American Council: OOC XIV

Post » Wed Sep 11, 2013 8:57 am

Introduction

War, war never changes.

The North American continent now stands at a crossroads more than 200 years following the Great Atomic War of 2077. Various nations have sprung up in the post-war world and each follow their own creed, ideology and national identity. Some seek power and others seek wealth. While some seek religious enlightenment.

Seventeen years following the events of Fallout: New Vegas, the Principality of Solus made contact with the various peoples of North America, bringing word of a great gathering of people's for the purposes of diplomacy. Thus have begun the America Councils.

From the dazzling neon paradise of New Vegas, to the rebuilt streets of Washington D.C., and from the cold arctic north to the warm tropics of Mexico you will take control of one of these great post-apocalyptic nations and lead them to dominance, or defeat. You will use diplomacy, trade, political intrigue, and military might to further your goals. How you choose to lead your people is up to you, and the fate of North America, and the world, lies in the hands of all.

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 circumnavigating South America which would obviously have consequences for your plans.

Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: crisis is sure to follow.

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, give them personalities, backstories, interests, and feeling.

4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without notice is one week. Beyond that, if you do not give a reason for your absence your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others.

5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit.

Faction Listing:

Dominion of the Pitt (Lt. Andronicus)

Midwestern Brotherhood (WONDERWOMBAT)

America (The Enclave)

Sierra Madre (Dalek)

Vegas

The Principality of Solus (Aldin Kris)

Inquisitory of Whitetower

Japan (Mouseking)

Confederate States of America ( Vault Ninja )

Alaskan Empire (Bosmight)

The Empire of the Bull - Caesar's Legion (Loneranger)

NCR (Han Shoots First)

Holy Northern Empire (Magus the Red)

Khans - Open

faction sheets, link to this http://www.gamesas.com/topic/1465764-america-council-order-of-nations/.

Major Events:

- War Against Vegas initiated by the Sierra Madre Collective and the Empire of Japan

-War Against America, initiated by the Confederate States of America, The Dominion of the Pitt, the Nordic Concord, and the Union of the Astral Children.

North America:

A la 2301: http://i.imgur.com/wiVzalU.png

A la 2306: http://i.imgur.com/9JFBQh2.png?1?3136

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Kortknee Bell
 
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Post » Wed Sep 11, 2013 7:10 pm

So, we're staying with this series I'm assuming?

As Andro said, with this vote, I would very much hope to see some activity resume. If folks do want to continue, then we must have some gas left in the tank. We need to actually put that to roleplaying. :tongue:

Also, I think we need to add the Outcasts to the list of factions.

Edit: To add, my own interest is wearing down as well since not much is going on and we've had little posting in the new thread.

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Tarka
 
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Post » Wed Sep 11, 2013 4:32 pm

Yeah I agree Ranger I think the Outcasts should be added soon :),

On the Note of the Vote:

Why we would vote to continue this one when we only have like 1 post a day... idk

Personally, if were going to continue this one I'd want to keep progress in the Roleplay at a pretty quick rate, yet even after the vote was passed no ones been posting :/

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Angela
 
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Post » Wed Sep 11, 2013 8:02 am

I think we should atay with rhis convention, we've got a good thing going with the corporate wars and all that. That being said, I think we need to move onto the next locatuon since bithings really happening in the Pittt, a fresh location might help. Sorry for all the apeeling errors, im on my phone.

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Susan
 
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Post » Wed Sep 11, 2013 8:52 am

Hey Aldin, if I wasn't clear IC (which I don't think I was), the Dirigent wants to establish sovereignty as per hologram protection policy.

As you and others know, the Collective is not very liberal with their hologram tech. It's what makes them unique. The Rio Norte eastern delta and the coast that the Dirigent wants to buy are both high priority areas to the Collective. He wants to connect the two not simply by rail (I know that Solus wouldn't be a bother about tax and such considering all the already crisscrossing railways and such between Solus and the Collective) but he wants to connect them via hologram uplink. There are so many crisscrossing railways between the Collective colonies and Solus (especially on the coasts) that it would be impossible to outfit every line with hologram spires. This is where Collective hologram policy comes in. We can't establish Collective-based hologram protection in non-Collective areas. (eg. Collective railways that actually lie in Solus territory) The Dirigent wants to connect the eastern delta to the Collective colony of Ambrosia not just by rail, but also by hologram spires, which he can only do by owning the land.

In essence, it would be a Solus state, owned by the Collective, as there is no interest in the coast region aside from using it as a connection to the eastern delta (which will be given a name eventually if the purchase goes through).

I hope that clears things up, for IC sake.
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Camden Unglesbee
 
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Post » Wed Sep 11, 2013 12:03 pm

Alright, thanks a lot! I'm still a bit confused, but it makes more sense now. I'm what I'll do at this point, as I really don't like selling ownership of our coastline, but we'll see. I'm thinking up a counter offer at the moment.

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Honey Suckle
 
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Post » Wed Sep 11, 2013 5:32 pm

On average for how long the current location has been up there are 6.8 posts a day. That is considerably faster than any other rp.

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Jessica Raven
 
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Post » Wed Sep 11, 2013 12:22 pm


To reduce the upfront cost, don't forget that the eastern delta would become a major port city with time. Solus influence would be good for it. Other nations have Gulfport and Mobile, we will have the eastern delta.
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Joanne Crump
 
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Post » Wed Sep 11, 2013 6:16 am

Dalek, do you have a delegate open?

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Abel Vazquez
 
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Post » Wed Sep 11, 2013 5:37 pm


Yes, Apollo B. Hale is open.
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Jonathan Braz
 
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Post » Wed Sep 11, 2013 1:14 pm

We, just a few days ago, began the current location. I doubt a new one will do us much good, honestly.

It still seems that the last few days, I've logged online to see only 2 or 3 new posts. That seems pretty small for how fast we used to be going.

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Jason King
 
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