IOT Organisational and Discussion Thread

You need an incentive for war to break out (if land gives nothing, what's the point of war?)

Also, armies would be nice. I don't like IOTs where you can only launch a certain number of completely luck based attacks (ie, Mini-IOT Eastern Asia). You may as well be a nation that controls every province in the game going up against a OPM and you can still lose.
 
Here are the revised rules:

Spoiler :
The Battle for Europe (or TBFE) is a spinoff of the popular ImperiumOfftopicum games of Civilization Fanatics. In this game, players assume the role of the leader of a nation that they have created, and interact with each other on such issues as law, economy, science and technology, humanitarianism, and national defence. ''The Battle for Europe'' is a simplified version of Imperium Offtopicum, which borrows heavily with [[http://forums.civfanatics.com/showthread.php?t=426867 Mini-IOT Eastern Asia]] and [[http://forums.civfanatics.com/showthread.php?t=401977 Imperium Offtopicum 6]]. I recommend looking through them in order to get familiar with IOT.

![[http://tinypic.com/r/a8dpc/5 The Map]]

!Joining the Game

To join the game, use this signup sheet:

'''Country Name'''
''[[http://upload.wikimedia.org/wikiped....svg/225px-Flag_of_the_United_Nations.svg.png Link to flag (optional)]]
Leader: Leader name goes here
History: A short paragraph detailing your nation's history. Please don't make it longer than 50 or so words.
Claims: [[http://tinypic.com/r/2s9aqzc/5 Link to a map showing your claims. Note that you can only claim three connected territories.]] (Note: the country in the link is a sample nation and you are free to claim in that area)

As for theme, anything goes. (Daleks? Zombies? Ponies? Why not?) Just try not to be too overpowered.

!The Rules
Although I stated above that this is a simplified version of IOT, the rules are probably much more elaborate than a typical roleplay. Please do not be frightened off by them, as they are easier in practice than on paper.

!!House Rules
*Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
*Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
*Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
*Long diplomatic discussions belong to the discussion thread and private messaging, not the Game Thread.
*No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
*The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
*Above all else, RESPECT THY FELLOW FORUMERS.

I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
*1st Strike: Player is suspended from the game for one turn.
*2nd Strike: Player is suspended from the game for three turns.
*3rd Strike: Player nation dissolved, and the player banned from ever rejoining.

I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.

Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 10 claims like every new player.

!!The Actual Rules
* Updates are unpredictable, but I will never make an update within 48 hours of a previous one. Please try and submit orders within 48 hrs of an update.
* Orders are [[ExactlyWhatItSaysOnTheTin exactly what they sound like]], posts that explain what your country's actions will do this turn. Orders are written in [[blue:Blue and bold]] as to distinguish them from GM actions.
* Your country produces THREE Expansion Points (XP) per turn. Claiming a territory costs 1 XP, while a small island (e.g. Lesbos, but not Sicily) costs .5 XP. XP cannot be traded.
** You can only claim territories that are directly ajoining you or are on the coast.
** If there are competing claims, discuss it among yourselves or ask me to solve it via the RNG.
** When claiming a territory, please link to a map showing the territories you are claiming, preferably with the claimed territories in a lighter shade than the colour you normally use for your country.
* The "currency" of the game are Leadership Points (LP). 1 province produces 1 LP. You may gift as many LP as you wish to another player.
** You CANNOT bank LP. You get n LP per turn and that is it. You cannot spend LP not used in the previous update.
* Do not confuse XP with LP, and vice versa.
* War: Combat is decided by a roll of the RNG from 1-10 with 1 per each army/navy.
** You must publicly declare war.
** Armies cost 1 LP and are used to attack other provinces. As mentioned above, each army is 1 RNG roll.
** Any army not used in attacking is used to defend if you're attacked.
** Navies cost 5 LP. You can only attack non-ajacent coastal provinces if you have at least 1 navy.
** Naval combat works the same as land combat.
 
I thought it was the Battle for Europe rules he was talking about.
 
Been thinking of starting an IOT for a while now, here's the ruleset I came up with for it - thoughts/criticisms?

Spoiler :
Joining the game -
We're using the Vicky 2 Map.
Choose 20 provinces to start out with, and select a capital as your province. Please mark it clearly. All of your infrastructure will be in your capital; if it is captured, all of your infrastructure is contained within your capital. Please also state your name; anything else, such as history, flag, economy, etc is purely up to you, but will grant you RP bonuses at the start.

Basics -
This IOT is set in 1960.
Each territory grants you one IC (Industrial Capacity). IC is the lifeblood of your economy; you do EVERYTHING with your IC, from building armies to building infrastructure to investing in technology.
You can expand by investing IC: it costs 2 IC to expand to one province.
You will get bonuses, at my discretion, for good RP.

Economy -
Now, you can just expand as far as you want ( as long as the tiles are contigious or linked by sea), but you can also invest in infrastructure. Buildings that provide defensive bonuses can only be built in your capital, and the defensive bonus is only given once (you can build more than one, but you only get the bonus once) There are 6 buildings you can build with IC:
Factory -
Cost: 20 IC
Provides: 10 IC/turn
Road -
Cost: 5 IC
Provides: +10% defence in your capital, 2 IC/turn
Airport -
Cost: 70 IC
Provides: +10% defence in your capital, 30 IC/turn, allows training of aircraft
Bunker -
Cost: 20 IC
Provides: +30% defence in your capital
AA Guns -
Cost: 100 IC
Provides: Enemy aircraft attacking your capital have a 70% chance of being destroyed
Drydocks -
Cost: 60 IC
Provides: 10 IC/turn, allows building of ships


Military -
The much more fun means of expansion! ;)

Whilst declerations of war can be sent via PM to myself, I will sent a notification to the defender stating that this province is being attacked (not by who, unless the decleration was public), and he will state how many units are to defend. I will not state how many units are attacking.

You require a navy for every 5 armies you wish to transport overseas.

You can blitz through one extra territory for each army tech level you have. For instance, you can attack two territories that you do not border if your army tech level is 2.

Aircraft:
There are two types of aircraft: planes and helicopters.
Inside of the planes section, there are two subsections: fighters and bombers. Fighters intercept bombers, unless they are protected.
Bombers can bomb a province before an army goes in. It will roll a 10-sided dice; if it rolls a 1, it kills one enemy army, a 2, one enemy army, and so on and so forth.
Helicopters also have two subsections: Medical and attack.
Attack Copters act much the same as jets, but are only used for defence (but are cheaper)
Medical Copters are interesting. Though expensive, each Med. Copter in the attack/defence side has a 10% chance of rescuing half of the armies killed in the fighting, up to an 80% chance. So, if 5 armies die in an attack, and there are 8 Med. Copters that succeed in their 80% chance roll, 3 armies will be revived (rounded up).

Combat in this game works like this: Each side rolls a 20-sided dice. The defender will always win a tie; defender will get a 5x bonus to their roll if fighting in this capital. For having a 2-1 advantage, the larger side will get a 2x roll. For having 3-1, 3x roll, 4-1, 4x roll, and so on and so forth. The loser will get their roll subtracted from their opponents roll, and that number represents the number of armies lost for the losers. The winner will get their roll, divided in half (rounded up if it is a decimal), as their casualties.

For example:
Nation of X attacks Nation of Y with 50 armies to Y’s 20. Since Nation of X has a 2.5-1 ratio against Y, it’s rounded up to a 3-1 bonus. Nation of X rolls a 10, multiplied by 3, into a 30. Nation of Y rolls an 18. Since Nation of Y lost, it subtracts 18 from 30, coming out to 12; it takes 12 casualties, bringing its army down to 8. Since Nation of X rolled a 10, it takes 5 casualties, bringing its army down to 45.

Unit list:
Army -
Cost: 1 IC
Fighter -
Cost: 10 IC
Bomber - 30 IC
Attack Copter -
Cost: 5 IC
Med Copter -
Cost: 50 IC
Navy -
Cost: 2 IC

WMDs:
There are three different WMDs - nuclear, biological, and chemical. Each one can be upgraded, either improving tiles destroyed by 1 for each tier or percent chance of success increased by 10% and failure reduced by 1%.

Nuclear bombs will decimate several provinces (5, radiating from the blast point), making them worthless. They will show up as grey on the map. They will not provide any IC at all. A capital province, if it has a bunker in it, can survive 5 nuke blasts before it is turned into a wasteland.

Chemical weapons will be deployed and will roll a 10-sided die. Each chem weapon has a 50% chance of wiping out 20% of the enemy army; but beware, because a chem weapon can only be deployed on provinces that you are adjacant to (or connected-by-sea), and have a 20% chance of destroying 20% of an nation’s army that has tiles adjacent to the province where it was deployed. These can only be deployed once every 5 turns.

Biological weapons will have a 50% chance of doubling enemy unit production cost (armies will cost 2, for instance), by killing off the people needed to fill the ranks. These will last for 5 turns, and each turn has a 10% chance of it spreading to a neighboring nation (which can then be spread to other neighboring nations). This effect does not stack if another bio weapon is used on the nation until the nation is free of the effects of it.

Each program for these will cost 200 IC.

Atomic bomb -
Cost: 60 IC
Chemical Weapon -
Cost: 30 IC
Bio Weapon -
Cost: 50 IC

Science

Each tech costs 50 IC more than the previous one. All tech for combat units (armies, attack copter, fighters, navies, etc) will add a 2 to their roll when they fight. It also increases naval capacity by 2 for each Naval Tech.
Tech for Heli increases Med. Copter chance by 10%
Tech for WMDs are explained in the WMD section
There are 25 techs in each tech branch except for the WMDs, which have 10.

Army Tech 2 -
Cost: 50 IC

Aircraft (Plane) Tech 2 -
Cost: 100 IC

Aircraft (Heli) Tech 2 -
Cost: 100 IC

Nuke Tech 2 -
Cost: 200 IC

Bio Tech 2 -
Cost: 150 IC

Chem Tech 2 - 300 IC

Naval Tech 2 - 100 IC
 
Nerf the AA guns a bit. I'd say 70%. 90% pretty much makes aircraft completely useless.

Other than that, looks solid.
 
The AA Guns only apply to the capital province, not any other province. All improvements ONLY affect the capital. Though I will nerf them to 70%.
 
So... if your capital isn't on the coast, there is literally no way of building ships?
 
No. They mean you have the ability to build ships - not necessarily in your capital, just in any coastal province.
 
Any reason why there are only 6 buildings than can only be built once and in one province?
 
So I don't have to keep track of a bunch of buildings in different provinces.
 
You CAN build as many economic buildings as you want - you only get their economic benefit after you build more than one, so you don't gain any defense from the 2nd one.
 
Thinking of doing an IOT eventually (likely in the spring or summer). There will be 3 unit types: infantry, archers or artillery, and cavalry or tanks (I could go with medieval, Victorian, or modern, I haven't decided yet) (if I do modern, I will probably kill myself thinking where planes will fit in). All that really matters is the first type beats the third type, 3 beats 2, and 2 beats 1. This will be represented by 75/25 odds. Normally, the odds are 50/50. Odds can be raised or lowered by generals, espionage, and the like.

Sounds good and simple, right?

The only snag is if I should randomly pair units up, or if players should determine the order. Naturally, too many units will make me want to scream, so I suppose I will put a flexible limit on units in place determined by how many territories someone has.
 
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