IOT Developmental Thread

Oh, the story is that its so hot in every region on the earth except the poles that the atmosphere will get so humid that most of it would evaporate into space and the air left would be unbreathable, I saw this scenario on N. Geo.
 
@Civ'ed: Yes. You're right. It's damn freezing down here today. :/
Wind chill, driving rain and damn 5ish degrees Celsius true temperature...
Wait. This isn't the Rants thread :p

Can't wait for Inglacialis Terra :goodjob:
 
Since it doesn't hurt to have a fresh pair of eyes, what do you guys think of this IOT? Anything I need to clear up?

Looking to join an IOT? Like incredibly simplistic systems? Then do I have the game for you!


Starting Out

Make your nation and claim ONE territory. Since this is the Dawn of Time and we're in the Stone Age, be creative!

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Rules

1.) Leadership Points, LPs, are used for nearly everything. For expansion, giving yourself more LPs, creating new armies, etc.

2.) In the beginning, each players has 10 LPs and generate 10 LPs per turn. To generate more LP, spend 2 LPs. So, if you have 10 and spend that many on LPs, you'll generate 15 LPs from then on. LPs not spent are "lost".

3.) LPs are also used for attacking provinces and patrolling seas.

4.) All civilizations start off in the Stone Age. To reach the next age will cost 100 LPs, the next 1000 LPs, and so on.

5.) Higher epochs give combat bonuses.

6.) Defenders get a natural defensive bonus on land.

7.) Certain Epochs unlock defensive structures. Namely the Dark Ages, Late Industrial and the Synthetic Age.

8.) 1 LP means you can claim 1 territory.

9.) This game is more focused on player interactions and nation-building. I'll hand out bonuses for both when I do write-ups.

10.) Players can sign research agreements in which their LP funding into an epoch is pooled. They must be in the same epoch.

11.) Cities are extremely useful. You can put 2 LPs into a city and it'll generate another but the LPs generated from the city won't be destroyed when you use them for attacking, even if they lose. The cost of cities depends on the average LPs of all the players.
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War Rules

1.) You can attack adjacent territories with your armies and use your navies to patrol a sea zone. If two opposing navies are sent to patrol the same sea zone, they'll fight.

2.) Amphibious landings result in a penalty and our blocked if there's no sea zone to pass through.

3.) Detailed war planes such as strategic flanking (attacking from two territories to hit one) and the like will result in bonuses. The same for defense. Maps are always appreciated.

4.) Starting at Epoch 2, you can perform blitz attacks which means you can attack two territories deep. Each Epoch up until Epoch 15 allows you to blitz another territory deeper.

5.) Your armies can't attack and defend at the same time. They can't attack two territories at the same time. If an attacker attacks two territories, the defender's armies are split in half unless the defender has other plans for defense.

6.) Because LPs are used for attacking and defending, your military and economy are directly tied.
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Military Actions

Attack/Defend

You devote LPs to attacking certain provinces or defending certain provinces. LPs can be lost following a battle.

Blockade

You can devote at least 1 LP to blockading a coast (during peace or during war). For each coast blockaded, the target loses 1 LP a turn. If all coasts are blockaded, then double the number.

Sea Patrol

You can devote LPs to patrolling a sea province.
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Tips

1.) Early on in the game, you could choose to spend your 10 LPs to claim 10 territories or you could play a one-territory game. The advantage of large empires is that it takes longer to completely invade you. The advantage of small empires is that you can focus your defenses, making you a general pain to invade.

2.) LPs represent both your economic and military capacity. During war, you have to balance keeping your economy stable as you lose LPs during wars. LPs spent on Research, Economic Expansion, and Territorial Expansion can't be used for attacking and defending the same turn!

3.) Players can loan other players LPs.

4.) Cities must be placed on the map when you create them. You must be able to mark the city yourself in the orders you send in.
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City Rules

1.) +2 Defense when defending inside a city.

2.) LPs generated by a city won't be lost if they're used for an unsuccessful attack.

3.) LPs generated by a city won't be lost if they're used for an unsuccessful defense UNLESS the defense is for the city.
 
This looks interesting.
 
This looks interesting.

I wanted something relatively simple but at the same time, deep. You can REX very well in this game. Wait two turns and bam, you can claim 20 territories a turn if you want. Given how many territories there are, that still isn't a lot but it means we'll see border conflicts relatively early.
 
Can we see the map?
 
Can we see the map?

I'm debating which map. Either this one (without the red and blue of course)

Spoiler :
84CNA.png


Or the picture in the attachment (only without the green and blue).
 

Attachments

  • IOT2.png
    IOT2.png
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1st one gives players more chance to REX, and the second means, dues to its smaller size we can expect war earlier. Just some thoughts on the maps. Whichever one you like the most, pick it.
 
Looking forward to it.
 
What's the matter? Losing your grip on SANITY??
AAAAAAHAHAHAHAHAHAHAHAHAAAAAAAA!!!
 
Probably.
 
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