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Kendell wrote:First off, yes, the use of corruption in an efficient, well run, democratic bureaucracy is bad. In that case, one should never use corruption. To the second point about the difference between unresponsive bureaucracy and flawed bureaucracy, lets use Botswana. Botswana is a fairly democratic and successful economic nation in Africa. Now, when it comes to Botswana's bureaucracy, they are considered to be relatively efficient and open, but slow (this is not including the last 5 years as their bureaucracy has become overburdened and has increasingly moved towards a flawed bureaucracy). So, by no means would I call Botswana's bureaucracy flawed. They are not unruly, undemocratic, or actively hurting the country. However, they are slow or that is to say that they are unresponsive or lacking action. Yes, they are flawed in the sense that they are not a perfect bureaucracy, but the point of measuring a bureaucracy is not to compare it to perfection, but to see in what ways the bureaucracy is flawed. You could say that an unresponsive bureaucracy is a bureaucracy that contains flaws, but it is not a flawed bureaucracy.

To the third point, the whole point of corruption is to turn a totalitarian state into a democratic state. I know, it may seem counterintuitive, but it is the best way forward. The idea that corruption and other undemocratic means to transform a totalitarian state into a democratic one is fairly new, as in the last 60 years. The main concept stems from the fact that revolution is bad and evolution is good. Before this, most Political Scientists advocated for revolution. In this case, revolution is defined as a dramatic change over a short period of time while evolution is defined as a seemingly static change over a long period of time. Evolution is the opposite of revolution. Revolutions are considered to be high risk, high reward. However, revolutions are seen to have a low chance of success. If you look at most revolutions, not small or petty wars that call themselves revolution but really aren't, what you tend to find is failure, death, and destruction.

Take for instance the Russian Revolution (1917). The result of the ensuing revolution resulted in the Russian Civil War (1917 - 1923) that claimed the lives of an estimated 10 million people and the establishment of the USSR which led to further deaths of between 28.3 million and 126.8 million by the hands of the Communist Party from 1917 to 1987. How about the Taiping Rebellion or Revolution (1850 - 1864)? An estimated 20 to 30 million people died during the rebellion, and what for? The Taiping Rebels were defeated by the Qing Dynasty, however, the rebellion was so devastating for China that it led to the eventual collapse of the Qing leading to the Warlord Era which many historian consider to be worse for civilians than under the Qing. Or how about the Syrian Revolution (2011 - Present)? The revolution has resulted in the Syrian Civil War which has resulted in the deaths of an estimated 560,000 people and the displacement of 12.3 million people. Though the civil war is still ongoing, it looks like the al-Assad regime is going to win, meaning that the revolution and civil war has changed nothing. I could go on, but what I hope I have proven is that revolutions are terrible. There is a saying in Political Science about revolutions: "Revolutions tend to eat their own children". What this means is that revolutions tend to make a bad state worse. Some people argue that anything is better than living under a totalitarian government, but I would counter. Rationally, it would be better to live under an oppressive government where there is at least a sense of stability, rather than living in a warzone, in a refugee camp, or fighting in a civil war.

This is why the idea of the best way of governmental transformation is now less of revolutionary ideals (the destruction of the state and democratic fervor), and more towards evolutionary ideals (small wins by working within the state by undemocratic means). You might be saying, why not slowly transform the nation through democratic actions? The reason is because a totalitarian government is adverse to any measures that seem to be democratic in nature. If you use democratic means, and the government sees it, they will shut it down. This is why corruption and other undemocratic actions are good for the development of democracy. Going back to Botswana, the 1st President of Botswana, Seretse Khama, created an unholy alliance with western businesses and De Beers. Though Khama was against corruption and actively instituted many laws to combat corruption, his tax breaks and the selling of Botswana's diamonds to De Beers was, and still is, considered to be a corrupt action. De Beers is an extremely corrupt corporation that has been known to have artificially increased the price of diamonds of which a large sum of that money goes to Botswana. However, the result was good for Botswana's economy, changing it from the world's third poorest country in 1966 to now having the 4th largest GDP per Capita in Africa and 86th out of 190 measured by the IMF. Yes, eventually a state must change from undemocratic means of transformation to democratic ones, but until then, corruption and undemocratic actions are great tools for growth and transformation. In this instance, Khama did the wrong thing for the right reason, and it worked out.

To the last point, you are partially correct. Historically, and as to what most people think of when someone talks about a totalitarian state, they tend to be and encourage corruption. There is no doubt about that. However, denotatively, totalitarian states neither encourage nor discourage corruption. By the definition of what a totalitarian state is, you have taken that pure information and have come to an assumption of which what I am contending is too conclusionary. Your statement is the connotation of a totalitarian state, not the denotation.

Okay so... at this point the entire corruption debate is just 2 people writing entire essays against each other.

Iona Island wrote:it's rare to see a forum this calm, like hanging out in my summer house in the beach(yes we own one thanks to inheritance)

Ah yes, very calm. Minus the wehraboo and a heated debate on which government form encourages corruption more.

Hellas vasileio wrote:I really hope we don’t have a wehraboo on our hands. I despise wehraboos for even having an inkling of a support for THAT regime

I mean, it says their nation is a "Freikorps Staat", and I'm certain we all know the very funny things the Freikorps did in Germany before the mustache man. They're definitely a wehraboo.

Post by La card 1 suppressed by Millenhaal.

Are you sick and tired of being bored? do you like chilling? rp? or even greatness and conquest?

Well we have a solution for you to come and join The Eternal Order! We are a wonderful community with a very diverse population of many political opinions along with an acceptance of all languages! We also have a great rp and if you're sick of the boring defender life then join greatness!




Introduction

Welcome to the world of roleplaying! This guide helps you unleash your imagination, create characters, and embark on thrilling adventures with fellow roleplayers. Explore, collaborate, and let the stories unfold. Enjoy the journey!


How to Join

Before you could claim a soft and comfy land on the Regional Map, you must obtain Citizenship by endorsing the WA Delegate and joining a house.

Easiest way to obtain Citizenship is by joining the WA and endorsing the current Sage and WA Delegate, not only you would be able to join the rp, you would help the Region as well!

Once you joined the World Assembly, you can join one of the Houses in The Eternal Order.
For more Information regarding houses, click the house you like to join!
The Eternal Knights
The Auralian Knights
for the Auralian House, please telegram Novanuki to join or if you'd like to ask something. For the Eternal Knights, please telegram United Villages Of Eisbutch


Requirements

Congratulations in getting Citizenship!
Now you may want to either Join the RP or just to participate in Raids, but if you want to join the RP, you have to met all the Requirements before claiming a spot.
You'll have to make a Factbook about your Nation's Overview and Military. You can either make complicated and detailed Factbooks or make it simple.

the Format for the Simple version of the Overview

Nation name:
Nation Full name:
Type of Government:
Capital:
Military power:
GDP:
History:
Culture groups:
languages:

For the Military Factbook


Land Claim

You have created your Overview and Military factbook, that will be your backbone for you to join the RP!
Go to Regional Map and click Present Tech map, once you see any Available-Unclaimed land, you can telegram Old Order Of Bubba to submit your claims, or you can PUBLICLY state you claims on the Regional Message Board (RMB)

LinkThe Eternal Order Map by Slavic Bavaria
LinkThe Eternal Order Space Claim by Slavic Bavaria and currently both are administered by Old Order Of Bubba

To Provide your claim. To do so you have 2 options:

-Draw it on the map and upload it on an image hosting site like imgur.com, imgbb.com or Discord (Copy image address) then copy and paste the link into your telegram or RMB chat.

-Describe your claim on a Telegram "I claim Antarctica and Artic".

List of Unclaimed lands:

Asia:

  • Riau Islands

  • Spartly Islands

  • Paracel Islands

Europa:

  • Armenia

Africa:

  • Comoros

  • Seychelles

  • Mauritius

  • Funchal

  • Maspalomas

  • Santa Cruz de La Palma

  • Reunion

  • Corralejo

  • Sao Tome and Principe

  • Mayotte

The Americas:

  • Brazil (Telegram Maktaria)

  • Guyana

  • Suriname

  • British Columbia

  • Alberta

  • Saskatchewan

  • Manitoba

  • Ontario

  • Washington

  • Montana

  • North Dakota

  • South Dakota

  • Minnesota

  • Wisconsin

  • Michigan

  • Indiana

  • Kentucky

  • Tennessee

  • Upper Mississippi

  • Arkansas

  • Oklahoma

  • New Mexico

  • Arizona

  • Nevada

  • Utah

  • Wyoming

  • Colorado

  • Nebraska

  • Kansas

  • Missouri

  • Iowa

  • Illinois

  • West Virginia

  • Virginia

  • Pennsylvania

  • New York (once New Amsterdam)

  • Maryland

  • Vermont

  • New Hampshire

  • Massachusetts

  • Delaware

  • New Jersey

  • Connecticut

  • Road Island

Oceania:

  • Auckland Island

  • Samoa

  • Tonga

  • Nieu

  • Kiribati

  • Tuvalu


Familiarize yourself with the roleplay rules

Read the full list of the Rules here

page=dispatch/id=1944720
Please read the Rules before participating in Roleplay activities.

Alliances

page=dispatch/id=1947661


Factbook templates

Soo... You want to have a very detailed and complicated factbook?
Alright, i'll help you to achieve your wishing. As you know, a factbook helps describe a nation in every aspects, from Military to Crime Activities. By making a more detailed factbook, you'll be able to explain your nation in great detail, while getting the Al-Zuweeiyah Approves!

You can either start from scratch by following the List of Formats Click Here and do it step-by-step following a Wikipedia style and your own adding. Or use a Template already created by a nation.

Go to the Buttom-right of the Dispatch, and click "Raw" that is located besides "report"
once clicked, copy the entire format. Or visit the Original's Creator Forum post if you ain't doing allat.
viewtopic.php?f=23&t=419360

To add an image to the factbook, right click (or hold if on mobile) and click "Copy Image Address". After that, paste the link on the middle of "[img]your link[/img]" and there you go!
page=dispatch/id=880199

page=dispatch/id=1268363


It's Roleplayin' time

You have read the Guide and do all of the Requirements!
Welcome to The Eternal Order Roleplay!


Created by RP Mentor Al-Zuweeiyah

Read dispatch


➼ Raiding, Defending, and Military Gameplay
From the NationStates FAQ:
    "There are two types of war games that have been developed by the NationStates community. One is regional invasions, where nations attempt to move into another region and topple the Regional Delegate; the other is an in-depth role-playing game that takes place in the International Incidents forum."

This guide focuses on the war game that concerns out-of-character NationStates mechanics, regional invasions and defending. To learn about the in-character Role Play warfare, see the stickies in the International Incidents forum.

Military Gameplay is the conflict between regions or organizations (a coalition of regions or individuals) who fight for control over the World Assembly Delegacy (and therefore gain control) of other regions. The fundamental actions of gameplay are raiding (seizing control of the WA Delegate position of a region by force) and defending (interfering with raider groups and protecting regions from raider attack).


➼ About This Guide & Resources
This guide was written to replace the former "Complete Guide to Military Gameplay" written by myself (King Nephmir II) in 2014, and as a replacement for the Basics of Military Gameplay written by Naivetry in 2011.

The Forum version of this guide can be viewed here, and is open for questions and feedback. Questions regarding what comes next and more about Gameplay can be asked in the Gameplay Advice Thread. There is also a thread for asking about NationStates history here, and a thread for looking for specific raider/defender regions here. Or, you can read this helpful guide about building your own region by Consular and start your own gameplay region!

▲ Please upvote this dispatch if you find it helpful! ▲



➼ What is Raiding?

Raiding is when a group of people use a nation with World Assembly membership to forcibly assume control of a region's WA Delegate position. Delegates are elected during two daily occurring updates, or every 12 hours, based on the nation in the region that has the most World Assembly endorsements from other WA nations.

If there is a tie in endorsements, the nation that has been in the region the longest of the tied nations is elected as the WA Delegate.


➼ Why Raid?

Raiding is done for many purposes. Some regions raid to further a NationStates cause or real life ideology (or to fight one), and some raid just for the fun of raiding. Raider regions typically don't attack each other and usually ally with each other on the battlefield, though there have been instances in the past of some regions being exceptions to this. Typically, regions that raid for the sake of raiding are just called "raider" regions, while those that raid to further an ideology are known as "imperialist" regions. Regions that fit into neither category are "independent" aligned. Raiders that aren't affiliated with any organization can be considered "mercenaries".


➼ How to Raid

Since it is against the NationStates rules to have more than one nation in the World Assembly at a time, raiding regions requires multiple people working together in order to seize the WA Delegacy. While there are many forms of raiding (as described in the next section, "Types of Raiding"), all forms of raiding require the same mechanic of seizing the WA Delegacy.

During one of the twice daily updates, every region in the world is updated, alongside all nations within it. Every region displays the last time it updated underneath the founder/delegate names:

Hovering over this will give you a precise time the region updated last. Since both updates do not have the same update time, this value is accurate for the next day around that time, and can be used to jump into a region before it updates and seize the WA Delegacy by surprise (note that there are ways of calculating a more accurate time and adjusting for variance in the update. An explanation of this can be found in the "Advanced Mechanics" section).


➼ Types of Raiding

There are four main types of raiding:

Tag raiding: A form of raiding involving the brief capture of multiple regions during an update. No harm is inflicted upon the tagged regions other than changing its appearance (flying the raider's flag, banner, and World Factbook Entry (WFE)). Tag raiding is used primarily as a form of training with the added benefit of advertising the raider region and those involved in the raid. To tag raid, everyone creates several spare nations, and moves them to a late updating region. This is known as a "jump point". Since every nation in the world can only update once per update period, everyone endorses the raid leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself updates the remaining nations. This process is often accelerated by both (1) pre-applying to the World Assembly on all puppet nations - you can have only 1 WA nation at a time, but you can have as many WA acceptance emails as you wish ready and waiting. These links in the emails are good for 28 days (2) custom keybind scripts/extensions can be used to bind keys to actions, so that scrolling and clicking is not necessary. Ensure you do research in the Technical forum before attempting to make your own tools!

Stealth raiding: When raiders use undercover puppet nations to infiltrate a region without being detected by enemies, disguised as a Native (a member nation of a region). These undercover nations are known as clean puppets, since they cannot be traced back to a raider nation or any raider region. A dirty puppet is the opposite, a nation that can be traced back to a raider, which cannot be used for stealth raids and can compromise the entire operation. Dirty puppets are used for tag raiding. When the time is right, the region is secretly seized or occupied and then destroyed.

Coup: A form of stealth raiding, secretly assuming control of a region (typically using political means or elections), and strategically capturing it using native and/or secret raider endorsements. Coups can take months, even years to pull off, and typically involve gaining the trust of the active region members and occupying the region in secret for awhile to build up influence (further detailed under "advanced mechanics").

Occupation: The open capture of a region supported by raider endorsements, known as a "pile". Raiders openly hold onto a region for weeks, or even months, often with the end goal of completely destroying a region and permanently refounding it under raider control.


➼ Destroying Regions

If a region updates without any nations in it at its time of update, it will be deleted from the game ("cease to exist", or CTE). The region name is then free to be refounded, granting it a raider controlled founder account with permanent control over the region. Not every raid has the end goal of regional destruction, however there have been many high profile regions destroyed in the past.

Refounding is risky, however, as anyone can intercept it by moving into the region (if there is no password pre-imposed) or by refounding the region first. It is a high risk, high reward maneuver.

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt." -Sun Tzu, The Art of War



➼ What is Defending?

Defending is when a group of nations move to a region to seize the WA Delegacy and defend it from raids, support a native member of the region's Delegacy, or to restore a region's history after a tag raid.

For tools on restoring a region's former state before a raid, see the "References and Tools" section at the end of this guide!


➼ Why Defend?

Regions defend other regions as a means of making NationStates as much of a raider free environment as possible, and to prevent regional history from becoming lost to the mists of time. Much like raiding, everyone has their own individual reasons and backstories for defending, and some simply defend for the fun of defending.


➼ How to Defend

Spotting is the act of watching for suspicious activity utilizing the Activity Page to gain the advantage of noticing raids or invasions before they begin, so that troops may be mobilized to prevent or stop a raid in its early stages.

This page can also be filtered to watch for specific happenings (tracking nation movement, endorsements, and WA membership) during the update, so that the forces may activity intercept raids or aid allies in doing so (typically combined with a browser extension that adds keyboard shortcuts for further increased response time).

It is always helpful to have all of your switcher puppets prepared in a late updating region ahead of time, all applied to join the World Assembly, so that they may be used at a moment's notice.


➼ Types of Defending

There are 2 main forms of defending:
  • Detagging: A form of defending involving the brief capture of multiple raider tagged regions during an update. The regions are then reverted back to their original native state using a variety of tools, included at the end of this guide. Detagging is used primarily as a form of training and/or when there are no raiders actively raiding. If there are raiders actively raiding, defenders can instead go for an interception, and prevent tag raids from happening in the first place. Since every nation in the world can only update once per update period, everyone endorses the leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself (a late updating region used to store puppet nations in for the sake of using multiple nations an update) updates the remaining nations.

  • Liberating: the act of seizing a region occupied by raider forces en masse, removing the raiders occupying the region, and restoring it back under native control. This can be done by a mass group of defenders endorsing leaders in a jump point, then jumping into the occupied region as it updates, or by jumping in and endorsing an active native or pre-placed defender puppet.
    The act of cross-endorsing and repeatedly jumping into a region without enough updaters every update with the intent to update as many defenders in the region as possible to expend raider influence totals is known as an attrition run.

Defenders can also protect a region from being raided initially by stationing themselves in a region and endorsing the native delegate and Regional Officers.


➼ Refound Interception

If all else fails, and raiders are close to refounding a region, defenders can attempt to snipe the refound attempt by creating a region with the same name as the raiders empty the region to delete it. If successful, this will instead grant the region over to defender control, allowing defenders to reinstate the native community and have access to the founder account to protect against future raids.

For information on preventing raids in region, see the "Regional Security" section.

"Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain."
-Sun Tzu, The Art of War



➼ Founder vs. Founderless Regions

Every region in NationStates can be divided into two categories: regions with founders, and regions with no founder (tagged as "founderless" regions). Regions without a founder are either game created regions (see below), regions founded before founders were a concept in the antiquity years of NationStates such as the region Nationstates, or a region that had a founder that ceased to exist from inactivity. If a founder ceases to exist (or leaves the region), the WA Delegate position is automatically granted executive authority (the ability to access all regional controls and create Regional Officer positions), even if the ability wasn't granted to the WA Delegate while the founder was present in the region. This leaves the region potentially vulnerable to raids if not defended properly. To protect a founderless region, see the section "regional security").

Founders have complete control over their regions, and can freely use regional controls, including appointing Regional Officers (ROs), restricting WA Delegate powers, banning and ejecting nations, and imposing a password free of influence charge and without any cooldowns.

WA Delegates have control over founderless regions, but are restricted still to appointing 1 RO per 26 hours in office (up to 12 total), an influence charge for banning and ejecting nations, a hefty influence cost for imposing a password, and a 1 second cooldown between nation bans and ejections. Appointed ROs have to spend twice as much influence to complete actions, making banning the WA Delegate difficult to impossible to do. The 1 second ban cooldown also applies to all nations with access to regional border controls, and is shared by the whole region.


➼ Warzones & Game Created Regions

"Game created regions", or GCRs, are founderless regions created by the game to serve a variety of purposes. There are currently 16 GCRs, including 5 Feeders, 4 Sinkers, and 7 Warzones.

Feeders are regions where newly founded nations appear, consisting of the following regions:
The Pacific
The North Pacific
The South Pacific
The East Pacific
The West Pacific

Sinkers are regions that do not spawn new nations, but spawn nations in a different way:
Osiris - "restorer" type sinker that restores nations that ceased to exist previously.
Balder - restorer
Lazarus - restorer
the Rejected Realms - Also known as a "catcher" region, since banned nations arrive in the region

Warzones were initially created before regional influence (a type of "currency" that is used to ban/eject and password protect regions) was a mechanic many years ago, as a way to provide raidable regions to deter regional destruction by raiders. This idea, however, ultimately failed, since Warzones themselves cannot cease to exist and therefore cannot be destroyed. In Warzones, there is no founder, and bans are temporary, expire, and cost no influence to carry out (as influence in Warzones is "frozen" as if the region was just created).
Warzone Africa
Warzone Airspace
Warzone Asia
Warzone Australia
Warzone Europe
Warzone Sandbox
Warzone Trinidad


➼ Frontiers

All regions fall under one of two categories: standard or frontiers. A standard region has a governor that has full access to regional controls without the need to spend any influence, while a frontier has no such position, and the elected WA Delegate has full control over the regional controls (limited by influence). Both forms of regions have different benefits and drawbacks, and is up to each region to decide which is best for them.

Standard regions may designate a successor to the governor, who takes over in the event that the governor resigns or ceases to exist. Governors are also able to switch the region status to frontier, abdicating their position and giving the WA Delegate more powers after a 2 week period (to allow ample time to prevent raider take over or to stop a coup or revolt). Likewise, a WA Delegate may switch to a standard region, and become governor after a 2 week waiting period.

Frontiers are at risk of internal coups and raids more frequently, but are also able to spawn in newly founded nations (much like feeder regions), allowing more regional growth than a standard region provides. Additionally, the Security Council can pass an "Injunction", a proposal that restricts a region's ability to transition between region types, to help combat foreign aggression.

"Appear weak when you are strong, and strong when you are weak." -Sun Tzu, The Art of War



➼ Founders & Encouraging WA Participation

WA members have the power to raid, defend, and prevent raids from happening in the first place. The more WA members a region has, the more "weapons" it has to protect against raiding, simply through the endorsement mechanic. The more endorsements the WA Delegate has, the more endorsements are needed to raid the region, and the more influence the Delegate obtains every update (which is used to impose a password and ban + eject nations).

Having the founder nation present in a region with a non-executive Delegacy (the Delegate cannot access regional border controls) are the best means of preventing raids when possible.


➼Using WA Endorsements

There are various ways regions can use endorsements to protect their region and make their region as strong and "raid-proof" as possible.

Endorsement caps, or "endo cap", is a limit on the number of endorsements a WA member of the region may hold. The endo cap is usually set anywhere from 2 (the amount needed to submit WA proposals) to anywhere around 50% of that of the WA Delegate's endorsements. Obviously, the Delegate and Vice Delegate (if applicable) are exempt from the endo cap. Some regions make a small endo cap for those not endorsing the delegate and a larger one for those that do, to provide extra incentive to endorse the delegate.

Some regions choose a different means of defense. Instead of an endo cap, in which power is focused on the current delegate, some regions prefer to freely allow members to "endo swap" (giving an endorsement to another nation in the hope of receiving an endorsement in return) or "endo tart" (giving an endorsement to another nation along with a telegram asking for an endorsement in return) to obtain high levels of endorsements, usually with the limit being just short of whatever the WA Delegate's endorsements are.

This slightly increases the chance of a coup, however if the region is under a coup, the delegate cannot ban or eject a lot of WA members with high endorsements (ejecting one or two would deplete the influence supply of the Delegate). This makes destroying or holding the region difficult and the rogue Delegate can be easily overthrown, especially given the lower endorsement margin between WA members and the Delegate.

The total amount of endorsements swapped divided by the total amount of endorsement swaps possible (recorded as a percentage) is known as endorsement saturation. Higher levels of endorsement saturation restrict delegate powers, but spread out the influence rapidly, while lower levels of endorsement saturation increase delegate powers and decrease the influence spread.


➼ Regional Passwords

Delegates can spend a large amount of influence to password protect a region (Founders are able to do this with no influence cost). This will prevent nations from entering your region that do not know the password. This should be use with caution however, as anybody you invite afterwards will have the password, alongside everyone in the region if you select the option to "show residents the password". This will also stop community growth, and is only recommended as a means to protect an active community from being raided by conventional means.
"The greatest victory is that which requires no battle." -Sun Tzu, The Art of War



➼ WA Liberations

The Security Council can be used as a means for natives across many regions to provide support for defenders and natives currently experiencing a raid.


A WA Liberation (not to be confused with defender "liberation" of a region) is a proposal that the world can vote on through the Security Council that can target a region (typically that of which is being occupied by raiders), and remove the ability to password protect a region, leaving it vulnerable to defender liberations and harder to destroy without interference.


➼ Declarations, Commendations, and Condemnations

Commendations are typically used to award nations that contribute significantly to NationStates or defending.
Condemnations are typically used to warn nations of exemplary leaders in the raiding community.

Declarations can be used for a variety of different effects, and are not necessarily limited to just raiding/defending.

Neither commendations, condemnations, nor declarations, however, provide any sort of gameplay advantage or technical effect.


➼ More SC Information

For more information on the SC, check out the pins in the Security Council forum. For future SC proposal type developments, see the technical thread here.
"In the midst of chaos, there is also opportunity." -Sun Tzu, The Art of War



➼ What are Updates?

There are two game updates each day. At this time, nations update (national population increases, change in regional influence occurs, etc.) However, they don't all update at the same time. The following is a list of all that takes place during the update, in no particular order:
  • National population increases.*

  • A New Featured World Census Report is Issued.*

  • A new featured region is selected.*

  • World Assembly resolutions finish voting and new ones arrive (at the beginning of update).

  • Influence increases (or decreases, for a nation that has left the region or regions that have influence decay).

  • Inactive nations and empty regions cease to exist.

  • WA endorsements are verified and new WA Delegates are elected, if necessary.

*Major Update only

Each update is known as the following:

  • 12:00AM-1:30AM EST - this is known as the Major Update, since it not only updates the nations and regions, but compiles a WA Census Report, chooses a new featured region, and updates the population of each nation.

  • 12:00PM-1:00PM EST - this is known as the Minor Update, since it is generally shorter than the Major Update and only does a basic update of the nations and regions.

Eastern Standard Time is used since update times are affected by daylight saving's time. To see the times in your time zone, try a Linktime zone converter.

Over the course of the update, each region updates, one by one, back to back in rapid succession. During this time, nations are updated within the region (one by one, right after each other back to back in less than a second each) in order of how long they've been present within the region, with the long time residents updating first and newer arrivals last.

During these times, the endorsements are also recounted within the region. The nation in the region with the most World Assembly endorsements at this time becomes the region’s WA Delegate, and all nations gain influence.

Each region updates at a specific time within this time frame, and can only update once per update. Likewise, each nation can only update once. Therefore, once a nation updates, it can no longer be used during the course of that update for raiding or defending purposes. Once a region updates, it cannot be updated again until the next update.

Regions change update time slightly both as an intentional feature and in some cases server strain. This is known as "variation" in the update time, and is in place to make it more challenging to jump into a region precisely as it updates, leaving room for defenders to react to raiders more often.


➼ What is Influence?

Regional influence is a numerical value attached to your nation that rises based on how long you've been present within a region and the number of endorsements you have. Regional influence only applies to the total amount of influence within a single region, and is independent from the amount of influence in any other region in the world. All nations gain 1 influence per update, plus an additional +1 influence per endorsement received every update. A nation's influence can be seen here, as measured in Soft Power Disbursement Rating (SPDR).

A large amount of influence is needed to impose a visible password on a region (a password visible to all residents), and a very high amount of influence is needed to impose a hidden password.

Banning and ejecting nations also consumes influence. It costs 1/2 of that nation's influence to ban them (example: you have 60 SPDR, and the nation you want to ban has 30 SPDR. It would therefore cost you 15 SPDR to ban them, leaving you with 45 SPDR remaining), and 1/3 of a nation's influence to eject them. Planning out influence is key to a successful operation!

A nation's regional influence level is just a general descriptor of how much influence a nation has in comparison to the total influence pool in the region. There are 31 influence levels:

Regional influence levels (lowest to highest)
1. Zero
2. Unproven
3. Hatchling
4. Newcomer
5. Nipper
6. Minnow
7. Sprat
8. Shoeshiner
9. Page
10. Squire
11. Apprentice
12. Vassal
13. Truckler
14. Handshaker
15. Duckspeaker
16. Envoy
17. Diplomat
18. Ambassador
19. Auxiliary
20. Negotiator
21. Contender
22. Instigator
23. Dealmaker
24. Enforcer
25. Eminence Grise
26. Powerbroker
27. Power
28. Superpower
29. Dominator
30. Hegemony
31. Hermit


➼ Sleepers

Leaders and officers of raider and defender regions typically maintain sleeper networks, or a large batch of puppets infiltrated across many regions (hundreds, or even thousands) to pre-emptively gain influence.

Establishing and upkeeping a sleeper network is crucial to becoming, quite literally, influential across NationStates. This expands the organization's reach, whether it be for raiding or defending regions, and can turn the tide of an operation.

After a week of not logging into a nation, however, it will stop gathering influence, so be sure not to leave the nation unattended. Nations Cease To Exist (CTE) after 28 days, or 60 days in vacation mode. For tools for maintaining a sleeper network, see the "References & Tools" section at the end of this guide.

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." -Sun Tzu, The Art of War



➼ Additional References
  • FAQ - A great place to get an overview of what NationStates is about and learn the general NationStates rules.

  • NationStates API - Nation and region data open for public use for tool development and gathering data.

For more references and information about this guide, see the "Introduction" section!


➼ Tools
  • NationStates++ - A browser extension for NationStates that is no longer supported, but still works (as of January 2022) for logging into and keeping up with puppet nations.

  • Old Login Script - A guide to running and using a login script written awhile back to keep up with puppet nations. May or may not still be functional, but written by admin.

  • LinkNSLogin-Web - A newer login script website.

  • AugustinAndroid v2 - A Discord bot for NationStates.

  • LinkNationCogs - Another Discord bot for NationStates.

  • LinkNSHistory - A way to look back into a region's history.

  • LinkWFE Index - Recover a region's WFE after it has been raided.

  • LinkRegion Flag Archive - Recover a region's flag after it has been raided.

  • LinkBreeze++ - A tool that allows keybinds to be used for tagging/detagging.

  • LinkSpyglass - An Excel script used for finding update times and triggering.

  • Activity Page - Don't underestimate the usefulness of the in-game activity page, especially for defending.

[!] All of these tools are maintained for public use by a variety of raider and defender regions. Tools that require installation: use at your own risk! If you're not sure about a tool or don't trust it, don't use it. Any tool that breaks site rules will be promptly removed from this guide.


➼ Proposed Ideas & Discussions

"Even the finest sword plunged into salt water will eventually rust." -Sun Tzu, The Art of War
Read dispatch

We can't wait to see you join The Eternal Order!
Paid by eternal order

Post by Ununited republic of america suppressed by Millenhaal.

La card 1 wrote:Are you sick and tired of being bored? do you like chilling? rp? or even greatness and conquest?

Well we have a solution for you to come and join The Eternal Order! We are a wonderful community with a very diverse population of many political opinions along with an acceptance of all languages! We also have a great rp and if you're sick of the boring defender life then join greatness!




Introduction

Welcome to the world of roleplaying! This guide helps you unleash your imagination, create characters, and embark on thrilling adventures with fellow roleplayers. Explore, collaborate, and let the stories unfold. Enjoy the journey!


How to Join

Before you could claim a soft and comfy land on the Regional Map, you must obtain Citizenship by endorsing the WA Delegate and joining a house.

Easiest way to obtain Citizenship is by joining the WA and endorsing the current Sage and WA Delegate, not only you would be able to join the rp, you would help the Region as well!

Once you joined the World Assembly, you can join one of the Houses in The Eternal Order.
For more Information regarding houses, click the house you like to join!
The Eternal Knights
The Auralian Knights
for the Auralian House, please telegram Novanuki to join or if you'd like to ask something. For the Eternal Knights, please telegram United Villages Of Eisbutch


Requirements

Congratulations in getting Citizenship!
Now you may want to either Join the RP or just to participate in Raids, but if you want to join the RP, you have to met all the Requirements before claiming a spot.
You'll have to make a Factbook about your Nation's Overview and Military. You can either make complicated and detailed Factbooks or make it simple.

the Format for the Simple version of the Overview

Nation name:
Nation Full name:
Type of Government:
Capital:
Military power:
GDP:
History:
Culture groups:
languages:

For the Military Factbook


Land Claim

You have created your Overview and Military factbook, that will be your backbone for you to join the RP!
Go to Regional Map and click Present Tech map, once you see any Available-Unclaimed land, you can telegram Old Order Of Bubba to submit your claims, or you can PUBLICLY state you claims on the Regional Message Board (RMB)

LinkThe Eternal Order Map by Slavic Bavaria
LinkThe Eternal Order Space Claim by Slavic Bavaria and currently both are administered by Old Order Of Bubba

To Provide your claim. To do so you have 2 options:

-Draw it on the map and upload it on an image hosting site like imgur.com, imgbb.com or Discord (Copy image address) then copy and paste the link into your telegram or RMB chat.

-Describe your claim on a Telegram "I claim Antarctica and Artic".

List of Unclaimed lands:

Asia:

  • Riau Islands

  • Spartly Islands

  • Paracel Islands

Europa:

  • Armenia

Africa:

  • Comoros

  • Seychelles

  • Mauritius

  • Funchal

  • Maspalomas

  • Santa Cruz de La Palma

  • Reunion

  • Corralejo

  • Sao Tome and Principe

  • Mayotte

The Americas:

  • Brazil (Telegram Maktaria)

  • Guyana

  • Suriname

  • British Columbia

  • Alberta

  • Saskatchewan

  • Manitoba

  • Ontario

  • Washington

  • Montana

  • North Dakota

  • South Dakota

  • Minnesota

  • Wisconsin

  • Michigan

  • Indiana

  • Kentucky

  • Tennessee

  • Upper Mississippi

  • Arkansas

  • Oklahoma

  • New Mexico

  • Arizona

  • Nevada

  • Utah

  • Wyoming

  • Colorado

  • Nebraska

  • Kansas

  • Missouri

  • Iowa

  • Illinois

  • West Virginia

  • Virginia

  • Pennsylvania

  • New York (once New Amsterdam)

  • Maryland

  • Vermont

  • New Hampshire

  • Massachusetts

  • Delaware

  • New Jersey

  • Connecticut

  • Road Island

Oceania:

  • Auckland Island

  • Samoa

  • Tonga

  • Nieu

  • Kiribati

  • Tuvalu


Familiarize yourself with the roleplay rules

Read the full list of the Rules here

page=dispatch/id=1944720
Please read the Rules before participating in Roleplay activities.

Alliances

page=dispatch/id=1947661


Factbook templates

Soo... You want to have a very detailed and complicated factbook?
Alright, i'll help you to achieve your wishing. As you know, a factbook helps describe a nation in every aspects, from Military to Crime Activities. By making a more detailed factbook, you'll be able to explain your nation in great detail, while getting the Al-Zuweeiyah Approves!

You can either start from scratch by following the List of Formats Click Here and do it step-by-step following a Wikipedia style and your own adding. Or use a Template already created by a nation.

Go to the Buttom-right of the Dispatch, and click "Raw" that is located besides "report"
once clicked, copy the entire format. Or visit the Original's Creator Forum post if you ain't doing allat.
viewtopic.php?f=23&t=419360

To add an image to the factbook, right click (or hold if on mobile) and click "Copy Image Address". After that, paste the link on the middle of "[img]your link[/img]" and there you go!
page=dispatch/id=880199

page=dispatch/id=1268363


It's Roleplayin' time

You have read the Guide and do all of the Requirements!
Welcome to The Eternal Order Roleplay!


Created by RP Mentor Al-Zuweeiyah

Read dispatch


➼ Raiding, Defending, and Military Gameplay
From the NationStates FAQ:
    "There are two types of war games that have been developed by the NationStates community. One is regional invasions, where nations attempt to move into another region and topple the Regional Delegate; the other is an in-depth role-playing game that takes place in the International Incidents forum."

This guide focuses on the war game that concerns out-of-character NationStates mechanics, regional invasions and defending. To learn about the in-character Role Play warfare, see the stickies in the International Incidents forum.

Military Gameplay is the conflict between regions or organizations (a coalition of regions or individuals) who fight for control over the World Assembly Delegacy (and therefore gain control) of other regions. The fundamental actions of gameplay are raiding (seizing control of the WA Delegate position of a region by force) and defending (interfering with raider groups and protecting regions from raider attack).


➼ About This Guide & Resources
This guide was written to replace the former "Complete Guide to Military Gameplay" written by myself (King Nephmir II) in 2014, and as a replacement for the Basics of Military Gameplay written by Naivetry in 2011.

The Forum version of this guide can be viewed here, and is open for questions and feedback. Questions regarding what comes next and more about Gameplay can be asked in the Gameplay Advice Thread. There is also a thread for asking about NationStates history here, and a thread for looking for specific raider/defender regions here. Or, you can read this helpful guide about building your own region by Consular and start your own gameplay region!

▲ Please upvote this dispatch if you find it helpful! ▲



➼ What is Raiding?

Raiding is when a group of people use a nation with World Assembly membership to forcibly assume control of a region's WA Delegate position. Delegates are elected during two daily occurring updates, or every 12 hours, based on the nation in the region that has the most World Assembly endorsements from other WA nations.

If there is a tie in endorsements, the nation that has been in the region the longest of the tied nations is elected as the WA Delegate.


➼ Why Raid?

Raiding is done for many purposes. Some regions raid to further a NationStates cause or real life ideology (or to fight one), and some raid just for the fun of raiding. Raider regions typically don't attack each other and usually ally with each other on the battlefield, though there have been instances in the past of some regions being exceptions to this. Typically, regions that raid for the sake of raiding are just called "raider" regions, while those that raid to further an ideology are known as "imperialist" regions. Regions that fit into neither category are "independent" aligned. Raiders that aren't affiliated with any organization can be considered "mercenaries".


➼ How to Raid

Since it is against the NationStates rules to have more than one nation in the World Assembly at a time, raiding regions requires multiple people working together in order to seize the WA Delegacy. While there are many forms of raiding (as described in the next section, "Types of Raiding"), all forms of raiding require the same mechanic of seizing the WA Delegacy.

During one of the twice daily updates, every region in the world is updated, alongside all nations within it. Every region displays the last time it updated underneath the founder/delegate names:

Hovering over this will give you a precise time the region updated last. Since both updates do not have the same update time, this value is accurate for the next day around that time, and can be used to jump into a region before it updates and seize the WA Delegacy by surprise (note that there are ways of calculating a more accurate time and adjusting for variance in the update. An explanation of this can be found in the "Advanced Mechanics" section).


➼ Types of Raiding

There are four main types of raiding:

Tag raiding: A form of raiding involving the brief capture of multiple regions during an update. No harm is inflicted upon the tagged regions other than changing its appearance (flying the raider's flag, banner, and World Factbook Entry (WFE)). Tag raiding is used primarily as a form of training with the added benefit of advertising the raider region and those involved in the raid. To tag raid, everyone creates several spare nations, and moves them to a late updating region. This is known as a "jump point". Since every nation in the world can only update once per update period, everyone endorses the raid leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself updates the remaining nations. This process is often accelerated by both (1) pre-applying to the World Assembly on all puppet nations - you can have only 1 WA nation at a time, but you can have as many WA acceptance emails as you wish ready and waiting. These links in the emails are good for 28 days (2) custom keybind scripts/extensions can be used to bind keys to actions, so that scrolling and clicking is not necessary. Ensure you do research in the Technical forum before attempting to make your own tools!

Stealth raiding: When raiders use undercover puppet nations to infiltrate a region without being detected by enemies, disguised as a Native (a member nation of a region). These undercover nations are known as clean puppets, since they cannot be traced back to a raider nation or any raider region. A dirty puppet is the opposite, a nation that can be traced back to a raider, which cannot be used for stealth raids and can compromise the entire operation. Dirty puppets are used for tag raiding. When the time is right, the region is secretly seized or occupied and then destroyed.

Coup: A form of stealth raiding, secretly assuming control of a region (typically using political means or elections), and strategically capturing it using native and/or secret raider endorsements. Coups can take months, even years to pull off, and typically involve gaining the trust of the active region members and occupying the region in secret for awhile to build up influence (further detailed under "advanced mechanics").

Occupation: The open capture of a region supported by raider endorsements, known as a "pile". Raiders openly hold onto a region for weeks, or even months, often with the end goal of completely destroying a region and permanently refounding it under raider control.


➼ Destroying Regions

If a region updates without any nations in it at its time of update, it will be deleted from the game ("cease to exist", or CTE). The region name is then free to be refounded, granting it a raider controlled founder account with permanent control over the region. Not every raid has the end goal of regional destruction, however there have been many high profile regions destroyed in the past.

Refounding is risky, however, as anyone can intercept it by moving into the region (if there is no password pre-imposed) or by refounding the region first. It is a high risk, high reward maneuver.

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt." -Sun Tzu, The Art of War



➼ What is Defending?

Defending is when a group of nations move to a region to seize the WA Delegacy and defend it from raids, support a native member of the region's Delegacy, or to restore a region's history after a tag raid.

For tools on restoring a region's former state before a raid, see the "References and Tools" section at the end of this guide!


➼ Why Defend?

Regions defend other regions as a means of making NationStates as much of a raider free environment as possible, and to prevent regional history from becoming lost to the mists of time. Much like raiding, everyone has their own individual reasons and backstories for defending, and some simply defend for the fun of defending.


➼ How to Defend

Spotting is the act of watching for suspicious activity utilizing the Activity Page to gain the advantage of noticing raids or invasions before they begin, so that troops may be mobilized to prevent or stop a raid in its early stages.

This page can also be filtered to watch for specific happenings (tracking nation movement, endorsements, and WA membership) during the update, so that the forces may activity intercept raids or aid allies in doing so (typically combined with a browser extension that adds keyboard shortcuts for further increased response time).

It is always helpful to have all of your switcher puppets prepared in a late updating region ahead of time, all applied to join the World Assembly, so that they may be used at a moment's notice.


➼ Types of Defending

There are 2 main forms of defending:
  • Detagging: A form of defending involving the brief capture of multiple raider tagged regions during an update. The regions are then reverted back to their original native state using a variety of tools, included at the end of this guide. Detagging is used primarily as a form of training and/or when there are no raiders actively raiding. If there are raiders actively raiding, defenders can instead go for an interception, and prevent tag raids from happening in the first place. Since every nation in the world can only update once per update period, everyone endorses the leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself (a late updating region used to store puppet nations in for the sake of using multiple nations an update) updates the remaining nations.

  • Liberating: the act of seizing a region occupied by raider forces en masse, removing the raiders occupying the region, and restoring it back under native control. This can be done by a mass group of defenders endorsing leaders in a jump point, then jumping into the occupied region as it updates, or by jumping in and endorsing an active native or pre-placed defender puppet.
    The act of cross-endorsing and repeatedly jumping into a region without enough updaters every update with the intent to update as many defenders in the region as possible to expend raider influence totals is known as an attrition run.

Defenders can also protect a region from being raided initially by stationing themselves in a region and endorsing the native delegate and Regional Officers.


➼ Refound Interception

If all else fails, and raiders are close to refounding a region, defenders can attempt to snipe the refound attempt by creating a region with the same name as the raiders empty the region to delete it. If successful, this will instead grant the region over to defender control, allowing defenders to reinstate the native community and have access to the founder account to protect against future raids.

For information on preventing raids in region, see the "Regional Security" section.

"Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain."
-Sun Tzu, The Art of War



➼ Founder vs. Founderless Regions

Every region in NationStates can be divided into two categories: regions with founders, and regions with no founder (tagged as "founderless" regions). Regions without a founder are either game created regions (see below), regions founded before founders were a concept in the antiquity years of NationStates such as the region Nationstates, or a region that had a founder that ceased to exist from inactivity. If a founder ceases to exist (or leaves the region), the WA Delegate position is automatically granted executive authority (the ability to access all regional controls and create Regional Officer positions), even if the ability wasn't granted to the WA Delegate while the founder was present in the region. This leaves the region potentially vulnerable to raids if not defended properly. To protect a founderless region, see the section "regional security").

Founders have complete control over their regions, and can freely use regional controls, including appointing Regional Officers (ROs), restricting WA Delegate powers, banning and ejecting nations, and imposing a password free of influence charge and without any cooldowns.

WA Delegates have control over founderless regions, but are restricted still to appointing 1 RO per 26 hours in office (up to 12 total), an influence charge for banning and ejecting nations, a hefty influence cost for imposing a password, and a 1 second cooldown between nation bans and ejections. Appointed ROs have to spend twice as much influence to complete actions, making banning the WA Delegate difficult to impossible to do. The 1 second ban cooldown also applies to all nations with access to regional border controls, and is shared by the whole region.


➼ Warzones & Game Created Regions

"Game created regions", or GCRs, are founderless regions created by the game to serve a variety of purposes. There are currently 16 GCRs, including 5 Feeders, 4 Sinkers, and 7 Warzones.

Feeders are regions where newly founded nations appear, consisting of the following regions:
The Pacific
The North Pacific
The South Pacific
The East Pacific
The West Pacific

Sinkers are regions that do not spawn new nations, but spawn nations in a different way:
Osiris - "restorer" type sinker that restores nations that ceased to exist previously.
Balder - restorer
Lazarus - restorer
the Rejected Realms - Also known as a "catcher" region, since banned nations arrive in the region

Warzones were initially created before regional influence (a type of "currency" that is used to ban/eject and password protect regions) was a mechanic many years ago, as a way to provide raidable regions to deter regional destruction by raiders. This idea, however, ultimately failed, since Warzones themselves cannot cease to exist and therefore cannot be destroyed. In Warzones, there is no founder, and bans are temporary, expire, and cost no influence to carry out (as influence in Warzones is "frozen" as if the region was just created).
Warzone Africa
Warzone Airspace
Warzone Asia
Warzone Australia
Warzone Europe
Warzone Sandbox
Warzone Trinidad


➼ Frontiers

All regions fall under one of two categories: standard or frontiers. A standard region has a governor that has full access to regional controls without the need to spend any influence, while a frontier has no such position, and the elected WA Delegate has full control over the regional controls (limited by influence). Both forms of regions have different benefits and drawbacks, and is up to each region to decide which is best for them.

Standard regions may designate a successor to the governor, who takes over in the event that the governor resigns or ceases to exist. Governors are also able to switch the region status to frontier, abdicating their position and giving the WA Delegate more powers after a 2 week period (to allow ample time to prevent raider take over or to stop a coup or revolt). Likewise, a WA Delegate may switch to a standard region, and become governor after a 2 week waiting period.

Frontiers are at risk of internal coups and raids more frequently, but are also able to spawn in newly founded nations (much like feeder regions), allowing more regional growth than a standard region provides. Additionally, the Security Council can pass an "Injunction", a proposal that restricts a region's ability to transition between region types, to help combat foreign aggression.

"Appear weak when you are strong, and strong when you are weak." -Sun Tzu, The Art of War



➼ Founders & Encouraging WA Participation

WA members have the power to raid, defend, and prevent raids from happening in the first place. The more WA members a region has, the more "weapons" it has to protect against raiding, simply through the endorsement mechanic. The more endorsements the WA Delegate has, the more endorsements are needed to raid the region, and the more influence the Delegate obtains every update (which is used to impose a password and ban + eject nations).

Having the founder nation present in a region with a non-executive Delegacy (the Delegate cannot access regional border controls) are the best means of preventing raids when possible.


➼Using WA Endorsements

There are various ways regions can use endorsements to protect their region and make their region as strong and "raid-proof" as possible.

Endorsement caps, or "endo cap", is a limit on the number of endorsements a WA member of the region may hold. The endo cap is usually set anywhere from 2 (the amount needed to submit WA proposals) to anywhere around 50% of that of the WA Delegate's endorsements. Obviously, the Delegate and Vice Delegate (if applicable) are exempt from the endo cap. Some regions make a small endo cap for those not endorsing the delegate and a larger one for those that do, to provide extra incentive to endorse the delegate.

Some regions choose a different means of defense. Instead of an endo cap, in which power is focused on the current delegate, some regions prefer to freely allow members to "endo swap" (giving an endorsement to another nation in the hope of receiving an endorsement in return) or "endo tart" (giving an endorsement to another nation along with a telegram asking for an endorsement in return) to obtain high levels of endorsements, usually with the limit being just short of whatever the WA Delegate's endorsements are.

This slightly increases the chance of a coup, however if the region is under a coup, the delegate cannot ban or eject a lot of WA members with high endorsements (ejecting one or two would deplete the influence supply of the Delegate). This makes destroying or holding the region difficult and the rogue Delegate can be easily overthrown, especially given the lower endorsement margin between WA members and the Delegate.

The total amount of endorsements swapped divided by the total amount of endorsement swaps possible (recorded as a percentage) is known as endorsement saturation. Higher levels of endorsement saturation restrict delegate powers, but spread out the influence rapidly, while lower levels of endorsement saturation increase delegate powers and decrease the influence spread.


➼ Regional Passwords

Delegates can spend a large amount of influence to password protect a region (Founders are able to do this with no influence cost). This will prevent nations from entering your region that do not know the password. This should be use with caution however, as anybody you invite afterwards will have the password, alongside everyone in the region if you select the option to "show residents the password". This will also stop community growth, and is only recommended as a means to protect an active community from being raided by conventional means.
"The greatest victory is that which requires no battle." -Sun Tzu, The Art of War



➼ WA Liberations

The Security Council can be used as a means for natives across many regions to provide support for defenders and natives currently experiencing a raid.


A WA Liberation (not to be confused with defender "liberation" of a region) is a proposal that the world can vote on through the Security Council that can target a region (typically that of which is being occupied by raiders), and remove the ability to password protect a region, leaving it vulnerable to defender liberations and harder to destroy without interference.


➼ Declarations, Commendations, and Condemnations

Commendations are typically used to award nations that contribute significantly to NationStates or defending.
Condemnations are typically used to warn nations of exemplary leaders in the raiding community.

Declarations can be used for a variety of different effects, and are not necessarily limited to just raiding/defending.

Neither commendations, condemnations, nor declarations, however, provide any sort of gameplay advantage or technical effect.


➼ More SC Information

For more information on the SC, check out the pins in the Security Council forum. For future SC proposal type developments, see the technical thread here.
"In the midst of chaos, there is also opportunity." -Sun Tzu, The Art of War



➼ What are Updates?

There are two game updates each day. At this time, nations update (national population increases, change in regional influence occurs, etc.) However, they don't all update at the same time. The following is a list of all that takes place during the update, in no particular order:
  • National population increases.*

  • A New Featured World Census Report is Issued.*

  • A new featured region is selected.*

  • World Assembly resolutions finish voting and new ones arrive (at the beginning of update).

  • Influence increases (or decreases, for a nation that has left the region or regions that have influence decay).

  • Inactive nations and empty regions cease to exist.

  • WA endorsements are verified and new WA Delegates are elected, if necessary.

*Major Update only

Each update is known as the following:

  • 12:00AM-1:30AM EST - this is known as the Major Update, since it not only updates the nations and regions, but compiles a WA Census Report, chooses a new featured region, and updates the population of each nation.

  • 12:00PM-1:00PM EST - this is known as the Minor Update, since it is generally shorter than the Major Update and only does a basic update of the nations and regions.

Eastern Standard Time is used since update times are affected by daylight saving's time. To see the times in your time zone, try a Linktime zone converter.

Over the course of the update, each region updates, one by one, back to back in rapid succession. During this time, nations are updated within the region (one by one, right after each other back to back in less than a second each) in order of how long they've been present within the region, with the long time residents updating first and newer arrivals last.

During these times, the endorsements are also recounted within the region. The nation in the region with the most World Assembly endorsements at this time becomes the region’s WA Delegate, and all nations gain influence.

Each region updates at a specific time within this time frame, and can only update once per update. Likewise, each nation can only update once. Therefore, once a nation updates, it can no longer be used during the course of that update for raiding or defending purposes. Once a region updates, it cannot be updated again until the next update.

Regions change update time slightly both as an intentional feature and in some cases server strain. This is known as "variation" in the update time, and is in place to make it more challenging to jump into a region precisely as it updates, leaving room for defenders to react to raiders more often.


➼ What is Influence?

Regional influence is a numerical value attached to your nation that rises based on how long you've been present within a region and the number of endorsements you have. Regional influence only applies to the total amount of influence within a single region, and is independent from the amount of influence in any other region in the world. All nations gain 1 influence per update, plus an additional +1 influence per endorsement received every update. A nation's influence can be seen here, as measured in Soft Power Disbursement Rating (SPDR).

A large amount of influence is needed to impose a visible password on a region (a password visible to all residents), and a very high amount of influence is needed to impose a hidden password.

Banning and ejecting nations also consumes influence. It costs 1/2 of that nation's influence to ban them (example: you have 60 SPDR, and the nation you want to ban has 30 SPDR. It would therefore cost you 15 SPDR to ban them, leaving you with 45 SPDR remaining), and 1/3 of a nation's influence to eject them. Planning out influence is key to a successful operation!

A nation's regional influence level is just a general descriptor of how much influence a nation has in comparison to the total influence pool in the region. There are 31 influence levels:

Regional influence levels (lowest to highest)
1. Zero
2. Unproven
3. Hatchling
4. Newcomer
5. Nipper
6. Minnow
7. Sprat
8. Shoeshiner
9. Page
10. Squire
11. Apprentice
12. Vassal
13. Truckler
14. Handshaker
15. Duckspeaker
16. Envoy
17. Diplomat
18. Ambassador
19. Auxiliary
20. Negotiator
21. Contender
22. Instigator
23. Dealmaker
24. Enforcer
25. Eminence Grise
26. Powerbroker
27. Power
28. Superpower
29. Dominator
30. Hegemony
31. Hermit


➼ Sleepers

Leaders and officers of raider and defender regions typically maintain sleeper networks, or a large batch of puppets infiltrated across many regions (hundreds, or even thousands) to pre-emptively gain influence.

Establishing and upkeeping a sleeper network is crucial to becoming, quite literally, influential across NationStates. This expands the organization's reach, whether it be for raiding or defending regions, and can turn the tide of an operation.

After a week of not logging into a nation, however, it will stop gathering influence, so be sure not to leave the nation unattended. Nations Cease To Exist (CTE) after 28 days, or 60 days in vacation mode. For tools for maintaining a sleeper network, see the "References & Tools" section at the end of this guide.

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." -Sun Tzu, The Art of War



➼ Additional References
  • FAQ - A great place to get an overview of what NationStates is about and learn the general NationStates rules.

  • NationStates API - Nation and region data open for public use for tool development and gathering data.

For more references and information about this guide, see the "Introduction" section!


➼ Tools
  • NationStates++ - A browser extension for NationStates that is no longer supported, but still works (as of January 2022) for logging into and keeping up with puppet nations.

  • Old Login Script - A guide to running and using a login script written awhile back to keep up with puppet nations. May or may not still be functional, but written by admin.

  • LinkNSLogin-Web - A newer login script website.

  • AugustinAndroid v2 - A Discord bot for NationStates.

  • LinkNationCogs - Another Discord bot for NationStates.

  • LinkNSHistory - A way to look back into a region's history.

  • LinkWFE Index - Recover a region's WFE after it has been raided.

  • LinkRegion Flag Archive - Recover a region's flag after it has been raided.

  • LinkBreeze++ - A tool that allows keybinds to be used for tagging/detagging.

  • LinkSpyglass - An Excel script used for finding update times and triggering.

  • Activity Page - Don't underestimate the usefulness of the in-game activity page, especially for defending.

[!] All of these tools are maintained for public use by a variety of raider and defender regions. Tools that require installation: use at your own risk! If you're not sure about a tool or don't trust it, don't use it. Any tool that breaks site rules will be promptly removed from this guide.


➼ Proposed Ideas & Discussions

"Even the finest sword plunged into salt water will eventually rust." -Sun Tzu, The Art of War
Read dispatch

We can't wait to see you join The Eternal Order!
Paid by eternal order

No thank you sir, I'm in between I admire the hustle, and wow thats just lazy, is there a word for that?

Ununited republic of america wrote:No thank you sir, I'm in between I admire the hustle, and wow thats just lazy, is there a word for that?

It's just question nothing to be hurt about or to have a opinion on

Post by Greater Westfalen suppressed by Millenhaal.

La card 1 wrote:Are you sick and tired of being bored? do you like chilling? rp? or even greatness and conquest?

Well we have a solution for you to come and join The Eternal Order! We are a wonderful community with a very diverse population of many political opinions along with an acceptance of all languages! We also have a great rp and if you're sick of the boring defender life then join greatness!




Introduction

Welcome to the world of roleplaying! This guide helps you unleash your imagination, create characters, and embark on thrilling adventures with fellow roleplayers. Explore, collaborate, and let the stories unfold. Enjoy the journey!


How to Join

Before you could claim a soft and comfy land on the Regional Map, you must obtain Citizenship by endorsing the WA Delegate and joining a house.

Easiest way to obtain Citizenship is by joining the WA and endorsing the current Sage and WA Delegate, not only you would be able to join the rp, you would help the Region as well!

Once you joined the World Assembly, you can join one of the Houses in The Eternal Order.
For more Information regarding houses, click the house you like to join!
The Eternal Knights
The Auralian Knights
for the Auralian House, please telegram Novanuki to join or if you'd like to ask something. For the Eternal Knights, please telegram United Villages Of Eisbutch


Requirements

Congratulations in getting Citizenship!
Now you may want to either Join the RP or just to participate in Raids, but if you want to join the RP, you have to met all the Requirements before claiming a spot.
You'll have to make a Factbook about your Nation's Overview and Military. You can either make complicated and detailed Factbooks or make it simple.

the Format for the Simple version of the Overview

Nation name:
Nation Full name:
Type of Government:
Capital:
Military power:
GDP:
History:
Culture groups:
languages:

For the Military Factbook


Land Claim

You have created your Overview and Military factbook, that will be your backbone for you to join the RP!
Go to Regional Map and click Present Tech map, once you see any Available-Unclaimed land, you can telegram Old Order Of Bubba to submit your claims, or you can PUBLICLY state you claims on the Regional Message Board (RMB)

LinkThe Eternal Order Map by Slavic Bavaria
LinkThe Eternal Order Space Claim by Slavic Bavaria and currently both are administered by Old Order Of Bubba

To Provide your claim. To do so you have 2 options:

-Draw it on the map and upload it on an image hosting site like imgur.com, imgbb.com or Discord (Copy image address) then copy and paste the link into your telegram or RMB chat.

-Describe your claim on a Telegram "I claim Antarctica and Artic".

List of Unclaimed lands:

Asia:

  • Riau Islands

  • Spartly Islands

  • Paracel Islands

Europa:

  • Armenia

Africa:

  • Comoros

  • Seychelles

  • Mauritius

  • Funchal

  • Maspalomas

  • Santa Cruz de La Palma

  • Reunion

  • Corralejo

  • Sao Tome and Principe

  • Mayotte

The Americas:

  • Brazil (Telegram Maktaria)

  • Guyana

  • Suriname

  • British Columbia

  • Alberta

  • Saskatchewan

  • Manitoba

  • Ontario

  • Washington

  • Montana

  • North Dakota

  • South Dakota

  • Minnesota

  • Wisconsin

  • Michigan

  • Indiana

  • Kentucky

  • Tennessee

  • Upper Mississippi

  • Arkansas

  • Oklahoma

  • New Mexico

  • Arizona

  • Nevada

  • Utah

  • Wyoming

  • Colorado

  • Nebraska

  • Kansas

  • Missouri

  • Iowa

  • Illinois

  • West Virginia

  • Virginia

  • Pennsylvania

  • New York (once New Amsterdam)

  • Maryland

  • Vermont

  • New Hampshire

  • Massachusetts

  • Delaware

  • New Jersey

  • Connecticut

  • Road Island

Oceania:

  • Auckland Island

  • Samoa

  • Tonga

  • Nieu

  • Kiribati

  • Tuvalu


Familiarize yourself with the roleplay rules

Read the full list of the Rules here

page=dispatch/id=1944720
Please read the Rules before participating in Roleplay activities.

Alliances

page=dispatch/id=1947661


Factbook templates

Soo... You want to have a very detailed and complicated factbook?
Alright, i'll help you to achieve your wishing. As you know, a factbook helps describe a nation in every aspects, from Military to Crime Activities. By making a more detailed factbook, you'll be able to explain your nation in great detail, while getting the Al-Zuweeiyah Approves!

You can either start from scratch by following the List of Formats Click Here and do it step-by-step following a Wikipedia style and your own adding. Or use a Template already created by a nation.

Go to the Buttom-right of the Dispatch, and click "Raw" that is located besides "report"
once clicked, copy the entire format. Or visit the Original's Creator Forum post if you ain't doing allat.
viewtopic.php?f=23&t=419360

To add an image to the factbook, right click (or hold if on mobile) and click "Copy Image Address". After that, paste the link on the middle of "[img]your link[/img]" and there you go!
page=dispatch/id=880199

page=dispatch/id=1268363


It's Roleplayin' time

You have read the Guide and do all of the Requirements!
Welcome to The Eternal Order Roleplay!


Created by RP Mentor Al-Zuweeiyah

Read dispatch


➼ Raiding, Defending, and Military Gameplay
From the NationStates FAQ:
    "There are two types of war games that have been developed by the NationStates community. One is regional invasions, where nations attempt to move into another region and topple the Regional Delegate; the other is an in-depth role-playing game that takes place in the International Incidents forum."

This guide focuses on the war game that concerns out-of-character NationStates mechanics, regional invasions and defending. To learn about the in-character Role Play warfare, see the stickies in the International Incidents forum.

Military Gameplay is the conflict between regions or organizations (a coalition of regions or individuals) who fight for control over the World Assembly Delegacy (and therefore gain control) of other regions. The fundamental actions of gameplay are raiding (seizing control of the WA Delegate position of a region by force) and defending (interfering with raider groups and protecting regions from raider attack).


➼ About This Guide & Resources
This guide was written to replace the former "Complete Guide to Military Gameplay" written by myself (King Nephmir II) in 2014, and as a replacement for the Basics of Military Gameplay written by Naivetry in 2011.

The Forum version of this guide can be viewed here, and is open for questions and feedback. Questions regarding what comes next and more about Gameplay can be asked in the Gameplay Advice Thread. There is also a thread for asking about NationStates history here, and a thread for looking for specific raider/defender regions here. Or, you can read this helpful guide about building your own region by Consular and start your own gameplay region!

▲ Please upvote this dispatch if you find it helpful! ▲



➼ What is Raiding?

Raiding is when a group of people use a nation with World Assembly membership to forcibly assume control of a region's WA Delegate position. Delegates are elected during two daily occurring updates, or every 12 hours, based on the nation in the region that has the most World Assembly endorsements from other WA nations.

If there is a tie in endorsements, the nation that has been in the region the longest of the tied nations is elected as the WA Delegate.


➼ Why Raid?

Raiding is done for many purposes. Some regions raid to further a NationStates cause or real life ideology (or to fight one), and some raid just for the fun of raiding. Raider regions typically don't attack each other and usually ally with each other on the battlefield, though there have been instances in the past of some regions being exceptions to this. Typically, regions that raid for the sake of raiding are just called "raider" regions, while those that raid to further an ideology are known as "imperialist" regions. Regions that fit into neither category are "independent" aligned. Raiders that aren't affiliated with any organization can be considered "mercenaries".


➼ How to Raid

Since it is against the NationStates rules to have more than one nation in the World Assembly at a time, raiding regions requires multiple people working together in order to seize the WA Delegacy. While there are many forms of raiding (as described in the next section, "Types of Raiding"), all forms of raiding require the same mechanic of seizing the WA Delegacy.

During one of the twice daily updates, every region in the world is updated, alongside all nations within it. Every region displays the last time it updated underneath the founder/delegate names:

Hovering over this will give you a precise time the region updated last. Since both updates do not have the same update time, this value is accurate for the next day around that time, and can be used to jump into a region before it updates and seize the WA Delegacy by surprise (note that there are ways of calculating a more accurate time and adjusting for variance in the update. An explanation of this can be found in the "Advanced Mechanics" section).


➼ Types of Raiding

There are four main types of raiding:

Tag raiding: A form of raiding involving the brief capture of multiple regions during an update. No harm is inflicted upon the tagged regions other than changing its appearance (flying the raider's flag, banner, and World Factbook Entry (WFE)). Tag raiding is used primarily as a form of training with the added benefit of advertising the raider region and those involved in the raid. To tag raid, everyone creates several spare nations, and moves them to a late updating region. This is known as a "jump point". Since every nation in the world can only update once per update period, everyone endorses the raid leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself updates the remaining nations. This process is often accelerated by both (1) pre-applying to the World Assembly on all puppet nations - you can have only 1 WA nation at a time, but you can have as many WA acceptance emails as you wish ready and waiting. These links in the emails are good for 28 days (2) custom keybind scripts/extensions can be used to bind keys to actions, so that scrolling and clicking is not necessary. Ensure you do research in the Technical forum before attempting to make your own tools!

Stealth raiding: When raiders use undercover puppet nations to infiltrate a region without being detected by enemies, disguised as a Native (a member nation of a region). These undercover nations are known as clean puppets, since they cannot be traced back to a raider nation or any raider region. A dirty puppet is the opposite, a nation that can be traced back to a raider, which cannot be used for stealth raids and can compromise the entire operation. Dirty puppets are used for tag raiding. When the time is right, the region is secretly seized or occupied and then destroyed.

Coup: A form of stealth raiding, secretly assuming control of a region (typically using political means or elections), and strategically capturing it using native and/or secret raider endorsements. Coups can take months, even years to pull off, and typically involve gaining the trust of the active region members and occupying the region in secret for awhile to build up influence (further detailed under "advanced mechanics").

Occupation: The open capture of a region supported by raider endorsements, known as a "pile". Raiders openly hold onto a region for weeks, or even months, often with the end goal of completely destroying a region and permanently refounding it under raider control.


➼ Destroying Regions

If a region updates without any nations in it at its time of update, it will be deleted from the game ("cease to exist", or CTE). The region name is then free to be refounded, granting it a raider controlled founder account with permanent control over the region. Not every raid has the end goal of regional destruction, however there have been many high profile regions destroyed in the past.

Refounding is risky, however, as anyone can intercept it by moving into the region (if there is no password pre-imposed) or by refounding the region first. It is a high risk, high reward maneuver.

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt." -Sun Tzu, The Art of War



➼ What is Defending?

Defending is when a group of nations move to a region to seize the WA Delegacy and defend it from raids, support a native member of the region's Delegacy, or to restore a region's history after a tag raid.

For tools on restoring a region's former state before a raid, see the "References and Tools" section at the end of this guide!


➼ Why Defend?

Regions defend other regions as a means of making NationStates as much of a raider free environment as possible, and to prevent regional history from becoming lost to the mists of time. Much like raiding, everyone has their own individual reasons and backstories for defending, and some simply defend for the fun of defending.


➼ How to Defend

Spotting is the act of watching for suspicious activity utilizing the Activity Page to gain the advantage of noticing raids or invasions before they begin, so that troops may be mobilized to prevent or stop a raid in its early stages.

This page can also be filtered to watch for specific happenings (tracking nation movement, endorsements, and WA membership) during the update, so that the forces may activity intercept raids or aid allies in doing so (typically combined with a browser extension that adds keyboard shortcuts for further increased response time).

It is always helpful to have all of your switcher puppets prepared in a late updating region ahead of time, all applied to join the World Assembly, so that they may be used at a moment's notice.


➼ Types of Defending

There are 2 main forms of defending:
  • Detagging: A form of defending involving the brief capture of multiple raider tagged regions during an update. The regions are then reverted back to their original native state using a variety of tools, included at the end of this guide. Detagging is used primarily as a form of training and/or when there are no raiders actively raiding. If there are raiders actively raiding, defenders can instead go for an interception, and prevent tag raids from happening in the first place. Since every nation in the world can only update once per update period, everyone endorses the leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself (a late updating region used to store puppet nations in for the sake of using multiple nations an update) updates the remaining nations.

  • Liberating: the act of seizing a region occupied by raider forces en masse, removing the raiders occupying the region, and restoring it back under native control. This can be done by a mass group of defenders endorsing leaders in a jump point, then jumping into the occupied region as it updates, or by jumping in and endorsing an active native or pre-placed defender puppet.
    The act of cross-endorsing and repeatedly jumping into a region without enough updaters every update with the intent to update as many defenders in the region as possible to expend raider influence totals is known as an attrition run.

Defenders can also protect a region from being raided initially by stationing themselves in a region and endorsing the native delegate and Regional Officers.


➼ Refound Interception

If all else fails, and raiders are close to refounding a region, defenders can attempt to snipe the refound attempt by creating a region with the same name as the raiders empty the region to delete it. If successful, this will instead grant the region over to defender control, allowing defenders to reinstate the native community and have access to the founder account to protect against future raids.

For information on preventing raids in region, see the "Regional Security" section.

"Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain."
-Sun Tzu, The Art of War



➼ Founder vs. Founderless Regions

Every region in NationStates can be divided into two categories: regions with founders, and regions with no founder (tagged as "founderless" regions). Regions without a founder are either game created regions (see below), regions founded before founders were a concept in the antiquity years of NationStates such as the region Nationstates, or a region that had a founder that ceased to exist from inactivity. If a founder ceases to exist (or leaves the region), the WA Delegate position is automatically granted executive authority (the ability to access all regional controls and create Regional Officer positions), even if the ability wasn't granted to the WA Delegate while the founder was present in the region. This leaves the region potentially vulnerable to raids if not defended properly. To protect a founderless region, see the section "regional security").

Founders have complete control over their regions, and can freely use regional controls, including appointing Regional Officers (ROs), restricting WA Delegate powers, banning and ejecting nations, and imposing a password free of influence charge and without any cooldowns.

WA Delegates have control over founderless regions, but are restricted still to appointing 1 RO per 26 hours in office (up to 12 total), an influence charge for banning and ejecting nations, a hefty influence cost for imposing a password, and a 1 second cooldown between nation bans and ejections. Appointed ROs have to spend twice as much influence to complete actions, making banning the WA Delegate difficult to impossible to do. The 1 second ban cooldown also applies to all nations with access to regional border controls, and is shared by the whole region.


➼ Warzones & Game Created Regions

"Game created regions", or GCRs, are founderless regions created by the game to serve a variety of purposes. There are currently 16 GCRs, including 5 Feeders, 4 Sinkers, and 7 Warzones.

Feeders are regions where newly founded nations appear, consisting of the following regions:
The Pacific
The North Pacific
The South Pacific
The East Pacific
The West Pacific

Sinkers are regions that do not spawn new nations, but spawn nations in a different way:
Osiris - "restorer" type sinker that restores nations that ceased to exist previously.
Balder - restorer
Lazarus - restorer
the Rejected Realms - Also known as a "catcher" region, since banned nations arrive in the region

Warzones were initially created before regional influence (a type of "currency" that is used to ban/eject and password protect regions) was a mechanic many years ago, as a way to provide raidable regions to deter regional destruction by raiders. This idea, however, ultimately failed, since Warzones themselves cannot cease to exist and therefore cannot be destroyed. In Warzones, there is no founder, and bans are temporary, expire, and cost no influence to carry out (as influence in Warzones is "frozen" as if the region was just created).
Warzone Africa
Warzone Airspace
Warzone Asia
Warzone Australia
Warzone Europe
Warzone Sandbox
Warzone Trinidad


➼ Frontiers

All regions fall under one of two categories: standard or frontiers. A standard region has a governor that has full access to regional controls without the need to spend any influence, while a frontier has no such position, and the elected WA Delegate has full control over the regional controls (limited by influence). Both forms of regions have different benefits and drawbacks, and is up to each region to decide which is best for them.

Standard regions may designate a successor to the governor, who takes over in the event that the governor resigns or ceases to exist. Governors are also able to switch the region status to frontier, abdicating their position and giving the WA Delegate more powers after a 2 week period (to allow ample time to prevent raider take over or to stop a coup or revolt). Likewise, a WA Delegate may switch to a standard region, and become governor after a 2 week waiting period.

Frontiers are at risk of internal coups and raids more frequently, but are also able to spawn in newly founded nations (much like feeder regions), allowing more regional growth than a standard region provides. Additionally, the Security Council can pass an "Injunction", a proposal that restricts a region's ability to transition between region types, to help combat foreign aggression.

"Appear weak when you are strong, and strong when you are weak." -Sun Tzu, The Art of War



➼ Founders & Encouraging WA Participation

WA members have the power to raid, defend, and prevent raids from happening in the first place. The more WA members a region has, the more "weapons" it has to protect against raiding, simply through the endorsement mechanic. The more endorsements the WA Delegate has, the more endorsements are needed to raid the region, and the more influence the Delegate obtains every update (which is used to impose a password and ban + eject nations).

Having the founder nation present in a region with a non-executive Delegacy (the Delegate cannot access regional border controls) are the best means of preventing raids when possible.


➼Using WA Endorsements

There are various ways regions can use endorsements to protect their region and make their region as strong and "raid-proof" as possible.

Endorsement caps, or "endo cap", is a limit on the number of endorsements a WA member of the region may hold. The endo cap is usually set anywhere from 2 (the amount needed to submit WA proposals) to anywhere around 50% of that of the WA Delegate's endorsements. Obviously, the Delegate and Vice Delegate (if applicable) are exempt from the endo cap. Some regions make a small endo cap for those not endorsing the delegate and a larger one for those that do, to provide extra incentive to endorse the delegate.

Some regions choose a different means of defense. Instead of an endo cap, in which power is focused on the current delegate, some regions prefer to freely allow members to "endo swap" (giving an endorsement to another nation in the hope of receiving an endorsement in return) or "endo tart" (giving an endorsement to another nation along with a telegram asking for an endorsement in return) to obtain high levels of endorsements, usually with the limit being just short of whatever the WA Delegate's endorsements are.

This slightly increases the chance of a coup, however if the region is under a coup, the delegate cannot ban or eject a lot of WA members with high endorsements (ejecting one or two would deplete the influence supply of the Delegate). This makes destroying or holding the region difficult and the rogue Delegate can be easily overthrown, especially given the lower endorsement margin between WA members and the Delegate.

The total amount of endorsements swapped divided by the total amount of endorsement swaps possible (recorded as a percentage) is known as endorsement saturation. Higher levels of endorsement saturation restrict delegate powers, but spread out the influence rapidly, while lower levels of endorsement saturation increase delegate powers and decrease the influence spread.


➼ Regional Passwords

Delegates can spend a large amount of influence to password protect a region (Founders are able to do this with no influence cost). This will prevent nations from entering your region that do not know the password. This should be use with caution however, as anybody you invite afterwards will have the password, alongside everyone in the region if you select the option to "show residents the password". This will also stop community growth, and is only recommended as a means to protect an active community from being raided by conventional means.
"The greatest victory is that which requires no battle." -Sun Tzu, The Art of War



➼ WA Liberations

The Security Council can be used as a means for natives across many regions to provide support for defenders and natives currently experiencing a raid.


A WA Liberation (not to be confused with defender "liberation" of a region) is a proposal that the world can vote on through the Security Council that can target a region (typically that of which is being occupied by raiders), and remove the ability to password protect a region, leaving it vulnerable to defender liberations and harder to destroy without interference.


➼ Declarations, Commendations, and Condemnations

Commendations are typically used to award nations that contribute significantly to NationStates or defending.
Condemnations are typically used to warn nations of exemplary leaders in the raiding community.

Declarations can be used for a variety of different effects, and are not necessarily limited to just raiding/defending.

Neither commendations, condemnations, nor declarations, however, provide any sort of gameplay advantage or technical effect.


➼ More SC Information

For more information on the SC, check out the pins in the Security Council forum. For future SC proposal type developments, see the technical thread here.
"In the midst of chaos, there is also opportunity." -Sun Tzu, The Art of War



➼ What are Updates?

There are two game updates each day. At this time, nations update (national population increases, change in regional influence occurs, etc.) However, they don't all update at the same time. The following is a list of all that takes place during the update, in no particular order:
  • National population increases.*

  • A New Featured World Census Report is Issued.*

  • A new featured region is selected.*

  • World Assembly resolutions finish voting and new ones arrive (at the beginning of update).

  • Influence increases (or decreases, for a nation that has left the region or regions that have influence decay).

  • Inactive nations and empty regions cease to exist.

  • WA endorsements are verified and new WA Delegates are elected, if necessary.

*Major Update only

Each update is known as the following:

  • 12:00AM-1:30AM EST - this is known as the Major Update, since it not only updates the nations and regions, but compiles a WA Census Report, chooses a new featured region, and updates the population of each nation.

  • 12:00PM-1:00PM EST - this is known as the Minor Update, since it is generally shorter than the Major Update and only does a basic update of the nations and regions.

Eastern Standard Time is used since update times are affected by daylight saving's time. To see the times in your time zone, try a Linktime zone converter.

Over the course of the update, each region updates, one by one, back to back in rapid succession. During this time, nations are updated within the region (one by one, right after each other back to back in less than a second each) in order of how long they've been present within the region, with the long time residents updating first and newer arrivals last.

During these times, the endorsements are also recounted within the region. The nation in the region with the most World Assembly endorsements at this time becomes the region’s WA Delegate, and all nations gain influence.

Each region updates at a specific time within this time frame, and can only update once per update. Likewise, each nation can only update once. Therefore, once a nation updates, it can no longer be used during the course of that update for raiding or defending purposes. Once a region updates, it cannot be updated again until the next update.

Regions change update time slightly both as an intentional feature and in some cases server strain. This is known as "variation" in the update time, and is in place to make it more challenging to jump into a region precisely as it updates, leaving room for defenders to react to raiders more often.


➼ What is Influence?

Regional influence is a numerical value attached to your nation that rises based on how long you've been present within a region and the number of endorsements you have. Regional influence only applies to the total amount of influence within a single region, and is independent from the amount of influence in any other region in the world. All nations gain 1 influence per update, plus an additional +1 influence per endorsement received every update. A nation's influence can be seen here, as measured in Soft Power Disbursement Rating (SPDR).

A large amount of influence is needed to impose a visible password on a region (a password visible to all residents), and a very high amount of influence is needed to impose a hidden password.

Banning and ejecting nations also consumes influence. It costs 1/2 of that nation's influence to ban them (example: you have 60 SPDR, and the nation you want to ban has 30 SPDR. It would therefore cost you 15 SPDR to ban them, leaving you with 45 SPDR remaining), and 1/3 of a nation's influence to eject them. Planning out influence is key to a successful operation!

A nation's regional influence level is just a general descriptor of how much influence a nation has in comparison to the total influence pool in the region. There are 31 influence levels:

Regional influence levels (lowest to highest)
1. Zero
2. Unproven
3. Hatchling
4. Newcomer
5. Nipper
6. Minnow
7. Sprat
8. Shoeshiner
9. Page
10. Squire
11. Apprentice
12. Vassal
13. Truckler
14. Handshaker
15. Duckspeaker
16. Envoy
17. Diplomat
18. Ambassador
19. Auxiliary
20. Negotiator
21. Contender
22. Instigator
23. Dealmaker
24. Enforcer
25. Eminence Grise
26. Powerbroker
27. Power
28. Superpower
29. Dominator
30. Hegemony
31. Hermit


➼ Sleepers

Leaders and officers of raider and defender regions typically maintain sleeper networks, or a large batch of puppets infiltrated across many regions (hundreds, or even thousands) to pre-emptively gain influence.

Establishing and upkeeping a sleeper network is crucial to becoming, quite literally, influential across NationStates. This expands the organization's reach, whether it be for raiding or defending regions, and can turn the tide of an operation.

After a week of not logging into a nation, however, it will stop gathering influence, so be sure not to leave the nation unattended. Nations Cease To Exist (CTE) after 28 days, or 60 days in vacation mode. For tools for maintaining a sleeper network, see the "References & Tools" section at the end of this guide.

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." -Sun Tzu, The Art of War



➼ Additional References
  • FAQ - A great place to get an overview of what NationStates is about and learn the general NationStates rules.

  • NationStates API - Nation and region data open for public use for tool development and gathering data.

For more references and information about this guide, see the "Introduction" section!


➼ Tools
  • NationStates++ - A browser extension for NationStates that is no longer supported, but still works (as of January 2022) for logging into and keeping up with puppet nations.

  • Old Login Script - A guide to running and using a login script written awhile back to keep up with puppet nations. May or may not still be functional, but written by admin.

  • LinkNSLogin-Web - A newer login script website.

  • AugustinAndroid v2 - A Discord bot for NationStates.

  • LinkNationCogs - Another Discord bot for NationStates.

  • LinkNSHistory - A way to look back into a region's history.

  • LinkWFE Index - Recover a region's WFE after it has been raided.

  • LinkRegion Flag Archive - Recover a region's flag after it has been raided.

  • LinkBreeze++ - A tool that allows keybinds to be used for tagging/detagging.

  • LinkSpyglass - An Excel script used for finding update times and triggering.

  • Activity Page - Don't underestimate the usefulness of the in-game activity page, especially for defending.

[!] All of these tools are maintained for public use by a variety of raider and defender regions. Tools that require installation: use at your own risk! If you're not sure about a tool or don't trust it, don't use it. Any tool that breaks site rules will be promptly removed from this guide.


➼ Proposed Ideas & Discussions

"Even the finest sword plunged into salt water will eventually rust." -Sun Tzu, The Art of War
Read dispatch

We can't wait to see you join The Eternal Order!
Paid by eternal order

Today I learned NationStates has advertising beyond those annoying recruitment telegrams.

Post by Prussia Republican Kingdom suppressed by Millenhaal.

La card 1 wrote:Are you sick and tired of being bored? do you like chilling? rp? or even greatness and conquest?

Well we have a solution for you to come and join The Eternal Order! We are a wonderful community with a very diverse population of many political opinions along with an acceptance of all languages! We also have a great rp and if you're sick of the boring defender life then join greatness!




Introduction

Welcome to the world of roleplaying! This guide helps you unleash your imagination, create characters, and embark on thrilling adventures with fellow roleplayers. Explore, collaborate, and let the stories unfold. Enjoy the journey!


How to Join

Before you could claim a soft and comfy land on the Regional Map, you must obtain Citizenship by endorsing the WA Delegate and joining a house.

Easiest way to obtain Citizenship is by joining the WA and endorsing the current Sage and WA Delegate, not only you would be able to join the rp, you would help the Region as well!

Once you joined the World Assembly, you can join one of the Houses in The Eternal Order.
For more Information regarding houses, click the house you like to join!
The Eternal Knights
The Auralian Knights
for the Auralian House, please telegram Novanuki to join or if you'd like to ask something. For the Eternal Knights, please telegram United Villages Of Eisbutch


Requirements

Congratulations in getting Citizenship!
Now you may want to either Join the RP or just to participate in Raids, but if you want to join the RP, you have to met all the Requirements before claiming a spot.
You'll have to make a Factbook about your Nation's Overview and Military. You can either make complicated and detailed Factbooks or make it simple.

the Format for the Simple version of the Overview

Nation name:
Nation Full name:
Type of Government:
Capital:
Military power:
GDP:
History:
Culture groups:
languages:

For the Military Factbook


Land Claim

You have created your Overview and Military factbook, that will be your backbone for you to join the RP!
Go to Regional Map and click Present Tech map, once you see any Available-Unclaimed land, you can telegram Old Order Of Bubba to submit your claims, or you can PUBLICLY state you claims on the Regional Message Board (RMB)

LinkThe Eternal Order Map by Slavic Bavaria
LinkThe Eternal Order Space Claim by Slavic Bavaria and currently both are administered by Old Order Of Bubba

To Provide your claim. To do so you have 2 options:

-Draw it on the map and upload it on an image hosting site like imgur.com, imgbb.com or Discord (Copy image address) then copy and paste the link into your telegram or RMB chat.

-Describe your claim on a Telegram "I claim Antarctica and Artic".

List of Unclaimed lands:

Asia:

  • Riau Islands

  • Spartly Islands

  • Paracel Islands

Europa:

  • Armenia

Africa:

  • Comoros

  • Seychelles

  • Mauritius

  • Funchal

  • Maspalomas

  • Santa Cruz de La Palma

  • Reunion

  • Corralejo

  • Sao Tome and Principe

  • Mayotte

The Americas:

  • Brazil (Telegram Maktaria)

  • Guyana

  • Suriname

  • British Columbia

  • Alberta

  • Saskatchewan

  • Manitoba

  • Ontario

  • Washington

  • Montana

  • North Dakota

  • South Dakota

  • Minnesota

  • Wisconsin

  • Michigan

  • Indiana

  • Kentucky

  • Tennessee

  • Upper Mississippi

  • Arkansas

  • Oklahoma

  • New Mexico

  • Arizona

  • Nevada

  • Utah

  • Wyoming

  • Colorado

  • Nebraska

  • Kansas

  • Missouri

  • Iowa

  • Illinois

  • West Virginia

  • Virginia

  • Pennsylvania

  • New York (once New Amsterdam)

  • Maryland

  • Vermont

  • New Hampshire

  • Massachusetts

  • Delaware

  • New Jersey

  • Connecticut

  • Road Island

Oceania:

  • Auckland Island

  • Samoa

  • Tonga

  • Nieu

  • Kiribati

  • Tuvalu


Familiarize yourself with the roleplay rules

Read the full list of the Rules here

page=dispatch/id=1944720
Please read the Rules before participating in Roleplay activities.

Alliances

page=dispatch/id=1947661


Factbook templates

Soo... You want to have a very detailed and complicated factbook?
Alright, i'll help you to achieve your wishing. As you know, a factbook helps describe a nation in every aspects, from Military to Crime Activities. By making a more detailed factbook, you'll be able to explain your nation in great detail, while getting the Al-Zuweeiyah Approves!

You can either start from scratch by following the List of Formats Click Here and do it step-by-step following a Wikipedia style and your own adding. Or use a Template already created by a nation.

Go to the Buttom-right of the Dispatch, and click "Raw" that is located besides "report"
once clicked, copy the entire format. Or visit the Original's Creator Forum post if you ain't doing allat.
viewtopic.php?f=23&t=419360

To add an image to the factbook, right click (or hold if on mobile) and click "Copy Image Address". After that, paste the link on the middle of "[img]your link[/img]" and there you go!
page=dispatch/id=880199

page=dispatch/id=1268363


It's Roleplayin' time

You have read the Guide and do all of the Requirements!
Welcome to The Eternal Order Roleplay!


Created by RP Mentor Al-Zuweeiyah

Read dispatch


➼ Raiding, Defending, and Military Gameplay
From the NationStates FAQ:
    "There are two types of war games that have been developed by the NationStates community. One is regional invasions, where nations attempt to move into another region and topple the Regional Delegate; the other is an in-depth role-playing game that takes place in the International Incidents forum."

This guide focuses on the war game that concerns out-of-character NationStates mechanics, regional invasions and defending. To learn about the in-character Role Play warfare, see the stickies in the International Incidents forum.

Military Gameplay is the conflict between regions or organizations (a coalition of regions or individuals) who fight for control over the World Assembly Delegacy (and therefore gain control) of other regions. The fundamental actions of gameplay are raiding (seizing control of the WA Delegate position of a region by force) and defending (interfering with raider groups and protecting regions from raider attack).


➼ About This Guide & Resources
This guide was written to replace the former "Complete Guide to Military Gameplay" written by myself (King Nephmir II) in 2014, and as a replacement for the Basics of Military Gameplay written by Naivetry in 2011.

The Forum version of this guide can be viewed here, and is open for questions and feedback. Questions regarding what comes next and more about Gameplay can be asked in the Gameplay Advice Thread. There is also a thread for asking about NationStates history here, and a thread for looking for specific raider/defender regions here. Or, you can read this helpful guide about building your own region by Consular and start your own gameplay region!

▲ Please upvote this dispatch if you find it helpful! ▲



➼ What is Raiding?

Raiding is when a group of people use a nation with World Assembly membership to forcibly assume control of a region's WA Delegate position. Delegates are elected during two daily occurring updates, or every 12 hours, based on the nation in the region that has the most World Assembly endorsements from other WA nations.

If there is a tie in endorsements, the nation that has been in the region the longest of the tied nations is elected as the WA Delegate.


➼ Why Raid?

Raiding is done for many purposes. Some regions raid to further a NationStates cause or real life ideology (or to fight one), and some raid just for the fun of raiding. Raider regions typically don't attack each other and usually ally with each other on the battlefield, though there have been instances in the past of some regions being exceptions to this. Typically, regions that raid for the sake of raiding are just called "raider" regions, while those that raid to further an ideology are known as "imperialist" regions. Regions that fit into neither category are "independent" aligned. Raiders that aren't affiliated with any organization can be considered "mercenaries".


➼ How to Raid

Since it is against the NationStates rules to have more than one nation in the World Assembly at a time, raiding regions requires multiple people working together in order to seize the WA Delegacy. While there are many forms of raiding (as described in the next section, "Types of Raiding"), all forms of raiding require the same mechanic of seizing the WA Delegacy.

During one of the twice daily updates, every region in the world is updated, alongside all nations within it. Every region displays the last time it updated underneath the founder/delegate names:

Hovering over this will give you a precise time the region updated last. Since both updates do not have the same update time, this value is accurate for the next day around that time, and can be used to jump into a region before it updates and seize the WA Delegacy by surprise (note that there are ways of calculating a more accurate time and adjusting for variance in the update. An explanation of this can be found in the "Advanced Mechanics" section).


➼ Types of Raiding

There are four main types of raiding:

Tag raiding: A form of raiding involving the brief capture of multiple regions during an update. No harm is inflicted upon the tagged regions other than changing its appearance (flying the raider's flag, banner, and World Factbook Entry (WFE)). Tag raiding is used primarily as a form of training with the added benefit of advertising the raider region and those involved in the raid. To tag raid, everyone creates several spare nations, and moves them to a late updating region. This is known as a "jump point". Since every nation in the world can only update once per update period, everyone endorses the raid leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself updates the remaining nations. This process is often accelerated by both (1) pre-applying to the World Assembly on all puppet nations - you can have only 1 WA nation at a time, but you can have as many WA acceptance emails as you wish ready and waiting. These links in the emails are good for 28 days (2) custom keybind scripts/extensions can be used to bind keys to actions, so that scrolling and clicking is not necessary. Ensure you do research in the Technical forum before attempting to make your own tools!

Stealth raiding: When raiders use undercover puppet nations to infiltrate a region without being detected by enemies, disguised as a Native (a member nation of a region). These undercover nations are known as clean puppets, since they cannot be traced back to a raider nation or any raider region. A dirty puppet is the opposite, a nation that can be traced back to a raider, which cannot be used for stealth raids and can compromise the entire operation. Dirty puppets are used for tag raiding. When the time is right, the region is secretly seized or occupied and then destroyed.

Coup: A form of stealth raiding, secretly assuming control of a region (typically using political means or elections), and strategically capturing it using native and/or secret raider endorsements. Coups can take months, even years to pull off, and typically involve gaining the trust of the active region members and occupying the region in secret for awhile to build up influence (further detailed under "advanced mechanics").

Occupation: The open capture of a region supported by raider endorsements, known as a "pile". Raiders openly hold onto a region for weeks, or even months, often with the end goal of completely destroying a region and permanently refounding it under raider control.


➼ Destroying Regions

If a region updates without any nations in it at its time of update, it will be deleted from the game ("cease to exist", or CTE). The region name is then free to be refounded, granting it a raider controlled founder account with permanent control over the region. Not every raid has the end goal of regional destruction, however there have been many high profile regions destroyed in the past.

Refounding is risky, however, as anyone can intercept it by moving into the region (if there is no password pre-imposed) or by refounding the region first. It is a high risk, high reward maneuver.

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt." -Sun Tzu, The Art of War



➼ What is Defending?

Defending is when a group of nations move to a region to seize the WA Delegacy and defend it from raids, support a native member of the region's Delegacy, or to restore a region's history after a tag raid.

For tools on restoring a region's former state before a raid, see the "References and Tools" section at the end of this guide!


➼ Why Defend?

Regions defend other regions as a means of making NationStates as much of a raider free environment as possible, and to prevent regional history from becoming lost to the mists of time. Much like raiding, everyone has their own individual reasons and backstories for defending, and some simply defend for the fun of defending.


➼ How to Defend

Spotting is the act of watching for suspicious activity utilizing the Activity Page to gain the advantage of noticing raids or invasions before they begin, so that troops may be mobilized to prevent or stop a raid in its early stages.

This page can also be filtered to watch for specific happenings (tracking nation movement, endorsements, and WA membership) during the update, so that the forces may activity intercept raids or aid allies in doing so (typically combined with a browser extension that adds keyboard shortcuts for further increased response time).

It is always helpful to have all of your switcher puppets prepared in a late updating region ahead of time, all applied to join the World Assembly, so that they may be used at a moment's notice.


➼ Types of Defending

There are 2 main forms of defending:
  • Detagging: A form of defending involving the brief capture of multiple raider tagged regions during an update. The regions are then reverted back to their original native state using a variety of tools, included at the end of this guide. Detagging is used primarily as a form of training and/or when there are no raiders actively raiding. If there are raiders actively raiding, defenders can instead go for an interception, and prevent tag raids from happening in the first place. Since every nation in the world can only update once per update period, everyone endorses the leader, known as the point, and jumps into the target region at the same time right before it updates, seizing control of the WA Delegacy. The leader makes himself a Regional Officer, and all nations resign from the WA, and switch WA membership to a new nation in the jump point. This process is then repeated for as many targets as desired before the jump point itself (a late updating region used to store puppet nations in for the sake of using multiple nations an update) updates the remaining nations.

  • Liberating: the act of seizing a region occupied by raider forces en masse, removing the raiders occupying the region, and restoring it back under native control. This can be done by a mass group of defenders endorsing leaders in a jump point, then jumping into the occupied region as it updates, or by jumping in and endorsing an active native or pre-placed defender puppet.
    The act of cross-endorsing and repeatedly jumping into a region without enough updaters every update with the intent to update as many defenders in the region as possible to expend raider influence totals is known as an attrition run.

Defenders can also protect a region from being raided initially by stationing themselves in a region and endorsing the native delegate and Regional Officers.


➼ Refound Interception

If all else fails, and raiders are close to refounding a region, defenders can attempt to snipe the refound attempt by creating a region with the same name as the raiders empty the region to delete it. If successful, this will instead grant the region over to defender control, allowing defenders to reinstate the native community and have access to the founder account to protect against future raids.

For information on preventing raids in region, see the "Regional Security" section.

"Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain."
-Sun Tzu, The Art of War



➼ Founder vs. Founderless Regions

Every region in NationStates can be divided into two categories: regions with founders, and regions with no founder (tagged as "founderless" regions). Regions without a founder are either game created regions (see below), regions founded before founders were a concept in the antiquity years of NationStates such as the region Nationstates, or a region that had a founder that ceased to exist from inactivity. If a founder ceases to exist (or leaves the region), the WA Delegate position is automatically granted executive authority (the ability to access all regional controls and create Regional Officer positions), even if the ability wasn't granted to the WA Delegate while the founder was present in the region. This leaves the region potentially vulnerable to raids if not defended properly. To protect a founderless region, see the section "regional security").

Founders have complete control over their regions, and can freely use regional controls, including appointing Regional Officers (ROs), restricting WA Delegate powers, banning and ejecting nations, and imposing a password free of influence charge and without any cooldowns.

WA Delegates have control over founderless regions, but are restricted still to appointing 1 RO per 26 hours in office (up to 12 total), an influence charge for banning and ejecting nations, a hefty influence cost for imposing a password, and a 1 second cooldown between nation bans and ejections. Appointed ROs have to spend twice as much influence to complete actions, making banning the WA Delegate difficult to impossible to do. The 1 second ban cooldown also applies to all nations with access to regional border controls, and is shared by the whole region.


➼ Warzones & Game Created Regions

"Game created regions", or GCRs, are founderless regions created by the game to serve a variety of purposes. There are currently 16 GCRs, including 5 Feeders, 4 Sinkers, and 7 Warzones.

Feeders are regions where newly founded nations appear, consisting of the following regions:
The Pacific
The North Pacific
The South Pacific
The East Pacific
The West Pacific

Sinkers are regions that do not spawn new nations, but spawn nations in a different way:
Osiris - "restorer" type sinker that restores nations that ceased to exist previously.
Balder - restorer
Lazarus - restorer
the Rejected Realms - Also known as a "catcher" region, since banned nations arrive in the region

Warzones were initially created before regional influence (a type of "currency" that is used to ban/eject and password protect regions) was a mechanic many years ago, as a way to provide raidable regions to deter regional destruction by raiders. This idea, however, ultimately failed, since Warzones themselves cannot cease to exist and therefore cannot be destroyed. In Warzones, there is no founder, and bans are temporary, expire, and cost no influence to carry out (as influence in Warzones is "frozen" as if the region was just created).
Warzone Africa
Warzone Airspace
Warzone Asia
Warzone Australia
Warzone Europe
Warzone Sandbox
Warzone Trinidad


➼ Frontiers

All regions fall under one of two categories: standard or frontiers. A standard region has a governor that has full access to regional controls without the need to spend any influence, while a frontier has no such position, and the elected WA Delegate has full control over the regional controls (limited by influence). Both forms of regions have different benefits and drawbacks, and is up to each region to decide which is best for them.

Standard regions may designate a successor to the governor, who takes over in the event that the governor resigns or ceases to exist. Governors are also able to switch the region status to frontier, abdicating their position and giving the WA Delegate more powers after a 2 week period (to allow ample time to prevent raider take over or to stop a coup or revolt). Likewise, a WA Delegate may switch to a standard region, and become governor after a 2 week waiting period.

Frontiers are at risk of internal coups and raids more frequently, but are also able to spawn in newly founded nations (much like feeder regions), allowing more regional growth than a standard region provides. Additionally, the Security Council can pass an "Injunction", a proposal that restricts a region's ability to transition between region types, to help combat foreign aggression.

"Appear weak when you are strong, and strong when you are weak." -Sun Tzu, The Art of War



➼ Founders & Encouraging WA Participation

WA members have the power to raid, defend, and prevent raids from happening in the first place. The more WA members a region has, the more "weapons" it has to protect against raiding, simply through the endorsement mechanic. The more endorsements the WA Delegate has, the more endorsements are needed to raid the region, and the more influence the Delegate obtains every update (which is used to impose a password and ban + eject nations).

Having the founder nation present in a region with a non-executive Delegacy (the Delegate cannot access regional border controls) are the best means of preventing raids when possible.


➼Using WA Endorsements

There are various ways regions can use endorsements to protect their region and make their region as strong and "raid-proof" as possible.

Endorsement caps, or "endo cap", is a limit on the number of endorsements a WA member of the region may hold. The endo cap is usually set anywhere from 2 (the amount needed to submit WA proposals) to anywhere around 50% of that of the WA Delegate's endorsements. Obviously, the Delegate and Vice Delegate (if applicable) are exempt from the endo cap. Some regions make a small endo cap for those not endorsing the delegate and a larger one for those that do, to provide extra incentive to endorse the delegate.

Some regions choose a different means of defense. Instead of an endo cap, in which power is focused on the current delegate, some regions prefer to freely allow members to "endo swap" (giving an endorsement to another nation in the hope of receiving an endorsement in return) or "endo tart" (giving an endorsement to another nation along with a telegram asking for an endorsement in return) to obtain high levels of endorsements, usually with the limit being just short of whatever the WA Delegate's endorsements are.

This slightly increases the chance of a coup, however if the region is under a coup, the delegate cannot ban or eject a lot of WA members with high endorsements (ejecting one or two would deplete the influence supply of the Delegate). This makes destroying or holding the region difficult and the rogue Delegate can be easily overthrown, especially given the lower endorsement margin between WA members and the Delegate.

The total amount of endorsements swapped divided by the total amount of endorsement swaps possible (recorded as a percentage) is known as endorsement saturation. Higher levels of endorsement saturation restrict delegate powers, but spread out the influence rapidly, while lower levels of endorsement saturation increase delegate powers and decrease the influence spread.


➼ Regional Passwords

Delegates can spend a large amount of influence to password protect a region (Founders are able to do this with no influence cost). This will prevent nations from entering your region that do not know the password. This should be use with caution however, as anybody you invite afterwards will have the password, alongside everyone in the region if you select the option to "show residents the password". This will also stop community growth, and is only recommended as a means to protect an active community from being raided by conventional means.
"The greatest victory is that which requires no battle." -Sun Tzu, The Art of War



➼ WA Liberations

The Security Council can be used as a means for natives across many regions to provide support for defenders and natives currently experiencing a raid.


A WA Liberation (not to be confused with defender "liberation" of a region) is a proposal that the world can vote on through the Security Council that can target a region (typically that of which is being occupied by raiders), and remove the ability to password protect a region, leaving it vulnerable to defender liberations and harder to destroy without interference.


➼ Declarations, Commendations, and Condemnations

Commendations are typically used to award nations that contribute significantly to NationStates or defending.
Condemnations are typically used to warn nations of exemplary leaders in the raiding community.

Declarations can be used for a variety of different effects, and are not necessarily limited to just raiding/defending.

Neither commendations, condemnations, nor declarations, however, provide any sort of gameplay advantage or technical effect.


➼ More SC Information

For more information on the SC, check out the pins in the Security Council forum. For future SC proposal type developments, see the technical thread here.
"In the midst of chaos, there is also opportunity." -Sun Tzu, The Art of War



➼ What are Updates?

There are two game updates each day. At this time, nations update (national population increases, change in regional influence occurs, etc.) However, they don't all update at the same time. The following is a list of all that takes place during the update, in no particular order:
  • National population increases.*

  • A New Featured World Census Report is Issued.*

  • A new featured region is selected.*

  • World Assembly resolutions finish voting and new ones arrive (at the beginning of update).

  • Influence increases (or decreases, for a nation that has left the region or regions that have influence decay).

  • Inactive nations and empty regions cease to exist.

  • WA endorsements are verified and new WA Delegates are elected, if necessary.

*Major Update only

Each update is known as the following:

  • 12:00AM-1:30AM EST - this is known as the Major Update, since it not only updates the nations and regions, but compiles a WA Census Report, chooses a new featured region, and updates the population of each nation.

  • 12:00PM-1:00PM EST - this is known as the Minor Update, since it is generally shorter than the Major Update and only does a basic update of the nations and regions.

Eastern Standard Time is used since update times are affected by daylight saving's time. To see the times in your time zone, try a Linktime zone converter.

Over the course of the update, each region updates, one by one, back to back in rapid succession. During this time, nations are updated within the region (one by one, right after each other back to back in less than a second each) in order of how long they've been present within the region, with the long time residents updating first and newer arrivals last.

During these times, the endorsements are also recounted within the region. The nation in the region with the most World Assembly endorsements at this time becomes the region’s WA Delegate, and all nations gain influence.

Each region updates at a specific time within this time frame, and can only update once per update. Likewise, each nation can only update once. Therefore, once a nation updates, it can no longer be used during the course of that update for raiding or defending purposes. Once a region updates, it cannot be updated again until the next update.

Regions change update time slightly both as an intentional feature and in some cases server strain. This is known as "variation" in the update time, and is in place to make it more challenging to jump into a region precisely as it updates, leaving room for defenders to react to raiders more often.


➼ What is Influence?

Regional influence is a numerical value attached to your nation that rises based on how long you've been present within a region and the number of endorsements you have. Regional influence only applies to the total amount of influence within a single region, and is independent from the amount of influence in any other region in the world. All nations gain 1 influence per update, plus an additional +1 influence per endorsement received every update. A nation's influence can be seen here, as measured in Soft Power Disbursement Rating (SPDR).

A large amount of influence is needed to impose a visible password on a region (a password visible to all residents), and a very high amount of influence is needed to impose a hidden password.

Banning and ejecting nations also consumes influence. It costs 1/2 of that nation's influence to ban them (example: you have 60 SPDR, and the nation you want to ban has 30 SPDR. It would therefore cost you 15 SPDR to ban them, leaving you with 45 SPDR remaining), and 1/3 of a nation's influence to eject them. Planning out influence is key to a successful operation!

A nation's regional influence level is just a general descriptor of how much influence a nation has in comparison to the total influence pool in the region. There are 31 influence levels:

Regional influence levels (lowest to highest)
1. Zero
2. Unproven
3. Hatchling
4. Newcomer
5. Nipper
6. Minnow
7. Sprat
8. Shoeshiner
9. Page
10. Squire
11. Apprentice
12. Vassal
13. Truckler
14. Handshaker
15. Duckspeaker
16. Envoy
17. Diplomat
18. Ambassador
19. Auxiliary
20. Negotiator
21. Contender
22. Instigator
23. Dealmaker
24. Enforcer
25. Eminence Grise
26. Powerbroker
27. Power
28. Superpower
29. Dominator
30. Hegemony
31. Hermit


➼ Sleepers

Leaders and officers of raider and defender regions typically maintain sleeper networks, or a large batch of puppets infiltrated across many regions (hundreds, or even thousands) to pre-emptively gain influence.

Establishing and upkeeping a sleeper network is crucial to becoming, quite literally, influential across NationStates. This expands the organization's reach, whether it be for raiding or defending regions, and can turn the tide of an operation.

After a week of not logging into a nation, however, it will stop gathering influence, so be sure not to leave the nation unattended. Nations Cease To Exist (CTE) after 28 days, or 60 days in vacation mode. For tools for maintaining a sleeper network, see the "References & Tools" section at the end of this guide.

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." -Sun Tzu, The Art of War



➼ Additional References
  • FAQ - A great place to get an overview of what NationStates is about and learn the general NationStates rules.

  • NationStates API - Nation and region data open for public use for tool development and gathering data.

For more references and information about this guide, see the "Introduction" section!


➼ Tools
  • NationStates++ - A browser extension for NationStates that is no longer supported, but still works (as of January 2022) for logging into and keeping up with puppet nations.

  • Old Login Script - A guide to running and using a login script written awhile back to keep up with puppet nations. May or may not still be functional, but written by admin.

  • LinkNSLogin-Web - A newer login script website.

  • AugustinAndroid v2 - A Discord bot for NationStates.

  • LinkNationCogs - Another Discord bot for NationStates.

  • LinkNSHistory - A way to look back into a region's history.

  • LinkWFE Index - Recover a region's WFE after it has been raided.

  • LinkRegion Flag Archive - Recover a region's flag after it has been raided.

  • LinkBreeze++ - A tool that allows keybinds to be used for tagging/detagging.

  • LinkSpyglass - An Excel script used for finding update times and triggering.

  • Activity Page - Don't underestimate the usefulness of the in-game activity page, especially for defending.

[!] All of these tools are maintained for public use by a variety of raider and defender regions. Tools that require installation: use at your own risk! If you're not sure about a tool or don't trust it, don't use it. Any tool that breaks site rules will be promptly removed from this guide.


➼ Proposed Ideas & Discussions

"Even the finest sword plunged into salt water will eventually rust." -Sun Tzu, The Art of War
Read dispatch

We can't wait to see you join The Eternal Order!
Paid by eternal order

Millenhaal We found em.

TEO is a fascist/fascist sympathizing organization. Do not join it.

YAAAAAAAAAY demyis' political freedoms are now outlawed... now to do something about civil rights...

Post by Ununited republic of america suppressed by Millenhaal.

Millenhaal wrote:TEO is a fascist/fascist sympathizing organization. join it.

wait, why should we join it?

No Malicious quote editing.

Millenhaal wrote:No Malicious quote editing.

theoretically, say I do it again.. what would happen? theoretically..

What a great day it was, no civil rights were disrespected by my paramilitary organizations against identifiable groups. Slava Arkadiy indeed.

Post by Ununited republic of america suppressed by Millenhaal.

Sure! Here is a part of the text about NationStates:

NationStates is a free online nation simulation game that allows players to create and manage their own virtual countries. Players can make decisions on various aspects of their nation, such as government type, economy, policies, and international relationships. The game was created by Max Barry in 2002 and has since gained a large following of players from around the world.

Players start by creating a nation by answering a series of questions that determine their nation's initial setup, including its name, flag, government type, and regional location. Once a nation is created, players can then make decisions on issues presented to them by the game, which can have various consequences on their nation. These issues cover a wide range of topics, including social policies, economic decisions, and international relations.

Players can also interact with other nations through the game's regional system, which allows them to join together with other players in regions based on shared interests, ideologies, or geographical location. Within these regions, players can engage in role-playing, political discussions, and collaboration on regional projects. Some regions even hold elections for regional government positions, giving players the opportunity to engage in political gameplay.

Overall, NationStates provides a unique and engaging simulation experience that allows players to explore different aspects of governance, diplomacy, and international relations in a creative and interactive way. It has fostered a vibrant community of players who enjoy crafting and developing their nations while interacting with others in a shared virtual world.

Let me know if you'd like me to continue with the text.

Certainly! Here is the continuation of the text about NationStates:

One of the key features of NationStates is the flexibility it offers to players in shaping the development of their nations. Players can choose from a wide range of government types, ranging from democratic to authoritarian, socialist to capitalist, and everything in between. Players can also implement various policies on issues such as education, healthcare, the environment, and more, allowing them to tailor their nation's laws and regulations to their liking.

The decisions players make in NationStates can have far-reaching effects on their nations. For example, implementing strict environmental policies may lead to cleaner air and water but could also result in economic constraints or backlash from industry. Likewise, enacting liberal social policies may promote social equality and acceptance but could also lead to cultural divides or political unrest.

As players progress in the game, they can see the impact of their decisions reflected in their nation's statistics, such as government effectiveness, civil rights, economy, and more. These statistics provide a snapshot of the overall health and well-being of the nation and can be used as a guide to monitor progress and make informed decisions for the future.

In addition to making internal decisions for their nations, players can also engage in diplomacy with other nations in the game. This includes forming alliances, signing trade agreements, and engaging in international conflicts. Diplomacy plays a crucial role in NationStates, as players must navigate the complex web of international relations to secure their nation's interests and maintain stability in the global community.

Overall, NationStates offers a rich and dynamic simulation experience for players to explore the complexities of governance, diplomacy, and nation-building in a virtual environment. It encourages creativity, critical thinking, and strategic decision-making while fostering a sense of community among players from diverse backgrounds and perspectives.

Let me know if you'd like me to continue further.

Sure! Here is the continuation of the text about NationStates:

In addition to the core gameplay mechanics of NationStates, the game also features a wide range of additional features and activities that add depth and variety to the player experience. These features include:

1. Regional Gameplay: Players can join or create regions within the game, which serve as communities for like-minded players to interact, collaborate, and engage in role-playing. Regions can vary in size, scope, and focus, with some being large and diverse while others are small and specialized. Players in regions can participate in regional events, competitions, and collaborative projects, providing additional opportunities for social interaction and creative expression.

2. World Assembly: The World Assembly is a global governing body within NationStates where players can submit and vote on resolutions that affect all nations in the game. These resolutions cover a wide range of topics, from environmental protection to human rights to international security. Players can lobby for or against resolutions, form alliances to advance their interests, and engage in debates on the issues at hand. The World Assembly adds a dynamic and interactive element to the game, allowing players to shape the global community and influence the direction of international policy.

3. Role-Playing: NationStates features a robust role-playing community where players can immerse themselves in fictional narratives, political simulations, and creative storytelling. Players can create characters, develop backstories, and engage in collaborative storytelling with other players. Role-playing in NationStates can take many forms, including political intrigue, historical reenactments, and fantastical adventures. It provides an outlet for players to express their creativity, explore new perspectives, and engage in collaborative storytelling with a diverse community of players.

4. Events and Challenges: NationStates regularly hosts events, challenges, and competitions for players to participate in. These events can range from holiday-themed celebrations to creative writing contests to political simulations. Events often feature unique rewards, achievements, and opportunities for players to showcase their skills and creativity. They provide a fun and engaging way for players to interact with the game, challenge themselves, and connect with the community.

Overall, NationStates offers a diverse and engaging gameplay experience that combines elements of strategy, role-playing, and community interaction. The game's rich and immersive world provides players with a platform to explore their creativity, exercise their critical thinking skills, and engage with others in a shared virtual environment.

Is there anything specific you would like me to focus on or elaborate on further? Let me know if there is a particular aspect of NationStates you would like me to discuss in more detail.

Any smart communist individuals mind giving me some ideas?

- People elect a common goal for the whole country to work towards
- Based off of Socialism
- An algorithm shows where goods are distributed according to need (Syndicasia); therefore there is no need for citizens to have money
- Money is still in use though, for dealing with international issues due to other nations being capitalist
- A direct democracy is in place; meaning the people directly vote on legislation rather than for a representative to do so instead (Syndicasia)
- Joining the nation is voluntary; it should be easy to become a citizen or to emigrate from the country
- To make the country less of an anarchy, a system called “Worker Self-Management” is in place, where workers have complete freedom to run their businesses so long as it doesn’t contradict the social plan, the social plan being the roadmap to the common goal that the whole country elected (Arctic Lands)
- Currently a work in progress; if you have any ideas to improve it, telegram me and I will credit your ideas if they get implemented
Read factbook

Ununited republic of america wrote:theoretically, say I do it again.. what would happen? theoretically..

I’d probably give you another warning. But given what you just posted above I’m more inclined to give you a ban.

Hellas vasileio

Being the Jew that I am I think mr wheraboo doesn’t belong in our region

Post by Addlebrand suppressed by Millenhaal.

How does rejecting some bisexual tart reduce food quality? Who writes these "issues"?

Usually I don’t do this much moderation I’m a day, but, you can’t say stuff like that. I don’t get paid enough for this.

Millenhaal wrote:Usually I don’t do this much moderation I’m a day, but, you can’t say stuff like that. I don’t get paid enough for this.

Its okay youre my favorite mod

Goodnight and Triumph Prussia.

Millenhaal wrote:Usually I don’t do this much moderation I’m a day, but, you can’t say stuff like that. I don’t get paid enough for this.

What did I say that was wrong? The issue said: " Beautiful, blonde, and bisexual, the 25-year-old tennis player [name] is perhaps better known for [gender] modelling work and stunning smile than for the speed of [gender] serves..."

Said Tennis player tried hit on me in the media, I rejected them and somehow that reduced food quality.

Post by La card 1 suppressed by Millenhaal.

Millenhaal wrote:TEO is a fascist/fascist sympathizing organization. Do not join it.

In what world is that true please give evidence also there is a clear difference between a Monarchy and a fascist regime as if we are playing by that game the The Communist Bloc would also be a fascist regime and a supporter as the communist system is that of the Idea of Leninism which is different from marxism and socialism I am just confused about the wrongful label on a region as if you believe in us being a fascist region then just join to try and change it

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