- Joined
- Mar 14, 2011
- Messages
- 4,131
The maker of the first generally decent and not very critically acclaimed IOT: SAR brings you the new and improved...
Don't post yet, please.
Incoming Transmission...
*static*do*static*-er me...*static*I am Mi-*static*-ot import-*static*ant...*static*
-silence-
It wasn't always like this. People used to be proud to be called "Americans". Now, world wide, and even here in the damn District... It is equitable to an insult. On July eighteenth, 2026, everything changed. The protest... It was peaceful... Only it wasn't. Not after the gassing. Not after the macing.
Not after the shooting.
What happened after is clearly evident. Soldiers and countrymen alike no longer saw the government as their own. Just a corrupt, corporate-controlled regime. They sit on their rich chairs eating rich food on their rich tables in their rich houses. People like me, we can't leave. The lower class are treated as good as slaves. But, there is still hope. Those that hear this message should know by now that the District doesn't actually control most of continental US. Those who receive this message... You have the opportunity to make a new America. It will not be easy. But you have a chance. Please... Make me be able to proud to be an American either in this life or the ne-
*boom*That's him..!-*static*
-BANG-*static*-pen fire!*static*
RAT-ATAT-TAT-TAT
Transmission Interrupted
Starting out
Claim 1 province, give me a name, and rp if you want; or join as one of the few NPCs, sans USA. The only thing I have limiting your little rebellion is that it cannot be funded or come from outside powers. No New USSR colonies or something like that. And be realistic. That means no Darth Vader generals, christos.
Roleplaying
Typing roleplay will get you bonuses. It will more than likely only give you a little more pocket change, but every once in a while it may influence something bigger.
Claiming and Territories
Claiming gives you population and an extra territory. There are two ways to expand. The first is annexation. This means sending regiments to territories, fight the natives, and claim the territory for your own. The resistance will be RNG'd 1-10, but these minutemen-esque troops are only half as effective of your standard regiments. However, there is a low chance of 5% that 20 and 2% chance of 30 irregulars will rise to defend their land, so be sure you have enough troops at all times when claiming. You can spend your own income to expand, and may only claim territories adjacent to your own territories. Claiming requires that at least 1 and at most 5 regiments move to the territory un-aggressively. Each actual claim costs 20% of your total income, but occupying territories costs nothing. Claiming territories this way will also give you some industry as well as [most likely] more population than if you were to attempt hostile takeover. Territories can be fought for in border skirmishes. These skirmishes are not declarations of war, but small engagements involving only up to 5 regiments on each side(10 collectively). These can, obviously, only affect territories sandwiched between multiple nations. Border skirmishes aren't supposed to directly affect diplomacy, as each power has equal right to the land in most cases. However, what if New England tries to claim somewhere in Texas(Theoretically of course)? In that case, the natives of the region may prefer Texan rule, and thus a skirmish that may result between the two powers has a greater chance at a Texan victory. Disclaimer! Skirmishes do not give the victor the territory. They are simply fights to determine who will have sovereignty over it. This means that once a nation wins a skirmish, that territory can only be claimed by the victor absolutely, thus the regiments will no longer have to stay. This of course, also leaves the territory open for invasion should a nation actually declare war. Territories that a guaranteed to a power will be identified by a border around the territor[y]ies in question with the same color as the power.
Hawaii is 4 territories, for clarification.
You can claim coastal territories only if you have ships to carry regiments. One ship carries one regiment. You cannot claim with standard planes. However, scavenged Chinooks and Ospreys can carry regiments up to 3 territories from your border to occupy, annex, or attack an enemy.
Economy
I'll be ripping off the current economy tendency, the tax system. That means Industry*Population*Tax=revenue. Trading can only be between bordering nations with at least 5 regiments, or nations on a coast with at least 3 ships, and it MUST be signed. So you have to ask others for trade agreements, basically. Number required ships/regiments needed to trade goes up as each respective tech does.(Land tech 2 will require 10, Land 3 will require 15, and so on.) You can also trade via air, but must have 10 planes in order to do so. They scale up just as trade by land and sea trade does. Trade revenue=Average GNP of nations trading*.05.
CLARIFICATION: You need the specified amount of units PER TRADE AGREEMENT. So if you're trading with two nations via border at tech 1, you need at least 10 regiments to trade with both. However, each side in a trade agreement does not need 5 regiments each. Only 5 regiments total, between the two powers, must be present. If a nation has land tech 2 and is trading with another with tech 1, 10 regiments must be present, again from either side collectively.
Regiments assigned to trading are occupied and thus cannot attack nor occupy neutral territory, but if the nation who those troops belong to is attacked they will defend all the same. The same applies to air and sea trade.
Industry goes up by .01 for every 10% of your economy you put into it, and naturally grows by .05 per turn. Population grows by 5% base per turn, modified only by rp and events. Everyone starts out with 100 pop and 1 industry, along with 20% taxes. So everyone starts out with 20 income. Of course, if you rp beforehand you'll have more population thus higher economy. Don't get too giddy, you won't be that much more powerful, so don't try too hard so I don't feel bad.
Every unclaimed territory is worth 50 population. Hostile takeover decreases pop by the amount of resistance killed. Peaceful claiming guarantees all 50 pops plus .01-.05 extra industry, determined by RNG.
For you RPers, canonically industry isn't being built as much as it is being renovated. Just heads-up. 1 population=1,000 people.
Stability
Yeah, rebels can rebel from rebels. While redundant, it's necessary for balance. It's not that complex. High taxes[mostly], not being consistent with your cause, wars of attrition, and both over-occupying and over-expansion all play rolls in this. players who are able to keep a good RR for extended periods of time may benefit.
Military and War
Regiments cost 2 income and 1 pop to raise, and have a standard upkeep of 1. They are the only unit not required to have a building built/renovated in order to construct them, but their price goes up as higher tech is researched. Regiments are useful as the backbone of the army. They are used to take territories.
Air Forces in this IOT come in singular units. Each plane costs 3 income and no pop, and have an upkeep of 1. Renovating an air strip is required for production, and 1 air strip can be made per territory under your control. At starting tech, each air strip can house up to 10 planes. Planes are useful for supporting regiments by being able to shoot down enemy regiments without fear of being shot down themselves unless the enemy has planes of their own, or scavenged AA guns(Further explained in Scavenging). Planes can also be shot down by ships.
Naval Forces, like Air Forces, come in singular units. Each ship costs 2 income and no pop, and have an upkeep of 1. Renovating a port is required for ship production, and 3 ports total can be made per sea territory under your control. At starting tech, each port can house up to 5 ships. Naval forces are useful for blocking trade and destroying enemy planes without fear of being destroyed unless the enemy has a fleet of their own, or scavenged Guided Missiles(Further explained in Scavenging).
Airfields cost 10 income to build, Ports cost 5 income to build.
Scavenging
Scavenging is a very useful "project" type mechanic. As revolutionaries of the now-vastly-unoccupied US, you'll be able to scavenge very useful technology from the once superpower of the world, namely of the military variety. First investment costs 30 and it goes up from their by multiples, rewards getting more numerous and/or better each time.
Technology
There are three branches, everyone starts at tech 1 for each. Each tech upgrade costs 25x, x being the level. You may go up at max three levels up in an individual field per turn.
Land: Increases Regiment price by 1 per every two techs, increases upkeep by 1 for every 5 techs. Increases effectiveness of Regiments.
Sea: Increases how many ships a port can house by 5 per level. Increases effectiveness of ships. Increases upkeep by 1 per every 3 techs.
Air: Increases how many planes an airfield can house by 10 per level. Increases effectiveness of planes. Increases upkeep by 1 per every 3 techs.
World Events
There's still a world happening outside of America... Right? Of course there is(I mean it this time). I will announce every so often(probably every update. At the least, every OTHER update). You can use your epique roleplaying skillz to take advantage of these events if at all possible. There will likely be events that directly effect the region. Let's talk about that later, though.
Local Events
There will be things happening throughout the US besides you guys squabbling over Minnesota or something. Maybe your cause will have sympathizers from across the country. Maybe the USA decides to weaken one of the dirty homeless barbaric revolters by revolting revolters against them because you're dirty revolters. Stuff'll be happening each update, either way.
Winning?
The entire goal of this IOT is to unite the USA. I WILL allow for alliance victories... If there is a good amount of RP in it. I can't have a Communist power and a Capitalist power being buddy buddy and then unite randomly once everything is secure.
Don't post yet, please.
Incoming Transmission...
-silence-
It wasn't always like this. People used to be proud to be called "Americans". Now, world wide, and even here in the damn District... It is equitable to an insult. On July eighteenth, 2026, everything changed. The protest... It was peaceful... Only it wasn't. Not after the gassing. Not after the macing.
Not after the shooting.
What happened after is clearly evident. Soldiers and countrymen alike no longer saw the government as their own. Just a corrupt, corporate-controlled regime. They sit on their rich chairs eating rich food on their rich tables in their rich houses. People like me, we can't leave. The lower class are treated as good as slaves. But, there is still hope. Those that hear this message should know by now that the District doesn't actually control most of continental US. Those who receive this message... You have the opportunity to make a new America. It will not be easy. But you have a chance. Please... Make me be able to proud to be an American either in this life or the ne-
RAT-ATAT-TAT-TAT
Transmission Interrupted
Starting out
Claim 1 province, give me a name, and rp if you want; or join as one of the few NPCs, sans USA. The only thing I have limiting your little rebellion is that it cannot be funded or come from outside powers. No New USSR colonies or something like that. And be realistic. That means no Darth Vader generals, christos.
Spoiler Map :
Roleplaying
Typing roleplay will get you bonuses. It will more than likely only give you a little more pocket change, but every once in a while it may influence something bigger.
Claiming and Territories
Claiming gives you population and an extra territory. There are two ways to expand. The first is annexation. This means sending regiments to territories, fight the natives, and claim the territory for your own. The resistance will be RNG'd 1-10, but these minutemen-esque troops are only half as effective of your standard regiments. However, there is a low chance of 5% that 20 and 2% chance of 30 irregulars will rise to defend their land, so be sure you have enough troops at all times when claiming. You can spend your own income to expand, and may only claim territories adjacent to your own territories. Claiming requires that at least 1 and at most 5 regiments move to the territory un-aggressively. Each actual claim costs 20% of your total income, but occupying territories costs nothing. Claiming territories this way will also give you some industry as well as [most likely] more population than if you were to attempt hostile takeover. Territories can be fought for in border skirmishes. These skirmishes are not declarations of war, but small engagements involving only up to 5 regiments on each side(10 collectively). These can, obviously, only affect territories sandwiched between multiple nations. Border skirmishes aren't supposed to directly affect diplomacy, as each power has equal right to the land in most cases. However, what if New England tries to claim somewhere in Texas(Theoretically of course)? In that case, the natives of the region may prefer Texan rule, and thus a skirmish that may result between the two powers has a greater chance at a Texan victory. Disclaimer! Skirmishes do not give the victor the territory. They are simply fights to determine who will have sovereignty over it. This means that once a nation wins a skirmish, that territory can only be claimed by the victor absolutely, thus the regiments will no longer have to stay. This of course, also leaves the territory open for invasion should a nation actually declare war. Territories that a guaranteed to a power will be identified by a border around the territor[y]ies in question with the same color as the power.
Hawaii is 4 territories, for clarification.
You can claim coastal territories only if you have ships to carry regiments. One ship carries one regiment. You cannot claim with standard planes. However, scavenged Chinooks and Ospreys can carry regiments up to 3 territories from your border to occupy, annex, or attack an enemy.
Economy
I'll be ripping off the current economy tendency, the tax system. That means Industry*Population*Tax=revenue. Trading can only be between bordering nations with at least 5 regiments, or nations on a coast with at least 3 ships, and it MUST be signed. So you have to ask others for trade agreements, basically. Number required ships/regiments needed to trade goes up as each respective tech does.(Land tech 2 will require 10, Land 3 will require 15, and so on.) You can also trade via air, but must have 10 planes in order to do so. They scale up just as trade by land and sea trade does. Trade revenue=Average GNP of nations trading*.05.
CLARIFICATION: You need the specified amount of units PER TRADE AGREEMENT. So if you're trading with two nations via border at tech 1, you need at least 10 regiments to trade with both. However, each side in a trade agreement does not need 5 regiments each. Only 5 regiments total, between the two powers, must be present. If a nation has land tech 2 and is trading with another with tech 1, 10 regiments must be present, again from either side collectively.
Regiments assigned to trading are occupied and thus cannot attack nor occupy neutral territory, but if the nation who those troops belong to is attacked they will defend all the same. The same applies to air and sea trade.
Industry goes up by .01 for every 10% of your economy you put into it, and naturally grows by .05 per turn. Population grows by 5% base per turn, modified only by rp and events. Everyone starts out with 100 pop and 1 industry, along with 20% taxes. So everyone starts out with 20 income. Of course, if you rp beforehand you'll have more population thus higher economy. Don't get too giddy, you won't be that much more powerful, so don't try too hard so I don't feel bad.
Every unclaimed territory is worth 50 population. Hostile takeover decreases pop by the amount of resistance killed. Peaceful claiming guarantees all 50 pops plus .01-.05 extra industry, determined by RNG.
For you RPers, canonically industry isn't being built as much as it is being renovated. Just heads-up. 1 population=1,000 people.
Stability
Yeah, rebels can rebel from rebels. While redundant, it's necessary for balance. It's not that complex. High taxes[mostly], not being consistent with your cause, wars of attrition, and both over-occupying and over-expansion all play rolls in this. players who are able to keep a good RR for extended periods of time may benefit.
Military and War
Regiments cost 2 income and 1 pop to raise, and have a standard upkeep of 1. They are the only unit not required to have a building built/renovated in order to construct them, but their price goes up as higher tech is researched. Regiments are useful as the backbone of the army. They are used to take territories.
Air Forces in this IOT come in singular units. Each plane costs 3 income and no pop, and have an upkeep of 1. Renovating an air strip is required for production, and 1 air strip can be made per territory under your control. At starting tech, each air strip can house up to 10 planes. Planes are useful for supporting regiments by being able to shoot down enemy regiments without fear of being shot down themselves unless the enemy has planes of their own, or scavenged AA guns(Further explained in Scavenging). Planes can also be shot down by ships.
Naval Forces, like Air Forces, come in singular units. Each ship costs 2 income and no pop, and have an upkeep of 1. Renovating a port is required for ship production, and 3 ports total can be made per sea territory under your control. At starting tech, each port can house up to 5 ships. Naval forces are useful for blocking trade and destroying enemy planes without fear of being destroyed unless the enemy has a fleet of their own, or scavenged Guided Missiles(Further explained in Scavenging).
Airfields cost 10 income to build, Ports cost 5 income to build.
Scavenging
Scavenging is a very useful "project" type mechanic. As revolutionaries of the now-vastly-unoccupied US, you'll be able to scavenge very useful technology from the once superpower of the world, namely of the military variety. First investment costs 30 and it goes up from their by multiples, rewards getting more numerous and/or better each time.
Spoiler :
IFVs: 20/100 chance of discovery
Can find max of 25
+vs Infantry-only armies
Abrams Tank
15/100 chance of discovery
Can find max of 25
+vs IFVs, +vs infantry-only armies, ++vs IFV-only armies
M777 Howitzer
10/100 chance of discovery
Can find max of 25
+vs IFVs, +vs Tanks, +vs infantry-only armies, ++vs IFV-only armies, ++vs Tank-only armies
AA Battery
15/100 chance of discovery
Can find max of 15
2/3 chance of destroying any one aerial vehicle per battery, ineffective vs any land unit
Chinook
10/100 chance of discovery
Can find max of 15
Can carry one regiment per unit, ineffective vs other aerial vehicles
Apache
10/100 chance of discovery
Can find max of 20
++vs land units barring AA batteries, +vs Chinooks, ineffective vs other aerial vehicles
B-1
5/100 chance of discovery
Can find max of 10
Cannot be destroyed by standard planes or ships, can bomb industry and population, can bomb land troops, inaffective vs other aerial vehicles
Osprey
5/100 chance of discovery
Can find max of 10
++vs Apaches, ++vs Chinooks, can attack all other aircraft, can carry one of any kind of unit
F-16
5/100 chance of discovery
Can find max of 10
+vs planes, +vs Apaches, can attack B-1s, cannot be destroyed by ships, can bomb industry and population, can bomb land troops
Guided Missile
4/100 chance of discovery
Can find max of 5
Can target and destroy any 3 specific units, can target industry and pop
Nuclear Warhead
1/100 chance of discovery
Can find max of 1
Can destroy any territory on the map, destroys 10-20 random units, destroys 50-100 pops, destroys .5-1.5 industry, UN Code Black initiated, cannot target Washington D.C.
Can find max of 25
+vs Infantry-only armies
Abrams Tank
15/100 chance of discovery
Can find max of 25
+vs IFVs, +vs infantry-only armies, ++vs IFV-only armies
M777 Howitzer
10/100 chance of discovery
Can find max of 25
+vs IFVs, +vs Tanks, +vs infantry-only armies, ++vs IFV-only armies, ++vs Tank-only armies
AA Battery
15/100 chance of discovery
Can find max of 15
2/3 chance of destroying any one aerial vehicle per battery, ineffective vs any land unit
Chinook
10/100 chance of discovery
Can find max of 15
Can carry one regiment per unit, ineffective vs other aerial vehicles
Apache
10/100 chance of discovery
Can find max of 20
++vs land units barring AA batteries, +vs Chinooks, ineffective vs other aerial vehicles
B-1
5/100 chance of discovery
Can find max of 10
Cannot be destroyed by standard planes or ships, can bomb industry and population, can bomb land troops, inaffective vs other aerial vehicles
Osprey
5/100 chance of discovery
Can find max of 10
++vs Apaches, ++vs Chinooks, can attack all other aircraft, can carry one of any kind of unit
F-16
5/100 chance of discovery
Can find max of 10
+vs planes, +vs Apaches, can attack B-1s, cannot be destroyed by ships, can bomb industry and population, can bomb land troops
Guided Missile
4/100 chance of discovery
Can find max of 5
Can target and destroy any 3 specific units, can target industry and pop
Nuclear Warhead
1/100 chance of discovery
Can find max of 1
Can destroy any territory on the map, destroys 10-20 random units, destroys 50-100 pops, destroys .5-1.5 industry, UN Code Black initiated, cannot target Washington D.C.
Technology
There are three branches, everyone starts at tech 1 for each. Each tech upgrade costs 25x, x being the level. You may go up at max three levels up in an individual field per turn.
Land: Increases Regiment price by 1 per every two techs, increases upkeep by 1 for every 5 techs. Increases effectiveness of Regiments.
Sea: Increases how many ships a port can house by 5 per level. Increases effectiveness of ships. Increases upkeep by 1 per every 3 techs.
Air: Increases how many planes an airfield can house by 10 per level. Increases effectiveness of planes. Increases upkeep by 1 per every 3 techs.
World Events
There's still a world happening outside of America... Right? Of course there is(I mean it this time). I will announce every so often(probably every update. At the least, every OTHER update). You can use your epique roleplaying skillz to take advantage of these events if at all possible. There will likely be events that directly effect the region. Let's talk about that later, though.
Local Events
There will be things happening throughout the US besides you guys squabbling over Minnesota or something. Maybe your cause will have sympathizers from across the country. Maybe the USA decides to weaken one of the dirty homeless barbaric revolters by revolting revolters against them because you're dirty revolters. Stuff'll be happening each update, either way.
Winning?
The entire goal of this IOT is to unite the USA. I WILL allow for alliance victories... If there is a good amount of RP in it. I can't have a Communist power and a Capitalist power being buddy buddy and then unite randomly once everything is secure.