11-12-2021, 08:27 PM
(This post was last modified: 01-22-2022, 03:57 PM by Flourish. Edited 3 times in total.
Edit Reason: Updated guidelines!
)
This is a modified version of WrongEnd's original Nations thread. This thread will be updated as we run more Nations rounds and learn what works and what doesn't! Feel free to post your suggestions and experiences.
Pack your bags and suspend your disbelief as we travel to a potentially alternate universe of hilarious bureaucracy and apparently very competent captains. Help your department establish its own sovereignty and autonomy!
This is not an excuse to go on a murderous rampage, and regular RP rules still apply.
Goals
Pack your bags and suspend your disbelief as we travel to a potentially alternate universe of hilarious bureaucracy and apparently very competent captains. Help your department establish its own sovereignty and autonomy!
This is not an excuse to go on a murderous rampage, and regular RP rules still apply.
Goals
- The goal of the UN and the peacekeepers is to maintain peace and order.
- The goal of the nations is to grow their members and amass additional territory.
- The UN is organized and led by the Captain, henceforth called the UN leader.
- The UN leader is responsible for holding the initial summit to decide the legitimate nations, and can also hold summits for anything whenever.
- To declare an official war, nations must go through the UN. The UN can set restrictions for this war before officially announcing it (i.e. science cannot use bombs), and if there is a battle between two nations before war is officially declared, peacekeepers can get involved and stop the aggressors. Peacekeepers can also get involved if the restrictions are broken.
- The peacekeepers are organized and led by the Head of Security, henceforth called the UN security chief.
- Peacekeepers are responsible for enforcing the conditions of treaties, wars, and surrenders.
- Peacekeepers should treat all nations fairly and equally unless they have violated the terms or conditions of any official agreements (e.g. treaties, wars, surrenders) or the guidelines listed here.
- There are five nations by default; medical, research, civilian, and engineering (including QM), and silicons.
- Silicons, like all other players, must follow the Nations RP guidelines (and the RP rules).
- Each nation must have their head representative attend the initial UN summit. The head representative is chosen in advance and is considered the de facto leader of that nation.
- Rogue and splinter nations are not allowed.
- Nations can elect new head representatives and admit and expel members through popular vote. The head representative vote must take place at a UN summit in order to become official.
- If you are neither part of the UN nor a peacekeeper, you must be part of a nation. If you would like to switch nations, you must attend a UN summit and receive permission to do so. If you have been expelled, you must attend a UN summit and find a new nation to join. If you cannot find a new nation to join, you will be brigged.
- Nations can harm other nations without an official war declaration, but this is considered sabotage. If you are caught red-handed, the peacekeepers can get involved.
- Treaties can happen at any time. They must be signed by both nation's representatives and presented to the UN. It is up to the peacekeepers to enforce these.
- WMDs are considered war crimes, and will get you arrested as a war criminal by the peacekeepers. WMDs are designated as: TTVs, canbombs, nukes, gas canister releases (e.g. sleeping gas, plasma), artifact bombs, and dangerous chemical smoke or foam. Pipebombs, single tank bombs, and dangerous chemicals in non-smoke or foam form are okay for the time being.
- In a war, nations can present a conditional or unconditional surrender to the enemy nation. If the enemy nation accepts and surrenders, the conditions are put into place and enforced by the UN. Unconditional surrenders allow you to demand whatever you want out of the enemy nation.
- Traveling traders will intermittently visit the station.
- Rather than just accepting credits, traders will operate on a barter system. Each trader has a different personality and different things they’re interested in.
- Buy anything you want. Seriously. Guns, medkits, botany equipment, bees, borg upgrades, strategic wasp drops, you name it.