Rule Number 0: Don't be an asshole and have fun.
Most everyone should know how to do this, but to keep it simple. Don't go out of your way to be rude or obnoxious to other players. Everyone is here to have fun and no one has time for someone going out of their way to
ruin that fun, no matter how justified you may think you are. There is a GM (maybe a mod team) for a
reason. If you have an actual issue, take it there, don't air it out and make the game miserable for other players.
This is not to say there should be no conflict in the game, nor that you shouldn't do things
in-game to annoy other nations.
Healthy conflict is good for the longevity of the game, insofar as any other interaction between players is. These should be interesting things, though, and should always be resolved amicably if at all possible. It will be fun for absolutely no one if actual bad blood between players grows.
No nation should expect to get their own way all the time, and if you expect that, it will be just as much an issue as the guy trying to poke everyone's nest. Keep that in mind, before you make some big grand plan and have someone sonar ping your submarine out of nowhere.
Again, don't be an ass and we should all be good. Don't be arrogant or condescending towards other players.
BIG NOTE FOR THIS: Do not reject another's roleplay just because it can be weird or strange. Half of the fun in this kind of game is people doing weird or strange things. If someone wants to have a country that is ANIME LAND, then by all means, let them. You can have your SUPER SERIOUS UNITED STATES EXPY roll their eyes at Anime Land, but keep it in character and in game. It is more fun for everyone if you can do that, because sometimes, it is fun for the wacky people to bounce off the serious ones.
We have people who are going a bit on the more fantasy side of things, and that is
fine. We are keeping an eye to make sure actual game-changing supernatural stuff is toned down. A few species of
fetish bait anime animal girls are not a problem in that regard.
Don't attack a nation and
DO NOT attack a player just because you think they're being silly.
Rule 1: Be imaginative
In a similar vein to the above, try and be imaginative. Things are more exciting when someone goes outside the box and comes up with something interesting. Do you want a nuclear powered
Yamato-clone instead of 'boring CVN clone'? Do it! Do you want a Habbakuk because you're the alternate Sweden and everything is cold? Sure, why not.
This goes for culture and such, too. You can have a culture of people who desire nothing more than to be tourists and make other people come to their land to do the same. There could be a country full of people who are pure E D G E and that would work too. Well, it might not work in context, but you get the point.
'Course, if being generic is what you like, go ahead and be the alternate United States. That's fine too! Just have fun.
Note: A nation need not be big and competitive. A nation need not focus on trying to be incredibly relevant on the world stage. There should be room for people who want to make a relatively minor nation and just vibe writing their ideas. There should be room for people wanting to be bigger countries (though there's probably becoming a tad many of those).
If you want to be Hawaii and some random Pacific islands? That's fine! Make your quirk having an excellent spy network and some great sugar, or something. You
do not need to compete with other players. Have fun doing whatever you want. A mid-tier power can secure itself by working with its neighbors, for example!
Do not feel discouraged if other nations are pumping out railguns or something. Strangreal nations that do that tend to have random mute pilots come up in a rusted out MiG-21 with gunpods and blow that shit up. Room for
everyone.
Rule 2: Communication and Collab is good.
This is, first and foremost, a collaborative roleplay. Most of the fun times will come from people interacting with one another, planning stories together, and everything like that. You want to talk with other players and come up with interesting story arcs between each other. Or, even, jump in to a story someone starts entirely on their own.
Collab is good. Collab can only happen if there is healthy communication between players. This can be via-PM or on Discord or in the OOC thread, depending on just how secretive one wants to be. The important thing is that there
is communication, in order to make sure everyone is talking with each other.
Even if it is something as minor as helping brainstorm an idea that you won't, personally, be participating in. The OOC thread will likely see much more posting than the IC one, and that's fine. Again. The fun comes from working together as much as from anything else.
Warfare is a big thing here. Unless you're beating up on an NPC, you should always, always be talking to another player. If you have someone wanting to do a tunnel run on your fancy railgun, talk it over with them and figure out between the two of you how it would go. GM can step in
if needed to clear up legitimate issues. But the core of the game is having fun with each other, and if you come into conflict, the best way to do that is to write together and come up with how things go.
Don't try to have everything your way.
Rule 3: Most rules are guidelines
If you are capable of following them, of course. Most of the rules when it comes to actual nation creation are going to be
guidelines to build off of, more than hard and fast instructions. These are not intended to limit creative people, nor force people to make something weird if they don't want to.
The main goal of the Nation Creation Rules ™ is to create a format to follow so that you can quickly and easily create a nation, if you need the assistance. This way it is less of a headache for both the GM and the players to create something they find fun. If you have an idea that stretches things a bit, that's fine, just bring it up early so we can see about fitting it in.
4: NPCs and Microstates (not necessarily 'micro' but smaller than average player)
These are generally going to be creations of the GM and/or moderators, but if you really want to have a microstate to play around with (be it as your main state or as a secondary thing) you can. You need a good idea and need to run it by the GM first, though, so it does not conflict with other players. And, this is the important bit:
Do not try to powergame.
If you try and create a swarm of allied microstates to bolster your own military power, we can and will come down like a sack of bricks. Microstates should be small powers that exist to add to the story, not to be disposable meat shields like the Warsaw Pact. For example, one of the fun ways to use Micronations is to create ones
deliberately antagonistic to your own country. Former colonies or the like. That can allow you to have a self-contained conflict without risk of bringing in another player. Show off those fancy 5th Generation Air Superiority Fighters!
NPCs are similar, but these can be larger than a microstate and will be almost universally created by the GM and/or moderators, unless you have a
very convincing argument for one.
5. Turns? No Turns?
This will not be a turn-based game. This is a freeform RP in the tradition of forum role playing games, with the players writing stories and interacting with one another. While diplomatic actions and the like can be taken, there will not be a hard 'Year 2000 turn, into Year 2001 turn' or anything like that. The ideal goal with this came is to have fun and play around with the sandbox of this world.
Think of it less like a Grand Strategy game in the SV-style and more like a traditional post-by-post RP with nations instead of individual characters.
GDP: Gross Domestic Product
As a general rule, every nation will have a Gross Domestic Product in a specific set of ranges. A small power would have
sub-One Trillion (Dollar equivalent), to 2 Trillion. A mid-range power would have
2-5 Trillion and a large power would have
5-8 Trillion. Anything smaller, say a very poor city state, is a possibility. And if you want to have a smaller one than a nation your theoretical size should have, that is fine as well. Nothing more than 8, though, unless you are very convincing. We do not want a superpower that can bully around other nations.
These are not hard numbers by any stretch, nor are they intended as anything more than a
guideline. GDP is a rough measurement of how prosperous your country is, that you can then extrapolate in however much detail you feel like. You can go really deep into finance and what money is spent where, or you can just throw out whatever your GDP is in your nation description and call it good.
The fluff that this number is good for, as an example, is military expenditure. How much of a percentage you spend and on what. Another good example is on how much, per-capita, income your people have. These are just a couple examples, but it should be noted that we won't come down on people hard about details like 'can you actually afford this army modernization plan?' unless you're deliberately and obviously trying to metagame.
There is also room for countries that have outsized influence considering what they actually make, to fit something like- say -Russia. Current events in Ukraine notwithstanding.
A guideline to help build your nation, fundamentally.
Nation Creation Points:
Each player will be provided with eight (
8) NCPs at the start of the game. These will be used for various fluff bonuses, including but not limited to:
Initial GDP boost: As a general rule, the GDP boost falls in the range of One Hundred Billion to Five Hundred Billion. One could theoretically use all their NCP boosts on their economy, however, if this were done to try and push past the 8 trillion hardcap, that would be
heavily frowned upon. GDP Boosts can, in fluff terms, represent important companies, services, resources and the like. In most cases, a hardcap of two or three GDP boosts, and even then, smaller ones. These should be a double-edged sword. A powerful boost that is a point of weakness in your economy.
Special Trade Resources: Mithril? Large deposits of Thorium? Vibranium? You get the general gist of this one. Use an NCP (or more) on special resources that everyone would want a slice of.
Special Technology: This can be as simple as nuclear battleships or as fancy as helicarriers. As a general rule, each special technology costs one (
1) NCP. For something to be more than one NCP, it needs to be something
truly special and we expect few to justify that.
Military Boost: One can use an NCP to boost their military. Perhaps you have really experienced soldiers and are proud of it. Maybe you've got some special doctrine or SPECIAL FORCES OORAH that you want to draw attention to. If you use an NCP on this, it will be of benefit in a war. Not so much outside of that, though.
Diplomatic Relations Bonus: This is one of the more abstract options, and is specifically intended for improving your relation with neighboring states, both NPC and human. Do you have a historical alliance with *NPC state here*? That will have them come to your aid like Rohan when Gondor calls for aid? There you are.
Micronation Creation: NCP can be used to create micronations. One NCP per nation, unless you deliberately want to use a GDP boost or the like on them. This is one where a close eye will be kept on usage. You can create a
small nation as an ally, such as a former colony in Commonwealth with your main state. You can create something larger if it is explicitly an antagonist and
not as a way to boost your own nation. No creating the Warsaw Pact to get around military restrictions or the like.
Trade Routes: Historic and strong trade routes. Synergizes with GDP boosts. Call it…up to three-hundred-billion for a Trade Route. More generally a smaller number. See above on 'double-edged sword'.
NOTE: NCPs can, and have, gotten fairly wacky. Try, for the sake of the poor GM's sanity, to keep them somewhat grounded in Strangereal levels. Weird tech and resources are fine, but you really should be thinking about building your entire country around the NCPs. If you want to spec into something like that it should be justifiable and a point of weakness, as much as a strength.
For example, if you want to go full WEEB and have mechs flying around, expect that they should be less 'Gundam' and more 'semi-realistic' and be just as vulnerable as anything else to getting a missile up the ass.
International Relations:
Treaties and trade and borders and all that fun stuff. Before the game can begin, it is a good idea to work out what your relations are with other nations. There will be no particular bonus to this, in raw numbers*, but it is good for background. If you're next to another player, you and that player should work out what your joint history is like. If you have a historic conflict with another player (perhaps they were once your colony?) you want to make that clear as well.
In general terms, it is important to work out exactly where you stand while forming your country, and make sure it does not conflict with other nations and players.
*NCP usage notwithstanding.
Military:
For the rivet counters among us.
The military of a nation is one area where detail is really up to the player, even more than others. If you don't care that much about coming up with a consistent military doctrine or something like that, that's fine! You can have something that makes no sense like nuclear battleships, or you can go into fine-toothed detail on what kind of mess kit your infantry use. This is one area where we will not tell anyone what to do, other than to try and avoid metagaming.
As a general rule, this game is set in the mid-2010s. Military technology should reflect this, to some extent, unless you're playing an alternate version of North Korea or something. As another general rule, the GDP of your state is going to shape what you can afford. If you have roughly equivalent economic power to France, you aren't going to afford a dozen supercarriers, without completely ruining your country.
Again, though, the finer details can be as bare or as detailed as you want. There is no bonus to more detail, other than if you actually legitimately enjoy putting that work in. The most that the GM will do is sanity check to ensure that a nation can actually afford (or 'afford' as the case may be) what they are building/using.
War should be a relatively minor part of the game, so it should be said that any actual conflicts between equipment should be uncommon. If it does come up, the players and the GM/moderators will work together to avoid any arguments about one side abusing the other.
Note: As above, please actually keep in mind your budget. Don't make the GM get even more headaches and heartache over this. Strangereal allows for stuff like flying ships (for all intents and purposes) or railguns or superweapons. Try to make those a core theme and boondoggles, if you absolutely
must have them.
Landmass:
This will be on an entirely original map that will be worked out in the nation creation stage of the game. As you think of your nation, think of what you want it to look like geographically and what you want for neighbors. From there, we can build a map to work off of. In general, it will be
similar to Earth, though not identical. Likely closer to the Ace Combat world.
Do not question tidal effects or the like, because the GM does not have anywhere near the knowledge to make that realistic or 'realistic'.