CAS Canon RP IC (CAS Region Only)
Posted: Wed Nov 18, 2020 1:21 pm
General Rules
-NOTICE: Read ENTIRE OP before playing.
-Canon is run by Neo Rome Republic, Bering, Tarazed, Terra Frima, Nieblham
-Technology is to be equivalent to the start date. Start date is 1990
-Use this page for any complaints you want addressed by the Staff and any interactions a Player wants to have with NPCs from this point onward.
OOC Thread: viewtopic.php?f=31&t=489945&sid=0795f1cb44337f8ad8efcf624ed62452#p37530675
-Link to canon global historical timeline:
-New Players and Observers Incoming and Interested to Signup: WIP
Here’s the maps of Canon. Different maps have different purposes. NOTE: Map may not always be up to date, so look at latest signups and list of existing players down at the bottom, to make sure any areas you've been eyeing haven't been accepted by the admins from someone else who already applied or is in the process of getting accepted.
Blank map
Just a blank HOI4 map for use by the players.
Current RP map
Faction Map
Blue = Western Democracy Gang
Red= Commie Gang
Yellow = Isfahan
Resource Map
This map is meant for reference on select resources. It is not definitive and based on data collected by the mods. Not every province is the same. If you want the paint.net file with layers that will be available on discord.
RULES
No Metagaming, that is using knowledge obtained Out Of Character for advantage In Character.
No Godmodding, that is declaring events happen in another player’s nation without permission
No Collusion, that is working Out of Character with other players to create an unfair playing field for other player(s)
No Plagiarizing in posts
Players cannot RP for other players
Colonies:
Players with Colonies have control over how their colonies acts in the RP
Players with colonies can use their colonies’ yearly points on their own nation but at a cost of half the point taken (e.g. 2 yearly points taken from a colony results in the homeland gaining 1 yearly point). Such action results in extra unrest.
Players with colonies control trade the colony does both with others and the homeland, unfair trade can result in increased corruption within the homeland. Also if trade consists of the colony buying resources with their yearly points, those too are also halved (i.e. 2 yearly points for 5 oil results in the colony getting 5 oil and the exporter 1 yearly point)
Players can spend their homeland’s yearly points on colonies at a modifier of 1.5 (e.g. 1 yearly point from a homeland results in 1.5 yearly points for a colony).
Players can use their influence points for coups/uprisings. Results depend on IC actions.
Points Indexes
Players are given starting points and bonuses (see below). These affect a variety of different stats which shall be kept track on a spreadsheet. All players will have their own sheet. Players each IC year will be given points to invest in different indexes. The amount of points depends on their relative statistics to other players. Points can also be traded to other players for resources or military equipment.
Development Sheet
Factbook on the Development Sheet
Posting
Players are expected to date their posts and dates are expected to be reasonable close to the date posted by the previous player, from -2 to +7 days of the last IC post (more with mod approval).
-Time of the post is helpful, but not required. Please keep timezones in mind if you do plan to include times.
-Do not double post without mod approval
-If 24 hours have passed from the latest IC post players can post from -3 to +14 days of the latest IC post (more with mod approval)
-If 48 hours have passed from the latest IC post players can post from -5 to +21 days of the latest IC post (more with mod approval)
Activity
Players must commit to making 1 post every other week. Failure to do so will result in the player declared inactive and their nation being claimable by new players or any player that would want to reapp.
Players declared inactive must make 2 posts within a 2 week period to be removed from the list
If a player is expected to be busy they should inform the mods on the OOC thread, they will be given an exception to the rule if their justification is valid.
Players that have been gone for a decent amount of time can request on the OOC thread to make a “recap post” that goes over what happened within their nation since their last post. Such posts must be approved by the mods before posting on the IC thread.
NPC MECHANIC
-As NPC or even player land can be annexed or invaded, however, keep in mind that this has more realistic consequences pertaining to possible economic, political, or social fallout. Or they can be integrated more gradually and realistically. From which points may be utilized to do so. Players can either engage with an NPC via force or via Diplomacy. Diplomacy requires spending “Influence Points.” Players gain 15 points per post and double that amount (30) for collab posts (2 or more players) of Quality. UN posts declaring the results of a vote results in all members that voted gaining 5 points. Force just requires IC action (i.e. declaration of war) Players must post on the OOC thread to spend points.
NPC Relationship Flowchart
This flowchart shows the path of relationships a player and NPC can travel. Here are all options players can spend Points on. Players must wait 3 IRL days before spending points on an NPC’s relationship after spending points on said NPC.
Relationship sheet
Trade
Embargo another player/NPC: The NPC no longer trades with the target player/NPC. requires Sanction, 2.25 influence points per province.
Sanction another player: The NPC reduces trade with the target player/NPC. Player can choose specific resources. Requires Neutral Relationship, 1.25 influence points per province
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal trade. Players start here unless otherwise stated. To move from sanction to neutral costs 1 influence point per province.
Preferential Trade Area: The NPC and player reduces tariffs among each other. Players can choose 1 resource to gain from the NPC (details subject to mod approval). Requires Neutral Relationship, 1 influence point per province.
Free Trade Area: The NPC and Player reduces tariffs and trade barriers even further. Player can choose 1 resource to gain from the NPC (details subject to mod approval). Requires Preferential Trade Area, 1.25 influence points per province.
Customs Union: Player and NPC reduces tariffs and trade barrier even more. NPC adopts common external tariffs of the player. Player can choose 2 resources to gain from the NPC (details subject to mod approval). If two or more players are in a customs union, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in a customs union with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player agreement and spending applicable points on the NPC. Cartels fall under Customs Unions as a special variant. Members can still engage in unilateral trade agreements with other players/NPC but not over the specific resources the cartel is oriented around. Players cannot be in multiple cartels over the same resource. Requires Free Trade Area, 1.75 influence points per province.
Common Market: Elimination of most trade barriers between NPC and Player. NPC and player adopt common regulations. Player can choose 2 resources to gain from the NPC (details subject to mod approval). If two or more players are in a Common Market, depending on the details of the organization, a set amount of player (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in a Common Market with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player(s) agreement and spending applicable points on the NPC. Requires Customs Union, 2.25 influence points per province.
Economics Union: All trade Barriers are eliminated. Player and NPC adopt common monetary policy and shared currency. Player gains access to 3 Resources to gain from the NPC (details subject to mod approval). If two or more players are in an Economics union, depending on the details of the organization, a set amount of player (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in an Economic Union with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player(s) agreement and spending applicable points on the NPC. Requires Common Market, 2.75 influence points per province.
For Common Markets and Economic Unions between players and or NPCs (i.e. Player-Player, Player-NPC) must be done with compatible economic systems. Economics Union requires more compatible systems than common markets. i.e. LFC and B. Socialism won't work
Military
War!: the NPC declares war on target NPC/Player (details subject to mod approval) requires Cut Diplomatic Ties, 2.25 influence points per province.
Cut Diplomatic Ties: NPC cuts diplomatic ties on Target NPC/Player requires neutral relationship, 1.25 influence points per province.
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal military relationship. To move from diplomatic ties to neutral requires 1 influence point per province.
Non Aggression Pact: The NPC and Player agree not to take aggressive actions against each other. Requires Neutral Relationship, 1 influence point per province.
Basing Rights: the NPC grants the player the rights to station troops within their border. Requires Non Aggression Pact, 1.25 influence points per province.
Defense Pact: Player(s) and NPC agree to a joint defence pact, if one is attacked the other will join in aid. If two or more players are in a Defense Pact, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any military agreements. Players in a Defense Pact with another player cannot make unilateral Military agreements with another player or NPC. Other players cannot create Military Agreements with the NPC or player without player(s) agreement and spending applicable points on the NPC, 1.75 influence points per province.
Military Alliance: Player(s) and NPC agree to a joint Military Alliance. The NPC will join any conflict the player(s) is involved in. If two or more players are in a Military Alliance, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any military agreements. Players in a Military Alliance with another player cannot make unilateral Military agreements with another player or NPC. Other players cannot create Military Agreements with the NPC or player without player(s) agreement and spending applicable points on the NPC, 2.25 influence points per province.
Final Relationships
Sphere of Influence: Each NPC can only be in one Sphere of Influence. The NPC listens to the player more so than any other player. Any sort of agreement with another player requires the SOI player’s agreement. Auto defaults to vote in line with the player in any international organization. Requires EITHER a Free Trade Area AND Basing Rights, OR Common Market, OR Military Alliance. Having an SOI does not grant a military alliance or Common Market if one does not have such already. Requires 3 influence points per province.
Annexation: Target NPC is peacefully annexed within your nation. Requires Sphere of Influence. 2.75 influence points per province annexed, minimum 5 provinces.
Other Options
Vote: the NPC will vote how you want in an international organization it is a part of. Goes to the player who bids the most amount of influence points on the OOC thread, yet higher relationships also play a role. At least .5 influence per province.
Reduce Relationship: Reduces Relationship from Free Trade Area and Basing rights down to Neutral. Target NPC calls off previous agreement it had with another player. 1 influence point per province
Break Pact/Union: The NPC leaves a customs union or defense pact with the target player. Reduces the relationship down one level i.e. Defense pact -> Basing rights. 1.5 influence points per province.
Break Market/Alliance: The NPC leaves a common market or Military alliance with the target player. Reduces the relationship down one level i.e.Military Alliance-> Defense Pact. 1.75 influence points per province
Coup/Uprising: Breaks Sphere of Influence if applicable. Details subject to mod approval. Success and results depend on IC actions. Players must fill out a Coup/Uprising application. 2.5 influence points per province.
Military Rules:
-On the Development Sheet players will have Soldier, army, navy, air, and WMD points. Players spend these points on units with varying levels of equipment.
-Don’t need all specifics on equipment till you are faced with going to war. General description is okay prior.
Players should have their factbooks complete before the end of the 1st IC year, failure results in the player's nation not having a standing military,
Players cannot engage in military actions until they have approved Military factbooks
Players CAN engage players who have not completed their factbooks, but must assume they do have a standing military (unless stated otherwise), mods will grant a period of time for the other player to finish their factbook.
Players that want to engage an NPC must request on the OOC thread so the mods can create a military factbook for the NPC
Use of Nuclear weapons can be declared non canon by the mods at their discretion
If there is an active military conflict in the world, players can send their military points to a belligerent in order to strengthen them. They must have an actual means of sending the equipment. Players are free to pre-determine the equipment or just send "points" that the belligerent will use themselves
Players can also send up to 1 yearly point per year to belligerents
belligerents can spend yearly points on either Army divisions (.5 points) or Guerilla forces (.2 points)
this results in a max of 2-5 divisions per year players can send to belligerents
the transfer of yearly points does take time IC as it is aid/supplies and belligerents must take the time listed on the military doc to build units.
Thus from the transfer of points a guerilla force could take 1.5-2.5 months
while an army division 3.5-4.5 months
Canon Military Mechanic Unit List
https://www.nationstates.net/nation=imp ... id=1446563 Example Factbook
Canon NPC Militaries (as needed basis)
-NOTICE: Read ENTIRE OP before playing.
-Canon is run by Neo Rome Republic, Bering, Tarazed, Terra Frima, Nieblham
-Technology is to be equivalent to the start date. Start date is 1990
-Use this page for any complaints you want addressed by the Staff and any interactions a Player wants to have with NPCs from this point onward.
OOC Thread: viewtopic.php?f=31&t=489945&sid=0795f1cb44337f8ad8efcf624ed62452#p37530675
-Link to canon global historical timeline:
-New Players and Observers Incoming and Interested to Signup: WIP
Here’s the maps of Canon. Different maps have different purposes. NOTE: Map may not always be up to date, so look at latest signups and list of existing players down at the bottom, to make sure any areas you've been eyeing haven't been accepted by the admins from someone else who already applied or is in the process of getting accepted.
Blank map
Just a blank HOI4 map for use by the players.
Current RP map
Faction Map
Blue = Western Democracy Gang
Red= Commie Gang
Yellow = Isfahan
Resource Map
This map is meant for reference on select resources. It is not definitive and based on data collected by the mods. Not every province is the same. If you want the paint.net file with layers that will be available on discord.
RULES
No Metagaming, that is using knowledge obtained Out Of Character for advantage In Character.
No Godmodding, that is declaring events happen in another player’s nation without permission
No Collusion, that is working Out of Character with other players to create an unfair playing field for other player(s)
No Plagiarizing in posts
Players cannot RP for other players
Colonies:
Players with Colonies have control over how their colonies acts in the RP
Players with colonies can use their colonies’ yearly points on their own nation but at a cost of half the point taken (e.g. 2 yearly points taken from a colony results in the homeland gaining 1 yearly point). Such action results in extra unrest.
Players with colonies control trade the colony does both with others and the homeland, unfair trade can result in increased corruption within the homeland. Also if trade consists of the colony buying resources with their yearly points, those too are also halved (i.e. 2 yearly points for 5 oil results in the colony getting 5 oil and the exporter 1 yearly point)
Players can spend their homeland’s yearly points on colonies at a modifier of 1.5 (e.g. 1 yearly point from a homeland results in 1.5 yearly points for a colony).
Players can use their influence points for coups/uprisings. Results depend on IC actions.
Points Indexes
Players are given starting points and bonuses (see below). These affect a variety of different stats which shall be kept track on a spreadsheet. All players will have their own sheet. Players each IC year will be given points to invest in different indexes. The amount of points depends on their relative statistics to other players. Points can also be traded to other players for resources or military equipment.
Development Sheet
Factbook on the Development Sheet
Posting
Players are expected to date their posts and dates are expected to be reasonable close to the date posted by the previous player, from -2 to +7 days of the last IC post (more with mod approval).
-Time of the post is helpful, but not required. Please keep timezones in mind if you do plan to include times.
-Do not double post without mod approval
-If 24 hours have passed from the latest IC post players can post from -3 to +14 days of the latest IC post (more with mod approval)
-If 48 hours have passed from the latest IC post players can post from -5 to +21 days of the latest IC post (more with mod approval)
Activity
Players must commit to making 1 post every other week. Failure to do so will result in the player declared inactive and their nation being claimable by new players or any player that would want to reapp.
Players declared inactive must make 2 posts within a 2 week period to be removed from the list
If a player is expected to be busy they should inform the mods on the OOC thread, they will be given an exception to the rule if their justification is valid.
Players that have been gone for a decent amount of time can request on the OOC thread to make a “recap post” that goes over what happened within their nation since their last post. Such posts must be approved by the mods before posting on the IC thread.
NPC MECHANIC
-As NPC or even player land can be annexed or invaded, however, keep in mind that this has more realistic consequences pertaining to possible economic, political, or social fallout. Or they can be integrated more gradually and realistically. From which points may be utilized to do so. Players can either engage with an NPC via force or via Diplomacy. Diplomacy requires spending “Influence Points.” Players gain 15 points per post and double that amount (30) for collab posts (2 or more players) of Quality. UN posts declaring the results of a vote results in all members that voted gaining 5 points. Force just requires IC action (i.e. declaration of war) Players must post on the OOC thread to spend points.
NPC Relationship Flowchart
This flowchart shows the path of relationships a player and NPC can travel. Here are all options players can spend Points on. Players must wait 3 IRL days before spending points on an NPC’s relationship after spending points on said NPC.
Relationship sheet
Trade
Embargo another player/NPC: The NPC no longer trades with the target player/NPC. requires Sanction, 2.25 influence points per province.
Sanction another player: The NPC reduces trade with the target player/NPC. Player can choose specific resources. Requires Neutral Relationship, 1.25 influence points per province
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal trade. Players start here unless otherwise stated. To move from sanction to neutral costs 1 influence point per province.
Preferential Trade Area: The NPC and player reduces tariffs among each other. Players can choose 1 resource to gain from the NPC (details subject to mod approval). Requires Neutral Relationship, 1 influence point per province.
Free Trade Area: The NPC and Player reduces tariffs and trade barriers even further. Player can choose 1 resource to gain from the NPC (details subject to mod approval). Requires Preferential Trade Area, 1.25 influence points per province.
Customs Union: Player and NPC reduces tariffs and trade barrier even more. NPC adopts common external tariffs of the player. Player can choose 2 resources to gain from the NPC (details subject to mod approval). If two or more players are in a customs union, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in a customs union with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player agreement and spending applicable points on the NPC. Cartels fall under Customs Unions as a special variant. Members can still engage in unilateral trade agreements with other players/NPC but not over the specific resources the cartel is oriented around. Players cannot be in multiple cartels over the same resource. Requires Free Trade Area, 1.75 influence points per province.
Common Market: Elimination of most trade barriers between NPC and Player. NPC and player adopt common regulations. Player can choose 2 resources to gain from the NPC (details subject to mod approval). If two or more players are in a Common Market, depending on the details of the organization, a set amount of player (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in a Common Market with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player(s) agreement and spending applicable points on the NPC. Requires Customs Union, 2.25 influence points per province.
Economics Union: All trade Barriers are eliminated. Player and NPC adopt common monetary policy and shared currency. Player gains access to 3 Resources to gain from the NPC (details subject to mod approval). If two or more players are in an Economics union, depending on the details of the organization, a set amount of player (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any trade agreement. Players in an Economic Union with another player cannot make unilateral trade agreements with another player or NPC. Other players cannot create trade deals with the NPC or player without player(s) agreement and spending applicable points on the NPC. Requires Common Market, 2.75 influence points per province.
For Common Markets and Economic Unions between players and or NPCs (i.e. Player-Player, Player-NPC) must be done with compatible economic systems. Economics Union requires more compatible systems than common markets. i.e. LFC and B. Socialism won't work
Military
War!: the NPC declares war on target NPC/Player (details subject to mod approval) requires Cut Diplomatic Ties, 2.25 influence points per province.
Cut Diplomatic Ties: NPC cuts diplomatic ties on Target NPC/Player requires neutral relationship, 1.25 influence points per province.
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal military relationship. To move from diplomatic ties to neutral requires 1 influence point per province.
Non Aggression Pact: The NPC and Player agree not to take aggressive actions against each other. Requires Neutral Relationship, 1 influence point per province.
Basing Rights: the NPC grants the player the rights to station troops within their border. Requires Non Aggression Pact, 1.25 influence points per province.
Defense Pact: Player(s) and NPC agree to a joint defence pact, if one is attacked the other will join in aid. If two or more players are in a Defense Pact, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any military agreements. Players in a Defense Pact with another player cannot make unilateral Military agreements with another player or NPC. Other players cannot create Military Agreements with the NPC or player without player(s) agreement and spending applicable points on the NPC, 1.75 influence points per province.
Military Alliance: Player(s) and NPC agree to a joint Military Alliance. The NPC will join any conflict the player(s) is involved in. If two or more players are in a Military Alliance, depending on the details of the organization, a set amount of players (i.e. 50%, 66%, 100%) must spend points on the NPC together to have them pass any military agreements. Players in a Military Alliance with another player cannot make unilateral Military agreements with another player or NPC. Other players cannot create Military Agreements with the NPC or player without player(s) agreement and spending applicable points on the NPC, 2.25 influence points per province.
Final Relationships
Sphere of Influence: Each NPC can only be in one Sphere of Influence. The NPC listens to the player more so than any other player. Any sort of agreement with another player requires the SOI player’s agreement. Auto defaults to vote in line with the player in any international organization. Requires EITHER a Free Trade Area AND Basing Rights, OR Common Market, OR Military Alliance. Having an SOI does not grant a military alliance or Common Market if one does not have such already. Requires 3 influence points per province.
Annexation: Target NPC is peacefully annexed within your nation. Requires Sphere of Influence. 2.75 influence points per province annexed, minimum 5 provinces.
Other Options
Vote: the NPC will vote how you want in an international organization it is a part of. Goes to the player who bids the most amount of influence points on the OOC thread, yet higher relationships also play a role. At least .5 influence per province.
Reduce Relationship: Reduces Relationship from Free Trade Area and Basing rights down to Neutral. Target NPC calls off previous agreement it had with another player. 1 influence point per province
Break Pact/Union: The NPC leaves a customs union or defense pact with the target player. Reduces the relationship down one level i.e. Defense pact -> Basing rights. 1.5 influence points per province.
Break Market/Alliance: The NPC leaves a common market or Military alliance with the target player. Reduces the relationship down one level i.e.Military Alliance-> Defense Pact. 1.75 influence points per province
Coup/Uprising: Breaks Sphere of Influence if applicable. Details subject to mod approval. Success and results depend on IC actions. Players must fill out a Coup/Uprising application. 2.5 influence points per province.
Military Rules:
-On the Development Sheet players will have Soldier, army, navy, air, and WMD points. Players spend these points on units with varying levels of equipment.
-Don’t need all specifics on equipment till you are faced with going to war. General description is okay prior.
Players should have their factbooks complete before the end of the 1st IC year, failure results in the player's nation not having a standing military,
Players cannot engage in military actions until they have approved Military factbooks
Players CAN engage players who have not completed their factbooks, but must assume they do have a standing military (unless stated otherwise), mods will grant a period of time for the other player to finish their factbook.
Players that want to engage an NPC must request on the OOC thread so the mods can create a military factbook for the NPC
Use of Nuclear weapons can be declared non canon by the mods at their discretion
If there is an active military conflict in the world, players can send their military points to a belligerent in order to strengthen them. They must have an actual means of sending the equipment. Players are free to pre-determine the equipment or just send "points" that the belligerent will use themselves
Players can also send up to 1 yearly point per year to belligerents
belligerents can spend yearly points on either Army divisions (.5 points) or Guerilla forces (.2 points)
this results in a max of 2-5 divisions per year players can send to belligerents
the transfer of yearly points does take time IC as it is aid/supplies and belligerents must take the time listed on the military doc to build units.
Thus from the transfer of points a guerilla force could take 1.5-2.5 months
while an army division 3.5-4.5 months
Canon Military Mechanic Unit List
https://www.nationstates.net/nation=imp ... id=1446563 Example Factbook
Canon NPC Militaries (as needed basis)