Forums / Fun! / Just For Fun

320,842 total conversations in 9,947 threads

+ New Thread


Featured Featured
Nations RP: Revolutions

Last posted Apr 02, 2013 at 08:31AM EDT. Added Dec 14, 2012 at 01:43AM EST
932 posts from 24 users

So I've been trying to come up with some sort of super cool icon for my nation, but then I realized I am horrible at designing things, so have an angry beaver instead (it makes sense, right? I mean with having that cross-sea war and all…)

Last edited Dec 27, 2012 at 10:59AM EST


I made icons for those who did not send me one yet. Except RPP, but that was just a few minutes ago so it doesn't count. if you really hate the icon I made for you, feel free to suggest an alternative.

14th Turn: 1500AD – 1625AD

Political Map
Religion Map
The World at Large
-A large number of nations are establishing for themselves military bases in Africa, including the Incans, Aztecs, Amazons, Kickassians, and Neopians.
-Feudalism and other such structured systems are coming apart. As globalization and expanding empires unite the peoples of the world, bringing them closer together, a dominant economic system known as capitalism emerges. With the lack of intercontinental colonial empires, mercantilism never rose to prominence, and in this world anybody who secludes their nation from the global economy suffers for it very quickly.
-Tezcatlipocanism in the Aztec Empire dies out entirely, replaced by the popular faith of the slaves from Iberia, Islam. The final death knell is when the temples in Tenochtitlan are desecrated and refurbished into Mosque-like buildings by an army of fervent converts. The temple garrison surrenders without a fight, and the high priests are banished from Mexico. The Emperor steps down from his throne, renounces his holy orders, and retires to anonymity. Mexico is now a Constitutional Republic, heavily influenced by Sharia law.
-Teutonica annexes Swabia and Frisia, with the kaiser promptly declaring himself sovereign of all German peoples.
-Global human population now exceeds one billion individuals.


Nationitia
Ann Hiro
Gov't: Monarchical Despotism
-While at war with two of the most powerful nations on the Mediterranean, Nationitia takes pleasure in mostly ignoring them and focusing on cultural developments.
-New colleges are built, at great expense.
-Trade is cut short due to war on the Mediterranean, and the nation's coffers are starting to run dry.


Syserror
Blue Screen (of death)
Gov't: Theocratic Constitutional Republic
-


Crimsonia
Jolly Crimson Locks
Gov't: Constitutional Monarchy
-The baseball is invented, and becomes very popular in all corners of the nation.
-The cake is very much appreciated.
-Expeditions to Europe and Africa return with wonderful stories about the riches of both continents; the first in infrastructure and population, the latter in natural resources.
-Islam has spread to Florida via Mexican missionaries.


Prederia
LiamMayhem
Gov’t: Monarchical Despotism
-Just as the nation was starting to rebuild and repopulate, a group of horrible people known as the Swedish declare war. Fortunately Neopia prevented their invasion force from going anywhere.
-Hibernia falls to rebellious Irish elements.
-Taxes are lowered significantly, allowing the population enough funds to rebuild.
-The restoration of the empire from scratch allows cities to be restructured with plumbing, stronger housing, and taller churches.


Fasier
DarkErmac
Gov't: Monarchical Despotism
-Nagasaki is rebuilt. The devastation of Kyushu has made an opportunity to improve the infrastructure there to modern standards.
-Trade is established once more with China, Korea and Syserror.
-China refuses an alliance, although the academia of Fasier is welcomed, and Chinese learning makes its way into Japan once more.


Angmar
Cale the Witch King of Cats
Gov't: Noble Republic
-New borders across Anatolia are drawn with Egypt. The people of Cyprus are protesting this vile treatment, and feel betrayed by their protectors.
-Nationitia is invaded, and Greece is "re"taken.
-An agreement with the Kipchaks is made to allow Angman merchants to pass through their territory for a small price. This opens up trade with China without having to pass through too many silk road middle men, drastically lowering the price on many rare goods, especially spices.
-A voyage is launched to circumnavigate the globe, and brings much prestige to the homeland upon its success, despite the fact that only sixteen of the original two hundred sailors return home alive.
-Sweden is invaded, the frigid cold of Finland proves too much for the Angmen troops, who are used to the much less frozen Black Sea and Mediteranean regions. Swedish and Finnish snipers manage to kill off thousands of Angmen without appearing to try. Morale plummets, and a general retreat is made.
-Stockholm is attacked by sea. The Swedes just barely manage to destroy the attacking army. The Baltic fleet of both nations is out of commission for the time being.


Kickassia
Captain Falcon
Gov't: Monarchical Despotism
-A tripartite alliance is forged with the other South American nations.
-A colonial base is established in South Africa. It cannot be expanded due to local diseases and hostile natives, and remains a military installation only.


Seccia
Slappy the Fish
Gov't: Noble Republic
-Shields prove to still be worthless against firearms.
-Rifles are pretty common in the military now. Standard issue.
-Horses imported from the looted cities of Prederia result in the continent's first cavalry divisions.
-An invasion of northern Scandinavia commences.


Cattonian Empire
madcat
Gov't: Monarchical Despotism
-Trade with Egypt increases.
-Ports in the African regions are built for the first time or rebuilt to modern standards. Trade with the locals ensues.
-Further expansion into Africa is impossible due to malaria and hostile natives. The few regions that can be maintained are all coastal forts, which must be supplied from mainland Cattonia.
-The Kipchaks are invaded. Not much progress is made due to the fluidity of the front. Dravidian armies move too slowly to keep up with steppe tactics, although they are too well armed to be successfully assailed too often. The end result is a stalemate.
-The Khan is forced to move his capital elsewhere, further to the north, destabilizing his control over the entire horde..


Neonorth
Penz0id
Gov't: Constitutional Monarchy
-Trade routes through Neonorth are primarily Pacific oriented.
-Gunpowder weapons are improved upon, with more and more being produced for military means.
-Plumbing appears in the central areas of most cities, and is mostly restricted to those who can afford it.
-Attempts to relocate people from the west to the east is wildly unpopular, and results in quite a few armed clashes with the military.
-Trade with Seccia and Crimsonia is as strong as it is ever going to get.


Neopia
FudgeGruck
Gov't: Noble Republic
-Sweden is blockaded with great success. Numerical superiority trumps their guns, resulting in their attempted invasion going nowhere.
-Gothica does not accept military cooperation with the blockade, and wish to remain neutral in the conflict.


Medicea
RocketPropelledPanda
Gov't: Totalitarian Monarchy
-Religious freedoms are granted to all people in the kingdom.
-A national bank is established.
-Villages in the khanate to the east are offered small cash bribes to leave the Khan and join Medicea. Very few responses are received, and all are negative. The Khan takes this as a personal insult, but is too busy dealing with personal issues to send an army.
-Attempts to actually track the working habits of everybody above the age of sixteen is seen as the single most insane and impossible task that anybody has ever assigned any bureaucracy in the history of mankind. Nevertheless, they are obligated to attempt to comply. It didn't work.
-A standing army is now being maintained. Pretty much the entire treasury is being poured into the effort, and the soldiers have very little to do other than sleep in their tents or play card games. This quickly develops into the world's first fat camp.


Sweden
Vlad
Gov't: Constitutional Monarchy
-An invasion known as "Operation Tea Time Interruption" is a miserable failure. Neopian blockade stops the movement of any troops overseas.
-All attempts to force the peasants into upper class schools fail miserably. They have no use for an education, and no money to pay for it. There aren't enough taxes to cover it either.
-The army is reorganized again, trying desperately to stay several decades ahead of the times. In any case, guns are now more common than spears.
-Eskimos invade Norway from Iceland. Their invasion meets staunch resistance in the mountains, and has yet to make much progress.
-Angman troops are slaughtered in the cold forests of Finland, and an invasion fleet is engaged in glorious battle in the Stockholm archipelago. Both fleets are badly damaged, and the invading army is crushed.

Egypt
Fridge Logic
Gov't: Theocratic Constitutional Monarchy
-The Sultan, Muhammad Al-Tenyen, has declared himself the new Caliph of the Muslim world. A lot of people from other countries think "that just isn't how it works," but what do they know? Religious fervor translates directly to patriotism in Egypt, and the nation finds unity because of it.
-Algebra, among other things, are erroneously declared to have been invented at the Cairo University of Math and Science.
-The soccer becomes quite popular. The hockey is jealous.
-Jihad is refurbished to a word which means the equivalent of "war against pagans" or crusade, if you will. Such a thing is declared upon Nationitia.
-The invasion of Jewish provinces in Africa are successful, but Egyptian naval supremacy is as powerful as the Nile is weak; that is to say, they get whipped by the Nationitians when attempting to land in Italy.
-A parliamentary body known as the Shura is established, to act as a check upon the Caliph's power.
-The people of Cyprus are up in arms about being ruled by Muslims, especially a theocratic state of them, the Caliphate.


Poland
MDFification
Gov't: Monarchical Despotism
-Universities grow in size as the monarch provides donations.
-Swabia is soundly defeated. Teutonica conquers Frisia, and grants Poland's Swabian holdings as part of the peace treaty. Gothica eventually gives in and accepts the peace, as they are not able to manage any attacks into Germania.
-Religious tolerance is promoted, especially for Christian minorities.
-Relations with the Teutons plummet when the king declares himself Kaiser of all German peoples, including those living within Polish Swabia. The military alliance is pretty much over.

MDFification wrote:

Vlad: I see you're having a slight everyone-invades-you problem.
The Polish master race can help you perhaps?

Yes. We could use the strength of the Polaks.

When you send an edit to your turn, resend the whole turn
edits and all
Send it in bits and pieces and I end up writing the turn, deleting it, rewriting it, etc.
Its infuriating.


Also include the number for the NEXT turn.
See the number on each turn?
Don't say you don't, its the first thing said on the turn, just above the map.
Add one to that number.
Then put that in the title of your PM.
So easy a lizard offering you savings on car insurance could do it.


From now on, if you do not do these things, I will not read your turns.

Crimson Locks wrote:

Syndic: If Crimsonia is trading with Neonorth and Seccia, why don't we have green lines between us?

Green lines are alliances.
I will not put inter-player alliances on the map, because it really means nothing and is hard to keep track of. I am thinking of implementing a faction system, in which groups of players can join together into different sorts of coalitions, but we will see about that later.

Syndic wrote:

Green lines are alliances.
I will not put inter-player alliances on the map, because it really means nothing and is hard to keep track of. I am thinking of implementing a faction system, in which groups of players can join together into different sorts of coalitions, but we will see about that later.

Ah shit… I guess not one of the three of us informed you. Seccia, Crimsonia, and Neonorth have been in an alliance since ~1000AD. Oh, the missed opportunities with you not knowing this! :'(

Penz0id wrote:

Ah shit… I guess not one of the three of us informed you. Seccia, Crimsonia, and Neonorth have been in an alliance since ~1000AD. Oh, the missed opportunities with you not knowing this! :'(

It doesn't matter if Syndic knows of an alliance or not. He will never officially recognize them or treat your nations as being in one.

15th Turn: 1625AD – 1750AD

Political Map
Technology
The World at Large
-With the invention of the steam engine and the development of the scientific process, human inventiveness has skyrocketed. Automation is becoming popular in production, ingenuity is being shown everywhere, and scientific progress is making leaps and bounds into the future.
-A globally expanded publishing industry has led to the affordability of paper worldwide. Such a thing as paperwork is now common, expanding the capabilities of national governments. Things like taxes, census reports, and individual documentation are now efficient enough to be profitable to the nation as a whole, rather than existing simply on a town-by-town basis.


Nationitia
Ann Hiro
Gov't: Monarchical Despotism
VpC: 175
M0|A0|L1|C9|R0|F0
-


Syserror
Blue Screen (of death)
Gov't: Theocratic Constitutional Republic
VpC: 175
M0|A0|L1|C9|R0|F0
-Chrashtian missionaries are sent to China, Cattonia, and Madagascar. The latter of the three is claimed. The former two make little progress in increasing the size of the Crashtian communities already there, which remain a minority.
-Military bases are established in Thailand, where a large land army is put together.
-Businesses expand into other nation, establishing factories in locations where labor is more plentiful.


Crimsonia
Jolly Crimson Locks
Gov't: Constitutional Monarchy
VpC: 175
M0|A0|L1|C9|R0|F0
-The scientific method is applied to land and resource management, making construction and research projects significantly more efficient.
-Plumbing is made manditory for all urban environments, and where it does not yet exist it is now constructed anew.


Prederia
LiamMayhem
Gov’t: Monarchical Despotism
VpC: 175
M0|A0|L1|C9|R0|F0
-Sweden and Seccia invade the main isle, and successfully defeat any opposition.
-Ireland seizes this chance to officially secceed. there is nothing stopping them.
-An invasion is planned for sweden, but it never makes it there.
-An elite forces group is developed, but it is too little, too late.
-The king ends up in Ireland when everything went to hell. He made a speech about unification, but it makes little difference now.


Fasier
DarkErmac
Gov't: Monarchical Despotism
VpC: 175
M0|A0|L1|C9|R0|F0
-Sakhalin and the Kurils are claimed for the empire.


The Holy Angmar Imperium
Cale the Witch King of Cats
Gov't: Noble Republic
VpC: 175
M0|A0|L1|C9|R0|F0
-Siberia and the regions east of it are claimed for the empire, with a military expedition moving all the way to the Pacific ocean conquering or cooperating with local tribes. The region is still very decentralized, and makes no production of tax income for Angmar, but the military outposts built along the way have solidified the claim.
-A small bit of land is seized in Africa to act as a colonial outpost.
-The Baltic trade is opened to the Swedes once more as the war comes to a close.
-Chocolate, a horrible thing like coffe that Mexicans drink, is sweetened up and mixed with sugar and milk, dried into a solid bar and then sold as "milk chocolate." Very popular stuff.
-The Cricket challenges the Hockey and the Soccer. Despite widespread initial opposition, the Cricket proves to best them all, and is now the most popular sport in Angmar, despite its youth.
-The king is crowned Emperor in Constantinople, and calls for all christians (except the Lithuanians, on the grounds that they smell of elderberries) are called to unite under one flag: the flag of Angmar's holy imperium.


Kickassia
Captain Falcon
Gov't: Monarchical Despotism
VpC: 175
M0|A0|L1|C9|R0|F0
-Federal funding goes into the orchestration of arranged marriages. It is not very popular among the youths of society.
-African natives are given gifts. They appreciate the offer.


Seccia
Slappy the Fish
Gov't: Noble Republic
VpC: 175
M0|A1|L1|C8|R0|F0
-Troops are removed from Norway.
-Trade is promoted with Neopia, Angmar, Sweden, Cattonia, and Poland.
-Prederia is invaded. Great success ensues, and very little combat actually occurs.
-A colonial fortress is established in north west Africa.
-Once Scotland is taken, colonies are established and the natives are slowly forced from their lands into the south.
-The Polo is invented. It becomes more popular than the Hockey, which is now depressed.
-The Basketball is also invented, but the Polo murders it.
-The concept of the state is developed, and the government now takes precedence over aristocrats and governors. With this, it becomes much easier to tax and instate government mandated projects.
-The greater influence of the state in national matters means that they may now fund two research projects each turn.
-Sadly, many people, especially those in regions far from the capital, are not appreciative of the new, centralist tendencies. Groups of anarchists have stopped paying taxes in protest.


Cattonian Empire
madcat
Gov't: Monarchical Despotism
VpC: 175
M0|A0|L1|C9|R0|F0
-War were declared. Egypt is successfully removed from Anatolia.
-I am sorry to inform you that the Ilkhanate is dead. Your orders fall on deaf ears.
-The deserts of Arabia and Sinai prove to be very difficult to traverse. Fortunately, the Egyptians find the same thing to be true. A stalemate ensues.


Neonorth
Penz0id
Gov't: Constitutional Monarchy
VpC: 175
M0|A0|L1|C8|R1|F0
-Border forts appear along… well, the borders. Checkpoints along access regions only allow merchants from Seccia and Crimsonia. Immigration is banned.
-In America trading is curbed. National emphasis on merchandise is directed westward, to Asia, where most exports and imports are made now.
-The weapons trade becomes pretty popular within Neonordic borders. Guns are becoming cheaper, and more people wish to own one.
-A practical steam engine is developed. This can be used for a variety of tasks, although most have not yet been imagined yet. Primarily it is being utilized to automate milling and textile weaving.
-A group of anti-engine workers rises up. They are the neonordic equivilent of Luddites. They smash up local factories, hoping that they will get their jobs back.


Neopia
FudgeGruck
Gov't: Noble Republic
VpC: 175
M0|A1|L1|C8|R0|F0
-Ireland is invaded shortly after it gains its independence. They are unprepared to defend themselves, and fall rapidly to the neopian assault.
-The blockade on Sweden is ended.
-The concept of statecraft is developed. The government has more control over the nation now.
-The greater influence of the state in national matters means that they may now fund two research projects each turn.
-Some people do not like the idea of the state having control over them, and a small minority of them have become self proclaimed anarchists.
Mexico is offering to sell Iberia to the highest bidder, but in reality they are leaning more towards giving it to Neopia for a pretty good bargain. Should Neopia not take advantage of this now, the region may fall into another nation's realm.


Medicea
RocketPropelledPanda
Gov't: Totalitarian Monarchy
VpC: 175
M0|A0|L1|C9|R0|F0
-The Kipchak Khanate, in the midst of a succession crisis turned civil war, is easily divided and conquered. Individual factions side with the invaders against other factions, and Medicea is able to eventually backstab them all to conquer the nation outright.

Last edited Dec 28, 2012 at 04:32PM EST

Sweden
Vlad
Gov't: Constitutional Monarchy
VpC: 175
M0|A0|L1|C9|R0|F0
-Prederia is successfully invaded in "Operation Tea Time Interruption Two."
-Rifles are standardized with attached bayonets.
-Mounted riflemen, called dragoons, are the primary fighting force of Sweden at this moment in time.
-Religion is deemphasised in favor of patriotism and individualism.


Egypt
Fridge Logic
Gov't: Theocratic Constitutional Monarchy
VpC: 175
M0|A0|L1|C9|R0|F0
-Algeria is invaded, and successfully defeated. The nation is entirely annexed.
-Religious freedom is granted, damaging the Caliph's reputation, but at the same time settling unrest in a lot of the country
-Cyprus is gifted the right of self governance, which makes the locals happier, although no more loyal than they used to be.
-New ships are built, although the design changes little. More guns are included. These ships go on to serve against Algiers.
-Universities recieve funding from the national treasury, which is nice. Unfortunately, the largest of these funds are given to Jerusalem and Damascus, which were promptly seized by Dravidians. The gold is now a part of Cattonia's treasury, rather than Egypt's intellect.
-Oppressed Christians in Anatolia and Palestine rejoice at the Cattonian invasion. They support the invaders and oust the muslim missionaries and imams.


Helvetican-Brolish Commonwealth
MDFification
Gov't: Confederal Republic
VpC: 175
M0|A0|L1|C9|R0|F0
-To answer the German, Angman, and Gothic threat, Helvetica has agreed to a pact which will join Hungary, Switzerland, and Poland into one nation as part of a confederacy. The capital is set at Prague.
-It is decided that Lithuania should be part of the commonwealth, whether they like it or not.
-The king decides that the future kings should be elected from among the aristocracy. His sons are pretty upset about it.
-Taxes are lowered for the wealthy.

Research
For each turn your nation gets TWO research points. You may use each point to fund one project each turn from the ten tech categories. You must have research each prior tech before you may research the next one. The arrows tell you which one is next, it is pretty easy to follow. You may research an additional (third) project if you have State & Government, and your research becomes more likely to succeed if you have Scientific Management. I would suggest that you get these two first.


Politics
M0|A0|L1|C9|R0|F0
This thing tells you which political groups hold the most power and influence over your nation. There are ten points in this rating. It does not necessarily tell you how much of the total population that is aligned with each party, just which parties are the most vocal or active.

Marxist – wants the redistribution of wealth. appear when the nation is in dire times and food is scarce
Anarchist – want the government to get out. appear when taxes go up, or the government expands.
Liberal – want progress and humanitarianism. appear when cities grow.
Conservative – want things to stay as they are. appear during times of complacency.
Reactionary – want things to go back to how they used to be. appear when the economy changes.
Fascist – want security for their nation. have many variables to appear.

Fascists will not start to show up until after Nationalism & Imperialism, and Marxists similarly do not show up until State & Government.


Research Trading
You must invest a single point of research development to give a single tech to another nation during your turn. This will, of course, stunt your own research development, since that tech point could have been used on your own projects. However, their people must be educated in the use and development of that technology, and that comes at a price.


VpC
Value per Capita. This means the average amount of money that each person is worth, owns, or produces. In essence, how valuable is your average citizen? At the beginning of the revolution in this thread, each person on the earth is valued at about 175 in 2011 IRL US dollars. You want this number to be as high as possible, because it both reflects the standard of living for your people as well as the amount of money you can tax. It will rise when industry becomes more efficient or when other economic endeavors see success.

Last edited Dec 28, 2012 at 04:09PM EST

Captain Douglas J Falcon wrote:

Can the tech be given to NPC Nations?

No. NPCs have their own thing going on. Plus, this isn't a single player game. If you want to tech trade you have to do it with other players.

Captain Douglas J Falcon wrote:

Another quick question: what symbol represents who?

They are color coded for your convenience. The exact color used on the map is present in each player's symbol. Except Poland. I tried to keep each symbol only having one color, but Sweden and Prederia have flags.

Just a few questions:

1) Just a bit confused, but you say that countries with State & Government can do three projects per turn, yet when I read the turn descriptions for those countries, It says that they can only fund two projects per turn. Which one is correct?

2)Can a nation 'chain' developments? (as in, put one point into, say, Practical Steam Engines and then put their next point into 'Clean Coal') Or will tech developments have to be spread out along the categories?

Slappy The Fish wrote:

Just a few questions:

1) Just a bit confused, but you say that countries with State & Government can do three projects per turn, yet when I read the turn descriptions for those countries, It says that they can only fund two projects per turn. Which one is correct?

2)Can a nation 'chain' developments? (as in, put one point into, say, Practical Steam Engines and then put their next point into 'Clean Coal') Or will tech developments have to be spread out along the categories?

1) I changed my mind, but I forgot to edit the turn. Anybody with State & Government can research THREE projects at once. Sorry for the confusion.

2) No. You may only make progress one level at a time.

Cale wrote:

Also a question: I was planning on moving into a Republic soon, but now will I have to "Research" that as State and Government?

You can move to a republic any time you want.
Political Thought "technology" just symbolizes the involvement of the state in internal affairs.
Taxes, conscription, socialized economy, that sort of thing.

One last Question: You said in the beginning explanation that you have to give a tech away, but when you answered my question you said that it was an opinion matter.Do you HAVE to give a tech away?

Captain Douglas J Falcon wrote:

One last Question: You said in the beginning explanation that you have to give a tech away, but when you answered my question you said that it was an opinion matter.Do you HAVE to give a tech away?

What? No! You do not HAVE to do tech trading. It is an OPTION. ie, your research can look like this:

"Research clean coal, machine guns, clipper ships."

Or like this:

"Research clean coal and machine guns. Give Breech Loaded rifles to Crimsonia."

I was saying that IF you want to trade, you MUST utilize a tech point to do it.
Sometimes I feel like I should hire a lawyer to write my posts.

Wait a moment, one more question

If you give a tech to another nation, do they have to have the prerequisites for that tech (As in, giving Organic Chemistry to a nation that's still on either Basic Chemistry or Medicine) or will they automatically acquire the given tech?

Slappy The Fish wrote:

Wait a moment, one more question

If you give a tech to another nation, do they have to have the prerequisites for that tech (As in, giving Organic Chemistry to a nation that's still on either Basic Chemistry or Medicine) or will they automatically acquire the given tech?

No. If you give them a tech, they receive all the previous techs in that line of the tree.

This means that if everybody cooperates and trusts eachother enough, we can get through the Victorian era within five to ten turns.

However, as with any backwards civilization suddenly receiving revolutionary futuristic technology, expect massive political upheavals.

Captain Douglas J Falcon wrote:

One Final Question: If someone gives you a tech, can you Research the tech above it?

No. You must already have a tech in order to research the one beyond it. You can not anticipate that somebody will actually give you a tech or not. If he says he is going to give you tech 2, and you then try to research tech 3, what happens if he does not give you tech 2? What are you researching? Nothing.

Captain Douglas J Falcon wrote:

Can you research a tach, and give a person the researched tech? (I know this sounds stupid)

Not in the same turn.
To use a tech you have to have it first.
For each tech point you can give ONE tech to ONE nation. Or just research for yourself.

Last edited Dec 28, 2012 at 06:36PM EST

Introducing the Confederation.
Members may apply. Must be cool with Polish domination and basically being flat out annexed.
I assume there are loads of applicants, so please form an orderly que. The Evil Empire will be with you shortly.

A Message from the Kingdom of Kickassia
The kingdom of Kickassia would like to be allied with the nations of North America. this alliance shall be known as the UWA (United Western Alliance) Those who do not wish to join will make the Kingdom of Kickassia sad, but no action will be taken against those who decline the alliance. And also, we would not like to join the confederation, Helvetican-Brolish Commonwealth.
This has been A Message from the Kingdom of Kickassia

Crimson Locks wrote:

To the Kingdom of Kickassia,
Will there be any conditions to meet when/if my nation joins the UWA? And what are the terms of this Alliance?
A message from the Nation of Crimsonia

A Message from the Kingdom of Kickassia
The alliance will basically be Tech Trading, a Peace Treaty, and a pledge that if one or more of the nations go to war, the other nations have to help out.
This has been A Message from the Kingdom of Kickassia

A Message from the Nation of Neonorth
Neonorth accepts the terms and conditions, and would be honoured to be a part of the UWA.
This has been A Message from the Nation of Neonorth

Cale wrote:

HOLY ANGMAN GIVE WORDS TO DIRTY FOREIGNERS:

U suk lol

HOLY ANGMAN HAS GAVE WORDS TO DIRTY FOREIGNERS.

Meanwhile, in the Holy Angmar Imperium.

Last edited Dec 29, 2012 at 12:19PM EST

madcat wrote:

I still can't tell which symbol is mine. The colors on two are too similar.

I'll give you a hint.
It's the Hindu symbol. ॐ

(I'll make a way to recognize them next turn))

Hauu! You must login or signup first!