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IOT Organisational and Discussion Thread

Please direct Chatango discussion to the Exodus! thread.
 
And one month is half of forever.

We aren't very good at math, are we?
 
Maybe some day we'll have an IOT that lasts a whole year.

Some day..
 
Mine lasted almost a year. It started in July 25 2012 and it ended in May 22 2013.
 
Mine lasted almost a year. It started in July 25 2012 and it ended in May 22 2013.

However we have to delete the days of not being functioned, noted including how long to set the second update and the pauses set. Pauses were notable: hence a "few" days have to be deleted from the record...
 
However we have to delete the days of not being functioned, noted including how long to set the second update and the pauses set. Pauses were notable: hence a "few" days have to be deleted from the record...

Yes, you are right. But I have at least completed my personal goal for this IOT: it has become the third longer lasting IOT in terms of Turns.
 
If the nuclear war had not started, I had planned to have at least35 updates to make it the longest lasting IOT, because IOT 4 had 34 or so updates.
 
SHOGUN IOT

Japan, 1865

War is raging between the Emperor of Japan and the Shogun. Both fight to unite Japan and expel the Barbarians. Thousands have already died. Now, it is time for a Daimyo to rise and end this war. Maybe, it is the time that you, all powerful Daimyo, should try to end the war, unite Japan and gain eternal glory!


Spoiler :










Coming soon...........
 
Edited my post.
 
Oh Jesus Christ.
 
 
Yes, that. So much of that. Contrary to Shining Armor, its not liquid pride. Its liquid shame. :shake:
 
Well, since Mosher is annoying and because i get no activity on my IOT, I decided to post the ruleset here. Please, tell me what the hell is wrong with it.


In a moment of lack of inspiration ( after playing too much GTA San Andreas) I realised I can make an IOT based on both GTA SA and the IOTs in here.
I really don't know if I should be doing this, but I present you....my second IOT...... GangIOT!!!
==================

Map (it's big)
Spoiler :

(link, in case you can't ses map: http://www.myepsilon.org/maps/gtasa_empty_map.jpg
First, the map ( same as in GTA SA) with the three cities: Los Santos ( south east) , San Fierro ( west) and Las Venturas (north east). Each town has 200 streets (conquerable territories, each new gang starts with 5 streets and can take over unclaimed ones or attack enemies for more)
There are several gangs, groups of criminals, operating in each city.
The player can make his own gang.

For new gangs, they will start with 50 gang members, 5 OG's ( "Original Gangsters", leaders) 20.000 $, a small region to start with, neutral relations with all other gangs and some resources.

===================
RESOURCES

Money: each gang needs money. For every 20 gang members (OG's included), 100$ must be paid each week (time measure in this IOT) as food. Also, if needed, the gangs can buy weapons or even bride members of other gangs to join them , depending on their loyalty. If the gang doesnt have enough money,members will start defecting to richer gangs. Income comes from territory owned and succesful hits on rival gangs. Money can be used to buy most other resources at a defined cost.
Guns: If you don't have weapons, you're screwed in this game. Most actions require weapons. Actions described below.
Cars: needed to do drive-by's and for transport to do hits. Each action costs a number of cars.
Gang Loyalty: how loyal your gang members are. The more OG's you have, the higher the loyalty. if OG's die or the enemy gangs perform hits on the gang, loyalty lowers. If you kill OG's or do hits on enemy gangs, loyalty rises.
Reputation with other gangs : how other gangs see you. Getting good relation with a strong gang is important, as they can provide help, protection or even bonuses, but you will also have to fight their enemies. Going solo is not an option in this game.
OG's : gang leaders, known gansgters, very strong and able. Only OG's can lead hits on other gangs. They help keeping Loyalty stable. If all OG's are dead, the gang will start losing money and members will defect to other gangs.

==================
Actions:
Each gang must find a way to eliminate other gangs. Each week, every gang is allowed to have seven actions, from the following:
Gun Raid - attempt to steal weapons from a rival gang or a nearby military depot. Chance of succes depends on how many gang members come with the OG. 15% chance to kill one rival OG. Costs 2 guns/OG used and 1 gun /member sent. Costs 1 car /4 members or OG's used.
Drive-by - attempt to drive-by on a rival gang, lowering the number of gang members of the rival. Chance of succes increased by number of gang members performing the hit. 30 % chance to kill one enemy OG. cost: 1 gun /member or OG sent. Costs cars only in case the Drive-by fails.
Crackdown - ONLY AVAILABLE TO GANGS NOT DEALING DRUGS (explained later) - attempt to attack a drug shipment/ drug lab to severely lower the income of the enemy. 1% chance to kill enemy OG. 2 guns/og, 2 guns / member. No car costs.
Assasination - attempt to kill a rival OG. 75% chance to kill OG, but high chance of automated retaliation of enemy, resulting in loss of gang members. 1 gun/OG, 1 gun/member. Doesn't cost cars.
Turf War - attempt to take control of part of the rival's teritory. 35% chance to kill rival OG, but requires a high number of gang members. Also, high chance of heavy casualties. 2 guns/OG, 1 gun/member. Costs 4 cars.
Recruitment Run - attempt to convince more people to join your gang. The more gang members doing it, the higher the chance to convince more people to join. Chance lowered if loyalty is low. cost: betwen 5 and 10 guns, depending on number of OG's. Costs 1 car / 4 members or OG's used.
Drug Deal - ONLY AVAILABLE TO GANGS DEALING WITH DRUGS (explained later) attempt to deal drugs with the population. Low chance of success, but greatly increases income and loyalty. Costs 7 guns.
Promotion - attempt to promote one of your gang members to OG rank. This implies an attack on a group of enemies. 50% chance to get an OG, 50% chance to just lose a gang member. No casualties on the enemies. Costs 3 guns. Costs one car.
Tag - attempt to lower the loyalty of other gangs and increase yours. Low chance of casualties. Costs 4 guns. Costs 1 car.
Property Takeover- attempt to take over one of the rival's gang's properties ( works only with Local businesses) Costs 10 guns and 1/2 of the property's normal cost. High casualties in both gangs' ranks. Doesn't cost cars.
Normal attack - attack enemy gang , in a fair battle. Costs 2 guns/OG and 1 gun /member used. Costs 3 cars. High chance of casualties in both sides, 30% chance to kill rival OG, 30% chance to lose an OG.
Gun deal - attempt tu buy cheap guns from the Russian Mafia. costs 2 cars and 5.000 $.
Claim territory - claim a street that belongs to no gang. Must have connection to territory already owned. Costs 3 guns and 2 cars.
Expand - claim a starting street in a town other than the starting one. Costs 4 guns and 2 cars, takes up 3 Action points.


===============
Drugs
Some gangs deal drugs, some don't. There are pros and cons for both.
First, each week, the police will capture some gang members, and money to bribe the officers will be automatically deducted from the player's money, but for gangs who deal drugs, the price is double and there's a 10% chance that some gang members or even OG's will be incapacitated by the drugs.
Second, gangs who deal drugs will have to pay for their monthly shipments, which are pretty expensive, but if they manage to deal the drugs to the population, the income will be more than enough to cover all possible expenses.
Also, gangs who deal drugs will recruit slightly less people in recruitment runs.

===============
Gangs can also buy different property, with different effects:

Drug Lab- cost: 30.000 $. Gives 100 drugs every week to the gang/set, but increases slightly the monthly money cost for the gang, altough the drugs pay off very well.
Car respray garage - cost: 20.000$ . Severely lowers the monthly money loss from miscellaneous sources. Also provides a +5% succes chance to Drive-by's
Local Business - cost: 20.000$ gratly increases loyalty of the gang and provides an extra source of income.
Gun Depot - cost: 15.000$ . All gangs automatically start with two Gun Depots. These give a steady income of guns to the gang, but provide excellent targets for Gun Raids.
House - cost: 10.000$. Your members and OG's need to stay somewhere. All gangs start with their own houses. To have more gang members, you need houses for them. You can't lose houses once bought, unless you sell them. Selling houses gives back only 5.000$ Each house can hold 5 members.





============
Existing gangs:
Spoiler :

- Grove Street Families (GSF)
-Drugs: no
-Colors: green, dark green, light green.
-Leader: Sean "Sweet" Johnson
- sets: (3) Seville Boulevard Families , Temple Drive Families, Idlewood Park Punks

- Ballas
-Drugs: yes
- colors: purple, violet, pink, dark purple
- Leader: Ryan "Kuff" Kross
- sets: (4) Front Yard Ballas, Kylo Tray Ballas, Temple Drive Ballas, Beachside Ballas


===============
Choosing a town in which you operate is crucial.
Choosing Los Santos as your gang's town means you'll get guns at half price, lower food cost, lower police attention, but lower loyalty.
Choosing San Fierro gives slightly higher police attention, lower number of new recruits but higher loyalty and more cars.
Choosing Las Venturas brings enormous amounts of money weekly, but cars are more expensive and drugs are almost impossible to sell here. Also, here, guns are more expensive, and so is food.

==================
Buying resources
1 car - 2.500$
1 gun - 500$
1 drug - 1.000$
Loyalty+1 = 500$
Gangs can also store spare money in the bank. Money in bank cannot be accessed until the end of the month (4 turns). Interest rate is 10%.
===================

Keeping a high reputation with one of the two main gangs, GSF or Ballas, is crucial if you want their help ( it's free help, so why not). Attacking both might make them gang up on you. Choosing to help the GSF might bring more money , cars and loyalty, while helping the Ballas gives more guns and drugs

Also, once a gang is big enough ( 120+ members) , it can create it's own sets.
Sets are important. They will act independently from your gang, but act towards the general good of the gang, donating money, bringing new members, protecting the gang from attacks and providing cars, in exchange for some cash, and, if you chose so, drugs.
====================
To join, chose a gang, name a leader ( a nickname for him might also be good), a short backstory (bonus points for RP), choose colors, choose whether the gang deals drugs or not and SURVIVE.


Note that I am the IOT maker and i have the right to upgrade or downgrade any gang, give bonuses to players or penalise them for abuse of certain rules.

Players might propose different action that can also be done, and if I accept, they will be added into the game.

I will add random flavour events and role-play, plus statistics to aid the players.
Enjoy.

==================
Stats of a starting gang:
Money: 20.000$
Members: 50
OG's: 5
Guns: 25
Cars: 10
15 Houses
2 Gun Depots
0 drugs
Reputation with other gangs:
GSF: 50/100 (neutral)
Ballas: 50/100 (neutral)
 
We need a new Org and Dev thread, with active and up-to-date OPs.
 
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