Africa: The Black Continent

christos200

Never tell me the odds
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Jan 9, 2011
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EU, Greece, Athens
Africa: The Black Continent

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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 :
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Economy:

The currency of the Game is Economic Point (EP). Economy is divided into 4 Economical sections:

  1. Wealth
  2. Taxes
  3. Industry
  4. 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:

  1. Raise of Taxes (Example: You Raise Tax level from 4 to 7, you gain 6 RR - 2 RR for every Tax raise)
  2. Defeats (Every Defeat= 2 RR)
  3. RP
  4. Ethnic Tensions (See Nations Section)
  5. Factories (Every 20 Factories = 1 RR)

You can lower RR by:

  1. Victory in wars (You RR is lowered by 2RR for every Victory)
  2. 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


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.
 
1.....
 
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Province: Congo
Name: Democratic Republic of the Congo
Government: Democracy

Genocide: You kill the entire Nation. 70% chances of success. If you fail however, the province will revolt.

70% is rather high.
 
You are right. I will change it to 60%.
 
Name: Abyssinia, also known as the Ethiopian Empire.

History: along with Liberia, Abyssinia had remained the status of one of two sole indepedent nations in Africa durning the colonisation. The revolutions occuring with the rest of Africa has influence Ethiopia. Haile Selassie I becomes emperor earlier thanks to a royal crisis with the Empress. Now the events ensure the increasing the rate in which the absolute monarchy is transforming into a consitional monarchy via the rule of Haile Selassie I.

Flag

Colour on map: Green.

Goverment: is a autrocratic empire but is underway democratic process as the emperor, a absolute ruler had sought voluntarily to share sovereign power with the subjects of his realm. Parliament has been set.

More details coming
 
Reserving Angola - Dictatorship

Regarding the governments - they are a bit unbalanced... 30% more RR for dictatorships pretty much means instant civil war the moment you get any revolt risk and why would a democracy be essentially immune to civil unrest? Greece is a democracy and its people are not exactly being quiet these days...
 
Good. We have a dictatorship.
 
Why is a democracy better for conquest than a dictatorship? Sure, it has to go through parliament, but the 50% anti-revolt bonus easily off-sets damn near any problem one has with occupation.

Meanwhile, a dictatorship has a 30% chance more. That's a full 80% difference between the two.
 
No. You are wrong. The 50% less RR is about home provinces. Conquered provinces still have 40% RR.

Also to pass a war in the parliament, you need to justify it and not jsut say ''It is for the good of the nation'' or ''it will develop our economy''.
 
Flag:
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Province: Mali

Government: Democracy
 
Regarding the governments - they are a bit unbalanced... 30% more RR for dictatorships pretty much means instant civil war the moment you get any revolt risk and why would a democracy be essentially immune to civil unrest? Greece is a democracy and its people are not exactly being quiet these days...

I will lower the Dictatorship RR from 30 to 15 %.
 
Wait do democracies have to justify expansion? If that's the case then the Dictatorship RR is fine where it was.
 
Not really. Even with the change, the Dictatorships will enter in a state of civil war in three or four turns, unless they really have low taxes, and that means that they will fall behind the democracies.

And by the way, this game is more about economical development than conquest. Even if a dictatorship takes over an area, it will be so hard to control it and will drain so much of the countrie's military and economy, that in the end it will not be worth it.

The main bonus of the dictatorships is that they can increase taxes. That means, that they will have more money to create armies and crush rebelions about the taxes.
 
In that case, the economic parts will need major balance.

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's and give you 1 Industrial Point (IP).
IP: You can spend IP on provinces to generate more wealth. Each IP you spend in your province, you have a 5% chance of generating more Wealth. Example: You create 10 Factories. They give you 10 IP. You spend 10 IP in your province and you have 50% chance of generating more Wealth. If you succeed, your province will give you 2 EP's each turn instead of only 1.
Farms: You can built Farms for 6 EP's and they give you 3 EP's every turn.

Which all basically leads to players increasing their tax rates first turn so they can buy farms, since spending IP->Wealth is just too wonky to work.

You need to spend 20 IP to be sure to increase provincial wealth by 1. 20 Factories cost 40 EP.

For 40 EP, you can build 6 Farms, generating +18 EP per turn.

Hence, investing IP for EP is a bad call.
 
lowered cost of Factoriess to 1 EP from 2. By the way, I know that most players will try to build Farms. It is realistic to do this. You do not expect an African country at its first years of independence to have much Industry.

Also, I do not think that Democracies will be able to raise their taxes. there is a 40% chance that the Parliament will veto this.
 
Or mining. Since a lot of African countries mine.

And a 40% chance still means a 60% chance of success. Actually, looking back over it, there is no point in factories anyway. IP's only use is to invest into Wealth.

Which makes little sense, given you would need Industrial Production, not Economic Power, to produce Infantry and certainly tanks. It is very unlikely Europeans, the only nations possibly with tanks to have many tanks to export, meaning production would have to be domestic.
 
Thanks for the advice. I changed the whole IP system. now the only use of IP is to create units.
 
Units rebalanced. See the new Unit costs.
 
On issue of units: consider artilliery. They are vital for warfare and need to be considered.
 
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