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The Otherworld Project • View topic - Nation idea: bouncing ideas off each other.

Nation idea: bouncing ideas off each other.

Development of the project in general.
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Re: Nation idea: bouncing ideas off each other.

Postby Vince » Sun Jul 24, 2011 2:26 pm

Just to note, 2) wouldn't work since decolonization does not exist on Arden. Serania is under full colonial control -- there are no native Seranians -- and Lestria and Ascesia are subject only to indirect control and the Neutral Zone.
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Re: Nation idea: bouncing ideas off each other.

Postby Sébastien » Tue Jul 26, 2011 6:19 pm

I concur with Vince, the second idea would not work very well. It might be applied to a Lestrian or Ascesian nation but there was no real colonisaiton of these regions but for some rare execptions, mostly strategic location, that would not have becomed independant or received problematic exiles. Furthermore, there's a rule now that your nation needs to border a played nation, in order to keep everyone close enough for interaction. The GP are all assigned, so there's plenty of room to find some place!

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Re: Nation idea: bouncing ideas off each other.

Postby Lois » Wed Jul 27, 2011 2:35 am

Definitely work with option 1, as option 2 won't work. Find a group of major nations you find interesting, and select a buffer state there--it guarantees player interaction, which is a great bonus!


 
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Re: Nation idea: bouncing ideas off each other.

Postby backstab » Wed Jul 27, 2011 8:13 am

Thanks everyone for their input. Idea 1 it is. How does 49 sound ???

 
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Re: Nation idea: bouncing ideas off each other.

Postby Michael-on-Ryde » Wed Jul 27, 2011 11:47 am

Seems like a goer. A fair bit of background is already in place for you in #49:

1. This is definitely part of the "Arlaturisphere"; much of the reworking has been done by reference to its Siur heartlands, but there's sure to be room for more to be said, as there was with Hoelde and Opemikon in v1.0;
2. The early history up to about 800 BCE is sketched in in some detail (I did the stuff on the Antissans and can fill you in on the finer details), and there's an outline in place for the region for the period up to about 1000 CE;
3. I think there's been some claim to influence by Zeppengeran over the area - one of the parts of the Zepnish patchwork quilt that didn't get stitched in properly - so your guys can be a pain in their collective rump;
4. If you aren't using something of your own devising, the region is coming together as *north-Germanic speaking - Zeppengeran is "German-speaking, so #49 could well be the same; perhaps *Dutch would also work there (I think it was proposed for #50, but things seem to be lying fallow there at the moment).

You'd made mention of some unusual advantages that would make possible the kind of set-up there (a banana republic without the bananas?), although #49 doesn't strike me as the kind of place for mining of fissionables. Oil or natural gas, maybe (in that bit of open water between #49 and Siursk-held Mirrey). Enquiring minds will be fascinated to see what you have in mind...

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