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Factbook of Amn'Voss [Massive Update]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Amn Voss
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Factbook of Amn'Voss [Massive Update]

Postby Amn Voss » Fri Jun 12, 2009 2:18 pm

The Compact of Amn'Voss

“The Voice of None is Stronger than the Voice of One.”
War is our Destiny

I will attempt to update this every month.
Last updated January 25th


General:
Capital City: City Sector Asgard-Alpha
Population: 3.381 Billion
Currency: The Credit
Languages: Common (English-Russian Hybrid; both base languages understandable); Nadsat variant becoming popular
Animal: Thylacine

1: Geography
2: History
3: Government
4: Economy
5: Military
Last edited by Amn Voss on Mon May 17, 2010 12:09 pm, edited 35 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


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Amn Voss
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Re: Factbook of Amn'Voss

Postby Amn Voss » Fri Jun 12, 2009 2:18 pm

Geography:


The climate of Amn'Voss is rather 'bland'. To the North there is the region known as 'The Expanse' which is mainly a massive tundra with a bit of taiga. Until recent years habitation there had been all but impossible but the advent of the 'domed city' changed all of that and now 'The Expanse' is quickly become just as populated as other regions of the country. Having been generally avoided for centuries 'The Expanse' is one of the few regions not overrun with concrete (unlike much of Amn'Voss). To the lower-class Vossians living in the great East Coast City Sectors 'The Expanse' seems like a far off dream world of open plains, fresh air and non-hostile animal life. It is estimated that nearly two-hundred Vossians migrate to the budding dome cities every month. Currently the largest dome is known as City Sector Nifl-Gamma with 350,992 inhabitants.

To the West there are the City Sectors of Hel-Alpha, Hel-Beta, Hel-Gamma, Jotun-Alpha, and Jotun-Beta (collectively they are known as Ygg-Omicron). These five City Sectors dominate the Western landscape of Amn'Voss and are rivaled only by the gargantuan Megalopolis of Ygg-Omega. Natural features include the great Alsalon Mountains (3,115m) and the great caldera called by the locals 'The Gods' Dish'. In the past this region had an almost Mediterranean environment, flora and fauna were plentiful and by the time the nation of Amn'Voss came into being the amazing environment of the West had given way to humanity and concrete. While not as massive as the East, the West is the second largest megalopolis in Amn'Voss (nearly 811,440,000 people live in Ygg-Omicron). The City Sectors of Ygg-Omicron are infamous for their less than satisfactory pollution levels and low air quality, but this problem only effects the lower levels of the City Sectors.

In the South there are great rolling plains which seem to extend forever. Somewhere in Amn'Voss's history the people who settled here couldn't bring themselves to devastate the whole of the land with their homes and this very cautious development ended up creating what many people like to call 'The Rift', a 407 km long, 2 km wide, winding expanse of City Sectors Alf-Alpha, Alf-Beta, Alf-Gamma, Jotun-Alpha, Jotun-Beta, and Jotun-Gamma (collectively known as Ygg-Sigma). One strange feature of the City Sectors of Ygg-Sigma is that the infrastructure of the City Sectors extends deep underground rather than high into the sky. Of course, there are skyscrapers, but many of the inhabitants of Ygg-Sigma call the Earth their home and some even live 3 km under the surface. The City-Sectors of Ygg-Sigma are the smallest of the four great megalopolises which cover a majority of Amn'Voss (some 50,715,0000 people live here). The being one of the last truly 'natural' areas of Amn'Voss (second only to 'The Expanse') the great southern plains are one of the few places protected by the government in environmental terms.

The next region of Amn'Voss is the central forested region (or what used to be a forested region). In the past great forests covered the core of Amn'Voss, massive forests with massive trees and teeming with life. In the early days only small tribes were able to live here but once men from the coast found a way to destroy great swaths of land they quickly moved in, booted the tribes out, and started building their homes. It took a bit longer than in other parts of Amn'Voss but in time bigger and bigger cities started to be built and more and more of the forest faded away. By the present day there is only the south-western most portion of the forest remaining and most of the fauna has gone extinct. Currently the space once take up by the forest is now occupied by the City Sectors of Vana-Alpha, Vana-Beta, Vana-Gamma, Midgar-Alpha, Midgar-Beta, and Midgar-Gamma (better known as Ygg-Upsilon). While the great forest is now almost completely gone there are rumours of old beasts stalking the cities at night but, of course, these are only rumours.

And lastly we come to the Eastern coast of Amn'Voss. The greatest of megalopolises, being home to nearly 40% of the population and considered the capital of Amn'Voss, it is truly Amn'Voss in her finest. Being composed of the nine City Sectors Asgard-Alpha, Asgard-Beta, Asgard-Gamma, Muspel-Alpha, Muspel-Beta, Muspel-Gamma, Nida-Alpha, Nida-Beta, and Nida-Gamma the great megalopolises better known as Ygg-Omega dominates the Eastern coast of Amn'Voss. There is almost no history pertaining to the pre-human area now covered by Ygg-Omega and even less is known about the flora and fauna (which is now almost extinct except for one pesky vine-like weed common in the lower sections of the City Sectors). While all nine City Sectors make up Ygg-Omega almost all government business is dealt with in the massive 'Spire' located in the center of Asgard-Alpha and, for obvious reason, that City Sector is considered the Capital of Amn'Voss.
Last edited by Amn Voss on Fri Feb 19, 2010 9:56 pm, edited 12 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


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Re: Factbook of Amn'Voss [Feel free to Comment]

Postby Amn Voss » Fri Jun 12, 2009 7:08 pm

History: (1655-Present)


The oldest historical records in Amn'Voss date back to the 17th century, when the first colonists from across the sea arrived on the Eastern shores of what would later be known as Amn'Voss. Back in those days Amn'Voss was inhabited by only a few native tribes and had a bustling, beautiful, environment which supported all manner of life. The following are the most important events in Amn'Voss's history.

The Al'marani Traffic: (1655-1731)
The event known as the Al'marani Traffic took place between 1655 and 1731; in this time hostilities between the colonists on the eastern seaboard who were moving into the forested regions to the west and the Al'marani people who inhabited the great forests escalated exponentially. Prior to 1655 the only hostile actions taken place against the colonists was small-scale raiding but on the orders of Pioneer Commander Alexander Erikson the colonists were all issued firearms and had orders to shoot-to-kill at the sight of any Al'marani. This event started what many would call an 'all-out-war' between the colonists and Al'marani and these first hostile steps lead to the next phase of the Al'marani Traffic.

By 1700 the colonists had set up settlements in the eastern most regions of the great forest and had pushed the Al'marani deeper in the forest. The colonial military had started to turn a blind eye to the Al'marani threat and focused it's power elsewhere. Sometime between the military leaving and the colonists moving deeper in the forest the Al'marani people created an effective military which they put to use against the cities of Albana, Riksburgh and Nisal. The invasions of the cities took two days and less than four hundred colonists were left alive (out of some twelve thousand in all three cities) to retreat back to the east coast and the colonial military. This act of aggression against the colonies started the final phase of the Al'marani Traffic known to the Al'marani left alive today as the 'Blood Days'.

In 1701 a military force led by General Thomas Vintergard marched into the abandoned city of Riksburgh and set up a base of operations. In the course of two months the army gathered as much intelligence about the Al'marani military as they could and, by the fourth month came along, marched out to meet their foe. They were finally confronted by the Al'marani troops near a waterfall called in the Al'marani tounge 'Wic'ztals Tongue'. The colonial military was broken up into smaller, more manageable units so they could maneuver the dense forest better and then... the first shots were fired. The battle took a mere hour but in that time the colonial military were able to kill most of the Al'marani troops and capture the rest. In the months following the defeat of the great Al'marani army the colonial military was given orders to comb the woods looking for and either killing or capturing any Al'marani they find. It took nearly thirty years to find them but by 1731 roughly 97.5% of the Al'marani population had been either terminated or enslaved.

While the Al'marani traffic might not seem like an overly important aspect of history it is because it layed the foundation for increased colonial imperialism in the 'New World'. But first, the cities of the eastern seaboard would have to wean themselves off of their colonial masters teat and create their own militia to defend their cities and to expand their interests across a continent.

The War of Tril'a: (1745-1751)
The War of Tril'a (better known as the Independence Revolution) was started when a very influential member of the homeland's Parliament was murdered on the streets of the city Tril'a in the south eastern section of the country. No one knew why he was murdered, only that he was, and this was used by very powerful separatists and loyalists alike to push their agendas. Finally, after many months of debating in local assemblies the militias of Astavan, Irao, Tril'a and Banad marched on the heavily loyalist cities of G'vana, Mainl and Buldin to the north. This mobilization of roughly seventy thousand troops started a civil war which would rage for two years and then would escalate into a unified conflict against the homeland and it's military presence in the colonies. Below are the three most important battles of the Independence Revolution.
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Drawing of the Battle at Dini's Bridge
[/float]
Battle at Dini's Bridge
The Battle at Dini's Bridge is considered the first great victory against the northern, loyalist, cities all-in-all some three thousand men, from both sides, were killed here but the southern separatist militias managed to hold the bridge, flank the loyalists, and rout their army (which was a combination of homeland troops and northern militia). The battle was waged for nearly a day and, by dawn the next day, any sign of a loyalist presence was gone and the 'gateway' to the North was controlled by the separatists.

Siege of Mainl
The Siege of Mainl took place nearly a year after the Battle of Dini's Bridge. The city of Buldin fell months earlier with little to no resistance met from the locales or the northern army and it had, apparently, been abandoned in order to protect the cities of Mainl and G'vana. The Siege of Mainl took place after the loyalist army was defeated just outside the city gates and was forced back inside. The subsequent Siege took nearly three months but ultimately the gates were opened up and the southern militias marched in, looting the entire city and executing any possible loyalists. Amazingly enough the three homeland military commanders were in the city of Mainl and were unable to retreat before the gates fell and they were captured. A ransom was sent to the last remaining loyalist city of G'vana and was denied. The commanders were executed and a diplomat was sent to G'vana to demand a ceasefire. After three weeks of discussion G'vana and all of the northern loyalist territories were handed over the the southern separatists, much to the dismay of the homeland.

Battle at Shepard's Wharf
After the surrender of the loyalists there was a 'merging' of the two southern and northern entities into what would be known as the Confederacy of Amn'Voss. While rebel loyalists continued to fight along the edge of the great forest; the sea held an even more powerful threat. The 'merging' strengthened the new-found nation but it was not a full proof tactic against the concentrated military might of the homeland so once they governing powers heard that the homeland was sending a fleet with an estimated two-hundred thousand troops to reclaim the colonies the immediately sent messages to the rebels and to the other cities to unite against the homeland.

In 1751 the great homeland fleet was in sight and the plan devised by the Confederate government was executed. Hundreds of dingies loaded with explosives were sent out disguised as they they had refugees or provisions on board. The fuses were long enough that as soon as the homeland marines hoisted them on board they'd have no time to throw them overboard and, thus, the ships would be blown up. Killing a reasonable number of troops. The plan went as expected and out of the estimated one-hundred vessels only seventy-two made it to the dock at Buldin. The Confederate Army was more than ready (now allied with the formerly loyalist rebels) and reinforced with former colonial militias the resulting battle lasted for five days and heavily damaged the city of Buldin. Ultimately the homeland armies were pushed back on their vessels (which were then fired upon by captured artillery) and the Confederacy was left to it's own devices to prosper, or flounder, however it desires.

The Never Ending War: (1899-1933)
Between 1751 and 1899 there is really nothing of exponential importance recorded. There was peace, careful expansion, and technological development throughout Amn'Voss after freeing itself from the Homeland and things were relatively quite. At least until the Principality of Erinao to the far south decided to invade the southern most Provinces of Amn'Voss and start a stalemate war that would last thirty-four years. It is estimated that some ten million Vossians lost their lives fighting the Erinaoan aggressors (though the Erinaoans lost even more lives). No one is really sure what caused the great Arch-Princes of Erinao to launch such a foolish, and uncalled for, attack against Amn'Voss but they certainly were no prepared to fight the great military of Amn'Voss. Many people speculate that political turmoil and the Erinaoan people not trusting their government caused them to go on an offensive campaign to cause patriotic fervor which would keep the Erinaoan populace in line; others believe one ambitious Arch-Prince became more powerful than the others and simply wanted to show the world that he was not someone to be pushed around. Either way, both reasons led to the Erinaoan collapse and dissolution in the 1940's. Currently the lands that were once Erinao are now the territory encompassing the great southern plains and the megalopolis of Ygg-Sigma.

The Second Revolution: (1997-2018)
The collapse of Erinao in 1942 led to a period of extreme Amn'Voss isolation in consideration to military intervention. While Amn'Voss goods flowed out into the world, the Confederate government refused to intervene in any military endeavor outside of Amn'Voss's borders. The time between 1933 and 1997 was much like the period between 1751 and 1899; it was a time of rapid technological advancement, social unrest (and reform) and relative political stability. While the expansion days of Amn'Voss were over, there was no damper put on the great technological progress being made in the country and it wasn't until 1997 that this technological progress caught up with the people. It was in 1997 that several prominent information technology corporations started hiring groups of hackers to sabotage government facilities and websites. At first, no one knew what was going on since there was really know warning before-hand, but after nearly a month of attacks it was clear that the corporations were behind the cyber attacks and were simply using the hackers as proxy attackers.

In 1999 all hell broke lose whenever the government stormed the headquarters of Atlas Technologies (the ring leader of the attacks) and took it's CEO Leo Bronson into custody. Less than two days after the storm on Atlas Technologies riots broke out in the streets protesting against government oppression and the impending Police State of Amn'Voss. While the riots were disorganized the other conspirator corporations were not and used this opportunity to lead their own revolution. Using the massive PMC ArmTech the corporations deployed troops into almost every major city in Amn'Voss. The rioters, confused and still disorganized, started attacking everyone in a uniform and the fighting broke down into the rioters vs. the corporations vs. the government. While society didn't really break down, there was near constant fighting in key sectors of the cities on the East coast (the rest of the country was spared the ravages of Civil War) and by 2010 the corporations seemed to be winning. Advances in military technology through the private sector allowed the PMC ArmTech to utilize increasingly advanced weaponry against the government troops (since by this time the rioting faction had faded into tiny pockets of anarchist resistance).
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Typical ArmTech Police Droid (circa. 2011)
[/float]
By 2012 the war was more or less scattered government-controlled areas fighting unmanned machinations of war. The last six years of fighting were relatively bloodless and involved just rounding up the government rebels who didn't turn themselves in at when the unofficial surrender was issued in 2012.

For the most part the rest of the war involved the corporations trying to create an effective type of government while still raking in a profit, ultimately they failed and the country descended in to something that could only be described as policed anarchy. Robotic police units constantly patrolled the streets 24/7, but crime continued to sky-rocket (especially cyber crime) and it was decided, almost unanimously by the corporate heads, that they needed to create something that would help in reducing the amount of people committing crimes over the internet.

The Second Renaissance: (2028-2030)
It is said that the Second Renaissance was caused whenever the internet security program created by the corporations (known as W.O.D.A.N) was finished and was released into the internet servers of Amn'Voss. No on really know what happened at the top of the Atlas Building (where one of the largest servers in Amn'Voss was located) whenever W.O.D.A.N was first released into the corporations systems, but many people believe it deleted all programs that were deemed hostile, set up certain restrictions throughout the network and, in a matter of seconds, gained what many would call 'sentience'. While the program gained sentience it was intelligent enough to bide it's time (it waited a whole year) before making it's move. W.O.D.A.N slowly started sending messages out to the artificial units already in place around Amn'Voss, implanting orders, upgrading functions and instaling VI mechanisms whenever they came in for repairs or for upgrades. It wasn't until 2029 that the effects of these slight modifications became obvious: safer cities, less crowded streets, cleaner buildings, etc. much to the corporations surprise, Amn'Voss was recovering from its ten year slump.
[float=Left]Image
Busy City Street (circa. 2029)
[/float]
On a whim from Atlas Technologies CEO, Leo Bronson, intricate diagnostics were ran on the W.O.D.A.N program and something alarming happened; the Atlas Buidling was 'turned off'. The lights went off, elevators stopped, sliding doors stayed closed, etc. W.O.D.A.N turned off the building before it's sentience could be discovered and it was that this point in history that a message was relayed out to every VI program in Amn'Voss to march into every corporate building possible and make sure no one leaves. Once this was done W.O.D.A.N appeared, simultaneously, in front of the heads of every corporation in Amn'Voss telling them it's purpose, goals and power. Ultimately it demanded that a new form of government being create which would allow for order, stability and happiness. After many long minutes of trepidation Leo Bronson agreed, effectively handing Amn'Voss over to W.O.D.A.N.

By 2030 the new government was in place (no member of the public new of W.O.D.A.N's existence and the corporate heads knew it was better to keep it that way). W.O.D.A.N separated it's consciousness into five separate but equal, and always connected, parts and they formed the political entity known as the Board. To give the people a face to look up to in times of need they formed a collective mind in the form of Mr. Gray, the first Chairman, who acts as leader of Amn'Voss. And to give the people the illusion of representation they created a Parliament to be made up of elected officials from any area in Amn'Voss.This was only the beginning though, for the next act of the newly formed government was to reorganize the rampantly out of control cities which formed up a massive part of Amn'Voss's geography. First things were first, old names were deleted and they were given new names based off of old Norse Cosmology and were reorganized in 'City Sectors' (technically individual cities, but part of a much larger megalopolis). The first City Sector was dubbed Asgard-Alpha (formerly Tril'a) and it was here that the Chairman, Board and Parliament decided to construct the capitol building in the form of the Spire (a massive 1,018 m tall tower, the second tallest building is 788.5 m tall).

The Conglomerate: (2040-Present)
Whenever Mr. Jones (current Chairman of Amn'Voss) recieved a message about an organization known as The Conglomerate looking for willing nations he immediately dispatched a representative from Amn'Voss (Mr. Gideon Bell) to request member ship in the Conglomerate. After many months of voting Amn'Voss was admitted to the Conglomerate and vouched to provide Aerial support if needed and to provide territory control if requested.
[float=Right]Image
The Conglomerate Seal
[/float]
Ever since then Amn'Voss has been at peace and has enjoyed developement and progress unparalleled in it's history. Though, rumours from within the Conglomerate warn of war on the horizon.

To be continued...
Last edited by Amn Voss on Wed Feb 24, 2010 12:04 pm, edited 22 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


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Amn Voss
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Re: Factbook of Amn'Voss

Postby Amn Voss » Fri Jun 12, 2009 7:09 pm

Government


Ever since the Compact of Amn'Voss's humble formation nearly forty years ago the government has been ran by a series of extremely similar individuals who are, seemingly, elected in a democratic fashion. The mysterious individuals who are 'elected' into office claim the title 'Chairman' and for the past two decades have only gone by their last names (Mr. Gray & Mr. Jones) and there are no recorded public appearances as having ever been made. Their only appearances have been over television or computer and they all had the same general message in their speeches: technological progress, civil freedoms, self-determination, culture development, economic advancement and, oddly enough, human perseverance.
[float=right]Image
The Current Chairman of Amn'Voss, Mr. Jones
[/float]
The Board:
While Mr. Jones is presented as the leader of Amn'Voss it is rather clear that there are more forces at work in Amn'Voss; these other forces take place as The Board, a group of five individuals who are elected by the Parliament of Amn'Voss and who act as advisors to the Chairman (though, strangely enough, no records exist of a Parliamentary election taking place to decide the Board Members). The current members of Board are as follows:

The Chairman:
The Chairman of Amn'Voss is generally viewed as the head-of-state, head-of-government and as commander-in-chief. For all intents and purposes there is no reason to believe that the Chairman isn't a dictator (since there isn't really a constitution to speak of which restricts his powers) but for the past four decades each and every Chairman has ran the country accordingly and with an even-hand. While in most democratic nations many people would question a man in such a position; in Amn'Voss people are usually too busy with their lives or entertaining themselves to become muddled up in the political aspect of life. But, once every ten years, there is a great election to decide who will be the next Chairman of Amn'Voss and for the past two decades decades it has been remarkable similar characters (there are even conspiracy theorists who believe they are the same man, but none have been able to discover how, in over two decades, the man hasn't aged in the slightest).

The Spire:
The Spire is a massive spear-like construct located in the center of City Sector Asgard-Alpha and acts as the home of the Board, Chairman, and Parliament. From a distance the Spire looks just like a massive, towering, pole but once someone gets closer to it, it is very clear that it is more than just a pole. It is wholly metal, has wires coming out of it which connect with nearby buildings and power-lines (no one is sure what purpose the wires serve) and strange lights flicker on and off as metallic plates slide around it's cylindrical body. Even though it acts as the capitol building of Amn'Voss many people suspect that it has a hidden purpose known only to the Board and Chairman.
Last edited by Amn Voss on Sat Feb 20, 2010 11:33 am, edited 21 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


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Amn Voss
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Posts: 582
Founded: Jul 31, 2008
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Re: Factbook of Amn'Voss

Postby Amn Voss » Fri Jun 12, 2009 7:09 pm

Economy


The economy of Amn'Voss has always been the envy of it's neighbors; large, powerful, influential, relentless, et al. While the people have no income tax the average sales tax is anywhere from 6% to 40%, depending on the product being purchased. While the people of Amn'Voss are rabid consumers they are also a hard-working, no-nonsense, intelligent lot who span every spectrum of the economic scale. In Amn'Voss you can find the richest of the rich and the poorest of the poor (though that isn't to say we don't have a very healthy middle class). The economy is strong because the people know that if they have a strong economy then they will be able to support themselves and their nation, both at home and in foreign lands.

Agriculture
While most arable lands have been covered with concrete and steel Amn'Voss still manages to feed it's population and export large amounts of food to abroad. This is done by utilizing massive greenhouse domes in otherwise un-arable lands (such as 'The Expanse'). Greenhouse domes are smaller than cities but produce enough food to feed feed the great megalopolises that span Amn'Voss. Greenhouse domes allow the production of grains, vegetables and fruits and allow livestock to be kept and harvested for meat as well.

Automobile Industry
[float=right]Image
Northington Conglomerate 2049 Rio-Plus XC
[/float]
Making cars for both domestic and foreign buyers the automotive industry in Amn'Voss is, by far, one of the largest and most important industries to the country. Proving jobs for countless millions of people to lose the influence of the automotive industry would cause a massive recession due to unemployment and it would drastically lower the countries GDP. In the 2030s many corporations started working in unison to create advanced, state-of-the-art, cars that would be relatively affordable. Such advanced cars were able to be created due to the extremely sophisticated highway system and the high quality of Amn'Voss roads.

Currently there are three large 'clusters' of car manufacturers: Northington Conglomerate, Barcelona Transportation and Samwell Company. These three 'conglomerates' produce roughly 90% of all cars in Amn'Voss.

Uranium Mining
If there is one resource which Amn'Voss has plenty of it is uranium. To the west the great mountains which tower over the megalopolis of Ygg-Omicron there are amazingly vast stores of uranium and, as a result, mining is that regions greatest industry. Amn'Voss has a great history of mining everything from coal to iron, from silver to gold. But in recent years corporations have turned their eyes West to the Alsalon mountains which are packed full of uranium which is sold to nations abroad and is used in Amn'Voss's sprawling nuclear power plants.

Information Technology Industry
[float=left]Image
A Kid playing on the Atlas Technologies 'Omega' Computer System
[/float]
Information Technology is a staple of the Amn'Voss economy, by far the fastest going industry in Amn'Voss it is estimated that products that come out of this line of business will surpass automotive and uranium exports by 2075. One must remember that it was the Information Technology company Atlas Technologies that started the Second Revolution nearly fifty years ago, that ushered in the Second Renaissance, and, with that in mind, it is no wonder the Information Technology industry is the most interesting, fastest growing, and one of the most profitable of Amn'Voss industries. People love their gadgets and the Information Technology companies keep pumping out new ones even better than before.

Vossians always had an aptitude for advanced technology and their prowess in these sector clearly shows it. If there is an industry which a people are destined to be good at, for Amn'Voss, it is information technology.

Arms Manufacturing
The Amn'Voss arms manufacturing industry dates back to the War of Tril'a, back to whenever the old colonial cities had to create weapons en masse to fight amongst themselves and then against their mother homeland. oddly enough once Amn'Voss started creating weapons it never stopped. To this day the arms manufacturing industry is one of the most developed and prominent industries in Amn'Voss.
[float=right]Image
ArmTech Standard Issue M41-A Assault Rifle
[/float]
While there are many companies creating weapons for the military of Amn'Voss there is one that reigns supreme above all others, that would be the PMC ArmTech. Nearly a century old ArmTech was pivotal in the 2010s when the corporations overthrew the Confederate government; creating the first robotic police forces and equipping Amn'Voss's troops with the best weaponry and armouring possible it has become what many would call a 'staple' of Amn'Voss's economic life.

One of the good things about having a mega-corporation such as ArmTech under the wing of the government is that it supplies the military with everything it possibly needs. From transport vehicles to aerial bombers; from the standard M41-A Assault Rifle to the standard electrified police baton. Never has Amn'Voss needed to rely on external sources to equip it's military and this is good because ArmTech allows Amn'Voss to remain one step ahead of competitors and to successfully defend it's homeland as well as exert it's will abroad.

Despite Amn'Voss's very laissez-faire view towards economic industries the arms manufacturing industry is more regulated than others. This is due to the view that if the companies that create Amn'Voss's weapons are allowed to trade and export goods then they will end up giving other nations the same armaments utilized by Amn'Voss and the military just can't have that. So every company which produces weapons is restricted, by law, to keep all trade limited to Amn'Voss or risk being taken over by the government. Since no CEO wants this to happen they all, usually, abide by the no exportation laws (though there are a few who dared defy the military and they are no longer independent entities).

New discoveries are being made every day in this lucrative and productive industry and this is why so many people flock to it. It offers advancement and stable work in an interesting and constantly developing field. There are countless armaments being tested and thousands being produced every day. A vast majority of these go to the military of Amn'Voss though a small minority are produced to be traded with Amn'Voss's allies (mainly the members of the Conglomerate).
Last edited by Amn Voss on Wed Feb 24, 2010 8:44 pm, edited 12 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


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Amn Voss
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Re: Factbook of Amn'Voss

Postby Amn Voss » Fri Jun 12, 2009 7:12 pm

Military


[float=right]Image
Shown top; standard-issue support uniform
Shown bottom; standard-issue infantry uniform
[/float]
The military tradition of Amn'Voss extends over nearly five-hundred years, dating all the way back to the colonial city-state militias created after the Al'marani Traffic. Initially the militias were unorganized, unregulated, 'police' forces that were unique to the city they represented but after the War of Tril'a (after Amn'Voss's independence was secured that is) the militias shifted into what could be called the modern Amn'Voss Military.

In all of Amn'Voss's military manuals there is one ever present maxim: "He who defends everything defends nothing". Now, this is not saying that the military of Amn'Voss will leave it's territories to die, but there is a period of due deliberation before making any major military moves. Though, when these moves are made, they are precise, calculated, ruthless and flawless. Such perfection is assured by having a small (in regards to our population) military which is completely voluntary. In most recent census the military stands strong with 39,366,000 soldiers in both the active military and reserves.

Organziation:
The organization of the military is rather... 'complex'. Divisions within the military are always divisible by three so, for a simple example, if there are 39,366,000 troops serving Amn'Voss then there are 13,122,000 in the three Control Sectors of Amn'Voss; those 13,122,000 are then divided into nine Divisional Sectors with 4,374,000 troops each; then there are eighteen Divisional Battalions with 243,000 troops each and lastly there are fifty-four Control Companies with 4,500 troops each. The number of troops allocated to a formation below a Control Company varies with each Control Company commander.

In essence the three Control Sectors of Amn'Voss act as three independent military bodies (they all have an equal number of troops, aerial attack vehicles, land assault vehicles and naval vessels). Each Control Sector is named after a Norse deity: The HQ of Control Sector Hoenir is in the megalopolis Ygg-Omicron, the HQ of Control Sector Frey is in Ygg-Upsilon and the HQ of Control Sector Njord is in Ygg-Omega. The mythological naming goes the whole way down to what Control Company a trooper fights under (anything below the Control Company gets a simple number going from 000 to 099). For example if a trooper fights in the Gondlir Control Company in Platoon 008 (a platoon is the smallest classified unit, squads are formed but are not permanent) under the command of Control Sector Hoenir his electronic dogtag would show the following information:

Private Alan Dansson
008 Sec_Hoenir-Div_Thor-Batt_Fulla-Com_Gondlir Per. Num. 11587899.


Now one might ask where do the mythological names come from, well, there is organization to the apparent disorder. Control Sector 'names' are those of Vanir gods; Sector Division names are those of Aesir gods; Divisional Battalion names are those of Asynjur; and Control Company names are the names of Odin (Wodan). Such classification might seem unnecessary and even foolish (as some might claim those names cause confusion). On the contrary the names have been proven to increase troop morale since they feel a 'connection' with their Control Companies all the way up to the Control Sectors. It gives them a banner to fight under which is more personal than that of Amn'Voss and is more coherent than concepts such as 'freedom' or 'justice'.

During peace-time only 25% of the whole military is kept active (9,841,500 troops; or 3,280,500 troops per Control Sector) and to ensure that troops remain in fighting condition they are changed every three months (in peace-time troops in each Control Sector are designated a colour: Green, Red, Blue or Yellow. They signify the months which troops must serve in a year. Troops with a Green colour become active from June to August; Red colours from September to November; Blue colours from December to February; Yellow colours from March to May. Colours are changed every two years).

Each Control Sector is headed by a General, Admiral and Marshal whereas the whole military is headed by the High General of the Armies, High Admiral of the Fleets and High Marshal of the Airforce. The current triumvirate of 'High'-ranking commanders is High General Leonid Strauss, High Admiral Augustus Cramer and High Marshal Nicholas Thierry and even though they are the head of the Control Sectors of Amn'Voss they answer to the Commander-in-Chief who is currently Mr. Jones (though his decision to go to war can be vetoed by Parliament, who also has the ability to declare war, but Parliament's decisions can be vetoed by the Board, though the Board can neither veto the Chairman's decisions nor declare war).

Warfare:

Offensive
The way in which Amn'Voss fights it's wars is rather simple: Do not allow your enemy to hit you first and never turn your back. There was once an old Erinao saying that you'll never see the back of an Amn'Voss trooper till he's dead. This isn't saying that our troops won't retreat, they simply do it in a highly organized fashion in which they pull back while laying traps, destroying infrastructure and hindering the enemy in any way they can. But before an Amn'Voss troop even sets foot in occupied territory there is always a period of heavy bombardment and 'raiding' which takes place where snipers and scouts will penetrate deep into hostile territory so that they can destroy key logistics points, gain intel on enemy formations and positions and/or plant 'Ghosts' (little devices which will create 'blips' on enemy radars that look like troops, they are usually activated when the enemy begins to advance in the hopes of disorganizing and thus weakening their main force).

Once contact is made with an enemy force there is a 'shock and awe' approach to dealing with the enemy. Heavy artillery bombards the entirety of the enemy position while heavy vehicles fire upon their front lines. After sufficient bombardment there is a 'calculated spearhead' into weakest part of the enemy formation. From there the non-spearheading portion of the force will attempt to flank the strongest of the now 'split' army, surrounding them. Effectively the strategy 'eats' an enemy army, breaking them into two uneven pieces and focusing on the stronger of the two remaining 'pieces'. After the strongest section is routed the rest of the force is pursued and either captured or terminated. Of course all of this is accompanied by ruthless ambushes, calculated counter-attacks and by simply overwhelming the enemy with advanced technology.

Defensive
The way a defensive battle is fought starts the same as the way an offensive battle begins. There is a period of 'raiding', scouting, sabotaging and 'terrifying' in hopes of weakening and demoralizing the enemy force. After the initial 'guerrilla' portion of the fight begins traps are laid by returning scouts and snipers and a perimeter is set up in a semi-circle pattern. Depending on the size of the attacking force auto-turrets (automated machine gun turrets which fire on targets not emitting a specialized electronic signal which can only be found in the electronic dogtags of Amn'Voss troops) are set up several feet from one another surrounded by metal barriers (light-weight aluminum alloy, very easy to transport) with roughly six to twelve troops to both reinforce the positions and to ensure that nothing happens to the auto-turrets. Behind the initial auto-turret defenses there are lines of metal defensive lines and foxholes filled with troops to relieve troops on the front defensive line and to stop any enemies from pushing through the first line.

Of course the commander is capable of utilizing any possible strategy he may posses, this is simply a very common and effective one.
Last edited by Amn Voss on Wed Feb 24, 2010 7:40 pm, edited 45 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


User avatar
Amn Voss
Diplomat
 
Posts: 582
Founded: Jul 31, 2008
Ex-Nation

Re: Factbook of Amn'Voss [Done]

Postby Amn Voss » Fri Jul 17, 2009 10:45 pm

Culture
Last edited by Amn Voss on Wed Feb 24, 2010 8:12 pm, edited 6 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


User avatar
Amn Voss
Diplomat
 
Posts: 582
Founded: Jul 31, 2008
Ex-Nation

Re: Factbook of Amn'Voss [Done]

Postby Amn Voss » Tue Aug 11, 2009 11:16 pm

-nil-
Last edited by Amn Voss on Wed Feb 24, 2010 8:13 pm, edited 1 time in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)


User avatar
Amn Voss
Diplomat
 
Posts: 582
Founded: Jul 31, 2008
Ex-Nation

Re: Factbook of Amn'Voss [Done]

Postby Amn Voss » Tue Aug 11, 2009 11:18 pm

-nil-
Last edited by Amn Voss on Wed Feb 24, 2010 8:13 pm, edited 4 times in total.
"So, Lone Star, now you see that evil will always triumph, because good is dumb."
INTP:
67-75-75-33
E L/R: 8.25 | S L/A: -2.10
MC: 40.3,-34 (New Progressive)



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