In any sufficiently large enough community, the chance of a possible conflict is bound to increase. For this reason, we have established some clear rules of what is or isn't allowed.
Count to four
- Be realistic
- Be original
- Be respectful
- Be active
First of all, when starting, it can be useful to formulate some attributes that define one's nation: what will make it unique in terms of its government, sentiments, culture, etc? Is your nation a socialist paradise full of tree-hugging hippies? Is your nation a rogue nation, led by some terrorist organization? Is your nation the military capital of the world?
This is all up to you. You could be the most dictator-ish dictator in the world, or you could hold a direct democracy where the people of your nation vote to make laws. Does your nation have several branches of government? Or is it just you and your posse? This also leads to who is your President, your Enlightened Emperor, your King, your Chairman? Does he have a cabinet? Does their cabinet have any power? Does your leader even listen to them when they speak? Do you have a Congress-type system? Any Judicial Department? What do your citizens think of you? What are some of the laws in your nation that aren't presented in issues?
Now, be realistic in all this. Don't say, "I'm a rich idiot leader who makes everything strict but my citizens love me!!!" If you're a strict dictator, your citizens could hate you. And you could kill the ones who voice this publicly. If you'd be a direct democracy, you'd run into problems real direct democracy have. This all goes into what your nation is really about. If you're not going to voice these, then at least know them in your mind. It makes roleplaying a lot more easy and fun.
- Map. For any and all regulation regarding the map rules, we kindly direct you to the existing topic which already explains the required qualifications, application procedure, and how to expand.
- Time. Roleplays themselves will be different. A lot of the time, events will be in real-time or slightly slower, with events in posts happening one after the other, no matter when they were posted by the player.
- Alliances. Many alliances are formed between nations, whether one-on-one alliances or a huge nation alliance. Some take these alliances a bit too lightly. When an ally is in war, you should participate in that war! You're that nation's friend to turn to when it's in trouble. When forming an alliance, you should also have embassies in each other's nations. You can have meetings and talks with them whether on the forums or through messenger. You should also make many allies. The way to win a war is to have a good support group. And they don't necessarily have to be big nations. Six newly created nations will probably defeat three older ones. Allies are needed in NationStates if you want to survive.
In this community, we use Modern Tech. Let me repeat that: we use Modern Tech. One more time: that's Modern Tech.
In roleplaying, a Technology level (often shortened to Tech level) describes the country's level of technological advancement. For example, if a country roleplays with the technology we had in 1900, they would be a Past Tech country, while a country that roleplays with the technology we have now would be a Modern Tech country.
The world we have established here uses Modern Tech. Abbreviated as MT, this is one of the most commonly used technology levels there are. Players use a similar level of technology to countries in the present day. This, of course, varies on the circumstances. As a consequence, this means alternate technology, post-modern technology or any form of future or futuristic technology is not allowed. The agreement of using only MT was established in 2005.
OK, face it, young ones, you're not going to be able to create your nations, come to the forums, buy the most advanced modern-tech tanks in the world. It takes time to develop. While you don't need to sit down and create a thread saying "I'm developing a tank for my storefront!" you should make sure you think about statistics, fluff (description), and other things before you create it. Then you should give it development time, depending on what it is, one or two real days.
- Equipment. Now, buying equipment. You're not going to create your nation, come onto the forums, declare you have a twenty-trillion dollar military budget, and buy a thousand Navy Carriers. You have to go to Third Geek or some other NationStates Calculator (links at end of thread) and find out your budget. Now, it says how much your spending in military, education, etc, but you don't necessarily have to follow where they say you put it and how much you put into it. And buying things. A 99 million and bellow populated nation shouldn't be buying weapons of mass destruction. Wait until you are 100 million to even start your programs. Nukes are dangerous weapons and shouldn't be in the hands of the newer nations. I don't care that a three-hundred billion population nation is donating it to you! It is GODMOD on these forums and that is that. Period. Dot dot dot.
- Manpower. Now for the military. Your military is going to be 2-5% of your nation most of the time. Some nations, if they prepare 2-4 years ahead, can say 10% if they prepare big-time. This, even with preparation, will be a huge blow to that nation's economy unless they prepare maybe 10-20 years ahead. And remember, that 2-5% is very split. It would be generous to say 50% of your military is combat. But some nations do just for the sake that this is a game and we're not here to logistic ourselves to death, although this is important. Half of your military, if not more, are drivers of the foods, ground commanders that don't fight, aeroplane maintenance, ship maintenance, etc etc etc, it's all vital to having a working military. So don't think you can have 5% of your population be all fighting. It would be generous to say half of that. Keep records of whatever you buy. I usually keep them in a notepad or Microsoft Word file. I also keep records of most of my major posts and what I sell. This helps keep you organized and realistic.
- Going to war. If your planning on invading/starting war, you need to have a valid reason. And, unless the other nation is an idiot godmodder, you need to get permission and work with them to get the war to go perfect and great. Reasons for war? Political ideals, recent actions, sanctions and ultimatums not met, etc etc etc. Now, when you do invade, you have to post what you're invading with. Then you have to post it going there. Then you have to post the actual attacks. Make it as detailed as possible. Never post someone else's casualties. Let them do it. But if they are being stupid or unfair, then work it out with them. Make it detailed. RP the bombers getting into the planes, their launch, and the attack itself. Make it interesting! Remember: it takes time to get things to places, it doesn't automatically go there. Now, roleplaying events, propositions of bills, statements from your government, etc etc etc, are done the same way. Use government press releases, leaked documents, News reports, etc.
- Mobilisation. Going to war is not like going on a road trip with a couple of buddies in your car. Large-scale military forces, no matter what plans are in place, cannot mobilise and head off to action in a matter of hours or even days. Think in numbers of weeks, minimum. This is especially true if the force is going long distances away from home (and supply lines) into a potentially hostile territory. In other words, it takes a heck of a lot of time to prepare the moment for large groups of people and large amounts of equipment...please RP accordingly. I want to stress this was not aimed simply at anyone but was a reminder for everyone. If people want to have their IC country secretly mobilise (ha, good luck!) you can state it is happening ooc...but there will be signs IC an intelligent country would get (it is very hard to hide the movement of thousands of people and tons of equipment).
- Weapons of Mass Destruction. Ok, first off, nukes should be a last resort no matter what. Now, the decision is when to ignore nuclear attacks and when to accept them, because they are very damaging. If a nation ignores a perfectly well-based and well-planned attack, then they are wrong. If they ignore a stupid idiot attack made for no reason, then the attacker is definitely wrong. Because they are normally associated with poor RP and have wide-ranging effects, nuclear weapons, orbital weapons, and other devastating WMDs are not allowed, unless both the moderators and the victim specifically allow for them to be used.
In Character rules
- Metagaming. Taking OOC knowledge IC in order to gain or improve upon yourself. This includes hearing Rodarion talking about planning troop movements on IRC and suddenly you know about it IC. This is banned, no questions asked.
- Powergaming. Forcing an action upon your opponent without their permission or consultation. This would be me firing a missile at a Rodarion warship and having it hit and destroy it in the same post. This prevents Rodarion from being able to do anything to prevent this. If we talked about it on IRC and planned that post to condense things, that's fine. Otherwise, it's banned.
- Puppeting.A player cannot use a puppet nation to supplement the nation they roleplay as, either militarily, economically or by adding their populations together. Players are encouraged to role-play with their main nation.
- Godmod. Doing things that aren't realistic, basically? Don't. Submitting unrealistic losses and can be on-par with Powergaming. i.e. Maxtopia nukes a city of mine and nobody dies because I invented the machine that sucks away explosions and radiation like a cheap hooker. Strictly banned and will be punished.
- Voiding roleplay. A scenario may only be voided if the main parties (not people who come in after it begins) agree to it. This is to prevent people from backing out when they stray into hot water and bring an actual sense of consequences to their IC actions. People will ask why this rule exists in particular. It's to force a feeling of consequences and gravity to the actions of everybody in the region, including yourself.
- Ignore-canon (mixed IC/OOC). Angry with somebody? Want to ignore their existence in your canon? Too bad! Your canon is Pardesi canon, and what is and what is not canon is only decided by the administrators. Basically: DWI or get out of Pardes. If you have a complaint about a nation, take it up with an administrator.
As a consequence of these agreed-upon rules, the staff agreed on implementing the following system of warnings and punishments regarding roleplaying:
- Strike 1. Ignoring these established rules, as well as other behaviour deemed as 'misbehaviour' by the members in general and staff in particular, will be subject to the following warning: the member will receive a clear warning by a staff member. Regular members can inform the staff of any abuse by reporting a particular post/topic, or via private message.
- Strike 2. If the initial first warning is ignored and more misbehaviour from the member takes place then a three (3) day warning will be issued during which all posts on the entire forum will be presented to a staff member for review before appearing on the forum.
- Strike 3. If both the first and second warnings are ignored, the following measures will be taken by moderation/administration: one (1) full week of moderation of all posts; a ban from the role-play section for a full week as well; the staff will discuss the matter and decide if additional punishment(s) are in order.
- Ban. If the member(s) still continue to be a pest, no further warning will be given and the member(s) is immediately banned from the forum until pigs fly.
Edited by Orioni