To get this thread back on track, lets take a moment to discuss something radical: Mechanics. Specifically, the mechanics of the game that this thread was originally for.
Imperium Offtopicum V was started 1 August 2010, or a little under five months after the original IOT. Coming off the heels of IOTIV, IOTV was the first mechanics heavy game of the series. The game, having looked at the previous games, must've looked "radical" given the number of GMs and the fact that "oh God how will I be able to do anything if I can write a ten page story about what my leader is doing!"
Imperium Offtopicum V used the antiquated XP system for claiming. The XP system is a system where countries can only claim a handful of provinces per turn, and usually games with a XP system counts expanding militarily against the amount of provinces you can expand peacefully that turn. Strangely, you could use all your XP to ultra-claim an owned province, but five seconds of balancing would show any modern GM that war is probably quicker.
The economic system, for those currently in IOTXV, should look familiar. Every province generates $1, and each Civic Tech generates $1 per level. If you have 20 provinces and 10 CT, you generate $30/turn. The trade system in this game was, for the time, probably the best you would get. Every country embargoing another country reduces income by 1% and, for anybody keeping score at home, makes embargoes practically worthless and completely disregards economic power.
If a game has 26 players, and everybody in the world embargo you, you would only lose 25% of your income. Declaring war with a casus belli, on the other hand, reduced your income by 50%, clearly showing that this game's focus would be on the diplomatic and military side, and that the economy would be treated with a light touch.
Which is unfortunate.
There are two areas of research: Military (army and navy related stuff) and Civilian (everything else). Each next level costs x25 times the level you are at (so if you’re at level 4 the next tech will cost 4x25 = 100 gold). You can research more than 1 level of tech per turn if you’re up to it. Tech investment is cumulative, and the amount you already invested will be shown like this: invested/total cost (300/400)
Each level in civilian tech increases your base income by one, and each level in military tech increases the base strength of your navy and army by one.
You don't need to be a finance major to scratch your head at the idea of
ever in your entire life of improving Civic Technology. Imagine if you start at Civilian 1, and you're going for level 2. The cost would be $25. It would take 25 turns just to break even on your investment.
IOTIV, the longest lasting IOT up to that point, only lasted 34 turns.
Military tech, on the other hand, is extremely potent. Starting with a base strength of one, Army Tech 2 would double the power of your armies in the field.
Of course, had the game lasted any appreciable amount of time, several problems would make themselves noticed very quickly after the map was claimed.
1. The amount of new income streams entering the game is limited by the willingness of players to undertake massive infrastructure projects (researching Civilian Techs), which grew more expensive, and less worthwhile, after every level.
2. Provinces, being the meat of the game's revenue, were relatively cheap to gain, and the cost of a standing army came nowhere near the cost of trying to peacenik.
The game attempted to circumvent the problem with a casus belli problem, which I feel did nothing but further limit the already very limited options available to players. The casus belli system heavily punished a player for going to war without a CB, which wouldn't be a problem if there was anything worthwhile to do besides war.
This painfully limited economic system would further affect the military system.
Your main units are armies and fleets. These are physical entities on the map.
- Armies will be represented by a golden dot.
- Navies will be represented by a dot in the sea which the same color as their nationality.
Each one costs x20 times the number which you already own (so if you own 6 armies the next one costs 6*20 = 120 gold – the first army and fleet you build is free). Additionally, each army and each fleet also costs 2 gold/turn of upkeep. This will be subtracted from your income at the beginning of each turn. If upkeep > income, then the economy GM will helpfully randomly disband your armies and fleets until your income is back in the positive.
When you recruit an army or fleet, you choose where they start. Every turn, you may reposition all your units.
- Armies may move through up to 10 land territories in friendly territory (all sea crossings together costs a flat fee of 1 movement point, ocean crossings cost 2 points - it doesn't matter how many seas or oceans you travel through), and only one army may exist in a province
- Fleets may be reposition anywhere you have ports or can access allied ports, and the number of fleets in a sea/ocean tile is unlimited.
The strength of your unit is equal to your military tech level. At level 5, the strength of each of your armies and navies is five, at level 8, it’s eight, and so on.
Keep in mind that the game this ruleset was for had over 1000 provinces at first, and even after the cleanup had over 500.
The cost of armies and fleets are the main limiting factors. Surprisingly, upkeep is less so. If you have $100 provinces and you're not wasting money on civics, you will likely only be able to build your sixth army at that point before needing to borrow. The fact that upkeep is only $12 for six armies makes the entire system pointless in the grand scheme of things. There should be no point where a player's upkeep outpaces their income given the cost to build in the first place unless the player borrows.
And if IOT has taught one thing, it is that players don't like borrowing.
The system does attempt to limit potential abuse by allowing provinces nearby with defending armies to contribute to the attacked province's defense. However, and this is important, the difficulty of increasing military technology and/or building more armies would very likely end up forcing everything to rely on the 0-50% luck roll modifier.
However, the biggest flaw this game had was the number of Game Moderators. There was an Executive GM, Police Officer, Cartographer, Economy/Research, and War Mod.
Anybody who is reading this post and have read the IOTV ruleset will understand how insane this is. The game, which would take only 30 minutes to be upgraded by a modern GM these days, needed five GMs for some reason. A GM to edit the map? Why isn't the main GM doing that? Handle the economy and research? Why *can't* the executive GM do that?
IOTV should be a warning to modern GMs about starting games if you don't have Excel experience. In this day of age in moderating IOTs, there is no reason not to use Excel.
There have been posts decrying the post-IOTIV world about how "mechanically" things have become. This is a problem when GMs fail to actually modernize and improve their rulesets and make changes.
IOTV, today, would take little to no effort to run using modern systems. A more standardized combat system operating in Excel could calculate several battles in the time it would take to do one, and the results would be cleaner. The economic system could've been improved in such a way to give incentives to actually bother with techs.
But IOTV, for the most part, was new. In hindsight, of course the ruleset was painfully imbalanced and incentives the wrong behavior. Most new ideas have flaws in their initial execution, which is why we improve on them over and over and over again.