Robert Can't
Éponine
Rules:
Economy
Firstly Economics is going to work a bit differently to other IOTs that have come previously. Most noticeably due to the fact that the private and public sectors are going to be split.
The Economy of a nation is split into two parts, its Private sector representing privately owned enterprises and its Public sector representing Government owned initiatives. Economy is represented as in many other IOTs simply by factories, which provide the ubiquitous IC that will fuel your nation. Both the Private and Public sectors are comprised of factories. Note: Factories represent all economic stuff, not just factories.
Each province on the map has a separate value for its Private and Public sector production, all provinces also have a value for Government Control. (Representing the authority of a state in its constituents) A Government Control of 0% represents occupation or territory not expanded into but internationally recognised as sovereign territories of your nations (i.e Uncolonized areas of Africa).
Each province then gets a value for Government Revenue which is the Government control multiplied by Public Sector IC. This value is then added directly to your total IC to spend.
Private sector income is all pooled at a national level. You can set a tax rate depending on what faction you're in (more on that later) and that percentage of Private Sector Revenue is added to total IC.
But wait - there's more! All that untaxed IC, it goes into the pockets of the factory owners and potential investors. This allows them to invest in factories themselves, this is how the private sector expands. A quasi-random amount of the private owner's money is reinvested into new factories. All the factories that you build are Public Sector.
Public sector buildings are also susceptible to decay and there is a quasi-random chance that a number of your facilities will have to be replaced each turn.
Spending
But what to do when you've managed to get all this lovely IC?
Well firstly you can build more factories, the cost of a factory is listed under your stats. Costs for private investors are usually less. You can never have more factories in a province than the factory limit which is usually 20 for the capital, 15 for core, 10 for non-core and 5 for colonial.
Spending on anything else has to come from your own imagination; there is, for example, no fixed cost for a unit of army strength - one would have to invest in recruitment or increasing military technology or some such.
This applies for all values other than factories - leadership, Military Strength, Espionage, information about your nation's internal problems (You will note that Revolt Risk is not a public value).
As technologies advance thing may change costs or benefits, for example an increased factory cap, these technologies will slowly diffuse throughout the nations of the world but investing in your own research operation could defiantly give you an edge rather than waiting for them to come to you.
Spending is in whole numbers, banking is not allowed.
Warfare
Each nation has 3 exciting values called Leadership, Army Strength and Navy Strength. These values represent your nation's ability to wage war. Leadership is used to coordinate operations and Army and Navy strength represent the forces available to you. Each of the values does not represent a single unit or army but just a general assessment of your nations Military potential in comparison to other nations.
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 more combat flexibility and allows greater intricacies to your plans. An army group under 1 leadership point can not do anything more than advance as a block, with only one leadership points there are no outflanking attacks or encircling movements or other such things. Leadership is possibly the key to winning wars.
The Factions
One element of gameplay that has knock on effects in all aspects of your nation is what faction you are part of. Most nations previous played by players have a pre-assigned faction. There are 4 major factions each with benefits and the other things. This adds even more individuality as the old system of nations specific traits will be retained but still this system aims to make each persons nation play completely differently to each other. Bear in mind that though some factions may seem unbalance to others further balance comes from the nation's specific abilities.
Here I will list the four Major Factions:
There are also going to be 3 other Minor factions in the game. These are factions that nations cannot join but still represent powerful bodies in the world.
NPC Rules
Similarly to the original one can expand one's sphere of influence to an NPC by spending a minimum amount of IC (1 per territory controlled by the NPC) and the highest bidder wins that nation into their sphere. Investments to sphere a nation are cumulative so if you invest one turn and again the next turn your influence score is the two combined.
If you have had a nation in your Sphere for 3 consecutive turns you can spend IC equal to half of its own IC to make that nation a puppet state of your own nation. You have complete control over diplomacy and policy in an NPC and though you can't order their spending directly you can point them in which direction you'd like them to go.
However an NPC can be invaded as a puppet state and then annexed. In this process a random amount of the Puppet's army will join yours in taking over the nation.
The Rebel types
Communists: Seeking to establish an Authoritarian Left wing government, naturally aligned to the Communist Faction
Nationalists: Can be found anywhere where another country is exercising its will over a foreign people. Their goal is independence, they are not aligned to any specific faction.
Reactionaries: Reactionaries, unsurprisingly, react to changes. Their goal is to return to a previous status quo. They are not aligned to any faction as a rule however they are normally Republican.
Monarchists: Unsurprisingly Monarchists are the rebels associated with the Monarchist faction, they seek to establish a monarchy in the nation, more likely to occur where a monarchy has recently been deposed. These rebels may also represent another claimant to the throne if occurring in a location where a monarchy is already present.
Liberals: Associated usually with the Republican faction liberal rebels will seek a more democratic society.
Solutionists: Often backed by investors from other Solutions these rebels seek to topple the government and create a right wing anarchic society.
Many nations may also have other rebels unique to them, or rebels occurring with certain events.
Economy
Firstly Economics is going to work a bit differently to other IOTs that have come previously. Most noticeably due to the fact that the private and public sectors are going to be split.
The Economy of a nation is split into two parts, its Private sector representing privately owned enterprises and its Public sector representing Government owned initiatives. Economy is represented as in many other IOTs simply by factories, which provide the ubiquitous IC that will fuel your nation. Both the Private and Public sectors are comprised of factories. Note: Factories represent all economic stuff, not just factories.
Each province on the map has a separate value for its Private and Public sector production, all provinces also have a value for Government Control. (Representing the authority of a state in its constituents) A Government Control of 0% represents occupation or territory not expanded into but internationally recognised as sovereign territories of your nations (i.e Uncolonized areas of Africa).
Each province then gets a value for Government Revenue which is the Government control multiplied by Public Sector IC. This value is then added directly to your total IC to spend.
Private sector income is all pooled at a national level. You can set a tax rate depending on what faction you're in (more on that later) and that percentage of Private Sector Revenue is added to total IC.
But wait - there's more! All that untaxed IC, it goes into the pockets of the factory owners and potential investors. This allows them to invest in factories themselves, this is how the private sector expands. A quasi-random amount of the private owner's money is reinvested into new factories. All the factories that you build are Public Sector.
Public sector buildings are also susceptible to decay and there is a quasi-random chance that a number of your facilities will have to be replaced each turn.
Spending
But what to do when you've managed to get all this lovely IC?
Well firstly you can build more factories, the cost of a factory is listed under your stats. Costs for private investors are usually less. You can never have more factories in a province than the factory limit which is usually 20 for the capital, 15 for core, 10 for non-core and 5 for colonial.
Spending on anything else has to come from your own imagination; there is, for example, no fixed cost for a unit of army strength - one would have to invest in recruitment or increasing military technology or some such.
This applies for all values other than factories - leadership, Military Strength, Espionage, information about your nation's internal problems (You will note that Revolt Risk is not a public value).
As technologies advance thing may change costs or benefits, for example an increased factory cap, these technologies will slowly diffuse throughout the nations of the world but investing in your own research operation could defiantly give you an edge rather than waiting for them to come to you.
Spending is in whole numbers, banking is not allowed.
Warfare
Each nation has 3 exciting values called Leadership, Army Strength and Navy Strength. These values represent your nation's ability to wage war. Leadership is used to coordinate operations and Army and Navy strength represent the forces available to you. Each of the values does not represent a single unit or army but just a general assessment of your nations Military potential in comparison to other nations.
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 more combat flexibility and allows greater intricacies to your plans. An army group under 1 leadership point can not do anything more than advance as a block, with only one leadership points there are no outflanking attacks or encircling movements or other such things. Leadership is possibly the key to winning wars.
The Factions
One element of gameplay that has knock on effects in all aspects of your nation is what faction you are part of. Most nations previous played by players have a pre-assigned faction. There are 4 major factions each with benefits and the other things. This adds even more individuality as the old system of nations specific traits will be retained but still this system aims to make each persons nation play completely differently to each other. Bear in mind that though some factions may seem unbalance to others further balance comes from the nation's specific abilities.
Here I will list the four Major Factions:
Spoiler :
The Communists
The Communist nations of the world, commonly quite authoritarian and with an outlawed or tiny private sector these nations can wield large public sectors that are slicker and more efficient than their counterparts in other nations.
Min Tax Rate: 85%
Public Sector Factories Cost: -1 IC
Private Sector Factories Cost: +1 IC
Ability: Public Sector Decay happens at a half of the usual rate
The Monarchists
Representing the Monarchies and other old world government types, nations in this faction are typically European and imperialistic, they have no real bias towards any viewpoint and can be authoritarian absolute monarchies or the more liberal constitutional kind where power is concentrated more with the Parliament than the monarch themselves. These nations can field larger armies than other nations.
Max Tax Rate: 85%
Min Tax Rate: 15%
Leadership and Army Strength are easier to increase
The Republicans
Representing the newer governments of the world from the Presidential Dictatorships of South America to the New Republics of Europe. These nations are hard to typify as they can be anything or anything and are often changing. They are the least stable nation type as they are often new but they can also operate the strictest of internal policies.
Max Tax Rate: 85%
Min Tax Rate: 15%
Abilities: Government changes are easier to implement, Revolt Risk Reduction is easier, Finding out Revolt Risk is easier, Policy changes are less likely to enrage population, easier to expand NPC sphere of influence.
The Solutionists
A group of nations that have done away with the binding ties of Government regulations these are utopias of the free market. These nations also shun religion, charity and any other ideology that is not for the complete benefit of self. Self over all other things is there solution to the problem of humanity. The Government often is not an actual government but the business that has been selected to represent the interests of the solution on a global scale - public sector represents that company's holdings.
Max Tax Rate: 5%
All Factory Cost: -1 IC
Abilities: No Public Sector Decay, Private investors can contribute to the military.
The Communist nations of the world, commonly quite authoritarian and with an outlawed or tiny private sector these nations can wield large public sectors that are slicker and more efficient than their counterparts in other nations.
Min Tax Rate: 85%
Public Sector Factories Cost: -1 IC
Private Sector Factories Cost: +1 IC
Ability: Public Sector Decay happens at a half of the usual rate
The Monarchists
Representing the Monarchies and other old world government types, nations in this faction are typically European and imperialistic, they have no real bias towards any viewpoint and can be authoritarian absolute monarchies or the more liberal constitutional kind where power is concentrated more with the Parliament than the monarch themselves. These nations can field larger armies than other nations.
Max Tax Rate: 85%
Min Tax Rate: 15%
Leadership and Army Strength are easier to increase
The Republicans
Representing the newer governments of the world from the Presidential Dictatorships of South America to the New Republics of Europe. These nations are hard to typify as they can be anything or anything and are often changing. They are the least stable nation type as they are often new but they can also operate the strictest of internal policies.
Max Tax Rate: 85%
Min Tax Rate: 15%
Abilities: Government changes are easier to implement, Revolt Risk Reduction is easier, Finding out Revolt Risk is easier, Policy changes are less likely to enrage population, easier to expand NPC sphere of influence.
The Solutionists
A group of nations that have done away with the binding ties of Government regulations these are utopias of the free market. These nations also shun religion, charity and any other ideology that is not for the complete benefit of self. Self over all other things is there solution to the problem of humanity. The Government often is not an actual government but the business that has been selected to represent the interests of the solution on a global scale - public sector represents that company's holdings.
Max Tax Rate: 5%
All Factory Cost: -1 IC
Abilities: No Public Sector Decay, Private investors can contribute to the military.
There are also going to be 3 other Minor factions in the game. These are factions that nations cannot join but still represent powerful bodies in the world.
Spoiler :
The Jerusalemist Movement
When Parson Nathaniel was trapped by the martians during the invasion he went through a lot. Trapped in a house with a journalist and the corpse of his wife he was put through the utmost stress. Then one day he received a vision from the almighty.
after escaping the clutches of the martians he saw their demise and went on to preach about how the evils of humanity had brought them here and only because he had reasoned with God that humanity could repent of its sins did God smite down the invaders. Now, he claims, he must put humanity on the right path again and show us the path to repentance so that we can build an New Jerusalem.
He has since acquired a large number of militant followers throughout the world.
The Giovanni Family
When Garibaldi proclaimed himself new Emperor of Rome and began his expansion into Africa, Egypt and Spain there were forces at home that saw through his madness and began to scheme against him. The Three Great Families of the Italian mafia; Giovanni, Corleone and Prefetto united to throw off the shackles of this newly proclaimed Empire. However once the deed had been done and they had retaken Rome for themselves they realised they needed protection as they were not strong enough to exist on their own. To this end the Giovanni powerbase of Venice allowed itself to become part of the Antipapacy's territories. The Corleones and Prefettos assisted in the establishment of the Kingdom of the Two Sicilies following this they sank back into obscurity. The Giovannis however continued their criminal activities and expanded to be larger than anyone could have imagined, stretching from the gambling halls of Manilla to the Rum factories of Cuba the influence of the Giovanni family knows no bounds.
The December Group
An investment group called the December fund first came to rise during the years following the martian invasion to assist in the rebuilding of London. However their ambitions did not stop there and soon their investments spread to all sorts of countries across the globe. They every kind of industry in their repertoire and have developed complete vertical integration. They have weapon manufactories, coal mines, and even breweries located across the globe. The only resource that they don't have on their own is manpower, and they get that from whichever country has the lowest taxes...
When Parson Nathaniel was trapped by the martians during the invasion he went through a lot. Trapped in a house with a journalist and the corpse of his wife he was put through the utmost stress. Then one day he received a vision from the almighty.
after escaping the clutches of the martians he saw their demise and went on to preach about how the evils of humanity had brought them here and only because he had reasoned with God that humanity could repent of its sins did God smite down the invaders. Now, he claims, he must put humanity on the right path again and show us the path to repentance so that we can build an New Jerusalem.
He has since acquired a large number of militant followers throughout the world.
The Giovanni Family
When Garibaldi proclaimed himself new Emperor of Rome and began his expansion into Africa, Egypt and Spain there were forces at home that saw through his madness and began to scheme against him. The Three Great Families of the Italian mafia; Giovanni, Corleone and Prefetto united to throw off the shackles of this newly proclaimed Empire. However once the deed had been done and they had retaken Rome for themselves they realised they needed protection as they were not strong enough to exist on their own. To this end the Giovanni powerbase of Venice allowed itself to become part of the Antipapacy's territories. The Corleones and Prefettos assisted in the establishment of the Kingdom of the Two Sicilies following this they sank back into obscurity. The Giovannis however continued their criminal activities and expanded to be larger than anyone could have imagined, stretching from the gambling halls of Manilla to the Rum factories of Cuba the influence of the Giovanni family knows no bounds.
The December Group
An investment group called the December fund first came to rise during the years following the martian invasion to assist in the rebuilding of London. However their ambitions did not stop there and soon their investments spread to all sorts of countries across the globe. They every kind of industry in their repertoire and have developed complete vertical integration. They have weapon manufactories, coal mines, and even breweries located across the globe. The only resource that they don't have on their own is manpower, and they get that from whichever country has the lowest taxes...
NPC Rules
Similarly to the original one can expand one's sphere of influence to an NPC by spending a minimum amount of IC (1 per territory controlled by the NPC) and the highest bidder wins that nation into their sphere. Investments to sphere a nation are cumulative so if you invest one turn and again the next turn your influence score is the two combined.
If you have had a nation in your Sphere for 3 consecutive turns you can spend IC equal to half of its own IC to make that nation a puppet state of your own nation. You have complete control over diplomacy and policy in an NPC and though you can't order their spending directly you can point them in which direction you'd like them to go.
However an NPC can be invaded as a puppet state and then annexed. In this process a random amount of the Puppet's army will join yours in taking over the nation.
The Rebel types
Communists: Seeking to establish an Authoritarian Left wing government, naturally aligned to the Communist Faction
Nationalists: Can be found anywhere where another country is exercising its will over a foreign people. Their goal is independence, they are not aligned to any specific faction.
Reactionaries: Reactionaries, unsurprisingly, react to changes. Their goal is to return to a previous status quo. They are not aligned to any faction as a rule however they are normally Republican.
Monarchists: Unsurprisingly Monarchists are the rebels associated with the Monarchist faction, they seek to establish a monarchy in the nation, more likely to occur where a monarchy has recently been deposed. These rebels may also represent another claimant to the throne if occurring in a location where a monarchy is already present.
Liberals: Associated usually with the Republican faction liberal rebels will seek a more democratic society.
Solutionists: Often backed by investors from other Solutions these rebels seek to topple the government and create a right wing anarchic society.
Many nations may also have other rebels unique to them, or rebels occurring with certain events.