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DispatchMetaGameplay

by Volykos. . 197 reads.

The DankLeft Commune RP Info Sheet

Intro:
This dispatch has been adapted from The RMB Roleplay Guidebook (6.8), written by Samasbhi for the Pacific's Regional Message Board (RMB) Roleplay

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.

    1. -∞ 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.

    2. 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. 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.

    4. 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.

    5. 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.

    6. 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.

    7. 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.

    8. 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:
    1. 0-25: Dystopian

    2. 26-50: Underdeveloped

    3. 51-65: Lower Developing

    4. 66-80: Upper Developing

    5. 81-95: Developed

    6. 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.

Volykos

Edited:

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