I disagree with the general concept of the GM deciding whether or not your population supports your war. This is one of the things that really annoyed me in MP4. If you want to play an immersive game with such go play a NES.

There is a fine line between GMs modeling appropriate rebellions and and GMs dictating to you what you can and cannot do in the game by creating a mass revolt when a player does something you feel is wrong.

Call me old fashioned, but I remember the good old days when the player dictated what went and what didn't in the territory he controlled. Obviously we have unfortunately progressed further for the sake of complexity and creating an overall more detailed and realistic game experience, but I still think that giving the GM the opinions of the populations of PCs as a tool to railroad players is a bad idea. And honestly, thats what these 'fluff' CBs allow the GM to do. If the player doesn't justify his attack well enough, the GM says his population doesn't like the invasion and creates mass revolts and such; its simply too arbitrary. Sonereal's hard coded RR system in NNRIOT is a better, if slightly, system in my opinion.

/End Rant.
 
EDIT: And because trying to define CB's is a fool's errand anyways. Worse comes to worst, just link to a common consensus/examples of reasonable CB's, and let context lead the results. Assigning a "properness" number to a CB, adding various societal factors, and then rolling an RNG is, of course, one way to mechanicalize it without being stupid about it.

CBs I just rule of thumb if doing stab. adjustments because, like you said, there really is no "point" is trying to value the weight of a CB, warscore, and all of that.


There is a fine line between GMs modeling appropriate rebellions and and GMs dictating to you what you can and cannot do in the game by creating a mass revolt when a player does something you feel is wrong.

Except, as we all agree upon when signing up for an IOT, the GM is supreme.

You'd be surprised how many things, no matter how much "math" you throw at the problem, is still left to GM discretion.

Call me old fashioned, but I remember the good old days when the player dictated what went and what didn't in the territory he controlled. Obviously we have unfortunately progressed further for the sake of complexity and creating an overall more detailed and realistic game experience, but I still think that giving the GM the opinions of the populations of PCs as a tool to railroad players is a bad idea. And honestly, thats what these 'fluff' CBs allow the GM to do. If the player doesn't justify his attack well enough, the GM says his population doesn't like the invasion and creates mass revolts and such; its simply too arbitrary. Sonereal's hard coded RR system in NNRIOT is a better, if slightly, system in my opinion.

The RR system in RIOT was the absolute worst version of an RR system I have devised in my two years of GMing. At no point did I enjoy working with it and it was ten times more arbitrary than any RR system devised since we started using pop-modeled economic mechanics.

At several times I thought about scrapping it and going back to the old system where RR was given and taken on, you guessed it, roleplaying.

I will probably never use that system again and if I never see an attempt of it made again, I would be perfectly content.

As for railroading, I could create a hard system of calculating RR based on spending, faction strength in your country, and pre-sets. All those numbers used as a base, however, are arbitrary.

The GM's job isn't "lay down the rules, let anarchy reign". The GM has to reign in the story and tone at some point. Saying, "everybody in my country supports imperialism" is itself arbitrary and to the detriment of the entire game.

It is also powergamey.
 
Generally, a massive rebellion won't form with an unpopular war. And if one does, you either really deserve it (Russian Empire -> USSR levels of bad) or it is very very benign (Vietnam Protests weren't THAT bad.)
 
Generally, a massive rebellion won't form with an unpopular war. And if one does, you either really deserve it (Russian Empire -> USSR levels of bad) or it is very very benign (Vietnam Protests weren't THAT bad.)

Yarp. Usually, the "GM will destroy countries arbitrary" thing doesn't really exist, but is brought up whenever something that punishes warmongering comes up.

In the case of New America in MP4, his people just kinda got tired of dying in quintuple digits in dozens a battle a year for no reason. The same reason my soldiers kinda stopped liking occupying Australia for no real end goal but for the evulz.
 
Never mind that pretty much everyone in that war was getting sick of it.

First world countries' citizens expect wars that are short in duration and small in terms of lives lost. Invading smaller countries is very doable, but it'd be crazy to attack another nation of similar stature.

At least, that's the logic I generally prefer to use. Your people aren't fond of bodies piling up.
 
Terrance notion on CB and war revolts are quite grand indeed.

CBs can help players think twice from going to war, deterring unnecessary conflict while ensuring RP set when it comes to wars that are fought out.

IOTs should be immersive. Immersion making, as it is in NES, is a beauty. We should be encouraging immersion, as it helps us feel we are the nations as oppose to controlling certain colours on a map. Creating your nation is grand. Characterisation is notable in consideration. What better way to enhance diplomacy then a co-operative story detailing the signing of a treaty? The treaty itself can be set as a RP project.

Immersion is grand and things that promote RP like a account of the populace opinions is grand.
 
The ultimate issue isn't just war versus peace, I think, but the matter of control. Some players are okay with ruling their country like a democratic leader that has to make compromises and deal with discontent, while others want to rule with absolute control over millions of slavishly loyal citizens.

It's a delicate balance but it does give some merit to the idea of having players choose a government style and dealing with the consequences of such, though even an RP dictatorship still will have rebellions and have to spin events to maintain favor. Dictator or President, without your people you are nothing.

With regards to wars themselves, I generally use my best judgment with determining the justification of a war. Wars of naked aggression incur much higher revolts from losses than do wars that are waged for defense. I suppose the overall scale of approval versus disdain for losses would be thus:

Wars of defense > wars to honor an alliance > wars in response to antagonism > imperialist war

Though I very seldom really quantify it, and it's no wonder I try to eliminate war entirely.
 
All fun and games until you have to constantly cross-reference cells to find things.

It would be up to a GM to establish a functional system for their game If one was to adopt my idea (or variant thereof) on influence. All I'm doing is making armchair suggestions from my comfortable position on the sidelines. I'm sure someone with more computer skills than I could work something out, or alternatively bring in a sub-gm to do deal with the behind the curtain statistical stuff regarding influence for them :p.
 
I wouldn't personally support having two people run one game, (although Crezth and FlyingChicken seem to be doing ok as the co-moderators of a certain NES), just thought I would mention the possibility for the benefit of the computationally challenged.
 
The sub-GMship is always a fairly thorny position to include. It can theoretically work if the following are true:

1. The boundaries between GM and sub-GM authority are clearly delineated.
2. The GM and sub-GM more or less share the same vision; creative differences tends to doom any project.
3. The sub-GM's work is not so taxing that should they leave it will hurt the game for the GM to take it up.
3a. The sub-GM's work is simple enough they don't need to be the GM to do it properly. I wouldn't trust most people to handle the mechanics of my game, but fluff is very doable.

My main issues with the practice tend to come from 1 and 2.
 
Tani actually brings up a fair suggestion by having players choose their governments and have that determine how much the 'people' make their wishes known. It still makes the GM the arbitrary voice on what those citizens want, and when that arbitrary voice can by itself discourage a player from doing something, it can also discourage a player from playing the IOT if that action is what they play the game to do; in this case war.

I may also point out that wars of aggression, historically, are usually not necessarily looked down upon. Sure, coalitions are formed against aggressors such as Napoleon, but domestic revolt because of wars of aggression should not be as common as we seem to be trying to make them. There time period the game is set in is rather important here. And even if it is set in a modern time period, I believe that at the beginning if the player decides to make his nation full of tough resilient people that don't mind taking casualties, he should be able to do that, and not be at the mercy of GMs like Tani who say "Oh your a first world country? Any casualties that exceed 10 will make your people hate you." While that may be true for america and other self aware democracies today, unfortunate as that is, I'm fairly sure Russia or China would not see that kind of open dissent; in IOT terms their RP would be that any dissenters from the party line are crushed, while America allows its citizens to be heard and therefore suffers from it. Do you see what I am saying here?

Ailed, perhaps immersive was the wrong word to use, although I maintain that if you want to play a fully immersive story focused on RP and soft mechanics, you should play a NES and that IOTs should focus hard mechanics as they increasingly have. Otherwise we might as well merge the two forums anyway. Why not keep the forums separate for two different styles of games? But back to my point, I am essentially saying I dislike how it gives the opportunity for GM bias to leak into the game. I realize a lot of work done by the GMs is arbitrary as Son has said, but in this specific case I am of the opinion that if the player of a country says his people are fine with taking casualties and fine with invading neighbors, then they should be fine, and if the player says the opposite, then he can deal with that RP wise. It should not come into the game mechanics.
 
Ailed, perhaps immersive was the wrong word to use, although I maintain that if you want to play a fully immersive story focused on RP and soft mechanics, you should play a NES and that IOTs should focus hard mechanics as they increasingly have. Otherwise we might as well merge the two forums anyway. Why not keep the forums separate for two different styles of games? But back to my point, I am essentially saying I dislike how it gives the opportunity for GM bias to leak into the game. I realize a lot of work done by the GMs is arbitrary as Son has said, but in this specific case I am of the opinion that if the player of a country says his people are fine with taking casualties and fine with invading neighbors, then they should be fine, and if the player says the opposite, then he can deal with that RP wise. It should not come into the game mechanics.

Russia and China aren't first world countries, either.
 
CBs I just rule of thumb if doing stab. adjustments because, like you said, there really is no "point" is trying to value the weight of a CB, warscore, and all of that.

I myself would prefer to see a Victoria II-style system for CBs. What I mean is that all CBs are theoretically equal, with the only variable being how many Diplomatic Points(?) put into the war justification (or, in the case of "conquer territory", how many territories the aggressor plans to take over, with the possibility being lower for every territory wanted). "War Score" would be determined by how much of the defenders' territory is occupied by the aggressor (and vice versa), which is represented by a lighter version of that country's colour on the map. Once the war score is of a certain amount (say, around - or +40), they can sue for peace, where the aggressor can either force their cause onto the defender, or some sort of negotiation can be gained between the two parties. Maybe throw in some sort of prestige system, as well.
 
Tani actually brings up a fair suggestion by having players choose their governments and have that determine how much the 'people' make their wishes known. It still makes the GM the arbitrary voice on what those citizens want, and when that arbitrary voice can by itself discourage a player from doing something, it can also discourage a player from playing the IOT if that action is what they play the game to do; in this case war.

If the goal of the game isn't war, and the ruleset is designed to discouraged war, then why would you join it in the first place?

I may also point out that wars of aggression, historically, are usually not necessarily looked down upon. Sure, coalitions are formed against aggressors such as Napoleon, but domestic revolt because of wars of aggression should not be as common as we seem to be trying to make them. There time period the game is set in is rather important here. And even if it is set in a modern time period, I believe that at the beginning if the player decides to make his nation full of tough resilient people that don't mind taking casualties, he should be able to do that, and not be at the mercy of GMs like Tani who say "Oh your a first world country? Any casualties that exceed 10 will make your people hate you." While that may be true for america and other self aware democracies today, unfortunate as that is, I'm fairly sure Russia or China would not see that kind of open dissent; in IOT terms their RP would be that any dissenters from the party line are crushed, while America allows its citizens to be heard and therefore suffers from it. Do you see what I am saying here?

First of all, most games take place between 1830 and X, with X being an indeterminate number of years into the future, often still using modern day as a base.

Secondly, domestic revolts are common when hundreds of thousands of your own soldiers are dying every year for a war started on rather shaky grounds.

Thirdly, "if a player decides to make his nation full of tough people" is code for "if a player powergames their way to better CBs" they shouldn't be penalized.

And yes, if Russia or China started massive wars where hundreds of thousands of their own people are dying or being turned into refugees yearly, there would be counter-war movements. The question is never "would there be" but "how would the player respond to them" and if the player decides to crush them, then fine, but that's still an action.

Ailed, perhaps immersive was the wrong word to use, although I maintain that if you want to play a fully immersive story focused on RP and soft mechanics, you should play a NES and that IOTs should focus hard mechanics as they increasingly have.

ATEN, RoR, ATF.

Otherwise we might as well merge the two forums anyway. Why not keep the forums separate for two different styles of games? But back to my point, I am essentially saying I dislike how it gives the opportunity for GM bias to leak into the game. I realize a lot of work done by the GMs is arbitrary as Son has said, but in this specific case I am of the opinion that if the player of a country says his people are fine with taking casualties and fine with invading neighbors, then they should be fine, and if the player says the opposite, then he can deal with that RP wise. It should not come into the game mechanics.

When a player signed up for a game, they signed up and accepted any form of economic, political, or social bias the GM may have. They may protest, and they may leave the game, but the GM isn't required to change his or her biased way of running a game because there are other games to play.

If I said, "my people are okay with taking more bullets than usual", would that be fine? Or, "my people enjoy being slaves"?

The IOT Dev thread, like Thor pointed out, was created to cut down on powergaming like this.

I myself would prefer to see a Victoria II-style system for CBs. What I mean is that all CBs are theoretically equal, with the only variable being how many Diplomatic Points(?) put into the war justification (or, in the case of "conquer territory", how many territories the aggressor plans to take over, with the possibility being lower for every territory wanted). "War Score" would be determined by how much of the defenders' territory is occupied by the aggressor (and vice versa), which is represented by a lighter version of that country's colour on the map. Once the war score is of a certain amount (say, around - or +40), they can sue for peace, where the aggressor can either force their cause onto the defender, or some sort of negotiation can be gained between the two parties. Maybe throw in some sort of prestige system, as well.

My problem with a war score system is that it only exists in Paradox games to give the player a general idea on how likely an AI will accept a deal. Since most wars in IOT are player-on-player, the players can decide the score, judged it accordingly with their own biases, and work from there.

Requiring that war score is +/- 40% is railroading a war to a strict outcome.

For all the things IOT steals from Paradox, one thing most players, and GMs, never really want a return of is the hard CBs of older IOTs and of Paradox games. Any CB system should be soft in nature.
 
From what I know, IOTs like to turn things hard. I'm cool with that and I understand the sentiment that goes with that. Infact, the "soft CB" being popular in NESing and being supported by a NESer might be a major reason for many to argue for a "hard CB". *shrugs* Yeah, partisanship does weird things to people.


If you guys really want to "harden" all the soft factors, make a black box and assign numbers to /everything/. (sorta like "Deadliest Warrior") And EVERYTHING has an impact, and EVERYTHING is a trade off.

Let's say there's a Warrior Culture Factor. Pacifism trades off with Militarism. Ok… but then base Pacifism also helps modify Culture (Complex vs Simple) and Research (Long term vs Short term or Pure vs Technological) while Militarism might modify Industry (Consumer vs Capital) or Loyalty (Personal vs State). Research, then may go around and modify Industry, or Loyalty goes around and modify Culture. etc etc.

The trick to such a complex system is common agreement on it's values, a single "base" value, and then a single "modified" value derived from an equilibrium which is used for the actual game.


A simpler system might be similar to Civ4's civic system, or maybe the Defcon system. At complete Pacifism/Defcon 1, the military is demobilized and inactive, the people are prosperous, military taxes are low, and wars either declared or received would come at a shock. Each "Defcon" step would decrease economic productivity, military efficiency, and citizen expectancy of conflict.


A middle ground would rely on some fluff. Each "defcon factor": Mobilization, Economic Growth/Internal Economy, International Trade/External Economy, Taxes, etc would modify a main Defcon value for the general preparedness of the citizenry for warfare. Increasing taxes might increase citizen preparedness for conflict (especially if immediately spent on limited mobilization) but would also decrease stability.


Meanwhile, a sudden war's effect (shock and awe vs cultural mobilization) can be better gauged.
EDIT: What I meant by this statement is that this is often an issue in NESes. Often, what should have been a shock and awe success (the assassination of a single madman leading a reluctant country into war leads to the entire country becoming all for war, for one example) becomes a cultural mobilization. Sometimes, a mod rules an attempted cultural mobilization as a shock and awe failure and capitulation, (after accusing the player of power gaming, of course). So I get your argument about fluff vs stiff.
 
On the RP fear of "the GM's will be bias" I must become a parrot to Sone...

When a player signed up for a game, they signed up and accepted any form of economic, political, or social bias the GM may have. They may protest, and they may leave the game, but the GM isn't required to change his or her biased way of running a game because there are other games to play.

If I said, "my people are okay with taking more bullets than usual", would that be fine? Or, "my people enjoy being slaves"?

The IOT Dev thread, like Thor pointed out, was created to cut down on powergaming like this.

There is also the notion that GMs, by practice of dealing with multiple players, will have to tale a broad approach to things less they damage their recruitment strategy.

As for opinions of the populace; I would like a 'mechanic' to measure approval ratings or even the ideas of populace groupings. At the simplest it can link to the revolt mechanics of RIOT and the MP series. For the sake of depth (and simplicity) I would go for considering multiple considerations on approval rating with the impact of cost and benefits set in notions.

The grouping idea however will be... I think I will need to first think on it further first to measure some mechanical basis but basically I have been thinking of the Tropico series, not simply just of the factions however but how the individual citizens tend to process two preferences of faction loyalty than just simply one. However a faction system would be itself great.

Still: talking about IOT operations has highlighted that we have more possibilities to try out, more experiences to conduct that could bring fortune to IOT.
 
I will read the article and will reply about it, but I saw something that I believe that I have to reply to.

Many players have frequently objected to the sort of naked aggression demonstrated by warlords like christos200

Well, the reason I like wars and naked agression is not because I like to trouble other players, but because I like to immitate Napoleon, Frederick and Alexander the Great in strategy games. I like conquering new territories and beating other armies, just for the shake of it. Also, I enjoy much more making military strategy in IOT's than managing the economy and building industry.

Of course, this will trouble some players, but so most of Europe was troubled by Napoleon or Frederick the Great.
 
Not to mention Napoleon and Frederick the Great each had decades of development which led to the advantages they possessed for their victories. Napoleon's high casualty high reward battles won't work as well if the Republican levee en mass didn't provide him both with a strong source of manpower and a powerful core of "guards". Frederick the Great's impressive strategic, operational, and tactical maneuvers wouldn't have succeeded without his father's investment in the Prussian military traditions.
 
Of course. That's why one must first prepare a good army (by investing either in economy or techs - depending on the IOT and it's ruleset) before starting a war.
 
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