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Cerce's Nation Building Guide
05-16-2012, 03:25, (This post was last modified: 08-22-2012, 04:08 by Cerce.)
Post: #1
Cerce's Nation Building Guide
This guide has been created by Cerce from an out of character viewpoint, and should not be taken as an in-character work of literature. Should the administration wish to move this post, or 'sticky' it, or do any other form of movement or attachment or addition to this post, they may do so with my full consent.

Cerce's
NATION BUILDING
Guide
For Beginner Despots, Emperors, Lords, Kings, Presidents, and the like



Chapter I: Naming

Naming a nation is, truth be told, far more important than some realize. It can establish a nation on firm roots, or tear it down due to poor foundations. Take for example the Vikings of early and pre-2.0 Kiwike. When you think of Vikings, you generally attribute warlike raiders raping and pillaging - which is not something you wish for, due to the fact that most nations would generally take you as an enemy. On the other hand, the Helvanthar Republic was original, and - although it vaguely sounded like 'Hell' at the beginning - seemed to almost speak peace and prosperity. The Cornerstone Empire spoke for the nation's firm standing in the world, and radiated strength and security. Many more examples exist in current day Kiwike, and even in the real world.

When looking for an appropriate name, you must ask yourself a number of questions. What do you want your name to mean to other people? Will the name be memorable - and, if so, how? Is the name easy to be pronounced by the average citizen of your nation? Once these questions have been answered, I would highly advise asking other members of your nation what their opinion is on the name that you come up with.



Chapter II: Origins

The origins of your nation are, by far, the most important thing that you can establish - even more so than your government type. This creates your nation more than simple policies and declarations - your origin is the very essence of how your nation came to be, and why your nation even exists. Although there are various means by which nations can arise, here are a few commonly accepted and standard origins:

Military Conquest: Your nation, or your nation's peoplegroups, has established itself through military might. They have taken up arms and secured a section of land by subduing all other local peoplegroups under their rule. Little interest is put into weather or not the majority wish the nation to be in power; instead, the focus is put into the strongest military party. They are generally expansionist, and care little for long-term economic goals. Instead, short-term goals of acquiring goods and land is put at a priority. Such nations are quite powerful in the beginning of civilization, but oftentimes dwindle in power to the point where there former slaves are now giving them handouts of much needed materials, such as food and water. Most of such nations comprise of totalitarian states, monarchies, empires, and even a few Communist states. This is the most common form in which nations have risen up.

Common Defence Your nation, or your nation's peoplegroups, has established itself as a means to protect the general populace. They have taken up arms and secured a section of land in order to defend the people and goods within from those without. Interest is put into both the strong military party, and the majority of those that live within the land. Oftentimes, in the cases of militia, the military and the people are one in the same. They focus on long-term sustainability and, instead of economic gain, they generally focus on maintaining what they can. This generally leads to long-term economic gain, but very little land is acquired. Such nations are usually republics, or socialist, and in rare cases 'Father-Knows-Best' states (which is, where there is a relatively benign ruler that gives the people relative freedom, but still keeps overall control)

Dynasty Your nation, or your nation's peoplegroups, has established itself due to a massive expansion of one particular family. This family has grown so large that it is now the size of a small nation, and as such has gathered together for mutual benefit. Such nations are relatively rare, and in the rare cases that they do exist, they generally focus more on economic gain than on land acquisition or military might. They do not generally focus on defense or offense, but rather on simply being there, and doing what is currently best for the family as a whole. Such nations are usually feudal, or are a monarchy or oligarchy.

Devine Mandate Your nation, or your nation's peoplegroups, has established itself due to a god, or gods, or divine power, giving someone the right to rule over the nation (or, the person claims that the god, or gods, or divine power, has given them said right). Such nations are usually monarchies, and vary dependent on the religion on which they are based.

As stated beforehand, there are many more ways in which nations may rise up. These are simple stereotypes that may help you decide how exact your nation gained the right to be a sovereign state.

Chapter III: Political Structure

The political structure of various nations over the ages vary between nation to nation. It should be noted that these are the most prevalent in current and historical society, and that I would highly encourage you to experiment with your own way of government. I, personally, have created totalitarian, imperial, and republican forms of government, all with their own twists. If anyone would ask for my opinion on their own form of government, and the possible flaws that it may have, please simply ask me.

Monarchy Your nation is ruled by a monarch, generally known as the King or Queen, and usually has a claim to power through God, or gods. The ultimate power rests in the King or Queen. It is highly unusual for a King to operate alone and as the only person in power. Due to the fact that larger lands mean larger government and harder work, the Monarch sometimes divides up land to his closest or strongest supporters, and appoints them as Lords over the land, called Fiefs. The Lords then can spread the land among their supporters, usually Knights, who then act as 'minor Lords' and control the land that the local peasantry lives on. This form of government is specifically known as Feudalism, but is still technically a Monarchy. Monarchies generally have low civil and political rights, and the general populace is generally poor, as the majority of their produce goes to the Knights, who then give a portion to the Lords, who then gives a portion to the King/Queen. Monarchies are week in that conflicts between Lords may arise, and the kingdom could be thrown into a civil war over a disagreement between two fief holders. Sometimes Lords may even declare independence and form their own Monarchy. The peasantry has also been known to rise up over their oppressors if they are especially cruel, however such uprisings are quelled easily due to the populace's lack of funds and military training.

The problem with implementing this system of government into Minecraft would be insuring that the general populace is poor enough to desperately need the protection of the Knights, Lords, and Monarch, as well as a taxing system that taxes the peasants far more than the Lords, Knights, and Monarchs.

Republic Your nation is ruled by representatives of the people, who are elected by the people on a regular basis. This regular basis could be once every lifetime, or once every four years, or any other set amount of time. The representatives then convene and make decisions for the rest of the nation, be it in foreign matters or simply making laws. There may be more than one tier of representatives, such as having a head of state, two people under him, and four under them, and so on. The higher representatives may be elected by lower representatives, depending on the type of republic. The general populace is generally within the same economic plane, with outliers both above and below the norm. Types of republics include:

Religions Republics: Republics ruled by the people and elected representatives in accordance with a specific religion and its laws. (Modern day examples: Iran, Pakistan, (MAYBE Israel?))

Parliamentary Republic: A republic with an elected head of state, but where the head of state and the head of government are kept separate (AKA: The guy who makes the laws isn't the guy who enforces them, but both are elected)

Federal Republic: A union of states, city-states, or other 'sub-nations' with a republican form of government. (Modern day examples: USA, Canada, Mexico, Russia, Germany, etc.)

Socialist Republic: A country ran for and by the people, but with no direct elections, often called a People's Republic. (Modern day examples: China/Korea)

Problems with implementing this kind of government into Minecraft would be finding appropriate term lengths, and holding elections often enough and with enough information so that the populace is satisfied, but not so much that they are overwhelmed or so that the current government is not in term long enough to make any significant progress.

Democracy Your nation is ruled via public consensus. Not to be confused with a Republic, where representatives make the decisions, in a democracy, the populace directly makes the laws, and directly appoints a head of state/government - and decides if there needs to be one in the first place. It is very hard to further identify a democracy, due to the fact that the various democracies of the world, both past and present, were made by the people within it to meet the needs and wants of said people, and therefore the general makeup of the government, as well as the economic status of the people within it, varies greatly.

Gerontocracy Your nation is ruled by the oldest member within it. Generally defined as a 'Father Knows Best State', these nations value experience over ideology. The older a person is, the more say they have in the nation. Government structure varies greatly, as some are Monarchies in nature, while others are modified Republics. It is generally left open to the oldest member to determine what government structure is the best.

Imperial Your nation is a collection of city-states ruled by one unifying leader, or by a council of city-state rulers. This mixture of a Monarchy and Republic is my personal favorite. In theory, the city-states have their own government structure that they determine, or one that has been pre-determined. One city-state may be democratic - the other may be an oligarchy. Regardless, the leader of a city-state convenes with the other leaders to help better make decisions for the entire Empire. Oftentimes, a Despot is appointed from amongst the rulers to become Emperor, who then has the task of defending, expanding, and aiding the Empire in any way they can. Much power is given to the Emperor, but the city-state leaders can still remove him if a very, very large majority wills it.

Chapter IV: Basic Military Organization

Now that you have established a government, it is time to create a means of enforcing the will of said government. To date, one of the most effective means of doing so is by establishing a military. Do note that no tactics will be provided so as to not arm a bloodthursty leader with knowledge to perform exceptional attacks or defences.

First Steps - Establishing a Militia
As a new, fledgling nation with barely a founding document to point to, the best course of action is to have an active militia until a more permanent military organization can be put in place. Simply arming respectable (or at least not arming the insane) members of your society and entrusting them to carry out justice can be enough for quite some time. Generally, during the early stages of nation building, a wave of patriotism is felt throughout the realm. Take advantage of this momentary boost to morale and use your malitia as effectively as possible, securing the borders and keeping a general eye on the land at large.

Problems with militia include a lack of general experience, poor morale, poor equipment, and a risk of rebellion. This is the general masses, remember - they are going to perform justice as they see fit, not as you see fit, until such a time that they are either paid to perform justice your way, or until a permanent military establishment can keep them in check.

Nations have survived with only a basic militia, scrounging for equipment and defending the country as best as possible. They are sometimes the first and last lines of defence even in nations with trained military, albeit a poorly equiped line. Do note that nations depending on militia only are subject to generally small and/or insecure borders, as well as very poor chances in attacks.

In Minecraft, a militia should be given at the very least a stone sword and food. If at all possible, supply leather armor, possibly a bow and enough arrows to scare off an intruder, and perhaps upgrade the sword from stone to iron. Encourage the militia to use any equipment that they have at home - after all, they are fighting to protect their own lives, home, equipment, and land.

Mercenaries and How to Use Them
As you are still establishing a military, the best course of action is to see if there are any outstanding mercenary companies in the area. If possible, hire them. They can train your militia, and are more willing to perform attacks than your militia due to their paid status. Mercenaries also generally come with their own equipment. Even if you think you have enough troops to defend yourself, hire the mercenaries anyways - they have been known to resort to raids when no jobs can be found, and more money is lost to raids than they are to a paycheck.

Ensure the use of a contract. Mercenaries come in many kinds, but some will try to bully their way into getting more money out of you. Never hire a mercenary band that is larger than your military might as a whole, as they may turn against you in an attempt to 'collect payment'. Using a contract and providing a copy to both parties ensures adequate payment and a true word on both parts.

National Guard
Now that you have a militia and have taken mercenaries into account (and possibly hired them), it is time for a more permanent defence solution. Creating a national guard to police your people, as well as secure your borders, ensures a safer realm and reduces the chance of outright rebellion, but comes at the expense of paying them and providing greater equipment.

The National Guard should consist of basic recruits, be they levied or volunteer, with the ocasional seasoned veteran training and instructing them on how best to perform duties. Although recruits could be trained on-the-job, it is reccomended that a basic training course consisting of how best to protect the nation from man-made, natural, and unnatural occurences, be they from within or without the nation. Survival training is not required, as they would be within their own nation, but is reccomended if the trainee wishes to advance beyond their current status. Their sole purpose is to ensure security and defend the nation from immediate threats, be they natural, human, or unnatural (i.e. zombie infestation). Equipment should consist of no less than iron armor, iron or diamond sword, a bow with enough arrows to hold off an attack until reinforcements arrive (suggested 1-2 stacks), and emergency food in case of a prologned encounter or even siege. Personal equipment could be used, but some uniformity should be present so as to better present the nation as a whole. Payment should consist of the total cost of their equipment multiplied by two, paid at least once a week. This source of payment ensures that the guard can purchase another set of armor and weapons in the event that their equipment breaks, and still allows room for profit.

It is at this point that peaceful nations not intent on attacking whatsoever should continue on to the next chapter.

Army
After ensuring the security of your nation with a militia and National Guard, the next step for any nation intent on keeping offencive options open would be to create a standing Army. Generally speaking, the Army is better trained and equiped at the same level or better than the National Guard. The Army is used for large encounters and to occupy enemy land, as well as respond to any threats against the nation in conjunction with the National Guard. Army personell should be used in bulk numbers with a tactical officer directing formations to best augment the forces.

The Army should be well-rounded in order to both defend or attack in the name of the government. Equipment should consist of iron or diamond armor, depending on scarcity, and a diamond sword, with a bow and at least four stacks of arrows to enable both ranged and close combat. Enchantments should be used if available; even a level 1 enchantment can spell life or death for a soldier. Food should be carried in copious amounts for those deployed in enemy territory, in case a soldier is trapped behind enemy lines and is cut off from supplies. All Army personell should recieve the basic training that the National Guard recieves, as well as a lesson on troop formations, and survival in various conceivable (and inconceivable) circumstances. Army personell should be paid three times their equipment cost, for the same reason as the National Guard. Extra pay is to cover for extra danger compensation. Please, do note that these pay rates are suggestive - this document in no way dictates what pay should or should not be.

Infiltration Specialists
Although not an 'official' branch of the military, an Infiltration Specialist is a spy, assassin, ranger, and theif all wrapped into one. This troop is not trained in the interest of physical national security; instead, IS's are trained to perform tasks that are better left unnoticed by the public. From killing a well-spoken political rival to retrieving information on enemy positions, an IS does whatever the government asks of them.

Infiltration Specialists should be paid based on mission completion, not equipment worth. Although there is no reccomended equipment list, it is suggested that the equipment loadout augments the specific skills of the IS in question. Training should consist of all the training recieved from Army personell, as well as lockpicking techniques, infiltration techniques, and classes detailing with the types of missions they will be sent on (i.e. lesson in diplomacy when attending a diplomatic confrence, lesson in speach patterns of a target when assuming their identity).

Knights, Paladins, and Heavy Infantry
The tanks of the medievil age, Heavy Infantry plays an important role in smashing through an enemy formation or frontline. Knights, Paladins, and HI's should be used sparingly due to their incredible cost and the fact that their longevity is in question.

Such military personell should be armed with the best equipment available, with the highest possible enchantments on all equipment, if at all possible. Training should be like that of an Army personell, with techniques against large numbers suggested. Payment varies in this troop type; a Knight is generally paid in land and titles, a Paladin is paid only in the knowledge that he does his job for God (or gods, or... whatever he believes in), and Heavy Infantry should be paid between five and ten times his equipment cost.




((WORK IN PROGRESS))

"One can concentrate so closely on the words of a sentence that one thereby misses the meaning. As can happen in any area of life. You must never lose focus on the larger landscape."
Reply
05-16-2012, 04:31,
Post: #2
RE: Cerce's Nation Building Guide
Military Conquest Smiley
Reply
05-16-2012, 05:27,
Post: #3
RE: Cerce's Nation Building Guide
First: You put so much effort into this server it's amazing. And envious. So stop it.

Second: I'm not sure how much more you'll include, but another thing will probably be focuses on External Affairs and Other National Interactions, Internal Affairs and Subject Control/Subjugation(For the Dictatorships Etc.) and Regulation, Expansion Goals and Objectives (I.E. Outposts, territories, and colonies), and possibly including something about the land the nation is focused in as well, cause that itself is just as important.

"I wish I wish
Upon a fish
That I may have
Another dish."
Reply
05-16-2012, 14:14,
Post: #4
RE: Cerce's Nation Building Guide
Nice work, Cerce! I can't see what comes next

Leech: Moderating the wiki for over 75 years
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Reply
05-16-2012, 19:38,
Post: #5
RE: Cerce's Nation Building Guide
So I read through the whole thing, waiting for the political part - but them I see it isn't complete Sad

HURRY UP CERCE Tongue

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05-16-2012, 20:00, (This post was last modified: 05-16-2012, 20:02 by Crazylol5.)
Post: #6
RE: Cerce's Nation Building Guide
Oppression techniques....yes...oppression...oppressiooooon...
Oppress the betrayers...

Also, Economical system.
I want some Communism in there.

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Reply
05-16-2012, 20:17,
Post: #7
RE: Cerce's Nation Building Guide
Socialism ftw Smiley

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Reply
05-17-2012, 03:20,
Post: #8
RE: Cerce's Nation Building Guide
Very busy irl : won't get home till after eleven tonight

"One can concentrate so closely on the words of a sentence that one thereby misses the meaning. As can happen in any area of life. You must never lose focus on the larger landscape."
Reply
06-08-2012, 04:39,
Post: #9
RE: Cerce's Nation Building Guide
Added Chapter III - if you guys want something more added, let me know.

"One can concentrate so closely on the words of a sentence that one thereby misses the meaning. As can happen in any area of life. You must never lose focus on the larger landscape."
Reply
06-08-2012, 05:32,
Post: #10
RE: Cerce's Nation Building Guide
I love this thread! Keep up the guide and thank you for taking the time to write it.

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