IOT Organisational and Discussion Thread

Feud Development (since I'm a copycat)

1: Map - IOTVII (Modified for Exploration)
2: Start Date - Prehistoric ~12,000 BC
3: Civics - Beginning Civics completed. High Priority
4: Happiness - Completed
5: Health - Completed
6: Religion - ERR....
7: Buildings - Well, the IDEA is at least finished but there are a lot of buildings...
8: Combat System - Nearly Completed, Low Priority
9: Science - Tech Tree Found (Completed)
10: Expansion - Completed.
11: Culture - Priority
12: Espionage - Hur Hur. Player espionage completed.
13: Events - Completed
14: Units - Completed
15: "Storyteller" Rewards - Completed

What Has Changed?

-Civics
-Anarchy Government (Beginning) Civic is made into the beginning ruleset. No Central Authority whatsoever, players are granted plenty of political power in the beginning.
-Health and Happiness
-Renewed focus on roleplaying. The game is supposed to be both a game AND an interesting story.

If you stop SonIOT early to do this (or anything else), I'm going to eat your computer.
 
If you stop SonIOT early to do this (or anything else), I'm going to eat your computer.

I'm not going to stop it early. I have a surprise in the works but recent schedule switch-ups on my end has prevented me from getting much done on either fronts. Update Sunday hopefully once the dust settles.
 
I think that IOT should get a tv tropes page (unless there already is one). Methinks it deserves one, plus it would be easie to manage than a full wiki for the time being. If that works then we could think about a full wiki for the series.
 
I think we could do a full wiki, but that'd be a nice stepping stone to get us all used to it.
 
:clap: Looks good.
 
Son, how long are turns in your RP? Also, you said us politicians are non aging, so does that mean the only way to die is in battle/assassination? Also, what time period will our nations start in?

And if we are non aging, does that mean our families are non aging as well, or would they only become non aging if we took one of them over as an heir?

I am still adamant however that you should make us at least roleplay having an heir, like a son or grandson/etc. Just having an heir pop out of nowhere when somebody dies, with them even retaining 75% of their wealth through that heir, isnt cool. If you wont make it a game mechanic, at least make them include that sort of stuff in their roleplay, otherwise they can just make up some random person with a random connection to them in their will, and become that person after they die.
 
Here are the rules for an IOT that I'm planning to host on Heresy Online, which is called Imperium Offtopicum: The Unification Wars (TUW):

Spoiler :


Joining the Game:

Joining the game is simple: just post your nation name, colour and statistics according to the template below and claim one (and only one!) territory on the map below.

Template

Nation Name:

Colour:

Government: (See below)

History:

Claims:

[Game map goes here]

Expansion:

Expansion comes in 2 flavours:

1. Economic. If you give an non-player controlled territory 1 EP, there is a 10% chance that it will join you. The more EP you give it, the higher the chance it will join you.

2. Military. This is the only way to annex a player-controlled territory, and is optional when expanding into an NPC. You invade a territory by invading it with armies. A full explaination on combat is detailed below.

Note that for each case, YOU CAN ONLY EXPAND INTO AJACENT TERRIORIES, WHETHER THEY BE CONNECTED BY LAND OR SEA!

Economics

Each territory produces 1 Economic Capacity (EP) per turn. They can be used into investing in technology, building armies or navies, or building Hive Cities (8 IP), which double the amount of EPs produced by a city. Only 3 Hive Cities can be built per territory, while your capital (i.e. your starting territory) always has at least 1 Hive City. Note that you CANNOT change your capital.

War

Armies are NOT represented on the map. They exist as a theoretical force that you build using 1EP to go and storm other people's countries. Each invading army is represented by 1d10, while defending armies (i.e. any army of the defending player not going into attacking another player) are represented by 2d10. To resolve combat, I (or whoevers GMing at the time) will roll the number of d10s per each army and total up the sum. If the attacker has a higher sum, the territory is conquered, while if the defender has a higher sum, the territory remains the same as before. A defending territory with a Hive City has double the defence value, so be careful when attacking them!

Navies, work a little differently: they cost 2 EP to build, and are also stored in a national pool. You can use Navies in order to take control of a maritime region, meaning you can control who can or cannot pass through your naval tile. In addition, you can conduct an amphibious invasion on a territory overseas, provided that you control each of the sea tiles you intend to move into. Naval combat works similar to land combat, minus the Hive City defence value.

Planes cost 4 EP, and are once again stored in a pool. They can invade up to two territories away, but you cannot transport troops with them, and you can only invade land tiles with them. Aerial Warfare works the same as land warfare.

Governments:

There are several types of governments:

-Monarchy: a catch-all term for any society governmed by hereditary rule.

-Totalitalianism: Might makes right, any resistance will be crushed. When producing military units (armies, navies or planes), territories count as giving double EP than normal, but only half EP when producing science.

-Democracy: The people govern themselves and elect representatives to represent them in a parliament. Each defending army counts as two for combat resolution purposes.

-Communal Society: A society where private property is abolished and everybody owns everything. Hive Cities cost only 4 EP.

-Theocracy: Religious word is law, and all heretics will be burned at the stake. Comes in three flavours (please specify when stating):

-Vanilla: All invading units belonging to the player add +20% for combat revolution.

-Cult Mechanicus: The Tech-Priests rule this state in the name of Mars, scavenging whatever lost technology they can find and putting it to good use. When producing Science, territories count as producing double EPs.

-Chaos: A Chaos Theocracy worships the Ruinous Powers of the Warp, and are dedicated to the destruction of Mankind and the Galaxy. Any attacking army belonging to a Chaos Theocracy counts as two for purposes of combat resolution. In additon, each territory of a Chaos Theocracy or surrounding regions has a 10% chance of becoming Chaos Terrain, or 5% if it belongs to a non-Chaos Theocracy [i.e. any government apart from Chaos] starting with the capital. Chaos Territory only produces half the EPs than normal, while Chaos Water Terrain is impassable except to Chaos players. However, any invading army has their combat sum halved. Chaos Territory is represented with a Chaos Star on the map. Chaos Territory stays Chaos Territory even with a regime change, and can only be destroyed by nuking it.

-The Imperium: Only one civilization can have the Imperium Government; and they MUST be named the Imperium of Man. It is lead by the Emperor of Mankind, an immortal psyker who believes he is destined to rule the galaxy. The Imperium begins with Tier 2 Army.

You can change your government into something else, but mind you that it will take 1 turn of Anarchy, where you cannot build or order anything.

Technology:

There are several types of Technologies, divided into Tiers:

Military:

-Tier 1: Techno-barbarians. No bonuses.

-Tier 2: Power Armour: A country with this technology get a +50% bonus when attacking or defending.

-Tier 3: Genetic Engineering: +100% bonus " " " ".

-Tier 4: Thunder Warriors: +200% bonus when attacking or defending.

Naval:

-Tier 1: Ironclad: No bonuses.

-Tier 2: Floating Fortress: +50% combat bonus

-Tier 3: Advanced Detection Technology: +100% Combat Bonus

-Tier 4: ???: +200% Combat bonus

Aerial:
-Tier 1: Fighters: No bonuses
-Tier 2: Stealth: +50% Combat Bonus
-Tier 3: ???: +100% Combat bonus
-Tier 4: Flying Aircraft Carriers: Can attack any territory on the map.


WMD:

- Tier 1: Heavy Artillery. No bonus

- Tier 2: Nuclear Weapons: Can nuke any ajacent territory. Nuclear warheads cost 10 EP. Nuked territories revert to neutral, but are emptied of armies and hibe cities. However, nuked territories have a 10% chance of becoming wasteland, which have the same effect as above, but also become inpassable and unclaimable. Nuked water territories become wasteland and destroy all navies. Islands become part of the new land territory.

-Tier 3: Biological Weapon: Building a biological warhead costs 20 EP. Biological warheads can create a wasteland in the tile that is attacked and any ajacent territories (including yours!) , but the effects wear off after 3 turns and they can be claimed. Sea tiles are not effected by Biological Weapons.

-Tier 4: Orbital Bombardment. For a cost of 50% of the WMD, you can bombard any territory on the map.

Every country begins with Tier I for all techs. Each tier is 10 times more expensive than the last, so Tier 2 is 10, Tier 3 is 100, and Tier 4 is 1000.

Victory:

There are three victory types:

Conquest: You and your allies control the entire world.
Industrial: Have 100% more EP than your closest rival
Technological: Research every tech.


As you can see, I've got problems trying to name Tier III Aerial and Tier IV Naval. I'm also having difficulty trying to come up with some effects for Monarchy. Any help would be appreciated.
 
Map is?
 
Lookin' good. :goodjob: For Monarchy, maybe a bonus to the capital territory?

Naval IV: Weather Manipulation? Mind-Controlled Squid?
Aerial III: Force Shielding? Support Drones? Ace Pilots?
 
Essentially the same as IOT: CW, but with some additions (merging the Nordics, adding the Urals, etc). I'm also contemplating the 'classic' map although that would require a major revision of the rules.
 
I think new games should spoiler all standard rules :crazyeye:
 
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