NationStates Jolt Archive


Clarification on "native" rule II

Rembrandt van Rijn
17-12-2003, 08:42
I'd like to see a clarification here, as the ruling leaves some questions on my side. (original thread was locked, so I'm asking here)

(emphasis added)
I would like one of our kind helpful mods to clarify a question regarding naitve status in a region.

Here's the situation. A certain region (the name isn't relevent although some will guess which one it is) was invaded and a big controversy broke out. Since I wasn't doing anything important, I moved into the region to keep up on the fun. I wasn't part of the invasion in any way. As usually goes in these situations, the delegate got deleted for griefing and the region became open again. A couple days later, members of a (several?) defender groups entered the region and "liberated" it. This morning I found myself in the Rejected Realms. When I tried to move back in to the region I realized I was still on the ban list. At that point I TM'd the delegate and asked to be removed. He refused.

My question is am I considered a native since I was in the region when the 2nd invasion (liberation?) occured?

I would appreciate only a moderator answer this question.

Do you fully intend to reside in that region on a permanent basis?

Umm, probably not permanently. But just for the sake of arguement, say I am.

In that case, I'd argue that you're a native for the 2nd invasion. You were intending to make that region your permanent home in a peaceful manner (not an invader) when it was invaded - regardless of the short period of time you resided there.

Had you been residing there to keep an eye on the situation, or in an attempt to assist in the liberation of the region, etc., I would argue that you were not in native status for the 2nd invasion.

Understandable. Thanks for the quick response.

I shoulda moved a puppet in instead.

lol...you're welcome. I just sent you a telegram.


First of: The 'couple days' is a horrid misrepresentation. I moved in about 30 minutes after Fisz got deleted. Not 'a couple days'. All other ACC troops were still on the scene, and the endorsements were such that a different nation of the invader group would've become delegate in the next update if nothing else were to happen. A non-UN puppet of mine had moved in about a day earlier as part of a (failed) invasion/liberation a day before. This was/is an active counterinvasion of something that was still going on at the time. (most ACC forces decided to flee the scene immediately instead of fighting for the region, so it turned out to be a quite solid victory at the next update).

When I became (invading) delegate, I booted three nations: all non-natives (based on the december 5 inhabitants, which was when the ACC had already taken control of the region.

The problem I have with the ruling above is that a mod is making a judgement on what is legal based on the (retro-actively!) expressed intent of a nation, not on their actions. Please know that for any invader (defenders included) it is impossible to objectively determine what the intent are of nations. In light of the above ruling, they hence can never know who's native or not, as a booted (counter-) invader merely has to retro-actively claim to having had the intent to remain a permanent resident, in order to see any actions of the invading delegate be declared illegal. Basically it means that in order to not break any rules one would have to regard almost ALL nations to be native, even if one is 100% sure it's a puppet of an invader. After all, the intent for that nation could be anything: become a UN nation later on and grab the region, or become a permanent resident, or... whatever, as long as they are allowed to tactically declare any intent retro-actively, it's essentially all of those at the same time. You end up with nations who can decide later on whether they like to be declared invaders or natives. That's a very big difference!

(since I'm specifically discussing an already made ruling here, please limit any other comments to adding a NEW viewpoint/information on the ruling discussed in this specific case. Don't throw in your own judgement please.)

Rembrandt
Neutered Sputniks
17-12-2003, 11:21
Unless...unless the Mods arent idiots, and we do have the ability to infer certain things...but, oh, wait, that would be giving the Mods credit for the ability to cognitate rationally...
Rembrandt van Rijn
17-12-2003, 12:54
Could a mod please address the content of the question? Let's presume Neutered Sputniks is able to magically know what a nation's intent was at some time in the past, but how are PLAYERS to know what they can or cannot do without these awesome mod powers?

Rembrandt
17-12-2003, 14:24
I still silently prostest my deletion.....
Crazy girl
17-12-2003, 14:27
I still silently prostest my deletion.....

if you do it silently...
don't post it. ;)
Nothingg
17-12-2003, 16:15
You didn't become the delegate until 2 days after Fisz was deleted. Last time I checked, 2=a couple. Not exactly " a horrid misrepresentation". The point is, I was in the region when you entered so I would be considered a native if I was intending to stay.

That being said, I told you I would abide by the mods ruling and I will.
Crazy girl
17-12-2003, 16:31
excuse me?
it was the update after fisz got deleted.
that's NOT 2 days, that was a few HOURS.
Nothingg
17-12-2003, 16:39
I beg to differ, but that has no relevence in this situation anyway.
Crazy girl
17-12-2003, 16:45
mmm, lemme see..

this post (http://www.nationstates.net/forum/viewtopic.php?p=2370183#2370183) is from monday the 15th, announcing that Fisz was deleted.

we moved in a few hours later, and on tuesday the 16th, we liberated the region, and my friend became delegate.

today, wednesday the 17th, we moved out, and the native HideOut became delegate.

so, you were saying?
Neutered Sputniks
17-12-2003, 19:13
Knock off the arguing.


And, it'd be amazing, I suppose, to think that there could be any way that a player could infer whether another nation truly desires to reside
Rembrandt van Rijn
17-12-2003, 21:28
And, it'd be amazing, I suppose, to think that there could be any way that a player could infer whether another nation truly desires to reside

Reading minds? Asking a mod every single time to make an omniscient divination of the other player's "true" intentions?

Don't expect (counter-) invaders to tell the truth to one another. Feeding one another false information is just part of the strategies being used within the game. Some don't even tell the truth to mods.

It used to be that nativity was determined by whether or not one was in the region at the time the invasion started. That's simple. I can analyze information and make a pretty good determination even after an invasion has started as to whom is a native and whom isn't. It's not 100% as invaders may purposely cause confusion, but with taking things conservatively and not booting anyone of which I'm not absolutely sure on non-native status (and maintaining the ability to prove this when called upon by keeping records) I can play the game with a good level of confidence I'm not about to get into trouble soon.

But basing it on INTENT alone? A nation walks into a region in the middle of an invasion and is expected to be treated as a native if that nation declares the intent to stay AFTERWARDS? I hope you can understand that's entirely unworkable to me. I don't have a crystal ball.

Rembrandt
Bardai
17-12-2003, 23:52
Knock off the arguing.



This is not really helping, telling people to can it when they start making solid points. I'm with Rembrandt and CG on this one; the rules for determining who's native and who isn't should be the ones we always used. If you are in a region before an invasion, you're native. Period. This intent story is ridiculous.
Neutered Sputniks
18-12-2003, 03:43
I was not telling people to can their discussion of the issue at hand, rather, I was warning those players who decided to begin an argument here amongst themselves to knock it off.


Basically, use your brain. If you have any doubts, and you're the defending delegate/founder, you have the right to eject a nation.

As much as we wish we could simply put a length of residency on it, it's difficult to do with new nations being created daily. It would also allow invaders to move a puppet to a region however long in advance and then stage a "coup."

To declare that any nation in a region when an invasion begins is a native is to allow invaders to move puppets into a region, let them sit, and then begin to invade, using their puppets that had been residing their previously to stage a "coup" in the confusion.

Drawing a hard line in the sand makes for quite a few loopholes. Do you really want to do so?
Rembrandt van Rijn
18-12-2003, 10:07
That's not what I'm objecting against. I'm objecting your ruling above: granting nativity status to a nation who moves into a region DURING an invasion just because that nation later on (after getting booted) declares the intent to stay permanently. Fortunately Nothingg was honest about intent in this case, otherwise you'd have ruled me a griefer! And you saw Nothingg's response: next time he'll throw in a puppet and actually declare the intention to stay. It's worse than granting instant native status: it's granting instant native status retro-actively!

Rembrandt
Neutered Sputniks
18-12-2003, 11:34
Ok, so I'm getting the feeling that you think we're dumb or something, and cant figure out if a nation really intended to join a region prior to an invasion.

Ima steal a line from Cog here:

Think about it.
Rembrandt van Rijn
19-12-2003, 15:55
Could a mod please address the content of the question? Let's presume Neutered Sputniks is able to magically know what a nation's intent was at some time in the past, but how are PLAYERS to know what they can or cannot do without these awesome mod powers?

Rembrandt
Bardai
20-12-2003, 00:14
To declare that any nation in a region when an invasion begins is a native is to allow invaders to move puppets into a region, let them sit, and then begin to invade, using their puppets that had been residing their previously to stage a "coup" in the confusion.

Drawing a hard line in the sand makes for quite a few loopholes. Do you really want to do so?

Well, I don't want to start a long argument here, but it *could* actually make crashing/anti-crashing a whole lot more interesting and tactical. It would give crashers a new edge. That way, maybe, they'd win once in a while. The way things are now, they think antis have got the mods in their pockets... :-/
Neutered Sputniks
20-12-2003, 02:20
Yes, and the anti-invaders think the invaders have the mods in their pockets. Amazing how taking a generally middle road does that.
Rembrandt van Rijn
20-12-2003, 10:52
Granting invaders the right to throw in puppets during an invasion and have them count as native (retro-actively so, if desired) if all they have to do is have the intent to let that nation stay there indefinitely (easy to do, just create a new puppet as Nothingg suggested and Neut laughed over) isn't a 'middle road'. It's handing total (native!) control over a region to any invader willing to play the game in such a subverted way. Basically, all invasions would become battles between newly-declared native-puppets. Any serious invasion would be fought under the rules of an 'internal coup', as all sides would use puppets declared as being native.

Now, I already have 80+ puppets, and I can play the game this way. It's just a total subversion of the previously held concept of native vs. invader division. Instead of it being about whether you belong in that region or not with "who is where at the start of the invasion" as a very useful rule of thumb, it's now a technical separation which can be crossed by simply going through the effort of creating a new nation.

This ruling is a MAJOR change of the rules, and has an enormous effect on how the game is played for invaders/defenders.

Rembrandt
Neutered Sputniks
20-12-2003, 11:01
I locked this thread as it's become a circular argument.


Remember, "no" is an answer too.