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BATTLESHIP: HETALIA
rule the seven seas
technical info; the ZONES 
29th-Dec-2009 02:36 pm
kitty

The battlefield upon which battles are played.

There are nine zones, with three territories each. Each zone has at least two recovery points, which are set in neutralized, deep water ports.

map of the zones | with territories

Arctic Circle (AC)

  • An icy tundra of an ocean, it hosts bountiful wildlife and the purest waters. Many times in the year, this entire ocean freezes over and prohibits much activity.
  • Recovery Points: (2) Port Rotterdam, Netherlands ; Vancouver, Canada (though listed in WPac, it is used as recovery point in AC)
  • Low Supply Zone, Low Disaster Zone, Low Raid Zone, Low Activity Zone

North Atlantic Zone (NAt)

  • One of the most active zones and crucial to trade, countries vie for control of exchanges between two continents. In both battle and trade, however, floating icebergs and unknown minefields pose serious threats to navies crossing the Northern Atlantic.
  • Recovery Points: (4) New York/New Jersey, United States ; New Orleans, Louisiana ; London, United Kingdom ; Antwerp, Belgium
  • High Supply Zone, High Disaster Zone, High Raid Zone, High Activity Zone

South Atlantic Zone (SAt)

  • Positioned between South America and Africa, the South Atlantic Zone enjoys a steady flow of trade and few icy incidents. Those who have been captured in endless hurricanes and survive wisely advise others to avoid Cape Hope.
  • Recovery Points: (2) Santos, Brazil ; San Lorenzo-San Martin, Argentina
  • High Supply Zone, Low Disaster Zone, Low Raid Zone, Low Activity Zone

North Pacific Zone (NPac)

  • The largest zone in the Pacific, the North Pacific Zone connects the West Pacific (to the east) and the East Pacific (to the west). With a generally mild climate and milder residents, the North Pacific has few dangers other than storms and hurricanes.
  • Recovery Points: (2) Anchorage, United States ; Sapporo, Japan (though listed in EPac, used as resting point in NPac)
  • Neutral Supply Zone, Low Disaster Zone, Low Raid Zone, Low Activity Zone

South Pacific Zone (SPac)

  • Like the Arctic Circle, the South Pacific Zone is completely uninhabited. Due to its distance from many functioning communities, it only has one recovery point, at the far side of the zone.
  • Recovery Points: (1) Sydney, Australia
  • Low Supply Zone, Low Disaster Zone, Low Raid Zone, Low Activity Zone

East Pacific Zone (EPac)

  • The Eastern (Asian) counterpart to the West Pacific Zone, it controls trade in much of Eastern Asia. For such a small slice of area, there are earthquakes, tsunamis, thunderstorms, and heat waves, making it hard to collect supplies.
  • Recovery Points: (4) Hong Kong, China ; Nagoya, Japan ; Kelang, Malaysia ; Manila, Philippines
  • Low Supply Zone, High Disaster Zone, Low Raid Zone, High Activity Zone

West Pacific Zone (WPac)

  • The hub of productivity in western North America, it’s eyed to be one of the gems of trade and commerce. Rumor has it that it’s more dangerous sitting at shore than in sea.
  • Recovery Points: (3) Los Angeles, United States ; Seattle, United States ; Honolulu, United States
  • High Supply Zone, Low Disaster Zone, High Raid Zone, High Activity Zone

North Indian Zone (NIn)

  • Sheltered on all sides by sandy lands and seared by the sun all year round, this zone is a hotbed of trade, disaster, and raids.
  • Recovery Points: (4) Singapore, Singapore ; Colombo, Sri Lanka ; Dubai, United Arab Emirates ; Hedland, Australia
  • High Supply Zone, High Disaster Zone, High Raid Zone, High Activity Zone

No Man’s Land (NML)

  • Speckled with bottomless trenches and surrounded by sea on sea, No Man’s Land is a treacherous zone south of the North Indian Zone and a haven for lawbreakers. Once a ship goes in… they won’t ever come out.
  • Recovery Points: None
  • Low Supply Zone, High Disaster Zone, High Raid Zone, Low Activity Zone

NOTE: EPac is west of WPac and WPac is east of EPac. Don’t confuse them.

Types of Zones:

  • Low Supply Zone: Always halves the effectiveness of supply ships if you enter a battle immediately after taking port in a low supply port. (NML, AC, SPac, and EPac, NPac)
  • High Supply Zone: Always doubles the effectiveness of supply ships if you enter a battle immediately after taking port in a high supply port. (NAt, WPac, NIn, SAt)
  • High Disaster Zone: A chance of being afflicted with accidents, such as minefields, icebergs, trenches. (NML, NIn, EPac, NAt)
  • High Raid Zone: A chance of being raided by locals/pirates, thus losing the use of a (random number of) ship for one cycle. (NML, NIn, WPac, NAt)
  • High Activity Zone: A chance of being given quick assistance, a new ship, or swifter travel. (NAt, EPac, WPac, NIn)

See also Extra: Chance Incidences.

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