NATION

PASSWORD

F&D Federation(FT Factbook and Q&A)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

F&D Federation(FT Factbook and Q&A)

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:38 pm

NS Nation Name: Fiduses and Diuses.
Planets RP Nation Name: Formally Fiduses and Diuses Federation, currently Collection of Interstellar Species.
Homeworld/Planet: Dius Fidus Prime II.
Current Area: 20 x 5 light year spheres, 16 system averaging ~6 planets.

Collection Flag
Image

Description (Planet and remaining system) : Dius Fidus Prime II is a nearly tidally locked planet that usually is half covered in extreme heat/light with the other side always cold/dark. Only the area between the two is still habitable, this occurred fairly recently(about two million years ago), the Planet is currently .8 AU away from its home star, a F-VI. The planet is currently 1.4 radius(of Earth) or 8919.4 kilometers, is denser than earth, making its gravity 1.6x of the Earth's. There are 2 other rocky planets and 4 gas giants in the system, Dius Fidus also has 2 moons, one fairly big(about 35% of the planet's mass) and one smaller(only about 8%). The Dius Fidus Prime's Atmosphere is currently 73% nitrogen, 18% oxygen, 2% argon, 0.38% carbon dioxide, trace amounts of other gases, and a variable amount (average around 2%) of water vapor. The orbital period of DF Prime is 325 (earth) days.

(Species:)There are two sentient species on DFP II, one larger(about 2 meters on average, and 135 kg), stronger(can lift 1.50x their own weight while on home planet), smarter, and longer lived(about 200 Earth years) reptilian race the Fiduses, and a smaller(average of 1.45 meters tall, weaker(only lift .9x their weight on average), dumber mammalian like race, the Diuses that has just recently(as within the past 500 years, both races have long memories, and hold grudges for some time) been granted its freedom from an unjustified slavery due to a violent rebellion by the Diuses. Both races are bipedal, the reptilian branch has 16 digits and the mammalian has 20 digits(this includes toes and fingers for anyone not bright enough to figure that out ;). The two races have built several interplanetary and interstellar probes/spaceships.

Images of Species: Fiduse, Diuse, Eekons, Exalants, Xneso, Wezans, Klachons, Yzagos, Jolisax, Liarnimiaiu, Falcestope, Ymersalu.

(Rough Population Estimates): ~7.5 Billion

(Government): The two species elect members to a plantery government, the species elect to different legislatives, the chief executive position (held till death) is currently available to both races, currently a Fidus Nyx serves. The judicial system is also available to both species now, the highest court currently has 3 fiduses and 2 disues(out of twelve members). Local Fiduse government is handled by individual clans, leadership is normally hereditary though elections happen time to time if a family can not produce viable offspring(a common occurrence since the Disuse revolts). The two eldest and generally most wise of each family in a clan meet at least once a year to discuss their quotas related to the military, trade and other areas and to report on individual family projects.

Disuse leadership is earned through the giving and receiving of gifts, information and services. Most leaders are only temporary(excluding war councils) and are generally replaced the following year. As their population has continued to grow as the Fiduse has declined the Disuse have taken more and more power both planet(s)/system(s) wide and on a more local level.

(Main Power Source(s)) A Majority of the Power(about 65%) is produced by the Nuclear fusion of Helium 3 captured from the larger of the moons which is slowly declining for plantery power but increasing for space flights, most of the rest is either produced by solar power on the almost always light side or wind power from the constant winds between the light and dark sides. Matter-Antimatter power is currently being researched by both species, so far a single test station has created more power than required to make the antimatter and store it. Trinno reactor stations have also grown in usage over the past years.

(Terraforming) There are currently several projects under development to divert some of the main stars rays onto the dark side of the planet to increase the livability of that side. So far no project has gotten off the drawing board.

(Other Information) Recent digs on the light side and dark side have shown that there was at one time at least one other sentient race on Dius Fidus Prime II, these sentients seemed to have disappeared right when Dius Fidus Prime II started to tidally lock, due to the levels of tech found at these sites there has been much debate if these "Ancients" left Dius Fidus Prime II to explore/colonize other planets or just died out.

(WMD) Both species have agreed to and signed treaties to destroy biological and chemical weapons, the nuclear arsenal was also cut severely after the rebellion from a estimated 10,000 to a total of 100 now mostly used to divert any asteroids if nothing else would work and incase of other emergencies. Though in recent years with new and generally violent first contact these treaties have been reviewed and a few outright rejected.

(Technology)
The current technology level of the two species is estimated to be what an Earthian early 22st century tech level would be ie quantum computers, controllable high temp fusion, 'humanoid' robots, 'manned' space flight to nearby planets/moons,etc.

(Space Fleet)
There are a number of nonreusable and reusable rockets that the Fiduses and Diuses use, there are dozens and dozens of space labs orbiting Dius Fidus Prime II, there are currently several types of interplanetary spaceships in development, so far one design has been successfully tested and flown and a few brave souls are even proposing outersolar travel.(obsolete information)

Basic Prime II Terrain
Image

Basic Military Flag(enlarged):
Image

The two gray things are DF Prime II's moons, the yellow is the primary star, and the big purple thing is the planet(not drawn to scale of course).

The Federation is a type I civilization(uses all the resource of its homeworld)(has been for the past 700 years) and is quickly trying to reach a sector spanning one, the federation has currently identified all Prime II crossing asteroids 100 meters or larger, and has the capability to completely deflect any such asteroid up to 2 months before impact.

Pics from Master of Orion 3, all rights reserved to makers of said game, and yeah i kind of based the races relations on that game too.:)
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:18 am, edited 6 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section II: Rights

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:38 pm

Clan Rights
It shall be noted that any and all of these rights may be revoked during times of extreme crisis up to a maximum period of 5 (Earth) years per crisis with at least a year of rest between periods of being revoked.

The Fundamental rights of all citizens of the Collection of Interstellar Species, Citizenship is granted to any being that has served in the military and/or has born a youngling in the Collection Borders and/or served the Collection in some capability, the youngling is also included until their species age of maturity(brain not sexual so roughly 22 years of age or so for human) at which time they must serve in the military in some capability and/or serve the Collection some other way or loss their citizen status or become shunned as "other" are as followed:
1. Freedom of Religion, Assembly, Speech, and of the Press
2. The Right to bear arms.
3. The Right to due process and trail by Jury.
4. The Right to Face One's Accusers.
5. The Right to Be Free of Arbitrary Arrest or Long Imprisonment without Trail.
6. The Right to Vote for (limited) Representative Government.
7. The Right to own Property.
8. The Right to be free of Chattel Slavery.
9. The right to Equal Protection under the Law regardless of Race, Creed, Color, or Country of National Origin.
10.The Right to Equal Opportunity Regardless of Race or Sex or Creed.
11. The Right to Access to Means of Mass Communication.
12. The Right to All Scientific Knowledge.
13. The Right to Knowledge of most Government Activities.
14. The Right to Immigrate or Emigrate.
15. The Right to Free Education.
16. The Right to Practice Any Reasonable Profession.
17. The Right to Opportunity for Useful Employment.
18. The Right to Initiate Enterprises.
19. The Right to Invent and Implement New Technologies(Unless it threatens national security and/or the Planet.)
20.The Right to have Younglings.
21.The Right to a Comprehensible Legal System Based on Justice and Equality.
22. The Right to Be Free from Extortionate Lawsuites.
(Source Entering Space Creating a Spacefaring Civilization by Robert Zubrin pg 124 and 125)
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:18 am, edited 4 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section III: Trinno

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:40 pm

Trinno

The Federations main energy source:

Trinno is a highly radioactive substance found on DF Prime III, current surveys indicate that just about 1% of the planets mass is this substance, but most of it is over 27 km down. The current amounts are harvested from one crater in the light side of the planet. Scans of the remaining planets in the DF system show that Prime III is the only one with Trinno within 100 km of the surface, several asteroids have been shown to be greatly rich in Trinno, current efforts are in the work to start harvesting on the largest one. It is known for its extreme energy producing and mutagenic properties.

Many unshielded life forms exposed to Trinno radiation expire within minutes. Subjects exposed to Trinno over long periods of time may suffer mental breakdown(s). This affects the mind, driving the subject to the point of mental instability and enraging them against all other lifeforms.

Although Trinno was first thought solely as a dangerously radioactive destructive substance, further experiments proved that it could unleash massive amount of energy under controlled situations. Most Trinno is green in color, except for the much more potent light blue variation which is only 1% of the known Trinno, whose radiation and mutagetic levels far exceed the normal Trinno. Trinno exists in many phases. It is most commonly found as Trinno ore, appearing as a network of green veins and crystal-like sacs. A more concentrated form of Trinno is known as liquid Trinno, liquid Trinno takes on the traits of a dense gel.

Trinno releases unique energy in the form of Trinno radiation. Exposure to any amount of Trinno radiation can be deadly. Most bioforms in direct contact with Trinno ore/liquid die within minutes. Even living within an area with high Trinno concentration can be fatal over time. However due to the main source being on the light side of Prime III, these effects don't surface often. However, bioforms with prolonged Trinno exposure that do not die are mutated horribly. Exposure to Trinno radiation destroys brain cells and cognitive thought in sentient beings. Trinno can also be used as an energy source.

Current Mining of Trinno is done by robotic miners, and any sentient contact with the Trinno is kept to a minim. Currently Trinno is used to power spaceships,mechs/suits and other such technology that is large enough to provide room for shielding. The current way to shield from the Trinno Radiation is a shield of lead and tritauim alloy at least 3.23 cms thick. This greatly increases the weight of any technology/vehicle/etc, and lowers the amount of usefulness of the substance.

Timeline:
23 years after federation is formed, Trinno is first discovered, most of the research team quickly dies due to the radiation.
42 AF years: Second Team, that is better shielded discovers that Trinno can be used to power many of their techs, most of the team dies preterm deaths year later.
58 AF: heavy harvesting of Trinno is started.
65 AF: Integration of Trinno into many military applications and spaceflight.

To Summarize, Trinno is a highly radioactive and mutagenic substance that is used by the F&D Federation to power most of its larger technology, it can cause the death of most lifeforms within minutes and can massive brain damage in less time, and as such the F&D Federation heavily regulates the sale, production and use of this substance, but due to its high energy release per volume it is still used in certain situations.

Based on this, http://metroid.wikia.com/wiki/Phazon

Trinno Detonators Mark 1,2,3
http://images3.wikia.nocookie.net/starwars/images/1/1e/ThermalDet_negwt.jpg

Solider Version
Overview
Realizing that the old fragment grenades were not cutting it anymore in the age of heavy personal armor. The D&F federation poured money and time into designing a grenade for the new battlefield. After adding unstable grey trinno to a carefully mixed blend of explosive ingredients(green trinno and a temporary stabilizing agent) F&D Armory came up with the Trinno detonator. There are several different varieties including a design that is thrown by a soldier(Mark 1), one that is planted in a specific location or on a specific vessel(@), or dropped by a vehicle/spaceship(3). It would then adhere to any metallic object until it detonated in an explosion of radiation and heat when the trinno reacted with the other ingredients due to the trigger releasing a short burst of specially designed energy to react with the trinno causing fusion reaction between the grey trinno and green trinno.

Stat Block
range of blast: 5-20 meters, depending on version, nearly vaporizes anything caught in the blast.
Timers: can be from release to 18 seconds after, depending on version/situation
Uses an estimated .5 kg of grey trinno and .4 of green for mark 1s, .7 kg/.6kg for mark 2 and 1kg/.9kg for mark 3

based on http://starwars.wikia.com/wiki/Thermal_detonator
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:19 am, edited 3 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section IV: Military

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:51 pm

Military of The Fiduses and Diuses Federation
The headquarters for the Collection's fleets is the larger moon of Prime II, it currently houses 62,400 sentient(s) on a permanent basis.
Its formal name is: The Collection of Interstellar Species Military Control
Short name: Control or CIS Control
Control for now commands all traffic from Prime II into the outer solar systems and from the outer system to Prime II, along with all military vehicles in the Optimus Prime System.
Active Military Age: 20-50(varies by species, given is rough equivalent of human age)
Reserves: Until death once trained, 20-70 require yearly assessment, 70+ every 3 years.
Number of Personal
Male: 335,566,853 +-1%(one sixth of population of 20-50; 2,013,401,117)
Female: 332,643,155 +-1%(one sixth of population 20-50; 1,995,858,930)
Expected Yearly: ~50,000,000
8.9% of population in active service
~85% of population fit for service(excluding 120+ age group)
Allies: Currently None, want to be? pm/telegraph/post in the embassy thread
Enemies: Taint, Destroyers.

There are currently 6 major branches of the Federation Armed Forces:
The Fiduses and Diuses Federation Army/Marines
The Fiduses and Diuses Federation (Water) Navy
The Fiduses and Diuses Federation Air force
The Fiduses and Diuses Federation Home Guard
The Fiduses and Diuses Federation Space Defense Agency/Space Navy

Defenses (Optimus) Prime System
As the original home system and capital system of the Collection of Interstellar Species, the (Optimus) Prime System is the most heavily defended system in the Collection. The four primary battle fleets of the Collection each have a base and staging area on at least one of the system's planets(Alpha on Prime I, Beta on Prime II,etc). The main control of the fleets is centered on the current Fiduse and Diuse home world Prime II's moon. This control possesses the ability to contact and order home any of the fleets at any given time for a variety of reasons, it also posses the prototype(and several newer copies) Babel Sphere allowing short jumps of the entirety of the moon(has only been used twice), Control also comes equipped with several versions of the AOWs defense grids allowing it to nearly effortlessly override any AOW targeting systems to destroy orbiting or approaching threats...

Ranks in Military
Naval and Air or Space Force
Grand Commander: Military Chief(commands all fleets, oversees all actions, purchases and the like)
Admiral: Controls whole fleets
Commodore: Controls parts of fleets(generally one specific part, such as all the defenders in a fleet or all the supply ships,etc)
Captain: Controls a vessel
Sub-Captain: Controls subsections of a ship and generally commands away teams.
Chief: Generally controls Squad or smaller outfits, can command away teams if not enough sub-captains
Cadet: Lowest of the low.(generally red shirts)

Ground
Khan: Highest ranking commander, controls entire system worth of ground forces, if clan is significantly large a Grand Khan may be selected who controls the entire clans ground forces.
Visser: Highest ranking front line commander, controls entire planets.
There have unfortunately been a significant number of corrupt vissers over the years leading to question their use or at least require a title name change...
Governor: Commands garrisons and/or entire continents.

Bars are different levels of the same command with bar one being the lowest ranked of that particular rank ie junior officers with three being the highest ranked.

Battle Groupings and Size
Ground
Army, All personnel, Grand Commander or Senior Khan
Corps, 78732, Khan
Division, 26244, Visser
Garrison, 8748, Governor
Regiment, 2916, 3rd bar sub-captain
Battalion, 972, 2rd bar sub-captain
Company, 108, 1st bar sub-captain
Platoon, 36, 3rd bar Chief
Section, 12, 2nd bar Chief
Fireteam, 4, 1st bar Chief

Naval(Water)
Galactic Navy, All vessels in the Collection, Grand Commander or Senior Khan
Navy, All vessels on a given planet, Commander or Khan
Fleet, 135, Admiral
Task Force, 45, 3rd bar Commodore or 1st bar Admiral
Squadron, 15, 1st bar Commodore
Flotilla, 5 vessels, 3rd bar Captain
Task Element, 1 vessel, 2nd bar Captain

Air and Space Force
Galactic Air or Space Force, consists of entire Collection worth of personnel and air/space craft, commanded by Grand Commander or Senior Khan
Air or Space Force, consists of entire planets worth of personnel and air/space craft, commanded by Commander or Khan
Air or Space Command, 500000 personnel, 10000/1000 air/space craft, Admiral
Air or Space Wing, 5000 personnel, 1000/100 craft, 3rd Commodore
Air or Space Squadron, 500 personnel, 100/10 craft, 1st bar Commodore
Air or Space Flight, 50 personnel, 10/1 craft, 3rd bar Captain

Major Military Education Centers
* NBC Defense and Self-Protection School on To Be Decided
* Military Police and Headquarters Services School on TBD
* Artillery School on TBD
* Three Officer Candidate Battalions on TBD
* Special Operations Training Centre on TBD
* Army Warfighting Simulation Center on TBD
* Army Combat Training Center on TBD
* Army Aviation School on TBD
* Training Center Munster for
o Army Air Defense
o Armour
o Reconnaissance
on TBD
* Mountain and Winter Combat School on TBD
* Infantry School on TBD
* Airborne Operations and Air Transport School on TBD
* Army Officers' Academy in Dresden with Army Tactics Center on TBD
* Army NCO Academies on TBD
* Engineer School and Army School of Structural Engineering on TBD
* Army Maintenance School and Army School of Engineering on TBD

Produced Locally
1
2

The Standard Ambassador Weapons are: WIP

Nuclear Weapons: Allowed on noninhabited planets/non garden worlds
Chemical Weapons: see above
Biological Weapons: see above
Main Officers:

Special Forces

Navy

Home Guard

Airforce

Diplomacy

.

Z-Com


History


Z-Com was soon established after the meeting of D&F with some Chazakan Refugees. Current thought is that the Chazakan had unknowingly released zombies while digging on one of their outer settlements and before the Chazakan High Command could adequately mount a response, the whole planet descended into an zombiefied planet. After several away teams failed to report the whole planet was turned into a giant parking lot. Nothing was thought of the incident until the Gopher arrived on the Main Chazakan World. It seems that one or more of the passengers had been bitten, the undead quickly spread, and in a month the whole planet had also been zombified with only a few survivors successfully fleeing into space and one of these refugee ships happened upon Dius Fidus Prime II after its FTL drive had blown due to continuous use. The D&F federation thought the refugees were crazy but still allowed them to start a settlement on a habitable moon in the system.
After another 100 years, yet another Chazakan Ship approached the system, it ignored all hails and even started to accelerate towards Dius Fidus Prime II, not knowing the dangerous cargo that was on the ship, the D&F blew up the ship 100 km above the planet, unwilling spreading the zombie virus throughout a 1,000 km area...

Currently
The Current headquarters of Z-com is the habitable moon that the D&F Federation gave to the Chazakan Refugees. It is home to several research labs that have continuously tried to find a cure to the z-virus and other zombie fighting weapons and armor. They have come up with the T-Vaccine and S-Vaccine. These Vaccine if taken before infection have been proven to raise the odds that the bitten if killed will not raise by 40% and have increased the survivability of the bitten by 10% provided they get further treatment(s).

Personal/Equipment

Administrators: 120
Solider/zombie hunter-killers: 375,000
Scientists: 32,000
Ships(ranging in size from capital to small personal transports): Ts: 500, C: 80, various others
Note: these are a mixture of the native F&D federation and Chazakan Human Refugees.
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:20 am, edited 5 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section V: History

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:51 pm

History:

The History of Dius Fidus Prime II and The F&D Federation
BE= Before creation of Earth from its plantery nebula and mostly used for planets history, AE is after the creation of Earth...
BF: Before Federation: Before the Creation of the Federation of the two species.
AF: After Federation: After the Creation of...
Note all years are earth years not Prime II years.

.2 billion years BE: Gravity wave starts the collapse of the cloud that would become the DF system.
.75 million years AE: Star first starts fusing hydrogen together.
.6 billion years AE: Creation of Dius Fidus Prime I
.8 billion years AE: Orbital Bombardment of DF Prime I is mostly over.
.9 billion years AE: finally collision of a larger DF Prime I with a slightly smaller venus sized object, creation of its moons.
1.55 billion years AA: Life first raises its head(figuratively of course)
1.75 billion years AE: Life first develops into multicell forms.
2 billion years AE: First Sentient life develops or Ancients visit and settle DF Prime II( so named because Prime I was destroyed in the collision with the Venus sized object)
3 billion years AE: Ancients leave or die off because DF Prime II becomes increasingly Tidally Locked and the star starts to brighten up, producing more dangerous(to the Ancients at least) wavelengths.
Following data is obsolete:
3.12 billion AE: Sentient life(s) develops again or for the first and second time in two different corners of DF Prime II.
3.1200008 billion years AE: Fiduses start enslavement of the Diuses
3.22000087 billion years AE: Fiduses complete enslavement of the last free Diuses
3.75 billion years AE: Diuses start a revolt against the Fiduses overlords.

1000 years BF: Diuses' Revolt starts.
1000-100 years BF: Diuses' Revolt is fought, both sides commit atrocious on each other, tech development expect for larger/better weapons is stopped, infrastructure collapses,etc.
99 years BF: Diuses' Win important battle, Fiduses sue for peace.
97 years BF: Fiduses issue verdict that all Diuses are hereby released from slavery, and allowed to do whatever they want.
97-6 years BF: Diuses do whatever they want, smarter Diuses figure out that its best to start a combined government with the Fiduses to make sure they are never enslaved again.
6-0 years BF: Diuses and Fiduses negotiate the D&F Federation Treaty.
0 years AF: D&F Federation Treaty is voted into law by both sides.
1-100 years AF: General mixing of both species, government figures out how to rule two separate species,etc.
120 years AF: First "Animal" is launched into space, doesn't survive reentry.
125 years AF: first DF is launched into space.
135 years AF: First recorded force user found in F&D after the civil war and formation of the federation.
150 years AF: First DF on the larger moon.
4.6510 billion years AE: The Present
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:20 am, edited 3 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section VI: Species

Postby Fiduses and Diuses » Mon Jun 08, 2009 2:52 pm

Main Group(s) of the Collection(or Federation)
Image
Main Group(s) of the Collection(or Federation)
Fiduse.
Height: from 1.65 meters to 2.42 meters, 2 meter average
Weight: 92 kg to 167 kg, 135 average
Weight Tolerance ie lift strength: 202 kg on home planet
Type: Sentient Reptilian-Mammalians or reptomammals(has some traits of both reptiles and mammals)
Average Lifespan: 200 galactic standard(/Earth) years, only a very few and not overly documented cases have Fiduse ever dieing of "old age".
Walking style: bipedal
Number of digits: 16, feet are clawed with "hands" having a slight variation(ie think human only harder and less likely to break off)
Warm or Cold Blooded?: (Luke?) Warm
Lays two to three eggs per reproduction cycle, they generally hatch after eleven months and can walk within hours of hatching though they are still generally cared for for decades(even among the "wild" tribes)
Scale color: generally green, though it can range from purple to dark blue to brown.
Eye Color: generally a yellow though blue and green are also fairly common.
Herbivores/Carnivores/Omnivores?: Primarily Carnivores though they can eat some fruits/vegetables.
Pack or solitary?: Generally had small family groups constituting of young Fiduse and the two parents.
One mate or more?: Fiduse chose life long partners through an elaborate courtship that can last for years, this leads itself to the low number of divorces in the Fiduse culture
Tails?: Yes, Fiduse have a tail that continuously grows throughout their lifetime, a new tail segment is added each year of life and some of the older elders have been known to have tails nearly as tall as themselves
Electromagnetic Radiation: Most Fiduse can see from 450 nm(wavelength/blue) to 920 nm(infrared). This means they can see most infrared radiation radiating form their preys bodies though blues and greens are rather muted to them.
Hearing Range: 10 Hz to 26,000 Hz
Smell: 40 cm² of olfactory epithelium(4x a humans)
Number of Teeth: 32
Color of Blood: Green likely this


Image
Diuse
Height: from 1.20 meters to 1.60 meters, average 1.45 meters
Weight: from 60 kg to 90 kg, average 76 kg
Weight Tolerance ie lift strength: 68.4 kg
Type: Sentient Mammalian
Average Lifespan: 140 galactic standard(/Earth) years
Walking style: bipedal
Number of digits: 20
Warm or Cold Blooded?: Warm
Suckles young
Has a 8 and a half gestational period and gives live birth usually to twin, one female one male.
Fur color: Generally a gray though browns and a few whites are known of.
Eye color: ranges from a dark brown almost black to green and sometime white(yet can still see)
Herbivores/Carnivores/Omnivores?: Primarily Herbivores though they can eat some meat.
Pack or solitary?: Larger family units of extended family, several generations(grandparents, cousins, aunts, uncles the whole nine yards).
One mate or more?: Diuse also generally have one mate for life, though the richer among them have been known to take up to five partners, courtships are generally year long affairs though the Disuse divorce rate is higher than the Fiduse.
Tails?: Generally no, though from time to time a rare one has a stubby (pig like) tail.
Electromagnetic Radiation: Most Diuse can see from 375 nm(wavelength/blue) to 590 nm(red). A few Diuse have a slight mutation allowing them to see the higher wavelengths in the ultraviolet frequency, reds are slightly muted to all of them.
Hearing Range: 14 Hz to 22,000 Hz
Smell: 20 cm² of olfactory epithelium(Twice a humans)
Number of Teeth: 30(2 less molars)
Color of Blood: Red

Eekons
Type: Sentient Aquatic Mammalian(Delphinidae amo)
Home Planet: Ebosiz V.
Discovery(Year): 1240 BF.
Discovery(Location): Ebosiz System, intercepted transplantery vessel.
Technology Level(Precontact): LvL 5 Space.
Length: five meters to ten meters(average of seven).
Average Weight(Adult): five thousand seven hundred kilograms.
Average Lifespan: One hundred and fifty years.
Walking style: None fully aquatic.
Number of digits: Two fins, one tail.
Warm or Cold Blooded?: Warm.
Reproduction Cycle: Most commonly gives birth to fully functional twins after sixteen months of pregnancy.
Skin color: commonly black with white undercurrents.
Eye color: Most commonly black, though yellows through greens are not unheard of.
Herbivores/Carnivores/Omnivores?: Carnivores though they can digest a few plant(like) matters.
Pack or solitary?: Pods with twenty members on average.
One mate or more?: Generally one.
Tails?: Yes, helps with swimming.
Electromagnetic Radiation: 425 nm(blue-violet) to 695 nm(red)
Hearing Range: Uses Echolocation.
Smell: 42 cm² of olfactory epithelium(four and a little more times a humans.)
Number of Teeth: Fourteen.
Color of Blood: Red.
Naming Scheme: CS
Language: Latin

Exalants
Suited version
Type: Sentient Amphibious Cephalopod(Architeuthidae amo)
Home Planet: Ebosiz V.
Discovery(Year): 1240 BF.
Height: one and a half meters to two meters.
Average Adult Weight: fifty kilograms.
Average Weight Tolerance ie lift strength: sixty kilograms.
Average Lifespan: Sixty Years.
Walking style: Hmm Eight appendages to work with six on ground two as workers?
Number of digits: Alot.
Warm or Cold Blooded?: Luke Warm(Has both warm and cold blooded characteristics.).
Reproduction Cycle: Lays a single batch of twenty eggs every five years on average, takes one year to hatch. Parents take turns guarding batch.
Skin color: Ranges from blues to greens and beyond.
Eye color: Yellow is most common though greens and blues are not unheard of.
Herbivores/Carnivores/Omnivores?: Mostly Carnivorous
Pack or solitary?: Small family groups(generally three generation max) males generally leave group around sexual maturity to form "gangs."
One mate or more?: One
Tails?: No
Electromagnetic Radiation: 375 nm(blue-violet) into 785 nm(near infrared)
Hearing Range: 4 Hz to 15,000 Hz
Smell: 8 cm² of olfactory epithelium.
Number of Teeth: 12.
Color of Blood: Blue in the arteries and as clear and colorless as water in the veins
Naming Scheme: Seas
Language: Latin(pig?)

Xneso
Type: Sentient Acer Plant(Sapindaceae amo)
Home Planet: Ebosiz V
Discovery(Year): 1435 BF
Adult Height: twelve to thirty meters.
Average Adult Weight: 3,000 kg
Average Lifespan: Two hundred and fifty years.
Walking style: None, rooted into ground.
Number of digits: None
Warm or Cold Blooded?: Doesn't use blood.
Reproduction Cycle: Reaches sexual maturity at twenty.
Bark color: Dark Brown to Light Brown.
"Leaves": Green, red, orange and sometimes yellow.
Herbivores/Carnivores/Omnivores?: Uses solar power.
Pack or solitary?: Grows in orchards.
One mate or more?: Several
Tails?: None
Electromagnetic Radiation: Unknown.
Hearing Range: Unknown.
Smell: Unknown.
Number of Teeth: None
Color of Blood: None, syrup is a dark yellow/brown.
Naming Scheme:PM

Wezans
Type: Sentient Aquatic Avian(Spheniscidae amo)
Home Planet: Ukagou IV
Discovery(Year): 200 AF
Height(average): Two meters
Weight(average): 100 kg
Weight Tolerance ie lift strength: 130 kg
Average Lifespan: Fifty galactic years
Walking style: bipedal
Number of digits: The Wezans have evolved a semiopposable wing slit, they have two wings and two legs.
Warm or Cold Blooded?: Warm, average of 38°C.
Reproduction Cycle: Egg layers, males watch for majority of incubation.
Feather color: Black and white
Eye color: Varies from yellow to green.
Herbivores/Carnivores/Omnivores?: Omnivores primarily fish eaters.
Pack or solitary?: Live in family units ranging up to three generations.
One mate or more?: One mate.
Tails?: Yes.
Electromagnetic Radiation: About 370 to 730 nm
Hearing Range: 2 Hz to 15,000 Hz
Smell: 20 cm² of olfactory epithelium.
Number of Teeth: None
Color of Blood: Red.
Naming Scheme: 1

Klachons
Type: Sentient Insectoid(Formicidae amo)
Home Planet: Faoqy VIII
Discovery(Year): 215 AF
Height(average): 2.30 meters
Length(average): 2.40 meters
Weight(average): 200 kilograms
Weight Tolerance ie lift strength: 400 kg.
Average Lifespan: 90 years(drone), several centuries(queen)
Walking style: Six legged
Number of digits: six legged, no fingers.
Warm or Cold Blooded?: Cold Blooded
Reproduction Cycle: Egg layers, queen.
Hide color:varies from dark brown to bright purples
Eye color: Red to black
Herbivores/Carnivores/Omnivores?: Omnivores
Pack or solitary?: Travel in immense groupings of relatives.
One mate or more?: Many-Queen only
Tails?: No
Electromagnetic Radiation: About 400 to 550 nm
Hearing Range: 1 Hz to 30,000 Hz
Smell: 200 cm² of olfactory epithelium.
Number of Teeth: None, two jaw mandibles very flexible
Color of Blood: black
Naming Scheme: SS


Yzagos
Type: Sentient Construct(Roboticonic amo)
Home Planet: Gamorlore III
Discovery(Year): 275 AF
No average stats, no contact with central processor has been made yet.
Naming Scheme: X

Jolisax
Type: Sentient Gasbag(Gasious amo)
Home Planet: Gas Giant Maxit IV
Discovery(Year): 321 AF
Length(Average): 20 meters
Weight(Average): 40 kg
Weight Tolerance ie lift strength: 42 kg
Average Lifespan: Unknown
Walking style: Floating
Number of digits: None
Warm or Cold Blooded?: Luke Warm(a few degrees above cloud temperatures)
Reproduction Cycle: Unknown
Hide color: Browns to yellows to reds to everything in between.
Eye color: Reds to yellows to browns...
Herbivores/Carnivores/Omnivores?: Gas Eaters
Pack or solitary?: Packs, up to thirty individuals.
One mate or more?: Unknown, one seems most likely.
Tails?: No
Electromagnetic Radiation: 200 nm to 700 nm.
Hearing Range: Unknown
Smell: Unknown
Number of Teeth: None
Color of Blood: None
Naming Scheme: G

Liarnimiaiu
Type: Sentient Crustaceans
Home Planet: Usenu IX
Discovery(Year): 350 AF
Height(average): 1.60
Weight(average): 150 kg
Weight Tolerance ie lift strength: 175 kg
Average Lifespan: 54 galactic years
Walking style: bipedal
Number of digits: four(two claws/pincers) and ten toes.
Warm or Cold Blooded?: Luke, average of +5 C whatever the environment is.
Reproduction Cycle: egg layers
Hide color: Brown to blacks to greys
Eye color: Yellow
Herbivores/Carnivores/Omnivores?: Omnivore
Pack or solitary?: Solitary
One mate or more?: Many
Tails?: Yes
Electromagnetic Radiation: 250 nm to 600 nm
Hearing Range: 20 Hz to 20,000 Hz
Smell: 20 cm² of olfactory epithelium.
Number of Teeth: None
Color of Blood: Red
Naming Scheme:BG

Falcestope
Type: Sentient Algaenian(Xanthophyceae amo)
Home Planet: Xoamna-Yueso Nu IV
Discovery(Year): 353 AF
Height: average sentience reached at roughly 1.3 meters
Weight: ranges from 100 kg to several metric tons
Weight Tolerance ie lift strength: +20 kg of weight
Average Lifespan: no Falcestope has died of old age since discovery.
Walking style: Quad
Number of digits: Can morph tentacles for certain situations.
Warm or Cold Blooded?: -+2 C of local temp
Reproduction Cycle: Single individual produces spore(s), generally in location where random mutations happen(ie radiated areas)
Outer color: Generally green but offspring can adapted to similar patterns of local fauna.
Eye color: NA, entire "body" reacts to light.
Herbivores/Carnivores/Omnivores?: photosynthetic
Pack or solitary?: Solitary
One mate or more?: None
Tails?: No
Electromagnetic Radiation: 300 nm to 700 nm on average
Hearing Range: 10 Hz to 1,000 Hz
Smell: NA
Number of Teeth: None
Color of Blood: This species has Coboglobin blood which is slightly pink when oxygen-enriched, but deep amber in the veins.
Naming Scheme:X

Ymersalu
Type: Sentient Crystaliod Constructs
Home Planet: Juemy Tertius VI
Discovery(Year): 379 AF
Length: Up to three meters
Weight: Up to three metric tons
Weight Tolerance ie lift strength: NA
Average Lifespan: Hundreds of years
Walking style: None.
Number of digits: None
Warm or Cold Blooded?: Different
Reproduction Cycle: A shard is broken off from the parent crystal and placed in a nutrient bath.
Crystal color: Depends on the nutrient bath.
Eye color: NA
Herbivores/Carnivores/Omnivores?: Nutrient Bath.
Pack or solitary?: Pack
One mate or more?: Asexual
Tails?: No
Electromagnetic Radiation: Depends on the individual and the starting nutrient bath.
Hearing Range: Depends on the individual.
Smell: NA
Number of Teeth: NA
Color of Blood: This species has chloro-carbonyl-bis(tri phenylphosphine)-iridium blood which is dull orange when oxygen rich but brilliant yellow in the "veins".
Naming Scheme:X

Splinter Groups:

FLAIs
Fiduses Level Artificial Intelligence
Height: From fifty centimeters to two point two meters.
Weight: from one to two hundred kilograms.
Type: Sentient Synthetic(life form)
Average Lifespan: NA, basically immortal with enough repair parts.
Walking style: bipedal to quadpedal
Number of digits: fourteen to twenty two
"Skin" color: Generally a gray though browns and a few whites are known of.
Eye color: yellow to red and various shades between
Herbivores/Carnivores/Omnivores?: Pure energy transfer(can survive on plasmas, electricity, magnetic and/or some other forms of radiation)
Pack or solitary?: Packs ranging form four to twenty.
Electromagnetic Radiation: From lower frequencies of ultraviolet to higher frequencies of infrared.
Color of Fluids: Black to a dark green

Technonauts
Height: one point two meters to two point three meters.
Weight: one hundred to two hundred and twenty two kilograms.
Type: Sentient Cybernetic
Lifespan: from twelve to two hundred and twenty five galactic standard(earth) years
Walking style: bipedal
Number of digits: twenty
Warm or Cold Blooded?: Warm
Suit color: ranges from a dark green to dark blue to dark purple.
Eye color: red to yellow to green.
Herbivores/Carnivores/Omnivores?: Omnivores for biological parts, direct energy transfer for cybernetic parts.
Pack or solitary?: batches ranging from four to twenty five members.
Tails?: Some do some don't
Electromagnetic Radiation: 320 nm to 660 nm.

Important non sentients in the Collection

The Razzon
The spirit animal of the Eshu clan, the razzon is a native of R. Prime IV specifically of the Quake desert. An estimated 205,000 specimens still live in the wilds due to this rarity they are protected by interstellar law including the Rxero~Zxero protection act of 250 AF. This act along with other regulations makes it illegal to transport, own or otherwise endangers wild Razzon. A dedicated bunch of semitrained volunteers patrol the smaller reserves for signs of poaching and other illegal activities while the largest have their own professional wildlife rangers. The Razzon are a herd animal ranging from little as three individuals to as many as sixty with super herds containing nearly the entire known adult population forming during times of extreme stress, mostly the mega droughts that hit R. prime every sixteen orbits. Razzon are egg layers laying their eggs in the same area year after year, these eggs incubate for twenty R. Prime months(two earth years). Hatching right around the planet's planet wide triyearly wet seasons. The hatching then migrate to the Zut highlands, 235 kms to the north for a two decade eating and growing spree. Those that survive then join the adult herds and after another five years the cycle is ready to repeat. The largest scientifically measured Razzon was twenty meters long and weighed fifty metric tons and had a brown~green pattern she lived to an estimated 76 (R. prime) years.

The Trugan
The spirit animal of the Whiro clan, the Trugan is a native of S. Prime VI specifically the drugon highlands. An estimated 250,000,000 members of the species yet live in a variety of zoos and private collections, the last reported sighting of a wild~born native was in 22 BF soon after which much of the planet was glassed by an avenging force during the disuse revolts. Reintroduction has proven fruitless as of yet. The Trugan was a pack hunter whose groups ranged from six to twenty four members with two breeding triplets forming the core of the group. The resulting young mature for seventeen prime months(sixteen earth), the young then must be protected for another twelve prime months.

The Snarl
The spirit animal of the Azrail clan, the Snarl is a native of T. Prime IV and V...
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:20 am, edited 13 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section VII: Systems

Postby Fiduses and Diuses » Sat Sep 05, 2009 4:05 pm

Expanded Information..
Pictures and Most up to date information


Federation Systems


Optimus Prime/Home System:
Primary Star:
Optimus Prime
Type: G-4V yellow-orange Main sequence star
Surface Temp: 5200 K
Color:Light Yellow
Mean diameter: 1.312×10^9 m
Mass: 1.2103 ×10^29 kg

Wormhole Theta Eridani
Provides travel from Prime System to Rodimus Prime System
Distance(from star): 806,333,220 kilometers(5.39 AU)
Mouth(radius): 22 kilometers
Garrison Station/Fleet: Theta Eridani Wormhole Garrison Station

Wormhole Alpha Eridani
Provides travel from Prime System to the Terminus System
Distance(from star): 934,987,500 kilometers(6.25 AU)
Mouth(radius): 12 kilometers
Garrison Station/Fleet: Alpha Wormhole Garrison Fleet

Wormhole Acamar
Provides travel from Prime System to the Outer Systems
Distance (from star):(10.28 AU)
Mouth (radius): 6 kilometers
Garrison Station/Fleet: Acamar Wormhole Garrison Fleet

Planets:

Name: Prime I
Type: Rock
Distance(from star): 71,807,040 Kilometers(.48 AU)
Radius: 4,300 km
Surface Gravity: 6.23 km/s
Moon(s): none
Atmosphere: Trace amounts of carbon dioxide and other gases
Population: 725(researchers mostly)

Name: Prime II
Type: Rock-Water Planet
Liquid water covers 22% of surface(Ice covers another 34%)
Distance(from star): 119,678,400 Kilometers(.8 AU)
Radius: 1.4 Earths or 8,919.4 kilometers
Surface Gravity: 17.8976 km/s
Moons: Two, Hel(Radius:3,389.372 km) and Valhalla(R:713.552 km)
Atmosphere:
73.7% nitrogen
18.4% oxygen
5.2% argon
2.1% Neon
0.38% carbon dioxide
0.20% Helium
trace amounts of other gases
a variable amount (average around 2%) of water vapor.
Orbital Period: 304 (earth) days
(surface)Population: 510,000,121
(orbital)Population: 4,275,172

Name: Prime III
Type: Rock-Water
Liquid Water covers 40%, Ice 10%
Distance from star: 203,453,280(1.36 AU)
Radius: 7,800 km
Surface Gravity: 14.1001 km/s
Moon(s): One, Hades
Atmosphere:
74.3% Nitrogen
18.2% Oxygen
4.5% Argon
2.1% Neon
0.88% Carbon dioxide
trace amounts of other gases
(surface)Population: 300,100,210

Asteroid Belt
Distance from star: 623,121,310->730,103,121 km (4.16530508->4.8804337 AU)
Rocky->Metal Asteroids and a few comet remnants
Population: 4,191(various stations)

Prime IV
Type: Gas Giant
Distance from star: 937,521,551 km(6.26693907 AU)
Radius: 68,725 km
Surface Gravity: 52.2 km/s
Moon(s): Twenty confirmed
Atmosphere:
89.8% Hydrogen (H2)
9.2% Helium
0.3% Methane
0.026% Ammonia
0.003% Hydrogen deuteride (HD)
0.0036% Ethane
0.0004% Water Vapor
trace amounts of other gases
Population: 400,000(various stations and moons)

Prime V
Type: Gas Giant
Distance from star: 2,271,322,107 km(15.1828374 AU)
Radius: 50,211 km
Surface Gravity: 45.9 km/s
Moon(s): Twelve confirmed
Atmosphere:
79% Hydrogen (H2)
18% Helium
2.5% Methane
0.019% Hydrogen deuteride (HD)
0.00015% Ethane
Trace amounts of other gases
Population: 210,000(various stations and moons)

Prime VI
Type: Gas Giant
Distance from star: 3,553,946,490 km(23.7566444 AU)
Radius: 30,000 km
Surface Gravity: 27.21 km/s
Moon(s): Fifty confirmed
83% Hydrogen (H2)
15% Helium
2.3% Methane
0.01% Hydrogen deuteride (HD)
Trace amounts of other gases
Population: 4,000(various stations and moons)

Prime VII
Type: Gas Giant
Distance from star: 4,010,010,001 km(26.805238 AU)
Radius: 28,000 km
Surface Gravity: 26.10 km/s
Moon(s): Thirty two confirmed
79% Hydrogen (H2)
18% Helium
2.3% Methane
0.02% Hydrogen deuteride (HD)
Trace amounts of other gases
Population: 21,000(various stations and moons)

Comets and other outer objects
Distance from star: 3,991,991,000 km-> half way to nearest star(23.7566444 AU->half way)
Population: 1,290(various stations)

Terminus System

Primary Star:
Name: Terminus Prime
Type: Blue Giant Star
Surface Temp: 14000 K
Color: Blue
Mean diameter: 2.412×10^10 m
Mass: 71.204×10^30 kilograms

Secondary Star:
Name: Terminus Beta
Type: Red Dwarf
Surface Temp: 3,250 K
Color: Red
Mean diameter: 1.0x10^6 m

Wormhole Zeta Leonis
Provides travel from Terminus System to Nova Prime System
Distance(from star): 1,383,781,500 kilometers or 9.25 AU
Mouth(dimater): 7.5 kilometers
Garrison Station/Fleet: Zeta Fleet

Planets:

Romulus
Type: Rock
Distance(from star): 37,399,500 kilometers or .25 AU
Radius: 4,300 km
Surface Gravity: 6.23 km/s
Moon(s): none
Atmosphere:
Trace amounts of carbon dioxide and other gases
Orbital Period: 91.25 Earthen Days
Population: 15(scientists mostly)

Terminalia
Type: Rock-Water Planet
Liquid water covers 22% of surface(Ice covers another 34%)
Distance(from star): 106,214,580 Kilometers or .71 AU.
Radius: 1.2 Earths or 7645.2 kilometers
Surface Gravity: 14.0174 m/s
Moons: None
Atmosphere:
68.3% nitrogen
28.1% oxygen
3.2% argon
0.38% carbon dioxide
trace amounts of other gases
a variable amount (average around 2%) of water vapor.
Orbital Period: 260 (earth) days
(surface)Population: 10,000,000
(orbital)Population: 141,421

Optimus Maximus
Type: Rock-Water
Liquid Water covers 40%, Ice 10%
Distance from star: 181,013,580 kilometers or 1.21 AU
Radius: 7,800 km
Surface Gravity: 14.1001 km/s
Moon(s): None
Atmosphere:
74.3% nitrogen
17.5% oxygen
2.6% argon
2.4% Neon
2.68% carbon dioxide
.2% Helium
trace amounts of other gases
Orbital Period: 442 Earthen Days
(surface)Population: 100,210

Capitoline
Type: Gas Giant
Distance from star: 291,716,100 kilometers or 1.95 AU
Radius: 68,725 km
Surface Gravity: 52.2 km/s
Moon(s): Twelve confirmed
Atmosphere:
89.8% Hydrogen (H2)
9.2% Helium
0.3% Methane
0.026% Ammonia
0.003% Hydrogen deuteride (HD)
0.0036% Ethane
0.0004% water
Trace amounts of other gases
Orbital Period: 772 Earthen Days
Population: 1,000(various stations and moons)

Asteroid Belt
Distance from star: 535,560,840 kilometers or 3.58 AU
Rocky->Metal Asteroids and a few comet remnants
Population: 191(various stations)

Numa
Type: Gas Giant
Distance from star: 1,047,186,000 kilometers or 7 AU
Radius: 50,211 km
Surface Gravity: 45.9 km/s
Moon(s): Fourteen confirmed
Atmosphere:
76.4% Hydrogen (H2)
20.2% Helium
2.5% Methane
0.019% Hydrogen deuteride (HD)
0.00015% Ethane
Orbital Period: 2555 Earthen Days
Population: 2,000(various stations and moons)

Comets and other outer objects
Distance from star: 1,623,138,300 kilometers-> half way to nearest star
Population: 1,290(various stations)

Outer Systems:
Primary Star:
Type: M4 V Red Dwarf
Radius: 2.98 x 105 km (0.43 x sol)
Mass: 7.34 x 1029 kg (0.37 x sol)
Temperature: 2800 K
Luminosity: 1.83 x 1025 W (0.05 x sol)

Str'Koni
Type: Terrestrial World
Orbital Radius: 3.50 x 107 km (0.23 AU)
Period: 1.62 x 103 hours (0.19 earth years)
Physics: Standard iron/silicate
Hydrosphere: 29 % water, 25 % ice
Atmosphere: Dense toxic
Biosphere Microbes, algae, worms

Norris
Type: Rock Planet
Orbital Radius: 6.40 x 107 km (0.43 AU)
Period: 4.03 x 103 hours (0.46 earth years)
Gravity: 11.92 m/s2 (1.22 x earth)

Rowland
Type: Rock Planet
Orbital Radius: 8.68 x 107 km (0.58 AU)
Period: 6.36 x 103 hours (0.73 earth years)
Gravity: 6.61 m/s2 (0.68 x earth)
Special: Electromagnetic storms, planetary rings

Sapphire
Type: Rock Planet
Orbital Radius: 1.46 x 108 km (0.98 AU)
Period: 1.39 x 104 hours (1.59 earth years)
Gravity: 12.21 m/s2 (1.25 x earth)

Ruby
Type: Ice Planet
Orbital Radius: 2.51 x 108 km (1.68 AU)
Period: 3.13 x 104 hours (3.58 earth years)
Gravity: 12.33 m/s2 (1.26 x earth)
Special: Methane seas

Rodimus Prime System:
Primary Star: Rodimus Prime
Type: Orange to Red Main Sequence
Radius: 1.01 x 106 km (1.46 x sol)
Mass: 4.76 x 1030 kg (2.39 x sol)
Temperature: 4600 K
Luminosity: 2.39 x 1027 W (6.25 x sol)

Wyatt
Type: Rock Planet
Distance(from star): 110,702,520 km or 0.74 AU
Radius: .85 Earths or 5,415.35 km
Gravity: 7.87 m/s2 or 0.81 x earth
Special: Electromagnetic storms, heavy radiation
Moon: Nelson
Atmosphere
Trace amounts of carbon dioxide
Period: 3.57 x 10^3 hours or 0.41 earth years
Population: 34 researchers mostly

Magnus
Type: Rock Planet
Distance(from star): 186,997,500 kilometers or 1.25 AU
Radius: 1 Earths or 6,371.0 km
Gravity: 9.63 m/s2 or 0.98 x earth
Moons: None
Atmosphere:
Trace amounts of carbon dioxide
Period: 7.93 x 10^3 hours or 0.91 earth years
Population: 52 researchers mostly

Chaar
Type: Rock-Ice Planet
Liquid water covers 60% of surface(Ice covers another 12%)
Distance(from star): 252,820,620 km or 1.69 AU
Radius: .75 Earths or 4,778.25 km
Gravity: 6.89 m/s2 (0.70 x earth)
Moons: None
Atmosphere:
72.3% nitrogen
19.2% oxygen
5.4% argon
2.5% Neon
0.38% carbon dioxide
0.20% Helium
trace amounts of other gases
a variable amount (average around 2%) of water vapor.
Period: 1.24 x 10^4 hours or 1.42 earth years
Population(surface): 1,241,072
Population(orbital): 10,120

New Pallas
Type: Rock-Ice Planet
Liquid water covers 70% of surface(Ice covers another 18%)
Distance(from star): 372,499,020 or 2.49 AU
Radius: 1.4 Earths or 8,919.4 km
Gravity: 11.29 m/s2
Moons: none
Atmosphere:
73.3% nitrogen
18.2% oxygen
4.4% argon
3.5% Neon
0.48% carbon dioxide
0.10% Helium
Period: 2.22 x 10^4 hours or 2.54 earth years
Population(surface): 400,000

Ironhide
Type: Jovian Planet
Distance(from star): 689,646,780 km or 4.61 AU
Radius: 14 Earths or 89,194 km
Gravity: 65.75 m/s2 or 6.72 x earth
Moons: 13 small moons, 12 large moons, largest is Brawn
Atmosphere:
72.4% Hydrogen (H2)
24.2% Helium
2.5% Methane
0.019% Hydrogen deuteride (HD)
0.00015% Ethane
Trace amounts of other gases
Period: 5.59 x 10^4 hours or 6.39 earth years
Population: 201 various stations

Strika
Type: Jovian Planet
Distance(from star): 1,328,430,240 km or 8.88 AU
Radius: 9 Earths or 57,339 km
Gravity: 84.23 m/s2 or 8.61 x earth
Moons: 10 large moons
Atmosphere:
73.4% Hydrogen (H2)
23.2% Helium
2.2% Methane
0.219% Hydrogen deuteride (HD)
0.00015% Ethane
Trace amounts of other gases
Period: 1.49 x 105 hours or 17.10 earth years
Population: 345 various stations

Coolbreeze
Type: Ice Planet
Distance(from star): 4,716,824,940 km or 31.53 AU
Radius: .6 Earths or 3,822.6 km
Gravity: 8.18 m/s2 or 0.84 x earth
Moons: One Doug
Atmosphere:
Trace Amounts of carbon dioxide and other gases
Period: 1.00 x 10^6 hours or 114.41 earth years
Population: 100 various stations

Asteroid Belt
Distance(from star): 9,204,764,940 km or 61.53 AU
Period: 2.73 x 10^6 hours or 311.90 earth years
Population:

Mako
Type: Uranian Planet
Distance(from star): 18,719,197,740 km or 125.13 AU
Radius: 4.2 Earths or 26,758 km
Gravity: 11.61 m/s2 or 1.19 x earth
Moons: 12 small, 8 large moons
Atmosphere:
83% Hydrogen (H2)
15% Helium
2.3% Methane
0.009% Hydrogen deuteride (HD)
Race amounts of other gases
Period: 7.91 x 10^6 hours or 904.53 earth years
Population: 408 various stations

Anita
Type: Ice Planet
Distance(from star): 40,648,768,560 km or 271.72 AU
Radius: .58 Earths or 3,695.18 kms
Gravity: 6.62 m/s2 or 0.68 x earth
Moons: 2, Trigg and Ygo
Atmosphere:
Trace amounts of carbon dioxide and other gases
Period: 2.53 x 10^7 hours or 2894.57 earth years
Population: 475 various stations

Nova Prime System

Nova Prime
Type DB1 White Dwarf
Radius 6.46 x 103 km (0.01 x sol)
Mass 1.89 x 1030 kg (0.95 x sol)
Temperature 59400 K
Luminosity 1.27 x 1024 W (0.00 x sol)

Prima
Type Ice Planet
Orbital Radius 1.60 x 108 km (1.07 AU)
Period 9.94 x 103 hours (1.14 earth years)
Gravity 14.31 m/s2 (1.46 x earth)

Primon Prime
Type DC8 White Dwarf
Distance 7.77 x 108 km (5.19 AU)
Radius 6.64 x 103 km (0.01 x sol)
Mass 1.68 x 1030 kg (0.85 x sol)
Temperature 6100 K
Luminosity 1.63 x 1024 W (0.00 x sol)

Nemesis Prime System

Nemesis
Type: G7 V Yellow Main Sequence
Radius: 6.95 x 105 km (1.00 x sol)
Mass: 1.64 x 1030 kg (0.82 x sol)
Temperature: 5200 K
Luminosity: 4.23 x 1026 W (1.11 x sol)

Nemesis Breaker
Type: Rock Planet
Orbital Radius: 5.58 x 107 km (0.37 AU)
Period: 2.19 x 103 hours (0.25 earth years)
Gravity: 16.05 m/s2 (1.64 x earth)
Special: 4 small moons

Asteroid Belt
Type: Asteroid Belt
Orbital Radius: 9.07 x 107 km (0.61 AU)
Period: 4.55 x 103 hours (0.52 earth years)

Ramjet
Type: Jovian Planet
Orbital Radius: 1.26 x 108 km (0.84 AU)
Period: 7.44 x 103 hours (0.85 earth years)
Gravity: 17.60 m/s2 (1.80 x earth)
Special: Planetary rings, 49 small moons

Scorponok
Type: Jovian Planet
Orbital Radius: 3.54 x 108 km (2.37 AU)
Period: 3.51 x 104 hours (4.01 earth years)
Gravity: 28.96 m/s2 (2.96 x earth)
Special: 42 small moons, 10 large moons

Arkeville
Type: Ice Planet
Orbital Radius: 1.25 x 109 km (8.34 AU)
Period: 2.32 x 105 hours (26.51 earth years)
Gravity: 10.31 m/s2 (1.05 x earth)

VI
Type: Ice Planet
Orbital Radius: 2.31 x 109 km (15.46 AU)
Period: 5.85 x 105 hours (66.96 earth years)
Gravity: 10.35 m/s2 (1.06 x earth)
Special: Trace atmosphere

Asteroid Belt II
Orbital Radius: 5.06 x 109 km (33.82 AU)
Period: 1.89 x 106 hours (216.67 earth years)

VIII
Type: Ice Planet
Orbital Radius: 9.53 x 109 km (63.71 AU)
Period: 4.90 x 106 hours (560.23 earth years)
Gravity: 8.33 m/s2 (0.85 x earth)
Special: Wreckage of a crashed starship

Vector Prime System

Vector Prime
Type: M8 V Red Dwarf
Radius: 2.81 x 105 km (0.40 x sol)
Mass: 6.15 x 1029 kg (0.31 x sol)
Temperature: 2200 K
Luminosity: 1.11 x 1025 W (0.03 x sol)

New Titan
Type: Terrestrial World
Orbital Radius: 2.43 x 107 km (0.16 AU)
Period: 1.03 x 103 hours (0.12 earth years)
Physics: Large iron/silicate
Hydrosphere: 37 % water, 17 % ice
Atmosphere:
Population: 2,000,000
Special: 3 small moons

Newman
Type: Rock Planet
Orbital Radius: 3.83 x 107 km (0.26 AU)
Period: 2.04 x 103 hours (0.23 earth years)
Gravity: 14.36 m/s2 (1.47 x earth)

Richard
Type: Rock Planet
Orbital Radius: 5.13 x 107 km (0.34 AU)
Period: 3.16 x 103 hours (0.36 earth years)
Gravity: 14.51 m/s2 (1.48 x earth)
Special: Electromagnetic storms, heavy radiation

Sho
Type: Rock Planet
Orbital Radius: 7.28 x 107 km (0.49 AU)
Period: 5.34 x 103 hours (0.61 earth years)
Gravity: 10.69 m/s2 (1.09 x earth)

Asteroid Belt
Orbital Radius: 1.38 x 108 km (0.92 AU)
Period: 1.40 x 104 hours (1.60 earth years)

Hayami
Type: Ice Planet
Orbital Radius: 2.27 x 108 km (1.52 AU)
Period: 2.94 x 104 hours (3.37 earth years)
Gravity: 9.33 m/s2 (0.95 x earth)
Special: Trace atmosphere

Hot Shot
Type: Ice Planet
Orbital Radius: 4.50 x 108 km (3.01 AU)
Period: 8.21 x 104 hours (9.39 earth years)
Gravity: 8.34 m/s2 (0.85 x earth)

Asteroid Belt II
Orbital Radius: 9.02 x 108 km (6.03 AU)
Period: 2.33 x 105 hours (26.64 earth years)

Nexus Maximus System

Nexus Maximus Prime
Type: F0 V Yellow-white Main Sequence
Radius: 8.49 x 105 km (1.22 x sol)
Mass: 2.79 x 1030 kg (1.40 x sol)
Temperature: 7300 K
Luminosity: 2.29 x 1027 W (5.97 x sol)

Skyfall
Type: Rock Planet
Orbital Radius: 5.46 x 107 km (0.37 AU)
Period: 1.63 x 103 hours (0.19 earth years)
Gravity: 13.24 m/s2 (1.35 x earth)
Special: Heavy radiation

Landquake
Type: Rock Planet
Orbital Radius: 1.21 x 108 km (0.81 AU)
Period: 5.35 x 103 hours (0.61 earth years)
Gravity: 14.31 m/s2 (1.46 x earth)
Special: 4 small moons

Breakaway
Type: Rock Planet
Orbital Radius: 1.87 x 108 km (1.25 AU)
Period: 1.03 x 104 hours (1.18 earth years)
Gravity: 12.17 m/s2 (1.24 x earth)

Nexus Maximus
Type: Terrestrial World
Orbital Radius: 3.30 x 108 km (2.21 AU)
Period: 2.42 x 104 hours (2.77 earth years)
Physics: Small iron/silicate
Hydrosphere:1 % water, 7 % ice
Atmosphere: Thin toxic
Population: Military Garrison, 20,000

Longarm Prime
Type: M5 V Red Dwarf
Radius: 2.50 x 105 km (0.36 x sol)
Mass: 4.32 x 1029 kg (0.22 x sol)
Temperature: 2600 K
Luminosity: 1.99 x 1025 W (0.05 x sol)

Corey
Type: Rock Planet
Orbital Radius: 2.15 x 107 km (0.14 AU)
Period: 1.02 x 103 hours (0.12 earth years)
Gravity: 16.17 m/s2 (1.65 x earth)

Burton
Type: Terrestrial World
Orbital Radius: 3.38 x 107 km (0.23 AU)
Period: 2.01 x 103 hours (0.23 earth years)
Physics: Small iron/silicate
Hydrosphere: 12 % water, 11 % ice
Atmosphere: Thin corrosive
Special: Heavy volcanism

Destroyed Home System/The Fallen
System Destroyed, information is corrupted...

http://map.esusalliance.co.uk/index.php
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:17 am, edited 21 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Information Terminal, News for the Collection

Postby Fiduses and Diuses » Sat Sep 05, 2009 6:53 pm

A hologram boots up
Image

Greetings today is
Federation Date 202 AF
You are located at Prime II, the capital
It is 11:59:48


How may I help you?
Current Events, History, Information about location

Current Events
Today the F&D president announced the launching of The USS Aether. The stocks in F&D Defense Arms has risen 4% in recent trading. The Current Temperature is a pleasant 30 Celsius with a projected high of 33 Celsius. There are currently high winds and a severe weather alert has been issued for most of the capital, all citizens are advised to seek shelter as a Tegro Storm is to occur in roughly 2 hours.

The FDFS Aether
The FDFS Aether is the second F&D Heavy Defender. It was commission ceremony was today, a shake down mission between Prime II and Prime III is scheduled for later in the week. It is currently the largest ship in the F&D fleet at
Length: 1610 meters
Width: 657 meters
Beam: 217 meters
It's two Flight Pod are:
Length: 667 meters
Beam: 132 meters
Draft: 214 m
Its official Total Weight fully loaded will be 3,553,778 metric tons.
It will be commanded by rear admiral Hxero for its initial patrols starting later this year in the alpha delta quadrant in our system.

Hxero
Hxero is a 76 year veteran of the first mechanical contact wars, who commanded the Prime IV garrison during that period, he since has served and commanded many a F&D warship with his first full command being the Aether after her shakedown. He was awarded the Trinno Heart for his deeds during the contact wars holding out against a force at least 3 times his with only minimal deaths under his command. He will be supported on the Aether by the Tugo-01 AI.

Current Events, History, Information about location, Information about person, Information about terminal

Current Events

Today the F&D Federation celebrated the 20th anniversary of OCY-3 with the completion of its 20,000th Thunder Unit. The Current Temperature is a pleasant 28 Celsius with a projected high of 30 Celsius. There are bright and clear sky, It is a great day for a military parade heh commander?

Processing Request
Extracting Information

Orbital Construction Yards Three
The OCY-3 was constructed from the materials of one of F&D Prime V's smaller moons with completion twenty years ago. It has since produced numerous Thunders, Obsidians, Onyxs, Tartaruses and Defenders for the F&D fleets. With the 20,000th Thunder Unit just reaching completion today. The OCY-3 is expected to remain in operation for another 40 years with upgrades in software and hardware between now and then. The AI unit in the OCY-3 has gotten at least one major upgrade since its construction with upgrades in processing power and an upgrade in its "personality". The OCY-3 currently orbits the 5th moon out from Prime V taking in materials from that moon and is expected to drain the needed materials in a decacycle when it will either drift towards the planet and utilize one of the inner moons(75% likability) or it will use is thruster to position itself near one of the outer(larger) moons(22%) or it will be shut down due to new tech, software, disasters.(3%)

Federation Date 300 AF, Cycle(day) number 175
You are located at Prime III, Old Katrina
The local time is 11:01:21


How may I help you?
Current Events, History, Information about location, Information about person, Information about terminal

Processing Request
Extracting Information

Today the F&D federation celebrates the 200th celebration of Cloning Vats and plasma warfare. The Current Temperature is a pleasant 21 Celsius with a projected high of 25 Celsius. A dust storm is gaining strength in the northern hemisphere with projected land fall in two days.

Cloning Vats
First created two hundred years ago, Cloning vats hold an almost religious devotion to the F&D. As such only the high priests of the cloning caste knows more than a passing knowledge of them and they did not spread their information around. Some have claimed that the cloning vats are truly named as they are not the sterile, gleaming cylinders that the priests have shown and claimed throughout the ages instead being a fusion of Female Diuse and machine, with the Female mind being erased through a combination of chemicals until they little resemble their former self. But this is just a rumor that some Diuse bands have brought up to try and gather more support and is based on no true.

Extracting Information

Plasma Weaponry
Plasma has a very long history in the F&D federation with the first of these weapons being fitted on our exploration ships to blast debris out of the way to our destiny. From these humble beginnings the simple Plasma weapon has developed into a mass of forms. Such as the T-02 blaster, it is the simplest and most well known plasma rifles in the Federation, able to take down a charging Rxeno within 500 paces.
It is prized by the military, big game hunters and criminals for much the same reason. Its great stopping power, its decent range, its low recoil and the great amount of shots per cartage. The first of these blasters are also prized by historians due to their usage in the Diuse and FLAIs revolt.

Accessing
Information corrupted, Please try again later.

Developing Tech
interesting choice commander.

Processing Request
Extracting Information

The Collection of Interstellar Species is planning to reveal many a upcoming tech including Project: G, Project Still, Project Everything Nice, Project S, Project A, Project Holo, Project N, Project Za, Project HAL, Project Com, Project Tran, Project Recon and Project pod

Thank you for your interest in future projects but any other information is highly encrypted and is not for public viewing.

Source:1, 2


Insults/Expletive
An interesting choice commander.
ABC order, largest insult to smallest, smallest to largest...

Egg Snatcher: First of the two most insulting insults in the Collection.
*Noun. One who steals eggs, generally used in an insulting manner. This is one the most insulting due to Fiduse reproduction cycles and is like insulting one's father, mother, cousins, brothers and sisters in one word.
Example: Egg Snatcher, your plans have been unraveled prepare to die!

Fur of a Merlock: The second of the two most insulting insults in the Collection.
*Adjective phrase. Generally used in phrases.
Example: You smell like fur of a Merlock, your mother is as ugly as fur of a Merlock. A Merlock is one of the ugliest, smelliest and generally disgusting things on Prime II, doubly so is their fur which if one trually wants to insult someone giving them the "gift" Fur of a Merlock is a surefired way of doing it.

Derick: Minor insult.
*Noun
Refers to a minor lord in the FLAI and D revolt who switched sides multiple times depending on whom was winning.
Generally used when questioning one's loyalty,courage and honesty.
Example: He's about as trustworthy around money as Derick was during the war.

Frak: Major expletive
*Noun
Examples: Can be used in multiple settings. As an interjection ("Frak!"), inquisitive idiom ("What the frak?"), verb ("You're not still frakking Dxero are you?"), adjective ("You frakking, crazy idiot!"), a noun ("You miserable frak") or in words ("What a clusterfrak.").(generally used like f*ck)

Dren: Minor expletive
(roughly means shit)*Interjections and nouns
Ex: What the Dren? This is a really Dreny place.

Fridge: Major racial epithet
*Noun. Racial epithet for FLAIs.
Example: "Frakking Fridges!"

O Not!
*noun. Racial epithet for Technonauts(more racial epithets will be added once more races are discovered :) )
Generally used with a :rolleyes: expression.
Example: Frakking O Not!

Switching Subject...

Companies
Military:


O-Teen
Image
O-Teen is a small company that specializes in the medical arts. It has gained some wealth recently with the introduction of Kotca.

F&D S&M
Image
S&M is the largest company in the Prime system with factories and outposts on all major planets and many of their moons. It specializes in Shipping and Manufacturing of military and even some civilian vessels. It top products include...

Delta Shipyards
Image
Delta is a company specializing in the production of larger(greater than 300 meters) starcraft. Delta's central hq is located on Prime III with its larger shipyards scattered around the asteroid belt and gas giant ring systems.

Triple Pie
Image
Pie is a company specializing in the production of HAL and other analytical units. It is headquartered in a geo orbit around Prime IV.

Trinn and More
Image
Trinn is a company specializing in the mining of Trinno and other exotic materials.
It is headquartered on Hel, home of its first large scale mining operation.

Bunker Tech
This company specializes in the construction of underground atomic shelters or bunkers, sometimes known as vaults. Commissioned by concerned governments or citizens, hundreds of bunkers have been built so far.

Color Schemes:

A dark green denotes blood and/or biological hazards.
A red denotes light/warmth/heat/plasma.
A dark red and pink striped scheme denotes a (primarily) plasma weapon carrier.
A green and blue striped scheme denotes a medical craft or facility.
A gray and black striped scheme denotes a (primarily) (nuclear) missile carrier.
A dark green and purple striped scheme denotes a (primarily) railgun/coilgun carrier.
A orange and aqua striped scheme denotes a (primarily) laser carrier.
A dark yellow and dark green striped scheme denotes a general purpose(can carry all weapons) craft.
A light and dark grey striped scheme denotes civilian or nonarmed military crafts.
A plain black flag or other symbols shows that you wish to surrender/parlay/discuss/negotiate.
A plain white flag is aggressive/you wish to fight.
This is partly cultural and partly biological/"natural" reasons for this duality, most negotiations normally took place at the dark side of Prime II where most parties would be roughly equal(the Fiduse would be slowed down slightly due to the cold and the Diuse would be in their element so that they would be roughly equal)

Comparing the sizes of Collection Technology

AOW
right->left is height, up and down is length or width

Ground Tech
One mech equals nearly whole shown area. Right->left length, up and down is height.

Space Vessels

Common Fiduse Bridge Design

Civilian Protocols
Gamma Protocol(s)- Immediate and total destruction of any material linking ship/personnel to the Collection, launching of the ship's logs in emergency pods, scrambling of any commutation codes and radios, etc.
Alpha Protocols- Establish commutations with control, prepare for emergency jump.
WIP

Military Protocols
Gamma Protocol(s)- Immediate and total destruction of any material linking ship/personnel to the Collection, launching of the ship's logs in emergency pods, scrambling of any commutation codes and radios, etc.
Alpha Protocols- Establish commutations with control, try and establish commutation with remainder of fleet, establish commutation with unidentified vessel, hope and wish that they are non-hostiles while boosting power to weapons/shield systems.
WIP

FTL Protocols
Gamma Protocol(s)- Immediate and total destruction of any material linking ship/personnel to the Collection, destruction of any remaining Trinno reserves and GB spheres, etc.
WIP

Greetings Commander today is
Federation Date 316 AF, Cycle 10
You are located at F&D Prime III,
The local time is 10:07:08


How may I help you?
Current Events, History, Information about location, Information about person, Information about terminal, Information about upcoming events, Other

Current Events
Today the twelfth Lóðurr class escort and destroyer constructed at OCY 3, this has completed the initial run of the Lóðurr class with thirty ships built. Some senate members have raised concerns about the massive buildup of military crafts and have called into question certain troubling signs and the lack of a creditable military threat that would require the expansion...

Senate

The F&D Senate is the governing body of the F&D federation, each planet or other colonized area in the federation gets two members plus an additional one per two million population with a maximum of twelve senators per planet/colonized body...

Senator Calls out
One of the senators from Prime IV, Jxero the twelfth has repeatably been shouted down from detailing his reports about the military and the possibility that they have covered up and continue to cover up contact with other sentient life forms. A major poll conducted after this story came to light showed that 48% of Fiduse and Diuse favored the censure 50% opposed and 2% were undecided or had no opinion. When holo 1 called for comments form the senator he had this to comment: "After I reviewed a number of maintenance and troop relocation reports I noticed a trend, a large number of our ships and forces have been diverted to Sector Alpha Gamma One for "wormhole" research, now I've worked with and in the military before and I know that "wormhole" research is nearly always a cover specially with the numbers I've seen. As such I've theorized that the military is currently sending our men into dangerous waters without consent or warning and I didn't and still don't like it." Shortly after these comments, the Senator phoned in to report that he had set up a meeting with top brass in the military and that he may review and edit his statements after the meeting.. Meanwhile there has been a marked rise on the ethernet of subscriptions to alien defense sites it is still to early to tell if this will be a long term increase or just a slight bump as the truth comes out. More at 11.

The commander leaned back and scratched the few hairs that grew out of this chin. "The rats out of the bag now" he muttered before picking up the receiver. "Operator Alpha Delta Protocol I need to talk to the Observer..."

Greetings today is
2060
You location is being scrambled
The local time is 14:09:00


How may I help you?
Current Events, History, Information about location, Information about person, Information about terminal, Information about upcoming events, Other

Other
*lists of other topics*

Branches of the military/security forces

Station Security Services or S-Sec

S-Sec is a volunteer police service answering to the Federation Council. The 2,000,000 constables of S-Sec are responsible for maintaining public order in the densely populated Stations. They also provide pirate suppression, customs enforcements, and search-and-rescue throughout the Federation Station's Spheres of Influence.

S-Sec has six divisions:

* ENFORCEMENT - Uniformed officers who patrol the Stations and respond to emergencies.

* INVESTIGATION - Detectives who puzzle out the truth behind crimes and bring perpetrators to justice.

* CUSTOMS - Screen the thousands of passengers and cargo containers that pass through the various station ports every day.

* NETWORK - Deals with "cybercrimes" like identify and copyright theft, hacking and viral attacks, and illegal artificial intelligence.

* SPECIAL RESPONSE - Deals with hostage situations, bombs, and heavily armed criminals. In the unlikely event that attackers board the Stations, they are also the front line of defense, armed with military grade equipment.

* PATROL - Naval arm, with ships stationed throughout the Federation Stations. Unlike the other divisions, they are rarely seen at the Stations, nor do they stay in one place long. Instead patrolling designated areas surrounding Stations for both natural and "man"made threats. They have also been briefed and trained in first contract situations and procedures.

Joining S-Sec is prestigious. Generally, applicants have many years of distinguished service in the military or police forces of their respective clans, but an inexperienced applicant with demonstrable talent will be fairly considered.

Collection Marine Corps
The CMC or Collection Marine Corps is a volunteer military service answering to the Collection Central Control and Council. The 37,512,000 soldiers of CMC are responsible for maintaining public order in the densely populated central worlds and outerreaches. They handle defensive and offensive engagementstowards other beings on both planetary(primary ground/air) and ship(repeal and board ships) based levels. They also provide pirate suppression, and search-and-rescue throughout the Collection's Spheres of Influence.

Collection Navy Corps
The CNC or Collection Navy Corps is a volunteer military service answering to the Collection Central Control and Council. The nearly hundred million members of the CNC are responsible for maintaining the military defense of O. Prime and her colonies including the establishment of colonies, outposts and stations both in and outside Collection Space. They handle offensive and defensive engagements throughout the Collection involving water and space based pieces. They also provide money and other resources towards the development of new technologies...

Classification of Stellar and Orbital Bodies
O Stellar Body: A blue stellar body with a temperature greater than 30,000 K. Due to this heat they are also the largest and most luminous stars in the night sky producing most of their light in the ultraviolet range. Due to this and other factors these stellar bodies are generally hostile to Collection life for even short periods of time. Avoid unless under extreme distress.
B Stellar Body: A blue to white stellar body with a temperature between 10,000–30,000 K. Due to their short life span colonization is generally avoided and not recommended for any extended time period. Though with proper shielding short time outposts can be set up in their outer regions.
A Stellar Body: A white stellar body with a temperature between 7,500–10,000 K. Due to increased life span and decreasing amounts of lethal radiation emitted short term mining and exploration are allowed in these systems.
F Stellar Body: A yellow to white stellar body with a temperature between 6,000-7,000 K. Due to our second homestar being a cooler and smaller version of this type, this type is the most widely understood and colonized star type known.
G Stellar Body: A yellow stellar body with a temperature between 5,200–6,000 K. Widely studied and colonized
K Stellar Body: An orange stellar body with a temperature between 3,700–5,200 K
M Stellar Body: A red stellar body with a temperature less than 3,700 K. Due to their generally feeble output most systems supplied by this type are to cool to have proper colonization efforts though outposts are aplenty.
A Orbital Body: Gas giants of the primarily helium variety. Primary used to restock on helium-3 and as gravitational slingshots.
B Orbital Body: Gas giants of the primarily methane variety.
C Orbital Body: Gas giants of the "hot Jupiter" variety.
D Orbital Body: Wormholes suitable for FTL travel
E Orbital Body: Wormholes unsuitable for FTL travel
F Orbital Body: A variety of space anomaly.(non orbiting types are called space anomalies.)
G Orbital Body: A body thats crust has not fully exited the molten stage of development. Generally found in the very early stages.
H Orbital Body: Has no atmosphere, generally no water or other liquids/gases(in a non frozen manner) and no outward signs of native life. Not habitable without major terraforming project.
J Orbital Body: Adaptable with pressure domes.
K Orbital Body: Barely habitable, this can be for a variety of reasons.(gravity to high/low, wrong atmosphere contents,etc) Can generally be corrected and refit for Collection uses.
L Orbital Body: Garden world, are several tell tale signs of habitation, native life has developed into multicell life forms though no space based forms exists yet.(ie no ones built a space program)
M Orbital Body: Home body of space traveling race
N Orbital Body: Other, does not presently fit into any other category.

The different sizes of stellar and orbital bodies requires the addition of a rather unique binary system. Type is denoted by a letter while size/weight is denoted by a roman numeral, with I being the largest(gas giants and super giants) and progressively gets smaller the larger the number with IX generally being the smallest.(X equals a singularity)

Sources: 1, 2, 3, 4

Alert Levels
Military:
Purple three: default level, non threatened, only security personnel and high level officers(councilors and admirals) are armed.
Purple two: first contact/medium threat levels, weapons are started to be passed out to officers(captains and sub captains), HAL units given access for defensive usage of weapon systems.
Purple one: Full combat alert, weapons are passed out to entire crew, HAL units given full access to weapon systems...

Batches and Corps
Batches when referring to an individual refers to their assigned group during training in their respective fields. Number of individuals in a batch varies depending on the field but generally is no higher than twenty individuals by the end of training. Integration of batches is still slowly ongoing but single species batches are still the norm.
Corps refers to the respective field that the batch was specializing in, each gets cross training with others but they always excel in their assigned field.

Primary Corps
Astronomy
:Navigational
Biological
:Horticultural
Colonial
Communications
:Translation
Diplomatic
:Ambassadorial
Engineering
:Faster Than Light Operations
Intelligence
Medical
Officer
Pilot
Research
Security
:Marine
Service
:Custodial
Technological

Secondary Corps
Artists
Bartenders
Chemists
Geologists
HAL operators
Historians
Physicists

Metaphysics/Philosophy/Religion

Cycles
Most Fiduese and Diuse believe in the metaphysical concept of Cycles, these are (generally historical) events that repeat themselves over a period of time. They can range from events that affect individuals to ones that affect entire civilizations. Most believers feel that any of these Cycles can be effect even on the most individual of levels.

For example a popular and widely known Cycle is:
Struggle->Expansion->Dominance->Stagnation->Brief Rebirth->Collapse that applies to nations. This Cycle can be sped up or slowed down by even a single individuals most trivial of actions...
These are not to be confused with Day Cycles, which are simply the amount of time it takes an orbital body to complete a single rotation. A Galactic Day Cycle is roughly 24 hours long.

Die Weise(The Way)
The largest religious movement in the Collection. The primary figures are Mako the all being, the Hybrid(Mose epoxy),etc...

The Trinity
The three highest deities of The Way are Mako(Our Mother, gave birth/created the cosmos and the Fiduse), Porbeagle(Our Father, watches over creation, created the Diuse), and Pelagic(Our Savior, war goddess, Her avatar ended the Diuse revolts and other great conflicts.)

Vice and Virtue
Avarice:
Desire to possess more than one has need or use for. This vice can be deadly in even the most normal of military situations let alone during combat. Where questioning or supplanting the chain of command can get "people" killed or captured.

Wrath:
Feelings of hatred, revenge or denial, as well as punitive desires outside of justice. This can lead to damage and excess danger to one's vessel and crew and each member must learn to believe in the justice systems and not go outside the law.

Gluttony:
Overindulgence in food, drink or intoxicants, or misplaced desire of food as a pleasure for its sensuality. This can cause a serious drain in food stores again threatening the well being of a vessel's crew.

Envy:
Resentment of others for their possessions and/or power. This can lead to Wrath and further delay/damage commutations in an emergency leading to unnecessary deaths/injuries.

Sloth:
Idleness and wastefulness of time and/or other allotted resources. Can lead to repairs and jobs not being done at all or on time, leading to deaths/injuries.

Smoking:
The consumption of a plant or root by rolling in "paper" and alighting by a flame. Can lead to death/injuries due to its circulation and damage to life support(s)...

Fiduse Reproduction

*Currently only one in twenty is fertile in any real sense of the word, the rest having received to many rads to form viable offspring, been subjected to Genophages and other sterility causing diseases during the Diuse Revolts or are otherwise sterile.

*As such finding fertile members and/or ways to reverse sterility is a top priority for many Fiduse clans, if any clan does find a suitable way it is certain they will quickly grow in power. This has caused splitting amongst groups as some actively sabotage other clans projects and experiments further weakening the Fiduse as a whole. Some cooperative projects have been started and have been showing promise including cloning/vat experiments.

*Besides sterility, Fiduse suffer many other hurdles to reproduce including their complex and multi tier reproductive cycles. The average fertile female ovulates only twice a year, with the three ova remaining viable for roughly one month if the ova come in contact with viable sperm, they then split/grow etc in the mothers womb for one trimester about one month into the pregnancy the mother will "know"(feral/forgotten clans show same behavior so most feel it is instinct based process) and start searching for a suitable location finding such she will create a "nest"(a collection of insulating material be it leaves or blankets safe from other Fiduse/predators only the mother to be's mother and mate are allowed close all others are chased off including other offspring, siblings,etc) Once the first trimester the developing fetus are pushed further along the mother reproductive systems receiving yolk/necessary nutrients, several protective layers,etc are our laid into the nest. After this initial laying the mother sleeps for several days upon awakening she will generally become more lucid allowing siblings/close relatives to come, with her mate(and/or close relatives) they will watch the developing young/eggs for on average another nine months upon which the primary offspring will hatch, the secondary siblings generally hatch about two weeks later.(generally the primary offspring will have gotten the most nutrients/etc while in the wound "stealing" from its siblings causing them to delay/hatch later.)

*The egg shell/scale colors/patterns of the primary offspring is most commonly that of the mother with the secondaries being effected/based by/off the fathers. The most common being a seemly plain white shell/pattern but in practice patterns emerge in the ultraviolet/infrared spectrum. Greens and blues are also fairly common. Reds and Oranges less so. Some of the rarest are dark purple and black. Most families try and keep the egg shells putting them back together and gifting them to their former occupants upon ascent into Turgo or adulthood.

WIP

Holidays
Yaltan's Day
With the switching of the time systems upon the creation of the Federation, many did not mark the solar new year correctly in response many played tricks upon them in later years eventually the practice expand throughout the Federation and later Collection and was standardized to a single day named after an ancient trickster goddess Yaltan. Many extranet sites in recent years have tried to outdue both other sites and their own previous attempts in general absurdity though browsers have been noted willing to purchase the hoax item and every once and awhile the company has gone on to sell it after all.

Mako's Day
This day notes the solar new year of Prime II but has also spread throughout the Collection. It is named after and originally celebrated the all being Mako, instigator of the cosmos. It is currently celebrated with much partying and loosening of social morals along with much gift giving. In more than one way, spikes in birth rates at the end of normal gestation periods have been noted.

White's Day
The Collection day of mourning, this notes both the end of the Fiduse revolts as well death in general. Leaving of goods at death sites is not uncommon.

Death Site
A death site is where a clans-member died including but not limited to parent, sibling, offspring, ancestor and/or significant other. Former battlefields and hospitals being the most common locations. Due to Collection wide cremation and disposal practices, these locations are generally where clan member come to mourn, pay homage, and/or leave offerings.
Continuing on...
White's day is also known for its giving of small gifts including candy to offspring. The carving of the traditional Fango, a large purple gourd into various faces and other symbols has also spread out from Diuse clans into the mainstream.

Groups in the Collection
The Natural Bither Movement
As cloning for both replacement parts and reproduction has become increasingly wide spread, a number of individuals and even entire clans have began a backlash movement chortling a return to the basic natural birthing process though only an even smaller subgroup has given up modern painkillers and other aids. Most birthers are a relatively calm bunch content with practicing what they/others breach though a smaller crazier number have been known to threaten clones, cloners and medical doctors that would dare offer their services. Firebombing of abo erh cloning clinics has become more widespread on more conservative locations.

Green Movement
A reactionary movement against the industrialization of both new worlds as well the old. Majority of activities include protest marches against new works, mostly dams, factories and other signs of industrialization. Sending of signed petitions to governmental offices, a few have been known to overload the servers with their sheer girth. And heckling of local governmental officials. Smaller fringe groups focusing on a single issue, FETNS, Federates for the Ethical Treatment of Non Sapients, being a chief offender have taken more shock and awe look at the cute Elcom steps.

Kinder Next Door
An organization devoted to empowering kinder(or younglings) throughout the Collection, activities vary from registration and election overview for first time voters to fighting common kinder illnesses and problems including disease awareness, puberty rites and changes, and boredom on more/less developed worlds often authorizing get togethers of liked minded individuals/peer groups.

Qwib Qwib
A space adventure club that specializes in long term camps on numerous orbital bodies. Has rented out stations from time to time to serve as live action reenactments of both past actions and fictional encounters. Simulated outbreaks being among the most popular.

Star Vista Program
An assessment and survey group created by the council to explore systems outside the Collection. Their primary tasks including finding and studying sapient lifeforms, determining the habitability of systems to Collection members, and determining threats both natural and created. They rarely interact expect in the most desperate of situations as such they are often seen as aloft and calculating. Indeed these are the traits the council often looks for in prospective captains. There are an estimated six patrol groups, with up to ten vessels each, selected for this program. Each group is expected to map many systems in their three year surveys.

Common armor color schemes
A dark blue almost black scheme, this scheme is often chosen by diplomats for diplomatic missions as it is universally known throughout the Collection as popularized by the Fiduse as the color for talks.

A dark green and dark grey scheme , this scheme is often chosen by medics for medical missions as it is well known throughout the Collection. Was popularized by the Fiduse as the colors for medical emergencies.

A dark purple and white scheme, this scheme is often chosen by security members for off vessel activities as it is universally known throughout the Collection as popularized by the Diuse as for the colors for aggression(white) and blood(purple).

A dark and light grey stripped scheme, this scheme is often chosen by researchers for off vessel research activities it is universally known throughout the Collection as popularized by the Fiduse and Diuse as the colors for civilians specifically researchers.

Signing off...
Powering down...

Note: reserves signalizes that it is currently orbiting an inhabited planet but is not currently of any major fleet.
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:21 am, edited 14 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section IX: Technology

Postby Fiduses and Diuses » Thu Sep 10, 2009 1:06 pm

A Listing of Federation Technology

D-102 Battle "Suit"/Mech
Current Status: Deactivated, a few still show up in the outer most reaches of the Federation.

Trinno
Power source
Current Status: Sources are becoming depleted, losing impact but in all the most draining of power needs.

D&F Battle Armor Mark I
Current Status: Deactivated, museum and a few private pieces can still be found.

Plasma Weapon, vehicle based
Current Status: Decommissioned, a few still can be found in older armories/weapon deposits.

Z-03 Thunder
High Altitude Fighter
Current Status: Awaiting decommission, a few can be found even in the prime system, still widely used in outer colonies.

FTL travel, cargo ship
Current Status: Active, still used in nearly all FTL ships. Cargo ship is still used on most worlds.

Trinno Detonators
Current Status: Active, widely used by military and high police forces(ie SWAT like forces)

Lasers
Current Status: Active, used on most ships

Construction Yards
Current Status: Active, widely used in the Prime System, more are planed for others.

Onyx Supplier
Current Status: Active, most widely used supplier.

F&D Shields
Current Status: Active, widely used on all space craft.

Starbases
Current Status: Active, still widely used in nearly all systems.

FLAIs
Current Status: Freed/reached sentience, majority has left Federation systems.

Plasma Guns, handheld
Current Status: Active, still used by most forces, will soon be phased out by..

Μανία Bombers
Current Status: Active, still widely used.

Tartarus Frigate
Current Status: Active, still widely used.

Rapporteur
Current Status: Active, still widely used.

Cloning Vats
Current Status: Active, still widely used.

Probes
Current Status: Active, still widely used.

Sandworms
Current Status: Active, on Prime II and III along with a few unconfirmed reports.

Obsidian Missile Cruiser
Current Status: Active, still widely used.

Colony Ship
Current Status: Active, still widely used.

Links
Current Status: Active, still widely used.

Heavy Defender
Current Status: Active, still the core of most fleets.

Basking
Current Status: Still widely used.

Plasma Sword
Current Status: Semi-Active, widely used for show not generally a viable combat option.

Battle Armor II
Current Status: Active, still used on/by most worlds/forces.

BG Sphere
Current Status: Active, still used by all FTL ships.

Kocta
Current Status: Active, still widely used.

Minelayer
Current Status: Semiactive, most are in storage.

Flamepyr
Current Status: Active, still widely used.

Nergal Dropships
Current Status: Active, still widely used.

Blacktip
Current Status: Active, still widely used.

HAL units
Current Status: Active, most widely used AI unit.

Protonics
Current Status: Active, widely used in military and police forces.

AOWS
Current Status: Active, widely used in planetary defense.

"Temple" Complex
Current Status: Active, widely used.

H. Salvage
Current Status: Active, widely used.

Hermes
Current Status: Active, widely used.

Hospital Ship
Current Status: Active, widely used.

Sensors
Current Status: Active, widely used.

Cruise
Current Status: Active, widely used.

Nerthus Miner
Current Status: Active, widely used.

L. Destroyer
Current Status: Active, widely used.

Hibernation Pods
Current Status: Active, widely used.

Slaver Ship
Current Status: Active, widely used in various but not in its original purpose.

Spectre
Current Status: Under construction

List of Technology under development

PUMP

Antimatter weapons

Artillery

Trucks/Trains

Airborn Artillery

Miner and Refinery

Ark

Trade Station

Explorer

Terraform

Scout

(ooc: Open to any questions about the federation, comments about the federation/lay out and any recommendations.)
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:22 am, edited 8 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section X: Clan Structure/Flags

Postby Fiduses and Diuses » Fri Sep 11, 2009 8:48 am

Overall Fiduse PreFederation Flag, ???-0 AF(after Federation)
Image
The central planet is Prime II the current homeworld of the Fiduse and Diuse species, the blue represents the decreasing water supplies and with the green represents how the planet is slowly fading into a dessert due to natural and unnatural events. The bottom Latin means roughly the stars are ours!

Diuse Slavery Flag, ???-100 BF(before Federation)
Image
The Black represents the ignorance that the Diuse were kept in and the way that the ruling Diuse felt about them(that they were lower than dirt). The blue represents the water that they required and that they gave back at their deaths. The overall blue symbol symbolizes that they were slaves.

Diuse Uprising Flag, 1000 BF-4 AF
Image
The turned slavery symbol symbolizes that the Diuse will be slaves no longer instead making their own path while also remembering what has come before. The over all circle/square thing represents an romantic view of their paradise, a place were they can live free. The yellow represents the star breaking above the horizon representing a new dawn for the Diuse while the black symbolizes their old ignorance and slavery to the Fiduse so they will not forget.

Diuse United Clan Flag,4 AF-current
Image
The Diuse kept the blueness of their slavery symbol yet they closed the triangles into a nearly combined shape symbolizing the coming together of both the Diuse and the Fiduse under one banner after centuries of strife.

Fiduse and Diuse Federation Flag, 5 AF-current
The purple spot represents the still changing home planet of Prime II, the two smaller grey spots represent its two moons with the dark golden spot representing the star that Prime II orbits. While the black represents the blackness of space.

F&D Federation Military Flag, 0 AF-current
Image
The black creature in the middle represents the holy purpose of the military while the red represents the blood that has and will be continued to be spilled to protect the Federation. The dark blue represents life giving water that washes away the blood and sweat and the most vital source the ancient armies use to protect while the green represents life and all that the modern day military must protect and serve.

Clans:
Joker Clan Flag/Banner, ???-current
Image
The black represents the ignorance that the other clans would be without language and the commutations that the Joker clan can provide. The four circle and triangles combine to make a perfect square representing the four main parts of commutations/language.

HAL Flag/Banner, Date of first operation-current
Image
The normal HAL sensor pad on a black background, the blackness representing space that HALs are normally operated in.
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:22 am, edited 4 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XI: Orbital Bodies, Optimus Prime System

Postby Fiduses and Diuses » Sun Aug 08, 2010 1:42 pm

Optimus Prime

Prime I
Image

Prime II
Image

Hel
Image

Valhalla
Image

Prime III
Image

Hades
Image

Prime IV
Image

Prime V
Image

Prime VI
Image

Prime VII
Image

Prime II Southern Cities
Image

Hel Southern Cities
Image

Valhalla Southern Cities
Image

Prime III Southern Cities
Image

Hades Southern Cities
Image
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:23 am, edited 4 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XII: Major Clans

Postby Fiduses and Diuses » Thu Oct 07, 2010 11:47 am

Major and minor Clans

Clan Azrail(Disuse)
Image
This Clan is mercantile in its dealings, an intermediary between many Clans and promoter of scientific and mercantile breakthroughs both in the civilian and military marketplaces. The Azrail are known for their liberal attitudes, and free-thinking ways that are unparalleled in the Clans.

Clan Eshu(Fiduse)
Image
The Eshu are among the most powerful of Clans, having exclusive control of five worlds and partial control of many others. Inventors of the F&D Battlearmor (among other things), Eshu scientists are renowned for their brilliance. Today, they are once again rising to power in the Grand Council. Proven combat veterans abound in this Clan, which remains one step ahead of all other Clans in terms of new technology. Eshu is renowned for having the most rigorous training program of all Clans. They have specialized in producing the majority of F&D armor systems.

Clan Jabru(Disuse)
Image
The Jabru are unusual for their heavy use of conventional (non-armored) forces and their beliefs favoring "men" over machines. Passionate and brave, the Jabru succeeded where others thought they would fail. They have specialized in producing many biological systems including the life support found in nearly all F&D vessels.

Clan Ogbunabali(FLAIs)
Image
The Ogbunabali are known for their mystic ways and are governed by visions. Any clan leader must go through several mystic rites and challenges before being instated into the clan council. Their members are also famous as some of the best marksman(and women) in the Federation.

Clan Shinigami(Fiduse)
Image
The Shinigami is a small clan renowned for their weird and outlandish ways and ideas. They are also one of the few clans almost eliminated(by nuclear firestorms) during the Disuse Revolts to return with only six hundred individuals and later thrive once peace had been restored, they are still a small clan with only minor land holdings. They have specialized in producing many biological/synthetic constructs and hybrids.

Clan Whiro(Fiduse)
Image
Clan Whiro is easily the most violent and aggressive of all the Clans. They are, however, not as brash and headstrong as Clan Orcus; they are quicker to battle, but are also quicker to think before acting. Their leader often seek glory and honor on the battlefield causing their clan to often wonder the outer fringes of the Federation as well as developing holographic and other less than lethal substitutes.

Clan Wōden(Disuse)
Image
One of the smallest of Clans; isolationist but with some elite warriors. This Clan is plagued by internal strife, caused by three generations of ineffective leaders. Limited civil strife has continued to plague their colonies causing them to become some of the poorest in the Federation.

Clan Varuna(Fiduse)
Image
A nomad trader Clan who all reside on giant vessels that roam throughout the Federation. As such they have become some of the most skilled in vessel construction and repair with a higher focus on old and tested designs.

Clan Xolotl(Technonauts)
Image
The Xolotl are a complicated Clan that have taken a unique path due to several catastrophes in their early history. Famed for their heavy use of naval assets as well as their conniving and efficient nature, the Xolotl Clan, despite being mistrusted and misunderstood by other Clans has nonetheless risen to power as one of the more powerful Clans in the past decades.

New Species-Clans
Eekons
Primary Clan: Beta Boötes
Image
An aquatic species, the Eekons were discovered near the edge of their primary system. A Fiduse vessel happened upon one of their first "manned" explorers in the outer reaches around 1240 BF, they immediately joined the Federation upon its founding. This clan was the largest and most powerful at the time of discovery and sent some of the first Eekon off world, due to their siding with the Fiduse during the Disuse Revolt, their numbers greatly decreased and have only recently began to return, they are the primary exporters of Eekon technologies with ninety five percent of exported products passing through one of their warehouses at some time.

Bothnia(Exalants)
X
A semiaquatic species, the Exalants were discovered living in the mid range of Ebosiz V living on the few islands on that planet, they also immediately joined the Federation upon its founding. The Bothnia had aligned themselves with the Beta Boötes producing much of the materials needed for their combined spaceflights, they remained aligned until the Disuse Revolts were a split occurred that has still yet to completely heal both within the clan and between themselves and the Beta Boötes. A splitter group agreed with the Disuse side and at first secretly sent weapons, various other supplies and information. Upon exposure they completely broke off, the Beta Boötes showed no mercy destroying the entire splitter group in one swift raid as well as rounding up remaining family members for questioning, the few that returned did not talk of their ordeal and most lasted only a few months before expiring. This and several other events started several small border scrimmages and attacks. While full scale war never quite broke out, it was not forgotten or forgiven though verbal spats between the two parties is the worst that has happened for decades.

Chryse(Xneso)
X
A sentient plant species, after many years on Ebosiz V those explorers figured out that the trees were actually aware and with many years of research eventual contact was established, they also immediately joined the Federation upon its founding. The Chryse clan lives primarily in low low lying areas near the planet's equator, both the first Xneso discovered and established contact with and the first to seek transport to other bodies. The Chryse are known for their long sight often the first ones to be sought for their wisdom on long term projects, they are also the few willing to experiment with technology including limited amount of cybernetics.

Douglas(Wezans)
X
A sentient semiaquatic avian species, the Wezans are currently the fastest species to integrate into the Federation after their discovery in 200 AF, it is still rare to see a Wezan off their home world but a growing number have completed training and taken jobs as civilian/colonization officers so far they have served well. The Douglas have sought and are often employed in long range survey missions, well known to be excellent navigators in both regular 4D space as well as W-space, all known vessels with a Douglas as navigator have managed to safety reach their destination.

Fermion(Klachons)
X
A sentient Insectiod species discovered in 215 AF, the majority of Klachons have been content with staying in their own system for now with only a few rogue queens(Fermion being one) venturing afield. Situating herself and her brood on one of the many orbital stations orbiting Prime II, Fermion has found work for her clan as repair and maintenance specialists, their many appendages and thirst for knowledge allowing quicker repair times than other species.

Anorthoclase(Yzagos)
X
A sentient artificial construct discovered in 275 AF, the Yzago is a single entity with many bodies, each body "lives" and before "death" must plug into the central processor, updates and spreading of the previous days information is done every "night" so far these updates have been limited to the planet as the Yzago continues its integration into the Federation it expects to have a system and eventual Federation wide system in place, allowing its bodies to go further afield without lost.
Anorthoclase is the exploration branch of the Yzago though only a few dozen constructs, each containing several thousand subroutines, have left their world. They have set themselves as observes and knowledge traders establishing a knowledge network in record time, often hacking and discovering knowledge that they distribute with the proper price.

Glycerol(Jolisax)
X
A sentient gasbag species discovered in 321 AF, the Jolisax drift through the Gas Giant Maxit IV in large herds. The Glycerol are filled with greatly wonderlust than many of their species, buying or otherwise hitchhiking on transports filling off their taps on their world.

Marrowbud(Falcestope)
X
A sentient algae like species discovered in 353 AF, the Falcesope share little in common with other Federation species up to that point. As such first contact proved difficult but with Clan Chryse's help contact was established. The Marrowbud Clan likes to place their spores in locations high with dead animals and radiation. As such they have developed a higher tech base than the most of their species focusing on producing said corpses and radiation. As such their exported technology focuses on radiation based weaponry.

Goldspark(Ymersalu)
X
A sentient crystal species discovered in 379 AF, the Ymersalu at first seemed to be extraordinary crystals but as miners continued to vanish with little trace on their homeworld certain fridge groups believed the crystals were alive and angry with them as such some tried to establish contact and after many false attempts limited contact was established. Clan Goldspark often resides in locations with higher than average gold deposits often incorporating said deposits into their growing "bodies". As such they export much golden art and their technology focus protecting others from excess infrared and other hazards.

Clannal Structure
Military command higher than Federation Control rests with the clan council. Each individual clan is governed by a clan council. This council is self elected and is almost always made up of Elders.

When the clan requires military action above small scale skirmishes that are First Contacts, the clan council becomes a War Council and it elects from within a council member to become a Khan. The Khan (though having much more influence) can’t interfere with clan laws/society; that is still in the hands of the council. He/she is however commander of the entire clan’s military assets, and becomes the top of the clans military hierarchy.

The first act of the Khan is to select a junior Khan from amongst the clan council members. The junior Khan duties aren’t specifically defined. He/she is the second in command, performing any duties the Khan requires (like bidding or leading a campaign) but can’t do him/herself and enjoys a heightened status within clan society.

When the clans face a time of crisis or all need to coordinate their efforts towards a common objective, each clan forms a war council and the Khans from each clan then form a Grand Council. The Grand Council then internally elects a Khan to become the Senior Khan who serves as an arbiter between Clans during the time of crisis, acting with the power of the Grand Council. The Senior Khan enjoys wide-ranging but not absolute power, as he answers to the Grand Council. The Senior Khan may not interfere with matters that are internal to a specific Clan.

WIP
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:23 am, edited 5 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XIII: Technology Levels

Postby Fiduses and Diuses » Mon Oct 25, 2010 6:26 pm

Level Zero
"Stone Age"
Suggested Requirements:
Development of language(s).
Development of basic tool use(generally stone).
Development of agriculture.

Level One
"Bronze/Iron Age"
Suggested Requirements:
Development of cities/towns/large groupings.
Development of metal tools.
Development of "armies."
Development of written language(s).

Level Two
"Age of Reason"
Suggested Requirements:
Development of Kinetic weapons(using explosives as propellant.)
Further development of education, universities and other formal matters start appearing.
Development of Germ Theory.

Level Three
"Industrial Age"
Suggested Requirements:
Development of Nuclear power/weaponry.
Development of Electronics including computers.
Development of "unmanned" space flight limited to interplanetary.
Discovery of genetic material.

Level Four
"Information Age"
Suggested Requirements:
Development of (direct) genetically engineered plants and/or animals.
Development of personnel computing.
Development of wide spread networking(ie an Internet).
Start of kinetic weapons(propelled by magnetic fields).
Start of Light Amplification by Stimulated Emission of Radiation ie Lasers.
Development of "manned" space flight limited to interplanetary.
Development of genetic manipulation.

Level Five
"Fusion Age"
Suggested Requirements:
Development of "true" AIs.
Development of Quantum Computing.
Further development of kinetic weapons(propelled by magnetic fields) into personal and/or space vessel based combat.
Further development of Light Amplification by Stimulated Emission of Radiation into space vessel based combat.
Invention of an efficient, non expendable energy source generally fusion.
Cybernetics start becoming better than originals.
Harnessing of entire (Earth like) planet's resources including energy complete.
"Unmanned" space flight to other solar systems becomes common place.
Genetic manipulation has become common place.(of animals/plants and of themselves.)

Level Ten
"Gravity Age"
Suggested Requirements:
Development of an efficient Inertia damper/gravity manipulation.
Development of Faster than Light Travel.
Further development of Light Amplification by Stimulated Emission of Radiation into "man" portable forms.
Harnessing of solar system wide resources becomes common place.
Construction of megastructures the size of continents/asteroids has become common place.
Development of uplifting.(bestowing of sapience and/or tech upon other species.)

Level Eleven
"Energy Age"
Development of backwards time travel.
Development of personnel (energy) shielding.
Harnessing of entire galaxies worth of resources has become available.
Construction of megastructures the size of moons/planets has become common place.

Level Twelve
"God Age"
Construction of megastructures the size of solar systems/galaxies/pocket universes has become common place.
Creation of life from whole cloth is common place along with manipulation of other life forms.
Direct manipulation of time-space is possible and has become common place.
Immortality has been reached.
Everything that can be learned has been.
Manipulation of physic constants is possible.
Harnessing of entire observable universe worth of resources has become available.

Note(s): One can be of different technology levels for example one can have the cybernetics of Fusion Age yet still only have the kinetic weapons of the Reason Age.

Sources: 1, 2, 3
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:24 am, edited 2 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XIV: Articles of Collection

Postby Fiduses and Diuses » Mon Oct 25, 2010 6:32 pm

Articles of Collection
We the Species of the Collection of Interstellar Species, in order to form a more perfect union, establish justice, insure domestic tranquility, provide for the common defence, promote the general welfare, and secure the blessings of liberty to ourselves and our offspring, do ordain and establish this constitution for the Collection of Interstellar Species.

Article 1, The Council

Section 1
All legislative powers herein granted shall be vested in a Central Council of species.

Section 2
This Central Council shall consist of members chosen every five years by the people of several species.

No being except a citizen of the Collection, shall be eligible to the Central Council, neither shall any being be eligible to that council who shall not have attained to the age of maturity within their species, and been ten years a resident within the Collection.

Each member species of this Collection shall have one member on the Council, a single separate seat shall remain open for special delegations.

Each member shall have one vote.

Before s/he/it/they enter on the execution of her/his/its/their office, s/he/it/they shall take the following oath or affirmation:

"I do solemnly swear (or affirm) that I will faithfully execute the Office of the Central Council of the Collection of Interstellar and Species, and will to the best of my ability, preserve, protect and defend the constitution of this Collection."

The Senior Khan once chosen by the Council shall have an honorary seat but shall have no vote, unless they be equally divided.

In case of the removal of a Councilor from office, or of her/his/its/their death, resignation, or inability to discharge the powers and duties of the said office, the remaining Central Council Councilors shall declare what officer shall then act as Councilor, and such officer shall act accordingly, until the disability be removed, or a new Councilor elected.

This Central Council and every following Central Council shall chose their Speaker and officers, and shall have the power of Impeachment.

The Central Council shall have the sole power to try all impeachments. When sitting for that purpose, they shall be on oath or affirmation.

And no being shall be convicted without the concurrence of two thirds of the members present.

Judgment in cases of impeachment shall not extend further than to removal from office, and disqualification to hold and enjoy any office of honor, trust or profit under the Collection: but the party convicted shall nevertheless be liable and subject to indictment, trial, judgment and punishment, according to Law.

Section 3 - Elections, Meetings
The times, places and manner of holding elections for Central Council members, shall be prescribed in each planet by the Local Council thereof; but the Central Council may at any time by law make or alter such regulations, except as to the place of chusing Councilors.

The Council shall assemble at least once in every quarter.

Section 4 - Membership, Rules, Journals, Adjournment
Each Central Council shall be the judge of the elections, returns and qualifications of its own members, and a majority of each shall constitute a quorum to do business; but a smaller number may adjourn from day to day, and may be authorized to compel the attendance of absent members, in such manner, and under such penalties as each Central Council may provide.

Each Central Council may determine the rules of its proceedings, punish its members for disorderly behavior, and, with the concurrence of two-thirds, expel a member.

Each Central Council shall keep a record of its proceedings, and from time to time publish the same, excepting such parts as may in their judgment require secrecy; and the Yeas and Nays of the members of the Council on any question shall, at the desire of one fifth of those present, be entered on the record.

Section 5 - Compensation
The Central Council members shall receive a compensation for their services, to be ascertained by law, and paid out of the treasury of the Collection. They shall in all cases, except treason, felony and breach of the peace, be privileged from arrest during their attendance at the session of their Central Council, and in going to and returning from the same; and for any speech or debate in the Central Council, they shall not be questioned in any other place.

No Central Council member shall, during the time for which s/he/it/they was elected, be appointed to any civil office under the authority of the Collection which shall have been created, or the emoluments whereof shall have been increased during such time; and no being holding any office under the Collection, shall be a member of the Central Council during their continuance in office.

Section 10 - Revenue Bills, Legislative Process
All bills for raising revenue shall originate in the Local Councils; but the Central Council may propose or concur with amendments as on other bills.

Every bill which shall have passed the Central Council shall become a Law.

Section 11 - Powers of the Council
The Central Council shall have power to lay and collect taxes, duties, imposts and excises, to pay the debts and provide for the common defence and general welfare of the Collection; but all duties, imposts and excises shall be uniform throughout the Collection;

To borrow money on the credit of the Collection;

To regulate commerce with foreign Clans, and among the several Clans, and with the non member species;

To establish an uniform rule of naturalization, and uniform laws on the subject of bankruptcies throughout the Collection;

To coin money, regulate the value thereof, and of foreign coin, and fix the standard of weights and measures;

To provide for the punishment of counterfeiting the securities and current coin of the Collection;

To establish post offices and post lanes;

To promote the progress of science and arts, by securing for limited times to authors and inventors the exclusive right to their respective writings and discoveries;

To constitute tribunals;

To define and punish piracy and felonies committed on the high seas or space, and offenses against the law of the Clans;

To declare war, grant letters of marque and reprisal, and make Rules concerning captures on land, water and space;

To raise and support armies.;

To provide and maintain a navy in both the water and space base sense;

To make rules for the government and regulation of the land and naval forces;

To provide for calling forth the militia to execute the laws of the Collection, suppress insurrections and repel invasions;

To provide for organizing, arming, and disciplining the militia, and for governing such part of them as may be employed in the service of the Collection, reserving to the Local Councils respectively, the appointment of the officers, and the authority of training the militia according to the discipline prescribed by the Central Council;

To exercise exclusive Legislation in all cases whatsoever, over such station as may, by cession of particular Local Councils, and the acceptance of Central Council, become the seat of the government of the Collection, and to exercise like authority over all places purchased by the consent of the Legislature of the clan in which the same shall be, for the erection of forts, magazines, arsenals, dock-yards, and other needful buildings; And

To make all laws which shall be necessary and proper for carrying into execution the foregoing Powers, and all other Powers vested by this Constitution in the government of the Collection, or in any department or officer thereof.

During times of invasion or insurrection, the Central Council shall appoint a Senior Khan to act as the Commander in Chief of the Army, Navy, Air Force of the Collection, and of the Militia of the several clans, when called into the actual service of the Collection; this Senior Khan shall serve until the Central Council declares the crisis ended. During this time s/he/it/they shall have power to grant reprieves and pardons for offenses against the Collection, except in cases of impeachment and treason.

The Central Council shall have power, to make Treaties, and shall nominate, and with a majority, shall appoint ambassadors, other public ministers and consuls, and all other officers of the Collection, whose appointments are not herein otherwise provided for, and which shall be established by law.

Section 12 - Limits on the Council
The privilege of the writ of Habeas Corpus shall not be suspended, unless when in cases of rebellion or invasion the public safety may require it.

No bill of attainder or ex post facto law shall be passed.

No tax or duty shall be laid on articles exported from any Clan.

No preference shall be given by any regulation of commerce or revenue to the ports of one Clan over those of another: nor shall vessels bound to, or from, one Clan, be obliged to enter, clear, or pay duties in another.

No money shall be drawn from the Treasury, but in consequence of appropriations made by law; and a regular statement and account of the receipts and expenditures of all public money shall be published from time to time.

Sub Section 1
The judicial power of the Collection of Interstellar Species shall be vested in one Supreme Court, and in such inferior courts as the Central or Local Council may from time to time ordain and establish. This Supreme Court shall be composed of a rotating three member panel composed from Central Council members or their chosen representatives.

Sub Section 2 - Trial by Jury, Original Jurisdiction, Jury Trials
The judicial power shall extend to all cases, in law and equity, arising under this constitution, the laws of the Collection, and treaties made, or which shall be made, under their authority; to all cases affecting ambassadors, other public ministers and consuls; to all cases of admiralty, maritime and spacial jurisdiction; to controversies to which the Collection shall be a party; to controversies between two or more clans; between a clan and citizens of another clan; between citizens of different clans; between citizens of the same clans claiming lands under grants of different clans, and between a clan, or the citizens thereof, and foreign clans, citizens or subjects.

In all cases affecting ambassadors, other public ministers and consuls, and those in which a clan shall be party, the Supreme Court shall have original jurisdiction. In all the other cases before mentioned, the Supreme Court shall have appellate jurisdiction, both as to law and fact, with such exceptions, and under such regulations as the Central Council shall make.

The trial of all crimes, except in cases of impeachment, shall be by jury; and such trial shall be held in the clan holdings where the said crimes shall have been committed; but when not committed within any holdings, the trial shall be at such place or places as the Central Council may by law have directed.

Sub Section 3 - Treason
Treason against the Collection, shall consist only in levying war against them, or in adhering to their enemies, giving them aid and comfort. No being shall be convicted of treason unless on the testimony of three witnesses to the same overt act, or on confession in open court.

The Central Council shall have power to declare the punishment of treason, but no attainder of treason shall work corruption of blood, or forfeiture except during the life of the being attained.

Section 13 - Powers prohibited of Local Councils
No Local Councils shall enter into any treaty, alliance, or confederation; grant letters of marque and reprisal; coin money; emit bills of credit; make any thing but gold and silver coin a tender in payment of debts; pass any bill of attainder, ex post facto law, or law impairing the obligation of contracts.

No Local Council shall, without the consent of the Central Council, lay any imposts or duties on imports or exports, except what may be absolutely necessary for executing it's inspection laws: and the net produce of all duties and imposts, laid by any Local Council on imports or exports, shall be for the use of the treasury of the Collection; and all such laws shall be subject to the revision and control of the Central Council.

No Local Council shall, without the Consent of the Council, lay any duty of tonnage, engage in war, unless actually invaded, or in such imminent danger as will not admit of delay.

Section 14 - Disqualification
All civil officers of the Collection shall be removed from office on impeachment for, and conviction of, treason, bribery, selling of Collection citizens into slavery or other high crimes and misdemeanors.

Article II - The Clans or Local Councils

Section 1 - Each Clan and Local Councils to Honor all others
Full faith and credit shall be given in each clan to the public acts, records, and judicial proceedings of every other clan. And the Central Council may by general laws prescribe the manner in which such acts, records and proceedings shall be proved, and the effect thereof.

Section 2 - Clan citizens, Extradition
A being charged in any clan with treason, felony, or other crime, who shall flee from justice, and be found in another clan's holding, shall on demand of the local council of the clan from which s/he/it/they fled, be delivered up, to be removed to the clan having jurisdiction of the crime.

Section 3 - New Clans
New clans may be admitted by the Central and the Local Council into this Collection; but no new clans shall be formed or erected within the jurisdiction of any other clan; nor any clan be formed by the junction of two or more clans, or parts of clans, without the consent of the two third majority of the clan members concerned as well as of the Central Council.

The Central Council shall have power to dispose of and make all needful rules and regulations respecting the territory or other property belonging to the Collection; and nothing in this constitution shall be so construed as to prejudice any claims of the Collection, or of any particular clan or Local Council.

Section 4 - Government
The Collection shall guarantee to every clan in this Collection a form of government to their choosing, and shall protect each of them against invasion; and on application of the Central Council against domestic violence.

Article III - Amendment

The Central Council, whenever two thirds of them shall deem it necessary, shall propose amendments to this constitution, or, on the application of the Local Councils of two thirds of the clans, shall call a convention for proposing amendments, which, in either case, shall be valid to all intents and purposes, as part of this constitution, when ratified by the Local Councils of three fourths of the several clans, or by conventions in three fourths thereof, as the one or the other mode of ratification may be proposed by the Central Council; and that no member species, without its consent, shall be deprived of its equal suffrage in the Central Council.

Article IV - Debts, Supremacy, Oaths
All debts contracted and engagements entered into, before the Adoption of this Constitution, shall be as valid against the Collection under this constitution, as under the respective arrangements.

This constitution, and the laws of the Collection which shall be made in pursuance thereof; and all treaties made, or which shall be made, under the authority of the Collection, shall be the supreme law of the Collection; and the judges in every clan shall be bound thereby, any thing in the constitution or laws of any clan to the contrary notwithstanding.

The Collection members before mentioned, and the members of the several Local Councils, and all executive and judicial officers, both of the Collection and of the several clans, shall be bound by oath or affirmation, to support this constitution; but no religious test shall ever be required as a qualification to any office or public trust under the Collection.

The Amendments
The following are the Amendments to the Constitution.

Amendment 1 - Freedom of Religion, Press, Expression.
The Central Council shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof; or abridging the freedom of speech, or of the press, or of the extranet/otherwise written word; or the right of the people peaceably to assemble, and to petition the government for a redress of grievances.

Amendment 2 - Right to Weaponry.
A well regulated Militia, being necessary to the security of a free clan, the right of the people to keep and use weapons, shall not be infringed.

Amendment 3 - Search and Seizure.
The right of the people to be secure in their persons, houses, papers, and effects, against unreasonable searches and seizures, shall not be violated, and no warrants shall issue, but upon probable cause, supported by oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized except during times of open revolt or invasion.

Amendment 4 - Trial and Punishment, Compensation for Takings.
No person shall be held to answer for a capital, or otherwise infamous crime, unless on a presentment or indictment of a grand jury, except in cases arising in the land or naval forces, or in the militia, when in actual service in time of war or public danger; nor shall any person be subject for the same offense to be twice put in jeopardy of life; nor shall be compelled in any criminal case to be a witness against himself, nor be deprived of life, liberty, or property, without due process of law; nor shall private property be taken for public use, without just compensation.

Amendment 5 - Right to Speedy Trial, Confrontation of Witnesses.
In all criminal prosecutions, the accused shall enjoy the right to a speedy and public trial, by an impartial jury of his/her/its/their clan and district wherein the crime shall have been committed, which district shall have been previously ascertained by law, and to be informed of the nature and cause of the accusation; to be confronted with the witnesses against him; to have compulsory process for obtaining witnesses in his favor, and to have the Assistance of Counsel for his defence.

Amendment 10 - Trial by Jury in Civil Cases
In suits at common law, where the value in controversy shall exceed twenty credits, the right of trial by jury shall be preserved, and no fact tried by a jury, shall be otherwise re-examined in any court of the Collection, than according to the rules of the common law.

Amendment 11 - Cruel and Unusual Punishment.
Excessive bail shall not be required, nor excessive fines imposed, nor cruel and/or unusual punishments inflicted.

Amendment 12 - Construction of Constitution.
The enumeration in the Constitution, of certain rights, shall not be construed to deny or disparage others retained by the people.

Amendment 13 - Powers of the Clans and People.
The powers not delegated to the Collection by the Constitution, nor prohibited by it to the clan, are reserved to the clans respectively, or to the people.

Amendment 14 - Citizenship Rights.
1. All persons born or naturalized in the Collection, and subject to the jurisdiction thereof, are citizens of the Collection and of the clan wherein they reside. No clan shall make or enforce any law which shall abridge the privileges or immunities of citizens of the Collection; nor shall any clan or Local Council deprive any person of life, liberty, or property, without due process of law; nor deny to any person within its jurisdiction the equal protection of the laws.

2. The Central Council shall have power to enforce, by appropriate legislation, the provisions of this article.

Amendment 15 - Status of Income Tax Clarified.
The Central Council shall have power to lay and collect taxes on incomes, from whatever source derived, without apportionment among the several clans, and without regard to any census or enumeration.

Amendment 20 - Poll Tax Barred.
1. The right of citizens of the Collection to vote in any primary or other election for Central Council, Local Council, or any other elected office shall not be denied or abridged by the Collection or any clan or Local Council by reason of failure to pay any poll tax or other tax.

2. The Central Council shall have power to enforce this article by appropriate legislation.

Signatures
Done in Convention by the Unanimous Consent of the clans present the five hundredth and one years After Federation. In Witnesses whereof We have hereunto subscribed our Names.

Signatures and clan stamps
Azrail(X)
Image
Eshu(X)
Image
Jabru(X)
Image
Ogbunabali(X)
Image
Shinigami(X)
Image
Whiro(X)
Image
Wōden(X)
Image
Varuna(X)
Image
Pollux(X)
Image
Bothnia(X)
Image
Chryse(X)
Douglas(X)
Fermion(X)
Anorthoclase(X)
Glycerol(X)
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:25 am, edited 4 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XV: Economy, Politics, and Population

Postby Fiduses and Diuses » Mon Oct 25, 2010 6:40 pm

Economy
Galactic Credit
As running a multi system economy is an immense undertaking requiring the services of entire clans. It was felt a galactic standard currency able to be used and traded throughout Collection Space was required. As such the Galactic Credit(GC) was born. As different species have differing views on what is and is not valuable, the credit would have little to no inherent value instead being based on the consumer's confidence of the central authority. As such the GC has seen frequent fluctuations in usage and value. As many see electronic transfer as both easier and safer to use(and track) the primary Galactic Credit is fully electronic. As such many Clans have found it easy to level out the playing field so to speak increasing and decreasing the relative amounts a given position "makes" depending on the number of said positions and their "worth" to the clan. For an example there is a decrease in number of mill workers due to disease to help remedy the situation mill bosses may see their luxury wages cut and their workers increase.

Wages and Luxuries
Many clans have found that paying an universal wage allowing all clans members to buy basic necessities (water, food, basic health-care on the most primitive/under developed. Electricity and certain other services on more developed worlds.) and regulating or otherwise owning at least one of such "companies" to keep cost stable helps to keep all clan members productive and relatively happy.
Most jobs still pay a luxury wage and job movement is kept free as much as possible (plumber to physicist is uncommon but not unheard of.) allowing clan members to partake in goods and services not deemed needed for a productive life.

Trade
As Faster Than Light space travel is not always stable(see Great Crash of 150 AF for further details) many worlds find it best to try and remain self supporting as much and as quickly as possible. Still many worlds have found themselves blessed with an overburdened in certain resources and a underabundance of others. As such development of local industry is
greatly enhanced or lessened leading to an unbalance of advanced technological goods further leading to various worlds specializing in certain luxury goods. For example worlds with stable climates and decent soil producing sweet fruits and wines or ones rich in industrial ores creating electronics. This leads into many clans expanding into specific industries and developing certain technologies.

Clans and their key exports, imports, and services
Azrail: Military Vessels. Agriculture Goods. Transporting of goods and personnel.
Eshu: Subsystems. Finished Products. Research and initial development.
WIP

Population Stats
Important Population Centers
Prime System
Melkor Mega
Manwë Super
Súlimo Mega
Ulmo Großstadt
Eärendil Großstadt
Galdor Super
Gelmir Mega
Olwë Super
Tinúviel Großstadt
Undómieldorf

Top Clans' Population
Azrail Clan(Disuse): 4,353,564,672 Members
Jabru Clan(Disuse): 725,594,112 Members
Fermion Clan(Klachon): 429,981,696 Members
Douglas Clan(Wezan): 35,831,808 Members
Eshu Clan(Fiduse): 20,155,392 Members
Bothnia Clan(Exalants): 6,718,464 Members
Beta Boötes Clan(Eekon): 3,359,232 Members
Marrowbud Clan(Falcestope): 2,985,984 Members
Chryse Clan(Xneso): 559,872 Members
Glycerol Clan(Jolisax): 33,177 Members
Goldspark Clan(Ymersalu): 20,736 Members
Anorthoclase Clan(Yzago): 72 Members

Average Species Offspring Survival Rate
Klachon 600.25 per queen
Exalant 20.10 per pairing, single pair, death of parents after single hatching 95% of time
Disuse 3.04 offspring per pairing, 3.10 pairs
Falcestope 3.02 per split, single organism
Xneso 2.86 offspring per pairing, three cycles multiple partners
Wezan 2.31 per pairing, singe pair
Eekon 2.30 offspring per pairing, 1.01 pair, breeding limited to top 10%
Jolisax 2.22 per pairing, single bull multiple female.
Fiduse 1.24 offspring per pairing, 2.01 pairs per lifespan
Ymersalu 1.08 splinter per pairing
Yzago Unknown, programs maybe effectively immortal, central zone still unexplored


Age Distribution
Image

GOSB=Generation of Sorrow Begins, first sign of the corruption.
GOSE=Generation of Sorrow Ends, corruption is finally purged.

Population Center Types
Heim/Clan Dwelling: less than or equal to 6 permanent members
Lese/Gathering: less than or equal to 36
Lager/Camp: less than or equal to 200
Dörfchen/Hamlet: less than or equal to 1,200
Dorf/Village: less than or equal to 7,200
Setzung/Settlement: less than or equal to 43,200
Stadt/Town: less than or equal to 259,200
Großstadt/City: less than or equal to 1,555,200
Mega: less than or equal to 9,331,200
Super: less than or equal to 55,987,200
Bürg/Greatious: less than or equal to 335,923,200
Volk/Hive: greater than Greatious

Common Collection Languages and their Speakers
Galactic Standard Fiduse(/German) 85% Fluent, 60% as primary
Galactic Standard Disuse: 45% Fluent, 35% as primary
Galactic Standard Klachon: 33% Fluent, 2.5% as primary
Galactic Standard Eekon(/Latin): 22% Fluent, 1.5% as primary
Galactic Standard FLI: 15% Fluent, .8% as primary
Prime Fiduse: 10% Fluent, .1% as primary

Define
Fluent: Can have a full and meaningful conversation in the language.
Primary: The language that one first learned and is generally most familiar with.
Collection: As the Federation grew it was found that a central authority was ever greatly needed but paradoxically was ever harder to establish and maintain. As such, as greater number of species joined the meaning of Federation became looser and looser leading to a great gathering of 499 AF were among other issues and discussions the renaming of the central authority. Amongst many candidates the Collection of Interstellar Species or Collection won the greatest number of votes among the delegates and became the official name of the updated and upgraded central authority.
Offspring Survival Rate: On average the number of offspring that survive to their specie's breeding age.

Government
Long Name: Federal Constitutional Collection of Interstellar Species
Official Name: Collection of Interstellar Species
Common Name: Collection, CIS
Capital: Official: Moreau Station, Historical Prime III
Administrative divisions: Collection -> Sector -> Planet -> Clan.
Date of Founding: 501 AF
Suffrage: All citizens of maturity age.
Citizenship: All persons in the Collection until age of maturity for their species; completion of a five year term in military, university and/or other clan/governmental service grants a full and permanent citizenship. During completion of term, all persons are considered temp citizens allowing voting in clan and planet wide elections, and granting of most rights and responsibilities excluding those of reproduction.
International Treaties: The Earth 2050 ban against WMD usage, The Earth 2050 proper usage of FTL and time travel regulation.
Political Parties: Thousands. *Click* *Whirl* processing... I hate you.
Adventurers Of The Future
Alien Adventurers
Aztel Explorers
Choir Of Negavandals
Conspiracy Of Necrorangers
Corps Of Vandals
Daath Crasher
Dawn Authority
Dinogentlemen Of Evil
Dragon Atomi N
Dynamyriad
Epsilon Nitrodestroyers
Eucharist Motor
Explorers Of Aliens
Explorers Of Eternity
Explorers Of Gold
Explorers Of Silver
Explorers Of The Infinite
Explorers Of The Past
Explorers Of The Planets
Explorers Of The Sexy Times
Explorers Of The Stars
Explorers Of Time
Explorers Of The Beautiful
Explorers Of The Ugly
Explorers Of The Unknowable
Explorers Of The Unknowable Past
Explorers Of The Unknowable Past and Future
Explorers Of The Unknowable Past, Present and Future
Explorers Of The Unknowable Past, Present and Future as well as the microscopic
Explorers Of The Unlockable
Explorers Of The Unlockable Past
Explorers Of The Unlockable Past and Present
Explorers Of The Unlockable Past, Present and Future
Five Star Spectral Chi
Fractal Machine Gamma
Freezing Zob
Genetics Chemomotors
Genetics Solar Biological
Gog Process
Grant Specialty Publishing
Instructional Chemical
Jackson Mantics
Kodiak
Lindsay Tronics
Machine Metal Knights
Mecha Missile Robot Formation Psi
...
*Click* search stopped

The Central Council of the Collection of Interstellar Species
Commonly referred to as the Central Council, it resides on the top of the hierarchy that is the Collection Government, its twelve member body is composed of a single councilor from each of the primary species in the Collection with a special thirteenth spot for special delegations from other species be they FLAI, Hurtians, or Zoervhsuortuns. Combining many of the aspects of previous democratic governmental branches into one body, the Central Council is a hybrid of legislative, executive and judicial powers and responsibilities. The Central Council creates and passes laws, enforces them through both the SPECTRES and the composing members fleets and hears and acts upon any challenges brought before it, be they from lower councils or groupings of concerned individuals. While they may overturn local Councils in military, diplomatic, and other matters that require the attention of multiple planets and/or clans. The Council generally prefer to defer inter-collection taxes and duties, regulation of corporations and trade and the creation/granting of clan status to the local councils.

Any species granted an embassy on the Moreau is considered an associate member, bound by the accords of the Articles of Collection. Associate members may bring issues to the attention of the Council, though they have minimal impact on their final decision.

Local Councils
Commonly referred to as the Council(s), these groupings are almost universally composed of elected representatives of various clans and sub-clans, while the exact number, age, and composition of members varies from body to body. These Council(s) do generally tend to create and pass laws, enforce the laws through local police and military units, and hear and act upon any important judicial challenges.

Articles of Collection
The Founding Document of the Collection, first written and signed in 501 AF that outlines the duties, responsibilities and rights of The Central Council of the Collection of Interstellar Species, Local Councils and their citizens. More information may be found in Section XIV.
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:25 am, edited 2 times in total.

User avatar
Fiduses and Diuses
Chargé d'Affaires
 
Posts: 461
Founded: Oct 27, 2008
Ex-Nation

Section XVI: Vessels in the Fleets

Postby Fiduses and Diuses » Mon Oct 25, 2010 7:05 pm

Carrier

Defenders Class

CSV(Collection Space Vessel) Nyx, Prototype, core of Alpha Fleet
CSV Aether, completed, reserves
CSV Erebus, Finished, core of Alpha garrison fleet
CSV Hemera, completed, core of Theta garrison fleet
CSV Cronus, completed, Delta Fleet
CSV Chronos, completed, core of Acamar garrison fleet
CSV Tartarus, completed, reserves
CSV Thalassa, completed, reserves
CSV Phoebe, completed, active
CSV Selene, completed, active

Missiles Boat

Obsidian Class

CSV Photoflyer VI, completed, Alpha fleet
CSV Chiron X, completed, Alpha fleet
CSV Hawk IX, completed, Theta fleet
CSV Ares VI, completed, Alpha fleet
CSV Armobeamer, completed, Delta fleet
CSV Odin X, completed, reserves
CSV Nova VI, completed, reserves
CSV Tyr IX, completed, reserves
CSV Lionoh, completed, reserves
CSV Atlas IV, completed, reserves


Frigate

Tartarus Class
CSV Jericho Guard, completed, Alpha Fleet
CSV Grail Ward, completed, Alpha Fleet
CSV Kether Wall, completed, Theta Fleet
CSV Kether Ward, completed,Theta Fleet
CSV Shamballah Protector, completed, Delta Fleet
CSV Testament Buffer, completed, Delta Fleet
CSV Urizen Armor, completed, Delta Fleet
CSV Mana Protector, completed, Delta Fleet
CSV Merkaba Architecture, completed, Delta Fleet
CSV Merkaba Oscillator, completed, Delta Fleet
CSV Netzach Nexus, completed, Theta Fleet
CSV Saint Axiom, completed, Alpha Fleet

Supplier

Onyx Class
CSV Recall Fluid, completed, Alpha Fleet
CSV Smellorg, completed, Theta Fleet
CSV Pyropatch, completed, reserves
CSV Subdermal Dermopreserver, completed, Delta Fleet
CSV Transmuting Limb, completed, reserves
CSV Intrinsic Mucosa, completed, reserves
CSV Optical Dermoanalyzer, completed, reserves
CSV Perspiration Digitizer, completed, reserves
CSV Rapid Pyrocontigation, completed, reserves
CSV Skeletal Cognitionyzer, completed, reserves


Minelayer

Alastor Class
CSV Astral Lies completed, Alpha Fleet
CSV Chaotic Murderer, completed, Theta Fleet
CSV Frozen Stiletto, completed, Acamar Fleet
CSV Princess Orahalcium, completed, Alpha Fleet
CSV Duchess Noterierty, completed, Theta Fleet
CSV Compassionate Bishop, completed, reserves
CSV Enchanted Cleric, completed, reserves
CSV Crazed Nanny, completed, reserves
CSV Deadly Priest, completed, reserves
CSV Haunted Emperor, completed, reserves
CSV Shadowed Gambler, completed, reserves
CSV Unknown Prince, completed, reserves

Battlecruiser

Flamepyr Class
CSV Eternity Honor completed, garrison with Alpha Fleet
CSV Edgesaber completed, garrison with Theta Fleet
CSV Howlcomet completed, garrison with Acamar Fleet
CSV Songbane complete, first contact with the Hurtians

Assault Vessel

Nerevarine Class

CSV Adacar, completed, reserves
CSV Aherisi, completed, reserves
CSV Alirave, completed, reserves
CSV Arona, completed, reserves
CSV Ayalaza, completed, reserves
CSV Ayomotet, completed, reserves
CSV Daske, completed, reserves
CSV Denornir, completed, reserves
CSV Diramoot, completed, reserves
CSV Ereer, completed, reserves
CSV Fadisalu, completed, reserves
CSV Ilakaro, completed, reserves
CSV Irakox, completed, reserves
CSV Kebexcax, completed, reserves
CSV Loriren, completed, reserves
CSV Naxature, completed, reserves

Hospital

Bragi Class

CSV Agathodaemon, completed, Alpha Fleet
CSV Glanis, completed, Theta Fleet
CSV Osiris, completed, Acamar Fleet
CSV Han Xiang, completed, reserves

Repair and Rearm

Branka Class
CSV Auhi, completed, reserves
CSV Dore, completed, reserves
CSV Dtor, completed, reserves
CSV Fugo, completed, reserves
CSV Geh, completed, reserves
CSV Genik, completed, reserves
CSV Her, completed, reserves
CSV Hicase, completed, reserves
CSV Hinbe, completed, reserves
CSV Iode, completed, reserves
CSV Kodu, completed, reserves

Destroyer

Lóðurr Class

CSV Blaze, completed, Alpha Fleet
CSV Lóthurr, completed, Theta Fleet
CSV Lodhur, completed, Acamar Fleet
CSV Vyneland, completed, reserves

Explorer

CryoFlame Class
CSV Astral, completed, reserves
CSV Warlock's Bane, completed, reserves
CSV Orcale, completed, reserves
CSV Data, completed, reserves
CSV Necromancer's Architecture, completed, reserves
CSV Necromancer's Modem, completed, reserves
CSV Necromancy Edge, completed, reserves
CSV Necromancy Inversion, completed, reserves
CSV Necromantic Weapon, completed, reserves
CSV Sorceror's Motor, completed, reserves

Satellites

Starbases Class
CSS(Collection Space Satellite) Theta Eridani, completed, Prime System
CSS Ain, completed, Prime System
CSS Algol, completed
CSS Tabit, completed
CSS Megrez, completed

Orbital Construction Yards
OCY 1, orbit around Prime IV(gas giant)
OCY 2, orbit around Prime IV(gas giant)
OCY 3, orbit around Prime V(Neptune like giant)
OCY 4, orbit around Prime VI
OCY 5, orbit extrasolar
OCY 6, orbit extrasolar

AOWS

"Blessed Bow" Class
CSS Ash, completed, Prime II
CSS Ebony, completed, Prime III
CSS Willows, completed, Prime IV
CSS Yumi, completed, Acamar

"Palladium Lance" Class
Contus, completed, Prime II
Kontos, completed, Prime III
Kontarion, completed, Prime IV
Hastilude, completed, Acamar

"Golden Arrow" Class
CSS Bodkin, completed, Prime II
CSS Judo, completed, Prime III
CSS Flu-Flu, completed, Prime IV
CSS Fyre, completed, Acamar

"Silver Javelin" Class
CSS Atlas, completed, Prime II
CSS Peltast, completed, Prime III
CSS Hastati, completed, Prime IV
CSS Almogavar, completed, Acamar

Civilian

Colony

Colonizer Class
The Sol Emperor completed, reserves
The Psisigma, completed, reserves
The Time Hound, completed,Delta Fleet
The Horus Chi, completed, reserves
The Sentinel Two, completed, reserves

Ark Class
The Machine Guard, completed, reserves
The High Gunner, completed, reserves
The Legion, completed, reserves
The Battalion, completed, reserves
The Victors, completed, reserves

Imp Class
The Perfect Arrow, completed, colonized
The Machpharoah, completed, colonized
The Negazam, completed, colonized
The Master Eagle, completed, colonization effort
The Crusade Phantom, completed, colonization effort
The Blitz Hammer, completed, colonization effort
The Panzer Wolf, completed, colonization effort
The Stellar Spider, completed, colonization effort
The Artemis Sigma, completed, colonization effort
The Pluto Upsilon, completed, colonization effort
The Cosmic Khan, completed, colonization effort


Salvage

Hœnir Class
The Camelatron, completed, reserves
The Spoonix, completed, reserves
The Asbestostyrant, completed, reserves
The Mascaratron, completed, reserves

Cruiser

Heimdellr Class
The Armenian, completed, reserves
The Bloud, completed, reserves
The Frostfury, completed, reserves
The Icepyre, completed, reserves

Mining

Nerthus Class
The Dagon, completed, reserves
The Ato, completed, reserves
The Shivo, completed, reserves
The Xochipilli, completed, reserves

Njörðr Class
The Antisquid, completed, reserves
The Dune Lady, completed, reserves
The Titan, completed, reserves
The Space Dancer, completed, reserves

Note: There is more planned for each class as resources are stockpiled
Last edited by Fiduses and Diuses on Tue Feb 22, 2011 7:17 am, edited 7 times in total.

User avatar
TeddyNall
Political Columnist
 
Posts: 2
Founded: Apr 19, 2011
Ex-Nation

Postby TeddyNall » Mon May 09, 2011 9:30 am

You should write a Sci-Fi novel based on this =)



Advertisement

Remove ads

Return to Factbooks and National Information

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads