Insurgency: Stars and Stripes (Map Game)

'''If your turn is not on the page, it will not be counted. This means comment turns will not be counted.'''

"War does not determine who is right - only who is left." - Bertrand Russell

(MAP)

The year is 2013. The rebellions in the Middle East had a toll of the people of America, with many in the United States left thinking that America has once again become isolationist. Meanwhile, Mexico has broken into civil war and Canada is facing a coup that will rock the Americas. Only the players will decide how this continent will be reshaped.

Staff

 * Owner
 * Aendarus Mapping
 * Administrators
 * Vacant
 * NPC Makers
 * Vacant
 * Map Makers
 * Vacant
 * Turn Over-watcher
 * Vacant

A Beginner's Guide to Insurgency
Hi, and welcome to Insurgency: Stars and Stripes. The second installment in the series. That's right, there was a previous game in the series, and you might have missed it. That's what happens when you ignore Aen. So, I'm assuming you're an aspiring player, so here is a step-by-step guide on how to play Insurgency. (If you have already read this before, read it anyway. Don't be a smartass - no-one likes smartasses.)

Joining Insurgency
To join Insurgency, you need to apply. These are the questions you have to answer:

What is your rebel group called?

Which nation have you chosen?

Which city have you chosen, and where is it located?

What are your goals / aspirations as a rebel group?

How would you react if you saw a player being unnecessarily OP in a turn?

How would you react if you saw a player being unnecessarily rude to another player?

How would you react if you felt the staff were being unfair?

These questions all have to be answered properly. If you miss a question, your application will not be granted. You have been warned.

Choosing a location
Location, location, location. It's quite important to choose the place where your group of "activists" will start their life-changing journey. First, you need to pick a city in a nation. The nations are ranked by difficulty below:

"What are you, a baby?"
These nations are the easiest nations that you can start in. These nations are generally recommended for people who have just joined the community and/or have little to no experience with map games, especially rebel map games. These nations are:
 * Greenland (Denmark)
 * Iceland
 * Jamaica
 * Haiti
 * Dominican Republic
 * Saint Kitts and Nevis
 * Antigua and Barbuda
 * Belize
 * Guatemala
 * El Salvador
 * Honduras
 * Nicaragua
 * Costa Rica
 * Panama

"OK, you're not even trying..."
These nations are for slightly more experienced players that don't have much time on their hands. You don't have to try too hard to get far with these nations. They are:
 * Canada
 * Mexico
 * Cuba

"Now this is more like it!"
These nations are significantly harder to start your revoluton in. Trust me. These nations are definitely not suitable for beginners. These nations are: Yes, there is only one nation in this catagory. The United States. This is because they are extremely hard to rebel in if there aren't many players or NPC's rebelling in the USA. However, if everyone rebels in the USA, there will be a lot of infighting between rebels. This is why the USA is the hardest nation to rebel in. Plus they're super powerful.
 * United States

Finding your purpose
No, we're not going into philosophical arguements on the value of your existence. I'm talking about your group. By now, you must have picked your city. But what is your group's purpose? What is their goal? Note that your goal is not permanent. You can change your goal if you feel as if it is too ambitious or leading you in the wrong direction, and you will need to pick a new goal if your current goal has been achieved. Of course, you are not limited to the goals listed below - you can create your own if you're feeling creative enough.

Cultural goals
Your goal may be cultural. For example, your rebel group may be supporting the neglected California Independence movement.

Religious goals
Your goal might be of religious significance instead. For example, you might be fighting for Deseret (A Mormon influenced region) independence.

Political goals
You goal might involve transforming a country politically. For example, your group may be rebelling against the liberals in office in the USA.

Backstory
Yes, I know. Thinking of a backstory can be a pain. But here at Insurgency Inc., realism is key. Why did that Neo-Nazi rebel group rise up in the suburbs of Chicago? Because they felt like it? Because they're getting visions of the "future"? Because they're being hypnotized by a giant Panda dressed like Uncle Sam? Yes, your backstory can be out there (but not too out there - I don't want Cuban zombies spreading a pandemic across Nunavut), but seriously, a backstory helps. It will help you guide your group along the path which makes most sense.

How to structure your turn
You can structure your turn however you like. Seriously. There are 2 main ways of structuring a turn:

"Tiered Structure"
The tiered structure is more common in turn-based free-for-all nation games, like The Future, but you can use it here too. For example:

American Opposition
 * Backstory:
 * Supplies:
 * Essentials:
 * Weapons:
 * Movement:
 * aton Rouge::
 * Biloxi:
 * Cities:
 * New Orleans:
 * Military:

Something like that will be fine, although you don't have to structure your turn like this.

"Paragraph Structure"
Instead of a tiered structure, you could just write it in a big paragraph. This is suggested if you have a lot of lore which connects everything together, although this can still be done in the tiered structure. You know what a paragraph looks like - you don't need an example!

"But Aen, what do we write in our turn?"
Well, what you write is up to you. But it is suggested that you follow this ticklist.
 * Important Movements: These movements are imporant and must be in your turn. This involves moving troops and equipment, as wll as transporting supplies to your people.
 * Equipment: Note that as a rebel group, you have limited access to equipment. So you have to keep track of how much equipment you have and how much you lose in each battle.
 * Special Actions: There are special actions that vcan be performed, and these will be explained in more detail later.
 * Cities: You must keep track of the cities that you are controlling. As you get bigger and more powerful, there will always be a higher chance of rebels within your own territory, deserters from your own army, and traitors from within your inner circle. So do keep track of those.

Special Moves
There are certian special moves that you can perform. Note that you can only perform 2 of these per turn. And they might not always be successful.
 * Terrorist Attack: You can perform a terrorist attack on a city. This will decrease the population of the city, increase the fear in the city. However, if it fails, your troops lose morale, while the opposing side will gain morale.
 * Kill Influencial Leader: You can kill an influencial leader. This will increase your morale, while decreasing their morale significantly.
 * Propaganda: Spread propaganda through the internet, mainly by killing people and recording it, and spreading radical messages across social media, or by showing the world what your ideal world would look like. It increases the number of troops you have, but also increases the probability of a foreign intervention.
 * Intercept Enemy Convoys: Intercept enemy convoys, capturing the men and the equipment. Note that this can be combined with other moves, like propaganda. This will increase the amount of equipment you have.
 * Sell Drugs: Get handy with the drug trade, getting you a lot of money, but potentially losing you a lot of money if you get caught. Best for regions south of Texas.

Rules
OK, here are the rules. Please follow them.
 * 1) Respect the staff. You don't want to get onto the bad side of the staff. Take what the staff say into consideration, and if you have a problem, send a message to Aen.
 * 2) Respect the other players. The other players have not come here to argue with you. It will be expected that you will respect them and vice versa.
 * 3) Be realistic. No imaginary "MechaHitlers" being "found" and leading your Yemeni armies to victory in Urdestan.
 * 4) Be creative. Don't be boring. No one likes boring people.
 * 5) Be careful with alliances. Yes, you can ally other players, but be cautious. They may always turn on you, especially when they complete their goals.
 * 6) Yes, you can form a country and play as it. But be fair. Seriously, if you're being stupid, we'll kick you out, and you will be on a warning list for all future map games made by me.
 * 7) Have fun. No one likes a poopy pants.