IOT Developmental Thread

IOT 12 will be good! I will enjoy wondering what power to play for it!

Claiming China in advance...:mischief:
 
IOT XII



Humanity was warned....It didn't listen. All it had to do was listen. Humanity made its bed, it layed in it for a decade. It happened, It happened now its over....or has it just begun? Let us descend into the blind world...
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/open file C:\User\Dr.RP\happening.txt
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/enter user name
>Dr.RP
/enter password
>bitcoin
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INFO --->
~1600 Provinces
~Revised Battle system
~Nuclear and Other Doomsday weapons
~Ethnic and Political turmoil
~Disputed Territories
~Space
~Spheres of influence and satellite states
~UN System and Peace accords
~Much much more

That font color is impossible to read on CFC Black
 
If we're picking holes, humanity lay in its bed. That one appears to be particularly tricky, especially in the West Country dialect.
 
And you can exchange your bitcoins for extra EP! :mischief:

Hey hey hey, stay outta my shed I'm the only one around these parts who can have a profit motive! :p

I'll be honest, I always find it strange when a numbered IOT gets a complex ruleset. But, I wish the game the best regardless!
 
And you can exchange your bitcoins for extra EP! :mischief:
No! NOT THE BUTTCOINS!!! They smell like.... ....farts!!

poker-face-meme-smiley-emoticon.jpg
 
Bitcoins, buttcoins, RON PAUL FUN BUX,... all the same thing, really.
 
What is the point of not assuming there is trade in IOT?

Every game that allows for unrestricted trade with everyone else should just assume in the stats that all nations are already trading. It makes sense in games like Cold War 2 where trade had route limitations, but it doesn't make sense almost anywhere else. In my experience, the game pretty much halts for the first two or three pages post-start because everyone is spamming "trade offered to everyone" and "accept all trade offer" messages.

Even if it is limited to "trade with everyone, autoaccept from everyone", if you have 15 players, that's a page and a half of pretty much the same messages.
 
What is the point of not assuming there is trade in IOT?

Every game that allows for unrestricted trade with everyone else should just assume in the stats that all nations are already trading. It makes sense in games like Cold War 2 where trade had route limitations, but it doesn't make sense almost anywhere else. In my experience, the game pretty much halts for the first two or three pages post-start because everyone is spamming "trade offered to everyone" and "accept all trade offer" messages.

Even if it is limited to "trade with everyone, autoaccept from everyone", if you have 15 players, that's a page and a half of pretty much the same messages.

Precisely why I have it around by default. The tons of messages are fairly spammy IMO and add little substance to the game.

What DOES add to the game is actually detailing what's traded, and that's something I tend to reward with an economic bonus.

Also, if you make trade opt-in rather than opt-out, it encourages the formation of economic superpowers, since some players don't even acknowledge the requests, and if they do it's normally the "accept all offers" thing which as I stated is kind of worthless from a roleplay perspective.
 
If we're still using this thread for development, figured I'd throw out a few observations.

1.) The regional system in RIOT actually works. If I wasn't so lazy, I could have set up the main sheet to never be touched directly and just do everything through the regional sheet. Players that have grasped the system militarily perform better than players that haven't.

2.) Making costs based on multiples of 5 is better. Economic expansion is slowed, but not stalled, and the supply limit encourages players to perform a combination of expand territoriality and industrially. Some players have gotten ahead greatly by focusing just on industrial expansion, some have gotten ahead with focused territory expansion, and many, such as the leading player, have done a combination of both.

3.) The capital system is working as functioned. Ruling a sprawling colonial empire with several different colonial regions has put a strain on some countries and caused the collapse of one. Taking a capital isn't a guaranteed victory in war, but does give the attacker huge advantages as their enemy can't raise troops in a region without a capital.

One con is that I really need to change the supply system so the change in supply when building factories don't take affect until next turn, which'll encourage more long-term thinking the same way the delayed capital building has.
 
I've been doing a little thinking and came up with this.
I have Endemic: A Hexographer Game as a working title, and borrowing some concepts from previous Hexographer games run by Sonereal. Map is undecided yet.


Joining -
To join, you are given 5,000 points; you may spend the points in any way you see fit, according to the list below, but you must have at least 1 city with at least 1 factory, and one of each RGO (Mine, Farm, Power Plant)

Spoiler :

  • City - 200 - Name
  • 1 Population Point - 5 (1 pop = 10,000 people
  • Fort - 100
  • 1 Factory Level - 100
  • air Base - 150
  • Road - 10
  • Mine - 50
  • Farm - 50
  • 1 Power Plant Level - 100
  • Militia - 10
  • Infantry - 25
  • Mech Infantry - 50
  • Armor - 75
  • Artillery - 75
  • Mobile Artillery - 175
  • Bomber - 150
  • Fighter - 100
  • Recon Plane - 75
  • Interceptor - 50
  • Aircraft Carrier - 250
  • Battleship - 250
  • Destroyer - 150
  • Submarine - 150
  • Transport - 50


  • Economy, Production, and Supply -
    Your production is your lifeblood, both from RGOs and factories. RGOs produce the metals, food, and energy your society needs to operate smoothly.
    Mines can be put on Forested Hills, Hills, Rocky Deserts, and Mountains, and can have up to 5 population working them.

    Mine Productivity -

    Forested Hills & Hills - 1 pop/5 metals

    Rocky Deserts - 1 Pop/2 metals

    Mountains - 1 pop/10 metals (Maximum of 2 pop working)[/spoiler]

    Farms can be put on grasslands and plains. If you want to put a farm on a forest grassland, the forest must be first chopped down. A farm can have up to 5 population working it. 1 food can support 1 population, and 1 extra food will produce 1 population the next turn. If you cannot feed a population, you will have 1 turn to reconnect them to a food source or they will die.

    Grassland - 1 pop/10 food

    Plain - 1 pop/6 food[/spoiler]

    Power Plants can be built on any non forested, non ocean tile. Maximum of 1 population/plant, but they can be upgraded to improve output. Their output doubles each upgrade level (with level 1 starting out at 1 power unit a turn). It takes 1 power to power a factory, and 1 power to give power to 10 population. Population without electricity will not be able to work, but still take up food.

    Factories produce a number of things, and are extremely important, but also costly. They produce supply, troops, and research. A factory requires 1 power to operate, its power usage doubling with each new level. If you cannot power a factory, it will go to the lowest level your power levels can provide (If you have a level 3, which requires 4 power, but only have 2, your factory will operate at level 2 levels). They require 5 metals to operate as a baseline. 5 population can be employed at a factory at any one time, with the number employed increasing by 5 for every new level. It takes 1 pop to produce something.

    Factories can produce:

    Spoiler :
    All units (see military section below)

    Supply - 10 supply = 1 pop/10 metals

    Factory Modules - 1 Factory Module = 2 pop/50 metals

    Power Plant Modules - 1 PP Module = 2 pop/25 metals

    Air Base Construction Materials = 3 pop/100 metals

    Fort Construction Materials = 1 pop/100 metals

Supply:
Supply is vital to keep your armed forces alive and in fighting shape; units use supply every turn, whether they move or not, and thus having a bloated army requires having an industry dedicated to supplying it. Troops within your borders and on roads or in cities/forts/air bases connected to roads will receive all their necessary supply, as will any units 1 tile off of the road/city/etc. Troops deep in the wilderness of your territory will only receive half of their necessary supplies, reducing their fighting strength by 50%. Troops in enemy territory on roads, cities, airbases, forts, or in cities that are resisting your authority will receive 75% supply and fight only at 75% effectiveness. Troops that are deep in the wilderness of enemy, or neutral, territory will receive only 25% of their supply and fight at 25% effectiveness. Aircraft and ships will not function unless they are at 100% supply.

Military:

There are 3 branches of the military - Army, Navy, and Air Force - each with their own distinct mechanics, strengths, and flaws.
Attack/Defense/Supply/Movement
Army -
Spoiler :
  • Militia - 0/2/1/1 - Can only be built in cities, costs 5 population.
  • Infantry - 1/2/1/1 - 5 metals - 5 population
  • Mechanized Infantry - 2/2/2/2 - 20 metals - 5 population
  • Armor - 4/2/5/2 - 50 metals - 3 population
  • Artillery - 5/5/5/0* - 50 metals - 4 population
  • Mobile Artillery - 3/3/7/2 - 75 metals - 5 population

    *Artillery must be towed by mobile artillery, armor, or mechanized infantry, decreasing movement by 1 and increasing supply by 2

Navy - (Note that all ships can blockade all adjacent tiles, which stop all shipping
unless another ship breaks through the blockade. Useful to isolate colonies.)
Spoiler :

  • Aircraft Carrier - 5/3/15/30 - 250 metals - Can carry 5 fighters and 1 bomber, or 2 fighters and 3 bombers - 6 population
  • Battleship - 6/5/20/20 - 300 metals - Can bombard up to 2 tiles inland, destroying any RGO there (reducing power plants by 2 levels), infrastructure, or destroying 2 factory levels to all factories on the tile and killing 1-5 population. - 4 population
  • Submarine - 4/2/10/25 - 150 metals - Attacks doubled against non-destroyers. Take double damage from fighters and destroyers. - 1 population
  • Destroyer - 5/3/15/20 - 150 metals - Submarine counter. Escort ship. - 2 population
  • Transport - 0/1/5/25 - 50 metals - Can carry 1 division. Helpless on its own. - 1 population

Aircraft - Aircraft have two combat values. Anti-ground and anti-air. The first value will be anti air, the second anti ground.[/list][/spoiler]

Spoiler :

  • Fighter - 10/3/15/10 - 2/5/15/10 - 75 metals - Escort bombers and shoot down enemy bombers - 3 Population
  • Bomber - 5/5/25/10 - 15/5/25/10 - 150 metals - Destroy or weaken ground targets - 5 population
  • Recon - 0/0/5/10 - 0/0/5/10 - 25 metals - Unit that is attached to ground divisions for small attack/defense bonuses - 1 population
  • Intercepter - 0/6/5/5 - 0/0/5/5 - 50 metals - Cheap fighter that is used in swarm tactics to defeat enemy aircraft. - 2 Population

Terrain -
Terrain is simple: it changes movement and defensive modifiers.
  • Grasslands and Plains have unchanged movement and no defensive modifiers.
  • Deserts hinder movement by 1 (unchanged if you have only 1 move) and increase supply by 25% (minimum of 1)
  • Forests decrease movement by 1 and increase defensiveness by 25%.
  • Hills decrease movement by 1 and increase defensiveness by 25%.
  • Mountains decrease movement by 3 and increase defensiveness by 100%.
  • Cities increase defensiveness by 25%
  • Forts increase defensiveness by 50%
The Disease -
Now, for the name of the game. At an undetermined point of time in the future (not at gamestart), infections will begin to break out in small towns and cities across the world. After this 1 turn of preparation, the first enemy combatants will appear. Your troops will receive a -95% combat modifier on the first turn of the invasion, and a -25% combat modifier on the second, to both reflect the novelty of the enemy and your troops ignorance on how to deal with them and to allow the invasion to get off the ground. There will be only 1 type of unit for the diseased - a Zombie - who has 1 attack/1 defense/0 supply/1 movement. These have special mechanics. Since they do not require supply, they will never suffer from negative combat modifiers. They can move underwater, and if they do so they are immune to damage from aircraft and naval ships.

If a Zombie takes a city, it will turn each population point into a new zombie (up to a maximum of 75% of the population if it exceeds 50 population). If a zombie kills a unit, it will produce 1 Zombie.
 
After this 1 turn of preparation, the first enemy combatants will appear. Your troops will receive a -95% combat modifier on the first turn of the invasion, and a -25% combat modifier on the second, to both reflect the novelty of the enemy and your troops ignorance on how to deal with them and to allow the invasion to get off the ground.
But I read WWZ.

They can move underwater, and if they do so they are immune to damage from aircraft and naval ships.
Depth charges. Torpedoes. Guys with harpoons.
 
But I read WWZ.


Depth charges. Torpedoes. Guys with harpoons.

If you read WWZ, depth charges and torpedoes were ineffective. And guys with harpoons were only used on the coast.


I added population costs to the units because otherwise there would be way too many infantry.
 
Ooooo, a ZombIOT. Always an interesting idea...
 
If you read WWZ, depth charges and torpedoes were ineffective. And guys with harpoons were only used on the coast.


I added population costs to the units because otherwise there would be way too many infantry.

Submarines with harpoons.

Also, realistically, if you drop or shoot an explosive at a zombie, its everything is going to get shredded, including the brain. Explosives were worthless for drama.
 
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