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[archived] The Region That Has No Big Banks Regional Roleplay Rules Version. 2.0
The Region That Has No Big Banks Regional Roleplay Rules 2.0Current rp map:
(Zoom in for better effect)
The map will be updated at most every 2 days.
Last update: GMT +8 Monday 11th May 2020 08:30
Next update (max): GMT +8 Wednesday 13th May 2020 08:30
Nations:
Nation (NS country) | Color | Location |
Light Green | Nicaragua | |
Red | Southern Scandinvania | |
Blue-Green | Albania | |
Orange | Ireland | |
Blue | Hawaii | |
The Trade Federation (Republic of Penguinian Astronautia) | Dark Red | Taiwan + Luzon |
USWF (The Washington Federation) | Yellow | US. East Coast |
Brown | Catalonia | |
The Region that has No Big Banks (The region that has no big banks) | Gold | Yukon |
Yodle (Yodle) | Dark Blue | New England |
Dark Grey | Guyana region | |
Dull Yellow | Libya | |
Hot Pink | Central Siberia | |
Aqua | Lithuania | |
Tim Hortonia (Tim Hortonia) | Light Blue | Toronto |
Purple | California | |
Light Grey | (Old) England | |
Russia (Lkandria) | Red-pink | Moscow |
Light Yellow | Alaska | |
The United States of Guam and the Greater Pacific (Guam and the greater pacific) | Blueish-Greyish | New Guinea |
Strawberry Red | East Siberia | |
Dark-ish Yellow | Belgium | |
Neo Mayan Empire (NPC) | Light Lime | Southern Mexico |
Coastal Pirate Empire (NPC) | Cyan | Morocco |
Old Norwegian Empire (NPC) | Dark Red | Norway |
Alvnhiemian Caliphate (NPC) | Dark Green | Egypt |
The Visayas (NPC) | Dark Purple | Philippines |
Rules
1. Your capital is defined when you start the rp. It will be the province in the darker color.
1a. You cannot move your capital unless it has been captured by an enemy. This is to prevent exploiting the fact that you need more points to expand to provinces connected by land to your
capital.
2. A system of points is used for expanding or building up your military. For every period of 10 days, you have 4 points. No matter if you have asked to expand, the point system will reset after the period of 10 days is over.
2a. It takes 1 point to expand to a province near your mainland, 2 points to expand to a province next to your colony, and 3 points to establish a colony. "A province near your mainland" is
defined as provinces connected to your capital by land.
2a1. Within the same modern-day nation, a colony is not needed, for example in Hokkaido and Honshu.
2a2. Colonies are expensive to maintain. For 5 turns, you need to constantly spend 1 point on every new colony province and have some sort of military presence, or they will rebel.
2b. You can also use a point to get yourself a military unit (see below).
3. To start the roleplay, you may message the Roleplay Adminstrators (Alvnhiem)
3a. Choose a selection of 6 or less provinces in neutral (white) territory which connect to each other by land. Define one of them as the capital.
3b. Alternately, you could contact a mod to take over an existing NPC nation.
3c. You define your own stats in the rp. They are not the statistics NationStates provides. (Although if you would like to use that as a means of references, go ahead.)
4. To participate in the roleplay, you must post at least one message per 7 days.
4a. The messages are to be posted on the The Region That Has No Big Banks Regional Message Board. The messages should be either in italics or with the letters "IC:" in front of them.
4b. If you do not post a message every week, the Game Masters (Alvnhiem and America the Greater will take over your rp for a week. If you still do not post anything after 2 weeks, your nation will become neutral territory.
5. Godmodding and Metagaming is forbidden.
5a. Godmodding is defined as roleplaying as another player.
5b. Metagaming is defined as taking out-of-character knowledge and applying it to your roleplay.
5b1. For example, if nation A puts a rp message in which there are secret plans to conquer B, and there are only some officials that know about them, and B uses that as a war goal
against A, this qualifies as metagaming.
6. You start with 10 units. You units can be any of the below: infantry, tank, artillery, destroyer, corvette, submarine, air unit, aircraft carrier. Every 10 days, along with your land expansion, you will get 5 new units.
6a. Units cannot be destroyed once they are built unless in battle.
6b. If units are not stationed elsewhere in the country, they are assumed to be defending the capital. If the enemy attacks the capital, all available units there will defend it.
7. War can only be made if both parties (or more) agree to go to war. War works by you notifying the world of your troop movements. In the case where two groups of units meet, the following battle sequence happens:
(note: The attacker always moves first, and the defender moves next, then the attacker moves again. but if the attacker runs out of moves, the defender moves until they can move on to the next stage.)
1. Retreat. One side can choose to retreat if they do not wish to engage in combat.
2. Air strike. Your air units may choose to destroy either 1 of your opponent's air units or 2 of your opponent's land units.
3. Same-type battles. 1 of each unit is killed until one side runs out of the type of units.
4. Different-type battles. Similar to rock-paper-scissors. Tank is superior to infantry, infantry is superior to artillery, and artillery is superior to tank. The weaker type is simply destroyed without
the stronger type taking any damage.
With naval battles, tank is replaced with destroyer, infantry is replaced with corvette, artillery is replaced with submarine, and air units are replaced with aircraft carriers, but the same applies.
8. Multiaccounting is allowed, with a cap at 2. However, the two nations are not allowed to be in the same alliance.
9. These rules are bound to change any time. Please regularly check this dispatch.
To join the roleplay, fill in the application below:
Nation Name? (The nation in which you want to be referred to in the rp)
Claimed land? (Where you want to start)
Capital? (Is there a specific city with your capital?)
Discord #? (If none just put N.A.)
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