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Interstellar Age (Worldbuilding, FT RP Group, Sign UP/OOC)

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Damak Var
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Posts: 4854
Founded: May 07, 2006
Ex-Nation

Interstellar Age (Worldbuilding, FT RP Group, Sign UP/OOC)

Postby Damak Var » Sat Jan 10, 2015 9:09 pm

Interstellar Age
WORLDBUILDING, FT REGION, RP GROUP


Archive

READ FIRST:This is not an RP signup. This is an RP Group signup for a sort of FT Region (well its exactly that) and my first FT RP effort. A very ambitious project that I had in mind and have been planning for sometime. In this RP Group, you'll be creating an interstellar alliance/federation/empire/whatever and doing in depth world building with it. From politics, culture, economy, military and all other things that make up a nation. The idea is that RPs will be created from this RP Group and taking place in the one we build. These can be anything from small scale character RPs, adventures into uncharted space, political conventions all the way to large interstellar wars. Every RP will fit into the canon of the world.

Image

By the year 2123 AD, the End Times War broke out. Billions died in the fires that followed as nations and alliances unleashed their military might on each other for the last of a dying Earth. The war did not end due to the triumph of a victor. Rather, it was the inability to fight any longer as most of the world's industrial infrastructure was destroyed. At its end, less than 100 million people were left to meek out an existence on a planet that was soon to become uninhabitable. The destruction had poisoned the oceans, blackened the skies and created barren wastelands where there was once forests teaming with life.

But humanity was not without hope. A brilliant scientist invented a device that could tear through the fabric of space and time to create a wormhole. It would be the gateway to a new beginning. A place in the Universe where humanity could get a second chance. Thus, the greatest undertaking in human history began among the survivors. Knowing that remaining on Earth would inevitably end in Human extinction, they spent thirty years constructing the Flotilla of Salvation. A fleet of space faring vessels that would take the last of humanity to the edge of the Sol System where a ship called the Redemption would deploy the wormhole device and allow humanity to escape their doom. With great effort, the project was completed. Humanity said farewell to their home world and journeyed out into the stars. The wormhole launched them into a new galaxy, millions of light years away. This was a one way trip. For the Redemption had to be left behind in order to keep the wormhole open for the rest of the Flotilla.

The Flotilla arrived in this new galaxy which they named Nova Genesis. Fortune was on their side. To their surprise, they found not one, but many habitable worlds. Worlds with animal life and vegetation. So one by one, the Flotilla separated to colonize these new worlds until it was no more. Things went well for a time as the total human population ascended into the billions once again. The colonies seemed to be succeeding until what is known as the Great Calamity. In one unexplained cataclysmic event, all electronic devices across the new galaxy ceased to function and would not turn on. Communication between worlds was no longer possible. Without the technology they heavily relied upon, humanity was plunged back into the Iron Age overnight. Millions died in the wake of this disaster and civilization on each world had to be reborn at a far more primitive stage. Advancements in math, science and technology were forgotten as people fashioned bows and swords to fight each other.

Thousands of years later, man has taken to the stars once again ushering in a second interstellar age and have come back stronger than ever. Earth, the Flotilla of Salvation and the Great Calamity are nothing more than legends now. While the technology of wormhole creation is lost, there is still a vast galaxy to explore and conquer. The year is 324 AW (After Warp).


Who I am looking for

-Committed RPers who will continuously build their nation and create RPs set in the universe we will create.
-Advanced RPers. Any RP arising out of this group will have high standards for quality, detail, fairness and narrative.

Parameters

All factions created must be human who are the only sentient species in Nova Genesis, our galaxy. There are no aliens. The idea of this being an RP region, just in space. However, you will get to set the history of a human civilization from the ground up. Starting at an Iron Age level all the way to becoming an interstellar civilization. This gives you wide discretion on things like culture, government style and what not.

Your people were once part of the Flotilla of Salvation. Their group broke off to settle one of the many habitable worlds in Nova Genesis. The Great Calamity threw them back into the Iron Age where they lost contact with other human colonies in Nova Genesis and had to rebuild civilization from there. They went through their own version of history from the Iron Age, to the Industrial Revolution, Digital Revolution, to the rediscovery of warp technology (wormhole creation technology banned). It had to fight wars with swords and muskets. It had to relearn basic things like algebra, metallurgy, blood circulation, gunpowder, the laws of motion, electricity, the assembly line and interchangeable parts throughout the centuries. Your civilization has spread out from their planet to colonize new worlds. They've discovered the existence of humans elsewhere in the galaxy that spawned out of the Flotilla of Salvation. Perhaps there was already another civilization on some of these worlds that were colonized and your civilization conquered or annexed these worlds. Maybe your civilization is just an alliance of independent worlds. Finally, there is the politics and interactions between your civilization and other great interstellar civilizations. Every player civilization will start off knowing about other civs and having a high degree of interaction with them. Whether that be cooperation, trade or war. No player will start off isolated with no one having heard of their civ.

There are so many ways you can go about this like creating one of your worlds to be something like Pandora from Avatar (not exactly like, be original. Also no Na'vi). Not only are there the player nations. Pirate and mercenary bands roam Nova Genesis. There's criminal syndicates, overly greedy corporations and terrorist organizations as well. This galaxy is not a safe place. You may create these factions and play them as we go along.

It should also be noted that there is no way to get back to the Sol System or the Milky Way galaxy. No reason to go really as there is nothing to offer humanity there and the place is just a legend. There is no way to leave our own galaxy as dead space is too vast. Not to worry though. Much of Nova Genesis has yet to be charted and its a big place anyways.

The year is 324AW meaning 324 years since most civilizations galaxy wide have reinvented warp technology. You must have developed warp drives within a hundred years of 0 AW. That means you are eventually encouraged to lay in 324 years of your history with other players. Although, that is for later. It is also 27115 AD, about 25 thousand years after the detonation of the first atomic bomb on old Earth.

Banned
-Sentient species other than humans. Introducing them as an NPC or otherwise.
-Star Trek replicators and transporters. Teleportation in general.
-Eve Online jump clones, medical clones and capsules
-Human "enhancement" past a certain degree (genetic, cybernetic etc. we'll talk about it)
-Human enhancement in greater than 1% of the population. Even then, should be a rare thing. This RP is about human (regular humans) stories in an interstellar age.
-Medical technology has advanced considerably. However human lifespans still do not exceed 150 years. Average life span is 130 years.
-Resurrecting the dead
-The Force/Mass Effect Biotic Powers/Telepathy/Telekinesis (we can discuss Biotic powers)
-Overuse of automated systems, droids, robots, AI (should all be highly supplementary)
-Leaving Nova Genesis (its pretty damn big anyways)
-Time Travel
-Precognition
-May add more for balance
-Wormhole technology

Things You Have Wide Discretion On
-Government style
-Religion
-Creating fauna and flora of your worlds
-Culture
-Technology (within reason) but keep in mind whatever you create will available to all

Established Facets of the Universe
-Faster than light communication
-Universal translation cybernetic implants (rare)
-May add more as I think of them

Warfare
Warfare in this RP will have a high emphasis on combat between starships. Ground action, intelligence and covert operations will be important as well. More details on this to come.

Inspired By
Star Trek, Star Wars, Eve Online (mostly), Guardians of the Galaxy, Interstellar

IRC Chat
#interstellarage
PW: space

Application Below. For the app, do not worry about the exact details of your military yet. There is going to be a specific system for that. You can talk about your civ being militaristic if they are but do not go into specific ship designs and military doctrine. For the description, it is not necessary to delve into your history given you have thousands of years of history going from Iron Age to Interstellar Age. Mainly, focus on what your civilization is now. Of course, you may need to lay in some history to put foundation into this. Just don't focus on that. For Ethnic Groups, you are to create your own ethnic groups, their cultures and physical features. Keep in mind the people in this world have never heard of "Japanese" or "French". You are to create your own name for them to. Talk about it in your description if you would like.

Code: Select all
Main App 4747 (Leave This)
[b]Nation Full Name:[/b]

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each):
+Middle Worlds (0.5-3bil pop, 5k points each):
+Colonies (Less than 0.5 bil pop, 3k each):
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6):
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2):
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6):
+Standard of Living (Max = 50K):
+Political Unity (Max = 50K):
+Public Order (Max = 50k):
=Less than or equal to 300,000

Based on the above, fill out below.
[b]Name of Capital World:[/b]
[b]Government Style: [/b]
[b]Head of State: [/b]
[b]Head of Government:[/b]
[b]Economic Style:[/b]
[b]Major Ethnic Groups (may explain more in Description:[/b]
[b]Description (700 Words Minimum): [/b]

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:
Last edited by Damak Var on Wed Jun 03, 2015 2:50 pm, edited 14 times in total.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sat Jan 10, 2015 9:09 pm

How space and starship combat will work is explained below if you want to read ahead.

SPACE STATIONS

Capital Stations: Massive, hulking space stations orbiting planets or moons that can house thousands of people and where many ships can dock. They have their own vibrant communities. Stations are used as trading hubs, ship repair, ship maintenance, and heavy manufacturing (all at once). Myriad of defenses which can counter any kind of ship. Station armor and shielding far outclasses even the best Dreadnoughts. Stations cannot be target jammed or sapped. Usually requires a fleet with at least one Dreadnought to destroy and even then heavy casualties will ensue. Capturing a world requires destroying any Capital Stations orbiting. All Core Worlds and Middle Worlds have at least one Capital Station orbiting it. They can also be built to orbit moons.

Outposts: Same as a station just far smaller and weaker. All colonies have an Outpost orbiting it.


SHIP BASICS

-Reactor: Every ship save for Fighters has a reactor which generates unlimited amounts of energy to constantly recharge the capacitor.

-Capacitor: One of the most important parts of a ship. Capacitors hold finite amounts of energy which is used to power all ship’s systems including propulsion, weapon, shield, life support (energy always reserved for this), engineering and electronic systems. Combat can easily drain a ship’s capacitor energy faster than it can be recharged. As well as using specialized modifications like boosters, interdiction systems, electronic warfare systems and what not. Capacitor energy, once gone, can severely limit a ships ability to do anything such as fight, move or run away. Capacitors keep their operational integrity until the entire ship is destroyed.

-Shield: First line of defense. Ships must wear down the shield first. Activating the shield immediately begins draining capacitor energy faster than it can be recharged. Once the shield is down, a ship is now vulnerable to having its weapons and propulsion systems specifically targeted. Also, light ships, once their shield is gone are now vulnerable to tractor beams.

-Armor: No capacitor cost and stronger than the shield. A captain need not panic once their shield is down though it is a cause for concern.

-Hull: The last line of structural integrity for any ship. If the hull is all that’s holding it together, the ship is in desperate trouble. At this point any impacts from enemy weapons systems are creating breaches.

-Propulsion: Two kinds, impulse engines and warp drive. Impulse engines can be specifically targeted after the ship’s shield is gone. Warp drive can only be damaged once significant damage has been done to the hull. Cruiser or smaller impulse engines can be modified with “boosters” to make them go especially fast.

-Sensors and Electronics: Ships sensor systems and electronic systems are only vulnerable once the ship’s hull has been significantly damaged (or by Electronic Warfare equipped Cruisers). These systems govern a ships ability to recognize other ships and lock on to them.

-Turrets and Bays: The weapon platforms of any ship. They come in the form of projectile canons, railguns, lasers or missile launchers. Can be targeted by frigate or fighter weapons and disabled save for the weapon platforms of a Dreadnought. Fighters can disable the weaponry of Destroyers and Cruisers. Frigates can disable the weaponry of Cruisers, Battlecruisers and Battleships.


SHIP CLASSES

I’ve designed starship combat in a certain way. That way we have a framework in how to describe things as they occur and how to formulate strategy and tactics. To start off, all class of ships are effective against ships of the same class. As well as the class above and below that class (more so against class below). Outside of that, either the ships the class is facing are too small/fast to hit accurately or the ship’s armor/shielding is too strong to make any kind of noticeable damage. There are some exceptions and certain ships get to play certain roles which makes each one strategically important to any fleet. The examples provided only have bearing towards the ship size and/or crew size, not functionality.

CAPITAL SHIPS

Dreadnoughts: These are the largest warships available. Dreadnoughts have the strongest shielding and armor systems making them very difficult to take down. These ships also have the most powerful weaponry which are quickly able to chew through Battleships and Battlecruisers. A Dreadnought’s high powered weapon systems are also the only that may do any significant damage to a space station’s shields and armor. Dreadnoughts should only be used in large scale fleet engagements as leaving it alone can be risky given the resources required to create one. The downside to these ships are they are extremely slow, unmaneuverable and take a long time to power up their warp drives which makes running away an impractical alternative for them. Their weapon’s rate of fire is also very slow. Which is why the Admiralty of any faction would never wisely deploy a Dreadnought to the field unless desperately needed or they expect to win the battle. Really only needed in major fleet battles. As a bonus, the Dreadnought’s systems make them impervious to interdiction, warp scrambling, jamming or sapping.

EXAMPLES: Caldari State Phoenix Class (Eve Online), Dominion Planetary Assault Ship (Star Trek), UNSC Infinity Class (Halo),

Carriers: Carriers have high shield/armor strength second only to the Dreadnought. Their main role in battle is deploying fighters (explained below) in fleet engagements as well as deploying troop/vehicle transporters in a planetary invasion. Like the Dreadnought, Carriers should only be used in large scale fleet engagements. The downside to these ships are they are extremely slow, unmaneuverable and take a long time to power up their warp drives which makes running away an impractical alternative for them (though not as much as a Dreadnought). As a bonus, the Carrier’s systems make them impervious to interdiction, warp scrambling, jamming or sapping.

EXAMPLES: About the same size as a Dreadnought.

HEAVY SHIPS

Battleships: Their high powered guns can wear down capital ships and take out other middle ships. Battleships are also essential for planetary assaults as they are best for conducting orbital bombardment of ground targets. Quite useless against Destroyers or smaller as their weaponry’s accuracy and tracking systems cannot keep up with those speeds. Resistance against sapping.

EXAMPLES: Minmatar Republic Typhoon Class (Eve Online), Romulan Warbird D’deridex Class (Star Trek), Battlestar Galactica Mercury Class (Battlestar Galactica)

Battlecruisers: Faster than battleships yet still have strong shielding/armor. Their weapons are a little weaker. All are purely attack ships. Favored ship along with Cruisers to use in temporarily holding a strategic area before larger more power battleships or capital ships can get there. Has the best countermeasures against electronic warfare and cannot be target jammed. The strong shielding/armoring and electronic countermeasures while not being as slow as a battleship make Battlecruisers the go to choice as a Command Ship. In major fleet engagements, there is little point to having a Battlecruiser or larger remain mobile as they can be easily hit by any ship so they tend to remain stationary while slugging it out with ships around their class. Only moving when needed to a specific area of the battlefield.

EXAMPLES: Caldari State Ferox Class (Eve Online), USS Enterprise (Star Trek TNG), Klingon Empire Vor’cha Class (Star Trek)

Cruisers: Some of the most versatile ships in any fleet. Cruisers are often outfitted as science and exploration vessels. They also are well suited for conducting electronic warfare and other support roles. Cruisers or smaller are the only ships that have any business in skirmishes, swift raids and lighting strikes. Even Cruisers have a hard time keeping up with faster Destroyers and Frigates.

-Cruisers can be used as attack ships, electronic warfare ships or support ships but not a combination of any two or three. Attack Cruisers and Science/Exploration Cruisers are the only kind of Cruiser that can damage another ship.

Electronic Warfare Cruisers come in many forms however they can only be one of the following. All Electronic Warfare Cruisers are outfitted with “warp scramblers” in addition to their specializations. EW Cruisers have no offensive or attack capabilities other than the ones described.

-Jamming Cruisers can be used to jam the targeting systems of other ships making them unable to lock on to other ships and thus unable to attack. Once jam is neutralized (due to Jamming Cruiser turning its attention to another ship, being out of range, being jammed itself, being sapped or being destroyed), previously jammed ship can begin targeting and locking on again immediately. Capital Ships and Battlecruisers cannot be jammed. Jamming Cruisers can jam up to four ships at a time.

-Sapping Cruisers can be used to “sap” the capacitor energy of an enemy ship. This takes far longer to have an effect as opposed to “Jamming” a ship but can eventually disable a ship’s impulse, warp, shielding and weapon systems. Once a Sap Cruiser is no longer sapping an enemy ship (various reasons), it takes time for the enemy ship to recharge their capacitor and become combat operational again. Capital ships cannot be sapped. Battleships have a resistance against sapping. Sapping Cruisers can sap up to three ships at a time.

-Painting Cruisers can “target paint” up to five ships. Ships that are “target painted” take considerably more damage from Painting Cruiser’s allied ships that are attacking the “target painted” ship. Target painted Destroyers and Frigates are now susceptible to the weapons of Battlecruisers and Cruisers. Fighters cannot be target painted.

Support Cruisers. Have no attack capability.
-Energy Cruisers can transfer needed capacitor energy or recharge an allied ship’s shield in the middle of battle. One ship at a time.
-Repair Cruisers can use their repair drones to repair hull breaches or armoring of an allied ship in the middle of battle. One ship at a time. Repair drones are susceptible to Fighters.

Attack Cruisers: Regular Cruisers designed purely for attack.

Science and Exploration Cruisers are still capable of going into combat although this ability is diminished. Exploration Cruisers are specially outfitted for long range voyages into deep space.

EXAMPLES: Starfleet Akira Class (Star Trek), Klingon Bird of Prey (Star Trek), Gallente Federation Thorax Class (Eve Online),

LIGHT SHIPS

Destroyers: Purely attack ships that come in two forms. These ships are often used as interdictors being able to chase after ships and pull them out of warp (and keep them out) which makes them quite useful (Interdictor Destroyer). Can also be outfitted with weapon systems with both high tracking capability yet also overpowered for its class making them capable of causing even Battlecruisers some grief (Heavy Destroyer).

-Interdictor Destroyers must have the warp destabilizing interdiction system to pull ships out of warp and be built for speed. This comes at the cost of reduced weapons power making it unwise to pit them against Heavy Destroyers and make them unable to put a dent in a Battlecruiser which a Heavy Destroyer could do. A Destroyer can be a Heavy Destroyer or Interdictor Destroyer but cannot be both. Interdictor Destroyers are often employed to chase down criminals and fleeing enemies. Used heavily for law enforcement.

*Capital Ships, Reconnaissance Frigates (too fast) and Stealth Frigates in cloak (can’t see them unless an Interdictor has locked on before Stealth Frigate has gone into cloak) in general cannot be interdicted.

EXAMPLES: USS Defiant (Star Trek),

Frigates: Light ships usually deployed as fast attack ships. Great for use in reconnaissance and patrol. In fleet engagements, their speed makes them too fast for most class of ship’s tracking systems. However their weaponry is not powerful enough to do any significant damage against anything larger than a destroyer. While they would have great difficulty destroying Heavy Ships entirely, they are still useful in large fleet engagements in targeting the weaponry and propulsion systems of ships as large as a battlecruiser (battleships are too strong). Frigates are the only class ship that can utilize cloaking devices as ships of larger size have too high of signature radius. These ships are also highly favored by pirates, smugglers and other kinds of miscreants for their speed. Frigates can be specially (but expensively and rarely) modified to fly as well as a fighter in planetary atmospheres. Can deploy webifiers which makes a ship temporarily immobile in impulse but still able to go to warp. Ships that depend on their speed (fighters, frigates and destroyers) are now extremely susceptible. Even to attacks from cruisers or larger.

-Stealth Frigates are expensive and rare. Only kind of ship with ability to cloak. Can deploy a one time high yield attack bomb that does considerable area of effect damage (to an entire section of a fleet) before having to equip again. Any ship in the large blast radius will take significant damage. Frigates will be destroyed.
-Reconnaissance Frigates which are especially built for speed and specialized/long scanning cannot also be a stealth frigate. Only ship capable of scanning an entire system to see which ships are in it. Can detect cloaked ships. Finally, they can deploy a warp beacon which other ships can warp to. This is good for ships with short range weapons. Expensive and rare.
-Most frigates are regular Attack Frigates.
-Frigates can only be one of the three above. All can be equipped with webifiers (rarely and expensively) in addition to any specialized systems.

EXAMPLES: Millenium Falcon (Star Wars), Serenity (Firefly), Milano (Guardians of the Galaxy)

Fighters: Fastest ship in any fleet (but not reconnaissance frigates) though are usually only used for large fleet engagements as they must be deployed by carriers. Fighters are the only kind of ship which cannot be equipped with their own warp drives or reactors hence the need for carriers. Also do not have their own reactors and thus must be recharged when on Carrier. Especially useful at taking down frigates and a squadron can take down a Destroyer. Also useful for supporting ground troops within a planetary atmosphere as these ships fly the best in those conditions.

EXAMPLES: X-Wing (Star Wars), USAF F-16 (RL), Viper (Battlestar Galactica)

Command Ship

Any class ship within a major fleet can be outfitted to be a Command Ship from which the Fleet Commander manages the fleet from (duh). These ships are extremely rare and extremely expensive. Have bonuses to shielding/armor relative to their class. Also, they cannot be warp scrambled, webbed or interdicted.

Flagship of the Faction

One ship can be designated as the flagship of your faction. This ship cannot be a Capital Ship. Major bonuses to armor/shield, speed and damage output relative to the class. Impervious to all electronic attacks. Impervious to warp scrambling, webbing and interdiction. Able to target jam 4 ships like a Jamming Cruiser in addition to its weapon systems. Mostly used to transport your head of state/government or leading major engagements.


Key Features

Warp: Warp is the extremely high, faster than light speeds ships must go into in order to traverse the long distances between planets and systems. Ships in warp cannot attack and cannot be attacked. Ships may be able to be pulled out of warp by interdictor Destroyers although this is unwise for an Interdictor Destroyer to do against a Heavy Destroyer and/or a Cruiser or larger unless they expect backup to be following closely behind them (because Interdictor Destroyers are outclassed by Heavy Destroyers, Cruisers and larger)

-Once ships are out of warp, Electronic Warfare Cruisers with warp scrambling systems can prevent them from going into warp. Battleships and Capital Ships cannot be warped scrambled.

-Specially (as well as extremely expensively and extremely rare) outfitted ships can be equipped with warp stabilizing systems which can counteract warp scrambling or interdiction. That is if the ship’s class does not already have that feature.

-Warp drives can be damaged in combat making a ship unable to go to warp.

-Ships, once going into warp can be effectively chased by ships that are faster (specially equipped to be faster or smaller class though to chase a larger class ship is unwise). However, chasing ships must wait until the fleeing ship exits warp to be able to attack unless the chasing ship is an Interdictor Destroyer (which can pull the ship out of warp). Capital Ships, reconnaissance frigates and stealth frigates cannot be interdicted.

-It costs ¼ of a full capacitor charge for a ship to activate its warp drive. Meaning there’s a sort of “point of no return” where a ship has to either stand and fight or make a run for it.

Impulse: Once a ship is out of warp, it now runs on its impulse systems. These are the propulsion systems used in combat, exploring a specific area, before docking at a space station, before entering/while in an atmosphere or before activating long range sensors.

Tractor Beams: Battlecruisers or larger are equipped with tractors beams which can only be used against light ships only and only after the light ship’s shielding has been completely worn down. Tractor beams do not preclude a ship from entering warp.

Cloaking Devices: A frigate equipped with a cloaking device can be cloaked while in warp. They cannot lock on to another ship or enter combat while cloaked. They cannot raise shields while cloaked. Once a frigate has decloaked, they can be locked on to by another ship’s targeting system. At this point they can recloak but the ship(s) that have locked on can still recognize the Stealth Frigate on their sensor systems and attack it until the lock is broken (ship(s) that has locked on has been destroyed or out of locking range).

Weaponry: I left “Weapons” systems open ended. Your faction’s ships get to specialize in a maximum of 2 out of 4 types of weapons systems. All systems operate either turrets or launchers which store a certain amount of ammunition ready to be fired in a “magazine” until the magazine is depleted and has to be reloaded. This applies to all save for lasers. There’s no real worst or best weapons system. All have their pros and cons. Depends more on your personal preference.

-Missiles: Most accurate weapons of them all given they are guided to their target. High effective range. Missiles also do the most (and heavy) all around damage. Low energy cost. Moderate rate of fire. Ships must store stockpiles of missiles which they can run out of in a prolonged battle given the larger size of this ammunition. Also, there is a long time delay between launch and moment of impact. Launchers have to be reloaded. A ship’s launchers will have to be reloaded many times during a battle if the ship is not destroyed first. Missiles take the longest to reload. Captains of ships that use missiles often exaggerate that the enemy can take naps in between the time it takes to reload launchers on a Cruiser or larger. Ships that use missiles are usually cramped and have little storage space. Ammunition is expensive as every missile is a sophisticated piece of military hardware with its own propulsion system.

-Lasers: High accuracy and longest effective range. Laser weapons do not require ammunition and thus laser turrets need not be reloaded. Although the focusing crystals of laser turrets succumb to wear and tear eventually needing replacement after prolonged use. Another advantage is that impact after lasers are fired happens virtually instantaneously. High damage output per impact. The largest disadvantage to lasers is that they use up the most and lots of capacitor energy out of any other weapons system as the damaging “energy” must come directly from the ship’s capacitor. Also has the slowest rate of fire given the need to charge up after every shot. Since ships using lasers utilize so much capacitor energy, they rely more on strong heavy armor plating rather than shields for defense making these ships considerably slower and more ponderous comparative to other ships of the same class.

-Railguns: Magnetic rails that accelerate dense particles like tungsten to hypersonic velocities resulting in devastating kinetic impacts. Moderate damage per impact. Railguns are a good middle ground. They use moderate energy, are the third most accurate weapon’s system, fast reload speed (many reloads per battle), moderate rate of fire (given the need to charge up rails after every shot) and a ship can store vast amounts of ammunition stockpiles given the small size of the ammunition. Like lasers, they have virtually no time delay between launch and impact. Especially good at punching holes in armor after shield has been taken down.

-Projectile Cannons: These fire a shell containing an explosive warhead that travel at high speeds. Least accurate and shortest effective range though makes up for it by having the highest rate of fire out of any weapons system. Moderate damage per impact. Projectile cannons reload slower than railguns but much faster than missile launchers. There is virtually no energy cost to firing projectile cannons which can keep firing even if the ship’s capacitor is completely depleted. This also frees up the capacitor energy for other uses. There is a slight time delay between launch and impact though not nearly as pronounced as missiles. Ships that use projectile cannons are usually designed faster for their class due to the need to get in closer range. Another bonus is that projectile cannons and their shells are cheaply and quickly made. Considered a crude weapon system though one cannot deny its effectiveness.

*These are the weapons systems to choose from. Most of your ships will use one form of these. Battlecruisers and Destroyers only are allowed to employ two forms of weapon systems at the same time.

*With each increasing class size, the form of the weapon becomes more powerful or more potent. For example, a Fighter or Frigate may use the equivalent of sidewinder missiles while a Battleship uses cruise missiles. This is why it would be especially hard for a Frigate to even scratch the paint of a Battleship or for a Battleship to even come close to hitting a fast Frigate. You can name the weapon systems of the ship as you want. For example a frigate may be described to use “light railguns” while a Battleship uses “mega railguns”. Something like that. The point is that the potency of the weapon increases with each rising class while its precision/accuracy decreases. Accuracy however, only is a factor with ships that are of Cruiser class or smaller, or if weapons/propulsion systems are being specifically targeted (which only a frigate can do). Any ship can accurately strike a Battlecruiser or larger.

Combat

Skirmishes/Raids/Lighting Strikes: Mostly done by Cruisers or smaller. Anything larger is simply too slow. Even Cruisers might have a hard time keeping up in these kind of engagements.

Major Fleet Engagements: This is where Heavies and Capitals are brought to the field.


You will complete the military app once you are accepted and once you have carefully read what is in the spoiler above.

Military

You will choose 8 traits to be particularly exceptional with by putting a capital “X” next to your choices. Keep in mind, everybody has a base level of all of these. By not choosing a trait at all does not mean you are devoid of it. You are just looking to specialize. To choose a higher level trait, you must choose the ones before it as well. (IE, to have Overall Ship Quality 3, you must choose 2 and 1 costing you three choices). Be strategic about it. If you aren't a really large civilization then you won't really need a larger fleet to watch over all that space.

Overall Fleet Size 1
Overall Fleet Size 2
Overall Fleet Size 3
Overall Ship Quality 1
Overall Ship Quality 2
Overall Ship Quality 3
Intelligence/Special Force/Covert Operations 1
Intelligence/Special Forces/Covert Operations 2
Intelligence/Special Forces/Covert Operations 3
Ground Forces Quality 1
Ground Forces Quality 2
Ground Forces Quality 3
Military Leadership and Navy Personnel Quality 1
Military Leadership and Navy Personnel Quality 2
Military Leadership and Navy Personnel Quality 3
Logistical Support 1
Logistical Support 2
Logistical Support 3

Choose three of the following to have particularly more of by putting a capital "X" next to your choice. The larger class ship you choose, the less quantity you get. Choosing to have more Dreadnoughts will probably get you 2-3 more than another player who did not. While choosing to have more Stealth Frigates will get you perhaps two dozen more (I haven't really thought of it). Think about how this will play in effect. Those who choose to have more Interdictor Destroyers will be better able to police their space for one. Recon frigates make you better able to know what is going on in your space and what the enemy is doing.

Dreadnoughts
Carriers
Battleships
Battlecruisers
Cruisers (EW/Support)
Interdictor Destroyers
Stealth Frigates
Recon Frigates

Place a capital "X" next to the two out of four kinds of weapons systems your faction specializes in. As a review...

Missiles: Highest Accuracy, High Range, Highest Damage Per Impact, Very Long Reload Time, Low Rate of Fire, High Energy Efficiency, Cramped Ships
Lasers: High Accuracy, Highest Range, High Damage Per Impact, No need for reloads, lowest rate of fire, Very Low Energy Efficiency, ships tend to be the slowest
Railguns: Moderate Accuracy, Moderate Range, Moderate Damage Per Impact (increases with distance), Fast Reload Speed, Moderate Rate of Fire, Moderate Energy Efficiency
Projectile Cannons: Low Accuracy, Low Range, Moderate Damage Per Impact, Moderate Reload Speed, Highest Rate of Fire, Excellent Energy Efficiency, Requires Faster Ships

Finally, a brief description on your military based on above is optional. If your faction is heavy on projectile cannons, your ships are probably faster. If you choose overall fleet size 3, then you probably rely more on overwhelming force. Stuff like that.

Code: Select all
5858 (Leave this)
Nation Name: 
[u]Choose 8[/u]
Overall Fleet Size 1
Overall Fleet Size 2
Overall Fleet Size 3
Overall Ship Quality 1
Overall Ship Quality 2
Overall Ship Quality 3
Intelligence/Special Force/Covert Operations 1
Intelligence/Special Forces/Covert Operations 2
Intelligence/Special Forces/Covert Operations 3
Ground Forces Quality 1
Ground Forces Quality 2
Ground Forces Quality 3
Military Leadership and Navy Personnel Quality 1
Military Leadership and Navy Personnel Quality 2
Military Leadership and Navy Personnel Quality 3
Logistical Support 1
Logistical Support 2
Logistical Support 3

[u]Choose 3[/u]
Dreadnoughts
Carriers
Battleships
Battlecruisers
Cruisers (EW/Support)
Interdictor Destroyers
Stealth Frigates
Recon Frigates

[u]Choose Two Weapons Systems[/u]
Missiles
Lasers
Railguns
Projectile Cannons

Military Description (Optional):
Last edited by Damak Var on Tue Jan 13, 2015 10:26 am, edited 16 times in total.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sat Jan 10, 2015 9:09 pm

Accepted Civilizations

Aurelian Federation - Damak Var
Meridian Dominion - National Dominion of Hungary
Nia'An Galactic League - Skappola
League of Colossus - Lunas Legion
Vandulian Hierarchy - Orson Empire
Hapsburg Empire - Burning Sun
Aterunn Confederacy - Mesrane

Running RPs

Chronicles
Vitanikes 4
Last edited by Damak Var on Thu Jan 15, 2015 12:05 am, edited 6 times in total.

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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Jan 11, 2015 2:40 am

Main App 4747 (Leave This)
Nation Full Name: The Meridian Dominion.

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 30 000.
+Middle Worlds (0.5-3bil pop, 5k points each): 35 000
+Colonies (Less than 0.5 bil pop, 3k each): 51 000
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 31 000.
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 30 000.
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 27 000.
+Standard of Living (Max = 50K): 26 000.
+Political Unity (Max = 50K): 38 000.
+Public Order (Max = 50k): 32 000.

=300,000

Based on the above, fill out below.
Name of Capital World: Meridian.
Government Style: Absolute Monarchy/Authoritarian State.
Head of State: Potentate Houzho VIII Endygazhi.
Head of Government: Lord High Consul Antoine Gebbet.
Economic Style: Mixed Market Economy.
Major Ethnic Groups (may explain more in Description: Hyszarryn/Wujonoh/Taraqaneh/Boletari/Calyxian/Ultar.
Description (700 Words Minimum): The Dominion is an absolute monarchy and it's Potentates rule their intersellar Dominion through the Aristocracy, the Clergy, the Party and the various Dominion beareucracies. These groups are instrumental to the functioning of the Dominion as it stands today and has stood for centuries ever since the formation of the Meridian Directorate which later turned into the Meridian Dominion after Marshall Roghai Endygahzi's military coup, afterwhich he became the first Potentate. In short, the Dominion is ruled by a repressive regime marked by great levels of superstition, political repression, bureaucratisation, religious intolerance, and inequality. Corruption and injustice are large problems. Founded 402 years ago after a number of large conflicts and enviromental disasters caused by pollution crippled many of Meridian's nation-states. As military conflicts and natural disasters combined with increasing societal imbalance took their toll on the population of Meridian, it is likely that a worldwide political administration called for emergence in order to quell international instability. The League of United Powers reformed itself in the Year 402 and became the Meridian Directorate, which soon became the Meridian Dominion.

It was 337 years ago that the two brilliant scientists Urios Rathyrion and Garron Hoszard developed the Hoszard-Rathyrion Translight Drivecore which was hailed as the future of Meridian and it's people. The Dominion could engage in spreading the human race beyond their home solar system, relieving the serious ecological pressure on the home world. Simultaneously, this expansion was also to usher in promising new opportunities for the Meridians, as some of these colonies, with their bountiful deposits of raw materials could offer abundant stores of resources that had otherwise been considerably unique and scarce on Meridian. With the initial advent of interplanetary trade driving down the costs of what had once been an expensive implementation of their technology such as the forging of space-worthy ships and naval vessels, the effects from these carefully implemented first colonization projects are hailed as great achivements by all Meridians to this day and propably will until the day they are all gone.

While on the topic of the Meridians, cultures do vary a bit from world to world and from region to region on Meridian itself, there are a number of general Meridian cultural traits that can be observed all across the dominion. A hard-working people fond of their beers and their highly spiced and often fried foods. Their art, from architecture to fashion, is generally described as "ornate and complex." The lower classes in the Dominion are notably pragmatic (and superstitious), while the upper classes, composed largely of hereditary nobility and various noveu riche/old money capitalists, tend to a culture of excess while the middle classes fall, as expected in the middle. In public, Meridian nobles are prone to wearing ornate masks. These are hereditary and identify one's family almost as uniquely as the heraldry on a crest. Servants also wear masks in public that are simpler and not so elaborate as their masters' which indicate the noble household they serve. The armed forces, especially the Royal Navy and the Marine Corps have much prestige among the population, and a fair number of families continue the tradition of enlisting at least one boy from each generation into the military. Meridians are generally, regardless of class, a proud people. Proud of their heritage, customs, food, art and history, with a great sense of tradition and ancestry and consider themselves above the "lesser civilisations." Strenght, skill, loyalty, devotion, confidence, self-esteem and courage are highly prized traits among the Meridians.

While speaking of superstitions, the religion of most Meridians is the Abbey of the Darkness, and worshippers pray to a God known as the Shade. Abbey doctrines center on the belief that the universe is unknowably vast and swarming with all manner of dangerous spirits and forces, most of which are hostile to man's existence. The primary goal of the Abbey is to pray to the Shade for protection from these, but it is also tasked with civil matters, such as officiating marriages and regulating the Calendar and New Year´s Celebration. It also places special importance on astrological and cosmological movements. They preach that the Potentate is the Shade's conduit in the physical world and thus a manifestation of the Shade itself. Turning it into a cult worshipping the rulers of the Dominion as the protectors of mankind. It is the State Religion of the Dominion and no other religions are allowed to operate. The Abbey has great power and influence within the Dominion. Heresy against it is punished severely and a number of its teachings have entered collective Meridian culture.

The Meridian economy is strong, perhaps not the very strongest, but it is very stable. It operates under a "Mixed" Market system. Split Market, however, seems to describe it better. The Codex Commercial specifies exactly which sectors of the economy are considered government monopolies and which are more or less free from interferance. In most areas however, more or less free market laws are allowed to operate, including things such as shipping, civilian manufacturing, construction, and agriculture. A relatively fair number of consumer and labor protection laws are in place. There are economic troubles however, despite the general all-round permissiveness when it comes to buisness policy, the nature of the regime and many of it's other policies slow down growth and prevent the Meridian economy form unleashing it's full potential. While the overall standard of living is generally rising, the gap between rich and poor on some worlds is wide indeed.

Names of Core Worlds: Meridian, Belacane, Vaxanide
Names of Middle Worlds: Hydraphur, Kreemar, Aspera, Belys Coroa, Sigma Octanus, Arkona, Arcadia Primaris.
Names of Colonies: Nimbosa, Sarum, Nyxeris, Phaedron Secundus, Tartarus, Varadon Primaris, Vergaszt, Haxan VI, Karrik, Czaska, Certus Minoris, Baraspine, Calderis, Vyanyah, Sepherys, Obstrina, Vielinger, Caszagan.

The Meridian peoples. Will finish later.

Wujonoh: A people originating on Meridian, the Wujonoh form much of the upper crust of Meridian society, many noble families and corporate heads being Wuhjonite. Their homes are traditionally places of peace and tranquility and they favor quiet reflection and wisdom, absolute control over one's emotions and the ability to remain calm even under the most trying circumstances is highly valued. Their much of their culture has contibuted to overall Meridian culture. (Japanese/Korean-looking)
Hyszarryn: The Hyszarryn originate on Meridian. The form much of the Dominions middle-classes and can often be found in positions of mid-level authority in the government and military. Some noble families are Hyszars but most of their influance is wielded through the Movement of Meridian Unity. Considered by some to be more cunning and underhanded than other Meridian peoples but they still greatly adhere to overall Meridian values of duty, discipline, and sincerity. (West Slavic/North Balkan-mix)
Taraquaneh: They originate on Meridian and it is their Abbey of Darkness that has become the state religion of the Dominion. While many make up the lower/lower-middle classes many Taraquaneh have risen to great heights in the clergy that they dominate. Spirituality is greatly valued among them, cosidered zealous even by their fellow Meridians. They hail from the inhospitable southwestern parts of the Caractus continent and consider it to have given them strenght to wether any storm. (Persian look about them.)
Boletari: The Boletari hail from the eastern parts of the Coreolis continent on Meridian, they are mostly rather high up in the social order as they are known to combine efficiency with inventiveness, which makes them superb researchers and scientists. They seek personal mastery of every aspect of their work and cultivate a culture of perfectionism. Able to quickly assimilate the essential data of any situation they aslo often rise high up in law enforcement. (Canadian/Australian-ish.)
Calyxian: Calyxians hail from the central regions of the Acheron continent on Meridian. They are much more comfortable acting than talking and are never happier than when embroiled in the midst of work and activity. They are not prone to bending the truth and favor a cool, level-headed approach to both trading and fighting; Calyxians are not usually known for business acumen, but when they choose to engage in business affairs they conduct themselves very straightforwardly.(Scandinavian-ish)
Ultar: The Ultar hail from Kreemar. A world that was "peacefully" incorporated into the Dominion in 176 AW. The Ultar are a tough, no-nonsense, determined and independent people. Thus many rejected their Meridian overlords and their heavy-handed attempts at assimilating them into the Meridian culture, there is a deep schism between Meridianized Ultars and True Ultars. They cultivate a proud tribal culture where the most important thing in life is to be able to take care of yourself on your own. (Central Asian/Mongolian blend)
Last edited by The National Dominion of Hungary on Sun Jan 18, 2015 6:00 am, edited 10 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 4:01 am

The National Dominion of Hungary wrote:Main App 4747 (Leave This)
Nation Full Name: The Meridian Dominion.

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 40 000.
+Middle Worlds (0.5-3bil pop, 5k points each): 60 000
+Colonies (Less than 0.5 bil pop, 3k each): 96 000
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 60 000.
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 48 000.
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 153 600.
+Standard of Living (Max = 50K): 28 000.
+Political Unity (Max = 50K): 40 000.
+Public Order (Max = 50k): 36 000.

(Have I misunderstood something when it comes to the point system? Do I spend points on for example Economic Strength/Wealth from the pool or do i caluculate separately it from Points Spent on Core Worlds and Middle Worlds x 0.6 as I have done now?)
=300,000

Based on the above, fill out below.
Name of Capital World: Meridian.
Government Style: Absolute Monarchy/Authoritarian State.
Head of State: Potentate Alexion VIII Endymion.
Head of Government: Lord High Consul Antoine Gebbet.
Economic Style: Mixed Market Economy.
Major Ethnic Groups (may explain more in Description: Caucasian/East Asian/Middle-Eastern. (From most to least numerous.)
Description (700 Words Minimum): The Dominion is an absolute monarchy and it's Potentates rule their intersellar Dominion through the Aristocracy, the Clergy, the Party and the various Dominion beareucracies. These groups are instrumental to the functioning of the Dominion as it stands today and has stood for centuries ever since the formation of the Meridian Directorate which later turned into the Meridian Dominion after Marshall Rogos Endymion's military coup, afterwhich he became the first Potentate. In short, the Dominion is ruled by a repressive regime marked by great levels of superstition, political repression, bureaucratisation, religious intolerance, and inequality. Corruption and injustice are large problems. Founded 402 years ago after a number of large conflicts and enviromental disasters caused by pollution crippled many of Meridian's nation-states. As military conflicts and natural disasters combined with increasing societal imbalance took their toll on the population of Meridian, it is likely that a worldwide political administration called for emergence in order to quell international instability. The League of United Powers reformed itself in the Year 402 and became the Meridian Directorate, which soon became the Meridian Dominion.

It was 337 years ago that the two brilliant scientists Urios Rathyrion and Garron Hoszard developed the Hoszard-Rathyrion Translight Drivecore which was hailed as the future of Meridian and it's people. The Dominion could engage in spreading the human race beyond their home solar system, relieving the serious ecological pressure on the home world. Simultaneously, this expansion was also to usher in promising new opportunities for the Meridians, as some of these colonies, with their bountiful deposits of raw materials could offer abundant stores of resources that had otherwise been considerably unique and scarce on Meridian. With the initial advent of interplanetary trade driving down the costs of what had once been an expensive implementation of their technology such as the forging of space-worthy ships and naval vessels, the effects from these carefully implemented first colonization projects are hailed as great achivements by all Meridians to this day and propably will until the day they are all gone.

While on the topic of the Meridians, cultures do vary a bit from world to world and from region to region on Meridian itself, there are a number of general Meridian cultural traits that can be observed all across the dominion. A hard-working people fond of their beers and their highly spiced and often fried foods. Their art, from architecture to fashion, is generally described as "ornate and complex." The lower classes in the Dominion are notably pragmatic (and superstitious), while the upper classes, composed largely of hereditary nobility and various noveu riche/old money capitalists, tend to a culture of excess while the middle classes fall, as expected in the middle. In public, Meridian nobles are prone to wearing ornate masks. These are hereditary and identify one's family almost as uniquely as the heraldry on a crest. Servants also wear masks in public that are simpler and not so elaborate as their masters' which indicate the noble household they serve. The armed forces, especially the Royal Navy and the Marine Corps have much prestige among the population, and a fair number of families continue the tradition of enlisting at least one boy from each generation into the military. Meridians are generally, regardless of class, a proud people. Proud of their heritage, customs, food, art and history, with a great sense of tradition and ancestry and consider themselves above the "lesser civilisations." Strenght, skill, loyalty, devotion, confidence, self-esteem and courage are highly prized traits among the Meridians.

While speaking of superstitions, the religion of most Meridians is the Abbey of the Darkness, and worshippers pray to a God known as the Shade. Abbey doctrines center on the belief that the universe is unknowably vast and swarming with all manner of dangerous spirits and forces, most of which are hostile to man's existence. The primary goal of the Abbey is to pray to the Shade for protection from these, but it is also tasked with civil matters, such as officiating marriages and regulating the Calendar and New Year´s Celebration. It also places special importance on astrological and cosmological movements. They preach that the Potentate is the Shade's conduit in the physical world and thus a manifestation of the Shade itself. Turning it into a cult worshipping the rulers of the Dominion as the protectors of mankind. It is the State Religion of the Dominion and no other religions are allowed to operate. The Abbey has great power and influence within the Dominion. Heresy against it is punished severely and a number of its teachings have entered collective Meridian culture.

The Meridian economy is strong, perhaps not the very strongest, but it is very stable. It operates under a "Mixed" Market system. Split Market, however, seems to describe it better. The Codex Commercial specifies exactly which sectors of the economy are considered government monopolies and which are more or less free from interferance. In most areas however, more or less free market laws are allowed to operate, including things such as shipping, civilian manufacturing, construction, and agriculture. A relatively fair number of consumer and labor protection laws are in place. There are economic troubles however, despite the general all-round permissiveness when it comes to buisness policy, the nature of the regime and many of it's other policies slow down growth and prevent the Meridian economy form unleashing it's full potential. While the overall standard of living is generally rising, the gap between rich and poor on some worlds is wide indeed.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:


Yes. I'm afraid you did calculate incorrectly. 300k points total. Everytime you spend points it deducts from that 300k. You spent 40k on "core worlds". That would leave you with 260k left for all other categories (middle
Worlds, colonies, economic strength, political
Unity, etc.). Choose wisely!
Last edited by Damak Var on Sun Jan 11, 2015 4:05 am, edited 2 times in total.

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Raziz
Diplomat
 
Posts: 541
Founded: Jan 20, 2013
Ex-Nation

Postby Raziz » Sun Jan 11, 2015 5:51 am

I may be interested as I am still trying to comprehend the first part of the Nation App.

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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Jan 11, 2015 6:10 am

All right, app has been updated.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sun Jan 11, 2015 7:52 am

That spoiler contains so much from EVE Online...

App is being written, but that math though.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sun Jan 11, 2015 10:26 am

Main App 4747
Nation Full Name: The Hapsburg Empire

Spend 300,000 Points total.

Faction Territorial Size/Population.
+Core Worlds (4-10bil pop, 10k points each): 50k
+Middle Worlds (0.5-3bil pop, 5k points each): 30k
+Colonies (Less than 0.5bil pop, 3k each): 21k
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 40k
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 60k
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 25k
+Standard of Living (Max = 50K): 24k
+Political Unity (Max = 50K): 20k
+Public Order (Max = 50k): 30k
=300,000

Based on the above, fill out below.
Name of Capital World: Solemnace
Government Style: Military Dictatorship/Authoritarian
Head of State: Archduke of Solemnace, Aleksander von Hohenburg
Head of Government: High Inquisitor Stalia von Liese
Economic Style: Largely Government regulated, with the exception of non-vital things like luxuries.
Major Ethnic Groups: European, North American, South American(in that order)
Description: It has often been said by many a historian that history is doomed to repeat, and the people of Solemnace are a prime example of this. Just like on ancient Earth, the rise of technology led to conflict of an epic scale, scorching the surface of the planet into one wasteland after another. The timeless cycle of destruction continued for years, until on warlord finally rose above the rest: Otto von Hohenburg, the founder of the Hapsburg Empire. Leading his armies on an epic crusade, he crushed warlord after warlord on his quest to unify the planet and save the remnants of humanity. After 5 brutal years of total war, Otto personally executed the last warlord and thus established his regime. Naming the planet Solemnace, in memory of the devestation it had suffered, he, just like the inhabitants of Earth, was forced to turn to the stars. 424 years ago, the people of Solemnace invented the Singularity Honed Omnidirectional Controlled Kinesis, or SHOCK Drive, eventually colonizing their solar system and what would become the 4 other core worlds of the Hapsburg Empire.

Life on Solemnace continued, however, and over time, the 5 core worlds' surfaces were covered by sprawling cityscapes, labyrinthine rail and transportation networks, and the vast manufacturing and launch facilities that are the core of the Hapsburg Empire's industry. Recently, the Hapsburg Empire has undergone a period of expansion, acquiring 6 new Middle Worlds and 7 Colonies, finally becoming a stellar power. The people of the sgkuyhsrug are brutal, uncompromising, and extremely grim and disciplined, byproducts of the Great War. It is considered an honor to serve in the military, as well as a way to escape the life of hard labor assigned to them by the government, which controls all vital industries and tightly regulates the economy, preventing major economic growth or an increase in the standards of living. Thus, determination, martial strength, courage, and the ability to succeed against all odds are traits prized by the people of the Empire. There is also a large economic divide between members of the noble houses and the common citizen, which, when coupled with a ban on religion and civil rights, leads to a high level of resentment towards the government.

Speaking of that government, the Hapsburg Empire is ruled by one family - the Hohenburgs, while each of the other Core and Middle worlds is ruled by a noble family. Each family hold responsibility for managing their world, and the patriarch of each house answers only to the Inquisition and the Crown, creating a system of government rather reminiscent of feudal Europe, although nowhere as near as decentralized. The Inquisition is a branch of government that acts as a secret police, working behind the scenes to root out treason and heresy, enforcing discipline, and investigate threats to national security. As a result of the unstable nature of the skuskug, the Inquisition holds most of the real power in government, sometimes surpassing the ruling Archduke.

Outwardly, the Hapsburg Empire tends to be very belligerent and harsh. They have a very strong military, and are not afraid to use it to coerce other entities into cooperating them, since they view anyone weaker than them as being unworthy of holding power. The universe has proved itself to be a hard place, and they believe only the strong prevail. Thus, military and diplomatic doctrine places much emphasis on the use of pure force, almost entirely ignoring covert operations, which tend to be left to the agents of the Inquisition. Also notable is the Hapsburg Empire's position on religion. Or rather, a lack of it. Religion is completely banned, since it entertains the notion of a power higher than the Archduke and the Inquisition, and, in a similar vein, so is free speech. While the Hapsburg Empire may not seem like a pleasant place to live, it nevertheless remains a significant power, ready to take its place amongst the stars.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:
Last edited by The Burning Sun on Sun Jan 11, 2015 11:37 am, edited 2 times in total.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 10:31 am

Raziz wrote:I may be interested as I am still trying to comprehend the first part of the Nation App.


What do you not understand? Maybe I can help.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 10:50 am

Maybe I should do an explanation.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each):
+Middle Worlds (0.5-3bil pop, 5k points each):
+Colonies (Less than 0.5 bil pop, 3k each):


This is pretty much how big your civ is. Larger civs are more difficult to hold together yet they also have more potential.

+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6):

Self explanatory really. How rich your civilization is. Money and income your government has to spend on public works and the military. Also, what is their economic influence on the rest of Nova Genesis. Are the goods and services produced by your civ in high demand?

+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2):

This is your military infrastructure. Ability to manufacture military equipment (ships, ammunition, ground vehicles). This takes getting raw materials from colonies to the core worlds where they are built. How easily can your civ replace losses from battles.

+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6):

Control of natural resources not just for the military but for private sector as well. Manufacturing infrastructure may be available but with nothing to build with, you are out of luck. Natural resources do not just include metals and minerals, but food production as well.

+Standard of Living (Max = 50K):

How well of are the people in your civ. This has less to do with their political freedoms or civil rights, but what they can afford for themselves. Civs with a high standard of living generally have a more intelligent populace. More skilled labor.

+Political Unity (Max = 50K):

Pretty much the ability of your government to get something done or agree on something. This is undermined by political infighting or divisiveness of the structure of your government. Perhaps you are downright feudal. Low political and high unity can exist as easily in a totalitarian dictatorship as it does in a democratic republic. You may be wealthy but its no good when Congress can't agree on what to use the funds for.

+Public Order (Max = 50k):

The state of the streets. Trust and belief in the government's legitimacy. Low public order means rioting, uprising, crime and criminal syndicates taking control of society. Not only that, corruption in lower levels of government resulting in inefficiency and lost tax revenue.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 10:54 am

NDH and Burning Sun, in this universe there is no such thing as Caucasian/East Asian/Middle-Eastern. Perhaps your people have similar looking features but Ethnic Groups in this are called something else. You are suppose to create them yourself including the name. Cultural and physical characteristics.

EDIT: An example would be "Meridians", the ruling class that look Asian. Then maybe something else like the "Primes", an ethnic group that was conquered and assimilated into the Dominion that look caucasian.

Those who posted an app, look above and see if you want to redistribute your points.
Last edited by Damak Var on Sun Jan 11, 2015 11:02 am, edited 3 times in total.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 11:14 am

The Burning Sun wrote:Main App 4747
Nation Full Name: The Hapsburg Empire

Spend 300,000 Points total.

Faction Territorial Size/Population.
+Core Worlds (4-10bil pop, 10k points each): 50k
+Middle Worlds (0.5-3bil pop, 5k points each): 30k
+Colonies (Less than 0.5bil pop, 3k each): 21k
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 40k
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 60k
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 25k
+Standard of Living (Max = 50K): 20k
+Political Unity (Max = 50K): 20k
+Public Order (Max = 50k): 25k
= Less than or Equal to 300,000

Based on the above, fill out below.
Name of Capital World: Solemnace
Government Style: Military Dictatorship/Authoritarian
Head of State: Archduke of Solemnace, Aleksander von Hohenburg
Head of Government: High Inquisitor Stalia von Liese
Economic Style: Largely Government regulated, with the exception of non-vital things like luxuries.
Major Ethnic Groups: European, North American, South American(in that order)
Description: It has often been said by many a historian that history is doomed to repeat, and the people of Solemnace are a prime example of this. Just like on ancient Earth, the rise of technology led to conflict of an epic scale, scorching the surface of the planet into one wasteland after another. The timeless cycle of destruction continued for years, until on warlord finally rose above the rest: Otto von Hohenburg, the founder of the Hapsburg Empire. Leading his armies on an epic crusade, he crushed warlord after warlord on his quest to unify the planet and save the remnants of humanity. After 5 brutal years of total war, Otto personally executed the last warlord and thus established his regime. Naming the planet Solemnace, in memory of the devestation it had suffered, he, just like the inhabitants of Earth, was forced to turn to the stars. 500 years ago, the people of Solemnace invented the Singularity Honed Omnidirectional Controlled Kinesis, or SHOCK Drive, eventually colonizing their solar system and what would become the 4 other core worlds of the Hapsburg Empire.

Life on Solemnace continued, however, and over time, the 5 core worlds' surfaces were covered by sprawling cityscapes, labyrinthine rail and transportation networks, and the vast manufacturing and launch facilities that are the core of the Hapsburg Empire's industry. Recently, the Hapsburg Empire has undergone a period of expansion, acquiring 6 new Middle Worlds and 7 Colonies, finally becoming a stellar power. The people of the sgkuyhsrug are brutal, uncompromising, and extremely grim and disciplined, byproducts of the Great War. It is considered an honor to serve in the military, as well as a way to escape the life of hard labor assigned to them by the government, which controls all vital industries and tightly regulates the economy, preventing major economic growth or an increase in the standards of living. Thus, determination, martial strength, courage, and the ability to succeed against all odds are traits prized by the people of the Empire. There is also a large economic divide between members of the noble houses and the common citizen, which, when coupled with a ban on religion and civil rights, leads to a high level of resentment towards the government.

Speaking of that government, the Hapsburg Empire is ruled by one family - the Hohenburgs, while each of the other Core and Middle worlds is ruled by a noble family. Each family hold responsibility for managing their world, and the patriarch of each house answers only to the Inquisition and the Crown, creating a system of government rather reminiscent of feudal Europe, although nowhere as near as decentralized. The Inquisition is a branch of government that acts as a secret police, working behind the scenes to root out treason and heresy, enforcing discipline, and investigate threats to national security. As a result of the unstable nature of the skuskug, the Inquisition holds most of the real power in government, sometimes surpassing the ruling Archduke.

Outwardly, the Hapsburg Empire tends to be very belligerent and harsh. They have a very strong military, and are not afraid to use it to coerce other entities into cooperating them, since they view anyone weaker than them as being unworthy of holding power. The universe has proved itself to be a hard place, and they believe only the strong prevail. Thus, military and diplomatic doctrine places much emphasis on the use of pure force, almost entirely ignoring covert operations, which tend to be left to the agents of the Inquisition. Also notable is the Hapsburg Empire's position on religion. Or rather, a lack of it. Religion is completely banned, since it entertains the notion of a power higher than the Archduke and the Inquisition, and, in a similar vein, so is free speech. While the Hapsburg Empire may not seem like a pleasant place to live, it nevertheless remains a significant power, ready to take its place amongst the stars.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:


You cannot have reinvented the Warp Drive more than 424 years ago. Other than that this looks good. Are you sure you do not want to use all your points?

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sun Jan 11, 2015 11:36 am

Damak Var wrote:
The Burning Sun wrote:Main App 4747
Nation Full Name: The Hapsburg Empire

Spend 300,000 Points total.

Faction Territorial Size/Population.
+Core Worlds (4-10bil pop, 10k points each): 50k
+Middle Worlds (0.5-3bil pop, 5k points each): 30k
+Colonies (Less than 0.5bil pop, 3k each): 21k
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 40k
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 60k
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 25k
+Standard of Living (Max = 50K): 20k
+Political Unity (Max = 50K): 20k
+Public Order (Max = 50k): 25k
= Less than or Equal to 300,000

Based on the above, fill out below.
Name of Capital World: Solemnace
Government Style: Military Dictatorship/Authoritarian
Head of State: Archduke of Solemnace, Aleksander von Hohenburg
Head of Government: High Inquisitor Stalia von Liese
Economic Style: Largely Government regulated, with the exception of non-vital things like luxuries.
Major Ethnic Groups: European, North American, South American(in that order)
Description: It has often been said by many a historian that history is doomed to repeat, and the people of Solemnace are a prime example of this. Just like on ancient Earth, the rise of technology led to conflict of an epic scale, scorching the surface of the planet into one wasteland after another. The timeless cycle of destruction continued for years, until on warlord finally rose above the rest: Otto von Hohenburg, the founder of the Hapsburg Empire. Leading his armies on an epic crusade, he crushed warlord after warlord on his quest to unify the planet and save the remnants of humanity. After 5 brutal years of total war, Otto personally executed the last warlord and thus established his regime. Naming the planet Solemnace, in memory of the devestation it had suffered, he, just like the inhabitants of Earth, was forced to turn to the stars. 500 years ago, the people of Solemnace invented the Singularity Honed Omnidirectional Controlled Kinesis, or SHOCK Drive, eventually colonizing their solar system and what would become the 4 other core worlds of the Hapsburg Empire.

Life on Solemnace continued, however, and over time, the 5 core worlds' surfaces were covered by sprawling cityscapes, labyrinthine rail and transportation networks, and the vast manufacturing and launch facilities that are the core of the Hapsburg Empire's industry. Recently, the Hapsburg Empire has undergone a period of expansion, acquiring 6 new Middle Worlds and 7 Colonies, finally becoming a stellar power. The people of the sgkuyhsrug are brutal, uncompromising, and extremely grim and disciplined, byproducts of the Great War. It is considered an honor to serve in the military, as well as a way to escape the life of hard labor assigned to them by the government, which controls all vital industries and tightly regulates the economy, preventing major economic growth or an increase in the standards of living. Thus, determination, martial strength, courage, and the ability to succeed against all odds are traits prized by the people of the Empire. There is also a large economic divide between members of the noble houses and the common citizen, which, when coupled with a ban on religion and civil rights, leads to a high level of resentment towards the government.

Speaking of that government, the Hapsburg Empire is ruled by one family - the Hohenburgs, while each of the other Core and Middle worlds is ruled by a noble family. Each family hold responsibility for managing their world, and the patriarch of each house answers only to the Inquisition and the Crown, creating a system of government rather reminiscent of feudal Europe, although nowhere as near as decentralized. The Inquisition is a branch of government that acts as a secret police, working behind the scenes to root out treason and heresy, enforcing discipline, and investigate threats to national security. As a result of the unstable nature of the skuskug, the Inquisition holds most of the real power in government, sometimes surpassing the ruling Archduke.

Outwardly, the Hapsburg Empire tends to be very belligerent and harsh. They have a very strong military, and are not afraid to use it to coerce other entities into cooperating them, since they view anyone weaker than them as being unworthy of holding power. The universe has proved itself to be a hard place, and they believe only the strong prevail. Thus, military and diplomatic doctrine places much emphasis on the use of pure force, almost entirely ignoring covert operations, which tend to be left to the agents of the Inquisition. Also notable is the Hapsburg Empire's position on religion. Or rather, a lack of it. Religion is completely banned, since it entertains the notion of a power higher than the Archduke and the Inquisition, and, in a similar vein, so is free speech. While the Hapsburg Empire may not seem like a pleasant place to live, it nevertheless remains a significant power, ready to take its place amongst the stars.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:


You cannot have reinvented the Warp Drive more than 424 years ago. Other than that this looks good. Are you sure you do not want to use all your points?

Woops. Edited.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 11:56 am

Damak Var wrote:NDH and Burning Sun, in this universe there is no such thing as Caucasian/East Asian/Middle-Eastern. Perhaps your people have similar looking features but Ethnic Groups in this are called something else. You are suppose to create them yourself including the name. Cultural and physical characteristics.

EDIT: An example would be "Meridians", the ruling class that look Asian. Then maybe something else like the "Primes", an ethnic group that was conquered and assimilated into the Dominion that look caucasian.

Those who posted an app, look above and see if you want to redistribute your points.


Repost for you Burning Sun. I edited it in. Also your word count is at 657. 43 more to go!
Last edited by Damak Var on Sun Jan 11, 2015 1:52 pm, edited 1 time in total.

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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Jan 11, 2015 12:20 pm

I've changed the names on the ethnic groups, will write more on them later in detailed post.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 12:28 pm

Main App 4747 (Leave This)
Nation Full Name: Aurelian Federation

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 40k
+Middle Worlds (0.5-3bil pop, 5k points each): 30k
+Colonies (Less than 0.5 bil pop, 3k each): 21k
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): 48k
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 25k
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 30k
+Standard of Living (Max = 50K): 40k
+Political Unity (Max = 50K): 26k
+Public Order (Max = 50k): 40k
=300,000

Based on the above, fill out below.
Name of Capital World: Aurel Prime (formerly Avantine)
Government Style: Representative Democracy. Unicameral Federation Congress, Executive, Federation Supreme Court
Head of State: Consul Addon Khadorius
Head of Government: Consul Addon Khadorius
Economic Style: Semi-Capitalist
Major Ethnic Groups (may explain more in Description: Avantines, Calirmans, Covish, Soltreki, Paelish
Description (700 Words Minimum):

The Aurelian Federation occupies an area of space they call the Aurel Region. Following several economic upheavals and wars against tyranny on their homeworld, the Avantines were slowly able to create a one world government called the Avantine Republic by 231 BW. This ended with the defeat of Emperor Valerus who wanted to establish Avantine society as an Empire. It was a bloody conflict which ended in the trial and execution of most of the Avantine ruling nobility who today have faded into obscurity. Learning from their defeated enemies, the Avantines founded this government on the principles of civil rights, political freedoms and democratic rule. Fair trials, free speech, freedom of religion, state sponsored education are just some of the facets of the Federation today. Their main motivations are personal achievement, praised as the most worthy goal in Avantine society.

In 150 BW, ecological pressures were beginning to take its toll and there was great worry that Avantine would not be able to sustain its growing population. Billions of funds were poured into the research of space technology along with the recruitment of the Avantine's greatest minds to produce a solution. By 134 BW, the Avantines were successfully able to reinvent the Warp Drive. Outward colonization began immediately in the Aurel region allowing Avantine population to soar. Raw materials created abundance and intensified Avantine determination to expand. As these worlds clamored for representation in government, major reforms were enacted due to the political pressures and thus, the Aurelian Federation was formed in 18 BW. Federation Day is still celebrated all over the Aurel region as a major holiday.

They first came across the Calirmans, a warlike peoples who had recently completed a devastating world war that saw the detonation of several low yield atomic bombs. At the time the Calirmans were a series of competing nation states living on a harsh and cold world with a technological level similar to 1940s Earth. The Avantines quickly did what they could to help the Calirmans as well as advance their society to modern levels. The Calirmans official joined the Aurelian Federation in 2 AW. They now see adequate representation in the Senate and can be found on just about any Federation world. Still attuned to their tempered aggressive roots, the Calirmans make up most of the Federation military. Calirman martial arts have become a popular form of recreation and competitive fighting in the Federation. All Federation military personnel are trained in the art.

Next came the Covish, an inward looking race that had achieved one world government under a constitutional monarchy and a higher level of scientific advancement than the Avantines in all areas save for space travel. The Covish, like the Avantines praised the virtues of civil rights and political freedoms. More so, the Covish believed that the only way for man to ascend was through scientific and technological advancement, the main driving force of their psyche. The two cultures were quick to begin trading in technological secrets. It should be noted that the royal line of Coven reigns to this day and has not been broken for a thousand years. The Covish joined the Federation in 22 AW. Today the Covish are renowned for being the Federation's premier scientists and engineers.

The Soltreki were a primitive, highly spiritual, artistic, peaceful and matriarchal race who lived on a lush world as physically beautiful as its people. When the Aurelians arrived, the Soltreki were at a technological level similar to Ancient Rome of Old Earth. Their greatest contribution to the Federation was the rapid spread and popularity of Soltreki religion. A philosophy that emphasized meditation, enlightenment and emotional control. Soltreki priestesses serve today as the spiritual leaders of the Federation yet can be found in any profession. They are particularly prevalent in entertainment roles such as dancers, artists, singers, writers and actors/actresses. Strangely enough, the Soltreki have also developed an aptitude for spycraft with many being members of the Federation Intelligence Service. Soltrek itself, now modern, remains the beautiful paradise it did before as the Soltreki's terms of Soltreki entrance into the Federation in 76 AW gave them a series of legally enforced environmental protections.

Finally came the Paelish, a race that found the Aurelians in 136 AW when they crossed paths over the survey of a potential world to colonize. Already having invented warp drives, the Paelish are highly curious tinkerers yet suspicious race. They took an interest in exploration instead of expansion and advancement. A non-aggression treaty was made. The Paelish joined the Federation in 268 AW, persuaded by the military protections it would give them while they pursued their own intrinsic interests. By 297 AW, a cataclysmic event forced the Paelish to leave their now uninhabitable world. They live scattered throughout the Federation today and populate most of its colonies. While the Paels generally make up much of the lower classes in the Federation, they still engage in exploration and are found in many specialized manufacturing jobs being the excellent tinkerers they are.

Avantines today remain the ruling class occupying most positions of leadership in civil government and business. They renamed their home world to Aurel Prime by 115 AW as an act of solidarity with the other ethnic groups. While there are five distinct ethnic groups in the Federation, they all are united in valuing liberalism and individualism. Virtues shared by all include compassion, patience, intellectual cultivation, innovative thought and perseverance in adversity. There is a degree of decadence in Aurelian society in modern times. Commercialism, advertising, lewd entertainment and recreational drug use are in abundance. That is not to say that the Aurelians are push overs. The Federation will go through any lengths required and any sacrifices needed to defend their freedoms. Especially now that they have encountered opposing philosophies of other interstellar civilizations. Combined with a strong economy and highly educated driven populace, the Federation can in no small way exert their influence on Nova Genesis.

Features of Each Ethnic Groups

Avantines: Spanish looking. Fair skinned and black haired.
Calirmans: French or German looking. Fair skinned. Brown, blonde or black hair.
Covish: South American/Hispanic/African looking. Range of skin tones with black hair.
Soltreki: Scandinavian, South American and Asian looking. Brown, blond or black hair with a range of skin tones.
Paels: Persian look. Fair skinned.


Fill out later after acceptance.
Names of Core Worlds: Aurel Prime, Calirma, Coven, New Avantine
Names of Middle Worlds: Soltrek, Cadmar, Virion, Palatine, Avernce, Crispian
Names of Colonies: New Calirma, New Coven, New Pael, Lindel, Los Cristales, Pantheon, Everwood
Last edited by Damak Var on Mon Jan 12, 2015 12:50 pm, edited 9 times in total.

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Lingang
Minister
 
Posts: 3390
Founded: Jan 16, 2012
Iron Fist Consumerists

Postby Lingang » Sun Jan 11, 2015 12:56 pm

Tag for interest.
Favorite Quotes:
"Check yourself before you Shrek yourself" ~ Independent State AF
"And He shall smite the wicked, and plunge them into the fiery pitt!" ~ Judge Claude Frollo (*then proceeds to fall in himself*)

Proud Native and former WA Delegate of South Pacific

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 1:18 pm

NDH's app is accepted.

User avatar
Lunas Legion
Post Czar
 
Posts: 31130
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 11, 2015 1:43 pm

Main App 4747 (Leave This)
Nation Full Name: League of Colossus

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 4 (40K)
+Middle Worlds (0.5-3bil pop, 5k points each): 10 (50K)
+Colonies (Less than 0.5 bil pop, 3k each): 12 (30K)
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): (30K)
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): (40K)
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): (30K)
+Standard of Living (Max = 50K): (30K)
+Political Unity (Max = 50K): (20K)
+Public Order (Max = 50k): (30K)
=300,000

Based on the above, fill out below.
Name of Capital World: Colossus
Government Style: Federal Constutitional Parlimentary Diarchy.
Head of State: Archon Karlia
Head of Government: Tyrant Cressidan
Economic Style: Full Market Economy with minimal state intervention
Major Ethnic Groups (may explain more in Description: Colossian, Thrakian, Iosian, Spetian
Description (700 Words Minimum):

The League of Colossus is more of a 'league of leagues' than anything else. Although Colossus is the single most powerful of the League's individual planets, and the League's nominal capital, the various sub-leagues under the other Core Worlds prevent Colossus from turning the League into an empire.

The League was originally formed in 145 AW. Before this the four main League worlds, Colossus, Thrakus, Ios and Spetus had quarrelled amongst themselves in the region of space others had named 'The Disputed Zone' due to the seemingly constant wars raging between the four planets. Over time, the four planets created leagues of smaller allied planets for mutual defence around themselves which were dragged into the wars. However, all things must end. In 144 AW a powerful warlord, who's name is unrecorded, marshalled a fleet of pirates, deserters, escapees and other assorted scum to invade the Disputed Zone with the support of a now-destroyed empire.

The invasion caught the League worlds off guard. Their defence forces were beaten back, and both Ios and Thrakus fell to the invaders, their forces off fighting elsewhere. In a desperate move to preserve their independence, the Archon of Colossus and the Tyrant of Spetus called a summit of the four League planets in Colossus. After a day of conferring, the League of Colossus was formed to defeat the invading forces. The united navies of Colossus and Spetus, along with the remnants of the Iosian and Thrakian fleets, engaged and defeated the invaders over Ios before expelling them from the Disputed Zone altogether.

After the threat to their independence had been dealt with, the four leaders reconvened on Colossus to agree on what would become the League of Colossus as it is today. After several weeks of negotiating, it was agreed that all four planets and their surrounding leagues would be autonomous states operating under a League Council made of elected representatives from all four planets and their leagues which would be presided over by a Archon and Tyrant as heads of state and government respectively, which would be chosen from the four heads of the League worlds.

Since then although the League of Colossus has remained unified, the bonds of unity between the four planets has been strained but it has never actively been threatened by pressures both internal and external.

Perhaps the strangest thing about the League is it's people. The four main ethnic groups appear virtually alike to outsiders, and only those born within the League or who have spent a length of time within the League's borders can learn the distinguishing speech and cultural habits of each ethnicity as well as the subtle differences in appearance between the groups.

The League's internal workings are also somewhat odd, but were deliberately constructed that way so as to prevent any one of the four League worlds turning the League of Colossus into an empire. However, this has backfired catastrophically as it also means that the League can do very little with any degree of unity, unless the need is extremely urgent and obvious, such as in the event of a foreign invasion or major crisis. This highly decentralised nature also means that the League's only viable economic policy was not having an economic policy, and letting the free market be almost completely unconstrained.

Perhaps the single most debated issue during both the League's formation was that of the military. None of the League worlds were willing to completely give their military over to a single command structure, and although such a command structure utilising the existing command trees of the League's component nations has been created, it has never been utilised in practice and thus whether it works in reality is unknown. However, this hyper-decentralised military does mean that it is nearly impossible to pull off a decapitation strike against the League, as if one component nation's military command structure is annihilated another can take over direction.

The League's current political situation is as it has been since it's formation; the four League worlds split into two blocs, the Spetian-Colossian bloc and the Iosian-Thrakian bloc, referred to as the Old Guard and New Guard respectively. Currently the Old Guard are in power, but depending on how they handle a predicted period of major crisis, according to many analysts, that could change very easily and very quickly.
Fill out later after acceptance.
Names of Core Worlds: Ios, Spetia, Thrakia and Colossus
Names of Middle Worlds: Thebos, Gyptus, Thesius, Kret, Rho, Coraos, Byzas, Selucia, Epria, Syra
Names of Colonies: Alexia, Baktra, Skytha, Mesannia, Pemagous, Sardis, Colchik, Promethios, Ariaus, Gerious, Tigros, Iudeos
Last edited by Lunas Legion on Mon Jan 12, 2015 12:14 pm, edited 4 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 1:56 pm

Lunas Legion wrote:Main App 4747 (Leave This)
Nation Full Name: League of Colossus

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 4 (40K)
+Middle Worlds (0.5-3bil pop, 5k points each): 10 (50K)
+Colonies (Less than 0.5 bil pop, 3k each): 12 (30K)
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): (30K)
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): (40K)
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): (30K)
+Standard of Living (Max = 50K): (30K)
+Political Unity (Max = 50K): (20K)
+Public Order (Max = 50k): (30K)
=300,000

Based on the above, fill out below.
Name of Capital World: Colossus
Government Style: Federal Constutitional Parlimentary Diarchy.
Head of State: Archon Karlia
Head of Government: Tyrant Cressidan
Economic Style: Full Market Economy with minimal state intervention
Major Ethnic Groups (may explain more in Description: Colossian, Thrakian, Iosian, Spetian
Description (700 Words Minimum):

The League of Colossus is more of a 'league of leagues' than anything else. Although Colossus is the single most powerful of the League's individual planets, and the League's nominal capital, the various sub-leagues under the other Core Worlds prevent Colossus from turning the League into an empire.

The League was originally formed in 145 AW. Before this the four main League worlds, Colossus, Thrakus, Ios and Spetus had quarrelled amongst themselves in the region of space others had named 'The Disputed Zone' due to the seemingly constant wars raging between the four planets. Over time, the four planets created leagues of smaller allied planets for mutual defence around themselves which were dragged into the wars. However, all things must end. In 144 AW a powerful warlord, who's name is unrecorded, marshalled a fleet of pirates, deserters, escapees and other assorted scum to invade the Disputed Zone with the support of a now-destroyed empire.

The invasion caught the League worlds off guard. Their defence forces were beaten back, and both Ios and Thrakus fell to the invaders, their forces off fighting elsewhere. In a desperate move to preserve their independence, the Archon of Colossus and the Tyrant of Spetus called a summit of the four League planets in Colossus. After a day of conferring, the League of Colossus was formed to defeat the invading forces. The united navies of Colossus and Spetus, along with the remnants of the Iosian and Thrakian fleets, engaged and defeated the invaders over Ios before expelling them from the Disputed Zone altogether.

After the threat to their independence had been dealt with, the four leaders reconvened on Colossus to agree on what would become the League of Colossus as it is today. After several weeks of negotiating, it was agreed that all four planets and their surrounding leagues would be autonomous states operating under a League Council made of elected representatives from all four planets and their leagues which would be presided over by a Archon and Tyrant as heads of state and government respectively, which would be chosen from the four heads of the League worlds.

Since then although the League of Colossus has remained unified, the bonds of unity between the four planets has been strained but it has never actively been threatened.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:


Not bad. I like it so far. Unfortunately your word count is only at 380 (320 short of minimum). Keep going my man!

User avatar
Lunas Legion
Post Czar
 
Posts: 31130
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 11, 2015 2:09 pm

Damak Var wrote:
Lunas Legion wrote:Main App 4747 (Leave This)
Nation Full Name: League of Colossus

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 4 (40K)
+Middle Worlds (0.5-3bil pop, 5k points each): 10 (50K)
+Colonies (Less than 0.5 bil pop, 3k each): 12 (30K)
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6): (30K)
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): (40K)
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): (30K)
+Standard of Living (Max = 50K): (30K)
+Political Unity (Max = 50K): (20K)
+Public Order (Max = 50k): (30K)
=300,000

Based on the above, fill out below.
Name of Capital World: Colossus
Government Style: Federal Constutitional Parlimentary Diarchy.
Head of State: Archon Karlia
Head of Government: Tyrant Cressidan
Economic Style: Full Market Economy with minimal state intervention
Major Ethnic Groups (may explain more in Description: Colossian, Thrakian, Iosian, Spetian
Description (700 Words Minimum):

The League of Colossus is more of a 'league of leagues' than anything else. Although Colossus is the single most powerful of the League's individual planets, and the League's nominal capital, the various sub-leagues under the other Core Worlds prevent Colossus from turning the League into an empire.

The League was originally formed in 145 AW. Before this the four main League worlds, Colossus, Thrakus, Ios and Spetus had quarrelled amongst themselves in the region of space others had named 'The Disputed Zone' due to the seemingly constant wars raging between the four planets. Over time, the four planets created leagues of smaller allied planets for mutual defence around themselves which were dragged into the wars. However, all things must end. In 144 AW a powerful warlord, who's name is unrecorded, marshalled a fleet of pirates, deserters, escapees and other assorted scum to invade the Disputed Zone with the support of a now-destroyed empire.

The invasion caught the League worlds off guard. Their defence forces were beaten back, and both Ios and Thrakus fell to the invaders, their forces off fighting elsewhere. In a desperate move to preserve their independence, the Archon of Colossus and the Tyrant of Spetus called a summit of the four League planets in Colossus. After a day of conferring, the League of Colossus was formed to defeat the invading forces. The united navies of Colossus and Spetus, along with the remnants of the Iosian and Thrakian fleets, engaged and defeated the invaders over Ios before expelling them from the Disputed Zone altogether.

After the threat to their independence had been dealt with, the four leaders reconvened on Colossus to agree on what would become the League of Colossus as it is today. After several weeks of negotiating, it was agreed that all four planets and their surrounding leagues would be autonomous states operating under a League Council made of elected representatives from all four planets and their leagues which would be presided over by a Archon and Tyrant as heads of state and government respectively, which would be chosen from the four heads of the League worlds.

Since then although the League of Colossus has remained unified, the bonds of unity between the four planets has been strained but it has never actively been threatened.

Fill out later after acceptance.
Names of Core Worlds:
Names of Middle Worlds:
Names of Colonies:


Not bad. I like it so far. Unfortunately your word count is only at 380 (320 short of minimum). Keep going my man!


Now I have to think of more history to write for the League. Urgh.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Skappola
Minister
 
Posts: 2063
Founded: May 12, 2013
Ex-Nation

Postby Skappola » Sun Jan 11, 2015 2:44 pm

Main App 4747 (Leave This)
Nation Full Name:: The Nia'An Galactic League

Spend 300,000 Points total.

Faction Territorial Size/Population. You must have more Middle Worlds than Core Worlds and more Colonies than Middle Worlds.
+Core Worlds (4-10bil pop, 10k points each): 40,000
+Middle Worlds (0.5-3bil pop, 5k points each): 35,000
+Colonies (Less than 0.5 bil pop, 3k each): 21,000
+Economic Strength/Wealth (Max = Points Spent on Core Worlds and Middle Worlds x 0.6):
42,000
+Military Industrial Strength (Max = Points Spent on Core Worlds x 1.2): 25,000
+Natural Resources Controlled (Max = Points Spent on Colonies x 1.6): 32,000
+Standard of Living (Max = 50K): 50,000
+Political Unity (Max = 50K): 25,000
+Public Order (Max = 50k): 30,000
=300,000

Based on the above, fill out below.
Name of Capital World: Querios
Government Style: Technocratic Democracy - The executive position of Grand Chairman is fully elected through a free election, while the legislative branch - the Council of the Technocrats - requires an IQ test to vote, and the politicians must hold a degree of one of the sciences or engineering (Which degrees and from which universities are periodically updated by the council).
Head of State: Grand Chairman Mai'ia Shole
Head of Government: Grand Chairman Mai'ia Shole
Economic Style: Free Market Capitalist
Major Ethnic Groups (may explain more in Description: By Order of Size:
Nuestran, Queriosian, Niacuni, Malusian, Phalosians
Description (700 Words Minimum):
The Ni'ian Galactic League is primarily located in the Ni'ian cluster, as the name suggests. The founding members of the League are Nuestran, Querios, Niacune, and Malusian

The history of the Ni'ian League begins on the temperate planet of Nuestran, located in the Ni'an region, in the year 45 BW. In the years before, a number of alien probes had begun to orbit the planet, and the people of Nuestran were beginning to become terrified. Top Scientists had captured one and discovered what could be weaponized rail guns with especially high destructive power. The probes lacked any sort of communications capabilities, and so the world of Nuestran went to the worst scenario - they were about to be invaded, and these were the scouts. The world's powers quickly began to unite under a number of proposals - eventually forming a single unified government under the Jintos Accords in 45 BW. In 47 BW, the alien mothership entered orbit of the Nuestran, and much of the world readied themselves for defense.

The Mothership, upon landing, was met with a total force of 200,000 soldiers, with more than quadruple that ready for transport to the battle site within an hour. Much to the embarrassment of the world's leaders (And relief of everyone else), this was a misunderstanding. The "Alien Invaders" turned out to be settlers, and had come from the planet Querios. The ship, which was hyperspace capable, was sent back to Querios to make first contact with the new civilization. Soon, translators were able to add the main language of Querios into their universal translator, and Hyperspace technology entered heavy use in Nuestran. Relations between the planets flourished.

Back on Querios, hyperspace had been reinvented for years leading up to this, but the first contact and creation of a translator caused a flurry of new hyperspace travel companies seeking the transport of tourists and goods between the two planets. This trade route - the Nidi stretch - quickly became highly traversed, primarily due to the very different metallic makeup of the two planets. Minerals that were rare on Querios were often common on Nuestran, and vice versa, allowing for a booming trade route.

Querios never had a truly unified government, but soon the lucrative trade gave rise to a trade League stretching across the planet. This League soon expanded to Nuestran, and trade and science flourished.

The renaissance in science and trade soon lead to major commercial asteroid mining ventures, while the government-run agencies pioneered space exploration. In 14 AW, Niacune was discovered. Niacune was a beautifully mountainous planet, home to the Niacuni: An entrepreneuring, peaceful race famous for building spectacular cliff-side cities containing magnificent stone temples side by side with steel skyscrapers and bustling ports. They were at about the technological advancement of 1920s US, and their culture was a strange amalgamation of ancient beliefs and new viewpoints. Their planet immediately became a popular tourist destination, and the countries of the planet eagerly joined the League in exchange for technological advancements and increased tourism. The planet eventually grew to become a major research center, hosting numerous prestigious universities and a massive high-tech sector.

The League discovered the Malusians, residing on the mysterious planet Malus, in 32 AW. Strange chemicals in the air give everything a greenish tint, though as far as scientists can tell, it is safe for non-Malusians to breathe. The planet itself is filled with dry plains and vast salty seas. Much of the terrain is scorched by ultraviolet light and temperatures can jump to above 170°F during the afternoon. What isn't destroyed by the sun is blown away by erratic sandstorms. As such, the Malusians have built vast underground dwellings, where they grow special breeds of grain and algae and mine a number of minerals. Most of these settlements run on Nuclear Power, due to their strange abundance of uranium, and long railroads connect the amalgamation of farms, mines, and cities together. The only way into these settlements are through the North and South Poles, where the weather is more or less predictable. The civilization was surprisingly advanced, despite their disadvantages, and provided many energy, engineering, and mining technologies to the burgeoning League in exchange for space travel, before joining the League altogether. Today, Malus is a major mining and science center, with a top-of-the-line education system.

The League continued to expand through colonization and the integrating of new human races over the years, eventually growing to its size today. In 50 AW, the New Kali Accords centralized the League into a unified government under a novel new government. A compromise between the Technocratic and Meritocratic ruling styles of Malus and Niacune and the Plutocratic and Democratic rule of Querios and Nuestran was made, resulting in the current government.

The cultures of the many planets under the League's control have to some extent mixed together, but still remain noticeably different from one another. The Industrial Nuestrans are much different than the Mercantile Queriosians, just as the Cultured, Entreprenuering Niacune are different from the Ordered, Technocratic Malusians. However, all these groups are happy to identify themselves as Ni'ians first. Technology and Education are highly valued, especially when they lead to Economic advances. Deeply ingrained within the culture is a mentality of needing to be measurably useful in some way, and as such engineers and managers are significantly more valued than poets and artists.


Fill out later after acceptance.
Names of Core Worlds: Nuestran, Querios, Niacune, Malus
Names of Middle Worlds: Pholos, Caminos, New Niacune, Pella, Ion'os, Uaumia, Xalos
Names of Colonies: Eustra, Larissa, Ambracia, Thera, Melos, Andros, Seriphos
Last edited by Skappola on Mon Jan 12, 2015 6:54 pm, edited 1 time in total.
Political Compass: Economic: 1.63 Social: -6.72
Political Ideology: Neoliberal Civil Libertarian
I Enjoy: Blues, Paradox Games and Sci-fi

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 2:44 pm

Yeah, its a bitch but there's reasons I'm making the min 700.

1. Allows me to judge writing ability and creativity.
2. Gives a better idea on your nation.
3. Filters out noobs and fickle RPers not willing to hammer out 700 words.
4. Makes people become more invested after having written so much. More likely to stick around.

User avatar
Damak Var
Senator
 
Posts: 4854
Founded: May 07, 2006
Ex-Nation

Postby Damak Var » Sun Jan 11, 2015 2:50 pm

This requires a lot of player generated content. That requires dialogue between players and so to facilitate that I created a mibbit irc chat. Not sure if it asks you for a PW but just put in the one I provided for that. Not even sure if I did this correctly so let me know if you have problems.

IRC Chat
#interstellarage
PW: space

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