Welcome to Imperia Mobiana, the first IOT(or IOT derivative whichever) to take place on a majority-furry foreign planet! Basic rules: No trolling, flaming, etc. Be respectful of your fellow players, OOC or IC. Overall, the forum rules. No powergaming or I'll eat you. No RL politics. That is for the Off-Topic forum. Any politics brought up must be discussed within the scope of the game. I don't want to hear whether you think Obama's new gay rights policy is sexy or not; you can however, mention your state passing gay marriage later down the line. All politics is fine if, AND ONLY IF, it's in the context of the game. No arbitrarily trying to define what the game is. The game is supposed to be about manipulating NPCs and other players via diplomacy in order to win. Read this for inspiration: http://www.civfanatics.com/civ3/strategy/managing_the_world.php Now for the game rules. They are more complex than a standard IOT's, but far simpler than Sons of Mars'. Getting Started: Choose any ten territories, but they must be contiguous and have a shape that isn't a mess. Example: No nations that stretch in a straight line across the continent. After that, you have ten income to spend. You can either recruit armies or buy technologies. If you're in contact with anyone, you can start cementing agreements! Don't be shy to provide some background, some information on your economic/political setup, and most importantly, don't forget to choose a color. Also, choose a capital. Capitals are mostly symbolic, but aren't easily changed and they're relevant to your performance in war and revolts. Expansion At the start of each turn, you can claim 5 provinces. There is no distance penalty, but you can only claim 5 pixels away from your borders for every tech level. i.e. a tech level 20 state can claim 100 pixels away. You cannot claim when at war. Each turn you gain 1 income per territory you own(with some benefits based on policies/Economics Tech), and after you pay off maintenance or obligations, you can spend this on whatever you wish. Technology Tech is split between the Military and the Economy. The Military tree boosts the quality of your troops and also expands your combat operations. The Economy tree boosts your income and controls how much you can trade. Tech is simply composed of levels, with each tech having the cost of its level multiplied by five. Military 3, for instance, costs 15 gold. Your total tech level is a combination of how much you have in both categories. Total tech level dictates what Civics you can get, and how far away you can negotiate, to name a few important factors. Example: A state with Army 5 and Econ 6 is at tech level 11. Each Army tech allows you to support one free army. The maximum Army tech is 25. Specific Bonuses: Army 2 enables fortifications; Army 5 Guarantees and Defensive Pacts; Army 10 Full Alliances; Army 20 airforces. The difference between army techs gives a bonus to an attacker. Example: if you're army tech 20 and your enemy 19, you get +1 to all rolls. Each Economy tech adds +1 to your per turn income, while every 5 techs adds +10% to your base income. Example: if you have 10 provinces and Econ 5, you get 15 income(10 + 5), which then becomes 17 due to the 10% bonus. The same situation with Econ 10 yields 24 income. Econ 25, the last econ tech, adds +25 to your base income, and then a 50% modifier is applied on top! In total, it costs, on average, 3250 gold to max out both tech trees. A rough breakdown of Techs and their eras is: Tech Level 0-15: Ancient Age Tech Level 16-25: Middle Ages Tech Level 26-35: Industrial Age Tech Level 36-45:Modern Age Tech Level 46+: Future Age Military and Combat Every Army costs 5 gold to recruit, but this can vary based on circumstances. Navies, likewise, cost 5 gold. You start with 1 Army, by default placed in your capital. Armies keep your lands protected. You are encouraged to place at least one in each province, as otherwise, the province can be instantly overrun. You have a troop support number. This is the same as your number of provinces(each province, in other words, can support one army), plus any benefits you may get from your Civics choices. Any unit over this will cost 1 gold per turn to maintain. In the event you can't pay for a unit, it will be disbanded automatically after one turn. Armies Armies by default can only move one province a turn. Every 5 Army techs, however, allow you to move an extra province per turn, so at Army 25, your armies can move a full six provinces. Armies can be seen in the province they're stationed in by a number that appears there. When fighting, battles are determined by RNG. The maximum roll number is determined by era - Era 1 is 10, Era 2 is 12, Era 3 is 15, Era 4 is 18, Era 5 is 20. Simple. The state with the most advanced army gets the difference added onto their roll - if State A has Army 6 and its foe has Army 5, for instance, State A gets +1 to each roll! Navies Navies have a different means of movement. Navies can move anywhere, but you must specify where they will be stationed; if all naval units are gone in an area, they lose that mission(i.e. if they're guarding your home waters from invasion, then enemies can land as soon as the fleet si destroyed). Navies can load an unlimited number of armies onto themselves, making a single vessel a threat... but also a liability; if it is sunk, any troops on it will be killed. The number of navies in a stack is seen by a number to the left of the navy; the number of troops on board is a number to the right. So if you see 2 - pixel of state's color - 10, you know there are 2 navies carrying 10 troops going somewhere. Best keep an eye on them! Naval battles work the same way as land ones, though the order must be given to engage as there are no provinces. If you attack a territory via an amphibious assault or an airborne invasion, there's a 20% or 30% added onto the defender's roll, respectively. D-Day wasn't easy! Navies can block waterways. If they sit in a spot where they can reach all coastline around them, they can prevent anybody from passing through. Any trade routes that go through here can be cut at the blockader's leisure, but all blockaded states get a casus belli on the blockader. Navies can also block coastal provinces. Each navy can block a single coastal province, provided it's next to it. Up to 50% of your enemy's income can be taken away by this; the exact amount depends on how much of their coast is blocked. If a state has 5 coastal provinces and you block 1, they lose 10% of their income, 2 blocks 20%, 4 40%, etc. Naturally, if there are no trade routes besides the water route for the target country, they lose trading income. Air Forces Air forces don't show up until Army 20. Air forces by default can only bomb 20 pixels away from their base province, but every tech above Army 20 increases this by 16, so Army 25 jets can hit up to 100 pixels away from their base province. Each airforce costs 5 gold. Planes can be used to bomb armies, navies, or other planes(10% chance of success, but each Army tech above 20 increases this by 5%, so Army 25 jets can destroy any of these with a 35% chance of success!), but also have a chance of being shot down. The default formula is a 25% chance of being shot down, with each army tech reducing this by 4%, so army 25 planes only have a 5% chance of being shot down. Planes can also be kept at home, and will intercept any planes going into their range; each plane adds 5% to the enemy's chance of being shot down. In other words, enough planes make bombing impossible, but it's also quite expensive to maintain such a large deterrent. Air forces also allow you to reach Angel Island should it be airborne. --- If you destroy all the armies in a province, your armies will take it over. Like in Risk, you control exactly how many move in. If you capture the enemy capital, you steal all their treasury and also collect all their income for the turn if they haven't moved yet. In other words... protect your capital! Civics Spoiler : For those who've played Civ IV, Civics are nothing new. They are sets of government policies that define your nation's character. By default, you start with the most primitive civic in all categories, which carries no benefits and thus is the worst. You choose one Civic in each category, provided you have the prerequisites. For the early stages of the game, Civics won't be important, but as you grow more advanced, you will want to keep an eye on them. Some Civics are incompatible, it should be obvious which they are. Leadership - Where the Power Lies Despotism - Might makes right; primitive totalitarianism. Whoever has the most power and influence will rule with absolute power. Oligarchy(Tech Level 10) - Rule by the few. An elite forms the core of the society's government, and at the end of the day, these individuals, whether they are merchants, party elites, nobles, or otherwise, control policy. Oligarchy can exist even in a state that is supposedly democratic - oligarchic republics. Effects: +10 military support OR +10 income, your choice Autocracy(Tech Level 20) - Rule by the one. Whether a barebones dictatorship or one with monarchial trimmings(absolute monarchy), power is more or less entirely in the hands of a single person. Autocrats generally are authoritarian, working within the bounds of law and custom, but may be totalitarian, being different from despots in name alone as they seek to regulate every aspect of private and public life. Likewise, autocrats can be cruel and ruthless(as is typically the case) or rule benevolently(enlightened despotism/benevolent dictatorship). Effects: Imperialism Casus Belli; +25 military support Democracy(Tech level 25) - The vast majority of the state's decisions are made by the people, whether directly or through elected representatives. If there is a monarch, as in a constitutional monarchy, they will have little actual power, with all real power being vested in the people or their representatives. -5% Revolt Risk if at peace, +5% RR if at war Government Structure - How Strong The National Government Is Stateless Society - There is no effective government at the top, and every community tends to itself in terms of politics Confederacy(Tech Level 10) - Confederacies vest most real power in local entities. Sovereignity more or less resides with said entities, though they pool some responsibilities(defense, currency, foreign policy, etc.) into a central entity. At the end of the day however, the states/provinces wield the real power. Effects: -5% RR, -5% income Unitary State(Tech Level 15) - The central government wields absolute power over its provinces. It can change borders at a whim, and no province/state has sovereignity. It can also agree to devolve powers to the subdivisions, but take them back at any moment. Effects: +20% income Federation(Tech Level 20) - A compromise between a unitary state and a confederacy. Governance is split between local entities(usually equal in power but it may be different as in a federacy), and a central, national government. You reap the benefits of increased decentralisation as well as a strong power at the top. Effects: -3% RR, +10% income Legal System - How Do Rights and Freedoms Work? Barbarism - There is no law. The strong thrive and live, the weak wither and die. Authoritarianism(Tech Level 5) - The government can do whatever it wants within the bounds of certain norms and traditions. In other words, the government likes to step on its people, but doesn't like crushing them. Religious law will generally fall under this category. Effects: +5 Army Support Narrow Constitutionalism(Tech Level 15) - The government has some legal restrictions on its power. These are limited rights such as the right to a trial, but mostly this protects either a privileged elite(like the Magna Carta) or a small section of the commoners. Effects: -2% RR Liberal Constitutionalism (Tech Level 20) - The government has extensive limits on its power(like the US Constitution and its Bill of Rights). Citizens are free from a variety of abuses, ranging from excessive fines, certain punishments, and the government is forbidden from enacting certain laws altogether. Effects: -5% RR Totalitarianism(Tech Level 30) - The government can do whatever it wants regardless of popular opinion. This opens many doors, but also opens many risks. Effects: Imperialism Casus Belli; +25 Army Support, +10% Espionage Success, -10% Espionage Discovery Risk, +5% RR Economics - How Is Your Economy Run? Tribalism - Each individual community keeps to itself. Self-sufficiency is the norm, and agriculture is generally limited. Plutocracy/Manorialism (Tech Level 10) - The economy is centered on lords and/or merchants, generally appointed by a higher leader(all the way up to a King or other supreme leader) and how they run their property. Economic(and consequentially, legal) power is vested in the hands of these privileged individuals. In terms of cities, power rests with the merchant class instead. It's a step up from tribalism, but the limited nature of the economy and its actors isn't much better. Effects: +5% income Laissez-Faire Capitalism (Tech Level 24) - The economy is based on the idea that the state should stay out of most businesses' operations, and let them run by themselves. This limited intervention and abundance of competition surges economic growth, but the lack of much in terms of a social safety net or regulations puts many into horrid living and working conditions, increasing revolt risk as well. However, the interests of the elites encourages your government to intervene abroad to secure resources. Effects: +25% income; +10% RR; Imperialism Casus Belli Social Capitalism (Tech Level 32) - The government lets the market run mostly on its own, but may take over some industries such as banking, utilities, safety, or healthcare, and also impose regulations and create a social safety net for the good of society as a whole. You don't gain revolt risk like in LFC, but you don't get as much extra cash either! Effects: +15% income Communism (Tech Level 40) - After capitalism has run its course and reached fruition, the state reconstructs society from the bottom up, before dissolving itself and creating a stateless, classless society where businesses are run democratically by their workers. Under Communism, improved conditions for all reduces revolt risk immensely, but economic growth isn't as high due to less opportunities for the ambitious to enormously expand their profits. Effects: -20% RR if at peace, -10% income; +5% RR if at war Foreign Policy - Where Do You Stand In Regards to the World? No Foreign Policy - Your nation is too small and undeveloped to have a formal foreign policy. Isolationism (Tech Level 5) - Your foreign policy is based on no tangling alliances, and high tariffs to support industry. +10% income, negative opinion from NPCs, no agreements can be signed apart from trade agreements Interventionism (Tech Level 10) - Your foreign policy is simple: might makes right. You will do whatever is needed to preserve your interests, including wiping another nation off the face of the map! Negative opinion from NPCs, Imperialism Casus Belli, +5% Espionage Success Rate(government backed coups, etc.) Non-Interventionism (Tech Level 15) - Your foreign policy advocates self-determination for all the nations, and you will more or less sit down with all states as equals. +20% trade bonus; +5% RR if at war Diplomacy What people come for. Diplomacy is easy: -Trade. Trade is easily implemented; you glean 10% of the target country's income, though each era increases this by 10%, so in the Future Age, you earn 50% of your partner's income. You can have one trade agreement for every two Economics techs. -Military Access. Units can go across your territory, or even base themselves in it. When allies or fighting on the same side in a war, this is automatic unless otherwise stated. -Embargo. Your land cannot be used for the target nation's shipping, cutting off potential trade routes. If you control a continent from one coast to another, this can be lucrative. -Guarantee. You promise to protect a state if it is attacked. No limits on guarantees. You are unable to make them with fellow superpowers if you are one. -Defensive Pact. You and another state promise to protect eachother if one is attacked. You are limited to one for every 5 tech levels(so 10 total by the endgame). You cannot make them with other superpowers if you are one. -Alliance. You and another state promise to fight with eachother on the offense and the defense. You are limited to two overall, and can't make the first until Tech Lv. 10 and Tech Lv. 20, and cannot make them with other superpowers if you are one. -War. The most extreme option for a state to pursue, it can nonetheless be done. However, you require a casus belli. -Vassal. A state agrees to pay you a specified amount of income per turn in exchange for your protection. This is a good way to buy protection if you can't get it willingly. NPCs will not accept this unless you trump them in a war. Casus Belli System The Casus Belli System exists to keep war in check. Here are the ones you can choose: -Border Dispute. One of these will happen each turn to one lucky state. If you receive it, you can declare war on the state the dispute is with. -Failed Spy Action. If a rival state's spy is discovered, you gain a casus belli on them for a single turn! -Overlapping Claims. If someone claims the province you did, the state that claimed it first can choose to take it by force. -Commitments. If someone attacks a state you have guaranteed, have vassalised, have a DP with, or an alliance with, you can declare war on the aggressor. In the case of an alliance, if your partner is the aggressor, you can choose to join their war. -Belligerence. If you know a country that attacks a country you know without a CB, you get a CB on the aggressor! -Blockade/Embargo. You have a casus belli on any state blocking your trade routes. -Imperialism. Some forms of government allow you to attack anyone for any reason. Failure to use a casus belli results in a +10% RR. Espionage You can launch espionage missions against any country you know once per turn. Every mission carries a base chance of discovery of 10% unless otherwise stated. Success is calculated separately. If at war, you can pay an extra ten gold to launch a second mission, and ten gold for any mission after that too, against the same country. Counterespionage cannot be combined with any mission and is disabled for the turn if you perform espionage against any country, even once. -Counterespionage. The default choice for every state. Your country is defended against spies, reducing success chances of enemy missions by 10% and adding 10% to discovery chances. -Steal Money. 10% of the enemy's income for the turn will simply vanish. 20% chance of success. -Intitiate Propaganda. You can intiate propaganda against a state. 15% chance of success. You will be discovered anyway for obvious reasons. Success turns a province to your side. -Incite a Riot. Self-explanatory. 20% chance of success. A province will revolt against your foe. -Fund Rebels. This always succeeds, but has a 25% chance of discovery attached to it. You must donate in increments of 5 gold(5 gold for each army), and there must be a rebellion in the first place. -Fabricate Claims. 10% chance of success. Gives you a casus belli against the target if successful, as a "border dispute" will pop up next turn. -Cause Desertion. One of the enemy's armies or navies will disband. 25% chance of success. -Cause Defection. If at war, you can bribe an enemy army to join you. Any province they're in, if they're the sole army, will switch to your side as a consequence. 25% chance of success. -Sow Discontent. 20% chance of discovery; 20% chance of success. Enemy's RR will surge 10% for one turn. -Steal Chaos Emerald. 20% chance of success; 20% chance of discovery Remember, if you are discovered, the enemy gets a CB on you. Best to reserve these for war, where discovery's irrelevant. Revolts Revolts happen. That's a fact. But you can discourage(or encourage) them. What affects RR? Governments first. More oppressive or uncaring governments like totalitarianism or laissez-faire capitalism increase RR. More liberal governments such as constitutionalism and democracy make it lower. Confederacy and Federalism also make the RR lower due to more power to the locals, at the cost of income. Then you have war. War makes more open systems like communism or democracy become discontent. Wars of aggression raise RR by 10% by default regardless of system. Neglecting your economy for your army will also anger your people, but so will the reverse(what's the point in wealth if anyone can just walk in and take it?) For every point difference between technologies, there's a RR of 5! Espionage can have this effect as well. If an enemy sews discontent in your territories, your RR will shoot up by 2%. Even if your state is perfectly stable, there's always a chance of a random revolt popping up, but this will be so minimal it's no issue. At most, you'll lose an army or two. If rebels get control of half your country and your capital, your government will collapse and they will do with it as they see fit. If your enemy holds your capital, you will have +10% RR for the war until you take it back. Let's add it up. If your Econ and Army techs have a point of difference, +2%. If the enemy sews discontent, +12%, and them taking your capital will surge it by 10% to 22%. A democracy(+5% at war) with a liberal Constitution(-5%), existing within a Federation (-3%) that is Non-Interventionist(+5% if at war) will add +2% to this, so 24%. Victory Conditions Piloted by TK's IOT, the Victory Condition gives us all something to strive for, and thus increase competition. There are four victory conditions and an endgame: --Economic Victory: Control an economy 33% the size of the entire world's. This must be EXCLUSIVELY within your territory. -Diplomatic Victory: Have a majority of the world's economy and militaries elect you leader; unless humans troll, chances are this won't be attainable due to me keeping NPCs low. -Domination Victory: Control 66% of the world's militaries and economies -Chaos Victory: Build a Chaos Containment Chamber(expensive!) and collect all 7 Chaos Emeralds, allowing you to perpetually harvest their power for your ends. You will also have to make sure nobody has a completed Master Emerald or is able to complete it, to declare victory. The non-victory condition is of course a nuclear apocalypse caused by excessive use of nuclear weapons. Nukes are the "dirty" superweapon, but the more advanced energy superweapons are not as devastating. Chaos Emeralds and the Master Emerald While varying in color(I will use: Green, Turquois, Blue, Violet, White/Clear, Yellow, and Red), the Chaos Emeralds are powerful manifestations of the Chaos Force. They can tap directly into its raw power, and as such are instruments of great good... or terrible evil. There are seven emeralds, and they are scattered throughout the world. The gems randomly scatter into unclaimed territories at the start, and every turn, you can search all provinces you own for them, at a cost of 0.1 gold per province. Every search after the first only applies to new provinces, obviously. Finding a Chaos Emerald in your territory puts it in your possession. The Emerald itself may seem worthless, but this is only until the Modern/Future eras. In the meantime, every turn, the Emerald has a 10% chance of spawning a Chaos Crystal, which is a special source of siphoned power. The Chaos Crystal can be transformed into an extra claim, 5 more gold, or another navy/army. Your number of Crystals can be seen in a column on your stats. Collecting all seven emeralds has a wonderous effect - you receive 100% of your current income into your treasury, OR max out your armies until they reach the support limit. Your choice. The seven emeralds will then scatter, and the search must begin anew. Losing the emeralds can also occur to increase competition. Spies can steal emeralds(20% chance of success/discovery) You can also sell the emerald or give it away. You cannot give the emerald away when at war; this means the invader can take it in the peace treaty or if they take your capital. --- The Master Emerald is the gem superior to the Chaos Emerald, able to both amplify and nullify their power, if one can control it. The Master Emerald also keeps Angel Island afloat, however, so until air forces are developed, it will be inaccessible. However, should it be shattered(5% chance of happening each turn), the island will crash to the ocean below, and anybody with a navy can reach it. The island will have its own map and will be randomly torn between three factions - the Dark Legion, the Guardians, and the Dingos. You can manipulate any of these factions to your ends. Elsewhere in the world, the Master Emerald will have been divided into 13 pieces. Unlike the Chaos Emeralds, these shards become visible to any country, and so a race can begin. Each shard confers great power, increasing the Chaos Crystal rate to 20%, and doubling the number of Crystals that come out. It also doubles the effects of all Chaos Crystals(so +2 claims, +10 gold, +2 armies/navies). The doubling effect is not cumulative, though each additional shard will add +5%, so 12 shards make the chance 75%. Collecting all 13 shards will complete the Master Emerald, which can be used for a variety of purposes: it can nullify any Chaos Emerald's effects elsewhere; it will make it so you get 2 Chaos Crystals per turn per emerald(with the doubled effects); it also can nullify the Chaos Containment Chamber's effects. It is a very omnipotent gem, obviously. To harness its effects, you need to acquire someone with the power to harness it for you; you can acquire these individuals from the Dark Legion or Albion with a 5% chance of success each turn. The Brotherhood is willing to grant you one wish if you return the Emerald to them. Don't forget that while you're collecting it(as are the other nations), the Brotherhood and Dark Legion have their own agendas. The Grandmaster of the Dark Legion and the Brotherhood's members both want the Master Emerald, and so they can attempt to steal it from you if the situation on the island is going good for them (+50% of territory). Supporting the Dingos, therefore, can be quite profitable, as they're too dumb to understand the importance of the Emerald. If you return the Emerald to the Brotherhood of Guardians, they will pay you generously - 500% of your income added to your treasury. You will also earn their goodwill down the line, and that just might be important for say, nullifying an invading armies' Chaos Crystals or even a Chaos Containment Chamber.