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Imperium TV Tropesium II Signup Thread

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SantosLHalper Since: Aug, 2009
#1: Oct 25th 2011 at 3:45:01 PM

Welcome to the second edition*

of Imperium TV Tropesium, a Spin-Off of the popular "Imperium Offtopicum" games hosted on Civilization Fanatics Forum. Imperium TV Tropesium is a simulation/strategy game where players assume the role of leader of a nation of their own creation, and interact with each other on such issues as law, economy, science and technology, humanitarianism, and national defence. This particular game is rather simplified, although I hope that future editions will be more elaborate in scale.

The Map

The Rules

House Rules

  • Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
  • Stay on topic. Make sure all comments are relevant to the fictional world of the current ITVT and have nothing to do with your personal religious/political beliefs.
  • Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
  • Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
  • No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
  • The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
  • Above all else, RESPECT THY FELLOW FORUMERS.

I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:

  • 1st Strike: Player is suspended from the game for one turn.
  • 2nd Strike: Player is suspended from the game for three turns.
  • 3rd Strike: Player nation dissolved, and the player banned from ever rejoining.

If someone really gets on my nerve I may ban him.

Inactive players (AWOL for more than 3 turns) having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 10 claims like every new player. The nations may also be turned over into NP Cs or given to new players.

Any GM action will be posted in bold and Cinnamon. Please do not use this colour. Thank you.

Joining the Game

To join the game, first choose a nation name and colour to represent your realms. Claim any three provinces on the map, with the condition that they either have to be contiguous or on the coast. Just try not to start right next to an existing player.

When joining the game, please use the following signup sheet for your country profile:

  • Country Name
  • Starting Territories
  • Capital Territory:
  • Link to Flag (optional)*
  • Name of Leader and possibly the title:
  • Government:
  • History:
  • Colour that will represent your country on the map:

Updates

ITVT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 72 hours of a previous update. So, it is best to get your claims and orders in the first 48 hours of the turn. Why three days and not two? Because it works better for everyone.

Every update, you can post ONE post in this thread which should include

  • Claims
  • Declarations of War
  • Declarations of Peace
  • Any government-related stuff
  • Blockades
Etc.

Note that due to issues with image uploading, simply post a link to your claims in an image-uploading site like Image Shack or Tiny Pic. Orders are written in Red and Bold so I can distinguish them from normal posts at a glance.

Roleplaying is the essence of ITVT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the etiquette listed above. Daleks? Steampunk? Magic? Anything goes.

Expansion

There are two ways to expand in this game:

  • Military: Simply invade a neighbouring territory (whether it be by land or sea) with n military units.
  • Economic: Basically this involves throwing E Cs to finance settlers, bribe local leaders, and establish economic dominance in a province. Each IC you spend increases the chance of a province defecting to you by 5%

Economic Points

Economic points (E Ps) are the base of the economy of ITVT. Each province produces one EP. You could invest in Industry, which increases your income by 1 EP for every 2 EP you invest. Note that you cannot use the extra income this turn. You get n amount of E Ps this turn and that's it. E Ps cannot be banked.

War

To attack, PM me where you want to attack and how many units you're dedicating to each battle, and which direction you are attacking from. Any units not used in an attack will defend. If you get attacked the defenders will be automatically divided between the provinces which are attacked. Alternatively, you can also specify how many units that will defend each province. Combat is decided by RNG. Each unit gives you one roll (1-10), regardless of technology level. Units only attack adjacent territories or a coastal territory. The number of units defending the Capital will count as 2 for combat resolution purposes, so if there are 3 units defending them, they will count as 6.

Units

Armies are used to secure land territories, while navies are used to secure sea territory. You can decide who can or cannot enter any sea territory you're in control of. Planes can be placed on defense, assist in battle, or bomb infrastructure. To create some units, simply specify how many armies or navies you want to build when making your orders. Armies, navies and planes all cost 1 EP.

Military Aid

Nations can donate armies, navies, planes, E Ps, and WM Ds to another nation.

Espionage

L Ps can also be used in spy missions, both in peacetime and wartime. Here's how it works. Here's a list of all the spy missions you can take against your rivals, in peacetime and wartime (you can suggest more if you want). Send me a PM of what you want to do, and you'll know if it succeed or fail at update time.

There are certain risks, of course. You may fail, or worse, you may be discovered, at which point your vile acts will be known to all the world. Also, they are rather pricey. The price listed here is the minimum price of a spy action. Paying double the minimum price will increase the chance of success by 10% and decrease the chance of discovery by 10%. Pay three times the normal cost and the chance of success is increased by 20% and of discovery is decreased by the same percentage. And so on. This caps at 90% success rate and 10% discovery rate.

List of possible missions:

Counter-espionage

  • Costs 1 EP
  • 30% chance of success, 20% chance of discovery
  • The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.

Steal Enemy Plans

  • Costs 2 EP
  • 20% chance of success, 10% chance of discovery.
  • Gain two extra RNG roll chance in every battle against the target for one turn. If the target has a secret nuclear weapons program, reveal the program and any nuclear weapons they have.

Fund Rebellion

  • Costs 2 EP
  • 20% chance of success, 50% chance of discovery.
  • Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.

Sabotage

  • Costs 3 EP
  • 20% chance of success, 30% chance of discovery
  • The target loses 5 EP for one turn.

Initiate Propaganda

  • Costs 4 EP
  • 10% chance of success
  • A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.

Nuclear Sabotage

  • Costs 5 EP
  • 10% chance of success, 40% chance of discovery.
  • Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success). Resets Nuclear Program investment back to zero if used on a target with an unfinished nuclear program.

Nukes

Nobody can build nukes from the beginning. Invest 10 EP in order to start a nuclear program. Every addition EP invested into a nuclear program increases the chance that the program will be finished by 1%.

Once the program is complete, you can build nukes. One nuke costs 10 EP to build, and can attack any territory. Once hit, the territory will revert to neutral. However, there's a 5% chance that the territory will turn into a "Wasteland" that is impassable and unclaimable. If a total of 30 nukes go off, bad, bad things happen.

edited 25th Oct '11 4:06:43 PM by SantosLHalper

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