Fall of America V1.3

Fall of America V1.3 "The Fatal Finale" is the third and final part of the original trilogy.

Set in 2275-

https://www.warzone.com/MultiPlayer?GameID=17649135

Countries
Central American Federation - Omnises

New Mexican Empire - Hyped_Taco

Californian Republic and Arizona Commonwealth (CRAC)- Caleb Martin

USASA - RedCode134

Bahamas - Rami

Cuban Protectorate - i360Skittles

Texas Union - ShadowGrey (Jax)

Montcoli - AchillesAltsoba

State of the North-Western Gulf Coast - Dibbles II

Tennessee - Vorian

Floridian Protectorate - xxEpicWulfxx

Republic of Cascadia - Michael VIII

US Remnants (North Atlantic) - Epicguy

Ontario (TODDS) - Rheaegagrus

Midwestern Commonwealth - Stern

Quebec - Thug

Republic of Saskatchewan - Tyrogueevo

Alaska - GodxEmperor

New England - Japanball

Great Plains States - Johnson Dibbles

Missouri - King Hyrum

Sonora - August

Taluan- Dubbers530

New York - Jakob

Oklahoma - Stanso

Turn 1
Ontario allies New York

Ontario allies the IIR

IIR declares war upon Tennessee

Ontario breaks their alliance with the IIR

The Great Planes States seeks good relations with the [Horde]

CRAC allies the GLU

Texas allies California

GPS allies Taluan

Ontario allies Taluan

The USASA has significant control over Cuban foreign diplomacy (vassal)

Turn 2
(Thug gets booted) Quebec gets fucked

Alaska annexes Greenland

Ontario inherits Quebec

New England occupies New Brunswick etc.

[Michigan] allies Central Mexico, the Republic of Saskatchewan, the USASA, the US Remnants, and California

(Oklahoma is PE) Oklahoma invades Texas without declaration of war. This surprised attack was in hopes of capitulating Texas quickly, however, Texas pushed back once mobilized.

Cascadia demands Vancouver and the surrounding land. Taluan refused, and war nearly broke out. However, both sides agreed to exchange a truce (7 turns) for Taluan ceding Victoria to Cascadia.

Taluan declares war upon the Republic of Saskatchewan, as the Republic was demanding their lands of Saskatchewan while Cascadia was demanding. Taluan brokered a resolution with Cascadia, however Saskatchewan's power behind their demands were ultimately Cascadia's. California backs Taluan's war and pledges support. New England also announces its support for Taluan.

The New Mexican Empire and California jointly declares war on the newly independent Baja California, Sonora, and Chihuahua.

Turn 3
(Florida and the Caribbean are booted)

The USASA annexes Florida and the Bahamas

Cuba annexes the Caribbean

(Missouri is PE) Although Missouri was independent, the question was moreso who it should belong to rather than if it could remain independent. Its neighbors devour it or something.

Montcoli backs Taluan

Turn 4
(Tennessee is PE) Although Tennessee was independent, the question was moreso who it should belong to rather than if it could remain independent. Its neighbors devour it or something.

California adjusts borders, exchanging Cedar City for Reese River

Turn 5
(New York is booted) something something

New England withdraw support for Taluan

Alaska backs The Republic of Saskatchewan, declaring war upon Taluan

Montcoli backs Taluan, declaring war on The Republic of Saskatchewan and Alaska

The USASA declares war upon Montcoli and Taluan, referencing previous warnings that escalation of the war would mean their involvement.

The GPS, the US Remnant, and California denounce the USASA for directly involving themselves.

California sends volunteers to Taluan

Turn 6
An agreement is made where Montcoli leaves the war so long the USASA leaves.

Oklahoma had invaded Louisiana as part of their ploy. Once the USASA got involved, they began occupying Louisiana, fighting the Oklahomans. However, the USASA had announced they were going to continue to occupy Louisiana, even after the Oklahomans had been captured.

Turn 7
An Anti-USASA pact is proposed. The GPS and California join it.

Turn 8
California proposes an Unión Mexicana, inviting the New Mexican Empire and the Central American Federation

Ontario enters a defensive pact with the US Remnant and New England

Turn 9
Cuba takes over its foreign diplomacy, backed by the GPS and California (leaving USASA influence)

USASA volunteers are sent to the Republic of Saskatchewan

(RSA leaves the "coalition of smaller countries?")

The Remnant States allies the New Mexican Empire

Turn 10
(Michigan gets booted) how the fuck do I keep explaining these fucking things

The GPS sends volunteers to Taluan

Turn 11
The GPS and the Remnant States form a defensive pact

Turn 12
Texas allies Montcoli

The Remnant States forms a defensive pact with Montcoli

The Central American Confederation jointly declares war on Cuba alongside the USASA.

The Unión Mexicana is canceled :(

The Anti-USASA pact sanction the USASA

Turn 13
Bickering

Turn 14
(Alaska gets booted)

Ontario annexes Greenland

Cascadia annexes Alaska

Turn 15
Cuba capitulates and cedes the Cuban mainland and many islands to the Central American Republic

Turn 16
Cascadia declares itself The Twin Republics of Cascadia-Alaska. They joined together or something, whatever.

Turn 17
The truce is up for renewal, and Cascadia immediately bargains with Taluan to cede them land and end their war with the Republic of Saskatchewan. Of course, Taluan rejects their proposals, and thereafter Cascadia declares war on Taluan.

Turn 18
Montcoli declares war on Cascadia in defense of Taluan.

Turn 19
California demands Cascadian possession in the Hawaiian islands, or else they would declare.

Turn 20
The Republic of Saskatchewan have been defeated, however have not capitulated. The non-surrendering armies remain in the Baffin Islands and other remote arctic islands. However Cascadia is pushing mightily into Taluan.

Turn 21
New England backs Remnant States' claims against the USASA

Turn 22
The Remnant States sends volunteers to Taluan

(The USASA declared itself the true continuation of the United States at some point, despite the RSA. The Central American Confederation and Texas recognizes this claim. New England and Taluan then recognizes the RSA.)

New England, Taluan, and Montcoli jointly declare war on the USASA

Texas declares war on Montcoli and New England

California declares war upon Cascadia

Turn 23
The USASA declares war upon California in defense of Cascadia

The USASA declares war upon the RSA, to invade New England and to legitimize their claim

New England declares war upon Cascadia

Ontario declares war upon Cascadia

The New Mexican Empire allies Taluan

Turn 24
The GPS declares war on the USASA in defense of the RSA

Turn 25
The Central American Federation declares war on Taluan, the GPS, New England, and the Remnant States

Turn 28
Texas declares war on the GPS

Turn 29
(Ontario deccs on USASA?)

Turn 30
The GPS sues for peace?

The New Mexican Empire declares war upon the USASA

Turn 32
(GPS is booted. Game is pretty much over)

Texas declares war upon California

--

Host Message
The year is 2275. The North American continent has been subjected to two wars of magnificent scale. The 2nd Great American War having ended just 25 years earlier. Many nationalist movements appeared within regional borders, fragmenting the great powers of Southeast America, Texas, and the Midwestern Imperial Commonwealth. Meanwhile, the borders of the late nations have reduced American states' power abroad, with Mexican rebels finally gaining independence from the Sonora-Mojave, and the Great Plains States being pushed out of Canada.

The entire continent is Balkanized, can you unify your region/country?

DIPLOMACY RULES: Diplomacy rules will be posted in the chat at the start of the game. Please read over them.

Roleplay Aspect! As you may have seen in the title, this diplomacy game also has roleplay involved with it. Now while most of the lore of this universe has already been created in the last 2 games (PM me for details), roleplaying events that happen in your nation is strongly encouraged.

DISPUTED ZONES: There are 3 disputed zone on the map. Clipperton island, Stikine, and Estrie. These areas start off neutral and are automatically claimed by all who border them. These are intended to start conflict, so whoever does not end up taking the territory has a casus belli on the person who does. A diplomatic solution to the dispute is an option as well. The bonus values have been raised to increase the desirability of the land. That is all! Have fun!

Rules
To attack a player, you must make an official declaration of war in public chat. After declaring war, you must wait one turn to attack that player. Same goes for the defender If you are the aggressor and wish to cease conflict with a player you declared on, you may undeclare or withdraw your declaration. however the defender has the option to not accept this undeclaration of war. If the undeclaration goes unacknowledged then the war is over. When you ally with another player, you must announce this in public chat. Keep in mind that If you declare war on an ally, you agree to dissolve this alliance effective immediately. When declaring on an ally, you must wait an additional turn to attack as opposed to the standard one-turn wait.

You can’t use a bomb card unless you are at war with that player. No using the gift card to sever a front with your opponent. If you gift a neutral nation onto your front so your opponent can’t attack you in a position he could attack you before, you will be PE. If you are gifted into land with the intent of a gift-block, you will be forced to gift the land back to the person who gifted it to you. This also applies to committing suicide with the gift card. If you break any of these rules, you will be declared PE (Public Enemy). When someone becomes PE, any player who borders the PE must cease all their conflicts temporarily and focus on defeating the public enemy. You may not declare war on a player that borders a PE. PE status may be lifted if the PE makes reparations satisfactory to the host and/or the victim.

NAPs (Non-Agression Pacts) are a way of preventing conflict with an individual for a set amount of turns. NAPs can be disrespected, however in order to declare war on a person you are engaged in an NAP with, you must announce you are breaking the NAP one turn before you declare. You are not allowed to declare war and break the NAP simultaneously. Please set a turn duration for an NAP. NOTE: It is possible for breaking NAPs to be a PE offense, but the players partaking in the Non-Aggression Pact has to agree to this being a condition before it goes into effect.