To start the game, claim 10 territories. One of these will be your capital. IOT is a turn-based game. Initially, a turn will translate to 1 year in real time. Update occurs roughly every three days. Regarding the setting, 1950 is the start date. Nuclear/Atomic weapons have not been produced so far. We will create the official "timeline" as you join but the *turning point* in this alt history is the Congress of Vienna in 1815. You can alter anything beyond that point to suit your nations history. I would like this IOT to have a certain ambient to it so joining as the Peoples Theocratic Republic of Batman and Associated Press aint gonna cut it. Keep it real. Same goes regarding tech.
Expansion
Spoiler:
As a nation you will be surrounded by minor NPCs. You can either use the pen or the sword. To peacefully expand, ie annex nations or parts of nations you use RP, diplomacy, pressure and covert actions to persuade it to reincorporate into the Vaterland. This will be easier to achieve with nations that share culture, ethnicity and history with yours or the same political movement. Sometimes all that will take will be simply the clanking of swords, the threat of invasion and destruction that will force nations to heed to your demands. The other type of expansion will be military annexation which we will describe lower down. Basically the usage of conventional forces to forcefully obtain a territory.
Economy
Spoiler:
At the start of the game every territory will produce +1 IC apart from the capital which will produce +2 IC. The IC of territories will increase or decrease via events, decision making and luck with the IC per territory cap being at +5IC
Controlling territory is the main way you earn income. However, income can also be increased by technology - each civilian tech level increases base income by 1.
So, say I control 20 territories with a civilian tech level of 10, my base income is 20+10 = 30.
Not that you’d want to, but income can be reduced if you make yourself hated in the world enough. Each nation that embargoes you decreases your income by 1% .
Let's say I declare war on my neighbor because his emissary sat on a sacred chair, and then they plus 3 of their friends embargo my nation. My income from the base 30 would be reduced to 30*0.5*0.99^4 = 14.4. Now, I will round it to the nearest number, so I'd get 14 gold income. If I make peace and everyone stopped embargoing me, I'd lose those modifiers.
Income is generated at the beginning of each turn for each player and can be spent on your army, navy, or technology. You may bank the money but this contains risk of losing it or increasing it, regarding which NPC nation you use to bank it.
Technology
Spoiler:
For the purpose of this game, all nations start on equal technological footing. That is, tech level one.
There are two areas of research: Military (build up to WMDs) and Civilian (everything else). Each next level costs x25 times the level you are at (so if you’re at level 4 the next tech will cost 4x10 = 40 IC). You can research more than 1 level of tech per turn if you’re up to it. Tech investment is cumulative, and the amount you already invested will be shown like this: invested/total cost (300/400)
Each level in civilian tech increases your base income by one, and each level in military tech increases the base strength of your navy and army by one.
Diplomacy
Spoiler:
Diplomacy can be conducted in the open in the thread or in private by VM, PM or social groups.
Most diplomatic actions don’t effect the game and are really just for RP but the following do. They have to be publicly stated in the game thread:
- Defensive Pact
- Guarantee of Independence
- Joining Alliance
- Declaration of War
There are also embargoes, which as previously described reduce the target's income by 1%. These must be publicly posted in the game thread and you can sign one embargo per turn.
These treaties can be cancelled at any time if it is not stated in the contract, the duration of such agreements.
War
Spoiler:
Units
Your main units are armies and fleets. These are physical entities on the map.
- Army groups will be represented on the map.
- Naval Fleets will be represented by a dot in the sea which the same color as their nationality.
Each one costs x10 times the number which you already own (so if you own 6 armies the next one costs 6*10 = 60 IC – the first army and fleet you build is free). Additionally, each army and each fleet also costs 2 gold/turn of upkeep. This will be subtracted from your income at the beginning of each turn. If upkeep > income, then the economy GM will helpfully randomly disband your armies and fleets until your income is back in the positive.
When you recruit an army or fleet, you choose where they start. Every turn, you may reposition all your units.
- Armies may move through up to 5 land territories in friendly territory, 2 max through unfriendly, only 2 Army groups can be in one province
- Fleets may be reposition anywhere
Land Battles
As previously stated an army can move through 2 enemy undefended provinces per turn (this will increase as mil tech goes up).
You may have several armies attacking a single province from many directions, but only two may occupy the territory afterwards. A formal declaration of war must be undertaken before an attack.
Battle Calculations:
Those who have played valkyrie will realize I will basically copy that system with alterations. Each army group gets an RNG roll, which adds up to combined strength. Defenders will receive certain bonuses (basically terrain and defenders bonuses). Players will be required to send battle plans, you will get bonuses for this and it is necessary from at least the attacker.
That should be about it. I could post the game now if god wills it.
A short, simple game I'm probably going to run soon:
In Nineteen-Hundred and Eighty-Four, the Whole Mad World Went to War:
We have always been three. We have always been at war. We have always been as we are.
Now... it is time for change.
This game will be a short and simple rip-off adaptation of 1984's setting. The world will be divided into three equal superpowers, each of which has a pre-assigned capital. Since we're referencing '84 here, they'll also be dystopic Orwellian dictatorships. Players will play as one of three positions - military, economic, or diplomatic. Rather than forming your team and picking your nation directly, you will post in the thread which of the three positions you are willing to play (you can list more than one, if you want to improve your chances, but keep in mind that military and economy will be more mechanics-driven, and diplomacy more RP-based), and then privately PM me your ordered preferences for the country you want. From this, I'll announce the three government positions for each country.
The game itself is simple - while PM orders are possible, every player needs to post orders in the thread once per turn (even if they're bogus). Victory is achieved by the first country to control all three capitals (which will be pre-set).
In addition, players who are not within the nine playing can launch coups, which may be supported by the two nations not being attacked. The victor of a successful coup gets to choose their position within the new government, and may choose to keep or dismiss the two other members of the nation's government. If they are dismissed, they will be replaced with other players from the inactive pool.
An update on the rules and mechanics for my proposed 1984 IOT:
Again, there are three nations. Each nation has three prominent leaders - diplomatic, economic, and military - who will, at least at the start of the game, not have selected each other as teammates (the selection process will be more or less random assignment, as available positions permit, though favoring players who signed up first). Each of these three positions corresponds to the three major components of the game - military, economy, and stability.
The diplomatic position is the least dependent upon the three of mechanics, and the most dependent upon RP. The players in this role will be in charge of managing RP and relations with other nations, and will be the only players considered official in this capacity.
The economic position is the opposite side - least RP, most mechanics. Players in this role will have all say over their nations funds - including how much is allotted to the military (or diplomacy, if such a case were to occur). They do not, however, have any official say on what military funds are used for.
The military position is similarly obvious - once they're assigned funds by the economic command, they can spend them on armies and navies as they please, and this player will have all official say over how military units move across the map.
All other players sit in a pool, and can launch coups to overthrow any nation's government. These work in the following way:
Spoiler:
-A player declares, publically, their intent to overthrow another government, and which nation they will be targeting. If nothing else is modifying this attempt, it will have a 5% chance of success.
-Once a coup is declared, existing members of any of the governments can support that coup. For each supporter from a foreign government, the odds of success increase by 5%; if you can attract support from within the government you are trying to topple, the odds increase by 10% per member of that government.
-The odds are also altered by stability, which runs on a 0-5 scale. Each level below 5 increases the odds of a coup succeeding by an additional 5%.
Once all of this has been processed, the coup is launched along with the update. If a player is successful in their coup, they can take over any position in the government of the attacked nation, and keep or dismiss the other two members of the government as they wish. If they are dismissing a member, they must replace them with a member of the inactive pool - which they will be permitted to select. Additionally, the nation whose government has been overthrown will lose one level of stability, or 2 levels if they were at a stability of 5.
If you have been overthrown, you will have one turn to launch a counter-coup to retake your position, and will have an additional 5% chance of success. If you succeed, you must take the position you were deposed from, though all other mechanics of the coup apply. If you decide to target another country or do not launch your response on the next turn, you will lose this bonus, and all normal coup rules will apply. If you are writing RP for the game, it is expected that, if you go from one nation to another over the course of the game, that you will take it on as a different character.
Economy - the economy will be somewhat simple in this game. Provinces will generate a certain amount of revenue - how much is to be decided upon when I decide upon the map, but suffice to say that all three nations will be set up to generate 100 income on their first turn. Provinces are distinguished between "owned" and "occupied" provinces; only provinces which you own and control will generate any revenue. If you wish to make more money, you'll have to cut some sort of peace deal with your opponents to turn occupied provinces you control into your own personal land. Economy is also modified by stability - each level below 5 drops your economic productivity by 5%.
Militaries are also rather simple - they're split into armies and navies. Each navy can carry one army. Any unit can only move one province per turn, Risk-style. There is no upkeep cost. Defending is easier than attacking - defending militaries will have a 10% bonus in occupied provinces and a 25% bonus in owned ones.
Stability is the last major mechanic - it runs on a 0-5 scale. Losing coups and conflicts will drain your stability, which can then be raised through RP (of the diplomatic player) or by investing 10% of your economy per level.
Lastly, events. Each mechanic has a positive and a negative event (+/- 1 stability, +/- 10% military effectiveness, +/- 10% income), and each nation will receive one positive and one negative modifier per turn.
EDIT: If you would actually play this, let me know below, along with which of the positions (and reminder, you can list more than one) you'd be willing to play. Also let me know if you'd play now, or only later.
To allow for extra politics revolving around coups, perhaps you could also get an extra 2.5% or 5% for every other player in the pool who supports your coup.
CivOasis said:
EDIT: If you would actually play this, let me know below, along with which of the positions (and reminder, you can list more than one) you'd be willing to play. Also let me know if you'd play now, or only later.
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