Multipolarity IV Signup Thread

I say roll
 
I vote Yes to nukes and Yes to rolls, also Yes to traits.

Joining as the Benevolent People's Dictatorship of Tayloristan

Map:
Spoiler :
7dDtLVB.png


Notable governmental locations:

Administrative Center: The BIS Absolute Power
Dictator's Residence: The BIS Absolute Power
"Secret" Police HQ: The BIS Absolute Power

Important National Statistics:

Benevolent People's Dictator of the People: Shrev Taylor
Largest city: Apocalypta
Railway status: Non-existent
Cars per capita: 0.2
Square Kilometers of Jungle: Unknown
Most profitable businesses: Diamond mining, Zeppelin construction, Assassination

Geography:

The Benevolent People's Dictatorship of Tayloristan is located in one of the post-cataclysm no-go zones - a hellish area of irradiated jungle full of weird creatures and monster trees. Even the seas near Tayloristan emit strange rising green fogs and cause visions to those who travel them. Travelers are advised to only attempt travel between cities on a zeppelin.

History & Culture:

The three oldest settlements in Tayloristan - Apocalypta & Monsterguard in Africa, and Haven on Madagascar - were all once bands of rugged cataclysm survivors. Accordingly, each of the three cities were established and built on the assumption that they were the last bastions of humanity and it was only when their scout airships encountered each other that they realized their mistake. In time, the three cities forged an alliance cemented in blood - every three years, a 15 year old from each city is sacrificed as a show of commitment to unity at any cost in the face of the end of the world. The cities eventually began to grow too large, so they established smaller "colonies" in the vast, irradiated, and unforgiving jungle, linking these colonies with extensive use of airship trade.

Roughly ten years before the present date, an explorer named Shrev Taylor penetrated the jungle and arrived at the city of Apocalypta. Taylor's arrival signaled to the alliance that, as their perspective had been expanded so many years ago, it must be expanded again. Taylor spoke before the cities and convinced them that they must work together under a single ruler in order to be relevant in the modern world. After months of debate, trials of combat, and proving of commitment, the cities chose Taylor and granted him a zeppelin flagship, the Absolute Power. Shortly thereafter, emissaries arrived in the capitals of most major powers from Tayloristan. The alliance between the Big Three cities, and all its traditions, technically exists under Taylor. Taylor is merely the face by which this place interfaces with the modern world.
 
Yes to rolling.
 
Stalin condemns those weak enough to leave the fate of their nations up to such random rolls. As such, he votes nay on the rolling.
 
Yes to rolls
 
To avoid messing the current set of borders up too much, new players start with the standard ten provinces, but receive extra Infrastructure at the start so they will be equal with older nations.

Welcome to the game, Nukeknockout. Long time no see!
 
Roll Results:

Ninjacow - 20
KaiserElectric - 28
Terran Emperor - 16
501st Legion - 23
Jehoshua - 18
Nukeknockout - 24 (receives 48 Infrastructure)
Red Spy - 26
Robert Can't - 30
Double A - 17
Ogane - 19
Krzowwh - 24

CivGeneral, Dem Taqat, Mosher, Sonereal, and Nedim have not specified a response so to be conservative they've been given the standard 20.

So as to avoid game balance deteriorating, nation signups closed; 21's a good number. Signup for NGOs still perfectly doable!
 
holy, that is unlucky for mine.
 
I think this has been tighter than any Presidential election could hope to be, the nuke issue:

8 nays, 7 yeas!

The ICBM arsenals have been removed and nuclear weapons have been removed from the game entirely. You still have the ability to strategically bomb, however; quality will be dependent on your army if the target is next door, or your navy if they are overseas.

The Union of Nations is open for joining. Whenever we get around to actually starting the game, I shall randomly allot the Judge positions, while the Secretary will be decided by election.
 
Can't seem to find any info on how to join as a NGO, so i'm having to think on what I remember. Is it; gain control of one npc for main base and puppeting, then the ability to build 10 bases elsewhere, private stats etc?

SonicTH should I just PM you to sort it all out?

This MP seems to have less comedy and furry nations so maybe I should come up with an original NGO instead of just using MiB or Xcom.
 
Can't seem to find any info on how to join as a NGO, so i'm having to think on what I remember. Is it; gain control of one npc for main base and puppeting, then the ability to build 10 bases elsewhere, private stats etc?.

NGOs are much more simplistic than prior games. Basically, you will start out with a set amount of money, which you may invest in any country or countries of your choosing. Depending on how much influence you have in the country, you will receive a portion of its income (much as a player would).

For example, say a country has 900 influence invested in it by several major powers. You put in 100. You now have 1/10 of the influence in that nation, and so will receive 1/10 of its client income each turn.

While NGOs have fewer resources, they are also invisible and have fewer fields to manage. If you're one for sowing chaos, controlling stuff from behind the scenes, etc. they are definitely the way to go.

If you prefer nations, of course, you got in before the closing of signups, so I'd allow you to change your mind. :)
 
NGOs are much more simplistic than prior games. Basically, you will start out with a set amount of money, which you may invest in any country or countries of your choosing. Depending on how much influence you have in the country, you will receive a portion of its income (much as a player would).

For example, say a country has 900 influence invested in it by several major powers. You put in 100. You now have 1/10 of the influence in that nation, and so will receive 1/10 of its client income each turn.

While NGOs have fewer resources, they are also invisible and have fewer fields to manage. If you're one for sowing chaos, controlling stuff from behind the scenes, etc. they are definitely the way to go.

If you prefer nations, of course, you got in before the closing of signups, so I'd allow you to change your mind. :)

If Nuke hadn't joined in South Africa I might have made a nation there and went on a conquering NPC spree. But as it is NGO will be something new and different. So I assume I should just wait until I get a pm on the set amount of money, seeing as I have no currrent land to claim :p

Will I get bonuses like nations if I make my organization and methodology public and detailed?
 
Will I get bonuses like nations if I make my organization and methodology public and detailed?

Most certainly! Roleplay is always rewarded regardless of who makes it!
 
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