IOT Developmental Thread

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New resources added spices, ivory, chinaware, fur and incense
 
After misleading the community of what I've been working on, I'm going to say that I'm working on RIOT III. The biggest difference between RIOT II and III is how combat works. For one, armies are made up of units. There's an Army tech line similar to the WMD lines from RIOT II in which increasingly better units operating on a rock-paper-scissor model are unlocked.

Armies on the map move at 5 provinces per turn. Add another 2 per army tech unlocked (15 provinces per turn fully unlocked). Artillery beats Armor. Armor beats Infantry. Infantry beats Artillery. Combat is actually decided using an RNG and a combat map (for me to visualize some things)

I'm keeping navies simple. Tier 1, Tier 2, and Tier 3 Fleets are the units.

Players can build fighters and bombers. Tier 2 unlocks stealth fighters and stealth bombers. Tier 3 unlocks orbital fighters and bombers. The difference is that the range of the planes grow larger and larger each tier.

Chemical weapons are no longer effective in combat against a normal enemy. They're useful against irregulars. The first tier of chemical weapons can end riots while the final tier of weapons can kill 95% of a target population.

The nuclear line is no longer atomic/nuclear/X-bomb. Instead, each tier unlocks missiles. The shortest range missile also has the smallest payload and is useful for softening defenses. The next one is a good intermediate weapon. The third tier is an ICBM. The fourth weapon, the X-Bomb, causes regional damage. The final weapon is actually the smallest weapon. The suitcase nuke is expensive but you can arm irregulars with it.

Biological weapons don't work like it us to. The first tier is the only tier to unlock money wise. Future tiers requires human testing.

Each territory has population (generates money) and IP (increases population growth). Because military units require population to create and war kills population, long periods of peace and positive population growth is actually better than warring all the time. Field fortifications can also be built.

There's a better espionage system this time around and Revolt Risk. As revolt risk grows higher in a territory, protests will break out, then riots, and things will escalate from there until the Fourth Revolution breaks out in the region.

Irregulars are low-cost units that are very weak and invisible overall. Unlike other military units, these exist in a pool which can be directed as the player sees fit. Irregulars can hijack and steal enemy weapons and try to avoid major engagements on the combat map. Because of the irregular's ability to make the revolt risk in a region increase, military cost, and more, a ruler may find himself questioning whether or not to use chemical weapons in his own nation....

The military units range from normal infantry, artillery pieces, and armor to rocket artillery, mechanized infantry, and modern armor, to supersoldiers, lumbering battle machines, and artillery platforms.
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It's possible to play as a literally genocidal warmonger. You can order bombers to aim for civilians and artillery to fire into cities with the intention of wiping out settlements and cities to the ground. However, don't be surprised if the United Nations passes a No-Fly Zone (ha) or declares you're a war criminal and other nations get a free CB against you....

There are several victory conditions:

The Sun Never Sets (North and South America, British Isles, sub-Sahara Africa, Australia, most of the islands in the Pacific).

United States of Eurasia (All of mainland Europe. Russia. Turkey)

Death Worshipper (China, Korea, Japan, Korea. Plus 40% of the world's population).

Survive the Fourth Revolution (If and when it comes)

World....Peace? (You and your allies must be the last nations left)
 
I like it, but its so complicated. We need a new IOT based on RP and not strict rules. I can play Vicky 2 when I want extremely complex games. That said, I'll be playing.
 
I like it, but its so complicated. We need a new IOT based on RP and not strict rules. I can play Vicky 2 when I want extremely complex games. That said, I'll be playing.

That's why RIOT III is on the backburner for now. There's already one complex IOT going and I won't come out with RIOT III until after the next big IOT comes and go.

And I'm still streamlining some things. For instance, army movement. The idea behind that and the combat map was because I hadn't though of the math that connects all the units. While I was going to sleep last night, I figured out the math AND the DEFCON system.

The DEFCON system is army readiness and players start at DEFCON 5 which has no economic penalty but units are only at 60% readiness. Say that the D5 player went to war with a D4 player, a D4 player's army is at 70% readiness which means he gets a nice 10% bonus in combat rolls.

To prevent blindsides, players have to mobilize from D5 to D1 if they want 100% effectiveness. This mobilization IS noticeable and it takes four turns altogether.

I like the new combat system. It'll play like rock-paper-scissors and it gives a reason why players on the defense should send me defensive orders (which would include battle order such as Armor-Artillery-Infantry or Infantry-Armor-Artillery and so on).

The system still allows a player with a larger army to have an advantage but artillery is special in that each new tier or artillery fires faster (more often) than the previous tier.

Iron and Blood will be mostly events- and RP- driven. :)

Between this and WoT, I'm waiting like a fanboy for Crisis 2.
 
Viva La Tropico

Role playing and events: The game will start out in 1957, I will tell you the whole story when the game starts. Its set in the Caribbean so I want realistic roleplaying, no fantasy-weird-foreign nations. Events, Tailless is going to have events in his IOT (Iron & Blood) so Im going to test it out, events aren't going to be common, but they are going to have major impacts on your state, events are going to be Caribbean wide, so everyone will know and other nations may be effected by events in one nation.

Expansion: Everyone gets 5 XP (xpansion points) every turn, you use them to claim provinces, you can also trade XP's and you may get bonus XP from events, missions and good roleplaying. You may not expand using XP's during war.

Missions: I will send everyone missions occasionally, missions are a bit different,you only know about them, they only affect you and etc. Missions will involve everything from seizing a territory to giving IPs to something or supporting a faction. You may be awarded IP's or reduced RR (Revolt Risk) but If you fail RR will increase

Revolt Risk: Everyone will start with 0.5 Revolt Risk, you can increase or decrease RR with missions, events, wars... But you also increase your RR if you expand beyond your core territory, core territory is your Island, peninsula, example:
You have a nation on Cuba, you expand into Florida your RR will increase by 0.5 per territory, that is a constant value. If your RR goes over 3 I will do a RNG 1-75 , if the number is above 50 you get a revolt or something like that, if your RR goes over 5 1-100 RNG you get a bigger revolt.

Industrial Points: Each territory gives you 1,its the games currency

Factions:When you start you must pick a faction, there are three

Communist: Reduces revolt risk .25 every turn

Capitalist: +2 IP every turn

Nationalist: Easier Missions

Espionage: Espionage is vital to this game, it will be your first weapon

Revolt: costs 5 IPs, starts a rebellion, will spread until stomped by an army 40% chance of succeeding 70% of discovering the funder (the guy who sent orders to do this)

Secession: costs 15 IP, 3 provinces will secede from the mother state and become your vassal, 15% chance of succeeding, 75% chance of discovery

Nuclear Espionage: costs 10 IP, gives you X% of Nuclear completion, the more the countries Nuke completion is the more % you get to your Nuke completion. 30% chance of success 80% discovery chance

Nuclear Sabotage: costs 50 IP, destroys the enemies nuclear arsenal, 5% of succeeding, 70% discovery chance

Fund opposing faction: Costs 25 IP, if it succeeds the enemy player will get really hard and stupid missions that he will not be able to do and the RR will rise steadily, success chance 50%, discovering 50%

Warfare: RNG combat, Roleplaying the battle will give you more +2 RNG (1-10) points (only one gets that, who role plays it the better), more armies, more rolls, armies are pooled, navies aren't, same style of warfare

Nuclear Research: I only put nuke reasearch, its the best and hell we're playing with the caribbean. there are three nuke tiers, investing in the first one, 1 IP=1% of completion, tier 2, 2 IP = 1% and tier three 5IP = 1%. Nukes can be used in two ways, against armies and against provinces.

Tier 1 (Atom Bomb):
vs Army - destroys 30% of the army
vs Province - halts IP production for 2 turns
vs Cost - 20 IP per bomb

Tier 2 (Hydrogen Bomb):
vs Army - destroys 60% of the army
vs Province - halts production for 3 turns
vs Cost - 40 IP per bomb

Tier 3 (Nuclear MOAB)
vs Army - destroys 99.99% of the army
vs Province - make it a nuke zone (like neutral but unclaimable)
vs cost -75 IP per bomb

If 10 MOABs go of, the Caribbean becomes a Nuclear graveyard.

Major Buildings:

Golden statue to El Presidente - 100 IP, no RR

Satellite - 50 IP, only one faction because your ideals are spoken through its broadcast (no more funding factions)

Major Port - 75 IP - +5 IP every turn, navy success chance in battle +30%

Offshore Banks - 120 IP, +20 IP every turn, only allowed if Capitalist Faction, made for Rich Europeans and Americans who want to avoid taxes
 
Shouldn't hydrogen bombs be more effective at destroying IPs?

Also, hopefully there's a lot of territory because the Espionage costs are insane. :lol:
 
I almost died making the sea provinces, a small cross brush and tons of work, at the end realized I could have made a huge linear cross brush, it was to late
 
I almost died making the sea provinces, a small cross brush and tons of work, at the end realized I could have made a huge linear cross brush, it was to late

Will there be a United States/USSR dynamic to the game?
 
I shouldn't have added Florida, USSR certainly, and a US without Florida (Just think the Spanish held it until 1870 and the US never took it)
 
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