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Shanzie wrote:Sorry, Ostehaar Thuz just got so boring....

No need to be sorry - I wasn't RPing anyway... :)

Greater Cesnica wrote:According to a friend of mine living in Qom...

Greater Cesnica wrote:Two people that I knew died...

Are you from Iran?

Ostehaar wrote:Are you from Iran?

No. I'm in Canada.

Antivirus: we detected no viruses on your computer

Me, reading: we detected viruses on your computer

Greater Cesnica wrote:No. I'm in Canada.

Lucky you.

A leaf. A hecking leaf.

Dormill and Stiura not sure if it’s unseasonably warm on your side of the county also, but here I’m really enjoying it

Almorea wrote:Dormill and Stiura not sure if it’s unseasonably warm on your side of the county also, but here I’m really enjoying it

56F with a high of 60 in Massachusetts' south coast, unreasonably warm for January.

I expect the winds to punish us with a 10-15in Nor'eastern before the end of Winter.

Post self-deleted by Ardmeria.

viewtopic.php?ns=1&f=4&t=478783&p=36620567#p36620567

Ainslie, Roendavar, Razzgriz, y'all in particular would be interested in what I have to say.

Also, glad to be back on the map finally.

If I come back it's gonna be probably in Gael.

Also my Israel job fell through so I might have to work in prudhoe Bay.

Balnik wrote:If I come back it's gonna be probably in Gael.

Also my Israel job fell through so I might have to work in prudhoe Bay.

Balnik in Gael, oh that would be fun

Also that sucks the job fell through, good luck on your other prospects.

Dormill and Stiura wrote:Balnik in Gael, oh that would be fun

Also that sucks the job fell through, good luck on your other prospects.

No nation retcon or anything. It's just too easy to be an isolationist when you're not forced to interact with people.

Should be fine. Even though I'm not technically working I still get paid. It's. Just that I'd rather have gone to Israel than the Arctic ocean.

Awright folks, gonna start working on the base for my language. What language do you think I should base my phonology on?

The Aziran Islands wrote:Awright folks, gonna start working on the base for my language. What language do you think I should base my phonology on?

Linaviar

The Aziran Islands wrote:Awright folks, gonna start working on the base for my language. What language do you think I should base my phonology on?

Firstly, judging by the Kenaris in your flag I'm assuming that you're an Ipachi nation? In that case I'd take a look at two resources: The wikipedia page on Proto-Malayo-Polynesian (https://en.wikipedia.org/wiki/Proto-Malayo-Polynesian_language) or Proto-Austronesian (https://en.wikipedia.org/wiki/Proto-Austronesian_language) and the Searchable Index Diachronica (https://chridd.nfshost.com/diachronica/). Use PA or PMP as a base, run some sound changes, grab some new inclusions from loans, see where it takes you; my own language for example got most of its fricatives (/f/, /θ/, /ʃ/, /h/) via a word-medial/final sound change (PI *p *t *c *k > PK *f *θ *ç *x), so the beginning phonology doesn't need to be overly constraining.

If it's not an Ipachi language, then just take a look at a language that has a sound or feel that you want to emulate, look at its phonemic inventory as well as its phonotactical (syllable) structure, play around with things, and see what the essence that you're trying to go for is. Might take a while to find the sweet spot, but it's not overly complicated.

Feel free to include some idiosyncrasies as well. Phonologies need not necessarily be balanced, as Iau can well attest (https://en.wikipedia.org/wiki/Iau_language). Take a look if you want a solid phonological example of ANADEW (A Natlang Already Did It Except Worse).

TG me if you need aid during the process. Can't guarantee that response will be quick, but I'll give my best shot at helping.

Edit: If you go the sound-change Ipachi route, you can also offload some of your lexical creations to running your decided sound changes on PMP/PA words, via the Austronesian Comparative Dictionary (https://www.trussel2.com/ACD/introduction.htm), rather than needing to make up everything ex nihilo

viewtopic.php?ns=1&f=4&t=479639&p=36620780#p36620780

Finally back in the groove of things. It feels shorter than I want but I'll be honest I'm writing an RP not a novel.

Linaviar wrote:-sniiiiiiip-

You're welcome ;P

Linaviar wrote:Firstly, judging by the Kenaris in your flag I'm assuming that you're an Ipachi nation? In that case I'd take a look at two resources: The wikipedia page on Proto-Malayo-Polynesian (https://en.wikipedia.org/wiki/Proto-Malayo-Polynesian_language) or Proto-Austronesian (https://en.wikipedia.org/wiki/Proto-Austronesian_language) and the Searchable Index Diachronica (https://chridd.nfshost.com/diachronica/). Use PA or PMP as a base, run some sound changes, grab some new inclusions from loans, see where it takes you; my own language for example got most of its fricatives (/f/, /θ/, /ʃ/, /h/) via a word-medial/final sound change (PI *p *t *c *k > PK *f *θ *ç *x), so the beginning phonology doesn't need to be overly constraining.

If it's not an Ipachi language, then just take a look at a language that has a sound or feel that you want to emulate, look at its phonemic inventory as well as its phonotactical (syllable) structure, play around with things, and see what the essence that you're trying to go for is. Might take a while to find the sweet spot, but it's not overly complicated.

Feel free to include some idiosyncrasies as well. Phonologies need not necessarily be balanced, as Iau can well attest (https://en.wikipedia.org/wiki/Iau_language). Take a look if you want a solid phonological example of ANADEW (A Natlang Already Did It Except Worse).

TG me if you need aid during the process. Can't guarantee that response will be quick, but I'll give my best shot at helping.

Edit: If you go the sound-change Ipachi route, you can also offload some of your lexical creations to running your decided sound changes on PMP/PA words, via the Austronesian Comparative Dictionary (https://www.trussel2.com/ACD/introduction.htm), rather than needing to make up everything ex nihilo

Thanks for the help!

Hi guys. I'm looking for some advice about making my country history. I was thinking about some old monarchy, that collapsed and formed my republic, but i don't have any idea about earlier period of time.

Spiti Goxia wrote:Hi guys. I'm looking for some advice about making my country history. I was thinking about some old monarchy, that collapsed and formed my republic, but i don't have any idea about earlier period of time.

How To: Government and Politics, A TWI Tutorial
Part 1: The Foundations for a State and Government

Or; Avoiding the trap of poorly written governments
By: Dormill and Stiura
Part 2

Preface: Making a Flag
Leave your Seals on a Bedsheet at the door
Welcome to the Flag Section/Preface, here I will show you how to make a decent enough flag that it could actually be flown far and wide without downward glances by all who walk by it, unless that’s your kind of thing then have fun with it.

Before we start making flags, we have to know what makes a good flag. In the Book Good Flag, Bad Flag by Ted Kaye of the North American Vexillological Association, there are five described principles behind a good flag:

  1. LinkKeep it Simple,

  2. LinkUse Meaningful Symbolism,

  3. LinkUse 2-3 Basic Colors,

  4. LinkNo Letterings or Seals,

  5. LinkBe Distinctive or LinkBe Related.

At its core, a flag should be thought as the living representation of your nation, such that its image must be preserved and pristine so people show as much respect for it as they do your nation. “So,” I hear you ask, “Where do we begin?”

My answer to that is figure out the color(s) your flag will have, and what they mean. For instance, I’ll use two of my own flags to make the case, starting with the one you’re probably looking at as you started reading this. When considering the color(s) you use, it is important to figure out what they mean to you and your nation. I’ll give a general overview of the most common colors here but feel free to give whatever meaning you want.

  • Red: In Isolation usually stands for Socialism or Communism, otherwise combined with other colors can mean hardiness, valor, the blood spilled in the name of the formation of your nation, and so on. In general, Red is used when you want to signify struggle, or bravery in the face of it.

  • White: Not to be confused with the color of surrender (or the real French Flag), White commonly stands for purity of soul or innocence. Alongside that, White can also be used to stand as the peaceful aims of your nation or when combined with Red the peace attained with sacrifice.

  • Blue: Blue commands respect when observed, standing for justice and perseverance either in isolation or when combined with other colors.

  • Gold (or Yellow): Like the actual element, it is a prized commodity, putting yellow or gold on your flag means your nation is rich in its ideals, people, land, or something else.

  • Black: In a modern context, Black is usually if not always a Pan-African color and is used to make a specific mention to the African roots

You’re free to use basically whatever other color you wish so long as your flag doesn’t wind up like an LinkAmazing Technicolor Dreamcoat at the end of it, unless (again) if you want it that way.

Now as for the flag of Dormill and Stiura, I went with three colors, with the following meaning attached to each:

  • Blue, to represent Dormill and Stiura’s French Heritage and the Courage of the Dormill-Stiuraian People

  • White, to represent the the natural division between Dormill and Stiura, and to emphasize the importance of a unity between the two

  • Orange, is a call to Dormill and Stiura’s Dutch Heritage, not really much else however.


Chapter 1: Fundamentals on Government Types
Because, let’s face it, any kind of government is better than none at all



So, you want to develop the government and the political climate of your nation without resorting to “Oh, my nation is a dictatorship now because there was a coup that I won’t explain because I don’t know why it would happen but I like dictatorships because I can just do whatever I want and not have to answer any questions about internal consistency or other questions alike it.”?

It personally annoys me to see this happen as it brings up even more questions than answered, and leaves so much more fun nationbuilding out of the picture. So I’m here to give you, yes you dear reader, an overview of the various kinds of government you can use in RP, what they mean, how to be internally consistent, how to conduct elections, and so on.

Let’s start with the basics in this part, however.

Types of Governments
To make things simple, I will organize this list on two factors: Amount of Control the Government has on its citizens from complete control to minimal (Autocracy-Anarchy) and its overarching economic policy (Communism-Capitalism). Rarely ever in the real world will you see a true government take on any absolute extreme in any of these factors, but since this is not the real world, you can go to an absolute extreme as long as you can properly reason it. We’ll start an outline on the Autocracy-Anarchy Scale.

Autocracy - Rule of One
Autocracies are almost always dictatorships by design and are more often than not totalitarian by nature. In an autocracy, a leader needs only consult themselves (and in some cases, military leaders) for every decision they make. Autocracies can also find themselves in pseudo-democracies where a charismatic leader maintains their power through extreme corruption, rigging elections, and so on in a “democratic” system. In some cases, autocracies can be found in absolute monarchies, but the two typically act the same to the point there is little difference excluding how the leader comes to power. Autocracies of the pseudo-democratic or dictatorial type are the most common forms of governments formed out of a coup as they center around a charismatic leader, autocracies of these types are also hyper-nationalist or fascist, or in some cases communist.

In terms of Nationbuilding, Autocracies are the easiest kinds of governments to use, all you need is a leader who looks mad at everything and is consistently triggered at the slightest thing, has some kind of special salute or other gesture particular themselves or their “party”, and ultimately is nothing more than the stereotypical “Evil Emperor”. In other cases, however, you can mask an autocracy under a sheath of moralism, with the leader claiming that what they do is for the moral good of the nation and nothing else, even at the expense of logic or their own sanity. Finally, it is essentially impossible to have a benevolent dictator, no matter how good they are, they will be either overthrown by a more autocratic dictator or in a Republican Revolution.

RL Examples:
USSR, Nazi Germany, Saudi Arabia, Belarus, Venezuela
TWI Examples:
Belle Ilse en Terre, Balnik

Oligarchy - Rule of Few
Oligarchies are defined as a government ruled over by a few very powerful individuals, usually vested in either the rich or in a military junta or some other select group of people. Unlike autocracies, Oligarchies are a fair bit more complicated to maintain and sustain than the more centralized cousin (this will be a constant theme the further away from authoritarianism you go) that are autocracies. Oligarchy itself is an umbrella term for similar systems, including and not limited to: Plutocracies (Rule of the Rich), Meritocracies (Rule of the Most Qualified), Technocracies (Rule of the Experts), Particracy (de facto Rule of Political Parties), Theocracy (Rule of the Clerics/Church/Religious Leaders), and Military Junta (Rule by the Military) with the same central theme; "We the Few with all the power, wealth, knowledge, and guns of the nation, are more fit to rule than Those the Many, the weak, the poor, and the unarmed".

When Nationbuilding, it’s more common than not to find Oligarchies in large, rich nations with a mostly neo-liberal government that aims for greater globalization while (in some cases) secretly widening the wage gap to create the conditions for an oligarchy to form. Though Oligarchies can form in less rich or less populous nations, the chances of a popular uprising increase as the divide between the oligarchs and the average citizen lessens.

RL Examples:
Russian Federation, Apartheid-era South Africa
TWI Examples:
Menna Shuil, Alteran Republics, Vancouvia

Democracy - Rule of Many
Democracies are varied and unique, there are many forms it can take and many more ways for the many to rule. Commonly, democracies are vested into Republics, governments built on the idea that the people elect others to represent them when making laws or leading the nation. Democracies are fickle things and in some cases it can take no more than six words to bring an end to an entire government. However, it sits around the perfect middle of Autocracy and Anarchy, representing as much of the populace as possible while still having a government around to keep things in order and preventing chaos. Within Republics themselves, they are usually split along the lines of how many people wield certain powers within the government, this is defined as Presidential (where the power of the Head of Government and the Head of State are vested into a singular, elected individual) or Parliamentarian/Semi-Presidential (where the power of the Head of Government and the Head of State are split between two people). Democracies are also typically divided based on how the people interact with the Government, typically it is either Representative, where people elect Representatives that then legislate on their behalf, or Direct, where the average person can directly influence or write legislation (this is most prominent in Switzerland), Democracies can also be further divided by how much control the Government wields over its territory from Unitary States to Confederations.

Democracies are the second most common government form taken during Nationbuilding (durrr, most NS players are from Democracies) after autocracies. That being said (and I’ll cover this later on) most of these are very vague and undefined, with more of the focus being on a particular leader, making Constitutional Monarchies more common than other forms of Democracies on average, Presidential Republics are also common for similar reasons. As a Nationbuilder who wishes to focus on Democracies, I would really suggest reading further on how to build a comprehensive democracy.

RL Examples:
USA, UK, France, Japan, Mexico, Germany
TWI Examples:
Dormill and Stiura, Ainslie, Samudera, Most TWI Nations

Minarchism - Rule with Limitations
Wikipedia Definition: Minarchism is a libertarian political philosophy which advocates for the State to exist solely to provide a very small number of services. A popular model of State proposed by minarchists is known as the night-watchman state, in which the only governmental functions are to protect citizens from aggression, theft, breach of contract, and fraud as defined by property laws, limiting it to three institutions: the military, the police, and courts. Every other aspect of life in a minarchist state is a private affair, typically with vast corporate influence present.

Minarchism is among the rarest forms of governments a nation can play as, due to the limited spread of the ideology to players. That being said, its rarity is a factor that should be taken into account if you wish to play as a Minarchist nation, a limited government can leave you with few options and puts you in a strange spot internationally.

RL Examples:
None
TWI Examples:
None

Anarchy - Rule of None
Though the title may be slightly misleading to anybody that has researched the topic, anarchism is an ideology that focuses mostly on the complete dissolution of the state and all of its institutions into “voluntary institutions”. As such, it is the least tenable possible form of “government” that exists on this spectrum. Anarchism occupies multiple schools of thought but they all fall under a single idea that the state is evil and must be dissolved at any rate possible.

Anarchism is almost never played by actual nations in most RP scopes, mostly because of a notion that anarchies are always violent and unstable, leading outside governments to intervene and change the direction of a nation contrary to what the player wishes (even if that is against most RP conventions and rules). However, since there are many forms of anarchism, it is possible to have a semi-stable entity exist as an anarchy.

RL Examples:
Paris Commune
TWI Examples:
None

Now for the economic scale.

Communism - Direct Ownership by the People
Communism is the furthest extent socialist thought can go, Communism advocates for the seizure of the means of production by the workers and the dissolution of social classes, governments, and currency as people live within their means and work together for the betterment of everybody. As a result, Communism is closely associated with Anarchism and is usually rooted in Marxist thought.

Communism, in theory, has never been achieved by any real nation, but with Nationbuilding, it’s technically possible to create a true communist society, though it would have to be anarchist in order to adhere to the definition. Additionally, depending on the IC situations within either your nation or world, your communist society may not last long if your neighbors aren’t too happy with communism being around.

RL Examples:
None under the literal definition of Communism
TWI Examples:
None

Socialism - Ownership by the People
Socialism, in general, is the range of economic ideologies that stems from a common idea of social ownership and a democratic control over the means of production. Socialism does encompass Communism, but in some ways is distinct enough from it that the two can be presented as separate in their own right. Among its most commonly practiced ideas is Social Democracy, combining the ideas of Social Justice, Equality, Economic Intervention, and Capitalism to create a “Welfare State” that aims to support the economically disadvantaged sections of a population (the Young, Elderly, Unemployed, or Poor) while in some ways still allowing the same upward mobility of Capitalism. In some ways, as a result of Social Democracy, Socialism has been introduced to most of the developed world, though hardline proponents of the ideology would argue that Social Democracy should not be considered Socialism.

In Nationbuilding, Socialism is about as equally as common as Capitalism (particularly among the NSLeft) and has a fair amount of representation in in most RP, therefore it is not hard to find any amount of socialist nations running about, doing as they please. You might find an easier time being a socialist in some regions, unlike Communism in the same.

RL Examples:
Sweden, France, Vietnam, Laos, Nepal
TWI Examples:
Athara Magarat, Thuzbekistan, Samudera

Capitalism - Ownership by the Individual
Wikipedia Definition: Capitalism is an economic system and an ideology based on private ownership of the means of production and their operation for profit. Characteristics central to capitalism include private property, capital accumulation, wage labor, voluntary exchange, a price system and competitive markets. In a capitalist market economy, decision-making and investment are determined by the owners of the factors of production in financial and capital markets, whereas prices and the distribution of goods are mainly determined by competition in the market. With the end of the Cold War, Capitalism was brought up as the dominant economic system in the modern world, but in most developed nations, an amount of socialism has been adopted into Social Democracies, focusing mostly on maintaining an egalitarian society as much as possible.

Like Socialism, Capitalism is an extremely common economic system to RP with and doesn’t hold as much of a stigma in most regions compared to socialism.

RL Examples:
USA, Japan, Germany, Canada
TWI Examples:
Most of the rest of TWI

Laissez-faire Capitalism - Unrestricted Ownership by the Individual
Laissez-faire, meaning “let do”, is a French phrase representing the furthest end of Capitalist thought where transactions between private parties are completely and totally unrestricted and free from government intervention, up to and including, taxation, regulations, tariffs, and subsidies. Like Communism, this model is mostly unpracticed due to a lack of logic behind the concept, at least from the standpoint of a government. As such, like Communism, Laissez-faire economics is best practiced in an anarchist society; alternatively it can also be practiced in a Corporatist state.

When Nationbuilding with the intention to use Laissez-faire, you as a player must equally recognize that your nation would have next to no control over its own economy, and that it can sway back and forth with the conditions of the market. As a result, pacifism would be a most reasonable route for any nation practicing this model as to avoid any situation that would threaten their economy.

RL Nations:
None
TWI Nations:
Negarakita

Building a Government and Political Climate for your Nation
Alright, now you’ve made it to the point where you know, in general, what kinds of governments exist and you would have likely gone into a bit of research regarding differences in between, which is great. Now comes the fun part, making your own government. I will start by creating a generally simple logical flowchart to help you determine how to define your government.

Throughout the flowchart, you will see some questions marked with a superscript number, this means I have extra things to say about that particular question that might help clarify it, the list will follow.

  1. A Constitution can be either written or unwritten. A written Constitution is simple enough, but I want to cover the unwritten Constitution, in the event you wish to use it for your nation. The concept of an Unwritten Constitution is best described by the United Kingdom, where although it has no written constitution, there are several laws or jurisprudence that compose the basic aspects of how the government works. Townside is the best regional example of a nation that has an unwritten constitution.

  2. As mentioned in the breakdown of the Types of Government, there are many more possible ways to build an oligarchy, such as Kritarchy (Rule by Judges, most notable in ancient Israel) among others. It is possible to create an oligarchy out of any particular group, but the remainder of these questions remain valid to some extent no matter what kind of oligarchic government you choose to work with.

  3. In a bit of a twist to what I said earlier, this is not exactly here for me to clarify the question, but to mention that failing to allow the Shadowy Figure to be discoverable by investigation could be considered godmodding. No criminal can hide their tracks for long (Al Capone, famous for the Valentine's Day Massacre was only ever caught and sent to jail because he left a loose end in the form of tax evasion) and the longer they are in power or the longer they go undetected, the more often they are capable of making mistakes up until the point an investigation finds them out. Now how long the process of trying to find the Shadowy Figure through an investigation depends on multiple factors but it shouldn't be impossible to do because "He's just that good".

  4. Same applies here as it does above, an autocratic leader needs to establish a Cult of Personality around them in order to maintain power. It is used to convince the people that they are on their side no matter what, in the face of every horrible thing the leader can and is doing, he has to be the most famous person in the nation because if there is even the smallest crack that suggest he isn't as powerful as the Cult suggests, the people will start to lose confidence, and start questioning their authority. Now it is possible to start out your nation in this fashion, or at some point introduce an autocratic leader that fails to create a cult of personality strong enough to withstand the media. However, it is not reasonable to assume that an autocratic leader has safely secured their power without a cult of personality.

Core Concepts
  1. LinkDo you have a flag?

  2. Is there a Constitution for your nation?1

  3. Is your nation entirely sovereign, in control of its own territory?

  4. Is your nation, in any aspect, ruled by a monarch?

  5. Does this Monarch wield any power that would supersede the power of the elected legislature?

  6. Is this Monarch elected or hereditary?

  7. Is your nation democratic? (If yes, proceed to the designated tree, if no, proceed to the following questions)

  8. Or; Is your nation more authoritarian than a democracy? (If yes, proceed to the designated tree)

  9. Or; Is your nation more libertarian than a democracy? (If yes, proceed to the designated tree)

  10. Is your Nation a Unitary State, Federation, or Confederation?

  11. (Unitary State) Are there regions in your Nation that have any greater autonomy?

  12. Can the autonomy of these regions be revoked by the central government?

  13. (Federation) What is the highest division of governance before the level of the central government?

  14. What kinds of powers do these federal subjects have?

  15. Does your Constitution protect the rights of these federal subjects?

  16. Is the federalism practiced in your state more like Cooperative Federalism or Dual Federalism?

  17. (Confederation) Is the unity of this Confederation protected within reason beyond the powers of the constituent states?

  18. Does the following aspects apply to your Confederation?

  19. Common Currency?

  20. Centralized Government?

  21. United Defense Force?

  22. Single Foreign Relations Policy?

  23. Single Market?

Path of Authoritarianism

  1. How do the people of your nation attain citizenship?

  2. How difficult is it for a citizen in your nation to become qualified for a position in the Government?

  3. Is your nation Oligarchic or Autocratic?

  4. Is this Oligarchy a Technocracy, Meritocracy, Plutocracy, or a Junta?2

  5. How are the leaders of your Technocracy chosen?

  6. How are the leaders of your Meritocracy chosen?

  7. How are the leaders of your Plutocracy chosen?

  8. Which branch of the military is in control of this Junta?

  9. Does the Leader of your nation hold limitless power?

  10. (Autocracy) How did your Leader come to power?

  11. Is your Leader Benevolent or Cruel?

  12. How does your Leader maintain their power? Through Coercion or Popularity?

  13. Does this Popularity come from the Good Deeds of the Leader, or through Intense Propaganda?

  14. Is this Leader a figurehead for a shadowy figure?

  15. (Oligarchy) Is the Shadowy Figure a leader in any other organization in your nation?

  16. Is this Shadowy Figure an outsider?

  17. In what “official” capacity does this Shadowy Figure serve your Leader?

  18. Can the presence of this Shadowy Figure be found with thorough investigation?3

  19. (Autocracy) Has your Leader successfully built a personality cult around them?

  20. If not, is your Leader in the process of building one?4

  21. (Power through Coercion) Is the military the primary source of coercion in your Nation?

  22. If not, what is?

  23. (Cruel Leader) What makes your Leader particularly cruel?

  24. How much control does the Government hold over the media?

  25. How does the government handle foreign media?

Path of Libertarianism

  1. Is your nation a Minarchist or an Anarchist?

  2. Is this Minarchy a LinkNight-watchman State, a Small Government, or a Limited Government

  3. Are there any institutions allowed within your Nation that would resemble a government of any kind?

  4. Is participation in any government institution voluntary?

  5. How does your nation apply the LinkNon-aggression principle?

Path of Democratism

  1. Is there an independently elected Head of Government in this system?

  2. Are the roles of Head of State and Head of Government United or Split?

  3. Who puts the Head of Government into power?

  4. For how long can the Head of Government rule?

  5. Is there a possibility of reelection for the Head of Government in your Nation?

  6. If so, how many years can a person serve as the Head of Government?

  7. How many people serve in your Legislature?

  8. How many chambers does your Legislature contain?

  9. If one, your Legislature is Unicameral

  10. If two, your Legislature is Bicameral

  11. If more than two, your legislature is Multicameral

  12. What is (are) the name(s) of your Legislature(s)?

  13. Is the leader of your Legislature (or applicable chamber) the Head of Government?

  14. (Separate Head of State) Who is the Head of State?

  15. Are they appointed, or elected?

  16. If elected, by the people or within the legislature?

  17. Is the Judiciary of your Nation independent from the Executive or Legislature?

  18. Whom is the Judiciary subservient to if it is not independent?

  19. If the Executive, to what capacity?

  20. If the Legislature, to what capacity?

  21. If any other body, to what capacity?

  22. How are the members of the Judiciary appointed?

  23. Are there checks and balances on the powers between the Executive, Legislature, and Judiciary?

  24. If limited checks and balances, then describe which branch has which checks on which others.

  25. If there are no checks and balances, which branch wields the most power?



Next up, economics. I promise this one will turn out shorter than the last one.

  1. Is your Nation Capitalist, or Socialist?

  2. If Capitalist, are you Laissez-faire?

  3. If Socialist, are you Communist?

  4. (Capitalist) Is there a wide degree of social economic classes, and how hard is it to become very wealthy?

  5. What is the extent of governmental welfare and charity organizations?

  6. How wide is the wealth gap in your economy?

  7. How hard is it to become very wealthy?

  8. Is welfare provided to the citizens of your nation through any means?

  9. Is there legal discrimination against the poor in your Nation?

  10. Is there social discrimination against the poor in your Nation?

  11. How much importance is material wealth placed on the citizens of your Nation?

  12. (Socialist) In general, how much does the government control businesses?

  13. Is an average person in your nation influenced by the government on which career they should enter?

  14. How significant are the social classes in your Nation?

  15. How short is the wealth gap in your Nation?

  16. How hard is it to maintain great wealth?

  17. How effective is the distribution of welfare in your Nation?

  18. Are there any remaining private enterprises in your Nation?

  19. Is there legal discrimination against the rich in your Nation?

  20. Is there social discrimination against the rich in your Nation?

  21. Does currency exist in your Nation?

With these basic questions covered, I'll turn you over to my counterpart here to finish building your economy. Once you're back, we can work on some other things about the political landscape of your nation.


Chapter 2: Building the Core of a Government

Welcome to Chapter 2 intrepid reader, getting here probably means you've either skipped Chapter 1, you actually read through it and understood it, or you're just trying to make sense of all the possible nonsense that was the definitions of various government types. Well, regardless of how you got here now is the start of the truly fun process of actually forging a Government, at least in its core aspects.

Now what do I mean by "core aspects"?

I mean things like what kind of government is actually in place in your nation, who rules it, the basics of a legislature and court, how your government could form and collapse, and so on. Throughout this chapter, I will describe, in as great as detail as possible some of the many possible government types you can have based on combinations of the concepts introduced in Chapter 1. Feel free to open up a notebook, or a word document and jot notes down as we go through this. Come along, now! We've got exploring to do!


Case Study 1: Federal Presidential Republic
The United Republics of Dormill and Stiura

Yes I know, using a self-insert is hardly the best way to start off a study on the many various governments of TWI, but trust me, I have a lot to offer as well. Let's begin.

The United Republics of Dormill and Stiura is a Constitutional Federal Presidential Republic, it is a Capitalist Democracy where the freedom of the Individual is valued greatly, and the rights of the constituent states of the Federal Republic, known as Republics are maintained to a high degree. The United Republics, as a Presidential Republic is not ruled by a Monarch, and never has been. Executive Authority, therefore, is exercised by a President, who serves as both Head of State and Head of Government. Legislation in the United Republics is handled by the National Congress a Bicameral body consisting of a Forum as its lower house, and a Council as its upper house. However, both houses are considered equal in power and stature, and elections for both are concurrent. The Judiciary of the United Republics is the independent High Federal Courts, who handle all legal matters. All three branches of the Government of the United Republics have checks and balances on each other, and these checks and balances are frequently utilized. The citizens of Dormill and Stiura, called either Dormill-Stiuraians or Republicans, live in a Capitalist society, where the government provides adequate welfare to its citizens, though the barriers to high wealth are still high. However, since modesty is seen as a virtue by most, there is little to no discrimination based on one's wealth or lack of it.

Other key facts about Dormill and Stiura's government include:

  • A Codified Constitution

  • The President is elected for 5 Year Terms, with only one permissible reelection afterwards, even if it is not concurrent. In total, the President can only serve for 10 years.

  • The President is directly elected by the Citizens of Dormill and Stiura.

  • The Republics have the right to establish their own internal borders, and adjust them at will. They are also allowed to establish any government they please so long as it is a democratic one.

  • In some aspects, Dormill and Stiura practices Cooperative Federalism, and in others Dual Federalism. A full overview of Federalism in Dormill and Stiura is here

  • The High Federal Courts, or at least the highest courts within the three total court systems, each have 15 members each, 45 in total.

Case Study 2: Socialist Autocracy
The Aprosia of New Aapelistan

Like Thuzbekistan before this edit, Aprosia is a bit more nuanced than this simplified case study will provide. However, since he is the best present example of a Socialist Autocracy I will use him here.

The Aprosian People's Democratic Union is a Democratic Federal Republic, it is a Socialist One Party State where the maintenance of socialism is held above most other concerns, which seeps into the function of its government, the rights of its Federal Subjects, known as States and Federal Cities of Significance, are expressly protected by the law. As a Socialist Federal Republic, Aprosia is not ruled by a monarch, though it has a history with monarchies. Executive authority is exercised by the President, who is not an officer of the Unicameral Parliament but is the designated leader of the solitary political party as the General Secretary. The Parliament of Aprosia is a 600 member body, elected for 4 year terms. Since the President is not an officer of the Parliament, they can be reelected for an indefinite amount of terms. Uniquely, the overall power of the executive in Aprosia is reinforced by a Vanguard Party, a feature distinct to socialist autocracies where the solitary political party is officially tasked with defending socialism within the nation. The Judiciary of Aprosia is a quasi-independent body, subservient to the Parliament and the President in most matters. The citizens of Aprosia, known as Aprosian, live in a Socialist society where most social classes are non-existent, with all industry being state-run.

Case Study 3: Oligarchic Monarchy
The United Kingdom of Wellsia

Wellsia is one of two very distinct ways of doing an Oligarchy, this case is a Plutocratic Meritocracy (yes, you can combine styles of Oligarchy) in a semi-democratic monarchy. The other case, the Confederation of Alteran Republics is a Technocratic Corprotracy. He will be a subject of study in Part 2. For now, let's focus on Wellsia!

The Empire of Wellsia is officially a Constitutional Monarchy, ruled closely by King-Emperor Harold. While the monarch wield considerable power as Head of State and Head of Government he is nonetheless checked and balanced in some way by a Bicameral Legislature who operate the majority of the government in his name. Due to the qualifications for political office, Wellsia can be described as a Plutocratic Meritocracy with exceptional Aristocratic elements, since personal wealth is an official requirement to attain political office. The Nobility in Wellsia are granted a wide range of rights and economic classes are well entrenched in a Capitalist economic system, social mobility is not seen as an easy task. The Judiciary is not independent, acting as an arm of the Legislature. Wellsia is a confederation of Kingdoms under the rule of an Emperor, who is additionally the King of Wellsia Island.

Case Study 4: Unitary Parliamentary Republic
The State of Ostehaar

It was shockingly difficult to find a Unitary Parliamentary Republic in TWI with enough information available to make an effective study out of. Y’all really need to step up your game when it comes to this kind of stuff because it will become rather difficult in the future to study government systems. Guess I’ll pull my hair about it when the time comes. Anyways, here’s Ostehaar, the best possible example of a Unitary Parliamentary Repuiblic.

The State of Ostehaar is a Parliamentary Social Democracy, it is a Capitalist Social Democracy where individual freedoms are protected and the state is united behind a single Unitary government. As a Parliamentary Republic, executive authority, therefore, is exercised by a Prime Minister, who serves as Head of Government while a mostly ceremonial President exists to serve as Head of State. Legislation in Ostehaar is handled by the Darna, a Unicameral body consisting of a 164 member body elected every five years. The Judiciary of Ostehaar, the Supreme Court handles all legal matters relating to the governance of the nation. Due to the Parliamentary nature of Ostehaar, all three branches of the government can be considered subservient to the Darna, a condition known as Parliamentary Sovereignty. The citizens of Ostehaar, known as Osters, live in a Capitalist society, where the government provides exceptional welfare to its citizens, lowering the barriers to high wealth considerably.

Case Study 5
The Confederacy of Minarchistan

Luckily for TWI (and unluckily for me), there are no Minarchist states in the region I can pull from. However, since I believe in being thorough, I will make an overview for a Minarchy for your own reading pleasure.

The Confederation of Minarchistan is a Minarchist Confederation in a Semi-Direct Democracy, it is a Capitalist Minarchy, though more accurately it is a Night-watchman State, where most government powers have been ceded to private entities, with interpersonal contracts holding the weight of law in a nearly anarchist society. The Confederation of Minarchistan is a quasi-sovereign state, as it teeters on the edge of anarchism, with the largest powers in the country being multinational businesses, and bands of roamers and raiders who prowl the country. There is no Legislature or Executive to speak of, with a small cabal of business owners, or would-be kings exercising what little executive power they are afforded by contracts. There is some form of Judiciary, that is established to ensure the sanctity and accuracy of contracts signed between individuals, but the extent of the power of the Judiciary is limited by various other contracts. However, as a night-watchman state there is some amount of public defense present, but in limited numbers and scope. Justice is usually executed in the vigilante variety, with various people each serving as Judge, Jury, and Executioner on any manner of crimes, most typically breaches of contract. The citizens of the Confederacy live in a Laissez-faire Capitalist society, where the wealth gap between the poorest and richest citizens is extreme, the importance of material wealth ingrained from birth in every citizen, and with the poorest suffering from extreme legal and social discrimination. In some areas of the Confederation, debtors prisons are the common way for the poorest of society to handle debts incurred throughout their lives, while in other areas, they are exiled or are sought out by vigilantes.

Welcome to the end of Part 1, reader! Now that you've read these overviews, you should have a general idea of how to make your own. I trust that you know how to write these out, so have fun with that (you can also just click the link that says "Raw" that should be near the bottom right of your screen at this point, which will allow you to come back and copy the text with all of its formatting code to save yourself the trouble, whichever works for you) and I wish you luck on building the core of your government, maybe even more than that. I hope that this has been a helpful guide on building the backbone of your government. If you have any questions or comments on this, please feel free to send me, Dormill and Stiura, a telegram with your ideas. And keep your eyes out for Part 2, where we will go in depth into the three main branches of a government.

Read dispatch

You can use this to make the important, key political stuff of your nation first. Then you can work your way backwards to build a history that made this system.

I haven't been very active lately ; just busy with my start of year administration (bills mostly). Activity will come again; I have a new king to be enthroned after all.

Post self-deleted by Spiti Goxia.

Dormill and Stiura wrote:
How To: Government and Politics, A TWI Tutorial
Part 1: The Foundations for a State and Government

Or; Avoiding the trap of poorly written governments
By: Dormill and Stiura
Part 2

Preface: Making a Flag
Leave your Seals on a Bedsheet at the door
Welcome to the Flag Section/Preface, here I will show you how to make a decent enough flag that it could actually be flown far and wide without downward glances by all who walk by it, unless that’s your kind of thing then have fun with it.

Before we start making flags, we have to know what makes a good flag. In the Book Good Flag, Bad Flag by Ted Kaye of the North American Vexillological Association, there are five described principles behind a good flag:

  1. LinkKeep it Simple,

  2. LinkUse Meaningful Symbolism,

  3. LinkUse 2-3 Basic Colors,

  4. LinkNo Letterings or Seals,

  5. LinkBe Distinctive or LinkBe Related.

At its core, a flag should be thought as the living representation of your nation, such that its image must be preserved and pristine so people show as much respect for it as they do your nation. “So,” I hear you ask, “Where do we begin?”

My answer to that is figure out the color(s) your flag will have, and what they mean. For instance, I’ll use two of my own flags to make the case, starting with the one you’re probably looking at as you started reading this. When considering the color(s) you use, it is important to figure out what they mean to you and your nation. I’ll give a general overview of the most common colors here but feel free to give whatever meaning you want.

  • Red: In Isolation usually stands for Socialism or Communism, otherwise combined with other colors can mean hardiness, valor, the blood spilled in the name of the formation of your nation, and so on. In general, Red is used when you want to signify struggle, or bravery in the face of it.

  • White: Not to be confused with the color of surrender (or the real French Flag), White commonly stands for purity of soul or innocence. Alongside that, White can also be used to stand as the peaceful aims of your nation or when combined with Red the peace attained with sacrifice.

  • Blue: Blue commands respect when observed, standing for justice and perseverance either in isolation or when combined with other colors.

  • Gold (or Yellow): Like the actual element, it is a prized commodity, putting yellow or gold on your flag means your nation is rich in its ideals, people, land, or something else.

  • Black: In a modern context, Black is usually if not always a Pan-African color and is used to make a specific mention to the African roots

You’re free to use basically whatever other color you wish so long as your flag doesn’t wind up like an LinkAmazing Technicolor Dreamcoat at the end of it, unless (again) if you want it that way.

Now as for the flag of Dormill and Stiura, I went with three colors, with the following meaning attached to each:

  • Blue, to represent Dormill and Stiura’s French Heritage and the Courage of the Dormill-Stiuraian People

  • White, to represent the the natural division between Dormill and Stiura, and to emphasize the importance of a unity between the two

  • Orange, is a call to Dormill and Stiura’s Dutch Heritage, not really much else however.


Chapter 1: Fundamentals on Government Types
Because, let’s face it, any kind of government is better than none at all



So, you want to develop the government and the political climate of your nation without resorting to “Oh, my nation is a dictatorship now because there was a coup that I won’t explain because I don’t know why it would happen but I like dictatorships because I can just do whatever I want and not have to answer any questions about internal consistency or other questions alike it.”?

It personally annoys me to see this happen as it brings up even more questions than answered, and leaves so much more fun nationbuilding out of the picture. So I’m here to give you, yes you dear reader, an overview of the various kinds of government you can use in RP, what they mean, how to be internally consistent, how to conduct elections, and so on.

Let’s start with the basics in this part, however.

Types of Governments
To make things simple, I will organize this list on two factors: Amount of Control the Government has on its citizens from complete control to minimal (Autocracy-Anarchy) and its overarching economic policy (Communism-Capitalism). Rarely ever in the real world will you see a true government take on any absolute extreme in any of these factors, but since this is not the real world, you can go to an absolute extreme as long as you can properly reason it. We’ll start an outline on the Autocracy-Anarchy Scale.

Autocracy - Rule of One
Autocracies are almost always dictatorships by design and are more often than not totalitarian by nature. In an autocracy, a leader needs only consult themselves (and in some cases, military leaders) for every decision they make. Autocracies can also find themselves in pseudo-democracies where a charismatic leader maintains their power through extreme corruption, rigging elections, and so on in a “democratic” system. In some cases, autocracies can be found in absolute monarchies, but the two typically act the same to the point there is little difference excluding how the leader comes to power. Autocracies of the pseudo-democratic or dictatorial type are the most common forms of governments formed out of a coup as they center around a charismatic leader, autocracies of these types are also hyper-nationalist or fascist, or in some cases communist.

In terms of Nationbuilding, Autocracies are the easiest kinds of governments to use, all you need is a leader who looks mad at everything and is consistently triggered at the slightest thing, has some kind of special salute or other gesture particular themselves or their “party”, and ultimately is nothing more than the stereotypical “Evil Emperor”. In other cases, however, you can mask an autocracy under a sheath of moralism, with the leader claiming that what they do is for the moral good of the nation and nothing else, even at the expense of logic or their own sanity. Finally, it is essentially impossible to have a benevolent dictator, no matter how good they are, they will be either overthrown by a more autocratic dictator or in a Republican Revolution.

RL Examples:
USSR, Nazi Germany, Saudi Arabia, Belarus, Venezuela
TWI Examples:
Belle Ilse en Terre, Balnik

Oligarchy - Rule of Few
Oligarchies are defined as a government ruled over by a few very powerful individuals, usually vested in either the rich or in a military junta or some other select group of people. Unlike autocracies, Oligarchies are a fair bit more complicated to maintain and sustain than the more centralized cousin (this will be a constant theme the further away from authoritarianism you go) that are autocracies. Oligarchy itself is an umbrella term for similar systems, including and not limited to: Plutocracies (Rule of the Rich), Meritocracies (Rule of the Most Qualified), Technocracies (Rule of the Experts), Particracy (de facto Rule of Political Parties), Theocracy (Rule of the Clerics/Church/Religious Leaders), and Military Junta (Rule by the Military) with the same central theme; "We the Few with all the power, wealth, knowledge, and guns of the nation, are more fit to rule than Those the Many, the weak, the poor, and the unarmed".

When Nationbuilding, it’s more common than not to find Oligarchies in large, rich nations with a mostly neo-liberal government that aims for greater globalization while (in some cases) secretly widening the wage gap to create the conditions for an oligarchy to form. Though Oligarchies can form in less rich or less populous nations, the chances of a popular uprising increase as the divide between the oligarchs and the average citizen lessens.

RL Examples:
Russian Federation, Apartheid-era South Africa
TWI Examples:
Menna Shuil, Alteran Republics, Vancouvia

Democracy - Rule of Many
Democracies are varied and unique, there are many forms it can take and many more ways for the many to rule. Commonly, democracies are vested into Republics, governments built on the idea that the people elect others to represent them when making laws or leading the nation. Democracies are fickle things and in some cases it can take no more than six words to bring an end to an entire government. However, it sits around the perfect middle of Autocracy and Anarchy, representing as much of the populace as possible while still having a government around to keep things in order and preventing chaos. Within Republics themselves, they are usually split along the lines of how many people wield certain powers within the government, this is defined as Presidential (where the power of the Head of Government and the Head of State are vested into a singular, elected individual) or Parliamentarian/Semi-Presidential (where the power of the Head of Government and the Head of State are split between two people). Democracies are also typically divided based on how the people interact with the Government, typically it is either Representative, where people elect Representatives that then legislate on their behalf, or Direct, where the average person can directly influence or write legislation (this is most prominent in Switzerland), Democracies can also be further divided by how much control the Government wields over its territory from Unitary States to Confederations.

Democracies are the second most common government form taken during Nationbuilding (durrr, most NS players are from Democracies) after autocracies. That being said (and I’ll cover this later on) most of these are very vague and undefined, with more of the focus being on a particular leader, making Constitutional Monarchies more common than other forms of Democracies on average, Presidential Republics are also common for similar reasons. As a Nationbuilder who wishes to focus on Democracies, I would really suggest reading further on how to build a comprehensive democracy.

RL Examples:
USA, UK, France, Japan, Mexico, Germany
TWI Examples:
Dormill and Stiura, Ainslie, Samudera, Most TWI Nations

Minarchism - Rule with Limitations
Wikipedia Definition: Minarchism is a libertarian political philosophy which advocates for the State to exist solely to provide a very small number of services. A popular model of State proposed by minarchists is known as the night-watchman state, in which the only governmental functions are to protect citizens from aggression, theft, breach of contract, and fraud as defined by property laws, limiting it to three institutions: the military, the police, and courts. Every other aspect of life in a minarchist state is a private affair, typically with vast corporate influence present.

Minarchism is among the rarest forms of governments a nation can play as, due to the limited spread of the ideology to players. That being said, its rarity is a factor that should be taken into account if you wish to play as a Minarchist nation, a limited government can leave you with few options and puts you in a strange spot internationally.

RL Examples:
None
TWI Examples:
None

Anarchy - Rule of None
Though the title may be slightly misleading to anybody that has researched the topic, anarchism is an ideology that focuses mostly on the complete dissolution of the state and all of its institutions into “voluntary institutions”. As such, it is the least tenable possible form of “government” that exists on this spectrum. Anarchism occupies multiple schools of thought but they all fall under a single idea that the state is evil and must be dissolved at any rate possible.

Anarchism is almost never played by actual nations in most RP scopes, mostly because of a notion that anarchies are always violent and unstable, leading outside governments to intervene and change the direction of a nation contrary to what the player wishes (even if that is against most RP conventions and rules). However, since there are many forms of anarchism, it is possible to have a semi-stable entity exist as an anarchy.

RL Examples:
Paris Commune
TWI Examples:
None

Now for the economic scale.

Communism - Direct Ownership by the People
Communism is the furthest extent socialist thought can go, Communism advocates for the seizure of the means of production by the workers and the dissolution of social classes, governments, and currency as people live within their means and work together for the betterment of everybody. As a result, Communism is closely associated with Anarchism and is usually rooted in Marxist thought.

Communism, in theory, has never been achieved by any real nation, but with Nationbuilding, it’s technically possible to create a true communist society, though it would have to be anarchist in order to adhere to the definition. Additionally, depending on the IC situations within either your nation or world, your communist society may not last long if your neighbors aren’t too happy with communism being around.

RL Examples:
None under the literal definition of Communism
TWI Examples:
None

Socialism - Ownership by the People
Socialism, in general, is the range of economic ideologies that stems from a common idea of social ownership and a democratic control over the means of production. Socialism does encompass Communism, but in some ways is distinct enough from it that the two can be presented as separate in their own right. Among its most commonly practiced ideas is Social Democracy, combining the ideas of Social Justice, Equality, Economic Intervention, and Capitalism to create a “Welfare State” that aims to support the economically disadvantaged sections of a population (the Young, Elderly, Unemployed, or Poor) while in some ways still allowing the same upward mobility of Capitalism. In some ways, as a result of Social Democracy, Socialism has been introduced to most of the developed world, though hardline proponents of the ideology would argue that Social Democracy should not be considered Socialism.

In Nationbuilding, Socialism is about as equally as common as Capitalism (particularly among the NSLeft) and has a fair amount of representation in in most RP, therefore it is not hard to find any amount of socialist nations running about, doing as they please. You might find an easier time being a socialist in some regions, unlike Communism in the same.

RL Examples:
Sweden, France, Vietnam, Laos, Nepal
TWI Examples:
Athara Magarat, Thuzbekistan, Samudera

Capitalism - Ownership by the Individual
Wikipedia Definition: Capitalism is an economic system and an ideology based on private ownership of the means of production and their operation for profit. Characteristics central to capitalism include private property, capital accumulation, wage labor, voluntary exchange, a price system and competitive markets. In a capitalist market economy, decision-making and investment are determined by the owners of the factors of production in financial and capital markets, whereas prices and the distribution of goods are mainly determined by competition in the market. With the end of the Cold War, Capitalism was brought up as the dominant economic system in the modern world, but in most developed nations, an amount of socialism has been adopted into Social Democracies, focusing mostly on maintaining an egalitarian society as much as possible.

Like Socialism, Capitalism is an extremely common economic system to RP with and doesn’t hold as much of a stigma in most regions compared to socialism.

RL Examples:
USA, Japan, Germany, Canada
TWI Examples:
Most of the rest of TWI

Laissez-faire Capitalism - Unrestricted Ownership by the Individual
Laissez-faire, meaning “let do”, is a French phrase representing the furthest end of Capitalist thought where transactions between private parties are completely and totally unrestricted and free from government intervention, up to and including, taxation, regulations, tariffs, and subsidies. Like Communism, this model is mostly unpracticed due to a lack of logic behind the concept, at least from the standpoint of a government. As such, like Communism, Laissez-faire economics is best practiced in an anarchist society; alternatively it can also be practiced in a Corporatist state.

When Nationbuilding with the intention to use Laissez-faire, you as a player must equally recognize that your nation would have next to no control over its own economy, and that it can sway back and forth with the conditions of the market. As a result, pacifism would be a most reasonable route for any nation practicing this model as to avoid any situation that would threaten their economy.

RL Nations:
None
TWI Nations:
Negarakita

Building a Government and Political Climate for your Nation
Alright, now you’ve made it to the point where you know, in general, what kinds of governments exist and you would have likely gone into a bit of research regarding differences in between, which is great. Now comes the fun part, making your own government. I will start by creating a generally simple logical flowchart to help you determine how to define your government.

Throughout the flowchart, you will see some questions marked with a superscript number, this means I have extra things to say about that particular question that might help clarify it, the list will follow.

  1. A Constitution can be either written or unwritten. A written Constitution is simple enough, but I want to cover the unwritten Constitution, in the event you wish to use it for your nation. The concept of an Unwritten Constitution is best described by the United Kingdom, where although it has no written constitution, there are several laws or jurisprudence that compose the basic aspects of how the government works. Townside is the best regional example of a nation that has an unwritten constitution.

  2. As mentioned in the breakdown of the Types of Government, there are many more possible ways to build an oligarchy, such as Kritarchy (Rule by Judges, most notable in ancient Israel) among others. It is possible to create an oligarchy out of any particular group, but the remainder of these questions remain valid to some extent no matter what kind of oligarchic government you choose to work with.

  3. In a bit of a twist to what I said earlier, this is not exactly here for me to clarify the question, but to mention that failing to allow the Shadowy Figure to be discoverable by investigation could be considered godmodding. No criminal can hide their tracks for long (Al Capone, famous for the Valentine's Day Massacre was only ever caught and sent to jail because he left a loose end in the form of tax evasion) and the longer they are in power or the longer they go undetected, the more often they are capable of making mistakes up until the point an investigation finds them out. Now how long the process of trying to find the Shadowy Figure through an investigation depends on multiple factors but it shouldn't be impossible to do because "He's just that good".

  4. Same applies here as it does above, an autocratic leader needs to establish a Cult of Personality around them in order to maintain power. It is used to convince the people that they are on their side no matter what, in the face of every horrible thing the leader can and is doing, he has to be the most famous person in the nation because if there is even the smallest crack that suggest he isn't as powerful as the Cult suggests, the people will start to lose confidence, and start questioning their authority. Now it is possible to start out your nation in this fashion, or at some point introduce an autocratic leader that fails to create a cult of personality strong enough to withstand the media. However, it is not reasonable to assume that an autocratic leader has safely secured their power without a cult of personality.

Core Concepts
  1. LinkDo you have a flag?

  2. Is there a Constitution for your nation?1

  3. Is your nation entirely sovereign, in control of its own territory?

  4. Is your nation, in any aspect, ruled by a monarch?

  5. Does this Monarch wield any power that would supersede the power of the elected legislature?

  6. Is this Monarch elected or hereditary?

  7. Is your nation democratic? (If yes, proceed to the designated tree, if no, proceed to the following questions)

  8. Or; Is your nation more authoritarian than a democracy? (If yes, proceed to the designated tree)

  9. Or; Is your nation more libertarian than a democracy? (If yes, proceed to the designated tree)

  10. Is your Nation a Unitary State, Federation, or Confederation?

  11. (Unitary State) Are there regions in your Nation that have any greater autonomy?

  12. Can the autonomy of these regions be revoked by the central government?

  13. (Federation) What is the highest division of governance before the level of the central government?

  14. What kinds of powers do these federal subjects have?

  15. Does your Constitution protect the rights of these federal subjects?

  16. Is the federalism practiced in your state more like Cooperative Federalism or Dual Federalism?

  17. (Confederation) Is the unity of this Confederation protected within reason beyond the powers of the constituent states?

  18. Does the following aspects apply to your Confederation?

  19. Common Currency?

  20. Centralized Government?

  21. United Defense Force?

  22. Single Foreign Relations Policy?

  23. Single Market?

Path of Authoritarianism

  1. How do the people of your nation attain citizenship?

  2. How difficult is it for a citizen in your nation to become qualified for a position in the Government?

  3. Is your nation Oligarchic or Autocratic?

  4. Is this Oligarchy a Technocracy, Meritocracy, Plutocracy, or a Junta?2

  5. How are the leaders of your Technocracy chosen?

  6. How are the leaders of your Meritocracy chosen?

  7. How are the leaders of your Plutocracy chosen?

  8. Which branch of the military is in control of this Junta?

  9. Does the Leader of your nation hold limitless power?

  10. (Autocracy) How did your Leader come to power?

  11. Is your Leader Benevolent or Cruel?

  12. How does your Leader maintain their power? Through Coercion or Popularity?

  13. Does this Popularity come from the Good Deeds of the Leader, or through Intense Propaganda?

  14. Is this Leader a figurehead for a shadowy figure?

  15. (Oligarchy) Is the Shadowy Figure a leader in any other organization in your nation?

  16. Is this Shadowy Figure an outsider?

  17. In what “official” capacity does this Shadowy Figure serve your Leader?

  18. Can the presence of this Shadowy Figure be found with thorough investigation?3

  19. (Autocracy) Has your Leader successfully built a personality cult around them?

  20. If not, is your Leader in the process of building one?4

  21. (Power through Coercion) Is the military the primary source of coercion in your Nation?

  22. If not, what is?

  23. (Cruel Leader) What makes your Leader particularly cruel?

  24. How much control does the Government hold over the media?

  25. How does the government handle foreign media?

Path of Libertarianism

  1. Is your nation a Minarchist or an Anarchist?

  2. Is this Minarchy a LinkNight-watchman State, a Small Government, or a Limited Government

  3. Are there any institutions allowed within your Nation that would resemble a government of any kind?

  4. Is participation in any government institution voluntary?

  5. How does your nation apply the LinkNon-aggression principle?

Path of Democratism

  1. Is there an independently elected Head of Government in this system?

  2. Are the roles of Head of State and Head of Government United or Split?

  3. Who puts the Head of Government into power?

  4. For how long can the Head of Government rule?

  5. Is there a possibility of reelection for the Head of Government in your Nation?

  6. If so, how many years can a person serve as the Head of Government?

  7. How many people serve in your Legislature?

  8. How many chambers does your Legislature contain?

  9. If one, your Legislature is Unicameral

  10. If two, your Legislature is Bicameral

  11. If more than two, your legislature is Multicameral

  12. What is (are) the name(s) of your Legislature(s)?

  13. Is the leader of your Legislature (or applicable chamber) the Head of Government?

  14. (Separate Head of State) Who is the Head of State?

  15. Are they appointed, or elected?

  16. If elected, by the people or within the legislature?

  17. Is the Judiciary of your Nation independent from the Executive or Legislature?

  18. Whom is the Judiciary subservient to if it is not independent?

  19. If the Executive, to what capacity?

  20. If the Legislature, to what capacity?

  21. If any other body, to what capacity?

  22. How are the members of the Judiciary appointed?

  23. Are there checks and balances on the powers between the Executive, Legislature, and Judiciary?

  24. If limited checks and balances, then describe which branch has which checks on which others.

  25. If there are no checks and balances, which branch wields the most power?



Next up, economics. I promise this one will turn out shorter than the last one.

  1. Is your Nation Capitalist, or Socialist?

  2. If Capitalist, are you Laissez-faire?

  3. If Socialist, are you Communist?

  4. (Capitalist) Is there a wide degree of social economic classes, and how hard is it to become very wealthy?

  5. What is the extent of governmental welfare and charity organizations?

  6. How wide is the wealth gap in your economy?

  7. How hard is it to become very wealthy?

  8. Is welfare provided to the citizens of your nation through any means?

  9. Is there legal discrimination against the poor in your Nation?

  10. Is there social discrimination against the poor in your Nation?

  11. How much importance is material wealth placed on the citizens of your Nation?

  12. (Socialist) In general, how much does the government control businesses?

  13. Is an average person in your nation influenced by the government on which career they should enter?

  14. How significant are the social classes in your Nation?

  15. How short is the wealth gap in your Nation?

  16. How hard is it to maintain great wealth?

  17. How effective is the distribution of welfare in your Nation?

  18. Are there any remaining private enterprises in your Nation?

  19. Is there legal discrimination against the rich in your Nation?

  20. Is there social discrimination against the rich in your Nation?

  21. Does currency exist in your Nation?

With these basic questions covered, I'll turn you over to my counterpart here to finish building your economy. Once you're back, we can work on some other things about the political landscape of your nation.


Chapter 2: Building the Core of a Government

Welcome to Chapter 2 intrepid reader, getting here probably means you've either skipped Chapter 1, you actually read through it and understood it, or you're just trying to make sense of all the possible nonsense that was the definitions of various government types. Well, regardless of how you got here now is the start of the truly fun process of actually forging a Government, at least in its core aspects.

Now what do I mean by "core aspects"?

I mean things like what kind of government is actually in place in your nation, who rules it, the basics of a legislature and court, how your government could form and collapse, and so on. Throughout this chapter, I will describe, in as great as detail as possible some of the many possible government types you can have based on combinations of the concepts introduced in Chapter 1. Feel free to open up a notebook, or a word document and jot notes down as we go through this. Come along, now! We've got exploring to do!


Case Study 1: Federal Presidential Republic
The United Republics of Dormill and Stiura

Yes I know, using a self-insert is hardly the best way to start off a study on the many various governments of TWI, but trust me, I have a lot to offer as well. Let's begin.

The United Republics of Dormill and Stiura is a Constitutional Federal Presidential Republic, it is a Capitalist Democracy where the freedom of the Individual is valued greatly, and the rights of the constituent states of the Federal Republic, known as Republics are maintained to a high degree. The United Republics, as a Presidential Republic is not ruled by a Monarch, and never has been. Executive Authority, therefore, is exercised by a President, who serves as both Head of State and Head of Government. Legislation in the United Republics is handled by the National Congress a Bicameral body consisting of a Forum as its lower house, and a Council as its upper house. However, both houses are considered equal in power and stature, and elections for both are concurrent. The Judiciary of the United Republics is the independent High Federal Courts, who handle all legal matters. All three branches of the Government of the United Republics have checks and balances on each other, and these checks and balances are frequently utilized. The citizens of Dormill and Stiura, called either Dormill-Stiuraians or Republicans, live in a Capitalist society, where the government provides adequate welfare to its citizens, though the barriers to high wealth are still high. However, since modesty is seen as a virtue by most, there is little to no discrimination based on one's wealth or lack of it.

Other key facts about Dormill and Stiura's government include:

  • A Codified Constitution

  • The President is elected for 5 Year Terms, with only one permissible reelection afterwards, even if it is not concurrent. In total, the President can only serve for 10 years.

  • The President is directly elected by the Citizens of Dormill and Stiura.

  • The Republics have the right to establish their own internal borders, and adjust them at will. They are also allowed to establish any government they please so long as it is a democratic one.

  • In some aspects, Dormill and Stiura practices Cooperative Federalism, and in others Dual Federalism. A full overview of Federalism in Dormill and Stiura is here

  • The High Federal Courts, or at least the highest courts within the three total court systems, each have 15 members each, 45 in total.

Case Study 2: Socialist Autocracy
The Aprosia of New Aapelistan

Like Thuzbekistan before this edit, Aprosia is a bit more nuanced than this simplified case study will provide. However, since he is the best present example of a Socialist Autocracy I will use him here.

The Aprosian People's Democratic Union is a Democratic Federal Republic, it is a Socialist One Party State where the maintenance of socialism is held above most other concerns, which seeps into the function of its government, the rights of its Federal Subjects, known as States and Federal Cities of Significance, are expressly protected by the law. As a Socialist Federal Republic, Aprosia is not ruled by a monarch, though it has a history with monarchies. Executive authority is exercised by the President, who is not an officer of the Unicameral Parliament but is the designated leader of the solitary political party as the General Secretary. The Parliament of Aprosia is a 600 member body, elected for 4 year terms. Since the President is not an officer of the Parliament, they can be reelected for an indefinite amount of terms. Uniquely, the overall power of the executive in Aprosia is reinforced by a Vanguard Party, a feature distinct to socialist autocracies where the solitary political party is officially tasked with defending socialism within the nation. The Judiciary of Aprosia is a quasi-independent body, subservient to the Parliament and the President in most matters. The citizens of Aprosia, known as Aprosian, live in a Socialist society where most social classes are non-existent, with all industry being state-run.

Case Study 3: Oligarchic Monarchy
The United Kingdom of Wellsia

Wellsia is one of two very distinct ways of doing an Oligarchy, this case is a Plutocratic Meritocracy (yes, you can combine styles of Oligarchy) in a semi-democratic monarchy. The other case, the Confederation of Alteran Republics is a Technocratic Corprotracy. He will be a subject of study in Part 2. For now, let's focus on Wellsia!

The Empire of Wellsia is officially a Constitutional Monarchy, ruled closely by King-Emperor Harold. While the monarch wield considerable power as Head of State and Head of Government he is nonetheless checked and balanced in some way by a Bicameral Legislature who operate the majority of the government in his name. Due to the qualifications for political office, Wellsia can be described as a Plutocratic Meritocracy with exceptional Aristocratic elements, since personal wealth is an official requirement to attain political office. The Nobility in Wellsia are granted a wide range of rights and economic classes are well entrenched in a Capitalist economic system, social mobility is not seen as an easy task. The Judiciary is not independent, acting as an arm of the Legislature. Wellsia is a confederation of Kingdoms under the rule of an Emperor, who is additionally the King of Wellsia Island.

Case Study 4: Unitary Parliamentary Republic
The State of Ostehaar

It was shockingly difficult to find a Unitary Parliamentary Republic in TWI with enough information available to make an effective study out of. Y’all really need to step up your game when it comes to this kind of stuff because it will become rather difficult in the future to study government systems. Guess I’ll pull my hair about it when the time comes. Anyways, here’s Ostehaar, the best possible example of a Unitary Parliamentary Repuiblic.

The State of Ostehaar is a Parliamentary Social Democracy, it is a Capitalist Social Democracy where individual freedoms are protected and the state is united behind a single Unitary government. As a Parliamentary Republic, executive authority, therefore, is exercised by a Prime Minister, who serves as Head of Government while a mostly ceremonial President exists to serve as Head of State. Legislation in Ostehaar is handled by the Darna, a Unicameral body consisting of a 164 member body elected every five years. The Judiciary of Ostehaar, the Supreme Court handles all legal matters relating to the governance of the nation. Due to the Parliamentary nature of Ostehaar, all three branches of the government can be considered subservient to the Darna, a condition known as Parliamentary Sovereignty. The citizens of Ostehaar, known as Osters, live in a Capitalist society, where the government provides exceptional welfare to its citizens, lowering the barriers to high wealth considerably.

Case Study 5
The Confederacy of Minarchistan

Luckily for TWI (and unluckily for me), there are no Minarchist states in the region I can pull from. However, since I believe in being thorough, I will make an overview for a Minarchy for your own reading pleasure.

The Confederation of Minarchistan is a Minarchist Confederation in a Semi-Direct Democracy, it is a Capitalist Minarchy, though more accurately it is a Night-watchman State, where most government powers have been ceded to private entities, with interpersonal contracts holding the weight of law in a nearly anarchist society. The Confederation of Minarchistan is a quasi-sovereign state, as it teeters on the edge of anarchism, with the largest powers in the country being multinational businesses, and bands of roamers and raiders who prowl the country. There is no Legislature or Executive to speak of, with a small cabal of business owners, or would-be kings exercising what little executive power they are afforded by contracts. There is some form of Judiciary, that is established to ensure the sanctity and accuracy of contracts signed between individuals, but the extent of the power of the Judiciary is limited by various other contracts. However, as a night-watchman state there is some amount of public defense present, but in limited numbers and scope. Justice is usually executed in the vigilante variety, with various people each serving as Judge, Jury, and Executioner on any manner of crimes, most typically breaches of contract. The citizens of the Confederacy live in a Laissez-faire Capitalist society, where the wealth gap between the poorest and richest citizens is extreme, the importance of material wealth ingrained from birth in every citizen, and with the poorest suffering from extreme legal and social discrimination. In some areas of the Confederation, debtors prisons are the common way for the poorest of society to handle debts incurred throughout their lives, while in other areas, they are exiled or are sought out by vigilantes.

Welcome to the end of Part 1, reader! Now that you've read these overviews, you should have a general idea of how to make your own. I trust that you know how to write these out, so have fun with that (you can also just click the link that says "Raw" that should be near the bottom right of your screen at this point, which will allow you to come back and copy the text with all of its formatting code to save yourself the trouble, whichever works for you) and I wish you luck on building the core of your government, maybe even more than that. I hope that this has been a helpful guide on building the backbone of your government. If you have any questions or comments on this, please feel free to send me, Dormill and Stiura, a telegram with your ideas. And keep your eyes out for Part 2, where we will go in depth into the three main branches of a government.

Read dispatch

You can use this to make the important, key political stuff of your nation first. Then you can work your way backwards to build a history that made this system.

Thank you very much.

Greetings from 10000 Islands,

I am pleased to share the XKI Emissary Report, highlighting regional activities and milestones from December 2019. We hope you find it both informative and enjoyable to read.


10000 Islands Emissary Update

Date: December 2019
Population: 1104
Delegate Endorsements: 308
Forum: Linkhttp://10000islands.proboards.com/
Discord: Linkhttps://discord.gg/mw27pug
Twitter: Linkhttps://twitter.com/the10000islands

TITO Command

Has your region been invaded, or do you want to get in touch with TITO? If so, contact one of the following nations:
~Chief Executive: Markanite.
~Field Commander: Kanta Hame.
~Tactical Officers: Shy Guyia, Smugglers and Mercs (EF), Mingulay Isle, THX1138.
~Executive Officers: Aschente, Hakketomat.

Government

As of this report’s publication, the Government of 10000 Islands consists of:
~Chief Executive: Markanite
~WA Delegate: Kuriko
~Senior Senator for Blue Canaria North (Emissary Report): HumanSanity
~Senator for Lyonnesse East (Houses): The United Royal Islands of Euramathania
~Senator for New Republica South (Debates and Discussions): Aschente
~Senator for Himes West (RP): Marxist Germany
~Minister of Labor: Paffnia
~Minister of Immigration: The Knights Apprentice of Sargon Reman
~Minister of Education: The Tasmanian Islands

Information about other government officials of 10000 Islands can be found Linkhere.

Additionally, some of you will have new people delivering this report this month! Haivon has been appointed emissary to Portugal, Dandhican has been appointed emissary to The North Pacific, and Dorab has been appointed emissary to Middle Earth. Congratulations to all our new emissaries!

Around the Islands

-The Mayor of Shelter's Taco Island, Louisistan has Linkclosed the general election for the Taco Island Parliament. The Dragon-Gold Coalition, under its leader Tuga Nation has the plurality of seats and Linkthe opportunity to form a government. We will see how 2020 plays out in the Taco Island Parliament and Senate under Prime Minister Tuga!

-Several nations, under the leadership of Haivon have banded together to create the 10000 Islands Space Program or XKISP. We look forward to monitoring their progress as they race for the heavens!

-Following the release of Season 2 of NS Trading Cards, several XKIers have begun putting together their 10000 Islands sets! Additionally, Minister of Education The Tasmanian Islands has Linkmade a list of Epic and Legendary cards of 10000 Islanders for reference.

-Chief Executive Markanite rang in the holidays with Linksome festive cheer including snowflakes for the forum and the ability for members to partake in a gift exchange! Happy holidays to all!

-Minister The Tasmanian Islands named Libraziland the LinkFeatured Nation for December in recognition of their RMB and forum participation and sweet flag design!

-WA Secretary The Knights Apprentice of Sargon Reman has Linkreleased new WA Secretariat Engagement Awards to reward Islanders for endorsing each other, endorsing the Delegate, and other milestones. Thanks to Isles of metanoia for their hard work on this! Additionally, in preparing for the newly established WA Secretariat, Markanite has restructured our WA voting polls! As a reminder, our discussion threads are always open to non-Islanders to come give their pitch so Islanders can read and decide how they're going to vote! The Secretariat will also be releasing occasional reports, and Secretary Reman has Linkreleased the first report including an interview with Molly Muse about the future direction of the Secretariat!

-Delegate Kuriko with the help of Marxist Germany has organized a Cultural Event with The South Pacific! The event is hosted on the RMB of the region TSP XKI Cultural Event and in an event LinkDiscord server. We're sure it'll be a barn burner and help us get to know our new treaty allies!

-In celebration of the New Decade, Markanite has opened a thread for Islanders to share their goals for the upcoming Decade! Take a look here: Linkhttp://10000islands.proboards.com/thread/38174/new-decade-approaches

-10000 Islands enjoyed exceptional RMB activity throughout the month of December, with many new nations joining the region and saying hello. There was, of course, lots of well-wishing around the holidays, but also lively debate, and a great deal of discussion around developing RP activity. Please enjoy this month's curated collection of posts since the last report:

We begin with a subject that was the talk of the region, relating to our Delegate, Kuriko page=rmb/postid=37095593
The always helpful Jabberwocky lends some perspective on NS economics page=rmb/postid=37102200
The Islands are always open to trying new things, but this might be a bit radical page=rmb/postid=37111144
Just when you think you're out, they drag you back in page=rmb/postid=37166225
It is what it is, says Marxist Germany page=rmb/postid=37172056
Being late to the party can be confusing page=rmb/postid=37207680
Imbibing too much at the party can lead to this sort of thing page=rmb/postid=37217506
And sometimes, you just need to get back to basics page=rmb/postid=37252843

Regional Poll of the month asked Island residents to roll the dice page=poll/p=150829

-Lastly, congratulations to all! Taco Island, 10000 Islands' legendary and beloved hang out zone, has hit 100 pages! LinkJoin us in our celebration

WA Affairs

I wanted to start the WA section of the report by highlighting a few developments.

First, following the formation of the WA Secretariat, we have restructured the WA section of our forums. Our friends abroad will still have access to our public discussion threads to give their input and lobby for 10000 Islands' vote.

Second, Delegate Kuriko has opened a thread listing her proposal "approvals" and to lobby her to approve a proposal. Check it out here: Linkhttp://10000islands.proboards.com/thread/38200/approved-proposals-1-20-3

Third, Congratulations to WA authors from 10000 Islands!
-Congratulations to author Kuriko and co-author THX1138 for their work on SC #291: "Commend Duxburian Union" for Duxburian Union's service to our embassy regions of European Union and The Order of the Grey Wardens

-Congratulations to author Kuriko for her work on SC #292: Repeal "Liberate Aurelia". After the passage of the resolution, the region Aurelia has been password protected and returned to native hands.

-Congratulations to author Kuriko, co-author THX1138 and the nominee 10000 Islands Chief Executive Markanite on passage of SC #293: Commend Markanite! Markanite is the current Chief Executive of 10000 Islands, a Knight of TITO, a former WA Delegate and longtime Minister of Education, and a recipient of the prestigious Heart of the Islands award which is bestowed by the Council of Nine on those who are dedicated to the spirit of the betterment of the Islands. This Christmas Day resolution represented the third Commendation for a 10000 Islander in 2019, following Woonsocket and Paffnia's Commendations.

Dec 2, 2019 SC Commend Duxburian Union: Emphasizing the many contributions of the target to their native region, and to the international community, through proxy, with specific emphasis on their work as a defender.
Author: Kuriko
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38083/sc-resolution-commend-duxburian-union
Regional vote: For 13 | Against 0
Delegate vote: For (weight 307)
Final WA vote: For 10731 (84%) | Against 2111 (16%)
Result: Passed Dec 5, becoming SCR#291

Dec 6, 2019 SC Repeal “Liberate Aurelia”: A brief resolution repealing the previous liberation, thus allowing defender forces to permanently secure the region from invasion.
Author: Kuriko
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38103/sc-resolution-repeal-liberate-aurelia
Regional vote: For 13 | Against 1
Delegate vote: For (weight 303)
Final WA vote: For 13497 (94%) | Against 911 (6%)
Result: Passed Dec 9, becoming SCR#292

Dec 8, 2019 GA Repeal: “Promoting Natural Sciences in Schools”: An effort to strike recently passed legislation, citing vague definitions and the lack of any requirement that educational material be peer reviewed.
Author: Kaschovia
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38112/resolution-repeal-promoting-natural-sciences
Regional vote: For 7 | Against 8 | Delegate’s Prerogative 2
Delegate vote: Against (weight 304)
Final WA vote: For 5657 (38%) | Against 9059 (62%)
Result: Failed to pass

Dec 12, 2019 GA Repeal: “Ban on Secret Treaties: Another in a series of attempts to repeal the target, this one focusing specifically on the use of an out-of-context and confusing definition, that some consider frivolous.
Author: New Waldensia
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38121/proposal-repeal-ban-secret-treaties
Regional vote: For 10 | Against 0
Delegate vote: For (weight 307)
Final WA vote: For 7132 (49%) | Against 7296 (51%)
Result: Failed to pass

Dec 16, 2019 GA Repeal: “Civilian Aircraft Accord”: Seeking repeal due to concern that assisting aircraft in distress in foreign airspace could lead to conflict.
Author: Bitely
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38123/proposal-repeal-civilian-aircraft-accord
Regional vote: For 1 | Against 12
Delegate vote: Against (weight 310)
Final WA vote: For 3693 (25%) | Against 10796 (75%)
Result: Failed to pass

Dec 20, 2019 GA Ensuring Commercial Vessel Navigation: Mandating universal standards for national oceanic charting, and requiring all commercial vessels ready access to that information .
Author: Terttia
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38125/proposal-ensuring-commercial-vessel-navigation
Regional vote: For 7 | Against 1 | Delegate’s Prerogative 2
Delegate vote: For (weight 309)
Final WA vote: For 11876 (85%) | Against 2056 (15%)
Result: Passed Dec 24, becoming GAR#478

Dec 22, 2019 SC Commend Markanite: Celebrating the achievements of the target in the areas of regional leadership, WA Delegacy, defence of founderless regions, and international engagement.
Author: Kuriko
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38153/sc-resolution-commend-markanite
Regional vote: For 18 | Against 0
Delegate vote: For (weight 311)
Final WA vote: For 10192 (82%) | Against 2208 (18%)
Result: Passed Dec 25, becoming SCR#293

Dec 24, 2019 GA Don’t Shoot Strangers Act: A resolution seeking to make illegal a violent response on first contact with an unknown individual or group.
Author: Umeria
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38139/ga-proposal-shoot-strangers-act
Regional vote: For 4 | Against 8 | Delegate’s Prerogative 3
Delegate vote: Against (weight 306)
Final WA vote: For 2776 (21%) | Against 10269 (79%)
Result: Failed to pass

Dec 28, 2019 GA Repeal: “Convention on Animal Testing: An effort to revoke recently passed legislation due to concerns around definitions and potential difficulties with enforcement that could result.
Author: Concrete Slab
10000 Islands discussion on this resolution: http://10000islands.proboards.com/thread/38149/resolution-repeal-convention-animal-testing
Regional vote: For 5 | Against 3 | Abstain 1
Delegate vote: For (weight 306)
Final WA vote: For 11532 (91%) | Against 1193 (9%)
Result: Passed Jan 1, 2020, becoming GAR#479

Meet A Nation Interview

This month I sat down with Free Earthian Yap who is our new Deputy Cartographer-General and alongside Paffnia has added a new LinkTrade Routes and Pacts concept for the regional map.

HS: How did you originally hear about NationStates? When you signed up what were you expecting? How has that differed from why you've stayed around?

Yap: I have found out about Nationstates by an accident really, as i remember i was searching for news or trying to find an old article i have read. I didn't know about Max Barry or Nationstates, thought even finding it was exciting, I played many strategy games similiar to it couple of them were actually text based, idea of creating a nation, whole culture even a language sound intriguing, also I always liked designing flags, symbols, and best part was role playing with others, since then nothing actually changed I still like the whole system Nation states was based on.

HS: What are some interesting things about how you designed the flag or symbols of your nation?

Yap: I actually have many other puppet nations just made them to create, design flags. Flag of Free Earthian Yap isn't that good because its was my first try yet I am going to keep for a time. On Free Earthing Yap I first imagined a post-apocaliptic environment, people united under one state. Influenced from fallout games I was spending lots of times during the creation, then I wanted to add some cultural, ethnic flavors to it, I took some parts from asian countries and i made sure these were ironic/dark humored parts.
I was aiming to become an anarchist-royalist/anarco-monarchist but end up becoming an anarco-capitalist 'state', so i went with it.I also wanted to create an in depth factbook with language and more but,now i don't have enough time for it because of personal issues.

HS: Where did you get the idea for the trade routes/pacts idea that you and Paffnia released for the regional map? What direction are you expecting Islanders to take this improvement?

Yap: I'm going to tell you the entire story, when XKI was looking for a new cartographer general,i wanted to apply because i had an idea of creating an entire new map for the XKI,i found it a bit old.I wanted to modernize it as much as i can because i'm a part of this society and wanted to improve it yet i didn't know what others would think i didn't know how to proceed and many of the rules,thought i have messaged paffnia for the position believing i could learn during the process, then i saw paffnia has become the new cartographer general which was good for me because i talk to him before,so i just told him of my idea of making a new map,he said work on it and send me the files,the idea of creating trade unions or agreements was inspired from EEA,i believed it would create great opportunities for roleplaying. Throughout the process he help me a lot, guiding me to what to do, what are our basic rules for XKI's archipelago map,most of flags came from him because many Tito Knights has lost their active nation status,he send me web archives to find it,still doing the work i should do,i have to trace newly found trade unions and nations who wants a different spot on RP Maps,but like i said i don't have much time to read it all and make it all so just sends me news so i can update map weekly.
Many thanks to paffnia for it,without him this whole idea wouldn't work.
What i expect or what i hope islanders will do is create trade unions,create their own forum pages to make micro-transaction and have fun doing roleplays.I believe, if we have a live,active and fun community more nations would be eager to join us.

HS: Who apart from Paffnia are people you connected to early on in 10000 Islands' community? What else drew you to the region?

Yap: I can say New Fjordland recruited me in to XKI,formerly i was a member of 2d anime girl region which wasn't looked like that when i first joined,got weirder every day,the second i decided to leave i get a recruitment telegram from him.Also i use to in contact with Jiru namstansal,somethings on Jiru namstansal made me believe he was an alt nation of someone in XKI,if you are still out there Jiru namstansal,i miss you,please come and tell me more about your infinite long caterpillars and cola product of yours looks like cola but tastes better with less sugar.

HS: What is one of your favorite things you've done in this game or the time you've laughed the hardest? What's one of the more stressful or frustrating things you've done?

Yap: My favored thing to do is roleplaying HARD,like defending the ideology of my nation,even if i don't care about it,i like to make fun of extremist invaders whenever i see one.I don't remember the time i laughed the hardest,but the most frustrating things for me are events,as a region we are always uncoordinated like the last zombie event,for me i wanted to create zombie hordes but after seeing people working on cures,i started to work on cures until someone came to kill my entire population,i believe people should do whatever they want,we don't have work like ants but without coordination in such events,people doesn't get to have fun and feels excluded.
After all we are all here to pass time, have fun and socialize.

Interview lightly modified for readability

Until next month, your 10KI Update Staff is signing off - HumanSanity and THX1138
Read dispatch

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