Lighthearter
President of the United States
The year is 1860. The world was recently thrown into chaos after the British Empire collapsed due to a series of events that are too convoluted to explain here and now. Subsequent revolts across Russia, France, China and the United States left the world in a near-virgin state by the year 1856. Four years later, new nations have emerged from the chaos and will now stake their claims to the world - and to the future.
Welcome to the madness. Let the games begin!
To join the game, work through this Nation Sheet:
Allow me to explain this.
Remaining things to describe:
Units & Combat:
There are four unit types. Tier One units have 1STR and cost 1IP. They're cheap and mass producible. Tier One sea units are represented by a white box with a nation-color border. Tier Two units have 4STR and cost 3IP. They're more expensive but more cost effective, and represent professional regular forces as opposed to militia and armed citizenry. Tier Two sea units are represented by a white box with a nation color border and a nation-color H symbol. Command Units have 2STR and cost 5IP. However, they provide a 25% bonus to combat for all units of your nation in the area. If you so choose, they can also provide a 15% bonus to units of an allied nation. Sea Command units are represented by a nation color box with a white cross in the center. Their bonuses do not stack.
Sea units are represented on the map. They have a five sea-zone movement range per turn. In order to deploy land units overseas to a province, you have to form a naval connection from one of your homeland provinces to that province using naval forces. Homeland Provinces are any province that you have owned for three turns or more without interruption. All your starting provinces are automatically Homeland provinces. Land Units are not represented on the map. In order to deploy land units to a non-Homeland province, you must either have a land connection to this province(through your territory or an ally's) or a naval chain(either with your own naval forces or an ally's) to one of your Homeland provinces.
The last unit type are spies. Spies can be used to perform a number of dastardly actions. They are counted as having 2STR when fighting other spies or when attempting an action against defenses in an enemy province. Non-homeland Provinces are counted as having 4STR, and Homeland provinces as 8. You gain a 10% combat bonus when fighting in a Homeland Province. Spies cost 3IP. Your spy total is publicly listed.
Spy Action List:
Mobilization & Traits:
Your Mobilization Level affects your combat readiness and your economic modifier. There are four Mobilization Levels.
NONMOBILIZED: +25% Economy, -30% Combat
LOW MOBILIZATION: +10% Economy
HIGH MOBILIZATION: +15% Combat
TOTAL MOBILIZATION: +35% Combat, -15% Economy
You can change your Mobilization level every turn. You can move one spot up or down for 4IP, two slots for 7, or three slots for 14.
Traits are your nation's specialness, in list form. You get three traits at game start, and another one if you are Enlightened Despotism or Absolute Monarchy. You can purchase a fourth for 6IP. However, the cost increases by 50% each trait you purchase. So the second trait you purchase will be 9IP, then 14IP, then 21, then 32, then 47, etc.
Economy & Buildings:
Your economy is decided by your Industry and your Trade, added together and then increased by your Economic Modifier. Industry is the sum total of all the Industry structures you own across your nation.
Trade is calculated by taking all the Industry in existence across the world and adding it together. Everyone earns 5% of the result, barring traits. For the cost of 10IP, you can add 1% trade income. You can then add another 1% for 20IP. With the Merchant Marine Trait, the total maximum is 10%, or double the standard trade income. You do not earn trade money from nations you are at war with. Trade only occurs via sea, so if you are a landlocked nation you earn no trade. Enemy nations can blockade your ports with their navy to prevent you earning trade, so watch out! Nations can also embargo you so that you do not gain their trade income. The good news is you can do both to other nations as well - the global market can be a valuable ally in your plans for dominance of the world.
Buildings are improvements you can add to your provinces. Each province can only hold two buildings, so be careful that you don't run out of space. Industry does not take up space.
Army College: +5% Land Combat Modifier. Cost 4IP.
Naval College: +5% Naval Combat Modifier. Cost 4IP.
University: +5% Economy Modifier. Cost 6IP.
Boot Camp: +2T1, +1T2, +.5CU(Rounded down) support, nation-wide. Cost 4IP.
Fortification: +30% Province Defense. Cost 6IP.
Industry: +1IP per turn. Cost 3IP.
Agency: Spy defense in province doubled. Cost 5IP.
Center of Power: When changing Governments, pick two penalties instead of three OR pick one bonus trait. Also functions as one of each College. Cost 13IP. Must be built in Homeland Province. Limit 1 per nation. Limit 1 per continent as defined in the stats. Cannot be rebuilt.
I think that covers most everything. Any questions will be addressed in second post. On that note - Next two posts reserved.
Welcome to the madness. Let the games begin!
To join the game, work through this Nation Sheet:
Nation Name:
Government Type:
Starting Forces:
Starting Claims:
Traits:
Combat Modifier:
Unit Ratio:
Allow me to explain this.
Nation Name: This should be obvious.
Government Type: See Spoiler.
Spoiler :In IOTI, there are five different government types, each one with different bonuses. Each has a combat modifier, a unit ratio, and a special bonus. The Combat Modifier is a global effect. The Unit Ratio determines how many units of each type your nation can support per province owned. The bonus trait is a special effect to take into account as you make your nation.
Absolute Monarchy: 20% Combat Bonus, 2/2/1 Ratio, 1 Bonus Trait
Enlightened Despotism: 10% Combat Bonus, 3/2/1 Ratio, 1 Bonus Trait
Aristocratic Republic: 5% Combat Bonus, 3/2/2 Ratio, starts with 1 Command Unit
Constitutional Monarchy: 0% Combat Bonus, 4/2/2 Ratio, 1 Bonus Province
Free Republic: 10% Combat Malus, 4/3/2 Ratio, 1 Bonus Province
If you are unhappy with your choice later in the game, you can change Government Types. However, the change will not take effect until the next turn, and you must sacrifice any three of the following due to social upheaval:
-10% of your current military
-10% of your total current industry
-1 Trait
-1 Province
-50% Combat Malus in addition to removal of all government-related bonuses or maluses(lasts until new government is in office)
Starting Forces: Two T1 and two T2 units, land or sea of your discretion. If Constitutional Monarchy, also one Command Unit(CU).
Starting Claims: See Spoiler.
Spoiler :Please claim 3 provinces from the following map. Note that Cuba and Hispanola are two separate provinces, and the Bahamas and Antilles are also separate and separate from them. Indonesia is Bali, Java, Sulawesi, Borneo and New Guinea, as well as the Solomon Islands. The Philippines are Mindanao, Leyte and Luzon.
Traits: See Spoiler.
Spoiler :Pick three of the following.
Merchant Marine: Earn 8% of global trade
Professional Army: +3STR for T2 units
Volunteer Army: +1STR for T1 units
Covert: +1STR for Spies
Constructive: -1IP from all building costs(except Industry)
Strategic: Command Units +10% STR boost
Leaders on the Front: Command Units +2STR
Wooden Ships and Iron Men: Naval Colleges +8%
Hardworking Labor: +10% Income if below High Mobilization
Modern Economics: Universities +8%
A New Breed of Officer: Army Colleges +8%
An Unstoppable Force: +10% Combat if above Partial Mobilization
Melting Pot Culture: Claims become Homeland provinces after two turns
Sun Never Sets: +1 Province. Only available at signup.
Proud Warrior People: +1T2 and T1 Unit. Only available at signup.
Combat Modifier: See your Government Type.
Unit Ratio: See your Government Type.
Mobilization Level: Nonmobilized. Explanation below.
Remaining things to describe:
Units & Combat:
There are four unit types. Tier One units have 1STR and cost 1IP. They're cheap and mass producible. Tier One sea units are represented by a white box with a nation-color border. Tier Two units have 4STR and cost 3IP. They're more expensive but more cost effective, and represent professional regular forces as opposed to militia and armed citizenry. Tier Two sea units are represented by a white box with a nation color border and a nation-color H symbol. Command Units have 2STR and cost 5IP. However, they provide a 25% bonus to combat for all units of your nation in the area. If you so choose, they can also provide a 15% bonus to units of an allied nation. Sea Command units are represented by a nation color box with a white cross in the center. Their bonuses do not stack.
Sea units are represented on the map. They have a five sea-zone movement range per turn. In order to deploy land units overseas to a province, you have to form a naval connection from one of your homeland provinces to that province using naval forces. Homeland Provinces are any province that you have owned for three turns or more without interruption. All your starting provinces are automatically Homeland provinces. Land Units are not represented on the map. In order to deploy land units to a non-Homeland province, you must either have a land connection to this province(through your territory or an ally's) or a naval chain(either with your own naval forces or an ally's) to one of your Homeland provinces.
The last unit type are spies. Spies can be used to perform a number of dastardly actions. They are counted as having 2STR when fighting other spies or when attempting an action against defenses in an enemy province. Non-homeland Provinces are counted as having 4STR, and Homeland provinces as 8. You gain a 10% combat bonus when fighting in a Homeland Province. Spies cost 3IP. Your spy total is publicly listed.
Spy Action List:
Spoiler :
Sabotage! Your spies will attempt to destroy the building of your choice or sow havoc among the industrial or manpower base of your chosen province.
Bribe! Your spies will attempt to bribe enemy units into desertion. They will be destroyed if successful.
Steal Plans! Attempt to infiltrate the enemy high command. Success will gain a combat bonus against the target faction.
Disruption! Lay a trap and set the bait, as well as interfering with enemy orders using sleeper agents. Success will see the enemy face a combat penalty against all factions.
Stir Unrest! Choose one of the effects from the Change of Government effects. Your spies will attempt to inflict it on your chosen victim.
Infiltrate! Attempt to disable an enemy trait for two turns.
Bribe! Your spies will attempt to bribe enemy units into desertion. They will be destroyed if successful.
Steal Plans! Attempt to infiltrate the enemy high command. Success will gain a combat bonus against the target faction.
Disruption! Lay a trap and set the bait, as well as interfering with enemy orders using sleeper agents. Success will see the enemy face a combat penalty against all factions.
Stir Unrest! Choose one of the effects from the Change of Government effects. Your spies will attempt to inflict it on your chosen victim.
Infiltrate! Attempt to disable an enemy trait for two turns.
Mobilization & Traits:
Your Mobilization Level affects your combat readiness and your economic modifier. There are four Mobilization Levels.
NONMOBILIZED: +25% Economy, -30% Combat
LOW MOBILIZATION: +10% Economy
HIGH MOBILIZATION: +15% Combat
TOTAL MOBILIZATION: +35% Combat, -15% Economy
You can change your Mobilization level every turn. You can move one spot up or down for 4IP, two slots for 7, or three slots for 14.
Traits are your nation's specialness, in list form. You get three traits at game start, and another one if you are Enlightened Despotism or Absolute Monarchy. You can purchase a fourth for 6IP. However, the cost increases by 50% each trait you purchase. So the second trait you purchase will be 9IP, then 14IP, then 21, then 32, then 47, etc.
Economy & Buildings:
Your economy is decided by your Industry and your Trade, added together and then increased by your Economic Modifier. Industry is the sum total of all the Industry structures you own across your nation.
Trade is calculated by taking all the Industry in existence across the world and adding it together. Everyone earns 5% of the result, barring traits. For the cost of 10IP, you can add 1% trade income. You can then add another 1% for 20IP. With the Merchant Marine Trait, the total maximum is 10%, or double the standard trade income. You do not earn trade money from nations you are at war with. Trade only occurs via sea, so if you are a landlocked nation you earn no trade. Enemy nations can blockade your ports with their navy to prevent you earning trade, so watch out! Nations can also embargo you so that you do not gain their trade income. The good news is you can do both to other nations as well - the global market can be a valuable ally in your plans for dominance of the world.
Buildings are improvements you can add to your provinces. Each province can only hold two buildings, so be careful that you don't run out of space. Industry does not take up space.
Army College: +5% Land Combat Modifier. Cost 4IP.
Naval College: +5% Naval Combat Modifier. Cost 4IP.
University: +5% Economy Modifier. Cost 6IP.
Boot Camp: +2T1, +1T2, +.5CU(Rounded down) support, nation-wide. Cost 4IP.
Fortification: +30% Province Defense. Cost 6IP.
Industry: +1IP per turn. Cost 3IP.
Agency: Spy defense in province doubled. Cost 5IP.
Center of Power: When changing Governments, pick two penalties instead of three OR pick one bonus trait. Also functions as one of each College. Cost 13IP. Must be built in Homeland Province. Limit 1 per nation. Limit 1 per continent as defined in the stats. Cannot be rebuilt.
I think that covers most everything. Any questions will be addressed in second post. On that note - Next two posts reserved.