SNARL Charter, mk 2

The Shireroth/Natopia/Antica Recwar League
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Kaiser Los III
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SNARL Charter, mk 2

Post by Kaiser Los III »

The Charter was lost to the ezPlague, so I rewrote it as best I could remember while adding what we determined to add after the Veliken War. Please do comment if you find anything out of place:Quote:I. OrganizationA. A League Commissioner will preside over the League and its events.B. The Commissioner will be elected democratically by the Members of the League every six months.C. The Members of the League will be those nations that have participated in a League sponsored recwar in a civil and cooperative way. The Commissioner will decide which examples of cooperation in League sponsored recwars were or were not civil and cooperative. Each Member will delegate one representative to vote in League matters.D. Impeachment of a Commissioner, removal of a Member, or amendments to this charter may all be done by a majority vote. Parts II, III and IV of the Charter may be amended by the Commissioner alone if needed.II. PoliticsA. Any Member who can provide two opposing sides may submit a declaration of war to the League. Wars will be provided with their own forums as soon as possible.B. Declarations of war must contain the fictional parameters of the war, such as what technology level is allowed, whether or not to allow magic, whether or not to allow nuclear weapons, and any modifications to standard League rules. They must also contain an end date.C. A declaration of war must also contain acceptable outcomes in terms of real assets lost or gained. Nations can choose to engage in League wars without any actual results or can choose to gamble territory, currency, or some other incentive upon the outcome. D. Belligerent parties can include nations, organizations, and individuals. Once a war has started, no new belligerent party may join except at the invitation of a belligerent party already participating.E. Once a nation is involved in a war, it cannot leave the war until it has signed a peace treaty with every nation it was formerly at war with, either separately or all together. The peace treaty may have any terms that the parties negotiating will agree upon. Non-national belligerent parties may leave the war whenever they wish.F. At any time, a nation that wants to leave the war can surrender, in which case they lose everything they offered in Step C but are considered at peace with the opposing nations. At any time past the end-date of a war, if the war is still going on a nation that wants to leave it can ask the Commissioner for a force peace, in which the Commissioner drafts what he considers a fair peace treaty based on the progress of the war thus far and forces both parties to sign it. No force peace will take more from either side than they offered in Step C.G. When all nations have made peace with each other, or when the conflict has become inactive, the war is considered closed.III. ForcesA. The basic division of military strength is the unit. One real person equals one military unit.B. A unit has a strength equivalent to 25,000 soldiers, 5 battleships, or 25 planes. Players are encouraged to have creative unit compositions, but units keep this basic strength no matter what their composition is. For example, a player could have 5,000 well trained soldiers backed up by a group of tanks - with a strength still equal to 25,000 normal soldiers. Barring other variables to be discussed below, all units start with equal strength.C. Foot soldiers can move about 50 pixels on the MCS map per real time day, perhaps a hundred if you push them. Boats can move about five hundred pixels a day. Planes move instantaneously but cannot move far from a base - either a friendly city or a carrier.D. Each unit should generally have one post per day, giving opponents a full day to react to any actions. It is much more permissible to multiple posts per day dealing with backstory than to have a unit perform multiple actions per day. E. Land units are assumed to always have sea transport available from friendly cities. These transports can move them overseas to the theater of conflict, although of course they can only go as close as the nearest port. They are not assumed to have free transport from anywhere that is not a friendly city - a player with a naval force must take care of that. No transports can pass through an area controlled by an enemy navy without escort unless they want to risk being sunk.F. Units should clearly state any exceptional capabilities at the beginning of combat so there is no temptation to do something dodgy like claim a unit has paradrop capabilities when you really need to get behind enemy lines. If a unit wants to have certain surprise abilities that the enemy does not know about, they must get the Commissioner's approval as close as possible to the beginning of combat and BEFORE the abilities are used.G. Two people can pool their units into a larger army if they agree on who has control of the group and can post for it. However, at all times each unit must correspond to a person who has posted at some point in the last three days - no creating a unit, giving it to your friend, and then leaving. If a person spends too long absent from the war, their unit is considered to have deserted (although it will mysteriously come together again if the person returns). Any unit that does not have any orders will automatically defend itself if attacked but do nothing else.H. Actions can be made in secret only if there is a legitimate in-game reason and it makes sense. A wing of stealth planes can presumably attack in secret - an army of 100,000 men can probably not secretly march across populated enemy territory. Secret actions can either be revealed overtly with a disclaimer that they are secret and the enemy should not know about them (such as sending a wing of stealth planes to a hidden base) or, if there is too much of a temptation for the enemy to respond, can be told to the Commissioner only without a corresponding post (for example, if you are getting guerillas in position to attack an enemy city and don't want the enemy to send defenders there).IV. BattlesA. A battle occurs when any unit or group of units attacks any other unit or group of units.B. The goal of the League is to have the outcome of all battles decided by mutual consent of the two parties involved without the League itself interfering, although the League realizes this might not always be possible.C. The variables that might decide battles beyond sheer manpower (shippower? planepower?) are terrain, backstory, and gold stars.D. Rough or high terrain tends to favor defenders and more experienced troops. Familiar terrain confers some advantage, as does settled terrain where the people support your side.E. Backstory can affect combat - for example, if a unit is exhausted, or has low morale, it might do worse in a fight, whereas if they are desperately fighting for their homes and families under a charismatic leader, that might help them.F. Gold stars are awarded by the Commissioner or by any other people who he or the belligerent parties by mutual agreement empower to award them. They are given as a reward for literary and strategic merit, and each one increases the power of the unit wearing it by 50% of base.V. MiscellaneousA. The League is intended primarily to have fun, improve literary and tactical skills, and to build micronational patriotism. Anyone caught taking the wars too seriously or trying to win at all costs will be reprimanded, banned, or disliked. Edited by: Kaiser Los III at: 8/3/05 0:30

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AngelGuardian93
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Re: SNARL Charter, mk 2

Post by AngelGuardian93 »

'bout time. There are no flowers, no not this time. There will be no angels gracing the lines, just these stark words I find.

VA Foghorn
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Re: SNARL Charter, mk 2

Post by VA Foghorn »

*applauds*Shall we test it, then?

Kaiser Los III
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Re: SNARL Charter, mk 2

Post by Kaiser Los III »

Patience. Arrangements are being made.

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AngelGuardian93
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Re: SNARL Charter, mk 2

Post by AngelGuardian93 »

You itching for a fight Foggy? There are no flowers, no not this time. There will be no angels gracing the lines, just these stark words I find.

chancellorN8
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Re: SNARL Charter, mk 2

Post by chancellorN8 »

so, are the gold stars given to the person... not a unit? also, do we still have the gold stars from the Veliken War? since i had a gold star from that war, does that mean only my naval unit from that war gets the 50% boost... or if i made a land unit would that get the 50% boost?also... the naval unit's power has dropped from 15 to 5... was that intentional? the other units have remained the same. His Sovereign Majesty, Nathan I,King of Natopiahttp://natopiasite.tk

Kaiser Los III
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Re: SNARL Charter, mk 2

Post by Kaiser Los III »

I'm thinking no gold stars carry over, first of all because if the three of us countries who participated are all on one side against the GC in the next war, it wouldn't be fair to them - and second because I don't have any records from the war.And units or people...can't remember what we decided there.

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Hypatia Agnesi
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Re: SNARL Charter, mk 2

Post by Hypatia Agnesi »

I believe it was decided that units got stars to reflect their experience as veterans and their skill at working as a team. An older unit would then have more experience than a new unit, which makes sense. Hardened warriors will beat new soldiers hands down in many cases. I suggested at the time that there be a separate rating system to indicate the experience and skill of the player running those units, but I don't think it was implemented. *throws grenade for the hell of it*BO0O0O0O0/\/\!!!!!!

chancellorN8
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Re: SNARL Charter, mk 2

Post by chancellorN8 »

Thats a good idea... the seperate system thing. Why not have it go down like this: You are in command of a unit and you make an excellent tactical move and kill everyone with a broom, YOU get the "Killed Most People With A Broom" Award, but then the recwar unit that you were commanding gets the gold star. Flash forward, new war. You start a new unit... they have no gold stars, but YOU, the commanding officer, have that Broom Award still... so then the other players will know to be aware of brooms when in a conflict with you... His Sovereign Majesty, Nathan I,King of Natopiahttp://natopia.cjb.net

chancellorN8
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Re: SNARL Charter, mk 2

Post by chancellorN8 »

And, what about that naval unit thing... 15 or 5? (I do hope it's still 15 and it was a typo... maybe... hopefully... please) His Sovereign Majesty, Nathan I,King of Natopiahttp://natopia.cjb.net

Gryphon the Pure
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Re: SNARL Charter, mk 2

Post by Gryphon the Pure »

I think it's 5 because people were abusing the Naval unit rule in order to count an aircraft carrier with a full squadron as a single battleship. This way for each ship you can assume you have a full crew. Gryphon the Pure- Shirithian Elder - Dutch of Kildare - Minister of the Interior - High Priest of Apostrophe aka Grammar Fuhrer - Director of the Shirithian Census - Imperial Advisor -q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);

Kaiser Los III
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Re: SNARL Charter, mk 2

Post by Kaiser Los III »

Ardashir and I were talking about the aircraft problem. The solution we came up with is that if you want an aircraft carrier, it's going to cost something like half a unit - so you can have an aircraft carrier plus half a naval unit (which would probably just be its escort) or an aircraft carrier plus half a squadron of planes on it.I said five battleships there because I don't expect any naval forces consisting entirely of battleships, and a battleship is easily worth three or four destroyers or subs, thus bringing the total close to fifteen.Keep in mind I probably know less than any of you about matters military, so feel free to mention a better idea or objection if you have one.

chancellorN8
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Re: SNARL Charter, mk 2

Post by chancellorN8 »

So is this an acceptable roster for a naval unit?3 Sovereign-class battleships HSMS Ill-de-France II HSMS Saint Louis HSMS Thomas Jefferson3 Cardinal class destroyers HSMS Mehlville HSMS Lochhatonia HSMS Vista de Nada3 Serpent class attack submarines HSMS Turtle HSMS Andromeda HSMS Copernicus His Sovereign Majesty, Nathan I,King of Natopiahttp://natopia.cjb.net

Osman Shahanshah
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Re: SNARL Charter, mk 2

Post by Osman Shahanshah »

Actually I thought we had agreed to reducing the plane complement to a half squadron if the carrier was part of a naval group. Example:Carrier GCS Akh-Horus (15 Ashavans)Destroyer HMS FarzaniDestroyer GCS William III Frigate GCS Tullon

Kaiser Los III
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Re: SNARL Charter, mk 2

Post by Kaiser Los III »

I thought that we had said a half squadron if it wasn't part of a naval group. It wouldn't be fair to have a naval group plus a carrier plus a wing of planes - that's something like 1 1/2 units there, no? Or do you have a way it could work out?

extreme007
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Re: SNARL Charter, mk 2

Post by extreme007 »

the carrier includes planes..... the carrier ship, without the planes, in itself is nothing more than a cruise boat.... Discover, Invent, Theories, Experiment,Advance Science,Advance Extremism,(in Karnali, Republic of)

Osman Shahanshah
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Re: SNARL Charter, mk 2

Post by Osman Shahanshah »

Well lets put it like this. A carrier without planes is a lump of scrap. A carrier with planes but without a couple of destroyers to protect it is going to get torpedoed in very short order. Now the SNARL calculation was 5 battleships, in manpower terms, a carrier, two destroyers a frigate and 15 fighters is going to easily come in under that, surely?

Gryphon the Pure
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Re: SNARL Charter, mk 2

Post by Gryphon the Pure »

2 Destroyers = 2/151 Carrier = 2/151 Frigate = 2/1515 Fighters = 3/5Seems fair, no?...I should pull out my old Battleship boards... E-12 HIT!!! Gryphon the Pure- Shirithian Elder - Dutch of Kildare - Minister of the Interior - High Priest of Apostrophe aka Grammar Fuhrer - Director of the Shirithian Census - Imperial Advisor -q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);Edited by: Gryphon the Pure at: 8/7/05 13:29

extreme007
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Re: SNARL Charter, mk 2

Post by extreme007 »

i am confused.... modern navies do not need battleships! they have frigates, destroyers and cruisers instead... further, does the type of ship actually mean anything?like if one side has AEGIS class ship, and the other side has a normal non-AEGIS type cruiser, then they are obviously at a loss....anyways.. what i want to know is that how long to wait after posting for the other side to reply, before posting another post? Discover, Invent, Theories, Experiment,Advance Science,Advance Extremism,(in Karnali, Republic of)

Gryphon the Pure
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Re: SNARL Charter, mk 2

Post by Gryphon the Pure »

At least a day. Gryphon the Pure- Shirithian Elder - Dutch of Kildare - Minister of the Interior - High Priest of Apostrophe aka Grammar Fuhrer - Director of the Shirithian Census - Imperial Advisor -q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);q=parseInt(Math.random()*gryphSig.length);q=(isNaN(q))?0:q;document.write(gryphSig[q]);

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