by Max Barry

Latest Forum Topics

Advertisement

Search

Search

[+] Advanced...

Author:

Region:

Sort:

«12. . .21,50621,50721,50821,50921,51021,51121,512. . .24,40724,408»

Well time to cheer up the mood. My first factbook is out.

Up next, religion.

Before you ask why I haven't done economics or government yet/first, it's because I'm not ready for them yet. I dont have the full stats and knowledge of what I want to do in those two areas.

Parthovia wrote:Well time to cheer up the mood. My first factbook is out.

I have never before seen instructions on how to drink coffee in another nation. :P

I like it! I would suggest including some more images intertwined with the text perhaps, to give us a more vivid representation. Perhaps putting images in boxes to the side akin to Wikipedia? For this, I would suggest 300-500px images to fit snugly in the side.

[floatright][box][img]IMAGEURLGOESHERE[/img]
[b]OPTIONALDESCRIPTIONGOESHERE[/b][/box][/floatright]

Parthovia

Polar svalbard wrote:I mean, Vancouvia has always been strongly entrenched in the I.D. So much so that I consider him someone that should be able to make some large RP effects in that area. Like what is done is Lovsk or Arvan. So long as it is open ended and there is RP to come of it. It can be interesting. This will be interesting. The last time this happened the I.D gained much needed development.

Which sidenote, I'd like to discuss when the League was founded as I believe that that would be a good time for the I.D to come into being. With a side thing as who gave up the land for the I.D as it would make sense that it was a part of decolonization in the wake of the Imperial war. Likely Noronica as a show of good faith but who knows. I would like to discus that.
Vancouvia, Noronica, Thuzbekistan, Miklania, etc.

I dont see why we cant just have it founded in 2015. Trying to do it earlier and with who gave up land can get messy due to no solid regional history and the fouid behavior of players.

Parthovia wrote:Up next, religion.

Before you ask why I haven't done economics or government yet/first, it's because I'm not ready for them yet. I dont have the full stats and knowledge of what I want to do in those two areas.

Sorry to badger you, but if you are stuck, I suggest looking at these dispatches:

So you want to design your economy in The Western Isles?
Awesome! The first thing you should know is that we go for realism, and I'm not talking about realism on the scale of the US or China, so pack up your multiple-trillion dollar economies. It's time to look at something a little more grounded.


Chibi Atnaia Says:
"We may be small, but
we are mighty...within reason..."
We are (at least in theory) small nations in the vein of Pacific Islands. Our soft cap for GDP per Capita (I'll get to that can of worms in a moment) is $30,000. Our soft cap for population is 30,000,000. In order to go past these points, you need permission from the Secretary of the Interior, and you better have a really good explanation that balances out the economy in line with everyone else. We do this so everyone is on a vaguely level playing field...it makes things more interesting. The hard caps are $40,000 and 40,000,000 respectively, but remember, you need permission and an explanation. A small population may have higher incomes, for example, to balance out their size, or a very poor populace may be massive in population size. More on that in a bit.


Let's get started with some basic explanations of terms:

GDP (nominal): Your nation's GDP is an indicator of your nation's efficiency expressed as a dollar value. It is made up of spending, investments, exports (minus imports), and a few other things. Really, it's not worth looking at that breakdown until you get into advanced NS economic design. I'll explain that in a different dispatch. The important thing to know is that this is the number we look at when we determine things like government budgets, military size, etc. You get this number by multiplying your population by your GDPpC.

GDPpC: GDP per capita. This number represents how much of your nation's GDP, on average, is owned by any given citizen. It is not the same as average income: you can have a very low income but a very high GDPpC if you are producing very efficiently (an efficient slave-state, for example). GDPpC DOES give you a vague indication of your populace's average wealth in general, however. There are various ways of determining this number. I'll explain them later.

Population: Do I really need to explain this one? :P

PPP: Purchasing Power Parity. Most people won't look at this until they get to advanced design, and with good reason. It's a bit confusing, but it basically represents how far your dollar goes in comparison to an average. I like the Big Mac Model of determining this: let's say the average cost for a burger is $1. In your nation, a burger costs $2. This means your dollar goes half as far as the average, essentially meaning your dollar is valued half as high and you need to spend more to get more. This ties to exchange rates to some extent. To be honest, determining this value is a crapshoot without a standard metric, and confuses most people.Tread in this direction only if you want to master Econ Fu.

Tax Rate and Government Budget: Your tax rate is representative of an average of all of your taxes conglomerated. This includes income tax, tariffs, sales taxes, et cetera. Most people will just apply a generalized percentage (say, around 15-45%), and then tax their GDP directly. If you want to get really fancy, you can determine a list of taxes and work it out from there. The number you get from applying that percentage to your GDP is (roughly) your government budget, if you don't factor in lending and bonds and stuff. Your government budget is how you begin to determine how much you spend on EVERYTHING, although the number most people care about is (sigh) their military budget. This number should be below 10% of your GDP (preferably below 5%, although that is a little skewed by the nature of NS roleplay), and around 5-15% of your government budget, although this is HEAVILY dependent on your style of economy.



Chibi Atnaia Says:
"It's all about determination...
and education...
but mostly determination!
Getting started is the hardest part.
Trust me, I know. Initially, this is all really intimidating: a lot of math, a lot of jargon. So let's dial it back to some bare boned. The most basic of basics.

You ready?

Choose any three industries to be your nation's tentpoles, the things that hold up the economy. Why three? Because there are, traditionally, three sectors of the economy, and seeing which three industries you choose informs which of these sectors is your main focus and, by extension, whether you are developing or developed nation.

For example, let's say I chose the following three industries: corn, rubber and fishing.

Corn and fishing are both what we call "primary industries", essentially raw materials output. Anything from agriculture to mining to quarrying to lumber. If it gives you an unprocessed, uncrafted raw resource, you have yourself a primary industry. Nations that focus on primary industries tend to be developing economies: raw resource production doesn't require a high education mostly, but does require a large menial workforce. The refining of these resources is also primary (although tends to be blended into secondary).

For example, rubber is a mixed primary/secondary industry. It requires gathering of raw resources in some cases (from rubber saps if you are doing natural rubber) and refining it is technically primary, but a lot of places will refine and produce materials like rubber and steel in the same factory (or at least in the same area). "Secondary industries" are your manufacturing and production jobs. Factory work, goods processing, etc. Developing and developed economies both tend to have a large amount of manufacturing, but with varying degrees of quality. Developing nations tend to have lower-paid, lower-skilled, lower-educated workers that are able to efficiently put out a lot of low quality goods on the cheap, while developed nations will have higher wages and skill, leading to higher quality but more expensive goods. What you manufacture will inform this.

So my example nation is a developing nation. What are we missing in our three industries?

A tertiary industry. Tertiary industries are your services: shipping, warehousing, sales, professional trades like lawyers and doctors, etc. Missing this tells me that I am almost certainly on the poorer side with my example nation, since people generally don't go into jobs that require high degrees of skill or education (luxuries of the well-to-do).

So what does this all mean? Well, from here, I can figure out a rough guess for my GDPpC. With a nation like this one, most people are likely producing fairly high volumes, but are not making much money or investing.We can say a GDPpC range of between $10,000 and $17,000 would make sense. Here, a lot of it is by feel. I recommend coming up with your GDPpC and comparing it to Linkthese charts. Find the nation that is closest to your GDPpC and think about what you picture that country being like in terms of wealth and quality of life. If it matches what you have in your head, you are on the right track.

Below is a basic structure for a good idea for how to define your GDPpC based on your major industries:

Style of Economy

Projected GDPpC Range

3 Low Value Primary

0-5000

2 Low Value Primary, 1 High Value Primary or Low Value Secondary

5000-10000

1 Low Value Primary, 2 High Value Primary or Low Value Secondary

10000-15000

2 High Value Primary or Low Value Secondary, 1 High Value Secondary or Low Value Tertiary

15000-20000

1 High Value Primary or Low Value Secondary, 2 High Value Secondary or Low Value Tertiary

20000-25000

2 High Value Secondary or Low Value Tertiary, 1 High Value Tertiary

25000-30000

1 High Value Secondary or Low Value Tertiary, 2 High Value Tertiary

30000-35000

3 High Value Tertiary

35000+

So why shouldn't you just load up on Tertiary Industries and rule the damn world with money? Because tertiary industries are naturally more unstable than secondary, which are more unstable than primary. When times are good, tertiary industries make all the money in the world: finance, real estate, sales. But they are naturally reliant on the manufactured products of the secondary industries (for products, for example), which are reliant on the primary industries. When times are bad, tertiary industries are the bubbles that pop and cause massive economic problems.A nation reliant on them will go into chaos if certain things go wrong. A nation reliant on primary industries like agriculture will still be able to eat, even if their finance sector collapses. Sure, things can cause primary industries to falter (droughts or resource consumption, as examples), but ultimately they rely less on predictions and guesswork than, say, investment banking. A banker still needs to buy food when he loses his job at the bank. If a farmer stops selling, at the worst he can eat his crops. Diversification of your economy is best for long term stability: a nice mix of resources, manufacturing and services.



Let's talk about the big black elephant in the room...

That's oil, you guttersnipe you.

A lot of people have this misguided belief that having large reserves of oil automatically makes you rich. This CAN be the case, but is usually only the case in nations that already have highly developed economies when oil is discovered or tapped. Why is this? It's because oil is a very, very easy industry for politically undeveloped nations to have turned into a goldmine for an elite while having no trickle down to the people. It happens CONSTANTLY. It may not be exactly a kleptocratic situation, more than likely its just endemic corruption, but it happens a lot, and is a big part of the reason for the ridiculous inequality you see between rulers in many developing, oil rich nations and their constituents.

Technically this is the case with any resource. You'd think that raw resource rich countries would be the richest in the world because everyone wants to buy from them to produce things, driving up demand and allowing them to charge higher prices. But this isn't really the case, because your frequently see an elite few lining their pockets off of the easy money of resource production. It requires very little investment in things like machinery and training, especially if you can piggyback it off of horrible human rights abuses.

Just a thing to keep in mind before using oil as a basis for being rich.



Hey! You've got a GDPpC! Good job!
This is a really good start.You know what you need next? A population. To be honest, I don't personally think there's any tried and true system to calculating this. Look at the size of your nation's physical geography and determine a rough number that would logically fit in that space. There are a few variables that can help you determine your population.

Urbanization is one of these variables. A small, highly urbanized nation will naturally have a higher population density than an equally sized, rural nation, and will also likely have an overall higher population. If your nation (or that city) is poor, these cities will be filled with densely packed slums. If it is rich, you'll see high-rises and skyscrapers instead.

Another thing to take into account is how much your nation can actually support, food-wise. People need to eat, and if your nation isn't producing a lot of its own food through agriculture, you'll have to import food, which will likely raise food prices and put a cap on population growth. The more people who need to be fed, the more the nation will need to import, the more companies can skew their prices. A nation with little agriculture will usually have a lower population than an equally wealthy nation with a lot of agriculture...that's nowhere near a hard-and-fast rule, just a vague outline you can follow when judging population size.

Ultimately, I say go with what feels right. the cap is 30,000,000, which gives you huge swing: do you want to be a city-state of 1 Million people? A small rural island of 3 Million? A massively urbanized nation with people crammed into every corner with a popualtion of 30,000,000? That's up to you.

Another way of going about it is to determine a density (say, 100people/sq. mile), and multiply your area by that number. This is a good way if you have a general idea of your urbanization in mind, but not a number for your population. An urbanized nation will have a higher density than a non-urbanized nation.


SLOW YOUR ROLL! One more thing to take into account...
There is one rule about population I follow. We have our caps so everyone exists in about the same wheelhouse of GDP: essentially, so that everything is fair. It goes against the spirit of fun if you both have a massive population and a huge GDP. While its not against the rules, it is just sort of dickish. I recommend that if you are a rich nation, limit your population a bit (that tends to be normal anyways), and if you are a poor nation, feel free to go a bit higher on the population side. This way, everyone's nominal GDPs wind up about the same. This isn't a rule or anything:if you want to be a small, poor nation, that's cool, and if you have a good explanation for a high population, rich nation, go for it. Just try to be fair to the other players. We're here to have fun, after all.


So with GDPpC and population, you can calculate your GDP. The formula is simple:

GDP = GDPpC x Population

Yeah, it's that simple.



Chibi Atnaia Says:
Hug the plushie, ignore the godmodders...
Hug the plushie, ignore the godmodders..."
"So my GDP is how much I get to spend? I HAVE BILLIONS! I WILL RULE THE WORLD!"
Uh...no. Sorry to say this, but things aren't as cut and dry as that. Firstly, as said above, your GDP is not the same as your government budget. In simplest terms, your GDP is how much your nation produces in a year presented as a dollar value, even if what it produces isn't sold to make money, or if those things are intangibles like services. Regardless, no government on the planet is going to have their GDP available to them as discretionary funds, because a lot of that number is tied up in either physical assets or expertise.

"So I can just make up a tax rate and apply that percentage to GDP, right? And that gives me spending?"
Still not quite accurate, but closer. A portion of your GDP is going to be tied up in "non-taxable assets": if your government pays to produce a road, let's say, that road is represented in GDP, but itself is sort of non-taxable infrastructure (in many cases). There's a lot of examples of this. In addition, certain kinds of investment that are calculated into GDP aren't taxable, and therefore can't be included in your tax rate. Having done some math, a rough average I've discovered is that about 80% of a nation's GDP can really be considered taxable. That's very rough, and very average, but it gives us a point to work from. SO:

Average amount of GDP that can be taxed = GDP x 0.80


So you know how much of your GDP is really available to be taxed...so what are your tax rates?
This can be a difficult question to answer, because it is really going to depend on your nation's specific values and style. It can, however, basically be broken into four "tiers" of tax structure: "communist", "socialist", "social democracy" and "capitalist".

Unfortunately, there is some disagreement about where to draw the lines in these ideologies, and even inside of each one there is significant stratification. The easiest way to start thinking about taxes is to do two things:

    1) Ask yourself which of the above ideologies you think you fit, and;

    2) Ask yourself what services and regulations your government offers.

There's a certain knee jerk tendency to go one of two ways (a psychological impulse we still hold from the Cold War). Either to claim some form of Libertarian No-Tax Wonderland, or to claim a Perfect Social Welfare State. Generally, you'll probably land somewhere in the middle when you actually get to thinking about it (unless you are deliberately building a nation built on extreme ideologies like Marxism, Anarchism, Extreme Libertarianism or something similar).

Unfortunately, I don't have an exact formula/system for this (well, I do, but it is far from the level of simplicity I want here). Instead, let's look at some averages and statistics from the real world to compare ourselves to.

    The United States: 30% | The United States is a bit odd to start with, but they are the point a lot of people are familiar with. Due to the state-based nature of the USA, there are a lot of taxes levied at the state level which change as soon as you cross state lines. Generally, though the effective tax rate is ~30% when you look at income tax, which is the easiest way to actually judge these things.

    Scandanavian-style Social Democracies: Average of ~50%-55% | This is sort of the far left end of capitalism, or the far right end of socialism. The tax rates fluctuate a bit, with Sweden sitting at nearly 60%, but an average of about 50% is normal. Still fairly high.

    Saudi Arabia: 20%(ish) | Saudi Arabia is a really interesting case study, because their tax rates are levied along religious and nationalist lines. Natives have to pay a Zakat (or religious-based tax) for certain things, while foreigners see almost no taxes, which inspires all those big national oil companies to omnonom up in there.

    Bahrain: uhhh...yes? | Bahrain has no personal income taxes, and no sales taxes, and makes most of their income on social insurance payments, trade and corporate taxes, and tariffs. They're a good example of a low tax place focused on trade.

    The Communist Republic of...anywhere...: No. But yes. But no. | Technically, Communists have no taxes, because they don't have personal ownership or incomes. The means of production and therefore it's output are owned by the state, so 100% of the "taxable" GDP is actually controlled by the government in one form another, but will also be distributed in more ways, and therefore doesn't actually give them that much more to spend. A good constant 'cost' for communist nations would be to multiply their population by the equivalent quality of live they would want; so if you want your people to have the quality of life equivalent to say an American multiply your population times 40,000 or so. What ever is left can be used for more normal government activities like defense and roads. You'll note that the remainder likely isn't very high, and that remainder is going to be used for all the other stuff. Lowering the quality of life of your people will give you an equivalent increase in money the government can spend on other things.

The TL;DR version is this: taxes can range from 0% (for an anarchic state with no central government at all) to 100% (for a communist state with a huge central government). It depends on the responsibilities and size of your central government. I recommend looking at a few nations that reflect your own and looking at their tax rates. The framework above can be used to give you a benchmark for various points on the spectrum.

"If there's no formula, how in the hell do I figure it out?" Well, by using these benchmarks, we can sort of determine the style of economy you have. If your effective tax rate sits between 25% and 35%, we can assume a Western-styled form of capitalism in some form or another. If you are breaking 50%, we can expect some style of socialism. If you are cresting 75%, you're probably communist. If you are below 20%, you are likely some form of tax haven or libertarian nation. This gives you an idea of what those numerical vagaries mean in context.


With your tax rate determined, we can now move on to the part of that that affects your nation: government budgets. So, we know your taxable GDP based on the formula up above (Average amount of GDP that can be taxed = GDP x 0.80). So, we take the result of that and multiply it by our tax rate to get our government budget:

Government Budget = Taxable GDP x Tax Rate

This number will likely look nice and big and give you the rumbly jumblies for all the wicked military stuff you can do, but again I ask you to hold your horses. Remember all of the stuff that a government has to be responsible for, based on your above ideology. At the very, very least, a government will cover the following:

  • Military

  • Administration Costs

  • Commerce

  • Treasury and Minting Costs

  • International Affairs (Including Foreign Aid and Foreign Relations)

MOST governments will also cover the following:

  • Infrastructure

  • Science

  • Energy and the Environment (Oversight and Regulation)

  • Basic Education

  • Healthcare Oversight and Regulation

  • Community Management

  • Social Policy

  • Law and Order

Depending on your preferences, your government may also cover:

  • Advance Education

  • Full Healthcare

  • Housing

  • Welfare

and a million other things besides. Now, a lot of these sectors can be rolled together into broader headings, but its still a lot of areas of concern and a lot that has to be paid for.

Ultimately, however, how you break that down will be based on your government's values (and, in a fair amount of cases, but certainly not all cases, your people's values).

For example, a basic breakdown of how I have things divided looks like this:

  • Military: 14.00%

  • Education: 11.00%

  • Administration: 4.50%

  • Commerce and Infrastructure: 16.00%

  • Treasury Expenditure: 3.00%

  • Healthcare Oversight: 10.00%

  • Investments: 14.00%

  • Intelligence, Law and Order: 15.00%

  • Social Policies, Propaganda and Environmental Regulation: 5.50%

  • Foreign Aid and Relations: 4.00%

  • Other Departments: 3.00%

Your budget by no means has to reflect these divisions, and the percentages you pay can vary greatly, but I feel like my budget gives a broad sweep of a standard government breakdown covering a good amount of various facets of important government functions.

Aside from that, its up to you to judge what your government finds important to invest in. However, the key thing to remember is that, no matter how much you cut down on what a government does, a bureaucracy like a government costs money just to function: you can cut everything except administration costs before you just cease to have a country.


A quick note on international trade, because it bothers me constantly. There's a misunderstanding amongst most people about how international trade works. They'll TG each other trade deals, saying "I want this, this and this from you in exchange for this this and this from me", add each other to dispatches saying they are getting those resources from the other person and assume they are done.

That's not how international trade works. Sorry, but trade goods are not Pokemon cards being swapped in a playground. Governments (most governments at least) don't have big warehouses of goods that they ship to one another.

Trade is a complex network of incentives and disincentives based on tariffs, taxes, quotas, opportunity costs and more. For example, let's say that Country A has companies that produce herring, and Country B desperately needs boatloads of herring for its booming herring-based food conglomeration, which employs a substantial portion of that country's people. The first question is how a herring-based food conglomeration managed to rise up in a country lacking their own herring, but lets ignore that for the moment.

So Country B has a vested interest in ensuring a good flow of herring into their nation. To do that, they have to incentivize Country A's companies to send them herring. So, how would they do that. The first thing they could do would be to decrease tariffs on incoming herring imports, which would decrease the cost for companies sending herring to them. That would be a multilateral solution, though, and could start bringing in herring from unwanted places, like an enemy nation or something, so what they could do instead is go to Country A's government and establish a specific trade deal that said that only companies from their nation got decreased tariffs. They could also increase quotas, allowing companies to ship them more herring without financial penalty, or they could subsidize their food conglomerate directly, giving them money to import herring if it comes from Country A's companies. Reversing any of these actions could have the opposite effect and decrease trade of that good (this is the basis of protectionism).

Every country is in some way doing this with every other country, even if they aren't trading. Sometimes a country has no control over their incentives and disincentives. Two countries with close physical proximity will usually trade a lot because there is a lower cost to shipping than for two countries far apart. This is a natural incentive. In order to slow or stop this trade, one or the other country would have to make that trade financially infeasible by increasing those costs to something that would disincline a profit.

Basically, what I'm saying is that instead of listing a bunch of resources coming and going from one nation to another, you should instead list nations you have FAVOURABLE trade relations with and a list of nations you have UNFAVOURABLE trade relations with, and then assume there's a two way flow for each favourable nation and decreased flow for unfavourable nations.

Another big thing to remember: just because your nation produces something does not mean you don't also import that thing. If Country A produces a lot of food, it doesn't mean that they don't also import food. After all, no nation will have the favourable conditions to produce the breadth of products that their people might demand. There's a reason Americans drive Hondas and Nissans on top of Fords and Chryslers.

"BUT ATNAIA!" you cry. "NOT EVERY REAL LIFE NATION TRADES WITH EVERY OTHER REAL LIFE NATION, EVEN IF THEY HAVE GOOD RELATIONS!" Quite astute, dear reader, but please keep your hypothetical voice down. The reason for this is plentiful, but the easiest way of putting it is a matter of natural disincentives. If Country A produces herring, but Country B ALSO produces herring, and they are far apart, they may have no reason to send herring to each other. Or maybe Country A has good relations with Country C, but Country C is a close trade partner with Country D, who is enemies with Country A, forming a disincentive to sending herring to Country C lest they begin feeding enemy troops. Or maybe Country C is just too small or too poor to form a viable market for companies from Country A to care enough to ship there. There's a million reasons why things like this might be the case. However, in our region, we are small, Pacific-style island nations. Not one of us is large enough to overlook anyone else, and we're also not big enough to completely cover every required resource. Our network of trade is likely to be highly integrated an highly complex. It's fine to say you don't trade with a few nations, but a completely self-sustained, trade-free economy is functionally impossible, and having very few trade partners is likewise just as difficult. It will cut down on a lot of your day-to-day workload to assume you are trading with allies, friendly nations or neutral nations, and have limited-to-no trade with unfriendly or hostile nations, without getting into the nitty-gritty of TGing every new nation to spring up and determining how your trade works.

Ultimately how you handle trade is up to you, but I highly recommend either letting your Roleplay and Stories dictate how trade functions, or to handle trade the way nations in real life do and discuss incentives, companies and laws as opposed to specific resources.

Read dispatch


Government and Politics, A Tutorial
Part 1: The Foundations of State and Government

Avoiding the trap of poorly written governments
By: Dormill and Stiura
Part 2

Foreword
Hello, one and all! I am Dormill and Stiura, better personally known as Dorm. For those reading this dispatch for the first time, I am a member of The Western Isles and an American political science student (in both cases for quite a while now). I’ve been involved in the nationbuilding and roleplay aspects of this site for several years up to this point and this Factbook remains my most highly regarded (in terms of upvotes) to date, making it my largest platform. Considering the original intent behind this factbook and the renewed purpose found in the recent(ish) rewrite from 2020, I have decided to once again go over the lessons I portrayed here with new knowledge obtained for the benefit of the wider NationStates community, especially newcomers to the site and the wider world of roleplaying. So please, read through this diligently and test your understanding along the way, and let me know how this was for you as I am always looking for ways to improve my craft. Now, on with the show.
-Dorm


Preface: Making a Flag
Leave your Seals on a Bedsheet at the door

In my experience, there are three types of flags associated with nationbuilding (both on NationStates and across other similar mediums):
  1. Those that are simply bland (the NationStates default flags), the ones with the most fundamental political symbolism but lack an artistic vision,

  2. Those that overcomplicate the meaning behind the flag with oversaturated symbols or symbols that have esoteric meaning, the ones that are more artistic tapestries than political symbols,

  3. Those that display artistry and effective political symbolism, are the ones that most people would think of as a uniquely good flags.

These three exist on a kind of gradient or scale that depends in one part on the skill of the user creating the flag and the purpose they put into its design; in such a way that it is perfectly valid to have a plain, bland flag if that is the goal from an in-character perspective; mine is a prototypical example being a simple horizontal tricolor that, if inverted, is just the former flag of the Netherlands. Intent, above everything else, is central to effective flag design and should be at the center of what you do. That said, there are a few general guidelines worth mentioning if you intend to enhance the artistic value of your flag.

A “Good” Flag, one that most matches the examples of Type 3 flags, can be defined through the pamphlet (or book, or whatever) Good Flag, Bad Flag by Ted Kaye of the North American Vexillological Association, there he describes five principles behind a good flag:

  1. LinkKeep it Simple, the Flag should be easy to draw from memory or by a young child,

  2. LinkUse Meaningful Symbolism, the Symbols of a Flag should identify with a measure of specificity what it means and how it relates to the country that flies it,

  3. LinkUse 2-3 Basic Colors, the Flag should not be a mess to look at, basic color theory applies,

  4. LinkNo Letterings or Seals, the Flag should not be cluttered with complex shapes or letters, as it tends to be seen from a distance fluttering in the wind,

  5. LinkBe Distinctive or LinkBe Related, the Flag ought to be individually identifiable in a field of others in various conditions, and it should be identifiable in a way that the average person seeing it promptly associates it with the proper country.

At its core, a flag should be thought of as the living representation of your state and/or nation (we’ll get into the distinction later), such that its image must be preserved and respected by both your citizens and the international community. “So,” I hear you ask, “Where do we begin?”

My answer to that is to figure out the color(s) your flag will have, and what they mean. To help, I will use some examples of flags to highlight both the use of colors and symbols in creating an effective flag. When considering the color(s) you use, it is important to figure out what they mean to you and your nation. I’ll give a general overview of the most common colors here but feel free to give whatever meaning you want.

  • Red: In Isolation usually stands for Socialism or Communism, otherwise combined with other colors can mean hardiness, valor, the blood spilled in the name of the formation of your nation, and so on. In general, Red is used when you want to signify struggle or bravery in the face of it.

  • White: Not to be confused with the color of surrender (or the real French Flag), White commonly stands for purity of soul or innocence. Alongside that, White can also be used to stand for the peaceful aims of your nation or, when combined with Red, the peace attained with sacrifice.

  • Blue: Blue commands respect when observed, standing for justice and perseverance either in isolation or when combined with other colors.

  • Gold (or Yellow): As the actual element, it is a prized commodity, putting yellow or gold on your flag means your nation is rich in its ideals, people, land, or something else.

  • Black: In a modern context, Black is usually if not always a Pan-African color and is used to make a specific mention of the African roots of the nation that flies it

You’re free to use basically whatever other color you wish so long as your flag doesn’t wind up like an LinkAmazing Technicolor Dreamcoat at the end of it, unless (again) if you want it that way.

Back to my examples, I will start with a personal favorite of mine, the flag of Solaryia:
  • The Selburose, the central symbol of Solaryia, represents the roots of the nation in several forms, including the original six colony ships that sought out the land of Solaryia and the six central ideas of the Solaryi nation,

  • The Selburose’s placement, the Selburose is intentionally placed around the same place the Nordic Cross would be placed, signaling its distinct Nordic heritage,

  • Blackcurrant, a variation on Royal Purple from European Heraldric canon, the use of Blackcurrant on the Solaryi flag is a symbol of Solaryia’s unique status in wealth, power, and position on the banks of the Mesder and Argean Seas,

  • White, to represent the sails of the original colony ships and the Christian heritage they brought to the lands of Solaryia.

As for symbols, this is where things become more complex bordering on outright complicated. Considering a symbol is an image that has attached sentimental value, anything can itself be a symbol, from something universal like stars, the moon, or religious icons, to weapons or tools distinct in a time and place, to even simple or complex shapes. Since anything can be a symbol, you have to take special care in your selection to identify which symbol(s) best fit not only your nation but the flag that is meant to represent your state in turn.

This area, I feel, is where most flag designs face the make or break point; a “Good” flag finds a way to balance meaningful symbolism into its design in an artistically impressive way, whereas a “Bad” flag fails to effectively communicate the symbols or their meanings to a viewer, either because there are no clear symbols, the symbol itself is a literal emblem, or the choice of the symbol(s) do not communicate their meaning concerning the state that flies it. Always remember the applicability of the principles when designing the symbols for your flag and consider how much meaning it can communicate on its own compared to how much needs to be communicated by someone or something else.

For our second example, let’s explore some flags with a more clearly direct form of symbolism from my fellow TWIslander Aprosia:
  • The Qúnizbai (the Sun on the flag), originally a religious symbol turned into a secular symbol following the anti-colonial revolution, representing the entirety of the Aprosiatic people both in Aprosia and the diaspora.

  • The two hoes and star: symbolize the APF as the vanguard of the people (the hoes) and the entirety of the Aprosiatic civilization.

  • Blue for freedom and determination.

  • White for a harmonious society.

  • Red for courage, strength, and blood (or the Aprosiatic race).

To conclude, here’s an important lesson everyone reading this ought to know and internalize before worrying about the aforementioned principles too much; A LinkGood Flag follows all five principles clearly and plainly, a LinkBad Flag breaks any one or more of the five principles without much artistic or symbolic purpose, a LinkGreat Flag takes artistic liberties to enhance the meaning of the flag by twisting on one of the principles. So if you’re looking not only to make a good flag but to make something truly distinct, look at the design you’re working on and see which principle you can bend to your advantage.

If you have a good idea of how to describe your flag yet are unable to get it properly drawn, you might want to take a glance at the Flag and Seal Request Threads and ask there for assistance.


Chapter 1: The State, the Regime, and the Government
Because, let’s face it, any kind of government is better than none at all


So, you want to develop the government and the political climate of your nation without resorting to “Oh, my nation is a dictatorship now because there was a coup that I won’t explain because I don’t know why it would happen but I like dictatorships because I can just do whatever I want and not have to answer any questions about internal consistency or other questions alike it.”?

It is a shame to see this happen as it brings up even more questions than answered, and leaves most of the fun nationbuilding out of the picture. So I’m here to give you, yes you, dear reader, an overview of the various kinds of government you can use in RP, what they mean, how to be internally consistent, how to conduct elections, and so on.

Let’s start with the basics in this part, however, starting with defining the title.

The State
A State is an organized political institution capable of upholding its sovereignty against internal and external political actors in a distinct territory (that it has the sole right to regulate through laws or policies) through the Monopoly of Violence. In short, it is a form of a political group that, through organized force, maintains sovereignty in a given area of space. The size of the state and even to what extent other states recognize its sovereignty is secondary to its ability to protect and regulate a given territory independent of other states or individuals.

The State is the embodiment of a body politic’s political and social institutions and, in a modern conception, is directly associated with a particular nation.

The Nation
A Nation is a group of people that desires political self-representation, typically in the form of a State (hence Nation-State). A Nation is not ascribed to a person at birth, but should rather be seen as a conscious and active choice on the part of the citizen of that nation. For the sake of this tutorial, when talking about States, Nations, and Countries, it should be in the context of Nation-States unless otherwise specified.

The Regime
A Regime is, generally, the root norms and practices that govern the functions of politics and the state and its institutions. This can be defined by certain ideas such as whether the state conducts elections, how the government is meant to be held accountable, or how the public should interact with the state and the government. While associated with illiberal and authoritarian systems, those are only forms of regimes that can be rooted into the state, it is equally as valid to call a liberal democracy a “Democratic Regime” as often as it is to call a dictatorship or a highly authoritarian state an “Authoritarian Regime”, both describe the root norms that regulate the state and government.

The Government
A Government is a collective of people, institutions, and organizations charged with the operation of the state, typically enshrined by a Constitution and institutionalized in three distinct branches: The Executive, which carries out and enforces the law, the Legislature, which debates on and creates the law, and the Judiciary, which determines and defines the law (and typically the applicability or legality of the actions or policies enacted by the Legislature and Executive).

Types of Political Regimes

To make things simple, I will organize this list on two factors: The amount of Control the Government has over its citizens from complete control to minimal (Autocracy-Anarchy) and its overarching economic policy (Communism-Capitalism). Rarely ever in the real world will you see a true government take on any absolute extreme in any of these factors, but since this is not the real world, you can go to an absolute extreme as long as you can properly reason it. We’ll start an outline on the Autocracy-Anarchy Scale.

Autocracy - Rule of One
Aside from the occasional genocide, oppression, evil and torture, etc., it is inarguable that public policy could be implemented more rapidly in an autocracy.
- David Harsanyi

Autocracies are almost always dictatorships by design and are more often than not totalitarian by nature*. In an autocracy, a leader needs only to consult themselves or, in certain edge cases, close confidants for every decision they make. There are many soils where autocracy can root, but the most common are states with fundamentally weak institutions or governments that do not seem to care for the institutions the state was originally built on. Autocracies form around individual charismatic leaders who maintain their power primarily through personally commanding the State’s monopoly of violence but may justify their power through a façade of democratic traditions.

In other cases, autocracies also form from the development of absolutism in monarchical governments, reinforcing the monarch’s belief in their individual significance to lead the State, often manifested in a form of the Divine Right to Rule. Regardless of origin, Autocracies as a roleplay device are arguably the easiest to play due to their relative simplicity, all one needs to write is a somewhat plausible dictator or absolute monarch and have them act in a way consistent with their wielding of almost all of the State’s power.

For an expanded roleplay direction, I recommend expanding further on your ruler’s base of power, how the everyday government functions under this kind of regime, and what kinds of threats they face from their power base (As no man rules alone, nor forever).

Real Examples: Nazi Germany, Soviet Union (under Joseph Stalin), North Korea, Paraguay (under the government of Alfredo Stroessner)

TWI Examples: Balnik, Vacrus, Esterazdravo
*Refer to this phenomenal dispatch on totalitarianism for further details.

Oligarchy - Rule of Few
It is the doctrine of the oligarchy that there is nothing that we hold in common, that the commonwealth is a myth, that it is even a sign of softheadedness and weakness. The oligarchical power feeds on the sense that we are all individuals, struggling on our own, and ennobled by the effort.
- Charlie Pierce

Of the types of regimes being discussed in this factbook, the definitions surrounding Oligarchy are nebulous and hotly debated but the short part of the definition is that an Oligarchy is a Regime where power is concentrated within a specific class of people, whether it be those that are “most qualified” (Meritocracy), those that are “most wealthy” (Plutocracy), those that are Judges (Kritarchy), and so on.

Since power is dispersed to a class of people, the mechanisms and institutions of the State become complicated by dealing with a wide range of individual actors, however, it remains very centralized and shares strong traits with Autocratic rule, especially with charismatic and populist leadership at the top ruling over a broadly disenfranchised lower class.

In Nationbuiding, oligarchies are both common in their deployment yet uncommon in their execution, meaning that people may describe their nations in a way that matches the definition of an oligarchy yet do not clearly portray their nation as an oligarchy as it would act in an authentic context.

For the player that wants to create and portray an oligarchy authentically, the first thing that must be answered is this, Where does political power in your country come from? Once you answer this, you have the root class that the oligarchy is built around.

Real Examples: Russian Federation, Apartheid-era South Africa

TWI Examples: Alteran Republics (as a meritocracy), Vancouvia, Saundesh, Najimam (as a theocracy), Cheongsan (de facto)

Democracy - Rule of Many
A healthy democracy requires a decent society; it requires that we are honorable, generous, tolerant and respectful.
- Charles W. Pickering

Democracies are varied and unique, there are many forms they can take and many more ways for the many to rule. Democracies are fickle things and in some cases, it can take no more than six words to bring an end to an entire government. However, it sits around the perfect middle of Autocracy and Anarchy, representing as much of the populace as possible while still having a government around to keep things in order and prevent chaos.

Within Democracies themselves, they are usually split along the lines of how many people wield certain powers within the government, this is defined as Presidential (where the power of the Head of Government and the Head of State are vested into a singular, elected individual) or Parliamentarian/Semi-Presidential (where the power of the Head of Government and the Head of State are split between two people).

Democracies are also typically divided based on how the people interact with the Government, typically it is either Representative, where people elect Representatives that then legislate on their behalf, or Direct, where the average person can directly influence or write legislation (this is most prominent in Switzerland), Democracies can also be further divided by how much control the Government wields over its territory from the Unitary States to Confederations. Additionally, due to the inherent flexibility of Democratic systems, it can also be built to support a variety of both Republican and Monarchist forms of rulership.

Democracies are the second most common government form taken during Nationbuilding (duh, most NS players are from Democracies) after autocracies. That being said (and I’ll cover this later on) most of these are very vague and undefined, with more of the focus being on a particular leader, making Constitutional Monarchies more common than other forms of Democracies on average, Presidential Republics are also common for similar reasons.

For the average NationStates player, building a Democracy is arguably easier than building an Autocracy, the most work that needs to be initially done is to find an existing system and copy it wholesale (for a while, this was even my method, copying the American system wholesale). That said, there are an infinite set of opportunities for further development of unique, dynamic, and fun democratic systems for the player that wants to do that little more extra to be impressive. For those of you that are reading this, look at multiple systems and synergize their functions and institutions.

Real Examples: Canada, United States, France, South Africa, Nigeria, Brazil, Mexico

TWI Examples: Ainslie, Solaryia, Nhoor, Nirsyn, The Rodaves, San Jimenez, Townside, Coldwoods, United Partitions, Baumes, Martenyika, Thromsa

Minarchism - Rule with Limitations
If you wish to know how libertarians regard the State and any of its acts, simply think of the State as a criminal band, and all of the libertarian attitudes will logically fall into place.
- Murray Rothbard

Minarchism is a libertarian political philosophy that advocates for the State to exist solely to provide a very small number of services. A popular model of State proposed by minarchists is known as the night-watchman state, in which the only governmental functions are to protect citizens from aggression, theft, breach of contract, and fraud as defined by property laws, limiting it to three institutions: the military, the police, and courts. Every other aspect of life in a minarchist state is a private affair, typically with vast corporate influence present as state institutions are replaced by whoever has enough authority to command the monopoly of violence (yes, even in a “state” where the principles of the “Non-Aggression Principle” are meant to be sacrosanct, the monopoly of violence remains relevant).

Minarchism is among the rarest forms of government a nation can play, due to the limited spread of the ideology to players. That being said, its rarity is a factor that should be taken into account if you wish to play as a Minarchist nation, a limited government can leave you with few options and puts you in a strange spot internationally.

Additionally, especially bearing in mind the institutions of the Night-Watchman State, Minarchies may be particularly vulnerable to a rapid concentration of power and a shift towards the autocracy end of the spectrum as the state may not be strong enough on its own to prevent such a concentration of power.

Real Examples: None

TWI Examples: None

Anarchy - Who Rules?
Inside every working anarchy, there's an Old Boy Network.
- Mitch Kapor

The furthest end of thought on the regime’s authority, anarchy is the collection of beliefs that, like Minarchism and Libertarianism, the State as an institution is inherently evil and contrary to human nature, depending on how the particular anarchist wants to define human nature. As a type of regime, the root norms in anarchy is that all of the functions and institutions of the state are dissolved and dispersed into “voluntary institutions”, associations created and disbanded by individual groups of people based on a contract or other kind of formally recognized agreement.

As a result of the dissolution of the state and the dispersion of its institutions into voluntary institutions, the monopoly of force is itself rendered moot, no single authority within the regime wields the monopoly and as a result, no single authority can assert sovereignty over the extent of territory the regime exists in.

For the average NationStates player, I strongly recommend against seriously playing as an Anarchist regime, without the normal controls of a state the actions you would want to normally make as a state, such as declaring wars, passing laws, or provisioning public goods, are impossible and generally out of the control of whichever authority you are playing as beyond a certain distance.

That said, it is possible to play an anarchist regime well if the focus of your story widens to a collection of authorities that have as much control over the monopoly of force as a normal state would in a given area, or perhaps follow the route of failed states and explore how average people are contending with an anarchist regime.

Real Examples: Paris Commune

TWI Examples: None

Now you may be wondering why I started this exploration into the nationbuilding basics with the types of Regimes that you can make, and that’s because regimes are the mold where the character of your state and government are cast from. While it would have been just as valid to start with the kinds of States you could make or the kinds of Government it could have without understanding the regime that roots the State and Government together, you’re back to square one of the summer you first joined this site, floundering to grasp what kind of state you want to play as.

In this way of thinking, knowing what regime you want to have in place is the prerequisite for everything else that happens in nationbuilding. Now that you have a clearer understanding of your regimes, it’s time to move on to the kinds of states they are rooted into.

Types of State Organization

Like regimes, the types of states that I will be using for this factbook are arranged in the depth and extent of their authority over their sovereignty, how much power the state and its institutions have, and where they are concentrated.

For this factbook, there are three types of states that are important to recognize, and just like with our political regimes, there is a considerable overlap you can explore in the nature and construction of your specific state.

Unitary State
If you seek Hamilton's monument, look around. You are living in it. We honor Jefferson, but live in Hamilton's country, a mighty industrial nation with a strong central government.

- George Will

A Unitary State system is one where the full weight of the state’s sovereignty and authority is concentrated in a central set of institutions. In this way, all of the territory under the sovereignty of the state is subject to the same central regime with few exceptions.

In some cases, the state will have full control over the structure of its government and administration, creating and disbanding sub-unit divisions at its sole discretion. In other cases, the state may be constitutionally bound to devolve some parts of its central authority into autonomous sub-units, this is especially the case for the United Kingdom of Great Britain and Northern Ireland, in which the authority of the central government in London is devolved into organic sub-national assemblies for Wales, Scotland, and Northern Ireland (the Parliament of England is the Parliament of the United Kingdom, thus England has no devolved and organic authority). However, such as in the case of the Northern Ireland Assembly, the central government in London has a measure of control in both its assembly and dissolution, evidenced in the collapse of the Assembly from 2002-2007 and 2017 and subsequent efforts to restore it in 2020.

For a Nationbuilder, a Unitary state is the default option and arguably the simplest form for a state to take. As explored in the case of Northern Ireland, there are unique stories to explore when it comes to how the state tries to maintain unitary control while also reckoning with the reality that some people identify with a different national identity, and thus demand self-representation aside and autonomous from the central government.

The extent of devolution the state would engage with is, subsequently, a function of the strength or extent of a national or sub-national identity that seeks autonomous self-representation. Bear that in mind when constructing a unitary state with extensive devolution.

Real Examples: Most of the world, with Spain and the United Kingdom being distinct for widespread devolution of powers.

TWI Examples: Vancouvia, Ainslie (with extensive devolution), Solaryia, Balnik (with noticeable devolution)

Federal State
Federalism should be a meeting point of all groups.

- Khil Raj Regmi


For (what I would imagine) a large segment of NationState’s population, a federation might seem a more default form for a state to take. Much unlike Unitary states, Federations explicitly (usually through a Constitution) divide state authority into multiple distinct sub-national constituent subjects. Central to this, a Federation designates a clear balance of power and distribution of state institutions between the central federal government and that of the constituent states, typically in the fashion that matters of the state as a whole unit (such as defense, trade, foreign policy, economy, and to an extent in some federations, even taxation, domestic policy, and public goods) are handled by the central government, whereas matters of the state on a localized level (such as infrastructure, administration and human resources, education, and in some cases even matters of defense, economy, and taxation) are handled by the constituent states. The precise makeup of this power-sharing is unique to each federation and depends on the political groundwork that the regime is built over.

Specifically, regarding the national makeup of federations, most in the real world have very limited distinct national identities between the constituent states (for example there isn’t much of a serious difference in Americans between New York and Kansas or Germans between Saxony and Hannover) but in other cases, there might be a serious difference in national identity between members of the same federation. As mentioned earlier, the precise nature of this relationship is a unique imprint of the circumstances the state faces. As a general guideline, the more distinct nations exist in a federation, the more unstable the institutions of the balance of power become; the less distinct nations exist in a federation, the more likely it is for the federation to act as a unitary state.

For the average Nationbuilder, I leave this tip; I recommend doing a federation that has a more distinct diversity in nationalities that would allow you to explore the nature of the federation’s existence and the probable struggles it has to contend with between maintaining sovereignty over the whole union while giving the constituent states they autonomy they demand.

Real Examples: USA, Russia, India, Germany, Canada

TWI Examples: Belantica, Thromsa (especially as an asymmetric federation), Dormill and Stiura, Nisryn

Confederation
I tell the story of eight forgotten founders, people like Canassatego, an Iroquois Indian Chief, who taught Benjamin Franklin about federalism, about the idea that you can form a confederacy in which the central power has only limited powers and local control is retained.

- Mike Lee


A confederation is an extremely de-fanged version of a federation. Where in a federation the constituent states relinquish most of their sovereign authority to the central government in exchange for membership, members of a Confederation surrender way less sovereignty. Typically, the central government of a Confederation wields only the necessary powers to exercise the sovereignty of the collective union as a single entity, limiting central authority to matters of defense, trade, and foreign policy (and even then, some Confederacies are weak to the point that these three are under the sovereignty of the constituents more than the central government) while containing the government’s ability to infringe on the sovereignty of the constituents, especially with taxation.

What makes a Confederacy different from a Political and/or Economic Union (such as the EU) is that more often than not, the members of the Confederacy constitutionally oblige themselves to the central government’s role in directing foreign policy and relinquish part of their international recognition to grant legitimacy to the central government.

In my experience, true and proper Confederacies are a rare breed among the de facto federations that claim to be a confederacy (usually by players that do not take the time to explore interstate dynamics and the relationship to the central government) and as a result rarely act differently from federations (which, as I’ve mentioned, sometimes rarely act differently from unitary states). For the average nationbuilder looking to do a confederacy “right”, I advise taking the extra effort to explore how each constituent state and their leaders influence central policy and especially explore how this influence guides the confederacy’s policies when it acts as a bloc.

Real Examples: Switzerland (partially, especially historically)

TWI Examples: Roendavar, United Partitions, Alteran Republics (at least claimed)

Economic Regimes

Finally, we need to define our terms around the kind of economic system your nation uses. While, as aforementioned, there is a plethora of deeper complexities surrounding these, I will simply give you the bare bones and clearest explanations possible for the new people in the audience to learn. Developing the deeper aspects of your economy, however, is not the main goal of this Factbook, and I ask that you grab a look at Atnaia’s How to Design your Economy Dispatch here.

Communism - Direct Ownership by the People
No universal selfishness can bring social good to all. Communism - the effort to give all men what they need and to ask of each the best they can contribute - this is the only way of human life.
- W. E. B. Du Bois

Much like Anarchy is to Minarchy, Communism is the “state dissolution” solution to Socialism. As advocated by nearly every Communist true to their ideals, a Communist economic regime is one where the institutions of the state, including the monopoly of violence, are distributed and democratized among the vast collective working class. For a Communist, the state as an institution only perpetuates the very evils of capitalism, imperialism, slavery, racism, and so on, and proposes that its subsumption by the workers is the only future way to organize society.

For a nationbuilder, in my experience, there are two kinds of communist states; those created by a communist player who generally goes for an idealistic vision of their utopian worker’s democratic society and those created by non-communist players who by ignorance or intent, miss the point and portray their state as little better than the depths of depravity seen in real-world attempts at communism.

Bearing that in mind, there is a middle ground between these two ideas that I would encourage the average nationbuilder to seek out if they are interested in exploring this concept further either to understand more about the root ideology or to experiment with building a nation in that way. Focusing on outlining how much of the state’s institutions have been democratized to the workers and the dynamics of power that creates would be an interesting exploration.

For the economic aspects, a Communist state ought to forego currency altogether and distribute resources evenly and directly from each according to their ability and to each according to their needs, but it might be necessary for other exchanges. Centralized planning is a must to accomplish any extent of this so bear that in mind when building the regime.
RL Examples: None

TWI Examples: None

Socialism - Ownership by the People
While there's capitalism, there'll be socialism, because there is always a response to injustice.
- Ed Miliband

Socialism is the economic regime that stems from the idea that social ownership and democratic control over the means of production is better for society as a whole than continuing the capitalist methods of private ownership and individual control of the means of production. The distinction between socialism and communism, for the sake of this factbook, is that socialism views the state as a necessary arbiter to enact the policies necessary to achieve socialism and eventually dissolve in the progression to communism.

Socialism doesn’t just cover the progression into communism, however, as one of its more commonly practiced forms is Social Democracy, which adopts programs to reduce economic inequality and democratize the means of production within a capitalist system, encouraging private ownership and entrepreneurship as a means of promoting competition and growth while tampering its worst natures by ensuring the workers involved get what they consider to be a fair cut of the profit.

For nationbuilding, adopting a socialist regime is adopting it in degrees between social democracy and communism-adjacent, all of which can be described by how much the state intervenes in the world of labor and production to achieve equality (either of opportunity or outcome), where social democracy is the least interventionist and communism-adjacent is most interventionist.

Like in Communism, the state tends to have a clearer presence in centrally planning the economy in Socialism, typically this involves the state issuing production directives across sections of the industry and assuming ownership of companies in other sections for direct control. The extent of this relationship and what the state decides to focus on depends on the regional economic dynamics surrounding it, as it usually acts to ensure continued international competitiveness.

RL Examples: Sweden (as a Social Democracy), France (as a Social Democracy), Vietnam, Laos, Nepal

TWI Examples: Aprosia

Capitalism - Ownership by the Individual
Capitalism is the astounding belief that the most wickedest of men will do the most wickedest of things for the greatest good of everyone.
- John Maynard Keynes

Capitalism is an economic system and an ideology based on private ownership of the means of production and their operation for profit. Characteristics central to capitalism include private property, capital accumulation, wage labor, voluntary exchange, a price system, and competitive markets. In a capitalist market economy, decision-making and investment are determined by the owners of the factors of production in financial and capital markets, whereas prices and the distribution of goods are mainly determined by competition in the market. With the end of the Cold War, Capitalism was brought up as the dominant economic system in the modern world, but in most developed nations, an amount of socialism has been adopted into Social Democracies, focusing mostly on maintaining an egalitarian society as much as possible.

Like Socialism, Capitalism is an extremely common economic system to RP with and doesn’t hold as much of a stigma in most regions compared to socialism.
Real Examples: Most of the Real World

TWI Examples: Most of TWI

Laissez-faire Capitalism - Unrestricted Ownership by the Individual
Voluntary association produces the free market - where each person can choose among a multitude of possibilities.
- Harry Browne

Laissez-faire, meaning “let do”, is a French phrase representing the furthest end of Capitalist thought where transactions between private parties are entirely unrestricted, free from government intervention, up to and including, taxation, regulations, tariffs, and subsidies. Like Communism, this model is mostly unpracticed due to a lack of logic behind the concept, at least from the standpoint of a government. As such, like Communism, Laissez-faire economics is best practiced in an anarchist society; alternatively, it can also be practiced in a Corporatist state.

When Nationbuilding a Laissez-faire economy, you as a player must equally recognize that your nation would have next to no control over its economy and that it can sway back and forth with the conditions of the market. As a result, pacifism would be the most reasonable route for any nation practicing this model to avoid any situation that would threaten their economy.
Real Nations: None

TWI Nations: None


Chapter 2: Monarchism and Republicanism
Crowns, and Sashes, and Coronets, and Swords, Oh My!

Somewhat independent of the above-mentioned ways you can form the fundamentals of your government, there is also one other small point that people like to make to add their unique flavor to their nationbuilding, that of whether their nation is ruled with or without a Monarch.

Types of Monarchies

There are as many types of monarchies as there are monarchs, but for the sake of this tutorial and my sanity, I will condense this to just the two most distinct examples, both relating to the relative political power of the monarch.

A Monarch, in very plain terms, is the person who is the long descendant of the person who conquered your land with the biggest army. Granted there is plenty of nuances involved in just that alone, Monarchies tend to focus on concentrating power on an individual because they are part of a distinct class of people who rule society. In general, monarchies have the upshot of stability, as one person can rule for several decades at a time without too many significant changes in some key policies. In contrast, however, this almost always leaves your nation trending towards the Authoritarian end of your Political Regimes as the mentioned power concentration leads to authoritarian tendencies.

Absolute Monarchies
The Emperor Napoleon, ascending gradually from his post of national magistrate to seat himself upon a throne without limits, seems to have wished to punish, as for the abuse of republican reforms, by making us feel all the weight of absolute monarchy.
- Marquis de Lafayette

An absolute monarchy is a form of monarchy in which the monarch holds supreme autocratic authority, principally not being restricted by written laws, legislature, or customs to create law and enact policy. These are often hereditary monarchies but may also emerge from other variations on the ascension of the monarch.

In nationbuilding, absolute monarchies are, in my experience, poorly portrayed since the nearest point of reference for most people are either constitutional monarchies or anachronistic examples. To correct this, I recommend looking through the listed examples (or, I ask that you remember that an absolute monarch is functionally the same as a totalitarian dictator, with a difference in the aesthetic only).
Real Examples: Vatican City, Brunei, Saudi Arabia

TWI Examples: Roendavar (it's complicated, read his factbook for clarification)

Constitutional Monarchies
When it comes to the British monarchy, I prefer to be seduced by an image than presented with a real person. It's kind of a Warhol thing.
- Damien Hirst

A constitutional monarchy is a form of monarchy in which the sovereign exercises authority per a written or unwritten constitution. Constitutional monarchy differs from absolute monarchy (in which a monarch holds absolute power) in that constitutional monarchs are bound to exercise their powers and authorities within the limits prescribed within an established legal framework. Constitutional monarchies range from countries where the constitution grants substantial discretionary powers to the sovereign, to countries where the monarch retains significantly less personal discretion in the exercise of their authority.

Of the two types of monarchy explored in this tutorial, the constitutional type is the more common for the same reason democracies remain common. For nationbuilding, especially if you want to be unique, I would advise creating a strong-monarch constitutional monarchy to differentiate it from the more common ceremonial types.
Real Examples: The United Kingdom, Netherlands, Spain

TWI Examples: Ioudia, Vrisland, Wellsia, Belantica

Types of Republics
Parliamentary Republics
In a parliamentary democracy, it is the job of parliament to decide the law, not the government.
- Angela Rayner

A parliamentary republic is a republic that operates under a parliamentary system of government where the executive branch (the government) derives its legitimacy from and is accountable to the legislature (the parliament). There are several variations of parliamentary republics. Most have a clear differentiation between the head of government and the head of state, with the head of government holding real power, much like constitutional monarchies (however in some countries the head of state, regardless of whether the country's system is a parliamentary republic or a constitutional monarchy, has 'reserve powers' given to use at their discretion to act as a nonpartisan 'referee' of the political process and ensure the nation's constitution is upheld). Some have combined the roles of head of state and head of government, much like presidential systems, but with a dependency upon parliamentary power.

For nationbuilding, this kind of democracy is common but very complex as the systems that underpin it are key to how it appears to outsiders. That said parliamentary states are very flexible and responsive to the public but are prone to falling into oligarchical traps if the representation within the parliament.

Real Examples: Germany, Italy, India, Nepal

TWI Examples: Ainsile, United Partitions

Presidential Republics
The president can't change the country on his own. But what can he do? He can give an example.
- Volodymyr Zelensky

A Presidential System is a form of a republic where the role of the Head of State and Head of Government are combined into a single entity, namely the President. Additionally, the President is elected independently from the legislature and thus is not beholden to them for the execution of their legislative agenda and vice versa. The intentional division between the legislature and executive (and typically also the judiciary) is meant to introduce balance and separation of powers to the government in a way that promotes more conservative and stable governance.

For the American readers who are using this as a guide to nationbuilding, I would ask that you try to set your system apart from the home country by shifting the dynamics of the separation of powers, perhaps making the legislature stronger than in the real world or perhaps delegating different powers between the branches. For everyone else, a Presidential system is an easy one to conceptualize since a lot of power can rest with the President but bear in mind that the more power they get is further up the autocracy scale you go.
Real Examples: United States, France (semi-presidential), Brazil, Mexico

TWI Examples: Ferronesian PR, San Jimenez, Segentova (semi-presidential)


Chapter 3: Building a Government and Political Climate for your Nation
Now we start putting the pieces together


Now just imagine for a moment that said "Government" and we'll be swell
Alright, now you’ve made it to the point where you know, in general, what kinds of governments exist and you would have likely gone into a bit of research regarding differences in between, which is great. Now comes the fun part, making your government. I will start by creating a generally simple logical flowchart to help you determine how to define your government.

Core Concepts

  1. LinkDo you have a flag?

  2. Do you have a Constitution for your nation?

  3. Is your nation entirely sovereign, in control of its territory?

  4. What is your Type of Regime?

  5. What is your Type of State Organization?

  6. What is your Economic Regime?

  7. Is your nation a Monarchy or a Republic?

Monarchy

  1. Is your Monarch Elected or Hereditary?

  2. Does your Monarch wield Absolute power, or is it constrained by a Constitution?

  3. How is Succession handled in your nation?

  4. Does your Monarch rule over any other state but yours?

Republic

  1. Is your Republic a Presidential or Parliamentary one?

Autocratic Government

  1. How do the people of your nation attain citizenship?

  2. How difficult is it for a citizen in your nation to become qualified for a position in the Government?

  3. How did your Leader come to power?

  4. Is your Leader Benevolent or Cruel?

  5. How does your Leader maintain their power? Through Coercion or Popularity?

Oligarchic Government

  1. What type of Oligarchy is your nation?

  2. How are the leaders of your nation chosen?

  3. How does the Oligarchy maintain its power?

  4. What are the expectations for members of the Oligarchy’s inner circle?

Democratic Government

  1. Is there an independently elected Head of Government in this system?

  2. Are the roles of Head of State and Head of Government United or Split?

  3. Who puts the Head of Government into power?

  4. For how long can the Head of Government rule?

  5. Is there a possibility of reelection for the Head of Government in your Nation?

  6. If so, how many years can a person serve as the Head of Government?

  7. How many chambers does your Legislature contain?

  8. Is the leader of your Legislature (or applicable chamber) the Head of Government?

  9. Who is the Head of State?

  10. Are they appointed, or elected?

  11. If elected, by the people or within the legislature?

  12. Is the Judiciary of your Nation independent from the Executive or Legislature?

  13. Whom is the Judiciary subservient to if it is not independent and to what capacity?

  14. How are the members of the Judiciary appointed?

  15. Are there checks and balances on the powers between the Executive, Legislature, and Judiciary?

Minarchist Government

  1. Is this Minarchy a LinkNight-watchman State, a Small Government, or a Limited Government

  2. Are there any institutions allowed within your Nation that would resemble a government of any kind?

  3. Is participation in any government institution voluntary?

  4. How does your nation apply the LinkNon-aggression principle?

Anarchy

  1. How did Anarchy develop in your society?

  2. What is the general state of social or economic stability in your society?

  3. What, if any, kinds of voluntary associations exist that would replicate the function of government?


Next up, economics. I promise this one will turn out shorter than the last one, refer back to the answer on your economic regime going forward.

Capitalism
  1. Is there a wide degree of socio-economic classes?

  2. What is the extent of government welfare and charity organizations?

  3. How wide is the wealth gap in your economy?

  4. How hard is it to become very wealthy?

  5. Is welfare provided to the citizens of your nation through any means?

  6. Is there legal discrimination against the poor in your Nation?

  7. Is there social discrimination against the poor in your Nation?

  8. How much importance is material wealth placed on the citizens of your Nation?

Socialism

  1. In general, how much does the government control businesses?

  2. Is an average person in your nation influenced by the government on which career they should enter?

  3. How significant are the social classes in your Nation?

  4. How short is the wealth gap in your Nation?

  5. How hard is it to maintain great wealth?

  6. How effective is the distribution of welfare in your Nation?

  7. Are there any remaining private enterprises in your Nation?

  8. Is there legal discrimination against the rich in your Nation?

  9. Is there social discrimination against the rich in your Nation?

  10. Does currency exist in your Nation?


Chapter 4: Applying and Understanding the Core Concepts behind a Government
Write that down, write that down!


Welcome to Chapter 4 intrepid reader, getting here probably means you've either skipped the last three chapters, actually read through it and understood it, or you're just trying to make sense of all the possible nonsense that was the definitions of various government types. Well, regardless of how you got here now is the start of the truly fun process of actually forging a Government, at least in its core aspects.

Now, what do I mean by "core aspects"?

I mean things like what kind of government is actually in place in your nation, who rules it, the basics of a legislature and court, how your government could form and collapse, and so on. Throughout this chapter, I will describe, in as great a detail as possible some of the many possible government types you can have based on combinations of the concepts introduced earlier. Feel free to open up a notebook, or a word document and jot notes down as we go through this. Come along, now! We've got exploring to do!


Yes I know, using a self-insert is hardly the best way to start a study on the many various governments you can make, but trust me, I have a lot to offer as well. Let's begin by answering, directly, the above flowchart just so you can better understand how the basic pieces come together and how you weave them closer.

Core Concepts
  1. LinkDo you have a flag? See above image.

  2. Do you have a Constitution for your nation? Yes, it’s in fact right over here.

  3. Is your nation entirely sovereign, in control of its territory? Yes.

  4. What is your Type of Regime? Democracy.

  5. What is your Type of State Organization? Federation.

  6. What is your Economic Regime? Capitalism.

  7. Is your nation a Monarchy or a Republic? Republic.

Republic

  1. Is your Republic a Presidential or Parliamentary one? Presidential

Democratic Government

  1. Is there an independently elected Head of Government in this system? Yes, the President is elected directly by the people.

  2. Are the roles of Head of State and Head of Government United or Split? The President is both the Head of State and Government.

  3. Who puts the Head of Government into power? Refer above.

  4. For how long can the Head of Government rule? Five years.

  5. Is there a possibility of reelection for the Head of Government in your Nation? Yes, only once.

  6. If so, how many years can a person serve as the Head of Government? Ten years total.

  7. How many chambers does your Legislature contain? Two.

  8. Is the leader of your Legislature (or applicable chamber) the Head of Government? Technically both leaders of the legislature’s chambers serve co-equally with the President as Heads of Government.

  9. Who is the Head of State? The President.

  10. Are they appointed, or elected? Refer above.

  11. If elected, by the people or within the legislature? Refer above.

  12. Is the Judiciary of your Nation independent from the Executive or Legislature? The Judiciary of Dormill and Stiura is entirely independent of both the Executive and Legislature.

  13. Whom is the Judiciary subservient to if it is not independent and to what capacity? N/A

  14. How are the members of the Judiciary appointed? Thirteen total.

  15. Are there checks and balances on the powers between the Executive, Legislature, and Judiciary? Yes, expressed directly by the Constitution and exercised regularly.

Capitalism

  1. Is there a wide degree of socio-economic classes? There are many diverse socio-economic classes.

  2. What is the extent of government welfare and charity organizations? Government welfare and charity are both extensive, covering significant portions of society.

  3. How wide is the wealth gap in your economy? On average, the gap between the top earners and the lowest is 6x.

  4. How hard is it to become very wealthy? It is difficult to become very wealthy, approximately 5% of the wealthiest class in Dormill and Stiura is new wealth.

  5. Is welfare provided to the citizens of your nation through any means? Yes, primarily through government-run programs.

  6. Is there legal discrimination against the poor in your Nation? No.

  7. Is there social discrimination against the poor in your Nation? Mild stigma, but not severe to be a problem.

  8. How much importance is material wealth placed on the citizens of your Nation? Earning wealth is considered an important civic duty, usually right alongside providing for your family, friends, and fellows through attaining wealth.

And for those of you out there that enjoy a little bit of prose to go with your analysis of governments, I'll try my best to weave this into something semi-coherent.
The United Republics of Dormill and Stiura is a Federal, Constitutional, Presidential, Democratic Republic ruled by the publicly elected President, who shares parts of their power with the co-equal heads of the Legislature as the combined Heads of Government. Dormill and Stiura is fully sovereign within its territory and the President does not rule over multiple other territories beyond the borders of the nation. Elected for five-year terms, the President is independent of the Bicameral Legislature, but still holds sway in its affairs as Head of Government, and executes its law both domestically and foreign as Head of State. The nation's Judiciary is constitutionally independent of the other branches of government, and the three have enshrined powers to check and balance the powers of the others, which is exercised frequently.

Dormill and Stiura operate a Capitalist economy, where wealth is not easy to attain but where extensive government welfare and charity has reduced the wealth gap considerably compared to its neighbors and has blurred the line between the poorest and wealthiest citizens by creating new socio-economic classes. Wealth, and its attainment, are considered a goal for members of Dormill and Stiura's society, seen in part as a civic duty to provide for family, friends, and fellows and in part as a means of truly asserting personal independence in society, a desirable quality.


Case Study 2: The Most Holy Realm (Kingdom) of Roijveld

In considering what would be the best way to introduce these concepts to a new player, I figured the best way I know how to do that would be to make an entirely new nation based as much as possible on the concepts I presented here. With that in mind, I am proud to present Roijveld. We will be following the process of nation-building through Roijveld so pay attention to the things I do with this place.

Core Concepts
  1. LinkDo you have a flag? Unfortunately not yet, but I imagine it's pretty cool though.

  2. Do you have a Constitution for your nation? Yes, though it is styled as the Basic Law and only encompasses the nature and formation of the government.

  3. Is your nation entirely sovereign, in control of its territory? Yes, Roijveld is a fully sovereign state.

  4. What is your Type of Regime? Oligarchy.

  5. What is your Type of State Organization? Unitary.

  6. What is your Economic Regime? Capitalism.

  7. Is your nation a Monarchy or a Republic? Monarchy.

Monarchy

  1. Is your Monarch Elected or Hereditary? Hereditary.

  2. Does your Monarch wield Absolute power, or is it constrained by a Constitution? Constitutional, although the monarch's powers are relatively broad in the Constitutional context

  3. How is Succession handled in your nation? In absolute primogeniture, the crown is passed to the oldest descendent of the monarch.

  4. Does your Monarch rule over any other state but yours? No, the monarch of Roijveld does not rule over any other state than his own.

Oligarchic Government

  1. What type of Oligarchy is your nation? Aristocracy, where landed nobility forms the root of political power in the state.

  2. How are the leaders of your nation chosen? The monarch is a hereditary position consistently held by the House of Saintisseau-Touldweld. The monarch subsequently bestows titles onto worthy subjects (which are typically passed hereditarily). The only outright democratically appointed leader in Roijveld at the highest level is the Prime Minister, though they have historically been well-connected with the ruling aristocracy.

  3. How does the Oligarchy maintain its power? The aristocracy maintains its power through three distinct means; (1) political and legal, since the Basic Law (that the Aristocracy wrote) does not restrict the aristocracy's ability to write laws that entrench their powers (such as requiring votes to be landowners, requiring all legislation to be passed by the all-noble-controlled upper house of the legislature, etc.), (2) economic as a significant majority of Roijveld's economic activity is owned by noble families, which not only allows them to maintain lavishly wealthy lifestyles but also grants them substantial control over the economic activity of the unlanded classes, (3) social and cultural, especially in the form of Roijveld's state church which helps enforce the rigid social hierarchy for the benefit of the aristocracy.

  4. What are the expectations for members of the Oligarchy’s inner circle? The first and greatest expectation within the aristocracy is strict adherence to protocol and precedence. This means that like in the wider society, there is a rigid hierarchy within the aristocracy that is strictly obeyed. For example, a younger noble must always defer to the advice or statements of an older noble, even if the older noble comes from a lower station or house. Similarly, an older house always commands the respect of younger houses. Violations of precedence typically incur high costs within the hierarchy and can often spur conflict if left unresolved. Within the deepest part of the inner circle, the Royal Court, these rules are amplified by the Court's Protocols which inform almost every detail of interactions and relationships in the presence of the monarch. The House of Saintisseau-Touldweld, as the Royal Family, also enjoys some isolation from precedence; for example, the Princes and Princesses Royal enjoy higher precedence regardless of age.

Capitalism

  1. Is there a wide degree of socio-economic classes? Yes, due to the nature of the entrenched nobility, there is a high diversity of socio-economic classes, with wealth being the second greatest determinant of social position after nobility.

  2. What is the extent of government welfare and charity organizations? Remarkably, government welfare in the form of Universal Healthcare and high investment in national food security is robust and widespread despite high social stratification. Private charity (other than the state church) is also extensive and widespread in the state and is most responsible for providing necessities that the government does not invest in.

  3. How wide is the wealth gap in your economy? The wealth gap in Roijveld is almost unassailably wide outside of personal interventions in a form of neo-patrimonialism.

  4. How hard is it to become very wealthy? It is almost impossible to become very wealthy in Roijveld. Only a very small group of people are both new wealth and not dependent on a relationship with existing wealth, almost all of these people are highly skilled foreigners.

  5. Is welfare provided to the citizens of your nation through any means? Yes, welfare is provided across several different categories. The most extensive government programs involve Universal Healthcare and increasing food security. Other forms of welfare, particularly supplementary income, unemployment insurance, and other efforts to bridge income inequality are less extensive due in large part to a widespread societal belief that surplus income derived from labor is a foreign and liberal invention. Housing welfare is also common among several charitable organizations.

  6. Is there legal discrimination against the poor in your Nation? Yes. There are several anti-beggar laws in place and Debtor's Prisons remain in common use. Homelessness is also criminalized and often punished by involuntary servitude for a given time.

  7. Is there social discrimination against the poor in your Nation? There is widespread and severe social discrimination not only against the absolute poor but even against the poor relative to individual socio-economic classes. This form of discrimination is pervasive across every aspect of Roijvelder society and it is considered an expectation that one either stays poor and out of the way of their betters (except only to work) or completely give themselves up to labor for their betters for the chance to bring their family up the next rung in the social ladder.

  8. How much importance is material wealth placed on the citizens of your Nation? Material wealth is considered the be the sole criterion for social standing in Roijveld and the importance of earning, maintaining, and showing wealth is considered to be the utmost priority for everyday life, even at the expense of necessities, health, or education. Status symbols such as personal property, clothes, and especially personal transportation and real estate, are considered to be of higher priority than other needs.

The Most Holy Realm of Roijveld, better known as the Kingdom of Roijveld is a unitary constitutional monarchy ruled by the House of Saintisseau-Touldweld for multiple centuries. The monarch shares power with a deeply entrenched aristocracy that is chiefly involved in day-to-day rule. All other aspects of the government, except for the lower house of the legislature, are all legally dependent on the Aristocracy for their power and membership, further reinforcing oligarchic rule in Roijveld and ensuring that there are no functional legal checks or balances on the Monarch or the Aristocracy. In these respects, Roijveld is often described as neo-feudal in its organization although the independence of the Aristocracy from the Monarch is limited in its own way.

The economic system of Roijveld is described as both ruthlessly capitalistic and neo-mercantilist, with wealth acquisition seen as the chief role of civil life. Due to the entrenchment of the Aristocracy, attaining wealth is seen as neigh impossible without indentured servitude to higher classes in a self-perpetuating system of patrimonialism, exploitation, and dependency. The massive wealth gaps present in Roijveld further reinforce this system even when tempered by comparatively extensive welfare efforts by both the state and private entities, the former of which guarantees universal healthcare to all citizens and is engaged in robust food security measures, even if the ultimate goal is to keep the populace only healthy enough to be desperate for work otherwise.

Welcome to the end of Part 1, reader! Now that you've read these overviews, you should have a general idea of how to make your own. I trust that you know how to write these out, so have fun with that (you can also just click the link that says "Raw" which should be near the bottom right of your screen at this point, which will allow you to come back and copy the text with all of its formatting code to save yourself the trouble, whichever works for you) and I wish you luck on building the core of your government, maybe even more than that. I hope that this has been a helpful guide on building the backbone of your government. If you have any questions or comments on this, please feel free to send me, Dormill and Stiura, a telegram with your ideas. And keep your eyes out for future parts, where we will go in-depth into the three main branches of a government and even more!
Read factbook


Thuzbekistan wrote:I dont see why we cant just have it founded in 2015. Trying to do it earlier and with who gave up land can get messy due to no solid regional history and the fouid behavior of players.

Getting imperialism involved also confuses things and adds a sense of superiority I suppose. If Noronica/Dorm/AM/etc. had the I.D beforehand it would remove the neutrality of the territory.

I am however, in favour of perhaps having a past organisation akin to the League of Nations that failed. With all the chaos of the 20th Century in TWI, the League being created later makes sense.

Athara magarat, Thuzbekistan, and Parthovia

Noronica, thank you!
I will keep your words close by, they are a big help. :)

Post self-deleted by Nights edge.

Noronica wrote:I have never before seen instructions on how to drink coffee in another nation. :P

I like it! I would suggest including some more images intertwined with the text perhaps, to give us a more vivid representation. Perhaps putting images in boxes to the side akin to Wikipedia? For this, I would suggest 300-500px images to fit snugly in the side.

[floatright][box][img]IMAGEURLGOESHERE[/img]
[b]OPTIONALDESCRIPTIONGOESHERE[/b][/box][/floatright]

Bic just do it in American

Negarakita wrote:I'm meaning the Sawneeak bit, which was the equivalent of China claiming micronesia including Guam and stuff. That'd be an act of war in most nation's books

yeah this is definitely not a godmod because I'm doing it without any backing whatsoever. godmodding would be if I just like magically said all your military's left

Thuzbekistan wrote:I dont see why we cant just have it founded in 2015. Trying to do it earlier and with who gave up land can get messy due to no solid regional history and the fouid behavior of players.

wouldn't make too much sense - I think D&S had some history he was writing. maybe AM did too. I think it makes more sense as a pirate haven that gradually rose up into an anarchist trading hub

Noronica

The Parthovian culture tends to differ from season to season. In the winter months (December to January) bobsledding, carroling, and ice skating become common as they are largely popular. Kids wish upon a shooting star that their school close down so that they could all go to the local hill and bobsled down it. The season wont bring too much snow so adults like to go ice skating on the nations many lakes or go see family friends for a cup of tea, coffee and a slight snack.
With the summer months (May to August) many like to take strolls in the not too hot heat up the southern beaches, hiking and sight seeing. Parthovians also enjoy going to fairs, festivals, farmers markets, trade fairs and small mom and pop shops. A lot of households own a pet, be it fish, a dog or a cat. Music is also a big piece of Parthovian culture, with artists like the Zack Brown band and Mumford and Sons topping the charts. Also during this time tourism peaks and families love eating outside under the stars, and being out in nature itself.
Also hidden in the culture is a defensive nature. We protect our interests and our culture with a burning passion. We would rather see our own armies decimated before en enemy gets their hands on our allies. Also we like to spread our prosperity by spreading the borders of our Federation. Also, we love the elements. We love flying high and being around the clouds zipping through them as well as sailing through the great blue sea. We love adventure, being let loose on the world. Certian things also effect our livelihood and extends a graceful invisible hand to help dictate our world. There is some rules that Parthovians abide by, like an unwritten set of laws. Some may see these as trivial, but to Parthovians these are set in stone. For one, Parthovians love coffee. Introduced in the 1500s, coffee has developed its own culture in Parthovia. The day is defined by coffee rituals: a cappuccino with breakfast, a caffè macchiato – or two – as an afternoon pick-me-up, and espresso after dinner. And like any culture, that of Parthovian coffee comes with seemingly mysterious laws. Order a latte, and you’ll receive a glass of milk (which is exactly what you ordered). Ask for a to-go cup or order a cappuccino after 11 a.m., and risk an instant tourist label. The morning begins with a breakfast comprising a pastry paired with a delicious, milky coffee:

※Cappuccino: equal parts espresso, steamed milk, and foamed milk

※Caffè latte: espresso with more steamed milk and less foam

※Latte macchiato: steamed milk “marked” with a splash of espresso

To blend in: Don’t order these drinks after 11 a.m. Parthovians only enjoy milky coffee in the morning – never in the afternoon, and especially not after a meal.

Appropriate anytime, a caffè (or caffè normale) is simply an espresso, a small but strong shot of black coffee. Italians often sip a caffè as an afternoon pick-me-up or after a meal.
To blend in: While you can order a caffè doppio for a double shot of espresso, this is not typical in Parthovia. If you need that extra jolt of caffeine, just visit your favorite barista multiple times a day – you won’t be the only one.
Over the centuries, Parthovians have created a variety of alterations to the powerful punch of espresso. Branch out by ordering these at an Lavazza.

※Caffè macchiato: For the softer side of coffee, enjoy this espresso “marked” with a splash of frothy milk. Unlike the breakfast drinks, this lightly milky caffè can be enjoyed as frequently as caffè normale.

※Caffè corretto: Literally translated to “corrected coffee,” this drink features espresso with a splash of alcohol, such as grappa or sambuca.

※Caffè americano: After trying drip coffee in the United States, Italians decided to offer tourists a taste of home. Their interpretation: espresso diluted with plenty of hot water.
Caffè lungo: This “long coffee” comprises espresso with a splash of hot water but is stronger than the americano.

To blend in: Since the coffee experience is designed to be enjoyed socially and in small doses, to-go cups are nonexistent in Parthovia.

Each of Parthovia's 12 regions boasts its own unique coffee culture. Espresso may be ubiquitous, but there are many regional twists to the caffè. In the northern regions, enjoy a caffè anisette for an anise-flavored espresso; in the southern coastal peninsula, try caffè d’un parrinu, an inspired coffee flavored with cloves, cinnamon, and cocoa.

To blend in: Before ordering, research the region for local ingredients – or subtly listen to your fellow coffee drinkers at the cafe!

In Parthovia, coffee is typically enjoyed al banco, or at the bar, with friends. When you visit Caffè Vergnano, you will likely find colleagues standing al banco, chatting with a caffè in hand. In Parthovia, it is common to order and drink your coffee first, then pay at the register. Practice this method at Caffè Vergnano, which follows the same tradition.

Another major influence in Parthovia is family life and regular life etiquette. Some values include

※The state and family is the most important part of Parthovian life.

※The eldest son has special duties: first to his parents, then to his brothers from older to younger, then to his sons, then to his wife, and lastly to his daughters.

※Family and state welfare is much more important than the needs of the individual.

※Members of the family are tied to each other because the actions of one family member reflect on the rest of the family.

In many cases the family register can trace a family's history, through male ancestors, for over 500 years. Speaking of ancestors and past generations, Children are raised to believe they can never repay their debt to their parents, and Parthovians hold ancestral ceremonies for the previous three generations (parents, grandparents, and great grandparents) several times a year, particularly on New Year's Day.
On New years day, Parthovians celebrate the life of their ancestors and the beginning of new life. We also deeply believe in the concept of Kibun. Kibun is a word with no literal English translation; the closest terms are pride, face, mood, feelings, or state of mind. If you hurt someone's kibun you hurt their pride, cause them to lose dignity, and lose face. Parthovian interpersonal relationships operate on the principle of harmony.
It is important to maintain a peaceful, comfortable atmosphere at all times, even if it means telling a "white lie". In business, a manager's kibun is damaged if his subordinates do not show proper respect. A subordinate's kibun is damaged if his manager criticizes him in public. It is also believed to be shameful to be seen without a smile unless in mourning. Not wearing a smile in public and treating everyone with courtesy is believed to upset the balance in life. One of the biggest things in Parthovian culture is common etiquette and customs. There are many different styles of etiquette from meeting to eating. These are listed below.

Meeting etiquette
※Many Parthovians shake hands with expatriates after the initial greeting , thereby showcasing Parthovian cultural styles.

※It is the most senior person who initiates the handshake.

※The person who initiates the Handshake says, "man-na-suh pan-gop-sumnida", which means "pleased to meet you."

※Information about the other person will be given to the person they are being introduced to in advance of the actual meeting.

※Wait to be introduced at a social gathering.

※When you leave a social gathering, say good-bye and give handshakes as well as thanks to each person individually.

Giving and receiving gifts
※Gifts express a great deal about a relationship and are always reciprocated. It is inconsiderate to give someone an expensive gift if you know that they cannot afford to reciprocate accordingly.

※Bring fruit or good quality chocolates or flowers if invited to a Parthovian home.

※Gifts should be wrapped nicely.

※The number 8 is considered unlucky, so gifts should not be given in multiples of 8.

※Giving 12 of an item is considered lucky.

※Wrap gifts in purple, since this is the color of elegance, wealth and loyalty in Parthovia.
- Alternatively, use yellow or pink paper since they denote happiness.

※Do not wrap gifts in green, white, or black paper.

※Do not sign a card in red ink.

※Use both hands when offering a gift.

※Gifts are not opened when received.

Dining manners
※It is common for guests to meet at a common spot and travel together.

※You may arrive up to 30 minutes late without giving offence.

※Remove your shoes before entering the house.

※The hosts greet each guest individually.

※The host pours drinks for the guests in their presence. The hostess does not pour drinks.

※The hosts usually accompany guests to the gate or to their car because they believe that it is insulting to wish your guests farewell indoors.

※Send a thank you note the following day after being invited to dinner.

Table etiquette
※Wait to be told where to sit. There is often a strict protocol to be followed.

※The eldest are served first.

※The oldest or most senior person is the one who starts the eating process.

※Silverware should be returned to the table after every few bites and when you drink or stop to speak.

※Do not grind your silverware on each other or on your teeth. when putting them on the table make sure they are clean. This can usually be done by wiping them with your lips when you last took s bite.

※Do not pick up food with your hands. Fruit should be speared with a toothpick.

※Bones and shells should be put on the table on an appropriate cloth or napkin, or an extra plate.

※Try a little bit of everything. It is acceptable to ask what something is.

※Refuse the first offer of second helpings.

※Finish everything on your plate.

※Indicate you are finished eating by placing your utensils on the Silverware cloth rest or on the table. Never place them parallel across your bowl.

Business etiquette
※Parthovians prefer to do business with people with whom they have a personal connection.

※It is therefore crucial to be introduced by a third-party.

※Relationships are developed through informal social gatherings that often involve a considerable amount of drinking and eating.

※Individuals who have established mutual trust and respect will work hard to make each other successful.

※Parthovians treat legal documents as memorandums of understanding. They view contracts as loosely structured consensus statements that broadly define agreement and leave room for flexibility and adjustment as needed.

※Under no circumstances insult or to criticize in front of others. Never raise your voice either.

※Sensitive matters may often be raised indirectly through the intermediary that first made the introductions.

※Parthovians are extremely direct communicators. They are not averse to asking questions if they do not understand what has been said or need additional clarification.

※This is a culture where "less is more" when communicating. Respond to questions directly and concisely. Be clear and concise. Never "beat around the bush" Say what you mean immediately. Not doing so may fluster a Parthovian, who will view you as someone who is wasting their time.

※Since there is a tendency to say "yes" to questions so that you do not lose face, the way you phrase a question is crucial. It is better to ask, "When can we expect shipment?" than "Can we expect shipment in 3 weeks?", since this question requires a direct response.

Business meeting etiquette
※Appointments are required and should be made 3 to 4 weeks in advance.

※You should arrive on time for meetings as this demonstrates respect for the person you are meeting.

※The most senior generally enters the room first.

※It is a good idea to send both an agenda and back-up material including information about your company and client testimonials prior to the meeting.

※The main purpose of the first meeting is to get to know each other.

※Meetings are used to understand a client's needs and challenges. They lay the foundation for building the relationship.

※Do not remove your jacket unless the most senior atendee does so.

Dress etiquette
※Business attire is conservative.

※Men should wear dark- coloured, conservative business suits with white shirts.

※Women should dress conservatively and wear subdued colours.

※Men should avoid wearing jewellery other than a watch or a wedding ring.

Read factbook

So, how does it all look now?

Vancouvia wrote:wouldn't make too much sense - I think D&S had some history he was writing. maybe AM did too. I think it makes more sense as a pirate haven that gradually rose up into an anarchist trading hub

Vancouvia, does this count as a nation building factbook? I would love to join the WA, and the map.

Vancouvia wrote:wouldn't make too much sense - I think D&S had some history he was writing. maybe AM did too. I think it makes more sense as a pirate haven that gradually rose up into an anarchist trading hub

Ehhh maybe more an independent city state that now has a large zone around it as part of the league founding. But again, the big thing is trying to tie the league founding with history. Why did we found it? If we try and tie it in with IW, it becomes very hard to because it's not even really started. 2015 works because we know what happened and the history makes sense. It also explains why it's so ineffective and lacking the basics in resolutions.

Thuzbekistan wrote:Ehhh maybe more an independent city state that now has a large zone around it as part of the league founding. But again, the big thing is trying to tie the league founding with history. Why did we found it? If we try and tie it in with IW, it becomes very hard to because it's not even really started. 2015 works because we know what happened and the history makes sense. It also explains why it's so ineffective and lacking the basics in resolutions.

Saying something vague like "it was founded after the Imperial War" would work just fine until we have more details worked out.

Miklania wrote:Saying something vague like "it was founded after the Imperial War" would work just fine until we have more details worked out.

But if its founded after the imperial war, then why was it founded and who founded it?

Thuzbekistan wrote:But if its founded after the imperial war, then why was it founded and who founded it?

People founded it because they thought a rules based world order was a good idea.

Miklania wrote:Saying something vague like "it was founded after the Imperial War" would work just fine until we have more details worked out.

Thuzbekistan wrote:But if its founded after the imperial war, then why was it founded and who founded it?

What if we say the territory was always disputed between the powers mentioned before hand. Following the Imperial War, after what I assume is to become a free power victory, it could have been declared a neutral with the conference of 1922 preventing any nation from capitalizing on the power vacuum and eventually the victors could form the League in the wake of de-occupation since some of the nations who would come to loose the Imperial War wished to be occupied their after. We already have several "Great Wars" with quite immense bloodshed, so I don't think it'd be too much of a stretch to have some nations call for a place to convene as discus world issues before they're settled on the battlefield once more following the war.

Athara magarat and Thuzbekistan

Nights edge

Parthovia wrote:[nation]

The Parthovian culture tends to differ from season to season. In the winter months (December to January) bobsledding, carroling, and ice skating become common as they are largely popular. Kids wish upon a shooting star that their school close down so that they could all go to the local hill and bobsled down it. The season wont bring too much snow so adults like to go ice skating on the nations many lakes or go see family friends for a cup of tea, coffee and a slight snack.
With the summer months (May to August) many like to take strolls in the not too hot heat up the southern beaches, hiking and sight seeing. Parthovians also enjoy going to fairs, festivals, farmers markets, trade fairs and small mom and pop shops. A lot of households own a pet, be it fish, a dog or a cat. Music is also a big piece of Parthovian culture, with artists like the Zack Brown band and Mumford and Sons topping the charts. Also during this time tourism peaks and families love eating outside under the stars, and being out in nature itself.
Also hidden in the culture is a defensive nature. We protect our interests and our culture with a burning passion. We would rather see our own armies decimated before en enemy gets their hands on our allies. Also we like to spread our prosperity by spreading the borders of our Federation. Also, we love the elements. We love flying high and being around the clouds zipping through them as well as sailing through the great blue sea. We love adventure, being let loose on the world. Certian things also effect our livelihood and extends a graceful invisible hand to help dictate our world. There is some rules that Parthovians abide by, like an unwritten set of laws. Some may see these as trivial, but to Parthovians these are set in stone. For one, Parthovians love coffee. Introduced in the 1500s, coffee has developed its own culture in Parthovia. The day is defined by coffee rituals: a cappuccino with breakfast, a caffè macchiato – or two – as an afternoon pick-me-up, and espresso after dinner. And like any culture, that of Parthovian coffee comes with seemingly mysterious laws. Order a latte, and you’ll receive a glass of milk (which is exactly what you ordered). Ask for a to-go cup or order a cappuccino after 11 a.m., and risk an instant tourist label. The morning begins with a breakfast comprising a pastry paired with a delicious, milky coffee:

※Cappuccino: equal parts espresso, steamed milk, and foamed milk

※Caffè latte: espresso with more steamed milk and less foam

※Latte macchiato: steamed milk “marked” with a splash of espresso

To blend in: Don’t order these drinks after 11 a.m. Parthovians only enjoy milky coffee in the morning – never in the afternoon, and especially not after a meal.

Appropriate anytime, a caffè (or caffè normale) is simply an espresso, a small but strong shot of black coffee. Italians often sip a caffè as an afternoon pick-me-up or after a meal.
To blend in: While you can order a caffè doppio for a double shot of espresso, this is not typical in Parthovia. If you need that extra jolt of caffeine, just visit your favorite barista multiple times a day – you won’t be the only one.
Over the centuries, Parthovians have created a variety of alterations to the powerful punch of espresso. Branch out by ordering these at an Lavazza.

※Caffè macchiato: For the softer side of coffee, enjoy this espresso “marked” with a splash of frothy milk. Unlike the breakfast drinks, this lightly milky caffè can be enjoyed as frequently as caffè normale.

※Caffè corretto: Literally translated to “corrected coffee,” this drink features espresso with a splash of alcohol, such as grappa or sambuca.

※Caffè americano: After trying drip coffee in the United States, Italians decided to offer tourists a taste of home. Their interpretation: espresso diluted with plenty of hot water.
Caffè lungo: This “long coffee” comprises espresso with a splash of hot water but is stronger than the americano.

To blend in: Since the coffee experience is designed to be enjoyed socially and in small doses, to-go cups are nonexistent in Parthovia.

Each of Parthovia's 12 regions boasts its own unique coffee culture. Espresso may be ubiquitous, but there are many regional twists to the caffè. In the northern regions, enjoy a caffè anisette for an anise-flavored espresso; in the southern coastal peninsula, try caffè d’un parrinu, an inspired coffee flavored with cloves, cinnamon, and cocoa.

To blend in: Before ordering, research the region for local ingredients – or subtly listen to your fellow coffee drinkers at the cafe!

In Parthovia, coffee is typically enjoyed al banco, or at the bar, with friends. When you visit Caffè Vergnano, you will likely find colleagues standing al banco, chatting with a caffè in hand. In Parthovia, it is common to order and drink your coffee first, then pay at the register. Practice this method at Caffè Vergnano, which follows the same tradition.

Another major influence in Parthovia is family life and regular life etiquette. Some values include

※The state and family is the most important part of Parthovian life.

※The eldest son has special duties: first to his parents, then to his brothers from older to younger, then to his sons, then to his wife, and lastly to his daughters.

※Family and state welfare is much more important than the needs of the individual.

※Members of the family are tied to each other because the actions of one family member reflect on the rest of the family.

In many cases the family register can trace a family's history, through male ancestors, for over 500 years. Speaking of ancestors and past generations, Children are raised to believe they can never repay their debt to their parents, and Parthovians hold ancestral ceremonies for the previous three generations (parents, grandparents, and great grandparents) several times a year, particularly on New Year's Day.
On New years day, Parthovians celebrate the life of their ancestors and the beginning of new life. We also deeply believe in the concept of Kibun. Kibun is a word with no literal English translation; the closest terms are pride, face, mood, feelings, or state of mind. If you hurt someone's kibun you hurt their pride, cause them to lose dignity, and lose face. Parthovian interpersonal relationships operate on the principle of harmony.
It is important to maintain a peaceful, comfortable atmosphere at all times, even if it means telling a "white lie". In business, a manager's kibun is damaged if his subordinates do not show proper respect. A subordinate's kibun is damaged if his manager criticizes him in public. It is also believed to be shameful to be seen without a smile unless in mourning. Not wearing a smile in public and treating everyone with courtesy is believed to upset the balance in life. One of the biggest things in Parthovian culture is common etiquette and customs. There are many different styles of etiquette from meeting to eating. These are listed below.

Meeting etiquette
※Many Parthovians shake hands with expatriates after the initial greeting , thereby showcasing Parthovian cultural styles.

※It is the most senior person who initiates the handshake.

※The person who initiates the Handshake says, "man-na-suh pan-gop-sumnida", which means "pleased to meet you."

※Information about the other person will be given to the person they are being introduced to in advance of the actual meeting.

※Wait to be introduced at a social gathering.

※When you leave a social gathering, say good-bye and give handshakes as well as thanks to each person individually.

Giving and receiving gifts
※Gifts express a great deal about a relationship and are always reciprocated. It is inconsiderate to give someone an expensive gift if you know that they cannot afford to reciprocate accordingly.

※Bring fruit or good quality chocolates or flowers if invited to a Parthovian home.

※Gifts should be wrapped nicely.

※The number 8 is considered unlucky, so gifts should not be given in multiples of 8.

※Giving 12 of an item is considered lucky.

※Wrap gifts in purple, since this is the color of elegance, wealth and loyalty in Parthovia.
- Alternatively, use yellow or pink paper since they denote happiness.

※Do not wrap gifts in green, white, or black paper.

※Do not sign a card in red ink.

※Use both hands when offering a gift.

※Gifts are not opened when received.

Dining manners
※It is common for guests to meet at a common spot and travel together.

※You may arrive up to 30 minutes late without giving offence.

※Remove your shoes before entering the house.

※The hosts greet each guest individually.

※The host pours drinks for the guests in their presence. The hostess does not pour drinks.

※The hosts usually accompany guests to the gate or to their car because they believe that it is insulting to wish your guests farewell indoors.

※Send a thank you note the following day after being invited to dinner.

Table etiquette
※Wait to be told where to sit. There is often a strict protocol to be followed.

※The eldest are served first.

※The oldest or most senior person is the one who starts the eating process.

※Silverware should be returned to the table after every few bites and when you drink or stop to speak.

※Do not grind your silverware on each other or on your teeth. when putting them on the table make sure they are clean. This can usually be done by wiping them with your lips when you last took s bite.

※Do not pick up food with your hands. Fruit should be speared with a toothpick.

※Bones and shells should be put on the table on an appropriate cloth or napkin, or an extra plate.

※Try a little bit of everything. It is acceptable to ask what something is.

※Refuse the first offer of second helpings.

※Finish everything on your plate.

※Indicate you are finished eating by placing your utensils on the Silverware cloth rest or on the table. Never place them parallel across your bowl.

Business etiquette
※Parthovians prefer to do business with people with whom they have a personal connection.

※It is therefore crucial to be introduced by a third-party.

※Relationships are developed through informal social gatherings that often involve a considerable amount of drinking and eating.

※Individuals who have established mutual trust and respect will work hard to make each other successful.

※Parthovians treat legal documents as memorandums of understanding. They view contracts as loosely structured consensus statements that broadly define agreement and leave room for flexibility and adjustment as needed.

※Under no circumstances insult or to criticize in front of others. Never raise your voice either.

※Sensitive matters may often be raised indirectly through the intermediary that first made the introductions.

※Parthovians are extremely direct communicators. They are not averse to asking questions if they do not understand what has been said or need additional clarification.

※This is a culture where "less is more" when communicating. Respond to questions directly and concisely. Be clear and concise. Never "beat around the bush" Say what you mean immediately. Not doing so may fluster a Parthovian, who will view you as someone who is wasting their time.

※Since there is a tendency to say "yes" to questions so that you do not lose face, the way you phrase a question is crucial. It is better to ask, "When can we expect shipment?" than "Can we expect shipment in 3 weeks?", since this question requires a direct response.

Business meeting etiquette
※Appointments are required and should be made 3 to 4 weeks in advance.

※You should arrive on time for meetings as this demonstrates respect for the person you are meeting.

※The most senior generally enters the room first.

※It is a good idea to send both an agenda and back-up material including information about your company and client testimonials prior to the meeting.

※The main purpose of the first meeting is to get to know each other.

※Meetings are used to understand a client's needs and challenges. They lay the foundation for building the relationship.

※Do not remove your jacket unless the most senior atendee does so.

Dress etiquette
※Business attire is conservative.

※Men should wear dark- coloured, conservative business suits with white shirts.

※Women should dress conservatively and wear subdued colours.

※Men should avoid wearing jewellery other than a watch or a wedding ring.

Read factbook

So, how does it all look now?

Vancouvia, does this count as a nation building factbook? I would love to join the WA, and the map.

Yes it does

Parthovia

Nights edge wrote:Yes it does

Awsome! Thanks for answering. :)

Razzgriz wrote:Wasn't sure wether to call it an island or continent. Now I know. Also you were partially right, I wanted you to expand into the nomadic territory of my people and integrate them. Somewhat like the Greek Bactrians in Persia a specific enclave of my people would have migrated to your coastlines and settled amongst the populace their until becoming the majority. For some reason not yet determined my people rebel against the empire and declare independence. After a while the war goes bad and with the population, unable to flee via land from your encroaching forces and unwilling to be reintegrated for fear of retaliation decide to flee by sea.

Believe it or not it was the term Osean for me came from a poor attempt to shorten "Ocean Folk."

I ended up discovering the Ace Combat series after typing in the s instead of the c when looking up "Ocean Scenes"

I guess that's fine. Not really how I pictured things, but that's fine. I can be flexible.

Menna shuli wrote:I guess that's fine. Not really how I pictured things, but that's fine. I can be flexible.

Through another idea out there if its not to your liking. It'll only make the story better.

Miklania wrote:People founded it because they thought a rules based world order was a good idea.

That's not really a good justification.

Razzgriz wrote:What if we say the territory was always disputed between the powers mentioned before hand. Following the Imperial War, after what I assume is to become a free power victory, it could have been declared a neutral with the conference of 1922 preventing any nation from capitalizing on the power vacuum and eventually the victors could form the League in the wake of de-occupation since some of the nations who would come to loose the Imperial War wished to be occupied their after. We already have several "Great Wars" with quite immense bloodshed, so I don't think it'd be too much of a stretch to have some nations call for a place to convene as discus world issues before they're settled on the battlefield once more following the war.

So make it be founded between 1922 and 1940?

Thuzbekistan wrote:So make it be founded between 1922 and 1940?

Well if we put it between that time-period then we get the League of Nations-United Nations timeline where it devolves just before the Imperial War, but is recreated with more vigor following the war.

-edit-

Wait I think I am confusing people again, I meant for the league in its current state to be founded following the Imperial War as neither of the powers vying for control of the region are able to annex the disputed territory due to the conference of 1922.

You guys also said Vancouvia was already entrenched in this area to answer Negarakita's protest, now I am not sure as to why that is and I'll just assume that is because I am too new to know, however their possible involvement in the war and fighting in that theater could explain why, but that's up to people above me and themselves.

Dragao do mar

Razzgriz wrote:Well if we put it between that time-period then we get the League of Nations-United Nations timeline where it devolves just before the Imperial War, but is recreated with more vigor following the war.

-edit-
You guys said Vancouvia was already entrenched in this area to answer Negarakita's protest, now I am not sure as to why that is and I'll just assume that is because I am too new to know, however their possible involvement in the war and fighting in that theater could explain why, but that's up to people above me and themselves.

He kinda took over the place with international approval after terrorists and gangs made such a bad crime rate that the league had to move for a bit while the problem was taken care of by a multinational force.

Thuzbekistan wrote:That's not really a good justification.

It's literally why the UN exists.

«12. . .21,50621,50721,50821,50921,51021,51121,512. . .24,40724,408»

Advertisement