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Current Turn: Turn 2
January 1, 1931 through December 31, 1932 (May 27, 2014 @ 00:00 PST through June 2, 2014 23:59 PST)
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Nation Application
Topic Started: Apr 14 2014, 05:01 PM (328 Views)
Shadows
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Head Admin
Nation Application: How to Build Your Nation
RE: A New Beginning

Step 1: Choose Your Territories
All players will get to choose their starting territories. This will be done on a first come, first serve, basis using (insert link to thread). All players will get to choose five territories that are connected, either by land or a direct sea route. If you have any questions on what we mean by direct sea route, please ask. Generally speaking, if there is a tightly clustered group of unmarked islands, these will be assigned to the closest numbered territory, as decided by the staff. Should you have any questions about this before you select a territory, please ask.

Step 2: Choose Your Government
Your choice of government will greatly effect your baseline stats. In order to keep things simple, we're starting with a very basic set of government types. You may add modifiers (such as Representative to Democracy) as you wish, but it will not directly effect the modifiers of these base types. The base types are listed below:
• Democracy: Democracies must undergo elections every 2-4 turns, depending on the laws of their nation. A democracy starts out with 60% DP, High Political Stability, and 5% Corruption base.
• Dictatorship: While dictatorships do not have to undergo elections, it takes more effort to maintain control over the population. A dictatorship starts of with 40% DP, Moderate Political Stability, and 20% Corruption base.
• Monarchy: A Monarchy may have a democratic element, but the royals are still considered to lead the nation. A Monarchy starts out with 50% DP, High Political Stability, and 10% Corruption base.
• Oligarchy: An Oligarchy does not require elections, and is easier to maintain control due to their being more rulers. However there is always the chance of internal disputes. An oligarchy starts out with 50% DP, Moderate Political Stability, and 15% Corruption base.

Step 3: Choose Your Economy
After choosing your government type, you must choose your economy type. As with the government, we are sticking to a few preset economy types. These types will then apply modifiers to your base stats. The types and their modifiers are listed below. As with the government types, each economy type has their own positives and negatives. Make sure to take this into account when you plan out your nation.
• Capitalism:
+10% Labor Participation
+5% Poverty
+10% Per Capita
+5% RR
• Socialism:
+0% Labor Participation
-5% Poverty
-10% Per Capita
+20% RR
+20% IR
-2% Corruption
• Communism:
+20% Labor Participation
+10% Poverty
-20% Per Capita
+20% RR
+10% IR
+10% Corruption

Step 4: Write Your History
This is where you decide how much effort you want to put into this game. We are not requiring any minimum amount of history to be written for your nation. Your stats are based entirely on the above choices. However, please realize that the more effort you put into developing a history for your nation, the more interested you will be in the game. It'll also lead to a richer game environment and more things for other players to work with when interacting with you in game.

Step 5: Set Up Your Nation Forum
The final step, is to set up your nation forum. Please view the Sample Nation in order to get guidance and tips on how to set it up. There are a few things that you MUST have in your nation forum, and that will be pinned by the staff:
• National Statistics Thread with Change Log
• Armed Forces thread with Change Log.
• Treasury Thread with Change Log and Annual Budgets. THIS ABSOLUTELY MUST BE KEPT UP TO DATE.
• Order of Battle where you have your armed forces organized in what every fashion you desire.
Aside from these requirements, the nation forum may be set up however you wish. You will most likely want to make at least one action thread, that you will use to post actions and receive results.

Example Template
 
Step 1: The territories you are choosing, along with the continents they are on.
Step 2:
Your choice between a Dictatorship, Monarchy, and Democracy.
Step 3:
Your choice between Communism, Socialism, and Capitalism.
Step 4:
• Official Name:
• Capital City:
• Primary Territories:
• Colonial Holdings:
• Nationalities:
• Religion:

Insert your history here.
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Shadows
Member Avatar
Head Admin
Nation Application: Starting Military
RE: A New Beginning

The Starting Military is essentially just that, the military you start with. In order to pick your starting military, the first thing you need to do is to pick your tech tree. All generic military units are organized by their tech tree, and can be found Here. Take your time choosing your tech tree, as it will represent some limits unlike in past rounds. Your tech tree is the one you are committing to until the end of the game. This means, if you choose the American tech tree, you will NOT be able to research any future units from the other trees (ex: the Spitfire or the Yamato). This is being done in order to prevent a few individuals from essentially just designing the best units and leaving everyone else to hang out to dry. Units that are not specifically a part of the tech trees, for example any unit indigenously produced in South America or a country not listed, is available for anyone to research.

If you wish to purchase a military unit that is not on your tech tree, you may do so for your starting military. In order to do this, you'll need to pay additional money, 25% over base price. This is being done in order to allow people to flesh out their militaries with units that their tech tree may not have. Use this sparingly. Units that are listed as Generic are available to everyone at base price.

When purchasing equipment it is important to ensure that you have enough military personnel to operate the equipment. The maximum available population fit for military service at any one time is ten percent (10%). The maximum amount you may have as a standing military--that is the military actively employed by your government--at the start of the game is three percent (3%). This is your pool available for the army and the air force. This pool counts for all Regiments and Battalions as well as all Air Craft squadrons.

The Starting Military Budget is equivalent to a full budget surplus. This money is to be used to purchase military units, personnel and construction facilities. Any left overs from this process will be rolled into your Turn 1 Surplus. In order to make it as easy as possible to process these starting militaries, please adhere to the following template:
• Unit Name : Cost Per Unit : Number of Units : Total Cost
• Pennsylvania-class Battleship : $15,000,000.00 : x2 : $30,000,000.00
• Colorado-class Battleship : $26,000,000.00 : x1 : $26,000,000.00

Total Cost: $56,000,000.00

Once you have chosen your starting militaries, please post them inside your nation forum in its own thread. Once it is approved, you may move your list to your Armed Forces thread and begin organizing it into an Order of Battle.
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