by Max Barry

Latest Forum Topics

Advertisement

1

DispatchMetaReference

by Norldy. . 51 reads.

RP rules and regulations

RP RULES: VERSION ALPHA 1.0

1: Types of countries

1a: Your nation can fit into 1 of 3 types

Green
These countries are free and democratic. Examples would be:

America
Canada
The United Kingdom

Yellow
These countries have some restrictions on press, protesting, etc, but are still relatively free
A prominent example would be Turkey

Red
This type has no civil liberties and is completely totalitarian. The most well known nation of this type is North Korea

2: Population and Military Size

2a: Each plot in the map will add 5 million population to your nation. So a nation with 1 plot would have 5 million population, 2 plots would be 10 million, etc.

2b: Military size will be determined by the amount of divisions (army), Ships (navy), and squadrons (Air).


Note 1:

You can make divisions, ships, and squads whatever you want. For example: If you have 3 divisions, you can have 2 infantry and 1 armor division. It will not change the manpower you need. Ships are an exception to this rule. Each ship needs the amount of tons of steel to make it irl. You can find the source for the amount of manpower you need to build ships anywhere (Wikipedia is acceptable).

2c: A division is 10,000 manpower, a ship is detailed above, and a plane squad is 300 manpower (upkeep, pilots, etc).

2d: For a green nation, .2% of your population will be in the Military, for a Yellow nation, .6%, and for a Red nation, 1%.

3: How wars will be fought:

3a: Conventional:

Conventional wars are ones fought on the ground with men, planes, and ships. A battle like this can be settled in two ways,

1: Both sides agree OCC who wins

2: Both sides send their tactics to the RP Minister, (or any other member of the government if the RP Minister is involved), and they decide who wins.

3b: Unconventional:

This would be cyber war, espionage, and bribery/assassination

Cyber war/attack
This one has a 1/2 chance of winning, that goes down by 1/4 each time a nation tries it within 1 irl week. If successful, the attackers has a 1/4 chance of being found out

If successful, the targeted nation has to relinquish an amount of information (approved by the RP Minister) about either troop movements, or secret actions.

But if an attack fails, the attacker has a 3/4 chance of being found out. And no information is gathered.

Assassination and bribery

Assassinations have a 1/10 chance of success if it is a low position such as mayor, a 1/50 chance if it is a position like senator, and a 1/100 chance if it is a position like president, King, etc.

Bribery operates under the same rule of above

No matter the type or success of an attack, the perpetrator always has a 5/6 chance of being captured.

These rules do not apply if both parties agree for the unconventional attack to occur, and both agree on the outcome of said attack

NationTraits

1- You must have 1 negative trait, for each positive trait

2- You can have as many, or as little, traits as you like.

[box]LIST OF TRAITS:

Positive:

-Patriotic: An additional .2% of your nation is in the Military.

-Scientifically Advanced: more leeway will be granted when applying for new weapons and technology

-Espionage Corps: All attempts at influencing another nation (aside from Assassination) are automatically added a 1/4 chance of success. (EX: A chance of a successful cyber attack goes up from 1/2 to 3/4)

-Cultured: Citizens are Generally more satisfied with the government and life in the nation

Negative:

Economic Wreck: Citizens are very dissatisfied with the government, and all actions have a decreased chance of working

Scientific Backwater: No new technology can be invented by your nation

Norldy

Edited:

RawReport