Introduction
So it seems that war, war never changes. Through-out the course of history, nations rose to great heights and yet some fall; in a post-apocalyptic Earth, nations have risen up from the ashes of the nuclear war and the race is on to see which will survive in this hostile world? In North America, these new nation have risen up from the ashes of to build complex infrastructures, militaries, research and a diverse array of ideologies and creeds.
From the sub-arctic tundra of northern pre-war Canada to the cool savannahs of Mexico and beyond you will RP as one of these nations. Your choices and leadership will determine their ultimate fates, be it prosperity or annihilation; what shall happen is all up to you.
The following rules have been agreed upon:
1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumvating South America which would obviously have consequences for your plans.
The current agreed upon minimum period of time it would take to establish a proper state administration over a region in a total war scenario is a minimum of one territory (usually based upon pre-war/IRL geography) every four years when these geographic difficulties come into affect. This time is spent establishing proper administration, logistics etc of your region to ensure that it doesn't just fall apart after you move your troops on for your next conquest, during the four year period things are rebuilt, connection and trade-routes re-established and the local become accustomed (though not necessarily content) with your administration. If you act in spite of this ruling feel free too do so entirely in the knowledge that your recent conquest will be regarded by largely indefensible from attack by someone else; such are the perils of expansionist greed and biting off more than you can chew.
2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.
3. Your representatives are still characters and individuals, keep this in mind.
4. Please inform the rest of us if you intend to leave.
5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behaviour will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit.
Nte: Will post on how Pharus is when Ranger is finished creating it.