Fallout: A Preview IOT

Thorvald of Lym

A Little Sketchy
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"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 :nuke: 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.
 


Nations

Berry - Aiolos
Colour: Purple
Reputation: 1

Empire of Link - Link
Colour: Green
Reputation: 0

Federal Republic of Bhania - NedimNapoleon
Colour: Orange
Reputation: 0

Federal Republic of Seredonia - ZeletDude
Colour: Aquamarine
Reputation: 0

Ghetto republic of civplayah - civplayah
Colour: Sandy yellow
Reputation: 0

Holy Principality of Epirium - Prospo
Colour: Emerald Green
Reputation: 0

Maritarchy of Eglar - Omega124
Colour: Pink
Reputation: 0

People's Republic of Redspyland - Red_Spy
Colour: Red
Reputation: 0

Republic of Pyotr - DroopyTofu
Colour: Navy Blue
Reputation: 1


Domination3000
 
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Reserved for politics

Environmental Restoration Initiative [0/100]
 
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Affirmative.
 
Just re annoucing I am testing.
 
Single island province in the bay of the southern eastern continent. Call me.... The nation of Berry. Color = Propel Purple. No real depth, sorry, but this is just a test.
 
Nation: The People's Republic of Redspyland
Color: Red
Map:
 

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Edit: Nevermind, just realized wth I have this week. Sorry for spamming your thread.
 


The Holy Principality of Epirium

Recently a fanatical religious leader advocating the founding of a theocracy based on his religion, immigrated to the Arquev Archipelago. After years of dissaproval and outright persecution by national governments everywhere, he and his followers have come to set up their "Sacred Society". Thousands crossed the seas and landed on the west coast of the northeastern island to claim their destiny. There they have begun settling down in a large coastal town called Epirium. Construction contractors have already been hired and a new ringed, circular city of marble, limestone, and granite will be established according to religious law as the capital of the new kingdom.
 
Republic of Pyotr (Who know's where this came from??? Hints are in the history!)
Color: Navy Blue
History: The city of Il'ich was a peaceful villiage that had managed to scrape out an existance after The War. It's economy was based off of trade with distant nations outside of the Arquev Archipelago, but it also had decent farmland around it. Slowly, the cities influence began to grow to the land surrounding the bay it was located on. Recently, a new faction has taken control of the government, called the Pyotr. They came to dominate the cities council holding 18% of the seats, mainly in District 12. Their main goal? Expansion. Many people resented it, but no one was able to unite the many political parties to set up an organized resistance, so for the time being, the city of Il'ich is under the thumb of the Pyotr and supporters. Where this will lead the growing villiage, no one knows.
 

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Federal Republic of Bhania


Government: Federal Republic

Leader: Federal President Malawi Manduno

Language: Bhani ๒ђคภเ

Currency: Bhandi

Ethnic Structure: 97% Bhani, 3% Others

Ruling Class: Traders

Claims
 
Map updated and radiation added. To make capitals easier to identify I marked them on the map.

I didn't expect people to choose island-provinces as their capitals, so Aiolos and Omega have the away penalty waived when expanding into their major neighbouring landmass. Nedim and Zelet are still treated normally, so plan your claims strategically to maximize points; there is no colony bonus in this test run!
 
New Bhania ภ¤ ๒ђคภเ​


The President has ordered the construction of a new capital. The old capital Ra'apnem was underdeveloped and far from being re-constructed, the worst part being it had no port. The new capital will be located 20 km east of the current capital, on the bay of Faürdam. The new capital will be called New Bhania, the old capital will be completely destroyed and recycled to build the new one. New Bhania will be a "self sustainable" city even though no one except the government knows what it really means?The city will be geometrically perfect and the main structure will be the massive harbor. The city will have built in gardens in each house, which is really strange because Bhanians normally imported food from the north. Three islands are located east of the city, they will house the government buildings. The first island will contain the presidential palace, the second will contain the Parliament and House of Traders and Bankers and the third island will contain the RAB (Republican Army of Bahnia) and the Admiralty. The city will have 7 bridges and each is named by a trading family. The biggest one is the Salot S'aar bridge and it connects the Suburbs with downtown and the trading center. Some citizens are afraid that the city might cost much but the government assures them that it will be worth it.

Claims:
 
Spoiler :

The Holy Principality of Epirium, led by their nameless patriarch, has begun spreading down the coasts. Tens of thousands of new colonists have arrived and established dozens of new large settlements up and down the coast. A strong missionary program has been launched and missions are being established all along the continent. The last of the original funds are being spent on the establishment of a paved inter-province highway running across the length of the principality. An expansion further inland is in the planning stages, but has not been announced to the public yet.

Epirium has finished construction. According to religious law it was built in a circular fashion with three rings using three white washed walls. The first ring is reserved for the nobility, preisthood and invited families. The second for those working acceptable jobs. The third for those conducting unclean jobs, such as dealing with foreigners or working at a slaughterhouse. After the completion of Epirium an proclamation was sent out establishing religious law and declaring the holy book the constitution of Epirium.
 
@ Propso the 5 claims have to be contiguous with your capital......

The Federal Republic of Seredonia


Claims;
3 Contiguous territories = 3 XP
1 Non-Contiguous Territory = 2 Xp
Total = 5
 

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People's Republic of Redspyland
 

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