IOT Developmental Thread

- Use a map similar to IOT4, but with less provinces.
Yes, but more equal provinces is more important than the number of provinces. The HoI2 map is good in some parts of the world, but I prefer this Victoria map for other parts
Spoiler :
globalvickymap.png

- Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war.
No, but I would like the world to be empty at the start.
- All the starting nations would have similar level of development at the beginning.
Yes
 
- Use a map similar to IOT4, but with less provinces.
Yes, but more equal provinces is more important than the number of provinces. The HoI2 map is good in some parts of the world, but I prefer this Victoria map for other parts
Spoiler :
globalvickymap.png

A good map, but some of the borders (especially Asia) are absolutely horrendous, so some parts still need to be fixed.
 
Good grief! The Victoria map would take forever to settle!

I'm happy to have a blank slate, with equal tech and development, but if we are to have NPCs, they should start small as well. There should definitely be a casus belli system in place.
 
Voting: Round 4
-Scratch the "one attack per enemy" rule
-Distance penalties for attacking without using overseas bases for operations
-Points system for war
-War by story
-Risk style war
-War by Civ IV
- Size of armies should effect combat
- Size of armies should be deal with in terms of units/divisions (like in Civ) rather than actual troop numbers.
- Tactics and effects of terrain, defensive structures, etc on a military operation should be represented with some sort of combat modifier similar to Civ4 "promotions" and terrain bonuses.
- You should be able to research stronger units (tank level 1, tank level 2,...)
- To prevent entire armies attacking a single provinces, there should be a limit of how large a force can be in a province. Perhaps introduce a "logistics" tech, with the limit being increased every level of logistics you research.
-War based on grid like maps (linky for further explanation)
-War based on units and a RNG rather than dice
-War based on Rock paper scissors
-Send battle orders to GM rather than to the thread to cut down on spam
curbing expansion during war to make it possible to conquer another nation, plus to make war look less attractive
-Lighthearter's very complex idea for combat (linky)

-Battle- <snip>
-a system to prevent world wars always occurring

My Votes (In order of list)
No
Yes
Yes
Yes (Though should be optional)
No
No (Some of us dont play Civ anymore or very rarely play it)
No (KISS)
No (KISS)
No (KISS)
No (KISS)
No (KISS)
Yes (HOI style appeals to me greatly)
No (KISS)
No
Yes (No sneak attacks though!)
NO! (KISS)

For a system to prevent world wars from occuring:

Link to video.

Definitions:
KISS = Keep it simple silly
 
  • Use a map similar to IOT4, but with less provinces.
    Yea
  • Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war.
    Nay
  • All the starting nations would have similar level of development at the beginning.
    Yea
 
@ CivG: That vote is over. Didn't you see my tallying up post?

@Tailless, if we're using any HOI map, it should be the HOI3 map (15,000 provinces kicks ass :lol:)

Spoiler :
0be58965.png


But once again, we'll decide on the map n'stuff after all the voting's done (and it seems as though we're going to have a second round of voting with all these new suggestions popping up).

Now moving onto the Tally, here are the totals.

- Use a map similar to IOT4, but with less provinces. IIIIIIII/00
- Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war. IIII/0000000
- All the starting nations would have similar level of development at the beginning. IIIIIIIII

So it looks as though Tailless' expansion curbing idea gets booted, but his other one's stay.

This round we'll be finishing up Tailless' ideas about the economy and time.

Voting: Round 6


- We need a standard time scale. I suggest 1 update = 3 months.
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
- Trade should have actual effects on the game, though I'm not sure how best to model this.

Now VOTE or DIE.
 

Voting: Round 6


- We need a standard time scale. I suggest 1 update = 3 months.
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
- Trade should have actual effects on the game, though I'm not sure how best to model this.

Now VOTE or DIE.

1. too short. 6 months is better.
2. no.
3. no.
4. no.
 
@Tailless, if we're using any HOI map, it should be the HOI3 map (15,000 provinces kicks ass :lol:)

Now that's too extreme. :mischief:

I'm actually disappointed with the HoI3 map since they had a chance to get the borders look right and they didn't, and in some respects the map is worse than the HoI2 one. Last I checked the Soviet Union never had a land border with British India...

But once again, we'll decide on the map n'stuff after all the voting's done (and it seems as though we're going to have a second round of voting with all these new suggestions popping up).

Since they're mine, I vote YES to all ideas. I'll deal with any concerns or criticism if you guys have any. :)
 
- We need a standard time scale. I suggest 1 update = 3 months.
Yea. Although I was thinking 1 update is 6 months.
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
Yea
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
Nay. Too complicated.
- Trade should have actual effects on the game, though I'm not sure how best to model this.
Yea
 
@ CivG: That vote is over. Didn't you see my tallying up post?

@Tailless, if we're using any HOI map, it should be the HOI3 map (15,000 provinces kicks ass :lol:)

Spoiler :
0be58965.png


But once again, we'll decide on the map n'stuff after all the voting's done (and it seems as though we're going to have a second round of voting with all these new suggestions popping up).

Now moving onto the Tally, here are the totals.

- Use a map similar to IOT4, but with less provinces. IIIIIIII/00
- Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war. IIII/0000000
- All the starting nations would have similar level of development at the beginning. IIIIIIIII

So it looks as though Tailless' expansion curbing idea gets booted, but his other one's stay.

This round we'll be finishing up Tailless' ideas about the economy and time.

Voting: Round 6


- We need a standard time scale. I suggest 1 update = 3 months.
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
- Trade should have actual effects on the game, though I'm not sure how best to model this.

Now VOTE or DIE.

Yes to all, except the RL-IC time differenation. I like 6 months. But any standard is better than none.
 
- We need a standard time scale. I suggest 1 update = 3 months.
Yeah, but 6 months is better
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
Yeah
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
Yeah
- Trade should have actual effects on the game, though I'm not sure how best to model this.
Yeah
 
I think the slider system might be too complicated and I'd prefer a six month timescale, but I'm fine with the others.
 
- We need a standard time scale. I suggest 1 update = 3 months.
Yes, But I say we should have Real-time.
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
Yes
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
Yes
- Trade should have actual effects on the game, though I'm not sure how best to model this.
Why did CivG have to steal the Mike Bison joke before I could do it?
 
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