IOT Developmental Thread

Celt announced he would start writing the rules for IOT Civ, thats what the debate for the last 3 pages has been on. Are you seriously not reading the posts preceding your own?

Its only been a page and a half...

Complexity=/=Complicated

That seems to be the main issue here.

True and true. That said, Complex for the GM doesn't mean complex for people.

If anything, I like games that I don't have to use a map for (Partly since I don't have a paint program that works) but even more so, I like simple combat. I have no qualms with the idea of military strategy, but I know almost nothing about it.

On the other hand, complex in the sense of you have to make strategic decisions I like.
 
This might be off-topic, but the for the next valid IOT made, I'm going to be Vinland.

fic-vinl.gif
 
I'm going to be something utterly ridiculous in the next pre-industrial IOT.
 
heres the rules for cities,

Cities: Cities are the main focus of the game, in Cities your people live, work, and grow in population. Cities are built by Settlers. Your cities produce gold, which in turn lets you buy units buildings, and wonders. By taking all of a nations cities and settlers you parylize that Civ.

cities come in 3 sizes: town, city, metropolis
-town; 1-4 citizens
-City; 5-9 citizens, 10% defensive bonus
-Metro; 10- citizens, 25% defensive bonus

Citizens: your first city starts out with 2 citizens, you can use 2 citizens to build a settler. 1 citizen provides you with 5 gpt. you gain 1 citizen each turn, but this process can be sped up (see granaries), you might also lose citizens in artillery strikes and air raids. citizens may become unhappy after the population limit reaches five, they might also suffer from war weariness. they also might want regime change and will protest (for more info see government). when this happens you can make a citizen an entertainer, that citizen no longer produces gold. Certain buildings increase happiness.
 
Will there be walls/castles/etc?

Also, wonders?
 
Is there any way to stop the inflow of citizens? I think its unrealistic to do 1 citizen per turn. Maybe do 1 per turn in towns, and 1 per 2 turns otherwise?
 
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