Imperium Offtopicum: The Zombies are Arising! (Sign up thread)

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This will be an Imperium Offtopicum set in the year 2013 in North America.

Preliminary Storyline: The year is 2013. The rumors of the end of the world have come true, and now Zombie forces have overrun North America. They have wrecked much of the land, destroyed the nations of Canada, the United States, Mexico, and Cuba entirely, but have now fallen asleep again. It is not known when they will awake.

You, being a local governor of (Insert your capital province here) have the responsibility of building up from the ashes and preparing for a new wave of Zombies. To make matters worse, Al Queda has seen the destruction and has decided to step up attacks on American soil.

How to Play: The map will be of The United States, Canada, Mexico, Greenland, and Cuba. For now, I will need to use one map for Mexico and one for the rest because I am unable to find a map that has Mexico divided into states alongside a divided US and Canada (Greenland and Cuba are each one province.) The rest of the world is caught up in a World War and was not struck by the Zombie invasion. Other than the Armed Revolutionary Forces of Columbia (A Marxist terror group in Columbia who is always in need of weapons and money), none of these nations will have any effect in the game except for occasional story references.

You will need to claim six territories at the start. Large territories count as 2 claims, but will have benefits (More on this later.) The following territories are considered "Small", Greenland, all Canadian and Mexican Provinces, and the US States of Alaska, Hawaii the New England States, and Washington DC. Everything Else will be considered large. Note: this does not only have to do with the physical size, but the amount of economic benefit these provinces provide.

You will also provide the following information:

Nation name and flag (The latter is not required.)

Type of Government system: (Dictatorship, Monarchy, Fascist, Federation and Republic are all options, each has different benefits.)

Dictatorship: Fascism demands a strong centralized government and a strong army.

Benefits: +2 Stability gained each turn, one extra army with no upkeep cost.

Drawbacks: Research of technology is 10% more expensive.

Monarchy: Monarchy is a system ruled by a hereditary king

Benefits: +2 Stability and +2 Tribute per 5 provinces you have (Round down) gained each turn.

Drawbacks: Cannot be used with Communism

Federation: A group of decentralized states.

Benefits: Research is 20% cheaper.

Drawbacks: Receive one less army free of upkeep cost, -1 stability gained per turn.

Republic: Similar to Federation, both have Democratically elected leaders, but in a Federation each state basically makes its own rules, while a Republic is more centralized.

Benefits: Research is 10% cheaper, +1 Stability gained per turn.

Drawbacks: None

Economic Model (Capitalist, Socialist, and Communist are all options.)

Capitalism

A free market economy. The best system for keeping a strong economy, but stability will not benefit as much.

Benefits: +1 tribute gained for every 5 territories you control per turn (Do not round)

Socialism

An economy with free markets but heavy regulation

Benefits: +1 tribute gained for every 10 territories you control per turn (Do not round) and +1 stability gained per turn.

Communism

A government run economy without free economic choice. The best system to stay stable, but without the economic benefits.

Benefits: +2 stability gained per turn.
For the purposes of this game, socialism is something like Sweden is, with a large portion of the economy in government hands but still leaving some economic choice, Communist is like China where most stuff is owned by the government. I am using the common defintions, not necessarily the dictionary ones. Its not relevant to the game so please leave it be.

Nation Goals: there are 7 choices, you must choose 3. Accomplishing them all is a method for victory. These should be PMed to me, so others do not know what you are going for.

Manifest Destiny: Control 70 provinces. Large provinces are counted as 2.

Skilled Diplomat: Be elected as leader of the World Council 3 times.

Zombie Slayer: Defeat the First and Second Wave of Zombies (If and when this is accomplished, all players who picked this goal will succeed.

Arms Race: Be the first to build 3 ICBMs.

Blitz- Declare war on a human player and make peace with you gaining territory in the first 10 turns.

War on Terrorism- Defeat Al Queda

Pacifst- Stay out of war with the human players for 20 turns.

Note: Additional missions will appear later, so if you fail you haven't lost yet, but you increase your chances if you succeed.





Any historical info you'd like to add.



Claiming: On your turn, claim 4 provinces, large ones count as two here as well. If you join late, you may claim your initial 6 plus your 4 for the turn you just joined, but must miss the turns in between.

Collecting Income: You do not start with income, but you do collect income for territories you just claimed. Income cannot be stored (For the sake of simplicity) but if you don't spend it it will accumulate automatically into Culture (You can also specifically tell me to do so. If you do not tell me, I may forget and I will not fix it unless you told me to do it, then I will.) Culture is a form of currency that can be spent on Wonders of the World. There are three wonders, after that it will simply count towards your score when its all over. (More on the game's wonders later.) Income is called Tribute in the game. Income may be traded, but if you trade it, it must be spent the turn it is received.

Paying Upkeep: Each army you control, minus your "Free" armies costs 2 tribute to maintain. You get one "Free" army per military technology you have, and this number may be modified by your government type.

Things you can buy:

Armies: These will allow you to attack. Armies do not show up on the map, but each army represents one attack or reinforcement of an attack you may make each turn. You may only attack six times, even if you have more than 6 armies, but an infinite number of armies (Up to the number you have that you aren't attacking with) can be used to reinforce. Each army cost 10 Tribute to raise and costs 2 Tribute to maintain.

Attacking with an army: You must either share a border with the territory you are attacking or have some other means to attack it. I will roll 2 dice for each player. Defender wins ties, higher number wins.

Reinforcing an attack: You may reinforce an attack with as many armies as you wish. Each army used to reinforce adds 1 to your die roll. You may also reinforce a defense against an attack made against you. These orders MUST be publicly posted so that they will be able to reinforce. The only time you may "Sneak attack" and PM attack orders is if you aren't at war. However, doing so will give everyone a casus beli against you.
The defender needs no army to defend, but must use them if he wishes to reinforce.

Large provinces are automatically treated as having one army in reinforcement when they are defending. They may still add more.

If you border clash in your attack, you will simply resolve it in one attack, if there is a tie, neither of you will take a province.

If either of you wins a battle by at least 4, the enemy army is destroyed. However, reinforcing armies may never be destroyed.

Robotic Armies: These are unique armies. They roll 3 dice instead of 2, but they cannot reinforce (They may be reinforced however.) They may also not be used in defense situations. They cost 30 tribute but do not have to pay maintenance. However, you may only buy a maximum of 2, and you may get a third for free by building the Steel Fusion Generator. You may only control one at first (When you research the technology to get them, military tech 5) and you may get a second one at Military tech 10.

Attack Pods: The Devastation of the world has destroyed all navies and air forces in North America, and it is too time consuming to build more. Instead, attack pods have been developed. They only cost 5 tribute to build, and are the only way to invade across the water or to attack people that are not next to you. They cost nothing to maintain, but are destroyed when used. They are a small shuttle large enough to carry one army to invade someone. Reinforcing this army is impossible, and since it gives your opponent a chance to attack first, they add 1 to their die roll (This is in addition to any modifiers they have.) This shuttle detonates when it lands, so you lose them when you use them. They can be constructed with level 3 Military and Level 3 Economic Technologies.

Technology: In addition to specific effects when explained in the rules, there are three types of technology with varying effects.

Military: Allows you to maintain 1 army without paying its upkeep per level.

Civic- Allows you to gain a stability each turn per level.

Economic- Increases your Tribute gains by 1 per 10 territories you control per level.

You start with one of each. Tech costs 20 Tribute times your current level. You may store some tribute into tech, and then finish it at a later time. Also, the maximum tech level is 10 in each tech.

Bonus Cards: I don't have a predetermined deck for this, but the cards will always be positive. You never know what you are going to get. You must pay 30 tribute to draw. You can only hold 3 bonus cards at a time. I will explain what you get when you buy one. These cards do not represent literal "Cards" but rather various bonus effects that can be exploited by using money.

FARC deals- FARC needs money, and so will periodically put various things up for auction to the highest bidder. They may refuse to sell to you if you anger them.

ICBMs- These massive Missiles require 7 Military tech to make and cost 100 tribute per missile. They annihilate an entire province and everything next to it for the entire game. Using these will certainly harm a lot of things. You must gain World Council permission to develop them legally. You may develop them illegally, but this will give the other players a casus beli against you.

Culture- 1 Culture is bought for 1 tribute.

Being at War- You are always at war with the Zombie Hordes and Al Queda. Neither of these wars counts for these purposes. You can never declare war on FARC directly, though you may conduct diplomacy with them.

Rules for War:

Zombie Hordes: If you attack a Zombie Horde, whether in a large or small territory, you must lose 1 province claim. You may attack them up to 6 times though, and your claims cannot drop below 0. The Zombie Hordes fight normally but cannot reinforce on defense (They may on offense however) They start with no land, but may unexpectedly attack and take some.

Al Queda- You will be able to conduct Anti-Terror maneuvers using Tribute (I will explain these later) or use bonus cards against them, but they cannot be attacked as they do not have any actual territories on the map.

Human Players- If you are in armed hostilities with human players, you cannot claim and you lose 4 stability per turn. Factor in government benefits/penalties but do not factor in Civic Technology benefits.

Wonders of the World- These must be bought with Culture you had at the beginning of the turn. The Colonization Program and the Steel Fusion Generator may be built once per player, but the World Council may only be built once.

World Council: Required Technologies- Civic Level 3, Economy Level 3. Cost 60 Culture.

When the World Council begins, the player who built it and the player with the most territories (If tied, player with most armies) will run in an election to determine the Council Leader. If tied, the player who built it will be leader. The Leader is the only one who can propose sanctions against a player, but 60% of the vote must approve. Once a leader is chosen, he must rule for at least 4 turns, but he may rule longer if nobody calls for reelection. After 4 turns, anyone can call for reelection, and the election will be done the same way.

The Leader also has the tiebreaking vote in territory disputes, which are solved in the Council, and in WMD votes.

WMD Voting: Any player may propose a vote to allow a player to have nukes. The majority must agree to allow a new player to join the "Nuclear club." Any player who has ran for World Council ever (Aside from the owner of the Council ) is automatically approved. Anyone who acquires at least one ICBM legally may acquire more legally if he can pay for them.

Territory Disputes: If there is a territory dispute, the World Council passes a ruling on who gets it if you cannot solve it yourselves. Their decision is technically final, but if you want to attack for it to take it back you can.

Steel Fusion Works: Required Technologies- Military Level 8, Cost: 80 Culture

This will allow you to build armies for 5 Tribute, but you must pay the same stability cost for you. This will also give you a Robot army for free when constructed.

Colonization Program: Required Techs: Military Tech 6 and Economic Tech 6. Cost 80 Culture.

Effect: Allows you to establish colonies. Colony rules will be established in a different post.

Casus Beli System: The following are considered valid reasons to declare war:

Border Dispute (If you declare war after the World Council decided against you this is invalid, if you do so before they decide or before they exist it is)

A player disobeys sanctions against him or builds ICBMs illegally.

Someone attacks someone else without a casus beli.

Someone sneak attacks someone for any reason.

A player uses nuclear weapons (Except in retaliation for a nuclear attack against them.)

This list may grow.

Stability: Stability ranges from 1-100 and has three levels.

1: Unstable (0-25) All of your colonies are lost if you ever hit this level. Also, you may not claim and you have a chance of losing territory each turn.

2: Shaky (26-50) You have a chance of losing colonies each turn. You may only claim 2 territories. You may not establish new colonies.

3: Stable (51-100) No negative effects.

Your stability starts at 70. Don't waste it. Its easier to lose than to gain.

I am going to reserve a post for colony rules and for a players list, then you may sign up:

Mexican Map http://www.pickatrail.com/jupiter/location/north_america/mexico/map/mexico.gif

The rest:

http://www.worldatlas.com/webimage/countrys/namerica/naoutl.gif

Just note that none of the Caribbean (Except Cuba) or any of Central America is actually in the game, and as such none of it may actually be claimed.

Will reserve 2 posts. After that, sign up!

EDIT: Make that 3 posts, I have to reserve 1 for Armageddon Counter and Victory rules which I have 0 time for.
 
Player List:

NPCs:

Zombie Hordes

Capital: None

Armies: 0

Territories: 0

FARC

Capital: Columbia (Off Map)

Territories: 0 (Off map)

Armies: 0 (Off Map)

Al Queda

Capital: Saudi Arabia (Off Map)

Armies: 0 (Off Map)

Territories: 0 (Off Map)
 
Behold the Kingdom of Cuba
We are a Counterrevolutionary Capitalist Monarchy of the Compeador Royal family with our current ruler Juan Compeador II
I'll need a better map before I can claim territories, I don't know which are large and which are small.
 

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Remind me how this qualifies as an IOT again?
 
God aweful OP.. Use bold, underlining etc.. format it so it is readable please?
 
God aweful OP.. Use bold, underlining etc.. format it so it is readable please?

MY OP will be edited at some point, I was in a hurry. Also, Reinforcement rules are crazy and will be edited out and replaced with something else.

@Omega and Ilduce- For this game I'm limiting it to North America. If it goes well I'll make a world one.

@Owen Glyndwr- I really don't care. But the rules are going to be edited.
 
I agree with Abandon, which, god help me, is starting to happen more often. Amazing Idea. Terrible execution, at least on the OP. And a different map please, or at least one map instead of two. I cant join until i can read it ;)

EDIT: Cross posted
 
I agree with Abandon, which, god help me, is starting to happen more often. Amazing Idea. Terrible execution, at least on the OP. And a different map please, or at least one map instead of two. I cant join until i can read it ;)

EDIT: Cross posted

I intend to edit the OP, in fact, I am going to probably overhaul the rules completely to simplify them. At the very least I will make them more readable ASAP (I can't tonight though.) I plan on having one map, but I couldn't find one that divided Mexico into states that also showed the US and Canada. I fully intend on fixing this situation before we start, but if anyone comes across one please let me know.

@Celtic- All of your missions should be PMed to me, but don't do it yet because I need to overhaul it.
 
I'm just saying, if it has nothing to do with IOT, don't call it an IOT.

Well, I typed those rules in a hurry. I didn't realize it when I typed them, but they are going to be simplified one darn lot.

But how the heck is it NOT an IOT? It does have the basic factors of an IOT, claiming, diplomacy, and attacking people. Can you please explain how it isn't an IOT?

Also, can a mod close this thread? After reading my rules again, it was a horrible first try, and while this game will be happening, it will be in an extremely modified form. Oh yeah, and I'll be bolding the different rules sections.
 
Well, I typed those rules in a hurry. I didn't realize it when I typed them, but they are going to be simplified one darn lot.

But how the heck is it NOT an IOT? It does have the basic factors of an IOT, claiming, diplomacy, and attacking people. Can you please explain how it isn't an IOT?

Also, can a mod close this thread? After reading my rules again, it was a horrible first try, and while this game will be happening, it will be in an extremely modified form. Oh yeah, and I'll be bolding the different rules sections.

Mostly because of the gimmicky zombie element.
 
Why launch before you are ready? And if you write it well in the first place, it wouldn't have taken much more time.
 
Why launch before you are ready? And if you write it well in the first place, it wouldn't have taken much more time.

The bolding thing was primarily a lack of thinking about it. The format and the complexity was because I didn't think about it as well. I am going to put more time in it today and make a new, improved thread.
 
Also, you don't seem to know the meaning of the word "arise"

You should simply say "The Zombies are Rising"
 
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