-NOTICE: Read ENTIRE OP before applying.
-Canon is run by the Commission Staff:
Neo Rome Republic MOD-EMPEROR OF ROLE PLAYERS. FEAR HIS NAME AND BOW IN RESPECT
The annoying Kaiserlike/Neiblham
The Heretic Terra Frima
The Mad Scientist Tarazed
Use this page for any complaints you want addressed by the Commission and any interactions a Player wants to have with NPCs from this point onward.
IC Thread: viewtopic.php?p=35891983#p35891983
-Link to canon global historical timeline: History Document
-New Players and Observers Incoming and Interested to Signup: New players who wish to join and sign up for canon can do so by picking a country labeled an NPC state (AKA, a country with "(NPC)" in its title) or any country controlled by an Inactive Player (see list at bottom of this post).
NOTE: General history and demographic makeup (social, ethnic makeup, religious, etc) is ALREADY determined for the NPC for incoming signups, Update: You can however add other religions or aspects on top of it that don't majorly conflict with preestablished demographics and can modify aspects of history, able to add to completed sections with things to the established history that don't conflict with it. By presenting these drafts to the OOC thread and then having the mods able to approve or disapprove aspects added accordingly.[/b] But the political system, economic development, and present social policies can be altered to the whim and image of the person who's signing up via the national signup application and its features. However, certain parameters of political expectation may be requested by mods, and you can try to negotiate history modifications for your country of choice in canon with the modding staff, as long as it fit doesn't stray too far or unbelievably from the preestablished history. REGARDLESS, use whatever information is available at your disposal, and write your entry full-cloth using the application BELOW. HOWEVER, it is recommended that present policies or changes are done in a historically consistent way with the past formation of said NPC state, if changes must be abrupt, at least try to make them believable. As otherwise actions could very well impact the domestic stability of the players country. Natural resources are mostly, if not entirely the same in the geographic areas as it would be in RL. Do note that some NPCs may be apart of another nation's sphere of influence or in a Custom union with another player. It is not something you can change OOCly before you join. But you can take IC actions to reduce the influence the other player(s) have on your nation.
Blank MAP
Full map
Pretty Map
Polandball World Map
New players please select a NPC from this above map
RULES FOR EVENTS:
-Preface: This is the section pertaining to Event Mechanics of Canon. Essentially, this mechanism is to ensure a sense of realism and sense of adventure to the canon. In the real world, nothing is ever smooth sailing for politics or people. Society always faces internal factors (IE: Civil unrest, Ethnic or Racial Tensions, Famine, etc.) or outside factors (IE: Natural Disaster, Invasion, Plagues, diplomatic rivalry, etc.). Since this is a simulation of the modern world on an RPing scale, it is reasonable to expect that this will occur.
-Therefore, disasters will expect that disasters will be of the following categories:
-Ecological (Man Made)
-Natural Disaster
-Societal Issue
These occur at the Mod Emperor’s discretion but, societal issues are heavily influenced by the amount of Misery one creates. There is too forms of misery inflation misery and employment misery. These will be influenced by the economic decisions you take IC. Too much inflation or too much deflation will make your citizens upset. If your people don’t have enough work or you are overworking them, they will be upset.
TECHNOLOGY
Each player on their app will specify an IRL nation who’s technology that player wants. Note the start date is 1934. If different players want the same nation’s tech it will be determined by the mods. The players that receive the technology of US, UK, Fran, Ger, Jap, Russ, Italy will be deemed as Major powers. Activity is important among major powers as they are expected to driving the canon. If you cannot decide on a nation equivalent or lost out on the one you did want, you can either buy from that player (or some other deal) or the mods will hand you some technology from another IRL nation. There is NO custom technology of any sort in this canon. All technology used must have an IRL equivalent. Non military technology will be open to all players when it was invented IRL. Nuclear weapons require some RPing skill and will be rewarded to the player(s) that best RP the development of nuclear weapons. The same goes for the Moon landing. All Famous people will be born in the nation that received that nation’s tech. I.e. Maxim will be born in the player who receives America’s tech because Maxim was born in America.
There is also a list of "blank tech" that all players have access to
Blank Tech
This military tech is considered weaker than IRL tech. It will also be the tech that the NPCs use by default (players can still sell their tech to NPCs). The purpose of this tech is so that all players have access to all tech but their is differences in it's abilities. Having this tech is not a complete loss against a player with IRL tech. Using strategy is much more important in combat. If you use Blank Tech in your military make sure to list the year you created that blank tech. As the IC progresses blank tech will also improve in strength. You are of course free to convert older versions of blank tech to new versions (i.e. Main Battle Tank 1934 to Main Battle tank 1939). Just make sure to list how much you imagine this costs for the mods to approve.
Players are able to license their tech out to other players, but by doing so allows them to make the tech on their own. In effect giving them the technology.
Players are able to export their technology to other players, but players can spend an IC year or more (depending on tech in question) to reverse engineer said technology and create their own version.
ALL Players must have a military factbook (for all involved parties) in order to go to war.
Players have till the IC year becomes 1935 to make a factbook for 1934, failing to do so will force said player to spend no more than 2% of GDP and have no more than 2% of population as active population. This goes for any following year as well (i.e. once the IC reaches 1936 players without factbooks are under the same constraints for 1935).
Players without a factbook are assumed to have a military
Players with and without a factbook must make IC posts to change their Military (i.e. purchase tanks from another player).
Factbooks must include:
Budget (in 1934 USD)
Equipment in use
Equipment being built
location of all equipment
a list of total military equipment
Players can have at max 2% of population as Active Military before seeing economic punishments
Players can have at max 2% of GDP as military budget before seeing economic punishments
Players pay for new equipment once it's commissioned and has entered military use
Personnel make the nation's GDP per Capita.
General Upkeep Costs can be found on the blank tech sheet.
for every 100k combat troops there should be 15k-25k logistics troops for defensive operations and 25k-35k for offensive operations
For ever 10k Sailors there should be 2.5k-7.5k logistic troops
for ever 1000 pilots there should be 2000 logisitic troops
Economics
https://docs.google.com/spreadsheets/d/ ... =460654409
Green is player input, each year players will have to enter how much they are increasing/decreasing spending that year, how much they are increasing/decreasing taxes, the “average” tariff for that year, and spending on the national debt.
Red is important values for players
Black is mod controlled
At the bottom is a score sheet for players. The higher it is the more upset your people are, which increases the likelihood of an event happening in your nation.
A simple formula for determining what you should do is
(Estimated Full emp GDP of current year-(Nominal GDP of previous year * (1+ Labor productivity change of previous year)))/2.5
If you wish to cut taxes the exact same but divided by 1.5
I.e. (100,000-(90,000*(1+.03)))/2.5
HISTORY
We will begin at 10,000 BC and as a group decide where humanity began and how it spread across the planet. From there we will discuss what ancient empires emerged and then the beginnings of our own nations. All religions require an approved Factbook before they can be added to the history.
TIME
A free flow system where players are required to put date and time on their posts
Are able to move the date at discretion, but approved by mods,
and are able to post before or after the most recent post
all subject to mod approval
As a general rule of thumb after a player posts another player could move the date ahead by up to 3 days, if there has been no post in 24 hours than 7 days, if 48 hours then 14 days.
A player can also make a post that takes place 2 days before the latest IC date.
ACTIVITY
Players are expected to make 1 post every two weeks IRL (that is if you make a post on the 1st of the month you must make another post before the end of the 15th of that month). Failure will result in the player being labeled inactive. While labeled inactive new players or current players can apply as your nation, though they must remain consistent with how your nation is (i.e. if it's a democracy it must remain a democracy). In order to be removed from the inactive list one must make 2 posts within 2 weeks of each other (i.e. if you make a post on the 1st of the month you won't be taken off unless you make a 2nd post by the 15th of that month).
NPC MECHANIC
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
ALL NPC POSTS ARE SUBJECT TO MOD-EMPEROR APPROVAL
Players gain influence for each of their posts THAT IS OF QUALITY (i.e. no spamming posts). Each posts rewards a player with 5 influence that will be tracked on a google sheet. A collaboration post between 2 or more players will reward all players involved 10 influence per collab post. Players must wait 3 IRL days before spending points on an NPC they've spent points on before.New Players joining the canon will get 3 points for each month since Jan 1934 IC (each IC year is 36 points) Influence can then be spent, in another post, on the following:
-Defensive Pact [x1]
--Military Ally [x2]+Defensive Pact
---Sphere of Influence [x3]+Military Ally
----Annex Land [x2 per province annexed (min 3)]+Sphere of influence
-Trade deal [x1]
--Free Trade Agreement [x3]+Trade deal
---Customs Union [x5]+Free Trade Agreementl
-Pressure [x 1+ number of allies NPC has]
-Break Alliance/Pact [x1]
-Coup/Uprising [x2] (breaks Sphere of Influence/Customs unions)
-Embargo another nation [varies by relationship between you, the NPC, and the player you want to embargo. Talk to the Mod-Emperor for more details]
x1 means 1 influence per province
Explanation:
Defensive pact means that the NPC will come to your defense if you are attacked. The NPC will not support any offensive actions you take.
Military Ally means the NPC will aid you both in defense and offense.
Sphere of influence means the NPC has listens to your nation more than other. Other players wishing to interact with this NPC must ask you first, that is the player OOCly controls the NPC's actions.This does not prevent them from spending their influence points on the NPC. Any conflicts between players will be resolved by the mods. An NPC cannot join a FTA or CU without your approval. Actions that are two one sided may result in uprisings at the Mod-Emperor’s discretion. To add an NPC to your sphere of influence you must fill out the Sphere of influence/Annexation App at the bottom.
Annexation means adding some of the NPC's land to your nation. you can only annex a min of 3 provinces and if the NPC would be 2 provinces or less it has to be the whole thing. This can increase the chance of a rebellion in the nations in your sphere of influence. This also makes it impossible for other players to have influence in that area. To annex an NPC you must fill out the Sphere of Influence/Annexation App at the bottom, if you have not done so before.
Trade deal: This will increase both your Exports and Imports by a small amount.
Free Trade Agreement: Think NAFTA. Increases exports and imports
Customs Union: Think EU. Greatly increase exports and imports. You control the economic policies of the NPC. As such if your actions are too unsided they could leave at the Mod-Emperor’s discretion.
Pressure: Put pressure on an NPC to perform an action. I.e. pass legislation or allow you military passage. (depending on the case it could be free. I.e. if both you and the NPC are at war with the same nation they will most likely allow military passage. Or if you added the NPC to your sphere of influence you can have them pass legislation for free).
Break Alliance/Pact lowers the relationship of an NPC and another specified player. I.e. if Player A has a military ally in NPC A, player B can use their influence to have NPC A call off the alliance.
Coup/Uprising: Spending player gets to control weather it’s a coup or an uprising. This can result in a NPC in another's sphere of influence breaking free or a nation leaving a customs union. This depends on further IC actions taken by the player(s) involved.
Embargo a nation: Cut off all trade between another player an a NPC. This breaks Custom unions and Trade deals.
All posts detailing what you spent your influence on must contain how many influence points you have left. Spending influence points must be approved by the Mod-Emperor
NPCs will be created after claims are finished.
CLAIMS These are now out of date
Claims will be separated into 2 different groups all taking place on this OOC thread.
Group 1 of claims:
Players will be placed in a random order with the first player having the most hierarchy. Then each player will claim 10 provinces on the map. These claims must be adjacent to each other and not claimed by another player. This will be repeated until all players are done claiming or all players have reached their max amount of claims. At the end of each round you are to add if you wish to continue claiming or stop claiming. The max amount of claims very by location of your capital:
Group 2 of claims:
Players will create NPCs on the map that they will begin the game with as apart of their sphere of influence. Players must also mark where the capital of these NPCs are. Players can make NPCs depending on the size of their nation:
Major Powers to 0-10 NPCs
Let's keep other players 0-3 NPCs
For MPs you get at most 10 colonies but lose 1 NPC for ever 10% of the continents Max claims you use.
so for Europe every 15 claims loses one NPC.
There is no order and disputes will be handled by mods. Furthermore for every 10 provinces you claim during this group will be a different ethnic group. The name does not have to be determined now, as history will prolly play a role, but you must determine what provinces the different ethnic groups are in. Having ethnic groups does not give any inherent advantages or disadvantages but it can be used by the Mod-Emperor or other players.
Of course no snakes, no encirclements, etc.
For New Players
Pick a NPC on the map, any relations that NPC has with other players will remain canon (but you are free to change them).
NPCs inside another's sphere of influence have special rules, that status can be changed but you must RP out (not just post "i'm not longer apart of X nation's sphere of influence"), this could be by RPing an independence group, or you could accept the status and RP in favor of player.
You can now claim select nations that are controlled by inactive players, though everything about that nation must stay the same (government, population, ideology, etc). If you wish to change something about the nation you can but you must fill out a Coup/Uprising app for the nation you want to take control of. Note that this causes, well, a coup/uprising which can be very chaotic in general. It also does not guarantee you'll take control of the nation should the inactive player or other players get involved. The nations that are allowed to be claimed are:
Hyak
Ausfon
Modesia
Kurgan
Yeoha
Goldritter
Lombardy
Canon Application
- Code: Select all
Canon Application:
[b]NS Nation Name:[/b]
[b]Canon Nation Name:[/b]
[b]Capital name:[/b]
[b]Population:[/b]
[b]Ideal Map Claims (please mark your capital):[/b]
[b]Major Cultures:[/b]
[b]RL Equivalent Cultures:[/b]
[b]Major Languages (of the nation):[/b]
[b]RL Equivalent Languages:[/b]
[b]Real Life Nation Technology Equivalent[/b]
[b]Government System (short description):[/b]
[b]Economic System (short description):[/b]
[b]Social Policies (short description):[/b]
[b]Head of State:[/b]
[b]Head of Government:[/b]
[b]Will you make a religion?:[/b]
[b]Will you make your own calendar?:[/b]
[b]Currency:[/b]
[b]Brief History:[/b]
[b]Anything to add?:[/b]
Coup/Uprising app
- Code: Select all
[b]Your IC Nation:[/b]
[b]Organization's name:[/b]
[b]Organization's HQ:[/b]
[b]Organization's size:[/b]
[b] Organization's area of operation[/b]
[b]Political Ideology:[/b]
[b]Is your organization diverse in ethnicity:[/b]
[b]Organization's main language:[/b]
[b]Organization's structure:[/b]
[b]Economic beliefs:[/b]
[b]Leader of the organization:[/b]
[b]List of different key figures (and roles):[/b]
[b]History of the organization:[/b]
[b]Military Factbook (if applicable):[/b]
Sphere of Influence/Annexation application You must fill out this application if you plan to spend influence points on an NPC or plan to annex some/all of an NPC (whether by force or by influence points)
- Code: Select all
Canon Application:
[b]Your IC Nation:[/b]
[b]NPC Nation Name:[/b]
[b]Capital name:[/b]
[b]Population:[/b]
[b]Major Cultures:[/b]
[b]RL Equivalent Cultures:[/b]
[b]Major Languages (of the nation):[/b]
[b]RL Equivalent Languages:[/b]
[b]Government System (short description):[/b]
[b]Economic System (short description):[/b]
[b]Head of State:[/b]
[b]Head of Government:[/b]
[b]Major religions (bold any state religions):[/b]