by Max Barry

Latest Forum Topics

Advertisement

1

DispatchBulletinPolicy

by New camelotian states roleplay moderator. . 17 reads.

New Camelotian States Roleplay


New Camelotian States Roleplay

From the Ministry of Culture, this day July 27th, 2020

NOTE: Roleplay is currently CLOSED until a Chief Moderator can be hired.

  1. Starting Off

    1. To start, create a dispatch titled Roleplay Info, [nationname].

    2. On this dispatch, write down 3 strengths and weaknesses of your military and 3 main products and needs of your economy. The uses of this information will become apparent later.

    3. Telegram New camelotian states roleplay moderator requesting a map spot. You don't get a choice, your position will be randomized.

    4. Other than special rules listed below, which are to keep the roleplay fair and logical, while simple, the roleplay is as any other: Stick to the theme, roleplay whatever you want, and above all, have fun.

  2. War Rules

    1. Each nation will only be able to have a number of military groups of each branch (Air, Sea, Land) equal to the number of nations they are at war with plus 3. Each group will have an equal number of troops to all others, barring casualties.

    2. All major battles must be roleplayed out, you can't just declare yourself the winner.

    3. Above all, there are two Golden Rules of war RP:

      1. Be realistic. The goal isn't to always win, it's to have fun and keep a degree of realism in the RP.

      2. Wait for a reaction. In war, wait for your opponent to respond to action before moving on with that action. Additionally, ping anybody when your actions affect them. Otherwise, they might have no idea, and your actions will be invalidated.

  3. Economy and Trade

    1. To improve your nation's economy, which will affect other things that I will explain later, you must trade with other nations. To do this, you must sign trade agreements with another nation or group of nations detailing what each nation will give to the rest. You may only trade away your products detailed in the Starting Off section, but you may receive any product. Products that meet your needs will improve your economy at an even higher rate.

    2. The level of your economy is shown by the Economy Rating. This is a rating of your nation's economy which will be displayed in a special dispatch along with other information from RPing nations. Your economy rating starts at 40 and can go as low as 1 and as high as 100. Stuff that affects your economy includes:

      1. State of War: -25. Your nation pays this every time it enters a state of war.

      2. Sent/Received Product: +5 per product per nation. Continues as long as trade agreement is valid.

      3. Received Needed Product: +10 per product per nation received from.

      4. Various Events, explained later.

    3. It is worth noting that a rating of above 100 and below 1 can be achieved, but it acts as a 100 or 0, respectively.

  4. National Happiness Rating

    1. The NHR is a rating of your nation's happiness from 1 to 10. It only really affects your nation if it gets below 3, in which case a rebellion may begin. It may be affected in the following ways:

      1. Economy. 0-10=-3, 11-25=-2, 26-39=-3, 40-60=no change, 61-75=+1, 76-90=+2, 91-100=+3

      2. State of War: -1

      3. War Result, Win: +2

      4. War Result, Loss: -2

      5. Various events, explained in the next section.

  5. Events

    1. Rebellions

      1. When a nation's NHR falls below three, a rebellion may begin. A rebellion forms a new nation, controlled by mods, which takes half of your nation's territory and has a military equal to yours. You may either fight it, in which case you may win and keep control, or lose and have to restart. You could also let it live, in which case a new nation forms which may be claimed by new RPers.

    2. Hurricanes

      1. There is a 5% chance that a hurricane will occur on any given IRL day. It affects coastal and somewhat inland nations as determined by a moderator.

      2. Effects: -15 Economy, -1 Happiness.

    3. Droughts

      1. There is a 5% chance that a drought will occur on any given IRL day. It affect one randomly determined nation.

      2. Effects: -15 Economy, -2 Happiness

    4. Growth Periods

      1. There is a 5% chance that a drought will occur on any given IRL day. It affect one randomly determined nation.

      2. Effects: +20 Economy, +2 Happiness

  6. Map

    1. The map will be made up of multiple continents, each comprising of 20 sections where a nation may settle.

    2. To start, there will be one continent. Once that continent is filled, another will be added to a random direction. The new continents that follow will form a 2x2 square of continents. Once that is filled, a 3x3 square will be built, and so on.

    3. Each nation that receives territory will be marked on the map itself. When nations expand via annexation, that territory is added.

    4. No nation already on the map may claim unclaimed territory.

  7. Defeated Nations

    1. When you have conquered a nation, you have some options:

      1. Annex them, take their territory, absorb their military, and make them start over.

      2. Negotiate another option. Pretty much anything goes.



New camelotian states roleplay moderator

Edited:

RawReport