Varro
New Member
Knowledge and Conquest
Posts: 45
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Post by Varro on Jan 6, 2010 2:37:12 GMT -5
As long as a new start has been declared, and a list of some kind has been proposed, I'll take the time to set and monitor said list in the appropriate section. This should be a general guideline/form to consisely state a nations general state of affairs, culture and technology. Nobody has a super-powered nation. Everyone, despite differences in the above, is equal in power and has equal rite to affect the world stage.
The Big Form of Nationhood
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Varro
New Member
Knowledge and Conquest
Posts: 45
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Post by Varro on Jan 6, 2010 3:19:20 GMT -5
An Example Nation made by a fictional Player Red Fox, who seeks to make a nation where a super villian of sorts has take over (Mr. Red)
-Basics- Name: Red Fox Name of your Nation: Emperial State of Cydonia Type of Government: Depotism Political Leaders: - Mr. Red, Head of State - Mrs. Bunny Green, Secretary of the Interior - Commander Rotegen Rays, Intelligence Coordinator - General Arnold S. Swipenhiemer, Military Director
Population: ~20 Million Population Composition (what kinds of people/species are common): 25% Foxes, 40% Rabbits, 20% Tortoises, 15% Other Major Cultures: Old Cydonian, New Maritian Alliance, French Major Religions: Christianity, Cydonianity
-Military- Volunteer only? N Mandatory Service? Y Military strengths (list 3): - Fanatical Devotion of Troops - Dedicated Groups of Special Operatives for every occasion (parties too) - Casual Battlefield-grade Doom Machines Military weaknesses (list 3): - Standard Troop is Cannon-fodder, for the most part - Special Ops groups are -very- specifically trained, to the exclusion of some basic training - Glaring Weaknesses in Doom Machines - Only one Doom Machine per battlefield - Only one Doom Machine of each type, ever (nobody likes copycats) Nuclear weapons? N Biological weapons? N Chemical weapons? Y Space based weapons? Y Other? Y
-Technology- Relative technology level- Information age (1990's forever) Technological advantage (up to 2, must have moderator approval): - Access to 'out there' Technology through use of Mad Science - Less severly affected by EMP; large amounts of information are -not- digitized Technological disadvantage (minimum of 1): - Large amount of Information is -not- digitized, requires time to dig out - Mad Science is unpredictable, causes small scale disasters, and the Scientist themselves tend to get angry and jelous of each other Internet access: Poor Dominate Transportation Method: Rail (Trains) Television access: Poor, 0.8 TV's per capita
-Style- I would prefer RP's involving local rebellions against the greater evil goverment in play, getting lost and confused in the machinations of a Villians trap. Little guys versus the big guys, as it were. On a National level, I'd like to explore the effects of having someone clearly rather evil, but not entirely hostile, at the helm of a state trying to present itself on the world stage as a productive citizen.
-History- Cydonia as a region has existed for many years, home to fuedal lords and ancient secrets, but only within the past 20 years has it modernized and joined together as a single nation. Mr Red, an aloof militant leader who conquered the area through subterfuge and technological trickery, has been at it's helm throughout it's existence. He has started many projects in bringing the outside world in, but not too much that he cannot maintain control. Many claim he has supernatural powers, able to conjure fire and levitate, though many suppose that too be a decpetion, or a clever trick.
-Relations to other nations- Cydonia takes itself very seriously when it comes to the greater political stage, keeping as strait and pragmatic a tone as possible. It wishes to prove itself usefull, primarily to point attention away from its inner workings, to which it can become very defensive when queried.
-Give 3 interesting facts about your nation that gives it character: - Cydonia has and largerly still is a very fuedalistic society; There is no greater honor for a citizen then to serve his Lord, and no greater treasure for a Lord then a loyal citizen. Even so, many simply try to live and let live. - Cydonia has a history of magicians, wizards and warlocks; self-styled tricksters who are saught for council, and frequently perform rather magnificent and -extremely- flashy feats. Though most tricks have clearly logical methods of being performed, there is rarely a person in the region who does not believe in magic. - Cydonia is a step behind the world in technology, due to the regions prior isolationist tendencies. Though Mr. Red has enacted plans to induce modernization upon the region, many isolated spots remain particularly medieval. Many cities encorporate and maintain elements of thier recent past, producing an interesting blend of dominating Cathedrals, Towers, and Castles of stone with skypscrapers of glass and steel.
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Post by Kingdoms of Cal on Jan 9, 2010 21:38:39 GMT -5
Just a couple of ideas:
Add to nuclear weapons First strike capability: Y/N (Having nukes is different from being in a position to use them first. First strike= small yield accurate, not in-accurate big multi-mega ton nukes like the commonwealth is likely to have. No first strike ability. Also having them based at sea (on subs) suggests that they are deterrence not counter force weapons. What and how they are deployed are equal to if a nation has them. I can't see the commonwealth having...well thinking about it putting a voluntary Y/N after that might make sense.)
When it come to chemical weapons...do you count the kind that people have built in? (The teerie are evolved skunks after all.)
Perhaps adding an official Y/N after all of the WMDs might be good (people are sure they have them but the gov has yet to admit).
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Post by The Union of Tinis on Jan 10, 2010 2:50:04 GMT -5
I think natural weaponry of various forms (be it skunk inspired death sprays or various forms of breathy death of a dragon) can probably be ignored on a form like this for the purposes of WMD accounting. However it might be wise to mention them in the military strengths (or perhaps weaknesses... if say some species have involuntary defense mechanisms that hurt their own troops when in battle.)
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Post by Kingdoms of Cal on Jan 15, 2010 21:09:42 GMT -5
Just an idea, I'll do me own sheet the morn including this data.
Main Exports (five at most, one at least, no more than three natural) : Primary Requirements (Equal to number of exports, what your nation lacks):
Just to make trade necessary and, well to make it more RW as even the US doesn't have all resources it needs (even Russia doesn't). Exports can be manufactured or non-psychical, requirementsmay be the same. Richer and more advanced nations might need resources but also spend allot on fine items and art. So a less advanced nation may wined up wealthy as they sell what want the advanced nations people want. I will put a note on this that a less advanced nation may well not know what it has, like that black crap that keeps coming out of the ground and killing out crops. These guys will spot it happening and will do it for free. (sounds good, but some one just had your oil, not that unbelievable if you don't know the stuff is useful. I mean it's just kills things and pollutes)
I would say there must be a commonsensical weighting (a nation with no hydrocarbons, a serious lack of agriculture, a lack of minerals, etc ) should be allowed more than one export for that material (If the export makes sense for a nation lacking such an item/ the item is very expensive).
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Post by Nova25 on Apr 3, 2010 13:20:21 GMT -5
While searching for informations regarding spacecrafts and their technology/design (Yes, I'm planning a Space Program )... I have found this... and I'm sure this will interest you a lot : orbitalvector.com/Tech%20Levels.htmIt will be related to the Technology level of the Nations and will make things MUCH easier to gauge our technology level ! And for good/great ideas for technologies and such... on the main page : orbitalvector.com/Index.htm There's a list of technology ideas and inventions, good for different levels of tech. and different times.
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Post by Nova25 on Apr 23, 2010 18:56:25 GMT -5
Something that might be interesting to add in the ''Military'' section of the Nation description sheet :
(EXAMPLE from my Nation) :
-------------------------------------------------- Relative % of the armies and the (general) troops : Earth Army : 19% -Standard troops : 50% -Specialized troops : 30% -Vehicles/Armors : 20% Air Army : 30% -Standard troops : 20% -Specialized troops : 50% -Aircrafts/Copters/Bombers : 30% Water Army : 50% -Standard troops : 20% -Specialized troops : 30% -Boats/Cruisers/Submarines : 50% Space Army : 1% -Standard troops : 0% -Specialized troops : 0% -Spacecrafts/Att.-Def. Satellites : 100%
(Standard troops are those who are averagely effective in their field and who can be reconverted to be used in any other fields.) (Specialized Troops are those who are highly effective in their field and who can’t be reconverted to be used in other fields.) --------------------------------------------------
The % of the armies (Earth, Air, Water and Space) is like how many % of your ENTIRE ARMY is allocated to that specific sector.
The % of the troops IN EACH SECTION... which don't (the troops sub-sections) have to be exactly like mine, but should be identical from a section of your army to the other... is how many % IN THIS SECTION of your army is allocated to the sub-sections.
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