TheGryphonPrince
King
Have you ever wanted to play as your favorite obscure TV series, but were afraid that you would be considered insane in any other game? Have you always wanted to see the New Republic make an alliance with Tamriel to beat back the armies of the Zerg and Voldemort combined? Very well, welcome to Massive Multiplayer Crossover IOT, where you can play as any nation from any work of fiction imaginable!
Economical
Regarding all mechanics in this IOT: For the sake of balance and fun, all universes are on the same footing and have to abide by all mechanisms as they are, no exceptions (unless it involves roleplaying, more on that on its own section). This is to give a fighting chance to someone who's joining from a more "backwards" work against someone else who is millenia more advanced.
Every province you own generates 2 gold per turn, and you can invest into your economy, 2 gold increasing your income by 1%. For every 50% you have invested in, you will also gain an extra free army to use (you can have a free navy instead if you want though). Beware that, for every two provinces you lose in a war, unless they have been occupied previously during the same war, your development will drop by 1%.
Military
You start the game with 5 free armies and one free fleet. These free armies (and the ones you may receive depending on your economic development), even if they have lost, will respawn next turn. Free armies have 25% less strength than normal armies though. To train an army, you have to spend 10 gold, same goes with navies. Each army/navy costs 5 gold per turn to maintain, excepting the free armies, which have no upkeep. Armies are unusable the turn they are built and don't account as expenses until the next turn.
You can use one army to claim one province. This action does not sacrifice that army. For now, you may only claim overseas provinces which are close to you (for example: Someone starting in New Guinea can claim the surrounding islands and northern Australia and someone starting in California can still claim Hawaii, but they may not claim Korea). There are no extra armies you need to claim overseas provinces though. During wartime, your claiming capabilities are reduced depending on how many soldiers you send to battle (for example: if you have 10 armies and send 4 to battle, you will only be able to claim 8 territories instead of 10. If you send 5, the number is rounded down to 7).
You can invest 2 gold to improve the military tech, giving your units 1% more strength each upgrade. Free units only receive half of the tech updates, meaning that you need to spend 4 gold to increase free unit strength by 1%.
War is waged by placing a certain number of units to battle (if you don't specify the number, all troops available will be used). Battles take place in the orders lock, and the results are announced next turn. The battle will be decided by the Standarized Combat System mark 1 (to make it brief, a RNG roll decides the battle, while two other rolls decide the loses that both sides take). In battles, the free armies will lose units only once the paid armies are lost. Once you win a battle, you can order your armies to occupy enemy provinces the same way you claim unclaimed provinces, but the borders do have to make sense. Occupied territories give half their income to the occupying force. If you annex these provinces after a war, your development will decrease depending on how many you annexed and your size.
Regarding naval invasions: You can only pull off naval invasions once you have defeated the defenders navy, and you still have to fight a land battle. Each navy can carry 2 armies, unless you're claiming unclaimed territory, in which case no extra navies are needed for more claims.
Roleplaying
Because let's face it, who doesn't want their favourite worlds to mingle with eachother? Roleplaying might give you small bonuses, but they're up to my discretion.
Joining
You may join as (almost) anything so long as it's backed by a work of fiction. You may join as a nation from another IOT, and you can also join as something that isn't technically a nation from where it comes from, like a Kingdom of Minecraftia. You may, however, not join as something that’s OP, like the Q Continuum from Star Trek, anything that's wholly absurd, like the YouTube Empire, or as anything purely coming from RL (by the way, in this world humanity has gone extinct a hundred years ago).
To join, you claim ten provinces in the map (one-pixel provinces don't count), and in addition, you have to give me a link to any page that contains basic information about what you’re going to play as (for example, if you’re joining as Lordaeron from Warcraft, you can give me a link to the Wiki). This link should also set the tone of what you're playing as. Is it an economic power whose factions are varying shades of grey? Is it an utopia that defeats the villains of the week by sheer power of friendship? Is it a group of barbarians that just want to loot? Or is it anything else? You may deviate a bit from your tone just to adapt to the new world and your neighbours, but nothing too drastic (for example: Oceania from Nineteen Eighty Four reforming into a democracy at turn 1 is not allowed, but if you're losing a war in the middle of the game and it becomes a matter of life-or-death, and you can justify it, then it's fine).
In addition, if you join after the game has began, you can have 2 extra provinces per turn that has passed and 4% to spend either in economic development or military technology.
The big provinces (most of Canada, Australia and Siberia) cost 2 provinces each, which means that you'll need 2 armies to occupy these provinces and they will be worth the value of 2 provinces for matters of taxation.
Apps lock Monday 23, 8:00 PM UTC.
Economical
Regarding all mechanics in this IOT: For the sake of balance and fun, all universes are on the same footing and have to abide by all mechanisms as they are, no exceptions (unless it involves roleplaying, more on that on its own section). This is to give a fighting chance to someone who's joining from a more "backwards" work against someone else who is millenia more advanced.
Every province you own generates 2 gold per turn, and you can invest into your economy, 2 gold increasing your income by 1%. For every 50% you have invested in, you will also gain an extra free army to use (you can have a free navy instead if you want though). Beware that, for every two provinces you lose in a war, unless they have been occupied previously during the same war, your development will drop by 1%.
Military
You start the game with 5 free armies and one free fleet. These free armies (and the ones you may receive depending on your economic development), even if they have lost, will respawn next turn. Free armies have 25% less strength than normal armies though. To train an army, you have to spend 10 gold, same goes with navies. Each army/navy costs 5 gold per turn to maintain, excepting the free armies, which have no upkeep. Armies are unusable the turn they are built and don't account as expenses until the next turn.
You can use one army to claim one province. This action does not sacrifice that army. For now, you may only claim overseas provinces which are close to you (for example: Someone starting in New Guinea can claim the surrounding islands and northern Australia and someone starting in California can still claim Hawaii, but they may not claim Korea). There are no extra armies you need to claim overseas provinces though. During wartime, your claiming capabilities are reduced depending on how many soldiers you send to battle (for example: if you have 10 armies and send 4 to battle, you will only be able to claim 8 territories instead of 10. If you send 5, the number is rounded down to 7).
You can invest 2 gold to improve the military tech, giving your units 1% more strength each upgrade. Free units only receive half of the tech updates, meaning that you need to spend 4 gold to increase free unit strength by 1%.
War is waged by placing a certain number of units to battle (if you don't specify the number, all troops available will be used). Battles take place in the orders lock, and the results are announced next turn. The battle will be decided by the Standarized Combat System mark 1 (to make it brief, a RNG roll decides the battle, while two other rolls decide the loses that both sides take). In battles, the free armies will lose units only once the paid armies are lost. Once you win a battle, you can order your armies to occupy enemy provinces the same way you claim unclaimed provinces, but the borders do have to make sense. Occupied territories give half their income to the occupying force. If you annex these provinces after a war, your development will decrease depending on how many you annexed and your size.
Regarding naval invasions: You can only pull off naval invasions once you have defeated the defenders navy, and you still have to fight a land battle. Each navy can carry 2 armies, unless you're claiming unclaimed territory, in which case no extra navies are needed for more claims.
Roleplaying
Because let's face it, who doesn't want their favourite worlds to mingle with eachother? Roleplaying might give you small bonuses, but they're up to my discretion.
Joining
You may join as (almost) anything so long as it's backed by a work of fiction. You may join as a nation from another IOT, and you can also join as something that isn't technically a nation from where it comes from, like a Kingdom of Minecraftia. You may, however, not join as something that’s OP, like the Q Continuum from Star Trek, anything that's wholly absurd, like the YouTube Empire, or as anything purely coming from RL (by the way, in this world humanity has gone extinct a hundred years ago).
To join, you claim ten provinces in the map (one-pixel provinces don't count), and in addition, you have to give me a link to any page that contains basic information about what you’re going to play as (for example, if you’re joining as Lordaeron from Warcraft, you can give me a link to the Wiki). This link should also set the tone of what you're playing as. Is it an economic power whose factions are varying shades of grey? Is it an utopia that defeats the villains of the week by sheer power of friendship? Is it a group of barbarians that just want to loot? Or is it anything else? You may deviate a bit from your tone just to adapt to the new world and your neighbours, but nothing too drastic (for example: Oceania from Nineteen Eighty Four reforming into a democracy at turn 1 is not allowed, but if you're losing a war in the middle of the game and it becomes a matter of life-or-death, and you can justify it, then it's fine).
In addition, if you join after the game has began, you can have 2 extra provinces per turn that has passed and 4% to spend either in economic development or military technology.
The big provinces (most of Canada, Australia and Siberia) cost 2 provinces each, which means that you'll need 2 armies to occupy these provinces and they will be worth the value of 2 provinces for matters of taxation.
Apps lock Monday 23, 8:00 PM UTC.
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