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NatRP: The Return (Sign-up Thread)

Last posted Feb 28, 2022 at 08:29PM EST. Added May 05, 2021 at 08:02AM EDT
134 posts from 7 users

Since it's been years since the last game, an easier one, the one I missed out on, and whatever this is, I should give a proper introduction in case none of this is familiar to you.

Welcome to Nation RP, where players guide their nation through the ages.


- The game will progress in the form of Turns. For every turn, each players sends their actions to me in private, and I will write the results. If you want the action to be covert, like if you wanted to cause internal division in other nations or steal their technology, I'll hide them.

- We will start off in the mid to late medieval period and continue something like


Medieval – Exploration – Enlightenment – Industrial – Atomic – Digital

- Like any other RP, the rules are flexible enough for creativity. I'll go into more detail later on.


If you want to join, include your nation's
- Official Name
- Government Type
- Flag (optional)
- History
- Main Cities (sorted in descending importance)

You can claim up to 3 tiles above, describing what you want your land to look like. Don't worry about the colors, that's just how the surrounding land will most likely generate (green – arable land, yellow – desert, blue – bodies of water)

To give people enough time to prepare, Turn 0 will come out in June.
Feel free to ask questions if you need clarification.

Last edited May 05, 2021 at 08:07AM EDT

Can we start out on our own levels of technological development or does everyone have to start out on the same levels of technological development?

Like, say, for example could I start a nation that has tanks, planes and guns while the guy next door is still using swords and shields?

Kommando_Kaijin wrote:

Can we start out on our own levels of technological development or does everyone have to start out on the same levels of technological development?

Like, say, for example could I start a nation that has tanks, planes and guns while the guy next door is still using swords and shields?

Everyone starts out at similar levels of development, but there is some variation depending on the kind of nation. So if you wanted to have, say, a militaristic nation, then you would be better at fighting, but might struggle in trade or something else that’s different.
It depends on what you want to focus on.

Before I forget, I should mention that players can choose the shape (coastline) of their territory, including mountains and city locations.

Last edited May 05, 2021 at 06:47PM EDT



- Official Name

Kotland

- Government Type

Plutocracy

- History

Originally just the one island, the Merchant-Barons desired to increase their territory through none-military means, as although they had a navy comparable to any of the major powers in the region, they lacked the numbers to field a proper field army with which to successfully attack and conquer the mainland.

Derided as insane at the time, they decided to try and create another island in the shallow coastal waters off the mainland.

Knowing that the other realms would never let them collect the vast quantities of soil needed or sell it to them in the quantities needed at a viable price, they decided to go about it in the only other way available to them.

By collecting and buying any waste, human or animal, they could get their hands on. Most civilised nations produced far more than they could ever use themselves, so they would even pay others to take it off their hands.

For decades, Kotland was the laughing stock of the world, derided for their foolishness and madness of their task. And yet, sack by sack, the ever growing pile in the sea rose higher and higher; just as the wealth of the Merchant-Barons also grew.

Finally after generations of hard work and careful engineering work, the Kotlanders had done it. They had created a brand new, fertile island without a single drop of blood being spilled.

It has been a 100 years since then, and both the original island and the new one have grown since then, with plans to eventually bridge the two islands already set in motion; as well as possible plans to create a bridge to the mainland, pending treaties and diplomacy with the owners of the land themselves.

- Main Cities (sorted in descending importance)

Beeg Yin (Main Island)

Way Jabbeh (New Island)

Braune Nase (Main Island)

Schemel (New Island)

(If you want me to create a less ridiculous nation, please let me know and I'll get one created as soon as I have time.)

Last edited May 05, 2021 at 08:29PM EDT


Nation name: Erztal
Government: Guilds Republic
Main cities: Altlager, Zeughausen, Neulager, Almheim

The mountainous land of Erztal was once a rural backwater province of a larger empire, until rich ore deposits were discovered. Soon mineshafts riddled the mountains and the region became the empire's main source of various metals. As the empire became embroiled in continuous wars it demanded ever more silver and iron. Enslaved enemies, deserters, and convicted criminals were sent by the thousands to Erztal to toil in the mines. Eventually, when word reached Erztal that the tides of war turned against the empire, the prisoners staged a riot which escalated to an all-out uprising. The garrisons that guarded the mines and labour camps, undermanned due to the war, were overrun and brutally murdered by the prisoners, effectively freeing Erztal from the shackles of the war-torn empire.

The ensuing anarchy in Erztal ended when the original leaders of the riot, now donning the looted arms and armour of the murdered guards, began to organise themselves to safeguard their freedom. Swearing to never become slaves again or bow to any king or emperor, the Erztaler rebels formed a republic of equal men where officials are elected by the various mining and blacksmithing guilds which now control Erztal's commerce. The descendants of these rebellious prisoners pride themselves on their ignoble ancestry and are fiercely independent, each guild keeping jealous watch over their lucrative mines. The name of Erztal's capital, Altlager – "old camp", harkens back to the days when it was little more than a labour camp of tents, shacks, and the garrison's fort.
Last edited May 05, 2021 at 08:47PM EDT

olors64 wrote:

@Soup King which parts of the territory are the main and new islands located?

The main island is the one with two Hexagons and the new island is the one by itself.

Here's what I have so far:

How actions work for different types of nations:
- Centralized States get a maximum of 9 actions.
- Federations get a maximum of 5 actions for the central government, while its states get 2 actions each.
- Confederations, which for this game is any nation without a central government, get 3 actions for each member state.

Last edited May 06, 2021 at 02:08PM EDT

Erztal shall then be a confederation of three states.

The Erztaler Confederacy
Once the empire was driven out of Erztal's valleys, the communities of the Erztaler rebels organised themselves in three autonomous states centred around the major settlements of the region. Together they forged a confederacy to manage their common interests, facilitate trade, and defend their independence against any potential outside aggressors.

Altlager: The first of the two major labour camps that the empire established in Erztal and the starting point of the prisoner revolt. Due to its central location in the valleys and its symbolic importance as instigator of the rebellion the settlement quickly grew to a large city and became the main hub of Erztal.

Zeughausen: The oldest settlement in Erztal, which was already a city of the old empire when Altlager and Neulager were still prisoner camps. As such many of the locals consider themselves to be more "civilised" than the "uncouth southern bumpkins". It's famed for its skilled metalworkers; the eponymous Zeughaus being a complex of smithies of armouries which once supplied the imperial army. Nowadays they provide arms and armour to the Confederacy's militias or export them to other, friendly realms.

Neulager: In their search for ever more untapped ore deposits the imperial prospectors advanced southwards until arriving at the idyllic shores of the southern freshwater lake. Deeming it an ideal location for colonisation a second labour camp was established there. When word reached Neulager that the northern inmates revolted they quickly followed suit. Ever since they maintain a friendly rivalry with their older sibling Altlager, begrudging their leading position.

Almheim: A young and unremarkable town nestled in a remote valley of the western highlands, officially belonging to the state of Neulager. Once a village of herdsmen, this burgeoning town recently began to attract adventurous miners who reject the gentrification of the older towns and hope to strike it rich in Almheim's yet largely untouched mountains.
Last edited May 06, 2021 at 05:10PM EDT

olors64 wrote:

Here's what I have so far:

How actions work for different types of nations:
- Centralized States get a maximum of 9 actions.
- Federations get a maximum of 5 actions for the central government, while its states get 2 actions each.
- Confederations, which for this game is any nation without a central government, get 3 actions for each member state.

If I'm going to roleplay this properly, I'm going to have to take Centralized States, although I can see this gimping me quite severely if I make it to the late game.

How actions work:

Actions should explain how the goal is achieved. For example, writing "I invent gunpowder" won't do much. If you do something like "Seizing enemy cannons, we figure out how they work so we can use this technology," or another way depending on the context, the action will have a better chance of succeeding. Some actions might not succeed; if there is a level of uncertainty, I will roll to determine its success.
To conduct diplomacy with other nations, post in the thread. Diplomatic actions will not count towards the limit per turn; they are free.
When diplomacy fails, war begins. Most wars will only last one turn, so you're entire strategy should be included with the declaration. Make sure you also include what you want out of the war as well. While your nation is in a state of war, your issues will display your level of war exhaustion. If a war drags on for more turns, or you start another war a turn after the previous one ended, the war exhaustion will increase. War exhaustion will cause your nation to perform worse. Side effects may include economic turmoil, depopulation, and revolts (see "revolutions" for more information). War exhaustion affects nations differently depending on size, as a smaller nation likely does not have as many resources or manpower than a larger nation, which could handle high war exhaustion and even defeat without collapsing.

The differences of how actions work from nation to nation:

Unitary states are nations which only have a single government; although autonomy can be given to certain regions, they are not controlled by the player. Actions for centralized states are more flexible than normal, and can apply to the local and the national level.
Federations have a national government and states with their own governments. Actions on the federal level apply to the entire nation (war, diplomacy, international trade, etc), while states focus on more local issues (infrastructure, water supply, trade between states, etc).
Confederations are somewhere between an alliance and a federation. While an alliance is composed of independent states, and a federation can have a strong central government, a confederation has a government so weak that, when you send actions relating to the confederation as a whole, I'll count them as diplomatic actions, even if you send them privately. However, the member states' actions should be relevant to the goals of the meeting, in addition to local concerns. For example, if the confederation declared war, the state bordering the enemy can directly attack while other states can send manpower and supplies.

How different government types work:

Democracies include direct, representative, or other edge cases (see: oligarchies). These governments will tend to form political parties around certain issues. Public opinion is an important factor in determining the success of actions. If the public is positive towards your nation, then not only will actions have better chances of succeeding, but your people may contribute bonus actions which are not restricted by the usual limits. If public reception is negative, actions will have worse odds, and I will start rolling for revolts.
Oligarchies are characterized by power structures inaccessible to the majority of citizens, whether that be wealth, intelligence, age, military, or some other barrier. Like democracies, oligarchies can exhibit partisan behavior, but public opinion, while present, is usually irrelevant.
Autocracies are systems where the government has enough power to do whatever it wants within their borders, or one's borders, because they typically have a sole leader. This form of government is most unlikely to be partisan, and public opinion only matters under extreme circumstances.
Successful revolutions give your nation an opportunity to change its structure, and even culture, entirely. Democracies are most likely to have revolts, but they are far less risky than normal. As such, they are least likely to have a revolution, as citizens can typically find another way to protest. Autocracies can have revolts too, but it's unlikely for them to turn into revolution, as the government could simply suppress them before they go out of control. Oligarchies, while most likely to have a revolution, can put down revolts like autocracies, but may have to implement a few reforms here and there to maintain stability.
Anarchic nations can occur if a government collapses and nothing replaces it. Actions sent to the anarchy are treated more like suggestions, as the people will only respond to suggestions if it happens to align with what they want. Anarchy doesn't last very long, as an outside power could easily fill the power vacuum or the people begin forming more complex forms of organization that can no longer be considered anarchy, making your nation playable again.

Shares of Acuminatia (Acuminatia for short)
Oligarchic Federation

=History=
  • The ancient foundations of this civilization lead back to a legend of a merchant establishing a system of trade between an agricultural town, and a mining town of old. It was during a societal collapse leading to the disappearance of vital workers that the two towns realized that neither could specialize without the other. They pooled their land in the form of Shares to ensure that there would always be diversity in the available skilled specialists to produce resources, and to distribute those resources between Shares, or trade them for necessary goods, be it resources missing in local supplies, tools which can benefit the workers, or perhaps writings filling in the gaps of knowledge between regions.
  • Since then, mining traditions have fallen to the wayside to make room for the extensive agricultural competitions held between Shares. The Shareholders are devoted mostly to bragging about the production of staple foods in excess, at the expense of other aspects of the nation, and the fertility of the land they rely on. The Shares of Acuminatia have used the profits of their monocultured endeavors as a crutch, and as such rely greatly on trading with their neighbors for goods and services to maintain basic aspects of civilization, even to the extent that they primarily use Mercenaries to ward off outside threats, and to police issues within the Shares.

The Government is an Oligarchic Federation that operates as such:
=Shares of Acuminatia=

  • Land is owned formally by the entity that is the Government, dubbed Acuminatia, not any individuals within the nation.
  • The Government is operated by an Oligarchic Council pooled from the Citizen population.

=Shareholders=

  • Councilmembers are referred to as Shareholders, a life position tied to a specific region, or a Share, appointed via simple majority Council vote when a Shareholder dies, and is treated as above Citizenship.
  • A Shareholders basic duty is to ensure that their Share is profitable, secure, and able to recoup from disaster.
  • Shareholders create the Laws and Regulations of the Shares they hold, though they can bring up concerns regarding other Shares with the Council.

=Citizens=

  • Shareholders are responsible for establishing Citizen Contracts which endow individuals with a place to live, access to supplies and tools to do work outlined by the Contract, and Citizenship for the duration of the Contract.
  • Citizens are given the right to petition for specific Laws and Regulations regarding the Share they reside in, provided there is a super majority Citizen vote in favor of it.
  • A simple majority Citizen vote across all Shares can bring up an issue before the Shareholder Council for due discussion and review as to a reasonable solution.

=Contracts=

  • Contracts can be taken up by any individual regardless of birthplace, but there is a special privilege given to locals guaranteeing Shareholders will provide opportunities to maintain Citizen Contracts for life.
  • Citizens can create Helper Contracts with individuals from anywhere to ensure they have the necessary manpower to uphold Citizen Contracts, but Helper Contracts do not grant Citizenship.

Claims:

=Cities=

  • Cherri
  • Liamon
  • Vanyla
  • Zassaprila
  • Creem
  • Rutbere
Last edited May 08, 2021 at 05:31PM EDT

Kommando_Kaijin wrote:

OK, another question: Are we strictly bound to only having our populations made up of humans, or can we have non-humans/superhumans/etc. with unique abilities form a notable amount of our nation's population?

What kind of abilities?