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A staging-point for declarations of war and other major diplomatic events. [In character]

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Telros
Diplomat
 
Posts: 958
Founded: Apr 29, 2006
Ex-Nation

Postby Telros » Sun Aug 05, 2018 7:17 am

What sorts of ships do the fleets that are likely to oppose your have? For what sorts of missions do you intend your fleet? What patterns of maritime trade are you involved in? Do you have colonies, protectorates, or other overseas responsibilities? Do you have allies?
At the very least, you might want specialised air-defense/anti-missile frigates or destroyers, as well as specialised anti-submarine ones (and perhaps a general-purpose class too), rather than just a single unspecialised class, to escort your other shipping.
Minelayers, minesweepers/minehunters, coastal patrol boats & & river patrol boats), various classes of ship for use in amphibious operations?


To answer your questions here:

What sorts of ships do the fleets that are likely to oppose your have?
-I don't know, factbooks and such are not completed in some areas and I haven't had a chance to get a complete listing for some. In addition, the nation was in some heavy isolation, so it went mostly general roles, not focusing on what it needed to fight nation-wise.

For what sorts of missions do you intend your fleet?
-I'm following the Near/Far Seas doctrine China has developed, as I found it quite fitting. Now and during the isolation, they focused on defending the sea before the mainland and trying to have ships a bit further out to protect their trade lanes and to try and meet any attackers before they reach the mainland. Over time, we intend to work on being able to support blue-water/expeditionary missions away from our local area, but thats going to take time.

What patterns of maritime trade are you involved in?
Admittedly, I'm not very well-versed in this. From my reading on China's PLAN and its doctrine, they are focused on Sea lines of communication and trade lines that ensure they get the energy resources, oil and so forth, to their nation. I would imagine that would still be important to my nation, even during its isolation.

Do you have colonies, protectorates, or other overseas responsibilities?
-No, we never got any before the withdrawing into our ourselves, and for the moment, we don't intend to get any since we're not capable of handling it.

Do you have allies?
-Didn't before, do have a few now that we are working with to fix and update the military situation.

The classes of ship I am using are focused on air defense, with upgraded ASW and AShM abilities. The destroyer, the frigate, and then the sub, which has torpedos and then AShM cruise missiles. I do have patrol boats and missile boats for coastal/littoral operations and amphibious ships all set up, and the submarines I have have the capacity to do mine laying, and the supply/repair/hospital ships are set up. I was just looking at the carrier and its escorts and saw a lot of variants, but for PLAN, it was mostly a matter of they had gone through several iterations of destroyer, frigate, etc and hadn't bother to phase them out yet. Which my nation would have. And I know if I get too deep, I'll get really confused if I have to deal with six variants of each class at the start.

*PLAN: People's Liberation Army Navy.
Last edited by Telros on Sun Aug 05, 2018 7:17 am, edited 1 time in total.

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Greater Lucindasia
Civilian
 
Posts: 1
Founded: Aug 12, 2018
Ex-Nation

Storefronts?

Postby Greater Lucindasia » Mon Aug 13, 2018 11:46 am

So, is there any easy way to tell what my government could reasonably afford when buying from a storefront?

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Kylarnatia
Powerbroker
 
Posts: 8458
Founded: Jul 07, 2008
Left-Leaning College State

Postby Kylarnatia » Mon Aug 13, 2018 1:51 pm

Greater Lucindasia wrote:So, is there any easy way to tell what my government could reasonably afford when buying from a storefront?


If I was you, I'd decide what sort of economy I'd want to have, probably from looking at real life examples from countries of similar size, and consider from that how much they have in the budget to spend on foreign arms and other goods etc. and use that as a baseline.

Although that's not something you have to do. You can just go with your intuition and go with what you think is reasonable, but just keep in mind that a storefront owner may decline your purchase if they think you can't actually afford it.
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Suryak
Minister
 
Posts: 2249
Founded: May 22, 2018
Ex-Nation

Postby Suryak » Tue Aug 14, 2018 8:55 am

Question:
I am going to start my first RP. And I don't want it to go dead, like in 2 days or something.I am not exactly an old player in RPing, so what do i do to make sure my RP doesn't go dead when it launches?
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The Macabees
Senator
 
Posts: 3924
Founded: Antiquity
Anarchy

Postby The Macabees » Tue Aug 14, 2018 9:00 am

Suryak wrote:Question:
I am going to start my first RP. And I don't want it to go dead, like in 2 days or something.I am not exactly an old player in RPing, so what do i do to make sure my RP doesn't go dead when it launches?


If you're interested, here is my guide on OPing a thread.

It's the OP that determines the success and longevity of an RP. The thread is active as long as the OP continues to post and move the story forward. It dies when the OP isn't committed.

And if you want to make it easy for people to join, I recommend giving some examples on how they could do that.
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Suryak
Minister
 
Posts: 2249
Founded: May 22, 2018
Ex-Nation

Postby Suryak » Tue Aug 14, 2018 9:09 am

The Macabees wrote:
Suryak wrote:

-snip-


Thank you for the reply!
Last edited by Suryak on Tue Aug 14, 2018 9:09 am, edited 1 time in total.
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Nassaria
Political Columnist
 
Posts: 4
Founded: Aug 13, 2018
Ex-Nation

New members

Postby Nassaria » Wed Aug 15, 2018 1:07 pm

Hi, I’m new and have no idea what I’m doing here in the forums. My last region only used RMBs to RP...

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Tinhampton
Postmaster-General
 
Posts: 13700
Founded: Oct 05, 2016
Civil Rights Lovefest

Postby Tinhampton » Wed Aug 15, 2018 1:43 pm

This is the forum used for information about your nation; whilst NationStates is used for diplomatic conflicts and International Incidents used for militarised ones (I'd suppose both are fair does in lieu of a RMB roleplay), Global Economics & Trade and NS Sports both do what they say on the tin ( :P ). In the World Assembly's halls, the General Assembly is where proposals affecting the world's nations are drafted and later submitted, whilst the Security Council concerns how nations have acted themselves in general, regions raided, and nice shiny badges to be awarded thereof.
Gameplay is... not a roleplay forum as such, but general GP discussion - join one of the "organisations" if you want to really take part - whilst Got Issues? is similar to the GA but for issues for your nation's leader (one thousand and forty eight and counting!). Technical and Moderation concern themselves with errors in the system and really naughty people respectively.
General - NSG for short - is the life, soul and makeshift political debating chamber made out of reinforced cardboard of the forums, whilst Arts and Fiction is also fairly obvious... although I'd watch out for those dastardly spoilers if I were you. Portal to the Multiverse/P2TM concerns roleplay that does not involve your NS nation at all, "NS: The Lootboxening" concerns this year's April Fool that was supposed to return soon but has not been seen in the wild yet, Forum 7 is the hub for spammy forum games that get autopruned after a week of inactivity and don't count towards your post tally anyway; to conclude, you can't post in the Archives and WA Archives because they're filled with some of our most classic and everlasting content. Have fun! :)

(P.S. there are some TWI-only roleplay opportunities on the forums as well... ;) )
Last edited by Tinhampton on Wed Aug 15, 2018 1:43 pm, edited 1 time in total.
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Suryak
Minister
 
Posts: 2249
Founded: May 22, 2018
Ex-Nation

Postby Suryak » Mon Sep 03, 2018 10:32 am

I have a problem.

In the rps i played, there isn't an unbiased person to judge who should win a certain battle. How to fix?
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Oppermenia
Minister
 
Posts: 2427
Founded: Apr 03, 2018
Ex-Nation

Postby Oppermenia » Mon Sep 03, 2018 10:43 am

Suryak wrote:I have a problem.

In the rps i played, there isn't an unbiased person to judge who should win a certain battle. How to fix?

Yep. Same problem.
Also, I know this is on international incidents, but me and someone else are working on a big project for role play non-NS related.
It involves us having to get someone to make a whole new map for a separate world. Then we realized we could use some help with numerous roles to help us put it together. So, what forum do you think I would put something like that, a thread asking for people’s help putting together our RP project. This wouldn’t be an RP on international incidents, btw.
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Erythrean Thebes
Diplomat
 
Posts: 707
Founded: Jan 17, 2017
Capitalist Paradise

Postby Erythrean Thebes » Mon Sep 03, 2018 10:51 am

Suryak wrote:I have a problem.

In the rps i played, there isn't an unbiased person to judge who should win a certain battle. How to fix?

If you need a judge, the OP might have the authority to do so. But if the OP is also a participant, then they can't really do it either.

In many traditional war RPs, the outcome is negotiated by the players before the battles are held. If you want an outright competition, you can agree on rules beforehand. You might want to include rolling dice, which you can do online. Another idea is just to proceed very slowly through the battle. No matter what, a competitive war on II will require a commitment to integrity and fair play from all the players. Start with the very first maneuvers of your troops, bring them into the edge of the combat zone. As you unfold your advance, stop yourself whenever you encounter something against which your opponent would have an ability to respond or retaliate. Don't go any further with your moves until your opponent posts their response, and then proceed from that.

Make your initial moves somewhat speculative - "our artillery pulls up to 50km from the enemy column as our tanks charge forward". In such an instance, you would wait until your opponent reveals whether they will try to stand you off from a distance, close in for the kill, encircle you, etc. In such an instance, it would be good form for your opponent to be conservative too - they can indicate what maneuver they engage : "our artillery opens up from 80km on the enemy tanks while our 3rd and 4th armor platoons pinch from the sides". Then you go forward with your moves from this, now you have some responsibility and this is why competitive wars need a lot of maturity and fairness. You have to decide at that point, how outflanked are you? Do you have strong flanks yourself, or are you bunched up in the center? People may not think to give any consideration to these factors in the early stages of their posts, they may just overlook it without realizing - so it becomes really hard to do it empirically and a great onus rests on all the players to be exceedingly fair to both themselves and others, if you want to do it this way. That's why its usually recommended to hash out who will win and lose OOC in a separate conversation.
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Saarkrisken
Spokesperson
 
Posts: 137
Founded: Aug 27, 2018
Ex-Nation

Postby Saarkrisken » Mon Sep 10, 2018 1:25 am

I need some tips to get people involved in my RP: https://forum.nationstates.net/viewtopic.php?f=5&t=448991

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BESTMAHMOUD1OVEVO
Political Columnist
 
Posts: 3
Founded: Sep 08, 2018
Ex-Nation

Rping is Dumb

Postby BESTMAHMOUD1OVEVO » Mon Sep 10, 2018 10:56 pm

Why do we have to roleplay in order to invade countries? Why don't the game creators add that feature where you can invade A.I nations ? That's gonna make the game more fun and then nobody can invade you except for ai bots, and why dont they make them bots that dont affect
Last edited by BESTMAHMOUD1OVEVO on Mon Sep 10, 2018 10:57 pm, edited 1 time in total.

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The Macabees
Senator
 
Posts: 3924
Founded: Antiquity
Anarchy

Postby The Macabees » Tue Sep 11, 2018 7:38 am

BESTMAHMOUD1OVEVO wrote:Why do we have to roleplay in order to invade countries? Why don't the game creators add that feature where you can invade A.I nations ? That's gonna make the game more fun and then nobody can invade you except for ai bots, and why dont they make them bots that dont affect


#1 War RPs are more fun when there are other players involved and when everyone in the RP is on the same page.

#2 Keep in mind that game side and roleplay are different. The concept of "invasion" is different game side, where it involves invading regions, overthrowing their government, and disrupting activities there.

#3 You can roleplay with non-played characters/nations (NPCs), depending on the rules of your region or if you are on your own quasi-isolated world.

The purpose of the roleplay forums, regardless, is roleplay. Any game side innovation would be separate and ultimately wouldn't address the purpose of forums like this one. And people can roleplay how they'd like. If your experience with roleplaying with other players is bad, you can create your own region/world and have a bunch of NPCs. I do a mixture of both, RP wars with other players and RP wars with NPCs, and I often mix the two in the same RPs -- and even when I RP wars with NPCs, there are usually other players involved, even if indirectly.
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The Macabees
Senator
 
Posts: 3924
Founded: Antiquity
Anarchy

Postby The Macabees » Tue Sep 11, 2018 7:50 am

Saarkrisken wrote:I need some tips to get people involved in my RP: https://forum.nationstates.net/viewtopic.php?f=5&t=448991


It reads well. I like how the posts end with something that promises something in the next post, like it's clear that the story will continue and that the tension will continue to build.

One recommendation I have is to better format the OOC thread. Use different font sizes to give the page hierarchy. Like, give section titles a larger font. That way if someone is looking for a way to get involved, but doesn't want to read the whole thing, [s]he can easily find the information [s]he needs.
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Ah-eh-ioh-uh
Diplomat
 
Posts: 947
Founded: Mar 13, 2016
Ex-Nation

Postby Ah-eh-ioh-uh » Wed Sep 12, 2018 9:59 pm

Can anyone come up with reasons why nations have curfews? I am attempting to decide whether or not such a thing is compatible with my nation's culture. I've heard SOME reasons as to why a territory might enact a curfew but I want to know ALL the possible reasons one might have them before I decide whether or not to allow or outright BAN curfews as an abomination against my nation's liberty-loving populace.

So, if you have any reasons why nations have curfews that would be greatly appreciated. Wanting information on it cuz I might post my stance in the fact-book area but I don't want to post me shoving my own foot in my mouth for not having enough information on it. So, reasons for (and against curfews).

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Maltropia
Negotiator
 
Posts: 6987
Founded: Dec 19, 2009
Left-wing Utopia

Postby Maltropia » Thu Sep 13, 2018 10:40 pm

In any kind of authoritarian government, curfews can serve as a means of controlling the population, restricting movement and association while also giving you a handy excuse to make arrests of anyone breaking that curfew. A glance at Wikipedia tells us that curfews were notably imposed on the Anglo-Saxons in the wake of the Norman conquest of England.

Curfews needn't be imposed on the populace, however: cultural reasons might dictate that people not stay out at night. Maybe it's believed that the Devil or some such is out at night; or maybe it's just acknowledged that, if you're out at night, you're most likely committing crimes. In some (fantasy) settings, nightly supernatural activity keeps most people indoors (although this needn't be restricted to nighttime), while in the real world curfews are sometimes imposed during natural disasters for public safety.

Freedom of movement is always going to be one of the loudest voices against a curfew. A curfew would also limit economic activity to outside curfew hours, which could be harmful if you have, say, a strong urban nightlife that's being curtailed - but who knows, maybe that's exactly why you want the curfew. Immoral nighttime behaviour? Better keep 'em at home.
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Ah-eh-ioh-uh
Diplomat
 
Posts: 947
Founded: Mar 13, 2016
Ex-Nation

Postby Ah-eh-ioh-uh » Thu Sep 13, 2018 11:43 pm

Maltropia wrote:In any kind of authoritarian government, curfews can serve as a means of controlling the population, restricting movement and association while also giving you a handy excuse to make arrests of anyone breaking that curfew. A glance at Wikipedia tells us that curfews were notably imposed on the Anglo-Saxons in the wake of the Norman conquest of England.

Curfews needn't be imposed on the populace, however: cultural reasons might dictate that people not stay out at night. Maybe it's believed that the Devil or some such is out at night; or maybe it's just acknowledged that, if you're out at night, you're most likely committing crimes. In some (fantasy) settings, nightly supernatural activity keeps most people indoors (although this needn't be restricted to nighttime), while in the real world curfews are sometimes imposed during natural disasters for public safety.

Freedom of movement is always going to be one of the loudest voices against a curfew. A curfew would also limit economic activity to outside curfew hours, which could be harmful if you have, say, a strong urban nightlife that's being curtailed - but who knows, maybe that's exactly why you want the curfew. Immoral nighttime behaviour? Better keep 'em at home.


Ah. Thankyou. Your help is most appreciated.

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Lux Bellorum
Secretary
 
Posts: 29
Founded: Sep 10, 2018
Ex-Nation

Postby Lux Bellorum » Mon Sep 17, 2018 11:42 am

My nation is a strict fundamentalist theocracy. What are some good ways to roleplay out diplomacy involving matters related to the faith? Suppose, for instance, that a liberal democracy took issue with eg. the prohibition of apostasy, and either sends a diplomat to try to convince us to change our ways, or perhaps even condemns us in front of the world. What are some ways to roleplay this diplomatic conflict out in an interesting manner that doesn't just end up being "our beliefs say that being an apostate is a crime punishable by death, and if you don't like it then screw you, we're not going to go against our religion no matter what you say!"
Last edited by Lux Bellorum on Mon Sep 17, 2018 11:42 am, edited 2 times in total.

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Erythrean Thebes
Diplomat
 
Posts: 707
Founded: Jan 17, 2017
Capitalist Paradise

Postby Erythrean Thebes » Mon Sep 17, 2018 3:24 pm

Lux Bellorum wrote:My nation is a strict fundamentalist theocracy. What are some good ways to roleplay out diplomacy involving matters related to the faith? Suppose, for instance, that a liberal democracy took issue with eg. the prohibition of apostasy, and either sends a diplomat to try to convince us to change our ways, or perhaps even condemns us in front of the world. What are some ways to roleplay this diplomatic conflict out in an interesting manner that doesn't just end up being "our beliefs say that being an apostate is a crime punishable by death, and if you don't like it then screw you, we're not going to go against our religion no matter what you say!"

Remember that the best parts of real-life International Incidents come from the fact that we share the same world. In 'open' RPs, this factor can be left out, taking a lot of the meat out of roleplaying. So my recommendation would be to invent some way in which you and this other nation already have to share the world - for example, maybe you both tend to use the same shipping lanes. Or liquor from this other country is popular in your country, or something. Acting out the impact on things like that will add more to your RPs than just rhetoric
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Saarkrisken
Spokesperson
 
Posts: 137
Founded: Aug 27, 2018
Ex-Nation

Postby Saarkrisken » Mon Sep 17, 2018 11:46 pm

Lux Bellorum wrote:My nation is a strict fundamentalist theocracy. What are some good ways to roleplay out diplomacy involving matters related to the faith? Suppose, for instance, that a liberal democracy took issue with eg. the prohibition of apostasy, and either sends a diplomat to try to convince us to change our ways, or perhaps even condemns us in front of the world. What are some ways to roleplay this diplomatic conflict out in an interesting manner that doesn't just end up being "our beliefs say that being an apostate is a crime punishable by death, and if you don't like it then screw you, we're not going to go against our religion no matter what you say!"


I would suggest you arrest a foreign missionary and put him on trial. The nation that he belongs to objects. This way there is a problem that can be solved through negotiation. On your side, there could be tension between the hardliners and those who are more flexible, but there would also be the attempt to get as many concessions as possible from the other nation.

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Cli Selido
Lobbyist
 
Posts: 14
Founded: Oct 05, 2018
Ex-Nation

Postby Cli Selido » Tue Oct 09, 2018 6:11 am

Do some people on this site roleplay as nations different than the one that is described on their profile? I'm asking this because I'm considering on starting an RP that involves my nation and the Central American countries that surround it.

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Suryak
Minister
 
Posts: 2249
Founded: May 22, 2018
Ex-Nation

Postby Suryak » Tue Oct 09, 2018 6:13 am

Yes. Usually civil war RPs involves nations in nationstates.Hope that answers your question
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The Macabees
Senator
 
Posts: 3924
Founded: Antiquity
Anarchy

Postby The Macabees » Tue Oct 09, 2018 7:40 am

Cli Selido wrote:Do some people on this site roleplay as nations different than the one that is described on their profile? I'm asking this because I'm considering on starting an RP that involves my nation and the Central American countries that surround it.


Definitely. You can RP factions, you can RP NPCs, much like a Game Moderator would in a Dungeons & Dragons game.
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Danubian Peoples
Ambassador
 
Posts: 1157
Founded: Sep 21, 2018
New York Times Democracy

Postby Danubian Peoples » Fri Oct 12, 2018 10:05 pm

Out of curiosity, is a Kaiserreich roleplay w/ Kaiserreich nations more suited to P2TM or II?
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Sorry for any mistakes I make with regards to history while roleplaying in historical RPs. Also I am not a qualified historian or academic. None of the make-believe I do is likely to stand up to academic scrutiny.

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