The Hyperion Order
Imperial Council
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| What is New Hyperion? New Hyperion (NH) is a region of NationStates. It is an empire built on the principles of Hyperionism, our guiding philosophy. Great! How do I sign up? Hold on there, buddy, you haven't even registered yet! You'll have to scroll up (or just click here) and take care of that first. After that, take a look at those four forums at the top of the list. The Low Orbit Welcome Wagon is where you can apply for Plebeianship and introduce yourself. You can undergo Patricianship if you're interested in leadership. For everything else, go to Imperial Service. What if I'm a diplomat? Go to the Immigration Desk instead, and we'll get you masked. What's the government situation look like? Our region has three main levels of command: the Imperial Council, the Inquisition, and the Hyperion Senate. The Imperial Council (IC) consists of the Autarch, Chancellor, Lord Inquisitor, High Lords, and military command. It assembles when sensitive or secret decisions need to be made. Its members otherwise act separately as department heads and administrators. The Inquisition is the law enforcement of the region. Inquisitors ensure that all members are complying with any requirements currently set in place, and, along with the Lord of Development, also controls admission into the Patrician caste. The Judiciary, our courts system, also exists as part of the Inquisition. The Hyperion Senate consists of all our Patricians, and is the primary body of law and policy. The Senate operates somewhere between a democracy and a mob, and doesn't necessarily need hard votes to get things done. While the IC is technically superior to the Senate, it is more common for the Councillors to participate as Senators. As such, the Hyperion Senate tends to be the most important part of the entire government. Is that it? Of course not, that would be dry and boring. Granted, the Hyperion Senate is about as boring as a discussion on abortion, but you probably don't want to deal with its squabbles and silliness 24/7. That's why we have the Imperial Service and the military. The Imperial Service consists of the various departments, such as Foreign Affairs and Recruitment. All departments are volunteer-only, though enlistment and training in the Hyperian Guard is highly recommended for all members. In general, however, you will be encouraged to join under-staffed departments. Oh yeah, didn't your recruitment telegram mention an RP? Why yes it did! While we allow other RPs, of course, our main RP is the one that sets the standard of our theme and culture. It's kind of complex and involved, but once you get the ball rolling it's about as smooth sailing as any other RP. What if I need help? Pop us a question. Our patience is legendary. You may also check the Great Library of Trantor for answers to some of the more common questions. |
| Hyperionism; By Emperor Mara Sargon | |
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| Tweet Topic Started: Sep 30 2015, 07:11 PM (437 Views) | |
| Lord Inquisitor Colberius X | Sep 30 2015, 07:11 PM Post #1 |
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Hyperionism By: Emperor Mara Sargon Hyperionism is the set of tenets followed by Aura Hyperia's command structure, and its long-time residents. Understanding these tenets is key to understanding how and why the region works the way it does in theory and in practice. The most important thing to remember about Hyperionism is that it is more a strategy guide than a philosophy, and can be altered as needed. Hyperionism is a very simple theoretical concept, operating on five basic principles:
#1: Every Available Tool Should be Exploited to its Limits This should be self-explanatory. I am all about efficiency and proactivity, and whether a tool comes in the form of a NationStates update or NS++, I am willing to use it to increase those two things. Telegram stamps? Sure, I'm willing to spend a little money on growth. Telegram API? My internet connection is good enough. Dispatches? Newspapers? Mass regional telegrams? I'm willing to explore all of their uses as time allows. Even nations that CTE are useful to me. Sure, it's wasted recruitment money, but it weeds out the inactive folks to be replaced by a new batch that may contain active people. Rome wasn't built in a day, and the better our ratio of active:inactive the better off we are overall. #2: All Rhetoric Should be Blunt I'm not a fan of political speech. All it does is stretch a veil of obscurity over what could otherwise be a well-oiled machine, and breeds suspicion where there could easily be trust. I'll use it when necessary, but once in power I do my best to completely stamp out its unhealthy practice. If you can't tell me what it is you really want, I don't think you deserve to be in power. #3: People are Incompetent Until Proven Capable It sounds harsh, but it's true. If you assume people are capable, you will always be disappointed. Treat everyone politely, but give them no more power than they can obviously handle. It's very easy to spot a capable person when you see them: They are active, they almost immediately want to get involved, and when given a job lower down on the food chain they quickly demonstrate that they are over-qualified. This is not to say that it is necessarily linked with intelligence, but it works on a general rule of thumb: All capable people are intelligent, but not all intelligent people are capable. Incompetent is not necessarily an insult as such, but merely a way of expressing that someone can't handle a particular job; whether they are actually unable to carry it out, or if they are apt to abuse their power. #4: A Capable Person is Worth Risking Betrayal On Related to #3. History has proven, both in real life and on NationStates, that to neglect the skill of a capable person is to invite your own downfall. In NationStates, betrayal is easy enough to clean up if you are capable yourself. If a capable person succeeds in seizing power as a result of betrayal, then it is for the best that they have done so, as the victim of their betrayal was obviously incompetent. An incompetent person can succeed in betrayal if they are also intelligent, though, which is why one should never put them in a position to do so. In the long run, you can only benefit from the skills of the capable, and if you truly fear their betrayal then you should reconsider your own ability. #5: Expansion is a Means to its Own End In NationStates, it is impossible to over-expand. When you re-found a region you secure it with a founder and turn off Delegate controls. Then you leave it alone and remember to log in every 60 days when you get that "impending apocalypse" email. This means that the region will always be there waiting for you to use it for some purpose or another. It can therefore never be a bad thing to expand, since there are no consequences, no chance for retribution, and a good possibility that random people will walk in and run across our main region. In other words, even in the worst case scenario expansion is just free advertising. You can't go wrong. #6: Ask Forgiveness, Not Permission If you always wait around for permission to do every little thing, nothing will ever get done. If it's not against the rules (or not strictly enforced), just get it done and let your superiors yell at you afterward. This is the attitude of the brave and the bold who end up moving forward in life. Edited by Colberius X, Sep 30 2015, 07:12 PM.
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