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by The Administrative Founders of Libertyworks. . 11,627 reads.

COL | Prologue Q&A

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| Civilization | | Prologue Q&A | | Cartography | Government | Basic Law |
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D E T A I L E D ,—C R E A T I V E ,—S T O R Y T E L L I N G
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The Commonwealth Of Liberty — Detailed, Creative, Storytelling . . . That is what we do here. If your looking for that Era of Excitement, a Great Whisper of a Thrill, here in the COL we have been providing that as the orginial ultra-active, ultra-detailed NS roleplaying community since 2013. From our detailed factbooks, to detailed storytelling which hold events from the halls of power, to the households of the average civilian . . . from Geopolitics ranging of diplomacy to warfare; national developments to crisis affairs . . . Here, in this Prologue, this Q&A . . . You will find many of your questions answered, and many examples of what we do here, of which you will find a community open and ready to help in the creation of beautiful factbooks and/or roleplays . . . But you will also find more questions, created out of this, How do I join? What are the rules? Once I do so, how do I start the journey? . . . Welcome to the Commonwealth of Liberty!

PROLOGUE TO JOURNEY

Is there an application?

We in the COL do not find it reasonable to saddle new members with bureaucracy, requirements for citizenship and thus map placement is simply holding WA membership within the region.

How does the Citizenship process work?

Seven full days with WA-status in the COL, and continuing to do so grants full COL Citizenship, although Map Placement occurs as soon as WA membership is obtained, regardless of the seven day period, which concerns our Democratic Elections.

What goes on the Regional Message Board?

The COL RMB is the place where our roleplays are posted, wheter detailed developments or civilian character stories . . . You will find primary IC/RP conversations on the RMB, as we seek to focus creativity within community that our members partake in.

Do you have a Discord?

Yes, we do! The COL Discord is for OOC conversations, and sometimes we play games like Minecraft and Hearts of Iron IV together! — LinkCOL Discord

Are there International Organizations?

Yes! We have Organizations such as the United Nations UN & European Union EU! . . . We also host World Olympics Games!

Where can I find the Roleplaying World Map?

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| Civilization | Prologue Q&A | | Cartography | | Government | Basic Law |
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—C R E A T I V I T Y—&—G E O P O L I T I C S—


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MAP CARTOGRAPHER
USA

MAP OFFICERS
USSR & W-GER & FRA & JPN & KUR

░▒ EUROPE & THE AMERICAS

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░▒ ASIA & M.E.N.A. & AFRICA

page=dispatch/id=1922685


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▬ ▬ ▬

All Rights Reserved © Office of Cartography | Commonwealth Of Liberty

Designed by Paramountica, Assembled for Commonwealth of Liberty.
Read dispatch

Where can I find the RP Basic Law?

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| Civilization | Prologue Q&A | Cartography | Government | | Basic Law | |
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L A W S—G O V E R N—S T O R Y T E L L E R S
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All previous laws will be null & void pretraining to RP, all future laws will be interested in the categories provided as more titles. All laws repealed from the Basic Law that might be reformed or repealed will have a Strike over them.

Drafted by — Paramountica & OsivoII.
⅔ constitutional standards protection for passage and repeals of anything within.


I .—M I L I T A R Y—G O V E R N A N C E
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ARTICLE ONE (1) — BASIC INTRODUCTION

I. | ONE

—

MILITARY GOVERNANCE concerns itself with warfare, conflicts, and any aggressive movements in general, in conjunction with army sizes, budgets, and strength calculation. Please read this to comprehend the scale of Warfare in the COL, and what you will require to possess an active army.

We state the laws at hand, but here is a guide to get a better understanding of detailed RP warfare.

Nations have problems, disregard diplomacy, and their conflict will result in the deaths of many, and the shedding of blood on both sides. It is warfare which Sun Tzu claimed is “of vital importance to the state” (The Art of War), and thus, careful deliberations must be made before a country engages in a conflict. Budgets must be calculated, men must be rallied, plans must be laid, and carefully executed for a victory to be possible. Will you emerge victorious?

ARTICLE TWO (2) — ARMED FORCE(S) CALCULATIONS

I. | TWO

A.
—
CACULATIONS

Real-life examples are guidelined recommend for enforcement to prevent godmoding, and may be used by the AG and Supreme Court as a deliberating guideline for verdicts.

Defense forces may be drawn depending on the size of your population and your nation’s focus on its military. If you wish to militarize children and the elderly, keep in mind the massive issues which will arise from it, which can become more of a burden than a clear asset. However, there will be three critical issues that stem from this, and all of them will require active management of your army rather than just sitting back and expecting them to win due to overwhelming strength.

First, you must be completely aware of the economic issues that will stem from this, which can be further divided into main points:

The more men you have to account for logistically and in terms of training, the less money you have available to spend on their equipment as a percentage of the budget. This can be simplified by accounting for costs:

In terms of equipment, it’s extremely simple: Account for either the real cost of the item per soldier, or create the cost of a fictional item in your factbook based on real examples of technology incorporated into your item. Keep in mind that you will be forced to foot the development bill, whether it’s real or fictional, if you create your own, and that money must as well be subtracted from your budget in the years that it’s created.

Obviously, reallocating your government budget to the military is going to leave your nation bereft of critical services. If too high a percentage of money is spent on military, you will suffer from shortages in things like education, welfare, business subsidies, and even basic needs such as food. This will not only affect your nation in major negative ways, but it will also end up sabotaging your capacity for war-making in the long run.

The more money and manpower you levy from your citizens to run your army, the more you have to suffer the effects of not only national war exhaustion and your susceptibility to espionage and propaganda, but your economy as well. An economy built on war will not only implode when war stops, but even during the war your citizens will be largely too poor to afford anything else they would wish to purchase, which will be a catastrophic economic collapse that will send your nation straight to the Third World.

The more of your nation’s population you levy, or your ‘economic manpower,’ your nation’s businesses and services will quickly find themselves incapable of sustaining themselves. High-skill businesses such as your research departments and engineering firms will find themselves bereft of people capable of doing their work, which will not only slow down their progress but may cause their collapses entirely.

Second is a much less linear issue: international relations. The more manpower you mobilize against their will or the more political indoctrination you force on them, the more of an international threat you are considered (even if your pool of manpower is poorly trained and equipped) and the more UN members will move to sanction you or even intervene militarily. Of course, everything in this category is extremely fluid, and is impossible to quantify, but it should still be something considered both by the international community and nations that still seek to mobilize tremendous armies.

Finally, the more of your population you dig into for manpower, the lower the morale. Past 10% of your entire nation’s population, every 5% will be considered a ‘stage’ of morale loss (elaborated in the morale section) that will give the enemy the potential to crush you. As well, the more you dig into all possible candidates for manpower, the more it’ll cost to both maintain them but also the less effective in battle they’ll become. Even if they don’t have uses to your economy, that also means they don’t have uses to the military itself.

ARTICLE THREE (3) — MILITARY BUDGET

I. | THREE

A.
—
BASIC BUDGETING

In warfare, money is one of the largest factors contributing to the success of a country. When stating the amount of planes, tanks, IFVs, ships, artillery, or other assorted vehicles/equipment you have, take into account the budget you have at your disposal, and adjust your numbers accordingly. After all, you cannot buy/build what you cannot afford. To gauge the amount of money at your disposal, look at the percent of the budget your government spends on defense in your nation statistics.

ARTICLE FOUR (4) — MILITARY ORGANIZATION & MOBILIZATION

I. | FOUR

A.
—
ORGANIZATION

Armies are some of the most complex bodies to manage, and as such, it is necessary to establish a form of order for your army. This is really up to you, and it is more of a suggestion to build an organized system with which to manage your army. It will certainly help to not have a load of unorganized soldiers with guns running around on a battlefield, and instead have a disciplined and well formed army with solid management.

B.
—
MOBILIZATION

Before an army can attack, it is necessary to rally them first. At any given moment, an army has a certain number of active and reserve soldiers which in turn, comprise the entirety of the armed forces. If an army wishes to gather more soldiers, they must RP the command for mobilization and tag the appropriate nations in the post. Keep in mind, it will take time for an army to mobilize, so one must take caution in waiting too long to mobilize reserves, and ensure that enough active soldiers are in service to combat threats. Nations can only invade a border nation with 1/2 of their total forces, and that lowers to 1/3 when fighting overseas. Defending permits 100% of forces.

Before an army can conduct combat in a functional state, they must be organized and prepared. A standing army will not be capable of constantly sustaining soldiers during peacetime without incurring ridiculous costs, hence the existence of ‘reserve’ soldiers that may be mobilized to battle only in the case that they are required, as well as the existence of conscription orders that can only be enforced in wartime. Standard mobilization will usually take an OOC day or two (tremendous nations would take around three for basic mobilization and a week for full mobilization), in which case an attacking nation has the upper hand. Of course, a nation can be constantly mobilized, but the drain on the budget and economic manpower this incurs far offsets the value it may bring to national security.

Keep in mind, however, that maintaining immobile defensive infrastructure is far less costly than maintaining an army, even if it does cost quite a bit.

ARTICLE FIVE (5) — MISCELLANEOUS

I. | FIVE

A.
—
WAR REALISM STANDARDS

Section I: On Godmod in War

    Preface

Godmod/Metagaming in war is an issue, and oftentimes a very common and annoying one. No one wants to deal with godmod, however the rules for what is and isn't godmod are vaguely defined and as such is left up to the player's involved, and while this isn't a completely bad thing by itself, many people are simply uninformed on how tactics works and how a war functions. In an attempt to standardize the definition of godmod while also keeping the solutions situational to the issue, this section will focus on what constitutes as godmod in brief and general terms. If this bill is passed, everything in the following articles will be rendered null in a war RP by default.

Article I: Troop Transportation and Logistics

Troop transportation and general battlefield logistics are essential to a war, as it determines how troops get places, where they are, how many get there, and how they are supplied, reinforced, etc. As such, this is one of the most important things revolving wars that is not direct combat, although its effects on combat cannot be understated. The following issues around troop transportation and logistics will, should this bill be passed, be recognized as automatic godmod if they are present(or completely ignored) in a post;

    - The instant teleportation of troops from either one position of a front to another, a distance more than it would take for an army to march or drive in a day. This will not apply if the movement of troops takes place over a certain, stated, and realistic time frame.
    - The instant teleportation of troops stationed away from the front to the front. This will not apply if the militarization of the troops and their placing towards the front is stated beforehand, or if the mobilization of the troops away from the front takes place over a certain, stated, and realistic time frame.
    - A failure to specify and clarify supply routes, how supplies are transported from their position(be it a base, a city, or a military garrison, a depot or any other sort of structure or settlement) to the front, and what is being transported if it is anything aside from ammunition and general equipment such as landmines, rockets, grenades, armor, etc. Every post does not have to include notice of supply lines, but rather they should be mentioned at least once during the conflict on both sides to clarify how supplies are being delivered to their soldiers.

Article II: Combat

Physical combat is where most of a war takes place. The course of a war can be and often is determined by the effects of individual battles and as such it is very important battles cannot be abused, cheated, or godmodded to ensure the unfair victory of one warring party over another. The following issues of combat will, should this bill be passed, be recognized as automatic godmod if they are present(or completely ignored) in a post;

    - The instant overwhelming of a larger force by a smaller one while the smaller force is on the offensive. A division of 12,000 men cannot be overwhelmed by a battalion of 300 as the smaller force would have no way, without proper support, of overwhelming and defeating such a large unit. This rule will not apply is the smaller force is fighting a defensive war against a larger one, nor will it apply if proper support is given to the smaller force, such as artillery strikes, naval bombardment or missile attacks.
    - An automatic victory by either an attacking or defending force. Battles are, in essence, a turn-based system and as such they must be played like it. Each player must make his movements, launch his attacks, order his retreats, and give the controls to their opponent or, in a war of alliances, whoever finds themselves next in line to make movements.
    - The lack of an open ended response. The rules of war in the CoL dictate that a post in a battle MUST have an opened ended ending and as such if a post's effects are stated by the responding party or the casualties are set by the attacker it would be legally null and automatically made to restate the closed ended sections.
    - A lack of realistic, detailed, or otherwise specific tactics in a battle or in the aftermath of a battle. An army must use tactics that take into account enemy positions, manpower, and weaponry in order to launch an offensive or a defense, so lacking statements of the tactics or leaving the tactics general, unrealistic or undefined will not be tolerated and must be changed to make the tactics clear.
    - Massive battles that do not take into account geography, terrain, positioning, prior movements and deployments, logistics and what is and isn't feasible in a battle. While a front can take up hundreds if not thousands of miles along a line, an individual battle can only be so big and as such a war must be fought in a battle to battle format, where individual forces clash at individual locations. Campaigns are the result of location-specific, unit-specific battles and must be seen as such, with each major battle being rolepayed.
    - Not taking into account the previous actions of the previous player's movements and actions. The actions taken by one side in a battle can have consequences and as such these consequences must be recognized and taken into consideration when responding.
    - The negating of morale, either while launching an attack or mounting a defense. Morale is an integral part of an army's willingness to fight, and as such should this bill be passed players will be mandated to follow a morale system, in which case the party in the war with the higher amount of victories(either tactical or physical) would have higher morale, and thus be able to launch a more effective attack or defense. Equipment and unit size will not factor into morale.
    - After Mobilizing forces to a border or plain out warplan, a STRIKE post into another's territory may not be made within the next 24 RL hours, resulting in a Halt Period to avoid OOC "surprise" manipulative pressure tactics.
    - Players are allowed to delegate war powers, the ability to RP the war to other player(s) who can RP war.

Section II: Solving Godmod and Disagreements

    Preface

With the problems in a war post outlined and a guideline set for what constitutes as automatic godmod, the solutions to fixing such issues can be laid out. General rules and solutions will apply to general and standard issues that must be fixed while more situational solutions will apply to situational issues. The end goal is that all parties will be able to reach a conclusive, fair, and orderly result in a war which will not impede progress or slow down the pace of the war.

Article I: Standard and General Solutions

Solving many of the issues stated above can be handled by generalized guidelines as very little of the issues are situational to a certain war or tactic. As such, if one of the issues is present, the solution shall be discussed below. Additionally, more solutions to other issues will be discussed. If this bill is passed, these solutions shall be the official and solely legal way of dealing with said issues between two or more parties.

    - In order to ensure complete cooperation between the two warring parties and to ensure the fairness and legality of a post, each player(s) must send their post(s) to the other party, at which point the two will review the post, see if anything is illegal or does not account for any of the rules or guidelines set up in this bill, and ensure the post is fair in accordance with the previous post and the bill.
    - If a nation takes longer than five days without notice to respond to a battle post, the battle will be considered a draw and retreat by the inactive party. However, if the party unable to respond does so within five days or gives a legitimate reason as well proof for going inactive, this rule will not apply.

Article II: Specific Resolutions

While general solutions may be applicable to many battles, a large majority of wars are fought in very specific conditions where general solutions may not apply. Therefor, it must be noted and addressed that specific and hands-off rules must be made to dictate such cases. These will ONLY apply if the general solutions can not be applied to any degree. If this bill is passed, these solutions shall be the official and solely legal way of dealing with said issues between two or more parties.

    - Weather, topography, and geography must be taken into account in every battle. The location of a battle is important to which side can pull through and as such must be noted to some degree in a post. Both sides can agree to the weather conditions and exact positions in relation to geography.
    - Should both sides disagree on the legitimacy of a movement or action or outcome of a battle, they can consult a government official to settle the dispute. The government official MUST follow the guidelines of this law in order to make their decision.

B.
—

NUCLEAR POLICY

1. Beginning with the creation of the Nuclear Bomb (a bomb or missile that uses nuclear energy to cause an explosion.) by the United States in 1945 and subsequent espionage by the Union of Soviet Socialist Republics, nuclear weapons can be distributed by these two powers to other roleplayers.

2. No roleplayers, except for those roleplaying the US and USSR are given the right to nuclear weapons.

3. In order to maintain cooperation and slow the spread of nuclear capabilities, the US and USSR must discuss and agree together who gets nuclear weapons distribution. No one superpower can hand out nuclear capabilities to anyone.

4. Whereas nuclear weapons and knowledge of nuclear weapon construction can only be donated by the combined works of the US and USSR OOCly, the development of nuclear power plants and nuclear energy bases can be given by 1 superpower, either the US or the USSR and their subsequent nuclear knowledge entities.

5. NOTE - Nuclear power and nuclear energy harnessing does not equate to being able to use and construct nuclear weapons. This is considered a violation of the Basic Law.


II .—E C O N W O R K S
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ARTICLE ONE (1) — GPD & GDP PER CAPITA

II. | ONE

A.
—
EQUATION FOR
GDP PER CAPITA

Y = C + I + E + G

where:

Y = GDP

C = Consumer Spending

I = Investment made by industry

E = Excess of Exports over Imports

G = Government Spending

B.
—
STEPS TO
DISCOVER A
NATION'S GDP

Step 1
Get nation's GDP.

Step 2
Determine Population of all adults in Nation.

Step 3
Divide the GDP by the population.

ARTICLE TWO (2) — CURRENCY VALUE & EXCHANGE RATES

II. | TWO

A.
—
TBD

Currency Value & Exchange Rates ought to follow the principles of economic theories that we known to be enforceable or practical in real life. (Command Economy, Market Economy, etc etc)

ARTICLE THREE (3) — IMPORTS & EXPORTS

II. | THREE

A.
—
OBSERVATORY
OF ECONOMIC
COMPLEXITY (OEC)

OEC, is a good bases to calculate your Economy. Although if you do not show, IE: Alternate nation. You are free to create your own, based off current market prices of the RP year. Although if you show up in OEC, you are free to create your own as well, this is just a guideline.

B.
—
EXPORT & IMPORT

Importing = Necessary for Growth and Competition because home companies will try to compete with importers, and lowers the Price of a massive variety of Goods.

Exporting = Excellent for competition, meaning your Industries will try to be better than others in an attempt to dominate their markets.

C.
—
EFFECTS OF
SANCTIONS

If Countries suffering from Sanctions do not increase the Prices of Exports/Domestic Sales to make up for the decrease of Imports/exports then they will naturally be losing money, but more importantly it will make Companies literally bankrupt themselves because they cannot sustain themselves (which is why Government set Export Prices are bad). But remember this has an effect on Both Nations, which is why the Nation enacting these Sanctions is (i advise) always a developed country.

ARTICLE FOUR (4) — GOVERNMENT SPENDING & TAXATION

II. | FOUR

A.
—
RULE OF
TAXATION

Nations get the right to set their own taxation rules, the only thing is that it must be written down. Based upon whatever system they choose, the Tax comes from a percentage of income and etc of a nation's GDP.

Example of the flat tax equation of 32%: Government budget = 100 million x 0.32
Example of a progressive tax equation: Poor: 60 million x 0.43/Middle Class: 25 million x 0.51/Wealthy: 15 million x 0.67 = 100% of Government budget

The amount of currency of tax goes directly to a nation's budget for the years.

B.
—
GOVERNMENT
SPENDING

The amount of tax goes into the categories of said nation's budget. Please keep in mind to account for the economy & state of the nation. Government expenditure Categories are made up:

    Administration, welfare, healthcare, education, defense, religion, law & order, public transport, commerce/industry, international aid, social equality, and environment.

Nations have the right to borrow money from International Banks and other governments to increase their budget although keeping in mind that their National Debt shall rise.

ARTICLE FIVE (5) — SCIENTIFIC ADVANCEMENT

II. | FIVE

A.
—
BASICS

Scientific Advancement a nation's progress scientifically. All technologies that one's nation can develop (whether they are for public works, private works or military purposes) must be done through roleplay, time-frame and time itself. Project include (but are not limited to); Buildings, Firearms, Artillery, Public Works, Roads, Highways, New Technologies, Vehicles, Naval Vessels, Aircraft, Spacecraft, Satellites, etc.*

*Although some are implied such as the next automobile model and so on, depending on its importance compared to the world.

B.
—
ROLEPLAY

When roleplaying the creation of something that will advance your nation's Scientific Standings in the world one must take into account the realism that is involved in such a task. For starters, it will COST you SOMETHING. It must always cost you time, resources and money. In order for you to have an actual technology, you must first Roleplay its establishment. What is meant by this statement is if Nation A were to decide on creation Project A then Nation A would need to announce that Project A is going to be in the works. After Project A has been announced to the world in an official roleplay all Nation A has to do is Roleplay Project A's progress towards completion and then its final completion. What is also necessary when roleplaying Project A's upbringing in the world is the actual inter-workings of the Project. Knowing the actual science behind something is worth knowing so you can actually explain why and how it works. If you cannot explain why and how it works then why on Earth would anyone need to recognize Project A's existence? It will be viewed as OP/GM.

IE: A Space Station is possible, a Deathstar, not in this century.

C.
—
TIMEFRAME

The system of Logical Progression, where by technology progresses in accordance to Alternate History Realism. When creating a project one must take into account what time you are in. Pace is key. Take into account what time you are actually in before you begin building or designing something to bring more modernization to the world. Be realistic with innovation, lest it will not be innovation.

D.
—
TIME

As with all Roleplays, everything takes time. Inherently some countries are more advanced than others on the basis of the availability of knowledge and educational systems, which are obtained through said time and Roleplaying. This is where National Focuses come into play. In accordance to said time and RP from the active year the project began, a nation by Alternate History Realism can work toward achieving things in comparison to those who have already done so.

IE: Nation A can work towards having the most advanced Naval technology through simply RPing its/one of its National Focuses that way — In accordance to rivals who may be ahead or behind, who abide by the same Logical Progression.

E.
—
REAL LIFE

If there is a real life project that you want to construct in your own nation, then by all means do it! All IRL advancements occur unless RPed otherwise. If your nation IRL is constructing a Skyscraper and you also would like to build that skyscraper then just take the building's projected due date and use that as a basis as to when it will be completed. Roleplay to either lengthen or shorten the amount of time it will take for the building to be completed. If a building or project should be in the works on the day you find out it exists then you do not need to roleplay its foundation as it is already historic. For example, if the RP year was 2006 and you were in the United Arab Emirates then the Burj Khalifa would be in construction and you would not have needed to RP its construction in order to have it be completed in 2009, you'd just have a good time roleplaying its completion (which you still would not have to do, it'd just be fun!).

As we are past 2017, it is assumed that certain things have already been created, IE: Roads, etc. If your Alternate History states that a building is there that isn't in RL, that is acceptable too as this would be considered part of natural progression, which is basically: You don't need to RP the upgrading of a Wow of Homes, but one does need to develop and upgrade for example the latest Fighter Jet.

ARTICLE SIX (6) — ECONOMIC PHILOSOPHY

II. | SIX

A.
—
ECONOMICS

The philosophy of economics concerns itself with conceptual, methodological, and ethical issues that arise within the scientific discipline of economics. The primary focus is on issues of methodology and epistemology—the methods, concepts, and theories through which economists attempt to arrive at knowledge about economic processes. Philosophy of economics is also concerned with the ways in which ethical values are involved in economic reasoning—the values of human welfare, social justice, and the tradeoffs among priorities that economic choices require. Economic reasoning has implications for justice and human welfare; more importantly, economic reasoning often makes inexplicit but significant ethical assumptions that philosophers of economics have found it worthwhile to scrutinize. Finally, the philosophy of economics is concerned with the concrete social assumptions that are made by economists. Philosophers have given attention to the institutions and structures through which economic activity and change take place.

B.
—
THEORIES

The dimension of the philosophy of economics that falls within the philosophy of science has to do with the status of economic analysis as a body of empirical knowledge. Primary questions include: What is economic knowledge about? What kind of knowledge is provided by the discipline of economics? How does it relate to other social sciences and the bodies of knowledge contained in those disciplines? How is economic knowledge justified or evaluated? Does economic theory purport to offer abstract theories of real social processes—their mechanisms, dynamics, and institutions? What is the nature of economic explanation? What is the relationship between abstract mathematical models and theorems, on the one hand, and the empirical reality of economic behavior and institutions, on the other? What is the nature of the concepts and theories in terms of which economic beliefs are formulated? Are there lawlike regularities among economic phenomena? What is the status of predictions in economics?

C.
—
SUMMARY

Basically nations are granted the liberty of choosing their own economic path, whether that be based off a RL ideology or a created one.

ARTICLE SEVEN (7) — MISCELLANEOUS

II. | SEVEN

A.
—
TBD

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III .—C I V I L I Z A T I O N S
—

ARTICLE ONE (1) — NATIONAL POPULATION

III. | ONE

That NationStates relays and provides unrealistic populations, as well as several other unrealistic pieces of information, due in part to the website not bei made to fit realistic statistics and policies of population, due to all nations on NationStates being considered "border less".

That the region, the Commonwealth of Liberty attempts to maintain a basis of subjective realism.

That the population statistics provided by NationStates have, to this point, been extremely useful, although reformed to become more realistic still doesn't quite meet Common Sense standards.

ARTICLE TWO (2) — CIVILIZATIONS

III. | TWO

A.
—
RIGHTS OF TERRITORY

Players have the right to RP their territory: Land/Air/Sea/Underground. Keep in mind that warfare/occupation may result in a loss of sovereignty. All land on earth is subject to national claim by request/war excluding Antarctica and the ice sheets which constitute as shifting based off of weather, and thus not considered land.

Annexation/Cession of Territory: Annexation and Cession are acts between two members of the map to solve disputes and give gifts in the form of territory. Annexation and Cession can also occur as a result of a war, in which the victor may keep what land they take following the conclusion of hostilities. For this to occur, all parties must telegram the MC in a group telegram informing the MC of the agreement so that he/she may update it to the map. In the event that one nation has gotten "butthurt" and is not RPing correctly or is whining instead of attempting to find a solution, the Secretary of State or President will be charged to solve the dispute in a fair way, be it through giving the land to the other nation, or proclaiming the land disputed.

LandRights (LRs) & IC Rights (ICPs): LRs is ownership of the territory and its population, the plot of land itself regardless of IC situation. This is a legal OOC enforced settlement as a right to the citizenry of the COL. — IC Rights, the right to RP territory in the IC world; while LRs and ICPs may go hand in hand, they can also be excluded if one owns the LRs and allows another to RP within, and subject to LRs' will and thus considered territorial leasing (TLs)..

Expansion Request: Nations may also expand by requesting new territory from the MC. For this to occur, the nation must telegram the MC with the territory they wish to obtain, and a minimum of 3 valid reasons of why they should be able to have this land. Reasons such as "I border it, and I want it" and “nobody ever goes there” are NOT valid, and will result in immediate rejection. However for example, expansions for resources are valid. It is at the discretion of the MC of weather or not to approve or reject an Expansion Request. That being said, a nation may request intervention from the Secretary of State to review their request and decide on weather the nation's expansion should be approved. In the event the MC rejects an expansion, and the MC did not specify the reasons for the rejection, and offer possible solutions, then the citizen has the right to appeal to the SoS.

Colonial Expansions: See V. COLONIAL MANDATE SYSTEM.

Color Sharing: Recognizing that nations may choose to join together as one larger nation/union, the map shall give the option to the union to have their colors be the same. In which case, nations shall retain their actual map number near where they are located, but color shall all be the same.

B.
—
MAP

Commonwealth of Liberty Roleplay Map

C.
—
ADMINISTRATION

The original Map Cartographer updates the map, although has the right to permit the creation of systems to help map updating and/or transfer/revoke the duties of Cartography to another citizen at his discretion. Thus to ensure efficiency overall.

D.
—
MAP MOVEMENTS

A player CANNOT move on the map in anyway without cartographer exception, for 30 days RL time. Nations will only be allowed to move an additional 1 time if they really regret moving to their current spot and promise to the MC that they will not move the following month. (In basic, they surrender their right to move in the next month).

Land is always required to trade to unclaimed in order to gain another spot of unclaimed land unless the player willingly went to an area which was already under the jurisdiction of another player when they began to RP it.

E.
—
MAP MEMBERSHIP

- Whereas, all citizens of the Commonwealth of Liberty have the right to join the map.
- Whereas, to join the map, a nation must be a citizen and must apply for a spot by telegramming the Map Cartographer (MC), new spot placement requires a first IC/RP RMB post within 72 hours.
- Recognizing that the map is an RP entity, members must maintain a certain level of activity which are divided into 2 classes"

Activity Tiers

  • Active: Member should RP (Internal, External, Etc) a minimum of once;
    per 15 days for an RMB post (and/or) 15 days per dispatch/factbook RMB publication post in the form of new/updated/changed work including any forms of text and/or artwork, (and/or) any post in the server's QUOTES and/or SNAPSHOTS channels within the last 72 hours — because RP/IC post announcements are connected directly to an RMB post, those shall not be factored in, and viewed as extensions of RMB source time instead. Channel postings holding legal merit provided there has been an RMB post of RP or dispatchwork in the last 31 days.

  • Vacation: Recognizing that real-life mandates more attention then NationStates, members may announce they will be on vacation for an estimated amount of days. During a vacation period, a member is recommended to/ought/should post RP a minimum of once every 15 days ontop of the 10-day minimum. If due to military, internet and/or health purposes, different timeframes may be allowed if Map Cartographer (MC) is informed. Personal affairs are not required to be disclosed out of respect to et al.

- Failure to RP under the mandates of your Activity status will result in your removal from the map.
- If a nation consistently RPs the minimum amount, only RPing after being warned, the MC shall have the authority to remove them.

F.
—
RIGHTS OF THE ROLEPLAYER

- All nations who are in the WA have the right to be on the map.
- No nation may be removed, or their land be taken or their expansion be denied based on the prejudice of any nation and the simple mindedness of "RL Expectations based on Location", nor may they give an excuse if they have "unsound alternate history based on location"
- For as long as nations abide by the rules of the COL, they should not be harassed by the government for how they choose to role-play their spot on the map.
- If a nation feels that their rights have been violated, or they have been treated fairly, they have the right to complain (but not harass) the President over their concerns.

G.
—
RIGHTS OF CULTURE

Players have the right to RP cultures of their status on the map based off a RL platform and/or Alternate History platform, or create new ones, in correlation to the histories which would have connected with them. Cooperation is Key.

H.
—
PHILOSOPHY

Certain roleplayers have certain views on what they want their nation to be like. Whether that means a Wahari Morocco or Monarchical Canada or even a Communist India, people are allowed and encouraged to roleplay their nations to their own liking. However, the way you choose to use your nation can and will influence how the nations around you act. For instance in real life relations between South Korea and the United States are fairly good, but let’s say that South Korea decides to join China and North Korea by turning into a Dictatorship. That will instantly change the United States’ opinion on South Korea and likely cause relations with South Korea to decrease extremely. So, in this RP world of ours, if you were to change a government type the opinion and actions of nations around you may change for the better or for the worst. Depending on who the nations around you are and how you go about changing your government. The most popular forms of government in the CoL are; Democracies, Republics, Democratic Republics, Socialist States, Capitalist States, Communist States, Military Juntas and Monarchies.

The Commonwealth of Liberty would insist that instead of a nation scrubbing it’s entire history and changing every aspect of it (If you’ve worked hard on the RPs with others beforehand, if you’ve just moved it’s your call), a roleplayer RP the change in government realistically and logically. Meaning that instead of 1 man calling for Fascist Uprising in Mongolia and having everybody join in and agree with him, roleplay at least some sort of push back or something that gets them a boost in the system. Not just throwing something in there. It’s a bit too sudden, and easy to look over.

i.
—
RELIGION

Each nation has the right to create a religion that there people can follow and can (with the permission of other nations) have said religion spread far and wide throughout the world. When a religion is created, keep in mind that relative explanation of it’s founding and teachings should be included inside of a factbook so people can have a general idea on what the religion is about.

If a religion is created, people do have the right to RP persecution of the religion or appreciation of it. If someone were to want to have a State Religion (One people under one religion) or State Atheism (No religion whatsoever), they have every right to RP there nation like that. A nation also has every right to persecute and appreciate religions that are real, even if their real life views do not actually line up with said Roleplaying styles. Also, a nation may use whatever religion it so pleases as a popular religion in their nation, within reason. We ask that you at least stick with some aspect of realism and not have Satanism be the core religion of Israel, for example.

ARTICLE THREE (3) — TRADING

III. | THREE

A.
—
TRADE

In the RP world, unless specifically stated, the entirety of the world trades with one another basic items. Basic items like Toys, Food, Water, Oil, etc. This is purely so that world trade continues, stock markets continue and all other things relating to trade can be continued without need for the player to specify what exactly is going on trade-wise. However, if a nation, for example Nation A decides that Nation B is unworthy of their goods then Nation A is permitted to either 'Sanction' or 'Embargo' Nation B. When Sanctioning a nation the player MUST specify what exactly they are prohibiting. Whether it be Cocoa Beans or Uranium, it must be specified and only that of which is specified will be taken away. When Embargoing a nation it will not only hurt the nation receiving the embargo but it hurts the nation dishing out the embargo and that must be calculated and shown in an economic factbook or shown in some way. There is no direct punishment to one source.

B.
—
COPYRIGHT & PATENTS

By default when a nation earns their spot on the map they earn the right to all Weapons that their country produces In Real Life. This means that a nation in Russia can have Production Rights and Claims to the AK-47 and a nation in Austria has the Production Rights and Claims to the Glock, etc. When it comes to variants and carbon copies/variants of certain products that your country makes in Real Life like the Chinese Type-56 you must have permission from the original country, in this case Russia, to produce that variant freely. In the case of IRL Carbon Copies & Variants it doesn't necessarily have to be an IC Agreement. Agreements like such can be made through an OOC TG Discussion or whatever. But you must have permission to produce another nation's weapons, distribute a nation's weapons and your spot on the map dictates the default weapons you have.

Any weapon that is given to another nation, after 10 years they have the full ability to play with it, reverse engineer it and work with it. This involves a two-tier system. Restricted and unrestricted, defaulted to restricted meaning that people cannot do the variations but if the two roleplayers agree they may be able to classify it as unrestricted so that they can do variations. 10 years applies for unrestricted, could be earlier if players consent. Restricted remains rightfully restricted if source desires.

Example:

    Russia has the rights to the AK-47 therefore any nation that moves to Russia has the rights to the AK-47
    If a nation wanted the AK-47 they'd have to speak to the RP World's Russia about it
    If a nation wants to RP a Carbon Copy/Variant's creation they must speak to the owner of the Original Weapon First
    No nation can reproduce the weapons of another nation without explicit permission

C.
—
WMDs

When it comes to Weapons of Mass Destruction (things like Nuclear Weapons Technology and Anything that causes mass devastation), if your nation has them in real life it is completely irrelevant. Within the laws of the CoL it is stated that you cannot have a Nuclear Weapon or WMD without the technological secrets being given to you by a superior world power. However, it is highly unlikely that you will be given the technology either way simply because giving away the secret to domination is frowned upon and in some cases illegal. So, if I joined the game as India and said that because India has Nuclear Weapons that I should have nuclear weapons, that is irrelevant and false. You must be given the technology by a pre-existing Nuclear Weapons Owning Power. The only case where this is not true is the United State which invented the Nuclear Bomb & Russia which holds the secrets that they stole.

WMD knowledge cannot be stolen, but projects to discover hidden WMD construction can be conducted by your nation on another one. Discovery of said project is still under the jurisdiction of the two parties involved.

All WMDs beyond nuclear-based weapons are NOT subject to regulations, but their development is discoverable by IC espionage without consent as long as its RPed.

D.
—
MAP MOVEMENT

Moving around on the map will effect any and all trade agreements made in different ways. Trade for things that are not weapons can be effected by the nation that has moved. So if Nation A moves and Nation B takes its former place but Nation A and Nation C had a deal for Medicine, Nation B could state that such a deal was retconned. When it comes to Weapons Technology, however, if you are given a set of weapons or if you are given the production rights to a weapon and a nation who owns that weapon moves and is replaced, the nation who received those weapons is allowed to keep said weaponry. So if Nation A is replaced by Nation B but Nation A gave the SCAR to Nation C, Nation C can keep the SCARs that they received from Nation A without worry about what Nation B has to say about it. Deals for weapons cannot be retconned by someone moving from their spot. But, if you leave your spot and you have someone else's weapons the deal in it's entirety is erased from RP history.

Example:

    Nation A gives the Glock to Nation C
    Nation A moves to a different spot on the map
    Nation B moves to where Nation A was
    Nation B cannot say that Nation C does not have the Glock anymore unless Nation C agrees to discard the former agreement made between itself and Nation A

ARTICLE FOUR (4) — MISCELLANEOUS

III. | FOUR

A.
—
TBD

TBD.


IV .—C O D E—O F—C O N D U C T
—

ARTICLE ONE (1) — CHARACTER LEVEL ROLEPLAYER

IV. | ONE

A.
—
CHARACTER CONTROL

Godmodding and control of another's character in roleplay is disallowed in COL RPs.

B.
—
CONSENT

Consent of whom you are roleplaying with is required before wounding or killing their character, as doing so without asking them would be deemed "godmodding".

C.
—
THE RULE OF KNOWLEDGE

Metagaming, or using OOC knowledge (for example, knowing that an enemy plans to assault you) for IC (such as being able to unrealistically anticipate said enemy) is banned.

ARTICLE TWO (2) — GODMOD REGULATIONS

IV. | TWO

A.
—
PREFACE

Actions in war must be clearly defined and understood by both parties to avoid confusion.

B.
—
OUT OF CANON

Players may develop stories out of canon if they have a logical connection to canon such as a television show. Historical OutCanon is also permitted, such as RPing a historical battle or an alternate version with all participants of said action in agreement. These two categories and any which can be logically connected are premitted. Anything else is GodMode.

C.
—
CONTINUATION OF CANON

Nations are free to accept the history of the previous landowner, but may retcon certain things as well. Vice-Versa System.

ARTICLE THREE (3) — COOPERATIVE REGULATIONS

IV. | THREE

A.
—
ASSET PROTECTION

A nation may not kill or injure an important character from another nation (eg. leader) without that nation's explicit consent.

ARTICLE FOUR (4) — WARFARE RECOGNITION

IV. | FOUR

A.
—
TBD.

TBD.

ARTICLE FIVE (5) — DEFINING RETCONNING

IV. | FIVE

A.
—
DEFINTION.

Retconning shall be defined as the cancellation/removal of an event from one's history.

B.
—
INTERNAL RETCONNING.

Nations may be able to retcon internal events that have no effect on other nations.

For Example: Nation A wishes to retcon the assassination of his leader, he may do so.

C.
—
EXTERNAL RETCONNING.

If a nation wishes to retcon an event that pertains to other parties (such as trade agreements, wars, etc.), that nation must have permission from the other party to retcon that event, lest the RP's that both parties were involved with be a waste of time and energy.

For Example: Nation A wishes to retcon the royal marriage between his king and Nation B's queen. Both Nation A and Nation B must reach an agreement to retcon the event before retconning the event.

ARTICLE SIX (6) — MISCELLANEOUS

IV. | SIX

A.
—
MISCELLANEOUS

    • No murdering another persons RP character useless agree upon before hand.

    • No using another persons RP character without the others permission.

    • No teleporting people or troops around the map.

    • No Metagaming and all forms of it are banned.
    -Acting on any knowledge that the character/nation is not aware of.
    -Troops and vessels/aircraft/tanks/spaceships can only be used by their given nation.
    -Giving away all of your vessels/aircraft/tanks/spaceships, troops, or land to another nation.
    -A nation has the right to give "tech" to a small number of ally nations not the whole COL as a whole.

    • Message the other person if you plan on attacking them.

    • Don't say you've won the battle if you haven't agreed upon it before hand.
    - Some people like to decide who wins the battle at the very beginning, be sure to ask how they would like to settle the outcome.

    • Be fair and let a number of your troops die in battle.

    • Be very, very detailed in your rps.

    • There are more factors than just technology to go by.

    • Collaborate on wars beforehand so they do not devolve into an annoying OCC fest or rage.

    • Godmodding is explicitly banned.

    • OOC (Out Of Character) is not IC (In Character) and vice versa.

    • Be creative but have one or two facts to back it up anything really advance.


V .—C O L O N I A L—M A N D A T E—S Y S T E M—( K A I S E R P A T )
—

ARTICLE ONE (1) — (CMS/LS)

V. | ONE

A.
—
COLONIAL MANDATE

There will be a core, under that core land expansions can be approved. The Cartographer shall keep a private record of these cores for Imperial Nations. Beyond the core, Historial Expansions will be taken into effect. Under the Colonial Mandate System (CMS), nations both historical and alternate will be able to request a second form of expansion known as the CMS. CMS will allow nations to expand easier, noting, that these expansions are colonies and under the ideals of respecting new nations and so forth, the land gained under CMS will have a secret end date for decolonization if slated before their RL dates, which otherwise RL release dates shall be enforced. The reason why it will be secret is to not spoil anything for the RP world. Once this date is realized, the colony shall be released into unclaimed or a war/independence granted if someone is there. Although some CMS may be considered for official (core) land expansions, which will be filed around the release date for review. CMS are also under special protection, as they are projected to be released, there might not be motivated to protect it and thus CMS are the only system in which such lands, if unclaimed, are protected from war. If a nation occupies a CMS as an active colony, war is naturally an option.

P.S. Nations can submit themselves as a CMS, just as unclaimed, their land right to independence will be granted upon an agreed date, although now set by the CMS who is active. Colonial Empire holders harbor Land Rights (LRs) until the release date.

A.
—
LEASING SYSTEM

The LS will be a systematic reduction of territory from actively participating nations in order to add a vibrant and lively feel to the roleplay world. Under this system, nations will be allowed to sacrifice territory to either Roleplayers or unclaimed for a secret amount of time (discussed to the Map Cartographer prior to the creation of the map). Nations will then, after that time is up, be allowed to take that core land back. Core Land being the land that is actually a part of your nation's mainland and not colonies/land acquired via the CMS. Core Land is the only land that can be leased, however. CMS land cannot be leased.

(WORLD WAR)A reminder, land can be agreed to be given up during wars, and regained afterward. This last section is to ensure that when a war occurs if the player doesn't wish to give up land and it is organized, they can agree privately to ensure the host's land rights are respected.

Although naturally land can be taken by force and not returned as per the RP basic law's statements on such types of war which are not organized or organization agreed to conduct such actions — but Land Rights (LRs) are always retained regardless of occupation unless a player surrenders their territory and moves; an action they are only allowed to do with probable cause and after 3 RL weeks of spot residency; anything before is considered possible collusion and barred.

ARTICLE TWO (2) — (KL)

V. | ONE

A.
—
KAISERPAT LEGALESE

In order for nations to have a common understanding of the Colonial Mandate System, and in the spirit of fairness being the "order of the day", a system for gameplay between Colonizers and Colonies has been developed.

Whenever a time switch occurs, in the event that we revert time to a date in which entire territory possessions must change and other nations become subsequent "colonies" or "administrative regions" of other nations, there must be regulations so that nobody feels left out.

In order to reach this goal, this is the law. If a nation owned a spot PRIOR to the time switch, they retain full autonomous control of their nation, in order to respect their right to lands.

    However, though they retain majority say of what happens in their nation while it is under the subjugation of a foreign power for the time switch, it is still their responsibility to speak to their "subjugator" about independence and what not. Communication is key here, it is a major boon to your nation and your nations standing in the world if you work together in order to find a common sense, realistic and exciting way to end your subjugation.

In the event that a roleplayer, who operates as a colonizing nation, gains colonies with the time switch, they will then gain the economic bonuses and resource bonuses of owning said colonies. Colonial powers are allowed to invite anyone whether for ‘main’ account settlement/multi accounts/etc to aid in the management of their Imperial colonial system by RP enjoyment.

    However, this is a privilege. This is not a right. You gain these territories because history dictates you must, you do not gain these territories because you are more important than other people. These spots do not become a part of your nation, they are overseas territories that become massive spots for other roleplayers to operate in as well.

Providing an example for how this works, here is a series of scenarios, which are legal/enforceable;

      Scenario 1 — If we go back to a time where Germany owns Tanzania, the player who is operating Germany will gain the territory on the map and the right to roleplay with it as their own. Gaining economic resources from it, having troops within it and being able to use it as an extension of itself. Tanzania, however, is still a spot on the map, however. So another player can come into the mix and become a German colony, without the consent of Germany, only the consent of the Cartographer. In the event, that this player who is playing as Tanzania, starts going against the wishes of Germany, or starts becoming a general nuisance to Germany by being unrealistic, toxic or otherwise harmful to Germany's experience; Germany has the full right to expel the player from that spot. In the event that Tanzania feels misjudged, they may go to the Cartographer and request a case to be opened, and receive a summary verdict. Anyone is allowed to RP within a colonial empire's system with permission from whoever holds the LRs.

      Scenario 2 — If we go back to a time where the Netherlands owns Indonesia, but there is already a player in Indonesia, the player who operates Indonesia must work together with the player in the Netherlands to determine their independence status (whether or not they are initially independent, or what date they become independent). Once the two players agree, then we move forward with roleplay. At the end of the day, the subjugated player (Indonesia) has the final say in how their status is determined. Though, we of the Commonwealth of Liberty highly encourage the two roleplayers to come to a consensus instead of it becoming a disagreement and a settling. Please, consider your fellow man.

In order to prevent powers from holding onto their colonies for extended periods of time, the spots they hold must be released at minimum by their real life dates of independence.

In order to protect future roleplayers from unrealistic/harmful futuristic roleplay limitations, this system bars any and all forms of alternate; genocide, mass deportation or mass pilgrimage conducted by the Colonizing Entity. Essentially, the colonizing nation may not commit a genocide against the native peoples of their colony, they may not deport the native population, and they may not send in millions of their own citizens into the subjugated nation (this is to prevent the concept of outbreeding or lebensraum).

Read dispatch

INSPIRATION SHOWCASE

Please enjoy some of our Member's RP Archives, to see what we are about!


Annual Ledger Archive



— — — The Annual Ledger Archive contains links to completed years of the Annual Ledger. The Archivist's Favorites are extremely subjective—not based on any concrete measurement, they are not fixed and do not represent the only good posts in a year, but are merely a way to highlight posts the archivist found to be especially interesting. Six are given on ordinary years and seven or nine in years of unusually high activity.


DECADE

LINK

DESCRIPTION

IMAGE

—

1940s

—

HERE

The terror of war spurs a decade of sorrow, patriotism, and—ultimately—hope.

—

1950s

—

HERE

Crawling back from the brink of oblivion, the world looks upon itself anew.


Read dispatch

“...Paramericans Will Always Do the Right Thing,
After Exhausting All the Alternatives...”
— Sir Winston Churchill, British Prime Minister

—

L I B R A R Y—O F—C O N G R E S S
—

T H E—2 0 1 0 s
—
| OBAMA | ▒░ | TRUMP |
—

T H E—2 0 0 0 s
—
| CLINTON | ▒░ | W. BUSH | ▒░ | KERRY | ▒░ | OBAMA |
—

T H E—E I G H T I E S
—
| KENNEDY | ▒░ | REAGAN | ▒░ | H.W. BUSH |
—

T H E—S E V E N T I E S
—
| NIXON | ▒░ | FORD | ▒░ | ROCKEFELLER | ▒░ | KENNEDY |
—

T H E—S I X T I E S
—
| EISENHOWER | ▒░ | KENNEDY | ▒░ | JOHNSON | ▒░ | NIXON |
—

· · · · ·

All Rights Reserved © Government | United States of Paramerica

Read dispatch


"Risen from the ruins and turned toward the future,
Let us serve you for the common good, Germany, united Fatherland..."
— A n t h e m ⠀o f⠀ D e m o c r a t i c⠀ G e r m a n y
S O Z I A L I S T I S C H E R⠀ N E U A N F A N G

At the close of the Second World War, Eastern Germany is occupied by the Soviet Red Army. In 1949, after the creation of a Federal Republic of Germany in the western allied occupation zones, the Soviets give license to East German communists to create a state of their own: the German Democratic Republic. These archives tell the story of East Germany's nadir, albeit in an incomplete way, and lays the foundations for the future European order.

1 9 4 0 s⠀ — ⠀1 9 5 0 s

Walter Ulbricht

Wilhelm Pieck

Date

Title

Summary

Picture

Mar. 1956

On the 20th Congress

Walter Ulbricht pens an article on the 20th CPSU Congress.

Jan. 1956

The Black Channel

The East German propaganda show "The Black Channel" airs for the first time.

July 1955

Establishment of the NVA

The GDR establishes the National People's Army.

Apr. 1953

Death of Stalin

The GDR mourns the death of Big Brother.

Jan. 1953

Leave No Trace: Part II

Mundt returns to the scene of the crime that confounded him two years ago.

Feb. 1952

Centrally-Planned Dysfunction

The East German economy and resistance to quotas set by the state.

Apr. 1951

Neues Deutschland Edition

GDR visits Africa, reaction to liberation of Albania, Western journalist found dead.

Feb. 1951

Leave No Trace: Part I

Hans-Dieter Mundt is called to the scene of a dead western journalist.

Sept. 1950

Democratic Germany and Socialist Realism

A significant editorial is published outlining the Foreign Policy of the GDR.

Oct. 1949

Risen from the Ruins

The German Democratic Republic is founded.

July 1948

The Second "Battle for Berlin"

The Soviets blockade the allied sectors of West Berlin.

June 1947

Junker Lands in Peasant Hands

Agricultural land is expropriated and redistributed in the SBZ.

Apr. 1946

Merger of KPD and SPD

Social Democrats and Communists form the Socialist Unity Party.

Jan. 1946

Men Among the Ruins

A tale of intrigue and opportunism, and how the new Germany is much like the old Germany.

July 1945

Formation of the Democratic Bloc

The Political Parties in the Soviet Zone of Occupation form an anti-fascist coalition.

May - June 1945

Arrival of the Ulbricht Group

As the war wraps up, political exiles return to Germany to rebuild

Designed by Paramountica, Assembled for the Commonwealth of Liberty.

Official Information of the German Democratic Republic
Offizielle Information der Deutschen Demokratischen Republik

Alle Rechte vorbehalten © Nationales Archiv der DDR

Read dispatch

“. . . There is a powerful need for symbolism, and that
means the architecture must have something that
appeals to the human heart. Nevertheless, the basic
forms, spaces, and appearances must be logical . . .”

— Kenzo Tange, Tokyo Architect

—

T E N N O—E R A S
—

T H E—S E V E N T I E S
—
| SATO | ▒░ | TANAKA | ▒░ | MIKI | ▒░ | FUKUDA | ▒░ | OHIRA |
—

T H E—S I X T I E S
—
| KISHI | ▒░ | IKEDA | ▒░ | SATO |
—

T H E—F I F T I E S
—
| YOSHIDA | ▒░ | HATOYAMA | ▒░ | SHIGEMITSU | ▒░ | KISHI |
—

Designed by Paramountica, Assembled for Commonwealth of Liberty.
Read dispatch


By virtue of the national and historical right of the Jewish People, 
and of the resolution of the General Assembly at the United Nations, 
we hereby proclaim the establishment of the Jewish State in Palestine 
to be called Yisra'el!
— David Ben-Gurion, May 14th 1948.

—

ירושלים של זהב בארץ ציון
.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Yitzhak Rabin
1992 — Present

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

July 1998

The Terravian Visit

Israel welcomes the President of Terravia

May 1996

Rabin Continues

Escaping an assassin, Rabin goes on to win re-election.

April 1996

The Sultan's Visit

Israel welcomes the Omani sultan.

June 1995

Cyrus to Farah

The Empress' arrival in the Jewish State.

May 1995

To the Empress

Invite for an Israeli-Iranian summit in Jerusalem.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Yitzhak Shamir
1986 — 1992

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

August 1989

The E.U. & Israel

Economic discussions between Brussels and Jerusalem.

January 1989

Hodl's Resumed Exodus

Soviet Jews, finally free, arrive in Israel.

August 1988

Jonah in Nineveh

Mossad agents in Syria, undercover.

October 1987

Ben-Gurion's Afterissue

Concerns arise between religious and secular Israelis.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Shimon Peres
1983 — 1986

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

October 1985

PIPAC & NATO

From Washington, a PIPAC letter to Mr. Eiran.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Menachem Begin
1977 — 1983

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

November 1977

To the Ends of the Earth

Egypt's President, Anwar Sadat, arrives in Israel, for the first time.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Yitzhak Rabin
1974 — 1977

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

September 1975

Sinai II

The Israeli-Egyptian Interim Peace Agreement, also known as Siani II.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Golda Meir
1969 — 1974

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

April 1973

Israeli President

Mr. Ephraim Katzir has been elected to serve as the head of state.

September 1972

Olympics & Hatikvah

Prime Minister Meir, and Operation Wrath of God.

January 1972

The Yugoslavian Appointment

New IDF Chief of Staff.

January 1971

The Morning After

A Mossad Affair.

January 1971

Last Year's

Imports and Exports data for the State of Israel, 1970.

July 1970

The First Settlement

The First Settlement in Judea & Samaria (West Bank).

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of Levi Eshkol
1963 — 1969

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

January 1968

After Rav Aluf Rabin.

Haim Bar-Lev has been appointed as the 8th Chief of Staff.

August 1966

New Knesset

The new Knesset building in Jerusalem is inaugurated.

May 1965

New Government

Levi Eskhol forms a Cabinet Government.

[background-block=white][color=white] [/color][/background-block]

Prime Ministership of David Ben-Gurion
1948 — 1963

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

May 1961

Visit Israel!

From the Israeli Travel Agency, visit the Holy Land!

May 1960

Lod International

The arrival of the Indian Prime Minister, in Israel.

May 1960

Invitation to India

Jerusalem to New Delhi, a leader summit.

October 1956

Operation Kadesh

IDF forces advance into Nasser's Sinai, towards the Suez Canal.

October 1956

Protocol of Sevres

Eve of the Suez Crisis, a document by three powers.

September 1955

After Nationalization

Shimon Peres goes to Paris, France.

September 1955

Arab Refugees

Statement from Israeli MoF.

June 1955

South Afrikan

On board an El Al flight, to Israel.

September 1952

Reparations from Germany

Before the United Nations International Hague Tribunal.

July 1951

Second Term

Ben-Gurion wins a second term as Prime Minister.

May 1948

The Founding

Ben-Gurion annouces the establishment of Israel.

[background-block=white][color=white] [/color][/background-block]


British Colonial Mandate
1920 — 1948

[background-block=white][color=white] [/color][/background-block]

Roleplay Date

Event

Summary

.......................Image(s).......................

January 1948

Notice to World Jewry

Issued by the Jewish Agency.

July 1947

Summer in Cyprus

Jewish refugees embark to Zion.


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FACTBOOK TEMPLATES


[img]GOVERNMENT AND/OR BUREAU SEAL[/img]

National Demograhics of [NATION TITLE]

National Census Bureau — 19XX

[hr]

Total Population

Density

Growth Rate
(since last census 20##)

Nationality

Offical Language

Total Population NUMBER

Density NUMBER

Growth Rate NUMBER

[NATION TITLE]ian/ese

Language

Demography — In Detail (20XX)

[hr]

Wi

Race and Ethnicity

— ETHIC RACE A
— ETHIC RACE B
— ETHIC RACE C
Add If Needed (AIN)

##,###,### | 00.0%
##,###,### | 00.0%
##,###,### | 00.0%

Wi

Religious Affiliations

— RELIGION A
— RELIGION B
— NON-RELIGIOUS
(AIN)

##,###,### | 00.0%
##,###,### | 00.0%
##,###,### | 00.0%

Wi

Income

— One Precent/Ultra-Wealthy/Party Elites
— Upper Middle Class
— Middle Class
— Lower Middle Class
— Working Class
— In Proverty

##,###,### | 00.0%
##,###,### | 00.0%
##,###,### | 00.0%

Wi

Ages

— 0 - 14 Years
— 15 - 67 Years
— 67 Years & Over

(Male ###,###/Female ###,###) | 00.0%
(Male ###,###/Female ###,###) | 00.0%
(Male ###,###/Female ###,###) | 00.0%

Wi

Birth, Growth,
and Death Rates

##.# Births

1,000 population
/year

[hr]

Life Expectancy at Birth

Total Fertility Rate

## YEARS

2.00 children born/woman
Read dispatch

TBD

Economy of NationA


An assembly plant of Colwagens in Central NationA.

Currency
AC₡ (Collar)
Dollar Index

Fiscal year
Month 00, 197# –Month 00, 197#

Statistics

GDP
AC₡0.00 #illionn

GDP growth
▲00.0%

GDP per capita
AC ₡00,000,000

Inflation (CPI)
0.0 %

Population below
poverty line
001

Gini coefficient
.00 (197#)

Labor force
001

Unemployment
▼0.0 %

5 Main industries
001

External

Exports
001

Export goods
001

Main export partners
@NationB
@NationF
@NationD
@NationE

Imports
001

Import goods
001

Main import partners
@NationJ
@NationD
@NationE
@NationF

Public finances

Public Debt
AC₡0.00 #illion

Budget Deficit
₡0.00 #illion

Revenues
₡0.00 #illion

Expenses
001

Economic Aid
001

Crediting rating
001

Foreign reserves
001


OVERVIEW — OF ECONOMY
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GDP — Gross Domestic Product

GDP

Growth Rate

Nation title & Year

₡50 Billion

Y = C + I + E + G
where:
Y = GDP
C = Consumer Spending
I = Investment made by industry
E = Excess of Exports over Imports
G = Government Spending

00.0%

GDP — Per Capita

GDP-PC

Growth Rate

Nation title & Year

₡1,500

Step 1
Get nation's GDP.
Step 2
Determine Population of all adults in Nation.
Step 3
Divide the GDP by the population.

00.0%

JOBS — Employment

Employment Rate

Growth Rate

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

JOBS — Unemployment

Unemployment Rate

Growth Rate

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%

197#

NUMBEROFJOBS

00.0%


Exports — Goods to Foreign Nations

Exports


Growth
Indicator

Nation title & Year

₡TOTAL REVENUE

MINING
—

COAL
—

MEDICAL & HEALTH
—

CONSTRUCTION MATERIALS
—

INORGANIC SALTS & ACIDS
—

HOME & OFFICE PRODUCTS
—

WEAPONS
—

METAL PRODUCTS
—

PROCESSED MATERIALS
—

MISC. AGRICULTURAL
—

ANIMAL FIBERS
—

FRUIT
—

PLUP & PAPER
—

CEREALS/GRAINS & VEGETABLE OILS
—

FOOD PROCESSING
—

OIL
—

MEAT & EGGS
—

COTTON, RICE, BEANS & OTHERS
—

BEER & SPIRITS
—

MILK & CHEESE
—

TOBACOO
—

TREECROPS
—

GARMENTS
—

LEATHER
—

TEXTILE & FABRICS
—

ELECTRONICS
—

FISH & SEAFOOD
—

AIRCRAFT
—

MACHINERY
—

NATURAL GAS
—

NAVAL CONSTRUCTION
—

AGROCHEMICALS
—

PRECIOUS STONES
—

OTHER CHEMICALS
—

PETROCHEMICALS
—


Imports — Goods from Foreign Nations

Exports


Growth
Indicator

Nation title & Year

₡TOTAL REVENUE

MINING
—

COAL
—

MEDICAL & HEALTH
—

CONSTRUCTION MATERIALS
—

INORGANIC SALTS & ACIDS
—

HOME & OFFICE PRODUCTS
—

WEAPONS
—

METAL PRODUCTS
—

PROCESSED MATERIALS
—

MISC. AGRICULTURAL
—

ANIMAL FIBERS
—

FRUIT
—

PLUP & PAPER
—

CEREALS/GRAINS & VEGETABLE OILS
—

FOOD PROCESSING
—

OIL
—

MEAT & EGGS
—

COTTON, RICE, BEANS & OTHERS
—

BEER & SPIRITS
—

MILK & CHEESE
—

TOBACOO
—

TREECROPS
—

GARMENTS
—

LEATHER
—

TEXTILE & FABRICS
—

ELECTRONICS
—

FISH & SEAFOOD
—

AIRCRAFT
—

MACHINERY
—

NATURAL GAS
—

NAVAL CONSTRUCTION
—

AGROCHEMICALS
—

PRECIOUS STONES
—

OTHER CHEMICALS
—

PETROCHEMICALS
—

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