IOT Developmental Thread

A little teaser of what's in the works...

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It's not a teaser if I can't zoom in...
 
Has word been spread about whats in the works, TK? Because I don't remember anything about an IOT in around 1914.

"So when is IOTC released, Maxa?"

By today! :D

The rules, point out anything that doesn't make any sense.
Spoiler :
Imperium Offtopicum: Colonialism


roanoke-colony-2.jpg



The year is 1500 AD. 8 years ago, Christopher Columbus was the first european to set foot on the New World, at the Caribbean. As a result, there is almost endless amount of treasure there. Explorers are already setting up small villages there, but they aren't quite colonies suitable for exploiting these riches. Lead your nation through thick and thin, build colonies to exploit riches, and become the most wealthy and powerful nation in Europe!




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.

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 10 claims like every new player.

Joining the Game

To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on. Claim any ten provinces in mainland Europe or the Mediterranian Islands, with the condition that they either have to be contiguous or on the coast. You need a coastal province!


Updates

IOTC 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 24 hours of a previous update. So, it is best to get your claims and orders in the first 24 hours of the turn.

I will make another thread, a claims thread, for claims and any orders and important announcements you want to post publicly. If there's anything really important you don't want me to miss come update time, post it in that thread. There is a zero tolerance policy on any diplomacy or OT talk in the Claims thread.

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.


Expansion
There are two ways to expand:

Europe: If you are not at war, you can peacefully claim FIVE provinces each turn. If no other nation claims the same territory, they will be annexed to your empire on update. They must be next to your own territories or on the coast. Note you cannot expand in this manner in wartime.

The New World: You can use your settlers you gained in previous turns to colonize territories. Settlers cost 3 Food of investment. Colonies must be next to your own territories or on the coast, just like the European claims. The amount of Food needed for settlers becomes much higher (20 Food) and already finished settlers cannot colonize during wartime.

If there are competing claims, you can either discuss it amongs yourselves, or fight for it.

Note: all one-province islands still cost 1 settler to colonize and 1 expansion point to expand to (If in Europe), unlike most IOTs.


Colony Upgrades
Your colonies can be upgraded to make more Gold or Food through buying these:

Trading Post: Cost: 4 Gold. Can be built anywhere where there is not a upgrade. Modifiers: +1 Gold in the colony it's in.
Farm: Cost: 3 Gold. Can be built anywhere where there is not a Food Resource or other upgrade. Modifiers: +1 Food in the colony it's in.
Port: Cost: 5 Gold. Can be built anywhere on the coast where there is not a upgrade. Modifiers: +1 Gold in the colony its in, +1 Bonus in a fish resource.

Upgrades will be shown by a square(Trading Post), X(Farm), or Circle(Port) on the colony.


War

Combat is resolved by a Random Number Generator, or RNG, which will generate a number from 1 to 100. The side, that ends up with the highest number, wins.


Food
Food is used to create settlers for colonizing the New World. You must invest 3 Food into settlers for every settler! You can also turn Food into Gold at a ratio of 2:1 (However you cannot use 1 Food to make 0.5 Gold, unfortunately.) Any Food not invested in settlers or turned into Gold will disappear into the bellies of your people, as this currency cannot be banked.


Gold
Gold(or G, whatever you want to call it.) is used as the real currency, which is invested in armies, colony upgrades, and other things. Resources in the New World are where your money comes from. See the Resources topic.


Attacking with Armies

You can buy armies at three different levels:
Tier I: Cost: 1 Gold. An average army, not too shabby, but not a very skilled one. Modifers: None
Tier II: Cost: 3 Gold. A more skilled army, albeit more expensive. Modifiers: +5 bonus when attacking.
Tier III: Cost: 7 Gold. A top tier army, and is good to have despite it's price. Modifiers: +12 bonus when attacking.

All armies are pooled and can attack anywhere. The only limitation is how many you have. PM me what armies are attacking where so I can figure out who wins.
You can use multiple armies to attack a single province. This will give you extra RNG rolls for your attack, and I will use the highest of the rolls to determine the battle result. You can also launch a joint-assault on a particular province with your allies (tell me who the province is going to, or I’ll give it to the country which gets the highest roll).
Invading: If your enemy has no armies to defend a province, the province gets a 25% penalty, and a 50% if it's a colony. This means it is important to have armies, otherwise your colonies could get gobbled up quick.

You can also perform "blitz" attacks where you attempt to seize an enemy province and then use it to attack the next province in. Of course, things would not always go according to plan, and I'll adjust your attack plans accordingly.


Defending

Any army not used in attacking gives you extra RNG rolls when you’re defending a province. So, if you have 2 unused armies, I generate two numbers instead of the usual one at that province, and the same thing with another one, and the highest roll will be used to calculate the battle result.


Military Aid

Any nation can donate their armies to another nation, in wartime or peacetime, in secret or in public. Either way I have to know about it. It will automatically go to defence unless the recipients specify they want to do with it. Gifted armies must either be in used the turn it is gifted or in the turn immediately after. If the former, both the amount and the donor can be kept secret, but if the latter, I will post the amount (but not the donor) publicly in the update.


Resources

There are several resources that offer Food and Gold. Only Gold resources and Trading posts give Gold, and any colony that doesn't have a Food resource or Farm gives 0.5 Food.

Food:
- Wheat is sand and makes 2 food.
- Coastal fish is light brown and makes 1 food.
- Potatoes in Orange make 3 food.

Gold:
- Diamonds in Sky Blue give 3 Gold.
- Gold in Yellow give 2 Gold.
- Furs in Brown give 2 Gold.
- Tobacco in Green give 2 Gold.
- Silver in Grey give 2 Gold.
- Sugar in White gives 1 Gold.
- Spices in Red gives 1 Gold.



Accesing the Pacific
You'll notice that there isn't a path from the Atlantic to the Pacific on this map. As strange as it is, I won't let your ships move under South America or move through the islands in the far north to the Pacific because of this. Instead, you must build a port on a Pacific province.



IMPORTANT - Rule Changes

None yet :)
 
You should really get rid of the conflicting claim part of the rules. I highly doubt that a vote would be called in 1500 regarding who should get the territory. IOTE had the system down pretty well. If two people claim at the same time, they either work it out among themselves or fight for it.
 
Any other faults in the IOTC Rules? Because I'm setting up the thread in...

~1 Hour!
 
You should really get rid of the conflicting claim part of the rules. I highly doubt that a vote would be called in 1500 regarding who should get the territory. IOTE had the system down pretty well. If two people claim at the same time, they either work it out among themselves or fight for it.

I think it works as is. I could see, as an example, one strong nation deciding to hand over a province to the weaker of a pair when its in their interest.
 
Third draft of RIOT II rules.

Spoiler :
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.

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 3 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 36 hours of an update. (Usually I'll wait 48 but get your orders before then).

I will make a Claims thread. Every update, you can post ONE post in this thread which should include


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.

Good RPing=small bonus.

Claims Post

Your one claim post per turn is very important. In it, you should include every piece of information that is relevant such ongoing blockades and embargoes, loan, mobilization, weapon manufacturing, new airbases and silos, trade deals, and any other piece of information you know I should see.

Starting Out

If you're transferring from this game from RIOT, you should already have had your territory halved and infrastructure points invested.

New players: Claim up to five territories. The limit is that the territory has to be adjacent to one another or coastal of course. Remember, overseas territory not on your continent drains $1 from your balance per turn. This can be alleviated by creating colonies.

However, if you decide not use claim up to five territories, any remaining claim can be turned to a free infrastructure point for investment.

You start with 20 weapons and $50.

Expansion

You have two choices. You can either send in the marines to take the territory (causing economic damage which you will have to pay off) or you can bribe the territory. Bribing a territory costs money of course but the alternative is expansion with a diminishing chance of revolt each year.

Economy

The economy is fairly straightforward. $1 per territory you own. -1$ if that territory is overseas/not on your continent.

Money is persistent, so if you don't spend any on one turn it is kept in your treasury.

Infrastructure points (IPs) cost $50 for the first in a territory, $45 for the second, and so on until $20.

The first IP adds +$1. The second +$2 (for a total of $4) so far. This means putting all your infrastructure in one territory has pros and cons.

Trade Agreements

You're allowed to build a trade center which will be placed on the map. The first one is free. The second one is a $100. The third one is $200. Fourth $300. And so on. Note, say you have two trade centers and one is destroyed, the cost for the new trade center would be $100, not $200.

You can sign trade agreements with other players. The amount of income this brings in to both players depends on the average of their GDP (banked money and money being used on maintenance doesn't count) minus distance between trade centers.

The only way to cancel a trade agreement is if BOTH parties agree to cancelation.


Stability

This is dependent on your economic/war situation. Long times of peace=good. Economic troubles=bad.


Good Times and Bad Times.

If in between turns the amount of trade in dollars increases by 50%, all trade routes get a 10% bonus to them. If trade in between turns decreases by 50%, then all trade routes are hit with a -10% modifier. If there's a 50% drop in trade during "Good Times" then it just becomes "normal".

If trade ever decreases by a quarter in between turns during normal times, then there's a recession and trade is hit with a -10% modifier. If there's another quarter of decrease while in a recession, the economy enters a Depression and everyone is smacked with a -20% modifier with their trade income. This. Hurts. A. Lot.
Loans

Players may loan each other money with the understanding that it will be paid back on time with or without interest. This is VERY important to note because in your claims posts, you must mark when the loan must be paid back and if it's with or without interest.. If the player doesn't pay back a full loan on time, then he defaults on ALL loans and all trade agreements that player has are temporarily canceled.

The loaner can extend loan so the player can pay it back at a later date (but interest will still pile up) but this will count as points to tipping the world economy into "Bad Times".

Why loan? You can't gift armies and navies or factories. However, you can loan another player money so they can build factories and then pay you back later. If your ally goes to war, you may find aiding them more beneficial to actively getting involved because armies and navies cost more to maintain during war.

Embargoes

You can only embargo nations you have a trade agreement with. Embargoes cut a percentage of trade from the route while not completely canceling the route (which can cause major economic problems if the route brings in a lot of money). When you embargo, you set the percentage (from 5% to 75%). Embargoes are near useless against when used against a larger nation but can choke a small one.

In the Red

Your nation's coffers can go into the negatives if you're spending more in maintenance per turn then you're getting through trade and domestically. When you're in this state, you can't build any more armies or navies. However, this affects your trade is a by way. If you're losing $10 per turn and you're trading with someone only making $10 per turn, the trade route will actually start LOSING you both money.

Every turn you're bank is in the red, a factory will close down and half the money will be refunded.

Filing Bankruptcy will cause you to default on all loans and cancel trade routes, cut your army size and half and if that isn't enough, WMDs will be decomed.


War

War is expensive. However, being a defender isn't easy either. When a territory is attacked, economic damage is done to it. That means that during and even after a war, it will produce money only to pay off economic damages. Reparations are a great way to cover up this damage which can be a serious drain on your economy.

Infrastructure isn't destroyed during normal combat. Defenders get a defender bonus.

Armies and Arms

Armies cost $2 to build. They are pooled, not placed on the map. So, if you're attacked and have 3 out of 5 armies not attacking for example, you have 3 armies defending no matter which province is attacked (of course, multiple attacks can dwindle this number fast).

You can devote armies to expansion as well. To claim a territory, you have to send troops into it. You can't expand during war.

There's a catch to all of this. To attack or defend, armies must have arms (weapons). Without weapons, they receive a combat penalty. You can have the largest army in the world and not be able to do anything with it simply because you didn't stockpile on weapons beforehand.

Arms can't be bought normally. One weapon is created for every territory+every IP per turn.

Core Territory, Colonies, and Puppets

Core territory is defined as all territory connected by land to the capital or on the continent. For game purposes, all of Asia east of the Black Sea is "Asia". Everything island bordering or connected to the Pacific counts as "Oceania". And so on and so on. Core territory can't be outright annexed, only puppeted.

Colonies are what you set in non-core territory. When you claim territory that isn't A.) On your continent or B.) Connected to your capital, its still a "core" territory but one that drains $1 per turn from your treasury and would take two levels of infrastructure buying to just break to turn a profit. Because of this, setting up these territories as colonies are for the best. Colonies lose the penalties AND you get auto-trade rights with them, boosting your trade revenue.


War Aims

When you declare war, you have to select the war aim. War Aims dictate the "acceptable" amount you can demand in a peace treaty. You can only select one war aim with a declaration of war and can only add one every three years for $25 for each new aim. Nations on the defensive get new war aims but win if they get a white peace or reparations. Defensive nations can add a war aim at third year of the war for $25.

Achieving your war aim in the peace talks will make your people produce +3% money domestically for five years. Less than your war aims makes your people produce -3% domestically for five years. More than your war aims will make your people produce +6% domestically and give other nations a Belligerence war aim to be used against you.

Lift Blockade/Embargo: If a nation places an embargo or blockade on your, you may declare war on them. You cannot demand territory with this aim or demand demilitarization. You succeed if the blockade/embargo is lifted AND reparations are paid.

Belligerence: If a nation takes more in a peace treaty than their war aims allow, feel free to beat the crap out of them. You can't demand territory with this aim but can demand reparations and demilitarization. You succeed if you get either.

Balance of Power: If a single nation is vastly more powerful than every other nation on the planet, then all nations gain the BoP War Aim to use against it. You succeed if you demand demilitarization (where you tell them the max amount of money they can spend on maintaining military equipment), colonies, carve out puppet states, anything to bring the nation down to par with the other "major" nations.

Overlapping Claims: If two or more nations claim the same territory in a turn, it'll result in army clashes since it takes armies to claim territory. With this in mind, the war is won when the claim is ceded to someone.

Liberate: You can use this to liberate puppet states and colonies. You can't demand demilitarization or reparations. When you liberate puppets, you can decide if it becomes an entirely new nation or goes back to the previous owner.

Colonial War: Use this to TAKE colonies.

Loan Collection: If a nation fails to pay back a loan on time, the loaner can go collect his money forcibly.

Cancel Trade Agreement: Trade Agreements can only be canceled if they expire or, if there was no set expiration date, if BOTH parties agree to cancel it, or if the two nations go to war. Because of this, you use this if you want to cancel it forcibly. You achieve this victory when you get reparations.

Dishonored Alliance: When a nation skimps out on an alliance duty, feel free to punch them in the mouth following the war and demand reparations.

Ideology War: This one is unique. You use this if the nation has a different vastly different ideology.



Attacking and Defending

Armies only attack adjacent territories or through open borders (provided its specified in the open borders agreement military units are allowed through).

To attack, PM me where you want to attack and how many armies you're dedicated to each battle. Attacking over land gives the attacker the advantage.

Armies will compete against another in an RNG and the RNG decides which army is lost. This continues until each army on both sides has went so having a larger force is an advantage in and of itself. After the combat loss rolls are finished, the game winning roll is thrown and whoever wins that wins the battle and gets or keeps the territory. Chemical weapons, flanking, and other things affect the RNG roll.

Armies not used for attacking are used for defending. You can only decom one army per turn.

WMDs

There are three WMDs. Chemical, Nuclear, and Biological. Each one has special effects and drawbacks to their use.

To begin a program, you have to have $30 (just an example) into the Nuclear, Chemical, or Biological tree. Each dollar above 30=1% chance of finishing the program the next turn.

Once you finish the program, you will be able to build low-tier versions of the weapon. To begin the second tier, you start from scratch and have to work your way back up, making mid-tier and third-tier weapons mid-game and late-game weapons.

Nations can jointly work on WMD projects. Just make sure to PM me the details or update the respective claims posts each turn when you do that.

Note: You can only decom one WMD per turn but sell more than just one per turn.

Nuclear Weapons:


Program Minimum Cost: $140 for first tier. $280 for second. $560 for third.

First Tier: Atomic bombs. These weapons destroy half the infrastructure of the territory they're used again and destroy 2 armies of the target's defender pool. To use defensively, just PM me and tell me. 10% chance of creating fallout cloud Costs $5 each and $2 per turn to maintain.

Second Tier: Thermonuclear Bombs: These weapons destroy all infrastructure in the target territory as well as a trade centers and destroys 4 armies of the target's defender pool. 30% chance of creating fallout cloud Costs $18 each and $2 per turn to maintain

Third Tier: N1 Mine. This weapon destroys all infrastructure in target territory, half the infrastructure in all adjacent territories, all trade centers within radius, destroys 8 armies of the target's defender pool, and there's a 50% chance of creating a fallout cloud in the territory. Costs $80 and $3 per turn to maintain

Note: Fallout clouds prevents infrastructure from being built in the territory for three turns. After three turns, there's a 20% chance of the cloud spreading to adjacent territory, leaving the current territory. Fallout causes $2 in economic damage per turn in a territory.

Chemical Weapons:

Program Minimum Cost: $70 for first tier, $140 for second, $280 for third.

First tier: Incapitating Agents. Increases chance of success in a combat roll. Causes small economic damage in territory. Costs $2 gets you three.

Second Tier: Lethal Agents. Same as above but is +4%. 1% chance of causing terror against a target army. Causes economic damage. Costs $2 gets you two.

Third Tier: Nova Gas. Using this weapon adds a 12% chance of success to combat rolls. 5% chance of causing terror in battle. Causes economic damage. Costs $2 each.

Biological Weapons:
Program Minimum Cost: $280 for first tier, $560 for second tier, $1120 for third tier.

First tier: Outbreak. Causes a disease in target on first turn of use. There's a 30% chance of it spreading to neighboring territories (15% across water). Infected territories don't produce money. 70% each turn of infection in territory of going extinct. Infected territories or territories that the disease failed the spread check to get into are immuned to the same disease. Costs $280. $2 maintenance.

Second tier: Epidemic. Same as above only with 60% spread. It'll last in a territory until it fails a survival roll (40%) Costs $560. $2 maintenance.

Third Tier: Captain Tripps. Same as above only with a 90% chance of spread. Possible game ending weapon. Any territory it fails to spread in is spared completely. Every territory it does spread into is completely depopulated. Doesn't die out into it simply can't expand anymore. This weapon destroys trade centers. Costs $1120. $7 maintenance.


Roleplaying Projects

If you want to do something big, such as start a prestige project like the space program, PM me and I can give you costs and such.

Fleets

Fleets cost $5 each. You can use fleets to take control of sea provinces. Unlike armies, this isn't a pool. If you have 10 fleets in a sea province, there is only 10.

Selling WMDS and weapons

You can sell WMDs and weapons. Not armies and navies.[/SPOILER]
 
Any other faults in the IOTC Rules? Because I'm setting up the thread in...

~1 Hour!

How about you set up claims now, and then change rules if someone notices something? Seems to me like not everyone checks this thread.
 
How about you set up claims now, and then change rules if someone notices something? Seems to me like not everyone checks this thread.

I guess so. Either way, I still need just a little time to make the game format (As in, the rules, map, nations, etc. and where they go in the posts)
 
My other reason is I HAVE TO GO NOW.

Which sucks majorly.
 
Ok, so

IOTC Out Now!
 
Getting closer to RIOT II!

In other news, I think I might make it a "three thread" type of deal. The game thread, claims thread, and market thread. The idea behind the market thread is that players, each turn, can put up an offer for weapons, loans, etc. Interested players can, of course, PM or VM the dealer with responses.

How's that sound?
 
For the most part, I think that's a cool idea.
 

For the most part, I think that's a cool idea.

Hopefully. Arms are the most important resource (the only one after money). Arms can only be produce with Infra Points and players only start with 50 which may be a lot to a small country that doesn't plan on going to war often. A warmonger though will need to keep this number on mind.

Because being attacked still drains arms.
 
Just act like me, and you'll never have to suffer the fate of being wrong. :cool:
 
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