Gameplay

*From: The Navalpunk Wikia*

Navalpunk is a firstmost, a roleplay server experience: the **play** allows for the player to take responsibility of a control entity (nation, organisation or character), focusing on internal management (except for characters, usually) of socioeconomic, industrial and geopolitical sectors. The game puts great importance on naval warfare, and as an extension; economics, all through a storytelling based platform where it shares elements with games such as Dungeons and Dragons (DnD). Integrating advanced gameplay through simple, yet complex systems often driven by imagination.

## Introduction — Selecting Your Play

*See also: In-server Resources*

Upon the completion of your set-up phase, gameplay begins and can span the entire world with playable control entities each with unique plays. The player that has chosen their control entity will be divided into three categories, same as the types of control entities:

* Sovereign state
* Organisation
* Character

Once a control entity of choice was declared, you are now allowed to assert yourself into the Navalpunk gameplay. This is your first step in **Selecting your Play**, and your introduction to the world.

### Chapter 0.1 — The Maths

This chapter covers all **the maths**, all in-lore reactions, actions, responses and other form of in-game activity present in Navalpunk have an 'invisible' value system which aren't inherently final in the say of how an activity is done in the world but rather a guideline for Dungeon Masters (DMs, definition does not apply) to determine how the game / roleplay is done.

In a Navalpunk roleplay on which you have to perform activities. All of it being defined through the guidance of **proficiency points**. The target performance of any activity with modification of proficiency scores or 20-sided die (best known as the d20) is called **resultancy**. This is often associated with situations that does not require the inherent complement or overall presence of the d20 to determine the resultancy of an activity.

#### Chapter 0.1.1 — Resultancy Modifiers

Activities that requires the modification of proficiency scores are called '**check**(s)'. And all control entities that are subjected to a check will always have an invisible modifier called **resultancy modifiers** which aren't inherently final in the say of how a check is done in the world. These modifiers are determined by the list of numbers (and or descriptions) which change the subject's standing and their subsequent resultancies per check.

##### Modifiers (As a Sovereign State)

The control entity of **Sovereign State** has often the most complex resultancy system and it's respective modifiers

## Chapter 1.1 — As a Sovereign State

**Sovereign state** are the largest and most common control entity that is present in the Navalpunk world. Nations contains a large number of sections which are divided into many others respectively, in the list below, specific nation state types are listed, given by type (superpower, regional power, standard, small, micronation) and other types (if known), and their definition (if applicable) is found appropriate and recognised by Navalpunk Staff.

Sovereign states fall into the five primary types: superpower, regional power, standard, small, micronation with scaling power from highest to lowest (typically), left-to-right. These types rely on their national power and other context of use they can be defined as.

Different state types have unique conditions with their own strengths and weaknesses. The more often than not, the higher the national power a state can hold, this is often leading to the reduction in workload, allowing for less hands-on experience for any player wishing to join one. The cramped freedoms in being in a nation of higher status may also be beneficial due to less responsibilities when operating in the state.

#### Chapter 1.1.1 — State Power

The precise **power** that is defined in a Sovereign **State** is rather contextual in nature, rather than absolutist value that is quantified. In Navalpunk, the need for determining the statistical measure of a state's "power" such as Composite Index of National Capability (CINC) is not necessarily mandatory, however appreciated for the accuracy of in-lore statistics. The concept of state power is primarily based off context.

State power is hinging on the concept of **national power theory** which is, according to Wikipedia:
> ...defined as the sum of all resources available to a nation in the pursuit of national objectives.
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#### Chapter 1.1.2 — Elements of State Power

State powers will be borrowing from many elements from within the internal section of a country's aspects. Navalpunk recognises the following main elements that form the composition of a country's state power:

* **Natural**
	+ Geography
	+ Resources
* **Social**
	+ Socioeconomics (economy and population)
	+ Political (including military)

However additional *bonus elements* which are recognised as an addition to a state's total power. And possibly even affect a main element, they are: psychological, informational, infrastructure (a half-branch of geography), population subsections (a special branch of socioeconomics).

##### Geography

One of the most important facets of a country is the physical land on which the state is settled upon. Geography is the location, climate, topography play a major role in a country's capability to grow and gain state power. The location is important as it bears the viability for a nation to effectively determine it's foreign policy.

For example; a country such as Kastovia is described as:
> ...having multiple mountain ranges found along the easternmost regions containing the Lindjes mountains, (containing Mount Köeynich, the highest peak at 2,642 m (8667 ft).), a convention of mountainous and rugged terrain along the Lindjes valley, Kastovia's only land connection to the mainland...
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The presence of mountains in the example country's only way to access the mainland, and it's description of "convention of mountainous and rugged terrain" would likely characterise poor in-land interactions with other sovereign states by default. However the country's large available seaboards permit a large potential as a sea-based economy and overseas services.
All regions in the Navalpunk world are already handmade, this includes the geography of each country. The more well-developed (in-lore) world map would likely have pre-assigned *proficiency points* that is associated with it, for Kastovia, the example nation would likely have a recorded proficiency points of:

* Disadvantaged cross-border transit capability (-1 land power)
* Large seaboard (±1 sea power potential)

With this alone, Kastovia is (to Staff) has a neutral geographical element, relatively. Given enough factors that is capable of modifying this element to player choice, to improvement or worsening the country's overall standing.