Iron and Blood - Sign Up Thread

Tee Kay

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Iron and Blood
An Imperium Offtopicum Game

Iron and Blood is an empire-building slash role-playing game in the infamous Imperium Offtopicum (IOT) tradition. You create and take control of a nation, claim land, build armies, negotiate treaties, and attack each other.

It’s turn-based. One turn ends and a new turn begin with an update on Thursdays and Saturdays. The game will start in 1831 and each turn will represent 4 years, so the first turn will cover 1831 to the end of 1835.

There are a few house rules you are expected to follow:

1. Do not flame, troll, or personally insult any other player. You may comment on their actions negatively if they are behaving badly, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. The Game Thread is not a chat room. If a conversation is only relevant to a few players, then discuss it with those players themselves. Use Social Groups or visitor/private messaging to discuss diplomatic issues. Don’t spam.
4. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.

People who break these rules will be penalized in variously strange and interesting ways. If you piss me off too much I will kick you out of the game.

Is it very complicated? Not really; I try to make this relatively simple compared to some of the recent games. It takes perhaps a couple of minutes to put your orders for the turn together, though diplomatic discussions can take a bit more of your time.

How do I join? Fill in this application:

Nation name: what you want to call it.
Flag: can be RL flag or make your own.
Color: what you want your color to be on the map.
Capital: your capital province. This is the only province you will start with.
Description: give a description of your nation, (preferably more than a few sentences, but you don’t need to write an essay) for example who lives in your nation, history, politics, government policies, religion, culture, sport, and anything else you care to add.
National Goals: your nation’s aspirations. This will be used to create your nation-specific victory conditions.

If you are joining after the game has already started, you’ll still need to do the above, but I will give your nation some bonuses to compensate for starting late.

Roleplaying is very important in this game and highly encouraged. Unlike in other IOT games, however, I do care if your nation is inhabited by radioactive sultanas. Please keep things fairly realistic. I’m not very strict about it but you are expected to know a bit about geography (for example, expect a tougher fight in mountainous Afghanistan or snowy Russia) as well as some knowledge of 19th and 20th century history, and if you show up in 1860 with televisions or aircraft carriers or a 10 million-men army, I will assume you are consciously powergaming and take appropriate action. Anyone who forms Batmanistan will be kicked instantly.

You all start at 1820s tech; by this time you’re starting to see factories and early railroads appearing. Armies fight with late Napoleonic weapons. You are starting to see early steamships but wooden sailing ships, including ships of the line and fast ocean-going “clippers”, still dominate the waves. It is an exciting time when new ideas and ideologies are rising to challenge the status quo.

The game goes on until someone “wins”. Victory conditions will be specific for each player. Changed my mind, see post 153.

You can leave the game at anytime; I’m not going to stop you, thoughplease, only join this game if you think you can stay active. You can rejoin, unless I kicked you out. Countries of people who quit will be NPCed.



The Map

Spoiler :



Game Concepts


The Map:

Spoiler :


The map is divided into 100 land regions or provinces, and a number of sea regions. Land regions can be occupied as part of a country, sea regions are important for naval warfare.

Capital: Your capital is important and must be defended at all cost

Core: Cores are your “central” provinces, your heartland. It is the land of your forefathers, which you commit to defending till the last drop of conscript blood. Your own cores are much less prone to revolt than other provinces. Foreign cores, on the other hand, are very restive. They will want to join their motherland, or they will demand independence.

Your capital will start as a core. However, other provinces you annex will not be cores. Some events or inventions will allow you to turn your non-core provinces into cores, or get rid of foreign cores, or claim a foreign territory as a core, so look out for those.

Note that you can only move capitals to a “core” province. If you’ve lost all your core provinces, it means you’ve run out of places to move your capital, and bad things will happen. You have been warned.

Cities: Cities are major population centers within a region and, as described, affects your ability to build units. New ones will typically appear via events.

National Focus: You can choose a National Focus region. This region will receive an added defensive bonus, will be less prone to revolts, and may develop faster economically.


Events:

Spoiler :
Each turn there will be 2-3 events. Some of them will be good for you, some will be bad. Often you’ll be given several ways to respond to the events, each with different effects for your nation.

The types of events you get depend on your Stability (more on that later), your internal politics (more on that later) and how you roleplay your nation. So, if your nation has trade-focused policies, you’ll get more economic events; if you’re a militaristic nation, you’ll get more military-related events, and so on.

Internal Politics: The Industrial Age is one of accelerated development, and that includes the development of ideologies and ideas. At the risk of overgeneralising, there are six ideologies in the game: conservatism, liberalism, socialism, communism, nationalism and ultranationalism. Each will have a percentage “influence” its supporters have in a particular country. Each will want to see your nation develop in different directions.

The description you gave me at the start will determine which ideology is dominant in your nation. However, as the game progresses, some groups may become stronger or weaker, and at some point you may have to decide whether to enact reforms or crush the opposition.


Industrial Capacity (IC):

Spoiler :
IC is the income you receive per turn, and represents your nation’s industrial might. It is the number of factories in your country, plus any modifiers though events, stability, etc. A factory costs 3 IC to build and produces one IC per turn. IC cannot be banked.

You can donate IC to other countries. You can also loan ICs, and set your own loan conditions or interests. However, ICs sent one turn can only be used in the following turn. Also, events and blockades may affect your ability to send or receive ICs.



Stability: It’s a measure of how happy your citizens are with you. There are six categories: strong, stable, guarded, precarious, fragile, and collapsing. All nations start as “guarded”. Stability affects several things:

- Revolt risk (low stability increases revolt risk, especially in non-core provinces)
- Income (at “strong”, you can use 100% of your income, at “collapsing”, only 50%)
- Troops’ fighting ability (low stability damages morale)
- The type of events you get (low stability increases the chance of bad events)

Stability can be lowered by events and spies. Declaring war without support from your people can also lower your stability. If your stability rating is lower than “strong”, you can invest income in raising your stability. The more you invest in stability (as a percentage of your total IC) the higher the chance of your stability improving. So, if you have 10 IC total, and you spend 5 IC, there’s a 50% chance your stability will increase.

Science: IC investment in science is cumulative and is calculated as a percentage of global science investment. Each turn, there will be one or two scientific breakthroughs. The more you invest into science, relative to other countries, the more likely a breakthrough will happen in your country (these will appear near their historical dates, for example the light bulb will appear in the 1870s or 1880s). These can give you really good bonuses that last for multiple turns, or unlock new units or technologies. As with random events, what sort of breakthrough or invention you get depends on how you roleplay your nation, so a militaristic nation is likely to be the first to invent machine guns or ironclads, for example.

Espionage: “espionage efficiency” is a single number that determines how good your spies are. Once a turn, you may choose to either “investigate” (try to find out the espionage efficiency of another country) or initiate a spy attack (attempt to destabilize the country). The higher your espionage efficiency is compared to the espionage efficiency of another nation, the higher the chance of success, and the lower the chance of discovery.


Expansion and War

Spoiler :
Expansion: There are two ways to expand into the grey (“neutral”) areas on the map:

1) – Colonial Expedition. Basically akin to attacking another nation's territory, only you fight against neutrals who won't pursue a war.
2) – Economic Dominance.Basically this involves throwing ICs to finance settlers, bribe local leaders, and establish economic dominance in a province. Each IC you spend increases the chance of a province defecting to you by 5%

Each method has its advantages and disadvantages. Economic Dominance can take over a province without (much) of a fight, and the province will develop quickly. However, you may need to send in your gunboats and Gatlings against stronger states, and the invasion may cause economic damage and resentment among the locals.

Armies and Land Battles:

Armies cost 2 IC each to build and one IC to supply (more on that later). They are a theoretical force that you build to go and storm other people's countries. Armies don’t represent any specific number of troops, but rather an abstract indicator of strength and the military personnel/equipment of a nation. They are maintained in a national pool.

Armies can either attack or defend. To attack, PM me where you want to attack and how many armies you're dedicating to each battle, and which direction you are attacking from. Any armies not used in an attack will defend. If you get attacked the defenders will be automatically divided between the provinces which are attacked. Alternatively, you can also specify how many armies you want to defend each province.

When calculating battle results, first I add the strengths of the armies participating. Then I add the modifiers:
1) – Stability. Soldiers of “strong” countries fight with 100% efficiency. Each stability rating below that lowers it by 10% (so “collapsing” countries fight with 50% efficiency).
2) – Events and scientific breakthroughs.
3) – Terrain. Attacking harsh terrain favors the defenders. Defenders also get a 25% bonus if the territory is a core, and a 50% bonus if it’s the capital.
4) – Battle plan. You may get bonuses for giving me details about how you want your attack to play out, eg attacking from multiple provinces, or attacking nearby provinces to disrupt supplies, etc.
5) – Naval and, eventually, air support.
6) – Luck. Not every battle is decided by number, skill or equipment. I will use an RNG to represent the luck factor in battles, which can add between 0-25% to the strength.

Both sides will suffer casualties, depending on the final strength of each side (after modifiers). Defending armies may potentially retreat, though if the province is encircled and/or blockaded or otherwise cut off from the rest of your empire, the defeated armies can’t retreat and will be automatically destroyed.

You need to neighbor a province you wish to invade, or if you want to conduct an amphibious assault you need to have a fleet offshore of the province you wish to invade. Which brings me to:

Navies and Naval Battles Navies cost 4IC each and 2ICs to supply, and are also in national pool. In a war, you choose which sea regions you want to deploy your fleets. If there’s an enemy fleet there, then a naval battle commences. Naval battles are calculated in a similar way as land battles. Note that if you have a province bordering the sea region the battle takes place in (ie a naval base) you get a huge advantage over the opposing fleet.

Aside from allowing amphibious assaults and supporting land armies, navies can be used to “take control” of a sea province and they can decide who can pass through it. They can be used to blockade; blockaded provinces don’t produce ICs and foreign aid won’t be able to pass through a blockade.

Supplies: “Supplies” in this case refer not only to materiel but also reinforcements, organization, logistics, morale, training and leadership of your forces. Your armies and fleets require a certain amount of supplies per turn to fight at full capacity. Unlike “upkeep” in past IOTs, however, you don’t need to supply your troops, but they will fight better if fully supplied or oversupplied (ie spending more IC on supplies than the recommended minimum).

You can build armies and fleets and use them in the same turn, though you’ll need to pay for both the build cost and the supply cost in that turn.

Upgrades:
A list of upgrades to your armies and fleets will be made available, and more can be unlocked as the game progress.

A word on canals: You can build a canal through Egypt (Suez) or Central America (Panama) though they are pretty expensive, at 50 ICs each. If you want to build a canal anywhere else, PM me and I’ll consider it.
 
Sign-Ups are ABOUT TO CLOSE (ONE SPOT LEFT)

The game will start either Thursday, Friday or Saturday


Please read through the rules. They are not, by the way, set in concrete, so if you have any suggestions to make about them, feel free to do so. :)
 
Just claiming my nation, the Congo. Rest of the information to come.

Edit one: Not simple at all... But fascinating. Question though: Will the map be based on real life cities? If so I will move to America (Texas).
 
Edit one: Not simple at all... But fascinating. Question though: Will the map be based on real life cities?

No (historical accuracy be damned)

I'll think about where to place cities after everyone signed up. However, everyone will start with a similar number of cities.
 
Nation name: New Roman Empire (Novus Imperium Romanorum, and please tell me that's the correct order...)
Flag:
Spoiler :

Color: The Red on my flag
Capital: Rome, Italy
Description: (I wrote a nice history, but I deleted it. I'll rewrite it, but in the meantime, here's a tl:dr version. Nationalists and Liberals banded together and fought off the various monarchies and won. And that is how the state was formed)

The Government is formed by the 300 Senators in an 1 house Senate, who are elected by the people. They serve a four year term before they get reelected, and every year, the people can change 75 seats in any way they vote for. A simple majority is all what is required for a bill to get passed to the counsuls, execpt for foreign related bills, in which case needs a 2/3 majority. In the rare case there is a tie, the bill would get revoted on as long as its not foreign related (In which case it would be considered dead).

There is also the consuls. One is appointed by the ruling party or colation, one is apointed by the largest opposition party or colation, and one is elected by the people directly. This way, everyone's voice is heard in the very imporant process. If a bill passes the senate, the three must debate amoungst themselves before coming to a veridict. If the bill passes uniamouslly, is it now law. If all three vote no, than it is dropped. If 2 vote yes and 1 says no or vice versa, then it put back into the Senate, in which it now requires a 2/3rd majority. The only execption is, again, foreign. Due to the impusiveness required, the bill is passed or dropped even if it is 2v1. They have a 2year term, and all 3 are switched the same election time.

Other positions, like Quaestor are elected in the opposite fashion. The councils first vote to nominate someone, and the senate then votes to approve it or not. All the old Roman positions are back, execpt for the Pontifex Maximus, which is the Pope and will always pass down to the next Pope upon his death like normal.

National Goals: For the recreation of Mare Nostrum and the liberation of the people oppresed by monarchs or other people that rule without the consent of the people.

EDIT: Imageshack screwed my quality up! Use the color of the red bar
 

Islamic Republic of Afghanistan

Color: Green.
Capital: Kabul, Afghanistan
Leader: President Mirwais Khan Hotak
Description: The people who live in our nation are called "Afghans". However, the kingdom is made up of several different tribes. The Islamic Republic of Afghanistan (shorthand: Afghanistan) is a small, relatively poor nation. Its people are known for fiercely defending what they consider theirs. The government of Afghanistan is a Constitutional Monarchy.

Introduction: For centuries, the region called Afghanistan was the target of nearly every invader that stopped by in the general varea. The people of Afghanistan were divided along tribal lines and only united to fend of foreign invasion. After the foreigners were dealt with, disunity sunk in and the cycle repeated itself. A brutal invasion is 1779 lead to the people uniting against the common enemy like always. The war lasted ten years before the invader from across the seas was repelled. This hard a drastic effect on the tribes that lost tens of thousands of people in the war. The tribes united to form a government in which all their views would be represented. To promote this unity, a ceremonial "King" was put into power. A king came from one tribe (the first tribe to get this honor was the Pashtun). He would carry out ceremonial duties until his death where the next king was selected from the next Tribe. The current King is from the Hazara tribe.

The Head of State is President Mirwais Khan Hotak.


Geography

Location: Southern Asia, east of Iran, west of Punjab.

Borders: Iran, Central Asia, Sinkiang, Punjab, Sind

Climate: arid to semiarid; cold winters and hot summers

Terrain: mostly rugged mountains; plains in north and southwest

Natural Resources: coal, copper, sulfur, lead, iron ore, salt, precious and semiprecious stones

Natural Hazards: damaging earthquakes occur in Hindu Kush mountains; flooding; droughts

Geography Note: landlocked; the Hindu Kush mountains that run northeast to southwest divide the northern provinces from the rest of the country; the highest peaks are in the northern Vakhan (Wakhan Corridor)



People

Population: 29,835,392

Population Growth: Currently 3%

Major City: Kabul

Nationality:

noun: Afghan(s)
adjective: Afghan

Ethnic groups: Pashtun 42%, Tajik 27%, Hazara 9%, Uzbek 9%, Aimak 4%, Turkmen 3%, Baloch 2%, other 4%

Religions: Sunni Muslim 80%, Shia Muslim 19%, other 1%

Official Language: Afghan Persian or Dari



Government

Country Name:

conventional long form: Islamic Republic of Afghanistan
conventional short form: Afghanistan
local long form: Jomhuri-ye Eslami-ye Afghanestan
local short form: Afghanestan

Government type:Constitutional Monarchy/Islamic Republic

Capital: Kabul

Administrative divisions: 34 provinces (welayat, singular - welayat); Badakhshan, Badghis, Baghlan, Balkh, Bamyan, Daykundi, Farah, Faryab, Ghazni, Ghor, Helmand, Herat, Jowzjan, Kabul, Kandahar, Kapisa, Khost, Kunar, Kunduz, Laghman, Logar, Nangarhar, Nimroz, Nuristan, Paktika, Paktiya, Panjshir, Parwan, Samangan, Sar-e Pul, Takhar, Uruzgan, Wardak, Zabul

National holiday: Founder's Day, 19 August (1791)

Constitution: constitution drafted 14 December 1790, signed 16 January 1791; ratified 26 January 1791

Legal System: Based on civil law

Suffrage: 17 years of age; landowning Muslim males.



Economy

Economy - overview: Since the Long War of 1779-1789, Afghanistan has taken great strides in revolutionizing its economy for effectiveness. At least, as much effectiveness as they can reach when they lack a port. There's interest in industry but importing important goods will be difficult without those ports.

Exports: opium, fruits and nuts, handwoven carpets, wool, cotton, hides and pelts, precious and semi-precious gems, coal, copper, sulfur, lead, iron ore, salt, precious and semiprecious stones

Export Partners: Punjab, Sind, Iran, Central Asia, Sinkiang, Siam, Canada, Russia, Germany, Peru, Ethiopia, SRO

Imports: Grains, Ivory, Bananas, Basic Manufactured Goods, wheat, corn, potatoes, ice, fish, kerosene, and lumber

Currency: Afghani

Military

Military branches: Afghan Armed Forces

Military service age and obligation:17 years of age; voluntary army with an option of conscription during emergencies.

Transnational Issues

Disputes - international: None at the moment.



National Goals: Remain independent (not become a puppet state/vassal). Expand into India, Iran, and the Caucasus.
 

Attachments

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No (historical accuracy be damned)

I'll think about where to place cities after everyone signed up. However, everyone will start with a similar number of cities.

Excellent... Well in that case, Aiolos Productions gives you...

Saoirse



(Flag)
Color: White
(Map Image)

Saoirse was founded in 1804 by Robert Emmet and his fellow Irishmen, who fled from Ireland to the unknown Congo after a failed against the English during their annexation of Ireland. After landing in the mouth of the Congo river, the Irish refugees were welcomed by the chief of the region. A series of bloody wars against Arabian and European slavers by the new coalition of Free Men led to Saoirse's international recognition as a nation, and its status as a state where all men and women are free and equal.

Saoirse's population has swollen greatly in recent years, as persecuted minorities and freed slaves immigrate from Europe, America, the Middle East, other African countries, and even parts of Asia.

In 1812, as England began its war on America, a constitution was written and signed by 17 delegates, of 4 different races, and 5 different religions. Two of these delegates were female. The Constitution was modeled after American ideals, but with notable differences.

Government: Republic

(More to come)

Goals:
Unite Africa
Freedom for all ethnic groups the world over.
 
So I take it I failed at the "keeping it simple" part then? :p

It seems like a perfect blend of simplicity and complexity to me - I've been waiting for a game like this one!

In as Scandinavia, I'll post more later.

Am I correct in assuming that this isn't necessarily an accurate representation of the world at the time (i.e. The UK isn't any more a superpower than Ethiopia)?
 
Bosansko Carstvo


Government: Sultanate
Color: Light Blue
Capital: Balkans (Travnik)
Leader: Sultan Husein Captain Gradašcevic "Dragon of Bosnia"
Religion: Islam
Currency: Ducats
Main Export: Salt, Fur, Wine...
Description: In 1821 Husein led a successful campaign of liberation against the Ottomans and freed the Balkans from the tyrannical rule of the Ottoman Sultans
National Goals: Reunite the Ottoman Empire (Get Mecca)

Geography

Location: Balkans, Greece, Turkey

Borders: Ukraine, Austria, Turkey, Greece

Climate: Continental

Terrain: mostly rugged mountains; plains in north and forests in the center

Natural Resources: coal, copper, wool, lead, iron ore, salt, gold, wood..

Natural Hazards: None

Geography Note: Marshy and lots of Rivers


People

Population: 31,834,322

Population Growth: Currently 2.5%

Major City: Travnik and Sarajevo

Nationality:

noun: Bosnian(s)
adjective: Bosnian

Ethnic groups: Bosnians (all Muslims) 62.6%, Slavs (all orthodox) 30.4%, Croats (all catholics) 6.3% and Other 0.7%

Religions: Sunni Muslim 62%, Orthodox 30%, other Catholic 6% Other 1%

Official Language: Turkish, Arab, Bosnian and Greek


Government

Country Name:

conventional long form: The Bosnian Empire
conventional short form: Bosnia
local long form: Bosansko Carstvo
local short form: Bosna

Government type:
Absolute Monarchy

Capital: Travnik

Administrative divisions: 10 provinces (Sanjaks) Bosnia, Hum, Montenegro, Serbia, Dunav, Kosovo, Macedonia, Bulgaria, Wallachia and Moldavia

National holiday: National Day, 12 July (1821)

Legal System: Sharia

Economy

Economy - overview: The Bosnian Vilajet had a Timar economy until the great revolution, this economy is based on pure capitalism, earn as much money and exploit as much possible
Exports: Wool, Coal, Fur, Copper, Gold, Salt, Wine and Rakia

Imports: Ivory, Bananas, Basic Manufactured Goods, fish, kerosene, Opium, Coffee, Tea...

Currency: Ducat

Military

Military branches: Janissary and Spahia

Military service age and obligation: Male children aged 4 are taken away from non Muslim people and are sent to school. They become Muslims and by the age of 16 are ready to fight, they have no family but the empire, this practice is called Devrshima. You can voluntarily send your children, even if your a Muslims.

Transnational Issues

Disputes - international: Turkey and Greece with Rome
 
What a weird, hideous map! :lol:

Claiming Brazil... editing in detail now..

Nation name: Aanastin

Color: DEEP PURPLE
Capital: Brazil
Description: I religo-fasist state. A slave Empire. A quasi-cult, inhumane pit of ineptitude. A charismatic leader worshipped by all. Warlike enslaving those around so that its own citizens may live in luxury.
National Goals: Unite South America under our rule.
 
The German Empire (Deutsches Reich)

Spoiler Imperial Flag :


Spoiler Imperial Seal :


Color: Grey

Capital: Berlin (Germany)

Description: The German Empire is a Federal Monarchy led by the current Monarch Friedrich Wilhelm III, while the Kaiser does not retain absolute powers, he does retain many powers that other world leaders do not, and while the legislature of the nation the Reichstag exists it does not have any formal right to dismiss or install governmental officials. It's sole purpose is to vote on legislature for the Empire, but before these bills become law the Kaiser must approve them.
The German Empire was formed when the Kingdom of Prussia and the various German states merged together following a vote by the people of Germany... With the lead state of the German Empire being Prussia the Empire inherited the Prussian King (to be renamed Kaiser).

Current Kaiser: Frederick William was born in Potsdam in 1770 as the son of Friedrich Wilhelm II of Prussia and Frederika Louisa of Hesse-Darmstadt, he became King of Prussia in 1797 upon the death of his father, in 1810 following the vote of the people of the various German States he became Kaiser of Germany.
Spoiler The Kaiser :


National Anthem:

Link to video.

Diplomatic office of the German Empire:
Alliances - Baltic Alliance- Germany, The SRO, Russia
Enemies - none

International Trade Commission
Trade Deals:
Exporting: Textiles(Iceland, Afghanistan), Coal(Saoirse), Lumber (Afghanistan), Grain(Afghanistan)
Importing: Cotton(Afghanistan), Rubber(Saoirse), Fur(Iceland), Opium(Afghanistan)

National Goals:
  1. Develop the Hochseeflotte (High seas Fleet)
  2. Unite all German People's under the Banner of the Empire
  3. Develop industrial factories and become the industrial powerhouse of Europe (and the world?)
    [*]Develop at least 2 allies to secure our borders and prevent war :) Done
 
Nation name: Texan Empire
Flag:
Color: Brown
Capital: Texas
Description: A dictatorship, ruled by the King. Once a republic, however a president took power as an Emporer and strives to create an empire to rival the great empires of Europe.
National Goals: Take the Western US and Central America.
 
The Socialist Republic of Odin




Color: Preferably Dark Red, but if that is not available, then Navy.
Capital: Scandinavia

Description: The Socialist Republic of Odin (commonly abbreviated as the SRO) began as the Kingdom of Odin with the unification of all Scandinavian nations and Denmark. Founded upon the principles of monarchy, and with what is now referred to as Norse Mythology as the state religion, the Kingdom of Odin was a highly militaristic zealot. Over the years, the monarchy was overthrown, and a new democratic republic was set up in its stead. While it now has no state religion, the Republic of Odin retained Odin's name in the nation's name in order to keep a link to the past.

Now the SRO is essentially on the way to becoming a welfare state, as it becomes more and more socialist in its nature (and again renamed itself, this time to the Socialist Republic of Odin, its current name). The people enjoy complete freedom of religion, but freedoms in other areas -- such as suffrage, freedom of speech, and the press -- is limited for the time being.

The SRO has never had a very strong military, especially in the army branch, but the navy's strength is moderate. The economy is also currently fluctuating as the nation is still undergoing socialist reforms. Science is a major priority of the SRO, and diplomacy is always much preferred to militaristic conflict.

National Goals

  • Establish a presence on mainland Europe
  • Become an economic powerhouse
  • Develop a moderately strong navy
  • Make significant scientific advances
 
In, claiming Russia. Also, greatest map ever :goodjob:

Nation name: Imperial Russian Empire
Flag:

Color: Yellow
Capital: St. Petersburg (Russia)
Description: Great and mighty Imperial Russia, ruled by the glorious, handsome and all-round decent chap Kan Sharuminar, has established itself on the territories in eastern Europe. Her people, when not idolising their monarch, work to better the glorious motherland, be it toiling hard on the farms, contributing to the already outstanding cultural developments, or training with great zeal to keep up the strength of the overwhelming national armies.

Oh grand and noble Russia, what more can be done to better an already great power? From his beautiful palace in St. Petersburg, Kan Sharuminar promises to try.
Official description of Russia, as written by the Ministry of Foreign Affairs

A more accurate description would involve mention of a very traditional monarchy. Despite the overwhelming numbers of lower-class members, power is fully controlled by the aristocracy and, above all, the Kan. Though it is true Russia has made a number of cultural and scientific advances, it is still playing 'catch-up' with the traditional European states. This is only really evident if one were to look at Russia outside of the upper-class societies however, and who would want to do that?

Finally, Russia's military is truly vast, though woefully underdeveloped. Quantity over quantity could be the unnofficial motto of the Russian armed forces, and any invader will quickly find that for every soldier they kill, ten more will take his place.


National Goals
:
-The formation of a 'Greater Russia', stretching from Europe to the Pacific Ocean.
-Establish a greater presence in Europe, preferably through diplomatic means.
 
Oh by the way TK this looks so much like a NES, I cannot wait :D. For some reason I really like the map too it's nice :p
 
The Kingdom of Alaska

Spoiler :


Color:Cyan
Capital: Alaska
Description: A quiet, peaceful nation, but will protect allies when needed. Was founded by Russian colonists in 1780. During the summer of 1796, after hearing of rebellions against foreign powers, the Russian colonists led a successful rebellion against the mother land. Is against slavery (but does have serfs). It's economy heavily relies on the fishing market, and fur trade.
National Goals: Become a World Power
 
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