
Based on the games Command and Conquer (Tiberian Dawn), Tiberian Sun and Tiberian Sun - Firestorm, by Westwood Studios
In the year 1995, a meteor crash-landed on the banks of the Tiber River.
The meteor brought an alien crystal-like substance, which began to spread rapidly around the world. It was named Tiberium.
The substance was economically valuable, and yet as the world’s nations and businesses scrambled to control it, it was wrecking havoc on the Earth’s environment. For Tiberium is toxic to all plant and animal life, including humans, and it is transforming the planet and its lifeforms in ways never before seen.
In this chaotic atmosphere emerged the Brotherhood of Nod. An ancient, mysterious quasi-religious paramilitary organization, it was led by a charismatic leader known only as Kane. Bolstered by Tiberium profits, its ranks filled with millions of fanatical recruits, the Brotherhood began to aggressively and violently expand across the globe. In response to the Brotherhood’s excesses, the United Nations formed the Global Defense Initiative – GDI – with a mandate to destroy the Brotherhood and restore peace and stability to the world.
For five years GDI and Nod battled each other in locations as diverse as Tallinn and Johannesburg. The war finally ended when GDI sacked Nod’s Temple in Sarajevo. Kane went missing, presumed dead. With its leader gone, Nod splintered and went underground.
It is now 2011, sixteen years since the dawn of the Tiberian Age. GDI is effectively running the planet as world government, but struggles to contain the expansion of Tiberium. Nod remains splintered without its leader, though some fanatical followers of Kane remain loyal to his cause. “Kane Lives in Death” is their motto.
What is humanity's destiny under a Tiberian sky?
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This IOT is inspired by the Tiberium universe of the Command and Conquer series, specifically the first two games. Veterans of the CnC franchise will be quite familiar with the storyline. For those who are new, I have provided a brief summary of the world of Tiberium in the post below.
This game will be a bit different from other IOTs. It draws heavily on the CnC storyline and may feel a bit more structured compared to other IOTs. You won’t be playing “countries” but rather “factions” and you’ll also be roleplaying a character(s). Players can either join the Global Defense Initiative, the Brotherhood of Nod, or remain a neutral faction, though I will limit the number of players in each group.
To join the game, firstly read the rules below carefully. Then, fill out this application:
Faction name: what you want to call your faction
Leader name: what you want to name the leader of your faction
Leader trait: briefly describe your leader with a few adjectives
Headquarters: where you want your HQ to be (preferably shown on a map)
Allegiance: GDI, Nod, or other (specify)
Description: a description of your faction.\
Each faction starts with five provinces under its control, so go ahead and choose five provinces as well.
(Note. You don't get to choose your colours. For identification purposes, GDI players will be given a shade of gold/yellow, Nod players a shade of red, and neutral players a shade of blue or green)
Roleplay is very encouraged.
Please follow the IOT Etiquette, or you will be WoGed.
Number of players:
I will limit the number of players to 21 at the most; no more than seven in GDI, seven in Nod, and seven neutral factions.
If you miss out on joining, you can put yourself down as a reserve and I will let you know what a spot opens up.
The Rules
Spoiler :
FAQ
Social Group/Quicktopic allowed – YES
Secret (ie PM) orders allowed – YES
Surprise attacks allowed – NO (see War section, below)
Income donation allowed – YES
Income can be banked - YES
Update Policy
This is a turn-based game. A new turn starts every Sunday with an update and will last a year in roleplay time. In the 48 hours after an update, players can send their spending orders to me, the GM, either by posting it in the thread or PMing it to me. Players will also need to tell me, secretly or otherwise, if they intend to attack anyone, and where.
After 48 hours, I will post a short mid-turn summary, revealing any battles that will take place that turn and where. Then I will allow another 48 hours for players to send their battle orders. Spending orders can still be sent or modified during this time.
After the second 48-hour phase, I will lock the thread for update.
You are free to post stories in the thread, talk to other players in PM or chat in social groups or Quicktopics at any time.
Major Factions
GDI and Nod are the two major factions that players can join. Each will have their own range of units, their own special rules, and their own secret projects.
If you start as neutral factions, there are three types you can choose from, each with their own range of units:
Generic – name says it all
Forgotten – mutants created by Tiberium exposure
Cultist – religious extremists which hates mutants.
If you start out as a neutral faction you can align yourself with GDI or Nod later in the game, and be invited into the GDI or Nod groups. However, you will keep your own faction units.
Victory Conditions
GDI and Nod both have their own victory conditions. The game ends if either alliance completes their conditions. However, individual players are welcome to set their own personal goals.
Tiberium
Tiberium has several roles in this game:
- it can be a source of income
- it can also be a source of irritant
- it can affect the strength of your troops
Tiberium spreads, and it spreads quickly. Once a whole province is completely overrun by Tiberium, you will receive no further income from that province except for any income from Tiberium Refineries. If the entire planet is overrun by Tiberium, it is game over; the planet is no longer capable of supporting human life.
Income
Each province under your control earns you one credit. Additionally, you can build Tiberium Refineries, which gives you an extra source of income. Refineries can be built in any province with Tiberium present. Building a Refinery costs 10 credits; it can be upgraded once at a cost of 30 credits. A Refinery earns you 2 credits per turn or 5 after upgrade.
You are free to donate or loan credits other players. However, make sure the GM (ie me) knows about any transfers. If I don’t, then I won’t allow it, and I won’t necessarily tell you.
Bases
To support your military you will need to build bases. Each of your starting provinces will start with a level one base (with your capital starting with a level 2).
Upgrading your bases will allow you to support more units. A higher level base will also provide more defensive bonuses and more battle support options.
To expand into an unclaimed province, simply build a base in that province.
Diplomacy
GDI and Nod are the only two “official” alliances in this game. However, players are free to make their own informal alliances.
War is the default state between GDI and Nod. Unofficial truces and treaties may be agreed upon, but a GDI player can attack a Nod player, or vice versa, at any time. Neutral players may also be attacked at any time, regardless of any truce in effect, by a Nod or other neutrals, but not by GDI. If a faction breaches an unofficial truce or peace treaty, they will not be punished by the GM, but their allies may decide to punish them, so that is the risk they take. All players can communicate with each other.
Betrayal or defection out of GDI or Nod is possible, but do so at your own risk.
War
As explained above, you will need to make public where you intend to attack. This is so that the defenders can plan their defense.
You can generally attack anywhere on the map, regardless of where you are, and as many times and in many places as your military capability allows. You can launch joint assaults with your allies. If you choose to, you even can say you want to order your troops to betray your allies in the middle of battle.
You attack with units; you’ll have a range to choose from, depending on your alignment. Units will cost supplies, which are provided by your bases, so the number of units you can buy is limited by the number of bases and the level of bases you have. You will also have a list of support powers; these can be purchased before a battle and their effects apply to all factions fighting on the same side for one battle only. Allies may have to pool their resources to buy these support powers.
Combat will be done in rounds. First, the effects of Tiberium and any superweapons are applied. Then, the two strongest factions in a given battle will battle each other. When one loses the next strongest faction on their side steps forward, and so on until one side wins.
Social Group/Quicktopic allowed – YES
Secret (ie PM) orders allowed – YES
Surprise attacks allowed – NO (see War section, below)
Income donation allowed – YES
Income can be banked - YES
Update Policy
This is a turn-based game. A new turn starts every Sunday with an update and will last a year in roleplay time. In the 48 hours after an update, players can send their spending orders to me, the GM, either by posting it in the thread or PMing it to me. Players will also need to tell me, secretly or otherwise, if they intend to attack anyone, and where.
After 48 hours, I will post a short mid-turn summary, revealing any battles that will take place that turn and where. Then I will allow another 48 hours for players to send their battle orders. Spending orders can still be sent or modified during this time.
After the second 48-hour phase, I will lock the thread for update.
You are free to post stories in the thread, talk to other players in PM or chat in social groups or Quicktopics at any time.
Major Factions
GDI and Nod are the two major factions that players can join. Each will have their own range of units, their own special rules, and their own secret projects.
If you start as neutral factions, there are three types you can choose from, each with their own range of units:
Generic – name says it all
Forgotten – mutants created by Tiberium exposure
Cultist – religious extremists which hates mutants.
If you start out as a neutral faction you can align yourself with GDI or Nod later in the game, and be invited into the GDI or Nod groups. However, you will keep your own faction units.
Victory Conditions
GDI and Nod both have their own victory conditions. The game ends if either alliance completes their conditions. However, individual players are welcome to set their own personal goals.
Tiberium
Tiberium has several roles in this game:
- it can be a source of income
- it can also be a source of irritant
- it can affect the strength of your troops
Tiberium spreads, and it spreads quickly. Once a whole province is completely overrun by Tiberium, you will receive no further income from that province except for any income from Tiberium Refineries. If the entire planet is overrun by Tiberium, it is game over; the planet is no longer capable of supporting human life.
Income
Each province under your control earns you one credit. Additionally, you can build Tiberium Refineries, which gives you an extra source of income. Refineries can be built in any province with Tiberium present. Building a Refinery costs 10 credits; it can be upgraded once at a cost of 30 credits. A Refinery earns you 2 credits per turn or 5 after upgrade.
You are free to donate or loan credits other players. However, make sure the GM (ie me) knows about any transfers. If I don’t, then I won’t allow it, and I won’t necessarily tell you.
Bases
To support your military you will need to build bases. Each of your starting provinces will start with a level one base (with your capital starting with a level 2).
Upgrading your bases will allow you to support more units. A higher level base will also provide more defensive bonuses and more battle support options.
To expand into an unclaimed province, simply build a base in that province.

Diplomacy
GDI and Nod are the only two “official” alliances in this game. However, players are free to make their own informal alliances.
War is the default state between GDI and Nod. Unofficial truces and treaties may be agreed upon, but a GDI player can attack a Nod player, or vice versa, at any time. Neutral players may also be attacked at any time, regardless of any truce in effect, by a Nod or other neutrals, but not by GDI. If a faction breaches an unofficial truce or peace treaty, they will not be punished by the GM, but their allies may decide to punish them, so that is the risk they take. All players can communicate with each other.
Betrayal or defection out of GDI or Nod is possible, but do so at your own risk.
War
As explained above, you will need to make public where you intend to attack. This is so that the defenders can plan their defense.
You can generally attack anywhere on the map, regardless of where you are, and as many times and in many places as your military capability allows. You can launch joint assaults with your allies. If you choose to, you even can say you want to order your troops to betray your allies in the middle of battle.
You attack with units; you’ll have a range to choose from, depending on your alignment. Units will cost supplies, which are provided by your bases, so the number of units you can buy is limited by the number of bases and the level of bases you have. You will also have a list of support powers; these can be purchased before a battle and their effects apply to all factions fighting on the same side for one battle only. Allies may have to pool their resources to buy these support powers.
Combat will be done in rounds. First, the effects of Tiberium and any superweapons are applied. Then, the two strongest factions in a given battle will battle each other. When one loses the next strongest faction on their side steps forward, and so on until one side wins.