Tech level

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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 Tech Level beforehand. It is the decision of each player how to play his or her nation, but you should probably choose a Tech Level and stick with it (or progress naturally). Those who roleplay their technology irresponsibly will frequently be accused of godmodding.

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 much more restrictive than Postmodern Tech, and usually keeps technology within ten years of the present.

Future Tech uses a variety of different future effects. Your nation should check OOC with any potential enemies before committing to roleplay in Future Tech. The tech levels may be based on Star Wars, Star Trek, or any other futurist / science fiction variant the player may choose.

Fantasy Tech will be based in whatever conventions the players choose. Whether Elves or Vampires or something else, the tech conventions should be somewhat defined and understood before playing in this sort of campaign.

Past Tech can range from the Peloponnesian Wars to World War II, or even fictional histories.

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.

Technology at a variety of different Tech levels may sometimes be purchased at storefronts.
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