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Empire of Fusan

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1Empire of Fusan Empty Empire of Fusan on Wed Oct 05, 2011 12:41 am

Empire Name: Empire of Fusan.

Empire Size: An empire of this size is big enough to be command considerable industrial output. It now has between two and four regions. With an additional industrialized region comes a great increase in production capabilities. However, two industrial regions also means twice as much vulnerability.

Name of the Capital and surrounding Cities (if any):

Kiro -- The capital of the Empire, Kiro is both the home of a vast industrial center as well as a center piece of Fusanese history of the last six hundred years. The intricacies of the New Side and Old Side of the huge city of over 45,000,000 people has blended as factories are erected next to ancient Fusanese samurai shrines of old. The city has elaborate, paved roads where lumbering trucks carry goods next to high set wooden buildings. Near the West side of the city lies the Emperor's Palace, stone, marble and ivory emblazoning the gigantic structure that many non-Fusanese have traveled to merely to set their eyes upon it.

Ryokino -- The sister city of the Empire and the old capital, it is landlocked and about fifty kilometers west of the Fuso-Saiko border. It is a high traffic location where Saiko travelers and Fusanese often cross paths. There are not nearly the breadth of industrial power in Ryokinon as there is in Kiro, but Kiro houses the Fusanese Pilot Cadet Training School where the greatest pilots in the known world are trained. It is a prestigious academy where only 200 officers a year are given the ceremonial rank of Officer. Thousands apply, thousands are accepted, only two hundred graduate.

Empire's Government:

Absolute Monarchy-
In an Absolute Monarchy, all the political power of a state has been vested in one individual as both head of state and government. An absolute monarch wields absolute power over the state and its subject people, in effect his word is law. Though an Absolute Monarchy may have weak or symbolic parliaments, in reality the monarch is quite capable of dissolving these at will. The monarch is the state in this society.

Militancy : Absolute monarchs often played a game of brinkmanship and legacy-making, trying to secure their title and image for posterity. Most often the best way to accomplish this is through the military, which is why most absolutists control tight, uniform and efficient armies.
- Absolute Monarchies pay 10% less Income for military maintenance

Red Tape : One person, even a monarch, has only so much time in a day. One must prioritize, make decisions, and somethings things just languish. This isn't so much of a problem with basic administration, but once in a while a report that could make all the difference never gets read.
- Absolute Monarchies lose -1 Security in all regions

Name of the Empire's Leaders:

Emperor Hiraku -- The Fusanese Emperor, Emperor Hiraku is stern faced but kind hearted. Often surrounded by a small battalion of elite guardsmen as well as his most subservient advisers, Hiraku has pledged to the Fusanese people that they will know a better world than his predecessors have offered, and his often awe inspiring speeches and charismatic countenance have secured the obedience of the masses.

Prime Minister Nokojiro -- A member of the Old Regime, Prime Minister Nokojiro is a very power member of the Emperor's cabinet and is often considered the snake in Hiraku's ear. He is a former flight officer of the Fusanese Air Force and thus is very well respected amongst his peers. He is often considered to be the one that persuaded the Emperor to undertake a more aggressive, expansionist political policy.

Empire's Population Size and Population Growth:


Populations between 40 million and 60 million have a low birthrate :
-Increase of 1 million per week

Empire's Political Type:

Fascism is a radical, authoritarian nationalist political ideology. It advocates the creation of a totalitarian single party state that seeks the mass mobilization of a nation through indoctrination, physical education, and family policy.
- Security defaults to 4

Empire's Economy Type:

State Socialism:
State Socialism is an economic system where property is held in common by the government and goods are distributed to the masses. Socialism has problems with motivating people to produce surplus goods, so it struggles to achieve economic extravagance, but provides safeguards against economic collapse.
- Public Approval defaults to 6
- Empire cannot achieve wealth ratings below 3 or above 8
- Wealth defaults to 4

Empire's Labor Trait:

Mass Agriculture:
This nation is completely self sufficient in terms of agricultural production, and often serves as a major exporter of food and other products to its neighbors in the region. During times of war, this comes in handy as this nations populace and soldiers will rarely go hungry on home turf and can hardly be starved out by attempts at blockade.
- Nation will never suffer food shortages during war time (unless a natural disaster occurs)
- Increases population by 300,000 per update

Empire's Legal Trait:

An Empire might term it as 'bringing civilization' to a weaker people, but the true reason behind Imperialism is far more insidious. The acquisition of land, wealth, resources, all of which are grinded under the heel of the state. Regardless, this Empire excels at bringing it's conquered people under its control through no doubt a combination of brute force, bribery, and cultural influence.
- Control of recently conquered regions becomes easier in the short term.
- Insurgencies are less effective.
- Lowers Imperial Reputation.

Empire's Social Trait:

Fiercely Independent:
These people are hard to conquer, every foreign invader that has attempted to impose their will on these people has had their noses bloodied and been pushed out. They will not tolerate being occupied and will take up arms to protect their customs and peoples. Of course, this mean's that it is more difficult for their own government to bend to policies they don't like.
- Conquered regions will form insurgencies against occupying forces.
- Partisan specialist unit costs 50% less
- Chance of insurgents forming against own government if public approval drops below 4.

Empire's Military Trait:

Not one step back!:
Fanaticism in this army is an understatement. It's soldiers have been beaten, bullied, and brainwashed into believing that death is better than surrender. And of course their is the ever present threat of a bullet in the back for the doubters. This army will almost never retreat, and will fight to the death even against the most extreme odds. Often against these odds, this nation's soldier will probably be found gleefully charging towards an enemy platoon with a grenade in hand even if it means his own death.
- Units will never retreat when fighting on home ground.
- Units will RARELY break due to psychological trauma or morale damage

Empire's Weakness:

Decadent Elites:
This nation's halls of power have become mired in corruption, decadence, and sin. Corruption has become rampant and the mood of the people ever more angry towards those in the society that partake in such behavior.

-10% of IP is lost per turn due to corruption
+Lowers public approval rating

Empire Military Spending / Total Maintenance:

54 IP (pop) + 30 (capital) + 60 (3 regions) = 144 IP / 35 Oil / 25 Steel / 540 Manpower

25 Infantry Divisions -- 75 IP / 250 Manpower
4 Armored Divisions -- 32 IP / 24 Manpower / 4 Oil / 4 Steel
4 Artillery Regiments -- 16 IP / 32 Manpower
3 Fighter Squadrons -- 18 IP / 6 Manpower / 3 Oil


3 IP / 28 Oil / 25 Steel / 228 Manpower.

Military Doctrine:

Air Pioneers - Military commanders in the empire have realized the great value of aircraft, and your people have been dazzled by the possibilities of flying through the air. New airplane designs and engines are constantly in production, giving your people a slight edge over their competitors.
- All aircraft fight as Veteran
- Empire starts with an Airfield
+ Paratroopers are 25% cheaper

Empire's Starting Constructs (if any):


Empire IP Generation:

90 IP a week.

Empire History:

An Abbreviated History

The Hironiro Isle has always been beset by the three Great Powers; Fusan, Saiko and Demuon. Even in the year of 1921 such stands true. Since the late 1400's, the Fusan Clan was known for it's cavalry riders and many Shogun's attempting to claim the entire Hironiro Isle enlisted their aid through monetary persuasion. The Fusanese people have a five centuries long feud with the Saiko people, although political policies mean that they intermingle to ensure a floundering economy doesn't occur, every Emperor since the 1600's has spoken out against the Saito people and their "flip flopping" methods. Only has the most recent emperor, Emperor Hiraku actually promised an end to the Saito people. The Fusan people have grown strong in their unification.

In 1901 the Fusanese Pilot Cadet Training School was started after the Fusanese became the first nation in the world to discover and pioneer the act of flight. Rigorous training and hard line discipline put only grizzled veterans into the biplanes of the Fusanese Air Force, the first fully organized military organization of it's kind. The Empire did not have to wait long to use it.

Fuso-Saiko War of 1904

In 1904, the Shinsu FC03 fell into the hands of Saiko military after it crashed across the border. The Fusanese government immediately sent a telegram for it's return, but the Saiko government refused to acknowledge that any such incident had occurred. Within two weeks, the Empire of Fusan declared war on the Saiko Confederate States. Both nations mobilized a combined total of 180,000 men with Fusan holding the slight majority in both men (110,000 vs 71,000) and the ability to field aircraft. Six months into the war, Fusanese pilot Shijo Karawo was shot down, allegedly by a friendly aircraft. However, the Saiko government had used the Shinsu FC03 to create a design of it's own. Aerial warfare was born.

Over the skies east of the Saiko capital of Jurosowa, over 150 aircraft battled it out as Fusanese artillery pounded the Saiko defenders. The Battle of Jurosowa ended with the Fusanese taking the city on the eve of 1904, but at the cost of over 18,000 Fusanese. The Treaty of Shinsu was signed and the war ended with the Fusanese dismantling all Saiko aircraft.

Fuso-Saiko War of 1907

In the autumn of 1907, the Fusanese Aircraft Base of Ryokino was abruptly attacked by over 200 aircraft of unknown design. 800 well trained airmen were killed and roughly 25% of the Fusanese Air Fleet was put out of commission. Saiko had surprise attacked the Fusanese. Humiliated from the Fuso-Saiko War of 1904. The war lasted two years with heavy casualties on both sides, including the sinking of the Fusanese Navy at the Battle of Round Reef, but the Fusanese prevailed on land and in the air and took the Saiko capital Juro in 1909. The Second Treaty of Shinsu was signed and those in power were displaced and new leaders were put into power, puppets of Fusan.

They didn't last and the Saiko regime quickly went radical again. War nearly erupted in 1919, but was avoided when Emperor Hiraku personally went to Juru and asked for a cessation of the small border skirmishes. Two years later, in 1921, Fusan prepares for the last and final war with Saiko.

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