Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
Note: The actual game will likely be hosted in NES. This topic's primary purpose is to gauge interest and help build some backstory.
Terios - A Background
Environment
Biology
Technology
Politics
Gameplay
The Mechanics of Terios
Mechanics are kept to a minimum specifically to hamper gaming and also shift emphasis to the story and roleplay of the game.
I don't believe any IOT has had this before, but this game runs on a relatively unused principle: budgets. Rather than money pooling into tech like a bank account, you instead designate how much you wish to spend on various fields annually.
On the military:
On espionage:
Fiscal Policy and the Standard Orders Format.
Starting Out
Choose a color and pick a spot on the map. Depending on your roleplay you will have a varying territory size. There are no actual provinces; logic says, however, that a larger country will inevitably have advantages in terms of population and resources. When in doubt, be very detailed with your signup.
While everyone is free to join, I do vet signups. There are no aliens allowed. No clear ripoffs of something Earthling or fictional. I'm fine with inspiration, but I request all players show creativity and design a faction that is to some extent original. I allow a great deal of nation ideas, but please no "Russia" or "Mushroom Khanates" or anything of the sort.
Terios - A Background
Spoiler Gigantic Map :
Environment
Spoiler :
Perhaps most striking is the fact Terios is a gas giant. The large quantity of gases being heated up, fused and split in the the core beneath generates enormous pressure, many continents and islands now skyward. Through some miracle, perfect temperatures and atmospheres exist on - and in many cases, between - these landmasses, enabling a world to exist that is built on an ocean of gas.
Apart from these differences, however, the continents look much like those on our Earth. There are mountain ranges, rivers, forests, cities... all the water that spills over the edges of the continents is heated up and returns to the Skylands through condensation. The environment is somewhat chaotic, and there is no real "trend" of climates as there is on Earth. A frozen tundra can easily be mere miles away from a scorching desert.
Periodically, violent bursts of energy erupt from the surface. As time has gone on, these bursts have concentrated at the poles, allowing stable continents to form (albeit with powerful storms and currents making air travel unwise in most locations). However, this energy passes some residue into the rain itself. The chemicals that come down with the valuable nectar of life possess all sorts of enhancing traits, with greenery growing lush in the most barren desert, and primitive societies growing with terrifying speed upon exposure.
More importantly, however, some sort of concentrated substance that alternates between the forms of matter is left in numerous places. Packed with energy, renewable and clean, it is something we humans could only dream of. It has been dubbed inventively “Terium” by most international bodies.
Apart from these differences, however, the continents look much like those on our Earth. There are mountain ranges, rivers, forests, cities... all the water that spills over the edges of the continents is heated up and returns to the Skylands through condensation. The environment is somewhat chaotic, and there is no real "trend" of climates as there is on Earth. A frozen tundra can easily be mere miles away from a scorching desert.
Periodically, violent bursts of energy erupt from the surface. As time has gone on, these bursts have concentrated at the poles, allowing stable continents to form (albeit with powerful storms and currents making air travel unwise in most locations). However, this energy passes some residue into the rain itself. The chemicals that come down with the valuable nectar of life possess all sorts of enhancing traits, with greenery growing lush in the most barren desert, and primitive societies growing with terrifying speed upon exposure.
More importantly, however, some sort of concentrated substance that alternates between the forms of matter is left in numerous places. Packed with energy, renewable and clean, it is something we humans could only dream of. It has been dubbed inventively “Terium” by most international bodies.
Biology
Spoiler :
Like Earth’s, life is mostly water and carbon-based. However, due to some freak incident or another, there is no clear dominant species. Many species have evolved intelligence, either moderate or advanced, and they take many shapes and sizes – primate, canine, insectoid; evolution has been far more kind to the various biologies than on Earth.
Technology
Spoiler :
The abundance of hot gas from the surface and the Terium has created a technological base different from Earth’s. Whenever the inhabitants aren’t mercilessly cutting eachother’s throats, their society shows surprising advancement, with energy-based weapons coexisting with objects that look like they came straight out of the steampunk genre. Perhaps the most notable divergence from Earthling technology is that the distinction between navies and air forces does not exist; they are one in the same. With the natural current of the air beneath them and a bit of propulsion, sky fleets have become a reality. Even so, energy keeps them aloft in areas of unsteady support from the pressure below. Nonetheless, the sky islands come complete with sky armada.
Politics
Spoiler :
The meat and potatoes. The world is composed of around fifty nations. The ideology of self-determination has oddly not gained near-unanimous credibility yet; the cyclic destruction of the planet is likely why. The last war's use of Terium weapons has more or less evened the playing field, though some powers clearly stand above others. Whether they will pursue a path of peace or war, who shall know.
Gameplay
Spoiler :
Every turn you have your GDP and it is taxed at a rate (meant to represent the overall tax burden) you decide. Economics is fairly straightforward. This GDP * tax quantifier is primarily to avoid the powergaming of previous minimal mechanics games I've hosted. You cannot claim to be the richest or have the most resources without actually being so.
Barring that, you may spend your money on whatever you wish – your army, your navy, your healthcare, your education, your roads, your secret services, etc. Anything you can think of. Your actions will have consequences down the road: pouring no money into infrastructure will see your economy move along sluggishly, for example. Use common sense.
Like a real government you can spend more than you have; national debt will accumulate and be visible at all times. Debt, like heavy taxation, however, will inevitably cause a crowding out effect and harm economic growth as less money is available for private actors. Use it sparingly.
Of particular note are defense forces. You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly (conversely, absent government has drawbacks as well...). With spies, simply designate a percent you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere.
When it comes to actions, conduct as you will and I will reward/penalize accordingly. Forge trade agreements, close your borders to imports, declare war, make alliances, pursue weapons of mass destruction, all are doable. If a government could do it IRL, naturally it could be done here. Just take into consideration that a peasant country, for example, isn’t gonna have much success with a space program or computer production. You have a “support” percentage – whether a dictatorship or democracy, this represents how much pull you have among your supporters. If it falls too low you risk being thrown out of office, whether by coup, assassination, election or otherwise; barring that you may find some of your proposals hampered or blocked entirely. Avoid destructive policies; going around telling every world leader "your mama" will quickly result in a defeat.
A final note: You'll notice I'm not using many hard numbers. That is because there are extremely few; there are almost no "stats" that I can give you. You see what you see... and that is it. You will receive a general grade on the quality of your traits of course, but nothing that is easily gamed; you will not be able to invest x to beat opponent y. Roleplay and strategy are just as key as any amount of money you could pour into something; keep this in mind.
Barring that, you may spend your money on whatever you wish – your army, your navy, your healthcare, your education, your roads, your secret services, etc. Anything you can think of. Your actions will have consequences down the road: pouring no money into infrastructure will see your economy move along sluggishly, for example. Use common sense.
Like a real government you can spend more than you have; national debt will accumulate and be visible at all times. Debt, like heavy taxation, however, will inevitably cause a crowding out effect and harm economic growth as less money is available for private actors. Use it sparingly.
Of particular note are defense forces. You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly (conversely, absent government has drawbacks as well...). With spies, simply designate a percent you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere.
When it comes to actions, conduct as you will and I will reward/penalize accordingly. Forge trade agreements, close your borders to imports, declare war, make alliances, pursue weapons of mass destruction, all are doable. If a government could do it IRL, naturally it could be done here. Just take into consideration that a peasant country, for example, isn’t gonna have much success with a space program or computer production. You have a “support” percentage – whether a dictatorship or democracy, this represents how much pull you have among your supporters. If it falls too low you risk being thrown out of office, whether by coup, assassination, election or otherwise; barring that you may find some of your proposals hampered or blocked entirely. Avoid destructive policies; going around telling every world leader "your mama" will quickly result in a defeat.
A final note: You'll notice I'm not using many hard numbers. That is because there are extremely few; there are almost no "stats" that I can give you. You see what you see... and that is it. You will receive a general grade on the quality of your traits of course, but nothing that is easily gamed; you will not be able to invest x to beat opponent y. Roleplay and strategy are just as key as any amount of money you could pour into something; keep this in mind.
The Mechanics of Terios
Mechanics are kept to a minimum specifically to hamper gaming and also shift emphasis to the story and roleplay of the game.
I don't believe any IOT has had this before, but this game runs on a relatively unused principle: budgets. Rather than money pooling into tech like a bank account, you instead designate how much you wish to spend on various fields annually.
On the military:
Spoiler :
You can make it as large as you want to gain an edge in battles, but the larger it is the bigger strain it will put on your economy. As government spending/taxation as a percent of GDP grows things will get worse rapidly.
Troop number, troop quality and war plans are all factored into combat. When in doubt have a defensive plan in case you are attacked. Always try to factor in the terrain (large bumps are mountains, small bumps are hills, the small arrows are trees, thick lines are rivers) to make your war plans more effective.
Troop number, troop quality and war plans are all factored into combat. When in doubt have a defensive plan in case you are attacked. Always try to factor in the terrain (large bumps are mountains, small bumps are hills, the small arrows are trees, thick lines are rivers) to make your war plans more effective.
On espionage:
Spoiler :
With spies, simply designate a percent of your you want to do this or that each turn. Spies automatically are on defense if not assigned elsewhere. There is no limit on what you can do to other nations. Logically your chance of success or failure is tied to both the inherent difficulty of an act (compare assassinating a country's leader versus hacking the local power grid), and the quality and quantity of forces involved.
Fiscal Policy and the Standard Orders Format.
Spoiler :
To speed up updates I request all players follow this orders format:
Army - Controls quality, useful in combat
Navy - Controls quality, useful in combat
Espionage - Controls quality, useful in combat
Education - Inevitably controls the amount of skilled labor you have.
Healthcare - Healthier citizens are more productive and live longer.
Infrastructure - Investments here cover transfer payments, roads, factories, power grids, etc. and more or less determine the market capacity of your nation.
Just put numbers, please. I copy/paste them into my spreadsheet and run them through the equations system. Enter 0 if there is no spending. So, as an example:
100
0
50
200
500
600
This is a simple request and will make everything smoother (since I can copy/paste the amount into my records). Once you have done that, feel free to add specific details as to where your investments are going, or touch on anything that wasn't already explicitly covered. The categories will cover most topics of government spending, but feel free to add anything not covered. Spending can be public or private.
Your orders PM each turn should look like this:
Army spending here
Navy spending here
Espionage spending here
Education spending here
Healthcare spending here
Infrastructure spending here
Any special projects here
Army size here
Navy size here
Black Ops missions here; devote a percentage of your force to each task. Any leftover percentage remains on defense by default.
Any special war plans here
I do keep records of how much you've invested into a field over the course of the game, so states that invest regularly will reap the benefits. Final note: you CAN use percentages. Due to the large numbers involved, your budget will almost always end with zeroes, enabling the use of percentages for spending (i.e. 10% army, 25% navy, etc).
Army - Controls quality, useful in combat
Navy - Controls quality, useful in combat
Espionage - Controls quality, useful in combat
Education - Inevitably controls the amount of skilled labor you have.
Healthcare - Healthier citizens are more productive and live longer.
Infrastructure - Investments here cover transfer payments, roads, factories, power grids, etc. and more or less determine the market capacity of your nation.
Just put numbers, please. I copy/paste them into my spreadsheet and run them through the equations system. Enter 0 if there is no spending. So, as an example:
100
0
50
200
500
600
This is a simple request and will make everything smoother (since I can copy/paste the amount into my records). Once you have done that, feel free to add specific details as to where your investments are going, or touch on anything that wasn't already explicitly covered. The categories will cover most topics of government spending, but feel free to add anything not covered. Spending can be public or private.
Your orders PM each turn should look like this:
Spoiler :
Army spending here
Navy spending here
Espionage spending here
Education spending here
Healthcare spending here
Infrastructure spending here
Any special projects here
Army size here
Navy size here
Black Ops missions here; devote a percentage of your force to each task. Any leftover percentage remains on defense by default.
Any special war plans here
I do keep records of how much you've invested into a field over the course of the game, so states that invest regularly will reap the benefits. Final note: you CAN use percentages. Due to the large numbers involved, your budget will almost always end with zeroes, enabling the use of percentages for spending (i.e. 10% army, 25% navy, etc).
Starting Out
Choose a color and pick a spot on the map. Depending on your roleplay you will have a varying territory size. There are no actual provinces; logic says, however, that a larger country will inevitably have advantages in terms of population and resources. When in doubt, be very detailed with your signup.
While everyone is free to join, I do vet signups. There are no aliens allowed. No clear ripoffs of something Earthling or fictional. I'm fine with inspiration, but I request all players show creativity and design a faction that is to some extent original. I allow a great deal of nation ideas, but please no "Russia" or "Mushroom Khanates" or anything of the sort.