IOT Developmental Thread

The Death of Liberties: The Civilization Kings of Pennsylvania

In 1783 the thirteen colonies won their freedom from Great Britain. However, they were far from united.

In 1787 a great conference of delegates from across the colonies met in Philadelphia to discuss the possibility of revising the Articles of Confederation. Many proposals were brought forth. The main two proposals were the New Jersey Plan, essentially a revised Articles of Confederation, and the Virginia Plan, essentially what our government is today.

In 1788 the delegates were back in their home states attempting to sway the many conventions one way or another. The south, led by Virgina, accepted and ratified the new constitution. The north, led by Boston, adopted the revised Articles of Confederation. Pennsylvania however went its own way and rejected both forms of government, deciding to go its own way, a decision that will forever be questioned by historians.

In 1814 amidst a vastly different War of 1812, after the British had marched on DC and Baltimore they continued north to Philadelphia. But instead of sacking the city, they instead occupied it, continuing to occupy the rest of Pennsylvania as the rest of America watched on, saying Pennsylvania deserved every bit of it for fracturing the colonies. However Britain didn't annex Pennsylvania, but instead set up a neo-feudal system (lets stretch the imagination here), with a King in Philadelphia and a Duke Pittsburgh, and various nobility underneath the both of them. Thus they were admitted into the Commonwealth as a vassal reminiscent of ages past.

In 1820 Pennsylvania was as stable as could be under noble rule except for one thing: the nobles were foreign. And so the native elites rose up and usurped the titles of nobility, sending the King, the Duke, and the assorted nobility under them home to Britain. Britain, surprisingly, ignored this. However the natives decided to elect one of their own to the throne as that system had works fairly well in practice except for the foreigner parts. Many in Pennsylvania feared the New England Confederation to the north, as well as the United Southern States to their south.

And here we are in history. This shall be a game of Civilization Kings, albeit with a dramatic departure from the time periods of previous games run by Sonereal. We are clearly stretching alt history past its breaking point, however lets just do a 'what if' here and suspend the disbelief for a bit.

The Kingdom of Pennsylvania at this point has several questions, not the least of which is who shall be King? Everyone who signs up as a 'Great House' shall have a vote. Once the King is chosen, he can hand out the available titles, which shall be somewhere around 2 duchies and some associated counties, all of which will be relatively poor in the beginning. The time period and geopolitical situation leaves KP with a variety of options. Could it attack its neighbors and possibly gain New Jersey and Delaware, hoping to acquire more coastal territory and then look inwards? Will it attempt to industrialize early and risk the social upheaval in favor of a powerful national industry? Will the crown expand west into the 'territories', that is, the land owned by the USA in the Ohio Valley etc. that was never incorporated into one of the three colony states (only the original 13 colonies are part of the KP, NEC, and the USS)? Will the crown centralize its power with a royal army and navy like the rest of the world, or will the nobles he appoints decide to seize power for themselves and rule Pennsylvania in a truly feudal style?

However I must point out that you shall not be playing a nation state, but that of what is essentially a feudal kingdom in the enlightenment. To you, what is important is not your country, but your dynasty. Fight to put a member of your dynasty or even yourself on the White Throne in Philadelphia. Acquire lands in europe, or enrich yourselves with trade. Marry into influential families in the NEC and USS and attempt to establish feudal systems there as well, or simply put them on your puppet strings.

The possibilities are endless for you.

And if you are unlucky enough to not be given a title at the beginning? Gain your fame in a military venture, immigrate to another court such as in europe to attempt to curry influence and perhaps estates there, become a merchant, open a university that will one day be as famous as Oxford.

Stats:

Well here is the brainstorming, less in concrete part.

National stats, meaning comparing KP to the USS and NEC and europe, will likely consist of whatever is in the royal navy and army, a vague economic indicator, a tax on your vassals, etc. These are the stats of the country as a whole.

Dynasty stats will likely consist of how many levies/regular units any particular great house can call upon. The King can have his own arms men at the expense of his own wealth in addition to his royal army (since the army might not always support him in internal disputes) as well as the power to call upon the levies of his demesne and his vassals.

Then each character will have stats. They will be basic, including but not necessarily limited to martial, diplomacy, intrigue (those are the big 3), wealth and retinue. The big 3 will be semi-hereditary in what might be called the Crusader Kings approach. Somebody with high martial and low diplomacy is likely to pass that on to his kid (although their guardian during childhood can affect this). Wealth is based on their income, whether from business ventures or their estates, with the former proving more valuable in the short term economically. Retinues would be the warriors one might have following them that need to be paid of course.

Will you industrialize Pennsylvania and confirm your hegemony of what might have been the 48 states? Will you go backwards in time internally and oppress the masses, seeking to preserve the power of the nobility for as long as possible? Or will you seek to be the bankers of america, and become rich off trade?

All of this is possible, but one thing is certain:

The Death of Liberty.​
 
This isn't worth a dev diary, but I figured it worth sharing anyway.

Every IOT has the standard army-fleet-air group system so I'm not going to delve too deeply into that other than explaining the doctrine system.

Doctrines are unique to a country's armed forces and affects how powerful or capable its forces are, as well as how expensive those forces are to train, arm, and supply. Every unit has a basic Accuracy/Mobility/Power/Shock/Resilience/Organization system which determines how well the unit is able to hit and resist causalities and morale damage.

Every unit, likewise, has stats to counter the other two (though the counters are not as effective). Every unit has two special stats. For brigades it is Irregular Warfare and Logistics, sea units it is Transport and Carrier Capacity, and for air units it is Stealth Capability and Strategic Bombing Capability.

However, there is a fourth "unit". Extremely expensive, and for any modern military, absolutely essential. I am, of course, am talking about the Military Space Installation.

MSIs orbit the Earth and are able of attacking and destroying one another. However, MSIs work differently from other units in a few key ways. For starters, they can support operations on the Earth with Rods of God and by acting as incredible intelligence platforms. Brigades can garrison themselves on MSIs if taken into space by a space capable air wing, from which they can defend the MSI from boarding parties or board other MSIs. They can hold space wings, which will defend the MSI, ferry troops to and from Earth, and attack other MSIs and space wings.

Units on Earth can be defeated one of two ways: Complete destruction of organization destruction. The former destroys the unit entirely, while the latter means the unit withdraws from combat and can fight against another day. In space, it isn't so simple. An MSI is either destroyed or disabled. A disabled MSI can be boarded and seized and repaired.

Repairing a MSI requires space wings on ferrying duty between the Earth and the installation.

Control of space is a solid way of controlling the flow of combat on ground. If you have space stations, and the enemy does not, then you're in a pretty safe place.
 
Continuing to screw around and add things. Added borrowing/lending/interest related stuff and tweaked things around until a cool looking system emerged.

uyhTUfG.png


There are three kinds of borrowing planned. There is internal borrowing which means burning through the publicly owned stock of capital and then repaying yourself (you technically can just borrow and forgive yourself, but this has nasty effects).

There is "safe" borrowing, which means borrowing up to a limit. At that limit, everything is still peachy. Not great (and there are still effects on interest rates in your country), but okay nonetheless.

Then there is going over the limit. Borrowing over the limit spooks investors a bit and causes capital to leave the country which, in this game, boosts exports. Since this isn't the 1700s, don't think all exports are good, all imports are bad. In this case, the exports are bad and everybody is trying to get out of the American markets (which has knock-on effects for wages and increases unemployment).

The capital that was in America is, now, flying out in search of greener pastures and, to top it off, a large chunk of all this stuff is consumed instead of reinvested. In this example, about $46,000 of capital stock is consumed (out of $250,000 of private capital stock globally). Wages are falling in America, unemployment is high, but whatever dire need is surely solved now.

But interest rates, being at 159%, aren't sustainable, the US can't repay, so it declares bankruptcy. Interest rates fall below 1% (lending to America isn't the greatest bet in the world). American private investors are actually losing money on the American market (debt, but foreigners are making slight gains) and will spend a while repaying debts owed with money being made overseas. Unemployment in a country of 10,000 workers is only at 4% (instead of the 12% that would prevail if not for the army).

Everybody else is affected indirectly since nearly fifty grand of capital stock is gone, and with it, the income associated with it and the ability to consume and invest in the future. Unemployment is high in the Americas, and there are labor shortages elsewhere.
*****

For the most part, I believe I have most of the economic side of the game finished from migration to trade and besides adding more social program stuff, I think I am good there. The plan is to clean up the military cost side and military mechanics.

As it stands, units (and the soldiers therein) are either in the reserves or active. Reserve units work in the workforce and mobilizing their units costs money and time. Active units are prepared to fight, but need to be paid.
 
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[YOUTUBE=10]w8KQmps-Sog[/youtube]​

Your citizens aren't idiots.

Political Instability and Economic Instability are hidden stats which you can only guess at through events and the update. Political Instability and Economic Instability reflect two sides of the same coin, and both have passive and active effects on the economy.

Economic Instability works like it did in Rebuild of Revolution. Every turn, every country gets an economic roll which gives a bonus to production or penalty. The higher economic instability is, the more likely you are to get a "double" event, which means whatever the effects are are doubled. The chance of getting positive growth is higher than negative growth. Positive growth events increases instability, double if you "fail" the instability roll (even though failing in this case increases production). Negative growth decreases instability.

If you're unlucky enough to get hit with negative growth and fail the instability roll, your economy does Bad Things(TM).

Besides all this, economic instability increases, err, "antisocial" behavior. Higher economic instability means some money that would've been used for consumption is instead "lost", decreasing the amount of money the government can make on consumption taxes.

Political Instability represents a lot of things, mostly how much your people would prefer to leave. Political Instability rises and falls based on events and your actions. Political Instability, as it rises, causes problems in other ways...

For starters, some money that would've been used for consumption is funneled to "special interest groups". Specifically, groups that are preparing to defend themselves in case of government "overreach". These are rebel groups, and as political instability rises, the number of "potential rebels" rises, and the number of recruitable soldiers you have falls.

The money from Economic and Political Instability are used to arm rebels. You don't actually get to know how many sleeper rebel brigades there are, and you can't tell from labor numbers since reserves don't count against the working population. However, when a rebellion is triggered, you will notice very quickly what is up.
-----
Speaking of rebels, lets talk rebel mechanics. There are two sides of the rebel question: Rebel Potential and Funding.

Rebel Potential is a hidden stat reflecting the number of people open to being recruited into a rebellion. From this, various groups recruit would-be rebels who, when the balloon goes up, rise up. Unfortunately for you, at very high political instability and very heavy conscription, there can be overlap between rebels and soldiers, and you may end up losing parts of your wonderful military machine in a rebellion.

Meanwhile, as taxes and instability increases, money seems to “disappear”. This money has a habit of getting into the hands of people who mean you, or others, no good. This money, like international investment, is also international.

This money is used to train rebel brigades and, if possible, gain new doctrine. Rebel brigades have differing loyalty based on where the money comes from. If a brigade is trained using American money, it will be supportive and somewhat reflective of American interests and ideology.

If this sounds too haphazard for you, and you want results, then this is where Intel Groups come into play. If you have an Intel Group in a country, you can funnel money into a country to arm and train rebels.
 
A look into EuropatrIOTism III's combat system, with the gracious help of Sone
Spoiler :
qej59Ke.png

Above is a starting map. Note that Sone (GREY) has one line infantry, two militia, one musician, one hussar, and one horse artillery. I (GREEN) have three militia and a foot artillery. This means that his force is technically superior and more diverse... which is why I have the better position
explanation of terrain:
There are four kinds of terrain on battle maps. Plains are normal flat land. Hills block any shots for people standing behind them, but can only be traversed one tile a turn. Forests can also only be traversed one tile a turn, and they decrease the range of units within them, but there is an attack penalty applied shooting into a forest.
Note that all of the names on territories are placeholders for this map. Ingame, these will be more fitting to the area.
Each battle will be fought on a map of this size. Yeah.
Spoiler :
mHILEge.png

In the above image, we have reached turn 3. Sone gave all the orders for Sawnralia himself. As can be seen in the above image, I can theoretically hit Sone's hussar company with my artillery, so I go for that. Unfortunately, I only hit on a 4 (out of 100!) and needless to say, I don't hit. (I rolled a 39).
This will continue later on.
The rest of the ruleset can be read here
 
Having taken into consideration some of the things about the EuropatrIOTism III's combat engine from my test with Sone (Sone won a sound victory):
- Control points as an alternative to total annihilation of armies
- reduced infantry/dragoon roll to d10, arty roll to d50
- addition of urban warfare in planning
 
I'm in love with you. I know you're the tenth IOTer whom I tell so, but IT'S FOR REAL THIS TIME. :love:
 
Reus, in your IOT I want to be Nazi Germany! Cannot wait for it to start.

Spoiler :
Because I am one of the few who can pull off a crazy genocidical dictator bend on world conquest. :p
 
Reus, in your IOT I want to be Nazi Germany! Cannot wait for it to start.

Spoiler :
Because I am one of the few who can pull off a crazy genocidical dictator bend on world conquest. :p

This "blitzkrieg" thing is powergaming, man. There's no way in hell a country recently destroyed should be able to have a modern fighting force that surpasses that of its neighbors.
 
So what stat are you going to use to roll against a Tragedy RC? :p

(everyone playing medio better laugh at that) :p
 
Alright, I'll ask a third time. I'm trying to put revolution mechanics into my game. I was thinking it would have something to do with the amount of troops in a territory.

What are you asking? that's a statement.
 
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