Multipolarity II - Game Thread

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
Welcome to MP2, a game of simulated geopolitics and strategy, with a bit of chance involved. The theme is you have become the leader of your nation - regardless of if it is humans, spiky hedgehogs, robots, radioactive monkeys or what have you - and must lead it to prosperity. He who lives by the sword dies by the sword; you must make full use of all the options in your arsenal if you intend to dominate a multipolar world.

You can more easily contact me by going to my chatroom.

===Joining===

Spoiler :


Give your standard nation bio. Name, government, history, etc. Remember extra details will result in bonus RP points.

Pick a region. Place your capital wherever you like in it; further inland makes it more defensible(important later on), but keeping it near the coast grants a trade and naval combat bonus. If your capital falls, all provinces you own have a 10% chance of defecting to the enemy, increased by a low culture(maxing at 50%)!

===Orders Etiquette and other Standards===

This is important.

It is common to change orders. I understand this. However, having to sift through multiple PMs can be irritating. So, a few ground rules.

-You CAN post false orders in thread to deceive your foes. Orders in PM will ALWAYS take priority.
-If you send multiple PMs with orders, I count the most recent.
-If you have made multiple PMs, make sure to put a FULL SET of orders in the most recent one. I will ONLY factor in the most recent PM. This cuts down on the time I have to spend processing orders immensely, rather than if you sent forms A, B, C, and made B change A, but then C change B, and so on. If I were to delete all but your most recent orders PM, I'd be able to know what you wanted in full.
-The exact order of your commands can vary, though I suggest you state your highest priority spending in case there's a shortfall; this lets me know exactly what to cut.

-All numeric values are rounded UP. Income, GDP, etc.

===Expansion===

Spoiler :
Your armies can move one province per turn in every direction from what you currently own if claiming peacefully. They can move infinitely if taking enemy territory. (Compare taming a rugged wilderness to being able to repurpose enemy roads and such against them)

Space colonies can be built later on, but this will be explained in depth when that happens.

Claims can go theoretically infinite but ugly attempts to "rope off" land will result in them being collapsed. Ugly borders will likewise often be adjusted in a situation that leaves parties strategically and economically where they were before.

To prevent Fiat Lux-esque territory enclosure, you can only claim up to ten overseas territories a turn. You must settle on the coast and wait a turn before moving inland.

Your goal should be to unite regions(demarcated by their thicker borders), as this provides bonuses.


===Economy===

Spoiler :
Income is tax revenue + tariff revenue + client revenue + miscellaneous income(grants, loans, etc.).

Your GDP is your population multiplied by your industry with your trade added on top. Your tax rate(default 20%) is added on top of this. Higher taxes yield more revenue, but brain drain will occur towards low tax countries.

You also by default charge a tariff of 20% on imports. For simplicity this applies across all imports mechanic-wise, and more or less represents the average. You can raise the rate, but every 1% will cause a random NPC to cut off trade with you until it is lowered. Going lower will raise your economic output as the free market takes hold (producing lower prices and better quality goods), but the labor movement will be displeased (read: riots and less secure elections). It is best to leave the rate be.

Trade can be cut off by embargos and blockades; a strong navy is a must if you intend to be a trading power. Controlling certain regions increase trade income.

Industry grows by 5% per turn and population by 2%. These percentages are reversed for third world nations.

You also have client revenue, which is 10% of your client states' GDP. This respects special deals and favors you secure in the region.

States can also give tribute, loans and grants to eachother. Persistent large donations will be subject to GM regulation.


===Spending===

Spoiler :
MP2 has lots of money, and lots to spend it on. There are twelve technologies, with the conversation rate being one gold = one unit.

Economic Techs are public, and consist of Industry, Trade and Culture.

-Industry multiplies against your population to give you your GDP; every 1 gold invested is 0.0001. You can double your industry each turn; after that spending is void. Industry also prevents revolts.
-Trade determines how much of the global GDP you can tax. The rate is trade value / 2000.
-Culture represents your nation's glory, prestige and influence. States with a higher culture have more of an advantage when they compete for clients; random revolts and elections are more likely to favor you, as well. Minor NPCs do not purchase culture. Standard Cultural Bonuses

Military techs are private, and consist of Land, Sea, and Air. They have limits on how much can be invested, as told here in Rule 2.

-Land increases the chance to win battles.
-Sea and Air increase success in battle.

WMD Techs are private, and consist of Biological, Chemical, and Nuclear. They have civilian purposes as well as military. A tier is 1000x, where x is the tier. You have a percent chance of researching the tier until you actually complete it and gain it the next turn.

-Bio kills up to x% of the person's population, where x is the tier. It also has x% of infecting any other country. Bio tech has civilian purposes, boosting pop growth by 1% per tier. 1 T1 costs 25 gold.
-Chemical adds x% to your forces in battle(and cannot be intercepted if used in battle), but can also be launched against enemy cities to kill x population. Chem tech has civilian purposes, boosting pop growth and industry growth by 0.5% per tier.
-Nuclear weapons kill 5x% of a target province's population; fallout will kill a similar amount of population around the target. Half of any industry in those provinces will be lost. Due to the Lacuna Project's efforts, radiation is quickly cleaned up. The energy boosts industrial growth by 1% per tier. 1 T1 costs 50 gold.

Misc. Techs cover the rest

-Espionage determines agent success
-Ballistics weaponises WMD tech and is used to actually launch them. Missiles must be aimed at a specific target(that can be changed once a turn), or suffer a -10% penalty as they were not ready to go.
-SDI gives a chance of intercepting missiles. Can be pooled with your allies; be wary that any ally can shut down the grid and nullify this bonus, at the cost of leaving themselves 100% without SDI.

===Diplomacy===

Spoiler :
You can declare war, embargos, alliances, etc. as necessary. Diplomacy is one of the key components to a long lasting IOT, as it keeps it from being more than RISK. Many diplomatic acts are not hardcoded, but some have mechanical effects:

-Blockades cut off sea trade, and also reduce your Industry growth to 5% per turn. Breaking a blockade quickly is a must.
-If you are embargoed, you lose access to that state(and its clients)'s markets; you can also not use its territory for overland trade(and overseas if they control any chokepoints). Both states embargoing also lose 1% of their industry, cumulatively. (i.e. .99^x where x is the number of embargoes)
-If you embargo an NPC, they instead just lose 5% of their Industry. This simplifies trade.
-Open borders, military access, etc. allow you to move through a nation's lands. You can still move through anyway but that tends to constitute invasion.
-If the UN motions to embargo you, it will apply a -50% modifier to trade income as strategic waterways are cut off the world over. The UN will auto-embargo you if you attack it.
-War, obviously, causes your troops to freely engage eachother when in close proximity. Peace does the opposite and is the default state of all nations.
-Gift technology. The opponent receives half of the difference of your tech. You can only gift technology to ONE other nation per turn.
-Sell technology. Opponents receives as much of your tech as you wish. However, you must sell it for half its value in gold or face increased revolt risk.
-Demand vassalisation. You can demand a minor power become your client, and they will accept if they have no real chance of fighting you off. Doing so causes neighboring nations to form defensive alliances and embargo you, so use it sparingly.


===Military===

Spoiler :
1 pop is equal to 1,000 people.

Armies cost 5 gold and 1 pop to recruit. They have a 5% chance of shooting down any plane that goes overhead. They can go 1 tile for every 100 tech you have.

Fleets cost 10 gold and 1 pop to recruit. They can go anywhere in the world provided they aren't blocked. Besides ferrying land/air units, they can also shoot missiles inland, each ship having a 10% chance of killing 2 Industry units. Navies have a 10% chance of shooting down any plane that goes overhead. Navies have the following missions: Combat (Attack/Defense), Bombard, Transport.

Air armadas cost 20 gold and 1 pop to recruit. Air fleets can bombard any region neighboring them (only the coastline if it's an island air base); this affects how much damage they can do. They can choose to drop bombs on infrastructure(25% chance; destroys 5 Industry and 25 population), enemy fleets(25%) and enemy armies(20%). Air armadas must be set to: attack, bombard, escort (armies or bombers) or defend.

Air wings can also escort armies, and will duel enemy air wings. If they win, each jet over the enemy adds +2% to your odds. Air wings, therefore, are useful in repeated victories.


===Combat===

Spoiler :
You set units to offense, defense or bombardment each turn. Units not set to offense or bombard are automatically defensive, so there's no need to put such.

Military applications take four forms: Land, Sea, Air, and Ballistics

The standard combat system is simple. Number * Tech vs. Number * Tech for both sides. Added together, they each come up with a percentage, bonuses are applied, a random roll(best 2 out of 3) is made, and the winner is decided. The victor kills 25-50% of the enemy's numbers, whereas the loser kills 1-50% of the enemy's numbers.

So, 10 Tech 10 armies go against 10 Tech 5.

That's 100 vs. 50. The defender has a 50/150 chance of winning. Regardless of who wins, the winner can kill 3-5 armies, the loser 1-5. Numbers are just as important as quality, as they determine casualties. You also want a large amount of troops to survive; if at any moment all soldiers are gone, your country will be defenseless.

Standard combat bonuses are as follows:

-10% for defender in any area
-10% if attacked from the sea for defender
-VLT PMC grants +10% to defense and offense

-Offenders get no bonus, but can deploy their nuclear and chemical weapons to assist in combat. Chemical weapons add x%, where x is the tier, per shell, whereas nuclear weapons add 5x% per tier per bomb. CWs cannot be blocked, whereas NWs can unless they are T1s.

No matter how many bonuses the offender has, the defender always had a 10% chance of victory. Call it the Thermopylae Effect.


===Stability and Revolts===

Spoiler :
Gone is the democracy/dictatorship mechanic of MP. Instead, there's an Instability measure. It works rather simple - running from 0 to 20. 0 is peaceful, 20 is an anarchic hellhole on the brink of collapse. Stability determines what happens if your RR triggers. Quite simply, 1-10 means your people protest and such, and usually will just force a tax lowering. 11-20 will cause riots, which can culminate in your government being overthrown (temporarily removing you from the game), forcing you to sign treaties, etc.

Lowers it:

-Just (read: defensive or UN sanctioned) wars create a rally around the flag effect, decreasing it by 1
-Victory makes your people happy, and instability goes down if a peace treaty ends with you claiming something. Your citizens will demand enough wealth be gained to replace losses, however. Spending thousands of gold on a war and only bringing home one as reparations will NOT make them happy.
-Instability naturally goes down by 1 per turn if you are at peace.
-Lowering taxes lowers it by 1 per 5%, regardless of the size.
-Random events
-Roleplay (sometimes)
-Every 20% of GDP spent on social spending (just designate as spending money on welfare or stability or whatever in orders) will lower it by 1. This is an expensive means to pay down instability. For third world nations, this option is not available.

Increases it:

-Unjustified wars (not UN approved or against a hated enemy) increase it by 1
-A tax raise will shoot it up by 1 per 5%.
-A war that results in no gains but not defeat raises it by 1.
-A war that is lost increases it by 4.
-Random events
-Espionage
-Roleplay (sometimes)

Revolt Risk is the related mechanic, and the percentage runs from 0-100; this determines the chance of you being hit by one each turn. RR starts at 0% but the following changes that.

Raised by:

-Each tax over 25% will increase it by 1%.
-Each army, air wing, or navy destroyed raises it by 0.5% if an offensive war, 0.2% if defensive.
-Roleplay (sometimes)
-Events

Decreased by:

-Lowering taxes cuts it.
-Raising tariffs cuts it.
-Roleplay (sometimes)
-Events

To recap, revolt is how likely your people will speak out. Stability is whether that speaking out will be peaceful or violent.


===Roleplay===

Roleplay is rewarded. What your roleplay is about will determine what it goes towards; talk of trade agreements will increase your trade tech, economic reforms will boost your industry, etc. Roleplay will not be applied until the second turn, however, so as to give players enough time to build a reasonable framework before the bonuses kick in and begin to skew power.

===Events===

Events are added, removed and altered over the course of game, and serve to spice things up via the power of God.

===Soft Power===

Besides the ability to clunk eachother over the head in the hopes of something promising, there's plenty of soft power opportunities.

=Corporations=

Spoiler :
Corporations have developed in the wake of the Second Cataclysm that have global reach and have quasi-governmental power. They each have a city-state they call home. Corporations do not use their UN votes generally, unless you anger them in some way.

Corporations start the game with 1,000 shares, all costing 1 gold, and have an income of 100 per turn at the start. They use this income to build branches at the cost of 10 gold a piece, raising their income by 1 * profitability. By default they have 10 branches and Profitability 10.

Profitably/share value fluctuates by -2% to +4% per 24 hours.

Anyone who can command 50%+1 shares can alter the dividend rate, blacklist anyone who's not yet a shareholder from purchasing, and offer/deny the Corporations' powers to anyone for any price. Commanding 20% of a a corporation gives you its power free of charge. The Corporations' powers are as follows:

Lacuna Inc. - Government contractors. +10% to SDI and Ballistics tech.

LANKA Multinational - Security Agency. 10% to espionage tech. +10% to spy defense.

VLT - PMC. 10% to Military tech and +10% to military rolls.

Riccio Conglomerate - Entrepreneurs. +20% to Industrial investments

DarkRock Corporation - Financial Services. +10% to Trade Investment, Doubles client income

NOD - ?. WMD research +10%; plural shareholder automatically detects NGOs in their territory. Any shareholder with more than 10% has that percent(own 15%, have a 15%) chance of finding bases in their own territory each turn(non-cumulative with spy missions).

Kintobor Corp. - Research and patents. 20% to any research besides Industry

Philanthropy - Charity and PR. Culture grows by 20% per turn rather than 10%; free NPCs vote for your UN proposals unless severely opposed. Pax and Coup clients will never break away from you if you have at least 10% over them. Tributary clients unaffected. Clients can still be purchased. Philanthropy clears away anti-tags when purchased.

Soylent Inc. - Agriculture and pharmaceuticals. 5% population growth instead of 2%.

OCP - (played by Sonereal) Increases stability by 2, decreases RR by 10%

You can nationalise a corporation's assets in your nation for half their market value, but this comes at the price of them blacklisting you and voiding your shares. Considering each corporate branch set up in your country grants you +0.0001-0.0005 Industry, staying on their good side is wise.

Corporations by default pay out 50% of their profit and reinvest the rest. Corporations charge a default rate of 10% of your income for their services, so choose wisely. Corporations choose their targets for building branches at random per turn, but you can influence it by sending money their way. Each branch built in your territory adds +0.001 Industry, so can prove lucrative.

Corporations hold onto 40% of their stock. When buying stock, you must round UP from the total price. When selling, you will receive the total price rounded DOWN. NPCs like to gip you.


=Clients=

Spoiler :
Clients are states that have become subjugated by yours in some way. They pay you 10% of their GDP as they hand out generous bonuses. They will support you in the UN and aid you militarily, generally. Keep in mind clients are still free states and will resist some of your overtures. They will not colonise for you, for instance, and they will become restless if they become meat shields.

To peacefully client a free nation, give them 50% of their GDP. In the event of multiple offers, their decision is half influenced by policy comparisons, and half by cultural power. You can pay 100% to clientise them if they are already someone else's "ally" client; they may still reject the offer depending on the culture of their suzerain versus yours.

To coup a nation, order a coup staged via black ops.

Conquered nations can allow the previous government to stay in power, making them a tributary, or you can install a new, very loyal government via a coup.

Clients have several grades of loyalty, based on how they were obtained:

-Tributary(Trib): Subjugated under threat of force, these states yearn to break free. Conquering a country and leaving the government be counts as tributary, and has the bonus of no civil war. They will break off if you are at war, based on their military strength vs. yours. Remember the Aztecs, and then remember to use this option sparingly. Can be purchased by another state.
-Ally(Pax): These states are purchased as clients, and can be viewed as investments. They will break off if they reach 50% of your income. Can be be purchased by another state for 100% of their GDP.
-Coup(Coup): These changed government as a result of a black ops or a random coup. Some coups naturally occur each turn, obscuring who was targeted and who was not. Couped nations have a 25% chance of descending into civil war on their first turn; couped nations are always dictatorships. They will break off if they reach 75% of your income.
-Revolution(Rev): Imposed by a successful revolt. They will never abandon you, short of being couped.


===Black Ops===

Spoiler :
A more covert means to project power, ops can be strategically very useful.

You have THREE espionage missions per turn, NOT including keeping spies on defense. NGOs get 5 missions.

Everyone starts with 5 spies by default. You earn 5 spies per 1000 of ESP tech each turn.

You can also have Super Agents; who do not die mechanic-wise; every 10 points of ESP tech you have you have an x% of recruiting your first one. Once you have a Super they stay with you for the entire game. Full details of Supers are here.

Espionage missions are determined by numbers * skill vs. their numbers * skill, like in battle.

The number of spies determines damage, whereas technology assists in success. Base modifers are as follows:

-Defender has at least 20% chance of foiling the enemy; this is NOT added onto what they have
-Whichever side wins gets its number of agents present in ESP tech. Whichever side loses gets half its number in tech.
-Spies do not die.

This system is meant to favor the defender. Human players should use their wealth to build a strong spy network, even if for defense.

With the Greek salad out of the way, the actual missions; you can only perform 3 per turn to cut down on turn times:

-Counterespionage. Default mission; there is no need to specify they are on such.
-Sow Discontent. Knocks enemy stability down by 2. Also gives +5% RR.
-Incite riots. If successful, triggers a revolt and whatever would result from it. Your government can determine it is foreign in nature for balance purposes.
-Stage coup(NPCs only). Overthrows a country's government and installs one loyal to you.
-Steal tech. Gives you half the difference between your tech and the enemy's, in ALL categories.
-Steal money. Your agents basically work to strengthen corruption and steal funds from your enemy. You knock out anywhere from 1-5% of their Industry, and earn half of the lost GDP towards your income.
-Fund Resistance. If your enemy has occupied a nation and is encountering rebels, you can finance them. You must first slip past their spies; so long as one spy survives, your donation will not be confiscated.
-Sabotage WMD. Renders 10% of the enemy's arsenal, or 1 for each agent you have(whichever is less), inert. This is kept confidential and as such, the enemy never knows if they've been successfully attacked.
-Steal Plans. Gives you a rundown of their orders, missions, and other secretive activities for the turn.
-Suitcase. Can only be used with T1 weapons. This can deal a massive blow to your enemy, but carries a 5% discovery rate per suitcase.
-Search for terrorists. Your agents can search any area they've been given permission to enter(clients auto-agree), and will have a chance of uncovering any NGO bases. If your units are on standby, they will be ready to wipe these bases out. As a note, if you try to obscure any results in your territory, the other side WILL know, so just deny them access on the basis of sovereignity or some related nonsense.


===Terrorists/NGOs===

Spoiler :
Terrorists by default control one minor nation that is not corporately-owned. They have their own special set of rules that give them a niche.

Terrorists are basically private espionage agencies. They start with 10 bases, with each base(built for 10 gold per turn) they have producing 1 gold and 1 agent per turn. They receive 10% of the GDP of any state they truly control; they are also fully under the terrorists' powers until an actual coup throws them out.

They can even hire their own private military forces from occupied nations' populations, but their finances are best used for black ops.

Terrorists have several lucrative advantages. For one, they are the REAL master of any state they have cliented, and can make it disobey the orders of the supposed suzerain. One dastardly deed is to shut down the suzerain's missile shield.

They also can detonate suitcase weapons, shifting the discovery to them, rather than you. Since you can't find terror on a map, good luck with reprisal.

Terrorists locate their bases in places of their choosing, but must be careful to not make too many enemies lest they be hunted down by a global witchhunt. A lack of location specification results in the bases being spread globally.


===Union of Nations===

Spoiler :
While a subset of soft power, it is so important it deserves its own section.

The UN was built upon the failures of prior organisations. While many records are gone, the UN still has oral tradition that has assisted in it remaining functional.

The UN's powers are many, but it is the closest thing to a world government, and so has the following powers:

-It operates its own military for defense purposes
-It can close its straits to any state for any reason
-It can legitimise war against rogue states
-It can pass mandates
-It operates a variety of programs
-It serves to increase human rights and human dignity worldwide through investment and diplomacy
-It serves as a forum for states to mediate their disputes

The UN carries out its functions through gifts and fees collected from the straits, and taxes from its cizens. 50% of its money goes to its own citizens.

Organs of the UN:

-UN Intelligence Committee. The UN operates its own intel agency that primarily searches for terrorists at home, but can search for them abroad as well. The UN only searches if it is granted permission, however.

-International Monetary Fund. The IMF supplements the budgets of weaker nations by providing development aid. 25% of the UN's budget goes here.

-World Bank. 25% of UN money is sent to the World Bank, which loans it at varying rates. Three random powers chair it each turn, and can unanimously deny aid to anyone unless overruled by the UN itself. The blacklist is not cleared unless by statue or following chairmen.

-Olympic Committee. A random major state will be selected as the host of the Olympics each turn, provided it is not at war. The state receives +1% to its economy and +50 culture.

-Union of Nations Peacekeeper Corps(UNPC). After issues in prior eras, the UN operates its own army, navy and air force. The Peacekeepers primarily protect the UN from threats, and are recruited entirely from its own population. They can only venture overseas if authorised by the international community.


UN Building

NPC Index

Index of NPC leaders

Backstory of city-state NPCs

Major NPCs
 
Update I

Map

Stats

Note: Income is rounded UP. 30.1-30.9 gold will be counted as 31 gold.

Secret Stats: This turn everyone starts with 1 of each Army, Navy, Air and Espionage Tech. Everyone has 5 spies. NOTE: Armies you recruit on a turn are not available until next!

NGOs - you begin with 10 bases and 10 agents. You have 10 gold. Please indicate where you'd like your bases to be placed, and also indicate which NPCs you would like to be the full master of.

==Overview==

It is the Year 3000. The world has stabilised yet again after the usual growth and implosion of new global orders. Will the new status quo pave an everlasting peace, or once more descend into carnage and war? Time will tell.

==Stock Market==

Profitably/share value fluctuates by -10% to +20% every turn.

You may buy a corporation's power for 10% of your income each turn.

Anyone who can command 50%+1 shares can alter the dividend rate, blacklist anyone who's not yet a shareholder from purchasing, and offer/deny the Corporations' powers to anyone for any price. Commanding 20% of a a corporation gives you its power free of charge.

Stock price is as follows:



As it stands the main ten branches are in their home nations, but they will soon be expanding and will reward nations that let them set up shop.

==Bueno Events==

None on first turn.

==Do Not Want Events==

None on first turn.

==Revolts==

None on first turn.

==Coups==

None on first turn.

==Union of Nations==

Join the group, folks. Olympic bonuses to be added next turn.

3002 Winter - Turkistan
3004 Summer - Peru
 
Just an announcement - I've tweaked trade so it's (trade level / 5000) * world trade value instead of /2000. Reason? Because otherwise you could make several times more money through investment in trade than Industry. Now Industry is more valuable.

Your spending income is unaffected, however.
 
Katter gives the Eastern Yobboes a Fair Go

-

Bob Katter, called the Mad Katter by some sat on his crocodile leather covered sofa/throne, weaaring his trademark hat (which served as a crown-analogue in Katterlandish culture) and observed the nations of the east.

Oz, squatted on certain traditionally Katter lands, the Formatics meanwhile established a convoluted and snobbish beareacracy in Canberra, insulting Katter with snide remarks, denigrating his large hat and scoffing at the Kesha infestation that rendered Central Katterland temporarily under quarantine for the time being.

Katter rose from his throne and proclaimed.

"We Katterlanders are an easy-going and peaceful people and look forward only to peaceful development on the Australian continent. Therefore Katterlanders should give these eastern nations a fair shake of the sauce bottle and a fair go when it comes to peaceful co-existence with us. We support peaceful industrial development, free trade and equality for all the struggling battlers of this continent, and it would be contrary to our Katter Dynasty principles to deny our neighbours the chance to come to terms with us.
 
A Detailed Look into Angolan Military Aircraft & Artillery

The Angolan Air Force, the AAF, along with the People's Artillery Corps are two of the most overlooked branches of the military when it comes to Angolan history and its economic, cultural, & military dominance over its neighbors. The PAC, despite being ground-operated, is a subbranch of the AAF, as part of Angolan Military Doctrine. The combined arms of both air reconassance & long-range bombing ability to soften targets coupled with the extreme range and power of Angolan artillery makes for a stunning combination that will rip rigid defenses to shreds, and force elastic defenses to scatter. Though artillery is commonly loaned out to the Angolan Army, it is most common to see PAC regiments moving alongside AAF convoys and inside air bases.
Due to the classified nature of Angolan Aircraft & Artillery devices, I am not allowed to list them or go into any more detail than I already have.
 
The Empire of China does not recognizes the Communists and the Thoecracy as legal Governments. Under law 3456# of the Senate of the Empire, the representives of the Chinese nation recognize those two territories as Provinces of China. However we want full diplomatic relations with the Turkish Union (Under law 3457# of the Senate of the Empire, the representives of the Chinese nation do not recognize this nation as ''China'' but as the Turkish Union).
 
As one listents to the radio the following advert may come...

Tired of being in unexcited work?

Tired of being told what to do by the state?

Tired of others making more money then you while doing less work then you?

No need to complain for all you have to do is show them!

Join Mandatum today and you will reach your wildest dreams tomorrow!

Guard duty, office duty, show duty, science duty, mechanical duty, peeking duty… we do it all but better than anyone else!

We offer full retirement benefit and have excellent healthcare pact!

Your family will gain good benefits via our “you still with them” wage benefits.

We work with peoples all over the world and are made up of them.

We offer charity operations and peace summits.

We ensure order in places of chaos.

We ask you to join today and get a free photo of our Hector Murray to place over your fireplace!

You will travel with us and hence learn the world.

Join today for a better tomorrow!

We are Mandatum. We are order.

We do not hold responsible for any deaths, injuries, accidents, mental terrors, questioning on the morality of your job and other things that may occur from becoming a member of a international organisation such as Mandatum.
 
Federal Union of China
(Chinese Union)






National anthem: "Sublime Spirit"
National motto: Moving Forward Together

Capital city: Xining

Government: Federal semi-presidential constitutional republic
President: {The damn time scale
Prime minister: is too broad to bother}

Market model: Economic democracy
Currency: Renminbi

Domestic policy: Social progressivism

Foreign policy: Mediative internationalism


The Chinese Union has persisted as a sovereign state for most of the past millennium. While its borders have shifted repeatedly over the centuries, until recently it remained the single constant east Asian superpower. Remarkably, it has zealously guarded a staunchly republican outlook despite eight centuries of history and three major, albeit failed insurrections, the most recent in 2968 prior to the Fourth Cataclysm that spawned the so-called Empire of China. The Union places a heavy, almost immanent emphasis on the idea of world citizenship, generating some of the greatest minds of international studies for centuries. Its diplomatic corps was legendary, so frequent a face in UN affairs that it might as well have run the body; indeed, the country attracted the permanent headquarters of numerous global offices, enticed by China's commitment to non-partisan, diplomatic resolution. Historically, it has held particularly strong relations with Korea, Siberia, and the Middle East.

The Union was founded after the second and final overthrow of the tyrannical Kingdom of China in 2179, constituting a spiritual rebirth of an earlier state known as the Co-operative Federation of Xinjiang. Like its ideological predecessor, the Union was strongly affiliated with the Scarlet Lancers, a secret society from whom it derived much of its internationalist, humanist philosophy, and whose campaign against the Greater Union of New Scotireland led to China's rise as nexus of the New World Order shortly thereafter. The exact nature of the state's relationship to the organization, and indeed the history of the organization itself, have been obfuscated through the centuries; the Lancers withdrew from international attention circa the UN's re-establishment in 2216, but they remain at the forefront of national mythology.

Despite its generally neutral stance, the Union did not emerge from the previous great wars entirely unscathed. Nevertheless, national solidarity is always quick to land the state back on its feet, and even after the particularly devastating holocaust of the Fourth Cataclysm, the ancient state apparatus has survived with all its vital organs. The present administration, following a long tradition of forward planning, aims to re-establish control over its former sphere of influence and revitalize the international institutions that made it such a historical paragon.
 
Kingdom of London
6 into [REDACTED]
19 into Economy
-$3 into buying Soylent Inc power
-$9 into buying Bank of England Stock
-$7 into Industry Spending

Spoiler Expansion :



Bank of England ($24)
$9 from London
$9 from Bayou
$2 from Catalonia
$1 from Rome
$3 from Christios China

$5 to buy five Soylent Incorporated stock
$5 to buy five Riccio Conglomerate stock
$5 to buy five DarkRock Corporation stock
$5 to buy Kintobor Corporation stock
$4 to buy NOD stock
 
Bengali Republic

Government: Representative Democracy, dominated by a two-party system
Language: Hindi is the official Language, but many other local languages exist
Currency: Benimark
Economy: Mixed
Capital: Kolkata
Religion: Free Religion. Buddhism is the largest, but Hinduism is also significant
Social Situation: Liberal, although the use of drugs is heavily restricted

Other Important Notes:
-There is an ever-growing minority that views the water as holy
-Those who maintain the defences against the water are given special rights under law, almost to the point of being untouchable

History:

Following the destruction of the Old Indian nation, the subcontinent was wracked by war. The occupying forces of the Comintern had been wiped out by the Partitionanian nuclear strike, and the attempts to rebuild the shattered ruins of the country had been wiped out again as the world united in the Great War against the GUNS. The Indian Government-in-Exile had never re-established its control, and slowly it's claim of legitamacy had been voided.

During these hundreds of war-torn years, the region of Bengal was wracked by repeated flooding, which brought its development to a waterlogged halt. However, after a particularly destructive flood the people of the region decided the only way to live was to unite against the water, and end it's tyrannical reign. The entire region was united in a huge engineering project, building vast systems of steel and stone to prevent the waters overflowing.

For years they laboured together in this, and in the end the water was closed away. The engineers who had overseen the construction were hailed as heros, and one of the more visionary ones made a radical proposal: to remain united against more than just the water. To build a proper government that would protect the area from ravages of the outside world, just as they had done against the ravages of the floods.

He sparked yet another war, with the communities pitted against his ideas battling those who accepted it, and those who wished to lead the new government fighting amongst each other. This new war was overshadowed by only one fact: the water was inviolate. For 3 miles on either side of the water there was no fighting, no war, nothing but trade and peace, as none dared to risk unleashing once again the beast they had worked so hard to cage. In this area, community did spring up. The maintanance crews and construction teams that kept the water in check became an unofficial government, as nobody dared to interfere with their work.

Then, a small village on the edge of the safe zone had an idea: they would accept officially the rule of those maintanance crews, and in doing so become part of the safe zone. In that moment, a new era was born, as the communities around them accepted their right to safety in the name of the Maintanance crews. Soon the village was joined by others, and the maintanance crews realised they were no longer just workers, but rulers. They had their own country, and it could not be ruled from their little complex at the edge of the water. They needed a proper capital, and for that honour they selected Kolkata, the largest city in the area they then ruled.

The next step was to carve out a proper government, with real laws and real enforcement. Real politicians and statesmen soon followed, and by late 2999 a proper republic was begining to take shape. it would have been founded there and then, but somebody with a penchant for symbolism told everyone to hold off, and begin the new nation at the dawn of a new millenia: in the opening seconds of the year 3000. And so it was decided. The vast millenia celebrations grew bigger still as they included celebrations for the opening of the first elections of the new Bengali Republic.

RP:

The Year 3000
Blu McEngie appears!
Greedo McMoneypincher sits in a skyscraper!
The Second Coming of Captain McTavish! :jesus:
Awesome Number 1!

3005
Elections!
Blu McEngie Returns
McTavish and the Naval Refit

Blu McEngie looked out over one of the many rivers that made up the Ganges Delta with a sigh. Even now, months before the monsoon season, you could see small groups of people scuttling over the embankments that kept the river confined to it's bed, meticulously scanning them for faults and failures. It might seem like boring grunt work, but in actuallity it was one of the most prestigous jobs in the entirety of the fledgeling country. Even the military was not so important as ensuring the lack of floods; a potential threat of invasion measured pathetically against the certain threat of flooding.

So important was it in fact, that the entire system had been nationalised as soon as the nation officially existed. The government had been built by these 'watermen', and now it was quick to ensure that it's roots would not be forgotten. There would be no forgetting the terrible times when the floods had ruled the lands, not for many years now.

And so McEngie was confident; his job was prestigious, well-paid, and secure. His life was on the right track, and it seemed that his country was as well. With the river contained and the fighting finally dying down, a new period of prosperity could be acheived, one unrivalled in the region for almost a thousand years. Buildings were safe, property was safe, and lives were safe. It was, finally, time to enjoy the world's more pleasant side.

DT
 
Does anyone knows how many Gold you need to buy 1 spy?
 
The Global Union for National Security


Thanks to the combined efforts of Londonian and Angolan diplomats, the Global Union for National Security, a military alliance dedicated to the protection and mutual gain of both the Kingdom of London and the Republic of Angola. It will be a bright and prosperous future for GUNS!
 
I love you guys.

Just wait until the descendants of my old characters start poppping up. :p

It will be a bright and prosperous future for GUNS!

The Greater Union of New Scoteireland shall certainly enjoy a bright and prosperous future. :p

-----

Greedo McMoneypincher sank down in his new chair with a feeling of bliss. The first skyscraper to be constructed in the area in uncounted years, and it was HIS. Even the government had no building more soaring and majestic than the vast tower of glass and steel in which his company now resided. No longer would they cower in slums with gunfire outside, no longer would they huddle on rooftops with water below, no longer would they look up at the immaculate traders from the outside with envy!

McMoneypincher sat atop a rising wave of economic activity in the city of Kolkata. Everybody wanted a new building to celebrate the end of the turmoil and establish some sort of position in their respective field, and a massive proportion of that buisness had come to his tiny construction buisness. A little bit of creative pricing, some quick hiring of professionals from the UN, and a short recruiting campaign in an over-crowded labour market later and he had the fastest growing company in the country.

Sure this little boom in local construction work wouldnt last forever, but it didnt have to. McMoneypincher could sum up the status of the indian subcontinent just as well as the government could, and reach precisely the same conclusion: expansion would be easy. As long as McMoneypincher could push along just begind the republics aquisition of new land, he could be financially safe for years.

DT
 
The sun was high over the ruins of the old city.

Katya glanced at her father, who was rummaging through some old junk.

"Daddy, what are you looking for?"

He looked up, muttered a word that she didn't know, then went back searching.

"What is a 'capacitor'?, daddy?"

He responded, "It's a part for the machine that I've been working on. The machine that, if we get running, will allow us to venture to New Moscow."

The prospect of leaving the miserable, charred ruins of the old city greatly excited Katya. All her life she and her father scavenged what they could to survive, and now they finally might have a better life.

Her father moved to a different pile of scrap. "Damn it! There has to be one around here somewhere!"

"I'll help you, Daddy!", Katya said. She went off to search for something she had never seen before. She returned with a pile of old batteries, springs, computer parts, and cogs.

"I don't think any of those ar-- wow!! This just might work! I can't believe you found it!"

He took the part from Katya's pile and they set off to their home. Overhead, the roar of planes filled the sky.

"Wow, where are those headed, Daddy?"

He looked up, and let out a satisfied sigh.

"To our future."
 
Spies -

As stated in the rules, spies are not purchased. You get 5 each turn for every 1000 espionage tech you have. 0-999 will give you 5 per turn, 1000-1999 will give 10, etc.

1000 sounds high but trust me it won't be.
 
From China
To Jiangsu:


The Empire of China offers a Military Alliance to the Great Nation of Jiangsu.
 
"What," McTavish raised an eyebrow "did you figure me as a submariner or something?" McShoutout looked out over the bridge of the BRS-001 New Dawn the first warship launched by the fledgeling Bengali Republic with a sense of unease at the question.
"No Captain," he responded "you were born for surface vessels." It wasn't a perfectly truthful statement, 'Roach' and the Captain both seemed far more at home in the cramped lower decks of the small cruiser than they did in the open air.

It wasn't much of a ship to be honest. It was small and poorly armed, heading a small group of other similarly weak warships. What it was, was a symbol. The New Dawn and ships like it were a sign that the Bengal region was working its way back into the world, no longer merely a third rate flooded backwater but something that could compete on a global scale.

"Looks like a fine day to be atop the water, eh Roach?"
"Better on a boat than stuck on a rooftop, but yes, it's a nice day" McShoutout and McTavish were part of the few who still enjoyed being on the water after experiancing the floods of their youth. It was an odd thing in Bengali, and one of the reasons the fledgeling navy had struggled so hard for recruits. But those that they had managed to scrape together held the most fanatic enjoyment of sea travel, and they all agreed that they wouldn't change it for the world.
"Always better to be on a boat" McTavish agreed.

DT
 
From: Russia
To: Prussia


Our two great nations should come together in an Alliance. The world is a harsh place, and friends are scarce.
 
Top Bottom