Midnight-Blue766
The filidh that cam frae Skye
The Peshawar Lancers
The year is 1880 AD. Three years previous, the Fall, a great and terrible meteor shower almost destroyed Europe and North America, almost devastated civilization elsewhere. Great empires have fled to their colonies, leaving Europe home to barbarian cannibal tribes. Other nations, previously crushed under the European yoke, have gained their freedom and seek to make their mark upon this brave new world.
You are the leaders of one of those nations. Are you ready to lead your country to glory in the harsh and unforgiving world of the Peshawar Lancers?
The Rules
Note: all rules are subject to change, so please keep an eye out for them. Thanks.
House Rules:
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 2 claims like every new player.
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 48 hours of a previous update. So, it is best to get your claims and orders in the first 48 hours of the turn. The game begins in 1880 and an update is 5 years.
As standard, all claims/orders should be BLUE and BOLDED and preferably in a single post.
War Declarations must be declared publicly in thread. If any new war declarations are made in a turn, the update is delayed 24 hours to allow parties to send in war orders if any.
The Map
Spoiler :
The Map is divided into some 180 land regions or provinces, and a number of sea regions. Land regions can be occupied as part of a country, while sea regions are important for naval warfare.
Capital:
Capital cities are where the government is run and administered. It has the following effects;
• It has +4 for defence in espionage missions carried out against it
• Each Capital city can raise 2 units
• Each Capital can build 20 factories
They are identified as yellow or red (depending on player colour) on the map.
Core: Cores are your “central” provinces, your heartland. It is the land of your forefathers, which you commit to defending till the last drop of conscript blood. Your own cores are much less prone to revolt than other provinces. Foreign cores, on the other hand, are very restive. They will want to join their motherland, or they will demand independence. Your capital will start as a core. However, other provinces you annex will not be cores. Some events or inventions will allow you to turn your non-core provinces into cores, or get rid of foreign cores, or claim a foreign territory as a core, so look out for those.
A Province can become a core province either by an event or when the number factories built is 5 or more and the player nominates it for Core status.
Core Province status can be lost via bribery / espionage etc. if the province has less than 5 factories. However, a Capital Province can never lose it's core status.
Factories can be lost via sabotage (espionage) or other means, lowering the number of factories and then it can then also lose it's core status via bribery / espionage again if the number falls below 5.
Note that you can only move capitals to a “core” province. If you’ve lost all your core provinces, it means you’ve run out of places to move your capital, and bad things will happen. You have been warned.
Canals: You can build a canal through Egypt (Suez) or Central America (Panama) though they are pretty expensive, at 25 ICs each. They will, however, grant you +50% naval strength bonus for owning them. If you want to build a canal anywhere else, PM me and I’ll consider it.
Wasteland: Wastelands are marked Ice Blue on the map. These represent barren land that may or may not be inhabited by cannibals. You are forbidden from starting out in awasteland. Expanding into them will cost penalties, as explained below. Starting 1900, though, Wasteland will slowly begin to become normal territories. NPCs will also begin in them around that time as well.
Impassable: The Swiss Alps, Himalaya, and most provinces surrounding the Arctic Circle are impassable. You cannot start here, and neither can you claim these provinces. The ones around the Arctic Circle will begin to become Wasteland and eventually normal provinces starting 1900, while the Alps and Himalayas will always be impassable.
Ice: Like Impassable, but with sea tiles. Navies cannot enter Ice tiles. It is also impossible to claim a land tile on the other side of an ice tile. They begin to thaw around 1900.
Joining the game
To begin, choose one territory on the map. This will be your starting territory and your capital. Note that you cannot start in neither Impassable region nor Wasteland. Please also add a flag to represent Core Regions with as well.
Roleplaying:
Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. If you're in doubt as to whether you're allowed to do something, just PM me about it first.
Expansion:
This is a rather simple issue. All territories are counted as nations. (Beyond your starting claims, of course)If a territory is unclaimed, there are three ways to take it over.
1) - Invasion. Basically akin to attacking another nation's territory, only you fight against neutrals who won't pursue a war. Defending territories count as having 10 armies.
2) - Economic. There is a 10% chance that a territory will join you if you offer them 1IP. Every IP you offer beyond that adds 10%, to a max of 80%. If they refuse, that is it. The IP is spent.
Note: All islands in a single sea province are counted as one territory. If you want clarification as to specific borders, ask the GM. In addition, there will only be a 5% chance that a Wasteland province will join you for every 1 IP you give them. They will also count as having 20 armies when attacking.
Espionage
ICs can also be used in spy missions, both in peacetime and wartime. Here's how it works. Here's a list of all the spy missions you can take against your rivals, in peacetime and wartime (you can suggest more if you want). Send me a PM of what you want to do, and you'll know if it succeed or fail at update time.
There are certain risks, of course. You may fail, or worse, you may be discovered, at which point your vile acts will be known to all the world. Also, they are rather pricey. The price listed here is the minimum price of a spy action. Paying double the minimum price will increase the chance of success by 10% and decrease the chance of discovery by 10%. Pay three times the normal cost and the chance of success is increased by 20% and of discovery is decreased by the same percentage. And so on. This caps at 90% success rate and 10% discovery rate.
Spoiler List of Possible Espionage Actions :
Counter-espionage
Costs 4 IC
30% chance of success, 20% chance of discovery
The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
Steal Enemy Plans
Costs 5 IC
20% chance of success, 10% chance of discovery.
Gain two extra RNG roll chance in every battle against the target for one turn. If the target has a secret nuclear weapons program, reveal the program and any nuclear weapons they have.
Fund Rebellion
Costs 6 IC
20% chance of success, 50% chance of discovery.
Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
Sabotage
Costs 7 IC
20% chance of success, 30% chance of discovery
The target loses 5 EP for one turn.
Initiate Propaganda
Costs 7 IC
10% chance of success
A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.
Destroy Core Province
Costs 10 IC
Removes the Core Province status of the targeted enemy province.
Sow Mistrust
Costs 15 IC
Lowers the targeted nation's stability by -20.
Assasinate Leader
Costs 20 IC
Lowers the targeted nation's stability by -50%.
War:
If you declare war on an opposing nation, you are allowed to attack them with your armies and their fleets with navies. Here's how both work:
Armies are NOT represented on the map. They exist as a theoretical force that you build using 1IP to go and storm other people's countries. They are represented by an opposed D10 roll, with the defender getting a +2 bonus. If the attacker rolls anything but a 1 on their morale check before battle they gain a +2 bonus. If the defender fails(gets a 1 on) their check they lose theirs. If the attacker fails then the defender gains another +2 bonus. The losing army has a 25% chance of being destroyed. Armies that are not used to attack are used automatically for defense. You can only attack a province adjacent to yours or one that one of your fleets is offshore of even if it moves there during your turn. However, if your fleet engages a hostile fleet and is defeated you cannot launch an amphibious attack.
Navies cost 4IC each and ARE represented on the map, and you can move them to adjacent sea tiles. If there’s an enemy fleet there, then a naval battle commences. Naval battles are calculated in a similar way as land battles. Note that if you have a province bordering the sea region the battle takes place in (ie a naval base) you get a huge advantage over the opposing fleet. Aside from allowing amphibious assaults and supporting land armies, navies can be used to “take control” of a sea province and they can decide who can pass through it. They can be used to blockade; blockaded provinces don’t produce ICs and foreign aid won’t be able to pass through a blockade.
Air Wings cost 8 IC each and are stacked in a national pool. In times of war, they can invade any territory up to 2 provinces away from your borders, can support armies, or can destroy factories. Combat works largely the same as armies.
Industrial Capacity
Industrial Capacity or ICs are the game's currency. Each territory produces one. It's that simple. There is no banking. Every turn you lose what you don't spend. It IS possible to build a ship/army in one turn and use it that turn.
A factory costs 2 IC to build and produces one IC per turn. They are built in provinces and are limited by the type province of province that they are built in. Here are the numbers of factories that can be supported;
• Each Capital can build 20 factories
• Each core province can build 10 factories
• Each normal province can build 5 factories
• Each Wasteland can build 3 factories
Therefore the maximum number of factories that can be built in a province is 30 (Core+Capital) . They are shown on the map as a factory with a number inside showing the number of factories in the province.
Note that Wastelands will always produce half of what the normal IC value of that provice would be.
Science
You can invest IC in Science. There are four tech trees and four tiers of each tree:
Infantry:
1st Tier: L2ine Infantry: No bonus
2nd Tier(5 IC): Gatling Gun: +50% to each unit roll.
3rd Tier(50 IC): General Infantry: : +50% to each unit roll, -50% unit cost.
4th Tier(100 IC): Tanks +50% to each unit roll, can "Blitz" up to two tiles away.
Navy:
1st Tier: Ships of the Line: No bonus
2nd Tier (25 IC): Ironclads: +50% to each unit roll, can move 2 sea tiles
3rd Tier (50 IC): Dreadnaught: +50% to each unit roll, can move 4 sea tiles
4th Tier (100 IC): Submarines: +50% to each unit roll
Artillery:
1st Tier: Cannons: No bonus
2nd Tier: Breechloaders (25 IC): -5% enemy strength
3rd Tier: Land Mines (50 IC): -10% enemy strength
4th Tier: Poison Gas (100 IC): -20% enemy strength
Aviation:
1st Tier: Montgolfieres: No bonus
2nd Tier (25 IC): Zeppelins: Can travel 3 provinces away.
3rd Tier (50 IC): Biplanes: Can travel attack 4 provinces away from your borders, +50% to each unit roll
4th Tier (100 IC): Carpet Bombing: Destroys 1 factory for every 2 defending armies killed when not bombing.
Everyone begins at Tier 1. Note that you can only research 1 tech at a time. Each IC devoted to that tech are pooled, so if you put 30 IC to Breechloaders, you'll still have 30 IC put into Breechloaders even if that was two turns ago.
Stability Points:
Stability is a highly important aspect of your empire. A high stability rate will give you bonuses to your empire, while an unstable empire is at risk of collapsing. The stability levels are as follows:
· Strong (100 Stability Points [SP]: +100% Income, +4 on Morale Rolls
· Stable (75 SP): +90% Income+ 3 on Morale Rolls
· Neutral (50 SP): +80% Income, +2 on Morale Rolls
· Collapsing (25 IP): +75% Income, no Morale Roll bonus, an empire of at least 4 territories has a 25% chance of a quarter of their empire revolting.
· Civil War(0 SP): +50% Income, -2 on Morale Rolls, an empire will have 50% chance of half their empire revolting.
Stability can be increased by adding core territories (which will add +10 SP per Core Territory), having a long (at least 3) streak of victories in a war (for every 3 victory, +5 SP), or by having spending IC on Stability (1 IC=1 SP). Stability can be decreased by a large empire (-5 SP for every territory above 5), war weariness (-5 SP for every 3 defeat), or by certain espionage actions.
Victory
Victory can be achieved in 3 ways:
• Domination: You (and your allies, if any) control every territory.
• Economic: Have at least 100 IC and and twice as much as your nearest rival.
• Military: Have more than 100 units and twice as much as your nearest rival.
Game Information
Updates
Update 0 (1880)
Update 1 (1885)
Update 2 (1890)