IOT Developmental Thread

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REBUILD OF REVOLUTION


Rebuild of Revolution is an Imperium Offtopicum set during the New Age of Imperialism and begins with a fresh start in the year 1836. Players will be able to fine tune their countries' political institutions at the start of the game, and decide on an initial ruling ideology. Pre-game decisions and history will have a major impact on gameplay, and playing as a reactionary dictatorship is very different from playing as a conservative constitutional monarchy, or a liberal democracy.


Ideologies and Government

There are four ideologies at game start: Conservative, Reactionary, Liberal, and Separatist. The first three are full ideologies, while the fourth is a special ideology.

Every country has a ruling party and upper house. In democracies and constitutional monarchies, the ruling party is determined by elections. In dictatorships, the ruling party is, legally, usually the only party. Absolute monarchs can select a ruling ideology.

Monarchs in constitutional monarchies can also appoint their own ruling parties, but overriding the wishes of the electorate increases political instability.

The Upper House is the law-passing instrument of the state, and rearranges annually. The makeup of the upper house determines what type of reforms and repeals are possible. In some countries, only the ruling party makes up the upper house. Other countries will have upper houses that represent the interests of the upper classes. Some few will have upper houses that reflect the political makeup of the population at large (ha).

Political reforms, such as suffrage and immigration, have major effects on how the country operates. Reactionaries will want to rollback reforms at all turns, while Liberals will want to advance reform at all turns.

Conservatives are pragmatic. They're typically against supporting political reform, but will under heavy political pressure with the help of other liberals in the upper house.

Separatists work differently, however. Separatists just want to leave your country. Monarchs can't appoint Separatists are the ruling party, but Separatists can pop up in the Upper House. If Separatists somehow manage to win elections in a democracy, expect problems quickly.

Separatism increases as your country expands, especially as it annexes foreign territory. As the name implies, they just want to leave. In the Upper House, they're super conservatives. They won't support any reform or any repeal.

Who is running the country, and reforms, play into the second major aspect of the game.


Public and Private Sector Economics

Provinces don't generate money. As a matter of fact, the more provinces you have, the more you have to pay in upkeep. The more advance your infrastructure, the more you have to pay. So what gives?

Provinces and infrastructure factor into investment attraction, a measure of how attractive your country is to domestic and foreign investors. Every private sector of every country is attracted to every country in a different way. In the beginning, every country's private sector will be weighted heavily to prefer their home country.

With the profits earned on factories all over the world, your investors will build more factories. All factories cost the same for everybody, but how much profit a factory produces from country to country.

A country in a civilized country costs $250 to build, and produces $100 a turn in revenue, but has $50 in upkeep. Events and policies will gradually change these numbers over time. Government factories will usually operate on smaller margins that private factories.

You can also only tax profit from factories inside your country. Why would you want your investors investing abroad? The more money your capitalists make, the more money that ultimately comes back home to build factories.

Government factories are a more dicey issues. The faction with the most favorable economic policy to government factories, the reactionaries, still increase upkeep on factories by 50%. Conservatives and Liberals have even higher upkeep on government factories, and can't even build factories!


Trade

Increasing how attractive your country is to invest in isn't a solo task. Trade agreement spam can actually end up hurting your country if you do it wrong. Trade agreements between countries are designed to increase the attraction of both countries to the other country's capitalist class. However, not all treaties are equal. If you have the might, there's nothing stopping you from forcing other countries to sign trade agreements that only favor your merchants.

Of course, you can also use Leadership Points.


Leadership Points

Leadership points are static. You will have 20 LPs to use a turn. Any you don't use are gone. They are used for:

  • Expansion
  • Influencing Investment Attraction
  • Attacking Countries in War
  • Promoting Ideologies in your country
  • Promoting them in other countries
  • And much, much more as the game goes on

Leadership Points is your ability to subtly influence the world. Do you want your capitalists to start investing more in your country? Then throw a few LPs at that idea. Want your capitalists to start focusing on another country? Throw LPs at that idea.

Want stronger conservatives? Promote them. Want stronger liberals in another country? Promote them!

You can also promote economic growth in your country, but this leas to its own kind of problems.


Economic Events and Instability

Economic events fall into two broad categories. There are events that increase factory revenue, and events that increase factory upkeep. Increasing factory revenue increases how attractive it is to invest in your country. Increasing upkeep decreases it.

Ideally, revenue will grow as will as upkeep. The more times revenue grows versus upkeep, the more economic instability increases. If you fail an economic instability roll, what happens depends on what happened.

If you got a revenue increase, it is doubled.

But if you get an upkeep increase, upkeep is doubled, and the market takes a dive. Factories close down, investments are wiped out, unemployment goes up. All those bad things.

Unlike the usual IOT, factories don't exist between only two states: Exist, or Don't. Instead, factories can close down. Closed down factories are cheaper to reopen than building new factories.

 
I was about to post my ruleset for SpoM2 and was going to use similar economic rules.
 
I like dis ruleset.
 
The Spirit of Man II: The Eve of War

The year is 1897 and no one would have believed that human affairs were being watched from the timeless worlds of space. No one could have dreamed we were being scrutinised as someone with a microscope studies creatures that swarm and multiply in a drop of water. Few men even considered the existence of life on other planets...
And yet across the gulf of space minds immeasurably superior to our own regarded this earth with envious eyes

And slowly and surely they drew their plans against us.


The Map: As of yet undecided on which in particular I'm going to go for but it will likely be just Europe as with the original game. As with previous games I'll tailor claims to the world-building and also I'll fill in the gaps with NPCs. Unlike the previous iterations NPCs will not have Stats other than Influence and Military.

Economy:

In this game income is provided by "Factories" these entities represent all sectors of your nation's economy (not just manufacturing) and also income from trade (i.e this isn't a Sonereal trade simulator).

Factories are divided into two categories: Private Sector and Public Sector

Private Sector Factories provide no direct income instead their income is generated through tax. However the income that is not taxed away from your private sector will manifest itself as more factories. New factories are created depending on the desirability of your nation with is a percentage representing the will for Private businesses to expand here.
The money not spent on factories in your own nation may be invested in high desirability bordering nations.

In short the distribution of your Private Sector's wealth is as follows:
x is the number of IC your factory generates p is the tax and q is desirability

Direct income = xp
Amount to spend on new factories = q(x-xp) i.e a percentage q of the IC not taxed.

Public Sector Factories function differently. Income from these is almost direct except you have to battle through the bureaucracy. These factories can also be directly built by the government. Bureaucracy also represents general upkeep for these factories.

for x IC and a Bureaucracy rating of p the income provided by the Public Sector is xp.

Government Types:

Keep it sensible - at least pre-invasion. For democracies an election is required to change factions. Dictatorships can not change faction unless the leader is replaced. Constitutional Monarchies can change faction with an election or can change at will. Absolute Monarchies can change factions at will.

Factions:

There are several factions that one can align ones government with as the game goes on. Not all of them are available at the start and all have their unique qualities. They affect desirability and democracy.

Absolutists: Can set the tax between 15 and 80 - Can not be ruling faction in a Democracy, suppressing Public Activity has little effect on desirability
Libertarians: Tax must be under 45 - increased desirability and Public Activity, suppressing Public Activity has hefty impact
Democrats: Tax can be between 10 and 60 - Suppressing Public Activity has little impact
Communists: Tax must be greater than 75 - Decreased desirability, Suppressing Public Activity has no impact, Trade Agreements add 1 factory rather than desirability.

Post-Invasion factions:

Martianists
Technocrats
London Corporation
Solutionists
Jeruslemists

Public Activity:

Public Activity represents all goings on in your nation that the government isn't in control of. They can range from movements for greater rights to full blow separatist rebellions. You can attempt to squash these voices however this will have an undesirable effect on desirability.

The Military:

There are three main stats related to the military. Army Strength, Navy Strength and Leadership. Army strength is an abstract concept representing the strength of an army - training, equipment and morale all come under this category. Navy Strength works similarly.

In war the conflict is divided into fronts. You must assign Army/Navy strength as well as leadership strength to a front. All fronts must have at least one leadership point assigned.

Trade:

Trade agreements between two players increase the desirability and bureaucracy scores of both nations involved. They are a good way of increasing private sector revenue. For Communists this adds 1 factory.

Spending:

Each turn a nation generates IC from its Private and Public sectors it can be spent in the following ways: Investment or Purchase
With Investments for each IC invested I roll a chance to get said thing the amount of IC you invest is up to you. For Purchases you spend the stipulated amount and gain said thing. It is more reliable but in the end has less potential than investment which is more of a gamble.

Military Actions
Invest in Military: A chance to increase Military Strength (Army or Navy)
Invest in Leadership: A chance to increase leadership points
Purchase Ships: spend 5IC and gain 1 naval strength

Economic Actions
Invest in Trade: A chance to increase desirability
Purchase a factory: Spend listed amount and gain a Public Sector factory

Policing Actions
Invest in Suppression: Target on a single Public Action, a chance to decrease support
Purchase Investigation: Reveals information of Public Action allowing for increased chances in the future for Suppression

Espionage Actions
Invest in Espionage: Chance to increase Espionage Points

NPC Actions:
Invest in an NPC: A Chance to increase influence within the NPC, also a small chance to increase your own nation's desirability.

Espionage:

Espionage points represent the relative size of the intelligence networks of nations. Espionage actions cost 1 point each and spending more increases the chances of success.
Putting points in counterespionage will help counter enemy efforts.
 
Hey guys, remember this?



Since Mosher's not here I've been mulling over following through on my earlier musing concerning an HRE-inspired IOT. Part IOT, part Realpolitik, players would choose one of ~28 electorates and squabble for power both within the Empire and band together against foreign domination by their NPC neighbours, walking the fine balance between personal greed and imperial solidity. No set mechanics as of yet; setting will probably be anachronistic and may include magitek, since it was originally derived from ATEN.


My second concept is inspired by Sone's recent RAIOT, because we need to use this map more. It'll have a military focus but use a ruleset adapted from MPR with elements planned for the Balkan Wars/Marmot. Features would include provincialized economy/industry, interchangeable tiered units (à la RAIOT), terrain, weather and seasonal effects, domestic disasters events to keep your non-trigger-hand occupied, and pony more.


Neither of these will probably launch soon since a) we have enough and b) I'm busy, but anyone have a preference for which one I put serious effort into fleshing out?
 
TAILLESS' MAP IS CERTIFIED PERFECT I WILL DESTROY YOU

yeah I know, he missed a couple borders but those are piss simple to edit in
 
I vote for the HRE (as I have a major boner for the HRE). Failing that, Balkans IOT would be top-tier.
 
Depends what sort of game people want. If it's quasi-historical, the setting would be circa late 1500s and the electorates would have predefined religious and cultural traits. An alt-hist future could run all the way up to present day; players would have more freedom in tailoring the electorates as they see fit, and I'd parcel out unique bonuses as I'd planned in ATEN.
 
Speaking as someone who has actually GMed now, I think the most important thing we can possibly do is make military mechanics fun for the GM. Sure, Excel makes it easy, because all you have to do is shove numbers into a template, but that's monotonous, especially if you have to switch to other tabs in both your worksheet and your browser for the data.

I have absolutely no idea how to do this.
 
Wasn't there a suggestion at one point to decide battles through a video dance-off? We could always bring that back :p

In all seriousness, the above is a major problem. It's not just IOTs. I have had fun doing battle calculations in precisely none of the three NESes I have modded.

Unrelated, with 15 and 16 now basically dead, and 14 in limbo, we have IOT 17
 
So I have an idea for a medieval IOT. Would anyone be intrested?

Do you want to see it in our world (with the CKII:RoI map), or do you want to see it in a fictional world?

If you want to see it in our world, I will need help. Although I can manange Europe well, I will need help in minor details like how the Indian nations will work.
 
Military mechanics being fun depends a lot upon the scope of systems - I know I alter them pretty readily, so systems have had all sorts of varying interpretations.

I dunno. One of the more mundane but also less concerning parts of the orders. Players tend to be pretty apathetic to the fine details, despite how much war is in these games
 
I kind of feel like I would've been having more fun if my players were trying to blow up the other guy with exploding sewers or had lion cavalry.
 
I kind of feel like I would've been having more fun if my players were trying to blow up the other guy with exploding sewers or had lion cavalry.

Should we take this as shorthand for "Warhammer IOT when"
 
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