The year is 1960 and the world is on the edge of oblivion. Following the end of the Second Great War, two nations emerged with power beyond which any nation before has ever known. Over the next two decades, these two powers created weapons capable of wiping cities and nations off the Earth. The other nations of the world trend lightly for when giants go to war, it will be them who are squashed.
The Rules
Note: all rules are subject to change, so please keep an eye out for them. Thanks.
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. 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.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTCW-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
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 nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them. They'll have to jump in as an NPC if their nation is already taken.
Joining the Game:
To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on.
Note: If you're going to make a nation that I feel like I have to call "bull" on, make sure the history post explains why it could even exist.
Select two territories from the global map. They must border each other. After that specify a general area(anywhere up to 8 provinces) that you would call as your own. Then choose three
Upgrades for your nation.
At the end of the 1st turn your nation will be randomly categorized into one of three categories:
Regional Power: 2 Provinces.
Major Power: 4 Provinces, may be overseas from each other if coastal.
Superpower: 8 Provinces, may be overseas from each other if coastal, only 2 or 3 will be chosen.
Note: This is just for determining powers at the beginning. There's a different system after the first term that determines who is a super power and who is not. Every IP, military unit, etc, counts as a point to a total score.
Minor Powers: Everybody who doesn't fall into the above category. Can only sign one trade agreement.
Regional Powers: These are nations that control 5% of the "score" in this game. Two trade agreements. Can guarantee minors.
Major Powers: These are nations that control 10% of the score. Three TAs. Can guarantee any rank below it.
Great Powers: These are nations that control 15% of the score. Four TAs.
Superpower: These are nations that control 25% of the score. Five TAs. G
A Threeist: These nations control 30% of the score. Six TAs.
Hegemony: This (or these two) nations control 50% of the world's total score. 7 TAs.
Trade Agreements
Nations, when they sign agreements, generate 10% of their partner's income in trade revenue.
Updates:
IOTCW is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 24 hours of a previous update. So, it is best to get your claims and orders in the first 24 hours of the turn.
When you post your orders in the thread, they must be bolded, red, and easy to read. Emphasis on the latter. The more detailed they are, the less time I spend working on the update.
Roleplaying:
Every post in the main thread should be posted in-character. Out of character talk should have OOC: in front of it. Of course, your orders don't have to be IC unless you really want to.
Expansion:
This is a rather simple issue. All territories are counted as nations called
Minor Powers(Beyond your starting claims, of course).
In other words, the map will be filled with nations at the start of the game and the only way to take over a minor (one-territory) nation would be to declare war on it and invade. However, minors can engage in limited NPC diplomacy and trade.
Note: All islands in a single sea province are counted as one territory. If you want clarification as to specific borders, ask the GM.
Note: Dotted lines on the map connecting islands to each other or mainlands indicate they are part of the same province.
Diplomacy
Foreign Aid can be sent to other nations anytime unless that nation is being blockaded.
Loans can be given to another nation. Any marked loan must be repaid within the time frame set by the loaner.
Guarantees can be made by higher ranking nations to lower ranking nations.
Defensive Pacts can be signed between nations.
Alliances can be signed regardless of rank.
Puppet States can be carved out of another nation during war (explained later)
Annexation means you annex a puppet state
Non-Aggression Pacts are set to last a predetermined amount of turns. Violating a NAP generates a 10% revolt risk.
Embargo: Cancels trade agreement with a nation and prevent your land to be used as an overland trade route to that nation.
Blockade: You actively blockade your enemy ports, which halves the IP of that province and prevents it from building ships.
These are really just examples.
Banking
Any unspent IPs are put into the World Bank. Among many things, the World Bank will lend out loans to players who request it and are trustworthy. Of course, you can withdraw your IPs at anytime.
War:
Armies are represented on the map as...lines. They move one territory per turn.
A territory may not be taken all at once following a battle. The attacker may possibly only gain a portion of the territory.
It is fully possible that you don't take an entire territory in one turn. As such, detailed battle orders are the way to go and attacking from several directions has actual benefits.
They cost 2 IPs each, 1 IP to maintain.
Navies ARE represented on the map as a block of your national color. 6 IPs each, 3 IPs to maintain.
Air Wings Air wings are not represented on the map. 4 IPs each, 2 to maintain.
Industry Points:
Industrial Points or IPs are the game's currency. Each territory produces one at the beginning of the game (has a level 1 industry level). IPs can be banked. The industry level of a territory can be upgraded. To reach the next level, take the next level you're aiming for, multiply it by 2, then subtract your current level. Say the upgraded territory is a level 1 being upgraded to 2, then it'll be....
2 (the level you're aiming for) x 2 = 4. 4-1 (current level)=3.
Cost 3 upgrade points to upgrade.
Upgrades
Destroyer Doctrine: 10% bonus versus Air Wings, Submarine Doctrine Navies
.
Frigate Doctrine: Navies gain a 10% free strike against navies (20% against submarine navies)
Carrier Doctrine: Can carry Air Wings.
Cruiser Doctrine: Can fire cruise missiles, 5% versus other navies, participate in land battles.
Submarine Doctrine: Can carry nuclear weapons. 75% blockade effectiveness.
Air Wing
Fighter Doctrine: 10% bonus versus Air Wings
Shock and Awe Doctrine: 10% versus ground forces.
Genie Doctrine: Fighters can use tactical nukes against enemy air wings.
Divisions
Armored Spearhead: 10% attack bonus
Defense in Depth: 10% defense bonus
Human Wave: Can buy two armies for the price of one. -10% effectiveness.
Canals:
If you own one of the Canals(Suez, Panama, Gibraltar, Kattegat) you can block travel to the nation of your choice. Do whatever you want with this power - enforce passage fees! Close the canal to nations that you mildly dislike! Whatever!
Nuclear Weapons:
Only the two superpowers start the game with nuclear weapons in all areas researched. Everybody else will have to put IPs into nuclear research OR the superpower could give its allies nuclear secrets. These ARE placed on the map.
However, this itself would threaten the superpower's power so it's a balancing act.
So, there are three types of nuclear weapons: Atomic, Tactical, and Hydrogen.
Atomic Weapons cost 10 IPs each. Can be placed on Air Wings. Atomic Bombs can destroy up to six armies in a territory or two navies. Three Air Wings if used with Genie Doctrine. Destroys three infrastructure points.
Tactical Nuclear Weapons cost 20 IPs each. Can destroy twelve armies in a territory, seven air wings (using genie doctrine), or four navies. Destroys five infrastructure points.
Hydrogen Bombs cost 40 IPs each. Can destroy 24 armies, 14 Air Wings (with Genie Doctrine), or eight navies. Destroys 12 Infrastructure Points.
DEFCON Meter:
Players can adjust their DEFCON Meter at a rate of 1 level per turn.
Note: The game starts at DEFCON 5.
DEFCON 5 - Peace. No significant tensions.
DEFCON 4 - Slight tension. 110% IPs
DEFCON 3 - Noticeable tension. 120% IPs. 7% increase in revolt risk.
DEFCON 2 - Significant tension. 130% IPs. 9% increase in revolt risk.
DEFCON 1 - 140% IPs. Open nuclear war. Nuclear weapons may be fired. 11% increase in revolt risk.
Revolt Risk
Any territory that is conquered through war has a 5% chance of rebellion. Once a rebellion triggers, there's a chance the rebellion spreads to adjacent territories and then from those provinces....each time the chance halving. (5%->3%-2%->1%->0%).
Losing a war generates a RR penalty for a year.
Espionage:
Espionage involves you putting IPs into Espionage Points. The more espionage points you have compared to your opponent, the more likely actions will succeed and least like you'll be discovered. I'll be keeping track of this number BUT ALL OF YOU SHOULD TRACK IT TOO.
Steal Information: When you use this, all PMs a player sends me for a turn is sent to you.
Fund Rebels: Requires you to send IPs to the rebels as well. 1 IP sent=1% chance increase in a territory of rebellion.
Double Agents: Successful action decrease opponent's Espionage Points by 10%.
Terrorist Attack: Spend IPs for this. The more IPs you spend, the more devastating the attack.
Coup 'd Etat
Victory:
Victory can be achieved three ways:
The Global Revolution - You and your allies must control the world. Also, NAME your alliances.
Acceptable Losses - Controls 75% of the world's nuclear arsenal for a year (four turns)
The Sun Never Sets - Control 75% of the global score.
Threerist - Hardest to achieve. If Oceania, Eurasia, and Eastasia are formed, those players win.
By definition, a rival is a nation that you are neither allied nor at war with.
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Special Victories
These are special "side" missions that, if you complete, will earn you a bonus in future IOTs I do. These aren't game winners and once you CLAIM one of this victories, you form Oceania, Eurasia, or Eastasia.
Oceania, Tis of Thee: Control North and South America, South Africa, the British Islands, and Australia.
United States of Eurasia: Control all of Europe and Russia.
Obliteration of Self: Control Korea, China, Japan, and Central Asia.