-NOTICE: Read ENTIRE OP before applying.
-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.
IC Thread: viewtopic.php?f=31&t=494696&p=37966952#p37966952
-Link to canon global historical timeline: https://docs.google.com/document/d/1yTU ... 0keb8/edit
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.
Point of Diversion Map: WIP
The Point of Diversion shall be 1755, the mods are working on a HOI4 Map that contains all countries that existed IRL in 1755. The IC history is exactly the same as IRL up to Jan 1st 1755. After that is up to the players.
Claiming Land IGNORE OUT OF DATE NEW PLAYERS LOOKING TO JOIN, USE THE CURRENT RP MAP ABOVE AND SELECT A NATION WITH (NPC) AND FILL OUT A FULL APPLICATION BELOW. FURTHERMORE YOU CAN SELECT COUNTRIES THAT ARE CONTROLLED BY INACTIVE PLAYERS. LIST AT THE BOTTOM OF THIS POST.
For your claims you will post your “ideal claims”. That is the terrority you would like to have for the RP. Claim territory by using the blank HOI4 map above (use paint or paint.net and fill in the provinces). Players can only have their ideal claims approved if all nearby players state they do not want to challenge any of the player’s ideal claims.
Colonies: Players are free to add Colonies to their Ideal claims but they have less priority than any player that wants their nation in the contested area. Players with colonies will be given an additional development sheet (see below) for each colony. Players with colonies must select an economic system and government system (that is not a democracy) for each colony (how the colony is run more or less). Colonies generate extra unrest and corruption. If the Player’s mainland is a democracy they too generate extra unrest. Other players will be able to interact with Colonies as if they were an NPC in another player’s sphere of influence (but the controlling player has extra leeway). Colonies will be approved after History is complete.
If a player does not get their ideal claims. One posts their 100 initial claims they want, any conflicts between players are to be worked out between players and if needed mods. Which is then followed by rounds of 20 claims until 75% of players stop claiming. Each round players will be given priority randomly. During any round players can opt to take all their claims (100 initial claims + total rounds they’ve participated in) and claim elsewhere in the world, but are immediately put at the bottom of the priority list for that round. Smaller nations will receive 5 extra index points (see below) per round they did not participate in (i.e if there are 20 rounds and a player stops on round 15 they get 25 extra points)
Be sure to post your ideal claims AND your initial claims in the first part app, even if you are confident in your pick just in case you don’t get it.
Claims must be adjacent to each other or over a very short distance of water. No snakes (long thin claims), nor encirclements (any size group of unclaimed provinces that are surrounded by claimed provinces, if players want enclaves that can be discussed).
Points Indexes ----->>>>>>NEW PLAYERS READ THIS!<<<<<<------
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
Points to spend: To those joining, you will apply for geopolitical status: Major power, secondary, and third world. Players must propose a history alongside their status.
Major power: 100 points.
Secondary: 75 points
Third world: 50 points
This does not include bonuses given by geographic size, government, and economic systems. Major Powers may also be given some level of say in the NPC creation process.
Government Types: ----->>>>>>NEW PLAYERS READ THIS!<<<<<<------
Note that players do have roleplay as these government and economic types. One cannot claim to be a dictatorship with free and fair elections. Furthermore one cannot change systems unless they meet the minimum (if any) for that system they want to change to and/or pierce the maximum of their current system. Check with the mods if one wants to change systems IC via the OOC thread.
Democracy(distinguished by having free and fair elections that determine leadership, can include constitutional monarchies, presidential and parliamentary systems)
Liberal Democracy (rule of law and individual freedoms considered paramount, even at the expense of the whole): Minimum 10 Political Rights, 10 Civil Rights, 5 Economic rights before bonuses
+10 Political Rights +5 Economic Freedom +10 Civil Rights -5 Extraction -5 Crop Sustainability -5 Livestock Sustainability
Social Democracy (A greater focus on group rights and equality over individual rights, often focused on redistribution of wealth) Minimum 15 Political Rights, 10 Civil Rights before bonuses
+10 Civil Rights +10 Political Rights +5 Education -5 Economic Rights -5 Consumerism -5 Financial
Authoritarian Democracy (Less restraints are placed on the ruling elite in favor of results, typically rule of law and civil rights are considered secondary to national interest, often only one dominant party) Minimum 5 Political Rights, 5 Civil Rights before bonuses
+10 Production +5 Infrastructure +5 Education -5 Political Rights -5 Consumerism -5 Civil Rights
Autocracy (One Leader holds most of the power, distinguished from Oligarchy by a single individual having ultimate authority)
Dictator (A single leader controls power through non-democratic means, can be hereditary or not) Maximum 0 Political Rights 0 Civil Rights after bonuses
+15 Extraction +15 Production +10 Infrastructure -10 Civil Rights -10 Political Rights
Oligarchy (A select group of individuals hold power, ability to enter into the in-group varies)
Technocracy (Specialists selected for their skills to govern) Maximum 5 Political Rights, 5 Civil Rights after bonuses, Minimum 10 Education before bonuses.
+10 Infrastructure +5 Education -5 Economic Freedom -5 Civil rights
Plutocracy (Participation in government is determined by wealth) Maximum 5 Political Rights, 5 Civil Rights after bonuses, Minimum 15 Financial, 10 Consumerism before bonuses
+10 Financial +10 Consumerism +5 Cash Crops -10 Economic Freedom -10 Crop Sustainability -5 Production
Aristocracy (Participation in government is held by a small group whose membership is often hereditary) Maximum 10 Political Rights, 10 Civil Rights after bonuses
+10 Cash Crops +5 Extraction -5 Education -5 Civil rights
Exclusive Democracy (The electoral is limited to members of a certain group (religious, ethnic, racial, Ideological), depending on the size of the group, it may be an oligarchy) Maximum 10 Political Rights, 10 Civil Rights after bonuses
+5 Extraction +5 Economic Freedom +5 Financial -5 Education -10 Political Rights -5 Consumerism
Other
Anarchy (a system with no or very weak rulers, individual rights are respected above all and social/individual pressure is used rather than governmental force to achieve domestic peace) Minimum 20 Civil rights, 15 Economic Freedom before bonuses, Maximum 10 Political Rights after bonuses
+10 Civil Rights +10 Economic Freedom -10 Education -10 Infrastructure
Economic Systems:
Part A: Description
Bureaucratic Socialism is an economy where enterprises are run as a government agency. That is the vast majority of all enterprises operating as a part of the state and reaching the political goals of the state. There is little market economy in this system due to government owned monopolies. Despite that the political nature of these systems keeps them from being monopolistic.
Syndicalism denotes strong Labor Unions that control economic enterprises and organizes labor. These systems can operate under a market economy or can act as monopolies that determine production.
Market Socialism is an economic system that denotes social ownership within a market economy. Individual businesses may be a part of a worker co-op or workers might own some or all of a business. Yet individual firms can exist and compete against each other. The State is prone to interfere in the economy for the benefit of all people.
Mixed Economy is an economic system that operates in a mostly market economy. The government has the power to intervene and establish public businesses, mostly for public good provision. Regulations are common.
State Capitalism is a market economy that contains either state owned or state backed enterprises. These enterprises typically act to further the goals of the state. I.e. State owned mines or state owned military industry.
Regulated Capitalism is an economic system that allows for market interactions that are subject to government regulation and taxation.
Laissez-Faire Capitalism is an economic system with minimal amount of government regulations and intervention in the markets.
Part B: Points
Bureaucratic Socialism: Maximum 0 Economic Freedom after bonuses, Minimum 10 Education.
+5 in Extraction, Production, and Infrastructure, crop sustainability, livestock sustainability and education. But -5 in financial and cash crop, and -10 in consumerism and -10 in economic freedom.
Syndicalism: Maximum 5 Economic Freedom after bonuses, Minimum 10 Production, 10 Extraction before bonuses
+5 in Extraction, Production, Crop Sustainability, Livestock Sustainability.
Market Socialism: Maximum 10 Economic Freedom After Bonuses
+10 in infrastructure, Education, +5 in production
Mixed Economy: No Requirements
+5 in infrastructure, education, Economic freedom
State Capitalism: Minimum 5 Economic Freedom, 10 Production, 10 Extraction before bonuses
+5 Extraction, +5 Production, +5 Consumerism, +5 economic freedom, +10 Financial, -5 crop sustainability, -5 livestock sustainability
Regulated Capitalism: Minimum 10 Economic Freedom, 5 Production before bonuses
+10 Cash Crop, +10 Financial, +10 Consumerism, +10 economic freedom, +5 Extraction, +5 Production, -5 civil rights, -5 education, -5 crop sustainability, -5 livestock sustainability
Laissez Faire Capitalism: Minimum 15 Economic Freedom, 10 Production before bonuses.
+15 Extraction, Production, Financial, Economic Freedom, +10 cash crop, consumerism, -10 infrastructure, crop sustainability, livestock sustainability, education, civil rights
NPC MECHANIC ----->>>>>>NEW PLAYERS READ THIS!<<<<<<------
-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 a set amount (TBD) per post and double that amount for collab posts (2 or more players) of Quality. 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.
Trade
Embargo another player/NPC: The NPC no longer trades with the target player/NPC. requires Sanction
Sanction another player: The NPC reduces trade with the target player/NPC. Player can choose specific resources. Requires Neutral Relationship
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal trade.
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.
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.
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
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.
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
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
Cut Diplomatic Ties: NPC cuts diplomatic ties on Target NPC/Player requires neutral relationship.
Neutral Relationship: the NPC does not like nor dislikes the player. Nominal military relationship.
Non Aggression Pact: The NPC and Player agree not to take aggressive actions against each other. Requires Neutral Relationship
Basing Rights: the NPC grants the player the rights to station troops within their border. Requires Non Aggression Pact.
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.
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.
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.
Annexation: Target NPC is peacefully annexed within your nation. Requires Sphere of Influence.
Other Options
Vote: the NPC will vote how you want in an international organization it is a part of. Goes to the player who spends the most amount of influence points, yet higher relationships also play a role.
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.
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.
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.
Coup/Uprising: Breaks Sphere of Influence if applicable. Details subject to mod approval. Success and results depend on IC actions. Player must fill out a Coup/Uprising application.
Military Rules: ----->>>>>>NEW PLAYERS READ THIS!<<<<<<------
-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.
Canon Military Mechanic Unit List
https://www.nationstates.net/nation=imp ... id=1446563 Example Factbook
Applications
NEW PLAYERS:
As mentioned above you can claim either a nation listed as (NPC) or one of the nations listed below in the inactive players list. Fill out a FULL NATION APPLICATION below.
List of Inactive players
these nations are controlled by inactive players and can thus be claimed by new players or players that want to reapply as a different nation.
Omck - Acuisia
R&P - Kipchakistan
Chicken - Norsia
Regional Wasp (GE) - United Kingdom
FULL NATION APPLICATION!
NEW PLAYERS MAKE SURE YOUR CLAIM IS LISTED ON THE MAP AS (NPC). WE HAVE ALREADY GONE THROUGH A PROCESS OF NATION CREATION YOU GET TO PICK ONE THAT IS EITHER NPC OR CONTROLLED BY INACTIVE PLAYER. YOU CANNOT CREATE YOUR OWN NATIONS
- Code: Select all
Canon Application:
[b]NS Nation Name:[/b]
[b]Canon Nation Name:[/b]
[b]Capital name:[/b]
[b]Claim (mark capital)[/b]
[b]Population:[/b]
[b]Major Languages (of the nation):[/b]
[b]RL Equivalent Languages:[/b]
[b]Government System (Pick from List):[/b]
[b]Government System (short description):[/b]
[b]Major Political Parties (and ideology)[/b]
[b]Economic System (Pick from List):[/b]
[b]Economic System (short description):[/b]
[b]Head of State:[/b]
[b]Head of Government:[/b]
[b]Geopolitical Status (Major, Second, Third):[/b]
[b]Brief History (use to justify Geopolitical Status):[/b]
[b]Anything to add?:[/b]
Coup/Uprising App, for use by players with enough influence points
- Code: Select all
Coup/Uprising App
IC Nation Name:
Target NPC Name:
Is this a Coup d'état or Uprising?
Peacefully or violent?
Size:
Leaders:
Location:
Link to any IC posts that support this event: