Imperium Offtopicum II: Chronological Order is For Chumps! As IOT IV has de facto died, and all conflicts over IOT's future have been resolved, I hereby reclaim my position as Sovereign GM of IOT. Methos and Matrix, I hope this thread will receive your blessings, especially now that IOT IV is pretty much over with the hiatus status. As a result, IOT II may now be born! The Cataclysm may have destroyed the world's nations in 2010, but years later, the time has come to rebuild from the ashes a new world order: Imperium Offtopicum! Back in the Casa Blanca, let's begin with the 20 Amendments: Spoiler : 1. Updates can only happen after all players have had a chance to comment, or at least 24 hours since the last update, whichever comes first. For the first turn only, exactly 24 hours must pass before an update, so stragglers have a chance to get in. 2. As usual, IOT does not recognise nuclear weapons or WMDs of any kind. If you try any sort of mass-extinction of a population, don't be surprised if you suffer a reprisal from the players, if not the GM. 3. As it does not factor into combat, technology is mostly no-holds barred. Go nuts with lasers, anthros, robotics, etc. Just try and be reasonable with it, por favor. No space colonisation tech, as well; programs maybe, but actual colonisation will, unless I think otherwise, be a nono. Remember: Spearman vs. Tank. 4. However, IOT II will start in the year 2015. Every 24 hours from the OP is six months. 5. As benevolent dictator, I will make rules unanimously to keep sanity, but will for the most part try to keep things according to the wishes of the players. In layman's terms, I have the final say on rule's changes, but will take players' desires into account so as to not appear mischief to be a powermongering jackass. In other words, I am the Supreme Court, but with initiative power. You are Congress, but you lack impeachment and removal power. However, like any good leader, I will take your concerns into consideration. 6. Upon resigning from the game, you can distribute your territories to other players, one or more NPCs(or create one or more from your lands), or just flat out make them uninhabited. 7. I will calculate everyone's GDP upon request, but you are expected to keep updating it yourself. Please, I do not want gray hairs. 8. IOT is a monster if not kept in check. Please PM me your battle orders, war declarations, claims, etc. in addition to posting them on the forum(So other players can see). If you want to launch a sneak attack, you can give me the battle order without posting. 9. The UN - Union of Nations - only has as much power as you want it to: its resolutions are meaningless if you do not want to follow them, even if they do give others some moral authority. Everyone is in the UN by default, but you can abstain if you don't want to participate in it. 10. Claims. You are free to claim 6 territories per turn. Most territories cost 1, but larger ones like those in Canada, Australia, or Russia cost more depending on size. Overseas territories cost twice as much to claim as the base cost, but if you own 10 connected territories in any place overseas, you can claim more at only 1 provided they are small. Territories 5 pixels or smaller cost only half a point to claim. For every 300 pixels a territory takes up, it costs one more point, and this is doubled if it is overseas. If you have any questions about how much your territories will cost, feel free to PM me. Please don't spam up the game. Furthermore, please give me maps as well, to save how much searching I have to do to know what the heck you want. On islands: All islands count as half a territory point provided they're 5 pixels or less. And each island is its own territory. There are two exceptions to this rule: the Canadian islands and Russian islands, which are allotted to you when you claim a nearby province. All other islands follow this rule. June 22, 2010 - Distance penalty, ONLY in the case of islands, will be removed if you own one island in a chain. So while the islands themselves may only cost half a point or one point, you only have to worry about DP once provided it's in the same chain(Hawaii, Solomon islands, etc.). 11. Please join the Imperium Offtopicum Social Group. I will post regular updates of the game there so you don't have to sift through it all. It's your responsibility to check it, however. 12. You are limited to one attack per update for every 10 territories you owned at the beginning of that update, and this caps at five attacks, so choose wisely in major wars. If you only have one foe, however, you can attack them all three times. If you have two, you can attack one two times and the other one if you so wish. Regardless, you have three battle points to allocate, so choose wisely. These points will be deducted from what you could use for expansion. Battles will be decided one of two ways: A. I shall run a simulation in Red Alert 3 between hard computers. Each side shall choose their commander(I can explain them if necessary) and faction(these will be pre-assigned(i.e. Russia and the Third World have Soviet forces, First World Allied, etc.) but you can change them once and are stuck with it unless your country DRASTICALLY changes). The commander choice will be kept secret, as you must PM it to me. B. I will roll five dice for each side. I will calculate it from there. There will be a -1 penalty applied to a dice if you roll 5-6 more than three times in a row, and this includes if it's interspersed with numbers. The attacker has the choice of which method to use. Players may choose to keep anything secret via PM or public, but I recommend PM so as to avoid clogging the topic and also to avoid letting your enemy know what they are up against. When using dice, the distance penalty will be applied if it is not contiguous via land or extremely close across water. The distance penalty is -1. There is the counterattack bonus, where if you defeat an opponent's offensive, you can respond with one of your own. Provided you hit any of their provinces in the same region they attacked from(i.e. if they attacked from Boston and lost, you could hit NYC and get the bonus, but if they attacked from Boston, lost, and you hit Panama, it wouldn't apply), the counterattack bonus is +1. Finally, there is the attrition penalty. If you lose a battle for a province 3 times in a row(and this applies even if you attack one turn and wait until two turns later to try again) without capturing it, your attack will suffer a -1. Combined with the distance penalty, that's a nasty -2 to your attack, and that's not counting the +1 bonus your I will publish the results in either case for all to see. Please don't fudge the dice, or I will eat you and all your descendents 10 generations down. Or, if you wish, I will cover you in glue and put you in a fursuit. Your choice. C. You have the choice of a coin toss. I will toss three coins. If heads 2/3, defender wins. If tails 2/3, attacker wins. Absolutely no strategy here. D. Random Number Generator will be used. This will be done by the GM; I will post screen caps of results. Both sides get three numbers from 1-25; attacker on the left, defender on the right. Best 3 out of 5 matchups wins. Dice penalties/bonuses are applied to RNG results as well, as -/+10% of the RNG. Note: Penalties/bonuses are applied based on the attacker's choice for EACH specific attack. If, for example, you attack with a coin toss, and lose, and the former victim counterattacks with dice, they still get the counterattack bonus. Keep this in mind. E. Feel free to recommend more options. I'll take them into consideration. 13. Anti-Spam Measures: 13a. You are limited to five posts per 24 hours, and the post limit is not cumulative. Discuss details in private, or on your userpages. Then post the FINAL results on the page. IOT gets brought down by too much unnecessary content. GM updates, battle orders, and claims do not count towards this limit; everything else does. Think quality of posts, not quantity: you're not getting Post Count, so no need to spam. However, if your posts actually consist of something RELEVANT to your nation and not just one-liner comments, I'll be more forgiving. 13b. Do not quote the entire post. Only quote the relevant parts. It keeps the forum more readable. 13c. Don't respond to each relevant post individually; use multi-quote to avoid posting like 10 times in a row. 13d. If you break these rules, you'll get two warnings from me. On your third infraction, I phone the actual mods. And ban you. 14. If you are going to be leaving, give me your orders, or ask someone else to do them for you. To avoid migraines, I cannot calculate it all, and will only go on what you give me. 15. If you are not active for 5 days, or don't have anybody to give your orders, I will PM you that you need to post something - or tell someone else to - to stay in the game. If you don't respond, I will PM you again after 24 hours or so have passed, asking how you want your lands distributed, as you have become inactive and thus cannot continue to play. If I don't receive a reply within 24 hours, I will distribute your lands in a manner as fair as possible. 16. There will be no Battles/Wars thread or UN thread for this. The Social Group will be used. 17. NPCs have been set up on each continent except Australia and Antarctica; these NPCs shall expand into one territory per day for every five they already own, and this caps at four territories. NPCs are not bound by territory size and can claim any territory(this is restricted by the character I give each one) for a flat fee of one point. This compensates for the fact they have far fewer points to spend than actual players. You can attack them during that time(please don't, however), and I will open them to being taken over by new players on the fifth update. NPCs for the most part stop expanding if boxed in and don't care much for overseas territories, but if fairly small, I'll make exceptions. Some NPCs will also have a special flavor to make them more interesting. 18. As always, obey the actual forum rules, otherwise I'll be sure you get modspanked. 19. The map's exact territories can be changed, but get this approved by the UN or GM. Please reserve the changes to your territories alone, or unclaimed ones, obviously. 20. In line with the "ex cathedra" clause - line 5 - the GM reserves the right to final map changes, and to change the rules at any time. New Amendments: 6-21-2010: 21: When claiming territories in war, each one will count as half a claim point, conquered or non. So if you claim five territories but also take one province, you will only get four claims plus that one province you conquered. If you'd prefer claims first, conquests second, let me know. 22: Global events. Every update, I'll detail the economic climate of the world, natural disasters, etc. You're free to offer suggestions. More details here: http://forums.civfanatics.com/showpost.php?p=9314061&postcount=198 23. Spy Missions have been introduced. You can execute one per turn. They each have different discovery/success rates. Spoiler : In some cases, you won't be notified if a spy action succeeded on your territory, unless the person doing it was discovered. Example, if country A bugs your missile engines and wasn't discovered, you won't hear about it for obvious reasons. If they sowed discontent, however, you'd be notified that the action succeeded regardless of if they were discovered. Spy missions only take effect at the update that happens AFTER they were executed. Finally, in case you didn't guess, PM your mission to me. It's called spy for a reason. For discovery, you must roll higher than the number in the percent to remain undetected. For success, you must roll higher than 100 minus the chance of success. (Example: if you have a 10% chance of success, you must roll 91 or higher!) Sow Discontent - 20% chance of discovery, 33% chance of success. If successful, the target province will declare independence temporarily and harass your opponent until they are taken out. Chance of success increases 5% for every province of theirs you own, if at war. The bonus caps at 40. Cause Defection - 33% chance of discovery, 10% chance of success. If at war, the chance of success automatically goes up 10%, plus 3% for every province of theirs you own. If this mission is successful, the province will defect to you. The bonus caps at 33%. Disarm Small Missile - 20% chance of discovery, 50% chance of success. Obvious what this and the next three do. Disarm Medium Missile - 30% chance of discovery, 33% chance of success. Disarm Large Missile - 40% chance of discovery, 25% chance of success. Bug Missile Engines - 15% chance of discovery, 70% chance of success. This causes your opponent's next launch to be a failure by default. Damage Missile Factory - 20% chance of discovery, 50% chance of success. Your target will only be able to spend half their points on missiles. (3 for humans, 0.5 * every ten territories for NPCs) Destroy Missile Factory - 35% chance of discovery, 35% chance of success. Your target will not be able to produce missiles the turn or the turn after this succeeds. Counterespionage - For the turn this is activated, any activities against you will have their success roll reduced by 7. Of course, keep in mind this means you can't reap the rewards of espionage. Expose secret arsenal - 25% chance of discovery, 41% chance of success. If the enemy has missiles kept in secret, this will reveal them to you - and you alone. If the enemy has none, you fail automatically, but you won't be exposed. Attack Infrastructure - This one varies. The effect of success is harming their ability to use points next turn. To destroy only one point, the risk of discovery is 25% and chance of success is 80%. For each extra point you target, the risk of discovery increases 10% per point(rising to 75% for all six points), and the chance of success declines 7%(lowering to 45%).