Resources: Dynamic Rankings (16 August 2023)

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Resources: Dynamic Rankings (16 August 2023)

Postby Moderation » Sat Jul 25, 2020 9:56 pm

These are no longer effective, see the announcement, here.


Overview

The Dynamic Rankings are an attempt by Moderation to identify the relative economic and military power of the various countries in the game. At present the rankings are not considered binding on players except in the forum-based countries however they provide a useful and consensus-based guideline for players that can be used to facilitate and promote collaborative role-play.

In this thread all of the important information pertaining to the rankings can be accessed. If you wish to provide feedback on the rankings- either in terms of the placement of a particular country or the operation of the system as a whole- please use the "Feedback: Dynamic Rankings" thread.

Contents

Current rankings
Ranking categories
Assessment criteria
Moderation notes
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Re: Dynamic Rankings

Postby Moderation » Fri Nov 20, 2020 1:09 am

Current rankings

Below are the most recent version of the Dynamic Rankings. If you wish to offer feedback on these rankings then please do so in the "Feedback: Dynamic Rankings" thread. The colour system represents the change in a country's position since the last update. Black indicates no change, red indicates a country has been downgraded and green indicates a country has been upgraded.

Economic Rankings

Very Strong

Strong
Lourenne
Dorvik

Average
Dankuk
Kalistan
Valruzia
Yingdala
Zardugal
Istalia
Liore
North Dovani
Beiteynu
Deltaria
Dundorf
Kafuristan
Kanjor
Kundrati
Lodamun
Luthori

Weak
Kalopia
Alduria
Aldegar
Aloria
Badara
Baltusia
Barmenistan
Beluzia
Bianjie
Cildania
Cobura
Davostag
Dolgava
Egelion
Endralon
Gaduridos
Hanzen
Hobrazia
Hulstria and Gao-soto
Hutori
Ikradon
Istapali
Jakania
Jelbe
Kazulia
Keymon
Kimlien
Kirlawa
Kizenia and New Endralon
Likatonia
Malivia
Medina
Midway
Mina
Mordusia
Narikaton and Darnussia
New Alduria
Ostland
Pontesi
Rildanor
Rutania
Saridan
Seko
Selucia
Solentia
Talmoria
Telamon
Trigunia
Tropica
Tukarali
Utari Mosir
Vanuku
Vascania
Vorona
Xsampa
Yerrawa

Underdeveloped
Ntoto
Temania
Kurageri
New Englia
New Verham
Noumonde
Nsanlosa
Rapa Pile
Statrica


Military and influence rankings


Great Power
-

Regional Power
Beiteynu
Lourenne
Dorvik

Middle Power
Dundorf
Kalistan
Zardugal
Liore
North Dovani
Deltaria
Kanjor
Kundrati
Luthori

Small Power

Istalia
Kalopia
Aldegar
Alduria
Aloria
Badara
Baltusia
Barmenistan
Beluzia
Bianjie
Cildania
Cobura
Dankuk
Davostag
Dolgava
Egelion
Endralon
Gaduridos
Hanzen
Hobrazia
Hulstria and Gao-soto
Hutori
Ikradon
Istapali
Jakania
Jelbe
Kafuristan
Kazulia
Keymon
Kimlien
Kirlawa
Kizenia and New Endralon
Likatonia
Lodamun
Malivia
Medina
Midway
Mina
Mordusia
Narikaton and Darnussia
Pontesi
Rildanor
Rutania
Saridan
Seko
Selucia
Solentia
Talmoria
Telamon
Trigunia
Tropica
Tukarali
Valruzia
Vanuku
Vascania
Vorona
Xsampa
Yerrawa
Yingdala

Limited Power
New Alduria
Ntoto
Ostland
Temania
Kurageri
New Englia
New Verham
Noumonde
Nsanlosa
Rapa Pile
Statrica
Utari Mosir
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Re: Dynamic Rankings

Postby Moderation » Fri Nov 20, 2020 1:10 am

Ranking categories

For both the economic and the military and influence rankings, a hierarchy system is utilised that categorises countries based on their perceived relative strength according to role-play (measured through the assessment criteria listed below). In this section the explanation for each of the categories is outlined for players to better understand what the rankings mean in real terms.

Economic categories

Underdeveloped:These countries are the Third World nations of Terra, whose colonial regimes abused them in order to profit in days gone by. They have often been intentionally undeveloped or developed in such a way as to divide the people therein for the benefit of the metropole. They struggle to provide even basic healthcare or education to their people, and they are highly reliant on international aid and charity. These nations do benefit from the continued focus on the extraction economy, and they often can sell their goods at lower prices than most more developed nations on the international market.


Weak: These countries have economies typically centered around the agricultural or extraction sectors. Though some manufacturing might exist, if it exists on any large scale it is likely to be internationally owned and thus unprofitable for the host nation. Locals might have set up subsistence economies that emphasize manufacturing in the household (cottage industries) to compensate for the lack. Generally, the people of these countries have poor education and health relative to more developed nations. The family unit and the community in these nations are likely to be very important to everyday life, and people are likely to feel much less alienated than in the more automated and high-paced medium and high development nations. Pollution is largely a result of agricultural and extraction byproducts, and these are typically water pollutants. These nations are very often net exporters, but the goods they export may not get them too much in return.


Average: These countries have economies centered most heavily on manufacturing or extraction-based industries, but they might also have some clusters of post-industrial industries along side some agricultural industry. These countries have lower life expectancy, less education, and less income (primarily GDP per capita) than high development nations, but they can also generally boast higher employment than the increasingly automated high development nations, a more citizenry more generally engaged in the political sphere than in the more alienated high development nations, etc. These nations likely are more likely to be heavy polluters than many other nations. Though they are generally less active on international markets than high development nations, their economies often center around export and so trade is relatively important.


Strong and Very Strong: These countries have economies typically centered around services and high tech industries. Culture and political goals can influence what types of industries are most influential, e.g. the agricultural or manufacturing sectors are still important for certain real-world high development economies, but these industries should be secondary and perhaps being phased out. More and higher quality education and health opportunities exist. These countries tend to have higher GDP per capita and median incomes, although inequality may still persist. These countries typically have higher standards of living, but can also experience the consequences of such an economy, such as increased alienation, higher unemployment as automation increases, the decreased importance of the family unit, etc. These countries tend to be active in international markets, but don't necessarily always experience trade surpluses.


Military and influence ranking

Limited Power: Countries with limited power have almost not international influence. Countries in this category typically struggle to even protect their own borders from significant threat and will rely primarily on the support of allied nations in order to preserve their territorial integrity in case of attack. In the diplomatic sphere they will almost never be able to exert political influence over other countries while in military terms they will usually possess outdated or limited technology and lack sophisticated military institutions.


Small Power: Small powers are traditionally more reserved in their international affairs dealings, namely in the sphere of intervention or power projection, which they do not have any ability to do. Small powers tend to focus on and prioritize internal goals and objectives instead of international or regional problems. While small powers cannot technically operate by themselves they can, in either an alliance or in concert with great powers, regional power or even a mix of multiple smaller and middle powers play a vital role in the international field. Smaller powers, militarily tend to be small defensive forces that are either limited in size, equipment or financial standing. Is it not to say that small powers are always technologically out of date, poorly equipped or illy financed, it is just that other national priorities in economics, politics or social situations force attend elsewhere.


Middle Power: Middle powers have the ability to focus more outwardly than small powers, they are focused still intently on their own desires and act less defensively than smaller powers but have more "wiggle room" in international affairs and opportunities. Middle powers tend to focus on neighboring problems with an eye toward regional problems and opportunities. Middle powers tend to have more modern, moderate-sized armed forces and have a more active role in international affairs. They should not be mistaken for a regional power due to their limited power of projection to their neighboring states but they should also not be ignored. Middle powers have the ability to band together small powers and take on a secondary role in larger alliances or friendships that provide the ability to tackle much greater problems.


Regional Power: Regional powers are focused on a wide area surrounding their own nation. Regional powers traditionally operate on their own in terms of neighboring states and often band together with local smaller and middle powers to accomplish their goals. Internationally regional powers play an integral role in politics and are sometimes continental leaders that while they have the ability to project power over significant distances, are not able to continue that influence without significant strain. Regional powers, much similar to middle powers, play an integral role in international affairs and are key players in driving international affairs. Regional powers tend to have a lot more freedom when it comes to handling situations or pledging allegiance to a group, organization or other Great Powers. Militarily regional powers often possess larger, modern armed forces with the potential and ability to create and store nuclear, chemical and biological weapons in small quantities or smaller to mid-size aircraft carriers that allow a degree of power projection.
-- Emerging Power: Emerging powers are not quite Great Powers but are not Regional Powers as their role in global affairs has been cemented either by recent past history or by rising virtue. Emerging powers are not necessarily anything but a regional power that has begun to advance past the stage of a regional power and have begun to play a more leading role in global affairs. Emerging powers are considered to be the "new kid on the block" and often play the deciding factor in international affairs.
-- Declining Power: Declining powers are Great Powers that through either instability at home or the opposite they have begun to retreat from international affairs in a leading role and play more of a regional role. Declining powers are still a force to be reckoned with and with the right leadership can turn around to become a Great Power once again.


Great Power: Great Powers, which are traditionally few in number, are leading nations in the world that have a penetrating influence on global affairs. Great powers are responsible for significant blocs of power and authority, in numerous spheres such as politics, economics, social and military. Great powers have the ability to project, traditionally, throughout the world in more than just military influence. Great powers sometimes called "Global Powers" are responsible for ideological and international leadership. Great powers traditionally possess (or are very capable to possess) large armed forces and are privy to larger stocks of nuclear, chemical and biological weapons; they also have tools of projection such as aircraft carriers that permit them to influence decisions through a wide variety of diplomatic, economic and political actions.


Unique status

Hyperpower and Superpower: The usage of the terms "Hyperpower" and "Superpower" will only be utilized in the follow circumstances:
(1) When only 1 Great Power and Very Strong ranking exists they will be termed a "Hyperpower";
(2) When only 2 Great Powers and Very Strong rankings exist they will both be deemed "Superpowers";

While these nations are in effect "Great Powers" they will be considered to be slightly above the position of a Great Power in military capabilities and international influence. Both are to be considered to have highly modern armed forces, robust nuclear, chemical, biological weapons, and they are equipped with modern military equipment that is state of the art. Politically, they hold immense influence abroad in international political organizations such as the World Congress, and are largely considered leaders in alliances, treaties and organizations that they are involved in.
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Re: Dynamic Rankings

Postby Moderation » Fri Nov 20, 2020 1:10 am

Assessment criteria

The assessment criteria outlined below are the standards that Moderation seek to apply when considering a country's role-play over a given period. Depending on the position of the game and the length of time being considered, it may be difficult to apply these uniformly and there will always be external considerations that impact decision-making. With that said these criteria can be utilised if players should wish to query the ranking of particular country and provide a useful tool for attempting to achieve some degree of objectivity.

Economic criteria
Authenticity
Authenticity refers to the degree to which role-play in a country is congruent with the position of the country in the current rankings and realistic in terms of the development of an economy in its position. In this sense it measures the degree to which role-play is genuine, rather than simply produced to advance an agenda.

High: Posts related to the economy are highly nuanced. Economic role-play recognises the challenges that an economy might face in pursuing economic growth and players make reference to the specific limitations of their economic approach. For this standard to be met, players must distinguish their economic role-play from the general role-play produced by players in other countries.

Medium: Posts related to the economy are sensible and honest. Within this standard, players may produce role-play that is somewhat generalised or fails to engage insightfully with the challenges that a country might face, however posts will not be especially unrealistic or ridiculous.

Low: Posts related to the economy are insincere. Players in the country might be exaggerating their economic power or failing to account for the factors that affect economic development. In general, role play within this standard will not be considered outright illogical but it might be ignoring important components of the economy.

None: Posts related to the economy are wildly unrealistic. Role-play might be based on far-fetched premises or totally failing to recognise the economic position of the country.


Consistency
Consistency measures the regularity of role-play in the country. Consistency does not simply mean volume but rather refers to the frequency of articles, events and other posts related to a country over an extended period of time.

High: Posts related to the economy are numerous and regular. The economy of the country has been well-developed, such that specific industries, companies and trade relationships have been able to emerge over time. In order for this standard to be achieved, players must have referred to the economic position of the country over an extended period.

Medium: Posts related to the economy are reasonably common, though they may be relatively recent and frequent or they may be somewhat irregular over a longer period. At this standard, specific trends in the economy might be observed like the status of particular industries or companies but they are not likely to be fully developed.

Low: Posts related to the economy are sporadic or minimal. Players in the country have communicated some ideas about the country's economy, perhaps referring to specific industries or companies but these are not well-developed. For countries falling within this standard, it would not be possible to draw significant conclusions about the state of the long-term economy from role-play.

None: Posts related to the economy have been totally absent for an extended period of time. Nothing about the state of the country's economy can be discerned from posts.


Dynamism
Dynamism measures the diversity of the role-play within a country. Dynamic role-play will make reference to a variety of aspects of an economy, including various industries, sectors and organisations.

High: Posts related to the economy are diverse and wide-ranging. A variety of different industries, sectors, companies, trade relationships and other relevant economic variables have been identified and developed.

Medium: Posts related to the economy are mixed. At this standard, some specific sectors or companies may have emerged and been developed by players in the country, however there may be a reliance or focus on a small number of economic variables within role-play.

Low: Posts related to the economy are similar or narrow. Within this standard, economic role-play is likely to be limited to a small number of companies or sectors leaving limited attention for other aspects of the economy.

None: Posts related to the economy are limited and repetitive. If economic role-play exists at all then it is focused on a single sector or company and totally ignores all other aspects of the economy.


Military and influence criteria
Authenticity
Authenticity refers to the degree to which role-play in a country is congruent with the position of the country in the current rankings and realistic in terms of the military capability of a country in its position. In this sense it measures the degree to which role-play is genuine, rather than simply produced to advance an agenda.

High: Posts related to the military are highly nuanced. Military role-play considers the specific strengths and weaknesses of the national military based on a variety of relevant factors. To meet this standard, players must distinguish their military role-play from the general role-play produced by players in other countries.

Medium: Posts related to the military are sensible and honest. Within this standard, players may produce role-play that is somewhat generalised or fails to engage in an insightful manner with the challenges that a country might face, however posts will not be especially unrealistic or ridiculous.

Low: Posts related to the military are insincere. Players in the country might be exaggerating their military power or failing to account for the factors that affect the national miltiary. In general, role play within this standard will not be considered outright illogical but it might be ignoring important components of pursuing military improvement.

None: Posts related to the military are wildly unrealistic. Role-play might be based on far-fetched premises or totally failing to recognise the military position of the country.


Consistency
Consistency measures the regularity of role-play in the country. Consistency does not simply mean volume but rather refers to the frequency of articles, events and other posts related to a country over an extended period of time.

High: Posts related to the military are numerous and regular. The national military has been well-developed, such that specific focuses, suppliers and equipment have been identified. In order for this standard to be achieved, players must have referred to the military position of the country over an extended period.

Medium: Posts related to the military are reasonably common, though they may be relatively recent and frequent or they may be somewhat irregular over a longer period. At this standard, specific components of the national military might be observed, such as key focuses for development or specific military relationships, but they are not likely to be fully developed.

Low: Posts related to the military are sporadic or minimal. Players in the country have communicated some ideas about the national military, perhaps referring to specific equipment but these ideas are not well-developed. For countries falling within this standard, it would not be possible to draw significant conclusions about the state of the national military from role-play.

None: Posts related to the military have been totally absent for an extended period of time. Nothing about the state of the national military can be discerned from posts.


Dynamism
Dynamism measures the diversity of the role-play within a country. Dynamic role-play will make reference to a variety of aspects about the national military, including specific relationships, suppliers or focuses.

High: Posts related to the military are diverse and wide-ranging. Among other components, a variety of different relationships, suppliers and equipment have been identified and developed.

Medium: Posts related to the military are mixed. At this standard, some specific relationships or equipment may have emerged and been developed by players in the country, however there may be a reliance or focus on a small number of components within role-play.

Low: Posts related to the military are similar or narrow. Within this standard, military role-play is likely to be limited to a small number of components leaving limited attention for other aspects of the national military.

None: Posts related to the military are limited and repetitive. If military role-play exists at all then it is focused on a single supplier or piece of equipment and totally ignores all other aspects of the national military.
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Re: Dynamic Rankings

Postby Moderation » Fri Nov 20, 2020 1:10 am

Dynamic Ranking Regulations
Dynamic Rankings are non-binding, meaning that Moderation provides these rankings as a means to guide roleplay and interactions between nations. The Dynamic Rankings however are utilized as means for Moderation to judge roleplay in the event of disputes and will effectively become "binding" if necessary to resolve roleplay disputes. In addition to the Dynamic Rankings are the Dynamic Ranking Regulations, these regulations are binding and provide further structure to controversial or difficult topics that have been resolved over the years in the Particracy Classic community.

The topic of chemical, nuclear, biological weapons, nuclear-powered (and capable) submarines and aircraft carriers has been a point of contention within the Particracy Classic community for several years. Moderation believes in general that role-play should realistically reflect the prohibitive cost in time and resources required for these armaments and our advice is that even military and influence "great powers" and "very strong" economies would experience significant difficulty in the process of acquiring and maintaining them. Countries placed in the categories below these would be unlikely in ordinary circumstances to be able to acquire and maintain these armaments and not without a significant amount of supporting role-play outlining the processes involved. In order to begin the process, a nation must be at minimum a "regional power" and "strong" economy, to start the process to achieve aircraft carriers, nuclear weapons and nuclear submarines.

If you are in any doubt then please reach out to a member of the Moderation team or consider open a public discussion on the matter so that other players can weigh in with their own thoughts or advice.

Regulation 1 - Aircraft carriers are recognized by Moderation as feasible (though not necessarily likely) for all in-game nations provided that their acquisition, maintenance and use is well supported through roleplay. Aircraft carriers and helicopter carriers are permitted to be developed and potentially operated by nations with a Hard Power rating of "Regional capabilities" or higher and a Economic rating of "Strong" or higher. Please note that nations developing and maintaining these should recognize the intrinsic difficulties with possessing these and Moderation reserves the right to intervene in roleplay where the acquisition or development of such would be unrealistic or otherwise infeasible.

Regulation 2 - The development of nuclear, chemical or biological weapons must be supported through roleplay efforts. Any nation wishing to develop a nuclear, chemical or biological weapons program must inform Moderation and provide a plan for their acquisition. Players are also required to maintain a record of roleplay to develop and create these weapons. Moderation reserves the right to intervene in roleplay where the acquisition or development of such would be unrealistic or otherwise infeasible.

Regulation 3 - The possession, development and operation of nuclear-powered submarines, similar to aircraft carriers, required supporting roleplay to be recognized by Moderation. Nuclear-powered submarines can be operated by nations with a Hard Power rating of "Intermediate capabilities" or higher and economic rating of "Strong" or higher, provided that their acquisition is done in partnership with other nations. The development and further operation of nuclear-powered submarines can be done by nations with a Hard Power rating of "Regional capabilities" and an economic rating of "Strong". Moderation reserves the right to intervene in roleplay where the acquisition or development of such would be unrealistic or otherwise infeasible.
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