Turn Omega Gundam

The Ounna Confederation is a federal entity comprising some twenty odd districts that independently manage their own affairs via their own respective Kurultais. Internal trade, population transfers, and life in general goes on, in a way that would not be seen as strange anywhere else. The uniqueness of their institutions lies in the Alghu, a word that would literally translate to as 'taken' but refers more specifically to the Siberian Tsardom era practice of recruiting military slaves for the personal use of the Tsar as a counterweight to the old nobility. Like other Middle Eastern states, the Tsar favored ethnically distinct slaves, which were predominantly Tibetan diaspora that clung on to life after Tibet became a Dead Zone.

In time, the Alghu would become like their historical antecedents, glutted with power and prestige, becoming another staid and ossified institution of state. It would take the waves of the Pacific Revolution to unlock the Alghu's revolutionary potential. Discontented young officers, struck with the romanticism and potential of the new Pacific Federation, sought to imitate that potential in the Tsardom. This was done out of love for the Tsardom. Of course, it was denied flatly, because it included several pro-serf and nomad proposals. With more and more of the ringleaders for the proposals jailed, the Alghu officers could see no way out but to seize the powers of state for themselves.

From their fortresses and garrisons they fought, killing their masters and brothers alike, growning more and more radical by the day. Reform became abolition became revolution, and by the end the rebel Alghu declared the Siberian Tsardom over, its subject nations free, and the entire structure to be protected and served by the Alghu, who after the war had taken on the attributes of federal government and army alike. The Ounna Kurultai, gathering representatives from all nations within, is almost synonymous with the Alghu, who hold a solid minority of seats as well as staffing all federal level government positions with Alghu members. The Alghu also directly administer the Ounna commandries, owing to their closeness with several hostile entities. In this way, the Alghu has an invisible power over the Ounna state.

Entrance to the Alghu is strictly restricted. After the age of majority, it is impossible to be conscripted, and the Alghu refers to entrance within itself as conscription and membership as slavery, to impress upon members the enormity of their task. Members are not permitted to hold wealth, having instead expense accounts to be disbursed as needed, and hardliners regularly lobby that the Alghu ban marriages for members. It is however, possible to earn an ancillary membership, which largely gives you the ability to apply for some government posts and most non-commanding officer billets.
 
The Orbital Sovereignty of Eleutheria is a Spacian nation-state that consists of all the active colonies in Side 4, also known as Lagrange Point 1. Eleutheria is a self-described "liberal meritocracy" in which public service directly correlates into social status. Formerly the Eleutherian Commonwealth, the 40-year-old republic collapsed under the strain of the 100 Days War with Luna, leaving only the Eleutherian Navy and the Intelligence Division as the surviving pillars of the state. With both bodies in the hands of the prestigious Zayan family, the resulting consolidation of power was perhaps inevitable.

Over the last decade, as the temporary state of emergency has solidified into a permanent status quo, the people of Eleutheria have reorganized their society along meritocratic lines. Citizens with high rates of public contribution have been enrolled in the Eleutherian Order of Merit, with ranks from Knight to Grand Commander, and with their new status received various grants of land and resources, as well as commercial concessions. Meritocrats also employ small armies of Worker Drones, having been granted their use by the Sovereignty, and have outsourced nearly all manual labor to their robotic servants.

The leader of Eleutheria is the Sovereign, Van El Zayan, formerly Admiral of the Fleet. Popularly acclaimed and possessed of broad executive authority, he is nevertheless accountable to the Chamber of Dignitaries, consisting of a rotating body of meritocrats, as well as the Chamber of Yeomen, which represents non-meritocrats. The Grand Chancellor of the Dignitaries is the effective head of government, convoking and dismissing both legislative bodies as well as directly conferring with the Sovereign. Political parties are still in their early stages, and most legislative activity is between a pro-Zayan majority faction and a loose coalition of opposition faction.

The state of Eleutheria is in intense flux at present, as the yeomanry represent a theoretical class rather than an actual extant body of citizens. This is the result of the Deferred Extinction through Selecting and Integrating Natural Yeomen Plan, also known as DESTINY, which was crafted by the Intelligence Division to stave off societal and genetic collapse in the wake of the losses of the 100 Days War. Rather than rely entirely on mechanization or resort to flash cloning or other equally undesirable courses, Eleutheria intends to open its doors to skilled and talented Earthian migrants, offering them a new life with a higher standard of living in space, with more personal freedoms than might otherwise be expected. The price: Service to the state and mandatory uplift education. The reward: Full citizenship and even the prospect of social advancement for themselves and their children.

Only time will tell if this radical plan will bear the intended fruit...
 
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The Temple of Amaterasu-Isthtar is the most widespread religion in the post-Catastrophe era, beginning as a cult encompassing two of Earth's most ancient religions dedicated to containing the Catastrophic forces of the Great Glass Sea, and from there developing into a worldwide cultural force. The Temple has been a source of technological and cultural continuity, as well as a military force for defending mankind, for the past thousand years, and has several advantages as a religion for gaining widespread adherence without forceful proselytization - first and foremost being the Temple's willingness to adopt syncretism and adapt local temples to the needs of the local populace. Veneration of the double-goddess is expected, but not exclusive, as both of her components are regarded as leaders but not sole deities. Additionally, the church's awareness of a millennia-long chain of the worship of Ishtar as various goddesses under various names in various cultures, even before her association with the kami Amaterasu, makes for a scripture that is open-minded about a potentially infinitely varied form of worship. What matters is not heterodoxy, but obedience to the divine law of Amaterasu-Ishtar: Love Humanity and Make War Upon That Which Would Destroy It.

Despite the adaptable and varied interpretation of its scriptures and legendarium, the Temple remains a fundamentally top-down organization, led from a fortified temple-complex in what was once Fukuoka prefecture on the island of Kyushu. Its leader is referred to in various ways in various languages, most of which translate to 'high priestess', but her official title is Head Shrine Maiden(大巫女) or Head Miko, referring to her position specifically as the leader of ritual righteousness and maintainer of the Temple itself. The Head Miko is appointed from among the members of the clergy by complex ritual and the acclamation of a conclave from among all branches of the Temple, but is always a woman (or historically, a gala, though modern interpretations of Ishtar's liturgy no longer differentiate between women who were called girls at birth and women who become women when they join the priesthood). The current Head Miko, bearing the temple name Miharu(峰春) has only very recently come to power at a young age, after a period of relatively short tenures and resignations by most Head Mikos since the Pacific Revolution.

Beneath this ritual leader (and de facto head of state for the Temple), three overall branches of the Temple exist. The first, and by far the most numerous, are the Ministry(神主), the branch of the Temple responsible for running the physical temples, expressing the will of the double-goddess to the masses, enacting rituals to maintain peace and harmony, and engaging in the redistribution of Temple tithes to the needy through global charity. Besides the obvious temple priests and priestesses and their support staff, oracular positions - a mix of scientist, analyst, and channeler of divine revelations - are also part of the Ministry, and frequently interact with national governments in the capacity of advisors and diplomats. The second branch of the temple are the Archivists(記録係), which while less public, are just as if not more important than the Ministry, as their responsibility comes in preserving what pre-Catastrophe knowledge exists and researching more through the Temple's priest-archeologists, the researchers and planners in the Temple's eternal war against the forces of the Dead Zones and Catastrophe. Finally, of course, is the army of the faithful, the Temple Militant(僧兵), the (relative to population) vast military arm that does the actual fighting that the Ministry supports and the Archivists plan.

Existing somewhat autonomously and nebulously contributing to all three formal branches are the Holy Knights(聖騎士). An elite order consisting publicly of the Temple's finest mobile suit pilots and their support staff, the Holy Knights wield powers and skills unheard of throughout most of Earth, though many of their true "silver bullet" mobile suits were appropriated and lost during the conquests of Sakura Santacruz. Less openly, the Divine Knights, assisted by the Archivists, are often also responsible for the recovery or destruction of pre-Catastrophe artifacts designated a danger to the general public, whether that be through a mobile suit-equipped offensive similar to how they'd deal with a Dead Zone, or a more subtle approach of espionage or wetwork. This is less popular with those who know of it, but largely ignored in light of the order's heroic actions in defending the world from Catastrophe.

Finally, the events of the last 50 years should be addressed - historically, the Temple operated through blessing and legitimizing the reign of national monarchies, which in turn promised a Tithe of their resources to the Temple to fund the holy war against Catastrophe. This system became disrupted with the Republican revolutions of last century, nearly splitting the Temple between adherents to the old system and idealists who supported the principles of democratic government and equality as part of the goddesses' edict to "love humanity". Sakura Santacruz's inversion of Pacific republicanism's into a brand new type of monarchy under her own ideals complicated matters further, and led to the Temple becoming a de facto appendage of the Imperyo Perlas Pasifiko's rule, quickly adopted by other Sakurist Monarchies in a similar capacity, even as breakaways from the Imperyo either refused the tithe or, in the case of Europia Occidentale, suborned their local temples to an even greater extent. The ensuing chaos has made the Temple's political position quite awkward and intensified internal divisions, even as the Temple creates a public-facing united front to maintain its influence, relevance, and most importantly, war-making capacity against Catastrophe. Only time will tell if the even greater chaos of re-contact with space will allow the Temple to maintain its global relevance and mission, or bind it even more tightly to the Sakurist desire for a single world order.
 


P.R.C (Palhae Revolutionary Command)


"Earth Over Heaven."

The Great Revolution

Since long ago the Lands of Palhae have been seen as nothing more then a prize. A trophy to be won, bartered, and lost. The one who held the prize of Palhae the longest was the Imperyo.
Yet the change of masters changed little in the lives of the people of Palhae beyond what was demanded of them and what new punishments awaited them dare they resist. No matter who holds a trophy, it was destined for some shelf or another. The people of the land understood that. They went about their lives, performing their duties, trying to dodge the inevitable conflict or misfortune that would fall from their masters like blood rain from the heavens.
But the people of Palhae weren't ignorant, or entirely resigned to their fate. There was a long standing tradition of education. Books and writing were an important part of the Palhaen culture. Even though countless teachings had been lost since the times before, at the very least most Palhaens had some understanding of that fact.

And it was that understanding that slowly, but surely, bred a more palpable feeling of discontent.

Though the Imperyo's rule of the land was not necessarily any harsher, or anymore selfish then those who had held them before, it was the idea that Palhae could be and was meant to be held at all that became a disgusting idea to many.

As decades passed and the intimidating brilliant of the Imperyo faded, new and old ideas began effecting the youth of the nation. Concepts and ideas from the nearby republics found their way into the hand of the curious and the dissatisfied. Though many of the elderly were disillusioned that things could change, or even improve, many students and young workers saw potential in the concept of a republic.

"No perfection is to be found in any form of governance, for the perfection of state requires the perfection of the people who make that state. Perfection is a dangerous illusion that can turn to devilry given enough time. But to strive to improve, rather then to relent and accept, there is no greater bravery".
One such claim was printed in a student paper from a once innocuous school within Palhae. Various student movements had begun to crop up across the country, with many of the young finding they could no longer contain their dissatisfaction.

Such vocal acts and displays of open intolerance towards the status quo however were not tolerated by those in power. Force was deployed swiftly and disproportionately to the displays put on by the students and youth of the country.

However, instead of stomping out the flames of descent, the violent actions of the Imperyo only stoked the flames of unyielding dissidence.

Students became guerillas, and student movements became armed rebellions.

It was not a flashy transition. Many hid or fled to the North, grouping up and hiding away from the better armed and better organized Imperyo forces. They build themselves up however, organizing and biding their time for the perfect moment.

And that moment arrived.

When internal issues left the Imperyo vulnerable, the Eurasians invaded. As soon as they did rebel and guerilla forces rose up to throw off the yolk of their oppression. Everyone who took up a weapon knew that they needed to fight harder and move faster then the Eurasians, lest they end up merely someone else's trophy once more, even it was to an ally.

The fighting was brutal and intense, but the Imperyo faltered and inevitably failed.

With the fall of the imperial government, the Palhaen Revolutionary Command or PRC, formally took control of the country. Though they did so with support and certain expectations from their Eurasian allies, the PRC made it clear that Palhae would be an independent republic.
Forever a nation, and never again a mere trophy.​

As it stands the nation is in a state of transistion. Though the Imperyo are no longer in control, the PRC has yet to properly establish concrete government systems. Right now the military is a government, using some leftover Imperyo bureaucracy and a single ancient exam to act as the loadbearing pillars for an entirely new nation.

And while the Imperyo had been defeated, they had not vanished.

In a twist of irony, those once in power had become the guerillas themselves. Admiral Maximillian's promise looms, propelling those still hiding and fighting against the new Palhaen reality into doing everything they can to destroy it.

The new republic sits, poised on the edge of potential. Though whether this potential is that of greatness, or misfortune, is to be decided by the facts of it's citizens.

Marshall Jiao Hwa



Before the start of the Great Revolution in Palhae, prior to the Eurasian invasion, there existed a growing dissent amongst the population. Many chafed under the rule of the Imperyo, feeling it was an inefficient, mercurial, and archaic form of governance that saw their people as little more than a resource to exploit and harvest.

While many in the population struggled to see how any change could possibly come about, it was the youngest who felt anger rather than resignation.

Students, learned in the Five Classics of the Federation, saw no reason why they shouldn't aspire for the ideals talked about therein.

One particular student organized a movement to show open rejection of the beliefs of the Imperyo. That student's name was Jiao Hwa.

The movement, on paper, wasn't anything besides a large number of students being disruptive and loud. Waving banners, barring the gates of the school, screaming from the windows and the rooftops of the school they attended.

However it was their words that posed the real threat. Because despite being students, few native Palhaens could refute what they were saying. Fewer still could admit that what the students demanded wouldn't make life better.

But the movement was responded to with what so many movements, since ancient times, were responded with.

Brutality and overwhelming force.

However, unlike so many movements of the ancient past, this movement didn't end in that single movement of violence.

Because when the first shot was unleashed upon the students, it wasn't long until a shot responded back in kind. Striking one of the many who wished to silence them dead.

With two pulls of a trigger and a burning riot, a student movement had become an open rebellion.

Jiao Hwa had gone from a student to a guerilla leader. Fighting, helping, organizing, and inspiring any and all who would fight with her. Clinging, retreating, but battling tooth and nail against a seemingly unflinching foe.

With the invasion of the Eurasians however, Jiao Hwa would seize the moment and bring everyone under her to bear.

Like a rolling wave, guerillas and rebels from the north of the country pushed forward. Every day they fought more and more cells and groups joined with them.

Jiao became a well known figure on the front lines. Fighting in the mud and blood, leading not with words but with action and deliberation. The military structure of the rebels was loose to say the least, but as their forces grew the need to organize became a necessity.

It was at that moment Jiao became more than a student, more than just a leader of a band of rebels, they became The Marshall.

When the war was one and Palhae was free from the shackles of imperyo control, the one left in power was the Marshall herself.

Though young, still a student in so many respects, few who fought could question the validity of her position. The Marshall organized the deals made with their Eurasian allies and helped to firmly establish Palhae as an independent nation.

And while the actual steps to form a proper republic are still in the works, no one who fought in the war doubts the Marshall's desire to see the flower of Palhae's freedom blossom
PRC Sheet
 
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Arond-LIGHT Public Sheet

Arond-LIGHT Capital Noa Station (L3) Army Large Ruins Poor Territories Side 7/L3 (Most) Labs 2 Advanced 1 Advanced (AI) Ideology Machine-Animist Socialism Economy 26 / 60 Traits Third Node +, Thinking Machine +, Young Star - Side 7 Population Pre-Catastr...
 
Minor Nations & Player Substates Apps New

Minor Nations & Player Substates

Carpathian Empire

Territory: Hungary, Slovakia, Croatia, Bosnia, Wallachia, Transylvania
Capital: Budapest
Ideology: Sakurist
Advantages: The Black Army
Disadvantages: Gendarme of Europia
Ruins: Sufficient (Upgrades to Plentiful once the Balkans is retaken)
Army: Large
Labs: 1 Antiquated
Overall Economy: 14 (Minor Earthian Economy)
  • Population 4/20 (Base 6 (Carpathian Basin) +1 from Temple Support, -1 from the Black Forest, -2 from Gendarme of Europia)
  • Industry 5/20 (Base 5 Semi-Industrialized)
  • Resources 5/20 (Base 8 Carpathian Basin, -1 from Temple Tithes, -1 from Noble Demands, -1 from Black Army)
Production Capacity:
  • Military 8 (Base 5 (Interwar Weaponry), +2 from The Black Army, -1 from Gendarme of Europia, +2 from Sakurist Ideology)
  • Development 5 (Base 5 Antiquated Industry)
  • Civilian: 4 (70% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), -1 from Antiquated Industry, +1 from Babylonian Support, -1 from Gendarme of Europia)

The Black Army - (Start with an elite Hussar Mobile Suit Corps, and with an army of loyal mercenary troops.)
The Gendarme of Europe - (Despised by the other nations of East Europia, from Scandinavia to the Balkans. Suffers heavy internal unrest from Revolutionary and Nationalist forces.)

United People's Republics of the Balkans

Territory: Bulgaria, Northern Greece, Albania, Serbia and Kosovo
Capital: Sofia
Ideology: Montagnard Vanguardism
Advantages: Red Grenze
Disadvantages: A State Defined By Its Absence
Ruins: Sufficient (Upgrades to Plentiful once the Carpathian is liberated)
Army: Medium
Labs: 1 Antiquated
Overall Economy: 12 (Minor Earthian Economy)
  • Population 5/20 (Base 4 (Southern Balkans), +1 from Montagnard Vanguardism,
  • Industry 3/20 (Base 4 Post-Colonial Economy, -1 from A State Defined By Its Absence
  • Resources 4/20 (Base 6 Southern Balkans, -1 from Black Army Raids, -1 from A State Defined By Its Absence)
Production Capacity:
  • Military 8 (Base 5 (Interwar Weaponry), +2 from Red Grenze, +1 from Montagnard Vanguardism)
  • Development 4 (Base 4 Post-Colonial Economy)
  • Civilian: 3 (75% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), -2 from Post-Colonial Economy)

Red Grenze - (Start with a Large Militia Army suited for defense and guerilla war. Can mobilize an extra interval before suffering penalties.)
A State Defined By Its Absence - (No real unified state structure, more comparable to an Army with a Revolution than anything else.)

Principality of Bengal

Territory: Bangladesh, West Bengal
Capital: Dhaka
Ideology: Concordist
Advantages: The Tiger's Roar
Disadvantages: Dragged Along
Ruins: Sufficient
Army: Large
Labs: 1 Antiquated
Overall Economy: 12 (Minor Earthian Economy)
  • Population 6/20 (Base 6 (Bengal District) +1 from Temple Support, -2 from the Himalayan Dead Zone, +1 from the Tiger's Roar)
  • Industry 3/20 (Base 3 Agrarian Economy)
  • Resources 3/20 (Base 6 Bengal District, -1 from Temple Tithes, -2 from Noble Extravagance)
Production Capacity:
  • Military 4 (Base 4 Great War Weaponry)
  • Development 3 (Base 3 Agrarian Economy)
  • Civilian: 5 (70% of Production will be Spent to satisfying Civil demands) (Base 3 (Interchangeable Parts & Open Hearth Furnaces), -2 from Agrarian Economy, +2 from a Tiger's Roar)

The Tiger's Roar - (The current ruling monarch is a canny political operator who has managed to unify the powerbrokers of the nation behind his cause of pushing Bengal into becoming a Great Power and reunifying the old Bharatiyan Empire, rousing a great deal of domestic enthusiasm for this.)
Dragged Along - (The rest of the Indian Concordists are much more dubious of Bengal's aggressive posturing and attempts to seize prominence, and will challenge it actively if it seems the Tiger is weakening.)

Britannia

Territory: England and Wales
Capital: Londinium
Ideology: Sakurist
Advantages: Pendragon Restoration
Disadvantages: Splendid Isolation
Ruins: Plentiful
Army: Small
Labs: 1 Antiquated
Overall Economy: 8 (Minor Earthian Economy)
  • Population 4/20 (Base 4 (England District) +1 from Temple Support, -2 from Splendid Isolation, +1 from Pendragon Restoration)
  • Industry 2/20 (Base 2 Post Catastrophe Recovery)
  • Resources 2/20 (Base 4 England District, -1 from Temple Tithes, -3 from Splendid Isolation, +1 from Pendragon Restoration, +1 from Imperyo Aid
Production Capacity:
  • Military 4 (Base 2 Line Infantry & Ironclads, +2 from Pendragon Restoration)
  • Development 4 (Base 3 Agrarian Economy, +1 from Pendragon Restoration)
  • Civilian: 4 (80% of Production will be Spent to satisfying Civil demands) (Base 2 (Spinning Jennies & Factory Towns), -2 from Agrarian Economy, +2 from Pendragon Restoration, +2 from Imperyo Aid)

Pendragon Restoration - (To both stave off foreign subjugation and West Europian Socialism, the old Royal Family had launched a coup against the Lord Protector, restoring pure Royal rule after 400 years of military dominance. There is elite support for modernization, industrialization and militarization for the defense of Britannia. Start with an A-Minor.)
Splendid Isolation - (Britannia is the least industrialized and modern country in the entire Earth Sphere. Outside of the A-Minor, the army and navy are outdated and anemic, and there still remains a portion of Britannian society that prefers isolationism.)

Brazilian Empire

Territory: Eastern Brazil, Uruguay, Northern Argentina, Paraguay
Capital: Rio
Ideology: Sakurist
Advantages: Lindo Maravilhoso
Disadvantages: Old & New Struggles
Ruins: Sufficient (Upgrades to Rich once the South America is unified)
Army: Large
Labs: 1 Antiquated
Overall Economy: 16 (Minor Earthian Economy)
  • Population 6/20 (Base 8 (Brazil District) +1 from Temple Support, -2 from Old & New Struggles, -1 from the Amazon Dead Zone)
  • Industry 5/20 (Base 5 Semi-Industrialized)
  • Resources 5/20 (Base 8 Brazil District, -1 from Temple Tithes, -1 from Noble Demands, -1 from Old & New Struggles)
Production Capacity:
  • Military 7 (Base 5 (Interwar Weaponry), +2 from Sakurist Ideology)
  • Development 5 (Base 5 Antiquated Industry)
  • Civilian: 5 (70% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), -1 from Antiquated Industry, +1 from Imperyo Support)

Lindo Maravilhoso - (Brazil's old rivals in the Andeans had nearly been dealt a killing blow during the Patagonian Revolution, it was only through the timely intervention of the Brazilians that saved them. For now the two states are allied but with the marriage of the two empire's respective heirs to one another, it could blossom into something more. Something Magnificent. Can unite with the Andean Empire)
Old & New Struggles -
(The Amazon Dead Zone is a constant drain on resources and has long been a heavy burden, sometimes duty for the Brazilian Emperors. The Patagonian Anarchists further complicate the situation, agitating and increasing labor and popular unrest across the Empire.)

Concordance of the Martyrs

Territory: Cyprus (Maghreb Substate)
Capital: Nicosia
Ideology: Benevolent Matriarchy
Advantages: Janissary Corps
Disadvantages: Old & New Struggles
Ruins: Poor
Army: Small
Labs: 1 Antiquated
Overall Economy: 11 (Minor Earthian Economy)
  • Population 4/20 (Base 2 Cyprus, +1 from Temple Support, -2 from Boiling Pot, +2 from Populist Matriarchy Ideology, +1 from Esper Descendants)
  • Industry 5/20 (Base 4 Semi Industrialized)
  • Resources 2/20 (Base 1 Cyprus, -1 from Temple Tithes, +1 from Maghreb Support)
Production Capacity:
  • Military 8 (Base 6 (World War Weaponry), +2 from Janissary Corps)
  • Development 6 (World War Industry)
  • Civilian: 7 (60% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Lines and Machine Tools), -1 from Janissary Corps, +1 from Benevolent Matriarchy Ideology)

Janissary Corps - (Start with a skilled Mobile Suit Corps, which combined with the Nephilim origins makes the small island a formidable force capable of punching above its weight.)
Boiling Pot - (Increasing resentment against the Janissaries, combined with social unrest and revolutionary sentiment. Revolution is only forestalled by fears of a Babylonian Invasion.)

Saharan Host

Territory: Saharan Desert (Maghreb Substate)
Capital: Timbuktu (De-Jure)
Ideology: Red Angels
Advantages: Equal of the Angels
Disadvantages: Desert Austerity
Ruins: Sufficient
Army: Small
Labs: 1 Antiquated
Overall Economy: 6 (Minor Earthian Economy)
  • Population 3/20 (Base 1 Saharan Desert, +1 from Red Angels Ideology, +1 from Equal of the Angels, -1 from Desert Austerity)
  • Industry 1/20 (Base 1 Post Catastrophe Nomads)
  • Resources 2/20 (Base 4 Saharan Desert, -2 from Desert Austerity)
Production Capacity:
  • Military 6 (Base 5 (Inter War Weaponry), +1 from Equal of the Angels)
  • Development 6 (World War Industry)
  • Civilian: 6 (65% of Production will be Spent to satisfying Civil demands) (Base 6 (Craftsman Factories and Tractors))

Equal of the Angels - (Highly motivated and loyal population, Nephilim is considered more of a social role than a position inherited. Can influence and command other Saharan Nomadic Groups if needed, with them being considered part of your Domestic Orders.)
Desert Austerity - (Small population with a delicate environment, the Saharans cannot afford to waste anything.)

Caspian Satrapy

Territory: Caucasus, Northern Iran, Khorosan, Afghanistan
Capital: Herat
Ideology: Sakurist
Advantages: Babylon's Vanguard
Disadvantages: Guarded Domains
Ruins: Plentiful
Army: Medium
Labs: 1 Antiquated
Overall Economy: 10 (Minor Earthian Economy)
  • Population 3/20 (Base 4 Caspian Satrapy, +1 from Temple Support, -2 from Guarded Domains)
  • Industry 3/20 (Base 4 Colonial Industry, -1 from Guarded Domains)
  • Resources 4/20 (Base 6 Caspian Satrapy, -2 to Overlord)
Production Capacity:
  • Military 8 (Base 7 (Early Cold War Weaponry), +2 from Babylon's Vanguard, -3 Antiquated Industry, +2 from Sakurist Ideology)
  • Development 5 (Antiquated Industry)
  • Civilian: 4 (70% of Production will be Spent to satisfying Civil demands) (Base 6 (Craftsman Factories and Tractors), +2 from Babylon's Vanguard, -2 from Noble Demands, -2 Antiquated Industry)

Babylon's Vanguard - The army is the state, lavishly equipped, highly motivated, totally dedicated. Everyone who matters enjoys an excellent standard of living from Babylonian subsidies and exploited natural wealth.
Guarded Domains - Recruitment and participation in government is entirely limited to the deliberately exclusionary warrior brotherhoods that hold themselves aloof from the rest of the population that act as serfs. Very limited manpower pool, unstable government structure.
 
1. Kursk Command

Mother Europe, that beautiful maid, is despoiled by the depredations of reactionaries eager to defend their dominion to the last illiterate serf-soldier who exalts them as a God. The Kursk Command rides, like a gallant knight of old, to her rescue - his sword fells superstition, his shield batters aside their feeble opposition, and his horse tramples the crowns of despots beneath its tread. Europe, rejoice!

2. Samarkand Command

Strike, like a lance, into the very heart of the false sun!

3. Yakutsk Command

Through the ice of a frozen sea come the hardened hulls of liberty.
 
1. Yakutsk Command

O my land, if I do not cook you for the bone marrow of the enemy
O my land, if I do not wash your face with blood
O my land, if I do not restore independence [by using these methods]
I do not belong to the nation

2. Samarkand Command

So, instead of lamenting the carnage, might we not rather applaud the decision of the people in the sister commands to assume their rightful place as self-governing polities? Should we not declare that 'the old is dead, long live the new?'
 
Substate Apps Accepted New
Yakutsk Command @Carol
Territory: Northern Siberia
Capital: Yakutsk
Ideology: Eurasian Republicanism
Advantages: Black Gold
Disadvantages: The Ice March
Ruins: Plentiful
Labs: 1 Antiquated

Overall Economy: 15 (Minor Earthian Economy)
Population 1/20 (Base 2 Siberia, -2 from The Ice March, +1 from Eurasian Republicanism)
Industry 4/20 (Base 4 Colonial Industry)
Resources 10/20 (Base 10 Siberia, -2 to Overlord, +2 from Black Gold)
Production Capacity:
Military 6 (Base 6 (World War Weaponry), -1 from The Ice March, +1 from Eurasian Republicanism)
Development 6 (World War Industry)
Civilian: 9 (40% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Line and Machine Tools), +2 from Black Gold)

Black Gold - (Vast reserves of pre-Catastrophe Mines, Oil Wells and Natural Resource Depots. Agriculturally Important for the Arctic Trade Network and the Eastern Ounna Command. )
The Ice March - (Holds the last remnants of the loyalists of the Siberian Crown. Ongoing nationalist and restorationist insurgency in its farthest reaches. Rumors of the last Siberian Princess leading her followers across a frozen Baikal to escape the Ounna rebels during the Revolution.)

Kursk Command @Weygand
Territory: South Western Ukraine
Capital: Kursk
Ideology: Eurasian Republicanism (Hetman)
Advantages: Go West Young Man
Disadvantages: War Machine
Ruins: Sufficient
Labs: 1 Antiquated

Overall Economy: 10 (Minor Earthian Economy)
Population 1/20 (Base 2 Southwestern Ukraine, -2 from War Machine, +1 from Eurasian Republicanism)
Industry 6/20 (Base 6 Industrialized State)
Resources 3/20 (Base 4 Southwestern Ukraine, -1 to Overlord)
Production Capacity:
Military 9 (Base 6 (World War Weaponry), +2 from Go West Young Man, +1 from Eurasian Republicanism)
Development 6 (World War Industry)
Civilian: 6 (65% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Lines and Machine Tools), +1 from Mobilization I, -2 from War Machine)

Go West Young Man - (Elite Fighting force of the Ounna Western Command. Hosts a number of East Europian exiles, disillusioned with their homelands and supportive of the Eurasian Cause. Regularly gain Recruits and Pilots as long as East Europia can be liberated)
War Machine - (Is the most militarized of the Commands, and the one that's most dictatorial. While dedicated to the Eurasian Revolution, the Kursk Command has been on war-footing for the entirety of its existence. Starts with a small Mobilization malus due to exhaustion starting to set in)

After this, we will not be accepting further Apps, substate or not, until an opening is available either via player drops or nations deaths.
 
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