conversations: human
conversations:  Autocracy is a structured game of world-building, economics, and war. Each player controls a nation, which they can customize to a certain extent, including "crunch" attributes like natural resources and government structure, as well as "fluff" such as tourist attractions and pop culture. The game takes place in Belorica, a modern-day parallel of Earth, where all the normal laws of physics apply, and technology has followed pretty much the same paths it has in the real world. Each turn, you will engage in trade, expand your empire, or shift your government's policies to lead your people to global domination.
  
   Maps 
   
   Spoiler 
  The map of Belorica will not be divided up into territories or hexes. Instead, boundaries will be somewhat organic, so that nations of any size and shape will be permitted.
  Physical Map:
   
   Spoiler 
   
   
  
  Political Map
   
   Spoiler 
   
   
  
   
  
  Rules
   
   Spoiler 
  
   Economics 
  
  World economics will be a huge part of this game. Each player will have a currency, which will relate to other currencies through exchange rates. All exchange rates will be 1:1 at the start of the game, but they will quickly change depending on the players' political actions, as well as chance events. Below are some of the sub-fields of economics that will come into play during the game.
  
  Resource Production
  
   
   Spoiler 
  Raw materials are the foundation of the economy. Here is a table of the raw materials involved in this game. The Labor cost represents the number of workers you need to produce one of each resource per turn. The number 1 on the table represents 10,000 people, and 10 is 100,000 people.
  
  {table=head] Resource|Labor Cost|Uses
  Grains(GR)|1|Sustains and expands population
  Vegetables(VG)|3|Improves Health
  Livestock(LI)|4|Improves Happiness
  Crude Oil(CO)|5|Powers machinery
  Industrial Metals(IM)|3| Builds machinery
  Precious Metals(PM)|10|Stabilizes currency
  Natural Gas(NG)|7|Substitute for oil[/table]
  
  The type of land you control affects which resources you can produce, and in what amounts. Producing resources requires labor.  The following table shows the maximum yield you can gain from any available land.
  
  {table=head]Terrain Type|GR|VG|LI|CO|IM|PM|NG
  Temperate Forest|17|4|4|2|6|2|2
  Rain Forest|11|8|1|4|4|3|1
  Pine Forest|10|3|3|5|4|1|3
  Semidesert|13|3|6|4|3|1|3
  Desert|6|1|1|8|3|2|4
  Mountain|8|1|1|2|10|4|2
  Tundra or Ice|2|0|0|9|4|3|4[/table]
   
  
  
  Manufacturing
   
   Spoiler 
  Manufactured goods can be created using raw materials. You can trade them in the same way you would trade raw goods. Manufacturing also requires labor. The same scale is used for labor: 1 labor point = 10,000 workers.
  
  {table=head] Product|Ingredients|Labor|Uses
  Automobiles|2 IM, 3 CO (or NG)|10|Facilitates trade, boosts economy
  Weapons|3 IM, 1 CO (or NG)|8|Makes military more efficient
  Electronics|2 IM, 1 PM|14|Improves communications, happiness
  Luxuries |1 IM, 2 CO (or NG), 3 PM|20|Improves happiness, prestige
  [/table]
   
  
  
  Trade
   
   Spoiler 
  In order to trade with other countries, you have to have a surplus of some resource. You can then choose to put some of your resources up for sale. For example, Player 1 could post "2 automobiles for sale, 700 credits each." Other players would be free to claim one or both of those, but once the two are gone, they would have to ask permission from player 1 to purchase more resources.
   
  
  
  Money
   
   Spoiler 
  Money is the game's most important resource, and will be collected each turn. The first step in determining your country's budget is to determine national income. Each employed worker generates 1,000 credits (or whatever you currency unit is) per turn. This will give you an income in the billions. You also gain additional bonus income for:
  
  {table=head] Bonus Factor|Reward
  Each automobile unit in country|200 million
  Each electronics unit in country|500 million
  Island Nation (tourism)|1 billion
  Each happiness point over 15|1 billion
  Each education point over 10|200 million[/table]
  
  Taxes
  Once you have calculated your final national income, you can tax your population. The default tax rate will be 10%. This will cause no unhappiness, and will still generate a decent amount of revenue. Your revenue is simply the tax rate multiplied by the national income.
  
  Exchange Rates
  These will not affect how much money you can spend domestically, but they will determine international trade. Your country's worth is measured in a currency value. The lower your currency value, the less you will receive through trade.
   
  
  Here are the rules I have made so far on Nation Attributes.
  
  The quality of your nation is determined by 5 attributes: Happiness, Education, Health, Technology, and Patriotism. The players' starting attributes will be determined by rolling 3d6. The dice rolls are only to get the 5 numbers. You get to assign each number to an attribute, depending on where your priorities lie. The attributes will be updated each turn.
  
  Each attribute has several causes and effects. The tables for causes will display three variables: The condition for change, how much the attribute changes, and the duration of the change. Suppose your happiness rating is 10 when the condition becomes true. If the value says +1, and the duration is "1 turn," then your happiness will go up to 11 the next turn, and will stay at 11 after that. If the duration says "unlimited," then you will gain +1 every turn until the condition is false.
  
  Happiness
   
   Spoiler 
   Causes: 
  {table=head]Condition|Value|Duration
  Tax rate above 10%|-1|1 Turn
  Tax rate above 15%|-2|1 Turn
  Tax rate above 20%|-3|1 Turn
  1 or more Livestock per 10,000 people|+1|1 Turn
  1 or more Electronics per 20,000 people|+1|Unlimited
  1 or more Luxuries per 50,000 people|+3|1 Turn
  At war|-1|Unlimited
  At war on home front|-3|Unlimited
  10 million credits spent on entertainment|+1|Unlimited[/table]
  
   Effects: 
  {table=head]Happiness|Result
  Each point over 15|1 billion in national income
  Each point over 10|1 million immigrants from each nation with a lower happiness
  10 or higher|1% chance of Revolution
  9|5% chance
  8|10% chance
  7|15% chance
  6|20% chance
  5|25% chance
  4|30% chance
  3|40% chance
  2|60% chance
  1|80% chance
  0|Revolution!
  [/table]
  
   Revolutions: 
  When a revolution begins, your government loses all authority for at least one turn. During this time, you just have to sit back and wait to see what happens. You cannot collect or spend money, and foreign trade will shut down. Your people will continue collecting resources, but they will not pay any taxes. If you are dependent on trade for grain, people will starve.
  
  When a revolution begins, it has a strength of 2. Each turn, a d6 is rolled. If the d6 is less than or equal to the revolution's strength, the fighting continues. Otherwise, the fighting ends, and the government will be back in power the next turn. If the government recovers, all government attributes will reset to 10.
  
  Other countries can choose to support a revolution. If a foreign country sends an invading military force greater than at least 10% of the revolting country's population, the revolution's strength grows by 1. The revolution's strength cannot be more than 5. After 5 turns of revolution, the player will be removed from the game, and all of their territory will be handed over to the invading player, or, if there is no invader, it will be up for grabs.
   
  
  
  Education
   
   Spoiler 
   Causes: 
  {table=head]Condition|Value|Duration
  1 credit per 10 people toward Education|+0|Unlimited
  1 credit per 5 people|+2|1 Turn
  1 credit per person|+4|1 Turn
  Less than 1 credit per 10 people|-1|Unlimited[/table]
  
   Effects: 
  {table=head]Education|Result
  Each point over 10|200 million in income
  10|No Effect
  Each point below 10|5% of jobs outsourced[/table]
   
  
  
  Health
   
   Spoiler 
  
  Here's a new version of the health system. Tell me what you think of it:
  
  Highest vegetable consumption (per person) in the world: +1 per turn.
  Highest % of healthcare workers in labor force: + 2 per turn.
  Lowest % of healthcare workers in labor force: -1 per turn.
  At war: -1
  At war on home front: -2
  At war with country with outbreak: -3 (once only)
  
  
  Outbreaks are possible with a health stat of 9 or less. The chances increase as your stat gets lower. Outbreaks always last for 3 turns. You can't cure outbreaks once they begin, but you can reduce their effects by spending lots of money. Here's how it works:
  
  Full Effect of Outbreak:
  Less than $200,000 spent on healthcare per person: 1d4 % of population dies.
  
  $200,000 - $500,000: Reduce outbreak by 10%.
  
  $500,000 - $1,000,000: Reduce outbreak by 25%
  
  $1 - 2 million: Reduce outbreak by 50%
  
  $2 - 5 million: Reduce outbreak by 75%
  
  Over $5 million: Reduce outbreak by 90%
   
  
   Outbreaks: 
  When an outbreak starts in your country, your policies continue as normal, except that all population growth stops and 1d6 % of your population dies each turn. If you have a health score of 15 or higher, you can choose to end an outbreak, either in your country or in someone else's. Outbreaks end when either someone uses a cure, or your population gets less than 10 million. If someone invades your country during an outbreak, their country is also infected.
   
  
  More Rules
   
   Spoiler 
  
  Technology
   
   Spoiler 
   Causes: 
  {table=head]Condition|Value|Duration
  1 credit per 10 people toward Technology|+1|Unlimited
  1 credit per 5 people|+2|1 Turn
  1 credit per person|+4|1 Turn
  Less than 1 credit per 10 people|+0|Unlimited[/table]
  *Note that Technology is the only attribute that cannot go down.
  
   Effects: 
  {table=head]Technology|Result
  Highest|+20% to currency value
  Second Highest|+10% to currency value
  Lowest|-20% to currency value
  Second Lowest|-10% to currency value
  15 or higher|10% labor discount on resource production
  20 or higher|10% discount on manufacturing
  25 or higher|20% discount on resources
  30 or higher|20% discount on manufacturing
  and so on to 60|maxes out at 50% discounts
  [/table]
   
  
  
  Patriotism
   
   Spoiler 
   Causes: 
  {table=head]Condition|Value|Duration
  Highest in any attribute besides Patriotism|+1|Unlimited
  Highest in 2 other attributes|+2|Unlimited
  Highest in 3 other attributes|+3|Unlimited
  Highest in all 4 other attributes|+4|Unlimited
  Lowest in 1,2,3,4 attributes|-1,2,3,4|Unlimited
  War on home territory|+3|[/table]
  *Note: Because Patriotism depends on the other 4 attributes, it is always calculated last.
  
   Effects: 
  {table=head]Technology|Result
  Each point above 10|+5% Military Strength
  Each point below 10|-5% Military Strength
  0|10% chance of citizens defecting to a larger nation
  40 or above|Ultimate Authority[/table]
  
   Ultimate Authority: 
  As long as your patriotism remains above 40, it is impossible for your other attributes to go down. Ignore any negative effects of your actions that are listed in the rules. Unless someone can wrest power away from you, you just might rule the world!
   
  
  
   
   Originally Posted by Doomchicken 
   Winning when outnumbered 20-1 seems a little strange to me, and that system is both hard to understand and involves huge amounts of luck.
  
  Maybe have a system where each unit has a score, so for infantry 10, tanks 20, planes 25, or something, with guns giving infantry +5, but also a combined arms bonus of 20 for getting a 3/1/1 mix of the types or something.
  
  So side 1 has 5 infantry, all with guns, 2 tanks and 1 planes, for a score of 130.
  Side 2 has 3 infantry, all with guns, 1 tanks and 1 planes, for 80, with a combined arms bonus of 20, for a total of 100.
  
  Then, each side rolls a d6. A 1 gives -10% to the score, a 2 no modifier, a 3 +10%, a 4 +20%, and so on.
  
  The amount of casualties could be based on the amount of score extra, maybe 1 unit per 10 points.
  
  So in this example Side 1 rolls a 2, Side 2 a 6, giving final scores of 130 and 140. Side 2 wins, and, having won by 10 points, takes out 1 random unit (this could be random, or by a dice roll, with every unit being given a number).
  
  But if there was 20-1 numbers, like 20 infantry with no guns versus one without, then the scores would be 200 and 15, and therefore impossible for the side of 20 to lose.
  
  If you want, you could have a 20 point defence bonus or something. 
   
   
  [/SPOILER]
conversations: Malachi Lemont:
conversations: human
conversations:  WAR ON 14!!! D6 roll: 3!
  Also, alliance proposed to Anduvar Republic and Solusia, if one NPC/ player not in alliance nation attacks one, the other two declare war on the other.
  Requesting troops for current war!
  More will be posted when needed!!!
conversations: Sabeki:
conversations: human
conversations:  The Empire sends a unit of their warships off to the coast of country 12, to harass trade ships and shell outlying coastal villages when applied, and with them goes the 78th imperial legion, consisting of 34000 individuals, half of which man the ships directly and the other are simply ground forces.
  
  Meanwhile, the Empire sends a message to the government of Martag, stating it's willingness to debate trading guns for technology and grains. While doing so, several of the merchants express admiration at the remarkable hold the upper classes hold over the government.
conversations: Pokonic:
conversations: human
conversations:  The Kingdom of Ayotlan begins a campaign of propaganda to drum up patriotism and sends emissaries to nations 7, 9, 10, and 13 to drum up support for a new union of states. Our enemies surround us, would we not be stronger as one? The eventual goal will be to conquer them from within ideologically.
  
  Also we are an intelligent people, look into being the place people outsource work to. Call centers spring up so we can collect cash from other countries.
conversations: zabbarot:
conversations: human
conversations:  Originally Posted by Pokonic 
   Meanwhile, the Empire sends a message to the government of Martag, stating it's willingness to debate trading guns for technology and grains. While doing so, several of the merchants express admiration at the remarkable hold the upper classes hold over the government. 
   
  
  Martag welcomes the possibility for trade.
conversations: RustedKitsune:
conversations: human
conversations:  The anduvar Republic will begin to prepare for war with Nation 4, Invasion not yet though
  
  Turn 1: election, who will you support?
  
  
   Industrialists (for the war)
   Traditionalist (for the war) (Siccol supports these guys)
   Liberalists (against the war)
   Wigs (for)
   Eco's (agaisnt)
   Machinists (for)
   Dominationists (for)
   Democrats (for)
   Republicanist (against)
   The IHESTMD (agains)
   the Absorbists (for)
   The National Socialists (against)
  
  or do you not care?
conversations: Alexkubel:
conversations: human
conversations:  The Canessene Confederacy issues the following press release:
  
   The Canessene Confederacy is concerned about the recent threats made by the Anduvar Republic against the sovereignty of the free people of Nation 4.
  
  In the spirit of solidarity with our neighbours, the Canessene Confederacy hereby declare our opposition to any and all acts of imperialistic aggression against the free nations of the Canesian continent.
  
  The Canessene Confederacy hereby proposes the creation of a Treaty of Mutual Defence among all free nations of Canesia to safeguard our continent against intruders. By combining our forces, we will present a strong, united front against those who would seek to impose their illegitimate will upon our ancient freedoms. 
  
  Canessene diplomats visit Nations 1,2,3,4 to negotiate the aforementioned Treaty of Mutual Defence. In addition, the Canessene military makes preparations for an expeditionary force, to be ready to deploy in case of an attack on Nation 4 by the Anduvar Republic.
  
   
   Spoiler: Questions about rules 
  
  Is the stuff about resources and manufacturing more-or-less on auto-pilot, or should we be making changes to them in our turns?
  
  Also, am I misunderstanding the rules or are the rules kinda imbalanced?
  It seems to me that trying to meet the X resources per X population conditions is insanely hard. For my country, I'll have to have 24000 units of luxuries before the condition kicks in, which is pretty much impossible at the current rate of production. On the other hand, the $X per X population conditions seem pretty trivial, since I'm currently already spending hundreds of billions of dollars on my population of 1.2 billion.
   
conversations: SquidOfSquids:
conversations: human
conversations:  Siccol supports the Traditionalists in the vote!
  Also, you guys accept my deal or what?
conversations: Sabeki:
conversations: human
conversations:  the Anduvar Republic will Formally agree to both these alliances
  
  also I'll see about trying to convert unemployed people into soldiers.
  
   
   Spoiler 
  
  People:
  
  Total population: 420 million
   Labor Force: 294 million (70% of population)
   ----&gt; Military: 2.9 million (1% of labor)
   ----&gt; Resource Production: 7.3 million (3%)
   ----&gt; Manufacturing: 14 million (6%)
   ----&gt; Commerce: 97.0 million (33%)
   ----&gt; Civil Service: 69.9 million (23%)
   ----&gt; Healthcare: 23.5 million (8%)
   ----&gt; Education: 14.7 million (5%)
   ----&gt; Entertainment: 11.7 million (4%)
   ----&gt; Engineering: 41.2 million (13%)
   ----&gt; Unemployed: 11.7 million (4%)
   Population Growth: None
  
  
  Land:
  
  Temperate Forest: 2
   Rain Forest: 0
   Pine Forest: 3
   Dry Plains: 0
   Desert: 0
   Mountains: 2
   Tundra: 0
   Total: 7
  
  
  Agriculture
  
  Grains: 84 units consumed
   Vegetables: 21 units consumed
   Livestock: 27 units consumed
  
  
  Inventory
  
  Crude Oil: 10 units (-3 per turn)
   Industrial Metals: 200 units (+24 per turn)
   Precious Metals: 40 units (+13 per turn)
   Natural Gas: 30 units (-6 per turn)
   Automobiles: 2 units (+1 per turn) = 100 million cars
   Civilian Planes: 1 unit (+0 per turn) = 10,000 planes
   Electronics: 3 units (+1 per turn)
   Luxuries: 2 units (+1 per turn)
  
  
  Arsenal
  
  Firearms: 100 units (+8 per turn) = 100 million guns
   Tanks: 1 unit (+0 per turn) = 1000 tanks
   Fighter Planes: 2 unit (+1 per turn) = 2000 planes
   Warships: 4 units (+1 per turn) = 40 warships
  
  
  Exports
  
   None
  
  
  Imports
  
  Everything.
   Grains (4 per turn)
   Vegetables (2 per turn)
   Livestock (8 per turn)
   Crude Oil (2 per turn)
   Industrial metals (1 per turn)
   Precious metals (1 per turn)
   Natural gas (3 per turn)
   Automobiles (1 per turn)
   Electronics (1 per turn)
   Firearms (3 per turn)
   Fighter planes (1 per turn)
  
  
  World Prices (per unit)
  
  Grains: $20 billion
   Vegetables: $61 billion
   Livestock: $51 billion
   Crude Oil: $123 billion
   Industrial Metals: $81 billion
   Precious Metals: $245 billion
   Natural Gas: $143 billion
   Automobiles: $204 billion
   Civilian Planes: $266 billion
   Electronics: $286 billion
   Luxuries: $368 billion
   Firearms: $102 billion
   Fighter planes: $308 billion
   Warships: $614 billion
  
  
  Taxes:
  
  Income Tax: 40% (high): $1.67 trillion
   Sales Tax: 5% (low): $84 billion
   Corporate Tax: 50% (high): $727 billion
   Total Revenue: $2.48 trillion
  
  
  Budget: (billions)
  
  Revenue: $2479
   Trade: -$2725
   Military: -$152
   Healthcare: -$923
   Education: -$420
   Civil Service: -$414
   Entertainment: -$117
   Science: -$411
   Commerce: -$113
   Money Printed: $200
  
   National Debt: $2.8 trillion per turn
   Inflation: 4.8 %
   Overall outlook: Troubling
  
  
  Attributes:
  
  Happiness: 14
   Health: 13
   Education: 11
   Technology: 18
   Patriotism: 14
   
  
  
  in all I recon I can increase my military to 14.6 million people. this turn I'm going to train 2 million from my unemployed workforce so that's 4 million to train, this turn
conversations: Alexkubel:
conversations: human
conversations:  Diplomatic 
  
  -Warn all nations (but mainly the Empire of Galauspa) that nations 11 and 12 are not to be attacked.
  -Offer Alliances to the Anduvar Republic, Solusia and Martag.
  
   People 
  -Move 5 million unemployed into the armed forces.
  
   Trade 
  
  -Increase Warship exports to 2
  -Decrease Tank exports to 0
  -Decrease Fighter Plane exports to 0
  
  -Decrease Natural Gas imports to 0
  -Decrease Crude Oil imports to 0
  -Decrease Metal (both kinds) imports to 0
  -Increase Precious Metal exports to 4
  -Increase Industrial Metal exports to 1
conversations: AcerbicOrb:
conversations: human
conversations:  At the current time, Solusia is still considering the offered treaties. We also support the liberalists in the Anduvar election.
  Also, how do I build military?
conversations: Lesser Naboo:
conversations: human
conversations:  the Anduvar Republic is Enlisting/conscripting people, from the unemployed part of the population, so I suggest that way, or ads those work too.
  
  it's just empty veiled threats against nation 4, but it's not hidden that the Republic is probably planning war.
conversations: Alexkubel:
conversations: human
conversations:  Originally Posted by Alexkubel 
   the Anduvar Republic is Enlisting/conscripting people, from the unemployed part of the population, so I suggest that way, or ads those work too.
  
  it's just empty veiled threats against nation 4, but it's not hidden that the Republic is probably planning war. 
   
  
  Thank you, but I was actually referring to building tanks and planes and ships.
  
  EDIT: This turn, Solusia purchases 2 each of: fighter planes, tanks, and ships. The senate also approves a budget increase for the Bureau of Public Health(healthcare).
conversations: Lesser Naboo:
conversations: human
conversations:  All right, everyone. Turn 1 is up! Thanks for keeping up with the game. I'll have a longer report on what happened this turn later, but here are some quick updates:
  
  Financial crisis in Anduvar Republic. Unemployment disappears very briefly only to return after wages fail to keep up with rising prices. Prices have increased by 47% this year.
  
  Pokonic gains ground against nation 12.
  
  The price of weapons and military vehicles increases by 300% after a worldwide shortage caused by the recent military buildup.
  
  Patriotism falls in the Siccol Peninsulate. It rises in most other countries.
conversations: Malachi Lemont:
conversations: human
conversations:  damn, I thought only drafting 2 million would decrease chances of that.
  
  
  what can I do to solve this?
  
  I know: set up arms factories (2 weapons, 3 tanks, 1 planes), encourage people to grow their own and make an investigation to see if the businesses are scheming to raise prices.
  
  also do I realy want to help with the war against 14? and fight solusia?
  
  declare war on nation 4, naval attack now! all warship units, all Aircraft units will bombard the coast at the best point of attack!. after a 3 hour bombardment 300,000 infantrymen (how many units is that? would I be right to expect 1 infantry unit is 10,000?) armed with guns will attack supported by further airial bombardment all aircraft and all my tanks. they will be re enforced by another 1,200,000 infantry armed with guns and then move inland with blitzkrieg strategy.
  
  
  turn 2: election results
  
  Industrialists   (20)
  Traditionalists (28)
  Liberalists       (26)
  
  National socialists (8)
  Wigs                    (1)
  Eco's                    (0)
  Machinists            (1)
  Domonationists     (6)
  Democratists         (1)
  Republicanist         (0)
  IHESTMD               (0)
  Absorbists             (0)
conversations: Alexkubel:
conversations: human
conversations:  Military 
  
  Establish three Battlegroups, Alpha, Omega and Gamma. Each will have 3 Infantry Brigades, 1 Tank Brigade, and 1 Air Wing. Gamma has priority for guns if there isn't enough for all units.
  
  Organise Naval units into three fleets - Poseidon (Naval Combat orientated), Hades (Bombardment/Blockade orientated) and Zeus (mixed role).
  
  Invade Nation 11. Alpha and Omega invade from the west, and stay close enough to reinforce each other in battle in time. Gamma invade from the north, and head south.
  
  Have Poseidon Fleet and Zeus Fleet take out Nation 11's fleet. Have Hades Fleet bombard any important coastal areas of Nation 11.
  
  Establish a Reserve Army of 1 million who can quickly be trained to maximum standards and sent to battle.
  
  Dice Rolls:
  
  Alpha - 5
  Omega - 2
  Gamma - 4
  Poseidon - 2
  Zeus - 6
  Hades - 1
  
   Trade 
  
  -Decrease Warship exports to 0
  
   Spending 
  
  -Increase Healthcare spending by 400 billion credits
  -Decrease Money Printing by 250 billion credits (that'll halve inflation, right?)
conversations: AcerbicOrb:
conversations: human
conversations:  rumour: the anduvar republic is working on a new type of weapon, as of this date it is unconfirmed and possibly false information planted, but it is still unconfirmed. it is believed still to be in R&amp;D stages, no prototype has been made.
conversations: Alexkubel:
conversations: human
conversations:  Keep it up everyone! Looking good. And I'm starting to get worried about the national socialists. Something tells me they will be running the country before long...
conversations: Malachi Lemont:
conversations: human
conversations:  The Empire preps it's factories to be conditioned for gun manufacturing, for trade with Martag.
  
  Meanwhile, the raids on nation 12 have turned into a full scale invasion, with a total of 1,700,000 military personal being sent into the country for the sake of taking it over.
  
  On more domestic news, on the Empress's 22'nd birthday, she announced the following message:
  
  
   The people of Galauspa are by far the most tolerant and peaceful of all the peoples of the worlds. I weep to know that societies where one is subjigated for one's father's father's actions still exist, such as the backwater Peninsulate or the noble-run system of Grycia. Please, for all those who do not feel safe in there own lands, know that the Empire has a place for you. 
  
  Rumors in which the Empress broke down laughing after stating the following remain unconfirmed.
conversations: Pokonic:
conversations: human
conversations:  Originally Posted by Galupsa 
   I weep to know that societies where one is subjigated for one's father's father's actions still exist, such as the backwater Peninsulate or  the noble-run system of Grycia.  
   
  
  Evangelos Sammaran, the Noble Leader of Grycia, made the following statement in reply:
  
   "It would seem to me that the Empress of Galupsa failed to research Grycia's  political system in depth. Noble-run system? I am not of Noble descent, and only one of ten of the Council of Lords was a Lord before his election!
  
  Her hypocrisy has no bounds. She is a monarch, born into power, who slaughtered her own father in a brutal act of regicide. Not only this, she is a power-hungry warmonger!
  
  She is, as I make this statement, invading the Republic of East Denatia (Nation 12), in a war of brutal subjugation. Our own war on the Union of Calmos (Nation 11) is a reclamation of our rightful territory.
  
  Due to this I present my ultimatum.  Withdraw all forces from the Island of Denatia, or face a trade embargo ." 
conversations: AcerbicOrb: