IOT Developmental Thread

so basically all countries start with third world development?

could be fun.
 
Simple IOT Rules, Draft:

Spoiler :

Imperium Offtopicum VI

Earth, AD2101. The unprecedented, and exceptionally brutal, political, economic and environmental upheaval of the first half of the 21st century had forever shattered the old world order, destroyed the world’s economy, caused widespread environmental destruction, and left hundreds of millions dead. Collectively recoiling from the horrors of the Cataclysm, the countries of the world agreed to the formation of a global government, the Integrated United Nations, or IUN, in 2045. However, by the late 2080s, the IUN was beginning to fall apart. New leaders and new states rose to fill in the power vacuum. Some brought a new vision for the world, while others yearn for a return to the good old days…

Imperium Offtopicum (IOT) is a role-playing game spun out of the Altered Maps thread in Off-Topic, hence the name. Players assume the role of leader of a nation of their own creation, and interact with each other on such issues as law, economy, science and technology, humanitarianism, and national defence.


House Rules

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.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.

Joining the Game

To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; its government, policies and so on. Claim any ten provinces on the map, with the condition that they either have to be contiguous or on the coast.

Roleplaying

Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above.

Expansion

Each turn you have five expansion points. This can be used to claim five provinces on the map. They must be next to your own territories or on the coast. Note you cannot expand in this manner in wartime - you may only take provinces from others.

War

Combat is resolved by a Random Number Generator, or RNG, which will generate a number from 1 to 100. The side, that ends up with the highest number, wins.

Expansion Points


In wartime, you have ten expansion points, not five as in peacetime.

Attacking


As in expanding, you can only attack a province adjacent to yours, or a coastal province. Attacking an enemy province costs a minimum of one XP, so you can only attack a maximum of 10 provinces per turn.

You can use multiple XPs to attack a single province. This will give you extra RNG rolls for your attack, and I will use the highest of the rolls to determine the battle result. You can also launch a joint-assault on a particular province with your allies (tell me who the province is going to, or I’ll give it to the country which gets the highest roll).

Defending

Any XP not used in attacking gives you extra RNG rolls when you’re defending. So, if you have 2 unused XP, I generate three numbers instead of the usual one, and the highest roll will be used to calculate the battle result.

Military Aid

Any nation can donate their XP to another nation at war. It will automatically go to defence unless the recipients tell me what they want to do with it.

Espionage

XPs can also be used in spy missions, both in peacetime and wartime. I’ll post a full list of spy actions later.

Nuclear Weapons

XPs can be invested to build nuclear weapons, both in wartime and peacetime. Unlike everything else in this game, XPs used in the nuclear program is cumulative. The more XP spent, the higher the chance a nuclear weapon will be built. When a nuclear weapon is built, the invested XPs reset to zero.

Using a nuclear weapon causes a province to revert to neutral, or "unclaimed".

Beware: use of nuclear weapons may cause the attacked province to become a wasteland, cause rebellion in your country and other consequences.

Use of Straits
Players controllingthe following provinces can block other players from accessing the respective straits: Gibraltar or N. Morocco (Strait of Gibraltar), Suez or Sinai (Suez Canal), Istanbul (Bosporus), Copenhagen or Malmo (Kattegat), Sinai (Tiran), Djibouti or Aden (Bab-el-Mandeb), Bandar-Abbas or Dubai (Hormuz).

Control of these straits can potentially close off the following seas: the Mediterranean, the Black Sea, the Red Sea, the Persian Gulf, and the Gulf of Aqaba. It can be very useful to block players to stop them claiming or attacking certain regions. A player blocked in the Mediterranean cannot sail out, for instance, and can't claim or attack territories outside of the Med that is not adjacent to their own territories.

:goodjob: I like it.

Powergamers get WoGed.

Agreed, but unless its WAY out of line, I'd recommend you tell them to stop powergaming first (Its sometimes difficult to tell) and then WOG them if they continue.

Obviously if someone builds a time machine though, then yeah, I would see you just WOGing them off the bat.



Actually I'll allow it, within limits. So no terraforming Mars in a couple of turns or something silly like that.

No prize for the first Mars landing; it's been done under the IUN.

Good.

However, I didn't see any casus beli rules. I thought there was going to be casus beli rules.

Mind you, despite it being the year 2101 the warfare and destruction in the 21st century meant that technology is only marginally better than what we have currently. Mars landing is possible, but terraforming is something entirely different which, for the purpose of this game, no one is sure how to accomplish yet. No country will have an active space program at the start, and none will have the resources or expertise that even a simple Mars landing required for a while, let alone colonization.

I'm willing to tolerate robotic space exploration, manned space stations, manned lunar stations (no permanent human presence though, only scientists and occasional tourists, like today's Antarctica), and, after 50 turns or so, maybe robotic asteroid minings, manned Mars landing (but not colonization). Hell, even orbital lasers; it won't affect combat anyway. But unless this game goes for 200 or more turns to even start terraforming any celestial body is out of the question.

Yeah I agree.

@Mathalamus- No it doesn't make the game better, it makes the game unfair.

to simple. don't like the time era

You always call everything too simple, another group calls everything to complex...

Well, mine will be a middle of the road game, as you've seen. Taillesskangaru's will be a simpler game, and yours is a really complex one. Variety is good. Some people don't like ultra-complex (Though I'm OK with it personally, as long as I'm not running them:crazyeye:)

so basically all countries start with third world development?

could be fun.

Not exactly, just with modern (Not futuristic) tech.
 
@Mathalamus- No it doesn't make the game better, it makes the game unfair.

right, cause future technology that has no effect to the game whatsoever and is just a flavor is so unfair... :rolleyes:

for example if i build a 2 kilometer airborne cargo ship, would that be considered unfair? it could be easily shot down if you don't like it. of course *I* wont like it but ill get the message that you don't like it.

or is building another Enterprise subtype considered unfair? i say no, because, again, you can destroy it with no consequences. in the game its just your standard Aircraft carrier. the futuristic stuff is just for flavor and cannot effect combat.

do you understand what im trying to say?

Summary: futuristic stuff is for flavor only. it can not and will not affect combat.
 
However, I didn't see any casus beli rules. I thought there was going to be casus beli rules.

No, there aren't. Some of the recent games were alright without them.

If it gets too out of hand though, I'll put on my GM Helmet and I might introduce it.
 
A simple IOT. IOT 2012:
The Mayans were right. In December of 2012, civilizations collapsed. In a 2 day Apocalypse 6.5 billion people died. The remaining people gathered up into small tribes and a new era of tribal warfare began. Now 6 years later, the first empires are being formed around the world.

Due to the lack of technology, but yet futuristic, its possible to be a simple IOT without the need of techs or complex rules. And the claiming of IOT makes sense in the context.
 
for example if i build a 2 kilometer airborne cargo ship, would that be considered unfair? it could be easily shot down if you don't like it. of course *I* wont like it but ill get the message that you don't like it.

or is building another Enterprise subtype considered unfair? i say no, because, again, you can destroy it with no consequences. in the game its just your standard Aircraft carrier. the futuristic stuff is just for flavor and cannot effect combat.

do you understand what im trying to say?

Summary: futuristic stuff is for flavor only. it can not and will not affect combat.

It won't be unfair, no. But there's the part about "keeping your actions realistic" and "don't powergame". A two-kilometer airborne cargo ship is both outrageously unrealistic and powergaming. I don't care if you say it's "futuristic"; the level of technology is not that far into the future and there has to be some limits. As for something like the Enterprise, if I was GM then I'd probably tell you that it's unrealistic and tell you to quit it, and if you insist on arguing then I'd deprive the Byzantines of their provinces one by one until you stop or they stop existing.
 
A simple IOT. IOT 2012:
The Mayans were right. In December of 2012, civilizations collapsed. In a 2 day Apocalypse 6.5 billion people died. The remaining people gathered up into small tribes and a new era of tribal warfare began. Now 6 years later, the first empires are being formed around the world.

I am not touching that Mayan scrap with a 3.05 metre pole.
 
right, cause future technology that has no effect to the game whatsoever and is just a flavor is so unfair... :rolleyes:

for example if i build a 2 kilometer airborne cargo ship, would that be considered unfair? it could be easily shot down if you don't like it. of course *I* wont like it but ill get the message that you don't like it.

or is building another Enterprise subtype considered unfair? i say no, because, again, you can destroy it with no consequences. in the game its just your standard Aircraft carrier. the futuristic stuff is just for flavor and cannot effect combat.

do you understand what im trying to say?

Summary: futuristic stuff is for flavor only. it can not and will not affect combat.

Yet it makes the game moronic.

A simple IOT. IOT 2012:
The Mayans were right. In December of 2012, civilizations collapsed. In a 2 day Apocalypse 6.5 billion people died. The remaining people gathered up into small tribes and a new era of tribal warfare began. Now 6 years later, the first empires are being formed around the world.

Due to the lack of technology, but yet futuristic, its possible to be a simple IOT without the need of techs or complex rules. And the claiming of IOT makes sense in the context.

That does make sense, except with that much death, you'd be back in the Ancient Era again. I'd just make all the government leaders and nuclear weapons be killed/destroyed, and leave everything else alone.

@T-Kangaru- Yeah, I think its crap too, but its a game so...
 
It won't be unfair, no. But there's the part about "keeping your actions realistic" and "don't powergame". A two-kilometer airborne cargo ship is both outrageously unrealistic and powergaming. I don't care if you say it's "futuristic"; the level of technology is not that far into the future and there has to be some limits. As for something like the Enterprise, if I was GM then I'd probably tell you that it's unrealistic and tell you to quit it, and if you insist on arguing then I'd deprive the Byzantines of their provinces one by one until you stop or they stop existing.

well ill be honest. for your game, the Aircraft carrier will be little more than a custom built version designed to hold the Emperor. thicker armor, less weapons, larger, and can hold 100 planes (the USA Enterprise can hold 70 normally, 90 maximum).

so it is a slightly weaker, larger ship than normal, but it has immense command capability.

is that acceptable?

(no, i wont be playing as Byzantium. the geography make it impossible to have a large state)
 
My idea for a moderate complexity Medieval IOT:

Wars of Medieval Kingdoms

This game will start in 900AD, after the confusion of the dark ages. Players will play as a Medieval Kingdom of their choice, either historical or make up their own.

Starting Claims

At the start, claim 5 territories, and decide on a nation name, and post any history that you'd like.

Claiming Territory

On your turn, you may claim 3 territories, unless at war, in which case you may not claim any.

Income Collection and spending income

Players will have three stats, Military, Economy, and Stability. There are no armies or upgrades of individual provinces. All three of these will start at 10.

Players collect 1 gold per territory they control, times their economy rating. Gold cannot be banked, only spent. Money may be invested however.

To upgrade any of these, pay 5 gold times the rating you already have. These ratings may go down during the course of the game, but you may upgrade them again.

All of your ratings will decrease if you expand a lot, but remember the maximum is 20 and they are relative to your nation size. A tiny kingdom who has only Scotland but 20 military will be weaker in military than a massive kingdom such as Russia with a rating of 10. Balance is key.

What they do:

Military: Will be explained in more detail in the Combat section, the higher military rating you have, the better chance you will have to win in battle.

Economy: Your economy rating is multiplied by your number of territories to determine your income.

Stability: Stability can take a hit at any time. There's no particular benefit to having a lot, except as insurance. It can drop at any time due to random events. It will also drop slowly as you expand, when you sign alliances or Defensive Pacts, or when you declare war, especially without a casus beli.

Other things you can buy:

Diplomacy

Certain diplomatic actions cost money, due to the expense of sending diplomats and getting a deal signed:

Defense Pact: Cost 100 Gold. Gives you Casus Beli to attack if the other party is attacked.

Guarantee of Independence: Cost 50 Gold. Same as DP but only one way.

Alliance: Cost 200 Gold. Same as DP, but even if your ally attacked first.

Free-Trade Agreement: Cost 100 Gold. Automatically increases both parties economy rating by a certain amount of levels (The lower your rating is already, the more levels it will increase.) This bonus will be lost if you cancel the agreement.

Embargo: Cost 100 Gold. The opposite of a free trade agreement. Reduces both parties economy. Will be increased when canceled.

You may make two treaties a turn, assuming you are willing to pay for them. These cannot be saved if not used.

Also, a GoI and Embargo need consent by only one party, the rest need consent by both parties. Also, signing many treaties flippantly may decrease your stability slightly.

You may sign "Unoffical Agreements" without paying for them but they will not give you Casus Beli or have any effect to the games income.

ALSO: Any treaties made with either a nation who is in the same region as you, or shares a border with you. In the former case, this is based off your capital.

For instance, a player controlling all of Germany and with a capital in Berlin could make a deal with anyone touching his borders and anyone in the Western European world region.

Bonus Cards: Cost 100 Gold times the number you have already. they will give you additional special abilities.

Forts: Cost 100 Gold times the number you already have, these will increase the territories' defense when its attacked. Your capital always automatically has a fort.

Random Events

Each turn, random events will occur. These may cause conflict between players, or take the form of a disaster, political scandal, unexpected bonus, exc. In some cases, you may be able to use gold to mitigate a disaster or additionally take advantage of a positive event.

Declaring War

There are several "Valid" reasons to declare war. They are:

Border Dispute

They declared war on someone you had a DP, alliance, or GoI with.

They declared war on anyone without a casus beli.

Your ally declared war for any reason.

A Random Event gives you a casus beli.

They embargo you.

Any other reason I deem appropriate to give a casus beli.

Note: Even if you go to war with a casus beli, or if they declared war on you, your stability will take a hit, but they will give you more of one if you do not have one.

At War

When at war, you have no claims. However, you may make 3 attacks. This is a grand total, not per person you are at war with.

Combat will be settled using Rise of Nations units from the Middle Ages. Your army size will be based on your military rating and territory count. If two nations are the same size, but one nation has a military rating of 20 and the other has a military rating of 10, the nation with 20 will have twice as strong of an army. There is, however, no set in stone actual number of units I will deploy for each side, while higher numbers will in general mean larger battles, the actual number will be up to me. However, it will be proportional. However, two different battles may be handled differently.

If you have a fort in the defending province, you will be given three forts to defend your city in addition to your army.

I will make a map that has a city on it for the defense, and none for the attack, however, neither side will have any resources. The defender will have to hold out for 10 minutes (Until nightfall) or kill all the attackers. The attacker will have to hold the city until it assimilates or kill all the defenders.

I will control the attacking side, a moderate computer will control the defending side. If you are attacking, you may give me general tactics to follow, however otherwise I will play to my discretion.

Navies are combined with the military strength, and if attacking an overseas territory by a sea route, you must use your navy first to cross the water.

If you lose in combat, there is a chance your military strength will fall.

If you take the enemy capital, they will be able to continue to fight, but all of their ratings will fall greatly.

Stability

A very important function of the game, this can be raised with money just like any other stat, and can be lost by going to war (Especially without just cause) by getting entangled in alliances, expanding too quick, extreme rhetoric in game, and just about anything that would decrease stability IRL. Anything 10 or higher is "Safe" but if it drops below 10, you may by random chance face negative effects. They will get worse as it gets lower, so keep it up high! If your stability hits 0, you collapse into Civil War.

NPCs

Only one NPC will exist at the start, (Now there will be 0) but I may create them if there are not enough human players or they may spawn on their own if a nation runs low on stability. In general, NPCs I create will remain totally neutral, but nations that spawn from Civil War may be hostile to the mother nation.

The one NPC that starts in the game is the Papal States. They control no territories, but are important to the Diplomatic structure of the game.


The map will be the same one as Ideology Wars. I give NedimNapoleon full credit for this map. It fits the needs and general area I want for this game exactly.

Regions

The game will include five regions: Western Europe (England, Ireland, Scotland, France, Spain, Portugal, Germany, Italy, and anything in between those countries) Eastern Europe (The rest of Europe except for Russia and Scandinavia), Russia (Which includes Scandinavia) Asia, and Africa. If you control an entire region at any time, you will gain a bonus card each turn, and your stats will improve (The amount depends on the size of the area.) If you control three regions, you may be eligable for a Domination Victory (More on this later.)

Victory

The game will end in 1200 AD (Since each turn will be 10 years, that is 60 turns.)

However, there are three ways you can win before this.

Conquest Victory: Control all other player's capitals.

Domination Victory: Control 3 of the 5 game regions.

Diplomatic Victory: Be crowned Holy Roman Emperor (Which will be done by consistently completing Papal Missions.) You must then hold your capital for 1 turn.
No longer relevant, but still there in case anyone wants to see the changes made.

The game will now run from 900 to 1200 AD with 5 year turns.


That's it for now, any comments or suggestions?

Rules Amendments:

1. Regional Control benefits are out. It will encourage war too much.

The game is now starting in 1,200 AD (Crusader Age) with 10 year turns. This is so we can actually get to the Renaissance. The game will end in the Napoleonic Era (The last turn will be 1,800 AD)

Technology will now exist, but it will be very simple. There will only be three techs in the game.

Tech 1: Heavy Cavalry (Cost 200 Gold.) You will have Knights in battle (Before that you don't get heavy cavalry.)

Tech 2: Gunpowder (Cost 400 Gold) You get to use Gunpowder Units in battle.

Tech 3: Colonization (Cost 800 Gold) You will be able to claim in the Americas. Also, diplomatic penalties no longer apply.

Tech 4: Enlightenment (Cost 1,600 Gold): Able to use Enlightenment age units.

Tech 5: Revolution (Cost 3,000 Gold): Win the game.

Techs can be bought over a period of multiple turns obviously.

The map will now contain the entire world, but at the start, only Europe, Asia, and North Africa (Countries on the Mediterranean) will be available for claims. After research of Colonization, you will be able to expand anywhere else.

Also Note: The Old World will be split into different diplomatic regions. These are, North Europe, South Europe, North Africa, Russia, Middle East, South Asia, and Indochina. Any diplomacy with nations in your region is half cost, diplomacy with nations in regions next to your region are normal cost, diplomacy with nations 2 regions away are double cost, any further is impossible. After you research colonization, diplomacy with everyone outside your area is normal cost.

Also, the new map will be the same as ilduce's.

Thoughts on the changes?
 
Try to get another map pls, it wont be interesting conquering the same type of map, pls ask someone or make a new map
 
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