IOT Developmental Thread

Fine then, I'll be Jango Fett. That means that I am technically Jango Fett, Bobba Fett and all the Storm/Clone Troopers at the SAME TIME.

That's Ailed

and Tyo is obviously a Prequel Character that hasn't been introduced yet.
 
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Let's have a look today at the information presented on the Aux Armes! map.

Owner (de facto) : indicated by colour. The de facto owner of a province has control over the military and economic resources of the province, and can concentrate armies there.

Recognized Owner : indicated by the flag above the name. Whether or not a province you control is internationally recognized has significant impacts on a lot of things. Recognized ownership of a province you don't control is grounds for war. Any change to the recognized owners of a province can be proposed by any player, and must be approved by a majority of great powers before it takes effect.

Popular Support : indicated by the flag below the name. No flag indicates popular support for the government. Popular support for countries other than the government can lead to rebellions and such.

Capital : indicated by star. Capital provinces get certain bonuses.

Industry : indicated by the number inside the factory. Shows how many factories exis in that province, which inexplicably correlates with how economically developed that province is.

Mobilization Strength : indicated by the other number. Shows how many corps can be mobilized from a province.

Occupation or Rebellion : indicated by stripes of another colour.


As an example, let's have a look at the province of Ireland.
Spoiler :
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The game has progressed a few turns, and the United Kingdom has built three factories here, as shown by the factory underneath the name. The island is still loyal to His Majesty, but there is considerable support for an independent Irish state, hence the Irish flag underneath the name. Obviously, the great powers of Europe still consider Ireland to be a British possession, so the Union Jack is above the name. In the event of mobilization, the province will provide two corps of loyal British troops.
 

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Thank you, Bowsling. I was wondering when we'd get back to actual IOT discussion. :p

I've no idea when Terios shall start but I will likely pull the plug on my Sentoya NES since there's no real enthusiasm for it.
 
Zooming reveals its just the low resolution
 
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A little bit on economics:
The wealth of a nation is measured in Industrial Capacity (IC). This represents your government's entire income.
Every factory that a nation owns in all provinces generates one IC per turn. IC can be spent in numerous ways:

- Army maintenance. Every corps costs one IC to maintain. Note that this is not necesarily paid every turn.

- Naval construction. Ships are a one-off expense, and do not need to be maintained.

- Recruiting. In this way, your available military can be expanded.

- Diplomatic Spending. Offering loans and grants to smaller nations can be quite beneficial for great powers.

- Technological Investment. Spend ICs in various fields to increase your research share and odds at a breakthrough.

- Re-Investment. The cost of building a new factory is based off of the number of factories that exist in that province.

# of Factories|Cost of New Factory
0|1
1|4
2|9
3|16
4|25
5|36
6|49
7|64
8|81
The number of factories in one province is capped at nine.
 
So, being x the number of factories in a province and y the cost of a factory in the same province, y=(x+1)^2
 
So having more than two factories in a province will never pay off. Good to know.
 
Wasn't that one of the Game mechanics of AAiot?
 
For factory 3 to pay off, the game will have to last 9 turns. You'll also still have a net loss from factory 2.

9 turns is being generous for an IOT. 16 is almost unheard of. A fourth factory would be a waste of resources. A fifth factory would be insane.
 
AAIOT was best IOT.
 
Russia starts off with eight provinces, and there are no empty provinces.

Which makes it even worst. Assuming there are provinces starting already with two factories, the cost of the next factory is already prohibitively high.
 
Although it may seem unheard of, the idea of this system is to make it actually viable to do anything other than continually reinvest in the economy, which is frankly quite boring. I may tone it down a little bit though.
 
Indeed, but it seems like you're murdering it here as now investing into economy more than once or twice for the whole game is pointless.
 
If you don't want a cycle of reinvesting, you need to do something to disincentive it, not smack people with a warhammer.
 
You can use a modified Fibonacci, or Fibonacci-styled progression.

1,1,2,3,5,8,13,21...

You can truncate it to 2,3,5,8,13 for the first 5 investments, with 1st factory 1.
 
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