Guide: Starting in A1-0

Rules of A1-0

1. One initial plot per player
Everyone starts with on plot. However, one can gain another plot as a vassal state upon agreement between players.

2. Plots are subject to movable borders
Borders can be changed between players upon agreement. This also means that plot can be merged as well

3. Nations that belong to players that haven’t been active for over one month will be removed:
Exceptions are made for nations that have made a lasting impact on the A1-0 canon and for players that specifically ask to keep their plots.

4. No scientific god-modding
Science can be used to invent new stuff, but these inventions shouldn’t give anyone an overall total advantage over any other player’s nation, unless the other player(s) want to. This should be discussed with the community at large

5. FTL-travel limitations

  • Fast (Interdimensional) FTL-travel Cap: 5 LY in 5 minutes
    Applies to Hyperspace travel, Warp Space travel, Slipspace travel, wormhole travel which use objects of great mass (planets, etc) to fix themselves back into realspace.
  • Moderate (Realspace) FTL-travel Cap: 5 LY in 20 hours
    Applies to Warp Field travel which doesn’t travel through other dimensions and can travel anywhere in space.

6. Supranatural superpowers are prohibited
“Magical” superpowers such as the Star Wars’ Force or Star Trek’s Q entity-like beings that can shape and alter reality with their thoughts are NOT allowed. Forms of telepathy are allowed, but shouldn’t be working all the way across the sector or large distances.

7. Mega-Engineers
Megastructures are allowed, but should be limited to a maximum of fifteen per plot. Megastructures themselves are susceptible to destruction and have a high impact upon destruction to the builder’s nation. See worldbuilding post for implications of such structures.

8. The human homeworld is kept vague
No one owns it or knows where it is or what happened to it. Players can however incorporate humans within their star nation.

9. Nationstates =/= A1-0
Your stats from NS don’t apply here and is considered to be a different canon than what you have on NS.

10. Collective writing
Players work together to write. OOC cooperation beforehand is heavily suggested. Any sort of quarrels can be taken up to the moderators.

11. Non Player Nations
These are nations who have no real player who has authority over them. Roleplayers can use these nations to RP in and with them. A primary example to RP with them is to trade or create conflict with them. However, these nations cannot be subjected to major changes (wars, coups, …) by one player and require the approval of the A1-0 RP Community. Extensive wiki articles are written about them to help you build up RP with them and all players can help with their worldbuilding.

12. Non Player Region
These plots are similar to the Non Player Nations. However, they differ to them. Unlike NPN, a NPR doesn’t hold a central government that has authority over the entire region. Though the region might have some over encompassing elements, they are by no means a unified state. They consist of hundreds of small star nations (1 to 50 planets per government) who can be created and interacted with by anyone however they see fit, as well as unexplored regions of space.

13. Threadmaker is King
The maker of a thread ultimately decides what is allowed or not. This can vary from one-liners to IC action. The moderators can help you with cleaning your threads of issues/problems.

14. IC and OOC
Keep In Character and Out Of Character actions separated. One might RP a bigoted racist, but this doesn’t reflect his personal RL stances. Just as one character hates another, it doesn’t mean the person who writes it does.

15. Respect each other and have fun
Be respectful when talking to the person beyond the other screen and remember to have fun.

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