What is this?
This is Iron and Blood: A Change of Worlds. It’s an experimental turn-based empire-building slash roleplaying forum game, inspired by the original Iron and Blood game.
How does it work?
You create a country on this here map, you play the country, guiding it through the trials of history and interacting with other players playing other countries, with yours truly as your benevolent GM overlord. It is my job to process everyone’s orders and put up updates that begins a new turn.
Is it very complicated?
The game itself isn’t very complicated and it’ll probably take you a couple of minutes to put a minimum order for your turn together. But a big part of the game is storytelling and interacting with other players and that could take a bit more of your time.
How do I join?
Pick three provinces from the map below. Choose one to be your capital province. These provinces must either touch each other or be on the coast. Also choose a flag, preferred colour (for showing things on the map), and a description of your country and its history.
(Note: All provinces are named. Some islands are unnamed; they may be assigned to a nearby province later. And as usual, Switzerland can’t be claimed)
What’s the setting?
The game starts in 1831. Everyone’s technology level is appropriate for that time period OTL. By this time you’re starting to see factories and early railroads appearing. Armies fight with late Napoleonic weapons. You are starting to see early steamships but wooden sailing ships, including ships of the line and fast ocean-going “clippers”, still dominate the waves. It is an exciting time when new ideas and ideologies are rising to challenge the status quo.
How realistic do I have to be?
Good storytelling is more important than strict realism but please keep things fairly plausible. For example, Sun Yat-sen isn’t even alive in 1831 so please don’t make him your country’s leader. Do something stupid and your country develops in game accordingly.
When writing your country’s history, the Point of Divergence is “roughly 1700”, so you are free to play with events between 100 – 150 years prior to 1831 within the realms of plausibility. It is recommended that you work with other players in such worldbuilding exercises.
I’ve signed up, what happens now?
From Wednesday I am going on holiday for a week, with patchy internet access. When I return on February 25 I'll clarify any questions, and then I’ll work out my schedule and announce when the game is actually starting (probably within a week). In the meantime talk amongst yourselves. I trust that if two people claim the same lands, or if someone does something weird, you will resolve any disputes together.
Map
Spoiler real map :
Legend:
Dots: deserts
Triangles: mountainous terrain
Dense confetti: tropical terrain
Horizontal dashes: temperate terrain
Vertical dashes: northern forests
Bricks: ice caps
Spoiler plain map for easier colouring :
Rules
Provinces
Spoiler :
Map is divided into 150 land provinces either owned by a player, an NPC, or is “neutral” (or unclaimed), and a number of sea zones that I can’t be bothered to count. Each land province has a number showing how much IC (or income) they provide (everyone starts with 20 IC, distributed between your three starting provinces; the ICs for the neutral provinces I will add later). Land provinces of a country can be categorized into the following types:
- A capital province is the seat of government of a country. All other provinces must have a viable connection to the capital or they are considered “blockaded”
- A core province is an integral and most loyal part of a country (all your starting provinces are cores). Armies defending a core province get a 50% bonus.
- A non-core province is not so closely attached to your country; they represent colonies or peripheral areas.
- An occupied province is a restless province recently annexed to the country by force. It only generates half the usual income (rounded up).
- A blockaded province is somehow cut off from the capital. It generates no income, and armies fight here at heavy penalties.
Spending
Spoiler :
Income is not carried over between turns, but investment in “techs” does. There are three different types of techs you can invest in: military, society, and economy. ("Tech" here is not necessarily technology in the strictest sense, but development in general).
Techs are bought in levels, and once you complete a level of tech you can select a bonus. For instance, a Level 1 military tech costs 10 IC. Once you have spent 10 IC to advance to level 1, you can choose to build (for example) an army unit. You can earn more than one bonus per turn; so if you spent 20 IC to advance to level 1, you can build two army units, or one army and one naval unit. (If you spent, say, 25, you still get two bonuses, and 5 IC carries over to the next level of investment)
Each new level of each tech type is 10 more expensive than the previous level. Also, each non-core province you own adds 10 to all tech costs, and each occupied province adds 20.
Military tech bonuses:
Society tech bonuses:
Economy tech bonuses:
Techs are bought in levels, and once you complete a level of tech you can select a bonus. For instance, a Level 1 military tech costs 10 IC. Once you have spent 10 IC to advance to level 1, you can choose to build (for example) an army unit. You can earn more than one bonus per turn; so if you spent 20 IC to advance to level 1, you can build two army units, or one army and one naval unit. (If you spent, say, 25, you still get two bonuses, and 5 IC carries over to the next level of investment)
Each new level of each tech type is 10 more expensive than the previous level. Also, each non-core province you own adds 10 to all tech costs, and each occupied province adds 20.
Military tech bonuses:
- Build an additional army or naval unit
- Conduct an espionage mission
- Annex a neutral (ie unclaimed) province (also requires a number of units equal to the neutral province IC; those units can't do anything else that turn if you do this)
Society tech bonuses:
- Increase Stability (a country has stability rating from 1-5, low stability increases revolt risk and makes a country more vulnerable to espionage missions)
- Increase Culture (high culture increases the chance of beneficial events happening)
- Change a province status (from occupied to non-core, and from non-core to core)
Economy tech bonuses:
- Add a point of IC to a province, increasing your income
Events
Spoiler :
There are two types of events. A bad kind of event depends on your stability rating; low stability means more chances of getting events like a rebellion or financial crisis.
A more pleasing event depends on your culture (taken as a percentage of total culture of all countries). This gives you a one-off “bonus card” you can use at any time (for instance, ignore terrain penalties in one battle, or receive double tech bonuses in one turn)
A more pleasing event depends on your culture (taken as a percentage of total culture of all countries). This gives you a one-off “bonus card” you can use at any time (for instance, ignore terrain penalties in one battle, or receive double tech bonuses in one turn)
Combat
Spoiler :
All units are in a national pool, and players reallocate them to their positions on the map each turn. It is recommended that you allocate your military units each turn, even if you’re not at war. You might be a target of a surprise attack.
You may attack any province adjacent to land you own, land owned by a cobelligerent, or on the coast IF you also that turn succeed in defeating any enemy fleets in the sea zone(s) you are attacking from or travelling through.
Your “strength” in a battle is the number of units present, modified by these other factors:
Example: 10 land units attacking through mountains and 10 land units attacking through tropical jungles, playing an “ignore tropical penalties” bonus card, and x0.87 from RNG, the final strength is (10x0.5+10)x1.5x0.87 = 19.575
The side with the higher strength wins the battle.
You may attack any province adjacent to land you own, land owned by a cobelligerent, or on the coast IF you also that turn succeed in defeating any enemy fleets in the sea zone(s) you are attacking from or travelling through.
Your “strength” in a battle is the number of units present, modified by these other factors:
- Land attack through difficult terrain (desert, mountains, tropical, northern forests): x0.5 (calculated separately for each direction of attack)
- Additional difficult terrain present in the province: x0.75 for each additional terrain (only if not already accounted for in the previous manner)
- Land units performing amphibious attack: x0.75
- Land units defending a core province: x1.5
- Land units blockaded: x0.25
- Land units attacking from more than one direction: x1.5 for each additional direction
- Naval units fighting in zone adjacent to a friendly core province: x1.5
- Naval units fighting in zone adjacent to a friendly non-core province: x1.25
- Chance (using a random number generator): between x0.75 to x1.25
Example: 10 land units attacking through mountains and 10 land units attacking through tropical jungles, playing an “ignore tropical penalties” bonus card, and x0.87 from RNG, the final strength is (10x0.5+10)x1.5x0.87 = 19.575
The side with the higher strength wins the battle.
- Winning a battle: gain control of province/sea zone, 25% probability of each unit being destroyed, 50% probability of receiving a one-off bonus card
- Losing a battle: 50% probability of each unit being destroyed, 25% probability of a stability drop by one point.
Disclaimer
Taillesskangaru is the creator and GM of this game and reserves the right to at any time change rules, modify a player's country, or request that part or all of a player's application or order be modified, and additionally dispense with a player country as he sees fit in the event of a player becoming inactive or quitting the game.