Official Name of Nation: The Holy Territories of Edoniras
Nation Leader: His Most Holy Father, Invictus XI (Has no middle name) Form of Government: Theocratic Dictatorship Nation Capital: Edo National Language: Edorine
Nation Claim
1: Biania 2: Edon 3: Medbia 4: Ella 5: Sul
Colonial Claim: NA
Nation Stats
Nation Demographics
Population: 7 Nation Size: 5
Colonial Demographics
Colonial Population: NA Colonial Holdings: NA Colony Stability: NA
Ship of the Line Strength: 4 Ship of the Line Quality: 4 Ship of the Line Logistics: 4 Cruiser Strength: 5 Cruiser Quality: 4 Cruiser Logistics: 4 Marine Strength: 4 Marine Quality: 4 Marine Logistics: 4 Naval Commander Quality: 3
Economics
National Wealth: 8 Industrialization: 7 Development of Low Industry: 5 Development of Middle Industry: 7 Development of High Industry: 6
((Note: I have assumed a pseudo-Christianity exists in this realm and so hope it is not too presumptuous to take on their nation.))
@gowia All looks good to me! You're on the list. Although do you mind taking another colour? DeadDrop has taken bright pink. I'll give you yellow as a place-holder
Official Name of Nation: The Kilmock Duchy Nation Leader: Grand Duke Hans Franvonkin Dalritzo Form of Government: Absolute Monarchy Nation Capital: Kilroy, Margot National Language: Killian
Ship of the Line Strength:1 Ship of the Line Quality:1 Ship of the Line Logistics:1 Cruiser Strength:1 Cruiser Quality:1 Cruiser Logistics:1 Marine Strength:10 Marine Quality:10 Marine Logistics:10 Naval Commander Quality:4
Economics
National Wealth:4 Industrialization:4 Development of Low Industry:4 Development of Middle Industry:3 Development of High Industry:3
@Ratattack To be honest, I am highly tentative to accept you into the roleplay. From a gameplay perspective, the sheet adds up, albeit heavily lopsided. But from a personal perspective, the only other time that we've crossed paths you've put very little effort into posts, and generally been hostile and troll-like to everyone else participating in the RP. If I only looked at that, and the fact that I would put good money on you immediately allying with DeadDrop, then I'd have to reject you, for the sake of everyone else's enjoyment.
But on the off-chance that our last experience together was a one off, amd the fact I don't want to outright ban someone from my RP's, then I might still be able to accept you on three conditions. You give me some guarantee that you will put genuine effort into your posts, and act respectfully to other players, as it says to in the rules. You move your nation away from DeadDrop's. And that you know I will not hesitate to kick you if you act like you did last RP.
Official Name of Nation: The Empire of Attolia Nation Leader: Lothair Valoi Attolis II aka. Lothair II Form of Government: Enlightened Despotism Nation Capital: Attolia National Language: Attolian
Ship of the Line Strength: 4 Ship of the Line Quality: 4 Ship of the Line Logistics: 4 Cruiser Strength: 2 Cruiser Quality: 2 Cruiser Logistics: 2 Marine Strength: 2 Marine Quality: 2 Marine Logistics: 2 Naval Commander Quality: 4
Economics
National Wealth: 2 Industrialization: 6 Development of Low Industry: 6 Development of Middle Industry: 6 Development of High Industry: 6
@Ratattack To be honest, I am highly tentative to accept you into the roleplay.
Nice... epic bias
From a gameplay perspective, the sheet adds up, albeit heavily lopsided.
... you needto stop trolling
But from a personal perspective, the only other time that we've crossed paths you've put very little effort into posts, and generally been hostile and troll-like to everyone else participating in the RP.
no one knows what you are talking about..
If I only looked at that, and the fact that I would put good money on you immediately allying with DeadDrop, then I'd have to reject you, for the sake of everyone else's enjoyment.
thats dumb bro i was about to annex him lmao... again jumping to conclusions
But on the off-chance that our last experience together was a one off, amd the fact I don't want to outright ban someone from my RP's, then I might still be able to accept you on three conditions.
hell yea....!!!
You give me some guarantee that you will put genuine effort into your posts
i always do
and act respectfully to other players, as it says to in the rules.
bro i put the middle name
You move your nation away from DeadDrop's. And that you know I will not hesitate to kick you if you act like you did last RP.
@Heyitsjiwon Looks like it all adds up! Consider yourself added to the queue.
@Ratattack Unfortunately you've just helped my decision. I'll refer you to rule 9. I hope we can RP together in the future, but not now.
And to the rest of you, the majority have their Nation Overviews. Once I've reached the end of the queue, then I'll post an FAQ to help explain what you're looking at, and then we can look at getting this show on the road! And I'll have a discord for you all in the next hour or so.
@Heyitsjiwon You are correct. Once I've cleared the queue, and everyone who wants to has applied, then I'll fill the rest of Europe with NPC's, as well as some of the remaining colonies. At this point looks like I'll be filling most of Eastern Europe.
So for all of you who have applied, received your overview, and are a little baffled by what you're looking at, this should help clear things up! It might also prove useful for any lurkers that are weighing up jumping on board, so read on.
Population
"Who are the 'Natives'? What do they do?"
-They are what they sound like, they are the native inhabitants of the land that you have colonised. Therefore this group is only present in Colonial Provinces, not those in Europe. So if you have no colonies, then feel free to skip to the next question. But if you fancy yourself a burgeoning colonial power, then carry on.
-The Natives are the local people, and how happy they are to be under your control can decide whether you are supressing open rebellions, or having parades held in your honour. They are largely autonomous, carrying on the day to day life that they lived before your arrival, and may well continue to do so after you are gone. They provide some tax, but they largely are not high-earners, and so the taxes from your natives will rarely be the central pillar of your economy.
-Over time, and with some effort, you will be able to 'convert' these natives to your own culture, allowing them to move into other professions, and thus provide more taxes. But how you control your natives, whether you supress them, or try and encourage their assimilation, is entirely up to you!
"And what about the Farmers?"
-Again, these are what they sound like. They are by far the most populous group in your nation, and rightly so considering that we are just entering the 19th Century. But that is not to say that they will retain the extent of their dominance. Those of you with plentiful points under Industrialisation may well see the balances begin to shift.
-The Farmers produce the most basic resources, most importantly food. Without enough food, your nation will quickly fall apart, so make sure you keep your farmers working! Farmers will also produce wool, leather and other basic recourses that your nation needs in order to keep the cogs turning.
-Aside from your natives, the farmers will earn the least amount, and therefore individually will produce the least in tax. But their high population means that they are in fact the group that provides the most to your economy, so they are arguably the financial backbone of your nation. What you do with them, is entirely up to you.
"Labourers? I assume they labour?"
-You're getting the hang of it. They serve two purposes. The first, is that they produce coal and iron, the two driving forces that will power your nation into the 19th Century! Those two resources alone are essential if you're hoping to form an Industrial nation, so for that reason alone the Labourer's are an invaluable group.
-Their second purpose, is that they are the main workforce of your nation. Whenever you order something built, it is the Labourer's that will be gathered and set to work. Roads, railways, buildings, these are all things that will remain a dream if you are without sufficient Labourer's.
-As the second member of the Low Industry, your Labourer's still aren't high earners, but just like your Farmers, their relatively high numbers means that they still provide a lot of income for your economy.
"What about the Middle Industry?"
-There a three Professions that encompass the 'Middle Industry', and these are your thinkers, the creative and inventive force of your nation.
-Your Engineers create your specialised goods, your weapons and your engines. While the Labourer's will carry out construction and over fairly unskilled jobs, it's your engineers that you'll need to create the items and over manufactured goods that will drag your nation into the 19th Century.
-Bureaucrats keep you nation running smoothly, whether it's ensuring that taxes are collected, or organising the wages and maintenance of your nation's armies and navies. They are essential if you want to be able to effectively distribute your wealth, and to organise social reforms, or tax changes.
-Scholars are the eggheads of your nation. If you want new designs, whether it's for weaponry, or for steam engines, it will be your scholars that will create those designs for you. Anything that requires invention, the Scholars will provide. They are key for your nation to advance.
-The Middle Industry falls, rather expectedly, in the middle in terms of tax. They are middle tier earners, but there are not enough of them to challenge the tax income of the Low Industry, and don't earn enough individually to challenge the wealth of the high tier. Nonetheless, they are essential, more for their abilities than for their income.
"So the High Industry? Just Aristocrats?"
-Indeed, although the term also covers the ruling class of your nation, whether that is your royalty, or your highest government leaders. The members of this Profession make a fortune compared to the others, but they are so few in number that they don't make as large an impact on the economy.
-Highly influential, it is important to keep the Aristocrats content, as they are capable of raising an army to fight against you if you go against their interest too often. But on the other edge of the spectrum, when they are content, they are able to help control their local population. Treat them with care.
For Military, Economy and Diplomacy, come back soon!
Official Name of Nation: The Eternal Hadeen of Dashkatar Nation Leader: Eman Hatul Abdul Ev'Shaaj I Form of Government: Theocratic Plutocracy Nation Capital: Atashdam Elegh, "The Impenetrable City" in English National Language: Dashka
Nation Claim
European Province List A - Emanote B - Higal C - Shlevsh D - Ubani E - Ibandeshva F - Aghul
Ship of the Line Strength: 3 Ship of the Line Quality: 5 Ship of the Line Logistics: 5 Cruiser Strength: 5 Cruiser Quality: 5 Cruiser Logistics: 5 Marine Strength: 2 Marine Quality: 2 Marine Logistics: 2 Naval Commander Quality: 5
Economics
National Wealth: 7 Industrialization: 7 Development of Low Industry: 9 Development of Middle Industry: 6 Development of High Industry: 4