NationStates Jolt Archive


EOTED Factbook

Ma-tek
05-10-2003, 18:20
Background

The Empire of the Eternal Dawn, a relatively new political and supra-national entity, is built on the bones of the preceding Empire of the Eternal Flame. A former 'leading military' member of SATO, EOTED was once commonly believed to be either a superpower, or as close to said description as can be held. A founding and 'Eternal' member of CENNA along with its long-time ally Menelmacar, the Empire was a leading nation on the world stage, having taken central roles in several major international incidents and events. So far having a brief, but illustrious, history, the Empire is lead by three branches of government; the executive branch, the Executive Council; the legislative branch, Imperial House; and the constitutional branch, Citizens House. The Empire of The Eternal Dawn was formed in Dawn Year 1. (1 DE edit)

Geography

Location: Tareldanore, near Sisgardia. Landmass roughly the size of China. Borders Menelmacar; both sea and land borders.


Area:
Total: 10,472,129 sq km
Land: 9,980,916 sq km
note: Dimensions exclude orbital colony Vilya Elenosto.
Sea: 491,213 sq km


Land boundaries:
total: 2,781km
border countries: Chellis - 2,781km

Coastline: 86,991km


Maritime claims:
contiguous zone: 24 NM
exclusive economic zone: 200 NM
continental shelf: 200 NM or to the edge of the continental margin
territorial sea: 15 NM


Climate: tropical to temperate


Terrain: mostly plains; extremely mountainous regions in the north and south


Elevation extremes:
highest point: Mt. Tumnore (6,215m) (accurate DY 1)
lowest point: Aelinenya (-220m)


Natural resources: iron, gold, oil, uranium, tungsten, vanadium, magnetite, natural gas, lead, silver, platinum, yttrium, molybdenum, copper, aluminium, lead, zinc

Land use:
arable land: 24.121%
permanent crops: 20.001%
other: 75.879%

irrigated land: 2,407,497 sq km (DY 1 est.)

Natural hazards: Tropical storms (infrequent, coastal); flooding (infrequent, seasonal).

Environment -
current issues: low-level air pollution remaining from pre-MI transport era; mild water pollution in several key rivers; toxic wasteland in western Ax-turath following depl. uranium weapons testing by the IDF; deforestation in Ax-turath.

Geography - note: N/A


People

Population: 2,033,531,904 (DY 1 est.)
Population - density: 200.382/km^2 (DY 1 mean figure)
Age structure (Human):
0-14 years: 19%
15-64 years: 64%
64+: 17%

Age structure (Nenyan):
0-22 years: 24%
22-190 years: 52%
190 years+: 24%

Fertile percentage: 81% (all species)

Birth rate: 3.4 births/1,000 population
Death rate: 3.1 deaths/1,000 population

Net migration rate: -4.6 migrant(s)/1,000 population

Sex ratio:
at birth: 1.09 female(s)/male
under 15 years: 1.07 female(s)/male
18+: 1.04 female(s)/male
total population: 1.056 female(s)/male

Infant mortality:
total: 4.21 deaths/1,000 live births
female: 3.97 deaths/1,000 live births
male: 4.31 deaths/1,000 live births

Nationality:
noun: Iluvauromeni
adjective: EOTED National(s)

Ethnic groups:
Ma-tekian 46.5%, Ax-turathian 46.3%, Nenyan 2.99%, Noldor 3.2%, Other <1%

Religion - percentile dispersion:
'The Faith' (worship of Eru) 94.6%; 'The Path of the Three Stars' (oft. combined with 'The Faith') 64.1%; Christianity 4.1%; aethiest 1.1%; other 0.2%

Literacy:
definition: age 15 and over can read and write
total population: 99.998>%
male: 99.998%
female: 99.999%


Government

Country name:
conventional long form: Empire of the Eternal Dawn
conventional short form: EOTED
local short form: EOTED
abbrevation: EOTED
local long form: Dor Iluvauromen

Government type: Imperialist socio-capitalist psuedo-democratic supra-state

Administrative divisions:
4 Semi-Autonomous States, 5 Regions, 3 non-autonomous city-states; Ma-tek, Ma-Nenya, Ax-turath, Vilya Elenosto; Rhea, Shelbattanu, Telnor, Shapa-rei, Ria-shelhamn; Turath, Tek, Nenya

Independance: N/A

National Holidays: Foundation Day (5th January)

Constitution: Underwritten

Legal system: Upheld by the Imperial Criminal Court, with all laws passed first by Imperial House, then by Citizens House; complex legal system, largely criminal, with an 'environmental element' recently added - and governed by the Imperial Environmental Court

Suffrage: 18 years, universal

Executive branch:

chief of state: Empress Rialla ux-Rihad II and High King Semir-randil I and High Lord Commodore Ax-randiri Rihad and High Lord Aglar Rihad and High Lady Danielle and High Lord Aquinall (Executive Council members)

elections: All Executive Council members selected by the Empress

cabinet: Empress Rialla ux-Rihad II and High King Semir-randil I and High Lord Commodore Ax-randiri Rihad and High Lord Aglar Rihad and High Lady Danielle and High Lord Dejure


Legislative branch:

Imperial House (20,000 seats; 75% elected, 25% selected by 'national political lottery' from valid persons over the age of 40 years), three Divisions (Ma-tek Division, Ma-Nenya Division, Ax-turath Division); duel-role system - each Division functions as a national government department as well as a component of the larger (60,000 seat) 'supra-national' government (Empire-wide)

elections: Speaker elected from the House by the House; elected component appointed every two years by national vote


Constitutional branch:

Citizens House (10,000 seats; 75% selected by 'national political lottery' from valid persons over the age of 40 years, 25% elected); three Divisions (Ma-tek Division, Ma-Nenya Division, Ax-turath Division); dual-role system - each Division functions as a national government department as well as a component of the larger (60,000 seat) 'supra-national' government department (Empire-wide)

Judicial branch: Imperial Criminal Court (Nenya), Imperial Environmental Court (Nenya)

Political parties: N/A; partisan system abolished and outlawed

International organization participation: WAO

Flag description: Light blue flag with single white triangle inside a single white circle; contained in the circle are three grey-white stars in an unjoined equilatrian triangle


Economy

GDP: US$71T

GDP - real growth rate: 2.1%

GDP - per capita: US$35,000

GDP - composition by sector:
agriculture: 5%
industry and construction: 80%
services: 15%

GNP: US$74.004T

Population below poverty line: 0.5%

Inflation rate (consumer prices): 2.4%

Labour force: 1,504,736,657 (one point five billion)

Labour force - by occupation: agriculture 65%, industry 30%, services 5%

Unemployment rate: N/A due to state employment measures in effect since February, DY 1

Budget:
revenues: US$42T
expenditures: US$30.124T (DY 1 est.)

Industries:

Metallurgical, machine building, textiles, various agricultural, chemical, medicinal, toys, food processing, MI automobiles, computers, telecommunications, orbital assets, consumer electronics, military electronics, military equipment, various space-based industry, other high-tech associated industry

Industrial production growth rate: 14.24%

Electricity production: 32.6trillion kWh

Electricity - production by source:
fossil fuel: N/A
hyrdro: 3%
other: 81%
nuclear: 16%

Electricity - consumption: 29.912trillion kWh

Electricity - exports: N/A

Oil - production: 2.1 million bbl/day (DY 1 est.)

Oil - consumption: N/A

Oil - exports: 1.9 million bbl/day (DY 1 est.)

Oil - imports: N/A

Oil - proven reserves: 6billion bbl (DY 1 est.)

Natural gas - proved reserves: 2.4trillion cu m (DY 1 est.)

Exports: US$8.118trillion f.o.b.

Exports - commodities: MI cars, energy production units, communications related commodoties, luxury goods, refined oil, refined metals (inc. molybdenum, iron, aluminium, and copper)

Exports - partners: 22% FSP; 20% Knootoss; 17% Diablo_NL; 13% Ruhr; 11% Vortex Corporation; 8% Whispering Voices; 7% Lavenrunz; 2% other (Melkor Unchained, Milesia, assorted others)

Imports: US$5.114trillion f.o.b.

Imports - commodities: machinery and equipment, plastics, chemicals, raw materials (mostly iron, yttrium, and magnetite), luxury goods, communications related commodoties, food

Imports - partners: 20% FSP; 20% Knootoss; 12% Diablo_NL; 10% Whispering Voices; 10% Vortex Corporation; 10% TCPS; 8% Milesia; 5% Lavenrunz; other 5% (inc. Melkor Unchained)

Debt - external: US$N/A

Economic aid - recipient: US$N/A

Currency: Relhame (RLH)

Currency code: RLH

Exchange rates: Relhame per Menelmacari credit - parity

Fiscal year: June to June

Communications:-

Telephones - main lines in use: 1.09 billion

Telephones - CPDAs: 1 billion

Telephone system:
general assessment: 'Vastband' (referred to as 'The Mesh') network provides crisp, efficient, and effective service in a multi-discipline network.
domestic: 'Mesh' lines (superconductive relays running at so-called 'vastband' capacity, with mammoth bandwidth availability to the average user as a matter of course) cover 96% of the Empire already, and the network is growing.
international: All international comms interlinking is attained via usage of the civilian components of the MISAT network, owned by the Imperial Space Networking Co-Operative.

Radio broadcast stations: Some six thousand regional stations, and five national stations; AM and FM frequencies.

Televisions broadcast stations: Just ten remain, all state-owned.

Trimensional viewing broadcast stations: Around 5,000, the biggest of which is INN Solar.

Internet country code: .di

Internet service providers: 124 (DY 2 est.)

Internet users: 1.14 billion (DY 2 est.)

Military:-

Military branches: Imperial Defence Forces Air Force; Imperial Defence Forces Navy; Imperial Defence Forces Ground Force; Imperial Defence Forces Space Navy; Imperial Defence Forces Space Navy - Vilya Elenosto Attachment; Imperial Defence Force Intelligence; Nenyan Intelligence Organisational Umbrella Agency; Imperial Defence Forces Research and Development Division; Imperial Defence Forces Strategic Peacekeeping Unit; Imperial Defence Special Forces; Imperial Defence Forces Logistical Support Division; Imperial Defence Forces Tactical Support Division; Imperial Defence Forces Liason Office; Imperial Defence Forces Operational Command Division; Imperial Defence Forces Communications and Infrastructural Support Division

Military manpower - military age: 21 years of age

Military manpower - availability:
males and females age 15-56: 1,016,713,958

Military manpower - fit for military service:
males and females aged 15-56: 981 million

Military manpower - total current military personnel: 149,471,219 (declassified figure; DY1)

Military manpower - total current commissioned military personnel: 94,128,615

Military manpower - total combative military personnel: 28,416,981

Military manpower - total combative commissioned military personnel: 12,416,512

Military manpower - reaching military age annually: 6,581,821

Military manpower - percentile divisionary figures:
IDF AF - 2%
IDF N - 1%
IDF GF - 8.141%
IDF SN - 1%
IDF SN (VEA) -
IDFI - (CLASSIFIED)
NIOUA - (CLASSIFIED)
IDF RDD - 71.813%
IDF SPU - 4.014%
IDSF - (CLASSIFIED)
IDF LSD - 4.561%
IDF TSD - 4.214%
IDF LO - (CLASSIFIED)
IDF OCD - 3.512%
IDF CISD - (CLASSIFIED)

Military expenditures - dollar figure: US$6,349,407,750,000 (US$6.349T) (DY 2 figure)

Military expenditures - dollar figure (total): US$14.886 trillion (DY 1, including slush fund input to military budget)

Military expenditures - percent of GDP: 9% (excludes slush fund) (DY 2)

Military expenditures - percent of budget: 15% (DY 2)

Transnational issues:

Disputes - international: None current. Aggressive history with Imperium of Melkor Unchained, culminating in a failed invasion attempt by that nation against the Empire of the Eternal Dawn.
Chellis
06-10-2003, 03:22
Yikes... Long read :P
Ma-tek
07-10-2003, 00:51
Yikes... Long read :P

[OOC: That's the idea. :P]
Vrak
14-10-2003, 09:43
OOC:

You've obviously put a lot of hard work into this Ma-tek, so I'm sure you wouldn't mind if I asked you a few questions. I’m approaching this from merely a roleplaying, game mechanics point of view. Why? Because, quite frankly, I wonder if you are using multiple nations to supplement each other, not merely to have them for “role playing purposes”.

1) Does each nation within the EOTED (Ma-tek, Ma-Nenya, Ax-turath which are all located in the region Lodoss) have their own military?
2) If so, does each nation contribute, augment, or offer military support in any way to eachother?
3) Is the nation Vilya Elenosto located in EOTED Space part of the EOTED empire?
4) Does Vilya Elenosto have its own military?
5) Does Vilya Elenosto contribute, augment, or offer military support in any way to the nations of Ma-tek, Ma-Nenya, or Ax-turath?
6) What level, if any, do these nations interact? If possible, please supply applicable links.
7) Have you ever in the past including up to this point in time ever used troops from one nation within the EOTED to support another EOTED nation?

Thanks for your time. My original concerns after conversing with Whispering Voices can be found here:

http://www.nationstates.net/forum/viewtopic.php?t=80884&postdays=0&postorder=asc&start=140
Ma-tek
14-10-2003, 23:24
OOC:

You've obviously put a lot of hard work into this Ma-tek, so I'm sure you wouldn't mind if I asked you a few questions. I’m approaching this from merely a roleplaying, game mechanics point of view. Why? Because, quite frankly, I wonder if you are using multiple nations to supplement each other, not merely to have them for “role playing purposes”.

1) Does each nation within the EOTED (Ma-tek, Ma-Nenya, Ax-turath which are all located in the region Lodoss) have their own military?
2) If so, does each nation contribute, augment, or offer military support in any way to eachother?
3) Is the nation Vilya Elenosto located in EOTED Space part of the EOTED empire?
4) Does Vilya Elenosto have its own military?
5) Does Vilya Elenosto contribute, augment, or offer military support in any way to the nations of Ma-tek, Ma-Nenya, or Ax-turath?
6) What level, if any, do these nations interact? If possible, please supply applicable links.
7) Have you ever in the past including up to this point in time ever used troops from one nation within the EOTED to support another EOTED nation?

Thanks for your time. My original concerns after conversing with Whispering Voices can be found here:

http://www.nationstates.net/forum/viewtopic.php?t=80884&postdays=0&postorder=asc&start=140

[OOC: Since you have asked so kindly, and so politely, I shall give a complete and thorough reason. I've given this reason on IRC a few times, but I think I've never given it entirely clearly - so here it is, in all its glory.

Introduction - The Birth of the Idea


The Empire of the Eternal Dawn is, in fact, an extracted and vastly rearranged version of an identically named Empire in my Big Project. The Big Project Shall Not Be Spoken Of, but suffice to say that this is an 'experimental' version.

Now, with this in mind, I roped two experienced RPing friends of mine into aiding me; they would help with the 'events' side, while I would be the 'detail' writer - and the poster, because they tended to send the writings to me for editing, as part of the detail factor. Everything had to be just so - I admit, the storyline has altered since then; if you look closely, you'll see minor inconsistencies. I actually went back and altered some parts, to bring it into line - but you won't find those unless you read the first version in great detail.

At first, everything went well, of course. But unfortunately, the other two people got rather bored - I don't remember which month offhand - and they quit. I had a big conversation with some people over it, and was originally intending on ceasing using the other two nations - but I had major concerns over how to carry on the plot that I intended without those other two nations. We'd always referred to it as a 'three-nation' Empire - we each had responsibility for one of them, of course - and suddenly having a 'one nation empire' would create all sorts of inconsistencies, most of which were with the structure of economy and government I had originally started with.

This presented a problem. I would limit the storyline. I certainly wasn't happy about it, and the people I spoke to didn't think it would be wise to do so; it would be a big problem, and it would potentially throw the whole thing in some other direction.

Eventually, with a little persuasion from them, I decided to keep all three - but use careful balancing. Having long experience of GMing tabletop games, I didn't feel this would be a problem. Indeed, I often run ideas past certain people on IRC also, to validate them a litte and check the balancing act.

And onwards...


1 - The Political Structure; the hows and whys


The Empire is very complex; first of all, it does not have a constitution as such. It is built on a two-thousand year old culture, which in turn was built on a many-thousands-of-year culture partly forgotten; socially and culturally, the Empire is extremely complex. Power plays are frequent, and generally elegant and complicated; the Empire is the second Nenyan Empire to rise.

The First Nenyan Empire, born in the early days of Menelmacar, and lead by the Emperor alone, was known as the Empire of the Eternal Flame. Originally Nenyan-only, the Empire was fiercely terrified of the humans that were encroaching on the land around them; the humans multiplied rapidly, in comparison with the Nenyans, who were already waning in fertility; the race threatened to be overwhelmed, and an end to the survival of the species became increasingly feared.

Nenyan science was in its infancy - the Nenyans had once been fairly advanced, in some ways, but had regressed due to death, toil, and loss on the journey to their home in Ma-Nenya - but their armour and weapons were beyond that of the humans around them.

Even so, their numbers were less; but their minds were greater. They fought - and fought - and fought - and fought -

And it warped them. They became warriors by choice; their blades were their daily companions, and they fought with the blade from the age of four. They invented devices to aid their ability; made armour-covering coats that had thousands of slits and as many shades of a variety of colours, that aided their ability to blur and the ability to become decidedly difficult to see.

Around one thousand four hundred years before the present day, it was commonly decided that humanity had to be driven away from the local lands - or destroyed utterly.

The humans, however, did not wish to leave. They fought.

They had been fighting already for six hundred years - sometimes they had won, too, through clever tactics or great numbers; yet always they were driven back, slowly, slowly; their enemies lived longer, learnt faster through each generation's increasing skill, and worst of all - some of them could twist minds, some of them were demons.

Within two hundred years, humanity in the current land that is the Empire of the Eternal Dawn was in thrall - yet it did not surrender yet. Still it fought on, dispersed into mountains and hidden in woods; the battle slowly swung back in their favour...

...and then they retook the towns that had had their occupants burnt, slit into pieces, or starved to death; they avenged the murders, the terrible tortures; never did the Nenyans stoop to sexual depravity, yet they found awful ways to kill.

And they revelled in it... for a while.

Slowly, they became sick at heart. Their children continually rebelled, generation after generation, falling back slowly as they reached adulthood-

-until some years had pased, and the Empire had won; indeed, Nenyans were almost worshipped thanks to the Call of Fealty that gave such a rush of pleasure and happiness - Semir-randil's invention, the Great Solution, but not attributed to him by history - and peace reigned, and all were living in a haze of content pleasure and awe at the lack of war...

And then the Empire fell, and the Long Night begun.

One hundred years passed, and eventually, a great strength was built up by Semir-randil, Si Ling and Bao Ling - and they rebuilt the Empire through the rebel faction known as RISE (later to become an intelligence agency for EOTED).

Throughout this history, although only a speck of the total so far devised, the Empire - the first version - built up thousands of laws, and a fiendishly intricate legal system.

With the rise of EOTED, and the rise of non-lethal arms, crime became... obsolete. It became impossible; the police were everywhere, and could knock you unconscious just by pointing a stick at you.

It didn't happen overnight - but rigid social structure and taboo prevailed; and social memory of days not so long passed, when the two brutal regimes held the two fragments of the former EOTEF; the people of the Empire were naturally obediant. And they feared chaos more than anything. Through those hundred years, Nenyans, Humans, and Noldor Quendi had formed a true bond; commonly and equally bad off, they had banded together for comfort; nudity taboos vanished, and social barriers vanished with them.

Friendship suddenly required flirting; marriage required fertility; and a host of cultural and social structures slowly built up.

By the time EOTED had actually arose (the RIS(E)ing Dawn!), there was an obediant and careful society. And because of the freedoms brought by the new Empire, patriotism is immense. This is further augmented by...

2 - The Politics


Politics in the Empire are important. Very important. Imperial House and Citizens House are only partially elected - random selection from the populace over fifty years old takes care of the rest of the government outside the appointed Executive Council.

In Imperial House, 75% of the total is elected, and 25% randomly selected; in Citizens House, 25% are elected, and 75% randomly selected - and so it is balanced.

Imperial House functions as the legislative branch of government; vast, with six thousand members, it has complex mannerisms and a great many heated, lengthy arguments (just like Citizens House).

Citizens House functions as the 'constitutional' branch; they verify bills and laws passed by the legislative branch as 'constitutional' - that is, in line with the current state of the 'underwritten' constitution of the Empire. 'Underwritten' meaning that the constitution is not one document, as such, but the sum of many laws added and removed from over many years.

The Executive Council always consists of the Empress, the High King (or the Emperor and the High Queen), and the High Nobility. The High Nobility consist of the 'governors' of the nations (or colonies) of the Empire. They speak for each portion of the Empire in matters that concern the whole Empire - which is the duty of the Executive Council. The Executive has total and absolute control, via a veto power - yet it is rarely used, and merely does its part through the possibility of use. This does cause discontent between Imperial House and the Executive Council, but Citizens House tends to be aligned with the Council.

The Empress also, by birthright, has majority ownership of the Imperial Trade Conglomerate, as well as the power to issue 'Imperial Decrees'. An Imperial Decree, however, is permanent; so use of them is careful and infrequent.

Thus the Empire is a balance of imperialism and democracy; the ruling families rule, and the citizens give them power - and the rulers give the power to the citizens. It's a cycle, a diversity of ideals; and the economy lends it flexibility and complexity.

There are three courts; the Imperial Criminal Court, the Imperial Environmental Court, and the Imperial Economic Court. The ICC is small, with only three judges, all selected by the Empress. The IEC is large, with fifty judges, who rule on new developments and environmental concerns, and deal with the 'environmental budget' alongside Imperial House. The IEC is smaller, with twenty-five judges, and this deals with claims brought against the Imperial Trade Conglomerate in an impartial and legal manner. Many types of claims face the IEC, ranging from wrongdoing to fraud to 'overbearing oversight' (that is, illegal interference via monetary influence).

Now, this, of course, leads to...

3 - The Economy

The economy is 'controlled' by the Imperial Trade Conglomerate, with it's 2,999 strong elected Board of Control (plus the Empress). The BoC is elected by the most efficient workers of the Empire (determined by EIQ, which is economic input quantity, which is determined by tax paid) - which is the top 5%. They may only vote for business owners, however; and business owners may not refuse to serve on the Board of Control. They never want to anyway, but it's illegal.

The ITC, as it's known as, is the EOTED economy. Finely tuned, and employing some thirty million people in the aptly named Administrative Division - which controls the EOTED economy - the ITC owns all but one of the economic assets of the Empire. Rivette MI Corporation is not owned by the Empire, but by silent partners who do not partake in the running of the Corporation.

The ITC controls inflation, and the interest rate, through the ITC-Imperial Bank of the Empire of the Eternal Dawn (not floated individually on the stock market for protection purposes); every other facet is run individually, under advisement, by the Administrative Division, which answers to the BoC.

In turn, the ITC promises close to 100% employment via the Turath Ag Lands; any citizen not finding employment can always find employment at this vast food facility owned by the ITC, which produces the food which feeds the two billion citizens of the Empire of the Eternal Dawn - but still does not yet produce a yield capable of producing a worthy export capacity.

All non-IDF-built military parts, components, assets, or ordinance is built by ITC companies; thus, as the ITC is owned by the Empress (who is by Imperial Law considered to be the Empire/State), and is state-owned, all units manufactured for the military are state-built.

Almost everything is state-built, in fact. However, complex economic laws - including 100% tax, with 'instant returns' utilizing non-sentient ASIs with calc comps tied in and the vastband Mesh/MISAT comms network supporting (tax goes to the government, the government extracts the budget, then reassigns the wealth according to previous earnings; the governmetn only takes the earnings from that year, so all previous earnings are kept, and there is no lag in the transaction thanks the computerized nature of the system, which is cheap and not complex) - protect the economy, and, at the least, promote stability. Currently, the EOTED economy is static - inflation is in line with real GDP growth figures, as you can see above.

Which kindof leaves just...

4 - The Military

The military is too complex to talk about. And I've covered it elsewhere. I can provide the whole thang if you want, but TG me for it, if ye want it. Thanks.

Conclusion:-

All this is dependant on the three-nation system. Why? It depends on specialization. Ma-Nenya, the capital, is a great place to live - and it's the spiritual capital of the Empire. No military, no military funding.

Ma-tek is the 'second nation', as it were. It's culturally diverse, socially rigid, and tends to be deeply in thrall to Nenyan culture. They are, however, slightly more conservative in *cough* certain areas. Nudity taboos are non-existant, but they are not as non-existant as in other places in the Empire, if you catch my drift. Ma-tek provides the 'defensive military budget' - it supports the lesser-trained IDF GF troops, and the very well-trained IDF SN (considered a defensive asset in intent, in actual fact - although you may not believe it, they are designed to prevent assault from orbit against the Empire, and are primarily designed to defend from deep range inside Earth orbit) for example.

Ax-turath is the 'third nation'. It is deeply inured in military culture, and although the Ax-turathians respect nature, they do not respect it quite as much - although the Nenyans (few) in Ax-turath are deeply respectful of nature still. Ax-turath provides the offensive military; they fund the highly-trained highly-advanced IDF AF and IDF N, for example.

Vilya Elenosto is a colony, and currently has a population of two, so doesn't really contribute much.

You see, although I strive to answer the issues in a manner that fits the Empire culturally, I no longer take note of the populations. If I did, EOTED would have over four billion people. It doesn't. The population is fixed at two billion, and rises in real-time. That is, in twelve months, there'll be maybe ten million more people due to immigration (there must be a helluva lot of refugees fleeing here, after all) and breeding. I roleplay in real-time, which also helps balance; I cannot build ships as fast as those who compress time. I offset this disadvantage slightly to balance it just right, however, by having the Empire use either very large facilities with many employees and high investment and good training, or by advanced facilities with clever construction techniques exploiting technological strengths of the Empire (usually exploiting magnetism). Yet each nation contributes a portion - that's true. I can't help that; it doesn't make sense otherwise. But the storyline - which if you read, I'd hope you'd enjoy, - but the storyline... I think it's worth it. I never ever use my full forces - I never have. I have something like six thousand strike aircraft in total - the most I've ever used is something like twelve hundred, and that was in a defensive posture against a rather massive invasion force. Generally I use maybe a hundred or two hundred strike aircraft, or far less if I'm facing a significantly disadvantaged enemy.

For example: I lost 30,000 troops and 2,000 naval officers in the Knootian war. That is, 30,000 troops, two Devastator class warships, one Vanguard class warship, and four Emperor class submarines. Why? I did not send a full Battlegroup on the waves, but also Whispering Voices is a damned good strategist and overwhelmed my forces skilfully; but the ground losses were due to a lack of air cover. I had none. I was dependant on SATO, and SATO failed (due to surprise, I think, at the rapidity of the action) to prevent the strike against my newly-arrived ground forces. But I soaked up the losses; and they were partly due to my balancing act.

My kinetic missiles, to give another example, have world-reach. In fact, they could get from the heliopause to Sol, and not slow down. Yet I move my ships to engage. I don't just sit back and kick the hell out of people. I made honour important for this reason - to a certain extent, EOTED believes you have to look your enemy in the eye.

Hope that was helpful, and explained - and I would just like to say: my intention is not to cheat, or to gain an advantage, but to create/be involved in interesting and stimulating plots, story-arcs and storylines.

~ EOTED's Player]
Vrak
15-10-2003, 04:03
OOC: [An interesting tag when you think about it.]

Hope that was helpful, and explained - and I would just like to say: my intention is not to cheat, or to gain an advantage, but to create/be involved in interesting and stimulating plots, story-arcs and storylines.

I truly appreciate the time you took to write your response and obviously it is characteristic of the amount of work you put into the creation of the EOTED. I also am grateful for the backstory you provided – that is, your two buddies getting involved and then quitting, leaving you with a dilemma as to whether you should keep the whole thing going (I probably would have done so as well) or to drop it.

I would be remiss if I didn’t make sure I completely make sure why I pursued my original inquiry so…aggressively on the thread with Whispering Voices and then asking you directly here. In other words, I’m not out to get you, tar you, or besmirch your rep among fellow Nation State roleplayers. Essentially, I want to see good role play with artistic license flourishing without violated the unwritten yet commonly agreed upon rules in Nation States.

When I see a region populated by nations that have very similar sounding names, my BS detector goes and says, “Well, probably a puppet”. I’m sure you would agree to that assessment. Of course, more clever players circumnavigate this by using completely different names and flags but they can be detected with careful observations. Well, sometimes, I guess. When someone says “Yes, yes they can. EOTED = Ma-Tek, Ma-Nenya, and Ax-Turath. In Roleplay they are one, according to the UN they're seperate.” it makes my BS detector go on heightened alert.

I’m sure that you would agree that there is abuse, perhaps widespread, in NS due to the very nature of how the game is set up. It is basically too easy to set up a bunch of nations and then have them support eachother. After all, it is not like ordinary players can run IP traces and the mods can’t be bothered to do it for every single conflict. Hence, we are left with the imperfect means of detection – mainly that of nations sharing similar names and flags. Obviously mistakes are sometimes made and hurt feelings result. As well, we also see the fairly frequent line “This nation is only my puppet so don’t mess with me or I’ll bring in my main nation which has XXX population.” or “can you guess who I really am?” My personal response is - "Pray tell, why would I care?

I realize that in real life that protectorate or vassal states have indeed provided troop strength to their overlord. Speaking from a local point of view (well, at least where I currently am) Korea did provide troops for Japan during WWII. There are other numerous historical examples of which can be listed here but I think my point is clear. Incidentally, it should be noted that vassal states have also been termed by some historians as “puppet” states.

But I think problems arise due to the basic game mechanics. Real life examples flounder because in real life, new nations do not suddenly pop up into existence. In a sense, they are “roleplayed” into existence. But I think it might be feasible to duplicate this in NS if a sufficient backstory is provided and agreed upon. For example, using the Korean/Japan model, I think it could be possible to in a NS setting if done properly. But yet this is subjective in interpretation. As well, in the discussion between myself and Whispering Voices he made an interesting remark, “Now, using multiple nations to provide for extra roleplay is not what I consider puppet use.” to which I should add – “provided that they player does not abuse the inherent game mechanics.” In my view, “extra roleplay” should not be used as a way to sneak in extra troops. I will expand on my last statement by first stating as to what I believe is a flaw of the “historical record” – the NS forums.

The forums of NS act as an informal historical record for all concerned. That is, they are used to provide evidence if something goes wrong or to offer validity to the progress and development of a nation. In a sense, we are all guilty of appeal to popularity and I think Vegana demonstrated this “tongue and cheek” with his “superweapon” post.

With apologies to Vegana and Diablo NL, since I didn’t clear this with him before, here is Vegana’s succinct post:


VeganaSenatorFounded: 27 Jan 2003Posts: 203 Posted: Wed Jul 23, 2003 1:48 pm Post subject:

Diablo_NL wrote:
ooc: Vegana what you are doing is wrong. TSE stated earlier his lasers cappabillities. You just say secret weapon. Wich was built in a different thread. Anyone can play that game. "I got a weapon. I'm not saying what it is or what it will do. *poeple ignore it* Ha my super nuclear rocks are thrown at your forces and they explode." In any case I'm leaving this roleplay. Everyone here is just to much. My billion supa missles are fired at you. It's just not fun.

OOC: I couldn't agree more, I just did this to prove how bad the policy is. If I create a superweapon in an obscure thread and noone challenges it. Your logic approves its use. Most of the time you cannot call GODMOD at everything that nations post. Here's a wepaon that: 1) I've created (even in antoher thread) 2) presented 3) used, following the principles which I presented in antoher thread. I'm just following the rules you put up! I agree it is sick, but should I know follow the other rule you put up? "No whining when I use better technology at you" If we continue on the rules, your quitting means we can declare your losses... With a 25 % penalty. Are we starting to see the sickness of the rules yet? If we ever are going to have a non-GODMOD RP war, either 1) have near future or present tech. 2) Have a small group dedicated RP agreeing on the rules. I would propose that the war continues with a groundwar instead to minimize the GODmODDING ,that everyone is guilty of when playing SCIFI technology.

http://www.nationstates.net/forum/viewtopic.php?t=53600&postdays=0&postorder=asc&start=160

So now here we can even question the validity of the “historical record” a.k.a. the forums as to their reliability. What does this mean for a nation’s background story? Well, it means that a nation can create nearly anything it wants, link it (which guarantees validity) and then proceed from there. But again, the potential for abuse is huge. Why? Because anyone who spends a lot of time creating a backstory about their nation suddenly gains more credibility than opposed to one who doesn’t. Normally this would be fine but as I’ve proved, the “historical record” itself is suspect. History doesn’t exactly have an “edit” button. An event happens but where the fuzzy stuff come in is the interpretation of that event.

It’s an imperfect system to be sure. Nations can’t really “die” so therefore there really is no “victory”. After all, you don’t have to give away your nation’s password to anyone if you “lose”. The best writer wins because he gains more credibility due to his skill. Certainly not so fair for speakers in which English is not their first language not to those who may not be able to express themselves clearly all the time, of which I am one.

The only check on this is the “goodwill currency” that each nation has in the beginning and subsequently may squander or earn as time progresses. And that in itself is imperfect since the vets can be seen as exclusionary – preferring the company of themselves rather than giving new people a break. Agreement upon players is ultimately the determiner of whether a nation can enjoy a fruitful roleplaying experience. That is, perhaps a nation can conquer another nation and use that nation’s troops to augment its own – provided that everyone is cool with it. But here, the game mechanics is circumnavigated and could be open to abuse. Which leads me to my next point.

There is the continued debate as to how much of the game mechanics (e.g. the rankings) should be adopted into how a nation should be. Automagfreek is classified as an “Inoffensive Centrist Democracy” and if I remember correctly ranked in the 50 000 something for Most compassionate citizens while Vrak was in the 71 000 in the last poll. Yes AMF has fearsome clone soldiers and barbaric torture chambers while Vrak has none. Well, maybe a couple of chambers for the really bad guys. Yet we allow AMF this freedom under creative license.

I think the main problems stem from a” pick and choose” approach to how much actual game mechanics intrude upon the creative stories that we see. A delicate balancing act to be sure and for that I still am not sure about the final solution.

You seem to at least realize the implications and perhaps made some compromises. That is, you cap the population at 2 billion and you have each nation specialize (Ma-Nenya is the spiritual capital, Ma-tek is the defensive force while Ax-turath is the offensive muscle). So personally, I don’t see you as abusing the game in this respect.

I don’t believe that a complex description of your military is necessary but I just wonder if they do in fact augment eachother. I mean, do the “defensive” IDF GF or IDF SN augment the “offensive” IDF AF and IDF N? To turn it around, do the offensive forces supplement the defensive forces? To use an anology of which I’m familiar with and hope you are too, I will use Canadian football (similar to American football). Canadian football teams are specialized and are primarily divided into the offense and defense units. That is, when the BC Lions have the ball (and want to score a touchdown) they send out the offense unit – complete with quarterback and square off against the Winnipeg Blue Bomber defense – which has no quarter back but instead has linebackers. The BC Lions are not allowed to call in the rest of their team out on the field to increase their chances nor are they fighting uphill – which would favor the defender. If even one extra player is on the field and the ref notices, the offending team is assessed a penalty.

Basically, I’m looking for a level playing field for all with the freedom to develop creative license and yet not let that being the final determiner of the success of a nation.

If you feel that I have singled you out and tried to injure your reputation, you have my most sincere apologies. I would hope that this dialogue could continue in order to further the role playing experience for everybody.

Daniel

edit: fixed typos. Hope I got them all.
Vrak
15-10-2003, 07:58
I tripped and BUMPED my head. I hope EOTED sees this since I don't know if he has it marked.
Ma-tek
15-10-2003, 19:27
To clarify on the IDF:

The IDF is split into seperate units. The IDF AF (air force), IDF N (navy), IDF GF (army), IDF SN (space navy), and IDFI (military intelligence and police).

Each unit is then split into divisions; for example, the IDF AF is split into a variety of units, including airborne logistics, ground-based logistics, recon corps, the infantry divisions, the Imperial armoured infantry, the armoured divisions, and the Imperial Palace Guard.

Each unit is controlled by one source - IDF High Command, in Nenya. But each division (not division as in 1 Infantry Division or 14 Armoured Division, but division as in Airborne Logistics) is divided into 'defensive' and 'offensive'. The 'defensive' troops/pilots/whatever are not trained to fight in the other type of theatre; they are only capable of fighting defensively or offensively. Naturally, offensive designated soldiers can adapt and fight defensively (for the IC reason stated above - as they form one landmass, all three primaries fight as one unit in an all-out defensive war if there is no other IC option; for example, an overwhelming force that requires the vast majority of the IDF to repel), but defensive units take far more time to adapt. I make sure to roleplay that, too.

I hope that was helpful; and so long as questions are phrased politely and without rancour, I never mind being asked them. :)
The Mindset
15-10-2003, 19:31
[OOC: I'm considering setting up a CIA World Factbook-style thang here in this thread; if I do, then I'll post an email addy for ye to send your entries - but for now, I'll post my own one, and leave it at that. Still considering.]


AFAIK New Genoa has already set up a highly popular thread that does just that.
New Genoa
15-10-2003, 19:33
Added to NS Factbook.
Vrak
16-10-2003, 02:17
OOC:

Ma-tek,

Thank you for your further clarification. Making sure that I understand this correctly; the offensive component of a division (here defined as Airborne division) – which are provided by Ax-turath - can be found within the same division as the defensive component – with troops here coming from Ma-tek. Is my interpretation correct? And if you are engaged in an offensive war, then only troops from Ax-turath are used, right?

I can understand your reasons for why offensive soldiers would be used in a defensive manner, especially if the EOTED is facing an overwhelming attack. But, and I’m being honest with you here, I personally think it’s edging pretty darn close to puppetry. If you use defensive soldiers to augment offensive soldiers in an offensive theater of war, well, I personally believe that’s wrong. Again, my opinion.

Is my viewpoint possibly hindering the development of a good storyline? Possibly. It is perhaps a more strict interpretation on how much the game mechanics should influence the development of a good story. I mean, I would like to create a new nation (in the form of a colony) and set them in space (or on the World Disc or wherever) but how much interaction should I allow between the new one and the main nation? After all, if in real-life Earth colonized Mars then certainly there would be plenty of interaction – good and bad. Perhaps that would be the beginning of the Terran Empire. And if some aliens attacked, then certainly both Earth and Mars would defend. And after repelling the attack it would make sense to use troops from both Earth and Mars (with of course an adequate defense) to launch an attack upon the aliens. But, and here’s the point – it’s an arduous process in creating an empire, and it darn well should be. Too many clowns in NS up and create a bunch of nations (or in a similar vein buy nations) like they are going down to the damn grocery store to get some milk. Too many people have vassal states and fail to consider the ramifications of actually having them. Vassal states do rebel, tie up troops, sometimes break free of their overlords, etc… Again, I point to the Korean/Japan model. Related to that, partitioning a nation is a big deal but many folks in NS seem to think that they are merely carving up a turkey.

I think, whether people like it or not, the storytelling aspect is influenced by the inherent game mechanics. The only real check in the system is the wonderful ignore cannon. That and the mods - but the mods can’t be everywhere. If the game was set up differently – that is, if each person could only have one nation (or whatever kind of arbitrary limit) or whatever other kind of rules are placed, then I think the storytelling aspects would reflect that. I mean, people would probably be a lot less tolerable of how the EOTED is set up if players are only allowed one nation or risk a total ban. There are other games that ban people for multis since it is generally agreed that multis do mean an unfair advantage. In those games all of the nations/armies/whatver are banned – irregardless of how a player justifies their existence. The “I got my buddies password cuz he was leaving” excuse doesn’t cut it since I’ve seen it done. But in the NS environment it seems (and I’m sure some folks hasten to remind me that this is indeed NS and not some other game of which I’m quite aware of) storytelling outweighs the mechanics. Personally, I think a more even balance should be struck but that’s just my opinion.

Like I said earlier, you took certain measures to counter any claims of cheating and I believe your sincerity when you say you don’t want “to cheat, or to gain an advantage”. Thank you again for answering my questions and, to further dispel the accusations why I may be “hounding” you (since some people just can’t get it), it’s because I find the EOTED an interesting yet peculiar set up. The other ones I don’t find as intriguing at the moment.
Ma-tek
18-10-2003, 18:31
OOC:

Ma-tek,

Thank you for your further clarification. Making sure that I understand this correctly; the offensive component of a division (here defined as Airborne division) – which are provided by Ax-turath - can be found within the same division as the defensive component – with troops here coming from Ma-tek. Is my interpretation correct? And if you are engaged in an offensive war, then only troops from Ax-turath are used, right?

I can understand your reasons for why offensive soldiers would be used in a defensive manner, especially if the EOTED is facing an overwhelming attack. But, and I’m being honest with you here, I personally think it’s edging pretty darn close to puppetry. If you use defensive soldiers to augment offensive soldiers in an offensive theater of war, well, I personally believe that’s wrong. Again, my opinion.

Is my viewpoint possibly hindering the development of a good storyline? Possibly. It is perhaps a more strict interpretation on how much the game mechanics should influence the development of a good story. I mean, I would like to create a new nation (in the form of a colony) and set them in space (or on the World Disc or wherever) but how much interaction should I allow between the new one and the main nation? After all, if in real-life Earth colonized Mars then certainly there would be plenty of interaction – good and bad. Perhaps that would be the beginning of the Terran Empire. And if some aliens attacked, then certainly both Earth and Mars would defend. And after repelling the attack it would make sense to use troops from both Earth and Mars (with of course an adequate defense) to launch an attack upon the aliens. But, and here’s the point – it’s an arduous process in creating an empire, and it darn well should be. Too many clowns in NS up and create a bunch of nations (or in a similar vein buy nations) like they are going down to the damn grocery store to get some milk. Too many people have vassal states and fail to consider the ramifications of actually having them. Vassal states do rebel, tie up troops, sometimes break free of their overlords, etc… Again, I point to the Korean/Japan model. Related to that, partitioning a nation is a big deal but many folks in NS seem to think that they are merely carving up a turkey.

I think, whether people like it or not, the storytelling aspect is influenced by the inherent game mechanics. The only real check in the system is the wonderful ignore cannon. That and the mods - but the mods can’t be everywhere. If the game was set up differently – that is, if each person could only have one nation (or whatever kind of arbitrary limit) or whatever other kind of rules are placed, then I think the storytelling aspects would reflect that. I mean, people would probably be a lot less tolerable of how the EOTED is set up if players are only allowed one nation or risk a total ban. There are other games that ban people for multis since it is generally agreed that multis do mean an unfair advantage. In those games all of the nations/armies/whatver are banned – irregardless of how a player justifies their existence. The “I got my buddies password cuz he was leaving” excuse doesn’t cut it since I’ve seen it done. But in the NS environment it seems (and I’m sure some folks hasten to remind me that this is indeed NS and not some other game of which I’m quite aware of) storytelling outweighs the mechanics. Personally, I think a more even balance should be struck but that’s just my opinion.

Like I said earlier, you took certain measures to counter any claims of cheating and I believe your sincerity when you say you don’t want “to cheat, or to gain an advantage”. Thank you again for answering my questions and, to further dispel the accusations why I may be “hounding” you (since some people just can’t get it), it’s because I find the EOTED an interesting yet peculiar set up. The other ones I don’t find as intriguing at the moment.

[OOC: You're welcome. :)]
Ma-tek
28-11-2003, 01:16
[bump]
Knootoss
28-11-2003, 01:27
#tag#
Ma-tek
29-11-2003, 16:46
[Update pending.]
Ma-tek
11-12-2003, 20:11
Updated. Another update of data due on 5th January, DY 2 (c.e. 2004).
Seocc
11-12-2003, 20:52
ooc: a little bump, and since Ma-Tek isn't answering TG's (cofcoftalksleftinlimbocoff), i'll post it here: you can remove the ? behind SeOCC, there is no EOTED - SeOCC trade.
Ma-tek
11-12-2003, 22:55
ooc: a little bump, and since Ma-Tek isn't answering TG's (cofcoftalksleftinlimbocoff), i'll post it here: you can remove the ? behind SeOCC, there is no EOTED - SeOCC trade.

[OOC: I know. However, trade will be one of the issues discussed at said talks, and so I put the question mark there along with SeOCC in order to denote the potential of future trade. I'll check my telegrams in Ma-Nenya very shortly.]
Knootoss
12-12-2003, 17:55
OOC: I'd like to discuss this:



Exports: US$13.1trillion f.o.b.

Exports - partners: 44% CENNA (inc. Menelmacar and Diablo_NL); 19% TCPS; 14% FSP; 6% Knootoss; 15% other (Milesia, SeOCC?, Melkor Unchained); 2% FSP

----

Imports: US$17.156trillion f.o.b.

Imports - partners: 92% CENNA (inc. Menelmacar, Diablo_NL, and Lavenrunz); 4% Knootoss; 4% other (Milesia, FSP, TCPS, SeOCC? and Melkor Unchained)

Debt - external: US$N/A

Now, if I do a small calculation for my nation


Knootian imports from EOTED: (your exports)
US$13.1trillion f.o.b. * 0,15 = $1,965 trillion

Knootian exports to EOTED: (your imports)
US$17.156trillion f.o.b. * 0,04 = $0,68624 trillion

Trade deficit= $1,27876 trillion

OOC:Now, the idea was me becoming your new big importer, and while there is progress in that departement the big deficit is't really a good thing with that objective in mind.

Do your "exports" also count exporting and importing capital? (the f.o.b. abbrev. eludes me. Second language...)As there is supposed to be little actual production from Knootoss replaced to the Empire because of the economic conditions and tarrifs still in place in that departement.

Does that mean massive capital investement in Knootoss? Or has the EOTED economy thrown itself at my market?

Anyway, I would like your import figure to be changed a bit more favourably in % if that is possible... ^_^
Knootoss
17-12-2003, 17:01
*likes new, adapted, figures much better*

*eagerly awaits figures for after the CENNA crisis has been taken into account*
Ma-tek
04-01-2004, 18:14
[OOC: Partially updated; trade percentile figures need to be altered still.]
Ma-tek
21-03-2004, 23:01
[OOC: bump for greater visibility/easierness to find (is easierness a word? newp, it wasn't, but it is now).]
Ma-tek
21-08-2004, 17:03
[OOC: Final DY2/2004 update. Notice that the trade deficit for trading partners has fallen considerably; almost all trade deficit falls on the newest partners (the smallest ones), at first. This is merely to simulate alignment of imports/exports via tariffs etc as each new trading partner and ICEL adapt to the new trading conditions. Knootoss and FSP are also here established as the obvious clear leading trading partners of ICEL. Certain liberties have been taken with the size of trading, however: some nations who were previously listed have ceased to exist. I've just gone and transferred the previous trade to the current trading partners; if that doesn't work for anyone who's here listed, please let me know so I can adapt the numbers accordingly. Thanks!]

IC:

Background

The Iluvauromeni Commonality of Everlasting Light, a relatively new political and supra-national entity, is the 'finished product' of the old Empire of the Eternal Dawn, which was in turn built on the bones of the preceding Commonwealth of Ma-tek, and that organisation was born out of the earlier Empire of the Eternal Flame. ICEL represents the last phase of this stage of development for the Iluvauromeni People - or so it is believed inside the Commonality. A former 'leading military' member of SATO, ICEL was once commonly believed to be either a superpower, or as close to said description as can be held. A founding and 'Eternal' member of the now-disbanded CENNA organisation along with its long-time former ally Menelmacar, the old EOTED was once a leading nation on the world and stellar stage, having taken a central role in several major international/intrastellar incidents and events. The Commonality has yet to become a defined quantity in modern solar politics, however. The Commonality is lead by four branches of government; the executive branch, the Executive Council; the legislative branch, Imperial House; the Judicial branch, comprising several court systems, and the constitutional branch, Citizens House. The Empire of The Eternal Dawn was formed in Dawn Year 1; the transition to the Il. (2 DE)

Geography

Location: Lodoss, South Atlantic. Landmass roughly the size of China. Borders Menelmacar; both sea and land borders. Shares a land border with Chellis.


Area:
Total: 10,472,129 sq km
Land: 9,980,916 sq km
note: Dimensions exclude orbital colony Vilya Elenosto.
Sea: 491,213 sq km


Land boundaries:
total: 12,892km
border countries: Menelmacar - 10,111km Chellis - 2,781km

Coastline: 86,991km


Maritime claims:
contiguous zone: 24 NM
exclusive economic zone: 200 NM
continental shelf: 200 NM or to the edge of the continental margin
territorial sea: 15 NM


Climate: tropical to temperate


Terrain: mostly plains; extremely mountainous regions in the north and south


Elevation extremes:
highest point: Mt. Tumnore (6,215m) (accurate DY 1)
lowest point: Aelinenya (-220m)


Access to natural resources: iron, gold, oil, uranium, tungsten, vanadium, magnetite, natural gas, lead, silver, platinum, yttrium, molybdenum, copper, aluminium, lead, zinc

Land use:
arable land: 24.121%
permanent crops: 20.001%
other: 75.879%

irrigated land: 2,407,497 sq km (DY 1 est.)

Natural hazards: Tropical storms (infrequent, coastal); flooding (infrequent, seasonal).

Environment -
current issues: low-level air pollution remaining from pre-MI transport era; mild water pollution in several key rivers; toxicity problems in one area of western Ax-turath (the Devara Plains) following depl. uranium weapons testing by the IDF; deforestation in Ax-turath; major pollution in Bay of Turath.

Geography - note: N/A


People

Population: 2,036,775,114 (DY 2 est.)
Population - density: 204.066/km^2 (DY 2 mean figure)
Age structure (Human):
0-14 years: 19%
15-64 years: 64%
64+: 17%

Age structure (Nenyan):
0-22 years: 24%
22-190 years: 52%
190 years+: 24%

Fertile percentage: 81% (all species)

Birth rate: 3.4 births/1,000 population
Death rate: 3.11 deaths/1,000 population

Net migration rate: -4.6 migrant(s)/1,000 population

Sex ratio:
at birth: 1.19 female(s)/male
under 15 years: 1.08 female(s)/male
18+: 1.04 female(s)/male
total population: 1.056 female(s)/male

Infant mortality:
total: 4.21 deaths/1,000 live births
female: 3.97 deaths/1,000 live births
male: 4.31 deaths/1,000 live births

Nationality:
noun: Iluvauromeni
adjective: ICEL National(s)

Ethnic groups:
Dth'gar 46.5%, Menjda 46.3%, Nenyan 2.99%, Noldor 3.2%, Other <1%

Religion - percentile dispersion:
'The Faith' (worship of Eru) 94.6%; 'The Path of the Three Stars' (oft. combined with 'The Faith') 64.1%; Christianity 4.1%; aethiest 1.1%; other 0.2%

Literacy:
definition: age 15 and over can read and write
total population: 99.998>%
male: 99.998%
female: 99.999%


Government

Country name:
conventional long form: Iluvauromeni Commonality of Everlasting Light
conventional short form: ICEL
local short form: ICEL
abbrevation: ICEL
local long form: Dor Iluvauromen

Government type: Socio-capitalist democracy

Administrative divisions:
4 Semi-Autonomous States, 5 Regions, 3 non-autonomous city-states; Ma-tek, Ma-Nenya, Ax-turath, Vilya Elenosto; Rhea, Shelbattanu, Telnor, Shapa-rei, Ria-shelhamn; Turath, Tek, Nenya

Independance: 2 D.E.

National Holidays: Foundation Day (5th January)

Constitution: Est. 2 D.E.

Legal system: Upheld by the Commonality Social Court, with all laws passed first by Imperial House, then by Citizens House; complex triple-headed legal system, seperated into three elements: Social, Economic, and Environmental Law. The Social Court oversees social Law, the Economic Court economic Law, and so on.

Legal system - peculiarities: There are only three offenses defined by Commonality Law as 'criminal'; radioactive materials smuggling, lethal machine-weapons smuggling, and internal production/distribution of banned equipment and materials. Two of the three carry potential death penalties.

Suffrage: 18 years, universal

Executive branch:

chiefs of state: Empress the Supreme Commander Rialla ux-Rihad II and High King the High Lord Commodore Semir-randil I and High Lord Aglar Rihad and High Lady Danielle and High Lord Commodore Ax-randiri Rihad and High Lord Ambassador Dejure (Executive Council members)

elections: All Executive Council members selected by the Empress

cabinet: Empress Rialla ux-Rihad II and High King the High Lord Commodore Semir-randil I and High Lord Commodore Ax-randiri Rihad and High Lord Admiral Aglar Rihad and High Lady Danielle and High Lord Dejure


Legislative branch:

Imperial House (900 seats; 65% elected, 35% selected by 'national political lottery' from valid persons over the age of 40 years), three Divisions (Ma-tek Division, Ma-Nenya Division, Ax-turath Division); duel-role system - each Division functions as a national government department as well as a component of the larger (1,600 seat) 'supra-national' government (Commonality-wide)

elections: Speaker elected from the House by the House; elected components appointed every two years by national vote


Constitutional branch:

Citizens House (900 seats; 65% selected by 'national political lottery' from valid persons over the age of 40 years, 35% elected); three Divisions (Ma-tek Division, Ma-Nenya Division, Ax-turath Division); dual-role system - each Division functions as a national government department as well as a component of the larger (1,600 seat) 'supra-national' government department (Commonality-wide)

Judicial branch: Commonality Criminal Court (Nenya), Commonality Environmental Court (Nenya), Commonality Economic Court (Nenya)

Political parties: N/A; partisan system abolished and outlawed

International organization participation: WAO, IRMRO

Flag description: Light blue flag with single white triangle inside a single white circle; contained in the circle are three grey-white stars in an unjoined equilatrian triangle


Economy

GDP: US$73.84T

GDP - real growth rate: 4%

GDP - per capita: US$45,497.69

GDP - composition by sector:
agriculture: 5%
industry and construction: 80%
services: 15%

GNP: US$73.9644T (DY 2)

Population below poverty line: 0.5%

Inflation rate (consumer prices): 2.4%

Labour force: 1,504,736,657 (one point five billion)

Labour force - by occupation: agriculture 65%, industry 30%, services 5%

Unemployment rate: N/A due to state employment measures in effect since February, DY 1

Budget:
revenues: US$42T (DY 2 est.)
expenditures: US$30.124T (DY 1 est.)

Industries:

Metallurgical, machine building, textiles, various agricultural, chemical, medicinal, toys, food processing, MI automobiles, computers, telecommunications, orbital assets, consumer electronics, military electronics, military equipment, various space-based industry, other high-tech associated industry

Industrial production growth rate: 14.24%

Electricity production: 32.9trillion kWh

Electricity - production by source:
fossil fuel: N/A
hyrdro: 3%
other: 71%
nuclear: 26%

Electricity - consumption: 29.921trillion kWh

Electricity - exports: N/A

Oil - production: 1.7 million bbl/day (DY 2 est.)

Oil - consumption: N/A

Oil - exports: 1.7 million bbl/day (DY 2 est.)

Oil - imports: N/A

Oil - proven reserves: 6.4billion bbl (DY 2 est.)

Natural gas - proven reserves: 2.2trillion cu m (DY 2 est.)

Natual gas - consumption: N/A

Natural gas - exports: N/A

Natural gas - imports: N/A

Total Exports - dollar figure: US$8.4654trillion f.o.b.

Total Exports - commodities: MI cars, energy production units, communications related commodoties, luxury goods, refined oil, refined pure minerals/metallic compounds (inc. molybdenum, iron, aluminium, and copper)

Total Exports - partners: 27.6% FSP; 26.6% Knootoss; 13.6% Santa Barbara; 15.6% Lavenrunz; 9.6% TCPS; 2.6% other (Melkor Unchained, Milesia, New Proletarianism, Spacer Guilds, Kay Son, Scolopendra, Ruhr)

Total Imports - dollar figure: US$8.341trillion f.o.b.

Total Imports - commodities: machinery and equipment, plastics, chemicals, raw materials (mostly iron, yttrium, and magnetite), luxury goods, communications related commodoties, luxury food

Total Imports - partners: 28% FSP; 25% Knootoss; 15% TCPS; 13% Lavenrunz; 10% Milesia; 7% Santa Barbara; other 4% (Melkor Unchained, Santa Barbara, Proletarianism, Spacer Guilds, Kay Son, Ruhr)



Debt - external: US$N/A

Economic aid - recipient: US$N/A

Currency: Relhame (RLH)

Currency code: RLH

Exchange rate, year average: Relhame per Menelmacari credit - RLH3.36 -> MC1.00 (DY 2)

Fiscal year: June to June

Communications:-

Telephones - main lines in use: 1.19 billion

Telephones - CPDAs: 1.2 billion

Telephone system:
general assessment: 'Vastband' (referred to as 'The Mesh') network provides crisp, efficient, and effective service in a multi-discipline network.
domestic: 'Mesh' lines (superconductive relays running at so-called 'vastband' capacity, with mammoth bandwidth availability to the average user as a matter of course) cover 98% of the Empire already, and the network is growing.
international: All international comms interlinking is attained via usage of the civilian components of the MISAT network, owned by the Imperial Space Networking Co-Operative.

Radio broadcast stations: Some six thousand regional stations, and five national stations; AM and FM frequencies.

Television broadcast stations: Just ten remain, all state-owned.

Trimensional viewing broadcast stations: Around 5,000, the biggest of which is INN Solar.

Internet country code: .di

Internet service providers: 124 (DY 2 est.)

Internet users: 1.14 billion (DY 2 est.)

Military:-

Military branches: Imperial Defence Forces Air Force; Imperial Defence Forces Navy; Imperial Defence Forces Ground Force; Imperial Defence Forces Space Navy; Imperial Defence Forces Space Navy - Vilya Elenosto Attachment; Imperial Defence Force Intelligence; Nenyan Intelligence Organisational Umbrella Agency; Imperial Defence Forces Research and Development Division; Imperial Defence Forces Strategic Peacekeeping Unit; Imperial Defence Special Forces; Imperial Defence Forces Logistical Support Division; Imperial Defence Forces Tactical Support Division; Imperial Defence Forces Liason Office; Imperial Defence Forces Operational Command Division; Imperial Defence Forces Communications and Infrastructural Support Division

Military manpower - military age: 21 years of age

Military manpower - availability:
males and females age 15-56: 1,016,713,958

Military manpower - fit for military service:
males and females aged 15-56: 981 million

Military manpower - total current military personnel: 149,471,219 (declassified figure; DY1)

Military manpower - total current commissioned military personnel: 94,128,615

Military manpower - total combative military personnel: 28,416,981

Military manpower - total combative commissioned military personnel: 12,416,512

Military manpower - reaching military age annually: 6,581,821

Military manpower - percentile divisionary figures:
IDF AF - 2%
IDF N - 1%
IDF GF - 8.141%
IDF SN - 1%
IDF SN (VEA) -
IDFI - (CLASSIFIED)
NIOUA - (CLASSIFIED)
IDF RDD - 71.813%
IDF SPU - 4.014%
IDSF - (CLASSIFIED)
IDF LSD - 4.561%
IDF TSD - 4.214%
IDF LO - (CLASSIFIED)
IDF OCD - 3.512%
IDF CISD - (CLASSIFIED)

Military expenditures - dollar figure: US$6,349,407,750,000 (US$6.349T) (DY2 figure)

Military expenditures - dollar figure (total): US$14.886 trillion (DY 1, including slush fund input to military budget)

Military expenditures - percent of GDP: 9% (excludes slush fund) (DY2 figure)

Military expenditures - percent of budget: 15% (DY2 figure)

Military expenditures - dollar figure per active regular soldier: US$42,329.39 (DY2 figure)

Military expenditures - dollar figure per active special forces soldier: US$14,435,443.60 (DY2 figure)

Transnational issues:

Disputes - international: None current. Aggressive history with Imperium of Melkor Unchained, culminating in a failed invasion attempt by that nation against the old Empire of the Eternal Dawn.
Ma-tek
28-09-2004, 00:30
[bump]