Okay, then why is
this?
Well, first there was NationStates. That little
game got pretty popular, even though there wasn't a whole lot you could
do in it. So thoughts turned to a sequel. Which is this. Just in case
the whole "2" thing didn't tip you off.
Beta??
I know! You wouldn't think a game this awesome could get any better.
But yes: currently we're missing a feature or two, and some of what
is there needs a little more tweaking. The idea is that the best way
to add that last 10 or 20% of gameplay goodness is to watch people playing
it, so that's what's happening: the last stages of the game are being
built around you. Expect things to get a little more polished and user-friendly
over the coming weeks. Oh, and war. War is coming.
What do I do?
You create a nation, customize it, and steer it through the treacherous
waters of internal politics and international diplomacy.
And how do I do that, exactly?
Glad you asked! You can consider your nation as having two sides: domestic
and international.
Domestically, you guide your nation's evolution by addressing two daily
Issues. These generally involve some manufactured crisis or other that
demands you pick a side: banning gay marriage versus allowing it, for
example, or feeding the homeless versus locking them up.
As you address Issues, your nation changes to reflect your ideology,
so that over time it may become a beacon of freedom and democracy, an
authoritarian police state, a community-minded nation of liberal-leaning
scholars, or something else entirely.
On the international stage, your nation's place is defined by its diplomacy--which
means, essentially, how you conduct yourself with other nations. You
may choose to shun contact or seek it out; refuse invitations to join
Alliances or recruit for your own; move aggressively to establishing
Trade pacts or simply ride on market prices. Whatever you choose, though,
you will probably find yourself drawn inevitably to like-minded nations.
How should I answer the Issues?
That depends on what kind of nation you want to create. Every Issue
requires some kind of trade-off: what you believe is worth trading for
what is up to you.
Clearly I want a nation with a huge economy and military,
right?
You might, but it's not necessary. NS2 is not a war game: it is a nation
simulation game that has the possibility of war in it. Your nation does
not need to go to war, and probably will not ever be involved in war
unless you want it to (and are willing to pay the price). As discussed
further below, war is bad. It is impossible to wage continually, and
damaging even when brief. You will want to avoid it.
Good diplomacy--in a nutshell, making some friends--will do more to
secure your nation than a large military. Tyrannical, militaristic nations
may even invite trouble, by appearing threatening to those around them,
or locking themselves out of Alliances that require certain minimum
standards of democracy or civil rights.
What's the point of an Alliance?
The point of an Alliance is what it says it is. In this way it's much
like your nation: it defines its own purpose.
Some Alliances will exist in order to provide mutual defense against
aggression. Others will ferment such aggression. Some may exist for
trade purposes, or to promote a particular ideology. Many may have no
purpose beyond gathering like-minded nations together.
You can join (and create!) as many Alliances as you like. There is no
immediate benefit or penalty to joining one, other than that you publicly
align your nation with its proclaimed cause. (Many Alliances have a
Code of Laws, which members will be expected to honor.)
Alliances are the core of international diplomacy in NS2, and holding
membership in a powerful one will enhance your standing. It is usually
a good idea to seek out a friendly Alliance early.
And then what?
The founder of an Alliance is free to develop its hierarchy: which ranks
it has, how many of each, how votes are conducted, and so on. So even
within a single Alliance, there may be politicking for position.
What is Diplomatic Status?
The most basic use of Diplomatic Status is to publicly signal your view
of another nation. There are currently five grades: White (Ally), Green
(Peaceful), Blue (Neutral, the default), Yellow (Alert), and Orange
(Hostile). (Two more are coming: Red and Black.)
You may use these however you choose: to send a diplomatic warning to
another nation, for example, or signal your support of it.
The White status (and forthcoming Red and Black statuses) have particular
meaning in relation to war (see below).
How will war work?
The forthcoming Diplomatic Status grades Red and Black will be war signals:
if you activate them, they will place your nation on a war footing against
the specified nation. Your nation will then prepare to launch a military
invasion.
This will take time, and consume a great deal of your nation's GDP.
Your target may repel you, perhaps with assistance--which is where the
White Diplomatic Status comes in. By setting another nation to White,
you agree to automatically provide military assistance to defend it
from invasion.
Should the target capitulate, though, you occupy them: you cannot eliminate
your enemies, but you can topple their governments and make them a little
more like you.
How do I customize my nation?
In many ways! First, there is an "Edit nation" link just above
the left sidebar menu, under your nation's brief bio. Click that, and
you can modify your nation's title, flag, motto, currency, national
animal, newspaper, capital city, and citizen moniker.
For true customization, though, become an Ambassador. Then you can visit
your "National Summary" page and click the "Edit"
link beneath "National History". Here you can tell the world
about the true glory of your nation's past: you can even use BBcode
to embed images or videos.
When you become an Ambassador, you can also issue Press Releases. You
can do this for strategic or diplomatic reasons, or simply to let the
world know something of importance about your nation: your press releases
show up in the News feed of all interested nations, including those
in your Alliances.
How do I manage my nation's economy?
For the most part, your economy will manage itself without you. In fact,
markets being what they are, and you being a government, most of the
things you can do will hinder your nation's economy, not help it. If
you're after a sleek, pro-market economy, then keep your hands off it:
leave your Trade Status with all other nations at "Neutral"
and hack away at tariffs, minimum wage laws, and any other impediments
to business you see in your daily Issues. Of course, some people would
call that heartless. But that's your decision.
Can I boost my economy with Trade Statuses?
Usually not, unless you are spectacularly clever. Generally speaking,
you are best to leave every Trade Status at Neutral: that way your nation
will buy and sell on the world market, getting the best prices. Any
deviation from Neutral means your nation will act a little less efficiently:
it will, for example, pay a little more than it needs to in order to
purchase from a Priority Partner, or pass up an opportunity to buy cheaply
from a nation you have Embargoed.
It is in your benefit for another nation to make you
a Favored or Priority Trading Partner, though. In that case, your nation
may, if circumstances are right, buy and sell even more favorably than
world market prices.
Despite this pressure to be Neutral, real beanheads--the kinds of people
who study graphs for fun--can form economic cartels if they get together
and corner the market. It's possible, for example, for a group of nations
who dominate world supply of a particular item to Embargo anyone who
doesn't join their Alliance, or set a particular Diplomatic Status,
or make them a Favored Trading Partner.
How is this different to NationStates 1?
The main difference is that your nation is no longer a perfect, untouchable
entity, floating in a bubble of its own magnificence. You still guide
its domestic development through daily Issues, but there is a new sphere
of interactive gameplay with other nations.
NS1 Regions are replaced by both Continents and Alliances: there is
no longer any need to physically move your nation to enter a social
group, nor a restriction on being in just one at any time. Thus, in
NS2 your nation is fixed in a particular Continent, but can join, create,
and leave Alliances as you wish, and "endorse" others nations
for positions within each Alliance.
National economies are dependent on world markets, so your GDP may rise
and fall purely because of international factors (particularly if you
have open borders: pro-market economies tend to grow more strongly,
but are also more vulnerable to global dips and swings).
How many nations can I have?
You may have one nation per world.
What is Espionage?
I could tell you, but I'd have to kill you.
What are Trophies and Commendations?
They are special awards that can be bestowed by nations with Ambassador
status, or purchased on a one-off basis with "Jennifers."
What is an Ambassador?
A highly esteemed and greatly valued member of the NationStates 2 community.
You can support the game and upgrade your nation by purchasing an Ambassador
upgrade: your nation receives a special symbol after its name, so that
all may know its magnificence, and enjoys a swathe of benefits:
* Upload custom flags
* Press Releases
* Edit Nation Summary
* Commendations (2)
* Espionage Resources (5)
* Trophy (1)
* Advertising removed
* Ambassador-only worlds
*Private worlds (soon)
As the game grows, Ambassadors will get additional features to help them manage their nations.