christos200
Never tell me the odds
How wars will work? Only units/numbers determinate victory or can war plans play a role in victory?
2) Every turn, everyone gets to expand into 5 adjacent provinces. Please avoid encircling provinces or areas, as they will declare independence as NPC's. And you DON'T want that.
3) each turn, everyone gets a fixed income of 25. Call it EP, IP, whatever. Income is spent on 6 things; Military, Espionage, Religion, Trade, Technology and Politics.
Military - spend 5 income to get 1 army. Or spend 100 income to improve armies( a one-time improvement which makes your armies double-effective, as if you have double number of troops).
Espionage - spend 25 income to infiltrate a spy into other players' nations. or spend 200 income to improve spies (a one-time improvement which makes your spies double-effective.) With spies, you can do three things: disband the armies of the target kingdom ( up to 2 armies), claim up to 5 of their provinces, or start a war if you're not already fighting. The more spies you got, the bigger the chance to succeed. it's calculated this way: (spies*10)+25 - (enemy spies*11) = your chance to succeed. Costs only 5 income to start a war with a spy.
Religion - Altough it doesn't make sense, it is considered that every nation has it's own religion, and taking provinces from it results in rebels , defections or independence. So, simple, spend 3 income per new province and they're converted. Or, you can pay 15 income to start a religious movement in another nation. Beware: it may backfire by declaring Independence. Also, simply spend 1 income per turn just to keep the population happy, otherwise you'll wake up with your nation slowly becoming a mess.
Trade - one of the ways in which you can make more money. Every nation has a center of trade. If a nation ceases to exist, the center closes and doesn't give any more income to anyone. So it's good to keep your enemies alive a little more if you're making money out of them. Spend 2 income to send a merchant to any center of trade you want. Every merchant you send will gain you 1 income per turn. once you get 5 merchants, you must pay a tax of 2 income per month to the center's owner ( if it's you, no tax)
Max number of merchants from a nation in a CoT is 10.( at which the tax is doubled) Also, spend 20 income to embargo a country from your center of trade.
You'll get back 1 income from every merchant you kick. You can also assasinate merchants of other nations from your own trade center for free.
Politics - to declare war to a nation, you msut pay 5 income , to properly prepare you troops and stuff. To make peace, the combatants must agree on terms: either territorial changes, ceding of armies, force the defeated antion to war agaisnt other nation, or a money donation which can be paid anytime and anyway the winenr wants.
Expand, kill, screw people up.
Also, the name of your nation is unimportant. As long as you acknowledge you're human and have only medieval weaponry, (around year 1200), I do not give a pony on your nation's name.
Any questions?
ALSO: existing nations: Duchy of Paris, Kingdom of Copenhagen, Morocco, The Papal States, The Palatinate, Brandenburg, Muscovy, Wallachia , Ottomans and Jerusalem. You're not allowed to question my authority in this IOT and the only way you can offend me is to ask me why these nations are in the game. They're in. Just like that. Accept them or forget it. Also, those nations cannot disappear. You can take lands from them but will always have 1 province elft. Any attempt to take the last one will meet failure
Map of existing nations: http://i.imgur.com/6XQyIuT.png
Also debating an AC component, however I am leaning towards keeping that idea out.
You don't make a ruleset that pleases people. You make a ruleset that is fun, engaging, and dynamic. Then people will join your game. Most people that play IOTs really aren't that picky; as long as you have some degree of formatting and make-it-look-nice and the rules aren't completely broken, people will join. The way to do this is NOT piecemeal sort of editing on the fly for a year so that everyone is "pleased".
The idea is based off of a Cold War IOT LH ran a while ago where there were 3 random superpowers, some majors, and some regionals. Each had a declining number of provinces at game start. In my opinion it was fun to have people on top at the beginning, and it actually forced some players (like myself) to seek the patronage of a larger country instead of having all players as equals more or less.
And you do realize that insulting a concept without hard mechanics because it doesn't have hard mechanics just makes your comments irritating right?
Although as a note I'm considering removing Counties and having it be Duchies and up, with Counties and Baronies only 'assumed' to be there. Counties would take a rather skilled player to climb the ranks at anything like a fast pace, while it would likely be easier as a Duchy.
As for the economy, I think at first it will be based on the amount of land and your stability in your land. However later, if the IOT survives that long, economy tech may make it more profitable to transition to a commerce focused economy. However with trade comes new radical ideas, so as economy tech progresses and you rely more on trade your stability will suffer if you hold vast lands directly (vassals won't count towards this, making vassals valuable). This forces larger powers to decide whether they want to keep economy tech low and get a lower income and normal stability, or in crease their income at the cost of stability by investing in the economy tech.
Not sure how I will handle units yet. In feudal society militaries were usually based on levies, but i don't think that will work in an IOT.
What I might do is make 2 types of units: active and reserve. Active would be your typical standing army, but cost a lot of maintenance. Reserve would be like the levies you would call upon in times of war, and wouldn't cost anything besides a reduced normal fee until they are raised to active duty. Reserve units would also take a full turn to raise from reserve to active, while active duty units are already active and can be used the turn they are bought.
However the high maintenance will also discourage wars without good reason. I may also incorporate manpower somehow, since I liked how LH used it in IOTHF, but I don't want to make this too complicated to keep track of. If I do use it it will serve as another reason besides maintenance to keep as much of your population at home working the fields as you can, as thats what your nation depends on.
I haven't read enough Pratchett to play this properly.![]()
It should be playable without having read all the Pratchett books.![]()
Yeah, but I won't do as good a job.It should be playable without having read all the Pratchett books.![]()
Anything for you, goyim.Im thinking of starting a 2013 Modern IOT (not clear if fresh start). Do I have interested players?
Anything for you, goyim.