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THE Micro-nations e-sim primiera,secura,suna,testurion (Political)
Posted 10 years ago by
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THE Micro-nations e -sim primiera,secura,suna,testurion






















A micro-nation


sometimes referred to as a model country or new country project,
is an entity that claims to be an independent
nation or state but is not officially recognized by world
governments or major international organizations.

Micro-nation

are distinguished from imaginary countries and from other kinds of social groups
(such as eco-villages, campuses, tribes, clans, sects, and residential community associations)
by expressing a formal and persistent,
even if unrecognized,
claim of sovereignty over some physical territory.







Several micro-nations have issued coins,
flags, postage stamps, passports, medals,
and other items, which are rarely accepted outside of their own community.
The earliest known micro-nations date from the beginning of the 19th century.
The advent of the Internet provided the means for people to create many new micro-nations,
whose members are scattered all over the world and interact mostly by electronic means,
often calling their nations Nomadic Countries.
The differences between such Internet micro-nations,
other kinds of social networking groups,
and role playing games are often hard to define.
The term "micro-nation"
to describe those entities dates at least to the 1970

The term micro-patrology is sometimes used to describe the study of both micro-nations
and micro-states by micro-nationalists,
some of whom refer to sovereign nation-states as "macro-nations".








Etymology



The term 'micro-nation' literally means "small nation".
It is a neologism originating in the mid-1970s
to describe the many thousands of small unrecognised
state-like entities that have mostly arisen since that time.
It is generally accepted that the term was invented by Robert Ben Madison.
The term has since also come to be used retrospectively to refer to earlier
unrecognised entities, some of which date to as far back as the 19th century.
Supporters of micro-nations

("micro-nationalists"
use the term "macro-nation" for any UN-recognized sovereign nation-state.






Definition


Micro-nations generally have a number of common features,
although these may vary widely.
They may have a structure similar to established sovereign states,
including territorial claims,
government institutions,
official symbols and citizens,
albeit on a much smaller scale.
Micro-nations are often quite small,
in both their claimed territory and claimed populations —
although there are some exceptions to this rule,
with different micro-nations having different methods of citizenship.
Micro-nations may also issue formal instruments such as postage stamps,
coins, banknotes and passports, and bestow honours and titles of nobility.
The Montevideo Convention was one attempt to create a legal definition
distinguishing between states and non-states.
Some micro-nations meet this definition,
while some do not, and others reject the Convention altogether.
The academic study of micro-nations,
micro-states, and alternative governments is known as micro-patrology,
and the hobby of establishing and operating micro-nations is known as micro-nationalism.


















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USA as a world power? In E-Sim it is possible!

In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

Work for the good of your country and see it rise to an empire.

Activities in this game are divided into several modules. First is the economy as a citizen in a country of your choice you must work to earn money, which you will get to spend for example, on food or purchase of weapons which are critical for your progress as a fighter. You will work in either private companies which are owned by players or government companies which are owned by the state. After progressing in the game you will finally get the opportunity to set up your own business and hire other players. If it prospers, we can even change it into a joint-stock company and enter the stock market and get even more money in this way.


In E-Sim, international wars are nothing out of the ordinary.

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The second module is a politics. Just like in real life politics in E-Sim are an extremely powerful tool that can be used for your own purposes. From time to time there are elections in the game in which you will not only vote, but also have the ability to run for the head of the party you're in. You can also apply for congress, where once elected you will be given the right to vote on laws proposed by your fellow congress members or your president and propose laws yourself. Voting on laws is important for your country as it can shape the lives of those around you. You can also try to become the head of a given party, and even take part in presidential elections and decide on the shape of the foreign policy of a given state (for example, who to declare war on). Career in politics is obviously not easy and in order to succeed in it, you have to have a good plan and compete for the votes of voters.


You can go bankrupt or become a rich man while playing the stock market.

The international war.

The last and probably the most important module is military. In E-Sim, countries are constantly fighting each other for control over territories which in return grant them access to more valuable raw materials. For this purpose, they form alliances, they fight international wars, but they also have to deal with, for example, uprisings in conquered countries or civil wars, which may explode on their territory. You can also take part in these clashes, although you are also given the opportunity to lead a life as a pacifist who focuses on other activities in the game (for example, running a successful newspaper or selling products).


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