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Post by Deleted on Jun 30, 2015 23:53:00 GMT
At Qpawn we always strive towards acquainting new players with the board. Initially, the game with all it forums and sub forums can be somewhat intimidating to those who have not played whatsoever. This comprehensive beginner's guide is a living, breathing document, constantly evolving as Qpawn moves through each round. All beginners can find most of their questions answered here, with the guide being divided up into specific sections for your convenience. If you have any questions feel free to contact a member of the administration for further clarification. For returning players, the guide is still worth reading! It details the various changes from previous incarnations of Qpawn. Table of Contents IntroductionCode of ConductApplication Getting Started: First Posts, Reading, and ResearchRules and Regulations: Applications, NPCs, Independence, Removal etc. Guide to Crafting Readable PostsGuide to Coup d'Etats National PagesOrder of Battle
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Post by Deleted on Jun 30, 2015 23:53:27 GMT
Introduction - What's Changed?
Welcome to the game! You've decide to partake in one of the internet's most long-standing nation simulation games and we're more than happy to share our fun with you. Qpawn is based strictly on real-life events, using history or the present day as a point of divergence for our game. We offer you the opportunity to run a country: could you navigate the eurozone crisis better than Angela Merkel? Perhaps a stronger Yanukovych surrounded by a better team could have avoided Maidan? Our game's purpose is to answer those interesting 'what if' questions about history where they are plausible. Rounds start on a specific date, with everyone before that date being applicable in the round. Once the round begins it goes on a tangential path from its starting point, and does not take the events that followed (or follow) into further consideration. Certain developments may however be used for the purposes of maintaining plausibility, unless specific player actions address that issue beforehand. Players have the liberty to change the trajectory of their nation, but are obligated to roleplay such changes realistically and believably.
For returning Qpawners, this forum may bring nostalgia but also some confusion. There are certain very specific changes which are taking place in order to make Qpawn a more long-lasting and effective game. Its here for our enjoyment - so we want to make it stay! Players no longer create characters as they have in the past. This is a major departure from previous versions of the game and is made with the consideration of stability. There are several issues that arise when players are allowed to create their own character. The first issue is with realism and transparency. Characters which are made up by players make the round unstable because they come out of nowhere and have no background to be judged against. Whereas a moderator could access a character of Vladimir Putin, and whether what the player is doing would be plausible given what we know about the man, the same assessment cannot be made of Dimitri Kolotko, a made up character. Maintaining a realistic environment for roleplay has to begin with each player; being individual characters does not just restrict your ability to effectively roleplay your entire country (as you are at the mercy of your character's own power) but also introduces unrealism into the round at the very beginning of your journey towards roleplay.
Realism has been debated and interpreted, and thus it warrants considerable attention. The idea behind the game's roleplay is to conform to realistic scenarios and events within the realm of possibility. Plausible outcomes will be provided by moderators to maintain the game's pursuance of that goal. Players are expected to behave and play their nations in a fashion which is realistic given the current climate. Instead of having individual characters, players will now be assigned nations instead, while simply maintaining their alias or QpawnID as their username. This will allow everyone to freely distinguish who you are. It also has an added benefit towards realism and your own roleplaying experience. Once you've been assigned a nation you can imagine yourself as that nation's sky god or the local chapter of the Illuminati. You have considerable control over all characters and domestic politics involved, as well as the course of economic, defense, and foreign policy. You can change entire governments during elections if that is warranted and roleplayed, and conduct a wide-range of changes. Generally the rule of thumb is that you can control as much of your country as that country's bureaucracy could reasonably influence.
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Post by Deleted on Jun 30, 2015 23:54:32 GMT
Code of Conduct
The site has a basic code of conduct derived from the phpBB policy on this matter. Overly profane language could very well mean the shutdown of the board - particularly because it is hosted on a free server. This means we must conduct ourselves in a professional manner. You do not have the right to free speech here. It is restricted by the guidelines of phpBB Hosting and the code of conduct outlined here.
1. Be mindful of the language you use. As mentioned previously, the board maintains its own standard of what is considered appropriate which is beyond my control. The game however maintains stricter standards in order to ensure that we tread that boundary carefully. As a roleplaying community it may be difficult for us to avoid certain language which realistically would have been used in certain time periods or by certain individuals. Submitted content deemed to be overly profane, violent, graphic, pornographic, or prejudicial is not allowed. Violators will be warned depending on the degree of their violation and the post will be deleted as soon as it comes to the attention of a moderator. The precise standards vary between in-character and out-of-character forums. You are expected to be civil in the General Discussion forum; in-character sections of the game provide more liberal restrictions on speech only because the game may roleplay individuals who in the past were racists, bigots, or otherwise. A Soviet diplomat decrying a Western one as fascist during the beginning stages of the Cold War is acceptable; you doing the same to your fellow player on a personal level is not.
2. Harassment is strictly banned. We all want a safe and friendly environment. There are those among us who are young, with their curiosity perked because of the topics of discussion here. This is not just a reason to be very mindful in posting as detailed above, but also to refrain from behavior which would make other players uncomfortable. Insults and character attacks are sometimes overlooked for in-game purposes, but this has no place in out-of-character forums. Additionally, harassment of any kind which is not within the context of roleplaying will result in your permanent removal from the game. Please recognize the difference between casual, victimless profanity and direct verbal harassment of other players. Be mindful of your conduct too and what it can be interpreted as. Please contact an administrator with any grievances you may have in this regard. Please remember however that punishments cannot be handed out for actions taken by players beyond the board. If you have chosen to Skype with a person because of your in-game connections and they have started harassing you, the administration cannot be reasonably expected to take action as our ability to prevent that sort of conduct stops the moment you exit this website.
3. Remember that we roleplay here. Stay in-character as much as possible. The board has strict rules regarding out-of-character speech and in-character speech. Simply put, in-character forums are no place for out-of-character speech no matter how minor. In-character forums are also no place for editing of your posts or otherwise - proofread if you must. This is important because individuals would otherwise be able to 'amend' their reaction to certain situations depending on how it develops in the future. This is not allowed. In-character content can be defined as the following: text or comments that are stated from the perspective of a character, or the leader of a country or organization, with no information or phrasing within the comment or text which would contradict that. Out-of-character content is made from your own perspective, or you as a person. Do not make out-of-character comments in an in-character forum as they do not belong there. The board provides pinned topic for OOC discussion in each organization where it explicitly provides you with a place to make out-of-character posts. Otherwise, the General Discussion forum is your friend for such posts!
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Post by Deleted on Jun 30, 2015 23:54:40 GMT
Applications
To apply for your country, you can navigate to the applications topic within this "Getting Started" forum. Once there choose three nations which you would like to apply for. Please remember to check the taken nations list which details which countries are available and which are not. There is also a map which will be updated weekly.
If you wish to claim an entity which is not on the nations list, please PM an inquiry to the Administrator. Generally, players may apply to any nation that has recognition from the United Nations. There are however three exceptions: Kosovo, Taiwan, and the Palestinian Authority. The nations list is just a general overview of commonly chosen countries, made in order to help moderators gather statistics for the round. You can chose to claim a country not on this list, but beware that you increase the chance of your application being rejected. Countries such as Monaco or Luxembourg, while beautiful, do not provide much substance in our roleplaying environment, and attempts to claim such countries will be rejected. Please also be mindful of the fact that claiming a nation not on the list will result in a delay of statistics, as they will have to be readily created for you. If you make a moderator go through the effort of creating statistics just for you and then later go inactive or seek to switch nations, you will not be privilege of claiming a nation off the list again.
Choosing a Country
Choosing a country is important and has three general rules to it. You want to choose a country which fits you personally as that provides the best basis for future roleplay and your own enjoyment. Therefore make sure to pick three nations which you are genuinely interested in. If you're not interested in any of the nations you have applied for, you might as well not apply at all. Interest is the single most important factor which will define how successful you are in your country and in the round as a whole.
1. Your roleplaying style. This may be difficult to identify if you're a beginner, but for those who have played before, you should have a general idea of where your interests lie and what your playing style is. Some nations are better suited to some players than others. For example, if you are a player who enjoys internal roleplay, wrecking havoc, causing coups, or otherwise plunging their nation into turmoil, a stable western democracy probably shouldn't be your first choice. You will get shot down rather quickly by moderators. A nation such as Syria or Libya may be more conducive to your playing style and may be where you find more enjoyment. If you're very military minded countries such as Israel or Russia may suite you better. If your focus is on economic development, countries such as Poland or Brazil may align more with you interests. Many of these countries however provide these different interests to varying degrees; Poland does focus heavily on economic development, however it is also amidst a national rearmament program in the face of Russian aggression in Ukraine. Thus you can choose a nation which addresses all your interests!
2. Know how much experience you have and what you can and cannot handle. Be honest with yourself. Qpawn is a community where we learn and grow. Not everyone is expected to know everything immediately. There are those who have roleplayed for years, some even decades; they have considerable experience in research, historical knowledge, and just plain ruthlessness to out plot you! Nations such as the United States or China are large and complex, with equally complex political systems and arrangements. Would you understand what would come your way if you took charge of this kind of nation? If the answer is no, you should probably look towards a smaller country with a lesser role in international affairs. Generally, newer players will not be assigned leading powers. Nations with complex geopolitical realities and divisive histories and ethnic makeups are challenging and fun, but require a significant amount of knowledge and experience to navigate through the various currents of international politics.
3. Your activity level is absolutely crucial. Be fair to yourself and look at what is in the best interest for the game. Are you willing to throw in the hours and do you consider yourself to be experienced enough to play the US? If the answer is yes, and if you have interest, throw it into your application! But if you do have experience but not the time, you're better off sticking with a smaller nation. It'll help you - because you won't be removed as quickly, it'll help the game because we need an active US. Qpawn is fun but time-intensive; its not just writing actions or debating with fellow players. Research and time spent to ensure you're doing everything correctly is also important and should be factored in. The lack of a critical active nation can bring the entire game to a standstill and risk the end of the round so be fair to yourself and your peers!
General Application Layout
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Post by Deleted on Jun 30, 2015 23:55:11 GMT
Getting Started
You've been awarded your nation: congratulations! But before you begin posting, there are several things which you have to do first in order to ensure that you're ready to play.
First you have to stop by the Avatar and Signatures thread. While a signature is not required, an avatar is. The avatar must consist of the flag of the nation which you are playing in order to make it easy for everyone to identify which country you are playing. Once you've completed this step, navigate to the Defense Ministries section and set up your Ministry of Defense. Do research beforehand! Find out information about your countries Ministry of Defense. You are required to set up a Ministry of Defense publicly unless you play an excused country, in which you must set up a Ministry of Defense in your private national forum. This is a required step; otherwise all military procurement and military actions you submit will be ignored.
Once you've completed the required steps above, feel free to create a Ministry of Foreign Affairs, an arms market, a Press Office, and your country's national newspaper in the appropriate forums. Please note that only one per country is allowed, and that these must be realistic. Again, do research! Make sure what you're posting is correct and makes sense.
Now its time to take a look at your National Page. This is the private page where your economic statistics, military statics, and your country's intelligence center are all located. Look over them and familiarize yourself with the situation of your country. Most importantly, before you take more steps, research and read! Look past the archives of QNN in order to make sure that you're up to date on everything that has happened for your nation as well as any player summaries which have been left in your national page.
Timeline and Game Time
The month will change every four days during normal circumstances. An announcement will be made every time the gameclock is changed. Please note that there is a difference between time in real life and time in game. Whereas a bilateral meeting between countries would take hours, for our practical purposes it might last days or even weeks as players roleplay the event. Results for conferences and other actions will thus apply to the month they began in. In case of a year change, they will apply to the previous year. Sometimes large developments in-game will require deviation from the 4 days = 1 month rule. An announcement will be made during such times.
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Post by Deleted on Jun 30, 2015 23:55:26 GMT
Rules and Regulations
While the Code of Conduct governs player behavior, rules and regulations govern conduct in-game. First we should start with your application. What can you do now that you have a nation assigned to you?
Your ability to roleplay ends where your government's bureaucracy can no longer influence events. This means that you have the entire state under your purview; government-aligned institutions, the military, policy, coast guard, state-owned enterprises, etc. This means that your degree of control varies from country to country. You do not have control over random events in your country. You are like the sky god for your nation. You can decide election outcomes, government policy, various events, and even roleplay entire situations. But you cannot do is roleplay independent political organizations, private companies, or individual citizens. You can publish news in the National News Section, but it all must be moderator-approved first. This means that moderators reserve the right to overturn anything you write there if they feel you are unrealistically seeking to control something which wouldn't be under your government's control. Multi-national corporations, such as Airbus, are controlled cooperatively. The German player can roleplay the German division of Airbus, but not the French or British divisions.
To illustrate more clearly the sort of influence you have take Georgia as an example. When you apply for George, you only have control over Georgian-controlled areas. Abhkazia and South Ossetia are beyond the scope of your government's influence and thus you cannot roleplay them. Instead, the Russian player can influence events in these quasi-states, particularly because of strong ties with Russia, the Russian military being stationed in the region, etc. But the Russian player still does not directly control them. Thus these two areas are roleplayed by moderators as non-player countries.
NPC - Governing Rules
Non-Player Countries are, as the name suggests, countries that do not have a player. In that case it is assumed that they continue on the path they were before the game deviated. At some point in the game you will likely come in contact with an NPC out of necessity. A couple things to keep in mind:
1. You cannot force an NPC to do something out-of-character. Interaction with an NPC is strictly through in-character methods only. If you would like to contact one, post an action request in the appropriate action catcher. There moderators will appropriately roleplay the government for you.
2. You cannot force an NPC to change its course in domestic affairs. You can exercise a degree of influence, but you cannot literally force them to just as you cannot force a player. You can always outmaneuver them through clandestine actions or otherwise which will leave them with little choice but to acquiesce to what you want them to do, but a conference simply stating "do this" will not be regarded as acceptable. Consider yourself in contact with an actual government at all times even if it does not have a player.
Stateless organizations are roleplayed by moderators. You can simply contact these organizations via actions and moderators will respond.
Independence and/or Removal
The Arab Spring has shown has fragile governments can really be. The will of the people is very strong. It is not unimaginable that you may find that your leader has found himself in a similar position to Assad, Yanukovych, or Qaddafi. If a leader of a country is killed or captured during a war or internal struggle a player maintains control of that nation. Because you do not control individuals as previous but instead are sort of like a 'sky god' you maintain your authority. Your removal is not conditional on any single character in-game remaining in power. You will have the chance to roleplay any new leading factions. If you chose not to, you will then be removed. Of course a degree of player responsibility does affect this issue. If you lose an internal conflict because the world turned against you, you will be allowed to remain. If you lost an internal conflict because of your own shortcomings, you will likely be removed.
Should a secession occur - which is unlikely in any modern round - the player initially responsible for the 'original' country will temporarily roleplay both. Once statistics are created the country will be opened up to applications.
Secret-In-Character
Secret In Character (SIC) denotes that official talks and meetings between countries are always considered secretive. Only participating members have access to this information. Moderators can decide to provide such information via intelligence to other countries. Players cannot submit intelligence actions on things which they learned through OOC channels. Thus if someone said that there is a secret conference between Iran and Russia, and the American player then submitted an intelligence action, the action will be rejected and the player warned, because realistically the government would not have known about it if no intelligence was initially provided.
WMD Policy
The use of weapons of mass destruction is strongly discouraged in gameplay. A nuclear exchange will lead to the end of the round. It is not however completely restricted. The world did come close to nuclear exchanges in the past and may do so in the future. In situations where that would make sense, it will be allowed. Please note that chemical and biological weapons are far more likely in smaller conflicts such as the Syrian Civil War. But even then the United States or Russia would not risk exposing themselves in such a way. However, if a Second Korean War breaks out, which is not entirely implausible, the use of such weapons is rather given as part of the North Korean defense. Thus there are certain, limited, situations in which this would be allowed.
Activity Checks
These will be carried out on a four day schedule. If someone has been inactive for one consecutive in-game month without an appropriate leave of absence, they will be marked as inactive once. Three consecutive in-game months of inactivity (12 days) will result in removal. The map provides a color-code for nations which have been marked as inactive on one of the three levels:
- Active players are marked in blue. - Inactive (Level I) players are marked in light blue. Inactive (Level III) players are marked in purple. - Nations declared inactive will be marked Red and their player removed. They will be open for applications. - Light-grey means that the nation has never been applied for in the current round and is available still.
Players are strongly encouraged to make use of the Leave of Absence forum in order to notify moderators of any planned absences. Doing so will enable you to keep your nation and be excused from these activity checks. We understand that we all have lives and have things to attend to so it isn't a big issue. The duration of an absence is important however. If the player for the United States is going to be gone for three weeks, they will not be able to keep their nation because of its importance and the length of the absence.
Switching Policy
Anyone is allowed to switch unless you are restricted because of warnings, suspensions, or otherwise. If that restriction is placed on you for whatever reason, you will be notified. Frequent and chronic switches are not permitted. Players who roleplay a situation which destroys their nation are expected to own up to what they've done and clean up the mess. Before any switch is approved, each player will be required to post a Summary in their National Page for a succeeding player, detailing important situations, actions, with links to these things. This will ensure that the next player is quickly up to date on everything. No summary for a country means no switch.
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Deleted
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Post by Deleted on Jun 30, 2015 23:55:50 GMT
Guide to Crafting Readable Posts
Consider the standard language we use on the forum to be both British and American English. I will say that there is an expectation that we all have some sort of command of the language in order to craft readable posts. Foreign players are more than welcome, but still are required to use English. Spelling is the easiest problem for all of us to fix. For those whose first language is not English, you are strongly encouraged to use spell checkers. The basis of the entire game is, ultimately, text. That text and its readability is therefore important. A good and clever action can be sidelined or receive poor results simply because it is difficult to read and it cannot effectively convey the message and orders you are trying to convey. We all have seen the war movies where they are trying to speak to each other but cannot because of interference, and the desperate plea for the people on the other end to "get out" of where they are does not go through, resulting in a tragedy. Consider that an appropriate analogy to your posts here. While you may mean well, we need to understand you to give the appropriate results!
English is not my first language either, and many in our community do not in fact speak English as their first language. That's not just exciting, but absolutely fine! But here are some simply tips to maintaining clear posts:
1. Identify who is speaking. You may want to have a generic heading list which will provide other players with information regarding who is speaking and who the speaker is. An example of a heading which I have used in the past can be found here:
2. Be clear and concise. There's rarely enough time in the world of government and diplomacy to chit-chat about useless things. Stay on topic, and be clear as to what and who you are addressing with your post.
3. Check spelling where possible. Having your tenses confused or using a bit of slang is not an issue. An English speaker will be able to correct any grammar mistakes as they read along. Poor spelling can create some ungodly series of letters which are unrecognizable however!
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Post by Deleted on Jun 30, 2015 23:56:07 GMT
Guide to Coup d'Etats
The thing that must be noted with coup d'etats is where it is plausible to do so. They are allowed, but not in areas where that is simply implausible. These matters have to be role played realistically. Here are some points which can guide you on this journey of illegally overthrowing your government!
1. Know what country you're playing and whether it is plausible. The first question you should ask is: do I have a reason? The nation that you are trying to roleplay the coup in has much relevance to its final outcome. Citizens in Western countries will not wake up one morning to see that their government has been couped no matter the political drama occurring. Governments can fall, but there will be no coups in Europe, North America, or in most of East Asia. Nations such as Iraq, Afghanistan, or Syria can realistically have a coup occur however. You should inform yourself about the situation of your country and make the coup a plausible outcome as a result of social unrest or otherwise. Africa is prone to coups not just for socio-political reasons, but because of political rivalries and other reasons. If you desire to do a coup, know those reasons. You cannot simply replace a government because you don't like it.. i.e. "I dislike the current political party in power and elections aren't until 2018. Time to coup!"
2. How do you proceed? If you've made it your goal to coup, then you can begin by starting with pressing social issues that gradually spin out of control. Or, if you're playing a developing country and your own actions have backfired, you can effectively deal with the situation by making the government the scapegoat and putting yourself back onto the road of rebuilding your nation. In both cases the changes have to be gradual, building up over time, with strong resentment of the population or a certain political group. Those groups have to have significant influence already to be able to pull off such an endeavor.
3. Are you prepared to put the work into it? Chances are, unless the situation in your country is dire at the start of the round (which is unlikely) you will have to write a mini-novel to make your coup a reality. Little stories making up the bigger picture will ultimately lead to the fall of the leadership. Create realistic plots based on alternative history; 'what if xyz did this instead of this?' and move from there. This is a good guide for not just coups but major changes overall. Getting to that changes its at least 90% of the fun - if you were able to achieve everything you wanted in a day what fun would it be?
Remember: once your coup has succeeded, you will have to deal with everything and anything. Coups cause chaos, exacerbate it, and live because of it. Your nation will be in shambles and you will have to address pressing matters such as unemployment, social services, damaged infrastructure, political instability, rebellion/riots, inflation, foreign governments, etc. Coups can be fun and interesting, but players seeking to implement them should take their time and make the final decision worth it.
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Post by Deleted on Jun 30, 2015 23:56:36 GMT
National Pages
Once you've been assigned your nation, made all the required posts, added the flag as your avatar, its time to take a look at your nation page. Your nation page is your private office, visible only to you and moderators. This is where you will craft your actions and link moderators to them. This is also where your intelligence will be located, as well as your economic and military statistics. Each Nation Page contains a subforum for Actions, where you can place your actions for moderators to look at.
Nation Statistics and Military Statistics
Both statistics pages will be crucial to you as a player. This is where your statistics such as your budget and GDP growth will be located, as well as your military statistics. These can only be edited by moderators. Your actions will affect these statistics as you go. Domestic and International Popularity will be amended every action, national news post, etc you make, or whenever a moderator feels it is appropriate to do so. You should be on guard at all times, as a ridiculous post may earn you an immense drop in international popularity for example, even if you have not submitted an action. These rates reflect your popularity as a leader/government at home and abroad. Going into an election, your domestic popularity and international popularity will have a big effect. While you are allowed to ultimately determine the election result, this must be within reason. If for example there is a socialist government in power, with a 55% approval rating, it is unlikely to lose the general election that will happen in a month to a conservative party. Therefore please roleplay realistically and know where you are headed in this regard.
You will also notice that there are two more indicators: political stability and economic stability. Both give an indication of the stability of your government and political climate and the economy. If this is low or even critical, chances are that your political system could collapse and as a result a coup could take place, or the economy could collapse. It is therefore vital that these stats will be kept at an acceptable level (or not, if you are planning a coup).
Economic statistics give you several indicators, all of which are important even to non-economic players. The statistics are rudimentary enough to provide players uninterested in such matters with a basic overview of what is happening in their country and simply keep an eye on these affairs, but detailed enough to provide the appropriate data to those who are. Please note that additional research is required for good actions, but the statistics in your nation stats are final and what will be officially regarded in game. You will see in these statistics the GDP Growth Rate of your country, unemployment, the interest rate and debt servicing costs of your country, the revenue rate, and the expenditure rate. These can all be modified through specific actions with appropriate results calculated by moderators. Spreedsheets are maintained for this purpose, with numbers simply being put in and the final calculation coming out. A new 'budget' will be posted in this thread every year as part of the turnaround, providing you with updated statistics and the foretasted performance of your country's economy in the year to come.
The Nation Statistics thread also provides you with a basic indicator of your military's capabilities. It provides you with the military budget, your procurement budget (money you can spend purchasing new armaments/equipment) and military ratings. Military ratings are an indication of the quality of your military, with 100 being perfectly effective. The United States does not even achieve this rating. You can slowly change your military rating, but this will come at a cost and expansion of the defense budget. Economic prosperity also correlates to have much you can increase your military effectiveness by. Thus an African country which is unstable and most of its economy is in fact black market, will not be able to reach the levels of powers on other continents unless those matters are addressed first.
The Military thread provides you with a list of equipment which your military has. It is updated by moderators continuously if you've purchased equipment, produced equipment, lost it in battle, etc. It is not in order of battle. This you will have to do yourself. Orders of battle are required for those nations that are at war or are expected to be at war. Otherwise moderators have no way of accurately processing your military actions. Please see the thread pinned in the Military Affairs forum for more information on this.
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Post by Deleted on Aug 14, 2015 18:50:24 GMT
Order of BattleIt has come to my attention that most who have played Qpawn before have not encountered Orders of Battle. Given that we now have more specific statistics than previously, managing this requires some effort. Orders of Battle are created by the player, and take the soldiers/equipment of their military and distribute them according to a military structure. An example of an Order of Battle I made for another game is shown below. I simply researched real-life units, and organized them according to what seemed plausible and realistic. This allows players to say they are deploying particular divisions to a conflict area for example, and a moderator will be able to reference the Order of Battle and tell exactly what equipment those units have, etc. This is not absolutely mandatory for those nations that generally stay out of conflict. However P5 countries and those at war should have an OOB. Western Operational Command ___________________________________________________________________________________________
6th Army Corp Commanding Officer: Major General Serhiy Bessarab Garrison/Headquarters: Dnipropetrovsk, Dnipropetrovsk Oblast
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