Imperium Offtopicum VI

Australia officaly supports the USSR because I want to actually live in Sons of Mars they are the most similar splinter-nation ideology wise to our old friends and second closest ally, America.
 
So, Domination has an atypically Protestant nation, Mathalamus has a chap named Barabas in charge and I have a socially liberal monarchy.

Plus ca change, eh?
 
Question: Is there any sort of set dating system for the game? Like, do we have each turn as a year passing, or...?

Don't wanna end up like IOT IV(I think it was), where we all are in separate time spheres which causes quite a bit of confusion. :lol:

Australia officaly supports the USSR because I want to actually live in Sons of Mars they are the most similar splinter-nation ideology wise to our old friends and second closest ally, America.

The USSR of course thanks the Australians for their support and wishes for closer ties in the future. :)



I'm sure he meant Barabaskov. :mischief:
 
Pacific Federation​

IOT VI.png

Government: We are a federation, a gerontocracy, and a monarchy. Each island has its own governor, who is put to office by their age. In that way, we are gerontological. Only citizens in the top 85 percentile of age are allowed to run for any kind of office. Then, they are elected by the citizens, who are everyone that lives on that one island. Afterwards, the governors meet and decide by a vote amongst themselves who is to be the Monarch. The Monarch has absolute power, but is advised by the fellow governors. They are, however, taken from office after five years, and then they may choose to run for office again. If one should die while in office, another election shall be held to determine the successor.
Religion: No state religion.
Language: Mostly English, at the moment.
Currency: Pacicar- a currency developed to unite our country in one currency. named for the Pacific Ocean.
Capital: Tokyo.
Social Freedom: Follows with the 'five freedoms' as outlined by the former US constitution.
Political Freedom: Very restricted, as you have to be very old to be involved in politics whatsoever.
Military: Made of young men and women. The army is lax, as most islands are guarded fiercely by ships or war-boats.
Economy: Socialist in that the amount of money earned on an island is distributed equally among all citizens of that island.
Development: Some islands are third-world, others are first-world. We're trying to modernize.
National Goal: Unite the Pacific under one banner.
 
@ Darth Caesar/USFCNP

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Replying here since you don't have visitor messages enabled... you need to fix that. :p

OOC: No, I'm staying, since I spent too much time on the bio to move somewhere else, not to mention I was originally going to be in the Northeastern USA, but Lighthearter took that before I could. You can always expand overseas - there's plenty of land to go around. We're capitalists at home and socialists abroad. :mischief:

I'd have an IC response but you see, TK doesn't want diplomacy open yet. So, please switch on Visitor Messages so we can discuss this as gentlemen without clogging the thread.

Friend me, that will enable VMs.
 
No diplomacy kthx

Suggestions/Questions:

To prevent resignation spam, a rule should be established to deal with retiring players so as to prevent a huge empire from emerging overnight.

Retiring player empires will simply be disbanded and reverted to neutral.

So there are distance penalties? A player could claim halfway around the world if they so desired, so long as there's a sea route between them?

Pretty much.

And there are no size penalties either?

No size penalties as of this moment.

Question: Is there any sort of set dating system for the game? Like, do we have each turn as a year passing, or...?

I'm thinking each turn should be half a year, so summer and winter.


I'll read through the rest of this thread when I finish eating.
 
Rules seem to imply it makes sense to war constantly... or can you not attack neutrals?
 
Rules seem to imply it makes sense to war constantly... or can you not attack neutrals?

You can't go to war against neutrals, of course.

You raise a good point though. I might consider changing the number of XPs you have in peacetime and wartime and make them the same.
 
Omega124 I did say I would read the rest later.

This question you mean?

ALso, I belive that the Panama Canal, the most important strait, is missing on your list of them.

It's missing because it doesn't seal off any seas, unlike all the others I've listed. I might give a bonus for controlling it though.
 
war time should be LESS. make you think.. should i make war, or continue to expand in peace


war should disrupt normal expansion
 
war time should be LESS. make you think.. should i make war, or continue to expand in peace

war should disrupt normal expansion

War does disrupt normal expansion. You can't expand normally while at war, and victory is not guaranteed when attacking another province. The idea behind more XPs in wartime is that you could use multiple XPs in an attack to improve your chances of victory, as well as in spy missions.
 
Of course, someone devious could make a secret pact, DOW on a neighbor, but each person only attacks once, while they both claim nine provinces each turn. That would be fairly obvious, but technically within the rules.
 
Which is why attacking should cost 1/2 point while claiming should cost a full point and make it so that its a fixed rate of 5.

edit: Allthough permanent war economies are generally stronger the peace time economy's...
 
Of course, someone devious could make a secret pact, DOW on a neighbor, but each person only attacks once, while they both claim nine provinces each turn. That would be fairly obvious, but technically within the rules.

TK said you can't expand normally while at war, so this isn't a problem. ;)
 
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