roleplayers only game

map:clash of nation

ID of the game:1565889

password:Hubris

name of the room:ROLEPLAYERS ONLY!!!V.2(the first one is a failure and I DON'T WANT TO TALK ABOUT THAT)

PART 1 OF THE RULES

RULES

**Please read the following rules. The rules are designed to try to maximize the roleplay experience, and add more realism to the game. All players are expected to know and abide by them. Ignorance will not be tolerated as an excuse to do whatever you want. The round is designed to be extremely unfair to those who are here for easy points.**

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War and Peace

-War IS ALLOWED. However, all wars must have a cause. It is not allowed to declare war without posting SOMETHING in the DE, and while there are a wide range of roleplay options for starting a war, please keep it realistic. A nation would not go to war with a nation it was friendly with yesterday simply because a border guard got accidently shot or something. As a general rule, please keep in mind that good roleplay buildup occurs over a period of days rather than hours.

-Spoils from war are restricted to a 3-province gain (except for permanent AI nations). You may trade whatever you want as part of the peace agreement, but the winner should only gain 3 provinces as a result

-Once war begins, it continues until a) one nation surrenders or b) 3 provinces are taken.

a) If a nation surrenders (with a public DE statement) the winner is required to uphold a ceasefire while peace negotiations commence, whereupon the victor can request whatever he wants (land and resources to be sure, but try to think beyond that as well. For example, a diplomatic pledge of some sort). *It is in the best interest of the loser nation to make the winner agree to a period of truce (lasting days, maybe weeks, your choice) but that is not required. For former-human nations, they are off limits to attack for 7 days after war*

b) If 3 provinces are taken (the maximum for any war) the conqueror must halt his advance and demand surrender (On the DE). If the other nation refuses, the war can continue, however, the winner will still be kept to the 3 province limit. This might sound unfair, but think of it this way: Even though you can only keep three if you’ve captured more, when you do negotiate peace you are in a better bargaining position, because you don’t have to ask for the provinces you want to have if you’ve already captured them. The other nation also might be more willing to let go of the ones you want to get his resources back.

*Alliances*: Alliances are expected to form during the course of this game, and so there is balancing to ensure that no giant blocs form. Alliances may go to war together, but the alliance is restricted to the 3 province limit. For example, that means that an alliance of 5 nations against 1 nation can only capture 3 territories from their enemy. How those 3 territories are divided up is left up to the alliance. For alliance vs. alliance wars, the winning alliance can take 3 territories times the number of opponent nations. For example, an alliance of 3 nations can take 6 provinces from an alliance of 2 nations (2 nations x 3 = 6). If a member of an alliance wants to negotiate a separate peace, that’s possible, and the max loss for that individual nation would be 3 provinces. So, there are positives and negatives about joining alliances rather than working on your own. It’s your choice.

-As a special note, jumping in on someone else’s war automatically puts you into an alliance with one side. The same alliance rules apply.

-As a reminder, none of this applies to non-roleplayers. If a nation that’s not roleplaying starts a war for no reason, his complete elimination is not only allowed, but preferred.

*War Aims*: When you declare war or have war declared on you, and only during the honor period, you have the option of posting in the DE your war aims, or what your country hopes to gain through victory. Though all of your war aims may not necessarily be purely territorial (one might state, for example, the desire to force political change on your target), stating territorial ambitions gives you an extra bonus. If you capture all of the region(s) that you state in your war aims, a countdown timer begins. Your opponent has 3 days, or 72 hours, to recapture all or at least part of the territory. Whether you have one, two, or three provinces stated in your war aims, you must hold ALL of them without interruption for those 72 hours. If you do, the war is over (at a ceasefire at minimum, but in any case there has to be roleplay before the war can start up again).

- The benefit of declaring your war aims is that you can try for a quick skirmish instead of a protracted conflict. It might behoove you to limit your ambitions to the one province you really want rather than taking three, because keeping three provinces from being recaptured is harder than keeping one.

- The downside of declaring your war aims is that you are restricted to them when it comes time for peace. While you aren’t obliged to invade only the regions you state (in fact, you needn’t invade them at all), in the final peace you can’t get anything more than the territories you declared in your war aims regardless of how far you advanced into enemy territory. The rest must be returned.

*Declaring your war aims is purely OPTIONAL. Feel free to conduct the war without doing so. Consider this clause merely as a strategic tool that you may or may not find useful.

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AI Nations

It is a good idea to keep AI nations around because of the support they provide for the stock market. Which means that it would be in the best interest of the majority to keep them around. However, that choice will be left up to you guys. AI nations are subject to the same rules about requiring roleplay to start the war. However, besides that there are no rules to wars with AI nations. (Except for nations where the human player has left, they will still be treated as human nations).

- For all AI nations, if you want to keep one from being conquered (for whatever reason), you must declare that you are protecting the nation BEFORE the war starts, and give a roleplay reason for doing so. This roleplay must be developed over a reasonable period of time. One post suddenly declaring an alliance won’t count, because it’s both unrealistic and unfair to the person roleplaying an invasion. But once that alliance is set up, if that nation is then attacked, you have an automatic reason to declare war if you choose (no further roleplay necessary). Otherwise, you can't justify going to war to defend a country you officially have no interest in. Note that this applies to AI nations only, secret treaties between human nations need not be made public beforehand.

2 Replies

PART 2 OF THE RULES

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The United Nations

-This game will include a rule-keeping organization known as the United Nations (can change the name if people have a problem with it). The job of this organization is NOT to prevent wars. I cannot stress this enough. If a war starts, or a war is looming, the UN is not responsible for stopping it as long as it is roleplayed. It is to ensure that the rules of war are followed, and the return to peace is smooth, nothing more. It directs police action against wars that violate the rules and it can oversee peace negotiations.

- The General Secretary of the UN will be an elected office. The game admin (myself) will hold the office first to start things off. Elections will occur on every 7th day (Day 7, Day 14….). Anyone may submit their name for election (the day before), but only active, roleplaying players should be considered for this post.

-The UN will be split into 4 units, each with its own Minister. The Minister will be the nation from the region on the DE with the lowest Power Index score (so that being #1 isn’t everything). The split for the regions will be as follows:

African UN: All of Africa plus turkey

American UN: US and Canada

West European UN: Spain, France, Britain, Germany, , Italy,sweeden and finland

East European UN: Poland,yugoslavia,all of russia state and rumania

- Each region’s Minister is expected to handle UN affairs for that region. If the Minister is involved in the dispute, it will go to the General Secretary. If more than 50% of the region disagrees with the Minister, it will go to the General Secretary. Any global votes will be conducted by the Ministers and the General Secretary. Although the Ministers can vote how they want, they are advised to poll the region that they represent first to avoid future resentment.

-The UN regions are not meant to act as countries or even alliances. They are meant to deal with local problems so that the main UN isn't bogged down dealing with each and every issue. Think of them as mini-UN's. Every country on the map is free to conduct its affairs as it pleases. However, just saying that you're going to invade somewhere without giving a reason isn't good enough. If you're going to start a war, please give a reason. The more roleplay leading up to it, the better.

-Occasionally a dispute may arise about whether a war was roleplayed or not. In such a case, the Regional Ministers and the General Secretary will vote whether or not it was. This is to handle wars that began under dubious circumstances or obviously false pretenses. These votes should be taken seriously as they will serve to define what is and isn’t considered roleplay.

-Region members can appeal the UN to ban a nation from being a Minister, which would bring up a global vote.

-Leaders are expected to conduct their nations with dignity, and to negotiate in good faith. As such, it is not required that negotiation commence on the DE. But for transparency, especially if one side has a complaint for the UN, it might be advisable to put negotiations on the DE if you don’t trust your enemy. Also, it would be great if everyone gave their treaties names, like the Treaty of Paris or something like that.

-Ministers are expected to react to non-roleplayed wars/rule violations in their region. They do this by rallying the rest of the continent to take part in the police action. What’s in it for those who take part? Spoils of war, of course. Non-roleplayers are not subject to the 3-province loss limit, so the entire nation is up for grabs. Roleplayers who violate the rules are protected by the 3 province limit, but can be punished by seizure of land, resource payment, etc.

-You are free to go rogue from the UN at any time if you don’t agree with policy. However, you will also lose the UN protection that would keep you from being completely conquered.

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Anonymous posts

-Anonymous posting is allowed for ROLEPLAYING purposes. If it is meant to contribute to the roleplay but not as the official view of your government, you can make it anonymous. These can be, but are not limited to: news articles, statements from individuals not affiliated with your government, satirical articles, opinion pieces. If you wish to criticize the actions of another nation, you may do so. HOWEVER, you may not hurl anonymous insults. There is a tactful difference between questioning a leader’s motives and calling them a liar. Please be mindful of the line between the two. Insulting posts will be reported, which may result in your removal from the game. If you are unsure, then you are better off not posting.

-This being said, there will inevitably be anonymous posts that criticize someone, who then takes offense. Please keep in mind that anonymous posts hold very little weight. The person who wrote it either does not trust his statements enough to stand behind them, or fears you. The only power of an anonymous post is its potential to sway other nations into adopting a new policy. If it make a legitimate point, address it if you want. But also realize that as a non-official statement from a nobody, you are under no obligation to acknowledge to it at all.

-Please note that there is a difference between OOC (Out of Character) posts and anonymous posts. Please make OOC posts non-anonymous with an OOC tag in the heading.

PD:as one time happen in my first attempt

i will say it here soo it don't happen again

SPEAK IN ENGLISH

I WANT EVERYONE TO FULLY SPEAK IN ENGLISH

if you question why i have to say this

PM me

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