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Grue

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Nation Name: Arkadia

Where is Arkadia?: 46, 47, 48, 49, 77, 78, 79, 80, 81, 85, 86, 87, 88, 89, 90, 91, 92, 93, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 112, 140, 141, 142, 143, 144, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 308

What's the industrial situation of Arkadia?: The country has been thriving due to increased imports and exports into, and out of the country. They also have some very skilled workers working non-stop for the greater good.

What Gods does Arkadia worship?: They worship Mars of Arkadia, the God of War, and the Grue, the Dark Lord of Awesomeness.


More to be added
 

Lord Finnish

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This is going to be two countries, a divided nation. Divided due to religious problems.

Country: Heimos. West Heimos republic is named "Heimos Republic" and east is named "Heimos Empire". East Heimos name is bit not good but i make better when I invent one.

Where?: Central Siberia

Industry and infrastructure: average- industry, some 50% infrastructure.

Religion: Monotheist nation, god is simply known as "Heimos", after which the country was named.

Form of government: Republics, semi-isolationist, hawk lobby, standing army. West republic is Liberal Democrat, east is Paternal Autocrat.

Story: I have a complicated story, when put short it is a man who saw Heimos (god-creature) who ordered him a sacred quest (which remains unknown) and gathered followers. When he was banished from his home nation he and his followers fled to Siberia and started their own republic serving Helios. The man died before he could tell about the 'sacred mission' Heimos had ordered him to do. Needing guidance like blind sheep, the people went to study Testiment of Helios.
The Testiment had two possible clues about 'the mission'. With conflict of which was real clue to the real mission, the nation broke apart, to the followers of Priest Heinim (west) and General Koule (east).
Both countries speak Ugric languages.

Special?: Have equal armies. West has more IC, but east has better doctorines and soldiers. Techteams are pretty much equal. Not at war in start, war would come later. Both countries have winter combat bonus, and army is based on mountain infantry. Events would deal with diplomatic negotiation how to unite the countries, wrong choise (or right?) could lead to war. Think it as like Catholics and Orthodoxes are negotiating. Every province has 2 land fort, except capitals have 3 to prolong the possible war.

Heimos: People wouldn't be dumb enough to believe on god they never saw (not offending real world religions). Heimos does show itself from time to time, giving guidance for the leader of Heimos states. Althought there is much disagreement on 'the mission', the main consept is simple: bring all under wise command of Heimos. The conflict-causing things... I have not finished yet.

Heimos should be shown as a yellow light, although I don't know about minister personality. Heinim and Koule are HoGs.

Map:
heimosgb8.png


Small red/blue balls present foreign cores for each side. Yellow balls show capitals.

I hope this is included, did half hour work :eek:o I can help with events for these, too.

I'll maybe edit this setup later, but this is the main idea.

EDIT: Too late noticed that "No power to the people!" rule, but let us put in that way that althought there is Pirest Heinim and G. Koule, they are blind to Heimos' orders. They are just those who put Heimos' oders working.
 
Last edited:

Miihkali

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Hum. I got idea for an other nation two. If you can add it, I would become happy :p

Country: It's name is Turkanen. It's empire ruled by Emperor Seinähullu IV.

Where: West Siberia. Provinces are 1154 1149 1153 1152 1151 1566 1572 1150 1773 1772 1567

Form of government: Government has small power to rule the people, so it should be dictatorship, but with high freedom. Army is geared and nation is isolationist.

Army: Every province has militia unit named "[Province name] guard". These units have max strength 30 and they are very poor soldiers. Then in Sverdlovsk has also one infantry division named "Imperial Army". It should be very hard for Turkanen to build more units, but they can still reinforce and supply their current troops.

Technologies: Very low techs, based on mass, however nations industry and manpower is low.

Religion: Polytheism with very many gods. Main gods are Turkiainen and his wife Tuskiainen. Also the emperor is god, and Turkanen people believe that the emperor is son of the Turkiainen and Tuskiainen and just borns to world by his human mother :p Turkanen people believe that they are the first people created on world and that the other peoples are actually children of the humanoids who came from outer space send by the evil god Ukkonooa. So they have bad relations with every other nations. That's also reason for their isolated position and low techs (they don't trade with other nations).

Industry and infrastructure: industry quite low, however capital Sverdlovsk (1572) has quite big industry base. Small industry in Storozhevsk (1152) and Molotov (1151) has small industry. Sverdlovsk infrastructure is 70, Molotov and Strozhevsk 30. All other provinces have 20 infrastructure.

Map:



Red dot is capital, blue dot's are territorial claims.
 
Last edited:

Black Guardian

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Okay, back again.

Here we have:
"The Invincible Holy Order of Alcazan" (in short: "Order of Alcazan" or "Alcazanian Order" )
red on the map.

mapqm5.png


A theocracy with strong belief in supremacy of their god - "Alcazan, Lord of Destruction" over the others.
A strongly monotheistic culture that is a strict warmonger.
The will of god is war, as it´s the most efficient method to bring destruction, which leads to the theory of everlasting war, which is the only possibility to keep destruction dominating.
The twist: Destruction is everywhere, even in the own country. Sometimes, Alcazan destroys some of his own cities if his believers haven´t dealt enough damage to other people. Street Battles and murders are a legal and accepted method to worship the god.

Industrially, The Holy Order is very strong, as the necessity to destroy brings the necessity to produce enough that can be destroyed. Definitely comparable to an industrial grandpower (~200-300 IC)
Military is strong, focussed on a strong Surface Fleet with a lot of Battleships sweeping the sea destroying everything visible.

Ideology: Full Autocratic / Full Interventionist / Full Warmonger. Closed society, entirely free market (brings more destruction -> pauperism) / Standing Army.

Foreign Policy: At war with almost all oversea-countries. "Cease Fire" (peace) with "Ishadra" (purple) and "Tsaran" (blue).


"Illuminated Kingdom of Ishadra"

Lead by an Illuminated King, a person named by the God Ardasi, Ishadra is faced by several problems:
First, the aggessive northern neighbor puts Ishadra under permanent pressure.
Futhermore, as a second problem, the God Ardasi has fallen into a deep sleep, lasting already more than 50 years. Diplomatic relations with other countries have decreased, as most of them call Ishadra a godless country.
The population also suffers from the absence of their god, the situation is not good.
To overcome the interior problems and to keep the people happy, Ishadra has introduced a new system of order.
The so called "Civil Observervation" (CO) was created as an organization to observe the life of all persons and to threaten or punish those who are rebellious.

Industrial situation is rather bad in comparison to the Alcazanian Order, only a small amount of IC is available (50-100), yet Ishadra has a huge population and relies on mass instead of quality.
Nevertheless, the country is more or less lost, as long as Ardasi doesn´t awake.


"God-Kingdom of Tsaran"

The Realm of Tsaran is reigned by a Godking, an avatar of the Tsaranian God named Quishun.
Tsaran is a strange country, as Quishun doesn´t have any special aspect. Many philosophers have asked themselves how Quishun formed Tsaran or how he can exist if he has no special aspect.
However, it is widely accepted that Quishun was once a human and became a real god as enough people believed in his good rule as a king.
Indeed, he has ruled the country well, it has a good industrial capacity and is focussed on a strong land-military to repell the immanent threat by the Order of Alcazan.
 

unmerged(97871)

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Apr 20, 2008
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@Jarno & Grue
your nations are in! I've also put 'em on the worldmap.


@Lord Finnish
Civil Wars add always a lot of flavour! How about making western Heimos a Theocracy and eastern Heimos a military dictatorship?

If you could do the events for these, that would be great! But maybe wait with this until I've done the basics and the map is filled. I'll contact you, when I think, the time is right. If you want to develop the minister line-up, generals, etc. feel free to do so! But it may take a while for me to implement them, as I want the Techtree and the map done before going into details of the countries.



@Miihkali
Your 2nd nation will also be put in. Every mod need sucker nations like this :p

just kidding!

Again, thanks to all of you for contributing! And to all those, how just read this thread without posting:
Hurry up, guys! The best spots for Nations are already taken!
 

Herbert West

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Objection with Norway. First wave god should be noone else than Quorthon (hails!), while there is a strong lack of Darkthrone. Tsk,stk.

Anways:

Country name: Isenexia (something like non-olda/non-aging in latin)

The main concept is stolen from a hungarian RPG setting called MAGUS (a ripoff of D&D, with a few notable exeptions), and one of the Chaos Gods, the Chaos God of Life.

Basically, the main principle of the god and his underlings is a chaotic, owerwhelmingly primordial appraoch to life itself. They view life, as a concept to be the ultimate way of becoming one with the universe, but there is a twist to it, a chaotic one.

Mainly, life grows without rime or reason there. Whole seas turn into areas of endoplazamtic goo, priests and highly annointed people evolve/devolve on a large scale from regressing into puddles of simple cells to growing ten meters high, or changing into beasts with cvancerous growths. Life, and its growths can not be stopped. Animal and plant life have con havoc on the land, with the soil being litelary alive, and in most cases, having a sense of awareness, and always teeming with wild and uncontrolled growths, sacks of puss, diseases and cures waging an endless war inside every organism of the country.

The capital, once the city of Hursvars before the coming of the God Of Living Flesh, Ragály, has become one big, leeking, bleeding, breeding, growing, reaking blob of flesh tne miles arcoss, with its tendrils extending into every corner of the countryside.

As for the inhabitants, the distinction between prey and predator, between human, plant and animal is diminishing with every cell absorbed into the single superorganism of Hursvars.

The goal of Ragály is one: bring everys single living cell into himself, absorb and become one with everything that lives, or will live on the planet.

Isenexia radically opposes any mechanical taint on flesh, and is thus at perpetual ods with the Rustlands, but every other living, sentinent being fears for the day when the fleshly, dusgusting, untamed growth spills over the border and assimilates the very flesh they are made of.

(Great human/flesh troops, wounerability to mechanicla weapons, infectious and amobaese attacks, and a general sense of "oh my god, FLESH!")

Goverment: There is none, everyone seeks to obey and become part of Ragaly, there is but one will that drives the state (even though the still-human subjects have free will).

Tech: As Ragaly seeks to unifiy flesh and bring it into its prime form, research is quite low, but there is no real need for it.

IC: medium-ish

Army: huge, lots of militia and some shock trooperesqe blobs.



Place: dont konw, put me in somewhere where there is room for a big blob of flesh.
 

unmerged(97871)

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Apr 20, 2008
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@ Herbert West
As your idea is stolen from a rip-off, I have no choice but to include it!
I'm just not sure, if it's possible, to represent it adequate in the game, especially because I've already decided what units to put into the mod (but I won't tell you right now :p)
But maybe I could spare a division slot for your nightmarish country, so you wouldn't have to rely on ordinary Infantry...
 

DarkReborn

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Herbert West said:
Isenexia radically opposes any mechanical taint on flesh, and is thus at perpetual ods with the Rustlands, but every other living, sentinent being fears for the day when the fleshly, dusgusting, untamed growth spills over the border and assimilates the very flesh they are made of.

Then I think that they are in equal odds against the Technocratic Union, as it inhabitants think that technology (using it, researching it, and joining with it) is the best way to worship their god, who is an (under the cover of being a technologic god) an highly advanced AI from the future/space.
 

Herbert West

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The flesh shall overcome your foolish metal, and you shall be reduced to protoplasma and absorbed into Ragaly, Technomancers!
 

unmerged(97871)

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Ah, the first holy war is about to kick off! nice! ;)

Anyways, I want to discuss something different with you!
I thought about turning the nuclear reactor into some kind of national main temple. So, every nations starts with a level one temple in your most holy city / province and your able to build it up like a normal reactor, but instead of giving you ordinary nukes, you would be able / increase your chance (I'm not quite sure about what to pick) your chance to receive an Avatara (and maybe a Nuke. Dunno how/if I'll put them in).
So, I would be glad if you would tell me your opinion about that.

Cheers,
Rudie
 

Red Boxer

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Where can I find that wonderfully simple map you guys are using?

Egypt: Horus rules Egypt reborn. His form is that of a boy of 14 or 15, dark from the sun and perpetually with a sparkle in his eyes. This world into which he has been born is a marvel to him. He took control of Egypt only within the last few years after learning of his divinity during the Awakening. Marching into the compound of the warlord controlling Nekhen, demanding all within bend knee to him and when none did, he began to open their bodies. It didn't take more than a few dozen before they submitted and formed the core of his new army. Horus is still conquering, and learning. He leads his army from the fore-front when he can and he entrusted the rule of Egypt to his priests. The technologies of this new time fascinate Horus, who is always attempting to find the newest bit of equipment for his armies.

The Nile is the source of all of the might of this empire. Horus called up massive deposits of ore from deep within the earth and the dams along the Nile help to provide a steady source of energy, fueling his war factories and the construction of his various massive temples and statues.

greateregyptwl5.png
 
Last edited:

Black Guardian

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Rudie said:
@Black Guardian
Your ideas are great, they will be included!
But I do have some grave news for ya, pal. The Netherlands, northern Germany and Denmark are already occupied by Arkadia. I'm afraid, that your countrys won't get those lands for free...

Arrr... Give'em South England instead and declare those filthy Arkadians WAR to conquer our righful territory!
For Alcazar, the Lord of Destruction!

:D

Give them claims on the land and let it be battled out ^^
 

unmerged(97871)

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@ Red Boxer
Horus? Why not. I'll put it in.

and for the map, here you go


@ Black Guardian
Don't worry, I gave you all that land as cores.
But South England? I don't think so! I plan on putting a country there myself ;)

But, remember, it's a wargame after all, so...

EDIT:
@ Black Guardian & Grue
I'm missing the capitals of your countries! please tell me where I should put them.

EDIT2:
Decided to give Cyprus to Egypt. Because.
 
Last edited:

unmerged(97871)

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The Council of Stonehenge (short: The Council)

The Council dominates southern England. It's ruled by a Council of Priests, Druids and Mages. These do have little interest in expanding the borders of their country, since they're more interested in seeking a greater understanding of the universe and the powers of magic. They let the common people lead their life the way they want to, unless they pray to the Gods and feed the members of the council.
The Gods of the Council are the forces of nature. These are represented by the Great Five, legendary Wizards and Druids.
 

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Name of the country: Heavenly Kingdom of Great Peace
The Heavenly Kingdom of Great Peace is ruled by the Great Teacher, chosen by the Gods (the fengshen), and as such, it is Absolute Theocracy. The Central power is enforced by the Great Teacher, and his disciples, the Baxian. Then the rest of the society is divided in castes, the upper of them all are the Great Teacher and the Baixan, then there's the Bureaucrats, next are the Soldiers and the last are the peasants. There are 4 gods Confucius, the god of knowledge and the wise. Huangdi, the god of power and sovereignty, Fuxi the goddess of fertility and lust and Tian, the creator of all.
The country has an ancient culture and was created by Tian, creator of all, at the start of the times.They have recently overthrown the heretical (or so says the new government) Zhuo dynasty of Kings, Dong Zhuo, it's last member, was a selfish and autocratic person who treated it's population like toys, yet Fuxi was very happy with him, for he often organized orgies where her avatar was usually present :p . Chang Jiao, the actual and first Great Teacher has ruled the country for already 60 years, and he is now old, and the gods are already searching for a new Grand Teacher.
Industry: The country itself has a great industrial base (like 125 IC) and many resources to its disposal, including men. Its army is little but very organized and experienced. They have a great, albeit outdated navy. Their technology level is very low (think of a nation that has just entered the 1900s).
Territory:
heavenjh0.jpg


Ministers:
501001;Head of State;Chang Jiao;36;ST;Die-hard Reformer;High;changjiao;x
501002;Head of Government;Chang Jiao;36;ST;Political Protege;High;changjiao;x
501003;Foreign Minister;Zhou Zhong;36;ST;Apologetic Clerk;High;M501003;x
501004;Minister of Armament;Lee Chan;36;ST;Battle Fleet Proponent;Medium;M501004;x
501005;Minister of Security;Sima Ci;36;ST;Crime Fighter;Medium;M501005;x
501006;Head of Military Intelligence;Zhan Yishan;36;ST;Political Specialist;Medium;M501006;x
501007;Chief of Staff;Yuan Jin;36;ST;School of Psychology;Medium;yuanjin;x
501008;Chief of Army;Yuan Jin;36;ST;Guns and Butter Doctrine;Medium; yuanjin;x
501009;Chief of Navy;Shi Wang;36;ST;Open Seas Doctrine;Medium;M501009;x
501010;Chief of Air Force;Shi Wang;36;ST;Carpet Bombing Doctrine;Medium;M501009;x

107w4co.jpg
2uetkjp.jpg


The rest are in the original HOI2 pics folder
(You should rename these and convert them to bmp)

And other country:

Name: Holy Empire of Negustia
The Holy Empire of Negustia are a monotheistic country ruled by an Emperor, who comes from a long line of wardens of their most sacred artefact, where their god resides, and no mortal is allowed to touch it, not to speak of opening it. The Ark of the Covenant, is where Negus, their god resides, in ancient scripts, their god advises them to open it ONLY when a great peril is in the country, as it will wreak havoc on the infidels. It mustn't be opened before that, or it will destroy the entire country and kill the warden,the Emperor, and its breed for not protecting it well enough.
The power of the Ark allows them to use its magic power to empower stone constructs that are the workers of the country, and thus, a great portion of the country is either in the army of in the fields, as farmers.
Industry: Relatively low, but has a great manpower base and a giant militia army with some infantry.

The country:
holyth2.jpg


Image of the sacred artefact:
norm-45c58bb72ebd6-raidersofthelostarkindianajones1981.jpeg


Well, that's all, I think that I wouldn't be posting any more countries. :p
 
Last edited:

unmerged(88283)

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-What's the name of your country?

Sahul

-Where is your country?

All of mainland Australia, including Tazmania.

-What's the industrial situation of your country?

They have very little industry, and are focused more on spiritual issues than technological ones.

-What Gods do your people worship?

They are a shamanic society, worshiping the spirits of their ancestors, and the land and nature around them. The closest thing to an "overgod" they have is the Rainbow Snake, which provides to them their land and all of their ability to live and survive there, including the water from the ground, the animals which they hunt, and the plants they forage. Anything that is not needed is returned back to the land, to provide thanks to the Rainbow Snake.

-And every thing else, you want people to know about your country!

They are a heavily spiritual and shamanic society, similar to that of the native Americans and the Aborigines, the latter of which I am heavily basing this country on. In fact, they still have tribal government, with clan systems and all. The closest things they have to leaders are various spiritual elders, especially the elder shamans. Unlike some of the other societies in the world, they have not industrialized, believing that doing so would be an affront to nature. That being said, they fight with archaic weaponry, heavily supported by the shamanic powers given to them by the land and their ancestors.
 

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vantiummapcs9.jpg


Alliance Members: People's Empire of Vantium, Vantium East Gate (Colony/puppet)

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National Flag

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Imperial War Flag

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Imperial Tribune Standard

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State Government Flag, Civil Ensign, Colonial Flag

Meaning of the Flag

The Golden Triangulum is the coat of arms and religious symbol of Vantium. It represents the three national leaders and the balance of state power. In the center the upside down black triangle represents the Sage and his unseen central role. The gold color symbolizes the blessing from god on the nation and the Tribune's rule. Beneath the Triangulum the National Eagle spreads it's wings representing the durable unity of the Vanti people under Triumvirism. The white color of the eagle symbolizes justice and peace enjoyed by the people. The red rays of the sunset radiating below symbolize the end of the dark past and struggle of Vantium's freedom and independence. The black field symbolizes this history and respect for fallen Vanti lost to it.

The symbolism of the East Gate colony flag is the white field for Vanti unity through peace. The black eagle emblem in the canton represents shared sovereignty and connection to Vantium. In the center is the Golden Triangulum, symbolizing loyalty to the Tribune and the Sage.

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Terrain Report:
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Political, Social, and Religious Overview:
The state religion of Vantium is officially Triumvirism. Triumvirites believe in the supreme spiritual influence and authority of the Sage, or Vamn, as the outlet of the will of God, or Vamnem. The three leaders of the Imperial Tribune manage national affairs with the consistent, untainted guidance of the legendary Sage. The Vanti translation of Triumvirism/Triumvirite would be Vamnim/Vamni.

The Sage is a male successor from the old line of Vanti kings. How or by whom the Sage heir is raised from a young age is virtually unknown. Little is known about the sacred religious and state figure outside of the legend and law, most of which comes directly from the Holy Tome of Vantiumn. This sacred text set the social and religious course of the nation some 5,000 years ago. A long gone era of turmoil and mass revolution formed the identity of Vanti and their early homeland.

Triumvirism is like the glue that binds the people. The three leaders bound with the greatest responsibilities must heed the direction of the Sage. To do otherwise would be the most heinous treason imaginable to a Vanti. The actual decisions made by the Sage are completley masked by those who act out this apparent will as public leaders, the Imperial Tribune. The three members of the Imperial Tribune are the Executor at the top as head of government and head of foreign affairs on a special council. The Judicator as minister of state law and police organization. The Marshal as top military commander of all divisions and operations. Respect and reverence for God outside the temple is generally shown by the population in never questioning the judgment of the Tribune taking it as the will of the Sage and thus God.

Another important element that keeps the nation together is the common Vanti language which dominates 95% of the population, with several small regions outside the current borders with Vanti speaker. These are mostly settlers and pioneers of recent times, hoping one day the imperial state borders will expand.

85% of Vanti citizens in 1936 are fully content and completely support the current path and policies of the state. 5% are not enthusiastic about the future. More importantly 10% and growing are hawkish against neighboring countries and favor more aggressive foreign policy. Popular mythology is strong in the minds of the people and the appeal of glory grows. The perception that more simplistic and primitive cultures can be assimilated as Greater Vanti subcultures or states to be educated on a new way of civi life and culture. Some of this theoretical process has already begun peacefully on border lands in recent years, although in most cases at small scales in small communities. The largest advancement in regards to Vanti expansion is in the "East Gate" colony where the settled Vanti population is very large.

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Sliders:
democratic = 2
political_left = 2
freedom = 3
free_market = 2
professional_army = 7
defense_lobby = 9
interventionism = 6

- - - - - -

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Doffam Illivach, Executor of Vantium
Acting Head of Government by will of the Sage of Vantium
Chairman of the Foreign Matters Council
Minister of Industry & Armament

S T A T E _ M A T E R I A L
T O P _ S E C R E T


National Internal Report 1936
January 3rd, 1936
Transcribed at Imperial Tribune Command Center, Vantiumn Major, People's Empire of Vantium

Economic prospects for Vantium look positive in the coming years. Early, simple industrial ideas are currently being applied and tested. Early testing of steam-run factory systems with primitive yet costly assembly lines show promising results. National provinces comprised near fully of fields and plains are now in 1936 quite heavily populated. The Vanti countryside remains economically dominated by agriculture. Production has been improved exponentially over the past decade through the invention of several mechanical and steam devices. This benefits Vanti citizens and supports the goals of the Tribune. The capital city is undergoing longterm expansion and construction plans are in progress. Many experimental projects are underway in the newly built industrial zones. Vantium has become a healthy, growing economy and it is clear that the entire Empire has been fortunate in her geopolitical position.

Expanding on the political climate, the idea of territorial expansion gains popularity steadily among most classes. The East Gate colony has provided Vantium with much needed metal. The Southern Gate Plan predicts the annexation of this territory within no more than five years, and the remaining stretch to the southern coast in no more than ten. All means political and military will be explored during this period. It is crucial that the Empire secures resources of which it lacks before and not after these acquisitions.

The relationships Vantium has now with her neighbors is not the indifferent or even eager one of past. Many respectable Vanti see the dreadful clashes of old coming again on the horizon. With the intent of preempting any disastrous event of war, the Golden Army must be brought into this brutal new industrial age. All branches of military arms must be updated with new weapons designs and organizational structure to fit the increasingly mobile and complex methods of warfare. In addition to militarization policy, the borders of Vantium and her frontiers must be better shielded from tempted foreign powers. For this purpose, light fortifications in non-linear positions are to be constructed. A minimum 10,000 men per month must be recruited and trained with a deadline of three and a half months. To meet this mobilization with supply and arms, the seventeen light and medium factory plants of Vantium Major must increase production time and speed by 25% per year. The budget for experimental war engineering projects will be doubled.

All of these measures will require significant and diverse resources, as well as the resolve of all Vanti. Political events to unfold are yet unknown as this year progresses. In light of this plain fact it is expected that the changes described here if enacted on a national level, along with additional and necessary adaptations, will secure the future. It is unclear specifically the intentions and ambitions of foreign rulers in the region. While the nation remains on guard, trading with other nations remains and important diplomatic and political objective. We possess many materials to offer in exchange for the ones we so certainly need in this time of growth.

In conclusion this report finds a positive outlook for the next 10 years, with serious challenges to be resolved simultaneously.

Executor Illivach
VANTIUM STANDS!

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E N D


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The Sage
Head of State
Popular Figurehead

-

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(Günther von Kluge + Luke Wilson)

Hark Zaron, Marshal of Vantium
Chief of Staff, Chief of Army, Head of Military Intelligence, Chief of the Air Force, Chief of the Navy
School of Fire Support, Decisive Battle Doctrine, Logistics Specialist, Army Aviation Doctrine, Decisive Naval Battle Doctrine

-

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(Karl Dönitz + Gene Hackman)

Damus Ulther, Judicator of Vantium
Minister of Security
Crime Fighter
 
Last edited:

Lord Finnish

A man of science and culture.
73 Badges
Sep 4, 2006
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Rudie said:
@Lord Finnish
Civil Wars add always a lot of flavour! How about making western Heimos a Theocracy and eastern Heimos a military dictatorship?

If you could do the events for these, that would be great! But maybe wait with this until I've done the basics and the map is filled. I'll contact you, when I think, the time is right. If you want to develop the minister line-up, generals, etc. feel free to do so! But it may take a while for me to implement them, as I want the Techtree and the map done before going into details of the countries.

Magnificent idea to change ideology names :cool:

I try to help with tech tree.

EDIT: What tags I use for Heimosses? Ideas?
 
Last edited:

unmerged(97871)

First Lieutenant
Apr 20, 2008
235
0
@ Dark Reborn, ZombieSlayer & Ostheim
Thank you for your ideas! I'll put your countries in asap.

@ Ostheim & every one else who wants to help
Any help is welcomed! I'm atm in the planing phase for the techtree and the ingame Gods & Avatara concept.
Next will be realising the techtree, completing the unit & brigade setup, finishing the political map and doing the topographic & industrial map.
ministers, & generals and nation specific events will have to wait until all that is done. But feel free to develop eventchains, ministers, generals, techteams, etc. for your country. I'll put them in as soon as I feel ready for it.
Major eventchains will have to wait till the political map is completely done, so we can see, what countries are in. But when the map is done and published, feel free to suggest major conflicts, alliances and all sort of international relations!
What I can't do on my own is graphics! So if anyone feels more talented then my (filling the blank worldmap is the best I can do...) and is willing to help, COME JOIN US!

@ Lord Finnish
the Tag for West Heimos is SOV
the Tag for East Heimos is RUS

For the Techtree, I'll post the ideas I have so far later, so the whole group (yes, we're a group now) can discuss it.

Cheers & thank you very much for all the ideas,
Rudie