Post by keannathesupreme on May 29, 2015 16:38:15 GMT
Each Country begins with 5,000
Each attacking country starts at 10,000
Each endorsement = 1,000
If a country is invading or endorsing a country within three grid spaces, you get a bonus of 400 troops
Major Rules of Battle:
Respect your opponents
Push yourself creatively
Use all available resources
Ego does not belong
Play to win
Rules:
Before two countries declare war on each other they must go before the board of the Regional Alliance to try to compromise
If a compromise cannot be reached, the two countries can go to war with each other
In the war, they cannot use nuclear weapons and wipe each other off the map.
However, they can use traditional warfare such as synthetic battles
You must have grounds for going to war
Synthetic Battle Rules:
You must publicly declare war (must be on the forum)
Your opponent must be aware that they are going to war
You need at least one endorsement to move into the other person's territory
Other countries (not including your tribute countries if you have any) can lend you troops.
Negotiations can be made for how this will work. See the negotiations page for details.
In order to lend troops, your economy must be at least “good”
A good economy can lend 1,000 troops
A strong economy can lend 2,000 troops
You win a war by whoever gets the most endorsements
You could also win war if you have take over the capital of your opponents country
Circumstances:
If two countries have a disagreement over land:
Two countries that wish to go to war over land must follow the rules as stated above. The loser of this war must give up 15 percent of their trade revenue to the victorious country. The victorious country may choose whether or not to impose this regulation. If there are major losses to the victorious countries economy or population, they can increase the amount to 20 percent.
A country wanting to impose a new type of government:
The country may do as it pleases. If the country falls into civil war, then so be it. Try to be as non nonconfrontational as possible.
A country going to war for religious reasons:
Countries that go to war for religion can get thrown out of the Cole domain.
Miscommunication over trade:
This should not ever escalate to war. This should be sorted out through negotiations
A country that simply wants to take over everything:
Can only invade up to 2 countries at a time. You lose the war by either conquering at least 1/2 of the places you invaded. If one country attempted and you aren't successful, then you lost the war.
Sanctions:
In international relations, a sanction is an action designed to control the conduct of a group or country. They usually take the form of a threat of possible punitive action agains a specific nation for conduct viewed as dangerous.
Sanctions can be imposed by the RA. The Regional Alliance has the power to impose sanctions against a nation that demonstrates potentially threatening behavior. RA sanctions are binding for all members. Sanctions are usually economic in nature.
Alien invasion:
If the aliens are not friendly then you can wage war on them as much as you please as long as you do not illegally invade any other countries.
New oil and coal deposits found on the border of two nations:
Largely up to the RA. If the RA fails to do its job and come to peaceful negotiations then the two countries can go to war under traditional battle rules. Neither country may use the new deposits during this time.
Countries begin to fall to communism and noncommunist countries do not like it'll dictatorships:
If a country wants to go to war because they want to replicate the idea of the "containment policy" they can. However, if their economy goes down to less than good in their efforts, they must pull out from the country and therefore lose the war
Monarchies start becoming a thing again:
One country accidently nukes another one:
Apologize and bake them a ten year supply of cookies (soft chocolate chip and macadamia nut normally works)
Negotiating Language:
Klingons
Each attacking country starts at 10,000
Each endorsement = 1,000
If a country is invading or endorsing a country within three grid spaces, you get a bonus of 400 troops
Major Rules of Battle:
Respect your opponents
Push yourself creatively
Use all available resources
Ego does not belong
Play to win
Rules:
Before two countries declare war on each other they must go before the board of the Regional Alliance to try to compromise
If a compromise cannot be reached, the two countries can go to war with each other
In the war, they cannot use nuclear weapons and wipe each other off the map.
However, they can use traditional warfare such as synthetic battles
You must have grounds for going to war
Synthetic Battle Rules:
You must publicly declare war (must be on the forum)
Your opponent must be aware that they are going to war
You need at least one endorsement to move into the other person's territory
Other countries (not including your tribute countries if you have any) can lend you troops.
Negotiations can be made for how this will work. See the negotiations page for details.
In order to lend troops, your economy must be at least “good”
A good economy can lend 1,000 troops
A strong economy can lend 2,000 troops
You win a war by whoever gets the most endorsements
You could also win war if you have take over the capital of your opponents country
Circumstances:
If two countries have a disagreement over land:
Two countries that wish to go to war over land must follow the rules as stated above. The loser of this war must give up 15 percent of their trade revenue to the victorious country. The victorious country may choose whether or not to impose this regulation. If there are major losses to the victorious countries economy or population, they can increase the amount to 20 percent.
A country wanting to impose a new type of government:
The country may do as it pleases. If the country falls into civil war, then so be it. Try to be as non nonconfrontational as possible.
A country going to war for religious reasons:
Countries that go to war for religion can get thrown out of the Cole domain.
Miscommunication over trade:
This should not ever escalate to war. This should be sorted out through negotiations
A country that simply wants to take over everything:
Can only invade up to 2 countries at a time. You lose the war by either conquering at least 1/2 of the places you invaded. If one country attempted and you aren't successful, then you lost the war.
Sanctions:
In international relations, a sanction is an action designed to control the conduct of a group or country. They usually take the form of a threat of possible punitive action agains a specific nation for conduct viewed as dangerous.
Sanctions can be imposed by the RA. The Regional Alliance has the power to impose sanctions against a nation that demonstrates potentially threatening behavior. RA sanctions are binding for all members. Sanctions are usually economic in nature.
Alien invasion:
If the aliens are not friendly then you can wage war on them as much as you please as long as you do not illegally invade any other countries.
New oil and coal deposits found on the border of two nations:
Largely up to the RA. If the RA fails to do its job and come to peaceful negotiations then the two countries can go to war under traditional battle rules. Neither country may use the new deposits during this time.
Countries begin to fall to communism and noncommunist countries do not like it'll dictatorships:
If a country wants to go to war because they want to replicate the idea of the "containment policy" they can. However, if their economy goes down to less than good in their efforts, they must pull out from the country and therefore lose the war
Monarchies start becoming a thing again:
One country accidently nukes another one:
Apologize and bake them a ten year supply of cookies (soft chocolate chip and macadamia nut normally works)
Negotiating Language:
Klingons