NESIOT: A World of Remnant

Tyo

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Welcome to A World of Remnant. This game will be focused on resource management, cooperation, and defending against the "natural" hazards of a very hostile world.

Resources must be surveyed, mined/gathered, and then utilized. Resources include the basics such as food, iron, etc. Among this host of normal naturally-occurring resources is a special substance called Dust. This substance is important to all facets of development - from technological research, to infrastructure, to military power. It is naturally found in four forms - flavored to the classical "natural" elements of fire, wind, earth, and air - and have special properties according to each. They can be used creatively even within the context of a larger picture - it is up to you to utilize it as such, though.

Cooperation and these "natural" hazards mentioned earlier go hand-in-hand. This world will be hostile to its occupants and very much so. You can expect hellish creatures to attack your borders constantly - as such, you must always be vigilant. This is where cooperation comes in. I will by no means force players into teams, but I will not deny the importance of striking deals with your neighbors. It is very unlikely any one player will hold enough resources to keep themselves afloat with the world itself out to get them constantly. Another facet of this that I have not mentioned is the importance of natural defenses. Terrifying as they might be, the creatures of this world cannot cope with some of the extreme environments present.

All of this is expanded upon later.


Sign Up

Like any IOT, you are controlling some sort of governmental body. My only rules for making one are:
No carbon copies or reskins. Even from the source material of this game if you happen to know it.
Nothing ridiculous or silly. I don’t mind light-hearted role-play of course, but “Batmanistan” is a no-go.

And that’s it. Do note that references are fine. Basing your creation on something isn’t the same as copying it outright.
So yeah, here’s the sign-up:

Name: The name of your country/organization.
Capital: The name of the first and only “city” you have to start out.
Description: A rundown of your government’s internal stuff. Your type of government, internal politics, and anything else of note. Decides some things relating to stability and internal political events. Do note that for this game, you are ALL playing governmental bodies. NGO’s are a no-go for now. Corporate-based governments are fine, though, I suppose.
History: A brief history of the last 15 years. View the Setting section for the background of this world and such.
Placement: Select a spot from the world map. Post an image of your selection. I won’t make a strict constraint on size, but don’t make your splotch too big. If it’s too big I’ll trim it down. If you’re worried about border aesthetics, don’t worry, I’ll try and make it not so circular or amorphous.

Setting

A World of Remnant takes place on, well, the World of Remnant. That’s the name. Remnant. On Remnant, there are five continents. Not long ago, the world was unified. Humanity worked together to keep the dark creatures of the world, the creatures of Grimm, at bay. However, the leading regime was an autocratic one. In the higher echelons of society, the concept of individualism was being purged. A war erupted between the powerful few and the hopeful masses. Those in favor of individualism were victorious in the war but received a shattered world as payment. 15 years later, Humanity, now divided in more ways than one, must rebuild from the horrors of war or succumb to the creatures of this hostile world.

This world is more advanced than ours in some ways, and less in others. Simple robotics, efficiently-powered airships, and firearms are common enough. Aerodynamics and rocketry have not been touched on much. Chief in the technological field is the utilization of Dust, which has been used to amplify anything from tools to people themselves.

The world composes of two intelligent races - Humanity and Faunus. Faunus are very similar to humans but share somewhat vestigial similarities to animals. The most important biological difference is that Faunus’s have near perfect vision in the dark.

The most dangerous aspect of this world are the Creatures of Grimm. These creatures often have black fur/hair/feathers/scales, white exoskeletal structures, and beaming red eyes. They make no distinction between Human and Faunus and actively seek to destroy them both.

With intensive training, it has been reported that people can attain superhuman abilities, but this has not been thoroughly-documented since before the war.

notes:
Since war started, people began naming children based on color. If a character in a story you decide to post was born during or after the war, their name must be evocative of a color.
Your group can be lead by humans, faunus, or a mix. But those are the only two races. Culture wise, be free to create what you wish -- aside from...
For now, nobody can be anti-individualist. The war was a total victory. There is no bastion of the old regime at present. PM me if you think you have something interesting to write a story on that relates to this, though.
If it wasn't obvious from what I said above, the world as it is now is 15 years after the Great War has ended.

Now, on to mechanics.
Spoiler Rules 'n shiz :

Resource Management

There are Six natural resources that you will need to concern yourself with. These are: food, precious metal, industrial metal, wood, energy, and dust. You start off with an amount of each of these, but must find more yourself or get an ally that can provide for you. You find resources by sending out surveyors. You give them an allotment of resources and depending on your input, you will get a return. You can send surveyors outside your borders, but doing so puts them in more danger; you can also only gather a resource that is within your borders. Each resource is important in a different way.

Food is the most obvious, but it also has several applications I should mention. For one, you must maintain a steady food supply to the populace; too much could lead to overpopulation and too little could lead to revolts. Population isn’t tracked in a hard, numeric way. It’s pretty simple: as your population gets larger, your border expands. This can be a passive, all-around expansion or a focused expansion in a particular direction. Food is also needed for any successful surveyor expedition. You can equate one unit of food to a single meal if it helps you sort out rationing. Like everything else, I’m not gonna stamp a hard number on things. You’re going to have to figure out what a sustainable amount of food is optimal. Lucky for you, food is the second easiest resource to find.

Precious metal is what it says on the tin. Gold, silver, etc. These metals are useful for stability reasons; more shiny things means a happier populace. However, it is also useful for electronics and technological research. You don’t want to neglect either. You can assume that for precious metal and the remaining resources that one unit is one ton of that resource.

Industrial metal is most important in building a strong, fortified, and well-infrastructured city. It is also helpful for building military units.

Wood is like industrial metal lite. Useful for setting up non-permanent structures, but less useful to create a thriving magi-tech steampunk city. Also, you can make pointy sticks. It’s the most abundant resource, so there’s that.

Energy is any source of electricity or power that is not related to Dust. It is anything from crude oil to a good spot to set up wind turbines. In this respect, depending on the find, it can be inexhaustible or exist in a high enough volume for you to be set on one deposit for a while. However, having all your electricity based on one source can be dangerous.

Lastly, dust. Dust is found in crystallized forms based on water, fire, wind, and air naturally. They can be used to amplify the effects of any project. However, Dust is more of a fuel than a base. Almost anything you use dust on outside of research will likely need continuous and consistent dust intake to function ie, a battalion of androids that use Dust-based weapons. You can assume that any unit of dust is any kind of dust you are capable of producing for simplicity. Yes I am implying implications with that.

Of course, any resource you find in the wild can be exhausted (with the exception of something like wind energy, but that has obvious other effects). You must keep this in mind before you decide to wall off your paradise that happened to find a large source of all the resources in its borders.

Any of these resources can be donated to your populace for passive bonuses associated with their stated uses. It'll be up to you to decide what is the most effective way to grow: Give resources to your populace so they can advance the way they want, or manage the resources yourself if you feel your direction is superior.

In addition to these natural resources are four "artificial" resources: Credits(CR), Primary Industry(PI), Military Production(MP), and Consumer Production(CP).

Credits are the in-game currency. You are free to rename them to whatever your people want to call them, but all official stuff will call them credits for simplicity and unoriginality. You receive credits from taxation. Rather than a percentage, it will act like a slider - from one star to five. So, total taxation looks like ***** on a player's stats. How much money you take from taxation depends on the slider as well as how big you are. Credits are used in almost every facet in the game - so they're pretty important. This is the only resource you will not be able to give to your populace - if you want your populace to keep more money, lower your taxation.

Primary Industry is made from either Wood OR Industrial Metal, and Energy. This is the baseline for all your actual products, from buildings to shinier things explained below. You'll need a basic factory and the above resources to produce PI. You'll start with a single factory to make things move smoother. As a rule of thumb, giving your populace a PI is more efficient than giving them the resources that compose a PI for advancement purposes.

Military Production is made from Primary Industry, Precious Metals, and Energy. This is generally what you make military supplies out of. In order to obtain this resource, you must have access to an Advanced Factory and the resources above. You can also produce Simple Military Production by using Primary Industry and Energy, which counts for half a legitimate MP unit but you can use it to build any of the starting globally available unit and buildings. You may give your populace MP, which can lower the rate Grimm Threat increases. However, if your stability starts to fall do note that your populace is using some of the same weapons your standing army is using.

Consumer Production is similarly made from Primary Industry, Precious Metals, and Energy in an Advanced Factory. These resources are used in more advanced constructions and military units. Like MP, you can also have Simple Consumer Production which too counts for half a normal CP and can be used to build the starting Globally Available Units. You can also donate CP to your citizens, which increases stability, increases CR yield, and increases public Technological progress. This makes CP the most lucrative resource to give your populace - but it is also the most expensive to do so.

Trade

*Edited by popular demand*
There exists a global market. In this, you can buy and sell different resources. The market's asset's aren't infinite, of course, but they're there if you're in need of a resource. The price of units can change depending on availability and demand. Also note the market is not entirely "safe." In order to buy and sell, people have to transport goods overseas. That makes them susceptible to Grimm. You can give available military units a task to protect trade goods, and they will fight any creature who threatens your trade. These units will also try to defend any trade deals you have directly made with other players. Think of it as a pool of units who have a *chance* of responding to your trade being jeopardized. You can also task your forces to defend your allies' trade or *all* trade, if you desire.

Additionally, assigning units to defending trade and finding resources in your territory gives your nation more Market Pressure, meaning you have more influence on the costs of resources on the market.

Structures

Your civilization can be expanded vertically by the erection of buildings. There are standardized buildings that will be available to all at the start, and more to be unlocked. Buildings can do anything from increasing diplomatic capability to increasing internal stability. In addition, there is an option for you to create buildings that do a particular job you have in mind. Pitch me an idea and I'll tell how capable you are of doing it. If I give the go-ahead, you then dedicate what resources you think will be adequate and I will be the judge of how much you were right. It is entirely possible that you simply aren't capable of a project you have in mind.
Cities have a standard CR upkeep of 100 C and Energy upkeep of 25 Units. Each structure placed in a city increases its CR upkeep by 10% and its Energy upkeep by 5 unless otherwise stated.

Technology

Technology can be a private and public venture. The more CP you give your citizens, the higher your private Tech Progress is - this increases the chance for random technological discoveries within your borders, unlocking more avenues for advancement and giving immediate benefits. You can also dedicate CP (and other resources) to research yourself by first investing in the appropriate facilities and then giving it a research objective. This is more costly in general than giving CP to your populace, but can lead to research that would synergize with your plans more.

War and Grimm

*insert fallout war never changes quote*
This is an IOT, and for all that cooperation biz, I'm not gonna kid myself. You guys are gonna fight, and you will have the tools to do it if it suits you.

On the flip side, these are also tools you will have to use to defend your borders from the things you can't negotiate with. Grimm are a global anomaly. They will attack your borders throughout the game, like Civ barbarians except much more relentless. They won't attack frequently in the beginning, but don't let that throw your guard down. Grimm threat is a stat that shows how active Grimm are on any given season around different players' cities.

Just like structures, there will be standardized units that are unlocked from the get-go, and that can be unlocked with time and effort. Of course, you may also create your own units with enough determination and technology. Like for structures, PM me what you have in mind and we'll go from there.

Unlike some games on IOT/NES, there won't be an explicit military doctrine. The doctrine simply comes in with your unique unit designs. That is to say, you probably want to create unique units if you want a "different" military.

Stories

Of course, this isn't an IOT/NES without stories! Now, I really like stories. Give me something good to read and good, or at least "interesting," things will come your way.
 
Clear Map
Spoiler :
BrQl3H1.png


Globally Available Military Units
Spoiler :
Great War Veterans - A squad of veterans from the Great War. Highly trained but poorly armed. No upkeep required. Cannot produce more. All Capitals start with one free.
ATK: 5
DEF: 5

Warband - A platoon of warriors wielding simple weaponry - bows, spears, etc.
ATK: 1
DEF: 1
Cost: 1 MP, 100 CR
Upkeep: 20 U Food, 10 CR

Irregulars - A platoon of warriors wielding more modern weapons - muskets, cannons, etc.
ATK: 4
DEF: 4
Cost: 2 MP, 150 CR
Upkeep: 20 U Food, 25 CR

Regulars - A platoon of trained soldiers equipped with automatic weapons and dust.
ATK: 8
DEF: 8
Cost: 4 MP, 300 CR
Upkeep: 20 U Food, 1 U Dust, 65 CR

Combat Droid - A robot with a dust-powered gun.
ATK: 8
DEF: 4
Cost: 1 MP, 1 CP, 500 CR
Upkeep: 1 U Dust, 10 CR

Airship - A ship in the sky armed with guns and capable of bombing. Effective at protecting trade.
ATK: 15
DEF: 5
Cost: 5 MP, 2 CP, 2000 CR
Upkeep: 5 U Energy, 150 CR

Naval Squadron - A group of gunboats. Effective at protecting trade.
ATK: 10
DEF: 3
Cost: 3 MP, 1 CP, 1500 CR
Upkeep: 3 U Energy, 100 CR

Espionage Agent - A trained individual with a variety of skills used for espionage. Can evade enemy units. Can engage in player-assigned espionage missions against other countries.
ATK: 1
DEF: 1
Cost: 1 MP, 1 CP, 3000 CR
Upkeep: 1 U Food, 750 CR


Globally Available Structures
Spoiler :
Capitol Building - A castle-style building that designates the Capital of a country. Decreases the area's relative Grimm Threat, grants +5 DEF to units stationed there, increases ground unit cap by 2, and decreases city upkeep by 75%. Capital starts with one free.
Cost: 75 PI, 7500 CR, one * of stability

Refinery - Allows resources to be used in 1 city. Additional refineries effectively increase city capacity. Capital starts with one free.
Cost: 10 PI, 500 CR

Factory - Allows production of up to 5 PI per turn. Capital starts with one free.
Cost: 15 PI, 700 CR

Advanced Factory - Allows production of 5 of either MP or CP per turn. Assign one when constructed. Advanced Factories require a turn of inactivity to change production.
Cost: 25 PI, 1000 CR

Research Facility - Allows research of one research project.
Cost: 15 PI, 5 CP, 1500 CR

Combat School - Trains youth for this hostile world. Increases ATK and DEF of human military units by 1.
Cost: 5 PI, 700 CR

Trade School - Trains youth on gather resources. Increases resource gathering rate.
Cost: 5 PI, 700 CR

Government Office - Increases government efficiency, increasing effective taxation without official taxation increase and the penalties attached as well as increasing stability.
Cost: 10 PI, 1500 CR

Barracks - Increases number of ground military units you may have in total by 5.
Cost: 2 PI, 2 MP, 2000 CR

Robotics Foundry - Increases number of robotic military units you may train a turn by 3. Energy upkeep of 10.
Cost: 1 PI, 1 MP, 2 CR, 3000 CR

Docks - Increases number of naval military units you may train a turn by 2 AND have in total by 5.
Cost: 3 PI, 1 MP, 3000 CR

Airfield - Increases number of aerial military units you may train a turn by 1 AND have in total by 2.
Cost: 2 PI, 2 MP, 4500 CR

Resource Extraction Facility - A general term for any resource-extraction project. Must first find a deposit. Does not require energy to function. Capital starts with one free, but will not be extracting resources until a deposit is found and it is ordered to begin. Will not charge upkeep when not in use.
Cost: 1 PI, 1 U Dust, 1000 CR

Espionage Agency - Increases number of Agents you may train a turn AND have by 3. Allows Espionage mission assignments.
Cost: 1 PI, 1 CR, 1500 CR


Industrial Resource Production
Spoiler :
Primary Industry - Requires a Factory
Cost: 500 U Lumber -OR- 10 U Ind. Metal + 5 U Energy

Military Production - Requires an Advanced Factory
Cost: 2 PI + 5 U Prec. Metal + 10 U Energy

Simple Military Production - Requires an Advanced Factory
Cost: 4 PI + 20 U Energy

Consumer Production - Requires an Advanced Factory
Cost: 2 PI + 5 U Prec. Metal + 10 U Energy

Simple Consumer Production - Requires an Advanced Factory
Cost: 4 PI + 20 U Energy
 
Subscribed, will think of a nation later.
 
I KNOW WHAT IS GOING ON HERE
MZuMT2o.png

I MADE A DRAGON I'M REPTILE FAUNUS

okay really I just want the head and my capital straight east on the coast
Name: Awyvern
Capital: Drakesburg
Description: A wyvern is a is kind of like a dragon but not as badass, but Awyvern is a reptile faunus noble republic.
History: merchant class stronk
money money money money money
 
If that's a serious claim, minus the fire, you'll have an area the size of the head :p

Let that be a base for the rest o' ya
 
nah I'm not fulfilling my island fetish enough I'll probably change it
 
Claims

WeA0W72.png


Real Claims: Real claims is just the head area. Capital is at the back of the dragon's mouth.

Name: Azagon
Capital: Dragon's Gullet
Description: Azagon is a constitutional monarchy ruled by the Aza dynasty. It has traditionally focused trade. (OOC: Basically the UK).
History: Azagon was once surrounded of dozens of monarchies, republics, and dictatorships, but the war brought a quick end to that, allowing Azagon to expand its influence because it was physically untouched by the collapse for the most part. However, it was not untouched economically, as the lost lucrative trade routes and partners put great strain on the democracy. Today, the country is trying to balance the needs of security with demands for democratic rule.
 
And so it was told that Three Dragon and Three Dragonriders will fly south and conquer the lands of Always Summer.
 
Some rule changes. Correspondences sacked. Trade reworked. In-game currency introduced. In that order.
 
Name: Serene Jamhuri ya Mungu (translated as Serene Republic of Mungu)

Capital: Mungu

National Motto: “Kila hufanya nzima” translated as “Each makes the whole”

Unoffical Motto: “Yote utaweza, ukiwa na feza” translates as “You can do everything, if you have money.”

Description: Mungu is a city based on the isle that shares its name, its high salt production has allowed the city to rise into the city into an imperium of wealth. It is governed by powerful merchant families whom from their heads is elected the Serene Doge to govern the Serene Republic. Each election cycle is 5 years. Though technically any family matriarch or patriarch can proclaim to run it is often a closed contest between the Great Seven. A strong merchant navy serves as the financial backbone of the Serene Republic, while Mungun ship builders are famed for the quality of their warships.

Spoiler The Great Seven :
Fofana: this family was the one which bought Mungu voluntary to the old regime under the directive of the (then) last Serene Doge Haoniyao Fofana and (when rebellion came successive) one of its final enemies. Fofana is a family famed for its fisheries and salt production, maintaining food stock for the city of Mungu and salt for distribution to foreign lands. Though they cling away their old loyalties there is still a hint of the “good old days” in their minds as the world now strives to uncertain times. Issa Fofana serves as the current head.

Sane: one of the oldest banking families in Remnant, who boast themselves to have “began as but small seeds, then grew into a woodland of wealth.” They had a strong reputation of dissent towards the old regime and now serve as one of the three remaining of the former Old Seven, while claiming half of Sessay’s family aircraft production facilities as a token of their victory. Though they have popular support this is but a pale shadow compared to the populist might that Mshidi Sane, the first Serene Doge of the resurrected republic, enjoyed. Ikeno Sane hopes to serve the legacy of his uncle well as the new head of the family.

Yabaoh: this family was almost condemned under the old regime as they were the only ones of the Old Seven to oppose Haoniyao Fofana (even the Sane supported the entry, abet this was a matter of security than desire) so it was reguarded regret for the likes of the Sessay that they would continue to be a consistent dissent within the Old Seven. Now the Yabaoh are the oldest of the families to survive, having its history in arms and ship production. Kesi Yabaoh currently resides as matriarch of the family and Serene Doge of the Republic.

Nwosu: the second youngest of the Great Seven this family boasts fine luxury craftsmen, especially for the glass works the family conducts. It is headed by Tamu Nwosu.

Okoro: a young family of craftsmen that rise quickly in support of the Sane family, allowing them to fill one of the vacuum lefts by the purge of the Old Seven. Jamba Okoro has succeeded a retired Aishia Okoro in serving as head of the family.

Sow: an old banking family that would have rivalled the Sane in the older days if not kept out of the power politics of the Old Seven. Now with four vagrant spots the Sow fill their share, growing to becoming a strong populist rival to the Sane. Badru Sow serves as the patriarch, taking interest in research industries in hope of one day outdoing the Sane.

Toure: a family famed for their interests in new technologies and their acquirement of half of the Sessay’s family aircraft production facilities. This dynasty is the youngest, merging as an offspring of the Sane, allowing them great privilege in joining the Great Seven. Zawadi Tourte serves as head of this merchant household.


Spoiler History :
Mungu boasts to being an important centre of trade within the empire that united humanity, the wealthy merchant families’ maintaining a delicate relation with the leading regime. They even managed to maintain their long merchant electoral system but it was under guidance of both the regime and the more powerful merchant families who favoured it to their results. When rebellion broke out the city of Mungu initially joined the regime side under the directive of Grand Mayor Beno Sesay, though this was primly limited to logistics and merchant naval support as many of the families secretly supplied arms to the rebellion. Still five of the Old Seven, of the 7 families who maintained monopoly access to political power within Mungu, supported the old regime, the opposing 2 of the Old Seven being the Sane and the Yebaoh.

However after Beno Sesay died in a shipping “accident” the city elections saw Mshindi Sane elected Grand Mayor via backing from the Fofana whose loyalty to the old regime was withering over the successes of the rebellion and the Sessay family themselves who were divided on whether to maintain loyalty or to succeed; Mshindi then declare open support for the rebellion and launched a naval assault on several regime ports. Sane did not please the families in line with the regime resulting in a civil war in Mungu that consumed Mungu’s attention till the last parts of the rebellion, with Sane successful but at a price; Mungu was greatly ravaged by the conflict and the destruction of the loyalist elder merchant families (save the Sessay whose elders managed to flee from the carnage in time) gave a crisis of legitimacy for Sane’s government with his own Sane dynasty being one of the last three of the traditional families, the others being Fofana and Yebaoh.

After the rebellion Mshidi Sane restored the ancient Serene Republic and reformed himself into the first Serene Doge that Mungu had for several generations. Sane maintained his power for 2 more election cycles; 5 years ago he lost to Aishia Okoro, whose merchant family had risen to fill one of the vacuum by the purge of the regime loyal families. Aishia managed to continue Mshidi’s steady policy of reconstruction but also faced resurgent threats from the Fofana dynasty which were still shocked over the purging of the other Old Seven. Now Okoro has given way to Yebaoh, as Kesi Yabaoh accepts her as the new challenge as serene doge; one of her first tasks was to organise the funeral for Mshidi Sane who had died from organ complications. Now the new Sane patriarch Ikeno Sane serves as Kesi Yabaoh’s closed second, while Issa Fofana rallies as the prime opposition to the current doge order.


Cyan Claiment.png
 
Just so we're clear the "dragon" claims are not valid :p

Also I should probably mention that there is already pre-decided terrain and such for the map. So you can nail the general feel you want in your area, here's this.

Spoiler :
WUwVtFx.png


I didn't put exact stuff for gameplay reasons.
 
But without the dragons how are we going to sell our dragon flame protective summer wear, for a special sale at half price what now?!
 
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