Linkman226
#anarchy
- Joined
- Sep 14, 2007
- Messages
- 2,493
IOT: Land Ho!

Welcome to Linkman226's second IOT

As you read this, please listen to this. Thank you

This Imperium Offtopicum starts in the year 1485, not far from Columbus's "discovery" of the Americas. There are a few quirks, of course

Spoiler Rules :
Basic Stuff
If you're malicious, rude, etc. you will be expelled and I won't be afraid to report you to the mods. Use some common sense, and follow the rules of the IOT, OT, and CFC forums, please. I reserve the right to veto any action.
There are two maps in this IOT, the Old World map and the whole world map (not really the whole world, but all the relevant parts for this IOT).
Lastly, put all orders in red.
Joining
You may start ONLY as a nation in the Old World. This is defined by the Old World Map further down. The exception is if you join the game after at least three nations have reached the New World (detailed later), in which case you can take over an NPC anywhere in the real Old World, rather than just in the Old World in the map below.
When you join, post:
A map with the 30 territories you are claiming
Name
Flag
Type of Government and Economic System- be realistic about this, the year is 1485
Capital
Religion
History
One Strength
One Flaw
The last two are also very important- they help give you the special advantage and special weakness I confer upon you.
Expansion
Each territory you have gives you one expansion point, EP.
Peaceful
Before the first phase, I will give everyone a decent number of extra territories to begin with. The quantity and location depend on your roleplay (better RP, more territories), but everyone's will be relatively balanced. Then I'll place some NPC's on the map.
After that claiming is allowed of unoccupied territories within the Old World.
Which is when you'll realize there are none

In order to expand, you'll probably need to move to foreign continents.
Different areas of the world require different "projects" to expand into. This sends out some intrepid explorer to find some foreign land. The three projects:
Spoiler Projects :
All of these require a navy.
Atlantic Ocean access is defined as having a coastline on the Atlantic Ocean west of the Netherlands, inclusive. The Mediterranean does not count UNLESS you also control Gibraltar or broker a deal for passage with the owner of Gibraltar.
Access to all other oceans is defined simply as having a coast on that ocean.
American Expedition- allows colonization of Americas- 20 EP. Requires Atlantic Ocean access.
Asian Expedition- allows colonization of Asia east of Iran- 50 EP. Requires Atlantic Ocean access OR Indian Ocean access.
Alternatively, nations bordering the eastern edge of the Old World can colonize adjacent colonies that are not on the Old World map after paying a one time deposit of 25 EP.
Sub-Saharan Expedition- allows colonization of all Africa- 80 EP. Requires Atlantic Ocean access OR Indian Ocean access.
Exploration- Each twenty EP's invested nets one extra white province you can claim per turn
White territories can be claimed for 1 EP a piece. Without any EP investment in exploration, you an claim up to three provinces a turn. As explained above, however, exploration increases this.
Agressive
You can also attack countries, NPC or human. First, you must declare war on them, either secretly or in public. If you DoW secretly, there is a 25% chance of success adjusted by the quality of roleplay material you provide. If you are caught, you get no bonus, but if you are not, you get a bonus in attacking the first turn.
Attacks are done by via random number generator comparing armies or navies, whichever are attacking.
Uses of EP's Other than Expansion
Armies and Navies
Each army and each navy cost 1 EP.
Armies allow you to attack territories contiguous with your land. A navy can attack any coastal territory provided it can move there (not blocked by someone's control of a strait- explained later). A navy can also transport an army, thereby allowing that army to attack non-contiguous but coastal territories.
Straits
Control of the following straights grants a person the ability to deny access through them by controlling them:
The Dardanelles, the Bosporus, Gibraltar, Copenhagen/Malmo, Sinai, Djibouti/ Bab-el-Mandeb, Hormuz.
Control is defined as possessing both territories on either side and having a navy, or possessing one side but having a navy at least twice the size of the person on the other side.
The exception is Gibraltar. If different powers control either side of the straight, the owner of the Spanish side trumps the owner of the Moroccan side.
If different nations possess either side of a straight, another nation may pass through only if both owners assent.
Infrastructure
You may build infrastructure in your territories. It costs 3 EP's per piece, but gives an extra 2 EP's per turn.
Trade
Every single trade agreement you have nets you 1 EP per turn
Rebellion! And other random events
Various random events can happen to your country depending on the state of world affairs, your roleplays, and other people's roleplays.
Of particular interest is the rebellion. Any province not controlled by you at the beginning of turn 1 has the potential to rebel if you happen to control it later in the game; however your core, your starting provinces, will never rebel. There is a base 5% chance per turn of rebellion happening somewhere in your nation, but that is modified by other factors. The chances of rebellion are decreased by:
- Keeping territories close to and connected to your capital (if it's more than 20 territories away or across the ocean, +10 percentage points)
- Building infrastructure (Each infra decreased probability by 1 percentage point)
- Having a strong army (Formula: ((army+navy)/Provinces/100 * .5) is how many percentage points the rebellion rate is decreased by.
- Winning wars (Each capital controlled other than your own decreases the probability by five percentage points)
- Being at peace (War increases it by 10 percentage points)
- Having certain powers or not having certain weaknesses.
- Wrting good roleplays (depends on quality)
When a territory rebels, an NPC forms and takes it over, but the person from whom it rebels has that one opportunity to switch to that new nation. I will also roll to see if neighboring provinces join the rebelling province, with a base chance of 20%, modified by the factors above.
Which territory rebels will be decided by me based on the state of world affairs.
NPC Actions
There are various actions you can perform with NPC's:
Form Protectorate-You control the country's diplomacy and movement of armies and navies. half of its EP's are transferred to you per turn. Costs three EP per territory controlled by the NPC.
Annex- The NPC is absorbed into your nation. Costs four EP per territory controlled by the NPC.
Lastly, you can perform all actions you could with any regular player.