Opencosm
Introduction
An opencosm is any area which is notably unorganized to a point where it is not a unified state? or even a nebulous state?, as there is no dominant faction or set of factions. This results in wholly unstable territory, which is prone to constant warfare, shifting political climate, and frantic cultural orientation.
Political Administration
Political administration in these areas is notably difficult even for the strongest empires, as the amount of decentralization and chaos makes it hard for empires to quickly roll through opencosm and assemble it into unified territory. Only states such as Freedomwrath Empire?, the Sarzola Regime?, or the short lived Kaiseraine? were shown to be capable of doing this with out any trouble, with Principia?, Ambrosia?, and the Gyolos Imperium? being states that were effective at conquering opencosm, with relative, but not complete, ease.
Culture
The cultures of opencosms are often fleeting, and if not fleeting, then easily forgotten. These cultures are small enough that they all topple each other in rapid succession, and it makes documentation on a larger scale much more difficult due to the sheer number of ongoing conflicts and events. Cultures are also easily influenced by surrounding states, nebulous or unified. If they become influenced enough they are more likely to begin tending towards unification, and this is how denebulation is likely to occur.
Causes
On the opposing side of the aforementioned idea, nebulation is the process of devolution into an opencosm. Nebulation occurs when large conflicts saturate the region, eventually tearing apart the cultural or political unity. Declining prosperity as a result of continuous losses, economic downturn, the presence of a fear-inspiring entity, or a large population decline are all reasons for nebulation. At the same time, both warfare and the presence of a fear-inspiring entity can also act as forces of denebulation.
Control & War
Warfare into opencosm can cause the active war to devolve into more brutal circumstances, and can also kill the mobility and progress of the conflict. Opencosms are often used as buffer zones against opponents, due to their nature as deterrents. In some cases the effectiveness of these opencosms is overestimated, something which is heavily exemplified in the Battle of Karbarosk?, when the presence of opencosm near the former Corpse of Freedomwrath?, and Ambrosia made the Gyolos? severely overestimate the safety they possessed.
Special Types
Opencosm also has many special types, which are created for special distinctions. In general, these terms are not used very often, but in special situations the distinction is necessary:
Freecosm?: A location that is not only unclaimed by a nebulous or unified state, but also lacks significant conglomerate or installation activity. These areas are marked only by the presence of minor conglomerates and terrospecies
Proto-Opencosm?: An aforementioned spacestate which is sometimes distinguished as separate from a nebulous state and an opencosm, it is marked by very vague and disparate unifying characteristics, which are hardly recognizable or likely to take hold.
Buffercosm?: An area of opencosm which is between two locations, serving as a buffer, but lacking any influence or state relevance internally is considered a buffercosm. These areas are typically smaller, but larger ones, such as the Ambrosian Buffercosm? are capable of appearing.
Halocosm?: Halocosm is a thin rim of opencosm which surrounds a unified state, particularly when a state is close to a large deadspace, void, or nilcosm. Halocosms form due to the natural population increase as more conglomerates and factions are attracted to the state. This halocosm is more easily prone to dissipation than the average opencosm.
Examples
Some well known examples include the Low Opencosm?, Egos Halocosm?, Uon Halocosm?, Freeterror Opencosm?, Byalosmargan Opencosm?, Einos Halocosm?, and the Ambrosian Buffercosm.