Apollo-Industria
TNPer
YES! ONE MORE RANK OF STUPIDITY! WHY WERE YOU KIDDING? IT'S GREAT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Drinks 4 every1!!!!
Drinks 4 every1!!!!
I'd throw out the idea that a delegate wouldn't be able to boot anyone who's been in a region longer them themselves.
If that happens, the lead would just have to be a native. How that would affect play in the Warzones is another issue. Hmmm we'll have to think about it if and when it happens.I'd throw out the idea that a delegate wouldn't be able to boot anyone who's been in a region longer them themselves.
That would be great...fendas wouldn't be able to eject raiders
Or possibly only have a limited number of ejections as such.
the good old days when i could actually get up in time!There was a "universal" update time for the majority of the games life. The random update times came late 2004/early 2005.
Well, yeah, but right now what they're talking about is actually coding these things into the game, so it's physically impossible to grief. I guess if there were a limited number you could just switch delegates every day and boot until the mods delete you for griefing. I dunno.Or possibly only have a limited number of ejections as such.
Uh... there kind of already is. Ever heard of the 20% cut-off?
I'm not sure what reasons there were for the random updates, and was wondering if there was a problem with updating the number of nations/regions there are now versus a year ago all at once. Just a thought, still.There was a "universal" update time for the majority of the games life. The random update times came late 2004/early 2005.
Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
The NationStates, she is slower than an obstinant mule ya?
EDIT NOTE: I was refering that it's taking exceptionally long for me to do anything (in the range of minutes to load my nation page)
Would this apply to non-founderless regions?
There was no restriction on being an evil dictator in a feeder before. This change doesn't strike me as being very meaningful here. I seem to recall the mods telling us we were on our own the last few dictators. I see no reason to over-react and suggest we're more vulnerable than we were yesterday.Danger! Paranoia Alert!
Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
In short, Rogue Delegates are completely unrestricted by the game rules. If someone who's been in the region a long time decides to go on a endo-tarting spree, we are not safe. Even less safe than we already were, which wasn't really much when we think about it.
We may need to find some way to give the Security Council a bit more authority, reform how the Delegate is elected (maybe base it some on the influence), and we will certaintly need to start getting the NPIA more active.
In the meantime, I highly recommend that all user-created region password protect as soon as possible. You password will be visible to everyone in your region, so if a single invader or spy moves in before you protect it, YOU'RE SCREWED. At least until a decent defense is found against this.
You know, my first thought on discovering I was a minnow (which all my nations, including my original nearly three-year-old nation of Irixinia, are) was that I should go grab a bunch of endorsements and try to attain a more flattering title. Silly, really.mmm. Not impressed with the change. If you lose influence by leaving the region, then the temptation will be to sit tight and build endos.
All About Influence
April 2006
Introduction
As of version 1.9, all nations have "Regional Influence," which is a measure of how important a nation is considered in its current region. Influence is determined by two factors: how much time the nation has spent in this region, and how many UN endorsements it has had over that time.
Effect on Gameplay
Although being boast-worthy in its own right, Influence serves an important gameplay purpose. The ability of UN Delegates to eject and ban nations from their region, and to password-protect it, is limited by their Influence. That is, the longer a Delegate has been a resident of the region, and the more endorsements he has held over that time, the more able he is to eject, ban, and password-protect.
Delegates consume some of their Influence to exercise their power, so the more often he ejects, bans, and password-protects, the more difficult it is for him to wield those powers in the future.
In relation to ejecting and banning, the exact amount of Influence consumed depends on the target's Influence. A newcomer to a region may be ejected for very little cost, while ejecting a well-supported, long-time resident is very expensive.
Invasion Rules
With the introduction of Regional Influence, our rules governing "Invasion Griefing" are abolished.
That means we no longer have complicated rules dictating, for example, how many residents a Delegate can eject before the moderators consider it illegal "griefing." Delegates need not worry about whether they are allowed to eject, ban, or password-protect—instead, if the game lets you do them, they're legal.
This removes a major source of angst and uncertainty for players and moderators alike. In the past, some players didn't even know there were rules about ejecting nations until after they'd broken them. Even experienced players (and moderators!) sometimes found it difficult to separate genuine invasions from region griefing. We're very glad to be able to put this situation behind us.
Examples
* Nation A has been a resident of her region for two months, then becomes Delegate. She is likely to have a large pool of Influence to spend.
* Nation B is the Delegate of a region that is suddenly invaded. As the invaders have no Influence, B can easily afford to eject all of them.
* Nation C is part of an invasion force that crashes into a region. The invaders all endorse C and he becomes Delegate. C will have no or very little Influence, and be unable to immediately eject any native residents. (However, he will be gaining Influence faster than anyone else in the region, as he now has the most endorsements.)
* Nation D is a long-time regional resident. She leaves the region for a few days, then returns. D will have slightly less Influence in this region than when she departed. (She will also have accumulated a small amount of Influence in the region she temporarily visited.)
Other Changes
* Regions now have a "Regional Power" label. This reflects how much Influence that region's residents have in total, compared to other regions.
* Delegates and Founders can use Region Control to password-protect their region, and have that password automatically displayed on the region page to all residents. (It remains hidden from outsiders.) It costs less Influence to apply a password that is visible to residents than to apply one that will remain hidden.
Obsoleted Rules
As mentioned above, "Invasion Griefing" rules have been abolished. The forum rules sticky has been updated to reflect this, with the following old rules removed:
* Deleted: A distinction was drawn between "invaders" and "natives," and different rules applied to each.
* Deleted: "Invader Delegates" were prohibited from ejecting more than a certain number (usually 10%) of residents, and required to unban them immediately afterward.
* Deleted: If an "invader Delegate" password-protected the region, she was required to distribute that password to residents via telegram.
* Deleted: Delegates were prohibited from ejecting residents in order to re-Found a region.
These rules no longer apply.
Notes
* The "Regional Influence" label reflects how much Influence a nation has compared to others in its region only. A nation with few endorsements and a short residency in a small region may have a higher Regional Influence rank than one with many endorsements and a long residence in a large region.
* Influence cannot be transferred between regions. When a nation enters a new region for the first time, his Regional Influence there is zero.
* While Founders earn Influence like any other nation, they do not spend it. Thus they can continue to do whatever they like in their own regions—eject, ban, password-protect, and deny Delegate access to Region Control—as much as they please.
* All nations accumulate Influence, whether they are UN members or not.
* Nations have been invisibly accumulating Influence since the start of March 2006. Since we can't tell how long nations were resident in their region, or how many endorsements they had, before then, the amount of Influence nations have now is not affected by what they did prior to that date.
* The Region Control page, accessible by regional Delegates and Founders, will provide a useful estimate of the cost in Influence of performing any action. Thus, Delegates can get a rough idea of how much Influence they must spend to eject, ban, or password-protect.
* Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
* The Influence system is the result of collaboration between admin, moderators, and players. A great many people contributed their time and ideas to the project, making this change a truly community-driven one. Thank you everyone!
In the meantime, I highly recommend that all user-created region password protect as soon as possible. You password will be visible to everyone in your region, so if a single invader or spy moves in before you protect it, YOU'RE SCREWED. At least until a decent defense is found against this.
its not just length of time, its UN endos, rankings etc aswell. I think anyway...was taking a look at some nations in the region and it appears duration doesn't mean a whole heck of a lot. San Haiti, Sol Bianca and Liononim, who are the three longest tendered members of the region (according to the "List Nations" order) and all UN members, are only ranked minnow.
Bwawawawa. Let the fun commence!Danger! Paranoia Alert!
Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
In short, Rogue Delegates are completely unrestricted by the game rules. If someone who's been in the region a long time decides to go on a endo-tarting spree, we are not safe. Even less safe than we already were, which wasn't really much when we think about it.
We may need to find some way to give the Security Council a bit more authority, reform how the Delegate is elected (maybe base it some on the influence), and we will certaintly need to start getting the NPIA more active.
In the meantime, I highly recommend that all user-created region password protect as soon as possible. You password will be visible to everyone in your region, so if a single invader or spy moves in before you protect it, YOU'RE SCREWED. At least until a decent defense is found against this.
Does he ever?Pierconiums not
Glad to see you are reading our forums BlackshearWhat with the changes being "excellent news for The Lexicon and [y]our future ambitions", fair to say we're going to see a lot more of you around here , IP?