October 31st, 2013, 02:59 PM
Felice Festa Du' Muorti.
Felice Festa Du' Muorti.
June 22nd, 2013, 03:31 AM
This is going to end in tears...
This is going to end in tears...
June 18th, 2013, 03:09 AM
Fact is, unlike the Mayor, the Marshall is more prone to troll... not that is impossible troll with Mayor (as a old game with me as Mayor named "Francis Beacon" prove)
Fact is, unlike the Mayor, the Marshall is more prone to troll... not that is impossible troll with Mayor (as a old game with me as Mayor named "Francis Beacon" prove)
June 13th, 2013, 07:53 AM
Dunno... find a bar and try to persuad the owner to be his barman...
Dunno... find a bar and try to persuad the owner to be his barman...
April 27th, 2013, 09:52 PM
*Bows*
I offer my soul to your cause: just give me the power, the orders and it will be done
*Bows*
I offer my soul to your cause: just give me the power, the orders and it will be done
April 21st, 2013, 03:32 AM
[QUOTE=Admiral;308786]Well when does it started?[/QUOTE]
If other people join, then...
Originally Posted by
Admiral
Well when does it started?
If other people join, then...
April 12th, 2013, 07:43 AM
[QUOTE=Admiral;306123]Is it turn two yet? I need to hurry and move on to the development stage of Metal Gear Rex and then conquer Alaska.[/QUOTE]
IT DIDN'T EVEN STARTED, YOU RETARD !
Originally Posted by
Admiral
Is it turn two yet? I need to hurry and move on to the development stage of Metal Gear Rex and then conquer Alaska.
IT DIDN'T EVEN STARTED, YOU RETARD !
April 11th, 2013, 10:18 PM
[QUOTE=Admiral;305743]Don't get mad that I took the good spots.[/QUOTE]
Sir, you have wrong idea aout how this game is played... I suggest to come back when your brain cells will grew again... whic is NEVER
Originally Posted by
Admiral
Don't get mad that I took the good spots.
Sir, you have wrong idea aout how this game is played... I suggest to come back when your brain cells will grew again... whic is NEVER
April 11th, 2013, 04:26 AM
[QUOTE=Admiral;305237]I'll take Texas, Siberia and of course the Indian Ocean.
I will begin the research stage on Metal Gear Rex and spend the remaining 3 points of a Battleship for Siberia.[/QUOTE]
Fuck off
Originally Posted by
Admiral
I'll take Texas, Siberia and of course the Indian Ocean.
I will begin the research stage on Metal Gear Rex and spend the remaining 3 points of a Battleship for Siberia.
Fuck off
April 4th, 2013, 04:34 AM
[QUOTE=Raptorblaze;301841]And yet you're donor... >:)[/QUOTE]
At the time I paid with the money of my mother tricking her in raising funds on a Kickstarter project... nad I gave 4 dollars
Originally Posted by
Raptorblaze
And yet you're donor... >
At the time I paid with the money of my mother tricking her in raising funds on a Kickstarter project... nad I gave 4 dollars
April 3rd, 2013, 05:36 AM
BLOODY HELL NO ! Never give up ! Each loss for the North Korea is a very painful loss, go guerrilla !
BLOODY HELL NO ! Never give up ! Each loss for the North Korea is a very painful loss, go guerrilla !
April 3rd, 2013, 03:55 AM
I wish donate something, but the fact that I'm underage and thus I don't have a credit card ( nor I can persuade my parents ot borrow some money) stops me.
I wish donate something, but the fact that I'm underage and thus I don't have a credit card ( nor I can persuade my parents ot borrow some money) stops me.
April 3rd, 2013, 03:44 AM
Map [ATTACH=CONFIG]9955[/ATTACH]
For the start, you choose three territories, you spend your starting 10 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.
Movement : you can move an infinite number of armies/fleets as long you move it to a near territory, and it's on the land ( unless the land units are on a transport or the Infantry is on a Helicopter Squad ).
Attack : Each unit has his own stat about how many dieces to roll in attack and defense ( if the "0" is on the stat, it means that doesen't attack/defend).
When someone attacks, I will place a map of the region ( self-made, of course) where the two ( or more, in most extreme cases)armies attack : thwn the invovled parts will place their units on the layer according to the terrain, send me via pmthe move orders of their units... then it's in the hands of the dices and the tatics. The standard modifiers are this :
River : The Armoured Divisions get a -2 when attacking THROUGHT a river, the Infantry and the Cavalary cannot go over it and the rest ignore it.
Hill : The Infantry get +2 when defending, the Artillery gets a +2 when attacking and the rest of the untis are unaffected.
Forest/Jungle : the Infatry get a +3, regardless if attacking or defending, the Armoured Diviosions cannot go over it, the rest is unaffected.
Mountain/Canoyon/Other : unpassable for everyone.
Superweapons : for the cost of 15 production points, a player can use a superweapon on a region : that region gets a special map for attack when invaded, every building in the region is destroyed and half of hte armies in the region is destroyed; however, the region itself doesen't produce anything for the next two turns.
Diplomacy : Well, pretty much self-explanatory, no limits in it but that both parts must agree.
Unit Creation : each territory, unless specified or is a crossroads (which gives 5 points Production and marked by a purple dot on the territory), it gives 2 Production points, usable for the creation of armies, cities, or commercil bases. The city cost 3 points and give a free Basic Infantry units and two production points each turn, the commercial base costs 7 production points and gives 4 each turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1
Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1 anti-aircraft (can attack air units)
SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
Cavalry Division: Attack 1 Defense 2 Cost 2
Light Armored Division: Defence 2 Defence 2 Cost 2
Medium Armoured Division : Attack 3 Defense 2 Cost 3
Heavy Armored Division: Attack 5 Defense 3 Cost 6
Light Artillery: 2 Attack 1 Defense 3 Cost
Heavy Artillery: Attack 1 Defense 5 Cost 4
Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft, Airplane (can only be attacked by anti-aircraft units)
Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
Bomber: Attack 4 Defense 0 Cost 4 Airplane
Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
Cruiser: 3 Attack 2 Defense Cost 3
Battleship: Attack 3 Defense 2 Cost 3
Transportn: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).
Unique Units : once a background is created, I will create a Unique Unit for everyone. It isn't needed a book for hav a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Research : Search: Each turn, you have to spend at least one point prdozione research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.
Events : At the start of each turn, I will assign to everyone an event, that can be good or bad and variating from Conscription Boom to Alien Artifact Discovered.
Map
For the start, you choose three territories, you spend your starting 10 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.
Movement : you can move an infinite number of armies/fleets as long you move it to a near territory, and it's on the land ( unless the land units are on a transport or the Infantry is on a Helicopter Squad ).
Attack : Each unit has his own stat about how many dieces to roll in attack and defense ( if the "0" is on the stat, it means that doesen't attack/defend).
When someone attacks, I will place a map of the region ( self-made, of course) where the two ( or more, in most extreme cases)armies attack : thwn the invovled parts will place their units on the layer according to the terrain, send me via pmthe move orders of their units... then it's in the hands of the dices and the tatics. The standard modifiers are this :
River : The Armoured Divisions get a -2 when attacking THROUGHT a river, the Infantry and the Cavalary cannot go over it and the rest ignore it.
Hill : The Infantry get +2 when defending, the Artillery gets a +2 when attacking and the rest of the untis are unaffected.
Forest/Jungle : the Infatry get a +3, regardless if attacking or defending, the Armoured Diviosions cannot go over it, the rest is unaffected.
Mountain/Canoyon/Other : unpassable for everyone.
Superweapons : for the cost of 15 production points, a player can use a superweapon on a region : that region gets a special map for attack when invaded, every building in the region is destroyed and half of hte armies in the region is destroyed; however, the region itself doesen't produce anything for the next two turns.
Diplomacy : Well, pretty much self-explanatory, no limits in it but that both parts must agree.
Unit Creation : each territory, unless specified or is a crossroads (which gives 5 points Production and marked by a purple dot on the territory), it gives 2 Production points, usable for the creation of armies, cities, or commercil bases. The city cost 3 points and give a free Basic Infantry units and two production points each turn, the commercial base costs 7 production points and gives 4 each turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1
Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1 anti-aircraft (can attack air units)
SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
Cavalry Division: Attack 1 Defense 2 Cost 2
Light Armored Division: Defence 2 Defence 2 Cost 2
Medium Armoured Division : Attack 3 Defense 2 Cost 3
Heavy Armored Division: Attack 5 Defense 3 Cost 6
Light Artillery: 2 Attack 1 Defense 3 Cost
Heavy Artillery: Attack 1 Defense 5 Cost 4
Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft, Airplane (can only be attacked by anti-aircraft units)
Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
Bomber: Attack 4 Defense 0 Cost 4 Airplane
Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
Cruiser: 3 Attack 2 Defense Cost 3
Battleship: Attack 3 Defense 2 Cost 3
Transportn: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).
Unique Units : once a background is created, I will create a Unique Unit for everyone. It isn't needed a book for hav a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Research : Search: Each turn, you have to spend at least one point prdozione research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.
Events : At the start of each turn, I will assign to everyone an event, that can be good or bad and variating from Conscription Boom to Alien Artifact Discovered.
April 1st, 2013, 06:15 AM
*faceplams* What's going on ? where there are 3 madmen here ? Why the mods are keeping this pone ? What's going on ? what the Hell ? EXPLAIN MODS, EXPLAIN !
*faceplams* What's going on ? where there are 3 madmen here ? Why the mods are keeping this pone ? What's going on ? what the Hell ? EXPLAIN MODS, EXPLAIN !
April 1st, 2013, 06:13 AM
I mean, why there is a North Korea flag, a picture of the actual leader and an imagine of... Kim-Il-Jung I suppose ?
Is this the Appril Foll's joke ?
I mean, why there is a North Korea flag, a picture of the actual leader and an imagine of... Kim-Il-Jung I suppose ?
Is this the Appril Foll's joke ?
April 1st, 2013, 06:11 AM
South, otherwise he could not write this.
South, otherwise he could not write this.
March 29th, 2013, 02:10 AM
"Ze horror ! Ze horror ! Kill it with fire ! KILL IT WITH FIRE !"
"Ze horror ! Ze horror ! Kill it with fire ! KILL IT WITH FIRE !"
March 25th, 2013, 01:20 PM
Alright, Brendan, you are drunk : carry this discussion to Circljerk, because your argument, over to be invalid, is quite idiotic too
Alright, Brendan, you are drunk : carry this discussion to Circljerk, because your argument, over to be invalid, is quite idiotic too
March 21st, 2013, 11:51 AM
[QUOTE=MintBerry Crunch;294942]Well I do like stumps, but I think that role is called moderator.[/QUOTE]
*With the voice of Mk's annuncer* YOU WIN
Originally Posted by
MintBerry Crunch
Well I do like stumps, but I think that role is called moderator.
*With the voice of Mk's annuncer* YOU WIN
March 19th, 2013, 07:42 AM
Map :[ATTACH=CONFIG]9754[/ATTACH]
Signers :
TimeTrx
For the start, you choose ten territories, you spend your starting 15 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.
Movement : you can move an infinite number of armies/fleets as long you move it to a near territory, and it's on the land ( unless the land units are on a transport or the Infantry is on a Helicopter Squad ).
Attack : Each unit has his own stat about how many dieces to roll in attack and defense ( if the "0" is on the stat, it means that doesen't attack/defend).
But ther are some territories that are more easy to defend than the average, thus, some territories ( highlightend by a light gray four-tip star) are said "Easy to Defend", and thus they add a dice in defense.
Diplomacy : Well, pretty much self-explanatory, no limits in it but that both parts must agree.
Unit Creation : each territory, unless specified or is a crossroads (which gives 3 points Production and marked by a purple dot on the territory), it gives a Production point, usable for the creation of armies, cities, or commercil bases. The city cost 3 points and give a free Basic Infantry units and two production points each turn, the commercial base costs 5 p production points and gives 3 each turn turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1
Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1 anti-aircraft (can attack air units)
SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
Cavalry Division: Attack 1 Defense 2 Cost 2
Light Armored Division: Defence 2 Defence 2 Cost 2
Medium Armoured Division : Attack 3 Defense 2 Cost 3
Heavy Armored Division: Attack 5 Defense 3 Cost 6
Light Artillery: 2 Attack 1 Defense 3 Cost
Heavy Artillery: Attack 1 Defense 5 Cost 4
Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft, Airplane (can only be attacked by anti-aircraft units)
Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
Bomber: Attack 4 Defense 0 Cost 4 Airplane
Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
Cruiser: 3 Attack 2 Defense Cost 3
Battleship: Attack 3 Defense 2 Cost 3
Transportn: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).
Unique Units : once a background is created, I will create a Unique Unit for everyone. It isn't needed a book for hav a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Research : Search: Each turn, you have to spend at least one point prdozione research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.
Events : At the start of each turn, I will assign to everyone an event, that can be good or bad and variating from Conscription Boom to Alien Artifact Discovered.
Map :
Signers :
TimeTrx
For the start, you choose ten territories, you spend your starting 15 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.
Movement : you can move an infinite number of armies/fleets as long you move it to a near territory, and it's on the land ( unless the land units are on a transport or the Infantry is on a Helicopter Squad ).
Attack : Each unit has his own stat about how many dieces to roll in attack and defense ( if the "0" is on the stat, it means that doesen't attack/defend).
But ther are some territories that are more easy to defend than the average, thus, some territories ( highlightend by a light gray four-tip star) are said "Easy to Defend", and thus they add a dice in defense.
Diplomacy : Well, pretty much self-explanatory, no limits in it but that both parts must agree.
Unit Creation : each territory, unless specified or is a crossroads (which gives 3 points Production and marked by a purple dot on the territory), it gives a Production point, usable for the creation of armies, cities, or commercil bases. The city cost 3 points and give a free Basic Infantry units and two production points each turn, the commercial base costs 5 p production points and gives 3 each turn turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1
Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1 anti-aircraft (can attack air units)
SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
Cavalry Division: Attack 1 Defense 2 Cost 2
Light Armored Division: Defence 2 Defence 2 Cost 2
Medium Armoured Division : Attack 3 Defense 2 Cost 3
Heavy Armored Division: Attack 5 Defense 3 Cost 6
Light Artillery: 2 Attack 1 Defense 3 Cost
Heavy Artillery: Attack 1 Defense 5 Cost 4
Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft, Airplane (can only be attacked by anti-aircraft units)
Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
Bomber: Attack 4 Defense 0 Cost 4 Airplane
Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
Cruiser: 3 Attack 2 Defense Cost 3
Battleship: Attack 3 Defense 2 Cost 3
Transportn: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).
Unique Units : once a background is created, I will create a Unique Unit for everyone. It isn't needed a book for hav a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Research : Search: Each turn, you have to spend at least one point prdozione research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.
Events : At the start of each turn, I will assign to everyone an event, that can be good or bad and variating from Conscription Boom to Alien Artifact Discovered.
March 11th, 2013, 10:33 PM
[QUOTE=Ash;289883]btw do most italians talk fast?[/QUOTE]
Not usually
Originally Posted by
Ash
btw do most italians talk fast?
Not usually
March 11th, 2013, 12:57 PM
[video=youtube;eFWUH3ZHVys]https://www.youtube.com/watch?v=eFWUH3ZHVys[/video]
[video=youtube;g7cofYlRvcs]https://www.youtube.com/watch?v=g7cofYlRvcs[/video]
( yes, this aren't the original the lines in italian : this is the dubbing in Livorno's dialect )
( yes, this aren't the original the lines in italian : this is the dubbing in Livorno's dialect )
March 9th, 2013, 06:42 AM
If all goes like their plans, then NK is going to pass the hell....
If all goes like their plans, then NK is going to pass the hell....
March 6th, 2013, 11:11 PM
Bah, I will wait LOV beofre coming again for play mafia (mostly because it's likely that the no one will be on WOL after HOTS )
Bah, I will wait LOV beofre coming again for play mafia (mostly because it's likely that the no one will be on WOL after HOTS )
March 4th, 2013, 11:49 AM
[QUOTE=kyle1234513;286166]i disagree, usa was the first country to be democratic, you can see how many countries are following that.[/QUOTE]
Athens and the Lician Leaugue wants to say something to you....
Originally Posted by
kyle1234513
i disagree, usa was the first country to be democratic, you can see how many countries are following that.
Athens and the Lician Leaugue wants to say something to you....
February 20th, 2013, 04:22 AM
Well, I think that USA is like every other empire: it is great for its time, but who knows how the global situation will evolve.
After all, we are talking about a sunsetting empire: as every other sunsetting, they are spending lots of money for the military and they are trying to expand more without success, plus, their influence is decreasing, thus the "American Exceptionalist" is like every other nationalism claim: void and false.
Well, I think that USA is like every other empire: it is great for its time, but who knows how the global situation will evolve.
After all, we are talking about a sunsetting empire: as every other sunsetting, they are spending lots of money for the military and they are trying to expand more without success, plus, their influence is decreasing, thus the "American Exceptionalist" is like every other nationalism claim: void and false.
February 17th, 2013, 10:04 AM
No metorite fall on Moscow, the storm fall in Siberia... and Moscow isn't in Siberia
No metorite fall on Moscow, the storm fall in Siberia... and Moscow isn't in Siberia
February 10th, 2013, 05:01 AM
"Next time a friend of a banned do a petition for unban him or do not censor his name YOU SYA NO, KEEPERS!"
"Next time a friend of a banned do a petition for unban him or do not censor his name YOU SYA NO, KEEPERS!"
January 30th, 2013, 11:11 PM
Counterorder, we have the orders to ban you, Necroplant: how you think to stop trolling if you are still here in the site undi in the game?
My proposal is maintaining the status quo and raze the accounts of the banlisted players in the sire if they try to counter.
Counterorder, we have the orders to ban you, Necroplant: how you think to stop trolling if you are still here in the site undi in the game?
My proposal is maintaining the status quo and raze the accounts of the banlisted players in the sire if they try to counter.
January 28th, 2013, 10:20 PM
In what semse "a factor" ? You mean "a problem for you" or "never existed".
First case, surely it will be the same, because, well, or you start from a VERY lucky position or you sell expensive things, mostly not leagal.
In what semse "a factor" ? You mean "a problem for you" or "never existed".
First case, surely it will be the same, because, well, or you start from a VERY lucky position or you sell expensive things, mostly not leagal.
January 24th, 2013, 04:55 AM
THis "Sex discussion" starts to chuckle me
THis "Sex discussion" starts to chuckle me
January 21st, 2013, 10:51 PM
Well , kill a survivor doesen't make sense, i mean, as jailor when someone claims survivior i generally let him going, but i watch if there is a missing kill and no doctor heal claims.
Well , kill a survivor doesen't make sense, i mean, as jailor when someone claims survivior i generally let him going, but i watch if there is a missing kill and no doctor heal claims.
January 21st, 2013, 10:43 PM
You are 33% 4Chan Material : you aren't cut off from the community, but you are too much straight in your says, come back more later
You are 33% 4Chan Material : you aren't cut off from the community, but you are too much straight in your says, come back more later
January 19th, 2013, 05:04 AM
Well , thye stol my bike 4 times in a row last year , and yeasterday someone rob it... again .
Well , thye stol my bike 4 times in a row last year , and yeasterday someone rob it... again .
January 18th, 2013, 09:51 AM
We have ze power of culture , deal with it
[SIZE=1]lol[/SIZE]
We have ze power of culture , deal with it
lol
January 18th, 2013, 09:38 AM
Premise
Three centuries after the dawn of the millennium, humanity still walks a path no scholar nor prophet can predict. The world is a crowded place and still not so different from three centuries ago... But it is different. Nations have risen and fallen as they always do. Now humanity finds itself on the beginning of a new era- one that resides in the stars.
The point of this IOT is to build your empire, but this one will attempt to take it to a level rarely taken to. Your goal is not just building your civilization on earth, but expanding into space. This is a fresh start IOT even though it takes place in the future of earth as we know it today. That is not to say the earth has gone through apocalypse or anything; it is just very hard to predict what the future 300 years from now will look like. So you decide. Your only limitations are that your nations must be realistic. No Darth Vaders or Elves. It must also make sense. No "Empire of Mainland Hawaii" based in California. I'm going to say this now, this IOT is almost entirely RP-based. There won't be many hard stats, if any at all. So anyway, let's talk about...
Joining
Maps :
[ATTACH=CONFIG]8736[/ATTACH] Earth Map
[ATTACH=CONFIG]8735[/ATTACH] Mars
[ATTACH=CONFIG]8734[/ATTACH] Moon
The other planets will arrives during gameplay , but you wil need to call them
All you're doing is reserving a region, and nominate yourself for Great Power, Medium Power, or Small Power status. You will get your kind of power based on your personal experience as I know it in IOT. I know the lot of you well enough. I promise I will be as fair as possible. Don't whine about what you are chosen for. The big powers can fall and the small powers can rise relatively easily. Your power status determines how large you are, both physically and economically, but it also means you have more problems. This will all be addressed later. There will be no territories on the finalized map, just so you know. You may carve out your slice, though, and it will be considered. Be fair; I will cut it up harshly if you're not. Now, on to...
Situations
"Situation" is used pretty straight-forwardly. Generally, at game-start there is no definite super-power. All Great Powers, Medium Powers, and Small Powers start on par with others of the same power range more or less. Great Powers have partially-futuristic infrastructure. This means they can colonize Sol-based celestial bodies and exploit these colonies. This can open the window to seek to improve their domestic situations. This is fleshed out in the Technology section. Great Powers have some pretty bad drawbacks, though. They suffer from overpopulation the most; being the most advanced and generally biggest, they need more resources than their weaker neighboring minor powers. This power are for those who can lead the world effectively while being able to maintain their own situation, thus being very difficult. Medium Powers can be compared to today's first world. They have industrialized economies and have the capacity to eventually become the great powers of tomorrow, but as far as the current great powers are concerned, they are still developing. They have many of today's problems: radically spinning economies, slightly unstable governments, etc. They also can suffer from over-population, but this cannot be helped by that country alone. These kinds of countries are for those who prefer a more diplomatic play-style, because simply put you won't be successful on your own. Small Powers are the poorest regions of the world. The only reason they aren't constantly at war is because of the bigger powers keeping them in line. These governments are generally the most unstable, but they for the most part lack over-population. These economies are the most manpower-based due to, compared to everyone else, the lack of infrastructure.
Management
Like stated, Great Powers represent economies and governments who are generally stable. They won't have to invest much to keep their monetary economies alive, but their resources are dwindling. No amount of economic investment can change that, so you have only one option. You have to colonize space, but you don't have the means to go extra-solar yet. Your research plans can be foiled or stolen -probably both- by enemy espionage. You may fight colonial wars over the colonies because that asteroid has much better quality metals, or that colony has exclusive access to Mars' only accessible fresh water at the pole. While that is happening, you have to be sure the medium and small powers don't get in huge battles because they aspire to be in your position. And even though it's downplayed, you still have to worry about other domestic issues besides overpopulation and the peaking resources... Overall, this is the hardest kind of power to manage. They starts with 10 regions
Medium Powers have to focus more on their domestic affairs. Their economies can flip like pancakes if the situation is bad enough, but resources are generally in check. Over-spending, however, may put you in as bad a spot as the great powers though, and you won't have the economy to attempt to pay it off. You won't have access to space off the bat, but the research and trade opportunities are there. Basically, you will have to politik your way into deals with other nations in order to make your own more successful. Otherwise, espionage is an option. Play your cards right, and you can be effectively as powerful as a great power - albeit not physically there yet. They starts with 7 regions
Small Powers are mostly manpower-driven. Their industries just aren't there compared to the bigger players. Where they lack in economy, they make up for in the easiest overall situation. The only care you really have is instability. In other words, you're fighting internal factions to stay in power. you can convince your people that you're the best for the job any number of ways - fear, economic expansion, international diplomatic success, military prowess on the battlefield, the list goes on. By far, these nations are the most flexible and can be shaped a lot easier than the big ones. They starts with 4 regions .
All these economies will be kept track of by a simple system. You have Common Minerals, Energy, Rare Materials, and Element 0 as resources. The first three are still on Earth , but they star to run over. Element 0 is only found in extraterrestrial bodies, thus it cannot be obtained by Great Powers without trade. Each resource is calculated in stars , to 1 ( almost nothing ) to 20 ( full of ) materials . All great powers will start at all 4-star stockpiles, except for element 0 which starts at 0 for everyone. Trade deals can be struck with smaller powers to improve this without going into space, but while costly at first space can and will yield better stockpiles long-term. Medium powers will start at 5 to 6-star and so long you don't invest too much into programs you don't yet need it won't drop too much. trade deals can be struck to improve these more, or to improve economies by selling them. Small powers have 7 to 8-star stockpiles, and can trade them off to help their economies. Economies improved by trade won't have to be maintained as much as economies improved by domestic spending. Achieving higher stockpiles will requires either a lot of trading or space colonization.
Actual industrial output is gauged 1-10. All Great Powers start at 9, Mediums powers at 7, and small powers at 6. This rating tells you how much you can spend on armies and space program ( an army por point , you gain 1 point por territory , and haf of a stockpile of rare por territory ) , but more you have , more you will spend ( unless you use more industrial techs ).
Technology
Technology is just a plan +1 when attacking ( military ) , -1 stockpile needed on production ( industrial ) and less Colonization spending ( space ), but they increase level to level ( starting to 3 stockpiles of rare materials ) , until they reach level 15 , at that point , you need a stockpile of Element 0 for advance more .
Espionage
Espionage is a key part to Great and Medium powers. It is it's own stat apart from standard Technology, but like technology it can go infinitely. The amount to raise it is a lot lower. About 20 points per economic point invested. Its functionality should be obvious. Specific missions include destabilizing and couping the weaker nations to support your country, stealing from other powers more on your level, possibly gaining research, small amount of resources, or economy. Great Powers start at 60, Medium Powers at 20, and Small Powers at 0.
War
Military requires resources. While the bigger powers have the best trained and most advanced militaries, they don't have the resources to maintain large ones, even if they have the economy for it. Small powers on the other hand can neglect most of the economic part of it and can use their relatively large resource pools to wage war. However, going to war without reason will likely receive negative international response, but if you're victorious you can end up having a significantly large resource pool; it has pros and cons like everything else in other words.. Your military still can't compete with the bigger powers in most cases, but still. The combat is processed by me , i will calculate the tech level , the numbers of armies
Colonization
Colonization is probably the most exact part of the rule set. At game start, Great Powers have colonization access to the Moon, Mars, and a tenth of the asteroid belt , the Medium powers to the Moon and the Small Powers none . As technology expands to decine to decine , you will find available colonizable bodies . Colonization requires an economy to back it up and some resource investment.From there, colonies will begin producing resources , the colonies costs 5 stockpiles of common materials and 3 of rare . Eventually, stockpiles will be large enough to have to be expanded. Colonization does not have a hard value to it. Invest some of your assets to it, and you will reap what you sow. Based on your investments and your roleplay, you will get a certain percentage of they body under your control.
The 4 tips stars are the Element 0 material mines : because on the Earth is not avaible , you will need to take it from the others planets , every mine gives you 2 Element 0 stockpile , but be careful : the Element 0 is unstable , and might be VERY dangerous .
Events
The events can turn a game in favor or sfavor of a player , i don't have a sure lists of events , but i will place an event for every player and a globla event .
Roleplay
The whole focus of this game is roleplay. I expect a lot of the things detailed in these rules to be roleplayed in some way, and it can in fact determine your success in many cases - this is why the rules are so vague compared to many other games.
Victory : Surpise ! The Military Vicotry is not the only option ! There can be the United Planets Diplomatic Victory ( found it whenever you want when someone takes at leas 3 territories out of Earth and for win with it you must take at least 3/4 of the votes in the Council ) ; the Wealth Victory ( have 20 stockpiles of every resource for 3 turns ) and the... Ascension Victory ! This victory requires to have 5 stockpielso of rare materials and industrial tech mark XVI, construct a "Superioir Wordl Portal " in a tterritory , keep it for 4 truns and...
Sign-up whenever you'd like.
__________________
Premise
Three centuries after the dawn of the millennium, humanity still walks a path no scholar nor prophet can predict. The world is a crowded place and still not so different from three centuries ago... But it is different. Nations have risen and fallen as they always do. Now humanity finds itself on the beginning of a new era- one that resides in the stars.
The point of this IOT is to build your empire, but this one will attempt to take it to a level rarely taken to. Your goal is not just building your civilization on earth, but expanding into space. This is a fresh start IOT even though it takes place in the future of earth as we know it today. That is not to say the earth has gone through apocalypse or anything; it is just very hard to predict what the future 300 years from now will look like. So you decide. Your only limitations are that your nations must be realistic. No Darth Vaders or Elves. It must also make sense. No "Empire of Mainland Hawaii" based in California. I'm going to say this now, this IOT is almost entirely RP-based. There won't be many hard stats, if any at all. So anyway, let's talk about...
Joining
Maps :
Earth Map
Mars
Moon
The other planets will arrives during gameplay , but you wil need to call them
All you're doing is reserving a region, and nominate yourself for Great Power, Medium Power, or Small Power status. You will get your kind of power based on your personal experience as I know it in IOT. I know the lot of you well enough. I promise I will be as fair as possible. Don't whine about what you are chosen for. The big powers can fall and the small powers can rise relatively easily. Your power status determines how large you are, both physically and economically, but it also means you have more problems. This will all be addressed later. There will be no territories on the finalized map, just so you know. You may carve out your slice, though, and it will be considered. Be fair; I will cut it up harshly if you're not. Now, on to...
Situations
"Situation" is used pretty straight-forwardly. Generally, at game-start there is no definite super-power. All Great Powers, Medium Powers, and Small Powers start on par with others of the same power range more or less. Great Powers have partially-futuristic infrastructure. This means they can colonize Sol-based celestial bodies and exploit these colonies. This can open the window to seek to improve their domestic situations. This is fleshed out in the Technology section. Great Powers have some pretty bad drawbacks, though. They suffer from overpopulation the most; being the most advanced and generally biggest, they need more resources than their weaker neighboring minor powers. This power are for those who can lead the world effectively while being able to maintain their own situation, thus being very difficult. Medium Powers can be compared to today's first world. They have industrialized economies and have the capacity to eventually become the great powers of tomorrow, but as far as the current great powers are concerned, they are still developing. They have many of today's problems: radically spinning economies, slightly unstable governments, etc. They also can suffer from over-population, but this cannot be helped by that country alone. These kinds of countries are for those who prefer a more diplomatic play-style, because simply put you won't be successful on your own. Small Powers are the poorest regions of the world. The only reason they aren't constantly at war is because of the bigger powers keeping them in line. These governments are generally the most unstable, but they for the most part lack over-population. These economies are the most manpower-based due to, compared to everyone else, the lack of infrastructure.
Management
Like stated, Great Powers represent economies and governments who are generally stable. They won't have to invest much to keep their monetary economies alive, but their resources are dwindling. No amount of economic investment can change that, so you have only one option. You have to colonize space, but you don't have the means to go extra-solar yet. Your research plans can be foiled or stolen -probably both- by enemy espionage. You may fight colonial wars over the colonies because that asteroid has much better quality metals, or that colony has exclusive access to Mars' only accessible fresh water at the pole. While that is happening, you have to be sure the medium and small powers don't get in huge battles because they aspire to be in your position. And even though it's downplayed, you still have to worry about other domestic issues besides overpopulation and the peaking resources... Overall, this is the hardest kind of power to manage. They starts with 10 regions
Medium Powers have to focus more on their domestic affairs. Their economies can flip like pancakes if the situation is bad enough, but resources are generally in check. Over-spending, however, may put you in as bad a spot as the great powers though, and you won't have the economy to attempt to pay it off. You won't have access to space off the bat, but the research and trade opportunities are there. Basically, you will have to politik your way into deals with other nations in order to make your own more successful. Otherwise, espionage is an option. Play your cards right, and you can be effectively as powerful as a great power - albeit not physically there yet. They starts with 7 regions
Small Powers are mostly manpower-driven. Their industries just aren't there compared to the bigger players. Where they lack in economy, they make up for in the easiest overall situation. The only care you really have is instability. In other words, you're fighting internal factions to stay in power. you can convince your people that you're the best for the job any number of ways - fear, economic expansion, international diplomatic success, military prowess on the battlefield, the list goes on. By far, these nations are the most flexible and can be shaped a lot easier than the big ones. They starts with 4 regions .
All these economies will be kept track of by a simple system. You have Common Minerals, Energy, Rare Materials, and Element 0 as resources. The first three are still on Earth , but they star to run over. Element 0 is only found in extraterrestrial bodies, thus it cannot be obtained by Great Powers without trade. Each resource is calculated in stars , to 1 ( almost nothing ) to 20 ( full of ) materials . All great powers will start at all 4-star stockpiles, except for element 0 which starts at 0 for everyone. Trade deals can be struck with smaller powers to improve this without going into space, but while costly at first space can and will yield better stockpiles long-term. Medium powers will start at 5 to 6-star and so long you don't invest too much into programs you don't yet need it won't drop too much. trade deals can be struck to improve these more, or to improve economies by selling them. Small powers have 7 to 8-star stockpiles, and can trade them off to help their economies. Economies improved by trade won't have to be maintained as much as economies improved by domestic spending. Achieving higher stockpiles will requires either a lot of trading or space colonization.
Actual industrial output is gauged 1-10. All Great Powers start at 9, Mediums powers at 7, and small powers at 6. This rating tells you how much you can spend on armies and space program ( an army por point , you gain 1 point por territory , and haf of a stockpile of rare por territory ) , but more you have , more you will spend ( unless you use more industrial techs ).
Technology
Technology is just a plan +1 when attacking ( military ) , -1 stockpile needed on production ( industrial ) and less Colonization spending ( space ), but they increase level to level ( starting to 3 stockpiles of rare materials ) , until they reach level 15 , at that point , you need a stockpile of Element 0 for advance more .
Espionage
Espionage is a key part to Great and Medium powers. It is it's own stat apart from standard Technology, but like technology it can go infinitely. The amount to raise it is a lot lower. About 20 points per economic point invested. Its functionality should be obvious. Specific missions include destabilizing and couping the weaker nations to support your country, stealing from other powers more on your level, possibly gaining research, small amount of resources, or economy. Great Powers start at 60, Medium Powers at 20, and Small Powers at 0.
War
Military requires resources. While the bigger powers have the best trained and most advanced militaries, they don't have the resources to maintain large ones, even if they have the economy for it. Small powers on the other hand can neglect most of the economic part of it and can use their relatively large resource pools to wage war. However, going to war without reason will likely receive negative international response, but if you're victorious you can end up having a significantly large resource pool; it has pros and cons like everything else in other words.. Your military still can't compete with the bigger powers in most cases, but still. The combat is processed by me , i will calculate the tech level , the numbers of armies
Colonization
Colonization is probably the most exact part of the rule set. At game start, Great Powers have colonization access to the Moon, Mars, and a tenth of the asteroid belt , the Medium powers to the Moon and the Small Powers none . As technology expands to decine to decine , you will find available colonizable bodies . Colonization requires an economy to back it up and some resource investment.From there, colonies will begin producing resources , the colonies costs 5 stockpiles of common materials and 3 of rare . Eventually, stockpiles will be large enough to have to be expanded. Colonization does not have a hard value to it. Invest some of your assets to it, and you will reap what you sow. Based on your investments and your roleplay, you will get a certain percentage of they body under your control.
The 4 tips stars are the Element 0 material mines : because on the Earth is not avaible , you will need to take it from the others planets , every mine gives you 2 Element 0 stockpile , but be careful : the Element 0 is unstable , and might be VERY dangerous .
Events
The events can turn a game in favor or sfavor of a player , i don't have a sure lists of events , but i will place an event for every player and a globla event .
Roleplay
The whole focus of this game is roleplay. I expect a lot of the things detailed in these rules to be roleplayed in some way, and it can in fact determine your success in many cases - this is why the rules are so vague compared to many other games.
Victory : Surpise ! The Military Vicotry is not the only option ! There can be the United Planets Diplomatic Victory ( found it whenever you want when someone takes at leas 3 territories out of Earth and for win with it you must take at least 3/4 of the votes in the Council ) ; the Wealth Victory ( have 20 stockpiles of every resource for 3 turns ) and the... Ascension Victory ! This victory requires to have 5 stockpielso of rare materials and industrial tech mark XVI, construct a "Superioir Wordl Portal " in a tterritory , keep it for 4 truns and...
Sign-up whenever you'd like.
__________________
January 18th, 2013, 05:34 AM
Lucca :
[COLOR="#FF0000"]It[COLOR="#FF0000"]'s [COLOR="#800000"]mi[COLOR="#000000"]ne[/COLOR][COLOR="#800000"][/COLOR][/COLOR][/COLOR][/COLOR] (black )
Behold , to the power of the Laugh ! Burlamacco will throw out a laught off you , true or sardonic !
Lucca :
It's mine (black )
Behold , to the power of the Laugh ! Burlamacco will throw out a laught off you , true or sardonic !
January 16th, 2013, 10:08 AM
Well , sir , i find this role totally unuseful , becuase doesen't give true help to the town
Well , sir , i find this role totally unuseful , becuase doesen't give true help to the town
January 14th, 2013, 12:50 PM
I think is quite stupid to complain about this , but i comprhend that someone might get offenced , so i consider it a minor "crime"
I think is quite stupid to complain about this , but i comprhend that someone might get offenced , so i consider it a minor "crime"
January 10th, 2013, 04:27 AM
Well , for what i get , the concept is a Jason Whoores , so yes
Well , for what i get , the concept is a Jason Whoores , so yes
January 7th, 2013, 09:14 AM
Turn 3
The Italy Observer
The Countdown
Today the Spanish Inquisition as formely declared war to the Far East Trade Consortium , after seeing that he took over the Yemen , meaningthat in less than a week the Far Est Consortium will see the Mediterrean , and for the Spanish Inquisition , that will mean a try for taking over the Europe , thing that the Inquisition want to avoid at all costs . Actually , the Inquisition has equipped all his troops with their best equipement , for try to stop the Asiatic Horde .
The North New Papua Guinea Rises
After the revolution on Brazil by the indios , the last tribes of the New Papua Guinea has risen for his indipendency , the Latin Pride , however , negates that he gave the weapons to the locals , thougt this is quite discutible .
Still , the Consortium is worried about the intentions of the indigenous : they might attack one of the puppet states , and if that happens , it will be the end of the Oligarchy
New America Dissolves
It's done : the last ex-americans has surrended to the Horizont Industries , who counter-attacked with true ferocity , killing every men , woman and child ; now the Greenland is under the control of the Denemark again , but no one knows for how much....
New Geopolitical Situation : [ATTACH=CONFIG]8527[/ATTACH]
Turn 3
The Italy Observer
The Countdown
Today the Spanish Inquisition as formely declared war to the Far East Trade Consortium , after seeing that he took over the Yemen , meaningthat in less than a week the Far Est Consortium will see the Mediterrean , and for the Spanish Inquisition , that will mean a try for taking over the Europe , thing that the Inquisition want to avoid at all costs . Actually , the Inquisition has equipped all his troops with their best equipement , for try to stop the Asiatic Horde .
The North New Papua Guinea Rises
After the revolution on Brazil by the indios , the last tribes of the New Papua Guinea has risen for his indipendency , the Latin Pride , however , negates that he gave the weapons to the locals , thougt this is quite discutible .
Still , the Consortium is worried about the intentions of the indigenous : they might attack one of the puppet states , and if that happens , it will be the end of the Oligarchy
New America Dissolves
It's done : the last ex-americans has surrended to the Horizont Industries , who counter-attacked with true ferocity , killing every men , woman and child ; now the Greenland is under the control of the Denemark again , but no one knows for how much....
New Geopolitical Situation :
January 6th, 2013, 11:19 AM
Well , i'm waiting the build decision and the total turn of Ginger
Well , i'm waiting the build decision and the total turn of Ginger
January 5th, 2013, 11:04 PM
It's the Bosfor strect , and it is a crossroad
It's the Bosfor strect , and it is a crossroad
January 5th, 2013, 12:09 PM
Well , Mintberry can't do much por se now...
Well , Mintberry can't do much por se now...
January 5th, 2013, 11:17 AM
Only to the Gulf
Only to the Gulf
January 5th, 2013, 11:13 AM
January 5th, 2013, 10:52 AM
He can do it , it's prefectly legal .
Well , as you wish , count a production point less .
Nick has moved by Water : Souther India is in the same Water Zone of the Borneo
He can do it , it's prefectly legal .
Well , as you wish , count a production point less .
Nick has moved by Water : Souther India is in the same Water Zone of the Borneo