IOT Developmental Thread

I did too, but I didn't do anything with it. :p
 
I'm trying to do something of that sort.
 
IOT Gangland is an IOT game I hope to start that is a combination of Iron and Blood, the NES Prohibition, and multiple other games. It takes place in Imperial City, a fictional city somewhere on the coast in Virginia or Maryland. Until recently, the powerful Syndicate ruled the Imperial City underworld, until thanks to the efforts of Mayor Jack Darnell and DA Gordon Dent, the streets were cleaned up. Now the city's criminal element is starting over, forming new gangs. Can you lead your gang to dominance over the City?

These are the rules/game concepts of IOT Gangland, which hopefully should start in late May or June. Comments, questions, and suggestions are welcome. The map is not completed, I will post it when I finish it.

Starting Up

To start up, pick a name for your gang, give a little description, and pick a home neighborhood. Your home neighborhood's value (see below) cannot be higher than 7. Choose wisely, for this choice influences your starting Loyalty level (see below)

Corruption Points (CPs)

Your gang operates by earning and spending CPs, or corruption points. these are earned through Neighborhood Values, see below. You spend CPs on various aspects of your gang's operations.

Neighborhood Value

Each neighborhood on the map of Imperial City has a "value" between 1 and 10. This is the neighborhood value, and it represents a generic value that takes population density, the existing crime rate, infrastructure, law enforcement, and economy into consideration. The value is the number of CPs you recieve from that neighborhood.

You can spend CPs to increase value, it costs 3 CP to raise the value by 1, and the value cannot go higher than 10 at any time.

Units

Units represent armed members of your gang trained for gang warfare in the back streets of Imperial City. Each unit costs 2 CP to build and 1 CP to supply per turn. Units are used to fight gang wars and also can be used to expand your gang into neutral territory. As the game progresses, then upgrades for your units become availible, costing a number of CPs.

Gang Wars

Fighting is a part of life in the Imperial City underworld. You fight using your units. To attack a neighborhood, simply state the target(s) and how many units you are attacking with in the thread or a PM. The results depend on the number of units attacking or defending, the Loyalty levels, upgrades to units, and/or whether it is a gang's home neighborhood.

Expansion

There are 2 methods to expand your gang's operations.

1: Hostile expansion. To do this, you send out (a) unit(s) to do your dirty work, clearing out existing criminal elements. This is then played out like a battle. The number of defending units is the value of the neighborhood divided by 2.5, rounded.

2: Economic expansion. You spend points in a neighborhood to bribe law enforcement and local government officials, establish businesses, and establish yourself as the leading criminal element in the neighborhood. The chance of this succeeding are (number of CPs spent/value of neighborhood). So if you spend 1 CP in a neighborhood with a value of 5, you have a 1/5 chance, or 20% chance, of success.

Loyalty

An important factor is your gang's loyalty to you. There are 5 levels of loyalty. Loyalty affects the results of your gang wars and also the chance of neighborhoods rebelling against your gang's domination and new NPC gangs forming. From highest to lowest (these names probably will be changed):

Fanatical: +20% combat bonus
United: +10% combat bonus
Allied: no combat bonus/penalty
Uncertain: -10% combat penalty, 5% chance of a non-home neighborhood defecting
Collapsing: -20% combat penalty, 15% chance of a non-home neighborhood defecting

Your starting loyalty depends on the value of your home:

3 or below: United
4-5: Allied
6-7: Uncertain

You can spend 4 CPs to increase your loyalty by 1 level.

Events

Every turn, there will be a few events with multiple options to choose from. There will be 1 citywide event, which all gangs have to respond to, and 4-5 gang-specific events, which only 1 or maybe 2 gangs have to respond to.

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These rules can (and probably will) be changed, so any help would be appreciated.
 
@Double A- I actually really like the "Relatively randomly drawn borders makes the game look a bit different" idea.

I would just suggest you ban nations that are extra dumb like "Mathalamus Empire" since seeing them every game is far more annoying than seeing France every game.

@Southernking- What a game. If I have time when you do it (If you start in July, it won't work) I'll definitely play.
 
I would just suggest you ban nations that are extra dumb like "Mathalamus Empire" since seeing them every game is far more annoying than seeing France every game.

I'm not you. I think they're equally agitating. However, I don't feel inclined to invade Math every game just because he creates the same nation a lot.
 
Considering ASOIAF is a separate universe from Earth, I really don't expect to see France or the Mathalamus Empire.
 
Dommy has some good ideas. His execution of them needs works, but he knows (In the sense of what goals he wants to achieve) what he's doing. I can't say that for Math.

EDIT: Double A, I would like you forever if you'll let me be the Seven Republics (Look it up, its in a Vic 2 mod).
 
Dommy has some good ideas. His execution of them needs works, but he knows (In the sense of what goals he wants to achieve) what he's doing. I can't say that for Math.

I agree that many things I try to do need work, but since I'm assuming this is a comment related to IOT, I'm curious as to what this is referring too. I have no doubt of it, I'm just curious.

As for Math, I think he's struggling with bipolar. If so, we should feel bad for him. If not, I really don't know what to say...
 
So: war. The 'strategic map' option seems popular, so it'll definitely be a keeper. At the start of the conflict, I'll provide two maps: one detailing all the territories impugned, and the actual battlefield. Players' victories and defeats in different regions translate into change of lands. I'm still trying to figure out how to determine the end of the match beyond total victory, since given the scale of the playing field, annihilating every enemy soldier is too tedious.
Here are some ideas, in descending order of complexity:
A. - The "Schlieffen Plan" approach. The players each provide a single plan with all the nuanced details and I butt them against each other. Continue until either a) all orders are fulfilled or b) there aren't enough troops left to carry them out. Can reduce the war to a single update.
B. - A tug-of-war style in which the battlefield is divvied up into different regions. The war is conducted in rounds, with players battling over specific regions each round; the front line fluctuates based on who wins what region that round. The war ends after a set number of turns (rough estimate of 3-5), or if one player wins all objectives. Players can adjust their strategy as the situation evolves.
C. - The limited forces option. Similar to B., except the troops committed at the outset must last for the entire war. Casualties are not replenished each round, making effective tactics that much more critical.
All wars last either until victory, time limit, or when all parties agree to a cessation of hostilities. Belligerents revert to a state of peace. Any further aggressive action without casus belli incurs a reputation hit.

I like Option A combined with the flexibility of Option B.

Then we have the RNG. I'm debating whether to continue to IOT4's three-per-turn allowance, or up that number to allow for either more attacks, or stronger individual assaults.
My basic formula is a roll range of 1-10 with a starting multiplier of 1. Combining action points (if we use them) adds 10% efficiency each (so 1.3 with the standing three, 1.5 with five). Additional modifiers are then applied based on roleplay criteria.
Examples: [lots of examples]

Good ideas there.


Speaking of reputation, here are some ways in which it can change:

Really good ideas here too.

It's been ten years since IOT4, so how much do we want to change? I can possibly adjust the landmass in reaction to global warming/cooling, although I aim to keep the same number of territories. I'm also looking into expanding the already discouraging levels of radiation; how far do people feel I should add to the hurt?

Firstly, I'd set it to maybe 20 years after IOT4. There's no real need to adjust the landmasses except maybe make a few low-lying coastal areas (like the Dutch polders) disappear or, if you like, make some rivers change their course. As for Radiation, I don't really mind what you do as long as you make it sound plausible (which you won't have any trouble doing).

And Kashmir (was I a monarchy or a republic?) will make a return.
 
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