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AMONGHEROES COLONIAL NATION

1. CONTINENT:
-- Feresia

2. TENSION: (Scale of 0 to 100)
-- 12: This nation is mostly at peace with it's colonial overlords. This may be an issue of cultural pacifism, or a lack of an organized political movement to seek independence, but as things stand, there is little tension in the mind of those who live under foreign rule. (MONTHLY CHANGE: 0)

2. POPULATION:
-- 21,000,000

3. AUTONOMY:
-- Self-Govern: This nation's government agencies are mostly self-fulfilling. Whether because of a lack of manpower or a political precedent, things like law enforcement, trials, politics and even a small army exist within the natural framework of the nation's native government.

4. COLONIAL INVOLVEMENT:
-- Colonial Magistrates: Appointed by the Imperial Power, there exists a small cabinet of viceroys and political figures that observe the proceedings of government and often report back to the Imperial Power on changes, whether positive or negative in the cultural, political and economic spheres.

4. RESOURCES:
-- MAJOR: OIL
-- MINOR: Exotic Species
-- MINOR: Tea and Tobacco

5. CULTURES (Militant, Scholarly, Cultural, Religious): 3
-- 1 Militant (Refer to as X for game purposes) (1 prominent group that advocates military action for independence, it's name and details are up to the player).
-- 2 Cultural (Refer to as Y and Z for game purposes) (2 prominent groups that advocate peaceful cultural action for independence, it's name and details are up to the player).

6. CULTURAL DEMOGRAPHICS:
-- Militant Group X: 9% (+1%/Yearly). Making up less than 2,100,000, but growing slowly.
-- Cultural Group Y: 15%- (-1%/Yearly). Makes up around 3,150,000, but losing steam.
-- Cultural Group Z: 3%+ (+3%/Yearly). Makes up 630,000, but growing.

7. ECONOMY:
-- Plantation Economy: Based on large scale agriculture, the economy thrives on large amounts of workers toiling in the fields. Many of these good produced are sent off to the Imperial Power's nation and never fully utilized by the population that is responsible for working these fields.

8. PEOPLE:
-- Poverty Stricken: The people live in strict simplicity, toiling for bare subsistence while wealthy landed imperial elite live in luxury.

8. ARMY:
-- Corrupt: Composed of about 150,000 volunteers, the officers in this nation are wholly incompetent and easily bought off. The Imperial nation that colonized your people have used this fact to keep the officer's corp off balance and inept.

9. NAVY:
-- Brown Water Navy: With only a single Light Cruiser and a few squadrons of destroyers and patrol cutters, your navy barely has the resources to protect it's own waters and relies largely on it's Imperial overlord's navy to keep their trade lanes safe.

10. AIR FORCE:
-- Poor: Less than two fully functional squadrons of prop planes, sold at exorbitant prices to your nation's meager military forces by

11. 1961 EVENT: (Events from 1-100, rolled: 19)
-- CULTURAL SHIFT: A larger cultural demographic that was once prominent has seen a decrease and another has started to see growth. What this will mean for the nation remains to be seen.

OOC NOTE: I used random.org to roll all these numbers, using slight numerical modifiers to keep outliers out for purposes of realism. This nation seems relatively well balanced and has a very SMALL tension to start the game.
Initially it was going to be randomized, but I surmise that this would be in excellent taste to let the player decide.

Within the world, there will be two continents subject to imperialism. They are: Serranthia, a sweeping continent that resembles much of our own Earthen Africa, and Feresia, which is an assembly of smaller continents and islands that would be most akin to Asia, more likely Southeast Asia.

AmongHeroes and babbysama, since you've elected to have your Colonial Nations rolled, tell me which continent you would prefer to be on?
Given the fact there seems to be enough interest to incite creating an OOC/IC. Expect one up this afternoon with additional rules as well as Imperial Power/Colonial Nation application.

That being said:

IF YOU ARE IN FOR SURE, please state as much and ask for either an IMPERIAL POWER STATS ROLL or a COLONIAL NATION STATS ROLL. I will roll them and post them up, so you'll know where your nation stands in the world, and you can fill out the rest of the details and pick your spot on the map.
Excellent! One or two more and I'll get the game rolling! Start thinking about your nations, folks. Remember this world's technology is 1960's and we're only a few years past the one true World War that ever occurred.
Wonderful! Let's see if we can get two more adamant about playing, then I'll get a map up and at least set up the world so you guys can get to creating a nation.
I'll give it a few days, but I've see you in some former RP's and I'm vehemently glad you're interested!

I'd reckon with as few as 4 players we could probably get the game going and just add others in as necessary.
Excellent! If this creates any additional interest we'll talk about getting the rules of the game up. AmongHeroes, may I ask whether you were contemplating playing an Imperial Power or a Colonial Nation?
COLONIAL TWILIGHT



Though the Last War has ended, there is a still a very clear malevolence cast over the world. While the Great Democracies fought for the ideology of a free peoples and won, those who served under these powers as second rate colonial citizens and soldiers wondered aloud at the war's conclusion about their own hope. The inclusion of democracy it seemed existed only so long as the industriousness of your nation matched that of one of the Great Democracies.

More affluent minds in the second world realized that it was not hope that would lead them to independence, but dissidence and if necessary, war. These holdings, some literal backwaters that add not prestige but raw vestiges of wealth, manpower or a combination of the two must be held at all times. The next war is soon to begin, but it is not a war of ideology or resources. For one side, it is a war of prestige and the other, for freedom
.

COLONIAL TWILIGHT is a geopolitical nation simulator where two player nations are broken into two categories: Imperial Powers, who can be among the Great Democracies that won the Last War (1951-1955) against the Great Fascists, though they can also be a member of a defeated Great Fascist nation (either greatly diminished or a refurbished, albeit unstable democracy). These nations, in centuries past settled great colonies in Faresia in the Far East, and Serranthia to the South. These colonies have thrived for over a hundred and fifty years, supplying your nation with an abundance of lucrative wealth. They are no longer content however, and clamber for independence.

Alternatively, you may play a Colonial Nation. You are not independent, but rather an addendum to one of the Imperial Powers. With the Last War finished, your people hoped that the light of democracy would shine on all of the world, but it was not so. Your leaders have oppressed you for centuries, depriving your people the basic necessities of life and liberty. The time is now.

There may be NPC nations and colonies, but depending on how many are interested we should say player colonies versus player powers.

AN IDEA OF THE GAME:
-- Players choose whether to play an Imperial Power or a Colonial Nation. Stats are RANDOMLY ROLLED with modifiers for fairness. Great Powers/Colonies will have distinctly different set ups, but desired for a fair, but unique starting set up. Trait systems do work, but are gamey and often too abstract. You'll be handed concrete numbers (population, military, economics, etc) so that when you DO something, you'll be able to see the tangible effects.
-- There will be a World Map.
-- The game is NOT, at least initially, about war, but rather the political tension between a colony and it's owner. A Colonial Nation could (and if the player saw fit) declare open revolt against it's master, but it would almost certainly be crushed. Reading ahead, you'll see you can progress to that point, but there are a few goals each of the two factions have in mind.
-- As a Colonial Nation your job is to plea and bargain against your colonial owner for independence. The transition will not be easy, nor will it most likely be peaceful. Endless bloodshed will cast you as ruthless aggressors, but rolling over will make it too easy for your overlords to control you
-- As an Imperial Power your goal is to maintain your colonies as long as possible. Their resources and prestige will empower your nation while other imperial powers bleed themselves dry fighting brushfire wars and revolts. Come on too strong and you'll incite open rebellion. Be too gentle and the colonies will simply push you off and stand triumphant.

GOALS
If the game garners interests, I will add the World Map, the Tension System and the additional rules.

Let me know if you guys are interested or have any questions?

AFTER NATION ROLL

[b][u]NATION APPLICATION[/b][/u]

[b]Nation Name[/b]:

[b]Flag[/b]:

[b]Pre-Colonial Description[/b]:

[b]Current Description[/b]

[b]Political Party/Cultural Group Descriptions[/b]:
I'll cast my interest.
LOL. Apollo; just trying to keep my satellites in order.
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