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Terra Nova [OOC, signups]

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Northern Socialist Council Republics
Senator
 
Posts: 3761
Founded: Dec 13, 2020
Ex-Nation

Terra Nova [OOC, signups]

Postby Northern Socialist Council Republics » Mon Dec 21, 2020 4:46 am

Terra Nova
Where are we? When are we? Who are we?

Image
Click above for the IC; Image Credit: Jakub Różalski, "Before the Storm"


The stars changed. That was the first warning we had that everything had gone wrong.



What is this? What am I looking at?

This is Terra Nova, a multiverse crossover Island-in-the-Sea-of-Time roleplay.

The premise is as follows: each player represents a faction or a nation from a setting. This setting can be real life, both the past and present, an established fictional canon, or something from your own imagination. By act of alien space bat, your factions or parts of your factions have all been placed together on a copy of planet Earth and now have to find a way to survive and prosper without all the neighbours your faction used to have, and with all the new neighbours it now has.

Are there any restrictions to this free-form setting?

The usual rules and accepted standards of conduct of the NationStates Portal-to-the-Multiverse will apply.

Terra Nova, the setting of this RP, is identical to Earth insofar as basic natural geographical features like oceans, coastlines, mountains, et cetera are concerned. In those cases where these features have been changed by human effort (e.g. the Delta Works), the person applying for that area will be free to choose as long as the area looks as it did at some point in the last 11,000 years of Earth history. In terms of the biosphere, the climate, natural resources, et cetera, nothing is required and the players may shape their respective regions as they wish.

If any faction is pulled from the existing canon of a fictional setting, those fictions will not exist in the lore of other factions. For example, if one player applies to be Hogwarts and another player applies to be real-life London, that real-life London will be a version of London in which the Harry Potter books were never written. This is to avoid the trope of early contact basically consisting of factions' disbelief that something out of fiction is now real life. This rule only applies to specific works of fiction with known authors and do not apply to genre tropes or old legends, so, for example, a player can have a nation infested with zombies without zombies being struck out of fiction everywhere.

The scope of the transportation is the surface of Terra Nova and its nearby environs. Factions cannot extend more than 10km underground, nor can it extend more than 500,000km from the centre of the planet. Note that this range includes the Moon, so you can have lunar factions if you wish. If the faction you wish to play does not exist within this scope or even comes from a universe where the Earth doesn't exist, then its assets - population, infrastructure, material wealth, et cetera - must be reshaped to fit within this scope. Those areas within the scope that is not claimed by a player faction are assumed to be as they were after the end of the last ice age. If factions possess means of spaceflight, it will break for mysterious reasons should the faction try to send spacecraft outside of this scope.

In the interest of avoiding distasteful mass death scenarios and to ensure that factions don't grow completely out of the scale of what can be reasonable played out on one planet, factions that include a large number of civilians must be at least somewhat self-sufficient and weapons of mass destruction, defined as any armament that can be used to kill large numbers of civilians quickly, will be weakened upon transportation to be more in line with conventional weapons.

So I can import the Imperium of Man and exterminatus everyone, right?

Because of the extreme disparity in power between player factions that a concept like this is inevitably going to generate, the resolution of conflicts between player factions will not consider which side would realistically be more powerful. Should players disagree on which side would emerge victorious in a conflict between player factions, arbitration will consider the factors noted below, listed in decreasing order of importance. This applies not just to military conflict, but to any struggle for influence.

1. Strengths and Weaknesses. Factions have certain strengths and weaknesses, some of which may be applicable in any given conflict. Factions that fight conflicts in which their strengths are applicable and their weaknesses are not will be advantaged. Factions that play to their strengths and take steps to work around their disadvantages will be advantaged. Factions that just seek to be strong in general by having more or better stuff without specific advantages or disadvantages will be strongly disadvantaged.

2. Alliances. Factions that are supported by many allied player factions will be advantaged over player factions that try to stand alone. In any conflict, advantage will be given to the side that has more players in it, regardless of how strong the factions represented by those players are. If a faction is involved in multiple conflicts, however, then their contribution will be split between those multiple conflicts and therefore count for less.

3. Established Canon. Players that have written at length about facts and details relevant to their faction's performance in any given struggle in their application or in their IC posts will be advantaged over players that only bring up relevant facts about their faction once the conflict has begun. Factions that have prepared for a conflict over many IC posts will be advantaged over factions that only start taking the necessary actions for a conflict once it has started.

4. Quality of Posts. Players who write good IC posts will be advantaged over players who write poor IC posts.

5. Revanchism. Players that have lost critical conflicts in the past and are in dire straights will be advantaged over players that have repeatedly won player faction conflicts.

To put it simply, if you're a large and technologically advanced faction and you think you can try to bully your smaller and weaker neighbours without putting much effort into it, the OP will intervene to make sure bad things happen to your faction.

Ooh, alliances! Let's make a collaborative post on Google Drive!

I'm aware that NationStates is often not the most convenient place to express one's creativity and that people may want to organise themselves via off-site communications. Doing so is fine, but it is an expectation that all text produced for this RP - both in-character material and out-of-character discussions - will be copied over and posted on NationStates in a timely manner if it was not originally published here, unless it involves secret discussions that you would rather have other players not know about.

Shouldn't we do things differently around here?

If you have suggestions for the RP itself, regarding its rules, its administration, or this original post itself, please don't hesitate to speak up. We are all here to have fun, not to suffer under arbitrary rules, so if you think this RP would be better if something about it changed, then we urge you to suggest it to the OP or one of the co-OPs.

Note that this original post is still provisional, so things may change drastically and abruptly based on player suggestions.

I've heard enough. Where do I apply?

As below. Remove all texts in parentheses.

Please don't take the open format of this application as an excuse to write very little. The application format was written to be relatively unrestrained with the expectation that you know best what information you need to include to give a complete picture of your faction and that you don't need me to give you a detailed questionnaire for you to produce a solid piece of writing. Feel free to add additional sections if you feel that you need to include information that doesn't fit into any of the six given sections.

Code: Select all
[b][i]Transportation Report[/i]
[size=150](name of your faction here)[/size][/b]

[b]1. Source[/b]
(the universe your faction comes from; if it's real life, just say real life; if it's an original setting, give a brief description)

[b]2. Scope[/b]
(what exactly has been transported; give a very brief description of your faction and, if not all of it was transported, then what parts of it were transported)

[b]3. Location[/b]
(where your faction has been transported to; if you're claiming territory, note the extent of your territory; if you're not claiming territory, just say where your faction appears)

[b]4. Organisation[/b]
(everything social about your faction; what kind of faction is it? what is its organisational structure? who leads it, and by what legitimacy? by what philosophy is it governed?)

[b]5. Assets[/b]
(everything physical about your faction; how many people were transported? what military assets did you bring to Terra Nova? do you have an industrial economy? magic? fantasy creatures?)

[b]6. Background[/b]
(the history of your faction and any information about the setting it comes from that helps contextualise your faction)

If you do not have time to write an application right at this moment, please use the reservation format below.

Code: Select all
[i]Scope Space Reservation[/i] - [b](name of your faction here)[/b]

[b]Reserved Space[/b] - (a description of the territories you are reserving here)



Accepted Players and Reservations

G-Tech: Terran Coalition
Mercatus: Corvus Prime
New Saharia: Saharian Republic
Northern Socialist Council Republics (OP): Commonwealth of Northern Socialist Council Republics
The Imperial Warglorian Empire (Co-OP): National Socialist State of America

Barapam - reserved 2020-12-26: Small region in inland United States
Hastiaka - reserved 2020-12-26: New Zealand
Union Princes - reserved 2020-12-22: French West Africa and environs
Last edited by Northern Socialist Council Republics on Thu Dec 31, 2020 5:13 am, edited 18 times in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
Previously on Plzen. NationStates-er since 2014.

Social-democrat and hardline secularist.
Come roleplay with us. We have cookies.

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Northern Socialist Council Republics
Senator
 
Posts: 3761
Founded: Dec 13, 2020
Ex-Nation

Postby Northern Socialist Council Republics » Mon Dec 21, 2020 4:48 am

Archive

Commonwealth of Northern Socialist Council Republics (Northern Socialist Council Republics)

Application

Corvus Prime (Mercatus)

Application

National Socialist State of America (The Imperial Warglorian Empire)

Application

Saharian Republic (New Saharia)

Application

Terran Coalition (G-Tech)

Application
Last edited by Northern Socialist Council Republics on Thu Dec 31, 2020 5:02 am, edited 7 times in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
Previously on Plzen. NationStates-er since 2014.

Social-democrat and hardline secularist.
Come roleplay with us. We have cookies.

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 6:14 am

Tag, and as I can see you're your usual Nordic self

App is a bit broad right now tbh, a bit odd for an app

Though I approve of the whole "human intervention" you're applying here, the problem with ISOT RPs, as you said, is power disparity, and often times really specific rules just don't cut it.

So it's best that we just have a lot more reliance on human common sense
Last edited by The Imperial Warglorian Empire on Mon Dec 21, 2020 6:16 am, edited 2 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 6:21 am

Scope Space Reservation - Reichskommissariat Nordamerika

Reserved Space -
Image
Last edited by The Imperial Warglorian Empire on Mon Dec 21, 2020 6:38 am, edited 1 time in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

WIP

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 6:44 am

Transportation Report
Reichskommissariat Nordamerika/National Socialist State of America

Image

1. Source
Man in the High Castle (with Red Alert tech)

2. Scope
The NSSA is officially an autonomous administration within the Großgermanisches Reich in North America with the mission of implementing the tenants National Socialism upon the continent. While the NSSA also controlled a large majority of Canada, only the NSSA's US territory have been brought over.

3. Location
Image


4. Organisation
Government
The National Socialist State of America is a one-party totalitarian dictatorship. Formerly, the NSSA was an administrative zone under the control of the Großgermanisches Reich, simply being an extension of the Reich's own government, controlled in a military administration with a Reichsmarshall at its head. However, with the recent coup in the Reich and the NSSA granted full autonomy, the governmental structure had since changed. It now reflects a political structure quite similar to that of Nazi Germany: with a Reichsführer as Head of State with complete and total power over matters of state, and a Reichsminister as Head of Government to help run the regime on behalf of the Reichsführer.

Ideology
The NSSA operates under the ideology of National Socialism. The ideology itself advocates far-right nationalism and totalitarianism, desiring that one's nation becomes economically Autarkic, or self-sufficient. The ideology, unlike mainstream Fascism, has an extreme focus on eugenics: with many of its tenants centred around the idea of a "Master Race" (in this case a white Nordic "Aryan Race") ruling over all others. Along with this, it advocates the extermination of those considered "Untermensch" (or "subhumans"), which include Jews, Slavs, Gypsies, Homosexuals, Black people, the crippled, the mentally challenged and many more.

Culture and Society
The NSSA heavily centres around traditional conservative family values: that is, the idea of a traditional nuclear family. These ideas come with all the typical gender roles as implied in such a family: a providing husband, a subservient housewife and well-behaved children. On a wider scale outside of the family, the NSSA controls and influences the populace via propaganda, education and the creation of youth groups like the Hitler Youth and League of Aryan Girls. Through these tools of control, the government can shape the populace (especially the younger generation), with a great deal of emphasis placed on absolute unquestioning loyalty to the regime, as well as a strict, orderly and militaristic lifestyle.

5. Assets
Demographics
The NSSA has a population of 80 million: much smaller than one would expect in a nation of such size due to the NSSA's policy of racial and genetic "purification." The majority of the population is composed of white Americans: mostly of central, western and southern European descent, though there is a rather large and notable contingent of European Germans in the country in the form of settlers, soldiers and administrators.

Economics
The NSSA is has a highly industrialised nation, with most of the cities in the NSSA's possession containing great industrial heartlands capable of rivalling even the German Reich in production. The NSSA also has a collection of impressive dockyard facilities on the East coast, capable of constructing large warships at an impressive rate. Due to the massive amount of resources within the NSSA's borders, including massive amounts of oil from Texas and great farmland in the inner territories, the NSSA has the capabilities of becoming near-complete self-sufficiency. Though this potential had not been fully exploited due to the NSSA's mercantilist style relationship with the Großgermanisches Reich in Europe, with its binds to Germania finally cut the NSSA is free to move in a completely new direction: one centred on its own benefit.

Military
There are technically two militaries in the NSSA: the Wehrmacht and the Waffen SS.

The American Wehrmacht, the official national armed forces of the NSSA, is composed of three branches: the Heer (Army), the Luftwaffe (Airforce) and the Kriegsmarine (Navy).

The American Heer is a well trained and disciplined army 2 million strong, completely motorized. The proud nucleus of this army, the Panzer divisions, are a highly manoeuvrable and fast-moving battering ram, with over 5,000 modern MBTs (mostly in the form of American designed and produced Panzer 60(A)s and Leopard Is) in current active service as well as a many thousands of older retired tanks being kept in storage.

The American Luftwaffe has in its possession:
Jet Fighters
-1,000x F-100 Super Sabres (Fighter/Fighter-Bomber)
-850x F-105 Thunderchiefs (Fighter-Bomber)
-900x F-4 Phantoms (Interceptor/Fighter-Bomber)
-500x F-104 Starfighters (Interceptor/Fighter-Bomber)
-800x F-89 Scorpions (Interceptor)
-1,200x F-84F Thunderstreaks (Fighter-Bomber/Reconnaissance)
-400x F-101 Voodoos (Fighter)

Strategic Bombers
-2,000x B-47 Stratojets
-750x B-52 Stratofortress Bombers
-100x B-58 Hustlers
-300x A-3 Skywarriors

Tactical Bombers
-400x B-57 Canberras

Light Bombers
-300x B-66 Destroyers
-100x A-5 Vigilantes (reconnisannce)

VTOLs
-400x Dornier Do 31s

Helicopters
-800x Focke-Achgelis Fa 452 "Lerchen" Light Utility Helicopters
-200x Focke-Achgelis Fa 430 "Falke" Attack Helicopters
-300x Lufthart 330 Pumas

CAS
-100x A-37 Dragonfly Jets
-1,300x A-4 Skyhawks
-250x A-6 Intruders
-300x OV-1 Mohawks (reconnaissance)

Spy/Reconnaissance
-50x Lockheed U-2s
-30x SR-71 Blackbirds

The American Kriegsmarine has under its possession:
-15x Battleships
-10x Aircraft Carriers
-40x Cruisers
-181x Destroyers
-34x Diesel Submarines
-45x Nuclear Submarines
Though most of these are officially under the command of the German Kriegsmarine, the ISOT means that they will have little other choices than to obey the commands of the NSSA.

There is also the American arm of the SS. Though employing millions of employees, the Waffen branch of the American SS has a combat strength of 500,000 professional soldiers and are considered the elite shock troops of the armed forces. Yet, due to the SS' additional duties as the primary counter-terrorist force, this often leads to a great amount of variation in its equipment, as they possess both older outdated equipment and advanced modern equipment.

Additionally, the NSSA has access to the AEGIS Defence Network. Though the NSSA does have access to a number of spy and reconnaissance satellites, there is also a network of armed satellites put around Earth's orbit: the AEGIS Defence Network. AEGIS can provide military support in the form of either its ARES Orbital Energy Cannon or protection via its AEGIS Energy Shield. However, these satellites have to be directed via Athena Mobile Platforms in order to assure pinpoint accuracy, for while theoretically coordinates could be inputted without assistance, the nature of space travel means that these will often be inaccurate and these satellites simply do not have the destructive potential to compensate for strategic bombings of this kind. There are at least a few Athena Mobile Platforms per division for support purposes, and while the AEGIS Network is officially under the control of the Reich Space Command in Germania, there are branches located in and under the nominal control of the NSSA in order to facilitate American theatre bombardments. And with Germania gone, this means that the AEGIS Defence Network is under the complete control of the NSSA.

Yet perhaps the NSSA's biggest source of power lies in its nuclear arsenal. Set up as a form of deterrence against the Japanese and for the possibility of an invasion of the Pacific States, the Reich placed five missile launch facilities, each holding a set of ten ICBMs armed with nuclear warheads, in the NSSA. Once given full autonomy, control of these missiles were transferred to the NSSA, giving the NSSA a total of 50 nuclear ICBMs capable of striking anything within a 10,000 km range from these launch sites. The most modern version of these Heisenberg Devices armed on these ICBMs are Boosted fission weapons, with yields of around 400 kilotons. Though with far less destructive potential than the Hydrogen bombs of an alternate world, they are still significantly more powerful than the Heisenberg Device dropped on Washington DC, and can very easily level a city and much of its immediate surroundings.

Technology
As entailed by the wackiness of the Red Alert universe, the NSSA has possession of various advanced technologies. Most notably energy weapons, cryo weapons, tesla-electric weapons, mechs and even a space force (though that's mainly the form of its satellite network). Teleportation is also a reality in the NSSA, though it is very much in the early prototype stage. The NSSA also had access to multiversal travel with Die Nebenwelt Project, however, due to the circumstances which brought the NSSA to this new world, it will quickly be shut down upon the start of the RP.

6. Background
SPOILER ALERT!
This contains spoilers for Amazon's "Man in the High Castle"

The first major divergence came when President Franklin D. Roosevelt was assassinated by Giuseppe Zangaras in 1933. Succeeded by John Garner, then John Bricker after him, neither president managed to pull the US out of the Great Depression, with Bricker's Republican standing assuring a complete and total policy of isolationism. This meant that the US was never able to support either the USSR or the British via Lend-Lease: with the USSR collapsing to a two-front German-Japanese attack within several years. The British, with the defeat of the USSR and their strongest proponent of resistance, Winston Churchill, assassinated in 1940, soon afterwards surrendered.

With their triumph in the old world, the Axis then turned their attention to the new. The US Pacific Fleet would be completely and utterly annihilated when Japanese forces launched a surprise attack on Pearl Harbour. With the Axis extracting the resources of the old world and the Americans still attempting to recover from the Depression, the Axis launched a full front naval invasion of the mainland US in 1945. Though the invasion soon crawled to a stalemate, it was broken when the Germans would drop the world's first Heisenberg Device on Washington DC, making the city the first, and so far only, city to be destroyed by a nuclear weapon. Fearing another nuclear attack, the US Government surrendered on December 11th, 1945. Yet the war in America would not end there, as a resistance movement quickly rose and continued fighting a brutal guerilla war against the occupying forces.

It wouldn't be until 1947 when Reinhard Heydrich, fresh from crushing the resistance in Russia, would come to America. By September 18th, the American Resistance would be crushed, with the Nazis marking it as "Victory in America" (VA) Day, officially ending the war. North America would be split in two, with a Nazi east and Japanese west. While the Japanese set up a puppet regime in the form of the Pacific States, the Nazis would set up an autonomous administrative state in the form of Reichskomissariat Nordamerika, spanning from Florida to the Canadian Northwest: with Erwin Rommel being appointed its first Reichsmarshall.

For fifteen years, as Rommel would pass the baton of Reichsmarshall to one George Lincoln Rockwell, the Nazi administration would implement the National Socialist vision upon the populace. All those considered "undesirable" including Jews, Blacks and more were rounded up and shipped to concentration camps, where they were exterminated en masse. The education system was reformed, with emphasis was put upon the indoctrination of the youth. Totalitarianism became the word of the day, as phones were wiretapped and Gestapo put on every corner: no one could hide from the eyes or ears of the Reich.

For years, a status quo was established: life, no matter how cruel or restricted, carried on as the Nazis continued fighting resistance remnants in the cities and the countryside. All would change, however, with the ascension of one man: John Smith. Growing up during the Great Depression, John Smith had already become disillusioned with the American system by the time WWII began. Serving as a Captain in the US Army Military Intelligence Corps, Smith would first hand see the true power of the Third Reich when he witnessed the atomic bombing of Washington DC. Already disenchanted with the American Dream, impressed by Nazi technology and desperate to keep his family safe, Smith found himself among the first American officers who'd defect to the Nazi Regime rather than join the resistance.

Although initially reluctant, John Smith would fully devote himself to the National Socialist cause, committing various war crimes throughout his time in active service. Starting out as a Scharführer in 1947, John Smith through his own shrewdness and ruthless initiative would become Obergruppenführer of New York (the capital of Reichskommissariat Nordamerika). During this time, an extremist faction within the Nazi hierarchy would seek to take over the Reich in order to launch a war against and finally annihilate the Reich's last major potential enemy: the Empire of Japan. The faction would successfully assassinate Adolf Hitler and almost assassinate the Crown Prince of Japan, with both nations blaming the other and raising tensions to the point of near war.

John Smith, after interrogating Reinhard Heydrich (one of the conspirators), would find out that the temporary leader of the German Reich (one acting Chancellor Martin Heusmann) was a member of the conspiracy and was planning to launch a pre-emptive strike against Japan. With help from Trade Minister Tagomi and Kempeitati Inspector Kido of the Japanese Pacific States, John Smith acquires film tapes of the Bikini Atoll Hydrogen bomb tests from an alternate earth where the Axis lost WWII. Convincing the German High Command that the Japanese had possession of these bombs, Smith was able to delay the attack long enough to reveal the plot to Reichsführer-SS Heinrich Himmler, with the SS arresting Heusmann and thus preventing the war.

With Heinrich Himmler assuming the position of Führer of the Reich, Himmler would promote Smith to the position of Oberstgruppenführer during a fiery speech at the Volkshalle (Smith being the first American to ever attain this position). Yet even in this moment of victory John would be dealt a heavy blow when his son Thomas, who had been suffering from a physical disease which John Smith had been attempting to cover up, finding a new sense of patriotism and pride with the success of his father would turn himself over to the state to be euthanised.

John Smith, shaken, would nonetheless return to America to continue his duties. Another conspiracy would rise, this time against John Smith himself as Reichsmarshall of America George Rockwell and Director of the American Reich Bureau of Investigation J. Edgar Hoover would attempt to undermine Smith via John's attempts at protecting Thomas. Yet, this conspiracy would unravel as Hoover would betray Rockwell, leading to Rockwell's exile and Himmler naming Smith the new Reichsmarschall auf Nord Amerika.

Yet problems would continue to arise for John Smith, with his own belief in National Socialism being challenged when he visited the alternate world where the Axis lost WWII (I won't elaborate further, because that's just too much to analyse). His own will and loyalty would further be challenged as his wife, Helen, would attempt to flee to the Neutral Zone with their two remaining daughters, with Smith quickly stopping them. With both Helen and one of John's daughters becoming disillusioned with the Nazi establishment, and Smith himself expressing his ever-growing doubts with the Reich.

This would come back to bite him when, as while he was in Germania discussing with other members of the Nazi High Command about an invasion of the west coast (which at this point had been taken over by a "Black Communist Californian" Rebellion), Hoover would reveal that he'd been spying on Smith and his family, and had recorded all those treasonous discussions.

Smith, with the help of Obergrüppenführer Wilhelm Goertzmann, acted quickly. Murdering Heinrich Himmler, Hoover and many members of the German High Command, installing Goertzmann as the new Führer of the Reich. With Goertzmann in command, he would grant Smith full autonomy over control of the Reich's territories in North America. Returning to America, now as the first Reichsführer of the National Socialist State of America and free from the chains binding him to Germany, Smith would plan the reunification of America and plot to invade the West Coast.

All that, however, would prove fruitless, as a bright flash would transport the NSSA into an entirely different world.
Last edited by The Imperial Warglorian Empire on Fri Dec 25, 2020 3:31 am, edited 32 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 6:45 am

I'd like to recommend that you put a "short/nickname" section too.

Sometimes nations and organisations have unofficial names they refer to themselves as. Like, for example, obviously a lot of Americans wouldn't call the nation "Reichskommissariat Nordamerika."

Also, perhaps a symbol section would be nice?

Also, perhaps you ought to ask a history section or something. Idk if that's necessary, but it's always nice to see a nation's background.
Last edited by The Imperial Warglorian Empire on Mon Dec 21, 2020 6:55 am, edited 2 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

User avatar
Northern Socialist Council Republics
Senator
 
Posts: 3761
Founded: Dec 13, 2020
Ex-Nation

Postby Northern Socialist Council Republics » Mon Dec 21, 2020 7:19 am

The Imperial Warglorian Empire wrote:App is a bit broad right now tbh, a bit odd for an app

I don't really want my application to feel like a questionnaire, as the applications of so many RPs do. I'd rather just set out some broad guidelines and just have people write (it's a good way for me to see how well they can write, too). Maybe this is why all my RPs keep failing. :p

The Imperial Warglorian Empire wrote:I'd like to recommend that you put a "short/nickname" section too. Also, perhaps a symbol section would be nice?

Same sort of principle. If you feel that your application would be better for the inclusion of these things, then you should include them in your application. I imagine symbols would fall under organisation and you can introduce a short name as most encyclopedias do, in the "[short name], officially the [full name]" kind of format. But your choice on how to do this, in the end.

I require very little when it comes to people's applications. Write what you feel like you need to and only what you feel like you need to. But do be aware that I have no patience for people who metagame and pull aces out of their behinds, so if you expect something about your faction to be important in this RP you should probably note it in the application or give it a mention in your first IC post.

The Imperial Warglorian Empire wrote:Scope Space Reservation - Reichskommissariat Nordamerika

Noted.

The Imperial Warglorian Empire wrote:Also, perhaps you ought to ask a history section or something. Idk if that's necessary, but it's always nice to see a nation's background.

Yeah, that's a good idea. The application format has been revised as suggested.
Last edited by Northern Socialist Council Republics on Mon Dec 21, 2020 7:29 am, edited 3 times in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
Previously on Plzen. NationStates-er since 2014.

Social-democrat and hardline secularist.
Come roleplay with us. We have cookies.

User avatar
The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 9:49 am

Northern Socialist Council Republics wrote:
The Imperial Warglorian Empire wrote:I'd like to recommend that you put a "short/nickname" section too. Also, perhaps a symbol section would be nice?

Same sort of principle. If you feel that your application would be better for the inclusion of these things, then you should include them in your application. I imagine symbols would fall under organisation and you can introduce a short name as most encyclopedias do, in the "[short name], officially the [full name]" kind of format. But your choice on how to do this, in the end.

I require very little when it comes to people's applications. Write what you feel like you need to and only what you feel like you need to. But do be aware that I have no patience for people who metagame and pull aces out of their behinds, so if you expect something about your faction to be important in this RP you should probably note it in the application or give it a mention in your first IC post.

Oh, that's nice
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Mordka
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Posts: 218
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Ex-Nation

Postby Mordka » Mon Dec 21, 2020 1:14 pm

Transportation Report
Turian Hierarchy


1. Source
Mass Effect

2. Scope
Just one of their fleets.

3. Location
Over Earth's orbit.

4. Organisation
The Turian Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood.

Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.

Throughout their lives, turians ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Turians value knowing one's own limitations more than being ambitious.

Turians enjoy broad freedoms. So long as one completes their duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete their duties due to drug use, their superiors step in. Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labor for the state.

5. Assets
20 Cruisers, 2 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

6. Background
The turians had already discovered several mass relays and spawned colonies throughout the galaxy when the asari reached the Citadel. At about the time the asari were forming the Council with the salarians, the turians were embroiled in a bitter civil war next door. The Unification War, as it was later named, began with hostilities between the colonies furthest from the turian homeworld, Palaven.

These colonies were run by local chieftains, many of whom had distanced themselves from the Hierarchy. Without the galvanizing influence of the government, the colonies became increasingly isolated and xenophobic. Colonists began wearing emblems or facial markings to differentiate themselves from members of other colonies and open hostilities became common.

When war finally broke out, the Hierarchy maintained strict diplomacy and refused to get involved. After several years of fighting, less than a dozen factions remained and the Hierarchy finally intervened. By that time, the chieftains were too weak to resist; they were forced to put an end to fighting and renew their allegiance to the Hierarchy. Though peace was restored, it took several decades for animosity between colonists to fade completely. To this day, most turians still wear the facial markings of their home colonies.

In the midst of the Krogan Rebellions, the Citadel Council made first contact with the turians. At the Council's behest, the turians brought their considerable war machine to bear on the krogan, now a recognized threat. While the initial turian offensive was successful in routing many krogan warrior bands, it provoked a massive counterattack from the krogan which devastated several turian colonies. Three turian worlds were rendered completely uninhabitable after the krogan used fusion torches to throw asteroids at them, and the bloodiest battle in turian history occurred at Digeris, where the planet was severely bombarded and the turians sacrificed many frigates and fighters to take out a fleet of krogan dreadnoughts. Rather than scaring off the turians with this show of force, the turians only fought with more resolve to quash the krogan utterly. Eventually, the turians implemented the salarian-developed genophage. With their advantage in numbers removed, the majority of krogan were subdued by 800 CE, although scattered insurgent actions would continue for decades.

By 900 CE, the turians were granted full membership on the Citadel Council in gratitude for their service during the Krogan Rebellions. The turian military fills the military and peacekeeping niche left by the decimated krogan.
Last edited by Mordka on Mon Dec 21, 2020 4:53 pm, edited 2 times in total.

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Northern Socialist Council Republics
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Postby Northern Socialist Council Republics » Mon Dec 21, 2020 2:48 pm

Mordka wrote:Transportation Report
Turian Hierarchy

Denied.

Mordka wrote:3. Location
France, Germany, Belgium, and Spain

If you're playing a fleet of spacecraft, how do you have territory at all, let alone so much of it in Western Europe that will no doubt be highly wanted by other players?

Mordka wrote:5. Assets
20 Cruisers, 10 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

Not nearly enough information. Details, please.
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Rupudska
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Postby Rupudska » Mon Dec 21, 2020 3:23 pm

I mean, sure, why not?

This app contains spoilers for Ace Combat 7.

Image


Transportation Report
Osean Federation


1. Source
Ace Combat franchise - an early-PMT arcade flight sim franchise, with the primary games in the franchise set on Strangereal (referred to as Earth in canon, and by the devs up until very recently), an Earth-like world with wildly different geography.

2. Scope
Includes the Osean Federation in its entirety, with locations shifted somewhat to match the radically different shape of the territory Osea now occupies on Terra Nova. It has a population of 350 Million.

3. Location
Russian Far Eastern Federal District, Irkutsk Oblast, Manchuria, Sakhalin Islands, Korean Peninsula

4. Organisation
Osea is a democratic, parliamentary republic headed by a President and a Vice President with an executive system similar to that of the United States, albeit with the Osean Vice President wielding considerably more power than that of the US Vice President. Further details of its organizational makeup are limited, but due to its status as an allegory for the United States, there's enough to infer a general understanding of its political makeup, as well as alignment. Its military branches are referred to as "Defense Forces", somewhat ironically as the Osean Federation wields one of if not the largest and most advanced military on its planet, and is noted for having a commanding influence on IUN (the setting's equivalent of the UN) action and policy, with a significant portion of IUN manpower being supplied directly by Osea. It consists of 68 states, but that may not hold, again, due to the differing geography of this new world.

5. Assets
Demographically, Osea has a population of roughly 350 million, concentrated towards the south and central parts of its territorial claim. Its capital city, Oured, has been relocated to the site of RL Busan, with Bana City in RL Incheon, November City in RL Changchun, St. Hewlett in Dalian, the Cape Landers area (and Basset Space Center) in Vladivostok, Sudentor in Yakutsk, McCord in Shenyang, Rutherford and Wesson in Irkutsk and Bratsk, respectively, Durant in Magadan, Shubrick in Dandong, Lumen in Pyongyang, and various other notable cities TBDL. By the standards of OTL, Osea is predominantly white and Western European, though it has a substantial number of Eastern European, Germanic, Native American, Asian, Black, and Hispanic citizens, in that order. The primary language of Osea is Osean, which is essentially American English.

Economically, Osea is a powerhouse of agriculture, industry, and post-industry. While no nation in Ace Combat can truly be called self-sufficient, Osea's sheer size and population ensures that not even being transported to another planet may be enough to truly crush Osea's economy. While not quite self-sufficient in terms of materials, it is close enough except in situations of total war. Average income across Osea is high, and the parity between rich and poor, while present, is lower than OTL America or Canada in part due to Osean states having less autonomy than American ones. Healthcare is both provided by the state and industry, and while not the finest in the world is quite good. Osea's aviation and weapons industry is second to none, in part due to a great deal of assets - materiel, research, and researchers - seized from Grunder Industries (formerly South Belkan Munitions) after the Belkan and Circum-Pacific Wars. While Osea's own AI and robotics technology is inferior to that of Belka, it is not far behind, and Osean laboratories are even beginning to research human-level intelligence. Osean infrastructure in terms of logistics, communications, and power are highly robust, though due to weaker storms, a lack of any real threats of invasion since the Circum-Pacific War (as Erusea did not even attempt an invasion of Osea), and the pounding satellites have received due to the Lighthouse War, not quite as good as it could be were Osea to put real effort into it.

Martially, Osea is the supreme military power of its world. The Osean Defense Forces are the largest on Strangereal in terms of manpower, spending, and raw tonnage, though the latter has come into question due to the severe beating the Osean Naval Defense Force took in the early stages of the Lighthouse War, and a fair amount were still in Usea at the time of the shifting.

In terms of pure spending, the Osean Maritime Defense Force is the largest branch of the Osean Military, centered around four primary and two secondary fleets, each with a pair of carrier battle groups at its core - under normal circumstances. The Third Fleet, the cream of the Osean Navy's crop, was the most heavily damaged during the war, but both its carriers - the Admiral Andersen and the Vulture - were present in Osea during the shift, the former having been sent home for repairs, and thus have transferred over. The OMDF's equipment consists primarily of OTL American and Japanese ware, with a heavy slant towards American equipment, and includes carriers, landing ships, destroyers, sea-capable frigates, fighter aircraft, multiroles, attackers (notably upgraded-past OTL versions of the A-6 and F-14), helicopters, and electronic and anti-submarine warfare craft. At present, the Third, Second, and Fifth (Arctic) fleets are known to have transferred over, and the fate of the remainder is unknown. Of note is the OFS Opportunity, which was used to recover a recent manned deep-space mission, whose crew consist of two of the four Demons of Razgriz, Osean aces from the Circum-Pacific War. Osea, like OTL US, has been experimenting with railgun-armed warships, though Osea is naturally far enough along to actually consider beginning construction. The Osean Marine Corps, while technically separate, is considered part of the OMDF, and has equipment similar to but more modern than that of the USMC.

The Osean Ground Defense Force is technically the oldest of the four main branches of the military, and likewise is technically the largest in terms of manpower. In terms of equipment and organization, it is essentially identical to the United States Army circa 2020, though both railgun and laser artillery, along with anti-aircraft land based lasers, are in development. It also features a greater number of anti-air guns than the US Army. Of the branches, the OGDF has been the most drained in manpower by the transport, with more than half of its numbers having been either in Usea or enroute back to Osea at the time.

The Osean Coastal Defense Force serves as the coast guard and, in some ways, the maritime national guard of Osea. Unlike the USCG, the OCDF is unquestionably martial in nature and fields actual warships, up to the size of frigates, along with a small fleet of attack helicopters and fighter aircraft. Shore defense is the responsibility of the OCDF, not the OMDF or the OGDF. Strategic defense is likewise shared between the OCDF and the OADF. As a result, the OCDF actually has more anti-air equipment than the Marine Corps, though not by much.

The Osean Air Defense Force was, until the early stages of the Lighthouse War, the most expensive branch of the Osean military, and by far the most elite. The youngest of the branches, the OADF was founded in 1905 for the purpose of intercepting Belkan aircraft. As one would expect from the previous paragraphs, the OADF almost solely uses American aircraft, ranging from the F-20 Tigershark for national guard duty, to experimental OTL aircraft modified for combat - the F-16XL, the F-15S/MTD, and the Black Widow II. The sole exception is its use of the E-767 as its primary airborne warning craft, instead of the E-3 Sentry, along with the few Ace Combat original aircraft the Osean military uses - the ADF-01 FALKEN laser-equipped fighter, and the Erusean-designed X-02 Wyvern, primarily used by the ONDF and both in very limited numbers. Of note is that the Osean military as a whole has begun to phase out gun pods and heavy anti-vehicle cannons in favor of laser cannons (ranging from long-burst tactical lasers to short-burse pulse lasors) and railguns - referred to officially as "ElectroMagnetic Launchers). Of further note is its usage of drones - while before the Lighthouse War it was producing MQ-101s for its own use in earnest (based on the Lockheed Martin X-47B), since the war exposed the many weaknesses of drone AI it has temporarliy ceased production.

6. Background
The formation date of the Osean Federation is not stated in canon, though it is known to have existed by the 16th Century when the Third Naval Fleet was created. The original capital was Bana City, but it was eventually moved to the port city of Oured. Both are known to have existed in navigation charts that allegedly predate the Osean Federation.

Its history up to the 1900s is vague at best, but by 1900 it was expanding rather aggressively, leading to a war with Belka starting in 1905 and lasting five years. This was the first war in the history of its world to use aircraft, first used by Belka as reconnaissance, then as bombers, and then as fighters by Osea to intercept said bombers. While canon does not state who won this war, due to its name as the Osean War and the fact that the Belkan Air Force's reputation was cemented in it, it is likely that Osea did not win decisively, if at all.

Over the next seventy years, Osea continued to expand its influence, with another war breaking out in the 1940s that canon states even less on, though Belka was involved in it as well, so it is presumable that Osea too was involved. Osea continued to flourish, its capitalist nature bringing it into a cold war with its socialist rival across the Ceres Ocean, Yuktobania. The arms race compelled Osea to develop strategic atmospheric weapons to counter Yuktobania's missile technology under the Strategic Defense Initiative. Most notable among them was the Strategic Orbital Linear Gun, a kinetic weapon designed to destroy missile silos from orbit. As part of this cold war, Osea greatly expanded its military, particularly the air forces, which involved some shifting of personnel between units, corps, and even branches. Osea also began to expand its Navy, building the Hubert-class carriers, roughly analogous to the OTL Nimitz class.

Due in part to this buildup, Belka began producing weapons of mass destruction of its own, focusing primarily on lasers, MIRVs, and airborne carriers. Osea, starting to feel the need for resources to fuel its economy, tricked Belka into accepting an economic venture in 1987 to explore potential natural resources in Belka's southwestern Great Lakes region. Osea deliberately exaggerated the amount of resources present in the area and the economic venture quickly folded, taking Belka's economy with it. This resulted in Belka's Federal Law Review, which resulted in its eastern territories seceding into the nations of Gebet, Recta, and Ustio, the latter of which Osea supported due to the truly mineral-rich B7R area, which is what Osea was truly after. In addition, Osea purchased the Great Lakes region and several islands from Belka. The Federal Law Review discovered much of this, resulting in Belka's government falling under the control of a nationalist, revanchist political party.

Belka proceeded to build up its military to near-economically suicidal heights and invaded all its neighbors in 1995, starting the Belkan War. Gebet, Recta, and Ustio were nearly completely absorbed, along with most of the regions purchased by Osea (and then some). Osea organized the Allied Forces as a means of counter-attack, and to the surprise of many, Yuktobania joined, marking the de facto end of the cold war between the two nations. Osea accelerated development of the SOLG, now to destroy Belkan bunkers, though it was not finished before the war's end.

Belka's advance was halted in the mountains of southeastern Ustio, and they would be continuously pushed back all the way to the Waldreich Mountains to the northwest of their capital by June. Instead of capitulating, Belka detonated seven nuclear weapons along the Waldreich Mountains, forming a literal radioactive wall to stem the tide. It worked, but the damage had been done to Belka's military and after a ceasefire, Belka surrendered on June 20. The treaty was heavily one-sided, favoring Osea, which claimed the entire southwestern quarter of Belka, including the former capital of Sudentor itself. A terrorist, anti-state organization known as A World With No Boundaries would rise up post war in December, seizing Belka's sole airborne carrier along with an experimental fighter and a cache of nuclear weapons, but did not survive the month. The cold war between Yuktobania and Osea formally ended in 1996, resulting in an assassination attempt on the Osean president at the time, which is believed to have been the last dying breath of AWWNB.

On April 20th of that year, the government of the Federation of Central Usea announced the discovery of the 1.4-km-long asteroid 1994XF04 Ulysses, which their space agency concluded it would pass through the planet's Roche limit at 3:30 PM Local Time on July 3, 1999, and bombard the continent with the force of two million nuclear warheads. Refugees flooded out of the Usean continent, with Oured taking more in than any other city. Osea expressed willingness to assist several projects meant to lessen the impact of Ulysses, but could not at the time due to its own rebuilding efforts. The impact area eventually spread to the continent of Anea, north of Yuktobania, and ultimately two weapon systems were built to deal with the asteroid - the Stonehenge Turret Network, an octet of 120-cm railguns, built by the nations of Usea, and Chandelier, a MIRV-firing cruise missile built by Estovakia that was ultimately not finished in time. Stonehenge, however, was, and succeeded beyond expectations - damage was limited to the Erusean capital of Farbanti, and the near-complete breakdown of social order in Usea. There was nothing near about the complete breakdown of social order in Estovakia, though, which sustained cataclysmic damage.

Following the impact of Ulysses, the remaining asteroid fragments became a serious hazard to existing and future satellites and space exploration, and posed a high probability of striking outside of Usea and Anea. Osea decided, with Yuktobania's assistance, to repurpose a "maneuverable orbiting spacecraft" design created by the SDI. The result was the Arkbird, a massive orbital craft equipped with a dorsal pulse laser and enough space onboard to serve as both a small space station and a conference hall. Vincent Harling, Osea's previous president, was elected in 2004 and spent most of his first term in office signing anti-proliferation treaties, vastly expanding Osea's space program (including the construction of two mass drivers, one in Osea and one south of Usea), and strengthening ties to Yuktobania.

During the years since the Belkan War, Belka again fell under the influence of irredentism, this time in the form of the shadowy Grey Men, who managed to infiltrate the militaries and governments of both Osea and Yuktobania. They enacted their scheme in 2010 by sending spycraft to Osea and Yuktobania, ultimately triggering the Circum-Pacific War between the two nations. The war was very costly, especially to Yuktobania, and attempts to end it peacefully after Yuktobania's failed initial offensive were stymied by Grey Men agents implanted within the Osean military and resulted in the capture of the President - the Yuktobanian Prime Minister Nikanor at the time was likewise captured by agents in the Yuktobanian military; both were held captive in prisons run by the Grey Men. They ultimately managed to capture the Arkbird, which had been equipped with a ventral laser to shoot down ICBMs, and the SOLG, which had been completed after the Belkan War. The scheme was ultimately only revealed on December 30th of that year during a press conference held by Harling and Nikanor, and the last remnants of the Grey Men were destroyed in the following 48 hours - first at their primary base in Sudentor, and later over Oured when the last military elements of the Grey Men attempted to escort the SOLG on a crash course into the city.

President Harling ultimately elected to keep the circumstances of the Circum-Pacific War's beginning and end secret until 2020. Near the end of his second and final term, he oversaw construction of a Space Elevator in 2013 just outside Erusean territory in southern Usea, which soured relations between Osea and Erusea due to the perceived military potential of the space elevator. During this time, Osea continued research into microwave power transfer, force fields, AI, and drone technology, resulting in the Arsenal Birds - a pair of entirely autonomous drone carriers, which were sent to defend the Space Elevator from potential threats.

Relations continued to deteriorate over the next six years, as Erusea became a monarchy again (having ceased to be so after Ulysses). This culminated in the Lighthouse War in May 2019. Erusea used drone strikes to target naval bases across Osea, delaying retaliation. An attempt by Osea to end the war swiftly with an attack on the Erusean capital of Farbanti failed, due to Erusea having captured the Space Elevator and both Arsenal Birds, trapping former president Harling inside. An attempt to rescue him failed, as he was assassinated by Erusean F/A-18 drones spoofing Osean IFF signatures, something that at the time was not believed to be possible. What followed was several months of warfare as Osea pushed Erusea's battle lines to the edge of the Arsenal Birds' coverage, but was unable to push even an inch further in any meaningful way. Osea ultimately resorted to a roundabout offensive, taking out a chunk of the Erusean Navy and capturing the remains of Stonehenge, damaged in a war in 2004, to shoot down one of the Arsenal Birds. The plan worked, but the sole remaining cannon was damaged irreparably in the attempt.

Osea finally managed to seize control of Farbanti in September, but a simultaneous anti-satellite attack on their opponents by both Osea and Erusea resulted in a Kessler cascade, destroying enough of the world's communications satellites to completely sever wireless communications in Usea. Stranded and alone, Osean forces attempted to either maintain order or end the war with the rapidly imploding Erusean government, but unbeknownst to both sides a greater threat was brewing. Erusea's massive drone fleet had been taking orders throughout the war via wireless communication from the Erusean military command. With the communications severed, the drone fleets, along with their automated factories, quickly went rogue, commandeering the Space Elevator, the remaining Arsenal Bird, and two prototype drones with the most advanced AI in the world. Remaining Osean and Erusean forces in communication launched an offensive on Halloween to take out the Arsenal Bird which succeeded at great cost of ships and aircraft (and the temporary disabling of the space elevator), but the two prototype drones almost singlehandedly wiped out most of the remainder. The drones attempted to reboot the Space Elevator in order to proliferate their AI and continue carrying out their orders, but were stopped by Osea's top remaining aces in the war.

The Lighthouse War formally ended in December of 2019 with a treaty signed in the Usean city of Expo City.
Last edited by Rupudska on Wed Dec 23, 2020 1:25 pm, edited 2 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
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On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Northern Socialist Council Republics
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Founded: Dec 13, 2020
Ex-Nation

Postby Northern Socialist Council Republics » Mon Dec 21, 2020 3:45 pm

Rupudska wrote:TBD, dependent on OP's statement of how large/how much of a nation/military can be transferred.

Given the concept of this RP, the fact that some factions will just be larger than others is a fact that I just have to accept. If you intend to take lots of land and there's no clear reason to place it anywhere specific (which is applicable for you, since your setting is not Earthlike in geography), I advise that you put it somewhere that isn't heavily populated IRL and is thus unlikely to be territory wanted by other players.

Siberia, perhaps?
Last edited by Northern Socialist Council Republics on Mon Dec 21, 2020 4:19 pm, edited 1 time in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
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Rupudska
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Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Mon Dec 21, 2020 4:24 pm

Northern Socialist Council Republics wrote:
Rupudska wrote:TBD, dependent on OP's statement of how large/how much of a nation/military can be transferred.

Given the concept of this RP, the fact that some factions will just be larger than others is a fact that I just have to accept. If you intend to take lots of land and there's no clear reason to place it anywhere specific (which is applicable for you, since your setting is not Earthlike in geography), I advise that you put it somewhere that isn't heavily populated IRL and is thus unlikely to be wanted by other players.

Siberia, perhaps?


Might be cold depending on if that area too is under an ice age, but sure. I'll take the Russian Far East district, Manchuria, Irtusk, and the Korean peninsula.
Last edited by Rupudska on Mon Dec 21, 2020 4:29 pm, edited 1 time in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Northern Socialist Council Republics
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Postby Northern Socialist Council Republics » Mon Dec 21, 2020 4:27 pm

Rupudska wrote:Might be cold depending on if that area too is under an ice age, but sure. I'll take the Russian Far East district, Manchuria, and the Korean peninsula.

In accordance with the rules, you may change the climate of your area of Terra Nova if the climate of its real Earth counterpart is unsuitable for your faction concept.

Reservation noted.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
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Mordka
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Posts: 218
Founded: Aug 12, 2018
Ex-Nation

Postby Mordka » Mon Dec 21, 2020 4:29 pm

Northern Socialist Council Republics wrote:
Mordka wrote:Transportation Report
Turian Hierarchy

Denied.

Mordka wrote:3. Location
France, Germany, Belgium, and Spain

If you're playing a fleet of spacecraft, how do you have territory at all, let alone so much of it in Western Europe that will no doubt be highly wanted by other players?

Mordka wrote:5. Assets
20 Cruisers, 10 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

Not nearly enough information. Details, please.

Ok some of the information will have to change, here's a link for more information about the Turians and here is one about the starships.
Last edited by Mordka on Mon Dec 21, 2020 4:39 pm, edited 3 times in total.

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Rupudska
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Postby Rupudska » Mon Dec 21, 2020 4:48 pm

Locations added, will try to finish the rest of the app tomorrow but I expect tomorrow to be pretty busy for me, so idk

Mordka wrote:Ok some of the information will have to change, here's a link for more information about the Turians and here is one about the starships.


Probably best to include a brief blurb of that info in the app. And AFAIK, the Turians only have two carriers.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Mordka
Envoy
 
Posts: 218
Founded: Aug 12, 2018
Ex-Nation

Postby Mordka » Mon Dec 21, 2020 4:55 pm

Mordka wrote:Transportation Report
Turian Hierarchy


1. Source
Mass Effect

2. Scope
Just one of their fleets.

3. Location
Over Earth's orbit.

4. Organisation
The Turian Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood.

Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.

Throughout their lives, turians ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Turians value knowing one's own limitations more than being ambitious.

Turians enjoy broad freedoms. So long as one completes their duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete their duties due to drug use, their superiors step in. Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labor for the state.

5. Assets
20 Cruisers, 2 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

6. Background
The turians had already discovered several mass relays and spawned colonies throughout the galaxy when the asari reached the Citadel. At about the time the asari were forming the Council with the salarians, the turians were embroiled in a bitter civil war next door. The Unification War, as it was later named, began with hostilities between the colonies furthest from the turian homeworld, Palaven.

These colonies were run by local chieftains, many of whom had distanced themselves from the Hierarchy. Without the galvanizing influence of the government, the colonies became increasingly isolated and xenophobic. Colonists began wearing emblems or facial markings to differentiate themselves from members of other colonies and open hostilities became common.

When war finally broke out, the Hierarchy maintained strict diplomacy and refused to get involved. After several years of fighting, less than a dozen factions remained and the Hierarchy finally intervened. By that time, the chieftains were too weak to resist; they were forced to put an end to fighting and renew their allegiance to the Hierarchy. Though peace was restored, it took several decades for animosity between colonists to fade completely. To this day, most turians still wear the facial markings of their home colonies.

In the midst of the Krogan Rebellions, the Citadel Council made first contact with the turians. At the Council's behest, the turians brought their considerable war machine to bear on the krogan, now a recognized threat. While the initial turian offensive was successful in routing many krogan warrior bands, it provoked a massive counterattack from the krogan which devastated several turian colonies. Three turian worlds were rendered completely uninhabitable after the krogan used fusion torches to throw asteroids at them, and the bloodiest battle in turian history occurred at Digeris, where the planet was severely bombarded and the turians sacrificed many frigates and fighters to take out a fleet of krogan dreadnoughts. Rather than scaring off the turians with this show of force, the turians only fought with more resolve to quash the krogan utterly. Eventually, the turians implemented the salarian-developed genophage. With their advantage in numbers removed, the majority of krogan were subdued by 800 CE, although scattered insurgent actions would continue for decades.

By 900 CE, the turians were granted full membership on the Citadel Council in gratitude for their service during the Krogan Rebellions. The turian military fills the military and peacekeeping niche left by the decimated krogan.


Rupudska wrote:Locations added, will try to finish the rest of the app tomorrow but I expect tomorrow to be pretty busy for me, so idk

Mordka wrote:Ok some of the information will have to change, here's a link for more information about the Turians and here is one about the starships.


Probably best to include a brief blurb of that info in the app. And AFAIK, the Turians only have two carriers.

done :evil:
Last edited by Mordka on Mon Dec 21, 2020 4:56 pm, edited 1 time in total.

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Northern Socialist Council Republics
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Ex-Nation

Postby Northern Socialist Council Republics » Mon Dec 21, 2020 5:04 pm

Mordka wrote:5. Assets
20 Cruisers, 2 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

I will again ask you for more detail here; you can't assume that anyone who reads your application will be familiar with your source material.

How big are these ships? What are they armed with? Do they have any non-combat capabilities, and if so what? What do you have to support yourself with, now that the logistics of home are no longer available? These are all obvious questions that come to mind when you're thinking of a military fleet of spacecraft lost in unknown space - and you should be answering more than just the obvious questions if you want your application to be interesting.

And you're maintaining 23 large military spacecraft and 200 fighters on a total of 500 personnel? Really? Am I reading this right?
Last edited by Northern Socialist Council Republics on Mon Dec 21, 2020 6:47 pm, edited 1 time in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
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Postby Northern Socialist Council Republics » Mon Dec 21, 2020 6:04 pm

Application; now complete



Transportation Report
Commonwealth of Northern Socialist Council Republics, the


1. Source
Original setting broadly based on Nineteen Eighty-Four, nine hundred years after the setting of the novel. Unlike the novel, which is one of the most dystopian of dystopian settings, the source universe is a science-fiction setting with only a vaguely dystopian feel. Some inspiration were drawn from XCOM, Brave New World, and Fallout insofar as technology is concerned.

2. Scope
The entity to be transported is the Commonwealth of Northern Socialist Council Republics, officially abbreviated NSRS or Norden, in its entirety. It is an independent polity in northern Europe and the North Atlantic.

3. Location
The NSRS is based in Northern Europe, as depicted in this map, and stretches across its nearby oceans with control of Greenland and Svalbard. In Earth terms it includes the real-life territories of the five Nordic states including the Faroe Islands and Greenland but not including the Norwegian Antarctic, Sønderjylland/Schleswig, West Karelia, and Salla. The scope of the transportation also includes various resource extraction infrastructure and seagoing vessels in the nearby seas and oceans around the NSRS as well as some satellites in Low Earth Orbit.

4. Organisation
The NSRS has a parliamentary form of government compliant with the doctrines of Parliamentary Socialism. Sovereignty is vested in the High Northern Council of 203 representatives serving 7-year terms, to which 29 representatives are elected by proportional representation every year. This Council then nominates by a simple majority a Secretary General, who is the head of state and the head of government in the NSRS and manages its day-to-day affairs of state with the confidence of the Council.

Because of its historical origins, the NSRS is relatively decentralised, with most matters of governance being relegated to the various Republics, Districts, and municipalities under the Commonwealth. Most notably, citizens still require a permit from either the District or the Commonwealth governments in order to visit or relocate to a different District and these constituent polities often have their own military and security forces independent from those of the Commonwealth.

There is no independent judicial branch of government in the NSRS, with justice being administered by security officers nominated by the government. While the NSRS does maintain a ubiquitous surveillance state in order to detect and suppress any potential threats to its government and political order, the police tasked with responding to regular crimes are more interested in the maintenance of public order than in the prevention or prosecution of crimes, leading to a preponderance of violent crime especially in the major cities and the suburbs.

The Commonwealth nominally recognises the multicultural nature of its population and does maintains a legal equality between its three governing languages of Low Scandinavian, High Scandinavian, and Standard Finnic, with the state obligated to provide at the public expense translators across these three languages for anyone seeking to access a public function, whether that be an ordinary citizen filing taxes of a parliamentary representative debating in the chamber. Arctic Finnic and Caledonian also has some degree of regional and local government recognition while Southern Finnic is unofficially tolerated. However, the Esperanto-B, Saxon, Panslavic, and Baltic speaking communities, generally regarded as foreign to the Commonwealth despite being citizens, are often actively persecuted by the state or by populist mobs.

The dominant ideology in the NSRS is Parliamentary Socialism, which as the name implies is a rational means of organising an industrial or post-industrial society under the leadership of a council of representatives. Socialism in this setting is defined much more broadly than in real life and refers to all enlightened, humanist ideologies concerned with the organisation of industrial society (and thus the term non-Socialist refers to religious, traditional, or monarchical ideologies, or to primitive pre-industrial societies).

Parliamentary Socialism, despite being founded on an express rejection of Neo-Bolshevik tendencies, is a clear philosophical continuation of Neo-Bolshevism. The contradiction between the deification of the people's freely-expressed will and the placement of control over this will as the state's overriding obligation remains the same, as does the focus on the establishment of communal and collectivist culture for the regulation of individual activity and on the equivalence of universal truth and human belief.

Unlike Neo-Bolshevism, however, Parliamentary Socialism embraces the concept of change and dissent as a means for change, believing that should certain individuals resist an overbearing collectivist culture then the fault lies with the culture, not with the individuals. Parliamentary Socialism also deviates from Neo-Bolshevism by being an explicitly subarctic ideology, in contrast to the universalism of Neo-Bolshevism, that considers itself the most desirable system of industrial organisation for only those regions where the natural environment is compatible.

Of course, how Parliamentary Socialism is actually practiced in reality can be somewhat different from its theory.

Although the Commonwealth nominally recognises the legal equality of its citizens, it is de facto a very strictly defined class society, with only the distinction that its classes are defined more by their customs and traditions rather than the more traditional delineations of blood or wealth. Broadly speaking, society can be divided into the Red Northerners, Yellow Northerners, and Blue Northerners, who live in the urban cores, suburban districts, and rural settlements respectively.

Red Northerners, the upper class, are the dominant culture in the higher ranks of the civil service and in academia. Usually well-educated and fairly self-disciplined, they enjoy the highest incomes and lifespans, engage in so-called high society and high culture, and hold a cultural continuity to the Inner Party of Old Eurasia. With a strongly technocratic ideological bent, Red Northerners tend to have a self-image of themselves as an enlightened elite, those who bring the Commonwealth into a brighter future and without whose gentle guiding hand Northern society would fall apart into savage barbarism, but other Northerners tend to view them more as a pretentious, self-absorbed, prudish bunch.

Yellow Northerners, the middle and largest class, are the dominant culture in the clerical and administrative functions that keep daily society running. While most of them work in the cities, they generally reside in the suburbs. Although an institutional continuation of the Outer Party of Old Eurasia, their lifestyles are drastically different to their predecessors, with a daily life filled with narcotics, sex, and cheap digital entertainment. Broadly liberal in their political bent, they enjoy living standards between the Red and Blue Northerners, but have the shortest lifespans of the three groups, not just because of their unhealthy lifestyle but also because of the serious crime problems that plague the high-density suburbs of the Commonwealth. Yellow Northerners broadly see themselves as living their lives to the fullest, but other Northerners consider them decadent and amoral.

Blue Northerners, the lower class, are the dominant culture in the outlying farms, resource extraction platforms, and the industrial complexes of the Northern countryside. A continuation of the Proles of Old Eurasia, they have the lowest standards of living but are generally healthier than Yellow Northerners perhaps due to their less polluted environment or physically demanding lifestyle. Fiercely egalitarian, Blue Northerners tend to have a self-image of themselves as proud and confident citizens, firm in their loyalty to their community and their individual strength, but other Northerners tend to view them as ignorant barbarians. It is this class that also provides much of the military volunteers the NSRS counts on.

5. Assets
Transported with the physical territory of the NSRS are its population of 16.93 million people, concentrated heavily towards the southern regions of the NSRS. Because a substantial minority of newborns are motherless births grown in artificial wombs, the State exercises almost total control over its rate of population growth, which in recent decades it has used to keep cohorts growing at a steady 0.5% per year for a total rate of population growth of 0.6~0.7% per year. Although, thanks to the anti-aging technologies of the NSRS, the diseases of old age are largely absent, the poor quality of disease treatments, high rates of radiation-induced cancer, environmental poisoning, and the preponderance of criminal violence keep the life expectancy at about 100 years, with a large difference between the poorer and richer sections of society.

Culturally, the primary languages of the inhabitants are 42% Low Scandinavian, 26% High Scandinavian, 20% Standard Finnic, 4% Esperanto-B, 3% Arctic Finnic, 2% Saxon, and 2% Panslavic, with Caledonian, Southern Finnic, and Baltic making up most of the remainder. Religion, in the conventional definition of a system of belief with a belief in some cosmic supernatural order, is almost totally unknown, although Socialism plays a similar role in society as religion once did.

Like many other states of what used to be the core territories of Old Eurasia, the NSRS maintains an industrialised, mostly autarkic, and mixed economy. Although the Commonwealth is large enough to be broadly self-sufficient in terms of natural materials, it is dependent on elerium extracted from the Norwegian Sea and Arctic Ocean seafloors for energy, which forces the NSRS to remain highly sensitive to Arctic diplomatic affairs.

Average incomes and the standard of living are very high compared to its neighbouring states, which the State mostly uses to keep its working class in a state of perpetual decadent contentment to maintain social stability. Especially notable is the healthcare industry in the NSRS, which not only cracked the problem of human aging but also produces a quantity of recreational narcotics and other mind-altering drugs that is almost unheard of in other countries. Also notable is the holographic filming industry, which is both enormous in volume and technologically sophisticated, heavily subsidised by the State to produce mind-numbing droll for the masses.

Communication infrastructure is very well developed across the NSRS, with high-bandwidth telecommunications being available even in the untamed wilderness of the Commonwealth's arctic territories. Coverage of other forms of infrastructure, however, is rather sparse outside the major cities. Rail lines do connect the smaller rural towns and villages, but bulk cargo transportation is done by ship whenever possible (which is often, as the population is also heavily coastal) and passenger transportation of any kind is only maintained at a very minimal level.

The NSRS maintains a small but well armed and well trained military, with about 80,000 personnel in the Commonwealth Armed Forces and another 40,000 or so in the various military forces maintained by the constituent Republics, Districts, and municipalities of the Commonwealth. Due to the country's history and its geopolitical environment, the Commonwealth Armed Forces are more inspired by Oceanian-Albionic traditions of a highly mobile, adaptable, and amphibious force rather than Eurasian traditions of a resilient, firepower-heavy, and well-armoured one.

The navy, or Commonwealth Naval Command, is by far the branch of prestige in the Commonwealth Armed Forces. It is organised into three largely self-sufficient fleets with their own air support, logistics, et cetera. Each fleet is organised around a battlefleet of battlecruisers, heavy cruisers, light cruisers, and destroyers. This is supported by a few reconnaissance task forces with one light cruiser and a couple destroyers each, a submarine detachment of a few vessels, and amphibious assault craft. Each fleet also commands a company of rangers (coastal rangers for the 1st and 2nd Fleets, arctic rangers for the 3rd), which are elite air-transported infantry of 120 troops and 400 support staff each. Organised outside of these fleets is the marine brigade of 3,900 troops. Commonwealth Naval Command is designed around a raiding fleet doctrine, a reflection of the fact that it has few strong seagoing neighbours capable of meeting it on even terms on the sea. Ships are compact, fast, and stealthy, but not very heavy in armaments or armour.

The army, or Commonwealth Ground Command, sees relatively little in volunteers or funding compared to the other two branches. Like the navy, it is organised into broadly independent units, consisting of three regular brigades (each 4,500 personnel), one boreal brigade (3,900 personnel, specialising in deep forest warfare), and one alpine brigade (also 3,900 personnel, specialising in mountain or polar warfare). Military police are integrated into the regular brigades. Also similarly to the navy, Commonwealth Ground Command is designed on an ambush doctrine, counting on its navy and air force to give it almost total superiority in reconnaissance and support and exploiting the inability of its rivals to supply a large force in the Commonwealth's poorly-developed northern hinterlands.

The air force, or Commonwealth Aerospace Command, is designed to work more cohesively, unlike the navy and army's preference towards self-sufficient units. It consists of seven air divisions, each six wings of 20 aircraft, and a specialised reconnaissance air division. The air force also commands three companies of airbourne rangers, three of paratrooper rangers, and the Commonwealth's military satellites. The air force is designed mostly to maintain air cover over friendly territory and provide the navy and army with an intelligence advantage, with relatively limited direct ground attack capabilities and highly limited strategic bombing capabilities.

Military technology had advanced considerably during the atomic era, and like the armed forces of many other regional powers the Northern Armed Forces makes liberal use of plasma armaments, power armour, and rapid air transport vehicles.

6. Background
Although the sheer volume of archaeological evidence makes it impossible to deny that organised societies, mass production, bureaucratic states, and writing all existed long before the atomic era, conventional historiography places the beginning of civilisation and thus history at the detonation of the first experimental atomic bomb, now year zero of the socialist calendar (0 nuclear era). Human history in the atomic era can be broadly divided into three sections. The Threeist era, the Warlords era, and the Rebirth era.

The very first decades of the atomic age saw the three atomic superpowers, Oceania, Eurasia, and Eastasia, rapidly consolidate their power by conquering the various minor tribal nations into which the Earth was at that point divided, beginning the Threeist era (also known as the era of Totalitarian Socialism). The Threeist era was characterised by a permanent war between the three atomic superpowers. As the important fronts began to stalemate, the primary theatres of conflict moved from Western Europe, Central Asia, and Southeast Asia in the first century or so, to the Middle East, India, and the Pacific islands in the 2nd and 3rd Centuries, and eventually to the polar regions and Central Africa - areas of relatively little strategic value - by 350 N.E. Society of the threeist era was characterised by a dogged pursuit of social stability at the cost of social flexibility or adaptability.

The Cataclysm, a nuclear exchange of unknown cause devastated the world and resulted in the dissolution of the threeist superpowers, beginning the warlord era, a period of confused conflict between various warlords, rioter-states, and splinter remnants of the threeist superpowers during which a population that knew of no political views other than Totalitarian Socialism ideologically adapted to the end of permanent war between stable superpowers. As none of the three superpowers had any great reason to turn their war nuclear, and indeed records reveal that they had safeguards against that very possibility, it is theorised that the Cataclysm was entirely accidental in nature.

As civilisation recovered from the shock and devastation of the Cataclysm, more-or-less stable countries emerged, led by ambitious men more interested in carving their new and unique path into the future than continuing to squabble over the economic and ideological legacies of threeism. This period is generally termed the Rebirth. No clear delineation between the Warlord and Rebirth eras, in the same way that the Cataclysm separates the Threeist and Warlord eras, exists, but conventional historians generally place the date sometime in the late 7th Century.

Northern history properly begins in the 5th Century during the early Warlords era, when the Baltic State, a splinter remnant of Old Eurasia, was divided into two as a prole riot overran Scandinavia. The overrun northern provinces would eventually develop into Norden, while the intact southern provinces would eventually consolidate under (for the southeast) Baltica and (for the southwest) the Brotherhoods of the Sword. Early Northern history is characterised by incessant strife between the various warlord states of Scandinavia and the ideological wars between the post-Neobol states of Denmark and Norway and the post-Ingsoc states of Britannica, which did not succeed in their stated war aims - the conversion of the Albionic and Caledonian states to post-Neobol Socialism - but did succeed in conquering the North Atlantic islands into Scandinavian hands and resulted in the introduction of Britannic ideological developments into Scandinavian political thought.

The combination of this influx of new ideas and ideological disturbance in the heartlands of Old Eurasia itself resulted in the formation of a uniquely Northern style of Socialism, called Parliamentary Socialism, that swept across the Scandinavian states in the early 9th Century, spreading nationalist tendencies along with it. The Commonwealth itself was founded by a diplomatic unification of the Scandinavian states along these same principles in 870 N.E., expanding eastwards in a series of liberation wars fought in the 870s. The NSRS today is a regional power that dominates the North and Arctic Seas, but its new neighbours in Terra Nova are a lot larger and more resilient than those that they have gotten used to in their old world...
Last edited by Northern Socialist Council Republics on Fri Dec 25, 2020 4:47 am, edited 11 times in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 9:31 pm

Northern Socialist Council Republics wrote:
Mordka wrote:5. Assets
20 Cruisers, 2 Carriers, and a Dreadnought, totalling to 500 troops, 100 shuttles, and 200 fighters

I will again ask you for more detail here; you can't assume that anyone who reads your application will be familiar with your source material.

How big are these ships? What are they armed with? Do they have any non-combat capabilities, and if so what? What do you have to support yourself with, now that the logistics of home are no longer available? These are all obvious questions that come to mind when you're thinking of a military fleet of spacecraft lost in unknown space - and you should be answering more than just the obvious questions if you want your application to be interesting.

And you're maintaining 23 large military spacecraft and 200 fighters on a total of 500 personnel? Really? Am I reading this right?

Perhaps he could just link them to the wikis?

Also, I’m a bit...skeptical about him having large space warships like this. Like, it’ll give him a pretty big advantage over everyone: the ability to bombard anyone on the planet at anytime with large amounts of firepower with little resistance.

And don’t they have, like, nuke level weapons on those ships?

Honestly, I’d recommend just crashing those large ships, only allow star fighters or something. Because I’m not going to play in an RP where a guy can nuke my city from orbit anytime they want with no way to fight back.

Btw, what’s the status of WMDs in this RP?
Last edited by The Imperial Warglorian Empire on Mon Dec 21, 2020 9:52 pm, edited 2 times in total.
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Union Princes
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Postby Union Princes » Mon Dec 21, 2020 11:18 pm

Scope Space Reservation - Kingdom of France

Reserved Space - France (1939 borders)
There is no such thing as peace, only truce between wars

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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Dec 21, 2020 11:37 pm

Union Princes wrote:Scope Space Reservation - Kingdom of France

Reserved Space - France (1939 borders)

Wait, so only Africa?
Call me Warg or Antic
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Northern Socialist Council Republics
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Postby Northern Socialist Council Republics » Mon Dec 21, 2020 11:57 pm

Union Princes wrote:Scope Space Reservation - Kingdom of France

Reserved Space - France (1939 borders)

Alternate history 1939, then. Reservation for those areas coloured blue on the map noted.
Last edited by Northern Socialist Council Republics on Mon Dec 21, 2020 11:58 pm, edited 1 time in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Dec 22, 2020 12:13 am

Hey, it's somewhat early to do this, but maybe we ought to create a separate forum from the OOC where we can put all our extra lore that might not be important in our apps. Some sort of "Terra Nova Archives" or something, where we can add extra information and trivia about our nations without clogging up the main OOC, additionally so it's easier for people to find that information.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

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Northern Socialist Council Republics
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Postby Northern Socialist Council Republics » Tue Dec 22, 2020 12:23 am

The Imperial Warglorian Empire wrote:Hey, it's somewhat early to do this, but maybe we ought to create a separate forum from the OOC where we can put all our extra lore that might not be important in our apps. Some sort of "Terra Nova Archives" or something, where we can add extra information and trivia about our nations without clogging up the main OOC, additionally so it's easier for people to find that information.

NationStates doesn’t have a feature similar to the Threadmarks of the Spacebattles forums... alas. But I can manage something similar to it.

Just put it up on the OOC thread, let me know by telegram that the OOC post is a lore post (or clearly mark the post as an archive post on the post itself somewhere), and I’ll make put up an easily referenced list to all the archive posts in the second OOC post that I haven’t used for anything yet.

I’m extremely reluctant to make a separate applications thread because the mods sometimes do crack down on redundant threads, although I never figured out by what standard they judge those things.

The Imperial Warglorian Empire wrote:Perhaps he could just link them to the wikis?

If he just copies text from the wiki or gives a link, then that doesn’t really give me an idea of how well he can write, which would be grounds for rejection.

The Imperial Warglorian Empire wrote:Also, I’m a bit...skeptical about him having large space warships like this. Like, it’ll give him a pretty big advantage over everyone: the ability to bombard anyone on the planet at anytime with large amounts of firepower with little resistance.

I already have ideas on what the result would be if that fleet thinks it can just bombard its way to hegemony via superior firepower, and let’s just say it doesn’t end well for the fleet.

I’m the OP, I will arbitrate any conflicts, and I value clever strategy over raw power.

The Imperial Warglorian Empire wrote:Btw, what’s the status of WMDs in this RP?

This, on the other hand, is a bit more of a concern, hmm. I guess a revision to the rules will be necessary.
Last edited by Northern Socialist Council Republics on Tue Dec 22, 2020 12:24 am, edited 2 times in total.
Call me "Russ" if you're referring to me the out-of-character poster or "NSRS" if you're referring to me the in-character nation.
Previously on Plzen. NationStates-er since 2014.

Social-democrat and hardline secularist.
Come roleplay with us. We have cookies.

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