Rules (Ancapistan)

Basic Rules

 * 1) The time between each turn is 3 Days unless notified by an admin.
 * 2) Each turn is 1 Year unless there is a major war or other exception.
 * 3) State your actions in order in which they happen.
 * 4) We can retcon your actions or entire turn if it includes godmodding or is outright stupid.
 * 5) If a moderator be inactive in his duties for at least 5 turns in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
 * 6) A player can be removed from the game if they are inactive for 5 turns. Their nation will be reserved for said player for a maximum of 5 turns after removal. After this 5-turn grace period, the nation will be opened up for other players.
 * 7) To join, comment "Its getting wacky in (name of what your playing as)"
 * 8) You can convert ideologies. But make sure you have a good reason for the action. Like a coup, revolt, or whatever other reason you can think of.
 * 9) NO BIAS, if you follow the ideology of the nation your playing, the rules still apply and your Political Bias will not affect the gameplay.
 * 10) You can only use Nukes if it is a Nuclear war or you are a Posadist.

Ancap Rules
As an Ancap nation you don't play as the nation, rather you play as a Company inside the nation. Since there is no state, there are no limits as to what kind of horrible business practices you can perform, but be careful as a Workers Revolt could spring up.

Property
As a Company you don't own land like a Country does, Rather you have Property  which allows you to have land in California as well as New York without any land or water connecting it. However if you convert from one ideology from another your Property is turned into Land and you have to gain it normally rather than buying it.

War
In war rather than an army, there are 2 ways to fight. Worker Levy and Mercenary Group. Worker Levies size depends on how much territory your company has in that area. Mercenaries are more skilled groups that unlike your unpaid worker levy, increase debt.

Debt
You have a lot of money and can spend it on a lot of things. But if you spend it on too much you get into debt, There is a Debt section on the Ancap preset, which goes up everytime you do something that requires money. If a mod thinks your Debt is unrealistic they can change it to be higher or lower. If your debt is too high (70% to 100%) you will no longer be able to buy Mercenaries and every other Ancap company gets a free Casus Beli (Reason for War) against you. You can lower debt by paying it back in your actions, however doing this will prevent you from doing anything TOO expensive that turn. (What is or is not expensive is up to the mods to decide)

Anarcho-Monarchist Rules
As an Anarcho-Monarchist, you have absolute power to do whatever you want. Every Action you do is in the First Person (not a joke its required). And nobody can tell you what to do. So its fitting that there is only 1 Rule for the Anarcho-Monarchists.

Ego
Ego comes in 3 Levels. Level 1 is where you actually do your job in keeping anarchy. Level 2 opens up more possibilities giving you the ability to have utter authority over everything, but nothing too absurd. Level 3 you can do anything, no limits. You can increase Ego by putting it under an action that has to do with EGO. However you cant change rapidly or do it as soon as the game starts. Like Turn 5, Level 2, Turn 6, it has to stay at 2 until turn 7.

Nazbol Rules
As a Nazbol you hold 2 things dear, Nationalism and Proletarians. Unlike the Anarchist Ideologies, if you want a more simple and less gimmicky experience try the Nazbol.

National Pride
The first half of the Nazbol. The Nazbols have free reign to conquer, you can fake border incidents all you want without having to explain yourself. However other ethnicities don't like being under a system that thinks people like them are inferior. So revolts are to be expected.

Collectivism
The other half of the Nazbol. The Nazbols have a free Casus Beli against countries of non-socialist ideologies. As well as making so Ancap Companies cannot gain any Property inside a Nazbol Country. Unless the Player or a Mod says otherwise.

Anprim
As an anprim nation you play as a small clan. These Clans are custom made. Since all the original followers died at age 30 and the concept of Ideology was destroyed as well, including your own, you can advance technology and become a kingdom.

Technology
Tech can be discovered, or can be brought by Non-Anprims. Tech is not just Agriculture and such, it also represents social change, like the clan becoming a monarchy, or a monarchy adapting a foreign ideology. Tech is heavily monitored by staff, and whenever you discover new tech you put in actions.

Posadist Rules
Posadists seek to cause a nuclear war in order to build up a communist utopia from the ashes. Whatever you do don't let them get nukes. As Posadists are the ONLY Ideology that can use nukes before a nuclear war starts.

Transhumanist Rules
This ideology shares the Tech Mechanic with the Anprim but instead of starting with old tech you start with current tech and see how advanced you can get. SCI-FI level stuff is allowed only in the late game.

Custom Ideologies
If you want a custom ideology then you will put its custom rules (if any) in the comment where you sign up, Custom Ideologies are limited to Revolts, Civil Wars, and Nations not Mentioned. But if you ask politely we might change a pre-established nation's ideology. If a nation has an ideology that is different but borrows mechanics from other ideologies like North Korean Anarcho-Jucheism, you can make custom rules for it if you feel inclined.

Senatorial Rules
Senatorial Beliefs are very vague, the movement started as a new form of democracy, but the principles set in place by the Senatorial Manifesto were too vague to where a unified Senatorial ideology could be formed. While some gave up on Senatorialism, others fleshed out the ideology and put there own spin on it.

Pure Senatorialism
An ideology that believes in pure rule by the senate. Thats it.

Social Senatorialism
Wants to form a one party Socialist Senate

Anarcho Senatorialism
Believes in a Senate in which everyone citizen is a member

National Senatorialism
Nationalistic Senatorialism

Caesarism
Believes in Authoritarian Rule by a Caesar, reactionary opposite to Senatorialism

(Name)

 * Ideology:
 * Leader:
 * Ego/Debt:
 * Demographics
 * Military (Get rid of this if you are Ancap)
 * Infantry:
 * Airforce:
 * Tanks:
 * Other
 * Actions
 * Actions