IOT Organisational and Discussion Thread

For Avatar: the Middle Kingdom, how would you propose the Avatar to work? At the moment, I think he would be 'revealed' in Turn 3 in a random Waterbending nation, and then travel to various countries. If he visits a country, then he would act as a "protector" of sorts, and would give major defence bonuses for it. However, he would also essentially be a One Man Army for Neutral Good, and would attack countries that are overly aggressive. If the Avatar is killed, then there is a 99% chance that he would be reincarnated and appear again in a different nation. However, there's a 1% chance that he would be killed in the Avatar State, meaning that bending has ceased to exist and the game ends.
 
I don't like random chance, it should be special circumstances.
 
Here are the rules as they currently stand:

Spoiler :

Avatar: The Middle Kingdom
化身中國

images

Several centuries ago, the War of Three Hours devastated civilisation everywhere and anihilated all forms of organised government. Out of this new Dark Age came the Benders: men and women blessed with the ability to manipulate the Five Elements: Water, Earth, FIre, Air, and Energy. Although these "Benders" exist around the world, in Asia they have been born in such high numbers that entire societies have formed based on the bending of the elements. The most powerful of these Benders is the Avatar, who can bend all elements. The Avatar is dedicated to restoring balance to the world, and will punish overly-aggressive nations.

The Map
Spoiler :
Gk8I7.png


The Rules

House Rules

1. 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.
2. 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.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. 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.
7. Please write your orders in bold and in any colour that isn't red (which is reserved for GM actions only).
8. Trollquitting is forbidden.
9. Above all else, RESPECT THY FELLOW FORUMERS.
10. Violation of any of the above will merit the Wrath of the Avatar.

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.

If someone really gets on my nerve I may ban him.

Inactive players (AWOL for more than 3 turns) 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 nations may also be turned over into NPCs or given to new players.

Joining the Game

To join a game choose a nation and a color, tell us about it, a flag is necessary, government, religion, people, policy and etc. Claim any five CONNECTED provinces on the map. Non contigious nations are not allowed unless they fit common sense (e.g. a country of Bali, Timor, Flores and Kimodo is allowed, but not one of Japan and New Guinea). In addition, you need to choose ONE of the following factions in order to play:

-Waterbender: -50% cost of Navy Techs, -50% cost of navies (rounded down); naval units get +20% on combat rolls.
-Earthbender: -50% cost of Land Techs, +20% Defence against all other nations
-Firebender: -50% cost of Army Techs, -50% cost of Armies, +20% for Armies on combat rolls.
-Airbender: Starts with Air Tech 0 and -50% cost of Air Techs, -50% cost of Air Wings, +20% for Air Wings on combat rolls.
-Energybender: +50% combat bonuses against all nations. However, only 1 in 20 nations can be Energybenders.

Updates

IOTs are turn based games. each turn is 1 in game year. Updates will come irregularly, but I will try and not make an update within 48 hours of a previous one. Stories and stats will come with each update

Expansion

You expand by sending out armies to conquer the surrounding region. However, when claiming territories that are on another part of the coast (or are on an island), you will need navies in addition to armies to claim them (1 navy for every army). Your armies are also used up when taking "colonial" territories. Small territories (i.e. ones that are smaller than 5 pixels) can be claimed for free, as long as they're reasonably close to your territory (use common sense for this).

Economy

Each province produces 1 IC (Industrial Capacity). You can also invest 2 IC into Infrastructure, which increases your income by 1.

Roleplaying

Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. Notice, however, that apart from the bending, this is otherwise a standard IOT: you cannot play a faction of steampunk waterbending ponies who work magic gifted to them from the Demon Sultan Azathoth, for example.

War

The three basic military units are Armies, Navies, and Air Wings.

Armies cost 1 IC, and are used to take adjacent enemy territories or ones that are on the coast. If it's the latter, then you'll need to use at least 1 navy per army. Navies cost 5 IC and are used to blockade nations, which causes them to lose 25% of their income. Air wings also cost 5 IC, and are used as support for attacking armies, and to bombard enemy infrastructure. Unused armies are automatically put on defence, navies are immediately used to defend coasts from amphibious assault, and air wings are put on defence from bombardment. You can only build Air Wings if you have Air Tech 0.

See here for details on combat.

Technology

There are three types of technologies, which cost 100*The level of the Tech you're researching. There number of Tech Levels are limitless. Here is a list of the techs available:

- Army Techs: For every Army Tech you have, your rolls have a 10% bonus.
- Land Techs: For every Land Tech you have, you can blitz 1 territory more.
- Navy Techs: For every Navy Tech you have, your Navy Rolls have a 10% bonus.
- Air Techs: For every Air Tech you have, your Air Rolls have a 10% bonus.

Note that these effects are cumulative with your Bending bonuses. Note that you can only research Air Tech 0 (which allows construction of Air Wings) if you've already researched Army Tech 10, unless you are an Air Bender.

The Avatar

The Avatar is the one of the most important elements of the game world. He (or she) is 'revealed' in Turn 3 in a random Waterbending nation (Note: although the rules refer to the Avatar as male, the Avatar has a 50/50 chance of being female), before travelling to various countries. If he visits a country, he then acts as a "protector" of sorts, and gives major defence bonuses for it. The Avatar also hates trolls, powergamers and warmongers, and violating any of the above etiquitte will merit your armies being attacked by them. Your armies have a 50% chance of being defeated by him. If the Avatar is defeated, then there is a 66% chance that he has survived and has taken refuge in a neigbouring country, and 33% chance that he would be reincarnated and appear again in a random Earthbending (then Firebending, Airbending, etc) nation. However, there's a 1% chance that he was in the Avatar State when he is killed, meaning that bending has ceased to exist and the game ends. If the nation that the Avatar will be reincarnated in is wiped out before he "comes of age", then there is a 10% chance that he will be revealed to have fled and has been hidden in a neigbouring nation with each succeding turn.


Any thoughts on this? I sort of want to add a revolt mechanic.
 
It would be lulzy if the Avatar died for good the turn you reveal him
 
What if only 19 people join?

I will not play a game that uses "s/he" instead of "they" or basically anything that doesn't look incredibly stupid.
 
I think the Avatar should work as a more of a GM check. Use it keep people from extreme aggresion, powergaming, or other problems that negatively affect game play. I personally don't think he should play a major role. Also, I would use the map from Avatar with provinces drawn in.
 
No: the whole point was to have an Avatar-esque setting in Asia.
 
Sometime in the distant future I'll make an IOT. Probably once school is over for summer break and I get done with my EU3 game. Which means probably by July :p
 
This is probably the least wrong place for this.

I think we should do a weekly, fortnightly, or monthly podcast to summarize events and attract more players. I nominate myself, Tany, Sone, and Thorvald, considering we play the most games and seem to be the highest profile. This totally has nothing to do with us being the biggest trolls.

One of you guys knows how to do this sort of thing, right?
 
I wouldn't have the faintest clue; the closest I can think of making Youtube videos. Youtube would be a good means of attracting new players, yes.

I had an idea of making videos detailing my new games rather than posts(as it's probably more interesting to listen rather than read), so this idea of yours will probably make me actually do it. Since MP2 is going to be a more epic project than most of my IOTs(or at least, I want it to be), I wanted to get some sponsorship going.
 
We'd be posting the link on CFC. :p

I could probably figure it out if no one knows. Of course, anyone is welcome to do the talking part, all you need is a mic and a Skype account.
 
I think we should do a weekly, fortnightly, or monthly podcast to summarize events and attract more players. I nominate myself, Tany, Sone, and Thorvald, considering we play the most games and seem to be the highest profile. This totally has nothing to do with us being the biggest trolls.

I'm not invited? :(
 
We'd be posting the link on CFC. :p

I could probably figure it out if no one knows. Of course, anyone is welcome to do the talking part, all you need is a mic and a Skype account.

:rolleyes:
 
Legends of Rome

Working title.

Spoiler map :
wR3ca.png


Spoiler rules :
Starting out: Choose 5 provinces, wether you a monarchy or a republic, and some random factoids about your nation. RP will be awared, even at this stage.

Monarchs have absolute control over their nation, but with a significantly higher revolt risk, while republics need to petition their Senate (me) with valid reasons to raise tax/declare war/embargo/etc.

Expansion:
Each province starts off with 5 population; every turn, population of all "civilized" provinces will increase by 1. Expansion is simple; you can send an army into a province to occupy and annex it.

For every 5 provinces you own, you can place one city; cities are industrial hubs, and your infrastructure is evenly placed amongst all of them. 20% of your infrastructure is spread out amongst all of your rural provinces. The population of a province is doubled when a city is added to it.

Economics:
The health of your economy is going to be largely determined off of your GDP: your GDP will be trade multiplied by infrastructure added to your trade tech, multiplied by your tax rate.
Infrastructure works like this: amount invested, multiplied by your GDP, with your trade revenue added in.

All nations trade automatically. Trade income = the average of everyone's base income*trade tech. If you embargo someone, or are embargoed, then their income is replaced by a 0 in your average.
Tax is simple. You multiply the tax rate by your industry, and that is your tax revenue; for every % over the base line (20%), you gain 1 revolt risk. For every % you lower it, you lose 1 revolt risk.

Warfare:

Each army costs $5/1 pop. Navies cost $10/.5 pop: 1 navy can transport 10 armies, but transports cannot fight.

Armies can move one land province a turn, increased by 1 for each Logistics Tech the player has researched.

Navies have an unlimited reach.

[urlhttp://forums.civfanatics.com/showpost.php?p=11184977&postcount=716]This is how combat works. [/url]

Technology:
There are x technologies:

Land Tech: For each tech higher, the better you're going to do in combat.
Trade Tech: For each level in trade tech, the more money you're going to make.
Naval Tech: For each tech higher, the better you're going to do in naval combat.
Logistics: For each tech higher, your armies can move one province further.

All techs cost 50x, where x is the tech level (level 1 would be 50, level 2 100). All nations start at 0.


Thanks to Tani and Sone for letting me steal some of their rules. :p
 
So, thinking about my IOT that I'll make eventually. I might use the IOT VII map, but I don't know right now. However, I was thinking of a stability component, something like using $ and RP to raise it, while being insane/eccentric/radical in RP/actions and not having a good reason for war would reduce it, sort of like in EU3 9-3 to +3, start at 0 or +1). Again, like EU3, + stability = bonuses, while - stability= penalty and revolt risk. What do you guys think?
 
Back
Top Bottom