If a player wishes to join the sim on the first place, they must DM @USESims in order to apply for a position. (Players are ALWAYS encouraged to promote the sim and encourage others to join.)
If a player is to use an alt(s), they MUST be disclosed with at least the @USESims account. If a player is caught using an undisclosed alt, they will be given at least a strike. (A harsher punishment may be enacted depending on the purpose of the use of the discovered alt(s).)
A player must try their best to be as active as possible.
If a player is absent for more than 3 days, than their position is at risk of being REPLACED. (This risk is really only in jeopardy for MULTIPLE/EXTENDED absences in the exception LOTS of new people wish to join. But why risk it at all in the first place…?)
Activity is defined as participating in either the main/voting chat, or tagging @USESims in a post.
COMMUNICATION IS KEY. If a player knows they will be absent for several days or more, MESSAGE @USESims, this will protect your position’s “immunity.”
If a player wants their event to be officially canon, players must tag @USESims in the post.
Events are only canon if @USESims retweets it.
Moves made against other players are never canon without reason or consent of the other player(s) involved.
The bill shall pass through a simple MAJORITY in the senate. However, if the president VETOS the bill, then a 2/3rds majority vote shall be required to pass.
All nations may choose their own form of government, and will handle all affairs within their own borders.
Nations may be at war with each other, only with the consent of both/all nations involved (or the belligerent is within reason. Eg. Directly attacking other nations no longer makes you exempt from the consent rule.)
USEsims warfare rules
I. Beginning war and general information
NOTE: The rules of war hinge on the participants being up to date on the war’s canon. It is not the mod’s responsibility to update you individually. Only events retweeted by USEsims are canon. This may impact the war if you do not pay attention to what is going on. Only tweets retweeted by USEsims are canon. If your tweet about the war was not retweeted, then it is not recognized to have had any impact on events.
A. To begin a war one nation must declare war on another nation through a tweet. @USEsims must be included in the tweet, allies joining the attacker must be included, and all nations war is being declared on must be @‘ed in the tweet. To accept, the defending nation must reply and @ any allied nations that agreed to join in. The defending nation has one 24 hour day to respond to the tweet or it will be considered a forfeit and the attacker will be allowed to acquire a reasonable amount of land from the defender via request of USEsims. At this point, the declaration of war thread should contain a list of all nations involved in the conflict. All nations included are formally at war with one another. No additional entries will be allowed in the middle of the war.
B. All wars will last at maximum a week. The mod will decide what time the war begins and ends one week after the war began. The war begins when @USEsims retweets the defender’s declaration response.
C. Only two different wars may occur at a time during the week.
D. Attacking nations can also be specific about which territory they want to attack. For example (Carthage declares war on Rome because they want Cyprus). This can localize and minimize how much land is gained or lost during the entire conflict. If no specification is made, then this rule can be ignored and USEsims can determine any land gains or losses.
II. Armies and Navies
NOTE: Landlocked nations do not have navies. Bordering a lake or having rivers does not grant you a navy.
A. All nations get two armies and two navies. These units stay at home at all times while not at war. These units act as your attackers and defenders. One army and navy MUST remain within your nation’s borders at all times.
B. Your second army and navy are free to move to a nation you agreed to help in a war, so long as you receive permission from the host to do so. You may only send armies and navies to other nations currently at war.
C. If an army is sent out of your home nation to fight a war in another nation, they must remain there for the remaining duration of the war. Navies can move from one place to another once a day
i. In addition to tweeting, nations must DM @USEsims where they are sending an army or navy and foreign aid for the sake of simpler record keeping. Once USEsims has recognized an allied army entering a territory to defend, no other tweets stating they are sending troops will be considered canon.
D. Only one nation may have a foreign allied army assisting them at a time. If multiple nations announce sending troops at the same time, the first to announce will be chosen and all other armies will be sent home. USEsims will retweet what is considered canon.
i. Support armies may attack. If an allied army is defeated they will return to their home nation and not be allowed to act for the rest of the war. See Section III for combat.
E. You may only send one nation foreign aid and may only receive aid from one nation at a time. Giving foreign aid causes (Depleted) status to the giver of aid. Receiving military supplies causes (Supplied) status (See Statuses for more info)
F. It does not matter if you have 7 allies in a war helping you. You get one foreign allied nation’s army and only one foreign aid affects your roll
III. Land Combat
A. Warfare will be demonstrated through dice. Nations involved will roll a dice (digital or actual) and must send @USESims the result of the roll.
B. Each dice roll counts as a battle. You may attack over land only ONCE per army you have at the front lines a day. Winning an attack will send a defending army into (retreat) and result in land being given to the attacker. When all defending armies are retreating, land will be granted to the attacker as well. If both of your land armies attack and win they will both achieve (momentum) status. However, if you lose an attack roll, the momentum status disappears.
C. When attacking you must notify USEsims. USEsims will ask the opponent to roll. As a defender you must have at least one army to spare as defense or you will automatically be at a disadvantage status known as (disorganized). All statuses will persist for the entire day and cannot be changed. At the end of the day, the status of all armies resets.
i (Attacking)- Advantage: Your army will take territory if you win the dice roll. Disadvantage: Your army cannot defend territory if attacked
ii. (Defending): Advantage: One defending army can defend against an infinite number of attacking armies so long as they keep winning. Disadvantage: No territory is gained from defense on a win. A defending army that loses is in (retreat)
Hint: Attack and defend accordingly. It may be a good idea to always have one army defending. If you attack with all your armies in a day and have no defending armies you leave yourself exposed to another enemy freely attacking you while you are (disorganized)
D. @USE Sims will then randomly decide EXACTLY how battle will be demonstrated through the war. The dice numbers will always RANDOMLY decide what happens.
E. Sometimes the high numbers will be good, other times they will be bad. That way no player can cheat and send a screenshot of the number they think will win, rather their actual roll will be their safest bet.
F. Nations can declare what subdivision(s) of a nation they want their army to attack.
E. If land is encircled by an enemy, the encircled land will fall under the control of the owner of the circle, but only after the end of the war.
IV: Naval warfare
A. Works exactly the same way as land combat. Dice rolls
B. Navies can attack and defend like land armies
C. Navies can be used to amphibiously invade another nation. They must defeat their opponent’s defending navies to do this through the traditional dice roll combat.
D. Once the enemy’s navies are destroyed, your navy or your allies’s navies can amphibiously invade or (blockade) the enemy nation.
i. Beachheads are considered part of the occupier’s territory and all rules for land armies apply to it.
ii. Anything not connected by land requires the naval victories condition to invade it. If Hawaii is taken, then additional naval victories are needed to invade the mainland US.
iii. Amphibious invasions require an attacking land army to be sent and requires a dice roll to win. The land army may come from any ally nation despite the navy belonging to another.
E. Navies get one attack a day. A defending navy can defend as many times so long as it wins. At the start of the next day, the status of all navies resets.
F. Navies which respawn must destroy the occupying navy to end a (blockade). Any beachhead established still needs land victories to reclaim.
V. End of a war
A. Wars may end at anytime before the maximum time limit. Nations making peace must notify USEsims and any border changes they agreed upon.
B. If the time limit of one week is reached USEsims finalizes borders via the UN.
C. Nations who lost territory due to war cannot declare war or have war declared on them for one week. They are protected by the UN during that time.
VI. Statuses
(Retreat): A defending army has suffered a loss that day. If no other armies are defending or all armies are in retreat, the defender loses territory. -1 on future dice rolls
(Attacking): The army is attempting to take territory from the defender.
(Defending): The army is attempting to prevent territory from being taken
(Disorganized): All armies have attacked and there are no defenders. -1 on dice rolls.
(Momentum): Both attacking armies won their victories. One additional attack and +1 on roll.
(Supplied): Foreign aid from another nation +1 dice roll.
(Depleted): Giving foreign aid while at war -1 dice roll
(Blockade): A blockaded nation cannot give or receive aid.