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Space-Filling Empire

 Space-Filling Empire
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 Space-Filling Empire
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Space-Filling Empire
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When writing alternate timelines or playing around with maps, counterfactual historians sometimes don't see the point of coming up with lots of different countries, especially for regions they know little about. There may also be a need to make sure that the entire earth is PVP Balanced in more warlike stories. So what they do is just fill the map with large polities, even when there would be little plausibility to a single empire ruling these territories. This is referred to as a Space Filling Empire.
The number of empires will often be at least three, the minimum number needed for alliances and betrayals, and popularised by the pictured setup of Nineteen Eighty-Four.
This trope is so prevalent that the AlternateHistory.com wiki even has its own page for it.
Contrast Balkanize Me. See also "Risk"-Style Map and Spreading Disaster Map Graphic. Several types are found in United Europe, Expanded States of America, and Middle Eastern Coalition. Can lead to One-Federation Limit.
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DBTropes
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Legend Series: Europe, the Middle East, and Africa have all united into single countries each. Since most of Europe has been submerged and the United States is divided in two, Africa is one of the world's new three superpowers, alongside China and Antarctica (whose ice has melted, promoting settlement).
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The Years of Rice and Salt is an Alternate History novel taking place in a universe where the Black Plague killed around 90% of Europe's population, leading China and the Islamic nations to become the world's two dominant superpowers. By the time the plot gets to the 20th century, virtually all of Africa and Eurasia is ruled by either China or Dar al Islam, while virtually all of America is ruled by the Haudenosaunee League (the Iroquois).
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Homefront has North Korea steamrolling right over all of Southeast Asia just like Japan did in World War II, despite there being several very strong armed forces in the area. (It makes a bit more sense when you know the original antagonist was China.)
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Starsiege, Dynamix's Humongous Mecha Robot War simulator, featured Meta-Nations, nations created from a fusion of countries and corporations in the aftermath of the first unspecified apocalypse. These "Meta-Nats" effectively ended up being entire continents with some sparse subdivisions. Canada, Greenland, the United States, and Mexico merged to form the North American Prefecture, while the rest of Central and South America formed the Inca-Brazil Axis. Everything West of the Ural Mountains became the European Alliance, because China had spread down to India and up to Russia to become Greater China. The response to this was Japan, Australia, Indonesia, and a slew of other oceanic countries (including a chunk of Alaska) uniting to form the Pacific Rim (no, not that one). Not to be left out, almost all of Africa formed United Africa. Finally, the entire Arabian Peninsula and its nearby countries like Egypt, Iran, and parts of both Afghanistan and Pakistan were claimed by the Great Human Empire as their Imperial Protectorate. Remarkably, there is fairly little of the expected squabbling or corporate warfare with seven such powerful groups on the planet, as they do have to worry about a homicidal supercomputer AI somewhere in space plotting total extinction of all biological life on Earth.
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In Taylor Anderson's Destroyermen series the Grik Empire controls, at least (the exact extent is unknown) India, southern Pakistan, Sri Lanka, the Persian Gulf and most of the eastern coast of Africa. Meanwhile the Dominion controls Mexico, Central America and an as yet undisclosed portion of South America. The Alliance is heading in this direction, controlling the Philippines, parts of Indonesia and Australia and most recently, Japan and the Hawaiian Islands voluntarily and Sri Lanka by conquest.
It now looks like North America has at lest two more countries one of which pushed the Dominion out of Mexico for a time and their rivals on their other border, plus there's another mystery faction with radio that may side with the Grik.
And one led by some Czechen guy that's north of Girk controlled India.
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2300 AD: Mexico has absorbed all the other Central American countries with the exception of Panama (they also have large parts of California, Arizona, and New Mexico, and for a while they held onto Texas as well).
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Leif & Thorn: Some regions of the World Map have lots of small (and mostly-nameless) countries, but the whole polar region is simply labeled "Sønheim." In addition, the southeastern part of the continent is mostly covered by a space-filling desert.
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Separated at Birth: America and Drakia: Drakia. By the 20th century, they've conquered all of Africa plus the Middle East as in the original series by S. M. Stirling. The US too owns most of the North American continent.
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Mobile Suit Gundam: Iron-Blooded Orphans: The Earth is divided between four power blocs - Arbrau (which comprises Russia, Alaska and Canada), the Strategic Alliance Union (which comprises the rest of North America, Central America and South America), the African Union (which comprises Africa, Europe and the Middle East) and the Oceanian Federation (which comprises East Asia, South Asia, Australia and the Oceanian geographic region). Of the four, only Arbrau and the SAU play any role in the plot.
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RWBY: The planet Remnant is only made up of four kingdoms - Vale, Vacuo, Atlas, and Mistral - on three continents with a few other landmasses, such as the continent of Menagerie and the island of Vytal.
However, this is a Justified Trope due to the ever-present threat of Grimm, who will invariably attack any settlement without extensive and expensive protections. Even just building new cities requires several times the amount of resources than normal, with the settlements still failing ninety percent of the time.
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Dawn of War: Dark Crusade uses a "Risk"-Style Map to represent the twenty or so territories being fought over by seven different factions, occupying a single continent. Frankly ridiculous in Soulstorm, where the number of territories is roughly the same... but now spread over four planets. Any given faction could conquer two territories and be ruling over half the planet.
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Mobile Suit Gundam 00: The world is largely split into three power blocs, at least in the first season: The World Economic Union (the Americas, Australasia, and Japan, dominated by the United States. Also known as The Union Of Free Nations And Solar Energy, or just Union); the Human Reform League (Russia, China, India, most of the rest of South, Southeast, and East Asia except for Japan, dominated by China. Often abbreviated to HRL in-universe); and the Advanced European Union (current-day EU plus Turkey and Israel/Palestine. Often abbreviated to AEU in-universe).
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Gundam Expanded Universe:
Mobile Suit Gundam 00: The world is largely split into three power blocs, at least in the first season: The World Economic Union (the Americas, Australasia, and Japan, dominated by the United States. Also known as The Union Of Free Nations And Solar Energy, or just Union); the Human Reform League (Russia, China, India, most of the rest of South, Southeast, and East Asia except for Japan, dominated by China. Often abbreviated to HRL in-universe); and the Advanced European Union (current-day EU plus Turkey and Israel/Palestine. Often abbreviated to AEU in-universe).
Mobile Suit Gundam: Iron-Blooded Orphans: The Earth is divided between four power blocs - Arbrau (which comprises Russia, Alaska and Canada), the Strategic Alliance Union (which comprises the rest of North America, Central America and South America), the African Union (which comprises Africa, Europe and the Middle East) and the Oceanian Federation (which comprises East Asia, South Asia, Australia and the Oceanian geographic region). Of the four, only Arbrau and the SAU play any role in the plot.
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In The Compleat Discworld Atlas, many of the countries named in the chronicles are much larger than the descriptions in the books might suggest, to reduce the number of new countries that might otherwise be needed to fill the gaps. The Welsh Fantasy Counterpart Culture of Llamados, for example, is about five times the area of its real world counterpart, and longer than the entire UK. Inverted with a large empty area on the previous map which could have been parts of various countries, but is now known as The Great Outdoors, and apparently consists of several independent cultures who get by without much in the way of government. (According to Bernard Pearson of the Discworld Emporium, he suggested that this area, being of a suitable size and close to Genua, could be Discworld America, to which Sir Terry replied "I don't know if I want it to be Discworld America." There are still some suggestions of this, like the strict Omnian sect who settled on a salt plain.)
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In the "An Orison of Sonmi-451" segment of David Mitchell's Cloud Atlas Nea So Copros controls East and Central Asia and whatever is still inhabitable of Oceania (the Philipines and Indonesia are specifically mentioned). Colonies in Africa are also mentioned.
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The Strangereal Earth of Ace Combat is less exaggerated than other examples, but still has considerably fewer nations than our Earth. Notably, superpowers Osea and Yuktobania are approximately the size of South America, while the continent of Anea is divided into only three countries.
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Paradox Interactive go to great lengths to try and avert this one, typically releasing numerous patches to rebalance nations to stop, for example, France or Ming China devouring all of their neighbours as far as the Caspian Sea in Europa Universalis III.
Not that this stops anyone from trying... or succeeding. One player managed to take over the entire world as the Xhosa, a one-province pagan minor country with a built-in technological handicap.
In one PVP Balanced designed-for-multiplayer scenario in Hearts of Iron II: Armageddon, the world is divided equally between 18 great powers that each control an equal share of the globe. Due to a certain surrealism of the scenario's backstory, there are many unusual variations of what can happen within the campaign itself. For example, it is possible that the Russian Empire will oppose the Cossack Union or the CSA will fight against Red Japan (People's Republic of the Rising Sun).
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FTL Newsfeed: Very early in its existence, the Sci Fi Channel produced a daily short series in which the Earth of 150 years in the future has consolidated into six super-states:
North American Union: union of US and Canada. Capital: Chicago.
European Community: stretches from Ireland to Russia. Capital: Brussels.
New Asian Co-Prosperity Sphere: all Pacific Rim and East Asia nations except for Australia. Capital: Singapore.
Holy Islamic Federation: formed by Middle Eastern Islamic nations and exerts loose control over all of Africa. Capital: Cairo.
Hispanic Commonwealth: Central and South America. Capital: Bogota.
Fortress Israel: pretty much the same as today, except surrounded by a unified Islamic state. Capital: Jerusalem.
There's also India, but no super-state wants it.
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American Flagg!: The Plex represents the former governments of the USA and USSR, but (particularly since the Plex seems to be largely abandoning Earth for its Mars-based "temporary" headquarters), the world's true superpowers are now the fascist Brazilian Union of the Americas and the communist Pan-African League, which has also conquered Italy.
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Subverted in Terra Ignota. By the year 2454, the world's nations have been superseded and replaced by the seven Hives, but the Hives are "non-geographical" nations that claim no sovereign territory apart from their capital cities. In other words, the entire Earth is a commons where citizens from any number of Hives bump shoulders and sleep under the same roof. There are places where the population is more one Hive than another, but that's about it. Citizenship to a Hive is optional, voluntary, and can be renounced at will, meaning it's possible to be a citizen of no Hive and still live a normal life. The one exception is the United Nations of the Great African Reservation, a pan-African federation of the world's last true nation-states, which the seven Hives have long dismissed as irrelevant to global politics. Book 4 proves this to be a mistake, as while their power is limited, they play a crucial role in bringing World War III to a close.
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Risk:
In the The Lord of the Rings Special Edition game, the 1-on-1 Black-and-White Morality set up has roughly 1/3 of the territories (most of the unaligned ones) occupied by 2 neutral troops each. This is to help balance the game at the outset, creating enough of a hindrance that neither player can simply sweep across the board on the first turn, but also giving the players a chance to use their strategic defensive positions without having to conquer half the map first.
The main Risk series also has this mechanic for two-player games, likely for similar reasons. The difference is that the two Powers choose their 14 territories, rather than going from a list.
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Space-filling empires are the typical result of a game of Civilization or Sid Meier's Alpha Centauri. Justified in the case of the latter, as there are only seven groups of human settlers, and a few of them usually get eaten up. Civilization will sometimes have "Barbarians", who may have cities, but they are always hostile, exist to get swallowed by larger civs and never appear beyond the early game.
The "minor civilization" mechanic originated in the Rhye's and Fall of Civilization mod, using them in place of pre-unification civilizations (such as with China), for people native to the Americas and Africa that don't fall into one of the base game's civilizations and the remainders of larger civs that fall apart from civil war.
The Civilization IV expansion Beyond the Sword comes with a mod called "Next War". There are four states: the Pan-Asiatic People Co-Operative, America Inc., The Great Southern Empire, and Europa.
Civilization V tries to avoid this with the concept of "city-states" - smaller one-city landholders that cannot win the game, but which can provide resources and other benefits if appeased. Nothing stops you from conquering them (in fact, the Mongols get bonuses when attacking them), but this is considered very bad form by AI civs.
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Nineteen Eighty-Four: The best-known example. The world consists of just three super-states — Oceania (the Americas, the British Isles, Australia, and Southern Africa), Eurasia and Eastasia — and the 'disputed territories'. The latter (Africa from the Congo to the Mediterranean, the Middle East, India, Southeast Asia, the polar regions, and the Pacific islands) is a permanent buffer zone with control of various regions constantly shifting between the nearest pair of super-states, and where the three powers wage endless war against each other so as to divert resources and attention away from domestic problems. Alliances constantly shift so no side gains an advantage, but officially Oceania has always been at war with whoever they're currently fighting.
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Avatar: The Last Airbender: Both the original Avatar: The Last Airbender and its sequel The Legend of Korra take place in a universe where there are four nations spread about the planet: Fire Nation, Air Nomads, Earth Nation, and Water Tribe. The Water Tribe occupies two different regions, the North and South Poles, as well as the small Foggy Swamp Tribe in the Earth Nation. The all-but-extinct Air Nomads were traditionally nomadic, though they had four temples that acted as their central bases, with a fifth temple added in the sequel series as they try to revive the culture of the Air Nomads. A fifth nation, known as the United Republic, is formed in the sequel from the area where the Fire Nation first invaded the Earth Kingdom after the war ended with the townspeople refusing to separate as many have learned to co-exist including marriages between the two nations citizens.
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Fushigi Yuugi: The Universe of The Four Gods is divided along the cardinal compass points into four main empires, each with its own god, Seishi, climate, Shinzaho, scrolls, and priestess. Konan is in the South and worships Suzaku, Kutou is in the East and worships Seiryuu, Hokkan is in the North and worships Genbu, and Sairou is in the West and worships Byakko.
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Yakutia in Superpower Empire: China 1912.
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Worldfall: The fan fiction is all over the place with this trope. In the epilogue, the post-war power blocs include — Russia, renamed the Eurasian Federation, absorbs all of its Soviet era territory (minus East Germany) plus Afghanistan, Iraq, and Iran; the rest of Europe becomes United Europe; China absorbs most of mainland East Asia; India expands to absorb much of the remaining Middle East; Egypt and Sudan (except Darfur, which secedes as a free state) unite as the Nile Republic; the rest of North Africa becomes the nation of Sahara; what's left of the continent becomes the African Confederacy; and in the most egregious example, the United States expands to include pretty much the whole Western Hemisphere, becoming the United States of the Americas. No mention is made of the Pacific nations.
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In the backstory for the Fallout series, the USA had already annexed Canada and was invading Mexico with the goal of annexing it when the nukes started flying.
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In We Are Legion (We Are Bob), Bob is awakened 117 years in the future to learn that the US has been taken over by religious fanatics, who have turned the country into FAITH (Free American Independent Theocratic Hegemony). FAITH now dominates North America. South and Central Americas are, for the most part, in the hands of the Brazilian Empire. The United States of Eurasia controls most of Europe, with China dominating Asia. There's also Australia, but it's a smaller player. There is an African republic, but it's not likely to play a significant part in global politics.
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Mystara: Done with the first map ever printed of the titular planet, which depicted a major hunk of continent as "the Empire of Dorfin IV", and showed the Empire of Thyatis (whose actual boundaries were much less) encompassing the entire "Known World" region. Averted and Lampshaded by Bruce Heard's Voyages of the Princess Ark article series, which revealed this map to be a complete fraud, perpetuated by a Deadpan Snarker who'd named its various Space Filling Empires after his wife, his mistress, and his dog.
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Also subverted in the first Total War: Warhammer game. There, races could were limited to certain areas to prevent them from blobbing and keep them more realistic (as in, certain factions wouldn't go certain places because they found it uncomfortable to live in). Imperial Humans, for example, wouldn't move beyond the Grey Mountains or past the borders of Kislev. The Dwarves wouldn't move beyond the mountains, and the Wood Elves of Athel Loren wouldn't leave their magical forests. To facilitate more widespread gameplay in Total War: Warhammer II, this was done away with in favour of a climate system.
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Battle Beyond the Sun: The film, being an edited translation of the Soviet sci-fi movie Nebo Zovyot, invented two of these to hide the fact that the race to Mars being depicted was really the Soviet Union and America, with the Americans naturally being painted in a bad light. The setting is moved to a post-nuclear war future (complete with obligatory Stock Footage of The Deadliest Mushroom) and has a map showing the two nations: North Hemis (present-day US, Canada, the former Soviet bloc and much of Central Europe) and South Hemis (basically everywhere else). This has the advantage of making both the Americans and Russians as the antagonists and conveniently allowing all the Russian characters to have Anglicized names (yet weirdly, American-sounding accents rather than Antipodean ones).
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Mercs of Boom has the world split into the North Atlantic Defense Alliance and the Red Dragon Union. While there are neutral territories, the majority of the surviving population is in either Alliance or Union megacities.
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BattleTech: The majority of the Inner Sphere is ruled by a grand total of five Feudal Houses.
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In Evil Genius, the world is divided up between several NATO-like alliances with varying degrees of logic. The United States and Japan form P.A.T.R.I.O.T., Europe and her former colonies form S.A.B.R.E., Russia and Cuba are H.A.M.M.E.R., what's left of Asia forms A.N.V.I.L., and the oddest is S.M.A.S.H., an alliance of Africa, South America, and Antarctica.
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Anima: Beyond Fantasy: An Inverted Trope. For several centuries, the (known by humans) world has been under the control of a single empire. After things get messed up, several nations go from declaring independence and opposing the Empire (Azur Alliance) to independize and watch what happens waiting to act with one band or another, or simply ignore all the fuss and go in their own. By far the three major not in the shadows powers are the already mentioned Empire of Abel (much larger and powerful than any other, but with its forces scattered over its entire area) and Azur Alliance (considerably smaller than Abel, but looking for ways to offset that difference of power and with its armies much more concentrated), plus the Holy Church of Abel (very small in geographical terms, but having significant political and especially religious power).
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Jennifer Government has the Corporate States of America spanning several continents.
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The prologue of Blind Punch has the world divided into four superpowers: US, Russia, European Union, and New Asia. The four powers are based in megacities that cover pretty much their entire territories. Africa and Australia aren't mentioned at all, although the Antarctic is stated to be the last unsettled continent on Earth, which is about to change with the construction of the Antarctic Megacity. However, the prologue ends with the four largest corporations conspiring to cripple the militaries of the superpowers in order to force the creation of the World Government (to be fair, the superpowers were on the brink of World War III).
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A Song of Ice and Fire:
Played straight with the Seven Kingdoms of Westeros, which used to be composed of seven independent monarchies. When Aegon I Targaryen arrived 298 years ago, he subjugated six of the seven and crowned himself the King of the Seven Kingdoms, beginning a united monarchy. The seventh monarchy, Dorne, remained stubbornly independent, however, and was only integrated by the Targaryens through Altar Diplomacy 189 years later.
For hundreds of years, the continent of Essos used to be dominated by an empire called the Valyrian Freehold, which was said to be the greatest state in the Known World. Like the Targaryens after them, the Valyrians achieved superiority through liberal use of dragonfire, an advantage that no other nation possessed. However, since the Doom of Valyria, Essos is back to being fragmented to multiple states fighting for supremacy.
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Code Geass: The world is divided into three main superpowers; Europia United (all of Europe, Russia, and most of Africa) the Holy Britannian Empire (North and South America, Parts of Africa, most of the Pacific) and the Chinese Federation (East, South and Central Asia, including Indonesia and India). There is also Japan (independent, but invaded by Britannia in the opening of the first episode) and the Middle-Eastern Federation (taken by Britannia in the first season). Australia is the only one to stay uninvolved for the entire series. Predictably, almost all of the important events take place in Japan. It's entirely lampshaded near the last third of the series, when the Big Bad, the Emperor of the Holy Britannian Empire, mocks the protagonists forming The Federation to stop him: in his opinion, all the protagonists have done is allow the world to easily distinguish one faction from the other on a map.
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The geopolitics of Dante Valentine are a little hazy, but the Hegemony seems to control most if not all of the Americas, while the other major nation, Putchkin, is implied to control Asia.
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The Draka series: OK, the Draka empire's insane growth is sort of the whole point, but areas like South America seem to randomly agglomerate for no real reason except to cut down the number of polities in the final wars. This is mentioned in one book. Someone from the Draka universe comes over to an Earth like ours and is astounded at how many countries the modern world has. It's taken for granted due to their world's experience that as the world develops an inevitable result is the reduction in individual states as they all merge.
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Empire: Total War changed this a little by introducing lots of "minor" nations that could be engaged diplomatically and would generally behave like the larger factions (with some caveats to prevent them from expanding). Of course, the number of Major factions (empires) vying for power was considerably smaller than in previous games as a result.
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Warhammer: The eastern edge of the world map has several of these, which includes Cathay, Nippon, and Ind (each of which is a Fantasy Counterpart Culture to, respectively, Imperial China, Feudal Japan, and Ancient India). Cathay would end up being Unseen No More almost thirty years after the game launched, being given Adaptation Expansion in Total War: Warhammer III (with GW confirming most of this content would be backported into Warhammer: The Old World).
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Call of Duty: Black Ops III has most of the world split up between two mutual defence treaties that intentionally mirror NATO and the Warsaw Pact— the Winslow Accord and the Common Defence Pact. The WA is made up of the US and UK, most of the former EU/NATO nations (since both organisations have collapsed by the 2060s), and various Western-allied countries like Japan, Israel, Saudi Arabia etc., while the CDP is led by Russia and comprises most of Eastern Europe, big chunks of Africa (who have their own smaller superstate, the Nile River Coalition), and numerous traditional "bad guy" countries like Iran and Cuba.
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To historical sticklers, Total War is considered to be playing this trope despite the above-average number of factions it offers (in some games, upwards of 20). Prior to Empire: Total War, "Independent" regions did exist, but were controlled by the "rebel" faction where each city/region was completely independent from all other "rebel" regions, was incapable of expanding (or even defending its territory properly), any diplomacy with the greater factions (or other rebel cities), and would generally be eaten up by the first empire to send a sufficient number of troops its way. By around 50-100 turns of game-start, there would normally be no remaining rebel territories - the world would be divided between all major factions.
Also, smaller countries and/or city-states that in history were quite independent though sharing cultural resemblance to one another were often merged into single centrally-controlled empires. This happened to the Greek City States in Rome: Total War, and most Muslim factions in Medieval: Total War, among others.
Empire: Total War changed this a little by introducing lots of "minor" nations that could be engaged diplomatically and would generally behave like the larger factions (with some caveats to prevent them from expanding). Of course, the number of Major factions (empires) vying for power was considerably smaller than in previous games as a result.
Inverted in Rome: Total War with the Romans of all factions: Instead of one unified empire, it was split into three houses with agendas in somewhat different areas of the map. Of course, all factions had to stay mindful of the wishes of the senate, but this was more of a guideline.
This was done so that 1) The Roman faction wouldn't have to divert it's attention in three different directions at the same time (the Romans are supposed to expand into Gaul/Germania, Spain/Northwest Africa, and Greece/Asia Minor/Egypt/Near East), and the make the Civil war actually work.
When the first expansion for the first game came out it had a bug which made the rebels into an organized faction. Since they started with more than half the map but didn't count as a faction when calculating victory it was possible to win by digging in in your capital with your starting units while all the other factions were overrun in the first few turns.
Also subverted in the first Total War: Warhammer game. There, races could were limited to certain areas to prevent them from blobbing and keep them more realistic (as in, certain factions wouldn't go certain places because they found it uncomfortable to live in). Imperial Humans, for example, wouldn't move beyond the Grey Mountains or past the borders of Kislev. The Dwarves wouldn't move beyond the mountains, and the Wood Elves of Athel Loren wouldn't leave their magical forests. To facilitate more widespread gameplay in Total War: Warhammer II, this was done away with in favour of a climate system.
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March of War could be described as "Space-Filling Empire: The Game". An Alternate History, Diesel Punk, Weird Historical War game where World War II is a literal world war being fought by six superpowers:
The Shogun Empire, the Tokugawa Shogunate turned expansionist conqueror in the 17th Century; rules Southeast Asia from Japan to India.
The Soviet Union, founded by the collapse of the Russian Empire in the late 19th Century, secretly backed by meddling European nations. Occupies mostly the same territory as the real world Soviet Union.
The Latin Junta, a military dictatorship backed by the Soviets to undermine Europe. Controls Central and South America and fights the Soviets to promote its own flavor of communism.
The African Warlords, who were inspired by the Latin Junta to depose their colonial overlords as well. Controls Africa though prone to in-fighting and coups.
The European Alliance, Europe unites under England, France, and Germany after losing all of their colonies and having half of the world hate them.
The United Republic, Canada being annexed by the United States.
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Terra Invicta: The player can enforce this through national unification policies. You can create a Expanded States of America to include Canada and Mexico, create a United Europe with only a little push (and expand it to include the UK, Norway, Serbia, Ukraine and Russia), form the African Union, or either the Arab League or the Caliphate, or do something even crazier like folding Europe into a Russia-dominated Eurasian Union, or uniting Indonesia, Malaysia, Singapore, Australia and New Zealand into Greater Indonesia. The game also pragmatically incorporates smaller nations into a larger geographic area (for example, Lithuania, Latvia and Estonia are one "Baltic States" nation; the various Balkan states are similarly two larger nations of that same name, Northern Balkan States and Southern Balkan States, though you can optionally reform Yugoslavia too) because it would be a pain in the ass to manage over two hundred smaller countries.
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DEFCON has the entire world split between roughly comparable atomic superpowers, even Africa and South America! The only land that sits out the war is Australia and New Zealand.
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The United States of Africa from the Star Trek Expanded Universe.
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Command & Conquer: Red Alert 3: The Commander's Challenge has a variation where the three world powers (Allies, Soviet Union, and Empire of the Rising Sun) are fought all over the world with little regard for geographic or historical sense (the in-story justification is that the borders are completely messed up after the wars). Thus you fight the Japanese mostly in Asia but also the Caribbean, California or the Atlantic, the Soviet Union in Russia, India, or Australia, the Allies in South America, Europe, Africa...
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In the future of The Lunar Chronicles, there are only six nations in the world, each of them spanning continents, and together they form the Earthen Union. Emperor Kai rules over the Eastern Commonwealth, which is composed of all of Asia and many of the surrounding islands.
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The world of Earth 2150 is dominated by only two nations: the United Civilized States in the West and the Eurasian Dynasty in the East, with the Lunar Corporation controlling all of the Moon. Granted, this is the aftermath of World War III, but there's no reason why there should not have been more smaller empires.
There are still independent tribes. It just that they are not of real importance.
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Heavy Object: After the U.N. falls, four new superpowers form dividing the world into districts of fallen countries based on their values. The four include the Legitimacy Kingdom, the Capitalist Corporation, the Information Alliance and the Faith Organization. Unique in that location has no bearing on which country belongs to which group meaning there are constant skirmishes between neighbouring countries belonging to different groups.
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Spore in Space stage has the Grox, whose empire spans the entire center region of the galaxy and comprises roughly 2,400 star systems and 5,000 planets. Averted with other alien empires, who start with only one planet just like the player.
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Inverted in Rome: Total War with the Romans of all factions: Instead of one unified empire, it was split into three houses with agendas in somewhat different areas of the map. Of course, all factions had to stay mindful of the wishes of the senate, but this was more of a guideline.
This was done so that 1) The Roman faction wouldn't have to divert it's attention in three different directions at the same time (the Romans are supposed to expand into Gaul/Germania, Spain/Northwest Africa, and Greece/Asia Minor/Egypt/Near East), and the make the Civil war actually work.
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Rise of Nations has the world conquest mode, which due to its effects on history, typically ends with 3-5 major empires dominating the map. For hilarity, there is nothing forcing these to be the ones that dominated in real life, nor are major monuments limited to where they're supposed to go, which can result in the Lakota invading Britain as a prelude to capturing the Great Pyramid of France.
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Decades of Darkness has this with the US which conquered most of the Americas, the Russian Federation which includes most of Eurasia and various member of the Restored Empire like Central Africa.
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Valvrave the Liberator: The militaristic neo-Prussian Dorssian Military Alliance controls Eastern Europe, the Middle East, and Russia. The nominally democratic ARUS controls the Americas, Western Europe, and the western half of Africa. They both run significant areas of the Dyson Sphere where most of humanity now lives.
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GURPS: Averted in the majority of the timelines of with even the Reich-5, which was conquered by the Axis powers, is still full of minor nations that were too insignificant to directly take over and/or voluntarily joined the Axis.
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The second XCOM game, Terror From The Deep, has a multitude of countries creating empires. Notable examples include the United States apparently comprising all of North America, The European Union, Southeast Asia, and the Oceanic Alliance (Japan and Australia being the major participants). Notably, there's also a lot of empty space in the Geoscape, representing countries or alliances that aren't funding the X-Com project, and are therefore not particularly important or worth protecting. According to the backstory, the global consolidation results in 16 recognized nations. Only once is this trend inverted, when Alaska secedes from the US to form the People's Republic of Alaska.
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The Chaos Timeline has the New Roman Empire, the Russias and the German technocracy. However, the trope is mostly avoided by introducing "Chaos" - wide areas of the world, esp. in Africa, where the governments change every few months and the borders every few years.
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The Hyborian Campaign: Vendhya (which was originally a Fantasy Counterpart Culture of India in Conan the Barbarian) could definitely be considered this by the time the campaign ended. It began conquering minor NPCs, before going on to conquer one of the player empires and then proceeded to subjugate everything between Khitai in the east to Shem to the west. Note that Shem is the Fantasy Counterpart Culture of Egypt.
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In the The Lord of the Rings Special Edition game, the 1-on-1 Black-and-White Morality set up has roughly 1/3 of the territories (most of the unaligned ones) occupied by 2 neutral troops each. This is to help balance the game at the outset, creating enough of a hindrance that neither player can simply sweep across the board on the first turn, but also giving the players a chance to use their strategic defensive positions without having to conquer half the map first.
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In the Venus Prime series, most of Earth's nations have become part of either the North Continental Treaty Alliance (basically North America, Europe, and Russia) or the Azure Dragon Mutual Prosperity Sphere (China, Japan, and some of the Middle East). There's also apparently an alliance between South America and Africa, and a bloc made up of India and various countries in Southeast Asia.
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The following is a list of statements referring to the current page from other pages.

 Space-Filling Empire
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Alternate History Tropes
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Otherworld Tropes
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