SilliNES3: The Search for Imago

This might be a bit late, but I WON'T give you more land than your Reach or your Colonial unless under SPECIAL CIRCUMSTANCES (read: visual appeal). Nor will I assume colonial actions and such for you unless the application is open enough for such to occur.

Also, this is probably the last chance to draw or write up states for Central Asia/Iran, Southern Africa, Indonesia/Indochina, and northern South America.

EDIT: I'm giving truly distant (and thus potentially troublesome) colonies their own stats and status. This will make modding rebellions easier, as well as giving more incentives for the colonizing nation. Everyone may consider this a last chance to input desired colonization history/regions. (Right now, the Norse has a lot of historic colonies under attack or recently conquered by natives.)

Spoiler Mock Map :


Inequal Relationship GUIDELINES (not rules). Please comment!

Also, I realize I should update the FAQ.

What about my tiny dot colonies?
 
Is my application all good?
 
The Republic of the Amazon/ Secret Scribe
Government: Oligarchy (Officially a Presidential Republic)
ASP: 10
SpecTech:
•Dams (16)- Dams are one of the most important aspects of life as it hold back water that could flood half of the nation. This skill has lead to special dams to allow for easy movement along the rivers while still having many safeguards which make them extremely hard to sabotage
•Patrol Boats (6)- The large dependence on rivers has lead to many developments in military river vessels to help protect the economic center
•Hydroponics (6)- The Amazonian soil while being fertile for a few years, generally become barren afterwards.To solve this problem a system of flooding has begun, so that as soon as the mineals in the soil are depleted parts of the river are allowed to flood in and restore the soil. However, this lead to large parts of a farmers land being inaccessible for a year, so to solve this problem, hydroponics are used on the flooded fields, greatly increasing the amount of area available for planting each year
Army: 50 Brigades
Navy: 25 Squadrons, 24 River Guard Squadrons
Air Force: 25 Wings
Unique Unit: River Guard- 8 Squadrons for 1 ASP- During the early damming period sabotaged dams were common as rival dammers would try to lower competition and smugglers from other barons under cut profits by sneaking goods past. Eventually, the barons that were hurt the most by the sabotage came together and looked for a solution. They decided that creating a force that would defend against these attacks would be the most efficient way to do it. After much debate the new force's organisation was finalised. These were the first River Guards. The barons defended by the River Guards became much rich due to the reduced smuggling, and many other barons joined the group. At the end, so many barons had asked for the River Guard's protection that they were incorporated as part of the puppet government.
Background: A former Galician colony whose lifeblood is the Amazon River.
History: Formerly a poor Galician colony, they rebelled and won their independence after a long guerrilla war. They carried on poorly with the Amazon forest restricting most industries except for dangerous logging operations. This continued until an innovative baron decided to make a dam many miles upriver, causing a small flood in the Amazon River which cleared out much of the aggressive animals and stopping most river creatures from passing. The baron soon grew rich off of tolls charged for passing along the river and he then used the money to buy up the land he cleared and make a fortune with rent and tolls. Soon, others followed in his footsteps and begin using their money to influence the government, corrupting it in their favor. This lead to the oligarchy known today.
Neighbor Suggestions: Patagonia, Inca, Galqua, some other Galician colony
Capital: Saint Alexis
Core Lands: Amazon River Delta, nearby coast, parts of the Amazon River
Reach Lands: Rest of the Amazon River, Tributaries, and some of the surrounding jungle
Colonies: None
 
Just want to say my former idea was a tasteless Amazonian native jungle republic with Avatar-esque Eywa-esque leader. Similar to the Gorilla-Kongo.

Needless to say I like this much better!


I should say Patrol Boats be 8 Squadrons for 1. Like Nueva Veneza's trade-patrol-craft, these are much less able to face a blue water fleet than almost every other alternative. Unlike Nuevo Venezia's Guardia (which are 1 ASP for 10 Squadrons), I am mentally associating the Patrol Boats with a small infantry task force, more expensive per firepower (engineering requirements), as well as potentially more useful (directed investment can eventually make the Amazon river an impenetrable barrier with overlapping and constantly changing fields of fire covering land, air, water.)

Also, Patrol Boats should need a more flavorful name.

You get 1 ASP of PBS free, that is, 8 Squadrons.

If you wish to remain with 4 Squadrons per ASP, they'd be very spank'n good Patrol Boats (being more expensive than a standard Blue Water Squadron!) with a well trained complement.


Nothing against the French, but the history of the Socialist Union of Democratic States have spoken of a divided France. If you have no real preference, the current major colonizing powers are shaping up to be the Nasri, Irish, Norse, Castilia and Galicia (Venice being more economically than colonially influential worldwide). It's not a coincidence that ony one of them is a PC. :(. If you do wish to stick with France, I'd like you to either specify a subkingdom or two, some kind of colonization authority/company (always good for role playing), or some other idea relating for a more minor state or states being able to push out comparably powerful natives of SilliNES.

Just to make it clear. If you have no preference: here are some preferred choices. If you do have a preference of France, give a quick preferred statelet or colonial society (a NAME, I just want a NAME :p).





@ Everybody

Fine, I'll make Update Negative One tonight and check everyone's application. IN addition, I'll VM everyone as well to make sure we're all squared away. Final Applications are due tomorrow Night (AKA early Sunday Morning.)
 
Rhenish Confederacy/Bair_the_Normal
-Size is much more appropriate for this type of game: good
-Should specify a bit more about The Stahlstromwachen. Are they patrol boats, infantry? Or are they like the Marine Corps, with a force mixture of soft to hard, land air sea, to be utilized as needed?
-If no one takes Germany, I'll give you permission to establish southern German (or swiss/austria/bavaria etc) power, and discuss the history of the Rhenish Confederacy with Germany as a whole.
-Current Moderator NPC Wishlist: Bohemia, High Tech Swiss (minor), Polish/Prussia
-Still need to specify more about the Stahlstormwachen.

Nasri Caliphate of Granada / Milarqui
-Everything excellent, I knew I could count on you. :)
-Start working on colonial history (talk to mercury)
-I'll give you leave to set up a Northern Spanish/Visigothic power, or maybe work with France and others to carve it up. ("France" wants Aragon)
-All requirements completed.

Popular Union of Rome/GrandKhan
-Looks good, I approve
-What's your relationship with Venice? Are you the power that conquered it, or was the power that conquered it your patron which the Republic overthrew?
-Establishing Egypt as a lost Roman colony if LOE and you approve
-All requirements completed.

Union of Free Nations/ m.t.ciceo
-You have 1 extra ASP. Remember, your first ASP of Commando's are free. Use the ASP for extra commandos or anything else you wish.
-Just so you have more leverage to fit your influence, I'll give you some associate nations. They won't be "free ASP" because they do consider themselves independent, and I'm thinking about establishing an antagonistic element in the Texas area.
-All requirements completed.

Nuova Venezia/merciary
-Hispaniola and Puerto Rico are core region.
-Has "significant" influence in either Quaba (Cuba) or Xayma (Jamaica). Talk to Milarqui.
-Has an extra 1 ASP, due to the 1 free UU ASP
-the Guardia are in Squadrons. And I have to warn you they are pretty weakish on fleet-fleet battle. You'd probably cut down on commerce raiding really well though, they'd likely provide high damage/cost ratio too, as you develop rockets and torpedoes.
-Should mark Guardia as Squadrons so I don't have to look it up every time
-Announce preferred state of significant influence.

Minsk Republic / talonschild
-Zealots sound like 2 Brigades (for larger masses) or 4/6 Regiments (if they focus on clandestine operations). Although they sound like Marines Elite (3 Brigades), the heavy vehicle emphasis and training makes me lower their size a bit.
-There's lots of land in Russia. What do you think would be the chance of, say, a sympathetic Ukrainian state?
-Still didn't specify preferred force size.

Tamil Nadu/mrrandomplayer
-You need to make some changes
-rename multipurpose carrier something! Please!
-Are the MPCV's individual ships, or small carrier groups? If the former, each ASP buys 10 Ships. If the latter, each ASP buys 4 Groups. Warning: if you buy them in ships, they'd be somewhat vulnerable to direct fire or submarine attack. You'd have more firepower though.
-Personally assuming MPCV's as supercharged Pocket Carriers rather than speedy Super Carriers. Inform me if this is not the case.
-Did not specify Lighting Carriers as individual ships or small carrier groups. Also, 1 ASP for 6 Groups, where each carrier is escorted, is also a possibility.

Shadowbound
-All sound cool, bro. :)
-I need a selection and an application, bro. :(

Democratic Peoples’ Republic of Australia/NinjaCow64
-Approval!
-You'll have lower starting approval rating with banked ASP, with the assumption that you just finished conquering the other half of the island. OR you can have higher starting approval rating and at war or at least in conflict with a reactionary Australian/Oceanic state. I'll let you choose. :)
-All Requirements Completed

The Ape Dominion / BILLSIF
-Replace "Cybernetic" with "Magitech" or "Hydraulic." I know what you mean, but others don't, and it's worrying them.
-1 ASP for 1 Company of Hands
-You need at least 10 ASP in Racial, and 5 ASP towards your special Ape soldiers
-Come up with a mix of starting racial, technological, and magical stuff already :p. You have 75 friggin ASP to throw around.
-Still gotta spend money! It's due tomorrow!

France as the Socialist Union of Democratic States/Ailedhoo
-Preapproved, but you gotta fill out the form by the second deadline, bro. If not, I'll hand France to the next comer.
-Need to specify unit sizes for the Foreign Legion
-Need to spend initial investment money

Invincible Holy Empire of the Sun/ ork75
-SPEND YOUR MONEY!
-I don't really care how elite you want your Mountain units to be, so propose a ratio and I'll give you a generalization of how good they are
-All Requirements completed

Dual Monarchy of Sikkim-Bhutan/NedimNapoleon
-Nothing to see here :(
-Still Nothing So Far

Atwal Empire/Js_9001
-Going to be head cannon that Mupalla are sorta like helicopter-ninja-seals, dashing through rough terrain to outflank positions and baffle enemies. Of course, being brigades they aren't super-elite.
-You are missing 1 ASP. Remember, first UU comes with 1 free ASP of UU.
-All Requirements Completed

The Tsardom of Alyaska/Terran Emperor
-Your spending isn't filled out
-Also, you got bit'chin rockets.
-All Requirements Completed

The Union of Arab Socialist Republics/Lord of Elves
-It's your birthday!
-Arab Revolutionary Militia volunteer during periods of conscription.
-All Requirements Completed

Patagonia/dasemay
-Has some bit'chn fission reactors
-OFFICIAL CANON: home of the nuclear submarine/carrier/battleship
-Seawolves sound like they'd be in wolf packs. 1 ASP for 6 Wolfpacks.

OSTRIAN UNION REJECTED Put ASP numbers in for your tech. Don't worry about them stealing it.


Note: Even though there are NPCs I like, PC APPLICATIONS ALWAYS TAKE PRECEDENT OVER NPCS (Except Reach land vs NPC Core Land).
 
Everybody, please give mrrandomplayer applause for being our first and only NPC-mod! His job would be to help run the NPC of silliNES and make our world a truly alive and vibrant place to conquer and occupy!

Oh, and mrrandomplayer, please PM me a google drive account so I can set up a shared folder. Your first "job" would be to write up stats for these almost-guaranteed NPCs (all 10 ASP powers, so pretty easy.) Most of these have more detailed stuff in thread. Also, I posted it publicly so if any of you want to take a swing, go ahead!

Ireland-Friend of the Norse Union, Owns Wales, Major Colonizer
Silesia-East German+Central European Power
Bohemia-South German/Czech+Northern Balkans
Siberia-A Russian Empire's successor state
Al-Tksas-Islamic Fundamentalist State in OTL Texas

Meanwhile, I'll be finishing up the map, writing up the techs, doing the FAQ and all the other stuff. Good Luck!
 
Nuova Venezia/merciary
Government: Corporate/Familial Republic (think corporations (modern versions of old merchant families) instead of political parties)
ASP: 10
SpecTech: Submarines (4), Surface ships (5), Banking (6), Commercial Vessels (5), Jets (2), Wireless communications (3), Clandestine Operations (4)
Army: 50 Brigades
Navy: 25 Squadrons, + 20 Guardia squadrons
Air Force: 25 Wings
Unique Unit: Guardia (light ships designed for protecting territorial waters and shipping routes) 10 for 1 ASP
Background: Was once a Venetian colony but after the invasion of Venice proper at the hands of [SCARY EUROPEAN BLOB AT THAT TIME] and the arrival of all the major Venetian players the colony was declared the nation's new homeland. It developed into a major shipping and banking power that claims to be neutral in most of world affairs but in reality will often partake in clandestine moves to enhance profits.

History: In the late 15th century a somewhat down on their luck Venetian family commissioned a voyage across the Atlantic in the hopes of finding a quicker and safer route to India to get an advantage on the other families. What they discovered instead was a completely new land free from other Europeans. Realizing the profit to be had from this land's resources the family began to set up trade outposts which would eventually develop into proper colonies. While the original family tried their best to keep the discovery a secret the other families quickly discovered their new source of wealth and set up their own colonies. Now Venice on a whole was much better at keeping the secret from the rest of the European nations and it took several decades for word to reach the courts across Europe that a new land had been discovered, but by that time Venice was already well entrenched in the New World.
At this time as the sources of profit moved away from the Mediterranean and to the other side of the Atlantic several families moved their primary estates over to their colonies. They were largely laughed at as being eccentric and over eager until the [NAME PENDING] Crisis. In 1XXX the [SCARY EUROPEAN NATION] began to make threats at Venice proper and caused a massive panic throughout the city. The crisis ended peacefully after some frantic diplomacy but more and more families began to realize the benefits of having their operations away from European powers and completely move their operations overseas until only the most staunchly traditional families remained. While technically still the capital Venice was becoming irrelevant and was known as the European Port. The city's decline was finalized with the fall of Venice at the hands of [SCARY EUROPEAN POWER] in 1XXX.
Despite the fall of Venice the newly Americanized nation continued to prosper trading all over the world and continued to have their fingers in nearly every market. Despite some mostly cosmetic shifts the nation has continued its commercial path well into the modern age.
Neighbor Suggestions: Ex-colonies and native nations with strong economic ties to Nuova Venezia
Capital: Nuovo Porto (in Puerto Rico)
Core Lands:puerto Rico, Hispaniola, Jamaica, Virgin Islands
Reach Lands: Bahamas, Leeward Islands, All other Islands in the Caribbean
Colonies: No proper colonies, massive economic influence in minor nations

Influence:
Nearly all former colonies in the New World that waged a war for independence should have pro-Venetian parties due to the Venetian habit of funding any revolt that has a chance of overthrowing a regime that isn't favorable to them. (Of course some the former colonies may have had uprisings against pro-Venetian governments so I don't expect all to be friendly)
Several Native nations in the Gulf area (depending on their ability to resist Europeans without support) should also be favorable to me.
My currency should probably be used as the trade currency for at least the Gulf if not more.
I should at least have the ability to exert some influence on any country looking to industrialize/borrow money (whatever qualifies as the Third World in this world).
And Milarqui I dominate Xayma if that's fine with you.

That should be it for my nation.

I also have an idea for "Mexico":
It should be a confederation of the various tribes the Aztecs once ruled over (of course now proper nation states). The idea being that the Aztecs refused to do business with the Venetians and Granada who began supplying the vassal tribes in the hope of opening up the area to business. After the Aztecs were overthrown the various tribes at the suggestion of their European supporters from a loose coalition to prevent anyone tribe from dominating the region again. This pact still somewhat holds today and operates somewhat like America during the Articles of Confederation (read poorly). The individual states are all under the influence of several different power operating in the region making it a political proxy war of sorts.
 
@Terrance: will you be on #nes later? I would like to discuss the... er... other nation choice I had considered, and you had said you had wanted to talk some things over with me beforehand.
 
Alright, updated the Ostrian Union to include Tech cost. If permitted, their tech cost more to research compared to others, which acts as a double-edged sword: It would be more difficult to be stolen, but requires more ASP for leveling up.
 
And Milarqui I dominate Xayma if that's fine with you.
No problem with that. Just remember that I still have influence there, as well, seeing that I am their motherland.

I also have an idea for "Mexico":
It should be a confederation of the various tribes the Aztecs once ruled over (of course now proper nation states). The idea being that the Aztecs refused to do business with the Venetians and Granada who began supplying the vassal tribes in the hope of opening up the area to business. After the Aztecs were overthrown the various tribes at the suggestion of their European supporters from a loose coalition to prevent anyone tribe from dominating the region again. This pact still somewhat holds today and operates somewhat like America during the Articles of Confederation (read poorly). The individual states are all under the influence of several different power operating in the region making it a political proxy war of sorts.

I think this is a great idea.
 
You need to spend 10 ASP to increase ASPT by 1. Elsewise, you should designate a project or an economic tech.

Also, I suggest that you get additional UU's to represent your unique nature. I will allow you to redeem your military units for pure ASP. This means that if you get rid of all your standard troops, you would get 20 ASP. If you also go down to 5 ASPT, that means you have 75+20=95 ASP to customize your high tech force.
 
Requesting to join this. Requesting some help getting an idea of the situation so far.
 
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