Thorvald of Lym
A Little Sketchy
Old skool, eh?
Roight then, rough outline of the rules for IOT4 Parte the Seconde:
Succession
Surviving nations are awaiting their old leaders. Players can also create new nations or take control of the many NPCs. Any PC that is not reclaimed is made open once the game grounds itself.
Territorial claims
Same as before: new nations begin by choosing a capital region, afterwards every player can claim up to 5 unaligned regions per turn. Expansion is halted during war-time. Caveats are as follows:
* Non-contiguous territories cost 2 points; once a colony of 12 connected territories is established, this penalty is waived.
* Microstates (single-pixel regions) are half-point, so 2 for the price of 1 (and 1.5 overseas)
* Large regions (Canada, Siberia, Australia, etc.) cost three points each. Since most of these are either destroyed or owned, this won't be a leading concern until the Environmental Restoration Initiative comes into play.
I'll also be looking at retooling the map the same way recent GMs have done to more easily identify single-province island chains and other such connected landmasses.
Non-Player Countries
Unclaimed territories will gradually form their own governments. NPCs primarily act as buffers and offer few diplomatic options, but will aid each other militarily and may even assist player nations if their reputation is high enough.
United Nations
The UN will be hosted as a public user group. It will handle dispute resolution (chiefly conflicting claims) and provide a forum for debating and drafting international legislation. It can also establish trusteeships over contested territories and embark on armed intervention with player support.
Roleplay
As noted before, roleplay is a major influence on gameplay, affecting everything from national reputation to military performance. I'm not looking for a literary masterpiece, but the more time invested in the story, the more engaging the game is as a whole.
Combat
Explained in detail here, players can choose either RNG (the default), or battlefield simulation encompassing the full theatre of war (requires all combatants to opt-in). RNG lasts for as many turns as players remain belligerent; up to five attacks can be conducted each turn, or points can be pooled to boost effectiveness. In the simulation, players are provided a map of the battlefield and available troops with which they may plan their attack. The war is periodically paused and players are provided a strategic update with which to adjust strategy. The simulation continues for a fixed number of turns; combatants then revert to a state of peace.
Atomic Weapons
Standing warheads carry over from the end of IOT4. In order to develop new bombs, nations must publicly declare their intent, after which there is a percentile chance each turn of a successful test. Once unlocked, a warhead may be constructed each turn. Nukes can be used strategically for varying effect on entire territories, or tactically for combat advantage. The successful development, manufacture and use of atomics incurs a reputation hit roughly the same as in IOT4; furthermore, nuclear proliferation will lead to "disciplinary action" by the New Hetmanate.
Nuclear Liability Legacy Programme
The NLLP keeps track of radiological contamination on a second map on the front page. Since radiation is unlikely to change as frequently as national borders, a new map won't always be posted with each update.
The Kaetif
"Bastard children of the Wastes" prevalent in Yellow Zones. They can be a help or hindrance to national policy depending on public attitude and their share of the demographic.
The Abhorrents
Barbarian faction permanently hostile to all; players do not need to officially declare war against them, but attacking Abhorrent-held territory costs an Expansion Point. They headquarter in Red Zones (including destroyed provinces) and gain significant combat advantages against human players when fighting in heavily-contaminated regions.
Reputation
A gauge of a nation's standing on the world stage, influenced chiefly through roleplay both internationally and domestically. The better a nation's reputation, the more helpful NPCs will be, possibly encouraging military aid. Conversely, infamy will generate hostility, and increases the risk of internal revolt.
Rebellion
Consistently poor reputation (~-30) can lead to violent uprising by disillusioned citizens. The size and scope depends on the triggering factors, but will usually consume at most half a nation's total territory. Rebellions can also be triggered by oppressive policy regarding Kaetif, or liberal legislation inconsistent with public sentiment. Rebel regions turn dark grey and fight the loyalists through the usual combat system, either until all breakaway provinces are reconquered, or a peace treaty is settled upon.
Special Projects
Later in the game, nations can come together to develop various special projects, including SDI and the Environmental Restoration Initiative. Special projects require high national reputation in order to function, and as such demand multiple participants. Membership, and in some cases effects, may be recorded through user groups.
Now then, it's time I put out the official call for the Old Guard.
To my recollection, these are nations slated to return:
Kashmir (taillesskangaru)
NCSA (DroopyTofu)
Arabia (civplayah)
Patagonia (ZeletDude)
Marian Federation (? Taniciusfox)
China (Link)
Germany (CivGeneral)
New Hetmanate (Thorvald of Lym)
Returning players under new nations:
Domination3000
Mad Man
Interested new players:
NedimNapoleon
Roight then, rough outline of the rules for IOT4 Parte the Seconde:
Succession
Surviving nations are awaiting their old leaders. Players can also create new nations or take control of the many NPCs. Any PC that is not reclaimed is made open once the game grounds itself.
Territorial claims
Same as before: new nations begin by choosing a capital region, afterwards every player can claim up to 5 unaligned regions per turn. Expansion is halted during war-time. Caveats are as follows:
* Non-contiguous territories cost 2 points; once a colony of 12 connected territories is established, this penalty is waived.
* Microstates (single-pixel regions) are half-point, so 2 for the price of 1 (and 1.5 overseas)
* Large regions (Canada, Siberia, Australia, etc.) cost three points each. Since most of these are either destroyed or owned, this won't be a leading concern until the Environmental Restoration Initiative comes into play.
I'll also be looking at retooling the map the same way recent GMs have done to more easily identify single-province island chains and other such connected landmasses.
Non-Player Countries
Unclaimed territories will gradually form their own governments. NPCs primarily act as buffers and offer few diplomatic options, but will aid each other militarily and may even assist player nations if their reputation is high enough.
United Nations
The UN will be hosted as a public user group. It will handle dispute resolution (chiefly conflicting claims) and provide a forum for debating and drafting international legislation. It can also establish trusteeships over contested territories and embark on armed intervention with player support.
Roleplay
As noted before, roleplay is a major influence on gameplay, affecting everything from national reputation to military performance. I'm not looking for a literary masterpiece, but the more time invested in the story, the more engaging the game is as a whole.
Combat
Explained in detail here, players can choose either RNG (the default), or battlefield simulation encompassing the full theatre of war (requires all combatants to opt-in). RNG lasts for as many turns as players remain belligerent; up to five attacks can be conducted each turn, or points can be pooled to boost effectiveness. In the simulation, players are provided a map of the battlefield and available troops with which they may plan their attack. The war is periodically paused and players are provided a strategic update with which to adjust strategy. The simulation continues for a fixed number of turns; combatants then revert to a state of peace.
Atomic Weapons
Standing warheads carry over from the end of IOT4. In order to develop new bombs, nations must publicly declare their intent, after which there is a percentile chance each turn of a successful test. Once unlocked, a warhead may be constructed each turn. Nukes can be used strategically for varying effect on entire territories, or tactically for combat advantage. The successful development, manufacture and use of atomics incurs a reputation hit roughly the same as in IOT4; furthermore, nuclear proliferation will lead to "disciplinary action" by the New Hetmanate.
Nuclear Liability Legacy Programme
The NLLP keeps track of radiological contamination on a second map on the front page. Since radiation is unlikely to change as frequently as national borders, a new map won't always be posted with each update.
The Kaetif
"Bastard children of the Wastes" prevalent in Yellow Zones. They can be a help or hindrance to national policy depending on public attitude and their share of the demographic.
The Abhorrents
Barbarian faction permanently hostile to all; players do not need to officially declare war against them, but attacking Abhorrent-held territory costs an Expansion Point. They headquarter in Red Zones (including destroyed provinces) and gain significant combat advantages against human players when fighting in heavily-contaminated regions.
Reputation
A gauge of a nation's standing on the world stage, influenced chiefly through roleplay both internationally and domestically. The better a nation's reputation, the more helpful NPCs will be, possibly encouraging military aid. Conversely, infamy will generate hostility, and increases the risk of internal revolt.
Rebellion
Consistently poor reputation (~-30) can lead to violent uprising by disillusioned citizens. The size and scope depends on the triggering factors, but will usually consume at most half a nation's total territory. Rebellions can also be triggered by oppressive policy regarding Kaetif, or liberal legislation inconsistent with public sentiment. Rebel regions turn dark grey and fight the loyalists through the usual combat system, either until all breakaway provinces are reconquered, or a peace treaty is settled upon.
Special Projects
Later in the game, nations can come together to develop various special projects, including SDI and the Environmental Restoration Initiative. Special projects require high national reputation in order to function, and as such demand multiple participants. Membership, and in some cases effects, may be recorded through user groups.
Now then, it's time I put out the official call for the Old Guard.
To my recollection, these are nations slated to return:
Kashmir (taillesskangaru)
NCSA (DroopyTofu)
Arabia (civplayah)
Patagonia (ZeletDude)
Marian Federation (? Taniciusfox)
China (Link)
Germany (CivGeneral)
New Hetmanate (Thorvald of Lym)
Returning players under new nations:
Domination3000
Mad Man
Interested new players:
NedimNapoleon