IOT Enlightenment 2: Philosophers and Kings

Actually, can I claim the two provinces Japan and the one in Korea?

Name: The theocracy of the Silver Dome
Religion: Belief in one, all-powerful God, the Silver (a god with silver skin). He is said to inhabit a temple with a silver dome.
Stat: Industrial
Offers: Trade with all nations.
Alliance or NAP with China.
NAP with Australia.
 
Korea has 2 provinces. And the North is Chinese SOI.
 
As far as I can tell from the update spies did nothing to you. From my observations I'd say that the Industrious power is most OP, but that could well be just the way the Ind nations have been playing thus far.
 
IND and spies are both slightly overpowered.

The main reason spies owned in the last few turns is that only the aggressive spy players bothered to build them in numbers. There were about a half-dozen attacks against various nations for various reasons in this update that were 100% annihilated by more prepared defenders.

There's a lesson for the players: ALWAYS increase your black ops department to match your army and navy. anyone curious as to their spy count need only PM me and ask.

I am changing a bit of how spies function for balance in IOTCW2, but no changes will be made in IOTE2. They're not overpowered if people actually make defenses against them.

On the other side, IND nations. Very few people, even IND powers, are really bothering with significant industrial improvements, and those that do are usually concentrating them in single provinces. A bonus is only a bonus if it's used, and centralizing your industry like that is a recipe for a quick invasion or sabotage strike. Better to spread out among multiple territories, but if you lose one the enemy gains more industry than they would otherwise(Except if it was the aforementioned LOLinsane IND province). There are plenty of options at your disposal as rulers - you just have to make use of all of them.

For example, someone going heavy spy would be vulnerable to a conventional attack, as long as you remembered to leave troops in a defensive pool in case the enemy tried a rebellion gambit, and you had a few spies of your own to protect yourself - just like a spy nation needs some regular troops to protect itself. It's not a side game, it's a whole nother theatre of war, like sea and land.

Anyway, the TL;DR version: Yes, spies are a bit much, yes I'm fixing it for the next game, yes IND is a bit much, yes I'm fixing it for the next game, and there's a tactics lecture on usage of spies/troops and industry.

-L
 
To: The Northern Barbarians and the Sons of Sheep Lovers
From: Iberian Remant


Here's our very generous peace offer we have.

We take Calfornia, Deseret, and the Great Plains pernamently

We also get Portugal and Cuba back

You two get out of my national waters


How about that? Or will we need to drive inland even more for you two to get the message?
 
Your income doesn't mean long-term victory is possible.

You: 24

Us: 77

You were more prepared due to spies, but cannot hope to win long-term.

Thus, I Reject this ridiculous offer outright.
 
We ask that our stolen territories be given back to us. The unprovoked attack was completely uncalled for.

As a protectorate under the Celtic Union, we expect they will support us in our desire to get our provinces returned.
 
We also condemn the unprovoked and illegal attack on Norskandia by Romania. If all conquered Norskandian territory, North Urals included, are immediately repatriated we will forget this unfortunate incident - you can forget about any further reparations though.

We ask that our stolen territories be given back to us. The unprovoked attack was completely uncalled for.

As a protectorate under the Celtic Union, we expect they will support us in our desire to get our provinces returned.

Unprovoked? Illegal? Uncalled for? You. Attacked. Our. Ally. No land will be returned, at all. If we go down, we will make sure we take down as many of you villianous scum with us as possible.

And in case you do not believe me, I can, at your request, produce screenshots of my orders that very clearly say "In the event of War." All of this would have been avoided if you had made peace.

The Kingdom of Keme has impressed the Cape Republic's Hand of the Military Class, Che Vega. Let not the bloodshed cause ill between the Republic and the Kingdom. Let us set a pact of non-aggression to ensure we do not cause bloodshed between each other and perhapes a joint Military Training Pact to ensure that both methods of our military training can combine to aid the moral of our forces.

So, this is the response of the Cape Republic? Whatever happened to "The Cape Republic will automatically declare war on those who go against you," eh? Keme has launched an attack upon your allies, and your response is to offer them a Non-aggression pact?
 
So, this is the response of the Cape Republic? Whatever happened to "The Cape Republic will automatically declare war on those who go against you," eh? Keme has launched an attack upon your allies, and your response is to offer them a Non-aggression pact?

O...

The Cape Republic demands Keme sign a peace treatry with the Cape's ally or face all regulars and the Cape general being set against thee in Africa.
 
@LH: IND and Spies might be overpowered, but I would like to suggest for IOTCW II and all future games with this kind of ruleset that you nerf trading. Right now you can make rediculous amounts of cash with trading, especially early game. And a single blockade is bascially game over for a nation, without a thrid party interviening. For IOT:CW II, maybe make trading a percentage of someone's normal income, or just remove it altogether.

Don't get me wrong, I love your games. Hell, I'm probably going to make a game based on one of your rulesets at some point. But every ruleset has it's weak points. No hard feelings. :)
 
Trade has been significantly nerfed. Everyone in IOTCW2 will be able to make only a certain amount of trades, and are marked on province-to-province routes on the spreadsheet. Technologies and the new province improvements can improve capacity.

Trade was the VERY first thing I changed, since it turned out to be such a gold-plated female dog to calculate.

-L
 
Trade has been significantly nerfed. Everyone in IOTCW2 will be able to make only a certain amount of trades, and are marked on province-to-province routes on the spreadsheet. Technologies and the new province improvements can improve capacity.

Trade was the VERY first thing I changed, since it turned out to be such a gold-plated female dog to calculate.

-L

That's good to know. :)

So I assume IOT Cold War II will start when this game reaches some sort of a conclusion/lull?
 
I've promised that unless the players lose interest, IOTE2 will last at least until 1760. Once that's done, I'll take stock, analyze the weaknesses of the system, enact changes, and the process begins again with Cold War 2.

Currently changed: Tier X units added to land and sea, air military units added, technologies and doctrines added, trade revamped, traits removed, spies nerfed, province improvements added, nuclear weapons added, and the map has been nearly completely redone, as has the spreadsheet, for clarity and ease of use.

And that's just the TL; DR version.

-L
 
This CW game sounds awesome! I want to join!

But will it be historical countries, or like this one?
 
So we only have 4 turns until the end of the game? Or is there a possibility that it could go longer than that?

X-Post: Probably like this one.
 
Just like this one. Everyone gets 4 starting provinces instead of 3, plus a starting technology and one starting Tier 2 land unit for a faster start. After that, the choices are entirely in your hands. You can balance all the abilities you have in this game, plus special forces, nuclear missiles, technological research, infrastructure development, and airborne warfare.

But for now, we have at least a few more years of IOTE2 to get through. So let's help me find the bugs and blips in the system so CW2 won't get hung up on them. I won't auto-end it at 1760, but that's the first point at which I'll start to consider ending it.

Notable spy nerf(For CW, not E): it now takes *2* spies to raise a single rebel unit. This means it's 2IP per rebel militia instead of 1, but you can spawn them wherever you want so it's worth the added cost. Still need to watch out, but it's not earth-shattering anymore, and gives a real reason to FUND rebels more than just spawning them, since it's more efficient for them to build their own troops.

-L
 
Unprovoked? Illegal? Uncalled for? You. Attacked. Our. Ally. No land will be returned, at all. If we go down, we will make sure we take down as many of you villianous scum with us as possible.

And in case you do not believe me, I can, at your request, produce screenshots of my orders that very clearly say "In the event of War." All of this would have been avoided if you had made peace.



So, this is the response of the Cape Republic? Whatever happened to "The Cape Republic will automatically declare war on those who go against you," eh? Keme has launched an attack upon your allies, and your response is to offer them a Non-aggression pact?

Incorrect, we were already at war, a fact you were aware of when you made peace.
We also inform the Cape Republic that due to Romania's illegal attack on the Celtic Union our defensive pact with Keme became active and granting a legitimate cassus belli.
 
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