IOT Developmental Thread

I hate reserving, but at the rate stuff is being reserved, I must reclaim The Dakota Union, starting in either North or South Dakota.
 
@Ninjacow: Firstly, sorry to say, someone has already reserved NYC- Redspy. He did it in the IOT chat. Maybe he'd be willing to give it up though. Talk to him.

While its more dangerous then starting in California or something, it's not suicide. For the beginning, the US remnant will mostly keep to themselves.
 
Maybe I should forget reservations until after the game thread is made...
:p

Oship, ninja'd.
 
Dude, I'm not from the USA, I can't even name all of your states, let alone place them on a map.

Because a map of all 50 states with their capitals is rarer than gold, amirite?

Maybe I should forget reservations until after the game thread is made...
:p

Oship, ninja'd.

That would be the best course of action.
 
Oh god people are going to hate me when IOT:FFCS comes around.

Meh, just put me in the closest unreserved spot near Baltimore. Even if that is right on the US border.
 
Please unreserve my nation, I just realised how hard it would be to roleplay satisfactorily as people from The Wire. :crazyeye:
 
I'd like to theoretically host a medium-compexity, Medieval IOT IOT with a ruleset something like the following over the summer, if I can get a few things:

1. Somebody to help me find a paint program (Free) that I can easily use to fill in the map.

2. Somebody could help me FIND a map of Europe, the Middle East, and North Africa, preferably with territories big enough that we can stick a name in them (So you could just say, for example "I'm colonizing Lower Egypt" without posting a map. The last part isn't essential, but I definitely don't know how to create a map.

AND

3. If possible, an assistant GM to help out, since it would be my first time. This assistant would play half of the NPC nations, and just generally help me out.

Of course, this is all if some people are interested. I'd rather not deal with anything more than a dozen players my first time.

So, here's what it would look like:

Spoiler :
Middle Ages IOT

This will be a simple IOT based on the Middle Ages. There will be a commerce system, so its more than just luck, but this will NOT be a complex IOT.

Background: It is 800 AD. The Roman Empire has collapsed long ago, leaving Christianity in its wake, and a very unified Catholic Church. The Byzantine still has some power, but is crumbling (Byzantium would be playable, you'd have the advantage of incredible power early, but you'd also be in grave danger of collapse)
Rules:

Starting Out: Claim one territory, anywhere. This will be your capital territory, and must be defended at all costs. Then claim 2 additional territories. All territories must be continiguous with each other (It is possible to control a territory across the Mediterranean, but not yet.

Pick a religion. Your religion will essentially make it easier to allign with players of another religion. While this will be a choice, I'd like it to make some geographical sense, example, I want Italy to be Catholic, Russia to be Catholic or Orthodox, Saudi Arabia to be Muslim, exc. However, there will be some leeway. While Spain, for example, wound up Catholic, it did have a strong Moorish precense, so you would get a choice there. There's a bit of a blurry line with how realistic I'm going to make you be, but its because religion will have a serious role in the game. The choices are:

Catholicism: Typical Catholic Christianity, you know, loyal to the pope (I will want SOMEONE to play the Pope in Rome, but if nobody has interest in doing so, I'll play Rome myself in a neutral way.) You can play a "Western" Catholic who will be loyal to Rome, or an "Eastern" Catholic, who will probably end up schisming into Orthodoxy by mid-game.

Islam: Heathens (To the Christian population) the Muslim nations control the Middle East, and the Christians want them out. They are likely to allign with each other, but be against the Christian nations.

Greco-Roman Mythology- The old myths have not totally been extinguished. Just not too many old pagan nations please, I'll be limiting it to 3 or 4, max. The pagan nations don't really have any friends (Except perhaps each other out of convenience, but they can't win together, while the Christians and Muslims can. However, they don't really have anyone who wants to kill them off either.)

Buddhism (MAYBE, it depends on how far east we go, this may or may not even be an option. I can kinda see India being on this map, or kinda not. It depends on the Map I get. In any case, if Buddhism does exist, it will be on the far east corner of the map and will not have a huge effect on the greater game.

How to Play: Unlike most IOTs, it will actually be possible to win this game, and how you do so will be clearly defined:

Conquest: Simple, except not really. This is a battle of religions, and you win by wiping out the "Opposite" faith, example, if your the Christians, wipe out the Muslims, and vice versa. However, the winning Church must control twice as much land as all other Churches combined (The Christians will have the advantage of numbers, but the disadvantage of internal schism, and the fact that by game's end there will be two Christian Churches.) The Churches CAN agree to reconcilee, which would lead to them both winning if the Muslims are wiped out. The power of pagans does NOT matter for this style of victory, however, if any one pagan nation ever controls 15% of the map, they will INDIVIDUALLY win by conquest, by virtue of having resurrected a dead religion.

Religious Victory- If any ONE Church controls over 66% of the map, all members of that Church will instantly win the game, even if the Muslims/Christians are still around.

In both of the above, the strongest individual player in the winning religion will be given special honors at the end, so there's still a benefit to being the toughest.

Scientific Victory- Any player who enters the Renaissance (Completes the tech tree) will INDIVIDUALLY win, regardless of the other players in his Church.

Time Victory: Each turn is 25 years, and the game ends in 1400 AD (If nobody wins first.) At that point, the player with the highest score wins the game.

How score is determined:

1 point per army.

2 points per tech.

5 points per territory.

What to do on a turn:

Collect five gold per territory you control. Increase this number (Per territory) by 1 per commerce tech you have.

Then decide what to do with it (Money CANNOT be banked, makes it easier for me:))

Buy an army: Simple, pay 10 gold and get an army. However, the amount you must pay is multiplied by the number of armies you currently have (Everyone starts with one free army.)

You are also limited to a maximum of three armies times your level of army tech.

What do armies do? Simple, for each army you have, you can attack an additional territory, use them defensively, or use them to coordinate an attack with other armies. Either way, each extra army you use gives you one extra die. However, you can only attack ONE individual territory times the number of army tech you have. Note that armies are not physically on the map, and can attack/defend everywhere.

Buying Technology- There are six levels of each type of tech, army, civic, diplomatic, and commerce. Here's what they do. Note that cost of ALL tech is 40 gold times the number you have. ALL tech level 1 are free.

Army- Allows you to have three extra armies and can attack one extra territory per turn. Also, Army Level 4 allows you to attack overseas (-1 to your roll.)

Diplomatic- Increases the number of allies you can have by 1. Diplo level 4 allows you to negotiate with nations not sharing a border with you. Once ANY player hits Diplo 4, the Great Schism will occur.

Civic- Allows you to control 5 territories for each level without risk of collapse (See "Collapse" section later)

Commerce- 1 extra gold per territory you've got.

Claiming Land- To claim a territory adjacent to you, pay 20 gold and roll a die, with a 3-6 its yours. If claiming overseas, the territory must be close by (Will be defined later), and you must roll a 4-6 to get it.

You can claim no more than three territories per turn, and never when at war. Also, you can never get more than two techs per turn.

To forge an alliance or open borders treaty (The latter lets your armies attack through a neighbors' territory) you must pay. The price for open borders is 50 gold, the price for alliance is 50 gold plus an open borders treaty.

Trade Agreements will be automatic with alliance, or cost 25 gold separately (With alliance price reduced accordingly), only one nation must pay in all cases, all nations involved will make 20 extra gold per turn times the commerce tech level.

Missionaries- Cost 20 gold and can be used to try to convert your neighbors.

Note: I will NOT be doing inquisitors for complexity reasons.

Special Powers of the Bishop of Rome:

The Pope will have extraordinary powers unlike any other player. However, being a spiritual leader, he can never attack anyone, and will not get any armies. He cannot claim territory. However, he can choose to excommunicate a nation, which will make them unable to participate or win with the Church, and he can also call a Crusade, which will force all Catholics to declare war or be excommunicated. The Patriarch of Constantinople (Byzantine Player) will get the same power if and when the Great Schism occurs.

The Schism- The minute any player hits Diplo level 4, the Great Schism will become possible. All nations (Except the Pope of course) will get the choice to remain Catholic or become Orthodox, with the exception of nations adjacent to the Pope, who must remain Catholic. The nations that become Orthodox must announce their intentions in PM, without knowing who will schism. After this point, the ONLY way to swtich Churches will be through missionaries.

Collapse- If you have more territories than you are able by your Civic tech, roll 1 die for each five extra territories, or fractions thereof. If you roll a 1, your nation will collapse, and you will lose everything but your capital. BE CAREFUL.

Also, if you lose your capital, you lose, but you will automatically get an extra die when the capital is attacked. Also, no nation may use more than 5 armies to attack or defend a single territory.

Any suggestions and/or interest? Note that this is rough and changes WILL be made.

 
We've told you a dozen times - paint.net or GIMP. :p

I would be a lot more willing to read your ruleset if it wasn't entirely and inexplicably in bold.
 
On the advice of Sonereal I'm going to tell you a bit about the upcoming MIOT II: The Revenge of Malthus in order to generate a bit of interest so it doesn't get buried by the hordes of new IOTs that are arising.

MIOT 2 will be played on the original Iron and Blood map with each player initially picking one territory.

This initial territory selection will be one of the most important choices you make in the entire game; picking an area that lends itself to the development of agriculture will see you much more likely to advance in development. Whereas picking an area of bountiful natural resources such as Amazonia will be useful for many burst benefits but your nation may be forced to take a back route through the DTM. Although this choice is key I've tried to make different starting positions equally as viable and balanced.

After picking your starting territory there will be a small update where the Birth Rate, Death Rate and natural increase of your population will be revealed. Here you will also be notified of any regional bonuses that immediately take effect. After this you will be prompted to pick a government type. This option will be limited by the Birth and Death rates and this choice too will have a large effect on the game as a whole. At this point the first proper update will occur...

Here all nations will be placed at the beginning of the DTM in the first stage (Which will be called Very Early Stage 1) This represents your nation is a proto-civilization existing maybe as tribes on nomads or similar. The choice you made with your government will now take hold as you can try and enforce a more centralised government or allow the tribal lifestyle to continue. These decisions will affect your Rural-Urban population mix and your Centralisation score. From this point on you will be prompted each turn to make decisions about your nation's government or way of life which will affect these values as you attempt to shape your nation to the way you want. Further government and lifestyle choices will bring another variable into the mix which will also be rather key. This is the class structure of your nation, it is divided between Upper, Middle and Lower.
At the beginning of the game your population will likely be a fully decentralised, fully Rural and fully lower class nation with high Birth and Death rates. Then you come in, and this is what MIOT is all about; managing populations, balancing resources and trying to shape your nation the way you want it to go. However sometimes the way you want to go may not be the easiest path, may not be what the people want, may be interrupted by natural catastrophe, may be unsustainable...

In short:

At the beginning of the game you pick a territory. Then you pick a government.

5 Key values - Birth Rate, Death Rate, Centralisation, Rural-Urban and Class Structure
More will be revealed with each step along the road to development.
 
What does DTM mean?
 
What is the DMT? Is that even a question?
 
If you called things by their names...
 
Then I would still be typing now...
 
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