Author Topic: Earth 6.0 - Vothus  (Read 242104 times)


witness the evolution
Ruin. Damnation of civilization since the beginning of time. Mankind has never experienced a time of peace and prosperity longer than that of their initial habitation of Earth, and even that ended with disgrace and tragedy. After that, Hera would soon erupt in the greed and chaos of mankind, spiraling into an inevitable collapse of civilization and nature itself.

The failure of Hera brought birth to a new civilization, surviving on a relatively nearby planet, named Enduva by the Nogovian star-ship fleet. This planet nurtured life as-well, and opened up new opportunities for the human species. Yet with research in anti-matter and bio-weapons, chaos would soon erupt again. The wars would be bloody and ruthless, yet no leader showed restraint when slaughtering his fellow man, and soon, a need for peace would force major leaders to drop their weapons and leave Enduva, to find a new home for mankind.

Cerio, a place believed to be a new opportunity for mankind, was dissolved and abandoned just years after its colonization. Purely because of propaganda and lies, nations left Cerio for Terra to begin anew. Terra began as a prosperous planet, with the status of technology and politics reached on Hera. However, world wars broke out, destroying the last of the Earthian Civilizations.

Vothus would be one of many planets across the Milky Way Galaxy that would foster Terran refugees. Some established alien civilizations would accept our people, some would enslave us. However, Vosthus was our home, it became the center of our world as Earth had been before. As militias formed, despots would take control of mass groups, and civilization once again formed. Law and order would soon reign supreme as nations of both ancestral origin and new beginnings are created in the name of prosperity. This is your world, so what are you waiting for? Create your destiny!

Website: http://earthevo.weebly.com/index.html


Year   2299
(1 day = 6 months)



Nations:
Trejirm Solious
Kingdom of Sahran
Syriiak
Avalonia
Svernland [Iceloch]
Republic of Emmeria
Rovercia
Aribissa
Remnant United Republic
New America


Organizations:
United Vothan Alliance

Nation Template:

[Insert Flag Here]

Nation Name:
Motto:
National Anthem:

Government Type:
Legislature:
Economy Type:

Ancestral Roots:
Demonym:
Population:
Language(s):

Capital:
Major Cities:
Map: [Use a 10px brush to add your borders to the map, Size 36 Verdana for your nation name, and size 16 Verdana for your capital, if applicable. *REMOVE AFTER I ADD YOU*]

Alliances:
Trade Partners:
Organization(s):

DEFCON Level:

Military Specs:

*Start out with anywhere between 25,000 to 100,000 people. Add reasonable amounts unless something major happens in your nation. You can lose population too, to disease or war. Maximum is within reason.

Rules:
It's important that you follow the rules, before and after you make a country.

You can:
1. Start a war with anyone.
2. Form alliances. Contact the person you'd like to form an alliance with before you do so.
3. Establish trade routes. See above.
4. Attempt terrorist attacks, covert operations. You don't need permission for these.
5. Post your national news to inform the international community.
6. Form colonies to access new materials.
7. Whatever you can think of that's not below.

You can not:
1. Instantly start out as a super power, with WMD's.
2. Have any super laser weaponry stuff or travel light speed shuttles, we're not THAT far into the future.
3. Use real world leaders to represent your country IE: Riddler, Stalin, Bush, etc.
4. Have really stupid and handicapped named like "SUPERGUNNATION" or "MINECRAFTLAND". Be creative.
5. End a full-out war within the same day you started it.
6. Create stupid alien technology stuff about super powered weapons, invasions, first contact ect.

If you country does not follow the rules, it will be suspended.

Media:
« Last Edit: December 24, 2012, 04:02:55 PM by Oasis »


Trejirm Solious
Motto: For the Equal
National Anthem: Still Alive

Government Type: Republican Dictatorship
Legislature: Highest House of the Higher Counsel, Upper House of the Commonwealth, Lower House of Corporate Idea
Economy Type: Limited-Free Market

Ancestral Roots: Oerian-Trejirm of Terra, Aeroian-Trejirm of Cerio, New Trejirm of Enduva, Trejirm of Hera, U.S.A of Earth
Demonym: Trejirmian
Population: 1,420,000
Language(s): Trejirmian-English

Capital: Oasis District
Major Cities: Oeria, Aeroi, Lore, Villice
Map:

Alliances: PSSR, Republic of Emmeria, Svernland
Trade Partners: Rus'Va, Republic of Emmeria, Svernland
Organization(s): United Vothan Alliance, Alternative Energy Research Commission

DEFCON Level: 2 - Regular Troops and Militiamen Defending and Securing Borders and Fortifications. Non-standard quarantining procedures are now underway.

Military Specs: WIP

History:
Quote from: Hera
Trejirm is a branched rebellion that started on the north-east coast of Nogova near Demenov. The few root Americans living there have found the Russian tailored society to be a living hell, and as their numbers increased, and tensions rose, a new country was declared in 2038. Soon after their battle for independence was fought and won in 2039, they sought new land on the other side of the planet. A colony sprang up on the north-east island and the whole thing was declared territory of Trejirm.

Trejirm's increase in size allowed for massive population growth, in the year 2041, the total population reached 100,000. This called for more international diplomacy, as they had more people to protect and more interests to defend, so Trejirm created the United Peoples' Alliance.

Soon after the Trejirm-Truelo War, Trejirm took the center stage with a controversial raid on a small terrorist organization, named Gunsmithus.

With the space race looming, Trejirm decided it did not want the pressure and strain on it's resources to send colonies to space, it would perfect the process, making it 300% more efficient, but for now, our underground cities would be built. Later, the first colony would be renamed "New Phoenix" and the nation once known as "Trejirmia" would be re-named "Trejirm".

Air-raids over Oasis District by the Truelos cause major cries for a second war, but the Overseer stands strong on his principals, calling another war a "waste of our money, time, and lives". The attacks would later cease when the UPA began investigating Truelo.

Major movement east to New Phoenix has caused a loosening burden on Trejirmian cities, allowing more Earthen refugees to file into the city, causing a massive population boost, forcing the government to begin looking for more land for his people. This was the beginning of "Lore" a massive island roughly doubling Trejirm's size. The colonization was completed in record time, with daily luxuries such as power from wind-turbines and PV panels, sprouting up overnight.

As the world began to slow down, less advances in the human civilization took a toll on global tensions. This was the beginning of Porlaq, the first openly Communist nation on Hera. Trejirm and many other countries prepared their militaries to strike down the evil of a corrupt society, but this war would not be easy, what war is?

Nation after nation, taking sides of both Trejirm and Porlaq, finally pressured the new found country to change it's beliefs, and convert to a democratic government. This victory did take it's toll, as the occupation of Porlaq became a major issue between Trejirm and The Pact of Hermania. Though outnumbered by 750,000 people, and with less land, Trejirm's weaponry supposedly far out-performed Hermanian guns.

Hermania finally pulling out of Porlaq was the best news the people of Trejirm have ever heard. An all out war was evaded. Yet they left it in the hands of one of the most hated nations on Hera, Followers of the Swastika. This artic nation had been destroyed in the past, but it's rise came at the right moment for it's survival. Constant diplomatic meetings between the leaders of the world would ensue, and the quiet calm Hera would never be found again.

FotS ended up releasing Porlaq from it's dark depths, once again re-uniting a small new nation. This would spur on drastic changes in FotS, as their name changed to New Texas, and attack teams were deployed for months from almost ever active nation in the world. This great tragedy besieged the world markets, and will never be forgotten. The Porlaqian Wall was destroyed soon after the liberation of South Porlaq.

Quote from: Enduva
The last nation on Hera, survived in large underground bunkers the size of cities, with utilites that lasted decades. Trejirm saw it's fellow nations leave the planet, saw them devastate themselves and Hera, and we wished for nothing more but our lives.

After around 5 years, we began sending scrubber robots out so that Trejirm could once again safely step upon Hera's beloved surface, and live our lives again. But as we intercepted a plan to send a ship from Enduva, the new planet the other nations had fled to, we wondered if it had been wise to not leave.

In the middle of the 5th year, 1,000,000 Trejrimian's received an order to enter onto a colonizer ship from before the war, and leave for Enduva, to stake ground there and keep inside the socialized loop of the human species. This is how New Trejirm started, not by Trejirm leaders giving up and leaving their planet, not by total elimination of an entire society, but by a gesture of friendship.

Years into the occupation of Enduva, and through two new alliance creations, New Trejirm finally decided to join the United Commonwealths. This prompted major debates throughout the nation on whether or not the ethical use of weapons of mass destruction should be allowed on this new and pristine world.

Soon, a dispute between Darskel, leader of the Free Nations Defense Coalition, would prompt resignation from the generic alliance of UC and the creation of a UPA style alliance, named the A-Society. Within less than a month the progress showed greatly, with 3 nations previously in the FNDC leaving it and joining [A-Soci]. The threat of WMD's, namely Darskel's militarized anti-matter, was thought to be a threat no longer.

A few months go by and slowly world tensions grow and DEFCON levels rise, New Trejirm declares martial law and begins military training for most of it's citizens.
« Last Edit: November 29, 2012, 11:26:40 PM by Oasis »

« Last Edit: January 11, 2013, 05:44:24 PM by Mikoyan »

why is this 6.0 and not 7.0

why is this 6.0 and not 7.0
It's a continuation of the original series

seriously, we need a way to determine battles without powergaming.


seriously, we need a way to determine battles without powergaming.
refer to: OPs history in the Earth series.

seriously, we need a way to determine battles without powergaming.
That's one of the major features I want to try to figure out within the next week. Perhaps people's suggestions on the website may help us kind of speed up the process.

I would think that with stricter moderation for now we can combat power-gaming.

H-hi
Actually been looking into this. I'll go ahead and try it when I get back home.
« Last Edit: October 07, 2012, 07:04:37 PM by Oasis »


No. That's dumb. It wouldn't be anything like what the actual battles would be like and the two of you probably play it a lot.

You have infantry you have tanks you have planes how is it that much different.
Aside from the god-awful AI.




Aribissa
بشرف يأتي العظمة.
National Anthem: http://www.youtube.com/watch?v=TV5Nu2tIuBs&feature=fvwrel

Government Type: Stratocratic Republic
Economy Type: Command

Ancestral Roots: Arabic (76%), Russian (23%), American (1%).
Demonym: Arabissian
Population: 4,957,154
Language(s): Arabic, Russian, English

Capital: Issamalan
Major Cities: Byrikara, Olvalania, Nu'trea, Nazar

Alliances: PSSR, Syriiak
Trade Partners: PSSR, Syriiak, Avalonia
Organization(s): N/A

DEFCON Level: 4
     - To note, Aribissia is currently on lockdown and is isolated from the world.  No one gets in, no one gets out without direct authorization from the General himself.

Military Specs:

Arabissian Infantry

Arabissian Infantrymen or "warriors" as they have been called are known to be ruthless in combat, and often use a combination of standard military and guerrilla warfare tactics.
Uniform: Click - Thanks to a whopping $50,000,000,000 check from USC, Aribissia now has a standard uniform.
Arabissian Navy

The Aribissian Navy may not be as strong when compared to its neighbor Syriiak, however, the navy also consists of several ships from both Emmeria and Syriiak, giving it the strength of both.  Sailors aren't usually well trained, and often carry sidearms with them as a precaution, in case of hijacking occurance.
Uniform: Click - Sailors often wear the St'd issue kevlar vest over their fatigues.
Current Weaponry:
Assault Rifles:
     - S-5.56
     - S-5.56 v2
     - KH2002
     - KL-7.62
     - KL-7.62 v2
     - HK G3A6
Sub-Machine Guns:
     - MTP-9
Machine Guns:
     - MGA3
     - PKM-T80
     - MGD-12.7mm
Sniper Rifles:
     - Nakhjir
     - Sayyad
     - Shaher 14.5mm
     - Taktab 20mm - Experimental AT rifle
Sidearms:
     - PC-9 'Zoaf'
Vehicles:
Tanks:
     - Zulfiqar 3
     - Mobarez
APCs:
     - Cobra BMT-2
     - Boragh
     - Rakhsh
     - M113
     - BTR-60
IFVs:
     - BMP-1
     - BMP-2
Reconaissance Vehicle:
     - FV101 Scorpion
Multipurpose Military Vehicles
     - Safir
     - Kaviran
     - Sepehr
     - Naynava
     - Actros
     - KrAZ Trucks
Light Attack Vehicles:
     - Ranger
Mercenaries

-WIP-
Let's face it this won't be done any time soon so let's just call it good here; Aribissia has lots of mercenaries and they're 1337.
« Last Edit: January 08, 2013, 05:53:00 AM by blazerblock2 »

So naturally we're better, right? Deal. If you don't want powergaming up the ass then you learn to cope.