by Max Barry

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by The Office of AU Headquarters. . 221 reads.

Rules of Roleplay

These rules of roleplay exist to define the boundaries and environment in all our story regions. The participants in these regions are expected to know these rules, and incorporate them into the roleplay for their unique nations.

Your Nation's Roleplay Population

We use a slightly modified population system. To determine your roleplay population, convert the population listed on your nation page from billions to millions, or from millions to thousands. We refer to this this as "dropping the last three zeros". This modified result is your total roleplay population. This is the total number of people that live within your nation.

Unfortunately, yes, new nation accounts do start with a roleplay population of only 5,000 people. This is unavoidable under the game mechanics of our story. However, don't worry, your new-nation population will not stay this way for long. Your adjusted roleplay population will grow automatically with each daily NS update.

Due to this unavoidable disconnect between NS population and realistic population, the assumption should be that small population numbers are reflective of a new government becoming established slowly over time.

The Culture, History & Politics of Your Nation

All links on your nation page ("People", "Government", "Economy", "Analysis", etc) determine what your nation is like within our story. The issues you choose to answer in the game determine the data listed on those pages. Anything not listed on those pages, or not defined in the rules below, is entirely up to you to determine within the framework of your nation's story and roleplay.

The technological capabilities of your nation are limited by your Scientific Advancement rating. The higher your rating, the more advanced your nation. These limitations, allowances, and levels are listed on our Scientific Advancement Chart. All nations have the ability to raise their tech level by answering issues that have to do with technology and industry.

Your national history is limited to the "Founded" date on your nation's land claim. This reflects the fact that your nation has a starting date. Before this date, other nations or real life has determined the history of your land claim. You are unable to change that past. However, you may develop the history and culture of your nation AFTER it was founded in our story. If you have questions about the previous history of your land claim, feel free to send Tessen a telegram at any time.

Economic Calculations

Unless noted with a land claim, all economic and financial numbers listed on your nation page represent the financial and budgetary limits of your nation. Be sure to "drop the last three zeros" on your GDP and Government Budget numbers. Trillions become billions, etc. These modified numbers represent the money your government has to spend on all construction or trade projects. Keeping a tally of your government spending is a wise idea.

Some large nations have permanent populations and GDP numbers. These exceptions to the above rule apply to nations that are too large to be represented by the maximum reachable game population. In this case, any permanent land claim stats trump the related statistics that are listed on that player's nation stats.

Military Manpower

The size of your total national military is dependent upon the number of people living in your nation. For game and roleplay purposes, you may have no more than one percent (1%) of your total adjusted roleplay population serving within your military at any given time. You must, however, be able to pay for your desired soldiers. The cost of each soldier classification is listed on our Scientific Advancement Chart.

Nations with larger populations will have larger military service numbers.

National Territories

National territories are defined as any officially-controlled land claims that do not share a common border with your primary nation. If you control land that does not border your primary/starter land claim, it will be viewed as a national territory, and it will be subject to all territorial land rules.

All national territories must be represented by separate nation accounts. They are not part of your primary land claim, nor are they included within the economics of your primary nation. The land is controlled by your primary nation, but it must have it's own in-game identity (reflecting territorial self-rule). This gives each territory it's own unique roleplay economy, and encourages players not to collect territories (since they will need multiple puppets to represent each one).

If a territory account ceases to exist in the game, that territory will be viewed to have gained it's independence. This, therefore, requires all players to maintain their territories if they want to keep them. If a territory gains its independence, the owning player loses all control over that territory.

All national territories are subject to the trade and economy rules listed below. They are NOT in automatic supply with their parent nation; the territory nation MUST use their trade capabilities to send the appropriate cargo ships to the parent nation in order to keep the territory nation in supply. Parent nations can give available cargo ships to the territory nation if they wish.

The Status of Unclaimed Land

Unclaimed land is considered to be sovereign and independent. It should be viewed and treated with the same respect as if a player controls that land. Since unclaimed land is not under the control of a player-nation, no player may attack or invade unclaimed land.

Unclaimed land is off-limits to military action.

You may not create history for, or roleplay events within, other nations -- unless by permission from the region founder, or the player owning that land. The Founder, as director of your story region, may speak as the voice of any unclaimed land if necessary.

The Passage of Time

In our roleplay environment, time passes at a different rate. Each real life day equals exactly one week. As a result, 52 real days equals one in-game year. You can view the official roleplay calendar at any time.

Resources, Trade & and Your National Economy

1. On their own, player nations may only build national industries based upon their listed natural resources (listed on their land claim page). You may NOT build national factories in other nations to circumnavigate this rule. Your nation builds, hosts and maintains its own factories. Nations must rely upon their own resources to develop a unique economy. For example, if you do not have iron in your nation, then you cannot make steel. This means, your nation cannot manufacture products that require resources your nation does not control.

2. Two player nations that share the same land border, may mutually agree to share natural resources. This reflects the neighboring cross-border trade between those two adjacent nations. If mutual, both nations have access to each other's natural resources, and may have industries based upon the natural resources of both nations. This ONLY applies to the two nations that share the same land border. The agreement must be listed in a dispatch to be considered valid within our roleplay story. All trade-based industries become useless if the necessary trade agreement ends.

Player nations do not have to trade across borders if they do not want to.

Player nations may not trade with land listed as "unclaimed land" on land claim pages. If a trade agreement was established with a nation that ceases to own that land -- thereby turning the land back into "unclaimed land", then that trade agreement ceases to exist. You may only trade with player-nations that control land. You can trade with player nations in any region, as long as you have the appropriate cargo ships to transport the goods and resources.

3. All island and coastal nations may trade with any other player (that has a coastal seaport). All mutual sea trade nations may build product factories based upon their partner's natural resources. These trade agreements must be listed in a dispatch to be considered valid within our story. The trade-based factories become useless if the necessary trade agreement ends.

Nations may not build a canal to the sea in order to have this benefit; natural coasts only.

You MUST have the appropriate type of cargo ship assigned to each sea trade route. And YOU must assign a cargo ship to transport the goods and resources you are getting from your trade partner. They do not deliver your goods. If you do not have the necessary type of cargo ship available for that trade route, then you cannot obtain those trade goods or resources.

4. Steel is not a natural resource. It is a manufactured product (like cars, ships and airplanes), created by combining the natural resources of iron and coal. Your nation may purchase steel from any other nation that has the capabilities to manufacture and sell it.

You may produce steel on your own -- if you have access to iron and coal. If you acquire iron and/or coal in trade to produce that steel, then you may not sell that steel to other nations. If imports are required, then you are assumed to produce steel only for your own nation's use.

5. Regardless of resource trade agreements, all nations are still bound by their technological and cultural limits (as defined in their nation stats). To qualify for high-tech advancements, all nations much achieve that level on the Scientific Advancement Chart.

You may purchase ships, planes and vehicles from other nations, if you have the available asking price in your military budget. You may spend no more than 50% of your military budget on military purchases. The remaining military budget is reserved for military maintenance and soldier pay.

6. All trade must be conducted by truck, train or ship. No nation may acquire trade goods by airplane, helicopter, airship or any kind of aircraft. All international trade must be ground or sea-based.

Roleplay Industries

To see which industries your nation has (according to the game of Nationstates), please visit your nation's Nation Analysis Page. The drop-down list on the upper right of that page provides you with a great deal of information about your nation. All of the ratings listed on that menu are a direct result of how you choose to answer your nation issues in the game.

Zero or negative industry ratings means that your nation does not have that industry.

Developing Your Nation's Military Technology

Every land claim in our story (on our land claim pages) has a "Tech Group" detail listed. This tech group establishes the type of tech designs that your nation can use. All tech groups are based upon the history of your land claim (or, in some cases, awards for in-story roleplay competitions).

All nations must use real life tech designs in their military. You can certainly rename the tech to whatever you want, but, for it to be valid in our story, you must provide a wikipedia link on your military dispatch page to an actual, real life design from within one of your land claim tech groups.

Real life military designs do not include weaponry. Weaponry is developed separately depending upon your nation's scientific and industrial capabilities.

This helps keep our story technology organized, and based upon real life capabilities. No laser guns, Star Trek cloaking devices, or aircraft from movies or television shows.

No need to claim any tech with me. If a tech group nation built a certain technology, you may use it freely -- so long as it matches your Scientific Technology level capabilities on our tech chart. Other player nations with the same Tech Group are welcome to use that technology too; there's bound to be some cross-over.

If you want a fighter jet that was made by another Tech Group nation that is not available to your land claim, you will have to buy it from another player nation that can build that kind of design.

Trade, thus, becomes a valuable component under this system.

As you'll note on our updated Scientific Advancement Chart page, nations can develop the technology listed there as soon as they reach that Scientific Advancement level, AND only if they have all the required resources. You'll need the resources to maintain the technology.

The easier way to get technology, though, is to build it in your own nation. However, to build technology, you need to have the industrial capabilities to do so. A nation that is primarily agriculture-based does not have the industrial factories and capabilities to build massive aircraft carriers. So, to build something like that, your nation's industries need to be large enough to handle the manufacturing required. If your "Manufacturing Sector" rating in NationStates is not high enough to allow you to build a certain technology, you'll have to answer pro-industry NS game issues until it is.

Technology Construction Time

It takes time to build any new ships, aircraft and ground vehicles. And you may only build those things if you have access to the appropriate construction materials, and the existing manufacturing facilities to build them. All necessary construction times are listed with each technology on our Scientific Advancement Chart (linked on your region page).

Construction projects should be announced on the region message board, and listed in a nation dispatch with date of construction, and date of completion/commissioning.

If you have construction time questions, please ask Tessen via telegram.

Combat and Player-to-Player Battle

You may only attack or invade other player nations, and only if that player is available to roleplay the defense of their nation. Attacks without mutual defense are invalid. You should make every effort to communicate with a player whose nation you wish to attack.

If, however, an entire day passes (24 hours) without a active defender response to the roleplay attack, the attack will be deemed a success, and the region Founder may establish the in-story results of that attack (usually in favor of the attacker). This consideration exists to discourage defending players from "waiting out" an attack in the hopes that they can avoid resolving it in roleplay.

All ground or sea target missile attacks should follow the rules of our Missile Resolution Chart, administered by Tessen. All other combat is resolved under the "defender determines the damage" fair play system. If a gross lack of realism is displayed by a defending player, the region founder may overrule the defender's damage declarations, and establish official damage more in line with the realism and technology of the conflict.

Rules of Fair Play

We are all equal as players -- regardless of the personality of each individual nation (peaceful or hostile). Out-of-character personal attacks, crude language, and harassment will not be tolerated. The region Founder may eject you from your region at his/her discretion if you challenge these rules.

Authority of the Region Founder

Our story regions are maintained by Jon / Tessen. He has established these regions, developed the region stories (including these rules and overall story background), and is the final authority on all matters of game leadership within the overall American Union story. He is the director tasked with administrating fair, balanced, and enjoyable roleplay. The administration of these regions are not a direct democracy.

Player input is welcome when issues arise, and will fairly influence any rule considerations, however, players do not administrate the Rules of Roleplay. All players are required to play within these established rules, or face removal from the story.

These rules are fair, balanced, and apply to all story participants -- even Jon/Tessen.

The Office of AU Headquarters