KaiserElectric
Total Freakin Besties
- Joined
- Dec 2, 2007
- Messages
- 3,461
On August 19th, 1942, a superpowered Canadian soldier going by the name Sergeant Commando participated in an Allied attack on the port town of Dieppe during the height of the Second World War. The world was never the same again. I lost count of all the superheroes that came after him, or all the times they saved the world. We thought we were invincible, that our heroes would always be there to save us.
Until they came from the stars.
We called them the Other, because we could never find out what they called themselves. We never knew what they wanted, outside of our own extinction. We weren't ready to face a threat like them. Millions were killed, nations were dismantled, the earth was laid to waste. We had almost lost hope when a miracle occurred, and the heroes managed to destroy their mother ship. We had won, but our victory was bittersweet, and we spent the next two years cleaning up the rest of the Others, rebuilding our nations, and burying the dead. But we were alive, and we had the heroes to thank for that.
It's now 2022, eighty years after the Commando stepped onto the beaches of occupied France. The old nations are dead, and the new ones are still picking up the pieces. We've been saved from the brink of death once, here's hoping we don't start the whole cycle over again.
Peace in our time.
Welcome, one and all, to the highly anticipated KIOT2, an IOT set in the world of a comic book!
How to Join:
Spoiler :
Joining is not too difficult. You do so by providing a name for your nation, a quick description of said nation, up to thirty starting claims, and as much more information as you're willing to grace us with. Starting with less then the allotted thirty will net you a stability bonus, in addition to all the bonuses you get from providing a lot of info in your signup.
Da Map:
Spoiler :
Statistics and You
Spoiler :
While this game is heavily focused on RP, it's not really fair of me to just wing it in regards to the actions of your nations. As much as I'd love to painstakingly craft a complex, intricate code to accurately document how much GDP the inevitable Balkan dictator will draw in every turn, the stats will be kept simple, for now. If you're familiar with that other game you'll be familiar with this.
Money: Dollars, rupees, or galactic credits, this is the stuff you use to get the things you need.
Economic: The glue that holds your nation together. The economic stat represents the infrastructure, factories, and markets that help your nation turn a profit. Each point in this category earns you $1 per turn, and investing $5 in this category will earn you an extra point, although RP is more efficient at getting this total up.
Military: This translates to the military strength of your country, from the grunts with rifles on the ground to the command structure of the entire nation. It's what you use to beat up other nations, to put it bluntly. Like economics, spending $5 in this category translates to one point, and also like economics RP will be more efficient at improving this stat. In a pinch, you can also enact a draft and trade economic points for an equal amount of military points, for a minor hit to stability.
Stability: A percentage stat that influences how much people want you to be their leader. Several things can influence your stability for better or for worse, so be sure to keep an ear to the ground, lest the peasantry storm into your fancy palace, remove your head from your shoulders, and get their grubby fingerprints all over the fine china.
Agent/Operative Pool: This is the amount of agents in your employ. This will be explained in the info dump approximately two categories down.
Every nation will begin with 20 Economic, 20 Military, and 80% stability before any changes are made due to signup and pre-game RP.
Money: Dollars, rupees, or galactic credits, this is the stuff you use to get the things you need.
Economic: The glue that holds your nation together. The economic stat represents the infrastructure, factories, and markets that help your nation turn a profit. Each point in this category earns you $1 per turn, and investing $5 in this category will earn you an extra point, although RP is more efficient at getting this total up.
Military: This translates to the military strength of your country, from the grunts with rifles on the ground to the command structure of the entire nation. It's what you use to beat up other nations, to put it bluntly. Like economics, spending $5 in this category translates to one point, and also like economics RP will be more efficient at improving this stat. In a pinch, you can also enact a draft and trade economic points for an equal amount of military points, for a minor hit to stability.
Stability: A percentage stat that influences how much people want you to be their leader. Several things can influence your stability for better or for worse, so be sure to keep an ear to the ground, lest the peasantry storm into your fancy palace, remove your head from your shoulders, and get their grubby fingerprints all over the fine china.
Agent/Operative Pool: This is the amount of agents in your employ. This will be explained in the info dump approximately two categories down.
Every nation will begin with 20 Economic, 20 Military, and 80% stability before any changes are made due to signup and pre-game RP.
War and Peace
Spoiler :
Conflict is inevitable, and when diplomacy fails sometimes you have to get aggressive with your negotiations. To attack or defend, simply state your intention to do so and assign points from your military pool to commit to the attack. Any points not used will be placed on general defense to react with threats as they arise. Good RP will always help you more then the roll of the dice, so be sure to submit good war plans as well! Just remember that war is costly, and no matter how evil your opponent may be, your populace isn't really going to enjoy fighting for long.
Oh, and WMDs are not available. Yet.
Oh, and WMDs are not available. Yet.
The Other Remnants
Spoiler :
When the Other invaded our world, they brought with them weapons and technology that far surpassed anything humanity had ever seen before. With the threat eliminated, it's only a matter of time before the secrets of the Other's awesome technology are uncovered. Researching the technology of the Other isn't necessary to advance technologically in the game, but understanding their ways can give you a significant advantage over your enemies.
Other technology is advanced in two stages, acquisition and research. The first step is acquiring material from the invasion relevant to the technology you're trying to research, in whatever way you can. You can get creative in your acquisition of the rare alien tech, and I'll provide hints on where to get it at several points in the game, so keep an eye out. The second part, the research itself, is done automatically, but you can speed up the process using money, agents (see below), or RP. The bonuses you can get from this advanced technology are powerful, but they could backfire on you, so make sure you know what you're getting into.
Those who play with the devil's toys...
Agents and Espionage
Spoiler :
No man is an island, even in this day and age, so if you need a job done right, you call in the agents.
Agents are "units" that you can acquire through the course of the game through actions or random events. In universe, agents could be anything from lady-killer secret agents, elite spec ops squadrons, or even a super powered lackey that answers directly to the head of state. Whatever you decide to call them, their primary use is to commit espionage actions. Simply state your action and assign one or more agents to do the deed. You can also assign agents to counterespionage duties to stop naughty enemy agents from snooping around in your country.
Sometimes you might also come across special agents known as Operatives. These super-agents are acquired through event choices, particularly good RP, or may even be promoted from your regular agent pool. In addition to their normal duties, operatives can be utilized to support other actions your nation may take, such as leading an army into battle or managing the construction of infrastructure in your biggest economic center. Some important Operatives may even have bonuses attached to them, so be sure to use them wisely!
Agents are "units" that you can acquire through the course of the game through actions or random events. In universe, agents could be anything from lady-killer secret agents, elite spec ops squadrons, or even a super powered lackey that answers directly to the head of state. Whatever you decide to call them, their primary use is to commit espionage actions. Simply state your action and assign one or more agents to do the deed. You can also assign agents to counterespionage duties to stop naughty enemy agents from snooping around in your country.
Sometimes you might also come across special agents known as Operatives. These super-agents are acquired through event choices, particularly good RP, or may even be promoted from your regular agent pool. In addition to their normal duties, operatives can be utilized to support other actions your nation may take, such as leading an army into battle or managing the construction of infrastructure in your biggest economic center. Some important Operatives may even have bonuses attached to them, so be sure to use them wisely!
NGOs and the Heroes
Spoiler :
Not every powerful entity in this world is a nation. Over the course of the game you will have to face many non-government organizations, or NGOs. These can be anything, ranging from multinational corporations to terrorist factions, and can be player created or spawn at random, depending on how the dice fall. An NGOs only stat is the agent pool, which is hidden from public view, and if their agents are all removed they are eliminated from the game. Be careful when dealing with them, as they have the potential to be very nasty.
Also a note on the most common NGO: The Superhuman. First appearing in the midst of the Second World War, the superhuman has had a monumental impact on history, and they can and will have a monumental impact on your nation. From the lowliest of super powered crime fighters to demigods with the power to warp reality, they are a factor that can't be ignored when you rule your nation. Be ready to deal with them.
Notes
-Updates are seasonal, and every year will go in the order of Winter, Spring, Summer, and Fall.
-As this is a story based game not governed by hard stats, there's always a chance I could make a mistake when managing the game. If you think I have done something unfair or missed something important, do not hesitate to contact me about it.
-Don't forget to play along and have a good time!
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