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[Moe] Mpp, Ne, Functions


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#1 The Problem97

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Posted 03 April 2021 - 08:14 PM

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Esplanada dos Ministérios, Bloco L - Brasília

Monday, March 8, 2021, day 4,857 of the New World.

 
 
Dear eBrazilian citizens,
 
Today the MoE brings you an old but updated article on eternal topics, but very controversial in terms of game mechanics. Themes and laws that raise doubts and bring to the fore the ignorance of many about more advanced ingame mechanisms. Good reading!
 
 
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Many players wonder how an NE (Natural Enemy) and an MPP (Mutual Protection Pact) work. They are different things, but they are intertwined in the international diplomatic plot. This is what this article is about: how the NE, MPP and diplomacy mechanisms work.
 
1 - Definitions
 
First let's look at the game's wiki:
 
NE: To declare a natural enemy, a country must have borders, not have open NEs with other countries and must obtain 66% of the votes of the congressmen and the CP.
 
A war that begins with NE, must end in 7 days or with the conquest of ALL regions of the other country. If it is impossible to conquer some regions, due to the lack of borders, it will be canceled automatically. The country that sent the NE will then be prevented from sending another NE for 7 days against that country. Citizens of the country that sent the NE gain 10% more influence (they just don't earn patent points) against battles in that country, but the country that received the NE will only win the 10% if it launches NE as well.
 
MPPs: These are offensive and defensive agreements for mutual protection between countries. It can also be known as MPP and serves both countries if they help each other. The pact also defines who we can attack and who can defend us in the event of an attack, but there are situations where the MPP gets in the way of diplomatic cases, these are:
 
• NAPs: When NAPs take place between allied countries and they have MPPs in common, when one country needs to dominate another's territory or open an RW in some occupied region (to zero the determination, for example) it will be a problem when MPPs get confused . for example:
 
Brazil and Argentina have MPPs with Ireland. If Brazil declares Argentina to be a Natural Enemy, the MPP of Brazil and Ireland is automatically canceled, because the attacker who owns the initiative (the party that will attack first) will lose the MPPs and 10,000 Local Currency (10,000 local currencies, or BRLs) because Argentina's MPPs will automatically be triggered, canceling Brazil's.
 
• AS: In case of Air Strike (air attack) the more the number of MPPs and regions, the higher the energy and monetary cost of an Air Strike. This is because the calculation for the costing of the AS comes from the relationship between MPPs and regions, as well as population, active players and revenue. The lower these factors, the less the CP (which launches the AS) will spend. As soon as the AS is launched (a normal law), a 24-hour voting period is required. In that time, the country is unable to sign any MPP, since the AS does not have the need for borders, theoretically allowing attack anywhere in the world. In fact, one of the requirements for the AS is exactly not to have borders with the target country.
 
2 - Practical issues
 
Q: Why can an MPP law be sent from both parties (the two countries involved) and be rejected in one?
 
A: Well, to be accepted, the law needs to be voted in favor in both countries, but whoever proposes it is only a congressman from one of the countries. That is why it is necessary for this congressman or the CP to know what they are doing. A diplomatic incident can happen if an irregular and damaging MPP law is taken seriously by the allies. An MPP can be used as a "formal excuse" for not signing a NAP or launching an NE, just as it can be harmful between countries that exchange territories for TW.
 
Another widely used practicality among border countries is what we call the Trainning War or training war: Two countries launch each other NE and get the 10% bonus. Thus, your soldiers can cause damage and medals and still serve as a "test of firepower" for each country.
 
3 - Curiosities
 
• When a war starts, the attacker has the initiative. He can choose where to attack for 24 hours, when he loses the initiative to the defender, and cannot be attacked. During this period, he can choose the best time, when the defender has fewer players online (known as prime time) and the location of the attack.
 
• When a region is conquered and it is the capital, the region with the largest population becomes the new capital and so on until there are no more regions and the country is erased.
 
• There are some restrictions regarding territories and occupations: With the insertion of the determination system, on the 2192, an occupied region gains determination (greater influence in a RW) for how long it remains occupied.
 
• The battle mechanics have some peculiarities that few know about: A battle lasts a maximum of 2 hours. If you don't finish in 2 hours with 1800 points, the side with the highest points wins. If a campaign ends in the middle of a battle (peace proposal or a division reaches 94 points) the other divisions will automatically end the battle, regardless of the score.
 
• If a country declares another as a Natural Enemy, and the country it declared is also declared by a 3rd, it will have its NE terminated if it is conquered before ending the battle with the country that launched NE.
 
Example: Brazil launched NE in Bolivia, but Argentina had launched NE in Brazil. In the middle of the campaign, Argentina won the campaign. So the Brazil x Bolivia campaign (which had a partial victory for Brazil) ended automatically, because the NE needs that both countries (attacker and defender) have borders.
 
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#2 The Problem97

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Posted 03 April 2021 - 08:14 PM

Hey guys,
 
In these months that I spent in front of the Ministry of Education I started to update several articles of the game.
 
I will be posting here now also for anyone who wants to use it in the game.





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