IOT Developmental Thread

just a limiter.

That does not make sense to me. Population growth should be constant. Likewise, military size should drain manpower with larger militaries draining more and more of the population.
 
thats only with conscription.
and how can I use RNG, all the other GMs use it.

I just use one of the ones you can use when googling RNG.

And that wouldn't make sense if it was just with conscription. You get your actual military units from the population.
 
Buildings: Buildings improve your cities in many ways and cost gold, you can build 1 building per turn.

Ancient buildings:
Barracks: require tech, Warrior code/ gives units a 15 RNG to armies
Temple: required tech, Ceremonial burial/ 1 Culture per turn (cpt)/ 1 happy face :)
Market: required tech, currency/+2 gpt per citizen/ +1 happy face per luxury
Library: required tech: writing/ +2 science point each turn
Walls: required tech: Masonry/ + 15% defensive bonus +1 happy face
Harbor, requires, sailing/ +1 gpt per sea square/ +5 RNG for navies/ enables sea trade

Midieval buildings:
Armoury: must have Barracks/ required tech, Feudalism/ +15 RNG for armies
Cathedral: must have Temple/ required tech, Monotheism/ +2 happy faces/ +3 cpt
Bank: must have market/ required tech, Banking/+100% gpt per citizen
University: must have Library/ required tech: Education/ +4 science points per turn
Jail: required tech, Feudalism/ -20% corruption/ -1 happy face
Castle: required tech, Construction/ +25 RNG defensive bonus/ +5 RNG to units produced/ +1 happy face/ obsolete against Industrial and modern units


Industrial buildiings:
Factory: requires, Industrialization/+5gpt/ +2 gpt per citizen/-2 happy face/-33% construction cost
Police station: must have Jail/ requires industrialization/ -25%corruption
Modern University: must have University/ requires Scientific Method/ +6 science points per turn/ +1 gpt
Airport, requires: flight/ + 10 RNG bonus to Air units/ enables air trade
Shipyard: must have harbor/ requires Industrialization/ +20 RNG to navies
Hospital: allows population to grow beond 10 citizens/ +1 happy face

Modern Buildings
Anti-Aircraft guns: requires, Modern military/ +25 defense against Aircraft
War Factory: must have factory/ requires, Modern Military/ +1 gpt/ +20 RNG bonus to land Units


I'm working on the costs, tell me if I need any more buildings
 
You're jumping straight from medieval to industrial?
 
That must be my problem, I never played 1-3.

Anyway, it's not like you go straight from Knights to Howitzers, right?
 
I was considering making an IOT entitled Imperium Offtopicum: Red October. This is a working title.

The idea behind it is that it would take place on a large map of the Russian Empire, most likely an edited version (more provinces in Siberia and Turkestan) of this one:
Spoiler :
Map_of_Military_Districts_of_Russian_Empire_1913.png


Its in the very early planning stages, and I was just wondering whether there would be an interest in such a game.
 
Broken Star probably used a similar map. It is divided by military districts after all.
 
A general rule is the more detail you add, the less provinces you should have. Ideas like infra and pop are good on their own, but you need to cut provinces if you're going to have them be individual values(i.e. it's possible to nuke a province entirely).

Barring that, use a general tech/investment tree. I, for instance, imagine all provinces to have the same population, and this is what the "military support limit" is for. Likewise, I give an economic average via the Infrastructure tech... I suppose you could have a population multiplier for an entire nation(representing the national average), with devestating attacks having a chance of reducing it.

IOT V's specific technologies wasn't a good idea for a forum game, but the idea of techs, if kept simple, is a good one. Keep them cheap (10 per level is too much), and make the effects mostly the same. My Infra tech staple, for instance, adds +1 income per turn per tech, but adds a +10% bonus on top for every 5 techs you have in Infra. Of course, just having Industry income the old fashioned way could work - the more you invest the more of a percentage is added.

I for instance, think there should be three technologies: Civics(control how many provinces you can own without increasing revolt risk), Economics(add income), and Military (controls how many soldiers you can support/how good they perform). Diplomatic range is of course, open for debate, and wholly depends on whoever GMs it; having it simulates the fact the Egyptians and Aztecs were not in contact with eachother from the dawn of time, but not having it simplifies things immensely and takes into account the fact players will cheat.

The sliders of Sons of Mars, while allowing for flavor, were quite cumbersome and hard to calculate. Save it for EU. The Civics, while simpler, can likewise get out of control. This is why any game I GM next will have Civ Strengths instead. True to Civ tradition and very simple to keep track of since you're stuck with it.

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Also: I would recommend making an actual map for it, Celtic. That'll make it easier to manage. You can keep track of it and pop into the scenario to see the stats for any nation.
 
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