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Point of Divergence V 5.0 : It's Alive! (OOC / OPEN)

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21996
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Jul 11, 2021 1:26 pm

Great Confederacy of Commonwealth States wrote:
Full Nation Name : The Kingdom of Atlantis and its Principalities
Short Nation Name : Atlantis
Flag / National Symbols:
(Image)

Government Type : The Kingdom of Atlantis is governed by under a system of absolutist monarchy that combines both public and economic power in the hands of the High King of Atlantis. Separate but equal, the High King of Atlantis and the Nine Princes each have constitutional law-giving powers, as well as acting as private individuals with incredible wealth. Their public and private treasuries are often intertwined, which means that the law-making powers of these princes often comes to the advantage of their own bottom line, while large profits can benefit the principalities as a whole, depending on the personality of a certain prince, or the High King. The kingdom has a constitution, however this document legally only protects the princes from the High King and vice versa, with only limited (if any) protections for private individuals. Whatever protections they do have usually comes in the form of the rights of a prince not to have his subjects disturbed, but again, in what way this right is enforced depends on what prince you live under.
Official Political Ideology : Some form of capitalistic feudalism, an in-between form where wealth is still highly generational, but the capitalistic money market definitely exists, as does wage labour.
Head of State : High King Atlas VII
Head of Government : High King Atlas VII
Government Description : The centre of the constitutional monarchy of Atlantis is the High King, the descendants of the demigod Atlas. Created by Poseidon, Atlas and his nine brothers were given an island of plenty for them to lord over and to live in luxury. The ten brothers created for one another a constitution, sanctioned by Poseidon, that would form the basis for the island's governance. Supreme legislative power is vested in the High King, with devolved powers flowing from the constitution to the nine princely brothers. The Ten Brothers are bound by law towards one another, but not actually towards the population. The High King, also being the Supreme Justice of the kingdom, can settle disputes on the basis of 'good morals', a large part of Atlantine law, and therefore can diverge pretty substantially from the law. Furthermore, the Ten Brothers together can always change any law if they vote unanimously to do so. This means that, while appearing at least somewhat meritocratic and legalistic, there is very little actually constraining the governance of the kingdom from the perspective of the general populace. There is no single representative body for the whole island; the various councils are all local, very wildly in size and authority, and have little influence. Apart from that, some national councils exist on particular subjects, like labour relations, finance, or agriculture, but those are generally the realm of lobbyists. Apart from that, the only way to actually affect policy is to become a civil servant, which requires graduation from the Atlantis City Academy. Attending is free, but the entrance exams are gruelling, as is attendance itself, which means actually having an impact in politics can be extremely hard, especially since some people are just born into supreme political power.

Territory : The Island of Atlantis, in the mid-Atlantic
Territorial Ambitions : Atlantis, being transported from an early bronze age world to this one, seeks to expand into new colonial territories to gain access to cheap luxury goods.
Capital City : Atlantis City, the seat of the High King of Atlantis, is situated towards the south of the island at large, connected to the sea by a massive canal. It is subdivided into districts by canal rings and connected via an elaborate system of public transportation. The city itself is known for its many parks, and has a mixed system of housing, business and production. Since Atlantis has never discovered the combustion engine, its industry is mainly powered by water- and windpower.
Population : 70 million

Majority/Official Culture : Atlantine

Majority/State Religion : The Cult of Poseidon, Neptune-worship

Major Industries/Economic sectors: Atlantis does not export, but produces enough for itself to thrive in excess. This autarky means that it has many different industries, all provinding for the various needs of the Atlantines. Large industries concentrate around luxury goods, like expensive food, luxury clothing, and precious jewels.
Amount of Industrialization : It's hard to compare, since their mode of production is so different from what we are used to. It can produce for itself in excess, but it does not have the large factories that we have come to expect of industrialised nations, and no smoke-stacks that pour black smoke into the atmopshere. Rather, it has decentralised production, in small hubs dotted around the country, which makes communting easier and is made possible by the discovery of electricity and magneticism before the invention of the steam engine.
Economic Description :

Technological Level: Equal to modern human tech, but with no combustion engines. Instead, the Atlanteans depend on electricity production from water- and windmills, as well as large hydropower dams. So, in some areas, the Atlantines are more advanced, while in some areas, less so. The Atlantines have not yet discovered the power of the atom, for instance.
Magic and other shenanigans?: None

Military Description

Army: The army of the Atlantines is the fist of its air force. Known as the Atlantine Mariners, these soldiers used to be the occupying forces of Atlantis, used to occupy Egypt and Mexico for their productive capacity. They always relied on their massive technological advantage to defeat their opponents, and as such, did not advance in the fields of armour. Instead, the doctrine centers around highly-trained infantry assaults with specialised weapons for long-distance combat, taking out enemies from the limits of human vision. Depending on mobility, these soldiers are transported by the Atlantine gun carrier fleet, which moves faster than any foot army can march, and as such, allows their ancient enemies to be easily outflanked and outmanouvred. Depending on electricity, again, these soldiers carry railguns with heated slug projectiles of small calibres, allowing them to carry large armounts of munitions.

Navy: The Atlantine fleet is the pride of the Kingdom, but more for ceremonial reasons than reasons of actual combat effectiveness. The fleet consists of three types of warship: destroyers, which can take on surface targets, and is mainly designed to deal with enemy triremes; battlecruisers, which provide fire support for land actions with large calibre guns; and carriers, which provide launching platforms for the Atlantine air force and the airmobile infantry. An Atlantine fleet is centered around its carriers and battlecruisers, with the destroyers following in support.

Air Force: The air force, while not the pride of the Atlantine military, is certainly its most effective asset. Because of the technological inferiority of their opponents, the air force has no need for air superiority fighters. Instead, the air force focuses on ground attack craft and air mobile assets: the former provided by their large helicopter gunships, the air destroyers, and the latter provided by both heavy and light air transport craft. The heavy ones can provide large numbers of troops at once, while the lighter craft can zip around and provide reconaissance as well as swift tactical support. The light craft, however, are often faster than the gunships that support them, and are therefore used with extreme caution.


National Goals : To restore the place of Atlantis as the hegemon of the Earth, and to regain economic superiority over all other people.


History : In the Ancient Past, when Pallas Athena was given a rocky seaside outcrop in Greece for her people to live, Poseidon was given a whole island for his dominion. The island of Poseidon was a typical creation of his: rich in resources, incredibly fertile, providing all the Atlantines could ever desire; from food to iron to herbs to natural sources of sulpher and nitrogen. To govern them, Poseidon had ten sons. The eldest was named Atlas, and became High King, while his nine brothers became the Lesser Princes, each of whom was given a part of the island to rule and govern. Together this first generation of demi-gods ruled the island and built up its infrastructure, providing wise governance for Poseidon's chosen people, and in their wisdom they created incredible machines to aid them.

However, while the island provided everything the Atlantines needed, it did not provide everything they wanted. In central America grew a bean which, when mixed with milk and sugar, could provide a delicious delicacy. From the subcontinent of India came spices and fruits unknown to the Atlantines. And the Egyptians knew building materials of which the Atlantines have no knowledge. The first kings traded with the primitive people in exchange for what goods they produced themselves, in service of hoensty and equality of partners. Atlantis and her trading partners prospered. But as time went on, the kings lost more and more of their divine blood, while they became more and more reliant on technology. After only four generations, the kings of Atlantis started taking those goods the various peoples of the world did not want to trade with them. And afterwards, they started taking anything they had. This era, the Era of Hegemony, was marked by the Atlantine construction of pyramids all over the world, as beacons and symbols of their power. They also provided garrisons, and the soldiers of Atlantis were known throughout the world as raiders and tyrants. In turn, the Atlantines developed powerful weapons and grew their fleets and armies, to ensure that no resistance against them went unpunished.

It was at this point that the Greeks showed their first defiance. Under the guidance of the militarist city-state of Athens, the Greeks rose up in defiance of Atlantis. Suddenly and viciously, the Greeks forced out part of the occupying force that garrisoned their peninsula. Atlantis began preparations to devestate the islands and perhaps colonise them with different people. This would have been the start of the Atlantean Empire, with Atlantis taking direct governance of the 'lesser civilisations' all over the world and forcing them into servitude and slavery. The fleets assembled and the armies embarked, and at that moment, when the order to sail out was to be given, the world went dark. And there, Atlantis appeared again, in a whole new world unlike the one they had left.

#POD 3



Finished!
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Hanovereich
Diplomat
 
Posts: 902
Founded: Jun 24, 2021
Ex-Nation

Postby Hanovereich » Sun Jul 11, 2021 1:32 pm

It's Atlantis and it has no magic? Woah.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21996
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Jul 11, 2021 1:34 pm

Hanovereich wrote:It's Atlantis and it has no magic? Woah.

Well, its kings are descended from Poseidon, so they are semi-gods. However, I thought I'd stay close to the original writings of Plato, and he makes no mention of magic. Just a very advanced civilisation.

But of course, any sufficiently advanced technology is indistinguishable from magic.
Last edited by Great Confederacy of Commonwealth States on Sun Jul 11, 2021 1:34 pm, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Laiakia
Spokesperson
 
Posts: 117
Founded: Nov 25, 2019
Ex-Nation

Postby Laiakia » Sun Jul 11, 2021 1:38 pm

Artorran wrote:I haven't used Discord before this.
Now _
The system recognises that I have made an account & logged in.
I can read other people's posts.
I can type-up a reply to a question that somebody -- on seeing the system note that I have joined -- has asked me, about how "Anglo" my Bears are.
BUT how do I actually post that reply, there? I can't find a clearly-labelled button for this...


The 'Enter' button is the one that sends the message, atleast for me.

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Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Sun Jul 11, 2021 3:24 pm

Laiakia wrote:
Artorran wrote:I haven't used Discord before this.
Now _
The system recognises that I have made an account & logged in.
I can read other people's posts.
I can type-up a reply to a question that somebody -- on seeing the system note that I have joined -- has asked me, about how "Anglo" my Bears are.
BUT how do I actually post that reply, there? I can't find a clearly-labelled button for this...


The 'Enter' button is the one that sends the message, atleast for me.

Thank you. That's working for me, too.

User avatar
Speyland
Diplomat
 
Posts: 626
Founded: May 19, 2018
Ex-Nation

Postby Speyland » Sun Jul 11, 2021 3:58 pm

Artorran wrote:Here's my formal "full" application _

Full Nation Name : The Regency of New Artorran (once the transocated people have got themselves [mostly] organized enough)
Short Nation Name : Artorran
Flag / National Symbols: initially as for Artorran, but will probably change [to some extent] during RP

Government Type : Parliamentary "Monarchy without a Monarch"
Official Political Ideology : Bears don't do "Official Ideologies"... essentially a Conservatives/Liberals rivalry c.f. RL Britain before Labour became a factor.
Head of State : Council of Regents (members selected in various ways by & from Parliament) ... (once the translocated people have got themselves [mostly] organized enough)
Head of Government : Prime Minister & their 'Roundtable'... (once the translocated people have got themselves [mostly] organized enough)
Government Description : multi-party democracy with more-or-less 'universal' adult franchise, but still with some oligarchic/feudal/ecclesiastical elements.

Territory : England, except for the strip along the Scottish border north of the [traditional, pre-1970s] counties of Yorkshire & Lancashire (and perhaps also without the Furness peninsula, plus south-eastern & eastern Wales [as delineated on the OP map], including the associated smaller islands
Territorial Ambitions : firstly, rest of Britain; secondly, Ireland; thirdly, any reasonably adjacent areas in western Europe -- or areas along the eastern seaboard of North America -- that we could occupy without having to fight wars of conquest; perhaps also some islands or coastal towns elsewhere as trading posts & to produce materials that couldn't be produced back home.
Capital City : Hrrydhchern (on the site of RL Oxford, but more open-plan & wooded than a Human city of comparable size & age would be and without slums; architecture basically similar to RL British "Victorian" or older styles, including medieval walls around the central "old city" district... JRR Tolkien & CS Lewis would have liked it.)
Population : (I still need to think about this: probably somewhere in the 5-10 millions range); c. 40% Ursine, 45% Human (but with several distinct groups that do not form a unified 'People', 05% 'SmithFolk' (= "Dwarves", of a kind), 10% others ("anthropomorphic animals" of various types, mostly, swell as the non-anthropomorphic [but magical!] Ravens, and smaller groups of some other types).

Majority/Official Culture : "Artorranish" _ Think similar to British of late 19th/early 20th centuries in many respects, although with a looser class system and without as much of an 'Imperial' aspect but with a reasonably well-documented history going back through the 'Arthurian' period into 'classical' times. The main languages are English and 'Artorrian', the latter being of 'Ursinnic' roots.

Majority/State Religion : Ursionity (has similarities to Christianity, but its 'Holy Trinity' = The Great Bear (God the Father), Mother Nature, & their mortal-born son 'Artos Ursios'). Other faiths also exist, and mostly are tolerated.

Major Industries / Economic sectors: (again, similar to that of Britain from between the World Wars or slightly earlier, but less industrialised overall & without so much of a world-wide empire to provide such varied imports in such large quantities.
Amount of Industrialization : (see above; not at the same level as RL Britain at comparable Tech Levels, but better than [e.g.] most of eastern Europe -- let alone Africa or Asia -- was in those days; agriculture mostly non-mechanised, apart from some [steam-powered] threshing machines & the like)
Economic Description : (see above)

Technological Level : roughly 1920s-1950s Britain, lags in some respects (extent to which engine-powered road vehicles & watercraft are common, for example) and more-or-less modern in others (e.g. they have some computers). Essentially they are "extremely late adopters", taking up a [foreign] new technology only once its benefits & reliability & costs have been very thoroughly demonstrated but otherwise sticking to the "tried & tested" with which they are already comfortable. The lands translocated here have some industrial capacity, but not all of "Old" Artorran's strategic industries. Extensive land transportation is mostly by rail, using steam-trains. Aircraft are propeller-driven: They include flying boats and seaplanes, autogyros [but not helicopters], and also a few airships, as well as more conventional types.
Magic and other shenanigans? (If any exists) : "Wizarding" talent occurs, but most wizards are relatively low-powered; they do their best work either by [slowly] enchanting items (which generally aren't MUCH better than the technological equivalents, although admittedly some of them do do things that 'modern' technology can't) or by working in groups to perform slow rituals; there's no real quickly-acting "battlefield magic"that makes a wizard significantly more dangerous than a well-trained & well-equipped "conventional" soldier, for example. A sport similar to 'Quidditch' is played, and is watched by non-wizards as well as by wizards. 'Mystical' talents (e.g. healing, weather-telling, dowsing, farseeing, green-fingers, beast-friendship) are more common, but still far from widespread in the population. Trained exorcists exist, and are effective. "Dark arts" such as mind-control, Demon-invocation, or the animation of corporeal 'Undead', are outlawed. Ravens can take some sort of [extradimensional?] short-cut when flying, to deliver messages quickly over long distances. Also, we have some specially-bred & trained Ostriches whose ability to "ignore" things that they can't see really does make them -- and whatever they're deployed to protect, as well, [mentally] "invisible" to hostile personnel. (These aren't useable against bomb or long-range missiles, or on ships at sea, but CAN be used as a "cloaking device" for the larger models of aircraft: In a past RP, one was employed successfully aboard a Dakota for missions into foreign airspace... Oh, and they wouldn't work once whatever they were cloaking opened fire on hostile forces, which is a MAJOR limitation.)


Military Description

Army: All of the translocated groups & settlements were from areas away from the borders, without large 'regular' forces present. There are 2-3 battalions of 'Guards' infantry (whose red jackets are, admittedly, enchanted to give them some protection against bullets), and a single division (3 brigades) of 'line' infantry, plus smaller numbers of [horse-mounted] cavalry, artillery, & so on; otherwise, apart from the training depots for about another division's worth of infantry regiments, they currently need to rely on militia, 'volunteers', & mounted 'yeobearry', who are several times more numerous but not as well-trained/experienced/equipped. Standard rifles are similar to Lee-Enfield except [because, Bears ;) ] in a slightly higher calibre. A few Armoured Cars, but no tanks. Motor vehicles used in some non-combat roles, but animal transport (when away from rail lines) is still also important. Some units have the pipes.

Navy: None of the fleet's main bases or main dockyards came through, and no major vessels -- let alone entire squadrons of them -- were in either the coastal waters or the civilian ports that did get translocated. We have one of the "Old Artorran" navy's smaller dockyards, which can do repairs but isn't much in the way of new construction (probably situated somewhere around the Mersey estuary, or maybe in south-eastern Wales, but I need to think further about this); one flotilla of [steam-powered] destroyers, with its depot-ship; several flotillas of torpedo-boats & gunboats; some schooner-rigged 'patrol ships' (with auxilliary engines, & light armaments); one experimental 'torpedo-ram' (called the "Thunder-Child", of course); one seaplane-carrier, with its aircraft; a handful of obsolete warships of various ["19h-century"] designs that were either 'floating museums' or mothballed; and some unarmed or very lightly armed auxilliary vessels... also, two dirigibles for aerial scouting. No naval academy was translocated, but one training-ship did come through; for the Marines, we have only the small garrison formation at the dockyard, a few coastal artillery batteries, and -- much good may it do us -- a Bands School.

Air Force: Again, we have almost none of the 'front-line' combat formations from "old" Artorran... such as those were. Two squadrons [plus a few other aircraft & crews that were visiting here at the time of the translocation] of Dakotas, for logistics work; about three squadrons of Hurricanes, & another squadron that had been modified into 'Hurribombers' (We do have a factory tooled-up to build more of both types..); one squadron of 'Gloster Reaper' Night-fighters; nine Mosquitoes (one of them modified as a 'tank-buster'; we "inherited" the works where this was being carried out, too)[/i]; a flight training school with a selection of assorted aircraft (but not many of any one type); a few other Air Force planes of assorted [& mostly not front-line'] models; a recently-imported & not yet un-crated batch of 12 'Grumman Skyrockets'; and the ability to take assorted aircraft [including some autogyros] up from civilian ownership for use in the logistics, artillery-spotting, & 'liasion' roles. (The Army also has one squadron of Autogyros, small-medium ones that are fitted as 'air ambulances').


National Goals : Organise well enough here into a 'nation' for survival; explore, and contact neighbours, both to evaluate threats and to locate sources of various materials or foodstuffs; try to work out what on -- or off -- Earth has happened to us; try to restore contact with "Old Artorran", at least, even if a wholesale return there is not practical; spread Ursionity.


History : Civilization was brought to the island of Bruttain by "Toyrrean" Ursine refugees, c.1000BC, c.f. RL chronicler Geoffrey of Monmouth's 'History of the Kings of Britain'. During the 1st century BC the Bruttish fell to varying extent under the control of the continental 'Romaine Empire' (run by anthropomorphic Rabbits, who used numbers, organisation, and sneakiness, to make up for their relative weakness physically: Their language was 'Lapin'). The religious teacher named Artos Ursios lived -- and was killed, and rose from the dead to teach for a bit longer before ascending bodily into heaven -- there during the first half of the 1st century AD, and about a generation after his departure his followers led a rebellion that threw out the Romaine's puppet-kings. A dynasty descended from Artos's mortal half-brother then ruled the land until early in the 6th century AD, when unstoppable hordes of 'Chaos-tainted' barbarians & monsters attacked: The last king fell in battle, commanding a rearguard action to delay that onslaught while another part of his army guided many civiilians to greater safety "elsewhere". As it turned out, that "elsewhere" was actually along an inter-dimensional route into the Reality known as 'Bear World'. There, the Bruttish immigrants allied with the nation of Armed Bears, against threats such as the Ursine-bodied but Human-souled 'Storm Lords'. Over the centuries their descendants increased in population, extent of territory, and level of technology. Recently they discovered that a smaller group of Bruttish people -- mostly survivors from"the Last Battle" itself -- had followed a different escape route, and had arrived in yet another version of Reality where [i]their modern descendants now form a distinct group within the nation of 'Bears Armed'.
I have very little detail worked out yet about Artorran's history in between that original migration and my own entry into NationStates: My participation in this RP would be partly to provide a focus around which I can finally [start to] build that material .
The sections of "Old Artorran" that have been translocatec in this incident were mainly from an island-group called "New Artorran" that was situated something like a thousand miles out into the western ocean from the original mainland, had started being colonized less than three hundred years before the present day, and was not yet at the stage where its people would have ben thinking seriously about independence: Some smaller sections from the longer-settled mainland have also, however, been "inserted" into this territory by whatever was behind the translocation. Some roads & rail-lines have "manifested" from somewhere or other, presumably from other sections of the original nation's networks, to link these into the islands' routes -- and to fill gaps left because some of the "old reality" islands' settlements were left behind, the districts that were translocated hadn't all been contiguous before this event anyway, and the physical geographies of the wo island-groups were far from identical to start with -- but the new networks are still far from complete & still need work.

RP Sample: I don't have any RP posts with Artorran itself, yet, so I'll show you some that I made under Bears Armed's name instead.
These are all from the [very] recently completed 'Quidditch World Cup 11', and are all of my posts from that storyline_
viewtopic.php?p=38746907#p38746907
viewtopic.php?p=38749452#p38749452
viewtopic.php?p=38755405#p38755405
viewtopic.php?ns=1&f=7&t=506309&p=38762385#p38762385
viewtopic.php?p=38768501#p38768501
viewtopic.php?p=38774022#p38774022
viewtopic.php?p=38788848#p38788848
viewtopic.php?p=38793547#p38793547
viewtopic.php?p=38798680#p38798680
viewtopic.php?p=38805086#p38805086
viewtopic.php?p=38810277#p38810277
And these are from Bears Armed's factbooks_
https://www.nationstates.net/nation=bea ... /id=182847
https://www.nationstates.net/nation=bea ... /id=838869
https://www.nationstates.net/nation=bea ... id=1314211
https://www.nationstates.net/nation=bea ... /id=248296


#POD 3 (don't remove this!)


_____________________________________________________________________________

I haven't used Discord before this.
Now _
The system recognises that I have made an account & logged in.
I can read other people's posts.
I can type-up a reply to a question that somebody -- on seeing the system note that I have joined -- has asked me, about how "Anglo" my Bears are.
BUT how do I actually post that reply, there? I can't find a clearly-labelled button for this...

They speak a surprisingly modern form of English, bearing in mind that their ancestors left their version of Britain back in Arthurian times and had had no contact with actual English people until vey recently (Explanation for this will be in my RP at some point). Culturally, there are similarities to the British of c. 1880-1930, but that is apparently [IC] coincidental.

I don't see anything wrong with it, but oh well. Accepted.

User avatar
Speyland
Diplomat
 
Posts: 626
Founded: May 19, 2018
Ex-Nation

Postby Speyland » Sun Jul 11, 2021 4:45 pm

Great Confederacy of Commonwealth States wrote:
Full Nation Name : The Kingdom of Atlantis and its Principalities
Short Nation Name : Atlantis
Flag / National Symbols:
(Image)

Government Type : The Kingdom of Atlantis is governed by under a system of absolutist monarchy that combines both public and economic power in the hands of the High King of Atlantis. Separate but equal, the High King of Atlantis and the Nine Princes each have constitutional law-giving powers, as well as acting as private individuals with incredible wealth. Their public and private treasuries are often intertwined, which means that the law-making powers of these princes often comes to the advantage of their own bottom line, while large profits can benefit the principalities as a whole, depending on the personality of a certain prince, or the High King. The kingdom has a constitution, however this document legally only protects the princes from the High King and vice versa, with only limited (if any) protections for private individuals. Whatever protections they do have usually comes in the form of the rights of a prince not to have his subjects disturbed, but again, in what way this right is enforced depends on what prince you live under.
Official Political Ideology : Some form of capitalistic feudalism, an in-between form where wealth is still highly generational, but the capitalistic money market definitely exists, as does wage labour.
Head of State : High King Atlas VII
Head of Government : High King Atlas VII
Government Description : The centre of the constitutional monarchy of Atlantis is the High King, the descendants of the demigod Atlas. Created by Poseidon, Atlas and his nine brothers were given an island of plenty for them to lord over and to live in luxury. The ten brothers created for one another a constitution, sanctioned by Poseidon, that would form the basis for the island's governance. Supreme legislative power is vested in the High King, with devolved powers flowing from the constitution to the nine princely brothers. The Ten Brothers are bound by law towards one another, but not actually towards the population. The High King, also being the Supreme Justice of the kingdom, can settle disputes on the basis of 'good morals', a large part of Atlantine law, and therefore can diverge pretty substantially from the law. Furthermore, the Ten Brothers together can always change any law if they vote unanimously to do so. This means that, while appearing at least somewhat meritocratic and legalistic, there is very little actually constraining the governance of the kingdom from the perspective of the general populace. There is no single representative body for the whole island; the various councils are all local, very wildly in size and authority, and have little influence. Apart from that, some national councils exist on particular subjects, like labour relations, finance, or agriculture, but those are generally the realm of lobbyists. Apart from that, the only way to actually affect policy is to become a civil servant, which requires graduation from the Atlantis City Academy. Attending is free, but the entrance exams are gruelling, as is attendance itself, which means actually having an impact in politics can be extremely hard, especially since some people are just born into supreme political power.

Territory : The Island of Atlantis, in the mid-Atlantic
Territorial Ambitions : Atlantis, being transported from an early bronze age world to this one, seeks to expand into new colonial territories to gain access to cheap luxury goods.
Capital City : Atlantis City, the seat of the High King of Atlantis, is situated towards the south of the island at large, connected to the sea by a massive canal. It is subdivided into districts by canal rings and connected via an elaborate system of public transportation. The city itself is known for its many parks, and has a mixed system of housing, business and production. Since Atlantis has never discovered the combustion engine, its industry is mainly powered by water- and windpower.
Population : 70 million

Majority/Official Culture : Atlantine

Majority/State Religion : The Cult of Poseidon, Neptune-worship

Major Industries/Economic sectors: Atlantis does not export, but produces enough for itself to thrive in excess. This autarky means that it has many different industries, all provinding for the various needs of the Atlantines. Large industries concentrate around luxury goods, like expensive food, luxury clothing, and precious jewels.
Amount of Industrialization : It's hard to compare, since their mode of production is so different from what we are used to. It can produce for itself in excess, but it does not have the large factories that we have come to expect of industrialised nations, and no smoke-stacks that pour black smoke into the atmopshere. Rather, it has decentralised production, in small hubs dotted around the country, which makes communting easier and is made possible by the discovery of electricity and magneticism before the invention of the steam engine.
Economic Description :

Technological Level: Equal to modern human tech, but with no combustion engines. Instead, the Atlanteans depend on electricity production from water- and windmills, as well as large hydropower dams. So, in some areas, the Atlantines are more advanced, while in some areas, less so. The Atlantines have not yet discovered the power of the atom, for instance. They are very big on robotics, however, and most families can afford at least some domestic servants in the form of robots.
Magic and other shenanigans?: None

Military Description

Army: The army of the Atlantines is the fist of its air force. Known as the Atlantine Mariners, these soldiers used to be the occupying forces of Atlantis, used to occupy Egypt and Mexico for their productive capacity. They always relied on their massive technological advantage to defeat their opponents, and as such, did not advance in the fields of armour. Instead, the doctrine centers around highly-trained infantry assaults with specialised weapons for long-distance combat, taking out enemies from the limits of human vision. Depending on mobility, these soldiers are transported by the Atlantine gun carrier fleet, which moves faster than any foot army can march, and as such, allows their ancient enemies to be easily outflanked and outmanouvred. Depending on electricity, again, these soldiers carry railguns with heated slug projectiles of small calibres, allowing them to carry large armounts of munitions.

Navy: The Atlantine fleet is the pride of the Kingdom, but more for ceremonial reasons than reasons of actual combat effectiveness. The fleet consists of three types of warship: destroyers, which can take on surface targets, and is mainly designed to deal with enemy triremes; battlecruisers, which provide fire support for land actions with large calibre guns; and carriers, which provide launching platforms for the Atlantine air force and the airmobile infantry. An Atlantine fleet is centered around its carriers and battlecruisers, with the destroyers following in support.

Air Force: The air force, while not the pride of the Atlantine military, is certainly its most effective asset. Because of the technological inferiority of their opponents, the air force has no need for air superiority fighters. Instead, the air force focuses on ground attack craft and air mobile assets: the former provided by their large helicopter gunships, the air destroyers, and the latter provided by both heavy and light air transport craft. The heavy ones can provide large numbers of troops at once, while the lighter craft can zip around and provide reconaissance as well as swift tactical support. The light craft, however, are often faster than the gunships that support them, and are therefore used with extreme caution.


National Goals : To restore the place of Atlantis as the hegemon of the Earth, and to regain economic superiority over all other people.


History : In the Ancient Past, when Pallas Athena was given a rocky seaside outcrop in Greece for her people to live, Poseidon was given a whole island for his dominion. The island of Poseidon was a typical creation of his: rich in resources, incredibly fertile, providing all the Atlantines could ever desire; from food to iron to herbs to natural sources of sulpher and nitrogen. To govern them, Poseidon had ten sons. The eldest was named Atlas, and became High King, while his nine brothers became the Lesser Princes, each of whom was given a part of the island to rule and govern. Together this first generation of demi-gods ruled the island and built up its infrastructure, providing wise governance for Poseidon's chosen people, and in their wisdom they created incredible machines to aid them.

However, while the island provided everything the Atlantines needed, it did not provide everything they wanted. In central America grew a bean which, when mixed with milk and sugar, could provide a delicious delicacy. From the subcontinent of India came spices and fruits unknown to the Atlantines. And the Egyptians knew building materials of which the Atlantines have no knowledge. The first kings traded with the primitive people in exchange for what goods they produced themselves, in service of hoensty and equality of partners. Atlantis and her trading partners prospered. But as time went on, the kings lost more and more of their divine blood, while they became more and more reliant on technology. After only four generations, the kings of Atlantis started taking those goods the various peoples of the world did not want to trade with them. And afterwards, they started taking anything they had. This era, the Era of Hegemony, was marked by the Atlantine construction of pyramids all over the world, as beacons and symbols of their power. They also provided garrisons, and the soldiers of Atlantis were known throughout the world as raiders and tyrants. In turn, the Atlantines developed powerful weapons and grew their fleets and armies, to ensure that no resistance against them went unpunished.

It was at this point that the Greeks showed their first defiance. Under the guidance of the militarist city-state of Athens, the Greeks rose up in defiance of Atlantis. Suddenly and viciously, the Greeks forced out part of the occupying force that garrisoned their peninsula. Atlantis began preparations to devestate the islands and perhaps colonise them with different people. This would have been the start of the Atlantean Empire, with Atlantis taking direct governance of the 'lesser civilisations' all over the world and forcing them into servitude and slavery. The fleets assembled and the armies embarked, and at that moment, when the order to sail out was to be given, the world went dark. And there, Atlantis appeared again, in a whole new world unlike the one they had left.

#POD 3

Accepted.

User avatar
Speyland
Diplomat
 
Posts: 626
Founded: May 19, 2018
Ex-Nation

Postby Speyland » Sun Jul 11, 2021 5:05 pm

Newne Carriebean7 wrote:
Full Nation Name : The Greater Prussian Volksrepublic of Germany
Short Nation Name : Germany
Flag / National Symbols:
(Image)

Government Type : Stratocratic Multi-Party Khakistrocractic Republic
Official Political Ideology : Marxism-Leninism with Prussian characteristics
Head of State :General-President Fredrich von Paulus
Head of Government : Admiral-Chancellor Augustine Robespierre
Government Description : A self-declared "socialist soldier's state", political power is evenly divided between both the navy and the army. The most basic government unit is the Bunker, which is comprised of a few somewhat fortified towns under the command of a Bronzekommando, (almost always an officer in rank) named after the bronze emblem on their uniforms. At least 11 to 34 Bunkers make up a Base, which is governed by a Silberkommando (Silver commander) (usually a general).

The ones who Silberkommandos report to directly are the Goldkommando (Gold commander), which are distinguished by their general veteran status and are regarded as high ranking industralists and military field marshalls. There are only 7 Goldkommandos, which make up the German General Worker's Staff Office or Deutsches Generalstabsbüro, also known informaly as the d.g.s.ü for short.

Full suffrage is given to both retired and active duty soldiers, along with any veterans of the Army and Navy. Officers (aka Bronzekommandos) are elected every two years in each Bunker. Silberkommandos and Goldkommandos can only be removed via the d.g.s.ü. However, members of the d.g.s.ü. can be removed via a 2/3rds majority in both the Soldatenkongress and Seemannskongress respectively.

The two houses of the legislature are the 147 member Soldatenkongress for soldiers and the Army and 143 member Seemannskongress for the Navy. Bills must start in the Soldatenkongress, then they are edited by the Seemannskongress, then both houses come together to work out whatever issues there are in either version, before presenting the bill to the d.g.s.ü, who passes legislation by a 3/4ths majority at least.



Territory : (Image)
Territorial Ambitions :
Capital City : Wilhelmshaven
Population : 62,451,000 people

Majority/Official Culture : German

Majority/State Religion : Volkskult

Major Industries / Economic sectors: Steel, Coal, Automobiles, Grain, Wheat,
Amount of Industrialization : The parts of the country that haven't been subject to an allied ass whooping in the form of strategic bombing work surprisingly competently, though most of our coal and oil production has been slashed in recent years due to the war effort.
Economic Description : The economy is centraly run, though with certain full monopolizes given to former Junker estates and economical families that have been in Germany throughout the generations (Krupp, Volkswagen, some third nazi company). Certain quotas are imposed by the Bronzekommandos, acting on orders passed directly up by the d.g.s.ü which ultimately has the final say in economic matters of state and can impose rationing at will just to piss off other sections of the economy.

Technological Level : World War II
Magic and other shenanigans? (If any exists) : lol no

Military Description

Army: The Army of the Volksrepublic is comprised of a mixture of old men, young boys and a core of diehard fanatics. While it still maintains a solid number of garrisoned soldiers and men that would quantify the "cream of the crop", huge losses during the war have meant it needed to rush even more training for general soldiers in order to have a large pool of manpower on standby incase the enemy struck the nation again. It's also known for it's massive tank, artillery and "special" military equipment that it utilizes within the armed forces as combinations of the doctrine of Blitzkreig and "Sit on your asskreig", also known as defensive doctrine.

-1,400,000 active duty soldiers
-900,000 reserve duty soldiers
-1,200,000 landwher/paramilitary/volkstruppen seinor citizens armed with firearms.

4,151 Panzerkampfwagen Tiger Ausf. B (King Tiger) Tanks
3,193 Panzerkampfwagen VI Tiger Ausf. E (Tiger)
3,040 Panzerkampfwagen Panther Tanks
4,204 Panzerkampfwagen-IV Tanks
3,867 Panzerkampfwagen-III Panther Tanks
1,911 Sturmgeschütz IV Assault Guns
3,106 Sturmgeschütz III Assault Guns
2,000 Pantherturm Bunkers built all along the frontline with the Roman Empire.



Navy:
Ravaged during the War, The Kreigsmarine was only able to live on thanks to the surprising competence of a few high ranking officals who politicaly manuvered former french ships from destruction and commissioned them into the navy. Only one of the Kreigsmarine's battleships is domesticaly built, that being the Gneisenau. In order to better supplement the shortcomings of the Kreigsmarine, a rare bipartisan comprimise released several Pantherturm an Tigerturm turrets from fortifications along the coast, being slapped onto refitting destroyer classes, resulting in the creation of the Tigerzerstörer and Pantherzerstörer Destroyer classes. The only thing constraining this project is a distinct lack of hulls to place the turrets onto, which has slowly begun to have been solved in recent years.

2 Von der Tann class battleships (ex french battleships Bretagne and Provence)
Von Der Tanne
Würternburg
1 Preußen class Battleship (ex french battleship Richelleu)
Preußen
1 Schanhorst class Battleship
Gneisenau

2 Admiral Hipper Class Heavy Cruisers
Admiral Hipper
Prinz Eugene

2 Deutchsland class Heavy Cruisers
Admiral Scheer
Lützow

1 Emden class Light Cruiser
Emden

1 Königsberg class Light Cruiser
Köln

2 Leipzig class Light Cruisers
Leipzig
Nürnberg


1 Type 1934 Destroyer
Z4 Richard Beitzen

4 Type 1934A Destroyers
Z5 Paul Jacobi
Z6 Theodor Riedel
Z14 Friedrich Ihn
Z15 Erich Steinbrinck


1 Type 1936 Destroyer
Z20 Karl Galster

3 Type 35 Torpedo Boats
T-4
T-11
T-12


1 Floating AA Battery Ship
Ariadne

7 Tigerzerstörer (Tiger destroyers)
Tigerzerstörer 1-7

10 Pantherzerstörer (Panther destroyers)
Pantherzerstörer 1-10

93 U-Boats



Air Force:
The Volksrepublic's airforce, known as the Armee-Luftwaffe (Army Air force) operates ground attack bombers and level bombers organized in units known as Schlachtgeschwader (ground attack wings). These units are commanded locally by a Bronzekommando within the general area, which has broad jurisdiction over specific theatres of operation. The following theaters are in effect:
(North-West)
Oldenberg-Wilhelmshaven Operations Theater
5 Schlachtgeschwaders in active service
2 Schlachtgeschwaders in reserve usage.

Total active duty/reserve aircraft:
675/270 Heinkel He 111 bombers/transport aircraft
650/520 Junkers Ju 87 bombers/transport aircraft
500/200Focke-Wulf Fw 190 fighter-escorts
450/180 Messerschmitt Bf 109 fighter-escorts


(South-west)
Bavarian-Wurttenberg Operations Theater
2 Schlachtgeschwaders in active service
2 Schlachtgeschwaders in reserve usage.

Total active duty/reserve aircraft:
270/270 Heinkel He 111 bombers/transport aircraft
260/260 Junkers Ju 87 bombers/transport aircraft
200/200 Focke-Wulf Fw 190 fighter-escorts
180/180 Messerschmitt Bf 109 fighter-escorts

(South-east)
Saxon-Brandenberg Operations Theater
4 Schlachtgeschwaders in active service
2 Schlachtgeschwaders in reserve usage.

540/270 Heinkel He 111 bombers/transport aircraft
420/260 Junkers Ju 87 bombers/transport aircraft
400/200 Focke-Wulf Fw 190 fighter-escorts
360/180 Messerschmitt Bf 109 fighter-escorts
(North-east)
Koingsberg-Greater Danzig Operations Theater
1 Schlachtgeschwader in active service
5 Schlachtgeschwaders in reserve usage.

135/675 Heinkel He 111 bombers/transport aircraft
130/650 Junkers Ju 87 bombers/transport aircraft
100/500 Focke-Wulf Fw 190 fighter-escorts
90/450 Messerschmitt Bf 109 fighter-escorts

Grand total of all Theater Air Force aircraft strength:

1,595 active/ 1,485 reserve Heinkel He 111 bombers/transport aircraft
1,460 active/1,690 reserve Junkers Ju 87 bombers/transport aircraft
1,200 active/1,100 reserve Focke-Wulf Fw 190 fighter-escorts
1,080 active/ 990 reserve Messerschmitt Bf 109 fighter-escorts

6,230 total number of bombers/transport aircraft in service
4,370 total number of fighter-escort aircraft in service.

Typical equipment of an average Schlachtgeschwader unit includes:
135 Heinkel He 111 bombers/transport aircraft
130 Junkers Ju 87 bombers/transport aircraft
100 Focke-Wulf Fw 190 fighter-escorts
90 Messerschmitt Bf 109 fighter-escorts
13,000 personnel



National Goals :
Figure out what in the hell is going on
Secure Pan-Prussian supremacy over Europe
Try not to die

History : Adolf Hitler's fall from grace was spectacular for how shocking it was. Yet for those in Germany at the time, it was painfully obvious that something big was about to happen. Yet when they woke up from their sleepy beds on July 2nd, 1934, got their cup of coffee, avoided tripping over their home-shackeled steps and the such, when their radios blared to life, it was not the rough, meaty voice of their beloved leader, instead, it was a strange and alien voice. Still german through and through, but with a distinct...distance from himself. As if the man was a few steps too far away from the microphone. The Whispy paragraphs and sentences blended to one another as he spoke with such surpreme excellence, always with a look of disdain on his face if anyone could see the man in the studio.

"Citizens of the Riech. Do not fret. Order will be restored to Germany. I...deeply regret to inform all of you listening right now that the Führer..is dead. The traitorous filth have been apprehended. I name to you a list of the vermin's names. Eva Braun. Albert Speer. Ernst Röhm. Rudolf Hess. Even dear President Paul von Hindenberg! The conspiracy went all the way to the top! Martial law is declared throughout the Reich. I repeat, never fear, for I, General-President Fredrich Paulus, am here!"

The German national anthem played following this message, and Germany was never the same after that. Von Paulus moved quickly to secure the assistance of the army following the Führer's death. Several backroom deals and blank cheques later and he had managed to reorganize the nation. The National Socialist German Worker's Party was disbanded along with the Riechstag and Justice Departments. The Greater German Riech was officially disbanded on August 21st, 1934. In it's place was the establishment of The Greater Prussian Volksrepublic of Germany.

The real victims of Hitler's death were the tens of thousands of perceived "counter-revolutionary rats" that had cowardly inflicted a blow against National Socialism. A wide-sweeping purge was conducted on almost every sector of life. German factory owners had their businesses shut down and their workers ordered or paid to go on strike, only for then for some bloke with a fat stack of Riechsmarks to hire some army goons to "clean up" those striking workers, leading to more blood being spilt on the streets of every major Prussian City. Die-hard fanatical Nazis were rounded up and put in camps to "re-educate them" on the basics of Marxism-Leninism with Prussian Characteristics.

The state soon entertained historical legitimacy from the Prussians, with generals such as Schanhorst, Gniseneau, Blucher, Von Moltke and Bismarck all being worshiped both as gods and as political titans and "elder statesmen" of the rabid national militarism of the self-declared successor of the Prussians and even Knights of the Grand Teutons of the 1400s.

It only makes sense that if you've got this much militarism everywhere, you find a...weaker neighbor to construct it on. That neighbor was the Dutch. Why? Von Paulus didn't really know and he didn't really care, he just heard that they had COLONIES. The fuck?! The Soldier's Worker's must rise up against such degenerate actions such as "looting some shitty island". So he calls up his commanders and rants for a solid three days straight against the Dutch. He goes into expletive ridden tirades against their history, culture, funny guns and military incompetence.

Then he orders a full scale invasion on April 1, 1937. In spite of the Netherlands being guaranteed by the Irish, Qing Dynasty and the Soviet Empire under the People's Tsar, the invasion went very well. Unfortunately, then the French fucks got involved and began to bomb the shit out of Germany. No deal... just cut off their supply lines to Russia by steamrolling a quarter of a million men into the Austrian Khannate. Kublai Khan Franz Ferdinand did put up one hell of a fight, but their ethnic bitching was too fragile. In spite of a four year invasion, he had done it. So then Von Paulus goes to the Nicholas and says "hey, I like you, you like me, let's end this war." So he says: "Fuck off and eat shit." So Von Paulus decides to invade the Soviet Union on December 1st, 1942. It went pretty well until June of 1943, when they got to a small town called Stalingrad. Von Paulus decides to go there personally and gets frozen by November in the city.

After that clusterfuck, Von Paulus sets his sites on Leningrad, and pitches some of the german army on a full scale offensive to take the city. The operation gets bogged down because winter again and von Paulus is forced to retreat, blowing up anything valuable in the wake of it's failure. The Soviets then push relentlessly, driving the Germans directly back across most of Eastern Europe. In December of 1944 a last ditch offensive was launched to reclaim Prussia, which saw limited success until being forced back by fierce soviet counterattacks by January of 1945. The official history of the Volksrepublik was extinguished when the Soviets reached Wilhelmshaven, which was the scene of the most brutal street to street fighting of the entire war. Sooner or later they got closer to Von Paulus's command tank, with him starting to freak out.

The few, dirty, hungry emaciated looking survivors of the once proud 6th Army dug in and prepared to fight to the very last. They weren't about to fight for this long and just give up. They owed it to their glorious Von Paulus. The ghost of Führer Hitler demanded that they fight to the last! With that, Von Paulus himself calmly hopped out from the tank, Calvary saber in one hand and Luger pistol in the other. His eyes glowed red with a vengeance. He dismounted from the King Tiger command tank. A crack of rifle fire soon brought the dictator down on his knees, feeling shocked that the leader of Germany for many years could just be cut down. It shook the very men that had worshiped his leadership. It shook fear into many Germans and indeed many Russians, who were unsure as to the moves of this dictatorial madman. They got closer and closer until... a bright light engulfed the sky, forcing Von Paulus's bloodshot eyes tightly shut.

When the leader would open his eyes again, some very weird shit would have happened...



RP Sample: viewtopic.php?f=31&t=460038&start=25


#POD 3 (don't remove this!)

Accepted.

User avatar
Latvijas Otra Republika
Minister
 
Posts: 3053
Founded: Feb 22, 2017
Ex-Nation

Postby Latvijas Otra Republika » Mon Jul 12, 2021 1:48 pm

5 divergences but only two 2024s
):
Free Navalny, Back Gobzems

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Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Mon Jul 12, 2021 4:59 pm

Looking at the map, I see that there are slight differences between what I requested and what I have been given so far.

The extra bits of northern & south-western Wales being included is fine, because having thought further on the matter since my original Application I was going to ask whether those could be added anyway before one of the more expansionist nations seized them & got a land border with me: They'll be mostly uninhabited to start with, but Pembroke Harbour is the likeliest location for my main naval base ('Port Artorrios').

In the north, however, there have been two slight reductions that I suspect were down to nothing but the map's pre-existing lines anyway, and if it is possible --which I presume should be the case, given the lack of a rival nation there so far -- then I would appreciate having them "fixed":
What I asked for was up to the "[traditional, pre-1970s]" northern boundaries of Yorkshire and Lancashire with the possible exception of Furness.
What I have been given seems (a) to use the post-1974 northern boundary of 'North Yorkshire' rather than the pre-1974 northern boundary of the 'North Riding of Yorkshire', thus omitting several areas that were transferred either to County Durham or to the new county of Cleveland in 1974 and moving the boundary partly south from the line of the River Tees (which is the "natural" border there); and (b) to exclude not only Furness but also another section of Lancashire to the east of this -- separated from Furness by Morecambe Bay, and apparently including Lancaster itself -- as well.
Could that border therefore be re-drawn, if possible, to give me at least the bits of "former" Yorkshire up to the lower Tees that in RL were transferred to Cleveland in 1974 and the bit of northern Lancashire that lies east of Morecambe Bay (i.e. the bit that is still within RL Lancashire, unlike Furness which was transferred to the new county of Cumbria)?

______________________________________________________________________________________________________

EDIT: Okay, the first contact/exploratory missions are en route. The first should reach northern France (anywhere from Cherbourg to Calais, I'll let you choose) tomorrow, the second should reach north-western Germany about 1.5-2.5 days after that [by IC time] unless it encounters a CNSCR ship in the North Sea first, and the third's initial contact presumably will be with the Carthaginians either in southern Spain or at sea to the west of that slightly later still. Each of the contact teams has not only English-speakers but also speakers of 'Lapin' --the dominant language of the former 'Romaine Empire', which is close enough to Latin for basic intelligibility -- as well. I'll get further details of those teams sorted out tomorrow (or perhaps a day or two later for the third team, as that shouldn't be needed as quickly), and will then TG those to the other players involved so that they can write about the meetings.
Last edited by Artorran on Mon Jul 12, 2021 7:04 pm, edited 7 times in total.

User avatar
Speyland
Diplomat
 
Posts: 626
Founded: May 19, 2018
Ex-Nation

Postby Speyland » Mon Jul 12, 2021 8:39 pm

Removed Yuandongde from the list, folks. I don't think he doesn't deserve that much territory, to be honest. It seems unfair.

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

Postby The Imperial Warglorian Empire » Mon Jul 12, 2021 9:27 pm

Latvijas Otra Republika wrote:5 divergences but only two 2024s
):

Hello, you interested in apping as anyone?
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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Remnants of Exilvania
Postmaster-General
 
Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Tue Jul 13, 2021 1:02 am

Artorran wrote:Looking at the map, I see that there are slight differences between what I requested and what I have been given so far.

The extra bits of northern & south-western Wales being included is fine, because having thought further on the matter since my original Application I was going to ask whether those could be added anyway before one of the more expansionist nations seized them & got a land border with me: They'll be mostly uninhabited to start with, but Pembroke Harbour is the likeliest location for my main naval base ('Port Artorrios').

In the north, however, there have been two slight reductions that I suspect were down to nothing but the map's pre-existing lines anyway, and if it is possible --which I presume should be the case, given the lack of a rival nation there so far -- then I would appreciate having them "fixed":
What I asked for was up to the "[traditional, pre-1970s]" northern boundaries of Yorkshire and Lancashire with the possible exception of Furness.
What I have been given seems (a) to use the post-1974 northern boundary of 'North Yorkshire' rather than the pre-1974 northern boundary of the 'North Riding of Yorkshire', thus omitting several areas that were transferred either to County Durham or to the new county of Cleveland in 1974 and moving the boundary partly south from the line of the River Tees (which is the "natural" border there); and (b) to exclude not only Furness but also another section of Lancashire to the east of this -- separated from Furness by Morecambe Bay, and apparently including Lancaster itself -- as well.
Could that border therefore be re-drawn, if possible, to give me at least the bits of "former" Yorkshire up to the lower Tees that in RL were transferred to Cleveland in 1974 and the bit of northern Lancashire that lies east of Morecambe Bay (i.e. the bit that is still within RL Lancashire, unlike Furness which was transferred to the new county of Cumbria)?

______________________________________________________________________________________________________

I normally recommend posting an example map when one has such specific wishes for the map.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Tue Jul 13, 2021 2:26 am

Remnants of Exilvania wrote:
Artorran wrote:Looking at the map, I see that there are slight differences between what I requested and what I have been given so far.

The extra bits of northern & south-western Wales being included is fine, because having thought further on the matter since my original Application I was going to ask whether those could be added anyway before one of the more expansionist nations seized them & got a land border with me: They'll be mostly uninhabited to start with, but Pembroke Harbour is the likeliest location for my main naval base ('Port Artorrios').

In the north, however, there have been two slight reductions that I suspect were down to nothing but the map's pre-existing lines anyway, and if it is possible --which I presume should be the case, given the lack of a rival nation there so far -- then I would appreciate having them "fixed":
What I asked for was up to the "[traditional, pre-1970s]" northern boundaries of Yorkshire and Lancashire with the possible exception of Furness.
What I have been given seems (a) to use the post-1974 northern boundary of 'North Yorkshire' rather than the pre-1974 northern boundary of the 'North Riding of Yorkshire', thus omitting several areas that were transferred either to County Durham or to the new county of Cleveland in 1974 and moving the boundary partly south from the line of the River Tees (which is the "natural" border there); and (b) to exclude not only Furness but also another section of Lancashire to the east of this -- separated from Furness by Morecambe Bay, and apparently including Lancaster itself -- as well.
Could that border therefore be re-drawn, if possible, to give me at least the bits of "former" Yorkshire up to the lower Tees that in RL were transferred to Cleveland in 1974 and the bit of northern Lancashire that lies east of Morecambe Bay (i.e. the bit that is still within RL Lancashire, unlike Furness which was transferred to the new county of Cumbria)?


I normally recommend posting an example map when one has such specific wishes for the map.

RL boundaries from less than half a century ago (which I personally can remember being changed during my own lifetime) from a well-mapped country are really that hard to find? Oh well, I'll see what I can do if that's necessary.

Or maybe my people should just expand rapidly northwards IC to a more simply defined line, such as that of RL Hadrian's Wall, instead?

_________________________________________

On the Discord, I'm now getting an ''Invite Invalid' message when I try to follow the link from this thread's opening post.
:blink: :(
Last edited by Artorran on Tue Jul 13, 2021 2:30 am, edited 1 time in total.

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Baharuthia
Bureaucrat
 
Posts: 53
Founded: Dec 11, 2019
Ex-Nation

Postby Baharuthia » Tue Jul 13, 2021 5:19 am

https://discord.gg/K9eJTpry7K

Yeah, we'll need to renew that, but have this Discord Link that works indefinitely.

User avatar
Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Tue Jul 13, 2021 6:51 am

Baharuthia wrote:https://discord.gg/K9eJTpry7K

Yeah, we'll need to renew that, but have this Discord Link that works indefinitely.

Thank you.

Next Discord-related question, if anybody here feels like helping me with it: How do I generate a circular image, to use as my avatar there, when starting with a rectangular 'Paint' image?
Last edited by Artorran on Tue Jul 13, 2021 6:51 am, edited 1 time in total.

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Baharuthia
Bureaucrat
 
Posts: 53
Founded: Dec 11, 2019
Ex-Nation

Postby Baharuthia » Tue Jul 13, 2021 7:05 am

Artorran wrote:
Baharuthia wrote:https://discord.gg/K9eJTpry7K

Yeah, we'll need to renew that, but have this Discord Link that works indefinitely.

Thank you.

Next Discord-related question, if anybody here feels like helping me with it: How do I generate a circular image, to use as my avatar there, when starting with a rectangular 'Paint' image?


You would just crop the rectangular image with the profile picture system. That's kinda it.

User avatar
Remnants of Exilvania
Postmaster-General
 
Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Tue Jul 13, 2021 7:23 am

Artorran wrote:
Remnants of Exilvania wrote:
I normally recommend posting an example map when one has such specific wishes for the map.

RL boundaries from less than half a century ago (which I personally can remember being changed during my own lifetime) from a well-mapped country are really that hard to find? Oh well, I'll see what I can do if that's necessary.

Or maybe my people should just expand rapidly northwards IC to a more simply defined line, such as that of RL Hadrian's Wall, instead?

_________________________________________

On the Discord, I'm now getting an ''Invite Invalid' message when I try to follow the link from this thread's opening post.
:blink: :(

You'd be surprised. From playing plenty of AltHis RPs, it's amazing how partially large regions can be left out or forgotten if one just goes by names or certain descriptions. Especcially when specifically named with names sometimes still in use today. Hence why maps depicting exactly which provinces one wants are often highly appreciated.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Tue Jul 13, 2021 8:44 am

Remnants of Exilvania wrote:
Artorran wrote:RL boundaries from less than half a century ago (which I personally can remember being changed during my own lifetime) from a well-mapped country are really that hard to find? Oh well, I'll see what I can do if that's necessary.

Or maybe my people should just expand rapidly northwards IC to a more simply defined line, such as that of RL Hadrian's Wall, instead?

_________________________________________

On the Discord, I'm now getting an ''Invite Invalid' message when I try to follow the link from this thread's opening post.
:blink: :(

You'd be surprised. From playing plenty of AltHis RPs, it's amazing how partially large regions can be left out or forgotten if one just goes by names or certain descriptions. Especcially when specifically named with names sometimes still in use today. Hence why maps depicting exactly which provinces one wants are often highly appreciated.


"Hr'rmm..."

clearer?

User avatar
Remnants of Exilvania
Postmaster-General
 
Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Tue Jul 13, 2021 8:57 am

Artorran wrote:
Remnants of Exilvania wrote:You'd be surprised. From playing plenty of AltHis RPs, it's amazing how partially large regions can be left out or forgotten if one just goes by names or certain descriptions. Especcially when specifically named with names sometimes still in use today. Hence why maps depicting exactly which provinces one wants are often highly appreciated.


"Hr'rmm..."

clearer?

Well that explains it. The borders you wanted did not exist like that on the map so you received the closest to that that was possible. Perhaps some edits could be made.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Tue Jul 13, 2021 9:18 am

Artorran wrote:
Remnants of Exilvania wrote:You'd be surprised. From playing plenty of AltHis RPs, it's amazing how partially large regions can be left out or forgotten if one just goes by names or certain descriptions. Especcially when specifically named with names sometimes still in use today. Hence why maps depicting exactly which provinces one wants are often highly appreciated.


"Hr'rmm..."

clearer?


Image
?
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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Artorran
Lobbyist
 
Posts: 24
Founded: Mar 28, 2015
Ex-Nation

Postby Artorran » Tue Jul 13, 2021 10:09 am

Rupudska wrote:
Artorran wrote:
"Hr'rmm..."

clearer?


Image
?

Yes, thank you, that is the right lines (or close enough, allowing for the map's scale, anyway).


________________________________________________________________________________

EDIT: I have sent a TG to Democratic East-Asia with details o my people's contact mission to France, so that they can write about the meeting, and will mention this in the Discord as well. (Is that the standard procedure in this sort of RP?) The mission that could end up either in Germany or in Scandinavia, depending on which of those players grabs the opportunity first, should be ready tomorrow (and be quicker to write because I can use this one as a template to modify), then Carthage...
Last edited by Artorran on Tue Jul 13, 2021 1:42 pm, edited 1 time in total.

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Speyland
Diplomat
 
Posts: 626
Founded: May 19, 2018
Ex-Nation

Postby Speyland » Tue Jul 13, 2021 11:06 pm

Added Ralnis on the roster as I forgot to include him in the first place. If you're reading this, then I apologize.

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Democratic East-Asia
Negotiator
 
Posts: 6068
Founded: Aug 30, 2016
Democratic Socialists

Postby Democratic East-Asia » Wed Jul 14, 2021 7:06 am

Good morning folks!
Revolutionary Communist State set in Asia. PMT.
NS stats are not used.
Actively funding left-wing "terrorist" organizations since its founding.

Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors

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

Postby The Imperial Warglorian Empire » Wed Jul 14, 2021 7:24 am

Democratic East-Asia wrote:Good morning folks!

Evenin'
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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