Civ'ed
I ain't gotta explain a thing
Don't worry, I'm still doing the thing with the thing in BanishedIOT
Now that's out of the way.
Link to video.
The discovery of Bonaparte Particles in 1821, named after the recently deceased emperor by professor Jules Vernandois of Paris, originally did not seem like much. Initially, it was a fun little gimmick, but beyond the attraction of a floating carriage it didn't see much use.
Then, in 1825, Prussian Johann Waldemeier discovered so-called Wilhelmium, and this provided immense capabilities. Within months, the governments and businessmen of the civilized world were looking at the stars. and by 1830, the first Astronauts, great husks of steel and glass, were on their way to Mars, using the power of Bonaparte particles and Wilhelmium....
But they were not the first.Rules for joining:
pick a (probably western) country that existed in 1830. Everythings the same as IOTL, but with a bit more of SCIENCE!!! Alternatively, pick a rich person to found a colony.
Place your Primary Colony (see below), with a grey dot. also mention which color you want around it because otherwise youll be a lifeless blob. Understandably, black and grey arent colors you can use.
give a bit of info about your nations colonial efforts.
Economy
Because youre colonizing Mars, this is going to be a bit difficult. Money isnt actually a factor. Instead, the main resource of the IOT is colonists. you start with 100 colonists, and gain 20 colonists a month. Colonists are assigned to tasks, so you actually invest, and get a return later on. Random events might give you more or less colonists. Each colony (so city thing) holds 100 colonists with no tech research. you can have more but you have to send people out to prevent bad events.
Fog of War and expeditions
at the start of the game, only a 7*7 area around your colony is revealed. You can send expeditions to explore within the Fog of War. Coastlines will be outlined, so you have an easy time of that and dont claim somewhere in the middle of nowhere. Terrain gets revealed through FoW expeditions, and affects combat.
A standard expedition requires 50 people. Theres a chance that the expedition disappears, never to be recovered again
Please indicate in which direction the expedition goes, else itll just go and do stuff on its own. An expedition will a specific area in one turn and return the next.
A FRIENDLY NOTE ABOUT TERRAIN - since the IOT has an 1830s atmosphere, the terrains going to be rather different from actual!mars.
Research
The IOT will feature a dynamic tech tree, just like Ik Zal Vaeren. What this means is that I have a few basic techs and the RP and choices made by players will open up new branches and techs.
To commence research, assign 20 citizens to research. T1 techs take 1 turn to research, T2 2 turns (with the basic 20 citizens), etc.
Control
Initially, you control the pixel your colony is on. This area controlled by you expands in every direction at a rate of 2 pixels per turn automatically. Once you control a 9*9 area, or the equivalent thereof, you can outfit a new colonial expedition, and can build it anywhere outside of the 9*9 area you already control and have explored.
Martians
There may or may not be Martian empires out there. Will be updated once you find them.
Combat and Terrain
Once again, EuropatrIOTism combat sys. Hexographer maps, and turn-based wargaming thing.
Terrain factors in, too. Coasts and mountains are impassable during combat, and hills and Martian forests do the same as in the EuropatrIOTism III ruleset. Copied directly over:
Now there are, of course, units.
The basic one is as follows.
Rifleman - 20 ranged, 10 attack, 2 movement, 50 colonists, 8 morale, 4 range.
The Rifleman is not that special, but he fulfils an important role in the early game fights.
Terrain anomalies
There are also anomalies in the Terrain. These could be mysterious ruins, codexes about history of Earth, and more. These give bonuses, but those will be explained later.
RP
RP literally drives the IOT. It has stats but you need to do RP else all progress will die. Just captains logs or some such will do. You really dont have to write me an essay or epic. RP also affects events that occur to your colony. RP is also for espionage.
Order format
Oh dear.
Q&A
WHY NO PROVINCES
Because thats not how colonisation works
WHY NO REAL LIFE MARS TERRAIN
Because thats not how steampunk works
WHY NO CAVALRY
Because thats not how Mars works
CAN I BE SILLYSTAN
No
WHAT ABOUT (INSERT COUNTRY OF CHOICE HERE)
Its 1830 so as long as its possible within that
The map
As of now, all is undiscovered. Place your colony in the BLACK area.
Now that's out of the way.
Link to video.
The discovery of Bonaparte Particles in 1821, named after the recently deceased emperor by professor Jules Vernandois of Paris, originally did not seem like much. Initially, it was a fun little gimmick, but beyond the attraction of a floating carriage it didn't see much use.
Then, in 1825, Prussian Johann Waldemeier discovered so-called Wilhelmium, and this provided immense capabilities. Within months, the governments and businessmen of the civilized world were looking at the stars. and by 1830, the first Astronauts, great husks of steel and glass, were on their way to Mars, using the power of Bonaparte particles and Wilhelmium....
But they were not the first.
pick a (probably western) country that existed in 1830. Everythings the same as IOTL, but with a bit more of SCIENCE!!! Alternatively, pick a rich person to found a colony.
Place your Primary Colony (see below), with a grey dot. also mention which color you want around it because otherwise youll be a lifeless blob. Understandably, black and grey arent colors you can use.
give a bit of info about your nations colonial efforts.
Economy
Because youre colonizing Mars, this is going to be a bit difficult. Money isnt actually a factor. Instead, the main resource of the IOT is colonists. you start with 100 colonists, and gain 20 colonists a month. Colonists are assigned to tasks, so you actually invest, and get a return later on. Random events might give you more or less colonists. Each colony (so city thing) holds 100 colonists with no tech research. you can have more but you have to send people out to prevent bad events.
Fog of War and expeditions
at the start of the game, only a 7*7 area around your colony is revealed. You can send expeditions to explore within the Fog of War. Coastlines will be outlined, so you have an easy time of that and dont claim somewhere in the middle of nowhere. Terrain gets revealed through FoW expeditions, and affects combat.
A standard expedition requires 50 people. Theres a chance that the expedition disappears, never to be recovered again
Please indicate in which direction the expedition goes, else itll just go and do stuff on its own. An expedition will a specific area in one turn and return the next.
A FRIENDLY NOTE ABOUT TERRAIN - since the IOT has an 1830s atmosphere, the terrains going to be rather different from actual!mars.
Research
The IOT will feature a dynamic tech tree, just like Ik Zal Vaeren. What this means is that I have a few basic techs and the RP and choices made by players will open up new branches and techs.
To commence research, assign 20 citizens to research. T1 techs take 1 turn to research, T2 2 turns (with the basic 20 citizens), etc.
Control
Initially, you control the pixel your colony is on. This area controlled by you expands in every direction at a rate of 2 pixels per turn automatically. Once you control a 9*9 area, or the equivalent thereof, you can outfit a new colonial expedition, and can build it anywhere outside of the 9*9 area you already control and have explored.
Martians
There may or may not be Martian empires out there. Will be updated once you find them.
Combat and Terrain
Once again, EuropatrIOTism combat sys. Hexographer maps, and turn-based wargaming thing.
Terrain factors in, too. Coasts and mountains are impassable during combat, and hills and Martian forests do the same as in the EuropatrIOTism III ruleset. Copied directly over:
Spoiler :
Combat is going to be based on a system that is faintly reminiscent of Warhammer, and while this seems like an oh-so-unneeded system, Ill explain with pictures.
If a fight occurs, I will make a map, so to say, with Hexographer. Ill place all the units on the map, with various symbols units representing the units in the IOT. Each tile on the map is a terrain - this can be forests or hills as abnormalities, with peaks being chokepoints.
Each update has a week of time, and the weekend (saturday/sunday) is reserved for the battle phase.
I send the map to the combatants, and they each send me a battle plan. Each person then goes through their general plan. Things work in turns - each battleplan is executed in offense/defense. the range of a unit is determined by Ranged/Movement - a cannon has the farthest range.
When a unit is within range, a unit will attempt combat. units can fire once per turn (imagine the other persons turn being a reload period). Each tile that separates two units is counted towards a number. The standard idea is ranged strength/tiles , and then anything below said number on a d50 (for artillery) or d10 (everything else) is a hit. what follows then is a combat roll - the amount of ranged strength you have in d6s, and anything over a 3 is a hit. Then, the enemy throws a saving roll, with their Strength in d6s - every value over 3 is a safe. the strength of said unit then depletes.
If a units Strength halves itself, rounded up, then they must roll a morale check of a d20. If the number is larger than double the morale of the unit, they break and flee, becoming useless in combat for the remained of said battle.
Close quarters combat occurs when two units are directly opposite each other. The same thing counts here, but with strength instead of Ranged.
Hussars and Lancers can charge. Charges are possible within the movement range of the unit, and have a 50% chance of succeeding - rolling an even number on a d6. If it does, an unblockable attack (so any hits are hits and no saving throws) occurs.
If a unit is being flanked, i.e. under attack from one side when attacking in another side, then there is, instead, a value over 5 instead of 3.
There is also urban combat present in this IOT. moving into an urban territory will grant a -50% ranged attack strength penalty, but will confer reaction shots (i.e. firing once somebody gets in range) and a defense bonus. Only infantry get urban territory bonuses, as it represents the takeover of housing blocks. If an artillery shot hits or misses, a d6 is rolled, with a 50% chance of turning urban areas into rubble (which is a forest for all intents and purposes). There are also bridges, which function like normal terrain but are destroyed the moment an artillery shot hits.Broken bridges can be traversed, but they take up all movement.
There will be three control points scattered around the map, as well as spawn areas which are instrumental to the takeover of the field. These allow the loser of the fight to get out with a demoralized army.
The winner is the one who doesnt lose all his units to morale break or death, or to hold all three control points for 3 consecutive turns, or two control points and enemy spawn for 3 consecutive turns.
If a fight occurs, I will make a map, so to say, with Hexographer. Ill place all the units on the map, with various symbols units representing the units in the IOT. Each tile on the map is a terrain - this can be forests or hills as abnormalities, with peaks being chokepoints.
Each update has a week of time, and the weekend (saturday/sunday) is reserved for the battle phase.
I send the map to the combatants, and they each send me a battle plan. Each person then goes through their general plan. Things work in turns - each battleplan is executed in offense/defense. the range of a unit is determined by Ranged/Movement - a cannon has the farthest range.
When a unit is within range, a unit will attempt combat. units can fire once per turn (imagine the other persons turn being a reload period). Each tile that separates two units is counted towards a number. The standard idea is ranged strength/tiles , and then anything below said number on a d50 (for artillery) or d10 (everything else) is a hit. what follows then is a combat roll - the amount of ranged strength you have in d6s, and anything over a 3 is a hit. Then, the enemy throws a saving roll, with their Strength in d6s - every value over 3 is a safe. the strength of said unit then depletes.
If a units Strength halves itself, rounded up, then they must roll a morale check of a d20. If the number is larger than double the morale of the unit, they break and flee, becoming useless in combat for the remained of said battle.
Close quarters combat occurs when two units are directly opposite each other. The same thing counts here, but with strength instead of Ranged.
Hussars and Lancers can charge. Charges are possible within the movement range of the unit, and have a 50% chance of succeeding - rolling an even number on a d6. If it does, an unblockable attack (so any hits are hits and no saving throws) occurs.
If a unit is being flanked, i.e. under attack from one side when attacking in another side, then there is, instead, a value over 5 instead of 3.
There is also urban combat present in this IOT. moving into an urban territory will grant a -50% ranged attack strength penalty, but will confer reaction shots (i.e. firing once somebody gets in range) and a defense bonus. Only infantry get urban territory bonuses, as it represents the takeover of housing blocks. If an artillery shot hits or misses, a d6 is rolled, with a 50% chance of turning urban areas into rubble (which is a forest for all intents and purposes). There are also bridges, which function like normal terrain but are destroyed the moment an artillery shot hits.Broken bridges can be traversed, but they take up all movement.
There will be three control points scattered around the map, as well as spawn areas which are instrumental to the takeover of the field. These allow the loser of the fight to get out with a demoralized army.
The winner is the one who doesnt lose all his units to morale break or death, or to hold all three control points for 3 consecutive turns, or two control points and enemy spawn for 3 consecutive turns.
Now there are, of course, units.
The basic one is as follows.
Rifleman - 20 ranged, 10 attack, 2 movement, 50 colonists, 8 morale, 4 range.
The Rifleman is not that special, but he fulfils an important role in the early game fights.
Terrain anomalies
There are also anomalies in the Terrain. These could be mysterious ruins, codexes about history of Earth, and more. These give bonuses, but those will be explained later.
RP
RP literally drives the IOT. It has stats but you need to do RP else all progress will die. Just captains logs or some such will do. You really dont have to write me an essay or epic. RP also affects events that occur to your colony. RP is also for espionage.
Order format
Oh dear.
Spoiler :
Name of Expedition/Player
Colony 1 (Population of colony 1)
order 1
order 2
order 3
Colony 2 (Population of colony 2)
order 1
order 2
order 3
etc
Military orders
Colony 1 (Population of colony 1)
order 1
order 2
order 3
Colony 2 (Population of colony 2)
order 1
order 2
order 3
etc
Military orders
Q&A
WHY NO PROVINCES
Because thats not how colonisation works
WHY NO REAL LIFE MARS TERRAIN
Because thats not how steampunk works
WHY NO CAVALRY
Because thats not how Mars works
CAN I BE SILLYSTAN
No
WHAT ABOUT (INSERT COUNTRY OF CHOICE HERE)
Its 1830 so as long as its possible within that
The map
Spoiler :

As of now, all is undiscovered. Place your colony in the BLACK area.
[timer=01/24/2015 11:00 AM UTC+1 ;Orders Lock][/timer]
Orders lock in the above
Orders lock in the above