why dont nations choose one positive handicap for a nation as a whole?
for example, Venice will have a positive handicap in navy, the Ottomans have a handicap in army and Byzantium has a handicap of defense.
(since this isn't history, you can choose your own within reason)
Why does it take longer to get from Spain to Egypt than it does to get from Spain to Florida? The Med is super small, and a lot calmer than the middle of the ocean.
My only gripe with the map is the fact that two provinces in Saudi Arabia are equal in size to 30 provinces in Germany.
For the map: I think it has to many territories in Europe and not enough everywhere else if we will use that scale.
Also Why don't people like my idea? This game is obviously going to be colonization centered, and IMO its more fun (and historical) if Civs In the Americas are more limited until the Europeans arrive.
Well Yeah I guess. But I was just trying to make it more like this period actually was. Colonization and all that Jazz.
You guys wanted it to start later in history oh so badly, so I don't see what's wrong with making it somewhat realistic to that period of history. It makes no sense to have people randomly discover America before the 1400's, especially after whatever happened to destroy all existing countries. I think that if you had wanted the New and Old world to equal, we should have started at a time when they were equal.
The population of America (north and south) in 1500 was
4 million
There is no way a country in America could take on a European power. Thats why we (the Europeans) colonized the world.
IOT is a what if game, but America could not have been technologically advanced as Europe or Asia no matter what, its impossible.
If the majority of people wouldn't start in America then it's not fair to include the mechanic as it will drive people away.
And who cares about the Cataclysm backstory? I just know the world's open. We don't need to care why - just focus on playing the game.
- Lighthearter
How about this.
To stop all the bickering:
-All nations are on equal footing unless the leader chooses not to be
-The date has already been discussed and voted on, it will not change
-IOT is not a historical simulator, the faster you realize that, the better it will be
-The time period is mainly in place for flavor, to give you a chance to roleplay as something different for a change
some nations in 1453 were stronger than others. nations liek Byzantium were barely existing, while others such as holy Rome was still strong.
Wrong. It is estimated to be between 4-12 million. As I was stressing how small the population is I choose to make it the lowest.That's now thought to be unlikely. There's probably at least that many in central Mexico alone, and perhaps even up to 10-25 million. And native American nations were more advanced than you give them credit for. The Europeans were lucky Nature fought on their side.
I dont care about Historical accuracy. I just care about realism.Historical accuracy be damned.
Wrong. It is estimated to be between 4-12 million. As I was stressing how small the population is I choose to make it the lowest.
I dont care about Historical accuracy. I just care about realism.
Wrong. It is estimated to be between 4-12 million. As I was stressing how small the population is I choose to make it the lowest.
I dont care about Historical accuracy. I just care about realism.
I REALLY think we should start in 1500.
I don't recall when we chose 1453
The GM has spoken and 1453 is it. You should stop it with this argument.
Here, and in several pages before that post. Look through it and count the votes if you want.
Do you realize how ridiculous this sounded? You might as well have said, "I don't care about killing innocent people. I care about murder." As tailless has said, historical accuracy - and "realism" - be damned.I dont care about Historical accuracy. I just care about realism.
Note on the draft:
I try to include as many of the community-approved ideas as possible. I've also included many of my own, so that they look like they can work. I compiled it with the modified Victoria map in mind, so if you guys decide not to use that map, this may have to be changed, too. Specifics such as terrain effects on combat, different GM responsibilities, types of casus belli, etc are not discussed here.
I've divided them into sections. Please vote/comment on/criticise each sections separately. Comments and criticisms are more than welcome, also point out anything that seem to be missing, and I'll try to include them in the next draft.
Edit: final note on colonization - the ability to cross oceans can be researched with military tech (new ships).
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IOT Etiquette
Spoiler :We all seem to be civilized people, so lets act it.
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs (spammers will be reported)
3. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc. There was a problem with this in IOT I, but other than that I'm not sure there's been a problem with that.
4. Keep your actions realistic, and don't declare war on someone for a personal reason.
5. Above all else, RESPECT THY FELLOW FORUMERS.
Starting Out
Spoiler :The year is 1453. New inventions, new ideas, new conceptions about the world are gradually, but surely, transforming societies, and all over the world small states and tribes of the Medieval Era are consolidating themselves into new empires. They are strong, they are ambitious, and they are determined march to glory and greatness, letting nothing stands in their way, only stopping for kittens.
IOT is a turn-based game. Initially, a turn will translate to 4 years in real time. As the game progress, this may change. Update occurs roughly every 48 hours, or after all players have a chance to comment, whichever is earlier (so post, damn it!)
To start the game, first select your capital. From there, you can claim another nine territories. Your starting territories must be connected in some way, either by land or by viable sea routes. Note that in 1453 no one has the technology to cross oceans except for Zheng He and hes not playing.
I dont care if your country is inhabited by radioactive sultanas. In other words, feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting (any leader who tries to form the Soviet Union before Communism is invented will be regarded as a witch and appropriate measures will be taken.)
Each turn, you can claim an additional six territories they too must be connected in some way. If you must cross oceans from your capital to claim a territory, that territory is worth double the cost of a normal territory, ie two points. If youre a native american nation, you can only claim three territories a turn until you make contact with the Old Worlders.
Economy
Spoiler :For every territory you seize liberate, you get income. Its not much 1 gold per turn. This is your base income, and this is all you get to work with on your first turn, sunshine. With ten gold pieces you wont even be able to afford a chocolate bar (mainly because they havent been invented and time machines are expensive).
Of course, if you only get base income, thatd be boring. There are numerous income modifiers, from trade agreements, technology bonuses (see below) and industrial level.
You can spend your income on several things:
- The aforementioned industrial level. For each 10 gold you invest your base income increase by 1%. Spend 100 gold and you get a 10% bonus income to your base. It is possible to go pass 100%.
- Diplomacy diplomatic actions will now cost money because thats how it is done and because there were no world wars breaking out every second day during the Renaissance. See below.
- Your army. The cost for supporting your army is actually subtracted from your total treasury at the start of each turn. See below.
- Technology. Your investment is cumulative. See below.
- Bank it. Depending on your tech, this might earn you a small amount of interest each turn.
It is actually possible to go bankrupt if your army is too big for your economy to support. Should this happen, your stability (see below) will halve itself every year until you get back into the black.
Technology
Spoiler :For the purpose of this game, all nations start on equal technological footing. That is, tech level zero.
There are three areas of research: Civics/Culture, Military, and Science. Each level costs a significant amount of cash to reach 1000 gold each but the benefits to your civilization will be worth the cost. Hopefully. The first player who reaches a level will decide what new technology/invention/idea will come into the world, and suggest their in-game effects. The GM will then decides whether its appropriate and modify the effects if needed (or, alternatively, the GM alone may decide the in-game effects of new technology).
For instance:
- The Ottomans discover Civics Tech level 10
- Padishah Joecoolyo announces the liberalization of the press.
- Joecoolyo or the GM decides on the effects, perhaps something on the line of increase of +10% on civics tech spending)
- With GM approval, the effects became active for all nations with that tech the following turn (so in this case anyone with Civics 10).
Have fun but please be reasonable. The steam engine or the atomic bomb being researched in the 1500s is not reasonable. Discovering television before the advent of electricity is not reasonable. This mostly applies to science, and to a lesser extent military. If you choose a technology >100 years (give or take a few) before their actual historical date you will be penalized in weird and interesting ways.
The three areas:
- Civics government, culture, art, religion, trade, economic systems, social trends all come under this category.
- Military new weapons, new ships, new tactics. Also effects the strength of armies.
- Science everything else, including new technologies, inventions, methods of manufacturing, laws of physics, new chemicals, new materials, medicine, etc.
Diplomatic Actions
Spoiler :Diplomacy can be conducted in the open in the thread or in private by VM, PM or social groups. Either way, youll have to let a GM know when a treaty is signed.
Most diplomatic actions are free. However, defensive pacts, guarantees, warnings and embargoes now cost 50 gold, joining alliances now cost 100 gold, and funding revolts now cost 200 gold. You can only sign treaties with another player if their territories can be reached from yours by land or sea.
A note about some of the possible actions:
Trade Agreements gives the signatories each others bonuses from a % of industry. Embargo cancels it, as well as imposes a negative stability modifier to the receiver. Passage Rights people allow your people to cross other peoples lands, to move troops around or do business in another country. Tech Pact lets two nations research together. Fund revolt is diplomats not being diplomatic, and it has a relatively high percentage of failing.
Stability
Spoiler :Before we get to the last point, which is combat, a word about stability. Everyone starts with a stability of 100%. Stability can fall due to:
- Bankruptcies halve your stability every turn
- Embargoes decrease your stability by -1% every turn
- Starting wars without a casus belli decrease stability by 20%
- Someone funding revolts in your land decrease your stability by -1 to -10%
If you let your stability fall, there are consequences:
- At 90%, attacking troops get a -10% strength modifier
- At 80%, defending troops get a -10% strength modifier
- At 70%, attacking troops suffer an additional -10% modifier
- At 60%, defending troops suffer an additional -10% modifier
- At 50%, you lose the ability to research
- At 40%, you lose your industry modifier as your people go on strikes.
- At 30%, you lose all income modifiers
- At 20%, you lose the ability to claim new territories (including attacking in wars)
- At 10%, you may not conduct diplomatic actions.
Additionally, after 50%, you will get revolt risk. At stability zero, you have a revolt risk of 50% in a random province. If you strike unlucky, the GM will roll a dice a one and youll only have a minor strike, a six and you have a civil war on your hands.
Stability is regained with gold. For each 10 gold pieces you invest you earn back +1% of stability. For 100 gold, you get back 10% stability.
War
Spoiler :Going to War
To go to war without your population going OMGWTFBBQ, you need a good excuse. You get a casus belli if another nation has a different form of government, a different official religion (invalid if they have none), if you have a border dispute, if they declared war on your allies, if they embargo you, attempt to destabilize you or blockade you or deny you access to a sea or ocean tile. Without a casus belli, you suffer a 20% stability hit.
Units
Your main units are armies and fleets. These are physical entities on the map. Each costs 10 gold per turn to maintain, starting right from the turn you recruit one (subtracted from your treasury). The strength of your unit is equal to your military tech level, plus any offensive or defensive modifiers.
When you recruit an army or fleet, you choose where they start. Every turn, you may reposition all your units. Armies may move through up to 10 land territories in friendly territory (all sea crossings in total count as 1 move, oceans count as 2), and only one may exist in a province. Fleets may be reposition anywhere you have ports or can access allied ports, and the number of fleets in a tile is unlimited.
Land Battles
An attack will cost a flat fee of one expansion point. Any army may be used to attack a province as long as they can reach that province by land or sea. An attack count as a move by an army. You may have several armies attacking a province.
The defenders has a number of advantages. First, a province when attacked is considered its own army. Secondly, any armies adjacent to the province being attacked, if not being attacked itself, will also contribute to the total number of defending armies in the battle.
The winner is the side with the greatest strength. Note that strength can be modified by various bonuses and handicaps, and at the end a dice roll will also add or subtract between 5-15% to the strength of the respective sides. If the strength of the winning side is more than 50% of the losing side, the losing side loses any armies they had in the battle. Otherwise, they simply retreat.
Naval Battles
An army may move across seas and oceans to attack a province (as long as that province can be reached by seas and oceans). However, while at sea if enemy fleets are in the area they can simply sink the transports and youll lose the army. So navies are important.
Naval battles are similar to land battles the side with the greatest strength wins.
Alternative Methods
[OOC: If you dont like this and want to get rid of it altogether there are other methods.
- RNG
- Game simulation. Off tothe top of my head, among those suggested are: Medieval Total War, Civ, Rise of nations
- Also, theres Lighthearters idea for combat, here and here.]
Housekeeping
Spoiler :Anti-Spam Measures:
Theoretically, there are no limits on the number of posts you can post each turn. However, IOT does get brought down by too much unnecessary content. Think quality of posts, not quantity: you're not getting Post Count, so no need to spam.
Your posts must follow the Etiquette and actually consist of something RELEVANT to your nation and not just one-liner comments, OT content, or spam. Do not quote the entire post. Only quote the relevant parts. It keeps the forum more readable. Also, don't respond to each relevant post individually; use multi-quote to avoid posting like 10 times in a row.
If you are acting inappropriately, youll get two warnings from the GMs. On your third infraction, we phone the actual mods. And ban you.
Leaving
Upon resigning from the game, you can distribute your territories to other players, one or more NPCs(or create one or more from your lands), or just flat out make them unclaimed.
If you are just going to be taking a holiday, give us your orders, or ask someone else to do them for you. To avoid migraines, we cannot calculate it all, and will only go on what you give us. Otherwise, your country will be treated as an NPC until you return.
If you are not active for 5 days, or don't have anybody to give your orders, we will PM you that you need to post something - or tell someone else to - to stay in the game. If you don't respond, we will PM you again after 24 hours or so have passed, asking how you want your lands distributed, as you have become inactive and thus cannot continue to play. If we don't receive a reply within 24 hours, we will distribute your lands in a manner as fair as possible.
GMship
IOT is a monster even when kept in check. To ensure smooth operations and sanity for all, there are going to be several GMs.
[OOC: well deal with the details later, but do you agree that this should be the case?]
IOT Rules said:Do not quote the entire post. Only quote the relevant parts
Treaties- I think a treaty with someone on YOUR CONTINENT should cost less.
Also, can you create an "unofficial" treaty for free, for instance, create a DP but if someone DOWs them you don't get a casus beli?
Claiming "Across the sea" means claims in the new world correct? If, say, your in England, you can attack France right?
3. I prefer some kind of simulation, however, I'm fine with your system so long as you can handle the Math and I don't have to worry about it. How do you expand your number of armies? Something like the Napoleon Spinoff?
Your main units are armies and fleets. These are physical entities on the map. Each costs 10 gold per turn to maintain, starting right from the turn you recruit one (subtracted from your treasury).
EDIT: I think Florida should be able to access Cuba but its good otherwise.