- Joined
- Mar 14, 2011
- Messages
- 4,131
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.
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 )
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.