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Dispatch → Meta → Reference
COL | Prologue Q&A
D E T A I L E D ,C R E A T I V E ,S T O R Y T E L L I N G
PROLOGUE TO JOURNEY |
Is there an application? | We in the COL do not find it reasonable to saddle new members with bureaucracy, requirements for citizenship and thus map placement is simply holding WA membership within the region. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How does the Citizenship process work? | Seven full days with WA-status in the COL, and continuing to do so grants full COL Citizenship, although Map Placement occurs as soon as WA membership is obtained, regardless of the seven day period, which concerns our Democratic Elections. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What goes on the Regional Message Board? | The COL RMB is the place where our roleplays are posted, wheter detailed developments or civilian character stories . . . You will find primary IC/RP conversations on the RMB, as we seek to focus creativity within community that our members partake in. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Do you have a Discord? | Yes, we do! The COL Discord is for OOC conversations, and sometimes we play games like Minecraft and Hearts of Iron IV together! COL Discord | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Are there International Organizations? | Yes! We have Organizations such as the United Nations UN & European Union EU! . . . We also host World Olympics Games! | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Where can I find the Roleplaying World Map? | ░▒ EUROPE & THE AMERICAS ░▒ ASIA & M.E.N.A. & AFRICA All Rights Reserved © Office of Cartography | Commonwealth Of Liberty | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Where can I find the RP Basic Law? | Drafted by Paramountica & OsivoII. ARTICLE ONE (1) BASIC INTRODUCTION MILITARY GOVERNANCE concerns itself with warfare, conflicts, and any aggressive movements in general, in conjunction with army sizes, budgets, and strength calculation. Please read this to comprehend the scale of Warfare in the COL, and what you will require to possess an active army. We state the laws at hand, but here is a guide to get a better understanding of detailed RP warfare. Nations have problems, disregard diplomacy, and their conflict will result in the deaths of many, and the shedding of blood on both sides. It is warfare which Sun Tzu claimed is of vital importance to the state (The Art of War), and thus, careful deliberations must be made before a country engages in a conflict. Budgets must be calculated, men must be rallied, plans must be laid, and carefully executed for a victory to be possible. Will you emerge victorious? ARTICLE TWO (2) ARMED FORCE(S) CALCULATIONS Real-life examples are guidelined recommend for enforcement to prevent godmoding, and may be used by the AG and Supreme Court as a deliberating guideline for verdicts. Defense forces may be drawn depending on the size of your population and your nations focus on its military. If you wish to militarize children and the elderly, keep in mind the massive issues which will arise from it, which can become more of a burden than a clear asset. However, there will be three critical issues that stem from this, and all of them will require active management of your army rather than just sitting back and expecting them to win due to overwhelming strength. First, you must be completely aware of the economic issues that will stem from this, which can be further divided into main points: The more men you have to account for logistically and in terms of training, the less money you have available to spend on their equipment as a percentage of the budget. This can be simplified by accounting for costs: In terms of equipment, its extremely simple: Account for either the real cost of the item per soldier, or create the cost of a fictional item in your factbook based on real examples of technology incorporated into your item. Keep in mind that you will be forced to foot the development bill, whether its real or fictional, if you create your own, and that money must as well be subtracted from your budget in the years that its created. Obviously, reallocating your government budget to the military is going to leave your nation bereft of critical services. If too high a percentage of money is spent on military, you will suffer from shortages in things like education, welfare, business subsidies, and even basic needs such as food. This will not only affect your nation in major negative ways, but it will also end up sabotaging your capacity for war-making in the long run. The more money and manpower you levy from your citizens to run your army, the more you have to suffer the effects of not only national war exhaustion and your susceptibility to espionage and propaganda, but your economy as well. An economy built on war will not only implode when war stops, but even during the war your citizens will be largely too poor to afford anything else they would wish to purchase, which will be a catastrophic economic collapse that will send your nation straight to the Third World. The more of your nations population you levy, or your economic manpower, your nations businesses and services will quickly find themselves incapable of sustaining themselves. High-skill businesses such as your research departments and engineering firms will find themselves bereft of people capable of doing their work, which will not only slow down their progress but may cause their collapses entirely. Second is a much less linear issue: international relations. The more manpower you mobilize against their will or the more political indoctrination you force on them, the more of an international threat you are considered (even if your pool of manpower is poorly trained and equipped) and the more UN members will move to sanction you or even intervene militarily. Of course, everything in this category is extremely fluid, and is impossible to quantify, but it should still be something considered both by the international community and nations that still seek to mobilize tremendous armies. Finally, the more of your population you dig into for manpower, the lower the morale. Past 10% of your entire nations population, every 5% will be considered a stage of morale loss (elaborated in the morale section) that will give the enemy the potential to crush you. As well, the more you dig into all possible candidates for manpower, the more itll cost to both maintain them but also the less effective in battle theyll become. Even if they dont have uses to your economy, that also means they dont have uses to the military itself. ARTICLE THREE (3) MILITARY BUDGET In warfare, money is one of the largest factors contributing to the success of a country. When stating the amount of planes, tanks, IFVs, ships, artillery, or other assorted vehicles/equipment you have, take into account the budget you have at your disposal, and adjust your numbers accordingly. After all, you cannot buy/build what you cannot afford. To gauge the amount of money at your disposal, look at the percent of the budget your government spends on defense in your nation statistics. ARTICLE FOUR (4) MILITARY ORGANIZATION & MOBILIZATION Armies are some of the most complex bodies to manage, and as such, it is necessary to establish a form of order for your army. This is really up to you, and it is more of a suggestion to build an organized system with which to manage your army. It will certainly help to not have a load of unorganized soldiers with guns running around on a battlefield, and instead have a disciplined and well formed army with solid management. Before an army can attack, it is necessary to rally them first. At any given moment, an army has a certain number of active and reserve soldiers which in turn, comprise the entirety of the armed forces. If an army wishes to gather more soldiers, they must RP the command for mobilization and tag the appropriate nations in the post. Keep in mind, it will take time for an army to mobilize, so one must take caution in waiting too long to mobilize reserves, and ensure that enough active soldiers are in service to combat threats. Nations can only invade a border nation with 1/2 of their total forces, and that lowers to 1/3 when fighting overseas. Defending permits 100% of forces. Before an army can conduct combat in a functional state, they must be organized and prepared. A standing army will not be capable of constantly sustaining soldiers during peacetime without incurring ridiculous costs, hence the existence of reserve soldiers that may be mobilized to battle only in the case that they are required, as well as the existence of conscription orders that can only be enforced in wartime. Standard mobilization will usually take an OOC day or two (tremendous nations would take around three for basic mobilization and a week for full mobilization), in which case an attacking nation has the upper hand. Of course, a nation can be constantly mobilized, but the drain on the budget and economic manpower this incurs far offsets the value it may bring to national security. Keep in mind, however, that maintaining immobile defensive infrastructure is far less costly than maintaining an army, even if it does cost quite a bit. ARTICLE FIVE (5) MISCELLANEOUS Section I: On Godmod in War Godmod/Metagaming in war is an issue, and oftentimes a very common and annoying one. No one wants to deal with godmod, however the rules for what is and isn't godmod are vaguely defined and as such is left up to the player's involved, and while this isn't a completely bad thing by itself, many people are simply uninformed on how tactics works and how a war functions. In an attempt to standardize the definition of godmod while also keeping the solutions situational to the issue, this section will focus on what constitutes as godmod in brief and general terms. If this bill is passed, everything in the following articles will be rendered null in a war RP by default. Article I: Troop Transportation and Logistics Troop transportation and general battlefield logistics are essential to a war, as it determines how troops get places, where they are, how many get there, and how they are supplied, reinforced, etc. As such, this is one of the most important things revolving wars that is not direct combat, although its effects on combat cannot be understated. The following issues around troop transportation and logistics will, should this bill be passed, be recognized as automatic godmod if they are present(or completely ignored) in a post; Article II: Combat Physical combat is where most of a war takes place. The course of a war can be and often is determined by the effects of individual battles and as such it is very important battles cannot be abused, cheated, or godmodded to ensure the unfair victory of one warring party over another. The following issues of combat will, should this bill be passed, be recognized as automatic godmod if they are present(or completely ignored) in a post; Section II: Solving Godmod and Disagreements With the problems in a war post outlined and a guideline set for what constitutes as automatic godmod, the solutions to fixing such issues can be laid out. General rules and solutions will apply to general and standard issues that must be fixed while more situational solutions will apply to situational issues. The end goal is that all parties will be able to reach a conclusive, fair, and orderly result in a war which will not impede progress or slow down the pace of the war. Article I: Standard and General Solutions Solving many of the issues stated above can be handled by generalized guidelines as very little of the issues are situational to a certain war or tactic. As such, if one of the issues is present, the solution shall be discussed below. Additionally, more solutions to other issues will be discussed. If this bill is passed, these solutions shall be the official and solely legal way of dealing with said issues between two or more parties. Article II: Specific Resolutions While general solutions may be applicable to many battles, a large majority of wars are fought in very specific conditions where general solutions may not apply. Therefor, it must be noted and addressed that specific and hands-off rules must be made to dictate such cases. These will ONLY apply if the general solutions can not be applied to any degree. If this bill is passed, these solutions shall be the official and solely legal way of dealing with said issues between two or more parties. NUCLEAR POLICY 1. Beginning with the creation of the Nuclear Bomb (a bomb or missile that uses nuclear energy to cause an explosion.) by the United States in 1945 and subsequent espionage by the Union of Soviet Socialist Republics, nuclear weapons can be distributed by these two powers to other roleplayers. 2. No roleplayers, except for those roleplaying the US and USSR are given the right to nuclear weapons. 3. In order to maintain cooperation and slow the spread of nuclear capabilities, the US and USSR must discuss and agree together who gets nuclear weapons distribution. No one superpower can hand out nuclear capabilities to anyone. 4. Whereas nuclear weapons and knowledge of nuclear weapon construction can only be donated by the combined works of the US and USSR OOCly, the development of nuclear power plants and nuclear energy bases can be given by 1 superpower, either the US or the USSR and their subsequent nuclear knowledge entities. 5. NOTE - Nuclear power and nuclear energy harnessing does not equate to being able to use and construct nuclear weapons. This is considered a violation of the Basic Law. ARTICLE ONE (1) GPD & GDP PER CAPITA Y = C + I + E + G where: Y = GDP C = Consumer Spending I = Investment made by industry E = Excess of Exports over Imports G = Government Spending Step 1 Step 2 Step 3 ARTICLE TWO (2) CURRENCY VALUE & EXCHANGE RATES Currency Value & Exchange Rates ought to follow the principles of economic theories that we known to be enforceable or practical in real life. (Command Economy, Market Economy, etc etc) ARTICLE THREE (3) IMPORTS & EXPORTS OEC, is a good bases to calculate your Economy. Although if you do not show, IE: Alternate nation. You are free to create your own, based off current market prices of the RP year. Although if you show up in OEC, you are free to create your own as well, this is just a guideline. Importing = Necessary for Growth and Competition because home companies will try to compete with importers, and lowers the Price of a massive variety of Goods. Exporting = Excellent for competition, meaning your Industries will try to be better than others in an attempt to dominate their markets. If Countries suffering from Sanctions do not increase the Prices of Exports/Domestic Sales to make up for the decrease of Imports/exports then they will naturally be losing money, but more importantly it will make Companies literally bankrupt themselves because they cannot sustain themselves (which is why Government set Export Prices are bad). But remember this has an effect on Both Nations, which is why the Nation enacting these Sanctions is (i advise) always a developed country. ARTICLE FOUR (4) GOVERNMENT SPENDING & TAXATION Nations get the right to set their own taxation rules, the only thing is that it must be written down. Based upon whatever system they choose, the Tax comes from a percentage of income and etc of a nation's GDP. Example of the flat tax equation of 32%: Government budget = 100 million x 0.32 The amount of currency of tax goes directly to a nation's budget for the years. The amount of tax goes into the categories of said nation's budget. Please keep in mind to account for the economy & state of the nation. Government expenditure Categories are made up: Nations have the right to borrow money from International Banks and other governments to increase their budget although keeping in mind that their National Debt shall rise. ARTICLE FIVE (5) SCIENTIFIC ADVANCEMENT Scientific Advancement a nation's progress scientifically. All technologies that one's nation can develop (whether they are for public works, private works or military purposes) must be done through roleplay, time-frame and time itself. Project include (but are not limited to); Buildings, Firearms, Artillery, Public Works, Roads, Highways, New Technologies, Vehicles, Naval Vessels, Aircraft, Spacecraft, Satellites, etc.* *Although some are implied such as the next automobile model and so on, depending on its importance compared to the world. When roleplaying the creation of something that will advance your nation's Scientific Standings in the world one must take into account the realism that is involved in such a task. For starters, it will COST you SOMETHING. It must always cost you time, resources and money. In order for you to have an actual technology, you must first Roleplay its establishment. What is meant by this statement is if Nation A were to decide on creation Project A then Nation A would need to announce that Project A is going to be in the works. After Project A has been announced to the world in an official roleplay all Nation A has to do is Roleplay Project A's progress towards completion and then its final completion. What is also necessary when roleplaying Project A's upbringing in the world is the actual inter-workings of the Project. Knowing the actual science behind something is worth knowing so you can actually explain why and how it works. If you cannot explain why and how it works then why on Earth would anyone need to recognize Project A's existence? It will be viewed as OP/GM. IE: A Space Station is possible, a Deathstar, not in this century. The system of Logical Progression, where by technology progresses in accordance to Alternate History Realism. When creating a project one must take into account what time you are in. Pace is key. Take into account what time you are actually in before you begin building or designing something to bring more modernization to the world. Be realistic with innovation, lest it will not be innovation. As with all Roleplays, everything takes time. Inherently some countries are more advanced than others on the basis of the availability of knowledge and educational systems, which are obtained through said time and Roleplaying. This is where National Focuses come into play. In accordance to said time and RP from the active year the project began, a nation by Alternate History Realism can work toward achieving things in comparison to those who have already done so. IE: Nation A can work towards having the most advanced Naval technology through simply RPing its/one of its National Focuses that way In accordance to rivals who may be ahead or behind, who abide by the same Logical Progression. If there is a real life project that you want to construct in your own nation, then by all means do it! All IRL advancements occur unless RPed otherwise. If your nation IRL is constructing a Skyscraper and you also would like to build that skyscraper then just take the building's projected due date and use that as a basis as to when it will be completed. Roleplay to either lengthen or shorten the amount of time it will take for the building to be completed. If a building or project should be in the works on the day you find out it exists then you do not need to roleplay its foundation as it is already historic. For example, if the RP year was 2006 and you were in the United Arab Emirates then the Burj Khalifa would be in construction and you would not have needed to RP its construction in order to have it be completed in 2009, you'd just have a good time roleplaying its completion (which you still would not have to do, it'd just be fun!). As we are past 2017, it is assumed that certain things have already been created, IE: Roads, etc. If your Alternate History states that a building is there that isn't in RL, that is acceptable too as this would be considered part of natural progression, which is basically: You don't need to RP the upgrading of a Wow of Homes, but one does need to develop and upgrade for example the latest Fighter Jet. ARTICLE SIX (6) ECONOMIC PHILOSOPHY The philosophy of economics concerns itself with conceptual, methodological, and ethical issues that arise within the scientific discipline of economics. The primary focus is on issues of methodology and epistemologythe methods, concepts, and theories through which economists attempt to arrive at knowledge about economic processes. Philosophy of economics is also concerned with the ways in which ethical values are involved in economic reasoningthe values of human welfare, social justice, and the tradeoffs among priorities that economic choices require. Economic reasoning has implications for justice and human welfare; more importantly, economic reasoning often makes inexplicit but significant ethical assumptions that philosophers of economics have found it worthwhile to scrutinize. Finally, the philosophy of economics is concerned with the concrete social assumptions that are made by economists. Philosophers have given attention to the institutions and structures through which economic activity and change take place. The dimension of the philosophy of economics that falls within the philosophy of science has to do with the status of economic analysis as a body of empirical knowledge. Primary questions include: What is economic knowledge about? What kind of knowledge is provided by the discipline of economics? How does it relate to other social sciences and the bodies of knowledge contained in those disciplines? How is economic knowledge justified or evaluated? Does economic theory purport to offer abstract theories of real social processestheir mechanisms, dynamics, and institutions? What is the nature of economic explanation? What is the relationship between abstract mathematical models and theorems, on the one hand, and the empirical reality of economic behavior and institutions, on the other? What is the nature of the concepts and theories in terms of which economic beliefs are formulated? Are there lawlike regularities among economic phenomena? What is the status of predictions in economics? Basically nations are granted the liberty of choosing their own economic path, whether that be based off a RL ideology or a created one. ARTICLE SEVEN (7) MISCELLANEOUS Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. ARTICLE ONE (1) NATIONAL POPULATION That NationStates relays and provides unrealistic populations, as well as several other unrealistic pieces of information, due in part to the website not bei made to fit realistic statistics and policies of population, due to all nations on NationStates being considered "border less". That the region, the Commonwealth of Liberty attempts to maintain a basis of subjective realism. That the population statistics provided by NationStates have, to this point, been extremely useful, although reformed to become more realistic still doesn't quite meet Common Sense standards. ARTICLE TWO (2) CIVILIZATIONS Players have the right to RP their territory: Land/Air/Sea/Underground. Keep in mind that warfare/occupation may result in a loss of sovereignty. All land on earth is subject to national claim by request/war excluding Antarctica and the ice sheets which constitute as shifting based off of weather, and thus not considered land. Annexation/Cession of Territory: Annexation and Cession are acts between two members of the map to solve disputes and give gifts in the form of territory. Annexation and Cession can also occur as a result of a war, in which the victor may keep what land they take following the conclusion of hostilities. For this to occur, all parties must telegram the MC in a group telegram informing the MC of the agreement so that he/she may update it to the map. In the event that one nation has gotten "butthurt" and is not RPing correctly or is whining instead of attempting to find a solution, the Secretary of State or President will be charged to solve the dispute in a fair way, be it through giving the land to the other nation, or proclaiming the land disputed. LandRights (LRs) & IC Rights (ICPs): LRs is ownership of the territory and its population, the plot of land itself regardless of IC situation. This is a legal OOC enforced settlement as a right to the citizenry of the COL. IC Rights, the right to RP territory in the IC world; while LRs and ICPs may go hand in hand, they can also be excluded if one owns the LRs and allows another to RP within, and subject to LRs' will and thus considered territorial leasing (TLs).. Expansion Request: Nations may also expand by requesting new territory from the MC. For this to occur, the nation must telegram the MC with the territory they wish to obtain, and a minimum of 3 valid reasons of why they should be able to have this land. Reasons such as "I border it, and I want it" and nobody ever goes there are NOT valid, and will result in immediate rejection. However for example, expansions for resources are valid. It is at the discretion of the MC of weather or not to approve or reject an Expansion Request. That being said, a nation may request intervention from the Secretary of State to review their request and decide on weather the nation's expansion should be approved. In the event the MC rejects an expansion, and the MC did not specify the reasons for the rejection, and offer possible solutions, then the citizen has the right to appeal to the SoS. Colonial Expansions: See V. COLONIAL MANDATE SYSTEM. Color Sharing: Recognizing that nations may choose to join together as one larger nation/union, the map shall give the option to the union to have their colors be the same. In which case, nations shall retain their actual map number near where they are located, but color shall all be the same. The original Map Cartographer updates the map, although has the right to permit the creation of systems to help map updating and/or transfer/revoke the duties of Cartography to another citizen at his discretion. Thus to ensure efficiency overall. A player CANNOT move on the map in anyway without cartographer exception, for 30 days RL time. Nations will only be allowed to move an additional 1 time if they really regret moving to their current spot and promise to the MC that they will not move the following month. (In basic, they surrender their right to move in the next month). Land is always required to trade to unclaimed in order to gain another spot of unclaimed land unless the player willingly went to an area which was already under the jurisdiction of another player when they began to RP it. - Whereas, all citizens of the Commonwealth of Liberty have the right to join the map. Activity Tiers Active: Member should RP (Internal, External, Etc) a minimum of once; Vacation: Recognizing that real-life mandates more attention then NationStates, members may announce they will be on vacation for an estimated amount of days. During a vacation period, a member is recommended to/ought/should post RP a minimum of once every 15 days ontop of the 10-day minimum. If due to military, internet and/or health purposes, different timeframes may be allowed if Map Cartographer (MC) is informed. Personal affairs are not required to be disclosed out of respect to et al. - Failure to RP under the mandates of your Activity status will result in your removal from the map. - All nations who are in the WA have the right to be on the map. Players have the right to RP cultures of their status on the map based off a RL platform and/or Alternate History platform, or create new ones, in correlation to the histories which would have connected with them. Cooperation is Key. Certain roleplayers have certain views on what they want their nation to be like. Whether that means a Wahari Morocco or Monarchical Canada or even a Communist India, people are allowed and encouraged to roleplay their nations to their own liking. However, the way you choose to use your nation can and will influence how the nations around you act. For instance in real life relations between South Korea and the United States are fairly good, but lets say that South Korea decides to join China and North Korea by turning into a Dictatorship. That will instantly change the United States opinion on South Korea and likely cause relations with South Korea to decrease extremely. So, in this RP world of ours, if you were to change a government type the opinion and actions of nations around you may change for the better or for the worst. Depending on who the nations around you are and how you go about changing your government. The most popular forms of government in the CoL are; Democracies, Republics, Democratic Republics, Socialist States, Capitalist States, Communist States, Military Juntas and Monarchies. The Commonwealth of Liberty would insist that instead of a nation scrubbing its entire history and changing every aspect of it (If youve worked hard on the RPs with others beforehand, if youve just moved its your call), a roleplayer RP the change in government realistically and logically. Meaning that instead of 1 man calling for Fascist Uprising in Mongolia and having everybody join in and agree with him, roleplay at least some sort of push back or something that gets them a boost in the system. Not just throwing something in there. Its a bit too sudden, and easy to look over. Each nation has the right to create a religion that there people can follow and can (with the permission of other nations) have said religion spread far and wide throughout the world. When a religion is created, keep in mind that relative explanation of its founding and teachings should be included inside of a factbook so people can have a general idea on what the religion is about. If a religion is created, people do have the right to RP persecution of the religion or appreciation of it. If someone were to want to have a State Religion (One people under one religion) or State Atheism (No religion whatsoever), they have every right to RP there nation like that. A nation also has every right to persecute and appreciate religions that are real, even if their real life views do not actually line up with said Roleplaying styles. Also, a nation may use whatever religion it so pleases as a popular religion in their nation, within reason. We ask that you at least stick with some aspect of realism and not have Satanism be the core religion of Israel, for example. ARTICLE THREE (3) TRADING In the RP world, unless specifically stated, the entirety of the world trades with one another basic items. Basic items like Toys, Food, Water, Oil, etc. This is purely so that world trade continues, stock markets continue and all other things relating to trade can be continued without need for the player to specify what exactly is going on trade-wise. However, if a nation, for example Nation A decides that Nation B is unworthy of their goods then Nation A is permitted to either 'Sanction' or 'Embargo' Nation B. When Sanctioning a nation the player MUST specify what exactly they are prohibiting. Whether it be Cocoa Beans or Uranium, it must be specified and only that of which is specified will be taken away. When Embargoing a nation it will not only hurt the nation receiving the embargo but it hurts the nation dishing out the embargo and that must be calculated and shown in an economic factbook or shown in some way. There is no direct punishment to one source. By default when a nation earns their spot on the map they earn the right to all Weapons that their country produces In Real Life. This means that a nation in Russia can have Production Rights and Claims to the AK-47 and a nation in Austria has the Production Rights and Claims to the Glock, etc. When it comes to variants and carbon copies/variants of certain products that your country makes in Real Life like the Chinese Type-56 you must have permission from the original country, in this case Russia, to produce that variant freely. In the case of IRL Carbon Copies & Variants it doesn't necessarily have to be an IC Agreement. Agreements like such can be made through an OOC TG Discussion or whatever. But you must have permission to produce another nation's weapons, distribute a nation's weapons and your spot on the map dictates the default weapons you have. Any weapon that is given to another nation, after 10 years they have the full ability to play with it, reverse engineer it and work with it. This involves a two-tier system. Restricted and unrestricted, defaulted to restricted meaning that people cannot do the variations but if the two roleplayers agree they may be able to classify it as unrestricted so that they can do variations. 10 years applies for unrestricted, could be earlier if players consent. Restricted remains rightfully restricted if source desires. Example: When it comes to Weapons of Mass Destruction (things like Nuclear Weapons Technology and Anything that causes mass devastation), if your nation has them in real life it is completely irrelevant. Within the laws of the CoL it is stated that you cannot have a Nuclear Weapon or WMD without the technological secrets being given to you by a superior world power. However, it is highly unlikely that you will be given the technology either way simply because giving away the secret to domination is frowned upon and in some cases illegal. So, if I joined the game as India and said that because India has Nuclear Weapons that I should have nuclear weapons, that is irrelevant and false. You must be given the technology by a pre-existing Nuclear Weapons Owning Power. The only case where this is not true is the United State which invented the Nuclear Bomb & Russia which holds the secrets that they stole. WMD knowledge cannot be stolen, but projects to discover hidden WMD construction can be conducted by your nation on another one. Discovery of said project is still under the jurisdiction of the two parties involved. All WMDs beyond nuclear-based weapons are NOT subject to regulations, but their development is discoverable by IC espionage without consent as long as its RPed. Moving around on the map will effect any and all trade agreements made in different ways. Trade for things that are not weapons can be effected by the nation that has moved. So if Nation A moves and Nation B takes its former place but Nation A and Nation C had a deal for Medicine, Nation B could state that such a deal was retconned. When it comes to Weapons Technology, however, if you are given a set of weapons or if you are given the production rights to a weapon and a nation who owns that weapon moves and is replaced, the nation who received those weapons is allowed to keep said weaponry. So if Nation A is replaced by Nation B but Nation A gave the SCAR to Nation C, Nation C can keep the SCARs that they received from Nation A without worry about what Nation B has to say about it. Deals for weapons cannot be retconned by someone moving from their spot. But, if you leave your spot and you have someone else's weapons the deal in it's entirety is erased from RP history. Example: ARTICLE FOUR (4) MISCELLANEOUS TBD. ARTICLE ONE (1) CHARACTER LEVEL ROLEPLAYER Godmodding and control of another's character in roleplay is disallowed in COL RPs. Consent of whom you are roleplaying with is required before wounding or killing their character, as doing so without asking them would be deemed "godmodding". Metagaming, or using OOC knowledge (for example, knowing that an enemy plans to assault you) for IC (such as being able to unrealistically anticipate said enemy) is banned. ARTICLE TWO (2) GODMOD REGULATIONS Actions in war must be clearly defined and understood by both parties to avoid confusion. Players may develop stories out of canon if they have a logical connection to canon such as a television show. Historical OutCanon is also permitted, such as RPing a historical battle or an alternate version with all participants of said action in agreement. These two categories and any which can be logically connected are premitted. Anything else is GodMode. Nations are free to accept the history of the previous landowner, but may retcon certain things as well. Vice-Versa System. ARTICLE THREE (3) COOPERATIVE REGULATIONS A nation may not kill or injure an important character from another nation (eg. leader) without that nation's explicit consent. ARTICLE FOUR (4) WARFARE RECOGNITION TBD. ARTICLE FIVE (5) DEFINING RETCONNING Retconning shall be defined as the cancellation/removal of an event from one's history. Nations may be able to retcon internal events that have no effect on other nations. For Example: Nation A wishes to retcon the assassination of his leader, he may do so. If a nation wishes to retcon an event that pertains to other parties (such as trade agreements, wars, etc.), that nation must have permission from the other party to retcon that event, lest the RP's that both parties were involved with be a waste of time and energy. For Example: Nation A wishes to retcon the royal marriage between his king and Nation B's queen. Both Nation A and Nation B must reach an agreement to retcon the event before retconning the event. ARTICLE SIX (6) MISCELLANEOUS No using another persons RP character without the others permission. No teleporting people or troops around the map. No Metagaming and all forms of it are banned. Message the other person if you plan on attacking them. Don't say you've won the battle if you haven't agreed upon it before hand. Be fair and let a number of your troops die in battle. Be very, very detailed in your rps. There are more factors than just technology to go by. Collaborate on wars beforehand so they do not devolve into an annoying OCC fest or rage. Godmodding is explicitly banned. OOC (Out Of Character) is not IC (In Character) and vice versa. Be creative but have one or two facts to back it up anything really advance. ARTICLE ONE (1) (CMS/LS) There will be a core, under that core land expansions can be approved. The Cartographer shall keep a private record of these cores for Imperial Nations. Beyond the core, Historial Expansions will be taken into effect. Under the Colonial Mandate System (CMS), nations both historical and alternate will be able to request a second form of expansion known as the CMS. CMS will allow nations to expand easier, noting, that these expansions are colonies and under the ideals of respecting new nations and so forth, the land gained under CMS will have a secret end date for decolonization if slated before their RL dates, which otherwise RL release dates shall be enforced. The reason why it will be secret is to not spoil anything for the RP world. Once this date is realized, the colony shall be released into unclaimed or a war/independence granted if someone is there. Although some CMS may be considered for official (core) land expansions, which will be filed around the release date for review. CMS are also under special protection, as they are projected to be released, there might not be motivated to protect it and thus CMS are the only system in which such lands, if unclaimed, are protected from war. If a nation occupies a CMS as an active colony, war is naturally an option. P.S. Nations can submit themselves as a CMS, just as unclaimed, their land right to independence will be granted upon an agreed date, although now set by the CMS who is active. Colonial Empire holders harbor Land Rights (LRs) until the release date. The LS will be a systematic reduction of territory from actively participating nations in order to add a vibrant and lively feel to the roleplay world. Under this system, nations will be allowed to sacrifice territory to either Roleplayers or unclaimed for a secret amount of time (discussed to the Map Cartographer prior to the creation of the map). Nations will then, after that time is up, be allowed to take that core land back. Core Land being the land that is actually a part of your nation's mainland and not colonies/land acquired via the CMS. Core Land is the only land that can be leased, however. CMS land cannot be leased. (WORLD WAR)A reminder, land can be agreed to be given up during wars, and regained afterward. This last section is to ensure that when a war occurs if the player doesn't wish to give up land and it is organized, they can agree privately to ensure the host's land rights are respected. Although naturally land can be taken by force and not returned as per the RP basic law's statements on such types of war which are not organized or organization agreed to conduct such actions but Land Rights (LRs) are always retained regardless of occupation unless a player surrenders their territory and moves; an action they are only allowed to do with probable cause and after 3 RL weeks of spot residency; anything before is considered possible collusion and barred. ARTICLE TWO (2) (KL) In order for nations to have a common understanding of the Colonial Mandate System, and in the spirit of fairness being the "order of the day", a system for gameplay between Colonizers and Colonies has been developed. Whenever a time switch occurs, in the event that we revert time to a date in which entire territory possessions must change and other nations become subsequent "colonies" or "administrative regions" of other nations, there must be regulations so that nobody feels left out. In order to reach this goal, this is the law. If a nation owned a spot PRIOR to the time switch, they retain full autonomous control of their nation, in order to respect their right to lands. In the event that a roleplayer, who operates as a colonizing nation, gains colonies with the time switch, they will then gain the economic bonuses and resource bonuses of owning said colonies. Colonial powers are allowed to invite anyone whether for main account settlement/multi accounts/etc to aid in the management of their Imperial colonial system by RP enjoyment. Providing an example for how this works, here is a series of scenarios, which are legal/enforceable; Scenario 2 If we go back to a time where the Netherlands owns Indonesia, but there is already a player in Indonesia, the player who operates Indonesia must work together with the player in the Netherlands to determine their independence status (whether or not they are initially independent, or what date they become independent). Once the two players agree, then we move forward with roleplay. At the end of the day, the subjugated player (Indonesia) has the final say in how their status is determined. Though, we of the Commonwealth of Liberty highly encourage the two roleplayers to come to a consensus instead of it becoming a disagreement and a settling. Please, consider your fellow man. In order to prevent powers from holding onto their colonies for extended periods of time, the spots they hold must be released at minimum by their real life dates of independence. In order to protect future roleplayers from unrealistic/harmful futuristic roleplay limitations, this system bars any and all forms of alternate; genocide, mass deportation or mass pilgrimage conducted by the Colonizing Entity. Essentially, the colonizing nation may not commit a genocide against the native peoples of their colony, they may not deport the native population, and they may not send in millions of their own citizens into the subjugated nation (this is to prevent the concept of outbreeding or lebensraum). |
INSPIRATION SHOWCASE Please enjoy some of our Member's RP Archives, to see what we are about! |
Annual Ledger Archive The Annual Ledger Archive contains links to completed years of the Annual Ledger. The Archivist's Favorites are extremely subjectivenot based on any concrete measurement, they are not fixed and do not represent the only good posts in a year, but are merely a way to highlight posts the archivist found to be especially interesting. Six are given on ordinary years and seven or nine in years of unusually high activity.
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⠀ ⠀ ⠀ ⠀⠀"Risen from the ruins and turned toward the future, Let us serve you for the common good, Germany, united Fatherland..." A n t h e m ⠀o f⠀ D e m o c r a t i c⠀ G e r m a n y ⠀ S O Z I A L I S T I S C H E R⠀ N E U A N F A N G ⠀At the close of the Second World War, Eastern Germany is occupied by the Soviet Red Army. In 1949, after the creation of a Federal Republic of Germany in the western allied occupation zones, the Soviets give license to East German communists to create a state of their own: the German Democratic Republic. These archives tell the story of East Germany's nadir, albeit in an incomplete way, and lays the foundations for the future European order. ⠀ 1 9 4 0 s⠀ ⠀1 9 5 0 s ⠀
Designed by Paramountica, Assembled for the Commonwealth of Liberty. Official Information of the German Democratic Republic Offizielle Information der Deutschen Demokratischen Republik Alle Rechte vorbehalten © Nationales Archiv der DDR ⠀ | . . . There is a powerful need for symbolism, and that means the architecture must have something that appeals to the human heart. Nevertheless, the basic forms, spaces, and appearances must be logical . . . Kenzo Tange, Tokyo Architect | 日本 Nihon | 東京 Tokyo | 経済 Economics | 防衛 Defence | 国鉄 JNR | ▒ 書庫 The Archives ▒ | 国際 International | ▒▒▒ T E N N OE R A S T H ES I X T I E S T H EF I F T I E S Designed by Paramountica, Assembled for Commonwealth of Liberty. | By virtue of the national and historical right of the Jewish People, and of the resolution of the General Assembly at the United Nations, we hereby proclaim the establishment of the Jewish State in Palestine to be called Yisra'el! David Ben-Gurion, May 14th 1948. | בית ≡ Shalom | מֶמְשָׁלָה ≡ Jerusalem | כלכלה ≡ Economics | כוחות הביטחון ≡ Defense Force | | ארכיון ≡ Archives | ירושלים של זהב בארץ ציון .
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Currency AC₡ (Collar) ▲ Dollar Index Fiscal year Month 00, 197# Month 00, 197# Statistics GDP AC₡0.00 #illionn GDP growth ▲00.0% GDP per capita AC ₡00,000,000 Inflation (CPI) 0.0 % Population below poverty line 001 Gini coefficient .00 (197#) Labor force 001 Unemployment ▼0.0 % 5 Main industries 001 External Exports 001 Export goods 001 Main export partners @NationB @NationF @NationD @NationE Imports 001 Import goods 001 Main import partners @NationJ @NationD @NationE @NationF Public finances Public Debt AC₡0.00 #illion Budget Deficit ₡0.00 #illion Revenues ₡0.00 #illion Expenses 001 Economic Aid 001 Crediting rating 001 Foreign reserves 001 OVERVIEW OF ECONOMY Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. Write Here. GDP Gross Domestic Product
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