (or taken, in case a faction loses)
No air units are available in the game until turn 21.
Fire Nation units (Fire Nation, Colonies and Southern Raiders)

Main unit of the Fire Nation army is Firebender. They are weak to Waterbenders (-1 defence bonus), and strong against Airbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus)

Southern Raiders are the only faction of the game with Naval:Main Attack unit (no special buffs, descriptions and stats are visible in the game).
As the most technologically advanced, factions of the Fire Nation are the first to get some advanced units:
Turn 21 (no special buffs, descriptions and stats are visible in the game):


Turn 29 (no special buffs, descriptions and stats are visible in the game):
Earth Kingdom units (Ba Sing Se and Omashu)

Main unit of the Earth Kingdom army is Earthbender. They are weak to Airbenders (-1 defence bonus), and strong against Waterbenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).

Ba Sing Se is the only nation to start with stealth units - Dai Li. Dai Li are only buildable in Lake Laogai. If taken by Fire Nation, they can build them aswell.
While the Earth Kingdom was slow to industrialize, its technology was still more developed than that of the nature-oriented Air Nomad civilization as well as the Water Tribe:
Turn 29 (no special buffs, descriptions and stats are visible in the game):


Turn 37 (no special buffs, descriptions and stats are visible in the game):
Water Tribes units (Northern Water Tribe and Southern Water Tribe)

Main unit of the Northern Water Tribe is Waterbender. They are weak against Earthbenders (-1 defence bonu), and strong against Firebenders (+1 defence bonus). They are strong against Civilians, Water Warriors and Non-Bending Warrios (+1 defence bonus).

Waterbending Healer is buildable in every Northern Water Tribe province and give +1 defence bonus.

Main unit of the Southern Water Tribe is Water Warrior. They are weak against Earthbenders, Firebenders and Waterbenders (-1 defence bonus). They are strong against Civilians and Non-Bending Warrios (+1 defence bonus).

Civilians are weak against all units (-1 defence bonus).

Non-Water Warriors are weak against Earthbenders, Firebenders and Waterbenders (-1 defence bonus).
Events
Turn 22: Siege of the North
Fire Nation gets 40 cruisers and 20 Firebenders near Northern Water Tribe.
Turn 24: Battle of Omashu
Fire Nation gets 49+gen near Omashu
Turn 28: Battle near Ba Sing Se
Fire Nation and Colonis both get 40+gen near Ba Sing Se.
Turn 29: Coup of Ba Sing Se
Fire Nation gets 4x10 stacks of Dai Li in Ba Sing Se.
Turn 32: Invasion of Fire Nation
Northern Water Tribe gets 29 waterbenders+gen, Southern Water Tribe gets 15 Water Warriors and Ba Sing Se gets 30 tanks, 10 Earthbenders + gen near Great Gates of Azulon.
Fronts
WIP