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Wubdich wrote:When even Katrz gives the realism bump, that's a sign that something is off. And I totally agree.

i meant more of illogical actually

Katrzynija wrote:i meant more of illogical actually

Still fully agree.

The Pacific Ring, Embauba, and New ropakstadt

The Municipalities of Antarctica wrote:This is starting to get absurd.
nation=the_municipalities_of_antarctica/detail=trend?censusid=38

Fennik: "Looks like they care too much."

Roberts: "And YOUR problem is: You don't care AT ALL."

Fennik: "I gave up caring after we had to buy the Black Market."

North caesian territory wrote:Announcer: "Very well, supporters of the bill shall state their opinion."

silence

Announcer: "Shall we allow for another round of debates."

their is whispering and small talking but overall no one takes action

Announcer: "Very well, we shall now move forward by act of silence, The head of the chancellery shall speak once again."

*He gets up from his chair, leaves out an annoyed sigh, and proceeds to speak once again.*

"I see. Is it just me, or you guys despise my presence here? Need I remind you that brave soldiers from the motherland are fighting to keep this colony in one piece as we speak? Need I remind you who approved the federal order which recognized this government as legitimate, in the midst of all chaos? This would have been a perfect opportunity to move in a big chunk of the federal army and place whoever I wanted in power, had I been a tyrant, which you seem to believe I am. I feel like I'm beating a dead horse in here. Even the nationalists back at home were more communicative during their surrender treaty... I understand that you are the opposition, but is it too much to ask for at least some understanding?"

*he takes a small break, and stares at everyone, in the room, to add more emphasis to his words*

"Anyways, I want to change the subject to something which may interest you, hopefully. First of all, I would like to announce to you that on my way here and during this debate, the federal army managed to capture and pacify the city of Akolia, which will be soon transferred under your authority. This brings me to perhaps one of the most important topics of discussion. As you probably know, there are about 6 infantry divisions and 3 armored divisions mobilized in here, with an additional multi-purpose helicopter wing, and a federal fleet consisting of 14 destroyers and one cruiser."

*he places down his phone on his table, turns it towards a wall, and it projects a map of the colony, and the location of the mentioned units*

"Good. Now, I'd like to discuss with you the best course of action. On my way here, I've heard that in the south-west the situation is the most critical, thus why I mobilized some parts of the military to take action in there. But now that I'm with you, hopefully we can come up together with a better plan. So, I sincerely hope that this time you won't let me talk alone, and I'm waiting for your opinions."

*he stops talking and turns towards the other people present in the room, gazing at them with expectation in his eyes*

The Municipalities of Antarctica, North caesian territory, and Arbaejarvik

#searchingforfriendsandAllies

Norrho and North caesian territory

Greetings!

Can one RP with more than one nation at a time if not on a map? If so, do you use NS stats?

Norrho wrote:Greetings!

Can one RP with more than one nation at a time if not on a map? If so, do you use NS stats?

This region uses a majority of NS stats to govern how things work here, and RP is not limited to a single nation, though multiple nations under one user are discouraged, but not entirely banned.
A good example of two nations under one user would be Zangwa and Kruzaki.

Zangwa and Kruzaki

The Municipalities of Antarctica wrote:This region uses a majority of NS stats to govern how things work here, and RP is not limited to a single nation, though multiple nations under one user are discouraged, but not entirely banned.
A good example of two nations under one user would be Zangwa and Kruzaki.

Apologies for not explaining myself more clearly. I meant if I could RP with different players at the same time...

What’s the criteria for the use of NS stats?

Norrho wrote:Apologies for not explaining myself more clearly. I meant if I could RP with different players at the same time...

What’s the criteria for the use of NS stats?

You can RP with multiple people at the same time.
For RP we do use NS stats, and here is a guide:

Intro :
This is the official Roleplay Guidebook for the Pacific's Regional Message Board (RMB). It forms the base on which nation capabilities are set, ie the mechanisms of the RP, and also contains concepts unique to this RMB Roleplay. Information about the Roleplay and its IC universe can be found in the Roleplay Portal.

Why the need for a Guidebook:
As more & more members joined the roleplay, some of which didn't have prior experience, the necessity to have atleast a basic common set of rules or guidelines was realised.
While the RP goes on fine, conflicts arise; either due to misinterpretation or by dissatisfaction. The rules are designed to prevent this.

Uniformity for all players is also necessary, and since NS already gives stats for our nations, they have been adapted for roleplay with appropriate modifications. This is one of the main purposes of the guidebook.


The Guidelines :

  1. Nation Statistics
    All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
    The following stats are considered critical :

    • Population - Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.

      • Till 50 million : Considered as a constant 5 million.

      • 51 million to 15 billion : Considered as 0.1×(population).

      • Above 15 billion : Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)

      A player may opt for a population lesser than what the formula gives them, and/or reduce the growth rate, if one so wishes.

    • Economy - As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).

      Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example :
      Nation1: Economic Output- 500 trillion C1s
      Nation2: Economic Output- 1000 trillion C2s
      Conversion (by nation1): 500÷1000=0.5
      So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.
    • Defense Forces - Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.

      1. -∞ to 1,000 : Protectorate
        Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
        War Bearing : Nothing. Depends on Protector Nation.

      2. 1,001 to 3,000 : Struggler
        Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
        War Bearing : Very Low. Easy to overpower.

      3. 3,001 to 6,500 : Contender
        A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
        War Bearing : Low. Vulnerable to Surprise Attacks.

      4. 6,501 to 8,000 : Enforcer
        Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
        War Bearing : Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.

      5. 8,001 to 12,000 : Protector
        Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
        War Bearing : Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.

      6. 12,001 to 18,000 : Warlord
        Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
        War Bearing : High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.

      7. 18,001 to 25,000 : Dominator
        Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
        War Bearing : Very High. Multiple wars required to affect it considerably.

      8. 25,001 to ∞ : Juggernaut
        Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
        War Bearing : Extremely High. Multiple wars barely affect it.

    • Scientific Advancement - As it is. Certain technologies require appropriate levels of Scientific Advancement.
      The laws of Physics are immutable. Any technology that transcends them is forbidden. So no FTL, Time Manipulation, Infinite Energy/Matter, Alternate Universes, and the like. Contact Samasbhi if you're uncertain of where your technology lies.

      • -∞ to 0 : Primitive (Till Industrial age)

      • 1 to 50 : Basic Tech

      • 51 to 100 : Moderate Tech

      • 101 to 150 : T1 Modern Tech (Cold War)

      • 151 to 200 : T2 Modern Tech (Millennial)

      • 201 to 250 : T1 Near Future Tech (Prototyping and small scale testing)

      • 251 to 300 : T2 Near Future Tech (Commercial mass scale implementation)

      • 301 to 350 : T1 Intermediate Future Tech (Prototyping and small scale testing)

      • 351 to 400 : T2 Intermediate Future Tech (Scientific and military implementation)

      • 401 to 450 : T3 Intermediate Future Tech (Commercial mass scale implementation)

      • 451 to 500 : T1 Far Future Tech (Prototyping and small scale testing; Planetary)

      • 501 to 600 : T2 Far Future Tech (Scientific and military implementation; Planetary)

      • 601 to 650 : T3 Far Future Tech (Commercial mass scale implementation; Planetary)

      • 651 to 700 : T1 Technocracy (Prototyping of global scale tech; Spacefaring)

      • 701 to 750 : T2 Technocracy (FFT Scientific and military implementation; Spacefaring)

      • 751 to 800 : T3 Technocracy (Nationwide deep FFT integration & global operational capability)

      • 800 to ∞ : Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)

      Legend :

      Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
      Basic Tech — Comparable to RL WW1.
      Moderate Tech — Comparable to RL WW2.
      Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
      Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
      Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
      Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
      Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
      Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.

    • Influence - Shall only be considered for nations newly introduced to RP. The rest have eventually gained (original) influence in the RP.

    • Human Development Index - As it is. Determines the development of a nation.

      According to the NS Human Development Index -
      1. 0-25 : Dystopian (Barbaric)

      2. 26-50 : Underdeveloped

      3. 51-65 : Lower Developing

      4. 66-80 : Upper Developing

      5. 81-95 : Developed

      6. 96-100 : Utopian (Alpha Nation)

    Other important characteristics :

    1. Government Type -
      One can adopt any government type that they want, irrespective of whether it is available in NS as a classification.
      But the NS classification should be relevant. For instance an Inoffensive Centrist Democracy can't call itself a Heirarchial Monarchy. One can have any pretitle one wants, unless it explicitly contradicts your government form.
      Anyone choosing a unique &/or self designed government system must describe it accurately in a factbook. This should also (at least) loosely be relevant to the NS classification.
      In short, one should attempt issues such that you form the government as per what you have chosen to adopt.

    2. Geography, Climate, & Location -
      All of these should be mentioned in factbooks, only if one desires to RP with these factors. Location is relatively important, with respect to other roleplaying nations.

    3. Puppets & Lore Nations -
      Any or all of the above should be mentioned in relevant factbook dispatches if one wishes to RP with them, with adequate descriptions regarding relations, history, government type, & such.
      Lore nations are entities which were previously sovereign, but are now part of a player controlled nation. Usually made for lore, they exist as vassals, principalities, or non-sovereign states/provinces.

      Everyone is requested to not create more than 2 puppets for roleplaying (1 for MegaVerse), even if casual, as it crowds the roleplay and may create confusion if not depicted properly. Note that this applies only to roleplaying. Non RPing puppets are inconsequential. (See Mandate M04.)

    4. Non-Player-Controlled Nations -
      These constitute nations present in the Mega Verse (RP universe) but not controlled by any single player and existing as independent entities. Any player can use it to generate events, but no one can destroy it or do major damage without a realism approval from the Overseer. Minor incidents, or speculative plotlines are permitted, which assume NPC intentions and even enact them. Any use of NPC nations is public & open to all. They are not to be used in Solo Plots, to prevent confusion.
      Currently, the Mega Verse has East Lebatuck as an NPC nation.

  2. Policies

    • Policies is the latest feature introduced in NS gameplay, which helps us track landmark decisions that have major repercussions on the nation. The policies are also dependent on issue choices, like NS stats, but are different from the stats themselves. They are just characteristics of one's nation, so there is no "superior or inferior policy". Policies just present a players opinions and nation preferences.

    • Yet, one usually finds a few policies that are later undesirable or of the "when did I install this!" type. Some of these greatly affect how the nation is run. And hence, for the RP, one is allowed to ignore one policy in order to avoid complications, grumbling, and a skewed nation.

    • The number of policies available is limited. So a few factors may not have appropriate policies. For instance, one may have a custom designed government type, but policies mainly cater to various democracies, monarchies, and dictatorships. So such policies may also be modified with proper explanations (factbooks) and then used for the roleplay.

  3. Actual Interaction
    This entails the actual roleplay, consisting of news posts, transnational communication, & such. The following protocol should be followed to greatly increase the authenticity of the roleplay :

    • Consent - If one nation wants to post the results of an incident/exercise/decision/war, or anything which involves other nations, then that nation will have to take their consent before posting details regarding them. For instance, if a nation at war with another wants to destroy an enemy carrier, then it will have to take the other nation's consent (telegram) before posting.

      This doesn't apply to situations when one nation is significantly powerful or better disposed than another and has previously warned about the consequences.

    • Timeline - This concept comes in useful when multiple nations are involved in crucial parts of a plot. The owner of the host nation in which the plot is ongoing, or the plot creator are ideally the timeline controllers. All others should take their Consent before altering times, but consent of other participants may also be required.
      So one can't just say, "15 days later" and do a post when others still want to continue in the current time era.
      This consent type can be bypassed by making arrangements with the host nation / plot participants, but this is the default protocol.

    • Realism - Care should be taken to ensure that realism is always maintained in all scenarios. For instance, an "extremely brave" coast guard ship can't defeat a destroyer singlehandedly.
      Official exchanges and responses of nations should be appropriately worded. Don't say "Why did you ban oil from my country ?" or "You can defeat me only in your dreams" while in character.
      All RMB roleplay should compulsorily use NS stats as mentioned above, for uniformity's sake.

    • Representation - Nations in an active roleplay should post content either officially from the government,via news media or stories. Else, one can always be in RPing mode and not require the above but instead use OOC (Out Of Character) when posting out of the roleplay. The same applies to the reverse, with IC (In Character) to be used. Content pertaining to M04 should compulsorily use the IC marker.
      One can also authorize another nation to post news about its internal events, with the rules of Consent being applied.
      Any content without proper representation is a mark of improper roleplay & stands to being voided, as it is a cause for confusion.

    • InterPlayer Control Relations - While players can set up mutual IC relations involving one as protectorate/vassal/similar and the other Overlord, such arrangements have some prerequisites to be considered for the MegaVerse:

      1. The same activity levels are required from all players for admission into the MegaVerse, irrespective of their IC predicaments (vassal, protectorate, federation, city-state, or otherwise).

      2. Vassal players may opt to limit RP to internal affairs, but should take cognizance of international events and respond to other nations as required (especially when MegaVerse nations approach them). Else the plots are considered Isolated Plots.

      3. It is the suzerain's responsibility to take a stand on every international event, so that their vassals can act accordingly.

      4. In the event that the suzerain player is unable to fulfill Point 3, they will be banned from having vassals for 2 months, and only reinstated if their activity is acceptable after that. The former vassal will turn sovereign and assume full responsibility of plot activities. They may take up a different Overlord after one month.

      5. In the event that the vassal player is unable to fulfill Point 2, they shall be put in the Tentative RPer list, and given a second chance with 1 month deadline. The suzerain or any other players may assist here. Failure will result in removal from the MegaVerse.

    • Telegrams & RMB Posts - Roleplay is primarily expected to be carried out in the RMB. So telegrams are to be used for consent, queries, OOC discussions, and the like. It may be used for RPing too, but any such plots & their events will not be considered MegaVerse (canon).
      Liking RMB posts has nothing to do with the RP. Liking does not stand as an IC response and intends to instead promote friendliness among the RPers. Yet, liking posts can stand for approval when consent comes into picture. If a nation that you included in your RP likes the post, you can consider its OOC approval.

  4. Types of Roleplays
    There are mainly two types of Roleplay: Active and Passive. Most players use either one of these two. While there may be a few 'hybrid' ones, the assigned guidelines of atleast one shall definitely fit such players.

    1. Active Roleplay : This type of roleplay is what most newbies think roleplaying is about. It involves the participating parties communicating both IC (In Character) and OOC (Out Of Character) with no communicating guidelines, simultaneously. The story is not discussed previously, and is rather made up on the spot by each player, for their own characters (or nations).
      It requires all the players to be online simultaneously, and respond to others posts, to carry forward the RP. Realism is usually ignored as the only motive of most such RPers is having casual fun, usually resulting in hundreds of posts in a day.
      Such RPers are not mandated to use all the aforementioned rules like consent and realism if you use Active RP casually, but are advised to use the Statistics for preventing godmodding and harassment.

    2. Passive Roleplay : The more advanced, refined type of roleplay. This type of roleplay has the participants posting events and conditions of their nations/characters. The story is taken forward by other nations who post their reactions and the events' repercussions. This type of RP proceeds in a planned way, and the plot is frequently discussed before posting to refine the story. The language used in Passive RP is also considerably more professional that Active RP. While this RP is too done for fun (obviously), those opting for Passive RP gain satisfaction from accurateness, realism, and detail imbued in the roleplay. Such RPers are mandated to use the Statistics as well as other rules of realism, interaction, consent, & others. In fact, this roleplay automatically integrates the rules, without which it won't work smoothly & fairly.

  5. Types of Plots
    Plots categorisations arise due to varying RP genres, and storyline limitations which cause either participation restrictions or Guidebook deviations.

    1. MegaVerse Plots
      Plots which are open to all MegaVerse roleplayers are the MegaVerse Plots. These plots follow RP rules (this Guidebook) in detail, and so do all the participants. The plots take place in the MegaVerse, the universe where all roleplaying nations exist simultaneously; and the events occurring in one nation are recorded as a part of its history. Players can make RP posts referring to any & all other players in the Mega-Verse, without taking participating consent; essentially inviting them to act on their posts. Regardless, all other rules of consent remain unaltered. All plots by members of the MegaVerse are by default canon and open to the rest of the MegaVerse. Plots that would require all other nations to act, referred to as Global Events (like an apocalypse scenario) require Overseer approval.

    2. Isolated Plots
      Plots whose storyline is limited & dependent on the events of one nation (player), with others being reactionary participants are Isolated plots. Up to five nations are permitted to have an Isolated plot. RP Guidelines are followed, but stats may be only loosely adhered to. Events occurring in such plots shall be considered in nation history only if the plot follows RP Guidelines. Plot initiation (creation) permission isn't required, but it is recommended that you inform the Overseer beforehand.

    3. Solo Plots
      Plots which have only one participant, with or without one's puppets, are Solo Plots. Other players are forbidden from reacting to these plots. Following RP Guidelines is optional for nation stats and advancement. Events occurring in such plots shall only be recorded in nation history if the plot follows RP guidelines. Plot initiation permission is not required.

  6. The Mandates
    Every system needs a set of rules that are to be followed by all. Even for a roleplay, this is the surest way of preventing system abuse, hence reducing conflicts and wasting time in endless debates. The Mandates are just such a set of rules that all RPers need to follow. They are so designed that there would be almost no ramifications on the RP itself, so nothing would change. Rather, they would only augment the approach towards the RP, and set up a code of conduct.
    The Mandates have been designed keeping in mind the Civil Code (M01), so no worries about code violations.

    1. M01 - Civil Code
      Under no circumstances (IC and OOC) must any roleplayer violate the Civil Code. Code violators shall be penalised as per protocol. Penalties include banishment from all of RP and/or even the region itself.

    2. M02 - PacificaRegion in Roleplay
      Concepts of secession from the Pacific, or of rebelling against the government are not permitted in any roleplay. Roleplayers are advised to only make nominal use of the region in RPs.

    3. M03 - Unsuitable Content : Material
      Some content is not conducive to a healthy RP suitable for everyone, and usually dampens moods. Such content involves description of : Graphic violence (detailed body damage & the like), 'Gross things' (bodily discharges & the like), Heinous crimes, Barbarism (cannibalism, human sacrifice & the like), Tortures, Effects of lethal weapons, Erotica, and related things.
      Roleplayers are asked to not indulge in describing any of the above. While mentions are occasionally permitted as per situations, excessive use &/or descriptions of such content is not allowed and would incur penalties.

    4. M04 - Unsuitable Content : Conceptual
      While a player nation has complete freedom to RP as any culture & ideology, care needs to be taken to ensure that the content is depicted as strictly IC. RP of radical notions requires being especially careful to avoid OOC offense. Players are advised to do so with fictional elements rather than RL ones, wherever applicable.
      Examples of what does not work:

      Believers of [ideology] are animals.

      IC: All of [ethnicity] should be killed!

      My master race nation shall eradicate all others!

      This is a big NO. Such posts shall be interpreted as personal views and the player will be penalised for violating M01. Simply appending an IC tag doesn't make a post roleplay either. A plot is essential.
      We RP as nations, and our posts should always reflect that. Examples of what can work instead:

      IC: The Empire of [nation] condemns [ideology/culture] in the strongest of terms and wishes to have no association with anyone harbouring elements who support it.
      – Ministry of External Affairs

      IC: Commander [name] has always despised [race/community]. He sees them as a violent people only concerned with self interests. Rumours speak of him plotting to cleanst the nation of them when the old king dies.

      These express either the official stance of a nation, or the views of a character. The indication of a plot/motive is also crucial for distinguishing IC from OOC. To ensure this, M04 establishes that:

      1. Excessive RP (and description) about discrimination/hate/harrassment of an RL culture/ideology/people constitutes an OOC malice and is ground for penalties as per M01.

      2. All RP posts of the nature described in this mandate shall always follow the Representation section.

    5. M05 - Puppets
      Regulating puppets is essential to prevent godmodding by entire puppet coalitions formed by a single player, thus imbalancing the RP and dispiriting others.
      All role players are permitted to only have one puppet for Mega-Verse RP purposes, with proper references to the said nation being a puppet. This also applies to fictional puppet-nations which aren't actual NS nations, as they are equally important from an RP point of view.
      Nevertheless, considering the amount of efforts that go into constructing ones main nation itself, it is adviced to not create a puppet unless one is confident of maintaining consistency in quality.
      All puppets shall have a cap on their stats. That is, their stats can't rise beyond a certain limit, to prevent imbalance.

      • Human Developing Index : 65

      • Scientific Advancement : 150

      • Defence Forces : 3000

      • Economy : Half of the main nation's economy.

      • Industries : None greater than the equivalent of the main nation's primary industry. And only one industry worth economic consideration.

The guidebook is dynamic, and actively updated with modifications and additions as the need arises. If you have any suggestions, feel free to tell me.
Support the Guidebook by upvoting this dispatch!Green arrow above the number at the top right.

Read dispatch

Norrho wrote:Apologies for not explaining myself more clearly. I meant if I could RP with different players at the same time...

What’s the criteria for the use of NS stats?

Ah, sorry.
You can RP with as many people as you want as long as they consent to it. There's no limit to that, aside from what you can take on.

As for NS stats, we have a guidebook related to the important matters, but everything else is more-or-less to your discretion. It's noted here:

Intro :
This is the official Roleplay Guidebook for the Pacific's Regional Message Board (RMB). It forms the base on which nation capabilities are set, ie the mechanisms of the RP, and also contains concepts unique to this RMB Roleplay. Information about the Roleplay and its IC universe can be found in the Roleplay Portal.

Why the need for a Guidebook:
As more & more members joined the roleplay, some of which didn't have prior experience, the necessity to have atleast a basic common set of rules or guidelines was realised.
While the RP goes on fine, conflicts arise; either due to misinterpretation or by dissatisfaction. The rules are designed to prevent this.

Uniformity for all players is also necessary, and since NS already gives stats for our nations, they have been adapted for roleplay with appropriate modifications. This is one of the main purposes of the guidebook.


The Guidelines :

  1. Nation Statistics
    All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
    The following stats are considered critical :

    • Population - Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.

      • Till 50 million : Considered as a constant 5 million.

      • 51 million to 15 billion : Considered as 0.1×(population).

      • Above 15 billion : Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)

      A player may opt for a population lesser than what the formula gives them, and/or reduce the growth rate, if one so wishes.

    • Economy - As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).

      Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example :
      Nation1: Economic Output- 500 trillion C1s
      Nation2: Economic Output- 1000 trillion C2s
      Conversion (by nation1): 500÷1000=0.5
      So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.
    • Defense Forces - Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.

      1. -∞ to 1,000 : Protectorate
        Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
        War Bearing : Nothing. Depends on Protector Nation.

      2. 1,001 to 3,000 : Struggler
        Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
        War Bearing : Very Low. Easy to overpower.

      3. 3,001 to 6,500 : Contender
        A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
        War Bearing : Low. Vulnerable to Surprise Attacks.

      4. 6,501 to 8,000 : Enforcer
        Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
        War Bearing : Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.

      5. 8,001 to 12,000 : Protector
        Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
        War Bearing : Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.

      6. 12,001 to 18,000 : Warlord
        Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
        War Bearing : High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.

      7. 18,001 to 25,000 : Dominator
        Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
        War Bearing : Very High. Multiple wars required to affect it considerably.

      8. 25,001 to ∞ : Juggernaut
        Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
        War Bearing : Extremely High. Multiple wars barely affect it.

    • Scientific Advancement - As it is. Certain technologies require appropriate levels of Scientific Advancement.
      The laws of Physics are immutable. Any technology that transcends them is forbidden. So no FTL, Time Manipulation, Infinite Energy/Matter, Alternate Universes, and the like. Contact Samasbhi if you're uncertain of where your technology lies.

      • -∞ to 0 : Primitive (Till Industrial age)

      • 1 to 50 : Basic Tech

      • 51 to 100 : Moderate Tech

      • 101 to 150 : T1 Modern Tech (Cold War)

      • 151 to 200 : T2 Modern Tech (Millennial)

      • 201 to 250 : T1 Near Future Tech (Prototyping and small scale testing)

      • 251 to 300 : T2 Near Future Tech (Commercial mass scale implementation)

      • 301 to 350 : T1 Intermediate Future Tech (Prototyping and small scale testing)

      • 351 to 400 : T2 Intermediate Future Tech (Scientific and military implementation)

      • 401 to 450 : T3 Intermediate Future Tech (Commercial mass scale implementation)

      • 451 to 500 : T1 Far Future Tech (Prototyping and small scale testing; Planetary)

      • 501 to 600 : T2 Far Future Tech (Scientific and military implementation; Planetary)

      • 601 to 650 : T3 Far Future Tech (Commercial mass scale implementation; Planetary)

      • 651 to 700 : T1 Technocracy (Prototyping of global scale tech; Spacefaring)

      • 701 to 750 : T2 Technocracy (FFT Scientific and military implementation; Spacefaring)

      • 751 to 800 : T3 Technocracy (Nationwide deep FFT integration & global operational capability)

      • 800 to ∞ : Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)

      Legend :

      Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
      Basic Tech — Comparable to RL WW1.
      Moderate Tech — Comparable to RL WW2.
      Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
      Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
      Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
      Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
      Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
      Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.

    • Influence - Shall only be considered for nations newly introduced to RP. The rest have eventually gained (original) influence in the RP.

    • Human Development Index - As it is. Determines the development of a nation.

      According to the NS Human Development Index -
      1. 0-25 : Dystopian (Barbaric)

      2. 26-50 : Underdeveloped

      3. 51-65 : Lower Developing

      4. 66-80 : Upper Developing

      5. 81-95 : Developed

      6. 96-100 : Utopian (Alpha Nation)

    Other important characteristics :

    1. Government Type -
      One can adopt any government type that they want, irrespective of whether it is available in NS as a classification.
      But the NS classification should be relevant. For instance an Inoffensive Centrist Democracy can't call itself a Heirarchial Monarchy. One can have any pretitle one wants, unless it explicitly contradicts your government form.
      Anyone choosing a unique &/or self designed government system must describe it accurately in a factbook. This should also (at least) loosely be relevant to the NS classification.
      In short, one should attempt issues such that you form the government as per what you have chosen to adopt.

    2. Geography, Climate, & Location -
      All of these should be mentioned in factbooks, only if one desires to RP with these factors. Location is relatively important, with respect to other roleplaying nations.

    3. Puppets & Lore Nations -
      Any or all of the above should be mentioned in relevant factbook dispatches if one wishes to RP with them, with adequate descriptions regarding relations, history, government type, & such.
      Lore nations are entities which were previously sovereign, but are now part of a player controlled nation. Usually made for lore, they exist as vassals, principalities, or non-sovereign states/provinces.

      Everyone is requested to not create more than 2 puppets for roleplaying (1 for MegaVerse), even if casual, as it crowds the roleplay and may create confusion if not depicted properly. Note that this applies only to roleplaying. Non RPing puppets are inconsequential. (See Mandate M04.)

    4. Non-Player-Controlled Nations -
      These constitute nations present in the Mega Verse (RP universe) but not controlled by any single player and existing as independent entities. Any player can use it to generate events, but no one can destroy it or do major damage without a realism approval from the Overseer. Minor incidents, or speculative plotlines are permitted, which assume NPC intentions and even enact them. Any use of NPC nations is public & open to all. They are not to be used in Solo Plots, to prevent confusion.
      Currently, the Mega Verse has East Lebatuck as an NPC nation.

  2. Policies

    • Policies is the latest feature introduced in NS gameplay, which helps us track landmark decisions that have major repercussions on the nation. The policies are also dependent on issue choices, like NS stats, but are different from the stats themselves. They are just characteristics of one's nation, so there is no "superior or inferior policy". Policies just present a players opinions and nation preferences.

    • Yet, one usually finds a few policies that are later undesirable or of the "when did I install this!" type. Some of these greatly affect how the nation is run. And hence, for the RP, one is allowed to ignore one policy in order to avoid complications, grumbling, and a skewed nation.

    • The number of policies available is limited. So a few factors may not have appropriate policies. For instance, one may have a custom designed government type, but policies mainly cater to various democracies, monarchies, and dictatorships. So such policies may also be modified with proper explanations (factbooks) and then used for the roleplay.

  3. Actual Interaction
    This entails the actual roleplay, consisting of news posts, transnational communication, & such. The following protocol should be followed to greatly increase the authenticity of the roleplay :

    • Consent - If one nation wants to post the results of an incident/exercise/decision/war, or anything which involves other nations, then that nation will have to take their consent before posting details regarding them. For instance, if a nation at war with another wants to destroy an enemy carrier, then it will have to take the other nation's consent (telegram) before posting.

      This doesn't apply to situations when one nation is significantly powerful or better disposed than another and has previously warned about the consequences.

    • Timeline - This concept comes in useful when multiple nations are involved in crucial parts of a plot. The owner of the host nation in which the plot is ongoing, or the plot creator are ideally the timeline controllers. All others should take their Consent before altering times, but consent of other participants may also be required.
      So one can't just say, "15 days later" and do a post when others still want to continue in the current time era.
      This consent type can be bypassed by making arrangements with the host nation / plot participants, but this is the default protocol.

    • Realism - Care should be taken to ensure that realism is always maintained in all scenarios. For instance, an "extremely brave" coast guard ship can't defeat a destroyer singlehandedly.
      Official exchanges and responses of nations should be appropriately worded. Don't say "Why did you ban oil from my country ?" or "You can defeat me only in your dreams" while in character.
      All RMB roleplay should compulsorily use NS stats as mentioned above, for uniformity's sake.

    • Representation - Nations in an active roleplay should post content either officially from the government,via news media or stories. Else, one can always be in RPing mode and not require the above but instead use OOC (Out Of Character) when posting out of the roleplay. The same applies to the reverse, with IC (In Character) to be used. Content pertaining to M04 should compulsorily use the IC marker.
      One can also authorize another nation to post news about its internal events, with the rules of Consent being applied.
      Any content without proper representation is a mark of improper roleplay & stands to being voided, as it is a cause for confusion.

    • InterPlayer Control Relations - While players can set up mutual IC relations involving one as protectorate/vassal/similar and the other Overlord, such arrangements have some prerequisites to be considered for the MegaVerse:

      1. The same activity levels are required from all players for admission into the MegaVerse, irrespective of their IC predicaments (vassal, protectorate, federation, city-state, or otherwise).

      2. Vassal players may opt to limit RP to internal affairs, but should take cognizance of international events and respond to other nations as required (especially when MegaVerse nations approach them). Else the plots are considered Isolated Plots.

      3. It is the suzerain's responsibility to take a stand on every international event, so that their vassals can act accordingly.

      4. In the event that the suzerain player is unable to fulfill Point 3, they will be banned from having vassals for 2 months, and only reinstated if their activity is acceptable after that. The former vassal will turn sovereign and assume full responsibility of plot activities. They may take up a different Overlord after one month.

      5. In the event that the vassal player is unable to fulfill Point 2, they shall be put in the Tentative RPer list, and given a second chance with 1 month deadline. The suzerain or any other players may assist here. Failure will result in removal from the MegaVerse.

    • Telegrams & RMB Posts - Roleplay is primarily expected to be carried out in the RMB. So telegrams are to be used for consent, queries, OOC discussions, and the like. It may be used for RPing too, but any such plots & their events will not be considered MegaVerse (canon).
      Liking RMB posts has nothing to do with the RP. Liking does not stand as an IC response and intends to instead promote friendliness among the RPers. Yet, liking posts can stand for approval when consent comes into picture. If a nation that you included in your RP likes the post, you can consider its OOC approval.

  4. Types of Roleplays
    There are mainly two types of Roleplay: Active and Passive. Most players use either one of these two. While there may be a few 'hybrid' ones, the assigned guidelines of atleast one shall definitely fit such players.

    1. Active Roleplay : This type of roleplay is what most newbies think roleplaying is about. It involves the participating parties communicating both IC (In Character) and OOC (Out Of Character) with no communicating guidelines, simultaneously. The story is not discussed previously, and is rather made up on the spot by each player, for their own characters (or nations).
      It requires all the players to be online simultaneously, and respond to others posts, to carry forward the RP. Realism is usually ignored as the only motive of most such RPers is having casual fun, usually resulting in hundreds of posts in a day.
      Such RPers are not mandated to use all the aforementioned rules like consent and realism if you use Active RP casually, but are advised to use the Statistics for preventing godmodding and harassment.

    2. Passive Roleplay : The more advanced, refined type of roleplay. This type of roleplay has the participants posting events and conditions of their nations/characters. The story is taken forward by other nations who post their reactions and the events' repercussions. This type of RP proceeds in a planned way, and the plot is frequently discussed before posting to refine the story. The language used in Passive RP is also considerably more professional that Active RP. While this RP is too done for fun (obviously), those opting for Passive RP gain satisfaction from accurateness, realism, and detail imbued in the roleplay. Such RPers are mandated to use the Statistics as well as other rules of realism, interaction, consent, & others. In fact, this roleplay automatically integrates the rules, without which it won't work smoothly & fairly.

  5. Types of Plots
    Plots categorisations arise due to varying RP genres, and storyline limitations which cause either participation restrictions or Guidebook deviations.

    1. MegaVerse Plots
      Plots which are open to all MegaVerse roleplayers are the MegaVerse Plots. These plots follow RP rules (this Guidebook) in detail, and so do all the participants. The plots take place in the MegaVerse, the universe where all roleplaying nations exist simultaneously; and the events occurring in one nation are recorded as a part of its history. Players can make RP posts referring to any & all other players in the Mega-Verse, without taking participating consent; essentially inviting them to act on their posts. Regardless, all other rules of consent remain unaltered. All plots by members of the MegaVerse are by default canon and open to the rest of the MegaVerse. Plots that would require all other nations to act, referred to as Global Events (like an apocalypse scenario) require Overseer approval.

    2. Isolated Plots
      Plots whose storyline is limited & dependent on the events of one nation (player), with others being reactionary participants are Isolated plots. Up to five nations are permitted to have an Isolated plot. RP Guidelines are followed, but stats may be only loosely adhered to. Events occurring in such plots shall be considered in nation history only if the plot follows RP Guidelines. Plot initiation (creation) permission isn't required, but it is recommended that you inform the Overseer beforehand.

    3. Solo Plots
      Plots which have only one participant, with or without one's puppets, are Solo Plots. Other players are forbidden from reacting to these plots. Following RP Guidelines is optional for nation stats and advancement. Events occurring in such plots shall only be recorded in nation history if the plot follows RP guidelines. Plot initiation permission is not required.

  6. The Mandates
    Every system needs a set of rules that are to be followed by all. Even for a roleplay, this is the surest way of preventing system abuse, hence reducing conflicts and wasting time in endless debates. The Mandates are just such a set of rules that all RPers need to follow. They are so designed that there would be almost no ramifications on the RP itself, so nothing would change. Rather, they would only augment the approach towards the RP, and set up a code of conduct.
    The Mandates have been designed keeping in mind the Civil Code (M01), so no worries about code violations.

    1. M01 - Civil Code
      Under no circumstances (IC and OOC) must any roleplayer violate the Civil Code. Code violators shall be penalised as per protocol. Penalties include banishment from all of RP and/or even the region itself.

    2. M02 - PacificaRegion in Roleplay
      Concepts of secession from the Pacific, or of rebelling against the government are not permitted in any roleplay. Roleplayers are advised to only make nominal use of the region in RPs.

    3. M03 - Unsuitable Content : Material
      Some content is not conducive to a healthy RP suitable for everyone, and usually dampens moods. Such content involves description of : Graphic violence (detailed body damage & the like), 'Gross things' (bodily discharges & the like), Heinous crimes, Barbarism (cannibalism, human sacrifice & the like), Tortures, Effects of lethal weapons, Erotica, and related things.
      Roleplayers are asked to not indulge in describing any of the above. While mentions are occasionally permitted as per situations, excessive use &/or descriptions of such content is not allowed and would incur penalties.

    4. M04 - Unsuitable Content : Conceptual
      While a player nation has complete freedom to RP as any culture & ideology, care needs to be taken to ensure that the content is depicted as strictly IC. RP of radical notions requires being especially careful to avoid OOC offense. Players are advised to do so with fictional elements rather than RL ones, wherever applicable.
      Examples of what does not work:

      Believers of [ideology] are animals.

      IC: All of [ethnicity] should be killed!

      My master race nation shall eradicate all others!

      This is a big NO. Such posts shall be interpreted as personal views and the player will be penalised for violating M01. Simply appending an IC tag doesn't make a post roleplay either. A plot is essential.
      We RP as nations, and our posts should always reflect that. Examples of what can work instead:

      IC: The Empire of [nation] condemns [ideology/culture] in the strongest of terms and wishes to have no association with anyone harbouring elements who support it.
      – Ministry of External Affairs

      IC: Commander [name] has always despised [race/community]. He sees them as a violent people only concerned with self interests. Rumours speak of him plotting to cleanst the nation of them when the old king dies.

      These express either the official stance of a nation, or the views of a character. The indication of a plot/motive is also crucial for distinguishing IC from OOC. To ensure this, M04 establishes that:

      1. Excessive RP (and description) about discrimination/hate/harrassment of an RL culture/ideology/people constitutes an OOC malice and is ground for penalties as per M01.

      2. All RP posts of the nature described in this mandate shall always follow the Representation section.

    5. M05 - Puppets
      Regulating puppets is essential to prevent godmodding by entire puppet coalitions formed by a single player, thus imbalancing the RP and dispiriting others.
      All role players are permitted to only have one puppet for Mega-Verse RP purposes, with proper references to the said nation being a puppet. This also applies to fictional puppet-nations which aren't actual NS nations, as they are equally important from an RP point of view.
      Nevertheless, considering the amount of efforts that go into constructing ones main nation itself, it is adviced to not create a puppet unless one is confident of maintaining consistency in quality.
      All puppets shall have a cap on their stats. That is, their stats can't rise beyond a certain limit, to prevent imbalance.

      • Human Developing Index : 65

      • Scientific Advancement : 150

      • Defence Forces : 3000

      • Economy : Half of the main nation's economy.

      • Industries : None greater than the equivalent of the main nation's primary industry. And only one industry worth economic consideration.

The guidebook is dynamic, and actively updated with modifications and additions as the need arises. If you have any suggestions, feel free to tell me.
Support the Guidebook by upvoting this dispatch!Green arrow above the number at the top right.

Read dispatch

Gladinia wrote:*goes inside with him*

Vask: Tyko! what are you doing here?
Tyko: oh, I just heard that the queen Is going to meet her true parents today.

Arthralonia wrote:You can RP with multiple people at the same time.
For RP we do use NS stats, and here is a guide:
Intro :
This is the official Roleplay Guidebook for the Pacific's Regional Message Board (RMB). It forms the base on which nation capabilities are set, ie the mechanisms of the RP, and also contains concepts unique to this RMB Roleplay. Information about the Roleplay and its IC universe can be found in the Roleplay Portal.

Why the need for a Guidebook:
As more & more members joined the roleplay, some of which didn't have prior experience, the necessity to have atleast a basic common set of rules or guidelines was realised.
While the RP goes on fine, conflicts arise; either due to misinterpretation or by dissatisfaction. The rules are designed to prevent this.

Uniformity for all players is also necessary, and since NS already gives stats for our nations, they have been adapted for roleplay with appropriate modifications. This is one of the main purposes of the guidebook.


The Guidelines :

  1. Nation Statistics
    All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
    The following stats are considered critical :

    • Population - Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.

      • Till 50 million : Considered as a constant 5 million.

      • 51 million to 15 billion : Considered as 0.1×(population).

      • Above 15 billion : Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)

      A player may opt for a population lesser than what the formula gives them, and/or reduce the growth rate, if one so wishes.

    • Economy - As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).

      Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example :
      Nation1: Economic Output- 500 trillion C1s
      Nation2: Economic Output- 1000 trillion C2s
      Conversion (by nation1): 500÷1000=0.5
      So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.
    • Defense Forces - Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.

      1. -∞ to 1,000 : Protectorate
        Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
        War Bearing : Nothing. Depends on Protector Nation.

      2. 1,001 to 3,000 : Struggler
        Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
        War Bearing : Very Low. Easy to overpower.

      3. 3,001 to 6,500 : Contender
        A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
        War Bearing : Low. Vulnerable to Surprise Attacks.

      4. 6,501 to 8,000 : Enforcer
        Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
        War Bearing : Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.

      5. 8,001 to 12,000 : Protector
        Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
        War Bearing : Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.

      6. 12,001 to 18,000 : Warlord
        Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
        War Bearing : High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.

      7. 18,001 to 25,000 : Dominator
        Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
        War Bearing : Very High. Multiple wars required to affect it considerably.

      8. 25,001 to ∞ : Juggernaut
        Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
        War Bearing : Extremely High. Multiple wars barely affect it.

    • Scientific Advancement - As it is. Certain technologies require appropriate levels of Scientific Advancement.
      The laws of Physics are immutable. Any technology that transcends them is forbidden. So no FTL, Time Manipulation, Infinite Energy/Matter, Alternate Universes, and the like. Contact Samasbhi if you're uncertain of where your technology lies.

      • -∞ to 0 : Primitive (Till Industrial age)

      • 1 to 50 : Basic Tech

      • 51 to 100 : Moderate Tech

      • 101 to 150 : T1 Modern Tech (Cold War)

      • 151 to 200 : T2 Modern Tech (Millennial)

      • 201 to 250 : T1 Near Future Tech (Prototyping and small scale testing)

      • 251 to 300 : T2 Near Future Tech (Commercial mass scale implementation)

      • 301 to 350 : T1 Intermediate Future Tech (Prototyping and small scale testing)

      • 351 to 400 : T2 Intermediate Future Tech (Scientific and military implementation)

      • 401 to 450 : T3 Intermediate Future Tech (Commercial mass scale implementation)

      • 451 to 500 : T1 Far Future Tech (Prototyping and small scale testing; Planetary)

      • 501 to 600 : T2 Far Future Tech (Scientific and military implementation; Planetary)

      • 601 to 650 : T3 Far Future Tech (Commercial mass scale implementation; Planetary)

      • 651 to 700 : T1 Technocracy (Prototyping of global scale tech; Spacefaring)

      • 701 to 750 : T2 Technocracy (FFT Scientific and military implementation; Spacefaring)

      • 751 to 800 : T3 Technocracy (Nationwide deep FFT integration & global operational capability)

      • 800 to ∞ : Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)

      Legend :

      Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
      Basic Tech — Comparable to RL WW1.
      Moderate Tech — Comparable to RL WW2.
      Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
      Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
      Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
      Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
      Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
      Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.

    • Influence - Shall only be considered for nations newly introduced to RP. The rest have eventually gained (original) influence in the RP.

    • Human Development Index - As it is. Determines the development of a nation.

      According to the NS Human Development Index -
      1. 0-25 : Dystopian (Barbaric)

      2. 26-50 : Underdeveloped

      3. 51-65 : Lower Developing

      4. 66-80 : Upper Developing

      5. 81-95 : Developed

      6. 96-100 : Utopian (Alpha Nation)

    Other important characteristics :

    1. Government Type -
      One can adopt any government type that they want, irrespective of whether it is available in NS as a classification.
      But the NS classification should be relevant. For instance an Inoffensive Centrist Democracy can't call itself a Heirarchial Monarchy. One can have any pretitle one wants, unless it explicitly contradicts your government form.
      Anyone choosing a unique &/or self designed government system must describe it accurately in a factbook. This should also (at least) loosely be relevant to the NS classification.
      In short, one should attempt issues such that you form the government as per what you have chosen to adopt.

    2. Geography, Climate, & Location -
      All of these should be mentioned in factbooks, only if one desires to RP with these factors. Location is relatively important, with respect to other roleplaying nations.

    3. Puppets & Lore Nations -
      Any or all of the above should be mentioned in relevant factbook dispatches if one wishes to RP with them, with adequate descriptions regarding relations, history, government type, & such.
      Lore nations are entities which were previously sovereign, but are now part of a player controlled nation. Usually made for lore, they exist as vassals, principalities, or non-sovereign states/provinces.

      Everyone is requested to not create more than 2 puppets for roleplaying (1 for MegaVerse), even if casual, as it crowds the roleplay and may create confusion if not depicted properly. Note that this applies only to roleplaying. Non RPing puppets are inconsequential. (See Mandate M04.)

    4. Non-Player-Controlled Nations -
      These constitute nations present in the Mega Verse (RP universe) but not controlled by any single player and existing as independent entities. Any player can use it to generate events, but no one can destroy it or do major damage without a realism approval from the Overseer. Minor incidents, or speculative plotlines are permitted, which assume NPC intentions and even enact them. Any use of NPC nations is public & open to all. They are not to be used in Solo Plots, to prevent confusion.
      Currently, the Mega Verse has East Lebatuck as an NPC nation.

  2. Policies

    • Policies is the latest feature introduced in NS gameplay, which helps us track landmark decisions that have major repercussions on the nation. The policies are also dependent on issue choices, like NS stats, but are different from the stats themselves. They are just characteristics of one's nation, so there is no "superior or inferior policy". Policies just present a players opinions and nation preferences.

    • Yet, one usually finds a few policies that are later undesirable or of the "when did I install this!" type. Some of these greatly affect how the nation is run. And hence, for the RP, one is allowed to ignore one policy in order to avoid complications, grumbling, and a skewed nation.

    • The number of policies available is limited. So a few factors may not have appropriate policies. For instance, one may have a custom designed government type, but policies mainly cater to various democracies, monarchies, and dictatorships. So such policies may also be modified with proper explanations (factbooks) and then used for the roleplay.

  3. Actual Interaction
    This entails the actual roleplay, consisting of news posts, transnational communication, & such. The following protocol should be followed to greatly increase the authenticity of the roleplay :

    • Consent - If one nation wants to post the results of an incident/exercise/decision/war, or anything which involves other nations, then that nation will have to take their consent before posting details regarding them. For instance, if a nation at war with another wants to destroy an enemy carrier, then it will have to take the other nation's consent (telegram) before posting.

      This doesn't apply to situations when one nation is significantly powerful or better disposed than another and has previously warned about the consequences.

    • Timeline - This concept comes in useful when multiple nations are involved in crucial parts of a plot. The owner of the host nation in which the plot is ongoing, or the plot creator are ideally the timeline controllers. All others should take their Consent before altering times, but consent of other participants may also be required.
      So one can't just say, "15 days later" and do a post when others still want to continue in the current time era.
      This consent type can be bypassed by making arrangements with the host nation / plot participants, but this is the default protocol.

    • Realism - Care should be taken to ensure that realism is always maintained in all scenarios. For instance, an "extremely brave" coast guard ship can't defeat a destroyer singlehandedly.
      Official exchanges and responses of nations should be appropriately worded. Don't say "Why did you ban oil from my country ?" or "You can defeat me only in your dreams" while in character.
      All RMB roleplay should compulsorily use NS stats as mentioned above, for uniformity's sake.

    • Representation - Nations in an active roleplay should post content either officially from the government,via news media or stories. Else, one can always be in RPing mode and not require the above but instead use OOC (Out Of Character) when posting out of the roleplay. The same applies to the reverse, with IC (In Character) to be used. Content pertaining to M04 should compulsorily use the IC marker.
      One can also authorize another nation to post news about its internal events, with the rules of Consent being applied.
      Any content without proper representation is a mark of improper roleplay & stands to being voided, as it is a cause for confusion.

    • InterPlayer Control Relations - While players can set up mutual IC relations involving one as protectorate/vassal/similar and the other Overlord, such arrangements have some prerequisites to be considered for the MegaVerse:

      1. The same activity levels are required from all players for admission into the MegaVerse, irrespective of their IC predicaments (vassal, protectorate, federation, city-state, or otherwise).

      2. Vassal players may opt to limit RP to internal affairs, but should take cognizance of international events and respond to other nations as required (especially when MegaVerse nations approach them). Else the plots are considered Isolated Plots.

      3. It is the suzerain's responsibility to take a stand on every international event, so that their vassals can act accordingly.

      4. In the event that the suzerain player is unable to fulfill Point 3, they will be banned from having vassals for 2 months, and only reinstated if their activity is acceptable after that. The former vassal will turn sovereign and assume full responsibility of plot activities. They may take up a different Overlord after one month.

      5. In the event that the vassal player is unable to fulfill Point 2, they shall be put in the Tentative RPer list, and given a second chance with 1 month deadline. The suzerain or any other players may assist here. Failure will result in removal from the MegaVerse.

    • Telegrams & RMB Posts - Roleplay is primarily expected to be carried out in the RMB. So telegrams are to be used for consent, queries, OOC discussions, and the like. It may be used for RPing too, but any such plots & their events will not be considered MegaVerse (canon).
      Liking RMB posts has nothing to do with the RP. Liking does not stand as an IC response and intends to instead promote friendliness among the RPers. Yet, liking posts can stand for approval when consent comes into picture. If a nation that you included in your RP likes the post, you can consider its OOC approval.

  4. Types of Roleplays
    There are mainly two types of Roleplay: Active and Passive. Most players use either one of these two. While there may be a few 'hybrid' ones, the assigned guidelines of atleast one shall definitely fit such players.

    1. Active Roleplay : This type of roleplay is what most newbies think roleplaying is about. It involves the participating parties communicating both IC (In Character) and OOC (Out Of Character) with no communicating guidelines, simultaneously. The story is not discussed previously, and is rather made up on the spot by each player, for their own characters (or nations).
      It requires all the players to be online simultaneously, and respond to others posts, to carry forward the RP. Realism is usually ignored as the only motive of most such RPers is having casual fun, usually resulting in hundreds of posts in a day.
      Such RPers are not mandated to use all the aforementioned rules like consent and realism if you use Active RP casually, but are advised to use the Statistics for preventing godmodding and harassment.

    2. Passive Roleplay : The more advanced, refined type of roleplay. This type of roleplay has the participants posting events and conditions of their nations/characters. The story is taken forward by other nations who post their reactions and the events' repercussions. This type of RP proceeds in a planned way, and the plot is frequently discussed before posting to refine the story. The language used in Passive RP is also considerably more professional that Active RP. While this RP is too done for fun (obviously), those opting for Passive RP gain satisfaction from accurateness, realism, and detail imbued in the roleplay. Such RPers are mandated to use the Statistics as well as other rules of realism, interaction, consent, & others. In fact, this roleplay automatically integrates the rules, without which it won't work smoothly & fairly.

  5. Types of Plots
    Plots categorisations arise due to varying RP genres, and storyline limitations which cause either participation restrictions or Guidebook deviations.

    1. MegaVerse Plots
      Plots which are open to all MegaVerse roleplayers are the MegaVerse Plots. These plots follow RP rules (this Guidebook) in detail, and so do all the participants. The plots take place in the MegaVerse, the universe where all roleplaying nations exist simultaneously; and the events occurring in one nation are recorded as a part of its history. Players can make RP posts referring to any & all other players in the Mega-Verse, without taking participating consent; essentially inviting them to act on their posts. Regardless, all other rules of consent remain unaltered. All plots by members of the MegaVerse are by default canon and open to the rest of the MegaVerse. Plots that would require all other nations to act, referred to as Global Events (like an apocalypse scenario) require Overseer approval.

    2. Isolated Plots
      Plots whose storyline is limited & dependent on the events of one nation (player), with others being reactionary participants are Isolated plots. Up to five nations are permitted to have an Isolated plot. RP Guidelines are followed, but stats may be only loosely adhered to. Events occurring in such plots shall be considered in nation history only if the plot follows RP Guidelines. Plot initiation (creation) permission isn't required, but it is recommended that you inform the Overseer beforehand.

    3. Solo Plots
      Plots which have only one participant, with or without one's puppets, are Solo Plots. Other players are forbidden from reacting to these plots. Following RP Guidelines is optional for nation stats and advancement. Events occurring in such plots shall only be recorded in nation history if the plot follows RP guidelines. Plot initiation permission is not required.

  6. The Mandates
    Every system needs a set of rules that are to be followed by all. Even for a roleplay, this is the surest way of preventing system abuse, hence reducing conflicts and wasting time in endless debates. The Mandates are just such a set of rules that all RPers need to follow. They are so designed that there would be almost no ramifications on the RP itself, so nothing would change. Rather, they would only augment the approach towards the RP, and set up a code of conduct.
    The Mandates have been designed keeping in mind the Civil Code (M01), so no worries about code violations.

    1. M01 - Civil Code
      Under no circumstances (IC and OOC) must any roleplayer violate the Civil Code. Code violators shall be penalised as per protocol. Penalties include banishment from all of RP and/or even the region itself.

    2. M02 - PacificaRegion in Roleplay
      Concepts of secession from the Pacific, or of rebelling against the government are not permitted in any roleplay. Roleplayers are advised to only make nominal use of the region in RPs.

    3. M03 - Unsuitable Content : Material
      Some content is not conducive to a healthy RP suitable for everyone, and usually dampens moods. Such content involves description of : Graphic violence (detailed body damage & the like), 'Gross things' (bodily discharges & the like), Heinous crimes, Barbarism (cannibalism, human sacrifice & the like), Tortures, Effects of lethal weapons, Erotica, and related things.
      Roleplayers are asked to not indulge in describing any of the above. While mentions are occasionally permitted as per situations, excessive use &/or descriptions of such content is not allowed and would incur penalties.

    4. M04 - Unsuitable Content : Conceptual
      While a player nation has complete freedom to RP as any culture & ideology, care needs to be taken to ensure that the content is depicted as strictly IC. RP of radical notions requires being especially careful to avoid OOC offense. Players are advised to do so with fictional elements rather than RL ones, wherever applicable.
      Examples of what does not work:

      Believers of [ideology] are animals.

      IC: All of [ethnicity] should be killed!

      My master race nation shall eradicate all others!

      This is a big NO. Such posts shall be interpreted as personal views and the player will be penalised for violating M01. Simply appending an IC tag doesn't make a post roleplay either. A plot is essential.
      We RP as nations, and our posts should always reflect that. Examples of what can work instead:

      IC: The Empire of [nation] condemns [ideology/culture] in the strongest of terms and wishes to have no association with anyone harbouring elements who support it.
      – Ministry of External Affairs

      IC: Commander [name] has always despised [race/community]. He sees them as a violent people only concerned with self interests. Rumours speak of him plotting to cleanst the nation of them when the old king dies.

      These express either the official stance of a nation, or the views of a character. The indication of a plot/motive is also crucial for distinguishing IC from OOC. To ensure this, M04 establishes that:

      1. Excessive RP (and description) about discrimination/hate/harrassment of an RL culture/ideology/people constitutes an OOC malice and is ground for penalties as per M01.

      2. All RP posts of the nature described in this mandate shall always follow the Representation section.

    5. M05 - Puppets
      Regulating puppets is essential to prevent godmodding by entire puppet coalitions formed by a single player, thus imbalancing the RP and dispiriting others.
      All role players are permitted to only have one puppet for Mega-Verse RP purposes, with proper references to the said nation being a puppet. This also applies to fictional puppet-nations which aren't actual NS nations, as they are equally important from an RP point of view.
      Nevertheless, considering the amount of efforts that go into constructing ones main nation itself, it is adviced to not create a puppet unless one is confident of maintaining consistency in quality.
      All puppets shall have a cap on their stats. That is, their stats can't rise beyond a certain limit, to prevent imbalance.

      • Human Developing Index : 65

      • Scientific Advancement : 150

      • Defence Forces : 3000

      • Economy : Half of the main nation's economy.

      • Industries : None greater than the equivalent of the main nation's primary industry. And only one industry worth economic consideration.

The guidebook is dynamic, and actively updated with modifications and additions as the need arises. If you have any suggestions, feel free to tell me.
Support the Guidebook by upvoting this dispatch!Green arrow above the number at the top right.

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The Municipalities of Antarctica wrote:Ah, sorry.
You can RP with as many people as you want as long as they consent to it. There's no limit to that, aside from what you can take on.

As for NS stats, we have a guidebook related to the important matters, but everything else is more-or-less to your discretion. It's noted here:

Intro :
This is the official Roleplay Guidebook for the Pacific's Regional Message Board (RMB). It forms the base on which nation capabilities are set, ie the mechanisms of the RP, and also contains concepts unique to this RMB Roleplay. Information about the Roleplay and its IC universe can be found in the Roleplay Portal.

Why the need for a Guidebook:
As more & more members joined the roleplay, some of which didn't have prior experience, the necessity to have atleast a basic common set of rules or guidelines was realised.
While the RP goes on fine, conflicts arise; either due to misinterpretation or by dissatisfaction. The rules are designed to prevent this.

Uniformity for all players is also necessary, and since NS already gives stats for our nations, they have been adapted for roleplay with appropriate modifications. This is one of the main purposes of the guidebook.


The Guidelines :

  1. Nation Statistics
    All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
    The following stats are considered critical :

    • Population - Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.

      • Till 50 million : Considered as a constant 5 million.

      • 51 million to 15 billion : Considered as 0.1×(population).

      • Above 15 billion : Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)

      A player may opt for a population lesser than what the formula gives them, and/or reduce the growth rate, if one so wishes.

    • Economy - As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).

      Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example :
      Nation1: Economic Output- 500 trillion C1s
      Nation2: Economic Output- 1000 trillion C2s
      Conversion (by nation1): 500÷1000=0.5
      So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.
    • Defense Forces - Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.

      1. -∞ to 1,000 : Protectorate
        Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
        War Bearing : Nothing. Depends on Protector Nation.

      2. 1,001 to 3,000 : Struggler
        Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
        War Bearing : Very Low. Easy to overpower.

      3. 3,001 to 6,500 : Contender
        A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
        War Bearing : Low. Vulnerable to Surprise Attacks.

      4. 6,501 to 8,000 : Enforcer
        Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
        War Bearing : Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.

      5. 8,001 to 12,000 : Protector
        Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
        War Bearing : Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.

      6. 12,001 to 18,000 : Warlord
        Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
        War Bearing : High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.

      7. 18,001 to 25,000 : Dominator
        Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
        War Bearing : Very High. Multiple wars required to affect it considerably.

      8. 25,001 to ∞ : Juggernaut
        Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
        War Bearing : Extremely High. Multiple wars barely affect it.

    • Scientific Advancement - As it is. Certain technologies require appropriate levels of Scientific Advancement.
      The laws of Physics are immutable. Any technology that transcends them is forbidden. So no FTL, Time Manipulation, Infinite Energy/Matter, Alternate Universes, and the like. Contact Samasbhi if you're uncertain of where your technology lies.

      • -∞ to 0 : Primitive (Till Industrial age)

      • 1 to 50 : Basic Tech

      • 51 to 100 : Moderate Tech

      • 101 to 150 : T1 Modern Tech (Cold War)

      • 151 to 200 : T2 Modern Tech (Millennial)

      • 201 to 250 : T1 Near Future Tech (Prototyping and small scale testing)

      • 251 to 300 : T2 Near Future Tech (Commercial mass scale implementation)

      • 301 to 350 : T1 Intermediate Future Tech (Prototyping and small scale testing)

      • 351 to 400 : T2 Intermediate Future Tech (Scientific and military implementation)

      • 401 to 450 : T3 Intermediate Future Tech (Commercial mass scale implementation)

      • 451 to 500 : T1 Far Future Tech (Prototyping and small scale testing; Planetary)

      • 501 to 600 : T2 Far Future Tech (Scientific and military implementation; Planetary)

      • 601 to 650 : T3 Far Future Tech (Commercial mass scale implementation; Planetary)

      • 651 to 700 : T1 Technocracy (Prototyping of global scale tech; Spacefaring)

      • 701 to 750 : T2 Technocracy (FFT Scientific and military implementation; Spacefaring)

      • 751 to 800 : T3 Technocracy (Nationwide deep FFT integration & global operational capability)

      • 800 to ∞ : Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)

      Legend :

      Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
      Basic Tech — Comparable to RL WW1.
      Moderate Tech — Comparable to RL WW2.
      Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
      Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
      Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
      Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
      Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
      Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.

    • Influence - Shall only be considered for nations newly introduced to RP. The rest have eventually gained (original) influence in the RP.

    • Human Development Index - As it is. Determines the development of a nation.

      According to the NS Human Development Index -
      1. 0-25 : Dystopian (Barbaric)

      2. 26-50 : Underdeveloped

      3. 51-65 : Lower Developing

      4. 66-80 : Upper Developing

      5. 81-95 : Developed

      6. 96-100 : Utopian (Alpha Nation)

    Other important characteristics :

    1. Government Type -
      One can adopt any government type that they want, irrespective of whether it is available in NS as a classification.
      But the NS classification should be relevant. For instance an Inoffensive Centrist Democracy can't call itself a Heirarchial Monarchy. One can have any pretitle one wants, unless it explicitly contradicts your government form.
      Anyone choosing a unique &/or self designed government system must describe it accurately in a factbook. This should also (at least) loosely be relevant to the NS classification.
      In short, one should attempt issues such that you form the government as per what you have chosen to adopt.

    2. Geography, Climate, & Location -
      All of these should be mentioned in factbooks, only if one desires to RP with these factors. Location is relatively important, with respect to other roleplaying nations.

    3. Puppets & Lore Nations -
      Any or all of the above should be mentioned in relevant factbook dispatches if one wishes to RP with them, with adequate descriptions regarding relations, history, government type, & such.
      Lore nations are entities which were previously sovereign, but are now part of a player controlled nation. Usually made for lore, they exist as vassals, principalities, or non-sovereign states/provinces.

      Everyone is requested to not create more than 2 puppets for roleplaying (1 for MegaVerse), even if casual, as it crowds the roleplay and may create confusion if not depicted properly. Note that this applies only to roleplaying. Non RPing puppets are inconsequential. (See Mandate M04.)

    4. Non-Player-Controlled Nations -
      These constitute nations present in the Mega Verse (RP universe) but not controlled by any single player and existing as independent entities. Any player can use it to generate events, but no one can destroy it or do major damage without a realism approval from the Overseer. Minor incidents, or speculative plotlines are permitted, which assume NPC intentions and even enact them. Any use of NPC nations is public & open to all. They are not to be used in Solo Plots, to prevent confusion.
      Currently, the Mega Verse has East Lebatuck as an NPC nation.

  2. Policies

    • Policies is the latest feature introduced in NS gameplay, which helps us track landmark decisions that have major repercussions on the nation. The policies are also dependent on issue choices, like NS stats, but are different from the stats themselves. They are just characteristics of one's nation, so there is no "superior or inferior policy". Policies just present a players opinions and nation preferences.

    • Yet, one usually finds a few policies that are later undesirable or of the "when did I install this!" type. Some of these greatly affect how the nation is run. And hence, for the RP, one is allowed to ignore one policy in order to avoid complications, grumbling, and a skewed nation.

    • The number of policies available is limited. So a few factors may not have appropriate policies. For instance, one may have a custom designed government type, but policies mainly cater to various democracies, monarchies, and dictatorships. So such policies may also be modified with proper explanations (factbooks) and then used for the roleplay.

  3. Actual Interaction
    This entails the actual roleplay, consisting of news posts, transnational communication, & such. The following protocol should be followed to greatly increase the authenticity of the roleplay :

    • Consent - If one nation wants to post the results of an incident/exercise/decision/war, or anything which involves other nations, then that nation will have to take their consent before posting details regarding them. For instance, if a nation at war with another wants to destroy an enemy carrier, then it will have to take the other nation's consent (telegram) before posting.

      This doesn't apply to situations when one nation is significantly powerful or better disposed than another and has previously warned about the consequences.

    • Timeline - This concept comes in useful when multiple nations are involved in crucial parts of a plot. The owner of the host nation in which the plot is ongoing, or the plot creator are ideally the timeline controllers. All others should take their Consent before altering times, but consent of other participants may also be required.
      So one can't just say, "15 days later" and do a post when others still want to continue in the current time era.
      This consent type can be bypassed by making arrangements with the host nation / plot participants, but this is the default protocol.

    • Realism - Care should be taken to ensure that realism is always maintained in all scenarios. For instance, an "extremely brave" coast guard ship can't defeat a destroyer singlehandedly.
      Official exchanges and responses of nations should be appropriately worded. Don't say "Why did you ban oil from my country ?" or "You can defeat me only in your dreams" while in character.
      All RMB roleplay should compulsorily use NS stats as mentioned above, for uniformity's sake.

    • Representation - Nations in an active roleplay should post content either officially from the government,via news media or stories. Else, one can always be in RPing mode and not require the above but instead use OOC (Out Of Character) when posting out of the roleplay. The same applies to the reverse, with IC (In Character) to be used. Content pertaining to M04 should compulsorily use the IC marker.
      One can also authorize another nation to post news about its internal events, with the rules of Consent being applied.
      Any content without proper representation is a mark of improper roleplay & stands to being voided, as it is a cause for confusion.

    • InterPlayer Control Relations - While players can set up mutual IC relations involving one as protectorate/vassal/similar and the other Overlord, such arrangements have some prerequisites to be considered for the MegaVerse:

      1. The same activity levels are required from all players for admission into the MegaVerse, irrespective of their IC predicaments (vassal, protectorate, federation, city-state, or otherwise).

      2. Vassal players may opt to limit RP to internal affairs, but should take cognizance of international events and respond to other nations as required (especially when MegaVerse nations approach them). Else the plots are considered Isolated Plots.

      3. It is the suzerain's responsibility to take a stand on every international event, so that their vassals can act accordingly.

      4. In the event that the suzerain player is unable to fulfill Point 3, they will be banned from having vassals for 2 months, and only reinstated if their activity is acceptable after that. The former vassal will turn sovereign and assume full responsibility of plot activities. They may take up a different Overlord after one month.

      5. In the event that the vassal player is unable to fulfill Point 2, they shall be put in the Tentative RPer list, and given a second chance with 1 month deadline. The suzerain or any other players may assist here. Failure will result in removal from the MegaVerse.

    • Telegrams & RMB Posts - Roleplay is primarily expected to be carried out in the RMB. So telegrams are to be used for consent, queries, OOC discussions, and the like. It may be used for RPing too, but any such plots & their events will not be considered MegaVerse (canon).
      Liking RMB posts has nothing to do with the RP. Liking does not stand as an IC response and intends to instead promote friendliness among the RPers. Yet, liking posts can stand for approval when consent comes into picture. If a nation that you included in your RP likes the post, you can consider its OOC approval.

  4. Types of Roleplays
    There are mainly two types of Roleplay: Active and Passive. Most players use either one of these two. While there may be a few 'hybrid' ones, the assigned guidelines of atleast one shall definitely fit such players.

    1. Active Roleplay : This type of roleplay is what most newbies think roleplaying is about. It involves the participating parties communicating both IC (In Character) and OOC (Out Of Character) with no communicating guidelines, simultaneously. The story is not discussed previously, and is rather made up on the spot by each player, for their own characters (or nations).
      It requires all the players to be online simultaneously, and respond to others posts, to carry forward the RP. Realism is usually ignored as the only motive of most such RPers is having casual fun, usually resulting in hundreds of posts in a day.
      Such RPers are not mandated to use all the aforementioned rules like consent and realism if you use Active RP casually, but are advised to use the Statistics for preventing godmodding and harassment.

    2. Passive Roleplay : The more advanced, refined type of roleplay. This type of roleplay has the participants posting events and conditions of their nations/characters. The story is taken forward by other nations who post their reactions and the events' repercussions. This type of RP proceeds in a planned way, and the plot is frequently discussed before posting to refine the story. The language used in Passive RP is also considerably more professional that Active RP. While this RP is too done for fun (obviously), those opting for Passive RP gain satisfaction from accurateness, realism, and detail imbued in the roleplay. Such RPers are mandated to use the Statistics as well as other rules of realism, interaction, consent, & others. In fact, this roleplay automatically integrates the rules, without which it won't work smoothly & fairly.

  5. Types of Plots
    Plots categorisations arise due to varying RP genres, and storyline limitations which cause either participation restrictions or Guidebook deviations.

    1. MegaVerse Plots
      Plots which are open to all MegaVerse roleplayers are the MegaVerse Plots. These plots follow RP rules (this Guidebook) in detail, and so do all the participants. The plots take place in the MegaVerse, the universe where all roleplaying nations exist simultaneously; and the events occurring in one nation are recorded as a part of its history. Players can make RP posts referring to any & all other players in the Mega-Verse, without taking participating consent; essentially inviting them to act on their posts. Regardless, all other rules of consent remain unaltered. All plots by members of the MegaVerse are by default canon and open to the rest of the MegaVerse. Plots that would require all other nations to act, referred to as Global Events (like an apocalypse scenario) require Overseer approval.

    2. Isolated Plots
      Plots whose storyline is limited & dependent on the events of one nation (player), with others being reactionary participants are Isolated plots. Up to five nations are permitted to have an Isolated plot. RP Guidelines are followed, but stats may be only loosely adhered to. Events occurring in such plots shall be considered in nation history only if the plot follows RP Guidelines. Plot initiation (creation) permission isn't required, but it is recommended that you inform the Overseer beforehand.

    3. Solo Plots
      Plots which have only one participant, with or without one's puppets, are Solo Plots. Other players are forbidden from reacting to these plots. Following RP Guidelines is optional for nation stats and advancement. Events occurring in such plots shall only be recorded in nation history if the plot follows RP guidelines. Plot initiation permission is not required.

  6. The Mandates
    Every system needs a set of rules that are to be followed by all. Even for a roleplay, this is the surest way of preventing system abuse, hence reducing conflicts and wasting time in endless debates. The Mandates are just such a set of rules that all RPers need to follow. They are so designed that there would be almost no ramifications on the RP itself, so nothing would change. Rather, they would only augment the approach towards the RP, and set up a code of conduct.
    The Mandates have been designed keeping in mind the Civil Code (M01), so no worries about code violations.

    1. M01 - Civil Code
      Under no circumstances (IC and OOC) must any roleplayer violate the Civil Code. Code violators shall be penalised as per protocol. Penalties include banishment from all of RP and/or even the region itself.

    2. M02 - PacificaRegion in Roleplay
      Concepts of secession from the Pacific, or of rebelling against the government are not permitted in any roleplay. Roleplayers are advised to only make nominal use of the region in RPs.

    3. M03 - Unsuitable Content : Material
      Some content is not conducive to a healthy RP suitable for everyone, and usually dampens moods. Such content involves description of : Graphic violence (detailed body damage & the like), 'Gross things' (bodily discharges & the like), Heinous crimes, Barbarism (cannibalism, human sacrifice & the like), Tortures, Effects of lethal weapons, Erotica, and related things.
      Roleplayers are asked to not indulge in describing any of the above. While mentions are occasionally permitted as per situations, excessive use &/or descriptions of such content is not allowed and would incur penalties.

    4. M04 - Unsuitable Content : Conceptual
      While a player nation has complete freedom to RP as any culture & ideology, care needs to be taken to ensure that the content is depicted as strictly IC. RP of radical notions requires being especially careful to avoid OOC offense. Players are advised to do so with fictional elements rather than RL ones, wherever applicable.
      Examples of what does not work:

      Believers of [ideology] are animals.

      IC: All of [ethnicity] should be killed!

      My master race nation shall eradicate all others!

      This is a big NO. Such posts shall be interpreted as personal views and the player will be penalised for violating M01. Simply appending an IC tag doesn't make a post roleplay either. A plot is essential.
      We RP as nations, and our posts should always reflect that. Examples of what can work instead:

      IC: The Empire of [nation] condemns [ideology/culture] in the strongest of terms and wishes to have no association with anyone harbouring elements who support it.
      – Ministry of External Affairs

      IC: Commander [name] has always despised [race/community]. He sees them as a violent people only concerned with self interests. Rumours speak of him plotting to cleanst the nation of them when the old king dies.

      These express either the official stance of a nation, or the views of a character. The indication of a plot/motive is also crucial for distinguishing IC from OOC. To ensure this, M04 establishes that:

      1. Excessive RP (and description) about discrimination/hate/harrassment of an RL culture/ideology/people constitutes an OOC malice and is ground for penalties as per M01.

      2. All RP posts of the nature described in this mandate shall always follow the Representation section.

    5. M05 - Puppets
      Regulating puppets is essential to prevent godmodding by entire puppet coalitions formed by a single player, thus imbalancing the RP and dispiriting others.
      All role players are permitted to only have one puppet for Mega-Verse RP purposes, with proper references to the said nation being a puppet. This also applies to fictional puppet-nations which aren't actual NS nations, as they are equally important from an RP point of view.
      Nevertheless, considering the amount of efforts that go into constructing ones main nation itself, it is adviced to not create a puppet unless one is confident of maintaining consistency in quality.
      All puppets shall have a cap on their stats. That is, their stats can't rise beyond a certain limit, to prevent imbalance.

      • Human Developing Index : 65

      • Scientific Advancement : 150

      • Defence Forces : 3000

      • Economy : Half of the main nation's economy.

      • Industries : None greater than the equivalent of the main nation's primary industry. And only one industry worth economic consideration.

The guidebook is dynamic, and actively updated with modifications and additions as the need arises. If you have any suggestions, feel free to tell me.
Support the Guidebook by upvoting this dispatch!Green arrow above the number at the top right.

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Thanks for your assistance.

Your RMB RP rules are alright. Some points intimidate me but I think The Pacific could be the region for me...

Still, don’t know where to start and even then, if I’ll be doing things the right way...

The Municipalities of Antarctica wrote:(Amazingly, I managed to figure out how to completely redo the histories of the three sisters without causing everything to collapse coherence-wise... all while on my walk. I daresay I am impressed in myself.)

Now do the smol admiral.

Kathol rift, Katrzynija, and Arthralonia

Norrho wrote:Your RMB RP rules are alright. Some points intimidate me but I think The Pacific could be the region for me...

Still, don’t know where to start and even then, if I’ll be doing things the right way...

Don't worry, you'll likely have an easier time starting than I am.

Jar Wattinree wrote:Now do the smol admiral.

At some point.

The Municipalities of Antarctica wrote:At some point.

N O W

The Municipalities of Antarctica wrote:At some point.

Make her even smaller so she can also write 'Walking armrest' in her resume
;P

Jar Wattinree wrote:N O W

At some point.

Wubdich wrote:Make her even smaller so she can also write 'Walking armrest' in her resume
;P

Too far.

Wubdich wrote:Make her even smaller so she can also write 'Walking armrest' in her resume
;P

The Primarch certainly agrees

Mestovakia wrote:Don't worry, you'll likely have an easier time starting than I am.

Thank you. I only hope to not screw up and make an embarrassment of myself...

Norrho wrote:Thank you. I only hope to not screw up and make an embarrassment of myself...

You'll be fine. Despite the high level of technology in the RMB, we tend to try and adhere to physics as much as possible, and we also try to be ideologically consistent if we use something from actual history so the nerds who understand their stuff usually know what they're saying. (No third or fourth or seventh Reich shenanigans though.)

Greetings, fellow nations:

The Republic of Norrho salutes you. We are now open to discussing the establishment of formal diplomatic relations and the signing of joint ventures to the benefit of any nation that shares our principles. We will cherish and promote friendship amongst our peoples.

This effort is of utmost importance to the State Minister and the President of the Republic. We look forward to establishing our embassies in any country.

Norrho
Ministry of External Affairs

Republic of Norrho
Republika Noror (Norrhan)


Flag


Motto: Vlüloczázca, Jegdyneś, Müxpaće
("Homeland, Unity, Work")


Anthem: Noror Vlüloc
("Norrho Home")

Capital (and largest city): Dalboe


Languages: English, Norrhan, Norrense, Old Noexran


Demonym: Norrhan


Government: Unitary Semi-Presidential Republic


Head of State: President of the Republic


Head of Government: State Minister


Legislature: Assembly of Deputies


Population: 47 million (RP)


Currency: Doubloon (djovkoruna, NRD)


Driving side: right


Internet TLD: .nr


Norrho

Norrho, officially the Republic of Norrho (Norrhan: Republika Noror), is a country located in The Pacific that embodies the nation state of the Norrhan peopleone and indivisible—as a unitary constitutional republic.

Norrho's ability to rise from the sociopolitical violence that characterized its earlier regimes is seen as the catalyst for the country's stable economic position held today. The constant economic growth that facilitates such position, when combined with expanded liberal social values and booming arts & humanities sectors, has brought much needed progress despite the ongoing political tensions and parliamentary irrelevance that have caused various governments to rule by emergency powers granted by the President of the Republic in a state of affairs continuously described as authoritarian. On the world stage, the country has embraced arbitration, multilateralism, human rights, and the protection of minorities.

Etymology

Originally applied to the Kingdom of Southern Norrho, the name Norrho comes from the Old Noexran Noror, or "land of the north," referring to the inclusion of the northern part of the region of Noxerho in the kingdom. Modern Norrho is still named Noror today in Norrhan and Old Noexran.

The standard way to refer to a citizen of Norrho is as a "Norrhan."

History

Establishment

In 1626, Pre-Norrhan king Zegesmunt the Great formed the Kingdom of Southern Norrho by combining the County of Noexro with the northern part of the then Noxerhan region. The capital of this new kingdom, increasingly referred to simply by the name Norrho, was Old Dalboe on the Noexran wildlands. Despite the union, Noxerho maintained a separate royal court and aristocracy, which monarchs would periodically visit throughout the year. This practice, known as the Noxerho Audiences, was common under Zegesmunt and continued during the reign of his son, Casimér I, who even created separate ministerial and repository structures for Noxerho. By 1678 the Noxerho court had been dissolved and the country's official name was changed to the "Kingdom of Norrho". It was repeatedly invaded during the 18th century, when foreign armies sieged Dalboe, but were decisively defeated. The last foreign invasion resulted in King Yldefonz II paying the armies to leave after they had forced him to flee towards the Losebo Heights before being defeated. After fortifications were developed, the army was organized and repelled further bellicose actions, allowing the country to focus on domestic affairs. In particular, scholars founded universities and drafted a new legal code at the behest of the king, thus developing a professional civil service and institutionalizing the rule of law.

During the 19th century, a conservative oligarchy led by owners of large estates pressured the monarchy to suppress open political activity, forcing liberal dissenters to form secret societies to call for civil liberties and protectionism. This, in turn, sparked massive uprisings in 1876 that led to a partial collapse of the oligarchies and, after order was restored, a meeting of liberals in Dalboe proclaimed itself to be a "Provisional National Assembly for Norrho," which sought to gain popular support by implementing social policies. After the king insisted on the formation of a coalition government led by conservative politicians, the Provisional Assembly resigned en masse and called for a general strike. After 17 days, King Micháł I conceded and, with the support of the Armed Forces, Norrho became a constitutional monarchy.

Transition

Despite the new system, Norrho was barely able to supply enough food for its growing population due to the lack of industrialization. Wealthy landowners still used their influence to successfully lobby against industrial development. This pushed the various governments of the late 19th and early 20th centuries to introduce austerity policies, enact a sales tax, and request aid & support from neighboring countries. As internal political tensions flourished, several parties used paramilitary forces to pressure voters, confiscate opposition pamphlets, and rig elections. Amid these tensions, which many felt would lead to a civil war, a military coup brought about the First Norrhan Republic to power in 1946. Monarchists, however, would oppose the Republic for years to come.

First Republic

The military regime, essentially a dictatorship, was broadly supported by the business and religious communities whilst claiming to expand the working class. It heavily censored the press and dissolved dissident social and political organizations. Strikes and other worker actions were violently suppressed by the army and growing inflation caused the already massive income disparity to widen. Norrhan landowners dropped their support of the military government after it failed to meet their interests and joined the middle classes in calling for a return to democratic rule. Eventually, corrupt administrations, bad harvests, falling exports, and severe stagnation would be the death of the government which, after a contentious cabinet meeting, resigned and handed power over to a technocratic junta led by General Máximy Palmer. Palmer's first action as head of government was to call for free and fair elections in which the wise and sovereign people of Norrho would elect a Grand Provisional Council to draft a constitution for a new republic. To this effect, he lifted several bans on political parties, returned their assets, allowed the reopening of social entities, and granted numerous political freedoms without restriction.

The Grand Provisional Council elections took place on 22 October 1950. The suddenness of the elections left little time for the main leftist and right-wing parties, such as the Plural League of Norrho (PLN) and the Norrhan Liberal Union (NLU), respectively, to get organized, leading to a comfortable majority of seats for the centrist Norrhan Peoples' Peasant Party (NPPP). To the detriment of the former royal family, republican parties obtained a solid 70% of the vote. In its role as a constituent assembly, the Council presented a draft constitution, supported by the center but denounced by leftist and right-wing parties, that created a republic under a semi-presidential system in which power is divided between president, cabinet, and parliament (this last one elected by proportional representation). The document was adopted by a referendum on 6 May 1951 and, after subsequent presidential and parliamentary elections, the Second Norrhan Republic was founded on 14 August 1951.


Flag of the First Norrhan Republic

Modern Republic

A period of relative stability followed the introduction of the new constitution as broad socioeconomic reforms were implemented. Civil unrest and unemployment decreased while trade and the economy overall soared to unprecedented levels, allowing the currency to be stabilized and new markets to be opened. Nonetheless, political tensions were simmering as both extremes called for radical change to the system of government as a way to solve social inequalities. After a few decades, governments started to fall within several months as extremist parties strengthened their hold on the balance of power. To solve this, several moderate state ministers began to look to the President of the Republic for assistance in implementing their agendas. With most of these governments having no majority support in the Assembly of Deputies and relying instead on the President's emergency decrees, the parliament became less effective as a check on the executive power. The governments of the day were now dependent on the President of the Republic to operate as bills rejected by the Assembly were enacted into law by way of emergency presidential decrees. The loss of parliamentary power increased political violence and caused many parties to boycott Assembly proceedings, negating a quorum and causing snap elections to be frequent. This, in turn, has perpetuated governments without parliamentary majorities that legislate through the President's emergency decrees to the point that all state ministers since 1997 have operated independently of parliament.

Demographics

Population

The Republic of Norrho is a cultured nation, renowned for its smutty television, punitive income tax rates, and devotion to social welfare. The compassionate, democratic population of 47 million Norrhans love a good election, and the government gives them plenty of them. Universities tend to be full of students debating the merits of their extensive civil and political freedoms, particularly in social issues, while the business sector is highly regulated and the wealthy are viewed with suspicion.

Language

The languages of Norrho are the languages spoken or once spoken in the area presently occupied by the Republic of Norrho. Most languages spoken in Norrho belong to either the Romance or Germanic language families, of which English is the only language which has official status for the whole country due to its dominance as a result of foreign cultural influence. Naturally, Norrhan is spoken across the country, and Old Noexran is widely used in the northern governorates. Various other languages have co-official or recognised status in specific territories, and a number of unofficial languages and dialects are spoken in certain localities.

Religion

Freedom of thought and religion are rights guaranteed by the Constitution. Norrhans believe that government, and politics in general, should be kept separate from religious issues and organizations to ensure the government's independence from religious interference and prevent religious persecution by the government. Therefore, religious figures and entities are discouraged from involvement in government affairs, particularly the definition of central policies, and Norrhan government officials are forbidden from participation in religious affairs. This hasn't prevented many Norrhans from practicing their faith.

Largest Cities

Rank

City

Governorate

1

Dalboe

Dalboe

2

Secoitu

Jacoxia

3

Thierut

Nehosa

4

Bobévyla

Jacoxia

5

Rubihuiv

Trebidra

6

Karynia

Dalboe

7

Pévári

Lyuzyechna

8

Fetepova

Camențy

9

Barylyow

Druzrysia

10

Alvalsk

Námepina

Government

Executive authority is exercised by the President of the Republic (Prezydentäk Republika) and the Cabinet (Kabinetza), headed by the State Minister of Norrho (Státmuminisztär Nororuj). The President serves a term of seven years and can be re-elected once. He or she can be removed from office by plebiscite upon the vote of two-thirds of the Assembly of Deputies. Rejection of the measure by the voters will act as a re-election of the President and cause the Assembly to be dissolved. The President of the Republic exerts supreme command over the Norrhan Defense Forces (NDF) and exercises the pardoning power for the Republic as leader of the Norrhan nation. If a governorate fails to fulfill its obligations under the Constitution or Norrhan law or if public order and security are seriously endangered, the President can use armed force and/or suspend civil rights to compel the governorate to do so. The President is required to inform the Assembly of these measures and the Assembly can nullify such a presidential decree, which has the same legal force as parliamentary legislation. The President of the Republic has the power to decree that a proposed law be presented to the voters as a plebiscite before taking effect. Although the President can direct international relations and may revoke international treaties, only the Cabinet can approve such treaties before their submittal to the Assembly of Deputies for ratification.

The State Minister determines the political guidelines of the government and is, theoretically, responsible to both the President of the Republic and to the Assembly of Deputies. The State Minister and ministers, who are appointed (and can be dismissed) by the President, are compelled to resign in the event the parliament passes a vote of no confidence. The Cabinet formulates decisions by majority vote; in the case of a tie, the President's vote is the deciding one. Through a similar majority vote, it can veto legislation (although this veto can be overruled by a three-fifths majority vote in the Assembly). Conventionally, Cabinet ministers are members of the majority political party in parliament and generally hold elected seats within it, concurrent with their Cabinet positions, but the President can appoint someone who is not an incumbent member of the Assembly of Deputies. The Assembly of Deputies can accuse the President of the Republic, State Minister, or any Cabinet minister of willful violation of the Constitution or Norrhan law, said case to be tried in the High Court of Justice.

The large government juggles the competing demands of Education, Welfare, and Industry. It meets to discuss matters of state in the capital city of Dalboe. The average income tax rate is 67.2%, and even higher for the wealthy.

Norrho's unicameral parliament is the Assembly of Deputies (Heozma Depvüsowy), seated in the capital, Dalboe. The Assembly is composed of deputies elected by the Norrhan people from national party lists through proportional representation by an equal and secret ballot open to all Norrhans aged 16 or older. Deputies serve for a maximum period of five years and introduce, debate and pass legislation that affects the development of Norrho. The Assembly can be dissolved by the President of the Republic and new elections held not more than 60 days after the date of dissolution.

Legislative power rests with both the government and the Assembly of Deputies. Constitutional guarantees include freedom of expression, the press, religion, movement and association.

The judiciary, led by the High Court of Justice (Bchmyní Sevor Lúdka)—known colloquially as the Sevor—is independent of the executive and the legislature. Norrho has a five-tier system of courts (the High Court, national tribunals, governorate courts, district courts, and military courts) and two-instance proceedings. The Norrhan High Court of Justice is the court of last resort of appeal against judgements in the lower courts. It also passes resolutions to clarify specific legal provisions and resolve disputable questions in specific cases. The High Court is known for vehemently protecting civil rights and the right to privacy. Its judges are elected by the Assembly of Deputies to serve ten-year terms of office.

Norrhan governorates (gubelnoräky) possess no inherent sovereignty and exercise only those powers delegated to them by the central government. They are governed by a cabinet led by a chief minister (szaveftýminisztär) together with a popularly-elected unicameral legislative body known as the Governorate Council (Káncil Gubelnoräka). The chief minister is typically the head of the biggest party of a coalition. As in the central system, the legislature can dismiss or replace the chief minister after a successful vote of no confidence. To directly represent the Norrhan government, a governor (gubelnoräk) is appointed by the President of the Republic on the advice of the chief minister. Although governors have a ceremonial role in appointing each governorate's cabinet and chief minister after regional elections, they do not have a day-to-day governance role. Due to their more compact nature, governorates tend to have more efficient governments than the ones chosen at the national level.


Coat of Arms of the Republic of Norrho
Military

The Norrhan Defense Forces (NDF) (Síły Obranné Nororuj) consist of the National Army of Norrho (NAN), the Norrhan Air Force (NAF) and the Norrhan Naval Force (NNF). The NDF have an active manpower of around 735,000, but their total strength, including reserve forces, may be as high as 1,410,000. In 2021, Norrho's military expenditure totalled approximately 9.9 billion doubloons, equivalent to around 5.7% of its total government spending (RP). Since the founding of the Second Republic, the Norrhan Defense Forces have supported the democratic form of government and its branches have smoothly conducted joint military exercises and war games. The President of the Republic is the commander-in-chief of the Norrhan Defense Forces. Military authority runs from the President to the cabinet-level Minister of Defense of the Norrhan Ministry of Defense.

National Norrhoworks (NNW) is Norrho's arms production and procurement conglomerate, charged with supplying the arsenal of the NDF by maintaining existing hardware and providing replacement parts and new equipment. Due to its historic nonintervention in foreign conflicts and the absence of recent external threats, Norrho has a small arms producing capacity that places it at a disadvantage within the region. The nation has been described as "barely able to defend itself" and "highly unstable," with foreign experts noting the NDF’s difficulty to contain possible rebellions or sustain constant militant activity.

Culture

Norrhan society is dominated by liberal art & culture, with creative new social trends and experiments being prominent in every major city, particularly in Dalboe as the hectic center of the nation's culture produces many artists, intellectuals, educators, and innovators for diverse fields. Specially within rural areas, Norrhans take great pride in their national identity and complex history, with the term Norrhophilia being coined to describe their appreciation of the country's traditions and cultural heritage. Kóyvure, a cream-colored fermented milk drink, is the country's most popular beverage, being consumed at almost any time of the day, particularly with traditional pies, sweet buns, cakes, and pastries. The NARS Prix of the ISFO Norrho Automotive Racing Series draws millions of spectators annually while those near the tracks complain about the noise. Norrho is notorious for its citizens' infidelity, the police double as repo men, the "right of sanctuary" stops police pursuit into temples and churches, and anti-government political posters adorn every building like wallpaper. The Ministry of Finance posts hourly updates on where taxpayer money is spent, fire brigades often deal with cases of burnt toast, the education system is being cleansed of all corporate influence, and no animal is considered endangered if there's another that looks kind of like it. Crime is totally unknown, thanks to the capable Republican Police (Republikóva Polícje) and progressive social policies in education and welfare. Norrho's national animal is the cobalt eagle, which soars majestically through the nation's famously clear skies.

Flag

The flag of the First Norrhan Republic, adopted on 14 October 1946, was a maroon red flag showing a turquoise oval broken by the maroon red outline of a mountain, representing the Losebo Heights. This flag, adopted by the then-ruling Military Coordination Council, was adopted to replace the flag of the toppled Kingdom of Norrho, which depicted the arms of the Norrhan royal family. Its ratio was unspecified.

In 1952, a horizontal dark scarlet flag with three interlocking chain links on a white stylized depiction of the Constitution of the Second Norrhan Republic was approved by the Assembly of Deputies. The three chain links over the supreme law stand for: the Constitution's safeguard of the homeland, its guarantee of unity for the Norrhan people, and the promise of work for all citizens. The flag was designed by deputy Ksawery Párquer Salgaray. The Second Norrhan Republic's close association with this flag has led it to be colloquially known as the Scarlet Republic.


Current of Flag of Norrho

Mass media

Radio, television, magazines, and newspapers are primarily for-profit corporations based on advertising, subscription, and other sales-related revenues but the Norrhan government regulates media ownership and the state of media.

Norrho has a number of major media outlets available to both English and Norrhan speakers, with prominence taken by the national television channels. Nororuj Rádia é Telewízió (NRT, Norrhan Radio and Television) is Norrho's public broadcasting corporation; with its income fully funded by a broadcast receiver license and sponsorship revenue. NRT runs six national radio stations and three television channels. Norrho also possesses a variety of private free-to-air television channels, mainly Scarlet Broadcasting Union (SBU) and Třzáoh Cańteców Níoćsyt (TCN, Three Chains Network). Several subscription-based television channels, usually provided by multichannel television providers, digital terrestrial, and streaming, also exist.

Radio Dalboe International (RDI), Norrho's international radio service, broadcasts over 370 weekly hours of programming in Norrhan and twelve other languages (the most popular of which are English and Spanish) via medium wave, short wave, Internet radio, satellite radio and on OTT apps for smartphones. RDI showcases the country's cultural and national identity to the rest of the world while functioning as the principal source of news from Norrho to Norrhans abroad and a significant external audience.

Among the over 400 newspapers in the country, the main English-language dailies are The Dalboe Herald, The Reformer, The Dalboe Moderator, The Norrho Commoner, The Daily Word, The Secoitu Star-News, and The Thierut Expositor, providing traditional news and opinion. Popular magazines include Causes & Things, Public Context, and Norrhograph.

Sports

Association football (fułtbażná)—under the governance of the Kžyegulië Fułtbażná Nororuj (KFN, Norrhan Football Association)—is the most popular sport in Norrho. The country's top association football tournament is the 22-club I Łuinaxaha, heading the Norrhan league pyramid and directly promoting and relegating clubs with the II Łuinaxaha. Wypredhís Kžyegulië Leřewhýs Artralonya (Illustrious Sports Association Artralonya)—more commonly referred to as WKL Artralonya or simply Artralonya—is the most successful football squad in the I Łuinaxaha, having won sixteen league titles and twelve editions of the Hojczázca Kochár (Fatherland Cup). Including teams from the top seven divisions of Norrhan football, the Kochár is the preeminent knockout cup competition in Norrhan football, having been founded in 1926. A separate cup tournament, the Łuinaxaha Kochár, founded in 1979, is only contested by teams in the top two flights. Every year, I Łuinaxaha champions also play the Magnakochár as a single match against the winners of the Hojczázca Kochár. Other major clubs in the Norrhan first division are KL Karynia Dalboe with 13 titles, WKL Rubihuiv 1900 and WKF Jacoxia with 10 championships each, and FC Zhómsok Barylyow with 7 championships. Karynia was the first national champion during the inaugural 1919-20 season while Rubihuiv was not relegated from the top tier until 2014-15. WKL Artralonya and KL Karynia Dalboe have the fiercest rivalry in Norrhan football, the Kavistosá. Both Kavistosá clubs are located in Dalboe governorate, hailing from the cities of Dalboe and Karynia. As of the 2023-24 season, KL Karynia Dalboe are the current I Łuinaxaha champions. Notable clubs currently in the II Łuinaxaha or lower divisions include FC Noror Dalboe, Raszenstý Leřewhýs Alvalsk and Pilyelá Kžyegulië Fułtbażná Camențyuj 49.


WKL Artralonya and KL Karynia Dalboe are Norrho's most successful association football clubs
At the international level, the Norrhan Ministry of Sport and Recreation helmed the creation of the Inter-Sport Foundation to oversee participation of willing clubs and national teams in competitions such as the Inter-Sport Games, the ISFO Football League of Lands, the ISFO States League of Basketball and the ISFO Silvia Mar'disha Cup. Originally envisioned as a broad multinational football tournament, the League of Lands has only featured Norrhan teams since its first edition given the reluctance of other countries to become ISFO members. This approach left the League of Lands as a de facto additional level of Norrhan football as slots for foreign national league champions were instead granted to various qualifying I Łuinaxaha runners-up. It has recently taken the spirit of a series of off-season friendlies between lower-ranked clubs of the Norrhan first division, as several top clubs that qualified have declined to participate. In addition to basketball and association football, the ISFO administers well-known international competitions in sports such as rugby union, motor racing, baseball and table tennis. In the motor racing circuit, the NARS Prix of the ISFO Norrho Automotive Racing Series draws millions of spectators annually despite increased activism against noise pollution around protected areas.

Economy

The Norrhan economy, worth about nine trillion doubloons a year (RP), is fairly diversified and led by the Information Technology industry, with significant contributions from Tourism, Book Publishing, Basket Weaving, and Beef-Based Agriculture. State-owned companies are common. Average income is 193,521 doubloons, and evenly distributed, with the richest citizens earning only 2.2 times as much as the poorest. The Norrho Stock Exchange (NSE) is one of the most significant stock exchanges in its region, with billions of doubloons in investment a year. The doubloon, common name for the djovkoruna (Double Crown), was established by the Double Crown Act (Torzá Djovkoruna) of 23 November 1951 to replace the korunatolar at a rate of one doubloon to 2 korunnetoler and was first issued on 4 February 1952.

See also

◾️ Foreign Relations of Norrho
◾️ List of Political Parties in Norrho
◾️ Presidential Standard of Norrho

Read factbook

Norrho wrote:Thank you. I only hope to not screw up and make an embarrassment of myself...

Don't worry, I already did that repeatedly.

«12. . .29,84729,84829,84929,85029,85129,85229,853. . .44,49444,495»

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