Nations

Nations are an extended form of a Guild. They serve as a social and organizational structure to meet new people and for friends to play together. They allow players to work towards common goals. Some examples of those goals include Raids, Crafting, PvP, City Building, Sieges, Epic Missions, and responding to Engagements.

Factions
Factions play an important role in The Repopulation, and they play a very significant role in Nations as well. There are two major factions: OWON (One World, One Nation) and FPR (Free People’s Republic). These factions split over differences of opinion and are currently engaged in open warfare. As a citizen of the world, all players start out aligned to one faction or the other. Players will automatically be joined to a generic OWON or FPR nation when their characters are created.

Newly formed nations can declare allegiance to OWON, FPR or they can form as a Rogue Nation. Nations that are aligned OWON or FPR are restricted to the faction rules in place, but do have the added benefits of being friendly with the core faction of their choosing. Rogue Nations have more fine control over how they respond to other nations, but have no allies by default. Once a nation is established OWON or FPR it can move to Rogue status, but it may never move back from Rogue once it is declared.

If you are part of a Rogue nation, you are considered neutral or rogue to different NPC factions and they will react accordingly. Do not expect the red carpet treatment from either faction as they may not outright shoot you on sight, but you are no longer an ally either.

Land and Nation Cities
One of the major elements of the Nation system is the ability to control land in the game. The initial part of the land in Rhyldan (the starting planet) is inhabited by the two major factions in the game, OWON and FPR. Outside of the controlled areas there is a wilderness area that is available for ownership by the players of any faction. Certain chunks of land are designated in the world as being a controllable area.

In order to take control you need to be part of a Nation, and you must build a control center within the borders. Once the control center is finished building, the land is claimed by your Nation and whomever started building the control center is now considered the Mayor of the city. While a lot of the control rests with the mayor of the city, the city is still considered under the control of the central Nation. The owner of the Nation has full control over everything within the Nation itself, including all cities.

City Structures
Another major element is the ability to build structures. Examples of structures include buildings, walls, props and decorations. Using the capabilities of both the client and server, players are able to place objects in the game world and other players can see the structure immediately. Once placed, depending on the different rules in place for that structure, it can be moved around, rotated, or deleted from the world. Each structure is also vulnerable to being destroyed by other players using siege weapons or vehicles so it is important to protect the structures through the variety of options available.

Structures are purchased through the Nation GUI where all available structures are listed. Some require player credits, others require nation resources, still others require certain items (mostly crafted), and of course combinations of all three. Controls from both the Nation and the City factor into what can be purchased and with what resources are needed. Once it is purchased, it is either stored within the Nation as an available resource or an actual blueprint is created and given to a player. The player uses the blueprint to add the structure their own structure list or they can give it to someone else. In order for a structure to be placed, the player will need appropriate rights, be in a city in their Nation that they have rights to place structures in or an unclaimed piece of land to take control over it using a control center.

While not a comprehensive list of what will be available at release, these are some of the general options available for structures.


 * Barracks produce guards to defend the city. While guards are able to move around and better protect the land, having a lot of them makes the population a bit uneasy and when they die your growth progress takes a bit of a hit.
 * Cloning Facilities provide additional respawn points for players of this Nation.
 * Shops provide standard NPC shopkeepers or PC owned NPC shopkeepers of various types.
 * Defensive Structures provide capabilities such as turrets which will attack invaders. There are various grades of Turrets and they are stationary, and more population friendly, than barracks.
 * Harvesters: A slow source of automated resource collection. There are variants for various resource types.
 * Happiness Producers are various structures, including some of the ones on this list, that increase the happiness of the city and allow it to grow. Simple things such as clean water all the way up to extravagant decorative pieces are Happiness Producers.
 * Housing structures provide homes for players and can be freely decorated with furniture or trophy items. There are also gateways to the instanced housing system that is not directly part of a city (so that it cannot be conquered and the 'apartments' cannot be affected directly)
 * Walls provide shelter for a city against the wildlife and bad people.
 * Workshops provide a slow source of manufactured goods similar to how harvesters gather resources. There are numerous variants.

City growth and happiness
Beyond just being a glob of land to control, a city is itself a growing entity that needs some attention and care to get going. In order for the city to grow, the population of the city needs to feel secure and happy. It will also start to make demands as it grows. Some of these demands are easy, such as they want some clean water to drink and food to eat. As you continue to grow they will want more safety and more luxury and the demands will continue to grow. That synthetic protein paste they were surviving on now just doesn’t cut it, they will want some organically grown food.

In addition to the happiness elements of the city, each time the city grows it increases the available land you can use and you gain points to spend on different attributes of the city. Each attributes has a variety of distinct advantages and also provides different options based on the player wants as well. Some Nations/Cities will be more hostile/warring and will want to focus on those abilities. Others will be more focused on trade skills and trading and will want these options. Many of these options will only be available in Nations so they will make for an easy point of advertising for the city. Those attributes are.


 * Armory will provide better weapon and armor fitting shops, fitting creation devices, and provide a small bonus to the barrack guards.
 * Artillery will provide better options for artillery shops, artillery creation devices, and provide a wider array of artillery options to defend a base.
 * Barracks increase the type or number of barracks you can have for city defense. While Military Training improves their efficiency, Barracks increase the number of total barracks and unit options available.
 * Cloning Facility allows for better quality Cloning Facilities.
 * Construction Yard reduces the time needed to create structures and increases the automatic repair time.
 * Electronics provide better electronic shops, creation devices, and provide a small bonus to artillery units.
 * Fortification increases the type and quality of passive fortifications available to the city.
 * Hospital provides better hospital facilities, creation devices, and provides a healing bonus to all humanoid players and non-players in the area.
 * Industrial increases the number and quality of harvesters you can use and provides industrial shops and creation devices
 * Laboratories provide better laboratory shops, laboratory creation devices, grant a temporary bonus in skill/card/imprinting gain chances.
 * Markets increase the capability for the city to do foreign exchange of goods through the online market and affects how many local shops can be created in the city.
 * Military Training improves the capabilities of the units produced in the Barracks making them stronger and more resilient while granting a temporary bonus to all pcs in combat

Nation Controls and Alliances
Nation leaders have a wide variety of controls and alliance options available to them. Five default ranks are available to a Nation and that can expand up to 99 customizable ranks that are able to be renamed at will. Ranks serve as titles, but they also open up control of the Nation based on the rank. Controls range from the ability to add or dismiss members to allowing structure controls inside of the Nation.

Another important aspect of controlling a Nation is setting up alliances with other player Nations. As mentioned earlier, players have the option of starting out their Nation affiliated with the OWON or FPR faction or they could choose to be a Rogue Nation. For each Nation in existence in the game world you can have one of five alliance levels. Those alliances are:


 * Nemesis (Most Hostile)
 * Hostile
 * Neutral
 * Peaceful
 * Ally (Most Peaceful)

Rogue Nations can be aligned in any fashion with any other Nation. OWON Nations are restricted to positive with other OWON Nations, and negative with FPR Nations. FPR Nations are restricted to positive with other FPR Nations, and negative with OWON Nations. OWON and FPR have the option of all five alliance levels with any Rogue Nations.

Alliances are made on a per nation basis and there is no way to make a three or four way alliance as it is Nation to Nation only. Alliance increasing (Neutral to Peaceful) require both sides to agree, and alliance decreasing (Neutral to Hostile) can be initiated by either side at any time forcing both nations into the level selected. Alliances start out Neutral for all Nations if you start as Rogue. OWON/FPR Nations start out either Hostile or Peaceful with the OWON/FPR factions and Neutral with all Rogue Nations.

Nations, Missions, and Dens
Growing a city will cause NPCs start to appear in the city, and as players open shops other NPCs will appear to run those shops. Since the mission system we offer is dynamic, it will be able to make use of the NPCs in the cities and the surrounding wilderness area for job offerings. Another important part of the wilderness is spawning areas we refer to as dens. Dens are a physical object that can be destroyed and that will stop critters from spawning out into the world. If the dens go unchecked, the area will start to crawl with critters and eventually they will start to grow in size as well as numbers. Critters offer economical value for crafting, like many other games. They provide all sorts of needed components that can be extracted once they are dead. The critters and dens can also be targeted during missions offering PvE elements from the cities and additional resources for crafters and adventurers both.