Civ'ed
I ain't gotta explain a thing
It happened only a few years ago.
The ice caps melted. Slowly.
Governments did try to stop this change, but all failed.
Hail, Rain and other disasters nature likes to throw at us hit the battered communities.
Now, 10 Years Later....
2070. The world is looking slightly normal again*. People are coming together in small communities, to brave this world where the environment has been turned from something to save into something to loathe.
*Any wonder why I took the IOTV map?
Welcome to my new IOT!
General rules:
You are not Poseidon. You are not the God of Winter. You cannot prevent the ice and water flow from happening.
No trolling.
While I encourage you to be as treacherous and backstabbing in order to survive I cannot accept
stuff like "BOOM HEADSHOT I WAS NEVER ON YOUR SIDE YOU ARE NOW DEAD UMADBRO?" because that does not make any sense AT ALL. I can and will veto such things.
If you are going to treacherously backstab your allies, tell me first (and properly please. Don't write "I will DoW ally X because" in a VM. In PM). I won't pass on such information.
Any hard crimes to mankind will have you removed - no genocides or purges or whatever.
Starting out form:
Name of country:
Religion:
Starting Bonus:
Territory claimed: (insert 1 and only one territory here)
Brief history of your nation: anything goes, but you can't have something like "And then the USA killed everyone and lived on" because THE COUNTRY DIDN'T SURVIVE.
DON'T PANIC! Each country starts out with 15 SP since they survived the disaster (exception below).
Claiming, Economy and Gains from a province.
The Economy of this game runs in the Survival Points (SP). These do not represent any currency, merely the will of your people to keep themselves alive. This is a bankable resource - nothing is wasted, everything stays under control.
A standard province brings in 1 SP.
if it is half-covered by water it brings in 0.5 SP (also for ice) (exception: Foraging and Survivor's spirit Bonuses mean such a province gives you 1 SP as well.)
If it's completely water/ice nothing.
There are soldiers: armies cost 5 SP a piece. Then there are two different navies. Old navies cost 3 SP but too many lower your ENV level so you can research everything AGAIN, and New navies only come with the NAV and hence the ENV IV tech and cost 10 SP but can move through frozen and partially flooded tiles.
Claiming costs 1 SP, just state the province you want to claim, if you'd be so kind.
There is no negative outcome to wasting everything in one go, but it'll take a while to research things!
You can bank. Don't worry.
Bonuses:
You start with a primary bonus (with the auto-unlocked BON 1, as soon as you reach ENV 3 you can research splinter technology BON 2 which allows a secondary bonus.
Primary Bonuses:
Survivor's spirit - mitigate the penalty from flooded prov. to 0.5
Barbarian - Gain 1 MAR tech army
Technological - Gain ENV II at the cost of 10 SP in the start.
Naval Engineering - Old navies can move through partially flooded provinces.
Secondary Bonuses:
Foraging - no penalty from flooded prov. , mitigate penalty from frozen prov. to 0.5
Scorched Earth - any lost territories lose their SP gain for 1 turn
Prepared for Ice - Frozen land can be reclaimed at ENV IV, but with 1 more SP cost.
Great Drydock - New navies cost 5 SP to build instead.
Guerrilla - armies suffer no penalty on friendly frozen/partially flooded prov.
Air Support - +1 to every battle random dice roll
Techs:
BON = Bonus techs. Give you the bonuses above. There are only 2.
ARMY = techs designed to improve your soldiers. There are two = MAR and TUN.
ENV = techs to change the environment. there are IV, everything bases on these.
NAV = the navy tech.
Each tech costs 15 SP
Full tree of the techs:
Passing/Repealing:
Once you have unlocked a ENV level, you can swap between it and any other levels you have unlocked and still research the next one.
Battles:
Battles will be fought using random dice rolls. When choosing your area to fight, remember the following points:
Tundra/frozen gives both sides a -2*
Partially flooded gives both sides a -1*
Air support gives the side with this bonus a +1
TUN is necessary to move through frozen, MAR is necessary to move through Partially Flooded
Old Navies can't sail through Frozen and only sail through partially flooded with the Naval Engineering bonus.
Old navies carry 2 armies per navy, New navies carry 3
The further away you get from your territory, the more demoralized your soldiers get. From 5 land provs away they fight with -1 strength, from 10 land provs they fight -2, 15+ is -3
You can't get a negative battle outcome - 2 dices are rolled per team.
Allies can join in in the same battle.
* penalty for defender goes with Guerrilla
No UN:
Exactly. The UN crashed. No one wanted it anymore, it was useless.
This is where the players come in.
For when your main focus is not being drowned in your sleep, you aren't going to listen to some big organization are you.
So the normal blocs form as usual, but there is no main governing body, meaning that a post-apocalyptic world can be truly post-apocalyptic.
Map:
The ice caps melted. Slowly.
Governments did try to stop this change, but all failed.
Hail, Rain and other disasters nature likes to throw at us hit the battered communities.
Now, 10 Years Later....
2070. The world is looking slightly normal again*. People are coming together in small communities, to brave this world where the environment has been turned from something to save into something to loathe.
*Any wonder why I took the IOTV map?
Welcome to my new IOT!
General rules:
You are not Poseidon. You are not the God of Winter. You cannot prevent the ice and water flow from happening.
No trolling.
While I encourage you to be as treacherous and backstabbing in order to survive I cannot accept
stuff like "BOOM HEADSHOT I WAS NEVER ON YOUR SIDE YOU ARE NOW DEAD UMADBRO?" because that does not make any sense AT ALL. I can and will veto such things.
If you are going to treacherously backstab your allies, tell me first (and properly please. Don't write "I will DoW ally X because" in a VM. In PM). I won't pass on such information.
Any hard crimes to mankind will have you removed - no genocides or purges or whatever.
Starting out form:
Name of country:
Religion:
Starting Bonus:
Territory claimed: (insert 1 and only one territory here)
Brief history of your nation: anything goes, but you can't have something like "And then the USA killed everyone and lived on" because THE COUNTRY DIDN'T SURVIVE.
DON'T PANIC! Each country starts out with 15 SP since they survived the disaster (exception below).
Claiming, Economy and Gains from a province.
The Economy of this game runs in the Survival Points (SP). These do not represent any currency, merely the will of your people to keep themselves alive. This is a bankable resource - nothing is wasted, everything stays under control.
A standard province brings in 1 SP.
if it is half-covered by water it brings in 0.5 SP (also for ice) (exception: Foraging and Survivor's spirit Bonuses mean such a province gives you 1 SP as well.)
If it's completely water/ice nothing.
There are soldiers: armies cost 5 SP a piece. Then there are two different navies. Old navies cost 3 SP but too many lower your ENV level so you can research everything AGAIN, and New navies only come with the NAV and hence the ENV IV tech and cost 10 SP but can move through frozen and partially flooded tiles.
Claiming costs 1 SP, just state the province you want to claim, if you'd be so kind.
There is no negative outcome to wasting everything in one go, but it'll take a while to research things!
You can bank. Don't worry.
Bonuses:
You start with a primary bonus (with the auto-unlocked BON 1, as soon as you reach ENV 3 you can research splinter technology BON 2 which allows a secondary bonus.
Primary Bonuses:
Survivor's spirit - mitigate the penalty from flooded prov. to 0.5
Barbarian - Gain 1 MAR tech army
Technological - Gain ENV II at the cost of 10 SP in the start.
Naval Engineering - Old navies can move through partially flooded provinces.
Secondary Bonuses:
Foraging - no penalty from flooded prov. , mitigate penalty from frozen prov. to 0.5
Scorched Earth - any lost territories lose their SP gain for 1 turn
Prepared for Ice - Frozen land can be reclaimed at ENV IV, but with 1 more SP cost.
Great Drydock - New navies cost 5 SP to build instead.
Guerrilla - armies suffer no penalty on friendly frozen/partially flooded prov.
Air Support - +1 to every battle random dice roll
Techs:
BON = Bonus techs. Give you the bonuses above. There are only 2.
ARMY = techs designed to improve your soldiers. There are two = MAR and TUN.
ENV = techs to change the environment. there are IV, everything bases on these.
NAV = the navy tech.
Each tech costs 15 SP
Full tree of the techs:
Spoiler :

Passing/Repealing:
Once you have unlocked a ENV level, you can swap between it and any other levels you have unlocked and still research the next one.
Battles:
Battles will be fought using random dice rolls. When choosing your area to fight, remember the following points:
Tundra/frozen gives both sides a -2*
Partially flooded gives both sides a -1*
Air support gives the side with this bonus a +1
TUN is necessary to move through frozen, MAR is necessary to move through Partially Flooded
Old Navies can't sail through Frozen and only sail through partially flooded with the Naval Engineering bonus.
Old navies carry 2 armies per navy, New navies carry 3
The further away you get from your territory, the more demoralized your soldiers get. From 5 land provs away they fight with -1 strength, from 10 land provs they fight -2, 15+ is -3
You can't get a negative battle outcome - 2 dices are rolled per team.
Allies can join in in the same battle.
* penalty for defender goes with Guerrilla
No UN:
Exactly. The UN crashed. No one wanted it anymore, it was useless.
This is where the players come in.
For when your main focus is not being drowned in your sleep, you aren't going to listen to some big organization are you.
So the normal blocs form as usual, but there is no main governing body, meaning that a post-apocalyptic world can be truly post-apocalyptic.
Map:
Spoiler :