YoshIOT - Sign-up Thread

added map
 
Hmm, I just realized how much the financial trait blows the expansive trait out of the water

Expansive Trait now has cities costing 70 YC instead of it's previous 80 YC

Excellent :mwaha:

Nation Name: Sana'a
Nation Leader: Al-Abdul
Leader Traits:Expansive, Financial
And Anything Else You Want (History/Description/Economy, all that good RP stuff):
Sana'a is a trading nation built in Yemen.

copycat ;) :p


and since I seem to be ignored ;p

Questions:

1) Why isn't there a cultural trait? Adje van den Berg deserves to be Cultural:band:
2)
you may only expand to tiles that you ALREADY OWN before the turn had started
:dubious: so.. how does that work?
 
THE NWACE IS REBORN! and with a better color!!! :p

CLAIMS-
Spoiler :
attachment.php
Capital marked with the vibrant green X as a tribute to the NWACE of years...well, years future :p.

A FEW DETAILS-
Nation Name: The NWACE(NorthWestern and Canadian Empire)

Nation Leader: Marcus Cornelius Gauditas (in the style of Roman naming)

Leader Traits: SCI, AGG

Government- Federalist Democracy in the American-style: Bi-Cameral Legislative Branch, with a House of Representatives that has the members based on the population of that province, and a Senate with 2 Senators from each province; Executive Branch, with President and VP and that stuff; and Judicial Branch with the Supreme Court heading it. However, every person's vote counts in the elections, and there is no Electoral College.

Economy-Trade between provinces is free of extra tax. However, citizens doing trade as the owners of companies must give a 5% portion of all gained money to government for trade involving gold, precious metals, & useful minerals like uranium and iron. Trade between nations is closely monitored, but the trade is unrestricted unless dealing with the aforementioned materials, which can only be done by the government, or with permission from the government.

Now time to write up some roleplaying.
Spoiler :
The city was in full swing now, at time-when-sun-is-at-top. Marcus Cornelius Gauditas smiled. the vision of the gods had finally come true. In a dream exactly one year ago, he had seen that the city was to be filled with shiny-high-buildings, black-rock-paths, and a parade of men with cloth-armor-of-steel on and holding fire-sticks. He knew his empire would rule the lands for ages.
The city was named Marcium.
And it was going to have a storied future.

[/QUOTE]
 
The Holy Haitian Empire
Government Monarchy
Economy Capitalist
leader traits Spiritual, Protective
Religion Catholic
Goals To recreate the Roman Empire in North America, under Papal blessing.
Claims Haiti
 
and since I seem to be ignored ;p
I shall never answer your questions! Never! Muahahahahaha! :mwaha:

...

Questions:

1) Why isn't there a cultural trait? Adje van den Berg deserves to be Cultural
2)
you may only expand to tiles that you ALREADY OWN before the turn had started
so.. how does that work?
1: Well funny thing was that I did have a culture trait in planning. I just forgot to put it down :p

There is now a "Creative" leader trait

2: Well let's use one of the players as an example, say SamSniped as he's right next to this post. From the capital territory he chose, he can only expand to the 4 territories that are around him. See what I'm getting at here? Although he can begin expanding through sea tiles at Naval Tech 5...



Also going through a PM concerning lack of details in certain areas of the ruleset. Ruleset is still prone to minor changes before game begins.
 
1: Well funny thing was that I did have a culture trait in planning. I just forgot to put it down :p

ok, well tbh I like the Fin/Exp to much to change it :p

There is now a "Creative" leader trait

2: Well let's use one of the players as an example, say SamSniped as he's right next to this post. From the capital territory he chose, he can only expand to the 4 territories that are around him. See what I'm getting at here? Although he can begin expanding through sea tiles at Naval Tech 5...
.

I get it and find it logical
 
How many more people are you looking to have join before starting? You've got 11 now...

Also, is there a limit to how many cities there can be per territory?
 
Hey Yoshi, I was just wondering if there are going to be buildings and that stuff to be made. If so, maybe have the Granary take a bit off of growth cost, Barracks a bit off of army costs, Theatre increases the culture output, etc.
 
Hey Yoshi, I was just wondering if there are going to be buildings and that stuff to be made. If so, maybe have the Granary take a bit off of growth cost, Barracks a bit off of army costs, Theatre increases the culture output, etc.
I don't have any plans to include buildings...for the moment

How many more people are you looking to have join before starting? You've got 11 now...

Also, is there a limit to how many cities there can be per territory?
One city per territory. Since Each territory can represent a city if you choose to make one there, the population number is being put straight onto the territory

And I plan to start once all the minor kinks in the ruleset is worked out. Perhaps later today or tomorrow.
 
One city per territory. Since Each territory can represent a city if you choose to make one there, the population number is being put straight onto the territory

And I plan to start once all the minor kinks in the ruleset is worked out. Perhaps later today or tomorrow.

Thanks for the info. Looking forward to the start of this game!
 
Alright! After many back and forth PM's from a concerned reader, I have made the following amendments to the ruleset for the sake of balance:

Trait Changes:
  • Expansive: 70 YC is needed to build a city (From expansive's previous 80 YC)
  • Scientific: Cost for next era is reduced by 20% (From scientific's previous 50%)
  • Financial: Economic Tech number is multiplied by 40 instead of 50 (From the previous 20 YC bonus)

Expansion Changes:
  • To expand by sea (expanding to a tile adjacent to the ocean), Naval Tech 3 is required
  • Considering the last point, the "Old World New World" concept is removed. Naval Tech 3 for any and all naval expansion.
  • Naval Tech 3 is also needed for naval wars

Era Changes:
  • Removed "Last Person to continue to next Era get's 10% penalty"
  • Now, 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)
  • 10% bonus for moving onto next era first is still there, however, if multiple people move onto next era together, bonus will be 5%. 10% bonus only when your first and by yourself.

Not a change, but further explanation on certain points:
  • Considering Era's, we all start on Era 0
  • We all begin the game with 50 YC
  • Era does not affect tech research in any way
  • I will be keeping a city list (Buildings may potentially come in the middle of the game ;))

I'm now finalizing the map and putting in the AI's. I'll give you guys some time to sink into the changes or make changes of your own :p

Also, I will post the details about the AI's shortly.

With special thanks to the reader who pointed out these potentially bad balance flaws in this IOT

EDIT: AI's created, but I'm forced to post them tomorrow :p
 
Wait, I'm joining!

I'll be Tuscany. Because of my current EU3 game :p

Tuscany

Nation Name: Tuscany (capital is Firenze)
Nation Leader: Piero Pico (not the best one I got, but his name is cool :p)
Leader Traits: My ingame policies (see where I'm going with this?), so Aggressive/Scientific

eeSnh.png
 
Nation Name: United African Empire (based out of Libya)
Nation Leader: Dhoomstriker
Leader Traits: Spiritual, Scientific
Brief Nation Intro: With the death of Muammar Gaddafi, Libya has been liberated and a new leader has been elected (Dhoomstriker). The people look to their new leader to bring about a new era of prosperity and enlightenment. The people are tired of revolutions of their own and look forward to perhaps instilling revolutions in nearby nations (unclaimed territories) such that they may join our improved way of life.
Starting Area:
Spoiler :
26cce6b15d.jpg
 
Financial: Economic Tech number is multiplied by 40 instead of 50 (From the previous 20 YC bonus)

but...but... I liked that 20 YC bonus.... in combination with the Exp it was so deliciously op :(


and in light of this I decided to give Adje what he deserves.. a.k.a. I changed my Financial trait to Cultural
 
Argh, now I'm not sure whether to change my traits or not....
 
Nation Name: United African Empire (based out of Libya)
Nation Leader: Dhoomstriker
Leader Traits: Spiritual, Scientific
Brief Nation Intro: With the death of Muammar Gaddafi, Libya has been liberated and a new leader has been elected (Dhoomstriker). The people look to their new leader to bring about a new era of prosperity and enlightenment. The people are tired of revolutions of their own and look forward to perhaps instilling revolutions in nearby nations (unclaimed territories) such that they may join our improved way of life.
Starting Area:
Spoiler :
26cce6b15d.jpg

It turns out that Africa is a country, after all!
 
Nation Name: ORB Union
Nation Leader:Uzumi Nara Athha
Leader Traits: (FIN),(SCI)
And Anything Else You Want (History/Description/Economy, all that good RP stuff):

Fic_orb.gif


Government
Orb's government consists of both an elected legislature and an aristocracy of five noble families, who rule the island nation.​
 

Attachments

  • zzzz.png
    zzzz.png
    29.8 KB · Views: 57
Back
Top Bottom