IOT Developmental Thread

So I'm working on an IOT idea using LH's "Homefront" IOT as a base combined with some of my Rev rules. I'm liking what I got so far. I created a few "end game" weapons for the game.

The N1 Mine is the top tier nuclear weapon and destroys all factories in the target territory (factories add +$1 in the province) and half of the factories in all the adjacent territories and there's a small chance of it creating a terrible fallout cloud that has a small chance of spreading and prevents building of factories in where the fallout clouds are.

Nova Gas is the best tactical weapon and adds a 15% chance of success to a combat roll.

Captain Tripps is an incredibly expensive biological weapon which has a high rate on infection and depopulates any province it spreads to. Any province that it fails the spread roll is "spared" for good from the virus as they have built immunity. It would be the best weapon to use if you want to clear a butch of territories so you can march in and take all those nifty little factories. Not only that, but since it makes the infected territory neutral, it means that territory is no longer bringing in income for the owner nation, which makes maintaining large armies/navies harder.
 
WMDs of awesomeness.

I wonder if they should cost maintenance. I'm guessing they would cost just as much as a navy to maintain (along with all WMDs) so I was thinking $1 maintenance for first and second tiers and $2 for 3rd tiers.
 
Even for chemical weapons? They seem by far the least deadly of the bunch. And it seems like a slap in the face after putting so much cash into the program.
 
Even for chemical weapons? They seem by far the least deadly of the bunch. And it seems like a slap in the face after putting so much cash into the program.

Probably not the chemical weapons then.

Also, there's the Tech Level 10 (the tech levels are seperate from WMD programs) which unlocks the powerful kill-sats. These'll cost a $1000 dollar each (pretty hefty) and $5 a turn of maintenance. However, like SOL from Akira, these weapons can kill with impunity. Each turn, they can target and destroy three navies OR five armies per turn. If the target is a land province, it not only destroys five armies of the defender pool, but destroys a factory as well. Not only that, but they're not expendable like WMDs (though not as powerful as the top-tier weapons). It's a sort of reward for heavy investment into economic matters.

It can be targeted to destroy just two factories.
 
So, in March I'm going to come out with Homefront II which, like IOT Rev, is hugely modified. The differences between HFII and IOTRev will be

A.) HFII is dropping the espionage system altogether (AFAIK)
B.) LPs replaced with money (which can be banked)
C.) Army/Navy/etc. maintenance.
D.) Upgradable provinces (namely building factories which, on the relatively small map I'm going to use for Homefront and highly expensive end-game weapons, is a must.
E.) Tech Levels
F.) Trade Agreements that are based on the average income of both nations instead of giving a flat increase.
G.) Probably going to make nukes require an on-map silo with Tech levels reflecting the "range" of the weapon.
 
H.) Double A and Dommy don't go to war turn 3.

Neither of you would really have the money to maintain the gargantuan armies of IOTRev with serious infrastructure. I'm working out how I want to do factories. Right now, I think I'm going to make it so putting more factories into core territories instead of spreading them out evenly a better deal by increasing money for each factory.

So. A base territory would bring in $1. One with a factory $2. One with two factories $4. Etc.

Also, trade routes are interesting. They're based on the average income of both nations minus distance between them. A land route where they're right next to each other? Fine. Having to go around the coast of South America? Terrible for business. Still balancing of course.
 
What about the factor of getting crap in other countries that you can't or don't know how to manufacture? Or trading for food with a really, really small country?
 
What about the factor of getting crap in other countries that you can't or don't know how to manufacture? Or trading for food with a really, really small country?

Sorta reflected through averaging the income. A poorer nation would greatly benefit with trade with a rich nation while the rich nation is still making a sizable chunk of money.

There's going to be a "trade center" building each nation must build before trading which will decide distance costs.
 
Cool, then.

How many routes will a nation get?

One for each tech level. Tech levels increase in cost by $50 so first one is $50, then a $100, and so on. Every other level starting at level 3 (so 3,5,7,9,etc) allows the player to build another factory onto a single province.

This kinda reminded me of the game Imperial Glory

:confused:
 
Sons of Mars gave me interesting ideas regarding economy stuff. Namely, the idea of formal loans and a world economy that can be either suffering, doing ok, or doing well, which affects trade route income. I cut espionage but I think I made up for it with a simple economy system and making economic warfare a BIG thing in the mid to late games.

Since the story of Homefront (told by Lightheater) is based on the US Market Collapse of 2012, I think making the market a big factor in the IOT is fitting.
 
Here's the map.

Spoiler :
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