IOT: Alliance

Civ'ed

I ain't gotta explain a thing
Joined
Oct 7, 2010
Messages
6,315
Location
Aberdonia et Banffia
AKA Civ'ed hasn't got an idea for a title.
We can't remember the past if we are to look towards the future. - Eurasian Saying
Welcome to the IOT that doesn't feature weak diplomacy mechanics and thus makes up for it by having weak COMBAT mechanics!
First some simple rules:
1. Follow the rules as laid out in this post.
2. Building on from that, This IOT is based on diplomacy, but any meta reasons for singling out someone are not allowed. By anyone. Singling out in the form of roleplay is all right, as long as...
3. You cannot start specifically as the antithesis of someone for meta reasons in order to justify actions. Of course I understand that a superpower might need something to keep them in check, but a minor nation? Not necessary, lads and ladies.
4. THIS IS A DIPLOMATIC IOT. The goal is NOT to crush everyone's skulls, fun as it may be. There are mechanics in place for peaceful cooperation and they should be used.
STARTING OUT:
To start out, you're going to need a little bit of information filled in.
Name of Nation:
Flag: Optional
History: Optional
SLIDERS (enter a value described below):
Aggressiveness:
Economy:
Province Use:
Tech attitude:
Alliance attitude:
Pick two (2) provinces which are dark grey. These are "Insignificant nations" and from the empty province aspect. Green is Wasteland territory, and other colors are existing nations.

SO WHAT'S A SLIDER?
A slider is, simply put, a way of defining your nation. Sort of similar to when an IOT asks you for your form of government, but more complex. Your choices are:
Aggressiveness:
0: Either too small on the world stage or wasteland - you shouldn't get this. if you do, you've lost.
1: Pacifist nation - cannot declare war, starts off with -2 industry
2: Dove nation - starts off with -1 industry, but +1 Province Size
3: Dawk nation - no effects. can do whatever they wish.
4: Hawk nation - starts off with +1 industry, but -1 Province Size
5: Warmongerer nation - can only declare war, but superpowers will be more likely to attack you.
6: Neutral Nation - Cannot declare war or join/form alliances, but may be an observer state.
Economy:
1: Planned Economy - Starts off with +1 industry, which increases by .5 each turn (so 1 every 2 turns), but -1 province size every 2 turns.
2: Socialist Economy - A choice: +1 industry/+1 province size every two turns, but changing will halve the amount "saved" up earlier.
3: Progressive Economy - no effects
4: Capitalist Economy - gets added/subtracted industry and province size depending on the alliance slider
5: Free Economy - + or - 2 industry every turn, + or - 2 province size every turn (random!)
Use of provinces:
1: Agricultural - Industry caps at 1
2: Mixed - can have both a province size higher than 1 and a industrial size larger than 1, but neither higher than 10
3: Industry - Province size caps at 1
Attitude towards technology:
1: Old is better - -1 industry for the duration of this attitude, +2 province size
2: Mixed - no penalty OR bonus
3: Bigger and Faster -1 province size, +2 industry
Attitude towards alliances:
1: Isolationism - cannot join alliances, but +2 industry IF you have capitalism, otherwise, +1 industry
2: Local Alliances - can join alliances within 5 territories of your nation, +1 industry with capitalism or otherwise
3: Globalism - can join alliances with all nations on earth save the superpowers (until you reach their status), +1 industry (-1 if you have a capitalist economy)

You can change these every 4 turns, starting Turn 4. Note that there must be justification for some of the more radical jumps.

NATURAL FOLLOW-UP:THE HELL IS PROVINCE SIZE?
Province Size and Industry (InduProv) for the basics of your economy really. These nationwide things determine the use of your Provinces:
  • Industry is the war factories and is necessary to fight wars but also to annex by military options
  • Province size is the farms and other "simple" industries, but also a factor in war. Province size affects the likelihood of attrition as well as your ability to form a federation
This is measured as (i,p) where i is Industry and p is Province size.
Each area has a different value:
green areas ALWAYS have (0,0) as a value, due to being wasteland
any other area has a hidden value until conquered or entered into a federation.
Conquered has (1,1) upon entrance
Federation has (0-3,0-3) upon entrance
Each player starts of with (5,5) as base value, losing or gaining depending on slider values, but can never drop below 0.
Note that province size has no cartographical effects.

you gain or lose depending on slider choices... this isn't really a building IOT either.

OK, SO WHAT'S ATTITUDE TOWARDS ALLIANCE? WHAT'S AN ALLIANCE ANYWAY?
In most games, there is an United Nations-type thing. NOT HERE! Here you make your own alliances! and you have to maintain them too.
An Alliance requires two players or a player and an NPC to found. Anyone, including NPC's, can request to join BASED ON THEIR ALLIANCE SLIDER or other specifications established by you, and if it's strategic/valuable, you can let them join. Alliances can merge, provided everyone in both alliances agrees.
Alliances can:
  • Collectively declare war
  • Pool resources (all nations get an industry/province size which is the average of the alliance members' InduProv values)
  • Sanction members outside of the alliance (no more diplomatic dealing with them unless everything is resolved. Note that a sanction can count as a way of supporting your alliance in a war without actually joining.
  • Enforce Acts of Union with NPC nations
Why can't you enforce an AoU with a player nation? Because it's a player nation.
Note that as NPC nations can join, yes, I can have a say in the affairs of the alliance. I will. Not as GM, it's your alliance, not mine. You built it, you create the rules for it (complying with the above). I act as the country, not as the GM and nothing may be passed involving the initials GM, unless it's about Genetic Manipulation crops.
Also - the above are supported by ingame mechanics. You can do other things which can increase or decrease things, as long as you don't get too much of an edge.

EXPANDING
Another part of the game is the Federation vs Conquest option of expansion.
Provided a nation is large enough, it can expand.
further, it must depend on the values of the following things:
Industry allows you to conquer one territory per:
  • 1 industry if the territory is wasteland (wastelands take two turns to incorporate)
  • 2 industry if the territory is unclaimed (Dark Gray)
  • 3 industry if the territory belongs to a larger nation on the world stage (YOU MUST BE AT WAR, OTHERWISE THIS WILL START ONE), with +.2 industry per province size.
Province Size (farming and all that) allows for a much more peaceful incorporation of Dark Gray territories, and a much cheaper alternative at that (1 PS).
Wastelands must still be conquered. Ditto for the established nation, unless both nations agree, in which case it becomes a "dark gray zone".
Unlike IP or EP or Gold, you don't lose InduProv from this - it represents a level of infrastructure, not a stack of 10 dollar bills.

...THERE'S A WAR ASPECT, RIGHT? (YES THERE IS)
War is a simple affair in this IOT.
You wish. So did I.
You deliver your declarations in public. you can plan in private or with your alliance.
Battles are fought like this:
A nation's Industry (offense/defense) and province size (defense) are measured up against each other. the outcomes are:
  1. Offense Industry > Defense Industry + Defense Province size = Offense victory
  2. Offense Industry > Defense Industry, but Offense Industry < Defense PS = Offense victory, at the cost of some Industry for the turn
  3. Offense Industry < Defense Industry, but Offense Industry > Defense PS = No winner
  4. Offense Industry < Defense Industry + Defense PS = Loss for Offense
In each of these cases:
  1. The territory is fully occupied
  2. The territory is partially occupied and must be fought over again
  3. the territory is not occupied
  4. the territory is not occupied but there cannot be an attack on the same territory the turn after the attack was ordered
That's really it for the fighting.
Now, what do you do with your conquered areas?
You can set up a CLIENT STATE or LIBERATE a nation.
Client states are two things.
1. A nation which you created based on the old one you conquered. They need to own 5 consecutive provinces owned by the non-client version. 2
2. A nation which was annexed by federation and breaks away to you.
If you're in an alliance, the Client immediately joins it and will act in a way extremely similar to you, but it can break away.
Liberated nations were conquered once. You liberated them. Imagine that.
ANYWAY.
These will act as normal NPCs but will tend to remember their liberators and vote closely to your interests, but not too much. They're independent, remember!
Eventually, you will get to peace. We hope.
A peace treaty is drawn up by the parties, where the "victor" can a) dictate the terms or b) discuss the terms (option b is automatic for alliance victories)
a "victor" is chosen by a points system reminiscent of a board game:
  • every fully conquered territory is 2 points
  • every client state/state liberated is 1 point
  • every partially conquered territory is 1 point
Most points is the victor.

SUPERPOWERS
Superpowers, simply put, are nations with more than 15 provinces considered as such by at least 1 other player and 2 NPC nations. Superpowers have various bonuses attached:
  • Mixed tech cap raised to 15
  • Alliances with a superpower recieve 2 points for Superpower backing in a victory situation
  • Superpowers can keep other superpowers in check
In this way, there is an attempt to make stronger players useful for everyone.
Map:
Spoiler :
wJTuUx3.png

Let the games begin!
 
Awesome! So this is post-apocalyptic or alt-history or what?

Reserving Tierra Del Fuego.
 
Seems interesting ill join later today.
 
I will join. I reserve Signarope.
 
Alliance_zpsaca6a377.png


Merchant Republic of Tierra Del Fuego

FLAG TO BE ADDED

History: After the apocalypse (and somewhat before for the forward thinking), Tierra del Fuego was a popular place to go. The weather is not that great, but not unforgiving, and it was far from other civilization or ruins of civilization. The earliest to arrive were opportunistic. Realizing their good fortune, they made to capitalize on it, whether by selling needed goods or services, conning the unsuspecting, or outright kidnapping and extortion. Eventually, the more successful entrepreneurs grew tired of the lawlessness, and organized the Merchant Republic of Tierra del Fuego.

Founded on the pillars of business and trade, the MRTF regulates these as little as possible. At first only an organization to protect Tierrafuegans on the islands, the government eventually expanded to protect regional and international trade.

However, do not confuse business regulations with law pertaining to the individual. The Tierrafuegan police are strict and efficient.

More to come? Maybe...

SLIDERS
Aggressiveness: 2
Economy: 5
Province Use: 2
Tech attitude: 3
Alliance attitude: 3
 
The Grand Duchy of Luxembourg
landhoflaggrandducyoflu.png

Constitutional Parliamentary Monarchy

Aggressiveness:4
Economy:5
Province Use: 2
Tech attitude: 3
Alliance attitude: 3

grandducyofluxembourgio.png

More later when i am not so busy with homework
 
Back
Top Bottom