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Aftermath (OOC|Dead)

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Aftermath (OOC|Dead)

Postby Anowa » Sun Mar 29, 2020 4:11 pm

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The Reboot of an RP of the same name by New Grestin
>IC<

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    Mankind has fallen. The exact reasons as to why have been muddied and blurred through word of mouth and lack of official word. If one took the time to sort through the decaying and tattered papers in the irradiated or corrupted government buildings, they'd find it started in the late 2010s, ended sometime in the 2020s... or at least that's when things really fell apart. A lot of people died, what's know is that there was some form of sickness rolling through most of the world, billions died. The United States, or what remained of it when they got around to reacting, started wiping hot spots of the infection out. It didn't work as intended, the disease now exposed to radiation started mutating rapidly, across a variety of species and symptoms, those unluckt few who caught the mutated strains were twisted and corrupted into diseased animals. Though at last, humanity had a reprieve at least, the disease in the continental US was now having a harder time infecting new people. With a growing immunity, people started recovering, but with a splintered government, people branched off and founded their own enclaves to survive, forsaking the government that had tried to bathe so many in atomic fire.

    It has been almost 200 years hence. Humanity's recovery has been a slow and uplifting process. Areas still left mangled and cursed with radiation and seemingly cursed by the souls of the dead, anchored by supernatural means. Batches of wilderness or abandoned ruins left teeming with infected remnants and corrupted fauna. Mankind has yet to return to these zones, and perhaps never will.

    To the North, only frozen wastelands and infested towns, the frosts and fields of Canada working people to the bone before they can find anything of value. To the South, an eternal dust bowl, which rumors state can flay men alive is the only thing to away those who venture into Mexico.

    All across the continental United States, remnant holds, kingdoms, and free states have risen above the trials and tribulations of a post-collapse world. This is where you come in. You will take the reigns of one of these many states, likely of your own creation, and attempt to wrangle the post-collapse US.

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LEGEND
- Free Holds (White) (Non-Player)
- Bandit Clans (Non-Player)
- Corrupt Holds (Non-Player)
- Dead Zones (Black | Non-Player)
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- The Khanate of Idaho (Fallen Empire; GMPC)

- New York City (Legit Gov't: Nouveau Quebecois)
- The Federal District of Annapolis (Legit Gov't: Beutarch)
- The New Aztlan Army (Legit Gov't; Glengo Island)

- The Order of Saint John of Jerusalem (Legitimized Gov't; GMPC)

- Zion Raider Alliance (Tribal Confederacy: Greater Socialist Albania)
- The Nation of Afromerica (Tribal Confederacy; Danceria)
- The New American Military Concord (Tribal Confederacy; The World Capitalist Confederation)
- The Caval (Tribal Confederacy; GMPC)

- Kingdom of David (Kingdom; The Frozen Forest)
- Kingdom of Latinia (Kingdom; Sao Nova Europa)
- Kingdom of Niagara (Kingdom: Camelone)
- The Realm of North Texas (Kingdom; GMPC/Tayner)

- Roll of the Dice (Tribe; Hypercapital)

- Sunnyvale Trading Company (Trading Company; Vacif)
- Missouri Caravan Company (Trading Company; Sarderia)
- Oahe Portage (Trading Company; Formerland)
- Northgate Trading Company (Trading Company; Kassaran)
- Last Harbor Trading Company (Trading Company; GMPC)

- The Wichita Wingnuts (Bandit Clan; Empire of Donnerland)
- The Iron Clan (Bandit Clan; The Hoosier Alliance)
- Queen Love's Children(Bandit Clan; Ralnis)

- Soarin' Museum (Survivor Enclave; Greater Redosia)
- Aspen (Survivor Enclave; Beiarusia)
- City of Charleston (Survivor Enclave; The Hobbesian Metaphysician)
- The Kin (Survivor Enclave; Illegal Planets)
- Duchy of Camden (Survivor Enclave; Revlona)
- The Free & Serene Republic of Greenfield (Survivor Enclave; The Yellow Chamber)
- Republic of Dixie (Survivor Enclave; Christian Confederation)

- Unnamed Bandit Clan (Reserved; Bewhua)


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    The era of mankind in which everything was at your fingertips, and where food was only a stone's throw away is long gone. Humanity has regressed far, many who knew how to work the machines required to keep the world running died so long ago. Commonplace items of the past are seen to some as gifts from the gods, to the more collected folks, relics of a bygone era. That is not to say that all of humanity has regressed to the stone age, there are a few groups capable of maintaining a level of technology comparable to the 20th century, but most lay elsewhere on the graph.
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Glimmer Tech:

    Glimmer Tech are the kinds of things that were on the technological side of things during the collapse, while not always cutting edge, their general fragility means they are incredibly rare to be in working order this long past the collapse. Data drives, electronic devices, and variety of medical supplies which were on the edge of discovery. Such items are priceless based on the mere suggestion that they may still work, let alone actually function and contain usable data. To some they may be worth more than their weight in gold.

    Glimmer technologies cannot be produced on any scale, and can only very rarely be found in dead or corrupted zones, left reasonably untouched since the collapse.

    Glimmer Tech includes, but is not limited to:
    Smart Phones, Flash Drives, Computers, Gene Therapy Doses, Powered Exoskeletons, Batteries,


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Pre-Collapse Tech:

    Pre-Collapse Tech are items most commonly found in widespread hands prior to the collapse, however 200 years have passed, meaning the rather common items and devices found in widespread commercial use have either fallen into complete disrepair, or are kept in very small numbers. Things like artillery and motor vehicles are found almost exclusively in this category, due to a lack of knowledge and materials needed to mass produce either in a post-collapse society.

    Pre-Collapse technologies cannot be mass produced in any meaningful numbers, due to the lack of manufacturing capacity for most or all of their components.

    Pre Collapse technology includes, but is not limited to:
    Post 1960 Firearms and weapons, Mortars, Artillery, Aircraft, Tanks, Motor Vehicles, and Armored Naval Vessels, Nuclear Reactors, Plastic, Synthetic Drugs.


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Prior-Collapse Tech:

    Prior-Collapse Tech are items that find their origin before the common items of the post collapse. Things built and designed from yesteryear, they are no longer common in their pre-collapse configuration, but their design and simplicity is easy for states with the industrial capacity to re-develop them. While generally easy to understand, develop, and manufacture, most nations can't meet the level of industry needed for this level of technology unless they have the benefit of holding out in a very well kept factory or medical lab.

    Prior-Collapse technologies can only be mass produced by states that manage to operate well maintained factories.

    Prior-Collapse technology includes, but is not limited to:
    Pre-1960s Firearms and Weapons, Penicillin, Antihistamines, Vacuum Tubes, SuperGlue, Pacemakers, Generators


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Post-Collapse Tech

    Post-Collapse Technology is the level of technology that most industrial states find themselves in. With a lack of good materials, scrap metal and wood remain to cobble together into varying items and tools to use to rebuild their homes. This tech tier does not support reliable firearms, with most tools and items prone to failure due to their composition.

    Post-Collapse technologies can be widely mass produced.

    Post-Collapse technology includes, but is not limited to:
    Improvised Firearms, Pipe Bombs, Crossbows, Molotov Cocktails, Air-Powered Firearms, Rigid Balloon Aircraft, Steam Power, and Small Naval Vessels


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Metal Age Tech

    Metal Age Technology is a loose collection of designs and ideas based not around the old bronze or iron ages, but rather the common theme of metal at it's core. This is the level in which craftsmen take their true shape, forging metal to their will, whether it be iron, steel, bronze, or brass. There is also a great variety of strengths and weaknesses depending on the metals used. At worst, the materials will be plentiful, if having very little in difference due to imperfections of the recycled and oxidized metals, but in the best and most time consuming cases, an iron sword fighting a bronze suit of armor can be like bringing a Death Star to a pillow fight.

    Metal Age technology includes, but is not limited to:
    Swords, Spears, Shields, Crossbows, Conventional Bows, Wooden Ships, Basic Black Powder Firearms, Surgical Implements, Wooden Structures, Natural Remidies.


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Stone Age Tech

    The age old quote by Albert Einstein had this in mind when referring to WWIV. This is the absolute base level of mankind's development, napped rocks, sinew or thread, and as straight of a piece of wood you can get. This was where humanity started so many thousands of years ago, and it is now how far it has fallen. If it can't be made from sticks, stones, leather or herbs it won't be found here.

    This tech tier does not support firearms in any capacity.

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    In the world of Year 2223, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

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- Empire: An Empire is the highest tier nation able to exist, and none currently do. An Empire has a minimum population of 20,000, with 5,000 in active military service. They control at least 40 territories, with a capitol city and three regional capitols. Empires can only be formed by a nation that meets the aforementioned qualifications regarding population and territory. Empires are immensely powerful, late-stage governments that only form in the rarest of circumstances. They can acquire new territories at a rate of 1 every 12 months; attempting to gain territories before this time results in over-extension, leading to armed insurrectionist movements and supply shortages. Empires can maintain any defining ideology, but have historically leaned Fascist or Royalist. Empires are vast regional powers that, while immensely powerful militarily, suffer even further from the problems that plague Legitimized Governments. Prone to internal power struggles, political discourse and stagnation, Empires are both extremely powerful and weak at the same time. Technologically, they can support widespread prior-collapse weaponry with some pre-collapse in specialized units.
(0 / 0) Positions Filled
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- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with a maximum of 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 12 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some prior-collapse weapons such as mounted machine-guns or artillery.
(4 / 4) Positions Filled (1 Reserved)
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- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with a maximum of 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 9 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.
(4 / 4) Positions Filled
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- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 8 months. Kingdoms have a maximum population of 6,000, with a maximum of 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field Metal Age technology, but all territories are fortified against enemy attack via castles and forts.
(4 / 4) Positions Filled
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- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 6 months. Tribes have a maximum population of 4,000 with a maximum of 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 2 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions. Upon reaching the established prerequisite, Tribes may upgrade to a Tribal Confederation.
(2 / 10) Positions Open
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- Mega-Corporation: The final upgrade to a Trading Company, Mega-Corporations are vast organizations focused purely on profit. Mega-Corporations can maintain 5 territories, including their capitol. Mega-Corporations are similar to legitimized governments, holding at least 10,000 employees, 4,000 of which are combat ready. Additional employees can be gained over time, but will not contribute to further growth into other faction types. Mega-Corporations function similarly to Trading Companies, focusing on forming caravans and maintaining profit margins. Caravans can travel through other faction's territories with relative impunity, but remain targets for bandits and other factions. In addition to increased military strength, Mega-Corporations can focus on subverting their rivals via various activities such as paying off bandits or other factions to attack their enemies. Mega-Corporations can also conduct aggressive acquisitions on 1 adjacent territory every 12 months, suffering over-extension if this is conducted too early. Mega-Corporations are a legitimate military threat to smaller factions and can annex or vassalize them with their considerable private armies. Mega-Corporations can field Prior-Collapse technology and some Pre-Collapse.
(0 / 0) Positions Filled
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- Corporation: Corporations occur when a Trading Company gains territory and population equivalent to a Kingdom. As such, they operate similarly to Kingdoms. They can maintain 6,000 employees with 1,000 combat ready. Corporations start with two territories and can expand by 1 every 18 months, suffering over-extension if this is done early. Their territories are heavily fortified, making them difficult to annex or vassalize without significant bloodshed. Corporations can form caravans that can travel through other faction's territory with impunity, but they remain juicy targets for bandits and hostile factions. Due to their increase in size and wealth, Corporations can pay off NPC bandit tribes to avoid their caravans if they so choose. Player bandit tribes can choose whether or not to accept the bribe. Corporations can also conduct subversive activities such as funding insurrectionist movements in enemy factions or sending lobbyists to sway their leaders their direction. At the same time, however, Corporations are prone to even more internal problems that can be exploited by outside forces.
(0 / 0) Positions Filled
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- Trading Company: A unique faction type focused on profit, rather than outright domination. Trading Companies begin with a single capitol territory, but cannot expand from this location. Trading Companies have a combination of citizens, as well as employees, Trading Companies begin with 2,000 employees, 500 of which are combat ready. Additional employees can be gained slowly over time. Trading Companies expressly work to further profit and political gain, and form caravans to this end. Caravans can travel to other factions with relative impunity, where they can sell goods for the company. Caravans are, however, valuable targets for both bandits and other factions, and must be closely guarded. The lack of military strength on the part of the Company is compensated by their ability to financially influence other factions, as well as their heightened starting fortifications. While not able to field vast armies, Trading Companies can make their allies rich and secure their independence not through blood, but trade. Trading Companies cannot migrate territory and cannot gain new territory, but start with Post-Collapse technology. Internal conflicts over greed and profit margins are not uncommon. Famine and disease crises can affect them just as severely as other smaller factions. Trading Companies can upgrade to Corporations once reaching a population equivalent to a Kingdom, not requiring additional territory.
(4 / 5) Positions Filled
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- Bandit Clan: Banditry is not an uncommon practice in the wastes, and Bandit Clans play a significant role in that. Bandit Clans start with a single capitol territory and cannot expand, but can migrate similarly to Tribes. Unlike tribes, however, bandits can put other nearby NPC Tribes, Clans, and States under "protection", requiring the payment of goods in exchange for continued survival. This, in effect, places the tribe within the clan's sphere of influence if not successfully fought off. Influenced tribes can be forced to provide manpower and resources to bandit clans until liberated by another faction. Bandit Clans start with a population of 1,000 with 500 combat ready. Their sole existence is to raid, pillage and steal what they like, when they like it. Bandit Clans can have a variety of internal governmental systems, but rely almost entirely on extorting other tribes and raiding. Without these key elements, bandit tribes will quickly collapse into internal backstabbing. To compensate for their small comparative size, bandit tribes begin with a mix of Metal Age and Post-Collapse tech. Their capacity for guerrilla warfare is not the be ignored, as they can rarely take on a large army head on. Bandit Clans can wage campaigns of terror against their enemies, but will suffer just as harshly during crisis events, particularly famines. Despite this, they can become formidable foes if left unattended by larger nations. Bandits can reform into tribes upon reaching the required population, not requiring additional territory to do so.
(4 / 10) Positions Filled (1 Reserved)
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- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 1,000, with a maximum of 200 in active military service. The most common remnant of humanity, Survivor Enclaves were usually born from tight-knit communities or by families who had been preparing for the end for a very long time. Over the years they've likely expanded to contain more than their beginnings, however, they have yet to expand beyond a single territory. Survivor Enclaves begin with metal age and post-collapse technologies.(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]

[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]
[b]Theme:[/b] (Optional)

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

Code: Select all
[box][b]Character Name:[/b]
[b]Gender:[/b]
[b]Birthdate/Age:[/b]
[b]Faction Alleigance:[/b] (Ensure you've cleared it with the faction player in question)
[b]Physical Description/Image:[/b]
[b]Occupation:[/b]
[b]Birthplace:[/b]
[b]Biography:[/b] (Two Paragraphs Minimum)
[b]Equipment:[/b]
[b]Theme:[/b] (Optional)

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

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OVERALL:
    COMBAT:
    • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
    • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
    • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
    • Weapons of mass destruction, such as chemical, nuclear or biological armaments are banned in all circumstances unless otherwise stated.
    CRISES AND OTHER:
    • Every month, a number of Crisis/Events (or none at all) will be randomly determined. These Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and nutty prophets, to pending cataclysms that risk the remnants of mankind. Some Crisis start when predetermined conditions are met, and will continue until they or their event chain is resolved, regardless of other crisis. Other crisis (such as seasonal or animal crisis) will occur regardless of other occurring crisis, upon the start of a season or month.
    • If your nation is affected by a crisis event, adjust your posts accordingly.
    • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
    • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
    • Don't be a sore loser. You can always start a new faction.
    OTHER MECHANICS:
    • Expansion: Expansion will always take exactly one month to complete. Once completed, territories expanded into will become integrated into their respective nation.
    • Vassalization: Both NPC and Player nations can be Vassalized. Vassals are beholden to the nations that conquered them and are required to fight alongside them in any future wars. NPC Vassals can be integrated after 2 years, while player Vassals cannot. Player Vassals can, after being subjugated, launch a war of independence after the conclusion of their truce with the ruling nation.
    • Annexation: NPC Nations can be annexed into a faction once they are defeated militarily. This will count as an expansion and is thus open to over-extension penalties. Player Factions cannot be annexed entirely and will retain their capitol if all other territories are annexed. If a player wishes to have their capitol annexed and become an element of the invading empire, they may do so. The winning player cannot force another nation to cede their capitol without approval. Players choosing not be annexed can instead be vassalized when defeated militarily.
    • NPC Factions: NPC Factions can be annexed, vassalized or integrated. Vassalization does not count as expansion and is therefore not beholden to an over-extension penalty. Integration or annexation are considered Expansion and are therefore subject to over-extension penalties if conducted prior to a faction's designated expansion time.
    • Movement: Militaries, Civilians and Caravans can move through unclaimed, neutral and friendly territory. Military movements are not considered territorial claims, however any territories occupied by military forces are considered Occupied and are temporarily part of the occupying faction until a Peace Treaty is established. Trade Company outposts and markets, as well as other faction outposts, are not considered territorial claims. Every territory movement will require one week (Motor vehicle usage cuts travel time in half), not including territorial concerns such as river crossings and mountains.
    • Population Growth and Upgrading Nations: Populations in controlled territories will naturally grow by one-hundred (100) every other month, per territory. Trading Companies and Corporations increase by one-hundred and twenty five (125) to account for employment gains. The size of a nation's military cannot be increased without upgrading to a higher tier nation. Upgrading to a higher tier nation requires the lower tier nation to have an amount of controlled territory equivalent to the next nation up. Vassal states do not count as controlled territory. They must also have an equivalent population. If this is achieved, a faction can upgrade to a higher tier faction. Trading Companies cannot upgrade to Legitimized Governments or Confederacies, but can upgrade to become Corporations and Mega-Corporations.
    Last edited by Anowa on Fri Jun 26, 2020 11:23 am, edited 75 times in total.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 4:11 pm

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    • A White Winter This event slows population growth and troop movements by half, and outright ceases crop production. Poor management can lead to widespread starvation.
    • Desperate Measures This event increases the chance of an NPC Raider attack on neighboring factions by 75%. Lack of attention can lead to raiders running rampant through your territory. Player Bandit Clans will not gain any population until the end of the event, unless the month has had a successful raid.
    • Doomsday Prophet The chance of public dissent in a player faction held county increases, until the source of the event is removed.
    Last edited by Anowa on Wed Apr 01, 2020 2:13 am, edited 3 times in total.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Olthenia
    Senator
     
    Posts: 4504
    Founded: Oct 03, 2009
    Left-Leaning College State

    Postby Olthenia » Sun Mar 29, 2020 4:37 pm

    Interesting!

    Could you tell us what 'Corrupt Holds' mean?

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    Vacif
    Senator
     
    Posts: 4817
    Founded: Mar 22, 2015
    Ex-Nation

    Postby Vacif » Sun Mar 29, 2020 4:41 pm

    Sunnyvale Trading Company is coming to a settlement neat you!

    I'd like to reserve Sunnyvale (Santa Clara County)
    Looking for help on Pub-lishing your RP? Come check us out!
    Member of Task Force Atlas
    Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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    Nouveau Quebecois
    Minister
     
    Posts: 2239
    Founded: Jul 22, 2019
    Ex-Nation

    Postby Nouveau Quebecois » Sun Mar 29, 2020 4:46 pm

    So all nations start out as a Survivor Enclave occupying one space on the map?
    Last edited by Nouveau Quebecois on Sun Mar 29, 2020 5:35 pm, edited 2 times in total.
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    Pyrghium
    Diplomat
     
    Posts: 984
    Founded: Jan 28, 2020
    Ex-Nation

    Postby Pyrghium » Sun Mar 29, 2020 4:49 pm

    Tag

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    Argonopolis
    Bureaucrat
     
    Posts: 51
    Founded: Oct 06, 2019
    Ex-Nation

    Postby Argonopolis » Sun Mar 29, 2020 5:01 pm

    Tagging for interest

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    Nouveau Quebecois
    Minister
     
    Posts: 2239
    Founded: Jul 22, 2019
    Ex-Nation

    Postby Nouveau Quebecois » Sun Mar 29, 2020 5:08 pm

    Olthenia wrote:Interesting!

    Could you tell us what 'Corrupt Holds' mean?

    Yeah, what do all the 'Holds' mean?
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    Anowa
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    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 5:16 pm

    Olthenia wrote:Interesting!

    Could you tell us what 'Corrupt Holds' mean?


    Corrupt Holds are locations in which a mutated form of the disease that wiped a majority of the population out, are endemic to wildlife. That is to say, everything there wants you dead in some way, shape, or form.

    Nouveau Quebecois wrote:So all nations start out as a Survivor Enclave occupying one space on the map?

    Players may start as a:
    Legitimized Government
    Tribal Confederation
    Kingdom
    Tribe
    Trading Company
    Bandit Clan
    or
    A Survivor Enclave

    With each has strengths, bonuses, and event chains that are only permissible to factions of said class. For instance, A legitimized government has more starting population and better technological capacity than say, a tribal confederation, but they also expand slower.

    Do keep in mind, that these factions are limited in number, if you wish to reserve a county and gov't class, please say so. Like My buddy Vacif here.

    Vacif wrote:Sunnyvale Trading Company is coming to a settlement neat you!

    I'd like to reserve Sunnyvale (Santa Clara County)

    Gotcha
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Anowa
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    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 5:20 pm

    Nouveau Quebecois wrote:
    Olthenia wrote:Interesting!

    Could you tell us what 'Corrupt Holds' mean?

    Yeah, what do all the 'Holds' mean?

    Corrupt Holds are as I explained above.

    Dead Zones, are areas the US gov't dropped thermonuclear warheads on to contain "The Disease" 200 years ago. Highly radiactive, those who enter seldom come back with anything worthwhile, but those who do usually have something worth the trip.

    Free Holds are NPC Survivor Enclaves in essence. Players have priority over them for applications, so if an area you want is occupied by them for your application, don't worry, I'll move them so you can have the area. This is only for application purposes however, when the IC comes around, you'll have to RP their integration, or occupation.

    Bandit clans are NPC, well, Bandit Clans. Those who survive via extortion, intimidation, or just plain old killing people for their stuff. Unlike the Free Holds, players do not have preference over them for applications.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Nouveau Quebecois
    Minister
     
    Posts: 2239
    Founded: Jul 22, 2019
    Ex-Nation

    Postby Nouveau Quebecois » Sun Mar 29, 2020 5:35 pm

    Can I reserve the City of New York as a legitimised government like so;
    Image
    Last edited by Nouveau Quebecois on Sun Mar 29, 2020 5:36 pm, edited 1 time in total.
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    Anowa
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    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 5:43 pm

    Nouveau Quebecois wrote:Can I reserve the City of New York as a legitimised government like so;

    You can, though keep in mind that New York, Kings, Queens, Richmond, and Bronx county are Dead Zones.
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    Vacif
    Senator
     
    Posts: 4817
    Founded: Mar 22, 2015
    Ex-Nation

    Postby Vacif » Sun Mar 29, 2020 8:18 pm

    Nationstates Name:

    Faction Name: Sunnyvale Trading Company
    Faction Type: Trading Company
    Flag (Optional): WiP
    Governing Ideology: Meritocratic Democracy
    Leader(s):
    Supervisor Allison Veil
    Vice Super Eric Eckhardt
    Territorial Claims: Santa Clara County
    Population: 2000
    Armed Population:
    • Total: 500
    • Bowmasters: 125
      • Bow Masters as the name suggests are bowmen of the highest calibre the STC can field. They are split between garrison duties and expeditions into the unknown. These individuals have sharp senses and at least a decade of service with the company. They are hunters, tracking game for the harvest or those that would make enemies of the STC.
    • Territorial Guard: 180
      • The territorial guard are the core security force of STC. Territorials are trained in deescalation training and martial arts non-lethal take downs for civil policing action within their territory. Territorials are a defensive fighting force and is equipped accordingly. They are well versed in STC law, and are well trained with the wall emplacements. While on the wall they are heavier armed, mostly with lethal weaponry, Rifle Crossbows, Pneumatic Rifles and paper armour. Territorials are trained for a diverse field of specialties and cover fire fighting and emergency medicine in the spirit of the old Sunnyvale's Unified Department of Public Safety. STC Territorials can be easily identified by their signature cloaks and golden arm bands.

        There three companies of Territorials, composed of 60 men each. The 1st Territorial Guards Company is stationed near Palo Alto Line and Sunnyvale proper, providing security and law enforcement for the area. The 2nd Territorial Guards Company is stationed through San Jose, providing security for the company's manufacturing facilities and the employees/civilians living in the area. The 3rd Territorial Guards Company is stationed in Gilroy, protecting the southern most borders from the San Benito county bandits, and ensuring the safety of caravan routes coming through the south.
    • Expeditionary Security: 120
      • Expeditionary security forces are trained to a greater degree in lethal force than their core security compatriots. Martial arts training takes a heavier emphasis due to a lower availability of high quality firearms. They are more equipped for long marches and mobile warfare as they provide security for their long haul caravans. ESF are trained in horseback riding, survival, and marksmanship. ESF feature a much more regimented rank system compared to the Territorials, however ESF are trained for independence and initiative. Due to their dangerous occupation it is a necessity that security forces may act on their own to protect themselves and company assets. ESF feature a wide array of weapons from bows, to slamfire shotguns, to pneumatic rifles, to spears and daos. ESF may be easily identified by their specially crafted riding armour and cloaks.
    • Pathfinders: 75
      • Pathfinders are the trailblazers of the company. Often working in small teams of six, they venture out into the world looking for trade routes, trade partners, or for valuable resources that the company can utilize. Highly trained, highly motivated individuals, Pathfinders are usually born in the STC or raised by them, they've been given everything courtesy of the STC and will do anything for them as a result. Pathfinders are scouts, fighters, messengers, couriers, scavengers or anything else the company needs them to be. Despite being one of the smallest branches of the company, they arguably have one of the largest budgets. However due to their line of work they rarely get to capitalize on this resource as they are largely self sufficient in the field. There is little uniformity between Pathfinders.

        Pathfinders are broken up into 10 Elements of six Pathfinders with the remaining 15 on rotation between units to relieve or replace teams. Elements are composed of two fireteams of three. An Element is lead by a Captain who is typically the most senior member, followed by their 2iC who retains the rank of Staff Sergeant who is usually the team medic. The leader of the second fireteam is usually a Sergeant. All other members retain the rank of Specialist, and as such maintain some kind of specialty. Team compositions may vary but each team will always have a medic and a radioman.
    Technology Level: Post-Collapse
    History: Founded in the wake of the Collapse, the business leaders still alive in Silicon Valley banded together to do what they do best. Trade and innovate. Due to the county's high reliance on technology, there was little in the way of agriculture, forcing them to improvise. They traded knowledge, goods, and their inorganic resources in the immediate aftermath of the Collapse to fund their independence in materials. Santa Clara county for its part held together quite well in the collapse despite its lack of dedicated agriculture. High readiness emergency response, social unity, and access to modern knowledge may not have stopped the Collapse but it did help establish a sense of normalcy once the dust settled and the dead could be counted. As heartless as it sounded, the nuclear strikes against San Francisco and Sacramento, combined with the spread of viral disease thinned the population to a stable enough point where people didn't have to cannibalize each other. Knowing their inorganic technological advantage would not last, they made the most of their advantage to cement their survival.

    While many souls still inhabit Santa Clara county 200 years after the collapse, STC has cemented itself as the predominant powerhouse of the county, being a major provider of refined goods and food stuffs due to their access to the coast and parks in their territory. Savvy trade work allowed them access to these resources and their lucrative work contracts allowed them to choose the best to work for them. Numerous disjointed settlements dot the county but are in no way unified enough to oppose STC.
    Culture: STC's culture is largely based off of that of their East Asian predecessors, if a bit hybridized due to the breakdown of social order. There is a strong sense of hierarchy, responsibility and expectations of group over individual. While there stands a great effort to peacefully coexist with each other as to not be rude or offend each other, dishonesty is also frowned upon. Thus creating an odd social game of passive aggression. Occasionally there will be those bold enough to say what they really want to say, they are the few and not the many. Seniority is not based off of age, rather experience and capability. The young man barely an adult may be addressed as an elder in their field by those double or triple his age if he has the credentials and no one will bat an eye.

    Crimes like treachery, thievery and the like are almost up there with murder and rape. Punishment done by the STC is simple and harsh. The punishment for most crimes is almost always hard labour. Clearing rubble, hauling salvage, or something equally grueling. If no such work is available they will be used to clean streets, dead plant material, or do monotonous factory work. As prisoners are not as productive as the average labourer, people are often given at least a semi-decent chance to defend themselves in a court of law. Law professionals from the company will be on standby to represent the accused if they cannot provide a representative. Additional evidence may be brought into the courtroom (if dramatically) as the investigation/court proceeding goes on.

    In the business setting, STC representatives may nod their head and smile, however there exists a great need for collective consensus for larger matters. So no matter how good the deal, a representative of STC may never accept on the spot and will always reconvene with their equals to discuss the deal. While smaller decisions may be made on the spot without need for larger consideration, larger deals require confirmation and discussion with the home or higher branch. Long term, steady growth are much preferred over short term immediate gains. While some camps demand swift and immediate action, the leader that proposes a thoughtful, long term plan for the company or a long term goal/project is likely to gain veterancy in STC.

    In upper leadership, the Supervisor and Vice Super are voted upon by the chairmen of the board. Chairmen are voted in by the work force with their shares of the company. Chairmen typically put forth long term prosperity plans for the company that workers vote for. Just about anyone in the STC may try their hand at becoming Chairman so long as their plan is good enough and they can get enough support. Chairmen may be voted out with a no-confidence vote conducted by either their fellow board members or by their divisional representatives. Chairmen typically earn an above average rate, but not enough to make them "rich". To balance this out, their living expenses and accommodations are typically provided to them.
    Theme: WiP

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Vacif on Fri Apr 10, 2020 12:21 pm, edited 2 times in total.
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    Empire of Donner land
    Negotiator
     
    Posts: 6693
    Founded: Jun 28, 2015
    Democratic Socialists

    Postby Empire of Donner land » Sun Mar 29, 2020 8:58 pm

    Reserving a Bandit Slot. Donnerino is here.
    Heyo.
    The Collected Entries Of Me In A Nutshell
    "Donner: A chill guy who has no chill" - Esgonia
    "Everything is wrong. Everything" - URA

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    Pyrghium
    Diplomat
     
    Posts: 984
    Founded: Jan 28, 2020
    Ex-Nation

    Postby Pyrghium » Sun Mar 29, 2020 8:59 pm

    Hi can I also reserve as a Legitimized Government based around Albany, NY? I can start out by reserving 5 counties, at the start, right?

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:00 pm

    Pyrghium wrote:Hi can I also reserve as a Legitimized Government based around Albany, NY? I can start out by reserving 5 counties, at the start, right?

    Yup.
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    Pyrghium
    Diplomat
     
    Posts: 984
    Founded: Jan 28, 2020
    Ex-Nation

    Postby Pyrghium » Sun Mar 29, 2020 9:02 pm

    Anowa wrote:
    Pyrghium wrote:Hi can I also reserve as a Legitimized Government based around Albany, NY? I can start out by reserving 5 counties, at the start, right?

    Yup.

    Noice. Do Legitimized Governments have to function a certain way, or could it be an Autocratic Dictatorship centred around an Emperor figure?

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    Anowa
    Post Marshal
     
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    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:04 pm

    Pyrghium wrote:
    Anowa wrote:Yup.

    Noice. Do Legitimized Governments have to function a certain way, or could it be an Autocratic Dictatorship centred around an Emperor figure?

    Yes, that works.
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    Pyrghium
    Diplomat
     
    Posts: 984
    Founded: Jan 28, 2020
    Ex-Nation

    Postby Pyrghium » Sun Mar 29, 2020 9:05 pm

    Actually, scratch that, can I be a Kingdom instead? That means 3 counties, right? I’d still like to reserve the area around Albany, so I’m thinking Albany County, Schoharie County, and Greene County.

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:06 pm

    Pyrghium wrote:Actually, scratch that, can I be a Kingdom instead? That means 3 counties, right? I’d still like to reserve the area around Albany, so I’m thinking Albany County, Schoharie County, and Greene County.

    That also works.
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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:11 pm

    Vacif wrote:
    Nationstates Name:

    Faction Name: Sunnyvale Trading Company
    Faction Type: Trading Company
    Flag (Optional): WiP
    Governing Ideology: Meritocratic Democracy
    Leader(s):
    Supervisor Allison Veil
    Vice Super Eric Eckhardt
    Territorial Claims: Santa Clara County
    Population: 2000
    Armed Population: Technology Level: Post-Collapse
    History: Founded in the wake of the Collapse, the business leaders still alive in Silicon Valley banded together to do what they do best. Trade and innovate. Due to the county's high reliance on technology, there was little in the way of agriculture, forcing them to improvise. They traded knowledge, goods, and their inorganic resources in the immediate aftermath of the Collapse to fund their independence in materials. Santa Clara county for its part held together quite well in the collapse despite its lack of dedicated agriculture. High readiness emergency response, social unity, and access to modern knowledge may not have stopped the Collapse but it did help establish a sense of normalcy once the dust settled and the dead could be counted. As heartless as it sounded, the nuclear strikes against San Francisco and Sacramento, combined with the spread of viral disease thinned the population to a stable enough point where people didn't have to cannibalize each other. Knowing their inorganic technological advantage would not last, they made the most of their advantage to cement their survival.

    While many souls still inhabit Santa Clara county 200 years after the collapse, STC has cemented itself as the predominant powerhouse of the county, being a major provider of refined goods and food stuffs due to their access to the coast and parks in their territory. Savvy trade work allowed them access to these resources and their lucrative work contracts allowed them to choose the best to work for them. Numerous disjointed settlements dot the county but are in no way unified enough to oppose STC.
    Culture: STC's culture is largely based off of that of their East Asian predecessors, if a bit hybridized due to the breakdown of social order. There is a strong sense of hierarchy, responsibility and expectations of group over individual. While there stands a great effort to peacefully coexist with each other as to not be rude or offend each other, dishonesty is also frowned upon. Thus creating an odd social game of passive aggression. Occasionally there will be those bold enough to say what they really want to say, they are the few and not the many. Seniority is not based off of age, rather experience and capability. The young man barely an adult may be addressed as an elder in their field by those double or triple his age if he has the credentials and no one will bat an eye.

    Crimes like treachery, thievery and the like are almost up there with murder and rape. Punishment done by the STC is simple and harsh. The punishment for most crimes is almost always hard labour. Clearing rubble, hauling salvage, or something equally grueling. If no such work is available they will be used to clean streets, dead plant material, or do monotonous factory work. As prisoners are not as productive as the average labourer, people are often given at least a semi-decent chance to defend themselves in a court of law. Law professionals from the company will be on standby to represent the accused if they cannot provide a representative. Additional evidence may be brought into the courtroom (if dramatically) as the investigation/court proceeding goes on.

    In the business setting, STC representatives may nod their head and smile, however there exists a great need for collective consensus for larger matters. So no matter how good the deal, a representative of STC may never accept on the spot and will always reconvene with their equals to discuss the deal. While smaller decisions may be made on the spot without need for larger consideration, larger deals require confirmation and discussion with the home or higher branch. Long term, steady growth are much preferred over short term immediate gains. While some camps demand swift and immediate action, the leader that proposes a thoughtful, long term plan for the company or a long term goal/project is likely to gain veterancy in STC.

    In upper leadership, the Supervisor and Vice Super are voted upon by the chairmen of the board. Chairmen are voted in by the work force with their shares of the company. Chairmen typically put forth long term prosperity plans for the company that workers vote for. Just about anyone in the STC may try their hand at becoming Chairman so long as their plan is good enough and they can get enough support. Chairmen may be voted out with a no-confidence vote conducted by either their fellow board members or by their divisional representatives. Chairmen typically earn an above average rate, but not enough to make them "rich". To balance this out, their living expenses and accommodations are typically provided to them.
    Theme: WiP

    ID TAG 1997 (DO NOT REMOVE)

    Accepted.
    Awards:
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    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    HypErcApitAl
    Ambassador
     
    Posts: 1651
    Founded: Feb 16, 2020
    Ex-Nation

    Postby HypErcApitAl » Sun Mar 29, 2020 9:27 pm

    What happened to New Orleans? Are all the big cities holds?
    (quotes)
    Kehrernesia wrote:
    "Hypercapital's greatest wish would be for others to stop thinking of them (Hypercapital) as too "edgy" and for said other persons to get to truly know and appreciate the depth of Hypercapital's lore."

    "Peace is a lie." ~ Sith Code (excerpt)


    Classical Liberal (ClaLib), Proud stan of Kim Jong Un's sis, Kanye West 2024, Vermin Supreme (whenever)

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:33 pm

    Hypercapital wrote:What happened to New Orleans? Are all the big cities holds?

    Not all of them, mostly just the coastal big cities. The mainland ones are for the most part alright.

    New Orleans in specific is a hotbed for The Diseased.
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    Utceforp
    Postmaster-General
     
    Posts: 10328
    Founded: Apr 10, 2012
    Left-wing Utopia

    Postby Utceforp » Sun Mar 29, 2020 9:39 pm

    Sounds interesting. Thinking of going for a Tribal Confederation or a Kingdom, just need to come up with a concept.
    Signatures are so 2014.

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Sun Mar 29, 2020 9:41 pm

    Utceforp wrote:Sounds interesting. Thinking of going for a Tribal Confederation or a Kingdom, just need to come up with a concept.

    Sounds good.
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