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 New Add-On to War RP rules

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4 posters

Should Religion play a part in Wait Time?
Yes
New Add-On to War RP rules Vote_lcap33%New Add-On to War RP rules Vote_rcap
 33% [ 2 ]
No
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 67% [ 4 ]
In a different way for the sake of fairness
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 0% [ 0 ]
Total Votes : 6
 

AuthorMessage
Oscalantine

Oscalantine


Posts : 542
Join date : 2010-10-22
Age : 32
Location : Seoul, South Korea


Honor: Advanced RPer

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PostSubject: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 8:00 am

Guide to War


Like everyone in the world, we like expansions. We LOVE expansions. We ADORE expansions. We cannot get enough of them. We want resources, land, resources, people, resources, spread of religion, resources, ideas, resources, supremacy, and most importantly… RESOURCES.

Now, I know I’ve been the first person to say ”That is unrealistic, NOOB!!!” to anyone that was expanding, but I don’t think I was being realistic myself. The only reason that Modern society in RL (Real Life) expands is because of global powers keeping each other in check, which has not been happening in Tiberiam, and therefore giving anyone and everyone a good reason to expand. Therefore, I would like to state that once and for all that I was wrong and expansion is REALISTIC.

Regardless, in order to make sure that someone does not have an empire with military of 5k, I would like to make sure that certain things are hammered out to make everyone’s lives that much more enjoyable. What I want to first introduce is time restrictions on expansions.




Alright, so far Tiberiam has been focused on giving people incentives for people to MASS military budget. Anyone with over 50% defense budget was the badass of the land, and there has been ridiculous nations in the past where I saw their defense budget being around their 50% while having no healthcare, no social reform, barely any in administration, no communication and infrastructure, and zero education (Think he fixed that… I cannot find the said country anymore.). So essentially, the said country was just a bunch of muscles if you put it into human perspective. There was no brain, no blood vessel, no neurons, and no immune system.

I don’t know about you, but that is MESSED UP!

So in order to discourage those countries from… overtaking us all, I would like to introduce few more budgets to the role. Those are Law and Order, Religion & Spirituality, Public Transport, Social Welfare, and Administration to add into any expansion

I actually also saw a few actions by certain countries to take “Emergency Procedures” of instantly beefing up their military for the upcoming war. THAT IS ALSO ACCEPTABLE AND ENCOURAGED. That is EXACTLY what countries in RL do whenever there is a war. So I would approve any country transferring all their budgets into defense in the bleak of war, when there is threat of horrible, unspoken terror. However, I would not approve of 100% defense during invasion, nor would I even want anyone to stay at 100% mobilization after the war. Speaking of, KingIssac, if you are reading this… please revert your change. You have been at high alert for a good few months now, and you are scaring me, man.




Law and Order Restriction

Law and Order is something that EVERYONE has, regardless of how little, and I believe that nobody would care if I used this as delay factor for the next expansion. I am using L&O (Law and Order) as a delay factor because once you take over a plot; you need to make sure that the said land is complete in your control before you take that military off elsewhere. You need to make sure that you have military there so that you can make sure that nothing funny happens, like rebellion, etc.

Therefore… Law and Order will serve as two things: reducing the amount of military needed in the plot to serve as “military police,” and reducing the amount of time that the said “military police” must stay in the region before the region has became stable.

The calculation is simple… or so I think it is.
  • Subtract your L&O % from 50. That is how much you need to wait in RP time before you can take over another country. For the sake of uniformity, one day in RL would count as 5 days in RP date, so you would need to wait maximum of 10 days before you take over another nation.)
  • Subtract your L&O % from 35. That is the % of your military you need to keep in your plot at all times for the duration of “Wait Time” that I’ll mention later. This military cannot fight any wars, even defensive, under your RP command. The ONLY exception is when the plot that you have taken over is being fought. You can use your military police then.


See? Simple. This makes sure that people cannot take several territories at one go. It also restricts the military by at little over a third whenever they take the territory. Now for the Wait Time that I mentioned earlier…




Wait Time

Wait Time is basically how long must x% of military stay in the said area. Now, keep in mind any country with EXTREME investment to L&O doesn’t even have to leave any there. For instance… I looked, and Hijima (who left Tiberiam RP, sadly) had 35% L&O, so no troops needs to stay there. Civa Orchestra will also do not need to leave any troops there, seeing as he has over 37% Law and Order. However, many countries will need to leave some part of the troops there in the territory. Now, how long you need to leave your x% of men is depended on WT (Wait Time), which will be calculated by me or whoever is the one with the calculator. HOWEVER, I shall give the procedure here, so that anyone can calculate their said wait time before they commit to their troops.

30 – distance* = D-buff
[Commerce% + PublicTrans%] - 20 = Const-buff
[Rel&Spirit% + Admin% + Edu%] – 30 = Prop-buff
[Welfare% + (GDPperCap/1,000)] – 20 = Econ-buff

Wait Time = [70 + LandNeg**] – [D-buff + Const-buff + Prop-buff + Econ-buff] Days


*Distance buff is basically the distance from the center of the plot (middle of the number that represents the plot) to your capital city. This is in centimeters and will be rounded to the nearest centimeter, either up or down.

**LandNeg is basically how hard the land will be to completely rule. Because I have NO clue how this will work out, I will decide this case-by-case basis as SoC. The classification is divided to Tiny, Small, Medium, Large, and Massive. Most inland plots will be given size “Medium.” However, depending on the resource that it holds and how much of the plot you have actually taken, I shall assign the classification as I see fit. For instance, Plot 28 (the arctic zone with tons of oil fields) will get classification Massive. Meanwhile, Plot 20, despite its massive size, will only receive “Medium,” because of its lack of usage and resources.

LandNeg Classification Group and its values:

Massive – 40
Large – 30
Medium – 20
Small – 10
Tiny – 0


Last edited by Oscalantine on Tue Nov 30, 2010 12:11 am; edited 1 time in total
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Oscalantine

Oscalantine


Posts : 542
Join date : 2010-10-22
Age : 32
Location : Seoul, South Korea


Honor: Advanced RPer

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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 8:15 am

I have ran the simulation for current system... I came up with the following results:

I used scenario that IF Hijima land was taken by any country. The ENTIRE ISLAND


Optimal... where I want it to be
I can live with that
I am so going to get flagged for being unjust SoC...

*Hijima: LandNeg "Large"

Oscalantine: 73 RP days = approx. 15 RL days
Rasvidi: 86 RP days = approx. 17 RL days
Gracealona: 125 RP days = approx. 25 RL days
EEE: 85 RP days = approx. 17 RL days
Civa-Orchestra: 82 RP days = approx. 16 RL days
New Numair: 82 RP days = approx. 16 RL days
Imperial Overlord: 121 RP days = approx. 24 RL days
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Holy Edesu SocialistState
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Holy Edesu SocialistState


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Join date : 2010-09-10
Age : 30
Location : Madison, WI

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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 8:43 am

I like this system a lot, because it takes into account my diverse government budgeting.
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Oscalantine

Oscalantine


Posts : 542
Join date : 2010-10-22
Age : 32
Location : Seoul, South Korea


Honor: Advanced RPer

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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 8:53 am

Well, I did try to make sure that polarized government didn't have EVERYTHING going for them.

This with allowing budget transfer should make sure that in war, most of the nations have about equal footing.
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New Numair

New Numair


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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 6:09 pm

yea, I also like these new rules!
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Oscalantine

Oscalantine


Posts : 542
Join date : 2010-10-22
Age : 32
Location : Seoul, South Korea


Honor: Advanced RPer

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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 11:39 pm

One thing to keep in mind, by the way, is that I am taking a lot of things into account. The size of territory, distance from the territory to capital, as well as the fundings and the wealth of your country.

If you have ANY questions as to where anything goes, I will explain.

By the way... I hope everyone realizing that everyone is up for rude awakening if you plan on taking territories that are beyond our current continent. The distance would be insane, and probably some countries will need to leave their troops for almost a year RL XD
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Gracealona
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Gracealona


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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyMon Nov 29, 2010 11:46 pm

I don't think religion funding should be taken into an account. For example in my
Governement 0 money is spent in that category. This is because although we have religious freedom churches are left to set up and fund themselves. They receive no government funding. I don't think it's fair that this hinders governments like mines ability to expand. Not that I'm considering expanding again, I've reached my limit and am not planning on an appeal for another however I just wanted to bring this up.
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Oscalantine

Oscalantine


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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyTue Nov 30, 2010 12:10 am

This religion has been an issue as of late... on every thread about my rule, one person or more has been popping this issue.

In fact, I am changing the poll in this thread to get the general idea as to whether you want religion or not.



But here is my two cents on religion being there. I think that religion was appropriate because colonial countries like Spain used religion to their benefit, making excuses to expand and being able to control the populous via religion.

However, I also see everyone else's realistic point: religion sometimes backfires. Inquisition and other religious activities can upset the native population and create even more trouble than they are worth.


Alright, I'll change the poll to see what should be done about religion. For those that want religion... give me ideas to keep the religion or even argue against Grace and Civa in a way that religion should play a role in the buff.



I am completely neutral in this issue, though. I have seen historical example of both, and my country can really live without religion. Keep in mind that wealth buff benefits Ras and Oscal handsomely for some reason. =D
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Holy Edesu SocialistState
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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyTue Nov 30, 2010 9:20 am

Gracealona wrote:
I don't think religion funding should be taken into an account. For example in my
Governement 0 money is spent in that category. This is because although we have religious freedom churches are left to set up and fund themselves. They receive no government funding. I don't think it's fair that this hinders governments like mines ability to expand. Not that I'm considering expanding again, I've reached my limit and am not planning on an appeal for another however I just wanted to bring this up.
Religion in EEE and Gracealona differ greatly.
Your religious beliefs are diverse; your nation is not unified by faith. Edo Edi Essum is different. We believe EEE is God's chosen nation and that He wants to institute communism across the globe. You can see why our homeland might be a little/lot more nationalistic/fanatic than yours.

(Patriotism and nationalism are not synonymous. Patriots are just lovers of their country. Nationalists avidly believe their country is inherently superior to all other nations. Nationalism > Patriotism.)

As for colonization, religion is directly relevant. The greatest historical empires instituted religious unity: the Spanish and Arab empires for example. The lands of these two ex-empires are among the most devout and religiously homozygous regions on the planet. That is a testament to their successful colonization.
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Gracealona
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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyTue Nov 30, 2010 9:33 am

Although that may be true historicallly my point is this. Since my nation has no unified religion and the government doesn't spend any on establishing churches and such no money would be spent on religion in an expansion. With the new system this would hinder a nation like mines ability to expand or at the very least make it harder. In reality there is no hard evidence that says you need to spend money on religion in an expansion, you likely don't need to for it to be a success so I really don't think it should be included in the system.
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Oscalantine

Oscalantine


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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyTue Nov 30, 2010 10:17 am

I see both of your points...

How about a compromise? I will remove religion as a propaganda buff, but give that % divided by 2 (halved %) buff to the religiously fanatic nations. That way, it won't be penalized, but will give you some good.


And I shall refute both of your comments just for kicks and giggles =)


@EEE
I see that Spain and Arab has done the religious excuse for conquest. That was all good and great, but it didn't really help contribute to solidity of the territory. The oppression of other religions led to uprising, which meant more people had to stay in the one place at one time. In short, religious conquest can be a double edged sword if you do not do it correctly.


@Grace
I actually disagree with lack of fairness. For instance, Grace, you have 21% LaO (I think...) while EEE has like... single digit LaO. This means that more % of EEE's army will need to stay in the territory. So... my say in the fairness is this: if you did not contribute to religion, there must be somewhere else you contributed to, and it all ends up being roughly the same... for your case, you might stay longer, but very few % of your military will need to stay there.
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Holy Edesu SocialistState
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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyTue Nov 30, 2010 8:55 pm

Grace, you are looking at my religion budget the wrong way. What is it being spent on?

Religion is big business in EEE. Big business means employment. Employment means stable families and no rebellions. So if the people are being given food by nuns or mining marble for cathedrals or building cathedrals 'cause they're awesome or peacefully praying, they're less likely to rebel.

Look at the hidden benefits. More of any kind of government spending is good.
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Oscalantine

Oscalantine


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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptySat Dec 11, 2010 7:02 am

I am bumping up the thread so that everyone who HASN'T voted in the polls can.

Obviously I did not vote... it is completely up to you guys

Oh and so far, the vote favors taking religion out of the calculation... is that going to happen, or will there be a rapid change? Up to you guys.
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Oscalantine

Oscalantine


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Join date : 2010-10-22
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PostSubject: Re: New Add-On to War RP rules   New Add-On to War RP rules EmptyFri Jan 14, 2011 9:18 am

The post has been on for the LONGEST time, and there has been found the issue that religion was to be removed... and as asked by the masses (the vote result... check it out...) in a supermajority, I will remove religion section of the calculations.

This rule will now be posted in its revised form in the SoC rules, and it will be followed as such. revision will be made as the law is implicated, but the situation has been closed: the law has been made with slight revision, and will be implemented starting immediately.
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