IOT Developmental Thread

I was considering making an IOT entitled Imperium Offtopicum: Red October.
...
Its in the very early planning stages, and I was just wondering whether there would be an interest in such a game.
If it's not bogged down with all the tedious mechanics the latest slew have been, I'll consider it.
 
I think a good way to measure mechanics' and players' tolerance for them is a look at the various games. Sons of Mars and IM had fairly high signups but lots of people dropped out(only to appear in another game!) so those are too complex.

/the fox cries
 
The fact that i've never GM'd before (never Ford or Chrysler'd before either) means the mechanics would probably have to be simple.
 
I think a good way to measure mechanics' and players' tolerance for them is a look at the various games. Sons of Mars and IM had fairly high signups but lots of people dropped out(only to appear in another game!) so those are too complex.

/the fox cries

Not anywhere near as complex as some of the NES's are. And really, once you figured out how it all worked orders only took a few min to make and send.
 
After some discussion, I decided to shelve plans for Red October and instead work on a War of the Roses themed IOT, on this map of the British Isles:

Spoiler :
British_Isles_IOT.png


The economy would be simple: a flat £100 per province per turn. This money can be used to recruit armies, build navies, bribe neutral provinces, or just be banked.

The military system would be more complicated. Armies are not pooled, they are represented as units on the map. Armies are divided into four types, navies three. Armies can be raised anywhere in your territory, but only one can be raised per province per turn. Same with Navies and coastal sea zones. Armies have two stats, Attack and Defense. If two units attack each other, a coin is flipped to see who becomes the attacker and who the defender. Navies have only one stat. Combat is determined by an RNG. Upper limit of RNG presently undecided, possibly 10, maybe 6 or 20.

Land Forces:
Spoiler :
Militia £50, Cannot Claim Territory, Large A/D Malus
Armsmen £150
Knights £250, Attack bonus, possible defense malus.
Longbowmen £500, Large Defense bonus, possible attack malus


I haven't developed navies as much:
Spoiler :
Balinger £?, can transport units, low combat capacity
Merchantman £? moderate combat capacity
Carrack £? high combat capacity, expensive


I think this is good so far. Any comments? Overly complicated, not complicated enough? Suggestions, concerns, criticisms?
 
Seems nice and easy to get into, although I agree that some provinces should be higher-income to bring in some action. On the other hand, you'll have to find a way to make sure a player doesn't start with one of those, or maybe even make it so the player has to start with one of those, kind of like a capital city.
 
Good ideas.

I am currently working on the final map for Gangland. Suggestions for neighborhoods/landmarks/other aspects of Imperial City are welcome.
 
What the heck is a malus?

http://en.wikipedia.org/wiki/Bonus-Malus

Certain cities like London should get higher incomes...

Seems nice and easy to get into, although I agree that some provinces should be higher-income to bring in some action. On the other hand, you'll have to find a way to make sure a player doesn't start with one of those, or maybe even make it so the player has to start with one of those, kind of like a capital city.

Well one side could be the current monarch, who controls London, and the others are the various nobles interesting in becoming King.

Yes, I considered making some provinces higher value, but its harder to keep track of and could be abusable. I'd also rather not limit players' starting areas. And if the ruler of a certain territory had a bonus, then the first person to join would take it.
 
You could give everyone double income for capitals if we only start with one province, but otherwise I really don't see a need to.

Dibs on Mann.
 
Alexander IOT

alexanderiot.gif

Concept: Alexander is dead, his empire has fallen into chaos. You start as a successor state to his kingdom, and fight to reestablish his empire, with you on top.

Units: NA

NPCs: The Persian and Indian remants are here, they are both NPCs. You start with peace with them, and can conduct alliances and trade with them.

Each territory produces 1 IP per turn at its base. You can build marketplaces to futher the value.

Buildings:
Marketplaces: adds 2 IP to the territory.
Roads: Helps unit movement by 2.
Temple: Reduces revolt risk.
Stables: allows to build horse based units.
Archery ranges: Allows to build achery based units.
Wonders: Each provide a certian empire wide bonus. More info later.

Trade: Two neighboring land empires, or ones border each other by sea can trade. Build a trade vessel, and send them back and forth. The builder of the unit recieves 3 IP, while the other person recives 1.

Thoughts so far?
 
Forgot to mention, the map is based off a map i found off ParadoxPlaza, made by the user "Fiftypence" and used with permission.

I just replaced the white background with a blue one and added the sea zones. The sea zones are based on the UK's shipping zones.
 
Can you explain what you mean by "tedious mechanics"?
Basically, the less numbers I have to keep track of, the happier I am. If I want to play a full-fledged TBS, I have buckets of computer games that'll make the calculations faster.

To me, IOT is a game of the imagination more so than anything else. I recognize the need for some set algorithms to keep the more eccentric players in check, but whatever's delegated to statistics becomes one less narrative device. Call me lazy, call me inflexible, call me too anarchic, but I maintain that the simpler the game, the faster the pace, and the easier it is on both the players and the GM.

I guess the issue I take is that early IOT was a game of the mind, a skirmish of wits (if I can be so generous), and now it's evolved into a somewhat depersonalized board game. I'm not saying that's bad, but I think it makes it less accessible. That's why my only participation post-IOT4 was your honourable-if-tragically-short IOT6, and why the sequel I'm working on places such a heavy emphasis on roleplay to determine hard numbers. IOT3 had maybe two real wars on a minuscule scale, but the whole international terrorism scenario was a lot of fun, and it was done nigh exclusively through inter-player textual development.

But of course, this all boils down to a matter of taste.
 
I've noticed that many players just leave orders, and no RP. Two things destroy IOTs
1. No roleplay
2. Inability of the GM to keep up

The need isn't for basic IOT's, more stuff equals more fun, but we need more roleplay, not just a small reward system but something to get it going
 
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