lt_murgen
2014-09-02, 09:45 AM
If the three of us are interested in creating a federation, I though a private thread would be the best place for it.
Some questions we have to answer:
Which attribute will each one of us focus on?
How can we seperate Fera from Niskovia without incident?
Could we convince Niskovia to disband its great kingdom (in name) and join the Federation?
I put this last one out there because it solves the second one.
Federation
A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.
Forming a Federation
Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.
If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.
Benefits of a Federation
Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.
The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.
If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.
If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.
Downsides of a Federation
No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.
[i]Preamble:
The signatories of this treaty agree to certain articles of Confederation and perpetual Union between these three independent realms. The name of this Confederation shall be, henceforth, called the “Federated Suns”
Articles of Confederation
1) Each realm shall retain its sovereignty, freedom, independence and every power, jurisdiction and right with is not expressly delegated in these articles.
2) These realms hereby severally enter into a firm league of friendship with each other, for their common defense, the security of their liberties, and their mutual and general welfare, binding themselves to assist each other, against all force offered to, or attacks made upon them, or any of them, on account of religion, sovereignty, trade, or any other pretense whatever.
3) To better secure and perpetuate mutual friendship and discourse among the people of the different realms of this Confederations, we establish equal treatment and freedom of movement for the free inhabitants of each realm to pass unhindered between the realms, excluding "paupers, vagabonds, and fugitives from justice." All these people are entitled to equal rights established by the realm into which he travels. If a crime is committed in one realm and the perpetrator flees to another realm, he will be extradited to and tried in the realm in which the crime was committed.
4) A Congress of the Confederation will be created and 3 votes will be allocated to each realm. Each realm is entitled to a delegation of between three and thirteen members. Members of this congress are appointed by the legal authority of each realm, and term length and limits shall be established through the same authority.
5) The Congress shall have the sole and exclusive right and power while assembled to determine peace and war; to exchange ambassadors; to enter into treaties and alliances, with some provisos; to establish rules for deciding all cases of captures or prizes on land or water; to grant letters of marque and reprisal (documents authorizing privateers) in times of peace; to appoint courts for the trial of pirates and crimes committed on the high seas; to establish courts for appeals in all cases of captures. The Congress shall serve as the final court for disputes between realms.
6) No realm or official of Congress may accept foreign gifts or titles, and granting any title of nobility is forbidden to the Congress. No realm may tax or interfere with treaty stipulations already in place. No realm may engage in war, without permission of Congress, unless invaded or that is imminent on the frontier;
7) No realm may maintain a peace-time standing army or navy, unless infested by pirates, but every Realm is required to keep ready, a well-regulated (meaning well trained), disciplined, and equipped militia, with sufficient public stores of a due number of field pieces, tents, a proper quantity of arms, ammunition and camp equipage. No realm may stage troops in another realm without consent of the Congress.
8) Whenever military is raised for common defense, Colonels, ship Captains and military ranks below these will be named by the individual realm which provides the army unit. Individuals will be appointed ranks above Colonels or ship Captains solely by the Congress.
9) Congress shall be appointed to stage military in an individual realm for common defense. Congress shall provide for expense and provision of these military units.
10) Expenditures by the Federated Suns will be paid by funds raised by each individual realm, and apportioned to the states based on the real property values of each. To facilitate fair taxation, Congress shall be authorized to establish a common standard for currency content and value. Individual realms shall retain the right to mint their own coinage through their legal authority.
11) These articles are perpetual, and can only be altered by approval of Congress with ratification by all the legal authority of the realms. [i]
A couple of notes. Federated Suns is just a name I used since I call the inner sea the Sea of the Golden Sun. I think we should agree on a name.
Now, a Federation requires each of us to take 1 trait as our ‘primary’ and select one to not use. Easily enough done- each of us creates a character who is the “Elder congressman for” Commerce (diplomacy), technology (Curiosity), Defense (military), etc.
As far as military, I was thinking a 2% rule- must maintain 2% of our population in military. The rest, well, we can stage troops where we need, provided we say the realm is paying for it.
The way I wrote it does prevent us from militarily taking other regions. But there is no rule that says they cannot be taken diplomatically. In fact, since there is no discussion of expansion at all, rule #1 says you can expand all you want. And, of course, the pirate exception would allow for taking areas which are ‘havens’ of pirates and need to be tamed....
Some questions we have to answer:
Which attribute will each one of us focus on?
How can we seperate Fera from Niskovia without incident?
Could we convince Niskovia to disband its great kingdom (in name) and join the Federation?
I put this last one out there because it solves the second one.
Federation
A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.
Forming a Federation
Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.
If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.
Benefits of a Federation
Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.
The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.
If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.
If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.
Downsides of a Federation
No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.
[i]Preamble:
The signatories of this treaty agree to certain articles of Confederation and perpetual Union between these three independent realms. The name of this Confederation shall be, henceforth, called the “Federated Suns”
Articles of Confederation
1) Each realm shall retain its sovereignty, freedom, independence and every power, jurisdiction and right with is not expressly delegated in these articles.
2) These realms hereby severally enter into a firm league of friendship with each other, for their common defense, the security of their liberties, and their mutual and general welfare, binding themselves to assist each other, against all force offered to, or attacks made upon them, or any of them, on account of religion, sovereignty, trade, or any other pretense whatever.
3) To better secure and perpetuate mutual friendship and discourse among the people of the different realms of this Confederations, we establish equal treatment and freedom of movement for the free inhabitants of each realm to pass unhindered between the realms, excluding "paupers, vagabonds, and fugitives from justice." All these people are entitled to equal rights established by the realm into which he travels. If a crime is committed in one realm and the perpetrator flees to another realm, he will be extradited to and tried in the realm in which the crime was committed.
4) A Congress of the Confederation will be created and 3 votes will be allocated to each realm. Each realm is entitled to a delegation of between three and thirteen members. Members of this congress are appointed by the legal authority of each realm, and term length and limits shall be established through the same authority.
5) The Congress shall have the sole and exclusive right and power while assembled to determine peace and war; to exchange ambassadors; to enter into treaties and alliances, with some provisos; to establish rules for deciding all cases of captures or prizes on land or water; to grant letters of marque and reprisal (documents authorizing privateers) in times of peace; to appoint courts for the trial of pirates and crimes committed on the high seas; to establish courts for appeals in all cases of captures. The Congress shall serve as the final court for disputes between realms.
6) No realm or official of Congress may accept foreign gifts or titles, and granting any title of nobility is forbidden to the Congress. No realm may tax or interfere with treaty stipulations already in place. No realm may engage in war, without permission of Congress, unless invaded or that is imminent on the frontier;
7) No realm may maintain a peace-time standing army or navy, unless infested by pirates, but every Realm is required to keep ready, a well-regulated (meaning well trained), disciplined, and equipped militia, with sufficient public stores of a due number of field pieces, tents, a proper quantity of arms, ammunition and camp equipage. No realm may stage troops in another realm without consent of the Congress.
8) Whenever military is raised for common defense, Colonels, ship Captains and military ranks below these will be named by the individual realm which provides the army unit. Individuals will be appointed ranks above Colonels or ship Captains solely by the Congress.
9) Congress shall be appointed to stage military in an individual realm for common defense. Congress shall provide for expense and provision of these military units.
10) Expenditures by the Federated Suns will be paid by funds raised by each individual realm, and apportioned to the states based on the real property values of each. To facilitate fair taxation, Congress shall be authorized to establish a common standard for currency content and value. Individual realms shall retain the right to mint their own coinage through their legal authority.
11) These articles are perpetual, and can only be altered by approval of Congress with ratification by all the legal authority of the realms. [i]
A couple of notes. Federated Suns is just a name I used since I call the inner sea the Sea of the Golden Sun. I think we should agree on a name.
Now, a Federation requires each of us to take 1 trait as our ‘primary’ and select one to not use. Easily enough done- each of us creates a character who is the “Elder congressman for” Commerce (diplomacy), technology (Curiosity), Defense (military), etc.
As far as military, I was thinking a 2% rule- must maintain 2% of our population in military. The rest, well, we can stage troops where we need, provided we say the realm is paying for it.
The way I wrote it does prevent us from militarily taking other regions. But there is no rule that says they cannot be taken diplomatically. In fact, since there is no discussion of expansion at all, rule #1 says you can expand all you want. And, of course, the pirate exception would allow for taking areas which are ‘havens’ of pirates and need to be tamed....