Mosher
Mushroom dad
The Premise:
The year is 1899, and the sun is about to dawn on a new chapter in human history. Over the past 100 years, countless inventions and innovations have been created; progress has been made towards the betterment of mankind and many new ideas have infiltrated the minds of the masses. The years ahead will be difficult, as they are want to be, but they may well be prosperous as well. You must guide your nation through the whims of fate, the desires of man, and stand the test of time.
This IOT is dedicated to diplomacy and politics, with a simplified economy (I’ve learned my lesson from Shattered Europe). You will compete with your fellow powers for power, prestige, and the hearts and minds of your people.
Starting out:
You get 15 claims to start out with. There really is no limit on where you can place them, but I’m not going to be exactly pleased if none of them border each other. Then give me some description of your nation; a short history, as well. This will help me decide where to expand your claims and by how much, and the better it is, the more you’re going to get; basically, no one is going to stay at 15 claims but rather use those 15 as a base where I will expand them further (though not outrageously so). The gaps will be filled in by relatively weak NPCs under my control. Don't make it too outlandish - no furry empires, please.
Diplomacy:
You can do all the usual things (alliances, defensive pacts, etc) with NPCs/other players, as usual. However, all nations, depending on their size, military power, economic power, etc get a certain amount of Influence Points. IP can be spent on nations and the more you have invested in them, the more likely they are to help you out and listen to you.
You get a flat 2 IP per province you control, 1 IP from each army/navy, 1 IP from every 1 IC and every $10; a nation with 35 provinces, 15 armies, 5 navies, 10 IC and $100 would have 75 influence points.
An example of things you can get NPCs to do with your influence are, but not limited to:
-Gift Research
-Military aid
-Expel influence from other nations
Things like that.
Xenophobic: Unfriendly to people of other religions or ethnicities.
Zealous: Will support anyone of their own religion barring extremely poor relations, but are likely to attack those of a different religion.
Maritime: Focused on the naval side of things, they are more likely to attempt to establish protectorates (if they are Major NPCs) or seek protection (if minor). Only nations with a port can be maritime.
Imperial: Will attempt to establish other NPC protectorates, invade weak players/NPCs, etc. Only available to Major NPCs.
Primitive: They are not very technologically advanced and suffer penalties for attacking (but are just as effective on the defense). They are usually closed to outsiders, but if you offer them technology, they will be very friendly with you. Cannot research unless uplifted. Only minor NPCs can receive this trait.
Secular: Don't much care for religion, they are usually open and progressive. Tend to focus more on research and less on the military side of things.
Aggressive: Prone to attacking neighbors and building up large armies, these NPCs can and will attack other NPCs (and players, if they view them as weak enough). Keep them at arms length.
Cultured: These NPCs are harder to influence, but whoever has the most influence in these NPCs will receive a free 10 IP they can use on another NPC. If a major NPC receives this trait, they can use the 10 IP bonus.
Unionist - They are ultra friendly to major powers inside their cultural area (ie, a Chinese NPC with this trait will be friendly to the most powerful Chinese nation in China) and are, at a high enough IP, willing to unite with a strong player of the same region/culture. Unfriendly to other cultures. Only minor NPCs can receive this trait. Will only appear near player nations.
Industrial - Will focus heavily on industrialization and will generally have a high IC. Bonus IP to those who help grow their industry.
Rebels:
Rebels are people who are unhappy with the current state of things, or some aspect of society, and are willing to fight about it; they come in a few flavors, namely:
Radicals - These guys are extreme leftists who want to see the proletariat rise and the bourgeois fall. They can either be anarcho-liberals, socialists, communists, Marxists, whatever.
Reactionaries - They want to see the liberals burn and the old order be reinstated. They will rise up if they feel the nation is changing too much, and try and revert those changes.
Patriots - People who want to rejoin the motherland. If you occupy a foreign nation’s soil, or annex it, there is a chance of these popping up.
Each rebel type has its own individual percent to rise up (you could theoretically get all 3 types at the same time), though they can be talked down and negotiated with.
Economy:
The lifeblood of nations! Money makes the world go around, and boy do you need it.
There are two economic factors in play: money and factories. Money is wonderful and can buy many things, but you need somewhere to produce those things; factories. 10 units of currency can create on factory. One factory can create one IC. IC can be sold, used to create armies, etc. Money = provinces*IC/2 (or m=p*c/2)
Military:
War is hell, but a necessary one. Armies and navies are the units you will be working with, where one army = 1 IC and $10, one navy = 2 IC and $20. Nations that you have high influence in will most likely send troops to help you out in your wars and a large army will reduce revolt risk, especially when stationed in the rowdy areas in question. 1 navy can transport 2 armies.
You can send in battle plans for small boosts, if you like.
Random events:
They’re back, and better! Every turn, every nation will get 3 random events - foreign policy, domestic issues, and military issues. They will tie into current world events, acts of nature, border incidents, anything you can imagine. The events can be either good, bad, or neutral; I will roll a die (1-60) to determine that, with 1-20 being bad, 21-40 being neutral, and 41-60 being good). You, the player, will determine how you react to them.
Research:
Research is broken down into a handful of trees:
Army Tech - Makes you fight better.
Naval Tech - Makes your navies fight better.
Experimental Tech - Basically, if you have an idea for a weapon, vehicle, or something that could be realistically invented in the early 20th century, send it in, I will give you a price for it and you will receive benefits depending on what it is. I am willing to be extremely lenient.
Diplomacy Tech - Gives you more influence.
Each tech (except experimental) costs 10*the tech level (so tech 1 costs $10, tech 2 costs $20, tech 3 costs $30, etc).
The year is 1899, and the sun is about to dawn on a new chapter in human history. Over the past 100 years, countless inventions and innovations have been created; progress has been made towards the betterment of mankind and many new ideas have infiltrated the minds of the masses. The years ahead will be difficult, as they are want to be, but they may well be prosperous as well. You must guide your nation through the whims of fate, the desires of man, and stand the test of time.
This IOT is dedicated to diplomacy and politics, with a simplified economy (I’ve learned my lesson from Shattered Europe). You will compete with your fellow powers for power, prestige, and the hearts and minds of your people.
Starting out:
Spoiler :

You get 15 claims to start out with. There really is no limit on where you can place them, but I’m not going to be exactly pleased if none of them border each other. Then give me some description of your nation; a short history, as well. This will help me decide where to expand your claims and by how much, and the better it is, the more you’re going to get; basically, no one is going to stay at 15 claims but rather use those 15 as a base where I will expand them further (though not outrageously so). The gaps will be filled in by relatively weak NPCs under my control. Don't make it too outlandish - no furry empires, please.
Diplomacy:
You can do all the usual things (alliances, defensive pacts, etc) with NPCs/other players, as usual. However, all nations, depending on their size, military power, economic power, etc get a certain amount of Influence Points. IP can be spent on nations and the more you have invested in them, the more likely they are to help you out and listen to you.
You get a flat 2 IP per province you control, 1 IP from each army/navy, 1 IP from every 1 IC and every $10; a nation with 35 provinces, 15 armies, 5 navies, 10 IC and $100 would have 75 influence points.
An example of things you can get NPCs to do with your influence are, but not limited to:
-Gift Research
-Military aid
-Expel influence from other nations
Things like that.
Spoiler NPC Traits :
Xenophobic: Unfriendly to people of other religions or ethnicities.
Zealous: Will support anyone of their own religion barring extremely poor relations, but are likely to attack those of a different religion.
Maritime: Focused on the naval side of things, they are more likely to attempt to establish protectorates (if they are Major NPCs) or seek protection (if minor). Only nations with a port can be maritime.
Imperial: Will attempt to establish other NPC protectorates, invade weak players/NPCs, etc. Only available to Major NPCs.
Primitive: They are not very technologically advanced and suffer penalties for attacking (but are just as effective on the defense). They are usually closed to outsiders, but if you offer them technology, they will be very friendly with you. Cannot research unless uplifted. Only minor NPCs can receive this trait.
Secular: Don't much care for religion, they are usually open and progressive. Tend to focus more on research and less on the military side of things.
Aggressive: Prone to attacking neighbors and building up large armies, these NPCs can and will attack other NPCs (and players, if they view them as weak enough). Keep them at arms length.
Cultured: These NPCs are harder to influence, but whoever has the most influence in these NPCs will receive a free 10 IP they can use on another NPC. If a major NPC receives this trait, they can use the 10 IP bonus.
Unionist - They are ultra friendly to major powers inside their cultural area (ie, a Chinese NPC with this trait will be friendly to the most powerful Chinese nation in China) and are, at a high enough IP, willing to unite with a strong player of the same region/culture. Unfriendly to other cultures. Only minor NPCs can receive this trait. Will only appear near player nations.
Industrial - Will focus heavily on industrialization and will generally have a high IC. Bonus IP to those who help grow their industry.
Rebels:
Rebels are people who are unhappy with the current state of things, or some aspect of society, and are willing to fight about it; they come in a few flavors, namely:
Radicals - These guys are extreme leftists who want to see the proletariat rise and the bourgeois fall. They can either be anarcho-liberals, socialists, communists, Marxists, whatever.
Reactionaries - They want to see the liberals burn and the old order be reinstated. They will rise up if they feel the nation is changing too much, and try and revert those changes.
Patriots - People who want to rejoin the motherland. If you occupy a foreign nation’s soil, or annex it, there is a chance of these popping up.
Each rebel type has its own individual percent to rise up (you could theoretically get all 3 types at the same time), though they can be talked down and negotiated with.
Economy:
The lifeblood of nations! Money makes the world go around, and boy do you need it.
There are two economic factors in play: money and factories. Money is wonderful and can buy many things, but you need somewhere to produce those things; factories. 10 units of currency can create on factory. One factory can create one IC. IC can be sold, used to create armies, etc. Money = provinces*IC/2 (or m=p*c/2)
Military:
War is hell, but a necessary one. Armies and navies are the units you will be working with, where one army = 1 IC and $10, one navy = 2 IC and $20. Nations that you have high influence in will most likely send troops to help you out in your wars and a large army will reduce revolt risk, especially when stationed in the rowdy areas in question. 1 navy can transport 2 armies.
You can send in battle plans for small boosts, if you like.
Random events:
They’re back, and better! Every turn, every nation will get 3 random events - foreign policy, domestic issues, and military issues. They will tie into current world events, acts of nature, border incidents, anything you can imagine. The events can be either good, bad, or neutral; I will roll a die (1-60) to determine that, with 1-20 being bad, 21-40 being neutral, and 41-60 being good). You, the player, will determine how you react to them.
Research:
Research is broken down into a handful of trees:
Army Tech - Makes you fight better.
Naval Tech - Makes your navies fight better.
Experimental Tech - Basically, if you have an idea for a weapon, vehicle, or something that could be realistically invented in the early 20th century, send it in, I will give you a price for it and you will receive benefits depending on what it is. I am willing to be extremely lenient.
Diplomacy Tech - Gives you more influence.
Each tech (except experimental) costs 10*the tech level (so tech 1 costs $10, tech 2 costs $20, tech 3 costs $30, etc).