The Peoples Governor (Governor): None.

WA Delegate: None.

Founder: The Democratic People's Republic of Sachalin

Last WA Update:

Maps Board Activity History Admin Rank

Most Cheerful Citizens: 3,229th
World Factbook Entry

OPERATION RAINBOW SEVEN

04/07/26 (DD/MM/YY)

Because transphobia is not cool!



This operation is brought to you by:



PRIDE WITHOUT FEAR



  1. 4

    Operation Rainbow Seven

    Bulletin → News by Delfoi . 171 reads.

  2. 7

    The Masquerade -- Unmasking the nature of facts

    Bulletin → News by New West Torino . 333 reads.

Embassies: Union Republic, Federal Legion, and United Mediterranean Forces.

Tags: Anti-Fascist, Governorless, and Minuscule.

The Free Mood is home to a single nation.

Today's World Census Report

The Largest Populations in The Free Mood

The following nations have the greatest number of citizens.

As a region, The Free Mood is ranked 21,777th in the world for Largest Populations.

NationWA CategoryMotto
1.The Principality of DelfoiFather Knows Best State“Sun Set Scorch”

Regional Happenings

More...

The Free Mood Regional Message Board

Post by Sachalin suppressed by Kamorchokkia.

Free Moodians. Leave this region. ITS UNDER OCCUPATION BY STATE ENEMY

Post by Sachalin suppressed by Kamorchokkia.

This is not over The Grand Duke [/nation] I will overthrow you. I'll get the The Great Strom to help me remove you

Post by Sachalin suppressed by Kamorchokkia.

Post by Sachalin suppressed by Kamorchokkia.

Is Its all your fault saving this region are you restoring the great order

Its all your fault

Post by Free Mood suppressed by Kamorchokkia.

Sachalin wrote:Is Its all your fault saving this region are you restoring the great order

We will thank you for the party honor now all you need to do is restore the governor to Sachalin

Its all your fault

Free Mood wrote:We will thank you for the party honor now all you need to do is restore the governor to Sachalin

That's somewhat trickier, as your region doesn't currently have a governor. You'll need to transition to a frontier, and then back to a stronghold with a designated governor, in order to accomplish that.

Right now, I don't have the influence to transition your region to a frontier. You can learn about the influence costs associated with transitions, and what you'll need to do to secure The Free Mood, here:

The Aegis Accords Gameplay Primer

Central Dispatch | Raid Response | Raid Prevention | Influence


Influence Costs and Information
A Guide to Managing and Protecting Your Region From Damage and Destruction


Influence is a currency-like stat that nations generate over time, which is used for several key regional security actions like banning nations or setting passwords. This guide will outline the ins and outs of influence for aspiring regionbuilders and military gameplayers alike!

Why is Influence important? Influence can be used by Delegates with Border Control powers (specifically Executive Delegates) and Regional Officers with Border Control powers to ban or eject nations, and can also be used to set passwords, appoint a Governor, or transition to a Frontier.

Influence is key to regional security. Outside actors can take control of your region's delegacy or receive Border Control powers, and their actions will be limited by how much influence they have, and how much influence the rest of your region has. Bans and ejections specifically depend on the target's influence, so the more influence you have, the harder it is to ban you. Passwords and Frontier-related transitions cost more the larger your region is.




Influence Accumulation and Decay

Influence is generated with a simple formula. Every update a nation resides in a region, it receives one (1) "point" of Influence. If they have any World Assembly Endorsements, they receive one more point for each endorsement they have. To summarize, a nation will receive one point of influence plus a point per endorsement for every update they reside in a region.
Formula:
  • 1 Influence + x Influence, if nation has x endorsements

  • Example: A nation holds five endorsements in a region. Every update (every 12 hours), that nation will gain 6 influence so long as it resides in that region.

Influence Decay is a little bit more complicated. In short, every time your nation updates outside of a region, it will lose the influence it has accumulated for that region. In essence, each nation has a bank account of influence in every region it's ever updated in. So long as they are not in a region, that influence "decays". Additionally, if your nation has not been logged into in the past seven days, it will stop gaining influence. Basic information on Influence Decay below - some details are not certain yet, so this is just a rundown:

  • In "Feeders" (the original five regions that used to be the sole spawners of nations) and Frontiers, influence decays after six months. Essentially, after about six months in a region, if your endorsements have remained the same, your influence will plateau, since you're gaining and losing the same amount of influence due to decay. If you gain or lose endorsements, you will gain and lose influence relative to this.

  • Example: A nation with five endorsements gains 2,196 influence over six months. It will stop gaining influence until it gains or loses endorsements. If it gains endorsements, it will gain influence and vice versa.

  • Regions that are not feeders or Frontiers lose influence at a fixed daily (two update cycle) rate of four influence in the first day, nine points on the second, fourteen on the third, then an additional nine for each day after that.

  • Example: A nation has 300 influence in a region. It leaves and updates in a different region. After two updates, it has 296 influence. After four, it has 291. After six, it has 286. After eight, it has 277, and so forth.

What is an update? Updates are regular game occurrences that update stats and regional statuses. These occur every 12 hours - at 12AM and 12PM EDT/EST. You will receive influence when your region "updates" during this game update.

Related costs and figures for Influence-based regional actions are listed below.


Banjection Costs

Delegates and Regional Officers with Border Control permissions can ban and/or eject nations from a region. Whether or not they can ban a certain nation depends on both the influence of the banner/ejector and the target nation. Costs listed below:

Ejections
  • Regional Officers: 66% of target influence

  • Delegates: 33% of target influence (Rule of thumb: ejection and banjection costs are half the cost for Delegates)

Bans (needs confirmation)

  • Regional Officers: 50% of remaining target influence

  • Delegates: 25% of remaining target influence

Banjections - banning and ejecting a nation at the same time

  • Regional Officers: 100% of target influence

  • Delegates: 50% of target influence

Example: A nation has 50 influence. It will cost 25 influence for a Delegate to ban and eject them, and 50 influence for a Regional Border Control Officer to ban and eject them. It will cost 33 influence for a Regional Border Control Officer to eject them, but only 17 influence for a Delegate to eject them. Finally, it will cost 25 influence for a Regional Border Control officer to ban them, but only 13 influence for a Delegate to ban them.

Passwording Costs

Two types of passwords can be set: hidden passwords, which are known to nobody but the setter, and visible passwords, which are made visible to all residents at the time of setting. Executive Delegates and Border Control Officers can spend their influence to set passwords. The cost can be divided – an officer can set a visible password, then that password can be upgraded to a hidden password by another officer or the Delegate. Costs are determined at the time of passwording, not at the most recent update. Costs listed below:

Hidden Passwords – Minimum Cost: 400 Influence
  • Regional Officers: 80 Influence per nation

  • Delegates: 40 Influence per nation

Visible Passwords – Minimum Cost: 200 Influence

  • Regional Officers: 40 Influence per nation

  • Delegates: 20 Influence per nation

Example: A region has ten nations, and five of them are in the World Assembly. It will cost a Regional Border Control Officer 400 influence to set a visible password, and 800 influence to set a hidden password. It will cost a Delegate 200 influence to set a visible password, and 400 influence to set a hidden password. Any fewer nations, and the Delegate costs will remain the same due to the minimum costs. Note that World Assembly Membership has no effect.

Frontier Transition Costs

Delegates can transition their region to and from “Frontier” status. This process takes 14 days and costs significant influence. Note that governorless regions transition to Frontier status first instead of appointing Governors, and that Frontiers can undertake the transition to appoint Governors. Like passwords, costs are determined at time of transition, not from the most recent update.

Transition Costs – Minimum Cost: 500 Influence
  • 80 Influence per nation in the World Assembly

  • 20 Influence per nation not in the World Assembly, counting up to 200 non-WA nations

Example: A region has three hundred nations and six of them are in the World Assembly. It will cost a Delegate 4,480 influence to transition to and from Frontier status - note that only 200 non-World Assembly nations are counted (for a total of 4,000 influence) on top of the additional costs for World Assembly members (480 influence for six World Assembly member nations).


What are Governorless Regions? Formerly known as Founderless regions, Governorless regions do not have governors, but also do not have Frontiers. These regions are either relics of the pre-Frontier era, or are a result of Governors ceasing to exist and leaving no successor. These regions automatically provide Executive privileges to Delegates, in effect making them regions devoid of the safety of a Governor and the extra quirks (like spawns and influence decay) of a Frontier.

Regional Security

What can you do to prevent your region from being damaged or destroyed in a raid? There are a variety of strategies you can utilize to protect yourself from raids - some are listed below:
  • Removing "Executive" permissions from your Delegate. You can do this by going to the Regional Administration page and changing the Delegate's authority. NOTE: Not possible for Frontiers.

  • Ensuring a high endorsement count on your Delegate. The more endorsements your Delegate has, the harder it is for raiders to take their place. Raiders can (typically) only take over your region by taking the Delegacy.

  • Setting an "endocap". The number of endorsements between your Delegate and the rest of the residents in your region determines how safe your Delegate is. You can set a mandatory "endocap", or maximum endorsements for citizens, to ensure no one can easily topple your chosen Delegate, and eject violators of this policy.

  • Growing your region. The larger your region is, the harder it is to destroy. Recruit nations, ask them to join the World Assembly, and make sure they endorse your Delegate. The more endorsements present in your region, the more influence you build - and more influence means more protection against griefing.


Don't know how to get started with the above? Contact defender officials - they are willing to help, and it is in their interest to see you avoid getting raided.

Dakota, Astrobolt
Return to top
Read dispatch

Post by Free Mood suppressed by Kamorchokkia.

Its all your fault wrote:That's somewhat trickier, as your region doesn't currently have a governor. You'll need to transition to a frontier, and then back to a stronghold with a designated governor, in order to accomplish that.

Right now, I don't have the influence to transition your region to a frontier. You can learn about the influence costs associated with transitions, and what you'll need to do to secure The Free Mood, here:

The Aegis Accords Gameplay Primer

Central Dispatch | Raid Response | Raid Prevention | Influence


Influence Costs and Information
A Guide to Managing and Protecting Your Region From Damage and Destruction


Influence is a currency-like stat that nations generate over time, which is used for several key regional security actions like banning nations or setting passwords. This guide will outline the ins and outs of influence for aspiring regionbuilders and military gameplayers alike!

Why is Influence important? Influence can be used by Delegates with Border Control powers (specifically Executive Delegates) and Regional Officers with Border Control powers to ban or eject nations, and can also be used to set passwords, appoint a Governor, or transition to a Frontier.

Influence is key to regional security. Outside actors can take control of your region's delegacy or receive Border Control powers, and their actions will be limited by how much influence they have, and how much influence the rest of your region has. Bans and ejections specifically depend on the target's influence, so the more influence you have, the harder it is to ban you. Passwords and Frontier-related transitions cost more the larger your region is.




Influence Accumulation and Decay

Influence is generated with a simple formula. Every update a nation resides in a region, it receives one (1) "point" of Influence. If they have any World Assembly Endorsements, they receive one more point for each endorsement they have. To summarize, a nation will receive one point of influence plus a point per endorsement for every update they reside in a region.
Formula:
  • 1 Influence + x Influence, if nation has x endorsements

  • Example: A nation holds five endorsements in a region. Every update (every 12 hours), that nation will gain 6 influence so long as it resides in that region.

Influence Decay is a little bit more complicated. In short, every time your nation updates outside of a region, it will lose the influence it has accumulated for that region. In essence, each nation has a bank account of influence in every region it's ever updated in. So long as they are not in a region, that influence "decays". Additionally, if your nation has not been logged into in the past seven days, it will stop gaining influence. Basic information on Influence Decay below - some details are not certain yet, so this is just a rundown:

  • In "Feeders" (the original five regions that used to be the sole spawners of nations) and Frontiers, influence decays after six months. Essentially, after about six months in a region, if your endorsements have remained the same, your influence will plateau, since you're gaining and losing the same amount of influence due to decay. If you gain or lose endorsements, you will gain and lose influence relative to this.

  • Example: A nation with five endorsements gains 2,196 influence over six months. It will stop gaining influence until it gains or loses endorsements. If it gains endorsements, it will gain influence and vice versa.

  • Regions that are not feeders or Frontiers lose influence at a fixed daily (two update cycle) rate of four influence in the first day, nine points on the second, fourteen on the third, then an additional nine for each day after that.

  • Example: A nation has 300 influence in a region. It leaves and updates in a different region. After two updates, it has 296 influence. After four, it has 291. After six, it has 286. After eight, it has 277, and so forth.

What is an update? Updates are regular game occurrences that update stats and regional statuses. These occur every 12 hours - at 12AM and 12PM EDT/EST. You will receive influence when your region "updates" during this game update.

Related costs and figures for Influence-based regional actions are listed below.


Banjection Costs

Delegates and Regional Officers with Border Control permissions can ban and/or eject nations from a region. Whether or not they can ban a certain nation depends on both the influence of the banner/ejector and the target nation. Costs listed below:

Ejections
  • Regional Officers: 66% of target influence

  • Delegates: 33% of target influence (Rule of thumb: ejection and banjection costs are half the cost for Delegates)

Bans (needs confirmation)

  • Regional Officers: 50% of remaining target influence

  • Delegates: 25% of remaining target influence

Banjections - banning and ejecting a nation at the same time

  • Regional Officers: 100% of target influence

  • Delegates: 50% of target influence

Example: A nation has 50 influence. It will cost 25 influence for a Delegate to ban and eject them, and 50 influence for a Regional Border Control Officer to ban and eject them. It will cost 33 influence for a Regional Border Control Officer to eject them, but only 17 influence for a Delegate to eject them. Finally, it will cost 25 influence for a Regional Border Control officer to ban them, but only 13 influence for a Delegate to ban them.

Passwording Costs

Two types of passwords can be set: hidden passwords, which are known to nobody but the setter, and visible passwords, which are made visible to all residents at the time of setting. Executive Delegates and Border Control Officers can spend their influence to set passwords. The cost can be divided – an officer can set a visible password, then that password can be upgraded to a hidden password by another officer or the Delegate. Costs are determined at the time of passwording, not at the most recent update. Costs listed below:

Hidden Passwords – Minimum Cost: 400 Influence
  • Regional Officers: 80 Influence per nation

  • Delegates: 40 Influence per nation

Visible Passwords – Minimum Cost: 200 Influence

  • Regional Officers: 40 Influence per nation

  • Delegates: 20 Influence per nation

Example: A region has ten nations, and five of them are in the World Assembly. It will cost a Regional Border Control Officer 400 influence to set a visible password, and 800 influence to set a hidden password. It will cost a Delegate 200 influence to set a visible password, and 400 influence to set a hidden password. Any fewer nations, and the Delegate costs will remain the same due to the minimum costs. Note that World Assembly Membership has no effect.

Frontier Transition Costs

Delegates can transition their region to and from “Frontier” status. This process takes 14 days and costs significant influence. Note that governorless regions transition to Frontier status first instead of appointing Governors, and that Frontiers can undertake the transition to appoint Governors. Like passwords, costs are determined at time of transition, not from the most recent update.

Transition Costs – Minimum Cost: 500 Influence
  • 80 Influence per nation in the World Assembly

  • 20 Influence per nation not in the World Assembly, counting up to 200 non-WA nations

Example: A region has three hundred nations and six of them are in the World Assembly. It will cost a Delegate 4,480 influence to transition to and from Frontier status - note that only 200 non-World Assembly nations are counted (for a total of 4,000 influence) on top of the additional costs for World Assembly members (480 influence for six World Assembly member nations).


What are Governorless Regions? Formerly known as Founderless regions, Governorless regions do not have governors, but also do not have Frontiers. These regions are either relics of the pre-Frontier era, or are a result of Governors ceasing to exist and leaving no successor. These regions automatically provide Executive privileges to Delegates, in effect making them regions devoid of the safety of a Governor and the extra quirks (like spawns and influence decay) of a Frontier.

Regional Security

What can you do to prevent your region from being damaged or destroyed in a raid? There are a variety of strategies you can utilize to protect yourself from raids - some are listed below:
  • Removing "Executive" permissions from your Delegate. You can do this by going to the Regional Administration page and changing the Delegate's authority. NOTE: Not possible for Frontiers.

  • Ensuring a high endorsement count on your Delegate. The more endorsements your Delegate has, the harder it is for raiders to take their place. Raiders can (typically) only take over your region by taking the Delegacy.

  • Setting an "endocap". The number of endorsements between your Delegate and the rest of the residents in your region determines how safe your Delegate is. You can set a mandatory "endocap", or maximum endorsements for citizens, to ensure no one can easily topple your chosen Delegate, and eject violators of this policy.

  • Growing your region. The larger your region is, the harder it is to destroy. Recruit nations, ask them to join the World Assembly, and make sure they endorse your Delegate. The more endorsements present in your region, the more influence you build - and more influence means more protection against griefing.


Don't know how to get started with the above? Contact defender officials - they are willing to help, and it is in their interest to see you avoid getting raided.

Dakota, Astrobolt
Return to top
Read dispatch

We can thank you enough for removing the oppressors of this great land

Kamorchokkia

Sachalin

You got Sacha-Slimed.
This stronghold founded by a transphobic has been trigger-liberated by the most pride Coalition.

Good job to everyone involved!

#TRANSPHOBYISNOTCOOL

Kamorchokkia

Sachalin wrote:Nipperland will save us

Nope, we saved the region from yourselves lol

Post by Toilotoisim suppressed by Primpagly.

Kamorchokkia wrote:Nope, we saved the region from yourselves lol

This is Tolotai territory

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