The Skinny: This will be a "mini-IOT" with a more or less set time frame that serves as a test bed for elements of Marmot, primarily a new system of military organization, and to a lesser extent, domestic economics. Some of the features will carry over, some are unique to this game:
Limited population The Yugoslav Wars lasted roughly nine years; while the maturation of the younger generation will provide a small boost to the available workforce, population growth will remain minimal during the course of the game, meaning protecting civilians and minimizing casualties is a must. Seasonal budget Rather than earning one turn and spending the next, the player tables an annual budget that sets spending caps for various sectors. Adjustments can be made during the year as to how departments allocate these resources, but wholesale revision is no longer possible, meaning it's crucial to plan ahead. Additionally, tabled income is the prediction for next year; war and economic downturn may result in less revenue than planned. Domestic needs The army is but one sector of the state; in order to make sure the country keeps running, players will need to maintain a range of public services related to commerce, industry, infrastructure, health, and more. These are not merely buyable values, but must be regularly maintained through the national budget; as population and standard of living increase, so too does state overhead. Detailed regional map In addition to the usual provincial divisions, the playing field includes demographic distributions, terrain and topography, and urban centres that create various nuances for political and military strategy. Brand new military structure Individual soldiers and vehicles are organized into command units with a range of statistics. Deployment and orders are tracked on the map; each unit operates with a degree of logical autonomy, allowing for both tactical micromanagement and strategic broad strokes. Combat earns experience that improves overall performance; and since heavy tanks are exponentially more costly than an infantry squad, wise use of your most valuable assets cannot be understated. Refugees When the going gets tough, civilians move elsewhere. Prolonged or intensive fighting in populated areas will lead to both internal displacement and cross-border evacuation; these persons remain in a state of limbo until hostilities cease and they can resettle; until then, they cannot contribute to the economy but will still use state resources. Racial politics Hold fast to the Yugoslav ideal of secular multiculturalism or tap into the power of ethnic nationalism. Both have varying consequences for national stability and political solidarity... but beware unleashing a force that may grow beyond your control. The world is watching Embattled states can appeal to the UN for aid when their own resources are running out. Conversely, widespread atrocity will attract global attention and concern, potentially leading to armed intervention by NATO.
Preparing to launch IOT: Legacy of the Romans: Part I if Knights of IOT fails.
Setting: 6th century Romania
The map of Romania will be divided in around 1000 small provinces, some of which are already claimed by NPC's ( realistically, as some political entities arised in those areas), but with large gaps betwen each other and enough space for a daring leader to make a stand.
There will be many smaller goals: owning the westernmost/southernmost/easterrmost/northest points of Romania gives various bonuses, as well as owning more than 75% of the territories of the three Romanian Principalities ( Wallachia, Moldova, Transylvania). Players in each of the three regions will face different challenges: Transylvania will face a massive Hungarian invasion, Wallachia must hold off the Bulgarians to the south , and Moldova must face the treacherous Slavs to it's east and north.
Each NPC will have a capital city, and conquering a capital city will also award bonuses, and also, whoever owns the region that contains my hometown will get an extra something. The IOT will have many, many features, but will not need too much effort to comprehend.
Tany's made a new game, it's started but there's a tonne of NPCs to take over. Including an ex-PC Aztec Empire that did a Sunset Invasion earlier in the piece...
I've finished a ruleset for an IOT which I will probably host mid-January. As this is my first IOT (NinjaIOT does not count), I wanted to run the ruleset past you guys to make sure it is balanced/legible. I've mostly taken it from Son's NRIOT (thanks Son), but I've made some alterations that probably need a look over. Also consider this a preview for the game.
So, ladies and gentlemen, let us begin. Also, I am very, very sorry.
I present to you:
IdIOT I: Shock and Terror
Spoilerohgodmyeyes :
A cookie for whoever gets the most references in the pic.
>be a scientist in year 3000
>be working on merican superweapon
>accidentally a weapon that causes all the nations in the world to suddenly collapse and to be replaced by weird nations inhabited by humans and non-humans
>spaghetti oozes out of my pockets
>it opened the door
>got on the floor
>everybody did the dinosaur
>and then a skeleton popped out
Have you ever wanted to play as a nation, but you have thought Nah, that would be too silly and stupid, even for something like SilliNES? Have you ever felt like being a nation from some random silly fictional show, but knew that everyone would look at you and the GM would say ha-ha-ha-no. Have you ever felt like acting completely batshit insane in a game, but didnt want to ruin the srsbuiness game for other people? OF COURSE YOU HAVE! This is your chance for you to make a super silly nation, your chance to let your creative juices have their freedom, your chance to emancipate all of the silly, foolish or just plain stupid ideas you have had from your head and allow them their freedom. And everyone likes freedom, right?
Applications and Joining: Restrictions on your Freedom
Wait! Wait! Before you grab your guns and run off to your OsamaCare-Proof Freedom Bunkers, your freedoms arent going to get restricted THAT much. And theyre only being restricted to stop CommuNazi Terrorists, so its all fine.
Joining the IOT is pretty simple. At the most basic level, I need a name, a two or three word description of the government, and 20 claims on the map. You must, MUST, mark the capital. More RP will be highly appreciated though, as that is what will make this IOT funny and interesting.
Also, everyone starts with five free units, which can be a combination of armies, wings, and fleets. Please mark your free units before the first update, or you will default to 5 armies.
I also ask you to please, please make silly nations. I dont mind if they are based on a fictional work, heck Ill probably base some NPCs of fiction. If you think that your nation could be conceivably be accepted in a serious IOT such as Iron and Blood, stop, do not pass go or collect $200 and revise your nation. If youre not sure if something is acceptable, post it then revise it later if I ask you to.
The GM (me) reserves the right to reject any application for any reasonable reason. Note I say APPLICATION, not playing. A player can apply as much as they want, but if their nation doesnt meet the rules as defined in this post, then they have to try again. If you feel like Im being a dick, go ahead and contact your local friendly mod. Im sure that theyll disagree.
Provinces, Regions and Economy: The bit you skim to get to the tasty war mechanics
Each province gives you one 1 EP per turn. This includes one-province islands, because screw da po-lice. Provinces are claimed with land units, one unit can snag one province per turn. Sorry, no blitzing.
Provinces are grouped into groups of provinces called Regions. Regions have their own individual stability stat, factories and armies that are allocated to defend it.
For 5 EP, you can build one factory in your region of choice, it gives you 1 EP per turn. Everyone starts with 5 Factories.
Factories do not count for supply until the turn after they're built.
It is assumed everyone trades with everyone else in the beginning. Otherwise, the first three pages would be "trade with everyone" spam. Trade income is the total of all IPs divided by 100. Embargoes lowers trade income of both countries, and complete blockades of territory cuts trade.
Military: Nobody ever goes to war in an IOT so you can just skip this part no problem
There are armies, fleets, and wings. Armies cost 5 EP each, and fleets and wings cost 10 EP each. You can only have one army, wing, or fleet per factory.
Armies are responsible for land combat. A fleet can carry one army or one air wing and engage in naval combat as well as blockades. An air wing can provide tactical assist, engage other air wings, and strategically bomb enemy factories. If they're on a fleet, they provide higher tactical assist than land-based wing assistance.
Each military group must be based in a region, this includes navies. Military groups can be built in any region you own, although recruiting soldiers in unstable regions may cause revolts or stability drops.
You can transport armies, navies and air wings from region to region, although you will require a navy per army/air wing if youre transporting them from across the water.
You can build Conscript Armies as well. They cost 3 EP, fight at 50% effectiveness, and ignore factory requirements, but building them hurts the stability of the region so be careful!
Espionage: Surprise Sneaky Fun Time:
Espionage is pretty simple. Invest EPs into nations to either provide an avenue of attack or defend your interests. Every turn you may perform one espionage attack against a nation, this attack can be anything you want (sabotaging economy, infecting lakes with hippos ect). The more EPs you invest into a nation the higher the chance of success there is and the more powerful the attack will be. You can also use EPs to defend your or allies nations against espionage attacks.
WMDs (Weapons of Much Dumbness):
Nobody starts with WMDs, but you can research them. WMDs can be pretty much anything you want, from giant nukes to giant panda that eats all the things. For my sanitys sake all WMDs are regarded as the same in terms of damage and cost. The only requirements are 1. It costs LOADS EMONE and 2. It does a lot of damage. WMDs come in tiers, the better the tier the longer it takes to research and the better it is at blowing up stuff. Also each WMD needs a factory to support it, like militaries do.
Stability: Keeping your Rubber Ducky Afloat
Stability runs from 0-10 for each Region, with 10 being incredibly stable and 0 being already in the throngs of popular revolution. Expanding too quickly, being blockaded, and other negative effects lower stability while economic expansion and military victories increases stability.
Each turn, there is a revolt roll. If a region fails the revolt roll, then bad things happen. Keep stability up or else!
For 10% of your EP, you can increase stability by 1 for a region.
NPCs (Naughty Purple Chocolates):
Loads of Non-Player Characters will be scattered around the map on game start. Some will be from fiction, some will be based around IOT injokes and others will be from my own crazy head. New NPCs may spawn if players quit/create puppets/succumb to revolts/use espionage/quit.
You can do diplomacy with as many NPCs as you like a turn. NPCs, if you do nice things for them and give them money. Give them more money than your enemies and theyll start giving YOU money! Although NPCs will have their own crazy ideologies, all (well, an overwhelming majority) will recognize that they need a strong overlord to protect them in this new world and will pretty do whatever they say unless it strongly goes against their interests. If you get your clients to love you enough they might even join your nation for realz. How about that?
How to Post Orders
Whether PMing me or posting in thread, this is how orders should look.
Nation Name (EP you have + EP loaned to you [sources])
-Item 1 (cost)
-Item 2 (cost)
-etc
-Loan X to Y
-Bank X
[Claims map or/and VERY simple claiming instruction/orders]
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