Weltrevolution II: Global Insurgency (Map Game)

This map game was inspired by the "Insurgency: Middle East" map game and the spiritual successor of the original "Weltrevolution: World Insurgency" map game. The map is currently Work in Progress. This will start at at a designated time period, meanwhile please answer the questions below so that you can pick a nation.

The year is 2018. People want freedom, others want to change their government, and others just rebel for fun. Are you willing to free their people from their aggressors, or just rebel for fun and whatever comes to your mind? You've come to the right place! It is up to you, to lead your brave revolutionaries.

Staff

 * Owner: Soviet Siberian
 * Admin: 
 * Vacant
 * Vacant
 * Vacant
 * Turn Moderator:
 * Vacant
 * Vacant
 * NPC Makers:
 * Soviet Siberian
 * Vacant
 * Map Makers:
 * Soviet Siberian
 * Vacant

Germany

 * Soviet Siberian - Der Rheinbund - Frankfurt am Main

Alliances
Vacant

How do you play this game?
Well, mon ami, if you ever played Insurgency: Middle East before, then you'd surely be a badass in this game.

Joining the game
This is necessary if you ever want to join the game. You must apply, then join. You simply have to answer these questions in the comments, so we can confirm you will join the game and who will you be.

What is your rebel group called?

Which nation have you chosen?

Which city have you chosen, and where is it located?

What are your goals / aspirations as a rebel group?

How would you react if you saw a player being unnecessarily OP in a turn?

How would you react if you saw a player being unnecessarily rude to another player?

How would you react if you felt the staff were being unfair?

It is necessary for you to answer these questions.

Where to start?
Well, it's your choice, so don't ask me. It has to be somewhere in the world. Beware however, too many rebellions in one area or country will lead to rivalries.

Turn examples
Here are the examples on how to play the game itself. There are two ways. One way to play this game is do it the ol' classic tiered style. You can always copy the template turn and edit it. Here's an example...
 * 1) The tiered way.

Cypriot Union of Fascists 
 * Summary:


 * Backstory: 
 * Military: 
 * Supplies: 
 * Cypriot Fascist Guard Weaponry: 
 * Special Moves:
 * Propaganda:
 * Recruitment:
 * Incidents:
 * Redeployment:
 * Sieges:
 * Limassol:
 * Nicosia:
 * Wars & Conflicts:
 * 25th of February 2018: Operation "Λεωνίδας" is launched...
 * 26th of February 2018:
 * 27th - 29th of February 2018:
 * 29th of Februart - 1st of March 2018:
 * 1st - 31st of March 2018:
 * Cities:


 * Cypriot Civil War: 
 * Winter Preparations:
 * Operations: 
 * Operation "Κυπαρίσσι":
 * Operation "Λεωνίδας":


 * Cypriot Fascist Revolutionary Army:
 * Cypriot Fascist Land Forces and Equipment: 


 * Diplomacy:

2. The paragraph way. You can also do it with a simple paragraph. This method was also used when map games were new. There's really no need to make an example.

Important things you may type in your turn
You should keep note that this could be important. Here are things you should write on your turn.
 * Important Movements: These movements are important and must be in your turn. This involves moving troops and equipment, as well as transporting supplies to your people. This also includes territorial expansion.
 * Equipment: Note that as a rebel group, you have limited access to equipment. So you have to keep track of how much equipment you have and how much you lose in each battle.
 * Special Actions: There are special actions that can be performed. For example, an assassination, a terror attack or a clash with the police.
 * Propaganda: You essentially need propaganda with you at all times. This will increase people joining your revolutionary militia, increase popularity and overall war support.
 * Cities: You must keep track of the cities that you are controlling. As you get bigger and more powerful, there will always be a higher chance of rebels within your own territory, deserters from your own army, and traitors from within your inner circle. So do keep track of those.
 * Winter preparation: This is quite important, it usually depends on where your rebellion will be. If it is going to be in Russia for example, this is necessary, because your units may suffer heavy attrition if left unprepared.
 * Operations: You will need operations to effectively plan your offensive. Whether it be a badly planned but well maintained offensive, you will still need to generalize your assault.

Rules
hese are rules. Please obey them at all times.
 * 1) Respect the staff. The staff are what really help the game. They do all kinds of things to make your experience good as possible. Insulting the staff is blasphemy and madness.
 * 2) Respect the other players. The other players have not come here to argue with you. It will be expected that you will respect them and vice versa.
 * 3) Be realistic. No imaginary "MechaHitlers" being "found" and leading your Yemeni armies to victory in Urdestan.
 * 4) Be creative. Don't be boring. No one likes boring people.
 * 5) Be careful with alliances. Yes, you can ally other players, but be cautious. They may always turn on you, especially when they complete their goals.
 * 6) Yes, you can form a country and play as it. You can name it whatever you want, but really don't be too much on that, don't call it the "Ultranazi Dictatorship of Hitler's wonderland, Afghanistan" or something like that.
 * 7) Have fun. No one likes a poopy pants.
 * 8) Pacts/Alliances are limited to five members. This is a rule because it would be an endgame if every revolution aligned and didn't fight each other. This makes the game more fun and playable.