Rise of the American Empire

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,191
In 2049, a global pandemic wiped out the majority of the human race, with fatality rates frequently reaching close to 95%. The exception was among groups with indigenous American blood, where the fatality rates were closer to 5%.

Almost overnight, the global balance of power shifted. Famine temporarily became normalized in many places as disrupted farm production failed to feed the surviving population. The great powers clung to the remnants of their ruined empires, having powerful economies and advanced military hardware but lacking the manpower to make effective use of them.

The exception was the United States. Its indigenous peoples, as well as a sizable mestizo population, helped minimize the toll on the country relative to the other Western powers. As the plague nearly destroyed other great powers like France and Britain, America retained a little over a quarter of its pre-plague population. The dominant Anglo culture gave way to a Hispanic culture, but as a political entity, the Union looked ready to face a brand new world.

Unfortunately, the “Union” was left anything but in the wake of the disaster. While the population remained at over a hundred million, leaving it one of the clear powers, the plague wiped out the majority of politicians, leaving a power vacuum in spite of chains of command that looked good on paper. Secession movements that had once been pipe dreams were realized, while local power brokers, inspired radicals and apocalyptic cults carved up much of the United States. With about 40% of the post-plague population identifying as Roman Catholic, the Church was in a perfect position to operate as a mediator, but even it was unable to prevent the Balkanization of the world's hyperpower.

Some compared the former United States (and Canada, which became harder to distinguish from it as the border dissolved in the post-plague chaos) to Ancient Greece. It was divided into many polities despite a shared culture… but it was able to unite against foreign threats.

America’s Persia came in the form of Mexico. While two centuries had passed since the Mexican-American War without another full-scale conflict, irredentist sentiment remained relatively high. With the United States in chaos and Mexico relatively unaffected, Mexican President Diego Acero saw an opportunity to put his name in the history books. Stirring up nationalist sentiment, he was able to oversee an invasion of the United States.

Despite initial Mexican success, the American forces were able to work out a truce between themselves to repel the Mexican invasion. Part of the Mexican strategy had been the hopes a fifth column would form among the American forces (due to the huge number of Americans of Mexican ancestry), but the vast majority of Mexican-Americans remained opposed to rule from Mexico City. In the end, Mexico was able to gather some allies on the other side of the border, but overall found itself fighting a united American front.

From 2053 to 2056, the Second Mexican-American War raged largely along the border regions, with neither side able to gain a concrete advantage after an American counterattack pushed back the initial Mexican advance. President Acero conceded defeat, with a white peace being signed, and those who chose to support Mexico being given the option to relocate there (loyalist, pro-Union violence did its part to motivate many to take up Mexico's offer). Acero failed to conquer the United States, but he was successful in using the War to subjugate local elites in Mexico as well as consolidate his Party’s control of Mexican politics. Mexico turned its attention towards colonizing the largely-vacated Caribbean and expanding its influence in Central America, leaving the American Alliance to its own devices.

And just like the Greek city-states, the American and Canadian successor states resumed their infighting after a brief period of rebuilding.

It is now 2060. America is often compared to Ancient Greece, but perhaps, with the right leadership, it could take on a reputation more akin to Ancient Rome…

===Joining===

Spoiler :


Select 50 provinces (provinces only one or two pixels should be ignored as errors) and a color. This is a relatively large map, hence the large amount of claims. You can claim less than 50 and receive a proportionate amount of non-province EP (e.g. choosing 40 provinces will give you 10 non-province EP). This will increase your trade revenue and compensate you for the military costs of a smaller country.

A nation name is the minimum bio element, but effort will be rewarded. Within reason your imagination is the limit. Regardless of political ideology or cultural background, an opportunity has arisen for self-determination for just about any group.

This game serves as a prequel to the future game “American Empire,” which will have the United States superpower taking to the world stage and lots of interpersonal character relationships as a result of multiple players controlling its politics. This in mind, there are three things to note: 1. This game’s events will be used to set up the lore and situation of the American Empire game, 2. If you play in this game, you will receive a starting bonus in the full American Empire game as compensation for your efforts (whether or not you play as the same faction), 3. Due to a timeskip between the two games, factions that appear here may not necessarily be in American Empire, but they will form part of the lore. I want to avoid too much railroading, however, and so will try to mold American Empire’s start to be based on how this game ends.

Enough about the future, how about the here and now? :D

Players are free to suggest rules amendments, subject to GM approval.

===Map Alterations===

Spoiler :
The map is ugly in a lot of places, I am aware.

This in mind, you are free to submit border redesigns for territories under your control, provided the number of provinces remains the same. Redesigns are subject to GM approval, and I reserve the right to limit or eliminate redesign options later on after the map has been mostly filled.

For your redesigns to be accepted, they must be in .png format, and not be resized. This allows me to copy/paste them into the official map without issues.

Please PM province redesigns unless there is roleplay associated with them, to avoid spamming the thread. Have fun with your reverse gerrymandering!


===Economics===

Spoiler :
Simplicity is key here, as the main focus of this game is on foreign policy, and the very nature of it implies the eventual unification of the former United States and Canada. Each province you have generates 1 Economic Point (EP), but you can spend 5 EP to increase your net EP by 1. This represents infrastructure investments.

You receive some of your income from trade (by default you trade with everyone), and this will increase with your invested EP. Trade is logically cut whenever you are at war, embargoed, or have difficulty using the Panama Canal.


===Military and Combat===

Spoiler :
Navies, Armies and Air Wings all cost 5 EP. You pay a maintenance of 1 EP per turn on any units over your number of provinces, so plan accordingly. There is no military quality, but armed forces that are actively engaged in combat will gradually accrue experience that will give them an edge against others. Military units cannot be used the turn they are created.

The functions of the three types of units are familiar to you. Armies are the bread and butter, and move across land (they can move multiple provinces in a row, but be wary that elongated claims might suffer supply line issues). Navies can place enemies under blockade, ferry troops (1 Army per Navy), and bombard coastal provinces for increased effectiveness. Air wings fight each other, and bestow advantages in combat depending on the margin of air superiority and the goals of their armies (e.g. defense versus conquest).

Due to the technology and timespan involved, combat units can theoretically go anywhere on the map in a single turn, provided they have the necessary access.

When armed forces collide, a winner is determined through a comparison of numbers, their status as attacker or defender (defenders have an advantage), combat experience, as well as supplementary factors such as war plans (optional) or knowledge of the opponent’s troop movements. Casualties will be determined through numbers and margin of victory in battle.

Military units can be decommissioned for a refund of 4 EP, spendable that same turn.


===Expansion===

Spoiler :
Neutral territory is seldom completely abandoned. You can invade it with your military forces, but there is a small chance of defeat in each province (stacking 2 Armies per province or otherwise combining 1 Army with either a Navy or Air Wing nearly eliminates the chance of defeat, cutting it to 5%). Alternatively, 5 EP can be spent acquiring 1 province with no repercussion. Be warned that armies off on campaign have limited ability to defend your territory barring the enemy coming through the campaign area.

Neutral territory is absorbed and fully integrated into your economy without delay, but territory taken from other powers goes through an occupation process of reduced EP generation (with the pre-war EP gradually restored each turn), and you will also need to station some units there to prevent uprisings and even slower EP regeneration (1 Army per 2 provinces is ideal, rounded up). While the end game will no doubt be full of blood for the blood god, it is advisable to limit your acquisition of other powers’ territory until you have run out of neutral areas to expand to.


===National Issues===

Spoiler :
For flavor, each country sometimes develops national issues, which can be resolved to gain Prestige. These are the issues your populace is concerned about in the short-term, and they can range from resolving border disputes to conquering another country to ending a fruitless war. Sometimes they can be prompted by roleplay, as well.

Due to bleeding heart reporters, your issues are likely to be public knowledge.


===Foreign Affairs===

Spoiler :
The name of the game. Put simply, your goal is to amass as much power over the former USA and Canada as possible. This is likely going to be through a mixture of conquest, alliance, and intrigue.

Your primary interactions are with other players, and you are free to make and break deals as you wish with each other, but be aware publicly broken agreements won’t earn you any favors from minor powers. You are not inherently at war, but national pride dictates that there can only be one government in the end; whether it’s achieved by conquest or consensus is another matter.

Minor powers are NPCs, scattered around the map and conducting their own affairs. They do not hold much weight on their own, but can be meat shields for you or your enemies. Unless you’re planning on hitting them fast and hitting them hard, it is good to maintain some level of warmth with them. Contrary to what your inclination may be, you do not need to beat them into submission; winning them over as genuine allies can be fruitful in the long run. Perhaps the most useful means to do this passively is the Prestige metric, which will be detailed later on.

When you are defeated in a bid to take a province, there is a chance the defeat will inspire local leaders to unify behind a new minor NPC.


===Mexico===

Spoiler :
There is one major NPC in the game: Mexico. Mexico is currently focusing on expansion in the Caribbean and solidifying its client system in Central America, and so remains relatively distant about American affairs. It does, however, control the shortest sea routes between the East and West Coasts, and can exact tolls or outright deny passage if it pleases; while it is possible to send ships around South America, this naturally will impact combat effectiveness and economic performance.

Mexico will occasionally offer missions to players that carry benefits if completed. It learned its lesson from the War and so will not attempt to invade American territory, though it logically has a vested interest in keeping America divided. The lack of a Mexican military threat will keep popular support for a Second Coalition low (in other words, please don’t try to start a Third Mexican War :p), but good use of secretive diplomacy and tactics will undermine Mexico’s antagonistic efforts.

Overall, Mexico can be a useful asset in your bid for power, but it is ultimately an antagonist. Unfortunately, they are not enough of an antagonist to reunite the American people for you. You must impress the masses in your own right, and not rely on the threat of the bogeyman in Mexico City.


===Intelligence===

Spoiler :
Your intelligence apparatus complements your military. Intelligence takes the form of investments in any country – including your own. Simply specify a number of EP you want to place in a given country for intelligence, and voila. New investments take effect the turn they are made, so be wary of making enemies who could plant a considerable spy insurgency in your country the same turn. Your investment stays the same barring further investment or enemy counterintelligence reducing it.

Rather than give specific orders for intelligence forces in a given country, you have a chance to receive intelligence from them each turn, with success dependent on how many you have in the country; this intelligence consists of everything in the orders PM. However, you may give one major operation order each turn: either counterintelligence efforts in your own country to root out enemy spies, or an operation in another country. Your imagination is the limit for the most part, but some ideas involve assassinating leaders (useful to alter political situations), staging coups (either to benefit your own cause or to frame another power), and acquiring knowledge of troop movements. You could, of course, also stage counterintelligence on foreign soil to prevent subversion by your rivals there.

Government being bigger than any one person, please note that no political figure is immune from assassination (though it would be very difficult to assassinate a head of state/government, of course). Please plan accordingly. On the flip side of the coin, it goes without saying that the consequences of failed or successful assassination attempts should discourage you from frequent attempts on the leaders of player nations. They are better suited for NPCs.

Please note that IC PMs received by the GM (orders, secret agreements, etc.) are eligible for discovery by intelligence.

In the end, intelligence is a means to be a villain with good publicity.

Intelligence forces can be relocated at a cost of 1/5 EP; ergo you can relocate 5 espionage to another country, where you will receive an investment of 4 EP.


===Prestige===

Spoiler :
Prestige is essentially the reputation you have among the masses across the entire North American continent. With a high prestige, NPCs are likely to be friendlier and more receptive in absence of a compelling interest (e.g. another power exercising influence over them or competing claims), your trade income will grow as merchants flock to do business with you, NPC populations are more likely to accept a coup that is favorable to your country, neutral territories are likely to join your country, and admirers seeing you as the possible new face of the United States will swell your intelligence ranks in other countries. Of course, a high prestige will likely cause Mexico to fear your growing power, and it will withhold support in favor of backing your rivals, but overall, prestige is better to be had than not. In many ways it functions as a “score.”

What raises prestige?

-Roleplay (public and private)

-Economic power (yes, the snowball effect is intentional)

-Military size

-Military victory (calculated at the end of a war)

-Honoring diplomatic agreements

-Coming to the defense of powers you didn’t have an agreement with

-A reputation for skilled diplomacy: successful summits, peaceful annexation, etc.

-Propaganda campaigns; invest 5 EP for 1 Prestige. Cap of 5 prestige per turn.

What drops prestige?

-Openly breaking a diplomatic agreement.

-Discovery of intrigue, such as planned betrayals or espionage.

-Military defeat (calculated at the end of a war).

-Long wars (more than 5 turns).


Update List
Spring 2060

Fall 2060

Spring 2061

Fall 2061

Spring 2062

Fall 2062

Spring 2063

Fall 2063

Spring 2064

Fall 2064

Spring 2065 (Convention Phase)
 
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I would like to join, what should I use to color the map?
Nation name: Sparta.
Sparta was created from a band of Greek historians who really loved war, but were lazy in choosing a name for their country. The Greeks crossed berengia and arrived in Alaska. They lost most of thier culture along the way but retained fringe elements of it. Sparta is extremely right wing in politics. Sparta tries to maintain a strong army for its country. Sparta prefers to stay out of world affairs. Sparta has never had a civil war and was protected from the plague by the harsh cold of Alaska and Canada.
Politics: extremely conservative
Capital: New Sparta
Anthem: the dream of flight by chirstopher tin
Economy: capitalism
 
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American Federation of Syndicates

Name: American Federation of Syndicates
Shorthand names: AFS, the Federation, the Syndicates, America, etc
Government: Worker Co-operative commune
Head of State/Government: Forewoman Victoria Carter
Capital: Albany
Other important cities: Syracuse, Rochester, Buffalo, Cleveland, Pittsburgh
Currency: AFLC (American Federation Labor Credits)
National Anthem: The Internationale


History:

"An Injury to One is an Injury to All"

Spoiler :
The American Federation of Syndicalists, or AFS, was one of the first breakway nations as the Old Union fell apart. However, its history spans the decades prior to the White Death. The industrial regions in the rust belt slipped further and further into poverty as the fabled economic revival of the region simply never came to be. Disillusioned with the failure of both Republican xenophobia and Democratic free trade not fixing anything, an old spectre started to haunt the industrial graveyard: the spectre of socialism.

On May 1st, 2026, on the 140th anniversary of the Haymarket Riots, the Syndicalist Party of America was formed by agitated members of both the progressive wing of the New York State Democratic Committee and of the Working Families Party, as the national Democratic Party fell further into the clutches of the establishment political machine. On economics, the platform was simple: end all free trade, organize all the workers under one union, and seize the means of production to rebuild America's crumbling industry.


The original flag of the Syndicalist Party of America, a call-back to the "wildcat" strikes of old. The wildcat was chosen as a compromise between the far more provocative traditional symbol of a fist, and the more idealistic cog-and-hammer symbol (which also brought unfortunate implications to the old USSR). Plus, the wildcat served as a nice contrast to the Republican elephant and Democratic donkey

The Syndicalist Party also demanded nothing less than universal, single payer healthcare; free education at public universities (particularly the SUNY system, which tuition costs rose every year at a rate faster than wages did); an end to American imperialism; and, perhaps most controversially, a repeal of the Taft-Hartley Act and a four day week.

The Syndicalist Party, while never fully reaching the mainstream popularity of the Republicrats, still managed to become an important third party with the influx of Berniecrats into the party, particularly in traditional Democratic-leaning states. While usually not powerful enough to obtain governorship or the like, they often were important swing votes that the Democrats were forced to court to win; Syndies would only do fusion ballots to candidates that they approved of.

In the 2030s, the first Syndicalist Represenative in the House was elected, representing Pittsburgh. James Wallace (S-PA) would caucus with the Democrats for most intents and purposes (Some reform is better than none), but still served as a radical voice for change. California, Vermont, and New York would be the only other states to elect Syndicalists to the House.

In 2038, Margarita Sanchez (S-NY) became the first and only Syndicalist elected to the Senate. Sanchez, the daughter of Guatemalan refugees, managed a surprise upset victory after a bitter Democratic primary left the party disillussioned with the winner (who was believed to only win due to corruption within the system). She immediately became beloved by her state, and was one of the most popular senators in the final congress.


Margarita Sanchez, during her inaugural year as United States Senator. She would become an inspirational figurehead for both New York as a whole and the national Syndicalist Party. Some say she could have became president of the Old Union if it wasn't for the White Death

The 2040s were marked with increased agitation between the Syndicalists and the Democrats, over the former being increasingly distressed at the latter's reluctance of sweeping reforms. As the Republican Party started expelling the more radically xenophobic and movement conservative elements from their caucus, the Dems found that working with the Republicans were more in line with their interests than the "pinko commies", as some Republicans have come to call them.

In the 2048 election, the divorce between the Syndies and the Dems' alliance became official when Sanchez decided to run for President of the United States, with Wallace as her vice president. While the Syndies would run protest candidates for the position of president in previous reasons; it was generally seen as just that, a protest. Sanchez represented a serious contention for the Oval Office. Now the Democrats were facing attacks from both the left and the right on the campaign trail, leading to what many pundits described as an utter collaspe of their national campaign.

Ultimately, no one ended up winning a majority of the electoral votes in 2048. The Republicans won their core Southern and Midwestern states, the Syndies won the industrial midwest and rural left, while the Democrats were left with the posh liberals in the northwest and New England. California went Republican for the first time in decades, as the Syndies and Dems split the ballot enough for the Republicans to squeeze by.

Ultimately, the Republican presidential candidate won in the House, as the Dems could not secure a victory on their own and wanted to punish the Syndicalists for their betrayal. In the Senate, the Democratic candidate won in an easy landslide, leaving the first split ticket presidency since Lincoln's second term.


Approximate markup of the 2048 election*. Purple states represent those won by the Syndicalists on this map, although they usually are represented by black. Numbers do not reflect their actual EC worth in 2048.

Sanchez would never get her second chance to run again; the very next year, the world unexpectly collasped due to the White Death,



TO BE CONTINUED

*if anyone wants to dispute this with their own histories, especially if they ended up making their own pre-fall parties, feel free






Spoiler :
 
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This map is for Sparta.
(Sparta is in yellow)

This is my first iot so I might make a few mistakes.
 
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"Live free, or, failing that, blow your cash!" ~Motto of the First Founders

WELCOME TO...PACIFICA!

A land where you're free! Fun? Entertainment? We've all got it, baby. Don't listen to those fools in Las Vegas - it's San Francisco where the real deal is! We don't care who you are. You could be from Alaska. Or Utah. Those Mormon creeps always put us on our nerves, but listen! If you have money, nobody cares! And war? Ha. War is a racket. Might make some cash while we're at it.

It's time to r-o-l-l the dice! Which city comes first? Of course, San Francisco! Oh, boy, oh man. Open your hearts, minds, eyes but especially wallets, because one hell of a journey's waiting for ya. You came outta some podunk down under, between the 'burbs of SF and Los Angeles, and you're thinkin' - "Oh, I've seen it all, there ain't nothing new under the sun!". Buddy, you're so wrong that even the fool thinkin' he won the game with Two of a Kind will call ya out! Chinese silks, made in the distant Far East? We got it. Japanese katanas, slicin' through kevlar? We got it, man! Hot blondes from Germany, really popular right now? Oh yes. But want a local lady? Sure thing, we've got hot-blooded Mexican ladies/gentlemen juuust for you! All that. And so much more. You could encounter anyone, from anywhere, right here. You're standing in the centre of the world. And you've made the correct choice, as you're master of your own fate, here and now - here in Pacifica, there's no slavery! Not even indentured servitude!

But I digress. Lets move down to LA, huh? You'd think - after those superlatives you said, ya can't possibly be beaten. Tsk, tsk. It is as if you haven't even watched a single movie! If San Francisco is where the money goes, then surely Hollywood! is where the art happens. Indeed, you can also make a living here. Talent is required...as far as having a pretty face is talent! If you thought SF was cosmopolitan, then guess again - LA has as many skin colours as the rainbow, and speaking of rainbows, did you even know the gender of the person which passed you by? I sure don't, but does anyone really care?

Finally. Portland. Sometimes, we all wanna get away from the hustle and bustle of LA and SF (I, personally, can't understand such sentiments), but don't wanna get too far from civilization. In this case, Seattle is your place. If you ever grew up with the idea of working hard to gain your future, then there's no place like it. Plus that. Skiing! Yes, after the brief climate change, snow is back! You can see your peers, or even celebrities from the movies, going down the slopes and having so much fun! And so can you!

Some of you may think: but George (That's me!), how can this deviant state exist without a religion? Without morality? It puzzles me! To this, I shall answer...Simple.

There's one God and he's the dollar bill in your pocket.


[Advertisements found in Baja California]
 
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This is my first iot so I might make a few mistakes.

You claimed only 17 provinces, when you can claim 50.

You can claim 33 more, or I can give you 33 non-province EP/infrastructure to compensate for the smaller geographic size. Less provinces will mean a smaller amount of free units, but more infrastructure will mean a higher trade income.

It all boils down to your anticipated play style.
 

Laying claims; will write story for a new faith tomorrow.

Throughout the chaos will come a saviour that America did not ask for but deserves...

Spoiler The Prophet :
 
花陸国

Capital: 祭典市 (Celebration)
Largest City: 盲聖港市 (Port St Lucie)
 
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American Republic


Spoiler Map :


Government: Unitary Presidential Republic
Capital: Salt Lake City
President: Charlie Harper



Ruling Party: Conservative Party (Supports low taxes, small government, gun rights)
Opposition: Liberal Party (Supports high taxes, welfare state, gun control)
Economy: Free Market
Religion: Christian (Protestant majority, Mormon minority)
History: The American Republic was founded by the Union of the States of Utah and Wyoming. Both those states had managed to survive the global pandemic, albeit losing many people and Utah losing half of its territory to anarchists and criminal gangs. In 2054 those two states signed the "Act of Union" and formed the "American Republic" based on the values of liberty and democracy. Since then the Conservative Party has dominated American politics, as large segments of the population are very conservative. The only opposition party is the Liberal, which is a coalition of former Democrats and Greens, but it has been unable to make a breakthrough in the electorate so far.
 
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So how frequently will this game be updated? Just wondering.

My goal would be once a week. I understand a lot of IOTers are in school right now, so I think it's a good metric.

Though ultimately I guess it'd be up to how often everyone would want an update.
 
My goal would be once a week. I understand a lot of IOTers are in school right now, so I think it's a good metric.

Though ultimately I guess it'd be up to how often everyone would want an update.
Thanks. That works well for me
 
Cherokee Nation
Spoiler Flag :


Spoiler Claims :


Capital: Tahlequah
Government: Parliamentary Democracy
Head of State: Principal Chief Horatio Kingfisher
Head of Government: Prime Minister Sebastian Crittenden
Official Languages: Cherokee, English, Spanish
Economic Policy: Social Market Economy
Social Policy: American-flavored* Christian or Social Democracy
Foreign Policy: Pragmatic/Imperialistic
Religion: Secular; the population is roughly 50% Catholic and 50% various Protestant/Reformed groups
Spoiler History :
The Cherokee Nation existed long before the plague that swept through the world; a recognized tribe within the borders of the United States, they occupied a grey area between sovereign nation and American colony. Dealing with the Bureau of Indian Affairs was basically the entirety of their 'foreign' relations. The Cherokee Nation's economy was heavily intertwined with the economy of America at large, but they did maintain independent farms, hospitals, infrastructure systems, and so forth.

Thus, when the plague came knocking and much of the country was wiped out, the Cherokee were left relatively unaffected. For sure, there were many in the tribe whose blood was so diluted that they were vulnerable to the plague, and the collapse of trade with the rest of America and an influx of refugees seeking any form of safety caused stability issues, but by and large the Cherokee Nation was relatively unscathed by the plague. The hospitals didn't shut down, there were no roving gangs of bandits in the streets, and while there were certainly food shortages, famine was the exception rather than the rule as it was in the rest of the world.

With the United States of America gone, the Cherokee had to answer a lot of questions about themselves and the role they wanted to play in the world. Half a dozen coups and protests were staged over exactly what direction the Cherokee nation should take; some wished to welcome the surviving Americans as brothers in all but blood, others saw the affairs of the anglos as irrelevant to the affairs of the Cherokee, and a radical few wished to repay the atrocities and genocides the Americans had visited on the natives- with interest.

In the end, the radicals were defeated after a bloody Cherokee civil war; their leader, Evangelina Lowrey, was jailed, and a new republic was declared. In order to give all citizens- Cherokee or not- equal representation and avoid some of the issues that plagued the United States in her twilight years, the new republic used a parliamentary model instead of a presidential one; the old Cherokee constitution was rewritten to reflect the changing times, and the Cherokee Nation starting looking outward, determined to ensure that as much of the old United States remained free and prosperous as possible.


*Pro-gun, freedom of instead of from religion, less strict hate speech laws, neutral- or pro-military instead of anti-military
 
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Duluth-Superior Commonwealth





History:

During the Plague, many people fled to the sparsely populated North, fleeing large population densities and disease. Once it was all over, the survivors came back. Incidentally, the dual cities of Duluth and Superior became something of a hub for this ebb and flow of human beings. Due to the almost complete erasure of the cities' population, it took long to establish anything like a functioning government, yet there was also a camaraderie forged in the worst days of the epidemic. It was this combination of freedom and friendliness that convinced many to stay in or flee to the now merged city of Duluth-Superior. Simply because it is such a node for communications and transportation for a its hinterland and the Upper Peninsula (now known as Superior Peninsula), the region ended up adopting its law and customs.​
 
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Navajo Nation



 
Ethnicities: whites 85% blacks 5% Mexicans 5% asians 5%

I'd have to say that goes against the suspension of disbelief without clarification. The plague has killed close to all members of non-indigenous groups (assuming "white" here refers to largely non-indigenous heritage), and so such a high proportion is a tad hard to believe. In the present day, those of strongly indigenous ancestry make up about 16-20% of the Alaskan population and 21% of the Yukon population, for example, and so post-plague ,they're likely to be a solid majority.
 
I'd have to say that goes against the suspension of disbelief without clarification. The plague has killed close to all members of non-indigenous groups (assuming "white" here refers to largely non-indigenous heritage), and so such a high proportion is a tad hard to believe. In the present day, those of strongly indigenous ancestry make up about 16-20% of the Alaskan population and 21% of the Yukon population, for example, and so post-plague ,they're likely to be a solid majority.
Ok, I will remove that. (The ethnicities part from my nation)
 
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