Post by King Sonic on Apr 21, 2012 3:00:31 GMT -8
Prologue
The year is 2150. Decades ago a disaster, known only as the “Cataclysm,†collapsed the social, economic and political order of the world. Now societies are beginning to emerge from the ashes, and a second Renaissance has started in turn. Though the Cold War era seems to have been virtually erased, the technologies lost will be steadily rediscovered.
Will humanity’s future be one of peace and harmony, or one of discord and strife?
Either way, a delicate, ever-shifting balance of power will surely be established.
Starting Out
Expansion
Military
War
Finance
NPCs
Terrorists
Diplomacy
Espionage
Bonuses
Revolt Risk
Final Notes
The GM reserves the right to ban players for severe breaches of etiquette, decide the map, etc.
The GM is, however, usually available for live chat at the IOT chat - soniot.chatango.com/
If you are going to be absent, please inform me and give me a general idea of orders - industrial, military, espionage etc. that you'd like me to carry out during your absence. Persistent absences will result in the dissolution of your empire into a variety of successor states.
The year is 2150. Decades ago a disaster, known only as the “Cataclysm,†collapsed the social, economic and political order of the world. Now societies are beginning to emerge from the ashes, and a second Renaissance has started in turn. Though the Cold War era seems to have been virtually erased, the technologies lost will be steadily rediscovered.
Will humanity’s future be one of peace and harmony, or one of discord and strife?
Either way, a delicate, ever-shifting balance of power will surely be established.
Starting Out
Decide whether you are a dictatorship or democracy. This is what you ACTUALLY are, not what you pose as. (Consider that the UK is not technically a democracy but is indistinguishable, whereas many Middle Eastern states are technically democracies but are actually police states) Democracies have a chance of the ruling government being checked or unseated in the event of high revolt risk; dictatorships have to deal with actual revolts.
Choose a national power. There are five:
-Industrious. 12% Industrial growth per turn. Industry investments are worth 10% more.
-Commercial. 50% more from world trade.
-Militaristic. +20% to all combat rolls
-Scientific. Money invested in tech or industry is worth 10% more. Not cumulative with Industry bonus. Scientific trait can be rented out to other nations.
-Expansionist. Units can blitz, that is, attack twice per turn, and move twice per turn, by default. Twice as much chance of a baby boom.
After that, detail your nation bio. Be as descript or vague as you want - name, language, ethnicity, religion, culture, politics, history, etc. Good bios get RP points, and they also help NPCs decide whether to side with you or not.
Choose a national power. There are five:
-Industrious. 12% Industrial growth per turn. Industry investments are worth 10% more.
-Commercial. 50% more from world trade.
-Militaristic. +20% to all combat rolls
-Scientific. Money invested in tech or industry is worth 10% more. Not cumulative with Industry bonus. Scientific trait can be rented out to other nations.
-Expansionist. Units can blitz, that is, attack twice per turn, and move twice per turn, by default. Twice as much chance of a baby boom.
After that, detail your nation bio. Be as descript or vague as you want - name, language, ethnicity, religion, culture, politics, history, etc. Good bios get RP points, and they also help NPCs decide whether to side with you or not.
Expansion
Armies can take one province/initiate 1 battle per turn, unless you are expansionist in which case they can take/initiate two. Armies can claim wherever is in reach of their starting region. While armies pool regionally, they must move across unsettled provinces as if they were their own regions.
Armies must have contiguous claims unless they’re on your home continent. Armies can be airlifted further inland by your air force, and this can foil individuals who try to seal off land.
You can only claim 5 provinces overseas – that is, on the coastline of non-contiguous areas – per turn. Navies are required for this, and each navy can carry one army. Your first claims on a continent must always be on the coast; any new claims on it must be connected or on another part of the coast.
Each annexed territory adds +1 pop.
If claims overlap, a skirmish will determine the result unless you mediate with the other party.
Armies must have contiguous claims unless they’re on your home continent. Armies can be airlifted further inland by your air force, and this can foil individuals who try to seal off land.
You can only claim 5 provinces overseas – that is, on the coastline of non-contiguous areas – per turn. Navies are required for this, and each navy can carry one army. Your first claims on a continent must always be on the coast; any new claims on it must be connected or on another part of the coast.
Each annexed territory adds +1 pop.
If claims overlap, a skirmish will determine the result unless you mediate with the other party.
Military
Armies cost 5 gold and 1 pop; air wings and navies are purchased in groups of 5 for 5 gold and 1 pop.
Combat won’t be detailed to avoid intimidating you. Ask if you’re curious.
Numbers, tech, nation qualities and ultimately luck determine victors and casualties.
Navies have a 20% chance of shooting down planes – destroy a navy first! Armies 10%.
Navies and air forces can bombard, with a 20+x% chance of success, where x is the relevant military tech. They must beat the rival navy/air force in battle first.
Armies pool regionally and can move up to 5 regions/provinces a turn if tech allows.
Navies pool worldwide. Air forces pool worldwide, but be warned – holding them all in one region will mean if that region falls that turn, every single one perishes. With reward comes risk.
Combat won’t be detailed to avoid intimidating you. Ask if you’re curious.
Numbers, tech, nation qualities and ultimately luck determine victors and casualties.
Navies have a 20% chance of shooting down planes – destroy a navy first! Armies 10%.
Navies and air forces can bombard, with a 20+x% chance of success, where x is the relevant military tech. They must beat the rival navy/air force in battle first.
Armies pool regionally and can move up to 5 regions/provinces a turn if tech allows.
Navies pool worldwide. Air forces pool worldwide, but be warned – holding them all in one region will mean if that region falls that turn, every single one perishes. With reward comes risk.
War
War is easy. If two hostile nations enter the same territory, they will battle, with all authorised forces taking part. The winner takes all the territory he can legitimately take - or was ordered to take - and the defender retreats with whoever wasn't killed or captured. Be advised being the attacker uses up your attacks, and your units CANNOT retreat if they are counterattacked - they will ALL be killed or captured if defeated.
Each territory you occupy will automatically rise up each turn. This peasant army will unlikely win, but each casualty will make your people unhappy; it also means your troops must stay behind to guard the territory. Insurgencies will also destroy the economy, both at home and in the occupied zones. Occupation of one or two areas is easy, but occupation of entire regions will bring you to your knees.
Puppet states can be installed to govern these new regions; they are very weak and will require your support to avoid being overthrown by foreign powers, but they don't experience revolts generally either.
A general rule of war is to destroy the navy, then the air force, and then finally their army. Destruction of the enemy fleet will keep them from landing troops in your weak points and also strangle their trade. An even better general rule is the Spanish-American method: only fight wars that are sure to be quick, cheap and profitable. Every bomb could pay for several schools or hospitals.
Each territory you occupy will automatically rise up each turn. This peasant army will unlikely win, but each casualty will make your people unhappy; it also means your troops must stay behind to guard the territory. Insurgencies will also destroy the economy, both at home and in the occupied zones. Occupation of one or two areas is easy, but occupation of entire regions will bring you to your knees.
Puppet states can be installed to govern these new regions; they are very weak and will require your support to avoid being overthrown by foreign powers, but they don't experience revolts generally either.
A general rule of war is to destroy the navy, then the air force, and then finally their army. Destruction of the enemy fleet will keep them from landing troops in your weak points and also strangle their trade. An even better general rule is the Spanish-American method: only fight wars that are sure to be quick, cheap and profitable. Every bomb could pay for several schools or hospitals.
Finance
You collect taxes off your GNP – the default rate is 20%. Any higher will raise revolt risk as much as revenue. Your GNP is your population * Industry + trade.
Population and Industry both expand by 5% - or at least 1 and 0.01 respectively - a turn, with some random variations here and there.
Money not spent is banked, and accrues 5% interest, or at least 1 gold.
Money can be spent on industry to boost your revenue. Every 1% of your GNP – not tax income – spent will boost your Industry by 0.01. This incentivizes you to invest in poorer nations, but keep in mind this takes away from funds you could be using to strengthen yourself – plus you lose your investment if you’re ever cut off from them!
It can also be invested in a variety of research, with cost indicated.
Army – 50x. A1, A3, A5, A7 increase your movement by +1. A2, A4, A6, A8 increase how many times you can attack. These are non-cumulative with the Expansionist power.
Navy – 50x
Air Force – 50x. Each level over 0 adds +1 to how many provinces away you can bomb from your borders of countries they are stationed in.
Espionage – 50x
Ballistics – Investments in here determine your missile quality, and thus the chance your WMDs will be successful.
Separate from rocketry is what they actually carry. There are unlimited tiers. You must wait at least 10 turns to get to T10, for example, as you can only advance 1 tier a turn. Research is chance based, with any investment being x/100 chance, so investing 100 each guarantees its development.
Missiles can reach any point on the globe. PBs and Nukes kill a proportional amount of air forces, armies, population and industry. They kill x provinces.
Nuclear device. These are cheap but irradiate territory for 2x turns. Radiation can spread and these are the most heavily condemned WMDs.
Province-buster. These are clean and leave the province open to claim. They are more expensive, however, and you must wait x turns before it is open. So, more expensive, but more readily claimed.
Chemical weapons. These can either be shells(immune to SDI) which increase your chance of victory in combat, or missiles, which destroy population at the target.
Nukes and PBs alike, in their T1 state, will be convertible into suitcase WMDs, which can be given to terrorists and detonated without chance of interception by SDI – intel agencies will instead decide success/failure.
Costs of the actual weapons to be determined when they are in play. Announcements will always herald when weapons develop to further paranoia.
Anti-Ballistics – Invest what you will. What you have over the enemy’s ballistic missile investment, as a percentage, will be your interception rate. So if you have 200 invested and they have 100, this is a 90% chance of interception – 90% because there’s always a 10% chance a missile will hit you. Continual investment in ABM is a must. In good news, you can pool research with other nations; keep in mind that a nation can betray the entire alliance and shut down everyone’s SDI, however!
Population and Industry both expand by 5% - or at least 1 and 0.01 respectively - a turn, with some random variations here and there.
Money not spent is banked, and accrues 5% interest, or at least 1 gold.
Money can be spent on industry to boost your revenue. Every 1% of your GNP – not tax income – spent will boost your Industry by 0.01. This incentivizes you to invest in poorer nations, but keep in mind this takes away from funds you could be using to strengthen yourself – plus you lose your investment if you’re ever cut off from them!
It can also be invested in a variety of research, with cost indicated.
Army – 50x. A1, A3, A5, A7 increase your movement by +1. A2, A4, A6, A8 increase how many times you can attack. These are non-cumulative with the Expansionist power.
Navy – 50x
Air Force – 50x. Each level over 0 adds +1 to how many provinces away you can bomb from your borders of countries they are stationed in.
Espionage – 50x
Ballistics – Investments in here determine your missile quality, and thus the chance your WMDs will be successful.
Separate from rocketry is what they actually carry. There are unlimited tiers. You must wait at least 10 turns to get to T10, for example, as you can only advance 1 tier a turn. Research is chance based, with any investment being x/100 chance, so investing 100 each guarantees its development.
Missiles can reach any point on the globe. PBs and Nukes kill a proportional amount of air forces, armies, population and industry. They kill x provinces.
Nuclear device. These are cheap but irradiate territory for 2x turns. Radiation can spread and these are the most heavily condemned WMDs.
Province-buster. These are clean and leave the province open to claim. They are more expensive, however, and you must wait x turns before it is open. So, more expensive, but more readily claimed.
Chemical weapons. These can either be shells(immune to SDI) which increase your chance of victory in combat, or missiles, which destroy population at the target.
Nukes and PBs alike, in their T1 state, will be convertible into suitcase WMDs, which can be given to terrorists and detonated without chance of interception by SDI – intel agencies will instead decide success/failure.
Costs of the actual weapons to be determined when they are in play. Announcements will always herald when weapons develop to further paranoia.
Anti-Ballistics – Invest what you will. What you have over the enemy’s ballistic missile investment, as a percentage, will be your interception rate. So if you have 200 invested and they have 100, this is a 90% chance of interception – 90% because there’s always a 10% chance a missile will hit you. Continual investment in ABM is a must. In good news, you can pool research with other nations; keep in mind that a nation can betray the entire alliance and shut down everyone’s SDI, however!
NPCs
None of the major powers will start off as NPCs. However, a swarm of smaller, weaker, poorer nations make up much of the world, and they are where you will wage your proxy wars and compete for dominance. While war is doable, outright conquest of these nations is next to impossible, as they will continually spawn rebels, riots and seek to throw you out. As time goes on, occupation will cause your populace to grow war weary. War also destroys their economies, ruining what you could glean from them. While you could very easily crush their puny militaries, other nations will hear their plight and likely fund them, and insurgencies will wreak havoc on you – that weak nation could easily turn into your Vietnam or Afghanistan.
A much better idea, is to try and turn NPCs into your clients, whether through benevolent deals and generosity, or subterfuge. If an NPC becomes your client, they will expect you to protect them and help them in times of need. However, they will in turn grant you special deals, which will be reflected as extra income for you as your businesses get priority in contracts and licenses. They will also always vote for your side in UN matters, and may assist you if they could profit in some manner.
People don’t rebel against client state status that was peacefully imposed, though the status can be revoked through coups and revolutions. Client status is public.
Investing 50% of an NPC’s economy, will net you their loyalty peacefully. Alternatively, you can always stage a coup. Coups have a 25% chance of being rejected; rejection will result in a civil war and you will have to aid your friend. For a more expensive, but more grassroots approach, you can always initiate a revolution. Revolutionary states see fervor for your nation infiltrate the populace, thus keeping them loyal.
NPCs always only donate 10% of their income to any cause. This normally takes the form of backing nations they are sympathetic towards, or more likely, trying to garner clients of their own. NPCs do not do espionage missions – unless at war/or are attacked – but do field intel agencies as a deterrent. NPCs only back nations if they match in two categories(one if they’re in the same general area). They do not pursue weapons programs unless they reach a fair amount of income. NPCs will always refuse annexation but can often be convinced to fund or support something if you can show some benefit to them.
Clients will stealthily tear up their client status if you fall to being only 25% stronger than them. Strength being measured by total income + army size.
A much better idea, is to try and turn NPCs into your clients, whether through benevolent deals and generosity, or subterfuge. If an NPC becomes your client, they will expect you to protect them and help them in times of need. However, they will in turn grant you special deals, which will be reflected as extra income for you as your businesses get priority in contracts and licenses. They will also always vote for your side in UN matters, and may assist you if they could profit in some manner.
People don’t rebel against client state status that was peacefully imposed, though the status can be revoked through coups and revolutions. Client status is public.
Investing 50% of an NPC’s economy, will net you their loyalty peacefully. Alternatively, you can always stage a coup. Coups have a 25% chance of being rejected; rejection will result in a civil war and you will have to aid your friend. For a more expensive, but more grassroots approach, you can always initiate a revolution. Revolutionary states see fervor for your nation infiltrate the populace, thus keeping them loyal.
NPCs always only donate 10% of their income to any cause. This normally takes the form of backing nations they are sympathetic towards, or more likely, trying to garner clients of their own. NPCs do not do espionage missions – unless at war/or are attacked – but do field intel agencies as a deterrent. NPCs only back nations if they match in two categories(one if they’re in the same general area). They do not pursue weapons programs unless they reach a fair amount of income. NPCs will always refuse annexation but can often be convinced to fund or support something if you can show some benefit to them.
Clients will stealthily tear up their client status if you fall to being only 25% stronger than them. Strength being measured by total income + army size.
Terrorists
It is possible to join as a terrorist organization, HOWEVER. Only 3 are allowed. Terrorists also get to rule one nation of their choice, but it must be an NPC. Through coups, they can also take over other governments.
Terrorists build bases each turn with 10 gold. These bases churn out 1 agent a turn; these agents can strike anywhere in the world. Terrorists are a constant threat, being unable to be truly exterminated.
Terrorists enjoy all the standard spy functions of another country, but also can detonate suitcase nukes if they have them available.
Terrorists build bases each turn with 10 gold. These bases churn out 1 agent a turn; these agents can strike anywhere in the world. Terrorists are a constant threat, being unable to be truly exterminated.
Terrorists enjoy all the standard spy functions of another country, but also can detonate suitcase nukes if they have them available.
Diplomacy
Trade is automatic with all nations you are at peace with. Trade goes via your land neighbors or a sea route. If landlocked, trade is conducted by air.
Sign whatever you will with other nations; remember that roleplay is rewarded. Also note breaking agreements will make NPCs less trusting of you and their dislike will show.
Perhaps the greatest engine of international diplomacy is the Union of Nations. The third iteration of international organization, it also has actual teeth. It runs strategic canals and locations all over the globe, and funds itself from the populations and tolls collected in these areas. While it seems dangerously like it is approaching nation-state status at time, it is ultimately still a supranational organization – it has little ability to control other states and is always administered by the governments of its members.
The specific powers and structure of the UN are in the UN group.
The UN recruits five units each turn from the various powers of the world.
Sign whatever you will with other nations; remember that roleplay is rewarded. Also note breaking agreements will make NPCs less trusting of you and their dislike will show.
Perhaps the greatest engine of international diplomacy is the Union of Nations. The third iteration of international organization, it also has actual teeth. It runs strategic canals and locations all over the globe, and funds itself from the populations and tolls collected in these areas. While it seems dangerously like it is approaching nation-state status at time, it is ultimately still a supranational organization – it has little ability to control other states and is always administered by the governments of its members.
The specific powers and structure of the UN are in the UN group.
The UN recruits five units each turn from the various powers of the world.
Espionage
Agents cost 5 gold to recruit. The number of agents and your training determines your success. Agents always kill 10% of their own size on the opposing side, whether on the defense or offense, the exact amount depends on the stats involved.
Missions:
-Incite Riot. Success will trigger a random amount of rebellions; these rebels will have crappy quality due to being common people.
-Equip Resistance. If there’s an insurgency already in effect, you can arm/train them. You can equip a resistance that is on the map without a mission.
-Steal Plans. If successful, you will find out all the secretive information of the target. Keep in mind you CAN lie about uncovering information and share it with the world, even if you never got close to finding out whether they have a nuke under the North Pole or not. I will also forward you any PMs they sent, so secret spy missions and whatnot become yours to know and keep in mind.
-Counterespionage. If not assigned on any mission, spies sit around and stand guard, intercepting enemy spies.
-Stage coup. Success will overthrow the government and automatically make it your client. However there’s a 25% chance the country will descend into civil war.
-Steal technology. Success will add one-quarter of any research/tech they have over you to your technology.
-Search for terrorists. Always succeeds; however, how many provinces are searched is directly proportional to how vast it is, how many agents are involved, how many bases are in the area, etc. You must also get past the enemy agents if they are uncooperative.
-Steal money. The number of agents sent a mission, if successful, nets you anywhere from 1-5 gold per agent.
There is NO discovery chance for missions, unless someone steals your plans.
The defender always has a 20% chance of winning.
Missions:
-Incite Riot. Success will trigger a random amount of rebellions; these rebels will have crappy quality due to being common people.
-Equip Resistance. If there’s an insurgency already in effect, you can arm/train them. You can equip a resistance that is on the map without a mission.
-Steal Plans. If successful, you will find out all the secretive information of the target. Keep in mind you CAN lie about uncovering information and share it with the world, even if you never got close to finding out whether they have a nuke under the North Pole or not. I will also forward you any PMs they sent, so secret spy missions and whatnot become yours to know and keep in mind.
-Counterespionage. If not assigned on any mission, spies sit around and stand guard, intercepting enemy spies.
-Stage coup. Success will overthrow the government and automatically make it your client. However there’s a 25% chance the country will descend into civil war.
-Steal technology. Success will add one-quarter of any research/tech they have over you to your technology.
-Search for terrorists. Always succeeds; however, how many provinces are searched is directly proportional to how vast it is, how many agents are involved, how many bases are in the area, etc. You must also get past the enemy agents if they are uncooperative.
-Steal money. The number of agents sent a mission, if successful, nets you anywhere from 1-5 gold per agent.
There is NO discovery chance for missions, unless someone steals your plans.
The defender always has a 20% chance of winning.
Bonuses
Roleplay keeps an IOT interesting for player and GM alike. I enjoy reading your backstories and tales that you can cook up, and compensate you with extra industry, research, luck, etc. as a bonus.
Some prestigious developments, such as gaining a client, becoming the Secretary General, or simply being the best in something can also add a bonus.
Adding to the IOT wiki also will grant RP bonuses; however I must know that it was you, so please notify me.
RP bonuses, of course, will likely assist minor players more than major ones, but only by a small amount.
Some prestigious developments, such as gaining a client, becoming the Secretary General, or simply being the best in something can also add a bonus.
Adding to the IOT wiki also will grant RP bonuses; however I must know that it was you, so please notify me.
RP bonuses, of course, will likely assist minor players more than major ones, but only by a small amount.
Revolt Risk
Your RR starts at 0, but can escalate. If your RR is triggered, that amount of your empire will break away if you are a dictatorship. If a democracy, a varying amount of decisions will be taken away from you for anywhere from one to four turns, representing the electorate showing its anger by sending opponents to your capital and installing uncooperative local governments. Choose wisely.
What increases it?
-Declaring a war without UN approval will net 5% off the bat.
-Each army killed will net 0.5%. When coffins are rolling off your ships and planes like a conveyor belt, it's time to stop.
-Tax raises over the standard 20% will increase it by 1 per 1%. So, a 25% tax rate carries a +5 RR.
Lowering taxes and making peace will nullify the relevant increases.
What increases it?
-Declaring a war without UN approval will net 5% off the bat.
-Each army killed will net 0.5%. When coffins are rolling off your ships and planes like a conveyor belt, it's time to stop.
-Tax raises over the standard 20% will increase it by 1 per 1%. So, a 25% tax rate carries a +5 RR.
Lowering taxes and making peace will nullify the relevant increases.
Final Notes
The GM reserves the right to ban players for severe breaches of etiquette, decide the map, etc.
The GM is, however, usually available for live chat at the IOT chat - soniot.chatango.com/
If you are going to be absent, please inform me and give me a general idea of orders - industrial, military, espionage etc. that you'd like me to carry out during your absence. Persistent absences will result in the dissolution of your empire into a variety of successor states.