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 2020s, ended sometime in the 2030s... or at least that's when things really fell apart. A lot of people died, what's known 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 unlucky 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 North America 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.
All across North America, 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 NA.
LEGEND
- Free Holds (Non-Player)
- Bandit Clans (Non-Player)
- Corrupt Holds (Non-Player)
- Dead Zones (Non-Player)
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- Order of Saint John of Jerusalem - Anowa / Fallen Empire
- The Purified Republic of Amerika - Mandicora /Legit Gov't
- The Kingdom of the Valley - Transoxthraxia / Legit Gov't
- The State of Harvard - Endem / Legit Gov't
- The United States Remnant - South Americanistan / Legit Gov't
- NOCTA - Arktic / Tribal Confederacy WIP
- Nation of the Imams - Guuj Xaat Kil / Tribal Confederacy
- Unnamed Tribal Confederacy - Beutarch WIP
- Unnamed Tribal Confederacy - Greater Socialist Albania WIP
- Monument - Olthenia / Kingdom WIP
- State of the Vale - Vacif / Kingdom
- Mississippi River Trading Co. - Tayner / Trading Company
- Riders of the Net Eternal - Great Confederacy of Commonwealth States / Bandit Clan
- Neo-Spartacist Army - Cybernetic Socialist Republics / Bandit Clan
- Dallas Warband - Romaniche / Bandit Clan
- Bad Moonz - Ralnis / Bandit Clan
- Unnamed Bandit Clan - Wasi State
- Unnamed Bandit Clan - Barapam
- Kampata - Anthocosm / Survivor Enclave
- No Gods, No Masters
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.
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, Advanced Medical Machines
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 1970 Firearms and weapons, Mortars, Artillery, Aircraft, Tanks, Motor Vehicles, and Armored Naval Vessels, Nuclear Reactors, Plastic, Synthetic Drugs.
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-1970s Firearms and Weapons, Penicillin, Antihistamines, Vacuum Tubes, SuperGlue, Pacemakers, Generators
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
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.
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.
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:
- 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
- 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)
- 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 (2 WIP)
- 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.
(2 / 4) Positions Filled (1 WIP)
- 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.
(0 / 10) Positions Open
- 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
- 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
- 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.
(1 / 5) Positions Filled
- 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. 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.
(6 / 10) Positions Filled (2 WIP)
- 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]
OVERALL:COMBAT:
CRISES AND OTHER:
- 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.
OTHER MECHANICS:
- 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.
- 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 (Mounts such as horses, or camels move at double the rate, and motor vehicles triple the rate, air vehicles at quintuple the rate.), not including territorial concerns such as river crossings, deserts and mountains. Moving through mountainous, or desert terrain isn't possible unless by aircraft or motor vehicle, and takes three weeks regardless.
- 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.
A White Winter
In times long gone, a blanket of snow over the land was seen as a blessing, a sign of a holiday season filled with joy and cheer. That was a long time ago, now all snow brings is a sense of dread. Humans don't hibernate, so the first sign of snow means the first sign of grabbing whatever food you can and hunkering down, anywhere from 3 to 5 months. Sometimes, people don't make it, and end up doing the unthinkable...
Not to mention the floods that sometimes occur afterwards.
This event slows population growth and troop movements by half, and outright ceases crop production. Poor management can lead to widespread starvation.
This Events Ends in the Second Week of February
Affected Factions: Order of Saint John of Jerusalem, The Purified Republic of Amerika, The State of Harvard, Mississippi River Trading Co.
Sins of Dead Ideas
What used to be a rhythmic, if random pulsing along radio waves long since abandoned, is now a constant droning. Those seeking it may find it infinitely easier to triangulate to two different sources in what used to be Colorado and North Dakota, but the sudden onset of change doesn't bode well.
This event will end on Week 2 of April 2223
Affected Factions:All Factions with a Working Radio