The Three Nation Types

Status
Not open for further replies.

The Three Nation Types​


During your travels across Patriam, you will encounter a diverse range of peoples, governments, nations and nation types. Its usually important to pay attention to the nation type, especially when deciding on what nation you should call your home!

What are The Three Nation Types?

The Three Nation Types are:
Settled Nations
Nomadic Nations
Raider Nations

What is a Settled Nation?

A Settled Nation is your generic nation state. A settled nation could take the form of a Kingdom, an Empire, a Republic, or any other permanent nation state and government type. Settled Nations control set territory within their borders, lay claims, colonise, go to war, engage in complex diplomacy and much more.

What can a Settled Nation do?

Settled Nations can do the following:
Can

- Can build multiple permanent settlements
- Can Declare War through the Casus Belli System
- Can Forge Alliances, Trade Agreements and Treaties
- Can join Coalition Alliances
- Can recruit NPC Soldiers
- Can recruit
Raider Mercenaries
- Can Use Siege Weapons
- Can build forts, outposts, encampments and castles to defend against invaders and force a siege battle
- Can perform a
Mass Exodus
- Must adhere to the Culture and Architectural Style of the land they inhabit!

Cannot
- Cannot enter an Alliance with more than 5 other Nation States (Any Type)
- Cannot Raid
- Cannot begin a Raiding Campaign
- Cannot begin a Great Campaign
- Cannot Migrate

Why choose a Settled Nation?

Settled Nations are a good place for new players to start. Under the guidance and leadership of your Nation Leader, players in settled nations can enjoy an easy start in an established nations while having access to the majority of features PatriamMC: Infinitus has to offer. Protected by their fellow citizens a player in a settled nation can be sure that there is a place for them to do their own thing. Whether that be a simple wheat farmer, or a legendary general leading a mighty army of NPCs, Players and Mercenaries.

What is a Nomadic Nation?

A Nomadic Nation is a new nation type featured in PatriamMC: Infinitus. Nomadic Nations is usually a tribe, clan or confederation of clans/tribes that have no permanent home, instead always on the move for better pastures for their cattle and new people to meet and trade with. Nomadic Nations will rarely go to war or attack outsiders unless they have begun a Great Campaign.

What can a Nomadic Nation do?

Settled Nations can do the following:
Can
- Can only build non-permanent buildings in the Nomadic Culture and Architectural Style
- Can Forge Alliances, Trade Agreements and Treaties
- Can join Coalition Alliances
- Can recruit NPC Soldiers
- Can begin a
Great Campaign
- Can Migrate
- Can perform a Mass Exodus
- Can Raid during a Great Campaign
- Can Settle

Cannot
- Cannot recruit Raider Mercenaries
- Cannot Use Siege Weapons
- Cannot declare war
- Cannot enter an Alliance with more than 5 other
Nation States (Any Type)
- Cannot build forts, outposts, encampments and castles to defend against invaders and force a siege battle
- Cannot begin a
Raiding Campaign

What is a Great Campaign?

A Great Campaign is the process of which the people of a Nomadic Nation can gather together and embark on a campaign to find new pastures, find a good place to settle, raid for resources and/or weaken nearby other Nation States. This is similar to the famous nomadic invasions of The Huns, The Mongols, The Turks and the Timurids in real life. Nomadic Nations will usually perform a Great Campaign in order to find a more suitable area to transform into a Settled Nation while also gathering resources through raiding.

How does a Great Campaign work?

Great Campaigns first must be announced in the RP, Events, Diplomacy and War section of the forums following the correct application format. Each Great Campaign must have a pre-determined "Warpath" that must be followed with a planned final destination, however, the Warpath can be traversed in any direction once begun. For example back-tracking to raid an especially-rich land to help prepare a new permanent settlement elsewhere.
Once accepted, the
Nomadic Nation will have 3 days to gather as much of their resources together that they can carry themselves as well as removing all previous non-permanent buildings and settlements and all other Nation States within the Great Campaign's Warpath will be notified. After that 3 day period the Nomadic Nation's lands will be unclaimed and the Nomadic Nation is free to go out on their own to find a new place to call home permanently.
All
Nation States within the Great Campaign's Warpath will be able to be raided indefinitely by the Nomadic Nation until the end of the Great Campaign. Nation States are able to strike a deal and/or treaty with a Nomadic Nation for peace in exchange for land, resources, money or other such things that the Nomadic Nation may want.
Great Campaigns can be ended at any previous point on the Warpath if the Nation Leader chooses to do so, this may be done for a number reasons, including but not limited to:
- A Nation State has offered the Nomadic Nation favorable land within their own territory
- The Nomadic Nation has found a suitable area long the Warpath that they wish to remain in
- The
Nomadic Nation wishes to return to its original area
Once a
Great Campaign has ended and the Nomadic Nation has found a new area to call home, they will no longer be able to raid any nearby Nation States and/or Nation States on the Great Campaign's Warpath. Nation States who were raided by the Nomadic Nation have a 10 day period where they can raid the Nomadic Nation in order to reclaim raided resources and wealth unless they had struck a deal with the Nomadic Nation earlier in the Great Campaign.
NOMADIC NATIONS CANNOT UNDERTAKE ANOTHER GREAT CAMPAIGN UNTIL AT LEAST 40 DAYS AFTER THE PREVIOUS ONE ENDED!

What is a Migration?

A Migration is when a Nomadic Nation Migrates from one area to another for a variety of reasons. Similar to Indo-Europeans migrating into India or nomads migrating from Africa and Asia to the Americas during the Ice Age in real life.

How do Migrations Work?

In order for a Nomadic Nation to begin a Migration, they must first meet the requirements stated below first:
- Must have at least 20 players in the
Nomadic Nation
- At least 10 players wish to become part of the new Settled Nation
- The target area must be unclaimed and not have any claimed lands within a 500 block radius
If the requirements are met then the process to begin a Migration can begin.
Like a Great Campaign, a Migration must first be announced in the RP, Events, Diplomacy and War section of the forums following the correct application format. The Nation Leader must identify an area to Migrate to and a rough Pathway to get there, similar to a Great Campaign's Warpath. However, unlike a Great Campaign, Nomadic Nations undertaking a Migration cannot raid any Nation States within their Pathway.
Once accepted, the Nomadic Nation will have 5 days to prepare for the Migration, carrying as much as they can to their new home. After that 5 day period the Nomadic Nation will lose all previously-claimed land and begin the Migration to their new home.
Upon completing the Migration the Nation Leader will inform a Moderator+ that they have arrived, as well as creating a forum post in the RP, Events, Diplomacy and War section of the forums announcing that the Migration was successful. Staff will then give the Nomadic Nation new lands within the area they have Migrated to.
NOMADIC NATIONS CANNOT UNDERTAKE ANOTHER MIGRATION UNTIL AT LEAST 30 DAYS AFTER THE PREVIOUS ONE ENDED!

How does Nomadic Nation become a Settled Nation?

In order for a Nomadic Nation to become a Settled Nation through the Settle Mechanic. But a Nomadic Nation must first meet the requirements stated below first:
- Must have at least 20 players in the
Nomadic Nation
- At least 10 players wish to become part of the new Settled Nation
- A Nomadic Nation must have one settlement with at least 15 wooden buildings built in the Nomadic Style with a minimum of [Specifications to be provided!]
- This one settlement must also include 1 wooden central building/government building/town hall to act as the centre of power for the new Settled Nation
Once the requirements have been met the Nation Leader send proof that the requirements have been completed to a Moderator+ and to ask them to perform an inspection of the settlement in order to confirm it meets the requirements. If it passes then the Nation Leader must make a new Nation Application outlining the new Settled Nation.
NOTE:
Newly Settled Nations can use the Culture and Architectural Style of either the land they are in, their previous nomadic culture and/or any directly neighbouring Cultures and Architectural Styles (such as a colony).
Any players who do not wish to join the new Settled Nation can do any of the following:
- Leave the Nation State and find a new one to call home
- Join a Splinter-Nation State that remains Nomadic if there is a suitable Nation Leader
- Leave the Nation State but then return later (as long as they have not joined any other Nation States previously)
NOMADIC NATIONS CANNOT RETURN TO BEING NOMADIC ONCE THEY BECOME A SETTLED NATION!


What is a Raider Nation?

[WIP]

 
Status
Not open for further replies.