STATISTICS

Start Year: 1995
Current Year: 2004

Month: February

2 Weeks is 1 Month
Next Month: 31/03/2024

OUR STAFF

Administration Team

Administrators are in-charge of the forums overall, ensuring it remains updated, fresh and constantly growing.

Administrator: Jamie
Administrator: Hollie

Community Support

Moderators support the Administration Team, assisting with a variety of tasks whilst remaining a liason, a link between Roleplayers and the Staff Team.

Moderator: Connor
Moderator: Odinson
Moderator: Vacant


Have a Question?
Open a Support Ticket

AFFILIATIONS

RPG-D

[MN]: Starting Guide Revised

Jan 7, 2018
25
MODERN NATIONS The Game World

  • The Modern Nation's universe, commonly known to us as the MN-verse began in January 1995. When you register, the condition of your country including national laws, diplomatic missions, geographical borders and infrastructure are the same as your real-life counterpart. This is a process we called "grandfathered in" and we refer to it in our ruleset. The police force, border authorities and custom agencies are grandfathered into the forums and you may use any of the three during your time with us. However, you will need to produce almost everything else. We have access to products that entered service up to the year 2005 and this will rise with each game year. Fortunately, our catalogue has a column to help identify these products.

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  • We recognize 196 countries including, Kosovo, East Timor and Taiwan. Border agreements established over disputed territories after the year 2000 are not applicable on the forums, unless agreed otherwise. We do not need to be historically accurate but wars and conflict that predate 1995 have occurred. The Bosnian war, Kosovo war, East Timorese crisis, Second Congo war and the First Chechen war all concluded at the beginning of our timeline. This is also when any country made their declaration of independence, alongside Serbia and Montenegro. The Antarctic Treaty System of 1959 does not exist, therefore remains the only inhabitable part of the planet that our players may still claim. To those means, the region has no physical history from any state, excluding their historical claim. Anything within the Antarctic Convergence, the Crozet and Prince Edward islands are considered the Antarctic continent.

MODERN NATIONS Registering

  • For a list of available countries, please visit registration. Official country name is what your nation is called in our universe and what others will address you as. Tax rate determines the amount of money your government will earn. We calculate your earnings by multiplying this figure with your population and then deducting any government expenses. The average rate is $100.00 but you can change all of these things at a later date. Every nation joining us must have a minimum total Running cost as shown below. These are government expenses covering public wages, general maintenance and building repairs for your ministries. This does not cover costs associated with research, space or corporate accounts. New players will have their running costs set to the default figure, to help speed up their registration process.
    • Populations below 30,000,000 must have 15% running costs
    • Populations below 50,000,000 must have 35% running costs
    • Populations below 70,000,000 must have 55% running costs
    • Populations below 90,000,000 must have 75% running costs
    • Populations above 90,000,000 must have 85% running costs

MODERN NATIONS Nation Setup

  • Registered players will have their own national subforum, which are in-game sections. To help organise this space, you may request 2 additional subforums using our support feature. Most players focus on their military structures which are necessary before engaging in operations. You will receive 15,000 personnel to distribute between your forces and this does not need to be made equally. Although not mandatory, we strongly encourage players to create a government topic to house the names of their ministers so others know who to address in conversation. You may copy someone's structure but please request permission before you do this.


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MODERN NATIONS International Roleplay

  • First and foremost, new players have 91 out-of-character days of immunity, so you can rest easy knowing you have time to make allies. Contacting foreign governments through dialogue, negotiation and other measures short of war is a very important step at this stage. Unless you intend to be the antagonist, you'll want to make friendships so you aren't alone and unprotected in our universe. More importantly, you need to know which countries you can trust. The most popular methods are email and phone-call as these allow immediate responses. Looking at the examples, you'll notice every correspondence has secure, private or encrypted which protects their communication from the public eye. You'll also notice the @Name strategically located in the roleplay, which is our mandatory tagging system.


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  • Once you've contacted a few individuals, you may want to open up a storefront selling commercial and military equipment that you own within-game. Product ownership is determined by national origin or manufacturer and is a great way to earn extra money. Storefronts of this kind usually have a catalogue of equipment for sale, their unit price, terms and conditions and the customer order form. Fortunately for you, our community are fairly imaginative and we have construction companies to help you with any infrastructure projects you have planned or dedicated maritime transport to get your country trading sooner. When you do create stores, we have prefixes to help organise the topics so you don't have to search for long.


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  • The Global Assembly is the game equivalent of the United Nations and is controlled by our very own head moderator, Dutchy. Followed by our International Court of Justice led by chief justice and moderator, Odinson. We have important legislation from real-life adopted by the organisations to give them a strong, reliable foundation to build from. Like the real-life counterpart, joining the assembly is a permanent affair to avoid countries using political blackmail. You may open a resolution or advisory, which the Secretary General will approve if these are relevant. He will make an opening statement, inviting the representatives to the chamber where formal discussions take place.
    • The International Court of Justice is open to everyone, regardless of your membership to the Global Assembly. This means anyone can open a case against another and they can be heard objectively. This includes businesses operating internationally. Although the court is autonomous, the legislation passed by the assembly are still an integral part of the Justice System and will be used to determine jurisdiction in any open case. The composition of the court includes a permanent Chief Justice coupled with 2 Associate Justices who will be elected within-game. These Justices may come from any state, so long as the characters respect and recognize the Global Assembly as the principal of international law.


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MODERN NATIONS Economy

  • Unlike other nation simulators, we have an economy system which is automated. This helps to keep track of your national statistics, which show how your nation is fairing against others. Your transactions are the productions and transfers made within-game and your current balance is what you have left to spend. These factors constantly change with your situation, so you may increase the health statistic by improving local hospitals or reduce crime by introducing more police officers. Spending large amounts of money may send you spiralling into debt and the bank will charge interest fees starting at 5%. This will then rise which each game month until you recover. The economy overview, stock market and international trade are public knowledge and these can be addressed within the game. Transactions and corporate accounts will remain private to all others, but their own.

  • Your order options are create order, recruit, upgrade, national project and scrap, which are all things you'll need at one point in time. Creating orders is by far the most important as you need this for virtually any product you want within-game. Most products, excluding navy will likely fall into our vehicles category which can be found on the drop down menu of the form. Products you build must first be listed on the catalogue, which is a database of products and their prices. The second most used form is transfer which allows you to exchange money between two people. This is how you pay for goods within-game.


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