Alright then. Might be useful in creating wings, the stocks have a tendency to snap and break at the worst places and time.
Updated Rules:
* One aerial/space movement and one naval/ground movement per a turn
* All vehicles, flags, satellites etc. must have your nation name on it in this format: '[InsertNationNameHere] - [InsertVehicleNameHere] The nation name can be shortened.
* On the start of turn one, you are allowed to deploy ONE defense turret per a base.
* On the start of turn one, you HAVE to place a flag at every base belonging to you in this format for the title: '[InsertNationNameHere] - [InsertBaseNameHere]
* No switching to other nations' turrets, vehicles etc.
* However, you are allowed to deploy a spy satellite, using your aerial movement, that allows you to switch to other nations' base flags. Satellite must be in a polar orbit.
* Nothing too OP, fun here please...
* Must have the latest versions of KSP, KerbalEngineer, BD Armory, Kerbin-Side, Kerbal Foundries, Farrom Aerospace, B9 Procedural Parts and North Kerbin Dynamics
* At the start, you are at war with all other nations. However, peace treaties are allowed by diplomacy. In order to discuss this, you must have a satellite in an equatorial orbit.
* First player to capture all bases on Kerbin wins. Bases HAVE to be captured by destroying all defences, removing the enemy flag and raising your own.
* Any diplomacy requires a communications satellite in equatorial orbit.
* No attacking on turn one.
* All stuff with BD manager MUST be set to TEAM A. However, if it is your turn, you MUST set all BD managers to TEAM B on your nation.
* No nuking UNTIL the 20th turn.
* Have fun and good luck!