by Max Barry

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The Republic of
Inoffensive Centrist Democracy

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TDR Regional Roleplay Traits System

The TDR Regional Roleplay Traits System is a system which creates balance between players in the role play. There are negative and positive traits. Negative traits give you points. You can use positive traits on the points earned on the negative traits. You will get a basic 20 points. Your negative and positive points always must be in exact balance or positive. You can have excess points, but you can't have more negative than positive points used. I will include an example trait panel at the end of the factbook. Trait categories with *** must be used.

Current Amount of Starting Points: 20


Military Traits

Large Military: - 3 points *** (Cannot be used with any other military size)
You have a large military, the largest your economy can physically handle without immense trouble. 3% of your nation makes up the military and requires quite a bit of handling to get right.

Medium Sized Military: - 2 points *** (Cannot be used with any other military size)
A moderately sized military, making up 2% of your population you are not spending too much, nor too little.

Small Sized Military: - 1 point *** (Cannot be used with any other military size)
Making up between a half and one percent of your population, a small sized military is… small. In itself, it is a weakness however in the hands of a well minded player, they can inflict massive losses on adversaries.

Well Trained Large Military: - 8 points *** (Cannot be used with any other military size)
You have a large military, the largest your economy can physically handle without immense trouble. 3% of your nation makes up the military and requires quite a bit of handling to get right. It is one of the most well-trained armies in the world.

Well Trained Medium Sized Military: - 5 points *** (Cannot be used with any other military size)
A moderately sized military, making up 2% of your population you are not spending too much, nor too little. It is one of the most well-trained armies in the world.

Well Trained Small Military: - 2 points *** (Cannot be used with any other military size)
Making up between a half and one percent of your population, a small sized military is… small. In itself, it is a weakness however in the hands of a well minded player, they can inflict massive losses on adversaries. It is one of the most well-trained armies in the world.

Loyal Commanders and Soldiers: - 2 points
Your generals, admirals, and other high ranking officers are loyal to you. The chance of them betraying you are very low.

Modern Tanks, Artillery and Armored Vehicles: -4 points *** (Cannot be used with A lot of tanks, artillery and armored Vehicles)
The military is equipped with the most modern tanks, artillery, and armored vehicles.

A lot of tanks, artillery and armored Vehicles: -2 points *** (Cannot be used with Modern Tanks, Artillery and Armored Vehicles)
You do not necessarily have modern equipment, but you have a lot from it.

Modern Small Arms: -1 point
The small arms equipped to your armies are of the most modern designs.

Modern Warships:- 2 points
Your navy has the most modern of warships, and they are the king of the seas - usually.

Large Warships: - 1 point
Your ships are massive and powerful, an excellent show of force. These are the real kings of the sea - usually. These include ships like medium sized and large sized cruisers, dreadnoughts/battleships, and aircraft carriers . Beware, these ships aren't as maneuverable as smaller warships.

High Morale: - 1 point
Your soldiers typically have high morale, which is very useful in wartime. They are less likely to retreat in battle.

Well-Trained Officers: - 1 point
Your officers in the military are smart, and well trained. They perform well in battle and can lead troops in very tense situations.

Modern Air Force: -5 points
Your Air Force is one of the most modern ones in the world. Your planes are new and well-maintained, the crew is well-trained and your supply chain is working well. If a nation goes into air combat with you who has not this trait, it is sure that you will be the winner in the combat.

Chemical or Biological weapons: - 4 points
Your army has deadly chemical or biological weapons, and ready to use them at any time on civilian or military targets.

Ballistic missile technology: - 5 points
Your nation has the technology to build ballistic missiles that can reach up to 12,000 kilometers. You can install conventional, chemical, biological or nuclear warheads on these rockets.

Nuclear weapons: -12 points (needs: "Ballistic missile technology")
Your army has nuclear weapons and ballistic missiles. The deadly an frightening power of nuclear weapons are ready to be unleashed at any moment - it's your choice.


Military Weaknesses

Emergency Military Group: + 2 points
Desperate times call for desperate measures. These “soldiers” are not fit for combat, and are either too young or too old to fight. It is a backup force if everything goes to absolute hell,

Mercenary Military + 5 points
Hired from rebel groups and private military corporations scattered around the world, and even from foreign armies, Mercenaries are generally loyal only to what pays them. Always be sure to pay them more than your enemies can, or you may find they like your enemy more.

Corrupt Leaders and Soldiers: + 3 points
Your military is corrupt, and they are open to foreign influence. Beware, they might even rebel against you if you make the wrong moves.

No Military at All: + 6 points *** (Cannot be used with any size traits)
You’re a complete pacifist. Your nation has literally no means of defense unless you happen to have some powerful neighbors.

Lack of Military Training: + 7 points
The soldiers of your military lack any form of

Military Focus: + 3
The military’s focus is shifted onto one branch, navy, air force, or army. 50% or more of the military budget is focus on one branch making it extremely powerful, while the other branches suffer from lower funding. This is a weakness, but also a strength depending on how you play.

Old Warships: + 2 points
Your warships are old and outdated, they are rusting away and the attention given to them is almost non existent. They just, in general suck.

Old Small Arms: + 1 point
Your small arms are old, and are prone to malfunctions. Not the go-to weapon for your army, but it's all they have.

Very Old Tanks, Armored Cars, and Artillery + 6 points
Your tanks and your armored cars, along with your artillery is basically scrap metal at this point. They hardly function and are extremely unreliable. You have a medium amount from them.

No Tanks, Armored Cars, or Artillery: +6 points
Are you a madman? Your military can’t survive without these! Or can they?

No Small Arms + 2 point
Alright, now you’re really crazy. It’s worth not even having a military at this point.

Low-Troop Morale: + 1 point
Your troops are constantly at a state of low morale... not the best if you want to go to war.

Low-Quality Officers: + 1 point
The officers of your army lack military experience, which can lead to a lot of inefficiencies in the battle.

Old Air Force equipment: + 5 points
Your planes are really old, and not all of them are functioning. You are doomed in aerial combat.


Economic traits

International sanctions: - 4 points (activated by the United Nations)
Sanctions can be placed on you by the United Nations. Avoid these sanctions, because they can easily cripple your economy.

Large GDP: - 4 points ***
You have a large economy, which has plenty of money to use and spare.

Medium GDP: - 2 points ***
Your GDP is medium sized, there's not a lot of money, but not too little.

Capitalist Economy: - 3 points *** (Cannot be used with any other type of economy)
Without a doubt, the most trusted economy in the world; personal economic freedom is, usually at its highest. There is little to no government owned industry and people have free reign to buy, sell and purchase what legal things they want.

Socialist-influenced Economy: - 3 points.*** (Cannot be used with any other type of economy)
A mix of Marx and Smith, this is a very sensible and balanced economy. There is a moderate amount of government control, while a vast majority of it remains free. Additionally, you will have higher taxes to pay for services like free healthcare, free education, and so on.

Robotic Assembly Lines: - 2 points (Cannot be used with manned production lines )
This is basically a production line, but on steroids. You can make products better, more efficient, cheaper, and faster thanks to robots. Does not work with a traditional economy.\

High Quality Productions: - 2 points
The products that are produced are of the highest quality, better in almost every aspect compared to medium or low quality products.


Economic weaknesses

Low GDP: + 3 points
Your GDP is low, there's not a lot of money for you to spend.

Manned Production Lines: +2 points. (Cannot be used with robotic assembly lines)
Your production lines are not fully automatized, therefore the product output of the factory is lower. However, more jobs are being created when using this type of production.

Low Quality Products: + 3 point
The quality of your products is moderate or bad. Basically "Made in China".


Government traits

Trustworthy: - 2 points (Cannot be used with corruption related government weaknesses)
The people of your nation love you or your senate, whatever government you have. Whether through propaganda or actual actions they are loyal, and your nation’s holdings are stable and there is not much infighting. You are able to perform more radical actions without too much to worry about.

Efficient Government: -2 points
Your government is a well-oiled machine. It is highly efficient and free from corruption. It is hardly susceptible to foreign influence, and is not hindered by divisions in political parties. The risk of a government shutdown is, significantly low.

Democratic Government: - 3 points *** (Cannot be used with Communist government)
Your government has various political bodies and the people typically have at least some say in government affairs. People have the freedom to vote for whom they want to vote for.

Free Press/Media: - 1 point
Your nation has various media sources that can have their own say without government control.


Government weaknesses

Corrupt Government: +4 points (Cannot be used with trustworthy government or efficient government)
Your entire government is completely corrupt, each official only out for their own gain, and heavily open to foreign influence. Spies riddle every position and nothing gets done without someone being put to trial. Sometimes, assassinations are even required to stay in power.

Political Conflict: + 2 points (Cannot be used with trustworthy government or efficient government)
Your government could be secure from the exterior, but it could be influenced by foreign governments or rebels. But yet that does not mean it is secure from the interior. Politicians constantly try to gain the backing of other politicians and make plays for higher power, and your seat is more of a puppet, a way to make the people think that power is secure and organized.

Military Leadership: + 5 (Non compatible with Free Press/Media)
Your government is ruled by the military elites, generals, admirals, and the mighty ruling force of the military itself. They aren’t afraid to get rid of their political opponents with brute force, and commonly show little care for the populace. This government is disliked with your population, and they might rebel - unless you keep them from doing so.

Communist Government: + 3 *** (Non compatible with Democratic Government or Free Press/Media)
The option for the proletariat, everything is equal... or so it seems.

Dictatorship: + 2 points *** (Non compatible with Democratic Government)
One man, one country. Your nation is ruled directly by the hand of one ruler. Things are either efficient, or they aren't. Commonly, a dictator is not liked by the people, however that isn't always the case.


Infrastructure traits

Fossil fueled electricity grid: - 2 points *** (Cannot be used with other electricity sources)
Your country runs on fossil fueled power (oil, coal, natural gas, etc.). Terrible to the environment, the air and soil quality is poor.

Nuclear powered electricity grid: - 4 points *** (Cannot be used with other electricity sources)
Your country runs of pure fission energy. It is usually safe, creates zero emissions. The chance of a nuclear catastrophe is very small. You dig your nuclear waste into deep tunnels under mountains. If you have this trait, the Nuclear weapons trait costs only 10 points.

Renewable energy powered electricity grid: - 6 points *** (Cannot be used with other electricity sources)
Your country runs on nearly 100% renewable power (solar, water, wind, geothermic). It generates zero emissions and the soil and air quality is perfect.

Modernized Infrastructure: - 2 points
Having modernized infrastructure is quite an advantage for some. Having well-kept roads and railways, and sturdy cities and highways, is always for the better when it comes to transporting goods and armies across your nation. Yours just happens to be ahead of most times, and would be considered one of the best.

Modern Rail Network: - 2 points
You have a fine, efficient railroad network. You can ship goods, people, and military equipment on land at high speeds - and run more of them. Your system is safe and reliable, and catastrophes are few and far between.
Modern Road Network: - 2 points
The road network of your nation is up-to-date, efficient, and well liked. Mass-transit and private transport flourish, and the people of your nation have the capabilities of going just about anywhere

Modern Airport Infrastructure (unlockable 1914): - 2 points
You’ve established a mighty fine and modern infrastructure to support your air lines and your citizens private planes. Air planes can fly into and out of your nation with ease, with less delays.

Modern Ports: - 2 points
Your ports are modern, and they can handle the newest and largest ships. These make overseas trade extremely easy.

The Standard Infrastructure Pack (Rail, Road, Air, Naval): - 4 points
The infrastructure is not modern, but it’s not old. It’s somewhat of a median in all aspects. Each type of infrastructure in the pack costs one point.


Infrastructure weaknesses

Old Rail Network: + 4 points
Your rail network sucks. The railroads are old, locomotives and carriages are old, the ride is uncomfortable, and quite a lot of things are not reliable. However if you were to be invaded, these shortcomings would slow down an enemy invasion by hindering their infrastructure needs. The same applies for an old road network.

Old Road Network: + 4 points
Lots of potholes, a lot of them. Your road network is trash, the majority of people despise using it, and it is hardly close to efficient.

Old Airport Infrastructure: + 4 points
Your airports and planes are old. They hardly fly, they are unreliable, and are prone to accidents. Yout citizens refer to planes as “Flying Coffins”

Old Ports: + 3 points
Your ports are old and dilapidated. It makes trade with foreign nations overseas extremely cost-worthy in terms of time, and your ships will look like a mouse compared to the ships of other nations.


Cultural traits

Racial Unity: -1 point
The various races of your nation are unified for one cause under you. There is no racial division, they don’t see differences in skin color or anything else as such.

Free Worship/Religion: -1 point
Your people can worship any religion without interference from the government.

Foreign Aid: - 1 point
Your nations government and its people has a positive stance towards helping foreign nations and its people, they are commonly compelled to help the world through disasters and wars.

International Trust: - 1 point
The nations people trust a vast majority of foreign nations, and are willing to open up the borders to bordering countries and overseas nations.


Cultural weaknesses

Racial Divisions: +2 point
The races in your nation are divided, one hates the other and vice versa. The rights between them are, typically not equal.

Government Mandated Religion: +2 point
The religion of your nation is one specific one that is controlled directly or reinforced by your government, freedom of religion is non-existent.

International Distrust: +3 point
Your nation dislikes many foreign nations outside of close trade partners and alliance members - there is a high distrust that can be heightened with tensions.


Security traits

Strict Police Force: - 1 point
No one will be breaking the law in your country, except probably the police itself - but no one will know that. Your police force is top of the line, ready to take down any opponents- I mean criminals.

Secret police: - 2 points
You have a secret police which looks for internal and foreign enemies. They use black cars and vans and kidnap and punish your guilty citizens.


Security weaknesses

Large-scale Crime: + 1 point
This is self explanatory, you have a large crime rate.

Mafia: +2 points
Massive criminal gangs that control areas of towns, cities, and maybe even portions of the country. You don’t want to talk bad about them, or they’ll probably kill you.

Small Police Force: +2 points
Your police force is smaller than others. It can’t stop large swathes of crime, but it can do other things… like giving people parking tickets.

No Police Force At All: + 4 points
Well you’ve done it, you’ve managed to cure crime in your nation and have abolished the police force! Or so it seems….

Drug trade: + 1 point
Your nation has a drug problem, and something has to be done about it.[/font][/size]

Capital punishment: +2 points
Death sentence is legal. Not a good trait for maintaining good international relations, especially with Western nations.

Formatting Example:
---------------------------------
*nation name* national traits
Date: *year/month*
---------------------------------
Traits:
Well Trained Medium Sized Military: - 5 points
Modern Tanks, Artillery and Armored Vehicles: -4 points
Loyal Commanders and Soldiers: - 2 points
Medium GDP: - 2 points
Capitalist Economy: - 3 points
Democratic Government: - 3 points
Free Press/Media: - 1 point
Secret police: - 2 points
Ballistic missile technology: - 5 points
Nuclear powered electricity grid: - 4 points
Spent: 31 (20 from basic, 11 from weaknesses, 0 from rewards)
---------------------------------
Weaknesses:
Old Warships: + 2 points
Military Focus: + 3
Manned Production Lines: +2 points
Political Conflict: + 2 points
Large-scale Crime: + 1 point
Drug trade: + 1 point
Points supplied: 11
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This system was based on The United Faction of Nation's roleplay traits system, but most of the traits are TDR's.

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