Thorvald of Lym
A Little Sketchy
"Fallout" is a special evaluation run of the ruleset for the as-yet-unnamed sequel to IOT4. The game will run for one week, featuring up to ten players on a small custom map. For information and discussion on the upcoming full version, see the development thread.
Twenty years ago, the Arquev Archipelago was the site of a brutal nuclear war. The cause has long since been forgotten and the perpetrators are either dead or hiding in exile. Although no centralized authority remains on the islands, there are hundreds of millions of inhabitants who continue to suffer the environmental aftereffects of the exchange. In response, a call has been placed for anyone with the manpower and materials to restore order. With no native competition and little in the way of oversight, an entrepreneur could carve out one's own island empire from the charred ashes. But while staking a claim to the land is easy enough, this open season is sure to attract like-minded individuals with dreams of power...
Expansion
Players begin by selecting a colour demarcation and claiming any single territory from the world map as their capital region. From here, players can expand their borders by dictating their actions in the thread. The world map is updated by the GM optimally once a day, outlining the official national borders from which actions are to be derived.
Players may claim up to 5 unaligned territories per turn once a capital is established. Claiming territories that are not contiguous with a player's capital counts as two territories each.
During war, nations cannot expand peacefully.
Roleplay
When in doubt: roleplay before all else. National reputation is influenced chiefly by roleplay. Silent bonuses and penalties are applied based on a nation's behaviour during the game. Roleplay does not need to be well-written, but the greater the time invested in the story, the more engaging the game is as a whole.
Take care that fevered dialogue does not tread into personal offence. While international rivalry is to be expected, rude, harassing, or otherwise problematic behaviour will be punished. Please also refrain from dragging real-life politics and other off-topic subjects into the game.
Combat
When all other venues at dispute resolution have failed, players can turn to combat. Players can choose between a random-number-generated combat algorithm and full battlefield simulation:
RNG allows for up to five attacks per turn; one set is calculated for the aggressor and another for the defender, the highest final result dictating the outcome. Each roll falls between 1-10, and is then adjusted by an initial bonus multiplier of 1. This multiplier can be strengthened by combining attacks (+10% efficiency each, so a maximum modifier of 1.5), and is also influenced through roleplay criteria both positively and negatively. Defensive operations are assumed automatically, even if the player is inactive.
Battlefield simulation requires the consent of all belligerent parties. At the start of the war, two maps are provided, one outlining the territories at stake, and one representing the theatre of war. Players submit their strategies to be carried out; periodic pauses allow for adjustment of orders. The war continues for a set number of turns based on the scope of the theatre and course of the campaign; afterward all sides revert to a state of peace and territorial changes occur based on the outcome of the war.
Atomic Weapons
Nations may choose to repeat history and turn their war nuclear. Research into the bomb must be declared publicly, after which there is a cumulative chance each turn of a successful test. Once unlocked, one warhead may be assembled each turn.
Use of nuclear weapons has a substantial impact on national reputation:
- Construction of warhead: -3 rep
- Use of nuke: -5 rep
- Each territory affected by nuke: -1 rep (-2 if close to home borders)
- Trading of nuke: -2 rep for seller, -3 rep for buyer
- Decommissioning of nuke: +2 rep
Warheads can be used strategically to devastating effect against entire territories, or tactically in combat to unbalance the odds. Players opting to deploy a missile in battlefield simulation must declare their intent. Only one stockpiled missile may be bought/sold/fired/disarmed per turn.
Radioactivity
Provinces suffering radiological contamination are marked with the symbol. Combat efficiency suffers in contaminated zones and productivity is understandably impaired. Black provinces have been utterly destroyed, cannot be claimed, and cannot be traversed.
Note that radioactive contamination will not be marked until the first game update so as to provide equal weight in initial claims.
Marauders
Deep within the irradiated wastes live the violent and horribly-mutated outcasts known as Marauders. Having renounced civilization, they have capitalized on the post-war anarchy to take whatever they need by force. Always hostile, they gain combat advantages in irradiated territory. The only way to permanently put an end to their threat is to drive them out of the wasteland provinces they call home.
Reputation
Reputation is a measure of national approval, both on the international stage and the home front. It is influenced invisibly through roleplay and by some set game mechanics. Reputation represents diplomatic integrity and the relationship between the state and its citizens, and is a key component in the development of multinational special projects.
Rebellion
A nation whose government proves unpopular with the majority of the citizenry may suffer internal revolt. Rebellions are triggered most commonly by persistently poor national reputation. The size and scope varies based on different factors, but usually will not exceed half of a nation's total territory. Rebel lands turn dark grey, and fight the loyalists according to the regular combat system. Rebels will generally confine their struggle to their originating nation, unless neighbour states become involved in the counterinsurgency. Rebellion persists until all breakaway provinces have been reconquered or a peace treaty is successfully settled upon.
Victory
Besides the end-game time limit, players can "win" either by asserting total control over Arquev, or by cleaning up radiation from all provinces. The "Environmental Restoration Initiative" is a special project that can be undertaken by multiple nations at peace with each other, and requires a net reputation of 100 to function. Each participant nation can designate a province to be decontaminated each turn; destroyed provinces will be made claimable, but will then need to be treated again to be fully cleaned.
Twenty years ago, the Arquev Archipelago was the site of a brutal nuclear war. The cause has long since been forgotten and the perpetrators are either dead or hiding in exile. Although no centralized authority remains on the islands, there are hundreds of millions of inhabitants who continue to suffer the environmental aftereffects of the exchange. In response, a call has been placed for anyone with the manpower and materials to restore order. With no native competition and little in the way of oversight, an entrepreneur could carve out one's own island empire from the charred ashes. But while staking a claim to the land is easy enough, this open season is sure to attract like-minded individuals with dreams of power...
Expansion
Players begin by selecting a colour demarcation and claiming any single territory from the world map as their capital region. From here, players can expand their borders by dictating their actions in the thread. The world map is updated by the GM optimally once a day, outlining the official national borders from which actions are to be derived.
Players may claim up to 5 unaligned territories per turn once a capital is established. Claiming territories that are not contiguous with a player's capital counts as two territories each.
During war, nations cannot expand peacefully.
Roleplay
When in doubt: roleplay before all else. National reputation is influenced chiefly by roleplay. Silent bonuses and penalties are applied based on a nation's behaviour during the game. Roleplay does not need to be well-written, but the greater the time invested in the story, the more engaging the game is as a whole.
Take care that fevered dialogue does not tread into personal offence. While international rivalry is to be expected, rude, harassing, or otherwise problematic behaviour will be punished. Please also refrain from dragging real-life politics and other off-topic subjects into the game.
Combat
When all other venues at dispute resolution have failed, players can turn to combat. Players can choose between a random-number-generated combat algorithm and full battlefield simulation:
RNG allows for up to five attacks per turn; one set is calculated for the aggressor and another for the defender, the highest final result dictating the outcome. Each roll falls between 1-10, and is then adjusted by an initial bonus multiplier of 1. This multiplier can be strengthened by combining attacks (+10% efficiency each, so a maximum modifier of 1.5), and is also influenced through roleplay criteria both positively and negatively. Defensive operations are assumed automatically, even if the player is inactive.
Battlefield simulation requires the consent of all belligerent parties. At the start of the war, two maps are provided, one outlining the territories at stake, and one representing the theatre of war. Players submit their strategies to be carried out; periodic pauses allow for adjustment of orders. The war continues for a set number of turns based on the scope of the theatre and course of the campaign; afterward all sides revert to a state of peace and territorial changes occur based on the outcome of the war.
Atomic Weapons
Nations may choose to repeat history and turn their war nuclear. Research into the bomb must be declared publicly, after which there is a cumulative chance each turn of a successful test. Once unlocked, one warhead may be assembled each turn.
Use of nuclear weapons has a substantial impact on national reputation:
- Construction of warhead: -3 rep
- Use of nuke: -5 rep
- Each territory affected by nuke: -1 rep (-2 if close to home borders)
- Trading of nuke: -2 rep for seller, -3 rep for buyer
- Decommissioning of nuke: +2 rep
Warheads can be used strategically to devastating effect against entire territories, or tactically in combat to unbalance the odds. Players opting to deploy a missile in battlefield simulation must declare their intent. Only one stockpiled missile may be bought/sold/fired/disarmed per turn.
Radioactivity
Provinces suffering radiological contamination are marked with the symbol. Combat efficiency suffers in contaminated zones and productivity is understandably impaired. Black provinces have been utterly destroyed, cannot be claimed, and cannot be traversed.
Note that radioactive contamination will not be marked until the first game update so as to provide equal weight in initial claims.
Marauders
Deep within the irradiated wastes live the violent and horribly-mutated outcasts known as Marauders. Having renounced civilization, they have capitalized on the post-war anarchy to take whatever they need by force. Always hostile, they gain combat advantages in irradiated territory. The only way to permanently put an end to their threat is to drive them out of the wasteland provinces they call home.
Reputation
Reputation is a measure of national approval, both on the international stage and the home front. It is influenced invisibly through roleplay and by some set game mechanics. Reputation represents diplomatic integrity and the relationship between the state and its citizens, and is a key component in the development of multinational special projects.
Rebellion
A nation whose government proves unpopular with the majority of the citizenry may suffer internal revolt. Rebellions are triggered most commonly by persistently poor national reputation. The size and scope varies based on different factors, but usually will not exceed half of a nation's total territory. Rebel lands turn dark grey, and fight the loyalists according to the regular combat system. Rebels will generally confine their struggle to their originating nation, unless neighbour states become involved in the counterinsurgency. Rebellion persists until all breakaway provinces have been reconquered or a peace treaty is successfully settled upon.
Victory
Besides the end-game time limit, players can "win" either by asserting total control over Arquev, or by cleaning up radiation from all provinces. The "Environmental Restoration Initiative" is a special project that can be undertaken by multiple nations at peace with each other, and requires a net reputation of 100 to function. Each participant nation can designate a province to be decontaminated each turn; destroyed provinces will be made claimable, but will then need to be treated again to be fully cleaned.