IOT: Second American Revolution

Tyo

HANDS HIGH TO THE SOUND
Retired Moderator
Joined
Mar 14, 2011
Messages
4,131
Second American Revolution
Screen-shot-2009-10-05-at-9.42.58-AM.png

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.

Also, each territory has a maximum 5 armies that can be built per turn. Barracks increases this to 7, and Academies increases this to 10. Likewise for ships(Except with docks.) This means, you must from now on designate where armies and navies are built. This also means that only armies built in territories with Barracks/Academies will get the bonus. You can also move armies strategically across the map, and occupy territories to prevent peaceful claims by anyone on that territory. You can only occupy a border province. Border Skirmishes can be fought for control of the territory. You can also send your armies elsewhere across the map. Each army can move ten territories each. I will eventually make sea "provinces", that cannot be claimed but can be fought on.

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 3 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.

DEADLINES
If you miss the deadline, we won't wait for you. I'll make orders for your nation myself and we'll continue. Don't worry, I won't royally screw your country.

Capitals
Anyone who has not designated a capital, do so.
 
2036

Dawn of the New America


Just two decades ago, America was almost something to be proud of. A decade later, it changed. A Corporate Autocracy ruled what once was called "the land of the free and home of the brave." One more decade, and the people have had enough.
To the West, a socialist revolutionary movement caused Aztlán to become independent as officially the Proletarian Dictatorship of Aztlán. North of Aztlán, in Washington State, the Red Army from again-communist Russia invaded the area, taking advantage of America's rebellious state.
To the East, the Corporate America hold a firm grip in Washington and surrounding areas. Another Corporatocracy broke off from them, in New York. This state attempts to repair the name of Capitalism and America, and opposes the oppressive Corporate States of America. Deeper in New England, Connecticut and the tri-state area revolted favoring a Mixed Economy and a less corrupt government. Maine rebelled to form the self-entitled successor of the 20th century USSR, adopting their forms of economy and government.
To the South, parts of several states revolted, without a real reason why. Setting up a socialist protectionist system, they settled on simply going through with the revolt without incentive. Louisiana revolted as well, though mostly due to being ignored. It is the only officially French nation in America.
Meanwhile, Canada has undergone a small revolution, re-creating their national identity. Northern Pennsylvania harbored the direct heir to 2011's Occupy Wall Street's hosts, the 99%. These revolutionists oppose the corporate dictators that once ruled over the US. The Appalachians also saw a rebellion, due to government interference in areas that don't need it.
In central US, the Dakotas rebelled. It is one of the only revolts that was planned for in the long term, waiting for that last straw. From this came a nationalist union.
Map:
Spoiler :
A01XT.png


Stats:
Spoiler :

9YDhZ.png

6PC8j.png


TRAITS DO NOT APPLY THIS TURN
They are just there for show so people can see what they're getting. You may change it if you don't like the effect.
Abilities
Spoiler :

Stable: -5% chance of revolt upon capture of the Capital.
Soviet: Armies have +5% combat bonus and cost half price.
Opportunist: Expanding costs 10% rather than 20% of EP.
Swamp People: +5% combat bonus in any territory this country has owned.
Eventless: Espionage missions against this country have a -10% chance to succeed.
Great White North: This nation is big. Also, +2% defensive bonus.
Patriotic: get double EP from Factories and armies cost half.
Traditional: Infrastructure costs 3/4.
Public Support: 1 bonus EP from every 2 territories owned.
Sense of Destiny: If a territory is captured from this country, they gt bonus armies based on the strength of the invading nation(Max of 4)
Physically Progressive: +5% combat bonus, +1 EP from every 4 land and +1 ep for every 3 Factories.

Flaws
Spoiler :

Racist: Diplomattic strains are produced between all nations, PC and NPC.
Homesick: EP gained per turn is reduced by 2
Unsecure: -5% defensive bonues.
Poor Industry: Economic Infrastructure give you halfas many EP.
Disaster-Prone: Every turn, you have a 10% chance to lose 10% of your infrastructure.
Old Nation: Gets a fixed amount of EP per turn, cannot build Economic Infrastructure, and cannot Expand
Over-Expanders: Expanding costs 50% of this county's EP.
Irregular: Countries are discouraged to talk to this country. Countries with the flaw "Racist" Cannot talk to this country at all.
Too trusting: Espionage Missions against this country have a +10% boost in success.
No-Brainers: working on Projects and other things that involve thinking cost more.

Traits
Spoiler :
Odd: They are so irregular to the rest of the continent(Even to the commies to the West!) They cannot be dilomattically talked to.
Mountinous Terrain: Defensive boost of +5%, cannot expand.
Split the Country: Splitting the country in half kind of annoys everyone. But they get bonus armies if declared war upon based on how powerful that country is.
Newly-First-Worlders: They have a reputation to keep up being the only real country in North America. They are forced to be kind to the Rebels of the US and can only get 10 EP/turn...For now.
Island Nation: Navies are the same price as armies
Nobody Cares: This trait does nothing.
The Canal: This country controls the only practical route between the west and east for naval travel. If a navy wants to pass, it must pay EP each time based on the large-ness of the navy.
Worldly Power: This country has a global duty to not mess with North America until the dust of war settles. Unles they are attacked first.
Former USA: This country gets bonus EP per turn.
Anti-Mexico: +10% combat vs Mexican troops.


Okay, you may notice I changed the traits around a bit. This is because in this IOT, your traits can change a lot, and you will gain new traits. I picked a medium for every trait, and they will change according to how you play and rp.

Okay, now make your orders. RP bonuses were applied directly in this update.
 
All income in armies.

All hail german canada.
 
You kinda didn't describe any of the traits after Caribbean Union, and shouldn't Mexico only have 10EP instead of 20 due to their trait?

Also, might want to do a second in-depth economy spreadsheet to show how many factories and lands everyone has (like in Link's game).

This is gonna be fun! :)
 
My trait says that expanding costs 20% rather than 30% of my EPs, but according to the OP, expanding costs 20% for everyone.
 
I didn't apply any traits to anyone om this turn, but the next(and every turn after for a while) they'll only get ten.

As for the traits, they got cut out it seems. Will fix.

Edit: I thought I put 30%...My bad. Putting 30% now.

Edit2: Actually, gonna change your trait to make it 10% and make claiming 20%. That seems more balanced to me.
 
Build 2 Barracks: 10
1 Factory: 4
Expanding 2 Territories: 9 (Rounded)

5pyzs.png
 
RS, The traits are just there for show this turn(your current orders is pretty much an example why :lol:)

Though, I probably should have put that in the update post...
 
Oh, well fix that then :p
 
Just did. Sorry for the confusion.
 
Edited Orders
 
I like how the SSRM has Over-Expanders, but is one of the smallest countries. :p

Farmer Joe dug out the potatoes in his farm; it was September - time for the potato harvest! Most of the farms were shut down after the revolution, and only the potato farms in Aroostook were still open and producing. The provisional government in Augusta, the capital, had granted subsidies and extra labour to accomplish the job of feeding Maine. The only condition that the government gave was that his farm contribute directly to the government - he could not sell his wares, but only give them to the government, in return for full compensation. He knew that, all over the state, the government was wrapping its fingers into all of the vital industries in Maine - naval building, farming, and word even had it that a mighty new factory was being constructed in the capital city.

SSRM
Build 1 factory
Build 1 barracks in Southern Maine
Build 11 armies
Capital is Augusta (it's in the central Maine province, on the border with the southern one)
 
B9gwC.png

20 EPs to Expand
Annex the Territories in Blue
Make New York City my Capital
1 EP to recruit an Army
4 EPs to construct Navies
Advanced Trade: Long Island peaches & plums to Louisiana in exchange for sugarcane & rice.
 
I trust that I won't be invaded turn 1, so...

18EPs - expand into the four remaining NC territories (I need a port :p)
4EP - 1 factory
1EP - 1 army
Capital is Ashville, NC (western part of the state)

Taking a territory next to western NC, or in Kentucky or Tennessee, will be seen as a sign of aggression.
 
Let me reiterate.

I trust I won't be invaded by anyone who doesn't always seem to be my enemy every game for no apparent reason.
 
I'm your enemy in every game?

I was joking, at any rate. :p
 
I'd rather you not start killing each-other on the first turn, myself. :lol:
 
Back
Top Bottom