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- Apr 4, 2010
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Ninja IOT I: A New Age
Introduction:
NOTE: SIGNUPS ARE CLOSED, HOWEVER, YOU MAY TAKE CONTROL OF AN NPC IF YOU WISH.
I remember the days of peace. It was so long ago. The year 2000 started off so well. Then acts of violence caused war. It started with small feuds and large coalitions fighting against small dictatorships. It escalated into major tensions between the major powers. The only thing that was stopping a Third World War was the power of Nuclear Missiles and the destruction that would come from their use.
Then, that fear was removed. The invention of anti-nuclear city shields in 2014 and the world wide spread of that technology allowed the warmongers in the world to start a war without having to use nuclear missiles. Some say that there would have been less bloodshed if the city shields weren’t invented. The Third World War started in 2016. It’s brutality made the first two world wars look like a walk in the park. The chaos collapsed many nations of the world. When the leaders of nations ran out of resources, peace was negotiated.
The year is 2020. An new age is dawning. You are the leaders of the world’s nations. History is in your hands. You are the ones who will nurture this new age of peace, or destroy it. It is all up to you.
Basic Rules and Welcome:
Welcome to IOT:ANA! I have aimed to make a simple(ish) IOT with a focus on storytelling.
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTCW-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Every turn someone is inactive, I will decrease their national happiness. This national happiness will slowly return when they return, however, by then their nation may be beyond salvation. I may waiver this rule for people who tell me that they are going away. But that is a MAYBE.
Also remember that this my first IOT so be gentle
Joining the Game:
When joining the game, please use this format for joining:
Name of Country:
Name of Leader:
History of Nation (Note: Try to make this realistic as I want a solid story line with this IOT. As I am going to be posting the player stories on one of the OPs, I would like it if you tried not to contradict other player’s stories. Also, I may prompt you for more information about your nation if I don’t think you have posted enough.)
Colour of Nation:
Starting Claims:
You can claim five territories at the start of the game. I know that is a lot of territories for a map with only 91 territories, but one of my goals in this game is to have no neutral territories. Any territories not taken up by players will be run by NPCs. Notice there is a numbered map on the OP as well as a normal one. There will also be information on what amount of troops/navies there are on one tile.
Roleplaying:
Roleplaying is the essence of IOT. As this is story based IOT a certain amount of roleplay is required. Unless you put OCC in front of your posts, then it will be considered a In Character post. Also, it would be brilliant if you could make some of your IC posts have a story. I will link any posts that deserve attention for their story-telling to on one of the OPs.
Industry Points:
Industrial Points or IPs are the game's currency. Each territory produces one. Also, having a good reputation can increase it and Research Projects may help as well.
National Happiness:
National Happiness is a measure how popular you are with your people. It is influenced through diplomacy, roleplay and by some set game mechanics. Everyone starts with a National Happiness of zero.
Doing these things will decrease your National Happiness:
-Being a jerk IC.
-Declaring war without a good Cacus Belli.
-Doing diplomacy with a nation with a negative reputation.
-Being denounced by nations with a high reputation.
Also, invading a territory will decrease your reputation by one.
Doing these things will increase your Reputation:
-Being a responsible leader IC.
-Doing diplomacy with a nation that has a higher reputation or the same reputation as yours.
-Giving away territories.
-Negotiating peace between two other nations.
-Invading and toppling nations with a negative Reputation.
When you have a reputation below zero, a negative reputation, you risk riots. Riots will decrease the amount of IPs you gain for a turn. If you have three riots within three years (12 turns), your nation will have a revolution. Revolters can only claim one territory per revolution, however, they may spawn with large amounts of units, so if you have a low reputation you better invest in your military.
For each ten reputation points you have, you will get an extra IP to spend per turn.
Diplomacy:
There are many diplomatic agreements you can make. Here is a list of them and their effects:
Peacemaking:
Peacemaking can range from anything from a white peace to a complete surrender. I am not very fussed on how the peace takes effect. There can be land exchanged, a NAP imposed ect ect. You can even get a third party to help you make peace. Making peace, or helping someone make peace, will get you a national happiness boost.
Non-Aggression Pact (NAP):
A non-aggression pact is an agreement between two nations saying that they will not invade each other. You will gain reputation from signing a NAP, even if the nation who you sign it with has a low reputation. If either nation breaks the pact, then there will be a major reputation penalty for the player who breaks it. You may cancel a NAP, however, there is a eight turn (two years) cool-down period where the NAP is still in effect and the aggressors will still have a major reputation hit. So don’t sign a NAP unless you really mean it!
Open Borders (OB):
When open borders is signed between two nations, soldiers and ships of both nationalities can move in each other's borders without causing war. Borders can be closed at any time.
Trade:
When two nations agree to trade, they invest a certain amount of IPs into the agreement. In two turns, they get three times the amount of IPs they both invested. If war is declared between the two nations, then the IPs are lost.
Defensive Pact (DP):
A defensive pact is an agreement between two nations that states that both nations will declare war on any third-party that attacks either one of them. However, if either of the two nations declare war on a third-party, they do not need to declare war on them. A defensive pact may be broken whenever.
Vassalage:
When a nation agrees to become a vassal of another nation, they gain the unconditional protection of that nation against anyone. However, they lose the ability to declare war on anyone, the ability to make peace with anyone and 2 or 20% of their IPs, whichever one is more, will be donated to their ruler. A vassalship can be broken by either party, however, vassal beware, if the vassal breaks it off, it gives the former master a valid Caucus Belli.
Alliance:
An Alliance is a merger between a NAP and a DP with some extra benefits added on top. You can have an alliance between more than two nations. The whole alliance must agree before declaring war or peace.
Alliances will give a reputation bonus every year (4 turns), the larger the alliance, the bigger the bonus. An alliance may be broken at any time, however, you will get a national happiness penalty along with losing all of the bonuses you have gained. This could mean that leaving an alliance could make you lose heaps of reputation.
Alliances can also reject a member if a majority of the other members agree to reject them. Rejecting a member with low reputation will not give the other nations a penalty, however, rejecting a high reputation member could lead to reputation penalties. A forum group where you discuss tactics in encouraged, however YOU MUST INVITE ME INTO IT!!!
War:
Warfare in ANA is similar to the Risk board game. Soldiers/ships cost 1 IP each and are represented by the number system on the map. When you buy an soldier you can place it anywhere that you own. Ships can be placed in areas that you have a costal connection to that is not blockaded. If you do not specify where you want your soldiers/ships, I will place them in the capital or some random costal tile. Information about your army and navy will be on the front page. Soldiers/ships can move two spaces A soldier/ship can only attack one territory per turn.
ANA has a caucus belli system. However, that does not mean that you cannot declare war without a valid reason. You can declare war whenever you like for whatever reason, however, if I do not see it as a valid reason, you will get a Nation Happiness penalty.
Examples of Good Caucus Bellis:
-They declared war on your friend.
-Very very very VERY good roleplay.
-They declared war on someone without a good caucus belli.
-They have an abysmal reputation.
Examples of Bad Caucus Bellis:
-ME WANT MOAR LAND!!!
-We don’t like you because you have funny hair.
-I like to kill stuff!
-Bad roleplaying excuse.
The GM reserves the right to decide what is a good caucus belli and what is not.
Battles:
When two groups of soldiers/ships go into battle, they will face off in 1 vs 1 battles. A 100 sided die will be rolled for each soldier/ship. If the attacker rolls a higher number, one of the defending soldiers will die. If the defender rolls a higher number, one of the attacking soldiers will die. If the two dice rolls are a tie, then the defender will win.
Unfortunately, in battles with more than fifty soldiers, I might have to roll the battle in rounds of 10 vs 10.
Sea Territories:
Sea Territories are claimed by the first person who puts a ship there. There is no IP value from sea territories but you can “blockade” the area, ensuring that anyone you don’t like can’t get through your sea territories. The only way you can dislodge someone from a sea territory is by taking the territory by attacking the people who own that sea territory.
Science:
Science in ANA is represented by projects. Projects can research ANYTHING. The benefits of these projects are to my discretion, though they will usually follow a structure similar to this:
Human Development Projects: Anything that benefits humanity as a whole (e.g: curing cancer). These projects will give a huge national happiness bonus to anyone working on the project.
Military Projects: Anything that increases the power of one’s military (e.g: GDRs). These projects will give a boost to the power of the militaries of nations working on the project. It will also give the said nations the ability to trade/gift the technology to others.
Weapons of Mass Destruction Projects: Any invention of a weapon that causes mass destruction (e.g: nukes). It will give the ability to build WMDs and the ability to gift the knowledge of WMDs to other nations. However, if your people learn about these projects there will be a harsh national happiness penalty.
There are two ways to form a project: publicly and privately.
Public Projects have to be announced in the thread. Anyone can join this type of project Once you are part of the project, you have to donate at least one IP per turn to the project, otherwise you will be kicked out. There is no limit on how many IPs you can donate to the project though.
IPs are converted to Research Points. However, sometimes even if you invest a whole lot of IPs into a project it will gain no Research Points. Or it could gain ten times the amount of IPs you put in. You need 1000 RPs to complete a project, so these are long term commitments.
Private Projects do not need to be announced in a thread. You can invite whoever you want to this project, or just keep it to yourself. Other than that, the same rules apply to private projects as public ones.
Nuclear Weapons:
Although the city-shields have stopped conventional nuclear warfare, many physicists believe that they can create a nuclear device that can bypass these shields. Funding these scientists will give you a national happiness penalty, however if they are successful you could become the world’s next super power…
So there you have it. Let me reserve the next two posts, then you can start claiming.
The game will start in the week or when we have at least ten players. Whatever comes first. I will try to update every 24-48 hours. Also note that in about 2 and a half weeks I will not be able to GM for about ten days. And then the updates will slow down to about once a week after that.
Enjoy.
Introduction:
NOTE: SIGNUPS ARE CLOSED, HOWEVER, YOU MAY TAKE CONTROL OF AN NPC IF YOU WISH.
I remember the days of peace. It was so long ago. The year 2000 started off so well. Then acts of violence caused war. It started with small feuds and large coalitions fighting against small dictatorships. It escalated into major tensions between the major powers. The only thing that was stopping a Third World War was the power of Nuclear Missiles and the destruction that would come from their use.
Then, that fear was removed. The invention of anti-nuclear city shields in 2014 and the world wide spread of that technology allowed the warmongers in the world to start a war without having to use nuclear missiles. Some say that there would have been less bloodshed if the city shields weren’t invented. The Third World War started in 2016. It’s brutality made the first two world wars look like a walk in the park. The chaos collapsed many nations of the world. When the leaders of nations ran out of resources, peace was negotiated.
The year is 2020. An new age is dawning. You are the leaders of the world’s nations. History is in your hands. You are the ones who will nurture this new age of peace, or destroy it. It is all up to you.
Basic Rules and Welcome:
Welcome to IOT:ANA! I have aimed to make a simple(ish) IOT with a focus on storytelling.
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTCW-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Every turn someone is inactive, I will decrease their national happiness. This national happiness will slowly return when they return, however, by then their nation may be beyond salvation. I may waiver this rule for people who tell me that they are going away. But that is a MAYBE.
Also remember that this my first IOT so be gentle

Joining the Game:
When joining the game, please use this format for joining:
Name of Country:
Name of Leader:
History of Nation (Note: Try to make this realistic as I want a solid story line with this IOT. As I am going to be posting the player stories on one of the OPs, I would like it if you tried not to contradict other player’s stories. Also, I may prompt you for more information about your nation if I don’t think you have posted enough.)
Colour of Nation:
Starting Claims:
You can claim five territories at the start of the game. I know that is a lot of territories for a map with only 91 territories, but one of my goals in this game is to have no neutral territories. Any territories not taken up by players will be run by NPCs. Notice there is a numbered map on the OP as well as a normal one. There will also be information on what amount of troops/navies there are on one tile.
Roleplaying:
Roleplaying is the essence of IOT. As this is story based IOT a certain amount of roleplay is required. Unless you put OCC in front of your posts, then it will be considered a In Character post. Also, it would be brilliant if you could make some of your IC posts have a story. I will link any posts that deserve attention for their story-telling to on one of the OPs.
Industry Points:
Industrial Points or IPs are the game's currency. Each territory produces one. Also, having a good reputation can increase it and Research Projects may help as well.
National Happiness:
National Happiness is a measure how popular you are with your people. It is influenced through diplomacy, roleplay and by some set game mechanics. Everyone starts with a National Happiness of zero.
Doing these things will decrease your National Happiness:
-Being a jerk IC.
-Declaring war without a good Cacus Belli.
-Doing diplomacy with a nation with a negative reputation.
-Being denounced by nations with a high reputation.
Also, invading a territory will decrease your reputation by one.
Doing these things will increase your Reputation:
-Being a responsible leader IC.
-Doing diplomacy with a nation that has a higher reputation or the same reputation as yours.
-Giving away territories.
-Negotiating peace between two other nations.
-Invading and toppling nations with a negative Reputation.
When you have a reputation below zero, a negative reputation, you risk riots. Riots will decrease the amount of IPs you gain for a turn. If you have three riots within three years (12 turns), your nation will have a revolution. Revolters can only claim one territory per revolution, however, they may spawn with large amounts of units, so if you have a low reputation you better invest in your military.
For each ten reputation points you have, you will get an extra IP to spend per turn.
Diplomacy:
There are many diplomatic agreements you can make. Here is a list of them and their effects:
Peacemaking:
Peacemaking can range from anything from a white peace to a complete surrender. I am not very fussed on how the peace takes effect. There can be land exchanged, a NAP imposed ect ect. You can even get a third party to help you make peace. Making peace, or helping someone make peace, will get you a national happiness boost.
Non-Aggression Pact (NAP):
A non-aggression pact is an agreement between two nations saying that they will not invade each other. You will gain reputation from signing a NAP, even if the nation who you sign it with has a low reputation. If either nation breaks the pact, then there will be a major reputation penalty for the player who breaks it. You may cancel a NAP, however, there is a eight turn (two years) cool-down period where the NAP is still in effect and the aggressors will still have a major reputation hit. So don’t sign a NAP unless you really mean it!
Open Borders (OB):
When open borders is signed between two nations, soldiers and ships of both nationalities can move in each other's borders without causing war. Borders can be closed at any time.
Trade:
When two nations agree to trade, they invest a certain amount of IPs into the agreement. In two turns, they get three times the amount of IPs they both invested. If war is declared between the two nations, then the IPs are lost.
Defensive Pact (DP):
A defensive pact is an agreement between two nations that states that both nations will declare war on any third-party that attacks either one of them. However, if either of the two nations declare war on a third-party, they do not need to declare war on them. A defensive pact may be broken whenever.
Vassalage:
When a nation agrees to become a vassal of another nation, they gain the unconditional protection of that nation against anyone. However, they lose the ability to declare war on anyone, the ability to make peace with anyone and 2 or 20% of their IPs, whichever one is more, will be donated to their ruler. A vassalship can be broken by either party, however, vassal beware, if the vassal breaks it off, it gives the former master a valid Caucus Belli.
Alliance:
An Alliance is a merger between a NAP and a DP with some extra benefits added on top. You can have an alliance between more than two nations. The whole alliance must agree before declaring war or peace.
Alliances will give a reputation bonus every year (4 turns), the larger the alliance, the bigger the bonus. An alliance may be broken at any time, however, you will get a national happiness penalty along with losing all of the bonuses you have gained. This could mean that leaving an alliance could make you lose heaps of reputation.
Alliances can also reject a member if a majority of the other members agree to reject them. Rejecting a member with low reputation will not give the other nations a penalty, however, rejecting a high reputation member could lead to reputation penalties. A forum group where you discuss tactics in encouraged, however YOU MUST INVITE ME INTO IT!!!
War:
Warfare in ANA is similar to the Risk board game. Soldiers/ships cost 1 IP each and are represented by the number system on the map. When you buy an soldier you can place it anywhere that you own. Ships can be placed in areas that you have a costal connection to that is not blockaded. If you do not specify where you want your soldiers/ships, I will place them in the capital or some random costal tile. Information about your army and navy will be on the front page. Soldiers/ships can move two spaces A soldier/ship can only attack one territory per turn.
ANA has a caucus belli system. However, that does not mean that you cannot declare war without a valid reason. You can declare war whenever you like for whatever reason, however, if I do not see it as a valid reason, you will get a Nation Happiness penalty.
Examples of Good Caucus Bellis:
-They declared war on your friend.
-Very very very VERY good roleplay.
-They declared war on someone without a good caucus belli.
-They have an abysmal reputation.
Examples of Bad Caucus Bellis:
-ME WANT MOAR LAND!!!
-We don’t like you because you have funny hair.
-I like to kill stuff!
-Bad roleplaying excuse.
The GM reserves the right to decide what is a good caucus belli and what is not.
Battles:
When two groups of soldiers/ships go into battle, they will face off in 1 vs 1 battles. A 100 sided die will be rolled for each soldier/ship. If the attacker rolls a higher number, one of the defending soldiers will die. If the defender rolls a higher number, one of the attacking soldiers will die. If the two dice rolls are a tie, then the defender will win.
Unfortunately, in battles with more than fifty soldiers, I might have to roll the battle in rounds of 10 vs 10.
Sea Territories:
Sea Territories are claimed by the first person who puts a ship there. There is no IP value from sea territories but you can “blockade” the area, ensuring that anyone you don’t like can’t get through your sea territories. The only way you can dislodge someone from a sea territory is by taking the territory by attacking the people who own that sea territory.
Science:
Science in ANA is represented by projects. Projects can research ANYTHING. The benefits of these projects are to my discretion, though they will usually follow a structure similar to this:
Human Development Projects: Anything that benefits humanity as a whole (e.g: curing cancer). These projects will give a huge national happiness bonus to anyone working on the project.
Military Projects: Anything that increases the power of one’s military (e.g: GDRs). These projects will give a boost to the power of the militaries of nations working on the project. It will also give the said nations the ability to trade/gift the technology to others.
Weapons of Mass Destruction Projects: Any invention of a weapon that causes mass destruction (e.g: nukes). It will give the ability to build WMDs and the ability to gift the knowledge of WMDs to other nations. However, if your people learn about these projects there will be a harsh national happiness penalty.
There are two ways to form a project: publicly and privately.
Public Projects have to be announced in the thread. Anyone can join this type of project Once you are part of the project, you have to donate at least one IP per turn to the project, otherwise you will be kicked out. There is no limit on how many IPs you can donate to the project though.
IPs are converted to Research Points. However, sometimes even if you invest a whole lot of IPs into a project it will gain no Research Points. Or it could gain ten times the amount of IPs you put in. You need 1000 RPs to complete a project, so these are long term commitments.
Private Projects do not need to be announced in a thread. You can invite whoever you want to this project, or just keep it to yourself. Other than that, the same rules apply to private projects as public ones.
Nuclear Weapons:
Although the city-shields have stopped conventional nuclear warfare, many physicists believe that they can create a nuclear device that can bypass these shields. Funding these scientists will give you a national happiness penalty, however if they are successful you could become the world’s next super power…
So there you have it. Let me reserve the next two posts, then you can start claiming.
The game will start in the week or when we have at least ten players. Whatever comes first. I will try to update every 24-48 hours. Also note that in about 2 and a half weeks I will not be able to GM for about ten days. And then the updates will slow down to about once a week after that.
Enjoy.
