• 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    We are not a military clan in the slightest. Sorry to disappoint, we are only present to hold a tight-knit community and have fun.
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    Those are the factions, sirr. For now they are limited to one city.
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    Quote from ger_milly»
    IGN: ger_milly

    Skype: germillena

    Secret Word: Turtles

    How dedicated are you? I understand that the key to a brighter future is with the help of others!

    Tell us a joke (Keep it appropriate): What do you call a fish with no eyes? A fsh. LOL IKR?

    You're being attacked by bandits, what do you do?: Hide the diamonds, and get the wooden swords ready!

    Accepted.

    In other news, the first post has been updated to inform everyone about our constitution and the way things will work here on out. Please take the time to read it, everyone!
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    Quote from OffTheAir»

    I guess now my IGN has some significance here...I'm now off the air.

    Boooo
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    We're closing in on finishing the constitution and Faction concept! Join if you're interested, you'll meet some very...interesting people..uh...yeah.
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    All Atlas peeps, see the first reply
    Posted in: Clans
  • 0

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    Hey, we aren't that terrible of a clan. We just have a bunch of emotional/server problems that we should probably work out...
    Posted in: Clans
  • 3

    posted a message on ATLAS [Previously RoA] [Dedicated Community] [Roleplay] [Andromeda]
    You should probably read this...













    As Written By Genclone

    The Table of Contents

    Article I

    The Councils

    Article II

    Bills

    Article III

    Factions

    Article IV

    The Global Market

    Article V

    Laws of War









    The Councils



    The Grand Council

    It is the undisputed and undeniable duty of the Grand Council to guide and oversee the Atlas Council in all political affairs as well as partake in all other functions of the Atlas Council. This includes but is not limited to, drafting and purposing bills, voting on newly purposed bills, and managing lower Government Administrations. The Grand Council functions differently from the Atlas Council in that it is granted a higher position in the political hierarchy. While this does not award the Grand Council the final say in a political affair and does allow the Council to lock a bill in a state known as Limbo which can be a powerful force in political matters. Only the Grand Council can remove a bill from Limbo.



    The Atlas Council

    It is the lawful duty of all councilors in the Atlas council to govern Atlas under the guidance and leadership of the Grand Council. The Atlas Council is made up of elected/appointed officials who will serve a month long term in office. Each Councilor may only serve in the council two terms in a row unless otherwise nominated by the Grand Council. Councilors are responsible for creating bills which will be purposed to the whole Council to be voted on. All councilors are required by law to review bills submitted to them by full citizens of Atlas. If such a bill is denied the councilor is required to provide ample reasoning why the bill was denied to its original author. Under no circumstances can one councilor claim a bill drafted by any other citizen of Atlas as their own.





    Elections

    Seven days before the end of every month an election period begins when citizens of Atlas may launch the start of their election campaigns, this is also a time in which eligible councilors who have not yet exceeded their current maximum service length can begin their campaigns for re-election into office. The number of seats available on the Council is directly derived from the clan population at a ratio of seven citizens to one councilor. The Grand Council is prohibited from interfering with or aiding in campaigns for seats on the Atlas Council. The use of graphic art and other forms of media to promote a candidate’s campaign is allowed however use of such media as a method to attack another candidate is not. If any piece of media is deemed to serve that purpose by the Grand Council then it must be removed from use. If a scenario should occur in which it is absolutely necessary the Grand Council is capable of appointing councilors to the Atlas Council. All citizens of Atlas are allowed to vote for the candidates they wish to see on the Council of Atlas. All citizens are allowed to vote up to as many times as there are seats available on the Council however under no circumstances can they vote for the same candidate more than once in a single election. Citizens are expected to have all their votes contained on a single ballot.



    Maximum Service Length

    To aide in balancing power and the goal of equal representation the most any one citizen of Atlas can run for re-election in a row is two terms. For a service length longer then two terms a citizen must be nominated by the Grand Council for re-election.









    Recall Elections

    Citizens of Atlas reserve the right to remove an elected councilor from office by triggering a Recall Election in which all citizens who are not currently partaking in a Council seat are permitted to campaign for that councilor’s position. A recall election lasts for a five day period in which the last three allow for all citizens of Atlas to vote for candidates. If the councilor succeeds in gaining at least one half of all votes then he/she will remain in office.



    Tie Breaker Elections

    Should there ever come a time in which it is necessary to break a tie between multiple candidates all biding for seats on the Council a Tie Breaker Election(s) may be held to narrow down the list of candidates until all seats in the council are filled. A Tie Breaker Election cannot be held more than three times in a row, if ever a fourth Tie Breaker election becomes necessary then the Grand Council will appoint Councilors from the list of finalist candidates.





















    Bills



    Drafting Bills

    Both Councilors and Grand Councilors reserve the right to draft bills which can be presented before their respective Councils. Bills are legal documents within Atlas and must contain the following things, a timestamp at the top of the document for its creation date, the name of the original author of the document, a new timestamp for the date of each time a revision was made accompanied by the name of the author who made the revision as well as a brief description of the changes made, and a title by which the bill can be referred to. All drafted bills will be stored in a nation archive regardless of whether they passed or not.



    Passing Bills

    When a Councilor has finished the first finalized version of their bill draft he/she may present it to the Council of Atlas for debate and revisions made through compromises. In order for a bill to pass this stage it must receive two thirds of votes from the council of Atlas. A bill that has received the necessary votes from the Council of Atlas may proceed to the Grand Council for final review. For a bill to pass this stage and be put into law it must receive another two thirds vote but this time from Grand Councilors. If at any point in time a revision is made to a bill it must be re-evaluated and therefore returns to the begging of the process unless the bill was previously in Limbo. The system works in reverse if a Grand Councilor submits a bill where in it must first be evaluated by the Grand Council and then passed to the Council of Atlas.







    Overrides

    The Grand Council and Council of Atlas both hold the power to use a special tactic known as an override on bills which are in the second phase of the proposal process. An override allows one Council to push a bill past the other Council after being denied during review. To deploy an override a bill must have received at least three fourths of all votes in the Council of Atlas or all votes in the Grand Council. When an override is deployed the bill has twenty four hours before being put into effect, during this time the opposing Council has the opportunity to place the bill into a state which is known as Limbo by achieving three fourths of all votes towards an override veto. If a bill override is not put into limbo within twenty four hours the only way to take it out of effect is to overturn it.



    Overturning Bills

    If a bill is passed into law the only way to remove it from effect is to overturn it. For the Atlas Council the only way to overturn a bill is too achieve three fourths of votes towards an overturn. For the Grand Council only one half of votes need to support an overturn. In both cases the bill will be removed from effect and placed into limbo where both Councils can then re-evaluate the bill and begin the process of proposal a new.



    Limbo

    Any bill placed in limbo is locked from progressing past it current stage until a revision is made which is accepted into the next version of the bill draft. Doing so would remove the bill from Limbo and place it back into the stage to which it was previously barred from progressing past. This would allow for bills which have already progressed past the Council in which they were submitted to re-enter the fray at the point in which they were locked with slightly less difficulty.



    Revisions

    All revisions made to a bill must be recorded on the official document with a timestamp of the revision, the author of the revision, and a brief description of changes made during this revision. Each time a new version of a bill is presented before the Council it must be submitted to the Nation Archive for storage and preservation. When a revision is made to bill by anyone other than the original author this revision must first be approved by the original author him/herself before being admitted into the official document. Because a document does not need to receive to new vote after being revised if it was previously in Limbo Councilors are granted the right to demand re-evaluation thus preventing it from advancing to the next stage until it has once again been voted on.





























    Factions



    Territory

    All Factions are allocated a sizeable sum of land upon founding a city; this land is known as the Faction’s territory. All Factions are responsible for maintaining their territory and upholding their laws within its borders. Homesteads can only be established within a Faction’s territory and are subject to following all laws put in place by said Faction. Territorial borders cannot expand in regions which are already controlled by another Faction. Members of a Faction can only operate within their Faction’s territory and must first be granted land from that Faction to operate within. Land not owned by any one Faction shall be known as No-Man’s land.



    No-Man’s Land

    No-Man’s land is a lawless region not owned by any Faction. It is within these lands bandits prowl and ruthless brigands make their homes. Mercenaries and Assassins alike flock to these unforgiving realms beyond the kingdoms of Atlas seeking freedom to conduct their ill deeds safe from prosecution. Any Atlastian caught living in No-Man’s land is to be considered an outlaw and should be dealt with promptly. It is up to Factions to determine how they will handle such ‘encounters with these barbarians. Due to the lawless nature of No-Man’s Land any settlements established within this Forsaken region cannot be annexed by a Faction and should be permanently removed from operation lest the Faction desire to “Turn a blind eye” in favor of its own gain be that monetary of otherwise. Goods acquired from No-Man’s land are considered Black Market Items and therein considered contraband in the Global Market.



    Black Market Items

    Any Items obtained in No-Man’s Land are considered Black Market items and trade of such contraband is prohibited in the Global Market. The Traders Guild reserves the right to define which items are considered contraband within the Global Market. If a merchant is suspected of trading such items within the Global Market he/she is subject to a sizeable fine and possible revocation of their Market License. Factions are required to regulate trade of contraband items and are allowed to define which items are considered contraband in their territory however they must acknowledge all items defined as illegal by the Traders Guild. Failure to regulate the Trade of illegal goods will result in direct action by the Traders Guild. How Factions choose to punish smugglers is left to them to decide however contraband items MUST be turned over to the Traders Guild when discovered.



    Faction Wars

    Factions are allowed to engage in conflicts wherein battles of all sizes may occur. Faction wars allow one Faction to lay siege onto Cities belonging to opposing Factions (Server Rules still apply) and occupy captured Cities/Homesteads. At the end of a war the opposing Faction must relinquish control of all Cities and Homesteads to their original owner. As with all things Server Rules still apply during faction wars, THIS MEANS NO GRIEFING (or any other violations of Server Rules). All actions within war must abide by the Laws of War and any violation of such laws will result in direct action by the Council of Atlas or the Grand Council.









    Cities

    All Factions must have a Capitol city which will serve as the central hub of all that Faction’s government and activities. A Factions capitol is eligible to receive a warp to its location via establishing a portal to Avalon Gardens (Spawn). The Capitol of a Faction is not required to be placed within the Faction’s Territory (Due to the fact it has none before it’s cited its capitol) however a Faction’s capitol cannot be placed in a territory belonging to another Faction or near a Bandit settlement/homestead. If a Faction wishes to place its Capitol (or any city) near a bandit encampment such installation must first be dealt with be it through arranged annexation or by bloodshed for a more permanent solution (Provided the bandits have been removed from the installation the city can then be constructed). Factions are awarded a sizeable sum of territory for each city they establish however a faction cannot expand its territory into another Faction’s territory.



    Homesteads

    A Faction member is allowed to establish a Homestead within his/her Factions territory provided they first receive approval from their Faction’s government. Being approved for a Homestead works similar to leasing region of land within a Factions territory wherein the player is allowed to harvest materials from the allocated land and set up a workshop. However unlike being granted land Players setting up a Homestead are required to construct a home on this land which will act as their residence. Due to the fact the player’s residence has been established on this land they cannot be forcibly removed from the allocated land nor can any land that has been allocated can be forcibly taken back. In order to reacquire land that has been allocated to a Homestead the player must choose by their own accord to release it to the Faction government. A Faction is allowed to provide incentive by the final decision remains in the hands of the player who owns said Homestead. In the same sense a Faction cannot forcibly remove a Homestead in its entirety, the decision to move must be made by the player him/herself.

    Leasing Land

    A Faction may lease land to a player in which that player must set up a Work Shop and is permitted to harvest resources. The conditions of such an agreement are to be defined by the Faction which reserves the right to cancel such agreement at any time unless otherwise specified in the conditions of the leasing. In any case leased land remains in the ownership of the Faction and must ultimately be returned to it one way another. The conditions of the return of such land into the ownership of the Faction must be defined with the leasing conditions. Upon return of the land to its original owner (The Faction) the Work Shop must be removed by the player whom leased the land unless otherwise stated by the conditions of the lease. Players CANNOT establish their residence within leased land and must have a residence within the territory of the Faction they wish to lease land from.



























    The Global Market



    The Traders Guild

    The Traders Guild is a collection of appointed officials who oversee the regulation of contraband and run the Global Market place. The Traders Guild is responsible for defining what items are to be considered Black Market Items or contraband. The Traders Guild strictly prohibits the trade of contraband items within the Global Market and the territories of Atlas (The Trade of contraband is unhindered in No-Man’s Land). The Traders Guild restricts access to the Global market to Merchants who purchase a License from the Guild for a “Small” fee which is decided upon by the Traders Guild. The Traders Guild sets and upholds the laws of fair trade for the Global Market.



    The Global Market

    The Global Market is an extension of Avalon Gardens which was constructed as a central hub of all trade after the Atlas government struck a deal with Forran Magi who had recently discovered a new land mass within the Nexus. Following the construction of the Global Market the Traders Guild was established and tasked with governing the Market and stop the flow of contraband items in the Atlas economy. The Global Market is a neutral place where licensed Merchants make come to set up their prestigious shops. Because the Nexus is easily accessible from all points in the world the Global Market is a critical location for trade and a license to establish a shop there is highly sought after by all Merchants seeking to build their fortunes.







    The Laws of Fair Trade

    Because the Global Market is owned by the Government it rests in the hands of the Traders Guild to set and uphold laws to ensure fair business practices for all licensed Merchants. Laws of Fair Trade are considered bills and therein must be passed on to the Councils before being put into effect.





































    The Laws of War



    Sieging Cities

    Factions that should choose to settle their differences through blood shed we will quickly find themselves grappling for control of their cities and those of their enemies. Before sieging a city a Faction must provide twenty-four hour notice to the cities owner. A Faction cannot siege a city if there are not at least three citizens belonging to the opposing Faction currently online. Finally, a Faction must announce its attack in on said city in chat. During a siege no armed soldier of either faction is allowed to enter a home or private property regardless of the properties ownership. Only building which are fully accessible to all players both during and before war times can be entered during a siege. Citizens who wish to remain neutral during a siege may shelter within their residence and are to be considered innocent bystanders NOT hostile soldiers. If a citizen wishes to remain neutral they CANNOT attack an armed soldier, doing so will revoke their neutrality. Once the city capitol building (Town Hall) has been captured the city falls to the control of the opposing faction and any citizen whom is not currently declared neutral is therein prohibited from using any teleportation methods to return to the city. Once a city has been occupied only its new owners may use teleportation methods to reach the city. During a siege soldiers of the attacking force are allowed to teleport to their siege camp provided it has not been captured by the defending Faction. Soldiers of the Defending Faction are allowed to teleport to their barracks within the city provided it has not been captured by the attacking Faction. Beyond these exceptions no teleportation to the city is allowed however if the city has a Portal to the Nexus then the Faction currently in control of the portal may use it to bring in troops. Under no conditions can an unarmed citizen travel or teleport to a city under siege. When capturing a structure it must first be emptied of all enemy soldiers within the control point zone only then can the structure be captured at which point a message must be sent in chat stating the structure has been captured.

    Occupying Cities

    Once a city falls under the control of another Faction any neutral citizens within it are then to be considered captive citizens of the occupying faction and are then subject to its respective laws. Captive citizens are not allowed to enter the territory of another faction. If a captive citizens wishes to act as a spy for their homeland then any information provided to their original faction must be stored in written books which must be transported across the border. Becoming a spy allows a captive citizen to enter territories of their homeland faction and any allies it may have but they must do so without the usage of teleportation. Captive citizens cannot teleport to locations outside of their captor’s territory. Captive citizens are not legally allowed to interact with citizens from other factions and if caught doing so they can be punished. Captive citizens cannot be teleported to any other player save for other captive citizens with residencies in the same city. Captive citizens are not legally allowed to harbor enemy hostiles in their home or private property and if caught doing so they face punishment. Captive citizens are allowed to continue operating within their city of residence but all goods produced must be sold locally NOT in the Global Market. If a citizen owns a shop in the Global Market they are not allowed to access it until the occupation is lifted or they are liberated. Captive citizens can be liberated without needing the city be recaptured itself a Faction merely needs to escort said citizens out of the city and across the border. Captive citizens being liberated still cannot teleport or be teleported to until successfully crossing the border. Captive citizens can choose to become an insurgent. An insurgent is capable of aiding their homeland Faction reclaim the city by digging hidden tunnel networks and underground munitions caches among other things. While an insurgents activities are considered illegal and punishable so long as they do not violate any rules of captive citizenship they are permitted to do whatever is necessary to aide their homeland Faction. A city that has been occupied cannot be attacked for a twenty-four hour period from the moment it was captured.







    Occupying Homesteads

    Occupying a Homestead is much like occupying a city. It is captured by holding the control zone for that Homestead and flushing out any enemy soldiers. Once this is done if there are any neutral citizens left inside they become captive citizens for the attacking Faction. The Homestead can no longer be teleported to by anyone but members Faction now in control and its allies as well as the captive citizen(s) that took up residence in it. Basically all the same rules apply here as with cities same goes for sieging a Homestead.



    Pillaging

    Faction soldiers are allowed to pillage the lands of an enemy territory once it has been captured via occupying a nearby Homestead or City. Pillaging is the process of harvesting resources from an enemy’s land, looting unlocked containers, and destroying government owned structures such as roads, railroads, workshops, and forts. All participating Factions must specify if pillaging will be allowed in war before the war begins.





















    Hostile versus Neutral

    Any armed soldier participating in a Factions military is to be considered a hostile unit from the point of joining the military to the end of the war. Once a citizen has joined the military there is no declaring neutrality they must continue to fight for their Faction and will never be re-declared as a citizen until leaving the military at the end of the war. Leaving the military during the war simply classifies the soldier as a deserter and will still be viewed as an enemy combatant. All citizens are considered neutral unless said citizen attacks an armed soldier or citizen of a hostile Faction or are convicted of treason (by being found out for conducting espionage of insurgency against their captors. Killing a neutral citizen in battle is considered a war crime punishable by a sizeable fine. If a neutral citizen is found in by a hostile faction they can be taken captive and transported to an enemy settlement.



    Control Zones

    Control zones are small spaces within a structure which must be defended from attacking forces in order to retain control of that structure. If a Control zone is contested by any enemy faction and all hostile combatants are cleared from the structure (as well as the zone) then the structure will be captured. If a Portal to the Nexus is captured it can then be used to rain down legions of soldiers from the Nexus until the portal has been re-captured. If a Barracks is captured defending forces can no longer utilize it as a respawn point. Likewise if a siege camp is captured attacking forces can no longer use it as a respawn point. If the capitol building of a city is captured the city falls to the control of the attacking forces. If a city refuge is captured all citizens dwelling within are then considered captives and can be transported out of the city or locked in the refuge. If a Refuge that has been captured is recaptured by the defending forces all citizens still within are liberated however if the citizens have been removed from the structure they must be liberated by killing any soldiers escorting said citizens out of the city. Capturing a Gatehouse opens the gate to allow for attacking forces to progress through it while recapturing it seals the gate.

    Random Bits and Bobs



    Clan Law versus Clan Rule

    I figured I’d best make sure I define what the difference is here so everyone is clear on it. Clan Law acts as more of an RP side of things, you are allowed by server rule to break clan law and weather you get punished for doing it is based on whether you’re found out. For example, you can smuggle contraband into cities or sell it in Black Markets but if your caught doing it then you will receive a punishment like a fine or jail time depending on how the faction wants to handle those kinds of situations. Another example would be insurgency, as an insurgent you break Faction law to aide your homeland and can be punished for doing so but such a punishment won’t be something like a ban, kick, or mute. Clan rules however are things that are set in stone as unbreakable without punishment by server staff. For example, if you are a Captive citizen and not currently acting as a spy and cross into another Faction’s territory your breaking Clan Rule. Using the annotated version of this you can see what is marked as clan rule and what is marked as Clan law.
    Posted in: Clans
  • 1

    posted a message on ★ The Republic of Atlas★
    I can still keep some of my friends still interested in the clan, people we've come to enjoy even though they can drive us insane, including: Hach, Dazy, Marco, Sirr, Colt, Ment, Alg, Aperture, Fail, Mike, KyhleX, Noah, and a lot of others (Sorry if I missed your name, I've been typing this forever now, I'm tired).


    LES GO PAK TEAM
    Posted in: Clans
  • 0

    posted a message on ★ The Republic of Atlas★
    I agree with the Asian guy
    Posted in: Clans
  • 0

    posted a message on ★ The Republic of Atlas★
    (☞°∀°)☞
    Posted in: Clans
  • 1

    posted a message on ★ The Republic of Atlas★
    Air, ever since I met you, you were extremely kind. I hope we remain good friends, but my decision is made: I will not stay in Atlas. If I can stay on Allimore and get all my stuff out, come on and talk once and a while- yeah, sure; let me do that. But I know I will not have the same drive I'd before. Best of luck, I guess-not really good at this "goodbye" thing.


    BTW: Gold, that comment on that last page is extremely disrespectful to the rest of the veterans. I know you like Air and all, but come on, man. Some of us have been on for a year just like you both...
    Posted in: Clans
  • 0

    posted a message on The Farmer's Union of Minecraft (FUM)
    Give me time to think, Alpha
    Posted in: Clans
  • 1

    posted a message on Ω The Oligarchy of Nirigore Ω [Recruiting][Accepting allies][New Agion][Government][Economics]
    Quote from OffTheAir

    Dat OP change.
    So pretteh.

    (☞°∀°)☞
    (☞°∀°)☞
    Posted in: Clans
  • 0

    posted a message on ★ The Republic of Atlas★
    When it was griefed, yeah! You could see the beginnings of my house in the distance!
    Posted in: Clans
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