IntroductionThe year is 2036, and a series of violent uprisings among African nations over the past ten years have dramatically changed the face of the continent. Out of the ashes of fallen nations, ten new countries rise. A new era of diplomacy has been ushered in, and a fragile sense of security has been fostered between each of these nations. However, there's no telling how long this peace will last. Nine nations are in search of leaders, and nine of
you must be ready to answer the call. Build your nation from the ground up, and manage every aspect of your nation's government.
Should you choose to bear this great responsibility, power beyond your wildest imagination will be at your fingertips.
Good luck.
The GameSo, it's been a while since I've been on the forums, mainly due to some IRL stuff. This forum game will involve interactions between 6-10 fictional African nations during the mid-2030s. Each player will play as a nation, and manage it as they see fit. We'll be using NationStates (
www.Nationstates.net) for most proceedings. If you aren't familiar with it, NationStates is a website that lets you build a country and interact with other nations in a "region." A region has been created specifically for this forum game, so once you sign up for a slot, PM me on here for the info/password on the region and create your country. The way this game will be running will be different than most NationStates, and the stats on your country's NationStates page don't matter. (More on that later.)
If anyone has ever taken part in Model UN, this game will run kind of like a crisis committee, with nations being able to send messages to each other and write action orders.
Action OrdersActions are done through "Action Orders," or AOs. AOs will be sent to me via PM. For example, if Nation A wants to find out more about Nation B's military, Nation A would send me a PM saying "AO: Send a spy to observe Nation B's military." The more specific you are in your action orders, the more likely your orders will succeed. So, while the previous example
might work, it could also lead to your spy being discovered by Nation B, tortured, and excuted. Nation B would most likely be (understandably) upset that Nation A was spying on them. If you send an AO, however, that reads "Send a spy to infiltrate Nation B's southern air force base to discover the number of planes stored in their hangar. After discovering this, the spy should return to Nation A's northeast border, where they will be picked up by the 1st Border Guards regiment and driven back to the capital via supply truck," your action order is
much more likely to succeed.
Submitting an Action OrderIn times of peace, action orders can be submitted three times a day-- Dawn (~0800), Midday (~1200), and Evening (~2000). IRL days are NOT the same as in-game days. On some (IRL) days, we may get through two, three, or even four days over the span of a few hours.
During a battle, action orders can be submitted every 30 minutes by the warring nations. More than one action order can be submitted at a time by each nation.
Rejected Action OrdersAn action order will only be "rejected" if your nation doesn't have what's neccessary to carry the order out. For example, saying "AO: Send bomber aircraft to bomb Nation C's capital," when your nation doesn't
have any bomber aircraft, will result in the order being "rejected." So, as long as your nation has what it takes to carry out an Action Order, anything goes, other than one minor exception detailed later in this post.
Encrypted CommunicationsTo communicate with another nation, send a PM to the player(s) running a nation(s), and
CC me on it. This is possibly the most important rule of the game, as random events (written by me) will occur, and an understanding of the alliances that will inevitably form will have an impact on when and what these random events happen. Although I will be playing a nation of my own, my nation will remain impartial whenever possible. Although I can't enforce this rule, it would really suck if you guys didn't follow it. If you send an encrypted communication (aka a PM) to another nation and forget to CC me on it, that's fine, just forward it to me ASAP. Cannot stress this enough, folks. :3
"I'd like to sign up!"Good. So, first, tell me the name of your new nation, and where you want your nation to be located on the African continent. Your nation
must be located north of 21 degrees latitude, and keep in mind that there'll be eight other nations on the continent too, so don't get too greedy when you're choosing the size of your nation.
PM me for instructions on how to join the region we'll be playing in. You'll recieve the instructions, along with a brief overview of the state of your country as a whole. A nation will be "scored" out of 100 in a number of categories, (for example, Military, Agriculture, Infrastructure, etc.) with 100 being the best. Starting scores for each category will be determined by a 1d100 roll, and actions your nation takes may affect these scores either positively or negatively.
Questions?I'm sure there'll be a lot of these, so ask away! I'll explain how militaries work once a few people sign up.
Ground Rules*Rule #1
Country can be anywhere in Africa
above the 21st parallel.
Rule #2
NO NUKES.Rule #3
Don't forget to have
fun.
(*These rules are subject to change at any time. If you feel something unfair is happening, bring it up with me and we'll figure it out.)
Nations:
Pragtigeland (Dampe)
Federal Republic
Formerly South Africa
Location: All mainland territory south of the 21st parallel.
The New Republic of Madagascar (My Name is Immaterial)
Democratic Republic
Formerly Madagascar
Location: Madagascar
Vacant
Vacant
Vacant
Vacant
Vacant
Vacant