IOT Developmental Thread

Shouldn't currency value be V and capital should be C? The copy of Das Kapital I read used C to represent capital.

I was always taught Capital using K, and didn't actually go over currency like that, so I just used c. V might be right, but since high school, I've been taught K for capital.
 
Draft rules for Imperium Offtopicum: Swarm on the Somme...

Spoiler :

Time-Scale:
The game begins in 1912. Turns are quarter of a year.

Signing Up:

Claim any three territories, so long as they are contiguous by either land or sea. Give them a name, capital, background, etc.

In addition, you get five free military units of your choice, and 10 Infrastructure that you can place anywhere. If you begin in Rough Terrain, you will receive 1 free military unit for every Infrastructure over the limit. Please specify what units you want, and where to place them and the Infrastructure.

You can use any colour you wish, so long as it is not Dark Tyrian Purple (Hex# 360029, or RGB 54/0/41). This is reserved for the Grex.

Terrain:

The dark-coloured territories on the Terrain map is Rough Terrain (contrasted with Clear Terrain). These represent territories that are quite difficult to inhabit, whether they are extreme cold, deserts, jungles, mountains, etc. Feel free to claim here; in fact, you’ll get a bonus when defending these territories. However, you can only ever have up to 2 Infrastructure on Rough Terrain as a cost.

Economy:

Each territory produces 1 Industrial Capacity (IC), while infrastructure increases the base output by 1 more IC. Infrastructure costs 5 IC to construct, and you can have up to 8 Infrastructure on a given territory (except, as noted above, in Rough Terrain).
Expansion:

Expansion occurs by either military conquest or by political influence. Conquest is fairly straightforward: you attack a neighbouring country with a given number of armies, and number of military units are randomly generated to defend it.

Political influence is more difficult, but does not require use of direct military force. You spend IC to influence a neighbouring country (by land or sea) to join your nation: territories that are contiguous to you by land have a 2% chance of joining you for every IC you send, while territories contiguous to by by sea have a mere 1% of joining you. The total possibility of annexation is increased by 1% for every military unit garrisoned on their border, whether they are army or naval.

Combat:

There are three basic types of units, army, naval, and air. Army units travel on land, while naval units, of course, travel on sea. Air Units can traverse sea spaces, but they must begin and end their turn on land. These are further subdivided into a number of types as follows:

Army:
Name|Attack|Defence|Movement|Cost
Infantry|1|2|1|4
Cavalry|2|1|2|8
Artillery|4|1|1|12
Navy:
Name|Attack|Defence|Movement|Cost
Transporter|0|1|4|5
Frigate|4|4|2|10
Dreadnought|8|4|4|20
Air
Name|Attack|Defence|Movement|Cost
Plane|2|2|4|6
Zeppelin|6|1|4|12

A given unit can only attack once a turn.

In addition, you may load land units onto a transport. Up to 2 units per transport can be loaded this way, and they can never disembark the same turn as they embark.

Combat occurs as follows: the attacker rolls a number of d6s equivalent to the total attack value of his forces, followed by the defender as many d6s as their total defence value. The player who rolled the highest total sum wins. Ties are settled in the defender’s favour.

In addition, you can build trenches to add +1 to each of your defence rolls for 5 IC. You can upgrade trenches to Fortresses for 10 IC and double the amount of dice rolled. This effect is not cumulative with Trenches.

You cannot directly control territory after a successful battle, though. Instead, they are considered to be occupied; the opponent cannot build from these territories or collect income. On the flip side, you can collect income from them, but cannot recruit units there. The number of territories to be annexed could either be negotiated (or demanded), or they can be annexed outright if you completely occupy a player nation.

Air Units cannot occupy territory alone. However, they can bomb infrastructure; 1d6 is rolled per attack value, and on 4+, one infrastructure is removed from the province being attacked. In addition, they can ignore the defence bonus of rough terrain due to reconnaisance.

The Grex

At a random point, the Grex will invade a certain number of territories. Rules for them will be added once the Grex invasion begins...
 
Another test of trade mechanics. There are three countries: Catalonia, Tunisia, and Naples. Tunisia can trade with both, but the other two can only trade with Naples.

Tunisia has the smallest economy and least merchantbpower. Naples has the largest. Catalonia proproduces 5 Silk, Tunisia 4 Iron, and Naples 6 grain. Every country demands one of each.

In autarky, the price of the goods each country produces is at its lowest point, a third the world price of silk in Catalonia, a third of Iron wp in Tunisia, and 34% the world world for grain in Naples.

When trade opens, Catalonia is able to trade silk at double its autarkic price, and now has iron and grain.

Tunisia is able to trade iron at 260% the autarkic price. Naples can trade grain at nearly double its autarkic value.

In a situation where Catalonia annexes Tunisia and gains the ability to trade directly with Naples, Catalonia is able to trade silk at even higher prices and is able to import grain at lower cost. Naples is able to trade grain at a higher cost and import silk at a lower cost. The cost of iron is unaffected in Naples.

If Naples annexes Tunisia, it is able to import silk at a lower cost, though slightly higher cost than if Tunisia had been annexed by Catalonia. Naples is able to trade grain at a higher price than if Tunisia was annexed by Catalonia.

The price of iron is unchanged in Catalonia. Catalonia is able to import grain at far lower prices.

I will do mote notebook work to see what happens if a second iron producer is added in Corsica which is also able to trade Naples and Catalonia, as well as Tunisia,Tunisia. Then I will see what happens if Tunisia and Corsica stopbtrading with one another without adding smugglers, then a test with smuggling.
 
FIAT HOMO

ACanticleForLeibowitz.png


LET THERE BE MAN


[YOUTUBE=1]x-xpMRCnJRE[/youtube]​

IN the year 2865 AD, mankind stares out to the stars in awe of the majesty of creation. The Pope's Children, those blighted outcasts touched by the great demon fallout, through the attrition of stillbirths and time, are on their last legs. The suspicion and fear borne by man to all those outside his immediate community and family ebbs in the face of splendid new merchant republics, powerful imperial monarchies, pious holy orders, organized nomadic peoples, and the general spirit of man that, though injured by the Flame Deluge, remains strong in the collective heart of humanity.

It is time to take command of one of these new polities and to forge something great, something meaningful, to turn the tide on humanity's war on entropy and forge a brave new world.

In Store for the Next Generation of Leaders

Fiat Homo is set roughly six hundred years after the events of Cold War IOT, and uses the same map from that game, which was originally drawn by TK for A Place in the Sun. The emphasis on the game will be statecraft, trade, and war, with players needing to balance the imperatives of all three in order to succeed. To this end, each province can produce a few of several resources such as grain or iron. What a country doesn't produce itself to meet its own demand, it will import, and that is a job of merchants.

Countries that share borders and sea borders will naturally trade with one another. Though there may be war or pirates, there will also always be smugglers and blockade runners willing to risk life and limb to turn a profit. Controlling key provinces not only will provide you with the opportunity to develop the resource infrastructure of that province, but thrust you into new trade networks. As the reach of your merchants expand, the luxuries enjoyed by your people will expand as well.

As your people grow rich, their demands will increase. A humble lot will demand little more than the necessities of life, such as grain and fish for nourishment, iron for tools, and clothe has a luxury. As the country grows rich, it will demand silks, African ivory, New World tobacco and sugar, and more. Not all trade is good trade, and should the leaders of the world turn a blind eye in the face of rising wealth, they will find that merchants will make room for humans in the hulls of their great trading galleys.

Iron births the tools used by the laborer, the plows of the farmer, but also the swords of the soldier. Resources, trade, religion, ideology, whatever your poison, it will be ingested greedily by those who wish to leave behind a legacy of conquest and glory to their heirs. Trade ships can as easily carry silks and spices as they can men and horses, cannons and pikes. Bitter rivalries between feuding merchant republics spill over into the seas as sanctioned privateers attack merchants while an empire embargoes a petty king, depriving the petty kingdoms' nobility of luxuries that have grown accustomed to.

Religious turmoil, trade conflicts, outright war are some of the problems leaders will deal with. Privateers, guns, development are some of the tools.

In the end, the strong will survive.

But the weak will perish.

 
...a second chance for the Shi family to make their fortune?

Where General Shi Hong failed in service to Emperor Yuan will [insert title here] Shi Shuang succeed!*

*Even if I am not playing as Chinese I will hope to have Shi Shuang in my service.
 
you guys are bloody odd

Everyone's a fruit and nut-case


Link to video.

On serious notions: if peace reins in IOTCold War then we can see the sequal as possibility of the alternative future or am I presuming MAD will be upheld in IOT?

Well whatever the case I am looking forward to play as Yuan attempt 2, New Norse, the Pirates of the Pacific, the Kingdom of Australia, the Malian Empire, the Texan Empire or whatever will rock the boat gently down the stream.
 
On phone, going yo answer best I can.

1.) lol cold war not ending in fire

2.) I think players will refrain from shooting as much when afforded other options with visible effects.

3.) Hey Robert, I was working out my notebook and it occurred to me pivot tables may be extremely valuable for both FH and your upcoming IOT. Pivots would be better than trying to cut and paste province stats from place to place as provinces change hands.

I'm going to see whether or not a combination a of LOOKUPS and pivot tables will make province specific stats, including provincial taxation possible.
 
3.) Hey Robert, I was working out my notebook and it occurred to me pivot tables may be extremely valuable for both FH and your upcoming IOT. Pivots would be better than trying to cut and paste province stats from place to place as provinces change hands.

I'm going to see whether or not a combination a of LOOKUPS and pivot tables will make province specific stats, including provincial taxation possible.

I will have a look into this.
 
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