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Stone and Steel
AllianceForums 
Team Color Orange team Orange
Founder(s) Ceres Soveign, Blackeyebilly
Founded 6/7/2014
Cabinet
  • The Mediator: Blazer
  • The Sovereign: Ceres Soveign
  • The Arbitrator: Blackeyebilly
Other Officials
  • Chancellor of State: Xavier Valdez
  • Chancellor of Defense: Dreamxdemon
  • Chancellor of Security: Duke Bigeard
  • Chancellor of Elections: Joecrow

link=http://www.cybernations.net/alliance_stats Statistics as of 7/29/2014

Total Nations 23
Strength
178,085
30-day net gain
Avg. Strength 7,743
Nukes 20
Aid Efficiency 74 / 105 (70.48%)
Rank 111
Score 1.37
Important Links


Stone and Steel (S&S) is a micro alliance on the orange team. It was founded on 6/7/2014.

History[]

During early June of 2014, the micro alliance Guinness fought against the alliance, Lavender Town [1]. Each side brought their protectorates to the battle and the war ended up in Lavender Town's favor. During the war, in Guinness, a band of players deserted the alliance and surrendered to Lavender Town and their protectorate, Riot Society. The seven deserters started the alliance of the Socialist Peoples' Alliance which would later fall later that month. The few members that still resided within Guinness succumbed under the pressure of the SPA members and their views upon the leadership of Guinness. On June 7th, two members left while Guinness disbanding, and the alliance Stone and Steel came forth under the leadership (at the time) of the players, Blackeyebilly and Ceres Soveign. With the rebuilding of war, Blackeyebilly and Ceres Soveign sought neutrality in order to preserve the future of this new alliance. Guinness disbanded [2] on June 18th, 2014, succumbing to a net loss of 95% of it's alliance strength and was met with harsh views. The Socialist Peoples' Alliance unofficially disbanded due to low activity around late June [3].

Constitution[]

The Stone and Steel constitution is one of the largest and most complex in CyberNations. The constitution is meant to hold a balance between the different aspects and concepts of CyberNations: Military, Economy, and Diplomacy.

PREAMBLE Prosperity, Sovereignty, Unity This document holds the core values and beliefs of this alliance. They are to be respected at their utmost capacity.

Article I The Basis This alliance is divided into three core principles underlining the military, economic and diplomatic aspects of Cybernations. All member nations are built to give them the best starting position, common improvements would include banks, a harbor, factories, schools/universities and clinics/hospital. To give the nation a greater chance to succeed, we ask the ruler to commit towards one of these three alignments. Once a nation is aligned, it is asked to build towards it's alignment. A commitment is a commitment, however, values change. It is possible to change alignments, however, if that is so, a member is asked to provide a discussion page and redistrict all improvements to fit their new alignment.

Article II The Alignments The Militaristic Nations (M): follow the Arbitrator, the Chancellor of Defense, the Chancellor of Homeland Security and the Chancellor of Labor. Military nations are encouraged to build amounts of barracks, dry-docks, missile defenses, naval academies, satellites and shipyards. Later on, Military nations are encouraged to build the Manhattan Project, Anti-Air Defense Network, Pentagon and the SDI wonders. At all times, Military nations are kept in check by their supporters during war, the Economic nations.

Economic Nations (E): follow the Sovereign, the Chancellor of Finance, the Chancellor of Interior and the Chancellor of Treasury. In turn, Economic nations are asked to build churches, labor camps, police headquarters and stadiums. They're encouraged to construct the Disaster Relief Agency, the Stock Market, Social Security, the Interstate System, and the Internet. Economic nations are endorsed by the Diplomatic nations. An endorsement means that a nation will promote a nation it endorses to other alliance in attempts for tech deals or support.

The Diplomatic Nations (D): follow the Mediator, the Chancellor of State, the Chancellor of Membership and the Chancellor of Election and Vote Boards. Diplomatic nations are not asked to build specific sets of wonders or improvements and members can do this on their own. Diplomatic nations are asked to become ambassadors to other alliances and to endorse the Economic nations and the Military nations.

Article III The Collective The Collective is a group of three individuals who hail from each party. The Arbitrator, the Sovereign and the Mediator rule as the face of alliance structure. Their rule is indefinite unless a member resigns or is impeached. When a member of the Collective resigns, they will appoint a member of the alliance with the same party identification to power. To be impeached, the Concord Union must reach a 8/9 vote and have a member of the Collective endorse their act. When the impeachment act is passed, a member of the Union will be voted upon to fill the vacant seat, however, they must hail from the same party as the seat. The Collective has the power to appoint members for Concord Union seats (nominate, players with a Collective endorsement will most likely succeed), vote upon bills in the Collective, veto Union bills, make a finished bill into an official law, address the alliance, negotiate treaties (if it does not involve cooperation with the Union1), sign treaties, and promote the welfare of the alliance in any way possible. The Collective is independent. Their power can only be contested if the Union brings up a discussion that deems a Collective member's action as unfavorable or absolute. If the Union addresses to restrain a Collective ability for a short time, it can pass with a 8/9 vote- this can be overridden at anytime with a 2/3 vote in the Collective. In times of war, the Collective can declare to have absolute power in the event of war if the Collective passes the act with a 3/3 of its members and the authority of the Chancellors of Defense and Security. 1= Microalliance treaties would not need to be voted upon in the Concord Union

Article IV The Concord Union The Concord Union is ideally made up of nine individual players, three hailing from each party, to promote the equality, welfare and furthering of the alliance. It is understood that at some times, the Concord Union will not always be full of members. If that is the case, the Concord Union will have a predetermined size of 3 (1 member for each party) or 6 (2 members for each party). The Concord Union can propose bills that can be passed on to the Collective with a 6/9 vote. A bill can never endanger a player, an alliance or a treaty without a Collective member's endorsement. Chancellors are asked respectfully to not propose bills if they are not related to the position you hold, if they would still like the bill to go on the Union floor, propose it to a Chancellor that it relates to or a Collective member. All Chancellor terms are 3 months and have the right to be reelected as many times as it would occur. If a Chancellor is to resign, they must appoint a member from the M.E.D. Collection with the same preference as them. A Chancellor can be impeached on the grounds of incompetence (must have a member of Collective's approval as incompetence before it can be signed), any member can start an impeachment topic, that topic must gain 12 signatures to pass and impeach a targeted Chancellor. A Chancellor can also assign 'Deputies" if they are along the same alignment. Deputies hold no power in the Union and only support their Chancellor. This would include campaigning or trying to get other members to support a bill. If Union members are not in supply, Collective members fill their positions under M.E.D. ideology. In times of war, the Collective can declare to have absolute power in the event of war if the Collective passes the act with a 3/3 of its members and the authority of the Chancellors of Defense and Security. Military Members: -Chancellor of Defense- Attack/ Defend purposes using armed means. Is responsible for the organization of the military. -Chancellor of Homeland Security- Primarily for retaliation purposes and offensive capabilities. -Chancellor of Labor- Oversees and enforces resource trading and open market trades in the color sphere. Economist Members: -Chancellor of Finance- Oversees Tech Deals for the alliance. Accountable for ensuring all member nations grow efficiently and have access to nation building programs, internal aid programs, growth assistance initiatives, novice grants, trading, banking and other miscellaneous fiscal concerns. -Chancellor of Interior- Oversees all forums, applicants, membership levels, and internal communications with alliance members. -Chancellor of Treasury- Nation Audits, and proposes to willing members upon how a nation should finance oneself. Diplomat members: -Chancellor of State- The Foreign Relations Officer. Maintains communication with allies and others, briefs the alliance on happenings outside of the alliance, seeks out new treaties, and maintains relations with other alliances. -Chancellor of Membership- Sees to new members being recruited and the Academy, decides if new applicants must take the Academy. -Chancellor of Election and Vote Boards: Holds Concord Union elections every three months and brings up bills from the M.E.D. Collection or passes bills onto the Collective.


Article V Simplified Bill Introduction Procedure/ Veto Process The Bill Process: A bill can be proposed by any level in the alliance. However, it must go through both the Union and the Collective before it becomes a law. If a bill is proposed in the Union, it can be passed on to the Collective by a 6/9 vote, it becomes a law if the bill has a 2/3 vote in the Collective. If it starts in Collective, it must have a 3/3 vote to be passed down to the Union, then it becomes a law with a 6/9. If the bill is introduced by a M.E.D. Collection member, the Chancellor of Election and Vote Board proposes it in the Union. A bill is asked to be proposed in a format that includes: the bill title, the bill proposal member's name, the name of whom originally came up with the bill idea, the date, a full description of the bill and a list of intended or accidental effects. The Veto Process: The Union has the power to veto any proposed bill in the Collective with a 6/9 vote. The Collective, in turn, can veto with a 2/3 vote. A vetoed bill is 'Dead-in-the-water" at that time, it can be re-proposed after a ten-day grace period. If the Collective proposes a bill, and then passes it to the Union, the Union can veto the bill with a 6/9 vote.

Article VI Joining/Applying/Rights/Resigning


Applicants who wish to join must adhere to the following statements-----

- Applicants who are engaged in any wars at the time of their application must contact their opponent for peace. If a government member needs to be brought in for this to happen, it is no problem. However, if an applicant abuses this system and leaves this alliance after peace is made, they will be classified as rogue. - Applicants cannot be a member of another alliance while in applying. - Applicants must have 1 nation at all times while in CN. No exceptions.


Once an applicant has posted their application, then the New Applicant must wait for the review and approval of their application by the Chancellor of Membership. The Chancellor will determine if a new applicant must take Academy training or not.


1. Every member shall have the right to alliance protection. Given a 15 day seniority. 2. Every member shall have the utmost respect for each other, their government, foreign officials, and all visitors and guests. 3. No member of the alliance may speak on behalf of the government without formal authorization at any time. 4. Every member must exhibit proper behavior in public that does not bring harm or cause detriment to the alliance. 5. Members may freely voice their thoughts and ideas on all alliance affairs at their will. However they must post in the accurate forum for representation. 6. All active alliance members are entitled to all economic programs offered within the alliance. 7. Alliances members must be reasonably active on the alliance forums, and in the Alliance IRC Channel. If that is a issue, talk it over with a member of the Union. 8. All members must follow the Constitution, and all other policies set forth by the alliance government. 9. All members are encouraged to run for the Concord Union. 10. All members have the right to Aid. 11. All members have the sole right to due process for any violations of the constitution, and/or alliance policies. 12. No member shall hold two government positions at one time.


Any member that wishes to leave the Alliance, may do so at any time by posting in the resignations forum, provided the alliance is not in war or under terms resulting from a war, and does not have any unpaid alliance debts. If a nation does not adhere to this, they will be branded rogue. Rogue nations are branded untrustworthy and may be attacked by alliance members.

Article VII The M.E.D. Collection All active members that do not occupy a government position, reside here. Members are labelled with their Military, Economic or Diplomatic (M.E.D.) preference. Each group is given a subdivision in the forums that are gathering grounds for alike-thinking nations. They forums inform and are also meant for entertainment. All members have the ability to propose a bill, if a member of the M.E.D. Collection proposes a bill, bring it up with the Chancellor of Election and Vote Boards, they will help you submit the bill to the Concord Union. Any member may nominate themselves as a possible Chancellor during the nomination period that occurs before every voting quarter, as long as it follows your M.E.D. preference. A M.E.D. Collection may start a topic to impeach a selected Chancellor. For a Chancellor to be impeached, their must be proof of incompetence (a member of Collective must approve) and the topic must gain 12 signatures afterwards. Members of Collective cannot sign the document.

Article VIII Alliance Policies War Policy: To officially declare war against a foreign power, the Union must reach a 7/9 vote and a 3/3 in the Collective. In times of war, the Collective can declare to have absolute power in the event of war if the Collective passes the act with a 3/3 of its members and the authority of the Chancellors of Defense and Security. Members are able to admit what is Nation Strength Absence, meaning a member cannot participate in battle due to NS rating, however, they are asked to send foreign aid to help on the front. A member who does not wish to participate in battle, may do so. However, this is frowned upon and it must be understood that during war, that nation will be considered a liability and may not receive aid. When the war is over, aid may be resumed.

Offensive Warring: Members of Stone and Steel have the right of War Practice (War Practice: The Act of Young Nations Pursing War in an Effort of Experience on a non-aligned AA player). However, Raiding is strictly forbidden [see Raid Policy]. "A war is a war but a raid is unethical (Ceres)". Open War Practice only strictly allows one-on-one wars, and does not require a member to inform Government about who they are going to war with, but information is highly appreciated. War Practice participants have the right to aid if they need it but it is not free aid. War Practice participants are also encouraged to evaluate their target carefully and also to message their opponent to possibly join Stone and Steel, given that they were a respectable opponent and have no AA. Members of Stone and Steel have no right to pursue an offensive war against another alliance unless war is officially declared on an alliance. See War Policy.

Defense Policy: I. Defense from a Single Aggressor: Under this bill, all nations of Stone and Steel must follow specific steps if attacked. When attacked, the defending nation has the full right to retaliate and request immediate aid from all economic nations. Firstly, report this act before the Arbitrator and the Chancellor of Defense. In turn, they will inform the Sandstorm Confederacy, however, due to a single aggressor, Stone and Steel will have control over the situation unless the Sandstorm Confederacy objects. A nation of Stone and Steel whom is attacked is ordered to not declare peace, due to the reason of raiding, we will not allow an act such as raiding, go by unnoticed and without consequence for the aggressor. As soon as the incident is reported, the Mediator is in charge of all negotiations, do not attempt to communicate with the aggressor without the Mediator's approval. Even during negotiations, the Stone and Steel member has the upright power to defend themselves freely and retaliate, unless otherwise stated by the Mediator. Peace will only be declared by loss of aggressor. Other Stone and Steel members have the power to declare war on the aggressor at the Mediator's discretion, before peace is made. II. Defense from an AA Aggressor: Firstly, the attacked nation is to contact the Arbitrator and Chancellor of Defense, then, immediately afterwards, the Sandstorm Confederacy will be informed. Stone and Steel members are then subjected under Sandstorm Confederacy ruling when it is directly linked to the war. Members are able to admit what is Nation Strength Absence, meaning a member cannot participate in battle due to NS rating, however, they are asked to send foreign aid to help on the front. A member who does not wish to participate in battle, may do so. However, this is frowned upon and it must be understood that during war, that nation will be considered a liability and may not receive aid. When the war is over, aid may be resumed.

Tech Raiding Policy: Tech Raiding is strictly forbidden. Violators will be expelled from the alliance.

Rogue Policy: We are given the ability to ensure our safety if we attack members who go rogue. In the case a member is classified as rogue, that rogue will be optionally pillaged and used as war practice by Stone and Steel members. Any alliance that harbors a rogue will suffer diplomatic constraint, a hiatus over a duration period or perhaps a permanent cease of interaction. Rogues will only be classified under strict terms and this system is not abused. Members of Stone and Steel can resign at a given time, but if on bad terms, they still might be branded as rogues. Rogues are most likely branded if they were to attack another alliance member, without permission- consistently war with other nations, the constant disruption of orders from Government members, multiple warnings about profanity or threats, etc. around those lines. Any Stone and Steel member who receives rogue classification must be reported to the Sandstorm Confederacy. Then afterwards, that rogue is exiled. An exiled member may only re-receive membership to Stone and Steel after a 7 month period of good behavior, reparations, and a 75 or over vote from the Concord Union. The Sandstorm Confederacy holds the right to prevent Stone and Steel members from attacking the branded rogue or raid them.

We do not accept any rogue nations of other alliances unless the attempted nation is forgiven by the alliance they caused disruptions towards. Branded rogues coined by other alliances who attempt to join Stone and Steel will be outright denied, we have that power. If the Sandstorm Confederacy sees fit, diplomatic action will be assured. Diplomatic action will be used to access the problem and perhaps resolve the situation. If diplomatic action is pursued, that member who attempted to join is gained access, who is then accepted, must live with the rogue name. Stone and Steel members will not treat them as a rogue on the forums or in-game but this may influence future courses of actions due to being labelled a rogue. If the previous rogue decides to cause a disturbance in Stone and Steel and is re-branded a rogue, this time by Stone and Steel, that player is exiled permanently.

Inactivity Policy: Members that are listed as being inactive for "Three Weeks" on CN will have their membership question and their forum activity/ overall CN activity reviewed. Taxes only compound to the max of 20 days, when the 21st day is reached, the member will have suspicion of inactivity. If a member is determined inactive, that member will be removed from the alliance. The exception is submitting a topic under the Chancellor of Memberships's page and explaining the reasoning. Activity on the forum site is not mandatory but it is encouraged. If a member is not active on the forums, they will be sent a message via CN PM, failure to respond in 10 days results in expulsion.

Elections and Nominations: In order to run for office, you must: 1. Be an official member of at least 20 days prior to the next election. We will go by the date of your application. 2. You must be active, and able to be on IRC, on a regular basis. You may nominate yourself or any other member (provided it is not a member of the Collective) for any number of positions in your M.E.D. preference. The Nomination period will occur a week before the voting day. Over the course of this period, nominees must give election speeches to sway voters or perhaps be part of a Q and A session hosted by the Chancellor of Elections and Vote Boards. The winner of an election is determined simply from the numbers of voters that posted under the specified election page. *There is no double-voting for a certain Chancellor, but you can vote once for each nominee in a Chancellor category*. When the winners are decided, if there happens to be a nominee that won in two categories (due to M.E.D. preference), that person may choose which position they would prefer, and forfeit the other-then the second place winner would take the person's seat in the other category (This will also occur if a nominee won in three categories, which is the max).

Merger Policies: A merger can be proposed within the Concord Union at any time, however, the merger will only pass with a 85%/15% yes over no ratio or higher. A merger can be vetoed by the Collective with a 2/3 vote, just like any bill.

Annexation Policies: Alliances are free to annex into Stone and Steel provided that they are in no wars at the current time or the annexing alliance has a protectorate. Experienced players may be able to take positions in government. An alliance can never be bribed or bought to join Stone and Steel.

Treaties and Agreements[]

The Sandstone Pact

Preamble


In the interests of further helping the development of friends The Sandstorm Confederacy (TSC) and Stone and Steel (SAS) agree to the follow treaty:

Article One

The Sandstorm Confederacy henceforth recognizes Stone and Steel as an alliance and affirms a commitment to protect and develop it. Per this affirmation: I. The Sandstorm Confederacy agrees to intercede in incidents, by way of military, financial and/or diplomatic aid, where Stone and Steel are attacked without warrant. II. The Sandstorm Confederacy agrees to provide logistical support and advise in the development of , but affirms the sovereignty of Stone and Steel and its members. III. Stone and Steel agrees to seek the approval of The Sandstorm Confederacy for any aggressive action that is under consideration, and will do so at least 48 hours before commencing such action. IV. Stone and Steel agrees to make an honest effort to avoid negative between themselves and The Sandstorm Confederacies direct treaty partners.

Article Two


The Sandstorm Confederacy and Stone and Steel agree to enter into a long-term technology sale agreement, whereby Stone and Steel nations are considered sellers in Sandstorms internal tech sales, until such time that said nations are sufficiently large to become buyers. Sandstorms finance staff agree to coordinate and execute deals with Stone and Steels nations.

Article Three


This treaty shall be reviewed in thirty days after the announcement of its ratification to Planet Bob. During such a review, Sandstorm and Stone and Steel shall decide whether either to continue the treaty, upgrade it, or discontinue it.

Additionally, either side may agree to terminate this agreement by providing notice of 48 hours.

Signed for Stone and Steel

Blackeyebilly, The Arbitrator Ceres Soveign, The Sovereign Blazer, The Mediator

Signed for The Sandstorm Confederacy

Alex0827a, Elder of Travel Satan1612, Elder of Organization Shavar, Elder of the Treasury Rattlehead, Elder of War ConRed, Tribal Elder of What ever is screwed up at the time


War History[]

Soon
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