Multipolarity Sign Ups

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
Prologue

The year is 2150. Decades ago a disaster, known only as the “Cataclysm,” collapsed the social, economic and political order of the world. Now societies are beginning to emerge from the ashes, and a second Renaissance has started in turn. Though the Cold War era seems to have been virtually erased, the technologies lost will be steadily rediscovered.

Will humanity’s future be one of peace and harmony, or one of discord and strife?

Either way, a delicate, ever-shifting balance of power will surely be established.

Starting Out

Spoiler :


Spoiler :
Claim 5 provinces all in one area that are connected. (Please be reasonable with your shape or else I will collapse your claims to make you more natural looking) You begin with 100 population and 1.00 Industry. This is your capital region, which has some bonuses but is primarily for roleplay.

Decide whether you are a dictatorship or democracy. This is what you ACTUALLY are, not what you pose as. (Consider that the UK is not technically a democracy but is indistinguishable, whereas many Middle Eastern states are technically democracies but are actually police states) Democracies have a chance of the ruling government being checked or unseated in the event of high revolt risk; dictatorships have to deal with actual revolts.

Choose a national power. There are six:

-Agricultural. +6% pop growth per turn. Newly settled territories add +5 population.
-Industrious. 7.5% Industrial growth per turn. Industry investments are worth 10% more.
-Commercial. 50% more from world trade.
-Militaristic. +20% to all combat rolls
-Scientific. Money invested in tech or industry is worth 10% more. Not cumulative with Industry bonus. Scientific trait can be rented out to other nations.
-Expansionist. Units can blitz, that is, attack twice per turn, and move twice per turn, by default. Twice as much chance of a baby boom.

After that, detail your nation bio. Be as descript or vague as you want - name, language, ethnicity, religion, culture, politics, history, etc. Good bios get RP points, and they also help NPCs decide whether to side with you or not.


Expansion

Spoiler :
Armies can take one province/initiate 1 battle per turn, unless you are expansionist in which case they can take/initiate two. Armies can claim wherever is in reach of their starting region. While armies pool regionally, they must move across unsettled provinces as if they were their own regions.

Armies must have contiguous claims unless they’re on your home continent. Armies can be airlifted further inland by your air force, and this can foil individuals who try to seal off land.

You can only claim 5 provinces overseas – that is, on the coastline of non-contiguous areas – per turn. Navies are required for this, and each navy can carry one army. Your first claims on a continent must always be on the coast; any new claims on it must be connected or on another part of the coast.

Each annexed territory adds +1 pop.

If claims overlap, a skirmish will determine the result unless you mediate with the other party.


Military

Spoiler :
Armies cost 5 gold and 1 pop; air wings and navies are purchased in groups of 5 for 5 gold and 1 pop.

Combat won’t be detailed to avoid intimidating you. Ask if you’re curious.

Numbers, tech, nation qualities and ultimately luck determine victors and casualties.

Navies have a 20% chance of shooting down planes – destroy a navy first! Armies 10%.

Navies and air forces can bombard, with a 20+x% chance of success, where x is the relevant military tech. They must beat the rival navy/air force in battle first.

Armies pool regionally and can move up to 5 regions/provinces a turn if tech allows.
Navies pool worldwide. Air forces pool worldwide, but be warned – holding them all in one region will mean if that region falls that turn, every single one perishes. With reward comes risk.


War

Spoiler :
War is easy. If two hostile nations enter the same territory, they will battle, with all authorised forces taking part. The winner takes all the territory he can legitimately take - or was ordered to take - and the defender retreats with whoever wasn't killed or captured. Be advised being the attacker uses up your attacks, and your units CANNOT retreat if they are counterattacked - they will ALL be killed or captured if defeated.

Each territory you occupy will automatically rise up each turn. This peasant army will unlikely win, but each casualty will make your people unhappy; it also means your troops must stay behind to guard the territory. Insurgencies will also destroy the economy, both at home and in the occupied zones. Occupation of one or two areas is easy, but occupation of entire regions will bring you to your knees.

Puppet states can be installed to govern these new regions; they are very weak and will require your support to avoid being overthrown by foreign powers, but they don't experience revolts generally either.

A general rule of war is to destroy the navy, then the air force, and then finally their army. Destruction of the enemy fleet will keep them from landing troops in your weak points and also strangle their trade. An even better general rule is the Spanish-American method: only fight wars that are sure to be quick, cheap and profitable. Every bomb could pay for several schools or hospitals.


Finance

Spoiler :
You collect taxes off your GNP – the default rate is 20%. Any higher will raise revolt risk as much as revenue. Your GNP is your population * Industry + trade.
Population and Industry both expand by 5% - or at least 1 and 0.01 respectively - a turn, with some random variations here and there.

Money not spent is banked, and accrues 5% interest, or at least 1 gold.

Money can be spent on industry to boost your revenue. Every 1% of your GNP – not tax income – spent will boost your Industry by 0.01. This incentivizes you to invest in poorer nations, but keep in mind this takes away from funds you could be using to strengthen yourself – plus you lose your investment if you’re ever cut off from them!

It can also be invested in a variety of research, with cost indicated.

Army – 50x. A1, A3, A5, A7 increase your movement by +1. A2, A4, A6, A8 increase how many times you can attack. These are non-cumulative with the Expansionist power.
Navy – 50x
Air Force – 50x. Each level over 0 adds +1 to how many provinces away you can bomb from your borders of countries they are stationed in.
Espionage – 50x
Ballistics – Investments in here determine your missile quality, and thus the chance your WMDs will be successful.

Separate from rocketry is what they actually carry. There are unlimited tiers. You must wait at least 10 turns to get to T10, for example, as you can only advance 1 tier a turn. Research is chance based, with any investment being x/100 chance, so investing 100 each guarantees its development.

Missiles can reach any point on the globe. PBs and Nukes kill a proportional amount of air forces, armies, population and industry. They kill x provinces.

Nuclear device. These are cheap but irradiate territory for 2x turns. Radiation can spread and these are the most heavily condemned WMDs.

Province-buster. These are clean and leave the province open to claim. They are more expensive, however, and you must wait x turns before it is open. So, more expensive, but more readily claimed.

Chemical weapons. These can either be shells(immune to SDI) which increase your chance of victory in combat, or missiles, which destroy population at the target.

Nukes and PBs alike, in their T1 state, will be convertible into suitcase WMDs, which can be given to terrorists and detonated without chance of interception by SDI – intel agencies will instead decide success/failure.

Costs of the actual weapons to be determined when they are in play. Announcements will always herald when weapons develop to further paranoia.

Anti-Ballistics – Invest what you will. What you have over the enemy’s ballistic missile investment, as a percentage, will be your interception rate. So if you have 200 invested and they have 100, this is a 90% chance of interception – 90% because there’s always a 10% chance a missile will hit you. Continual investment in ABM is a must. In good news, you can pool research with other nations; keep in mind that a nation can betray the entire alliance and shut down everyone’s SDI, however!


NPCs

Spoiler :
None of the major powers will start off as NPCs. However, a swarm of smaller, weaker, poorer nations make up much of the world, and they are where you will wage your proxy wars and compete for dominance. While war is doable, outright conquest of these nations is next to impossible, as they will continually spawn rebels, riots and seek to throw you out. As time goes on, occupation will cause your populace to grow war weary. War also destroys their economies, ruining what you could glean from them. While you could very easily crush their puny militaries, other nations will hear their plight and likely fund them, and insurgencies will wreak havoc on you – that weak nation could easily turn into your Vietnam or Afghanistan.

A much better idea, is to try and turn NPCs into your clients, whether through benevolent deals and generosity, or subterfuge. If an NPC becomes your client, they will expect you to protect them and help them in times of need. However, they will in turn grant you special deals, which will be reflected as extra income for you as your businesses get priority in contracts and licenses. They will also always vote for your side in UN matters, and may assist you if they could profit in some manner.

People don’t rebel against client state status that was peacefully imposed, though the status can be revoked through coups and revolutions. Client status is public.

Investing 50% of an NPC’s economy, will net you their loyalty peacefully. Alternatively, you can always stage a coup. Coups have a 25% chance of being rejected; rejection will result in a civil war and you will have to aid your friend. For a more expensive, but more grassroots approach, you can always initiate a revolution. Revolutionary states see fervor for your nation infiltrate the populace, thus keeping them loyal.

NPCs always only donate 10% of their income to any cause. This normally takes the form of backing nations they are sympathetic towards, or more likely, trying to garner clients of their own. NPCs do not do espionage missions – unless at war/or are attacked – but do field intel agencies as a deterrent. NPCs only back nations if they match in two categories(one if they’re in the same general area). They do not pursue weapons programs unless they reach a fair amount of income. NPCs will always refuse annexation but can often be convinced to fund or support something if you can show some benefit to them.

Clients will stealthily tear up their client status if you fall to being only 25% stronger than them. Strength being measured by total income + army size.


Terrorists

Spoiler :
It is possible to join as a terrorist organization, HOWEVER. Only 3 are allowed. Terrorists also get to rule one nation of their choice, but it must be an NPC. Through coups, they can also take over other governments.

Terrorists build bases each turn with 10 gold. These bases churn out 1 agent a turn; these agents can strike anywhere in the world. Terrorists are a constant threat, being unable to be truly exterminated.

Terrorists enjoy all the standard spy functions of another country, but also can detonate suitcase nukes if they have them available.


Diplomacy

Spoiler :
Trade is automatic with all nations you are at peace with. Trade goes via your land neighbors or a sea route. If landlocked, trade is conducted by air, but this comes at a price of slashing revenue derived in half.

Sign whatever you will with other nations; remember that roleplay is rewarded. Also note breaking agreements will make NPCs less trusting of you and their dislike will show.

Perhaps the greatest engine of international diplomacy is the Union of Nations. The third iteration of international organization, it also has actual teeth. It runs strategic canals and locations all over the globe, and funds itself from the populations and tolls collected in these areas. While it seems dangerously like it is approaching nation-state status at time, it is ultimately still a supranational organization – it has little ability to control other states and is always administered by the governments of its members.

The specific powers and structure of the UN are in the UN group.

The UN recruits five units each turn from the various powers of the world.


Espionage

Spoiler :
Agents cost 5 gold to recruit. The number of agents and your training determines your success. Agents always kill 10% of their own size on the opposing side, whether on the defense or offense, the exact amount depends on the stats involved.

Missions:

-Sow discontent. Will increase the revolt risk of the state by half of how many spies you have over your foe.
-Incite Riot. Success will trigger a random amount of rebellions; these rebels will have crappy quality due to being common people.
-Equip Resistance. If there’s an insurgency already in effect, you can arm/train them. If you get past the enemy nation’s national intel forces, you can give them as much money as you want for whatever you want. The resistance will be very loyal to you; if it succeeds it will also be much stronger than an invasion-installed client.
-Steal Plans. If successful, you will find out all the secretive information of the target. Keep in mind you CAN lie about uncovering information and share it with the world, even if you never got close to finding out whether they have a nuke under the North Pole or not. I will also forward you any PMs they sent, so secret spy missions and whatnot become yours to know and keep in mind.
-Counterespionage. If not assigned on any mission, spies sit around and stand guard, intercepting enemy spies.
-Stage coup. Success will overthrow the government and automatically make it your client. However there’s a 25% chance the country will descend into civil war.
-Steal technology. Success will add one-quarter of any research/tech they have over you to your technology.
-Search for terrorists. Always succeeds; however, how many provinces are searched is directly proportional to how vast it is, how many agents are involved, how many bases are in the area, etc. You must also get past the enemy agents if they are uncooperative.
-Steal money. The number of agents sent a mission, if successful, nets you anywhere from 1-5 gold per agent.

There is NO discovery chance for missions, unless someone steals your plans.

Defensive agents can only lose 50% of their total numbers per turn. The defender always has a 10% chance of winning.


Bonuses

Spoiler :
Roleplay keeps an IOT interesting for player and GM alike. I enjoy reading your backstories and tales that you can cook up, and compensate you with extra industry, research, luck, etc. as a bonus.

Some prestigious developments, such as gaining a client, becoming the Secretary General, or simply being the best in something can also add a bonus.
Adding to the IOT wiki also will grant RP bonuses; however I must know that it was you, so please notify me.

RP bonuses, of course, will likely assist minor players more than major ones, but only by a small amount.


Revolt Risk

Spoiler :
Your RR starts at 0, but can escalate. If your RR is triggered, that amount of your empire will break away if you are a dictatorship. If a democracy, a varying amount of decisions will be taken away from you for anywhere from one to four turns, representing the electorate showing its anger by sending opponents to your capital and installing uncooperative local governments. Choose wisely.

What increases it?

-Declaring a war without UN approval will net 5% off the bat.
-Each army killed will net 0.2%. Each 5 destroyed navies/air wings will also increase it by this amount. When coffins are rolling off your ships and planes like a conveyor belt, it's time to stop.
-Tax raises over the standard 20% will increase it by 1 per 1%. So, a 25% tax rate carries a +5 RR.
Lowering taxes and making peace will nullify the relevant increases.


Final Notes

The GM reserves the right to ban players for severe breaches of etiquette, decide the map, etc.

The GM is, however, usually available for live chat at the IOT chat - http://soniot.chatango.com/

If you are going to be absent, please inform me and give me a general idea of orders - industrial, military, espionage etc. that you'd like me to carry out during your absence. Persistent absences will result in the dissolution of your empire into a variety of successor states.
 
Reserved for FAQ, important information etc.

You may now post.
 
Can I reserve the provinces that composes NYC/Long Island, CT, and RI (by the looks of it MA)?
 
Since you said connecting provinces I'm not sure if this is allowed but I would like Tasmania and the 4 most southern Australian provinces.
Otherwise just an extra province in Aussieland.

extra info will follow
 
I reserve Greece. More things later.
 
Democratic Social Republic of Takrur

Capital: Takrur
Government: Authoritarian Single-party State (Dictatorship)
Economy: Mixed
President: Amadu Diallo
Currency: Kange, divided into 100 Cauri
Trait: Industrious
Demonym: Takruri
Language: Fula, Arabic, Wolof, Mandinka, Soninke
Religion: State Atheism (62% Sunni Islam, 26% Atheist, 7% Judaism, 3% Catholic, 1% Bahá'í, 1% Traditional)


 
nevermind
 
Republic of Coruscant





Capital: New Port City (indicated on the map in a yellow dot)
Government: Federal Republic (Democratic)
Trait: Expansionist
Leader: Chancellor Hanna Antilles



language: English, Japanese, German
Religion: Constitution places a policy of separation between church and state and freedom of religion. Christianity is the major religion followed by Judaism.
Currency: Republic Marks
Foreign Policies: Non-Interventionism outside of North America, Interventionism inside North America. The Republic has stated it's intentions to expand and control the remainder of the eastern half of North America that aren't touched by minor nations (NPCs) and grow into a regional superpower. Holds a friendly disposition to small minor nations (NPCs) due to being in a similar situation in it's ancient history.
History:
Ancient History
The region was settled by refuges fleeing Emperor Palapatine's tyranny. Settlers from Coruscant and other planets in the former Galactic Republic settled in southeastern Connecticut during the 1980s. The settlement grew into a small kingdom before eventually modernizing into a Republic in 1994 shortly before the Barbanian War. The Barbanian Wars, the First and Second Nazi wars placed the Republic in a position of being a regional power and a space fairing nation. For the rest of it's years leading up to the Cataclysm, the Republic lived in relative peace on Earth...

The Cataclysm
In the year 2077 the world was plunged into an abyss of a firestorm. The reasons behind the Cataclysm were sketchy at best. Some believed Enerjak was behind it, others believed it was an attempt by Empress Mariko to salt the Earth so that no one can partition it anymore. The Apocalypse was simply the prologue to another bloody chapter of human history. In the early days, millions were spared the horrors of the holocaust by taking refuge in enormous underground shelters known as Vaults. When they opened, the Coruscanti Vault Dwellers set out across the ruins of the old world to rebuild the Republic from the ashes of the Cataclysm. As decades passed what had been part of Long Island, Rhode Island, Massachusetts, Connecticut, and New York City united beneath the flag of the Republic of Coruscant, dedicated to old-world values of democracy and the rule of law

Recent History

In the year 2130, Hanna Antilles traveled back to the lands of Southeastern Conneticut after the Coruscanti vaults have all been given an all clear signal. Hanna imediately traveled from the Coruscanti colony on Ganymede back to Earth only to find that the Coruscanti Vault Dwellers were just starting to establish a community in the ashes of New London county. Hanna properly introduced herself and the dwellers imediately reconized her and welcomed her into their fold. Could it be her connection with the previous colonists long before the Cataclysm? Or was it that they know she was previously a senator who hails from Corellia? But she did not questioned it at the moment and took it upon herself to rebuild the Republic with old world values and the rule of law. Hanna reestablishes the Coruscanti Government, it's armed forces, and the famed Republic Rangers. The city of New Port City was built ontop the ruins of Groton and New London. Realizing the need for a suitable arms manufacturing, Hanna dispached the Republic Rangers to scout out the lands across the wasteland in search of old arms factories and defense plants.


The Ranger scouting party came back with fruitful results. The old Electric Boat facilities were still intact after the Cataclysm as well as it's other plant on Quonset Point, RI. Originally intended to manufacture submarines, Hanna took it upon herself to refit the two plants to construct surface warships. To the northwest in the ruins of Hartford, the Republic Rangers yet again found had a fruitful find. Colt's Manufacturing Company and Pratt and Whitney. The Republic immediately rebuilt the city of Hartford and had both plants produce arms and aircraft parts. Five years later, Lockhart Aircraft Company was soon founded to supply the Republic with aircraft for it's airforce. Hanna came across an incredable find in the westard expantion with her team of Rangers following the Northeast Corridor southbound. Overlooking from Hell Gate Bridge, with wreckage of Amtrak's rolling stock littering the rails persumeably from massive evacuation of the city during the The Cataclysm, Hanna saw with her own eyes the remnants of New York City.

Looking around her, she exclaimed that the railroad networks should be rebuilt as soon as possible. Rebuilding the electrical infrastructure of the Northeastern portion of the Northeast Corridor, recycling the train wreckage to restore them to their former glory, rebuilding the tracks, and using the old Providence and Worcester Railroad locomotives they found in Worcester, MA. Looking into the southern portal of the tunnel in the old Penn Station heading to the wastelands of New Jersey, Hanna exclams "We have a lot of work to do here guys". New York City was quickly rebuilt and soon both New York City and New Port City were given the title of twin cities due to their enormous size.


The expansion of the five provinces did not go on without a gunshot. Many Republic Rangers encountered hostile tribes known as Raiders. A group of wastelanders who do nothing but pillage, plunder, murder, or otherwise ruin the day of anyone who are unfortunate enough not to be one of them. Jacked up on drugs, they attack anyone at will and pose a threat to travelers and small villages. Fortunately, they leave the larger settlements like New Port City, Hartford, Boston, and New York City alone. The Rangers, during their scouting missions, successfully managed to put down tribes of raiders in their quest to expand the borders of the Republic. One Ranger was quoted "These fools only come at us with iron weapons only to be mowed down by our Saiga 12s and M14EBRs. They're so jacked up on drugs that they lose all sense of self-preservation and only attack, attack". Some people call them Raiders, others call them Fiends. The lessons of the Republic Rangers of hitting hard and fast were soon transferred over to the Republic Army. Hanna, while exploring Vault 44, found a copy of Sun Tzu's Art of War within it's librarys. She then immediately had the book copied and distributed across the armed forces of the Republic.


Hanna was not expecting to become elected to be the Chancellor of the Republic once the Government was settled in. She had her swearing in at the old state capital in Hartford before immediately proceeding to her duties in New Port City. Initially, herself and the Republic believed they were isolated in the world. But one by one, other nation states began appearing across the globe and they too were still rebuilding. Hanna thought to herself "Eventually, were going to be trusted into the global scene soon". Chancellor Hanna began drawing drafts of her doctrine of a hybrid of interventionism and non-interventionism. Outside the North American continent, she holds that the Republic would hold a non-interventionist position and an interventionist policy within the continental North America. Citing that securing piece with our neighbors is our first concern, especially for our national security. Hanna also does not endorse isolationism since she believes that trade and contact with other nations is essential for a healthy nation-to-nation relationship.

One issue that has troubled Hanna is the establishment of the 501st Legion which reminded her of the bad old days of the First Galactic Empire as well as the white armored mooks of Mariko's Second Galactic Empire. Hanna with her cabinet stated that she's taking a cautious approach with the 501st Legion. Eventhough years has passed since the Galactic Civil War has ended, she still want's to be cautious and avoid confict.

Spoiler :
Since there is no island between long island and CT to support five cities, I had to modify the lore a bit to best fit this IOT. The lore has been modified to best fit this IOT and did not included any of the DYOS lore.
 
Reserving the Sahara region.
 
People's Republic of Angola and Sub-Saharan Africa


Industrious
Dictatorship

Virtus Unita Fortior
The Angolan government is structured around the Grand Leader, who is, at this point, Grand Marshal Heitor Agelio. A Grand Soviet and a Lower Soviet are the legislative bodies of the government: the Grand Soviet is appointed by the Great Leader Himself. The Lower Soviet is elected by the general populace, who are mandated by law to vote. Any political parties are allowed, but only the Socialist Party of Angola and the White Doves ever gain significant support. The Lower Soviet may review laws submitted by the populace, come up with their own ideas, etc, and pass them on to the Grand Soviet if a majority is reached on the bill; from there, the Grand Soviet will decide whether it is a fair, proper law, and it then proceeds on to the desk of the Grand Marshal, who has the final say in any bill.



Angola has an almost completely state run economy, but grants its citizens a wide array of person liberties. The People's Constitution, ratified by the Grand Soviet and the Great Leader, guarantee the eternal rights and liberties of their subjects, so long as their duty to the state and their neighbors are performed.

Angola has always been a place of great turmoil. The great tribes of the Suharan Jungle have always been a warring, autocratic peoples; that is, until the leader of a minor tribe, the Araújo, brought peace to the land. The leader, a man by the name of Davi, brought the tribes together during a strenuous time; large tribes from the Great Haran Desert were raiding the territories of the vast tribal empires, and the people of the Suharan were losing. But Davi was a brilliant, shrewd man; he sent his assassins to bring down the leaders of the Great Tribes, and in the chaos that came about, he emerged the one, sole ruler of the Great Tribal Empires.

Now, 150 years after the Cataclysm that forced the Great Tribes from civilization and into barbarity, the Araújo clan still stands tall and proud. But Águeda Araújo was the last Araújo to come to power; seeing the plight of his people, who were treated poorly by even the lowliest Araújo urchins, put into action the Great Reforms; education and class were changed completely. Clan names became surnames; Agueda Araújo became the first leader of the People's Republic of Angola, a classless society. Agueda was beloved by his people, and he ruled with a fair and steady hand; under his rule, a confident and free socialist nation has arisen from what was once a barbaric, fragmented, span of tribes. Trade flourished; his people happy, Agueda died in peace and happy. Grand Marshal Heitor Agelio rose to power... and a new day dawned on the Angolan nation.

Because in a Tani IOT where we play on the world map, I must play Angola. I can already here CivG whining about me being interventionalist... :p
 
Well, if Angola & the VRA are making a comeback, I may as well bring back the 501st; expect info soon.

Edit: it is now soon.
501st Legion​

Capital: Los Angeles
Government: Military Oligarchy (Dictatorship)
Trait: Scientific
Leader: Grand Moff Jiaan Terjerrod
Language: Imperial Basic
Economic Policy: Free Market Capitalism; Free Trade with Friendly Nations is Common
Foriegn Policy: Generally Determined on a Case-by-case basis.
Religion: Freedom of Religion
History: Shortly after Refugees were discovered fleeing the Empire, Palpatine sent an elite contingent of the 501st Legion outside of the Empire's borders to force them back into the fold; the mission was sent off course, however, when canisters containing samples of Imperial Bioweapons Project I71A were shattered in an accident, infecting the entire crew of the Imperial-II Class Star Destroyer Pioneer II. Pioneer II contained supplies essential to the success of the mission, however, so the garrisons aboard the Imperial-II Class Star Destroyer Trailblazer III & the two Victory-II Class Star Destroyers Pathfinder I & Pathfinder II were forced to mount an operation into the heart of Pioneer II to retrieve the supplies. Their supply raid was a success, but approximately 15% of the Stormtroopers who survived the mission were infected during their stay on the Pioneer II. The need to keep them in quarantine, coupled with a series of infections among the navigators & communications officers, led to the ships veering off course. The vessels drifted through space for decades, the troopers occasionally raiding life-filled worlds for resources. Finally, by sheer dumb luck, the vessels stumbled across a planet that was not only home to civilization, but human civilization. Luckier still, the planet was home to descendants of the refugees they had been sent to recapture in the first place. However, as most of the original officers were dead & the new generation of officers & troopers felt no loyalty to the Empire that had sent their forefathers on this hellish mission, it was decided that the best course of action was to settle the planet's surface, and use the preexisting infrastructure to attempt to reestablish contact with the wider galaxy.



Spoiler Stats :
Nation: 501st Legion
Trait: Scientific
Religion: The people in the lands occuppied by the 501st are mostly Catholic, with Protestants & Atheists being the next most common faiths. Most of the Troopers & Officers are Agnostics, with a small segment converting to Earth Religions & an even smaller segment believing in the Manda.
Social: Libertarian
Fiscal: Min. Regulation
Foreign Policy: Pragmatic
Language: Imperial Basic (English)
Currency: US Dollar (originally the Galactic Standard Credit, but credits are worthless when not being backed by Muunilinst)
 
Union of Partitionania​
AKA Trolland


Color - Pink

Description- A Union of Polish States. Each of the states elects their own leaders and then each of them go to a Council in Warsaw to figure out how to run the Union.

Laws - The citzens of the Union enjoy many freedoms, such as Freedom of Press, Religion, etc. Drugs are legalized, and it has been described as a world benchmark for Human rights.

Economy - Mixed leaning to socialism.

Culture - Eastern European.

History - Enough is enough said the people of Partitionania. Tired of being trampled over by larger countries the country of Poland got together to halt Military advance into their country. They are very distrustful of Russians, Germans, Swedes, monarchists, commies and fascists because of the history of the area.
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Government: Democracy
Trait: Scientific
Religion: Atheist
Social: Libertarian
Fiscal: Welfare State
Foreign Policy: Non-interventionist
Language: Polish
Currency: Euro

 


The Kingdom of Hawai'i
Ua Mau Ke Ea O Ka Aina I Ka Pono ~ The Life of the Land is Perpetuated in Righteousness
Capital: Honolulu
Nickname: The Kingdom Upon The Sea
Democracy/Commercial
Naval Command: Pearl Harbor
Army Command: Fort Shafter
Air Force Command: Hickam Air Force Base
Social: Liberal
Fiscal: Mixed
Foreign Policy: Interventionist
Languages: Hawai'ian & Unitedsmen(English)​

Currency:
Dala($1)
Hapalua($.50)
Hapaha($.25)
Umi keneta($.10)
Keneta($.01)

National Languages:
-Hawai'ian
-English(known as Unitedsmen)

Social/Political Freedoms:
High - most people are allowed to do what they want as long as they aren't hurting anyone. Punishments for second-time spousal, child or animal abuse are nearly as high as for murder and rape. There is no official state religion, but the Hawai'ian native beliefs have made a resurgence alongside surviving strains of Judaism and Catholicism. Though the positions of the nobility are hereditary, the people have the power to demand the resignation of a baron or earl - but only the King or Queen may dismiss a Duke, and even barons and earls may ignore the call, though it would likely bring the attention of the state's rulers down on them.

Foreign Policy:
Hawai'i has stated ambitions to rule the Central Pacific islands, and perhaps even the faraway land of Japan. They also lay claim to Indonesia and the Philippines, but are perfectly willing to negotiate with locals for a client state agreement.

Sea trade is the lifeblood of Hawai'i and always has been - without a powerful navy and equally powerful merchant marine, Hawai'i is doomed to fall into the graveyard of shattered nations. This, then, is the ultimate goal of the Kingdom Upon The Sea - to protect trade with her allies and clients, to prevent any of her strong trading partners from going down - and to snag as many small island colonies as possible while doing it!

History:
Spoiler :
In late 2065, almost fifty years since the Cataclysm, the surviving people Hawai’i were a collection of loose city-states, one or two on each island, vying for control. Gradually, Oahu managed to gain control over most of the eastern portion of the Hawaiian Islands, utilizing the vast reserves of raw materials that the Unitedsmen had left behind on their island. The people of the western islands, Ni’ihau and Kau’i, recognized the danger of the Oahu-led Kingdom in 2078 and joined together with the Hawaiian Republic upon the Big Island into the Alliance of Hawaiian States. Their alliance was a harsh one, between the dictatorial so-called “Republic” and the federations that managed Kau’i and Ni’ihau. This would not end well.

The AHS centered its defenses on Ni’ihau, the Forbidden Island, using every piece of military hardware it possessed to try and stop the Kingdom. The first Kingdom assault, early in 2081, was repulsed after bitter fighting, leading to a counterinvasion of Oahu. The fighting raged on the capital island of the Kingdom for nearly two years, including a failed uprising by ultranationalist rebels on Lana’i.

During this time, the Kingdom gained its legend – the “Spearfisher” Marines. These elite troops struck multiple times behind AHS lines, forcing the enemy to react to them and give the main army openings. By the end of 2083, thanks to the Spearfishers, the enemy had been driven from Oahu. A temporary peace was signed while both sides nursed their wounds, hoping one day to gain the jump on the other. However, that was not to be.

The differences between the despotic Hawaiian Republic and the Federation of Ni’ihau grew too vast – combined with their arguments over who had born the brunt of the fighting in the war against the Kingdom, their ideological incompatibility, despite Kau’i’s attempted peacemaking, led to a split in the AHS. The Republicans withdrew into isolation early in 2090, and would not answer missives from Ni’ihau. The Kau’i diplomats they received, but they would not agree to a resumption of the alliance.

The Kingdom, meanwhile, had reorganized its military around a large group of pre-cataclysm aircraft, something neither of the other factions had, and it used them ruthlessly in a surprise attack in 2092 against the Ni’ihaun fleet. The devastating attack cleared the way for a second Kingdom invasion of Ni’ihau, which swept away their weak army swiftly, the Spearfishers taking the fore. Kau’i send a desperate plea to the Republic for aid against Hawai’i, but the President would not come to the aid of the AHS.

The invasion of Kau’i had to be postponed after most of the Hawai’ian jets were lost against Kau’i’s fleet in early 2093. A subsequent naval battle later in the year proved inconclusive, with both sides losing significant portions of their navy. Hopes flared of a peace – perhaps the Kingdom would simply take Ni’ihau and leave Kau’i to its dreams. 2093 ended quietly, and even 2094 passed mostly without incident as both sides glared angrily from their various shore watchtowers.

Then the Kingdom fleet set sail again, looping at Kau’i from the north. The Kau’ian fleet raced to intercept them, foreseeing an attempted invasion of their homeland. The engagement ran for several days of bitter, scattered fighting – during the battle, a squall ripped through the area and split the navies apart, even shutting down most communications.

This, then, was how the Kau’ian fleet, though nominally victorious in the battle, was unable to stop the lightning strike from a few smaller destroyers against their homeland. The Spearfishers were launched directly into Kau’i’s port cities, raiding and pillaging supplies as they secured landing bases for the Hawai’ian army. Kaui’i’s own army, neglected in favor of their navy, fared poorly and was crushed by its opponents. Kau’i formally surrendered in October of 2094, turning the AHS into a memory.

Now, the Kingdom turned its eyes back to the Republic. Constant suppression of its people, rigged elections and a small but elite army stamping out dissidents had crippled the Big Island’s economy, and its leaders scrambled desperately to come up with the elements to fight off the Kingdom invasion they now saw as inevitable. Perhaps it was.

But, in the end, it was the people of Hawai’i, not the Kingdom, that brought the Republic down. By 2097, the people were infuriated with their corrupt, dictatorial government, and a popular uprising swept over the nation. Within three weeks, the government had been locked around the city of Hilo, with only enough supporters to just barely hold the line. The people of the new Democratic Republic beseeched the Kingdom for aid – which it provided on the condition that the Big Island would become a territory of the Kingdom, of high import. The people accepted this offer, and again the Spearfishers would surge against the foes of the Kingdom. In early 2098, the Hawai’ian Islands were officially unified.

For the next fifteen years, there was a peace to the islands as they recovered from the wars. The Kingdom stabilized its government into a constitutional monarchy, yielding some powers from the throne in return for popular acceptance in the western islands.

Then, in 2107, the Midwaylander Pirates descended. No one knew where they got their weapons – their homeland had no real natural resources. Perhaps the Unitedsmen, former owners of Hawai’i, had left them behind?

The Midwaylanders proved a constant nuisance over the next thirty years, managing to apply enough pressure against the Hawai’ian government to force a military response, but not enough to provoke a search for their home port.

Then, in 2147, a chance Pirate raid stumbled upon the shakedown cruise of the new cruiser HMS Hualālai and its destroyer escort, the Kealakekua. On board the Hualālai was the Queen, Marie Alastair herself. The Pirates, perhaps emboldened by the power of their new super-cruisers, attempted to force their way past the Hawai’ian squadron to pillage the merchant sealanes they protected. Both Hawai’ian ships were sunk, though at the cost of three Midwaylander vessels. Queen Marie went down with the Hualālai – never to be seen again.

Sponsered by a wave of public wrath and a personal thirst for revenge, Crown Prince Gregory Alastair lead a fleet outward against the Pirates in late 2147, with the Spearfisher Marines in tow. After crushing their fleet in pitched battle, Alastair landed the Spearfishers and captured the Midwaylander ports completely intact, even taking the remnants of an ancient airfield. Midway was added to the Kingdom, and the Pirate thread was ended.

Now, Hawai’i’s eyes are turned towards the Great Pacific Ocean – what islands and lands may lie to the south and west? Their armies and navies are forces to be feared, but for now are laid up in red tape and repair work. A new King commands, seizing the reins of a Kingdom that lacks direction, struggling in a world of new horizons.

Time will tell where Hawai’i’s road leads.

Narrative:
Spoiler :
There was a slight drizzle. That was the only remarkable feature of the day. Well, not the only one – there was something beyond a squall brewing in Honolulu.

“Rachel! Wait up!” Gregory Alastair called, jogging down the street. Ahead of him, a redheaded girl, quite tall at five and a half feet – just an inch shorter than Gregory! – turned and flashed a smile, her teeth a dazzling white. An almost seductive sparkle danced in her blue eyes for a moment, then she turned away with a laugh and kept running. She was enjoying herself – leading Gregory on. He knew that.

“Rachel!” he called again, starting to chuckle. “Enough, already!”

Rachel slowed to a walk, still laughing.

“Getting tired, princeling?” she called. Gregory snorted as he came up beside her.

“Not physically, no,” he disagreed, twisting his arms just enough to show off his impressive musculature. Rachel snorted herself now – in the midst of her laughing. “But yes,” Gregory continued. “I am getting tired of chasing you. We’ve been almost two miles now!”

“Oh? And why did you want to catch me, I wonder?” Rachel asked. Gregory’s fifteen-year-old heart swelled at the sultry note in her voice.

My girlfriend, he thought with a smile.

“I got you a present,” he murmured. “Since it’s your birthday.”

Rachel hugged him, pressing her body into his. “You didn’t have to. I didn’t ask for anything.”

“I know,” Gregory said, his heartbeat nearly tripling the instant she touched him. A flash of nerves ran through him, but he suppressed it with the willpower of a short lifetime’s diplomatic training. “I think you’ll like it.”

“Oh, fine! What is it?” Rachel asked, a curious light bursting in her eyes.

Gregory reached into his coat, pulled a small brown parcel from it. Rachel took it, looking at him with a burning question in her eyes.

“Open it!” he commanded, smiling. Rachel shook her head in bemusement, then did as she was bid, revealing a book. She squealed.

“This is an original!” she cried. “How did you . . . I thought they were all lost!”

“Not all,” Gregory laughed. “This one was my copy when I was younger. I’ve got one of the updated, reprinted versions, and I know how much you love his writing.”

Rachel embraced Gregory again, this time even tighter. “Oh, thank you! This is the best gift I could have asked for!”

Her lips sought his, and Gregory didn’t resist, returning the kiss with as much passion as he could muster. They remained there for a moment, Rachel with one leg lifted slightly in the air – just like in all the old movies they’d once watched, using his status as a prince to gain access to ancient television sets. It was the best moment of Gregory’s life.

Finally, they broke apart, but didn’t release their embrace. Instead, Gregory rested his forehead against Rachel’s, smiling at her. She returned the simple expression of love, a burning care glowing in her eyes.

“Will you meet me tomorrow?” she finally asked. “My father-”

“I’m sorry,” Gregory whispered. “I can’t. Lord Duke Moloka’i is going to be hosting an expedition for my father and I. He’s almost finished the design work for the new flagship.”

“When will you be back?” Rachel asked, sighing. “I miss you so much when you leave like that, Gregory.”

“I’ll be back as soon as I can. It won’t be more than a week or two.” Gregory put a hand on Rachel’s cheek. “Don’t worry. I miss you too.”

Rachel smiled. “Hurry back, princeling. I love you.”

“And I love you,” Gregory replied. “I don’t have to leave until tomorrow.”


“Stand by!” twenty-two-year old Gregory shouted. The massive ship seemed to pulse in tune with his heartbeat – it was something ethereal, a connection no landsman could ever understand.

He didn’t know what Arizona was – what it had meant to the Unitedsmen, those ancient people who had ruled Hawai’i. Was it the name of their king? One of their great cities? Perhaps an ideal they had sought to live by? But that didn’t matter. What mattered was that they left a memorial to it – rather, the ship named after it, lost in a terrible war, even before the Cataclysm. And the people of Hawai’i had chosen that name for their own as well.

HMS Arizona lead the column, a battleship of almost seven hundred and fifty feet in length, boasting nine twelve-inch cannons and a variety of smaller guns. She was followed by her sister, HMS Ni’ihau, then the cruisers Molokini, Mauna Kea and Moku’ume’ume behind her. Eight destroyers buzzed about, firing occasionally and fetching survivors from the water.

The Midwaylanders, they called themselves – claimed to be descendants of gods. Perhaps the same Unitedsmen who had ruled Hawai’i?

It hardly mattered. Though their small fleet had struck in the night, had damaged all the Hawaiian line vessels significantly, they had only a pair of cruisers left, and those were retreating before the advancing Hawaiian column. Eight burning ships dotted the horizon – two of them Hawaiian. The battleship Lana’i and the destroyer Napilihau were wrecks – abandoned. But there were two sinking enemy superheavy cruisers – nearly battleships – and four lighter vessels. What their uncoordinated assault had in ferocity, it lacked in organization, and Gregory had pounded them mercilessly, holding his heavy vessels in formation while the destroyers flitted about his flanks, blocking any attempt to cross in front or behind him until his ships could reposition.

“Shall we open fire, my prince?” the captain asked. Before the battle, he had seemed nervous, even affronted, at the idea of a prince – a landsman! – on his bridge, leading his squadron. Now, there was a respectful note in his voice, but Gregory didn’t hear it until days later, looking back.

“Stand by,” Gregory repeated, raising a priceless pair of binoculars. He eyed the enemy ships – the Midwaylanders flew a pure white flag, perhaps to confuse their enemies. Pirates they were, to a man – deserving of no mercy.

But then, the flags dropped into the sea. Gregory smiled – he knew what that meant.

“Full speed towards them,” he ordered the captain. “Don’t break formation and keep the cannons loaded – but I think they’re surrendering. My guess is we killed their King back on one of those super-cruisers and this is the senior officer surrendering their squadron.”

Or maybe even their nation, Gregory thought, stowing the binoculars.


Gregory stood alone, staring out over Pearl Harbor. Why it was called that, he didn’t know – another relic of the Unitedsmen. They certainly had left their mark upon Hawai’i.

A door opened behind him. He didn’t turn, just taking a deep breath.

“Gregory?” a woman asked. “Are you ready?”

“I don’t know, Rachel,” Gregory murmured. “Without Father . . . .”

“Listen to me, Gregory Alastair,” Rachel replied, wrapping an arm around the prince. “You broke the Midwaylanders two years ago. You added Midway to the Kingdom! You can be a great leader of our people.”

“Haven’t given up on me?” Gregory asked with a smile. Rachel laughed.

“Never,” she replied. Gregory kissed her forehead.

You’re going to be King in just a few moments, he told himself. Once that happens, there’s no deciding for yourself. Only one more chance.

“Rachel,” Gregory asked. She looked at him, cocking her head ever so slightly. Taking a steadying breath, Gregory reached into his pocket, withdrew the ring he’d had hand-crafted just for her – crafted from the scrap metal out of Arizona’s hull, set with a pearl from the Midwaylanders’ tribute.

“Will you be my Queen?” he asked. Rachel didn’t answer immediately, simply taking the ring and gazing at it in wonder.

“My whole life, I was just Duke Lana’i’s daughter,” she finally murmured. Then she slipped the ring on in a blur, faster than Gregory would have thought any human could.

“'Ae,” she declared, an instant before wrapping her arms around Gregory, kissing him. She didn’t wait as long as they had for their first kiss, those years ago in the rain – time was pressing. The elders were awaiting with the Crown of State. Two crowns, now, though they didn’t know it.

“Come on,” Rachel murmured. “Let’s make a new future for Hawai’i.”

The King and Queen of Hawai’i turned, hand in hand, and left the room – left for a coronation . . . and into the future.


Government Structure:
- King and Queen rule over the Congress of Lords
- Each major island has a Duke ruling it(arranged by seniority):
  • Oahu
  • Hawai'i
  • Ni'ihau
  • Maui
  • Moloka'i
  • Kaui
  • Lana'i
  • Kaho'olawe
  • Pihemanu(Midway)
-Each island is divided into Baronies, then Earldoms

Population: 100
Industry: 1.00
Army:
  • Royal Guards Division
  • 1st "Kamehameha" Division
  • 2nd "Unitedsmen" Division
  • 3rd "Spearfishers" Marines
Navy:

In Overhaul:


  • Battleship: "HMS Arizona"(Captain Leonardo Crelia)
  • Battleship: "HMS Ni'ihau"(Captain Jeanmarie Hedeen)
  • Destroyer: "HMS Kaumakani"(Lieutenant Commander Nanette Dray)
  • Destroyer: "HMS Kalaheo"(Lieutenant Commander Sydney Tuton)
  • Destroyer: "HMS Anahola"(Lieutenant Commander Isaac Luter)
  • Destroyer: "HMS Kaanapali"(Lieutenant Commander Alberto Brocato)
  • Destroyer: "HMS Paia"(Lieutenant Commander Geoffrey Mcgee)

1st Fleet: (Commodore Marline Neumiller)

Spoiler :
1st Cruiser Squadron:
  • Cruiser: "HMS Molokini"(Commander Jasper Wielgus)
  • Destroyer: "HMS Hilo"(Lieutenant Commander Aline Eland)

2nd Cruiser Squadron:
  • Cruiser: "HMS Moku'ume'ume"(Commander Antoine Breyfogle)
  • Destroyer: "HMS Lihu'e"(Lieutenant Commander Matthew Reddy)

3rd Cruiser Squadron:
  • Cruiser: "HMS Mauna Kea"(Commander Reuben Cardimino)
  • Destroyer: "HMS Waimea"(Lieutenant Commander Nimue Alban)

2nd Fleet: (Commodore Elton Eliassen)

Spoiler :
4th Cruiser Squadron:
  • Cruiser: "HMS Holoikauaua"(Commander Chery Bohol)
  • Destroyer: "HMS Kalihiwai"(Lieutenant Commander Jordan Heidelberg)

5th Cruiser Squadron:
  • Cruiser: "HMS Mount Kaʻala"(Commander Yasmine Broda)
  • Destroyer: "HMS Pearl City"(Lieutenant Commander Dave Rudasill)

I claim Hawaii and Midway in Orange.
 
For reference, please include details such as religion, social freedoms, economic, foreign policy ideals, etc. everyone. Language, culture, etc. The more info the better - NPCs will have a variety of traits themselves, and they will often use how much they have in common with one side or the other to choose their votes.

Excellent intro, LH. You may win this game yet. :p
 


While we wait for more players, a list of some of your rivals. These states are invariably weaker. As a note, in the event players claim the areas NPCs are in, they will be moved and/or destroyed. A replacement will pop up elsewhere.

All NPCs have a pale blue color. Their borders take the shape of a darker gray line should they ever meet.

Less efficient bureaucracies and corruption in the NPCs manifest as them collecting 5%, rather than 10%, of global trade.

---

The Union of Nations starts with 20 provinces scattered about the globe. They have an Industry of 0.5 and 1 army in each. Their base income is pitiful, and their primary source of money comes from the various canals they control. They collect about 7% of the global trade value - one for each of the major trade veins they control. Funds go primarily towards development of weaker nations; nations can be suspended from aid by Assembly vote. Such a motion must be sponsored by the Secretary.

While many have criticised the UN over the years of beginning to show signs of statehood, it is still invariably under the control of the other nations of the world, instead taking on a role of neutral ground in disputed areas. While originally simply holding onto trade regions, it built a network of outposts around the world to combat piracy as well. They are thus, more akin to imperial territories of the HRE than an actual sovereign entity. They do not expand, though the ranks of peacekeepers are always growing with volunteers, and the UN's network of territories around the world gives them a British-esque ability to intervene if authorised.

5-province NPCs(start with 0.5 industry)

Yucatan
Brazil
Baltic Republic
Nigeria
Egypt
Baluchistan
Tibet (sorry Tyo)
Java
Boers
Hungary

4-province NPCs(start with 0.6 Industry)

Ecuador
Quebec
Alaska
Eire
Catalonia
Novgorod
Vladivostok
Formosa
Somalia
Morocco

3-province NPCs(0.7)

Israel
Crimea
Tanzania
Eritrea
Hedjaz
Vietnam
Cuba
Uruguay
Louisiana
Shanghai

2-province(0.8)

Venice
Genoa
Sicily
Astrakhan
Philippines
Papua
New Zealand
Libya
Kongo
Neo-Inca

1-province(0.9)

Aden
Porto
Rome
Amsterdam
Ceylon
Madagascar
Greenland
Santiago
Trinidad
Perth

---

While NPCs do expand, the fact of the matter is they lack the resources necessary to compete with humans.

===

As a further note to players: it is adviseable you start on a coastline. Landlocked nations suffer a trade penalty. Just one port is all one needs to prevent such a penalty. On the flipside, it simplifies your choice of spending, as you need not worry about protecting sea lanes - you have none.
 
People's Republic of Xinjiang





Capital: Ürümqi
Government: Communist one party state ( Dictatorship)
Trait: Agricultural.
Leader: Comrade and President and Secretary of the Communist Party of Tibet, Mr Christos Xianjang.

Ethnic groups:

Uyghur – 45%
Han – 41%
Kazakh – 7%
Hui – 5%
Kyrgyz – 0.9%
Mongol – 0.8%
Dongxiang – 0.3%
Pamiris – 0.2%
Xibe – 0.2%

language: Chinese
Religion: Buddhism
History:

Ancient History:

According to J.P. Mallory and Victor H. Mair, the Chinese sources describe the existence of "white people with lightish hair" or the Bai people in the Shan Hai Jing, who lived beyond their northwestern border.[10]
Blue-eyed Central Asian (Tocharian?) and East-Asian Buddhist monks, Bezeklik, Eastern Tarim Basin, 9th–10th centuries CE.[11]

The well-preserved Tarim mummies with Caucasoid features, often with reddish or blond hair, today displayed at the Ürümqi Museum and dated to the 3rd century BC, have been found in precisely the same area of the Tarim Basin.[12] Various nomadic tribes, such as the Yuezhi were part of the large migration of Indo-European speaking peoples who were settled in eastern Central Asia (possibly as far as Gansu) at that time. The Ordos culture situated at northern China east of the Yuezhi, are another example.

Nomadic cultures such as the Yuezhi are documented in the area of Xinjiang where the first known reference to the Yuezhi was made in 645 BC by the Chinese Guan Zhong in his Guanzi 管子(Guanzi Essays: 73: 78: 80: 81). He described the Yuzhi 禺氏, or Niuzhi 牛氏, as a people from the north-west who supplied jade to the Chinese from the nearby mountains of Yuzhi 禺氏 at Gansu. The supply of jade from the Tarim Basin from ancient times is indeed well documented archaeologically: "It is well known that ancient Chinese rulers had a strong attachment to jade. All of the jade items excavated from the tomb of Fuhao of the Shang dynasty, more than 750 pieces, were from Khotan in modern Xinjiang. As early as the mid-first millennium BC the Yuezhi engaged in the jade trade, of which the major consumers were the rulers of agricultural China.".

The nomadic tribes of the Yuezhi are also documented in detail in Chinese historical accounts, in particular the 2nd–1st century BC "Records of the Great Historian", or Shiji, by Sima Qian, which state that they "were flourishing" but regularly in conflict with the neighboring tribe of the Xiongnu to the northeast. According to these accounts:

The Yuezhi originally lived in the area between the Qilian or Heavenly Mountains (Tian Shan) and Dunhuang, but after they were defeated by the Xiongnu they moved far away to the west, beyond Dayuan, where they attacked and conquered the people of Daxia and set up the court of their king on the northern bank of the Gui [= Oxus] River. A small number of their people who were unable to make the journey west sought refuge among the Qiang barbarians in the Southern Mountains, where they are known as the Lesser Yuezhi.

During the devastating Anshi Rebellion, Tibet invaded Tang China on a wide front from Xinjiang to Yunnan, occupied the Tang capital Chang'an in 763 for 16 days, and taking control of southern Xinjiang by the end of the century. At the same time, the Uyghur Khaganate took control of northern Xinjiang, as well as much of the rest of Central Asia, including Mongolia.
Sogdian donors to the Buddha (fresco, with detail), Bezeklik, eastern Tarim Basin, 8th century

Medieval history:

As both Tibet and the Uyghur Khaganate declined in the mid-9th century, the Kara-Khanid Khanate, which arose from a confederation of Turkic tribes scattered after the destruction of the Uyghur empire, took control of western Xinjiang in the 10th century and the 11th century. Meanwhile, after the Uyghur khanate in Mongolia had been smashed by the Kirghiz, branches of the Uyghurs established themselves in the area around today's Turpan and Urumchi in 840. This Uyghur state would remain in eastern Xinjiang until the 13th century, though it would be subject to various overlords during that time. Some scholars have argued, that the Kara-Khanids were likewise "Uyghurs," as some of the components in the Kara-Khanid federation were likewise from the ruling clans of the Uyghur empire. The Kara-Khanids converted to Islam, whereas the Uyghur state in eastern Xinjiang remained Manicheaean, while tolerating Buddhism and Christianity.

In 1132, remnants of the Khitan Empire from Manchuria entered Xinjiang, fleeing the onslaught of the Jurchens into north China. They established an exile regime, the Kara-Khitan Khanate, which became overlord over both Kara-Khanid-held and Uyghur-held parts of the Tarim Basin for the next century.

Modern history:

In 1560 Guaxian took power in the area and created the Kingdom of Xinjiang. This lasted until 1821 when a revolution created the Republic of Xinjiang. In 1945 a revolution created the Soviet Republic of Xinjiang, that lasted until 2050. Then the Second Republic of Xinjiang was created. In 2071, witha coup, a fascist military junta was established.

The Cataclysm

In 2077, after the Cataclysm, a civil war begun and after 3 months of a war, that had 100,000 dead people, the Communist party took power.
 

The Cinque League
Government: Republic (Democratic)
Capital: Dover
Trait: Commercial
Spoiler :


Will add more at some point.
 
Can we attack UN territories?
 
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