Yeah, I think you get the point.
Also, no literal memes.
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by Democratic East-Asia » Sun Feb 11, 2018 2:07 pm
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by S i t k a » Sun Feb 11, 2018 2:39 pm
by Democratic East-Asia » Sun Feb 11, 2018 3:18 pm
S i t k a wrote:Extreme WIP, just getting a start posted.
Full Nation Name : Republikanisch Neufundland (Republican Newfoundland)
Short Nation Name : Neufundland
Flag / National Symbols:(Image)
Government Type : (Republic, Direct Democracy, etc)
Official Political Ideology : (Anarchism, Marxist-Leninism, Classic Liberalism)
Head of State :
Head of Government :
Government Description :
Territory : Newfoundland
Territorial Ambitions : (Territory you seek to gain. OPTIONAL)
Capital City : (It's real life location and a basic description)
Population : (Self explanatory. Nothing too unrealistic)
Majority/Official Culture : British and German
Majority/State Religion :
Tech Level: World War 1
Extra Information / Quirks: (Your nation special in any particular way?)
Major Industries / Economic sectors:
Amount of Industrialization : (General description of how industrialized your nation is)
Economic Description :
Military Description
(Give precise numbers if possible. Otherwise ballpark estimates are allowed, but be sure to give enough detail)
Army:
Navy:
Air Force:
National Goals :
History : The island of Newfoundland was a British colony that gained independence along with America during the Revolutionary War. Opting not to join the United States after the war, it remained allied with it nevertheless and fought alongside the USA in the War of 1812. Newfoundland became a destination for many German immigrants to the Americas, who found its people more welcoming than that of British Canada. As a result the island country developed a mixture of British and German culture over time, and in 1872 it officially changed its name to Neufundland, the German translation of its original name. (I will add more soon.)
(Remove all parenthesis when done)
#RedDawn1938 (don't remove this)
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Greater Redosia » Sun Feb 11, 2018 4:56 pm
by S i t k a » Sun Feb 11, 2018 4:58 pm
Greater Redosia wrote:So we got ww1 brits in Newfoundland, Piss poor Peasants and Ruler in Nova Scotia, and MacArthur in New England whom I can assume be ww2. Why isn't that a little line of weirdness.
by Democratic East-Asia » Sun Feb 11, 2018 5:18 pm
S i t k a wrote:Greater Redosia wrote:So we got ww1 brits in Newfoundland, Piss poor Peasants and Ruler in Nova Scotia, and MacArthur in New England whom I can assume be ww2. Why isn't that a little line of weirdness.
Actually, the Newfoundlanders will be on the German side, which makes it even better.
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Democratic East-Asia » Sun Feb 11, 2018 7:48 pm
Da Klan wrote:App is coming soon don't you worry DEA.
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Ralnis » Mon Feb 12, 2018 12:31 am
by Democratic East-Asia » Mon Feb 12, 2018 5:02 am
Ralnis wrote:Full Nation Name : The Holy Chapters of Nevada and Megacity Vegas
Short Nation Name : Knights of Nevada/Knights of Vegas
Flag / National Symbols: A poker chip, a mutant eye, the sagebush
Government Type : Theocratic Military Junta
Official Political Ideology : To spread the protection of the Knights across the survivors of humanity, connect back to the other planets, and protect Megacity Vegas at all cost
Head of State : High Morpha, Soothspeaker of the Knights and the Mental Circle
Head of Government : Grand Master Don Manjonie
Government Description : The government is split between the Inner Chapters and the Outer Chapters. Inner Chapters worry about the Core Archologies that give the majority of the industrial needs and manpower for the Knights to function. Outer Chapters worry about military patrols and deployment into potential warzones or protecting border settlements.
The Inner Chapters are ruled by the Mutant Mental Circle, which are revered psychic mutants who founded the Knights. The Outer Chapters are rued by Chapter Masters who handle the defense and expansion of Knight Holdlands. The two Chapter groups chose a representative for their sides and discuss state affairs and greenlight campaigns. The Soothspeaker is known as the head of the state as many people see the Mutant psychic as the leader or figurative leader while the Grand Master runs the government with the support of the military.
Territory : Northern Nevada and Four Corners
Territorial Ambitions : Las Vegas, West of the Mississippi, California
Capital City : Santa Fe, also known Goldenroad, is one of three Megacities that are under the Knight's control that harbor a majority of their population. Before the timeshift, the capital was Megacity Vegas, which held the largest of the Megacities. Goldenroad stretches from Santa Fe to Albuquerque.
Population : 4 million( give or take)
Majority/Official Culture : American
Majority/State Religion : They worship the belief that they were protected under the Neon Light of the Gambled Ones. The Gambled Ones are usually associated to the casinos that were still standing in their Megacity after the Sol War 300 years ago. The Knights were founded under the belief of the first Mutant Soothsayers have a psychic connection with the Gambled Ones and their holy casinos are a must to be protected along with the city.
The rest of the religions come from Exoplanet or Lunar faiths and neo-tribals. Atheism is a minority, but an accepted faith in the Holdlands.
Tech Level: They are a mixture of high-end Fallout, Mad Max, and space tech. Expect power armor, energy and mac guns, tanks and jets
Extra Information / Quirks: We have psychics, rare and revered, but are there.
Major Industries / Economic sectors: Manufacturing, vertical agriculture, virtual telecommunications, energy and conventional weapon production, vehicle production, airforce( minor), spaceship and satellite production(minor), robot and drone manufacturing, atomics production, medical and cybernetics( minor) production
Amount of Industrialization : The Megacities and archologies pull in on the industrialization in the Holdlands. Megacities are entire urbanized and industrial regions that hold the majority of the population. They are filled with factories, people, and kept technologies from before the Sol War. Archologies are focused on agriculture development and healthcare services, they are smaller and sustainable to the Megacities but are capable of feeding the population many times over.
Roads are hard to maintain but are patrolled with large "motor hordes" which are Mad Max-style caravans with lots of guns and nitro being burnt for speed and craziness. Megacities have mag-rails and archologies have their own motor divisions.
Economic Description : A mix economy with private enterprises being around by have government regulation and intervention should anything bad happen. This is mostly seen in the agriculture as the Knights should be able to see where the harvest is going and food supply is given to the people.
Military Description
(Give precise numbers if possible. Otherwise ballpark estimates are allowed, but be sure to give enough detail)
Army: 120,000 Holdmen, 10,000 Man-at-Arms, 5,200 Knights, 3000 Commandos, 500 psychics, 15,000 engineers, 3,000 Servitors
Holdmen is a catch-all term for conscripts and volunteers that form the backbone of the Knights' army. As per requirement of all citizens of the Holdlands, citizens between the ages 16-18 must serve for two years and go through training to attain a job and benefits, volunteers are able to join as professionals and are given more faster access to ranks, education, and to become part of the Man-at-Arms or any other special forces. Standard Holdmen kit are carbon-weave body armor, survival pack, and a Mojave-pattern Battle Rifle.
Man-at-Arms and Knights use power armor and more advance equipment. They come in different versions but they are considered their own units, designated as Advance Arms. Men-at-Arms wear the Squire FX9 Power Armor, a light power armor that can be used to against the enemy. It has mirco-power dynamo system that allows the common Man-at-Arms able to move and fight at superhuman levels. The Squire is also able to provide better protection than standard Holdmen armor, but not as much as the Knights power armor.
Knights power armor is NS2 Hospitaller, the NS2 is known to be a much heavier and more powerful than the FX9. The users of the FX9 have to be cybernetically enhance to handle the weight and have been known to take small arms fire and most small explosions or rockets without much hassle. Some of the modified units have shielding modules that can enhance protection but they only come in a 10:1 ratio.
Knights and Men-at-Arms use energy weapons, railguns, miniguns, Heavy MAC cannons, and Sync-Lancer Beams.
Commandos are stealth operatives capable of getting behind enemy lines for subterfuge and disruption of the enemy. They are known for the stealth tech and use of knifes as stories of their CQC is remarkable. However they use snipers,laser rifles, assault rifles, and the MAC sniper.
Engineers are combat support, deal with building FOBs, repairing drones, servitors, and IFVs. They are some that are sappers which handle demolitions against enemy fortifications and have some stealth training. They mostly have submachine guns and shotguns for defense.
Servitors handle a more defensive role, EMP hardened and are capable of wielding weaponry. They are seen in squads or mix squads to protect their engineers, they can wield heavy weapons and are usually seen with energy or heavy weapons as support.
Psychics are among the most devastating, yet rare, of the ground forces of the Knights. Revered mutants that are blessed with psychic ability and is able to use it in devastating effect when given psy amps. Their Psy Hazard Armor is capable to make their psychic power with enough destructive potential to match a squad of soldiers. However, they're kept defended heavily as their a powerful anti-infantry asset and a revered one at that.
Last thing to note is the IFVs. As of right now, the Knights have around 430 tanks and 2,000 Technicals. The tanks are large, each one having two light or heavy variants. They are known to be use as a spear head or the Technicals being fast and make intense use of nitro.
Navy: None, its land lock
Air Force: 80 jets, 25 bombers, 50 transport VTOLs, 25 VTOL helicopters/gunships,
Mostly are kept maintained in the Megacities but they can be built, albet very slowly. They are mostly used for strategic attacks and air superiority against other nations. One thing that is worth of note is that the Knights have access to 10 warsats, being orbital defense satellites that were made to defend the Megacities from the major factions in the Ruined Earth and the Lunar Cities. After the timeshift, the ability to repair the warsats have been lost temporally as their small navy has been kept from their Holdlands but they are trying to send a spaceship out there to repair the sats.
National Goals :
Get Vegas back, get their spacefleet up again, try to conquer America if they can, reconnect with their timezone or try to rebuild with what they have.
History : The Knights come from a time when Humanity has colonized the entire solar system in varying degrees. However an event known as the Sol War that disconnected humanity and rendered the Earth nearly uninhabitable as the survivors fight for scraps of technology and resources. Many hordes and tribes now ride on the backs of cars powered by oil and city-states that housed nearly tens of thousands of people in regions of concrete jungle.
300 years into the future, the Knights was born from the Mental Circle, a band of mutants that were once a gang that took too many drugs in Megacity Vegas to find the belief of the Knights modern day. The Mental Circle helped the drug addled poor and help form the Knights from this as they used drugs and nero-vids to help direct them to conquer a large portion of the Megacity till they eventually take over Vegas. They took another century of reforms that ultimately got the Knights to become a fierce force in the West Coast.
They went to blows with the other nations in North America as they took over the other tribes and brought unity to the Four Corners and brought space travel back up. They had one of the smallest space fleets but they did have one of the few warsat clusters in the North American States and one of three spaceports and industrial potential to rebuild a collective earth fleet and a regional UN was about to be establish, based around the ideas of the pre-Sol War organization and bring Humanity back to a united stance and eventually send it on its quest to the stars.
One day, the leadership of Vegas was going to Los Angles to support the idea to form a new UN that would help man and mutantkind until communication with their capital ceased one day and no one knows what happened. They didn't know the change that would rock the very foundation of the Knights and the future that they must face with.
(Remove all parenthesis when done)
#RedDawn1938 (don't remove this)
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Greater Redosia » Mon Feb 12, 2018 6:07 am
Ralnis wrote:Full Nation Name : The Holy Chapters of Nevada and Megacity Vegas
Short Nation Name : Knights of Nevada/Knights of Vegas
Flag / National Symbols: A poker chip, a mutant eye, the sagebush
Government Type : Theocratic Military Junta
Official Political Ideology : To spread the protection of the Knights across the survivors of humanity, connect back to the other planets, and protect Megacity Vegas at all cost
Head of State : High Morpha, Soothspeaker of the Knights and the Mental Circle
Head of Government : Grand Master Don Manjonie
Government Description : The government is split between the Inner Chapters and the Outer Chapters. Inner Chapters worry about the Core Archologies that give the majority of the industrial needs and manpower for the Knights to function. Outer Chapters worry about military patrols and deployment into potential warzones or protecting border settlements.
The Inner Chapters are ruled by the Mutant Mental Circle, which are revered psychic mutants who founded the Knights. The Outer Chapters are rued by Chapter Masters who handle the defense and expansion of Knight Holdlands. The two Chapter groups chose a representative for their sides and discuss state affairs and greenlight campaigns. The Soothspeaker is known as the head of the state as many people see the Mutant psychic as the leader or figurative leader while the Grand Master runs the government with the support of the military.
Territory : Northern Nevada and Four Corners
Territorial Ambitions : Las Vegas, West of the Mississippi, California
Capital City : Santa Fe, also known Goldenroad, is one of three Megacities that are under the Knight's control that harbor a majority of their population. Before the timeshift, the capital was Megacity Vegas, which held the largest of the Megacities. Goldenroad stretches from Santa Fe to Albuquerque.
Population : 4 million( give or take)
Majority/Official Culture : American
Majority/State Religion : They worship the belief that they were protected under the Neon Light of the Gambled Ones. The Gambled Ones are usually associated to the casinos that were still standing in their Megacity after the Sol War 300 years ago. The Knights were founded under the belief of the first Mutant Soothsayers have a psychic connection with the Gambled Ones and their holy casinos are a must to be protected along with the city.
The rest of the religions come from Exoplanet or Lunar faiths and neo-tribals. Atheism is a minority, but an accepted faith in the Holdlands.
Tech Level: They are a mixture of high-end Fallout, Mad Max, and space tech. Expect power armor, energy and mac guns, tanks and jets
Extra Information / Quirks: We have psychics, rare and revered, but are there.
Major Industries / Economic sectors: Manufacturing, vertical agriculture, virtual telecommunications, energy and conventional weapon production, vehicle production, airforce( minor), spaceship and satellite production(minor), robot and drone manufacturing, atomics production, medical and cybernetics( minor) production
Amount of Industrialization : The Megacities and archologies pull in on the industrialization in the Holdlands. Megacities are entire urbanized and industrial regions that hold the majority of the population. They are filled with factories, people, and kept technologies from before the Sol War. Archologies are focused on agriculture development and healthcare services, they are smaller and sustainable to the Megacities but are capable of feeding the population many times over.
Roads are hard to maintain but are patrolled with large "motor hordes" which are Mad Max-style caravans with lots of guns and nitro being burnt for speed and craziness. Megacities have mag-rails and archologies have their own motor divisions.
Economic Description : A mix economy with private enterprises being around by have government regulation and intervention should anything bad happen. This is mostly seen in the agriculture as the Knights should be able to see where the harvest is going and food supply is given to the people.
Military Description
(Give precise numbers if possible. Otherwise ballpark estimates are allowed, but be sure to give enough detail)
Army: 120,000 Holdmen, 10,000 Man-at-Arms, 5,200 Knights, 3000 Commandos, 500 psychics, 15,000 engineers, 3,000 Servitors
Holdmen is a catch-all term for conscripts and volunteers that form the backbone of the Knights' army. As per requirement of all citizens of the Holdlands, citizens between the ages 16-18 must serve for two years and go through training to attain a job and benefits, volunteers are able to join as professionals and are given more faster access to ranks, education, and to become part of the Man-at-Arms or any other special forces. Standard Holdmen kit are carbon-weave body armor, survival pack, and a Mojave-pattern Battle Rifle.
Man-at-Arms and Knights use power armor and more advance equipment. They come in different versions but they are considered their own units, designated as Advance Arms. Men-at-Arms wear the Squire FX9 Power Armor, a light power armor that can be used to against the enemy. It has mirco-power dynamo system that allows the common Man-at-Arms able to move and fight at superhuman levels. The Squire is also able to provide better protection than standard Holdmen armor, but not as much as the Knights power armor.
Knights power armor is NS2 Hospitaller, the NS2 is known to be a much heavier and more powerful than the FX9. The users of the FX9 have to be cybernetically enhance to handle the weight and have been known to take small arms fire and most small explosions or rockets without much hassle. Some of the modified units have shielding modules that can enhance protection but they only come in a 10:1 ratio.
Knights and Men-at-Arms use energy weapons, railguns, miniguns, Heavy MAC cannons, and Sync-Lancer Beams.
Commandos are stealth operatives capable of getting behind enemy lines for subterfuge and disruption of the enemy. They are known for the stealth tech and use of knifes as stories of their CQC is remarkable. However they use snipers,laser rifles, assault rifles, and the MAC sniper.
Engineers are combat support, deal with building FOBs, repairing drones, servitors, and IFVs. They are some that are sappers which handle demolitions against enemy fortifications and have some stealth training. They mostly have submachine guns and shotguns for defense.
Servitors handle a more defensive role, EMP hardened and are capable of wielding weaponry. They are seen in squads or mix squads to protect their engineers, they can wield heavy weapons and are usually seen with energy or heavy weapons as support.
Psychics are among the most devastating, yet rare, of the ground forces of the Knights. Revered mutants that are blessed with psychic ability and is able to use it in devastating effect when given psy amps. Their Psy Hazard Armor is capable to make their psychic power with enough destructive potential to match a squad of soldiers. However, they're kept defended heavily as their a powerful anti-infantry asset and a revered one at that.
Last thing to note is the IFVs. As of right now, the Knights have around 430 tanks and 2,000 Technicals. The tanks are large, each one having two light or heavy variants. They are known to be use as a spear head or the Technicals being fast and make intense use of nitro.
Navy: None, its land lock
Air Force: 80 jets, 25 bombers, 50 transport VTOLs, 25 VTOL helicopters/gunships,
Mostly are kept maintained in the Megacities but they can be built, albet very slowly. They are mostly used for strategic attacks and air superiority against other nations. One thing that is worth of note is that the Knights have access to 10 warsats, being orbital defense satellites that were made to defend the Megacities from the major factions in the Ruined Earth and the Lunar Cities. After the timeshift, the ability to repair the warsats have been lost temporally as their small navy has been kept from their Holdlands but they are trying to send a spaceship out there to repair the sats.
National Goals :
Get Vegas back, get their spacefleet up again, try to conquer America if they can, reconnect with their timezone or try to rebuild with what they have.
History : The Knights come from a time when Humanity has colonized the entire solar system in varying degrees. However an event known as the Sol War that disconnected humanity and rendered the Earth nearly uninhabitable as the survivors fight for scraps of technology and resources. Many hordes and tribes now ride on the backs of cars powered by oil and city-states that housed nearly tens of thousands of people in regions of concrete jungle.
300 years into the future, the Knights was born from the Mental Circle, a band of mutants that were once a gang that took too many drugs in Megacity Vegas to find the belief of the Knights modern day. The Mental Circle helped the drug addled poor and help form the Knights from this as they used drugs and nero-vids to help direct them to conquer a large portion of the Megacity till they eventually take over Vegas. They took another century of reforms that ultimately got the Knights to become a fierce force in the West Coast.
They went to blows with the other nations in North America as they took over the other tribes and brought unity to the Four Corners and brought space travel back up. They had one of the smallest space fleets but they did have one of the few warsat clusters in the North American States and one of three spaceports and industrial potential to rebuild a collective earth fleet and a regional UN was about to be establish, based around the ideas of the pre-Sol War organization and bring Humanity back to a united stance and eventually send it on its quest to the stars.
One day, the leadership of Vegas was going to Los Angles to support the idea to form a new UN that would help man and mutantkind until communication with their capital ceased one day and no one knows what happened. They didn't know the change that would rock the very foundation of the Knights and the future that they must face with.
(Remove all parenthesis when done)
#RedDawn1938 (don't remove this)
by Greater Redosia » Mon Feb 12, 2018 6:25 am
by Waztaskio » Mon Feb 12, 2018 8:59 am
by Democratic East-Asia » Mon Feb 12, 2018 9:14 am
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Greater Redosia » Mon Feb 12, 2018 9:17 am
Waztaskio wrote:Full Nation Name : The Galactic Empire
Short Nation Name : The Empire
Flag / National Symbols:
Government Type : Autocratic (De-Facto), Constitutional Monarchy (De-Jure)
Official Political Ideology : National Socialism
Head of State : Emperor Sheev Palpatine
Head of Government : Grand Vizier Mas Amedda
Government Description : Emperor Sheev Palpatine is the supreme ruler of the Galactic Emperor, unchallenged and unhindered. Unofficially there is a Galactic Senate, yet it holds no real power and merely serves as a rubber stamp body to the Emperor.
Territory : Illinois, Michigan, and Indiana.
Territorial Ambitions : Wisconsin, Ohio, Kentucky, Missouri, Iowa, and Minnesota.
Capital City : Chicago, Illinois. (Looks a bit more star warsy, but basically the same city.)
Population : 1 Million.
Majority/Official Culture : Imperial Culture. (Speaks Galactic Basic which is English here.)
Majority/State Religion : State Atheism imposed.
Tech Level: Imperial star wars level. No Star Destroyers or anything such as space weaponry, but the ground assets are alive and well. AKA: Not building a Deathstar.
Extra Information / Quirks: Yes, it's Star Wars. We bring the Force, and even better. THE SENATE!
Major Industries / Economic sectors: Manufacturing (Military Equipment, and Vehicular Transportation), Mining, and Agriculture.
Amount of Industrialization : We're pretty high-tech. Not at all backwater.
Economic Description :
Military Description
(Give precise numbers if possible. Otherwise ballpark estimates are allowed, but be sure to give enough detail)
Army:
Navy:
Air Force:
National Goals :
History : (At least 1 solid paragraph. NOTE: I will expect more of major powers)
(Remove all parenthesis when done)
#RedDawn1938 (don't remove this)
This is WIP, but before I go and finish it. Is there any objections to me having an army of Stormtroopers, and Force Sensitives such as (Darth Vader, Inquistors, Etc?)
by Democratic East-Asia » Mon Feb 12, 2018 1:37 pm
Greater Redosia wrote:
Looks like you are gonna have fun over there DEA, just like me! But most likely the armor on the stormtroopers is still shitty as always, I mean I bet the medieval guys can kill stormtroopers with bows and arrows.
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Democratic East-Asia » Tue Feb 13, 2018 7:02 am
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
by Greater Redosia » Tue Feb 13, 2018 9:51 am
by Greater Redosia » Tue Feb 13, 2018 10:31 am
by Greater Redosia » Wed Feb 14, 2018 9:21 am
by S i t k a » Wed Feb 14, 2018 1:53 pm
by Democratic East-Asia » Wed Feb 14, 2018 2:02 pm
S i t k a wrote:I'll finish the app as soon as I can. The school week hit hard.
Pan Asia Broadcasting Channel: "We will achieve communism in 20 years." - Chairman Wei Yenwu, Central Government | Automation of industries threatens millions of jobs, says economic advisors
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