IOT Developmental Thread

You can play as Turkey, but as a Turkish Political Party. And you will not have much chance of success at first, but this does not mean that you are doomed. Good strategy, diplomacy (offering separate peace treaties to Balkan nations) and international support can help you.
 

Economy

Firstly Economics is going to work a bit differently to other IOTs that have come previously. Most noticeably due to the fact that the private and public sectors are going to be split.

The Economy of a nation is split into two parts, its Private sector representing privately owned enterprises and its Public sector representing Government owned initiatives. Economy is represented as in many other IOTs simply by factories, which provide the ubiquitous IC that will fuel your nation. Both the Private and Public sectors are comprised of factories. Note: Factories represent all economic stuff, not just factories.

Each province on the map has a separate value for its Private and Public sector production, all provinces also have a value for Government Control. (Representing the authority of a state in its constituents) A Government Control of 0% represents occupation or territory not expanded into but internationally recognised as sovereign territories of your nations (i.e Uncolonized areas of Africa).​


Governmental Control sounds interesting. So far, it looks like there are three numbers to a province at least.

Each province then gets a value for Government Revenue which is the Government control multiplied by Public Sector IC. This value is then added directly to your total IC to spend.

Private sector income is all pooled at a national level. You can set a tax rate depending on what faction you're in (more on that later) and that percentage of Private Sector Revenue is added to total IC.

Good. I would hate to be the guy figuring tax rates at the provincial level.

But wait - there's more! All that untaxed IC, it goes into the pockets of the factory owners and potential investors. This allows them to invest in factories themselves, this is how the private sector expands. A quasi-random amount of the private owner's money is reinvested into new factories. All the factories that you build are Public Sector.

Public sector buildings are also susceptible to decay and there is a quasi-random chance that a number of your facilities will have to be replaced each turn.

Simple and balanced.

Next up the thing I ambiguously named in the title as "Other". You see the thing is that I'm changing the way that spending is going to work. You can now only Spend IC to build armed forces, build factories or to do Other. You will note that there is no obvious way to invest in Leadership, Government Control, Reducing Revolt Risk (Which is incidentally a hidden number), espionage or anything else.

This is where Other comes in. You can invest in absolutely anything you want, wether it be to rebuild a railway system, invest in telecommunications, build a new university or send out your agents to assess the internal power struggles in your nation. Often you will get suggestions from Private Investors or Government Ministers to keep you on track but really I think this method of spending gives a more free form feel to the game and keeps it from becoming a number crunch and makes it a more immersive experience. I will keep it balanced so you needn't be worried about that.



Spoiler :
The Communists

The Communist nations of the world, commonly quite authoritarian and with an outlawed or tiny private sector these nations can wield large public sectors that are slicker and more efficient than their counterparts in other nations.

Min Tax Rate: 85%
Public Sector Factories Cost: -1 IC
Private Sector Factories Cost: +1 IC
Ability: Public Sector Decay happens at a half of the usual rate

The Monarchists

Representing the Monarchies and other old world government types, nations in this faction are typically European and imperialistic, they have no real bias towards any viewpoint and can be authoritarian absolute monarchies or the more liberal constitutional kind where power is concentrated more with the Parliament than the monarch themselves. These nations can field larger armies than other nations.

Max Tax Rate: 85%
Min Tax Rate: 15%
Infantry cost: -1 IC
Cavalry cost: -1 IC
Battleship cost: -1 IC

The Republicans

Representing the newer governments of the world from the Presidential Dictatorships of South America to the New Republics of Europe. These nations are hard to typify as they can be anything or anything and are often changing. They are the least stable nation type as they are often new but they can also operate the strictest of internal policies.

Max Tax Rate: 85%
Min Tax Rate: 15%
Abilities: Government changes are easier to implement, Revolt Risk Reduction is easier, Finding out Revolt Risk is easier, Policy changes are less likely to enrage population, easier to expand NPC sphere of influence.

The Solutionists

A group of nations that have done away with the binding ties of Government regulations these are utopias of the free market. These nations also shun religion, charity and any other ideology that is not for the complete benefit of self. Self over all other things is there solution to the problem of humanity. The Government often is not an actual government but the business that has been selected to represent the interests of the solution on a global scale - public sector represents that company's holdings.

Max Tax Rate: 5%
All Factory Cost: -1 IC
Abilities: No Public Sector Decay, Private investors can contribute to the military.


Solutionist is an interesting name for a faction. Why not Capitalists?



Catholics have some of the more detailed religion-specific mechanics. The Pope is the only religious head that is off-map. As such, he cannot be directly controlled. The GM will run all interaction with the Papacy. The Pope has the power to call for Crusades. Catholics responding to the calls will be rewarded. Catholics who interfere will be punished. Crusades are targeted towards one specific city. If a Crusade is successful, Catholic moral authority will experience a significant bump, and those who participated will recieve various things, such as gold or additional manpower. In addition, Catholics have a much higher conversion rate, and periodically gain additional manpower from off-map. Tapping this increased rate, however, will damage a city's economic output, and Catholic players recieve dramatically less manpower from province ownership.

And here was me wanting to be the Pope. Oh well.

Also, if MA varies by the player, not the religion, shouldn't it be called Piety?



Economy:
Each nation begins with a certain amount of IC (Industrial Capacity), FC (Farming Capacity) and EP's (Economic Points). IC comes from Industry. FC from Farms. EP comes from taxes. You use EP's to pay for armies and healthcare, IC to build Factories and FC to develop Farms and feed the army.

Taxes:
Tax can be from 1 to 100%. If you have Free Market (1 - 49%) Taxes, you have from 1 to 10 (1 - 25%) and 1 to 20 (26-49%) chances of getting 4 free Factories each Turn. If you are more protectionist or Communist (51% - 100%), you get more money from Taxes, but no investment in the Industry. Also, having more Taxes is not good public support. So, unless you are Communist Dictator, taxing above 80% is going to ruin your political career. Having 50% does not give you any Bonus.

I'm not sure why taxes determines economic policy instead of policy determine taxes like it does in RC's ruleset above.


Factories:
Each country starts with a Certain amount of Factories. Nations like Greece, the Ottoman Empire and Romania are more industrialized than Serbia or Bulgaria. Factories cost 20 IC, 40 EP's and 4 Workers, take 2 Turns to be build and give 8 IC and 10 EP's per Turn. For factories you have to pay an upkeep of 4 EP's.

Everything is divisible by two. You could do the numbers like this.

Factories:
Each country starts with a Certain amount of Factories. Nations like Greece, the Ottoman Empire and Romania are more industrialized than Serbia or Bulgaria. Factories cost 10 IC, 20 EP's and 2 Worker, take 2 Turns to be build and give 4 IC and 5 EP's per Turn. For factories you have to pay an upkeep of 2 EPs.

Companies:
You can then sell the Factories to companies in exchange from 20 IC and 40 EP's up to 60 IC and 80 EP's. Based on negotiations and how stable your nation is. It is a good way to get fast huge amounts of money. Also, you will get extra money from Taxing the Companies. So, you either have direct control of the economy and get EP's and IC's every turn (Public Sector) or you sell them for huge amounts of EP's and IC's and then Tax them to increase your EP's (Private Sector).

I get the impression that you use a Word Document for tracking, given the way ChristosIOT stats are delivered. If you're not using Excel, you are going to want to shoot yourself.​
 
The Solutionists are more like a sort of corporate-anarchist that just plain capitalism. Also there is the way that you can have a democratic nation which can be capitalist, socialist or whatever represented by the two middle ground factions. Solutionists and Communists represent the extremes.

Each province has a value for Gov't Control, Private Sector, Public Sector, Public sector Revenue and then a couple of Revolt risk related hidden numbers.
 
The Solutionists are more like a sort of corporate-anarchist that just plain capitalism. Also there is the way that you can have a democratic nation which can be capitalist, socialist or whatever represented by the two middle ground factions. Solutionists and Communists represent the extremes.

Each province has a value for Gov't Control, Private Sector, Public Sector, Public sector Revenue and then a couple of Revolt risk related hidden numbers.

Oh. Ok, that makes sense.

Moral Authority is by religion. It is affected by the actions of players of that religion.

Misunderstood the first time.
 
Hey Mech i was reading on the relgions and it seems better to be catholic than Orthodox and same goes for sunni over shia.

what excatly makes being Orthodox better than catholic, and same for Shia over Sunni?
 
Hey Mech i was reading on the relgions and it seems better to be catholic than Orthodox and same goes for sunni over shia.

what excatly makes being Orthodox better than catholic, and same for Shia over Sunni?

All will be revealed in time (meaning when I think of stuff). But re: Catholic vs. Orthodox: Orthodox countries get some of Catholicism's bonuses, but they also don't get any of the possible penalties. While the power of the Patriarchs will be less than the Pope's, that also means you don't have to deal with possible excommunication, or manpower shortages at important times.

Sunni and Shia are at this point virtually identical unless you control the Caliph. Shia will likely recieve some other bonus.
 
Errr, so, i'm working on GangIOT 2 ruleset.
It was originally 44 pages, and had much more content, but I realised I turned it into a standalone game, and with a few graphics and a little coding, I could have made a game rivalling Civ 5.
So, i shortened it to around 12 pages ( less would render it unplayable)
Take your time.

Downloadable doc:
View attachment GangIOT 2 ruleset.doc

Please, don't comment on lenght. I had enough.
I am not willing to give up on what I have left of what was once the biggest and most complex IOT ruleset ever.
 
I know you said no length comments, but I'm not even reading that thing. The MAD ruleset was 5 pages in Word, and that's being generous.

Get it below 10 and I'll CONSIDER looking at it. If it has to be downloaded instead of just pasted into a post and reformatted, it's waaaay too long.

-L
 
it's not that's too long for a post, but the multiple tables won't display correctly in a post here, and because of my sucky internet connection, uploading a screenshot would take more than traveling from Romania to your current location on foot.

Also, removing the spacing betwen paragraphs and removing bolding and bigger-sized Titles and subtitles will reduce the document to 10 pages.
I have the bad habit of making the page look better by formatting, you know, and that takes space.
Also, making the text in al ltables of size 8 , like the last table, would severely reduce the document's size.Actually, changing the size of all the tezt from 12 to 8 or 9 would make it around 7 pages, if combined with the above.

And anywya, the ruleset of my first IOT was 3/4 of this one and it wasn't considered long. And it didn't contain the Action cost table that I added later.
 
Well if you can't post it now how are you going to post it later. An IOT where you have to download the ruleset probably isn't going to be overly successful.
 
Is the colon tag for GangIOT, GangIOT 2: FATAL?

Also, why do you keep claiming this ruleset won't fit into a post?

Spoiler :
GangIOT 2 - Urban War
Welcome to GangIOT 2! Take control of one of the criminal gangs on the streets of America’s biggest cities!

Visually based off my experience in the FPS-RPG of 2006’s “GTA: San Andreas”, GangIOT puts you in the shoes of the leader of one of the many gangs in the three fictional cities in the State of San Andreas.



=============================
Resources


You need resources to do anything in GangIOT.

Money - the wealth of the gang. Income is added, expenses are deducted. Buying anything costs money. Money can be used to buy other resources. Each successful hit on
an enemy gang awards money . If a gang runs out of money, Loyalty will lower.

Cars - transport in and out of the city is done by car, usually. Cars can also be used as barricades if enemies attack the territory of a gang. Most actions require use of cars, but only failure makes the cars lost. It is a risk taken, but it is worth it.. The gang members steal cars from random people and supply the gang with 10 cars /week.

Guns - Guns comprise the weapons themselves and the ammunition. Guns are used in most actions and also during idle time.

Drugs - Buying and owning drugs doesn’t do anything, but attempting to sell them attracts Police Attention. If sold successfully to the population, drugs become a source of income, but also a needed resource in every-day life of the gang, as they become addicted.

Streets - Streets are basically the territory of the gang. Think of them as “provinces” in a game like Europa Unviersalis . A street provides housing for several gang members, and also a little income.

Tags - Each street has place for two big and impressive graffiti tags. With these, the gang shows it’s superiority, it’s supremacy in the area, and also it’s artistic talent (believe it or not). Washing away a gang tag or drawing a new one over it is a great insult, and might as well start a bloody street war. Tags help keep the Loyalty up.

Explosives - you always need to blow up something, be it the car of a rival gang leader, the entrance to a rival drug lab, or a bunch of enemy gang members unaware of the grenade they just stepped on. Also very useful in robberies. Explosives are hard to find and expensive, but well-worth their price.

Police Attention - The Police won’t do you anything if you pay your bribes in time and escape fast enough from whatever crime-scene you just created. But sometimes, it’s best to be careful. After five weeks of constantly slaughtering rival gang members in broad daylight, the Police will finally get a little bit of righteousness and your next move might be your last. Try not to be violent for a while, and the Police Attention will lower. Higher Police Attention means trouble. Try to stay under 65%, or the Police will arrest your OG’s, seize your properties, guns and vehicles.

Loyalty - although it doesn’t seem so, loyalty is a major factor in GangIOT. If a gang’s loyalty is too low, it’s members will defect to rival gangs, or you can even hire them for your own at low prices. They will start pursuing their own goals and abandon the “all for one, one for all” mentality. If Loyalty is high, members will be extra-productive and mostly good things will happen to the gang.

Efficiency - Efficiency measures how good is your gang, overall. If it’s just a bunch of ragtag drunkards who get high on their own drugs and have low loyalty and high Police Attention, Efficiency will be around 5%. If the gang is made of professionals, with several big successful hits, high Loyalty, low Police Attention and doesn’t lack in other resources, Efficiency might go up around 90% . Only the Army has 100%.. The higher Efficiency, the higher chance of success in actions.

Reputation : How other gangs view you and how you view other gangs ( coincides on both sides). Status quo is considered at 50/100. The closer to 0, the more aggressive the gangs are towards each other. The closer to 100, more cooperation exists between the gangs.

Armors - armors are extremely useful if you’re not sure a hit will succeed. Just equip your gang members with body armor (bulletproof vests) and if the hit fails, their chance of survival is three times bigger than usual. Armors are quite expensive and are hardly earned in other ways than buying them directly. Buying too many at one time ( more than 12 /week) will attract Police Attention. Armors do not wear off over time.

Members and OG’s: the “population” of the gang. OG’s are the leaders. Only OG’s can lead aggressive actions. More on OG’s later.
A special type of members are Snipers. Once a certain Gun tier is reached, the gang can transform some of it’s members into Snipers. Snipers are the only ones who can perform Assassinations, and are extremely helpful in certain missions. Beware of gangs who own a Sniper.
Another special type of gang member is the Bodyguard. Once an OG reached Leader rank, he becomes too important to be left alone anywhere. The Leaders hire Bodyguards from the gang members. Bodyguards never leave the territory of the gang, making territory takeovers harder for the enemy. If the Leader they’re protecting is killed, the Bodyguards retaliate on their own: they attack the enemy gang and do not retreat , causing quite some casualties, but sacrificing themselves in the process.
The final type of special gang members is the Dealer, and it is only available for gangs who deal drugs. The Dealer goes alone on the streets of the city, selling the drugs. That’s why drug-dealing gangs prefer to send Dealers rather than normal members, as normal members tend to consume the drugs, and not sell it. Also, if a dealer is caught by the Police, he will never admit being part of any gang, to not be associated with the crimes done by the gangs.

==================
OG levels
Every OG has a name, either a generic name from the gang’s nationality, or a name given by the player. The OG advances through different ranks depending on the successful hits he does. The higher the rank, the bigger the bonuses.

OG level Necessary successful hits Money Bonus Car Bonus Guns Bonus
OG 0 +0 +0 +0
Trusted OG 5 +25 $ +1 car +2 guns
Respected OG 25 +100 $ +2 cars +5 guns
Real OG 45 +250 $ +3 cars +10 guns
Gang Leader 75 +500 $ +5 cars +20 guns


As seen in the Table, each OG awards bonuses to the gang. There can be multiple Gang Leader, but the one named by the player will be named as leader everywhere .
Also, the player must choose a bonus for each OG, from the following:
-National Guard Volunteer : +2 Armors /week
-Stone Quarry Worker: +2 Explosives /week
-Police Connection: Police Attention rises slower and drops faster, properties won’t be seized by the Police.
-Skilled Leader : +2% Loyalty, +2% chance of success on actions.
-Race Driver : +10% chance of success in actions that require cars.
-Experienced Shooter: +2 guns /week, higher survival chance in failed missions.
-Graffiti Artist: Bonus Loyalty when Tagging, + 200$ /week.
-Gambler: 50% chance to win 10.000 $/week, 50% chance to lose 2.000 $/week
The OG that is named Leader will award double bonuses.

Example of an OG:
Name: Chuck Norris
National Guard Volunteer (+2 Armors /week)
Hits: 7 (Trusted OG) (+25$, +1 car, +2 guns)
Armor: No


=====================





Cars and other Vehicles
Normal cars provide transport in Actions and are also used in dealing drugs ( altough not shown)

Helicopters are air transports with low capacity. They require a Helipad . Can be used to attack rival gangs, being able to transport 5 gang members/OG’s. Has medium firepower ( an attack with a Helicopter is similar to an attack with 20 gang members.

Attack Helicopters are better versions of Helicopters. They attract a lot of attention and are prepared for attacks. They are very-well armed . Can transport up to 10 gang members. Devastating against enemies, but can be brought down easily by very well armed gangs. Has big firepower ( an attack with an Attack Helicopter is similar to 5 attacks with 25 members each)

Cargo Ships are huge transport vessels, that carry tons of drugs . At least 150 gang members are required to operate and defend it. Owning a Cargo Ship requires a Boatyard and brings in up to 750.000 drugs, depending on how much the player is willing to spend. Can also be used to import cars at low prices .Can transport up to 100 cars.

Tanks are the strongest vehicle and weapon in the game. With high firepower , they are well-worth their enormous cost, but attract too much Police Attention. Make sure you have several more Tanks and Attack Helicopters and at least 2.000 gang members when you use this, or use it only in Riot mode., when the Police is busy suppressing the riots.
===========================


Gun Types
The guns used by each gang define the strength of the gang. Unlocking each successive tier costs more, but the better the gun type you use in an action, the higher the chance of success.

Gun Tier Cost to unlock Success chance multiplier

Tier 1 (9mm, Tec9) 0 1
Tier 2 (Knife, 9mm, Uzi) 7.500$ 1.05
Tier 3 (9mm,SMG, M16) 55.000$ 1.1
Tier 4 (MP5, AK47, SPAS) 140.000$ 1.15
Tier 5 (AK47, M16, Sniper) 205.000$ 1.2
Tier 6 (Gatling, RPG, Machinegun, Sniper) 500.000$ 1.25


Each tier must be bought before the next can be unlocked. Once a tier is bought, the player can choose which tier of guns he uses in each action. If not mentioned, the biggest available is assumed.
Stealing Guns of higher Tiers than you own gives a slight Efficiency bonus that wears off after a while.
Stealing Guns of lower Tiers than you own will award a slightly lower amount of guns.


===========================
Costs of resources and vehicles:

1 Car = 150$ or 100$/piece (imported on Cargo Ship)
1 Helicopter = 1.250$
1 Attack Helicopter = 100.000$
1 Cargo Ship = 120.000$
1 Tank = 150.000$

1 Drug = 200$
1 Explosive = 100$
1 Armor = 500$

1 Gun: - Tier 1: 10$
- Tier 2: 25$
- Tier 3: 40$
- Tier 4: 70$
- Tier 5: 120$
- Tier 6: 400$
WARNING: you cannot buy weapons of higher tier than the one you have unlocked, and once you reached a tier, you can only buy weapons of that tier.

===========================
Joining GangIOT
To join, the player must first choose a City:
Los Santos : +10% more cars, +20% more drugs, + 15% Loyalty, -10% Police Attention
San Fierro: +10% more guns, +15% more Explosives, +20% income from businesses
Las Venturas: + 250% more money, - 60% drugs, +10% higher cost of everything., +25% Police Attention

A Gang can own territory in more towns, but the bonuses apply only for actions done in the hometown of the gang. If a gang is completely eliminated from it’s hometown but has territory in other towns, it doesn’t get any bonus. Taking back territory in the hometown brings back the bonus, but , again, only for the hometown.
Each town has 250 streets. There is no need for a map, as it is considered that most gang have adjacent territories.

After a city has been chosen, the player must choose a gang nationality.
East European: +20% more guns, -20% guns cost, -10% income
West European: + 15% efficiency , +10% drugs, - 10% Loyalty
Hispanic : + 15% members , - 5% efficiency , +10% cars
African-American (Black): + 25% Loyalty, +5% guns, +5% cars, -20% income
Asian : +5% efficiency, +5% members, - 5% cars, -5 % drugs
Other : +10% cars, -10% guns , +5% income.

-After a nationality is chosen, the player chooses a Gang name, names the Gang Leader and his 8 OG’s and chooses the bonus for each.
-City bonuses and nationality bonuses stack and add to each other. Example: If Las Venturas is chosen (+250% income) and then Hispanic nationality (-10% income),the total bonus will be 240% income.

Then, the player chooses whether the gang uses Drugs or not. Drugs are a permanent trait of a gang and cannot be changed. Drug-dealing gangs have access to special actions, and can sell the drugs for enormous amounts of money, but get lower loyalty, lower Efficiency, higher Police Attention and from time to time, one or more OG’s will be unable to be used as they are “stoned” randomly. Also, actions will have an additional drug cost.











===============================


Actions
Each week, each gang can do TWELVE actions, of which a maximum of 7 aggressive, maximum 5 passive, and maximum 6 Other. So use any actions you want, but no more than 12 total, and no more than 7 Aggressive, 5 Passive, or 6 Other actions.

Aggressive Passive Other
Drive-By Recruitment Run Expansion
Normal Attack Beach Party Street Takeover
Turf War Sport Event Promotion
Business Takeover Club Party Sniper Training
Gun Raid Car Restock Gun Deal
Crackdown Riot Lockdown (special)
Ambush
Assassination
Bank Robbery
Graffiti Tagging
Reinforce
Drug Deal

I won’t bore you with the actual success chance formulas. All you have to know that most actions are capped at 90% success chance, with few exceptions, and that I use a Random Number Generator to see if the action succeeded.

In each of the actions, the player must mention WHICH one of his OG’s will be sent in the mission ( most actions are capped at 1 OG, but Bank Robbery, Drive-By, Ambush, Reinforce, Car restock, Recruitment Run and Gun Deal are capped at 2. Riot Lockdown doesn’t have a limit) If an action is ordered but no OG is mentioned, the action will not be taken into consideration.

Aggressive actions

Drive-by : Quick attack on the rival gang. Successful or not, the chance of casualties on the attacker’s side is low.

Normal Attack : A normal attack. The attacker sends a crew of men to attack the rival gang. After 10 casualties, both sides retreat, to avoid Police detection.

Turf War : A prolonged attack with high chance of casualties on both sides. If the attacker succeeds, he gains a street from the rival gang.

Business Takeover : Attempt to “steal” a Local Business from the enemy. Only certain types can be taken over. Very dangerous, but very rewarding if successful.

Gun Raid : Attempt to sneak into the rival gang’s Gun Depots and steal guns. Requires at least one Van.

Crackdown : Violent attack which disables a Drug Lab for 4 weeks. High chance of instant enemy retaliation. Requires Explosives.

Ambush : Attempt to disrupt one random action of an enemy gang, although most of the times it’s just a normal attack. If you’re lucky, one of the enemies’ actions is cancelled.

Assassination : Requires a Sniper and Tier 5 Guns. Consists of a decoy attack on enemy territory to lure an enemy OG out. 35% chance to kill the target OG, but his bodyguards automatically attack and may cause huge casualties.

Bank Robbery : Requires explosives. Highly affected by Efficiency. Dangerous , but rewarding.

Graffiti Tagging : Sudden increase in tags. Increases loyalty. Can cause aggressivity from other gangs.

Reinforce : Send a crew to help a gang in whatever action they’re doing.

Drug Deal : There are two types of Drug Deals: “Drug Deal +” , in which you buy the desired amount of drugs for 20$ / 1 Drug, and “Drug Deal -“ in which you sell the desired amount of drugs for 250$ /1 Drug. Both are dangerous and can fail. “Drug Deal -“ does not need an OG.

Passive actions

Recruitment Run: Recruit more gang members. Loyalty and efficiency increase chance of success and number of new recruits.

Beach Party : Sudden huge increase in Loyalty, but with high chance of an enemy attacking the party.

Sport Event : Whether you’re there for the game or for the cheerleaders, your gang gets a small loyalty boost , and sometimes a Car bonus.

Club Party : It’s mostly useless, unless you chose Drug Deal - as one of your Aggressive actions. A Club Party increases the chance of success of Drug Deal - and also the income from said Deal. Requires a Night Club.

Car Restock : Send gang members in different parts of town to steal random cars from car parks and garages.

Riot Lockdown : ONLY IN RIOT STATE!!!! Barricade the gang territory. Disables Police Attention during Riots.





Other actions

Expansion : Increase your territory with streets in other cities. Usually, hits on gangs from other cities have a lower success chance and a higher car and gun cost, but after you’re established in another town, all actions in that town have a normal cost.

Street Takeover : Expand gang territory in streets with no gang influence. Can award members, guns, cars, Drugs and Tags.

Promotion : Promote one of your gang members to OG rank, award him a name and a bonus. Just don’t have too many. Snipers and Dealers cannot be Promoted.

Sniper Training : Train one of your gang members into a Sniper. Requires Tier 5 Guns.

Gun Deal: Buy cheap guns from the Russian Mafia (5.000 $). Cannot fail, but can be ambushed.

=============================
Riot mode

From time to time, each city will have a major riot going on. During the riot, the civilians become aggressive and will attack the Police. Gangs may or may not be involved, but they usually barricade their ”gang territory” and shoot anyone who gets too close. Other gangs may see this as an opportunity: Riots are the best time to show the biggest guns and artillery: Tanks and Attack Helicopters.
Most actions are disabled during Riots, and those who are not have a high chance to fail and won’t give cash rewards.
Riots disperse after a few weeks but always last at least 2 weeks.
If a gang “locks” it’s territory, the Police is informed and considers that gang territory a safe zone, thus completely ignoring the actions done by that gang.

A special kind of Riot is a State-wide Riot. All cities are in riot, business income is 0, and the National Guard intervenes. It’s the perfect time to do Gun Raids on Army Depots, which award ten times as much as normal Gun Raids. Drug deals are no longer a viable option. Once a state-wide Riot is in effect, all gangs start “survival mode”. State-wide Riots end after exactly 4 weeks.

==========================




Property and Businesses.
! Buying Property does not require using actions!

Property Cost Can be taken over Bonus
Drug Lab
25.000$ no +100 drugs /week, +Police Attention
Gun Depot 3.000 $ no + 5 Guns / week
Restaurant 12.000 $ yes + 1.500 $ /week
Clothes Shop 7.500 $ yes + 500 $ / week, +1 % Loyalty /week
Hotel 25.000 $ no 2.500 $ /week, +2 cars / week
Casino 1.000.000 $ no + 75.000 $ / week
Betting Shop 20.000 $ yes + 5.000 / week, +Police Attention
Car Showroom 75.000 $ no + 5 cars / week, + 10.000 $ /week
Carwash & re-spray shop 50.000 $ yes +2 cars / week, - Police Attention
Fast-Food 25.000 $ yes +1.000 $ /week, lower maintenance cost.
Taxi Company 120.000 $ no + 15 cars / week, + 10.000 $ /week
Convenience Store 80.000 $ yes Random bonuses
Gym 35.000 $ yes + Efficiency
Night Club 100.000 $ no Allows Club Parties, + 7.000 $ /week
Boatyard 75.000 $ no Allows water transports and water attacks
Helipad 20.000 $ no Allows aerial transport and attacks

- Helipads and Boatyards can be destroyed with a successful Normal attack and 20 Explosives, but they must be specifically targeted by the attack. Alternatively, they can be destroyed with normal attacks with Attack Helicopters and Tanks without the use of Explosives. If a gang loses it’s Helipad/ Boatyard ( although they can buy more), use of the Boats and Helicopters it owns is restricted.
- The Betting Shop can sometimes lose money instead of winning, but may also sometimes win three times more than usual.
- The Taxi Company increases chance of killing and OG in an Assassination by 5% ( up to a total of 40% ) and may cancel the instant retaliation ( chance of canceling is 25% )
- Rival Boatyards and Car Showrooms can be attacked with a Normal attack. The attacker can gain the rival’s boats/ cars, but can also destroy them, because stealing them attracts more Police Attention.
- Casinos can only be bought in Las Venturas. The income bonus of the city does not apply on Casino income.
- Casinos can be targeted in Bank Robberies. The procedure and costs are the same, but the rival gang’s casino must be specifically targeted.
- Gangs can donate Businesses to each other for whatever cost they want, but never free.
- All gangs start with 2 Gun Depots.
- If Police Attention is very high, the Police will seize the Businesses from the gang in random order, 4 per week.






===========================
The Police

The Police cannot be considered a gang, but they have a similar structure. Property seized by the Police can be re-taken by the gangs who lost it ( or other gangs) if their Police Attention is low.
Actions can also be performed against the Police, but with lower success rates, lower rewards, and with a huge increase to Police Attention. For instance, Gun Raids NEVER succeed when performed against the Police.
In Riot Mode, the Police isn’t active.
The players can also bribe the Police in exchange for attention drop, at the cost of 5.000$ / 1% , although buying more than 5% a week will give the exact opposite result.
The Police cannot be eliminated, but can be temporarily be disabled if too much cops have been killed, but if that happens, the National Guard comes in and acts as the Police, only tougher.
Attempting to steal cars from the Police is twice as hard as stealing from other gangs, but will provide certain bonuses if successful.

===================
Sets
Sets are an interesting aspect of gangs. Once a gang is big enough ( over 25 streets, over 25 OG’s and over 500 gang members) , the gang can be split into two different “Sets”, both controlled by the same player as independent gangs that are allied to each other and cannot attack each other. The split means that the player manages how many of each resource and property each of the new sets will have. The sets will each have their twelve actions every week
A player cannot own more than 4 sets at a time. Each set will have it’s own name and leader, with it’s own bonuses. The only resource shared between all the sets of the same gang is Police Attention. Sets can also be merged to form a united gang.
Splitting into sets and merging sets will cause Loyalty and Efficiency to drop, but those will be back after only one week.


===================

Action cost table

Action Drug Cost* Money Cost/Reward Gun Cost Car Cost** Effect Additional costs Succes %
Drive-by 5 0 / ~500$ 15 2 Kill rivals 90
Normal Attack 5 0 / ~250$ 15 3 Smaller conflict 95
Turf War 5 0 / ~1000$ 20 5 Big Conflict, + territory 80
Bussiness Takeover 0 500$ / 0 15 1 “Steal” a property 75
Gun Raid 5 0 / ~200$ 5 3 Steal guns 70
Crackdown 20 0 / ~750$ 25 2 Disable rival Drug Lab 20 Explosives 70
Ambush 5 0 / ~250$ 15 2 Chance to cancel one rival action 5 Explosives *** 65
Assasination 10 0 / ~200$ 10 3 Chance to kill rival OG 35
Bank Robbery 0 0 / 0 25 3 Get lots of $$$$ 20 Explosives 85
Graffiti Tagging 5 200$ / 0 5 0 +Loyalty 95
Reinforce 5 0 / 0 10 2 Help another gang in a random action - 5% Loyalty 90
Drug Deal + 0 20$ per 1 Drug / 0 10 2 Get Drugs 70
Drug Deal - 0 0 / 250$ per Drug 10 2 Sell Drugs 70
Recruitment Run 5 0 / ~100$ 5 3 Get more members 95
Beach Party 25 0 / 0 0 0 + Loyalty and Efficiency 80
Sport Event 10 300$ / 0 0 0 + Cars and Loyalty 95
Club Party 10 0 / 0 5 0 + Drug income 90
Car Restock 0 0 / 0 5 0 + Cars 85
Riot Lockdown 0 0 / 0 35 15 Improve defense during Riots 100
Expansion 0 0 / ~ 200$ 5 2 Get territory in a new city 95
Street Takeover 0 0 / ~200$ 5 1 Claim an unclaimed street 95
Promotion 0 0 / 0 5 1 + OG 60
Sniper Training 0 1.500 $ / 0 5 0 +Sniper + 1 % Efficiency 95
Gun Deal 0 5.000$ / 0 0 2 + Guns 95

* Only for Drug-dealing gangs and only after the second week has passed, and only if the gang still owns drugs. If a drug-dealing gang no longer has drugs, they must first buy some. Drugs bought can be used in the same turn.
** Actions cost cars only if they fail.
***Only if desired and requested specifically. It will cause more damage, but may also damage your own gang members.

===================
That’s it.
So, to join, choose a gang name, a nationality, a city, a Leader and 8 OG’s names and bonuses for each, and whether the gang deals drugs or not (permanent trait) .
Enjoy.


Edit: After reading the ruleset, I came to the conclusion that it is actually pretty fine, but not an IOT. You'll probably find a bigger audience in NES.
 
I never said it wont fit. I just said i cant post it because the tables would be screwed up, thing proven by your post.
I think i'll save the tables separately and add them as spoilers when i post the rulesets.
And Robert, I never said the ruleset would be downloadable, i put it that way here because I wanted you to see the formating and the tables correctly.
I'm sorry for caring about your brains.

Also, WTH is with colon tag? never heard of that.
 
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