IOT Developmental Thread

What other worlds would you suggest?
 
I'd say it actually makes sense as a Hutt planet. But I agree that perhaps another planet would be more appropriate.
 
I can always change the planet before we formally begin, I just thought a somewhat unimportant planet would be useful as a kind of "catch-all" where you can go to any faction unhindered while being far enough from the war so as to build up in a way that isn't super pressured, like on Naboo would be. And if that's what you prefer, that's why Naboo is there.

That said, I have the thread up now. I am impatient with myself.
http://forums.civfanatics.com/showthread.php?t=554925
 
Corellia, I'd suggest. relatively centric, on a really important hyperlane, and has ties with the criminal underworld, presumably is an Imperial controlled world with rebel/republican leanings...

Balmorra could work too, as could Alderaan.
 
I say Alderaan.
 
Nar Shadda is very tempting and incorporates many of the things that I want out of Tatooine. I'll think on that.
 
I've resurrected an old premise, and we're developing an alt-hist for a game.

For those too lazy to follow the link without more info, we're taking an old chat timeline that was the premise "what if the US joined the Axis in World War II" and fleshing out the timeline to... somepoint. Between the 1960s and today.

This TL - which will be *extremely* detailed, hopefully - will then later be used for a politics/diplomacy (thing elections, civil rights movement, int'l diplomacy, etc) oriented game.
 
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[YOUTUBE=1]gKMu9pDp6e4[/YOUTUBE]

In the year 2190 AD, humanity is taking its first steps beyond the techocentric city-states whose powerful defenses marked the last hundred and fifty years of history. The wars that rocked the planet for thirty long years between 2045 and 2075 culminated in the use of powerful space-based weapon systems, powerful frontline robotic and exoskeleton troops, automated walking weapon platforms, and biochemical warfare.

The Third World War ended because there weren't any states left to fight it, not for the lack of trying. The dangerous AI weapon systems and genetic monstrosities that marked the final years of the war began to turn on their masters, forcing humanity to crowd in a handful of heavily defended megacities.

The monstrosities and rogue machines, while not gone, have waned in their ability to eradicate humanity.

A new era of expansion has begun...​

Interna Universo II is set 150 years after the end of the last game. In this game, players will engage and diplomacy, trade, warfare, and espionage in order to expand and secure resources. Lingering in the great neutral zones are the remnants of old humanity's traitorous creations and harden descendants of survivors of the old civilization who were turned away from the great gated entrances of the megacities.

The game has a strong focus on ideology and governance and is largely inspired by the Crusader Kings II mod Crisis of the Confederation. Your country's stability is driven by its ability to please powerful factions and suppress unrest and dissent.

Features

  • 9 Government Types, with different bases of power and claims of legitimacy
  • Streamlined economy: Deal in the dozens, not the billions
  • A functioning espionage system (an IOT first even!)
  • Deep emphasis on worldbuilding through player-driven events
  • Still no nukes!
  • Space is the next frontier. Compete in orbit and for Luna herself.
 
Some boring numbers time for EQ's NES! Didn't want to clog up that thread with mathcrafting/development ideas since the game's in process. Fuel and supply markets are going to be an absolute pain in the ass without some kind of centralized markets to buy off of and to provide price information to buyers and sellers. After all, when you want to buy a whole bunch of commodities, you don't usually need to go to the country selling the commodity, right? Anyway, here's my idea.

People who want to buy fuel, besides doing the current bilateral stuff, could also attempt to buy off a global fuel market. The difference between this and previous EQ markets is that the buyer specifies the number of units he or she wishes to buy and at what price EP per unit. Sellers simply specify the number of units that wish to sell.

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How this works out is that the country with the highest price per unit has their buy order satisfied first by the seller with the most units on the market. In this example, Japan has their 15 unit order satisfied by the USA, followed by Paraguay having their order satisfied by the USA. The GM can then calculate a rough "price" of fuel.

Total Units on Market: 50

(10/50) * 10 = 2 EP
(15/50) * 5 = 1.5 EP
(25/50) * 0 = 0 EP

The last line comes from the fact that there is actually oversupply on the market, bringing the price down.

Rough Price = 3.5 EP/fuel

Lets flip it around.

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In this case, there are far more buy orders than sell orders. The excess buy orders, while not fulfilled, are still added into the price calculation by adding the number of unfulfilled units on top of the number of buy order fulfilled at the highest price point.

Japan, offering 15 EP per unit, and offering to buy 30 units, has 15 units of demand satisfied, leaving 35 unmet demand left over.

Total Units on Market: 15

(50/15) * 15 = 50 EP

Rough Price = 50 EP per fuel
-----

In an update, the number of units sold and the rough price point would be given, which should help those making bilateral trades because it gives them a rough idea of what the price point could/should be. It helps sellers to figure out if they're better off selling on the open market or spending time finding buyers. It helps buyers figure out whether or not the market is even likely to meet their demand.

However, sellers don't receive the EP until start of next turn. Same with buyers. This would prevent people trying to spend things they don't have. Bilateral trades would still be instant.

Buy/Sell Order

1. The buyer paying the most per unit has their order fulfilled.
1a. If there is a tie on price, the buyer with the larger buy order gets priority.
1b. If there is still a tie, whichever buyer is first on the list receives priority.

2. The seller with the most units for sale sells first.
2a. If there is a tie, the seller first on the list gets priority.

Thoughts? Opinions?

From the GM's perspective, this will mean entering buy and sell orders like I did above and doing a custom sort. I believe, however, that the GM benefits anyway. For example, it isn't unusual that two players agree on a deal, but one ends up not sending in orders! In the case of a market, that wouldn't be a worry because if their order is on the board, it meant they sent in orders.

And it means avoiding "spending stuff you don't have" orders.
 
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I like ideologies a lot. So, I want to use them for my next IOT. But, well, does anybody really want to deal with Victoria 2 ideologies again? With Act of the Possible and Van Buren around, who needs yet another conservative-liberal-reactionary trifecta? Isn't it time we steal from Crusader Kings II? Specifically, a mod for CK2?

Ideologies are divided into three broad groupings: Political, Religious, and Transhumanist.

Political Ideologies

Federalists: Federalists want a moderately-centralized government, preferably of the democratic variety. Federalists are an extremely versatile ideology for fusion purposes (more on that latter). Followers of this ideology can find common cause with many other groups, such as republicans.

Republicans: Republicans are your super federalists. In 2190 AD, Republicanism is steeply trenched in the ideas of highly centralized government, democracy, and corporatism. They tend to have a lot of ties with Federalists, but their stance on strong central governments sometimes make them natural allies of Imperialists.

Neo-Imperialism: With much of the word receding behind the high walls and powerful defenses of a handful of densely-populated city-states, Neo-Imperialism has struck a chord in its calls for expansion, strong central rule, and at times it anti-democratic/republican values.

Separatism: Separatism is an ideology advocating for very low centralization. It doesn't have any uniting beliefs belong that, and makes for natural enemies inside more totalitarian city-states.

Monarchism: Monarchists, like Neo-Imperalists, have once more seen a surge in popularity since 2045. Like their Imperialist brothers, they advocate for expansion and hold extremely anti-republican values. However, whereas Imperialists desire a centralized administration, monarchists seek a return to more feudalist forms of government.

Socialism: By the end of the first quarter of the 21st century, the only truly communist power left in the world was the soon-to-be Autonomous Soviet Republic, whose collapse in the early-2040s put the ideology on life support until the late-21st century, where the demands of war and survival demanded more state planning. Like socialism and communism of old, the ideology has a habit of springing up in downtrodden urban youth.

Fascism: Fascism, by 1945, was all but dead. But as the story goes, ideas are bulletproof, and all the bullets of the Western Allies and Soviet Union couldn't kill off fascism. The ideology saw a rebirth in the 2020s in response to climate degradation and skyrocketing inequality on top of lowered economic growth and prospects. Fascism, in 2190, isn't all that different. It calls for society to be organized along militarist or corporatist lines and for the supremacy of the central government. Where fascism differs from Neo-Imperialism is its views on hereditary positions (not in favor to say the least) and elections (which fascists support in some sense).

Insurrectionist Anarchism: Insurrectionist Anarchism calls for the full dismantling of central governments. Beyond that, anarchists tend to be extremely malleable. This umbrella includes Anarcho-Capitalists, Anarcho-Syndicalists, Eco-Anarchsits, and every other anarchist grouping under the sun.

Religious Ideologies

Moralists: Moralists is a broad, diverse, often inter-competing ideology. Moralists see that their religion, whether Islam, Hinduism, or whatever-ism-you-wish, is a good one to build a society along. They tend to be less than accepting of other religions.

Evangelist: Evangelists, as opposed to Moralists, not only seek to build their society along often hardline religious lines, but rebuild their neighboring societies as well. Evangelists are usually fully supportive of a centralized theocracy and for expansion of the state religion to neighbors, by any means necessary.

Assimilationism: Assimilationism is a fairly new ideology in the world whose modern beginnings can be traced back to the turn of the 22nd century. It seeks to, in the words of one of its earliest founders, to "devour and digest" other religions to form one, universal, religion. While many of this persuasion tend to be fairly light on their beliefs, some will go as far as Evangelists to spread their constantly evolving beliefs.

Transhumanist Ideologies

Visionary Thought: Visionary Thought is brought to us by the leader of a mid-21st century cult by the name One Vision. Visionary Thought sees that humanity's future is in cybernetic enhancement. The ideology is remarkably popular among the richer members of corporate societies and the upper middle class, due to its more individualist nature.

Directionism: Directionism is the name given to an ideology advocating for uplifting humanity genetically. Directionism is a troubled ideology, because it has a habit of being co-opted by pro-monarchy, anti-democratic, pro-eugenics groups.

Cloud Consciousness: Cloud Consciousness is the newest ideology in the world, with its founders still alive today, and barely in their fifties no less. Cloud Consciousness is an ideology advocating for humanity to not upgrade its body, but to abandon it altogether. Where they clash heavily with Visionary Thought is that while Visionary Thought is individualist in nature, Cloud Consciousness is deeply collectivist. This ideology is heavily suppressed in every country in light of evidence of invasive surgeries by cultists. These surgeries involve the implementation of device which connects the person's mind with the "Cloud Consciousness".

The surgery and resulting connections often drive the victim permanently insane.

Fusion Ideologies

A player, when deciding for an overarching ideological basis for government, isn't forced to choose just one of these ideologies. A player will be able to combine ideologies and create their own special ideologies. Some ideologies get along easier than others.

Ideologies do not give direct bonuses to government. Having a socialist government doesn't increase public sector income by 25% or any of the sort. However, these ideologies do advocate for changes in your society, including centralization levels, types of governments, foreign policies, domestic policies, and more. No ideology is universally consistent either. Republicans on one state may be less adamant about democracy than revolutionary republicans in another state.

Thoughts? Ideas?
 
Already talked about this on chat, but you need an anti-Transhumanist ideology. Also a secular/pluralist ideology (I assume you can simulate Atheism as a "religion"). Love the work so far though.
 
@Ninjacow

I've added a new religious ideology called Edenism that acts as a half-ludditite/half-antitranshuman ideology. I don't think I will be adding ideologies specifically for pluralism and atheism because a religious ideology isn't a required pick and, in the case of state atheism, can be filed under moralism anyway.

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[YOUTUBE=1]HLUX0y4EptA[/YOUTUBE]​

There are two major components of a government: Power Base and Legitimacy. Power base deals with what institutions the state relies on the most within its borders, while legitimacy deals with on what grounds justifies itself.


Power Base

There are three power bases in IU: The Military, Corporations, and Bureaucracy.

A military power base would be a country where the military leadership is the highest authority in the country, and where the arms of the military enjoy immense political power. Because the military enjoys immense power and support, conventional military units (armies, fleets, and air wings) have a greater positive effect on stability.

A corporate power base is where government and private sector corporations have little separation. In a corporate state, bribing influential persons and journalists within the country to praise the government has greater effects on stability. Secondly, the intelligence units of the country have a greater effect on stability.

A bureaucratic power base is one where the state relies on a trained, civilian bureaucracy. This power base grants a base increase in stability.


Legitimacy

Legitimacy is likewise divided into three groups: Hereditary, Elective, and Appointment.

Hereditary legitimacy means that familial ties and bloodlines are key to gaining power at the highest levels of government or society. Rulers with this type of legitimacy tend to rule for life, and power is passed down to a heir. Base stability in hereditary states increases the longer a ruler reigns, but this bonus vanishes upon succession. If the successor is a minor (defined as being under 17), a regency council is put in place. The longer a regency council reigns, the lower base stability becomes, but once the ruler becomes of age, base stability starts ticking upwards again.

Elective legitimacy is one where power, whether nominally or actually, is in the hands of the people. In this election, the longer a ruler reigns, the lower base stability becomes. However, ordering elections will give a moderate boost to base stability. The GM is the one who determines election results, and this can result in a change of parties and government ideology. Unless, of course, the player behind the curtains has a specific ideology and party in mind. This can result in negative events, but it is an option.

Appointed legitimacy is one where authority is bestowed upon authority by authority. This means that leadership is selected by the core of the power base. With this legitimacy, a player can choose/create whatever leader with whatever ideology he or she pleases. However, this legitimacy has no stability bonuses associated with it.


Centralization and Government

Different countries have different needs in 2190. Some countries, dealing with separatist and anarchist agitation and general popular unrest, may decentralize in order to boost stability. Stable countries may opt to increase centralization in order to increase tax efficiency. At low levels of centralization, tax collection becomes increasing ineffective.

Unitary: A unitary state is one where the central government holds most or all nominal power within the state. Unitary states have the highest tax collection efficiency, but have the only centralization level with a negative effect on base stability.
Hegemony: A hegemonic state is where there is, on paper, state or provincial governments, but most real power is held by the central government. Hegemons are less effective at tax collection, but don't have stability penalties.
Federation: Federations are a collection of states or provinces with combined powers nominally matching those of the central government in terms of checks and balances. From here on out, tax inefficiency grows, as does base stability.
Confederation: Confederation are a collection of states that work together under a weak central government.
Coalition: Coalitions are a collection of states that simply work together. There is no real central government at this level.
Anarchy: This level of government grants the highest bonus to base stability but the highest tax inefficiencies, with a little under .5 EP being lost for every 1 EP of tax revenue created.

Besides tax collection, other sources of state revenue also experience increasing tax inefficiencies, state as state owned enterprises and tariffs.


Stability

Stability is a combination of several factors: Base Stability, Military and Intelligence Capability, Bribes, and Ideological Support/Opposition. Stability itself runs from 0% to 100%, only able to go over or under depending on base stability. Base stability is the foundation of your stability and is influenced by the above stuff as well as events.

Military and Intelligence Capability provide the coercive side of things. The greater a country's capability in these categories, the higher stability will be. Keep this in mind when going to war, because if the only thing keeping a full scale revolution is your army, invading a neighbor may not be the best decision.

Bribes are simply payments to influential persons within the country to, if not side with the government, to at least not oppose it. The effects of a bribe diminishes over turn, meaning a government reliant on these payments will need to maintain these payments to avoid repercussions.

Ideological Support/Opposition is based on how strong ideologies are in your country, and their support or opposition to you. Each ideology has parties and factions associated with it, and support will determine whether they're fanatically loyal or fanatically opposed to your government, or more likely somewhere in between. The more opposed a faction becomes to your government, and the more powerful the faction, the greater the pressure on stability.


Legislative Branches

A country can have a legislative branch. The legislative branch will be populated by roughly a 100 representatives of the various ideologies in the country, although the government can create laws that increase the share of seats the largest ideologies gain, or laws that favor specific ideologies.

With a legislative branch, however, you don't have full control of the budget.

Depending on faction support and who controls what seats, you (the leader) will have a level of Legislative Support. Legislative Support is, as you can imagine, the level of support the executive has in the legislative branch. The higher the support, the more money that executive will have to spend as he or she sees fit.

The legislative will spend the money available to it automatically on education, infrastructure projects, military spending, and set some of the money aside in the treasury. Some ideologies are more predisposed to certain kinds of spending than others.

Legislative support increases the Base Stability.

Edit: Bonus

Spoiler Legislative Seating/Government :
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Spoiler Legislative Spending :
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*Military spending is divided between the branches and includes procurement of equipment, training/logistics/soldier benefits, and military research development. Factions will increase the share of the budget going to military spending during wartime.
 
@Ninjacow

I've added a new religious ideology called Edenism that acts as a half-ludditite/half-antitranshuman ideology. I don't think I will be adding ideologies specifically for pluralism and atheism because a religious ideology isn't a required pick and, in the case of state atheism, can be filed under moralism anyway.

What about none religious anti-transhumanism?
 
What about none religious anti-transhumanism?

I'm leaning against that because all the political ideologies are neutral on the question, meaning they can swing either way. The religious ideologies vary, but Edenism is the only major ideology with an anti-transhumanist bent because its adherents have theological and cultural, not political, reasons to be against it.
 
hey sone, can you confirm or deny that IU 2 will have daily events like Sofia?

I really liked that system, and I think it could help add to tension as well as keep things flowing, moving, and active.
 
hey sone, can you confirm or deny that IU 2 will have daily events like Sofia?

I really liked that system, and I think it could help add to tension as well as keep things flowing, moving, and active.

Probably not. I'm going to focus on large major updates and maybe the occasional Spirit of Mars midturn event instead of a small major update and several small event days.

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There are five branches of the military: Army, Navy, Air Force, Space Command, and Cyberwarfare Division. Besides these five branches, there is the Intelligence agencies of your country.

Armies, navies, and air forces aren't too dissimilar from how they operate in every other NESIOT. Armies duke it out on land, navies at sea, and air forces in the air. The primary difference between IU2 and the usual is that there aren't actually "armies, navies, and air forces". In IU2, a country as Army, Navy, Air, Space, and Cyber Capability, a number that is arrived to from the number of soldiers/sailors/etc. working in the branch, equipment/planes/ships available, and quality of the forces.

Some branches are less manpower heavy than others, such as space and naval branches.

Army Quality, as well as other quality, is based on how educated your population is and how much you're spending per soldier in training, logistics, benefits, etc. The effects of quality spending aren't immediate: if you double your spending on quality one turn doesn't mean quality immediately doubles. In general, over five years, doubling your spending on quality will increase army quality by around 25%. The same is true for other branches as well as intelligence.

Besides spending on troops, you can purchase equipment for a branch. Equipment is vital since no amount of bullets will help a soldier who doesn't have a gun. Equipment has an intrinsic technology level. As your military technology increases in level, you can spend EP to purchase at your technology level, or at the lower technology level.

Your branches, besides quality, have technology has a major modifier, which is based on equipment. If you have 3 EP of T1 Army Equipment and 3 EP of T2 Army Equipment, your military's technology level will be 1.5. You can sell off/give away older equipment (to you know, rebels and stuff).

Space and Cyberwarfare

Earth's orbit, and the moon, are seeing a resurgence in importance for new world governments. The moon has deposits of resources that are rare on Earth, but can prove invaluable if they can be mined and brought down to Earth. Earth's orbit, on the other hand, is where you will see everything from commercial and research satellites to military space stations.

Space Command is the military arm of governments responsible for protecting these assets and interests. Space Command works in a similar fashion to the Navy in that it can implement a blockade on enemy nations, denying them flows of resources from the moon or orbital industrial yards. Besides that, Space Command is nominally responsible for dealing with enemy satellites and space power. Finally, Space Command can deliver heavy strategic firepower using Space to Ground Weaponry.

Whereas warfare in space can sometimes be flashy and physical expression of space power (through military ships and satellites) is easy, cyberwarfare is less flashy and harder to express, but no less important. Cyberwarfare is the ability to defend against enemy attacks and launch your own attack's on enemy infrastructure, commercial interests, and military networks.

Intelligence

Intelligence represents your human intelligence and signals intelligence ability. If you need to go weapons in the hands of Russian rebels quietly, you turn to Intelligence. If you're worried about political dissidents in your country organizing general strikes, you contact the head of intelligence.

There is some overlap between cyberwarfare and intelligence, since both can target enemy infrastructure, commercial interests, and military networks. However, intelligence has a broader mandate and broader powers than the cyberwarfare branches, making intelligence a vital tool well into the future.

A large and well-trained army on the move against a small and poorly-equipped enemy can find itself in trouble if it lacks proper intelligence capability in the field.

WMDs?

At this time, no. If for no other reason than they usually force the entire game to revolve around them. Large, powerful strategic air and space campaigns coupled with crippling cyberwarfare attacks and spies stirring unrest in a country are a lot more interesting to deal with (and easier for a player or players to deal with) than a handful of nuclear weapons ending the game.
 
Hello all,

I have 2 ideas for IOTs that I would like to share. One of these will be picked, developed, and then run from mid-december until mid-february, the length of my winter break.

The Eleven

Not entirely sure how this one would be run. Essentially, Alien Race A invaded Alien race B's planet for resources, and killed all of alien race B. However, the Eleven elders of B sacrificed themselves in order to allow their Eleven heirs to escape the planet with eleven guardians. They escaped to earth and were named after numbers, and separated with a charm placed upon them that prevented them from being killed out of order so 3 couldnt be killed before 1. They were to stay hidden until they started developing their 'legacies' which are super powers that every alien B develops in their late teens. Then they come together and take on alien race A. If they come together, the charm breaks and any of them can be killed.

Game takes place several years after they get to earth, and the player controls the actions of both the heir and their guardian until the heir's first legacy is developed, then they only control the heir. Posts in thread would cover things everyone would know, such as suspicious news articles that might or might not be evidence of another heir or evidence of alien race A. In PMs the players would handle crises such as the aliens A finding them and reacting to it. First few years would be covered quickly until legacies develop, then plot quickens.

The lack of information would be like SaR, and there *might* be chat sessions for when major things happen that cant be covered by PMs.

Multinational Election Game

Here players would be influencing elections around the world. You might represent a corporation, a rich person, illuminati-like. Players compete or team up to influence a series of elections around the world, including presidential, prime ministerial, legislature, even dictatorial coups and transfers of power. Heavily focused on soft power, money contributions, polling, and the various issues each country faces. Winning elections can result in various levels of influence with those who win, which you can use to your advantage either in world affairs, changing the face of the country you can now influence, or even using it to influence other elections.
 
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