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by The Community of NSUK RP Enforcer. . 331 reads.

Guide For The Regional Roleplay

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NSUK ROLEPLAY
JOINING THE RP & GOVERNMENT
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Welcome to the official roleplay (RP) of the United Kingdom region! Whether you're into worldbuilding, diplomacy, wars, trade, or storytelling, this is the perfect place to bring your nation to life.


Part 1: NSUK RP

Welcome! Here's how to Join the RP:

1. Claim Your Land:
To be added to the regional map, telegram Vulcravia with your claim request. Include your nation name and roughly where you'd like to be located.

Here is the map if you need it, and don't mess around with it!
Regional Map: https://www.google.com/maps/d/edit?mid=1mC4bWWbO6NpmQcVAaGI_pU5tgwMsxCI&usp=sharing

2. Ask Questions:
New to RP? Curious about the world, lore, or ongoing events? Hop onto the rmb and ask some questions!

3. Start Roleplaying:
Once you're on the map, you're free to jump in! Post dispatches, write national factbooks, interact on the regional message board, or collaborate with others in shared storylines.

You do not need to join any offsite forums or Discord to take part in the main RP. But make sure to read the rules so you don't get kicked out!

4. Read The Rules
So that you do not get confused on how to rp, or do the wrong things please check the rules in the following dispatch:

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NSUK ROLEPLAY
REGIONAL RULES
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I A. STAY ACTIVE

Be a part of the roleplay. If your nation goes quiet for two weeks or more, please let an admin know, or be removed.

We need your input, and we want to hear from you!

I B. Respect and Conduct

Treat other players with respect at all times.

Follow the official NationStates site rules without fail.

No trolling or spamming (posting three consecutive times on the regional message board unless it has a good purpose).

II. No Godmodding

No perfect nations or invincible armies are permitted.

Do not control the characters or internal events of other nations without their explicit permission.

Wars must be fair, and you must give others some time to respond.

Bombs, missiles, and militaries cannot teleport instantly to a target or location. They must be launched with a clear point of origin and a realistic time of launch.

III. Realistic Growth

Do not jump to extreme power without proper buildup in the story. Make regular detailed rp posts in the rmb!

Your military might, national economy, and technology level must match your actual roleplay development and year.

IV. War and Expansion

Declare wars through proper story build-up, never randomly.

Surprise attacks must still be fair and allow the defending nation time to react.

No massive expansion or land-grabbing in a short amount of time, unless the other party has formally surrendered or possesses very low defense forces.

To clarify the established mechanics of this RP, both myself (Mexico) and Vulcravia explicitly stated at the launch that unclaimed territories do not possess active local governments or sovereign nations. Unless a specific region is explicitly designated as vital to a player's pre-existing lore, these areas are mechanically open for peaceful expansion and colonization. We will respect lore-critical zones, but standard unclaimed territory remains open for interaction. For local governments not controlled by us, you must own the land on the map and rename it to like something us and say in the bio that it is just a local, and not controlled by a roleplayer.

V. Focus on Story

Let your nation lose sometimes! We do not want nations with 100% win rates.

Do not change past events without a clear agreement from all the players involved.

AI is NOT allowed for conversations and battles. It will only be used for help with spelling mistakes.

This RP is strictly based on the real world. While actual history won't automatically happen, you're more than welcome to recreate or adapt real-world events in your writing. Just keep things realistic, which that means absolutely no alien UFOs, sci-fi tech, or brainrot fictional characters. The only exception is if the roleplay passes the year 2070, which if we get to that point, you can introduce futuristic tech (still no brainrot), but you have to write a series of super detailed posts explaining the exact science and process behind how it works and how it would actually be possible, but must be accepted on by the community.

VI. OOC and RP Boundaries

Out-of-character (OOC) posts are allowed on the message board, but combining OOC talk with actual roleplay creates a bad imbalance in the lore.

Keep real-life arguments completely out of the region.

Do not use out-of-character information to gain an unfair in-character advantage for your nation, unless it makes sense to everyone (am I making sense right now writing this?)

VII. Creativity and Detail

You are highly encouraged to be creative with your writing.

It is recommended that your factbooks, dispatches, and message board posts are:
• Detailed
• Nation-focused
• Easy to understand

This helps others interact with your nation better and makes the roleplay fun for everyone.

VIII. Rule Enforcement

If you break the regional rules:
• Your first warning is a Telegram or message board reminder.
• Your second warning is a formal, written Telegram.
• A third warning may result in temporary removal or a ban.

The regional admins United Mexico States, Vulcravia, the NationStates Moderation team, and the leadership of the United Kingdom have the final say on all decisions. They must remain fair to prevent corruption in the region.

IX. Optional Guidelines

Always mention your specific tech level if needed (whether it is modern, historic, or custom).

VOTING AND PROPOSAL PROTOCOLS
Voting Protocol:
To cast a vote, you must send a Telegram directly to this account or post a message on the Regional Message Board (RMB) pinging us. Your message must explicitly state "FOR" or "AGAINST" and clearly name the specific proposal you are voting on. Once Mexico or Vulcravia announce the proposal and allow players to vote on the RMB, players have 24 hours to vote. After the 24 hours, if the "For" reaches more than 5-6 votes, or more than "Against" then it passes and becomes a rule, if not it goes to the rejections.

​Submitting a Proposal:
To create a new proposal, submit it via Telegram or the RMB.
Your submission must include:
​•The specific wording and purpose of the proposal.
​•How it will practically function within the mechanics of the roleplay.
​•How it will directly affect the region's roleplayers.

​Repeal Procedures:
Once a resolution has passed, players retain the option to petition for its repeal. To do this, send a Telegram or RMB message explaining why you want to overturn it, its current impact on you or others, and how its removal will shape the future of the roleplay.

X. NationStates Official Rules

Follow the official site etiquette rules:
page=faq#etiquette

And follow the official NSUK message board rules:
page=dispatch/id=1876770

XI. Amendments

1. Avoid "one-liner" posts. While we do not expect a novel, providing a few sentences of description helps other nations react and keeps the story moving forward.

2. To claim territory on the regional map, you must have at least invaded the land or declared your intent to take control of it in a prior post.

3. No "Autohitting." When attacking, you may describe your own troops firing or launching weapons, but you must allow the defending player to describe the damage taken. You cannot state "My bomb destroyed your capital"; you must say "My forces launched attacks over your capital" and wait for their response. Your defensive replies cannot be simple. If you are using defensive systems, specify which ones you have and where they are located so it makes sense.

4. You have full control over your own internal NPCs (such as leaders and citizens). No other player can kill your head of state or start a coup in your country without your explicit permission via Telegram or on the message board.

5. If a nation becomes inactive for 14 or more days without notice, their previous treaties and land claims may be considered open or neutral for the sake of the story. Admins reserve the right to reassign land if a player vanishes. The inactive nation will be dissolved, but any buildings or lore remnants will remain and can be taken over by another nation.

6. (Removed)

7. If a player wants to perform a secret action (like a spy mission), they must message the admins with the details beforehand so there is a record of it. Players may privately ask other nations for shared intelligence to advance their covert goals.

8. Every winter and summer, the RP Council, rolls a dice to determine the severity of the season. For example, a winter campaign could be fought, ports freezing over, droughts and famines ravaging, etc. (Here, seasons is referring to weather cycles, not the timeline/era of the rp.)
1 or 2 is fair.
3 or 4 is mild.
5 is severe.
6 is extreme and shall follow into the next season and end at the halfway way mark of the season.

XII. Military Strength & Combat System

1. Military Strength (MS) Base Allocations
MS is a generalized quantification of each player's military strength, accounting for both the size and quality of their military. Every player is assigned a base MS determined by rough national strength (decided by GM). Players may split their MS among different armies or naval forces.

• Great Power: 140 MS
• Major Power: 100 MS
• Medium Power: 60 MS
• Minor Power: 20 MS

MS is increased through roleplay. Industrial reforms, certain trade deals, etc. may increase MS within reason (subject to GM approval). Mass mobilization or conscription permits a temporary increase of MS by 50%, but prolonged mobilization will reduce MS even after demobilization.

Understanding Troop Equivalents to MS:
MS is the objective value, and the RP equivalent in troops is more fluid since it depends on the nation. Each nation independently determines its own population/troop counts and divides it across its MS value.
• If Nation A has 100 MS and 500,000 soldiers, while Nation B has 100 MS and 300,000 soldiers, Nation B's individual soldiers are more capable (better training, superior equipment, logistics, etc.).
• Formations placed on the map may specify their IC troops composition, but at the least must include an MS value in their description.

Example Map Formation Descriptions:
1st German Army Corps (20 MS)
• 25,000 infantry | 3,000 cavalry | 3,000 support/logistics | 60 guns

4th Russian Army Corps (20 MS)
• 30,000 infantry | 4,000 cavalry | 3,500 support/logistics | 70 guns


2. Determining Outcome of Battles & Combat Resolution
Players determine how much MS they will commit to a battle (e.g., "I will commit 10 MS worth of troops under General X"). The MS of each force is modified based on the tactical situation.

MS Modifiers:
Players involved in the battle discuss and agree on what modifiers apply to each army. Disagreements are settled by the GM. Positive modifiers are applied before negative modifiers:
• Defending hills / fortified position: +30% MS
• Defending any other terrain: +15% MS
• High morale: +15% MS
• Famous / genius general: +15% MS
• Huge technological superiority: +15% MS
• Stretched / harassed logistics: -20% MS
• Attacking across a river: -15% MS
• Ambushed: -15% MS
• Huge numerical inferiority: -15% MS

Resolving Combat Mechanics:
1. Calculate Effective Strength: (Committed MS + Modifiers), then divided by 5 (rounded to nearest whole number) for each side.
2. Dice Roll: Each side rolls 2d6, adding the total rolled value to their force's Effective Strength. The side with the highest roll wins the battle.
3. Casualties & Margins of Victory:
Casualties are determined by how large the margin between the final roll calculation was. All losses are rounded to the nearest whole # for defenders, but always rounded up for attackers.
• Decisive Victory (8+ margin): The winner suffers a 5% loss of MS. The loser is routed and suffers a 15% loss of MS (must lose at least 1 MS).
• Solid Victory (4+ margin): The winner suffers a 5% loss of MS. The loser makes a tactical retreat and suffers a 10% loss of MS.
• Pyrrhic Victory (1+ margin): The winner and the loser both suffer a 5% loss of MS. The loser makes a tactical retreat.
• Stalemate / Tie: The winner and the loser both suffer a 5% loss of MS. Both sides may choose to hold or make a tactical retreat.


3. Movement and Action Rules
Campaign Turns: Players take turns describing the movement of their military formations. Players should not take two separate actions with one military formation without waiting for their opponent to take a turn of their own, responding to the first action.

Strategic Redeployment: Movement of a military formation exceeding 200 kilometers (~120 miles) must be described in an RP post if the controlling player is at war, or if the military formation's movement is to be involved in a subsequent military action shortly thereafter. Formations which strategically redeploy during wartime may not be used for aggressive military action immediately.

Engagement: A military formation can participate in battles within 100 kilometers (~62 miles) of its location.

Evasion: If a military formation attempts to engage another, the defender can attempt to evade. Both sides roll 2d6, with modifiers to their respective rolls depending on circumstances. Both sides must agree on each unit's modifiers, and the GM will settle disputes.

• Light unit (cavalry, skirmishers, irregulars, etc.): +2 to roll
• Familiar terrain: +2 to roll
• Irregular terrain: +1 to roll
• General skill: +1 to roll
• Logistics strain: -1 to roll

- If the evader wins, they can choose to escape and disengage, or to ambush the pursuing force.
- If the pursuer wins, the evader is forced to fight without the advantage of highly defensible terrain.
- In the event of a tie, the evader is forced to fight but does so in advantaged terrain.



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An original dispatch drafted by the United Mexico States (Daniel Howard) of the United Kingdom.

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Read dispatch


Part 2: NSUK Government

Welcome to the Region!

We’re glad to have you here! Besides RP, we have a lot more going on:

Gameside Participation: Our community is active in regional affairs and hosts events you can join right from NationStates and our off-site forum. In the forum, you will have access to a ton of stuff like games, regional politics, etc.

Citizenship & Government:
If you want to go beyond RP, you can apply for citizenship on our off-site forum, where you can vote in elections and help shape the region's future. You can become Prime Minister if you join our forum, but it will take time.

(Click This) Here Is The Link To The Full Guide To The Forum!


Have questions?
Don't hesitate to reach out to Vulcravia or United Mexico States, we’re always happy to help.

We can’t wait to see your nation join our world!



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An original dispatch drafted by the United Mexico States (Daniel Howard) of the United Kingdom.

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Raw • Report