IOT Developmental Thread

Central Asia could use some work but other then that it's a fine map:goodjob:



What is this I don't even... OH GOD MY EYES!!!!!!

Oh come on. Its not as bad as it looks you big baby. You'll start out with 30 provinces or hexes, and ill keep track of your income exc...
 
Pretty sure most IOT players are too damn lazy for a game that complex.
 
Resources:
Spoiler :
t53ha9.jpg

Salt
Cotton
Dye
Wool
Silk
Sulfur
Silver
Gold
Iron
Glass
Cloth
Wood
Beef
Fish
Fruit
Grain
Tea
Coffee
Opium
Wine
Slaves

Finished Map
Spoiler :
iotwot.png
 
Resources:
Spoiler :
t53ha9.jpg

Salt
Cotton
Dye
Wool
Silk
Sulfur
Silver
Gold
Iron
Glass
Cloth
Wood
Beef
Fish
Fruit
Grain
Tea
Coffee
Opium
Wine
Slaves

Finished Map
Spoiler :
iotwot.png

Awesome, those resources looking strikingly similar from my favorite Paradox Game. ;). Anyway this looks like it'll be fun cant wait :D
 
Nobody cared for Imperia Mobiana it looks like. :(
 
I said I would play.

Well... just us two wouldn't be very entertaining. ;)

imperiamobiana.png


A work in progress... dunno whether the current province rate is good or if I need to cut it some.

Sons of Mars is a bit slow(I assume that we'll probably have a global war soon and the aftermath will result in the game's de facto end), so I'll have some time to develop this new, grand proyecto of mine.
 
Just some concepts. Naturally the exact numbers can be tweaked.

Technology

Tech is split between the Military and the Economy. The Military tree boosts the quality of your troops and also expands your combat operations. The Economy tree boosts your income and controls how much you can trade.

Tech is simply composed of levels, with each tech having the cost of its level multiplied by five. Military 3, for instance, costs 15 gold.

Your total tech level is a combination of how much you have in both categories. Total tech level dictates what Civics you can get, how many Civics you can have, and how far away you can negotiate, to name a few important factors. Example: A state with Army 5 and Econ 6 is at tech level 11.

Each Army tech allows you to support one free army, and adds +0.5 to your morale. The maximum Army tech is 25.

Each Economy tech adds +1 to your per turn income, while every 5 techs adds +10% to your base income. Example: if you have 10 provinces and Econ 5, you get 15 income(10 + 5), which then becomes 17 due to the 10% bonus. The same situation with Econ 10 yields 24 income. Econ 25, the last econ tech, adds +25 to your base income, and then a 50% modifier is applied on top!

In total, it costs, on average, 3250 gold to max out both tech trees.

A rough breakdown of Techs and their eras is:

Tech Level 0-15: Ancient Age
Tech Level 16-25: Middle Ages
Tech Level 26-35: Industrial Age
Tech Level 36-45:Modern Age
Tech Level 46+: Future Age

Civics

For those who've played Civ IV, Civics are nothing new. They are sets of government policies that define your nation's character. By default, you start with the most primitive civic in all categories, which carries no benefits and thus is the worst.

You choose one Civic in each category, provided you have the prerequisites.

Leadership - Where the Power Lies

Despotism - Might makes right; primitive totalitarianism. Whoever has the most power and influence will rule with absolute power.

Oligarchy(Tech Level 10) - Rule by the few. An elite forms the core of the society's government, and at the end of the day, these individuals, whether they are merchants, party elites, nobles, or otherwise, control policy. Oligarchy can exist even in a state that is supposedly democratic - oligarchic republics.

Autocracy(Tech Level 20) - Rule by the one. Whether a barebones dictatorship or one with monarchial trimmings(absolute monarchy), power is more or less entirely in the hands of a single person. Autocrats generally are authoritarian, working within the bounds of law and custom, but may be totalitarian, being different from despots in name alone as they seek to regulate every aspect of private and public life. Likewise, autocrats can be cruel and ruthless(as is typically the case) or rule benevolently(enlightened despotism/benevolent dictatorship).

Democracy(Tech level 25) - The vast majority of the state's decisions are made by the people, whether directly or through elected representatives. If there is a monarch, as in a constitutional monarchy, they will have little actual power, with all real power being vested in the people or their representatives.

Government Structure - How Strong The National Government Is

Stateless Society - There is no effective government at the top, and every community tends to itself in terms of politics

Confederacy(Tech Level 10) - Confederacies vest most real power in local entities. Sovereignity more or less resides with said entities, though they pool some responsibilities(defense, currency, foreign policy, etc.) into a central entity. At the end of the day however, the states/provinces wield the real power.

Unitary State(Tech Level 15) - The central government wields absolute power over its provinces. It can change borders at a whim, and no province/state has sovereignity. It can also agree to devolve powers to the subdivisions, but take them back at any moment.

Federation(Tech Level 20) - A compromise between a unitary state and a confederacy. Governance is split between local entities(usually equal in power but it may be different as in a federacy), and a central, national government. You reap the benefits of increased decentralisation as well as a strong power at the top.

Legal System - How Do Rights and Freedoms Work?

Barbarism - There is no law. The strong thrive and live, the weak wither and die.

Authoritarianism(Tech Level 5) - The government can do whatever it wants within the bounds of certain norms and traditions. In other words, the government likes to step on its people, but doesn't like crushing them. Religious law will generally fall under this category.

Narrow Constitutionalism(Tech Level 15) - The government has some legal restrictions on its power. These are limited rights such as the right to a trial, but mostly this protects either a privileged elite(like the Magna Carta) or a small section of the commoners.

Liberal Constitutionalism (Tech Level 20) - The government has extensive limits on its power(like the US Constitution and its Bill of Rights). Citizens are free from a variety of abuses, ranging from excessive fines, certain punishments, and the government is forbidden from enacting certain laws altogether.

Totalitarianism(Tech Level 30) - The government can do whatever it wants regardless of popular opinion. This opens many doors, but also opens many risks.

Economics - How Is Your Economy Run?

Tribalism - Each individual community keeps to itself. Self-sufficiency is the norm, and agriculture is generally limited.

Plutocracy/Manorialism (Tech Level 10) - The economy is centered on lords, generally appointed by a higher leader(all the way up to a King or other supreme leader) and how they run their property. Economic(and consequentially, legal) power is vested in the hands of these privileged individuals. In terms of cities, power rests with the merchant class instead. It's a step up from tribalism, but the limited nature of the economy and its actors isn't much better.

Laissez-Faire Capitalism (Tech Level 24) - The economy is based on the idea that the state should stay out of most businesses' operations, and let them run by themselves. This limited intervention surges economic growth, but the lack of much in terms of a social safety net or regulations puts many into horrid living and working conditions, increasing revolt risk as well.

Social Capitalism (Tech Level 32) - The government lets the market run mostly on its own, but may take over some industries such as banking, utilities, safety, or healthcare, and also impose regulations and create a social safety net for the good of society as a whole. You don't gain revolt risk like in LFC, but you don't get as much extra cash either!

Communism (Tech Level 40) - After capitalism has run its course and reached fruition, the state reconstructs society from the bottom up, before dissolving itself and creating a stateless, classless society where businesses are run democratically by their workers. Under Communism, improved conditions for all reduces revolt risk immensely, but economic growth isn't as high due to less opportunities for the ambitious to enormously expand their profits.

---

For a fifth category, I may add foreign policy, which will be divided between None, Isolationism, Non-Interventionism, and Interventionism/Imperialism.

For the specific pros/cons each civic will have, they will generally be: income boosts/penalties; revolt risk increases/decreases; troop support level increases/decreases; morale increases/decreases; trade bonuses/penalties; and maybe tech cost increases/decreases. Imperialism and/or totalitarianism will probably make war much easier to go to for obvious reasons.

There will be no province support limit in this game, so there's more room to be liberal with RR spikes.

Religion will be for purely ego-strokingroleplay purposes. Fantasy makes the game more fun.

I'll of course be open to any questions if players don't understand something.

I'm thinking each province must have an army to protect it or it will automatically fall to an invasion force; to assist in this each province will give +1 army support. Going over the support limit will be extra-costly.
 
I think it's fun to watch your nation grow from some tribal backwater to a futuristic superpower. :)

The key is trying to avoid complexity, which is why I'm trying to simplify this one compared to say, Sons of Mars.

For one, no sliders will make my job a lot easier. The lack of religion holding currency will emphasise diplomacy more as CBs become harder to get, and it also encourages roleplaying(worship the Flying Spaghetti Monster if you must...).

Placing limits on the armies will encourage alliances and intrigue, as will making it harder to declare war.

---

Stuff I need to add:

-I'll add a "Getting Started" Guide so players know how to set up a nation. It'll mostly be - picking 10 provinces and choosing what to spend your 10 income on(either troops or tech at the start).

-Casus Belli System. Without religion, espionage will be a must to acquire one of these, short of extraordinary diplomatic events.

-Events: Probably nothing here besides a Border Dispute Casus Belli which can be given to one player here and there.

-NPCs: There won't be as many as Sons of Mars hopefully, but I need to detail them. There won't be a need for many NPCs, if any at all, if there's enough signups.

-Diplomacy: Need to work out Alliances, Defensive Pacts, Guarantees, and Trade Agreements.

-Espionage: With war not being so potent, Spies and Espionage need to be worked on.

-Combat: Need to work out the specifics. Armies will be positioned in each province a la Risk. Navies can be positioned anywhere within a certain range of your coastline(so they can get supplied); navies will attack via pixel distance rather than sea zones. RNG will determine battles with either; I believe I'll change the highest number in the RNG depending on the age. You will also get bonuses if you are more advanced(think I'll replace the morale system with this, actually...)

-Diplomatic Range: I believe I'll factor the contact range into the total tech level. The farthest away someone can be is 600 pixels more or less, so perhaps I'll make it so each tech level lets you negotiate 10 pixels away(so a tech level 50 state, maximum, can negotiate 500 pixels away, or mroe or less the entire world by that point).

-Revolts: I think this will be easy; if you trigger a revolt, that percentage breaks away from you. Keep it low! RR will increased primarily by unjust war, prolonged war, or even civics(primarily, the more liberal your government, the harder it is to wage war for a long time unless it's defensive).

-Expansion: Need to work out how much you can expand. I'm imagining the standard 5 provinces(or rather, 5 XP) a turn, with a distance penalty for far away provinces(like diplomacy, I'm thinking that your tech level will be multiplied by a number(likely 4 or 5) and that's as far away as you can go without provinces costing twice as much XP). XP can be traded for cash to make for some interesante diplomacy. For simplicity's sake, no matter how far away a province is, once it's claimed, it doesn't require any special upkeep(i.e. ports or fleets), but you do need a certain number together for the distance penalty to no longer apply.
 
Imperia Mobiana Concepts:

WIP Map so far... looks okay to me:

imperiamobiana.png


Eurish, Efrika, and Yurashia are mostly finished. Northamer and Soumercan need work obviously, as does Downunda.

Yes I'm using the canon names for each of the continents. Sound familiar do they? I wonder why. ;)

---

Back to business.

Of importance to the game will be the 7 Chaos Emeralds. I'm not sure how they'll be collected, but I don't want it to be too hard nor too easy. The reason it shouldn't be too hard is the fact that collecting all 7 is NOT an auto-victory; the 7 Emeralds scatter after being used when together.

I think collecting an emerald should give a one-time bonus - you receive 10% of your base income, which is automatically added to your treasury. After that, the emerald is mostly just for show.

Collecting all seven will grant +100% income and add it to your treasury. The emeralds will then scatter anew, and it will be up to you to try and pursue them again.

Building a Chaos Containment Chamber(cost to be determined based on the situation near the end of the game) will allow you to keep all seven emeralds in place even after they are used. In other words, your nation becomes supreme. With the CCC and all 7 emeralds, you can declare victory.

I think it should also be possible to create a Chaos Reservoir of some kind, where you store surplus chaos energy in the meantime. This can be channeled into extra income, or even into superweapons. I believe that for every emerald you have, you should collect x Chaos Energy per turn(x being the era (1-5) that you are in!). Having a Chaos Drive Production program(available in the late Modern era) will increase this a bit... I dunno, say, by 1.5 rounded? (So 1 chaos emerald in the Future Era with a CDP produces 7.5, or 8, Chaos Energy points each turn)

Or something. The concepts are obviously still open to development.

Now, as for the actual means of collection, I have no ideas. I could randomly give them out but that doesn't give everyone a fair chance. Perhaps some sort of Special Zone that can be modeled with RNG?

---

Now of course, let us remember the mantra:

The Servers are the Seven Chaos
Chaos is Power
Power is enriched by the Heart
The Controller is the one who serves to unify the Chaos

The Master Emerald can come into play. A powerful gem, the Master Emerald is capable of nullifying the Chaos Emeralds' powers.

However, the Master Emerald is also capable of being shattered, rendering it inert until it is restored by a Guardian. I believe the ME's function will be to disable any chaos emerald's power, but only if it is complete. There should be about, I don't know, 15-25 pieces, which can be collected.

The complete ME would be the one way to disable a Chaos Victory as well as nullify any chaos-based powers. I think the individual shards could be used to nullify equal amounts of chaos energy, but the real power comes from it being unified.

---

Now, as to how the collection process works... well, I could use ideas.

Angel Island(residence of the Master Emerald and indeed, a shrine for the seven Chaos Emeralds too!) can be factored in since I have it able to be copy-pasta'd onto the map. However, short of the emerald shattering, half the time the island would be in the sky, necessitating the use of airforces(and thus keeping players from reaching it until the Modern Era).

The actual Chaos Emeralds would either have to be located on the ground(that is, randomly distributed between the provinces), or in some sort of Special Zone(mechanics need to be discussed!) that all players could access.
 
So I'm guessing none of the really crazy stuff will happen till the modern era?
 
So I'm guessing none of the really crazy stuff will happen till the modern era?

Correct. That is when nukes/chaos weapons become widespread.

Fortunately, the game will be much faster than Sons of Mars due to cheaper, simpler technologies.
 
IOT World of Trade

Rules:

Starting: You make a nation and pick 6 territories. The territories must be on one continent, exceptions are Spain and North Africa, Balkans and Turkey, European Russia and Asian Russia and Egypt and Suez. No stupid nations, description will be necessary, and pick a religion and government type.

Roleplaying:It will be encouraged and rewarded, only realistic RP

Expansion: XP are used for expanding, 4 per turn

Economy and Trade: MP (money points) is the main "currency". Each territory gives you 0.5 MP from taxes. Your realms will have a "Trade center". you can place it any ware in your nation, be advised to put them in a coastal province and a strait, I'll explain that later. You only get one TC, all of your trade will go through it. Their are 3 levels of trade centers, they will be explained in the Upgrades and tech. Resources will be vital to your economy. Trade will be managed by me,but you must put your new trade agreements in the claim thread with claims and diplomacy. Trade can be disrupted, Naval blockades on a coastal TC will block 50% of trade, that means that half of your trade agreements will be "suspended", not canceled but suspended, this means that you don't get the resource you bought and neither does your trade partner get the resources you sold to him. Naval blockades can also be enforced via straits, example, NationA has Istanbul (straits), NationBs Trade center is in the black sea, NationA can close the straits and cutting of NationBs trade by 50% and the straits can only be open by taking it with an army or by diplomacy. Nations with straits have the right to impose taxes on other nations that use the straits to get to their TC. As I mentioned its better to have a coastal TC because you will be able to trade with countries you don't have a land border, while inland TC can only trade with bordering countries. Tech also has an impact on trade, you need a certain tech lvl to trade with Asia (if your from Europe) and a certain to trade with Africa (again if your from Europe). A trade agreement doesn't represent all of your trade between resources, just 1 resource with 1 resource (or MP) so you can have alot of trade agreements and I would be delighted if you could add all of your trade agreements to your begging posts, after every update, thanks in advanced. I forgot to mention you can trade resources for MP.

Colonies: Colonies can be established after certain tech's. Colonies do not produce MP but they do give you valuable trade resources, to setup a colony it takes 2 XPs and 5 MPs. Any province on another continent and not linked to your provinces with land are considered colonies

Buildings:
Trade Center I - costs 5MP, allows 5 trade agreements
Trade Center II - costs 20 MP, allows 10 trade agreements
Trade Center III - costs 50 MP, allows limitless trade agreements
Armory - costs 15 MP, Increases combat chance by 10%
Armory II - costs 20 MP, Increases combat chance by 15%
Armory III - costs 25 MP, Increases combat chance by 20%
Library - costs 30 MP, reduces research cost by 20%

Resources:
You saw the pic of them. Not all resources have bonuses but your people will desire something and you must get it for them.
Salt - Allows the support of 3 Armies and 2 Navies
Cotton - People will seek it
Wool - People will seek it
Sulfur - Needed for tech
Silver - +1 MP
Gold - +2MP
Iron - Needed for tech
Glass - People will seek it
Cloth - People will seek it
Wood - Needed for tech
Beef - People will seek it
Fruit - Allows the support of 5 Navies
Grain - Allows the support of 5 Armies
Tea - People will seek it
Coffee - People will seek it
Opium - People will seek it, really seek it
Wine - People will seek it
Slaves - Double the production of cash crops (Coffee,Opium,Tea)

People will seek it.... That means you will get missions, where you must get some resources, if you don't bad stuff will happen.

Tech:
Maritime I - allows trade with closest continent via sea, 30 MP
|
Maritime II - allows trade with farthest continent via sea, 60 MP
|
Maritime III - needs wood Something spectacular, 250 MP

Army I - needs Iron, +10% army 20 MP
|
Army II - needs Sulfur, gunpowder effect reviled later 50 MP

Colonial I - allows colonization of closest continent, 35 MP
|
Colonial II - allows colonization of farthest continent, 70 MP
|
Colonial III - needs Maritime III, 300 MP

Armies:
Armies cost 2 MP to raise and grain to support.Combat works in the following way. Its calculated by a RNG Generator , the formula
(RNG+NA+RP)+X%

NA - Number of Armies
RP - Roleplaying grade (You will Roleplay one battle and I will decide who did it better,
and the winner gets 30 points, it is not necessary)
X% - percentage bonus from tech and resource

Navies, still formulating:

Infamy:
Your war must be justified, if its not it gives you infamy, infamy at peace every update goes down 1. If the infamy goes above 20 any nation can declare war on you with no infamy gain

Holy War: Must be different religion 0 infamy if the war is won, 30 if its lost

Territorial gain: 10 infamy for starting it, 20 if you dont get that province

Trade war: To enforce loan paybacks and trade 20 infamy cost, no infamy cost if you lose


Raw rules, still not finished completely, any questions, ask now
 
Someone needs to introduce something that will make holding straits or canals more economically viable.

OMG now my teleporting navy has to go around Africa instead of through the Med.
 
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