NedimNapoleon
Weird Little Human

The sun has started to use up its fuel and its starting to grow, the Arctic and Antarctic have melted, and every continent is bathed in ultra-violet radiation and life is impossible on every continent, except Inglacialis Terra, the melted antarctic. Under the ice a land of fertile land, lakes, flowing rivers and oil lies. You must save your people and colonize this safe heaven.
House rules:
1. Do not flame, troll, or personally insult any other player. You may comment on their actions negatively if they are behaving badly, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. The Game Thread is not a chat room. If a conversation is only relevant to a few players, then discuss it with those players themselves. Use Social Groups or visitor/private messaging to discuss diplomatic issues. Dont spam.
4. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
Game rules:
Roleplaying: 1950's tech so no portals or giant death rays, when I say so the first space programs may start, it will be heavily rewarded in ways I shall not yet explain
Starting: Pick 5 territories on the map and post your nation and its stats. The more nation info the better, from what your nation was created, any ansecstor nations, please no batmanistans and badassia, keep it real.
Claiming: Each nation can peacefully claim 3 provinces each turn, in a state of war none. If a nation is attacked secretly or less than 48 hours before the update it gets its claims for that turn.
Economy: Each province gives you 1 IC, you will most probably spend your money on research and army, armies cost upkeep so the whole formula for your economy is IC=NT+B-AU
IC - well your IC
NT - Number of territories
B - Bonus from roleplaying, tech and etc.
AU - Army and Navy upkeep
Armies and Navies: You will have to move your army. You will get a selection of cool army sprites and everyone can pick one. Each army unit can contain 10 divisions (this number will rise as you develop tech), a division costs 2IC and 1IC to upkeep, for each army you need a general, generals cost 6IC but nothing to upkeep, navies can have infinite amount in fleet, each fleet costs 4IC and 2IC to upkeep. Nukes will be explained later. Only one Army per territory, no stacking.
Battle System: Each division gives you a rool (1-10) any roleplay about the battle (battle plans) will add a 5% bonus and also plus tech and army bonuses
Tech:
Spoiler :

Espionage:
ICs can also be used in spy missions, both in peacetime and wartime. Here's how it works. Here's a list of all the spy missions you can take against your rivals, in peacetime and wartime (you can suggest more if you want). Send me a PM of what you want to do, and you'll know if it succeed or fail at update time.
There are certain risks, of course. You may fail, or worse, you may be discovered, at which point your vile acts will be known to all the world. Also, they are rather pricey. The price listed here is the minimum price of a spy action. Paying double the minimum price will increase the chance of success by 10% and decrease the chance of discovery by 10%. Pay three times the normal cost and the chance of success is increased by 20% and of discovery is decreased by the same percentage. And so on. This caps at 90% success rate and 10% discovery rate.
Spoiler :
Counter-espionage
Costs 4 IC
30% chance of success, 20% chance of discovery
The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
Steal Enemy Plans
Costs 4 IC
20% chance of success, 10% chance of discovery.
Gain two extra RNG roll chance in every battle against the target for one turn. If the target has a secret nuclear weapons program, reveal the program and any nuclear weapons they have.
Fund Rebellion
Costs 5 IC
20% chance of success, 50% chance of discovery.
Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
Sabotage
Costs 7 IC
20% chance of success, 30% chance of discovery
The target loses tech it invested into that turn
Initiate Propaganda
Costs 7 IC
10% chance of success
A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.
Nuclear Sabotage
Costs 10 IC
10% chance of success, 40% chance of discovery.
Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.
Costs 4 IC
30% chance of success, 20% chance of discovery
The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
Steal Enemy Plans
Costs 4 IC
20% chance of success, 10% chance of discovery.
Gain two extra RNG roll chance in every battle against the target for one turn. If the target has a secret nuclear weapons program, reveal the program and any nuclear weapons they have.
Fund Rebellion
Costs 5 IC
20% chance of success, 50% chance of discovery.
Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
Sabotage
Costs 7 IC
20% chance of success, 30% chance of discovery
The target loses tech it invested into that turn
Initiate Propaganda
Costs 7 IC
10% chance of success
A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.
Nuclear Sabotage
Costs 10 IC
10% chance of success, 40% chance of discovery.
Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.
Nuclear Weapons:
You research it when you research all other military techs. One nuke costs a mere 10 IC but if 35 Nukes go off its a nuclear winter and everyone looses. A nuke destroys armies and navies in the provinces completly and it converts the province into wasteland.