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To Forge A Nation II

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To Forge A Nation II

Tips: 0.00 INK Postby AzricanRepublic on Fri Nov 28, 2008 2:15 pm

For years, Earth has seen a stalemate apart from it's agenda of the usual. Bustling cities slowed down with a content smile on their face as the slow stream of people faded to a trickle as their lives moved from one end to the other, birth to death.

Our nation, your nation, their nation. We lead, we provide, and we protect. As leaders of your own people, your own places, and your own destinies, you will assume the reigns of numerous populations. Numerous lives and their accords are under your control, or not. You lead your nation, you lead your people. Be it to a new age of technological advance, or through a decade of tyrannic war with a neighbor. Your path you choose, can govern the life or death of your fellow countrymen. Do you choose to stand by, and let the wheels of the future roll by? Or will you hold the reigns, and steer them in your desired direction?

This is the forging of a Nation. You are your nations leader. You shall hold in your hands a piece of land ranging from a small farmland to a towering empire that expands hundreds of miles into the seas and skies. But, be warned, there will be others. Others leading their own people leading their own agenda. Be prepared if you happen to fall into the cross hairs of a neighbor across the ocean, or one right next door. After several years of a crippling global depression, a new dawn is breaking upon the world. At it's forefront are several nations leading the the charge in the recuperating the global economy. A complete return of the global economy, however, can be handled several ways. Already, nations are preparing and gearing for war; some believe that global harmony can be achieved by warfare. Only time will tell how these nations bring themselves into the new decade.

The year is 2010. The world has emerged from a decade of internal warfare, a sharp decline in international trade, and embroilment with lesser countries affairs. This new age of growth, however, holds as infinitely as much problems as the prior years had. It will be your duty to lead your nation, whichever nation you choose, into this new age. Good luck, and God be with us.



Nation Name: (Rudimentary.)

Location and Controlled Landmass:(Entire continents are not controllable, though vast swaths of them can be. Please, no giant dual-continent spanning Super-Powers.) [Rule on landmass selection. Do NOT edit in your own landmass, that was a large downfall of this threads first existence. Speak to me over the Chat or PM and I will give you your landmasses.]

Major Gentellic: (What "races" populate your nation? Humans are fine, non-humanoids will be accepted as well. Just no Robo-Alien races, alright?) [STRICTLY HUMANOID ONLY]

Nation Population: (How many legalized and documented citizens reside within your nations borders?) [Max population of 1.5 Billion only]

Language(s) Spoken: (The sky's the limit here.)

Government; (What kind of Government does your nation utilize? Remember, your choice can dictate your specific economic and Military powers.)

National Color: (Red, Green, Blue, Purple? No wait, Blue's taken.)

National Pride: (What do your people take pride in? What makes their nation the best.)

Important Locations: (What places are important?)

Military Deployment; Here, you will provide what makes your nation a player on the world table. Keep it reasonable alright? This is optional, and is only recommended to those who will have a firm grasp on their Military.

Military Divisions: (What is your Military housed under? What branch of the government ect.)

Military Readiness: (Some of you may be leisurely with your Military, some may be militant.) [Your Military can only be at HALF-READINESS. The past decade has seen your nation dealing with INTERNAL-STRIFE, not international problems]

Military Population: (How many citizens of your proud nation are involved actively with the Military?)

Super Weapons: (They're big, they're loud, and they're really freakin' scary. So what ones do you own? Your nation may possess three Super-Weapons.)

Super Weapon 1(Name would replace this);
(Branch of the Military it is owned and Operated by)
(Description) ect.
Last edited by AzricanRepublic on Fri Nov 28, 2008 3:37 pm, edited 2 times in total.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby AzricanRepublic on Fri Nov 28, 2008 2:20 pm

Tech Limitations, RP Rules, Paraphernalia Required
UPDATED, UPDATED
ADDED: SUPER WEAPONS, RP RULES, MAP, IC COMBAT, MOAR REGULASHUNZ! MAP


This is the Official Map. It will be updated when others join.

There will be several tech-fields prepared in the RP, and a nation will be able to easily find it's medium through groupings of desired tech fields.

Land-Based Tech:

Mechanized Vehicles/Mechs: Large, bulky, powerful, and cumbersome. The heaviest of these are armed with high-caliber weapons comprising a large amount of their armaments. The lightest, are sleek and fast craft, yet un-armored. Though a nation can mix and match it's mechanized infantries armament and make up to a small extent. All "mech's" will either fall into the Heavy, Medium, or Light archetype. Weapons include chain-cannons, Electro-Magnetically-Propelled-Weapons (EMPLW's), grenade launchers (Either EM or conventional), ground-to-ground missiles, and low-level ground-to-air missiles. Propulsion systems for the classes vary, from Nano-Tech Diesel Engines, to powerful, compact reactors based off hydrogen, normal fossil-fuel engines are available as well, as are Hydro-Electric engines. Though they possess a large amount of firepower, their sheer size requires a substantial amount of protection for them to operate perfectly, and it is in a nations best interest to preserve their fleets of mechs with a substantial amount of both allied Armor and Infantry. Leave them alone, and they're doomed to a quick destruction at the hands of much more maneuverable, smaller units on the battlefield.

Armor: Quick, fast, maneuverable, and lightning fast. The heaviest of armor are tanks and AFV's that can take large volumes of fire, and dish it out at incredibly large rates. The lightest are still properly armed and armored, but possess a quick and powerful engine. Giving them the ability to traverse swaths and groups of land when properly maintained and operated. Weapons mounted on tanks, APC's, IFV's, AFV's, MCV's, and any other classes of this craft consist of both conventional and EM firearms. From Heavy Machine Guns, Chain-Cannons, Auto-Cannons, as well as their EMPLW variants. Propulsion systems for these vehicles reside within Nano-Tech Diesel, fossil fuel engines, hydo-electric, hydrogen reactors, and a controversial Electro-magnetic Propulsion system that many vehicles fielded by the Azricans will be used. Being armored, hulking, and loud, leaving a group of armored vehicles without either Mech or infantry protection would likely result in nothing but a scrap of molten metal and wasted money. Protection of both Mech and Armor is key.

Infantry: The bread and butter of all warfare, they secure bridgeheads, occupy cities, launch invasions, and move your army forward. There are no distinct "classes" of infantry, but there are numerous options when outfitting your infantry for combat. Regarding firearms, any caliber of weapon is allowed, from the tiny 3.2mm shell, to the power-packed yet leveraged 7.21x25mm cartridge that the Azricans will chamber and fire. Weapons include Assault Rifles, ranging from high to low calibers, shotguns, light automatic weapons. Also, the Azricans field an LAW Electrco-Magnetic Rail-Rifle which fires a conductive metal slug at very far ranges for an LAW. Though these weapons are still limited by psychics, they do possess an extreme advantage over conventional firearms.

Armor for infantry can consist of several groupings of protection, ranging from kevlar/nanite weaves that can protect from both shrapnel and blasts, to large plate carriers that can absorb punishment from many medium caliber weapons. Though these can occasionally stop a bullet and more than likely dissipate the kinetic energy transferred from common Infantry weapons, there are several ways to compensate for a lack protective armor.
You can go for the balanced armor system, used by Azrica, a form-fitting, two piece Nanite-Weave jump-suit stitched against an array of plate carriers that protect the body as well as plate/kevlar weaves that adorn the entire body.



Super-Weapons;

Super-Weapons are either military installations, stationary or moving, that bring a certain amount of either firepower, support, or protection to their described battlefields.

Land-Based Super-Weapons; Ranging from a system of Missile-Batteries that can target both air and ground units, to the hulking Four Cannons installation that dot the Somnfers island chain across the Eastern Coast of Azrica. Though many of these land-based Super-Weapons require a massive amount of protection, often requiring entire battalions of dedicated operators. The sky is roughly the limit with this type of Super-Weapons. Mobile lasers are not allowed, stationary, large laser installations will be though.

Naval-Based Super-Weapons; Often a revolution on the seas, much like the S.I.N.S Vessels operated by the NAN. Or the large carrier fleets of the Emirate, or even the submerged hulk that is the Chromosome X600 submarine. These vessels that sail above and beneath the sea are all skilled in their own right. Though they are all succeptable to dedicated off-shore batteries meant specifically for the interception, and destruction of these types of vessels.

Air-Based Super-Weapons: From the deadly X-Fighters and their pilots, to the giant airborne behemoths that are the Aerial Assault Cruisers, these air-based Super-Weapons are capable of extending their dominance across large oceans far ahead of their land and naval based spear heads. For instance the AAC's, in essence floating "Aircraft Carriers" capable of carrying a rugged amount of aircraft to provide support for an infantry or naval assault. These aircraft are experimental and costly though, so treat them well and take their best interests into consideration.




Space Warfare: Only SATELLITES surround our planet. They cannot fire missiles, launch lasers, or destroy nations instantly. Be forewarned, there is a possibility of interception by an Anti-Satellite Missile launched from dedicated ground-stations. MAC's can hurl really heavy things. Including cruise missiles. Satellites include TV Satellites, Recording Satellites, Spy Satellites (They aren't invisible, they just take pictures), and guidance satellites for GPS-Location, triangulation of positions in the field, as well as satellites that could be used to guide a missile. Guidance Satellites that are capable of guiding missiles will be MILITARY OWNED only, you can't hijack one satellite, and use it to guide a missile. You either have a civilian satellite, or a Military one.

Be warned again, your satellite can be jammed. It's 2015, you think we don't know how to jack with your systems yet? Satellite jamming will either require a LARGE dedicated Naval ship, I.E., a large ship dedicated solely to the jamming of a satellite. Or an equally large land-based, stationary jammer. There will be none of these mobile satellite jammers that can launch missiles either.


RP RULES;

Rule Number 1: LOGIC. IS. KEY. Now that these rules are here, there will be no excuse for saying "I didn't see it. Oh well, your nation is dead now". To join this RP you must meet the provided criteria.

Rule Number 2: RPGateway rules will be applied AT ALL TIMES. There will be no flaming in the OOC. IC, on the helm of your ship, they're attacking you. You have every right to curse and yell at them.

Rule Number 3: There will be none of these squirming fights. If you're defeated, accept it. Either surrender, kill your leader, or throw everything you've got into a last ditch effort which would result in the valiant and heroic death of a large portion of your soldiers.

Rule Number 4: LITERACY IS A MUST. It looks like many of us will be making long ass posts. These are to be expected in a Nation-RP. You're running a nation. Not one character. Remember that.

Rule Number 5: Don't whine and cry when two nations gang up on you because you funded terrorist attacks years prior. Your stupid move, ha-ha bitch, now it's time to die. Excessive barbaric behavior, e.g., GENOCIDE ... will probably be met with an angry letter or three, wouldn't you think? So keep your cool, shake hands and smile, and you might just live long enough.

Rule Number 6: BUILDING THINGS TAKES TIME. I don't care HOW many factories you have, you can't spit out priceless cruise missiles like a room full of pregnant women. I ask all of you to take into consideration exactly how much of your money you're spending. You CAN go into debt, and to be honest, debt SUCKS. And if it sucks being in debt on a personal level, it must REALLY suck on a national level.

Rule Number 7: Be nice. No "Want a cookie?" "No thank u." "BLASPHEMY! I DECLARE WAR!". Let's at least make it a few posts before we decide to grab the guy from across the table, and send a good ol' clenched fist into his chin, alright? You will be the leaders of the nation, act like one.

Rule Number 8: Please ... please know what the hell you're talking about. You can't shoot a gun 20 thousand feet in the air and kill every enemy soldier on the ground. It's not happening. It's the future, not fantasy. There is no magic, there are no spells.

Rule Number 9: Alright, I'm gonna' do it. Rule Number 9, YOU GOTTA' READ ALL A' THIS TO FULFILL THE CRITERIA TO JOIN THE RP! HA-HAAAA. Get readin' bitch!

Rule Number 10: The Tech-Limits are flexible, you can mix and match to balance your forces out. But there will be no light-mechs with a high-caliber armament. That won't happen, sorry. Everything's going to have advantages and disadvantages. Though some stuff may seem impossible to kill, they'll still be destructible.

Rule Number 11; I am the GM, and Kronos is the Co-GM. WE. ARE. BOTH. GOD. We will smite you like an orphan if you so as much pull the SMALLEST amount of bullshit. Both me and Kronos will scrutinize your nation and your economics if we see any illogicality; both of us were in the first TFAN, and we both watched it die.


Regulations:


Reg 1.
You're beginning with the specified amount of your Armed Forces. These guys won't last long, though. You'll have to bolster your recruiting in the event of war. Because whether you like it or not, PEOPLE DIE.

Reg 2.
Armor. It's the ultimate -- WRONG, NO IT ISN'T. I COULD PEE ON IT AND IT COULD BREAK. Everything requires support. Here's how it is, Infantry supports Armor, Mech support Infantry, Infantry supports Mech, Air-Superiority means you run everything. Got it? Good.

Reg 3.

TACTICAL PROWESS WILL BE NECESSARY DURING WARFARE ... Bitch, your armored brigade ain't moving THAT fast across the Himalayas. See that little bar in the corner with the words "2,000 miles, 3,218 kilometers"? That's a long distance to travel.

Reg 4.

I'll say this more. KNOW WHAT YOU'RE USING AND FIGHTING WITH. Doesn't matter if you're using radar on a sub ... you're under water dammit! (You know who you are). This coincides with Regulation 3 ... Just shut up and nod.

Reg 5.
You aren't your soldiers, because there isn't 1.5 bazimillion of you. You are encouraged to RP out the average lives of a citizen or promotional figure within your nation. Remember though, they aren't all super-heroes that know how to defeat Bugafukistan or whatever pathetic nation you're fighting with.

Reg 6.

As you can see, there are separate NATION STATES ... Not owned by YOU. Or any OTHER player in the RP. These will be operated by the GM, which is me. I will RP out their responses and reaction to the world. They aren't going to be all "Hey, Everyone loves Azrica". I'll probably have to invade one or two just to shut them up.

Reg 7.

You can begin the IC portion of the RP currently embroiled in a war with another nation/nation state. Just either run it by me, or the other player that controls the nation and sort that out.

Reg 8.
You don't have everything at the beginning. You will obviously have to build, maintain, and command your forces and civilian populations

Reg 9.
Your nation is capable of replacing, recreating, and equipping new types of infantry weapons, tanks, AFV's, IFV's, and aircraft. This will take time though, and the sky is the limit on which you choose to replace outdated or useless equipment.

Reg 10.
SUPER-WEAPONS CAN'T GET UP AND WALK. Unless they're airborne or capable of traversing land ... You get what I mean. These things won't be able to win EVERY single fight in EVERY single location of a war.

Reg 11.
Populations MUST be under 1.5 Billion. There's already way too many people on this planet. Guys.

Updates in Technology


Considering this RP gets anywhere, I will organize a sort of "Board" in the OOC-Section of professionals in the field of technological advancements and what-not. In the event of a SUBSTANTIAL AMOUNT OF TIME PASSING, newer improvements to experimental weaponry, e.g., lasers, DEW's, and delivery systems will come of age. But they will all be passed and approved in the OOC-Section. And remember, these will ALL take a LARGE amount of time to create. You must confirm advancements in technology with either ME or KRONOS, the Co-GM.

Tech Levels;

Electro-Magnetics; Level One. [Navy-Level Electro-Magnetics. Low-Caliber Aircraft (Under 30mm). Vehicle Weaponry (Maximum of 125mm). Stationary Cannons.

Directed Energy Weapons; TESTING

Advanced Combat Vehicles (Walkers); Level One (Light Anti-Personnel and Anti-Tank Purposes)

(More can and will be added.)

List of Approved Nations;

Peoples Socialist Republic of Azrica

Federation of Aciremia

Federation of Kansiov

Federal Republics of Caspia

Grand Supremacy of Oc

Duchy of Rains

Bazhrakistan

Holy Sovereignty of Nod

Democratic Republic of Einstaat

People’s Democratic Republic of Lipetskaya

Kingdom of Gwarmos

Royal Tyron Empire


Current Total Countries: 12



List of Approved Players

AzricanRepublic (I AM GOD)

Kronos (SO IS HE) [2 Nations]

Prophetic_Fury

Tetrino

Kansiov

Circ (ADMIND GOD?) [2 Nations]

KroqGar543

Kona_Kona67

Deja Vu

SA80

Current Total Players: 10






This is the list of approved players and their nations. This is the official list, disregard all other lists that look like this, because this is on the official RP Rules Post. So ha.
TO BE REGISTERED OFFICIALLY IN THIS RP, YOU MUST PRIVATE MESSAGE ME SAYING YOU HAVE READ THE RULES AND UNDERSTAND THE CRITERIA OR EITHER POST ON THE THREAD THAT YOU HAVE READ AND UNDERSTAND THE RULES, AND ARE RECOGNIZED AS BEING A PART OF THE RP BY BOTH ME AND THE CO-GM, KRONOS.


More tech to come, will be updated as accorded.
READ THESE AND UNDERSTAND THEM, there is now no reason why you should be unclear on the rules anymore.
CHECK IN ON THIS CERTAIN POST DAILY/WEEKLY/WHENEVER YOU HAVE A QUESTION CONCERNING RULES, REGULATIONS, WEAPONS, VEHICLES, EQUIPMENT AND OTHER SUBJECTS YOU HAVE ANY QUESTIONS ABOUT.
Last edited by AzricanRepublic on Thu Jan 01, 2009 11:29 pm, edited 12 times in total.

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NATION SHEETS

Tips: 0.00 INK Postby AzricanRepublic on Fri Nov 28, 2008 2:51 pm

Nation Name: Peoples Socialist Republic of Azrica

Location and Controlled Landmass: Large portion of the Westernmost continent, as well as several small islands located off the nations coastline.

Government; Stratocratic Republic

Major Gentellic
: Azrican, Oriyak, Catonian, Hykan. (All are humanoid)

Nation Population
: Estimated 506 million legalized citizens within standardized borders.

Language: English, Hydan, Catoni, Oriyak

National Color
: Blue

National Pride: Outstanding Military performance

Major exports; Civilian grade Nano-Technology; including Type 11 Nano-Diesel

Currency in comparison to the UGC; Azrican Cay, .80 UGC

Important Locations:

AlncFord; The bustling, expansive capitol of Azrica, located nestled within the foothills of the Okoro mountain range; AlncFord serves as a prime political connection between all nations. Travelers and diplomats alike speak of the beauty of the AlncFord skyline, the design and infrastructure of the city. AlncFord houses the Ministry Complex, the cumbersome Department of the Military, and the Department of the Embassy. Laying to the southwest of Azrica is the large Azrik Desert which stretches for hundreds of kilometers.

The Somnfers; Consisting of four islands, these small groups of islands span the coast of Azrica; dotted with Military bases and airfields, the Somnfers Military Islands give a distinct "blanket" into the oceans. What is the most powerful aspect of the Somnfers, however, are the Four Cannons. Massive, towering cannons built into the islands themselves that serve as a testament to the devotion of the Azrican Military.

Military Divisions
; Military housed under, the Department of the Military.




National Republic Army of Azrica, RA

Republican Armored Corps of Azrica, RAC

National Republican Airforce of Azrica, NPRA

National Azrican Navy, NAN

Azrican Elite Corps, AEC

Azrican Defense Force, ADF





Military Readiness: Prepared for Internal Conflict (Prepared for a short engagement).

Military Population
: Estimated 18 million serving actively in the Department of the Military.

Super Weapons:


x4 Super Rail-guns situated across four islands.

Forming a system that can reach thousands of miles across the world with the correct armament. The Agasaya, the Anahita, the Camulus, and the Minerva all form a large defense "ring" that protects the continent of Azrica and enshrouds countless others under a shadow of power that can aid the nation in expanding it's domestic and foreign affairs. Capable of launching both guided and unguided armaments including missiles and satellites, the Four Cannons are an intimidating weapon to all who oppose the Republic of Azrica.
Operated and Controlled by the Azrican Elite Corps

x25 Aerial Assault Cruisers.

A testament of innovation to the Azrican people, the manta-ray like AAC's span a 563 meter wing-span and are airships that can cruise above a battlefield and provide a deadly volley of aircraft support and rearmament during key situations. They are commonly used to accompany ground forces. Though they are fairly new.
Operated and Controlled by the National Republican Airforce of Azrica

Iramorbus

Iramorbus is a viral strain of bacteria that was created primarily as an Antibiotic, however, it's uses as a Super-Weapon have become known throughout the years. Symptoms of Iramorbus are particularly threatening; including fits of anger and hysteria that will lead to self-harm, and a primal need to harm others. This "zombie" virus is extremely potent and contagious, though it is not airborne. Infection rates require at least two to three days for total gestation for the symptoms to become known. This weapon has only been used once, however, on Azrican soil, and is never meant to be used again. This is Super-Weapon is unknown to much of the public, and much to the outside world.
Last edited by AzricanRepublic on Fri Jan 02, 2009 2:15 am, edited 5 times in total.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Kronos on Fri Nov 28, 2008 4:23 pm

Code: Select all
[b]Nation Name:[/b]

[b]Location and Controlled Landmass:[/b]

[b]Major Gentellic:[/b]

[b]Major Exports:[/b]

[b]Currency in Comparison to the UGC:[/b]

[b]Nation Population:[/b]

[b]Language(s) Spoken:[/b]

[b]National Color:[/b]

[b]National Pride:[/b]

[b]Important Locations:[/b]

[b]Military Deployment:[/b]

[b]Military Divisions: [/b]

[b]Military Readiness:[/b]

[b]Military Population:[/b]

[b]Super Weapons:[/b]


^A helpful template for nation profiles^




Federais Ŝtatoj Da Aciremaoj (F.S.A)
Federated States of Acirema (F.S.A)

Location and Controlled Landmass: The Aciremian Mainland + Acirinsulo

Major Gentellic:

  • 97% Human
  • 2.98% Bandar-Kaj (garden variety ape men)
Nation Population: 698.370.400

Major Exports: Chemicals & Refined Materials (Gasoline, Plastics, Steel, Titanium, ect.) & Industrial Equipment!

Currency in Comparison to the UGC: The Aciremian Indo* is worth .60 to the UGC.

Language(s) Spoken: Esperanto, Greek, Bandar

National Color: Navy Blue

National Pride: Military Pride + History

Important Locations:

Ermoupoli: The capital of the People's Republic of Acirema! Ermoupoli is the most populous city in the nation, and one of the largest in the world. (Population 21.3 million people, excluding resident aliens.)

Ermoupoli is famous for it's great food, fine art, and surprising nice living conditions. Nearly all of the city dwellers use bicycles or freely available mass transit; and several parks are carved out of the urban cityscape. The mass transit system is state of the art. (consisting of subway, metro, several monorail lines, and a large bus system that serves outlying communities)

Nafplion: The home of several (emerging) nanotechnology & defense firms. Nafplion is a center of commerce and industry in the PRA. Nearly every Defense Corporation in Acirema is registered here, thanks to an obscure regional law that forbids the taxation of corporations located Nafplion. This is the reason why Nafplion has the only Non-Military missile defense network and Defense Force in the nation; to protect dozens of corporate headquarters from terrorism and war. (Population 346.8 thousand)

ImageThessaloniki: Thessaloniki, the lifeline of Acirema. Thessaloniki is the major shipping center of the PRA. Nearly all of the bulk goods and industrial equipment shipped from overseas flows through this city. This led to a total monopoly on shipping by the Thessalonian people, which was taken over by the government when they refused to ship Uranium & Nuclear Waste. This turned the port into a city of employees for a single Government-Run corporation. (Population 70.9 thousand, of which 50.670 work for Aciremian/Thessaloniki United Shipping)

Preveza: The second largest city in the nation. Preveza is a lot like Ermoupoli, but smaller and more compact. It's population is nearly equal with it's larger twin city, but it's land usage is much more efficient! There is also more congestion and traffic than in Ermoupoli, thanks to the same population in a much smaller space. (Population 19.7 million, excluding resident aliens)

Argostoli: The prototypical university town of Acirema. Argostoli is home to the prestigious Instituto Nacia Da Scienco Kaj Teknologio, and one of the largest student populations in the nation. The town is know for being heavily progressive, to a point that makes the National Populist Party look centerline. (Population 79.4 thousand, including resident aliens and exchange students)

Aciremian Military Deployment

Military Divisions:

All divisions of the Aciremian Military operated under the National Defense Directorate.

Aciremian Land Forces; ALF
  • Aciremian Primary Armored Calvary Forces; APACF
  • Aciremian National Ranger Forces; ANRF
  • Aciremian Strategic Supply & Maneuver Command; ASSMC
Aciremian Naval Forces; ANF
  • Aciremian Naval Special Operations; ANSO
  • Aciremian Naval Aviation Forces: ANAF
Aciremian Air Forces; AAF
  • Aciremian Strategic Air Command: ASAC
  • Aciremian Missile Defense Forces: AMDF
  • Aciremian Strategic Bomber Forces; ASBF (mothballed)
Aciremian Naval Infantry Forces; ANIF
  • Aciremian Marine Armored Cavalry: AMAC
Aciremian Air Infantry Forces; AAIR
  • Aciremian Paratrooper Forces: APF
  • Aerial Supply & Maneuver Command; ASC
Aciremian Aerospace & Nuclear Forces; AANF
  • Aciremian Large Magnetic Accelerator Cannon Systems Management Taskforce; ALMACSMT
  • Aciremian Strategic Missile Command; ASMC
  • Aciremian Administration & Space Agency; AASA
  • Aciremian Strategic Missile Defense Force; ASMDF
  • Aciremian Global SIGINT Unit: AGSU
Aciremian Home Guard; AHG
  • Aciremian Coast Guard: ACG
  • Aciremian Home Guard Air Forces: AHGAF

Military Readiness:

Global Alert Status: Low**
Terror Alert Status: Minimal**
Aciremian Strategic Missile Command Alert Status: Elevated**

Military Population:

Active Duty: 21 million
Reserve Duty: 7 million
Non-Combat Enlisted Personnel: 13 million

Aciremian Super Weapons:

LAMAC (Large Aciremian Magnetic Accelerator Cannons) I, II, III, IV, V, and VI
Owned & Created by: AANF -- Operated by: Circumstantial

The LAMAC system of Super-Railguns, built after the Azrican four cannons, serve as an example of Acirema's lasting military and engineering might. The cannons are positioned across the mainland of Acirema and various outlaying islands; and each one is equipped with a redundant power grid/pressurized water nuclear power source and triple redundant firing control systems.

  • One -- SAMAC (Stationary Aciremian Magnetic Accelerator Cannon) -- Mothballed:
    Operated by: AANF
    The first MAC cannon created under the LAMAC project. SAMAC was deactivated due to technical difficulties and cost, and is the process of being turning into a museum. SAMAC was a stationary low-power railgun built in 1987, and was designed for firing anti-satellite missiles and small projectiles.

  • Two -- ULOMAC (Ultra-Large Offensive Magnetic Accelerator Cannon) -- Mothballed:
    Operated by: ALF
    An incredibly high caliber MAC, currently nonoperational due to technical difficulties steaming from a lack of thermal insulation on the gun casing and superstructure. This is the most powerful railgun used by the Acimerians, and also one of the most flawed in design. It's also the largest caliber of railgun fielded by the Aciremian Military. (Making it so flawed, the project overextended the limits of railgun design)

  • Three -- SCMAC (Space-Centric Magnetic Accelerator Cannon) -- Operational:
    Operated by: AANF
    The SCMAC is a specially designed MAC. Instead of a solid shell, the SCMAC fires space exploration vehicles into orbit. SCMAC shells are designed to project from the heavy magnetic fields generated by the rails, preventing satellite electronics from being fried on launch.

  • Four -- PMAC I (Primary Magnetic Accelerator Cannon One) -- Operational
    Operated by: AAF
    The PMAC is part of a series of LMAC's designed for launching missiles and projectiles as part of Acirema's defensive plan. The two cannons are located on the east Coast of Acirema. The PMAC II can field nuclear missiles, large caliber shells, and arcing kinetic kill vehicles for anti-satellite work.

  • Five -- PMAC II (Primary Magnetic Accelerator Cannon Two) -- Operational
    Operated by: AAF
    The second, and final, of the PMAC series. The PMAC II has a slightly larger internal distribution grid than the PMAC I, and the capacity to generate dozens more megajoules of force.

  • Six -- WRVMAC (Warhead Reentry Vehicle Magnetic Accelerator Cannon) -- Under-Construction:
    Built by: AANF/Galeon Industries
    The WRVMAC is designed primarily as a system for launching thermonuclear warheads. Due to it's under-construction status, very few details about the WRVMAC have been given. It is however, known that the planned Supergun would be able to launch a nuclear missile bus to anywhere in the world.
Hermes Missile Defense System
Owned & Created by: AANF -- Operated by: Joint AAF/AANF Project

The Hermes missile defense system is another symbol of Acirema's might military engineering. Designed to defend against most any threats to the nation in the form of ballistic missiles.

  • Chronus Radar Network: A string of radars set on the coast of Acirema. The Chronus radar network can track targets out to nearly 2000 kilometers from shore with relative accuracy, but does horribly beyond that.

  • Apollo RBAA-15-30 ABM Missiles: Standard ABM missiles. Several silos are positioned along the west coast of Acirema, and can scrambled on a five minutes notice or less.

  • Hades Phased Gamma Ray Emissions System: An under-construction element of the system, that uses phased gamma ray bursts to scramble the targeting systems of missiles.

  • Zeus Laser ABM System & AML-71: The Zeus Laser ABM system is a network of linked ABM lasers that surround the city of Ermoupoli, protecting it with relative certainty from missile attacks. The AML-71 is a tactical laser system based in a cargo aircraft, providing mobile ABM capacities.
Tergloba Harmonio III Overwatch Network
Owned & Created by: AANF -- Operated by: Joint AAF/AANF Project

The TH-X project was the result of the Aciremian Space Race. When Azrica launched the first probe into space, the nation of Acirema followed with a fearsome space program. One of the projects spawned from this space program was the TH-X, which started as a global tracking system for the use of the Aciremian Armed Forces, and as a way to detect any nuclear activity.

  • (2x) Tergloba Harmonio II Satellites: The second generation of TH-X satellites, the TH-II were launched in the late sixties, during the height of the space race. These are the oldest satellites in operation, and have since then been moved to provide geosynchronous tracking and photography over the Aciremian mainland.

  • (7x) Tergloba Harmonio III Satellites: The third generation of TH-X satellites, the TH-III were launched in the eighties. They were designed for the dual purpose of orbit reconnaissance and nuclear tracking (neutron detection). These satellites remain on their normal courses.

  • (23x) Tergloba Harmonio IV Satellites: The latest of the TH-X satellites, the TH-IV have been used since the early nineties, and are still being launched to this day. The TH-IV are multi-purpose tracking, surveillance, and nuclear detection satellites, primarily launched using the SCMAC complex.

  • (7x) Tergloba Harmonio IV-S Radar Sites: These terrestrial radar sites serve as the space tracking component of the TH-X system. The seven sites are scattered over the nation, and one is located on a remote atoll far from the coast of Acirema. In the event of a major space arms escalation, the next three TH-IV scheduled for launch can be converted into dedicated missile satellites.

  • Tergloba Harmonio X Tracking & Command Systems Complex: The core of the TH-X system. The TCSC process information from the TH-X and TH-IV-S satellites. Apart from the occasional missile scare, work at the TCSC is usually boring and tedious.




Aciremian Currency Divisions | Footnote * wrote: The Aciremian Indo is sub-divided into a hundred Preza. And unlike most major currencies, the Indo is itself a subdivision of the Acir (Which was adopted in 1867), which is equal to a thousand Indo.


Aciremian ACIRCOM Levels | Footnote ** wrote:Elevated -- Run for your lives!
High -- Watch out!
Moderate -- Things could be okay?
Low -- Things are okay?
Minimal -- World Peace
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Circ on Fri Nov 28, 2008 10:05 pm

Grand Supremacy of Óc.

> Statistics

Location and Controlled Landmass: half of the southern peninsula of the westernmost continent and the adjacent islands, including the large island at the southern tip; known as Óc Eo and Óc Lao or, collectively, as Óc.

Major Gentellic: 87% Melanochroi,13% Negroid-Berti.

Nation Population: 58,300,000.

Language(s) Spoken: Ekori, Berti.

Government: Plutocracy.

National Color: Yellow.

National Pride: Architecture, Environment.

Currency in comparison to the UGC: 0.5329984 Hwaro to 1.0000000 UGC.

Major Exports: lumbar, millet, silk, and pharmaceuticals.

Energy Breakdown: 46% hydroelectric, 22% solar, 17% wind, 13% tidal, 2% miscellany.


> Important Locations

ImageDong Son; religious and cultural epicenter located in the densely-forested central mountains of Óc Eo. This city has existed for millennia, inhabited by the devout and frequented by the wealthy. Travelers remember it for the sound of ringing bells amongst the jungle thrush and the scent of incense amongst the natural flora. Once a place of savagery, the halls of Dong Son are stained the blood of human sacrifice, and many of its monks still cling to the ancient tradition.




Image
Artist: Michael Anissimov
Nguynen; port-city and government, spanning the straight of Li Sao, which divides Óc Eo and Óc Lao. The largest city of Óc, Nguynen has an estimated population of fifteen million inhabitants. While most of the outskirts and are poor and poorly maintained, the central area of the city, along with its infrastructure, are fairly new and boasting in both artistry and technological achievement.






> Military Breakdown

Military Divisions: The military is controlled by the Supreme Warlord, who in turn delegates authority to the three ministers of the elements: air, earth, and water. These are referred to as the Army, Navy, and Flight of Óc, and go by the acronyms SAÓ, SNÓ, and SFÓ.

Military Readiness: recovering from quelling a revolt of the Negroid-Berti minority; capable of handling internal strife and keeping the less lawful borderlands in check.

Military Population: mandatory six-year service for every male subsequent to his sixteenth birthday; approximately 13% of the population.

Super Weapons:

  • Ballistic Missile Stealth Submersible, under the auspices of the SNÓ; a fleet of seven deep marine vessels that can launch a nuclear payload with a several-thousand-kilometer range.
  • Asymmetric Field Collider, under the auspices of the SAÓ; an enormous, armored field accelerator that sits on parallel train tracks running the perimeter of Óc’s mainland that can emit a beam of fast-acting leukemia-bearing e-waves eight-hundred kilometers in a given direction.
  • Taratullon, under the auspieces of the SFÓ; a strip-mined mountain ridge hollowed out and converted into a gargantuan concrete-tungsten bunker, housing the military command and control of Óc's Supreme Warlord. This defensive point is designed to be a communication hub as well as a last stand, and just like any castle, has a horrific gauntlet of obstacles to overcome to penetrate its fortifications. Its offensive capabilities, however, is the immense trebuchet that can launch viral and bacterial agents into the atmosphere thousands of kilometers away.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby prophetic_fury on Fri Nov 28, 2008 11:27 pm

I read all the rules and even skimmed through both your profiles to help me get an idea.

Nation Name: Federal Republic of Caspia

Location and Controlled Landmass: Large landmass to the West of Aciremia. The Northern coast of the Merida Bay and all the way to the Great Eria Lake.

Major Gentellic: 90% Caspian, 10% Foreign immigrants

Nation Population: 680 Million

Language(s) Spoken: Primarily English

Government: Democratic Republic

National Color: Green and Gold

National Pride: Civil Freedom, Olympic Team, Air Corps

Major Export: Oil and Refined goods (Cars, Scientific Equipment, Medical Machinery)

Currency in comparrison to the UGC: Caspian Dollar .80 UGC. With the Placid Oil Fields constantly pumping out the black gold Caspia fared considerably better during the global reccession.


Important Locations:

Caspia City: Caspia city is a large urban sprawl only twenty miles East of Lake Eria. At it's center the city is home to countless memorials and monuments. All of the federal government is based here. Everything from the National Congressional Building to the Presidential Estate rest neatly in the in the center of the city. Large parks can be found across the city. Admist all the civil progress the government still chooses to retain a safe and healthy city. Mass transit is popular and stands up to international standards.

New Yuric Harbour: New Yuric is a massive air and naval fortress on the bay of Merida. (The large bay at the Southern end of the country.) New Yuric is home to the headquarters of the Caspia air and naval forces. All of the Navy's ships make it into port here at least once every two years for repairs and retrofitting. Just off post is a massive shipyard where 90% of Caspia's battleships are made. Within a 50 mile radius there is at least one base from each of the military branches.

Merida Bay: Sitting at the Southern border of Caspia is the mighty bay of Merida. Although the bay is an international border Caspia takes the responsiblity for it. Any business set up on the bay must conform to the Caspia environmental codes, this includes business in the neighboring countries. Constantly ships move in and out of the bay. To choreograph all these vessels Caspia maintains a civil agency, the Caspian Civil Water Service. The CCWS enusres that each vessel entering the bay is guided through to its harbour without incident. The CCWS also takes on the duty of testing the waters for pollutants and ensuring the safety of the bay. Caspian war boats patrol the bay always on the lookout for enemy submarines or illegal contraband coming into Caspia.

Lake Eria: Lake Eria rests on the Western Border of Caspia. Like Merida Bay the CCWS monitors the health of the lake. The Caspian Navy keeps small patrol boats on the waters ensuring it's safety and again preventing contraband from entering Caspia. With Caspia city only a few miles away the Navy posted here are always vigilantly guarding hoping to catch any would be terrorist.

Placid Oil Field: The Oil producing field is massive. Running along Northern coast the Placcid oil field stretchs 20 miles inland and nearly 80 miles East to West. In addition to the underground oil supply there are also countless offshore drilling platforms. These fields are what run the country. Whoever rules the oil rules the nation.


Military Divisions:

Department of Arms:

Caspian Mobile Forces (CMF) : The Mobile Forces work hand in hand with the Navy taking the fight to the enemies of Caspia. Lightly armed to stay fast and be able to fit on to the Naval ships. The mobile forces are only equipped with Amphibious Armoured Vehicles (AAV), F-35 STOVL Lightning II's, V-22 Osprey, and a small number of Amphibious Light Mechs, Trident S2s.

The Infantry on the ground chose to forgo heavy and sizeable tanks choosing F-35s for close air support to destroy enemy armour. The mission of the CMF is to place troops on the ground until the Caspian Regular Army can arrive. The CMF has a reputation of over-achieving grunts that just want to smash everything. On the far end of the fast strike spectrum is the Mobile Fortress. The Fortress is utilized as a command center on the move. Slow compared to the rest of the CMF's arsenal but still key. The Mobile Fortress provides an instant yet mobile defensive position. The Fortress is used to hold the beach head until the CRA is able to arrive and push the enemy back.

Caspian Regular Army (CRA) : The CRA is the main stay of the Caspian ground forces. Nearly five times the size of the CMF. The Regular Army is so large it takes nearly two weeks to get a large force gathered. While the CMF is primarily an advance force, the CRA is the big guns and the real land taking arm of the Caspian forces.

The CRA is equipped with Mark IV Merkava's, M-82 Patriot Heavy Mechs,, AA-16 "Chandelier" Light Anti-Air Mechs, M-34 "Halberd" Anti-Infantry Medium Mechs, RA-8 "Catapult" Rocket Artillery Mechs M2 Bradley IFV's, M1117 ASVs, and MH-53 Pavelows. Each infantry soldier is equipped with the Future Warrior System.Instead of Jets for close air support the CRA chose the Mi-28 "Havoc" and AH6 Little Birds.

The mission of the CRA is to take the fight to the enemy and restore order in controlled lands. While the CMF is the hammer of Caspia, the CRA is the percision scapel. The fight doesn't really start until the CRA arrives.

Caspian Navy: The Caspian Navy believes in large ships and super carriers. The fleets of Caspia rely heavily on the carrier element. The each ship in the carrier group has one purpose; to support the carrier. On board the carrier the Navy fields AV-8 "Harrier's" and F/A-18 "Hornet's".

Caspian Air Corps (CAC) : The CAC is more than just the air wing of the Caspian military. All types of electronic warfare are departmentalized within the CAC. The CAC is the pride of Caspia. Fifty percent of the defense budget is invested directly into the CAC. The CAC strikes the enemy in F-22 "Raptor's," F-117 "Nighthawk's," B-1 "Lancer's," SR-71 "Blackbird's," B-52 "Stratofortress's, and a small supply of B-2 "Spirit's."


Military Readiness: Currently at Defcon 4. The second most relaxed defense condition. Military training is still taking place and the day to day operation is pretty relaxed. Soldiers can take leave at their leisure. Local commanders are encouraged to keep lightly armed guards at all post gates.

Military Population: 20 Million. At 18 all citizens must spend a minimium of two years in the Armed Forces. Those that take only the minimium are restricted to certain jobs. All immigrants must serve a term of two years as long as they are under 38 years of age.

Super Weapons:
Typhoon Fleet:
The Typhoon Fleet is an Aerial Battle Group that consists of Five ships. The Typhoon Fleet falls under the command of the CAC. The fleets location is kept classified at all times but is readily appearent when on the battlefield.
The Carrier the Super AAC Husker, holds nearly 25 aircraft. Boasting a healthy number of defensive flak guns. When under attack from enemy aircraft the entire fleet can create a solid wall of impenetrable flak. The Husker is able to carry every type of aircraft in the CAC's inventory except for the B-52. At all times it ensures a combat air patrol of no less than five F-22's are in the air. It's massive onboard radar is capable of seeing enemy aircraft miles out.
To protect the Husker are two nearly identical Aerial Battle Cruisers(ABC). The ABC Felder and the ABC Haynes both are armed to the teeth with AA Flak guns and air-to-air missiles. Each boast a pair of massive rail guns powered by their nuclear reactor to fire on enemy installations and AACs. Running along the bottom is an array of direct attack artillery weapons to support ground forces. Each ABC is also equipped with two nuclear missile silos.
The Two remaining Air Ships are an Aerial Electronics Cruiser, the AEC Tate, and an Aerial Command Cruiser, the ACC Francis. Both these specialized ships are equipped with a number of AA flak cannons for protection but not much else. The entire fleet utilizes the ACC's and AEC's Typhoon fleet network to prevent mid-air collisions, friendly fire, and to choose targets for every single weapon on each of the 5 ships.

The CNS Atlantis:
The Atlantis is a submerisble aircraft carrier. The Atlantis is the pride of the Caspian Navy. Able to carry one hundred aircraft and numerous CMF vehicles. In previous cases the mere presence of the Atlantis in a theater of war was enough to force the diplomats back to peace talks. The Atlantis carries an inventory of nukes that can be loaded onto it's F/A-18's. The Atlantis bears plenty of torpedo tubes, SAM launchers and a pair of medium range tactical missile launchers. Unlike other CN fleets the Atlantis is only accompanied by other submerisibles. The fleet usually consists of the Atlantis and four other nuclear submarines. The Atlantis must surface to deploy it's planes or utilize it's SAMs. The number of nukes the entire fleet carries is enough to completely destory a small nation.

20xMobile Fortress:
The mobile fortress is a force to be reckoned with. Atop each track sponson is a menacing three barrelled twenty-two inch gun. Along with the battleship class guns, the fortresses sport numerous flak cannons and anti-infantry weapon platforms. In the field the mobile fortress is the center of a CMF force. Generals command their troops from on board and it even carries a platoon of three M-34 Halberds. These escort halberds are the only medium mechs in the use of the CMF. On the top of the fortress are two small landing pads for V-22 Osprey aircraft. Able to move freely through all kinds of terrain nothing stands infront of a Caspain Mobile Fortress. The fortresses fall under the command of the CMF. Unable to cross the seas the mobile fortress has to be ferried across by a massive cargo ship designed specifically for the purpose. This is the most vulnerable time for the mobile fortress therefore it is always accompanied by a full naval battle group escort. For high altitude aircraft threats the fortress has to rely on carrier based jet fighters.
Last edited by prophetic_fury on Mon Dec 01, 2008 1:37 am, edited 11 times in total.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Kansiov on Sat Nov 29, 2008 1:07 am

This is a lackluster sign-up application, as I am overseas right now (and rushed) I have read all the rules. Hopefully you would reserve my landmass, I will get back to this once I am back.

Nation Name: Federation of Kansiov

Location and Controlled Landmass: Northwestern Most Continent (North of Azrica)

Major Gentellic: Slavic 98%, 2% Others

Nation Population: 367,700,000

Language(s) Spoken: Russian and English

Government: Federation

National Color: Cyan

National Pride: Living Conditions, Economic Prosperity

Currency in comparison to the UGC:
Kansiovian Dollar, .95 UGC

Major Exports: Petroleum, Gasoline, Consumer Products and Weapons

Important Locations:

New Neglev: New Neglev is the Capital of the Kansiovian Federation. It is a metropolis of 4 million people and is currently one of the most expensive cities in the world. It is located in the heart of the main Kansiovian Economic zone, and is also the location of the Federation Reserve Bank, The Supreme Court, the entire legislative assembly and the Presidential Home.

Kansiov City: Kansiov City is no doubts the busiest city in Kansiov. It is also a world financial hub. It has a staggering population of 16 million and growing and is also an extremely expensive place to live. Historically the Capital of Kansiov until a decade ago, Kansiov City is home to the old parliament building and Presidential Palace which is now open for public viewing. In Inner-City Highway in Kansiov is also extremely elaborate, boasting over 17 Highway, and 9 metro lines, along with the city tram and monorail. Despite this however, Traffic congestion is still a major problem. Poverty, located in the Western Side of the city is also rampant, along with crime and illegal drug trafficking.

Orlov-Nitaksev: Orlov-Nitaksev, the only major city in the Eastern wilderness of the Oil Rich Yakasev provience is home to some 4.8 million people and is probably one of the most polluted cities in Kansiov. The Sky Line is towered with the chimneys of oil refineries and Oil (and Gas) Pipelines leading into the City are more than roads. Despite this poor and dirty look, the city is a major shipping ground for Oil and Gas exports to the rest of the world and is one of the richest cities in the world.

Rostov:

Military Deployment:

TBC

Military Divisions: All Military Authority falls under the Ministry of Defense and are branched accordingly below
  • Army
  • Airforce
  • Navy

Military Readiness: Peacetime Readiness

Military Population: 3.4 million professional military men

Super Weapons:
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Butterfly Effect on Sat Nov 29, 2008 3:10 am

Nation Name: Empire of Sandora

Location and Controlled Landmass: Islands west of Kansiov

Major Gentellic: Human

Nation Population: 800,000,000

Language(s) Spoken: English, German, Arabic

Government; Fascism

National Color: Black and Red

National Pride: Miltary (mainly navy)

Major exports; Fish of all kinds, Oil (From rigs)

Currency in comparison to the UGC; Drakel .75 UGC

Important Locations: Imperial Captial Kazas, Fort City Hoax, Oil rigs and docks.

Military Deployment; mainly on borders and around Cities. large and stong navy to protect the sea as it is very important to travel and trade in Sandora

Military Divisions: All run by the Imperial Sandora Party
Imperial navy
Imperial legion (army)
Imperial Luftwaffe (air force)

Military Readiness: land forces are in a defence mode, Air force just portals skys, navy always has at least 70% of its fleet ready

Military Population: 350,000,000

Super Weapons:

Floating docks (Navy): large ships that can hold, fix, and depoy ships with out the ship having to return to land. Theses docks are well armed but slow moving.

Phoenix missle (Luftwaffe): after hitting target the missle will release napalm to cause even more damage.
Last edited by Butterfly Effect on Mon Dec 01, 2008 12:12 am, edited 6 times in total.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Deja Vu on Sat Nov 29, 2008 3:21 am

Nation Name: The Kingdom of Gwarmos

Location and Controlled Landmass: Far southern island, directly south of Caspia.

Major Gentellic: 70% Neanderthal 30% Inauti

Nation Population: Approximately 96 million.

Language(s) Spoken: Sign language and Crude English

Government Monarchy

National Color: Black

National Pride: Culture and History.

Major exports; Base metals Iron/Nickel/Zinc/Lead/Copper and precious metals Gold/Silver/Platinum/Diamonds/Iridium.

Currency in comparison to the UGC; Gwarmosian Nok, .60 UGC[/b]

Important Locations:

(All locations translated into best English equivalent)

Deep
Located in the center of the island this is the biggest city in all of Gwarmos, housing nearly 10 million residents. It's name signifies it's most defining feature, the fact that the entirety of the city is underground. Sprawling over 40 miles of underground cavernous networks and tunnels, with only one entrance to the surface protected by a enormous gate similar to a trap door. Center of the famous Gwarmosian mining industry, as the city is located at the foot of a metal rich chain of mountains.

Cape Fahf
The southeastern most naval/air station station, which incidentally is the biggest in the nation housing nearly a third of the RAF and a fourth of the RNF.

The Yarkland
Not a singular place, but rather a large region roughly 300 miles in total, anything north of Deep. Mostly villages, outposts, and forsaken, inhospitable land that is perpetually buried in snow year round. Nothing prospers here, as everything is at least benignly irradiated, because of the Terj disaster nearly three decades ago.

Terj
Located 80 miles south of Deep,think Chernobyl, on a massive scale. As result of the nuclear arms race this once giant urban industrial city was almost entirely devoted to various radioactive pursuits, and a store of nuclear weapons were underground safety. An earthquake not only managed to break gas lines and cause mayhem to structures, but also somehow set of the payload of radioactive material. Underground water was tainted, constant winds pushed the destruction to the north, an the Yarkland was born.

Military Divisions:

RAF: Royal Air Force
RNF: Royal Naval Force
RTF: Terrain Force
RNG: Royal National Guard

Military Readiness: Conservatively paranoid, dedicated patrols of coastal waters, frequent troop drills, constant air patrols.

Military Population: 10 million. The national military prides it's self in thier tight-nit connection to it's citizens, and thus it is an honor to join, and a rarity for a Gwarmosian to not at least know the rudimentary of use and upkeep a weapon, such as a rifle.

Super Weapons:

SOPI: Seismic Oscillating Positioning Installation: This large installation was built by necessity for mapping out unexplored mining territory, which the success of this invention revolutionized the Gwarmosian mining industry and making them one of the leading, if not the leading supplier in industrial and precious metals. It works on the phenomenon known as mechanical resonance, when in which when a certain objects resonance frequency if found, the object vibrates exponentionally(often terminally violently for structures such as buildings) as long as oscillation is applied. Thus, with simply seismic sensors and a little math, one can find the exact location, density, volume, and mass of any object within direct connection to the earth, though it is subject to range proportionally to it's size. The one and only installation is located in Deep, and has a range of 4,000 miles in any direction, meaning the entire island is easily within it's range.

OOPI: Oceanic Oscillating Positioning Installation The counter part of the SOPI preforms the opposite of it's partner, where the SOPI is limited to seismic cabibilitys, the OOPI is limited to oceanic capabilities. The large instillation is located at Cape Fahf and works as a giant sonar system, working on the same principles as the SOPI. It has almost eliminate the whaling trade, due to the constant bombardment of sonar to the hears of the beasts, and reports of exploratory submarines sinking from structural failure have plagued the installation since it was built. It's range is 3,000 miles, providing a comferting cloud of range over the entierty of Gwarmosian coastal waters.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby AzricanRepublic on Sat Nov 29, 2008 3:26 am

Deja Vu, and Circ are all accepted.

Kansvio, edit the whole "2.4 Million AMP" and you'll be golden.

Prophetic_Fury; Edit the total payload of your "Husker" Super-Weapon. The AC6 AAC's that both Azrican and Caspian obviously ripped from, could only hold a squadron of aircraft. Which is near 12-15.

Iced Fired; unaccepted.
Location and Controlled Landmass: 2 peninsulas and the islands to west of Peoples Socialist Republic of Azrica and Islands west of kansiov


You're getting one peninsula, I've seen many of your posts, and I'm not going to allot a major piece of land to those who won't be able to handle it.
Major Gentellic: Humans and Undead


Living humans only, this is Post-Modern Futuristic, not Fantasy.

Underwater silos (Navy): built on the bottom of the sea to protect them from being destoryed. Used to hit sea and land targets.


Illogicality, scrutinized, try again.
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Re: To Forge A Nation II

Tips: 0.00 INK Postby Butterfly Effect on Sat Nov 29, 2008 3:35 am

AzricanRepublic wrote:You're getting one peninsula, I've seen many of your posts, and I'm not going to allot a major piece of land to those who won't be able to handle it.


that's just wrong...and insulting...

the other things fine i'm changing

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Re: To Forge A Nation II

Tips: 0.00 INK Postby AzricanRepublic on Sat Nov 29, 2008 3:55 am

Precautionary measures have to be taken to make sure that some things in the RP don't take place; a major mistake I made in the first TFAN was allowing people of less-than-capable abilities handle large nations that have a powerful Military.

That being said, make the required adjustments to your gentellic and aforementioned areas and you will be accepted into the RP. Maybe you could make this thread an attempt to improve any RP skills you may think you need advancement in. There will always be rules, and there will always be people that enforce them.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Butterfly Effect on Sat Nov 29, 2008 4:19 am

could you please resond to my pm as i need to get off soon and i don't want my space taken...

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Re: To Forge A Nation II

Tips: 0.00 INK Postby prophetic_fury on Sat Nov 29, 2008 5:00 am

Deja Vu wrote:(Due to my complete lack of creativity/knowledge of so called "Superweapons", suggestions would be much appreciated...)



I took most of my super weapons from games I know. The Typhoon Fleet is based off the Aigon fleet in Ace Combat 6. The picture was pulled directly from it. The Atlantis and the Mobile fortresses are blatantly stolen from Supreme Commander. I had some other ideas but I really didn't think I could use them well enough. Those three I liked the most and think I could utilize them the best.

Some of my other ideas were:

A infantry shield system. A short term ( 30 to 60 second) Personal shield. It could stop incoming bullets and grenade shrapnel. Anything bigger just causes the shield to fail. That way it keeps it balanced. Well balanced for a super weapon I guess. Infantry versus infantry would be a no contest but any mechs or tanks roll in it's no contest.

An orbital strike satellite that can only be used against targets over your controlled space. If it was used against anything outside your borders an alliance of... well every nation would come after you. (Good plot device by the way) Turmoil between the countries trying to decide whether they will honor their agreement with the anti-space warfare pact or not. That pact would require that the satellite remain over your lands at all times or the pact is broken. Or maybe it can only take out space borne vessels, such as satellites, exploration probes, and ICBM weapons.

Super Chemical/Biological Weapons have yet to surface yet. Just gotta keep it from turning into a zombieish thing.

I just thought of some sort of kamikaze weapon. I don't really see why it wouldn't be nuclear so it's not really a good idea. I'm trying to stray away from nukes as super weapons. Cause they really arn't Nukes are something that can be used by the super weapons.

Maybe some sort of infantry improving drug.

Just firing off ideas as they come now.

Stealth field generator

Infantry battle suits

Massive Mech

EMP bomb

thats all I could really come up with at the moment

Oh just thought of something as soon as I hit submit so I'm editing.

An orbital delivery vehicle of some sort. Whether it drops in just light infantry or a whole battle group would have to be determined but it really could be either as long as you balanced it. And it pretty much does that by itself. The larger the force dropped in the worse off they would be "kinda." A large force requires a massive amount of supplies to fuel it. And anyone you dropped in from space would be effectively cut off from supply lines except orbital lines. A surprise space drop would be very effective but after that defenders would be keeping a close eye on the sky ready to shoot down any attempted orbital resupplies.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Kronos on Sat Nov 29, 2008 10:35 am

Iced Fire wrote:Military Population: 450,000,000


No. That's 56% of your population in the military.

Profile denied until you edit your military population to a lower number.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby SA80 on Sat Nov 29, 2008 2:39 pm

EDITED: Large Edit, not anything major just additional information

Nation Name: The Royal Tyron Empire (RTE)

Location and Controlled Landmass: The small island east of the Grand Supremacy of Oc and west of the central mainland.

Major Gentellic:

The Tyronian Government are strict on immigration and unless you can benefit the Empire economically it is unlikely for your request to be granted.

97% Of Tyron Origin, 2% Government Permitted Immigrants, 1% Unknown.

Nation Population: Rounded up: 50,000,000

Language(s) Spoken:

Tyronian language related laws:

1) All peoples, of Tyronian decent, wishing to speak/learn a foreign language require a government issue permit. (Civil Defence Act, 1898)

2) Anyone wishing to live/work within Royal Tyron controlled areas are required to learn Tyronian (Civil Defence Act Mark II, 1899)

100% Tyronian, Additional Languages 12%

Government Monarchy. A peoples court is in place for the king to take into account what his people want, but he is not obligated to act on these.

National Color: Silver and Black

National Pride: Stubborness, Banking

Major Export Banking, Energy.

The island the RTE inhabit is a volcanic one. They take full advantage of this and transfer volcanic activity into energy. This means that any heavy industry can be run by just digging a hole and shoving a transformer into the crust. Energy is transfered and exported to surrounding countries.

Banking is another major export as many people from other nations see RTE banks as a perfect location to put their money into. Combined with high interest and a stable, competitive market it makes banks in the RTE almost irresistable.

Currency in comparison to the UGC: The Tye is worth 91.0076. UGC. Although the small country lacks major military and territorial power it is rich, economically powerful country.

Important Locations:

Tyuc

Tyuc is debatably the most important location in the Tyron Empire. It is the largest urban area of Tyron and is located on the north-eastern most tip of the island. It is home to both the Royal Family and the countries main source of income, banking.

Population: 7,967, 876 (Increasing)
Size: 609 square miles (Increasing)
Primary Source Of Income: Banking

Thamoc

Thamoc is one of the oldest cities in the Tyron Empire and used to be the heart of it. It is located in the centre of the island. It is a small city and has had a colourful past playing an important role in the many civil wars that have ravenged the island. Due to this it is a very fortified city. There is saying in Tyron, who ever controls Thamoc controls the island. This has proved true on many occasions.

Population: 1,190,562 (Decreasing)
Size: 162 square miles (stationary)
Primary Source Of Income: Property Market

Topur

Topur is the newest edition to the Empire and has been built for a specific purpose. With the Tyron government investing a lot in advancing heavy industries the city has grown around this. Located on the south-western penisula of the island it has a very important port. A poor standard of living is usual in the industrial area's of the city, but the government has investing in improving this, mainly to avoid a fifth civil war.

Population: 2,345,109 (Increasing)
Size: 157 square miles (Increasing)
Primary Source Of Income: Heavy Industry, Energy Exportation

Military Deployment:

All military deployed within The Royal Tyron Empire controlled area. Military bases are scattered around the island. Military resources are concentrated around major cities and key locations.

Military Divisions:

Royalist Army Corp

His Majesty's Royal Cavalry:

Kings Cavalry (Heavy): Consististing of the main battle tanks of the Royal Cavalry.

Crusader Mark III - 183, Currently in service. ( Similar to: Here)

The Crusader Mark III is the best, tested, main battle tank in service. Only 1 has be confirmed as destroyed throughout the two armoured battles that the tank type has seen action in. The Crusader tank brand has been seen almost throughout the entire turbulent history of the Tyron Empire. The Mark III is only lacking in number due to the high cost of production and the governments reluctantance to invest in a un-needed weaponry.

Liberator Mark II - 391, Currently in service. (Similar to: Here)

The Liberator Mark II is a reliable peice of armour. Being cheap to produce there is never a shortage of Liberators. The Liberator Mark I saw action in many of the numerous civil wars before the Royalist Tyron faction won through the use of Crusader Mark III. Following this only improvement they found the Liberator Mark I needed was a new gunnery system and thermal imagery to replace the outdated spotlight.

Titan Mark I - 18, Currently in service. (Similar to: Here)

The Titan Mark I is currently in testing and is the newest tank in The RTE. Although the government has not given the go ahead for mass production a small number have been seen as fit to join the Kings Cavalry. The high cost and the fact that they are currently unproven in battle has meant that their full potential has not be recognized.

Queens Cavalry (Light): Consisting of the lighter tanks, AA, Transport, Artillery.

Beagle Mark I - 354, Currently in service. (Similar to Here)

The Beagle Mark I is otherwise known as the 'Flyswatter'. It replaced every other surface to air mobile missile system in service within a year of its production. With the ability to pinpoint enemy aircraft from the range of 7000m it was no surprise it quickly became the popular choice.

Ramet Mark IV - 1,024, Currently in service. (Similar to Here)

This lightly armoured troop carrier is one of the most produced vehicles in the history of RTE. With a speed of 46mph it can keep up with the fastest of main battle tanks. Has the capablity of transporting up to seven fully-equipped soldiers for up to 660km over all terrain. A 7.62mm machine gun means that the Ramet can lay down support fire for deployed infantry.

Muratt Mark II - 281, Currently in service. (Similar to Here

The RTE have never had a major need for artillery. It has only been recently since they decided to bring a artillery series into production. The Muratt Mark II is the newest artillery peice in service.

Work in progress...

1st Mounted: Consisting the main infantry force attatched to the tanks.

His Majesty's Royal Infantry:

Standard Infantryman of the Royal Tyron Empire:

Minimum Monthly Pay: 20,000 Tye, bonus for combat action.
Minimum Service: 4 years after you have passed training.

The terrain on Tyron island (Tyron Prime) is mountainous and forested. Most of the infantry are well practiced in forest, gurilla, tactics. The Tyron Government has also seen fit for the soldiers to be experianced in urban and other warefare.

What standard Tyron infantry look like

Kings 1st: Regular Infantry - EST 200,252
Kings 2nd: Regular Infantry - EST 199,456
Kings 3rd: Regular Infantry - EST 200,543
Kings 4th: Regular Infantry - EST 198,032

Queens 1st: Regular Infantry - EST 201,659
Queens 2nd: Regular Infantry - EST 198, 993

Crowns 1st: Specialist Infantry (All Terrains) - EST 156,453

Crowns 2nd: Specialist Infantry (Urban)- EST 32,126

The Crowns 2nd are heavily training in Urban combat. They have knowledge in other terrains as they are all originating from regular infantry brigades.

What the specialist urban infantry look like

Royalist Air Sqaudrons

His Majesty's Royal Air:

1st Fighter Squadron: Primary Fighter Squadron, specialized fighter on fighter.
2nd Fighter Squadron: Secondary Fighter Squadron.

1st Bomber Squadron: Primary Heavy Bombers, specialized air to ground.

Crowns 3rd: Infantry attatched to air corp, paratroopers, guards.

Royalist Flotilla

His Majesty's Royal Fleet:

1st Flotilla
2nd Flotilla
3rd Flotilla
4th Flotilla
5th Flotilla

Crowns 4th: Infantry attatched to the naval brigades.

3rd Fighter/Bomber Squadron: Air Brigades attatched to the naval brigades.

Military Readiness:

Currently at Green. All military forces at ease at his majestys expense.

Military Population:

4, 000,000 (Decreasing)

Super Weapons:

Royal Tyron Defence Systems:

A number of land to sea turrets posted in classified locations along the shore line of the island. Capability of disabling and neutralizing a class A battle cruiser. Although powerful, they take nearing 10 minutes to cool down between shots.
Last edited by SA80 on Wed Dec 03, 2008 9:31 am, edited 7 times in total.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby AzricanRepublic on Sat Nov 29, 2008 8:31 pm

Accepted, SA80.

Iced Fire wrote:Military Population: 450,000,000



No. That's 56% of your population in the military.

Profile denied until you edit your military population to a lower number.


He has been accepted, and is on the map, but will edit the Military Population.


Prophetic_Fury, a number of those superweapons are not conceivable in 2015.

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Butterfly Effect on Sat Nov 29, 2008 10:04 pm

ok it is edited

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Re: To Forge A Nation II

Tips: 0.00 INK Postby prophetic_fury on Sat Nov 29, 2008 10:54 pm

was just throwing out ideas

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Re: To Forge A Nation II

Tips: 0.00 INK Postby Eastep on Sat Nov 29, 2008 11:19 pm

Er, I was reading through all this, and I got an idea, I ran it by Azrican, and it got an approval, I just wanted to run it by all you members.
What do you think of a terrorist or freedom fighter organization inside one of the nations? I'd roleplay it as a nation, yet it's a group of terrorists/freedom fighter or the like and they're terrorizing/fighting for freedom.
Feedback please?
Red Factioooon!
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