Multipolarity III - Signups

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
This game is not due to start until TUG completes.

This ruleset is open to revision and may change during the intergame period.

Rundown:

By this point you know the rules, but let me recap in case anyone's new:

-Multipolarity is a franchise based on soft power, and it is not uncommon for there to be tensions! However, be courteous to other players. Disputes should remain in character and never be personal.
-The GM is supreme, and may alter the map, rules and anything else at his whim. I try to be fair with exercise of these powers, however.
-In line with the above, the GM may issue penalties and bans with moderator consent.
-While you are free to use any information from chatrooms in your gameplay decisions, please do not post them in the thread, the social group, or any public place. It creates more tension and drama than it is worth.
-Please keep the basis of any and all diplomacy justified in some IC manner. Regardless of how strong your OOC grudge for another player or his nation choice may be, you need to give some logical IC reason for it. I'm not too strict, so please think of at least something.

World Map

Crash Course in MP3 History

Starting Out:

Veterans of MP1 and 2: if you start as a country different from your usual one, I will give a bonus. I want to avoid MP1 and MP2's issues leaking into this one if possible.

Choose 10 territories and a color. Then answer this template below; be as vague or as specific as you want:

Name:
Government: Scores brownie points with NPCs if you line up.
Currency: NPCs like to decide which currency to use based on your economic strength and alliances, bestowing benefits on you.

Economic Policy: 0-10, where 0 is zero regulations, and 10 is completely state-owned.
Social Policy: 0-10, where 0 is full libertarianism, whereas 10 is totalitaranism.

Failure to fill any of these will let the GM decide via his best judgement. You are free to clarify your positions on any stat.

Expansion:

Spoiler :
Order your armies to attack a territory. That is all.

You must border it, however. You can claim overseas but must settle the coastline first, and must have one ship per overseas claim.


Roleplay:

Spoiler :
Roleplay helps keep the game from being a mechanical, dull nightmare. You will be rewarded for roleplay, as well, so if you have some spare time, don't hesitate to do some!

When at war, RPing your war plans will help your chances of victory. The more detailed, the better.

RP will sometimes have negative effects, but very rarely. Going around calling the world's nations names and having nothing to show for it but being embargoed will not bode well with your populace.


Economics:

Spoiler :
GDP * Tax Rate = Domestic Income
Domestic Income + Trade Revenue + Misc. Income = Total Income
Total Income + Vault = Spendable Income

Your Industry is a measure of your overall industrialisation. You can increase it by 1 for 25 gold.

You can adjust your tax rate, but doing so has consequences. Your nation's people get restless with higher taxes, especially if it is not re-invested in your economy. As a contrast, they get very happy with lower taxes, and while this will attract people and money from wealthier states, it starves your government of revenue.

Every state has an "Exchange factor" of 1-3. This basically increases/decreases money as it flows across the borders, representing the better buying power of money in poorer countries.

To avoid giving you a migraine, the process of supply and demand is very streamlined.

There are two resources: energy and raw materials. By default, energy is sold for 2 gold and raw materials for 1.

Your Industry converts 1 energy and 2 raw materials into 5 goods. Goods are automatically sold for 20 gold a pop, and your tax rate determines how much of that is sent to the government.

However, your resources have other uses. 1 raw materials unit is consumed to build an army unit. 1 energy must be spent each turn per 10 units to keep your armies and navies from becoming locked in place. Finally, 1 energy must be spent to support 1000 people. To translate: you are self-sufficient at the beginning with 3 energy and 7 raw materials. You must begin the process of expansion to begin population and economic growth.

Your population is primarily used for army size, but it does grow over time; every 100 people will result in 1 extra gold per turn.

Energy CAN be spent in fractions! Raw materials cannot. This is because every military unit requires 0.1 energy to maintain effectiveness.

Finance:

Spoiler :
Money doesn't just sit in a vault gathering dust. As soon as it's off the printing presses there's no shortage of what your state can spend it on.

You start with 100 in each technological field. Technology can at maximum double each turn.

-Trade tech. Improving your infrastructure for overseas trade is great if you intend to be a peaceful power. Every gold into trade = 1 point of trade.

-Armies. 5 gold, 1 raw materials and 1 manpower yields 1 army. Armies are necessary to expand into territory and hold what you have. Armies must be given missions each turn: Attack or defend.
-Navies. 10 gold, 1 raw materials and 0.2 manpower yields 1 navy. Navies control the seas and can block off areas for you. They also can shell inland. They have the following missions: Attack, Defend, Transport, Bombard.

Every military unit requires 0.1 energy to maintain effectiveness, as a warning.

-Influence. 1 gold = 1 influence. Influence is basically a cumulative measure your PR machine, the use of your language, the prevalence of your culture, and the like. It accumulates naturally with roleplay and diplomacy, and helps NPCs determine their relationship with you. It also influences the chances of random countries liking or hating you.

-Army tech. Effectiveness of armies.
-Navy tech. Effectiveness of navies.
-Espionage tech. Determines how many spies you have and how effective they are.

There is a national debt meter, which is a measure of how much money you owe. You may repay this at your leisure, but keep in mind the effects of a credit downgrade are devestating.

There is a stimulus that keeps anyone from falling too far behind. However, it will be impossible to be fully competent in a category without constant investment.


Diplomacy:

Spoiler :
There are a variety of ways to conduct diplomacy around the world.

Client states are the epicenter of MP’s diplomacy; a client is a minor country that is in your “camp” and supports your foreign policies.

Minor nations can be cliented for 25% of their GDP (50% if already cliented). All values are rounded up.

Clients have four grades of loyalty:

-Tributary. Created through threat of force. They resent you and will break off if you ever get into a large war. Can be bought off at the normal price.
-Ally. Purchased, they are friendly but break off if they reach 50% of your GDP. May send troops. Can be bought off.
-Coup. Imposed through a coup, they break off if they reach 75% of your GDP. Always send troops. Can be bought off.
-Revolution. Due to your benevolence, rebels have taken this country. They will never abandon you. Eager to repay the favor, they always assist you with all they can spare. Immune to purchase.

Embargoes cut trade between your nations and cause a hit based on your trade status by the adding of 0s to the math. Blockades go the direct route and kill trade entirely; however they are effectively an act of war.

You can send and receive aid to other nations; financial assistance can only amount to 10% of your finance. You may gift as much technology as you wish to one nation per turn; it is thus possible to tech trade. Tech sales, to prevent the formation of cartels, are prohibited.

Armies can move one province per turn through wild lands. They can move limitlessly through settled territory, but require a military access treaty.


War:

Spoiler :
When all else fails, sometimes conflict is the only way to settle a dispute. Once you have your units set to their various missions, conflict will ensue wherever you give the order. As you battle for victory, maintaining a fleet is a must; whoever controls the trade routes has a much greater chance of victory.

Your ability to raise troops is determined by your manpower. By default, only 1% of your citizenry signs up each turn. When at war, that increases to 2%. You can institute a draft and raise that to 3% per turn, but people grow increasingly dissatisfied when you send their sons and daughters off to what should be a quick affair.

Each of your units killed adds +0.2% to your revolt risk. As casualties mount, dissatisfaction will grow over the lost blood and treasure. Enough discontent will actually result in a forced peace treaty to stave off a revolution.

In combat, your technology determines victory, and your numbers how many losses are inflicted.

If a navy bombards the opponent, they have a 10%+your percent above the great power average of killing 1 population and damaging factories.

Captured territories will see their factories destroyed and/or damaged, so the economic benefit of territory gain is minimal. It is a better idea to conquer territory and declare it a puppet state to avoid protracted occupation.


WMD and their usage:

Spoiler :
There is one type of WMD: the eco-friendly kind. Incredibly devestating, but also perfectly green.

Thanks to advances such as Chaos Fusion, WMD technology is so rapid there are no ballistics necessary to fire it, and there are no defense mechanisms capable of intercepting it. It is up to you what your WMD is, though.

You require 1 factory per WMD you produce, though, and that factory can't be used for peaceful goods. WMD price is to be detailed here after their development.

To develop WMD, invest money. That percentage out of your current level determines your chance of researching it. So 10 invested in level 1 (worth 100) has a 10% chance of developing. 10 in level 2 (200) has a 5% chance, and so on.


Espionage:

Spoiler :
You start with 5 spies, who do not die. You may allocate them to attack/defend as you wish (you have a limit of three offensive missions per turn). You will have 5 more spies for each hundredth tech you reach; 100 is 5 spies, 200 is 10, etc. By default each side has a 20% chance of winning.

Missions that can be performed are as follows:

-Stage coup (minor powers only). Replaces the government with one loyal to you. Does not work on rebels.
-Disrupt financial system. Causes a 5% hit to their Industry. May spread to other countries.
-Steal technology. Naming a specific non-espionage tech, success will give you that tech in full.
-Incite rebellion. Triggers the revolt risk and its associated penalties.
-Sow discontent. 10% revolt risk added.
-Suitcase. Detonates a nuclear weapon in the enemy territory. Only T1s can be used for such.
-Search for bases. Finds any NGO bases in your territory; you must move to terminate the bases.


Revolts:

Spoiler :
Due to poor wars, irresponsible spending, and other factors, your people can grow dissatisfied. The results are as follows:

1-25%: Forced tax cut
26-50%: Protests cut into Industry.
51-75%: Armed uprisings attempt to overthrow your government. Armed uprisings can be disbursed by agreeing to their grievances.
75+: Coup. Your government will be placed under GM control for a turn. The coup will address whatever has had your people been so mad to begin with.

Fortunately you have a revolt risk meter to assist you in gauging your people's approval or lack thereof.

For minor nations, there’s always a 5 or 10% chance of revolt. The result can manifest as a civil war, a coup or tax cuts at random.


NPCs and their anatomy:

Spoiler :
There are two kinds of NPCs – major and minor.

A major NPC has more prominence than a minor and will pursue a more active, fleshed out foreign policy. At game start there are only five – the mercantile empires. When a player drops from the game, they may request their state become a major NPC; otherwise it shall be dissolved into minor NPCs.

Minor NPCs are the weak nations of the world, too small and/or poor to make a large mark outside their region. They mostly focus solely on expansion and internal development, but sometimes aggressive leaders take hold of them and they will attempt to glorify their banana republic. NPCs keep their spies for themselves at all times.

The most notable feature of NPCs besides their various rankings is their DEFCON meter. Unlike the actual DEFCON meter, it runs from 1 to 10, with 1 being the lowest and 10 the highest. This represents how much of their budget will be going towards defense purposes.

NPCs have an opinion of any nation at any time, easily calculated by the difference between their stats and yours:

1-3: Friendly relations. These states will send military assistance if you are attacked.
4-7: Warm relations. These states will send aid if you are attacked. They will most certainly embargo an attacker not just out of principle, but due to how much they like you.
8-13: Neutral.
14-17: Cold. These states dislike you and will probably fund your enemies.
18-20: Frozen. These states hate you, will attack you if you are ever down, and will embargo you by default.

NPCs also have a hidden meter that determines their overall attitude in foreign affairs. Usually intervention manifests as a small condemnation and an embargo, but some states may send soldiers into a conflict.

While staying at Social 5 and Fiscal 5 makes it impossible for a state to hate you, events tend to hit those who stay in the center due to their lack of picking a clear side. Choose the moderate positions at your own risk.

NPCs have the following levels of authority; you may exercise authority or not:

-NGO
-Suzerain
-GM

Things such as troop grants, etc. will be on a case by case basis.


NGOs

Players may join the game as NGOs, organisations that are not tied to a piece of land. They operate out of one NPC (and may pick up others as time goes on) and control that NPC’s policies. They cannot mingle the finances between the two, but collect hefty tribute from the NPCs they rule over.

NGOs build bases for 10 gold a piece, and recruit 1 agent per turn from their bases. These agents can die, unlike government forces, but will always replenish so long as they have bases somewhere.

A special NGO is the Pirates, who operate fleets all over the world and target trade. Pirates are cowardly and attack the wealthiest convoys, but only if they are defensless. Building a large fleet to protect your trade ships is a must. They secretly control some ports and use these for safe haven. By getting rid of all pirate ports, you can seal the pirates’ fate.
 


Spoiler :


Conservative Republic of Romney

(Romney's Republic for short).

Government: Conservative Trading Republic

Currency: The American Dollar

Economic Policy: 2. Staying true to republican roots, Romney's Republic promotes free trade, almost completely unregulated capitalism, and free enterprise.

Social Policy: 2. That government is best which governs least ~ Romney. From Romney's immense wisdom, he decided that the Romney Republic should be fairly free. There are minor regulations and limitations to prevent anarchy and total chaos, but the republic itself does not have governmental power. It instead has financial power, and in Romneyland, money is king.
 
Claiming Malta, Jehruslahem and the areas surrounding Jehrulsahem. I know that's not how you spell it but meh.
 
The Imperium of Man



Imperium of Man.png

Other names for the nation: the Manx Empire, the Empire of Man, the Manx Imperium, the Free Isle of Man...
Emperor: Gilmore of the Flanagon Dynasty
Capital: Peel, on the Isle of Man.
Goverment: Absolute Imperial Monarchy, 9 on the social scale.
Ecomony: Capitalist, marked 2 in the ecomonic scale.
Nation Plan: Expantionist with ecomonic interests.
Currency: Imperial Pound
Religion: the only faith permitted is Christainity, in only the Prostestents, Catholics, Methodists and the members of the Imperial Church of Man (the Imperial Church was set up by imperial supporters to reinstall the idea of Divine Right) are permitted and then on condition they all agree that the Emperor is divine. The Emperor is himself is offically of the Imperial Church of Man (its good to be the Emperor), while his wife Rein is a Catholic.

History: The Imperium’s roots dates back to 2299 with the Manx House of Keys, having somehow survived the conflicts, then collapse due to bankruptcy and a series of riots that accorded after a scandal which the Manx government were prepared to sell off the south of the isle for cash. Till 2312 the Isle of Man was officially in anarchy. Teig Kinrade had begain the process of altering this in 2306, using diplomacy and necessary force to unite the breaking away part of the Isle of Man but he in 2310 was murdered by his brother Urman, who completed uniting the Isle of Man and then declare a police state, till 2319 where he decided to not simply be the Dictator of the Isle of Man but rather the Emperor of Man, crowning himself in Peel cathrederl. This resulted in a rebellion leaded by Vorgell Killley. Although her Free Manx Rebellion was crushed in 2321, Urman’s rule ended in the next year where in the first of August he was pushed off a cliff by a bolder. Mystery is in who organise this or if it was a accident but Urman would be succeeded by his son Thorfin. Thorfin I was not as harsh as his father but proved to maintain the authoritarian rule till his death in 2356, a period marked in only a slight economic rise and general territorial stagnation. His successor, Hamoun I, lasted till 2367 where he was murdered by his son Germont, whose sister Eue would kill and replace as empress in 2372.

Eue ruled till 2401 when her son Hamoun II came to the throne after her death. His rule would last till 2439, to be succeeded by Thorfin II. He attempted a policy of expantion but ceased his failed attempts to claim Ireland in 2458 when another democratic rebellion rose up, leaded by Dorrin Greenstone. The Democratic Memorial Force though became one of two to face Thorfin II when in 2461 the Flanagon family in Ireland succeeded in coupling Ulster and then commenced a invasion to claim the imperial crown, the leader John Flanagon using a claimed linkage to Eue as a justification. 2466 saw John as winner, publicly executing both Thorfin II and Dorrin at the same moment. Then came 2467 with all its chaos. The Manx were cursed with sea monster appearing outside its land; Emperor John being on his imperial flagship during the time, becoming one of the first victims. His successor would be his brother Ree, who leaded the Empire in focus of protecting against the monster till 2479; the same year he developed the navy to drive out the monsters he suffered a fatal heart attack. His son William leaded till 2497, leading a period of rapid expansion with the new navy and battle hungry marines to take the whole of Ireland, Wales Cornwell, south west Scotland and north west England. Then he suffered poisoning, being succeeded first by his son Philip who then was assassinated by his brother Gilmore in 1st December 2499.

Now Gilmore is the Emperor of Man, leading the Imperium of Man in a new age. Having established the support of many corporations such as O’Neil Industries and the Royal Bank of Scotland (renamed the Imperial Bank of Man in tribute to the Imperium) the isle emperor sees himself as a great leader of a new imperial age, seeing himselve as the national saviour of the Manx. With his twin sons Magnus (the eldest of his children via a few seconds) and Denel growing under the nursery of the Chief Imperial Advisor, Baron Lonan Nelson of Rushen and his wife Rein, lone child of CEO Jack O’Neil of O’Neil industries, Gilmore now strives to make the empire expand, hoping to lead his nation into a economic power, oppression those who stand against him. Will he make an empire that will stand the test of time?
 
Name: Federation of Bengal
Government: Democracy, with some left wing aspects, where the state tends to take care of some of the aspects, which could have been otherwise.
Currency: Taka
Religion: 57% Hindus, 23% Muslims, 11% Buddhists with sparse Arian Christian and Jewish (Farsi) influence.
Economic Policy: 4 , the state government does control some of the production departments, viz, local products like Jute and Rice products. Mostly others are free to be traded. The state does however impose certain bans and trade tariffs, on some items to check matters of inflation or shortage.
Social Policy: 5 , While the government does exactly control the civic activities of the people, it does sometime interfere in cases of political aspirations; Interaction with other nationalities is monitored, and can be intervened if, it goes against the state's aspirations.
National Policy: Interventionist, with the objective of economic expansion.
Armed Policy: Bengal, till date, has been against drafted troops. Troops undergo professional training and their upkeep is taken care by the state itself. Each of the states have been allowed to maintain their existing garrisons, that existed before the union happened. While the northern plains fielded good infantry the southern counties fielded excellent guerrilla fighters that excelled in fighting in the swamps to the south, which required rapid deployment via small boats and steamships.

Head of state : President Jeevan Ram

History : The area has been known for the widely cosmopolitan demography. The individual counties, fought with each other for supremacy, often resulting in casualties and economic losses with opponent captains often following scorched earth policies. The Battle of Farakka (2494 CE) proved to be a decisive factor in uniting the territories. With the capture of most of the other warlords, it was easier to convince the other warlords into uniting them into one union. Selim Ismail, the exwarlord from Dhaka was made the Minister of Warfare while the other "prominent" warlord, Sooraj Singh was made the Minister of Internal Affairs and Foreign Office.

Claims: Yellow claims in Eastern India
Spoiler :



OOC: I have tried not to do any metagaming at all. The present day date is 2500 CE isn't it ?
 
Correct sir. Date is 2500 CE.
 
I want the south of South-America.

Meaning, Falkland islands, that island south and the most southern provinces.


more to follow
 
Spoiler :
 
Chirstos, you can have 10 provinces you know.
 
THE SPAMMER'S CRUSADE


Claims in Dark Blue:



Anthem:

Link to video.

Government: Benevolent Monarchy, people have no say in government, but they have free speech and all that stuff. (7 on the scale)
Economy: Capitalist, with regulations (3 on the scale)
Currency: Spam. Literally, cans of spam are used as currency. Coins with the awesome face on it are used for smaller amounts.
Capital: Spamvalleta, but Spamusalem is probably the more important and larger city

Leader and Advisors:
Spoiler :
Kenji Bovine, Sixty Fourth Ninja of the Cows, King of Spamalta, Glorious Leader of the Spammer’s Crusade, Conqueror of Spamusalem, Grand Master of Dictionaries, Super Duper Supreme Judge, Most Awesome Spammer, Creator of Absurdly Long Titles

Yoshi Bovine, Prince of Spamalta, Son of Kenji Bovine, Sixty Fifth Ninja of the Cows, Inheritor of Everything that Kenji Bovine has Including the Absurdly Long Titles that he has

Single A, Economic Advisor, Owner of Half the Spam Factories in Spamalta and Half a Battery, Duke of Spamusalem, Is a Really Rich Man (nah nah nah nah nah nah)

Cathisis, Foreign Advisor, Holy Patron of Longcat, Lord of Cat-Based Spam, Master of Cataday, Keeper of the MOARCAT, Mayor of that Place with lots of Cats

Question the Pizzadude, Espionage Advisor, Leader of the Mafia Perfectly Legitimate Business, Lord of Lies, Destroyer of Towns

Mr. Perfect, Science Advisor, Inventor of Giant Death Robots, Veteran Spammer, Bane of Mods

John Lock, Interior Advisor, the Accidental Spammer, Refugee from Cantalopia, Is a Woman but Constantly Gets Confused for a Man

More Awesome Than Others, War Advisor, Starter of the Awesome Wars, Keeper of the things that Shall not be Named (parrots)

Norm, Transport Advisor, Can’t think of anything els - YOU CAN’T CUT BACK ON MY TITLES! YOU WILL REGRET THIS!!!


History: Throughout the years, spammers have been unfairly persecuted. Sure, there are the bad spammers, but they are few and far between. Most people practice the art to entertain the masses. But we were rounded up, forced to make reasonable posts and be compared to robots that talk about enlarging your ding dong! And we say no more! Kenji Bovine, the man from Japan is here to declare a crusade against people who will not let us spam! He will protect the principles of spam, the humour, the fun and the food!

Ideology: There is freedom of ideology in the nation of the Spammer’s Crusade, but we also require our citizens to follow these basic rules. Plus obvious stuff about not killing people and stealing and all that jazz.

1. Spam is an art form and shall not be stopped by any man woman or child.
2. With great spammyness comes great responsibility, spam shall only be used for good, not evil.
3. Robots that want to enlarge your ding dong are AD bots, not spam bots. Spam bots are robots that can produce spam. Get your facts straight. Read one of our dictionaries, they will tell you the truth.
4. ???
5. PROFIT!!!

They are the most basic rules of the Spammer’s Crusade and disobeying them will get you punished badly. Also killing, being a peedo, stealing and all that jazz will get you punished as well, but that goes without saying.

So this is the Spammer’s Crusade. Let your people spam, or, as our Transport Advisor says, YOU WILL REGRET IT!!!
 
How to ruin The Spammer's Crusade. Lesson 1:

Flood the market with low brand canned spam
 
...and upon hearing of the spam currency the Imperium of Man declares the food product known as spam to be produce in quanity amounts to be sold to the Spammer's Empire.

Spoiler :
Verbel spam, along with free speech, is illegal in the Imperium. Only the Emperor may spam in the Manx Empire!
 
Based on what we have so far, this will probably be one of the best IOTs ever.

I haven't even revealed who our NPC cast will consist of...
 
How to ruin The Spammer's Crusade. Lesson 1:

Flood the market with low brand canned spam

Ah, but only Crusader's Brand Spam is accepted as currency. So Neslon says:



At your foiled plan.

And don't bother trying to make counterfeit cans, we have measures against that. It will fail.
 
Reserving Germany-South/EastBaltic area. Will have a map in like seven hours.

Actually, reserving Canada/Alaska region.
 



Federal Republic of Solitude
Capitol: Solitude (Located in RL Hartford, CT)
Government: Federal Bicameral Republic, Presidential System
Currency: Republic Marks
Economic Policy: 4, Mixed-Economy
Social Policy: 2, New England Style Social Policy[/CENTER]

History


Link to video.

War. War never changes...


In the year 2097, a cataclysmic event was triggered that shaken the status quo of the new world order. The then Republic of Coruscant, enacted a hardline stance and retreated into isolationism in the name of self-preservation. In the year 2163, after a millennia of armed conflict. The destructive nature of man could sustain itself, no longer. The world was plunged into an abyss of nuclear fire and radiation. Then a series of conflicts with exotic races and anomalies were triggered during the course of of the centuries. The collapse of the Republic, was akin to the fall of the Roman Empire of classical antiquity, slowly and gradually.

It was not, as some had predicted, the end of the Republic and the world. Instead, the apocalypse was simply a prologue to another bloody chapter in human history. For man and other exotic aliens had succeeded in destroying the world. But war, war never changes. In the early days of the Republic, thousands were spared the horrors of the cascading apocalypses by taking refuge in enormous underground shelters, known as vaults. But when they emerged, they had only a changed world to great them.


When they emerged on, the human inhabitants set out across ruins of the old world to build new societies, establishing new villages and towns from the ashes of the Republic of Coruscant. One notable settlement was founded by three groups of vault dwellers from New London county in the ruins of Hartford. With the only standing sign with the inscription of the word "solitude", the settlers founded Solitude. The Solitude settlers later in the months found a ruined New England flag in the ruins of the old Connecticut State Capitol. Where the pine tree once was, was just a burnt out hole. The settlers then decided upon themselves to apply a figure of the gray wolf, that is common in the region. They soon developed their seal to it.

The government started out as a town hall style, before they start hearing of other settlements wishing to join under the banner of Solitude. While they were welcoming of other settlements joining under the banner. The question remains, if they are still Coruscanti in the sense that a citizen of the Byzantine Empire is a Roman. Or are they an entirely new political entity. A gathering took place in Norwich, consisting of town politicians under the Solitude banner, commenced a meeting known as The Council of Norwich. For a period of months, the politicians agreed that the Solitude Republic is it's own political entity by it's own right. After a brief morning period after they've learned that the rest of the Republic of Coruscant outside the Sol System has fallen to a Sith Empire, It became evident right away that the Solitude Republic is indeed a new political entity with many of the citizens adopting their new demonym: Solitudians. Shortly, the confederation of towns, became a federalized republic with a presidential system and a bicameral legislature, using knowledge of governance of nation's past that have been preserved.

As decades passed, what had been the heart of the Coruscant Republic in the American northeast, united beneath the flag of the Solitude Republic, dedicated to old world vales of democracy and the rule of law. The Republic grew, incorporating settlements across New England and New York. The Republic sent out scouts to the west, seeking territory and wealth.

OOC: I'd figure if I'm going to start as a country different from my usual one (Republic of Coruscant), I may as well go with the way of the Fallout franchise way (United States -> New California Republic, Enclave, Brotherhood of Steel, etc).
 
I see that illegitimate spam is being legitimize and called "roleplaying" again. :rolleyes:

Claiming Algeria.

<snip>

Moderator Action: Embargo deleted.
 
THE PAPAL STATES

-



-

Government: Absolute Monarchical Ecclesiocratic Theocracy
Head of State: The Pope
Religion: Catholic Christianity (The Catholic Church)
Currency: The Lira
Economic Policy: 4 (fairly free, some regulation to ensure conformity with Catholic teaching
Social Policy: 7 (civil liberties and society are protected, but theological and ideological error is suppressed and the political process of the state is solely in the hands of the Curia)

History: Throughout the chaos of the third millenium of Our Lord Jesus Christ, the Catholic Church endured, and the Holy See, in fits and starts and with periods of withdrawal in temporal authority to the confines of the Vatican, became a bastion of strength and order for the faithful and the world at large in an era of chaos, converting much of China and many of the so-called Demon race to the Divine and Catholic Faith and regathering authority and power lost during the era of ignorance that reigned from the 20th century to the 22nd.

After the second anomaly shattered the power of the Quincumvirate of mercantile republics, much of Italy looked to Rome to lead them, and quickly came under the wing of the Papal States marking a high point of Papal dominance on the peninsula. As this new multipolar order arises, the Papal States, with renewed vigour and with the immortal strength of the One True Faith in its right hand now looks set to rise as a major temporal power, as the sword of the faithful, seeing the results of a rejection of the divine order, seeks to restore Christendom to its former glory and as the Church did after the fall of the Roman Empire, lift the world out of the darkness of ignorance and into civilisation.

-

note: Ninjacow, you can't claim Sicily as it already belongs to a pre-existing power.
 
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