IOT Developmental Thread

@ Math

There are several narrow waterways that can be taken advantage of... :p

Failing that, the larger landbridges could be useful.
 
@ Math

There are several narrow waterways that can be taken advantage of... :p

Failing that, the larger landbridges could be useful.

well i've already thought about starting in two locations. and yes, they are protected by a river. or a narrow ocean.
 
Sound good?

Victory Conditions

Piloted by TK's IOT, the Victory Condition gives us all something to strive for, and thus increase competition. There are four victory conditions and an endgame:

--Economic Victory: Control an economy 33% the size of the entire world's. This must be EXCLUSIVELY within your territory.

-Diplomatic Victory: Have a majority of the world's economy and militaries elect you leader; unless humans troll, chances are this won't be attainable due to me keeping NPCs low.

-Domination Victory: Control 66% of the world's militaries and economies

-Chaos Victory: Build a Chaos Containment Chamber(expensive!) and collect all 7 Chaos Emeralds, allowing you to perpetually harvest their power for your ends. You will also have to make sure nobody has a completed Master Emerald or is able to complete it, to declare victory.

The non-victory condition is of course a nuclear apocalypse caused by excessive use of nuclear weapons. Nukes are the "dirty" superweapon, but the more advanced energy superweapons are not as devastating.

Chaos Emeralds and the Master Emerald

Chaosemeralds.png


While varying in color(I will use: Green, Turquois, Blue, Violet, White/Clear, Yellow, and Red), the Chaos Emeralds are powerful manifestations of the Chaos Force. They can tap directly into its raw power, and as such are instruments of great good... or terrible evil.

There are seven emeralds, and they are scattered throughout the world. The gems randomly scatter into unclaimed territories at the start, and every turn, you can search all provinces you own for them, at a cost of 0.1 gold per province. Every search after the first only applies to new provinces, obviously.

Finding a Chaos Emerald in your territory puts it in your possession. The Emerald itself may seem worthless, but this is only until the Modern/Future eras. In the meantime, every turn, the Emerald has a 10% chance of spawning a Chaos Crystal, which is a special source of siphoned power. The Chaos Crystal can be transformed into an extra claim, 5 more gold, or another navy/army. Your number of Crystals can be seen in a column on your stats.

Collecting all seven emeralds has a wonderous effect - you receive 100% of your current income into your treasury, OR max out your armies until they reach the support limit. Your choice. The seven emeralds will then scatter, and the search must begin anew.

Losing the emeralds can also occur to increase competition. Spies can steal emeralds(20% chance of success/discovery) You can also sell the emerald or give it away. You cannot give the emerald away when at war; this means the invader can take it in the peace treaty or if they take your capital.

---

The Master Emerald is the gem superior to the Chaos Emerald, able to both amplify and nullify their power, if one can control it. The Master Emerald also keeps Angel Island afloat, however, so until air forces are developed, it will be inaccessible.

However, should it be shattered(5% chance of happening each turn), the island will crash to the ocean below, and anybody with a navy can reach it. The island will have its own map and will be randomly torn between three factions - the Dark Legion, the Guardians, and the Dingos. You can manipulate any of these factions to your ends.

Elsewhere in the world, the Master Emerald will have been divided into 13 pieces. Unlike the Chaos Emeralds, these shards become visible to any country, and so a race can begin. Each shard confers great power, increasing the Chaos Crystal rate to 20%, and doubling the number of Crystals that come out. It also doubles the effects of all Chaos Crystals(so +2 claims, +10 gold, +2 armies/navies). The doubling effect is not cumulative, though each additional shard will add +5%, so 12 shards make the chance 75%.

Collecting all 13 shards will complete the Master Emerald, which can be used for a variety of purposes: it can nullify any Chaos Emerald's effects elsewhere; it will make it so you get 2 Chaos Crystals per turn per emerald(with the doubled effects); it also can nullify the Chaos Containment Chamber's effects. It is a very omnipotent gem, obviously. To harness its effects, you need to acquire someone with the power to harness it for you; you can acquire these individuals from the Dark Legion or Albion with a 5% chance of success each turn. The Brotherhood is willing to grant you one wish if you return the Emerald to them.

Don't forget that while you're collecting it(as are the other nations), the Brotherhood and Dark Legion have their own agendas. The Grandmaster of the Dark Legion and the Brotherhood's members both want the Master Emerald, and so they can attempt to steal it from you if the situation on the island is going good for them (+50% of territory). Supporting the Dingos, therefore, can be quite profitable, as they're too dumb to understand the importance of the Emerald.

If you return the Emerald to the Brotherhood of Guardians, they will pay you generously - 500% of your income added to your treasury. You will also earn their goodwill down the line, and that just might be important for say, nullifying an invading armies' Chaos Crystals or even a Chaos Containment Chamber.

Special Projects

Come the Modern and Future ages, there are special projects and units you can build.

Airforces have been covered, so now the projects:

Nuclear Program (Tech Lv. 40) - Spend 20 gold to start it, and then have a 10% chance each turn of developing nuclear weapons. Every additional 1 gold will jump it up 1%, to a max of 75%. Failure to develop resets it to 5% for the next turn.

Superweapons

Small Nuke(Army 20) - Common bombs or small missiles. Destroy one province and irradiate it for 5 turns, making it unsettlable and impassible. Costs 10 gold. Can strike up to 50 pixels away with a 80% chance of success, and this drops by 1% for every additional pixel away. So, no chance of success upon 130 pixels away.

Medium Nuke(Army 21) - Medium-range missiles and advanced bombs. Destroys two provinces with a 50% chance of destroying a third, and irradiates them all for 7 turns. Costs 20 gold. Can strike up to 200 pixels away with a 80% chance of success, and this drops by 1% for every additional pixel away. So, no chance of success upon 280 pixels away.

Missile Shield(Army 21) - Every 10 gold you invest, a Missile Shield system will reduce enemy nuclear rolls by 1%, to a max of 75% taken off. So, invest 750 gold, and any nuke can only have a 25% chance of success.

Roboticiser (Army 22) - A horrid superweapon, capable of turning any Mobian into a machine, while petrifying any human who isn't willingly subjected to it. Costs 100 gold to build, but has a bonus of a 20% chance of turning any defeated enemy army into a Robian army. This army will be added to your arsenal. Also lowers RR by 5%, since any rebels will be turned into machines. Opinion will suffer horribly, however, due to inhumane nature of the device.

Large Nuke(Army 22) - ICBMs. Long-range missiles that destroy three provinces and have a 50% chance of destroying two more. Costs 30 gold. Can strike anywhere with a 90% chance of success.

Every irradiated province adds to a random roll each turn(+1% for each province) that if it triggers, will destroy a number equal to 10% of the irradiated provinces. So if there are 100 irradiated provinces, there's a 100% chance each turn 10 provinces will be destroyed. The effect will grow exponentially. Every newly irradiated province stays that way for five turns. So, please do prevent

Orbital Gun (Army 23) - Costs 50 gold per platform(5 gold per turn to maintain). Orbital Gun Platforms are capable of shooting lasers down at Mobius, instantly destroying any province of your choosing. A Chaos Emerald or Master Emerald shard will increase the number of shots by 1. Each orbital gun also reduces nuke chance by 5% due to interceptive capability. Orbital Guns can destroy eachother, with a 10% chance of success. If a Gun with a Chaos Emerald or shard in it is destroyed, however, the contents will fall to Mobius at random.

De-Roboticiser (Tech Lv. 45) - A device capable of reversing Roboticisation. Defeating a Roboticised Army will revert them to flesh and bone, and they will join your side. Costs 150 gold to construct.

Chaos Containment Chamber (Tech Lv. 45) - Costs 200 gold to construct. However, if you have all chaos emeralds and at least one shard of the Master Emerald, you win automatically.

Chaos Drive Program (Army 23) - A highly experimental program, at 100 gold. Replaces Chaos Crystals entirely, and now you have a 50% chance of producing a Chaos Drive(same benefit as a Crystal) per turn per emerald.
 
so basically, ill just not pursue the victory and try to hide somewhere.
 
Orbital Guns sound awesome.

TIME TO BLOW UP THE MOON.
 
Lessee. We got war, diplomacy, trade, Chaos Emeralds, tech, map... I think we're good to go. :)
 
Coming (maybe) this weekend, The Lazy City-State IOT.

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.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.

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 2 claims like every new player.

Joining the Game:

To join the game, first choose a nation name and color to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on. Claim any ONE province with and mark a city in the territory.



Updates:

Imperium 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. If you're in doubt as to whether you're allowed to do something, just PM me about it first.

Expansion:

Expansion is very simple. To create a new city, players use one population from an existing city and move it (at a rate of 10 pixels per turn) to the destination of their choice. If a player is the first player to place a city in a territory, then the whole territory becomes their territory.

War:

If you declare war on an opposing nation, you are allowed to attack them with your armies and their fleets with navies. Here's how both work:

Armies ARE represented on the map. They exist as a marked dot on the map Furthermore, they can travel by sea provided that there's a coastal city to travel through. Armies don't engage other armies or take territory until they come into contact with a city and/or enemy force.

Armies are made up of units. Individual units aren't shown on the map.

When an army takes a city, the map borders are readjusted to reflect the territory just seized. If a province has three cities and someone takes one, then a third of the territory is taken (or whatever looks reasonable).

Navies ARE represented on the map as a block of your national color. Navies get their own section later, so I'll just move on here.

Population Points and Money

Each player starts with a one 5-pop city. Each pop produces one dollar. Each city grows at a rate of two population per turn. Pop points can be used for expansion and for creating military units. There is a limit to how many pops can live in a territory. Small, five pixel islands, can only have, at max, five pops.

Something to note about population. When you create units or when the population just plain expands, its listed in my books as say, an "American pop" or "Spanish pop". The point is is that taking a city with 26 pops could be dangerous. Also, when a city falls to an attackers (or is close to falling), pops may start to flee the city. These refugees move on the map and will create refugee camps or flee to a nearby city.

Technology increases how far the refugees will travel. Refugee pops, when settled, act differently than normal pops. For five turns, they cost the territory they're squatting $1. A refugee camp or two on the border can be a good thing however. Having a people who are willing to strike back at their invader is always something to consider....

Borders are fluid. Remember that.

Trade Agreements

When Nation A signs a trade agreement with Nation B, A gets (in the beginning) trade revenue worth 5% of Nation B's income. This number increases as Econ techs are researched.

Technology

There are two tech lines: Military and Economic. The first level of military costs $10. The second costs $20. Then $40. And so on. Every so often, a military level will unlock a military unit. The first level of Econ costs $20, then $40, then $80, and so on. Each levels unlocks the trade bonus above (to a maximum of 50%) and increases population growth speed.

Other Stuff:

PM me if you wish to wonder what sort of special actions you can take that have in-game effects.

Army Primer

Warrior: Moves 10 pixels per turn. Weak unit. Costs $4.
-Human Wave Doctrine: Warriors only cost $2 each. Offense/Defense penalty.
-Take Prisoners: When a city is taken, a warrior with this upgrade will take a pop prisoner. 10% of taking a military unit prisoner when victory is achieved. Decreases stability in region.
-Shock Troops: Offense bonus. Defense penalty.

Scout: Moves 20 pixels per turn. Probably the weakest unit. Costs $2 each. Invisible to all but other scouts. Scout range of 7 pixels. If the scout returns to a city after spotting an enemy army (getting in range), then the army make up will be PM'd to the scout's nation leader. Scouts can spot other scouts within 3 pixels.


City Upgrades/Defense Structures

Palisades: Costs $15 per city. Gives a defense bonus useful against small probing forces.

Palisade Fort: Costs $25 each. Building these in the field gives a 5 pixel ZoC. And a defense bonus. Enemy armies that travel within the ZoC of a garrisoned fort must fight the garrisoned army. You can store prisoners at these forts.


Summary: A game that is heavily roleplaying since alliances and such aren't formalized. The borders "shift" as the game goes on.
 
armies really shouldn't be represented. keep it simple.

Armies by default can only move one province a turn. Every 5 Army techs, however, allow you to move an extra province per turn, so at Army 25, your armies can move a full six provinces. Armies can be seen in the province they're stationed in by a number that appears there.

-From Imperia Mobiana ruleset

Since I'm doing a war game, they should be represented.
 
They definitely should. This game is dealing with small PC nations in an era where transportation takes quite a large amount of time.

Will there be any non-city-state NPCs?
 
They definitely should. This game is dealing with small PC nations in an era where transportation takes quite a large amount of time.

Will there be any non-city-state NPCs?

Maybe. Depends on how many sign up.
 
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