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oxfordroyale

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So, here's my new signup, now bigger and better than ever with detailed reasons why these countries appealed to me and why I think they should be in the game. Apologies if it's too much.

(Also, these are in no particular order.)

I. Empire of Japan – 1920 Mk I


Japan by the end of 1920 Mk I was in a bad place, with a decaying military, poor economy, mediocre government and a very bruised ego. Having experienced the total collapse of their empire with the loss of Manchuria, Korea, Taiwan, Sakhalin and the Kuril Islands, they are definitively confined to the homeland and just as diminished as in OTL, though with the added disadvantage of having much of its misfortunes continue into the late 60s. Many constants of Japanese life and history have been completely undercut: the traditional sanctity of the imperial family is questionable at best, given the assassination of one emperor and the attempted coup of another, and the Japanese military, once the pride of the nation, is weakened and divided after a long period of defeat, division and neglect. As a nation, Japan has undergone a transition towards a socially liberal state, but unlike OTL it has yet to experience its famous economic miracle.

The main reason I would like to take the helm of 1920’s Japan in Legacy of Nations is that I think it would provide a great challenge – overseeing the renewed prosperity and success of the Japanese people whilst also contending with strong neighbours in the form of the (OP)SSR and China will likely be difficult, especially if I decide that the military is a necessary tool to accomplish that. As a member of NODO and free from the constraints placed on it by the Americans OTL, Japan has the potential to rebuild its armed forces and reassert itself in Asia with hard power, potentially turning the region into one of hot dispute – if its neighbors will let it, of course. Alternatively, it could pursue the great economic growth that it has the potential for, if provided the right guidance.

II. Greater Japanese Empire – 1900 Mk I

Yes, I know this is also Japan, but bear with me. I also believe that the Greater Japanese Empire from 1900 Mk. I would be great addition to the game, and that is because it is a radically different nation than 1920’s Japan. First of all, the Greater Japanese Empire from 1900 is a nation that has yet to be broken – while having had to eventually relinquish the East Indies and Manchuria, as of the game's end Japan had managed to retain control of both Korea and Taiwan as key portions of their empire, affording them access to a wider range of resources than in OTL. In addition, their military was never humbled, and still serves as the backbone of the state and an integral part of Japanese culture and national identity – for while the Japanese are now more focused on their economy, this is only due to the security and peace of mind that their strong military affords them. A self-confident, even arrogant Japan with the firepower to back up their tough talk is interesting to me and could provide a valuable counterweight to Chinese and Soviet influence in Asia (especially given it’s membership in NODO). Personally, I would love to explore the ramifications that a still-proud and victorious Japan would have on their culture and politics, with ideas such as racial superiority and ultra nationalism not having been discredited like they were OTL and likely still maintaining strong followings.

III. Empire of Ethiopia – 1920 Mk II

When one talks about African success stories, let’s not forget Duke’s Ethiopia from 1920 Mk II. In a rather ironic departure from history, major cooperation between Addis Ababa and Rome saw massive strides forward for Ethiopia with regards to education and infrastructure, leading to the country becoming a rising star in Africa throughout the game. While heavily involved in the African liberation movement, Ethiopia also benefited from colonialism as the Italians withdrew from East Africa, leaving their ally Ethiopia in charge of their former colonies of Eritrea and Somalia. While this did cause problems, Ethiopia established a firm rule on its territory through the expansion of a police force and military, the improvement of health-related services, and a liberalization of its constitution. By the end of the game Ethiopia was in a good position, the eader of both the African Union and the African Economic Community and possessing a booming population and decent economy. I think that this Ethiopia, so markedly different from what it is today (or was in 1975) would be a great addition to the game. Plus, we need a player-led African nation!

(EDIT: Removed Sokoto. Much sadness.)
 
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99KingHigh

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1. The Federation of Northern Central America (1861 Mk1)
  • just think of all the plantation oppression and coffee tyranny that could be enjoyed -- too delicious to not happen
  • not to mention the de facto exclusion of mestizos
  • also the panama canal is ours and we deserve it
2. The Kingdom of Scandinavia (1861 Mk1)
  • i'm honestly just curious to see what happens when this much whiteness is pumped into one country
3. Most glorious Kingdom of Bulgaria (1920 Mk1) circa 1950s
  • because its my baby and if I don't get it i'll have to start offering shekels
 
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Arrowfiend

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1. Egypt - 1920 Mk I: One of several African success stories, I found Egypt would be an interesting position in the setting you have crafted so far. Having already thrown off the shackles of British imperialism, Egypt would have to compete with a still alive Italian Empire and an expansionist Greater Israel. Given its key position in the Mediterranean with the Suez Canal, Egypt could potentially spark off a Mediterranean conflict. Indeed, even without open conflict, it could easily become zone for proxy conflict between competing Communist-Fascist and Democratic interests.

2. Turkey (pre or post Kurdish revolution) - 1920 Mk II: Stuck between a rock (Arab and Kurdish nationalism) and a hard place (Communism), Turkey, like Egypt, would likely be in a tough geopolitical spot. With an extremely strong USSR on its borders, Turkey may either be cowed into neutrality or forced to align with NODO to protect its sovereignty. Internal political conflict would be likely, with Turkish Nationalist, Kurdish and Arab Nationalist, and Communist parties clashing for dominance.

3. Argentina (pre Fascist govt. falling) - 1920 Mk I: Possibly one of the two Fascist countries left in the world, Argentina would have many possible routes to take. Like Italy, Argentina, against its better wishes, could align with the Comintern to protect against Western imperialism. It could align with Democratic and Monarchic powers to protect against Communism. Or, it could forge it own path, perhaps creating its own neutral bloc in South America, or, more likely, becoming an international pariah state ala South America.
 

Korona

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Here's my new signup. No particular order, all of these are appealing to me.

1. The Empire of Brazil - 1861 Mk. II

A hugely important and influential power in South America, and arguably the western hemisphere, the Empire of Brazil has tons of potential for this game. By the end of 1861 Mk. II, Brazil had just annexed Uruguay, and was prepared to go into all out war with the Andean Confederation. However, with Ab as the Kingdom of Peru, things might be different, and yet almost the same. Brazil would the the liberal monarchy that serves as the counterweight to the, in Ab's words, fascist-y and francoist-y regime on the other side of the Andes. The country itself would probably be a pretty modern and successful state, with a strong military (that may or may not have engaged in coups throughout the years). I'm sure there'd be plenty of socio-economic tension between the descendants of slaves and the white upper and middle classes, and plenty of poverty throughout the nation.

The main reason as to why I'd want to lead Brazil through this game is that it'd be a blast to juggle tensions within South America, and with the world in general. Dealing with the pervasive socio-economic issues and the external forces acting upon Brazil would be fun. Not to mention possible conflict between the Vassouras and Petrópolis branches of the Imperial House of Brazil would certainly make internal and dynastic politics within the regional power of South America interesting.

2. The Empire of Vietnam - 1920 Mk. I

Yet another Empire, and one that's equally as fascinating to me as Brazil. Certainly not anything of a huge power, Vietnam is fascinating for the challenges it has yet ahead. After a brutal civil war, Vietnam has to focus on it's own matters to focus on, such as rebuilding and unifying a country that is divided, angry, and threatening to tear at the seams. Ab established a delicate democracy, and it'd be a fun challenge to establish that democratic regime as solid, thus ensuring Vietnam has a democratic and free future. Helping the West and the Allies in Asia would be fun, not to mention the interesting and possibly risky interactions that the Empire of Vietnam would have with the Republic of China. I also have a bit of a thing for Asian history, and keeping the spirit of Gia Long alive would be a blast.

3. Republic of Ireland - 1920 Mk. II

Interestingly enough, the first real IC I remember reading from any WiR was Dadarian's Ireland ICs in 1920 Mk. II. Ireland would be a great nation to play as, even though I am fully incapable of carrying on Dadarian's legacy in the Emerald Isle, it'd still be a blast to play as Ireland. As Dadarian outlined in his epilogue for Ireland, Michael Collins and his ideological descendants controlled Ireland from the 30s all the way to the 70s. With a neoliberal party finally in charge, it would be a fun challenge to reorganize Ireland according to a new vision, and deal with the (rowdy) complaints from those who supported Collins and his legacy.
 

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II. Greater Japanese Empire – 1900 Mk I

Yes, I know this is also Japan, but bear with me. I also believe that the Greater Japanese Empire from 1900 Mk. I would be great addition to the game, and that is because it is a radically different nation than 1920’s Japan. First of all, the Greater Japanese Empire from 1900 is a nation that has yet to be broken – while having had to eventually relinquish the East Indies and Manchuria, as of the game's end Japan had managed to retain control of both Korea and Taiwan as key portions of their empire, affording them access to a wider range of resources than in OTL. In addition, their military was never humbled, and still serves as the backbone of the state and an integral part of Japanese culture and national identity – for while the Japanese are now more focused on their economy, this is only due to the security and peace of mind that their strong military affords them. A self-confident, even arrogant Japan with the firepower to back up their tough talk is interesting to me and could provide a valuable counterweight to Chinese and Soviet influence in Asia (especially given it’s membership in NODO). Personally, I would love to explore the ramifications that a still-proud and victorious Japan would have on their culture and politics, with ideas such as racial superiority and ultra nationalism not having been discredited like they were OTL and likely still maintaining strong followings.

Taking you on early because I am going to be away all tomorrow. Congratulations. mark
 

Frymonmon

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I will be building the world of Legacy of Nations: 1975 more. It will not run imminently.
 

Watercress

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1. Commonwealth of the Danube (WIR: 1861 M.2)

- This was the one were I wrote astoundingly long ICs. Basically, if I recall correctly, the Austria player did a bad job and the Hapsburgs were overthrown in a republican revolution, leading to a Republican Danubian state. It's an interesting set-up and I won't play it all 'everybody-loves-each-other' that most Danubias seem to be.

2. Kingdom of Yugoslavia (WIR: 1900)

- This is was very first game I think, so perhaps for nostalgia's sake.

And I can't remember any of the others I played, so 2 will have to do.