
List of formable nations Created using decision 55 United Kingdom of Portugal and Brazil.50.1 Recreate the Transcaucasian Federation.45.12 Restore Roman rule to Raetia et Noricum.45.6 Restore the province of Mesopotamia.44.1 Strengthen the Rattanakosin Heritage.43.2 Request Control of Pacific Islands.39.12 Absorb the Tunis and Algerian Eyalets.39.11 Restore the Vilayet of Tripolitania.39.9 Merge the Eyalets of Jeddah, Habesh, and Yemen.39.5 Restore the Vilayet of the Danube and Moldova.39.3 Merge the Eyalets of Morea, Crete, and Kibris.35 Mountainous Republic of the Northern Caucasus.28.1.3 As the Regional Defense Council of Aragón.27.3 Integrate the Southern Territories.25.2 Appoint Aristotle Onassis as Prime Minister.14.2 Make Jerusalem the capital of the empire.13 Estonia-Finland and the Empire of Finno-Ugra.


But hey! If you're in cargo, these guys will happily trade you for resources, so you'll likely be able to name your price. Give them some time with someone competent in R&D and Robotics, and they'll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Science- In the early-shift, these nerds aren't anything to fear. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN. In addition to this, you're the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. This means that you hold quite a bit of power over most nations in the early-shift. Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses.Įngineering- Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. The following is the general playstyle of each nation:Ītmospherics- While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades. Combination States - Includes any state merging with another, without direct departmental relation (Barman and Chemistry).Assistants - Legion (for they are many), ALAE (Assistants in League Against Everything), Assistopia (often found in a random set of public or maintenance areas).Some nations are born from the chaos of the station: Theater (Clown and Mime either work with, or against each other) - Clownland, Honktopia, Mimeland, Silentopia, Embassy of the Clown Planet/Mime Dimension, The Actors Guild.Security - Secuitra, Sectopia, Reichland, Gulagvania, Gitmo, China, Securikstan.Research (if not merged with medbay) - Toxins, Researchtropolis, Scienceland, Sciencia.Mining - Oretropolis, Minetopia (Join Cargonia).Medbay (Medbay may splinter into factions or separate nations) - The United States of Medbayica, Medbaysia.Hydroponics - Plantopia, Hydrotropolis, Botroplois (May get confused for mech bay).Engineering (May include Atmospherics)- Enginia, Metopia, Communist State of United Maintenance Workers, Singutropolis.Diner (The chef and barman may join each other, or remain separate nations) - Bar & Grilltopia, The Maltese Falcon, Foodland.

Custodial Closet - Janitoria, Janitopia, Custodia.Cargo Bay - Democratic People's Republic of Cargonia.Bridge - People's Communist Republic of Commandtopia, The Headlands.Atmospherics - Atmosia, Atmostralia, Pipeworld,Germany.The following are general names for each departments:

