IOT Developmental Thread

Valkyrie's gridded stats are cool, I admit.

I absolutely hate having to code spreadsheets for them, however, as it prevents me from quickly dragging cells down so they auto-complete. :p
 
I absolutely hate having to code spreadsheets for them, however, as it prevents me from quickly dragging cells down so they auto-complete. :p

I just copy and paste, since everything's geographically relative anyway.
 
Someone should make an African-based IOT. Iunno, In honor of Mengel.. I mean Mandela.
 
I started a thing
IOTES 2: MORROWIND
Spoiler :
Right pick a province, a name for your nation, and a color. I recommend you find an extra map of Vvardenfell
Unlike most IOTs, there are several colors you need to remember:
Purple/Pink = Telvanni (owns Sadrith Mora)
Grey = Ashlander (owns Urshikalu)
Yellow = Redoran (owns Ald'ruhn
Red = Dagoth (owns Red Mountain)
Green = Hlaalu (owns Balmora)
Blue = Temple (owns Vivec)
The legion has been left out because balance.
In other words your nation color defines your allegiance.
A few things to note: each gives a bonus but cannot perform diplomacy with another specific faction (i.e. always war)
Telvanni: Dislikes Redoran. Can train mages at half cost.
Ashlander: Dislikes Hlaalu. Can use soldiers the turn they were built.
Redoran: Dislikes Telvanni. Can train soldiers at half cost.
Dagoth: Dislikes Temple. No chance of flipping allegiance (see below)
Hlaalu: Dislikes Ashlanders. +1 septim per province.
Temple: Dislikes Dagoth. +2 combat modifier against aggressors.

Economy
Each province makes 1 Septim each month (hlaalu make two). That's it. No complicated trade mechanics.
Military
There are two units in this game: soldiers and mages.
Soldiers are your basic infantry unit and can be used to conquer new areas of land. these cost 1 Septim (.5 for redoran.)
Mages function as a +n combat modifier (based on how many you have) with the equation n=x(soldiers)-y(mages)/2. These cost 2 Septims (1 for telvanni).
Soldiers cannot be used the turn they were built unless built by ashlanders.

Claiming provinces.
send soldiers.

COMBAT.
Soldiers measure up against each other.
a larger force would mean a victory.
+2 "soldiers" are added for temple if defending
the mage equation is described above.
simple really.

UNITS NEED TO BE MOVED AROUND TO THE BATTLEFIELD. Quit whining it's only 10 square miles of game world anyway, and morrowind has no fast travel.

RP - is good. Is rewarded.

Spoiler :
uK4Uksi.png

Criticism please.
 
Wait if you have more mages, that counts negatively? That equation looks wrong. X-(Y/2) would mean you never want to have any mages.
 
Wait if you have more mages, that counts negatively? That equation looks wrong. X-(Y/2) would mean you never want to have any mages.

Correct. There is no point in building mages in this scenario. I think you meant x*(y*1.25) or something to that effect so mages actually give a bonus in combat.
 
Sorry for doublepost-ish.
Spoiler :
Right pick a province, a name for your nation, and a color. I recommend you find an extra map of Vvardenfell
Unlike most IOTs, there are several colors you need to remember:
Purple/Pink = Telvanni (owns Sadrith Mora)
Grey = Ashlander (owns Urshikalu)
Yellow = Redoran (owns Ald'ruhn
Red = Dagoth (owns Red Mountain)
Green = Hlaalu (owns Balmora)
Blue = Temple (owns Vivec)
The legion has been left out because balance.
In other words your nation color defines your allegiance.
A few things to note: each gives a bonus but cannot perform diplomacy with another specific faction (i.e. always war)
Telvanni: Dislikes Redoran. Can train mages at half cost.
Ashlander: Dislikes Hlaalu. Can use soldiers the turn they were built.
Redoran: Dislikes Telvanni. Can train soldiers at half cost.
Dagoth: Dislikes Temple. No chance of flipping allegiance (see below)
Hlaalu: Dislikes Ashlanders. +1 septim per province.
Temple: Dislikes Dagoth. +2 combat modifier against aggressors.

Economy
Each province makes 1 Septim each month (hlaalu make two). That's it. No complicated trade mechanics.
Military
There are two units in this game: soldiers and mages.
Soldiers are your basic infantry unit and can be used to conquer new areas of land. these cost 1 Septim (.5 for redoran.)
Mages function as a +n combat modifier (based on how many you have) with the equation n=x(1.25y) where x is the amount of soldiers, y is the amount of mages. These cost 2 Septims (1 for telvanni).
Soldiers cannot be used the turn they were built unless built by ashlanders.

Claiming provinces.
send soldiers.

COMBAT.
Soldiers measure up against each other.
a larger force would mean a victory.
+2 "soldiers" are added for temple if defending
the mage equation is described above.
simple really.

UNITS NEED TO BE MOVED AROUND TO THE BATTLEFIELD. Quit whining it's only 10 square miles of game world anyway, and morrowind has no fast travel.

CHANGING ALLEGIANCE
Every so often an event may occur for Non-Dagoth players. This means that you have the option to change to another bonus, but it functions like a Victoria 2 government change in that you have to reestablish diplomatic negotiations.

RP - is good. Is rewarded.

updated ruleset.
 
For those who aren't Televanni, 1/3 of your army should be mages. Televanni should have 2/5.

Redoran are super freaking overpowered. Dibs.
 
Been working on this in between dying of the common cold. If you haven't guessed, I am part Martian. No, TDS is still running. Yes, Christmas is coming up, everybody is playing with their new shiny toys and socks (soon at least). Yes, dragons are allowed.

Spoiler Very Rough Draft :
Fiat Voluntas Tua

Over fifteen hundred years ago, the empires of man crumbled into the seas which boiled from the heat from the great weapons used in war at the time. Civilization went into remission.

It is now 1798 AE, or 3808 AD. The Altar of Embers had burned the cities of the world to nothingness and unleashed untold suffering on the survivors.

Emerging countries must contend with not only organized rivals, but the sinister forces that operate within the Disputed Territories. Too many promising cities have been wiped out by barbarian invaders, dark wizards, and other dangerous wildlife.

Game

The game is set in a post-apocalyptic fantasy earth where technology has stagnated and magic has become a staple of life in many areas. The map we’ll be using is a map of Europe, with off-screen NPCs coming and going as time goes on.

To join, just fill this out.

Country Name:
Government:
Civilized or Uncivilized: See Disputed Lands for more.
Claims: Post map with 20 claims if you’re Civilized. One claim if Uncivilized. On your claim map, use three different colors. One for Castle Provinces, one for City Provinces, and one for Temple Provinces.
Unique Unit: Describe a unit unique to your country. You’ll be given a free, hero version of that unit at game start, plus two Light Infantry units.


Economy and Trade

Economy comes from provinces and trade.

City Provinces produce $12 per turn, Castle Provinces $8, and Temple Provinces $4. Defensive wise, temples have the weakest defense, and forts have the strongest defense.

The provinces also have unique bonuses. Fort provinces increase the defensive strength of nearby provinces. Temples generate Mana, which is used for spells. Cities produce Trade Goods which, when traded, increases the amount of money you make.

You can convert a province to a different province type for $50.

Trade Goods are used to develop new unique units.


Military and Combat

All units have five main stats: Accuracy, Mobility, Power, Resistance, and Upkeep. Some units may have a Mana Upkeep.

Some units have special traits, which are unique active and passive abilities.

In FVT, blitzing is not a thing. You can only order units to attack adjacent provinces. Attacking adjacent, neutral provinces is one of the two ways of “peaceful” expansion. Neutral territory seized in this fashion will typically be blank provinces that produce no income, have no inherent defensive bonuses, but can be improved to one of the three province types for $50 as usual.

If you’re at war with the enemy, province type matters. If you take a Temple Province, all adjacent blank provinces fall to you as well. If you take a city Province, all adjacent Temple and Blank Provinces fall to you. If you take a Castle Province, all adjacent City, Temple, and Blank Provinces fall to you. However, opposing provinces also exert a Zone of Control, so this will work on a case-by-case basis.

Temple Provinces have a 25% Defensive Bonus. Cities have a 50% Bonus. Castles have a 100% Bonus, and they increase the Defensive Bonus of nearby provinces.

For example, if John attacks a Temple Province that is adjacent to three Castle Provinces, the Temple will have a Defensive Bonus of 25% (Temple Bonus) + 75% (Temple Bonus*3). If the province is a City Province, the bonus is 50% + 150%. If the province is a Castle Province, the bonus is 100% + 300%.

These bonuses increase the Accuracy, Mobility, Power, and Resistance of the defending units, making the unit better able to hit the enemy (which makes sense if the enemy is attacking a Castle after all), more difficult to be hit (the Mobility stat, but in this case the defender is defending behind fortifications), more dangerous (the Power stat), and better able to resist destruction (Resistance).

Attackers do have one benefit though. When attacking a province, the attacker receives a bonus for each owned or allied province adjacent to the targeted province. If John attacks a province, and he has three provinces bordering that province, he receives a 75% Attack Bonus.


Supply Rules

Each unit has an Upkeep, and some have Mana Upkeep. These costs are not automatically deducted from your income, and you can pay as much of the Maintenance Costs as you wish. However, there are special rules for provinces that are cut off from other parts of a player’s country due to war. In that event, the territory cut off from the main country is considered cut-off and entered into the stat sheet with its own income, mana generation, and the like under the player’s country.

Units stuck in the territory that has been cut off are removed from the main country and added to the cut-off part of the country.

If Upkeep or Mana Upkeep is underfunded, the player’s army receives a hefty supply penalty (not funding at all means your armies will be automatically defeated in battle).


Units

Template (Cost, Upkeep, Mana Upkeep [if any])
Trainable By
Accuracy
Mobility
Power
Resistance
Upkeep/Mana
Special Ability

Light Infantry ($2, $1)
Trainable By: Everybody
Accuracy 1
Mobility 2
Power 1
Resistance 1
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. Skirmishing units are less likely to be destroyed in combat.

Archers ($2, $1)
Trainable By: Everybody
Accuracy 2
Mobility 2
Power 1
Resistance 1
Support: This unit can be ordered to Support, increasing Accuracy and Resistance but decreasing Mobility and Power. Support units are far less likely to be destroyed in combat.
Fire Arrows: This unit can launch a volley of fire arrows, temporarily increasing Power. Costs $1 to activate.

Heavy Infantry ($3, $2)
Trainable By: Everybody
Accuracy 1
Mobility 1
Power 3
Resistance 3

Pikemen ($3, $2)
Trainable By: Everybody
Accuracy 1
Mobility 1
Power 2
Resistance 2
Pike Wall (Passive Ability): Negates one Charge.

Light Cavalry ($2, $2)
Trainable By: Everybody
Accuracy 1
Mobility 4
Power 1
Resistance 1
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. Skirmishing units are less likely to be destroyed in combat.

Heavy Cavalry ($3, $3)
Trainable By: Everybody
Accuracy 1
Mobility 3
Power 3
Resistance 2
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Charge (Passive): This unit charges into battle, increasing Mobility and Power greatly.

Horse Archers ($4, $3)
Trainable By: Everybody
Accuracy 2
Mobility 4
Power 2
Resistance 1
Mounted (Passive): Unit receives a bonus to Mobility in battle.
Support: This unit can be ordered to Support, increasing Accuracy and Resistance, but decreasing Mobility and Power. This can not be used with Skirmish. Support units are far less likely to be destroyed in combat.
Skirmish: When ordered to Skirmish, this unit’s Mobility and Accuracy is increased, but Power and Resistance decreased. This can not be used with Support.
Skirmishing units are less likely to be destroyed in combat.

Siege Engineers ($4, $4)
Trainable By: Everybody
Accuracy 0
Mobility 0
Power 0
Resistance 1
Sap Fortifications (Passive): A Siege Engineer can decrease the Defensive Bonus of the enemy in battle.
Strengthen Fortifications (Passive): A Siege Engineer increases the Defensive Bonus enjoyed by the province when defending.
Support (Passive): Support units are far less likely to be destroyed in combat.


Unique Units and Hero Units

Players can create a unique unit at any time, either jointly or solo. A player or players who created the unique unit can grant the ability to train that unit to other players (but those players can grant the ability to train that unit to other players).

If you have an idea for a unique unit, send me the idea. I’ll give you the cost and we’ll go from there.

Hero Units are units that have gained a reputation in battle and become legendary in the world. Hero Units earn a unique name, have their stats amplified, have an existing special ability boosted, and gain the Hero special ability.

For example, this is what a Hero Light Infantry unit can look like.

The Golden Company (Archers)
Accuracy: 4
Mobility: 4
Power: 2
Resistance: 2
Support: This unit can be ordered to Support, increasing Accuracy and Resistance but decreasing Mobility and Power. Support units are far less likely to be destroyed in combat.
Heroic Fire Arrows: This unit can launch a frightening volley of fire arrows, temporarily increasing Power. Cost $1 to activate.
Hero: Every battle increases the stats of this unit. Heroes will tend to seek out enemy heroes in battle. If this unit defeats another Hero unit in combat, units on its side in battle receive a temporary boost to all stats.

Hero units do *not* automatically defend. They must be ordered to defend. You should take care of your Hero units, since the lost of a hero unit isn’t easily replaceable. Especially a seasoned hero unit with several battles under its belt. A Hero unit that defeats another Hero unit in battle grants a bonus to the victor of the Hero v. Hero battle. If a unit Hero is killed in combat (not just defeated), the bonus granted to the killer’s army is even bigger.


The Disputed Lands

Unclaimed territory makes up the Disputed Lands. Expansion into the Disputed Lands, typically, is unchallenged. However, occasionally a great hero unit will spawn in the Disputed Lands and lead an army against a civilization. This NPC country will expand and war with neighbors until the hero unit is killed.

This horde does not generate income. The horde is given $200, which I’ll spend accordingly. The horde generates further income by sacking settlements (Temples, Castles, and Cities), which generates a random amount of income. However, these Settlements will still have their special ability if held. Temples will produce Mana, Castles will have the defensive bonus. Cities will produce Trade Goods.

When all Hero units belonging to the invader are killed, the empire created by the barbarian collapses and all territory it holds becomes disputed once more.

Players that choose to be Uncivilized start off with $200 and one province (either a Temple, Castle, or City Province). The player obeys the same rules as NPC Barbarians and if all his or her Hero units are killed, the player’s empire collapses.
 
Trying out a new approach with these rules. Hope it catches on
 
When I ran SonRisk II to completion a while ago, I was looking around at other board games I could base a Risk game on. One of the games I found was a mythology-twist on the game that had a metagame where dead troops go to one of the faction's heavens and goes on and keeps fighting in a heavenly war as well.

I shelved the idea until I started reading the Long Earth and, later, the Long War, along with playing Skyrim.

The basic premise would be that there would be multiple dimensions that flow like a river. There would be Upstream Dimensions and Downstream Dimensions.

A player would spend an amount of mana to sail a unit downstream or upstream. The further, the more expensive. When the unit "arrives", it attacks or seizes control of the territory it teleports on top of.

For example, if Nedim sends an archer unit from his Berlin province downstream, the unit will turn up in Downstream Berlin, regardless of whether or not Nedim controls Downstream Berlin.

Moving Downstream would be less mana-intensive than trying to go Upstream. However, imagine the advantages if you establish a kingdom Upstream on top of where your neighbor is, and you send an entire army downstream to seize your enemy's capital.

The system would be limited in a few ways. If you teleport units into your enemy capital and take it, that's great! Except that army is now surrounded by enemy territory and lacks a supply line.

:shrugs:

Thoughts?
 
I always thought that an interdimensional IOT would be interesting, I was thinking more of a Fringesque "us vs them" style thing, but this sounds cool as well.
 
Civ2 ToT, anyone? :cool:

Sounds hella complicated (for the GM especially), but it'd be intriguing to see in action.
 
I saw The Long Earth mentioned, and was hoping for more influence than was actually presented.. :(

Well like I said, the original inspiration was from a game based on mythology, and most of my recent playtime has been Skyrim.

Civ2 ToT, anyone? :cool:

Sounds hella complicated (for the GM especially), but it'd be intriguing to see in action.

The mana cost needs to be significant enough to prevent someone building an interdimensional tunnel linking five dimensions right out the gate without maybe a significant focus early on magic over income and border defense.

Then again, maybe that'd be an appealing project for someeone. Spam mana generation early on and sail so far upstream that no one will really want to bother you. With significant amounts of magic, you could sail a solitary unit pretty far in either direction.
 
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