IOT Developmental Thread

Hmmm... maybe only 80 provinces will cause more early wars. I base my prediction in the fact that I&B is one of the most idealised IOTs and that possibly more people than usual will join, somewhere between 20 and 30, and that means that, if people start with one province, in four turns tops we'll see the first wars. That is if neighbours can hold their armies before jumping at each other's throats.
 
Spoiler :
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I know there's a lot of concern if the MP3 map will be able to hold all the majors and NPCs, myself.

I think it's adequate.

Though most of the concern is from folks who want TONS of land to themselves, and that's not the focus of the game.

Actually I'm tempted to enlarge starting players' claims, then transform everything else into NPC territory. There's enough to do that expansion can be sidelined. However I'll leave some land open just to watch hilarity ensue.
 
Or you could add space.

Or you could set it in a dyson sphere. Not only can you do whatever the hell you want, you get to troll Sone in the process.
 
Dyson sphere is a neat idea. :mischief:
 
Planning on running another Super Secret Beta Test, this time called the Super Secret Alpha Project. Same drill as last time. Social group. Handpicked testers. Results to be posted in thread.

Also not really Secret, but may be Super.
 
Note: I would be happy to have a banner. :lol:

Rundown

-Fiat Homo Redux will be difficult. In some way, every mechanic connects to every other mechanic and failure somewhere could result in failures elsewhere or everywhere.
-FHR is a game about industrialization and trade. Self-sufficiency is possible, but not likely.
-FHR focuses on both soft and hard power. Waging an aggressive war isn’t impossible, or even difficult, provided you plan beforehand. Sanctions and blockades are just as powerful as shelling and bombing in war.


Starting Out

Spoiler :
1.) Pick a hex for your capital
2.) Fill this out

Nation Name:
Government:
Currency: Including how much you start out with, assuming you start with 1000 Manpower and 100 Leadership
Income Tax Rate:

OR

Corporation Name:
Starting City (with approval)
Request government loan


I have some recommendations on where to start as a country. Starting isolated isn’t always the best course of action, since it makes exporting more expensive. Pay close attention to terrain. Rough terrain is easier to defend, but also more expensive to move over.

Expansion

To expand, select the hexes you want to expand into and offer a wage to move there. Your unemployed manpower are more likely to move out for money. To get your workers to move around will require you to pay more than what their jobs are offering, or force.

Roleplaying

Every turn, every nation will get stylized events. Roleplaying, coupled with your government, helps me tailor and flavor your events.

Manpower and Leadership


Manpower and Leadership drive industry, technology, and consumption. Manpower represents your normal workers who can join the military and work for wages. Leadership represents your scientists, politicians, and thinkers who push society and drive innovation in the factories, farms, mines, and military.

Manpower and Leadership will buy Consumer Goods, based on Demand, which is an invisible number that fluctuates from country to country.


Economy and Trade: How You Interact

Unless you’re playing a corporation, you really do not need to delve very deep into these mechanics. For instance, if you’re a planned economy, you can just assign a portion of your revenue to have your officials buy and sell goods depending on the guidelines and instructions you give them.

In a private economy with low taxation, it works the same way only without you needing to put money into maintaining the corporation.

You can micromanage as much or as little as you want.

This translates the same way into the military realm when it comes to buying supplies. Give the Military some money, and they’ll buy as much supply, fuel, or new units it needs. As well as pay wages for soldiers of course.

That isn’t to say you as the guiding hand of your country doesn’t have great influence with how the economy operates. Military spending, opening up new markets, tariffs and quotas, trade agreements, income taxes, monetary policy, rationing, the draft, buying up stockpiles of fuel and supply, sanctions, blockades, and setting minimum wages are just some of the many ways you guys usually think of influencing the economy.

Spoiler :
Taxation and Monetary Policy

Spoiler :
One of the biggest departures in this IOT from other IOTs is that the main unit of exchange, money, isn’t uniformed across all countries. Paying a worker with one American dollar can be very different than paying the same worker with one Algerian dinar.

Therefore, if you have an inflation rate of a 1000% and your workers are “millionaires”, and you’re collecting thousands more than your nearest rival, that doesn’t mean you’re richer. That just means there is more money in circulation. If the exchange rate between your dinar and my dollar is 1000:1, you’re probably worse for wear.

How much your currency is worth depends upon perceive worth, which is dependent on the size and activity of your economy. A strong currency means your people can afford to export more. A weak currency makes foreign goods harder to buy, but domestic goods easier.

Income tax is a useful tool in controlling inflation. After all, inflation is increased only by money in circulation. If you take a ton of money out of circulation, then what is the problem?

However, don’t think that increasing the money supply is a bad thing all the time. If there isn’t enough money available, that can also prove problematic.

With money brought in through taxes, tariffs, and whatever your state companies sell, you can pay workers, soldiers, and manpower as well as your military paying for contracts for private businesses to produce more weapons.


Resources

Spoiler :
Each settlement will have zero, one, or two potential resources it can produce naturally. Food feeds people and, with factories, is converted into Supply, which goes to powering your military machine. Metals, Rare Materials, and Energy are fed into your factories to produce goods. Crude Oil, when refined to Fuel in factories, is used to power your merchant fleet and vehicles.

To produce these resources, if possible, require an RGO (Farm, Mines, Plantations, Metals, Oil Field). A Size-1 RGO costs 1 Industrial Good to create at minimum.

When creating a single RGO, more Industrial Goods to create one increases Size. A Size-1 RGO can hire up to 50 Manpower, a Size-2 100, and fifty more each size.

Size also determines how much Metal, Rare Material, and Energy the RGO needs to operate. A Size-1 RGO requires 4 Energy, 2 Metal, and 1 Rare Material paid a turn for the RGO to be operable the next turn. However, Size 2 and above are 25% more effective in resource cost. Two Size-1 RGOs require 8 Energy, 4 Metal, and 2 Rare Materials. One Size-2 RGO requires 6, 3, and 1.5 respectively.

To put that in perspective, five Size-1 RGOs would need a whopping 20 Energy, 8 Metal, and 5 Rare Materials. One Size-5 RGO needs only 15 Energy, 7.5 Metals, and 3.75 Rare Materials.

However, even an understaffed, under producing RGO needs its resource requirement paid in full to work. One Size-5 RGO still needs to pay 15 Energy, 7.5 Metals, and 3.75 Rare Materials, even if it is only hiring 50 (out of a possible 250 workers).

Finally, RGOs have tiers. Tier is basically the level of development and increases over time depending on the level of the industrial good used to make the RGO, and leadership that increases it.

RGO Production= # of Manpower*[((# of Manpower/(Size*50))*(Leadership*.01+1))*Tier]


Factories

Spoiler :
Factories work like RGOs. Instead of hiring up to 50 Manpower per size level, it hires 20. Furthermore, instead of the Production Column showing the total amount of a resource the Factory can produce, it shows IPs.

As such, Factory production looks like this.

Factory Production= Size*[((# of Manpower/(Size*20))*(Leadership*.01+1))*Tier]

If that looks familiar, it’s because it is the RGO Production with two key differences. 1.) Size*20 instead of *50 and 2.) Size is the key multiplier, not Manpower. A fully-staffed, tier-1, size-1 factory with no leadership produces 1 IP. Anything less than a fully-staffed factory produces less than 1 IP. Key that in mind for the next part.

1 IP can be used to produce several kinds of goods.

1 IP can refine 50 Crude Oil to 50 Fuel
1 IP can produce 10 Consumer Goods
1 IP can take 50 Food to produce 10 Supply
1 IP can produce 5 Industrial Goods
IPs can be used to produce military equipment

So, if your factory isn’t fully staffed and produces say, .8 IP, it produces only 8 Consumer Goods. However, .75 IP doesn’t produce 7.5 Consumer Goods, but only 7.

And if you produce something like 1.7 IP, you can put 1 IP into something and .7 into another. You cannot do orders like a quarter IP into X, quarter IP into Y, etc. Then again, if you allow NPCs to handle this, it probably won’t come up in your orders.

Industrial Goods are used to create RGOs and Factories. Putting more IGs into one construction project increases the size of the RGO and Factory.

Factory leadership will, over time, increase the tier of the factory. This also increases the quality of goods. For instance, Tier-2 Consumer Goods are more sought after than Tier-1, 60 Food is used to make Tier-2 Supply (6 food per Supply instead of 5), and Tier-2 Industrial Goods can create other Tier-2 Factories and RGOs.


Trade Units
Spoiler :

There are three important domains to trade through: Land, Sea, and Air. The important thing about each of these is that they require fuel and manpower. A cargo truck unit needs five manpower and requires 3 Fuel per hex. More moving over rough terrain!

Land trade is done first through cargo trucks and, later, through rail, which is the most effective form of bulk movement. Sea trade is done through freight ships (also used to carry troops overseas). Air trade is done with cargo planes and is the most expensive.

Here are the three starter, main units of trade with IP cost. Ignore the 0/0 for now, that is for the military section. The last number in that chain, such as the 2 in 0/0/2, is movement. Movement means how many hexes it moves in a “click”. A Cargo Truck can move across the continent in one turn if it has the fuel. However, a Cargo Plane will reach its destination before the Cargo Truck (moving three times as fast).

Storage means how much can be carried. The Cargo Truck can carry 40 Resources, including the Fuel and Supply (or Food) it needs to feed the people its carrying or manpower powering the unit.

Cargo Truck (4 IP)
0/0/2. Drains 3 Fuel per hex.
Storage: 40 Supply/Fuel.
Special Power: Can carry regular resources as well

Transport (7 IP)
0/0/2. Drains 2 Fuel per hex.
Storage: 40 Supply/Fuel.
Special Power: Can carry regular resources as well

Cargo Plane (12 IP)
0/0/6. Drains 4 Fuel per hex.
Storage: 30 Supply/Fuel
Special Power: Can carry regular resources as well.

One storage place can also carry a combination of 5 Manpower and Leadership. HOWEVER, when it comes to carrying military units, each IP the unit is worth counts as 5 Storage Spaces.

For example, an Infantry unit (needing 10 Manpower) has an IP cost of 3 and would take up 15 storage spaces. Luckily, Infantry and all military vehicles have limited storage space available to only Supply and Fuel.

Besides these three modes of supply, there is rail and trains.

Railroads are expensive, requiring 5 Industrial Goods for a normal north-south, west-east, northwest-southeast, etc line. Each new direction on a single hex increases the cost. So, to build a rail that faces all six possible directions on a hex costs 25 Industrial Goods (first two directions costing 5, another five per each new direction). To get the first railroad on the map outside the city requires cargo trucks to take the IGs to the hex and assemble the railroad there.

Despite the huge cost of connecting cities by rail, the benefits are not to be understated. A special Train unit can be built.

Train (10 IP)
0/0/6. Drains 1 Fuel per hex.
Storage: 80 Supply/Fuel
Special Power: Can carry regular resources as well.

The train can carry plenty of materials, manpower, and leadership, but can only run on rail.

Finally, there are three buildings that appear in the city lists along with factories and RGOs.

Trucking Depot
Seaport
Airport
Rail Depot

These are the buildings that hire truckers, sailors, pilots and crew, and engineers. Interesting, these are also the places that make their money for buying and selling goods.

See the Military Section and Technology Section for some related information


Trade

Spoiler :
Trade is the most important aspect of the game. You can influence it, but trying to directly control it is extremely difficult.

Domestic trade with one currency is rather easy. Something is produced within that city can be bought and used within that city instantly.

The entire “domestic” market is the market that uses the same currency. Consumers, Player Corporations, the Military, or NPC Businesses demand consumer goods, factory goods, supply, and resources, so they put an order to the local Trade Depot, which takes their payment and send out the trade units to depots in other cities to buy goods they have, usually trying to buy as cheaply as possible in order to make as large a profit as possible. In this case, the money is transferred instantly, but the bought goods don’t arrive to next turn.

However, the international market is a darker place. This is where import quotas, tariffs, embargoes, and blockades begin to take their toil. Remember, free trade looks good on paper, but has consequences!


Terrain

Spoiler :
Terrain comes in two varieties, rough and flat. Flat terrain is more likely to have food. Rough terrain, non-food.

Forest and hill hexes each require an additional move to enter. A forested hill requires two additional moves (that’s a lot of fuel!)

Jungles and mountain hexes each require an additional two moves to enter. Again, combination of hills, forests, jungles, and mountains exist. A mountainous jungle takes five moves to enter (making it exceptionally expensive).

Hills and forests grant 25% defense bonuses. Jungles 50%. Mountains a 100%.


Military

Like the economy, you can participate as much or as little as you want. You can just throw $50 at your military and tell them to do what they want, give them guidelines, and send them to the store. In war, you can simply set “objectives” and let them control the tactical stuff. Or, you can micromanage that $50 in spending and micromanage things on the ground.

Spoiler :
Supply and Fuel, Supply Depots and Fortifications

Spoiler :
Fuel, as explained earlier, is required for many units and is drained as units move. Supply is drained constantly, whether in peace or during war. Basically, 1 normal Supply is 5 Food. When the unit isn’t fighting, it still needs to eat, so 1 Supply goes to feed 5 Manpower. However, when there is fighting, the unit needs even more food, draining 1 food per manpower per engagement round against the enemy.

Unless the player is micromanaging the war effort heavily, the generals will also select hexes to act as supply depots, as well as buy Industrial Goods to create fortifications.

Supply depots are forward areas for supplies, fuel, and reserve manpower from the cities closer to the front. (Note, this means it is important that the military also has trade units)

Fortifications cover one side of a hex and costs 5 Industrial Goods to build. To completely fortify a hex from all directions costs 30 Industrial Goods, but provides a 50% boost in defending from attacks coming from certain directions. Note: Attacking a land unit via amphibious landing also results in a 50% boost in defensive power for the defending land unit. Note which way the defensives are geared to defending!

Mind you, you can rip up and deconstruct fortifications for Industrial Goods.


Units and War

All unit cards follow this format.

Name (IP cost, Max Manpower)
Attack/Defense/Movement. Fuel Drain
Storage:
Special Ability if any

Manpower doubles as health for a unit, and can be replenished provided your supply lines are decent. Attack value is how much health the unit takes from the unit it attacks. Defense is how much health the unit takes from the enemy when attacked. Movement is how many hexes the unit moves “per click”.

Fuel is how much is drained per move over a hex over flat terrain. Storage is how much the unit can hold. Special ability is special power the unit has.

Spoiler :

Land Units


Infantry (3 IP)
1/2/1.
Storage: 5 Fuel/Supply
Basic infantry are the best defenders early on, and don’t require fuel to move around.

Mechanized Infantry (4 IP)
1/2/2. 2 Fuel per hex.
Storage: 10 Fuel/Supply
Mechanized Infantry is the best defender if you have fuel, being able to rapidly deploy when and where you need them.

Artillery (4 IP)
2/2/1.
Storage: 5 Fuel/Supply
Special Power: Indirect Fire. Range: 3 hexes (can’t fire over mountains).
Artillery can barrage a hex with artillery from up to three hexes away, making artillery an important land support unit.

Armor (6 IP)
3/3/2. Fuel per hex.
Storage: 10 Fuel/Supply
Armor is a powerful attack unit, capable of creating a breakthrough and rapidly exploiting it.

Anti-Aircraft Gun (6 IP)
0/1/1.
Storage: 5 Supply/Fuel
Special Power: Anti-Air. Coverage: Adjacent hexes.
Anti-Aircraft Guns can provide limited anti-air coverage

Air Units

Fighter (10 IP)
3/4/4. Drains 3 Supply each Combat Round. Drains 4 Fuel per hex.
Storage: 20 Supply/Fuel
Fighters can be set to escort bombers or tactical bombers, or put on defense, where they will defend the airspace around the city or base they’re based in.

Tactical Bomber (11 IP)
4/3/4. Drains 4 Fuel per hex.
Storage: 20 Supply/Fuel
Special Power: Tactical Air Support. 50% more powerful attacking ground units, naval units, and grounded air units.
Tactical Bombers can attack land hexes. More effective against units than cities.

Bomber (12 IP)
4/1/6. Drains 3 Fuel per hex.
Storage: 30 Supply/Fuel
Special Power: Strategic Bombing. 50% more powerful attacking cities.
Bombers can attack land hexes.

Naval Units


Submarine (6 IP)
2/1/2. Drains 2 Fuel per hex.
Storage: 40 Supply/Fuel
Special Power: Invisible! Submarines won’t show up on the map. They can attack ships without warning. They ignore frontage slots.
Submarines are for sinking capital ships when possible, trade ships when possible, and avoiding destroyers, when possible.

Destroyer (8 IP)
2/2/2. Drains 3 Fuel per hex.
Storage: 40 Supply/Fuel
Special Power: Can detect submarines sometimes. Has anti-air capability.
Destroyers are for convoy duty, being the best to deal with submarines.

Cruiser (12 IP)
3/3/2. Drains 4 Fuel per hex.
Storage: 40 Supply/Fuel
Special Power: Bombardment. Range: 2 hexes over flat terrain.
Cruisers are versatile ships, capable of a wider range of naval operations than earlier ships.

Aircraft Carrier (16 IP)
0/2/2. Drains 4 Fuel per turn
Storage: 100 Supply/Fuel
Special Power: Can carry air units. Has anti-air capability.
Aircraft Carriers are floating airbases. The high amount of Supply and Fuel they carry can supply an air unit, as well as the Aircraft Carrier itself and possibly other ships in the fleet.

Battleship (20 IP)
4/4/2. Drains 5 Fuel per turn
Storage: 40 Supply/Fuel
Special Power: Bombardment. Range: 3 hexes over flat terrain
Battleships are powerful, lulzy, and powerful. Aircraft are the best counter to Battleships, or maybe another Battleship.


Den of Assassins, Spies, and Tasty Beer

Spoiler :
“Oh hello there buddy,” the man says as you sit across from him at the corner table of the tavern. “How’s dear leader doing?” He asks with a whisper. “Trust me, I know everything about you. Well, except what you want. That’s only because you don’t know either.

You’re wondering how this whole espionage thing will work. Well, basically, you give your intelligence guys money. Then that money goes to people like me, guys who know what they’re doing, and we do what you need. What does this include?

Well, I’m a gun runner. I run guns to rebels. That guy? Assassin. That guy over there has connections to the internal works of governments all over the planet. Don’t mind that guy, he’s just really good at killing other spies. Quiet bloke.

Counterfeiter. Mad bomber. Double agent. Triple agent. Maybe quadruple agent over there. He doesn’t even know who he works for.

The point is, the things you can do in the shadowy world of espionage is infinite, provided you pay us well. Oh, that guy is an industrial espionage kind of guy. ANYWAY, this also means the risk of your intelligence guys having a leak or a double agent.

Micromanage operations as much as you like. We don’t need to worry about supply lines and stuff here. Well, maybe gun running needs to worry. But I’m sure you can take care of getting me guns.

Or just give your Intelligence people money. I’m sure they got your best interests at heart."


Blueprints and Unique Units

Spoiler :
Finally, to wrap this ten page ruleset up, private businesses, corporations, and the government through the use of factory leadership can be put toward creating unique units. Basically, if you want a unique unit, PM me, and I’ll tell you how long it will take with your current leadership.

Some of the things that can be changed is IP costs, attack and defense power, movement speed, fuel drain, storage space, and to a limited degree, special powers.

Once a unique blueprint is created, the blueprint holder has several possibilities on how to make money off the design. The stats of the unit will NOT be revealed until it has seen some combat operations, so only the blueprint holder knows exactly the stats (though, buyers will want to see it, meaning it’ll get out eventually).

The blueprint holder can either A.) Produce the unit and sell it. B.) Sell production licenses, given the OK to a certain amount of units to be produced in a country by domestic companies or C.) Sell the blueprint and if the buyer sells the blueprint to others, ask for a cut in those deals as well.
 
I can make a banner. The game-start setting is WWI-esque right?
 
WW2. But the unique units can get divergent, so airships, trenches, and gas masks next to dive bombers, tanks, and rockets is possible.
 
I'll try to get on it this week, but likely to get no real progress until Friday.
 
Me 2. Preemptively. I may not have the time, but hell, LOGISTICS.
 
Signing up for the beta even though I signed up in chat last night. :p
 
Right. That's four with another possible two. I need one more.

Preferably I have five player nations and two player corporations.

PF
RS (?)
Tyo (?)
Joan
Mosher
Sam
 
I may. Will give you definitive answer sometime today.
 
I want nation.
 
I'll be in.
 
Alpha group is up. Will start the game tomorrow afternoon.
 
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