IOT: Second American Revolution[sign-ups]

Tyo

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Second American Revolution

Revolution "Ground Zero"

It is the year 2036. A decade ago, the literal Corporate America became reality. Officially, the US was still a democratic, free nation; but it's obvious that that's no longer the case. The Corporate-backed autocratic regime is strong, but the country is falling a part. As protests sense back in 2011 escalated, eventually a wave of revolution came about. A mass protest tuned violent as state police opened fire upon the crowd, and the crowd fought back and hard. Washington DC became a war-zone. Similar incidents happened around the US, making it clear civil war was underway. Taking advantage of the regime's weakness, all parts of the "United States" rebelled. The Second American Revolution had begun.
Now, in this day and age, these revolts have taken a more organized form. Though much of the US is now uninhabited, many parts have made governments and have raised armed forces, and produced fairly stable economies. Corporate America, still calling itself the United States, still has control of the Capital and encompassing states... For now.​

Okay,
RULES:
1. Simply follow standard forum rules.
2. No insulting other people, please.
3. Don't verbally troll(I have no problems with trolling via action in-game, though :lol:)

Now for the mechanics:

Starting out
Claim 5 provinces or ask to be a pre-placed nation(list will be in the maps section.) You have 20 EP to start out, to do whatever you wish.

Roleplaying
typing roleplay will get you bonuses; from more starting territories, starting EP, stronger military, and more. Helping me with updates will give you more(See IOT VII updates for the stuff I'm talking about).

Claiming and Territories
You must spend your own EP to expand. Each claim costs 20% of your total EP. Territories can be fought for in border skirmishes. These skirmishes are not declarations of war, but small engagements involving only two armies. These can only happen on territories sandwiched between two nations. Border skirmishes aren't supposed to directly affect diplomacy, as each power has equal right to the land. Any declaration of war due to skirmishes is an aggressive war. All island groups are marked with a circle around them, they count as one territory.

Also, real-life resources can be taken into account depending on how good your roleplay is. This can lead to many bonuses. Nuff said, really.

Military and combat
I'm not experienced in this, so I'm keeping it simple. At start, Armies cost 1 EP. Navies are always double that of armies. The costs of Armies can inflate, and likewise deflate. Combat will be based on the amount of total units in the field. For example, a 5 vs 7 battle will got out with the one with 7 having a 7/12 chance to win before bonuses or drawbacks apply. (On a side note, I don't have a chance generator type application on my computer and would love if someone sends me information regarding it before I ask around. I'll need this before we start, everyone here would probably know.)

Infrastructure
This will be more expanded than other IOTs. Will expand as time goes on. For now you have:
The Capitol: This building is free for the first placement. If it is captured, your nation will be 50% likely to spawn a rebllion inside of your rebellion. Rebelception? Okay I'll stop. Oh, and it gives a "buff". Itself and territories surrounding it are 10% less likely to have a rebellion start. You can have one bonus capitol for every 5 states under your American Alliance's Control. This costs 20EP after the first placement.
Factories: This is the literal infrastructure of this game. Except it costs 4 EP. Gives one bonus EP per turn. You can only have 1 Factory per every 5 territories you have.
Marketplace: Factories and trade have to sell stuff somehow. Marketplaces cost 10 EP, but produces bonus income from resources in your control, imports, and factory production. The total EP obtained from those three divided by three is the bonus it gives. Can have one per every 15 territories you have.
Barracks: Gives +5% combat bonus for infantry built in the territory with the barracks. Can have one for every two territories you have. costs 5 EP
Officer's Academy: Upgraded Barracks. Need two barracks to build. +10% combat bonus. costs 10 EP
Dock: Naval brother of a barracks.
Dry-dock: Naval brother of an officer's academy.


Diplomacy
This is pretty much your way to winning this IOT. You can set up Trade agreements, defensive pacts, all the ordinary stuff. Trade gives you 1 EP per standard trade. Advanced trade agreements are those with specifics imported/exported goods and services, and they grant +2 to +3 EP per. You must be detailed with these in order to take effect. NPCs cannot do advanced trade. You can make an American Alliance. These alliances are exclusive to US rebel PCs only. Only those with similar economic and governmental policies can join an American Alliance. The leader is important in this. In Alliances with only two nations, the stronger(Highest EP per turn, strongest military. If these are split between the two, diplomacy with other nations will be taken into account) is automatically leader. In alliances with 3 or more, each nation is given two votes to pick their leader. You can only pick the same nation once. American Alliances automatically give out standard trade, defensive pacts, and a democratic aggression pact(In alliances with only two nations, the leader picks whether or not they go to war, and the other will have to follow or risk ending the alliance). Take note this does not mean, for instance, A Capitalist nation cannot be allied with a Socialist one. They cannot however, form an American Alliance. Plane and simple.

Espionage(under construction)
You can spend EP on Espionage. This has very limited use in the beginning. You can spend EP on espionage for specific nations, that means 5 EP for say, Canada; and 7 EP for Central America, are independent. Their strength makes success chance less and discovery chance more. The more EP, the more the chance of success goes up and chance of discovery goes down. What is revealed to you is at my own choice.

Special Powers
Each nation can have its own unique power. Its base cost will be about 75 EP, but that just gets the project started. The effect depends on your own rp. For example, Capitalistic nations will probably get some sort of economic boost, varying from a big business to a new tool. Aggressive ones may get a weapon, varying to a new gun to a WMD. Things like that. You do not get to chose the direct effects or how you find it. Just type in "put [x] EP into Special power" and I'll take it from there. How much EP you put in after the base will effect your chances of succeeding. Like I said, RP will effect the power's ability, but the ability will effect the base cost. So you'll have to balance out, do you want a great but extremely costly super-project? Or a small, cost effective one? Your choice. Yes, you can build multiples...but not at once.


What is your nation(or rebellious group, whatever)
Now the arguably most important part...
Nation name:
Government: (Be realistic, this is 21st century America. I don't want to see Feudal systems.)[Unless you make the submission REALLLLLLLY interesting.]
Economy: (Same as above.)
Trade policy:
Reason for revolt: (This is where your bonuses come from. For example, what if ou are a company-driven nation too? I want a detailed explanation about why you left the other false US.)
Trait: (You start with one, but this can and will expand into multiples or one badass one depending on your roleplay. or it can become near-powerless. Your choice, really.)
Flaw: (Likewise, this can loosen up based on your choices. Or it can get very, VERY bad.)

Events
There's still a world happening outside of america...Right? Of course there is. I will announce on an update or two how the rest of the world is doing. You can use your epique roleplaying skillz to take advantage of these events if at all possible. And there will be events that directly affect the area in the in-game map, for example NPC Mexico maybe wanting its former territories back. Or Cuban Missile Crisis 2.0. I dunno, stuff like that.

Winning!
Here is my definition of you winning this thing:
Control or be the leader of an American Alliance that controls at least 30 former US states, and bring honor back to the name "American"(I'll dictate myself on what that is. You can try and guess though.)
But due to the vagueness of the above and the disadvantage some societies in-game will find this almost impossible(Corporate America 2.0's, pre-placed nations), you PM me your personal victory condition(s). If it gets my seal of approval(Me saying yes), that can be yours and you can officially "win" that way.

Let me know if I forgot to explain anything or if you see any imbalances.
 
Spoiler :


NPC list:
Yellow: Mexico
Orange: Greenland
Maroon: Northern South American Union
Brown: Republic of the Caribbeans
Purple: Central American Alliance
Blue: Corporate America(unclaimable)

Yes, the big ones will get nerfed. Don't worry. If you want to change the color, I don't mind one bit.
 
Updates:

Players:
 
La Dictadura del Proletariado de Aztlán
Proletarian Dictatorship of Aztlán


Government: Presidential Democracy
Economy: Socialist
Trade policy: Protectionist
Reason for revolt: Originally just peaceful protests against the increasingly corporocratic nature of the former US. After the protests became violent, groups like the Brown Berets took control of the movement, dedicating it to the establishment of an independent Aztlán. When the government collapsed, these groups moved swiftly and established their own government. The government is a democracy, but with vast powers invested into the head of state, called the Defender of the Revolution.
Trait: TBD
Flaw: TBD

Spoiler :


Reserving my claims. Background and stuff to come.
 
The Red Army





Government: Stalinist Dictatorship.
Economy: Socialist
Trade policy: Isolationist
Reason for revolt War: The Red Army did not revolt. Moscow was taken by force. The Soviets refounded the USSR, and declared that they will work for the end of capitalism. When America fractured, they took the chance to bring Washington to its knees, to install a puppet in the capital. They invaded through Washington State, and have taken over a large amount of the Northwest. They will not stop till The Red Banner in put above Washington, or they will fail in their mission.
Trait: The Soviet Army.
Flaw: Far From home.

Claims:



Edit: Will edit colors.
Edit2: Edited
 
Hm, seems the map has gone down in quality. I'll try and fix this.

Edit: kay, as I have no clue how to fix the coded map, the map is in perfect quality in the attachment. From now on save the attached image.
 
I got the map working, and edited everyone in so far in. Use this one I guess.

Spoiler :
 
Thanks! Owe you one.
 
I like how you gave the dickweeds part of NC but not New Jersey or Pennsylvania. Because there are so many more liberal people and corporations headquartered in NC than both of those states. And that part of West Virginia.

Grrr.

Non-snark mode: The Yankees are too far into the South and too far west, but not far enough into the North.
 
I was going to make an excuse, then I thought about it and that's one of quite a few reasons why you're right. I'll either sneak an edit in tonight or just do it tomorrow.

Original intention was just to put a concentrated corporate dome of land... But a spread out but perhaps militarily powerful one does sound more interesting.
 
Free Corporatocracy of New York​


Government: Corporate Republic
Economy: Free Enterprise
Trade policy: Free Trade
Reason for revolt: Seven years ago, a number of responsible business owners, disgusted by the blatant greed & corruption of Corporate America, decided to organize a conference in New York. Calling themselves ‘The New Continental Congress,’ the businessmen at first wished to draw up a new amendment to the constitution that would reaffirm the rights of the citizens. But as the meeting ran on, the talks became decidedly revolutionary. Eventually, the businessmen unanimously decided to break away from the greedy fascists running Washington. Pooling their wealth, they bought most of the land along the Hudson River & declared a new state based on the principles of personal, political & economic freedom. At first, it looked as though Corporate America would soon crush the young nation, but revolts breaking out in the rest of the country forced them to retreat. Now, with Corporate America being steadily forced to give up more & more land to rebel forces, the Free Corporatocracy of New York stands ready to restore the good name of Capitalism, and to bring order & freedom back to America.
Trait: Corporate Influence (territories cost less to annex)
Flaw: Untested Security Forces (armies are weaker)
 
Connecticut Republic




Government: Federal Republic
Economy: Mixed Economy
Capital: Hartford
Trade policy: Open trade with any friendly faction
Reason for revolt: After seeing corporations weeding into the old United States. The Tristate area (Tristate in this nation's definition encompasses Connecticut, Rhode Island, and Massachusetts) decided to revolt and split away from the corrupt corporate America and form their own government free from corporate influences. Knowing the threats that surrounds after the flashover has happened, the Republic is more militaristic for it's own survival.
Trait: Swamp Yankee (Stronger defense within the homeland)
Flaw: Distrust of Corporate America

 
Kentucky (will probably change) - expect this to encompass Kentucky, Tennessee, and western NC and Va. Also known as my claims/planned annexation zone thing.
Rand Paul
Libertarian
 
Bermuda and New West Florida


Government: Presidential Democracy
Economy: Socialist
Trade policy: Protectionist
Reason for revolt: We got really drunk and it sounded like a good idea at the time.
Trait: we're in a part of the country nobody cares about
Flaw: we're in a part of the country that's constantly getting raped by hurricanes


Uploaded with ImageShack.us
 
Flag:

National symbol:

Nation name: Canada.

Government: Federal three party republic with constitutional monarchy.

Economy: mixed economy.

Trade policy: Free trade.

Reason for revolt: Canada was recolonized by many germans. Soon germans became the majority of population in canada with a small greek and french minority. The canadians started to create their own national identity. Soon a secret organisation named <<FC>>, or Free Canada, was created. After 4 years of war a small part of canada became an indepedent nation.

Trait: Bonus defenses from vast land + 2% added defensive bonus.

Flaw: Can only spend a portion of the EP obtained from territories(static) and cannot build economic infrastructure.


Claim green canada:

 
I knew I forgot to mention something. The bi NPC areas have a pre-placed trait/flaw too so they're not overpowered. You can pick the name, but here's what they are for Canada:
Trait: Bonus defenses from vast land + 2% added defensive bonus.
Flaw: Can only spend a portion of the EP obtained from territories(static) and cannot build economic infrastructure.

Both will change once we reach the later point in the IOT, when "rebel" nations can stand up to Canada individually.
 
Soviet Socialist Republic of Maine​

Spoiler :


Government: Democratically elected Parliament, who elects a Prime Minister
Economy: Mixed Market (Leaning towards Socialism)
Trade policy: All trade must be reviewed by the government.
Reason for revolt: The SSRM, seeing the great corruption of the corporately run America, and all of its unfairness, decided that the only way to fix such widespread and day-to-day corruption and suppression of the poverty-stricken, was rebellion. Naming their revolution the Second Bolshevik Revolution, as their ideals were based on the Soviet Union's own revolution, they usurped the corrupt CEOs who had shackled Maine.
Trait: Nationalism
Flaw: Thirsty for conquest
 
... wouldn't it make more sense to claim New Hampshire and somewhere else in the North?

Still waiting on the new map so I don't get screwed.
 
... wouldn't it make more sense to claim New Hampshire and somewhere else in the North?

Still waiting on the new map so I don't get screwed.

I considered it, but there are already two other countries with me in New England so I decided to not spark border tensions.
 
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