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DispatchMetaGameplay

by Srvy2. . 78 reads.

Important Characteristics of Nations for Roleplaying.

Nations wanting to participate in military rp have to make military dispatch first. It is compulsory. Non willing nations may also not make military dispatches.

The following stats are considered critical :

• Population: Taken the same as displayed in the statistics except for newly founded nations and very old nations.

For New Nations (Population < 100 million) the population would be considered as 100 million.

For Very old Nations (Population > 1.5 billion) the population would be taken as 1.5 billion.

• Economy: It'll be considered as it is.

• IT industry: 0-1k= Manufacturing basic technological equipment such as printers and mouses, does not have a digital presence. They rely on other countries. Extremely vulnerable due to most of their technology being made over seas.
1k-4k= They can manufacture basic computers however, it is no way near the standard of today. They have a very weak digital presence, the country can rely on itself however, it would be put at a major disadvantage. It is vulnerable to cyber attacks.
4k-7.5k= The computer hardware is at the average of today however, the software still lags behind. They have a somewhat digital presence due to the hardware being decent and cheap. They're IT industry is built on selling hardware. They still rely on other country's software. It is somewhat vulnerable to cyber attacks, it can still survive the attack if the attack isn't so powerful.
7.5k-12.5k= Hardware and Software is decent, at the standard of today. Have a digital presence, though not heavyweight, the country can rely on itself though not recommended cause there are better options on the market. It can stand its ground against cyber attacks, just not for a long period of time.
12.5k-17.5k= Above average software and hardware. Have a semi powerful digital preference can rely on itself, and can survive cyber attacks but would be crushed if continues for a long time. Relies on itself.
17.5k-20k= Hardware and software are leading examples in the market, have a semi heavyweight digital presence and Hardware and software is the best on the market. It can stand it's ground effectively but can't survive multiple cyber attacks.
20k- infinite= Heavyweight digital presence. It can rely on itself due to their technology being the best on the market. The computer is impenetrable in cyber warfare due to use of Quantum based technologies.

• Manufacturing: 0-2.5k= net importer, having a large trade deficit. Will have to rely on other nations for trade. Poor levels of industrialisation.
2.5k-7.5k= net importer, having a medium trade deficit. Still relies on other nations for trade. Slight levels of industrialisation.
7.5k-12.5k= net importer, having a small trade deficit. Relies upon nations for trade of selective goods. Good levels of industrialisation.
12.5k-15k= net exporter, having a slight trade surplus. Relies upon nations for raw materials. Medium levels of industrialisation.
15k-20k= net exporter, having good trade surplus. Doesn't rely on any nation. High levels of industrialisation.
20k-infinity= net exporter, having high trade surplus. Doesn't rely on any nation. Highest level of industrialisation, and is considered as factory of the world.

Manufacturing will determine how much stuff you can produce, whether you are a net importer or exporter and how industrialized your nation is.

• Defense forces: for 0-250: very small military force for self protection, no offensive capability, might rely on other powers for protection. Can't really fight long wars or even short wars where opponent have better Military. Easily overpowered.

•for 500 to 1500 : A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Still Vulnerable to surprise attacks. Have some heavy Ordnance for better defense, usually lack any form offensive Navy and Air Force. Can't really fight long wars.

•for 1500 to 3250 : Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable, can withstand attacks, but takes time to recover. Vulnerable to consecutive wars. Decent Military, have great defense capability and regional offensive capability, still lacks in power projection in larger stage. Can sustain some long wars.

•for 3250 to 9000 : Rising Superpower, have a great offensive capability and Medium Power Projection Capability, can sustain long wars. Extremely stable but cannot sustain nuclear strikes.

•for 9000 to ∞ : Superpower, have all Global Power Projection Capability, can even survive world scale conflicts if war is not in the Homeland. Have the ability to easily protect Weaker nations. Can survive a couple of Nuclear Strikes at best. Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
Extremely High Stability. Multiple wars barely affect it.

• Scientific Advancement: Certain technologies require appropriate levels of Scientific Advancement

-∞ to 0 : Primitive

0-100 : 1940-1980s tech

100-200= 1980-2020s tech

200-300= 2020-2060s tech

300- infinity= 2060-2100s tech

• Human Development Index:

0-13 : Dystopian (Barbaric)

13-25 : Underdeveloped

25-40 : Under Development

40-50 : Utopian (Alpha Nation)

• Arms Manufacturing:

0-500 - Rifles only

250-1500 - all form of assault rifles along with semi machine guns.
Along with Light tank, Medium Tank and Armoured Personnel Carriers with respect to their advancement.
Field guns and Howitzers are also allowed.

1500-4500- Along with previously mentioned capabilities all types of First Generation Tanks such as Centurion, T-54, M47 Patton, T-55, Type-69 and Type-61 are allowed.
Repeating, semi-automatic, and automatic firearms are allowed as well. (Restricted with respect to the advancements)

4500-9000-Military Transport Planes, Military Fighter Planes, Military Maritime Patrol Planes, Military Bombers are allowed with respect to the advancement. All forms of firearms are allowed.
Main Battle Tanks, Heavy Tanks along with Tank destroyers are permitted.

9000-14000- Manufacturing of Conventional guided missiles(If permitted by the nation's scientific advancement) Air to Air, Air to Surface, Anti-ship missiles are permitted. Tactical Ballistic Missiles and cruise missiles are permitted. Military Reconnaissance and surveillance planes, Mutirole Planes and Airborne troop carriers are permitted.
Note: Drones will not be permitted if your advancement is low than 2010s era. U-2 spy planes are allowed if Cold war tech from 60s are allowed.
Cruiser Tanks along with Infantry Tanks and Seld Propelled Artillery and MLRs are unlocked for the usage.

14000-20000- All techs in Aircraft is permitted along with Self Propelled Mortars and Tankettes. All forms of Anti Aircraft Weapons are unlocked. All forms of Aircraft till High Altitude aviation Bombers are unlocked. All types of Missiles are permitted.
Production of Nuclear Warheads are allowed.

20000-infinity: All Modern Tech Weapons are allowed along with future tech (if unlocked, future tech extends to Seventh Gen fighters.)

NOTE: All the possible manufacturing would be restricted if your nation doesn't have the necessary tech to do so.
Example: SRVy - High Arms Manufacturing Industry but Low Advancement (below 100)
This means that SRVy can only produce Flint lock muskets on domestic licenses but can manufacture high grade weapons if the Industry partners with Foreign Nation with High scientific advancements.

Srvy2

Edited:

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