Robert Can't
Éponine
In the last few years of the 19th Century humanity was brought to the brink of destruction with the invasion of the Martians. They came in cylinders that landed across Europe from where they battled furiously against the Great Powers of the day; The Antipapcy, The German Empire and Austria. Humanity tried furiously to resist but the Martian weapons were too great for humanity and despite a few victories such as those of the HMS Thunderchild and the Wallachian artillery batteries. Differences got in the way of the Nations however, the Belgian Conflict stopped the two greatest powers - The Antipapcy and Germany - from cooperating and tensions were raised in the south with the recent collapse of the New Roman Empire which fell at the hands of Organised Crime Families and its foolish intervention in the Spanish Civil War on the side of the Nationalists which were crushed by the large coalition that emerged after The German Empire pledged its support for the Republicans.
Europe was left in ruins, the Martian fighting machines (oft' called Tripods) laid waste to the larges centers such as London and St Petersburg. Populations were devastated and the red weed, a voracious stain of Martian vegetation that gives the planet its rusty colour, began to spread across the land consuming trees, houses and entire villages. Organised government collapsed and the world fell into chaos.
How then, you may ask, was humanity to be saved? Well, the Martians had prepared well to deal with the challenges of the sentient species of Earth and did so magnificently however they neglected to prepare sufficiently for the event of the pathogens of Earth, the minute bacteria which we have long since become immune to. The Martians that has destroyed the whole of civilization then fell victim to the common cold. The withered and died, leaving their husks littering the cities - dead. The red weed soon followed and humanity was able to pick up the pieces once again, rebuild from the catastrophe, grow from the ashes.
Its time now to build a Brave New World, with just a handful of men...
We'll start, we'll start all over again.
Welcome back to the greatest IOT based on a musical concept album. Jeff Wayne's Musical Version of the War of the Worlds has enjoyed a great revival this year with a new touring cast (that I've yet to see grumble grumble) and over the past few weeks as I've been having my exams I have been in preparing for this glorious event, the revival of that old IOT that won such fame in its day for excellent NPC management and having a combat system that was about as good as something really bad.
So this is the sign up stage. For those of you who haven't I'd advise checking out the old thread, maybe some of the past updates, also presented here is the map of Europe at the fall of London. Spaces in Europe will be reserved at first for those who want to rebuild their old nation. Similarly to the first game you will have to claim 3 territories and then dependent on RP and mutually agreed timelines more territory will be assigned to you. However do not plan for those extra territories to be assigned when making your claims, be sure to ensure that your claims look like they could be a feasible region without extra claims, this is because other player may want to claim land that you want and I may end up not assigning extra territories at all.
A signup post should consist of the following:
Nation Name: Nothing silly please.
Capital: Doesn't require too much explanation.
Flag: Because I'm paying tribute to TK's lovely games by copying his representation of cores.
Government: Please bear in mind that it is the turn of the century.
History: Bear in mind details from the previous game, I don't want to have to rely too much on it so that we don't discourage other players. But really anything goes and the more the better.
Social and Economic Policies: These help us get a picture of the nation, how its run and all that.
Internal Politics: Tell us about the factions that operate in your nation, the conflicts and the dissent. No one is going to be fine and dandy, so tell us who in your nation is happy and who isn't tell us who's rich and who's poor, who wants independence and who want to blow up parliament.
Traits: What defines your nation? Is it innovative and progressive or does it rule with an Iron Fist, is it renown for its cavalry or maybe a great naval heritage, a people of Artists or a people of workers? I will use this later to assign a nation specific bonus. To give you another idea check out the old thread and see what we had as traits there - I promise nothing will be quite as OP as AA and Tyo's powers were.
Claims: Just three at this juncture please.
The Map:
Lets look at some rules:
Claiming Territory
So, the most important question to an IOTer (or at least it was back in the day) how much does it cost to expand into an unclaimed territory? Well, you aren't going to believe this, but nothing - no absolutely nothing! Unlimited free claims every turn! What more could you want?
Well... Some unclaimed land would be nice. Simply put, there is none. Everywhere belongs to someone and if you want it you'll have to take it off them.
The Territories
So if they aren't unclaimed what are they? Well - there are three kinds of territory, Core, Not Core and Colonial. Core territories are the areas that are traditionally associated with your nation, areas they have a fully legitimate claim on. Non Core territories can become core over time with investment, they are however territories that are new to your nation or not at the heart. These territories are much more likely to revolt if your nation is unstable and other nations might also have a legitimate claim on them which could lead to all sorts of trouble later.
Colonial territories on the other hand represent your overseas colonies. They are less likely to revolt that Non cores and in the event of a civil war or similar there is a greater chance that they won't defect to revolutionaries. Whereas in core and non core territories this is much more likely.
Each type of territory will also reap different benefits too. More industry can be developed in your core territories than in non core and colonial is less than both. Colonial territories can be upgraded to noncored territories through events and decisions.
Industrial Capacity:
An overused mechanic? Maybe. A good mechanic? Defiantly!
Industrial capacity is the capacity to have industry of your nation. A Core or Non-Core territory natural produces no IC but can support increased Industrial capacity costing 2 IC to build a single factory giving 1IC. Core territories are capped at 10 factories and Non core at 5 but technology and time will raise these limits.
Colonies are different, they can generate 1 IC without any improvement and can build up to a limit of 3 extractive facilities (think mines, logging and the like), these cost 2 IC and generate 1 IC. A colony can also support a single factory. Once a colony is upgraded it no longer can support extractive facilities and they are disbanded.
Investments
IC can be spent in multiple ways, but chief amongst these are the 4 fields of investment Science, Military, Suppressing Revolt and Espionage. Investment in these areas will raise your score in each of these categories, increasing your capacity for doing anything in each of those. Investing in science makes you more likely to make a discovery.
Discoveries grant bonuses depending on what is discovered that can be anything from Martian research to mundane farming equipment. Discoveries diffuse down and can be bought for a price by other nations depending on what the discovery is.
Military investment increases Leadership points. 1 leadership point is required for any military action, for example ordering an attack takes 1 point, ordering an encircling attack would require 2, ordering defenses requires another and so on. Each nation starts with 2 leadership points. These points can also be gained through military experience and battles.
Espionage points are used to determine chances of success. There are no predetermined actions that can be done, any ideas you have PM me and I'll tell you chances of success.
Investment can also be used to mitigate against Revolt Risk. The higher the investment the less likely certain groups are to revolt, however beware - appeasing one faction may just enrage another.
Military Units
Infantry cost 1IC. Cavalry and Artillery cost 2. They all have specific traits.
Similarly Gunboats and Torpedo Rams cost 5IC, the Pre-Dreadnought Battleships cost 15 although that particular kind of ship is subject to inflation.
Infantry
ATT:1
DEF:1
Cavalry
ATT:3
DEF:1
Artillery:
ATT:1
DEF:3
Gunboat:
ATT:1
DEF:2
Torpedo Ram:
ATT:2
DEF:1
Pre-Dreadnought Battleship
ATT:3
DEF:3
Battle is calculated by the sum of the attackers ATT and the sum of the defenders DEF taking into account modifiers such as military plans and terrain. Casualties are determined on similar modifiers.
NPC Rules:
Similarly to the original one can expand one's sphere of influence to an NPC by spending a minimum amount of IC (1 per territory controlled by the NPC) and the highest bidder wins that nation into their sphere. Investments to sphere a nation are cumulative so if you invest one turn and again the next turn your influence score is the two combined.
If you have had a nation in your Sphere for 3 consecutive turns you can spend IC equal to half of its own IC to make that nation a puppet state of your own nation. You have complete control over diplomacy and policy in an NPC and though you can't order their spending directly you can point them in which direction you'd like them to go.
However an NPC can be invaded as a puppet state and then annexed. In this process a random amount of the Puppet's army will join yours in taking over the nation.
All the usual applies such as be pleasant, good mannered, play nicely with Christos, be diplomatic and above all just like the last version the more RP the better (The GM is known to hand out nicely large bonuses on such matters) well actually, I take that last one back... QUALITY is the driving factor in the appeasement of the GM.
Europe was left in ruins, the Martian fighting machines (oft' called Tripods) laid waste to the larges centers such as London and St Petersburg. Populations were devastated and the red weed, a voracious stain of Martian vegetation that gives the planet its rusty colour, began to spread across the land consuming trees, houses and entire villages. Organised government collapsed and the world fell into chaos.
How then, you may ask, was humanity to be saved? Well, the Martians had prepared well to deal with the challenges of the sentient species of Earth and did so magnificently however they neglected to prepare sufficiently for the event of the pathogens of Earth, the minute bacteria which we have long since become immune to. The Martians that has destroyed the whole of civilization then fell victim to the common cold. The withered and died, leaving their husks littering the cities - dead. The red weed soon followed and humanity was able to pick up the pieces once again, rebuild from the catastrophe, grow from the ashes.
Its time now to build a Brave New World, with just a handful of men...
We'll start, we'll start all over again.
Welcome back to the greatest IOT based on a musical concept album. Jeff Wayne's Musical Version of the War of the Worlds has enjoyed a great revival this year with a new touring cast (that I've yet to see grumble grumble) and over the past few weeks as I've been having my exams I have been in preparing for this glorious event, the revival of that old IOT that won such fame in its day for excellent NPC management and having a combat system that was about as good as something really bad.
So this is the sign up stage. For those of you who haven't I'd advise checking out the old thread, maybe some of the past updates, also presented here is the map of Europe at the fall of London. Spaces in Europe will be reserved at first for those who want to rebuild their old nation. Similarly to the first game you will have to claim 3 territories and then dependent on RP and mutually agreed timelines more territory will be assigned to you. However do not plan for those extra territories to be assigned when making your claims, be sure to ensure that your claims look like they could be a feasible region without extra claims, this is because other player may want to claim land that you want and I may end up not assigning extra territories at all.
A signup post should consist of the following:
Nation Name: Nothing silly please.
Capital: Doesn't require too much explanation.
Flag: Because I'm paying tribute to TK's lovely games by copying his representation of cores.
Government: Please bear in mind that it is the turn of the century.
History: Bear in mind details from the previous game, I don't want to have to rely too much on it so that we don't discourage other players. But really anything goes and the more the better.
Social and Economic Policies: These help us get a picture of the nation, how its run and all that.
Internal Politics: Tell us about the factions that operate in your nation, the conflicts and the dissent. No one is going to be fine and dandy, so tell us who in your nation is happy and who isn't tell us who's rich and who's poor, who wants independence and who want to blow up parliament.
Traits: What defines your nation? Is it innovative and progressive or does it rule with an Iron Fist, is it renown for its cavalry or maybe a great naval heritage, a people of Artists or a people of workers? I will use this later to assign a nation specific bonus. To give you another idea check out the old thread and see what we had as traits there - I promise nothing will be quite as OP as AA and Tyo's powers were.
Claims: Just three at this juncture please.
The Map:
Spoiler :
TK's I&B2 map
Lets look at some rules:
Spoiler :
Claiming Territory
So, the most important question to an IOTer (or at least it was back in the day) how much does it cost to expand into an unclaimed territory? Well, you aren't going to believe this, but nothing - no absolutely nothing! Unlimited free claims every turn! What more could you want?
Well... Some unclaimed land would be nice. Simply put, there is none. Everywhere belongs to someone and if you want it you'll have to take it off them.
The Territories
So if they aren't unclaimed what are they? Well - there are three kinds of territory, Core, Not Core and Colonial. Core territories are the areas that are traditionally associated with your nation, areas they have a fully legitimate claim on. Non Core territories can become core over time with investment, they are however territories that are new to your nation or not at the heart. These territories are much more likely to revolt if your nation is unstable and other nations might also have a legitimate claim on them which could lead to all sorts of trouble later.
Colonial territories on the other hand represent your overseas colonies. They are less likely to revolt that Non cores and in the event of a civil war or similar there is a greater chance that they won't defect to revolutionaries. Whereas in core and non core territories this is much more likely.
Each type of territory will also reap different benefits too. More industry can be developed in your core territories than in non core and colonial is less than both. Colonial territories can be upgraded to noncored territories through events and decisions.
Industrial Capacity:
An overused mechanic? Maybe. A good mechanic? Defiantly!
Industrial capacity is the capacity to have industry of your nation. A Core or Non-Core territory natural produces no IC but can support increased Industrial capacity costing 2 IC to build a single factory giving 1IC. Core territories are capped at 10 factories and Non core at 5 but technology and time will raise these limits.
Colonies are different, they can generate 1 IC without any improvement and can build up to a limit of 3 extractive facilities (think mines, logging and the like), these cost 2 IC and generate 1 IC. A colony can also support a single factory. Once a colony is upgraded it no longer can support extractive facilities and they are disbanded.
Investments
IC can be spent in multiple ways, but chief amongst these are the 4 fields of investment Science, Military, Suppressing Revolt and Espionage. Investment in these areas will raise your score in each of these categories, increasing your capacity for doing anything in each of those. Investing in science makes you more likely to make a discovery.
Discoveries grant bonuses depending on what is discovered that can be anything from Martian research to mundane farming equipment. Discoveries diffuse down and can be bought for a price by other nations depending on what the discovery is.
Military investment increases Leadership points. 1 leadership point is required for any military action, for example ordering an attack takes 1 point, ordering an encircling attack would require 2, ordering defenses requires another and so on. Each nation starts with 2 leadership points. These points can also be gained through military experience and battles.
Espionage points are used to determine chances of success. There are no predetermined actions that can be done, any ideas you have PM me and I'll tell you chances of success.
Investment can also be used to mitigate against Revolt Risk. The higher the investment the less likely certain groups are to revolt, however beware - appeasing one faction may just enrage another.
Military Units
Infantry cost 1IC. Cavalry and Artillery cost 2. They all have specific traits.
Similarly Gunboats and Torpedo Rams cost 5IC, the Pre-Dreadnought Battleships cost 15 although that particular kind of ship is subject to inflation.
Infantry
ATT:1
DEF:1
Cavalry
ATT:3
DEF:1
Artillery:
ATT:1
DEF:3
Gunboat:
ATT:1
DEF:2
Torpedo Ram:
ATT:2
DEF:1
Pre-Dreadnought Battleship
ATT:3
DEF:3
Battle is calculated by the sum of the attackers ATT and the sum of the defenders DEF taking into account modifiers such as military plans and terrain. Casualties are determined on similar modifiers.
NPC Rules:
Similarly to the original one can expand one's sphere of influence to an NPC by spending a minimum amount of IC (1 per territory controlled by the NPC) and the highest bidder wins that nation into their sphere. Investments to sphere a nation are cumulative so if you invest one turn and again the next turn your influence score is the two combined.
If you have had a nation in your Sphere for 3 consecutive turns you can spend IC equal to half of its own IC to make that nation a puppet state of your own nation. You have complete control over diplomacy and policy in an NPC and though you can't order their spending directly you can point them in which direction you'd like them to go.
However an NPC can be invaded as a puppet state and then annexed. In this process a random amount of the Puppet's army will join yours in taking over the nation.
All the usual applies such as be pleasant, good mannered, play nicely with Christos, be diplomatic and above all just like the last version the more RP the better (The GM is known to hand out nicely large bonuses on such matters) well actually, I take that last one back... QUALITY is the driving factor in the appeasement of the GM.