IOT Developmental Thread

"Starting Out:

Choose 10 territories.

Now choose 30 territories(claimed or non) to be your cores. Cores will be kept track of a separate map. Every core you do not claim causes your provinces to gain +0.5% RR, so at the start, all nations have 10% RR.

If someone claims one of your cores, you get a CB on them. This is more or less a hardcoded SoI. It's also a way for someone to troll you but if you have a bigger army who cares?

Choose 2 National Strengths. Gone are Civics, Governments, and Sliders, and something a Civ forum should have. The Strengths:

1. Militaristic - You get 10% added to all combat rolls(or 1,2,3,4,5 depending on tech level whichever is more.) You do not incur revolt risk for a war of aggression but other states still get a CB on you.

2. Expanionist - You get one extra claim every 2 turns, so your expansion is sped up 10%. You can negotiate 100, rather than 50, pixels away at the start.

3. Commercial - You get +20% income per turn.

4. Religious - Enables the Religious Casus Belli, Immune to Propaganda and Desertion

5. Diplomatic - You get double as much income from trade as you otherwise would(so if you're in Era 5, 100% of the partner's income).

6. Agricultural - Armies and navies are 20% cheaper due to your enlarged manpower.

7. Centralised - Civics grants +6 Support, every tech besides Civics gives +1 Support.

8. Scientific - Each tech's cost is reduced by 20%; this is cumulative with your focus(so 30% off your focus tech). Rounded up.

Choose your national focus, which gives you 10% off that field of tech. There are three fields - Civics(which increases province support and how many diplomatic deals you can have), Army(which makes you do better in combat, increases troop support and unlocks more advanced units), and Economy(which adds to your income). You will receive Tech 1 of your Focus for free, so choose wisely."

Just tweaking Sons of Mars II for whenever Imperia Mobiana ends. Looks good so far?

I think I'll pool air units for simplicity. I do like Risk-style combat though so I'll have to reduce the number of provinces on the World Map.
 
Yes.. Very. It will be interesting finding out which are the most powerful... Although, I really dont like the core thing. I enjoyed how balanced Mars-I was
 
A rule I would like to suggest for future IOT's (not set in the modern era)

Limited Diplomacy (This would only work for smaller IOT's though):
All diplomatic messages are required to be sent through the GM (Who then passes it on the the desired receiver).
This would represent that Diplomacy takes time and in most cases take months for agreements to be made (as generally the leaders never met, but had messengers and ambassadors go back and forth, rarely making agreements unless nearing the end of a war).
Also a limited number of messages could be used.

This would discourage alliances being made and bring the number of agreements being made to a smaller level and make things more interesting.
 
That is something I, someone who is used to getting dozens of PMs between updates in RIOT, would find annoying as a GM.
 
I will be doing it in some of my IOTs.
The # of Diplomacy messages being sent should go way down.
The # of alliances being made will also go down.

This also allows for spies to intercept messages, making pming not completely private...
 
Err, what's stopping them from communicating through SGs or through PMs? It seems like an arbitrary sort of deal that adds a lot of micro. After all, this is IOT, not Mafia.
 
That would be cheating
Social Groups could be created to discuss peace treaty's etc, but they would be deleted after a day, and there would be a cap to the number you are allowed to join.

Only by restricting diplomacy can you restrict the massive alliances that were rare pre-1880s.
 
What's wrong massive alliances before the 1880s? These are IOTs, not NESes....NESs....Neverending Stories.

Players hate pointless micro.
 
A price most players won't pay. If TK came in tonight and posted in IB SG and said all PMs must go through him, people would be annoyed.

It only works if there's a small number of players. +10 and you run into a problem and given that code cracking extended into World War 2, it isn't even fully realistic.
 
I pretty much already determined which strengths would be the most useful:

-Militaristic: Perfect for an ancient war since so few countries will know you you can basically write off the downsides to a war of aggression

-Expansionist: Like in Civ 3, its usefulness is confined to the early game; it makes contacts and claiming easier, and these become increasingly irrelevant in later turns

-Commercial: Like Civ 3, this won't pay off until you're fairly-sized. So early mid game.

-Religious: Very useful in the first half of the game since Civs can't class it as a war of aggression. Later in the game, as secularisation hits, this loses its value.

-Diplomatic: Only useful if you know lots of people so it doesn't have use in the early game.

----

-Agricultural: The Industrious of SoM2, it has bonuses that are great all throughout the game for a defender or a warmonger.

-Centralised: For anybody focused on expansion, a great power.

-Scientific: Cheaper tech lasts the whole game so this is a great bonus.
 
In the 1970s, the Union of Socialist Soviet Republics declared war on the Hegemony. The war quickly escalated resulting in a limited, but fierce nuclear war, triggering the Second Revolution. The USSR emerged as the sole superpower following the war but over the course of the next twenty years, the gap left by the Hegemony was picked up Greater South Africa which took the entire African continent from Egypt and Spain while the DB Corporation bought out island after island in Oceania and slowly took control wartorn North America. Another war broke out and the Third Revolution began early 21st century.

The year is now 2030.


RIOT III population mechanics

Spoiler :
attachment.php


Each territory has a population and infrastructure level. The population level is always the top number and lower number infrastructure.

So, let's look at the California Republic above. They have five territories. The middle one, 68/12, generates $68 per turn and the population grows 12 people per turn. That's a lot!

Below what is probably their capital territory is another territory that's still pretty new. This territory looks kinda new. The territory is 10/4. They probably bought a lot of infrastructure at once for it or used it as a source for manpower for units. In any case, this territory has some moderate growth ahead of it.

Now, let's look at that territory above. No infrastructure? That's weird! Well, the catch is is that territories don't grow without infrastructure. How did the population get there then? California sent settlers to claim the territory. When they do this, it increases their chance of taking the territory by 1% each turn.

The 4/2 territory is also very new but look at the blank one the far right. No population or infrastructure? What's going on? California took this territory by force. This is very dangerous since this territory is more likely to break off during times of trouble.
 

Attachments

  • Example 1.png
    Example 1.png
    3.4 KB · Views: 137
I pretty much already determined which strengths would be the most useful:

-Militaristic: Perfect for an ancient war since so few countries will know you you can basically write off the downsides to a war of aggression

-Expansionist: Like in Civ 3, its usefulness is confined to the early game; it makes contacts and claiming easier, and these become increasingly irrelevant in later turns

-Commercial: Like Civ 3, this won't pay off until you're fairly-sized. So early mid game.

-Religious: Very useful in the first half of the game since Civs can't class it as a war of aggression. Later in the game, as secularisation hits, this loses its value.

-Diplomatic: Only useful if you know lots of people so it doesn't have use in the early game.

----

-Agricultural: The Industrious of SoM2, it has bonuses that are great all throughout the game for a defender or a warmonger.

-Centralised: For anybody focused on expansion, a great power.

-Scientific: Cheaper tech lasts the whole game so this is a great bonus.

I came to the same conclusions with militaristic, expansionist, commercial, agricultural, and scientific. I might have gotten to centralized if I know what you meant by support. I didn't know how to take the other 2.
 
NewIOTdeluxeitaly.PNG

Here's the map for my upcoming IOT. The greatest change comes from the removal of many of the islands in Oceania and the Caribbean, but that isn't all. Japan, the British Isles, Italy, and Iberia have all been given more provinces. Where previously you would control most of the entire region from the first turn, it now takes 3-4 turns to control completely. (Germany may be divided later) Hopefully, this will make your nation feel more like 'Spain' and not 'Western Europe'. Spain and Italy are divided rather poorly, and most of the divisions were not based on reality. A few other regions of the map have extra provinces as well, so in total the number of provinces has only slightly decreased. After all the changes, navies will still remain relatively unwieldy so the less you need to use them the better.

Changes to Navies and Colonies:
* Ocean provinces cannot be crossed without Naval Tech 1
* Each Naval Tech allows you to cross one more ocean province
* North American Basin is the exception to this rule: It is treated like 2 two ocean for colonization only.
* Navies are based in provinces, and may only cross a certain number of ocean provinces per turn, this number depending on your tech level.

Other Changes:
* Players who join the game late will be slightly behind tech-wise, but will be able to claim enough provinces to put them on roughly equal size with other nations
* You start the game with 5, not 10, provinces
* Trade Agreements are back, and provide one extra EP (Economic Points, the new LP) per turn. Only three can be signed without Trade Tech 1, and they cannot be across continents
* Defensive Pacts and Alliances are two separate agreements and each have their uses. Defensive Pacts of course only work if a nation with one is being attacked, but are mandatory; if another nation declares war on one with whom you have a Defensive Pact you are automatically at war with the aggressor. Alliances are activated whenever one party goes to war, but are non-binding. The other party has a choice of whether or not to declare war. However, refusing to aid an ally will have severe diplomatic repercussions...

Those are the major changes, but certainly not all of them. If the next test game seems to function, I'll be ready to launch this as soon as Iron and Blood and Nedim's IOT are finished. The expected amount of players is around 13 or 14, any less may require a map cleanup, expecting much more would be naïve...
 
Back
Top Bottom