Rough draft of ruleset and current maps
Starting Out
RETURNING PLAYERS (Those already on this map), place your cities if you have not so already. Give me a city list that goes in order left-to-right on the map.
NEW PLAYERS, claim 70 territories and place 1-7 cities and the city list as well.
ALL PLAYERS
I need the following Society Law on down are found at the bottom of the page.
Nation Name
Society Law
Conscription Law
Economic Policy
Education Policy
Industrial Policy
Press Law
Military Training
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Any Fluff you want such as history, fleshed out society laws, whatever.
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Rules
1.) Industrial Points are used for building divisions, squadrons, and air wings, creating fortifications, and new cities.
2.) Defenders get a natural defense bonus of 5%.
3.) 1 IP can claim one territory.
4.) Divisions cost 2 IP each and 1 IP a turn to maintain. Air Wings are 4 IPs each and 2 IPs to maintain. Squadrons are 6 IPs each and 3 IPs a turn to maintain.
5.) Cities will have a constantly adjusting price but they function to be where your factories are located.
6.)You can't build factories yourself. Factories are built during Basic Mobilization and Full Civilian Economy. The cost of cities depends on the average LPs of all the players. Defending in a city or around a city is another 5% defense bonus.
7.) Fortifications come in three levels. The first line is pretty much WW1-trenches, the second one is fortified cement bunkers and trenches. The third fortification, a fort and command center, gives a bonus to naval forces fighting near it.
Costs: 35 (5 Maintain), 70 (10 Maintain), 105 (15 to maintain) each.
8.) There can only be one.
9.) Only costal city IP is available when attempting to build Squadrons.
10.) IP can be spent on espionage points.
11.) Espionage points can be used to fund riots in enemy cities, rebellion in occupied cities. EPs are also used for defending against such attacks.
12.) You can't make rapid changes in your policies. You can up or down by one for each so you can't jump from Minimum Training to Advanced Training in one turn.
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War Rules
1.) Divisions, Squadrons, and Air Wings are pooled. However, they will ONLY defend or attack if told too.
2.) Amphibious landings result in a 15% attacking penalty. 10% if there's Squadron support. 5% if there's Squadron + Air Wing support.
3.) Detailed war planes such as strategic flanking (attacking from two territories to hit one) and the like will result in bonuses. The same for defense. Maps are always appreciated.
+5% - Three or more paragraphs of defence or attack strategy
+10% - Basic Map and description, with multiple lines of attack
+15% - Detailed map and description
Defending units will divide equally among all attacked areas unless told otherwise.
4.) You can blitz up to five territories.
5.) Your armies can't attack and defend at the same time.
6.) Squadrons can be used for blockades, which will slowly destroy blockaded city industries.
7.) Air Wings can bomb cities and fortifications, the latter being more difficult. Air Wings dedicated to bombing can't be used for air combat.
8.) Squadrons can carry one division and one air wing each.
9.) When dealing with occupied cities, you should assign divisions and air wings to the occupied cities in order to squash a rebellion should one arise.
10.) When at war, there is a chance of a Army, Navy, or Air Mutiny. Each division, squadron, and air wing lost increases the chance for each respectively by 1%. Each enemy division killed decreases the chance by 1%.
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Occupied Cities/States
When you occupy a city or several cities, you can't just add those to your territory until a peace agreement signs over the occupied cities/territories. In SonIOT II, occupied cities make up puppet states that are NPCs you have control over. When you take a city, you can decide to turn it into a new puppet state OR add it to an existing one you own. There are several levels.
Collaboration Government: The puppet state has full control over it's production. However, it still follows your example on the international stage. 5% chance of revolt.
Military Government: You have appointed a military official to control the government. The government sends 25% of its IPs to you as tribute. 10% chance of revolt.
Full Occupation: Your military is in control of the puppet state. The state will send you 50% of its IPs to you as tribute. 15% chance of a revolt.
Total Exploitation: War crimes are abound as your military is going to try to extract every piece of wealth it can. 75% of the IPs are sent as tribute. 20% chance of revolt.
After a war, you can annex your puppet states or keep them around. Annexed cities will still have a 5% chance of revolt.
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Political Policies
Society Laws
Conscription Laws
Economic Policy
Education Policy
Industrial Policy
Press Laws
Military Training