Biotopia
19-11-2003, 18:23
[COULD THIS PLEASE BE STICKED?]
*Biotopia’s brief guide to the Nation States space-time continuum*
I am NOT a star physics student, in fact I failed the subject and that was two years ago. But I just thought it would interesting to finally [attempt] to establish the ground rules for space-time relations in Nation States.
A generally accepted rule for most physicists is that time and space go hand in hand. Which is probably one of the first rules to run fleeing in terror when you enter NS.
SPACE in General:
Each nation in NS starts off and ends in a region. However a region is commonly used as an association with ideological peers, rather then attempting to create physical boarders. So each nation we must presume exists as a separate space accessible from all directions by any other player unless specifically placed on or referred to as belonging to a map.
Think of each nation as existing in a box, that box is the national boundary from which other players enter and leave your nation. What you place inside this box can be any and all the terrains you like. When one nation physically sends something to another it’s like placing two boxes next to each other and removing the connecting wall.
So two nations that may exist in separate region at polar ends of the NS universe are able to physically interact because of the warped perception of space in NS.
MAPS:
However several nations may decide to physically agglomerate and form an official map. An excellent example of this is the map of Aperin (http://www.nationstates.net/forum/viewtopic.php?t=88155&postdays=0&postorder=asc&start=200), [fourth post down] used by some of the CACE nations. Although many nations have individual maps, agglomerating to form a substantial land mass/ ocean territory/ space domain, allows a terrific degree of complexity; it raises all sorts of issues such as…
Pollution, Natural Disasters & Weather: acid rain, international habitat preserves, global warming, oil spills, deforestation, extinctions, floods, earthquakes, volcanoes, plagues. This also means that you can go so far as to create climatic, vegetation and population density maps as well as charting the ocean currents and winds
Defence, Trade & Administration: Tree trade zones, military alliances with joint bases and ports, regional capital cities, transnational military command centres and the ability to connect transport links, power, water and minerals/energy. They also allow for more realistic trade development to occur.
Such levels of complexity are limited when you play as a single, isolated nation. Although that can free up your trade because the space dimension allow multiple nations to exist in the same place, at the same time, across the NS universe. So for example you could have a water pipe going to Y exiting the same spot that gas is being pumped in from Z while a bus from W drives along them.
Using a map also means you can introduce ‘local’ time differences. Please, no more nations/maps claiming to exist under 100% daytime, despite being four times the size of Australia. Of cause this is really up to the boffins and mad scientists to think about and work out. If you’re really desperate most people refer to the NS Earth as being the size of Jupiter, so you could use that planets day/night rotation as a starting point.
TIME in General:
It is an often-cited rule of thumb that one RL/RT [Real life/ Real Time] day is equivalent to one NS year. This is highly amusing to many a long time player and frustration of millions of NS physicist. The best way for you strapping young real time players to get your head around it is to think of it like this.
If the smaller an object is, the greater it’s drag in water or air. So the smaller events, the less complex an RP [Role Play] event is, the infrequency of a nation singing in. Anything that has a low interaction level can be regarded as travelling at a slower speed in NS time. You will notice however that the more intense a situation becomes, the more nations that join in, time seems to speed up, until it reaches RT [Real time]. That being the NS version of light speed, at which it is impossible to travel faster then.
Of cause under the non-RP, non-IC [In Character] events the time difference is irrelevant and not needed to be worried about.
The issue of time travel then raises another issue. One fortunately left alone by all but the n00biest of n00bs and those who dare to defy the wrath of an angry GodMod. It is bad enough to godmod and dictate another nations actions, so under no circumstances NEVER attempt time travelling in another nation‘s space-time box.
A good reason not to attempt time travel, from an aesthetic point of view is to imagine those to boxes fitting together like Lego, once you play with the combination your going to permanently stuff up the combination to interact with other nations.
Also it’s just seen as a cheap and cheesy way to godmod and jump from
Agrarian-peasantry-land to uber-tech nation in a quick flick of a switch. Your nation display will not let you fiddle with the laws of Barry, so don’t try it.
Note:
Do not confuse the Space-Time Gradient [as I demand all refer to the NS space-time continuum (modesty may now leave the building)] which having different technology levels. I would love to explain this in detail in a later entry but I will summarise the right for these difference to exists by a] all nations have individual interpretations of what technology level they exists in. Even if two nations claim to exists in the say ‘Modern Tech’ one may mean all technology up to 2001 while another may mean technology they perceive to exist around 2010. Others of cause stretch from technology into the uber-space age to the medieval/ fantasy pre-Earth times.
Isolationist Time Zones [ITZ]:
There are some nations that place themselves in a future time realm [for example The People’s Anthill] and there may be others who have time starting from a past point of origin. As mentioned with the Lego analogy it is almost impossible for nations set in different time frames to interact. As this thread (http://www.nationstates.net/forum/viewtopic.php?t=73762&highlight=) involving the TPA and various ‘present time’ nations reveals. It is best to avoid attempting to bend the laws of Barry, as they often snap and result in very frayed and odd RP.
Next up in the series: NS PCMS [Nation States: Population; Critical Mass & Society]
*Biotopia’s brief guide to the Nation States space-time continuum*
I am NOT a star physics student, in fact I failed the subject and that was two years ago. But I just thought it would interesting to finally [attempt] to establish the ground rules for space-time relations in Nation States.
A generally accepted rule for most physicists is that time and space go hand in hand. Which is probably one of the first rules to run fleeing in terror when you enter NS.
SPACE in General:
Each nation in NS starts off and ends in a region. However a region is commonly used as an association with ideological peers, rather then attempting to create physical boarders. So each nation we must presume exists as a separate space accessible from all directions by any other player unless specifically placed on or referred to as belonging to a map.
Think of each nation as existing in a box, that box is the national boundary from which other players enter and leave your nation. What you place inside this box can be any and all the terrains you like. When one nation physically sends something to another it’s like placing two boxes next to each other and removing the connecting wall.
So two nations that may exist in separate region at polar ends of the NS universe are able to physically interact because of the warped perception of space in NS.
MAPS:
However several nations may decide to physically agglomerate and form an official map. An excellent example of this is the map of Aperin (http://www.nationstates.net/forum/viewtopic.php?t=88155&postdays=0&postorder=asc&start=200), [fourth post down] used by some of the CACE nations. Although many nations have individual maps, agglomerating to form a substantial land mass/ ocean territory/ space domain, allows a terrific degree of complexity; it raises all sorts of issues such as…
Pollution, Natural Disasters & Weather: acid rain, international habitat preserves, global warming, oil spills, deforestation, extinctions, floods, earthquakes, volcanoes, plagues. This also means that you can go so far as to create climatic, vegetation and population density maps as well as charting the ocean currents and winds
Defence, Trade & Administration: Tree trade zones, military alliances with joint bases and ports, regional capital cities, transnational military command centres and the ability to connect transport links, power, water and minerals/energy. They also allow for more realistic trade development to occur.
Such levels of complexity are limited when you play as a single, isolated nation. Although that can free up your trade because the space dimension allow multiple nations to exist in the same place, at the same time, across the NS universe. So for example you could have a water pipe going to Y exiting the same spot that gas is being pumped in from Z while a bus from W drives along them.
Using a map also means you can introduce ‘local’ time differences. Please, no more nations/maps claiming to exist under 100% daytime, despite being four times the size of Australia. Of cause this is really up to the boffins and mad scientists to think about and work out. If you’re really desperate most people refer to the NS Earth as being the size of Jupiter, so you could use that planets day/night rotation as a starting point.
TIME in General:
It is an often-cited rule of thumb that one RL/RT [Real life/ Real Time] day is equivalent to one NS year. This is highly amusing to many a long time player and frustration of millions of NS physicist. The best way for you strapping young real time players to get your head around it is to think of it like this.
If the smaller an object is, the greater it’s drag in water or air. So the smaller events, the less complex an RP [Role Play] event is, the infrequency of a nation singing in. Anything that has a low interaction level can be regarded as travelling at a slower speed in NS time. You will notice however that the more intense a situation becomes, the more nations that join in, time seems to speed up, until it reaches RT [Real time]. That being the NS version of light speed, at which it is impossible to travel faster then.
Of cause under the non-RP, non-IC [In Character] events the time difference is irrelevant and not needed to be worried about.
The issue of time travel then raises another issue. One fortunately left alone by all but the n00biest of n00bs and those who dare to defy the wrath of an angry GodMod. It is bad enough to godmod and dictate another nations actions, so under no circumstances NEVER attempt time travelling in another nation‘s space-time box.
A good reason not to attempt time travel, from an aesthetic point of view is to imagine those to boxes fitting together like Lego, once you play with the combination your going to permanently stuff up the combination to interact with other nations.
Also it’s just seen as a cheap and cheesy way to godmod and jump from
Agrarian-peasantry-land to uber-tech nation in a quick flick of a switch. Your nation display will not let you fiddle with the laws of Barry, so don’t try it.
Note:
Do not confuse the Space-Time Gradient [as I demand all refer to the NS space-time continuum (modesty may now leave the building)] which having different technology levels. I would love to explain this in detail in a later entry but I will summarise the right for these difference to exists by a] all nations have individual interpretations of what technology level they exists in. Even if two nations claim to exists in the say ‘Modern Tech’ one may mean all technology up to 2001 while another may mean technology they perceive to exist around 2010. Others of cause stretch from technology into the uber-space age to the medieval/ fantasy pre-Earth times.
Isolationist Time Zones [ITZ]:
There are some nations that place themselves in a future time realm [for example The People’s Anthill] and there may be others who have time starting from a past point of origin. As mentioned with the Lego analogy it is almost impossible for nations set in different time frames to interact. As this thread (http://www.nationstates.net/forum/viewtopic.php?t=73762&highlight=) involving the TPA and various ‘present time’ nations reveals. It is best to avoid attempting to bend the laws of Barry, as they often snap and result in very frayed and odd RP.
Next up in the series: NS PCMS [Nation States: Population; Critical Mass & Society]