Tech level

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Tech-Base refers to the status of a nation's technology at a base level (called its tech level). For instance, to have a modern naval vessel, one would have to have a minimum tech-base in steam power.

The fairly ambiguous daily issues that define NS nations often suggest, but do not necessitate, modern-technology nations of much the same social, economic and technological structure as the real-life Western nations. Many people consider this to be a restrictive format that spoils the fun of roleplay and nation-building, and as a result many variations have developed.

However, the vast difference between nations can pose difficulties in international roleplay, notably war and trade. Because of this, it is useful to agree on how to deal with issues relating to the tech Level beforehand when there is a risk that this may cause trouble during the RP. It is the decision of each player how to play his or her nation, but those who roleplay their technology irresponsibly will frequently be accused of godmodding.

Technology at a variety of different Tech levels may be purchased at storefronts. However it should be noted that this is in no way an excuse for a nation to posess technology far beyond what it would have if it developed such technologies naturally. For example, while it is theoretically possible for a Modern Tech nation to buy an interstellar armada from a Future Tech nation for a lot of imaginary money it is still considered Godmoding if said modern tech nation uses them against other modern tech nations because such technology is not supposed to exist in their timeline.

Past Tech

(Main article: Past Tech)
So-called 'Past tech' is often used in Historic Roleplay and it is the use of technology intferior to modern RL technology within any given timeframe. Often these levels are adapted from some earlier age of human history. They can be used to re-enact such ages (with players filling in for different RL nations) or they can be used in entirely fictional histories. The use of Past Tech in NS generally ranges from the Peloponnesian Wars to World War II though later and earlier tech levels can also be used.

Modern Tech

(Main article: Modern Tech)
Modern Tech uses the conventions of present day availability. You may generally assume that technology available to real world nations is also available to your nation. It is generally assumed to be the default position.

Modern +1 Tech uses modern technology, plus allows for things currently being researched. This is still much more restrictive than Postmodern Tech, and usually keeps technology within ten years of the present.

Postmodern Tech

(Main article: Postmodern Tech)
Postmodern Tech is a halfway point between Future Tech, or "Far Future Tech", and Modern Tech. In Postmodern Tech, the societies and technologies are much like the real world equivelants, but there can be some bending of the rules. Allows roughly up until the invention of FTL travel, Teleportation, or another "rule-breaking" technology. A fickle category, but one that is popular on the forums, as it allows creativity while reins in the temptation to construct Star Armadas.

Future Tech

(Main article: Future Tech)
Future Tech uses a variety of different future technologies not yet currently availiable or under serious development. The tech levels may be based on Star Wars, Star Trek, or any other futurist / science fiction variant the player may choose.

Fantasy Tech

(Main article: Fantasy Tech)
"Fantasy Tech" is not a tech level per se but rather the use of certain elements which are usually common to fantasy in nations. Fantasy tech is based on whatever conventions the players choose, and usually fantasy elements are embedded in another tech level.

Many older roleplaying nations have incorporated fantasy elements in their nation, and it has become a part of a very diverse NationStates roleplaying culture that mixes modern storywriting, historic events fantasy and science fiction in a big 'multicultural' melting pot of nations. Usually this translates into populations including non-humans such as Elves or vampires.

Some players choose to dismiss any fantasy elements and may ignore nations on (for example) the mere presence of a 1% dwarven minority. Such players may be accused of Realism-wank. Other fantasy nations, on the other hand, may use fantasy elements to gain an unfair advantage (which may be Magicwank in war or claiming a paradigm economy because your people are immortal and omniscient.) Especially when engaging in competitive roleplay such as war the tech conventions should be somewhat defined and understood before playing in this sort of campaign.