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Nation Building Rifles & Runes Mechanics

Space_Kaiser

Formerly known as Loyal Guardian
Okay so here are the current Mechanics of the RP, Rifles & Runes: Sequel. Note that more will be added or some will be updated based on moderator decisions and player actions within the RP. Here are the current list of mechanics:

  • Government Ranking; Determines the size of the nation, giving it certain pros and cons of being that government rank. There are currently four different types with the following benefits and detriments.
    • City-State: At most can have three to four provinces, depending on the size of the provinces. Unrest is significantly low, making a very happy population. Corruption is very low, meaning taxation is moderate to civilian interests. Trade power is external, and influential in the area. Population is small and dense, meaning smaller military. Internal resources are low.
    • Duchy: At most eight to ten provinces, depending on size of provinces. Unrest is fairly low, meaning a happy population. Corruption is very few in number, meaning taxes are fair. Trade is external, able to slightly influence inland trade from city-states. Population is low-medium mostly in one city with other towns or villages also holding population, meaning a military large enough to deal with internal issues. Internal resources are small and can only be devoted to a singular thing.
    • Arch-Duchy: At most fifteen to seventeen provinces, depending on size of provinces. Unrest is moderately low, making for a happy population. Corruption is on the local level with potential for national level, meaning taxation is slightly higher in areas not under direct jurisdiction. Trade power is mostly external, and able to steer into another area. Population is moderate, meaning a sizable defensive military. Internal resources are moderate.
    • Kingdom: At most can have twenty to twenty five provinces depending on the size of provinces. Unrest is medium, making for a weary population. Corruption is on the national level with most in small scale positions but some are higher up, meaning taxation is moderately high is all areas not urbanized. Trade power most relies on external imports yet can also provide exports, and are able to directly influence where trade goes. Populations is moderately high, meaning a sizable military. Internal resources are moderately high.
    • Empire: At most can have thirty to thirty two provinces depending on province size. Unrest is high, making for an unhappy and unresponsive population. Corruption takes hold of much of the government, meaning taxation is very high. Trade power is mostly internal, meaning that despite size most trade is within the borders. Population is high, meaning for a large military who's upper tier officers are also corrupt. There are many internal resources
    • NOTE: If you refuse to rank up your government in a post detailing so, then you will face penalties. The most important is that your unrest will gradually increase that can not be stopped, which will lead to civil conflict. Your taxation and corruption will be on par with the government rank you're supposed to be. Your military manpower and equipment will also take a hit.
    • NOTE: For upper tiers of rank you can rid of corruption and unrest, however it must be done properly and not quickly. Hastening or doing either improperly will lead to consequences

  • Those who vary between magic and tech are allowed to keep it so they have a nice 50/50, however to those that lean more to the other there will be consequences. If you are a more magical nation and wish to transfer towards technological, you will have to make a transition of government and will gain unrest. Do this to many times and you will have an unhappy population, which will cause a true civil war between magic and technology.

  • Population; Starting population for the nations with their government ranks are as follows.
    • City-states: 100-700k
    • Duchy: 1-10 mil
    • Arch-Duchy: 10-35 mi
    • Kingdom: 35-90 mil
    • Empire: 90-130 mil
    • NOTE: Military ranges from 1% to 3% of your nation.


  • Magic; Magic was a staple of Arret, until the Technological Revolution. While there are numerous different types of magic and spells, these are the six types that are generally accepted.
    • Fire; Burn like the internal chamber of a volcano
    • Water; Strike with calmness like a flowing river
    • Earth; Out last your enemy like a mountain
    • Wind; Flow like the gusts of a storm
    • Light; Shine brighter than the two stars themselves
    • Dark; Cover the land in darkness like the eclipse
    • NOTE: Certain forms like necromancy and land altering is strictly forbidden. Any spell or magic that could cause Arret-ending proportions is not allowed.
    • NOTE: Combining two types of magic is common, which creates new different sub-types of the common spells. For example Earth and Fire make Lava, etc. It is also possible to combine three of the main four and very rarely can one combine the main four.
    • NOTE: While these six are commonly accepted, there are numerous other types of magic besides these six and their sub-types. This is called Neutral Magic.


  • Technological Research; Due to the potential for abuse, only one new technological research can be done per page. How long these researches/modifications to existing tech, will be determined by moderators.


  • Dragons, Hydras, and Leviathans; Arret was, and in ways still is, a world full of magic. As such creatures we would thing as fiction have made their reality here. During the Technological Revolution however, a great hunt for creatures larger than Elephants cause numerous species to go extinct. However the three largest creatures that have ever lived were void from the hunt. They required entire armies to be taken down, which proved to costly plus they didn't bother humanoids directly. These creatures are:
    • Dragon: The king of the skies, master of fire and wind, and signature of royalty. These beasts are respected for their elegance, ferocity, and even intelligence. Dragons were avoided instantly during the hunt, due to their sheer strength and intelligence like that of a human. Most live in solitude in caves or on mountain tops.
    • Hydra: The ruler of land, master of earth and fire, and signature of might. These beasts are just as intelligent as normal animals, however their sheer strength and deadliness make these creatures respected. They were the only one of the three great beasts to be attacked by the hunt, however only one was ever slain by an army as it caused a large amount of deaths. These creatures like in the wild in canyons or vast valleys.
    • Leviathans: The lord of the oceans, master of water and wind, and signature of disaster. These beasts truly are raw untamed nature, and were avoided simply due to the difficulty of slaying one. The sign of one off your shores is a sign of great disaster coming to your nation. These creatures live in the depths of the oceans.


  • Expansion; Pretty self explanatory, when a nation expands from their current borders. As a nation builder, R&R is about stuff like this. However expansion works differently for other nations. Here are the consequences of expanding as each government rank.
    • City-State: Can expand quickly, however once expanded past the upper limit of a city-state you will lose that status and be forced to rank up to Duchy. If not then unrest will hinder your progress. A City-State may take three provinces per page, but as said before they lose their city-state status and have to become a Duchy.
    • Duchy: Can expand moderately, and can incorporate new lands easily without much fuss. This is why expanding as a Duchy is the easiest and fastest. However regardless you will still experience a increase in unrest. Can take two provinces per page.
    • Arch-Duchy: Can expand moderately, but incorporation of new lands will be slow and must require a clear state integration post after you post about the original expansion and must wait for five other posts to do this. Will see an increase in corruption and unrest. Can take two provinces per page.
    • Kingdom: Can expand slowly, and incorporation of new lands first goes to local control then may pass to state control. By doing so, which requires a post detailing the event, you increase unrest in that area and corruption will grow. After it passes to state control you must make a state incorporation post after eight other posts have happened. Unrest in the rest of your nation will also grow more slowly and so will corruption. Can take one province per page.
    • Empire: Can expand slowly, and incorporation of lands goes to local control then passes to territorial control after another page. After that it may be put in state control, which will highly increase unrest and corruption throughout the nation. A state integration post must come after fourteen posts are put up. By doing so you increase unrest and corruption in your nation even more, risking a chance for an uprising. Can take one province per page.
    • NOTE: This system is set up this way to allow the smaller nations to expand fairly quickly and to have larger nations expand more slowly.
    • NOTE: Once you reach a higher government rank unrest and corruption that isn't dealt with will be stacked onto that government rank.
    • NOTE: It is possible for newly expanded lands to never be incorporated, but they will only count as half a province. If you reach the next government rank by provincial number but it is all non-integrated provinces you will experience an independence war.

  • Rebellions; Rebellions are caused by unrest and corruption that is spread throughout the nation, and if left unchecked that will lead to rebels. The different type of rebellions and their start conditions are as follow.
    • Revolution: Rebels who want to change the government to whatever type they feel is best, likely a republic and if already a republic then the nation will decentralize. Can start with high corruption and unrest.
    • Civil: Caused by numerous factors such as high taxes, strict state control, unrest, corruption, etc. The leading opponent will have the rival political ideology, where if rebels succeed the nation's government will change to that.
    • Magical or Technological: Caused by numerous switched from nations who vary on magic or technological. Whatever side the nation last supported is the rebels. The winning side determines which path the nations follows.
    • Independence: Caused by having a large amount of non-state integrated territory, in which the population there will want to secede from the main state. Even if the government wins unrest in the rest of the nation and the recently put down separatist area will be high. Having an Independence rebellion will, if initially succeeded, is just that start of a long internal conflict.

So far these are the base mechanics and more will be added.
 
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