Talk:Magnate War Aftermath: Difference between revisions

From Sphere
Jump to navigation Jump to search
Peel (talk | contribs)
Created page with "==The League== ===Minkowski=== The war allowed Minkowski the opportunity to flex their muscles free of Core interference, helping themselves and by extension the League achieve..."
 
mNo edit summary
 
(4 intermediate revisions by 3 users not shown)
Line 5: Line 5:
:Status:  Winner
:Status:  Winner
:Political Stance:  Be Interventionist
:Political Stance:  Be Interventionist
===Azadestan===
 
===Outremonde===
The War spurred economic growth, industry, and a sense of rebirth and revitalization within the circles politic of the Commonwealth. The scrafices that were demanded of it to defeat the enemy were considered to "be worth it" as Outremonde looks to the future as a chance to redefine its role in the rim as both a leader and component of a new, and ultimately stable, transnational system. Unlike other powers Outremonde did not cultive nationalism or militarism; any such "increases" were accidental results undertaken by the masses.
:Status:  Winner
:Status:  Winner
:Political Stance: New Beginnings
:Political Stance: New Beginnings.
 
===Sarreva===
For most of its history Sarreva had been a prosperous, quiet world with no great ambitions of nationhood.  Like many Rim colonies it was known more as a place than a political entity.  The EU Deep Space Fleet maintained law and order on the trade lanes and ultimately Sarrevans didn't really pay much mind to the greater universe outside.  The War changed everything.  On the surface the damage has been repaired; trade is flowing, the slow transition away from military power has begun and the cities have been rebuilt.  The biggest lasting legacy of the Magnates is the birth of Sarrevan nationalism; pride, cooperation and unity that would never have been possible before.
:Status:  Winner
:Political Stance:  Hyper-Patriotic Space Internet
 
===Chatham's World===
Chatham's World has been rendered largely uninhabitable by cataclysmic terraforming failure and the liberal use of weapons of mass destruction.  With most of its population gone, its remaining holdouts do form a loosely cohesive political entity, although ultimately it is only a shell without much any real power in the League.
:Status:  Loser
:Political Stance:  Still Alive


==Magnates==
==Magnates==
Line 17: Line 29:


===The Eternal Dawn===
===The Eternal Dawn===
Although The Eternal Dawn did not seize any Theta Dust for its own in the campaigns due to its primary supporting role, neither did it suffer significant defeats, and it has both forged close ties with the other Magnate worlds and used the combat experience to purge significant structural weaknesses in its doctrine.
The early successes of the Eternal Dawn led it to underestimate the opposition it was facing, but as much as the early success of the Miranda conquest proved to the Dawn that its use of replica soldiers and its citizens' physical superiority was sufficient to last it through even the toughest battles. The Miranda conquest may have forged unity and a new vision, but it was on Finnegan's Folly, Ares, and other brutal landscapes where the Dawn forged its blades.
:Status: Draw
:Status: Winner
:Political Stance: Exhumanize
:Political Stance: Exhumanize

Latest revision as of 07:15, 22 September 2011

The League

Minkowski

The war allowed Minkowski the opportunity to flex their muscles free of Core interference, helping themselves and by extension the League achieve a position of local strength.

Status: Winner
Political Stance: Be Interventionist

Outremonde

The War spurred economic growth, industry, and a sense of rebirth and revitalization within the circles politic of the Commonwealth. The scrafices that were demanded of it to defeat the enemy were considered to "be worth it" as Outremonde looks to the future as a chance to redefine its role in the rim as both a leader and component of a new, and ultimately stable, transnational system. Unlike other powers Outremonde did not cultive nationalism or militarism; any such "increases" were accidental results undertaken by the masses.

Status: Winner
Political Stance: New Beginnings.

Sarreva

For most of its history Sarreva had been a prosperous, quiet world with no great ambitions of nationhood. Like many Rim colonies it was known more as a place than a political entity. The EU Deep Space Fleet maintained law and order on the trade lanes and ultimately Sarrevans didn't really pay much mind to the greater universe outside. The War changed everything. On the surface the damage has been repaired; trade is flowing, the slow transition away from military power has begun and the cities have been rebuilt. The biggest lasting legacy of the Magnates is the birth of Sarrevan nationalism; pride, cooperation and unity that would never have been possible before.

Status: Winner
Political Stance: Hyper-Patriotic Space Internet

Chatham's World

Chatham's World has been rendered largely uninhabitable by cataclysmic terraforming failure and the liberal use of weapons of mass destruction. With most of its population gone, its remaining holdouts do form a loosely cohesive political entity, although ultimately it is only a shell without much any real power in the League.

Status: Loser
Political Stance: Still Alive

Magnates

Remontoire

Status: Winner
Political Stance: We're People Too

The Eternal Dawn

The early successes of the Eternal Dawn led it to underestimate the opposition it was facing, but as much as the early success of the Miranda conquest proved to the Dawn that its use of replica soldiers and its citizens' physical superiority was sufficient to last it through even the toughest battles. The Miranda conquest may have forged unity and a new vision, but it was on Finnegan's Folly, Ares, and other brutal landscapes where the Dawn forged its blades.

Status: Winner
Political Stance: Exhumanize