IOT Developmental Thread

XIV is probably the only ruleset I've used that wasn't completely original.
 
The first change to DTF will be it won't start a year after. The Change happens on March 17th 1998, and the game will start a month afterwards on April 17th, 1998. Additionally, you as a player will have a choice of starting off as a lone individual, or as the leader of a very small settlement. The lone individual portion will be similar to what we see in The Stand. As in, you will start with a reasonable character who has started to acclimate to the way things now work (no steam power, no modern tools or tech, no guns, etc) and rolls will be done on important actions as you role-play.

Lone Individual

The eventual goal when starting off as a lone individual is to create a settlement. Those who opt for a settlement at the start, start with only 10 pop and are level 0 in each tech field and level 1 in every settlement category. What technologies you may ask? What settlement categories you may be asking yourself? These are some of those adjustments to the ruleset I mentioned earlier. But we will get to those in a moment. As a lone individual you have the opportunity to roam the world alone, or create a nomadic group that follows you in your travels, or even settle down as a settlement. You have added flexibility as a result of starting off by yourself. This is because you have the ability to gather certain types of people that may prove valuable in creating a nomadic group or a settlement that will mean you start off with a higher level in certain 'settlement categories'. Or you may find objects or knowledge that gives you a starting edge in one of those tech groups.

The downside to starting off alone is that the world is in chaos. There is no stability, and there is a high risk of death as you travel alone or in a small group. There are cannibals to fear, or you may run afoul of a larger group or an unkind settlement. You have to find food and supplies. But should you survive these dangers you have greater flexibility in choosing your settlements spot when considered alongside other settlements that spring up. Note that nothing is stopping you from throwing your hat in with an already established nomadic group or settlement at any time, although you may not have the same control as if you had founded it and led it.

Technology

This is a change that affects settlements and nomadic groups. Starting settlements have 0 tech in all 4 tech groups: Military, Fortification, Farming, and Civil. You gain levels in technology by investing tech points into them. For each tech point up to 100 in a single field, you have that percentage chance of advancing in that field that turn. For example, 5 tech points mean you have a 5% chance. You get tech points based off of how many elite pops you currently have. Each elite pop produces 1 tech point a turn (a turn is 1 season).

For Military however, there will be different branches you can invest into. The branches will be Infantry, Mounted, Naval and Strategy. They are fairly obvious except for the last one, but I will describe what each does anyway. Infantry Tech improves the performance of swordsman, pikemen, archers, and other soldiers that are on foot. Mounted tech improves any soldier that is mounted during battle, such as a lancer or horse archer. Naval is the unlocking of naval construction and the improvement of combat upon water. Naval tech is locked unless you possess a settlement that borders a river or the ocean. Strategy is the level of tactics and strategic thought that your society can provide in the form of War Leaders.

Settlements

Spoiler :
Settlements, rather than being your capital and a series of forts, will be more in depth, but not prohibitively so. Your initial settlement will be called your capital. Settlements will be divided into 2 categories: Towns and Forts. In general, Forts will be more beneficial militarily while Towns are more beneficial food wise. Every settlement will command or 'be protecting/responsible for' an amount of land around it. The higher level settlement it is, the more land it can effectively exert control over. This does not mean your land cannot be violated. Nomads move where they will and it may take a fight to evict them, and a neighbor can choose to build a settlement where they wish, potentially infringing upon land considered yours. But in this new world after The Change, it isn't about what land you claim is yours, its about what land you can prove you control, and if you allow somebody else to build on your land then it is your own fault. Now, Towns and Forts are leveled. For example, a level 1 Town is a mere Homestead, and a level 1 fort is a watchtower. In order to build these, you must commit pops to building them, spend a number of tech points, and have the requisite tech level. Once a higher tech level is researched, bigger and better settlements can be built and existing ones upgraded; as long as you have tech points to spend and pops to commit. Pops building are not farming, so be careful.

Fort levels
1. Watchtower
2. Motte and Bailey
3. Crude stone castle
4. Stone fortress
5. Citadel

Town levels
1. Homestead
2. Village
3. Town
4. City


Disregard the settlement section for now. After thinking on it, I think I need to stay simple and avoid complicating things too much. Leaving it as a spoiler so people may read it if they wish, and I have it to come back to.

War Leaders

War Leaders are your generals. You may have a maximum of 3 for every settlement you have. They are converted from elite pops, and are used to lead your military into battles, and have a modifier affecting how well they fight based on your strategic tech. Troops without a war leader do not get the bonus and are more likely to route or surrender.

That is all I have come up with for the moment, and not a single bit is set in stone.
 
Wait what happened to the tech?

For each tech point invested into a tech group (like Civil Tech), you get a 1% chance of getting an advance in that tech group. So having 10 tech points invested in Civil tech gives you a 10% chance of getting to the next level of that tech every turn.
 
Settlements (Revised)

Settlements. You begin with one as your capital and initial settlement. You can build more settlements in time, but be careful about overextending yourself. There is no immediate communication anymore, so each settlement is on its own most of the time. If you want to build a new settlement you have to send pops out to build it. If you send 10 pops it will take 3 seasons, 20 pops will take 2 seasons, and 30 pops will take 1 season. The defense value of a settlement in a raid is determined by how pops and soldiers you have stationed there. The defense value of a settlement in a siege or a normal assault on the settlement is determined by a combination of pops, soldiers, and your fortification tech.

Calculations like crop failures, farming, and immigration/emigration are done on the level of polities (such as all of AA's territories, not just his capital). However in each individual settlement the number of pops (normal, soldier, and elite) are kept track of for defense purposes. Plagues are also spread settlement by settlement.

War

War will be changed as well. Instead of a universal soldier pop, there will be different types of soldiers to reflect the composition of medieval armies.

Peasant - All it takes to get a peasant soldier pop is to convert a normal pop to a soldier. They go to battle with whatever they can find, whether it be a club or a scythe. Available that turn.

Crossbowmen - Short ranged but effective crossbow thrust into the hands of a peasant. Available immediately. Costs 1 ducat.

Archer - A person armed with a crude bow either found or made. Takes a season to train for use.

Longbow - A soldier armed with a Longbow who has trained extensively with it. Long ranged and very effective. Requires specialized technical knowledge. Takes 2 seasons to train for use. Costs 1 ducat.

Swordsman - A soldier armed with a sword and trained in its use, normally armored well. Takes 1 season to train for use. Costs 2 ducats.

Pikemen - A soldier armed with a pike and used for keeping the enemy at a slight distance and stopping cavalry charges in their tracks. Available immediately. Costs 1 ducat.

Mounted Soldier - A soldier armed with a sword or spear and trained to fight from horseback. Takes 1 season to train in use. Costs 3 ducats.

Horse Archer - An archer who is trained to shoot arrows from horseback effectively. Requires specialized technical knowledge. Takes 1 season for an archer to upgrade. Costs 4 ducats and an archer.

Lancer - A well armed mounted soldier that charges the enemy with a lance before drawing a sword or spear. Well armored and generally considered the best of medieval warfare. Takes 1 season to upgrade from a mounted soldier and 2 seasons to upgrade from a swordsman. Costs 5 ducats and 1 swordsman/mounted soldier and 1 normal pop.

You may notice that most units require tech points. This is to reflect the emerging professions like blacksmiths that are created to create this equipment once the food situation isn't looking so dire. You can also put in your orders to scavenge equipment to arm a small group before you can begin creating such equipment yourself, but this method is unreliable. Nomadic groups have better luck with the scavenging however, and may end up having specialized persons that can create small amounts of arms and armor if given the right tools. That is one of the advantages of starting off as a lone individual.

There are two ways of fighting a war in this IOT. The first option is rather traditional. I will take your war orders and calc the battle based on the math behind the soldiers with a degree of luck factored in as well as the war plans (such as use the mounted soldiers to slowly draw the enemy into a valley surrounded by longbows, etc).

The second option will be to fight it out in an RTS setting that relies more on round by round orders with you acting as the commander of the battle. This method can be fought in the chatroom for those of you who can make an acceptable time together before orders are due. If you cannot make a time but want this method, you can appoint a trustworthy stand in for you. A variation of this allows for the same RTS control, but instead done in a social group so that time differences can be accounted for, and you can both have more tactical control over your forces. This will not be an extended period in chat such as an AC mission. There will be a limited number of rounds reflecting the length of time you have to operate that season, and once the rounds are finished, your forces are left where they are for the update and you can resume the next turn/season.

Commerce

If the game lasts long enough for the world to stabilize, then trade will begin to resume between the newly created communities. Naval tech and ports will aid this process, and eventually currencies may begin to be created by players. This will not be an immediate feature, but rather something to keep in mind: there is a world out there once everyone is done worrying about their immediate survival.

---

Comments are appreciated. I think next weekend might be a good time to throw this up. Maybe in 2 weeks depending on how busy the next few weeks are.
 
For each tech point invested into a tech group (like Civil Tech), you get a 1% chance of getting an advance in that tech group. So having 10 tech points invested in Civil tech gives you a 10% chance of getting to the next level of that tech every turn.

I mean the modern tech.
 
Spoiler :
Spoiler :
Winter is Coming​
kboyA.jpg


Here's my idea:

Each player claims 1-4 (depending on how many players) provinces with a white circle, then they place their faction's color(s) in the circle (may use borders for circle). The provinces would have to be either touching or in the same sea zone. I tried to put the circles closest to the main castle or city in the province, but some provinces have features I can't remember or place. It's not really important.

The game would work sort of like Iron and Blood. Armies will be in a pool and navies real. If you control an entire region, you get a bonus corresponding to the location. For example, Highgarden (light green place) would get a big income bonus (farms/plantations will replace factories), but if you control the Iron Islands (yellow islands) you would get a moderate bonus to naval power (the Ironmen are the best sailors, sea fighters, and pirates in Westeros, but because there are only 4 provinces, I need to nerf it some). NOTE: I may make the Ironmen an NPC faction so they don't get swiped at the start of the game. And besides, I need someone to play around with when the fighting breaks out. :p

Now, some of you probably noticed that in the North (white) and the Crownlands (gold), the circles aren't white. This is to represent the important NPCs. The Wildlings in the North want to get past the Wall, and probably won't unless a player attacks the Night's Watch (the guards of the wall). This could mean that those in the immediate area will get attacked, and may or may not be very bad for every player in the game depending on the Wildlings' successes and other factors. King's Landing and the Kingswood are owned by the King of Westeros, who sits upon the Iron Throne of Westeros. The Iron Throne is the ultimate goal of every player. Claiming it will cause a civil war involving lots of REALLY fun stuff (for me). The only way to win the game is possessing King's Landing and being at peace, but first you would have to kill the current king, as well as anyone who supports him. If you want to claim the throne, you need to know that there will be a chance for rebellion in each of your provinces and the King has some large armies (not cannon, but meh). You also will need one of the Seven Kingdoms (can be either you or you and one ally).

Every turn, I'm going to roll a D100. If it's 96 or above, the Wildlings break through. Sounds safe, right? Well, on top of that, the number (96) will decrease by 4 each turn. The only way to counteract this is to donate armies to the Night's Watch, which will increase the number by 2. It is possible to raise the number above 100, which will cause no roll to be made that turn (100% chance of safety).

So, to sum it up, I'm the gold guys you want to defeat, white guys are bad news, the Wall keeps them out, and you all need to read A Game of Thrones.



Okay was this ever done and I just missed out on it cause I would be pissed.
 
Nope but I'm thinking about actually working on it over the summer. Prolly moving it back to the Conquest.
 
Nope but I'm thinking about actually working on it over the summer. Prolly moving it back to the Conquest.
By that you mean Aegon's right?
 
So what you're saying is liberal is the best party?
 
Depends on government type. A liberal party in an absolute monarchy encourages pro-democracy rebels to form, for example.
 
>implying I care about monarchies and am not a capitalist pigdog
 
>implying I care about monarchies

Same problem in HM's Governments as well depending on how forceful you are.

And getting Liberals in a democracy is kinda a crapshoot depending on how the game is going. Though, in retrospect, I will probably ax the military discount.
 
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