IOT Developmental Thread

My big problem with claims at war is then you can't conquer a country, if they don't want to fight they can just run around and claim, its annoying.

Limiting it but still allowing it (Like Ideology Wars did) works, but I prefer no claims. Allowing as many as you want causes serious problems. It should be limited at the minimum, up to you if you want to stop them completely.
 
Thats why you get double the attacks as claims, economically, its cheaper to take 1 territory off the opponent, then claim one.
If you choose to claim in war, your just limiting you military strength by 2 battles, meaning its not worth it, but if you are clearly winning the war, you can choose not to spend it all on pointless battles.
 
Thats why you get double the attacks as claims, economically, its cheaper to take 1 territory off the opponent, then claim one.
If you choose to claim in war, your just limiting you military strength by 2 battles, meaning its not worth it, but if you are clearly winning the war, you can choose not to spend it all on pointless battles.

But even if you are clearly winning, you still don't go colonize when you are at arms.

And it then makes it even tougher for the losing side.

Its up to him though.
 
wrong. When you only need half your army to win the war, you don't send the other half to help. I you only want one province from the enemy, its not a total war, its just a minor border skirmish and you still should be able to claim.

The only wars in which what your thinking of is true was
WW1
WW2
Napoleonic
7 years (Aka, major wars)
Major wars, you don't claim and attack, but a minor a war is different.
Britain was colonizing India during the american revolution
Its the only example I can think of for one simple reason. Claiming doesn't work the way it does in IOT, as in real life even in the colonial era every country was owned by a minor nation or major empire, claiming territories in real life actually involves sending an army over and taking it by force, or get the regional power to surrender.

Its not, I claim this territory so now its mine.
 
Yeah, that is all true and it does make sense. Then maybe there should be a differenation between "Total War" and just war?

I think the way LH has it is fine.
 
Long in a spoiler with a short, sweet and to the point above the spoiler for lazy people.
 
I agree with Droopy. I prefer to the point, which made you narratives in RP a ***** to read (they were great when I finally got down to reading them, but normally I was forced to skim read through them, and missed key points along the way)
 
So, I figure I make an IOT but something veeeeerrrrry simple. What's more simple than the Ancient Age in Civilization 5?

Spoiler :
Sonereal's Beta IOT

This is a Beta to test out some ideas. As such, things like overseas colonies are impossible. If you don't like NPCs, don't play either.

Armies can only sail through coasts meaning, for the most part, ignore the sea provinces because no one's passing the Atlantic or Pacific.
[B}Starting off[/B]

Pick one territory on the map. That is your starting claim and boy are you proud because your plot of land sucks big time. It has Level 4 Agriculture and what's better is that you haven't research the first tech "Neolithic Revolution". How can it get worst?

You also start with 50 manpower.

If you want to play, post your claims….claim with the following.

Tribe's Name:
Culture:
Whatever else you want:

Food and Manpower

Unlike the normal IOT, the primary resource is Food. Food is used to feed troops and boost manpower. Manpower is a secondary resource but far more important. Manpower can be used to

-Create Troops
-Improve Agriculture Level (Costs 10 for the first level, 20 for the second, and so on)
-Put into Tech
-Stored
-Claim more territory (10 each)

Each territory has an agriculture level ranging from 0-4. 0 doesn't produce any food. 1 produces two food, Level 2 produces four food, and son on like that. That 50 manpower is very important in the beginning. The first tech, Neolithic Revolution, will double your food income for each level and it only costs 20 manpower which is about two claims and improving two territories to Level 1 so its up to you what you do in that regard).

Storing Manpower is important. Soon, you'll be producing a large surplus (hopefully) and having extra manpower is a good thing. For instance, you could buy a warrior for 10 manpower right off the bat but you have to take these things into consideration.

A.) Warriors cost 1 food per turn each.
B.) During war, combat units have HP which can only be refilled with manpower.

Warfare

On the map, Armies are shown. Armies are made up of units. Players can add units to armies in friendly territory. Likewise, Navies are the naval form and can be placed in ports.

I'll use an RNG for this. Each unit has 20 HP and strength and a special effect. When a defender wins a battle, the attacker remains on the territory they're attacking from and both sides will lose HP. When a unit runs out of HP, they're destroyed. A territory that has a battle fought on it doesn't produce food the next turn and flanking matters (anyway).

New techs open up new units which allows greater customization of armies.

Units

Warrior: 6(strength)/2(movement)/10 (manpower cost). Special effects: Enslave. These units, when they take the HP of another unit, add 1/2 that HP back to their Tribe's Manpower pool.

Archer: 4/2/15. Special Effect: Archer Support. Has first strike against approaching army and second strike when attacking.

Spearmen: 7/2/25. Special Effect: Spearwall. +1 defense against attacking melee units. +2 Attack and Defense against mounted units.

Chariot Archer: 3/4/25. Special Effect: Chariot Archery. Only can be used when Army is larger than enemy Army. The Chariot Archers flank enemy army, doing damage to enemy archers and warriors.

Triremes (Naval Unit): 6/4/25. Special Effect. None.

Techs

Neolithic Revolution (20 Manpower): Doubles Food Production

Archery (Requires NR, 35 Manpower): Enables Archers

Sailing (Requires NR, 55 manpower): Enables Triremes

Bronzeworking (Requires NR, 55 Manpower): Enables Spearmen

The Wheel (Requires Archery, 55 Manpower): Enables Chariot Archers


Simple. How's it look?
 
I'm already involved in two IOT's, so I won't be doing this one, but I do like that the special effect of Chariot Archers is Chariot Archery.
 
how the hell is a warrior stronger then a spearman?

They aren't. They have +1 strength already with an added +1 when on the defense.

Edit: But I'll bump up the cost of the unit to 20 to fit with the 20 HP thing.
 
The warriors strength is 6 and the chariots is 3 and the Chariot is 2.5 times the price. Why would anyone choose 1 chariot over 2.5 warriors?

Chariot Archers only major counter are spearmen. Warriors do do some damage but movement speed counts in the RNG and with the flanking ability, Chariot Archers can rip through unsupported warriors pretty quickly.
 
Alright, this nuke business

My suggestion is that have nukes act like they did IV, in which Thorvald put a :nuke: on the map, and any single province that touches it, even just barely, is blown up. You don't need the garunteed wastelands like in IV, but multiple province nukes are more fun and useful.

I don't see how that is more fun or useful.

Wastelands shouldn't be permanent. They should last a while though.

For the moment, I'm making them permanent.
 
For the moment, I'm making them permanent.

I understand that part. The only problem I see with that is that eventually, the map becomes unplayable. If wastelands lasted a set amount (but long) of turns, then it opens up diplomacy between nuclear-ravaged nations. Given the other penalties such as internal revolt, international repercussions, and the nuclear counter, I think a limited amount of turns is better. To compensate, the wasteland chance could be increased to 40%.
 
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