IOT Developmental Thread

My map of Japan is much better. And larger. And based on 16th Century maps of Japan.
 
Spoiler :
BJeMQtb.png


This?
 
The only bad thing is that there is no Hokkaido. But those filthy Ainu dont belong in Japan by then :P
 
My map of Japan is much better. And larger. And based on 16th Century maps of Japan.

Use Joan's JapMap and I'm in :p

Spoiler :
BJeMQtb.png


This?

Awnser:

The only bad thing is that there is no Hokkaido.

A lack of Hokkaido makes sense IRL because at that point it wasn't considered to be part of Japan. HOWEVER, this is based off of Pokémon, and in Pokémon, Sinnoh is explicitly based on Hokkaido.

Also, civ'ed's map has a terrain version, and terrain will be important in this game (plus... I feel kind of obligated to use wouter's map ;) ). If Joanna wants to expand his map to include Hokkaido AND study Japanese geography enough to make a terrain version, then I will use it (I'm not going to go the extra effort when IMO my current map suffices). Otherwise, using the current one

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DEV DIARY 1: "It's not the source of every conflict, Megs!"

Religion is going to play a major part in this game. In the world of Pokémon no Yabō, there are many different native faiths in Japan, often but not always interlinking, that have served as the traditional religion for generations. However, the arrival of the European Dragonist* missionaries have started to spread their faith in the islands, which, with coupled with a new heretical religion in Kanto, has caused an upheveal in society. The Sengoku has become just as much of a religious war as it has become a civil war, and navigating through the various faiths

In-game, religion is not going to just be RP. It's going to effect actual gameplay There's five religions in-game, and like EU, each province is going to have their own religion. You can also declare a state religion, which will give you a bonus and penalty, or you can be an irreligious daiymo, which means you don't get any penalty, but neither a bonus.

The religions are:

Kaism (Kalosian: Helixism)- Corresponds to the Kanto clan, this is an extremely new religion founded by the current clan leader, Akai. Rejecting the traditional kami in Japan, Kaism instead postulates the world is in a constant conflict between a benevolent god of freedom, Kai, and an evil god bent on the enslavement of humanity, Kōra. Both gods are technically dead, but even through it they continue their enternal blood feud. Akai claims he is in fact many people in one, and that he has numerous Yokai companions, including two messianic birds with apocalyptic powers.

GM NOTE: Minus the part involving modern technology, read my last RP post in Fallout IOT if you want a more in-depth look in Helixism. Note that I am in the process of Japanifying most of the TPP names, and that the lore will be changed slightly to match the time period better

IN GAME BENIFETS:

Bonus: Kaists are very in-tune with the new Yokai that appear, and Kaist daiymos believe they are chosen ones destined to become the greatest commander of these new beasts. Kaist nations will find it cheaper and easier to seek out new species to raise, and raising yokai armies will be slightly cheaper

Penalty: Kaism advocates that every man and woman is free, and challenges to the core the feudal lifestyle that dominates Japan. Not only do the traditional faiths (along with Goomyism) consider Kaist nations to be a threat (and thus less likely to support them), but Kaist nations might find their armies deserting or even rebelling if they are shown to be weak or tyrannical.

Furui shinkō (Kalosian: Hougianism)- This is the traditional faith of Honshu, and the dominant faith in Japan. This religion is so ancient, in Japanese it doesn't even have a distinct name, instead simply being called "the Old Faith". Kalosians have dubbed it Hougianism, a portmanteau of the two main revered kami, Houho and Lugia (Japanese: Rugia).

This religion has its origins in the Kansai region, and naturally the Johto clan is one of the many clans adhering to it. Houho and Lugia represent a dualistic nature, not one good or evil, but merely opposites. Houhu is emotion, passion, fire, sky, birth and rebirth, and beginning. Lugia, meanwhile, is logic, rationality, water, death, and the end. Both are worshiped as being necessary for the world to exist, and both have numerous legends surrounding them. Hougianists acknowledge the Torioist's kami and Myū/Aruseueu exist, but do not think they are as powerful as their legends are.

IN GAME BENEFITS:

Bonus: Hougianists are very traditionalist, and therefore are willing to support their daiymo clan more willingly than other religions. Hougianist provinces in a Hougianist state will pay bonus taxes

Penalty: Hougianists are still very tradtionalist, and tend to view the Europeans as gaijin devils. Because of this, Kalosian merchants are less willing to cut deals with Hougianist states, and therefore they will find themselves harder to obtain European technology

Torioism- Originating in the island of Kyushu, Torioism, while acknowledging Houho and Lugia, do not think they are the source of life and death in the universe. Instead, more focus is placed on the traditional Kyushian kami, most importantly the sky dragon Rekkūza. Almost as important is the giant dinosaur-like Gurādon and the equally large whale Kaiōga.

in Torioism, Gurādon created the earth while Kaiōga created the ocean. The two are mortal enemies, and would continuously fight each other, changing the face of the Earth and killing any land or sea life in their path. The fighting got so bad, the protector of the skies, Rekkūza, came down from the heavens to save life below. More powerful than the two kami combined, Rekkūza forced them to retreat. Gurādon and Kaiōga supposedly slumber deep underground/water, respectively, waiting to continue their eternal feud. In the meantime, Rekkūza pledged to protect Earth and humanity in particular from any vengeful kami, and would return in their time of need.

IN GAME ATTRIBUTES:

Bonus: Torioism is deeply naturalistic, owning to their kami representing various forces of nature. Because of this, Torioists make an effort at being aware of nature, and therefore do not feel so out of place in rough terrain. Negitive effects of terrain in combat are mitigated for Torioist states (but not removed).

Penalty: Torioists look to Rekkūza as a protector, and even daiymos don't believe they need anything else but the sky dragon to protect them. Therefore, Torioist daiymo collect slightly less taxes than other religions

Arceusism: This religion has... complicated origins. Orgionally, the Ainu were monotheistic, worshipping an all powerful horse known as Aruseueu (Kalosian: Arceus). The traditional theology of Arceus worship, however, shattered once Japanese culture started to intermingle with Ainu culture. For reasons lost to history, the Ainu people saw equivalence of the minor Japanese kami, Myū. Myū, a small pink cat, is the creator of the minor Yokai in the Japanese faiths, but is otherwise considered unimportant.

The Ainu, however, decided that Myū was actually just a form of Aruseueu, and thusly took the few legends involving Myū and appropriated them to their kami. However, the name Aruseueu stuck, and the traditional horse form continued to be the main deception of the diety. In native Japanese religions, Aruseueu simply does not exist, although Myū does.

In Arceusism, Arceus created the world in a very Abrahamic-like fashion. Out of an egg she laid, came the universe and all the other kami. Interestingly, Arceusism stresses kami that are largely left alone in the other faiths, including the time dragon Diaruga (Kalosian: Diagla) and the space dragon Parukia (Palkia). There is also the three sisters, Yukushī, Emrit, and Agunomu. They are responsible for human knowledge, emotion/love, and bravery, respectively.

IN GAME ATTRIBUTES:

Bonus: Arceusists, owing to their Ainu legacy, tend to stick together when the going gets rough. Even peasants will lend a hand in a fight against the accursed southerners. Arceusist units get a combat bonus against non-Arceuists in any Arceusist province, no matter who actually owns it.

Penalty: Most Japanese consider Arceusism to be backwards, since they tend to look down at Ainus as being equally so. Therefore, it will be harder for provinces to be converted to Arceusism than normal

GM Note: Provinces for this religion is basically going to be limited to Hokkaido and very northern Honshu, barring player intervention (such as joining as Arceusist nations). This religion is heavily associated with the Ainu, which are a separate ethnic group from the Japanese.

Goomyism (Japanese: Numeraism) - Orgininating from the Europe, Goomyism is the veneration of the dragon Goomy. Although he is depicted as a small blobish like dragon, he is extremely powerful, and according to scripture has slain anything that ever dared to challenge him.

Goomyists completely reject all the traditional kami in Japan, along with the gods in Kaism. They even rejected the existence of yokai, up until verified sightings of yokai were made across Japan. Despite this, their Dragonist missionaries have started to convert Japanese to this new religion, which has caused signigant social strife against the traditional customs and faith in Japan.

In game attributes

Bonus: Goomyists in Japan understand they are not in the best of positions. Any daiymo that converts to the one true faith is, in their eyes, a holy paladin worthy of being followed. Any personal flaws are ignored for the sake of supporting him or her to the position of shogun. Goomyist provinces will never rebel in a Goomyist nation

Penalty: On the other hand, Goomyists believe any follower of Japanese faith are heathens that deserve to be smote by his holiness. Goomyist provinces are very rebellious in non-Goomyist realms (INCLUDING IRRELIGIOUS DAIYMO REALMS). On the other hand, native followers will fight tooth and nail against Goomyism, as they consider the new faith a direct attack against them in a way even Kaism isn't. Non-Goomyist provinces are therefore extremely rebellious in Goomyist realms.

EDIT: EXTREMELY touched that someone (Greek) wants to join as Lucina in one of my IOTs (Just try to make it sound somewhat sensible in the setting). Lucina>Saber confirmed :p
 

Also known as: space-IOT/NES without a tittle.


Many of you know what it is - after all I have been commenting about a few days ago and besides the title in construction I must say that this is not an IOT either an NES, imagine how a hybrid just like that freak alien of the last film in the Alien trilogy. Before embarking on the project itself, I would like to leave my thanks to thomas.berubeg, without him it would not be possible.

The premise
Pretty simple, in [INSERT A NAME HERE] the know universe is "waking up" from a period known as the Dark Ages. Before that, the universe was ruled by the Old Empire. And for reasons chosen and hidden by the GM [also know as: under construction], all known technology evaporated, leaving the planets that once relied on the Empire now by themselves. Now the FTL technology is being rediscovered and, in the ruins of the Old Empire, noble houses are emerging [aka Feudalism in space].

Basically, this is a story-based IOT/NES/Hybrid/Warcraft 3 mod/NOTW set in space. The central theme is the political confrontation between the feudal houses.

I will post the pre-thread eventually




Good day, sir!
 
DEV DIARY 2: "BAAAAAAAAAAAAAANZAIIIIIIIIIIIII!"

Since Pokémon no Yabō is based on the Sengoku period of Japan, the main focus of this game is going to be on combat. Unlike FemIOT, there will actually be stats and a combat system based on actual mechanics. However, because of how much war is actually important in this IOT, I'm not just going to do the standard risk-based combat. No, there's going to be actual strategy involved in battling.

Combat in Pokémon no Yabō will involve various different types of units on each side. Each kind of unit, human or Pokémon, will have a stat for offence and a stat for defense. Depending on whether or not your army is attacking or defending, your units will use the attack or defence stat. To encourage a more dynamic game, attackers will roll first. If two armies attack each other, the person who sends orders in first will be the attacker.

Combat works like this:

Every attacker's units roll a 1d20. If a unit gets a roll equal or lower to their attack stat, it rolls a "hit". Otherwise, it is a miss.

Hits are then distributed by the defender to any unit he choose. Units that are hit are NOT immediately removed, but instead the defender gets to roll for all of his units. Like the attacker, the defender wants to roll at or below their unit's defence value.

After the defender rolls, he removes the units that were hit from gameplay.

The attacker then must distribute the hits he has, and has a choice to withdraw and remove any units hit, or continue the fight. Only the attacker may retreat from a fight.

Terrain (will be covered in a later dev diary) will be included in combat rolls, and will mainly serve to give the defender bonuses. The basic human units that every faction will be able to buy are (cost and movement for everything is TBD):

Ashigaru Pikemen
5 ATK
8 DEF
Ability: 12 DEF if the enemy attacker has at least one cavalry in their army

Samurai
10 ATK
10 DEF

Yumi Archer
5 ATK
5 DEF
Ability: Any hits rolled by this unit are distributed by the owner of the Yumi Archer

Yabusame Calvary
12 ATK
5 DEF

Pokémon units will estensially be UUs you gain throughout the game, and will generally have better stats and/or have unique special abilities compared to human units.
 
While in class today I goofed around and did some notebook paperwork on Enlightenment Redux II, and a few things came up.

First, the game is supposed to use IU as a backbone, but the resource system would likely give out different export/import ratings than it would elsewise, even if it doesn't make sense. Since the game isn't supposed to track an individual unit of a good, it also meant world exports=/=world imports a lot of the time.

To [not] use some numbers off the top of my head (and without going too in depth), lets say there are two countries, A and B. A and B have the same number of people, capital endowments, labor productivity, etc., so the only difference is resource endowment.

The value of the goods B produces is less than the value of the goods B needs to import, and this number ratio is less than the ratio of A's production and import needs. Under the previous idea, both A and B could actually end up being net importers (even though they're the only two countries in this example) or both net exporters. Under the current system, only one can be the importer and the other the exporter.

But right now, A ends up being the net exporter and B the net importer. What I'm pretty sure is happening is that A, because its import:production ratio is lower, is ending up with less money *overall* in production, which means the population has less money with which to actually purchase imports, whereas B, with higher relative wages (controlling for exchange rates), is importing more from A (that "more" being whatever A is producing, who may or may not be too poor to purchase what B is producing in exchange).

I'm not entirely sure how reasonable this actually is beyond my still limited knowledge of how international trade works. The idea that B, since it is rich, should be the net exporter doesn't entirely make sense though, and the development of a country doesn't necessarily mean the end all, be all, of its balance of trade.

With all this being said, the model does offer a few advantages, such as not having to track individual units of cotton production, refinement, export, etc. Its also less of a pain to deal with than IU's system (which actually didn't work resources well at all).
 
Some more notes before I go out the door.

Instead of limiting things to a "gold standard", I believe I can let countries "customize" their currencies, such as making a currency 50% gold, 30% iron, 20% copper. It'd allow for some fun things such as currency debasement, exchange rate shenanigans, deflation/inflation, etc.

That, and it gives players more options in general, since not everybody can start the game A.) With gold mines and B.) As exporters. The chance of having easy access to copper or iron or gold is higher than having just one, you know?
 
So you can literally pay the iron price.
 
Instead of limiting things to a "gold standard", I believe I can let countries "customize" their currencies, such as making a currency 50% gold, 30% iron, 20% copper. It'd allow for some fun things such as currency debasement, exchange rate shenanigans, deflation/inflation, etc.
30% water, 1% gold, 69% people
am I doing this right
 
100% sodium coins. What could possibly go wrong?
 
I somehow actually got inflation and deflation to do what they're supposed to do.

K=100
L=100
Currency Value=5.71
Wage=.42
R=101.56%

K=100
L=100
C=9.38
W=.36
R=143.77%

K=683,126
L=556
C=4.96
W=3.66
R=.63%

K=708,330
L=567
C=4.86
W=3.96
R=.62%

Last two are part of a series assuming wages aren't sticky and the country is in autarky. Thrown in some currency weakening and small pop growth as well to represent a turn. Kinda.
 
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