christos200
Never tell me the odds
Africa: The Black Continent
Year of our Lord 1924. The Great powers of Eurpope have been fighting for more than 10 years. The Germans, thanks to the Communist Revolution in Russia, managed to defeat the French Armies before the arrival of USA in Europe, and annexed all of France. Soon German and Austrian forces invaded Italy. However, a USA - British invasion drove the Germans out of Italy. Until 1923, there was stalemate. The war was costing more and more men and money. In South Africa, many African tribes found the chance to revolt against Imperial European rule and form their own states. The African Revolution begun. With the war still raging in Europe, Britain and Germany had to give independence to their South African Colonies. Africa was re-born.
Welcome to my new IOT! The game begins in year 1924. In this timeline, WWI has not ended yet, and the European powers no longer have the manpower or the economy to keep control of their South African colonies. You are playing an African nation that was born out of the 1923 African Revolutions.
Rules:
Start:
To join the game, chose 1 province. Post a flag and chose a Government type:
Democracy
Dictatorship
Read the Rules about Government for more info.
Map:
Economy:
The currency of the Game is Economic Point (EP). Economy is divided into 4 Economical sections:
Wealth: Each province you have gives you 1 EP.
Taxes: There are 10 Tax Levels. Tax Level 1 gives you 1 EP. Tax Level 2 gives you 2 EP's. And so on until Tax Level 10. All nations start at Tax Level 4. If you want, you can raise or lower taxes.
Industry: Industry is an importand part of the Economy. To create industry, you have to create Factories. Factories cost 2 EP and give you 1 Industrial Point (IP).
IP: You can spend IP to create Military Units.
Farms: You can built Farms for 6 EP's and they give you 3 EP's every turn.
Government:
There are two types of Government:
Democracy
Dictatorship
Democracy:
The Good: With Democracy you have 50% less chances of revolt. (This applies only in home provinces - National provinces still have the 40% RR)
The Bad: If you go at war with a state, you need to justify it or the Parliament will veto your decision. If you raise Taxes, there is 40% chance that the Parliament will veto your tax raise.
Dictatorship:
The Good: You can go at war with anyone you want for no reason. You can raise Tax Levels as much as you want.
The Bad: 15% more chances of revolt.
Revolt Risk:
Revolts are decided by Revolt Risk. You gain RR by:
You can lower RR by:
RR from 0 to 6 means that you are okay. From 6 to 12, there is a lot of chance of you having civil war. From 12 and above, Civil War and chaos.
Government's can affect RR.
Units:
The Units in this game have Cost, Defense and Attack:
War System:
When you declare war, you must fight battles. There are three factors that you need to take care in battles: Numbers, Attack-Defense and Luck (RNG) Example:
Sudan Kenya
Numbers: 6 Tribal Warriors 3 Infantry
Attack-Defense: 18 12
Luck (RNG): 4 9
Sudan: 20
Kenya: 24
Keny wins!
Expansion:
To expand, you must attack a territory. The defenses of a territory are ranged from 2 Tribal Warriors to 10 tribal Warriors and from 1 Infantry to 5 Infantry(RNG).
Nations:
In this IOT, Provinces also represent Nations. For example: The South Sudan Province is the South Sudanese Nation. When you take over a Province, you are also at control of a Nation. And because Nationalism has started to develop in Africa, because of the Colonial Rule, there will be Resistance.
Once a province is taken over, the Nation will form a Resistance Group. Every turn, there will be 40% chance of a revolt in that Province. What can you do:
Built Military Government Building: It costs 20 EP's. It will lower the Revolt Risk of
the province by 5% each turn. So, in 8 Turns a province will no longer have National RR.
Let Troops in the Area: Each 5 Military Units you leave in an area, you will lower RR by 10%. Once the troop leave, RR returns back to normal.
Genocide: You kill the entire Nation. 60% chances of success. If you fail however, the province will revolt.
Revolts:
If your RR is too hight, a Revolt begins. There are two types of Revolts:
Revolutions: The people of your Nation in your home province and all provinces under your control that are netrual may revolt if your RR is too high. If you have only one province, that province will be split into two. If you have more, then I will RNG.
Rebels can have from 2 Tribal Warriors to 10 tribal Warriors and from 1 Infantry to 5 Infantry(RNG + Number of Military Units a Nation has - if you have 5 Tribal Warriors then there are more chances that the Rebels will have from 2 to 5 Tribal warriors and less that the Rebels will have more than 5).
National Revolts: The same as the Revolution, only that the Rebels will have control only of their National Province and will want independence instead of destroying you. So you have more chances of negotiation.


Year of our Lord 1924. The Great powers of Eurpope have been fighting for more than 10 years. The Germans, thanks to the Communist Revolution in Russia, managed to defeat the French Armies before the arrival of USA in Europe, and annexed all of France. Soon German and Austrian forces invaded Italy. However, a USA - British invasion drove the Germans out of Italy. Until 1923, there was stalemate. The war was costing more and more men and money. In South Africa, many African tribes found the chance to revolt against Imperial European rule and form their own states. The African Revolution begun. With the war still raging in Europe, Britain and Germany had to give independence to their South African Colonies. Africa was re-born.
Welcome to my new IOT! The game begins in year 1924. In this timeline, WWI has not ended yet, and the European powers no longer have the manpower or the economy to keep control of their South African colonies. You are playing an African nation that was born out of the 1923 African Revolutions.
Rules:
Start:
To join the game, chose 1 province. Post a flag and chose a Government type:
Democracy
Dictatorship
Read the Rules about Government for more info.
Map:
Spoiler :

Economy:
The currency of the Game is Economic Point (EP). Economy is divided into 4 Economical sections:
- Wealth
- Taxes
- Industry
- Farming
Wealth: Each province you have gives you 1 EP.
Taxes: There are 10 Tax Levels. Tax Level 1 gives you 1 EP. Tax Level 2 gives you 2 EP's. And so on until Tax Level 10. All nations start at Tax Level 4. If you want, you can raise or lower taxes.
Industry: Industry is an importand part of the Economy. To create industry, you have to create Factories. Factories cost 2 EP and give you 1 Industrial Point (IP).
IP: You can spend IP to create Military Units.
Farms: You can built Farms for 6 EP's and they give you 3 EP's every turn.
Government:
There are two types of Government:
Democracy
Dictatorship
Democracy:
The Good: With Democracy you have 50% less chances of revolt. (This applies only in home provinces - National provinces still have the 40% RR)
The Bad: If you go at war with a state, you need to justify it or the Parliament will veto your decision. If you raise Taxes, there is 40% chance that the Parliament will veto your tax raise.
Dictatorship:
The Good: You can go at war with anyone you want for no reason. You can raise Tax Levels as much as you want.
The Bad: 15% more chances of revolt.
Revolt Risk:
Revolts are decided by Revolt Risk. You gain RR by:
- Raise of Taxes (Example: You Raise Tax level from 4 to 7, you gain 6 RR - 2 RR for every Tax raise)
- Defeats (Every Defeat= 2 RR)
- RP
- Ethnic Tensions (See Nations Section)
- Factories (Every 20 Factories = 1 RR)
You can lower RR by:
- Victory in wars (You RR is lowered by 2RR for every Victory)
- Tax Cuts (You lower RR by 2 for every Tax Cut)
RR from 0 to 6 means that you are okay. From 6 to 12, there is a lot of chance of you having civil war. From 12 and above, Civil War and chaos.
Government's can affect RR.
Units:
The Units in this game have Cost, Defense and Attack:
Spoiler :
Tribal Warriors
Cost: 2 EP's and 1 IP (Effectively 4 EP)
Attack: 1
Defense: 1
Note: Just think of this Unit as a group of African Warriors with Spears.
Infantry:
Cost: 6 EP's and 3 IP (Effectively 12 EP)
Attack: 5
Defense: 6
Tanks:
Cost: 8 EP's and 6 IP (Effectively 20 EP)
Attack: 12
Defense: 5
Cost: 2 EP's and 1 IP (Effectively 4 EP)
Attack: 1
Defense: 1
Note: Just think of this Unit as a group of African Warriors with Spears.
Infantry:
Cost: 6 EP's and 3 IP (Effectively 12 EP)
Attack: 5
Defense: 6
Tanks:
Cost: 8 EP's and 6 IP (Effectively 20 EP)
Attack: 12
Defense: 5
War System:
When you declare war, you must fight battles. There are three factors that you need to take care in battles: Numbers, Attack-Defense and Luck (RNG) Example:
Sudan Kenya
Numbers: 6 Tribal Warriors 3 Infantry
Attack-Defense: 18 12
Luck (RNG): 4 9
Sudan: 20
Kenya: 24
Keny wins!
Expansion:
To expand, you must attack a territory. The defenses of a territory are ranged from 2 Tribal Warriors to 10 tribal Warriors and from 1 Infantry to 5 Infantry(RNG).
Nations:
In this IOT, Provinces also represent Nations. For example: The South Sudan Province is the South Sudanese Nation. When you take over a Province, you are also at control of a Nation. And because Nationalism has started to develop in Africa, because of the Colonial Rule, there will be Resistance.
Once a province is taken over, the Nation will form a Resistance Group. Every turn, there will be 40% chance of a revolt in that Province. What can you do:
Built Military Government Building: It costs 20 EP's. It will lower the Revolt Risk of
the province by 5% each turn. So, in 8 Turns a province will no longer have National RR.
Let Troops in the Area: Each 5 Military Units you leave in an area, you will lower RR by 10%. Once the troop leave, RR returns back to normal.
Genocide: You kill the entire Nation. 60% chances of success. If you fail however, the province will revolt.
Revolts:
If your RR is too hight, a Revolt begins. There are two types of Revolts:
- Revolutions
- National Revolts
Revolutions: The people of your Nation in your home province and all provinces under your control that are netrual may revolt if your RR is too high. If you have only one province, that province will be split into two. If you have more, then I will RNG.
Rebels can have from 2 Tribal Warriors to 10 tribal Warriors and from 1 Infantry to 5 Infantry(RNG + Number of Military Units a Nation has - if you have 5 Tribal Warriors then there are more chances that the Rebels will have from 2 to 5 Tribal warriors and less that the Rebels will have more than 5).
National Revolts: The same as the Revolution, only that the Rebels will have control only of their National Province and will want independence instead of destroying you. So you have more chances of negotiation.