IOT Developmental Thread

Join MadIOT! I will not link, since if you cannot find it from here you are not welcome! :yeah:
 
So my retirement may have been brief. But I've been elated lately, so my motivation to GM seems to have come back.

I've laid out a new ruleset but given the number of IOTs in circulation already, I'd want to see interest. General idea is as follows.

Theme: Quasi-futuristic. A fleet of colonists has crashlanded on a planet and lost much of their technology. It's a century after this event, so the world has become medieval, albeit with knowledge of many digital age devices.

Map: The map is of course, original. It will also be theoretically infinite, as the planet is said to be several times the size of Earth and rich in resources. The map will expand every so often as players' tech increases. Sandbox and such.

Diplomacy: Zero NPCs. Entirely player-based, so I need to make sure there's a fair number before launch.

Economics: Military techs, espionage, industry and trade tech. Six techs total. There is also a measure of inflation/deflation between wealthier and poorer nations.

War: Standard as usual. Planes don't enter the fray until later in the game, when industrial bases are capable of actually supporting their production. Spies have been adjusted so as to avoid MP levels of hilarity.
 
Ate him. :p

Diplomacy: Zero NPCs. Entirely player-based, so I need to make sure there's a fair number before launch.
That's what you said in MTC. We all remember how THAT turned out...

I'm looking for some sort of contract. With consequences.
 
That's what you said in MTC. We all remember how THAT turned out...

Given the whole Black Arms/Eggman mechanic, NPCs were unavoidable at some point. :p

I'm looking for some sort of contract. With consequences.

Given how lackluster Imp Med's turnout was, I don't think it can get much worse for me. :p
 
I'll join I suppose. I can get a nice, semi-original nation going and hopefully we don't get another Freebotnik. :p
 
The crusader-state will finally make sense!
 
I had been wondering...
 
Prepare for the Space Emperor!

Shaddam_IV_The_Bastard.jpg
 
I will join.
 
Below are my collected notes for a new IOT I am thinking of developing. Yes, they are vague, and yes, they need a ton of work, but before I progressed any farther I wanted to post them here for your review.

You guys could help close off any holes in the ideas, add new ideas, and illuminate flaws.

Thanks in advance for any help!

~~~~~

Larger planets will be divided into separate Districts, while smaller planets/bodies will be Districts of their own.

Three main types of military, and one special- Ground Forces, Aerospace Vehicles, Space Naval, Wet Naval (Special)
• Ground Forces- Divided into subcategories: machines (AKA Tank equivalents), men (infantry)
• AV- divided into: aerospace fighters, aerospace troop landers (short range; one or two tiles)
• SN- divided into: carriers (for carrying AV long distances), dreadnaughts[1], battleships (most powerful ship able to construct), cruisers (scouts, raiders, escorts), destroyer (fast, longer range (escort))
• WN(Sp)-

Space divided into “tiles.”[2] Ships can only travel so many per turn. All ships visible, shown on map (stuffs not easy to hide in Space). Ships go a certain speed depending on the class. The larger the ship, the slower it goes and the smaller its range. The smaller ships also have a smaller medium range, but are much faster. In addition, ships require fuel to run. Each type of ship has a certain range. They must always be within said range, or they will run out of fuel and be destroyed.[3] Players can build certain space installations

When building ships players must expend Materials, Population, and Cash. Districts generate certain numbers of both (and have a base population growth), thus limiting production. Certain improvements can be made to increase the production. Asteroid mines, Space Refineries, Banks, Spaceports (Spaceport included in capital District) increase. To build ships in the first place, player must build a Construction Yard.[4]

INSTILLATIONS (All cost some amount of Cash, Population, and Material to build) (complexes built in tiles immediately surrounding planets, and in the same tile as the planet, receive productivity bonuses; can be cancelled out by embargos from all players controlling piece of planet)
• SPACE
o Habitation Complex (Acts as District, doesn’t make Material but makes Cash (only with improvements such as Bank) and Population; requires Population to initially construct, and large amounts of Material)
o Space Refinery (Provides Material, but requires much Population and Material to construct; Requires trade routes to empires with Districts or the owning of Districts by the empire itself)
o Refueling Station (Provides fuel to extend range of ships; requires the owning of the empire of Space Fuel Factory, or Ground Fuel Factory)
o Space Fuel Factory (Provides fuel to extend range of ships, allows Refueling Stations; Requires Districts or trade routes with Districts)
o Construction Yard (Used to construct ships; requires large amounts of Materials and Population; requires District or trade route with owner of District)
• DISTRICTS
o Bank (Increases Cash production)
o Farm (Increases Population growth)
o Spaceport (Increases Cash Production and Population growth to a lesser degree)
o Mines (can be constructed on any district type; produces Material)
o Asteroid Mines (can only be constructed on asteroids; produce more Material than normal mines; more costly)
o Hyperdense Habitation (Increases Population growth; Requires tons of material and Cash to build)
o Industrial Complex (Provides Material)

The tech paths increase the proficiency of each nation in their area.
• Range (Increases range of ships incrementally; requires large investments over multiple turns)
• Engines (Increases speed of ships incrementally; requires large investments over multiple turns)
• Weaponry (Increases combat odds of any unit; requires medium investments over fewer turns)

Adopt Revolt Risk mechanic from MPR.

[1] Can’t be constructed by powers until they gain access to a certain number of Districts (make it HUGE). Until then can only be obtained through salvage. Space Patrol owns some too, relics from First Sol War.

[2] When showing ships in tiles, simply use a list-like function. Have the first letter of the ship class in caps, then the number of said class in superscript. Color the separate nations ships with the national color.

[3] This could result in some interesting situations. Said ships become floating derelicts, which might be discovered by other nations (same method to discover dreadnaughts). Given choice to destroy it, restore it, or return it.

[4] However, player will start off with a small SN of 1 Battleship, 2 cruisers, 4 destroyers/10 squadrons of Aerospace Fighters, 5 Aerospace Troop Transports/10 Units of Ground Forces (2 per transport)/ WN depending on location
 
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