New Earth IOT

Joined
Jun 30, 2013
Messages
613
Location
Argentina
Since this is my first IOT, criticism is encouraged.

Also I made some changes. Since it will be hard to understand all the stats, I decided to do it as a classical IOT with claims. The one rule here will be common sense.


Introduction

This IOT was inspired by a documentary I found intresting named Evacuate Earth. It's a documentary that talks about how Earth would get destroyed if a neutron star came by and how we could escape from such a fate. That's why the backstory will have a spoiler on top on it in case you want to see it. I strongly recommend watching it before reading the backstory.

Backstory

Here's the backstory if you don't want to see the documentary. However, even if you saw the documentary the last 3 paragraphs are relevant to the story, so make sure to read them.

Spoiler :
In the year 2020, a storm of meteorites assaulted the Earth. Few knew that this was a prelude for the apocalypse that the Earth would suffer. The number of dead people was no less than a millon worldwide. A few days later, scientists confirmed the worst. This apocalyptic event was caused by no less than a neutron star that was approaching the Earth and would destroy it in 75 years.

A few weeks later after the doubts have been solved, plannification began on how to escape the planet. It was decided that a spaceship powered by nuclear bombs (although it also had solar panels for if it accidentaly goes to an uninhabitable planet) would do the job but doing so required an amount of work that would overshadow anything that mankind has ever built.

As the star approached Earth, chaos was rampant. Despite it was resolved that those who shall escape Earth will be decided by some sort of lottery, many thought it was completely biased, nations began to threaten war if their leaders did not enter the spaceship and soon a large series of conflicts erupted over who would get to go.

In 7 years, the first pieces of the spaceship that could join together were finished and they were assembled in outer space. Gradually, more and more parts of the spaceship were assembled in orbit too.

34 years before the impact things began to get intresting. The neutron star's radiation was scorching Earth, leaving tens of millons of people dead. As the neutron star approached, more and more bad stuff occured, such as alterations on Earth's orbit and irrational-for-preapocalypse-people temperature changes.

6 years before the apocalypse, the spaceship was finished. Those who had the extreme luck of being chosen boarded the ship. After that they set off and never turned back. They were the "lucky" ones that could spot the Earth being destroyed by the neutron star. They were self-sufficent and they also brought several species of animals, plants and bacteria alongside them.

150 years after the destruction of the Earth, they found a new home. It had substantial amounts of oxygen, water, a similar size and mass to the Earth and after investigating it, they also found that it shared similar propeties such as wind speeds.

Before the planet was surveiled, the people at the spaceship were united. Now, they were starting to break up due to cultural, religious, political and location reasons. They couldn't possibily be united in one single place. Therefore, the spaceship had to land several times in random places of the planet each leaving seven thousand people, supplies for ten thousand and other useful stuff, such as weaponry, tools and other resources.

Finally, after an unspecified majority of people left the spaceship, the spaceship had a malfunction and crashed in an glaciar zone. Communications were down and people were again on their own.

Now, three months after the crash, small comunities have already assembled on where the settlers have first arrived, each with it's own agenda. Will they populate this world and return to what it was before the apocalypse? Or will they redesign the concept of humanity to their nature?


Claims

Although in the Developement thread I said there were going to be 3.5, now that I see some sizes, and the fact that you just began settling a brand new planet for a brand new humanity I think that must change.

Every turn you have 3 claims and you must use them to expand your territory by claiming areas in the map. Every territory counts as 1 claim. When you first start you also have 3 claims.

There are two exceptions. The first one is when you colonize an area outside your sea territory. This wears out all your claims (another rule is that you must colonize islands right in front of your territory) and another one are the glaciar areas. They have grey spots on them, which means they are unclaimable for the moment.

Stability

Stability is what keeps your nation alive. When you first start, you have 0 stability, which means that currently you have an equilibration of stability and instability.

Stability depends on two things: Political strength and extension of your country.

All nations start with 10 points on political, economical and military strength. Political strength measures how well mananged your country is and what is the crime and corruption in your zone. In a real life example, USA and the UK would have one of the biggest amounts of political strength and therefore, stability, while countries like Somalia or Yemen would have poor political strength, and therefore would be unstable. Decisions on your country affect it as well. Say, if you choose to kill any wild human that appears, it will decrease your political strength as they'll start raiding your country more often.

As you may be guessing, political strength is also affected by economical strength. If your economy is low, there will be more crime and corruption, which in turn would decrease your political strength and have a detrimental effect in stability.

About the extension of your country: If your country is extended in a normal way, by having territories that are extended in a more "square" shape, then your stability will be normal. On the other hand, if it controls large amount of territories adjacent to water with no provinces inland for instance, it will hit your stability very hard. Specially if your capital is in a periferical area. Also, density of the population is affected by this too. If your territories are populated by 100 people each, then prepare for a large hole in control, which in turn affects your stability. If however, they are all fairly populated, then you'll have no problems with stability. Remember that the size of the territories are affected by this as well. If you have a small amount of territories in areas which territories are huge, it will affect your stability. If you have a medium amount of territories in an area where territories are small, the effect will be less dramatic.

Having more stability affects positively the politics and the economy (more trade and even tourism if it's avaiable), but having negative stability will mean that there will be less economical force and more raids by part of savages. It will also mean that civil wars might appear or that territories might try to break away from you.

In short: Common sense will tell you what will make your nation stable and what will lead you to the brink of destruction.

Population

Depending of how developed the players are, you start with a certain amount of population that is the average. At the first turn, however, everyone started with 7000.

Population growth is affected by the following things:

Every territory has a base of 10% growth every turn (3 years). This is increased by 1% with territories in contact with water and 1.5% when in contact with rivers. If the territoy is within an infertile area (the brown and the yellow in the map) the growth is affected by -3.5%.

Growth is the only thing positively affected by bad economy, as it gives a whopping 5% growth. However, remember what happens when you mess up with your economy that might kill off that 5% or turn them into criminals.

Map

Territorial/Political map:
vhym.png

Geographical map:
mlvq.png
 
This looks interesting but how many claims do I get for my sign up?

Anyway: I will be signing as the Socialist Union of Democratic Zones (S.U.D.Z)
 
so two claims and a half adds up for later use?
 
Spoiler :
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United Nations

Rest will come soon when I'm not exhausted
 
New New York

Capital: New New York
Leader: Mayor Ronald

Spoiler Claims :
StartingClaims_zps8cb940f4.png
 
Ailed: 2.5 still don't make up 3 territories. Next turn you'll be able to grab your 3 territories.

Also, I feel like adding a new expansion system where players that go on conquering sprees (specially in large territories) would suffer a stability penalty.
 
Ailed: 2.5 still don't make up 3 territories. Next turn you'll be able to grab your 3 territories.

You said...

The .5 is for colonizing one-territory islands, although it's use can be shifted for normal colonization.

Anyway 3 claims would make sense there being a .5. In fact having a half claimant policy for certain provinces do not make logistical consideration. Anyway you have not covered the world enough single isles for it to be a justification. It would be more efficient to have 3 claims per turn than 2.5, for the .5 is questionable. Even if you want isles to cost .5 then allow players the option of that as oppose to forcing them with the 2.5 notion.
 
Ailed, it means you get an extra claim every other turn! Use head.

I am registering interest but with January Collections coming up I'm a bit tight on time.
 
Ailed, it means you get an extra claim every other turn! Use head.

I am registering interest but with January Collections coming up I'm a bit tight on time.

Well that case I will get on the details of the S.U.D.Z later on, with the beginning two provinces.

By the way: @Reus is it ok if I eventually, doing my expansion, claim New Frankfurt as a city name in the S.U.D.Z? I will likely locate the city to the left coast of my area.
 
The Socialist Union of Democratic Zones

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Claims

SUDZ.png

Details

Capital: Hopespring (named in honour of the Hopespring Directive)
Second founded settlement: Mazdak (in the costal province)
Ideology: Democratic Socialism
Government: Quasi-federal representative democratic union
Economic: socially regulated

More information will come later, including currency and the political parties!
 
Interesting, may give this a try.
 
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NEW PERSIA
capital: New Persepolis
Government: Satrapy
Religion: Zoroastrian

Are you starting directly north of me as a provocation or did you just not realize
 
The Peacekeepers

K6cZXI5.png


Capital: New Exodus
Government: Stratocracy
Leader: General Flannery C. Ross

History:
Spoiler :
Keeping a tab on the surviving population of an entire planet is no easy feat. When you stuff a million different ideas in a tin can and shoot them into space as their home dies, infighting can be frightfully common. Luckily for the survivors, law and order was only barely upheld by the governing body that was once the United Nations. Boundaries and differences were forming, but rhe diplomats of the old world were able to defuse any brewing conflicts, and a simple show of force was just as efficient as a silver tongue in those confined spaces. As New Earth came into view, the UN announced the final plans for the colony that was being established. Then a rift within the UN itself changed everything.

One of the VIPs selected for the trip was the Irish-born Flannery Ross. A Lieutenant General in the service of the British army, he was relatively unknown until the near-collapse of the United Kingdom during the waning days of Old Earth. Being one of the few officers left in the high command, he mobilized the armed forces and established marshal law over what was left of the country. While critics criticized his actions during the time, his coup d'état did allow the United Kingdom to keep contributing vital time and effort to the spaceship project. Ross was never considered for a position on the spaceship, but when the original choice for security officer developed cancer, Ross was awarded his position. Ross was given oversight of the Peacekeeper division of the UN, where his efforts helped prevent major rebellion among the developing factions.

Once the colonial plans were announced, the Lieutenant General found himself in disagreement. The United Nations wanted to adhere to the old standards of international law and establish a democratic government. Ross, however, disapproved of the measures, reminding UN officials that most democratic governments had collapsed fairly quickly as the neutron star approached. Ross instead suggested a more autocratic model for the new colony, modeled on his own government that kept the United Kingdom afloat until the end. Democracy will come, he reasoned, but order needed to be the first priority. The United Nations balked at this suggestion and outright refused to support his colonial plan.

Ross was outraged, but agreed to the UN's decision. Preparations were made to land soon afterwards, but things soon took a turn for the worse. As the pilots began to land the ship, they were accosted by UN Peacekeeper forces led by none other than the Lieutenant General himself. Thoroughly set in his course of action, he demanded that he and his "forces", consisting of mostly UN Peacekeepers staff and a handful of other military groups, were to be dropped off without the other survivors. As the Peacekeeper faction left, the remaining survivors immediately splintered, no longer corralled by the presence of the United Nations. Without any military branch or choice words to convince them, the United Nations was forced to comply. As the colony fell apart, the Lieutenant General was a leader once more, and his goals were nearly the same. Blaming the disbanding of the colonists on the weakness of the UN rather than his own actions, Ross was set on preserving order above all else. Just as the United Kingdom would survive under his leadership, so too would the Peacekeepers.


This may very well change, as it makes assumptions about the back-story of the game and the United Nations. If you have an issue, tell me so I can redo it.
 
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