IOT Developmental Thread

Aragon will rule the waves of the Mediterranean!
 
Don't you mean Ferrara? :mischief:
 
Poland will rule at CENTRAL Europe forever!
 
I denounce that map as a fraud due to absence of Ulm.
In all seriousness, looks interesting.
----
ON AN UNRELATED NOTE (dun dun dun)
None of you may remember I had this map over at Orginization/discussion:
Spoiler :
wJTuUx3.png

Anyway, I've been working on the ruleset for an IOT.
Premise: Post-apocalyptic world managed to get some superpowers. End.
er...
Creating a nation!
Name of nation:
Flag, roleplay etc. are optional
Pick TWO (2, II) provinces that are claimable (i.e. dark gray) on the map. These must be connected by land.
You may also join at a later date, but cannot pick a superpower.
SLIDERS:
Spoiler :
Part of creating your nation is a semi-detailed customization featuring SLIDERS!!!
Sliders are set by you at the start of the game and may be changed every 4 turns, where turn 4 (should it ever amount to that) is the start of slider changes.
Sliders denote how your nation exists and its values.
There are sliders for:
Aggressiveness:
0: Either too small on the world stage or wasteland - you shouldn't get this. if you do, you've lost.
1: Pacifist nation - cannot declare war, starts off with -2 industry
2: Dove nation - starts off with -1 industry, but +1 Province Size
3: Dawk nation - no effects. can do whatever they wish.
4: Hawk nation - starts off with +1 industry, but -1 Province Size
5: Warmongerer nation - can only declare war, but superpowers will be more likely to attack you.
6: Neutral Nation - Cannot declare war or join/form alliances, but may be an observer state.
Economy:
1: Planned Economy - Starts off with +1 industry, which increases by .5 each turn (so 1 every 2 turns), but -1 province size every 2 turns.
2: Socialist Economy - A choice: +1 industry/+1 province size every two turns, but changing will halve the amount "saved" up earlier.
3: Progressive Economy - no effects
4: Capitalist Economy - gets added/subtracted industry and province size depending on the alliance slider
5: Free Economy - + or - 2 industry every turn, + or - 2 province size every turn (random!)
Use of provinces:
1: Agricultural - Industry caps at 1
2: Mixed - can have both a province size higher than 1 and a industrial size larger than 1, but neither higher than 10
3: Industry - Province size caps at 1
Attitude towards technology:
1: Old is better - -1 industry for the duration of this attitude, +2 province size
2: Mixed - no penalty OR bonus
3: Bigger and Faster -1 province size, +2 industry
Attitude towards alliances:
1: Isolationism - cannot join alliances, but +2 industry IF you have capitalism, otherwise, +1 industry
2: Local Alliances - can join alliances within 5 territories of your nation, +1 industry with capitalism or otherwise
3: Globalism - can join alliances with all nations on earth save the superpowers (until you reach their status), +1 industry (-1 if you have a capitalist economy)
(note that a neutral nation suddenly switching to warmongering needs some justification)
An example of sliders in the stats would be:
People's Republic of Ulm (Civ'ed) (6, 1, 3, 3, 1).

INDUSTRY VS PROVINCE SIZE
Spoiler :
Above, industry and Province size were mentioned.
Industry and Province Size, also known as InduProv, are two values that apply nation-wide. Changing industry will change it everywhere, not just in, say, Paris.
What do these do, exactly?
  • Industry is the war factories and is necessary to fight wars but also to annex by military options
  • Province size is the farms and other "simple" industries, but also a factor in war. Province size affects the likelihood of attrition as well as your ability to form a federation
Each nation has its values indicated like so:
People's Republic of Ulm (Civ'ed) (13,5) or (i,p) where i is Industry and p is Province size.
Each area has a different value:
green ALWAYS has (0,0) as a value, due to being wasteland
any other area has a hidden value until conquered or entered into a federation.
Conquered has (1,1) upon entrance
Federation has (0-3,0-3) upon entrance
Each player starts of with (5,5) as base value, losing or gaining depending on slider values, but can never drop below 0.
Note that province size has no cartographical effects.

Gain or loss is dependent on slider choices!

ALLIANCES:
Spoiler :
Rather than having one big united nations (whoa, whoa, where did that come from?), the alliance system allows the players to create the organizations necessary to keep the world running in a way that does make sense.
Sometimes NPC nations (not superpowers unless you are one) will ask to join the alliance. Even if this does involve me directly participating in the politics of the alliance, I won't interfere in too much of a GM way, rather as a nation.
Alliances can:
  • Collectively declare war
  • Pool resources (all nations get an industry/province size which is the average of the alliance members' InduProv values)
  • Sanction members outside of the alliance (no more diplomatic dealing with them unless something THAT IS NOT METAGAME is resolved (example: you may sanction nation x. for having attacked an alliance member, but not because you don't like the player controlling the nation). Note that a sanction can be passed if certain nations don't feel like declaring war, especially if the alliance spans the map.
  • Enforce Acts of Union with NPC nations
Why can't you enforce an AoU with a player nation? Because it's a player nation.

FEDERATION VS CONQUEST
Spoiler :
Another part of the game is the Federation vs Conquest option of expansion.
Provided a nation is large enough, it can expand.
further, it must depend on the values of the following things:
Industry allows you to conquer one territory per:
  • 1 industry if the territory is wasteland (wastelands take two turns to incorporate)
  • 2 industry if the territory is unclaimed (Dark Gray)
  • 3 industry if the territory belongs to a larger nation on the world stage (YOU MUST BE AT WAR, OTHERWISE THIS WILL START ONE), with +.2 industry per province size.
Province Size (remember, farming and all that) allows for a much more peaceful incorporation of Dark Gray territories, and a much cheaper alternative at that (1 PS).
Wastelands must still be conquered. Ditto for the established nation.

TO WAR!
Spoiler :
War is a simple affair in this IOT.
You wish. So did I.
The declarations of war you deliver must have a non-meta reason. same with sanctions or collective DoW's.
Battles are fought like this:
A nation's Industry (offense/defense) and province size (defense) are measured up against each other. the outcomes are:
  1. Offense Industry > Defense Industry + Defense Province size = Offense victory
  2. Offense Industry > Defense Industry, but Offense Industry < Defense PS = Offense victory, at the cost of some Industry for the turn
  3. Offense Industry < Defense Industry, but Offense Industry > Defense PS = No winner
  4. Offense Industry < Defense Industry + Defense PS = Loss for Offense
In each of these cases:
  1. The territory is fully occupied
  2. The territory is partially occupied and must be fought over again
  3. the territory is not occupied
  4. the territory is not occupied but there cannot be an attack on the same territory the turn after the attack was ordered
That's really it for the fighting.
Client states and Liberated states:
It may serve to remember geopolitical situations. Maybe remember the map from previous turns or something.
A CLIENT state is one you set up based on the old nation. The Client must hold at least 5 connected territories that used to be owned by the "old" state. If you are in an alliance, the Client joins immediately, and you have limited control over what it does (it votes in the same way as you, etc.) On the other hand, there's always a chance it could break away...
Client states could also be federation members that break away to join you instead.
A LIBERATED state is an old state that was annexed through conquest. Except you liberated it. Should it join an alliance, if it is NPC (and it probably is), it will act in a way beneficial to its liberator.
PEACE IS MORE COMPLEX
A peace treaty is drawn up by the parties, where the "victor" can a) dictate the terms or b) discuss the terms (option b is automatic for alliance victories)
a "victor" is chosen by a points system reminiscent of a board game:
  • every fully conquered territory is 2 points
  • every client state/state liberated is 1 point
  • every partially conquered territory is 1 point
Most points wins, y'all.

SUPERPOWER COMPLEX
Spoiler :
Superpowers, simply put, are nations with more than 15 provinces considered as such by at least 1 other player and 2 NPC nations. Superpowers have various bonuses attached:
  • Mixed tech cap raised to 15
  • Alliances with a superpower recieve 2 points for Superpower backing in a victory situation
  • Superpowers can keep other superpowers in check
In this way, there is an attempt to make stronger players useful for everyone.

That's all I have so far. If there's anything you'd like to give feedback to, just say so :)
 
whoops that's a mistake if i've ever seen one
 
That EU3 map does look awesome. :)
 
Just a sneak peak of what's to come. The game will only take place in Indonesia, during a modern-setting civil war/revolution. In IOT, players will take charge of varying factions, and attempt to pursue their goals. The black squares on the map below are cities - don't panic about the lack of names and crowding in western Java, that will be fixed before we begin.

Spoiler :
mH12K2k.png


Now, those of you who actually read that may have noticed that I said "in IOT." In addition to the organization-level game running in IOT, I intend to run an individual-level (in the vein of Core) over in NES. One game will affect the other, and vice versa. I figure it makes for an interesting dynamic.
 
Now that I think about it, why are Baghdad and Mecca (among other places) TI?
 
Speaking of Map and assuming 1399 start, where has Andalusia gone? Have you just decided to remove it?
 
I'm pretty sure he decided to streamline the map because of what happened with his last attempt at an EUIOT
 
Norway should be maroon. Sheesh.

It's whatever.

Very interesting. but i don't remember Byzantium having that territory. did you forget to add in trebizond?

It is based on a 1356 start, hense the slightly changed claims. As for Trebizond, I steamlined it and many other countries because there were simply too many.

Now that I think about it, why are Baghdad and Mecca (among other places) TI?

Don't think they're all that important for the beginning of a Euro-centric game in 1356. If you're interested in crusadering or being the Mamluks they will be pretty easy to discover so long as you have that border.

Speaking of Map and assuming 1399 start, where has Andalusia gone? Have you just decided to remove it?

This right here.
I'm pretty sure he decided to streamline the map because of what happened with his last attempt at an EUIOT

There were way too many for me to handle. There are still a lot but no-where near as many. I hope that with this will make it a lot more manageable, so long as I have a good amount of players.

Also, it is 1356 start as I've said above.
 
It's clearly a 1356 start. Other than Trebizond, that's Byzantium under the rule of Ioannes V. :)
 
It can't be 1356 because back then Castille and Leon were independent from each other.

That is Iberia in cc1492 since thats when the Moors were finally driven out. France in cc1330, because that shows the lands held by England right before the Hundred Years War. Italy in cc1410 because thats the only time both Naples and Papal States were as large as they are there. As for the Balkans, the Ottomans have owned land in the Balkans since cc1371, so its the map of the Balkans cc1370.

Don't put a date on that map because each section of the map is from a different date, or Tyo just got his history wrong.
 
Or, you know, as he said, he merged various tiny countries to have a reasonable amount for which to GM.

(Incidentally, we didn't seize Calais until after the Battle of Crécy in 1346.)
 
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