YoshIOT The Map (Using the IOT VII Map) Spoiler : Yeah, check out that big font title. Using "Impact" font for impact, y'know? Y'know? ... Umm, anyway, here's my first IOT. It's gonna be based on the good old game of Civ, combining some stuff from IV (And maybe V) into one nice little IOT. Yep, I've tried to keep things relatively simple, but it's also a little complicated. Actually, its moderately complected without being complected...or I'll just show you the ruleset Generic Rules No trolling, flaming, openly complaining, GM bashing, GM's word is absolute, 3 strikes and your out, stay on topic, RP is encouraged, respect your fellow forumers, TRY not to powergame (yes, strange for me to say that), and stay active. Well, now since that is out of the way... Starting off Here's a template that you should really be using: Nation Name: Nation Leader: Leader Traits: And Anything Else You Want (History/Description/Economy, all that good RP stuff): When you begin, you may claim ONE territory. This will be your capital city and will probably grow to become your largest and most productive city on the map. Please choose wisely Your free to create whatever nation you like Leader Traits This is the details on the leader traits. When signing up, you will be choosing TWO leader traits. They will be with you for the rest of the game, so choose wisely Agressive (AGG): Army Attack Tech cost is multiplied by 40 instead of 50 Expansive (EXP): New cities cost 70 YC instead of 100 YC Financial (FIN): Economy Tech cost is multiplied by 40 instead of 50 Protective (PRO): Army Defense Tech cost is multiplied by 40 instead of 50 Philosophical (PHI): Diplomacy Tech cost is multiplied by 40 instead of 50 Culture (CUL): Culture Tech cost is multiplied by 40 instead of 50 Spiritual (SPI): No chance for revolution Scientific (SCI): Cost for moving on to next era is reduced by 20% Expansion When expanding, you may only expand to tiles touching the ones that you ALREADY OWN before the turn had started. Expansion costs 1 YC per tile and will yield 2 YC. Additionally, you can build new cities for 100 YC. New cities can be built ANYWHERE on the map (However, to expand by sea, Naval Tech 3 is required). New cities will also start with a population of 1. With population, population can be increased for 10 YC (E.G. 1 --> 3 population would need 20 YC) Population will yield you 15 YC and 1 culture point per population Techs And these are the techs that you will be spending some of your money on! There's 7 techs in total. Techs are by a scale similar to Sonsofmars's tech system. For example, there is Eco Tech 1, Eco 2, Eco 3, etc. Tech costs will be 50 times the tech number (Eco Tech 5 Costs 250 YC). Tech numbers are unlimited (I plan to give them cool names on the leaderboard only, for convenience sake for the players so they won't be calling the tech by their real name on their orders. E.G. Eco Tech 1 might be called..."Trade" in the Leaderboard) Army Attack Tech (ATT): This will affect your RNG when attacking other nations Army Defense Tech (DEF): This will affect your RNG when defending from attacking nations Culture Tech (CUL): Multiplies your culture. E.G. CUL 1 multiplies your culture by 1 (No Effect) while CUL 2 multiplies your culture by 2 Economy Tech (ECO): Multiplies your YC for the round. ECO 1 multiplies by 1.1, ECO 2 multiplies by 1.2, etc Naval Tech (NAV): This will affect your RNG during coastal attacks and defenses. Those with NAV 5 can colonize North America from Europe/Asia and Vise Versa Diplomacy Tech: Reaching DIP 10 will allow you to build SDI's, shooting down nukes aimed at your empire at a 75% success rate! Reaching DIP 5 will allow you to build the UN (Details below) for a mere 250 YC. Atomic Tech (ATO): Reaching ATO 10 will allow you to build nukes at 500 YC Era Basic here, it's 100 YC to move on to the next era, 200 YC for the next, 300 YC for the next, 400 YC for the next, and so on. The person who moves on to the next era first will be granted a free tech + 10% bonus on whatever amount of YC they make the next turn. For moving onto a new era, you gain a 1.1 YC bonus for going to era 1, a 1.2 bonus for era 2, 1.3 bonus for era 3, etc. Those bonuses are permanent, with each cancelling each other out (I.E. if your in era 1 and move onto era 2, the 1.1 bonus is replaced with the 1.2 bonus) The UN Well, considering that we are just starting, I'll probably explain the UN more in depth when we reach that level. But the gist of it is that players begin by voting between two candidates (The builder of the UN is guaranteed to be one of them) and that elected leader will be allowed to put forward proposals which are voted on by the entire world (Proposals such as global peace against a certain nation, for example. I will give the potential proposals) Culture This ones important. Culture is gained by your Culture Tech Number and your total amount of population. Culture does two things: It helps prevent revolutions, and it can blow away neighboring civilizations. Allow me to explain: If your total culture is higher than that of one of your neighbour's, it is possible to automatically claim some of his tiles as sort of a "culture capture". It also depends on the population of the nearest city, so a city with low population is less likely to commit the automatic culture capture of a neighbour's tiles than a city with a higher population War War is kept basic. Besides the attack and defense army techs, it basically boils down to picking which territories you would like to attack. You may attack as much territories as you would like, but your success rate will decrease with every territory. Additionally, border territories will have more success than more inner territories. Capturing a city is the most difficult. There is no direct cost for attacking a territory, and the only visible concentration of your armies is shown in your Army Attack or Defense tech level. To attack by sea, Naval Tech 3 is required. Espionage Send spies! These are the things your spies can do: Annoyance (Steal 50 YC from a neighbour, which is the equivilance of the cost of the spy. 75% success rate) Severe steal (Steal 100 YC from target. 40% success rate) Frame a nation (Steal 50 YC from one nation, then give it to another. World events will show that the nation you gave the stolen money to is the culprit. 50% success rate) Instigate a Revolt (Creates a small revolt in target nation. May become large if nation is unstable. 30% success rate) Note that when your spy fails, your nation will be caught red-handed Revolts There are no "stability" points here. I'll just simply tell people which cities are feeling left out and wish to revolt against their empire. Revolting cities cannot contribute to your economy. The problem is normally fixed when you provide some YC in increasing your population. Far away cities are especially prone to revolts and can even form their own nations! NPC's Yes, NPC's are abound and they have as much freedom as PC nations do. Some are radical, some are not. Make friends, or not. Good luck with dealing with them Victory Conditions Here are the various types of victories. Completing any one of these conditions will result in winning the game: Conquest Victory (Conquer every other nation) Culture Victory (Achieve culture of 10,000) Space Race (Reach level 10 on all tech branches) Domination (5 of your cities are the highest populated cities in the world and have a population over 100) And, yep, I'm done. So join, join, join!