MoshIOT

Mosher

Mushroom dad
Joined
Dec 11, 2010
Messages
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Location
New England
MoshIOT


Spoiler :


Joining the game
Choose 20 provinces to start out with, and select a capital as your province. Please mark it clearly. All of your infrastructure will be in your capital; if it is captured, all of your infrastructure is contained within your capital. Please also state your name; anything else, such as history, flag, economy, etc is purely up to you, but will grant you RP bonuses at the start.

Basics
This IOT is set in 1960, and updates will be every 2-3 days.

Each territory grants you one IC (Industrial Capacity). IC is the lifeblood of your economy; you do EVERYTHING with your IC, from building armies to building infrastructure to investing in technology.

You can expand by investing IC: it costs 2 IC to expand to one province.
You will get bonuses, at my discretion, for good RP.

Economy

Now, you can just expand as far as you want ( as long as the tiles are contigious or linked by sea), but you can also invest in infrastructure. Buildings that provide defensive bonuses can only be built in your capital, and the defensive bonus is only given once (you can build more than one, but you only get the bonus once) There are 6 buildings you can build with IC:

Factory (Costs 20 IC)
Provides: 10 IC/turn

Road (5 IC)
Provides: +10% defence in your capital, 2 IC/turn

Airport (70 IC)
Provides: +10% defence in your capital, 30 IC/turn, allows training of aircraft

Bunker (20 IC)
Provides: +30% defence in your capital

AA Guns (100 IC)
Provides: Enemy aircraft attacking your capital have a 70% chance of being destroyed

Drydocks (60 IC)
Provides: 10 IC/turn, allows building of ships


Military
The much more fun means of expansion!

Whilst declarations of war can be sent via PM to myself, I will sent a notification to the defender stating that this province is being attacked (not by who, unless the declaration was public), and he will state how many units are to defend. I will not state how many units are attacking.

You require a navy for every 5 armies you wish to transport overseas.

You can blitz through one extra territory for each army tech level you have. (Army Tech 2 means blitzing through two territories)

Aircraft

There are two types of aircraft: planes and helicopters.

Inside of the planes section, there are two subsections: fighters and bombers.

Fighters intercept bombers, unless they are protected.

Bombers can bomb a province before an army goes in. It will roll a 10-sided dice; if it rolls a 1, it kills one enemy army, a 2, one enemy army, and so on and so forth.

Support aircraft have two sections: interceptors and medial helicopters.

Interceptors act much the same as jets, but are only used for defense (but are cheaper)

Medical Copters are interesting. Though expensive, each Med. Copter in the attack/defense side has a 10% chance of rescuing half of the armies killed in the fighting, up to an 80% chance. So, if 5 armies die in an attack, and there are 8 Med. Copters that succeed in their 80% chance roll, 3 armies will be revived (rounded up).

Combat in this game works like this: Each side rolls a 20-sided dice. The defender will always win a tie; defender will get a 5x bonus to their roll if fighting in this capital. For having a 2-1 advantage, the larger side will get a 2x roll. For having 3-1, 3x roll, 4-1, 4x roll, and so on and so forth. The loser will get their roll subtracted from their opponents roll, and that number represents the number of armies lost for the losers. The winner will get their roll, divided in half (rounded up if it is a decimal), as their casualties.

Example
Nation of X attacks Nation of Y with 50 armies to Y’s 20. Since Nation of X has a 2.5-1 ratio against Y, it’s rounded up to a 3-1 bonus. Nation of X rolls a 10, multiplied by 3, into a 30. Nation of Y rolls an 18. Since Nation of Y lost, it subtracts 18 from 30, coming out to 12; it takes 12 casualties, bringing its army down to 8. Since Nation of X rolled a 10, it takes 5 casualties, bringing its army down to 45.

Unit list

Army (1 IC)

Fighter (10 IC)

Bomber (30 IC)

Attack Copter (5 IC)

Med Copter (50 IC)

Navy (2 IC)


WMDs


There are three different WMDs - nuclear, biological, and chemical. Each one can be upgraded, either improving tiles destroyed by 1 for each tier or percent chance of success increased by 10% and failure reduced by 1%.

Nuclear bombs will decimate several provinces (5, radiating from the blast point), making them worthless. They will show up as grey on the map. They will not provide any IC at all. A capital province, if it has a bunker in it, can survive 5 nuke blasts before it is turned into a wasteland.

Chemical weapons will be deployed and will roll a 10-sided die. Each chem weapon has a 50% chance of wiping out 20% of the enemy army; but beware, because a chem weapon can only be deployed on provinces that you are adjacant to (or connected-by-sea), and have a 20% chance of destroying 20% of an nation’s army that has tiles adjacent to the province where it was deployed. These can only be deployed once every 5 turns.

Biological weapons will have a 50% chance of doubling enemy unit production cost (armies will cost 2, for instance), by killing off the people needed to fill the ranks. These will last for 5 turns, and each turn has a 10% chance of it spreading to a neighboring nation (which can then be spread to other neighboring nations). This effect does not stack if another bio weapon is used on the nation until the nation is free of the effects of it.

Each program for these will cost 200 IC.

Atomic bomb (60 IC)

Chemical Weapon (30 IC)

Bio Weapon (50 IC)

Science

Each tech costs 50 IC more than the previous one. All tech for combat units (armies, attack copter, fighters, navies, etc) will add a 2 to their roll when they fight. It also increases naval capacity by 2 for each Naval Tech.
Tech for Heli increases Med. Copter chance by 10%
Tech for WMDs are explained in the WMD section
There are 25 techs in each tech branch except for the WMDs, which have 10.

Army Tech 2 -
Cost: 50 IC

Aircraft (Plane) Tech 2 -
Cost: 100 IC

Aircraft (Support) Tech 2 -
Cost: 100 IC

Nuke Tech 2 -
Cost: 200 IC

Bio Tech 2 -
Cost: 150 IC

Chem Tech 2 - 300 IC

Naval Tech 2 - 100 IC
 
Player list -

American Southern League of Prosperity
Player: Sonereal

Carolinian Empire
Player: MoreEpicThanYou

Kingdom of Lesotho
Player: nightcreature

The Demon Realm
Player: Yoshiegg737

German Union
Player: Red_Spy

Free Bavaria
Player: Omega124

Byzantine Empire
Player: mechaerik

India
Player: bonefang

Caspian Khanate
Player: Double A

Republic of Australia
Player: spaceman98

Kingdom of Hellas
Player: christos200

Republic of Romania
Player: Krzowwh

Spain
Player: Tyo

Neo-Papal States
Player: Kinich-Ahau

Vijayanagar
Player: SouthernKing

Southern Pommyland
Player: hoplitejoe

The Holy Canadian Empire
Player: Farsight

Wu State
Player: Caragus
 
You all start with 30 IC!


Spoiler :
 
American League of Southern Prosperity Orders
20 into building a Factory
5 into Roads
5 into Armies
 
The Holy Quebecois Empire


10 IC to Armies
10 IC to Army Tech 2
10 IC to expansion as follows:


 

24 ICs to Expand
Annex the Territories in Red
6 ICs to recruit Armies


RP Later

OOC: Farsight, expanding costs 2 IC per territory
 
OOC: Okay,fixed.
 
Claim the dark blue provinces
People of Australia
The first elections of the republic clearly showed the intentions of the people. Australia will be a great nation of rural farmers. A breadbasket of the world and a powerful empire open to people of all races and backgrounds. A land of freedom and security, justice and rightiousnes and hope and democracy for all. I, Jack Lancaster of the Allaince of the Free Farmers of Australia hope to lead our nation toward this glorious future. Western Australia has voted to join us and we have peacfully integrated East Timor and parts of New Guinea. These are great days for our republic.

Election results:
Allaince of the Free Farmers of Australia: 36%
Industrialist Party: 21%
Freedom Party:21%
Labor Party: 20%
Aboriginal Heritage Party: 1%
Other: 1%







Another Election was also important to Australia. After independance from Brittan, two nations formed, one in the East and one in the West. These nations have now been made one.

Western Australian Elections:
Unification Party: 51% (supported and received unification with the East)
Free West Party: 30%
Independant Candidate: 10%
Labor Party: 5%
Aborigional Heritage Party: 2%
Other: 2%
 

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OOC: I'll do my turn in a bit, but I'd like to get this done first.

The Carolinian Empire would like to suggest the following borders for the nations of North America.

 

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May I have the Northeast US and Michigan in exchange for the stuff in Minnesota, Montana and Winsconsin?
 
Wu State Orders
20 IC into expansion. (dark green territories)
10 IC into roads.
Spoiler :
 
10IC to Roads
10 to Armies
10 to expansion in the following:

Caragus, deal.
 

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Claims(10 IC):
Factory (20 IC)

N, self declared emperor of Lesotho, might have laughed at the Demon Realm when he spoke to his people, but he knew it would not be easy to conquer them. So he built a factory in his kingdom to increase production. Several territories decided to join the Kingdom of Lesotho to avoid destruction and death. N eagerly accepted them as states. In his speech, he said "Today is a great day for the Kingdom of Lesotho. Not only have we completed a factory to build weapons and other necessary goods, but we have also added five new states to our kingdom. Our nation is slowly approaching our goal of reuniting Africa."
 
His Holiness Pope Julian I of the Neo-Papal States requests an alliance with Pope Peter II of The Holy Quebecois Empire.
 
Upper Michigan. You know, the part that actually isn't connected to Michigan?
 
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