Hello, and welcome to what I hope will be a successful forum game in Helmet Heroes's Off-Topic forums!
Before I start, I would like to give a shoutout to those at Create Your Own Country on the RuneScape forums.
Creation of a Nation -- CoaN for short.
Now, here's a brief overview of this game: You will claim a territory (on earth or extraterrestrial, whatever tickles your fancy) and you will begin events of a nation. This will be done generally in projects and interaction between other nations, and you will find that nations will work at a fair and equal rate. You will have priorities, and you will have lots of work to do!
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Before we go on, here are a couple terms that are good to know:
HFPE = Hidden From Public Eyes. This means no other nation can act on you saying this, but it would be unfair if they didn't say it or they simply want to let everyone know what they're doing behind the scenes and having others ruin it. You're civilians will not be able to act on this.
HFA = Hidden From All. This means that only those mentioned to know about it know about it, not just government officials.
OOG = Out Of Game. This is for statements that you need to say but breaks the 4th wall.
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If you see this thread, like the idea, and would like to create a nation, please fill out the following rubric (copy and paste it, then fill it out, for your convenience and ours):
The name of the forum account that will rule this country:
The name of the country:
Land being claimed:
Is the land real, or fictional:
Reason (If you need to add this.):
The countries ruler:
Government Type (Ex. Democracy, Geniocracy, Confederation, etc... If its an original concept, please briefly describe it):
Citizen Population (Starting maximum of 500,000 citizens):
Troop Population (Starting maximum of 50,000 soldiers) (These are separate of the citizen population. For example, if you have 50,000 citizens and 10,000 troops, your total population of people is 60,000):
Types of Soldiers (Give an approximation of how many of each):
Starting military technology (defense, and offense):
Economy Type (Ex. Free Market, Mercantilism, etc... If its an original concept, please briefly describe it):
Starting Date:
Have you read and understand the rules (if you have questions, ask here!):
Misc information you would like to share:
Please wait until any of the INAN's confirm your starting rubric to start playing. Sorry about the wait and anticipation, but we don't need any ridiculous applications!
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Land claim - You need to do this whenever you claim land! Please fill this out whenever you claim new land. If you don't fill this out when claiming the land, you don't actually claim the land!
Name of country claiming land:
Land being claimed:
How it was claimed:
Is the land real, or fictional:
Reason (If you need to add this.):-=-=-=-=-=-=-=-
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List of confirmed countries:
Itblobbia Nation --- Itblobboy
Mushroom Kingdom --- MarioFan1
Nindo Nation --- Naruto
Olfactorily (Under reworking) --- Gregore
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~~INAN Members~~
These are the players that will ultimately settle any problems that arise that threaten the integrity of good gameplay on Creation of a Nation.
Main INAN: Itblobboy. What I say, goes, concerning INAN matters.
Co-INAN: Naruto. He is in a bit of probation for a while to make sure he is right for the job, but he can start up INAN notices and voice his opinion on INAN matters.
Co-INAN: Taking applications. Please PM me through the forums if you are interested.
If you have a problem in CoaN, please contact an INAN. We will work to maintain a fair gameplay by settling any controversial issues with the rules.
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NPC AI* All NPC actions will be performed by INANs. Any INAN may be accused of biased offense by any member should it be necessary, which will be followed by a decision from the other two INANs on whether they are being unreasonable.
Section 1 - Combat Occurrences* Section 1.1 - RetaliationNPC Retaliation will always occur when an NPC has been attacked. How well they can retaliate will be determined by the randomly selected NPC AI quality (each country will be randomly assigned an AI from 1-5, 1 being poor and 5 being excellent). These will be assigned after you determine the specific or general region you will be attacking, to make sure there are no conflicts of predetermined AIs. Larger general areas will have a better chance of higher AIs, and small, particular areas will have a more likely, but still possibly high, low AI.
* Section 1.2 - Natural OffenseWhile unlikely, should an NPC nation feel that a need to attack a nation because their actions offended their people or are simply quite rude, they will attack another nation first. NPC nations can and will also fight other NPC nations. An NPC’s offense will be randomly determined in the same fashion as the retaliation scale, but can be different. (1-5).
* Section 1.3 - Natural DefenseWhenever an NPC nation is attacked, their defense during the attack will, again, be randomly determined from 1-5 on a scale separate from offense and retaliation. In other words, you cannot pre-determine the results of a battle until the NPC has a chance to write its defense-- the same as with attacking other players.
* Section 1.4 - Civil UnrestSometimes, very rarely, an NPC nation may not be satisfied with its government. The citizens will begin to riot and attempt to overthrow the government. Sometimes they will succeed, sometimes… A gruesome failure. This will be a weak point in nations, usually, and may make it more likely to be invaded by other NPC nations. However, it doesn’t mean it’s always the best time to attack, but it definitely represents a weak spot in a NPC nation.
Section 2 - Economic and Government Occurrences* Section 2.1 - EconomicsAn NPC nation will be able to trade with both players and other NPC nations. For players, while this will generally follow the same trail, they may have particular things that make the routes uniquely beneficial. But most of the time, trade routes will just slightly benefit both nations economically, and eventually the NPC nation may offer the other trading nation (NPC or player), an extremely high price to either buy out their country as a whole, or much more likely just some of the nation’s land. The benefit increases over time as trade strengthens to the point where you would be allowed to buy their land, too.
* Section 2.2 - Government ActionsSometimes, NPC nations need a personality mid-game to keep things exciting. To help keep the game active, NPC nations may sometimes make news broadcasts and important announcements of their own. These may, although probably won’t, affect other players or NPCs.
* Section 2.3 - ProjectsA day IRL = A year in CoaN applies to NPCs too.
NPCs will not be very unique in their projects. They will generally follow this technology at variations of rate and success. Their projects will not be announced due to the extraordinary amount of effort to keep up with ALL the countries. The technological development of these countries will be told to you in an [HFA except (your nation here)] format, so no other countries are allowed to act on it.
Generally, the variants of technology the NPCs will work on includes:
*Biological Projects: Genetic Enhancements & Manipulation
*Chemical Projects: Biochemical Weapons Development, Chemical Development, Kevlar Research, Medicine Development
*Physics Projects: Nuclear (Fission and Fusion) Development
*Engineering: Electrical Engineering, Infrastructure Creation and Reinforcement, Nanobot Technology
Section 3 - Miscellaneous*Section 3.1 - Alien NPCsEventually, in CoaN, the entire earth will be claimed land. If, or more likely, when, this happens, you might be wondering where the NPCs went. Well, we can’t say they exist anymore on earth, however alien NPCs will start visiting Earth. They will either be aggressive, passive, or a variety of other more particular traits and behaviors. To be specific, any of the possible archetypes/philosophies of these aliens could be:
*Celebrators (easygoing, has good fun),
*Diplomats (Problem solvers),
*Naturalists (focuses on the preservation and conservation of nature),
*Militants (Fights for whatever they want as long as it benefits them),
*Peacekeepers (Same as warriors, but fight for right rather than personal gain),
*Scientists (Prioritizes on the study and observation of the universe),
*Equalists (Believers that all life shares a common bond, peaceful),
*Merchants (In it for profit, alleged to the power of prosperity),
*Faithless (They just want to sample and enjoy the entire world(s) around them) (especially rare),
*Zealots (Believers of faith, and that only their beliefs matter. Those who disagree don’t deserve to exist among them.)
These alien civilizations go more detailed than philosophies, however! These alien civilizations have, in their past, evolved particular traits to lead them to believe the philosophy they do. Three possible traits may have been evolved over four points of evolution. Each of the three possible traits are classified as a Kind, Balanced, or Aggressive trait.
Example of a Peacekeeper:
Evolution one: Warmonger - Makes them stronger in combat both on foot and with vehicles.
Evolution two: Defensive Mindset - Increases their armor as people, with vehicles, and buildings.
Evolution three: Introduction of Humility - Introduces themselves with peaceful intents.
Evolution four: Industrial Craze - Greatly increases the rate of production of ALL goods.
Here is a chart of all the possible traits, should you be concerned of how archetypes reflect attitudes.
Trait 1:
Kind: Socialist - Especially trades and produces social tools.
Balanced: Generalist - Better overall mass production of any goods.
Aggressive: Warmonger - Makes them stronger in combat both on foot and with vehicles.
Trait 2:
Kind: Partygoers - People tend to be happier through tough times and rarely revolts.
Balanced: Efficient Travellers - Tends to have a special focus in effective transportation.
Aggressive: Protective Mindset - Increases their armor as people, with vehicles, and buildings.
Trait 3:
Kind: Introduction of Humility - Introduces themselves with peaceful intents.
Balanced: Territorial - Much more aggressive with claiming new land and protecting it.
Aggressive: Black Market Tolerance - Mass trade and production within their own nation of weapons.
Trait 4:
Kind: Ecological Preserver - Tends to have a positive interaction with their environment.
Balanced: Industrial Craze - Greatly increases the rate of production of ALL goods.
Aggressive: Intimidating Behavior - Much less likely to be attacked by NPCs, and makes spying less accurate by overestimating their defenses massively.
If you’re wondering, here is what combination of evolutionary paths makes up archetypes (The order of these is what determines which particular traits it gets):
*Celebrator: One kind, two balanced, one aggressive.
*Diplomat: Two kind, two balanced.
*Naturalist: Two kind, one balanced, one aggressive.
*Militant: Three or four aggressive.
*Peacekeepers: One kind, one balanced, two aggressive.
*Scientist: Two balanced, two aggressive.
*Equalist: Three or four kind.
*Merchant: Three or four balanced.
*Faithless: These are unique, special and very rare. These stem from any trait combination.
*Zealot: Two kind, two aggressive.
*Section 3.2 - NPC Action UndoingSometimes, INANs might get caught up in their actions. We’re all human, we can make mistakes or simply get stuck in the moment. They won’t do this much, if ever, but sometimes its necessary to point out that an INAN is manipulating their un-related NPC nation control to attack someone indirectly. An investigation will follow an accusation. Should it be determined there could be corruption, their actions will be undone. Should they be a repeated offender, they may be replaced as an INAN.
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Rules (Take them seriously! I will ask a Global Moderator to take care of any trolls.):
1: NO OVERPOWERING. Your nation's defenses are not immortal, you're offense is not omnipotent, and your researchers are not better than every other nation's research teams combined. If it is deemed that you are doing "too good too much", your actions will be voided as if they never happened or altered as seen fit. This includes but is not limited to:
*Researching incredibly fast
*overestimating your defenses, overestimating your offenses
*creating ridiculously balance killing technology (That means, no planet busters!)
*destroying celestial bodies entirely (That means, no planet busters!)
*no massive acts of war without the defendant/offender able to act
*forcing others to do actions (for example, saying that another nation automatically agrees on a diplomatic pact.)
*having a practically impossible population density
*having more soldiers than people (Come on, that's ridiculous...)
*having a ridiculous economic income (cause and effect is fine, but for no reason you're doing so great isn't cool.)2: Just because something is not stated in the rules does not give you the right to do something completely out of line/ridiculous. I will determine if something is ultimately okay or not.3: New nations may NOT have any advanced technology. While you may be culturally different and not have earth technologies, please be sensible in what you have. You may have minimal tier advanced technology. Use my nation as a prime example of what's okay to have.4: Play nice with new nations, don't go and destroy them or instantly declare war. Also, new nations will need a piece of land, and if the earth has been taken, please someone offer at least a small reservoir of land (that suits their needs), ask around, someone nice will surely offer some. Whoever offers land, please give at least enough to be the size of Massachusetts. A nation the size of Vatican City isn't fun!5: If you create a project, You MUST give at least a brief description of it and give it a name. You can't have your scientists working on an uber-ICBM that can destroy Tokyo and not even so much as mention it. If you don't want any nations to be able to act on it, please use a HFPE or HFA.6: You can NOT destroy a nation completely, in the situation all their land has been claimed by war somehow, they may keep all their technology and knowledge, but they must start with a maximum of 1,000 population and get a new territory the same way as any new player. Any past wars with them may be cleared for fairness sake, as they have just restarted, and like any other new player may get a grace period, and only actions that encourage hostility may restart a war, again. Please be sensible.7: You can obtain land however you want to, generally being economically, alliances, war, or by claiming un-claimed land. Note that if you are claiming un-claimed land, it may not be massive amounts at a time. New nations can't claim massive pieces of land. If you are trying to claim a country the size of the USA, that will be voided. A good rule of thumb is if its bigger than Greenland (Not distorted size as seen on many maps, but its real size), its too much. Also, no rapid claiming of land may be done. You can't say "We create a settlement in Greenland." *Wait 5 mins* "We have claimed the state of New York." Etc... This rule requires simple good judgement, I will let you know if its okay or not if you have question.8: Your nation will have a general power. We understand that some nations will be better than others. Your nation's power will be generally decided in importance by multiple factors. These include, but are not limited to:
*How long you've been playing
*How actively you play
*What technology you have and what fields they are in
*What your military is like
*What your economy is like
*What your culture is like (This one is a bit complicated, but if every year you sacrifice someone to be exiled to an island to satisfy the gods, you're a bit behind...)9: There will be 3 players (including me) that will determine the final judgement, which I will call INAN, or InterNational Affair Negotiators. We will work together to settle problems that arise as the game goes on. I will provide the ultimate judgement in most cases, but in especially controversial cases or ones that involve one of these 3 players, we will work together and have a vote. These 3 players will post in The color #404000, or 6 across from black, 1 down.. If you are not one of these members, or you are one of these players not speaking of INAN matters, do NOT post in [color-#408000] or you will get in serious trouble. You must oblige to INAN final decisions. We will let you know what the final decision on a controversial event was, should it be appealed to the INAN.10: Oceans are considered free territory, you may claim small bodies of water, but not oceans or parts of oceans. Same goes with space. You can claim airspace, and claim celestial bodies (including wormholes, black holes, planets, etc.) but not the entirety of space around it.11: Players may claim planets in space. You may own up to 30 planets outside of earth in space. 12: Exchanging in-game or other items for CoaN is a big no-no. Don't give someone your helmet heroes items for CoaN stuff.13: Fictional land on earth (namely, islands newly discovered in the ocean) must be smaller than or equal to Guam (212 square miles/549 square kilometers)14: When attempting to claim unclaimed land, the citizens WILL retaliate as npc's.15: A day IRL = A year in CoaN.