Difference between revisions of "Document:Taijitu Citizens' Militia Manual"
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==NationStates Warfare== | ==NationStates Warfare== | ||
+ | If a region contains at least one World Assembly nation with at least one endorsement, it will elect a '''World Assembly delegate'''. Warfare in NationStates is centered around controlling such regional delegacies. | ||
+ | |||
===Regional controls=== | ===Regional controls=== | ||
In most cases a region’s delegate will have access to its '''regional controls'''. These controls permit them to update the World Factbook entry and regional flag, open and close embassies with other regions, suppress posts on the regional message board, ban or ejection nations from the region or password protect the region. Many user-created regions will also have a '''founder'''. A region’s founder is permanent and always has unfettered access to the regional controls A founder can also remove regional delegate’s access to them by making the delegate non-executive. As a result an active founder in a region can easily check the power of its delegate, and warfare focuses on '''founderless''' regions which are either game-created or whose founders have ceased to exist. In these regions, control of the delegacy means control of the region. | In most cases a region’s delegate will have access to its '''regional controls'''. These controls permit them to update the World Factbook entry and regional flag, open and close embassies with other regions, suppress posts on the regional message board, ban or ejection nations from the region or password protect the region. Many user-created regions will also have a '''founder'''. A region’s founder is permanent and always has unfettered access to the regional controls A founder can also remove regional delegate’s access to them by making the delegate non-executive. As a result an active founder in a region can easily check the power of its delegate, and warfare focuses on '''founderless''' regions which are either game-created or whose founders have ceased to exist. In these regions, control of the delegacy means control of the region. |
Revision as of 10:11, 11 May 2015
Contents
NationStates Warfare
If a region contains at least one World Assembly nation with at least one endorsement, it will elect a World Assembly delegate. Warfare in NationStates is centered around controlling such regional delegacies.
Regional controls
In most cases a region’s delegate will have access to its regional controls. These controls permit them to update the World Factbook entry and regional flag, open and close embassies with other regions, suppress posts on the regional message board, ban or ejection nations from the region or password protect the region. Many user-created regions will also have a founder. A region’s founder is permanent and always has unfettered access to the regional controls A founder can also remove regional delegate’s access to them by making the delegate non-executive. As a result an active founder in a region can easily check the power of its delegate, and warfare focuses on founderless regions which are either game-created or whose founders have ceased to exist. In these regions, control of the delegacy means control of the region.
Updates
Changes in regional delegacies occur twice-daily at updates. There is a minor update beginning at 12:00 PM (noon) Eastern US Time and a major update beginning at 12:00 AM (midnight) Eastern US Time. Regions are updated sequentially in an arbitrary but discoverable order. Within each region nations are updated in descending order by length of residency. Both updates take an hour to an hour and a half, with the major updating taking longer. At update valid endorsements for nations in the World Assembly are counted. An endorsement from a nation is valid if the nation is in the World Assembly, the nation in the same region and the nation has not already updated in another region during the update. The nation in the region with the most valid endorsements becomes the World Assembly delegate.
Influence
A delegate’s power in a region is limited by their influence in it. Banning or ejecting a nation costs influence proportional to the influence of the target, with the cost for bans being greater. Password protecting a region also requires influence, more if the password is hidden from residents. Influence is gained and lost at updates. When a nation updates in a region, it gains influence equal to one plus the number of valid endorsements it has unless it has not been logged into for a week. At the same time the nation loses influence in other regions. If a nation ceases to exist, it loses its influence in all regions except the one it was in. If it is later revived, it loses influence in the region it ceased to exist in for each update there it missed. In game-created regions influence above a certain level accrued over six months ago is also lost.
Puppets
Email Addresses
You must provide an email address for all your puppets so that they can receive invitations to the World Assembly. To ensure you do not multiple nations in the WA at the same time, always use the same email address for puppets. Having multiple nations in the WA at the same time is cheating. It’s wrong, ruins the game for everyone, and can get your nations expelled from the World Assembly or even deleted by the moderators. Never do it!
World Assembly Invitations
When you apply to the World Assembly with a puppet, you will receive an email containing an invitation and link to join. You can then save this email and only click on the link when you are need your puppet join the World Assembly. By having an invitation ready in advance you can quickly swap World Assembly status from one puppet to another.
You should maintain a valid invitation for each of your puppets. To do so, apply to the World Assembly with your puppet when you first create it and when it resigns from the World Assembly. You should also apply with a puppet if the most recent invitation you received for it is over a month old.
You should track which invitations have been used. The easiest way to do so is to not open emails for invitations until you use them. Whether an email has been read or not will then show if the invitation been used.
Gmail is the best email service to use for puppets and invitations. It lets you easily make sure NationStates emails are not marked as spam and allows you to rapidly search for “World Assembly Invitation” or configure a filter to label all invitation emails.
Switchers
Switchers are puppets intended to move between regions and to quickly swap World Assembly status between each other. Once a nation updates, its endorsements are invalid until the next update, so to deploy to more than one region in a single update you must swap World Assembly status from an updated switcher to one that has not updated. To do so, have the switcher which updated resign from the World Assembly and use your saved invitation for the one which has not updated.
Switchers should be stored in the Citizens’ Militia’s jump point Waves. This region is one of the very last to update, so the endorsements of puppets stored here will remain valid for operations in almost any region. Switchers should fly the Citizens’ Militia flag for your rank and can be named or themed anyway you like so long as it is not offensive.