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Deaghaidh

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In the year 1878, the discovery of the Phlebotinum Reactor enabled mankind to travel the luminiferous aether between worlds. Exploratory voyages were launched by adventurous souls from around the world. The moon turned out to be a disappointing dusty plain devoid of interesting features, while Venus was a dense fetid jungle teeming with virulent diseases. But on Mars mankind found a populous, ancient civilization of a new race of humans. The race was on for the earthly powers to carve out niches to explore and exploit this new frontier. It is now 1880, and the scramble for Mars is on!Turn 2 (July 1880, Northern Hemisphere Autumn) has begun

afterturn1battles_zps0af5543a.jpg

January-June 1880 (turn 1)

Colonies:

The Free State of New Deseret (Tapscott)
Leader: Father Joseph Smith IV
Nationality: American (Mormon Separatists)
Type: Independent Theodemocracy
Bonus: Yellow Journalism

Territories:1
Factories:1
Wealth:
Prestige:7
Manpower:6
Armies:3
Fleets:0
Air Fleets:0


Redlan Territory (Jeeshadow)
Leader: Governor-General Harold King
Nationality: USA
Type: Miltary controlled US Territory
Bonus: Planet of Opportunity

Territories:2
Factories:0
Wealth:2
Prestige: 9
Manpower:6
Armies: 2
Fleets:0
Air Fleets:0


United Martian Republic (Noco19)

Leader: Chairman Friedrich Engels
Nationality: International Proletarians
Type: Independent Socialist State
Bonus: Yellow Journalism

Territories:1
Factories:1
Wealth:
Prestige: 8
Manpower:6
Armies:3
Fleets:
Air Fleets:0

Bearington Trading Company (Dadarian)
Leader: Lord Reginald Augustus Trafalgar Bearington, Baron of Bearington
Nationality: British
Type: Chartered Corporation
Bonus: Captains of Industry

Territories:1
Factories:0
Wealth: 3
Prestige: -5
Manpower:4
Armies: 1
Fleets:
Air Fleets:0

The C.o.D. Rail Company (Blackbishop)
Leader: Ignatius J. Reilly
Nationality: American
Type: Private Corporation
Bonus: Captains of Industry

Territories:1
Factories:1
Wealth: 1
Prestige: 6
Manpower: 6
Armies: 3
Fleets:
Air Fleets:0


Novomarssk (gilomarto)

Leader: Vladislav Antonovich Myshkin
Nationality: Russian
Type: Penal Colony
Bonus: Planet of Opportunity

Territories:1
Factories:0
Wealth:
Prestige: 1
Manpower:7
Armies:3
Fleets:
Air Fleets:0

Third French Empire (Maxwell500)
Leader: Constantin Achille de Varennes, Maréchal de France
Nationality: French
Type: Bonapartist Government-in-Exile
Bonus: Planet of opportunity

Territories:1
Factories:0
Wealth: 2
Prestige:1
Manpower:7
Armies:3
Fleets:
Air Fleets:0

Confederate States of New America (Bialaska)
Leader: Robert C. Calhoun
Nationality: Dixie
Type: American Secessionists
Bonus: Captains of Industry

Territories:2
Factories:1
Wealth:1
Prestige: 8
Manpower:4
Armies:3
Fleets:
Air Fleets:0

Bolivarian Republic of New Panama (alexander23)
Leader: Alexandro de la Vega Fabrega
Nationality: Latin American
Type: Independent Utopian Republic
Bonus: Planet of Opportunity

Territories:1
Factories:1
Wealth:
Prestige: 7
Manpower:5
Armies:2
Fleets:
Air Fleets:0
Bonus:+1 wealth for three turns from drugs

Nya Skandinavien (Haresus)
Leader: Prince Oscar Bernadotte
Nationality: Swedish
Type: Royal Colony
Bonus: Native Clerks

Territories:1
Factories:0
Wealth: 0
Prestige: 2
Manpower:6
Armies: 4
Fleets:
Air Fleets:0

New Empire of Byzantium (AsdfeZxcas)
Leader: Emperor Mikolas Zelotes
Nationality: Greek
Type: Independent State
Bonus: Captains of Industry

Territories:1
Factories:1
Wealth: 1
Prestige:1
Manpower:6
Armies: 1
Fleets: 1
Air Fleets:0

Kongeriket Norge (ThePirateMan)
Leader: King Valdemar
Nationality: Norwegian
Type: Independent state
Bonus: Native Clerks

Territories:1
Factories:1
Wealth:
Prestige:3
Manpower:6
Armies:1
Fleets:1
Air Fleets:0

Mandate of Ma'adim (Watercress)

Leader: Rabbi Dr. Isaac Rulf
Nationality: Jewish
Type: International Zionist Mandate
Bonus: Planet of Opportunity

Territories:1
Factories:0
Wealth: 2
Prestige: 1
Manpower:7
Armies:3
Fleets:
Air Fleets:0

Nashata Mila Rodino (Fingon888)
Leader: Prince Alexander, Prince Nikola
Nationality: Bulgarian
Type: Personal Military Colony
Bonus: Native Clerks

Territories:1
Factories:0
Wealth: 0
Prestige: -2
Manpower:5
Armies:1
Fleets:1
Air Fleets:0

Order of the Navigators (EmperorGrimm)
Leader: James Conley
Nationality: American
Type: Technocratic Utopia
Bonus: Planet of Opportunity

Territories:1
Factories:1
Wealth:
Prestige:1
Manpower:7
Armies: 3
Fleets:
Air Fleets:0

New Vermont (Bakerydog)
Leader: Lt John Chard
Nationality: English
Type: Military/Civilian
Bonus: Captain of Industry

Territories:1
Factories:0
Wealth:1
Prestige: -9
Manpower:4
Armies: 2
Fleets:
Air Fleets:0

Protectorate of Mighty Copenhagen (Jako473)
Leader: Executor Sigfried Glucksberg
Nationality: Danish
Type: Military Outpost
Bonus: Native Sergeants

Territories:1
Factories:0
Wealth:2
Prestige:1
Manpower:6
Armies:
Fleets:
Air Fleets:0

Protectorate of the Supreme Pontiffs of Rome (99KingHigh)
Leader: Bishop Gregory I
Nationality: Roman
Type: Catholic Theocracy
Bonus: Yellow Journalism

Territories:1
Factories:1
Wealth:
Prestige: -4
Manpower:6
Armies:3
Fleets:
Air Fleets:0

New Barcelona (Galren)
Leader: Albert Hugo Ibanez
Nationality: Spanish
Type: Royal Colony
Bonus: Yellow Journalism

Territories:1
Factories:1
Wealth:
Prestige: -1
Manpower:6
Armies:3
Fleets:
Air Fleets:0

The Princely State of Xanthe (Ab Ovo)
Leader: Prince Carlo II of Xanthe
Nationality: Italian
Type: Italian protectorate
Bonus: Native Sergeants

Territories:1
Factories:0
Wealth:2
Prestige:1
Manpower:6
Armies: 3
Fleets:
Air Fleets:0

Kingdom of New Acadia (Otto of England)
Leader: King Constantin I
Nationality: French-canadian
Type: Independent Monarchy
Bonus: Native Sergeants

Territories:1
Factories:1
Wealth:
Prestige: 3
Manpower:6
Armies: 3
Fleets:
Air Fleets:0

Yeni Baghdad (tyriet)
Leader:
Nationality: Ottoman
Type: Imperial Colony
Bonus: Native Sergeants

Territories:1
Factories:0
Wealth:2
Prestige:1
Manpower:6
Armies:
Fleets:
Air Fleets:0

Shin Kyoto (open)
Leader:
Nationality: Japanese
Type:
Bonus:

Territories:1
Factories:0
Wealth:2
Prestige:1
Manpower:6
Armies:
Fleets:
Air Fleets:0

Neu Konigsberg (Aedan)
Leader: Alfred von Moltke
Nationality: Prussian
Type: Military Outpost
Bonus: Planet of Opportunity

Territories:3
Factories:0
Wealth:
Prestige: 15
Manpower:7
Armies: 3
Fleets:
Air Fleets:0

Adventurers

Jack Gears (Tapscott)
Affiliation: New Deseret
Class: Mechanic
Fame:10
Other:

Pyotr-Klyuchnik (gliomarto)
Affiliation: Novomarssk
Class:Thief
Fame:
Other:

Colonel Nikolas von Khur (King5000)
Affiliation: Neu Konigsburg
Class: Soldier
Fame:5
Other:

Prince Rangsit Kiartivongse (Plutonium95)
Affiliation: Neu Konisgsburg
Class: Scholar
Fame:5
Other

Captain Sir Richard Wellesley, VC (Spectre17)
Affiliation: Independent (British)
Class: Soldier
Fame:
Other:

Schutze (Aedan777)
Affiliation: Neu Konigsburg
Class: Thief
Fame: -2
Other:

Adam (Greatslayer)
Affiliation: Independent (Swedish)
Class: Soldier
Fame: 10
Other:

Doctor Armand Baptiste Lacroix (Noco19)
Affiliation: United Martian Republic
Class: Scholar
Fame:10
Other:

Lt. Colonel Jacques Laurier (Otto of England)
Affiliation: New Acadia
Class: Soldier
Fame:4
Other:

Isabel Fernandez (Galren)
Affiliation: New Barcelona
Class: Thief
Fame:-4
Other:

Walks-Among-Spirits/ Rho (LightsShadows
Affilitation: Independent (Cherokee)
Class: Scholar
Fame:10
Other:

Captain Rocky Fire (Jeeshadow)
Affiliation: Redlan Territory
Class: Soldier
Fame: 4
Other:

Basilus (99KingHigh)
Affiliation: Papal Mars
Class: Soldier
Fame: -5
Other:

Lord Reginald Augustus Trafalgar Bearington, Baron of Bearington (Dadarian)
Affiliation: Bearington Trade Company
Class: Soldier
Fame: -4
Other:

Roberto Vallarte (alexander)
Affiliation: BRNP
Class: Mechanic
Fame: 15
Other:

Robert C Calhoun (Bialaska)
Affiliation: CSNA
Class: Scholar
Fame:0
Other:0

Fiasco the Flyman (BlackBishop)
Affiliation: CoD
Class: Soldier
Fame: 10
Other: is fly monster​
 
Last edited:

Deaghaidh

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Entirely reasonable questions:

Q: What is this?
A: Steampunk Mars is a game set on, well, a steampunk mars. Players can be the colonial governments, or adventurers exploring Mars and learning its secrets

Q: WTF is an adventurer?
A: Adventurers are player characters that go on adventures. Adventures can result in the discovery of useful things for the colony of their choice. They can also sometimes unleash ancient terrors and such.

Q: How can I join?
A: To claim a colony, color in a province on the map above. Post the following information:

Name: self explanatory, what is the colony called
Leader: The character in charge of your colony, and the player responsible for making sure the orders get submitted and the trains run on time.
Nationality: where on Earth are you based out of
Type: Are you a military outpost, a private corporation, or something else?
Bonus: Which of the bonus traits does your colony have

Q: What are the bonus traits?
A: The bonus traits are: Captains of industry (your colony produces more income per turn), Native Clerks (administering your colony takes less manpower), Native sergeants (your army requires less manpower), Yellow Journalism (your colony builds prestige faster) and Planet of Opportunity (your colony attracts more immigrants)

Q: Industry, manpower, prestige? What are you talking about, where is the proper rules post?
A: Detailed rules will follow shortly

Q: What about adventurers?
A: To create an adventurer character, just post
Your character's name
Your character's nationality
Your character's 'class'

The classes are Soldier (solves problems by fighting) Scholar (solves problems with knowledge and diplomacy) Mechanic (solves problems with technical acumen) and Thief (solves problems with stealth and cunning)

Q: How different is the game world from our time line?
A: Up until 1878 everything is the same. As the game goes on player actions will affect the course of history. Also on Mars Airships are an entirely viable transportation choice, mainly because I like airships.

For a sense of the setting and what might happened, check out the previous incarnation of this game:
http://forum.paradoxplaza.com/forum/showthread.php?655735-IOT-The-Scramble-for-Mars
 
Last edited:

Deaghaidh

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Rules

All normal forum rules still apply!
In general, be a gentleman and/or lady. Treat other players with respect etc.

Don't make things personal!

Also, make sure to keep everything you post here 'safe for work.' I know there are a lot of images of girls in sexy steampunk outfits on the interweb, but lets not get this thread closed or otherwise provoke official wrath.

Key concepts

Colonies rely on three basic resources:

Wealth is money and any other form of material riches. It's generated by your provinces and factories. It's used to buy things

Manpower is the amount of people from your Earthly homeland in your colony. It has nothing to do with the amount of Martians in your territory. You gain manpower via immigration. You need manpower to run things, like your economy and military

Prestige is a measure of how people perceive your colony, both on Mars and back at home. High prestige means people think your colony is a prosperous and/or glorious undertaking. Low prestige is the opposite. You can use prestige in diplomacy, and it also drives your immigration.

Economy

Your colony gains wealth two ways. One is via the base income your colony produces. Your first territory produces 2 wealth each turn, all subsequent ones produce 1 wealth. Every territory you own requires 1 manpower to administer.

The other major way of gaining wealth is via factories. Factories represent any sort of industry your colonists build on Mars, including things that are not technically factories like banks and railroads and such. Factories cost 2 wealth to produce, and each factory requires 1 manpower to operate. A working factory generates 1 wealth per turn.

Colonies with the Native Clerks benefit can support 3 factories or provinces with 2 manpower. Colonies with the Captains of Industry bonus generate 1 bonus wealth for every 2 they produce from factories or provinces.

Prestige, Immigration & Manpower
Immigration is a function of Prestige. Everyone receives a minimum 2 manpower of immigrants per turn, no matter what their prestige level is (the planet of opportunity bonus lifts this to 3). After that every 5 points of prestige gets you an additional immigrant.

Along with immigration, Prestige can be spent in an effort to "diploannex" a neutral territory. Attempting this costs a minimum of 5 prestige. Spending more prestige gets you bonuses to your roll in proportion. At 5 prestige you must roll a six on a standard d6, but 10 prestige makes your success certain.

You can make multiple diploannex attempts in one turn, but each subsequent attempt has a -1 penalty, so you will have to spend more on it for the same odds of success.

Prestige can be gained or lost in many, many ways:
*You get one point of prestige per province you own
*You can gain or loose prestige by winning or loosing battles and conquering or loosing territory
*You can get prestige by having the most territory, biggest economy, most manpower, or biggest army/navy/air force
*Prestige can be affected by the exploits of your colony's adventurers.

Colonies with the Yellow Journalism benefit gain an extra point of prestige for every two points they generate.

Military
Your military is broken up into Armies, Fleets, and Air Fleets

Armies Cost 2 wealth to build
Fleets cost 4 wealth to build
Air Fleets cost 6 wealth to build

All military units require 1 manpower to support them. If a unit is destroyed in combat you will also lose that manpower point. Military units can only participate in one move per turn. Units that are not engaged in any attacks are put in a 'defense pool' and will be used to defend, being split evenly among any attacking force, unless the player specifies something else.

Colonies with the Native sergeants bonus can support 3 units with 2 manpower, and suffer manpower losses proportionately

You can build fortifications to give defending armies a +1 to their rolls. Fortifications cost 1 wealth/turn to maintain, and require an army to be stationed in them and thus unavailable for offense or defense of other provinces.

Combat

Combat is resolved via dice. Your fate is in the hands of the Random Number Goddess. She's a mite unpredictable. Mood swings, you might say.

When two forces engage in combat, the first round is between their air forces. The winner of this round has air superiority and their other units get a +1 to all rolls. After that its highest roll wins, with ties going in favor of the defenders. 1 unit = 1 roll. Losing units have a 50-50 chance of being destroyed. This continues until there is one side left standing.

Navies can transport troops to any province provided they can trace a path through two sea zones to a friendly port. A colony that controls both sides of a canal can block hostile fleets from using it to support troops, but will need to have an actual fleet present to block enemy warships from passing through.

Neutral Territories
Any territory not claimed by a player is considered neutral, and under the control of local martians. Players can attempt to conquer adjoining territories. When they do, a die is rolled to see how many native armies oppose them, and the combat is rolled as per usual.

As earlier stated, you can attempt to diploannex neutral territories by spending prestige.

Starting Statistics
Every colony starts with 4 manpower and either 3 armies or 1 army and 1 fleet. At the start of your turn your colony will produce wealth, prestige and immigrants. You can use these resources the same turn they are created.

Exploration and Adventurers
Exploration is important. Mars is full of secrets that can be very good or very bad for your colony.

Any player can have 1 adventurer character. If you are playing a colony your adventurer must be employed in that colony. If you choose you can not bother with playing a colony at all, in which case you are free to choose who you will work for.

Success or failure in adventures will be determined, once again, by dice. Generally there will be a set of rolls that must be made to win fabulous prizes. These rolls might be different for different 'classes' of adventurer, so it may well be in your interest to cooperate with those with different skills!

Players are welcome to come up with their own missions. Sometimes the International Society for Martian Exploration might post challenges publicly for all and sundry to attempt.
 
Last edited:

Deaghaidh

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Orders are due Friday Midnight Pacific Time

Publicly posted adventure opportunities for Turn 1

Timeline:
January 1880: Colonies are being founded, and colonial powers are staking their claims. Along with a strange new land, colonists must decide how to approach dealing with the Martians. Adventurers begin to explore Mars properly.
January-June 1880: Colonies built up their economies. Military embarrassment strikes the British colonies. Prussians, Confederates, and Americans conquer neighboring Martians. Explorers begin to penetrate the wilderness and learn about the Martians.
 
Last edited:

Tapscott

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FlagofNewDeseret_zps16b91a00.jpg

The Free State of New Deseret

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Leader: Father Joseph Smith IV
Nationality: United States of America (Unrecognized State of Deseret)
Type: Theodemocratic Independent State
Bonus: Yellow Journalism

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jeeshadow

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Name: Territory of Redlan

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Leader: Governor-General Harold King
Nationality: United States
Type: US Military Controlled Territory settled under the Mandate to Settle Act of 1878
Bonus: Planet of Opportunity
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Noco19

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United Martian Republic

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Leader: Chairman Friedrich Engels of the Central Committee of the Martian People's Party
Nationality: Mix of proletariat, primarily Russian, French and German.
Type: Independent Autocratic Socialist State
Bonus: Yellow Journalism


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Dadarian

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The Bearington Trading Company

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Leader: Lord Reginald Augustus Trafalgar Bearington, Baron of Bearington
Nationality: British; out of London, England
Type: Chartered Corporation
Bonus: Captains of Industry


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aedan777

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Name: Neu Königsberg
Leader: Alfred von Moltke
Nationality: Prussian
Type: Military Outpost
Bonus: Planet of Opportunity
 
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Vladislav Antonovich Myshkin
Governor of Novomarssk Penal Colony

Nationality: Russian
Bonus: Planet of opportunity
 

Tapscott

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Jack Gears

Name: James Nathaniel Theobald ‘Jack Gears’ Ludlow
Nationality: Citizen of New Deseret (Former member of the United States of America)
Class: Mechanic

Biography: James Nathaniel Theobald Ludlow was born into a large Mormon family in the United States of America, in Salt Lake City, Utah (or Deseret as he and his family insist). James quickly found that he had a natural skill with technology, being able to take advantage of, and sometimes partake in, the wave of new fantastical inventions. Earning the nickname ‘Jack Gears’ for his talents, Jack decided that Mars would be the best place for the Mormons to thrive, and that he could help them. Travelling with the third wave of colonists, Jack has earned a reputation for being skilled in solving problems others can’t, although his methods are seen as being rather unorthodox.​
 

BlackBishop

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The New Orleans Address

1 penny

A Brave Gathering of God-Fearing Honest Men Burn Reilly Estate

The City is beaming with pride this week as some of our bravest citizens took to the streets to bring justice to the holdings of one Ignatius J. Reilly. Reilly, the proprietor of C.o.D. Rail Company was a major supporter of the Confederacy and shocked the state when he withdrew his support and rallied behind the Union over ten years ago.

Questionable business practices followed in such outrageous deals as the "Poxatomy Reverse Land Grab", where Reilly actually bought up acres of land from the state and attempted to give it back to the injuns. By the time the Governor intervened, Reilly had already been found living among the Indians and accused the state officials of being "errand boys for grocery clerks, here to collect a bill." It has since come to light that Reilly fathered several children during the three day ordeal. Last year there was the Income Tax Fiasco where Reilly announced he would be appropriating a percentage of employee wages in order to pay down debt acquired by the rail company. Of course, income tax is something that has been imposed by governments in the past, but only in extreme circumstances as war, not for something as outrageous as say, paying national debt due to poor economic decisions, besides the obvious fact that private companies have no right imposing such sanctions on their employees. After riots broke out across rail depots in the south, Reilly rescinded the edict saying, "April Fools," though it was June.

The last straw was last week when Reilly announced he was changing the name of his company, which had previously been named Horizon Rail Company, to C.o.D. Rail Company. The unveiling was held at the annual civil war memorial. When asked what C.o.D. stood for, Reilly only laughed. A dwarf then took to the stage dressed as Robert E. Lee and announced the new name as Confederacy of Dunces Rail Company. The mob heroically arrested the dwarf and chased Reilly from the memorial. After quiet reflection at the memorial, citizens marched out into the streets to torch all the holdings of Reilly in the flames of justice. Latest reports claim that Reilly may have ventured beyond the luminiferos aether and may be hiding somewhere on Mars. Due to the vigilance of some brave individuals, Louisiana is free of one of its most detestable persons. This is one reporter who is proud of his citizenry.

Reports that the Dwarf was murdered were found to be greatly exaggerated. News of looting and rioting among the heroes by rival newspapers are proven slander.


Dr. Box Miracle Teeth
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Warning, this product has been know to cause serious injury and even death.
 

Maxwell500

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Third French Empire

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Leader: Constantin Achille de Varennes, Maréchal de France in his capacity as Chef du Cabinet
Nationality: French
Type: Imperial Government-in-Exile
Bonus: Planet of Opportunity

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Mar 10, 2011
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Pyotr-Klyuchnik*​

Name: Jun Chao; Pyotr Pavlovich Ignatyev
Nationality: Chinese, Russian
Class: Thief
Biography: Born to a merchant family in Peking, Jun Chao was an unusually disobedient kid, destined and tutored to take over his father's business. The boy, however, had other ideas about his future. At the age of six he managed to run away from his watchers and join the Russian mission, in capital for the Convention of Peking. Count Ignatyev, leader of the delegation, saw this as a good omen — as he said: "If we take even their children, we are certain to take their lands!" — and accepted the boy.
Upon their return to Russia, amazed by Jun Chao's wit and intelligence, who was by then speaking fluent Russian, Count decided to take the child under his protection. Giving him a new name and a teacher, Ignatyev took the boy with him to Constantinople. There Count learned of other skills the Chinese kid possessed, and those were soon put to a use. Sneaking, lockpicking, lying, pickpocketing — all these are invaluable for any diplomat, and thanks to his protege's talents Count Ignatyev was a very successful diplomat indeed.
After Constantinople the duo changed a number of cities, sent by Tsar to Berlin and London, to Paris and Vienna. But, in the end, despite all their successes they fell into disgrace, when Count Shuvalov, mortal enemy of Count Ignatyev, being always at the palace, managed to penetrate Emperor's heart with his speeches. The venerable ambassador was dismissed, his aide accused of stealing from the Treasury and exiled to the Marsian penal colony.

*named after the Saint Peter. Klyuchnik is literally translated as the bearer of keys.
 

Spectre17

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Name: New Kyoto
Leader: Prince Komatsu Akihito, Governor-General of His Imperial Majesty's Colony of New Kyoto, General and Commander-in-Chief of His Majesty's Forces in New Kyoto
Nationality: Japanese
Type: Imperial Japanese Colony
Bonus: Planet of Opportunity
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Bialaska

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Confederate States of New America

Leader: Robert C. Calhoun
Nationality: Dixie
Type: American Secessionists
Bonus: Slavery (+monies making)


While the Union forces may have won against the first Confederate States, the dream kept living. As plantation owners was driven into bankruptcy by being forced to release their slaves, the American dream was about to be shattered. No longer this was a land of opportunity, but a land of tyranny.

In 1878 those having grown the most resentful saw an opportunity with the discovery of the means to go to Mars. While some may have become bankrupted, many of the former slave owners were still extremely wealthy. They invested heavily in ships and went to Mars, settling in a province named New Carolina. The native Martians of those lands became the new work force, being forced into slavery under the threat of death.

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