IOT Developmental Thread

I roll with fantasy themes all the time because really, "in our world" is just too mainstream. :p

So for any future game naturally I advocate high fantasy or the like.
 
High. Fantasy. *sips wine*
 
The Industrial Revolution isn't mechanically different enough to post-apoc I think. Its mainly conventional warfare and imperialism in both cases.

Mechanically speaking, both IOTs would use the same combat system overall. The only difference being one has magical modifiers.
 
I'd vote IOTI, but I see it'd be useless, so I don't :p
 
I vote IOT1.

I prefer historical settings.
 
Excel is considered magical to some in the community, so I'm assuming if you can get things to work in Java, even better.

But at that point, which such a quick turnover period, I don't see why you just don't go full stop and make a text-based web game like Cybernations.
 
update on that IOT thing
Spoiler Military and War :
Before we look at the war mechanics, let's take a peak at your choices in terms of military.
Doctrines
You have one military doctrine, but your detailing of what it is gives you your own set of strengths and weaknesses to be detailed later. Your military has a proficiency rating, and that proficiency dictate how good your military doctrine can be. Proficiency can be raised in many ways, ranging from engaging in war games, to sending volunteers to a conflict, to open warfare experience.

Your Military's proficiency allows you to invest into the following attributes:
Mass Assault: This stat increases the manpower put into army units, thus increasing the base strength of all Army units. However, it increases the cost to modernize and upgrade these units units.
Assault Concentration: This stat increases your military's focus firepower, increasing your units' damage outputs. This generally makes them softer, however.
Integrated Support: This stat increases your army's reliance on support units, such as engineer brigades, transportation units, field hospitals, etc. This helps in things such as supplying units in greater distances, or keeping units fit for combat in hostile environments. Not as useful in defensive warfare assuming your country has sound logistics.
Command Structure: This stat helps coordination and combined arms operations. Generally makes your generals and admirals perform better, too.



That's all I'm doing today because tired and school's still in session for a few more days.
 
IOTI:

IOTI will have a different interpretation of traits than previous Era IOTs. In MAD and its immediate predecessors, you chose one from a list, or one each from two categories.

In IOTI, you choose any three traits from the following list:

Traits:

Merchant Marine: +3 Trade Routes
Ironclads: +1STR for Frigates(T2S)
Gatling Guns: +1STR for Regulars(T2L)
Covert: +1STR for Spies, +5% Success Chance
Constructive: -1IP from all building costs(except Industry)
Strategic: Admirals and Generals 25% STR boost
Leaders on the Front: +1STR for Admirals and Generals
Wooden Ships and Iron Men: +2 Naval Range
Hardworking Labor: +10% Income Modifier if below High Mobilization
Captains of Industry: Universities +8% Income bonus
A New Breed of Officer: Military and Naval Colleges +8%STR boost
Volunteer Army: Bases +1 Supply
An Unstoppable Force: +10% Combat Modifier if above Low
Mobilization

IOTI will also resurrect the Cold War 1 system for determining nation size. A small percentage of joiners will become Great Powers, with six provinces or large stocks of industry in the ones they hold. Most people will be Major Powers, and some will be Minor Powers. From there it's anyone's game.

IOTHF:

The same system in HF is handled in a different way. Instead of traits, you're given "races" to choose from. One is your Dominant Race, and the other your Secondary. You gain a powerful bonus from the DRace, and a smaller one from the SRace. Here's the list:

Dominant Race


Human: +2 Trade Routes
Elven: Hero Academies 5IP
Lizardmen: +10% Land Combat bonus
Gnome: All building cost -2IP
Merfolk: +10% Sea Combat bonus
The Fae: Ring-Forges 6IP
Goblin: Manpower increases for free in provinces owned for 2 turns or more
Dwarven: +10% Income bonus
Dragon: +20%STR Increase when defending
Orc: +20%STR increase when attacking
Halfling: Spies 10%STR


Secondary Race

Human: +1 Trade Routes
Elven: Hero Academies 8IP
Lizardmen: +5% Land Combat bonus
Gnome: All building cost -1IP
Merfolk: +5% Sea Combat bonus
The Fae: Ring-Forges 9IP
Goblin: Manpower increases for free in provinces owned for 4 turns or more
Dwarven: +5% Income bonus
Dragon: +10%STR Increase when defending
Orc: +10%STR increase when attacking
Halfling: Spies 8%STR

Any other races people want to RP is totally fine: but these are the only ones that matter from a gameplay perspective. You pick one race from each list, and you cannot choose the same one twice. That means there are 110 different possible combinations.

Anyone's thoughts?

-L
 
Assuming we're not using an Earth map, what kind of map will we be using?
 
Assuming we're not using an Earth map, what kind of map will we be using?

As a matter of fact, we are using an earthmap - same as IOTMAD. Simply because it's already programmed into my spreadsheet so it's the easiest thing for me. If I wasn't using it, I'd have to get/make a HF map with province names et al from scratch and I'd rather just have great towering fantasy empires on Earth.

I fear the orc-lizards with take raider heroes.

Fantasy is more fun I think. You should post the heroes and ring powers for fantasy. If they aren't interesting compared to races then maybe IOTI will get more votes. If they are Fantasy will win easily.

Hero Types:

Leader +20% combat strength, stacks with General or Admiral
Warrior 8STR land combat strength
Sea King 8STR sea combat strength
Guardian 5STR combat strength, doubles when defending, functions as General when defending, does not stack
Raider 5STR combat strength, doubles when attacking, functions as General when attacking, does not stack
Steward +5% Income
Magician Can utilize +1 Ring per turn
Infiltrator Double STR Spy

That's the hero list. You're encouraged to name and RP for your Heroes, as doing so might cause their bonuses to increase. You begin the game with one Leader or Steward, at your discretion.

-L
 
I look forward to this fantasy IOT. :D

I can RP races? Excellent! My undead nation can be! :D

I look forward to this game. :)
 
Right, due to people asking on chat: The Rings of Power!

There are nine types of Rings, and three calibers - Common, Great and Mighty. Your odds of getting a Mighty Ring are 1 in 7, and your odds of getting a Mighty Ring of one kind - say, Shielding - are 1 in 63 per Ring Forge you have, every turn. Yes, that's how they work - one random ring of random caliber every turn from each ring forge, like clockwork. You can only use one Ring per turn unless you have Magicians, in which case each Magician provides an additional Ring use per turn.

Here is the table of Ring Types and what they do at each caliber.

Common:

Seduction: Convert 2 Enemies
Shielding: Prevent 1 Common Ring attack
Havoc: Kills 3 Manpower or 1 Improvement in target province
Destruction: Destroys 3 Enemies
Fertility: Adds 3 Manpower in target province
Scrying: Chance to reveal one hostile's plans
Courage: Adds 10% Combat bonus in one battle
Summoning: Adds 2 T2 Units
Necromancy: 33% of the slain join you after one battle

Great:

Seduction: Convert 4 Enemies
Shielding: Prevent 2 Common Ring attacks or 1 Great Ring attack
Havoc: Kills 6 Manpower or 2 Improvements or 3MP and 1PI in target province
Destruction: Destroys 5 Enemies
Fertility: Adds 6 Manpower in target province
Scrying: Chance to reveal two hostiles' plans or certainty of one
Courage: Adds 20% Combat bonus in one battle
Summoning: Adds 4 T2 Units
Necromancy: 66% of the slain join you after one battle

Mighty:

Seduction: Convert 5 Enemies or 1 Hero
Shielding: Prevent 4 Common Ring attacks or 2 Great Ring attacks or 1 Mighty Ring attack
Havoc: Kills 10 Manpower or 2 Improvements and 3MP or 6MP and 1PI in target province
Destruction: Destroys 8 Enemies
Fertility: Adds 10 Manpower in target province
Scrying: Chance to reveal four hostiles' plans or certainty of two
Courage: Adds 30% Combat bonus in one battle
Summoning: Adds 7 T2 Units
Necromancy: All slain units join you after one battle

And that concludes my information on IOTHF. There are a few more things up my sleeve, but that's the gist of it.

-L
 
Casualty system explanation for Sam.

Army A has 5 armies.
Army B has 3 Armies.

Army B is the defender and has a 20% bonus.

Battle Roll: 5 versus 3(1.2)
Battle Roll: 5 versus 3.6

B won the roll.

Add 50% to B's strength.

Final Strength: 5 v 5.4
Final Strength: 48% versus 52%
Divide by 4 (or whatever you want, or not at all)
12% versus 13%

A does 12% damage to the enemy army. (.36 damage, rounds down to 0, no armies lost)
B does 13% damage to enemy armies. (.65 damage, rounds up to 1, Army A loses one army).

You could also just use 48%/52% if you want or divide by two. Use whatever divisor you are comfortable with.
 
Back
Top Bottom