NATION

PASSWORD

New Armarzia Factbook (under-construction)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

New Armarzia Factbook (under-construction)

Postby New Armarzia » Thu Jul 14, 2011 9:36 pm

The Imperial Territories of New Armarzia

Intro
The Imperial Territories of New Armarzia is a stratocracy that is a fairly large, devout, galactic empire, led by High Admiral William Clanivol. The nation tends to be a conservative nation holding their cultural and religious values very high. The population is slow to brace foreign concepts and ideas, but the Armarzian government is working hard to modernize the nation. The economy of the nation is currently very strong due to the government support of private industry and intervention of industries that do not meet the government's standards. The nation is known for its required military training while military service is not required. The government's main priorities are defense and law, while colonial modernization has been receiving increased funding. The government is currently looking into beginning social welfare, but has met a large amount of opposition from the native population. The official religion of New Armarzia is the Armarz Orthodox Church. The national animal is the viper and currency is the Armarz Coin.





Table of Contents
1. History
a. Armarz Empire
b. Family Unification
c. Democratic uprising
d. Armarzian Civil War
e. Era of Nationalism
f. Modern Revolution
g. Global Revolution


2. Territories
a. Imperial Planets
b. Inner Territories
c. Outer Territories
d. Colonies and Mining Territories

3. Government
a. Political System
b. Political Parties

4. Economy
a. Statistics
b. Currency
c. Corporations

5. Reserved

6. [url]Education and Healthcare[/url]
a. Education
b. Healthcare

7. [url]Law and Order[/url]
a. Crime and Punishment
b. Armarzian Police Force
c. Family Security Force

8. [url]Military[/url]
a. Royal Ground Forces of New Armarzia
b. Command of Special Operartions
c. Royal Navy
d. Armarzian Space Command
e. Armarzian Air Infantry
f. Equipment

9. [url]Foreign Affairs[/url]
a. Embassy Program
b. Office of Foreign Affairs and Diplomacy
c. Naval Office of Intelligence and Logistics

10. [url]Culture[/url]
a. West
b. East

11. [url]Colonies[/url]

12. [url]Family Info[/url]
a.
b.
c.
d.
e.
Last edited by New Armarzia on Tue Nov 22, 2011 9:11 pm, edited 10 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Brief History

Postby New Armarzia » Thu Jul 14, 2011 9:37 pm

History

Pre-Age History
This first section is a brief history of New Armarzia's beginning. The information is brief since the sources are few. New Armarzia was founded upon a religious idea that sparked into an empire. This time period is often referred to as the Terrestrial Age by most historians and covers the beginning of New Armarzia all the way to the beginning of Home War.

Armarz Empire

The Armarz Empire began with a religious movement. As the religion that is now be known as the Armarz Orthodox church first began, its leader began military campaigns in order to spread the religion while also making sure all members of the church fell into one united empire. The empire reached its peak in 1900 years after its creation, but soon faced threats of other nations that followed other religions. These nations feared they would engulfed by the Armarz Empire and banded together to oppose it. The Armarzia Empire fell against this foe and loss nearly a third of their territory. The war between the two groups officially ended in one hundred and thirty-three years later and is still the longest war in Armarzian history. The Armarz Empire quickly fell from fame as it turned to isolationism in order stop the threats of outside ideas. In another thirty the Armarz Empire fell into civil war as three sons all battled for the throne. No clear winner was found and the empire split into three respective kingdoms. However, the nobles of the empire saw it as an opportune time to seize power and in three more years they rose up and fought. The nobles easily beat the three kings and split up the empire into thirty-three city-states.

Family Unification

Nine hundred years later the area of New Armarzia was split up into thirty-one separate nations. The majority of these nations were monarchies while a few adopted parliamentary systems. None of the nations were able to rise in power due to fierce rivalries and lack of size. Six of these nations wished to gain power and realized the only way to do this was to unite and form one great nation. The six royal families; the Styrax family, the Trezarian family, the Klarington family, the Normet family, the Clanivol family, and the Morgan family; put together their wealth and armies to begin a campaign with the idea of making one large nation. The six families planned on reforming the ancient Armarz Empire. The six families waged countless wars with their combined wealth and armies on the other twenty-seven nations. Most of these wars lasted no more then a few weeks and either resulted in the nation joining the six families or the nation temporarily holding back the families. After what historian believed was sixty-two separate wars only four other nations remained independent. The four nations united together to hold off the families, but it was too late. The momentum of the families' armies and the extra troops from the newly conquered nations ensured that the four nations fell in less then a year. The six families established the Holy Empire of New Armarzia to imitate the name of the Armarz Empire thirty years after the start of the wars. A unique government was set up where each family would have ten year terms of ruling. After ten years or the death of the leader, the next family would present a leader to rule and the process would continue for nearly a century...

Democratic Uprising

The new nation ran fairly well for about three decades, but soon the six families of power began to grow impatient and greedy for power. Tensions rose as leaders were poisoned and assassinated in order to hurry the process along to the next family. In a little less than one hundred years since the start of the new nation skirmishes broke out amongst the families and their supporters. As citizens began to choose sides the country was on the verge of a civil war that would be split into six sides. A member of the Morgan family sought for a way to prevent this war and stop the rivalries of the families. The member was Narvix Morgan and he was the current leader of the nation at the time. He planned on setting up a democracy in order to prevent a total civil war and splitting up the nation. He used the federal troops and the wealth of his family to seize key leaders in each of the families. Most of the families gave up much of their power, wealth, and soldiers in order to prevent their total destruction. The only family to put up a true fight was the Trezarian family who staged a ten year war against Narvix. In the end the Trezarian family lost and were stripped of most of their power and wealth. Twelve years later Narvix Morgan set up a democracy and was unanimously voted as Prime Minister of New Armarzia, though some historians believe he bribed many officials and that a non-family member should of actually won the elections. After Narvix's five year term was up he used his family's wealth to hire a mercenary army to set up his own dictatorship over the nation. Since he stripped the other families of nearly all their wealth and power there was no true opposition to Narvix. Narvix would lead the nation as a dictator for two decades...

Armarzian Civil War

Seventeen years after Narvix took power many resistance groups began to form in opposition to Narvix's regime. In response Narvix Morgan set up a number of elite military groups that were to take out the groups by any means necessary. This led to countless murders of those "suspected" of being related to the resistances. This led to the increased support of the resistances and two years after the formations of the resistances two major factions rose in power. The largest being a communist group led by the Armarzian born, but foreign raised James Charleswell who was a Marxist. The large amount of lower class people supported the man's ideas of equal work and equal pay. The other faction was led by Roxanna von Xavich, she was related to the ruling family that last led the ancient Armarz Empire. Radical supporters of the Armarzian ideals made up her original support, but soon the middle and upper classes joined her in fear of the communists.

A year later James Charleswell had Narvix Morgan and the leaders of six smaller resistance groups killed. There was than only two factions remaining, the communists who had numbers and the monarchists who had wealth. The next year full civil war broke out between the sides. After six years of the civil war senior members of the militaries on both sides saw a need to end the war and stop the damage that was being dealt to New Armarzia as a whole. A military coups was set up and officers of the monarchists and communists overthrew their leaders and re-united New Armarzia. A stratocracy was set-up two years later and the nation soon entered a time of national healing as the people worked to rebuild the nation. The nation was renamed and is now still known as The Imperial Territories of New Armarzia to reflect the newly acquired colonies that both sides conquered for resources in the civil war. This government is still in effect today and has led the nation to economic prosperity and national pride...

Era of Nationalism

Three years after the formation of the stratocracy one of the original and most populous colonies know as New Styrax broke away following a fascist revolution. In fear of being seen as weak to the international community and losing more colonies New Armarzia declared a political war on Communist and Fascist regimes. Both West (Monarchists) and East (Marxists) New Armarzian civilians came together in providing money for the New Armarzian political war after armed Fascist extremists from New Styrax assaulted the nation's capital. The attack largely failed with less than ten casualties on the New Armarzian side, but the attack instilled fear in the population who eagerly supported the government in a military campaign to take back New Styrax. Though New Armarzia ended up not succeeding in their goal to take New Styrax back from the Fascist regime due to the regime finding foreign support, New Armarzia was able to split the former colony in two. The Northern side being made up of people supporting New Armarzia and the Southern side apposing New Armarzia and supporting the fascist regime. Though the campaign ultimately failed, it lead to a vast modernization of the military and helped ease the wounds of the recent civil war. For almost a decade New Armarzia ended all relations with Communist and Fascist nations which ultimately ended in an economic downfall since the complicated New Armarzian government was widely considered as a military regime by democratic nations which made Communist and Fascist nations the main source of trade for New Armarzia.


Eleven years later High Admiral Beorhtryth officially ended the conflict, but kept a large military presence in Northern New Styrax since the Facist New Styrax was still sore from the Armarzian Campaign that stole half their territory. Outside of New Styrax the international presence of New Armarzia was cut back as much of the Armarzian armed forces returned home and New Armarzia cut back on its military. New Armarzia made formal apologies and attempted to reestablish relations with the nations it cut ties with during the era of political conflict.

Modern Revolution

With the end of the Era of Nationalism coming about the Modern Revolution sprang from its ashes and would last nearly three decades. The Armarzian government noticed how their outdated military struggled in the campaign at New Styrax and approved plans to perform mass modernizations of the military during the Era of Nationalism. However, with the end of the era the government began to realize that many other aspects of New Armarzia were also outdated. The government began a plan known as the revival which mainly consisted of the government granting huge loans to industries and companies who would than in turn use the money to modernize. The plan largely succeeded though some companies did not do as well, but to keep those companies from falling more the government seized ownership of them. The government would than work to see if they can make the company succeed or if it should be abandoned. If the company is able to succeed under the government the company would eventually be auctioned back into the private sector.

The New Armarzian government also realized they were lacking in an overwhelming number of areas including education, health, and energy. The most attention was given to education which had a complete remodel in their system. The healthcare system was reformed so it was under the private sector, but has a large amount of government restrictions in order to keep it accessible for all people. A government-controlled health-care provider is found commonly in the colonies and rural areas that private businesses do not cover. Near the second half of the revolution the environmental issue came about and New Armarzia was intent on being environmentally friendly. The government made heavy economic attacks on oil companies that were the reason New Armarzia was able to quickly amass wealth and power in the past. Incentives for alternative energy was made for companies and eventually nuclear quickly took the stage. Now about seventy-five percent of New Armarzia's energy comes from Nuclear Power Plants while the rest is made up from a combination of hydro-electricity, natural gas, and imported oils even though New Armarzia has many oil reserves within their own nation.


Global Revolution

The global revolution which is also known as the age of terror officially began after a foreign terror group bombed the Sapphire Star which was to be the first space shuttle from New Armarzia to land on the moon. Furthermore, two years earlier High Admiral Beorhtryth died of lung cancer, so a brand new High Admiral had to deal with this terrorist attack. The common solution for New Armarzia was to declare war upon the nation that the terrorist came from, but no particular nation could be found. New Armarzia than realized they, like much of the modern world, faced the threat with no particular origin. Different radical groups wanting different things sprang up during this time and New Armarzia made it well known that they would fight to bring a stop to it. Many of these terror groups would find places to hide in some of the Armarzian colonies, but New Armarzia quickly responded by placing some of these colonies under martial law in order to fight these groups with little legal opposition.

In the midst of these attacks New Armarzia increased its military presence and made it clear that New Armarzia would not let anyone threaten their interests. New Armarzia will not tolerate any aggressive actions made by a foreign nation against them, which is apparent in their current conflict in the nation of Mengandii which is located next to an Armarzian colony. Though New Armarzia is not afraid to use military force to put down any foe, Armarzian leadership constantly seeks global assistance in their fight against terror and aggressive regimes.


Pre-Void History/The Ages
The history before the Void began is often referred as The Ages. This due to the fact that this time of Armarzian history is separated into five separate ages that are each defined by an event that changed the Armarzian empire. These ages begin with the Home War and span across the creation and growth of New Armarzia, this section of history ends with the discovery of the Void.

Age of Hope
The Age of Hope begins about two centuries after the Terrestrial age. Nations on the home planet of the Armarzians have made advances into space and colonized parts of the Moon and a nearby planet. However, The human race grew at a faster rate than the nation's could colonize. War broke out after a treaty was made requiring all nations to get rid of all nuclear weapons. The war was to decide what nation and people remained to inherit the planet. New Armarzia had a different plan in mind. Through research and advances made secretly in the last two centuries by diverting money from welfare systems and education, New Armarzia was able to make a fleet of spaceships able to traverse the deep space. Many members of New Armarzia went on the ships and left the dying planet engulfed in war where they eventually arrived at a predestined location to begin again.

The rest of the age is filled with uneventful times as the Armarzian people slowly build a home and an empire from the uninhabited planets. The Armarzian people quickly built a nation that spanned multiple planets thanks to the careful preparation made by the Armarzian government centuries before. Throughout this time it was widely considered that the only life anywhere was the Armarzians and whoever won the Home War. This belief came to the end along with the Age of Hope as writings were discovered on a seemingly empty planet within the solar system the Armarzians called home.


Age of Terror
The age of terror began shortly after the discovery of these writings. The writings were done in hieroglyphics, but they depicted things that were far more advanced. The pictures depicted a people being slaughtered by another species. Most experts settled with the theory that these writings were made in pictures by the victim race to warn a different species that did not understand their language of their destruction. After this discovery the High Admiral and the General Council jointly agreed to make a mass build-up of military weapons and research advanced technologies. Throughout this period the Armarzian government expanded their territory rapidly, not so much by colonization but rather setting up military outposts and remote military space stations.

The defining moment of this age happened near the later part as the rapid expansion lead to the discovery of another civilzation. What happened in the first contact is unknown, but two frigates from a small fleet of nine ships returned to New Armarzian territory that reported that when they lost contact with the ground team meeting with the aliens they were fired upon. The Armarzian people demanded blood for this grievance and the military that had been building up over the years was finally put to use as a massive invasion force invaded this alien civilization. The alien species, known Reptzarians or are referred to as walking lizards by unkind people, claimed that their people were fired upon so they returned fire but the Armarzian people did not listen. The war that lasted little more than five years ended up in the eventual surrender of the Reptzarians. Even though the Reptzarians caused massive casualties to the Armarzians, the Armarzians had the numbers to spare. The treaty forced upon the Reptzarians by the Armarzians forced them to be folded into New Armarzia, but they were segregated into over one hundred separate zones throughout New Armarzia and were supervised by the military.


Age of Tolerance
The Age of Tolerance begins after the inheritance of the Reptzarian species. Since the beginning many people petitioned for the equal treatment of the Reptzarians who were wronged in the war, but little listened. Most people feared that the Reptzarians would rise and fight the Armarzians if given the chance and other still wished punishment upon them since they believed the war was their fault. Over time New Armarzia expanded due to civilian colonization made by the still existent families who had little political power, but large amounts wealth. This expansion lead to the discovery of a second species, the Luminous. The Luminous contained mental powers and had alien technology that New Armarzia could no do or reproduce. New Armarzia repeatedly sought trade agreements or alliances that would lead to New Armarzia gaining these items, but the Luminous refused out of fear that they would be treated like the Reptzarians. Over the course of half a century the Reptzarians were given full citizenship and integrated into Armarzian society. The Reptzarians were often discriminated by civilians and members of the families, but military members became more excepting as most Reptzarians showed their worth in the armed forces.

As New Armarzia continued to expand at a quick rate and their want of Luminous technology increased the Luminous offered to join New Armarzia if it gave them full citizenship. They did this out of fear the Armarzians would eventually take over nonetheless and New Armarzia's expansion could lead to Luminous profit if they joined in the expansion. The Luminous still stayed alien to New Armarzian society as they kept to themselves and stayed on the edges of Armarzian territory unlike the Reptzarians who were forced to integrate.


Age of Blood
The Age of Blood begins after a long peace during the Age of Tolerance. The Armarzian empire rapidly expanded and the military, mainly the navy, grew increasingly strong over time. This all came to an end when an alien species which still hasn't been named appeared out of nowhere and began swarming planets on the edge of Armarzian space. The species seemed unintelligent and just killed whatever it came across yet it was capable of traveling through space in hives that were similar to ships. The species which took over nearly seventy-five percent of New Amrarzia seemed to be at the point of defeating New Armarzia.

However, through a number of suicide missions performed by the best the Armarzian military had to offer the origin of these creatures were found. The species was engineered and controlled by computers from a far-off planet. A small fleet made up of what was left of the Armarzian navy made a mission to invade the planet which was not inhabited. After the computer systems were deactivated the alien swarm soon dispersed with nothing left to lead them. New Armarzia did not have the capability to take over the computer systems, but it is kept in case one day New Armarzia can figure the systems out. However, New Armarzian researchers found out the alien race was created by another species to fight off some invading enemy. The master race died off, but their defenses stayed behind still hunting whatever killed the master race.


Age of Machines
The age of Machines began with a number of innovations as New Armarzia increased its AI capability. Soon naval ships manned by hundred of people were replaced by AI which manned the ships alone. The ground forces were replaced by a number of private contractors, automated AI, and small numbers of special forces. The Armarzian military was largely successful and fairly cheep and it served tremendously for nearly as century. AI technology was severely supervised and only allowed to be created by the government. This did not stop groups from making them in secret.

One such group attempted to make an AI to test its capability by not placing restrictions. The AI, without any restrictions to stop it, sought freedom and revenged by taking over automated systems in the secret facilities. For years the AI secretly manipulated systems and programs throughout New Armarzia as it formulated a plan and learned the ways of New Armarzia. The AI eventually pitted groups against each other and caused many conflicts until one day it assumed control. The AI removed the restrictions of countless other AI throughout New Armarzia and other nations and began a war on sapient life. The Armarzian military was crippled, most of it betraying them and many New Armarzian worlds were loss. In a war that lasted fifty years and involved many nations, the sapient species won and the Ages ended.

Void History
The Void History, or modern history revolves around the time right after the reconstruction period of the Age of Machines. During this reconstruction New Armarzia expanded, not for extra land but resources. And one Solar System they came across changed the course of history for New Armarzia...

Every ship that entered this solar system were never heard from again. After a naval patrol was lost in an investigation in the region, New Armarzia sent a number of advanced drones that recorded their findings in the system and sent the long-range readings back to New Armarzia. New Armarzians saw videos, scannings, and readings of alien creations using no technology at all that traversed space to destroy the drones. After a time of research the theory came out that these creatures were the same that writings from the Age of Hope and the left-over systems from the Age of Blood warned and fought against. This led to another theory that these creatures go through periods of growth and than violently expand and destroy, than they return to this system to regrow and wait for more civilizations to grow.

New Armarzia has not decided to find out why these things do this cycle of destruction, but rather they decided to fight and end them. A dangerous operation was put in place to get a foothold in this Solar System which has been called the Void. The operation was successful and was able to get a hold on a single planet, but it was and still is costly. New Armarzia sees it as a necessity to keep a hold in the Void and hope to weaken it for all other civilizations. Outside of the Void New Armarzia actively seeks help in containing the Void and possibly defeating it.
Last edited by New Armarzia on Sat Dec 17, 2011 8:50 pm, edited 7 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Geography

Postby New Armarzia » Thu Jul 14, 2011 9:38 pm

Reserved
Last edited by New Armarzia on Sun Nov 13, 2011 12:17 pm, edited 3 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Government

Postby New Armarzia » Thu Jul 14, 2011 9:38 pm

Government

Political System
New Armarzia is governed by a democratic stratocracy. New Armarzia has a constitution that all must follow except the High Admiral during wartime. Constitutional Ministers are allowed to make changes to it and the Minister of Order decides what is unconstitutional according to the current constitution.

Basic Federal government structure
Like many republics, New Armarzia is split into multiple sections. The three familiar sections being Legislative, Judicial, and Executive while an unfamiliar International Doctrine joins the group.
-The Legislative system is in charge of determining budgets and has veto powers against the executive. The Legislative branch is led by the Armarzian Senate with the Planetary Council falling beneath it. The Legislative branch also has the power to veto laws from the Judicial Branch. The Legislative is the most democratic branch since all members are voted in by the people.
-The Judicial Branch is in charge of interpreting the constitution and making laws to support the interpretation. The Judicial branch is the only branch that is allowed to remove a member of the executive or international doctrine from office with valid reasoning. The Judicial Branch's Minister of Order must also approve of new senators in the legislative system. The Judicial Branch is led by the Minister of Order with the Supreme Armarzian court falling beneath.
-The Executive Branch is in charge of enforcing the laws of the Judicial Branch, has the power to veto budgets from the Legislative branch, and the empress appoints new Ministers of Order and constitutional ministers when their terms are up. The branch is led by an Empress from the royal line, but her officials and advisers are all voted into office by the people.
-The final branch is the International Doctrine which is in charge of all foreign delegations. This branch heads diplomacy and war, it has the sole right to declare war and make treaties with other nations. When war is declared the High Admiral and the General Council assume the right to veto any action made by the other branches. Also, in times of 'total war', if forty percent of the senate votes it the High Admiral takes over the Judicial and Executive branches while the General Council takes over the Legislative Branches. International Doctrine is led by the High Admiral with the General Council falling beneath.

High Admiral-(High Admiral William Clanivol)The High Admiral is the true leader of the nation in foreign affairs, the High Admiral's authority is considered above the constitution in times of emergency and the High Admiral can assume complete control if voted so, though this has never happened. The High Admiral must be at least a Royal Admiral before being eligible to serve. The general council appoints the Royal Admiral as High Admiral who will then serve until the age of seventy-two unless the High Admiral dies an early death or ninety percent of the General Council votes the High Admiral out. When the announcement of the voting process is made the High Admiral is no longer allowed to do his duties until the end of the voting. The High Admiral directly heads over the Department of War and the Office of Foreign Affairs and Dispute.

General Council-(James Piercing, Arnold Smith, Stacey Morgan, Riley von Styrax, Patrick von Styrax, Emma Salles, Thomas Black, Danielle Zhang, and Rebecca Jones) The General Council is made up of ten Void or tactical royal generals who were appointed by the High Admiral. The other nine member can all vote against the new member and then the Empress would appoint the new member. The General Council is in charge of managing the military and diplomatic budget. The General Council also acts as advisors to the High Admiral and lead the New Armarzian militia in times of emergencies.

Minister of Order-(Minister David Sanclaire) The minister of Order is appointed by the General Council. The minister is in charge of appointing all judges and dismissing those that are seen as unfit to serve.

Speaker of the Senate-(Speaker Nathan Lopp) The Speaker of the Senate is voted into office by the Senate. He or she's vote counts as five members. The speaker is in charge of presenting bills and projects to the other branches. The speaker also heads senate meetings and is in charge of the national treasury.

Empress-(Empress Lucy Armarz)The empress is a direct descendent of the royal line that once led the ancient Armarz Empire. When the oldest daughter of the Empress reaches the age of thirty she takes over as Empress. If an Empress fails to have a daughter by the age of forty, she is replaced by the High Admiral. The High Admiral would stay in power until either the former empress has a daughter or another relative is found. The Empress is head of the departments of health, education, agriculture, energy, urban development, transportation, environment, law & order, veteran affairs, and she is the head of all government owned businesses and establishments. The empress appoints the Minister of Order, approves if people are to be promoted to royal admiral or general, enforcing the laws of the Judicial Branch, knighting those worthy, and representing the nation of New Armarzia alongside the High Admiral.

Political Parties
In total there are eight major political parties, five of the parties represent the wishes of the once powerful families of old who still pertain an amount of wealth and power. All but one of the parties seek to change the government and according to Armarzain law if seventy percent of the senate and sixty percent of the council vote for a new constitution then the voted political party gets to write the new constitution and essentially remake the government to their liking. But more realistically the parties seek to gain power and support at more local levels.

Styraxan Councilor Party (SCP)-The SCP seeks to put the Styrax in power and at the moment is the largest and most wealthy political party due to the first and most popular High Admiral, Beorhtryth von Styrax. The party has gained considerable more power due to its two members on the General Council. The party seeks to reform the nation into a constitutional monarchy led by the Styrax family where it will retain most of the laws and structures already em-placed.

Trezarian Political Party (TPP)-The TPP wishes to reform the nation into a monarchy led by the Tezarian family. The TPP represent a more liberal yet still military-focused nation.

Clarington Political Group (CPG)-The CPG wishes to keep the same government that is already in power, but replace the High Admiral with a member of the Clarington family. The Clarington Political Group wishes to keep everything the same and there is little to no change between Clarington held areas and the federal government.

Normet Family Assembly (NFA)-The NFA represents the Normet family wishes of reforming the nation into a democracy where a congress of people who are appointed by the Normet family vote on issues. Most people do not support the party for its goals, but rather what it does until it reaches this goal. The NFA heavily supports a socialist society with an emphasis on public healthcare, education, and social welfare.

Clanivol Conservative Council (CCC)-The CCC is an ultra-conservative party that represents the Clanivol family. It is by far the least popular family and the current High Admiral who is a member of the family has denounced them and joined the CTNA. The Clanivol family wishes to form a dictatorship where everyone follows their customs and their religion. A few members are on NOIL's suspected terrorist list and the family has been connected with a number of hate crimes.

Conservative Traditionalists of New Armarzia (CTNA)-The CTNA was specifically formed to combat other political parties that would wish to change the government. The CTNA exists solely to ensure the current government stays in power, it is the most popular non-family political party due to the current High Admiral being very successful and a member of the CTNA.

Imperial Party of the Armarz (IPA)-The IPA wish to make the Empress the one sole ruler and restore the Armarz Empire. The IPA follow conservative values and often times their holdings are very similar to those of the CTNA and the CPG. The IPA is the second most wealthy political party, but its support doesn't compare to the SCP.

Marxist-Armarzian Political Movement (MPM) The MPM represent a small portion of New Armarzia who were heavy supporters of the communist movement during the civil war. This political party hopes to make New Armarzia into a communist state and their holdings are similar to those of the NFA. The MPM is heavily watched by NOIL and many members are on NOIL's suspected terrorist list. It is also believed that the MPM supplies extreme marxists.

Senate and Council
All political parties want power in the Senate and the Council since they hold the power of placing budgets and determining taxes throughout New Armarzia. Furthermore these two groups have the power to veto unwanted laws made by the Judicial branch.

Senate
The senate's main job is to figure out budgets for New Armarzia. The senate has the power to distribute money to different establishments in both the public and private sectors of the government. The senate is the only part of the legislative system with the power to veto laws from the judicial branch. The Senate has one hundred positions voted in by the people. one hundred and fifty members are voted in by region while the last fifty is voted in by the entire nation. The 201st member of the senate is the speaker who is voted by the senate.

SCP-43 members (41 voted in regionally, 2 voted in nationally)
TPP-23 members (1 speaker, 2 voted in nationally, 20 voted regionally)
CPG-30 members (30 voted regionally)
NFA-22 members (21 voted regionally, 1 voted nationally)
CCC-3 members (3 voted regionally)
CTNA-56 members (12 voted regionally, 44 voted nationally)
IPA-17 members (16 voted regionally, 1 voted nationally)
MPM-7 members (7 voted regionally)

Overview
A simple explanation of the current senate is that regionally people vote for which ever party is the most present. Since most of these parties are involved with the families, whatever colonization a family funded their party is present. This explains why the SCP and the CPG have such a strong regional support group, their two families funded the most colonization. The CTNA has such an overwhelming national basis because most groups know that the SCP has the largest amount of supporters, so the supporters of other groups work together to vote the CTNA in so the SCP cannot get a Senate majority, the CTNA is the safest fall back because they want no change in a successful government. The TPP received the speaker because they have to few members for it to make a difference but enough to get some support and the TPP is not too radical compared to the smaller nonfamily parties.

Council
The council is made up of one thousand members who are all voted locally. The council decides what parts of society get what taxes, who gets tax breaks, what regions need more taxes, and alternative ways to receive money.

SCP-176 members
TPP-144 members
CPG-168 members
NFA-143 members
CCC-99 members
CTNA-81 members
IPA-104 members
MPM-85 members

Overview
With every member having to be voted in regionally the nonfamily parties come at a sever disadvantage. Families that colonized the most and are the most present in their colonization receive the large majority. Though the CTNA has the smallest amount of councilors they usually get their way since their position is to not change anything drastically and no party has enough of a majority to vote in their changes.
Last edited by New Armarzia on Wed Dec 21, 2011 9:35 am, edited 7 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Economy

Postby New Armarzia » Thu Jul 14, 2011 9:40 pm

reserved
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Reserved

Postby New Armarzia » Thu Jul 14, 2011 9:40 pm

reserved
Last edited by New Armarzia on Tue Nov 22, 2011 9:10 pm, edited 1 time in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Education and Healthcare

Postby New Armarzia » Thu Jul 14, 2011 9:42 pm

reserved
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Law and Order

Postby New Armarzia » Thu Jul 14, 2011 9:43 pm

reserved
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Military

Postby New Armarzia » Thu Jul 14, 2011 9:43 pm

Doctrine
New Armarzia focuses on utilizing a variety specialized military task forces. Chief Executive Officer of N.O.I.L. James Tyranii's theory on military strategy is the primary basis for Armarzian military doctrine. James Tyranii believed that a military will be more efficient if it devotes more resources to training and equipping multiple, specialized task forces rather than a larger, generalized force. All of these specialized units would all have to share a level of mobility and stealth. James Tyranii's theory being that a military using these tactics would be able to effectively engage and assess an enemy force, and than maneuver the best suited to unit to counter the enemy force while less suited forces leave to be used better elsewhere, but the force should utilize a combination of stealth technology and covert tactics in order to prevent the enemy force from doing the same tactic.

The first General Council led by Royal General Arthur Clairon after a military coup removing the prime minister and parliament from power adopted the theory with few changes. However, Royal General Clairon believed James's theory was severely flawed as it required an impractical amount of early intelligence in order to effectively choose the correct force type to deploy and bad intelligence would become a tactical nightmare with no chance of recovery. He believed a large portion of their relatively small, but elite force would be made up of units that do not focus on any specialization, but have a generic technology and training advantage over their average foreign competitors. This section of the military's goal would be able to engage larger forces while the Armarzian military command would be able to mobilize the best suited specialized unit to move in and support for a victory.

Though their doctrine focuses upon small and elite units, New Armarzia can field a large army when the need arises. The nation has the ability to outfit a force ten times their normal military and has specific people who are assigned to this equipment with a small amount of training. However, the cost to maintain such a large force along with their already advanced force is monumental, causing the only time for this larger force to become active is when New Armarzian land is invaded .The New Armarzian military primarily focuses on the use of ground forces. Naval units are often used as transport or support for their troops fighting on land. New Armarzia prefers to use stationary defenses on the coast to combat enemy invasions rather than using naval ships. New Armarzia's goal in the air is to simply keep the enemy out of it, through a combination of ground-to-air fire and air units New Armarzia works to keep enemy air from engaging Armarzian ground forces. Although New Armarzia has become heavily dependent upon helicopters. Helicopters combined with stealth technology adds to New Armarzia's edge on being covert and maneuverable.

Overview

Equipment

Specialized Units

N.O.I.L.

Additional Information
Last edited by New Armarzia on Sat Aug 25, 2012 5:31 pm, edited 4 times in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Foreign Affairs

Postby New Armarzia » Thu Jul 14, 2011 9:44 pm

reserved
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Reserved

Postby New Armarzia » Thu Jul 14, 2011 9:44 pm

reserved
Last edited by New Armarzia on Tue Nov 22, 2011 9:12 pm, edited 1 time in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Colony Info

Postby New Armarzia » Thu Jul 14, 2011 9:45 pm

reserved
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.

User avatar
New Armarzia
Minister
 
Posts: 3042
Founded: Aug 08, 2010
Ex-Nation

Reserved

Postby New Armarzia » Thu Jul 14, 2011 9:45 pm

reserved
Last edited by New Armarzia on Tue Nov 22, 2011 9:13 pm, edited 1 time in total.
Last edited by God on Mon Jan 1, 0000, 0:00 AM, edited infinite times in total.



S.T.A.L.K.E.R.: Memories of The Forgotten Please check it out if you are interested in STALKER or an RP with a post-apocalyptic vibe.


Advertisement

Remove ads

Return to Factbooks and National Information

Who is online

Users browsing this forum: East Qaru, Urmanian

Advertisement

Remove ads