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DispatchBulletinPolicy

by Sainte-anne. . 16 reads.

Civil Law | Fleurissant


Title I. Civil Code

Chapter A. Legal Standards

Section 1. Scope

(1) All bills, amendments, and repeals brought before the people should be written in a formal and consistent manner

(2) No bill or amendment will be brought to a vote in the people unless it follows the formatting outlined in this Act

Section 2. Formatting of Bills and Amendments

(1) Titles should be bolded.

(2) Subtitles should be italicized.

(3) The following should be observed for chapters, sections, and sub-sections:

    (a) Chapters should be lettered and italicized,
    (b) Sections should be numbered and bolded,
    (c) Sub-sections should be lettered with lowercase letters and parentheses.

(4) Addendums should be numbered and at the bottom of all bills, regardless of where the referenced material is in the bill, and placed in a box.

Section 3. Amendments and Repeals

(1) The standard format for an amendment will be to note which law, article, and section is being amended, and to quote only that part of the law.

(2) Additions of words will be formatted in green text.

(3) Subtractions of words will be formatted in red text with a strike-through.

(4) Ellipses will be used to indicate an intentional omission of a whole article, section, or sub-section.

(5) The Convener General will not put to vote an amendment that copies the entire law when only individual parts of the law are being amended.

(6) If a citizen moves to repeal specific sections of a law, then the amendment procedure must be used.

Section 4. General Rules

(1) Sections should be written in such a way to reduce wordiness without losing the spirit of the text.

(2) All titled sections should be followed by a line break before starting a new section.

Section 5. Reformatting of Laws and Legislation

(1) For the purpose of this Act, the Convener General will bring all previously written laws into compliance with the standards outlined by this Act.

(2) The Convener General may bring proposed legislation into compliance with the standards outlined by this Act before bringing it to vote.

(3) The Convener General may renumber articles, sections, and sub-sections where appropriate.

Chapter B. Border Controls

Section 1. Definitions

(1) A border control officer is a nation in Fleurissant that, by virtue of being the legal World Assembly Delegate, or by being appointed as Regional Officer with Border Control powers by a legal Delegate, has the ability to eject or ban nations from Fleurissant.

(2) A border control action is the act of ejecting or banning a nation from Fleurissant performed by a border control officer. A maximum valid length of a ban may be exceeded if a criminal complaint has been filed and assigned a case number in that time, in which case it may last until the court has issued a verdict and sentence.

Section 2. Powers of the Delegate

The Delegate may order a border control action against a nation they determine to be spammers or trolls.

Section 3. Rights of Border Control Officers

(1) Border control officers ordered to perform a border control action by an institution they are not a member of are granted immunity for executing that order.

(2) Border control officers may unilaterally perform a border control action to prevent probable imminent invasions of Fleurissant.

Chapter C. Regional Communications

Section 1. Scope

(1) Modes of mass communication covered include:

    (a) Mass Telegrams to the region using Regional Officer powers,
    (b) Dispatches pinned to the regional World Factbook Entry,
    (c) Changes to the regional World Factbook Entry,
    (d) Any other form of communication, apart from the Regional Message Board, that is directly visible on the NationStates website by the in-game region at large.

(2) Any individual capable of engaging in mass communication with the region as described above shall be subject to the regulations contained herein.

Section 2. Mass Communication

(1) Communications to the region shall be:

    (a) Respectful,
    (b) Honest,
    (c) Restrained to a reasonable frequency of notifications,
    (d) Neutral with respect to political ideology or debate.

(2) Communications to the region shall not:

    (a) Mislead the public,
    (b) Attack or otherwise diminish other officials,
    (c) Attack or otherwise diminish Fleurissant or her allies,
    (d) Directly or indirectly threaten the security apparatus of Fleurissant or her allies,
    (e) Deliberately influence a regional election in favor of or against specific candidates.

(3) The Delegate may, at their discretion, enact further restrictions, guidelines, or approval processes on the use of mass communications.

Section 3. Infractions

Infractions may be brought before the courts in a court case. For the duration of the court proceedings, the Delegate may suspend the mass communication capabilities of the accused.

Chapter D. Regional Message Board

Section 1. Rules

(1) Posters to the Regional Message Board (RMB) shall not quote the mentions included at the end of roleplays, and shall be required to delete any and all mass mentions.

(2) Posters to the RMB shall not spam meaningless or unnecessary posts.

(3) Posters to the RMB shall not recruit individuals to other regions.

(4) Posters to the RMB shall post their roleplays on the RMB.

(5) Posters to the RMB shall respect the privacy of others personal lives and be respectful in their conduct.

(6) Posters to the RMB shall not troll, bait, flame, or otherwise violate the Rules of NationStates.

Section 2. Infractions

(1) Regional Officers may issue warnings and post suppressions for minor violations.

(2) Serious or repeated violations are punishable by immediate ejection and banishment from the region.

Chapter E. Regional Officers

Section 1. Regional Officer Power Definitions

(1) Under the terms of the act, the following powers are defined as:

    (a) “Appearance” is the authority to alter the World Factbook Entry and pin Dispatches.
    (b) “Border Control” is the authority to eject and ban nations from the region.
    (c) “Communications” is the authority to send region-wide telegrams, moderate the Regional Message Board, and alter regional recruitment system powers.
    (d) “Embassies” is the authority to open and close in-game embassies, and control which embassies may cross-post on the Regional Message Board.
    (e) “Executive” is the authority to appoint and remove Regional Officers.
    (f) “Polls” is the authority to create regional polls.
    (g) “World Assembly” is the authority to approve of World Assembly proposals and to cast the region's World Assembly votes.

Section 2. Regional Officers

(1) The founder, Sainte-Anne, will be granted all Regional Officer powers.

(2) The in-game Delegate will be granted all Regional Officer powers.

(3) The Convener General will be granted all non-Executive powers.

(4) Additional Cabinet ministers may be allotted between one and four Regional Officer positions and granted powers as within their mandate.

Section 3. Limitations

(1) Border Control power does not grant any legal authority to eject or ban nations from the region when not authorized by security or criminal laws.

(2) The Communications power must not be used excessively in a way that effectively spams the region.

(3) Exercise of Regional Officer powers must follow all applicable laws and rules. Behavior unbecoming of a representative of Fleurissant may result in suspension of Regional Officer power, even for ministers, as determined by a majority of the Cabinet.

Title II. Criminal Code

Chapter A. Criminal Code

Section 1. Crimes

(1) Treason shall be defined as plotting against Fleurissant, seeking to lower the Premier's endorsement count without their consent, breaking the endorsement cap after receiving an official warning, aiding any entity in which Fleurissant is taking defensive action against, or any entity against which a state of war exists.

(2) Identity fraud shall be defined as a deception made of one's self, or knowingly abetting in another's claims to a false identity, wherein this fraud threatens the security of Fleurissant, or circumvents the laws and legal processes of Fleurissant.

(3) Espionage shall be defined as an act of or attempt to obtain information that is confidential or not made publicly available for use by oneself or an entity one represents. Distribution of private information that originates in official Fleurissant discussion areas, excluding private messages, without the express written permission of the relevant officials or institutions shall be considered Espionage.

(4) Blackmail shall be defined as demanding private gains from a player in return for not revealing compromising or injurious information.

(5) Contempt of court shall be defined as a deliberate perversion of the justice system, conduct which prevents the judiciary from reaching a true and just result.

(6) Organized crime shall be defined as involvement in a group or association with the intent of committing an unlawful act in Fleurissant.

(7) Corruption shall be defined as the misuse of public office for private or personal advantage.

(8) Electoral fraud shall be defined as the manipulation of the democratic process in Fleurissant, wherein:

    (a) an individual recruits people to vote a particular way, with an underlying corrupt purpose, regardless if the recruited persons are aware of that purpose;
    (b) a group of individuals organize themselves to vote a particular way, with an underlying corrupt purpose that would alter the natural outcome of the vote.

(9) Extortion shall be defined as the threatening of any individual in order to influence behavior that the recipient would otherwise not alter.

(10) Defamation shall be defined as the communication of false or grossly misleading information about an individual to a recipient, for the purposes of damaging the standing of that individual and done so with a reckless disregard for its factual accuracy.

(11) Bribery shall be defined as the receiving or offering of undue support by or to any individual in order to influence behavior that the recipient would otherwise not alter.

(12) Vexatious charges shall be defined as the filing of criminal charges against another player despite the filing party's knowledge that said charges were meritless, frivolous, repetitive, and/or burdensome.

(13) Conduct violations shall be defined as breaking in-game NationStates rules.

Section 2. Punishments

(1) If found guilty of an act of treason, the offending nation will be immediately banned from the in-game region.

(2) Conduct violations are punishable by immediate ejection and banishment from the region.

(3) If found guilty of any other crime listed above, the judiciary will determine a sentence. The sentence must be proportionate to the offense.

Title III. Roleplay Code

Chapter A. Military

Section 1. Factbooks and Calculations

(1) All military information must be stated within a Factbook.

(2) Defense forces may be created as necessary, but shall not constitute more than a tenth of a nation's overall population except in extremely strenuous circumstances, with the larger the military force the larger the economic burden upon the country.

(3) Defense force expenditures, including the distribution of expenditures between branches of said defense forces, must be accounted for within a Factbook.

(4) The more manpower you mobilize against their will or the more political indoctrination you force on them, the more of an international threat you will be considered, creating a cycle of destabilization.

Section 2. Weaponry and Equipment

(1) All weaponry and equipment used by a nation must be realistic for the time period, affordable to the nation, and listed within a Factbook.

(2) Nuclear weaponry shall and must be passed down in a realistic manner.

Section 3. Warfare

(1) All conflicts shall be collaborative in nature, with the outcome of battles and war decided realistically and per the wishes of all involved parties, except in the case that a nation clearly and persistently incites a war through crimes of aggression but refuses to engage in a conflict, with continued failure to engage being considered grounds for a defaulted victory.

(2) All conflicts must have a valid casus belli, unless this requirement is waived by all involved parties, with wars of aggression being fundamentally counter to the goals of a collaborative roleplay environment.

(3) The mobilization and transportation of troops take time and this fact must be accounted for in wars.

(4) Metagaming, the use of real-life knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances, and godmodding, the taking control of another player's character during roleplay, shall be prohibited.

Section 4. Infractions

Violations of these rules shall result in the unrecognition of a nations roleplay.

Chapter B. Economics

Chapter C. Civilization

Section 1. Population

The population of a region or nation shall be equivalent to its real-life population in the current roleplay time period, unless realistically roleplayed to be a different population.

Section 2. Land

(1) Nations have the right to roleplay their territory and shall have the right to request any unclaimed plots except in the case that the real-life population of their claim in the year 2010 numbered more than two hundred and fifty million. All requests shall be directed towards Convener General.

(2) Nations shall have the right to cede and annex territory amongst themselves so long as it is not unclaimed, with all cessions and annexations occurring only by mutual consent.

(3) Nations shall have the right to request expansions into unclaimed plots should they provide acceptable and valid reasons unto the Cabinet, who shall have the final decision in approving or denying the request. Such decisions are subject to veto referendums.

(4) The roleplay map shall be a modified map of Earth.

(5) Nations shall be required to roleplay at least once every ten days to remain on the map unless they file an affidavit with the Convener General outlying the extenuating circumstances preventing them from roleplaying, which would grant them an additional ten days to roleplay.

Section 3. Culture

(1) Each nation shall be allowed to create and roleplay cultures in their own unique style, so long as they maintain realism and cooperate with their neighbors in the understanding of their culture.

(2) Each nation shall be allowed to roleplay with ideology and structure in whatever way they seem fit so long as it maintains realism.

(3) Each nation has the right to create a religion that their people can follow and may attempt to spread this religion across the globe with the consent of other nations, but shall be required to maintain a Factbook detailing this religion. Further, nations shall be allowed to roleplay with religion in whatever way they seem fit so long as it maintains realism.

Section 4. Trade

(1) Unless otherwise stated, all nations trade basic goods with each other.

(2) Nations hold the rights to all real-life technologies developed and produced within their borders, and in the realm of weaponry and military equipment, exclusive rights to those technologies, and who is able to use and purchase them. This exclusive right to weaponry is subordinate to mutual retconning requirements.

Chapter D. Character Conduct

Section 1. Character Roleplay

(1) Metagaming, the use of real-life knowledge concerning the state of the game to determine their character's actions, when said character has no relevant knowledge or awareness under the circumstances, and godmodding, the taking control of another player's character during roleplay, shall be prohibited.

(2) The injury or killing of another nations character shall require the consent of the other party.

Section 2. Canon

(1) Nations shall be required the previously established canon for the region unless they receive the consent of all other directly-effected parties.

(2) Actions that are not roleplayed by a specific country shall be assumed to have followed the path that they did in the real world unless such a path would be unrealistic in the context of the roleplay.

(3) Retconning, or the removal of past events from the canon of a nation may be conducted unilaterally within a nations own timeline so long as it does not directly impact joint-roleplays or significantly alters the timeline of another nation, should a retcon directly impact another nation, mutual consent must be reached for any change to occur.

Sainte-anne

Edited:

RawReport