Xalta Moro

Summary
Not much can be said of this nation. Situated in the Ice Mountains of the far South +,+ region, Xalta Moro stands as a testament to will.

Things will come in due time.

Etymology
Xalta Moro (mutation of english "exalted morrow) means "place of rest", a metaphor based on night and day; based on the difficult terrain and long journey to get there the name fits for its position as both a literal and figurative resting place for players travelling in the remote regions of the +,+ (most of which is actually Hell).

The Sleep
Long before Xalta Moro was dreamed of, the idea of independence and homesteading filled the mind of the founder. A resident of Southshire, from the pre-Somber War days, there was plenty to do at the time. Building roads, helping clean - the activity was nice and always present. But after a while things slowed down. To the chagrin of Atraxas, there was nothing forward to do - nothing new to add, just demolition and decay. Many days were wasted experimenting with brews and mining ores to make a private tool set.

Snapping Awake
One day, while minding his own business, a raider attacked Southshire. All - absolutely everything of value - was gone. So he went to investigate the issue, with TheGameOfLife (new at the time) and others about this raider. Turns out it was Kipse, a man with an old grudge... which, being in the wrong place in the wrong time, left Atraxas in the crossfire. Losing a couple months of progress, including a God Bow™, shocked him awake. He couldn't stay any longer, in this undefended, decaying city.

Wandering
For a while after this, Atraxas had no idea what to do. Shortly thereafter, a mysterious user named Baes20 offered him a iob digging a vault hole - something he did not have much knowledge of at the time. So, going to the far west, he helped Baes20 and ComradeNick dig a large portion of their vault hole out (not really lol just a good chunk). For a while, settlement seemed in sight.

1.12: The Broken Update
When 1.12 came out, many mechanics were broken. People realized this quickly, full prot gear doing nothing to stop basic skeleton shots from killing them. As with the rest he found out the hard way - several times. Things slowed down after that for a while, and though activity has picked up again, an impatient worker is definitely not one to stick around long when nothing is planned.

The Search for a New Home
After being cucked by raiders and mobs, nearly nude from scrap gear breaking, and highly annoyed at overpowering leadership in local towns, Atraxas left the southwestern quadrant for somewhere more peaceful and alone. After checking many maps of useful land, claims, and reflecting on intent, the solitary ice mountains of the southeast seemed the best option for a reclusive lifestyle. With short negotiations between himself and BlueSylvaer, a deal was struck: "You are fine with all of your claims." With the only known neighbor totally fine with him settling, he set out to reach and realize the potential of this great land.

The Last Frontier
Unlike most of Civ's map, the Ice Mountains of the far South are much more challenging to navigate. Mapping and analyzing the area wasn't the easiest task, but it got done.

Climate
Being an Ice Mountains biome, nearly all of Xalta Moro is not arable by its current form. Snow decorates all Y levels exposed to the sun, and all water frosts over.

Flora
Very little grows there naturally. Of the few scraggly plants that grow there, most are basic Fir trees, barely surviving a land that never warms up, as well as a stray dandelion or two. Rarely a peony can be spotted in an odd location.

Mountains
The most impressive feature of these lands is the imposing mountains scattered throughout. Of all the mountains, a good number exceed 140m high, the tallest confirmed to be 240m tall from bedrock. Shapes vary greatly, with numerous, jet black shadows being projected on the bits of land stuck underneath the mountains.

Lakes
Lakes are common, but two oceans rest in the Eastern portion of Xalta Moro. Undeveloped as of yet, these will likely function as centers of development for trade towns.

Tiering
An odd format for a system, Xalta Moro has tiered leadership.

At base, towns vote on leadership, management of resources, and what not. If population is high enough, a representative (usually the mayor) is chosen by the people for the town, as to simplify trade and hegemony of the township in regards to the leadership of the nation.

The citizenry can vote directly whether or not they want someone removed, except for the Apulys Moro, whose absolute control over the tiny, unpopulated center and building nationally is required for national cohesiveness in culture and prevention of corruption within the state.

Within the Capital, the voted council resides over affairs around the nation in lieu of the Apulys Moro. Judges, 3 minimum, interpret the law and handle court cases. As for the Apulys Moro, their power is limited namely to the Capital. They interpret the laws if judgements are controversial / going slowly, and can replace council members with others for the rest of the original council member's term, if justified by legal precedent.

Law
At its core, Xalta Moro is a resting place, where people can relax, get resources, and know they're safe from the world. Knowing the eye is important to the heart, cohesive aesthetic is critical to the design of the nation, and so a strict building code is kept to manage this appearance.

Security is required for peace, both physical and mental. Like Airhaven, bounty hunting is illegal on the grounds of the nation. However, if anyone within Xalta Moro is attacked without a warrant, this justifies an exile and reps from the attacker. If a known criminal sits within the walls, they are also subject to this; verification is automatic except in special cases, and POS is put out in them. This excludes farming colonies / additions - reaching these is difficult, and not generally worth fighting off party vans for.

Diplomacy
Considered isolationist, little global interaction occurs. Ironically, the Apulys Moro gets involved in the politics of many nations - working to keep peace around the world for peace at home.

The only time Xalta Moro gets involved is when something threatens its sovereignty, its peace, or its economy.

Exp Prospects
Being an Ice Mountains biome, central Xalta Moro is unable to produce XP. Relying purely on trade, resources are gathered from nearby towns in exchange for other resources via arbitrage.

Ores
Due to building projects, terrain smoothing, and farming needs, mining is critical to the development of Xalta Moro. While taking out useful ores for itself, surplus is sold for profit and reinvestment follows to perpetuate mining.

Building Materials
As a side effect of mining, plenty of leftover stone, marbles, clays, and earths are excavated and stored, for little use on their own. It's processed, and sold in the form of aesthetic blocks, a little reflection of the nation itself.

Fossil Gambling
Everyone on Civ knows what fossils are. So when you have a ton for cheap, what do you do? Make something interesting out of them! Once set up, there will be an area dedicated to gambling fossils, where they can be bought and sold, and the required factory is right there in the open. Thought of as a novelty, it could solve the uselessness of fossils while attracting newcomers.

Wood Products
Although minor, the acacia and dark oak exports of the southern regions still exist as an aside, essentially the only source of wood in the entire nation as of this moment.

Rails
One of the first things conceived about Xalta Moro was a large rail system, to circumnavigate the non-Euclidean terrain and to integrate the towns of the nation and their homeland. Heavily under development, and expensive as hell, these will likely take a while - but the investment in trade is worth the cost.

Farms
Due to the general non usability of messy, icy terrain, projects are under way to hollow out the land underneath to make pumpkin and potato farms. To the south, other crops are grown on the island, being flattened and mined out to make a highly efficient farm setup.

Housing and Infrastructure
Much of the inspiration for Xalta Moro comes from Eastern Europe, a generally cold place where few civilizations managed to establish themselves., but those that did became resilient and persistent. There is a glimmer of modernity, however: post-Soviet Poland, a beacon of hope and change in a damaged, starved Europe, had its effect on the build style. Cleaner versions of older builds - concrete for cobble, steel for spruce - preserve the tradition, while modern articles stand juxtaposed to them. Home gardens in concrete boxes, old CRTs and prefabricated bungalows - a new place arises in the grave of the old.

Mountains and Terrain
Rather than compensating for the terrain, Xalta Moro plans to use it. Various contiguous mountains and grand archways give a palate from which to sculpt statues, homes, and monuments. A statue of Lain is planned for later.

Religion
Though not official, Lain is greatly appreciated by the Apulys Moro.