Kinich-Ahau
#JustGoomyThings
The year? No one knows & no one cares. BUT NOW LOOK OVER THERE- what is it? A nation- one of many that will soon be arising on this planet.
Welcome to Kinich Imperium Offtopicum I, an IOT primarily intended as a test run of the IOT VII.5 ruleset. Unlike my planned IOT VII.5 game, min/maxing is encouraged, so as to help weed out any flaws in the ruleset. Speaking of which:
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 Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
8. 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 will not have their nations disbanded; they will instead be NPC’d. Once NPC’d, a nation is open for claiming. Players can avoid having their nation NPC’d if they let me know they will be inactive ahead of time. These players can rejoin the game at any time.
Joining the Game
To join, simply claim any 20 provinces on the map. The provinces must be either contiguous or on the coast. Choose a name and a color, and then tell us about your nation. A flag is necessary, as is a government, religion, people, policy, etc. Choose a Currency, and specify whether it is fixed or floating. All nations start with 5 military units, which may be any combination of Armies & Navies.
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates occur within a week of half the players having sent in their orders, though orders will lock long before that. Any players who have not sent in their orders by this point will be automated.
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. Ya'll can be whatever you want, so long as it does not break the forum rules.
Expansion
Expansion is done through armies; each army may claim 1 territory. If no other nation claims the same territory, they will be annexed by your empire at the update. Claimed territories must be next to your own territories or on the coast; you must possess a navy to claim non-adjacent coastal provinces.
If there are competing claims, you can either discuss it among yourselves, or a border skirmish will occur; the armies each side sent will fight for the territory. You may notice that most island territories are enclosed by black lines; if the lines connect to other, larger provinces, then any islands enclosed by those lines are considered a part of the larger province. Island(s) completely enclosed by black lines & unconnected to mainland provinces are considered 1/2 territories; 1/2 territories do not require armies to claim, only navies. If an island group is completely enclosed by black lines & has a small black triangle attached to it, it counts as a full territory. Currently, island(s) enclosed by black lines that count as a full territory are:
Economics
Your nation has a population; each newly settled province adds 10 to this value (1/2 territories will only add 5 to the value). Each population is worth 10,000 individuals. Nations start the game with 80 Population per territory. Your population will grow naturally at a rate between 1% & 6% per turn
In addition, you also have an Industry rating, which is essentially a measure of how developed you are. All nations start at 0.25 Industry.
All nations trade automatically; the value of trade is 20% of the average of all nations’ domestic production (Population * Industry). Nations can sign free trade agreements with each other; this will increase their trading partner’s value by 25% when determining trade & increase the value of their partner’s currency.
You collect taxes off of your Real GDP; GDP is ((Population * Industry) + Trade). By default, all nations start with 20% taxes.
You can spend Income to increase your industry; how much it costs per nation varies with each update. It costs 1% of their GDP for nations in the bottom 25% of industry to increase their industry by 0.01%, it costs 2% of their GDP for nations in the middle 50% of industry to increase their industry by 0.01%, & it costs 4% of their GDP for nations in the top 25% of industry to increase their industry by 0.01%; for gameplay purposes, this is ignored at game start, with it costing 2% of their GDP for everyone to increase their industry by 0.01%. Prices will fluctuate as nations enter economic booms & recessions.
You may have noticed that income does not grow naturally; this is because of how GDP works. GDP =C+I+G+NX, where C=Consumption, I=Investment, G=Government Spending, and NX=Net Exports. Net Exports are represented by your trade value, while Government Spending is represented by what you spent the previous turn; for what remains of GDP, as a base, 70% is considered to be Consumption & 30% is considered to be Investment. Afterwards, I RNG a number between -10 & 10, which is subtracted from Consumption & added to Investment. The final value of the Investment component of GDP is put into industrial growth. Non-government industrial spending is worth 10% more than government industrial spending. For example, if you had a GDP of 120, with 20 coming from trade, NX would equal 20; say you had 20 Income last turn & spent it all, G would equal 20. That leaves 80 for C & I. RNG gives me a ten; meaning that 60% of 80 is C and 40% of 80 is I. Ergo, 32 Income would be put into industrial growth automatically, being valued at 35.2 due to being private spending.
Prior to an update, I will determine the average global growth rate for the turn; I will then RNG a number between -3% & 3% and add it to the average global growth rate. Any growth above this will be added to your inflation rate. A value equal to (Inflation Rate * GDP) is then subtracted from your GDP; what remains is your Real GDP. Every 1% of your income (Not GDP) that is not spent will decrease your inflation rate by 0.5%. Inflation will decrease naturally at a rate of 0.5% per year. The inflation rate is capped at 95% (though if you manage to get it that high I would suggest ragequitting).
Boom/Bust cycles are determined by a RNG roll of 1-50; an economic bust occurs if the roll was between 1-10, an economic boom occurs if the roll was between 41-50, & no boom or bust occurs if the roll was between 11-40. The severity of the Boom or Bust is determined by RNG, with a roll of 1-50 being minor boom or minor recession, a roll of 51-75 being a moderate boom or moderate recession, and a roll of 76-100 being a major boom or a depression. Minor booms decrease the cost of industry by 20% & decrease the rate at which you gain inflation by 40%, Moderate booms decrease the cost of industry by 50%, decrease the rate at which you gain inflation by 80%, & give 0.1% free industrial growth, and Major booms decrease the cost of industry by 50%, make you immune to inflation, & give 1.0% free industrial growth; booms last for one turn. Minor recessions increase the cost of industry by 50%, Moderate recessions increase the cost of industry by 75% & wipe out 0.2% industry per turn, and Depressions increase the cost of industry by 100% and wipe out 2.0% industry per turn. Recession length is determined by RNG, with a roll of 1-20 downgrading the recession (Ex, Moderate ---> Minor), a roll of 21-60 keeping the current level, a roll of 61-80 upgrading the recession by one level, and a roll of 81-100 upgrading the recession by 2 levels; in order to decrease the severity of depressions, they instead have a 50/50 chance of downgrading or not changing. If you are in a recession, your roll will be increased by 50% for every nation that shares your currency. It is possible to put aside income to fight recessions, with the amount of income needed to downgrade by one level being X/(1/(1-(C%)), where X is equal to 100% of your income and C% is equal to what percentage of you GDP is made up of consumption spending; you can only downgrade a recession like this once per turn.
Currency
The Currency of your nation- and how it is valued- affects your nation in a variety of ways. Currencies are valued based upon groupings, the groupings being: strongest, top 25% strongest, middle 50% strongest, middle 50%, middle 50% weakest, bottom 25% weakest, and weakest. Having the strongest currency gives a 4% boost to industrial investments, having a currency in the top 25% gives a 2% boost to industrial investments, having a currency in the middle 50% strongest gives a 1% boost to industrial investments, having a currency in the middle 50% gives no benefits, having a currency in the middle 50% weakest gives a 2% boost to trade, having a currency in the bottom 25% gives a 4% boost to trade, and having the weakest currency gives an 8% boost to trade. You may change currencies at any time, but doing so will wipe out 1% or 0.001 of your industry
Currencies may be either fixed or floating; if a currency is floating, its value is increased by industrial gorwth & free trade agreements and decreased by industrial losses & inflation; if multiple nations have the same floating currency, values will be calculated separately & then averaged together, with the originator of the currency being counted twice; the impact of a currency’s value will increase by 25% for every nation that uses the currency.
If a currency is fixed, I RNG the market value of what it is fixed to, and that is the value of your currency; the value of fixed currencies will not change according to industrial growth; fixed currencies have a 20% chance to increase by 0.4 every turn, a 20% chance to increase by 0.2 every turn, a 20% chance to not change, a 20% chance to decrease by 0.2 every turn, & a 20% chance to decrease by 0.4 every turn. You can change what you currency is fixed to at any time, which will cause me to RNG a new value for your currency. It is possible to peg your currency to the currency of any other nation, even if that nation has a floating currency; this will ensure that your currencies have the same value, but force you to pay 5% of your income each turn to ensure your currencies remain equal in value.
You will be able to set monetary policies for your nation; engaging in an expansionary monetary policy will increase the value of industrial spending by 25% and increase inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Engaging in contractionary monetary policy will decrease the value of industrial spending by 25% and decrease inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Once you set monetary policy, you are committed to that policy, and may not change it for 5 turns. Nations using a fixed currency may not engage in monetary policy.
Regions
Regions are collections of territories on the continents that have been grouped together; I make no claims as to the accuracy or appropriateness of the groupings. If you don’t like it, you can make a regional map of your own & submit it, which may be adopted as the official game map if the other players like it. Regions tend to have around 20 provinces- the exceptions to this rule are 2 regions in China with 23 provinces, 2 regions in Africa with 15 provinces, 1 region in South America with 18 provinces, & the two Australian regions, the westernmost of which has 14 provinces & the easternmost of which has 15 provinces. War is conducted on the regional level.
Units
There are three types of Combat Units, three types of Command Units, & one type of Espionage Unit:
Major Cities & Buildings
Major Cities are centers of culture, science, & industry. They give a 40% defensive bonus & you get one free Major City for every 10 Territories you have. The territories immediately surrounding a Major City give a 10% defensive bonus. Major Cities count as territories for the purposes of determining population & industry loss due to warfare.
Welcome to Kinich Imperium Offtopicum I, an IOT primarily intended as a test run of the IOT VII.5 ruleset. Unlike my planned IOT VII.5 game, min/maxing is encouraged, so as to help weed out any flaws in the ruleset. Speaking of which:
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 Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
8. 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 will not have their nations disbanded; they will instead be NPC’d. Once NPC’d, a nation is open for claiming. Players can avoid having their nation NPC’d if they let me know they will be inactive ahead of time. These players can rejoin the game at any time.
Joining the Game
To join, simply claim any 20 provinces on the map. The provinces must be either contiguous or on the coast. Choose a name and a color, and then tell us about your nation. A flag is necessary, as is a government, religion, people, policy, etc. Choose a Currency, and specify whether it is fixed or floating. All nations start with 5 military units, which may be any combination of Armies & Navies.
Spoiler The Map :
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates occur within a week of half the players having sent in their orders, though orders will lock long before that. Any players who have not sent in their orders by this point will be automated.
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. Ya'll can be whatever you want, so long as it does not break the forum rules.
Expansion
Expansion is done through armies; each army may claim 1 territory. If no other nation claims the same territory, they will be annexed by your empire at the update. Claimed territories must be next to your own territories or on the coast; you must possess a navy to claim non-adjacent coastal provinces.
If there are competing claims, you can either discuss it among yourselves, or a border skirmish will occur; the armies each side sent will fight for the territory. You may notice that most island territories are enclosed by black lines; if the lines connect to other, larger provinces, then any islands enclosed by those lines are considered a part of the larger province. Island(s) completely enclosed by black lines & unconnected to mainland provinces are considered 1/2 territories; 1/2 territories do not require armies to claim, only navies. If an island group is completely enclosed by black lines & has a small black triangle attached to it, it counts as a full territory. Currently, island(s) enclosed by black lines that count as a full territory are:
- The Aleutian Islands
- The Kodiak Islands
- The Hawaiian Islands
- The Azores
- The Canaries
- Cape Verde
- The Balearic Islands
- The Aegean Islands
- The North-Central Philippines
- The South-Central Philippines
- The Caroline Islands
- The Solomon Islands
- Vanuatu
- New Caledonia
- West Fiji
- East Fiji
- Tasmania & Surrounding Islands
Economics
Your nation has a population; each newly settled province adds 10 to this value (1/2 territories will only add 5 to the value). Each population is worth 10,000 individuals. Nations start the game with 80 Population per territory. Your population will grow naturally at a rate between 1% & 6% per turn
In addition, you also have an Industry rating, which is essentially a measure of how developed you are. All nations start at 0.25 Industry.
All nations trade automatically; the value of trade is 20% of the average of all nations’ domestic production (Population * Industry). Nations can sign free trade agreements with each other; this will increase their trading partner’s value by 25% when determining trade & increase the value of their partner’s currency.
You collect taxes off of your Real GDP; GDP is ((Population * Industry) + Trade). By default, all nations start with 20% taxes.
You can spend Income to increase your industry; how much it costs per nation varies with each update. It costs 1% of their GDP for nations in the bottom 25% of industry to increase their industry by 0.01%, it costs 2% of their GDP for nations in the middle 50% of industry to increase their industry by 0.01%, & it costs 4% of their GDP for nations in the top 25% of industry to increase their industry by 0.01%; for gameplay purposes, this is ignored at game start, with it costing 2% of their GDP for everyone to increase their industry by 0.01%. Prices will fluctuate as nations enter economic booms & recessions.
You may have noticed that income does not grow naturally; this is because of how GDP works. GDP =C+I+G+NX, where C=Consumption, I=Investment, G=Government Spending, and NX=Net Exports. Net Exports are represented by your trade value, while Government Spending is represented by what you spent the previous turn; for what remains of GDP, as a base, 70% is considered to be Consumption & 30% is considered to be Investment. Afterwards, I RNG a number between -10 & 10, which is subtracted from Consumption & added to Investment. The final value of the Investment component of GDP is put into industrial growth. Non-government industrial spending is worth 10% more than government industrial spending. For example, if you had a GDP of 120, with 20 coming from trade, NX would equal 20; say you had 20 Income last turn & spent it all, G would equal 20. That leaves 80 for C & I. RNG gives me a ten; meaning that 60% of 80 is C and 40% of 80 is I. Ergo, 32 Income would be put into industrial growth automatically, being valued at 35.2 due to being private spending.
Prior to an update, I will determine the average global growth rate for the turn; I will then RNG a number between -3% & 3% and add it to the average global growth rate. Any growth above this will be added to your inflation rate. A value equal to (Inflation Rate * GDP) is then subtracted from your GDP; what remains is your Real GDP. Every 1% of your income (Not GDP) that is not spent will decrease your inflation rate by 0.5%. Inflation will decrease naturally at a rate of 0.5% per year. The inflation rate is capped at 95% (though if you manage to get it that high I would suggest ragequitting).
Boom/Bust cycles are determined by a RNG roll of 1-50; an economic bust occurs if the roll was between 1-10, an economic boom occurs if the roll was between 41-50, & no boom or bust occurs if the roll was between 11-40. The severity of the Boom or Bust is determined by RNG, with a roll of 1-50 being minor boom or minor recession, a roll of 51-75 being a moderate boom or moderate recession, and a roll of 76-100 being a major boom or a depression. Minor booms decrease the cost of industry by 20% & decrease the rate at which you gain inflation by 40%, Moderate booms decrease the cost of industry by 50%, decrease the rate at which you gain inflation by 80%, & give 0.1% free industrial growth, and Major booms decrease the cost of industry by 50%, make you immune to inflation, & give 1.0% free industrial growth; booms last for one turn. Minor recessions increase the cost of industry by 50%, Moderate recessions increase the cost of industry by 75% & wipe out 0.2% industry per turn, and Depressions increase the cost of industry by 100% and wipe out 2.0% industry per turn. Recession length is determined by RNG, with a roll of 1-20 downgrading the recession (Ex, Moderate ---> Minor), a roll of 21-60 keeping the current level, a roll of 61-80 upgrading the recession by one level, and a roll of 81-100 upgrading the recession by 2 levels; in order to decrease the severity of depressions, they instead have a 50/50 chance of downgrading or not changing. If you are in a recession, your roll will be increased by 50% for every nation that shares your currency. It is possible to put aside income to fight recessions, with the amount of income needed to downgrade by one level being X/(1/(1-(C%)), where X is equal to 100% of your income and C% is equal to what percentage of you GDP is made up of consumption spending; you can only downgrade a recession like this once per turn.
Currency
The Currency of your nation- and how it is valued- affects your nation in a variety of ways. Currencies are valued based upon groupings, the groupings being: strongest, top 25% strongest, middle 50% strongest, middle 50%, middle 50% weakest, bottom 25% weakest, and weakest. Having the strongest currency gives a 4% boost to industrial investments, having a currency in the top 25% gives a 2% boost to industrial investments, having a currency in the middle 50% strongest gives a 1% boost to industrial investments, having a currency in the middle 50% gives no benefits, having a currency in the middle 50% weakest gives a 2% boost to trade, having a currency in the bottom 25% gives a 4% boost to trade, and having the weakest currency gives an 8% boost to trade. You may change currencies at any time, but doing so will wipe out 1% or 0.001 of your industry
Currencies may be either fixed or floating; if a currency is floating, its value is increased by industrial gorwth & free trade agreements and decreased by industrial losses & inflation; if multiple nations have the same floating currency, values will be calculated separately & then averaged together, with the originator of the currency being counted twice; the impact of a currency’s value will increase by 25% for every nation that uses the currency.
If a currency is fixed, I RNG the market value of what it is fixed to, and that is the value of your currency; the value of fixed currencies will not change according to industrial growth; fixed currencies have a 20% chance to increase by 0.4 every turn, a 20% chance to increase by 0.2 every turn, a 20% chance to not change, a 20% chance to decrease by 0.2 every turn, & a 20% chance to decrease by 0.4 every turn. You can change what you currency is fixed to at any time, which will cause me to RNG a new value for your currency. It is possible to peg your currency to the currency of any other nation, even if that nation has a floating currency; this will ensure that your currencies have the same value, but force you to pay 5% of your income each turn to ensure your currencies remain equal in value.
You will be able to set monetary policies for your nation; engaging in an expansionary monetary policy will increase the value of industrial spending by 25% and increase inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Engaging in contractionary monetary policy will decrease the value of industrial spending by 25% and decrease inflation by 25% or 1 per turn, whichever is greater; these effects will linger for 5 turns. Once you set monetary policy, you are committed to that policy, and may not change it for 5 turns. Nations using a fixed currency may not engage in monetary policy.
Regions
Regions are collections of territories on the continents that have been grouped together; I make no claims as to the accuracy or appropriateness of the groupings. If you don’t like it, you can make a regional map of your own & submit it, which may be adopted as the official game map if the other players like it. Regions tend to have around 20 provinces- the exceptions to this rule are 2 regions in China with 23 provinces, 2 regions in Africa with 15 provinces, 1 region in South America with 18 provinces, & the two Australian regions, the westernmost of which has 14 provinces & the easternmost of which has 15 provinces. War is conducted on the regional level.
Units
There are three types of Combat Units, three types of Command Units, & one type of Espionage Unit:
- Armies- Each Army costs 10 Income, 20 Population, 2 Maintenance, & gives you one roll (1-10) in the RNG. Defeated armies have a 25% chance of destruction, 25% chance of capture, & a 50% chance of retreat. Armies can attack one region deep & take one province per turn by default. Armies are pooled regionally. All armies get a +10% defensive bonus & a +10% defensive bonus against amphibious landings.
- Navies- Each Navy costs 10 Income, 20 Population, 2 Maintenance, & gives you one roll (1-20) in the RNG. Defeated navies have a 50% chance of destruction, 10% chance of capture, & a 40% chance of retreat. Navies can bombard shores; bombarding has a chance of killing some units in the bombarded region. Navies also have a chance of shooting down attacking Air Wings. Each Navy can carry up to 5 Air Wings & 5 Armies. Navies can also blockade nations; blockaded nations lose trade as appropriate. Even though each navy can transport up to 5 Armies, by default, Armies carried by Navies may only claim one full territory per turn.
- Air Wings- Each Air Wing costs 20 Income, 5 Population, 2 Maintenance, & gives you one roll (1-30) in the RNG. Defeated air wings have a 75% chance of destruction & a 25% chance of retreat. Air Wings can attack one region deep by default. Air Wings can target Navies; they have a chance of disabling Navies for one turn & a smaller chance of destroying Navies. Air Wings can bomb regions; bombing has chance of killing some units in the bombed region. There is a chance for Air Wings bombing a region to be shot down by AA guns.
- General- Generals cost 15 Income; see Leadership to determine their effects
- Admiral- Admirals cost 15 Income; see Leadership to determine their effects
- Air Marshal- Air Marshals cost 15 Income; see Leadership to determine their effects.
- Agent- Each Agent costs 5 Income, 1 Population, & gives you one roll (1-10) in the RNG when combatting other agents; see Espionage to determine their effects. Agents pool nationwide.
Major Cities & Buildings
Major Cities are centers of culture, science, & industry. They give a 40% defensive bonus & you get one free Major City for every 10 Territories you have. The territories immediately surrounding a Major City give a 10% defensive bonus. Major Cities count as territories for the purposes of determining population & industry loss due to warfare.
- Your Capital City is a special major city; at the start of the game, choose one of your major cities to act as a Capital. Your Capital City gives a 60% defensive bonus & counts as two territories for the purposes of determining population & industry loss due to warfare; if your Capital City is captured, all of your forces get a -15% combat penalty next turn. You can change Capitals at any time, but doing so will cost 15% of your Income & cause you to lose 15% of your Income the following turn.
- Forts are massive military installations built for protection. Forts cost 40 Income to build, & give a 75% defensive bonus. Forts have a 20+X% chance to shoot down air wings attacking the region a fort is based in & a 5+X% chance to shoot down air wings attacking neighboring regions, where X is your nation’s Aerial Technology; this is added to the base chance of Air Wings being shot down. If a General, Admiral, or Air Marshall is recruited at a Fort, they start with +2 Experience. Forts cannot be built in Major Cities or Capitals.