IOT Developmental Thread

Legacy of the Romans
Chapter I
War for the Carpathians

After Emperor Aurelian retreated his Legions out of Dacia in year 274 , The region know in modern times as Romania was left for migrators to conquer. As Slavic people settled around the region and the occupying Ostrogoths left for the Iberian Peninsula, several small political entites rised . But will they survive the Hungarian onslaught and the rise of the Bulgarians? or will they be consumed by internal struggle for power and resources?

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Everyone with basic geography and history knowledge should know that Romania was, at first, plit into three: the slightly-slavicised Moldavians in the north-east, the always-oppressed Transylvanians in the west, and the stubborn and patriotic Wallachians in the south.
But what was before that? What if Transylvania never succumbed to the Hungarian crown? What if Moldova had time to expand properly? What if ....

Map (it's low quality for an unknown reason. It's HD in my computer.) To join, claim 21 provinces ( no encircling neutral provinces or NPC's, please)
Spoiler :

Lot_R_map.png


Each region will have it's own different gameplay. Players who join in Transylvania will have to survive the massive Hungarian army (or ally with it), the players in Wallachia will have to find a way to survive in the middle of a proper civil war, and players in Moldova will have to make sure none tresspass their borders.


Regional Resources and gameplay
Spoiler :
Transylvanian players will have three resources: Wood, Gold and Iron. Wood and Iron are basic resources which will need to be gathered for troops( it's automatic and based on nr of provinces), while Gold is randomly awarded and used for trade and recruiting mercenaries (available only to Transylvanians).

Wallachian players have other resoruces: Wood, Food and Strength . Food is used as a limit of troops ( Transylvanians and Moldavians don't have a limit) , while also giving effects like "Population boom" (increases population, population and troops from neighbors desert and join you) , "Starvation" (causes loss of troops and population) . Strength , on the other hand , is a modifier for battles which affects diplomacy

Moldavian players have other three stats: Leadership, Piety and Supplies. Leadership causes troops to appear out of thin air and join the army or leave it, depending on how high it is. Piety is a "luck-generator". Want good things to happen? spend into Piety. Supplies act as Food, only it doesn't give effects and doesn't limit population. Having less supplies than your current army size gives bad battle effects.



Each province generates 1 EP (NPC's will always have 200 IP, no matter what) Capitals generate 5 EP and are not deleted upon conquest of the nation. The more provinces, the higher the Population . Population acts as a troop limiter, but nobody will be reaching the limit too fast. Once the population goes under 2500+(total nr of provinces/10), random provinces will be abandoned or won't generate EP anymore.

Troops:
Spoiler :
Peasants (cost: 0 population - deducted from total population) Atatck 1, Defense 0
Infantry (cost: 100 population) Attack : 2, Defense: 2.
Archers (cost: 50 population) Attack: 3, Defense: 1
Light Cavalry (cost: 200 population) Attack: 3, Defense: 4
Heavy Cavalry (cost: 250 population) Attack 5, Defense 5

TR ONLY!
Mercenary (cost: 25 Gold) Attack 3, Defense 2.
Elite Mercenary (cost 75 Gold) Attack 6, Defense 3

TR troop costs:
Peasants: 0 p, 50 Wood
Infantry: 50 p, 100 Wood, 50 Iron
Archers: 50 p, 250 Wood, 50 Iron
Light Cavalry: 100 p, 150 Wood, 100 Iron
Heavy Cavalry: 150 p, 50 Wood, 200 Iron

============
Techs:
Each tech costs 15 EP to research. They are grouped in groups of three and you must buy the first ones in each group to get the the last.
Spoiler :

TR

Woodcutting (doubles Wood production per province)
Enhanced Woodcutting ( Wood production is at 3x from original value)
Deforestation (Wood production is at 4x)

Gold Nuggets (adds 5% chance to find 25 Gold - original is 20%)
Gold Veins (adds 10% chance to find 25 Gold - total is now 35%
Gold Mines (adds 15% chance to find 25 Gold - total is now 50%, also adds 10% chance to find 50 more gold)

Crafting ( doubles Iron production)
Enhanced Crafting (triple Iron production)
Advanced Crafting (quadruple Iron Production)


WAL


Quality Wood (Wallachians transform Wood into EP at a rate of 50 Wood = I EP. With this upgrade, the rate will be 25 Wood = 1 EP )
Extra Quality Wood (rate is now 10 Wood = 1 EP)
Amazing Quality Wood (rate is now 2 Wood = 1 EP)

Advanced Farming (doubles Food production)
Crop Rotation (triples Food production)
Enhanced Farming (quadruple Food production)

Goal of Unity (double Strength is awarded for each military victory- base is 10)
Glory and Power (triple Strength for each victory)
True Strength (quadruple Strength per victory)


MOL


Charismatic Leader (Doubles Leadership gained - base is 1 per turn and 2 for each military victory)
Famous Leader ( triple leadership - 3 per turn and 6 per victory)
True Commander (5 per turn and 10 per victory)

Pious Leader (Piety per turn is doubled - base is 2 per turn)
Religious Leader (triple Piety - now it's 6 per turn)
Fanatic Leader (you get 8 Piety per turn, gain the ability to exchange Leadership and Piety at a 1:1 rate.)

Hidden Supplies ( 25% Chance to gain 20 Supplies each turn)
Supply Lines (25% Chance to gain 50 Supplies per turn, 50% chance to gain 10 Supplies before each battle)
Supply Overflow (can exchange supplies with EP at a rate of 1:1, 50% chance to fain 75 Supplies each turn)

Techs for All nations:
Banking ( Allows players to bank their income. Banked income gets 25% interest every turn)
Tax Collectors (Doubled EP income per province, lowers Stability by 1% each turn)

Trade ( Allows nations with an Alliance to trade with eachothers)
Trade Routes ( double Trade bonuses)
Trade Monopoly (triple Trade bonuses)


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

Trade, Alliances, Expansion
Spoiler :
You've seen Trade mentioned before.
trade here has 5 levels:
lvl 1: each member of the Alliance with this trade level gains 5 EP per turn
lvl 2; (costs 35 EP to research) Each member of the Alliance with this level gains 10 EP per turn)
lvl 3; ( 50 EP)15 EP per turn
Lvl 4: (75 EP) 20 EP per turn
Lvl 5: (100 EP) 25 EP per turn

As you may have seen, Alliances are not unofficial here. Once you make an alliance, you will be listed as Allies and be allowed to Trade. Not helping your Ally in a war will break the Alliance and cancel any trade you had. That's right, war declarations must be public and mentioned beforehand. Example: "Johnny, I declare war on your nation" - one turn later, you're allowed to attack/defend.

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Expansion can be automatic: I can take 5 random adjacent provinces in your name, or you can post a specific expansion path . Conquering provinces from enemies is similar: you can only take provinces adjacent to yours, then those adjacent to them, etc etc. Conquered territory will be marked with stripes of both combatants' colors and will be discussed in peace offers. A nation CAN exist without it's capital., but won't get the nice EP bonus.
 
Dubbleh can't handle the Rome-mania.
 
it would be better if it was Italy.. someone should make a game where you have to unite all of (country) in order to win the game.
 
look at my IOT idea again: I said Chapter 1.
I plan 7 chapters: Romania, Britain, France, Iberia, Byzantium, Italy, and North Africa.
 
I'm curious, why do the nationalities/cultural groups have such different gameplay? I mean from a historical perspective, since I know jack about Romanian history.
 
look at my IOT idea again: I said Chapter 1.
I plan 7 chapters: Romania, Britain, France, Iberia, Byzantium, Italy, and North Africa.

oh very nice :)

one question, which Byzantium? they had different borders throughout its history.
 
The Byzantium chapter will be actually about other nations screwing up the Byzantines. The game map has greece, Albania, Macedonia, Bulgaria, Turkey, Armenia, Georgia , Cyprus and the Syria-israel region. Also, each chapter will have completely different gameplay strategies and it's own ruleset.

Also, to answer NC's question, The three Romanian principalities were actually in a friendly rivalry. They were the same people, but split into three depending on needs; the Transylvanians got invaded first, staying under Hungarian rule up until WWI, not knowing actual freedom and always staying under the toes of the Hungarians. The Transylvanians were denied to have a status higher than peasant (unless they gave up on orthodoxy and the Romanian language). Wallachia had an easier time, only facing minor treaths , and few invasions, even from the feared Ottomans later because the hassle of crossing the Danube was just too big. Wallachia acted as a role model for the other two, and it's military is known for their.... bizarre ... let's say composition. Moldova, on the other hand, was more like a "Trade Federation", always maintaining a semi-professional army on hand and being at a nexus of trade routes. They were also highly religious ( even today, a church is built every month in the region), but were always under the influence of Poland-Lithuania, which is further emphasized by the Campaign of Polish King Sobieski III who actually wanted the Moldavians to just hand him the crown , and when they refused, he started a campaign with 25.000 men, but got pwned at Neamt Fortress by 19 men and after that, Moldova left the Polish sphere of influence (Wikipedia article about it).

Also, the fact that a friggin mountain chain parted the three regions didn't help either.
 
The Byzantium chapter will be actually about other nations screwing up the Byzantines. The game map has greece, Albania, Macedonia, Bulgaria, Turkey, Armenia, Georgia , Cyprus and the Syria-israel region. Also, each chapter will have completely different gameplay strategies and it's own ruleset.

so the largest possible Roman Empire, plus Armenia, Georgia, Syria and Israel. gotcha.

would you consider the premise of the Game being that the Roman Empire collapsed for the most part, retaining Constantinople and surrounding areas, and that one nation must conquer all of the above provinces to fully unite the Roman Empire?

that is, if you can defeat the actual Roman Empire, first.
 
Well, actually I planend it this way:
-players can join anywhere as any nation ( limited by common sense and historicality) except the Byzantines.
-the Byzantines will have a big standing army, but will be weathered down with different techniques that may or may not involve battles ( like bribing officials, Assasinations, treachery etc)
-the game will have a limited time frame of 50 turns. The player with the biggest score wins.
-the game will have a Military ranking system, with named Military leaders. Defeating Byzantine Generals will boost the score nicely
-the game will have an extended Trade and Trade Center system.
-The map will have few provicnes, but their utility will be complex ( you can build cities, fortifications in each, you control the trade in each region, each province will give a different resource etc)
 
Well, actually I planend it this way:
-players can join anywhere as any nation ( limited by common sense and historicality) except the Byzantines.
-the Byzantines will have a big standing army, but will be weathered down with different techniques that may or may not involve battles ( like bribing officials, Assasinations, treachery etc)
-the game will have a limited time frame of 50 turns. The player with the biggest score wins.
-the game will have a Military ranking system, with named Military leaders. Defeating Byzantine Generals will boost the score nicely
-the game will have an extended Trade and Trade Center system.
-The map will have few provicnes, but their utility will be complex ( you can build cities, fortifications in each, you control the trade in each region, each province will give a different resource etc)

interesting... what about the effects of Capturing Constantinople? that would greatly weaken or destroy the Roman (Byzantine) Empire, and strengthen whoever has it.
 
I plan to make Constantinople so hard to conquer that if you've got a military force big enough to conquer it, then you're pretty much winning the game already. And besieging Constantinople will have to be a very well-planned mission, as they will get reinforcements if you don't surround them compeltely, and they will have a Level 10 fortress, while players and other NPCs will get a maximum of 5. Imagine the odds. I don't want to spoil it too much, but sieging it should come as a last resort. Infiltrating them and causing some ruckus around wil lget the town easier, as with any other city.
 
The trick is to make them consistent. Whether small constant updates, large updates once a month (and which you block off an entire weekend for), or whatever in between. Make it a part of your lifecycle, and you'd be more likely to succeed.
 
The end of the last two sentences rhyme so you know that advice is true.
 
Considering I have 2 GBs worth of Word documents and Excel tables ready for the IOTs and 5/8 maps, I believe that this will take me two years from the moment I begin Chapter 1.
All i need is people to join the game and STAY in it after the first 3 turns.
 
Coming Soon(TM)


Spoiler :
XLdeeot.png
 

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