Mosher
Mushroom dad
MoshIOT
Spoiler :
Joining the game
Choose 20 provinces to start out with, and select a capital as your province. Please mark it clearly. All of your infrastructure will be in your capital; if it is captured, all of your infrastructure is contained within your capital. Please also state your name; anything else, such as history, flag, economy, etc is purely up to you, but will grant you RP bonuses at the start.
Basics
This IOT is set in 1960, and updates will be every 2-3 days.
Each territory grants you one IC (Industrial Capacity). IC is the lifeblood of your economy; you do EVERYTHING with your IC, from building armies to building infrastructure to investing in technology.
You can expand by investing IC: it costs 2 IC to expand to one province.
You will get bonuses, at my discretion, for good RP.
Economy
Now, you can just expand as far as you want ( as long as the tiles are contigious or linked by sea), but you can also invest in infrastructure. Buildings that provide defensive bonuses can only be built in your capital, and the defensive bonus is only given once (you can build more than one, but you only get the bonus once) There are 6 buildings you can build with IC:
Factory (Costs 20 IC)
Provides: 10 IC/turn
Road (5 IC)
Provides: +10% defence in your capital, 2 IC/turn
Airport (70 IC)
Provides: +10% defence in your capital, 30 IC/turn, allows training of aircraft
Bunker (20 IC)
Provides: +30% defence in your capital
AA Guns (100 IC)
Provides: Enemy aircraft attacking your capital have a 70% chance of being destroyed
Drydocks (60 IC)
Provides: 10 IC/turn, allows building of ships
Military
The much more fun means of expansion!
Whilst declarations of war can be sent via PM to myself, I will sent a notification to the defender stating that this province is being attacked (not by who, unless the declaration was public), and he will state how many units are to defend. I will not state how many units are attacking.
You require a navy for every 5 armies you wish to transport overseas.
You can blitz through one extra territory for each army tech level you have. (Army Tech 2 means blitzing through two territories)
Aircraft
There are two types of aircraft: planes and helicopters.
Inside of the planes section, there are two subsections: fighters and bombers.
Fighters intercept bombers, unless they are protected.
Bombers can bomb a province before an army goes in. It will roll a 10-sided dice; if it rolls a 1, it kills one enemy army, a 2, one enemy army, and so on and so forth.
Support aircraft have two sections: interceptors and medial helicopters.
Interceptors act much the same as jets, but are only used for defense (but are cheaper)
Medical Copters are interesting. Though expensive, each Med. Copter in the attack/defense side has a 10% chance of rescuing half of the armies killed in the fighting, up to an 80% chance. So, if 5 armies die in an attack, and there are 8 Med. Copters that succeed in their 80% chance roll, 3 armies will be revived (rounded up).
Combat in this game works like this: Each side rolls a 20-sided dice. The defender will always win a tie; defender will get a 5x bonus to their roll if fighting in this capital. For having a 2-1 advantage, the larger side will get a 2x roll. For having 3-1, 3x roll, 4-1, 4x roll, and so on and so forth. The loser will get their roll subtracted from their opponents roll, and that number represents the number of armies lost for the losers. The winner will get their roll, divided in half (rounded up if it is a decimal), as their casualties.
Example
Nation of X attacks Nation of Y with 50 armies to Y’s 20. Since Nation of X has a 2.5-1 ratio against Y, it’s rounded up to a 3-1 bonus. Nation of X rolls a 10, multiplied by 3, into a 30. Nation of Y rolls an 18. Since Nation of Y lost, it subtracts 18 from 30, coming out to 12; it takes 12 casualties, bringing its army down to 8. Since Nation of X rolled a 10, it takes 5 casualties, bringing its army down to 45.
Unit list
Army (1 IC)
Fighter (10 IC)
Bomber (30 IC)
Attack Copter (5 IC)
Med Copter (50 IC)
Navy (2 IC)
WMDs
There are three different WMDs - nuclear, biological, and chemical. Each one can be upgraded, either improving tiles destroyed by 1 for each tier or percent chance of success increased by 10% and failure reduced by 1%.
Nuclear bombs will decimate several provinces (5, radiating from the blast point), making them worthless. They will show up as grey on the map. They will not provide any IC at all. A capital province, if it has a bunker in it, can survive 5 nuke blasts before it is turned into a wasteland.
Chemical weapons will be deployed and will roll a 10-sided die. Each chem weapon has a 50% chance of wiping out 20% of the enemy army; but beware, because a chem weapon can only be deployed on provinces that you are adjacant to (or connected-by-sea), and have a 20% chance of destroying 20% of an nation’s army that has tiles adjacent to the province where it was deployed. These can only be deployed once every 5 turns.
Biological weapons will have a 50% chance of doubling enemy unit production cost (armies will cost 2, for instance), by killing off the people needed to fill the ranks. These will last for 5 turns, and each turn has a 10% chance of it spreading to a neighboring nation (which can then be spread to other neighboring nations). This effect does not stack if another bio weapon is used on the nation until the nation is free of the effects of it.
Each program for these will cost 200 IC.
Atomic bomb (60 IC)
Chemical Weapon (30 IC)
Bio Weapon (50 IC)
Science
Each tech costs 50 IC more than the previous one. All tech for combat units (armies, attack copter, fighters, navies, etc) will add a 2 to their roll when they fight. It also increases naval capacity by 2 for each Naval Tech.
Tech for Heli increases Med. Copter chance by 10%
Tech for WMDs are explained in the WMD section
There are 25 techs in each tech branch except for the WMDs, which have 10.
Army Tech 2 -
Cost: 50 IC
Aircraft (Plane) Tech 2 -
Cost: 100 IC
Aircraft (Support) Tech 2 -
Cost: 100 IC
Nuke Tech 2 -
Cost: 200 IC
Bio Tech 2 -
Cost: 150 IC
Chem Tech 2 - 300 IC
Naval Tech 2 - 100 IC