WA Delegate (non-executive): The Desert Republic of Nearly Finland (elected )
Founder: The Republic of Tessen
Last WA Update:
Today's World Census Report
The Most Cheerful Citizens in American Union
The World Census shared cheeky grins with citizens around the world in order to determine which were the most relentlessly cheerful.
As a region, American Union is ranked 775th in the world for Most Cheerful Citizens.
|1.||The Republic of Tessen||Inoffensive Centrist Democracy||“In God We Trust”|
|2.||The Desert Republic of Nearly Finland||Civil Rights Lovefest||“Unus pro omnibus, omnes pro uno”|
|3.||The Democratic States of Cascadia and Columbia||New York Times Democracy||“Free and United We Stand”|
|4.||The United States of America AU||Capitalist Paradise||“E Pluribus Unum”|
|5.||The Republic of British West Indies AU||Corporate Bordello||“He hath founded it upon the seas”|
|6.||The Parliamentary Democracy of British Canada AU||Corporate Bordello||“-”|
|7.||The Republic of Sandinista Nicaragua||Corrupt Dictatorship||“En Dios confiamos”|
|8.||The Republic of New Texas AU||Capitalist Paradise||“Our Faith is Our Strength”|
|9.||The Kingdom of Michigan AU||Inoffensive Centrist Democracy||“Si quaeris peninsulam amoenam circumspice”|
- : North andia ceased to exist.
- : The Republic of Tessen rejected Nusantara Pact Organization's request for regional embassies.
- : The Socialist Republic of Union-Nusantara of the region Nusantara Pact Organization proposed constructing embassies.
- : Medinan ceased to exist.
- : Embassy established between Chindia and American Union.
- : Embassy established between Ruthenia and American Union.
- : Embassy established between Midia and American Union.
- : Embassy established between Libica and American Union.
- : Embassy established between Euroba and American Union.
- : Embassy cancelled between West Europa and American Union.
American Union Regional Message Board
I appreciate the offer. However, the challenge in delegating the posting of the land claims is that all the data has been recorded -- from the Victoria game -- on paper. It's all written out. I have extremely thorough written records for North and South America, as well as a smattering of other notable nations (other region founder nations included), but the majority of all other world nations aren't recorded yet. Getting the AU up first is my priority.
I originally suggested a story option (the hinterlands idea) because I don't relish the tediousness of recording data from each of the thousands of Victoria provinces that make up the nations in the rest of the world. If I can minimize that somehow, that would be ideal. If the hinterlands idea doesn't appeal to all of you, maybe I just settle on not -- ever -- recording many of the other smaller world nations. Maybe we make them permanently unplayable, and just focus on the more notable nations that future players are more likely to want to play.
Austria is huge and covers most of eastern Europe. Japan controls most of eastern China. Russia is massive (and mostly wilderness). India has not unified, and still consists of 20-some tiny empires. Africa is mostly split up between world empires, but contains many, many provinces. To be honest, it's a wonder that I have all of the Americas on paper. I really don't look forward to recording everything else province-by-province.
And it's a heck of a lot easier to pull from the game map (especially when "signed into" each nation), rather than trying to glean all the details from the save game file.
Send me pics of the papers and maybe I can help. Heck, perhaps you could even send me the save file. Is it Victoria or Victoria 2?
I don't mind the meticulousness. It's actually kinda relaxing to me. Heck, I've done my Cascadian demographics several times just for fun.
You know what? I'm actually for it. There's not really a point to having landlocked claims most of the time, and this is something interesting that could be done with them. Besides, an eldritch location popping up nextdoor would be a cool justification for the most advanced few nations being spooked into developing advanced technology.
Also, another thought. I'm not sure what we'll be doing with tech groups, but I propose that we completely eschew the idea of a default, unclaimable tech group. Nations could start with whatever makes the most sense, which would sometimes be no tech group of note, and they could, via a difficult process in the trading card game, switch tech groups or gain one - probably something to do with immigration.
Two more questions, by the way.
1. What exactly led to the second region reset in the first place? Are we right back where we started here?
2. What exactly will the cultural... everything mean in-roleplay?
Well, land-locked nations can be extremely valuable if they have valuable resources, and you have a nation that shares a border with it. Border nations can trade across borders with each other (assuming you have a railroad of highway connection, that is).
As far as your no default tech group idea, I don't think that would be wise. We're trying to limit players to competitive tech development, as well as keep the bad roleplayers (which are inevitable down the line) from thinking that they can build whatever military tech they want. This did not go well for our past story efforts. Limiting tech development to owned tech groups creates a creative boundary, and encourages political and international trade relationships (just like in the real world).
I am intrigued by your tradeable tech groups idea. The biggest hindrance to this, however, is the fact that someone would have to create and maintain all the NS "nations" that would generate the appropriate trading cards. Personally, that's not something that I am going to do -- I already have plans to maintain all of the naval/sea ship "nations" (to ensure that we have trading cards for all the naval ships, cargo ships, and passenger ships in our roleplay).
The tech group trading cards idea has creative merit, but, I think, would need a lot more discussion and organization before we knew if it would have practical maintained value in our roleplay environment. I think obtaining tech groups makes more sense as a result of immigration levels, which is already operational via our immigration format.
As to the reset, the motivating factor to that was the fact that NS has updated stats, and is adding new game content. In addition, I favor simplicity -- which is something that was not as well rooted previously.
Culture, in our roleplay, refers to the year defined by our nations' culture stats. That year determines the current limit of things like fashion, music, movies, design, architecture, etc -- in the same way that the Scientific Advancement stat determines a nation's current tech year (and the tech products that can exist up until that year). In short, roleplay is each player nation's efforts to build their own national culture using the current culture year limit, coupled with the current tech year limit, and any in-story development that provides the story basis for those stats.
Both Culture and Scientific Advancement will also provide a set limit of points that allows the purchase of certain unique cultural or tech-related advantages that a nation might choose to add into their roleplay. The more culturally or technologically advanced those stats are for a nation, the more of an advantage that player has in obtaining those additional bonuses. Point of fact, there were additional tech developments added to Victoria II that go beyond the 1920 limit of the Victoria I historical simulation that I put together. Those additional tech and cultural developments will be among the purchasable bonuses a nation could purchase.... and those bonuses would add certain advantages to how a player might choose to progress the roleplay of their nation.
Some of the later techs and culture advantages of Victoria I would also be on this list (since not all nations/land claims in the historical simulation had exhausted their available inventions).
Never mind the tech group trading cards thing, then. I thought you were going to throw out the immigration system.
Um, you're talking as if we wanted to get rid of ALL tech groups. I believe the suggestion was to get rid of the fallback tech group and to just rely on whatever tech group we started out with/gained later through immigration.
Which, I mean, we only asked for that to be instituted originally because there wasn't really any way to gain/change other tech groups, and we needed something to fill in the gaps for less privileged ones (like the Spanish tech group, or the numerous national tech groups of Latin America, etc.). It would make sense to dispense with it now since we will be able to gain new tech groups as time progresses through immigration.
Here's a thought. What if we designated certain countries/regions as colony only? Meaning that they only exist to provide resources to a controlling empire, and are otherwise unclaimable except through conquest. If there's no overlord, they just sit there like happy NPC's and do nothing.
I was thinking they'd all be outside the Americas, places like Africa and islands in the Pacific. Then, fifty years down the road, we could revisit having them become active claims if there's enough interest for it.
I oppose players being able to benefit from unclaimed land. If there is no nation account representing that land claim, then it seems reasonable that that land should remain off-limits and of no benefit to anyone in the story.
If the land claim should be under the thumb of an empire, the mother nation (England for example) should create a territory "nation" to represent that land in our story. If they choose not to do so, that land claim can easily become independent and no longer associated with that empire. Empires require maintenance, and should remain true of a player who wishes to roleplay the home nation of that empire.