Premise
Three centuries after the dawn of the millennium, humanity still walks a path no scholar nor prophet can predict. The world is a crowded place and still not so different from three centuries ago... But it is different. Nations have risen and fallen as they always do. Now humanity finds itself on the beginning of a new era- one that resides in the stars.
The point of this IOT is to build your empire, but this one will attempt to take it to a level rarely taken to. Your goal is not just building your civilization on earth, but expanding into space. This is a fresh start IOT even though it takes place in the future of earth as we know it today. That is not to say the Earth has gone through apocalypse or anything; it is just very hard to predict what the future 300 years from now will look like. So you decide. Your only limitations are that your nations must be realistic. No Darth Vaders or Elves. It must also make sense. No "Empire of Mainland Hawaii" based in California. So anyway, let's talk about...
Joining
Simply select 45 territories. A brief history of your country from 2010 to the present(2300) is required, as is a flag. Based on your claims' position on the map and your history, I will expand and otherwise edit your borders so that they are nice and make the most sense. So don't fret if you haven't enough claims to take all of America if you're playing as the US or some equivalent other, your borders will more than likely improve on the initial 45. Stating whether your economy is interventionalist or non-interventionalist is required as well. The different affects of each can be found below.
Economy
Everyone starts with Economy at 100. Overpopulation decreases economy by a hard amount based on the severity for every turn overpopulation is a problem. Economies have a 5% chance of recession and 2% chance of depression. Respectively, they destroy 10 and 20% of an earth-bound economy. Economy can rise in two ways. If you are interventionist, 10% of economy invested raises the economy by 5%. If you are non-interventionist, economy naturally increases by 0-35, determined by RNG. Increasing domestic tech helps increase economy. View technology section for more information. You can switch systems, but it’ll take a turn. So the turn you announce your switch, work with our original system. The next turn you cannot gain economy via the two systems AT ALL. The next turn you work with your new system. Switching also increases RR based on the size of your economy, and destroys 3% of your economy.
Note: If you’re interventionist, PLEASE invest in nice even portions. If your economy is 145, invest your money in multiples of 15. PLEASE PLEASE PLEASE don’t give me, “Invest 28 in industry.” PLEASE.
Space
This is the main course here. Endless possibilities await in launching space missions. The first thing that comes to mind in a futuristic IOT about space is colonization, I'm sure. Well it's all but possible. From the get-go you can colonize the solar system, and once you research warp tech you can begin to go extrasolar. Advancing your warp technology increases the range and speed of the standard warp engines on all your extrasolar space vehicles, which at game start are only your basic colony ships. Colonizing celestial bodies come in percentages. Colonizing something like mars obviously yields a higher percentage colonial claim than colonizing the Alpha Centauri System. You share celestial bodies you colonize with other nations who have likewise completed colonial missions. Once a body is colonized at 100%, no colonial missions can be undertaken to that body unless settlements are destroyed by events or warfare. Colonies canon course by conquered, so feel free to fight colonial wars to your heart's intent.
While it may seem nobody in their right minds would pass up colonizing space, there are some who probably won't. Rather, wouldn't if I was giving you people a choice. The world is becoming quite crowded. Overpopulation on the home world leads to famine, squaller, and civil unrest. Your economy, health, and very way of life is threatened if you don't colonize. Of course you can always choose to not do it regardless. It would make for a truely interesting and hard game.
Now, we aren't quite done with space yet. Warfare in the void will be discussed in the military and war section, but there's more to space than colonization and star wars-esque battles. In this IOT, you may send out satellites to undergo missions depending on the kind. There are commercial satellites that help improve your economy. Military satellites help with warfare on the surface. Espionage satellites help with espionage missions. SDI satellites help stop surface-to-air missiles such as ICBMs. There are also special satellites that have their own specific uses; the Telekinetic Assault Satellite in the WMD section for example. It is a satellite whose strikes are immune to SDI. The only way to destroy satellites in the beginning of the game is to commission anti-satellite satellites, but these are limited to destroying one satellite per turn. An Anti-sat vs another at the same satellite tech is determined by a 50/50 RNG, and they can destroy each other. Once you advance in technology enough to commission your first combat spaceship, you can theoretically destroy all your enemies' satellites, but sat tech can improve enough to create anti-ship satellites, however. Beware.
Colonization
Mechanic-wise, here’s how colonization works. At game start, everyone has the ability to build colony ships to colonize all colonizable bodies in Sol. Each colonial ship costs 200, and have a maintenance fee of 25. Upon success of a mission, at least 10 population will be sent to the colony, relaxing tensions on the homeworld. In the most basic colonial tech, 5% of the colonizable body in the solar system being colonized is colonized by each colonial ship sent. That is to say that 20 missions to the same planet by all players results in the complete colonization of it.
Now you’re probably wondering what else is advantageous in colonizing besides keeping your whiny people happy. MONEY of course! Each colonizable body has an amount of predetermined-by-me resources. These resources are pretty unspecific and for gameplay purposes, we’ll just call them resources 1 through 5, 5 being the most valuable. Each body has a set of these resources in different quantities. This quantity is unknown by the player unless one were to do an expedition to find resources. This would require that the body is at least 20% in control of the explorer nation and those nations who allow for open travel between their colonies. I will select how much each body gets based on RNG and my own rule of thumb.
After enough Colony Tech has been researched, Penal Colonies become available. These colonies relieve your civilization of half as many people and at least 5 RR, while being half as expensive as regular colonies. They also only colonize 2% of a colonizable body in Sol. There is a downside, however. These colonies are unstable. Unlike regular colonies which start off with no RR, these automatically and passively have an RR of 10. RR increases in a colony by 2 per turn, and increases by 3 for every additional penal colony put on the same planet as another penal colony. The only ways to reduce RR of penal colonies is by increasing the garrison, which also decreases RR in regular colonies, or by increasing Space Military Tech. Penal colonies also produce 75% of what a normal colony working with the same resource would make.
Extrasolar Colonization becomes available once the Warp Drive is researched. Once it is, basic Warp speed is pretty much exactly the speed of light. That is to say 1 lightyear’s worth of travel takes exactly 1 year. All systems will be rounded to the nearest whole lightyear dependent on their distance from Sol. To colonize an extrasolar system, one must either build a new colonial vessel which would thus have warp drive and other necessities installed, or upgrade a regular ship in one’s possession for half as much as it would take to build a new ship. Unupgraded ships cannot colonize extrasolar systems.