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Dispatch → Meta → Gameplay
Roleplay Project of Union Brazilian

What is that?
The Union Brazilian RP/RPG is a long-awaited project, now being developed in a more mature way than in the last three attempts (yes, this is the third time we've tried to carry out this project). This project seeks to promote interaction between residents of Union Brazilian, especially interaction between Brazilians in the game. Players from other countries can participate, but they must at least speak the site's native language, which is English. The Union Brazilian RP/RPG will focus on Geopolitics, Military and Economic Strategies, as well as alliances and wars. You need to know who you choose as an ally, because even someone you consider a friend can turn against you in the game. We are still defining some of the RP mechanics, but some that we can say will be the basis are: Random Event Systems (which will be random, possibly temporary buffs or debuffs). These events can happen at any time, from times of peace to times of extreme chaos. Logistics System (This will be a kind of timeline for the movement of troops, supplies, trade, etc.). We are planning to create a schedule of actions for a day or less, perhaps 2 hours, and after a day or less passes, the action, movement, or trade closest in duration will be carried out. These are the main characteristics of the RP, so what will you do? Dominate the World? Pacify? Whatever it is, here you will be free to forge your own path.
For those who don't know what an RPG or RP is, here's an explanation: RPG stands for "role-playing game." It's a style of game where participants take on the roles of fictional characters and collaboratively create stories, guided by a narrator. RP stands for Roleplay. It's the act of "playing a role," that is, acting exactly as your character would behave in a given scenario, following a story and its own rules. And why won't the game be specifically one of the two? That's because the game itself won't have a narrator to guide your steps; you will build your path according to your choices and consequences. "Oh, so there won't be rules?" It won't be quite like that; there will be rules to regulate the "creativity" of the players, because if there are no rules, the minds of some players might cross the line of sportsmanship and think they are gods in the game, and it won't be like that. Every choice, every action will have its consequence; everything that happens to your nation will be a result of your choices, and also your gameplay.
What will happen when the role-playing ends?
The RP will be divided into seasons. Season 1 - Antiquity / Middle Ages. Antiquity (or Ancient Age) is the period of history that spans from the invention of writing (around 4000 BC) to the fall of the Western Roman Empire in 476 AD. It was marked by the emergence of the first great civilizations, the development of writing, the construction of city-states, and the creation of the political and cultural foundations of the Western world. Main Characteristics of the Middle Ages: Dominance of the Church: The Catholic Church became the most powerful institution in Europe, shaping culture, politics, and society. Estate Society: Rigid division between clergy (those who prayed), nobility (those who fought), and serfs (those who worked). Black Death: One of the greatest pandemics in human history, which decimated about a third of the European population in the 14th century. Crusades: Christian military expeditions sent to try to conquer the Holy Land (Jerusalem) from Islamic control. Season 1 will begin at the end of Antiquity and the beginning of the Middle Ages.
This historical period began in 476 AD, with the fall of the Western Roman Empire, and lasted until 1453 AD, when the Ottoman Turks conquered Constantinople.
Feudalism: A political and economic system based on land ownership (fiefs) and on relationships of suzerainty and vassalage.
Season 2 - Modern Age.
This period began in 1453 (with the fall of Constantinople) and ended in 1789 (with the beginning of the French Revolution). It was a time of great transformations that connected the world globally.
Main Characteristics of the Modern Age:
Age of Exploration: European maritime expansion that led to the arrival of Europeans in America and the beginning of global trade.
Cultural Renaissance: Artistic and scientific movement that revived the values of Classical Antiquity and placed humankind at the center of attention (anthropocentrism).
Protestant Reformation: Breaking of the religious monopoly of the Catholic Church in the West, led by Martin Luther.
Absolutism: Centralized political system where kings had absolute power, such as the famous French king Louis XIV.
Enlightenment: Intellectual movement that defended reason, science, and individual freedom, criticizing the absolute power of kings and the Church.
Season 3 - Contemporary Age.
This period began in 1789 (with the French Revolution) and extends to the present day, being the era in which we currently live. It is marked by technological acceleration and profound social and geopolitical changes.
Main Characteristics of the Contemporary Age:
Industrial Revolutions: The transition from artisanal work to machines, which transformed the world economy and created modern cities.
World Wars: Devastating global conflicts (First and Second World Wars) that reshaped borders and global politics.
Cold War: The ideological, economic, and military dispute between the two superpowers of the time: the United States (capitalism) and the Soviet Union (socialism).
Globalization and Technology: The creation of the internet, computers, and smartphones, which connected the planet in real time and changed the way we live.
Human Rights: Consolidation of democracies, greater pursuit of equal rights for gender and race, and the creation of the UN.
Season 4 - Post-Human Era (End)
Since we haven't reached this era in real life yet, it's only a possible reality. The Post-Human Era begins in 2050 and ends in 2100.
Main Characteristic:
Futuristic Technologies.
At the end of the fourth season, we have prepared a grand event to conclude the RP.
Which continents will be covered in the RP?

The continents where the role-playing game will take place are still being discussed. Since Union Brazilian is Brazilian, our focus is on Brazilian territory. However, as explained in the project topic, we prefer Brazilians, but we are not against people from other countries. The only requirement to register for the role-playing game is to speak English and send a telegram to the organizer We are still unsure how we will approach different continents, as we Brazilians are already creating our map of Brazil. The idea would be to divide the continent maps into regions, for example: A region with Europeans would create a map of Europe. A region with Americans would create a map of Anglo-Saxon America and Central America. And so on. You might ask me how we'll unite these maps into a single RP. I plan, with the help of other nations, to create a kind of Global Newspaper, covering conflicts in general, economics, diplomacy, and so on... "And the journalists?" We'll have at least one nation to fill that role for each participating region.
Wagenland.
We all agree that for a roleplay to work, we need to set limits, because otherwise when we start the game, we'll see Star Wars spaceships in the Middle Ages, and we all agree that this can be boring for normal play, so I'm going to define some basic rules.
Basic Rules of the Game:
Rule 1 - Every player must respect their opponent in the game, even if they don't get along, without insults, racial slurs, xenophobia, or homophobia.
Penalty: Temporary RP suspension, permanent debuffs, or permanent ban (Penalties vary according to the severity of the offense).
Rule 2 - No game should involve allusions to flags or morally wrong ideologies.
Penalty: Permanent debuffs, permanent RP ban, in addition to external penalties.
Rule 3 - All nations must follow the technological schedule of the Season they are in. In case of spam from any nation ignoring this rule, appropriate measures within the RP will be taken.
Penalty: Permanent debuff, and in more serious cases, temporary suspension or permanent ban.
Rule 4 - If any RP participant is unable to be active on the site on any given day, they may declare their nation to be in the hands of an AI (General or any other rank) of their choice. This is valid for 2 days, unless the nation returns before then. However, if the participant does not do this, their nation will be declared as if there had been a coup d'ιtat, and their territories will randomly go to any nation that had previously expressed interest in their territory.
How will the game's economy work?

We all agree that one of the foundations of a geopolitical RPG, or RP, is the economy, and well... nobody has infinite money, unless their nation prints absurd amounts of money, but that generates inflation, so we all agree that this is not an option.
So in this explanation topic, I will explain how the game's economy will initially work. A few topics above, I talked about the Random Event System, which will be responsible for temporary (and perhaps future permanent) buffs and debuffs. They will be the basis of the system. I will give a simple example:
Buff Event 1 - Economy - 15% Growth in Internal Trade.
Target:
Wagenland.
After the first round ends and the second round begins, this bonus will be applied to the base GDP value, the economy, etc... So, an example:
Wagenland
GDP 13.2 billion + Buff Event 1 - Economy - 15% Growth in Domestic Trade = GDP approximately 15.2 billion.
This also works with Debuff Events:
Debuff Event 2 - Economy - 15% Decline in Domestic Trade.
Target:
Wagenland.
And the result is:
Wagenland
GDP 13.2 billion + Debuff Event 2 - Economy - 15% Decline in Domestic Trade = GDP approximately 11.2 billion.











