IOT Developmental Thread

What year is that supposed to be?
The map is loosely based on this world map which is set in the year 1900, though I made some changes for gameplay


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I have an idea for a nation! But it definitely looks good.
Thanks, any input is appreciated:goodjob:, what would you like to see added?

why do the Dutch have part of Australia?
Historically speaking, the dutch wear the first Europeans to arrive in Australia, also I wanted to compensate them for the loss of Iran Jaya which I gave to Germany so they could have a major colonial possession.

Omega, it will merely be the way Non-Players and Rebels define you. You can have any title you give yourself, but that will be your "CPU" title (read: default title all NPCs see you as)

I don't see the problem of just letting us choose our title instead of having those based off of religion. Especially if a nation doesn't have a state religion.

Also, I think the loose province in Britian should go to Northumberland. The one in France should go to the one on top of it. Don't see the ones in Poland.

Ok... The North english province goes to Northumberland, the French one to Ile-De-France and the two Polish ones are nestled between Pommerania-Mecklenburg, East Prussia, Brandenburg, Mazovia and Silesia.

Oh I see it. You should combine them, and make it its own province.
are you all talking about my game or something else, for I am at a complete loss:confused:
 
So... we currently have seven IOTs running (not counting the map test), and about the same number either in beta or about to launch.

Must be Summer.
Or winter here :/

But yeah, I think it's the peak season of IOT.
 
So... we currently have seven IOTs running (not counting the map test), and about the same number either in beta or about to launch.

Must be Summer.
I am GM of one ... phew !!! ... what am I in for ... with all these yunghin's :eek:
 
The new Map for my IOT:
yr69y.png

Changes:
Nedim removed all the fuzziness and fixed the borders in Russia
Added a few provinces to existing provinces.
More rules:
Spoiler Modifiers :

Modifiers are special things that affect your country: They may give you extra income or give you more rebels in a rebellion. Some of the governments have permanent modifiers, some have dynamic ones (the (un)favorable winner modifier, for example). There are Governmental and Country modifiers. Governmental ones depend on your government type, Country ones are totally random. GOVERNMENTAL (starting) modifiers are:
Centralized: More tax income, Higher stability drop when changing to a different government
Prussian Constitution: No negative effects when elections finished, divided house that gives random modifiers.
Unfavorable/Favorable Winner: a random good or bad Country modifier that lasts until each election, depending on if the winner is favorable or not.
Will of the People (Democratic): Random modifiers every now and then.
Will of the People (Communist): Random modifier with each new province.
Spring Uprising: Revolts every now and then, but rarely.
There are too many Country Modifiers to list.

Spoiler Provinces and Enclaves :

Provinces define your border. Each one costs 3 XP to claim. Each province has a base income of 2 XP and 100 Manpower, meaning 1 regiment could be created in every province. Naval provinces can create one ship every turn. this may be affected by a modifier.

There are also Wasteland provinces. These are Komi, Sahara and El Djouf. You cannot claim or pass through these provinces, someone in Mali needs to pass through Rio de Oro, Fez and Tadimekket before he is in Songhai. He cannot pass through El Djouf.

Enclaves are a new system. They are a province you control NOT CONNECTED to your other provinces, this includes provinces overseas. Rebel Provinces are not considered enclaves, as are provinces not somehow bordering an island province and provinces bordering neutral provinces. You may lose an enclave through the fact that it has nothing to do with your country, in this case it will go to the country surrounding it the most. If it borders one of the Wasteland provinces, it IS considered an enclave. It's alo considered an enclave if it borders the edge of the map as well as a country. Enclaves are impossible to get if you don't war or are a rebel state.
Here's an example map:
Spoiler :
AaS03.png

The Province of East Frisia belongs to the Burgundy-ish purple. It's surrounded by Red provinces, which were taken as rebels or a war. It has a lot of chance of going to the Reds soon.
The Light Blue province of Central Sweden is NOT an enclave seeing as it borders a lot of uncontrolled provinces (Central Norway, Lapland).
The Dark Brown province of South Komi borders a lot of Teal, but seeing as it borders Komi it's an enclave.
Liguria is NOT an enclave, it borders Corsica which is controlled by Orange.
The province of Maine (france) is a blue enclave, seeing as it borders just as many burgundy provinces as purple ones it has a 50-50 chance of flipping to one if it flips.
Brown in the Highlands and Ulster is NOT an enclave. They border each other.
Serbia is controlled by rebels so it is NOT an enclave.
Bithnya would be an enclave, those Islands belong to Bythnia Province. Karaman, Cyprus, Rhodes and South Anatolia are NOT considered enclaves, they border each other.
 
Sunnah: a casus belli on all Catholic nations at the cost of -2.00 research rate.
Shiite: a casus belli on all Sunnah nations at the cost of -2.00 research rate.


Link to video.

Islam does not preach for technological ignorance. It was the stupid governments, not the religon. Same for Orthodox.

And in fact, isn't this supposed to start in 1799? You know, after the enlightenment? No country is going to say "Hurr-durr, let's kill the muslims/caltholics/whatever" as its reason to go to war anymore.
 
Sunnah: a casus belli on all Catholic nations at the cost of -2.00 research rate.
Shiite: a casus belli on all Sunnah nations at the cost of -2.00 research rate.

Islam does not preach for technological ignorance. It was the stupid governments, not the religon. Same for Orthodox.

And in fact, isn't this supposed to start in 1799? You know, after the enlightenment? No country is going to say "Hurr-durr, let's kill the muslims/caltholics/whatever" as its reason to go to war anymore.

The reasons for the stagnant technological development in the Islamic world were geographic, cultural and situational; but while technological ignorance was not an inherent characteristic of Islamic society, a generally conservative religious atmosphere did have a role in impeding the adoption of technology and reform.

Russia is an interesting case; it was not seriously technologically behind the rest of Europe. Its problems were mainly economic and administrative. Much of the country was underdeveloped, but that has a lot to do with the size of the country and the relatively low population density.

As for casus belli, religions were still important. One of the issues which led to the Crimean War was France and Russia quarreling about who should be the protector of holy places in the Ottoman Empire (France representing the Roman Catholic Church and Russia representing the Orthodox Church). Russia used its claim as the protector of Orthodoxs in the Ottoman Empire several times as a pretext to intervene in Ottoman affairs or start a conflict, while during World War I the Ottoman Empire used its claim to the Caliphate to declared a global jihad on the Triple Entente in 1914. And of course Japan's War of 1937-1945 was a holy war which, while not specifically directed against any particular religion, was fought in the name of the divine Emperor under the banner and sanction of State Shintoism.

Not to mention the various forms of "mission civilisatrice" invoked by European and American colonial powers to justify subjugating non-Christian peoples.

As for the religious modifiers themselves, I object to them because I think some of them are too punitive, unless you want it to be historically accurate, in which case I object to them on the grounds that they don't make much sense: Sunni countries get a casus belli on Catholics, but not Shias? Orthodox countries get a claim on Russian provinces, but Orthodoxy is not limited to Russia, and the historical Russian Empire held up its religious credentials to act for Orthodox Christians outside of Russia, most notably in the Ottoman Empire. Protestant countries get a rebel penalty but historically Protestant countries weren't any more prone to rebels than other countries in general. And I just don't get the Jewish modifier.
 
Don't use paint then. Use a real image editor like GIMP or PaintDotNet, they're free.

If you can't or won't download for whatever reason, then use Sumopaint, which is free when in browser.
 
Just an idea I had.

An empire-builder taking place in space rather than on any single planet.

The universe map is a 10 x 10 grid. Each square on this map of 100 squares is its own solar system, and each solar system can have anywhere from 1 - 10 planets. In other words, the universe can be anywhere from 100 to 1000 planets large! Each planet, furthermore, is divided into zones... and can have anywhere from 1-5. So, 100 * 10 * 5 = 5,000 provinces that can be taken over. Or, alternatively, there can be only 100 zones that can be taken over... ;)

Players will start by choosing a solar system. The system will then be created at random - as all systems are when they are discovered!

Every starting system gets 5 planets by default, all of which are under the player's control. The total number of zones in the starting systems can only number between 25-30, to add some luck yet not screw anyone over too much.

Expansion

Players will expand 5 zones per turn, steadily spreading across the universe. You can expand into any neighboring solar system, however, doing so costs 2 claims rather than 1!

NPCs

There's a 25% chance every planet discovered will have inhabitants, and whether they are dealt with peacefully or militarily will be up to the empire. These states will, likewise, have space programs, but cannot hope to compete with the resources of empires already controlling entire systems! As such, they will be limited to expanding to either 20% of their total provinces or 1, whichever is more, per turn.

Uninhabited planets are auto-terraformed.

Planet Stats

A word document will be kept separate from the game - and be attached every update - that will detail the basics of each planet, such as...

When a planet is discovered, the player who discovers it gets to have some fun in creative terms, such as:

-Naming it!
-Detailing the race that lives there if it's inhabited
-The climate (dry, temperate, cold, etc.)
-The geography (mountainous, flat, oceanic, etc.)
-The resources (keep in mind I will start modifying your discovery if you keep popping wealthy places)

All this data will be kept track of in a separate file, and ordered by solar system for convenience.

Economics

Every zone generates 1 gold per turn for simplicity purposes. What you spend it on is up to you.

You can trade with new states you meet, but are limited to five agreements, and this is throughout the entire game. Trade gives you +100% of your friend's income. States located in zones along the trade route receive 50% of the trade's value! This allows little states to not be left too far behind.

Technology

The tech tree will be simple:

-Economics. Increases your output by 20% for each level you have, up to 100% for all 5. Every level costs 100, flat, to reflect exponential growth. So, it will cost 500 gold to fully max this out.

-Transportation. 4 levels, each costing 50n. Maxing out costs 500 gold. Each level allows you to move one more solar system, so you can move halfway across the game map if you have Transport 4! Likewise, each Transport level also allows you to colonise and negotiate that distance away, so Transport 4 allows colonies 5 systems away, contact with states 5 systems away, and your fleets to move that far as well.

-Military. 5 levels, each costing 50n, so 750 to max out. Each level gives you +1 in combat. And since this game has rolls on a scale of 1-10, this is important! Every military also adds +1 to your support limit for every zone you control.

-Civics. Effectively a measure of how evolved your state and its integrity is. 4 levels, each costing 25n, so 250 to max out. Every civics increases how many systems you can control without incurring revolt risk by 1. So, maxed civics means you can control 5 of the 100 systems. Soft power is your friend!

In total, it costs 2000 gold over the course of the game to max out all techs, but assuming 25 zones in the first system with 15 average in the other 4, you have 85 gpt, you can have all techs in 23 turns. While it will take a few turns to reach 5 systems, you also have trade, and of course, random goodies I will drop on you!

---

More to be added (primarily combat and diplomacy options), but does it seem good so far? At the very least, there will be plenty of room for imagination. A planet of machines, a planet of Mobians, and everything in between!
 
I'll also get rid of the Casus Belli system; no need for it since warmongers are effectively neutered... go too far over the 5 systems limit and you'll find yourself facing a 100% Revolt Risk! :p

Have I finally achieved my goal of a soft power centered game by cracking down hard on aggressive gamers? Perhaps!

... I'll need to prevent alliance spam as well.

---

Now, trade agreements are the obvious aspect of diplo. We'll also have non-aggression pacts, which will last however many turns the signatories specify.

As for alliances, those will go back to the IOT roots and be wholly informal, as without CB, there's no need to make them a hard-coded agreement. Make and break them as you please!

Client states, logically, will have to be hardcoded. I suppose you can collect 10-50% of your client's income, and this will logically affect their willingness to stick by you, desert you, or, worst come to worst, join a coalition against you. As will your acts towards them in the past - i.e. if the clientisation process was peaceful vs. forced + if you protected/were generous to them during their tenure as a client.

Clients will prove useful as a means to project power, simply because you can offload planets to them. But of course, if they become too strong, they may begin to think for themselves...

---

Combat is, as was stated, on a scale of 1-10, across the entire game. Having high quality has its advantages and thus, an arms race will be simulated. Otherwise, Level 5 Kidna'i Empire (planned NPC state ;)) will steamroll Level 1 Coruscant and Level 0 Mobius.

As for the actual combat, there will be three tiers.

First, space fleets attack eachother and try to overwhelm the other. Loser retreats and loses their move, victor moves into position.

Second, space fleets do battle with orbital defenses if applicable. Elimination of the guns opens the path for an actual invasion.

Third, any troops on your fleet land on the planet surface, and do battle with whatever your enemy has present. Victory there = planetary takeover.

Now, re-assembling a fleet is a pain in the behind, logically, so it's a wise idea to keep a large space navy, because if it goes down, you are rendered effectively defenseless.

I think I'll use Sons of Mars II's automatic army raising feature for settled territories, but orbital guns and space fleets will be entirely discretionary. Of course, it'd be silly to not have either... the latter especially, as they are needed to have a flexible defense, launch offensives, and (depending on if I implement the idea) combat space piracy along the wealthy trade routes!

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Espionage is the last thing I'm really thinking of. Obviously, subterfuge will play a key role in soft power. Assassinating unfavorable leaders, staging coups, and overall interruping a rival state's functioning will enable you to force them into a more... amicable position.

Assassinations will get rid of those vocal opponents, making a state slightly more supportive provided you know, you weren't discovered. (Rally Around the Flag Effect) Coups or revolutions may create more unstable states, but they will be your friends provided you can support their continued rule (as superpowers have done historically).

General concepts, such as sewing discontent, will upset the state's very socioeconomic fabric, but where it will swing is entirely up to chance. It may create a clone of your ideology, or something so far opposed to it you'll be executing several foreign policy advisors!

Assassination and coups will only be available for performing on minor powers I think, but ideas such as sewing discontent or embezzling funds will be applicable to any target.

Causing desertions will also be useful, and I'll see if I can make those work.

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I don't think there's really much more to say except that SoM II must end first! :p

I do like the idea we'll return to more open-ended roleplay and a more simplified diplomatic system, yet not go too barebones that insanity will rear its ugly head. StarFox, Sonic, Ratchet and Clank, and every fictional universe ever will all go at it in high and mighty, HD, text-based gaming.
 
I'll definitely be joining after SoM :goodjob:. This sounds awesome. :D
 
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