Imperium Economicum: Sign-Ups and UN

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Ahuizotl
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Imperium Economicum

Spoiler :
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Remember: Spam, harassment, trolling, or anything else that violates CFC rules WILL result in player bans.

Introduction to the Game:
Unlike many IOTs, which spend a great deal of time coming up with in-depth rules for expansion and war, this IOT is designed to create in-depth trade and diplomacy, though, of course, expansion and war are modeled, as well. As a result, you will see many options for things such as espionage, blockades, strong political alliances, and different economic models. Even war has been turned into a more diplomatic and economic process - warzones, or even being at war, can change what parts of your economy you focus on. Furthering this, province attacking (and thus, shifting control) has been removed, and, instead, provinces are dealt with solely in trade deals, expansion, and peace treaties. A brief overview of the most important (non-traditional) concepts is below.

Population:
Population is modeled in this game, and, depending on the basis of your economy, chosen provinces, and policies on matters such as immigration, the population of your provinces will rise and fall.
Population is used in a few things:

Stability:
Larger populations, especially those crowded into fewer provinces, are bound to have some unrest.

Military:
Depending on your government's RP and actions, you will recruit soldiers directly from your population, with varying percentage caps.

Economic and Social Policies:
You will be able to control your population's every action, give them unlimited free reign, or opt for a middle ground. This will open up your nation to a series of small modifiers, the most easily changeable at most points within the game.

Altered War Mechanics:
The biggest changes from your standard IOTs are as follows:

War Zones (Nations where a war is occuring will recieve varying penalties, most notably emigration. These are not necessarily the defending or losing side. If two nations with a border go to war, both become war zones.)

Additionally, through the control zones of bases, provinces are not ceded, but temporarily captured - useful in determining peace treaties.

Alliances:
Usually the bane of IOTs, strong, permanent alliances are feasible (and better) in this IOT, and formal, announced alliances will carry a series of benefits.

Just as an one-province nation can win, so can a large alliance. Being in an alliance confers benefits. Betraying an alliance creates penalties.

Currencies:
Players, at start, choose a currency for their nation. Depending on trade and investments, this currency's value may rise and fall throughout the game.

While it may not be done on turn 1, it is permissable for players to adopt new, international currencies (see Euro).

Signing Up:
When signing up, players are given 100 of their currency (which will be of equal value, at game start), to spend however they see fit (1 province is required, but, as explained below, the first province is free).

Please follow the format below (It is mostly RP, but, determines many national modifiers, in terms of NPC relations and population growth)

Spoiler :

Nation Name:
Government Type:
Currency:
Overview of Societal Structure:
Overview of Immigration Policy:
Map
 
Game Options:
Spoiler :

Expansion:
For the cost of (number of provinces already owned), you may claim a new province, up until 25% of your current size.

Note that purchases/treaties with other nations for their land are unrestricted (ragequits/trollquits barred).

Province upkeep is 5 of the "base currency" per turn.

Militaries:
Split into Navies, Air Forces, and Armies, you may recruit military from your nation's population at the cost of 1 "base currency" per (1000 units per province), up to your nation's cap.

Technology:
Techs cost (Number of Province * (Tech Level squared)), and comes in the forms of Economic, Military, and Espionage.

Improvements:
All improvements cost (((Number in Province + 1) Squared) + Number of Provinces)

There are of four types of province improvement.

Military Bases determine control of provinces.

Cities increase population in a given province, and double its income.

Agriculture increases national population growth, and reduces province maintenance by 1 Base Currency.

Businesses increase province income by (2^ Number of Businesses in Province *
Economic Tech Level).

All improvements may be built in a given province, if space exists. Businesses may be stacked limitlessly.

Small provinces may not be improved.

Special Operations:
All special ops mission cost 500 per mission, regardless of type:

Sabotage (destroys infrastructure)

Espionage (leaks plans placed via PM, or any hidden statistics)

Propaganda (influences population to agree with your goal, but comes with backlash if noticed)

Theft (steals tech levels, money)

Inciting Revolts (possibility of provinces creating NPCs)

Assassinations (kills leaders, resulting in a lost turn)

Alternately, you may hold these events within your own nation, as defense from the above.

Investments:
You may invest in another nation's currency, which will boost it. Imagine it like the stock market - you may demand your money at any time, if you wish. Unlike the stock market, this investment might attack you if it cannot pay, however.


The U.N.:
At game start, the UN will be comprised of a main body, and an Economic Council.

Players will vote upon the members of the Economic council (1 per continent, plus a president) every two turns.

The Economic council can impose sanctions on a nation, and overseas the World Bank.

The main UN can create other councils and (In-Character) rules, however they wish.

The World Bank:
If you get into trouble, you may withdraw from the World Bank, with a set interest involved. The World Bank is also the UN's account, so the Economic Council's president may order reparations at any time.

Trade:
Trade nets 15% of the average of both trading nation's incomes.

Straits and Canals can be controlled and used however the owners wish.

RP and Diplomacy:
While not *required* for play, RP determines most NPC relations, and almost all in-game modifiers. As such, it is strongly suggested that players engage in it.

Regardless of your level of RP, "Ponystan", video game nations, or anything else deemed a *complete* troll (mostly, non-human) is banned.
 
I am aware that is not Latin. If you find a translation that doesn't sound foolish, I'll use that.

Now that that's over, this thread will be used for sign-ups, and, upon game start, will become the UN.
 
Joining! Joining! Joining! Dibs on all what I have drawn!
Well, let's go back to the roots. Dibs on Catalonia.

Nation Name:Catalan Empire
Government Type: Parliamentary Republic
Currency: Peçeta
Overview of Societal Structure: Lots of middle class.
Overview of Immigration Policy: Integration of immigrants
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2 to build a city
95 to infrastructure

3 spare gold
 
Malacca
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Currency: Peck
Immigration: Encouraged
Government Type: Parliamentary Republic
Overview of Societal Structure: Early industrial era-like
60 gold into 4 factories
34 gold into Economic Tech (should put me up to tech level 4 or 5?)

6 gold banked.
Raise one army.

If anyone wants to redraw the USA then please do.
 
Nation Name: Portland Protective Association
Government Type: Theocratic Totalitarian Republic
Currency: Visionist Dollars
Overview of Societal Structure: One Vision is a free market society with small welfare and social programs and with laws that encourage start-up businesses. As such, economic freedom is high but political freedom outside of what you spend on capital is low.
Overview of Immigration Policy: Illegal residents are put to work on infrastructure projects to pay off their debts to society.

Infrastructure

(Number in Province + 1) Squared) + Number of Provinces

$2 into business
$5 into a military base
$10 into a farm
$17 into a city (Portland)
$26 into business
$37 into business

$3 banked


Map
 

Attachments

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Nation Name: Sinai, Inc.
Government Type: Megacorporate Democracy (Every share you own gets you one vote; citizens are granted 5 shares upon birth)
Currency: Corporate Credits
Overview of Societal Structure: Sinai, Inc. currently holds a Monopoly in the product market of all industires in lands under its control & a Monopsony in the factor market of all industries in lands under its control, though this is expected to change once trade with other nations commences. Citizens are granted extensive civil liberties & treated well.
Overview of Immigration Policy: Immigrants are welcomed, so long as they come here legally & learn our language. Illegal Immigrants are deported, being sent to prison if their home country refuses to accept them. Those who refuse to learn our language are allowed to stay, but are looked down upon & tend to have difficuty finding employment. Refugees are always welcomed, but are still expected to learn our language.

StartingTerritories-14.png

1 into Military Technology 1
4 into Military Technology 2
1 into Espionage Technology 1
4 into Espionage Technology 2
1 into Economic Technology 1
4 into Economic Technology 2
9 into Economic Technology 3
16 into Economic Technology 4
25 into Economic Technology 5
2 into a Business
5 into a Business
10 into a Business
17 into a Business
Bank 1
 
Claiming Cyprus

The Glorious People's Republic Of Cyprus

Government: Republic
Currency: Cyprus Mark
Societal Structure: Cyprus is a Communist Nation, and most of the citizens work in the many state enterprises around the Island. The people are given a number of freedoms, and income is divided roughly equally.
Immigration Policy: Obtaining citizenship is a somewhat difficult proccess, and non-citizen immigrants are subject to strict limitations.

Starting Orders:

£2 to build a City
£5 to build a Farm
£10 to build a Military Base
£17 to build Buisness 1
£26 to build Buisness 2
£37 to build Buisness 3

£3 Banked


DT
 
The Merchant Empire of Panamá

Founder: Helen Rojo, CEO of Rojo Industries and then to be Helen I. This was partly aided by her mother, Maria Rojo, buying of the Panama Canal.

Merchant Emperor: Fidel II of House Rojo.

Heir to the Imperial Throne: Karl of House Rojo.

Chancellor: Maria Abana

Government Type: Semi-Constitutional Imperial Monarchy.

Economic Model: Mercantilism, with regulation headed by the Imperial Economic Agency.

Currency: Imperial Credits

Overview of Societal Structure: fiscal ability is central to the everyday existence of a citizen of the Merchant Empire. Merchants are among the top of the social hierarchy, with politicians and non-merchant members of the imperial family among the second. The lower end of the pyramid consist of artisans, low budgeted merchants that could not gain a Imperial Economic Permit from the Imperial Economic Agency and businessmen that try to keep to non-mercantile ways. Ironic bureaucrats, despite being treated among the lowest of citizens, have perhaps the greatest enough of political power to influence imperial policy, with Peter Lobo having reached power second only to the Merchant Emperor himself thanks to his position as the Chairman of Imperial Communications through cleaver use of his former position as shipping inspector among the Civil Service.

Overview of Immigration Policy: open to all... so long they have the skills and loyalties to the Empire to be among the citizens. Otherwise prepare to be treated to a ghetto or if your political dangerous a gulag. We always welcome cheap labour!

Capital: Panama City, located in east Penama at the border with West Penama.

Birth of the Merchant Empire.png

For the 50 for East Panama, with 25 for business (Rojo Industries headed by the Merchant Emperor), 15 for the city, 5 for farms and 5 for the local military base that will house the Imperial Guard. For the 25 for West Panama, 10 for farms, 5 for business (Roux Textiles owned by a Nicholas Roux), five for the base (houses the Merchant Legion) and 5 for the cities. For the two other provinces... 5 for military base each. Spare any spare credits that was not spend on the infra and claims.
 
Union of Socialist South American Nations



Government Type: Dictatorship
Currency: Ruble
Overview of Societal Structure: Everyone is equally poverty-stricken
Overview of Immigration Policy: All are welcome to become full citizens!


Spoiler :

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Build as many farms in the provinces as possible, and spread them out equally. If I have enough for anything else, build businesses.
 
Dibs on Rhodes, Crete, Sicily, historical Naples, Peloponnese, and part of Turkey.
 
The Independent Republic of Wyscanistan
(note, I will change the name if it is deemed too ridiculous)​

Flag:

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Claims:
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Government: Republic
Currency: Midwest Dollars
Societal Structure: Largely low to middle class citizens, many farmers but with a burgeoning industrial sector employing many for more middle to upper class jobs.
Immigration Policy: Checkpoints at borders to restrict immigration to some degree. Any immigrant must work at least 2 years as a farm hand and then may apply for full citizenship, including voting rights. Before the citizenship process is completed, they are still protected under the law, but cannot vote and may be expelled for any crime.

$4 Agriculture Minnesota
$7 Military Minnesota
$4 City Wisconsin
$7 Business 1 Wisconsin
$12 Business 2 Wisconsin
$19 Business 3 Wisconsin
$4 City Upper Peninsula
$7 Business 1 Upper Peninsula
$12 Business 2 Upper Peninsula
$19 Business 3 Upper Peninsula
$3 on claims

$2 in Bank
 
Oh, yes. ECONOMIC INFRA
 
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