IOT Developmental Thread

We should consider a moon map for IOTs; this alien game could consider it as a additional place for the aliens to use as a base and a place to deploy your moon cannon if one must. ;)
 
Good god man use the Enhanced Vicky2 Map - it's much easier to color in for everyone.
Noted and changed.

We should consider a moon map for IOTs; this alien game could consider it as a additional place for the aliens to use as a base and a place to deploy your moon cannon if one must. ;)
That would be an interesting idea, but I would use it in conjuction with the Earth map. Humans would be able to only have nations on Earth, while aliens could arrive either at Earth or at the Moon first.
 
Moar MPR brainstorming!

Credit rating. This occurred to me maybe a day or so later as a means of making neoliberalism an almost viable strategy; based on a country's credit rating the player can engage in deficit spending at the following rates: A=200%, B=100%, C=50%, D=0%, and maintain those debt levels before the bankers start to crack down (Soviet debt crisis, anyone?). Credit rating and financial efficiency have a reciprocal relationship, and while it can lead to a 'virtuous cycle' during boom times, if you rely too heavily on floating foreign capital for your revenue stream you're in for a wallop come bust.

NPC relations. Given my incessant critiques of Tanipolarity's vassalage system there's no ethical way I can maintain it. Instead I'll keep a separate table of each NPC's approval of each player country. Favour is boosted by the usual venues (trade deals, diplomatic pacts, mutual military struggles) and will remain relatively constant short of only the most ideologically polarized revolutions. While it takes time and effort to build up strong relations (80%+), once there loyalty is not easily shaken so long as you don't do something phenomenally stupid; this avoids the schizophrenic colony rushes of Tanipolarity in favour of a more organic and long-term strategy.

As such, the tithe system must be completely abolished. In its place I'm thinking either that amorous countries will bail you out when you risk default, or that they provide a fractional but guaranteed boost to the debt ceiling. Finance capital mechanics will be streamlined for NPCs so as to keep update times reasonable. :p
 
Credit rating. This occurred to me maybe a day or so later as a means of making neoliberalism an almost viable strategy; based on a country's credit rating the player can engage in deficit spending at the following rates: A=200%, B=100%, C=50%, D=0%, and maintain those debt levels before the bankers start to crack down (Soviet debt crisis, anyone?). Credit rating and financial efficiency have a reciprocal relationship, and while it can lead to a 'virtuous cycle' during boom times, if you rely too heavily on floating foreign capital for your revenue stream you're in for a wallop come bust.

Go check out StockNES. The credit system, more or less, works the way you're describing, except there's also something for creditors to do to get in on the action.

Or just simplify the whole equation and use (Demand/Supply) * Base Interest Rate so each player can find the interest generated on savings, as well as interest payments that need to be paid each turn.

The advantage is that you can tweak the base rate as need be and let the market regulate itself. Also, it is easier to deal with NPCs.

On the other hand, the system relies on public savings unless you're pulling a RoR on this and modeling the private sector.

NPC relations. Given my incessant critiques of Tanipolarity's vassalage system there's no ethical way I can maintain it. Instead I'll keep a separate table of each NPC's approval of each player country. Favour is boosted by the usual venues (trade deals, diplomatic pacts, mutual military struggles) and will remain relatively constant short of only the most ideologically polarized revolutions. While it takes time and effort to build up strong relations (80%+), once there loyalty is not easily shaken so long as you don't do something phenomenally stupid; this avoids the schizophrenic colony rushes of Tanipolarity in favour of a more organic and long-term strategy.

As such, the tithe system must be completely abolished. In its place I'm thinking either that amorous countries will bail you out when you risk default, or that they provide a fractional but guaranteed boost to the debt ceiling. Finance capital mechanics will be streamlined for NPCs so as to keep update times reasonable. :p

Relationship tables, like most tables, are just a pain to deal with, especially if using rather arbitrary percentages to gauge relations. A better system would really just be a five-point system: Cold, Cool, Complicated, Cordial, Close.

Easier to deal with, more room to move around, less noticeably arbitrary.

As for getting rid of the tithe system, great. It made no sense in the first place as applied in most situations anyway.
 
Is anyone willing to give an IOT set in a fictional world a shot? Don't worry, it won't be as mechanical as MedIOT. The mechanics will be mostly hidden this time around, although I can tell you what's messing/blessing your country up behind the scenes if you want. The stats will be more of a preview of the situation of the country. This is to encourage roleplay rather than gamey behaviour a la MedIOT.

Another thing is that, to encourage player interaction, I'll allow you to only play a part of the world, like a continent.

Others questions I have are: At which era shall we set it up? And should I fill the player surroundings with NPCs or the world will have to be broken up by the players?
 
Is anyone willing to give an IOT set in a fictional world a shot? Don't worry, it won't be as mechanical as MedIOT. The mechanics will be mostly hidden this time around, although I can tell you what's messing/blessing your country up behind the scenes if you want. The stats will be more of a preview of the situation of the country. This is to encourage roleplay rather than gamey behaviour a la MedIOT.

Another thing is that, to encourage player interaction, I'll allow you to only play a part of the world, like a continent.

Others questions I have are: At which era shall we set it up? And should I fill the player surroundings with NPCs or the world will have to be broken up by the players?

What fictional world? One we create or a setting?

I will have my eyes open.
 
What fictional world? One we create or a setting?

I will have my eyes open.

Both. Yes, I will set NPCs and a backstory up. However, this will happen after the applications have been made so I set the world more or less according to what the players write on their backstories (you can choose not to write any story, but I'll have to shape it up according to what I feel it's right)
 
Both. Yes, I will set NPCs and a backstory up. However, this will happen after the applications have been made so I set the world more or less according to what the players write on their backstories (you can choose not to write any story, but I'll have to shape it up according to what I feel it's right)

What world will it be? Will it be alternative Earth, a fantasy world, science fiction, science fantasy, Steam-punk, mythological, our style of world with fantasy elements or?

I myself approve NPCs to add some natural notions to the map.
 
What world will it be? Will it be alternative Earth, a fantasy world, science fiction, science fantasy, Steam-punk, mythological, our style of world with fantasy elements or?

I myself approve NPCs to add some natural notions to the map.

Ah, thanks for the explanation. It will be a world with real physics (so no magic or that stuff), but geographically it will be very different. And as of yet I don't know on what era it will be set. I'm currently deciding wether it will be the Late Antiquity or the Late Medieval ages.

And yes, I will probabily allow fictional animals so long as they make sense.

EDIT: Actually, now that I think about it, there will be a few guidelines (not rules but more like reccomendations) on certain regions (like forests), specially because there are areas with less communication and trade with the rest of the civilized world.

Example that I already included in the map: I included a small swamp that splits the continent in two, so I feel like the east, which is very wet and has more forests, should be pagan and less advanced.
 
I consider 6 hours is long enough to allow me to do a double post.

Anyway, here are some very early drafts of the maps. I have yet to fill many regions, add some details and fix some minor stuff, but this should give you an idea of what I am working on. I post them now because I need to do some stuff for school and now it's getting really late.

Political:
Spoiler :
fictionaliotqeodruin.png

Geographical:
Spoiler :
fictionaliotqeodruingeographical.png


This is the tool I used. Be warned, it spams visits in your browser, so if your browser tends to delete the earliest of it's browser history, don't enter. In addition, I haven't tested it on a resource-poor computer but it should consume a lot of resources. In addition, this has spoilers for the rest of the continent.

 
Almost done with the maps. Didn't post this earlier because I was playing DOS games all day.

Spoiler :
fictionaliotqeodruin.png


Spoiler :
fictionaliotqeodruingeographical.png


The small bumps are hills, although they also serve as a way to measure the height of a certain area, depending how far inland it is (the more the higher) and how many mountains surround it (same)
The desert is in yellow.
The steppes are in pale green.
The plains are in light green.
The forests are in normal green.
The jungle is in dark green.
The swamps are in darkest green. In addition, they are also impassable as you could have guessed in the political map.

I'll upload clearer versions with the OP.
 
Ruleset of PolyIOT Part 2

POLITICS AND FACTIONS
whitehouse_historypg.jpg

Politics and Factions :
Politics are the A and Z of your nation, especially if you are a democracy or any form of government that generally tries to be inclusive in the way it deals with problems. Generally, your form of government and the party/faction that is in power shapes your RP and your perspective, but also can possibly give you some temporary bonuses and penalties, like for an example better relationship with human NPC polities. Neural Networks, Collectives, Hiveminds and all sorts of similar governments do not start with any factions, but that does not necessarily mean they won't get any in the future depending on the player's actions or events that might happen.

Factions, depending on their strength and their disposition towards the player/strongest faction ( if you are part of an invasion fleet, it is possible that you might not represent the most influential faction after all, or that things might change in your home planet ) affect the events that might transpire during the passing of a turn. So in our example for the human polity, if the Socialist Movement becomes popular with the army and/or the people, they might attempt a coup and as such directly affect the country. Or scandals between two different countries could occur. Basically, anything that you can come up with might happen regarding factions if it makes sense given the time and circumstances.

If the player's faction is thrown out of power, like in the aforementioned coup, the player will be asked if he wants to continue, but I expect a change in RP and politics that makes sense given the previous actions of the faction.

Elections:
For democratic polities, you are most likely going to face elections every now and then. The way elections will be done is a mix between logic and RNG, so expect every now and then a shake - up regarding your political life.

Let's take for example Greece in the previous post, and let's say that the Ruling Party is the most loved one ever because of events, circumstances and positive effects of orders and that the Socialist Movement is helped by the secret services to take over because the player ordered it to be so. Here is how the calculations would be done. RNG numbers go from 1 - 15

Spoiler :

The Unified Right - Wing Coalition : [ Insert Name of Leader Here ]
Negative Modifiers : -1 for ideology
Positive Modifiers: 2 for loved by the people

The Socialist Movement:
Negative Modifiers: -1 for ideology
Positive Modifiers: 1 for helped by secret services.

So now with that done, let's add RNG to the mix. First priority is given to the party with the largest sum of modifiers, so all is right. First we roll about the negative modifiers, and then about the positives. Let's say RNG gives 8 for negative and 10 for positive. The calculations would be done this way:
8 x ( -1 ) + 10 x 2 = -8 +20 = 12
That means that the Ruling Party would rise by 12% during these elections, so that means it would get 195 seats in the parliament.
If let's say because of the elections there was a 20% that did not add up, the two biggest parties would fight for it through RNG with a scale from 0 - 20, with 0 meaning that the party gets no percent and with 20 meaning it gains all 20%
Similar is the process if there is a larger percent of votes than needed.


Revolutions:
In case a coup fails, or is not tried in the first place, a revolution can occur. Its size and strength is determined by the popularity of the faction, the form of government, and who supports the faction. However, I believe that explaining Revolutions is dull and needless, as I suspect we will be seeing many of them in this IOT.

With all that being said and with no more ideas, I think we are done with the political side of PolIOT. If you have any suggestions or ideas about how to improve it, feel free to post them.
 
Vaguely considering a project over Christmas break. More details when I get more than an hour of sleep per night (no earlier than December 4th)
 
1970.

Ever since the belly of the beast was slain in Berlin 25 years ago, the two sides of the world have been in a perpetual stand-off. In the West, America continues to wave the star spangled banner of capitalism and the old order. Meanwhile, in the East, the Soviet hammer and sickle beat the drums of communism and perpetual revolution. The entire world has been defined by their attempt to destroy the other, a world teetering on the edge of nuclear annihilation.

And you, you are just a pawn in the great game. Moscow and Washington want you to march in line. And march you will...

All Along the Watchtower: A Megs IOT

Features:

Explore a world in which the biggest fish in the sea are two monolithic NPCs, who regard the players as nothing more but tools to be used and discarded as needed.

Play as either a leader or an insurgency in a third world nation in Latin America, Africa, or Asia

The least eurocentric IOT not hosted by CivO: Europe, North America, Oceania, and the big three Asian states (China, India, and Japan) are locked and will be filled with NPCs.

An IOT with just the right amount of rule structure to inspire an immersive experience in the Cold War-era (Yes, there will actually be rules in this IOT)

Coming soon to a forum near you
Valve Time
 
I made a promise a few months ago I would run one more "serial" game in IOT before fully Frontiering, so here is a preview.


Spoiler Coming Soon :
37zxCx0.png
 
I know this is like the 5th "HI I'M MAKING SOMETHING" post in a row but I might possibly revive this as an IOT.

Alternatively, I've been thinking of a (possibly steampunk) setting where the Crusades never ended and got shifted around the world, and now it's about 1800, but India and China have both undergone industrial revolutions which threaten to completely undermine any stability either Christianity or Islam has anymore. I don't know aaaah
 
Whelp, I guess i should say that Im working on Reviving (insert your favorite TE IOT concept here) but im not so meh.
 
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