IOT Developmental Thread

Here is more or less the final ideology list. I dropped Edenism, Cloud Consciousness, and Evangelism. I added another religious ideology and two more transhumanist ideologies: Cult of Personality, Purianism, and Technogaianism.

Evangelism was removed because there was too much overlap with Moralism. Cult of Personality acts as a faction that will give its full support to the government at all times, but is extremely volatile in its strength, especially upon the death of the leader.

Edenism, a religious ideology, was replaced with Purianism, a transhumanist ideology. Purianism, at least the basic forms of it, is supportive of robotics and technological improvement, but is against genetic engineering and cybernetics. Purianism's opposition to those ideologies makes if the ideology the most supportive of robotics.

Technogaianism is a transhumanist ideology. Like the Brazilian variant in IU, it seeks an ecological balance between humanity and nature, and wants to use technology to restore the environment that has been damaged in the decades of warfare and climate degradation.

Ideology

Ideologies are grouped into three broad groups: Political, Religious, and Transhumanist. While most ideologies concern themselves with how society and government should function and be structured, the groupings give an idea about the central focus of ideologies in the groupings.

In the listings below, you will see “tend to lean for/against”, “preferred”, etc. Note that these are not absolute. For example, there are Federalists that are fine with a dictatorship so long as it is a federated or confederated dictatorship.

Political Ideologies

Spoiler :
Federalism: Federalism is an ideology that calls for a moderately powerful central government that is balanced with the constituent administrative provinces of the country. Federalists tend to lean toward democratic forms of government.
Preferred Legitimacy: Elective
Preferred Centralization: Federation/Confederation

Republicanism: Republicans believe in a strong, central government. Republicans also tend to lean toward democratic forms of government, which creates some overlap with the Federalists. However, Republicanism can find an ally among Neo-Imperialist movements due to the latter’s desire for powerful, centralized government.
Preferred Power Base: Corporate
Preferred Legitimacy: Elective
Preferred Centralization: Unitary/Hegemonic

Neo-Imperialism: The end of a long period of decay in human history has been met with a new flurry of political writing and commentary calling for expansion. The expansion, they argue, would open up new markets and act as a way to move the “surplus population” out of the cities into the countryside. This usually comes with calls for a larger military.
Preferred Power Base: Military
Preferred Centralization: Unitary/Hegemonic

Separatism: Separatism is a general ideology in which people in a country seek autonomy or independence. Separatists support lower centralization levels.
Preferred Centralization: Confederation/Coalition

Monarchism: Monarchism and Neo-Imperialism have much in common, despite their very different doctrinal histories over the last few centuries. Expansionism is part of the name of the game, but Monarchism contains within it romantic notions of bloodline and knightly duty.
Preferred Legitimacy: Hereditary

Socialism: By the end of the first quarter of the 21st century, the only truly communist power left in the world was the soon-to-be Autonomous Soviet Republic, whose collapse in the early-2040s put the ideology on life support until the late-21st century, where demands of war and survival justified greater state planning in desperate states. Like socialism and communism of old, the ideology has a habit of springing up in downtrodden urban youth.

Fascism: Fascism, by 1945, was all but dead. But as the story goes, ideas are bulletproof, and all the bullets of the Allied forces couldn’t kill fascism. The ideology saw a rebirth in the 2020s in response to climate degradation, skyrocketing economic inequality, and economic stagnation. Fascism, in 2190, isn’t all that difference from its basic form in the 1920s.
Preferred Power Base: Bureaucratic
Preferred Legitimacy: Appointed
Preferred Centralization: Unitary/Hegemonic

Insurrectionist Anarchy: Insurrectionist Anarchy calls for little more than the dismantling of central governance. Beyond that, the ideology tends to be…loose.
Preferred Centralization: Anarchy


Religious Ideologies

Spoiler :
Moralism: Moralism is a general umbrella term for a great number of ideologies among many religions. The general gist of Moralism is that a society’s laws should generally reflect religious beliefs and values. Unlike political ideologies, there tends to be lower interstate comradery sine Islamic Moralism and Christian Moralism can be greatly different. The extreme ends of Moralism may call for “protecting” or “liberating” preferred religious minorities in atheistic or heathen states.

Assimilationsim: Assimilationism is a fairly new ideology whose modern beginnings can be traced back to the turn of the 22nd century. It seeks to, in the words of one of its earliest founders, to “devour and digest” all religions to form one, universal, religion. While many of this persuasion tend to be fairly lighthearted in their beliefs, some will go as far as extreme Moralists to spread their constantly evolving beliefs.

Cult of Personality: A Cult of Personality is defined as “a cult promoting adulation of a living national leader or public figure”. The leader’s personality cult will always lend their full support to the government. However, the death of the leader is very damaging to the national influence of the personality cult.


Transhumanist Ideologies

Spoiler :
Visionary Thought: Visionary Thought is brought to us by the leader of a mid-21st century cult by the name One Vision. Visionary Thought sees humanity’s future in cybernetic enhancement. The ideology is remarkably popular among the richer strata of corporate society.

Directionism: Directionism is the name given to an ideology advocating for uplifting humanity genetically. Directionism is a troubled ideology in many societies, as it is often co-opted by monarchists, anti-democratic, pro-eugenics groups.

Purianism: While there are those who wish to replace their entire bodies with prosethics, and those who want to create the perfect designer child, there are those who believe in the separation of technology and the human body. Puriantists range in their commitments, with an minority even refusing to use vaccinations.

Technogaianism: Technogaianism is an ecological ideology whose proponents want to bring humanity to balance with nature and the environment using technology. The belief was given its modern form by Brazilian thinkers in the second quarter of the 21st century.
 
Hey guys check out this map:

(Ignore the minefields and lack of roads; logistics will be finalized once I figure out exactly how many cities are in play.)

The game-engine playing field is clipped from the scenario Fortress Europe, as it's the first map I found with a decently-scaled and topographically-accurate Germany. All the original cities are demarcated for reference, but for our purposes Deutschland is due for a lot more—and you can see Osterkamp holds the advantage. At game's start only extant German and Pottsylvanian cities actually function as such (you're technically looking at landmark terrain). Cities in black are ruins/neutral territory and are basically there to keep the rest of the map from looking barren; while public works are likely to take a back seat at least in the early weeks, GSG 9 may be able to restore old communities as a means of emergency withdrawal.

Also note the cities in white: Scandinavia was not confirmed as a UNTAG participant but for the purpose of the game Allied passage through Kattegat is assumed free so as to maintain supply lines to Mecklenburg, otherwise it can be safely ignored. However, it remains a sovereign state and intruding on its ground will have potentially dire consequences.

Now to what I promised (sorry, no pictures):

The Cutting Edge

Those of you that looked up Schüller or were on chat when Civ'ed was talking C&C will know he comes from the cut Generals 2, and while I still haven't managed an official dialogue I feel safe in assuming GSG 9 was intended to realize that same technological fetish. To wit, the Resistance has early access to prototype units so long as a faction possesses both the requisite scientific and industrial infrastructure to develop them, and Westfalen even begins with a bodyguard of such troops. These forces are nominally German-exclusive, although it is entirely possible for outside factions to barter (or even steal) the blueprints.

An Other Army

KIOT 2 codified research into alien tech, so it'd inevitably be a vector here. Reverse-engineering is nowhere near as simple as Schüller's schematics, however: to start a project, first you have to find salvageable alien wreckage and excavate it, transport the recovered materials to a city with a research centre, decode the data, and then begin prototyping—with the added hurdle that all physical artifacts have to be transported by hand until prototyping is complete, meaning convoys can be ambushed by enemy forces, and if a city is captured not only can foes steal your research, you may even lose your progress! Alien-derived weapons are thus a long, costly, and somewhat risky investment, but will dramatically bolster your firepower, and will also provide gradual upgrades to your regular army.

Nazi Science Sneers

Hinted at in the unit lineup presented earlier, Osterkamp has tricks up his sleeve similar to Schüller (although at this moment I'm still working on what they are). It's a mix of futurepunk and genetic engineering—recalling von Fertig was the first to attempt mass-production of supersoldiers, Osterkamp is undoubtedly hell-bent on resurrecting the project.

Need a Hero

It's appropriately enough the main attraction of SuperIOT, so we'd be remiss not to have them. Exactly whom is candidate for intervention and how that plays out is still being investigated, especially given the possibility, however slight and non-canon, of being killed in action—and NC blindsided me with the suggestion of using NERO in the UN. 'Lec's been at my side for a lot of this and I'll likely offer him the role of NPC GM since he's unquestionably better-versed in their intricacies than I.


Join us next time when I'll probably talk boring things like government and faction play styles.
 
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Quickly on NERO: I was planning to have NERO-1 assist with UNTAG. I would apperciate if they were represented as a unit, but I imagine that there might be limit to the amount of units in the game. If representing them as their own unit would be unfeasable, representing them as a generic espionage unit with extra experience or maybe even as some mechanical bonus would be great.

EDIT: How much time would a turn represent? A month? A week? A whole year?
 
For super heroes would a anti-villainous assassin be permitted to be deployed? Moon Dagger would make a interesting spy hero unit...
 
Thorvald, please do add the nose to the Jute peninsula. It's doable with just one tile and if the strait does become easier to control, well, that is the point of Danish strategic value during ww2 :)
 
:3

Quickly on NERO: I was planning to have NERO-1 assist with UNTAG. I would apperciate if they were represented as a unit, but I imagine that there might be limit to the amount of units in the game. If representing them as their own unit would be unfeasable, representing them as a generic espionage unit with extra experience or maybe even as some mechanical bonus would be great.
Using NERO as spies might work. In Civ2 there are two types of spy units: Diplomats, which are one-shot, and Spies, which have more options and can be reused. Only problem (besides them never being able to attack a unit because it prompts the Bribe option instead) is they have about a 50-50 chance of capture, and I'm assuming you want NERO a bit more survivable than that. :p

How much time would a turn represent? A month? A week? A whole year?
I'm still trying to figure that out. The Civ-game runs in the background during the turn itself, but I haven't actually decided the update interval. I was talking to 'Lec about using seasonal rules (summer/winter terrain), so it'll probably fall somewhere between week and month.
 
For a fantasy IOT/NES based on Dominions 4:

Arcoscephale

Arcoscephale is heavily influenced by ancient Greek city states and Hellas. In this era it is influenced by the mythical past and the archaic age.

Arcoscephale is a loose collection of city states. Bronze is more common than iron and myrmidons and chariots compose the core of the armies. In this time, slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the Awakening God. At the foot of the mountain is a great temple where sacred Pegasus Riders are trained.
Spoiler Holy sites :
Mount Cephalos (1 air, 1 nature, 2 astral mana per turn)

Spoiler units :
Slingers
Javelineer
Hoplite Infantry
Heavy Spearmen
Chariot Archer
Chariot
Wind Rider

Spoiler commanders :
Scout
Commander
Wind Lord
Mystic
Priestess
Philosopher

Spoiler ships :
Galley

Abysia

Abysia does not have any clear inspirational sources. Malign devil-worshiping empires of the fantasy genre combined with some ancient Middle Eastern concepts, perhaps. Think of great temple ziggurats adorned with ever-burning braziers fed with still-beating hearts in pompous ceremonies, witnessed by a cowed populace of slaves and smoldering Abysian rulers. Imagine magma-lit caverns filled with screams, roars, and fleeting shadows. With blood sacrifices being part of the official state cult it might be considered an evil nation, but it is sprung from elemental forces, and only under infernal influence does the kingdom turn to evil. It is a tragic nation with a proud heritage, and dilution of their magic – perhaps due to temptation by infernal forces – leads it to embrace blood sacrifice.

Abyssians are their own race, creatures of fire and heat, they burn with internal heat and they are not harmed by flames. Abysians are stronger than humans and use very heavy armor and weaponry. Bows are not used, because they would burn to cinders in the glowing hands of the Abysians.

The Anointed of Rhuax and the Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. The Warlocks of the Smouldercone, a newly formed magical order, practice Blood magic and search for suitable blood slaves in conquered lands.
Spoiler Holy sites :
Smouldercone (4 fire mana per turn)

Spoiler units :
Cinderwing
Abyssian Javelineer
Abyssian Infantry
Burning One

Spoiler commanders :
Slayer
Abyssian Warlord
Anathemant Cultist
Anathemant Dragon
Warlock Apprentice
Warlock

Caelum

Caelum are a purely fictional nation of winged humanoids living atop the coldest mountain peaks. There is some Zoroastrian influence but it is relatively limited.

Caelum is a magocracy of winged humanoids who inhabit the highest mountain peaks. Under the wise rule of the Eagle Kings, semi-divine beings of an earlier age, the tribes have formed a kingdom.

The Caelians are led by mages known as Seraphs, masters of Air magic. The Seraphs craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures and the heavy ice armor is more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and capable of harming magical beings. The Caelians are skilled archers and prefer hit-and-run tactics.
Spoiler Holy sites :
Palace of the Eagle Kings (3 air, 1 water mana per turn)

Spoiler units :
Caelian Winger Infantry
Caelian Winged Lancer
Caelian Winger Archer
Temple Guard

Spoiler commanders :
Caelian Scout
Caelian Lord
Seraphine
Eagle King
Seraph
Harab Seraph

C'tis

C'tis is a nation of lizardmen under Egyptian and to some extent Mesopotamian influence. Sacred priest kings, pyramids, swamps, and flooding rivers surrounded by deserts are all elements of these cultures.

C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge are great. At the top of the society are the Lizard King and his Royal Heirs. The King is the highest priest of C'tis. Under the king are the High Priests with their sacred serpents and the enigmatic Sauromancers, great mages of death and rebirth.

The C'tissians can be slow in movement, especially in colder weather, but have thick hides that protect them from cuts and bruises. They have partial resistance to poison.
Spoiler Holy sites :
The Deep Tombs (2 death, 1 nature, and 1 earth mana per turn)

Spoiler units :
Slinger
Light swordsmen
Heavy swordsmen
Chariot
Reborn Tomb Guard

Spoiler commanders :
Scout
Commander
Reborn Guardian
Sauromancer

Ermor

Based on Roman history and mysticism and with undeniable parallels to early Christianity, Ermor is an empire centered around a great city. For centuries it has grown and become more and more influential. Traders and travelers from near and far come to the city. By military campaigns, diplomacy and trade, Ermor has become a power to be reckoned with. By adopting local traditions and beliefs, the Ermorians posed little threat to neighbors and conquered peoples, but this has begun to change.
A New God is arising. Old syncretistic faiths and spirit worship were banned. The all-encompassing old state cult of the Numinas still survives, but the Pontifices and Flamen are slowly adopting the New Faith.
Spoiler Holy sites :
Sacred Sepulchre of the Shroud (1 death, 1 fire, and 2 astral mana per turn)

Spoiler units :
Slinger
Javelineer
Light swordsmen
Heavy swordsmen
Heavy spearmen
Cavalry lancer
Warrior Acolyte of the Sacred Shroud

Spoiler commanders :
Scout
Spy
Assassin
Commander
Augur
Augur Elder
Flamen
Pontifex

Spoiler ships :
Galley

Formoria

Like the Tir n n’Og, the Formoria are heavily influenced by "The Book of Invasions" and Celtic myths and folk lore. The wars and conflicts between Fomorians, Nemedians, Fir Bolg and Tuatha was used to create a common backstory for the nations. The Fomorian ideas were combined with some ideas of sailing storm giants, inhuman goat-headed giants and some concepts of Fomorians as keepers of the watery dead.

The bountiful land of Fomoria was claimed by giants who once guarded the dark and stormy ocean realm of the drowned dead. With death ever near, their loyalties had changed and their malice grown. With the ascendancy of a previous Pantokrator, they were punished for their sins and banished from their dark home. The full effects of the Curse became evident when the Fomorians settled in a fertile land. Their offspring were short and cursed with monstrous appearance. The few surviving Fomorian giants saw their once proud race degenerate and die. Then came the Invasions. Partholonians, Nemedians, Fir Bolg and Tuatha all claimed the land of Fomoria. Twice the Fomorians were all but defeated by foreign magic, but twice they conjured a plague that slew the invaders. The third wave of invaders, the Fir Bolg, accepted Fomorian rule and aided the giants in defeating the Tuatha. Now Fir Bolg compose much of the Fomorian population. Fomorians are skilled shipwrights, powerful storm crafters and have a legacy of mastery over the dead.
Spoiler Holy sites :
Ethniu’s Tower (1 air, 1 water mana per turn), Rath Chimbalth (1 air and 1 death mana per turn)

Spoiler units :
Firbolg slinger
Firbolg javelineer
Firbolg warrior
Giant Spearmen
Nemedian Warrior
Unmarked Warrior

Spoiler commanders :
Firbolg scout
Firbolg druid
Unmarked Champion
Formorian Druid
Nemedian Champion
Nemedian Sorceress
Fomorian King

Spoiler ships :
Firbolg Galley

Helheim

Based on Norse Myth, the Poetic Edda and later tales. Vanir, Aesir and Giants are ancient antagonists in these myths.

Helheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahålan, the Stone Cave, where the dead pass through on their way to Hel. The Hanged Kings, ancient Vanir who have hanged themselves to learn the secrets of Death, rule the land from their thrones in Helhalla. Helheim is inhabited by Vanir, a race of tall and innately magical beings who are able to trick mortals with their glamour. The Vanir of Helheim have sequestered themselves from the Vanir of Vanheim and have not been part of the great war with the giants. For ages they have been guiding the dead on their way to Hel in service of a dead god. Now a new God is arising and the old ways are changing.

Lesser beings are not held in high regard and their blood is sacrificed to sate the Awakening God. Unlike their cousins in Vanheim, the Vanir of Helheim are not shipwrights and sailors.
Spoiler Holy sites :
Helhalla (1 Air mana per turn), Gnipahålan (4 Death, 1 Earth)

Spoiler units :
Van Huskarl
Van Hirdman
Van Mounted Hirdman
Helhirdling

Spoiler commanders :
Van Scout
Vanherse
Vanjarl
Helkarl
Hangadrott

Hinnom

The Hinnom are heavily influenced by ancient Israelite, Canaanite and Philistine concepts. The Bible, the Book of Enoch, the Dead Sea scrolls and the Ras Shamra texts of Ugarit and interpretations of these texts are the main sources of the nations.

Hinnom is perhaps more than any other nation in the game an evil nation. The author of Dominions writes “I'm not very fond of the concept of evil, but it would be difficult to claim that the cannibalistic giants of Hinnom are anything but.”

Hinnom is a dry wasteland inhabited by giants. At the dawn of time, on the sacred Mount Hermon, six Angels in full celestial splendor descended to aid and instruct the giants of the land. The Avvim were a people strong and beautiful of mind and body. They were adept students and their culture flourished under the tutelage of the Grigori, the angelic Watchers. But before long the Angels became enamored with the Avvim and taught them things that should not be taught. Tempted by the beauty of the Avvim, they took their daughters as wives and sinned before the Celestial Powers. Their offspring were the Nephilim, giants of godlike power, abominable to the world. The Angels were imprisoned in the Infernal Realms for their sins, but the Nephilim were partly of this world and could not be banished by the Celestial Powers. The Nephilim made themselves kings over the Avvim, and they fathered sons who became known as the Rephaim. The Nephilim and their sons had unnatural appetites and consumed food, livestock, beasts and finally their own offspring. With time, the Nephilim left Hinnom in search of a purpose and left their sons to rule the Avvim.
Spoiler holy sites :
Mount Hermon (1 Earth, 1 Fire, and 1 Astral mana per turn), Gomorrah (2 Blood mana per turn)

Spoiler units :
Spearmen
Avvite Archer
Avvite Charioteer
Avvite Chariot Archer
Giant Spearmen
Rephaite Dawn Guard

Spoiler commanders :
Avvite Scout
Giant Chieftain
Acha
Amni
Kohen
Melqart
Ba'al

Lanka

The latest addition to the monkey business was Lanka, the mythical kingdom of Ravana. The nation is in many ways similar to Patala, but rakshasas of various forms replace the nagas and divine serpents, and blood magic and cannibalism is prevalent. Imagine great ape sorcerers and necromancers in semi-civilized apparel, preferably raging and howling with gory mouths.

Amongst the dark and densely forests of Lanka, Rakshasas, demon ogres from an earlier era, still linger. Gifted with tremendous strength, they once fought the Devatas of Kailasa, but since then the most powerful of the Rakshasas have left this world for the Nether Realms. The remaining Rakshasas have captured and enslaved the monkey people of Kailasa and made them serve as warriors, hunters or food. The Rakshasas had no use for the peaceful White Ones and Kala-Mukhas, Rakshasa halfbreeds, lead the monkey people of Lanka.
Spoiler holy sites :
Sri Pada (1 Death and 1 Air mana per turn), Lanka (2 Nature mana per turn)

Spoiler units :
Markata
Markata Archer
Atavi Infantry
Atavi Archer
Bandar Warrior
Bandar Archer
Kala-Mukha Warrior
Palankasha

Spoiler commanders :
Markata scout
Atavi Chieftain
Chieftain
Raktapata
Yogini
Kala-Mukha
Raksharaja

Machaka

Machaka is a nation inspired by African kingdoms and the Shona in particular. The Machaka believe they are descended from a superior form of man, one purer to the original created form and awoken from a great ‘sleeping city’. Spiders are sacred to the Machaka and their old faiths are based upon these creatures.

The king, a sacred figure, reigns, but does not decide. His rule is dependent upon the will of secretive theocracy, who govern from the shadows through a web of spies and secret police.

Beyond spiders, the Machaka believe in the sacredness of their own flesh and a number of rituals dedicated to its glorification are part of their culture.

The king is normally highest authority of the kingdom, but should he fail in his duties, he is sacrificed, and his flesh and strength are imbued in one of his numerous sons or brothers that better serve the shadowy priesthood. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks and the gathering of intelligence are all performed by them.

Machaka uses light infantry, archers and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts.
Spoiler holy sites :
The Reawakened City (+2 astral mana per turn), Forest of Spiders (+2 nature mana per turn)

Spoiler units :
Archer
Spider Warrior
Light Spearmen
Hoplite Infantry
Black Hunter

Spoiler commanders :
Scout
Spy
Assassin
Chieftain
Commander
Hunter Lord
Sorcerer
Awakened Old One

Maverni

Marverni is a nation inspired by Celtic Gaul. Gutuaters, vergobrets, druid astrologers, and blood sacrifices are all heavily influenced by the accounts of Caesar and Roman historians. Bare-chested warriors or nobles dressed in newly invented chain mail fight side-by-side with their chieftains to prove their worth. Bronze horns in the image of various animals invoke inspiration.

Governed by a loose pre-feudal caste system, lowborn warriors fight bare-chested while higher-ranking warriors fights in chainmail, an invention attributed to the Maverni. Maverni use cavalry and are responsible for introducing its use to the Ermor.

The Maverni are governed by the druids who meet annually at the Great Old Trees. The elite boar warriors are tasked with protecting these sacred spaces. Boars are a sacred symbol to the Marverni nation.
Spoiler holy sites :
Sacred Grove (+2 nature, +2 astral mana per turn)

Spoiler units :
Slinger
Javelineer
Bare-chested Warrior
Light Swordsmen
Berserker
Cavalry lancer
Boar Warrior

Spoiler commanders :
Scout
Chieftain
Vergobret
Boar Lord
Stargazer
Gutuater
Druid
Druid Elder

Mictlan

Mictlan is a nation mainly inspired by the Aztecs and their practice of blood sacrifices. The name is that of the realm of the dead in Aztec mythology.

Toads are common on mural motives, and both eagles and jaguars are sacred animals to their blood cult.

Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the priest-kings of Mictlan have caused most neighbors to leave or face slavery or death by sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital to feed the waning powers of the Hungry God. The mage-priests of Mictlan celebrate the two Faces and the two Dominions of the Hungry God, namely the Sun and the Moon, the Rain and the Forest. They are all skilled blood mages.
Spoiler holy sites :
Sun Temple (+2 fire mana per turn), Rain Temple (+1 water mana per turn), Moon Temple (+1 astral mana per turn)

Spoiler units :
Slinger
Javelineer
Bare-chested warrior
Eagle Warrior
Jaguar Warrior

Spoiler commanders :
Scout
Chieftain
Noble priest
Rain priest
Moon priest
Sun Priest
Nahualli

Niefelheim

Based on Norse Myth, the Poetic Edda dn later tales. Vanir, Aesir and Giants are ancient antagonists in these myths.

Niefelheim, the Land of Eternal Frost, was once the home of the frost giants. The Rimtursar, ancient giants who possessed godlike powers, were the undisputed rulers of the world. The giants of Jotunheim are the descendants of the Rimtursar. From the cold glaciers in Niefelheim, frost giants have emerged anew. These Niefel Giants are not nearly as powerful as their ancestors, but their size and strength cannot be denied by modern man.

Giants are immensely strong and resilient, but their size makes them easy targets. They are born in the cold and do not suffer from cold climates. Niefelheim is ruled by several Jarls who rarely join forces. Gygjas, old and wicked hags, serve the Niefel giants with sorcerous advice.

Wherever the giants of Neifelheim go, so too do the icy winds that seem to cling to them.
Spoiler sacred sites :
Niefelheim (3 Water, 1 Death mana per turn)

Spoiler units :
Jotun Javelineer
Jotun Huskarl
Jotun Hirdman
Niefel Giant

Spoiler commanders :
Jotun Scout
Jotun Chieftain
Gygja
Niefel Jarl

Pangaea

Pangaea is a nation of wild half-men of Greek myth, as they could have developed if exposed to a vast and technologically superior humanity: Iron or skin. Adapt or die. As in most cultures exposed to so-called civilization, some inhabitants cling to traditions, or current perceptions of them; while others adapt to the circumstances, with loss or gain in influence.

Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as satyrs, centaurs and minotaurs serve the lords of the Sacred Groves deep in the forests. Expansion by the civilized nations has forced the beasts of Pangaea to arm themselves with man-made weapons. Minotaurs wield huge battleaxes and centaurs are trained to use spears and bows.
Spoiler holy sites :
Hidden Grove (5 nature mana per turn)

Spoiler units :
Satyr Javelineer
Satyr Warrior
Minotaur Warrior
Centaur lancer
Centaur Bowmen
Dryad Warrior

Spoiler commanders :
Satyr Chieftain
Minotaur Chieftain
Centaur Hierophant
Dryad
Dryad Mother
Pan

Patala

Patala and its sister nation the Lanka are inspired by Hindu myths, ancient India and Rudyard Kipling. The Vanara comes from the Ramayana, an epic in which the monkey people aid prince Rama in his struggle against the demon king Ravana. Their people are monkeys, chimps in apes, organized by hierarchical division of the different species as parallels to the Hindu caste system.

The nagas are divine serpents sent to protect the jeweled city of Patala. Their divinity mesmerized the monkey as Kaa hypnotized the monkeys in Kipling's Jungle Book.

In Dominions, the Patala are a late-era race but I included them here because they fit as well in the early era and I really enjoy the idea of the snake-based Naga leading the monkeys people.

In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes evolved intelligence and culture. Nagas arrived from the Nether Realm of Patala, from where all rivers spring. The Nagas are divine beings of the Underworld and its rivers and are to the apes what the Yakshas had been in ages past. With mesmerizing stares and dancing serpentine bodies, they entranced the Bandar Log and claimed their empire as their own. Patala is a divided society. Small Markatas are at the bottom of the society. Medium-sized Atavi are the most common. Large Bandar apes rule most of the society and form the military. Above all are the sacred Nagas and their kings.
Spoiler holy sites :
Patala (1 Nature, 2 Water mana per turn), The Jeweled City (1 Astral mana per turn)

Spoiler units :
Markata
Markata Archer
Atavi Raider
Atavi Archer
Bandar Warrior
Bandar Archer
Naga Warrior

Spoiler commanders :
Markata scout
Atavi Chieftain
Chieftain
Markata Guru
Nagaraja
Nagarishi
Nagini

Sauromatia

Sauromatia is a nation based on Herodotus' accounts of the Scythian peoples in The Histories. Here Scythians, Amazons, Sarmatians, and Androphags are described with their strange traditions and unsavory practices.

Sauromatia is a nation of nomadic warrior tribes ruled by women. Men and women fight side by side and all prominent tribes are ruled by warrior queens. This is a legacy of the Sauromatians merging with the Amazon tribes in times past. The Amazons leaders were not accepted, because they were not warriors, but they influenced the Sauromatians and women warriors gained power and prestige. Only the tribe of the Androphags has totally rejected the notion of female leadership. The Androphags are ruled by ancient Witch Kings who introduced cannibalism and man-flaying to the Sauromatians.
Spoiler holy sites :
The Great Cauldron (2 Blood, 1 death mana per turn), The Bitter Stream (1 Death, 1 Water, and 1 Nature mana per turn)

Spoiler units :
Archer
Androphag Archer
Light Spearmen
Horse Archer
Cavalry lancer

Spoiler commanders :
Scout
Chieftain
Sauromatian Warrior Priestess
Spirit Guide
Enarie
Warrior Sorceress
Androphag Witch King

T'ien Ch'i

T'ien Ch'i is obviously influenced by China. The game creator wrote, "I couldn't even resist the name Spring and Autumn, from the period of the same name in Chinese history."

Daoism and its five elements, inner alchemy, and quest for longevity inspired the Masters of the Way as did the T'ien Shih—celestial master—of institutional Daoism convert into the Celestial Master of T'ien Ch'i.

The magic of The Way permeates the realm and reclusive mages conjure Celestial Beings to do their bidding. Nobles wage war upon each other for honor and glory. A few chosen warriors and mages dedicate their lives to training in the Way of the Five Elements. The deceased are worshipped and village priests conjure the dead to ask for guidance and aid. It is a time of legends.
Spoiler holy sites :
The Gate of Spring and Autumn (1 Astral, 1 Fire, 1 Water, 1 Nature Mana per turn)

Spoiler units :
Archer
Light Spearmen
Horse Archer
Cavalry Lancer
Adept of the Five Elements

Spoiler commanders :
Scout
Commander
Master of the Five Elements
Celestial Master

Tir na n'Og

Like Formoria, Tir na n’Og is heavily influenced by "The Book of Invasions" and Celtic myths and folk lore. The wars and conflicts between Fomorians, Nemedians, Fir Bolg and Tuatha was used to create a common backstory for the nations

Tir na n'Og is a blessed land surrounded by whispering mists. It is the home of the Tuatha, a highly magical race descended from the Nemedians who once warred with the Fomorians. The Tuatha have made themselves lords and masters over the Fir Bolg, a lesser race descended from the same Nemedian ancestors. With the aid of the Fir Bolg, the Tuatha attacked the Fomorian giants and almost succeeded where the Nemedians failed, but eventually the Fomorians proved too powerful and the Tuatha were driven back to their lands. The Tuatha and their Sidhe descendants have turned to crafts, poetry and magical arts, but some have chosen the path of war and have become warriors and generals of great renown. The Fir Bolg, inferior to the Tuatha, but still far superior to ordinary men, compose much of the population and serve as farmers and lowly warriors.
Spoiler holy sites :
Mists of Tir na n'Og (2 Air mana per turn), Mag Mor (2 Nature mana per turn)

Spoiler units :
Firbolg slinger
Firbolg javlineer
Firbolg warrior
Sidhe Warrior
Tuatha Warrior

Spoiler commanders :
Firbolg scout
Firbolg druid
Sidhe Champion
Bean Sidhe
Ri
Tuatha Sorceress

Spoiler ships :
Firbolg Galley

Ulm
A faction based on early Germanic history and mythology, Ulm is a land of cold mountains and dense forests. These wild lands were settled by proud and fierce barbarians in ages past. Their ancestry has made the inhabitants of the forests stronger and more resilient than ordinary men.

The barbarians of Ulm live in small settlements ruled by chieftains and warrior smiths who search for the Enigma of Steel. Steel is a sacred metal and its maker is as well. Smithing has become the equivalent of making a sacrifice to the Lord and no other culture has developed such skill in forging the metal.
Spoiler Holy sites :
Irminsul (1 death, 1 earth, 1 nature mana per turn), The Great Forge (1 earth mana, 60 resources per turn)

Spoiler units :
Archer
Light Swordsman
Forest Warrior
Mountain Warrior
Warrior Maiden
Iron Warrior
Steel Warrior

Spoiler commanders :
Warrior Scout
Warrior Chieftain
Warrior Smith
Shaman
Antlered Shaman

Vanheim

Based on Norse Myth, the Poetic Edda dn later tales. Vanir, Aesir and Giants are ancient antagonists in these myths.

Vanheim is a land of misty moors and bitter forests inhabited by a tall and innately magical race known as the Vanir. The Vanir are mortal enemies of the giants of Jotunheim and since the beginning of time they have waged a great war upon each other. They are masters of illusions and are able to trick mortals with their glamour.

Vanheim is a land of magic and even the horses are enchanted and exceptionally fast. Vanir are skilled shipwrights and navigators and can sail the oceans. Lesser beings are not held in high regard and their blood is sacrificed to sate the Awakening God.
Spoiler holy sites :
Vanhalla (4 Air mana per turn)

Spoiler units :
Van Huskarl
Van Hirdman
Van Mounted Hirdman
Vanhere

Spoiler commanders :
Van Scout
Vanherse
Vanjarl
Helkar
Vanadrott

Spoiler ships :
Van Longship

Yomi

Yomi are heavily influenced by Japanese history, folklore, and myth. They are an uncivilized nation of demonic brutes enslaving and eating humans and other races.

Yomi is a land of inhospitable mountains, steaming, sulphuric pools and sudden volcanic eruptions. At the center of this unforgiving land lies a great cone-shaped mountain at the top of which is an entrance to the Netherworld. From this gate the Oni have come, one by one or in small groups. Oni are demons of the wild, ugly, pot-bellied and mischievous. They are ruled by Oni Kings who occasionally emerge from the Netherworld to wreak havoc on the land of the living. Oni are almost immortal and must be killed in spirit as well as in body to stay dead.
Spoiler :
Mountain of the Oni Kings (1 Death, 2 Fire, 1 Earth mana per turn)

Spoiler units :
Bakemono-Sho Archer
Bakemono-Sho Warrior
Ao-Oni
Aka-Oni
Kuro-Oni

Spoiler commanders :
Bakemono Scout
Bakemono Chief
Bakemono Sorcerer
Oni General
Dai Oni
 
This is map:

Spoiler big map :
lwP4acV.jpg
 
Magic Paths

There are eight paths of magical power: Fire, Air, Water, Earth, Astral, Nature, Death, and Blood.

More on that later but you sort of need to know that for your nation design.


Nation Design

In Ascension you play a god-like pretender who’s goal is to destroy all the false pretenders and ascend to sole and ultimate godhood- the pancreator.

Your people may know you as a giant flying angel, a fount of blood, a mighty dragon, or wizard, or only as a whisper in their dreams depending on your pretender design.

Use the following rules to customize your nation and your pretender.

All players have 8 points to spend on nation design.

Pretender
Depending on your pretender’s form, their access to magic may vary considerably. The following are suggestions to get you started but please feel free to make your own designs.

  • Titan (2 point)
    Your god is a tower titan like the god-figures of ancient Greece.
    Physically powerful, they are also skilled in magical art. Titan start with 2 ranks in one type of magic and 1 in another.
    • increase primary magic path to 4 and secondary magic to 2 (1 point)
    • increase primary magic path to 5 and secondary magic to 3 (2 points, not compatible with above)
    • adopt a third magical path to command at rank 2. A titan may never learn more than three paths of magic. (1 point)
    • arm your pretender with great magical items or innate spell-like abilities (1 point each, max 2)
  • Great Beast (1 points)
    Your god is a great beast, a giant wyrm, a Godzilla-like creature, whatever you feel is appropriate. Its strength lies in raw physical power. Great beasts begin with no magic.
    • increase one magic path to 4 (2 points)
    • increase one magic path to 5 (3 points, not compatible with above)
    • arm your pretender with innate spell-like abilities (1 point each, max 3)
  • Dragon (2 points)
    Your god is an ancient dragon. It can assume a form appropriate to the nation assumed (human, vanir, oni, whatever) and use this form to cast advanced magics. As a dragon, it is a killing machine (though secondary to the great beast). A dragon begins with rank 3 in one magical path chosen from fire, air, water, earth, or nature.
    • adopt a secondary path at rank 2 (1 point)
    • increase a path of magic by 2 points (primary to 5 or secondary to 4) (1 point)
    • arm your pretender with a great magic item (1 point)
  • Great Wizard (1 points)
    Physically weak, none have the magical versatility your pretender does. The wizard allows you to break into paths of magic your nation might not otherwise be well suited to. The great wizard starts with rank 2 in 4 magical paths
    • add rank 1 in 3 more magical paths (a wizard may know a maximum of 7 paths) (1 point)
    • add 1 rank to 3 existing magical paths or 3 ranks to 1 existing magical path or any mix thereof (maximum path strength is 5) (1 point each time)
    • arm your pretender with a great magic item or innate spell-like ability (1 point each, max 2)
  • Statue (0 points)
    You’re an inanimate object like a statue or fountain or maybe a cliff face. You may be really tough but without magic you cannot defend yourself or even move. A statue begins with 2 paths of magic at rank 2.
    • add 3 ranks to magical paths (maximum path strength is 5, maximum number of paths is 5) (1 point each time)

Blessing
Some of your best units will be considered ‘sacred’. Generally every nation will have one or more units or commanders considered sacred (these will be listed in the unit description but they usually have cool names if you feel like speculating before the unit description comes up). Many conjured units may also be sacred.

Sacred units, in battle, can be blessed (for the sake of simplicity sacred units are always blessed in battle).

You can invest nation design points in a bless, making your sacred units tougher.

Any pretender that has rank 4 or 5 in a magical path already has a weak bless in that path. You can get a new weak bless in a new path for 1 point. You can upgrade any weak bless to a strong bless for 2 nation design points.

A weak fire bless strengthens the attack power of your units and a strong fire bless covers your unit’s melee weapon in divine fire.
A weak air bless provides protection from missiles for the unit and a strong air bless provides temporary flight in battle.
A weak water bless strengthens your unit’s agility and makes them harder to hit. A strong water bless hastes them.
A weak earth bless gives your units greater endurance and a strong earth bless provides a rock-like skin that deflects blows.
A weak astral bless provide protection from magic. A strong astral bless twists fate, negating the first successful attack or spell upon that unit in combat.
A weak nature bless slowly regenerates wounds. A strong nature bless regenerates wounds very quickly and prevents wounds completely.
A weak death bless causes the unit to radiate (relatively weak) magical fear. A strong death bless makes the unit’s physical attacks life-draining (though this is weak for ranged missile attacks. Spells don’t get this effect.)
A weak blood bless reinforces morale and strengthens against rout. A strong blood bless provides magical strength and rage and can induce a berserker state.

Heroes

All nations will get a hero sometime before turn 10.

If you want to start the game with a hero, spend 3 points.
If you want to get a hero between turns 4 and 6, spend 1 point.

No nation can ever have more than three heroes and only nations that spend points on heroes ever get 2 or 3.

Dominion

Where your pretender’s faith is strong, the land itself responds.

Spend up to 5 points to increase the bounty of your land or induce magical changes in the environment or people where your faith is strong.

This may be things like increased harvest or more bountiful mining or anything you choose. Be creative and suggest a mechanic and I’ll quote you a cost.

A positive dominion can have positive feedback effects, causing potential worshippers to pray more fervently so as to receive the blessing of your dominion which in turn spreads your dominion, etc.

You can also take negative points here, selling up to 3 points for negative dominion. In that case, I will design your negative dominion but it might cause bad luck or poor agricultural harvests. Potential worshippers may think twice before making sacrifices or prayers to your pretender if they know it will bring adverse conditions and can have limiting effect on the spread of your faith.

Note that regardless of points spent on dominion, Niefelheim spreads chill and cold where its faith is strong and Abyssia spreads heat.

Sleeping?

Your godling may be trapped in the aether, awaiting the right moment to burst forth and kill everything in its path (or cast spells or whatever). If you need points you can make your pretender arrive late to the party.

If you can wait for turn 4-6 for the pretender to awaken, take 2 points to spend elsewhere.

If you can wait for turn 9-11 for the pretender to awaken, take 3 points to spend elsewhere.
 
Hmmm Dominions. :) Were you the guy who did a Dominion NES where I controlled a nation which basically excelled in Madness, made a wonder that did nothing but slaughter its own people pointlessly (and smellingly, because of the towering rot), turned its elite into sheep and suicide assaulted its neighbours?
 
  • Abyssian Infantry
    Abyssia
    Darkvision (partial), Fire proof, Heat Aura
  • Abyssian Javelineer
    Abyssia
    Darkvision (partial), Fire proof, Heat Aura
  • Adept of the Five Elements
    T’ien Ch’i
    Flight (partial), Poison Proof (partial) Sacred
  • Aka-Oni
    Yomi
    Darkvision, Demon, Fire Proof (partial), Mountaineer, Second-form
  • Androphag Archer
    Sauromatia
    Swamper
  • Ao-Oni
    Yomi
    Cold Proof (partial), Darkvision, Demon, Mountaineer, Second-form
  • Archer
    Machaka, Sauromatia, T’ien Ch’I, Ulm
  • Avvite Archer
    Hinnom
  • Avvite Chariot
    Hinnom
    Trample
  • Avvitte Chariot Archer
    Hinnom
    Trample
  • Avvite Spearmen
    Hinnom
  • Atavi Archer
    Lanka, Patala
    Stealth, Forester
  • Atavi Infantry
    Lanka, Patala
    Stealth, Forester
  • Bakemono-Sho Archer
    Yomi
    Darkvision (partial), Mountaineer, Stealth
  • Bakemono-Sho Warrior
    Yomi
    Darkvision (partial), Mountaineer, Stealth
  • Bandar Archer
    Lanka, Patala
  • Banadar Warrior
    Lanka, Patala
  • Bare-chested Warrior
    Maverni, Mictlan
  • Berserker
    Maverni
    Berserker
  • Black Hunter
    Machaka
    Sacred
  • Boar Warrior
    Maverni
    Beserker, Forester, Sacred
  • Burning One
    Abyssia
    Berserker, Darkvision (partial), Fire Proof, Heat Aura, Sacred
  • Caelum Winged Archer
    Caelum
    Flight, Lightning Resistance (partial), Mountaineer
  • Caelum Winged Infantry, Mountaineer
    Caelum
    Flight, Lightning Resistance (partial), Mountaineer
  • Caelum Winged Lancer
    Caelum
    Flight, Lightning Resistance (partial), Mountaineer
  • Cavalry Lancer
    Ermor, Maverni, Sauromatia, T’ien Ch’i
  • Centaur Bowmen
    Pangaea
    Forester
  • Centaur Lancer
    Pangaea
    Forester
  • Chariot
    Arcoscephale, C’tis
    Trample
  • Chariot Archer
    Arcoscephale
    Trample
  • Cinderwing
    Abyssia
    Darkvision, Demon, Fire Proof, Flight, Unholy
  • Dryad Warrior
    Pangaea
    Awe, Forester, Sacred
  • Eagle Warrior
    Mictlan
    Flight (partial), Sacred
  • Firbolg Slinger
    Fomoria, Tir na n’Og
    Marine
  • Firbolg Javelineer
    Fomoria, Tir na n’Og
    Marine
  • Firbolg Warrior
    Fomoria, Tir na n’Og
    Marine
  • Forest Warrior
    Ulm
    Stealth, Forester
  • Giant Spearmen
    Fomoria, Hinnom
  • Javelineer
    Ermor, Maverni, Mictlan
  • Jotun Huskarl
    Niefelheim
    Cold Proof
  • Jotun Hirdman
    Niefelheim
    Cold Proof
  • Jotun Javelineer
    Niefelheim
    Cold Proof
  • Heavy Swordsman
    C’tis, Ermor
  • Heavy Spearmen
    Arcoscephale, Ermor
  • Helhirdling
    Helheim
    Glamor, Sacred, Stealth
  • Hoplite Infantry
    Arcoscephale, Machaka
  • Horse Archer
    Sauromatia, T’ien Ch’i
  • Iron Warrior
    Ulm
  • Jaguar Warrior
    Mictlan
    Sacred, Second Form
  • Kala-Mukha Warrior
    Lanka
    Darkvision (partial), Forester, Sacred, Unholy
  • Kuro-Oni
    Yomi
    Cold Proof (partial), Darkvision, Demon, Fire Proof (partial), Mountaineer, Poison Proof (partial) Sacred, Second-Form
  • Light Spearmen
    Machaka, Sauromatia, T’ien Ch’I, Sauromatia
  • Light Swordsman
    C’tis, Ermor, Maverni, Ulm
  • Markata
    Lanka, Patala
    Forester
  • Markata Archer
    Lanka, Patala
    Forester
  • Minotaur Warrior
    Pangaea
    Forester, Berserker
  • Mountain Warrior
    Ulm
    Stealth, Mountaineer
  • Naga Warrior
    Patala
    Amphibian, Darkvision (partial), Hypnotize, Poison Proof (partial), Sacred, Shape-changer, Swamper
  • Nemedian Warrior
    Fomoria
    Darkvision (partial), Glamor, Stealthy
  • Niefel Giant
    Niefelheim
    Cold Aura, Cold Proof, Sacred
  • Palankasha
    Lanka
    Darkvision, Demon, Forester, Poison Proof (partial), Sacred, Unholy
  • Reborn Tomb Guard
    C’tis
    Cold Proof (partial), Darkvision, Immortal, Poison Proof, Sacred, Unholy
  • Rephaite Dawn Guard
    Hinnom
    Sacred
  • Satyr Javelineer
    Pangaea
    Forester, Stealth
  • Satyr Warrior
    Pangaea
    Forester, Stealth
  • Sidhe Warrior
    Tir na n’Og
    Darkvision (partial), Glamor, Stealth
  • Slingers
    Arcoscephale, C’tis, Ermor, Maverni, Mictlan
  • Spider Warrior
    Machaka
    Stealth
  • Steel Warrior
    Ulm
    Sacred
  • Temple Guard
    Caelum
    Lightning Resistance (partial) , Mountaineer, Sacred
  • Tuatha Warrior
    Tir na n’Og
    Darkvision (partial), Glamor, Sacred, Stealth
  • Unmarked Warrior
    Fomoria
    Amphibian (partial), Marine, Sacred
  • Vanhere
    Vanheim
    Berserker, Glamor, Sacred, Stealth
  • Van Mounted Hirdman
    Helheim, Vanheim
    Glamor Stealth
  • Van Hirdman
    Helheim, Vanheim
    Glamor Stealth
  • Van Huskarl
    Helheim, Vanheim
    Glamor Stealth
  • Warrior Acolyte of the Sacred Shroud
    Ermor
    Sacred
  • Warrior Maiden
    Ulm
    Stealth, Mountaineer, Forester
  • Wind Rider
    Arcoscephale
    Sacred, Flight
 
Death magic

Egyptian based civ.

I am already sensing a potential application for this game your scheming Imm! :D
 
Comments are enabled.

So, this is a very premature stage - and, obviously, lacks most of the details players are probably interested in, in terms of politics and culture - but I wanted to put the development document for my next game out there.

The general premise of the game itself is that players will take a character - who could be your average Joe, a prominent politician, a corporate worker - whatever makes sense in the setting, really - and... just... plays. More along the veins of Core than CityIOTs, though the availability of corporate and political leaders will hopefully mean that this game can actually address political nuances a bit more than Core did.

Tone-and-setting-wise, this isn't going to be a comedy - I'm borrowing from a lot of very significant and serious real-world issues for the background, and I want to do so in a respectful manner. Similarly, I'm going for a *very* detailed world - I want to leave options wide-open for players.

That being said, this is still, after all, supposed to be a game (or... perhaps more of a collaborative story?). I highly encourage feedback and questions - whether it be on setting, things you would like to see, the writing itself, or anything else you can think of.

Also, in case it's still ambiguous - setting is a fictional SE Asian city-state, akin to Singapore, but with many very distinct influences as well, so it won't be just playing in alt-Singapore, but rather its own distinct locale.
 
I've updated the starting map (which now shows starting nation positions), the nation descriptions, and the unit list (see above).
 
Going through and updating more throughout the day today - including some of the cultural/demographic/political stuff.

This is actually going to be quite a bit of detail by the time I'm done, so I would appreciate comments of interest or not - if it looks like nobody's going to play, I would rather not waste my time writing it.
 

In 2046, the first permanent human settlement was established on the moon. Pedro II, the Brazilian outpost's, stated function was research. However, heavy automated machinery and the number of technicians to service those machines shows that the main function of the settlement was mining the moon for Helium-3.

In IU2, space offers new ranging from commercial and communication satellites to mining outposts on the moon. Strategic deposits on the moon, if adequately accessed and mined, can provide a major boom for an economy. The catch is that this requires a fairly expensive space program, which is even more expensive your population isn't well-educated.

Controlling and exploiting deposits on the moon will boost the economy. However, enemy space blockades that block shipments back to the Earth can just as well disrupt your economy. And since one economy affects every economy, the knock-on effects of a space war are not to be taken lightly.

How does a country gain a deposit? Gaining a deposit is a combination of space program spending, education, and luck. Unless, of course, you attack somebody and seize their deposit. Then it comes down to who has the most power on the moon.

For now, however, don't expect any greater involvement of the moon or beyond in the game. The game still revolves around Earth until the day a GM decides to take on Mars. Or make a map for Mars.

Wink.

Interna Universo starts Tuesday or Wednesday.
 
not finished yet... but here's what the commanders look like so far.

  • Abyssian Warlord
    (80g, 38r)
    Abyssia
    Darkvision (partial), Fire proof, Heat Aura
    Risen to the top ranks through personal strength and skill, the Abyssian warlords are the strongest champions Abyssia can field. The warlord wears heavy Abyssian bronze armor and wields two axes. He is immune to fire, radiates heat, and has partial dark-vision.
  • Anathemant Cultist
    (225g, 1r)
    Abyssia
    Darkvision (partial), Fire proof, Heat Aura, Sacred
    F2H1 (+75%ESB)

    The cultists make up the majority of the Anathemant priesthood. They command fire and holy magic and most learn other types of magic also.
  • Anathemant Dragon
    (425g, 1)
    Abyssia
    Darkvision (partial), Fire proof, Heat Aura, Sacred
    F4E1H3 (+10%FESB)

    Dragon is a title given to the highest-ranking priests of the Anathemant cult. They are masters of fire and divine magic.
  • Antlered Shaman
    (220g, 1r)
    Ulm
    Forester, Mountaineer, Sacred, Stealth
    E2N2H1 (+10%FEDN)

    The wisest of the wild shamans of the great wooded mountains of Ulm, the Antlered Shaman is skilled in the ways of the woods and stone. A rare few learn death or fire magics.
  • Acha
    (175g, 2r)
    Hinnom
    Healer (partial)
    N2

    The Avvim were the chosen people of the Grigori, beauitiful in body and mind and soul. The Avvim are larger than men, averaging 10 feet in height and with similar proportions; though blessed with a beauty and grace unmatched by men. The Acha are nature priests of the Avvim and masters of the magics of the wilds.
  • Ammi
    (140g, 2r)
    Hinnom
    Fortune-Teller
    (+200% FAES)

    The Avvim were the chosen people of the Grigori, beauitiful in body and mind and soul. The Avvim are larger than men, averaging 10 feet in height and with similar proportions; though blessed with a beauty and grace unmatched by men. The Ammi are the sorcerers of their people and today turned to service of the arisen god.
  • Androphag Witch King
    Sauromatia
    Fear (partial), Sacred, Swamper
  • Atavi Chieftain
    Lanka, Patala
    Forrester, Stealth
  • Augur
    Ermor
  • Augur Elder
    Ermor
  • Assassin
    Ermor
    Stealth
  • Avvite Chieftain
    (60g, 26r)
    Hinnom
    The Avvim were the chosen people of the Grigori, beautiful in body and mind and soul. The Avvim are larger than men, averaging 10 feet in height and with similar proportions, though blessed with a beauty and grace unmatched by men. The Avvite chieftain is a patriarch of his people, a leader of men, blessed with strength in mind and body greater than most. He is armed and armored in bronze.
  • Avvite Scout
    (45g, 16r)
    Hinnom
    Stealth
    The Avvim were the chosen people of the Grigori, beautiful in body and mind and soul. The Avvim are larger than men, averaging 10 feet in height and with similar proportions, though blessed with a beauty and grace unmatched by men. Their scouts are larger but no less stealthy than human scouts and their strength and stature suits them well should they find themselves needing to protect themselves.
  • Awakened Old One
    Machaka
    Cold Proof (partial), Sacred, Poison Proof (partial), Unholy
  • Ba’al
    (455g, 4r)
    Hinnom
    Fire Proof (partial), Fear, Sacred
    B2 (+300% FES)(+10%FESB)

    The Ba’al are Rephaim, sons of the Nephilim, who in turn were the children of the Grigori angels and Avvim. Like all Rephaim they are towering giants, horned and hoofed and protected from fire by their divine blood. Their appetites are unholy and they feed upon Avvim and men. Despite their considerable physical power, they are untrained for battle an their strength lies in their magic.
  • Bakemono Chief
    Yomi
    Darkvision (partial), Mountaineer, Stealth
  • Bakemono Scout
    Yomi
    Darkvision (partial), Mountaineer, Stealth
  • Bakemono Sorcerer
    Yomi
    Darkvision (partial), Mountaineer, Stealth
  • Bean Sidhe
    Tir na n’Og
    Darkvision (partial), Glamor, Stealth
  • Caelian Scout
    Caelum
    Flight, Lightning Proof (partial), Mountaineer
  • Caelian Lord
    Caelum
    Flight, Lightning Proof (partial), Mountaineer
  • Celestial Master
    T’ien Ch’i
    Flight, Poison Proof, Sacred
  • Centaur Hierophant
    Pangaea
    Forester, Sacred
  • Chieftain
    Lanka, Machaka, Maverni, Mictlan, Patala, Sauromatia
  • Commander
    (40g, 14r)
    Arcoscephale, C’tis, Ermor, Machaka, Ti’en Ch’i
    A military commander risen from the ranks of the troops to lead them to victory.
  • Dai Oni
    Yomi
    Cold Proof (partial), Darkvision, Demon, Fire Proof (partial), Mountaineer, Poison Proof (partial) Sacred, Second-Form
  • Druid
    Maverni
    Forester, Sacred
  • Druid Elder
    Maverni
    Forester, Sacred
  • Dryad
    Pangaea
    Awe, Forester, Sacred
  • Dryad Mother
    Pangaea
    Awe, Forester, Sacred
  • Eagle King
    Caelum
    Flight, Lightning Proof (partial), Mountaineer, Sacred
  • Enarie
    Sauromatia
  • Firbolg Druid
    Fomoria, Tir Na n’Og
    Marine
  • Firbolg Scout
    Fomoria, Tir Na n’Og
    Marine
  • Flaman
    Ermor
    Sacred
  • Fomorian King
    Fomoria
    Amphibian (partial), Darkvision (partial), Sacred
  • Gutuater
    Maverni
    Forester, Sacred
  • Gygia
    Niefelheim
    Cold Proof, Swamper
  • Harab Seraph
    Caelum
    Flight, Lightning Proof (partial), Mountaineer, Sacred
  • Hangadrott
    Helheim
    Glamor, Stealth, Sacred
  • Helkard
    Helheim, Vanheim
    Glamor, Stealth
  • Hunter Lord
    Machaka
    Sacred
  • Jotun Chieftain
    Niefelheim
    Cold Proof
  • Jotun Scout
    Niefelheim
    Cold Proof, Stealth (partial)
  • Kala-Mukha
    Lanka
    Forrester
  • Kohen
    (245g, 3r)
    Hinnom
    Fire Proof (partial), Fear, Sacred
    B1H1 (+100%FES)

    The Ba’al are Rephaim, sons of the Nephilim, who in turn were the children of the Grigori angels and Avvim. Like all Rephaim they are towering giants, horned and hoofed and protected from fire by their divine blood. Their appetites are unholy and they feed upon Avvim and men. The Kohen are the priests of the Raphaim, they carry magical censors who’s drug-like incense causes sleep in the weak-willed.
  • Markata Guru
    Patala
    Forester, Sacred
  • Markata Scout
    Lanka, Patala
    Forester, Stealth
  • Master of the Five Elements
    T’ien Ch’i
    Flight (partial), Poison Proof (partial), Sacred
  • Melqart
    (530g, 125r)
    Hinnom
    Fire Proof (partial), Fear, Sacred
    B3H1 (+200%FES)

    The Ba’al are Rephaim, sons of the Nephilim, who in turn were the children of the Grigori angels and Avvim. Like all Rephaim they are towering giants, horned and hoofed and protected from fire by their divine blood. Their appetites are unholy and they feed upon Avvim and men. They are mage-warriors and armed with magical dawn-blades. Their dawn-shields and dawn-hauberks protect them similarly.
  • Minotaur Chieftain
    Pangaea
    Berserker, Forester
  • Moon Priest
    Mictlan
    Sacred
  • Nagaraja
    Patala
    Amphibian, Darkvision (partial), Hypnotize, Poison Proof (partial), Sacred, Shape-changer, Swamper
  • Nagarishi
    Patala
    Amphibian, Darkvision (partial), Hypnotize, Poison Proof (partial), Sacred, Shape-changer, Swamper
  • Nagarini
    Patala
    Amphibian, Darkvision (partial), Hypnotize, Poison Proof (partial), Sacred, Shape-changer, Swamper
  • Nahualli
    Mictlan
    Forester, Flight, Second-shape
  • Nemedian Champion
    Fomoria
    Darkvision (partial), Glamor, Stealthy
  • Nemedian Sorceress
    Fomoria
    Darkvision (partial), Glamor, Stealthy
  • Niefel Jarl
    Niefelheim
    Cold Proof, Sacred
  • Noble Priest
    Mictlan
    Sacred
  • Oni General
    Yomi
    Cold Proof (partial), Darkvision, Demon, Fire Proof (partial), Mountaineer, Poison Proof (partial) Sacred, Second-Form
  • Pan
    Pangaea
    Forester, Sacred
  • Philosopher
    (65g, 1r)
    Arcoscephale
    Researcher
    The philosopher knows no magic himself but this does not stop him from meditating upon the unknowable forces underlying mage-craft. The philosopher assists the mystics in developing new magics and furthering the schools at a fraction of the cost it takes to train a mystic.
  • Pontifex
    Ermor
    Sacred
  • Priestess
    (155g, 1r)
    Arcoscephale
    Healer, Sacred
    N1H2

    The priestess once led the old cults but with the rise of the pretender has dedicated herself to the service of the new god. She is skilled in the arts of healing and is one of the few who can mend a lasting injury, assisting even the gods themselves should the need arise.
  • Raksharaja
    Lanka
    Forrester
  • Raktapata
    Lanka
    Forrester
  • Rain Priest
    Mictlan
    Sacred
  • Reborn Guardian
    C’tis
    Cold Proof (partial), Darkvision, Immortal, Poison Proof, Sacred, Unholy
  • Ri
    Tir na n’Og
    Darkvision (partial), Glamor, Sacred, Stealth
  • Satyr Chieftain
    Pangaea
    Forester, Stealth
  • Sauromancer
    C’tis
    Poison Proof (partial)
  • Sauromatian Warrior Princess
    Sauromatia
    Sacred
  • Scout
    (25g, 4r)
    Arcoscephale, C’tis, Ermor, Machaka, Maverni, Mictlan, Sauromatia, T’ien Ch’i
    The scout operates alone, using stealth and keen eyes to uncover enemy secrets and prevent her godling’s armies from stepping into traps that might otherwise undo them.
  • Seraph
    Caelum
    Flight, Lightning Proof (partial), Mountaineer, Sacred
  • Seraphine
    Caelum
    Flight, Lightning Proof (partial), Mountaineer, Sacred
  • Sidhe Champion
    Tir na n’Og
    Darkvision (partial), Glamor, Stealth
  • Shaman
    (90g, 5r)
    Ulm
    Forester, Mountaineer, Sacred, Stealth
    E1N1H1 (+100%FEDN) (+50%FEDN)

    The wild shamans of the great wooded mountains of Ulm, the Shaman is skilled in the ways of the woods and stone.
  • Slayer
    (80gold, 14res)
    Abyssia
    Darkvision, Demon, Fire Proof, Flight, Stealth, Unholy
    A winged humanoid creature of shadow and flickering green flame, it flits from shadow to shadow, nearly unseen until ready to strike. Armed with twin-poisoned daggers, the Slayer is a dedicated assassin, claiming souls for its extra-planar masters.
  • Sun Priest
    Mictlan
    Sacred
  • Sorcerer
    Machaka
  • Spirit Guide
    Sauromatia
  • Tuatha Sorceress
    Tir na n’Og
    Darkvision (partial), Glamor, Stealth
  • Unmarked Champion
    Fomoria
    Amphibious (partial), Marine, Sacred
  • Vanadrott
    Vanheim
    Admiral, Glamor, Sacred, Stealth
  • Vanherse
    Helheim, Vanheim
    Glamor, Stealth
  • Vanjarl
    Helheim, Vanheim
    Glamor, Stealth
  • Van Scout
    Helheim, Vanheim
    Glamor, Stealth
  • Vergobret
    Maverni
    Forester
  • Warlock
    (135gold, 1res)
    Abyssia
    Darkvision, Fire Proof, Unholy
    S1B2 (+50%F/E/S/B)
    An abyssian dedicated to demonic service, they command blood and astral magics and may learn others. Their service to demonic powers renders grants them perfect darkvision but makes them susceptible to divine powers that normally harm demons and undead.
  • Warlock Apprentice
    (55gold, 1res)
    Abyssia
    Darkvision, Fire Proof
    B1

    An abyssian who has taken the first steps toward demonic service and blood magics. Their service to demonic powers grants them perfect darkvision.
  • Warrior Chieftain
    (55g, 17r)
    Ulm
    Forester, Mountaineer, Stealth
    The warrior chieftain leads the Ulm on raids through the woods and mountains he knows so well, keeping himself and his forces hidden as he does.
  • Warrior Smith
    (130g, 32r)
    Ulm
    Forge Bonus (25%), Sacred
    E1 (+100%FAWE)(+50%FAWE)

    The warrior smith commands the sacred Ulm secrets of steel and is himself clad in finely wrought steel imbued with the magics of his hammer and anvil. He is armed with a great two-handed great maul and combines combat prowess, great strength, and magics in combat.
    The warrior smith is an uncanny crafter of magical weapons and items and reduces the cost of any construction he undertakes by 25% (total costs rounded up).
  • Warrior Scout
    (25g, 10r)
    Ulm
    Forester, Mountaineer, Stealth
    The Ulmish warrior scout is armed with sword and bow and trained in the arts of remaining unseen. Even in thickest woods or steepest mountains he is at home and passes unseen.
  • Warrior Sorceress
    Sauromatia
    Sacred
  • Wind Lord
    (100g, 27r)
    Arcoscephale
    Sacred, Flight
    Clad in a bronze hauberk and wielding a long bronze spear and shield, the Wind Lord rides a mighty Pegasus who adds its hooves to battle. The Wind Lord’s Pegasus flies across the land; he and his wind riders descend from above to bring battle to the enemies of Arcoscephale.
  • Yogini
    Lanka
    Forrester
 
Looking really cool Immaculate!
 
Further updates on the Civ Project, now under the official title Das Vierte Reich:

Civil Administration

At the start of the game, all but a select few cities are in advanced disrepair, either from the first war's fallout or the Nazi coup. While several infrastructure projects can be player-directed (local defences, military facilities and strategic-level special programmes), economic and cultural improvements correspond to your general attitude and priorities, i.e. what you're roleplaying in-thread. Barring instructions otherwise (or unequivocal RP), the minute details are automated to keep the budget in the black, and you'll usually only be asked to make major decisions if civil unrest is becoming a chronic problem or the treasury is bleeding itself out too fast.

Not counting Anarchy, there are six government styles in Civ2. Reflecting the general chaos of the insurrection, all GSG 9 pockets default to juntas, which while enabling robust unit support, severely stymie civil production. However, reorganizing local government isn't as simple as a declaration; only once public infrastructure is brought up to sufficient levels can you actually support a more sophisticated régime, and a return to true civilian government requires a virtual pre-Other living standard.

Governments fall into two broad categories: military and civilian. The military strands are comparably easier to manage: they're geared for production and use martial law to quell unrest; given GSND declared a state of emergency, they are also easy to institute:
  • Dictatorship (Communism) is more or less GSND prior to the attack. Industry can tolerate fairly large standing armies and civil unrest can be suppressed with greater force. While all cities operate at high efficiency, a highly developed society will ironically exert hard economic strain. Default government of Pottsylvania, and automatic upgrade to GSG 9 barring instructions otherwise.
  • Fascism (Fundamentalism) is totalitarianism incarnate. Public spirit/ruthless secret police mean protests are virtually impossible, and a perpetual total war mentality enables the highest unit support short of juntas. Conversely, scientific progress is hard-capped and practically impotent with few cities. This government is really only intended for Osterkamp to balance the Nazis against the other factions, but it can proc elsewhere if you play your cards that far-right.
The civilian governments work a little differently. When the player wants to enable parliamentary elections, the faction switches to an interim transitional government, either for a stated duration or until the society reorganizes itself. During this probationary period, the player must ensure cities remain content and properly supplied, or risk sliding back into the government from which they came—possibly even worse. During this time the citizenry will be especially sensitive to security threats, so make sure the homeland isn't under immediate threat before opting for régime change.
  • Republic is a fledgling civil body and the default for factions that have longstanding authoritarian ties (Pottsylvania, Vancore), but can be chosen by GSG 9 to 'get a feel' for restoration of the Bundestag proper. Industrial support for military forces is no longer compensated and excessive 'out-of-borders' deployment will cause additional public unhappiness. It does, however, improve economic output compared to military régimes.
  • Democracy is the German government prior to the alien invasion, and Schüller's purported end goal. Expeditionary armies cause twice the discontent and riots can cause the government to collapse wholesale; it is, however, the most economically efficient, and the first player to enact and maintain a democratic régime will accrue several (as-yet unstated) advantages.

Seasons

dvr_seasonal.png


This is a feature in several historical Civ2 scenarios, a couple of Civ4 mods, and toyed with in an IOT or two: as the thread-updates will likely range between a week to a month apiece, we have the opportunity for seasonal rules. These basically divide into Summer and Winter rules; it won't be as drastic as the Red Front scenario where huge snowdrifts drastically stymie mobility, but things like road movement and base food production become reduced in the winter months, with one of the immediate effects being pillaging the countryside can starve out cities dangerously fast. I'm still musing on all the actual effects; literally everything in the rules is candidate for specialization and the files can be swapped as the game's running, so holler if you've got a bright idea.

Factions

There are eight representative, seven coded and two types of playable factions. The first type is the chief combatants, GSG 9 and the Nazis: they are headquartered in and fighting for (their version of) Germany, and as such, raise and maintain their armies locally; what they start with is all they have, and defeat effectively means their eradication. The other type is expeditionary armies, and though Pottsylvania has an on-map presence it also belongs to this group: these are foreign armies ostensibly in support of one or more local factions; they cannot immediately use captured cities for military production (and may even provoke other factions by claiming them in the first place), but they have a theoretically unlimited supply of off-map reinforcements that can be called in at regular intervals. Beyond the general goal of defeating the Nazis (or annexing all of Germany as Osterkamp), different factions have unique objectives that will only be revealed when the game is underway.

WESTFALEN POCKET (GSG 9)
Leader: Kommandant Egon Schüller
Headquarters: Köln

As Schüller's base of operations, Westfalen fields veteran troops and a smattering of advanced prototypes—and it needs them. Population-wise it starts with the best cities of the country, but also bears the longest front against Osterkamp and will likely endure the brunt of early-game assaults.

RHINELAND POCKET (GSG 9)
Leader: <your name here>
Headquarters: Saarbrücken

As the southernmost pocket and furthest from the capital, Deutschland's industrial heartland had valuable time to brace itself for the onslaught. Manufacturing capability is the strongest of its peers, and with every city located west of the Rhein it can funnel Nazi assaults through fortified chokepoints.

HOLSTEIN POCKET (GSG 9)
Leader: <your name here>
Headquarters: Hamburg

Has the fewest cities of the local factions but commands the bulk of the German Navy, giving it critical control of shipping lanes. It is uniquely positioned to threaten Nazi headquarters early on, but is in turn highly vulnerable to a southern assault.

MECKLENBURG POCKET (GSG 9)
Leader: <your name here>
Headquarters: Szczecin

Lowest urban density and least industrialization is compensated by the bulk of the German air force, and the ruins of Old Berlin offer Mecklenburg some breathing room from the Nazi-held interior. Occupying the shortest distance from Danzig to the front, however, it is in danger of being squeezed on two sides should Pottsylvania's intentions prove less than honourable.

VIERTE REICH
Leader: Feldmarschall Osterkamp
Headquarters: Neue Berlin

The game's universal antagonist in control of most of Germany. While it has ample troops to deal with all opponents, these are stretched across the fronts and interior garrisons are barely adequate. Furthermore, its industrial capacity is still recovering from the takeover and it will take time to bring its best forces to bear.

POTTSYLVANIA
Leader: Furchtlose Anführer Elsa Pott
Headquarters: Riga

Something of a dark horse, while it is no friend of Osterkamp its intentions toward Germany are even murkier than Vancore's. It is technically an expeditionary army but assembles its forces on-site, meaning reinforcements aren't bound to a fixed schedule and it has greater flexibility in deployment.

GETHIC HAND
Leader: Vinsin Vancore (de jure), <your name here?>
Headquarters: N/A

Launched by Vancore shortly after the insurrection under the usual rhetoric of 'restoring order' to the world, ostensibly in support of GSG 9 Mecklenburg. The unit consists mainly of trigger-happy greens under the aegis of a Vanguard battalion—these elite troops are irreplaceable and mechanized reinforcements are limited, so you'll have to balance Vancore's insatiable lust for prestige against the mortality of your men. The expedition commenced unilaterally and it begins unsanctioned; prior to landing the Gethic player will need to negotiate an official agreement to make use of the region's infrastructure.

UNITED NATIONS TASK FORCE TO GERMANY
Leader: <your names here>
Headquarters: N/A

Seven-nation peacemaking mission, of which four are currently represented in the arsenal. Units themselves technically belong to the pocket they're protecting, but their actions are dictated by a player committee that must coordinate both amongst itself and with its host general. UNTAG is subject to further special rules that will be detailed in a future log; it can never take direct control of a city.


While preferential treatment will be given to a faction's originating player, when the game goes to launch auditions will be held for signups in an effort to maintain behavioural consistency from KIOT. Complementing this will be a Loyalty statistic, reflecting how confident the troops and citizens are in your leadership—deviate too far from the norm and bad things will happen. This will be further detailed in the update everyone's been waiting for, where I outline the military sector in detail.
 
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This does look good, but one thing I just wanted to point out:

UNITED NATIONS TASK FORCE TO GERMANY
Leader: <your names here>
Headquarters: N/A

Seven-nation peacemaking mission, of which four are currently represented in the arsenal. Units themselves technically belong to the pocket they're protecting, but their actions are dictated by a player committee that must coordinate both amongst itself and with its host general. UNTAG is subject to further special rules that will be detailed in a future log; it can never take direct control of a city.

If this is referring to the debate between Australia, Korea and that Socialist nation about the establishment of a UN Protectorate, if I recall correctly the debate was never formally resolved. I mean, I completely understand if you've already coded that restriction in (and if I'm being honest my proposal was likely to get shot down), but I think the UN should be able to take direct control of cities if (and only if) the nations agree with my interpretation of the mandate.
 
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