IOT Developmental Thread

I look forward to see the Enlightened Vigilante Infiltration League back in action.


Link to video.

With our removal of the U.S.S.R by guiding the rebellion that took it down it is time for us to consider in our great efforts to secure our aims. Herrick De Venn will direct E.V.I.L to its dominion. The World will be ours.
 
Thank you Ailedhoo for posting that. My freshman year of high school just flashed before my eyes.
 
I have plans for MPR II. Horrible, horrible plans.
 
See, I thought we'd pick up from where we left off...
 
See, I thought we'd pick up from where we left off...

I think that's a bad idea honestly, I mean I doubt many of even remember what happened MPR. I would prefer a fresh start with similar rules.
 
I think that's a bad idea honestly, I mean I doubt many of even remember what happened MPR. I would prefer a fresh start with similar rules.

But fresh starts are so 2012; we should consider a sequel with powers from the last game in a state reflecting their state back in MPR, even with say a decade gap year between the end of MPR1 and MPR2. This way the actions of the last game can have greater impact on our RP then simply having a fresh start and pretend that somehow we are related to MPR1. Overall I want to see the USSR remaining in the grave after the glorious rebellion that was arranged by E.V.I.L.
 
My rationale for resumption is twofold: 1) The game didn't last long enough to develop a real history, so it would effectively be an "advanced start" à la Sequel; and 2) The game didn't last long enough to develop a real history, so we wouldn't need to indoctrinate brand new players into the political setup before they can meaningfully participate.


Some of the economic changes I've conceived:
  • Separation of industry and infrastructure. Industry is the economic engine: agriculture, manufacturing, and so forth, through which the citizens make money. But this is now tempered by national infrastructure, which represents both roadways and power lines and social services such as health care, seniors' pensions, &c. The ratio of infrastructure to industry represents aggregate citizen welfare and so determines how efficiently the economy is actually operating: you can be some Great-Leap-Forward nation-wide factory, but if the workers are starving it ain't gonna run. Unlike industry, infrastructure does not grow automatically and incurs a continuous budget cost.
  • Gini coefficient. Not the actual formula; represents income disparity and provides a general gauge of fiscal inequality. It's based partly on the Ind:Inf ratio but is also influenced by government policy; its exact effects vary by case, but a higher Gini (greater inequality) generally leads to increased unrest.
  • Financial efficiency. This one I'm still mapping out; basically, how much freedom a country's private financial sector has to operate as it sees fit. Higher efficiency leads to additional taxable income that can provide supplementary revenue to low-industrial countries, but this capital is highly volatile and liable to evaporate in a major recession. Financial efficiency is influenced mainly by tax rate and liberal trade deals, and has a negative effect on the Gini coefficient, since by default most of the profits go to private CEOs.
 
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No pressure. ;)

Just be sure I am able as a NGO to do all the tricks I was able to do plus more with access to my secret bases and ability to place bases on the moon with a moon map for players to lay claims on once they gain the technology. :mischief:
 
Oh, so are you saying that it will be set like 100 years into the future and we can make new nations if we want? I'd be up for that.
 
Separation of industry and infrastructure. Industry is the economic engine: agriculture, manufacturing, and so forth, through which the citizens make money. But this is now tempered by national infrastructure, which represents both roadways and power lines and social services such as health care, seniors' pensions, &c. The ratio of infrastructure to industry represents aggregate citizen welfare and so determines how efficiently the economy is actually operating: you can be some Great-Leap-Forward nation-wide factory, but if the workers are starving it ain't gonna run. Unlike industry, infrastructure does not grow automatically and incurs a continuous budget cost.

In Rebuild of Revolution, infrastructure cost upkeep, and the more provinces a country had and the more developed the country, the higher the upkeep. On the flip side, infrastructure made your country more attractive to invest in.

The problem, of course, is that since the way infrastructure increased investment behind-the-scenes, a lot of players just couldn't be ass'd, leading to France's massive infrastructure spending causing a bubble.

Gini coefficient. Not the actual formula; represents income disparity and provides a general gauge of fiscal inequality. It's based partly on the Ind:Inf ratio but is also influenced by government policy; its exact effects vary by case, but a higher Gini (greater inequality) generally leads to increased unrest.

Interesting in theory.

Financial efficiency. This one I'm still mapping out; basically, how much freedom a country's private financial sector has to operate as it sees fit. Higher efficiency leads to additional taxable income that can provide supplementary revenue to low-industrial countries, but this capital is highly volatile and liable to evaporate in a major recession. Financial efficiency is influenced mainly by tax rate and liberal trade deals, and has a negative effect on the Gini coefficient, since by default most of the profits go to private CEOs.[/LIST]

I haven't see the word "labor" brought up. Am I right to assume you're ditching calculating population and labor?
 
Oh, so are you saying that it will be set like 100 years into the future and we can make new nations if we want? I'd be up for that.

Does not mean it will be blank: indeed for a true sequel it will need to have connectivity to the last 100 years.

Wait a minute... where does Thor say it will be place after 100 years?
 
With all my favourite games dead ('cept 'Lec's, allegedly) and Tanipolarity demonstrating its usual levels of !!fun!!

Life is meaningless until a Nazi China, Byzantine Brazil, furry Mexico, furry Australia, and supernatural Italy are all in one game. :p

Unlike industry, infrastructure does not grow automatically and incurs a continuous budget cost.

But what about private interests providing for all of that? :mischief:
 
It's been about a century since the robber-barons genuinely gave a damn.

I haven't see the word "labor" brought up. Am I right to assume you're ditching calculating population and labor?
As per the original rules there's still a pop count, although I never even considered a separate labour tally. I should; it'd be the middle-man that links infra to industrial production, and provides me a means of accommodating wildcards like POWs and refugees.
 
As per the original rules there's still a pop count, although I never even considered a separate labour tally. I should; it'd be the middle-man that links infra to industrial production, and provides me a means of accommodating wildcards like POWs and refugees.

Oooo, and then a lot of potential for unrest if the pools thereof grow too large, forcing the government to actually give a crap what's going on beyond its borders. :p

Or you could just make like Christos and engage in democide, I suppose.
 
As per the original rules there's still a pop count, although I never even considered a separate labour tally. I should; it'd be the middle-man that links infra to industrial production, and provides me a means of accommodating wildcards like POWs and refugees.

I mean, depending on where you're going with this, it would probably help. Every person working is a bit different from 60% being in the labor force, 40% not.

As for POWs and refugees, yeah, probably. Gives them something to do other than just kinda sitting around, not actually draining resources.
 
I had an idea for a new IOT. Bear with me, since it is really silly.
1) The first one is playing as human nations and alien colonies/outposts during an alien invasion of Earth
2) The other one is playing as alien colonies from different empires/races in an Earth where humans are scarce and live in vaults and advanced city - states
The second would also feauture random events both for the colonies and their respective empire

Now to be fair, both of these are just concepts, as I still haven't found a good RNG and stat system if I were to GM them, there are no rules yet, and I doubt that it will have much attention from the users.
I would allow either of these concepts to be fully creative, and the players themselves would describe their race etc. In order to better understand what I mean, I will put forward a propable introduction of the first concept :
" You are the [ PC Decision ] ( Race Name ). After finding a curious probe orbiting in space, your scientists theorised that it came from the planet [ Player Decision ] ( OTL Earth ), or commonly known as [ PC Decision ]. Your [ PC Decision ] ( Leader ) at first ordered an expedition to the planet, but after detecting various kinds of radio waves, you have decided to invade the [ PC Decision ] ( Humans } as you have named them "
where the PC Decision would basically be a vote from all the players. Each player would create their own race and vote for another one or their own. They could also play by just voting and not creating a new race, but they would need to choose their areas on Earth. As we are speaking for the first scenario, players could also choose human states, but there would be NPC human states too. You would be invading Earth in the Homo Sapiens Calendar Sub - division 1 Year of 2015.

Any thoughts?
 
Ruleset of PolyIOT Part 1​
As I want this IOT to be as good as it can be both for the players and the GM, I am going to post here the rulesets and mechanics in various parts, so that any obvious flaws can be pinpointed by users that have much more experience in the IOT gaming community than me.
Without any further ado, let us delve into
Introduction and Application
dream-massive-most-insane-global-alien-invasi-L-yeeVEX.jpeg

We were not prepared for them. They arrived seemingly out of nowhere, and even though we detected them before their arrival, we were not ready. A new age dawned upon Earth.

Welcome to PolIOT: The Xeno Era. In this IOT, you shall play either as human nations or as alien forces that have arrived on the planet, and you shall be the one to guide them through the tremulous path that the Xeno Era proved to be.

The non - specific IOT rules are known pretty much to everyone here: Keep it civil, no powergaming, no spamming, and most of all, have fun.

Joining the game
Spoiler :
YXCRpgK.png

If you decide to be a human polity, claim 15 provinces, and provide the information that you will see on the example posts if you keep reading ( or more if you want ). If you are an alien polity, indicate in which province your force has arrived.

Below are the two examples; one for a human polity and for an alien polity.
Here is the example for the human polity:
Spoiler :

THE REPUBLIC OF GREECE

greek-flag.png

The Republic of Greece, a country with history, bringer of philosophy and democracy. We are friendly to these new species, because as Aristotle said "Friendship is a single soul dwelling in two bodies".​
( A short introduction to get a general and complete idea about your polity )​

INSERT MAP HERE​

Government: Democratic Republic ( Elections Every 4 Years )
( Self Explanatory )

Factions: The Unified Right - Wing Coalition ( 170 Seats - Majority Government )
The Socialist Movement ( 90 Seats - Opposition )
The Anti - Xeno Party ( 40 Seats )
( There must be atleast 3 factions, unless you are a collective or a hivemind. These will play a major role.)

Xeno Stance: Friendly ( Can be anything the player wishes )

Positive Traits:
Obvious Center of World
Rich History

Negative Traits:
Corrupt bureaucracy
Undisciplined forces
( You can suggest as many positive traits as you wish, but you need to have an equal amount of negatives. The GM will decide which of these positive and negative traits will be enacted during the game, and the bonuses/penalties they provide )

Combat Points Modification: ( Shall be explained in a different post regarding combat )

History: Self Explanatory


And the alien polity:
Spoiler :

THE GOA'ULD SYSTEM LORDS

Stargate_Earth_symbol_by_SireaSis.png

We are the Goa'uld, the Children of Gods, and those who are destined to rule all other inferior races as their deities. We have re - discovered the planet of Tau'ri, and we intend to have them sacrifice to us like they did millienia ago. Let no one stand in our way​

Map with point of origin goes here. Let's say Cairo for now.

Government: Loose Alliance between various lords.

Factions: Anubis' Faction ( Strongest )
Baal's Faction ( Subordinate )
The Jaffa ( Slave/Warrior Caste with seperatist tendecies )
Factions are even more important for alien polities than human ones. As you are just commanding your force on Earth, your star empire is ruled by the GM. As such, events between two galactic empires are often out of your control or can be created because of you

Homeplanet: Dakara ( This is not your whole galactic empire, but rather your capital. There is a possibility however, that you can be a single - planet nation or even a fleet of refugees having arrived on Earth. )

Human Stance: Religious Subjucation

Positive Traits:
Undeniable Loyalty
Scavenged Technologies
Cunning Military Officials
Parasitic Species

Negative Traits:
Lack of Innovation
Arrogant
Greedy
Backstabbers

Combat Points Modification: ( Shall be explained in a different post regarding combat )

Spaceships Points Modification: ( Same as above )

History: ( You get the idea )
 
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