Political Altruism

Political Altruism is an ideology which focuses on the greater problems which face the server itself, and the ways in which players and nations can act in order to improve the quality of the server. The main goal of Political Altruism is to maintain the health of the server, with the thought that a healthy server will more easily maintain itself.

History
Politcal Altruism as an susinct ideology arose out of the Northeastern nation of Yuvaria within Eldham. Yunria, the predessessor to Yuvaria's second Kingdom, had once been a major power, having built up what some could consider to be an empire. However Yunria would ultimately end up submitting to the Neo-Ellysian Empire, and shortly after would lose the bulk of its land after Ellysia's surrender. Yuvaria as a state would find itself trapped within the region, with the nation of Drackar holding much of its former holdings, leaving it with no ways by which to expand. During the dire times after the fall of Yunria, Yuvaria would almost cease to exist as a nation. Eventually, with the rise of Ragnulf Curthose as the third king of Yuvaria's Second Kingdom, Yuvaria would rebound. During his time as leader, Ragnulf's political ideology would take shape from Yuvaria's past and present political situation, and would lead to a much greater focus on internal growth and regional cooperation. As Yuvaria interacted with other nations within the region, others would begin to adopt Ragnulf's political ideology such as Subvert Dumeur, the King of Majulah, Merc Brewtaker, the Governor of Mercury, and Larek Sjevotok, former Governor of Malucia.

Summary of Beliefs

 * 1) Political Strongmen are what bring rise to successful nations.
 * 2) War is an inevitable part of the server.
 * 3) Nations trend towards imperialism, which tends to drive players off the server.
 * 4) Many nations are no longer led by strongmen, but instead have their corpses propped up.
 * 5) The meta of the server is one which has led to its own degradation.

Nations

 * 1) Strongmen must be given a chance to prosper for the world to survive.
 * 2) Regional politics should be a priority and focus of all nations.
 * 3) Nations should rarely seek the near or total annihilation of one another.
 * 4) Nations should rarely expand, save for a few justifiable exceptions.
 * 5) History and culture of past nations should typically be maintained in some capacity.
 * 6) There should be a focus on numerous healthy, small and moderately sized nations rather than large empires.

Political Strongmen
Successful nations are often founded and led by political strongmen, who wield absolute or near absolute authority over their nations. It is these nations which prosper, as strong leaders bring both players and activity to their nations. In some cased, these strongmen become cults of personality, who are practically nations in and of themselves.

War
War is an inevitability of politics. While individual wars may be avoided or stopped, war itself is inevitable. However, often times when two established nations go to war, the goal is simple; wipe out or otherwise cripple the other nation. This is best accomplished by having the best army, which is best accomplished by gathering allies and hiring mercenaries. The result often ends up being that when a war between two nations breaks out, well over a dozen will be involved by the end. Whoever the loser is will often either be ousted and made to find a new nation, or severely damaged afterwards, with the winning side likely launching raids against them with the goal of further damaging the nation, and driving its players away from the nation or server all together.

Imperialism
Empires are often built through a combination of war and diplomacy. In cases of war, most often the whole of the nation will be seized by one party. In most cases, however, nations will peacefully annex another land. However, the outcome to annexation is often similar whether a land is annexed through war or diplomacy. The original inhabitants leave, and most often there is nobody left the replace them. While war often prompts of forces players to leave immediately, the empire itself will often times kill the region it annexed through mismanagement, as the leaders of the empire are more focused on the acquisition of new lands, and less so on maintaining existing ones.

Stagnation
As strongmen continue to be involved on the server, their drive to keep playing often ends up waning. They cannot do a million things at once, as they once could, but instead slowly see their empires fall into decline. However, oftentimes they are still have enough connections and power to ensure both they and their reigns are propped up long after they've been active.

Death
A large nation on the decline is much like a disease, in that a large portion of the server is effectively rendered dead and inactive. New towns and players are rare to its lands and does it interact much with surrounding nation, for often times the leadership is too busy or otherwise uninvolved to deal with either of these things. While inevitably, most players will leave the server, when leaders of empires grow inactive, it has an undue impact on the server.