Roleplay Nation Name: ...
Government Type: ...
RP Population: ...
Nation Class: ...
Tech Specializations: ...
Minor Resources: ...
Roleplay nation name is the name you give your nation in the RP, and is not necessarily the same as you account name
Government type is the form of government you have. Government Types
Capital, here you state you capital city's name, and the bingo square it is located at.
Rp Population is the total amount of citezens you have (this incudes immigrants). As a starting nation, Colonist-Class nations can have a maximum of 15 million citizens; and Native-Class nations can have a maximum of 35 million
Nation Class is the choice between Native and Colonist. Natives are technologically less advanced, but have access to special fantasy abilities, such as magic or different (humanoid) species. As a rule of thumb, native cannot exceed the technological era of the 16th century. Colonists are human nations, that migrated from Earth to Alterra. Their starting tech level is the 1980's which makes them scientifically superior to Natives. But what they gain in technology, they lose in fantasy. Later on these nation may choose to start Hybridization receiving a mix of both.
There is also a special No-Lander Class type nation offered.
Nomadic, Tenant, and Pack these nation types will be unable to claim any land on the map but can roam into other tiles.
Fantasy land based nation
- Custom race
- Can use the art of magic
- May claim 3 Bingo squares
- Cannot exceed the technological era of the 16th century.
Modern land based nation
- Starting tech level is the 1980's
- May claim 3 Bingo squares
- Cannot use magic
-Starting population at 15 million citizens.
Cultured no-lander nation
- Available for both natives and colonist types
- Can use terrain raw resources
- Can do trade with other nomadic nations and with land nations
- Able to host less than 500 members
- Limited to 6 tiles
Wild no-lander nation
- Can have a custom species with better traits
- Can either be air, water or ground based or even a combination of them
- Double population growth
- Can choose to host less than 500 individuals.
- Cannot research
- Restricted to natives, cannot hybridize
- Cannot exploit land resources aside basic food (hunting and gathering) and for basic tools (wood, stones, etc)
- Limited to 6 tiles.
- Available for both natives and colonist type.
- Allowed to setup bases or business within another nation with permission.
- Allowed to have two extra research slots available.
- Will have Two types of population. Worker Pop (which still belongs to the host nation) and Executive Pop which the Tenant may use in anyway.
- Read Tenant class for more information.
-Must have permission to setup in a nation.
-Population is 5 executive pop starting off.
Tech Specializations are specific things your nation excels at. There are a great number of specializations to choose from.Native and Colonists class nations can choose 5 specializations. The Engineering and Magic tech specialization has different subcategories. Of these you may choose 4
Specializations that would benefit a technology being researched or constructed will reduce time needed by 2%.
Allows for faster design and construction of better air and spacecraft.
Allows for faster domestication of fantasy animals, as stated in The Role Play Basis Act EL-AR-01, and higher quality farming with animals and plants. May have up to 5 approved Fantasy Animal Species which can be domesticate a factbook will be needed.
Allows for faster design and construction of better Sea going vessels and craft.
Allows for marginally faster production of all things, and faster research into industry.
Allows for faster design and construction of better land based vehicles.
Allows for faster construction of Infrastructure. Deals with the design, construction, and maintenance of the physical and naturally built environment. This maybe used for buildings, urban planning, transportation planning, agriculture planning, and materials science.
(Natives only) unlocks Native Magic Specialization set.
(Colonists only) unlocks Colonists Engineering Specialization set.
Colonists Engineering Specialization
Allows for faster development of mechanical devices and tools
Faster development of electronic devices/weapons
Faster development of computer based devices/weapons
Faster development of things linked to biological devices/weapons/enhancements
Much Faster Development of robotics
Faster development of nuclear technology.
An advance form of Civil Infrastructure allowing environmental, coastal, earthquake, geotechnical, and water resources engineering.
Allows for faster research and development of “High Tech” Technology’s (e.g Spacecraft and Robotics). This will cutting down engineering research times by 5%.
Native Magic Specialization
Allows for the creation of purer mana and its transport to markets.
Enhancing of various non-living objects, Gems, seals, or craving runes upon an item.
Enhancing/Healing Living beings. As a subcategory of life magic can also be used in cruses or undead magic.
This will act as a magic boost bonus cutting down magic research time by 5%.
The control and manipulation of plants.
Summoning weaker forms of beings from parallel dimensions. These can count as demons, spirit animals, or giving objects souls. This can also be used for illusion magic.
Combining ingredients to create temporary effects via digestive means.
The manipulation and ability to conjure fire from oneself.
The manipulation of non-organic earth based material (metal not included.)
The manipulation of open water in solid and liquid form (cannot manipulate liquids out of sight.)
The manipulation of air to create gusts of wind.
ARTICLE XVII - Magic Free basic magic spells.
Nations are allowed to choose 5 minor resources per bingo tiles that are not already present on the resource map. Minor resources are any natural materials found in the real world. Role Players are allowed 1 approved Role Play fantasy resource a factbook is needed.