Post by King Sonic on Sept 6, 2012 14:58:54 GMT -8
Putting this here as part of my evil plan.
Rules:
You know the basic ones already by now. Or, you should. The general rule is simple: be nice to your fellow players. Well, polite. After all, beating them up IC-wise isn't exactly nice.
1. To correct balance issues should they arise, the GM reserves the right to alter rules.
2. If you must send PMs to me, please send them via the IOT Boards. If you'd like to live chat, I usually am present at this chatroom. You can chat as a guest.
3. In line with the above: updates will be in this thread on the boards. Please post a copy of your orders(even if they're a decoy) on that thread as well, for easy tracking. Note: You can post as a guest on the IOT boards.
3a. Do not try and impersonate a member on the IOT boards. I will recognise the IP. Serious penalties can arise from this.
4.Roleplay should be reserved for the CFC thread.
5. I reserve the right to penalise or even ban unruly players. Provided you are polite and respectful, this will probably not happen.
5a. I do not factor in such things as disputes in chatrooms. Only those directly on either the CFC or IOT forums, or in personal discussion with me, are counted.
6. I'm a college student and have a life outside IOT(amazing I know), so please understand if an update is delayed.
Theme / Setting:
1600s or so China. The Ming Empire has collapsed in true Chinese fashion and the Mandate of Heaven is ripe for the taking for any aspiring governor or prince. Foreigners also may seek the crown, however, and you must be wary.
Your tiny fief is not enough to ensure you win the Mandate. You will have to make and break alliances as needed to pull ahead of the competition.
This is a war game with brief periods of peace inbetween. It is not for the feint of heart. Indeed, the deck is stacked against humans somewhat at the start, so this will be more of a challenge than your usual IOT.
Starting Out and Expansion:
Economics:
Technology:
Military:
Espionage:
Revolts:
Combat Mechanics:
Events:
Random events happen from time to time that may influence population, technology, your economy, etc.
Diplomacy:
NPCs:
Victory:
Update schedule:
You may now signup. This is to gauge interest and thus if I should bother.
Any questions are welcome, especially any holes in the rules I may have missed(I'm human too).
Rules:
You know the basic ones already by now. Or, you should. The general rule is simple: be nice to your fellow players. Well, polite. After all, beating them up IC-wise isn't exactly nice.
1. To correct balance issues should they arise, the GM reserves the right to alter rules.
2. If you must send PMs to me, please send them via the IOT Boards. If you'd like to live chat, I usually am present at this chatroom. You can chat as a guest.
3. In line with the above: updates will be in this thread on the boards. Please post a copy of your orders(even if they're a decoy) on that thread as well, for easy tracking. Note: You can post as a guest on the IOT boards.
3a. Do not try and impersonate a member on the IOT boards. I will recognise the IP. Serious penalties can arise from this.
4.Roleplay should be reserved for the CFC thread.
5. I reserve the right to penalise or even ban unruly players. Provided you are polite and respectful, this will probably not happen.
5a. I do not factor in such things as disputes in chatrooms. Only those directly on either the CFC or IOT forums, or in personal discussion with me, are counted.
6. I'm a college student and have a life outside IOT(amazing I know), so please understand if an update is delayed.
Theme / Setting:
1600s or so China. The Ming Empire has collapsed in true Chinese fashion and the Mandate of Heaven is ripe for the taking for any aspiring governor or prince. Foreigners also may seek the crown, however, and you must be wary.
Your tiny fief is not enough to ensure you win the Mandate. You will have to make and break alliances as needed to pull ahead of the competition.
This is a war game with brief periods of peace inbetween. It is not for the feint of heart. Indeed, the deck is stacked against humans somewhat at the start, so this will be more of a challenge than your usual IOT.
Starting Out and Expansion:
Just state your noble kingdom's name and whatever description you want. Bonuses are given for more detailed descriptions.
Claim one region as yours. You will acquire all twenty provinces in the region.
Every turn you may claim/attack 1 provinces per 1 armies. As you expand, you may place a regional capital(indicated by a red dot) in each region(shown by the dark lines). Capitals boost the defense and profit of a region, but they are hard to move. As well, capture of a capital means there's a 50% chance of any free provinces changing sides, so place it wisely where it won't get hit.
With violent expansion you can only move one "layer" of provinces per turn, so keep that in mind. Unifying a region grants 1 population per every province in it.
Claim one region as yours. You will acquire all twenty provinces in the region.
Every turn you may claim/attack 1 provinces per 1 armies. As you expand, you may place a regional capital(indicated by a red dot) in each region(shown by the dark lines). Capitals boost the defense and profit of a region, but they are hard to move. As well, capture of a capital means there's a 50% chance of any free provinces changing sides, so place it wisely where it won't get hit.
With violent expansion you can only move one "layer" of provinces per turn, so keep that in mind. Unifying a region grants 1 population per every province in it.
Economics:
Every 1 population(100,000 people) you have generates 1 gold per turn by default. This is amplified by your tax rate(default 20%). Trade revenues, tribute, gifts, etc. are on top of this value.
You can spend your gold on the following:
-Troops(detailed below)
-Technology: Infra, Military, Espionage
-Diplomatic overtures and deals
You can spend your gold on the following:
-Troops(detailed below)
-Technology: Infra, Military, Espionage
-Diplomatic overtures and deals
Technology:
-Infra. Every 10 gold will add +0.01 to your Infra, that is increasing the yield of your population by 1%.
-Military. Determines chance of victory in battle as higher amounts = more skill, supplies and artillery.
-Espionage. Works the same as military power except only applies to spies.
-Military. Determines chance of victory in battle as higher amounts = more skill, supplies and artillery.
-Espionage. Works the same as military power except only applies to spies.
Military:
You have your infantry and navy. If you start out landlocked you don't need to worry about that first bit. You can convert one unit of population into 10 manpower for 5 gold.
You start out with 50 Manpower. A unit of manpower is 10,000 men. You can convert each manpower as follows:
-10 Armies
-100 Fleets
As you advance in technology you will gain artillery capabilities that increase your chances in combat and ability to open fire on civilian populations.
You start out with 50 Manpower. A unit of manpower is 10,000 men. You can convert each manpower as follows:
-10 Armies
-100 Fleets
As you advance in technology you will gain artillery capabilities that increase your chances in combat and ability to open fire on civilian populations.
Espionage:
You begin with 5 spies. You generate 5 more each turn for every level of Espionage you have. You can perform one action a turn, not including protecting yourself. Agents have a 50% of dying, but one agent will always live if left on defense. It is a good strategy to leave one behind in this fashion since you have nothing to lose.
-Defense: They will intercept enemy agents.
-Steal Plans: Find out the person's espionage and any hidden details the GM knows, and also gain +10% in combat against them for that turn. You can order that plans be stolen successfully prior to a surprise attack.
-Incite Rebellion: Success will raise one revolt per agent, up to the enemy's revolt risk.
-Bribe Armies: Rather than risk your hard-earned troops, your agents will pay 5 gold to bribe each enemy army to your side.
-Sow Discontent: Will add +20% to the enemy's RR, halving each turn.
-Defense: They will intercept enemy agents.
-Steal Plans: Find out the person's espionage and any hidden details the GM knows, and also gain +10% in combat against them for that turn. You can order that plans be stolen successfully prior to a surprise attack.
-Incite Rebellion: Success will raise one revolt per agent, up to the enemy's revolt risk.
-Bribe Armies: Rather than risk your hard-earned troops, your agents will pay 5 gold to bribe each enemy army to your side.
-Sow Discontent: Will add +20% to the enemy's RR, halving each turn.
Revolts:
It's China for goodness sake. With so many people rebellions are bound to happen. You have a rate that is a combination of random and triggered factors. In general:
-Taxes increase chance of revolt.
-Fallen regional capitals trigger a one-time 50% risk of that province defecting to those present in the region/bordering it.
-Fallen national capitals apply a 20% risk of EVERY province in your empire defecting to a random nation.
-Every revolting province raises five armies. While easily defeated, you lose tax revenue and also some population from it, and in extreme cases it can threaten your power.
-Random events may create a negative/positive modifier.
-Taxes increase chance of revolt.
-Fallen regional capitals trigger a one-time 50% risk of that province defecting to those present in the region/bordering it.
-Fallen national capitals apply a 20% risk of EVERY province in your empire defecting to a random nation.
-Every revolting province raises five armies. While easily defeated, you lose tax revenue and also some population from it, and in extreme cases it can threaten your power.
-Random events may create a negative/positive modifier.
Combat Mechanics:
They are fairly straightforward. Whether a standard battle or espionage, the defender always has a 20% chance of victory(not cumulative with any other bonuses). Your numbers * tech vs their numbers * tech, not hard at all. You can inflict up to half your number in deaths on the opposing side. If you have 100 armies and they have 100 armies, you at Military 200 and they at Military 100, when you attack you have 20000 vs. their 10000. You have a 67% to their 33%. Regardless of who wins, you will each kill up to 50 of the other side's men. Numbers are always rounded up.
Events:
Random events happen from time to time that may influence population, technology, your economy, etc.
Diplomacy:
Diplomacy is entire player to player, with no real mechanics. Lie, cheat, honor, it is all up to you what you do in your dealings. The exceptions to this will be explained below.
By default everyone trades with everyone else, but you can cut routes by intersecting the route or declaring an embargo/blockade. The only way to break these is to find another trade route or go to war, short of it being rescinded.
By default everyone trades with everyone else, but you can cut routes by intersecting the route or declaring an embargo/blockade. The only way to break these is to find another trade route or go to war, short of it being rescinded.
NPCs:
There are six NPCs. Tibet, Xinjiang, Mongolia, Korea and Vietnam were all once under the thumb of the Chinese Empire, but now are free to pursue their own interests - including seizure of the wealth and power of China. The Ming dynasty may look mighty, but its highly corrupt, inefficient administration will keep it weak for some time.
The five non-Chinese NPCs will expand peacefully, but are ever eager to grow their power. You may forge agreements with them, or try to play them off eachother. Never let an NPC be alone for too long, or it may become more ambitious. If you're desperate for protection you can pay 20% of your income to them each turn and receive their guarantee of independence.
The Emperor himself has a very low tax rate to start, and can only raise it by 1% per turn. After 10 turns(50 years), the Mings will be ready to function again as a normal state, and this is when they will be deadliest. Their treasury is also halved every turn to represent embezzlement. The Emperor's armies, furthermore, have low morale and you will gain 10% over them automatically. It is therefore rather easy to pick off Ming territories, but be wary of others trying to do the same; if another country invades the Ming you will want to either ally with them to repulse the invasion or join in.
The five non-Chinese NPCs will expand peacefully, but are ever eager to grow their power. You may forge agreements with them, or try to play them off eachother. Never let an NPC be alone for too long, or it may become more ambitious. If you're desperate for protection you can pay 20% of your income to them each turn and receive their guarantee of independence.
The Emperor himself has a very low tax rate to start, and can only raise it by 1% per turn. After 10 turns(50 years), the Mings will be ready to function again as a normal state, and this is when they will be deadliest. Their treasury is also halved every turn to represent embezzlement. The Emperor's armies, furthermore, have low morale and you will gain 10% over them automatically. It is therefore rather easy to pick off Ming territories, but be wary of others trying to do the same; if another country invades the Ming you will want to either ally with them to repulse the invasion or join in.
Victory:
To become a Winner is You(that is, claim the Mandate of Heaven and become supreme Emperor of China), you must fulfill certain prerequisites:
-Rule Beijing OR the Ming must not exist
-Satisfy one of the following:
Rule 16 of the 64 regions.
Have 1/4 of the total armies.
Have 1/5 of the base economic value(population * Infrastructure)
-Own one of the five foreign capitals, showing the Chinese people that you can provide strong leadership.
-Rule Beijing OR the Ming must not exist
-Satisfy one of the following:
Rule 16 of the 64 regions.
Have 1/4 of the total armies.
Have 1/5 of the base economic value(population * Infrastructure)
-Own one of the five foreign capitals, showing the Chinese people that you can provide strong leadership.
Update schedule:
-Spending > Espionage > War/Claims
-If you miss an update I will automate you. Second I will not. Third I will vaporise your nation. I will warn all players within 24 hours of the update.
-If you miss an update I will automate you. Second I will not. Third I will vaporise your nation. I will warn all players within 24 hours of the update.
You may now signup. This is to gauge interest and thus if I should bother.
Any questions are welcome, especially any holes in the rules I may have missed(I'm human too).