LONES II: Blood, Steel and Empire

Lord of Elves

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Blood, Steel and Empire

Thanks to...
Ninja Dude, for letting me use his idea and providing advice
Julius Gandi, for creating a map for this NES
Bombshoo, many of the stats in this NES were influenced by BombNES III
Eltain, moral support and maybe a few threats

An Introduction
"An empire which shall stand a thousand-thousand years..."
Hello and welcome to LONES II: Blood, Steel and Empire. This NES is themed on the “glory days”, of imperialism in the late-19th and early-20th centuries. In this NES, you will create a nation to rule in glory, or crumble in defeat based on your actions and leadership. This brings us to our next section...

Creating a Nation
"The flaws of democracy quickly become apparent in a five minute conversation with the average voter."
The most important element of this NES is the nation. Beginning in an era where the concept of a nation was first being solidified in the mind of the common man, the over-arching goal of this NES for the player is to create and steer to victory the best and most interesting nation they can create. Therefore, I encourage all potential players to make their nation their reason for playing, more than anything else. Here is the template you should submit:

Nation Name:
Government Type:
Head of State/Ruler:
Political Factions/Movements/Classes of Society:
Religion(s)/State Religion:
History (Going back at least a century):
Description at Current:

From this template, I will place your nation on the map, and fill in the gaps necessary to help create as close to a “real”, and “visceral”, reality as we can get.

Your Stats
"Laws are like sausages. It is best not to see them being made."
In this section, I will illuminate on what the stats for a nation will look like, and what various stats mean. The stats that will appear in the “stats”, section are as follows:

Nation Name
Government
Head of State/Ruler
Size
Stability
Economic Power
Upkeep
Welfare
Army (home and territories)
Navy (home and territories)
Army Quality
Navy Quality
Colonies and Territories (for the sake of fluency)

Nation name, government and head of state/ruler should all be self-explanatory. Therefore, I will launch into an explanation of first, size. The size of your nation goes on a scale from 1-10 that should give you a feel for the population of your realm and your ability to muster it for warfare or industry. It does not have a direct effect on how many military units you are able to throw against your foes, but recruiting massive amounts of soldiers at one time will decrease the size of your nation, and will have adverse effects on your economy and stability. Moving to stability, this is the overall measure of civil unrest or the lack thereof in your society. Totalitarian governments or ineffectual governments shall naturally be effected by a larger lack of stability than other nations, but this can be counter-acted by a robust economy or military. Stability goes on a scale from 1-5 which should follow something like this “0-Rebellion, 1-Mass Unrest, 2-Dissent, 3-Unhappy, 4-Accepting, 5-Jubilant”. Your stability stat is not always an accurate reflection of the civil situation at home, as it can be effected by the acquisition or management of colonies and territories which may not always be overly-happy about being absorbed into your empire. Be warned, however, that unrest in colonies can and may spread to home in the form of sympathizers, or a domino-effect of societal breakdown...

Economic Power is the sum amount of money and industry you are able to muster for any task you might wish. This is effected by the factors of upkeep and welfare, which shall be explained summarily. Units and social programs cost economic power depending on just how many units you are recruiting, or how large the program in question is. Economic Power can be banked, and at the beginning of the game you start out with a base amount which shall serve as a platform for you to expand upon. Loss of colonies, military defeats, contagions, and any other manner of things can adversely effect your Economic Power, while economic revival or boom and other such situations can positively effect it.

Moving on to Upkeep, this is the amount of Economic Power you are currently paying to maintain your military and your nation at large. The separate stat of Welfare shows just how much money you are spending on social programs or governmental efforts to better your society, while Upkeep is a summary of the amount of money you are spending to maintain your military, which is the “base”, and “default”, Upkeep, added to by the amount of money and economic capability you are putting into Welfare to maintain the nation's public sector.

Army Quality and Navy Quality is on a scale of 1-10 which shows the general ability and amount of training your average soldier and average commander has. While this will not directly effect your ability to order your troops, armies and navies with lower Quality ratings than their opponents may find they are defeated more often, or plans go awry with greater frequency. This can be counter-acted by putting Economic Power into training programs. Training programs that last up to several turns or are an overhaul of your military system cannot be paid for up front, but will have Economic Power subtracted from the amount you gain per turn and put into Upkeep.

Military Matters
"We are not interested in the possibilities of defeat. They do not exist."
On the subject of technology, I mentioned that the setting of this NES shall be the technological time period of the late-19th and early-20th centuries. We are on the verge of flight, and as such planes able to perform any function in war do not yet exist. There is no tech tree, if you would like to invent weaponry, simply include it in your orders with an amount of Economic Power to spend towards the furthering of the goal of making this weaponry available to you. If it is deemed possible, you will be thenceforth able to produce such weaponry exclusively, or sell the technology to other nations as you so choose. Below will be a summary of the base starting units of your military, and their respective costs:

Army
Infantry Division – 1EP
Artillery Squadron – 3EP
Cavalry Regiment – 1EP for 8

Navy
Dreadnought – 5EP
Battleship – 3EP
Cruiser – 2EP for 4
Transport – 1EP for 5

On Nationalism
"Politics begin where the masses are, not where there are thousands, but where there are millions, that is where serious politics begin."
Nations are not always much things but ideas. If your nation is an idea great enough and enduring enough to captivate the masses that inhabit it, it shall never die. In the era which was the birthplace of nationalism, long after the Jacobite revolts, but on the cusp of communism and embracing a new theory of social interaction, the idea portion of a nation was and is its most important asset.

If you are defeated in combat, if your nation is ground into dust and your polity thrown from its pillars, the game is not over. If your nation warrants it, you will have your pick of nationalist/revivalist/resistance movements which shall assuredly give birth from the ashes of your nation.

Stories
"I do not love the bright arrow for its keenness, the sword for its sharpness, nor the warrior for his ferocity. I love only what they defend."
Stories, if done well, can have a massive effect on not only your nation but the reality in which this NES shall take place. I encourage story writing, and may even give you bonuses if your stories are realistic and well-warranted. Even if you do not consider yourself a good writer, you would be well-advised to try writing one. It shall breath life into your nation and into the NES, and you may discover you are better than you thought.

Orders
"It is the job that is never started that takes the longest to finish."
Your orders are the cornerstone of this NES, any NES. Orders should preferably follow this format, but if there is some sort of problem with the format you send your orders in and it is possible to do so, I'll let you know before the deadline and will do my best to have your nation act as you might want it. Here is the preferred format in question:

Stats
Spending
Relative/Secret Diplomacy
Military Actions
Domestic Actions
Other

Updates, Grievances/Contacting Me
"Who gave you this number?"
If you have some sort of question or issue regarding the game or its updates, feel free to contact me. If you want to talk in real time, I'd be happy to provide you with my AIM address via PM. If necessary I can provide my email if for some reason it makes more sense for you to send orders to it than the account on the website, and other such things you might need it for.
 
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Huzlark Imperium/Julius Gandi
Government Type: Imperial Republic
Head of State/Ruler: Antony Valdez
Size: 6
Stability: 3
Economic Power: 15/0/12
Upkeep: 3
Welfare: 1
Army: 20 Infantry Divisions, 10 Artillery Squadrons, 8 Cavalry Regiments
Navy: 4 Battleships, 2 Cruisers, 10 Transports
Army Quality: 4
Navy Quality: 6
Colonies and Territories: None

Cooperative for National Freedom/NPC
Government: Military Dictatorship
Head of State/Ruler: Supreme Chancellor Hinden Forshell
Size: 4
Stability: 2
Economic Power: 15/0/10
Upkeep: 2
Welfare: 0
Army: 20 Infantry Divisions, 5 Artillery Squadrons, 8 Cavalry Regiments
Navy: 4 Cruisers, 10 Transports
Army Quality: 4
Navy Quality: 3
Colonies/Territories: None

Nation Name: Zymaevania/GoodGame
Government: Representative Democracy
Head of State/Ruler: Emperor-Elect Kurtis Goldschlager
Size: 4
Stability: 4
Economic Power: 35/0/10
Upkeep: 4
Welfare: 1
Army: 30 Infantry Divisions, 5 Artillery Squadrons
Navy: 1 Battleship, 4 Cruisers, 10 Transports
Army Quality: 5
Navy Quality: 4
Colonies and Territories: None

Nation Name: Feritin Empire/Justo
Government Type: Monarchy
Head of State/Ruler: Emperor Febian Karn
Size: 6
Stability: 5
Economic Power: 30/0/10
Upkeep: 3
Welfare: 1
Army: 30 Militia
Navy: N/A
Army Quality: 6
Navy Quality: 8
Colonies and Territories: None


Nation Name: The Eastern Urban Republic/Domination3000
Government Type: Representative Assembly
Head of State/Ruler: King Wang III
Size: 5
Stability: 5
Economic Power: 10/0/5
Upkeep: 1
Welfare: 0
Army: 30 Militia
Navy:
Army Quality: 4
Navy Quality: 2
Colonies and Territories: None

Nation Name: The Most Holy and Blessed State of Moria/1stcitizen
Government Type: Autocratic Theocracy
Head of State/Ruler: The Prophet, His Majesty, the Most Holy and Eternally Blessed Warren VIII
Size: 6
Stability: 5
Economic Power: 10/0/6
Upkeep: 2
Welfare: 1
Army: 20 Infantry Divisions, 5 Artillery Squadrons, 24 Cavalry Regiments
Navy: 2 Dreadnoughts, 2 Battleships, 10 Transports
Army Quality: 5
Navy Quality: 5
Colonies and Territories: None

Nation Name: Dunsbhwer Reiga (Empire)/ZeletDude
Government Type: Constitutional Monarchy
Head of State/Ruler: Emperor Shulek Lesson/ Prime Minister Dennt Keetre
Size: 8
Stability: 4
Economic Power: 25/0/9
Upkeep: 8
Welfare: 2
Army: 55 Infantry Divisions, 17 Artillery Squadrons, 48 Cavalry Regiments
Navy: 3 Dreadnoughts, 7 Battleships, 15 Transports
Army Quality: 5
Navy Quality: 7
Colonies and Territories: Southern Mi'Ao

Nation Name: Uiyr Glaneri (Empire)/Ninja Dude
Government Type: Constitutional Monarchy
Head of State/Ruler: President Austil Malan/Emperor Rulgien Estronvidal
Size: 6
Stability: 3
Economic Power: 15/0/12
Upkeep: 3
Welfare: 1
Army: 25 Infantry Divisions, 5 Artillery Squadrons, 2 Cavalry Regiments
Navy: 2 Battleships, 2 Cruisers, 10 Transports
Army Quality: 5
Navy Quality: 5
Colonies and Territories: None

Nation Name: Eagleland/Omega124
Government Type: Federal Republic
Head of State/Ruler: President George D. MacArthur
Size: 6
Stability: 2
Economic Power: 10/0/10
Upkeep: 3
Welfare: 1
Army: 20 Infantry Divisions, 5 Artillery Squadrons
Navy: 1 Battleship, 4 Cruisers, 10 Transports
Army Quality: 5
Navy Quality: 5
Colonies and Territories: None

Nation Name: Mi'ao Empire/Cull
Government Type: Monarchy
Head of State/Ruler: His Imperial Majesty Grand Sultan, Commander of the Faithful and Successor of the Prophet of the Lord of the Universe, Salazar II
Size: 7
Stability: 3
Economic Power: 10/0/7
Upkeep: 6
Welfare: 2
Army: 35 Infantry Divisions, 16 Cavalry Regiments
Navy: 2 Dreadnoughts, 4 Battleships, 4 Cruisers, 30 Transports
Army Quality: 5
Navy Quality: 5
Colonies and Territories: None

Nation Name: Peretian Republic/iHawX
Government Type: Democratic republic (not fully democratic, see below)
Head of State/Ruler: Marco Vittalini - President
Size: 6
Stability: 3
Economic Power: 25/0/10
Upkeep: 5
Welfare: 2
Army: 30 Infantry Divisions, 5 Artillery Squadrons
Navy: 2 Battleships, 2 Cruisers, 10 Transports
Army Quality: 4
Navy Quality: 5
Colonies and Territories: None

Nation Name: Narayan Empire/Eltain
Government Type: Parliamentary Theocratic Monarchy
Ruler: Kali (meaning Emperor) Palo Rami III (Address diplomacy to Head Minister Gudrun)
Size: 8
Stability: 3
Economic Power: 39/0/15
Upkeep: 12
Welfare: 3
Army: 65 Infantry Divisions, 23 Artillery Squadrons, 8 Cavalry Regiments
Navy: 2 Dreadnoughts, 9 Battleships, 2 Cruisers, 10 Transports
Army Quality: 6
Navy Quality: 6
Colonies and Territories: North-Sabia, Middle-Sabia, East-Sabia, New Naraya

Nation Name: Hussick Federation/Menanish
Government Type: Totalitarian Autocracy
Head of State/Ruler: President Luca Pasquale
Size: 7
Stability: 4
Economic Power: 10/0/10
Upkeep: 5
Welfare: 1
Army: 30 Infantry Divisions, 5 Artillery Squadrons
Navy: 10 Battleships, 10 Transports
Army Quality: 6
Navy Quality: 6
Colonies/Territories: None

Nation Name:The Imperialist Kingdom of Surria/Lopaz
Government Type: Absolute Monarchy
Head of State/Ruler: King Arthoc Draconus the 3rd
Size: 8
Stability: 3
Economic Power: 20/0/10
Upkeep: 1
Welfare: 0
Army: 20 Outdated Infantry Divisions (Upgradable for 20 EP), 5 Artillery Squadrons
Navy: 10 Outdated Battleships (Upgradable for 10 EP), 10 Transports
Army Quality: 4
Navy Quality: 4
Colonies/Territories: None


Nation Name: Thalassocracy of Theti/Masada
Government Type: Titular Bicarmel Republic
Head of State/Ruler: Chief of the Navy Aelias/First Minister of the Marine Acorde
Size: 6
Stability: 5
Upkeep: 10
Welfare: 2
Economic Power: 40/0/15
Army: 30 Infantry Divisions, 5 Artillery Squadrons
Navy: 4 Dreadnoughts, 5 Cruisers, 10 Transports
Army Quality: 6
Navy Quality: 8
Colonies/Territories: New Theti, Gold Coast, Rolesia

Nation Name: Althania/Abaddon
Government Type: Council of Nine
Head of State/Ruler: Optimus Jerod
Size: 4
Stability: 5
Upkeep: 8
Welfare: 1
Economic Power: 10/0/8
Army: 25 Infantry Divisions, 5 Artillery Squadrons
Navy: 3 Dreadnoughts, 20 Battleships, 2 Cruisers, 10 Transports
Army Quality: 4
Navy Quality: 8
Colonies/Territories: New Althania, Fort Dorthen

Nation Name: Gribinatia/Badunoff
Government: Republic
Head of State/Ruler: His Honor Sir Edward Hizadov
Size: 5
Stability: 5
Upkeep: 3
Welfare: 1
Economic Power: 10/0/10
Army: 10 Infantry Divisions, 5 Artillery Squadrons
Navy: 5 Battleships, 25 Transports
Army Quality: 4
Navy Quality: 4
Colonies/Territories: New Gribinatia, Hizadov Bay
 
Random stuff here
 
Deadline for Update 2 is September 1st
 
Nation Name: The Huzlark Imperium
Government Type: Imperial Republic
Head of State/Ruler: Antony Valdez
Political Factions/Movements/Classes of Society:
-National Party
Nationalists believing that the future of Huzland lies in a strong government and a united effort of the people to take their country our of mediocrity.
-Conservative Party
Believe that the government should focus on promoting exports to restore the economy, and that Huzland should limit any industrialization of the country.
-Progressive Party
Believe that an industrial center must be created, without it Huzland will die.
Religion(s)/State Religion: Shamanism

History (Going back at least a century):

Low Period(-1400AD)
Though the true origins of the Huz is disputed, Huzian tradition has a story of an old great warrior culture devastated by plagues and in fighting. One of the clans fled south to escape the dearth. The rough mountains and thick forests of their new home forced them to the sea to feed their growing population. As civilizations grew to the North some villages took to trading with these empires merchant. Eventually some of these villages accepted foreign rule. Others took to piracy of these ships, and eventually turning to raiding. However, as the influences from the North increased, these hostile tribes were forced to capitulate or escape into the rough interior of the country side.
The years brought slow change to Huzland. The coastal lands changed hands but rarely saw much of the conflicts. Most learned quickly that it was easier to bribe and trade with the interior tribes than to try and conquer them.

High Period (1400AD-1850AD)
Around this time talks of forming a united Huzland began to grow. As tensions built, the empire reinforced it’s garrison. There were several failed rebellions from 1425 to 1555. It wasn’t until 1618 when the Huz through off their imperial shackles and formed the first united Huzland. Huzland’s government consists of an elected Emperor/ress who acts as ruling monarch for 5 year. Constant support from senate is necessary to remain in power. He/She must listed to the concerned and arguments of the senators, but the Emperor carries the vote. Times have been tough since liberation. The nation is struggling to keep up with the industrialization of the world. However, the nation is rich with valuable resources that could be used to set up commerce with other more advanced nations or to fuel an industrial revolution.

Description at Current:

New Period(1950-Current)
The Current Emperor is Antony Valdez, the figure head of the National Party. He has become notable for his recent marriage to Amelia Valdez. Who became famous for her career as a folk singer who had published several popular song and poem books. Her songs and poems often feature patriotic themes and adaptations of ancient folk songs. She has a strong following in the interior.
The marriage has brought Antony a lot of support from the interior senators, who are traditionally very conservative.
The country is in a current economy recession. Joblessness in the coastal downs runs rampant, and the country is falling behind the world. People are demanding a change and action.
 
The Huzlark Imperium
Republic
Antony Valdez
Size
Stability
Economic Power
Upkeep
Welfare
Army (home and territories)
Navy (home and territories)
Army Quality
Navy Quality
Colonies and Territories (for the sake of fluency)

Stick me far north or south on the map. I will post the history of my country when I get back from vacation this weekend.

Please read the explanation post for the template that the player submits.
 
The National Amalgamation of Territories (NAT)
Representational Democracy
Ricborrough Snarky
Size
Stability
Economic Power
Upkeep
Welfare
Army (home and territories)
Navy (home and territories)
Army Quality
Navy Quality
Colonies and Territories (for the sake of fluency)

The National Amalgamation of Territories was established in the past 100 years by colonists from several other countries, who realized that banding together would be the only way to compete on a global level and free themselves from the nearly forced poverty of their former oppressors. Irony being what it is, the 5 home countries were at war when the NAT formed, and sent large shipments of resources to other colonies hoping to break them apart. This was foreseen by the chief founder of NAT, Ustiford B. Wallace, who used the supplies by evenly distributing them, and reorganized the local armed forces into mixed national units. This formed the bonds of brotherhood and nationalism from the outset of this country's rise to power.

The guiding principle of NAT is: Unite the small so they appear large.

In recent years they have made mostly peaceful growth by inviting other colonies to join as a recognized territory. Each territory is given equal representation in the national government on general votes, and weighted representation when legislation impacts specific territories to a greater extent.

The biggest focus for NAT right now is industrialization. As colonies they primarily gathered natural resources but were taxed heavily for turning them into useful manufactured goods. As the struggle for independence was beginning, lots of underground gunsmiths and shot-towers were given private funding to overproduce with no apparent reason. When the conflict began, those same gunsmiths became contracted manufactures for NAT and their businesses grew rapidly. After the independence conflict they found adventuresome Amalgamators who would purchase firearms and head out to the wilderness to make a go of things out there. To encourage this private industry, NAT has a tariff on all imported goods that come from non-NAT locations.
 
Nation Name: Zymaevania
Government: Representative Democracy
Head of State/Ruler Emperor Elect: Kurtis Goldschlager

Size: "4" distributed among 10 provinces

Stability: "5" but can rapidly degrade to a "3" depending on how satisfied the population is with the finalized structure of
the post-revolutionary government.

Note: The country is settling back to normal after a violent overthrow of the previous monarchy and symcophatic oligarchic merchant nobles.


History: The ancient history of the lands is one idyllic peace and prosperity limited only by the smallness of the lands which are fully enclosed within a mountain pocket, excepting the harbor and two mountain passes which are guarded by forts and connected by a royal road that traverses the land and connects to the capital named Crossbridge. Fertile, lightly graded rolling hills fill the land and are cut only by two deep, broad rivers that are sourced in the mountains and whose mouths meet in the province of Crossbridge; the rivers are the Pol and Tacs, astride the banks of which are many canal locks and bridges that are the arteries of the urban capital of Crossbridge. Clusters of trees dot the hills, and the mighty onxy poplars, a rapid growing and dense tree were readily farmable by the ancients of Zyme, lending the "-vania" surname to Zyme (i.e. "Zymaevania").

As the people of Zyme gained the abiliity to navigate the rivers, and made coastal contacts with other peaceful peoples, trade grew and Crossbridge grew to be large urban center. In turn, down the river, an agricultural processing center at Broglie (the last navigable part of the Tacs river, the longer, more navigable of the two rivers) evolved, as did a river port; Broglie grew into a proper town and a natural economy evolved by which Broglie was the middle-man between Cross-bridge and farms of Zyme.

Always pastoralists, the people of Zyme enjoyed a long history of tranquility punctuated by brief, victorious, defensive wars against invading neighbors which helped to unify the lands of Zyme into Zymaevania. Originally natural syndo-anarchists, approximatly 900 years ago, a despotism arose from combined mercantile interests and the only seafaring merchant house, and that despotism planted the seeds of a dynastic monarchy known as the Albos. The monarchy evolved a primitive form of feudalism out of which a standing army evolved and some sense of feudal duty evolved, but feudalism never really entrenched as the people of Zyme were not warlike (hence little feudal conflict) and only infrequently experience invasion attempts. Instead, an oligarchy formed around the monarchy in which the wealthiest merchants gained power and the monarch's ear, granting them de facto aristocracy; the aristocrats helped the monarchy maintain order through financial partitioning of the army (each aristocrat sponsored and ruled the army, while in presence of the monarch). The army was kept in check via being forbidden to have more than 1/4 of its body within Crossbridge and by an Elite Guard that directly reported to the dynasty and was dynastic itself (each member appointed as birthright/responsibility).

Approximately 3 generations ago (~ 120 years ago), the monarchy developed a deeply demented obsession that counter-culture would one day disturb the good order of Zyme. This dementia may have been heriditary (genetic/inbred) itself and proved to be the unduing of the monarchy as it beget and foster that which it sought to pre-empt and eliminate. The result was years of attempted cultural suppression of any interests that might grow to compete with the dynasty's cultural importance to Zyme, which eventually caused the formation of such; as the dynasty became more and more invested in their pogroms, they escalated to violence that achieved a proportionate response from the people, resulting in both suberversive ideologies and revolutionary war that shook the foundations of the army and resulted in the complete destruction of all things related to the monarchy. The dynastic Elite Guards were put to the sword, the royal palace burned in all of its ages old finery, and only the tombs of kings survived, though in greatly degraded form (the deceased kings were simply buried in a paupers grave, while the ornate, tombs of kings mausoleums were converted into places of learning).

The primary revolutionary ideology spawned at a royal university, spreading as subsersive school led by a professor at the university, Rosa Luxem de Laager. This ideology became a powerful unifying force against the monarchy as the monarchy grew in repressiveness and vileness. Her philosophy became the movement known vaguely as Luxism or Laagerism (the exact name varies with territory). The philosophies splintered lightly due to the cell-like nature of their spread and variants sub-forms of each exist. However there are no militant sub-divisions, but its collective forms developed a militant fervor among the common people that helped coalesce the revolution and caused a schism in the Royal army.

In the royal army, Kurtis GoldSchlager was a high ranking officer who became converted to Laagerism. He became in contact with Rosa Luxem de Laager, and with her and other prominent citizens, laid the framework of the revolution. This grew into the revolutionary government following the successful overthrow of the monarchy. As such, GoldSchlager was invested as the people's Emperor at a popular rally in Crossbridge and holds the reigns of executive authority and the Zyme army is directly sworn to obey him and the people's will. Holding the Emperor's power in check is the Revolutionary council, which is manned by 100 of the most charismatic leaders of the revolution, including Rosa Luxem de Laager. They are the primary architects of the new government, of which is now currently being drafted, and general elections are being planned to occur in 2 years hence.

Religion: The people are fairly irreligious, and largely have been so since the beginning of time. While there is some concept of the realm being created by a unified force, that force became fairly depersonalized in myth and one that rapidly lost power. While not scientific people, there was a trust in both agrarian cycles of life, but thanks to the stable ecology and peaceful neighbors of the lands there was little incentive to invent and placate demi-gods nor to cry out for prophets. In short the lands were too idyllic! At most there is a reverence for cycles of life and the passage of time which at its most superstitious among the peasantry is demonstrated by small untended shrines that land owners erect; such shrines were rapidly forgotten as the urban areas formed and expanded, only persisting in the concentric road networks that form the backbone of the cities.

For quite a while (~ half the life of the 900 years of dynastic monarchy) the monarchy also engaged in a period religious persecution such that immigrants were not allowed to spread their religion. This policy was the initial target of the later paranoid policy of cultural suppression (~120 years ago). Potentially, with their new found intellectual freedom, the people of Zyme may pick up a true faith at a future time.


Politics: Politically, the current ruler has full support of the people, and a
constitution has been drafted; however the repealing of old laws from the
monarchial period is underway, and the final structure of the government
(checks and balances) haven't been fully formalized. The government currently consist of the emperor, the
people, and the Emperor's revolutionary council (which is a de-facto power but is pro tempo as is the emperor
position). The that is largely the most popular of the citizens. Formalization of the
government and true elections still have to be decide upon. Royalist
forces have been fully disposed (hung even) and are not a threat
to stability. The revolution is fully popular, so its existence is fully supported if not every single one of its actions.

The primary ideology of the land is Luxe-Laagerism (alternatively known as Luxism or Laagerism) which is wildly
popular, and has a somewhat militant following. This ideology
has several small variants that emphasize sub-components, but there are no militant schisms per se, since the
ideology is intellectually permissive. The ideology two central edicts: 1. respect for labor was more important than dynastic succession which enriches only the undeserving elite; 2. That no members of society should be elite, except to the extent that they are elected to public office, but all people should strive to be educated, most especially those that provide labor for society.

Economic Power In total: 28,000 coppers (a copper being roughly the monthly rent of a single apartment, or the annual per field tax of the average farmer).

Primarily agrarian and mercantile (guilds). No capitalism per se, but the
the former aristocrats were experimenting with industrialization concepts
and equipment with the former monarch's blessings. Economicaly unstable in the post-revolutionary period,
though the underlying mercantile guilds and agrarian infrastructure is intact.

The seven agrarian territories generate about 1000 coppers of agricultural exports each (raw food, textile raw
materials
raw building supplies, and raw naval supplies). Farming is partly subsistence and partly intensive, but true cash crop plantations only exist in the form of tree farms which export raw materials (lumber primarily) for building and naval uses.

The territory of Moog is only suitable for fishing and subsistence farming. It is poorly populated, barren, and only dotted with villages. A such it only generates about 1000 coppers, thanks only for some demand for seafood. It is also the least developed, least explored, and least interesting of all of the provinces.

Crossbridge is the primary urban and mercantile territory, and generates about 15,000 coppers in consumer goods that are readily exported by sea. Crossbridge is also the international trading harbor with a merchant's quarter. The primary exports are naval supplies and finished clothing. Cross-bridge lacks a strong merchant marine however, so

Broglie-town is a semi-urbanized, regional hub for the agrarian economy providing raw material processing and housing some guilds (e.g. textile guilds that transform the raw crops into textiles). Some furniture guilds exist as well. The territory generates about 5,000 coppers in finished and unfinished trade goods. As the primary field headquarters for the army, the town provides some fee services to the army as well.



Upkeep Remnants of the former army that sided with the revolutionaries form the
corps of the military (~30,000 troops). In theory, the population is
bloodied and agitated, so an unofficial reserves technically exists while
revolutionary fervor persists. There is a small coastline navy, largely
defensive (2 flotillas of galleys, plus one larger flagship)

Welfare As a former aristocratic monarchy, there was a concept of duty to subordinates, but in general there is no sense of welfare. The "fraternity" of the revolution means that those who volunteer to strengthen the state can expect some support, but in general little has been truly nationalized and a sense of private ownership under the state has not radically changed with the revolution. ( The revolution was more due to cultural failings of the monarchy rather than cruel economic oppression, and a sense of nationalism and private ownership already existed). The current welfare stat is about 1000 copper pieces. The recent ascension of the new form of government holds promise to increase this significantly in the areas of public education and infrastructure under the general form of popular ideologies known as Luxe-Laagerism.

Army (home and territories): The army's primary barracks is Broglie-town, with a secondary barracks at Crossbridge. The Emperor's guard (elite guard of the army) also is headquartered at Crossbridge. Assuming 3000 men per brigade, the army has about 10 brigades.

Navy (home and territories): The navy's primary port and services is Crossbridge. I'll estimate the aged galleys as transports with very limited self-defense ability versus ironsided ships (10 total for 2 EP). The costal defense flagship has aspirations of being a cruiser, but is a patchwork steamer (iron and wood) (1/2 EP for 1?)

Army Quality. The core troops are veteran. The reserves are green, with some (~30%) having fanatical morale (after effect of the revolution).

Navy Quality: Mediocre. The navy exists to keep open local trade lanes and seafood resources, nothing more. The navy has had little experience other than apprehending occasional smugglers. The navy is supposed to provide defensive bombardment in Crossbridge in the event the coastal capital is attacked.


Colonies and Territories (for the sake of fluency)
No colonies.

Contiguous Territories: Rosebrook, Kempton, Moog, Newman, Crossbridge, Gygax Mountain, Leon, Hempstead, Clydestead, Broglie-town.

Two seaside provinces: Crossbridge (river delta of two wide, deep rivers; proper port town), Moog (seaside cliffs, some anchorages, small fisihing ports).

Capital: Crossbridge
 
So, I can't find my computer, with all my stuff in it. :'( So I'll have to wait until 6ish tonight (SEVEN WHOLE HOURS FROM NOW) to post anything. (Gaiz, there is a creation template :0)
 
Nation Name: Feritin Empire
Government Type: Monarchy
Head of State/Ruler: Emperor Febian Karn
Political Factions/Movements/Classes of Society:
Aristocracy: The Aristocracy hold much sway in Feritin society. While they themselves generally only hold limited power over the Nation and policy the Emperor will generally use the Aristocracy to enforce his will upon the Feritini people.
Klamini Church: The Klamini Church is the strongest religious faction within the Empire. It has the blessing of the Emperor. While it holds limited political power it has significant influence over the people.
Middle Class: Very small but growing. This class has limited power at this time and has yet to show any desire to change this. For now.
Lower Class/Serfs: The vast majority of the Feritini population are lower class citizens or Serfs tied into life long servitude to a plot of land. Currently about 20% of the population can be considered Serfs. There has been little agitation to change the situation in recent times although anything can happen.
Religion(s)/State Religion: The Klamani Church is the main religion within the Feritin Empire. It is quite strict in what it demands of people. It is similar to OTL Catholicism or Islam but perhaps with the Church trying to enfore further control/laws upon the people. At least 75% of the Empire follow this faith.

There are other quite minor religions throughout the Feritin Empire. No single one of these total more than 10% following of the population and as such do not warranty significant detail at this time. Most however are more or less radical sects of the Klamani Church.

History (Going back at least a century): The Feritin Empire has had a fairly quiet recent history. After a massive war 120 years ago the Empire was united under the Karn dynasty. Since then stabilization has been the main key. Throughout this time the Klamani Church was heavily promoted and has since overtaken all other religions as the dominant faith of the Nation. During the last 100 years the Empire has suffered wars with its neighbors most of these were minor however the most recent was a loss with small territories being ceded.
Description at Current: The Feritin Empire finally appears unified and willing to look outwards once again. The young Emperor seems willing to change the course of the Feritin Empire whether it be good or bad. The people generally appear content although times are changing and a new type of citizen has been appearing. Perhaps it will be they who upset the old order of centuries passed.
 
Nation Name: The Republic of Dommyville



Government Type: Republic

Head of State/Ruler: Domination3000 is the current president.

Political Factions/Movements/Classes of Society: Its unregulated. Everyone has an opporunity, nothing is guaranteed. About 40% of the populace is middle class.

Religion(s)/State Religion: Christianity.

History (Going back at least a century): Dommyville was a small city on the banks of a river called Pri. Pri is the source of the colonies life. Dommyville, a city built upon equality of opportunity, got many other cities to join. One century later, the empire had over a hundred million people.

Description at Current: Not sure what to put here, or if anything else is needed.
 
Nation Name: The Republic of Dommyville



Government Type: Republic

Head of State/Ruler: Domination3000 is the current president.

Political Factions/Movements/Classes of Society: Its unregulated. Everyone has an opporunity, nothing is guaranteed. About 40% of the populace is middle class.

Religion(s)/State Religion: Christianity.

History (Going back at least a century): Dommyville was a small city on the banks of a river called Pri. Pri is the source of the colonies life. Dommyville, a city built upon equality of opportunity, got many other cities to join. One century later, the empire had over a hundred million people.

Description at Current: Not sure what to put here, or if anything else is needed.

I'm going to assume you're not quite used to NESing, as opposed to trolling me. In an NES, you are not controlling a nation but playing a nation. You personally aren't its leader, but you act for its leader and its government, and sometimes even its citizens. So I'd be glad to have you if you go back and change "The Republic of Dommyville", to something a little more appropriate. Furthermore, Christianity doesn't exist. This is an entirely fictional universe, where you are going to have to create your own religions.

"Description at Current", is an overview of the current political and societal situation in your nation.
 
I'm going to assume you're not quite used to NESing, as opposed to trolling me. In an NES, you are not controlling a nation but playing a nation. You personally aren't its leader, but you act for its leader and its government, and sometimes even its citizens. So I'd be glad to have you if you go back and change "The Republic of Dommyville", to something a little more appropriate. Furthermore, Christianity doesn't exist. This is an entirely fictional universe, where you are going to have to create your own religions.

"Description at Current", is an overview of the current political and societal situation in your nation.

Yes, I am not used to it, I'll start fresh.

The Eastern Urban Republic.

Nation Name:
The Eastern Urban Republic.

Government Type: A bicameral Congress rules and a King is the executive. The "House" is elected by the top 50% of taxpayers, the "Senate" is elected by the top 10%.

The King leads the nation in War and Religion. Congress does the rest.

Head of State/Ruler: King Wang III

Political Factions/Movements/Classes of Society: There are some who are poor and starving, some who are wealthy and powerful, and some in the middle. The Middle Class is not too big but not too small. There is opportunity to advance.

Religion(s)/State Religion: Free, however the King is the leader of the True Church, something similar to Christianity of some sort (One God, three persons.)

History (Going back at least a century): The kingdom was formed when King Wang I defeated all enemy tribes in the area. Since then the Eastern Urban Republic has been a paradise for equality of opportunity. They are progressing fast.

Description at Current: A first world country with over a hundred million people. Equality of opportunity is booming, and the nation is willing to look forward and attempt to peaceably spread equal opportunity to others.
 
Nation Name: The Most Holy and Blessed State of Moria
Government Type: Autocratic Theocracy
Head of State/Ruler: The Prophet, His Majesty, the Most Holy and Eternally Blessed Warren VIII
Political Factions/Movements/Classes of Society:

1)The Oracles (0.1%)- The elite electors of the Prophet, they are responsible for drafting legislation and interepting the word of Wa (The Theologans). They run the courts, as well as run the scribes (who keep all records and publish all literary works) and the Censors who regulate all parts of life. The they are appointed and fired at a whim by the Prophet
2)The Divine Guard(2.9%)- The elite bodyguards, assassins and speacial forces of the Prophet himself, have a frightening grip over all other classes, and have been know to influence the Prophet as well. Their logo and weapon of choice, a pole Axe with a sword at the base is known worldwide.
3)The Ministry of War(25%)- The most powerful of the secular ministries, they are the military, police and intelligence agencies
4)The Ministries of Government (5%)- The other ministries of government (Welfare, Interior and Treasury), they separate the Church Hierachy from the normal citizens. The Welfare Ministry's Department of Expansion is responsible for the rapid repopulation of "purified areas" and colonization of unpopulated lands.
5)The Militia (66%)- The general population, effectively brainwashed, they work, live and die for the prophet.
Religion(s)/State Religion: Warianism,
Bi-theistic faith, pitting the Morian God, Wari against the god of the other peoples of the world (known as the rot or the rotten), the deceiver god Altru. The Morian must cleanse the world of the rotten, bringing about the eternal bliss on earth. Peace is the ultimate sin, for it is through war that the rotten are defeated. Both the Church and the State are under the complete control of the Prophet, the autocratic leader of Morians.

History:
The Morian People orginate from a tribe of people know as the Moory, who long ago sacrificed personal liberty for the common good. The were a violent tribe, orginally incapable of stable agriculture they raided their neighbors for resources, more or less turning them into vassel tribes. Finally the Moory settled down and founded their capital of Warton. More-Modern History has been difficult to discern, seeing as Censors and Scribes revise it with each new Prophet. Moria, for most of its history was an isolated state, nations rose and fell around it, but never dared to attack it. When the first Prophet, Warren I first brought the word of Wari to the Moria, the King (Monger XII) quickly converted the entire Kingdom. Then after a deep depression, with invasion imminent from all sides, the second Prophet emerged. He lead an overthrow of the monarchy, mobilized the populace and began what is now known as the Warrian Revolution. The his sucessors began to expand their control over the entire populace. Many generations have passed, but in what some oracles predict to be a second revolution, expantion has begun, not just in land, but in thought and technology. For the first time in the nation's history, it is self sufficent, in agriculture and industry. Research and Devlopment (still heavily regulated) has speed up at an astounding rate, along with technology stolen from other civilizations, Moria has become a modern state.

Description at Current: Basically an Orwellian/Spartan Theocratic state, war is the largest industry, weapons and the research of such are the foundation of its economy. The entire population must recieve 6 months of training at the age of 20, and may be called to serve at any time. They expand by slaughtering native peoples, stealing their technology, removing an other remains of their civilization and rapidily repopulating the area.

ALL DIPLO SHOULD BE ADDRESSED TO THE
HOLY MORIAN MINISTRY OF WAR, DEPARTMENT OF INTELLIGENCE, AGENCY OF EXTERNAL COMMUNICATIONS.
 
No thanks to me? aww. Glad this is finally up :)

Here is my template :).

Nation Name: Dunsbhwer Reiga (Empire)
Government Type: Constitutional Monarchy
Head of State/Ruler: Emperor Shulek Lesson/ Prime Minister Dennt Keetre
Political Factions/Movements/Classes of Society: Conservative, Progressive, Socialist(Almost nonexistent but gaining support), Liberal.
Religion(s)/State Religion: Misstrenaism (Largest)
History (Going back at least a century):

The Dunsbhwer Reiga started as many smaller and weaker sovereign states, the area currently called Dunsbhwer lasted like this for roughly 200 years. 73 years before (the start of the game). They united under leadership of the largest and most powerful state Dyneste. The newly united nation was renamed The Dunsbhwer Reiga (Empire). After the unification the nation quickly became one of the most powerful states in the world. The Dunsbhwer Reiga (Empire) industrialized thanks to its large coal reserves in the mountainous east and north. This area also holds other vital resources as well, such as iron ore, a few petroleum reserves, it also has good forests for timber and pulp and such. In the east near the Tibella River (tributary of the Mennta River) and on the Tibella river's banks wheat and other food stuffs are grown for food. The Tibella plain also holds the countries largest cities and its capital Netrain. The Dunsbhwer Reiga has a few colonial possessions throughout the world (roughly 3rd-4th largest colonial empire). (Explained Below).

Now to discuss the Military. The Dunsbhwer Reiga's military is split into 3 main branches. The navy: (Innsunder Dunsbhwer Maren, [Imperial Dunsbhwer Navy]). The navy is made up of roughly 50 ships, including 4 top of the line battleships, and 5 older pre-dreadnoughts. The rest of the ships include 2 battle cruisers, and the other 39 are and assortment of escort ships.
The Dunsbhwer Reiga's army: (Innsunder Dunsbhwer Weeren, [Imperial Dunsbhwer Army]). The Dunsbhwer army is top notch and among one of the best in the world, it is always ready for a war. Conscription is used in more major wars.
The third and final branch of the Military is the Marine Corps: (Innsunder Dunsbhwer Merrein, [Imperial Dunsbhwer Marines]).


Description at Current:
(see above)
 
Nation Name: Uiyr Glaneri (Empire)
Government Type: Constitutional Monarchy
Head of State/Ruler: President Austil Malan/Emperor Rulgien Estronvidal
Political Factions/Movements/Classes of Society: The Uiyr Empire still has a large, poorer class of farmers inhabiting the countryside, although it's shrinking as more and more of the rural population seek employment in the growing cities. The industrial workers themselves are not much better off, laws preventing them from striking, voicing complaints, or any other action that might improve their situation. Aristocratic land-owners are still influential, the younger generations joining the army as officers. However, capitalists are emerging as the dominant force in the empire, as they continue to make a profit off of the lower classes.
Religion(s)/State Religion: The Uiyr Empire's upper class follows the Klamani faith, believing in strict control and sacrifice. They believe it is their duty to lead the masses to enlightenment, whether they like it or not. The lower classes for the most part adhere to Warianism, although more and more are converting as they come under the influence of the Klamanist capitalists and aristocrats.
History (Going back at least a century): The Uiyr were a nomadic group of people that settled near the Tresh River nearly 500 years ago. They slowly conquered land along the river, forcing the local peoples to submit to them. Over the years growing dissent amongst the non-Uiyr citizens (who actually make up the majority of the population) finally forced the autocratic Uiyr to allow land-owning men to elect a President, who in theory could be an equal to the Emperor. But soon after this law was hesitently passes, the Uiyr noblemen made several decrees limiting the President's power. While many of the lower classes aren't aware of it, their President has been little more than a figurehead and puppet for most of the nation's history.

The Uiyr Empire at first was reluctant to embrace industrialism, and began to lag behind the surrounding powers in terms of technology and industry. However, noblemen began to dabble in constructing factories for their serfs to work in. The practice soon caught on as noblemen quickly made fortunes using these new machines. Even after serfdom was abolished, many aristocrats were able to maintain their source of cheap labor by agreeing to provide housing, food, water, and other accommodations in exchange for work in the factories. A new type of serfdom had been born, one that instead tied the poor to factories, not the land. The sons of these experimenting aristocrats became capitalists, believing money held more power than purple blood.
Description at Current: The Uiyr Empire is currently in a period of great transition. More and more of the rural population is moving to the cities, causing a boom in growth. Working conditions and ethnic tensions are causing unrest to rise however, and some whisper of a potentially disastrous "Grand Rebellion" to throw the Uiyr away from the banks of the Tesh. Still, the Emperor continues to rule with an iron fist, the upper classes following his lead. He is beginning to rearm his armies with modern weapons, not only to destroy his foreign rivals, but to quell internal dissent.

This good? I threw in Klamanism and Warianism because I think it would be a bit odd if every country had its own separate faith :p
 
That's fine, Ninja Dude. Good to have you on board :)

@GoodGame, not sure where you're getting brigades vs divisions, but the primary measure of unit is the division.
 
I believe he's referring to the fact that it doesn't show how many infantry divisions you can get for 1 EP.

Ohh. If there is a unit that is not marked as having a certain amount of units per EP, assume that it is that much EP for one unit.
 
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