NationStates Jolt Archive


Earth IV The Restart

Whittier---
29-01-2006, 19:42
This is the new Earth IV thread.

Link to Earth IV forum: http://s9.invisionfree.com/Earth_IV/index.php?act=idx

As stated in the old Earth IV, the amount of territory is so huge that it cannot be listed in this thread. You will have to register with the Earth IV forum to see what's open. Enough for a thousand rpers.

Each national territorial description is accompanied by a link to a national map so you can see where your land is in that nation.

Allows colonizing of moon or Mars with modern technology.

Rules for Earth IV:
1. 1. Rules for land claims:
Admin: Up to 7 nations.
Mods: 3 nations.
Members:
a: 5 million to 250 million=1 province or one island
b. 250 million to 500 million=2 provinces or 3 islands
c. 500 million to 750 million = 3 provinces
d. 750 million to 1 billion= 4 provinces
e. 1 billion and higher= 1 whole nation
US states, Russian Republics, and Indian and Chinese internal divisions, and each Canadian Province, and the provinces of any rl nation, each count as one nation due to the size of those nations.
2. If you are going to invade someone, you must notify them via the "RP Proposal" forum. They have the right to say no. If they say no, you cannot invade them.
3. If someone abuses their right to say no, all their territories will be removed, save one. They will be given the choice of which territory they will be allowed to keep. All others will be taken. If a person does not respond to your notification after a reasonable time, you will be allowed to proceed with the invasion.
5. Screw the point system crap.
6.. See Earth IV forum for Earth IV forum rules.
7. Rules for technology: Earth IV is modern/post modern tech. Nothing past 2015. The admin or the Council of Mods (acting as a group) decide if a questionable tech is acceptable. For a Council of Mods to approve a questionable techology, they must approve it by 80%. If the Mods reject your technology you may appeal to the admin but you must go through the Council first.
Under no circumstances will be faster than light speed craft be accepted. If the mods accept a tech the admin suspects to be uber, admin will review decision of mods. It is part of the responsibility of the Council, when reviewing tech, to research the tech feasability. But it is also the responsibility of the rper making the proposal to give the mods adequate links, on both sides of the feasability debate. If links are not given, the mods may temporarily ban such tech until links are forth coming. At least 5 links for each side of a tech debate must be provided by proposer.
Proposer is the one whose nation has developed said tech.
8. Resources: Each territory has resources. Those territories are limited to only those resources. If you want a different resource than what is in your land, you must invade and take over a land that has the resource you want. Or you can buy or negotiate for such land or resource)
9. Space Exploration and colonies:
Colonies on Mars and the Moon are permitted as long as they are done with only modern tech.
10. Military:Rules are meant to be simple.
A. Regardless of nation size, you are limited to no more than 5 million total people in your military. This number is the total people in all the branches in your military.
B. Combat/Support Ratios:
Army:
Infantry=3:1
Armored=5:1
Air Force: 125:1
Navy: 5:1
Marines: 3:1
Special Ops: 2:1
Reserves: up to 10 million people. This will effectively double your force to 15 million if you are invaded. But if you are the aggressor, and there are ten million people in your reserves you can only activate just enough to replace those active 5 million that have been killed in combat.
When creating your army, remember that you must pay your troops what ever the per capita is on your NS Tracker economic profile. That, in conjunction with your thirdgreek defense budget will determine if you can have 5 million troops. Don't forget to factor in money for training. Usually at least $200,000 per soldier. That amount includes equipment maintenance.)


Current Claims:
Whittier-California, Arizona, New Mexico, Nevada, Utah, Colorado, Wyoming, Sonora, Chihuaha, Texas, Oklahoma, Kansas, Singapore

The South Pacific= Papua New Guinea, Tasmania, Solomon Islands, West Papua.


Neandertalia= Southern Baja California, Northern Baja California

Canales=Washington, Oregon, Idaho, Montana, Vancouver Island, British Columbia, North Dakota, South Dakota, Nebraska

Tonissia=Upper Michigan, Minnesota, Eastern Wisconsin

Sharina: Main, New Hampshire, Vermont, Rhode Island, Massachussetts, Connecticut, Delaware, New York, Pennsylvania, West Virginia, Virginia, Washington DC, North Carolina, South Carolina, Georgia, Florida, Ohio, Indiana, Illinoise, Kentucky, Tennessee, Alabama, Mississippi, Louisiana, Missouri, Arkansas, Iowa, Upper Michigan, Maryland, Western Wisconsin.


Lower Egypt: Northern Egypt, Libya, Tunisia, Algeria, Morrocco, Cueta, Milleta

Upper Egypt: Southern Egypt, Sudan, Ethiopia, Eritrea, Somalia

Hataria=Spain

Warta Endor=Australia, New Zealand

National Oceana= Granma, Holguin, Guantánamo Province (provinces of Cuba)

Ur=Dhi Qar (a province of Iraq)

The Lord Abbot=Ireland

Simguyuk=Andorra, Aquitane, Midi-Pyrennees

Clavis=Italy

Supposedly Free People=Jharkhand


All rights reserved. Copyright June 2005 Whittier---


To be updated soon.
Whittier---
29-01-2006, 22:34
new rules added and some rules removed.
Whittier---
01-02-2006, 20:25
New airforce ratio is more realistic because it is based off of research we did on the stats of the actual ratio for typical airbases around the world. 125 to 1 is the global average.
Whittier---
07-05-2006, 23:48
Rules for puppets in Earth IV.


1. You can have as many puppets as you are capable of rping with in a 30 days period.

2. Puppets can become satallite states of your main nation or someone else's nation.

3. Puppets can be allied with or have treaties with your main nation or with other puppets.

4. Puppets can also go to war (with another person's nation or with your main nation or other puppets).

5. Puppets do not count toward the population of your main nation (unless it is a colony).

6. Puppet militaries must still be kept seperate from each other and from your main nation.

7. For simplicity, the economies of your main nation and all of your puppets must be kept seperate. Even if one your nations conquers the other.

8. RP's involving interactions between two or more of your nations must be at least 15 posts in length. Each post must have no less than 5 paragraphs. Each paragraph must have a minimum of 4 sentences.

9. Except for the above rules, puppets are subject to the same rules as your main nation.

10. If puppets go to war, you must try to find someone to rp one of the two sides. You cannot rp both sides. If you cannot find anyone, then the your posts must be in accordance with puppet rule number 8.

11. The point of allowing puppets is to promote character rpings. Don't make the leaders of your main nation and your puppet look the same and have the same personality.

12. If there are diplomatic or trade negotiations happening between two or more nations under your control, you are obligated to try and find someone to rp one of the two sides. You cannot control both sides unless you've done this first. If you cannot find someone to rp the other side, your posts must be in accordance with puppet rule 8.
Whittier---
07-05-2006, 23:50
I was just noticing that today is the exact one year anniversary that the Earth IV forum was created.
So this is another restart. Just using the same thread as the first restart.

There is much much territory open to claimings.