IOT Developmental Thread

So, in a day or two I'll be bringing over a game that's been running on the Frontier for a few months, once I finish tweaking some of the rules. Here's the basic pitch:

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Fallen Star, is a rip off of EQ's Botwawki inspired by DnD/Pathfinder, in particular the King Maker module. Players control colonies sent to explore and exploit a newly discovered island that is the supposed landing sight of the titular fallen star. Players need to expand and improve their colonies by gathering resources (wood, stone and metal) to construct structures and settlements., while fending off all the lovely beasties that inhabit the island, along with whatever machinations the other players have going on. While the main agents controlled by the players are the colonists themselves, who are needed to man settlements and structures, gather resources, and be trained into various combat units, the players also have heroes that can be used in combat or to manage settlements, gaining experience and leveling up either way.

As the game has been going on for awhile, some players have pretty well established colonies, but new players will of course receive a good chunk of starting resources to get going. Here's the current map from update 8
Spoiler :
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Also below is the full rule set, but it will have a tune up before getting posted in a main thread here on IOT. The main things that will be changed are related to how population is managed. Beware the mass of text.

Spoiler MASS OF TEXT :
Faction Setup
Colony name:
Mother country name:
Race: Dwarf, Elf, Gnome, Halfling, Human, Orc
Tradition: Imperialist, Industrialist, Mercantilist, Militarist, Theocratic.
Leader name:
Leader traits:
Hero 1: Class (determined by tradition), name
Hero 2: Class, name
Capitol Name:
Starting location on map: An image of where you like would be best, but you can just write where you want to be too.
Mother country, Leader, Hero backgrounds: Optional, but the more you give me, the more I can give back.

Spoiler :
Race
There are many stereotypes attributed to the races of the world, and it just so happens some of them are true. While any race is capable of anything, they are slightly better at some things.

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Dwarf: Short and wide, and with long, blood racial feuds with orcs, Dwarves have gained a reputation of being a race of warriors. While Dwarven warriors have earned their reputation, most dwarves are still better describes as hard working, inventive, and good natured.
- Bonus to stone and metal production.
Elf: Elves past is unknown and widely argued, but to most the come across as otherworldly and distant. Elves tend to be isolated and cold towards other races, but those who are friends with an elf can attest that the friendship of an elf is one of the strongest bonds that could ever be forged.
- bonus to wood production.
Gnome: Gnomes are similar to elves in that they seem apart from the rest of mortal races, but they are far from their unsocial cousins. Gnomes share the high spirits of the similarly sized Halflings, but also have a reputation of being eccentric, or outright mad, as an entire society.
- lucky, random encounters are slightly more likely to be beneficial or have better rewards.
Halfling: Halflings are short of stature and generally physically nonthreatening, but they are known for making up for this with endless enthusiasm and good humour.
- bonus to gold production.
Human: Regarded by the rest of the races as blundering and ignorant, Humans do little to convince otherwise. Despite this, they have managed to spread themselves across the world enough to be considered the dominant race of this world, and few Humans won't take the chance to remind any who listen of it.
- bonus to natural growth.
Orc: Most orcs are known as simply savage hordes that are constantly raging against the rest of civilisation. The cousins of these wild orcs are physically similar, but live in much the same way as the rest of civilised races, but are also always having to face their bestial ancestry.
- bonus to combat.


Tradition
Traditions reflect the cultural and policies of the mother country, which the colony also adopts. A tradition is fixed, unless ties to the mother country are cut and the colony become independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colony’s starting equipment and first hero, along with how the mother country will interact with the colony.

Barbaric: colony starts with slaves, a jail, and a Barbarian. Higher amount of captures after a combat success. Medium military skill.
Imperialist – The colony begin with a larger population, a larger store of food, and a wizard. Construction costs of new settlements, forts and camps are halved. Medium military skill.
Industrialist – The colony begins with larger store of wood and stone, a camp (to be placed in addition to the starting town), and a Bard. Production of wood, stone and food are increased by 25%. Medium military skill.
Mercantile – The colony begins with a larger store of currency, a trade ship, and a Rogue. Currency production is increased by 25%. Low military skill.
Militarist – The colony begins with a 100 free soldiers with military weapons, a barracks, and a Fighter. Soldiers fight better. High military skill.
Necromancy - The colony begins with 25 Dark Knights, 50 undead slaves, and a necromancer. Killed enemies are turned into undead slaves. Medium military skill.
Theocratic – The colony
begins with 25 free paladins (do not require monastery), a temple, and a cleric. Population growth increased. Medium military skill.

Leader Traits
Leaders can die off or be replaced, so these traits may change multiple times through a colonies lifespan. Most leader traits influence events more than day to day colony matters. While the leader only starts with one trait, more may be gained as the game progresses due to unique handling of events, interesting character-building stories, or other ways. These are a few pre-made examples, but players may make their own initial trait (I’ll tell you if your trait is too out there).

Animal Lover – wild animals will be less aggressive, and some may even assist the colony.
Sea Legs – the sea itself seems to favour this leader, and the colony will reap the benefits.
Mystic – magical events will seemingly seek out the leader.
Nice – the colony’s reputation will benefit from having a leader who’s just an all-around super person.
Divinely Appointed – the leader is, or at least is said to be, chosen by the gods.


Heroes
Spoiler :
Heroes are special units that can be used in three ways: as Mayors, Captains or in Events. In each role they will have a different effect. Mayors will affect towns, War Chiefs affect battles, and each class of Hero has different ways of affecting Events. Heroes level up, to maximum of 10 levels, increasing their performance at each task. Similar to the Leader, heroes may gain traits through their actions throughout the game, though they start with none. Races have no different stat effects on heroes, and are purely for storytelling and events.
Hero levels are broken into three tiers which correlate with Event difficulty and magic equipment power.
Lvl 1-3 is Heroic, lvl 4-6 is Paragon, and lvl 7-10 is Epic.

Additional heroes may be recruited with prestige, costing 2 prestige per level. ex. a level 3 hero costs 6 prestige. A colony may normally only have 4 heroes.

Hero classes:

Bard
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Mayor: increases production of all resources.
General: Bards increase military skill of those close to him/her.
Events: Charisma – Bards can best handle situations that require diplomacy or persuasion.
Example Event: The bard may convince band of brigands to allow the player’s workers safe passage, or even to join the player’s faction.

Barbarian
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Mayor: reduces food consumption.
General: deals massive damage, but with some being dealt towards friendly troops.
Event: Strength - events that require shear damage output with no regards for collateral damage are the Barbarians specialty.
Example Event: warriors from a local tribe have been harassing your workers. A barbarian can be sent to the tribe to remove the threat with extreme prejudice.

Cleric
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Mayor: increases natural growth.
General: recovers some casualties regardless of win or loss.
Events: Wisdom – Clerics have a great depth of knowledge in regards to Religion and healing.
Example Event: A native tribe is suffering from an unknown ailment. The cleric may be sent to discover what the ailment and its origin are, and possible cure the tribe’s people.

Fighter
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Mayor: reduces currency maintenance of garrisoned soldiers and special troops by up to 50% (highest level).
General: Soldiers rally around the Fighter as casualties mount. Allows for combat success despite casualties over what would normally be considered a defeat. Fighter also is more skilled in combat individually than most heroes.
Events: Constitution – Events requiring extreme hardiness or violence are best directed towards the Fighter.
Example Event: Some beast that attacks your workers resides in a nearby cave that is too narrow for soldiers to be effective. The fighter could attempt to slay the creature.

Necromancer
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Mayor: gain undead slaves every season.
General: Reanimates dead, ally and enemy, in the midst of battle.
Events: Wisdom - Necromancers have insight into the nature of death and the powers that cling to it.
Example Event: A tomb full of unknown riches is haunted by vicious spirits. A necromancer can dispel the spirits, or bend them to his will.

Rogue
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Mayor: gain currency depending on the size of population.
General: targets enemy heroes on the field with sneak attacks.
Events: Dexterity – Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.
Example Event: A group of blacksmiths are protesting in your main town, halting weapons production. The Rogue can be used to make the protest’s leaders disappear, sending the rest back to work.

Wizard
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Mayor: Random outcome from magical experiments. Most often either a bonus to some aspect of settlement or enchants some weapons. Small chance of larger bonuses or rare items. Very small chance of the experiment going horribly wrong.
General: Lashes out with destructive spells in a similar way to siege weapons.
Events: Intelligence – Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.
Example Event: After discovering an artifact with an unknown magical property, the Wizard may be able to study it and discern its use.


Rules
Population, Slaves, and Military Units
Spoiler :
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Your colonists are your main resources, being the most used asset in exploration, resource gathering, construction, and warfare. Population is increased naturally over time, as well as through passive immigration from overseas, or from paying for additional colonists from your mother country. Each colonist will consume 1 food each season. Most structures will require colonists for the structure to function, and so the population stat will also include your number of 'unemployed' colonists that can be used for whatever task you need them to do. Every colonist is capable of fighting, with their effectiveness being determined by your colony's military skill.

Slaves can be taken from defeated enemies if you so choose, and will take the place of population for resource production positions, while costing no food. Slaves can also be sold to the mother country for currency. Having a very large slave population runs the risk of an uprising.

By constructing barracks, colonists can be turned into soldiers, who fight with a military skill +2 above the rest of your colony. One barracks can train and house 100 soldiers, with more barracks being required to train a larger army. Barracks are also necessary to adequately station soldiers in a settlement - without barracks, soldiers may desert or die if stationed in an unprepared settlement. Soldiers are counted separately from your total population, and provide no tax income, while also costing one currency a season in addition to the normal 1 food.

By constructing a temple, colonists may be turned into paladins. Paladins have +2 military skill above the colony skill. They fight with +3 military skill against religious/spiritual/evil foes. One paladin provides a combat bonus to 2 troops they are fighting with. Paladins are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food

By constructing a hunting lodge, colonists may be turned into rangers. Rangers have +2 military skill above the colony skill. They fight with +3 military skill against natural monsters. They also fight with a slight bonus in forests and mountains. Rangers are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food

By constructing cavalry stables, colonists may be turned into cavalry. Calvary have +2 military skill above the colony skill. In plains or hills, one Calvary reduces the military skill of 2 opponents by -2. They provide no such bonus in forests or mountains. Cavalry are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the 2 food.

By constructing an Arcane Laboratory, colonists may be turned into combat mages. Combat mages are offensive magic-wielding soldiers, essentially filling in as walking, breathing siege weapons. Effective at softening up an enemy force, but are less effective than standard soldiers at close-quarters combat. Have +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.

By constructing a Hospital, colonists may be turned into field surgeons. Field surgeons are mundanely or slightly magically skilled combat healers. Each field surgeon reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.

By constructing a Jail, colonists may be turned into saboteurs. Saboteurs are unsavoury individuals highly skilled at all forms of skullduggery. They are best used to sneak into settlements or camps unnoticed for spying, sabotage, or assassination missions. They fight with +1 military skill above colonial level. Cost 2 currency and 1 food a season to maintain.


Resources, Seasons and the Map
Spoiler :
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Food, wood, stone and metal are the core resources that your colony needs. Food is consumed every season, and if your colonists don't eat for a season they will die. Wood, stone and metal are need for construction, with metal being especially important for forging weapons. For a settlement to begin producing resources, 50 population must be devoted for each resource, for a total population of 200 required for every resource to begin production (250 for fish). Settlements will passively produce resources in small amounts, with the amount being determined by the surrounding terrain, and there are structures that will greatly increase the amount of produced resources. Factors that increase food production are access to fresh water, forests or wildlife for hunting and foraging, and larger bodies of water for fishing. Wood production is best in heavily forested areas, and is reduced in hilly areas, and scarce in mountains. Stone production is improved in hills and best in mountains, and worst in forests. Metal is also generally more likely to be found in hills and mountains, but metal veins are more difficult to find than stone sources, and so should be scouted for in preparation for settlements.

Resources are gathered within roughly 10 km of a settlement, though the farther out they are, the more vulnerable the workers will be. If a settlement is sieged, resource production will be severely limited.

In addition to the basic resources are special luxuries that can be sold to the mother country for currency, and remnants of the fallen star that can be used to create magic weapons, among other things.

One turn is equal to one season, the seasons being the normal spring, summer, fall and winter. Different seasons affect food production, as well as events.
- Spring has normal food production, and a chance of flooding along rivers.
- Summer has normal food production. Chance of typhoons.
- Fall has a larger food production from the harvest season.
- Winter has very reduced food production, and armies will suffer from attrition.


Land Combat
Spoiler :
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Combat is done through a simple roll between opposing forces. The number of colonists or soldiers is improved by their equipment, then modified by their military skill and a number of dice are rolled with the resulting number. Modifiers such as terrain, tactics, and other situational things are then applied to the results. The two sides are compared, and the side with more points wins the engagement. Losses for both sides are decided by what percentage each side's result is when totaled together. For example, if the two sides have roughly the same results, then both sides will take roughly 50% losses, and there may be no winner. The losing army is routed, abandoning lost equipment and being at the mercy of the wilds as they retreat to the nearest friendly settlement, or desert from the colony. Winners get any recoverable equipment, the settlement if involved in a siege, and a larger amount of xp to be put towards raising their military skill.

Heroes that take damage lose levels, until reduced to 0, at which point they die.


Weapons
Spoiler :
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Common weapons are ranked as such, in increasing power. If unarmed, a colonist or soldier is assumed to use makeshift weapons.
- Unarmed, Crude, Civilian, Military, Mastercraft,
Easily forged magical weapons are Blessed weapons which protect their users, forged in temples, and Enchanted which are more deadly, forged in laboratories. More powerful magic weapons can be found or created through special events, and will often have unique properties in addition to being extremely powerful. These weapons follow the same Heroic, Paragon, Epic tier naming system as Heroes.

Wildfire very expensive and a jar is only good for one use, but it does considerable damage to units and structures. Contained in a clay jar, it can be thrown or launched using catapults, though it is very fragile and so always has a chance of breaking and engulfing friendlies. it is particularly dangerous to use in a melee, and while being very useful against ships, it can be set off on board ships if jostled around too heavily, utterly destroying the ship. It's best use is in sieges, both defending and attacking, as well as being extremely effective against ships.


Siege Weapons
Spoiler :
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Siege weapons attack before general combat begins to weaken an army or fortifications. Siege weapons are generally abandoned by the losing army, though high military skill may result in the losing side sabotaging siege weapons. Siege weapons operate differently depending on the battle:
- When used in a siege, they will break down fortifications and damage inside structures, or pick of attackers, depending on the side.
- In a naval engagement, siege weapons can be mounted on ships to sink ships. All siege weapons can be transported by any ship, but can only be operated on certain ships.
- In a standard engagement, siege weapons will target either soldiers or siege weapons.

There are 4 different siege weapons, and each operate slightly differently:
- Heavy Crossbows are light personal weapons, being constructed at forges instead of siege works. They only target personnel and creatures directly.
- Scorpios attack soldiers directly, with minimal effect on other siege weapons, structures or ships.
- Ballistae generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships.
- Catapults generally target structures and ships, and are minimally effective against soldiers and siege weapons.


Naval Combat and General Seafaring
Spoiler :
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Basic boats such as canoes and rafts can be constructed without cost, allowing short range water travel. These basic boats are completely unprotected though, and are very impractical for long trips or any combat.

Larger ships can be constructed with a Shipyard. Combat with these ships will generally involve arrow fire and boarding to capture ships, along with occasional sinking due to ramming. If equipped with ballistae or catapults, ships will be much more proficient at sinking other shops, while Scorpios will kill crew quicker. Generally, the higher an army's military skill, the better chance of capturing rather than sinking.

Ships have a certain number of 'hardpoints' that can be used to equip siege weapons. Scorpios take 1 hardpoint, Ballistae take 5 hardpoints, and catapults take 10 hardpoints.

-Cargo Ship: large merchantmen, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move resources and up to 100 people (comfortably, you can stuff more in though you risk them dying over even short voyages).Too slow and ill-armed for effective combat, these ships are best used for moving population or resources, or as transports for an amphibious attack, and should be escorted by better equipped vessels. Has 5 hard points.
- Patrol Ship: quick, medium armoured combat ships that carry up to 100 sailors/marines. These ships are the core military ships, and are perfect for use as escorts, raiding and capturing cargo ships, or making up the bulk of an armada. Has 10 hard points.
- War ship: Large and heavily armoured combat ships that carry up to 150 sailors/marines. These expensive ships are the backbone of an armada. Has 20 hard points.


Events, Quests and Colony Prestige
Spoiler :
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Events are simply the challenges that I'll be throwing at you to deal with throughout the game. They can be comprised of single faction related events such as colonial matters, wildlife or other local issues, or personal events dealing with leaders or heroes. They can also occasionally take the form of events that affect a region of the island, or game-wide events. The handling of events is entirely up to you, though generally the more creative you are with your solutions, the more successful (or at least interesting) your outcomes will be. Dungeons and Monsters will often come with a Heroic, Paragon, or Epic tier ranking to help you gauge how difficult they will be to deal with.

Some events may lead into Quests, essentially a string of events lasting multiple seasons or until some condition is met. Completing a quest will usually result in some material rewards and hero xp, along with colony experience.

Colony experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. One enough colony experience is gained, the colony will earn prestige. Prestige is used to recruit new heroes (to a maximum of 4), attract more new colonists, and starting special projects. Special projects are entirely player made, you come up with an idea and we'll work out how it can fit in the game. Basic uses:
- 2 prestige for a lvl1 hero, 2 prestige for each level higher.
- each unused prestige point increases immigration.
- special projects vary in cost depending on their use or output. Most will also cost resources to build.


The Mother Country and Inter-colonial Relations and Trade
Spoiler :
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The mother country will for most of the game serve as a way to increase your population through immigration and as a way to buy or sell resources, depending on your situation. Colonials for the most part are independent of the mother country, and are free to interact with other colonials as they see fit. That being said, events from the mother country will occasionally occur, their specifics depending on your tradition. Mother countries will also, on rare occasions, go to war with another mother country, in which case colonies may be asked to go to war with each other in the mother country's name. In these cases, it is up to you to decide to follow its whishes or not. Angering a mother country to much, or declaring independence, may result in a secession war, with a large force sent over to attempt to pacify you. These wars will be difficult, so carefully consider if being freed from a mother country's nagging is worth the bloodshed.

You can purchase resources from the mother country using currency, or sell resources or slaves in exchange for currency. Prices may change, or special items may occasionally appear. The default rates are:
Buying
-5 currency for 5 buying food.
-10 currency for buying 5 wood or stone
-20 currency for buying 5 metal
-100 currency for buying 5 slaves
-40 currency for buying 1 wildfire jar
Selling
-5 currency for selling 50 food
-5 currency for selling 25 wood or stone
-10 currency for selling 25 metal
-50 currency for selling 5 slaves
-20 currency for selling 1 wildfire jar
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers

Colonies can sign Open Trade Agreements with one another, allowing for citizens to move between colonies for private trade. This will provide a currency bonus based on the income of both colonies, though with more emphasis placed on your own income (aka, the richer colony will always make more out of an OTA). OTAs do not stack, as the income gained from OTAs is separate from regular income. To sign an OTA, either at least one road must be constructed between settlements of the two colonies, or at least one cargo ship must be assigned solely to trade between the colonies. At the moment, additional roads or ships does not increase the value of an OTA, but it does ensure that a simple bandit party can't plop down on a long stretch of unguarded highway and ruin both your days.

Further diplomacy, trade, border agreements and whatever else are entirely up to you. If you want to draw lines or cooperate is decided by you. It is worth noting that for the beginning of the game, depending on number of players, colonies will mostly likely be largely isolated for a few seasons.


Mercenary Companies
Spoiler :
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Mercenaries are heroes and/or groups that can be hired to provide extra muscle or deniable assets. With the exception of shipping, most mercenaries must be negotiated with to reach an accepted price. Mercenaries generally operate in 'companies.' Below is a list of the currently active companies.
 
I am preparing a IOT to the near future. I'm doing a kind of anthropophagy "feeding me" of others IOT and NES. And the rules also will be used in Forgotten Ruins. It is a simple system and at the same time complex, half of it was used in a portuguese "play by post".

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So a couple days ago Red Spy asked me kind of sarcastically "Mosher, Dark Souls IOT when?"

Which got me thinking about doing a play-by-forum, DnD-ish sort of game based loosely on the Souls world and Souls mechanics, modified to fit a turn-based, forum game. Without going too deeply into the story of the world that tyo and I have been creating, the game would work something like this:

Vitality – Every point equals 10 HP
Endurance – Every 5 points allows for one action. Increases equip load.
Attunement – Every 5 points (starting at 10) gives one attunement slot.
Dexterity – Increases damage based on a weapon's dexterity scaling. Every 15 points, gives an extra action point. Highest dex score gets to attack first.
Strength – Increases damage based on a weapon's strength scaling.
Intelligence – Allows you to cast more complex sorceries, and amplifies their effect.
Faith – Allows you to cast more complex miracles, and amplifies their effect.

With these being the stats that everything revolves around, and these being the starting classes:

Spoiler :
Warrior stats: Level 4

Vitality: 11
Attunement: 8
Endurance: 12
Strength: 13
Dexterity: 13
Faith: 9
Intelligence: 9


Health: 110
Action Points: 2
Equip load: 7/12 (mid-roll)

Equipment:
Longsword (C Strength/C Dexterity scaling. 120 base damage. 8 str/11 dex req. 1 weight)
Heater Shield (Small shield. 100 phys/30 mag/40 lit/70 fir/20 drk. 7 str req. 1 weight)
Hardened Leather Armor (Medium armor. Mitigates 20% of incoming damage. 5 weight.)
Flask ( 5 charges. Heals 30 health.)


Knight stats: Level 5
Vitality: 14
Attunement: 10
Endurance: 10
Strength: 11
Dexterity: 11
Faith: 11
Intelligence: 9

Health: 140
Action Points: 2
Equip load: 10/10 (fat roll)

Equipment:
Broadsword (C Strength/C Dexterity scaling. 125 base damage. 9 str/10 dex req. 1 weight)
Kite Shield (Medium shield. 100 phys/40 mag/60 lit/80 fir/40 drk. 10 str req. 2 weight)
Broken Talisman (Miracle catalyst. C Faith scaling. Amplifies miracle effect by 30%. 10 fai req. 0 weight)
Heal (Miracle. Heals the user 50 health. 3 uses. 10 fai req.)
Knight Armor (Heavy armor. Mitigates 35% of incoming damage. 7 weight)
Flask (5 charges. Heals 30 health.)

Wanderer stats: Level 3
Vitality: 10
Attunement: 11
Endurance: 10
Strength: 10
Dexterity: 14
Faith: 8
Intelligence: 11

Health: 100
Action Points: 2
Equip Load: 4/10 (mid roll)

Equipment:
Scimitar (E Strength/B Dexterity scaling. 110 base damage. 6 str/13 dex req. 1 weight)
Leather Shield (Small shield. 80 phys/60 mag/80 lit/30 fir/50 drk. No req. 1 weight)
Wanderer Armor (Light armor. Mitigates 10% of incoming damage. 2 weight)
Flask (5 charges. Heals 30 health.)


Thief stats: Level 5
Vitality: 9
Attunement: 11
Endurance: 9
Strength: 9
Dexterity: 15
Faith: 11
Intelligence: 12

Health: 90
Action Points: 3
Equip load: 1/9 (fast roll)

Equipment:
Bandit Knife: (B Dexterity scaling. 90 base damage, 30 bleed. 12 dex req. No weight)
Buckler (Small shield. 60 phys/30 mag/20 lit/40 fir/20 drk. 12 dex. No weight. Higher chance to parry.)
Black Thief’s Armor (Light armor. Mitigates 5% of incoming damage. 1 weight. Lets the user sneak.)
Master Key (Unlocks all doors.)
Flask (5 charges. Heals 30 health.)


Bandit stats: Level 4
Vitality: 12
Attunement: 8
Endurance: 14
Strength: 14
Dexterity: 9
Faith: 10
Intelligence: 8

Health: 120
Action Points: 2
Equip load: 5/14 (mid roll)

Equipment:
Battle Axe (C Strength, D Dexterity scaling. 140 base damage. 10 str/8 dex req. 2 weight.)
Iron Parma (Small shield. 95 phys/30 mag/20 lit/80 fir/50 drk. 10 str req. 1 weight.)
Brigand Armor (Light armor. Mitigates 10% of incoming damage. 2 weight.)
Flask (5 charges. Heals 30 health.)


Hunter stats: Level 4
Vitality: 11
Attunement: 9
Endurance: 11
Strength: 12
Dexterity: 14
Faith: 9
Intelligence: 9

Health: 110
Action Points: 2
Equip load: 7/11 (mid-roll)

Equipment:
Shortsword (C Strength/C Dexterity scaling. 110 base damage. 8 str/8 dex req. 1 weight.)
Shortbow (B Dexterity scaling. 115 base damage. 12 dex req. 1 weight.)
Large Leather Shield (Medium shield. 90 phys/60 mag/70 lit/20 fir/60 drk. 8 str req. 2 weight.)
Leather armor (Light armor. Mitigates 10% of incoming damage. 3 weight.)
Flask (5 charges. Heals 30 health.)


Sorceror stats: Level 3
Vitality: 8
Attunement: 15
Endurance: 8
Strength: 9
Dexterity: 11
Faith: 9
Intelligence: 15

Health: 80
Action Points: 1
Equip load: 2/8 (fast roll)

Equipment:
Dagger (A dexterity scaling. 80 base damage. No req. No weight.)
Novice’s Stave (Sorcery catalyst. A int scaling. Amplifies sorceries by 30%. 13 int req. 1 weight.)
Soul Arrow (Sorcery. Deals 50 damage. 30 casts. 12 int req.)
Flask (5 charges. Heals 30 health.)
Sorceror’s Robes (Light armor. Mitigates no damage. Grants 20% additional castings to all attuned sorceries, miracles, or pyromancies. 1 weight.)

Pyromancer stats: Level 1
Vitality: 10
Attunement: 12
Endurance: 11
Strength: 12
Dexterity: 9
Faith: 8
Intelligence: 10

Health: 100
Action Points: 2
Equip load: 3/11. (fast roll)

Equipment:
Hand Axe (C Strength/E Dexterity scaling. 125 base damage. 10 str, 8 dex req. 1 weight.)
Wooden Plank Shield (Medium shield. 80 phys/90 mag/90 lit/10 fir/40 drk. No req. 1 weight.)
Pyromancer’s Flame (Pyromancy catalyst. Amplifies damage of pyromancies by 30%. No req. No weight.)
Fireball (Pyromancy. Deals 100 damage. 8 casts.)
Tattered Cloth Robes (Light armor. Mitigates no damage. 1 weight.)
Flask (5 charges. Heals 30 health.)

Cleric stats: Level 2
Vitality: 11
Attunement: 11
Endurance: 9
Strength: 12
Dexterity: 8
Faith: 14
Intelligence: 8

Health: 110
Action Points: 1
Equip load: 4/9. (mid roll)

Equipment:
Mace (B Strength, E Dexterity scaling. 130 base damage. 12 str req. 2 weight.)
Wooden Shield (Medium shield. 95 phys/70 mag/70 lit/30 fir/20 drk. No req. 1 weight.)
Canvas Talisman (Miracle catalyst. B Faith scaling. Amplifies miracle effects by 50%. 12 fai req. No weight.)
Heal (Miracle. Heals the user 50 health. 3 uses. 10 fai req.)
Pilgrim’s Robes. (Light armor. Mitigates 10% of incoming damage. 1 weight.)
Flask (5 charges. Heals 30 health.)

Deprived stats: Level 6
Vitality: 11
Attunement: 11
Endurance: 11
Strength: 11
Dexterity: 11
Faith: 11
Intelligence: 11

Health: 110
Action Points: 2
Equip load: 2/11 (fast roll)

Equipment:
Wooden club (C strength scaling. 100 base damage. No req. 2 weight.)
Loincloth (Light armor. Provides no protection. No weight.)
Flask (5 charges. Heals 30 health.)


Combat would work a little something like this:

Spoiler :

Warrior: Level 4

Vitality: 11
Attunement: 8
Endurance: 12
Strength: 13
Dexterity: 13
Faith: 9
Intelligence: 9


Health: 110
Action Points: 2
Equip load: 7/12 (mid-roll)

Equipment:
Longsword (C Strength/C Dexterity scaling. 120 base damage. 8 str/11 dex req. 1 weight)
Heater Shield (Small shield. 100 phys/30 mag/40 lit/70 fir/20 drk. 7 str req. 1 weight)
Hardened Leather Armor (Medium armor. Mitigates 20% of incoming damage. 5 weight.)
Flask ( 5 charges. Heals 30 health.)

vs

Patrolling Guardsman:

Health: 150
Action Points: 2
Equip load: 6/10 (mid roll)

Equipment:
Battered Longsword (65 damage, 1 weight)
Royal Guard's Armor (Heavy armor. Mitigates 35% of incoming base damage. 5 weight)

Warrior attacks first. Warrior stabs with his longsword, dealing 120 damage (+42 damage from scaling, -42 damage from armor mitigation), reducing the Patrolling Guardsmen to 30 health. Warrior has one action left, and chooses to raise his shield to defend against the opponents blow.

Patrolling Guardsman attacks for 49 damage, but the warrior has his small shield up. Small shields have an inherent 75% chance to block damage (and the warrior succeeds in the roll), blocking all incoming damage. For his second action, the Guardsman chooses to attack again - he could guard break the warrior, which would have a chance to break the warrior's guard and take one of the warrior's APs, but it would not be the best move in this scenario. The Guardsman fails his roll again, and the warrior blocks the attack.

The warrior attacks for 120 damage, killing the Guardsman.


I've got a long way to go before the game is done and obviously this is all subject to change. I'm interested in any sort of feedback, and would also like to know if anyone would be interested in a game like this?
 
Militarism in early IOTs was regarded as deviant behaviour by powergaming players. In the games since IOT 7, however, this perspective is no longer sufficient for explaining why aggressive expansion has become the norm even amongst the same players that once denounced it.

Structuralism, be it realist or ideational, dictates that behaviour is shaped by the system in which the actors participate.

In the case of IOT, the adoption of a specifically capitalist-oriented economy and its accompanying ethos has, largely subconsciously, reshaped the terms of interaction such that imperial expansion is the predominant, if not the only way to play. Market-centric mechanics reduce state responsibility to empowering the economy and thus increasing revenue, whose only real application is to expand the military, in turn used to seize the assets of rival powers to further bolster economic strength in a perpetual cycle.

With domestic sectors disregarded by the ruleset, any concern for the well-being of the citizenry is discretionary, the only feedback the roleplay of the ruling player himself.

Even in games that try to broaden their appeal through "soft power" tactics, the overarching framework remains rooted in brute force, a reflection of the failure of both players and game moderators to recognize this structural fault. Now, I don't pretend to think there's some irrefutable argument that'll suddenly make the usual suspects project a conscience toward text on a screen; and that is precisely why the civil sphere must be as mechanically well-developed as the military. There are dozens of other potential aspects to running a country that IOT could emphasize, and Project Marmot's end goal is precisely such a diversification away from the linear path to militarism.

The trick, of course, is finding a GM with the organization and patience to manage a game of such broad scope.

Nonetheless, if the player base puts any validity into the inspirational drought that provoked the supposed Fall Crisis this past September, this may be exactly the sea-change we need to pursue.

Incentives and disincentives are still fundamental to creating a ruleset. However, rulesets can fall off the cliff in one of two ways these days. The game can become so complex that not every possible interaction is, or can be, listed in the ruleset. Case and point, I introduced a trade system for Fire and Blood and a handful of players discovered interactions that weren't explicitly listed. In many ways, this is both good and bad.

On one hand, a level of mystery is fun! The reason why I and a handful of other GMs put so much effort into trade and economic systems is because both form the basis of every IOT. In the beginning, economic systems only existed to put some kind of limits on other players. No, you can't build a Basil-class Supercarrier because you don't have enough factories to build one.

However, the earliest systems weren't focused on factories. Everything was about provinces, and therefore, you build armies to gain provinces so you can build more armies.

These days, the incentives and disincentives in even the more basic IOTs running provide other outlets besides war. These days, the most important thing a ruleset should do is at least aim for increasing interconnection between players and their actions.

Interconnection is that Joe raising taxes in his country can have indirect and direct, material, effects on Mary down the street. As a game becomes more freeform, and more emphasis is placed on stories, the more isolated effects become.

Lets make no mistake that IOTs, once the first update goes up, aren't usually hugboxes. A country may be friends with everybody, or it can be enemies with everybody, but most countries have rivals and friends and a toolbox for interacting with both. Because of this, we can't honestly call GMs of StoryIOTs moderators anymore. IOTs are competitive, and a GM isn't simply mediating disputes; he or she is handing down judgement and dictating gameplay. The GM is an arbitrator.

And so, once you get beyond the ruleset and excel sheets, you run into a potential problem. I want to do something with my currency in a freeform game, but I know more about economics and international trade than the game moderator. This is a dispute that is usually easy to resolve.

What happens if the GM doesn't like you however?

In StatIOTs, it is very hard for anybody but an explicitly dishonest GM to get away with rigging. TF's infamous ending to Imperia Mobiana is a prime example. In an exceptionally complex IOT, cause and effect for actions are not only built into the stat sheet, but consistent. In a StoryIOT, however, a GM's personal biases are at the forefront of decision making, whether or not the GM wants it to be.

The problem inherent in StoryIOTs is right in the name: they're more about narrative. We want massive conflicts between heroes and villains. We want the underdog to make valiant, devastating last stands against the invader. We want to see the empire thrashed by plucky bands of poorly-trained rebels. In the end, every battle has to be a Stalingrad. Every occupation has to be a Vietnam. Stalingrad and Vietnam did happen, but just as often the empire wins, and Rome defeats the underdog through superior numbers and arms.

And so, the empire cannot truly win, even when everything is in the empire's favor. The more focused a game is on a story, the more likely decisions will be made to make sure the story and narrative is maintained. Many GMs try to create sandboxes where everybody plays within the same structure. Our starts may be different, but in a StatIOT we trust that the reason the GM gives somebody a +10% production event isn't out of some desire to "maintain balance" or "narrative".

Complex StatIOTs may have muddied incentives and disincentives, but once an incentive or disincentive is discovered, you can expect it to be consistent giving the same situation. If somebody else in your shoes attempt the same action, written differently, the final result should turn out roughly the same.

StoryIOTs can have consistency, but the more rulings a GM has to make, the more likely inconsistencies will appear, especially once we get down to the problem that players will know more than the GM about many things. I know more about economics than most GMs running IOTs today.

Some players know far more about theology, or the specific historical details of countries and wars, or the full impact of many different technologies.

The advantage of a StatIOT is that, even if a player disagrees with the reasoning of a mechanic, the mechanic at least exists. If I made an IOT and the rule says raising taxes will double economic production because massive tax hikes encourages people to work, it may be objectively wrong on every level, but because players know the rule, they can operate within the confines of that rule.

Stats effectively allow a GM to outsource many decisions so very specific ones can be focused on. A factory costs $5. Wait, you want to build a special type of factory complex? I will read your idea, look at my ruleset, and make a decision on how to proceed. If a ruleset doesn't address a project, problem, or idea, it can at least give a foundation for a final decision.

Today, even the most storiest of StoryIOTs embrace the 5:1 economic system, ($5 to build a factory that produces $1 a turn, army cost = factory cost). So why stop there?

The more intricate a ruleset, and workbook, the more capable it should be of embracing and integrating the roleplaying and ideas of a player. If I have only four broad stats, then a decision can only affect one or more of those stats. However, if I have dozens of stats, a decision can affect one stat, which affects five more, which affect everything else.


"What about Kashmir?"

At its heart, Kashmir does something similar to most StoryIOTs, except the decision making process isn't out to maintain a story, but maintain a setting. Decisions have long term effects, and major events cause major changes in the sandbox. The recent use of landmines to turn the tide of not only a battle, but a war, has had a drastic impact on the calculations in the minds of players going forward when it comes to dealing with that country and one another.

However, at the very heart of that situation is this: the player ultimately set the ball into motion. The decision to use landmines wasn't a magical situation. It was steeped in the game's ongoing history and, looking back, it isn't too difficult to chase the line of causes and events that led to the deployment of landmines to reverse the tide of battle.

There will be bias always, and expecting 100% impartiality from GMs is unrealistic, but we don't want to see something flagrant. If there is an act of god, and a comet strikes Constantinople and dismantles and empire, nobody wants to feel that the decision was made out of some personal vendetta or bias.

We want acts of god without feeling god has a motive.


"Why aren't IOTs becoming exponentially more 'complex'?"

High school's over, simply put. For years, there were a handful of GMs making occasional leaps in new ruleset ideas, with many IOTs making incremental adjustments to those rulesets to fit their specific needs. Unsurprisingly, most of those jumps were based on somebody finishing a course (such as high school macro), and saying "Whoa cool let me make rules based on that."

But some classes are less applicable to these leaps. Everybody takes high school economics. Well, most people do. Not everybody takes college courses. Not everybody specializes in economics. Physics, while useful, are harder to use as the basis of a ruleset. Economics has the benefit of being like a ruleset in and of itself. So, these "leaps" may be nothing more than applications and modifications of an existing ruleset when you think about it.

And for a long time, there were only a handful of GMs creating mechanics that end up forming the basis of other rulesets. The 5:1 system is an example of a mechanic that somebody thought of years ago and ended up being used everywhere.

But we're more active these days than we were a few years ago. We get new blood who create new games and while many sink, many have nuggets of cool ideas just waiting for broad adoption and tweaks. Games by new blood are usually soaked in new ideas (such as Imperium of Man) because the new GM doesn't have any idea of accepted convention or what works and doesn't work yet.

Because it is unlikely IOTers are suddenly going to drop everything and become economic majors, the only way for diversity to increase is by adding new players and new GMs. Look at the front page right now and look at games ran by new members of the community and older members of the community and the difference is night and day.

Older GMs, like me, will almost always fall back on building new additions to an existing house. Newer GMs are more willing to pour new foundations, and build new houses.
 
Joining the Game

To join, simply claim any 20 provinces on the map. The provinces must be either contiguous or on the coast. Choose a name and a color, and then tell us about your nation. A flag is necessary, as is a government, religion, people, policy, etc. Choose a Currency, and specify whether it is fixed or floating. All nations start with 5 military units, which may be any combination of Armies & Navies.

Spoiler The Map :
iotvii5emptymap.png



Expansion

Expansion is done through armies; each army may claim 1 territory. If no other nation claims the same territory, they will be annexed by your empire at the update. Claimed territories must be next to your own territories or on the coast; you must possess a navy to claim non-adjacent coastal provinces.
If there are competing claims, you can either discuss it among yourselves, or a border skirmish will occur; the armies each side sent will fight for the territory. You may notice that most island territories are enclosed by black lines; if the lines connect to other, larger provinces, then any islands enclosed by those lines are considered a part of the larger province. Island(s) completely enclosed by black lines & unconnected to mainland provinces are considered 1/2 territories; 1/2 territories do not require armies to claim, only navies. If an island group is completely enclosed by black lines & has a small black triangle attached to it, it counts as a full territory. Currently, island(s) enclosed by black lines that count as a full territory are:


Economics

Your nation has a population; each newly settled province adds 10 to this value (1/2 territories will only add 5 to the value). Each population is worth 10,000 individuals. Nations start the game with 80 Population per territory. Your population will grow naturally at a rate between 1% & 6% per turn

In addition, you also have an Industry rating, which is essentially a measure of how developed you are. All nations start at 0.25 Industry.

All nations trade automatically; the value of trade is 20% of the average of all nations’ domestic production (Population * Industry). Nations can sign free trade agreements with each other; this will increase their trading partner’s value by 25% when determining trade & increase the value of their partner’s currency.

You collect taxes off of your Real GDP; GDP is ((Population * Industry) + Trade). By default, all nations start with 20% taxes.

You can spend Income to increase your industry; how much it costs per nation varies with each update. It costs 1% of their GDP for nations in the bottom 25% of industry to increase their industry by 0.01%, it costs 2% of their GDP for nations in the middle 50% of industry to increase their industry by 0.01%, & it costs 4% of their GDP for nations in the top 25% of industry to increase their industry by 0.01%; for gameplay purposes, this is ignored at game start, with it costing 2% of their GDP for everyone to increase their industry by 0.01%. Prices will fluctuate as nations enter economic booms & recessions.

You may have noticed that income does not grow naturally; this is because of how GDP works. GDP =C+I+G+NX, where C=Consumption, I=Investment, G=Government Spending, and NX=Net Exports. Net Exports are represented by your trade value, while Government Spending is represented by what you spent the previous turn; for what remains of GDP, as a base, 70% is considered to be Consumption & 30% is considered to be Investment. Afterwards, I RNG a number between -10 & 10, which is subtracted from Consumption & added to Investment. The final value of the Investment component of GDP is put into industrial growth. Non-government industrial spending is worth 10% more than government industrial spending. For example, if you had a GDP of 120, with 20 coming from trade, NX would equal 20; say you had 20 Income last turn & spent it all, G would equal 20. That leaves 80 for C & I. RNG gives me a ten; meaning that 60% of 80 is C and 40% of 80 is I. Ergo, 32 Income would be put into industrial growth automatically, being valued at 35.2 due to being private spending.

Prior to an update, I will determine the average global growth rate for the turn; I will then RNG a number between -3% & 3% and add it to the average global growth rate. Any growth above this will be added to your inflation rate. A value equal to (Inflation Rate * GDP) is then subtracted from your GDP; what remains is your Real GDP. Every 1% of your income (Not GDP) that is not spent will decrease your inflation rate by 0.5%. Inflation will decrease naturally at a rate of 0.5% per year. The inflation rate is capped at 95% (though if you manage to get it that high I would suggest ragequitting).

Boom/Bust cycles are determined by a RNG roll of 1-50; an economic bust occurs if the roll was between 1-10, an economic boom occurs if the roll was between 41-50, & no boom or bust occurs if the roll was between 11-40. The severity of the Boom or Bust is determined by RNG, with a roll of 1-50 being minor boom or minor recession, a roll of 51-75 being a moderate boom or moderate recession, and a roll of 76-100 being a major boom or a depression. Minor booms decrease the cost of industry by 20% & decrease the rate at which you gain inflation by 40%, Moderate booms decrease the cost of industry by 50%, decrease the rate at which you gain inflation by 80%, & give 0.1% free industrial growth, and Major booms decrease the cost of industry by 50%, make you immune to inflation, & give 1.0% free industrial growth; booms last for one turn. Minor recessions increase the cost of industry by 50%, Moderate recessions increase the cost of industry by 75% & wipe out 0.2% industry per turn, and Depressions increase the cost of industry by 100% and wipe out 2.0% industry per turn. Recession length is determined by RNG, with a roll of 1-20 downgrading the recession (Ex, Moderate ---> Minor), a roll of 21-60 keeping the current level, a roll of 61-80 upgrading the recession by one level, and a roll of 81-100 upgrading the recession by 2 levels; in order to decrease the severity of depressions, they instead have a 50/50 chance of downgrading or not changing. If you are in a recession, your roll will be increased by 50% for every nation that shares your currency. It is possible to put aside income to fight recessions, with the amount of income needed to downgrade by one level being X/(1/(1-(C%)), where X is equal to 100% of your income and C% is equal to what percentage of you GDP is made up of consumption spending; you can only downgrade a recession like this once per turn.


Currency

The Currency of your nation- and how it is valued- affects your nation in a variety of ways. Currencies are valued based upon groupings, the groupings being: strongest, top 25% strongest, middle 50% strongest, middle 50%, middle 50% weakest, bottom 25% weakest, and weakest. Having the strongest currency gives a 4% boost to industrial investments, having a currency in the top 25% gives a 2% boost to industrial investments, having a currency in the middle 50% strongest gives a 1% boost to industrial investments, having a currency in the middle 50% gives no benefits, having a currency in the middle 50% weakest gives a 2% boost to trade, having a currency in the bottom 25% gives a 4% boost to trade, and having the weakest currency gives an 8% boost to trade. You may change currencies at any time, but doing so will wipe out 1% or 0.001 of your industry

Currencies may be either fixed or floating; if a currency is floating, its value is increased by industrial gorwth & free trade agreements and decreased by industrial losses & inflation; if multiple nations have the same floating currency, values will be calculated separately & then averaged together, with the originator of the currency being counted twice; the impact of a currency’s value will increase by 25% for every nation that uses the currency.

If a currency is fixed, I RNG the market value of what it is fixed to, and that is the value of your currency; the value of fixed currencies will not change according to industrial growth; fixed currencies have a 20% chance to increase by 0.4 every turn, a 20% chance to increase by 0.2 every turn, a 20% chance to not change, a 20% chance to decrease by 0.2 every turn, & a 20% chance to decrease by 0.4 every turn. You can change what you currency is fixed to at any time, which will cause me to RNG a new value for your currency. It is possible to peg your currency to the currency of any other nation, even if that nation has a floating currency; this will ensure that your currencies have the same value, but force you to pay 5% of your income each turn to ensure your currencies remain equal in value.

You will be able to set monetary policies for your nation; engaging in an expansionary monetary policy will increase the value of industrial spending by 25% and increase inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Engaging in contractionary monetary policy will decrease the value of industrial spending by 25% and decrease inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Once you set monetary policy, you are committed to that policy, and may not change it for 5 turns. Nations using a fixed currency may not engage in monetary policy.


Units

There are three types of Combat Units, three types of Command Units, & one type of Espionage Unit:
  • Armies- Each Army costs 10 Income, 20 Population, 2 Maintenance, & gives you one roll (1-10) in the RNG. Defeated armies have a 25% chance of destruction, 25% chance of capture, & a 50% chance of retreat. Armies can attack one region deep & take one province per turn by default. Armies are pooled regionally. All armies get a +10% defensive bonus & a +10% defensive bonus against amphibious landings.
  • Navies- Each Navy costs 10 Income, 20 Population, 2 Maintenance, & gives you one roll (1-20) in the RNG. Defeated navies have a 50% chance of destruction, 10% chance of capture, & a 40% chance of retreat. Navies can bombard shores; bombarding has a chance of killing some units in the bombarded region. Navies also have a chance of shooting down attacking Air Wings. Each Navy can carry up to 5 Air Wings & 5 Armies. Navies can also blockade nations; blockaded nations lose trade as appropriate. Even though each navy can transport up to 5 Armies, by default, Armies carried by Navies may only claim one full territory per turn.
  • Air Wings- Each Air Wing costs 20 Income, 5 Population, 2 Maintenance, & gives you one roll (1-30) in the RNG. Defeated air wings have a 75% chance of destruction & a 25% chance of retreat. Air Wings can attack one region deep by default. Air Wings can target Navies; they have a chance of disabling Navies for one turn & a smaller chance of destroying Navies. Air Wings can bomb regions; bombing has chance of killing some units in the bombed region. There is a chance for Air Wings bombing a region to be shot down by AA guns.
  • General- Generals cost 15 Income; see Leadership to determine their effects
  • Admiral- Admirals cost 15 Income; see Leadership to determine their effects
  • Air Marshal- Air Marshals cost 15 Income; see Leadership to determine their effects.
  • Agent- Each Agent costs 5 Income, 1 Population, & gives you one roll (1-10) in the RNG when combatting other agents; see Espionage to determine their effects. Agents pool nationwide.

Major Cities & Buildings

Major Cities are centers of culture, science, & industry. They give a 40% defensive bonus & you get one free Major City for every 10 Territories you have. The territories immediately surrounding a Major City give a 10% defensive bonus. Major Cities count as territories for the purposes of determining population & industry loss due to warfare.
  • Your Capital City is a special major city; at the start of the game, choose one of your major cities to act as a Capital. Your Capital City gives a 60% defensive bonus & counts as two territories for the purposes of determining population & industry loss due to warfare; if your Capital City is captured, all of your forces get a -15% combat penalty next turn. You can change Capitals at any time, but doing so will cost 15% of your Income & cause you to lose 15% of your Income the following turn.
  • Forts are massive military installations built for protection. Forts cost 40 Income to build, & give a 75% defensive bonus. Forts have a 20+X% chance to shoot down air wings attacking the region a fort is based in & a 5+X% chance to shoot down air wings attacking neighboring regions, where X is your nation’s Aerial Technology; this is added to the base chance of Air Wings being shot down. If a General, Admiral, or Air Marshall is recruited at a Fort, they start with +2 Experience. Forts cannot be built in Major Cities or Capitals.

War

Units that have retreated fight at 75% strength for the remainder of the turn. If a province is lost, a proportionate amount of population & industry is transferred to whoever captured the province, with 10% of the transferred population & 25% of the transferred industry being lost to war. Several factors will affect the final rolls; these factors include technology, supply, leadership, blitz, & shock.
  • Technology: Technology is divided into Land Technology, Naval Technology, Aerial Technology, & Espionage Technology.
    • Land Technology: applies to all Land Units. Land Technology represents how advanced your army is; every Land Technology level you have over an opponent adds +2 to your RNG rolls. Every 3 Land Technology levels above zero allow your armies to attack one province deeper into enemy territory and allow your armies to take one extra province per turn. Land Technology bonuses are applied before percentage-based bonuses. Land Technology costs 50X, where X is the Land Technology you are trying to research, and there are 10 Land Technology Levels available for research.
    • Naval Technology: applies to Naval Units. Naval Technology represents how advanced your navy is; every Naval Technology level you have over an opponent adds +4 to your RNG rolls. Every 2 Naval Technology levels above zero allow the Armies carried aboard your Navies to claim one extra province per turn. Naval Technology bonuses are applied before percentage-based bonuses. Naval Technology costs 50X, where X is the Naval Technology you are trying to research, and there are 10 Naval Technology Levels available for research.
    • Aerial Technology: applies to Air Units. Aerial Technology represents how advanced your air force is; every Aerial Technology level you have over an opponent adds +5 to your RNG rolls. Every 3 Aerial Technology levels above zero allow you to attack one region deeper into enemy. Aerial Technology bonuses are applied before percentage-based bonuses. Aerial Technology costs 50X, where X is the Aerial Technology you are trying to research, and there are 10 Aerial Technology Levels available for research.
    • Espionage Technology: applies to Espionage Units. Espionage Technology represents how advanced your agents are; every Espionage Technology level you have over an opponent gives your agents +25% to rolls. Espionage Technology costs 50X, where X is the Espionage Technology you are trying to research, and there are 10 Espionage Technology Levels available for research.
  • Supply: applies to all Land Units, Naval Units, & Aerial Units. Supply incorporates both how well supplied your troops are & the will of your troops to fight. There are three levels of supply: Unsupplied, Minimally Supplied, & Fully Supplied. Units that are unsupplied do not cost maintenance; unsupplied units have a 5% chance of defection, a 10% chance of mutiny, and a 25% chance of desertion; unsupplied Armies have a -10% combat penalty, while unsupplied Navies & Air Wings cannot fight at all. Units that are minimally supplied cost 50% normal maintenance; minimally supplied units have a 5% chance of mutiny & a 10% chance of desertion; minimally supplied Armies have a -5% combat penalty while minimally supplied Navies & Air Wings have a -10% combat penalty. Units that are fully supplied cost 100% normal maintenance, have a 1% chance of desertion, and suffer no penalties to combat. Nations will by default keep all of their units fully supplied.
  • Leadership: applies to all Lands Units, Naval Units, & Aerial Units. Leadership represents how well led you troops are. Leadership has a value between 0 & 6. Every level above zero increases the chance for defeated Land Units to retreat by 5% & decreases the chance that defeated Land Units will become POWs by 5%. Every level above zero also increases the chance for defeated Naval or Air units to retreat by 5% & decreases the chance that defeated Naval or Air Units will be destroyed by 5%. Every 2 levels above zero also gives +1 to the RNG roll; at Leadership 4 you get +1 to Army movement range & Air Wing strike range. Leadership bonuses are applied before percentage-based bonuses. Leadership is determined by the experience of your Generals/Admirals/Air Marshals. Your Generals/Admirals/Air Marshals gain +1/3 experience for every battle they were present at & survived. Generals/Admirals/Air Marshals normally start at 0 experience, unless they were recruited at a Fort, in which case they start at +2 experience. If multiple Generals/Admirals/Air Marshals are present in the same side of a battle, only the General/Admiral/Air Marshal with the highest experience will count. If a General/Admiral/Air Marshal is present at a battle, & the battle is lost, there is an 80% chance for the General/Admiral/Air Marshal to escape, & a 20% chance for the General/Admiral/Air Marshal to become a POW.
  • Blitz: applies to Lands Units. Blitz represents the momentum of your forces. Every time your win an offensive battle, the troops that won will have +5% to offensive rolls for the next region they attack; it is possible to get multiple blitz bonuses per turn if your army remains on the offensive. The bonus disappears if the troops stay to defend or are defeated, and caps at +30% to offensive rolls.
  • Shock: applies to all Lands Units, Naval Units, & Aerial Units. Shock represents how unexpected your attack was. It is determined through the quality of your RP orders. It can give an offensive bonus between 0% & 100%, and is determined through the quality of your RP military orders and whether or not your target has any contingency plans in place, and the RP quality of those plans. The shock bonus is nullified if your target has successfully performed the ‘Steal Enemy Plans’ espionage action. Shock bonuses only apply to the first strike launched in a War, and only if the first strike was a surprise attack.
 
Revolts

By default, everyone has a 5% revolt risk. Every 1% tax increase over 20% increases Revolt Risk by 1%. Every Army of yours that is killed increases Revolt Risk by 1%, while every Navy or Air Wing that is destroyed increases Revolt Risk by 0.2%; an Army, Navy, or Air Wing being captured increases Revolt Risk by 50% of what the increase would have been had the Army, Navy, or Air Wing been destroyed. Furthermore, aggressive wars double the Revolt Risk gained from military defeats. Revolt Risk from defeats decays as a rate of 20% for every year you are at peace (20% of the revolt risk gained from defeats, not a 20% subtraction). Revolt Risk is multiplied by 1.5 for every 20% increase in your population that takes place in a single turn. Rebels are unaffected by supply.

Occupation

Territories you capture are not immediately placed under your control; they are considered occupied territories. Occupied territories have a (revolt risk+20)% chance per turn per territory for rebels to appear and attack your armies. Occupied territories only contribute 1/2 of their potential income to your nation. Occupied territories will be returned to their original owner at the conclusion of the conflict unless a peace treaty specifies that certain territories are to be turned over or the war ends Uti possidetis. If a territory is occupied for 5 years, it is auto-annexed at the cost of +2% revolt risk; this will decline at the same rate revolt risk from military losses declines.



Espionage

Not all conflicts between governments need be overt; indeed, covert conflicts- otherwise known as Espionage Missions- can be some of the most fun conflicts in the game.
Agents are required to perform Espionage Missions. The chance for a successful espionage mission is the number of agents you have sent to perform the mission divided by the total number of agents involved in the mission (Covert War is the exception to this); mission success is calculated separately for every agent you send on a mission. You can send as many agents as you desire- provided you possess them, of course- to take part in a mission. If an agent fails a mission, there is a 20% chance for them to be captured; if an agent is captured, there is a 60% chance for them to commit suicide/die during interrogation/be executed, a 15% chance for them to escape without giving up any sensitive information, a 15% chance for them to escape after giving out sensitive information, & a 10% chance for them to become a double agent in employ of the enemy. Agents that have escaped are returned to you; you will not be informed if they have given out sensitive information to the enemy. If an agent has switched sides or given out sensitive information to the enemy, there is a chance for every other espionage mission you have taken against the enemy that turn to fail, that increases with the number of Agents who gave up information or defected. Double Agents remain under the control of the player who recruited them; however, the player’s secret stats will be made freely available to whomever holds the double agent’s true loyalty. It is possible for a double agent to defect again & become a triple agent, a quadruple agent, or any other degree of agent. There is a 10% chance per turn for a double agent to be exposed for every nation they have defected to. Some missions have multipliers to reflect the inherent difficulty- and in one case, relative ease- of what your agent is trying to do; if your agents go on a mission with multipliers, the number of agents is multiplied by the multiplier prior to the chance of success for the mission being calculated. The missions you can engage in are:

  • Steal Enemy Plans: Gain two extra RNG rolls in every battle against the target for one turn; nullifies any Shock bonus the target may have received that turn
    Multiplier: 0.5
  • Steal Money: Steals between 1 & 10 Income per agent; the Income is spent in secret.
  • Bribe Commander: 1 Command Unit total, not per agent, defects from the target nation to your nation; will subtract between 5 & 25 Income from your treasury next turn; agents that have failed this mission have triple the normal chance to be captured.
    Multiplier: 0.5
  • Ferment Rebellion: Fires the enemy revolt risk; revolts triggered with this mission act as if the revolt risk was double what it actually is.
    Multiplier: 0.75
  • Covert War: You send your agents to attack their agents; this functions exactly like regular combat. Agents that have been defeated in a Covert War have a 60% chance to be killed outright & a 40% chance to be captured.
  • Terrorism: Decreases the target’s population by 1 & increases the target’s revolt risk by 2% per agent; revolt risk gained from terrorism decays at the same rate as revolt risk from military defeats. If you are discovered engaging in terrorist actions, your revolt risk will increase by 3% per agent you send on a mission.
  • Poison Water Supplies: Reduces the target’s natural growth rate by 2% per agent; it is possible for the target’s population to grow negatively (i.e., shrink) if you have enough agents perform this mission.
  • Industrial Sabotage: Reduces the target’s industry by 1% per agent.
  • Nuclear Sabotage: Destroys 1-3 Nuclear Weapons total, not per agent; 10% chance for the Nuclear Weapon to go off, killing all agents you sent on the mission & destroying one of the target’s non-city provinces.
    Multiplier: 0.25
  • Infiltration: Reveals the target’s secret stats next turn; reveals the location of the target’s POW camp
    Multiplier: 0.25
  • Disinformation: Feeds disinformation to your target; the target will only receive 1/4 of the benefits from any successful espionage mission taken against you this turn (3/4 for Covert War); unaffected by enemy disinformation campaigns.
    Multiplier: 1.25
  • Counterespionage: Protects your nation from enemy agents; your agents will default to this mission if not specifically ordered to do anything else. Unaffected by enemy disinformation campaigns.

Nuclear Weapons

The secrets to the construction of Nuclear Weapons have long since been leaked to the world; all nations may build nukes at game start. In order to prevent trolling, I will require a good reason for the launching of nuclear weapons; this requirement is waived if you are in a Cold War, so long as the target is your Cold War rival.
Each nuke costs 50 Income. A Nuke will destroy 1 province, turning it into a wasteland that is unclaimable for 5 years. Nukes are set to auto-respond unless otherwise stated.

Cold Wars

A Cold War exists if two or more superpowers- defined here as nations with a military power (Military Technology * # of Units) at least triple that of the mean & an economy at least double that of the mean- possess nuclear weapons & have at least 1 opposing world view. Nations in a Cold War invariably adhere to MAD, and there is a 1% chance per nuke per turn for nuclear weapons possessed by nations in a Cold War to launch at the enemy- without the players’ consent. In the event of a conventional war between nations locked in a Cold War, the chance is upped to 5% per nuke per turn. It is possible- however unlikely- for there to be multiple Cold Wars occurring simultaneously.

*The GM must be made aware of any & all Diplomatic Agreements that have the potential to impact the game world. The GM must be invited to any & all Social Groups related to the game world.*

Use of Straits

Players controlling the following provinces can block other players from accessing the respective straits: Gibraltar or N. Morocco (Strait of Gibraltar), Suez or Sinai (Suez Canal), Istanbul or Bithynia (Bosporus), Aarhus, Copenhagen, or Malmo (Kattegat), Djibouti or Aden (Bab-el-Mandeb), Bandar-Abbas or Dubai (Hormuz).

Control of these straits can potentially close off the following seas: the Mediterranean, the Black Sea, the Red Sea, & the Persian Gulf. It can be very useful to block players; to stop them claiming or attacking certain regions. A player blocked in the Mediterranean cannot sail out, for instance, and can't claim or attack territories outside of the Med that is not adjacent to their own territories. You may also charge Income for the usage of your strait.

UN

The chairman position will rotate. That is I will RNG the nations, and it will start from top to bottom; 5 nations will share the position of Chairman for 5 turns. The Chairman Nations can veto proposals, but at least 3 out of 5 Chairman Votes are needed for a veto to take place. You may also propose banning of nukes, global embargos, & a variety of RP related resolutions, but you need to have a 2/3 majority. If an NPC appears from a rebelled area, you may call a vote to recognize the nation. When it is recognized, the nation that started the revolt may install a puppet government or allow the GM to take control of the country; the nation that controls it may demand funds and/or military action.

The World Bank

The World Bank is an international financial institution based on the International Space Station, and has branches in the Capital City of every nation on the planet. Every turn, Income equal to 5% of the Global Real GDP will be deposited in the World Bank. Any nation can apply for loans from the World Bank- beware, however, as the Bank charges a 10% yearly interest rate on every loan they give out. Furthermore, every nation on Earth can open an account & deposit Income in the World Bank; this will pay out 5% interest per year. In addition to functioning as a lender & a storage center, the Bank will also serve as a tool through which the GM can offer In Character comments on the happenings of the World & serve as an expository device.

Special Thanks to Sonereal, Taniciusfox, NedimNapoleon, & everyone else whose IOT's I dissected for several of these rules.

Posting for theft later.
 
MrHq360.png

I have started an in-depth worldbuilding project, which is starting with the migrations of mankind away from where it evolved, and will eventually trace everything from language families and writing systems to religions and nations. I highly encourage people to help out in the current stage; it requires no commitment (no sign-up required, and you can miss as many updates as you want) at the current moment to participate.

Children of Adlivun will run uninterrupted, and still welcomes new players.
 
The Tale of Men

The Tale of Men is an IOTNES set in the Elder Scrolls Universe, primarily focused in Skyrim although access to and interaction with neighboring lands is possible. Many may glance at the setting and dismiss this game, however this isnt a game about Tamriel, nor necessarily about the province of Skyrim, at least not the Skyrim you are familiar with. This game is centered around creating a rich and rewarding experience for the players involved, such as can be found in Kashmir and BOTWAWKI, and as such I hope for the atmosphere to reflect that.

I also said this isnt the Skyrim you all know and might love. This game will be set 100 years in the future from the appearance of Alduin and the beginning of the Dragonborn's journey, therefore in 4E 301. Jarl Ulfric Stormcloak won the Civil War and thus became High King of Skyrim, establishing Windhelm as the new capital. After a brief conflict in which the Sons of Skyrim ejected the Thalmor Embassy and associated agents from Skyrim, followed by a few years of consolidation, Skyrim was once again at peace.

The Second Great War occurred 65 years after the first one and involved a crippled Empire against the Aldmeri Dominion once again. It is no great surprise that Cyrodiil fell, only at how easily. The Aldmeri Dominion then swallowed all of Tamriel except for High Rock, Hammerfell, and Skyrim, all of which existed as independent nations.

Then 15 years ago the Dominion invaded Skyrim, intent on ending Talos worship and dominating the race of men in totality. Over a ten year conflict the land of Skyrim was set ablaze, with the economy being shattered, the burgeoning population massacred, and many of the hold capitals reduced to rubble. It was only through the efforts of a coordinated resistance in the countryside led by the Dragonborn who defeated Alduin who was assumed to be dead. This Dragonborn came out of retirement as an old man on the verge of death and in 4E 295 sacrificed his life in the Battle of the Valheim Towers to see the Thalmor turned back, their army shattered. This in turn inspired revolts in Morrorwind and Cyrodiil, with the latter being put down mercilessly with no regard for civilian life. Morrorwind is still in a state of rebellion however.

And here we stand, in the year 4E 301, with the land of Skyrim on the road to recovery and the Thalmor busy elsewhere. It is a time of rebuilding, as the old hold capitals are rebuilt. Each Jarl has to tend to his own hold with no assurance any aid from others shall be given as the last High King died while defending Ivarstead early on in the war.


Each of the 9 holds shall be playable in this game. Additionally, if all 9 holds are filled, any other players who wish to join may do so as a Thane in any player controlled hold. That is, you are joining as his vassal, and you get a small grant of land in the hold and your own manor. The power of a Thane is lesser than that of a Jarl, and a Thane owes allegience in both coin and men to his Jarl, yet a clever Jarl may yet carve out his own Hold in these troubled times or even usurp the place of his liege.

As Skyrim has many external threats, primarily the Aldmeri Dominion but also two independent nations on its western border, the election of a new High King by the Jarls is recommended but by no means essential. A PC may be elected, or if not all the holds are filled by players, an NPC might as well. However be careful of electing a polarizing candidate that some Jarls will not submit to, as a civil war in this political climate could be dangerous, and would benefit nobody.

Trade

Trade will revolve around resources and the world market. Each hold will either be in possession of or can create different resource buildings, such as farms, mines, lumber mills. These resources will provide revenue according to their demand on the world market, which in this case only includes Skyrim. In order for Whiterun to forge new weapons for an expansion of the Guards, it must first acquire Iron. If there is no Iron being produced or sold then no weapons can be made. Likewise farms shall feed the people of the cities as although the population was decimated by the invasion, there are still those that need to be fed.

War

War is not recommended during the early turns although that doesnt mean it cant be done, or that it cannot be profitable. War can be carried out in a variety of means, from striking directly at the Hold Capital of another, to strangling their trade and resources by striking caravans and raiding resource buildings. Each player will have a certain manpower, which is all the men he can possibly recruit into the armed forces. Bear in mind that recruiting too many will be taking them away from other tasks such as Farming, and that you must find enough Septims to pay all of these men. Any men you recruit must be armed and armored out of your pocket, so ensure you have enough coin to buy the resources and pay the blacksmiths to forge the weapons for them.

You must decide where these men are to be based, as there is no national pool in this game. Will you have them patrolling the roads? Defending your capital? Garrisoning mines and farms to defend against bandits and jealous neighbors?

The types of weapons you equip them with, the terrain, fortifications, their leadership, as well as the skill of the individual soldiers will all determine your success in battle. Having a few mages on your side wouldnt hurt either...

Small Council

Each Jarl will have the ability to recruit a small council to advise and aid him in his endeavors. A steward will surely help with the economy and rebuilding the lands. A Court Wizard might be able to enchant weapons for your soldiers, or to conduct magical research on your behalf. Your Captain of the Guard could be your principle military leader in the field, be an able bodyguard, and otherwise assist you.

Thanes

You cannot be everywhere at once when ruling your hold. It will be important to delegate, especially if you wish to see your Hold prosper and grow quickly. Thanes are the nobility of your land. If you were a count, they would be your Knights. You can choose to grant them a plot of land within your control for them to cultivate and perhaps a small town of commerce will be established or the land will otherwise be improved without your need for involvement. They can respond to your call to arms and fight under your banner, sometimes bringing men of their own. It is also possible to honor noted individuals with the title without granting them land, thereby tying them to your court. However Thanes can be fickle and you always run the risk of appointing somebody who might turn against you later.

Guilds

Many of the Guilds you know and love are still around. The Thieves Guild and the Dark Brotherhood are the two with the biggest influence on the game. If you wish somebody dead and you can pay coin, the Brotherhood will gladly aid you. The Thieves Guild on the other hand is more subtle and can serve any other espionage ends you may have for them. There are several mercenary bands one can hire for the right price, and recently the Dawnguard has been discovering another resurgence in vampires so aid to them is welcome.
 
Pirate IOT: Blood in the Caribbean

Music

So I've had this idea in my head for quite a while. It'd take place in the Caribbean a couple years before the Golden Age of Piracy. You can play as a colony (like Haiti), pirates (like Henry Morgan), or a tribe (like the Carib.) Each type having a different playstyle of how you get gold and keep your nation stabilized.

Here's how each plays out:

Colony:

Spoiler :
Colonies can spend 10 gold to create plantations which create more gold but you have to (automatically) pay maintenance for them. Colonies can also make gold by setting up sea trade routes with foreign territories (which need to be drawn on the map) which make money for the colony and the recipient (the colonies get more money than the recipients), but also costs (automatic) maintenance. You can also set up land trade routes, but they have range of about 5 territories away. In order to keep up stability, colonies can spend 20 gold to create churches which give small boosts of stability but you also have to (automatically) pay maintenance for them. Stability is effected by how many territories you have (The equation for it will be Territories x Charisma = Stability.)


Pirates:

Spoiler :
Pirates gain gold by pillaging territories and trade routes (these must be done through PMs and drawn on the map.) You can also be paid by other players to do pillages, the hirers and yourself both get an amount of gold. Maintenance isn't paid automatically, so you have to manually pay it. Not manually paying it will cause stability to drop. Stability is also effected by how many territories you have.


Tribes:

Spoiler :
Tribes make gold by setting up land trade routes with foreign territories (which need to be drawn on the map) which make money for the tribe and the recipient (the tribes get more money than the recipients), but also costs (automatic) maintenance. Tribes can also set up sea trade routes, but they can only go to nearby landmasses (I will decide what is nearby and what isn't.) Tribes can maintain stability by paying gold to make shrines, but they cost a lot of gold to maintain. Alternatively, they can sacrifice captives for stability (which work similar to pillages, including being needed to be PM'd and drawn on the map.) Tribes don't receive as much instability from owning territories.


Universal Traits:

Spoiler :
  • Stability is lost from getting pillaged
  • Stability is lost from having very low gold.
  • Military costs 30 gold and costs 2 gold for maintenance.
  • NPCs pay no maintenance.
  • You can sell Military and Territories for Gold.

Also there is a skills system similar to the SPECIAL system:

Charisma - Effects stability and how many political points you get per turn.
Honor - Effects military strength.
Salesmanship - Effects how much gold can be earned.
Luck - Effects exploration, decisions, and pillages.

There will also be an exploration mechanic. Send military scouts into unclaimed territory and a random event will occur. You can only explore up to 5 territories at a time. Exploring territories costs 4 Political Points each. If you claim unclaimed territory before exploring it, bad events will be more likely to happen.

You can make decisions at any point that can effect various aspect of your faction and (maybe) the game. Decisions cost 30 Political Points. Also, at the beginning of every update, a random faction will be required to make a decision (this won't cost Political Points).

There will also be a revolution mechanic that I need to improve. It will either be: political rebellion (acts like a colony), anarchic rebellion (acts like pirates), tribal rebellion (acts like tribes.)

Things I'll need:

  1. A large map of the Caribbean and the Gulf of Mexico with lots of territories
  2. How Tribes maintain stability
  3. Criticism
  4. Lots of Music
  5. How my revolution mechanic should work
  6. How many points should go into the specials system
  7. Should there be a buried treasure mechanic?
 
Pirate IOT: Blood in the Caribbean


Link to video.

So I've had this idea in my head for quite a while. It'd take place in the Caribbean a couple years before the Golden Age of Piracy. You can play as a colony (like Haiti), pirates (like Henry Morgan), a tribe (like the Carib), or a company (like the East India Company). Each type having a different playstyle of how you get gold and keep your nation stabilized.

Here's how each plays out:

Colony:

Spoiler :
Colonies can spend 10 gold to create plantations which create more gold but you have to (automatically) pay maintenance for them. In order to keep up stability, colonies can spend 20 gold to create churches which give small boosts of stability but you also have to (automatically) pay maintenance for them. Stability is effected by how many territories you have (The equation for it will be Territories x Charisma = Stability.) Colonies have a 20% penalty when attacking at sea but a 20% bonus when attacking on land.


Pirates:

Spoiler :
Pirates gain gold by pillaging territories and trade routes (these must be done through PMs.) You can also be paid by other players to do pillages, the hirers and yourself both get an amount of gold. Maintenance isn't paid automatically, so you have to manually pay it. Not manually paying it will cause stability to drop. Stability is also effected by how many territories you have. Pirates have a 10% penalty when attacking on land but 30% bonus when attacking at sea.


Tribes:

Spoiler :
Tribes make gold by setting up land trade routes with foreign territories (which need to be drawn on the map) which make money for the tribe and the recipient (the tribes get more money than the recipients), but also costs (automatic) maintenance. I don't know what tribes can do with stability. PLZ TO HELP. Tribes don't receive as much instability from owning territories (Territories x Charisma x 2 = Stability.) Tribes have a 30% penalty when attacking at sea but a 10% bonus when attacking on land.


Companies:

Spoiler :
Companies make gold by setting up sea trade routes with foreign territories (which need to be drawn on the map) which make money for the company and the recipient (the companies get more money than the recipients), but also costs (automatic) maintenance. I don't know what companies can do with stability. PLZ TO HELP. Companies have a 20% penalty when attacking on land but a 20% bonus when attacking at sea.


Universal Traits:

Spoiler :
  • Stability is lost from getting pillaged
  • Stability is lost from having very low gold.
  • Territories x Charisma = Stability
  • Military cost 30 gold and costs 2 gold for maintenance.
  • NPCs pay no maintenance.
  • You can sell Military and Territories for Gold.

Also there is a skills system similar to the SPECIAL system:

Charisma - Effects stability.
Honor - Effects military strength.
Salesmanship - Effects how much gold can be earned.
Luck - Effects exploration, decisions, and pillages.

There will also be an exploration mechanic. Send military scouts into unclaimed territory and a random event will occur. You can only explore up to 5 territories at a time. If you claim unclaimed territory before exploring it, bad events will be more likely to happen.

You can make decisions at any point that can effect various aspect of your faction and (maybe) the game. Also, at the beginning of every update, a random faction will be required to make a decision.

There will also be a revolution mechanic if your stability goes <50 there is a chance you will have a rebellion. It will either be: political rebellion (acts like a colony), anarchic rebellion (acts like pirates), tribal rebellion (acts like tribes), or a buy-out (acts like a company.)

Things I'll need:

  1. A large map of the Caribbean and the Gulf of Mexico with lots of territories
  2. How Tribes and Companies maintain stability
  3. Criticism
  4. Lots of Music

It sounds interesting, but also perhaps too rigid. I'm personally more in favour of rulesets with vaguely explained mechanics. That is, in which mechanics are explained but not their workings. It's also more free for the GM, I suppose.
 
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