CHAPTER ONE - A WHOLE NEW WORLD
SECTION A: Voting for leaders
- Anyone can nominate themselves to become a leader.
- For voting, each person can vote for up to five leaders.
- The leaders with the most votes win. There should be enough leaders to cover all the regions and no more than this amount. If it comes down to two (or more) people fighting for the remaining regions, they will have a face-off for dominance if they are unable to solve the dispute between themselves within 48 hours.
- Even if a leader ends up with no followers, they will still be considered their own nation. A population is considered to be 1,000 people per EoFF member in a region.
- VOTING WILL NOT BEGIN UNTIL BoB STARTS A THREAD FOR IT.
SECTION B: The regions
- Each region will be given the following details...
- Land: A brief description of the geography of the land.
- Weather: The weather of the region.
- Waters: Any large areas/bodies of water that are considered to be included in that region. This is usually displayed on the map.
- Resources: The major resources within the area.
- Needs: The resources lacked in the area.
SECTION C: The settling
- To become one of the original leaders, you must be elected by the EoFF memberbase. Loony BoB will lead this election. Those with the most votes will become leaders. If they do not wish to become leaders, they will then have the authority to choose someone to take their place.
- The members will then be able to join a leader, thus becoming one of the leader's followers.
- The leaders will then be able to choose their regions. The leader with the most followers will choose first, and the the leader with the second largest amount of followers, down until the leader with the least followers.
- Once all the regions are selected, the leaders will have to choose whether or not they will allow free travel for followers to enter their nation, or if they would rather individual authorisation. Both free travel and individual authorisation have advantages and disadvantages. Leaders will also be able to enforce disallowing members from exiting their region.
- Provided they are able to under their region's laws, followers will then have the opportunity, should they wish to take it, to move to a consecutive region. Unless free travel is allowed, this can only be done under the agreement of the leader of the region they wish to move to. Sea travel, at this stage, is disallowed. If you are in a region surrounded by water, you cannot move to another region, nor can anyone enter your region.
- At this point, cities can be set up. A city consists of ten or more members. A town consists of three to nine members. A settlement consists of one or two members.
This concludes the opening stage of The EoFF World.
CHAPTER TWO - BASIC RULES
SECTION A: Regions
- Each region has a set boundary. Only one ruling nation can exist within a region at any time. Regions can be split but this must be done with the help of Proto and BoB. Please see SECTION D (Declaring Independence) for details.
- At the time of creating these rules, regions can not be combined. This rule is subject to change as the world develops.
- Each region will be given specific details as outlined in CHAPTER ONE, SECTION B (The Regions).
SECTION B: Nations
- A nation must have a leader or it is considered a free region of anarchy and can be overtaken by any other leader.
- A nation must have at least one region under it's rule.
- A nation can be completely defeated if it has no members or if it has no region under it's rule.
- A nation can be 'born' (or 'reborn' if it is a renewal of a previously defeated nation) if a group of people decide to declare independence. Please see SECTION D (Declaring Independence) for details.
SECTION C: Settlements, Towns and Cities
- Settlements consist of 1-2 members.
- Towns consist of 3-9 members.
- Cities consist of at least ten members.
SECTION D: Declaring Independence
- A new nation can be 'born' if an existing region divides. The new nation is considered to have declared independence from the older nation. This can be done by either:
- Diplomatic means. Two groups within a single nation decide to peacefully part ways and continue on in the world seperately.
- A rebellion occurs. The original nation must consist of at least ten members for this to happen. The rebellion must consist of over a third of the entire population and must include at least three quarters of the area that the rebellion wishes to declare independent. A rebellion must include at least one town, city or region (settlements can not rebel).
- A revolution occurs. This is when a rebellion has the ability to declare independence for every single region the previous nation held. The previous nation is then considered to be null and void until it's potential 'rebirth'.
- Once the rebellion has completed, new borders must be set for the nations. This can be done in any of two ways, depending on how large the rebellion was.
- PART ONE: Declaring independence as an existing region.
- This can only be done if a nation has more than one region.
- This is when the new nation declares an entire region (and no more than this region) as independent. This one's fairly straight-forward.
- PART TWO: Declaring independence as a partial region.
- This can only be done if a nation has one region.
- This occurs when not all of the towns/cities of the region rebel.
- The size of the new region will depend on the geographical location of the towns/cities that rebelled within the one region and the populations of the new regions.
- The new region can not be completely surrounded by the existing region, a la San Marino.
- The new region's borders must be approved by Proto and BoB and they will advise of the new region details.
- All nation rules must be upheld when creating a new nation. No rebellion can occur if there is no leader.
SECTION E: Diplomatic Conjoining of Nations
- Two nations may join to become a single nation under a single ruler by diplomatic means.
- All followers will then be held under the rule of a single leader. The single leader can be decided by whatever means the original nation leaders choose. This can include (but is not limited to) the two leaders making the choice, the members of both populations making the choice, a beer drinking contest or flipping a coin.
- BoB and Proto must be made aware of such conjoinings and both leaders must approve of the conjoining before it is official.
SECTION F: Travel
- You can not travel through another region's land without authorisation. Free travel is considered authorisation.
- Sea travel can only begin when Proto and BoB say it can begin. Specific sea routes (region to region) will be set out and, until these rules change, long distance open sea travel can not go ahead without following said routes. This is to avoid major invasions from one end of the world to the next.
- Leaders must set out rules when it comes to members entering and exiting their nation. They must choose from the following options for both entering and exiting their nation:
- Free Travel - Anyone can enter/exit the nation.
- Individual Authorisation - Members must ask the leader if they may enter/exit. The leader must authorise any entrances/exits.
Leaders may choose Free Entrance and Authorised Exits or Authorised Entrances and Free Exits if they wish to do so.
- For details on army movements, please see SECTION H (Warfare).
SECTION G: Alliances
- Nations can join open or secret alliances.
- Nations must make up their own treaties/rules of alliance. If there is a loophole in your rule that nobody points out, that's probably going to end up being your own problem, so choose your friends wisely.
- If you wish to move armies through another region, be sure that the treaty/alliance is known to Proto or BoB, and that the travel is authorised by the leader of the nation occupying the region the army wishes to travel through.
- If a UN of sorts is made, it will be considered as an alliance.
SECTION H: Warfare
- When moving troops for war, you must move them through consecutive regions of land and you must be authorised by the leader of that region to move through. These movements can be done openly or privately (ie, authorisation by PM). The region authorising such movement must PM Proto or BoB, or they must be openly allied.
- If either Proto or BoB are to become leaders or followers of any region, they must be separate regjons and they cannot authorise their own actions. Actions by either member must be authorised by all other moderators. Proto and BoB can not join the same region unless there is another moderator set.
- Landlocked regions cannot attack or be attacked by sea. Go figure.
- We haven't yet decided on how battles/etc. will be won, let alone what will happen to members of the nation that was defeated. We're open to suggestions.
Until we have these rules laid out, no international wars/battles can go ahead.
SECTION I: Religion
- No details on this until further notice. You may make up your own religions but you can not control a God or any God-like being unless you are a moderater of the EoFF World (ie, BoB/Proto).
SECTION J: Technology
- No aircraft can be used until further notice.
- Technology in this world is currently at a medieval stage.
SECTION K: Magic
- No magic can be used until further notice.
CHAPTER THREE: The Rules of this Forum
SECTION A: Starting Threads
- At the time these rules were posted, only staff can make new threads. This is to avoid any "mass-spam the new forum!" stuff. Sorry, guys.
But yeah, the main rule is don't spam the place up.
- When threads are allowed (which will likely be after the leaders have been decided on, so they can build on their nation), please can leaders post no more than ONE thread for their nation. Only the leader can post this thread.
- Please avoid making threads by asking questions in the existing threads. Questions regarding the rules or how to play should be asked in this thread. Questions regarding individual nations should be posted in the respective nations's thread once it has been made.
SECTION B: Proto and BoB
- Proto and BoB will be running this in a combined effort. Other people may in time be added to the group of people who manage this interactive world, however Proto and BoB will remain their superiors and can FIRE THEM!!!!!
- We'll try to keep up with every post made. If anything (email/IM/PM) is sent to either Proto or myself, we'll share that information between ourselves and with nobody else.
- We'll try to respond to any questions as fast as possible, but please be aware that we will discuss all questions in a seperate forum to ensure that we're on the same page, so it may take some time for some answers to be given.