- Joined
- Mar 14, 2011
- Messages
- 4,131
Foreword
I’m sure the first thing you realized when you saw this is that this is an Iron and Blood game - that isn’t ran by taillesskangaru. Well, I’m here to tell you that Iron and Blood is now under new management. I got permission from the series owner(with his blessings at that), so do not worry.
Anyways, I wanted to use Iron and Blood as a base for my own IOT set in the Victorian Era that isn’t necessarily a reality simulator but still not entirely offworldy. I’ll just go ahead and cut the introductions here so you can look at what the game is all about.
I liked son’s house rules so I’m going to shamelessly steal them.
Also, all rules covered on this page.
On to greener pastures.
Is this game complicated?
Short answer, I don’t think so. It’ll be roughly on par with old I&B games, with my own spin on things. It’ll become apparent what is different and what is the same as you read on.
Setting
Iron and Blood: Requiem takes place in the 1820’s. Everyone starts with the same technology based on that time period. You cannot join as a socialist/fascist megastate off the bat. The game will cover the changing of the world in the form of revolutions and other events, and I'm sure you'll be able to form your superpower from there.
Joining
Fill out this specific application. You can add further details after this, but please put this part of the application towards the top of your join post. While this isn’t entirely ingrained in realism, I don’t want silly nations or nations that don’t fit the time period. Just go look at Iron and Blood games. What was allowed there is allowed here.
Name: The name of your country.
Shorthand name: What you would call your country conversationally.
Flag: Can be a real one or one that you made, so long as it makes sense.
Capital: You get the drill by now.
Major Cities: ^
Description: This is where you dump all the other information. The information provided here will dictate how your economy is doing, how many units you start with, etc. Not everyone can be a rising superpower though. Be modest with your joins.
Claims Map: A map of your claims, using province map or clear map. Basically, the game will use a clear map simply using the province map as a base. If you have confidence in your(or someone elses) map skills than by all means draw the country you desire. However, you can simply fill out the country that you want using the provinces and I will convert it to the clear map. There is no hard limit, but as I said before be modest. Most countries in this time period are still in their development phases and there will not be any Great Britain superpowers here. Of course exceptions here could lie in China or Russia - I will correct anyone who I deem is going over the top, so don’t worry. Make sure to mark your capital and major cities on the map. I'll preemptively say do not place your cities too close to one another.
I reserve the right to decline applications that I feel do not match this game or bother me in some way. You have the right to fix applications and re-apply. I cannot, under IOT rules, make sure you can't join but you have to work with me here.
Maps:
Clear
http://i.imgur.com/T2XaP3n.png
Province
http://i.imgur.com/hJ0xRDz.png
The Map
Once the game begins, this will be edited with an updated version of the game’s map.
So, the map is where many players look for numerous things across all IOTs, and this is no different. Beyond territories controlled, the map also tells people a host of other things.
Events
Each turn, everyone has a chance to get an event. I roll a D-100 for each player country. The chance to get an event depends on your activity that turn. if you were rather active, you have a high chance of an event; if you weren’t, you have a very little chance. Whether the events are positive or negative is based on your stability. The highest stability you can start with is 75, going down from there. 75 stability translates to a 25% chance of a negative event, 25% chance of a neutral event(that either does nothing or has effects for the incoming turns), and 50% chance of a positive event. conversely, 25% stability translates to 25% positive, 25% neutral, and 50% negative. Having 0 stability guarantees a negative event, while 100 stability only results in a 75% chance at a positive event.
Industrial Capacity
This is the currency of this game. Every factory built generates 5 IC. A factory costs 20 IC. Factories are placed in cities, and cities have a capacity to how many factories they can hold given current technology. At the start of the game, cities can hold a max of 10 factories in core territory. In uncored territories, the max capacity is cut in half and the amount of IC produced is cut by 2/5. If the territory you own is cored by another country and not yours, the IC produced is cut by 3/5. Setting a national focus near any city would increase the output by 1/5 of the base output. Cities that are too close together trigger an inefficiency modifier that goes away with time or enhanced by negative events. It starts with both cities having to cut 1/5 of their production. Including a third city in that same area increases the cut in all 3 cities to 2/5. Continually placing cities in close proximity can result in complete economic collapse in that area resulting in no IC being collected from them and a big stability hit.
For example, The city San Francisco is not in America’s core and has 3 factories. This would translate to an IC output of 9, if it weren’t for the Mexican Core that exists there. Thusly, the IC output is further reduced to 6. America decides to set a national focus there, and the IC output jumps back up to 9. Eventually, America gets a core in the area and decides to remove the National Focus; the number of factories still hasn’t changed so now the IC output is 15. All the sudden, Japan declares war. America resets the national focus there and the city now produces 18 IC and enjoys a defensive bonus.
Expansion and War
So in the finalized map, there will be empty territories and there will be NPCs. With all this, you have a lot to think about when it comes to expanding, and there are many ways you can go about doing it.
I’ll start with the most direct option, war.
If the territory you are seeking out is empty, you may move your army in and it is essentially yours. Be sensible however. Overextension is the enemy of large empires.
There are also more diplomatic ways to expand, even in blank areas. NPCs can be influenced by spending Influence points. You gain influence points by setting IC aside to produce influence points. At the start of the game, each IC you spend to generate IP will produce 1.5 IP. From there, the more IP you invest in a country, the more influence you have in that country. NPCs benefit from this by gaining 1 IC for every IP you send at them. So, spending 9 IC to generate 15 IP and sending them all to an NPC will give that NPC 15 IC. This is balanced out because everything is more expensive for NPCs to ensure that a player is never completely outclassed by an NPC unless Bad Things Happen. You can also send IP to player countries to win favor in those player countries, but the player country itself receives no direct benefit. You can also send out emissaries into blank areas to find out if there are native villages in the area, from there you can decide if you want to conquer or try to assimilate.
Doctrines
Doctrines are essentially the bread and butter of your military. It details what your military is good at, and what it isn’t so much good at.
Technology
There are different technology branches you can invest in. These are Army, Navy, Civic, Economy, and Diplomacy.
In addition to those bonuses, as you reach each milestone you have a higher and higher chance of receiving a bonus, hidden modifier that will be revealed once it is discovered. If you reach the milestone without having discovered the hidden technology, you will receive it automatically. After the first discovery, everyone will have a chance to discover it world wide, the highest ones being those with research in the field and the closest in proximity to the countries that have discovered it.
I’m sure the first thing you realized when you saw this is that this is an Iron and Blood game - that isn’t ran by taillesskangaru. Well, I’m here to tell you that Iron and Blood is now under new management. I got permission from the series owner(with his blessings at that), so do not worry.
Anyways, I wanted to use Iron and Blood as a base for my own IOT set in the Victorian Era that isn’t necessarily a reality simulator but still not entirely offworldy. I’ll just go ahead and cut the introductions here so you can look at what the game is all about.
I liked son’s house rules so I’m going to shamelessly steal them.
- Upon joining a game, a player agrees to abide by all rules of the game, both mechanical and in terms of etiquette.
- OOC interactions between players may not be insulting or involve personal attacks; OOC posts must follow all CFC rules.
- OOC comments in a game thread must be clearly marked as OOC.
- If a player feels that the GM or another players are acting outside the scope and spirit of the rules of the game, an OOC post can be made, but it should clearly state the perceived problem and the section of the rules being violated.
- The report button should be used to report violations of the CFC forum rules or to call a moderator's attention to a post. These include the flagrant OOC insulting of other players.
- Using a sockpuppet in a game (or at CFC in general) will generally earn you a weeks ban (or more) from CFC. It is also bad form in any game. A sockpuppet is using a different login for CFC so you appear to be two different people.
- The Game Thread is not a chat room. If a conversation is only relevant to a few players, then discuss it with those players themselves. Use Social Groups or visitor/private messaging to discuss diplomatic issues. Don’t spam.
- (and I made this one) I realize some people like to use the IOT chatango as a means to discuss diplomatic things, and it can be fun sorting this out in real time, however for the sake of this game all interactions in chat are considered OOC. Post things you want to be public, in thread. Also to avoid unnecessary drama, avoid speaking about war plans and related topics on public channels. While it is considered OOC, saying in chat how you’re going to totally invade someone and whining when the player takes actions on those claims will grant you no sympathy from me. Just use the chat for informal game discussion and things will go swimmingly.
Also, all rules covered on this page.
On to greener pastures.
Is this game complicated?
Short answer, I don’t think so. It’ll be roughly on par with old I&B games, with my own spin on things. It’ll become apparent what is different and what is the same as you read on.
Setting
Iron and Blood: Requiem takes place in the 1820’s. Everyone starts with the same technology based on that time period. You cannot join as a socialist/fascist megastate off the bat. The game will cover the changing of the world in the form of revolutions and other events, and I'm sure you'll be able to form your superpower from there.
Joining
Fill out this specific application. You can add further details after this, but please put this part of the application towards the top of your join post. While this isn’t entirely ingrained in realism, I don’t want silly nations or nations that don’t fit the time period. Just go look at Iron and Blood games. What was allowed there is allowed here.
Name: The name of your country.
Shorthand name: What you would call your country conversationally.
Flag: Can be a real one or one that you made, so long as it makes sense.
Capital: You get the drill by now.
Major Cities: ^
Description: This is where you dump all the other information. The information provided here will dictate how your economy is doing, how many units you start with, etc. Not everyone can be a rising superpower though. Be modest with your joins.
Claims Map: A map of your claims, using province map or clear map. Basically, the game will use a clear map simply using the province map as a base. If you have confidence in your(or someone elses) map skills than by all means draw the country you desire. However, you can simply fill out the country that you want using the provinces and I will convert it to the clear map. There is no hard limit, but as I said before be modest. Most countries in this time period are still in their development phases and there will not be any Great Britain superpowers here. Of course exceptions here could lie in China or Russia - I will correct anyone who I deem is going over the top, so don’t worry. Make sure to mark your capital and major cities on the map. I'll preemptively say do not place your cities too close to one another.
I reserve the right to decline applications that I feel do not match this game or bother me in some way. You have the right to fix applications and re-apply. I cannot, under IOT rules, make sure you can't join but you have to work with me here.
Maps:
Clear
http://i.imgur.com/T2XaP3n.png
Province
http://i.imgur.com/hJ0xRDz.png
Game Concepts
The Map
Once the game begins, this will be edited with an updated version of the game’s map.
So, the map is where many players look for numerous things across all IOTs, and this is no different. Beyond territories controlled, the map also tells people a host of other things.
Spoiler :
Cities: Cities are the industrial centers of your countries. They will be marked on the map with a number representing the city’s industrial capacity, which contributes to your national industrial capacity, and that is your main currency. Industrial cities are sparse in the beginning of the industrial revolution, so keep this in mind when writing your join post. You can “create” cities simply by ordering new factories be built in an area where no cities exist. The inner workings of cities is discussed in the part of the rules that deal with Industrial Capacity.
Core Territories: Core territories are signified by flag sprites on the map; the area roughly surrounding the Core marker is Core territory. Use your brain for this; a core sprite in New York isn’t going to apply to Chicago even if you control all the territory up to and including Chicago. Cores have different effects on gameplay discussed throughout the rules.
National Focus: This is a sprite that can only be applied once at the start of the game. As you upgrade your nation’s technology, you will get access to more national focus slots. National focuses are indicated by a crown when the national focus is a core and a star when it isn’t. They can only be changed once per turn. National focuses increase the chance of coring uncored territory, grant a defensive bonus, and increases the IC output of nearby cities.
Core Territories: Core territories are signified by flag sprites on the map; the area roughly surrounding the Core marker is Core territory. Use your brain for this; a core sprite in New York isn’t going to apply to Chicago even if you control all the territory up to and including Chicago. Cores have different effects on gameplay discussed throughout the rules.
National Focus: This is a sprite that can only be applied once at the start of the game. As you upgrade your nation’s technology, you will get access to more national focus slots. National focuses are indicated by a crown when the national focus is a core and a star when it isn’t. They can only be changed once per turn. National focuses increase the chance of coring uncored territory, grant a defensive bonus, and increases the IC output of nearby cities.
Events
Each turn, everyone has a chance to get an event. I roll a D-100 for each player country. The chance to get an event depends on your activity that turn. if you were rather active, you have a high chance of an event; if you weren’t, you have a very little chance. Whether the events are positive or negative is based on your stability. The highest stability you can start with is 75, going down from there. 75 stability translates to a 25% chance of a negative event, 25% chance of a neutral event(that either does nothing or has effects for the incoming turns), and 50% chance of a positive event. conversely, 25% stability translates to 25% positive, 25% neutral, and 50% negative. Having 0 stability guarantees a negative event, while 100 stability only results in a 75% chance at a positive event.
Industrial Capacity
This is the currency of this game. Every factory built generates 5 IC. A factory costs 20 IC. Factories are placed in cities, and cities have a capacity to how many factories they can hold given current technology. At the start of the game, cities can hold a max of 10 factories in core territory. In uncored territories, the max capacity is cut in half and the amount of IC produced is cut by 2/5. If the territory you own is cored by another country and not yours, the IC produced is cut by 3/5. Setting a national focus near any city would increase the output by 1/5 of the base output. Cities that are too close together trigger an inefficiency modifier that goes away with time or enhanced by negative events. It starts with both cities having to cut 1/5 of their production. Including a third city in that same area increases the cut in all 3 cities to 2/5. Continually placing cities in close proximity can result in complete economic collapse in that area resulting in no IC being collected from them and a big stability hit.
For example, The city San Francisco is not in America’s core and has 3 factories. This would translate to an IC output of 9, if it weren’t for the Mexican Core that exists there. Thusly, the IC output is further reduced to 6. America decides to set a national focus there, and the IC output jumps back up to 9. Eventually, America gets a core in the area and decides to remove the National Focus; the number of factories still hasn’t changed so now the IC output is 15. All the sudden, Japan declares war. America resets the national focus there and the city now produces 18 IC and enjoys a defensive bonus.
Expansion and War
So in the finalized map, there will be empty territories and there will be NPCs. With all this, you have a lot to think about when it comes to expanding, and there are many ways you can go about doing it.
I’ll start with the most direct option, war.
Spoiler :
In order to invade another country, you must formally declare war in-thread. If you declare war towards the time of orders lock, the lock will be extended for another 24 hours for the 2nd party ensure he or she has time to prepare; only the may change their orders during this time. No other player may send in orders or edit existing orders post-lock.
There are two unit types in the start of the game, Divisions and Ships. Pretty straightforward. Each one has their own doctrine.
Army doctrine determines what the army in question is good at and what they aren’t. Naval doctrines over the same thing, but with navies, obviously. Read about the specifics of Doctrines in the dedicated sections, as this section is dedicated to expansion and war in general.
Combat is determined by many factors. Overall, defeat will happen when either: The army morale hits 0 or the army strength hits 0. The morale hitting 0 will mean the army will retreat if it can. If it cannot, the units are taken prisoner. A strength of 0 means the entire unit was destroyed. A unit’s overall combat effectiveness is determined by the lower value of those two stats.
Territory you occupy is not territory you own; you do not collect IC from it. Once it is decided you win the war, you can pursue diplomacy to hammer out the peace treaty and decide on what you receive in light of your victory. However, events during active conflicts can happen with varying effects you probably won’t see coming. As a rule of thumb, never try to fight a war to annex your opponent unless they are really small. As GM, I forbid France from totally annexing all of Spain no matter how hard she wins.
There are two unit types in the start of the game, Divisions and Ships. Pretty straightforward. Each one has their own doctrine.
Army doctrine determines what the army in question is good at and what they aren’t. Naval doctrines over the same thing, but with navies, obviously. Read about the specifics of Doctrines in the dedicated sections, as this section is dedicated to expansion and war in general.
Combat is determined by many factors. Overall, defeat will happen when either: The army morale hits 0 or the army strength hits 0. The morale hitting 0 will mean the army will retreat if it can. If it cannot, the units are taken prisoner. A strength of 0 means the entire unit was destroyed. A unit’s overall combat effectiveness is determined by the lower value of those two stats.
Territory you occupy is not territory you own; you do not collect IC from it. Once it is decided you win the war, you can pursue diplomacy to hammer out the peace treaty and decide on what you receive in light of your victory. However, events during active conflicts can happen with varying effects you probably won’t see coming. As a rule of thumb, never try to fight a war to annex your opponent unless they are really small. As GM, I forbid France from totally annexing all of Spain no matter how hard she wins.
If the territory you are seeking out is empty, you may move your army in and it is essentially yours. Be sensible however. Overextension is the enemy of large empires.
There are also more diplomatic ways to expand, even in blank areas. NPCs can be influenced by spending Influence points. You gain influence points by setting IC aside to produce influence points. At the start of the game, each IC you spend to generate IP will produce 1.5 IP. From there, the more IP you invest in a country, the more influence you have in that country. NPCs benefit from this by gaining 1 IC for every IP you send at them. So, spending 9 IC to generate 15 IP and sending them all to an NPC will give that NPC 15 IC. This is balanced out because everything is more expensive for NPCs to ensure that a player is never completely outclassed by an NPC unless Bad Things Happen. You can also send IP to player countries to win favor in those player countries, but the player country itself receives no direct benefit. You can also send out emissaries into blank areas to find out if there are native villages in the area, from there you can decide if you want to conquer or try to assimilate.
Doctrines
Doctrines are essentially the bread and butter of your military. It details what your military is good at, and what it isn’t so much good at.
Spoiler :
Creating a doctrine requires substantial investment of IC. Each point will cost 5 IC, and with starting Tech, you can have a max of 10 points to assign. Furthermore, each stat increases how much each unit costs by 1 IC. All army doctrines will start with 1 free point in the first 4 categories, which means to say a base unit costs 4 IC. All navy doctrines receive 1 free point in the first 5 categories, which means to say a base unit costs 5 IC
Army Doctrine Stats:
Navy Doctrine Stats:
Army Doctrine Stats:
- Fire: Determines how much damage you do to your opponent’s strength.
- Shock: D determines how much damage you do to your opponent's Morale.
- Defense: Determines how much damage to your units’ strength is blocked.
- Field Training: Determines how much damage to your units’ morale is blocked.
Navy Doctrine Stats:
- Fire: Determines how much damage you do to your opponent’s strength.
- Shock: D determines how much damage you do to your opponent's Morale.
- Defense: Determines how much damage to your units’ strength is blocked.
- Field Training: Determines how much damage to your units’ morale is blocked.
- Transportation: Determines efficiency of transporting army units. Each point increases carrying capacity per ship by 1. Ships transporting units receive combat penalties. This penalty can be reduced or completely diminished if there are 5 times as many ships as required to transport the divisions. So, 5 ships carrying 2 divisions at transportation level 2 will receive no penalties. Max Transportation stat is 4.
Technology
There are different technology branches you can invest in. These are Army, Navy, Civic, Economy, and Diplomacy.
- Army: Deals with advancing your army’s capabilities. Each Army tech increases max Army Doctrine stats by 5. First upgrade costs 30 IC.
- Navy: Deals with advancing your navy’s capabilities. Each Navy tech increases max Navy Doctrine stats by 5. First upgrade costs 30 IC.
- Civic: Deals with internal affairs such as stability and national focuses. Each tech increases max active national focuses by 1. First upgrade costs 45 IC.
- Economy: Deals with your economy’s capabilities. Each tech increases the Factory Capacity of all cities by 5 and increases the cost of all factories by 1. First upgrade costs 30 IC.
- Diplomacy: Deals with your country’s prestige and reliability. Each tech increases how much IP you produce from 1 IC by 1.5. First upgrade costs 50 IC.
In addition to those bonuses, as you reach each milestone you have a higher and higher chance of receiving a bonus, hidden modifier that will be revealed once it is discovered. If you reach the milestone without having discovered the hidden technology, you will receive it automatically. After the first discovery, everyone will have a chance to discover it world wide, the highest ones being those with research in the field and the closest in proximity to the countries that have discovered it.