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Welcome to Nasicournia

Nasicournian Officers

Founder: Pope Hope
Delegate: Free United States
NSC Director: Biyah
NIA Director: SWATH
Foreign Affairs: Open
Recruitment: Sedge
Role Play Ministers: The Charlatans and DeltaOne


Hello friends! Nasicournia welcomes all new residents and visitors to our home. We are one of the oldest and most diverse regions in NationStates, engaging in every type of gameplay to ensure that our residents have every opportunity to enjoy the game to the fullest.

Feel free to jump right into a role play, learn to become an elite defender or intelligence agent, or simply become part of a family of wonderful people from all over the world. No formalities necessary - introduce yourself, grab a taco, and dive right into Nasicournia!

For more information on getting involved, read the Nasicournian FAQ and talk to the Nasicournian Officers.


Add Nasi to Your Favorites!
Forum Rules Introduction to life as a Nasicournian


 

 The New Nasicournian Faq, Everything you'll want to know about us!
Majesto
Posted: Jul 5 2005, 11:04 PM


D1r3c70r of the NSC


Group: Retired Officer
Posts: 3,648
Member No.: 532
Joined: 10-January 05



Nasicournian FAQ:

--->LINK: REGIONAL CONSTITUTION<---

Regions of Nasicournia:

Nasicournia - Mainland

NasiCorps - Historical Monument
Nasicournian Borderlands - Historical Monument
Gateway to Nasicournia - Historical Monument

Nasicournian Government:

As stated in the Constitution, Nasicournia is a proudly democratic region. Nasicournian Officers are nations who have been elected to serve for the good of the region. The current list of Nasicournian Officers are as follows, with any other duties they hold in Nasicournia:
  • DeltaOne
  • Lanna
  • Pope Hope
  • SWATH
  • Maglor
  • Goobergunchia II
  • sedge
  • Cataduanes

    Retired Officers
  • CFUS
  • Forestria Union
  • Helvetica Sans
  • Katangara

    Global Moderators
  • Drop Your Pants
  • Ananke
Ambassadors:
  • Currently re-establishing the FA Department
Nasicournian Officers list effective as of 16 September 2009. Ambassadors list effective as of 16 September 2009.

Golden Rules of Nasicournia:

Nasicournia generally has a laid back, fun-loving attitude, and our taco parties and banana dances are known all around NationStates. Sadly, a side effect of our international reputation as a defender region has made Nasicournia a magnet for the unsavory. In the distant past, Nasicournia was internally an extremely peaceful region, but also a region rocked with problems caused by troublemakers from outside invaders.

In an effort to secure our home, the Nasicournian Security Council was created by the citizens of Nasicournia, made up of the citizens of Nasicournia, to protect and defend our beloved region, and to enforce our democratically developed and enacted regional guidelines. The NSC asks that all members follow the following Golden Rules to help preserve the Nasicournian way of life:

Golden Rule I: Endorsement Guidelines

Upon entering Nasicournia, Nasicournian Borderlands, or Gateway to Nasicournia, all nations agree to the following rules:
  • All WA nations must endorse the regional delegate.
  • No WA nation may hold more than four endorsements.
  • WA nations may only distribute a maximum of five endorsements (one of which goes to the regional delegate).
Failure to comply with any of the above laws subjects a nation to an ejection and banning. The NSC reserves the right to scan all Nasicournian regions for nations in endorsement non-compliance.

Golden Rule II: Regional Forums

All nations interested in joining the main region of Nasicournia and holding the full rights of Nasicournian citizens must register on the regional forum. Although forum registration is not enforced, it is encouraged to help further the Nasicournian community and security, and to enhance the bonds between us.

Please note that nations found to be spies will not be afforded the full rights of Nasicournian citizens and the NSC reserves the right to withhold such knowledge from those nations.

Golden Rule III: Be Sensible

For the most part, everything outside of these three rules is fair game in Nasicournia. They may seem harsh but they were all voted into force by the region in an attempt to secure things and preserve everyone's peace of mind. So be sensible about things and stay within the few rules Nasicournia has so we can all have a good time. Thanks a lot!

--Majesto, ex-Nasicournia Security Council (NSC) Director


Nasicournian Allies

Regional Allies:
  • Re-establishing FA
Alliance Organization Memberships:
  • Re-establishing FA
Former Allies:

The Chemistry of 923 - 09/20/04
NSA - 10/25/04
Out of Left Field - 08/20/04
The Coalition of Mars - 08/18/04.
Outer Annarkia - 12/23/03
Congress of Strabourg - 03/04/04
Harmony Isles - 01/24/04
Highbury - 02/12/04
Tyrin - 11/02/03
Cannabis Island - Spring/Summer 2003
Twilight Campus - 11/02/03
The Lost Empire - 11/02/03
Eastern European Alliance - 11/30/03
New Heaven - 03/27/04
Criminal Insanity Ward - 12/13/03
New Aldaria - 11/26/03
Middle Earth - 11/26/03
The North Pacific - 04/16/04 - Feb. 04
Galadil - 2003
The Moonlit Islands - 08/2003
The Realm of Ambrosia - 07/24/04
Juxtaposition X - 11/04/04
The Ocean of Purity - 11/30/04
City Ankh Morpork - 12/16/04
Libria - 11/02/03
A New Begining - Spring/Summer 2003
The West Pacific - 03/25/05
WWESTI- 11/30/05
Aequitas - 12/10/05

Alliance of Active Role Players (AARP) - 07/2003

Although disbanded, the Triumverate of Peace, (Nasicournia, A New Begining, and Cannabis Island), still lives on in the hearts of Nasicournia as the region's first alliance.

Nasicournian FAQ last updated by Maglor 16th Sept '09

This post has been edited by Maglor on Sep 15 2009, 07:13 PM


--------------------
"Resolve to perform what you ought. Perform without fail what you resolve." -- Benjamin Franklin

Nasicournian Officer and NSC Director
Majesto
Posted: Jul 5 2005, 11:07 PM


D1r3c70r of the NSC


Group: Retired Officer
Posts: 3,648
Member No.: 532
Joined: 10-January 05



Regional Role Play Guide:

Katangara: Minister of Role Play

A Quick RP Q and A

OOC means Out of Character and IC means In Character. An IC message is posted by the nation’s president or ruler for life and an OOC message is posted by the person behind the nation and isn’t role play and isn’t actionable. In RP, all posts are IC unless marked OOC.

1) A RP is common sense.

When nation A and nation B are moving troops during a war, there’s nothing worse than someone godmoding. “I launch 400 nukes and ur dead.” A role play is common sense. You can’t storm somoene’s capital without a fight and you can’t kill a huge attack force without taking some losses. You can’t do the impossible because it’s impossible.

2) Don’t Godmod.

Remember common sense? If you’re in a modern tech role play, you can’t have force fields, invincible troops, or rabid magic space bats unless everyone agrees beforehand. This also goes with troop numbers and troop movements, which is all covered later.

3) Sphulling

There’s nothing more annoying than trying to role play with someone who write in jibborish. It’s understandable that not everyone speaks perfect English and that we can all make an odd mistake, but there’s a problem when someone’s posts are unreadable.

Send your national broadcast or your secret war plans through a spell checker first, please.

4) Scenario Fiction

Fictional stuff surrounding national leaders or war plans is not public knowledge. This is a “Secret IC,” which means that it’s happening without anyone else knowing. For example, if someone is readying a nuclear weapon in an underground bunker, an attack force can’t randomly pop up and blow it up. (Common sense, again). However, you can send in a small force that happened to “stumble upon the site” or you can start to ready your missile defense systems back at home.

However, things like national notices are public knowledge and are actionable. There’s nothing stopping the enemy from turning on the TV news at five o’ clock. Things like large scale troop movements are assumed to be pubic knowledge because of spy planes and satellites. There’s no way a gigantic army can move without being seen.

Questions arising in the past.

Question: The Charlatans:

Okay, here's a question. (I'm new to this RP thing) How much of a relation between NationStates and the RP stories is there? Obviously our national information, but shouldn't the region of Nasicournia have a position, that all nations would have to adhere to? The same with Cannabis Island (I didn't even know anyone else from C.I. was going to get involved). I have promised soldiers to FU in the case of Tylaria, but if I were to join the south, I would fight against FU? So how much of a relationship exists?

Answer: Drazzil:

This is not a real "war" in the state that I hate the guts of every country I fight against, rather I view this as a scenario or a sports game, I may role play that I attack the other nation but I hold no grudge or ill will against that said country.

Oh and this "war" is completely separate from any "real" goings on with Tyleria. If Pope Hope were to get in any "real" trouble with any nation or region crashers we would put this thing on hold until any conflict was settled. So I don’t see any conflict with fighting against FU or any other nation in Nasicournia... Heck I'm even in a state of war with Pope Hope but that doesn’t mean that I have anything against her... it just means we took two different sides in an RP conflict. I run this "war" or scenario how I see fit to run it and at the end of it I have nothing but love for all the nations involved, there is no *real* conflict between us.

NationStates has little to do with this RP conflict other then providing a base for how to act and how many troops your nation can field. If your nation is a dictatorship you role play as such, and you obviously aren't going to have an army of 100 million in a country of 150 million... Or have a battle armada of ships on an imploded economy (you may if your a communist government and that’s all your spending on but that’s a totally different subject)

Question: Rianisis:

I was also wondering how long a role-playing 'day' would be in real life for this war.

Answer: Drazzil:

To answer the question of how many RL days make up an NS day, some people say 1 RL day = 1 or 2 NS years but I just ignore all NS and RL comparisons as if I didn't things wouldn't be fun anymore, because people have lives and people are often not on and attacking and conquering somebody’s nation or military would be no fun if the other person wasn’t on.

I am of the view that there is no comparison, as once you declare war you throw out all comparisons anyway and time moves as fast as the players want it to move.

Logistics and Numbers of Men in the Field:

QUOTE (From Sun Tzu- The Art of War)
In the operations of war, where there are in the field a thousand swift chariots, as many heavy chariots, and a hundred thousand mail-clad soldiers, with provisions enough to carry them a thousand li, the expenditure at home and at the front, including entertainment of guests, small items such as glue and paint, and sums spent on chariots and armor, will reach the total of a thousand ounces of silver per day. Such is the cost of raising an army of 100,000 men.


Far too many people trying to role play military adventures miss the point. Weapons don’t win wars, national size doesn’t win wars. LOGISTICS wins wars. No matter how tough your troops are, if they run out of ammo and food, they’re just cold meat.

Ever hear this one? “For want of a nail, a horseshoe was lost. For want of a horseshoe, a horse was lost. For want of a horse, a rider was lost….” This little thing goes on and on until we discover that a war was lost because one horse didn’t get the proper number of nails in its shoe. That’s logistics.

A modern infantryman carries a load of around 80-100 pounds. This includes a couple of day’s food and water, first aid kit, body armor, ammunition, mess kit, and shelter. Even if the soldier is careful with his ammunition, he will need more ammo by the end of the first or second day of fighting- otherwise his assault rifle becomes a club. By the end of the second or third day, he will need food and water as well.

Let us assume that these consumable items are about 2/3 of the total weight of the soldier’s gear. That’s 53-66 pounds of ammunition, food, and water per soldier. If you have a unit of 100 soldiers, that’s 6600 pounds of supplies required for that unit -- every day.

These items will have to be delivered to the unit every day. How this is accomplished is through the science of logistics. Food, water, fuel, and ammunition have to be transported from the places where they are assembled or stored to where the soldiers are fighting. Large trucks and trains will get the goods part of the way- most likely to a Supply Depot not too far from the fighting.

Now all of these goods need to be distributed to the combat commands still closer to the fighting. That means the large loads carried by a few trucks and train cars have to be broken down into lots small enough to fit into 5-ton trucks, transport helicopters, and Humvees. Small convoys of trucks move toward the forward supply areas carrying these essential war fighting materials.

Combat commanders have to insure that the supplies that arrive in the rear of the fighting area are protected from enemy attack and also are distributed to the soldiers who are actually doing the fighting. This means either rotating combat units back from the fighting for re-supply or sending vehicles with fuel, food, and ammunition up to the fighting. Most military units try to do both.

If the fuel, food, and ammunition do NOT get to the troops where the actual shooting is going on, those troops will be killed, forced to retreat, or captured. Every day. These items will have to be delivered to the soldier every day. Oh, and let us not forget that the people transporting these vital materials will ALSO be using fuel, food, water, and ammunition. Does your head hurt yet? Imagine what kind of headache a real Combat Commander gets during a major engagement.

The Combat Commander’s job is far tougher than merely figuring out where to move the troops and what they should do, it is at least as important to get the tools of the trade (fuel, food, ammunition, and REPLACEMENTS) up to where the fighting is. And- just to make the Commander get ulcers and grey hairs before nightfall- the enemy knows all of this and will make energetic efforts to disrupt this entire evolution. Whichever side does the best job of disrupting the enemy’s logistics will have the advantage.

This means that every military force will have a large portion of its resources dedicated solely to supplying the combat trooper with the means of doing his job- Food, fuel, water, ammunition, and spare parts. Along with all of this, there has to be some means of getting the wounded away from the battlefield and back to the medical units behind the lines. For every combat unit involved in the fighting, there will be a long chain of people responsible for getting supplies to that unit. There will be still more people involved in protecting the people getting supplies to that unit, and yet more people getting supplies to the people protecting the suppliers.

Anybody getting the idea about logistics yet?

Having a massive mechanized unit with 300 tanks is LESS THAN USELESS unless the tanks get food, fuel, water, ammunition, spare parts, etc. Each of those tanks will carry a set amount of fuel and ammunition. These will be used up as fighting continues. Pretty soon, each tank is nothing more than an uncomfortable armored box because there’s no fuel for the engine or ammo for the guns. Vehicles will need to carry these items up to where the tanks are fighting, and these vehicles will themselves need fuel and ammunition. The supply depots where the fuel and ammo are stored will need to be protected, and the units protecting the supplies will need fuel and ammo.

Let us issue General Rule #1: We’ll be generous and say that 50% of any Army unit’s resources (manpower and materiel) will be part of the logistics chain. So, if you have 300 tanks, you’ll need 300 tankers and supply trucks to keep those tanks going.

The same situation is true for Air Forces, perhaps worse. For ever aircraft in use, there will be dozens of people who do nothing except make sure that the plane is in good repair and has all the spare part, fuel, and ammunition to do its job. On top of that, we still need the rest of the logistics chain I described above.

Let us issue General Rule #2: We’ll be generous again and say that 3/4 of any Air Force unit’s assets (manpower and material) will be part of the logistics chain. In other words, you’ll need a minimum of 3 people on the ground supporting every aircraft in the air. You’ll also need support aircraft. In-flight refueling planes, electronic warfare planes, command and control planes. Take a look at how the US Air Force is organized.

Now let’s look at Navies. Back in the 1980’s, the US Navy had 600 ships. 12 of those were aircraft carriers. There were approximately 30 submarines. Toss in two classes of destroyers, three classes of cruisers, three (count ‘em- 3) battleships from World War II, two classes of frigates, for a grand total of around 150 combat ships. Yep, you read that right. At the height of its post-WWII military power, the US Navy was 75% support vessels.

With that in mind, I can’t help but laugh at the nations who boast of the dozens of aircraft carriers and scores of cruisers and destroyers- but lack even a single fleet replenishment ship. The US Navy prides itself on “sustainability”. Ships need fuel, food, and ammunition, too. The US Navy sends out ships loaded with these items to accomplish what’s called “Underway Replenishment” (“UNREP”). Fuel, food, ammunition, and other supplies are transferred between ships out on the ocean, so the fighting ships have the tools to keep sailing “in harm’s way”. Without these vital (but definitely unglamorous and unromantic) ships, the sexy and glamorous aircraft carriers, destroyers, and submarines could not do their jobs without pulling into port every couple of days to refuel and re-arm. One aircraft carrier was continuously at sea for 7 months during the Afghanistan conflict after 9/11/01. They didn’t get to pull into port at all. Yet they continued to launch aircraft and strike targets in Afghanistan the whole time.

Now let us discuss the most glaring omission in most of these world-conqueror wannabes: Transport ships and landing craft. It’s grand to have a big army and lots of sexy weapons, but what if your enemy lies across an ocean? How are your troops and tanks going to get there? Main Battle Tanks are too large and heavy to be carried by plane, with rare exceptions. Even those exceptions require a different aircraft for each MBT. These planes require a working runway (made of concrete) to land on. If you drop an MBT out of an airplane in flight, it’ll be reduced to a large number of metal fragments after the sudden stop at ground level.

“No problem!” I hear you thinking. “I’ll just commandeer a few dozen Roll-On/Roll-Off (RO/RO) commercial ships and fill ‘em with tanks.” That will work….provided that there’s a secure port with modern piers available for your use. In WWII, the Allies landed at Normandy because the Germans weren’t nice enough to allow their enemies to land tanks and troops in any of the French ports. The Allies had to fight hard to CAPTURE Cherbourg, and even then it took months of work to get the port operational after the number the Germans did on it to prevent the Allies from using it.

So, now you’re going to need a bunch of unglamorous and unromantic small ships that will carry a few tanks and a bunch of troops each, The ships have to be small, because otherwise they wouldn’t be able to (essentially) run their bows into the beach and off-load tanks and troops. Even worse, you’re also going to need a bunch of lumbering, unsexy, and unromantic ships that carry LOTS of troops and tanks. These behemoths can’t possibly get close enough to off-load onto a beach, so each one will have to carry a bunch of landing craft- small boats (or hovercraft) that can carry around 50 troops or one tank each. You’re going to need a LOT of these landing craft, and a lot of ships to carry them.

So now we come to General Rule #3: Only ¼ of your Navy ships will be combatants. ½ of the ships will be transports and fleet replenishment ships, and the remaining ¼ will be landing ships and assault ships.

Now let’s take a look at a reasonable breakdown of a military force: Use the very well-designed military calculator to determine how many personnel are in your military and make your distribution accordingly.

RULE 1 - 50% of any Army unit (or Marines) will be support/logistics personnel. This will reduce your “effectives” (Combat-Effective personnel) quite a bit, since tanks (for example) require 3 or 4 personnel each. If your Army is 100,000 personnel, then 50,000 of them will be noncombatants- supply clerks, truck drivers, mechanics, etc.

That leaves you with 50,000 personnel who are “effectives”. Let’s say that you want a large mechanized force. Call it 2,000 Main Battle Tanks. That takes 6,000 men, leaving you with 44,000. Organize your Army how you want it, legions, divisions, forces, groups, whatever you want.

RULE #2 - 75% of any Air Force unit will be support/logistics personnel. If you have 100,000 men in your Air Force, 75,000 of them are going to be ground crews, supply clerks, truck drivers, etc.

Again, each aircraft has a different manning requirement. You have 25,000 men left. Say you want a large fighter force- 2,000 F-15E’s. Each one requires a crew of 2, meaning 4,000 men. Bomber usually require a crew of at least 3, AWACS 6-12 men, and so on. Make your own decisions on the organization and assign personnel accordingly. DO NOT FORGET to get refueling planes, transport planes, etc.

RULE #3 - 75% of your navy ship will be support, transport, or landing/assault ships. Your manpower situation is a bit different for the Navy. Due to the fact that each individual unit (ship) will have a lot of people on board, your actual manpower will be closer to 2/3 shore personnel (supply clerks, drivers, administrators, etc. So- if you have the standard 100,000 men- 66,000 of them will not be on ships. The remaining 34,000 men will need to be assigned to the various ships (called “platforms”) as follows:
NOTE: These numbers are all variables depending on ship design and the individual shipbuilder.
Carriers= 5,000-7,000 each
Cruisers= 300 – 500 each
Destroyers= 250 - 400 each
Frigates= 175 – 300 each
Attack Subs= 90 –125 each
Missile subs= 120 – 180 each
RO/RO ship= 75 - 150 each
Tanker= 50 – 110 each
Troop ship= 120 - 250 each
Landing ship= 150 – 225 each
Assault ship= 230 – 600 each (depending on capacity)
Landing craft= 5 – 12 each
Supply ship= 250 – 400 each
Repair ship= 600 – 1000 each

I’m sure you have a headache now so I’ll keep this simple and try to make you feel better. These are only guidelines to help make our RPs better. You don’t need to get out a calculator to get your numbers down to a T. All I want you to do is realize that a RP war is more than overrunning the enemy and that your whole army can’t be battle hardened Marines. Keep all this in mind and I guarantee that your RP will be a whole lot more realistic and a whole lot more fun.


--------------------
"Resolve to perform what you ought. Perform without fail what you resolve." -- Benjamin Franklin

Nasicournian Officer and NSC Director
Majesto
Posted: Jul 5 2005, 11:10 PM


D1r3c70r of the NSC


Group: Retired Officer
Posts: 3,648
Member No.: 532
Joined: 10-January 05



Getting Involved in Nasicournia

Now, to conclude the FAQ, here’s some specialized information to get you more involved in Nasicournia.

Stop in here to say hello once you've registered!

Do you want to take a look back at the Nasicournia of old? Check out the archives.

Interested in some off-beat chat? We have Out of Character forums for all your needs: The Spam Cave, Friends Behind the Nation Forum, Games, Music, and More Forum, Writings Forum.

To get involved in the Regional Government, visit the Nasicournians Only section of the forum. This is, of course, viewable by Nasicournians only. Contact Majesto to get your forum access adjusted so you can see it.

If you’re interested in Role Play, visit our role play section.

If you’re interested in interregional defending and regional security, join NasiCorps, our UN army. Contact Majesto, the NSC Director, or SWATH, the NasiCorps Commander, for more details.

To get involved in Foreign Affairs, contact Remlin or Valiturus and read through this forum for more information.

To become a recruiter, contact DeltaOne, the Director of the Recruitment Team.

To join the Nasicournian Security Council (NSC), contact Majesto for more information. The NSC is the regional board that enforces regional regulations and controls both NasiCorps and the RP army.

To join the Nasicournian Intelligence Agency (NIA), contact SWATH or North Macedonia, the Co-Directors. Nasicournia employs some of the best agents and operatives in the NationStates world (no NIA agent caught to date), and we’re always looking for new talent.

For concerns about UN voting, contact New_Cimmeria, the Regional UN Delegate.

Questions about a department should be addressed to the department head and general questions about Nasicournia should be asked on the regional forum. Newcomers are invited to jump right into Nasicournian life as much or as little as they like.

Enjoy the region! smile.gif

To give credit where credit is due, the "old FAQ" was written by Thesh, which is the basis for and main contributer to this new regional FAQ. Also, most of the section on Getting Involved comes from an older thread created by Pope Hope, simply reformatted and put in here. And she has edited it. Hehe.

This post has been edited by Valiturus on Aug 2 2006, 06:30 PM


--------------------
"Resolve to perform what you ought. Perform without fail what you resolve." -- Benjamin Franklin

Nasicournian Officer and NSC Director
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