I'm tentatively working on RIOT II which starts two years before the Second Revolution. The following changes are
1.) WMD Stockpiles removed (alternate history of an alternate history)
2.) The LP/XP system is replaced with the MP (Military Point)/EP (economic point) system which is based on IOTIV like the LP/XP as in RIOT, but it isn't based on provinces anymore.
3.) I'm using the non-modified version of the RIOT map. The one with a zillion provinces. Reasoning behind this is because the game is going to focus less on just game mechanics and more about roleplaying.
The question is is who wants to start a new nation and who wants to play as their old nation? For players who want to start off as their old nation, is there any territory you wouldn't mind seeing shaved off? It won't affect your starting power much (as nations like the USSR and Khitan will be more powerful than new nations still) and it opens up the map a bit given that three quarters of it have been claimed (namely Europe, my God, Yugoslavia).
Well, now that I'm off for the summer, I should be able to participate in this. Question though: Would I be allowed to take control of my old nation (the Northeast/American Federation) even though it got NPC'd and subsequently taken over by a newer player?
Even though it looks like I'll have a while to wait, my IOT (still being called IOT 7) is ready to be launched. Comments and criticism would be welcome:
Spoiler:
Welcome to the 32nd or so edition of Imperium Offtopicum! Imperium Offtopicum is at its heart a roleplaying game in which players carve out a corner of the world for their own nation and then grow and interact with the world around them. These games have had varying lengths, but due to their nature they've all* eventually slowed down and been ended. What (will hopefully) be different about this run is that although it will still retain all the roleplaying elements of previous editions is that in the end the goal will be to crown a single winner. I have plenty of free time
*As of writing, it looks like Iron and Blood will soon have a winner, so I'll edit this accordingly later.
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. Relating to Rule 5, be smart when it comes to Spheres of Influence. It's impossible for me to outright ban them, but don't let that stop you from only making spheres of about 5-10 provinces.
7. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
8. Above all else, RESPECT THY FELLOW FORUMERS.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player permanently banned from the game
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of God (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them.
Starting Out: To join, all you need to do is claim a single province. This province will be your capital, which in this game means losing it will have extremely negative consequences. It counts as one of your core provinces but produces 5 EP instead of 3.
If the game has already started and you want you join:
You will need to designate your capital and core provinces, but provided you don't come in too late you will be in a similar position to everyone else. You will be allowed to claim enough territory to put you on equal level with everyone else. Your tech level will be slightly behind, but competitive enough to keep you around
Expansion:
Spoiler:
There are no more XPs like in Rev IOT; instead each province claim cost 3 EP and you can only claim a maximum of 5 provinces per turn. However, at the beginning (<5 provinces) claiming provinces will be free. To comabt this, the maximum claims per turn will be capped. If no one else claims the same provinces you do they will become part of your empire at the start of the next turn and produce 1 EP.
Colonization:: Without any advancements in Naval Tech you cannot claim across an ocean province. Each advancement in Naval Tech allows you to colonize across another sea as long as you have a single ship at your disposal. However, the North American Basin province requires an additional advancement in Naval Tech to colonize through.
Core Provinces From Iron and Blood: The first five provinces you claim will become your core provinces; this means they will produce 3 EP instead of 1. Once an enemy captures the Core Province from another nation they can use 10 IP to regain the former output of the core province. Conversely, if you sign peace when you've lost a core province you can spend 6 IP to designate a new province as a core. Even so, you can only take 5 functioning core provinces from a nation. If you capture 5 cores from one nation and make peace with them, even if they have 5 new cores by the time you declare war again, any more core provinces captured from that nation will only ever provide 1 EP. The first turn cores are claimed they only produce 2 EP.
Roleplaying: Roleplaying is the essence of IOT. Its how your nation develops. Its how alliances are formed and broken. Roleplaying is very much encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above (IOT VI) To help encourage active development in your nation, each turn lasts a decade. Roleplaying may also reward you with EP bonuses throughout the game.
Economic Points:From Revolution IOT EP, the new LP, is used to purchase armies and navies, to research technology, and to expand. Armies cost a single EP and a ship costs 3 EP.
Technology:(IOT V)
Spoiler:
Technologies are an important part of IOT VII. In general, each level of the different technologies provides the same benefit, and although there is some variation the tree is mostly linear. You cannot invest in technology until you have 5 or more provinces Level : EP Cost
1: 5 2: 10 3: 15 4: 30 5: 40 6: 50
Military: 5% increase to attacking units Naval:Increases Naval Range, Navies fight better Defense:Gives 5% increase to all defensive battles, provides auto-defenders Trade:Increases Trade Agreement limit and provides bonus EP per turn Siege - Requires Defense 3:Removes Defenses and auto-defenders Engineering -Powerful new Abilities for your nation. Engineering 1 costs 100 EP and allows you to build canals.
Diplomacy:
Spoiler:
(There is no limit to the number of these you can sign per turn ) Trade Agreements:(IOT V) A trade agreement is signed between two nations only. Each Trade Agreement, until Trade 5 provides both parties with one extra EP per turn. Signing more Trade Agreements than your nation can handle (3 is the base limit) will result in your nation becoming dependent on foreign market; from that point on breaking your Trade Agreements will cause your EP per turn income to plummet.
Alliances: Any number of nations can sign an alliance with one another. This means that most diplomatic actions they take automatically involve all parties instead of one. However, if one member is declared upon or declares war themselves the other members are not automatically at war as well. They have the option of abandoning their ally at the cost of all future diplomatic actions not forcing other nations to aid them. This penalty vanishes after several turns.
Mutual Defensive Pacts and Protection Pacts: Mutual Defensive Pacts can be signed between two alliances and two nations, or one of each. If another party declares war on a member then they are automatically at war with the other member! Protection Pacts work in exactly the same way except they are against a specific nation or alliance.
Guarantees:: These can be signed between two alliances, between two nations, or one of each. A senior partner here promises to protect the lesser partner against any and all foreign attacks. If any other party declares war on the junior member then they are automatically at war with the senior member!
Loans:: A nation or alliance can loan any amount of EP to another nation for another amount (it can be greater or equal) and repay the loan once the original lender requests (You cannot request your loan back [officially] during a war ). Although this can be a useful form of aid during a war, neglecting to pay back your loan during peace will result in your nation being treated in much the same way as a nation who dishonors their alliance.
The Map:
Spoiler:
The map is a moderately adjusted version of the one Taillesskangaru produced for Revolution IOT. Many of the Pacific and Caribbean islands have been removed
or linked to improve the game's function overall. However, this map is not entirely concrete; should there turn out to be two players who want to start in France
or two players on the British Isles the map will be expanded accordingly. Similarly if no one claims in Africa I'll remove a small amount of provinces from there as well.
This should mitigate the problem of one player having an obscenely large amount of territory to claim while most everyone else gets only 6 turns worth.
Events: (I'm not sure which IOT was the first to use these) Every now and then a global event will occur, and more rarely a nation-specific event will occur. I'm being purposefully vague here, but in general this will a way for me to limit expansion. Yet, the goal of having a single winning nation in the end I will tend to be a lassiez-faire GM.
@THOR: Can we please keep Aftermath better documented than its predecessor? I mean like keeping links to the updates on the front page, and maybe even a history of wars and things like that. I just tried to reread the IOT IV: Third's the Charm and there was no record of anything like that, so it was too much chaos to figure out what was going on. I don't know how much of a burden that would be on you, but it would be very helpful to everyone else. Heck, I'd even volunteer to help some with it if you want. (I'm thinking something similar to the way kiwitt does it in Iron and Blood, btw)
Well, now that I'm off for the summer, I should be able to participate in this. Question though: Would I be allowed to take control of my old nation (the Northeast/American Federation) even though it got NPC'd and subsequently taken over by a newer player?
Ha! We both thought of EPs for IOTs. Of course, since RIOT was based on IOTVI, it's only fitting that RIOT II will be based around IOTIV's idea of roleplaying combined with a MP/LP system not based around how many provinces you have. Because of that, I'm using a map that has even more provinces on it than RIOT's but only because I only have to track it when I'm placing claims and that's it.
@THOR: Can we please keep Aftermath better documented than its predecessor? I mean like keeping links to the updates on the front page, and maybe even a history of wars and things like that. I just tried to reread the IOT IV: Third's the Charm and there was no record of anything like that, so it was too much chaos to figure out what was going on. I don't know how much of a burden that would be on you, but it would be very helpful to everyone else. Heck, I'd even volunteer to help some with it if you want. (I'm thinking something similar to the way kiwitt does it in Iron and Blood, btw)
An interesting idea. I can try to condense turns into the update post: major diplomatic changes, progress of wars, and possibly some of the RP if it's particularly poignant. If you want to help, by all means; anything else you think should be covered? Should the same be done with the Battle Thread?
For RIOT II, I got rid of armies/navies and instead replaced it with Military Points. Like how armies and navies abstracted land and naval power, MPs abstract military power, full stop. MPs can be used for attacking provinces, airstrikes/bombings, and for patrolling/blockading enemy ports. The reason why I'm going this direction is because I feel that the less players have to think about actual mechanics, the more they think about roleplaying and diplomacy. So, abstracting military to "military points" and economy to "economic points" seems like the perfect solution.
It allows me to put in more events beacuase (sic because of random reference of the day) there's less to think about. MPs represent quality AND quantity since throwing more MPs at an engagement makes your forces more effective.
Of course, players may not agree on the genre they want so may a nation full of normal humans to a nation of machines or wizards or Red Alert-esque weapons.
On another note, I even think I'm going to simplify space colonization.
Nothing to fancy. Brings in Events/RP potential/EPs. No map tied to them unless players build some kind of Dimension Gate and travel to an alternate Earth.
Also, according to my notes, the only nation that will have the power to even think of developing first tier weapons on the very first turn would be the USSR who has a 103 EPs at the beginning of the game but Khitan has a whopping 500+ MPs to burn at the beginning.
USSR (TK): 103/365
Khitan (Naruto): 94/506
DB Corporation (Blackstone): 85/259
Japan (CELTICEMPIRE): 9/77
Neo Old Kingdom (AA): 19/19
Yugoslavia (NN): 76/143
Mathalamus Republic (Guess): 53/171
American Federation (Link/CelticFury): 61/223
DC Corporation (Lighthearter): 18/0 (Security Force controlled by DB Corporation)
Brazentina (Droopy): 5/37
Republic of Dos Tacos (Mad Man): 5/5 (which are starter stats)
No. That's information I'm giving to old/possibly returning players.
Hopefully, returning players will allow for some of their territory to be broken off for new players. It won't effect stats in any way. Also, ignore that monster in Western Europe/Britain/Denmark/etc. It won't be in the final game.
Here's that map TK hates so much.
Spoiler:
It's uploading as a JPG because of it's size. The actual thing will be PNG. Just didn't feel like going to Imgur right now.
Even though it looks like I'll have a while to wait, my IOT (still being called IOT 7) is ready to be launched. Comments and criticism would be welcome:
Spoiler:
Welcome to the 32nd or so edition of Imperium Offtopicum! Imperium Offtopicum is at its heart a roleplaying game in which players carve out a corner of the world for their own nation and then grow and interact with the world around them. These games have had varying lengths, but due to their nature they've all* eventually slowed down and been ended. What (will hopefully) be different about this run is that although it will still retain all the roleplaying elements of previous editions is that in the end the goal will be to crown a single winner. I have plenty of free time
*As of writing, it looks like Iron and Blood will soon have a winner, so I'll edit this accordingly later.
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. Relating to Rule 5, be smart when it comes to Spheres of Influence. It's impossible for me to outright ban them, but don't let that stop you from only making spheres of about 5-10 provinces.
7. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
8. Above all else, RESPECT THY FELLOW FORUMERS.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player permanently banned from the game
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of God (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them.
Starting Out: To join, all you need to do is claim a single province. This province will be your capital, which in this game means losing it will have extremely negative consequences. It counts as one of your core provinces but produces 5 EP instead of 3.
If the game has already started and you want you join:
You will need to designate your capital and core provinces, but provided you don't come in too late you will be in a similar position to everyone else. You will be allowed to claim enough territory to put you on equal level with everyone else. Your tech level will be slightly behind, but competitive enough to keep you around
Expansion:
Spoiler:
There are no more XPs like in Rev IOT; instead each province claim cost 3 EP and you can only claim a maximum of 5 provinces per turn. However, at the beginning (<5 provinces) claiming provinces will be free. To comabt this, the maximum claims per turn will be capped. If no one else claims the same provinces you do they will become part of your empire at the start of the next turn and produce 1 EP.
Colonization:: Without any advancements in Naval Tech you cannot claim across an ocean province. Each advancement in Naval Tech allows you to colonize across another sea as long as you have a single ship at your disposal. However, the North American Basin province requires an additional advancement in Naval Tech to colonize through.
Core Provinces From Iron and Blood: The first five provinces you claim will become your core provinces; this means they will produce 3 EP instead of 1. Once an enemy captures the Core Province from another nation they can use 10 IP to regain the former output of the core province. Conversely, if you sign peace when you've lost a core province you can spend 6 IP to designate a new province as a core. Even so, you can only take 5 functioning core provinces from a nation. If you capture 5 cores from one nation and make peace with them, even if they have 5 new cores by the time you declare war again, any more core provinces captured from that nation will only ever provide 1 EP. The first turn cores are claimed they only produce 2 EP.
Roleplaying: Roleplaying is the essence of IOT. Its how your nation develops. Its how alliances are formed and broken. Roleplaying is very much encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above (IOT VI) To help encourage active development in your nation, each turn lasts a decade. Roleplaying may also reward you with EP bonuses throughout the game.
Economic Points:From Revolution IOT EP, the new LP, is used to purchase armies and navies, to research technology, and to expand. Armies cost a single EP and a ship costs 3 EP.
Technology:(IOT V)
Spoiler:
Technologies are an important part of IOT VII. In general, each level of the different technologies provides the same benefit, and although there is some variation the tree is mostly linear. You cannot invest in technology until you have 5 or more provinces Level : EP Cost
1: 5 2: 10 3: 15 4: 30 5: 40 6: 50
Military: 5% increase to attacking units Naval:Increases Naval Range, Navies fight better Defense:Gives 5% increase to all defensive battles, provides auto-defenders Trade:Increases Trade Agreement limit and provides bonus EP per turn Siege - Requires Defense 3:Removes Defenses and auto-defenders Engineering -Powerful new Abilities for your nation. Engineering 1 costs 100 EP and allows you to build canals.
Diplomacy:
Spoiler:
(There is no limit to the number of these you can sign per turn ) Trade Agreements:(IOT V) A trade agreement is signed between two nations only. Each Trade Agreement, until Trade 5 provides both parties with one extra EP per turn. Signing more Trade Agreements than your nation can handle (3 is the base limit) will result in your nation becoming dependent on foreign market; from that point on breaking your Trade Agreements will cause your EP per turn income to plummet.
Alliances: Any number of nations can sign an alliance with one another. This means that most diplomatic actions they take automatically involve all parties instead of one. However, if one member is declared upon or declares war themselves the other members are not automatically at war as well. They have the option of abandoning their ally at the cost of all future diplomatic actions not forcing other nations to aid them. This penalty vanishes after several turns.
Mutual Defensive Pacts and Protection Pacts: Mutual Defensive Pacts can be signed between two alliances and two nations, or one of each. If another party declares war on a member then they are automatically at war with the other member! Protection Pacts work in exactly the same way except they are against a specific nation or alliance.
Guarantees:: These can be signed between two alliances, between two nations, or one of each. A senior partner here promises to protect the lesser partner against any and all foreign attacks. If any other party declares war on the junior member then they are automatically at war with the senior member!
Loans:: A nation or alliance can loan any amount of EP to another nation for another amount (it can be greater or equal) and repay the loan once the original lender requests (You cannot request your loan back [officially] during a war ). Although this can be a useful form of aid during a war, neglecting to pay back your loan during peace will result in your nation being treated in much the same way as a nation who dishonors their alliance.
The Map:
Spoiler:
The map is a moderately adjusted version of the one Taillesskangaru produced for Revolution IOT. Many of the Pacific and Caribbean islands have been removed
or linked to improve the game's function overall. However, this map is not entirely concrete; should there turn out to be two players who want to start in France
or two players on the British Isles the map will be expanded accordingly. Similarly if no one claims in Africa I'll remove a small amount of provinces from there as well.
This should mitigate the problem of one player having an obscenely large amount of territory to claim while most everyone else gets only 6 turns worth.
Events: (I'm not sure which IOT was the first to use these) Every now and then a global event will occur, and more rarely a nation-specific event will occur. I'm being purposefully vague here, but in general this will a way for me to limit expansion. Yet, the goal of having a single winning nation in the end I will tend to be a lassiez-faire GM.
An interesting idea. I can try to condense turns into the update post: major diplomatic changes, progress of wars, and possibly some of the RP if it's particularly poignant. If you want to help, by all means; anything else you think should be covered? Should the same be done with the Battle Thread?
If you'd like, I can do a summary for the first turn, and you can copy/paste it into one of your reserved posts at the beginning. If everyone likes it, I can keep doing it or you or someone else could take it over if anyone feels they could do a better job. I just think it makes the thread more managable to have a "Table of Contents" at the beginning.
Something like this, though I may add more than just that, depending on how much you put into the Update posts.
Seeing as I haven't even added how combat and war works I can see how this may look kind of complicated. But in my opinion it isn't really very complex. All I see in IOT VII is a combination and tweaking of what (again, in my opinion) worked in IOT VI, IOT V, and Rev IOT. Cores for instance, are just compensating for the lack of XPs that were used in Rev IOT.
Here's the prototype Crisis Map I came up with for RIOT II (based on the Radioactivity Index thing from IOTVI). The Crisis map shows areas that are doing fine (blue areas), areas that need some help (yellow), areas that are humanitarian disasters (orange), to Oh-God-What-Has-Happened Areas (red)
Any area that borders a orange zone is automatically a yellow zone since that crap spills over. Any area bordering a red zone is orange which is why Spain is such a mess. Blue zones are numerous mostly because the USSR/Yugoslavia/Khitan are so powerful, they managed to keep the fighting out of Europe. Egypt has a line of yellow zone because of the Soviet March Up the Nile. Spain is suffering because of the Atomic War of the 1960s and some of the fallout/disaster has spread into France. There's a patch of a yellow zone in southern France because the heaviest fighting of the Civil War took place there. Italy because of the Egyptian Invasion. The Holy Land for obvious reasons.
The coastal regions in Asia were hit with a tsunami (little joke given Khitan never wanting coastal territory).
The Hegemony dissolved relatively peacefully except in Mexico and large parts of South America, which are now experiencing a little crisis. The X-Virus in the southern parts of South America is another red/orange zone hellzone with the monsters still roaming the red/orange areas (breeding largely in the red zones). Nonetheless, Yugoslavia still has claims over the area.
Greater South Africa didn't dissolve peacefully and the Ultra-Apartheid, under Andre Rhoodie, death kneel involved an attempted genocide.
California is still torn up a bit because of the Pirate Wars back in the 50s. The former Marylander Empire suffers from the effects of war still.
Spoiler:
This shows the power of Tier I, II, III, IV, V, VI, and a jump to the most powerful tier, XI. There's a clitch going from IV to V, there should be a lot more yellow than what's shown but meh. As you can see, the tier XI weapons can cause continental levels of destruction.
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