Post #23151
October 03, 2014, 03:55:15 PM
This is rough proposal for regulated point-based nation RP. This game is not based on NS nations, but joining with your NS nation as your base is welcomed. For a succesful game I estimate that at least five players is required. Intended emphasis is on politics and making your ideal nation thrive in a world that has very real threats.
In short: Each player gets a set of points they allocate between five categories. These points represent players nations and are used in various ways to advance individual interests.
This still needs more work, but should give a basic idea. Intended launch date is currently Monday 13. October.
Thoughts?
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Base economy datasheet
Each category has five base points and in addition you have five extra points at your disposal. At this point you are free to deduct and add points from one category to another. You are not obligated to spent all points, but you can't later use points you disregard now. Cap per category is in all situations 10 points, and each category has to have at least one point.
Plausible annual economic growth in total is between 0 - 0,75 points, this means total points to be distributed, not points per category. Plausible annual economic expenditure is 0 - 0,5 points per category. See Economy & Industry for more details.
5 - Administration & Security
5 - Economy & Industry
5 - Health care & Social security
5 - Military
5 - Education
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Population
You are free to choose the size of your population, it however affects your costs. Each 15 million citizens require one additional point spent to Economy and Industry, i.e. 15 million citizens require minimum of two points spent, while population under 15 million is basically "free". Having ten points in Economy and Industry allows up to 500 million citizens.
Note that having for example 30 million citizens and only three points put to Economy and Industry means that your economy uses most of it's resources to keep your population alive and happy. Undertaking advances or having population that exceeds spent points will mean that you are not taking care of your citizens, and increasing problems have to arise.
Population control is measured by how many points Education is short of full 10. Each missing point increases annual population growth by 5%. For example if Education has 7 points, you're three points short of ten, meaning your annual population growth is 15%. If you have 10 points in Education, you're free to set your own growth rate.
Time
One month of real time equals one year in RP. Therefore one week equals three months and one day equals roughly one week.
Advances
Requests to research major advances such as nuclear programs must be announced one week in advance. Other players can then either protest or support your cause OOC. If advance is opposed by two thirds of players, you are not allowed to start your program, and if you disobey, it becomes non-canon and you risk ban from the game.
If your program is approved, you become eligible to start your program. You need to set timeframe for your project, this starts second phase. During this period other players are allowed to gather information about the attempted advance by presenting plausible questions that must be answered truthfully. What is plausible depends on the subject, you are obligated to reveal any information that for e.g. could be gained by overflights or satellites. Player's questions are equally limited by their capabilities, i.e. they can't obtain information obtainable by satellites if they have no satellites.
Moderators hold the power to reject overly unreasonable or unplausible advances.
Privacy
Dialogs are by default public, but players can only RP with the information they have acquired by RP. Players are free to use information as trade commodity. Players may conduct dialogs in private from other players if they so choose, but even then either party is allowed to publish the dialog in OOC and/or IC.
Acquiring points
Players can trade their Administration & Security points for things/points they want from each other. To prevent misuse, points gained by trade can't be placed to Administration & Security and all transactions are subject to Global Trade Tax, resulting 0,1p tax per traded point.
Points can also be gained from other players by hostile means. Transfer happens when war is concluded by a new peace treaty. Amount and type of points is up to the agreement involved players draft. Losing side can't give away all points from any category, at least two points has to be left to each category to keep nations from collapsing. Points as spoils of war are category specific, i.e. points victor gains from Education must be put to Education.
Rules of war
OOC notice of war declaration must be given one week before any action is taken. War progresses by turn based acts. War against each nation is regarded as separate war, using points independently. Dividing army to attack multiple areas (see Land-section) increases cost by 0,1p per every other turn. Defender can defend multiple areas without penalty, however movement penalties apply.
War uses points. This ultimately means that if your points run out before the conflict you're in ends you lose. Defensive war uses at minimum 0,3 Military points per turn and offensive war uses at minimum 0,6 points per turn. High tech army raises cost by 0,2p per turn, while Low tech army lowers cost by 0,1p per turn. Each additional 0,3 points spend per turn increases the opponent's next turns cost by 0,2 points.
High tech military requires at least 6 points in Military and at least 7 points in Economy. Competitive (between high and low tech) army requires at least 6 Military points.
Any party that enters war has to redirect points from category of their choosing to up their Economy to minimum level of 5. This is the only occurrance points can be freely transferred internally from any category. In other words, you can't go or be in war with Economy below 5, unless your defence is outsourced to another nation. No internal transfer is required/allowed if you already have 5 or more points in Economy.
Economy of 9 points reduces war efforts by 0,1 Military points per week. 10 points grant 0,2p reduction.
In small nation armies can progress from one area to another during turns. In medium nation move to another area ends turn. In large nation move from area to another takes up an empty turn.
War stops when parties agree to cease fire and ends when losing side accepts peace treaty drafted by victors. Until peace treaty is signed war can be continued without OOC notice.
Land
Each nation has to choose a size from small, medium or large. Neighboring relations will be resolved later with the help of a map.
Each nation is divided into following areas:
- North
- North East
- East
- South East
- South
- South West
- West
- North West
- Middle North East
- Middle Sout East
- Middle South West
- Middle North West
Out of these regions each nation has to choose one new high density population area (hdpa) per 10 million citizens up to total of six hdpas. Nations have to also choose at least three and up to five major military bases. Same area can serve as both. First hdpa serves as capital city.