IOT: Land Ho! [Take 3]

Linkman226

#anarchy
Joined
Sep 14, 2007
Messages
2,493
Third time's the charm right? :D

Spoiler :
...or three strikes and you're out. We'll see...


So I attempted this twice before, quite a long while ago. I'm hoping I'll be able to keep it up this time. I've changed the rules so be sure to reread.

IOT: Land Ho!
Planting-the-Flag-landing_columbus.jpg

Welcome to Land Ho!

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. The Old World is marked on the map by a dark line. 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 3 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 five expansion points, EP's.

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- 10 EP. Requires Atlantic Ocean access.

Asian Expedition- allows colonization of Asia east of Iran- 30 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- 50 EP. Requires Atlantic Ocean access OR Indian Ocean access.

Exploration- Each thirtyEP'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 5 EP's per piece, but gives an extra 3 EP's per turn. The maximum amount of infra you are allowed is the number of territories you own.

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. One quarter of its EP's are transferred to you per turn. Costs five EP per territory controlled by the NPC, and you may not form a protectorate of any nation larger than yours.

Annex- The NPC is absorbed into your nation. Costs ten EP per territory controlled by the NPC.

Lastly, you can perform all actions you could with any regular player.

 
Maps and Player Info

World Map at the Present Moment

Spoiler :
TK's I&B2 map
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Old World Map (for reference only, do not use)

Spoiler :


Nations
 
Hell friggin yes.

Dibs on Catalonia. We only get one province?
 
When you join, post:

A map with the 3 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.

However I may confer extra depending on roleplay, etc.
 
I'm in. Dibs on Germany. A friend of mine (the one who introduced me to this forum, actually) showed me the Redux and that is what got me started. I think I might even play as something like his nation!
 
Spoiler :
Flag_of_Morocco_1258_1659.svg



Granada, Andalusia, Morocco
Name: Sultanate of Al-Andalus
Type of Government and Economic System: Absolute Monarchy - Free Trade
Capital: Fez
Religion: Sunni Islam
History: Soon
One Strength: Unbeatable Cavalry (more later)
One Flaw: Geographically divided empire (more later)
 
Claiming Istanbul, Asia Minor, and Ankara.
 
Claiming Tuscany, Rome and Two Sicilies

The Papal State

Type of Government and Economic System : Elective Monarchy- Semi-free trade
Capital : Rome
Religion : Catholic
History : maybe...
One Strength : Fanatical Armies (maybe bonus in attacking/ defending)
One Flaw : Tradionalist (likely malus in tech research or harder time to colonize new lands )
 

Attachments

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Greece, Macedonia, Bulgaria
Name: (Eastern) Roman Empire
Type of Government and Economic System: Absolute Monarchy - Free Trade
Capital: Athens
Religion: Orthodox Christianity
History: Soon
One Strength: Very strong unity
One Flaw: Weak economy
 
Eastern Roman Empire without Constantinople? Blasphemy!
 
Tell that to Soneral. I would have chose Istanbul, but Soneral posted before me.
 
Claiming Milan. Rest later
 
I might be intrested in this.

I will play as Ireland, with Wales and Scotland.

Name: Gaelic Empire
Flag: will come soon.
Type of Government and Economic System: Feudel Gravelkin Monarchy. The Empire is made up of 3 great kingdoms (plus the Isle of Man) with the three kingdoms ruled by a Grand Prince. The Gravelkin successions mean that it is not uncommong to see a newly crowned emperor with only one direct domain to control, the other domains that the former emperor had was handed between the sons. Ecomonic info will come soon.
Capital: Peel (on the Isle of Man).
Religion: Catholic Christain
History: will come soon:
One Strength: Gaelic Touch: a bonus in influence, especilly when it comes to peaceful means of spreading religion and culture.
One Flaw: Gravelkin Stability: due to the gravelkin inheritence system a land owned by a family may split up. Causes stability issues within the empire.

More info will come.
 
Euskady, Romania and Venetia

Name: The Kingdom of Navarre
Flag: Linkity link
Type of Government and Economic System: Feudal Kingdom... Well, whattdaydknow.
Capital: Pamplona
Religion: Lollardism

More to come.
 
Palestine, Lebanon, Syria
Name: Kingdom of Jerusalem
Type of Government and Economic System: Feudal Monarchy - Agrarianism
Capital: Palestine (Jerusalem)
Religion: Catholic
History: Making a plausible backstory for a surviving (and thriving) Kingdom of Jerusalem sounds like a challenge... one that will be tackled later
One Strength: Crusader's Zeal - The religious fervor of the Crusader's lives on in the Kingdom of Jerusalem's defense of the Holy Land, and expansion of this Kingdom to bring Christ to the heretics (bonus to fighting against heathen/heretic armies)
OR Christian Support - Appeals for help from this Kingdom are not dismissed easily from the courts of Christian powers. Even if the King does not support the Kingdom for religious reasons, the risk of angering the Pope and even other Christian nations is sometimes too great (A randomly selected Christian nation will "donate" 1 EP to Jerusalem every turn. NOTE I LOVE this one but others might not like it...)
One Flaw: Rule by Minority Elite - the Kingdom is ruled by Catholics, but the majority of it's citizens are not Catholic. This causes major issues (greater instability, whatever that might entail)
 
Kingdom of Lombardy​
FlagC.png

Government: Duchy
Capital: Milan
Territories: Lombardy, Sardinia-Piedmont, Austria
Color: Hue 85, Sat 225, Lum 35
Religion: Roman Catholic
Social Policy: Feudal
Economic Policy: Mercantilism
Currency: Milanese Aureus
Foreign Policy: Pragmatism
Leader: Later
Strength: Condottieri
Flaw: The Guelphs & the Ghibellines
History: Later
 
We have two people claiming Lombardy
 
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