IOT Developmental Thread

It's also stupid to completely ignore a legitimate threat from a nearby neighbor. Considering that both AA and I are protestant, and Germany is an enormous blob that has already eaten all the other Germanics, it isn't too far fetched.

The fact that something is stated in the chat doesn't mean you should turn a blind eye to it because people do in fact plan there sometimes and just saying "oh it was an ooc comment in chat I shouldn't do anything about it" is stupid.

It seems to me like if you have to disregard all ooc said in chat, someone could just start posting their warplans in chat so their enemy would be forced to ignore them.

The problem with posting screencaps about chat in the thread is that they are so bloody easy to manipulate. I mean they're even easier to do than PMs, all you have to do is take out a few choice posts and BAM! Instant blackmail.

I would much rather prefer that if someone saw something on chat they would just go "so-and-so said x on chat". It's just better that way.
 
I would've included the timestamp, but I didn't feel like editing out the IP addresses because mods see them. Editing takes time, and if someone posts a SS in the thread more than 5-10 minutes after the chat timestamp, then it's probably bollocks.
 

Link to video.
Coming Valentine's Day


Spoiler Map Not Final :
5DpCc37.png

:goodjob:

How many players will the game be set for by the way? With three powers will players be like parts of one of the trio?
 
The problem with posting screencaps about chat in the thread is that they are so bloody easy to manipulate. I mean they're even easier to do than PMs, all you have to do is take out a few choice posts and BAM! Instant blackmail.

I would much rather prefer that if someone saw something on chat they would just go "so-and-so said x on chat". It's just better that way.

"So and so just said x on chat" is harder to confirm than doctored chat screens.

And, besides, isn't subterfuge an integral part of IOT?
 
:goodjob:

How many players will the game be set for by the way? With three powers will players be like parts of one of the trio?

As many as possible. Nobody gets to play the three superstates. There'll be a pre-game before the actual game for quick worldbuilding for gamestart, which will be 2000.
 
As many as possible. Nobody gets to play the three superstates. There'll be a pre-game before the actual game for quick worldbuilding for gamestart, which will be 2000.

I look forward to create a power for your game. :3

I sense that a Brave New World power might be a consideration by one of the players; it is always a possibility.

Anyway; this will end in dytopia joy!
 
[Wrote this a few days ago, posting now. Been busy the last few days.]

The economic mechanics for NEFIOT will be based on Hearts of Iron 3's economic mechanics, which were used in TeamIOT to disastrous results due to rather silly modifiers and interrelations between six or seven stats, population numbers, etc.

So, the useless numbers have been removed, including Population, which is abstracted through overall production in a country. There is also no automated market system to determine prices, and no starting currencies or requirement to have a currency, though I will track currencies created and traded if players feel that bartering is too much a hassle.

There basic resources are Food, Metals, Energy, Rare Materials, and Crude Oil. The intermediary resource is Industrial Production. The advance resources are Consumer Goods, Supply, and Fuel. A player can increase his or her production of one of these resources by one unit by spending five IPs. Most, if not all, countries will receive a Natural Bonus and Natural Penalty.

A Natural Bonus means the country can increase the production of one of the basic resources by twice the amount for the same industrial production cost, while a Natural Penalty means a country has to pay twice the industrial production cost to increase production by one. If a country has a Natural Bonus for crude Oil and Natural Penalty for food, the country's crude oil production can be increased by two points for five IP, but it will cost 10 IP to increase food production by one point.

Food is a "more" basic resource than the other basic resources, because it is a required input for all resources except food production. A country that generates three metals would need three food a turn, for example. More advance production has a higher food requirement. Industrial production, supply production, fuel production, and consumer good production all require two food a turn in input, on top of other requirements.

Energy, Metals, and Rare Materials are required inputs in Industrial Production, in order for most intensive to least intensive.

Industrial Production is the input in Supply Production, Fuel Production, and Consumer Good Production. Crude Oil is also an input in Fuel Production.

Supply and Fuel are the maintenance costs of units, which require Industrial Production to build.

Consumer Goods isn't an input resource, but vital to maintaining stability. Consumer Good demand increases by one point for every five production buildings. Three food production buildings, two supply production, and one consumer production would require 1.2 Consumer Goods per turn. Consumer Good demand has a special modifier that can increase or decrease the demand in a country.

Industrial Production: 2 Energy/2 Food/1 Metal/.5 Rare Materials
Supply/Consumer Goods: 2 Food/1 IP
Fuel: 2 Food/2 Crude Oil/1 IP

Metals/Energy/Rare Materials/Crude Oil: 1 Food



Trading

No automated markets means trading for required resources will be up to players. A trade deal can either by a one-time affair or made reoccuring. It is possible to meet your own demand requirements, but trading lets you specialize in something and export your surplus.




Blockades, Strategic Bombing, and Rebels

When a country is subject to a blockade, strategic bombing, or rebellion, demand for goods across the board increases.

Instead of the usual system of an all-or-nothing blockade, blockade strength is based on the number of blockading ships versus number of defending ships after combat. Submarines count as two ships for blockades, and destroyers count as two ships when countering a blockade. After that, the math is rather simple. If the enemy blockading you have five submarines (10 Blockade Attack) and you have one defending battleship and one destroyer (1+2 Blockade Defense), the Blockade Strength against you will be 7, which will increase input requirement by 14%. The blockade modifier, of course, disappears once a blockade is lifted.

Strategic bombing works in a similar way to blockades, only the modifier is cumulative. There are three air units in the game: Fighters, Tactical Bombers, and Strategic Bombers. Strategic Bombers have 2 Bombing Attack, and Tactical Bombers have one. Fighters have 2 Bombing Defense. If after a battle there are five Strategic Bombers bombing left, but only one Fighter defender left, then the Bombing Strength is 8 (5*2 - 2), increasing inputs required by 16%.

The difference between blockades and strategic bombing is that the damage from strategic bombing must be repaired to the tune of 1 IP per Damage. If no damage is repaired from the last example, and the same five strategic bombers meet the fighter, the Bombing Damage increases from 8 to 16, and the input requirement across the board increases to 32%.

The third major hostile modifier are rebels. Rebels are the result of massive consumer good, fuel, or supply deficient that result in production buildings being converted into Rebels. Each rebel increases input requirements by a whopping 5% and require military units to defeat. Rebel units are a weak unit (1 Attack/1 Defense), but when they win battles, their numbers swell.

If Rebel numbers grow large enough, they will launch attacks against production buildings, military units, and at significant strength, will even attempt an uprising.


Mobilization and Shortages

Mobilization levels run from Demilitarized to Mobilized, with each level decreasing Consumer Good demand, but increasing demand for Fuel and Supply.

Resource shortages incur when a country lacks the necessary amount of resource in a stockpile. The type of shortage determines the outcome. Food shortages usually result in other basic resource production buildings shutting down until food is no longer short.

Energy, metal, and rare material shortages result in industrial production shutting down.

Industrial production shortages lead to fuel, supply, and consumer goods production shutting down.

Fuel and supply shortages result in units deserting and becoming rebels.

Consumer good shortages can decrease Stability. The lower the stability, the higher the chance the other resource shortages produce rebels.


Ideas

A country that hits zero stability will probably collapse into unclaimed territory, which should weed out inactives.

The three superstates don't play by any of the above rules, with random events determining how severe the latest bout of shortages are in those superstates. The three superstates don't actually have stats either, because attacking one directly would be grounds for RNG events, and not actual battle calculations.

Two units available only to the superstates in the beginning are Rocket Bombs and Atomic Bombs. A superstate will sometimes often launch a volley of the former into neighboring countries in the contested areas, even when no advance is planned. Rocket bombs work like Tactical Bombers in terms of damage calculation, but unlike the latter, the former can't be intercepted and therefore can be a nuisance.

Atomic bombs are harder than rocket bombs for players to get by attacking the superstates, and even harder to produce. In term of use, they increase the Bombing Attack of a single Strategic Bomber from 2 to 50.

The survival rate of countries created between 1984 and 1992 should be...low. Eurasian, Eastasian, and Oceanian invasions can be repelled, but the punishment is severe. Diplomacy with the three superstates is impossible, and none of them recognize the contested area countries as anything more than rabble.

Finally, who players can trade with depends on the start, because the amount of territory available at the beginning of the game is minimum. Middle East/North African/Central Asian countries can trade with one another. Indonesia/Philippines/Korea/Japan/Australia can trade with one another. After 1992, most players should be able to trade with one another.
 
Feeling internal politics still has promise for an IOT, I will be starting a new game with the theme once WaR is finished.

It will be similar in that we will begin in 1900 Germany (with some alterations) and go from there. Players will play a faction of choice and strive to gain economic and political dominance over not just Germany, but by proxy the entire world (Germany will be continuously expanding as the game goes on).

The basic model from WaR will be there, with players able to consolidate their power in entire industries or specific regions of the country, while subterfuge will also be present to curtail your rivals' power. I will likely remove the Characters concept for simplicity, but to add spice I will be trying to implement some sort of "Ideology" system that players make use of, where your faction has several choice ideologies and the events of the game will determine bonuses or penalties. For example, if you had a Pan-Germanic ideology, conquering Britain, Scandinavia, or Austria would yield many benefits to your reputation, whereas conquering Italy or Spain would not.

Basically imagine the internal politics of the Roman Empire but in the 20th century.
 
I guess Holy Roman Empire -is- a good comparison too. :p

Except we're actually an Empire. ;)
 
I lost interest in the Nineteen Eighty-Four IOT pretty quickly.

On the other hand, there is this. Farsight's Peshawar Lancers ruleset is a great base for rulesets.


Spoiler :
Her Diamond Heart: A Peshawar Lancers IOT
The_Peshawar_Lancers_cover.jpg


The year is 1880 AD. Two years previous, a great and terrible meteor shower known as the Fall, almost destroyed Europe and North America, leaving civilization elsewhere in shambles. Although civilization could have rebuilt itself then, the Great Winters then struck due to the dust from the impacts and the disruption of the Gulf Stream, freezing everything and leaving the survivors to starve. Great empires have fled to their colonies, leaving Europe home to wandering bands of cannibals. However, the majority of countries, unable to feed or defend themselves, simply collapsed to ambitious warlords who saw the Fall as an opportunity to gain more power for themselves. Others in the Southern Hemisphere and elsewhere, previously crushed under the European yoke gained their freedom and seek to make their mark upon this brave new world.

Your people have entrusted you to lead them through these dark days. Will you build an empire to stand the test of time, or will you perish in the harsh and violent world of The Peshawar Lancers?

The Rules

Note: all rules are subject to change, so please keep an eye out for them. Thanks.

House Rules:

1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game.

Posting at all declares that you have read and understood the rules to the letter.

Breaking the rules, ignoring warnings, and missing orders will result in stability penalties.

The Map
Spoiler Old World :

lkKUz.png


Spoiler New World :

Z3WQj.png



IMPORTANT NOTE: Provinces marked in grey are impassable, and represent areas devastated by the meteors/tsunamis/froze to death/home to cannibals. You can neither start in impassable territory nor claim them. They will go away eventually, though.

Joining the Game

To join a game choose a nation and a color, tell us about it, a flag is necessary, government, religion, people, policy and etc. Claim any fifteen connected passable provinces to begin.

Tip: If you have trouble coming up with ideas for a nation, check out the Wikipedia article on the Peshawar Lancers novel or the Peshawar Lancers Redux project on Alternate History.com.

Updates

IOTs are turn based games. each turn is five years in-game.

Roleplaying

Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. Good Roleplaying will grant you military and economic bonuses.

Expansion

There are three types of provinces.

Settled provinces are normal provinces controlled by the empires in game.
Unsettled provinces are unclaimed provinces.

Colonial provinces are provinces countries are expanding into.

Each army allows a player to claim one province, and a fleet is required to claim overseas provinces. Claimed provinces start as colonial provinces, which produce EP like normal provinces, but require a certain number of armies to remain on defense to keep the peace. The number of divisions and fleets required to police the colonies depend on stability.


Stability
Stability meter runs from 1 (representing collapse) to 10 (ironclad stability). Stability drops if you have too many colonial territories compared to your military might or declaring war. As long as your stability is 6 or higher, colonial provinces will slowly convert to settled provinces. If your stability falls below 6, colonial provinces will slowly regress back to unsettled. If your stability falls below 4, settled territories will regress to colonial.

Declaring war, having too many colonial territories, or having stagnate economic growth will hurt stability. Being at peace, having few colonies, and experiencing positive economic growth will increase stability.

Stability determines the number of divisions and naval squadrons required to police the colonies.

At 10 Stability, one division can police ten colonial provinces. At 1 stability, you need one division per colonial province.


Economy

There are three currencies in the game: Economic Points (EPs), Industrial Points (IPs), and Financial Points (FPs).

One EP is produced per province. For 5 EPs, you can build a factory, which is worth 1 IP. Industrial Points are used to train divisions, naval squadrons, and later, air squadrons. A banked IP will produce 3 EP for the banking player next turn.

For 5 IPs, you can build one financial market. Financial Points are used to research new techs and influence NPCs. A banked FP will produce 8 EP for the banking player next turn.

Industrial Points and Financial Points have upkeep costs. Every factory costs 2 EP a turn in upkeep. Every financial market costs 2 IP a turn in upkeep.


War

Combat is decided by RNG, of course, with Technology and Leadership being modifiers.

Divisions cost 5 IPs to build and have a maintenance cost of 1 IP a turn. Divisions will defend when not ordered to do anything else. Without the Tank technology, you cannot blitz enemy territories.

Naval Squadrons cost 10 IPs and 2 IPs a turn in maintenance, and are used to ferry troops and perform blockades. Blockades increase the overall maintenance costs of the blockaded player based on the number of blockading naval squadrons versus defending naval squadrons. Each naval squadron increases the overall maintenance cost by 5%.

Air Squadrons cost 10 IPs and 2 IPs a turn in maintenance, and are used assist in land battles or bomb the enemy's infrastructure. You can only build air squadrons once you have researched Airships. Bombing enemy infrastructure increases the maintenance cost of the bombed country by 5% per successful bombing squadron. It costs 1 IP to repair 5% of damage from bombing.

Battles aren’t fought for individual provinces, but along fronts. Whether attacking or defending, you must have Leadership Points to commit. If you have no leadership points on defense, you will automatically lose battles. Each leadership point committed to a battle increases your combat bonus by 10%.

Once you unlock blitzing for divisions, you can order a blitz on a front. If you win the battle, you will seize double the amount of the territory you would’ve taken otherwise, but the leadership bonus is halved. Blitzing divisions cannot be supported by air power unless you have airships that can blitz too.


Espionage

An espionage mission is a secret mission. Each mission has a minimum cost for success. Paying a multiple of the minimum cost (two times, three times, so on) increases the chance of success.

Espionage Missions come in several varieties:
Spoiler :
Counter-espionage (2 FP): +50% chance of discovery and foiling of any other enemy espionage missions undertaken in your country.
Steal Enemy Plans (5 FP): +2 bonus on your combat roles against the targeted nation's armies this turn. 30% base chance of success, 40% chance of discovery
Sabotage (10 FP): Targeted nation loses 20% of their income this turn. 25% chance of success, 50% chance of discovery
Fund Rebellion (15 FP): Causes Rebel NPCs (see below) to appear in the targeted enemy nation. 20% chance of success, 75% chance of discovery
Initiate Propoganda (20 FP): Causes several provinces of the targeted nation (and only ones that you could normally claim) to join the player who initiated the action. 10% chance of success, 100% chance of discovery


NPCs

NPCs fall into two categories: Active and Passive.

Passive make up the bulk of NPCs. They don't expand and won't really go to war without being pushed or bribed. To influence passive NPCs, you have to throw Financial Points at them. Once you've gained a percentage of the influence in the country, you can perform diplomacy actions.

Bribe: Chance of Success=Percentage Influence (divided by 2 if sphered by someone else). You can convince this NPC to go to war with a neighbor. A NPC cannot be bribed to go to war if already in a war, and will not declare war on a country inside a sphere with it.

Sphere: Chance of Success=Percentage Influence/2 (divided by 4 if sphered). You diplomats will approach the NPC government and request concessions. A NPC in your sphere will follow your foreign policy directives, and is pretty much an ally.

Annex: Chance of Success=Percentage Influence/4 (divided by 8 if sphered by someone else). Your diplomats demand the country surrenders to you. If the NPC rejects, you either go to war or lose face.

You can only perform three diplomacy actions per turn.

Rebel NPCs and away players make up the active NPCs. Rebel NPCs, when they form because of foreign influence, will automatically join the sphere of the country that triggered the revolt.

Other Active NPCs cannot be added to spheres, bribed, or annexed.

Types of Wars

There are two types of war in the game.

Colonial Wars are undeclared conflicts between countries for control of colonial territory. These wars are limited in nature. Blockades and Strategic Bombing can't be used in these wars. When provinces change hands in these wars, IP and FP don't change hands.

Major Wars are wars DECLARED IN THREAD. These wars allow battles to be fought over settled territory, IP to change hands when settled territory is seized, and the air squadrons and naval squadrons to have fun.

Technologies
You can invest FP in researching technologies. Technologies are used to add bonuses to your militarycapacity. There are several Tiers, and every civilization starts at Tier I, which has no bonus. Tier II costs 100 FP, Tier III costs 250 FP, and Tier IV costs 500 FP.

The tech tree is as follows:

Army
Tier I (Line Infantry): (No bonus)
Tier II (Breech-loading Rifles): +50% on combat rolls
Tier III (Machine Guns): +50% Defensive Bonus
Tier IV (Tanks): Can Blitz.

Munitions
Tier I (Cannons): (No bonus)
Tier II (Nitroglycerin): +50% Combat Bonus
Tier III (Poison Gas): +50% Combat Bonus
Tier IV (Advanced Ballistics): Enemy factories are destroyed in land battles during Major Wars.

Navy
Tier I (Ships of the Line): (No bonus)
Tier II (Ironclads): +50 Combat Bonus
Tier III (Dreadnaughts): +50% Combat Bonus
Tier IV (Submarines): Blockade Strength doubled.

Aerial
Tier I (n/a): <cannot build Air Squadrons>
Tier II (Airships): Enables Air Squadrons
Tier III (Sterling Cycles): Enables blitzing for air squadrons. Allows air squadrons to ferry troops like fleets.
Tier IV (Fighters): +50% on combat rolls against other Air Squadrons. Air squadrons act as armies for policing colonial territory.


Will use Valkyrie-styled stats, so flags are required.
 
Will this be hosted alongside Sonspriracy or...?
 
excellent, debating going in as Deseret, although there are apparently a "Mormons" in the Peshawar lancers book already :(
 
I lost interest in the Nineteen Eighty-Four IOT pretty quickly.

On the other hand, there is this. Farsight's Peshawar Lancers ruleset is a great base for rulesets.


Spoiler :
Her Diamond Heart: A Peshawar Lancers IOT
The_Peshawar_Lancers_cover.jpg


The year is 1880 AD. Two years previous, a great and terrible meteor shower known as the Fall, almost destroyed Europe and North America, leaving civilization elsewhere in shambles. Although civilization could have rebuilt itself then, the Great Winters then struck due to the dust from the impacts and the disruption of the Gulf Stream, freezing everything and leaving the survivors to starve. Great empires have fled to their colonies, leaving Europe home to wandering bands of cannibals. However, the majority of countries, unable to feed or defend themselves, simply collapsed to ambitious warlords who saw the Fall as an opportunity to gain more power for themselves. Others in the Southern Hemisphere and elsewhere, previously crushed under the European yoke gained their freedom and seek to make their mark upon this brave new world.

Your people have entrusted you to lead them through these dark days. Will you build an empire to stand the test of time, or will you perish in the harsh and violent world of The Peshawar Lancers?

The Rules

Note: all rules are subject to change, so please keep an eye out for them. Thanks.

House Rules:

1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game.

Posting at all declares that you have read and understood the rules to the letter.

Breaking the rules, ignoring warnings, and missing orders will result in stability penalties.

The Map
Spoiler Old World :

lkKUz.png


Spoiler New World :

Z3WQj.png



IMPORTANT NOTE: Provinces marked in grey are impassable, and represent areas devastated by the meteors/tsunamis/froze to death/home to cannibals. You can neither start in impassable territory nor claim them. They will go away eventually, though.

Joining the Game

To join a game choose a nation and a color, tell us about it, a flag is necessary, government, religion, people, policy and etc. Claim any fifteen connected passable provinces to begin.

Tip: If you have trouble coming up with ideas for a nation, check out the Wikipedia article on the Peshawar Lancers novel or the Peshawar Lancers Redux project on Alternate History.com.

Updates

IOTs are turn based games. each turn is five years in-game.

Roleplaying

Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. Good Roleplaying will grant you military and economic bonuses.

Expansion

There are three types of provinces.

Settled provinces are normal provinces controlled by the empires in game.
Unsettled provinces are unclaimed provinces.

Colonial provinces are provinces countries are expanding into.

Each army allows a player to claim one province, and a fleet is required to claim overseas provinces. Claimed provinces start as colonial provinces, which produce EP like normal provinces, but require a certain number of armies to remain on defense to keep the peace. For every three colonial provinces, the player needs one army that isn't attacking or expanding. For every three overseas provinces, the player needs one fleet.

Stability
Stability meter runs from 1 (representing collapse) to 10 (ironclad stability). Stability drops if you have too many colonial territories compared to your military might or declaring war. As long as your stability is 6 or higher, colonial provinces will slowly convert to settled provinces. However, if stability falls below 6, the reverse will happen and settled provinces will convert to colonial provinces to represent your government's weakening grasp on those regions.

If stability hits 2, the people will issue an ultimatum to your government that would call for strict limitations on your ability to operate, or you could try your luck and deny their demands.

Declaring war, having too many colonial territories, or having stagnate economic growth will hurt stability. Being at peace, having few colonies, and experiencing positive economic growth will increase stability.


Economy

There are three currencies in the game: Economic Points (EPs), Industrial Points (IPs), and Financial Points (FPs).

One EP is produced per province. For 5 EPs, you can build a factory, which is worth 1 IP. Industrial Points are used to train divisions, naval squadrons, and later, air squadrons. A banked IP will produce 3 EP for the banking player next turn.

For 5 IPs, you can build one financial market. Financial Points are used to research new techs and influence NPCs. A banked FP will produce 8 EP for the banking player next turn.

Industrial Points and Financial Points have upkeep costs. Every factory costs 2 EP a turn in upkeep. Every financial market costs 2 IP a turn in upkeep.


War

Combat is decided by RNG, of course, with Technology being a modifier.

Divisions cost 5 IPs to build and have a maintenance cost of 1 IP a turn. Divisions will defend when not ordered to do anything else. Without the Tank technology, you cannot blitz enemy territories.

Naval Squadrons cost 10 IPs, and are used to ferry troops and perform blockades. Blockades increase the overall maintenance costs of the blockaded player based on the number of blockading naval squadrons versus defending naval squadrons. Each naval squadron increases the overall maintenance cost by 5%.

Air Squadrons cost 10 IPs, and are used assist in land battles or bomb the enemy's infrastructure. You can only build air squadrons once you have researched Airships. Bombing enemy infrastructure increases the maintenance cost of the bombed country by 5% per successful bombing squadron. It costs 1 IP to repair 5% of damage from bombing.


Espionage

An espionage mission is a secret mission. Each mission has a minimum cost for success. Paying a multiple of the minimum cost (two times, three times, so on) increases the chance of success.

Espionage Missions come in several varieties:
Spoiler :
Counter-espionage (2 FP): +50% chance of discovery and foiling of any other enemy espionage missions undertaken in your country.
Steal Enemy Plans (5 FP): +2 bonus on your combat roles against the targeted nation's armies this turn. 30% base chance of success, 40% chance of discovery
Sabotage (10 FP): Targeted nation looses 20% of their income this turn. 25% chance of success, 50% chance of discovery
Fund Rebellion (15 FP): Causes Rebel NPCs (see below) to appear in the targeted enemy nation. 20% chance of success, 75% chance of discovery
Initiate Propoganda (20 FP): Causes several provinces of the targeted nation (and only ones that you could normally claim) to join the player who initiated the action. 10% chance of success, 100% chance of discovery


NPCs

NPCs fall into two categories: Active and Passive.

Passive make up the bulk of NPCs. They don't expand and won't really go to war without being pushed or bribed. To influence passive NPCs, you have to throw Financial Points at them. Once you've gained a percentage of the influence in the country, you can perform diplomacy actions.

Bribe: Chance of Success=Percentage Influence (divided by 2 if sphered by someone else). You can convince this NPC to go to war with a neighbor. A NPC cannot be bribed to go to war if already in a war, and will not declare war on a country inside a sphere with it.

Sphere: Chance of Success=Percentage Influence/2 (divided by 4 if sphered). You diplomats will approach the NPC government and request concessions. A NPC in your sphere will follow your foreign policy directives, and is pretty much an ally.

Annex: Chance of Success=Percentage Influence/4 (divided by 8 if sphered by someone else). Your diplomats demand the country surrenders to you. If the NPC rejects, you either go to war or lose face.

You can only perform three diplomacy actions per turn.

Rebel NPCs and away players make up the active NPCs. Rebel NPCs, when they form because of foreign influence, will automatically join the sphere of the country that triggered the revolt.

Other Active NPCs cannot be added to spheres, bribed, or annexed.

Types of Wars

There are two types of war in the game.

Colonial Wars are undeclared conflicts between countries for control of colonial territory. These wars are limited in nature. Blockades and Strategic Bombing can't be used in these wars. When provinces change hands in these wars, IP and FP don't change hands.

Major Wars are wars DECLARED IN THREAD. These wars allow battles to be fought over settled territory, IP to change hands when settled territory is seized, and the air squadrons and naval squadrons to have fun.

Technologies
You can invest FP in researching technologies. Technologies are used to add bonuses to your militarycapacity. There are several Tiers, and every civilization starts at Tier I, which has no bonus. Tier II costs 100 FP, Tier III costs 250 FP, and Tier IV costs 500 FP.

The tech tree is as follows:

Army
Tier I (Line Infantry): (No bonus)
Tier II (Breech-loading Rifles): +50% on combat rolls
Tier III (Machine Guns): +100% Defensive Bonus
Tier IV (Tanks): Can blitz (attack up to 5 "layers" of enemy territory). +100% Attack Bonus.

Munitions
Tier I (Cannons): (No bonus)
Tier II (Nitroglycerin): +50% Defensive Bonus
Tier III (Poison Gas): +50% Combat Bonus
Tier IV (Advanced Ballistics): Enemy factories are destroyed in land battles during Major Wars.

Navy
Tier I (Ships of the Line): (No bonus)
Tier II (Ironclads): +50 Combat Bonus
Tier III (Dreadnaughts): +50% Combat Bonus
Tier IV (Submarines): Blockade Strength doubled.

Aerial
Tier I (n/a): <cannot build Air Squadrons>
Tier II (Airships): Enables Air Squadrons
Tier III (Sterling Cycles): Enables blitzing for air squadrons only. Allows air squadrons to carry troops across water.
Tier IV (Fighters): +50% on combat rolls against other Air Squadrons. Air squadrons act as armies for policing colonial territory.


Will use Valkyrie-styled stats, so flags are required.

Muy bueno. Are you planning on ever running the next installment of RIOT, or would I be safe in playing as the Empire of the Two Americas here?
 
I might be interested in this game. :)

Should I consider Mali? A Chinese power? Ottoman? Egypt? A power in India? Siam? Brazil?

So many choices... :)
 
excellent, debating going in as Deseret, although there are apparently a "Mormons" in the Peshawar lancers book already :(

I don't remember Mormons being brought up in the original book.


Muy bueno. Are you planning on ever running the next installment of RIOT, or would I be safe in playing as the Empire of the Two Americas here?

Safe to throw Two Americas here, taking into account most of North America is unclaimable.

I might be interested in this game. :)

Should I consider Mali? A Chinese power? Ottoman? Egypt? A power in India? Siam? Brazil?

So many choices... :)

Clearly France-outre-mer.

I've tweaked Stability and Expansion a bit.

Spoiler :
Expansion

There are three types of provinces.

Settled provinces are normal provinces controlled by the empires in game.
Unsettled provinces are unclaimed provinces.

Colonial provinces are provinces countries are expanding into.

Each army allows a player to claim one province, and a fleet is required to claim overseas provinces. Claimed provinces start as colonial provinces, which produce EP like normal provinces, but require a certain number of armies to remain on defense to keep the peace. The number of divisions and fleets required to police the colonies depend on stability.


Stability
Stability meter runs from 1 (representing collapse) to 10 (ironclad stability). Stability drops if you have too many colonial territories compared to your military might or declaring war. As long as your stability is 6 or higher, colonial provinces will slowly convert to settled provinces. If your stability falls below 6, colonial provinces will slowly regress back to unsettled. If your stability falls below 4, settled territories will regress to colonial.

Declaring war, having too many colonial territories, or having stagnate economic growth will hurt stability. Being at peace, having few colonies, and experiencing positive economic growth will increase stability.

Stability determines the number of divisions and naval squadrons required to police the colonies.

At 10 Stability, one division can police ten colonial provinces. At 1 stability, you need one division per colonial province.


The game has a limited production chain running from EP->IP->FP. EP is used to feed the factories and build them. IP used to train units and create and feed FPs. FPs are used in espionage, technology research, and for generating more EP.

This is what stats should look like.

Spoiler :
FXFkCzB.png


The key stats are farther to the left. Spendable is the spendable resources (banked resources are automatically added to the spendable column), and Divisions/Nav.Squads/Air Squads should be self-explanatory. Blockade and Bomb Damage represent the # of blockading ships/bomb damage on that country, and modifier percentage maintenance is increased by.

The order format will have clear rules on it, because stats that update as you change numbers really need that. No "half into X" or "all into y" orders. More like "10 EP to build 2 Factories" kind of specific.
 
Decided I'm just going to bring back the Leadership system too. Instead of Leadership increasing through war or by buying them, the number is tied to tech. Everybody starts off with T1 in the four tech lines, so start with 20 LPs.

Should keep things interesting.
 
How do i upload a large image so that it doesn't resize itself?
 
Back
Top Bottom