Ilduces IOT (Beta testing)

Navy 50->58
Navy 53->52
Navy 40->38


-Gulf Cartel

-Dropping out sorry, orders might come time to time tho
 
I have no stats.. how do I know what to spend? I have not played this game before.. you really havn't explained what the hell is meant to be going on..
 
Welcome!

The game will start in 1901 (after the game diplomacy). At the start of the game, select 5 territories (as this is a smaller map) maximum of 3 can have a supply center (the circles). In the creation, please post the name, a brief background, color (and flag if wanted) and economic system.

Economy

This is simple, each supply center generates 1 credit and 1 supplies. You can then spend credits on certain aspects of the game:

Expansion

Expansion can happen in one of 2 ways:

1. Colonial expansion: Colonial expansion costs 1 credit if non supply center, 2 credits if it has a supply center. This is regardless of whether the sc is on a different continent or not.

2. Militaristic: Militaristic expansion means you move an army (or navy it its a coastal territory) into a territory and take it with your armed forces. This is generally frowned upon as you are declaring war on the person who you are invading (if it is neutral territory, then your declaring war on that territory).
When claiming/giving orders, it can become painful to post a map about every requests, each territory is numbered making posting orders easier. however the numbers are based on continent. So when giving an order like claiming a territory, don't ask for territory 1 ask for Europe Territory 1 (or in this case, Ireland).

Military:

Each unit requires 1 credit to build, and 1 credit and 1 supply center to maintain.
For rules on how military movements come see here:
http://www.webdiplomacy.net/intro.php
It gives you the basic rules of diplomacy, which is what the combat engine I am using. I suggest reading that over a summary of mine for 2 reasons:
1. Its 23 lines, takes 2-3 minutes to read
2. Its got nice pictures to help

Stability:

Stability is divided into 2 factors: Economic Stability and Political Stability:

Economic Stability is a 1-100 that tells you how good your economy is, determined at random. If it is really high, it may end up giving you an extra credit or so.
I will use a random number generator to determine if it goes up or down each round. It starting location and rate of change is determine based on which economic principle you use.

Please note, it costs 10 economic stability to change your form of economics:

#Traditional (Caste): Start: 70 Change: -1 for every supply center you gained in the last 3 years.
#Command (Communism): Start: 60 Change: maximum of +/-1 for every 3 supply centers you have, to a maximum growth of 3 and minimum decline of 6. (RNG to decide)
#Market (Capitalism): Start: 50 maximum+/- 15 per year. (RNG used to decide)
#Mixed (Regulated Capitalism) Start: 50 Change: Maximum +/-10 per year (RNG used to decide)

If your economy is below 40, its considered a rescission. If its below 20 its a depression. The economy modify's your overall income for the year.
If
95-100 then receive an additional 5 credits to your income for every 10 credits in your income (rounded to the nearest)
85-94 receive 4 for every 10
75-84 receive 3 for every 10
65-74 receive 2
55-64 receive 1
45-54 no change
35-44 loose 1
25-34 loose 2
15-24 loose 3
5-14 loose 4
1-5 loose 5 (Don't worry, based on how I am calculating the change, the lower the numbers the more likely it is to rise, so its impossible to go below 0 (except traditional))

The change in numbers represent GDP growth/decline for the year.

Investing into the economy
You can invest money into the economy, every 2 credits you invest, your GDP will rise by one for the year (but must stay within borders bounded by your economic policy).

Trade

You can buy and sell supply centers off people. You can also establish a trade route, with will raise your GDP by 1. A trade route is enacted when both players agree to it in the thread. It is maintained as long as neither power is:
1. At war
2. Has an economic stability below 25.

Saving money

Money accumulates. If you don't spend money one year, you can spend it the following year. However Traditionalists cannot save money. Also Supplies cannot be saved.

Roleplaying

This will mainly be a roleplaying game. Don't come to play just for the strategic output, you will be required to write at least one story (minum 3 lines) a week concerning the country/government etc. Also DO NOT powergame, powergamers will loose political stability points.

Turn order

Each week will represent 1 year in game and will have 3 turns. Spring, Fall and Winter (I would call it builds, but it is where the GDP growth/decline, trade, etc is used). Spring and fall will last 1 day. Winter will last 2. Between each turn will be a day that gives the GM a chance to update the game.

CLARIFICATION:
The Spring and fall are movement orders. No income or claims happen, just attacking/defending with armies.
Winter is where income and claims happen.

The Map:​
(The territories with circles in them represent supply centers)
Spoiler :
worldp.gif



Rules I think I forgot to mention:

1. Only your starting 3 supply centers can build units, this means the maximum amount of units you can build in a turn is 3.
2. Fleets have to be built in coastal supply centers.(A supply center that borders an ocean (or lake) tile)
3. Fleets can attack and invade coastal provinces
 
Well I thought i'd comb through it, format it for an easier read.. ensure i'd not missed anything.

Since we don't have stats.. I don't know what orders he is expecting from me...
 
You have (like everyone else) 3 credits, you can spend them on either claims, or building armies or you can save them. The only reason I didn't post stats for this round was because I didn't see the point when I could just say, everyone has 3 income to spend.
 
Can I build three armies and attack 69, 70 and 71 then please.
 
List of players:

Abaddon - The Ascardian Empire

Omega124 - Roman Republic of Italy

Domination - Communist China

NedimNapoleon - The National Socialist Republic of Bosnia

Lighthearter - Empire of the Rising Sun

Terrance888 - North America

ZeletDude - German Empire
 
Are mine fine then?
 
Are mine fine then?
Sorta, it will take both the spring and the fall to accomplish them (because each unit can only move 1 territory and you can only build in supply centers). Is that ok with you?

However, given that you can only conquer supply centers during the fall phase, Bosnia's orders kinda take both turns as well.
 
Ok ,then change to this please

Build in 66 --> take 85
Build in 65 --> take 69
Build in 67 --> take 86
 
UPDATE 2+3
1901

Map
Spoiler :
attachment.php


Stats
Spoiler :
attachment.php

Please note, there is 1 typo in the stats:
for the Gulf of Cartel, it should be 84 not 48 as the population. This doesn't make a difference to game play though, but just for the stats for the purpose of role playing.
The populations and GDP's were determined via RNG based on the number of territories and supply centers owned by the county. China's population was times 10, due to the real life size of the nation and their GDP/Capita was divided by 10 for balance.

The #of SC represents the max number of armies you can support this turn. 1 army=100 000 soldiers
The Treasury represents the number of credits you can spend this turn.
 

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Nazi Bosnia
125px-13rd_SS_Division_Logo.svg.png

Claims:
Build Army in Province 55 ----> Invade province 47
Build Army in Province 60 ----> Invade province 73
Build Army in Province 58 ----> Invade province 82 if possible
Army in province 59 ----> Invade province 80
1 Credit Left ----> Buy Province 74

Diplomacy:
We have signed an alliance with The German Empire

Roleplay:
The newly formed Waffen SS Handschar division is going into action. The Grand Mufti Meho Kahrimanovic attended with his son President Nedim Kahrimanovic the military parade held by the SS Handschar. The President is the one directly behind the Mufti
Spoiler :
Muslim_SS.jpg
 
2 to take North America 26
Rest to build canal in 61 (Nicaragura) was proposed due to lake, swaped for panama cuz colombia is easier to invade.
N52-> BET (-> 55 -> wait->BET-> 56)
N59-> 61 (build canal) (-> Cross canal->48)
N58->45->49

-Gulf Cartel


The Oil-rich coasts have been consolidated and the locals celebrate our fleet saving them. South American tourists also begin to appear. Meanwhile, the rebels in Nicaragua are defeated as a canal is planned to parallel that of Panama.
 
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