IOT Developmental Thread

@ Moving Armies:

For Imperia Mobiana, the players don't need to micromanage their armies. They will move as needed, and I will act within guidelines(i.e. Protect only the frontiers vs. protect all provinces with at least one, etc.).
 
[Scene begins with the camera facing up in the sky. A spy plane flies over the camera in slow motion so that the cameras on the underbelly of the spy plane are shown in detail. Audible clicks are heard. Camera flips to show the tropical island of Cuba, part of the Caribbean Republic.]

The world has emerged from a global conflagration but the peace is nothing but tension. The Russian Empire (Entente), one of the few absolute monarchies left in the world, broke down into civil war after the Scandinavian Union (Central Power) and the German-Austrian Empire (Central Power) inflicted a string of incredible military defeats against the ailing power. The Union of Siberian Socialist Republics established power in the east and moved against the Caliphate, establishing a port on the Indian Ocean.

Back in Europe, the New French Republic (Entente) took some land from Italy (Central Power). However, France lost its North African holdings, resulting in a stalemate. The Ottomans (Central Power) gained some land but lost a lot more to the Caliphate (Entente). The British, oddly, remained neutral during the conflict. While the Europeans were distracted, the Ivory League rose up against the European colonial powers and pushed Spain back to Morocco. Meanwhile, South Africa manifested destiny across most of sub-Saharan Africa and Madagascar.

In Asia, the hordes of Eastasia (Central Power) fought a bloody battle against Imperial Japan (Entente) and was forced out of Korea. Indonesia conquered Australia and New Zealand.

In North America, the United States (Entente) lost the war against Canada, Mexico, and the Caribbean Republic (all Central Powers). South America has been reconfigured completely.

[Photos taken by the spy plane are laid on the desk of the Mexican president. The photos show missile silos being built.]

The only thing keeping the world from falling back into world war is the balance of power New nations are forming and no doubt, these nations will have to emerge from the existing power. When these countries are finally created, the balance of power will shift. Alliances will be formed. Many will be broken.

[Cut-to: Film of Puerto Rican Nationalists cheering as the nationalist flag is raised over San Juan. In the corner of the photo, almost hidden, is a man in a black suit.]

A covert war is being waged across the world as agents of the shadiest operations across the globe battle to make sure the cold war doesn't become a hot one.

But someone will mess up.

Someone always does.

Cold War Crisis
4:30:11​
 
Is anyone planning on hosting another one anytime soon? I'm pretty interested in this again.
 
Coming to Cold War Crisis:

Infrastructure
A fleshed-out espionage system
Stability
Armies/Fleets/Air Forces
Governments
Tech Lines
SPACE (probably)
DEFCON system to Lighthearter's (probably)
New Ways to Expand*
A tier system**


*The map will have many territories. When players claim territories, I'll overlay the claims map with the NPC map I already have. Players will have to use a combination of diplomacy, economic pressure, and covert action to weaken powerful NPCs. Luckily, NPCs are ineffective players in the great game.

**Like LH's only based on relative power, not simply provinces.

-Hyperpower (THE superpower of the game)
-Superpowers (Only can be a few. If the tree gets to top-heavy here, then they're all simply major powers).
-Major Powers (Nations able to project their power globally)
-Regional Power (Everyone else almost)
-Minor Power (Hopefully no player becomes this).
 
@nedim: Can we have a legend for the resource map so I can check for accuracy?

Also what time period will this be based in?

Medieval--->Renaissance

2dwcdpu.png


Salt
Cotton
Wool
Silk
Sulfur
Silver
Gold
Iron
Glass
Cloth
Wood
Beef
Fruit
Grain
Tea
Coffee
Opium
Wine
Slaves



Asia might not be as historic, I couldn't find good maps, but Europe should be good
 
The finished resource map

Spoiler :
iotwotresourcesm.png

I forgot about them, maybe I'll add 'em.

Spices are a must. It's perhaps the most sought-after type of resource before the age of fossil fuels. Basically, Indonesia should be mostly spices, with the exception of Java (grains). Put some spices in Arabia, Persia and India too.

You need furs in Siberia. That was the driving force behind Russian colonisation.

Add cloth in Central Asia, replace most of the tea in India with cloth or cotton.

Replace all the opium in Arabia with an incense resource; except for Yemen, where you should replace opium with coffee.

Move the opium in Southeast Asia to northern Burma/Thailand. Replace them with grains, wood, fruits or spice.

There should be some salt in coastal India and Southeast Asia, and in Sichuan in central China.

Might be a good idea to add ivory (East Africa, India, SE Asia), ginseng (Manchuria and Korea) and chinaware (eastern China) too, and also fine horses (central Asia, Tibet and Mongolia in particular).
 
Thanks for the tip, what about Sulfur, I added it in Sicily and Sumatra

Sulfur didn't really became important until after the advent of gunpowder and gunpowder weapons. Sicily and the Romagna region in Italy were major sources of sulfur ([URL="http://books.google.com.au/books?id=O4rzzkUQyzIC]according to this[/URL], though Sicily won't become really important until the Industrial Revolution). Other sulfur mines were in Spain, Bohemia, Poland (near Cracow), Iceland, Judea, Taiwan, India and Japan. You can also put some in China (Sichuan and Guangxi have modern sulfur mines, though I'm not sure about medieval ones) and Indonesia (I know there's one at a volcano in East Java).
 
So, here's the new infrastructure system I'm going to use.

Basically, players would buy infrastructure points for a territory as normal. However, infrastructure points will be called "factory points". For each factory point, the player will be able to create a factory good. Now, players don't need to build individual factories like a steel factory. Nothing like that. What happens is that if a player has 7 FPs altogether, he can produce say, 8 steel.

Lower tier factory goods are used for the creation of higher end goods such as artillery pieces, chemical weapons, even satellites. Each FP makes the territory produce +$2 instead of the original +1, +2, +3....system that was going to be used. Because there is several different goods a nation can produce and limited FPs to do it, some players can specialize in producing one good. Say, artillery, and selling it to other players. Some goods exist solely to be used in higher end goods. Most have double benefits. Ammunition, for instance, is used to produce explosives and used up during battles.
 
I dont like that idea, it may be to complicated

The only difference between my system and your system is that your system has the map forcing a player into trade specialization while mine has situational specialization. The important goods, such as tanks, planes, artillery, canned goods, etc., are at the bottom of the tree meaning they're produced in high amounts. The end of the tree contains the superweapons such as SOL, FOBS, Cobalt Bombs, etc. I can't find the problem of complexity since it makes very little sense that the makeup of a third world armor contains just as much armor as the makeup of the Soviet Union.
 
No thats not the complicated part, how can you force us to produce "normal stuff" is there going to be a production tree or something and if there is can you post it
 
No thats not the complicated part, how can you force us to produce "normal stuff" is there going to be a production tree or something and if there is can you post it

There's a production tree. I can't post it until I get balancing right on it. The lower end stuff doesn't have a tech blocker on it. The higher end stuff does, such as Atomic Bombs and the "Oh Jesus Christ what's going on?" weapons.
 
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