Civ'ed
I ain't gotta explain a thing
Following the discovery of the Americas, it would appear that internal problems started to wreck the Spanish, for they did not act upon this find and instead collapsed. All of Europe followed, and as such it is within this Situation that we find Ourselves, to make a living of these Americas, from the Ashes of the Old Europe. And so it was the Year of Our Lord 1575.
Welcome to new IOT.
BASIC RULES:
1. Serious IOT - no batmania, ronpaulstan, etc.
2. Don't flame
3. The entire standardized IOT rules shebang
4. Too much cheesing and there will be consequences.
Joining:
You can claim an area in ONE, and only ONE, european cultural area (PROTIP: The area is bordered off). you can then draw out a maximum of 10 provinces. More provinces = more income. Less provinces - better event chance. Some areas are inland and not recommended. While the average area around Rome is claimable the papacy isn't.
Provide a name fitting to the culture. If it isn't you will either change or not play.
Flag, History starting in 1520, stuff are Recommended for brownie points. Point out the capital too, AND MARK IT ON THE MAP, because this is important for your colonies. Capitals will be marked on the map.
Culture map
Economy:
Colonial Companies and Crown Colonies
First, you must have a claim on the new world. This is completely free as you don't actually own anything, and this can be as much as you want.
a crown colony costs 5 guelders to set up, and 0.1 guelder in maintenance per province in between europe and a specific colonial province. Specify the route you're taking, otherwise it's assumed you're taking the longest, yet direct route. Your 5 guelders net you a total of 5 provinces, with a max size of 10*10 pixels, each being handled separately.
a colonial company costs 7 guelders to set up. It will finance itself and not cost you anything in maintenance, but will keep 50% of income for itself, from which it can raise an army in times of War. Colonial companies will work the exact same way as crown colonies, getting 5 provinces with a max size of 10*10 pixels, and they use part of the money you're not getting to expand, because they're nice. You can fund a colonial company by investing in it, and your investment can be any amount.
EXAMPLE:
here, the orange line is the area claimed by orange. The area with provinces, all grey borders is an Orange crown colony, and the area with yellow borders is a Company.
Trade:
Europe produces no tradegoods.
Tradegoods are sold automatically at the given price, or can be traded with other players.
If a tradegood requires another one, 1 of the prerequisite will be used to produce 1 of the processed tradegood.
Trade is automatic (you sell what you have and buy what you need but don't) but you can sign deals with other players. Colonial companies sell their own goods.
Terrain:
The main three are plains, savannah and coast. these are very versatile provinces when it comes to tradegoods, and in battles they add no bonuses. Coastal battles can involve naval units.
The "hills", marked brown and dark grey, are highlands and peaks respectively. These produce minerals, provide a +5/+7 (for peaks) defense bonus to defenders. Peaks cost .5 extra maintenance.
Tundra and Snow are special. They tend to provide really valuable goods, but have a -10 modifier to all armies, and snow provinces cost 3 extra maintenance.
Forests and jungles work similarly, having a +10 bonus for defenders and +5 for attackers. jungle provinces cost 2 extra maintenance.
The terrain of terra australis is one that prevents colonization. No colonial company will go to terra australis, and there is a +5000 maintenance addition to the area.
Rivers are also marked on the terrain map. a province with a river in it will give a +10 bonus to defenders.
Terrain map, which you should be able to figure out. Purple is marshes, grey peaks, brown highlands, etc.
Armies, Navies and war.
There are various kinds of army, and these each require a set amount of cash to raise. Producing certain trade goods in your nation can give a bonus. Each unit has three stats: Offense, Defense, Movement.
OFFENSE is a number which is used when your unit is attacking.
DEFENSE is a number which is used when your unit is defending.
MOVEMENT is how many tiles a unit can move in battle.
Colonial Militia: Only available to colonial nations. 20/15/2. 1
Native Army: Only found in event battles. 10/15/2.
Advanced Native Army: Only found in event battles. 15/20/2.
Infantry: 24/15/2. 2
Cavalry: 23/10/4. 4 and horses must be present
Artillery: 50/30/1. 4 and tools must be present
NAVIES
Caravel: 30/20/5. 5
Frigate: 45/30/3. 7
Man-o-war: 60/40/2. 8 and hemp must be present
Ship-of-the-line: 80/60/2. 10 and hemp must be present
Several resources give bonuses to those units that can use them:
Firearms: +10 to O/D for all units.
Horses: +1 movement for artillery, Colonial Militia
Tar: +1 Defense for all ships
Hemp: +1 movement for Caravel and Frigate
Battles are fought on hexographer maps. In general, if two units meet, then they will fight, and several factors, like how the battle is going on the rest of the battlefield, offense, defense, and terrain will affect the outcome.
this means multiple armies can join in the fray.
Map (join in the orange bit):
Preliminary stats sheet
ye can sign up!
Welcome to new IOT.
BASIC RULES:
1. Serious IOT - no batmania, ronpaulstan, etc.
2. Don't flame
3. The entire standardized IOT rules shebang
4. Too much cheesing and there will be consequences.
Joining:
You can claim an area in ONE, and only ONE, european cultural area (PROTIP: The area is bordered off). you can then draw out a maximum of 10 provinces. More provinces = more income. Less provinces - better event chance. Some areas are inland and not recommended. While the average area around Rome is claimable the papacy isn't.
Provide a name fitting to the culture. If it isn't you will either change or not play.
Flag, History starting in 1520, stuff are Recommended for brownie points. Point out the capital too, AND MARK IT ON THE MAP, because this is important for your colonies. Capitals will be marked on the map.
Culture map
Economy:
"This disposition to admire, and almost to worship, the rich and powerful, and to despise or, at least, neglect persons of poor and mean conditions, though necessary both to establish and to maintain the distinction of ranks and the order of society, is, at the same time, the great and most universal cause of the corruption of our moral sentiments." - Adam Smith
Each province produces 1 guelder. It produces an additional 0.5 guelders if it shares your religion, and 0.5 if it shares your culture. All European provinces (i.e. those in the special area) get an extra 1. Each culture has a set of appropriate religions, which is in the GENERAL stats sheet (not the player one)Colonial Companies and Crown Colonies
"Heaven & earth never agreed better to frame a place for man's habitation; were it fully manured and inhabited by industrious people. Here are mountaines, hils, plaines, valleyes, rivers, and brookes, all running most pleasantly into a faire Bay, compassed but for the mouth, with fruitfull and delightsome land.
" - John Smith
HOW THIS WORKS" - John Smith
First, you must have a claim on the new world. This is completely free as you don't actually own anything, and this can be as much as you want.
a crown colony costs 5 guelders to set up, and 0.1 guelder in maintenance per province in between europe and a specific colonial province. Specify the route you're taking, otherwise it's assumed you're taking the longest, yet direct route. Your 5 guelders net you a total of 5 provinces, with a max size of 10*10 pixels, each being handled separately.
a colonial company costs 7 guelders to set up. It will finance itself and not cost you anything in maintenance, but will keep 50% of income for itself, from which it can raise an army in times of War. Colonial companies will work the exact same way as crown colonies, getting 5 provinces with a max size of 10*10 pixels, and they use part of the money you're not getting to expand, because they're nice. You can fund a colonial company by investing in it, and your investment can be any amount.
EXAMPLE:

here, the orange line is the area claimed by orange. The area with provinces, all grey borders is an Orange crown colony, and the area with yellow borders is a Company.
Trade:
"I promise this, that if I am supported by our most invincible sovereigns with a little of their help, as much gold can be supplied as they will need, indeed as much of spices, of cotton, of mastic gum (which is only found in Chios), also as much of aloes wood, and as many slaves for the navy, as their Majesties will wish to demand." - Christopher Columbus
Tradegoods are produced by certain terrains, and there's a list over here. An artificial tradegood is one that has been put there for the purpose of trade.Europe produces no tradegoods.
Tradegoods are sold automatically at the given price, or can be traded with other players.
If a tradegood requires another one, 1 of the prerequisite will be used to produce 1 of the processed tradegood.
Trade is automatic (you sell what you have and buy what you need but don't) but you can sign deals with other players. Colonial companies sell their own goods.
Terrain:
"I would annex the planets if I could." - Cecil Rhodes
There are various terrains which affect battles, tradegoods and income.The main three are plains, savannah and coast. these are very versatile provinces when it comes to tradegoods, and in battles they add no bonuses. Coastal battles can involve naval units.
The "hills", marked brown and dark grey, are highlands and peaks respectively. These produce minerals, provide a +5/+7 (for peaks) defense bonus to defenders. Peaks cost .5 extra maintenance.
Tundra and Snow are special. They tend to provide really valuable goods, but have a -10 modifier to all armies, and snow provinces cost 3 extra maintenance.
Forests and jungles work similarly, having a +10 bonus for defenders and +5 for attackers. jungle provinces cost 2 extra maintenance.
The terrain of terra australis is one that prevents colonization. No colonial company will go to terra australis, and there is a +5000 maintenance addition to the area.
Rivers are also marked on the terrain map. a province with a river in it will give a +10 bonus to defenders.
Terrain map, which you should be able to figure out. Purple is marshes, grey peaks, brown highlands, etc.
Armies, Navies and war.
"We... sustained the enemy's attacks with great bravery... and after bearing, for about 2 hours, as severe and heavy a fire as perhaps was ever known, and many having fired away all their ammunition... we were overpowered by numbers and obliged to leave." - Amos Farnsworth
Armies in this IOT follow a fairly simple system, if you pay attention.There are various kinds of army, and these each require a set amount of cash to raise. Producing certain trade goods in your nation can give a bonus. Each unit has three stats: Offense, Defense, Movement.
OFFENSE is a number which is used when your unit is attacking.
DEFENSE is a number which is used when your unit is defending.
MOVEMENT is how many tiles a unit can move in battle.
Colonial Militia: Only available to colonial nations. 20/15/2. 1
Native Army: Only found in event battles. 10/15/2.
Advanced Native Army: Only found in event battles. 15/20/2.
Infantry: 24/15/2. 2
Cavalry: 23/10/4. 4 and horses must be present
Artillery: 50/30/1. 4 and tools must be present
NAVIES
Caravel: 30/20/5. 5
Frigate: 45/30/3. 7
Man-o-war: 60/40/2. 8 and hemp must be present
Ship-of-the-line: 80/60/2. 10 and hemp must be present
Several resources give bonuses to those units that can use them:
Firearms: +10 to O/D for all units.
Horses: +1 movement for artillery, Colonial Militia
Tar: +1 Defense for all ships
Hemp: +1 movement for Caravel and Frigate
Battles are fought on hexographer maps. In general, if two units meet, then they will fight, and several factors, like how the battle is going on the rest of the battlefield, offense, defense, and terrain will affect the outcome.
this means multiple armies can join in the fray.
Map (join in the orange bit):
Spoiler :

Preliminary stats sheet
ye can sign up!