[MD] Manifest Destiny's SuperNation Platform (Day 1689)

Day 1,689, 13:03 Published in USA Canada by Addy Lawrence

Props to CFovetS for developing this logo.



FORWARD

These are tumultuous times.

Admin has changed the game, again, however their most recent series of changes suggest that they are taking a much more deliberate approach to changing the game and keeping it relatively stable, notwithstanding server issues. Admin is definitely encouraging war and constantly caters game mods to the war module.

International alliances are in flux and the world super powers are courting other nations to form new alliances.

A political shift is occurring within eUS against the establishment and toward a refreshing look at domestic affairs and international relationships.

The nonsense that goes on in eCanada has escalated to the point where the CP of eCan is throwing the CP of eUS under the bus.

All of these variables are conspiring together to form the perfect storm for Manifest Destiny.



On being candid about the SuperNation concept...

Let’s be candid; small countries are of limited military value in this game. Although small countries do add to the sense of community and appeal to the RL patriotism behind the avatars, they simply lack significant relevance in the context of the military aspect of the game. It’s time to take game-play to the next level and absorb these small countries into larger countries. The larger countries represent the flagship of the ultimate alliance where citizens give up their citizenship in exchange for that of the flagship country and fight as a SuperNation. Perhaps its time to act on the SuperNation concept and ask eCan to prove its worth as a bro and agree to be absorbed into eUS as the pilot member nation in the SuperNation.



On why anyone would want to be a citizen of a SuperNation...

You have invested RL time and RL money into your citizen and your portfolio of companies that make up your self-supply network, you should enjoy the returns on that RL investment with the best game mechanics and 100/100 production bonuses. SuperNation delivers 100/100 economic bonuses.

You can only work towards your True Patriot medal in battles involving your country of citizenship. The very idea of SuperNation ensures that your nation is at war absorbing the next member state into the fold or at war in a conquest of an enemy state. There will be an abundance of True Patriot battles available to the SuperNation. SuperNation delivers True Patriot battles.

Have you ever fought a battle for your country where you were wiped in short order due to limited numbers and time zone issues? The member nations will span timezones and include tens of thousands of citizens. SuperNation delivers a formidable military force.

Have you ever felt empty about your MU’s relevance in the national military network? After you fulfill your candy bar fix, is your MU’s DO important to you? In the SuperNation scenario, there will be hostile RW to defend against, there will be friendly absorption battles to wage, there will be enemy conquests to fight. Your MU will be relevant to the national war effort on a continuous basis as the SuperNation manages war on several fronts. SuperNation delivers relevance to your MU.



On criticisms of the SuperNation concept...

Every time the SuperNation concept has been suggested, the number one criticism is RWs. RWs will be launched in the regions of member nations of the SuperNation. Defending these RW will be a damage drain and nuisance to the host country, and will cost them NE proposals to re-absorb regions. IMO, this isn't a con, it's a pro. First off, only one RW can be launched at a time, that's it. Furthermore, if the RW are launched by the SuperNation itself, in a controlled environment, this will increase the odds of it being successfully defended. With this in mind, countries with many regions make better candidates for member nations of the SuperNation. Consider that a member country with 15 regions can only have 1/15th of its regions RW’d while a member country with 5 regions would have 1/5th of its regions RW’d. Member countries would be expected to manage their own RW as a condition of membership in the SuperNation. RW are problematic, but they aren't a showstopper.

The second most popular criticism of the SuperNation concept is managing citizenship. The host country is obligated to approve citizenship of the member nations, which can be a threat to the host country. There is no way around this, this is a risk and the host country commits to its role with eyes wide open about this increased risk. The bigger concern is that with no in-game congress of the member nations in the SuperNation, citizenship is completely uncontrolled in the nation left behind. This creates PTO opportunities, particularly with the RW threat previously mentioned. Experienced and savy players shouldn't be concerned with this, most have already changed citizenship away from their RL nationality to expand their gameplay. The risk is the new player who signed up to be Australian and discovers that Australia is a willing member nation of host nation Russia. This will require some explaining, however I argue that this only draws new players deeper into eLife and enriches their game experience; they aren't in Kansas anymore and this will never be Kansas.



Denouement and Shameless Plugs...

Manifest Destiny is the active pursuit of absorbing other nations into eUS for the purposes of building a SuperNation. It is the ultimate alliance whereby the nations unite under one flag, enjoying 100/100 and the pursuit of capitalism while fighting for gameplay integrity everywhere. For the people who use RL money in this game, this party is going to fight for optimizing your interests. Plenty of patriot war, abundant production for your clicks, and no tolerance for Richards.

If you support this vision, I encourage you join Manifest Destiny and continue to build momentum toward realizing this vision.

Who's your daddy?

Addy's your daddy!!!