IOT: Land Ho! [Redux]

Linkman226

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

Welcome to Linkman226's second IOT :D! It is a redux of my first.

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 ;). You will start in the Old World, specifically in Europe, West Asia, or North Africa, but later on you will have the potential to expand across the world, where you will find various NPC's and unoccupied land ripe for the conquering.

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 :p (except, perhaps, for some parts of Africa and the eastern reaches of the Old World map)

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.

 
Maps and Player Info

Old World Map at the Present Moment


Spoiler :


From the Atlas of Ibn Batttuta, First Edition:

Spoiler Europe :




Spoiler Africa :




Spoiler Asia :




Nations

Mali Empire- BSmith1068

Kingdom of Greater Celtia- Kinich-Ahau

Holy Empire of Prussia- madtemplar0

The Caliphate of Cordova- Farsight

The Kingdom of Poland- Red_Spy

Empire of Ethiopia- JoanK

Tsardom of Russia- NinjaCow64

The Kingdom of Normandy- momo1000

Kingdom of Jerusalem- Tyo

Ottoman Empire- christos200

Most Serene Grand United Republic of Venice- Krzowwh

Holy Empire of Aragon-Aquitane- Tambien

 
Only thing is the image is JPEG. Can't make claims too efficiently :c
 
Name: Mali Empire
Flag:

Type of Government and Economic System: Monarchy
Capital: Timbuktu
Religion: Islamic
History: http://en.wikipedia.org/wiki/Mali_Empire
One Strength: Shrewd Traders
One Flaw: Poor Sailors

Spoiler Claims :
 
Format fixed. BSmith, mind redoing your map with the png? Sorry about that.
 
Kingdom of Greater Celtia​

Capital: Áth Cliath
Government: Monarchy
Leader: High King Muireachadh Cathaoir
Languages: Gaeilge, Gàidhlig, Brezhoneg, Norsk
Social Policy: Plutocratic
Fiscal Policy: Free Market
Trade Policy: Free Trade
Currency: Gaelic Bonn
Foriegn Policy: Expansionist
Religion: Roman Catholicism
Strength: Nationalist Sentiment- Defensive Bonus
Flaw: Hatred of Heretics & Heathens- NPC actions cost more if the NPC is of a different religion
Spoiler History :
After Diarmait Mac Murchada was deposed from the throne of Lienster by Ruaidrí Ua Conchobair, High King of Ireland, in 1166, he fled to England to seek the aid of the English King Henry II in regaining his Kingdom; the English King agreed, on the condition Diarmait Mac Murchada swear fealty to him as his vassal. Mac Muchada, in desperation, agreed. This was all the English King needed, and so, on May 1st, 1169, a party of Norman Knights associated with Henry II landed on the shores of Ireland, near Bannow. The Knights marched deep into Ireland, and in the pivotal 2nd Battle of Lienster in 1170, were routed by an Irish army under the command of High King Ruaidrí Ua Conchobair. The Knights had by now abandoned any hope save that of escaping Ireland with their lives. The forces of the Irish were able to outflank the Knights as they fled past the town of Cork, crushing them utterly in the bloody 3rd Battle of Cork. With Ireland secure from outside invasion, High King Ruaidrí Ua Conchobair was able to use the political leverage he had gained to force the other Irish kingdoms to swear fealty to him. No longer was the High King of Ireland simply a title to be held, and Ireland was at last united under a strong ruler.

In 1223, the Kingdom of Ireland was contacted by a Norwegian noble by the name of Eyulf Kjell. Kjell's offer was simple: if Ireland would intervene in the Norwegian Civil War & help put Kjell on the throne, Kjell would ensure that Rogaland, Hordaland, Sogn og Fjordane, & Møre og Romsdal passed under Irish control. The High King of Ireland, Fearchar Tighearnach, agreed, and so, on September 24, 1223, the Kingdom of Ireland declared war on the feuding Norwegians. The fighting lasted almost a decade, but the forces of Fearchar Tighearnach & Eyulf Kjell were ultimately victorious, and Kjell was placed upon the Norwegian throne. Kjell refused to honor his earlier deal with the Irish, however, stating that rightfully Norwegian lands should remain in the hands of Norwegians, and in response to this betrayal, The Kingdom of Ireland declared war upon the Kingdom of Norway in 1232. Ireland won a string of victories before Iceland joined the war on Norway's side in 1234, turning the war in favor of the Norwegians, but by 1235 Ireland had regained her former momentum & was once again winning. Irish troops occupied Kjell's palace at the conclusion of the Siege of Oslo in 1236, and in the subsequent Treaty of Lisburn in 1237, Iceland was annexed by Ireland, and Norway ceded not only the territories of Rogaland, Hordaland, Sogn og Fjordane, & Møre og Romsdal, but also Trondhjems amt and Nordland. Irish forces spent several years putting down Norwegian revolts in their new lands, but after careful negotiation with the rebels, during which the Irish stressed the cultural similarities they shared as a result of the Viking raids & settlements in Ireland during the height of the Viking Age, the rebels agreed to lay down their arms in exchange for more local autonomy.

As the decades wore on, the Kingdom of Ireland would clash again & again with the English. Tensions came to a boiling point when, after the death of the Scottish King Alexander III, the Scottish lords brought in King Achaius Tighearnach of Ireland to settle the issue of the Scottish succession. This infuriated the reigning King of England, Edward I, who had hoped to use the situation to undermine the Scots & set the stage for English control of Scotland. After Achaius Tighearnach named the very anti-English Cadmon Calahan King of Scotland in 1287, Edward I declared war upon the Scots & the Irish. The English were predicted by many to be the victors of the conflict, but after their humiliating defeat at the Battle of Manchester, popular opinion on the ultimate victor of the war shifted, & in 1289 the Treaty of Limerick was signed, in which the English agreed to end any interference in Irish & Scottish affairs. In order to cement his new alliance with the Kingdom of Scotland, King Achaius Tighearnach sent his daughter Decla Tighearnach off to marry King Cadmon Calahan of Scotland; unknown to anyone, however, was the fact that Decla was infertile. When Cadmon Calahan died of illness in 1299, he died without an heir, and King Achaius Tighearnach of Ireland inherited the Scottish throne. Afterwards, High King Achaius Tighearnach declared that the Union of Ireland & Scotland was a grand occasion, and that all Celtic peoples should be unified in a single strong state. He disbanded the Kingdoms of Ireland & Scotland & formed the Kingdom of Greater Celtia, with himself as King.

The Kings of Greater Celtia reigned in peace for nearly 50 years, with the Tighearnach dynasty producing rulers who were both wise & just; this Golden Age of Celtic Culture came to an end in 1344, however, when the High King of Greater Celtia, Loingseach Tighearnach, died without an heir. Knowing that it was only a matter of time before foreign rulers claimed the Celtic throne, and seeking to avoid what the Civil Wars that so frequently gripped countries undergoing a succession crisis, the Nobles of Greater Celtia convened in Áth Cliath with the hope of quickly electing a new King. One Noble, Peddyr of House Cathaoir, was able to, through blackmail, bribery, & shrewd negotiations, secure the support of the majority of the Nobles, and was crowned High King of Greater Celtia in 1345. Despite having the support of the Nobles, however, many of the people did not approve of his rule, and whispers of rebellion reached his ears. When the Normans rebelled from the French in 1356, High King Peddyr Cathaoir saw his chance, both to bolster public approval for his rule & undermine the rival states of France & England. Citing House Cathaoir's historical ties to Brittany & the region's Celtic Culture as a Casus Belli, he got involved in the War of Breton Succession; the French & the English, fighting not only each other & the Celts but also the rebellious Normans, lost ground quickly and in December 1362 what remained of their Kingdoms agreed to recognize the Celtic claim to Brittany; the Duchy entered a personal union with Greater Celtia under High King Peddyr Cathaoir in January 1363, and when Peddyr died three decades later Brittany was fully incorporated into the Kingdom of Greater Celtia.

As the decades wore on, Celtia's influence grew, and the state established dynastic ties with Galicia, Asturias, Wales, Mann, & the petty Norwegian & Swedish Kingdoms. The Kingdom grew in wealth & power, and the establishment of new trade routes & growth of cities led to Nobility gradually losing more & more power; the old landed estates still exist, but they have been reduced to mere shadows of their former wealth & grandeur. It was increasingly the merchants that exerted the greatest influence on the King; this influence was most clearly shown in 1417, when King Brendanus Cathaoir issued the Proclamation of Dùn Èideann, in which the Merchants were guaranteed certain rights & privileges similar to those once granted to the Nobility.

In 1479, at the age of 22, Muireachadh Cathaoir inherited the throne of Greater Celtia; thus far, his reign has seen the strengthening of Celtia's dynastic ties to the petty Norwegian Kingdoms, the petty Swedish Kingdoms, Galicia, Asturias, Wales, & Mann- but especially Wales & Mann. His just rule has also seen increased Celtic activity on the diplomatic stage, and as the sun rises on the year 1485, there is no telling what Greater Celtia's future holds...


 
Holy Empire of Prussia





Government: Plutocratic Empire
Leader: Kaiser Frederick II Hohenzollern ("the I" is the revolting one, this is his son)
Economy: Mercantilism
Capital: Berlin de jure Hamburg de facto
Religion: Catholic
History: LATER (see post page 2)
One Strength: Junker Leadership- "professionalism, aggressiveness, militarism, and conservatism of the Junker class" as put by Wikipedia. Choose what you want. Military/industrial/expansion bonus.
One Flaw: Proud- worse relations with NPC's or some such
 
Format fixed. BSmith, mind redoing your map with the png? Sorry about that.

Can't do it today, but I'll get to it. (FYI, I just used my starting post from the first game, map and all!)
 
The Caliphate of Cordova



Type of Government: Absolute Monarchy
Economic System: Islamic
Capital: ...Cordova
Religion: Islam, but Jews and Christians are tolerated so long as they pay the Jizya.
History: To be added
One Strength: Patronage of the Arts
One Flaw: Theocratic
 

Attachments

  • Land Ho.png
    Land Ho.png
    257.8 KB · Views: 131
If you don't mind, I made a fixed version of your map.

Spoiler :


The Kingdom of Poland


Capital: Warsaw
Religion: Catholic
Government: Elective Monarchy
History: Later
Strength: Polish Hussars. These noble horsemen have been adopted by many in Eastern Europe, and they now form a strong role in the Polish military.
Flaws: "Golden Liberty". While this allowed the Polish nobility to elect a king, this ended up leading to much civil strife and civil wars in the land.

Spoiler claims :
 
In, and reserving the Horn of Africa. Not having time now.
 
Tsardom of Russia



Claims:

Spoiler :


(Sorry about the weird graphical stuff, paint decided to be annoying. :()

Type of Government and Economic System: Tsardom (Kingdom), aristocratic agricultural capitalism.
Capital: Moscow
Religion: Orthodox Russian Christianity
History: Russia had been under the dominion of the Golden Horde for many years and had only been freed from their tyranny five years ago. Ivan III formed a government which he promised would "unite Russia under one flag". However, he died just yesterday, unable to fulfil his promise. His son, now Tsar Nicholas LXIV, became the new Tsar. He has great plans for his country, great plans.


Strength: Proud, patriotic citizens.
Flaw: Large population causing famine and unrest.
 
FYI, you pasted the flag's URL into da spoiler.
 
Ugh... my... eyes... *remembers it was done with MS Paint* Nevermind.
 
My map is editable.
 
Russia you're a territory short.

It would be a great help to me if everyone could use Paint.NET or GIMP. They are far less inclined to have these graphical issues that Paint usually does. Personally, I prefer the former as I find it more user-friendly but the call is yours. Thanks.

Also, I updated the maps to include all nations thussofar. Please use that from now on, including for adding new nations. Thanks.
 
Top Bottom