Lighthearter
President of the United States
Greetings, everyone. Please, be seated, and prepare for the most epic IOT since IOT4 and IOT2.
A massive Cataclysm destroyed the earth in 2100, a century ago, perhaps spurred on by some terrible war. Now, civilizations have recovered, and a new age of prosperity has begun.
Or . . . will the rumble of war shatter the peace of this new world as it did the old?
Courtesy 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. Don’t 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.
8. If you post at all between updates, you are counted as having sent in orders for the purposes of calculating how many players must send orders before the update can start.
Joining the Game:
Claim 5 provinces from the map. Nothing more complicated than that.
BE REASONABLE WITH YOUR CLAIMS AND INITIAL RP, or Athers will emerge from the TLPverse and wrack your nation with wormholes, freak storms, explosions, and all manner of other catastrophes.
Economy:
Territories each produce $3 per turn. Acquiring a new territory for your nation costs $3.
Armies and Navies each cost $3 to build, and a further $1 per turn to maintain. I'll try to keep track of all your finances for you, but I would very much appreciate it if you did as much as you can yourself.
A Trade Agreement with a foreign nation will produce an extra $5 for both of you, but each nation can only have 2 Trade Agreements active at a time(whether they proposed or simply accepted). You cannot have 2 Trade Agreements with the same nation under any circumstances.
Plus, unless you share a land border, enemy fleets can shatter the trade route and cause you to lose the income plus an additional $2 per turn for 2 turns. Be careful.
Military:
Armies are used to take enemy provinces. Commit more armies to a single attack to increase your odds of taking a province. You cannot use armies to expand. The maximum amount of armies you can commit to one battle is 20.
Navies have a variety of missions they can perform. With no other orders, however, all Navies will Patrol.
-Patrol - Remain on the defensive and attempt to engage enemy naval actions!
-Superiority - Engage the enemy fleet and whittle down its numbers!
-Escort - Attach Navies to a sea-based Trade Route in order to protect it!
-Blockade - Send Navies to break enemy Trade Routes!
-Transport - One Navy carries up to two Armies to invade an overseas enemy province!
-Support Landing - Navies can support Armies that are fighting in coastal or island provinces, with each two Navies counting as one Army for combat purposes!
-Stand By - Navies hole up in port and avoid engagement.
Be warned that you will lose Armies and Navies in battle, regardless of whether you won or lost the fight. A long, grueling war benefits no one.
Armies and Navies may both Batten Down, which makes them harder to destroy with nuclear weapons, but makes them unable to perform any actions, offensive or defensive.
Nuclear Weapons:
Nations have lost the secrets of producing nuclear weapons in the mists of time, but a dedicated enough land could rediscover them. Once you invest $20 into nuclear research, there is a 10% chance each turn that you will discover nuclear weapons. Invest more to gain a higher percentage, at 1% every $2. Thus, if you somehow invest $200, you have a 100% chance of discovering nukes that turn.
Nuclear Weapons cost $15 to build, but require no maintenance and have infinite range. A nuke can either be targeted at the enemy Army, Navy or a province.
-If it is aimed at a province, the province is instantly turned neutral and the owner loses a substantial amount of money. Any province hit by two nuclear weapons over the course of the game is turned into a Wasteland, which cannot be claimed.
-If targeted at Armies, a large number of Armies are destroyed.
-If at Navies, the same thing just with Navies instead of Armies.
Nuclear weapons are immensely powerful and there is no way to counter them beyond having your own as a deterrent - use caution.
Let the games begin!
-L
A massive Cataclysm destroyed the earth in 2100, a century ago, perhaps spurred on by some terrible war. Now, civilizations have recovered, and a new age of prosperity has begun.
Or . . . will the rumble of war shatter the peace of this new world as it did the old?
Courtesy 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. Don’t 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.
8. If you post at all between updates, you are counted as having sent in orders for the purposes of calculating how many players must send orders before the update can start.
Joining the Game:
Spoiler :

Claim 5 provinces from the map. Nothing more complicated than that.
BE REASONABLE WITH YOUR CLAIMS AND INITIAL RP, or Athers will emerge from the TLPverse and wrack your nation with wormholes, freak storms, explosions, and all manner of other catastrophes.
Economy:
Territories each produce $3 per turn. Acquiring a new territory for your nation costs $3.
Armies and Navies each cost $3 to build, and a further $1 per turn to maintain. I'll try to keep track of all your finances for you, but I would very much appreciate it if you did as much as you can yourself.
A Trade Agreement with a foreign nation will produce an extra $5 for both of you, but each nation can only have 2 Trade Agreements active at a time(whether they proposed or simply accepted). You cannot have 2 Trade Agreements with the same nation under any circumstances.
Plus, unless you share a land border, enemy fleets can shatter the trade route and cause you to lose the income plus an additional $2 per turn for 2 turns. Be careful.
Military:
Armies are used to take enemy provinces. Commit more armies to a single attack to increase your odds of taking a province. You cannot use armies to expand. The maximum amount of armies you can commit to one battle is 20.
Navies have a variety of missions they can perform. With no other orders, however, all Navies will Patrol.
-Patrol - Remain on the defensive and attempt to engage enemy naval actions!
-Superiority - Engage the enemy fleet and whittle down its numbers!
-Escort - Attach Navies to a sea-based Trade Route in order to protect it!
-Blockade - Send Navies to break enemy Trade Routes!
-Transport - One Navy carries up to two Armies to invade an overseas enemy province!
-Support Landing - Navies can support Armies that are fighting in coastal or island provinces, with each two Navies counting as one Army for combat purposes!
-Stand By - Navies hole up in port and avoid engagement.
Be warned that you will lose Armies and Navies in battle, regardless of whether you won or lost the fight. A long, grueling war benefits no one.
Armies and Navies may both Batten Down, which makes them harder to destroy with nuclear weapons, but makes them unable to perform any actions, offensive or defensive.
Nuclear Weapons:
Nations have lost the secrets of producing nuclear weapons in the mists of time, but a dedicated enough land could rediscover them. Once you invest $20 into nuclear research, there is a 10% chance each turn that you will discover nuclear weapons. Invest more to gain a higher percentage, at 1% every $2. Thus, if you somehow invest $200, you have a 100% chance of discovering nukes that turn.
Nuclear Weapons cost $15 to build, but require no maintenance and have infinite range. A nuke can either be targeted at the enemy Army, Navy or a province.
-If it is aimed at a province, the province is instantly turned neutral and the owner loses a substantial amount of money. Any province hit by two nuclear weapons over the course of the game is turned into a Wasteland, which cannot be claimed.
-If targeted at Armies, a large number of Armies are destroyed.
-If at Navies, the same thing just with Navies instead of Armies.
Nuclear weapons are immensely powerful and there is no way to counter them beyond having your own as a deterrent - use caution.
Let the games begin!
-L