Inglacialis Terra

NedimNapoleon

Weird Little Human
Joined
May 31, 2010
Messages
6,022
Location
Bosnia
londonflood1.jpg


The sun has started to use up its fuel and its starting to grow, the Arctic and Antarctic have melted, and every continent is bathed in ultra-violet radiation and life is impossible on every continent, except Inglacialis Terra, the melted antarctic. Under the ice a land of fertile land, lakes, flowing rivers and oil lies. You must save your people and colonize this safe heaven.

House rules:
1. Do not flame, troll, or personally insult any other player. You may comment on their actions negatively if they are behaving badly, 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. The Game Thread is not a chat room. If a conversation is only relevant to a few players, then discuss it with those players themselves. Use Social Groups or visitor/private messaging to discuss diplomatic issues. Don’t spam.
4. 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.

Game rules:

Roleplaying: 1950's tech so no portals or giant death rays, when I say so the first space programs may start, it will be heavily rewarded in ways I shall not yet explain

Starting: Pick 5 territories on the map and post your nation and its stats. The more nation info the better, from what your nation was created, any ansecstor nations, please no batmanistans and badassia, keep it real.

Claiming: Each nation can peacefully claim 3 provinces each turn, in a state of war none. If a nation is attacked secretly or less than 48 hours before the update it gets its claims for that turn.

Economy: Each province gives you 1 IC, you will most probably spend your money on research and army, armies cost upkeep so the whole formula for your economy is IC=NT+B-AU
IC - well your IC
NT - Number of territories
B - Bonus from roleplaying, tech and etc.
AU - Army and Navy upkeep

Armies and Navies: You will have to move your army. You will get a selection of cool army sprites and everyone can pick one. Each army unit can contain 10 divisions (this number will rise as you develop tech), a division costs 2IC and 1IC to upkeep, for each army you need a general, generals cost 6IC but nothing to upkeep, navies can have infinite amount in fleet, each fleet costs 4IC and 2IC to upkeep. Nukes will be explained later. Only one Army per territory, no stacking.

Battle System: Each division gives you a rool (1-10) any roleplay about the battle (battle plans) will add a 5% bonus and also plus tech and army bonuses

Tech:
Spoiler :
armyupgrades5.png



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 :
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 4 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 5 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 tech it invested into that 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%.

Nuclear Sabotage
Costs 10 IC
10% chance of success, 40% chance of discovery.
Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.


Nuclear Weapons:
You research it when you research all other military techs. One nuke costs a mere 10 IC but if 35 Nukes go off its a nuclear winter and everyone looses. A nuke destroys armies and navies in the provinces completly and it converts the province into wasteland.
 
Player List:
Cuban Antarctic Outpost Union Territories (CAPUT) - Civ'ed
Castroist Communist Peoples Republic more info

New Zion - Momo1000
Parliamentary Democracy more info

Deep Antarctica Research Station - Red_Spy
Meritocracy more info

Nova Albion - Omega124
HM's Government more info

Principality of Sealand - DoubleA
Principality more info

The American Remnant - Verarde
Democracy more info

Federal Republic of New Hawaii - Kinich-Ahau
Federal Republic more info

The McDonald's Corporation - hoplitejoe
Corporation more info

Monarchy of New Norway - MaxaTheGreat
Constitutional Monarchy more info

The Kingdom of Wales - CELTICEMPIRE
Monarchy more info

Army Sprites:
spritesw.png


Map:
Spoiler :
antartica.png
 
I can't read the majority of the upgrades.
 
Cuban Antarctic Outpost Union Territories (CAPUT)
(yep, I did it for the Acronym in spanish :p)
Government: Castroist Communism
Religion: None
Leader: None other than El Presidente Che Guevara ;)
History: The CAPUT was started by Castro only recently, but now the entire population of cuba is forced to live here. The struggling economy isn't really helping, and Castro died of drowning in the freezing waters (the ice pack he was standing on... melted.) Since then, Guevara has been trying to keep this new nation together.
Claims aka the area occupied by CAPUT:
Spoiler :
wR4AL.png
 
New Zion
Government: Parliamentary Democracy
Religion: Judaism
Leader: Prime Minister David Ben-Gurion
History: The Independence War of Israel took a disastrous turn. The Arabs, with their superior numbers, had actually managed to drive the Jews to the sea. Under the leadership of PM David Ben-Gurion, the fledgling nation became a boat nation. So when the sundering of the world occurred, the Jewish flotilla actually survived since they were in the middle of the ocean. ben-Gurion now leads his people to the last survivable continent on Earth, Antarctica, and founded New Zion.

Claims:
xgTaX.png

Claims aka the area occupied by CAPUT:
 
Deep Antarctica Research Station

Government: The Station is run by a board of researchers elected every year.
Religion: Most are Agnostic or Atheist, with a Christian Minority
Leader: The Researcher's Council.
History: As the world melted, the governments of the leading countries of the world got together to inure the survival of the human race. They gathered the brightest minds of the 20th century, and then sent them deep in Antarctica to establish a research base to continue the researching what the old world left behind. The First few years were extremely tough, but after a while they managed to set up a running country in Antarctica. From here, they shall continue what the old world left behind.

Map with Everyone.

Spoiler :
zdzBr.png



Edit: The DARS' sprite is the bottom one.
 
I've been planning this nation since you announced it, so I don't care if I was just Britian in Here and Now. :p

500px-Flag_of_the_British_Antarctic_Territory.svg.png


Nova Albion (British Antartic Territory)
Government: HM's Government
Religion: Church of England (de jure) Secular (de facto)
Leader: HM King George VI (King), Prime Minister Winston Churchill
History: As the earth started to go to mayhem, it was decided that the British government must flee the island of Britian, to Antartica. Since 1908, Britian claimed part of the continient for itself, but to their shock, some of it was settled by the Cubans as they arrived. But most of it was still there, still as populated as they founded i.e not at all. Now, the government, along with the people who managed to flee the ruined empire, settled down and created a government in exile.

Fourth from the bottom, please.
 

Attachments

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More when I have nothing better to do.
 
Principality of Sealand

Spoiler :
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Imma take 9.
 
The American Remnant
Government: Democracy
Religion: A strong Christian majority, then atheistic/agnostic, followed by a few minorities.
Current Leader: Qarris Galahan
History: A select few Americans realized the danger that they were all in, and planned ahead for this eventuality. They're here now, and they're ready for whatever this new land has in store for them.


Spoiler :
ew8E3.png


My claims, with everyone...

And I'll have number eight.
 
And got everything switched around, just like that.
 
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