IOT Developmental Thread

Which ring do you collect one hundred of to earn an extra life?

Someone had to. :p

In all seriousness I'm afraid I won't be joining. Between schoolwork and two IOTs I just don't have the time. :(
 
Spoiler SnipedIOT I :
SnipedIOT I ruleset

Government is not reason; it is not eloquent; it is force. Like fire, it is a dangerous servant and a fearful master.

SNIPEDIOT I - BACK TO BASICS

RxxIl1g.jpg


A Shameless IOT VII Ripoff With Some Changes, Sponsored by NedimNapoleon




December 21st, 2012, the world descended into darkness and anarchy. No one remembers the cause of it, but every single government collapsed within a year, causing complete and utter chaos.
It is now 100 years later, and out of the anarchy, nations are emerging. Will your nations stand the test of time, or will the world descend into anarchy once again?
There is only one way to find out.


-----​

Welcome to SnipedIOT I! I'm your host, SamSniped. This is my first IOT, inspired by Nedim's IOT VII, Sonereal's NRIOT, and a bit of TK's I&B combat. I am going to put down some rules, which I WILL enforce with an iron fist and Barret M107 antipersonnel/antitank rifle.

The Rules
1. Do not flame, troll, or personally insult any other player IC or OOC. AT ALL. Negative comments about yourself or the world in general are allowed, but direct or semi-direct attacks will bring about infractions and/or in-game penalties.
2. Please try and stay on-topic. There's a thread for spam if you need one, originally about Argentina or something.
3. NO POWERGAMING.
4. This is my game. I am the supreme law in this. I have the right to change rules that need changing, ignore or modify orders if not done properly (I will notify you beforehand), and impose restrictions and penalties upon misbehaving players up to the point of disbanding your nation if you are being that much of a problem in my game.
5. Respect your fellow CFCers, and have fun!

Penalties for breaking these rules:
1st strike: minor random event will be caused during the update, with bad effects.
2nd strike: major random event will be caused during he update, with bad effects.
3rd strike: disbanding of nation.
Note that CFC staff intervention is not mentioned here; they will handle broken CFC rules as well.
Note- inactive players will be disbanded or replaced.

Joining the game
Choose a nation, a government, fifteen provinces, and 5 starting units of any type (army, fleet, air wing). Please try and be serious. Here is the map.

Economy and Expansion
Your economy is calculated by provinces+factories+trade. Each province is worth 1 EP. You claim more provinces with armies. Factories are 5 EP each, produce 1 EP per factory, and allow you to build one unit per factory. You start with 5 factories.

Trade
At the start, everyone trades with everyone. Each trade "route" (technically just trade with a nation) gives you .5 EP, and increases in value with each passing turn. Canceling trade with another nation causes both of you to lose EP, so be careful who you close trade with.

Roleplay
Roleplay (RP) is highly encouraged. I will give out bonuses in updates for good RP, and your RP can, in theory, affect an update. Military plans should be well described, because the better your plans, the better bonus you get.

Military
Armies cost 5 EP, fleets and air wings cost 10 EP. You can never have more units than factories. Armies are the core of your army, and are responsible for land battles and claiming provinces. Fleets conduct naval combat, can carry one army or air wing into an amphibious assault or for claiming overseas, give a support bonus to amphibious assaults, and can blockade the enemy, causing the enemy to lose 25% of their trade income (assuming they are on the coast). Air wings provide a support bonus to your army, and conduct aerial combat.
Battles are calculated in order of air, sea, land. Bonuses and penalties are given for stability, aerial/naval superiority, planning, a random bonus, and the defending army always gets a bonus.
Casualties are calculated by...it's easier to look at the example that I give later on. Both sides take casualties, the numbers depending on the comparisons of the final strength of the two armies.

Nuclear/WMD Program
Invest 1 EP for a .5% chance to succeed in developing nuclear weapons every turn. I will describe more on nukes when we get there.

Stability
Every nation has a stability rating of 1-10, with 1 being anarchy, and 10 being no problems at all. Stability affects random events and combat. Being under 5 stability gives chances for revolts in your nation. Everyone starts at 6 stability. Invest 10% of your EP, write good RP, or wait for a random event to increase it by one level.

Random Events
Every turn, in addition to whatever happens in the update, I give every nation a random event. Stability affects the end result of my roll for your nation's random event, unless that roll is a 1 or a 20.

Updates and orders
The countdown to an update occurs after I have half of all the orders, at which point everyone else has 48 hours to get them in. Please try and get them in on time. Repeatedly late people without any explanation will be punished. One turn represents one year.
In your orders, please put "SnipedIOT I-(Nation)-Turn (#) Orders". The first order set will be Turn 1 Orders, jut to clarify. The structure of your orders should be spending, followed by military stuff and claims, followed by anything else. If you wish to submit RP in your orders that could affect your nation and/or the world in general. Not promising that it will.

Reserved post 2: map, current stats, update list

Reserved post 3: nations list

Reserved post 4: just in case

Combat example:
Player A attacks Player B. Player A has 5 armies, 2 air wings, minimal plans, and 7 Stablility; Player B has 5 armies, extremely detailed plans, and 6 Stability.
|Player A|Player B
Armies|5|5
Fleets|0|0
Air Wings|2|0
Base Strength|5|5
Defender Bonus|0|20%
Stability Bonus|15%|10%
Air Superiority|Yes|No
Naval Superiority|-|-
Planning|5%|45%
Random Bonus|26%|11%
Final Strength|7.7|9.3
Inflicted Casuality Percentage (IC%)|45%|55%
Remaining Armies|2|3

Just want to put this here for now while I add some stuff, and so that actual GMs can tell me if I did this correctly :p
 
I'm assuming you got the Excel table for the combat already?
 
I'll set it up soon.
Anyways, I have a problem. I can do the update, calculations, etc., but I can't update the map very well on an iPad. I would need someone to just update all the claims for me.

You're running this...from your iPad?
 
Anyway. Since I have an entire month or so till EUIV, I feel like a proper IOT once again.
I've been toying with two scenarios:
1. Imperium Ankh-Morporkium - an IOT on the Disc.
2. the IOT alliance ruleset with a different map.
 
Starting my ruleset from scratch because numbers suck.

Here goes.

Spoiler :
Firstly, here's how every nation will be outlined. Stats will not be on spreadsheets like in most IOTs but in a post near the OP.

[Nation Name] [Player Name]
[Formal Nation Name]
[Government Type] [Head of State],* [Head of Government]*
[Ruling Party]
[Capital City Name]
Manpower: [Bank] (Growth/Decline)
Economic Points: [Usable]/[Total] [Bank]
Industrial Rating: [Rating]
Domestic Spending: -EP Per Turn
  • [Expenditure #1]
  • [Expenditure #2]
  • [etc.]
Stability: [Rating]
Infrastucture: [Rating]
Military Doctrine: [Name]
Army Experience: [Rating]
Navy Experience: [Rating]
Air Force Experience: [Rating]
Army: [# Brigade Type 1], [# Brigade Type 2], [etc]
Navy: [# Ship Type 1], [# Ship Type 2], [etc.]
Air Force: [# Plane Type 1], [# Plane Type 2], [etc.]
Projects:
  • [Project 1 Name]: [Investment]/[Required]
  • [Project 2 Name]: [Investment]/[Required]
  • [etc.]

*These are not required, and sometimes inapplicable.

Government
Your government is the type of regime that leads your nation. This is specific, so no sweeping generalities please. Elections will take place in democracies. Upper houses will be assembled. Your government type will have unique effects to your nation, and will present your nation with unique problems regarding your politics. Take note that just because you may run a single-party state, that doesn't mean all your people think the same. You will always have an opposition and depending on your choices this opposition can be vocal or quiet, violent or passive, etc.

Manpower
Manpower is what you'd think it is: The people of your nation fit for military service. In this day and age (1890), this is men ranging from late teens to late 40's. There are of course people outside this range who have theoretical lives, likely with people in the manpower pool; the pool covers a large range. As such, it isn't hard to tell that population (and thus manpower) growth is snuffed by too much of the manpower conscripted into military service. Doing so can also hurt your economy. Your manpower range can be expanded if you were to wave age limits or allow for females to enlist, but predictably that will run into problems as well.

Economy
The economy of every nation has three values: Economic Points, Industrial Rating, and Infrastructure Rating.


That's all I have in me for now. Going to Virginia soon.
 
Just thought I'd post about another aspect of the Spirit of Man Part 2: Part 2 that'll be different to the first part of Part 2.

Leadership was poorly defined in the first game and I still clung on to those unit stats. However this time it will be different. Army and Navy strength will both be pooled into single numbers, Army Strength and Navy Strength - no messing about with units and what not. This strength value also includes training and what not and is basically a number that shows the overall awesomeness of your army.

Your army strength is then divided by your leadership into chunks for each leadership point. You can only assign chunks for any task. So, say if I had 3 leadership points and an army strength of 12 then my orders might consist of 2 leadership in an attack and 1 to stay in defense.
This would give the attacking army a strength of 8 and the defending one a strength of 4.

More leadership means of course that you an carry out more complex war orders rather than a more traditional (WW1?) approach.
 
Imperium OffTopicum - Knights & Kingdoms: Wars of Europe

First, map. (warning: it's huge) (and ugly)


Economy

Each province gives exactly 20 Income (name it EP if you want) each year.
What do you spend those on?
-Each province starts with a Level 1 Fortress.
Players can increase the fortress level in each individual province, to be harder to conquer and withstand longer against sieges.
Upgrading to level 2 costs 10 EP, level 3 costs 15 EP, level 4 costs 22 EP and finnaly, level 5 costs 28 EP.
Each succesful siege decreases the fortress level by 1, but it can't go under 1.

Fort level 1 gives 10% bonus in sieges
Level 2 - 20% bonus
Level 3 - 35% bonus
Level 4 - 50% bonus
Level 5 - 75% bonus

- Each province has a religion : Christian, Muslim or Pagan. The religion is chosen by the player, and cannot be changed, but investing any amount of EP into religion increases faith in the kingdom and armies fight better against kingdoms of other religions. Also, if a province of a different religion is conquered , 5 EP must be invested for it's conversion. if it's not converted, it will only give half the income. Also, religions don't give other bonuses. Investing 1 EP into religion gives a 5% bonus to attack against enemies of different religions, bonus capped at 45%

- EP can also be invested into armies. You can train armies at 5 EP /regiment. Armies cannot exist without leaders, and you can have a maximum of 10 military leaders ( rank and name is player's choice ). Each leader can hold a maximum of 20 regiments. To further hamper the players' desire to have a million soldiers, each army consumes 1 EP per year, as maintainance. Once a kingdom goes bankrupt and can't sustain it's armies, they will simply desert. Military leaders do not desert, but there's a 10% chance of them getting killed if they lose a battle. Each player starts with one military leader, but can buy more or replace them for 2 EP /leader.



Armies
Armies can be used to conquer adjacent unclaimed provinces or adjacent enemy provinces. A leader needs at least 2 regiments when conquering an unclaimed province.
If two military leadersm from opposing nations are in the same province, a battle occurs.
Example:

Nation A - Nation B
Regiments: 21 - 16
Leader Bonus : 13% - 2% (Leader bonus is number of battles won by that leader ( yes I will keep track)
Defender Bonus : 0% - 25%
RP bonus : 10% - 10%
Religious Bonus : 0% - 35%
Fortress Bonus : 0% - 30%
All bonuses are calculated separately and added to the number of regiments.
Result: 25 - 30
Nation B wins because it is currently in defensive state ( enemy attacked it's land), it invested 7 EP into religion and the enemy is of another religion, and has a level 3 fortress, while the attacker didn't invest in religion and didn't bring siege weapons.
Loses are calculated randomly 1-15% for winner and 35-70% for loser.

Earlier I mentioned siege weapons.
Each siege weapon costs 3 EP and each military leader can have a maximum of 5 siege weapons. Each siege weapon instantly decreases enemy fortress bonus by 10% . If the fortress bonus goes under 0 because of siege weapons, the attacker will receive a fortress bonus instead.
Example: enemy has level 2 fortress, but you have 5 siege weapons, which means his fortress bonus will be 0 and yours will be 30%. Capiche?



As you've seen on the map, borders of modern European countries are drawn. I'll return to those later.
So, the province you chose first will be your nation's name... until you have all provinces in a modern nation's borders. Then, your nation's name can be changed, but only if you want, into the nation's name. Having the complete borders of more nations allows you to change your name into any of them, anytime you want.
But this isn't just for the names. Taking the name of a modern country gives certain bonuses to income, armies, leaders, trade, religion, etc. I will not tell the bonuses, but I can tell that smaller countries have smaller bonuses. But remember: you can change them anytime.
Also, you can change your nation's title depending on it's size.
County: - 2-5 privonces
Duchy: - 5-9 provinces
Kingdom / Republic : 10 - 21 provinces
Empire: 22+ provinces.


Periodically, the Pope will call for a Crusade ( no, controlling Lazio will not make you the Pope) against other kingdoms, usually against muslims or pagans, but also against NPC countries. Completing a Crusade will give huge bonuses, but beware going to Crusade against NPC nations, as they will be given a large number of armies and a pretty strong fortress.


Diplomacy
Diplomacy is easy. there are a few diplomatic stances:
Alliance: an alliance that lasts until one of it's memebers rejects helping another. Alliances cannot have more than 5 members.
Defensive Pact: One nations promises to defend another against invaders.
War: two or more nations fight. There can also be three-way conflicts altough I doubt it will happen. Each nation and it's allies fight eachother.

note: a nation cannot be in more than one alliance at a time. A nation can leave it's alliance only by dishonoring it when asked to fight by it's allies' side or when the alliance expires ( 5 years from end of last war) .

To give the players a headstart, all will have a military leader, 5 regiments, and 40 EP.

note: military leaders' locations are usually in a city, with their army.place your leaders strategically over your lands, in different provicnes, so if another player attacks you, you'll always have at elast one leader nearby.
Leaders and their armies can change location in an instant. Don't ask how.

Chose your province and the name of your military leader and you can start.
 
The High Stability/High Manpower republics can be Federal Republics. The Low Stability/Low Manpower republics can be Democratic Republics. Just an idea.
 
The High Stability/High Manpower republics can be Federal Republics. The Low Stability/Low Manpower republics can be Democratic Republics. Just an idea.

I was actually starting to think I should make the Easy Stability/Difficult Manpower governments be Feudal Monarchy/Confederation and Hard Stability/Higher Manpower governments Absolute Monarchy/Federal Republic.
 
Its been a while since I've posted anything about Thy Kingdom Come, but it is still in development. Here's a preview of the combat system.

In this scenario, Annika, Grandmaster of the Order of the White Banner, rides at the head of her host, invading the lands of the infidel Crimson Court. However, Count Flagg, one of the most feared men in the land, rides to defend.

Each has 3000 men, and both will fight to total defeat.

Annika is a Brave Duelist Zealot. Flagg is a Patient Cruel Zealot.

The format is currently a bit rough and is not final, but the general system pretty much is.


ROUND 1
Spoiler :
Grandmaster Annika |Leader| Count Flagg
3000 |Men| 3000
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.07
3750 |Total Strength| 3660
-----Attacker Victory-----
450 |Casualties| 825
2550 |Remaining| 2175
326 men from Count Flagg's army deserted.
1849 men remain.


With that great victory, Annika pursues Flagg.

ROUND 2
Spoiler :
Grandmaster Annika |Leader| Count Flagg
2550 |Men| 1849
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.1
4063 |Total Strength| 2311
-----Defender Victory-----
382 |Casualties| 431
2168 |Remaining| 1418
216 men from Grandmaster Annika's army deserted.
1952 men remain.


Flagg rallies his men and manages to beat back Annika.

Annika still has more men available than Flagg however, and launches another attack.


ROUND 3
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1952 |Men| 1418
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.11
3107 |Total Strength| 1786
-----Attacker Victory-----
201 |Casualties| 489
1751 |Remaining| 929
139 men from Count Flagg's army deserted.
790 men remain.


The tide is now overwhelmingly in favor of the White Banner.


ROUND 4
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1751 |Men| 790
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.06
3390 |Total Strength| 955
-----Attacker Victory-----
Count Flagg was engaged in battle by enemy forces.
Count Flagg escaped the enemy!
87 |Casualties| 335
1664 |Remaining| 455
68 men from Count Flagg's army deserted.
387 men remain.


Flagg narrowly escaped capture by the enemy, but the noose is tightening.


ROUND 5
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1664 |Men| 387
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.12
3676 |Total Strength| 491
-----Attacker Victory-----
Grandmaster Annika was engaged in battle by enemy forces.
Grandmaster Annika escaped the enemy!
Count Flagg was engaged in battle by enemy forces.
Count Flagg escaped the enemy!
16 |Casualties| 187
1648 |Remaining| 200
30 men from Count Flagg's army deserted.
170 men remain.


It is clear that victory is imminent.

ROUND 6
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 170
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.13
3907 |Total Strength| 217
Atk % : 100
Def % : 0
0.9473811833171678
Die roll is 25
-----Attacker Victory-----
0 |Casualties| 85
1648 |Remaining| 85
12 men from Count Flagg's army deserted.
73 men remain.


ROUND 7
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 73
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.11
4028 |Total Strength| 910
-----Attacker Victory-----
0 |Casualties| 36
1648 |Remaining| 37
5 men from Count Flagg's army deserted.
32 men remain.


ROUND 8
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 32
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.13
4080 |Total Strength| 40
Atk % : 100
Def % : 0
0.9902912621359223
Die roll is 60
-----Attacker Victory-----
0 |Casualties| 16
1648 |Remaining| 16
2 men from Count Flagg's army deserted.
14 men remain.



ROUND 9
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 14
0.25 |Trait Modifier| 0.15
0.13 |Tactics Modifier| 0.0
4529 |Total Strength| 16
-----Attacker Victory-----
0 |Casualties| 7
1648 |Remaining| 7
1 men from Count Flagg's army deserted.
6 men remain.



ROUND 10
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 6
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.14
4112 |Total Strength| 7
-----Attacker Victory-----
0 |Casualties| 3
1648 |Remaining| 3



ROUND 11
Spoiler :
Grandmaster Annika |Leader| Count Flagg
1648 |Men| 3
0.25 |Trait Modifier| 0.15
0.0 |Tactics Modifier| 0.14
4116 |Total Strength| 3
-----Attacker Victory-----
Count Flagg was engaged in battle by enemy forces.
Count Flagg was killed in combat!
0 |Casualties| 1
1648 |Remaining| 2


That's what I was waiting for. Usually a leader death in battle will come a lot sooner than that. Most battles also won't last eleven rounds or until one leader is dead.

In the event of a leader's death or capture, the surviving men in that army will fall back to the nearest friendly-held city that is not under siege.

While casualties get a bit strange when you're dealing with extremely one-sided battles, and some of the traits could use some nerfing, the system overall is sound. As you can see, it models casualties, desertions, and deaths and captures of military leaders.
 
YES GO ANIKKA! KICK THE MUSLIM OUT OF THAT FILTHY FLAGG!


caps
 
Development Diary: Rebels
Those who make peaceful revolution impossible will make violent revolution inevitable.


As with most games, there is a stability mechanic. Stability runs 1 to 10 (effectively 1 to 100) and affects not only tax and tariff income (more on that some other day), but the chance of non-violent and violent problems occurring in your republic or kingdom. Knowing what can happen, however, can better prepare you for when it actually does happen.


Peasants

A peasant rebellion is the most basic kind of rebellion, and can even pop up in a country with full stability. A peasant rebellion can occur whenever taxes are increased, with higher tax hikes increasing the chance of a rebellion occurring and the potential size.

Peasants have poor military stats however. However, once cities start falling to a peasant uprising, stability starts dropping. Besides simply beating the peasants to death, you could lower the tax rate back to previous levels and most of the peasants will go home.


Nobles

Nobles are unique to monarchies, especially absolute monarchies. A noble uprising is more dangerous than most uprisings because nobles typically have more funds, trained manpower, and armaments available.

In absolute monarchies, a noble uprising wants to change the government to a feudal monarchy. In feudal monarchies, noble uprisings want to form autonomous vassal states that, while following the monarch's foreign policy, would have full control of its own funds (mostly).


Revolutionaries

Another problem for monarchies are revolutionaries, rebels who seek nothing less than to overthrow the monarchy and establish a republican government. Even merchant republics aren't safe from republican forces that want a true republic.


Particularists

Particularists exist only for republics, mainly federal republics. They seek to reform the government into a confederation. If the government is already a confederation, they will try to form autonomous states, like vassals, but for republics.


Pretenders

Pretenders exist in any kind of government. In republics, a pretender rebellion will seek to overthrow the republic and establish or reestablish a monarchy. In monarchies, pretenders will want to overthrow the current monarchy to establish a new dynastic ruler.

Pretenders are especially common in personal unions.


Zealots and Heretics

Zealots (for heathen religions) and heretics (for heretical branches of your religion) want to change the state religion. Zealots and heretics, when they take cities, will try to forcefully convert large swathes of the population, leading to anything from an exodus to further stability spiral.


Nationalists and Patriots

Nationalists want to form a country and patriots want to join an existing one. Both will fight to achieve these goals.

However, Nationalists can be met in the middle. Nationalists are willing to form a client state as long as they get their independence.

Unlike most of the other rebels, these rebels win if the provinces they want are taken, instead of just occupying the capital. If Nationalists occupy the territory they desire, a new country is formed at war with the old government (and because the territory is no longer occupied, potential income increases).

Patriots, if they take the territory they desire, will petition the government they wish to join for recognition and if that government exists, the territory is annexed. If not, the patriots form their own country.


Separatists

Separatists are unique to colonial regions and want a part, or the entire colony, to become a country of its own.

The middle ground approach would be to give the colony autonomy (becoming a client state). If the separatists gain enough of the territories they desire, they'll break off entirely.

Colonies have a unique stability metric called Integration, which represents how integrated the colony is. If Integration reaches 10 (100), the colony can be annexed by the government, preventing separatist movements.
 
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