4
Dispatch → Meta → Gameplay
The DankLeft Commune RP Info Sheet
Intro:Nation Statistics
All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
The following stats are considered critical:
Population: Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.
Till 50 million: Considered as a constant 5 million.
51 million to 15 billion: Considered as 0.1×(population).
Above 15 billion: Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)
Economy: As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).
Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example:
Nation 1: Economic Output- 500 trillion C1s
Nation 2: Economic Output- 1000 trillion C2s
Conversion (by nation1): 500÷1000=0.5
So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.Defense Forces: Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.
-∞ to 1,000: Protectorate
Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
War Bearing: Nothing. Depends on Protector Nation.1,001 to 3,000: Struggler
Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
War Bearing: Very Low. Easy to overpower.3,001 to 6,500: Contender
A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
War Bearing: Low. Vulnerable to Surprise Attacks.6,501 to 8,000: Enforcer
Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
War Bearing: Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.8,001 to 12,000: Protector
Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
War Bearing: Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.12,001 to 18,000: Warlord
Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
War Bearing: High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.18,001 to 25,000: Dominator
Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
War Bearing: Very High. Multiple wars required to affect it considerably.25,001 to ∞: Juggernaut
Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
War Bearing: Extremely High. Multiple wars barely affect it.
Scientific Advancement: As it is. Certain technologies require appropriate levels of Scientific Advancement.
-∞ to 0: Primitive (Till Industrial age)
1 to 50: Basic Tech
51 to 100: Moderate Tech
101 to 150: T1 Modern Tech (Cold War)
151 to 200: T2 Modern Tech (Millennial)
201 to 250: T1 Near Future Tech (Prototyping and small scale testing)
251 to 300: T2 Near Future Tech (Commercial mass scale implementation)
301 to 350: T1 Intermediate Future Tech (Prototyping and small scale testing)
351 to 400: T2 Intermediate Future Tech (Scientific and military implementation)
401 to 450: T3 Intermediate Future Tech (Commercial mass scale implementation)
451 to 500: T1 Far Future Tech (Prototyping and small scale testing; Planetary)
501 to 600: T2 Far Future Tech (Scientific and military implementation; Planetary)
601 to 650: T3 Far Future Tech (Commercial mass scale implementation; Planetary)
651 to 700: T1 Technocracy (Prototyping of global scale tech; Spacefaring)
701 to 750: T2 Technocracy (FFT Scientific and military implementation; Spacefaring)
751 to 800: T3 Technocracy (Nationwide deep FFT integration & global operational capability)
800 to ∞: Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)
Legend:
• Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
• Basic Tech — Comparable to RL WW1.
• Moderate Tech — Comparable to RL WW2.
• Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
• Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
• Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
• Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
• Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
• Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.Human Development Index: As it is. Determines the development of a nation.
According to the NS Human Development Index:0-25: Dystopian
26-50: Underdeveloped
51-65: Lower Developing
66-80: Upper Developing
81-95: Developed
96-100: Utopian
NPCs:
These constitute nations present in the RP but not controlled by any single player and existing as independent entities.
War Mechanics:
When two nations enter a war, the attacking nation will gain 1-7d20 - 1-7d20, depending on the military classifications of the attacking and defending nations. Protectarate nations are not able to enter a war.