And I'm still in the dark on combat. I'd suggest using a dice type system - I.E:
Spoiler :- All units have an automatic defense of ten.
- Every tech adds one to that number.
- Occasionally random modifiers like weather and terrain MIGHT be applied by the combat GM. MIGHT.
- A D20 is rolled for each side every turn. A 1 is an auto-miss, a 20 is an auto-hit.
- To hit manually, your die roll and tech modifier(same as with the defense modifier) must beat the enemy defense rating.
- A battle ends when one side has taken a certain amount of hits - I was thinking 3 to keep battles easier to calculate, but does anyone have an opinion?
- Same rules for sea combat.
- The only person who really needs to know all this is the combat GM, a role I volunteer to fill.
I'd like to put this to a vote. I'm thinking something a bit simpler then Tailless' might be for the best. This lets nation's tech come into play and doesn't complicate the game too much.
I thought my system was simple enough; just a base strength plus 0 to 50% of that strength added to it by RNG

I'm a bit confused by your proposal though, especially when and how the random modifier will be applied, and how tech and die rolls come together when attacking. Can you give an example of how a battle would be done?

One more question: will provinces without an army also gain an automatic defense when attacked? IMHO, it's still the best way to model forts without delving into the mess of siege warfare.
I'd also suggest an adviser/great leader/whatever you want to call them mechanic. Like there's one that gives a naval modifier, one that gives a land modifier, one that gives an extra buck or so in income, one that decreases research costs - you get the idea. Players have to spend money to track them down, but the benefits might be worth it. Let's vote on that too, shall we?
I personally like the idea, but it might be too complicated for IOT. Do you have something specific you'd like to implement?
And did we ever decide if the Native Americans were penalized?![]()
I left it out of the second draft, because IIRC Joe and several others were opposed to it.
The only one I really have a problem with is the taking away of unit costs, I still think they should be in, as 1) To make sure someone doesn't over expand their army, because if they do, they won't have any money to spend on other things, 2) It makes money/gold all the more valuable.
Well, the units already costs gold to build, so I guess you mean unit upkeep. We can subtract unit upkeep costs from the income we get each turn, and if our upkeep > income some units will be forcibly disbanded. How does that sound?
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Also, I got this PM from a... concerned IOTer, who could not be with us. I'll just answer it here:
1- Gold- Gold can be gained by territories as you said, but why shouldn't you be able to save if you'd like? It just defeats the purpose of diversity.
It can potentially create too much confusion and slows the game down. Joecoolyo talked about this a few posts back.
2- Technological Development- I think its needed, especially if we're moving towards the modern era.
It is still included, albeit in simplified form.
3- Stability- We need it. I'm thinking 6 levels like RFC but three could work. I don't want it dead though.
It was becoming rather too complicated, and really we only really needed it because of the casus belli system; stability's main purpose is to discourage people from starting wars without a casus belli, and I think simply taking away half their income if they do that serves the purpose pretty well. Adding more complexity risks making this game takes too much time to play.