IOT Organisational and Discussion Thread

I just want to say that I'm probably not going to be around much in the next couple of weeks.
I'm taking some time out in bereavement of someone very close and very important to me.

- Robert

:(

Good luck, Robert
 
I found it. I finally bloody found it. I would insert lots of swearing here, but this is CFC so yeah. I'll just post it for you.

THE STANDARDIZED COMBAT SYSTEM:

So yeah, I've used the same battle mechanics for so long (with adjustment of course), that I'm just going to name it the Standardized Combat System.

The SCS, as detailed before, basically makes it so that in combat, each army (or navy or air wing) contribute one point toward the RNG roll. In this case, Nation A has 30 armies, Nation B has 10 armies. RNG roll is 1-40 with 30 and below being A's victory, 31+ is a B Victory. After that, there's the casualty roll which is determined by the amount of points the victor brought to battle. Say that B won. I do a 0-10 casualty roll (if 0, no one loses anything).

Say that I roll a 5. Nation A lost 5 armies. After this roll, I do a second casualty roll. This one is only 0-5 because the loser (for many reasons) can't deal more damage than the victor. If I roll a 0, the victor loses nothing.

The good thing about this system is that simple military technologies can be applied easily, whether the technology is a simple battle modifier (say Military Tech 1 grants a 5% bonus in all battles), or a unit modifier (in Fiat Lux, each new level makes the base strength of a single army/sea/air unit increase by 1. So, M1=2. M2=3, and so on).

Close air support for land battles is pretty straight forward as well. As is shore assist. In the naval case, there is a battle between defending fleets and assaulting fleets first. If the defenders win, no shore assist. Air battles are different. The air battle(s) just chew up planes on both sides but planes on both sides will assist in combat if possible). After which, the land battles are done and the power of ships and air power are factor in as if they were armies.

So, Nation A has 30 armies, 10 air wings, and 5 fleets. Nation B has 10 armies, 20 air wings, and 10 fleets. Nation B won the naval battle and let's assume the air battle has already been done. Nation A has M3 and Nation B has M4.

Nation A Final Strength: 160 (30x5+10x5)
Nation B's Final Strength: 200 (10x5+20x5+10x5)
RNG Roll: 1-360
Result: 146. A wins!

In this case, to prevent extreme casualties, the casualty rolls factor in military tech, but reduced so that one side has M0 for the roll. Nation A has the lowest Military Tech (3) so I subtract 3 from both sides.

Nation A can deal 0-45 in casualties (which only can destroy armies since the air battles and naval battles have already been handled
Roll: 30. Nation B's land force is completely destroyed

Second casualty roll runs 0-30 (out of 60). Why? Nation B's was M4. Subtract 3, it's M1. M1 is double the strength of M0.

Overall, the system's best use is that it's fast. You can probably do even the largest of battles in 30 seconds.

AND:

I've made some improvements since then.

1.) Military/Army/Navy/whatever techs start at 1 instead of 0. It just makes things easier and doesn't really change anything other than that M1=1, M2=2. Instead of M0=1, M1=2, and so on.

2.) I changed the casualty system. The previous casualty system still resulted in a pretty high number of disproportionate causalities.

Nation A has 8 armies and 4 air wings and is at M2.
Nation B has 5 armies and 6 air wings and is at M3.

Let's assume the air battle was already competed.

-First we determine the victor. Here we do a 1-45 roll. I rolled a 17 so Nation A wins. Why? Because 8+4=12. 12x2=24. 1-24 would be a victory for A while 25-45 would be a victory for B.

-Next, casualties. Nation A has M2 and Nation B has M3. Nation A won and controls 40% of the battle's military tech. Because of this, they deal 40% casualties against their enemy. (2 armies but always a minimum of one).

Nation B inflicts anywhere from 1% to 60% in casualties depending on RNG. In this case, I rolled a 26% (destroys 2 armies).


Effects of the New System?

The old system made it difficult (impossible I think) for the loser to deal a heavy blow against the attacker because the casualty system was based completely on the winner's casualty roll. If the winner rolled a 4, then the loser could not hope to deal more than 4 casualties (and had a 80% chance of dealing less than that when you count 0). The new system gives the winner the advantage still but the loser can now hope to do more than just break even casualty wise.

I am making a IOT wiki article RIGHT NOW so no one ever has to go through what I went through again. *sheds a single tear*
 
Just a link in the OP would be enough...
 
Update on Shattered Europe.

Spoiler :
So, what happens once you've defeated a nation and are trying to decide what to do with it's broken down, smoking remains? You have 4 options.

Collaboration Government: The puppet state has full control over it's production. However, it still follows your example on the international stage. 5% chance of revolt.
Military Government: You have appointed a military official to control the government. The government sends 25% of its IPs to you as tribute. 10% chance of revolt.
Full Occupation: Your military is in control of the puppet state. The state will send you 50% of its IPs to you as tribute. 20% chance of a revolt.
Total Exploitation: War crimes are abound as your military is going to try to extract every piece of wealth it can. 100% of the IPs are sent as tribute. 40% chance of revolt.

Naturally, there are varying circumstances when it comes to occupied places; perhaps there is a large political minority in the nation that supports your nation? Perhaps you are unintentionally liberating a people, oppressed by their masters? Depending on the circumstances and RP of both sides, RR will increase or decrease. The numbers listed above are just baselines.

Naturally, due to the nature of warfare and occupation and the like, along with nationalist sentiments, manpower from recently-conquered areas are going to contribute very little to your total. You can, of course, institute a draft, but expect many people to dodge it or cause outright riots - and don't expect the new troops to be loyal at all.


How Army Quality and Quantity work:

Army Quality is determined by how much money you invest in it and how high your Army Quantity is.
Average AQ will be the average of how much money is invested, in total, by every nation in the world; if the average amount of EP invested into Army Quality is 10 EP, then 10 EP will be the Average. If you invest 10% below or 10% above that you will reach the next rank, or a lower rank. And so on.

Army Quantity is determined by how much of your Manpower stat you put into the army. The higher your Army Quantity stat, the more you're going to have to invest in Army Quality to maintain it; an "Invincible" army quantity rating is going to require 100% more invested in Army Quality to maintain it.

Manpower:

Your manpower is a representation of how many men that are old enough to fight are available for you to enlist in your nation. Enlisting ALL of your available manpower will both increase revolt risk, decrease stability, and bring manpower growth to a screeching halt. If you are in a truly desperate situation, you can enact laws to bring young boys and old men into the fight; doing so, however, will be unpopular and growth will be hurt for a long period afterwards.


Random Events -
Random events are quite simple. I will roll once for each nation each turn, 1-20. If you roll 1-9, you will get a bad event; a 1 will be a devastatingly awful one, and a 9 will not be so bad. 11-20 will be good events with 20 being ungodly awesome and 11 being not that great, with 10 being a middle ground of equal parts bad and good. I'll post all of the events in the main update, and then it will be the job of the player to send me in orders concerning the event at hand. If you decide not to send in orders, I will automate it to get the worst possible results.
For instance, let's say that the Floridian League rolled a 9, and got an event called, we'll say, "Hurricane Zack Sinks Supply Convoy."
I'd go into some detail about it (for the purposes of this explanation detail about the event is not needed outside the name), and then Player Y would tell me what to do about it, with varying results depending on what he does. Simple.
 
Modern Middle East Valkesque IOT in the works. Clearly, my Industrial Output formula needs work. :lol:
 

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Strange man I don't know telling me to not be afraid?

Somehow it's having the opposite affect.
 
I'd really love to see a My Little Pony IOT someday, but as A:TMK showed, I'm not very good at "special abilities".
 
No. Just no.
 
No, no, and isn't basically every IOT like that?
 
The one I wouldn't have thought to make sense, IE sonic IOT.

But I forgot there was indeed a sonic IOT. I still don't see how a Mario IOT would work but go for it.

I also have no idea what you mean with that last one. In your other post.
 
Two Sonic IOTs. Basically I incorporated my usual mechanics in each and added some flavor.

Imperia Mobiana took place in the Archie comics' universe and gameplay was heavily focused on the Chaos Emeralds. It reached hilariously epic levels with how it ended.

In Mobius: Total Chaos, it took place in the Sonic Shift universe, so there was more focus on the four faction types. I tried to incorporate events and the like featuring characters to add immersion. Players compensated for a lack of knowledge of the world or Sonic lore in general by being aliens.
 
And honestly, what kind of self-respecting gamer doesn't know their Pokemon and Mario lore?
 
I didn't consider MTC a true sonic IOT cause all it had were sonic cameos every turn that had little effect and chaos energy. Most still had rather normal nations. I was Crusaders that came out of a warp hole(or something) for example, and the gameplay elements were pretty much SoM styled. It was pretty much a sonic-themed normal IOT.
 
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