Announcing the creation of TAGU (Teddy's Games)
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Author Topic: Announcing the creation of TAGU (Teddy's Games)  (Read 1114 times)
Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« on: July 17, 2011, 05:27:28 PM »

I'm announcing the creation of TAGU, Teddy's Amazing Gaming Universe. The universe works like so:

The known universe exists in some sort of apparent nebula. There is no night, no day, no sun, no stars. No way of knowing (for the most part) how fast the planet is spinning; presuming it is at all.

There are multiple planets, some can see each other as they orbit one another, others can not though the dense cloud of space. It is unknown how the planets remain heated, but the cloud is light by some source, and it is always as dark/light as it is at dusk or dawn. Bright enough to work outside unaided, but dark enough that inside you'd want some lights on.

Gravity is low on all these planets. as is the atmosphere... for the most part.

The atmosphere is full of volcanic dust, apparently a large amount of it. The dust is made up of rocks that we do not have here on earth and is not harmful to humans, nor does it collect on rooftops in great amounts to cause collapse; it is extra-fine. The problem is that it is susceptible to low heat, and even in a candle's fire, the dust will melt, and fall below, causing a ring of dust below your candle. The problem is that this prevents all types of internal-combustion engines from working; as well as jet engines or such things.

In addition there is a huge Electromagnetic field that seems to permeate the entire area, preventing most electrical devices from working.

This prevents most of our modern day technology from working; but with our modern day knowhow, we can still create some pretty neat things.

Some of the planets are earth-sized, some are smaller, some are far larger. How these larger planets do not collapse in on themselves is unknown; however, in this universe, the laws of physics themselves seem to not apply, or, apply in ways that we are not familiar with.

On these planets are humans, but also other life. Some humans have somehow mastered "magic" while others appear to be merged with animals. On low gravity planets humans with wings can fly like angels.

Nobody is quite certain how everyone got there, but there does seem to be some kind of intelligent design; many suspect that they are part of a giant experiment, but nobody knows.



This is the universe ALL my games take place in. I will be using these general rules for all my games. I will be deleting threads for un-used games and if needed moving any data here.
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #1 on: July 17, 2011, 05:32:03 PM »
« Edited: August 05, 2011, 12:57:17 AM by Teddy (SoFE) »

GAMES:



Island Game - Closed. (no plans to restart), retool required.

PEI Game - Shelved (for the time being), retool required.

Political Sim - Closed.

AMSTAR Originalis (IE the one with the star map) - Shelved. (awaiting interest)

AMSTAR Europa - Shelved, retool required.

AMSTAR Islands - Under Construction.

Quebec-Ontario Minigame - https://uselectionatlas.org/FORUM/index.php?topic=139154.0
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #2 on: August 05, 2011, 12:52:23 AM »

That's right, crazy teddy is starting another game, in a while. Details will be posted here.

Crazy Teddy will play any empty slots himself, and in the sad event that all 5 player slots are empty, he will play all 5 to give everyone an idea of how much fun the game can be!



---

Things to KEEP IN MIND:

"South" is towards the centre of the star. "North" is away from it. There is no "east" or "west" per se, but in general, east means clockwise, and west means counterclockwise.

The setting is the distant future...

People come to this place for one reason and one reason only...

To kill...

There are places like this all over the world...

It is where you come... to die...

This is the world of the future... Show no mercy...

For once you are dead, you can never return... ever...

Until the next round anyway. Yes that's right, the newest in state-of-the-art entertainment, it is AMSTAR. A fictional world that one can immerse themselves in for weeks or months at a time.

The objective of this "game" is to win, but winning does not come easy. In order to win you must first rise though the ranks to become Leader of your nation/faction/colour. Here is the map:



Each faction has an innate magical ability (ooo magic) which they can use.

Blue's ability is Air. Purple's is Water. Red's is Fire. Green's is Earth. Yellow's is Light (lightning etc).

Much like rock-paper-scissors, each is strong and weak against other two. In short, clockwise, it is strong, weak, strong, weak. Blue, or Air, is strong against Water (it can blow it away), weak against Light (it passes right through), strong against Land (it can mould it), and weak against Fire (it makes it stronger). The same applies for each element/colour on the map. They are strong against the nation clockwise to it, and weak against the nation counterclockwise to it.

Each colour/faction/nation has a leader. A faction leader is you! - IE if you play the game, you will take on the role of a faction leader.

The game operates as a series of rounds. When a round ends, three players/factions are given positions. One is the "Winner" of the round, which is generally the colour which has been able to annex the most territory, and/or has the strongest economy. This is a war-game, so annexing is expected. Another position is "Loser", generally the player who has lost the most territory, while the final position is that of "Second Place".

The Loser is kicked from the game! (IE the player who lost is excluded from the next round, unless there are fewer than 5 others interested). You can always re-apply in the next round. Winners and Second Place remain in the game. Players for the other two may remain or leave depending on demand.

In the subsequent round, the Winner is given an advantage in terms of money, manpower, technology, etc, while the Loser is given a disadvantage. Second Place is given a minor advantage. These advantages can and are stacked, so if the same colour wins a number of rounds in a row, that colour/player will become extremely strong.




The action takes place in a virtual world known as AMSTAR. The virtual world, or "stadium" exists nowhere except in people's minds who are plugged in to the simulation. The world is large, with each "spike" of the star being 100km or 100miles or so (I need to decide this) from centre to edge.

There is "weather" as well, and "geography". The centre of the map is hot, "temperate", and is like south Florida in the summer. The very tip of each and every faction's spike is a frozen tundra, like far northern Alaska in the winter. In addition there are mountains, marshes, and forests to add to the thought that is needed to get the strategic edge.

I the Centre of the map is "The Neutral Zone" also known as TNZ or "The Zone". The Zone is not owned or controlled by any faction. The main TNZ city is in the very centre of the map, and is the largest city in all of AMSTAR. It contains the main "entrance" for new people to join the game. These "Entrances" are the only way for you to grow the size of your army.

In the middle of the city is a tall mountain, under which is the central council chambers. Each faction can send 3 members to the central council, which officially governs TNZ and all of AMSTAR. TNZ itself send it's own 24 members to this council for any matters concerning TNZ directly. TNZ is a non-playable entity, and is controlled by the "Game Master(s)" to ensure that the world of AMSTAR runs smoothly. TNZ as an entity maintains diplomatic relations with each faction. Generally, relations begin at 10 (out of 20, higher is better) but winning decreases this number. This means that after a win, the winning faction may find it harder to cross the neutral zone to carry out wars, and will find it thus easier to end up in a war against TNZ.

Note that each faction begins with 18.18% of the total armed forces of AMSTAR, and TNZ begins with half that. Thus a war with TNZ is like being at war with half a faction.

There are only three ways people can enter. In the main city, which has 5 large gates, by sea, which has 5 medium sized gates, and by the "northernmost" or outermost point, each of which has a small gate.

The entire population of AMSTAR lives in settlements. They can be of the following size:
Metropolis
City
Town
Village
Each settlement produces something useful, such as food, materials for the war effort, or even scientific research.

Lastly, each faction has a powerful "Lighthouse" which shoots powerful Laser beams. Laser guns and cannons are the primary weapons of AMSTAR. The Lighthouse can shoot the single most powerful beams in the entire game. Think of it as a rocket launcher, or even the equal to nuclear weapons. The Lighthouse takes a long time to recharge, so be mindful of when and where you use it. Due to the magnetic properties of the central mountain, the Lighthouse can not be used against the Central City.
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #3 on: August 05, 2011, 12:53:58 AM »

Each "spike" of the star is identical, and looks like this:



Each small dot is a Village, each square is a Town, each circled dot is a City, and each circled Square is a Metropolis.

Brown indicates Mountains, dark blue is Marsh/Swamp, Green is Forrest.

Note the cluster of villages at the upper-central part of the map; this is your prime farmland. Settlements on the coast partake in the fishery.


The Lighthouse is in your central metropolis. It is tall enough to shoot laser beams over the nearby mountains, but, the mountains are tall enough to protect the city from enemy lasers.

As ruler, you can name each settlement. If you fail to do so, names will be provided for you bases on the 5 main settled continents of earth.

As ruler, you may pick any settlement to be your capital, the capture of which is a bad thing and the moving of which is difficult. If you fail to pick one, your metropolis will be your capital.



NOTE ON SCALE: EACH PIXEL IS ABOUT 230 YARDS.

EACH SPIKE IS 100 MILES FROM THE CENTRE CITY TO THE NORTHERN EDGE.
HISTORY

Round One
The round was not an exciting affair. Purple was the first to slip up, and most of that faction, south of their Mountains, was taken over by Blue. Red was able to take over the southern part of Green, with the help of Yellow. Following this, Red and Blue ended up attacking Yellow, and splitting most of TNZ, leaving the central city untouched.

The round ended with a victory for Blue, 2nd for Red, and a Loss for Purple.


Round Two
The round was similar to the above, with the game ending with Red and Blue splitting up the map, Purple this time was able to fight more strategically, and Green took the loss.


Round Three
Blue, weary of Red's power, made an alliance with Purple that would go down in the history books. Right off the bat, the two invaded Red, ticking off TNZ in the process. With Green tagging along, Red was crushed, leaving only it's northern three villages in Red's hands at the end of the round. Red lost, and Green earned a second place for it's ability to annex far more than it's fair share. Yellow became the first faction in this stadium to neither annex any territory, nor have any annexed.


Round Four
With 3 wins under it's belt, Blue was clearly on top. Blue's leader became popular with the players, and more and more skilled players wanted to play for Blue. The Blue-Purple alliance forced it's way to the southern edge of all the factions, and blue became the first faction to annex the Central City. Yellow, foolishly tried an all out attack and was beaten back seriously. The round ended with a Blue victory, Purple in #2, and Yellow in last place.


Round Five
Red, seeing what the trend was, attempted to scare up an anti-blue Alliance. It worked to a degree, until Green backstabbed Yellow and annexed large portions of yellow's Greenward coast. The round ended the same way the previous round did. Blue followed by Purple, with Yellow losing.


Rounds Six and Seven
No excitement at all. Blue and Purple again won all the wars, with Blue becoming so powerful, it earned the right to begin the round in occupation of an enemy city. Along with Purple, Blue made a strange deal, where it would begin with some Purple territory, and Purple would begin with the same amount of Yellow's territory. Yellow by this point was doing god awful.


Round Eight
It all changed. The leader of Red, which had been in power since round four, made another attempt to scare up an anti-blue alliance. TNZ was quick to go along, as was Green and Yellow. Red was even able to convince Purple to remain on the sidelines with promises of being given the win by default. Blue was invaded and the largest battle in the history of AMSTAR took place on the redward side of Blue's metropolis. Red won the battle, and the war, splitting up Blue's territory with all the other factions, and wiping blue off the map. Blue's leader, who had served for 8 rounds, was shot and killed at point blank range.

Blue lost the round, and it's leader was prohibited from serving as leader in the next round. Red won, and Yellow, due partly to Purple's inaction, was able to edge into second place.


Round Nine
This round was a bloodbath. All factions felt they deserved the win and all went to war with one another, allyless, and most of the factions ended up ticking off TNZ as well. Green ended up earning a win, despite having lost a city by the end of the round, due to their powerful technology levels. Blue earned a second place for it's annexing, and Purple lost. Blue's former leader, now a simple soldier, managed to sneak into the Red Capital, and kill the Red Leader seconds before the end of the round.

A council meeting was called at the end of the round where it was decided it was time for a "hard reset". Round Ten would begin without any of the current leaders, and, each faction would be reset to as they were before round one, meaning Round Nine's winner and loser would get nothing.

The leader of Green, as well as the dead Red leader, and former Blue leader, were all added to the team of Game Masters, and time moved on...

And this is where our game begins.

Each Company has 150 troops and one Sage.

Each Battalion has 7 Companies, 1050 troops.

Each Regiment has 4 Battalions and is headed by a Captain. 4200 troops

Each faction has a number of Regiments which make up the base of it's armed forces.
Each faction begins with 20 regiments or 84,000 troops. (TNZ has 10)

There is no limit on the number of Regiments you can have, but during war, you may have 50 or more.


Each Sage has an innate magic ability. Blue, Purple, Red, Green, Yellow, and White. White Sages have limited ability to use all colours. You can hire sages of any colour! Presuming, of course, you can find them, and, are able to pay their bills. Finding a Red sage to work for you if you are Blue, for example, will be both difficult and expensive.


20% is a good balance of civilian to military in terms of population.

Each Village has 5,000 people,
each town 15,000,
each city 45,000, and
each metropolis 135,000.
Remember that troopers keep their home residence. Each faction has 590,000 citizens, and remember, 84,000 troops. This means that 14.2% of your citizens are in the military, which means in short that each village only has 4,288 people living there; the others are on duty. This is the number of people involved in economic activity. Note that it’s all cities that the percentage modifier gets applied to. ALL citizens need to be fed etc. Also note that when a city is captured and annexed, that the percentage ratio for your military to non-military population will thus increase.
Under 15% is considered a “Peacetime Ratio” while between 22.5%-27.5% is considered a “Wartime Ratio” and above 33.3% is considered a “National Emergency”

COMBAT

Combat is based on complicated complications. As you can see, the way it is done is the way that we do it. Now of course you understand that the combat situations in which you find combat are exactly the way that it is.

Based on the paragraph above, you need to understand that at times things will happen that are unexpected. When these happen, you will know, and the way that it is, will be totally unknown. So of course, this is what you must expect.

Now the thing to know is that it is important that you are always ready to be engaged. Of course the type of combat will be situational. Terrain is important because trees are made of wood, and not of water. This is something that you must know because water is wet.

Now, if you have read all of this and don't understand a damn thing that is fine. Just be aware that I've answered questions on school tests before, and made passing marks, but in reality, I do this when I don't know what the eff I'm on about.

That's right; the only thing holding us up is the Combat system. I don't quite have it all worked out yet. I'd appreciate anyone who has ideas and what. 

In short, I'm going to base combat on random die rolls with values assigned. So that for example, a blue against a red, both would roll a D20 but Red because it has an advantage, would role an additional D6 to be added to the roll total, or something.

So once combat is worked out then things will be cool and what.


NEXT is technology, and other units like sea and air.


BUT...

You can sign up at any time starting now. State your colour preference when you do sign up.
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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Posts: 8,200
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Political Matrix
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« Reply #4 on: August 05, 2011, 12:54:40 AM »

----------
----------
FACTION: Red
----------
METROPOLIS
New York
CITY
Mexico
Los Angeles
Chicago
Houston
Toronto
TOWN
Havana
Montreal
Philadelphia
Pheonix
Atlanta
San Diego
Vancouver
Dallas
Monterrey
Ottawa
VILLAGE
Jacksonville
Indianapolis
Calgary
Columbus
Fort Worth
Charlotte
Detroit
Kingston
Edmonton
Bakersfield
Tijuana
Austin
Seattle
San Antonio
Halifax
Boston
----------
----------
FACTION: Green
----------
METROPOLIS
Sao Paulo
CITY
Caracas
Rio de Janeiro
Salvador
Bogota
Buenos Aires
TOWN
Santiago
Fortaleza
Manaus
Lima
Brasilia
Curitiba
Recife
Cordoba
Maracaibo
Balem
VILLAGE
Goiania
Valencia
Rosario
Mendoza
Medellin
Cali
Barranquilla
Panama
Quito
Guayaquil
Santa Cruz
El Alto
La Paz
Valparaiso
Campinas
Maceio
----------
----------
FACTION: Yellow
----------
METROPOLIS
Nairobi
CITY
Cairo
Lagos
Kinshasa
Abidjan
Cape Town
TOWN
Alexandria
Casablanca
Durban
Accra
Dar es Salaam
Algiers
Addis Ababa
Luanda
Dakar
Pretoria
VILLAGE
Tunis
Harare
Douala
Abuja
Kampala
Bamako
Maputo
Rabat
Antananarivo
Lusaka
Yaounde
Ouagadougou
Conakry
Kaduna
Kumasi
Lubumbashi
----------
----------
FACTION: Blue
----------
METROPOLIS
Brussles
CITY
London
Berlin
Moscow
Paris
Rome
TOWN
Madrid
Kiev
Bucharest
Hamburg
Warsaw
Budapest
Vienna
Barcelona
St. Petersburg
Sofia
VILLAGE
Munich
Prauge
Milan
Copenhagen
Zurich
Birmingham
Naples
Cologne
Torino
Valencia
Marseille
Stockholm
Krakow
Lodz
Amsterdam
Athens
----------
----------
FACTION: Purple
----------
METROPOLIS
Tokyo
CITY
Seoul
Beijing
Shanghai
Singapore
Mumbai
TOWN
Delhi
Calcutta
Karachi
Theran
Baghdad
Kyoto
Jakarta
Manila
Chongqing
VILLAGE
Damascus
Tainjin
Wuhan
Shenyang
Guangzhou
Chengdu
Xi'an
Chennai
Bangalore
Hyderabad
Jaipur
Yokohama
Osaka
Kobe
Bangkok
Kabul
----------
----------
FACTION: White
----------
METROPOLIS
Jerusalem
CITY
Sydney
Melbourne
Babylon
Thebes
Perth
TOWN
Jericho
Brisbane
Adelaide
Newcastle
Canberra
Wollongong
Hobart
Wellington
Auckland
VILLAGE
Geelong
Darwin
Podunk
Gotham
Bikini Bottom
Carthage
Corinth
Thebes
Sparta
Chichen Itza
El Mirador
Teotihuacan
Ur
Sumeria
Ragusa
----------


Each Company attacks each round of battle. It uses a 1D12 for battle. You must also choose which Company you are attacking.

If you are attacking someone you have an advantage against (IE red against blue) you have a base 8 increase to your attack value. If you are attacking someone you are neutral against (IE red against white, Blue against Blue, or white against anyone) you get a base 6. If you are attacking someone you are weak against (IE Blue against Red) you get a bse 4.

Add the base and the die roll to get your total damage

EXAMPLE:
1 red army VS 1 blue army.

ROUND 1
Red attacks. Rolls a 9
9+8=17
Red deals 17 points of Damage
Blue attacks. Rolls a 12
12+4=16
Blue deals 16 points of Damage.

Note that combined units get combined stats. Hence a Battalion has 7 Companies, thus, you'd get 7 rolls or 7D12 with a base multiplied by 7. You are also always presumed to use the strongest combo possible. Hence if you have 4 red mages and 3 white mages, and your enemy has 4 blue mages and 3 white mages; you will end up with white VS white so that all 4 red mages can do the most damage possible. ONLY THE ATTACKER IS ABLE TO DO THIS. This makes up for the defensive bonus defenders get.
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #5 on: August 26, 2011, 06:24:25 AM »

I'm adding Mithril to the TAGU universe, and also noting that the "canadian" political simulation is not part of the TAGU "universe"
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #6 on: October 30, 2011, 03:44:14 AM »

Data for a game I'm thinking of:

http://maps.google.ca/maps/ms?hl=en&vpsrc=0&ctz=240&vps=2&ie=UTF8&authuser=0&oe=UTF8&msa=0&msid=214668381355121949879.0004b0764f15c4927dd19

History:
Newfoundland narrowly rejects joining Canada in 1949. The UK decided to hold on to Labrador as punishment.

Labrador did not have much in the way of self government given it's small population. In 1964 some in Labrador proposed that it would become a Permanent part of the UK, and the Douglas-Home government did not outright oppose the move. The three parties all sent out membership forms. Labour was the big winner, gaining a whopping 87 members, while the Conservatives managed 53 and the Liberals were stuck with 17. The Election of the Wilson government however ruled-out the idea, and Labrador began the path to self-government. A commission of 7 appointed members was set up, and in 1968 Labrador became a self-governing colony.

1968 Election. A colony-wide at-large ballot where 7 candidates would be elected.
PartyCandSeatsVote
Labour6654.5%
Conservative5133.4%
Liberal2012.1%

This was followed by an election where 24 members were elected in ridings across Labrador.
1972 election.
PartyCandSeatsVote
Labour242355.2%
Conservative24135.3%
Liberal1609.5%

And another election
1976 election.
PartyCandSeatsVote
Labour242355.5%
Conservative24139.3%
Liberal503.2%

Followed by the
1980 Election
PartyCandSeatsVote
Conservative241449.9%
Labour241047.0%
Liberal101.1%

At this time, Labrador had 19,500 people, and Labrador City was the largest city and Capitol. The Conservatives made a lot of changes in government. First was to change the Electoral system to create more dual-member seats. Secondly was to gain more powers from the UK, giving Labrador complete domestic power while still having the UK look after foreign affairs. The Conservatives also moved the Capitol to the second largest City of Goose Bay, and embarked on a huge building program to expand the size of the city. The new Capitol building would have room for ten times the seats. The Conservatives spending ran up the debt. They also invested in natural resources an in 1981 Oil was found in what became known as Oil Land, the area disputed with Quebec. Oil was also found on Bell Island, where Newfoundland had claims. The Conservatives also introduced the system of using complicated STV in urban areas.

The new Electoral System would see 16 "rural" members elected, and 12 "urban" members elected. A Gentlemen's agreement between Labour and the Conservatives saw each only run a single candidate in each of the rural ridings. These became the only seats Labour won.

1984 Election
PartyCandSeatsVote
Conservative202068.1%
Labour20831.0%
Liberal100.9%

Government spending spurred Thousands to move into Goose Bay and Labrador City and more seats were added as a result.
1988 Election
PartyCandSeatsVote
Conservative303061.7%
Labour30829.2%
Liberal1609.1%

The 1992 elections saw more seats added, and were a good election for the Liberals.
1992 Election
PartyCandSeatsVote
Conservative424053.2%
Labour42828.7%
Liberal39219.1%

1996 saw a real breakthough for the Liberals.
PartyCandSeatsVote
Conservative443743.2%
Liberal622030.8%
Labour44527.0%
This also marked the end of the "Gentlemen's Agreement"

2000
PartyCandSeatsVote
Labour793844.3%
Conservative792430.2%
Liberal791726.5%
The Liberals ended up holding the balance of power, but abused it and lost the faith of the voters.

2003
PartyCandSeatsVote
Labour894642.0%
Conservative894240.2%
Liberal8918.8%

Labour changed the electoral process,making it easier to register parties, and, allowing for straight proportional representation in the urban areas. Since population growth had stalled, they fixed the number of representatives at 116.
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Teddy (IDS Legislator)
nickjbor
Junior Chimp
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« Reply #7 on: October 30, 2011, 04:19:52 AM »
« Edited: October 30, 2011, 04:23:47 AM by Teddy (SoFE) »

2007 election



The Liberals started negotiations with both Labour and the Conservatives, but withdrew after a few days and stated the would not support either party in government due to the refusal of both to reign in spending. Labour and the Conservatives then announced the creation of a grand coalition.

3 new parties also won seats.
The Innu-Greens were primarily a native-backed party. They won their only seat in the Torngat Mountains, and have a presence in the rural areas. They are mostly pro-native, and pro-native-self-government

The Green-Left is a Communist party with strong ecological attachments. Many suspected eco-terrorists from across North America have settled in parts of Labrador and they are a part of this party.

The Popular People's Party is a right-wing extremist party, who's leader has been suspected of calling for the elimination of all natives from Labrador - though these charges were never proven of course.
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Vazdul (Formerly Chairman of the Communist Party of Ontario)
Vazdul
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« Reply #8 on: October 30, 2011, 11:28:06 AM »

Looks interesting.
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