NationStates.net - Create your own nation
Does anyone presently without a nation want a slightly used one?
I've had my fill of Lower Sloboevia and am willing to hand it over to anyone who doesn't yet have a nation and is a member in reasonably good standing here at CKA.
Spare yourself the hassle of starting your own tiny little nation of 5 million people. A complete turnkey solution to your NationStates needs is now available.
Population 85 million; powerhouse economy.
according to this i still need all of you guys over here so i can get enough influence to eject the other nations and password protect the region. i need all 30 nations from canadaka region to come over and endorse me so that i can boot the others.
$1:
All About Influence
April 2006
Introduction
As of version 1.9, all nations have "Regional Influence," which is a measure of how important a nation is considered in its current region. Influence is determined by two factors: how much time the nation has spent in this region, and how many UN endorsements it has had over that time.
Effect on Gameplay
Although being boast-worthy in its own right, Influence serves an important gameplay purpose. The ability of UN Delegates to eject and ban nations from their region, and to password-protect it, is limited by their Influence. That is, the longer a Delegate has been a resident of the region, and the more endorsements he has held over that time, the more able he is to eject, ban, and password-protect.
Delegates consume some of their Influence to exercise their power, so the more often he ejects, bans, and password-protects, the more difficult it is for him to wield those powers in the future.
In relation to ejecting and banning, the exact amount of Influence consumed depends on the target's Influence. A newcomer to a region may be ejected for very little cost, while ejecting a well-supported, long-time resident is very expensive.
Invasion Rules
With the introduction of Regional Influence, our rules governing "Invasion Griefing" are abolished.
That means we no longer have complicated rules dictating, for example, how many residents a Delegate can eject before the moderators consider it illegal "griefing." Delegates need not worry about whether they are allowed to eject, ban, or password-protect—instead, if the game lets you do them, they're legal.
This removes a major source of angst and uncertainty for players and moderators alike. In the past, some players didn't even know there were rules about ejecting nations until after they'd broken them. Even experienced players (and moderators!) sometimes found it difficult to separate genuine invasions from region griefing. We're very glad to be able to put this situation behind us.
Examples
Nation A has been a resident of her region for two months, then becomes Delegate. She is likely to have a large pool of Influence to spend.
Nation B is the Delegate of a region that is suddenly invaded. As the invaders have no Influence, B can easily afford to eject all of them.
Nation C is part of an invasion force that crashes into a region. The invaders all endorse C and he becomes Delegate. C will have no or very little Influence, and be unable to immediately eject any native residents. (However, he will be gaining Influence faster than anyone else in the region, as he now has the most endorsements.)
Nation D is a long-time regional resident. She leaves the region for a few days, then returns. D will have slightly less Influence in this region than when she departed. (She will also have accumulated a small amount of Influence in the region she temporarily visited.)
Other Changes
Regions now have a "Regional Power" label. This reflects how much Influence that region's residents have in total, compared to other regions.
Delegates and Founders can use Region Control to password-protect their region, and have that password automatically displayed on the region page to all residents. (It remains hidden from outsiders.) It costs less Influence to apply a password that is visible to residents than to apply one that will remain hidden.
Obsoleted Rules
As mentioned above, "Invasion Griefing" rules have been abolished. The forum rules sticky has been updated to reflect this, with the following old rules removed:
Deleted: A distinction was drawn between "invaders" and "natives," and different rules applied to each.
Deleted: "Invader Delegates" were prohibited from ejecting more than a certain number (usually 10%) of residents, and required to unban them immediately afterward.
Deleted: If an "invader Delegate" password-protected the region, she was required to distribute that password to residents via telegram.
Deleted: Delegates were prohibited from ejecting residents in order to re-Found a region.
These rules no longer apply.
Notes
The "Regional Influence" label reflects how much Influence a nation has compared to others in its region only. A nation with few endorsements and a short residency in a small region may have a higher Regional Influence rank than one with many endorsements and a long residence in a large region.
Influence cannot be transferred between regions. When a nation enters a new region for the first time, his Regional Influence there is zero.
While Founders earn Influence like any other nation, they do not spend it. Thus they can continue to do whatever they like in their own regions—eject, ban, password-protect, and deny Delegate access to Region Control—as much as they please.
All nations accumulate Influence, whether they are UN members or not.
Nations have been invisibly accumulating Influence since the start of March 2006. Since we can't tell how long nations were resident in their region, or how many endorsements they had, before then, the amount of Influence nations have now is not affected by what they did prior to that date.
The Region Control page, accessible by regional Delegates and Founders, will provide a useful estimate of the cost in Influence of performing any action. Thus, Delegates can get a rough idea of how much Influence they must spend to eject, ban, or password-protect.
Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
The Influence system is the result of collaboration between admin, moderators, and players. A great many people contributed their time and ideas to the project, making this change a truly community-driven one. Thank you everyone!
Does anyone presently without a nation want a slightly used one?
I've had my fill of Lower Sloboevia and am willing to hand it over to anyone who doesn't yet have a nation and is a member in reasonably good standing here at CKA.
Spare yourself the hassle of starting your own tiny little nation of 5 million people. A complete turnkey solution to your NationStates needs is now available.
Population 85 million; powerhouse economy.
[ http://www.nationstates.net/lower_sloboevia ]
C'mon man, I'm giving this baby away!
Stellar @ Thu Aug 31, 2006 11:26 pm
BOOOO! CAPITALIST INFESTED COUNTRY!
Indelible Indelible:
according to this i still need all of you guys over here so i can get enough influence to eject the other nations and password protect the region. i need all 30 nations from canadaka region to come over and endorse me so that i can boot the others.
I've moved too.
Groovy! Nations for people now has five endorsements. No UN delegate status yet, though; I guess there's a delay until the nationstates comp updates region info...
$1:
BOOOO! CAPITALIST INFESTED COUNTRY!
$1:
I agree with Stellar,
Couldn't you have like, fit a bit of Socialism/Communism in there?
I feel for your people,
Yeah, Lower Sloboevia was my experiment in neo-liberalism...
bossdog @ Fri Sep 01, 2006 12:36 pm
Bossdognia could use a few more UN endorsements 
Indelible Indelible:
according to this i still need all of you guys over here so i can get enough influence to eject the other nations and password protect the region. i need all 30 nations from canadaka region to come over and endorse me so that i can boot the others.
$1:
All About Influence
April 2006
Introduction
As of version 1.9, all nations have "Regional Influence," which is a measure of how important a nation is considered in its current region. Influence is determined by two factors: how much time the nation has spent in this region, and how many UN endorsements it has had over that time.
Effect on Gameplay
Although being boast-worthy in its own right, Influence serves an important gameplay purpose. The ability of UN Delegates to eject and ban nations from their region, and to password-protect it, is limited by their Influence. That is, the longer a Delegate has been a resident of the region, and the more endorsements he has held over that time, the more able he is to eject, ban, and password-protect.
Delegates consume some of their Influence to exercise their power, so the more often he ejects, bans, and password-protects, the more difficult it is for him to wield those powers in the future.
In relation to ejecting and banning, the exact amount of Influence consumed depends on the target's Influence. A newcomer to a region may be ejected for very little cost, while ejecting a well-supported, long-time resident is very expensive.
Invasion Rules
With the introduction of Regional Influence, our rules governing "Invasion Griefing" are abolished.
That means we no longer have complicated rules dictating, for example, how many residents a Delegate can eject before the moderators consider it illegal "griefing." Delegates need not worry about whether they are allowed to eject, ban, or password-protect—instead, if the game lets you do them, they're legal.
This removes a major source of angst and uncertainty for players and moderators alike. In the past, some players didn't even know there were rules about ejecting nations until after they'd broken them. Even experienced players (and moderators!) sometimes found it difficult to separate genuine invasions from region griefing. We're very glad to be able to put this situation behind us.
Examples
Nation A has been a resident of her region for two months, then becomes Delegate. She is likely to have a large pool of Influence to spend.
Nation B is the Delegate of a region that is suddenly invaded. As the invaders have no Influence, B can easily afford to eject all of them.
Nation C is part of an invasion force that crashes into a region. The invaders all endorse C and he becomes Delegate. C will have no or very little Influence, and be unable to immediately eject any native residents. (However, he will be gaining Influence faster than anyone else in the region, as he now has the most endorsements.)
Nation D is a long-time regional resident. She leaves the region for a few days, then returns. D will have slightly less Influence in this region than when she departed. (She will also have accumulated a small amount of Influence in the region she temporarily visited.)
Other Changes
Regions now have a "Regional Power" label. This reflects how much Influence that region's residents have in total, compared to other regions.
Delegates and Founders can use Region Control to password-protect their region, and have that password automatically displayed on the region page to all residents. (It remains hidden from outsiders.) It costs less Influence to apply a password that is visible to residents than to apply one that will remain hidden.
Obsoleted Rules
As mentioned above, "Invasion Griefing" rules have been abolished. The forum rules sticky has been updated to reflect this, with the following old rules removed:
Deleted: A distinction was drawn between "invaders" and "natives," and different rules applied to each.
Deleted: "Invader Delegates" were prohibited from ejecting more than a certain number (usually 10%) of residents, and required to unban them immediately afterward.
Deleted: If an "invader Delegate" password-protected the region, she was required to distribute that password to residents via telegram.
Deleted: Delegates were prohibited from ejecting residents in order to re-Found a region.
These rules no longer apply.
Notes
The "Regional Influence" label reflects how much Influence a nation has compared to others in its region only. A nation with few endorsements and a short residency in a small region may have a higher Regional Influence rank than one with many endorsements and a long residence in a large region.
Influence cannot be transferred between regions. When a nation enters a new region for the first time, his Regional Influence there is zero.
While Founders earn Influence like any other nation, they do not spend it. Thus they can continue to do whatever they like in their own regions—eject, ban, password-protect, and deny Delegate access to Region Control—as much as they please.
All nations accumulate Influence, whether they are UN members or not.
Nations have been invisibly accumulating Influence since the start of March 2006. Since we can't tell how long nations were resident in their region, or how many endorsements they had, before then, the amount of Influence nations have now is not affected by what they did prior to that date.
The Region Control page, accessible by regional Delegates and Founders, will provide a useful estimate of the cost in Influence of performing any action. Thus, Delegates can get a rough idea of how much Influence they must spend to eject, ban, or password-protect.
Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
The Influence system is the result of collaboration between admin, moderators, and players. A great many people contributed their time and ideas to the project, making this change a truly community-driven one. Thank you everyone!
the fifedom of fatbastia has joined your ranks in a better place 129 million citizens and my endorsment are your muhahahahahah
you now have 6 endorsments
according to something i read on the nationstates website the endorsements are tallied daily. i believe this is done overnight like the issues taking effect, since i have now 6 endorsements but not the delegate-ship. i posted this in the canadaka region page with my other nation, indelibilis.
thank you all so much for your support. it will take me a little while to gain enough influence to boot all the other people and password the region. hte sooner the better i hope.
Indelible Indelible:
done
I'll go somewhere and endorse you if you still need me to.
yes, please do. i need as many endorsements as i can get. the more endorsements the faster i can gain influence, which in turn means the faster i can boot the other people and password the region.
TheGup @ Fri Sep 01, 2006 7:19 pm
Does anyone wanna tell me the password to CKA? 
you gotta do all the things there is to do to enjoy it fully