IOT Developmental Thread

ETA on start?
 
Gold = GDI
Red = Nod
Grey = neutral/contested

I coloured the map to show the state of the world at the start of the First Tiberium War (first CnC game). The situation in our IOT will be a bit different.

Good, because Nod would probably get wiped out by higher industrial capacity/more provinces of the GDI.

Don't feel old, feel disappointed that people don't know what CnC is. :)

I know what it is, and I was hyped for the Tiberium shooter, but I haven't actually played them. It stems more from the fact that I can't manage both an economy and a military in real time than I don't wanna.
 
I have finished and fixed up the rules for IOT: AoD, as well as create the group.

For now the group is private, but if you are sure that you will be playing IOT: AoD, just VM/PM me and I'll let you in early.

As for the rules, I'll post them here and let you guys find anything wrong before I release the beta:

Spoiler :
IOTAODcover.png

In 1492, Christopher Columbus discovered two entire continents unknown by anyone in Europe, Asia, and Africa. Soon after nations, specifically Portugal and Spain, attempted to take over this 'New World'. Unfortunately they could not agree on things. Quarrels turned into international disputes. International disputes turned into wars. Soon, all of Europe was at war. Everything collapsed.

But not all is over. The year is 1500. The survivors of the war banded together, and created civilization once again!

You are a leader of one of these new nations. But the New World is out there to explore and dominate. Which path will you take to victory? Will you create fine armies to destroy the opposition in Europe? Will you create vast colonies across America and Africa? Or will you take a more peaceful route, and make a colossal wealth unlike any other? The choice is yours.​



The Rules

Imperium Offtopicum: Age of Discovery is an empire-building and roleplaying strategy game in the IOT format. Build nations, claim territory, fight other nations in the mission to win the game.

This game is turn-based. When an update, or turn, comes along, you give me orders for your nation, and I use the info to create another update. Updates will occur at least once a week, or until the orders of all nations are given. Before an update, I will lock orders, which means you can't change them. This is so I don't get complaints about the orders being wrong because I was doing the update.

The game starts at 1500 and turns last for 5 years. The game will end in 1700, which gives the game 40 turns maximum.

House Rules

First, there are a few house rules you must follow:

Spoiler :
1. Do not flame, troll, or personally insult any other player. You may comment on their actions negatively if they are behaving badly, 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. The Game Thread is not a chat room. If a conversation is only relevant to a few players, then discuss it with those players themselves. Use Social Groups or visitor/private messaging to discuss diplomatic issues. Don’t spam.
4. 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.

The game thread is restricted to these things:

1. Updates and rule clarifications
2. Player actions in Bold and Red
3. Player trading deals in Bold and Blue
4. Player Nation Commentary and history building

Any diplomacy must be done in the diplomacy group, which I will make later.

Those who break the rules will be penalized via events in-game, and if you piss me off enough, you're booted out of the game and your nation disbanded.

Starting Off

If you want to play, first check to see if signups are open. Then fill out this application:

Player: Your username. Not too confusing.

Nation: The name of the nation you will roleplay. Ex. France, Morocco. You don't have to do a historical name, but make sure it's relevant. Ex. no Ponyland.

Color: Your nation's color on the map. This is to differentiate nations and their territories.

Claims: Post a map of your claims. You get 5 provinces in Europe or North Africa. Here is a more detailed map of that. For the map, take the map post and save the pic on your computer, then edit it on an image editing program, like Paint.

Capital: On that same map, signal where your capital is with a dot or something. Also, give it a name.

Flag: Post a picture of your nation's flag. I need this so I can differentiate armies and navies.

Victory Conditions

When a nation achieves any of these victories, the game ends with an epilouge and the nation with the victory is crowned winner, and the four other nations closest to victory are crowned as well. These top five will get bonuses in later IOTs I will create.

Conquest Victory: Be the last one standing.

Domination Victory (Europe): Control at least 200 provinces and twice the nearest nation.

Domination Victory (Colonies): Control at least 150 colonies and twice the nearest nation. Includes colonies that were upgraded to provinces.

Scientific Victory: Research every tech.

Economic Victory: Have a wealth of at least 1000 gold, and twice the nearest nation.

Cultural Victory: Have at least 500 Culture, and twice the nearest nation.

How to place orders/trade deals

Orders: To place orders for your nation, use Bold and Red

Country name

Income
Food

Item 1 (Amount spent)
Item 2 (Amount spent)


And so on. If you have an event that gives options, put this under your other orders:

Event name
Option taken


Trade Deals: To propose a trade deal, use Bold and Blue

Nations that can accept the deal

What you give

What you want


To accept a deal,

Accept (Nation)'s Deal

The Map

The map is divided into several land and sea provinces. Land provinces can be owned by a nation, and can support resources, improvements, capitals, cities, and troops. Sea provinces support resources as well, but also navies, which are important in moving troops and fighting other navies.

Cities and Capitals: Cities are a major component in every victory, so you shouldn't ignore them. They are basically a tile improvement, but a special one at that.

First they cost 10 Gold to found, and they create 2 Gold each turn.You also have a capital, which you must put in your nation application. Capitals make 4 Gold and are a red or yellow dot instead of a black dot.Colonies must be placed on the coast, but if you build a city there, you can expand colonies 4 provinces around it.

Population is determined like this:
Spoiler :
Each population point needs one food to sustain itself. The city makes 1 food, so it can sustain one population point, but if there is no food surrounding it the city cannot grow. When there is surplus food, it takes 3 turns to grow if one food is surplus, 2 turns to grow if two food is surplus, and 1 turn if three or more food is surplus. On the turn it grows, it now has another population point. Now it needs 2 Food to sustain its population, but because there was surplus food before, it should be able to. Any extra food now is still counted for growing larger. So for example, if a city at population 1 had 3 surplus food, which meant it grew to population 2 next turn, when it grew it only had 2 surplus food, so then it had to grow in 2 turns instead of 1.
Starvation: While unlikely, starvation happens when something that produces food for a city is now gone, which happens via pillaging or selling improvements or events. If the city has no food to sustain a population point, the population point starves and disappears. If the city has surplus food, one is given to the newest population point.

The total population of all your cities doubled is how many armies you can field. So if your national population is 8, you can field 16 Armies.

Resources: Resources are an upgrade to a province. if you have a resource under control, it might give you more food, more gold, or could make your people happier. A luxury resource gives 3 resources of that type, keeps your people happy, and can be traded. The Luxuries are Gold, Diamonds, Spices, Furs, and Tobacco. Slaves are a special resource. When controlled, you gain 5 slaves per colony. If you assign one to an improvement, its output doubles. They can also be traded, allowing for the slave trade to be possible.
Spoiler the resources: :
ResourceList.png


Note: The color of the background of the resource is the color that will show up on the resource map.

Improvements: Improvements are buildings that change the output of a province or other things. There are two types of improwements, city and land improvements. City improvements are built in a city, and land improvements are built on the land. Here is a list of city and land improvements:
Spoiler the improvements: :
ImproveList.png


Notes: Roads can only be built as a link between cities. The library multiplies the amount of science invested by 10% per library.

Armies and Navies: Armies and Navies appear as your flag on the map. They are important, as they protect your nation from invaders. See Military section for details.

Sea provinces
Sea provinces hold navies. There are two types:
Shallow: Around the coasts, these can hold one nation's navies only, but can be stacked.
Deep: In the oceans, these can hold three nation's navies, and are stackable.

Happiness
People's opinion, or happiness, dictates how well your nation is doing internally, as well as the chance of revolt and army morale. It is on a scale between -100 and 100, and split into five sections:
Spoiler :
:D - Very happy with the ruler's performance. (61 to 100) You are much more likely to get bonuses and much more likely to have a good event when an event occurs.

:) - Happy with the ruler's performance. (21 to 60) Not as good as very happy, but you are still likely to get bonuses and good events.

:undecide: - Neutral with the ruler's performance. (-19 to 20) There is now a 50/50 chance of getting bonuses or not, and good or bad events.

:( - Unhappy with the ruler's performance. (-59 to -20) You are now more likely to get penalties and bad events.

:mad: - Very unhappy with the ruler's performance. (-100 to -60) It is much more likely to have penalties and bad events with this opinion.

Every 10 Happiness Points closer to -100 increases your revolt risk by 5%. So at 100, it's 0, at 90, it's 5, and so on until at -100 it's 100.
How Happiness Changes:
What makes it go down?
-Some events can lower happiness.
-Lots of cities (-10 HP after the first 8)
-High population (-2 HP after 10 population)
-High taxes (-2 HP after 1.5 Tax rate)
-Lots of slaves (-3 HP each)
What makes it go up?
-Some events can raise happiness.
-Low taxes (+3 HP under 1.0 Tax rate)
-Luxuries (+10 HP each)
-Colusseums (See Improvement List)
-Civics Tech (+5 HP each)
Happiness and Armies
Morale is directly porportional to HP. So at 100, Morale is 100%, and at -100, Morale is at -100%.
Events
Every turn several events occur. They can be good or bad for you in many ways. There are a couple types, not all are included here:
Cultural: Based on your culture.
Military: Based on your military.
Penalties: These are special events for those who have unhappy people. Penalties such as losing money for territory can happen.
Bonuses: The other side of Penalties, for those who have happy people. They can include free armies or cities.
Punishments: Events for those who break the rules. These are very bad events, some examples being losing half your land or going bankrupt.
Culture

Culture is what defines your nation, and is a picture of what other nations see in you. By roleplaying, you can increase the amount of Culture you have.

I decide the worth of your nation commentary, but is mostly judged like this:

+10 for any good quality paragraph - GM descision

+5 for any relevant pictures - GM descision

You can also obtain culture from events. Special projects that are being worked on may also receive Culture according to the GM.

Gold, Food, Taxes, and Trade

Gold and Food are the currencies for the game. They impact almost everything in the game, from science to expansion.

Gold
Gold is obtained from your provinces, resources, or bonuses. Gold is the main currency, which buys science, improvements, colony upgrades, armies, navies, and much more.

Food
Food is obtained from your provinces, resources, bonuses, or trading. Food is used to clam provinces and colonies. Food can also be converted into Gold at a ratio of 2:1. It cannot be reversed.

Taxes
Taxes dictate the amount of gold gained from each province. The starting tax rate is 1.0, which means you get 1 Gold from each province. This can be moved up or down, from 0.0 to 3.0. In larger nations, tax money changes more than in smaller ones. Note that colonies are not taxed.

Trade
Trading allows you to exchange your valuables for the valuables of other nations. There are two types of trades: trade agreements and trade deals.

Spoiler :
Trade Agreements

You can make agreements of simple trade between two nations. You need these things:

1. A connection between the nations (Road or Harbor)

2. Both nations have the Economy 2 Tech.

3. Both nations agree to it, as well as other nations who should be involved (Ex. if a vassal offers trade)

If these all are true, any cities connected through the international route create 1 gold each for both nations. For example, if 5 cities were on the route, each nation would make 5 gold from the agreement.

This also works internally as well. When 3 of your cities are connected, for example, you make 3 gold from them.

Trade Deals

These are specific deals ntions can make. This is how you can make them:

First, you can choose who/how many nations can accept the deal. You can have all nations accept it if you want, but you'll probably run out of exports, which might hurt your happiness.

Say what you are giving to those who accept. It could be gold, slaves, food, luxuries, territory, armies and navies, or pretty much anything.

Lastly, say what you expect from the other nations. This could be nothing if it's a gift, or maybe you give nothing and give them a demand.

Like a trade agreement, it requires some sort of trade route (Road or Harbor)

An example could be... slaves for gold, territory for food, whatever. It's up to you. Deals are in blue and bold.


Science

Your nation can research technology that will give benefits to your country. There are four types of tech, each with 10 levels: Army, Navy, Economy, and Civics.

For each type, each tech costs 25 more gold than the last. So the first is 25, and the last is 250, for a total of 1375 Gold to research all 10 levels.

Army: Every Army tech makes your armies stronger, their strength on a rating from 0 to 10. Because your strength is 0 when you don't have Army 1, you should research it before you declare war. Every other Army tech (1, 3, 5,..) increases the amount of provinces an army can cover in a turn, for a maximum of 5 a turn. It also increases your fort level, up to level 5.

Navy: Every Navy tech makes your navies stronger. Every other Navy tech also increases the amount of sea provinces a navy can cover in a turn, for a maximum of 10 a turn. Navy 3 unlocks the warship, which is much stronger than a transport.

Economy: Every Economy tech increases the amount of trade deals you can have at a time, for a total of 10 deals. Economy 2 allows you to create trade agreements, as well as harbors.

Civics: Every Civics tech increases your happiness, by 5 HP each. Civics 2 unlocks all land improvements, and Civics 4 unlocks all city improvements (other than harbors)

Expansion

All countries start out as a small state. The only way to achieve dominance is through expansion!

Expanding into provinces: Provinces are only in the starting area. To expand into them, you need 1 food for each province you want to expand into. They will be colored as your starting color. They create 0.5 food each.

Claiming colonies: Colonies are outside the starting area. Instead of 1 food, they require 2 food to claim, and only coastal colonies can be claimed unless a city has been built. They also create no food and do not pay taxes. However, they still gain bonuses from resources, you can still build improvements on them, and they can upgraded into provinces. They are slightly lighter (or darker) than your starting color.

Upgrading colonies: In order to make colonies pay taxes and create its own food, you must upgrade them. This costs 10 Gold for each colony. Once this happens, they appear as provinces.

Territorial disputes: If two nations claim the same spot, a territorial dispute will occur. The two must either discuss it themselves or a war will commence.

Armies, Navies, and Battles

Armies and Navies, which are shown with a small flag, are what you use to attack other nations. Without them, you are very vulnerable, and cannot defend yourself incase of attack.

Armies

Armies are units that walk on land. They require 0.5 population points and 4 Gold to create. They all have a strength of 1. Their speed depends on army tech.

Navies

Navies are units that float on the sea. They don't require any population points, but they need more gold. There are two kinds of ships:

Transports: Can carry 2 armies on it. They have a strength of 1. They cost 8 Gold to build.

Warships: Unlocked at Navy 3, these ships can't carry armies, but have a strength of 3. They cost 12 Gold to build.

Battles

When two enemy armies or navies come into the same province, a battle occurs. This table shows how the battle works:

Spoiler :
Battles.jpg


Strength: The army or navy's strength without any modifications, other than the total armies and navies. Army/Navy x Strength.

Technology: Your army or navy tech level.

Base Strength: Your base strength before modifiers. This would be

(Army/Navy x Strength) x army/navy tech level = Base Strength.

Events: Some events will give bonuses in battle.

Morale: The morale of your troops depends on your happiness points. See Happiness.

Defensive Bonuses: The defender (on the right) may get bonuses depending on the province.

Terrain: +20%

Fort Bonus: Each fort level +20%, so a level 5 fort would give +100%.

City Bonus: +25%

Capital Bonus: +50%

Flanks: The attacker (on the left) get bonuses for flanking, or attacking from multiple sides. Each Side gives +20%.

Total Modifiers: All of your modifiers combined into one.

Final Strength: Your strength plus modifiers.

(Total Modifiers + 100%) x Base Strength

Remaining Armies/Navies: Armies or Navies left after a battle. This is a simple calculation:

Losing armies/navies - Winning armies/navies

So for example, if 10 armies were attacking 5 armies and the defender wins, the attacker is left with 5 armies (10 - 5)

Negatives are counted as a zero. So if the attacker won, the defenders would be destroyed completely.

Outcome: My description of what occurs after the battle, ex. Defenders Retreat.


Blockades and Pillaging

You can blockade and pillage to hurt a nation's economy. This can be done in war or peace, but doing it during peace usually results in war.

A blockade is when a navy blocks transport in a sea province. It requires 2 navies in shallow water, and 5 navies in deep water. If a blockade completely blocks off a trade route, any trades going along that route, both agreements and deals, are halted. Note that in a wide area of sea, one blockade won't work, as the trade route will simply go around it.

Pillaging is when an army destroys an improvement. It only requires one army to do this. Pillaging a road will break the trade routes that go along it. Note that you must pillage multiple roads if there are more ways to trade.

Military Plans

Military plans, which are the moving of troops, as well as pillaging and blockading, must be given to me via PM.

Diplomacy

For our last category, we will go through some basic diplomatic options in the game, though most diplomacy is made through roleplaying.

Alliances and Alliance Blocs: An alliance is when two nations agree to help eachother during war.

An alliance bloc is the same as an alliance, but it is an alliance of 3 or more nations, all willing to help eachother in war.

War: War is when two nations, or two alliances, fight eachother to obtain something, or to stop the enemy from obtaining something.

Embargo: Embargoing is when you stop a nation from creating trade routes that go through your land.

Vassalisation: A vassal is a nation that is subject to their owner. Vassals can still trade with other nations, but their owner must agree to it. They cannot declare war or create alliances. However, they can revolt and try to break free from their master.

There are many more diplomatic options, but those can be decided by the player on what they do. (As long as the GM agrees)
 
I will probably be joining, and it looks good!
 
Added some revisions with IU's closing. Not sure on a launch date, but I'd see if there were any questions/comments/criticisms.

Map

Spoiler :
iotbasemap.png


I will use the traditional map from the first Sons of Mars, except the provinces in North America and China have swollen enormously to bring them more on par with Europe.

To truly emphasise soft power, players will begin as 25-province juggernauts, with rival NPCs at tiers of 20, 15, 10, 5, or 1 provinces. Players are in essence the major powers, but will have to work hard to be true superpowers.

Starting Out and Expansion

As a human, claim 25 provinces, wherever you wish, but they must be contiguous via land/coastline, and not have a ridiculous shape. Build your capital wherever you please(or I will autoplace it where it would be most appropriate).

Every 5 cities, you will get a "fort," which is just a province where your roll is auto-doubled to represent strategic chokepoints. You can choose where you want it, or I will autoplace it where I think it would do best.

All provinces cost 1 XP to claim regardless of size or location(so claim all over the world if you so desire, just make it coastal!), and you get 5 XP each turn that cannot be banked or traded.

Logically, you cannot claim halfway across the world's oceans if you do not have a port. Sorry, no airport-based colonies.

You cannot claim while at war.

NPCs do not expand! They can only gain land through gifts/conquests, and conquest is only initiated if the NPC in particular has a reason and is aggressive.

As a disclaimer, any complexities you see here should not be worried about. Ask me if you have any questions, of course, and I may even give you advice!

Economics

Spoiler :
All provinces give 1 gpt, of course.

Every state gets an "Industry" rating in the tech columns. It seems like the traditional Infra/Economics tech, but it's not. It is a dynamic value that grows naturally each turn. Whatever your Industry is added/subtracted from your income. So, Industry 10 gives +10% income, Industry 20 gives +20%, etc. Woe unto the nation with a negative Industry rating!

Industry is, like real economics, primarily random and outside your control. Every country's initial rating is their starting provinces, so humans begin at Industry 25, giving them a huge advantage. (25 * 1.25 = ~31, whereas 20 * 1.2 = 24, so +7 income from the start over NPCs).

Now, the fun part. You can increase it manually, but will cost you - for every 10% of your income you put towards it, you increase it by 1. So, by donating 100% of your income for 10 turns, you get 100% Industry by the end of the 10th turn.

It also grows naturally, at a rate of 5% per turn, rounded. So, within 29 turns, it will naturally be at 100.

So, with a little investment here and a little growth there, all will be good, right?

Wrong. Random events also take their toll.

-War, depending on what you're hit with. Obviously, a war around the world (see America's overseas interventions) won't do much damage, but one on your home soil (see World War II) will tear you apart depending on back and forth warfare. Every five provinces you lose, regardless of if you retake them, drops your Economy by 1.

-Embargos. Has a one-time penalty of 1 to both the giver and receiver.

-Natural disasters. Severity will take 1-5 from your Industry. 1/20 of the nations are hit by this every turn.

-Natural boom/bust cycles. You can gain anywhere from -2% to 2% per turn; only 1/20 of the nations are hit by this every turn.

-Scientific breakthroughs. Innovations such as better power sources or transportation stimulate your economy, with you gaining +10 Industry, every neighbor +5 Industry, and everyone else +1 Industry. It's up to you what the breakthrough is. Scientific breakthroughs only happen once every 5 turns, starting with the first update. This allows economically powerful nations to form early on, but not so much they dominate.

-Resource discoveries. A new deposit of a material can give you anywhere from +1 to +5 Industry. These events hit every turn to 1/20 of the nations(so if there were 100 nations, there'd be 5 incidents)

-Biological weapons. See bioweapons.

So, feel free to increase it by 10 using all your income, but know that events could easily erase it, or even worse, drag you down.

Furthermore, there are international boom/bust cycles, which few can escape(even if some may not feel much). Consider that developed economies have the most to lose in recessions! A global boom/bust cycle will hit all nations with anywhere from -10% to +10% Industry. The cycle hits every 5 turns.

Even if everything was fine and dandy, you have the fact that while you focus on building an economy, neglecting other areas won't do you good. Build up a huge treasure but no vault and guards to protect it, however, and you'll be in trouble.

That in mind...


Military

Spoiler :
Units are pooled regionally. That is, one pool of units can deploy anywhere in a territory of yours that is contiguous. If you deploy 10 units in your European area and 20 in your Asian area for instance, they are confined to those areas unless you transport them. You can see the pool on the map.

Army, air, and naval units all cost 5 gold. HOWEVER, bear in mind that they can only be recruited at forts/your capital. As such, it is highly suggested you have a fort in every region you own overseas/separated from your capital region, so that region can provide for its own defense without your naval power.

The system of military tech will return, with RNG being 1-10.

There are 10 Army techs, each costing 25x, with x being the level(exampke: Army 10 costs 250 gold). If you have an advantage in army tech, that is added onto your roll. Likewise, if the defender has an advantage, they get that.

There is no longer any maintenance feature for simplicity. Let your own big spending be your end.

-- Army

Ties are always won by the defender.

City-states and capitals have their roll doubled to represent urban warfare. Attack at your own risk.

Attacks can be stacked, but this will use up all attackers' moves. Stacking attacks adds +10% to the roll, up to a max of five.

So, if you have 5 armies attack 1 army all at once, and roll a 5 to their 7, it looks like you would lose, but you actually roll 7.5 once the bonus is applied. If they were a city-state, however, they would actually roll a 14, and annihilate all 5 of your troops!

Armies can defend themselves against aircraft fire, with a 20% chance of shooting attackers down.

-- Navy

Navies are simple. There are a few ocean zones to keep a navy from popping up on the other side of the world instantly. Navies can move 1 water tile by default, but every 2 Army techs ups this by 1. So, Army 10 means your navies can move 6 water tiles.

They operate on the same rules as armies when attacking eachother. Navies can also bombard the land and have a 20% chance of destroying planes that attack them.

So, 5 navies against 1 navy. Roll a 5 to their 7. Just like in the land battle, you actually roll 7.5 thanks to bonuses and so, win.

5 navies can bombard a single coastal province and guarantee the destruction of an army there, but use up their offensive move.

Navies can blockade ports. One navy per coastal province, so, easy enough. When all ports are cut, the country can no longer trade via the sea.

-- Air Force

Air forces are simple as well. They are based wherever, and can go anywhere in the world at the cost of their move. They can attack 10x pixels away from their province's border, with x being your army tech. So, a plane of a Mil Tech 10 nation can bomb 100 pixels away from their base province's border.

Air forces intercept other air forces with the same mechanics as navy on navy or army on army combat. 5 planes against 5 planes. 5 to the left, 7 to the right. In this circumstance, bonuses obviously aren't applied since they're pointless, and the first five planes are destroyed.

Planes have a 20% chance of destroying any army or navy they attack. Navies and armies, however, likewise have a 20% chance of shooting them down!

Stacking 5 planes against a target guarantees a hit, but each plane has a 10% chance of being shot down.

-- Ballistics

Ah, the ultimate weapons - there are three kinds, biological, chemical and province-busters. However, most require a weapons program to unlock - anything above the starting weapon requires an extra investment.

A weapons program is easy. You simply start one(whether public(you tell everyone) or private(you don't)) and put however much money you want into it. Every unit of gold you put into it, there's that chance of that weapon being unlocked. Keep in mind there are Army tech qualifications for some weapons, so you need that army tech as well as a successful RnD.

The gold stays constant, but will be depleted back to 0 upon development. So, if you put 20 gold into Small PBs, you will have a 20% chance for every turn after that until you discover it. Once discovered, that research project is over and the gold is depleted.

Weapons programs can be started at any time, but the weapons themselves must be available to begin with - i.e. you must have the prerequisite Army Tech.

Province Busters

Province-busters are devastating weapons, with costs to be determined based on the economic state at their unlocking. They will be expensive at first, but become cheaper as more access the technology. Every missile has a chance of being intercepted, decreasing by 5% at each interval, so mega PBs only have a 5% chance, compared to tiny PBs' 25%.

Lv. I(Tiny) PBs are cheap and destroy only one province. Good for punitive measures. Auto-unlocked at Army 2.

Lv. II(Small) PBs destroy two provinces, and have a 25% chance of destroying a third. Requires Army 3.

Lv. III (Medium) PBs destroy three provinces, and have a 50% chance of destroying a fourth and fifth. Requires Army 4.

Lv. IV (Large) PBs destroy four provinces, and have a 75% chance of destroying a fourth, fifth, and seventh. Requires Army 6.

Lv. V (Mega) PBs are godly, destroying five provinces and having a 90% chance of destroying five more! Requires Army 8.

PBs' chance of interception will likely increase as nations develop SDI. In the meantime, they are TERRIFYING weapons of war, having more lethality than nukes but none of the radioactivity. Perfect for clearing real estate, capable of destroying entire NATIONS.

Strategy - Province-busters are good for destroying a nation entirely. Enough of them is a one-turn kill. The best defense against province-busters, barring SDI, is simply building your own arsenal as a deterrent. Furthermore, due to the "sabotage Province Buster" spy action determining its victim at random, it is suggested you keep an arsenal of small PBs to balance things out.

Biological

Bio weapons target the population, and so hurt Industry points.

Lv. I(Tiny) BWs are cheap and destroy 5% of an economy. Auto-unlocked at Army 2.

Lv. II(Small) BWs destroy 5-10% of an economy. Requires Army 3.

Lv. III (Medium) BWs destroy 5-15% of an economy. Requires Army 4.

Lv. IV (Large) BWs destroy 5-20% of an economy. Requires Army 6.

Lv. V (Mega) BWs destroy 5-25% of an economy! Requires Army 8.

Bioweapons have no intercept chance, but do have a fail rate, starting at 25% from Tiny and dropping 5% each level to only a 5% chance fail rate with Mega. There's also a 10% chance of being discovered deploying one.

HOWEVER, they can backfire on you. When a bioweapon goes off, there's a separate chance the disease will spread to any country that touches the target, including yours. This chance is the max damage of the bioweapon, so a Mega Bioweapon has a 25% percent chance of spreading to any neighboring country. If it spreads, you get a rate calculated for you based on its damage, so if a Mega bioweapon spreads to your territory, you stand to lose 5-10% of your economy.

So, in order, there's first discovery roll, the immunity roll, then the damage roll, and then finally, the spread to other countries roll(where they all, likewise, get immunity/damage rolls).

Strategy - Bioweapons hurt an economy, have zero fail rate, and can be deployed against a foe even in peace due to their difficulty to track. Be warned, however, the implications of a backfire could be catastrophic. Indeed, if you are discovered, NPCs will soon get word and put you in diplomatic isolation. Use of larger bioweapons will merit instant war, as large bioweapons could destroy humanity.

Chemical

Chemical weapons target troops.

Lv. I(Tiny) CWs are cheap and destroy one army. Auto-unlocked at Army 2.

Lv. II(Small) CWs destroy two armies, and have a 25% chance of destroying a third. Requires Army 3.

Lv. III (Medium) CWs destroy three armies, and have a 50% chance of destroying a fourth and fifth. Requires Army 4.

Lv. IV (Large) CWs destroy four armies, and have a 75% chance of destroying a fourth, fifth, and seventh. Requires Army 6.

Lv. V (Mega) CWs are powerful, destroying five armies and having a 90% chance of destroying five more! Requires Army 8.

Chemical weapons can be intercepted if you do not border the target nation(at the same rate as PBs), whereas they cannot if you border the target(you shell them, rather than launch a rocket).

Strategy - if the war will be protracted, purging your enemy's armies will let you seize his provinces more easily. This is useful because if you were to destroy them with province-busters, you'd have to wait until the war was over to claim empty provinces.

SDI

SDI, the Strategic Defense Initiative, raises the chance of province-buster interception by 1% for every 25 gold invested(sounds like a lot, but trade, trade, trade!). While wealthy nations could undertake this, it is highly suggested you work with other nations. Nations are free to pool SDI research with as many nations as they wish, thus eliminating an entire class of weapons. Your SDI progress will be kept track of on a separate page, and will be given to you upon request.


Black Ops
Spoiler :

Also known as espionage, it's simple and straightforward. You get one against each opponent per turn. Success/Secrecy rates are next to eachother. Success is obvious, Secrecy means you weren't discovered.

-Incite revolt - 20/80; creates anywhere from 1-10 revolts in the enemy nation. Being professionally armed, these rebels automatically kill the defenders of the provinces. If the rebels take over the state(conquer half of it and the capital), they will be loyal to you.
-Sabotage PB - 20/50; dangerous, but disarms a random PB of your foe.
-Disable SDI - 25/25; your most skilled agents disarm their SDI network, removing any bonuses against you. Fire away! If it is a shared SDI network, it also disables their allies'. So, a global SDI network = a chance to disarm the entire world for one turn!


Revolts

Spoiler :
The top powers will, for the most part, not have to worry about revolts barring espionage.

A instability measure is present next to any nation. It ranks from 0-20. 0 is peaceful and hippietastic. 20 is a hellhole.

Major powers and city-states start at instability 0. All other states get theirs randomly assigned for fun! :goodjob: Every level away from 0 adds 5% to RR. The higher your RR, the more provinces will attempt to break away - if an RR of 10 is triggered, 10% of your empire will try to break away.

These armies must defeat the armies already present in combat to win the province, so even large revolts aren't automatically a death sentence.

Instability is mostly changed by actions, but it's impacted by many things:

-Unjustified wars of aggression raise it by 1.
-Being totally blockaded raises it by 1 per turn. Either kick those enemies out or cave in to their demands.
-Random events(recession, disaster) sometimes will make it raise by 1.
-Your capital falling raises it by 2.

-Defensive wars create a rally around the flag, and lower it by 2.
-Being victorious in a war lowers it by 1. Wars of aggression, provided they bring territory or clients, lower it by 2.
-Every turn you're unified(no revolts) and at peace, it lowers by 1.
-Random events will sometimes lower it(economic boom, scientific breakthrough) by 1.
-Reclaiming a lost capital lowers it by 2.

As you can see, most of these are temporary and the instability can be lowered again through sufficient counteraction.


Diplomacy

Spoiler :
Meat and potatoes.

You have an invisible reputation. It's easy to guess how you stand - being of the same faith is good, different faiths bad, good relations in the past help, etc.

Casus belli are not required for war. However, going to war without one hits your stability(raising instability by 1), makes NPCs less happy with you, and may even prompt some NPCs to fight alongside them. Wars that are justified are:

-Brought about by defensive alliances(i.e. a fellow member is attacked)
-In response to a failed espionage action
-The result of serious national tensions. Ask the GM if your tensions are serious or not before using this. Some insults probably isn't good enough, but combined with funding for your insurgencies or something, probably is.
-You can attack an ally who deserted you, provided the alliance was public

Usage of province-busters will quickly alienate NPCs, especially if the intent is genocide rather than a quick end to conflict.

Bioweapons will alienate NPCs, as will chemical(unless they too use chemical weapons), but large bioweapons will result in a declaration of war instantly, due to their potential to kill humans everywhere.

NPCs that don't like you that much will probably step in on the side of the defender. So, keep your brib- er, gifts, coming.

Trade - You can trade with up to 5 nations, and you reap 50% of the total income between you, so the average(if you bring in 50 income, they bring in 30, the trade value is 80, so you each bring home 40 from the deal). You can only sign one trade pact per turn. Cancelling one will make the other nation unhappy, obviously. It is suggested you sign these with other major powers, but it's up to you.

Alliances - Defensive or offensive, sign them with whoever. Large alliances however, will find themselves prone to events that make them rupture/weaken. What this means is NPCs may undergo political shifts, or I may give nations in the alliance priority for being a victim of disasters/recessions.

Sanctions/Embargos - An embargo drops both states' Industry by 1, but more importantly, means that the states cannot use eachother's land routes to trade.

Concepts such as faith/ethnicity technically aren't hardcoded, but can affect relations. Go nuts with religion and race and whatnot. Every NPC is given its qualities at random, so whereas a secular Islamic nation won't judge you too much on your faith choices, a radical Hindu one will. Similarly, a rabid Communist state isn't gonna like you very much if you're capitalist, and so on. Use logic to understand who your policies don't go well with.
 
I concur. Looks great! :)
 
I think I shall celebrate Sengoku's release with a IOT!
I have a map and a name already: 戦国 (Sengoku)
Spoiler :
e722n.png

Now for a ruleset:
Spoiler :

規則 RULES:
  1. No Trolling, Flaming, Spamming etc. THIS INCLUDES RICKROLLING, NYANNING AND TROLOLO.
  2. Don't make your clan something ridiculous like the von Draculas or something - THIS IS MEDIEVAL JAPAN.
  3. If Buddha or the Shinto gods decide you are too powergamey they will send you some Onis. (read: NO POWERGAMING OR ELSE THE WoG WILL GET YOU AND IT KNOWS WHERE YOUR COMPUTER LIVES.
  4. ONE PREFECTURE AT START.
  5. NO ONE STARTS CHRISTIAN, NO ONE STARTS WITH ARQUEBUSES
  6. THE SHOGUN IS IMPORTANT! IF HE IS DISPLEASED BAD LUCK, HE CAN CHOOSE WHAT TO DO...
  7. ... BUT MAY NOT POWERGAME HIMSELF!
  8. the Emperor reserves the right to change any of these.
規則 Warnings:
If you piss me off for long enough, be warned.
1st warning: just a friendly warning.
2nd warning: exiled to Ryukyu for 4 turns (can't play for 4 turns, your country will not be deleted, and will be left with the borders, it cannot be DoWed, etc.)
3rd warning: commit seppuku, your clan is killed, and your home is razed to the ground. (perm banned from playing)
参加 JOINING:
If you want to Join, there are some things you might have to consider:
Clan Name: Name of your Clan (Dynasty of Daimyos) goes here. Ideally this only contains the following letters and has to be possible in Hiragana:
Spoiler :
a, i, u, e, o, ka, ki, ku, ke, ko, sa, shi, su, se, so, ta, chi, tsu, te, to, na, ni, nu, ne, no, ha, hi, fu, he, ho, ma, mi, mu, me, mo, ya, yu, yo, ra, ri, ru, re, ro, wa, wo and n would be allowed, anything else... not so much.

Clan Ruler: Name of your Clan's Daimyo goes here.
Province Prefecture: Claim ONE Prefecture on the map (these are provinces. The real Japanese prefectures! :D)
Religion: Shinto, Buddhist, Animist at start, after a few updates Christians will come and give you a chance to switch religions! Shintos get 1 army at start, but start at HOSTILE with all buddhists. Buddhists get 10% more right to rule but are SHUNNED by Christians. Animists get +1 Respect but can lose their provinces, no siege. Christians get SHUNNED by everyone, however they can call upon their European brothers in faith in times of war!

幕府 SHOGUNATE:
This game's UN. The Shogunate is chosen at random from the Daimyos, and has extra influence. He may not be re-elected upon death.

死 DEATH:
Yes. THIS MAN. Your character will die, and unless he has a heir your Clan's territory might get some nasty Ikko-Ikkis or foreign powers.
Heirs are Royal marriages, heir to which clan is luck of the draw.
Personal Unions may happen, at which point you have control over your clan but lose some EP to the other. you can break one by declaring war.

銃 GUNS N' CHERRY BLOSSOMS:
There are different types of units:
Bowmen - basic, no EP needed.
Samurai - melee (+ shock), 5 EP needed.
Arquebusiers - gunsmen (+ fire), 10 EP AND Christians need to have landed in Honshu.
Yumi - Cavalry (+ shock, +fire), 20 EP AND you must have a plains prefecture.

地形 TERRAIN:
WOOT WOOT! It's finally made the big jump! Terrain is now an important part and may determine income and outcome of battles.
Terrain map:
Spoiler :
gDB2e.png

Japan is a country that can be described in 3 different terrains:
MOUNTAINS: you may lose troops in Mountains, but hell, it's worth the extra income!
FOREST: Hard to move through, but the timber is sought after across japan!
PLAINS: Not too much, but you get your horses and can build Yumi!
Christians are more likely to appear in plains or forests than mountains.

敵NPC ENEMIES:
MONGOLS: No, in this timeline the Mongols haven't given up... yet. From time to time they may pop up, and if the Kamikaze can't defeat them you will.
EUROPEANS: Whether they come to your aid or they are NPCs invading for teh lulz - they are a force to be reckoned with, but slightly under power due to the long journey.
IKKO-IKKI: peasants, trying to take Japan - weak but with many.

戦争WARS AND SIEGING
Wars can start over anything in this period. Be prepared, anything from a disturbed tea ceremony to the Shogun's wish can kill you. If your heir and ruler die as well, well... Have fun surviving.
Sieges are fought between your levied armies - wait what? levies?
if you build your armies they aren't just there, they work the fields for you, you need to levy them first - prefecture wise or nation wise.
so back to sieging - each prefecture has a fort, each fort a garrison of 1000 (animists excepted from this rule). once all the garrison is dead (decided by a number roll) you OCCUPY the province.

平和 PEACE DEALS
Peace is decided upon by the parties, the shogun has no influence over this.
possible peace deals:
将軍のサポート SUPPORT FOR SHOGUN: your support for the next shogun election is ALWAYS to the victor.
臣下 VASSAL: self explanatory.
切腹する COMMIT SEPPUKU: force the other daimyo to commit suicide, kills the other leader. May not always be effective
別館 ANNEX: Self Explanatory.
利益 INCOME: Get the losers income for x turns, where x is the time decided upon.
個人的な連合 PERSONAL UNION: Self Explanatory, the daimyo, however, does NOT commit Seppuku and may return!

Any suggestions?
 
Back
Top Bottom