IOT Industrial(IOTI)

Lighthearter

President of the United States
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Apr 29, 2010
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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:

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.


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.
 
Rule Change 1: Centers of Power

Spoiler :
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.

To further explain just a bit, this means that you can only ever build one CoP. Any you capture serve as Universities without the other bonus. If one is razed during a battle or destroyed to clear room for urban development or to remove the trait/other bonus from your enemy faction, it can NEVER be rebuilt - as in, that continent will never again have a CoP, and neither can the nation that lost it. These are essentially wonders of the world here, in Civ terms. Be careful if you build one.
 
Nation Name: Iron Indonesia
Government Type: Free Republic
Starting Forces: 2 T2 Land. 2 T1 Sea
Starting Claims: Java, Bali, Borneo, Sulawesi,
Traits: Merchant Marine, Hardworking Labor, Modern Economics
Combat Modifier: -40% (hue)
Unit Ratio: 4/3/2
Mobilization Level: Nonmobilized
 
Nation Name: Gran Columbian Republic
Government Type: Constitutional Monarchy
Starting Forces: 2 T1 Land, 1 T2 Land, 1 T2 Sea
Starting Claims:
Spoiler :

Traits: Hardworking Labor, Constructive, Volunteer Army
Combat Modifier: 0%
Unit Ratio: 4/2/2
Mobilization Level: Nonmobilized
 
The Kingdom of Mexico

Spoiler :


Hardworking Labor
Merchant Marine
Constructive

Constitutional Monarchy
 
Nation Name: New Liberia
Government Type: Absolute Monarchy
Starting Forces: 2 T1 Land, 1 T2 Land, 1 T2 Navy
Starting Claims: In Spoiler
Traits:
Professional Army
Volunteer Army
Constructive
Hardworking Labour

Claims:
Spoiler :
 


Mughal Empire


Nation Name: See above
Government Type: Absulote Monarchy
Starting Forces: 2 Land T1, 2 Land T2
Starting Claims: See Below
Traits: Covert
Professional Army
Volunteer Army
An Unstoppable Force
Combat Modifier: +30%
Unit Ratio: 2/2/1
 

Attachments

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Nation Name: The Kingdom of Italy
Government Type: Enlightened Despotism
Starting Forces: 2 T1 Sea, 2 T2 Land
Starting Claims:
Spoiler :

Traits:
-Professional Army: +3STR for T2 units
-Constructive: -1IP from all building costs(except Industry)
-Hardworking Labor: +10% Income if below High Mobilization
-A New Breed of Officer: Army Colleges +8%
Combat Modifier: 10% Combat Bonus
Unit Ratio: 3/2/1
 
Nation Name: Federal Republic of Russia
Government Type: Free Republic
Starting Forces: 2 T2 land, 2 T1 land
Starting Claims: See below
Traits:
-Professional Army
-Sun Never Sets
-Proud Warrior People
Combat Modifier: -10%
Unit Ratio: 4/3/2

Spoiler :
 
Nation Name:The Empire of the North Sea
Government Type: Enlightened Despotism
Starting Forces: 2 T1 land units, 2 T2 sea units
Starting Claims:England, Scotland, Wales, and Iceland
Spoiler :

Traits:
  • Constructive
  • Professional Army
  • Hardworking Labor
  • Sun Never Sets
Combat Modifier: 10%
Unit Ratio: 3/2/1
 
Changing government to Free Republic, dropping professional army and unstoppable force in favor of Modern Economics, and adding Hawaii as my bonus province. I will edit my original post when I' not on my cell phone.

Also flipping tiers on my start units. Two T1 land, two T2 sea.
 


Nation Name: The Exiled British Empire
Informal Title: The Sunrise Empire (Australia to those who do not recognize the government)
Government Type: Constitutional Monarchy
Starting Forces: 2 T2 Navies, 2 T1 Armies
Starting Claims: All of Australia + New Zealand (colour British Red please)
Traits: The Sun Never Sets, Wooden Ships and Iron Men, Naval Marine
Combat Modifier: 0%
Unit Ratio: 4/2/2

History: The Sun has Set on the British Empire.

The American Revolution shook the confidence of Great Britain and her Empire, but more importantly the confidence of her King. King George "The Mad" III, became increasingly paranoid and distrustful, especially with regard to the democratic elements of his government. This caused King George to dismiss the Fox-North Coalition Government and arrest the entire British Parliament, throwing the realm into uproar. Pretenders, republicans and loyalists fought over the country, starting the period known as the "Fall of Europe".

France was next in line for the revolutions, however the revolution quickly turned into a stalemate, with British monarchists who had left Britain for France causing neither side to have enough power to topple the other, causing yet another stalemate. The Republican movement spread across Europe like a wildfire, yet infighting and fierce resistance by the upper classes meant that no nation could establish stability for a long time.

Similar situations happened across most of the globe. The short-lived United States of America was soon divided due to the political pressure of European refugees migrating en-masse to the country. Africa became a battlefield between colonists, republicans and natives. China fell to revolution due to the sudden cessation of trade between it and Europe, they brought the rest of Asia down with it.

Australia suffered a similar fate as the rest of the world, with the remnants of the Australian Colonial Governments and the Eureka Rebels fighting over the continent. In 1837, a young woman claiming to be the daughter of Prince Edward, the Duke of Kent and Strathearn. She claimed that she and her father escaped from Britain during the revolutions. Although many were dubious of her claims, her charisma and her promise of a fair and just Constitutional Monarchy caused the country, Eurekan and Loyalist alike, to rally around her.

It is now 1860. Queen Victoria, the Empress in Exile of Great Britain and Ireland, Queen of Australia and Protector of New Zealand, has declared her intent to oust the pretenders in Britain and restore the British Empire.

The sun will never again set on the British Empire. For Queen and Country, this Sunrise Empire will once again bring glory to the British people!

OOC: Sorry Patchy I know I'm treading on your toes a bit, but you can claim that you are the legitimate successor to Britain if you like, it's very possible that this Victoria is not. ;)

Also, feel free to contradict my history if you like, I'm just trying to give a bit of a grounding.
 
EDIT: On second thoughts I probably don't have the time necessary to devote to this.
 
Quick sign up - details later.

Nation Name: Arab Caliphate
Government Type: Absolute Monarchy
Starting Forces: All land
Starting Claims:

Traits: Sun Never Sets, Professional Army, Strategic, Proud Warrior People
Combat Modifier: 20%
Unit Ratio: 2/2/1
 
Nation Name: Ming China
Government Type: Absolute monarchy
Starting Forces: 2 land T1 and 1 land and 1 sea T2 units.
Starting Claims:

Spoiler :


Traits: Professional Army, Merchant Marine, Melting Pot Culture, Hardworking Labor
 


Nation Name: Jagiellon Commonwealth
Government Type: Constitutional Monarchy
Capital: Warsaw
Monarch: King Racław Konrad Sokolowski
Starting Forces: 2 Tier 2 land, 2 Tier 1 sea (one in Baltic, one in East Mediterranean)
Starting Claims:

Traits:
Sun Never Sets
Melting Pot Culture
Professional Army
Combat Modifier: 0%
Unit Ratio: 4/2/2
Mobilization Level: Nonmobilized

History:
The Polish-Lithuanian commonwealth was one of the few nations that not only went largely unaffected by the collapse of the British Empire, but was perhaps the only European nation that greatly benefited from it.

With the fall of the Tsardom of Russia, Poland-Lithuania was finally able to free itself once again, under the leadership of now King Racław Konrad Sokolowski, the beginning of the Sokolowski dynasty was realized and Poland-Lithuania were once again a great power on the world stage.

As the other monarchies of Europe fell, and new nations formed, When the revolution hit the Holy Roman Empire it was not pretty. The Habsburg monarchy which had ruled over the Holy Roman Empire for decades now had finally crumbled under the weight of the rebellions and with it the Holy Roman Empire.

With the fall of the HRE, King Racław was able to retake a majority of their lands that were taken in the various partitions of Poland, taking Danzig and various other territories from the fallen "empire"

As Austria's former holdings went their separate ways, the Kingdom of Hungary, and the Kingdom of Bohemia were in dire situations. With neither the Habsburgs or the HRE to protect them from revolutionaries they were desperate. This prompted Raclaw to offer them an ultimatum. Join the commonwealth and gain the protection from the rebels and the newly reformed nations they so desperately need, or fall.

The King of Bohemia accepted quickly, he needed protection and was happy to keep his nation and to have a say in the now Polish-Lithuanian-Bohemian commonwealth.

Hungary on the other hand was stubborn, it wasn't until Commonwealth troops marched on Pest to subdue the rebels did the King finally submit to Raclaw's rule.

With the Unification of Poland, Lithuania, Bohemia, and Hungary Raclaw reformed the four independent realms into a new Constitutional Monarchy, based on the one of the former United Kingdom of Great Britian and Ireland before George III went crazy. Naming the new Kingdom the Jagiellon Commonwealth, named after the former Jagiellon dynasty that controlled the Kingdoms of Poland, Lithuania, Bohemia, and Hungary, Raclaw has put Eastern Europe in a new position, one of unity and strength, however the Commonwealth still has many lands to reclaim, the Kingdom of Hungary still has rebels in Transylvania that need to be taken care of, and because of Raclaw's reconquest he hasn't been able to Reclaim Moldova.

these next years are going to be interesting ones for everyone, as Europe and the world head towards a new age.
 
Edited my post with info.
 
All right. New signups are recommended to start in(in order of preference as a GM):

-Africa(anywhere in it)
-North America(preferably Canada/Alaska and northern USA
-Europe(Western Europe or Scandinavia)

You are of course still free to start anywhere else but those are the locations that could use another player, in order of importance.

Game start when I return tonight. ETA 4 EST.

-L
 
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