The Caribbean - A Pre-Columbian IOT

CivOasis

Ahuizotl
Joined
Jun 22, 2011
Messages
3,005
Location
Sawaiki
The Caribbean: A Pre-Columbian IOT

Welcome to CaribIOT, my attempt at a game set in the Pre-Columbian Caribbean and surroundings (in other words, half of the Americas). In this game, players will take command of a native nation in the Americas, and lead throughout the latter end of the era. At this point, I am not confirming whether or not European nations will appear later, but assume that even if they are present, you can only be guaranteed playthrough as a native state. I hope this game will be enjoyable for all; though I request that you actually read through the sign-ups, as nations come in different forms, and many aspects of this game, while hopefully simple to understand, will differ in significant ways from your standard IOT. With that said, besides the mechanics and instructions outlined below, I only require you to play respectfully with others.

Again, please read the rules. They aren't complicated, but I've written them out rather thoroughly to try and avoid confusion. Each section has been helpfully italicized, and costs and related information has been bolded for those of you skimming.

Spoiler Rules :

Cities:
As has become a recent trend in my IOTs, you will notice that this map has no provinces. Rather, they are replaced with cities, which you will either construct or conquer from other nations. These are the main units of the map, and provide for a bit more flexibility in borders than the traditional provinces of IOTs. With the exception of nomads, all nation types rely on cities as their primary generation of income and military.

Cities each have their own distinct populations, and, unless you’re nomadic, are the locations your military will be based out of. They are extremely expensive to construct, but their worth will increase with population and infrastructure. It is possible to raze cities that you have control of.
Base cost of cities is 1500. Cities generate 50, + 20 per population point.

Nation Types:
In this game, your nation will be one of four types, as determined by your starting position:

Island nations are the trading powers of the known world. Based out of the Caribbean islands and surrounding areas, they receive major bonuses to their trade and to their naval tech, making them powerful traders and colonists, but suffer in infrastructure tech and army capability, and so are poor aggressors. They may only be founded in the blue zones at game-start.
-Army and Infra techs cost 350
+Naval tech costs 200; +5% bonus from trade revenue


Coastal nations are defensive powerhouses. Operating out of the coastlines of the central and southern portions of the map, these countries receive infrastructure and tech-progression bonuses, making them great for players who love to focus on a more diplomatic take, but suffer expansion penalties, leaving them poor choices for colonial-minded players. They may only be founded in the green zones at game-start.
+250 cost for all techs; +7% tax revenue per infrastructure level; +10% tax revenue per infrastructure unit
-Cities cost 2000


Mainland nations are built with a military in mind. Situated within the heartlands of Mexico and Colombia, mainlanders receive major bonuses to their military capabilities and smaller ones to their infrastructure, allowing them to attack with major armies from within their heartland. On the other hand, they suffer from poor navies and instability, making them more suited to vast networks of tributary states than far-flung colonial conquests. They may only be founded in the red zones at game-start.
+Army and Infra techs cost 200
-Naval tech costs 350; stability penalties


Semi-Nomadic nations are designed to be peaceful expansionists, though at the expense of their infrastructure and population. Situated north of Mesoamerica or in the Amazon, these nations receive bonuses to their stability and minor ones to their trade, allowing them to maintain far-flung and diverse nations, but suffer in terms of their population growth and infrastructure, making it difficult for them to mount or resist invasions – it’s far easier for them to negotiate or avoid conflict entirely. They may only be founded in the orange zones at game-start.
+Stability bonuses; +3% trade revenue
-Population growth penalties; 350 infra tech cost


Nomadic nations are a rather unique bunch. Unlike the other nation types, nomads do not operate out of cities, and can easily move vast distances, making them difficult to conquer. In addition, they receive the most major military bonuses in the games, making them a threat to even mainland nations. As such, these are ideal for players who enjoy war, and not much else. However, their lack of navies or self-derived income sources force them to continually raid their neighbours for tribute and vassal-creation, else they collapse entirely. They may be founded anywhere at game start, and are the only nations that may be founded in the brown zones. If a nomad nation manages to gain control of a city, they may choose to convert to a nation type appropriate for the area. They will then lose all nomad bonuses, and will then operate as whatever nation type they have transitioned to.
+Army upkeep costs 40; Army tech costs 200
-Cannot found cities or use navies; Cannot research naval or infrastructure techs; starting funds are 1500


After game start, new players may pick a nation of type either derived from the zone it is founded in, or of same type as the culture of the area they are founding their nation in (e.g., if a mainland-style culture has been spread into a green zone, a new player in that area may choose to start as a mainland or as a coastal nation). More on culture may be found later on.

Population & Culture:In this game, population – and its growth – is most directly tied to your military capability and the spread of your culture. While you can do very little to directly influence your population growth, cities in Mesoamerica, the Andes, and the Caribbean proper will tend to grow fastest, and those in the far northwest of North America will grow the slowest. On the other hand, you have much more direct control over where populations of any culture within your territory can go – you can direct your own people and the foreigners within your lands to new locations, either within your nation or in its nearby surroundings, and you can even forcibly expel populations entirely, though this comes with the risk of revolts and hostile nations forming outside your borders.

Your culture, like your nation type, will carry a unique benefit and penalty (which I will decide from your description of your culture in your OP). Having foreign cultures in your territory tends to increase your instability, though if they’re more thinly spread, they’re less likely to revolt.

Economy:
Your economy comes from three primary sources: Trade, taxes, and any tributaries (or other diplomatic actions) you have.

Taxes are set city-by-city, and, in connection with the city’s infrastructure level, will generate funds automatically.

Tributaries are set up with the intent that they will provide you a certain amount of soldiers and a certain portion of their taxes, in return for you defending and/or not invading them, though poor relations and overtaxation can result in tribute states attempting to break away or avoid paying.

Trade routes are set up between two cities, either by land or by sea. Terrestrial trade routes are rather costly construction projects, while naval ones are conducted through the ships of the two trading cities.
Terrestrial route costs will be determined by the GM on a case-by-case basis.

Without a trade route of either type connecting it to your capital in some way, a city will not be able to provide taxes or trade to you.

Trade is conducted by setting a tariff percentage, and sending an army or ship to trade between two cities. This tariff will deduct from the city’s wealth before taxes; internal taxation is derived from the wealth after trading has been completed. Trade is conducted city-by-city, and if you don’t want people taking from your city’s wealth, than you will need to find either a diplomatic or military solution to stop them.

Military:
Your military is split into two branches, your army and your navy.

Your army can be established by setting any population-unit within your borders to fulfill the role, and then basing them out of a city. Keep in mind that, unlike other portions of your population, you need to pay upkeep on your armies. Armies are directed by sending them to attack specific cities, or other armies and populations.
Armies have a base upkeep of 50

Your navy is derived from your ports; while it doesn’t take from your population, your limit is based upon the number of ports you own, and you also have naval upkeep costs.
Navies have a cap of 3 per port city, plus one additional one for every other naval tech level that city has.
Navies have a base upkeep of 30

Military units set to conduct trade cannot attack or defend cities in the same turn.

Infrastructure:
Infrastructure measures the level of development of your cities, and is measured city-by-city through their cost. Higher infrastructure levels generate more revenue and give cities better defensive capabilities. These effects compound.
Each infrastructure unit increases a city's revenue by 7%
Each infrastructure tech level increases a city's revenue by 5%
Infrastructure has a base cost of 500

Technology:
Technology is a city-based investment, and comes in three flavors: Army, Navy, and Infrastructure. All technology bonuses are applied automatically to the city they are researched in. The first turn a city researches a technology, only that city will have it. From there, however, it will spread along trade routes to all trading cities with a lower technology in that category, one level at a time.
All technologies have a base cost of 300 per level


Spoiler Sign-ups :
Please give me the following:
-Your nation’s name
-A description and name of your nation’s culture (may be the same as another nation’s, provided you are in reasonable geographic proximity and are of the same nation type)
-The locations and names of all cities you are constructing.
-The locations of all military units you are raising
-The locations of all non-military populations.

You begin with 50 population in your capital, and 50 more to distribute throughout your nation as you wish.

You also begin with 3000 in additional income, after your capital has been founded.

No less than one each of Coastal, Mainland, and Islander must be chosen before Semi-Nomadic may be chosen

Nomadic may not be chosen before Semi-Nomadic has been chosen

Nomadic and Semi-Nomadic may not exceed more than 1/5 of all sign ups each, or ¼ of all sign-ups combined.

Please keep in mind that this is the Pre-Columbian period; as such, you must play as an indigenous state.
 
Name: Ilhau
Culture: Imonep
Pop: 100 in my capital
Cities: Ilhau
Military: 3 ships

Location is on that large-ish island almost touching Havanna.

Spending: Buy 5 infrastructure, buy one infra tech, bank the rest
 
Name: Ometepe
Culture: Managua
Cities: Ometepe (Only city and capital)
Military: 2 Ships, 1 Army
Population: 100 in Ometepe
Spending:
  • 100 on bridge
  • 1500 on 6 levels of Infra tech
  • 250 on 1 level of navy tech
  • 1000 on 2 levels on Infra
  • bank rest

Spoiler :


100 on bridge between the two pixels at the west
 
The Tua'than

10 pop in 10 armies. Keep 90 pop civilian.

1200 money into 6 army tech.

300 banked.

Map start is to be just west of the New Orleans coastal region.

Culture is Sis'wai'mon, meaning Spear of the Dragon, and the Tua'than teach their children combat from the earliest age possible. Using solely spears and shields, they do combat. The culture dictates that the nomadic group of the Tua'than follow the strongest among them as their leader The Dragon, with the next 9 strongest serving as his Asha'men, bodyguards and advisors and generals. Their culture revolves around using combat to achieve glory and honor and to hone their skills until the Dragon Who Is Touched By The Light comes again and sets them to their final purpose before they are destroyed. Their current Dragon Neohaltz has sent them on the warpath to the east in order to test their armies. Culture also dictates that the 12 Elders as the oldest among the people of the tribe are kept in the loop of all the Dragon's plans and thoughts and they typically hold the civilian parts (what there is of it at any rate) together and also act as Shamans to heal in the name of the Light. This culture worships not only the Dragon, but also the Eldest of the Elders, as well as a 'being' called the Light, representative of all that is good and pure in the world. These 3 form a divine trilogy that is worshipped, although the Dragon may be challenged if one who believes himself stronger presents himself.
 
Name: Haudenosaunee (Iroquois)
Culture: Actual Description Coming Later
Cities: Onondaga (green), Seneca Falls (Blue)
Spending: 200 into trade route between Onondaga-Seneca Falls, 850 into infra for Onondaga, 850 into infra for Seneca Falls, 600 into two infra tech in Onondaga, 300 into military tech for Onondaga, bank the last two hundred
Population: 50 into Onondaga, 50 into Seneca Falls
 

Attachments

  • Onondaga.png
    Onondaga.png
    2.2 KB · Views: 58
Infra costs 500. If someone were to put all 10 of their pops into their capital and bought an infra, they would only get 8 more income due to the 4% bonus thing.

That means it takes 63 turns for infra to pay itself back unless pop explodes to ridiculous levels. Like several hundred percent per turn. This is, of course, assuming cities only generate 20 per pop. If they give more money, and it's affected by infra, I either missed that or it isn't in the rules. I've read the rules over twice though, and there are other things missing (like all the actual affects of tech), so it's probably the latter.
 
Will recalculate in the morning, when I'm less tired. May have overcompensated with my attempts to kill cityspam.
 
Name: Ia'azuju (literally the Black Land)
Culture: Ia'azuju name themselves the Ia'akari (Black Men), or just Kari. The government of the Ia'azuju is made up of the Pukakari (Red Man) and the Ka'shis Ta'taska (Council of Seven). The Pukakari is an elective position and handles most religious and military decisisons. the Ta'taska is, as the name implies, a council consisting of the seven most influential nobles, priests and generals within the city, which run the country on a day-to-day basis.
The Ia'a language appears to be similar to Ecuadorian Quecha, with main differences being in the "written" form of the language.
The Ia'a alphabet consists mostly of straight geometric shapes like triangles, arrows, and others. The suspected reason is simplicity.
Ia'a religion believes in a duality - there is a Father, Shurijake , and a son, Kaku. Ia'a traditions maintain that Shurijake created the Earth to maintain a vigil over his treasures and resides in the Sun, whereas Kaku wishes to claim the earth for his own purposes and resides in the moon. Sunrise is explained as Shurijake shooing Kaku away, and sunset as Shurijake attending to other business.
It should be noted that the name of "Black Men" does not come from skin color, but rather from the tradition of marking a boy with charcoal once he comes of age, and elaborate drawings made during times of war.
Pronuncation guide where different to English:
Spoiler :
K=hard c
Sh= as in sheep
‘ = n as in no
i = as in in
Z = stressed s
J = as in you
a = as in jacket
u is pronounced oo
otherwise same as english

Capital: Pukallakta

Military units:
1 Army in Pukallakta: the Jurak Ta'taska
Extra 49 population into Pukallakta
Spendable: 3000
1000 into 2 infrastructure levels in Pukallakta
1200 into 2 army and 1 infrastructure techs in Pukallakta
Bank remaining 800
 
Claiming northeast most part of puerto rico
 
Some numbers updated. For those of you who don't want to read through the rules again:
-Infrastructure tech boosted to 5% (from 2%)
-Infrastructure units boosted to 7% (from 4%)
-Tech and units now compound, instead of cumulating
-Coastal nations now have a 10% boost in infra units (previously none, they retain the 7% for tech from before)
-Starting population has been increased to 50 by default in your capital and 50 by default elsewhere.
-Cities now generate a base income of 50, in addition to the population bonuses
-Naval caps have been added, since I forgot to say what they were originally (3 per port city + 1 per every two techs in that city)

Please remember to include the fact that your revenue is a tax percentage of this when you start. I advise you not to try 100% taxes, it won't end well.
 
I think I'll join this, just need to get a good idea for a Pre-Columbian death cult.
 
I would really like to get this started, so finishing your sign-ups would be appreciated.
 
Name:People of the Sun
Culture: Nomads who follow the great Sun god. More to come, as I think of this revamped culture



Cities: Nomadic civilization, does not apply. Game start near modern day Texas
Military: Spent 1000 on armies (bank rest 500)
Population: 100
 
Name: Saiimuten Empire

Culture: Saiimuten: The Saiimuten are a highly religious maritime society. They regularly offer bloody sacrifices to Saii (Sea, also is the same word for Death).

According to them, the Saii and Muten (The Land) were once two brothers with great power. Muten, the oldest, decided that he would be the tallest and greatest of the two brothers, so he built himself up and made himself as tall as the sky. Saii, who was jealous of his brother’s strength and size, spread himself thinly at his brother’s feet, becoming the sea. When Muten boasted that he was the greatest of the two brothers, Saii sent a great wave to his brother’s feet, knocking him over and killing him. His corpse is the land that men walk upon to this day.

The Saiimuten rely on fisheries to survive, they have a small rural agriculture but if there is a bad fishing season it would not be large enough to prevent famine. As such, the Saiimuten fear the sea, they believe him to be their god Saii. They believe that Saii is also the god of life and death, as he created mankind but also killed his brother. They believe upon death that all creatures eventually go back into the ocean. The Saiimuten live in fear that one day that Saii will want all life to come back to him so that he will send vile creatures from the ocean to kill everything and then make a massive wave to take everything else. As such they ensure that this will not happen by disposing the dead in the ocean.

The Saiimuten regularly sacrifice their elders (anyone who is too old to work) and foreign slaves (who make up most of their menial workforce except for fishing which is considered scared) in good seasons. In bad fishing seasons, small armies roam the nearby country side stealing people from other cultures to sacrifice and please their god.

Sacrificing is a brutal and delicate process. Firstly the sacrifice is almost drowned by forcing seawater down their throat. Then they are cut in half from the neck to the belly button where the priests remove all the organs and cremate them, the ashes are thrown into the sea. The hollow bodies are filled with sea water and put on a large wooden boat which is sent out to sea, where it will eventually capsize as Saii claims his sacrifice. Normal body disposal is done by cremation and throwing the ashes into the sea, pretending to sacrifice an already dead person would be seen as a great insult to their god.

Spending Orders:

-One City (2000)
-Three Infrastructure Tech Levels in Saii City (750)
-Rest is banked (250)

Cities


-Red = Saii City
-Blue = Muten City

Units and Population

-1 Army and Navy in each city
-1 Navy to patrol trade route
-75 POP in Saii City
-23 POP in Muten City
 
-Tupinambá
-The Tupinambá tribes are divided into villages, which maintain common interests between themselves. In the villages, there are normally five hundred to six hundred people who live in collective longhouses which are made from wood and covered in palm leaves. There are usually five to seven longhouses per village, each one housing a large family group. Polygamy is common practise among chiefs and distinguished warriors.
Division of labour is made according to gender and age. The women are farmers, fishers, and gatherers, and cook and clean in the longhouses.. They are also tasked with producing docauim - A cassava-based fermented drink - and several artisanal goods, such as nets, baskets, carpets etc.
Apart from clearing the forest and preparing the land for agriculture, the men occupy themselves by hunting, fishing, and making canoes, weapons, and tools. They are tasked with building new longhouses, defending the village, and fighting wars. Some men are tasked with medical duties.
The children help their parents in their activities and do different tasks based on their age, such as taking care of their younger siblings or chasing birds away when the harvest is being collected.
-Pindorama (city) is on the south-east corner of the map
-Itákûakesétyba (city) is slightly north of Pindorama.
-Takûarusu (city) is slightly west of Itákûakesétyba.
-50 population in Pindorama
-25 population in Itákûakesétyba
-25 population in Takûarusu
 
Top Bottom