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.
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.