Multipolarity IV Signup Thread

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,195
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The anarchy and chaos of the late 21st century prompted the world’s leading diplomats to meet for the Union Accords of 2128, with the express purpose of providing international laws on conflict, piracy, and a lasting basis for international peace and stability. Some diplomats proposed a very strong union that controlled strategic waterways and was funded through duties on trade, while others wanted a weak union that was symbolic if anything. A compromise was reached to instead create a Union similar to the fallen United Nations; the Peacekeeper Corps was marginally more effective than its 20th century predecessors, but overall the union struck a fine balance. By 2149, various states had developed nuclear weapons, and worked together to pass the resolution of the Paris Convention of 2150, which stipulated that further development of nuclear weapons by outside powers was a high crime that the UN was authorized to legalize forceful disarmament. The “nuclear club” was given official status, and the 2150 statutes gave a legal basis for a multipolar world.

Multipolarity is a franchise based on the premise of economic and diplomatic power over military might. A key component of the game is the race to acquire clients, minor powers that you provide protection and economic support to but gain better business deals (client revenue) and diplomatic loyalty in exchange. This constant battle over client empires forms the meat and potatoes of the game.

Joining

Map

Claim 10 provinces on the map; be sure to give a color, and detail your government, economy, culture, anything you want really. More detail = more depth and bonuses!

Your nation cannot be from outer space unless they have no way of ever returning home (i.e. destroyed homeworld) so as to ensure all players are equal. You can be whatever you want, but I require some medium of REASON behind it. Furries, cyborgs, androids, etc. are all well and good but please have some sort of science. "Magical" races are technically valid if you can pseudoscience it up.

Choose a "trait" that fits your playstyle and increases a field of spending by 10%: Cunning increases Espionage, Militaristic increases Land, Seafaring increases Naval, and Diplomatic increases Influence spent abroad.

Economics

Spoiler :
Each state has a population ranking, resource base, and infrastructure ranking. Multiplied together, they create your actual economic size. The resource base is fixed, but infrastructure and population change depending on events and your investments in infrastructure and healthcare, respectively.

You also collect a varying percent of the world's trade revenue depending on your infrastructure level (better roads/ports/technology = more trade opportunities); this revenue decreases if someone embargoes you.

Economies grow naturally; smaller militaries, lower taxation, and low debt increase the rate. Needless to say going the opposite route will decrease the rate.

Islands are normally not counted towards one's provinces due to their small size; they are used for strategic purposes. Some, such as the Hawaiian chain, are exceptions.


Finance

Spoiler :
Your tax rate is applied to the sum of your economy and trade. Tax rate reflects your overall tax burden as a percent of GDP, not the marginal tax rate. This gives you the amount of money you can afford to spend every turn. You can go into debt (you may borrow 100% of your revenue if at peace, 500% if at war) if necessary, but too much debt will cripple your economy; take heed at Spain and Greece’s examples.

Your spending can be applied to the following fields: Army Quality, Naval Quality, Healthcare, Education, and Infrastructure. Army and Navy are self-explanatory, better healthcare leads to more population growth, education makes your money spent on technology more valuable, and infrastructure boosts economic growth.

The key elements of a Cold War are WMD and spies. Every major power already has access to ICBMs, negating the need for a WMD tech tree and also generally reducing the threat of direct war between them; your advisors would sooner depose you than let you stumble into a nuclear war. Espionage will be described in its own section.

Constant investment into a field is a must to keep it from decaying and falling far behind the competition. Put your eggs in one basket at your own peril.


Diplomacy

Spoiler :
Every nation begins trading with eachother, so please no “offer/accept trade to everyone” spam. If you wish to detail your trading relationship, feel free; I’ll give a boost to states that do so.

If you dislike a nation for any reason, you may embargo them, which keeps your goods from flowing into each other’s ports and depresses trade income. Embargoes must be in your final orders PM to be effective.

You may also direct your navy to blockade states that you find unsavory; this often leads to war so be careful with its application. This is best used against minor countries with no real ability to retaliate.

You can invest money into any minor country; this money is used by that state to further its own ends, while also granting you “Influence” in that country. The more influence you have, the greater chance your diplomatic overtures (including requests to throw out the influence of another country) will be successful, and the more client revenue you can extract from them. Keep in mind other states can also buy influence in a country; you must thus keep up your investments so as to avoid being crowded out.

If you can think it, you can do it, diplomatically speaking. However there are a few key agreements that are measured mechanically:

  • Guarantee of Independence. You pledge to protect this country if it comes under attack. It's a one-way defensive pact. Grants 50 Influence.
  • Defensive Alliance. You pledge to protect each other. Countries have varying interpretations of what counts as defensive. Grants 100 Influence, or 50 if you have a guarantee.
  • Economic Alliance. This country will match your embargo and asset freezes, but will not commit militarily.
  • Full Alliance. Also called a shared foreign policy, this country essentially signs its foreign policy over to you. Grants +100 influence; requires a defensive alliance normally.
  • Exclusive Investment Agreement. An exclusive investment agreement (EIA) bars countries that do not have one from investing in a particular nation. To invest in a country that has an EIA, you will need to put forward at least 50% of the leading EIA partner’s investment. This can reach into the hundreds of gold, so it is up to you whether it is worth it or not.
  • Shared Research Program. Your education systems work together to research WMD-related technologies and their civilian applications as well as military. You have the bonus of a lower investment, but you have the downside of sharing discoveries with each other. You must specify your research agreement in each turn's orders or else it will be considered null.

There are no real tech sales, however, due to a lack of “stats” as in prior games. This is for balance purposes if nothing else.

When words fail, you may declare war, which is detailed below.


Militaries and Conflict

Spoiler :
You can set your army and navy to any number of men you see fit, as a percentage of your population. The percentage can be whatever you want, whether you want 50% or 0.001%, to give two examples. As your military grows, economic growth will decline.

When nations collide, their unit quality, unit number and war plans are all factored into determining a victor. Never neglect any of these three fields. Occupied territory has sluggish economic productivity and will take many turns before it becomes a fully productive part of your nation, and you are liable to be beset by international rancor and domestic terrorism in the meantime.
With modern radar services, it is impossible to invade a nation in a large-scale surprise attack unless you disable their early warning systems first. It is best to pair espionage and military operations for this reason.

Militaries force public order by their mere presence, and can be used for non-violent ends as well. You can deploy any number of troops to a foreign country to support the government. You can also use them to invade another country and replace its government with one more favorable. As with diplomacy, if you can think it, you can probably do it.

You CAN declare war on and invade another major power, but be warned pushing them too hard runs the risk of nuclear weapon usage.


Espionage

Spoiler :
Espionage works very differently compared to most games. You can invest in intelligence agencies in ANY country; investments in your own country defend against attacks, whereas investments overseas assist your operations there. You cannot take advantage of increased espionage in a country on the same turn you make the investment for offensive operations, but investments work towards defense on the same turn.

You are unlimited in what you can order your spies in another nation to do, but are limited to one mission per country; you are also limited to five missions in total per turn. Keep in mind that coups do not displace other nations’ spies, so you are still vulnerable. NPCs also tend to invest in their own intel networks to fend off disruptions from foreign spies.

For example, I invest 100 into espionage tech and 10 into spies in Carthagistan. My 100 espionage tech protects me from espionage attempts by foreign powers on MY soil; I cannot use that tech overseas. I can stage a coup in Carthagistan, and depending on the espionage tech of said nation, I will succeed or fail.

Espionage forces can be used for both defense and counterintel on the same turn, as each turn is two years. So you can order 100 spies on counterespionage and those same 100 spies will defend you. NPCs do not use their spies for anything but defense normally, but you can instruct your agents in the country to lead a counterespionage mission, in which case their spies will be used to assist you.

As a final note, you can collaborate with other players to stage offensive missions. Your agents automatically protect the government of a country if given no other mission and if it would be reasonable to do so.

Defending does not take a mission and is done automatically where prudent.


NPC Nations

Spoiler :
There will be no major NPCs for a period of more than two turns so as to make up for player absences. Players that do not get a general outline in for more than two turns will be disbanded and turned into minor countries.

Minor NPCs will vary in size and power, but conduct a varying range of agreements, normally determined by how much influence the proposing nation has in their country.


NGOs

Spoiler :
Terrorist groups, or non-government organisations, also exist in the world of MP4. They are basically glorified espionage agencies, and invest in spies abroad much like major powers do. Where they differ is funding: through embezzlement, theft, and other activities, they receive a portion of the economic value of every country they’re active in. NGOs can conduct ten missions per turn, while their invisibility more than makes up for their lesser resources.


Resignations and Absences

Spoiler :
Players who drop will see their nation torn up into smaller nations. Temporary absences of two turns or less will see the nation automated (with no foreign policy present); it is suggested one leave a guide for automation if they ever must go away for a few days.


Roleplay

Spoiler :
Roleplay keeps the game fun, and is the flesh and blood on top of the skeleton of the mechanics. Roleplay is encouraged and will be rewarded accordingly. Roleplay is a great way to stem the flow of negative events.


Game Procession

Spoiler :
My goal is for there to be an update every week. Order locks will generally be of a duration of 48-72 hours, varying on how many orders have been received.

An example of what a set of orders could look like if one had 1000 income:

100 into Army
100 into Navy
200 into Healthcare
200 into Education
200 into Infrastructure
100 into Espionage
50 into Influence in Mainland Japan
50 into spies in Mainland Japan

Work with Poland’s agents to coup the Soviet Union; purge German and Chinese influence in the country

Please remember the acronym ANHEI-E (Army, Navy, Health, Education, Infrastructure, Espionage), as I will put your first six numbers into the spreadsheet in that order.


Slave Trade

Spoiler :
Slave trading is pretty basic. Someone offers population for sale, someone buys it for an agreed price; the market is entirely player to player. Looking at the lessons of Haiti, a large slave population obviously carries its risks to your government.

Once you have slaves you may decide how hard you wish to work them. By default you work them as twice as productively as your free citizens and will lose 6% of them each turn as a result. With sufficient healthcare spending however they will still steadily grow. Loss is productivity raised to a power of 2.5. Productivity may be anywhere from 0-5, but if it's less than 1 you may as well free them.

Productivity - Loss Per Turn
1.5-3%
2-6%
3-16
4-32
5-56
 
In! Will post my joiny thingy shortly!
 
Queendom of Hummel

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Name: Queendom of Hummel (Short: Hummel)
Leader: Königin der Königinnen Elsa I of Vespi
Official Languages: German (Hummelese)
Currency: Honeycomb (pegged similar to the Yen in that 100 Honycombs=a traditional dollar)
Capital: Hamburg

People/Society:
Spoiler :
Hummel is predominantly populated by a new race known as the Bienen (H. mel), although some humans refer to Bienen as "Swarmers", generally out of racism and discontent. In comparison to H. sapiens, Bienen males are a lot shorter than male humans, with the average height being 5'0''. Females are slightly taller than males, although they are still on the short side at an average of 5'3''. Bienen have human heads, with the exception of two black antennas that grow on the center-front of the scalp. The antennas emit pheromones which allow Bienben to communicate with each other and express emotions without the usage of words. They have a similar hair color spectrum to humans, although they tend to have black or blonde hair, with red and brown being rarer. While they do have eyebrows and eyelashes, neither gender otherwise grows facial hair, and neither have any hair outside of their head. Bienben lack the genes required to have brown eyes; blue is the dominant eye color, with green being the main recessive color.

The torso of Bienen are also very humanlike, with a fleshy apperance like H. sapiens. This, along with the face, would be considered Caucasian by human standards, and is generally Northern European in appearance. Bienen have two arms, and have five fingered hands, including opposable thumbs. Females do have vestigal mammary glands, although they do not serve any true purpose. These glands are smaller on average than humans, and Bienen generally aren't aroused by any form of breast size or cleavage. Bienben do not develop as extensive muscles as humans do, and look frailer than their simian counterparts. On the back, Bienen have wings, which is generally the size of their hand to their elbow. However, they don't have the ability to fly, and the wings have been adapted to usage of personal air conditioning.

The pelvic region, however, is more similar to the abdomen of bees. Like them, their pelvic region is black, with yellow stripes. It extrudes farther than skin does, giving a definite and obvious waist line. In between the legs exists a stinger for females and an ovipositor for males. Slightly below the female's stinger is a vagina-ish hole where eggs are laid. The stinger is around half the size of the legs, while the ovipositor and the quasi-vagina are of similar size to the penis and vagina of humans, respectively. Both sexes have a rectum comparable to where a human's would be, but there is no equivalent of buttocks. These creatures have the ability to bend their pelvic region in a way to have their stinger in front of them, parallel to the ground. This allows them to sting, which is fully functional. Unlike regular bees, their stingers do not get caught in human flesh, and thus don't risk death by stinging them. Bienen have legs identical to those of humans, with the previously mentioned lack of hair.

While Bienen biologically follow the traditional male-female genders, Bienen society recognizes three genders. They are Workers, or infertile females; Queens, or fertile females, and Drones, or males. In terms of gender ratios, it is lopsided in favor of females, with a 4:1 ratio being the norm. The Bienen reproductive cycle most similarly matches with monotremes, although their multiple openings prevent them from being classified as one. About once a month, a Queen will lay between 3 and 10 eggs which, unlike humans, are continuously produced over a Queen's lifetime. This can be prevented by a Queen eating a sufficient amount of Bienen honey, produced for consumption during winter, by activating hormones which causes a premature abortion. Said honey is produced regurgitation of consumed sugars, and is voluntary to make. Otherwise, the sex of the egg is determined by if it was fertilized or not. A fertilized egg grows up to be a diploid female, while an unfertilized egg in fact becomes a haploid male.

Fertilization, like most mammals, is achieved through intercourse. Intercourse is very dangerous for Drones; their climax is defined by their ovipositor being forcibly deattached from his body, rupturing his body and causing him to bleed to death without intervention. Modern science has allowed for most Drones to survive by repairing the rupture, but they can not breed again. Intercourse generally fertilizes at least one egg, but not an entire litter of eggs. Therefore, its not uncommon for batches to be split between fatherless sons, and daughters with different fathers.

After the eggs are laid, they hatch around one month afterwards: one ninth of the time it takes for a human embryo to develop into an infant. Infants are of the same size and development as a human baby. At birth, all females are Workers. Queens are produced by feeding an infant a copious amount royal jelly, a substance produced when Workers consume Bienen honey. To promote genetic diversity, Drones are immeditaly given to the government and distributed to another Queen to be raised. Workers are generally also not raised by Queens themselves, and are generally given to a Worker or even a human family to raise, particularly to one in their domain. Queens are raised by their mothers much like humans raise their own kids. A Queen typically produces somewhere between 2 and 5 Queens within her lifetime.

Beyond this, Bienen development closely correlates humans. They reach puberty in their early teens, finish it in their late teens, reach peak development in their thirties, start to show signs of aging in their sixties, and die in their eighties. Queens can technically start laying eggs in their teens, but due to social stigma, they generally eat the honey until they are the head of the household they are in, or reach their thirties, whatever comes first. Queens can produce eggs up until they die, but tend to stop once their daughters start to have children.

The social structure of Bienen emulate medieval Europe. The lowest Queen is considered to be superior to the highest Worker, an idea rarely ever questioned by the Workers. Queens in fact can produce pheromones which can control Workers to a very limited extent. However, at the same point, the Queens have an obligation in Bienen society to protect their Workers, who are generally their own daughters. Therefore, an altruistic mindset has developed where the nobility help the plight of their peasants in return for their obedience.

Drones are treated in a chauvinistic manner not unlike human women were in the 19th century. Drones rarely see their mother after birth, and are raised in a harem with other random Drones to a completely different Queen. They receive a nominal education, but its only to learn how to be a good steward and houseservent. After they lose their ovipositor, it is mandated that they get surgery to keep him alive. However, unless he had particularly high favor with his Queen, a Drone is generally abandoned by his Queen, and he has to make his life in the realm of Workers. There, it is expected that the Drone does domestic or low level service work, with little job openings elsewhere.

Workers, in the absence of having a mate, tend to form a relationship with another Worker. They would have a marriage ceremony, move in together, and raise a Worker together. Less often, one Worker would make a family with a Drone who already had bred. That relationship isn't frowned upon, but it is considered out of the ordinary.

Although Bienen make up most of Hummel society, around 20% of the populations are in fact humans. Humans are considered uncanny by Bienen, and the feeling is often mutual. However, they aren't particularly discriminated against. Human females are for all intents and purposes considered to be equal to a Female worker. Males are considered to be very weird and strange, but besides their novelty, they are generally also welcomed as the equal to Workers, although until very recently they were barred from the army.


Government:
Spoiler :
The government of Hummel correlates with a feudalistic system, combined with the Queen's innate superiority over her Workers. A Queen will have a demise, referred to as a domain, where she has jurisdiction over. In order to facilitate smoother ruling, a Queen will divide her domain up and have other Queens swear fealty to her in return for being able to rule the subdomain. In turn, that particular Queen is most likely already a vassal of another Queen, who is already a vassal of another Queen, etc, etc.

The ranking of Bienben rulers start with the Baroness, who's domain extends to about one metropolitan area. A collection of these cities are in turn ruled by a Countess, which are in turn submissive to Duchesses. Duchies that have a similar cultural background and history are grouped together and ruled by Queens, often referred to as "True Queens" to distinguish them from the gender. As of now, the four Queendoms in Hummel are Bavaria, Prussia, Hanover, and Austria.

Above the True Queens is the Königin der Königinnen, literally the Queen of Queens but is functionally the same as Empress. The Bienben do not recognize any rank above Queen, and therefore get around it by having a Queen of Queens, dominant over all. Humans may also informally refer her to Kaiserin, due to how humans do recognize the concept of a Empress.

Regardless of position, all Bienben nobility rule autocratically. Rulers are able to change the lawbooks whenever and however they want, just as long as it doesn't contradict the law of any Queen they are vassalized to. Benevolent Queens may allow her citizens to vote on things, but the results are non-binding and can be ignored. The only thing preventing abuse of royal power is the obligation of Queens to protect their vassals and Workers, and to keep them happy. Angry vassals or peasants can lead to a petty Queen being overthrown, which is never fun for anyone.

Duchies and up will invariably have some form of bureaucracy in order to keep the land running smoothly. These are staffed by Workers and even humans, and are the extent either will have in the government. The heads of various departments are generally also Workers, although sometimes landless Queens are appointed the positions. However, to appoint a Queen with a position to run a department is considered an insult to Bienen. The generals of the Hummel army are generally Queens with proven commanding and martial talent, although it is not uncommon for Workers to rise the ranks. One key difference from traditional feudal socities is that the Queen of Queens had successfully wrestled the ability of lower Queens from raising their own armies. While it was a hard fight, only the national Hummel government may raise troops, which prevents any physical warfare within the Queendom. The basic grunts are mostly Workers, although humans are both genders are allowed, abliet the inclusion of males is recent and controversial.

Education, from primary to university, is paid by the state via taxes for Workers. Public primary education, dubbed "Lower School", lasts from K-5, while secondary "Upper School" is 6-10. Since the age of adulthood is sixteen, there is no equilivant of 11 or 12 grade; upon finishing 10th, Bienen either go to college or find a job. Queens employ private tutors to raise their Queen daughters and the Drones assigned to them, and are finached through their own pocket. Health care is also free in the nation, and is universal. The sense of altruism in the nation requires it, even if it seems to be at odds with a feudal-like society.


History: Probably never Later
 

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People's Kingdom of Mainland China-Japan

The devil himself is said to have created this unholy country.

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Soooo.....

What's going to happen with your NES game?
 
The Leth Confederacy
 

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In, 501st.

Edit: Ah, rats.

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501st Legion​

Capital: Hong Kong
Government: Military Dictatorship
Leader: Grand Moff Dilag Nellaeop
Language: Imperial Basic
Social Policy: Libertarian
Fiscal Policy: Laissez-faire
Trade Policy: Free Trade
Monetary Policy: Monetarism
Currency: Imperial Credit
Foriegn Policy: Pragmatic
Religion: Freedom of Religion
Trait: Scientific
Spoiler History :
Shortly after the partially successful Raid on Polis Massa, Imperial Intelligence uncovered evidence that the Death Star plans had been beamed to a hidden Rebel base in the Kalee system; an elite contingent of the 501st Legion was dispatched with an Imperial task force to wipe out the Rebel base & retrieve the stolen plans. While refueling in the Rhommamool system, however, the task force was attacked by Rebel forces.

The rebel fleet, travelling Coreward on the Corellian Run, dropped into the Rhommamool system just as the Imperial task force had finished refueling; after a fierce battle, the 501st ships were forces to retreat into hyperspace, luckily before any vital systems had been damaged- or so the Imperials thought. In actuality, the relativistic shielding of the Imperial-I class Star Destroyer Trailblazer IV & the Victory-I class Star Destroyers Monocrat & Oligarch had failed. When the task force jumped to Hyperspace, these three vessels were no longer protected from the effects of time dilation; by travelling through space, they also travelled forward in time.

When the three ships reverted back to realspace, in what should have been the Kalee system, they found- nothing. The orbits of stars in the galaxy had caused them to jump out in empty space. Puzzled, the Captain of the Trailblazer IV, Jiaan Terjerrod, attempted to contact Imperial High command.

He got no response.

Concerned, the three ships continued attempting to reestablish contact- first with the Imperials, then, as they were increasingly beset by frustration, anyone. Finally, in an act of desperation, a lowly communications technician searched radio frequencies that hadn’t been used for thousands of years; he got results. He reported the find to his superior, who reported it to his superior, and so on until the Captain of the Oligarch knew about the signal. Calling a meeting with the other ship captains, it was decided that they would follow the signal back to its planet of origin, and attempt to learn more from there; before they could jump, however, the ship engineers discovered the damage to the relativistic shielding. The ship captains, realizing what must have happened, delayed the jump until the shields could be repaired. Once the relativistic shields were fully functional, the three vessels jumped to the signal source, and reverted to realspace over the Planet Earth, in the Sol System.

Landing in Los Angeles, they attempted to make contact with the planetary authorities, only to find that they had landed during the first cataclysm, and there were no authorities with any real power anywhere; the entire planet was in a state of anarchy.

Luckily, the Stormtroopers of the 501st Legion were good at turning chaos & anarchy into order.

Quickly establishing a military junta in what was once the Western United States of America, the Stormtroopers of the 501st Legion swept far north & south, conquering vast areas of Canada & Mexico in addition to the former United States; they even crossed the pacific, & Taiwan, Southern China, & much of Southeast Asia were brought under the protection of the 501st Legion. Jiaan Terjerrod became the first Grand Moff of the 501st, and for a time, all was well.

Unfortunately, the good times could not last.

The first signs of the coming disorder came from 501st forces in Orbit; Khmer terrorists, obsessed with removing the 501st Legion from Cambodia, had managed to infiltrate the Imperial-I class Star Destroyer Trailblazer IV; they sought to blow up the great ship’s reactor, and they succeeded. The resulting explosion completely vaporized the Trailblazer IV, and caused massive amounts of damage to the Monocrat & the Oligarch. The 501st Legion reeled from the loss of men & material; the incident inspired Khmer nationalists to rise up in Cambodia- without the overwhelming orbital support that the 501st Legion usually enjoyed, they were forced to resort to the use of ground troops to fight the rebellion.

Despite the 501st's victory over the Cambodian traitors, however, the Khmer Revolution set off a domino effect; all across the 501st’s holdings in North America, rebels attacked 501st military installations. The Stormtroopers, outnumbered, weary of fighting, and lacking both orbital and air support, were slowly pushed back to the Pacific Ocean. Only in Asia was the 501st Legion able to maintain order, and as troops were evacuated from North America in the thousands, the Grand Moff was forced to admit defeat. He shortly thereafter sunk into a deep depression, and on March 28, 2184, Jiaan Terjerrod died a broken man.

His successor, Grand Moff Dilag Nellaeop, saw instantly the reason for the collapse of the 501st Legion; the people were chafing under harsh restrictions. Unlike the Empire from which they came, the 501st Legion did not have the resources of an entire galaxy at their fingertips; they did not possess untold numbers of Star Destroyers, swarms of fighters, or hordes upon hordes of troops. No, all the 501st Legion possessed was a few Battalions of Stormtroopers & two heavily damaged Victory-I class Star Destroyers- and given the massive damage to their Star Destroyers & the limited resources of Earth, it would be decades at best before their orbital ships were operational again.

Dilag Nellaeop saw only one solution to the problem of imminent rebellion; the elimination of the harsh standards & restrictions. He gradually reformed the Imperial Administration, repealed the more draconian laws, and guaranteed the population a series of basic rights. It took time, but in the face of Dilag Nellaeop’s reforms, the people gradually forgot their desire for independence; many embraced the 501st Legion, seeing themselves not as Cantonese, or Vietnamese, or Cambodian, but as 501sters. Eventually, the prevailing opinion, both domestic & international, was that the 501st Legion was not a country of tyranny & oppression, but that it was one of the freest nations that had ever existed.

Now, as the rest of the world slowly recovers from the cataclysm & nation-states are emerging once more, Grand Moff Dilag Nellaeop is ready & willing to lead the 501st Legion back to the superpower status she once enjoyed.


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Lighthearter is having problems uploading his map, but he has claimed the Philippines, the outlined Pacific Islands, Vancouver and Hawai'i. He has also claimed Taiwan first, so will be receiving it.

Other than that, welcome to the game, Kinich!
 
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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
Naval Command: Pearl Harbor
Army Command: Fort Shafter
Air Force Command: Hickam Air Force Base
Language: Hawai'ian​

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

Social/Political Freedoms:

High. Whereas Hawai'i cannot be confused with a representative democracy, it is most definitely better than your average monarchy. Noble titles are all but gone, save for those of the Royal Family. A commoner in the Kingdom can expect to rise to great heights, either as a business magnate or a skilled engineer - or even as a writer, dancer or other artist.

The great draws and sights of Hawai'i are the beautiful beaches across O'ahu and Hawai'i, and the majesty of the islands' natural beauty, still mostly untarnished despite the twists of fate and history. The tourism trade thrives like in no other country, and despite the shaken world and repeated catyclysms, there is simply no better destination for a getaway than the beautiful shores of Hawai'i.

Foreign Policy:

Hawai'i's foreign policy is simple: Expansion where possible, deals where not. They have no quarrel with other powers, however they have claims to colonize or client the entire Central Pacific region and the faraway islands of Nippon. They seek to support fellow constitutional monarchies around the globe, as well as forge alliances with republics - they are similar enough to lack ideological obstacles, unlike absolute fascist states and communist dictatorships.

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 United States 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.

The next 100 years were taken up by rapid colonization westward, claiming the Philippines and the South Pacific in the name of Honolulu. Taiwan was taken in 2168, marking the furthest Westward expansion of the Kingdom - and its most crucial naval base after Pearl Harbor itself.

However, it was 2190 when Hawai'is boldest gambit emerged: Almost a hundred years after its own reunification, Crown Prince Ailani led a colonization force to the distant shores of Vancouver Island, settling it in the name of the Crown. Ten years later, the one-time bold princeling is returning home to his capital. Returning to claim the crown his father has left behind after death.

Hawai'i now answers the call of King Ailani, an unproven, young monarch. Together with his sisters Kaimana and Kailani, he stands as ruler of one of Earth's new great powers. Will Hawai'i rise as the new Lion of the Pacific? Will Kamehameha's legacy reemerge over the New Homeland? Can Hawai'i establish itself as a civilization to stand the test of time?

Time - time will tell....


-L
 
Kingdom of Great Britain

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Capitol: London
Form of Government: Constitutional Monarchy
Leader: King Richard IV
Currency: British Pound (£)
Forgien Policy: Interventionist
Religion: Anglicanism (Though acts by parliament guarantees freedom of religion)
History: The Cataclysm was not a good time for the United Kingdom. The western portion of Scotland and her overseas possessions have ether scummed to the chaos that ensued or broke away from the British Crown. While the UK has been hit hard by the cataclysm, many of the survivors within across England, Wales, East Scotland, and Northern Ireland sought shelter in public shelters. The Monarchy remained in the shelter underneath Buckingham Palace.

On 2099, the fallout shelters from across England, Wales, Scotland, and Northern Ireland opened up. With a changed world in front of them, both the Crown and Parliament rallied and raised the people's spirits to rebuild the kingdom. The London survivors went across England and Wales to reunite with their fellow countrymen. Two months later, London reunites with the survivors from the Edinburgh fallout shelters. A week later, reunited with the Belfast survivors. By 2100; The Monarch, Parliament, and the survivors proclaimed Great Britain, restored. Parliament elected (along with the Crown's blessing) to use and preserve the old flag of the UK.

Some key members of parliament and the Foreign Minister were present for the Union Accords of 2128. The delegate have expressed enthusiasm about the organization to bring stability and peace to the ravaged Earth. The downtown segments of London was rebuilt by 2130 and Westminster Palace and Big Ben have been restored to their former glory. On the same month, Belfast and Edinburgh had their downtown centers restored to working order. In the summer of 2130, Westminster held it's first parliamentary meeting since before the cataclysm. On March of 2200, King Richard IV was coordinated and crowned king.
 
You have two spare provinces CivG (tiny islands are not counted as provinces); feel free to place your extra ones wherever.
 
The Glorious Peoples Republic of Arstotzka
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Capital: The Glorius city of Arstotzka (Modern day Kiev)
Government: Libertarian Socialist single-party state
Motto: Glory to Arstotzka
Leader: Premier Alexei Ivanov
Language: Arstotzkan
Social Policy: Libertarian
Fiscal Policy: State Capitalism
Trade Policy: Highly Regulated
Monetary Policy: Monetarism
Currency: The Arsto
Foriegn Policy: "Papers, Please" (Isolationist/closed boarders)
Religion: Atheist
Anthem: Hymn of the Glorious Peoples Republic of Arstotzka

Link to video.

History: The Cataclysm was devastating to the people of Ukraine. The mysterious disappearance of the Ukrainian government didn't help. The land was stuck in chaos and disorder for 70 years, completely missing the union accords. In the end the people lost all form of nationalism and cultural unity, they had nothing in common any more as the entire history of Ukraine was lost. What was left was one very old video game from the year 2013. This game was called Paper's Please, detailing of a once powerful nation Arstotzka and her neighbors. This was all that was left, lucky the game had a map, detailing Arstotzka and her Neighbor Kolechia. However this map was very inaccurate and the town of Gretsin was disputed being right on the boarder of Arstotzka and Kolechia. Out of freak accident Gretsin was completely on the Kolechian side of the boarder. 3 years passed before this was found out, and lucky for Arstotzka we found it first. Arstotzka's Primer Adrik Smirnov (father of the Arstotzkan head of foreign affairs Mikhail Smirnov) declared war with a full on invasion of Kolechia. Arstotzkan troops quickly over ran the boarder securing Gretsin within days. However, Smirnov was not content with just Gretsin, he wanted all of Kolechia. The Arstotzkan forces pushed farther south nearing the Kolechian capital, until a group of rebels were able assault and cut off the supply lines. The Arstotzkan advance quickly shrank, with the fighting ending at the boarder. The bloody stalemate lasted for 6 years, until finally the Kolechian forces assaulting Gretsin pushed and broke. Arstotzkan forces were able to cross the battlefield, secure Gretsin, and were able to cut off the supply to the other Kolechian detachments. The Arstotzkan army pushed forward with no resistance, destroying everything in their path, much like Sherman's March to the Sea. When they finally reached the Kolechian capital, Arstotzkan military bombarded it to the ground, now there is nothing there but a crater where the capital used to be. Kolechia was integrated into Arstotzka and the war was over in 2176. Kolechia was then nothing more than a spark in Arstotzkan history, as an evil empire trying to stop Arstotzka from its true glory and unification of the Arstozkan peoples. 7 years after the end of the Arstotzka unification war, Arstotzka tested its first nuclear explosive, bringing glory and power untold to the nation, for it had been the only known nation to harness the power of Sol on Earth, however, this idea was quickly shattered as this nuclear detonation alerted the rest of the world to Arstotzka's rising power, and bringing it into contact with the rest of the world and the recreated UN. The history of the world has been revealed to the Arstotzkans however they have been Arstotzkan for so long, "Ukrainian" is nothing more than a historical term for the people living in the region. They are Arstotzkan, proud, prosperous, powerful, and glorious! 10 years later their glorious leader Adrik Smirnov died. An election was called for who would be the next glorious primer, both candidates young, healthy and powerful. Alexei Ivanov, a commoner who rose through the ranks of the Glorious Peoples Party of Arstotzka calling for more rights and power to the worker, and Mikhail Smirnov the son of the former ruler. The people of Arstotzka agreed, rights and power were what they craved the most after an oppressive and all watching dictator had complete control over their lives. In a shocking turn of events Ivanov, who was seen to be the under dog by most high ranking officials in the party won the election by a land slide and Smirnov was appointed to be the head of Foreign affairs and Arstotzka's Representative in the UN, as he had a larger background in international affairs rather than politics. 7 years has passed since Ivanov was elected, he has brought peace, freedom, prosperity, and most important glory to the worker of Arstotzka. As the world and Arstotzka celebrate the beginning of the 23rd century everyone wonder's what Ivanov will do to continue to reform his newly Libertarian Socialist state. Glory to Arstotzka

claims
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Please read:
Spoiler :
hey i stole this nation from a game called Paper's Please, If you haven't heard of it, here is the website, here is the steam green light page

Trailer

Link to video.
and The Greenlight video for this game

Link to video.
 
Reserving combined syndicates of America;claims around chicago
 
You have two spare provinces CivG (tiny islands are not counted as provinces); feel free to place your extra ones wherever.
Done and updated the map, name, and history. (The game does set on 2200, right?)
 
Noodle Republic, Colour Yellow, Around the Yellow River. More later.
 
Placeholder Name Here

Spoiler :
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THE GOLDEN HORDE

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Currency: The Renminbi

Leader The 7th Golden Master

Government: The Golden Horde is a theocratic absolute monarchy ruled by the tulku of the Avalokitesvara Buddha, who reigns as great Khan of the mongols, and Golden Master of the Horde.

Religion: Margayana Buddhism: The 19th Dalai Lama (1st Golden Master), revealed the sublime doctrines of Margayana Buddhism during the great cataclysm, teaching the fifth noble truth, that "the ultimate cessation of suffering is the gift of death".

Language: The 2nd golden master developed the language Moksha in order to unite the horde and serve as a instrument of enlightenment. This is the hordes official language, although other languages of various ethnic groups within the horde continue to be spoken.

Social Policy: Authoritarian, the horde requires total devotion to the "Way of Death", and no departure from the way is permissable

Foreign Policy: The foreign policy of the Golden Horde is dependant on the revelations of the Golden Master, and is ordinarily realist in its trajectory.

History: After the Cataclysm, the People's Republic of China, one of the great powers of the 21st century saw chaos, from this chaos the first golden master awakened himself to the truths of Margayana and brought death. The Dalai Lama, residing in what are now the Hordes parts of India, rallied his exiled followers proclaiming himself the first Golden Master, and marched into Tibet. Here, before the Potala palace of his predecessors he rallied the Tibetan people into rebellion against the communist government in the name of enlightenment. Many Chinese, frustrated at the communist government, also rallied to his side.

And so war waged in China, as the First Golden Masters army conquered Xinjiang, and waged war against China to a stalemate in the east. So it was for 20 years, with millions fleeing the fighting to neighbouring states like Mongolia and into Russia, with millions more being slain, until a spark which would end the war emerged. In a small restaurant in Beijing a chef rallied his cooks to strike against the oppressive war taxes the government was forcing them to pay. This provoked outrage and quickly resulted in largescale rebellion, with the chef who initiated the strike becoming its leader and styling himself the "Iron Chef". The ultimate dissolution of the Communist state followed as vast areas of land fell to the chefs followers and to other rebel forces, with the remaining lands under communist leadership in desperation towards the close of the conflict eventually throwing themselves to the tender mercies of Japan lest they face total obliteration. The new Noodle Republic accepted the independence of the Horde, and so, with innumerable multitudes having been shown their moment of the possible, the golden master (third incarnation) turned in 2119 turned his eyes west towards the turkic peoples and, being no longer occupied with China, swiftly brought them into the fold.

In 2128, the United Nations accord was established, with the golden horde as a party, and the Masters, seeing that a new order had been established were constrained to cease their compassionate mission to give enlightenment to all peoples through war. However this allowed for the consolidation of the Horde. The muslim, christian and taoist elements were systematically exterminated or converted to the Margayana way, an administrative apparatus was created around the golden master, with the good masters, wise masters and great masters (in ascending order of administrative importance), enlightened souls electing to delay their moment for the good of others, being organised hierarchically in the managing of the horde at local, provincial and national levels.

During this period of organisation and consolidation, the absence of war proved to be a blessing in disguise, as nuclear war amongst other powers left the Horde mostly untouched, and as one of the pre-eminent great powers in the world as of 2200. The exchanges of the 72 years between the accord and the present, saw the establishment of the 501st legion in southern china, replacing the various petty warlords that formerly ruled the region, and the balkanisation of Russia as the descendants of chinese communist refugees to Siberia rebelled against Russian excesses, and seceded, with the trauma eventually seeing the establishment of various factions and states in European Russia. India too dissolved as a consequence of nuclear exchanges with Pakistan, with the other main casualty in the region being Persia (whch fell to a jihad from Sunni Afghanistan).

And so, by the year 2200 the Golden Horde was clearly established in central asia. However its future is not guaranteed. East Asia has become one of the most powerful, and contested regions on the planet with five great powers arising in the region. The Noodle Republic which became one of these, has under a successor to the original iron chef shifted to radically liberal propositions that have increased tensions with the Golden Horde, Mongolia too is increasingly politically unstable due to the overpopulation of its arcology cities. Siberia, Japan and the 501st legion likewise remain powerful players in a very contested region. Thus the question remains at large, can the Golden Horde stand against any who would challenge its rise up the ladder of opportunity? Can the Golden Horde achieve its rightful position in an era of multipolarity? Can the Golden Horde build a civilisation that can stand the test of time?
 
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