-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.
OOC Thread: viewtopic.php?f=31&t=459514
-Link to canon global historical timeline: History Document
If the event is not on the History Document it cannot be referred to IC
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. D20 shall be utilized in determining the consequences of said situations.
-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.
[b PLAYERS are RECOMMENDED to create a military factbook sooner rather than later, as it may limit them [/b]
Players must have an approved factbook in order to be involved in a 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
Optional but helpful: 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 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. 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)]+Vassalize
-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 Vassals/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.
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 Vassal state and other Vassal states you own. This also makes it impossible for other players to have influence in that area.
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 vassalized the NPC 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 vassal NPC 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
19 years have passed since the end of the Großkrieg, the Great War, the War to End All Wars, finished. Many, though, believe that the war did not end. That white peace, the peace with honor, truly did not bring peace. New ideologies; communism, nationalism, sonacism, are on the rise fueled by the injustices the post war world has brought. From the collapse of the Yunnese empire to serf rebellions in Goldritter the world as we know it is on the verge of collapse. And nobody knows who will be there to pick up the pieces when it does.