Zack
99% hot gas
Again, not a sign up thread, and posting for banned users is against the forum rules.
Alright, guys. Since the regular IOT thread is down for now, I'll post my news here about the disappearance of myself.
The youth at my church had planned to camp at a horse ranch from Friday to Saturday, overnight. Yes, we did get to learn how to and rides horses. But that's not the point.
Thursday, June 16, at 5:01 PM, the Internet died. No pages loaded. So guess what?
[rant]
I had no communication to IOT that I would be gone two days, and so I had to read about 20 pages today, Sunday, when I could get on again. And now I can't even post on the thread to make an address to explain why I was gone and to respond to posts, especially Mad Man's restarting and giving of land.
[/rant]
Realism (or at least verisimilitude) should be a key element. No one wants to see the Vatican City suddenly pump out 1 million Swiss Guard or Equatorial New Guinea have a defence budget ranging into the tens of billions of dollars.
A list of all the proposals I threw at Taniciusfox last night, plus some more.
The Map:
- Use a map similar to IOT4, but with less provinces.
- Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war.
- All the starting nations would have similar level of development at the beginning.
The Time:
- We need a standard time scale. I suggest 1 update = 3 months.
The Economy:
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
- Trade should have actual effects on the game, though I'm not sure how best to model this.
The Combat System:
- Size of armies should effect combat
- Size of armies should be deal with in terms of units/divisions (like in Civ) rather than actual troop numbers.
- Tactics and effects of terrain, defensive structures, etc on a military operation should be represented with some sort of combat modifier similar to Civ4 "promotions" and terrain bonuses.
- You should be able to research stronger units (tank level 1, tank level 2,...)
- To prevent entire armies attacking a single provinces, there should be a limit of how large a force can be in a province. Perhaps introduce a "logistics" tech, with the limit being increased every level of logistics you research.
Difficult, yes, but worth it.
way too difficult, way too annoying and too much stress.
actualy I think in the next game we start hould have prefabricated countries and due away with province pucking all together. I've actually been working on a prototype map, it's not finished or set in stone but something to think about nevertheless.View attachment 255967
We need to find some intermediate method.
btw, Tanicious, if you're going to create the next IOT, can you please hold off until we got these new rules under control? I don't want to see another train wreck of a thread.
Wait, wait, are we starting a new game? Can't we just keep the other game going? We have plenty of empty land and the game was still interesting. Can't we let it keep going with the same countries?
IOT players, should we stick with IOT IV or move onto IOT V?
Again, not a sign up thread, and posting for banned users is against the forum rules.
The Map:
- Use a map similar to IOT4, but with less provinces.
- Start with a blank slate; so, the world is assumed to be empty at the start. Then, players will stake out their claims (they can only claim once, and only a certain number of territories). The rest of the world (unclaimed) would be divided up into NPCs. If you want more territories, then you'll have to go to war.
- All the starting nations would have similar level of development at the beginning.
The Time:
- We need a standard time scale. I suggest 1 update = 3 months.
The Economy:
- Instead of calculating exact GDP and budgets for each country, I think something more abstract might be better and less complicated while allowing for some realism to be modelled. The economic strength of a country should be represented by a single value (similar to "infrastructure" in Cybernations if you've ever played it, or Industrial Capacity (IC) in Hearts of Iron).
- Taking the IC route, we could have a slider system where IC is divided among a few key areas, say, for instances, economic development, military and research. The amount of growth in IC (as % of original IC) would depend on your level of economic development IC spending, and the size of your military you can support would depend on the defence IC spending.
- Trade should have actual effects on the game, though I'm not sure how best to model this.
The Combat System:
- Size of armies should effect combat
- Size of armies should be deal with in terms of units/divisions (like in Civ) rather than actual troop numbers.
- Tactics and effects of terrain, defensive structures, etc on a military operation should be represented with some sort of combat modifier similar to Civ4 "promotions" and terrain bonuses.
- You should be able to research stronger units (tank level 1, tank level 2,...)
- To prevent entire armies attacking a single provinces, there should be a limit of how large a force can be in a province. Perhaps introduce a "logistics" tech, with the limit being increased every level of logistics you research.
Well I know IOT II, as planned, will give players who join in the first five turns a HUGE advantage over others, so as to keep the game from going too slow.
I'll factor in NPCs; I'll create them every so often and gradually expand them, and leave them open for players to take. More NPCs means you have to fight to be imperialists!