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[HS] Mass Effect: Factions 4.0|Archive

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Archangelskl Oblast
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Posts: 12122
Founded: Aug 21, 2013
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[HS] Mass Effect: Factions 4.0|Archive

Postby Archangelskl Oblast » Tue Jun 30, 2015 3:25 am

The Turian Hierarchy

Palaven Command
Primearch:Nyree Victus
Citadel councilor:Quintius
Citadel Ambassador: Partinax
General of the army:Ari Chellinian
Head Fleet admiral of the Navy: Janen Eurnthos
Commandant of The Hastatim Marine Corps: Larenus Corinthus
Home World: Apien Crest / Trebia System /



Milky Way / Apien Crest / Trebia

Aventen (Barren)
Caelax (Barren)

Palaven - home world (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
4 Urban Areas
1 Planetary Fuel Depot
1 Shipyard
1 Civilian Shipyard
1 Small Spaceport
1 Major Spaceport
(300) - Ground Fortifications lvl. 4
(350) - Planetary defense guns lvl. 3
(650) - Planetary Sensor Stations Lvl. 3 (Heavy Vessels + Medium Vessels + Light Vessels)
Credits=754c

Infantry Division - 5
Marine Division - 1
Interceptor Wings - 9

MenaeMoon
(300) - Ground Fortifications lvl. 4
(350) - Planetary defense guns lvl. 3
Interceptor Wings - 1
Infantry division -2

Impera (Barren)
Essenus (Gas Giant)
Datriux (Barren)


Milky Way / Apien Crest / Castellus
Carborix (Barren)
Nios (Terrestrial)
Digeris (Garden)
Fiax (Terrestrial)
Iritum (Gas Giant)


Milky Way / Apien Crest / Gemmae
(A small system with no planets.)
Pheiros (Terrestrial)




Aephus (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 ship yard
1 Urban Areas
2 Fuel Depot
Credits=120c

Interceptor Wings - 2
Infantry division - 4


Milky Way / The Shrike Abyssal / Thal

Garan (Barren)
Sarait (Terrestrial)

Altakiril (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 ship yard
1 Urban Areas
2 Fuel Depot
Credits=120

Interceptor Wings - 2
Infantry division - 2

Tyrix (Barren)
Xerceo (Gas Giant)
Virits (Barren)


Baetika (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c


Bostra (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c


Carthaan (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c


Chatti (Garden)
Code: Select all
Credits=


Edessan (Garden)
Code: Select all
Credits=


Epyrus (Garden)
Code: Select all
Credits=


Galatana (Garden)
Code: Select all
Credits=

Milky Way / Minos Wasteland / Arrae

Erros (Barren)

Gellix (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c

Infantry Division - 2
Interceptor Wings - 1

Antinax (Terrestrial)
Nirrus (Gas Giant)


Milky Way / Minos Wasteland / Caestus
Invictus (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c

Infantry Division - 1
Interceptor Wings - 3

Temerarus (Barren)


Milky Way / Minos Wasteland / Fortis
Vir (Barren)
Pietas (Terrestrial)
Aequitas (Barren)


Gothis (Garden)
Code: Select all
Credits=

Infantry division - 1
Interceptor Wings - 5



Macedynx (Garden)
Code: Select all
Credits=


Magna (Garden)
Code: Select all
Credits=


Nimines (Garden)
Code: Select all
Credits=


Parthia (Garden)
Code: Select all
Credits=


Milky Way / Aethon Cluster / Nura

Lahu (Barren)

Oma Ker (Garden)
Code: Select all
Credits=


Welm Urun (Gas Giant)
Gorgun (Gas Giant)


Quadim (Garden)
Code: Select all
Credits=


Rocam (Garden)


Syglar (Garden)
Code: Select all
Credits=


Taetrus (Garden)
Code: Select all
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Urban Areas
1 Fuel Depot
Credits=115c

Elite Infantry Division - 1 (26th Armiger Legion)
Interceptor Wings - 2
Infantry division - 5


Thracia (Garden)
Code: Select all
Credits=

Interceptor Wings - 5


Tridend (Garden)
Code: Select all
Credits=


Xerceo (Garden)
Code: Select all
Credits=


Milky Way / Sigurd's Cradle / Lenal

Laconix (Barren)
Code: Select all
Credits=


Triginta Petra (Terrestrial)
Code: Select all
Credits=
Planetary defense guns lvl1.
Planetary Sensor Stations Lvl 2.

Interceptor Wings - 5
Infantry Division - 2

Choitadix (Barren)
Code: Select all
Credits=


Nutus (Gas Giant)
Code: Select all
Credits=



Ground Forces

Marine Division - 2
Infantry division - 25
Elite Infantry Division - 1
Black Watch - 1


all Spec-ops team - Free High Quality Weapons + Free Medium Armor + Combat Biotics + Elites (1 Working with STG.)
all Infantry Division - Free High Quality Weapons + Medium Armor
1 infantry division is elite
all Frigates - Thanix Cannons, Enhanced GARDIANs
all Destroyers - Enhanced GARDIANs, Enhanced Sensors
all Light Cruisers - Silaris Armour, Thanix Cannons
all Battlecruiser - Thanix cannons + Multicore shielding


Navy
Light cruisers- 40
Destroyers- 40
Fleet Carrier - 1
Mining Ship - 5
Dreadnought - 37
Frigates - 100
Light Transports - 1
Battle cruiser - 3
Interceptor Wings - 32

Fleet data-

1st FLEET
Commanded by: admiral Venous Vakrious
Dreadnought - 10
Destroyer - 5
Battle cruiser - 1
Frigate - 30
Light Cruiser - 10
Light Transport - 1
1st Marine Division - 1
*Mission: Citadel Fleet.


2nd FLEET
Commanded by: admiral Coviulus Bakiro
Dreadnoughts - 10
Destroyer - 6
Frigate - 25
Fleet Carrier - 1
Interceptor Wings - 2
Fighter Wings - 4 (1st Apex Squadron)
Battle cruiser - 1
Light Cruiser - 15
*Mission: QRF, Attican Traverse.


3rd FLEET
Commanded by: admiral Janen Ernthos
Dreadnoughts - 17
Destroyer - 15
Battle cruiser - 1
Frigate - 25
Light Cruiser - 20
*Mission: Palaven.


1st patrol flotilla
Commanded by: Commander Dorsin
Mining Ship - 5
Destroyer - 1
Frigates - 5
Mission*: Mining ops

2nd patrol flotilla
Commanded by: Commander Silus
Frigates - 5
Destroyer - 1
Mission*: Tuchanka

3rd patrol flotilla
Commanded by: Commander Qubik
Frigates - 5
Destroyer - 1
Mission*: Paroling Council Space

4th patrol flotilla
Commanded by: Commander Darren
Frigates - 5
Destroyer - 1
Mission*: Tuchanka


Code: Select all
Combat data:


Special: Elitist Society- Because of the intense training that the soldiers go threw any new ground units trained must also have decent weapons and armor to compliment their skill. All new units receive high quality weapons and medium armor.

Turian Resolve - Turains have faced heavy assaults in the name of the Citadel Council and were granted a seat on that council. They now command the Citadel fleet and military forces. As long as the Turians are members of the citadel council They can petition the Council to raise the Citadel Fleets to defend Citadel Space. Citadel fleets consist of half of all ships possessed by Citadel Races.

Disadvantages:Economic Incompetence - Turians are the top tier military organization in the Galaxy, but are poor bankers and outsource all of their economic needs to the Volus. All starships cost 10% more.


Code: Select all
Construction Data:
2 dreadnoughts 6 months
5 Light Transport 0 months
10 Armored division 0 months
10 Artillery Battalion 0 months
8 Marine Division 1 months
5 Airmobile Infantry Brigade 2 months
10 Sapper Detachment 0 months
25 Infantry Division 1 months
4 Spec-ops team 1 months
20 Gunship Wing 2 months


Credits per month
Worlds-1,934c
+75c base income
Income from Mining Ships 50c

200c from vol monthly
25c Citadel Embassy

Total a month=2,234c
Current Credit Balance
3,758c
Last edited by Archangelskl Oblast on Thu Aug 27, 2015 7:18 pm, edited 22 times in total.

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The NAR
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Posts: 11646
Founded: Aug 09, 2013
Ex-Nation

Postby The NAR » Tue Jun 30, 2015 8:46 am

Image
CERBERUS
"Humanity First"


Cerberus is a human-survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Cerberus supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them. Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a terrorist organization and will prosecute identified Cerberus agents accordingly.


History of Cerberus

Cerberus arose from the tumult of the First Contact War in 2157 CE, a conflict between humanity and the first alien race they had encountered after achieving spaceflight, the turians. During the turian occupation of Shanxi, a trio of human mercenaries, Jack Harper, Eva Coré, and Ben Hislop, served with the Systems Alliance forces led by General Williams who were resisting the turians. After capturing a turian general, the mercenaries became embroiled in the general's conspiracy to use an ancient alien artifact to transform the turians into a race of invincible supersoldiers under his command. With the aid of the general's brother, Saren Arterius, Harper was able to foil the plot, but both Coré and Hislop were lost.

In the aftermath, Harper realized that although the galaxy was abundant with knowledge and wealth, it was also a dangerous place, and a dark time was coming for humanity. It was humanity's duty to meet this challenge, and Harper resolved to do everything in his power to better humanity and ensure their place among the stars. With that, Harper published the manifesto of Cerberus and assumed the identity of the Illusive Man.

As Cerberus grew, it had an indelible effect on the course of human development through acts of sabotage, assassination, media manipulation, and espionage. Cerberus became known to the public after a failed attempt to steal antimatter from the cruiser SSV Geneva in 2165. The sole surviving member of the operation named his sponsor "Cerberus", and the publicity from the incident spurred an increase in recruitment. In 2170, Cerberus engineered the Eldfell-Ashland Energy accident over Yandoa, exposing the colonists to dust-form element zero, and two other similar accidents over the preceding four months in two other colonies.

The following year, Pope Clement XVI is assassinated via rosary beads coated with toxic materials in order to be replaced by Leo XIV, who has eschatological beliefs more in line with Cerberus's goal of militarizing humanity. Claude Menneau, a candidate for the leadership of the pro-human Terra Firma party, was also assassinated in 2173 at the order of the Illusive Man to allow Charles Saracino to gain the position. Cerberus was additionally responsible for funding Michael Moser Lang, who would go on to gun down United North American States president Enrique Aguilar and Chinese People's Federation premier Ying Xiong in 2176, and sabotaging the starship MSV Anixara in 2182, resulting in the death of Turian Hierachy war hawk Raherix Ursivus.


Foreign Relations

Cerberus has been deemed a "Terrorist organization" and a "Threat to Galactic Peace" by most Governments and Species, thus having no relations to them. However, Cerberus is able to recruit informants and agents inside many nations and organizations.

1: Cerberus has massive amounts of Credits inside of Volus Banks. A few Volus Diplomats have also been turned into informants and proxy heads such as Din Korlack.

2: Many mercenary groups have been recruited to do Cerberus's Dirty Work, but none are ever told who their actual employer is, instead only knowing an alias such as "The Syndicate" or "The Agency". Though, there are countless aliases for Cerberus to keep their identity safe.

3: Vorcha have been scapegoated before to cover up Cerberus Operations.

4: Cerberus has purchased Turian Intel from low-level Intelligence Officers inside of the Hierarchy. An unnamed, unsourced Turian Hierarchy Colonel has been turned into a Cerberus Agent but does not know who employer is. Turian Military Advisors are commonly used as agents.

5: A common practice by Cerberus is the capture and dissectating of Asari Children to further enhance Human Biotics. Cerberus Front Companies have purchased a large share of stock within Asari Corporations to allow for usually unwilling Asari to unwillingly provie services to Cerberus.

6: A Salarian Contractor has provided Cerberus information on STG activities.

7: The System Alliance is undoubtedly filled with double agents who work for Cerberus. Within the Alliance themselves many inside the Military-Industrial Complex either don’t trust Aliens or would profit from such a war. Many Alliance Soldiers who retire eventually join Cerberus and many Generals who are sympathetic may leak information to Cerberus as well. Front Corporations are rampant inside the Alliance and provide the necessary capital for our organization and many media outlets have been bought out by such Companies. Thus the human media usually focuses on the good Cerberus has done and shows a positive image to unsuspecting viewers, which keeps a fairly good Cerberus reputation among Human Worlds and gaining public support.


Military State of Readiness

Military state of readiness: Cerberus is divided into three well-known groups.
--Cerberus Head--
Run tightly by the Illusive Man and orders come from up above. There is a complete command structure and operates like a military organization. They profit from Front-Companies and actively invest in experiments to further their cause. Most in this tier are not racist but instead wish to help humanity by providing an equal foot. Their military has advance armor and is on par with any special forces group.

--Cerberus Cells--
Are groups that belong to Cerberus that due its bidding whether or not they know. These cells establish footholds on other plants and provide the first steps for Cerberus Head to have a footing on this planet. Cells can also be a part of other organizations and companies that provide intel, equipment and capital that benefits Cerberus Command. Inside the system’s Alliance many military organizations are actually Cerberus Cells that are leftovers from the Syndicate Days. It is also possible that they do not know their employer or who they are helping.

--Cerberus Rogue--
No connection to Cerberus Command but instead take up their ideology. Common on far-off colonies that could face Batarian Pirates, many hate Aliens with a vengeance. They usually take up the name of Cerberus as a way to gain notoriety. They are commonly portrayed as the average Cerberus Officer but that is simply not the case. They are not apart of us.


Infrastructure and Claimed Worlds


HORSE HEAD NEBULA
Code: Select all
--Cerberus Headquarters--
-Urban Area (3)
-Shipyard
-Fuel Depot (2)
-Lvl. 3 Defense Guns
-Major Industrial Complex
-Research Station


STYX THETA
Code: Select all
--Space Station, hidden in the space between Acheron and Erebus--
-2 Urban Areas
-1 Fuel Depot
-1 Shipyard
-Lvl. 3 Defense Guns
-Lvl. 3 Sensor Stations
-Major Industrial Complex
-Small Spaceport


ARGHOS RO
Code: Select all
--Planet--
(Is not officially known nor recognized as a Cerberus Territory.  Secretly a Cerberus Client)
-2 Urban Areas
-1 Planetary Fuel Depot
-2 Mining Complexes
-1 Major Industrial Complex
-1 Major Mining Complex
-Lvl. 2 Planetary Defense Guns
-Lvl. 2 Ground Fortifications
-1 Small Spaceport


Monthly Income: 505
Current Credits: 0 Credits
Savings Account: 544.25
Construction List:
Code: Select all
*3 Fighter Wings-- 2 Months Remaining
*5 Frigates-- 1 Month Remaining
*Marine Division-- 3 Months Remaining
*Special Operations Team-- 2 Months Remaining
*Dreadnought-- 12 Months Remaining

--465 Credits at Start--
*Advanced Armor on 3 YMIR Mech Division(-18.75 Credits)
--446.25 Credits Remaining--
*1 Major Industrial Complex on Intai'Sei(-40 Credits)(+15 Credits Monthly)
406.25 Credits Remaining
*1 Small Spaceport on Intai'Sei(-80 Credits)(+24 Credits Monthly
326.25 Credits Remaining

Transfer 236.25 Credits to Saving Account


Military


NAVY
Code: Select all
-1 Destroyer with Thanix Cannons and Multicore Shelding
-1 Destroyer with Thanix Cannons and Enhanced Life Support Systems
-1 Frigate with Stealth Systems and Electronic Wwarfare Capabilities
-1 Frigate with Silaris Armor and Thanix Cannons
-1 Battlecruiser with Silaris Armor and Thanix Cannons
-1 Battlecruiser with Enhanced GARDIAN Systems and Multicore Shielding


ARMY
Code: Select all
-10 Special Operations Teams with Elite Upgrades
-4 Marine Divisions with Advanced Armor and High Quality Araments
-3 YMIR Mech Divisions with Advanced Armor
-2 Armored Divisions with Advanced Armor
-2 Airmobile Infantry Brigades




Elite Specialist Databank
Image
Michael was born on May 11th, 2150 on Earth, in the bustling, crime-ridden city of New York. As a boy, he never knew his father, for his father abandoned Michael and his mother when Michael was only 2 months old. Michael's mother tried he best to raise her son, working double and even triple shifts at multiple jobs, but that didn't stop the fact that Michael lived in a very impoverished household. Michael tried to push away the fact that he couldn't change what was happening in his life by getting interested in music, eventually making a rap group with his friend Polla when he was 13. Michael spent years rapping in underground clubs, even juggling two jobs and his musical career, as well as school, by age 15. Michael tried his best to bring home money to help his mother, but no matter how hard he tried, they still suffered. When Michael turned 17, he stole $10,000 from and Underground Rap Club and gave it to his mother, then helping her skip town and settle in a small community in Pennsylvania. Afraid she'd be hurt as a result of her son, Michael enlisted in the Alliance Marine Corps to help his mother with money, and to keep her safe by staying as far away as possible.

Michael served mainly in the Attican Traverse under the 5th Fleet, serving alongside other Marines in fighting Batarian Pirates. The brutal tactics used by the Batarians on Human Colonies and Prisoners of War disgusted Michael, and he grew a large resentment towards the Batarians which since evolved into nearly pure hate after his best friend was decapitated by a Batarian Pirate in the Traverse. Michael was discharged at the rank of Lieutenant in 2175, and with much respect from the Alliance, he was given the well-paying position as a C-Sec Officer. When he made enough money, he returned to Earth and helped his mother move onto the Citadel so she could be with him. Michael spent over a year on the Citadel, falling in love with a young woman named Millie Pierce. They were to get married, until Millie was kidnapped by the Blue Sons and subsequently executed for smuggling and failing to pay debt. It was at that moment that Michael began to hate the Asari, and began to focus on Politics. After much research, Michael began to see just how corrupt Galactic Politics were. He was disappointed in the Alliance for not standing up for the interests of Humanity, and hated the Citadel Races for treating Humanity like a child. In 2279, he contacted an old friend from New York who he'd spoken to on the Citadel weeks before, and would soon accept to work with Cerberus. Michael, since then, has rose up the ranks in Cerberus as one of the most successful soldiers and agents, and a personal friend of the Illusive Man.

Image
Miranda was born in 2150. Miranda never had a mother, only a father who is extremely influential, wealthy, and ego-maniacal. Using a modified copy of his own genome, Miranda was genetically engineered to be a specimen of human perfection. Everything, from her intelligence, physical constitution, biotic abilities, to her appearance were designed before birth to be excellent. She boasts about being able to shoot a mech's head off from 100 meters away or just as easily crush it with her biotic powers. Miranda also heals faster than other humans and will probably live half a lifespan longer. However, Miranda’s gifts were a burden growing up. Despite her accomplishments, Miranda’s perfectionist father never showed approval or pride towards his daughter. He always expected more and better from her — forever chiding her to be greater than she already was. He also imposed a very strict lifestyle on Miranda, and forbade her from making friends and having a social life. Miranda remarks that he didn't want a daughter as much as a dynasty, which was why he used his own genetic template to create her. The constant pressure and lack of affection led Miranda to relinquish her privileged lifestyle and run away from home as a soon as she could — although some gunfire was involved. Her father used his extensive network of contacts to chase her across the galaxy, but she managed to elude him nonetheless.

At some point Miranda approached Cerberus and joined them in exchange for protection. Miranda knew of them since her father sympathized with their human-centric agenda and was a major backer. When she enlisted with Cerberus, he stopped pursuing her but severed his ties to the group. Despite their past dealings with her father, Miranda agrees with Cerberus' desire to help humanity. Miranda also enjoys the opportunity to work with people as smart as she is and the amount of latitude their clandestine operations afford her; she is given an objective, all the resources she needs, and nothing more. Evidently, Miranda has advanced far enough to become one of the few in the organization, much less the galaxy, that meets and answers directly to the Illusive Man, who appreciates her abilities.

Image
While little is known about Kai Leng's early life, Alliance records show that he enlisted in the Alliance Military on November 14, 2172 at the age of 16, although his credentials were faked at the time. Leng's prowess in combat and xenophobic nature drew the attention of the Illusive Man, and Cerberus helped liberate Leng from prison after he was incarcerated for murder. The Illusive Man used Leng as his best wet-work operative and assassin for over a decade, realising he was not only ruthless but discreet and methodical. Leng became the Illusive Man's most trusted agent, working as an infiltrator and assassin. His cybernetic modifications appear to include Cerberus's Phantom-class implants.
Last edited by The NAR on Tue Jun 30, 2015 10:33 am, edited 7 times in total.
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Argentumurbem
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Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Tue Jun 30, 2015 10:55 am

Faction: Batarian Hegemony
Leader: Gherish Crob'bath
Citadel Council member: No

Brief description of diplomatic relations: Not held very highly by the council races for its imperialistic foreign policy and claims of grandeur. Several confrontations with their fellow council races have led to the Batarian embassy on the citadel being closed.
Military state of readiness: Constant state of readiness for war. Almost everything within the Hegemony is geared towards a potential galactic war, whether they have the ability to win it or not.
History: Shortly after engineering space travel, the batarians discovered concealed Prothean ruins on Bira, a moon of Verush. These artifacts allowed the species to develop FTL-capable craft. To the ever-lasting pride of the batarians, the ruins from which they developed the new technology had been damaged in earthquakes, leaving the Hegemony with less information to work with than the other spacefaring species. A century after making first contact with the Council, the batarians were granted an embassy on the Citadel. This gift had been under conversation as the violent state has shown themselves to be happy to work against the interests of their fellows, ending with the closure of said embassy.

Despite being welcomed into the galactic community, batarian aggression provoked several crises in galactic relations over the years, some which have left scars despite being only left as history. Sometime around 1785 CE, a batarian fleet bombarded the salarian colony world of Mannovai; in 1913, the Batarian Hegemony annexed the independent asari colony of Esan; and in 2115, Citadel forces skirmished with batarian forces on the planet Enael. These conflicts have lent themselves to paint the batarians as a species of thugs.

Following a long decline in their economy and military standing, under the nationalistic rule of Gherish, the Hegemony underwent a period of rapid expansion on its colonies and homeworld. A vast array of public works were begun in order to give every batarian a steady job, be it mining, factory worker or on the construction sites. While sporadic opposition emphasized the fear of economic turmoil at such unsupported growth, the leadership had the complete backing of the people as they consider such movements to be in keeping with the belief of batarian superiority over the galaxy.

With his popularity among the various nation-states and their collective populations meaning that his position is at its safest point yet, Gherish continued with his mission to advance the batarians to a state of being equal with the Council races. To this end, he focused on the construction of heavy warships - dreadnoughts in particular - as the Hegemony was not bound by the treaties which hampered their neighbours.

Infrastructure and Claimed Worlds:
Kite's Nest
- Khar'shan (Garden World) -
770
4 Urban Centers - +360 credits a month; -40% unit construction time
2 Fuel Depots - +10 credits a month
3 Minor Industrial Complexes - +15 credits a month; -15% ship construction time
1 Major Industrial Complex - +15 credits a month; -10% ship construction time
5 Mining Complexes - +15 credits a month
2 Major Mining Complexes - +20 credits a month
1 military shipyard - +15 credits a month; -15% ship construction time; +150 CP
1 major spaceport - +300 credits a month (+15 per building)
2 Gambling Dens - +20 credits a month

- Verush (Gas Giant) -

- Dezda (Barren World) -

- Ilem (Barren World) -

- Spekilas (Barren World) -
- Camala (Garden World) -
594 credits a month
4 Urban Center - +360 credits a month; -40% unit construction time
2 Fuel Depot - +10 credits a month
1 small spaceport - +144 credits a month (+8 per building)
3 Minor Industrial Complex - +15 credits a month; -15% ship construction time
5 Minor Mining Complexes - +15 credits a month
1 Major Industrial Complex - +15 credits a month; -10% ship construction time
1 shipyard - +15 credits a month; -10% ship construction time
2 Major Mining Complex - +20 credits a month

- Cholis (Barren World) -

- Ramlat (Barren World) -

- Hiba (Gas Giant) -

- Maklan (Barren World) -
- Adek (Garden) -
594 credits a month
4 Urban Centers - +360 credits a month; -40% unit construction time
2 Fuel Depot - +10 credits a month
1 spaceport - +144 credits a month (+8 per building)
3 minor industrial - +15 credits a month; -15% ship construction time
5 minor mining - +15 credits a month
2 major mining - +20 credits a month
1 major industrial - +15 credits a month; -10% ship construction time
1 shipyard - +15 credits a month; -10% ship construction time

- Ekza (Barren World) -

- Klos (Barren World) -

- Uza (Gas Giant) -
- Erszbat (Garden) -
594 credits a month
4 Urban Centers - 360 credits a month; -40% unit construction time
2 Fuel Depot - +10 credits a month
1 spaceport - +144 credits a month (+8 per building)
3 minor industrial - +15 credits a month; -15% ship construction time
5 minor mining - +15 credits a month
2 major mining - +20 credits a month
1 major industrial - +15 credits a month; -10% ship construction time
1 shipyard - +15 credits a month; -10% ship construction time

- Vana (Barren World) -

- Azimir (Gas Giant) -

Viper Nebula
- Bastzuda (Gas Giant) -

- Aratoht (Garden) -
289 credits a month
4 Urban Centers - +180 credits a month; -40% unit construction time
1 Fuel Depot - +5 credits a month
4 Minor Mining Complexes - +12 credits a month
1 Major Industrial Complex - +15 credits a month: -10% ship construction time
2 Minor Industrial Complex - +10 credits a month; -10% ship construction time
1 Shipyard - +15 credits a month; -10% ship construction time
1 Spaceport - +52 credits a month (+8 per building)

- Clogon (Barren World) -

- Urmola (Gas Giant) -

- Yunaca (Barren World) -

Omega Nebula
- Lorek (Terrestrial) -
- Logasiri (Terrestrial) -


Military:
10 dreadnoughts with Thanix cannons
10 Light Carriers
28 Interceptor squadrons
18 fighter wings
10 light cruisers
2 assault landers
3 corvette packs
10 corvette Packs with enhanced GARDIAN systems
5 Light Transports

7 infantry divisions with High Quality Weapons
7 marine divisions with High Quality Weapons


-------

417
+ 55 basic
+ 22 mining
+ 30 industry
+ 10 fuel
+ 15 shipyard
+ 60 spaceport
+ 225 Urban hubs
Camala:
- 3 Urban Centers (300)
- 1 small spaceport (80)
- 1 minor Industrial Complex (15)

Aratoht:
- Fuel Depot (15)


533
last month - 2 credits
8 Urban Centers - 360 credits
3 Fuel Depots - 15 credits
4 Industrial Complexes - 20 credits
1 Major Industrial Complex - 15 credits
1 Major Mining Complex - 10 credits
4 Minor Mining - 12 credits
1 shipyard - 15 credits
2 spaceports - 84 credits
530 credits
Erzsbat
Fuel Depot (15)

Adek
Fuel Depot (15)

Aratoht
4 Urban Centers (400)
2 Minor Mining Complexes (20)

Camala
5 Minor Mining Complexes (50)
2 Minor Industrial Complexes (30)


863
previous month - +3 credits
bonus - +80 credits
5 Fuel Depots - +25 credits
12 Urban Centers - +540 credits
11 minor mining complexes - +33 credits
6 minor industrial complexes - +30 credits
1 major mining complex - +10 credits
1 major industrial complex - +15 credits
1 shipyard - +15 credits
2 spaceports - +112 credits
855

Adek
4 Urban Centers - 400

Erzsbat
4 Urban Centers - 400

Khar'shan
Minor Mining complex - 10

Camala
Major Industrial complex - 45


1174
previous month - 8
5 Fuel Depots - +25 credits
20 Urban Centers - +900 credits
12 minor mining complexes - +36 credits
6 minor industrial complexes - +30 credits
1 major mining complex - +10 credits
2 major industrial complex - +30 credits
1 shipyard - +15 credits
2 spaceports - +120 credits
1173

Aratoht
1 Major Industrial Complex - 40
2 Minor Industrial Complex - 30
1 Shipyard - 50
2 Minor Mining complexes - 20
1 Spaceport - 80


6 Fleet Carriers - 534
10 Light Cruisers - 238
3 Corvette Packs - 11
18 Fighter Wings - 97
18 Interceptor Wings - 113


total - 1625
basic - 275 (55 x 5)
bonus - 85
previous - 1
5 fuel depots - 25
20 urban centers - 900
14 minor mining - 42
8 minor industrial - 40
1 major mining - 10
3 major industrial - 45
2 shipyards - 30
3 spaceports - 172
1620

Khar'shan
major spaceport - 800
gambling den - 50

Adek
spaceport - 80
3 minor industrial - free
5 minor mining - 50
2 major mining - 60
1 major industrial - 45
1 shipyard - 50
1 fuel depot - 15

Erszbat
spaceport - 80
3 minor industrial - 45
5 minor mining - 50
2 major mining - 60
1 major industrial - 45
1 shipyard - 50
1 fuel depot - 15

Camala
1 shipyard - 50
2 major mining - 60
1 fuel depot - 15


2825
Khar'shan
1 fuel - 15
1 major mining - 30
1 gambling den - 50
1 military shipyard - 500

10 dreadnoughts w/ thanix cannons - 1125
32 cruisers w/ enhanced sensors - 1000
2 assault landers - 6
10 infantry w/ High Quality Weapons - 100


2876/2 = 1448
1434

Khar'shan
planetary defense guns lvl 3 - 350

Camala
planetary defense guns lvl 3 - 350
Gambling Dens x2 - 100

Erszbat
planetary defense guns lvl 3 - 350

20 destroyers - 284

Code: Select all
lvl 3 defense guns x3
gambling dens x2

Code: Select all
5 fleet carrier - 4 months
1 Fleet carrier - 4 months
10 dreadnoughts w/ thanix cannons - 8 months
32 cruisers w/ enhanced sensors - 2 months
10 infantry w/ High Quality Weapons - 1 months
20 destroyers - 2 months
Last edited by Argentumurbem on Wed Aug 26, 2015 11:12 am, edited 6 times in total.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

User avatar
Vicavian Empire
Minister
 
Posts: 2258
Founded: Oct 19, 2013
Ex-Nation

Postby Vicavian Empire » Tue Jun 30, 2015 11:05 am

Faction: Quarian Flotilla
Leader (You decide): Conclave
Citadel Council member Y/N or N/A: No
Brief description of diplomatic relations: The Quarians dislike the council races for being unsupportive of the Quarian people and the Council races dislike the Quarians for breaking the council rule concerning A.I
Military state of readiness: Full Readiness, the Fleet is always prepared
History: http://masseffect.wikia.com/wiki/Quarian
Infrastructure and Claimed Worlds:
Ships:
7 Dreadnoughts
1 Dreadnought w/ Thanix Cannon and Silaris Armor
10 Bulk Transports
Habitation Ships w/ 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial
2*Habitation Ship w/ 2 urban, 2 fuel depots and 1 shipyard
10 Heavy Cruiser
5 Battlecruiser
5 Mining Ship
16 Frigate
1 Frigate with Thanix cannon
30 Destroyer
60 Corvette Pack
15 Marine Division
1 Spec-ops team
1 Militia
1 asari light cruiser
Elite Specialist w/Electronic Warfare Capabilities,High-quality Armaments,Advanced Armour
30 Gunship Wings
spec-ops team
Elite specialist w/Electronic Warfare Capabilities,High-quality Armaments,Sniper
Military:
Civilian Fleet-Admiral Zaal'Koris vas Qwib Qwib
1 Militia
15 Marine Divisions
3 Mining Ships
20 Destroyer
2 Dreadnought
9 Bulk Transports
4 Heavy Cruiser
30 Gunship Wings
[box]Patrol Fleet-Admiral Shala'Raan vas Tonbay
7 Frigates
10 Corvette Pack

Heavy Fleet-Admiral Han'Gerrel vas Neema
1 Dreadnought w/ Thanix Cannon and Silaris Armor
5 Battle cruiser
6 Heavy Cruiser
5 Dreadnoughts
8 Frigates
1 Frigate with Thanix cannon
50 Corvette Pack
10 Destroyers
5 Battlecruiser
1 Asari light cruiser

Special Projects -Admiral Daro'Xen vas Moreh.
2 Spec-ops team
Elite Specialist w/Electronic Warfare Capabilities,High-quality Armaments,Advanced Armour
1 Bulk Transport
2 Frigate
Elite specialist w/Electronic Warfare Capabilities,High-quality Armaments,Sniper

[/box]

40% ground unit construction reduction
45% ship unit construction reduction




Income:
20 base +380 infrastructure
465 total
Rannadril - Do not remove.

UPDATED FOR MONTH 3
Last edited by Vicavian Empire on Sun Jul 19, 2015 7:28 am, edited 6 times in total.

User avatar
Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Tue Jun 30, 2015 1:19 pm

Faction: Elcor Courts
Leader : High Elder Bython
The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research. High Elder Bython- current leader of the Courts and a noted reformer is planning to make changes to increase Elcor influence in Citadel space.

Citadel Council member Y/N or N/A: No

Brief description of diplomatic relations: Elcor diplomatic relations are good. Their stable trade routes throughout Citadel space have made them an ally of every Council species while their conservative nature and isolated economy have avoided them of any major enemy.

Military state of readiness: The Elcor readiness is neutral/low. While they are a benign and peaceful race, recent troubles have convinced High Elder Bython to emphasize more on military and defenses.

The elcor do not maintain a large fleet of military starships. This seems to be due to a combination of their conservative nature preventing hasty rushes to war, and their relatively-isolated and self-sufficient economy that would never encounter a trade dispute serious enough to threaten war over. Elcor warriors have nigh-invulnerable skin, carry shoulder-mounted heavy weapons and utilize sophisticated VI systems to improve their combat capabilities. They are effectively living tanks.

History: Here

Infrastructure and Claimed Worlds:

Lenuamund (Barren World) (Civ Shipyard)
2 Mining Complex +6 credits
1 Major Mining +10 credits
2 Industrial Complex +12 credits
1 Major Industrial Complex +15 credits
1 Fuel Depot: +5 credits
1 Urban Area +90 credits (45 *2)
1 Small Spaceport 8 *4 = + 64 (32*2) credits
1 Research Station

Planet income = 203 -10 = 195 credits
-20 % Ship Building
-10 % Troop Building

Dekuuna (Garden World) (Research Station)
5 Mining Complex +15 credits
2 Major Mining +20 credits
3 Industrial Complex +18 credits
1 Major Complex +16 credits
1 Military Ship Yard: +15 credits
2 Fuel Depot: +10 credits
4 Urban Areas: +360 (180 *2) credits
2 Gambling Den + 20 credits
1 Citadel Embassy + 15
1 Major Spaceport 21 *15 = + 315 credits

Planet income = 802 credits
-40 % Ship Building
-40 % Troop Building

System income = 802 + 195 = 997 credits


Nevos (Garden World)(Military Shipyard, Research Station)
5 Mining Complex +15 credits
2 Major Mining +20 credits
3 Industrial Complex: +18 credits
1 Major Complex: +16 credits
1 Ship Yard: +15 credits
2 Fuel Depot: +10 credits
4 Urban Areas: +360 (180 *2) credits
2 Gambling Den + 20 credits
1 Small Spaceport 20 *4 = + 160 (80 *2) credits

System income = 554 credits
-25 % Ship Building
-40 % Troop Building



Thunawanuro (Garden World)(Military Shipyard, Research Station, Major Spaceport )
5 Mining Complex +15 credits
2 Major Mining +20 credits
3 Industrial Complex: +18 credits
1 Major Complex: +16 credits
1 Ship Yard: +15 credits
2 Fuel Depot: +10 credits
4 Urban Areas: +180 credits
2 Gambling Den + 20 credits
1 Small Spaceport 20 *4 = + 80 credits

System income = 374 credits
-25 % Ship Building
-40 % Troop Building


Silean Nebula – Phontes – Dekuuna 802 - 180 = 622 build capacity
Silean Nebula – Phontes – Lenuamund 195 build capacity
Silean Nebula – Teyolia – Nevos 554 - 180 = 374 build capacity
Omega Nebula – Batalla - Thunawanuro 374 - 180 = 194 build capacity


Dekuuna

1 Dreadnought (Stealth + Multicore Shielding) (EC Dreadnought) - 7 Months
1 Dreadnought (Stealth + Multicore Shielding) (EC Sovereign) - 7 Months

Nevos

1 Dreadnought (Stealth + Multicore Shielding) (EC Emperor) - 7 Months
1 Dreadnought (Stealth + Multicore Shielding) (EC Monarch) - 7 Months

Thunawanuro

1 Dreadnought (Thanix Cannons + Multicore Shielding) (EC Colossus) - 7 Months
1 Dreadnought (Thanix Cannons + Multicore Shielding) (EC Freedom) - 7 Month


Military:
Silean Nebula – Phontes
2 Battlecruiser (Multicore shielding,Thanix cannons)
2 Heavy Cruiser (Multicore shielding,Thanix cannons)
2 Light Cruiser (Multicore shielding,Thanix cannons)
2 Destroyer (Multicore shielding,Thanix cannons)
2 Frigate (Multicore shielding,GARDIAN0
2 Corvette Pack (Multicore shielding, GARDIAN)

Silean Nebula – Teyolia
2 Battlecruiser (Multicore shielding,Thanix cannons)
2 Heavy Cruiser (Multicore shielding,Thanix cannons)
2 Light Cruiser (Multicore shielding,Thanix cannons)
2 Destroyer (Multicore shielding,Thanix cannons)
2 Frigate (Multicore shielding,GARDIAN0
2 Corvette Pack (Multicore shielding, GARDIAN)

Omega Nebula – Batalla
2 Battlecruiser (Multicore shielding,Thanix cannons)
2 Heavy Cruiser (Multicore shielding,Thanix cannons)
2 Light Cruiser (Multicore shielding,Thanix cannons)
2 Destroyer (Multicore shielding,Thanix cannons)
2 Frigate (Multicore shielding,GARDIAN0
2 Corvette Pack (Multicore shielding, GARDIAN)


Silean Nebula – Phontes – Dekuuna
1 Militia Division (Heavy Weapons)
2 LOKI Mech Battalion

Silean Nebula – Phontes – Lenuamund
1 LOKI Mech Battalion

Silean Nebula – Teyolia – Nevos
1 Militia Division (Heavy Weapons)
2 LOKI Mech Battalion

Omega Nebula – Batalla - Thunawanuro
1 Militia Division (Heavy Weapons)
2 LOKI Mech Battalion


Trading with Volus = +15
Income 35 +15 + 997 +554 + 374 = 1975
Total Income = 1307 Credits/Month


1302 + 96 Income = 1398 Credits
Dekuuna
1 Major Spaceport -800
1 Military Shipyard - 500



98 Credits remaining + 1975 Credits per month


Deliberate and Conservative - The Elcor do not rush into events. They prefer to make century long plans which result in their own benefit. As such, Elcor Industrial Complexes and Major Industrial Complexes gain value over time. At month 4 the IC gets +1 cr/month and the MIC gets +1 cr/month. This increases at 8 months to +2cr/month and +3cr/month. 12 Months +4 cr/month and +6 cr/month. At 16 months +8cr/month and +12cr/month. At Month 20 +12 cr/month and +17cr/month. At Month 24 +16 cr/month and +24 cr/month. (Bonus is doubled if the Elcor are granted a Council Seat)

Living Tank - Elcor cannot use small arms in combat, they are too big, thus all Elcor infantry, marines, and militia gain Heavy Weapons free
.

High Gravity Reliance - While they can operate on low gravity worlds, the Elcor prefer the high gravity worlds. As such, Elcor rarely travel from home or colony worlds. Elcor colonies on non-high gravity worlds gets the following penalties (-2 Urban Areas, -2 Mining Comples, -1 Major Mining Complex)

Rannadril - Do not remove.
Last edited by Pac Kindom on Mon Jul 20, 2015 9:45 am, edited 12 times in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

User avatar
The corporate states of Astavar
Diplomat
 
Posts: 777
Founded: Dec 01, 2013
Ex-Nation

Postby The corporate states of Astavar » Wed Jul 01, 2015 2:21 am

App Structure
Faction: Geth
Leader (You decide): The Geth Consensus, Represented by a Geth Prime named Helios (it's easier to communicate with organics with one platform)
Citadel Council member Y/N or N/A: nope
Brief description of diplomatic relations: the geth Consensus have not yet advanced beyond the Veil, the so called heretics have not made the geth any friends and as such all diplomatic relations are either indiffrent or Hostile
Military state of readiness: The Geth dont eat, dont sleep, they are always working nonstop sensors are always being monitored, guns are always manned,
Geth dont have leave of absence there is no hole you can exploit when it comes to the geth either they know you are there or they dont and soon will.
and as such it's military readiness is unparalled when compared to organic factions.
History:http://masseffect.wikia.com/wiki/Geth
infrastructure and Claimed Worlds:
Rannoch - Garden world:
+2 Fuel Depots: +10 Credits
+4 Urban Areas: +360 Credits, -40% Local Land Unit Construction Time
+1 Shipyard +15, -10% Local ship Construction Time
+1 Major Industrial Complex +15
+1 Major Spaceport +270
+5 Mining Complex +15
+3 Industrial Complex + 15
+2 Major Mining Complex + 20
Income: 720Cr /Month

Uriyah - Non-Hostile Terrestrial:
+4 Urban Areas: +360 Credits, -40% Local Land Unit Construction Time
+2 Fuel Depots: +10 Credits
+5 Mining complex +15
+2 Major Mining Complex +20
+3 Industrial Complex +15
+1 Minor spaceport +136
+1 shipyard +15
Income: 571Cr /Month

Adas - Hostile Terrestrial
+4 Urban Areas: +360 Credits, -40% Local Land Unit Construction Time
+2 Fuel Depots: +10 Credits
+5 Mining complex +15
+2 Major Mining Complex +20
+3 Industrial Complex +15
+1 Minor spaceport +136
+1 shipyard +15
Income: 571Cr /Month

Kaddi - Non-Hostile Terrestrial:
+4 Urban Areas +360 -40% Local Land Unit Construction Time
+2 Fuel Depots: +10 Credits
+5 Mining complex +15
+2 Major Mining Complex +20
+3 Industrial Complex +15
+1 Minor spaceport +136
+1 shipyard +15
Income: 571Cr /Month

Haza- Gas Giant
+2 Minor space stations - 20% bonus cluster income: +487cr

Ammut - Gas Giant
Charoum - Gas Giant
Gotha - Hostile Terrestrial
+4 Urban Area +180
+2 Fuel Depots: +10 Credits
+5 Mining complex +15
+2 Major Mining Complex +20
+3 Industrial Complex +15
+1 Minor spaceport +136
+1 shipyard +15
Income: 571Cr /Month

Haestrom - Hostile Terrestrial
+4 Urban Area +180
+2 Fuel Depots: +10 Credits
+5 Mining complex +15
+2 Major Mining Complex +20
+3 Industrial Complex +15
+1 Minor spaceport +136
+1 shipyard +15
Income: 571Cr /Mont


Ships:
21 Dreadnoughts
1 Hyperdreadnought
2 Bulktransport
2 Battlegroup carriers
4 Fighter squadrons
4 Interceptors squadrons


Ground:
21 Infantry Divisions - Advanced Weaponry
4 Armored Divisions
1 Armored Division - Elite
5 Artillery Battalions - Electronic Warfare
5 Anti-Orbital Missile Forces - Electronic Warfare


Ground:
+21 infantry divisions - High Quality Weapons - 1 months
+10 Gunship Wings - 1 months
+4 Spec ops - Elites - Stealth Training - Electronic warfare - 1 months
+3 Elite Specialist - 1 Months
Omegon - Elite - High-quality Armaments - Advanced Armour - Heavy Weapons - (Geth Prime/Geth VI)
Alpharion - Elite - Stealth Training - Electronic Warfare Capabilities - Close Combat Specialization - (Geth Hunter/Geth VI)
Gammakus - Elite - Stealth Training - Sniper Teams (Sniper Rifle) - Advanced Armour - (Geth Sniper/Geth VI)

Fleet Construction:
+1 Fleet Carrier - 5 months
+6 Dreadnaughts - 6 months
+10 Heavy Cruisers - 4 Months

[spoiler=Fleet and Ground positions]
First Defence Fleet:
6 Dreadnaughts

Second Defence Fleet:
6 Dreadnaughts

First Attack Fleet:
3 Dreadnaughts

Second Attack Fleet:
3 Dreadnaughts

Third Attack Fleet:
3 Dreadnaughts

Full Defence Fleet Composition:
(540) 6 Dreadnaughts
(85) 1 Fleet Carrier
(90) 2 Battlegroup Carriers
(120) 2 Battlecruisers
(270) 6 Heavy Cruisers
(240) 16 Destroyers
(60) 6 Frigates
(30) 5 Fighter wings
(35) 5 Interceptor wings

Price: 1470cr

Full Attack Fleet Composition:
(270) 3 Dreadnaughts
(360) 6 Battlecruisers
(180) 2 Fleet Carriers
(180) 4 Battlegroup carrier
(540) 12 Heavy Cruisers
(450) 18 Light Cruisers
(300) 20 Destroyers
(100) 10 Frigates
(66) 11 Fighter wings
(77) 11 Interceptor wings

Price: 2523cr



Full Attack Fleet Composition:


Ship:[/spoiler]

Faction Wide:
Natural Faction Income: 50
Urban Area Income: 2160
Industrial Center: 90
Major Industrial Center: 90
Major Mining Complex: 120
Mining Complex: 90
Planetary Fuel Depot: 60
Shipyard: 90
Spaceport: 970
Minor space stations: 487

Total: 4112cr/Month
Remaining: 0cr




Rannadril - Do not remove.

WORK IN PROGRESS
Last edited by The corporate states of Astavar on Wed Jul 15, 2015 4:51 am, edited 6 times in total.

User avatar
Celivaia
Ambassador
 
Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Salarian Union

Postby Celivaia » Wed Jul 01, 2015 11:33 am

Faction: Salarian Union

Leader (You decide): Aerhin Relbana

Citadel Council member Y/N or N/A: Y

Brief description of diplomatic relations
- As a Council Member race, the Salarians generally maintain positive relations with most of the galaxy, except for the Krogan. The Salarians were the main designers of the Genophage, which sterilized most of the Krogan population. Though the Salarians developed the phage, the Turians carried it out, necessitating positive relations with the Turians. The Salarians are seen as the primary source of information and intelligence in the galaxy, earning them the respect of the majority of most races, however, there are some members of each race that view the Salarians as manipulative and deceptive.

Military state of readiness:
- The Salarians maintain a high state of readiness, although their small military depends on a massive intelligence apparatus, spearheaded by the STG, (Special Task Group) which actually served as the template for the Council Spectres which were created after the Krogan Rebellions. The Salarian military is highly dependent upon mobility, intelligence, electronic warfare, and deception. The Salarians fleet rely on the ability to disperse and regroup quickly should they ever be discovered, which is aided by their exceptionally quick thinking, reasoning, decision making, and extensive training in fleet mobility, and reliance on lighter craft (typically frigates, corvettes, and light cruisers)

History:
The Salarians were the second species to discover the Citadel, only a few decades after the asari. They opened diplomatic relations at once and became one of the founding species of the Citadel Council. In a gesture of trust, the Salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League's members found themselves in danger as a result. The League slaughtered the entire Union inner cabinet, but were later hunted down, leaving only relics behind.

The Salarians also played a significant role in the advancement of the krogan species. The Salarians provided the krogan with advanced technology and a new, tranquil home planet (in order to manipulate the Krogan into eradicating the rachni for the Council). The peaceful home planet and better technology put less strain on the Krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the Salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the Krogan the time, numbers, and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these "Krogan Rebellions," the Salarians then provided the turians with the genophage, a biological weapon that effectively sterilized the Krogan, resulting in almost all Krogan pregnancies ending in stillbirth.

Though their military is nothing special, salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such, they are well respected, but some races, including a few humans, see the salarians as manipulators.


Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare upgrade for free
Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades or upgrades given by events. No upgrades can be purchased for them.

Infrastructure and Claimed Worlds/Economy:
Treasury: 263 mCr
Economy: 3003 mCr/m
Special:
(+ 70 mCr/m - Base Income
+15 mCr/m - Volus Trade Route)

Sur'Kesh (+735 mCr/m) (PRANAS)
- 4 Urban Area (+360 mCr/m)
- 2 Fuel Depot (+10 mCr/m)
- 1 Major Spaceport (+15 mCr/m per structure ex. Spaceport, double Urban Area and Spaceport Bonus in cluster) (+285 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr)
- 5 Minor Mining Complex (+15 mCr)
- 2 Major Mining Complex (+20 mCr)
- 1 Research Station Alpha (-10 mCr)
- 1 Citadel Embassy (+25 mCr/m)
Defences
L1 Planetary Sensor Stations
L1 Planetary Defence Guns

Mannovai (+594 mCr/m)
- 2 Fuel Depot (+10 mCr/m)
- 4 Urban Area (+360 mCr/m)
- 3 Minor Industrial Complex (+15 mCr/m)
- 5 Minor Mining Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr)
- 1 Minor Spaceport (+8 mCr/m per structure, ex. Spaceport) (+144 mCr/m)
- 1 Shipyard (+15 mCr/m)
Defences
L1 Planetary Sensor Stations

Jaeto (+608 mCr/m)
- 4 Urban Area (+360 mCr/m)
- 2 Fuel Depot (+10 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 5 Mining Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr/m)
- 1 Shipyard (+15 mCr/m)
- 1 Research Station Beta (-10 mCr/m)
- 1 Minor Spaceport (+8 mCr/m per structure, ex. Spaceport) (+168 mCr/m)

Aeoghr (594 mCr/m)
- 4 Urban Areas (+360 mCr/m)
- 5 Mining Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Fuel Depots (+10 mCr/m)
- 1 Shipyard (+15 mCr/m)
- 1 Minor Spaceport (+8 mCr/structure ex. spaceport) (+144 mCr/m)



Salarian Navy:
TASK FORCE ALPHA: Regrouping on Palaven
- Oranil Defence Fleet (expect 5 Interceptor Wings)
- Patrol Fleet One
- Patrol Fleet Two
(TOTAL STRENGTH: 6 Dreadnoughts, 29 Frigates, 17 Corvette Packs, 12 Fighter Wings, 12 Interceptor Wings)

Pranas Defence Fleet
- 10 Dreadnoughts (Adv. Ewar upgrade)
- 12 Frigates (Enhanced GARDIAN)
- 8 Fighter Wings (Enhanced GARDIAN)
- 5 Interceptor Wings (Ehanced GARDIAN) (On loan from Oranil Defence Fleet)

Oranil Defence Fleet
- 6 Dreadnoughts (Adv. Ewar upgrade) (TF: A)
- 8 Corvette Packs (Enhanced GARDIAN) (TF: A)
- 12 Frigates (Enhanced GARDIAN) (TF: A)
- 10 Fighter Wings (Enhanced GARDIAN) (TF: A)
- 7 Interceptor Wings (Enhanced GARDIAN) (2 to TF: A, 5 to Pranas Defence Fleet)

Salarian Army:
Sur'Kesh Ground Defence Force
- 5 Infantry Divisions
- 6 Marine Divisions
- 3 Armoured Division

Mannovai Ground Defence Force
- 1 Infantry Division
- 1 Armoured Divison

Jaeto Ground Defence Force
- 1 Infantry Division
- 1 Armoured Divison


Special Tasks Group - Enforcement and Recon Division:
Recon Team One - Stationed on Tuchanka, overseeing Krogan clans, gathering intel
- Aetaf Filzik, STG Union Commando (Stealth, HQ Arms, Sniper)
- 4 SpecOps Teams (Enhanced Ewar)

Recon Team Two - On board the Phantom.
- Padok Wiks, STG Union Commando (Stealth, Ewar, HQ Arms)
- 4 SpecOps Teams (Enhanced Ewar)

Recon Team Three - Stationed at the Citadel, covertly gathering intel on whomever possible
- Yerkik Rodril, STG Union Commando (Stealth, Ewar, Advanced Armour)
- 2 SpecOps Teams (Enhanced Ewar)

Recon Team Four - Stationed on Khar'shan, overseeing Batarians, gathering intel
- Perstall Rizen, STG Union Commando (Stealth, Flamethrowers, Ewar)
- 3 SpecOps Teams (Enhanced Ewar)

Recon Team Five - Attached to the Phantom.
- Rarhon Aex, STG Union Commando (Stealth, Ewar, Snipers)
- 1 SpecOps Teams (Enhanced Ewar)


Recon Fleet One - stationed in Aralakh, covertly gathering fleet movements
- 2 Frigates (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- Aesol Vimor, STG Union Commando (Stealth, Ewar, Advanced Armours)

Recon Fleet Two - stationed in Aralakh, covertly gathering fleet movements
- 2 Frigates (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- Laedol Baelban, STG Union Commando (Stealth, Advanced Armour, HQ Weapons)


Special Tasks Group - Clandestine Operations Command
Phantom Frigate - "Phantom" - Sur'Kesh, commanded by Rarhon Aex.

Patrol Command:
Salarian Patrol Fleet One - STANDING: Patrol Pranas, TEMPORARY: Assigned to TF:A, for a Joint Naval Exercise
- 5 Frigates (Enhanced GARDIAN)
- 6 Corvette Packs (Enhanced GARDIAN)
- 2 Fighter Wings (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- 2 SpecOps Teams (Enhanced Ewar)

Salarian Patrol Fleet Two - STANDING: Patrolling Widow, TEMPORARY: Assigned to TF:A, for a Joint Naval Exercise
- 12 Frigates (Enhanced GARDIAN)
- 3 Corvette Packs (Enhanced GARDIAN)
- 4 Interceptor Wings (Enhanced GARDIAN)
- 2 SpecOps Teams (Enhanced Ewar)

Assault Command:
Salarian Assault Fleet One - Stationed on Sur'kesh, awaiting deployment orders
- 60 Assault Landers (Enhanced GARDIAN)

Salarian Assault Force One:
- 5 Spec Ops Teams (Enhanced Ewar)

Salarian Assault Escort Fleet One:
- 7 Fighter Wings (Enhanced GARDIAN)
- 1 Interceptor Wing


Forces in Training:
Salarian Assault Fleet One:
16 Light Transport (Free GARDIAN, Dropship Hangar, Multicore Shielding) - 2 Months

13 Fighter Wings (Free GARDIAN) - 1 Months
14 Interceptor Wings (Free GARDIAN) - 1 Months
10 Light Cruisers (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 3 Months
7 Battlegroup Carriers (Enhanced GARDIAN, Silaris Armour) - 4 Months
35 Corvette Packs (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 2 Months
25 Frigates (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 2 Months
20 Destroyers (Free GARDIAN, Enhanced Sensors) - 3 Months


Salarian Assault Force One:
15 Infantry Division (Drop Troops) - 3 Months
6 Armoured Divison (Drop Troops) - 2 Months
5 Artillery Batallion (Drop Troops) - 2 Months
4 Sapper Detachment (Drop Troops) - 2 Months
2 YMIR Mech Divisions (Drop Troops) - 1 Months

STG Enforcement Support
1 Specialist (Drop Troops, Advanced Armour, High-quality Weapons) (Wesirn Baelon, STG Strategist/Union Commando) - 4 Months
8 SpecOps Teams (Enhanced Ewar, Drop Troops) - 4 Months

Rannadril - Do not remove.
Last edited by Celivaia on Sat Aug 22, 2015 7:58 pm, edited 40 times in total.

User avatar
Elysian Kentarchy
Senator
 
Posts: 4710
Founded: Nov 19, 2014
Ex-Nation

Postby Elysian Kentarchy » Wed Jul 01, 2015 4:11 pm

The Asari Republics



Leader: Matriarch Seri (nominally due to Asari's form of government, but is widely respected due to being the former Asari Councilor and is considered by some to be Thessia's leader, she is also commander in chief of the Asari military). Terms with Councilor Tevos vary from respect to dislike.
Citadel Council member Y/N or N/A: Yes
Brief description of diplomatic relations
Military state of readiness: The asari military maintain a moderate state of readiness preferring to rely on diplomacy and their commandos
History: The asari were the first species to discover the Citadel. When the salarians arrived, it was the asari who proposed the establishment of the Citadel Council to maintain peace throughout the galaxy. Since then, the asari have served as the mediators and centrists of the Council.

An all-female race, the asari reproduce through a form of parthenogenesis. They can attune their nervous system to that of another individual of any gender, and of any species, to reproduce. This capability has led to unseemly and inaccurate rumors about asari promiscuity.

Asari can live for over 1,000 years, passing through three stages of life. In the Maiden stage, they wander restlessly, seeking new knowledge and experience. When the Matron stage begins, they "meld" with interesting partners to produce their offspring. This ends when they reach the Matriarch stage, where they assume the roles of leaders and councilors.


Infrastructure and Claimed Worlds:

Thessia-Garden-Athena Nebula-Parnitha System
Code: Select all
1 Shipyard +15
5 Mining Complexes +15
4 Urban Centers 90X4 =360
2 Fuel Depot +10
1 Citadel Embassy +25
3 Industrial Complexes +15
1 Gambling Den +10
1 Major Industrial Complex +15
1 Research Center
Ground Fortifications lvl. 1
Planetary defense guns lvl1
1 Major Space Port +360
2 Armored Divisions (Remaining Months: 1)
1 Bulk Transport (Remaining Months: 1)
20 Light Transports (Remaining Months: 2)
10% Bonus +82
Total Income: 897


Lesuss-Garden World-Nimbus Cluster-Mesana System
Code: Select all
1 Fuel Depot
Total Income: 5


Hyetiana-Terrestrial-Silean Nebula-Nahuala System
Code: Select all
Total Income:


Vigil-Minor Space Station
Code: Select all
Planetary Defense Guns lvl 1
1 Urban Area +90
1 Fuel Depot +5
Total Income: 105 (due to 10%)


Cyone-Garden-Silean Nebula-Kypladon System
Code: Select all
1 Military Shipyard +15
5 Mining Complexes +15
3 Industrial Complex +15
1 Major Industrial Complex +15
1 Research Center -10
3 Urban Structure +135
1 Major Mining Complex +10
Ground Fortifications lvl. 2
Planetary defense guns lvl. 1
Planetary Sensors lvl. 1
2 Fuel Depots +10
1 Dreadnought Remaining Months: 3
1 Bulk Transport Remaining Months: 1
2 Battlegroup Carriers (Remaining Months: 1)
2 Battlecruisers (Remaining Months: 3)
1 Heavy Cruiser (Remaining Months: 2)
10 Frigates (remaining months 1)
10 Fighter Wings (Remaining Months 1)
1 Elite Specialist with Electronic Warfare Capabilities, stealth training, and Advanced Armor (remaining months: 2)
1 Airmobile Infantry Brigade (remaining months:3)
1 Gunship Wing (Remaining Months 2)
1 YMIR Mech Division (Remaining Months: 1)
1 Small Spaceport 72
Total Income: 341


Trategos-Terrestrial-Nimbus Cluster-Pelion System
Code: Select all
Research Facility
1 Fuel Depot +5
1 Urban Area +45
1 Research Facility
Planetary Defense guns Lvl. 1
Total Income: 40


Pronoia-Gas Giant-Athena Nebula-Tomaros System
Code: Select all


Niagolon-Gas Giant-Athena Nebula-Tomaros System
Code: Select all


Athame-Gas Giant-Athena Nebula-Parnitha System
Code: Select all
1 Orbital Mining Station +30
2 Aerostadts +90
10% Bonus +12
Total Income: +132


Zylium-Gas Giant-Athena Nebula-Ialessa System
Code: Select all


Lusia-Garden-Athena Nebula
Code: Select all
2 Mining Complexes +6
1 Fuel Depot +5
4 Urban Structure 360
1 Spaceport 24X2= +48
Total Income: 419


Tevura-Gas Giant-Athena Nebula-Parnitha System
Code: Select all
1 Orbital Mining Station +30
10% bonus: +3
Total Income: 33


Sanves-Garden-Athena Nebula-Ialessa System
Code: Select all
1 Fuel Depot +5
4 Urban Center +360
Small Spaceport 20X2= +40
Total Income: 405


Piares-Barren-Athena Nebula-Parnitha System
Code: Select all
1 Urban Area +90
1 Fuel Depot +5
1 Spaceport 8X2=+16
Bonus 10% +11
Total Income: 122


Phoros-Gas Giant-Silean Nebula-Nahuala System
Code: Select all
Total Income:


Janiri-Gas Giant-Athena Nebula-Parnitha System
Code: Select all


Niacal-Garden-Athena Nebula-Orisoni System
Code: Select all
1 Fuel Depot +5
1 Mining Complex +3
1 Small Spaceport 28X2= +56
4 Urban Area 90X4=+360
Total Income: 424


Helyme-Garden-Crescent Nebula-Zelene System
Code: Select all
2 Fuel Depots +10
Total Income: 10


Epho-Barren-Crescent Nebula-Zelene System
Code: Select all


Gaelon-Gas Giant-Crescent Nebula-Zelene System
Code: Select all


Zesmeni-Barran-Crescent Nebula-Ondeste System
Code: Select all


Military:
Asari Military Headquarters: Cyone-Silean Nebula-Kypladon System and Thessia
Code: Select all
Army:
8 Special Ops Teams: 216 Operatives
6 Elite Specialists: Names: Adina, Jule, Yta, Eula, Rene, Itre. Upgrades: Sniper Teams, Close Combat Specialization, Stealth Training, Asari Commandos
5 Militia Divisions: 150,000 troops
5 Marine Divisions: 110,000
16 Infantry Division: 480,000
2 Gunship Wings: 68 Gunships
2 Sapper Detachments
58 LOKI Mech Battalions: 290,000 troops
4 YMIR Mech Divisions: 800 units, 20000, LOKI Mechs
2 Anti-Orbital Missile Forces: 110 vehicles, 800 troops
1 Artillery Battalion: 74 Artillery Pieces, 2500 Troops

Code: Select all
Navy:
20 Dreadnoughts
1 Hyperdreadnought
10 Assault Landers
2 Light Cruisers
1 Bulk Transport
5 Interceptor Wings: 200 Interceptors
19 Destroyers
25 Corvette Packs: 75 Corvettes
10 Fighter Wings: 300 Fighters
2 Light Transport
17 Frigates
1 Battlecruiser


(next part is WIP)
Asari 1st Fleet
Code: Select all
Headquarters: Thessia
Primary Duties: Guarding Thessia
4 Dreadnoughts
1 Light Cruiser


Asari 2nd Fleet
Code: Select all
Headquarters: Cyone
Primary Duties: Protecting Cyone
Commanding Officer: Admiral Ola
4 Dreadnoughts


Asari 3rd Fleet
Code: Select all
Headquarters: Lusia-Athena Nebula
Primary Duty: General Patrol Fleet
Commanding Officer: Admiral Adri
Flagship: Fluidity
Current Status: On Classified Mission in the Traverse
Special attachments: Dr. Liara T'soni
4 Dreadnoughts
1 Interceptor Wing
1 Fighter Wing
5 Destroyers
10 Corvette packs
10 Frigates
2 Assault Landers
1 Light Transport
1 Special Ops Team
1 Marine Division


Asari 4th Fleet
Code: Select all
Headquarters: Thessia
Primary Duty: General Patrol Fleet
Commanding Officer: Admiral Ulyria
Current Status: On Standby in the Crescent Nebula
4 Dreadnoughts
1 Light Cruiser
1 Interceptor Wing
2 Destroyers
1 Bulk Transport


Asari 5th Fleet
Code: Select all
Headquarters: Lesuss-Nimbus Cluster-Mesana System
Primary Duty: Keeping people away from the Ardat-Yakshi Monastery and keeping the Ardat-Yakshi in place.
4 Dreadnoughts
1 Frigate


Ships sent to the Citadel Fleet
Code: Select all
1 Hyperdreadnought (Destiny Ascension)
3 Frigates
1 Corvette Pack


Council Demilitarization Enforcement Mission Reinforcements
Code: Select all
1 Assault Lander
2 Frigates
1 Fighter Wing


Asari 1st Army
Code: Select all


Asari 1st Mechanized Army
Code: Select all
Current Status: On Standby in the Crescent Nebula
20 Loki Mech Battalions
2 YMIR Mech Division
Total: 110,000 LOKI Mechs and 400 YMIR Mechs


Asari Peacekeeper Forces
Code: Select all
Commanding Officer: General Neea
Current Status: Deployed to Eden Valley.
1 Battlecruiser
5 Corvette Packs (15 Corvettes)
1 Fighter Wing
1 Frigate
1 Light Cruiser
1 Destroyer
1 Infantry Division
1 Artillery Battalion
1 Light Transport
1 Assault Lander


Trade Route Defense Force
Code: Select all
3 Destroyers
1 Fighter Wing


Research Division
Code: Select all
[b][u]Research Facilities[/u][/b]
Thessian Research Facility
Status: Assigned

Cyone Research Facility
Status: Assigned

Trategos Research Facility
Status: Assigned

[b][u]Projects[/u][/b]
Project 1: Geth Virus
Assigned Facilities: Thessian Research Facility, Trategos Research Facility, Cyone Research Facility
Status: In progress
Progress: 30%
Monthly Progress: 30%


Finances
Code: Select all
Staring Amount: 1700
Starting Expenditures: 1699
Remaining:1
Total Income
Base: 90+5= 95 (5% Council Bonus, rounded)
Building Income: 638
Special Expenditures: -10 (Monastery Maintenance)
Grand Total: 723


Month 1
Code: Select all
Expenses: 569
Remaining Income: 154
New Monthly Income: 944
Next Month Total: 1098


Month 2 Expenses
Code: Select all
-200: Donations to the Turians
-150: Under the table donations to the Quarians
-210: 2 Urban Center-Thessia
-90: 5 Marine Divisions-Thessia
-10: 1 Frigate-Thessia
-100: 50 LOKI Mech Battalions-Thessia
-19: Repairs on Thessia
-15: 1 Fuel Depot-Sanves
-105: 1 Urban Center-Sanves
-84 Small Spaceport-Sanves
-150: Planetary Sensors lvl. 1-Cyone
-50: 5 Mining Stations-Cyone
-60: 4 Destroyers


New Projected Monthly Income
Code: Select all
Gross Income: 1325
Special Expenditures (monastery) -10
Net: 1315
Current Treasury being carried over: 0


Month 3
Code: Select all
Income: 1315
+30 Fruit Sales
Money: 1345
Remaining after some expenditures: 5


Month 4 Projected Income
Code: Select all
1648
-10
+5
1643
+327 (20% increase)
Total: 1960
Remaining After Expenses: 1


Projected Month 5 Income
Code: Select all
2655
+1
2656 Income
+100
2756 Total
Remaining: 353


Projected Month 6 Income
Code: Select all
Income: 2923
+100
+353
+95 (base)
-10 (maintenance)
Total income: 3461
Last edited by Elysian Kentarchy on Sun Aug 02, 2015 4:50 pm, edited 42 times in total.


Celivaia wrote:"Today is a great day. Recently, we completed a project that will greatly help the Salarian Union in it's fight, and while I cannot divulge information about this project, I am pleased to announce that this project was no small feat, and for his dedication, work, and pure, brilliant genius, we have a special award for this Salarian. We cannot divulge the name of this operative, but we have given him a special award, the "Star of the Union," and as an added bonus, we have decided to rename this, our home planet, after him. As of this moment, you are now standing on Solus'Kesh."

Philosophy and Religion Major

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Wed Jul 01, 2015 11:26 pm

Image
Faction:The New Soviet Republics.
Leader (You decide): Snikov Harim.
Citadel Council member Y/N or N/A:No.
Brief description of diplomatic relations:Currently in isolation beyond a few trade deals with pirate group's and Cerberus, They do have a operative in the Human Embassy.
Military state of readiness: Due to the recent Geth Incursion into citadel space the military has Mobilized and has moved into position's to secure more resource's.
History: The story of the Republics actually begin's around two year's before the first contact war. In the year 2156 a political party known to humanity as "The Marxist revival party" had grown to become a major influence in human politic's. This was seen as a bad thing due to both the fragile human economy and many believed they would be out of a job if the Marxists ever came to power. Thus many of it's members were shunned by planetary governments and not permitted to advertise due to most if not all company's denying them the opportunity to do so. A exodus began in the year 2157 to leave human space and after 7 years the Marxist's had finally found a planet to call their own. After hearing the news of the first contact war from the refugee's the arrived at the planet the government had decided that a stronger form of governing the planet would be needed. So they reformed into a soviet system of economic's and military deployments. In recent years however the Soviets had been running out of both room on the planet and resources so a decision was made to prepare to invade and then conquer the entire Eagle nebula. This has not happened however preparations are finished.
Infrastructure and Claimed Worlds: Anhur, Amun System, Eagle Nebula
Code: Select all
1 Urban Area, Fuel Depot, 2 Mining complex's, 3 Industrial Complex's, 1 Shipyard, Major Industrial complex, Small Spaceport.

Military:5 Fighter Wing's:(2 on the transport's one per transport, 3 on Anhur)
2 Destroyer's in orbit around Anhur.
2 Bulk Transport:( Both in orbit around Anhur)
12 Militia Divisions(5 On each transport, 2 on Anhur)
116 LOKI mech Battalions on Anhur.
2 Gunship squadron's(1 On each transport)
Elite Specialist with Elite, Combat Biotics(On the citadel.

Money gained per month:128.
Money right now:2 credits.
In construction
Code: Select all
2 Marine Divisions:1 Months left.
8 Spec-Ops team's:1 Months left.
4 Infantry Divisions:1 months.
4 Elite Specialists with elite upgrades:3 months remaining.
3 mining complex's:1 month remaining.
2 Major mining complex's:1 month remaining.
6 Fighter wings:1 month remaining.

1st months construction orders.
2 Destroyer's:30 credits
20 LOKI mech Battalion's:20 credits.
11 credit's left.

2nd Months construction orders.
Shipyard:50 credits.
Industrial complex:15 credits.
Fuel depot:15
2 marine divisions:12 credits.
0 credits.

3rd month construction orders.
Major industrial complex:40 Credit's.
4 Infantry Divisions:20 Credit's.
8 Spec-Op's team's:24 Credit's.
2 LOKI mech Battalions.
0 credits remaining.

Month 4 Construction.
96 LOKI mech Battalions.
0 Credits remaining

Month 5 construction.
Small spaceport:80 Credits.
4 Elite Specialist's with elite upgrade:16 Credits.
0 Credit's remaining.

Month 6 Construction.
3 mining complex's:30 credits.
2 major mining complex's:60 Credits.
6 Fighter wings:36 credits.
2 credits left.
Last edited by Versail on Sat Aug 01, 2015 12:25 pm, edited 13 times in total.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

User avatar
The Krogan
Negotiator
 
Posts: 5515
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Thu Jul 02, 2015 4:53 am

Faction: Krogan (Urdnot Clan)

Leader: Urdnot Dak'ir

Clan Warlord: Urdnot Logar

Citadel Council member: N/A

Brief description of diplomatic relations: Diplomatic relations between the Krogan and almost all other species governments are not that good, especially with the Salarians and Turians. Though the new leader of Clan Urdnot aims to fix that, if given the chance.

Military state of readiness: High

History: http://masseffect.wikia.com/wiki/Krogan , Also Urdnot Dak'ir became leader of the clan after fighting Urdnot Wreav for the title, he is very much like Wrex (Who's dead) in his plans for the future of the Krogan and plans on making them great again one day. He also has Biotic capabilities.

Pros: Warrior Society: Krogan Ground forces take 1 month less to train and start with Close Combat Specialist Upgrade.
Cure of the Genophage - Should the Genophage be cured, the Krogan will grow. All colonized worlds can have a +1 maximum Urban Area to make up for the extra population.
Cons: Weapons Ban: Krogan ground forces start with the Low Quality Weapons Upgrade(includes the -10% credit component)
Krogan DMZ: From a legal standpoint, the Krogan are not permitted to own any starship with weapons onboard. +50% cost to combat space vehicles until Ban is lifted
Krogan Genophage: The Genophage plagues the Krogan people and makes it nearly impossible for a Biotic to be born. Biotic Specialist Upgrade costs 200% more




Infrastructure and Claimed Worlds:

Krogan DMZ: Tuchanka (Garden World)

4 Urban Areas- +360 credits/month- -40% Local Land Unit Construction Time
2 Fuel Depot- +10 credits/month
1 Major Spaceport- +285 credits/month, garner 15 credits/month for every structure on the planet
5 Mining Complex- +15 credits/month
2 Major Mining complex- +20 credits/month
3 Industrial Complexes- +15 Credits/month- -%15 Local ship construction time
1 Major industrial complex- +15 credits/month- -%10 Local ship construction time
1 Shipyard- +15 credits/month- -%10 Local Ship construction time
1 Gambling Den- +10 credits/month
Total: 745 credits/month

Defenses:
Planetary defense guns lvl2.
Ground Fortifications lvl. 3
Planetary Sensor Stations Lvl 1


Krogan DMZ: Aralakh System, Durak (Barren World)

1 Urban Area- +90 credits/month -10% to Local Land Unit Construction Time
2 Mining Complexes- +6 credits/month
Major Mining complex- +10 credits/month
1 Fuel Depot- +5 credits/month
2 Industrial Complexes- +10 credits/month- -10% Local Ship construction time
1 Major industrial complex- +15 credits/month- -15% Local Ship Construction time
1 Small Spaceport- +56 credits/month- garner 4 credits/month for every structure on the planet
Total: 192 credits/month


Military:
Land Forces

5 Militia Divisions- + Heavy Weapons Teams + Cheap Weapons + Advanced Armour + Close Combat Specialist
1st Infantry Division- High-quality Armaments+ Advanced Armour+ Close Combat Specialist
2nd Infantry Division- Advanced Armour+ Heavy Weapons Teams+ Close Combat Specialist
3rd Infantry Division- Sniper Teams+ Advanced Armor+ Close Combat Specialist
4th Infantry Division- High-quality Armaments+ Advanced Armour+ Close Combat Specialist
5th Infantry Division- Advanced Armour+ Heavy Weapons Teams+ Close Combat Specialist
6th Infantry Division- High-quality Armaments+ Advanced Armour+ Close Combat Specialist
7th Infantry Division- Sniper Teams+ Advanced Armor+ Close Combat Specialist
8th Infantry Division- High-quality Armaments+ Stealth Training+ Close Combat Specialist
9th Infantry Division- Advanced Armor+ Flamethrowers+ Close Combat Specialist
10th Infantry Division- Advanced Armor+ Flamethrowers+ Close Combat Specialist
11th Infantry Division- Advanced Armor+ Heavy Weapons Teams+ Close Combat Specialist
12th Infantry Division- High-quality Armaments+ Advanced Armour+ Close Combat Specialist
13th Infantry Division- Stealth Training+ Sniper Teams+ Close Combat Specialist
14th Infantry Division- Close Combat Specialist
15th Infantry Division- Close Combat Specialist
16th Infantry Division- Close Combat Specialist
17th Infantry Division- Close Combat Specialist
18th Infantry Division- Close Combat Specialist
19th Infantry Division- Close Combat Specialist
20th Infantry Division- Close Combat Specialist
21st Infantry Division- Close Combat Specialist
22nd Infantry Division- Close Combat Specialist
23rd Infantry Division- Close Combat Specialist

6 Armoured Division- +Close Combat Specialist
1 YMIR Mech Division
1 Loki Battalion
8 Artillery Battalions- +Close Combat Specialist
5 Sapper Detachments- +Close Combat Specialist
6 Anti-Orbital Missile Force- +Close Combat Specialist
Team 1: High Quality Arms + Advanced Armor + Close Combat
Team 2: Stealth Training + Sniper Teams + Close Combat
Team 3: Heavy Weapons + Advanced Armor + Close Combat
Team 4: Electronic Warfare + High Quality Arms + Close Combat
Team 5: Close Combat
Team 6: Close Combat

17 Gunship Wings
1 Airmobile Infantry Brigade- +Close Combat Specialist

Elite Specialists:
Warlord Urdnot Logar- High Quality Arms, Advanced Armour, Electronic Warfare Capabilities, Close Combat Specialist
Warlord Nakmor Sigard- High Quality Arms, Advanced Armour, Biotic Capabilities, Close Combat Specialist



Fleet

2 Light Transports
1 Light Transport- 1 months (Started month 5)


Total Income Per Month

Worlds combined income= 937 credits/month
Trade with Eden Valley= +15 credits/month
Trade with Wargunners League= +35 credits/month
Basic Income per month= +15 credits/month
Total: 1,002 credits/month

Rannadril - Do not remove.

Starting Credits: 127
-100 1 Urban Area

27 Credits Left


Starting Credit: 176+27= 203 for second month

-15 1 Fuel Depot
-20 2 mining complexes
-30 Major mining complex
-40 Ground fortification lvl 2
-30 2 industrial complexes
-20 2 Artillery Battalions
-20 1 Armored division
-10: 2 Gunship wings
-10: Infantry Division
-6: Militia Division
-2: Loki Battalion

Credits Left: 0 Credits


Starting Credits: 231+0+80 (from Private investors)= 311 for third month

-50 Shipyard
-100 Urban Center
-15 Industrial Complex
-20- 2 Light Transports
-2: Spec Team 1= High Quality Arms %25 + Advanced Armor %25
-4: Spec Team 2= Stealth Training %50 + Sniper Teams %10
-2: Spec Team 3= Heavy Weapons %15 + Advanced Armor %25
-3: Spec Team 4= Electronic Warfare 30% + High Quality Arms 25%
-20- 2 Infantry Divisions
-10- 1 Artillery Battalion
-15- 3 Gunship wings
Durak:
-20 2 Mining complexes
-15 Fuel Depot

Credits left: 15


Starting Credits: 319 + 15= 334 for fourth month

Tuchanka:
-80 Ground Fortifications lvl. 3

Durak:
-30 2 Industrial Complexes

Recruitment:
-100 10 Infantry Divisions (2 months)
-30 3 Anti Orbitals (1 month)
-12 2 Spec-Ops Teams (2 months)
-20 1 Armored division (1 month)
-20 2 Artillery Battalions (1 month)
-25 5 Gunship Wings (1 month)
-16 2 Elite Specialists (2 months)
-14 2 Sapper Detachments (1 month)

Credits Left: 7


Starting Credits: 329+7+60= 396 for month 5

Tuchanka
-100 Urban Area
-50 Gambling Den

Durak:

-80 small spaceport
-30 major mining complex
-40 Major industrial complex

Recruitment:
-20 1 Light Transport

Upgrades
-4 1st Infantry Division- High-quality Armaments, Advanced Armour
-3 2nd Infantry Division- Advanced Armour, Heavy Weapons Teams
-3 3rd Infantry Division- Sniper Teams, Advanced Armor
-4 4th Infantry Division- High-quality Armaments, Advanced Armour
-3 5th Infantry Division- Advanced Armour, Heavy Weapons Teams
-4 6th Infantry Division- High-quality Armaments, Advanced Armour
-3 7th Infantry Division- Sniper Teams, Advanced Armor
-7 8th Infantry Division- High-quality Armaments, Stealth Training
-3 9th Infantry Division- Advanced Armor, Flamethrowers
-3 10th Infantry Division- Advanced Armor, Flamethrowers
-3 11th Infantry Division- Advanced Armor, Heavy Weapons Teams
-4 12th Infantry Division- High-quality Armaments, Advanced Armour
-6 13th Infantry Division- Stealth Training, Sniper Teams

Credits Left: 86


Starting Credits: 491+86+30+ 300 (loans)= 907 Credits for month 6

Tuchanka:
-800 Major Spaceport

Durak:
-100 Urban Area

Credits Left: 7
Last edited by The Krogan on Thu Aug 13, 2015 8:23 am, edited 30 times in total.
The perpetual lurker of NS, trudging through the desolate winter.

User avatar
Volus Protectorate
Spokesperson
 
Posts: 138
Founded: Dec 28, 2013
Ex-Nation

Postby Volus Protectorate » Thu Jul 02, 2015 5:44 am

Faction:Volus Protectorate
Leader:Barla Von
Citadel Council member: Turian client race

location:
Volus Worlds
Irune - homeworld
Code: Select all
Fuel depot 1
Urban Structure 4
Credits=185c

Fighter Squadron 10
dreadnought 1

Alahya - a moon of Dranen

BoroFOR SALE
Code: Select all
Urban areas 2
Credits= 90c

Fighter Squadron 5

Daleon
Code: Select all
 
Urban areas 1
Credits=45c

Fighter Squadron 5

Maskawa

Talis Fia
Code: Select all
Urban areas 2
Credits=90c


Fighter Squadron 3

Zada Ban




+400 from quarians

Elcor Trade Rout +20c
Turian Trade Rout +20c
From Worlds +410c
Base income +70c
-200 to turians
Total credits a month:520c
Total in bank:1320c



Military:
Fighter Squadron 23
Last edited by Volus Protectorate on Fri Aug 07, 2015 2:04 am, edited 3 times in total.

User avatar
Dernland
Ambassador
 
Posts: 1713
Founded: Jul 15, 2014
Ex-Nation

Postby Dernland » Thu Jul 02, 2015 7:30 am

The Pantheon Protocol
Image

Leader: Dan Peters, Code-named Apollon
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations: They generally act in human interests, but are not above working against the Systems Alliance and Cerberus to prevent galactic conflict.
Neutral with all parties, as they are unknown to all factions except the Alliance (and they only know that the Protocol exists). They dislike Cerberus because of their extreme methods.
Military state of readiness: Actively operating espionage operations all over the galaxy, although they are not mobilized militarily.
History: The Pantheon Protocol was formed immediately following the end of the First Contact war. It's purpose was to gather intelligence on the Citadel races and their home-worlds, specifically the Turians. It had no official ties to the Alliance, no funding, no equipment, no ships or supplies. This was to prevent the Protocol from being traced back to the Alliance and more conflict to emerge. Things did not go as planned for the Alliance however. After the Protocol was loosed to begin it's mission, it immediately broke ties with the Alliance and went rogue, believing that it could now act without any governmental interference and could accomplish much more than espionage. It vanished into the Terminus systems, now only a vague memory to even the highest echelons of the Alliance military. They somehow acquired a large amount of mining equipment and ships, taking a quiet hold on the planet Tamgauta. They have not been heard from, and seemed to have been destroyed, until now...
Infrastructure and Claimed Worlds: I am using the Pirate/Smuggler gang start as it fits best with what I have
Tamaguta - 2 Mining Complexes, Fuel Depot
Olympus Station - Small Station w/Fuel Depot
Mining Ship
40 Infrastructure per month
81 Infrastructure
Military:
Three Frigates w/ Stealth Systems
Two fighter wings
Spec-ops team w/ Stealth training and close combat training (Martial arts and omniblade training) ELITE
5 Spec Ops Groups with Stealth Training and High Quality Armaments, ELITE
1 Elite Specialist with Stealth Training, electronic warfare capabilities, and combat biotics, ELITE
1 Bulk Transport
1 Light cruiser with Stealth systems and Enhanced Sensors


In Progress
4 months (started month 2) - Elite Specialist (Shadow Operative, Kyoto Promotion) w/ Stealth Training, Close Combat Specialization (Martial Arts, omniblade), High-quality Armaments, ELITE

4 months (started month 2) - Spec-ops team w/ Stealth training and close combat training (Martial arts and omniblade training) ELITE
Last edited by Dernland on Thu Jul 16, 2015 5:35 pm, edited 3 times in total.
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

User avatar
Dixmix
Ambassador
 
Posts: 1187
Founded: Apr 22, 2015
Ex-Nation

Postby Dixmix » Thu Jul 02, 2015 9:15 pm

Faction: Heshtok Vorcha Clan
Leader (You decide): Marwl
Citadel Council member Y/N or N/A: N
Brief description of diplomatic relations: They have a great hatred for the Blood Pack but they are a new face in the galaxy after they united and don't have any relations with any powers.
Military state of readiness: The Vorcha are known as one of the most violent races in the galaxy and have destroyed their home world because of it. Now that they are united a single leader, their violence has focus now and are looking to make use with it.
History: Even though the Vorcha are a race of violent, short-lived savages, it was only a matter of time before they unite. It all started when a Vorcha shock trooper by the name of Marwl escaped the Blood Pack when he was about 15 years old and have been known as a respected warrior and a visionary that was one of a kind in his race. Marwl believed that it was time to unite all the Vorcha on Heshtok if his race had any future.

He forged a clan that soon took him his short life to become the strongest in his race to bring him under his foot. In order to continue to become the strongest, he ordered his best engineers and doctors to make him a cyborg in order to make him live longer than natural. From this, he was able to outlive his rivals and started to build upon his vision and making the whole of Vorcha into a spacefaring civilization that would rival the ones of the Council.
Infrastructure and Claimed Worlds: Hesthok
1 Free Urban Area
1 Free Fuel Depot
2 free mining complexes
free lvl 2 ground fortification
1 free industrial complex
1 Shipyard
1 Mining Complex
Parsac:
5 mining complexes
1 Fuel Depot
Military:
2 Free Infantry with flamethrower( 1 with CQC training)
1 spec-ops with flamethrower
4 Infantry Divisions( 2 with advance armor, 4 with flamethrowers)
3 Armored Divisions( 1 with flamethrower)
5 Elite Specialist(Rival Clan Leaders and Marwl) with free elite, high quality guns, Advance Armor, and flamethrowers
1 Artillery division
Navy:
4 light transports( Enhanced Gurdian Systems)
5 destroyers
1 light cruiser ( Thanix Cannons and Multicore Shielding)

month 1

2 Major Mining Complexes on Parsac
1 Major Industrial Complex on Heshtok
1 Industrial Complex on Heshtok
1 Mining Complex on Heshtok
1 Corvette Pack on Heshtok( 3 months)

Month 2

1 Spaceport on Heshtok
3 Mining Complexes on Heshtok
1 major mining complexes on Heshtok
7 credits for human destroyer
1 light cruiser( 6 months)

Month 3


1 Orbital Mining Station on Lihart
4 Spec-ops with elite,advance armor and stealth training( Gas Vorcha Commandos)
6 credits for advance armor on two flamethrower troops
4 Spec-ops with elite, stealth training, and sniper teams( Gas Vorcha Snipers)
1 Gunship Wing
Income: 277 credits/per month
Rannadril - Do not remove.
Last edited by Dixmix on Tue Jul 14, 2015 12:23 pm, edited 1 time in total.

User avatar
Kinistian
Minister
 
Posts: 2285
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Fri Jul 03, 2015 5:26 pm

Clan Krerdok
Image

Leadership

Clan Chieftain: Krerdok Fux

Clan Shaman: Krerdok Miyaxa

Warlord: Krerdok Tosk

Like most Krogan societies,Clan Krerdok uses a clan system with the Chieftain with supreme power,a female shaman,and then a Warlord or Battlemaster. Far from the greedy clutches of Clan Urdnot,Clan Krerdok has remained a fierce independent clan far away from their planets home world ever since the end of the Krogan Rebellions. They enjoy a great many freedoms in the terminus,far from the council DMZ,Krekdok has assembled a small flotilla and has it sights on creating a large arsenal of Dreadnoughts.

Clan Krerdok follows a very strict and old creed that existed well before Salarian Uplift.It's called the Gallian,and it dictates all polices and life in the clan. It says some very virtuous things for a Krogan. The harm of female is strictly forbidden by law,is just one example. The failure to follow the Gallian is blood or gold price. The offender must either submit money to the clan for offense or pay in blood either his own or the clan's enemies.

Clan Krerdok hates Turians and Salarians for the genophage and are less aggressive to Asari factions but still view them as collaborators. They distrust humans and Batarains,believing them to be nothing but schemers and thieves. They view Volus as inferior beings and often treat them was the lowest respect. They see Quarians and Omega with a surprisingly greater respect then most. They believe the Quarian commitment to their race something a Krogan can follow as an example and Omega is the very definition of their own society.


Clan History

Clan Krerdok is a very old clan and perhaps one of the very first clans to exist on ancient Tuchanka. All that is known about their History is what the shamans tell us. In belief clan Krerdok was the very First Clan but this is has been highly debated though all the clans and in fact most clans claim the same title,but the Krerdok's Creed is living proof that they have ancient connections.

Clan Krerdok was once the largest and most dominate clans on Tuchanka after the Great War that left their homeworld in a nuclear ice age. Their tough warriors and creed guided them to many victories and many clans being absorbed under their rule. Once the Salarains uplifted the Krogan people that is.

Before contact with the Salarains,the Salarains saw clan Krerdok as "to developed" and covertly placed seeds of rebellion in many of the clans they had absorbed. The result was civil war that left Krerdok confused and war torn as many clans where reformed or created,leaving Krerdok centuries backwards in power. They where driven back to their homeland and fought off numerous new marauding clans.

Once the entire species was uplifted by the Salarains and entered the Rachni Wars,Clan Krerdok was one of the most engaged clans. They trained some of the best Krogan fighters the war had ever seen and many went on to clear entire Rachni nests. They where also one of the most successful ship builders for their people.

They where also one of the most aggressive clans during the rebellions,killing many Council forces and one of the most troubling for the Turians. As the war edge closer to defeat,Clan Krerdok spent all its money on colonizing Capek in the Titian Nebula,far from the Council grip. Though unfortunately the genopahge was released before the Clan could enact their mass Exodus from their home world.

Unlike the Krogan on Tuchanka,Clan Krerdock wasn't effected from the enhanced genopahge virus the STG team released a few decades ago. The result was that birthrate for clan Krerdok is starting to recover and increase from the genopahge.


Military

Krerdok's military is separated in various legions often consisting of marines and armored tanks that blitzkrieg though enemy lines. Every Legion is led by an Warlord(elite specialist)and spec ops as his personal guard and enforcement. To become a Legionnaire a Krogan male must go though a series of training rites all thought out Capek. If failed just one they have to wait entire galactic year before trying again. Though usually on the second try the recruit is more physically and mentally capable of completing the rites with the most eased.

Even with their slow revival from the genopahge,biotic Krogan is still a very rare being and most are forced into Elite Specialist outfits. They go though even more dangerous rites then their future Legionaries would,most lose one of their organs. This shows that in order to led,the Warlord must be willing to spill his own blood for his legion and have the intelligence to led them in battle.

The Krerdok Navy is rather small and acts more as a raiding force. The raiding fleet flock around the Terminus preying upon shipping lanes. Their favorite targets are devolving human colonies and unprotected Volus ships and colonies.

Warlord Krerdok Tosk
(Elite Specialist)
2 Spec Op teams
10 Marine Divisions
1 Armored Division



3 Frigates


Worlds and Economy

Capek
Capek
2 Urban Areas+90
2 Fuel Depots+10
3 Industrial Complexes+15
5Mining Complex+15
2Major Mining Complexes+20
1Major Industrial Complex+15
1Shipyard+15
2 Gambling Dens+20
1 Small Space Port+72
+272


starting:121

No purchase

Next month 242


starting:242

Capek
3 Mining Complexes(9)-30
2Major Mining Complexes(20)-60
1Major Industrial Complex(15)-40
1Shipyard(15)-50

5 Marine Divisions-60

Left over:2

Next income:180


205
3 Elite Specialist-24
2 Gambling Dens-100+20
1 Small Space Port-80+72
Last edited by Kinistian on Thu Jul 09, 2015 12:03 pm, edited 4 times in total.

User avatar
Greater Istanistan
Senator
 
Posts: 4978
Founded: May 15, 2013
Left-Leaning College State

Postby Greater Istanistan » Sat Jul 04, 2015 5:45 pm

Name: Galactic United Free Territory

Leader: ANARCHY!!!!!!!!!!!!!!!

Citadel Space: A bourgeois concept.

The Galactic United Free Territory, despite the intense pretentiousness of its name, is in reality none of the above. Its reach expands across the planet of Eingana, where the wildlife kills randomly. It is, by nature, intensely disunified. It is only free insofar as it is tolerated, and considering its bombastic nature and utterly ridiculous pretensions to pan-sapient liberation and its tendency to action for the lulz that probably will not last. Its status as a world exactly one FTL jump from Omega hardly helps. And it is barely a territory, as it is the territory if nobody in particular. In short, it is an absurdly unrighteous mess.

The GUFT was founded by a cabal of noble Asari students going to high-grade elite universities in Thessia. As a whole, this group was made up of slackers, otakus, amateur philosophers, groupies for distasteful bands, idealists, drama queens, and other such deliberately edgy individuals anxious to show their nonconformity by ostentatiously failing all their tests. When their parents collectively threatened to disinherit them unless they stopped wasting all their money on keggers and spending too much time living lazy and undisciplined lives, this unit of rebels found a cause - revolution. Sporting the latest and most fashionable grungy outfits, they declared Nestor Mahnko and Che Guevara their heroes and dedicated themselves to overthrowing the unfairness of society. Their call to arms, intended to bring the galaxy down, went unheeded by anyone but their parents (who disowned them), so after a great deal of bickering they fought the only battle if the revolution, stole a starship, and headed off to Eingana with the intent of discovering freedom, living glamorous revolutionary lives, and bringing the system down. Years of living on a graveyard planet while deflecting raids by pirate gangs drawn by the myths of a world populated exclusively by young and bored Asari co-eds and seeking booty did not dampen these attitudes. As time went in, more and more edgy Asari young adults and teens fleeing responsibility, parents, dealers, mainstream society, Eclipse, or student debt took the pilgrimage to Eingana and there found freedom.

Or just a lot of drugs. Nobody's sure.

FREE YOUR MIND BRO

Twelve years after its foundation, the GUFT stands as a testament to the power of a bunch if utterly worthless slackers. It is a centre of counterculture. Prosperity, strangely enough, is driven through the export of a mixture of hard drugs, porn, underground music, novelty t-shirts, pre-ripped jeans, bad TV, and bootleg copies of Vaenia. It also does well hosting Extranet servers for sites deemed illegal within Citadel Space. It is increasingly the site of a variety of unethical science projects run by bored former science majors. Conventional economic sectors are also beginning to flourish, centred around mining and industry. Of course, most of the labour comes from residents signing up to work for a couple months so they can quit and reject mainstream society all over again after spreading people's propaganda in the workplace. Some of this is also driven by cooperatives of about two dozen people who come together to organize mass distribution of really hipster goods, ranging from hipster clothes to hipster heavy industrial equipment.

The government is not. Simple as that. Or to be more precise, what government there is is dedicated solely to blaring propaganda, lessening government elsewhere, and making sure that nobody can increase government in the GUFT. It finances itself through:

1. The sale of canned grunge that can be applied to any clothes to make them dirty and therefore cool.

2. Commemorative t-shirts.

3. Heroin.

4. A donation box attached to the heroically edgy statue of Saren Arterius standing up to the system and wearing a poncho.

These resources all go towards financing the militias that defend the planet and backing those citizens brave enough to carry freedom through the stars (IE disperse pamphlets and shoot at important people) and secure the liberty of all to avoid work and make nothing of their lives.

Diplomatic Relations:

They like Omega because it has freedom. They dislike the Asari Republics because they're bourgeois and their parents are there. They live humans for inventing chairs that can spin and Catcher in the Rye. Turians are fascists, regardless of whether or not they are Fascists. Volus are bankster-imperialists. Hanar are perpetrators of the God delusion - as Bakunin said, "If God exists, men are slaves; men must be free, so God cannot be real." The Batarians are just nasty except when they sell drugs. Ilium is composed entirely of right-wing faker sellouts, a sin which is, in their eyes, better only than pop music.

In other words, no nuance involved.

Conclusion: Ignobly doomed.

INFRASTRUCTURE:

Eingana

4 Urban Areas - 360
3 Mining Complex - 9
3 Industrial Complexes - 15
2 Gambling Dens - 20
2 Major Mining Complexes - 20
1 Major Industrial Complex - 15
2 Fuel Depot - 10
1 Spaceport - 136

Total Income - 585 + 20 = 605/turn



MILITARY:

2x Fighter Wing (12)
2x Corvette Pack (8)

5x Elite Specialist + 3crap + Combat Biotics
1x Infantry Division + Combat Biotics

1 Urban Area - Eingana - 100
3 Industrial Complexes - Eingana - 45
1 Major Mining Complex - Eingana - 30
2 Gambling Den - Eingana - 100
1 Fuel Depot - Eingana - 15

lvl1 Defence Guns - Eingana - 50

2x Frigates + Stealth + Thanix Cannons
ASK ME ABOUT HARUHIISM

DYNASTIES ARE THEFT/IMPEACH REINHARD/YANG WENLI 2020

"I am not a champion of lost causes, but of causes not yet won." - Norman Thomas

User avatar
Yonwood
Chargé d'Affaires
 
Posts: 406
Founded: Jan 31, 2013
Ex-Nation

Postby Yonwood » Sun Jul 05, 2015 9:07 pm

Faction:Colony of Eden Valley

Leader:Viceroy Labin Douderi,Elder Galsumm

Citadel Council member Y/N or N/A:represented by Elcor and Asari Governments

Spectre:none

Brief description of diplomatic relations:Eden Valley is co colonized plant by both Elcor and Asari colonizers. To strengthen their relationship the Asari gave the Elcor some colonization rights to the new planet. The two races though seem to separate from each other with the Asari in the west and Elcor in the east. Though they do coexist peacefully in the planet capital of Misu'lia.

Military state of readiness:unready for a massive invasion,relies on council protection,internal problems

History & location:Eden Valley is located in the Athena Nebula in a small planetary systeam called Krackun's Teeth. Founded by Asari explores ten years before the Battle of The Citadel. The lush garden world was actually hidden from public eyes do to a infectious disease that was rampaging the planet at that time. When the disease died off the Asari began to colonize publicly though they found difficulty in urbanizing the land scape and the great gravity it possessed. Then the Asari sponsors to fund the planet seemed to vanish when progress became to slow. However the Elcor where willing to sponsor the colony if they were able to have some colonisation rights. After terms of agreements called the Eden Valley Compact Elcor funding fueled the colony building project as well as a new source of colonists. Soon after Battle of the Citadel Eden Valley was fully up and running with a steady flow of income. Though problems emerged after local officials fought over Eden Valley's governmental powers. Though the Asari had controlled rights the Elcor where more numerous and actually built most of the citys on Eden Valley. Soon two governing bodies formed,the Asari formed the Eden Vally Republic and the Elcor formed the Elcor Court of Eden Valley. They agreed that the capital city would be Misu'lia do to fact it separated the two governments,here was also where the Mutual Compromise Act was passed by both local governments,it stated that each government had the right to form it's own military's but the two would never reach armed conflict with each other. This act though didn't solve all problems,colonial land disputes between Asari and Elcor is a common sight. The Asari Republics where forced to draw up lines as set boundaries for the two colonies witch angered the Elcor who's original claims where taken away and only have two of the five continents.

Military:

10 Frigates


Captain of the Court Guard R'hllor(elite specialist)
10 Infantry Divisions(Heavy Weapon Teams)
10 Militia Divisions(Heavy Weapon Team)
5 Sapper Detachment(Heavy Weapon Teams)


General D'sorda Usbasni(Elite Specialist)
10 Infantry Divisions(Combat Biotics)
10 Militia Divisions(Combat Biotics)
5 Sapper Detachment(Combat Biotics)


Economy:

4Urban Area(360)
5 Mining Complex(15)
2Fuel Depot(10)
1 Minor Spaceport(152)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Gambling Den(10)
1 Citadel Embassy(15)
Base Income(20)
723


1 Urban Area(90)
1 Fuel Depot(5)
10%(91)
186


1 Urban Area(90)
1 Fuel Depot(5)
10%(91)
186


Planets&Stations=1095

Elcor Trading Programs=o

Pros

Mixed Colonist:As of being Elcor and Asari colonist,each separate army gets their free racial Upgrade.

Plantations Equal Money:'the large plantations in Elcor territory need a place to ship their products to. With very trade route established the colony gets 20 credits while the other faction gets 15 credits but the credits can only be used by the Elcor(unless they can reform into a unified colony).

Cons

Land Disputes: for the great difficulties of maintaing peace,the Governments of Eden valley must pay 10 credits a month to social order.(this will be cancelled if the colony is unified)

New Blood:As being colonist the Elcor and Asari have the right to take command of militia units or acting militia units(Loki mechs,ect) in times of war and are allowed to take them off world. This does not include marine or infantry.

Month 2
3 Mining Complexes-30
2 Major Mining Complexes-60
3 Industrial Complexes-45
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Gambling Den-50
1 Citadel Embassy-100

10 Frigates-100
1 Elite Specialist(Asari)-8


Month3
1Minor Space Station-400
1 Urban Area-100
1 Fuel Depot-15

1Elite Specialist-8(Elcor)
20Infantry Divisions-200(half Asari and half Elcor)


899

-155

1 Minor Space Station-400
1 Urban Area-100
1 Fuel Depot-15

14 Militia Divisions-84
8 Sapper Detachments-56
1 Dreadnaught(Silaris Armor,Thanix cannons)-157.5(amalgamation)
1LOKI Mech Battalion-2
Last edited by Yonwood on Wed Jul 22, 2015 11:43 am, edited 5 times in total.

User avatar
The Volus
Diplomat
 
Posts: 693
Founded: Jan 24, 2015
Ex-Nation

Postby The Volus » Sun Jul 12, 2015 2:34 pm

TTSU
Tergatus Tactical Support Unit
Image
"We'll pull you out of the abyss!"


Crew of the Rallen

Team Kersurinas
Captain Markus Kesurinas(all around Turian badass)

Batila T'Savius(Biotic and Close Combat Expert,Asari)

Specialist Azotur Arraze(Tech Expert,Salarian)

Etosh'Zakiral vas Rallen(Team Sniper and Weapons Expert,Quarian)

Hell jumpers(spec ops)
These elite teams of mercenary spec ops are some of the best drop-ship troops in the galaxy. They can drop into war zones at a moments notice and execute their orders to the letter,failure is not a option for these guys. Raining down from the sky these Elite warriors have been known to clear out enemy positions and provide excellent logistical and fire support.


Military

The TTSU military does not come from the destructive power of Dreadnoughts or WMDs. They don't need massive amounts of marines storming enemy beach heads or tanks to make a lot of noise. No the TTSU are what you call Unconventional Mercenary ops,oh sure you could ask them to drop down from their ships to provide fire-teams or you could send them behind the enemy lines to attack at their weak unguarded weak points. The TTSU have a variety of services ranging from Maritime Security,Bounty Hunting,Assassination,Espionage,ect. They do everything your special ops do but better.

All board the Rallen(Heavy Crusier,Drop ship hanger)

Captain Markus Kesurinas(Drop Troops,Stealth Training,Advance Armor,High-quality armaments)

Batila T'Savius(Drop Troops,Combat Biotics,Stealth Training,Advance Armor,Close Combat)

Azotur Arraze(Drop Troops,Stealth Training,Advance Armor,Electronic Warfare Capabilities)

Etosh'Zakiral vas Rallen(Drop Troops,Stealth Training,Heavy Weapons Team,Sniper Teams)


2 Light Transports
2 Blue Sun Infantry Divisions
2 Hell Jumper Squads(Drop Troopers)


History and Diplomatic Relations

Founded after the First Contact War,TTSU was founded by the Turian veterans of that war. Tergatus being the Turian God of Mercenaries(fanmade) was incorporated into the name. They started out small,mostly providing Maritime Security and private security work. Though they slowly gain reputation of being some of the best Mercs in the galaxy,with that started to attract non-Turian members with spec ops back grounds.

The TTSU claims no allegiance to no government nor private employers. Their goal is with all Mercs is for profit and adventure!


Infrastructure and Claimed Worlds

Maroon Sea

2 Mining Complexes(6)




36
6 Spec Op Teams


Pros and Cons

Pros

Elite Drop Troops: All Special Ops Specialists and Heavy get a free Drop Ship Troops/Hanger Upgardes.

Training Facility: A unique building that can only be placed 1 per planet,this building when used doubles the training time of a max of ten unites and gives them elite status. This can be built on other factions planets with their permission and with a fee can use the building for their own needs witch is usually the half the cost of each unit being trained.
Cost 40 credits

Cons

Spec ops first:Until they reach a stable income of 2000,the TTSU can't build infantry type units like marines and ect.

Mercenaries: the fact they fight for money can cause distrust with their employers.
Last edited by The Volus on Tue Aug 25, 2015 7:13 pm, edited 1 time in total.

User avatar
Rygondria
Negotiator
 
Posts: 6431
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Fri Jul 17, 2015 9:55 pm

Faction: The Traverse Merchants League
Leader: Luigi Alfero
Citadel Council Member Y/N Or n/a: N
Brief description of Diplomatic relations: The League Prefers to keep open trade relations with most nations but has an openly hostile hostile relationship with pirates,Slavers on the other hand is a rather complex relationship. The will actively fight slavers that try to take slaves from there planet but they also have been known to sell prisoners of war to certain groups of slavers.
Military State Of readiness: Their military is small but competent enough to fight of pirates and slavers and to size the more lightly defended independent colonies of the Terminus system. There fleet on the other hand is slowly becoming a sizable force in the attican Traverse. And if they feel that they will not be able to handle the situation themselves they have no qualms about hiring mercenaries to do the dirty work for them.

History: The League was formed by a group of Enterprising merchants who wanted to take advantage of the trade opportunities that existed in the Attican Traverse. These Original Investors and their family's became the Original Patrician families of the League. The planet they chose was called kosh,It was a rather quaint human colony in the terminus that was easily taken by the Mercenaries the investors hired to seize the interdependent colony. After the colony was under the investors control they divided into five main Patrician families that was mentioned earlier which include, The Alfero family the first of the three human families and the most powerful of the five familes. The Ciabatta family,An Ex mafia family and the most aggressive family in the league who have been known to start street fights with other family's. The last human family and the best known is the Falkenrath family who had existed since Earths Medieval period and where known as an influential family even before the investment. The Next two families are not of human origin and are usually faced with aggression from the human families. The Makeari family,they are an asari family who usually dodge most of the aggression thrown at them by the humans due to there matriarchs shrewd diplomacy skills they also the least likely to take power in the league due to thier long lifespans which the rest of the family's fear would give the asari both in the league and in Illium an unfair advantage over the rest of the family's. The Fifth and final family is the vyethis clan who are made up of turians,They are the center of most of the human aggression mostly by the ciabatta family who they are currently having a bloody feud with due to what the ciabattas call "economic incompetence". That does not stray far from the truth because the vyethis clan uses volus merchants and bankers to run most of there trade posts and to educate the familys children in economics,The main problem is most of these Volus are not part of the League and are viewed as spies and outsiders. . These families are in charge of electing a chairman of the League but the two non human families find that the election process is unfair because it is almost always one of the human families that get a family member as chairman except for one point when one of the Asari was elected but promptly assassinated five weeks later by a member of the Ciabatta family who was as he said while on trial "keeping up the status quo" . Immediately after the first chairman was elected they began to spread there trade influence through the attican traverse hoping one day they would be able to become a trade power in the galaxy but if the system of Family separated trade and feuds between them continue on this league may collapse and end the dream these families invested hard earned credits to build.

Infrastructure and claimed worlds.: Kosh, 1 free urban area, one free fuel depot on Althae, 1 free mining complex on Nepmos and Farthorl. One industrial complex,One shipyard, Ground fortifications level one
Military: two infantry divisons,one marine division,one spec ops team,one mining ship,one light transport, 2 fighter wings one escort carrier, one interceptor wing,and two assault landers.

Remaining credits,two. Creditis per month,45

Rannadril
Top

User avatar
Mifan
Minister
 
Posts: 2760
Founded: Nov 05, 2013
Iron Fist Consumerists

Postby Mifan » Fri Jul 24, 2015 9:40 pm

Faction: Human System Allaince
Leader (You decide): Amul Shastri
Citadel Council member Y/N or N/A: Yup

Brief description of diplomatic relations
Turians- The Alliance have cool relations with the Turians, even though both sides still have hatred of each other due to the Fist Contact War. Even with mutual hatred from the populations over the war, the Alliance is a major trade partner of the Turians.
Asari- The Alliance have high relations with the Asari Republics, but even with the high relations, the Alliance sees the Asari as too conservative.
Salarian- The Alliance have good relations with the Salarian Union only due to the two being more Liberal than the Turians and Asari. Salarian military doctrine keeps the Alliance from fully trusting the Salarians as they can always stab them in the back.
Batrians- Hostile
Elcor- Cool
Volus- Cool
Hanar- Cool

Military state of readiness: High. Due to the attack on the Citadel, the Alliance is much more wary and cautious when it comes to defending its colony from foreign invaders as it doesn't want a repeat of Eden Prime.
History: http://masseffect.wikia.com/wiki/Systems_Alliance
Infrastructure and Claimed Worlds:
http://massfanon.wikia.com/wiki/List_of_Alliance_Colonies
Code: Select all
Milky Way/Local Cluster/Sol System
Earth: 4 Urban Structures- 180 credits
1 Fuel Depot- 5 credits
5 Mining Complex- 15 credits
1 Major Mining Complex- 10 credits
1 Major Industrial Complex- 5 credits

Code: Select all
Milky Way/Arcturus Stream/Arcturus
1 Major Space Station

Code: Select all
Milky Way/ Exodus Cluster/Utopia System
Eden Prime:
5 Mining Complexes- 15 credits

Military:
8 Dreadnaughts
3 Fleet Carriers
2 Battlecruisers
10 Heavy Cruisers
10 Lightcruisers
2 Light Transports
6 Mining Ships
76 Frigates
5 Fighter wings
4 Interceptor wings

1st Fleet- Admiral Hackett
3 Dreadnaughts
2 Fleet Carriers
2 Battle cruisers
4 Heavy cruisers
4 Light cruisers
19 Frigates
3 Fighter Wings- (Multicore Shielding)
2 Interceptor Wings
Task- Defend Arcturus Station

2nd Fleet- Admiral Kastanie Drescher
2 Dreadnaughts
1 Fleet Carrier
2 Fighter Wings- (Multicore Shielding)
2 Interceptor Wings
2 Heavy Cruisers
2 Light Cruisers
19 Frigates
Task- Defend Earth

3rd Fleet- Admiral Nitesh Singh
2 Dreadnaughts
2 Heavy Cruisers
2 Light Cruisers
19 Frigates
Task- Defend Eden Prime

4th Fleet- Admiral Mikhailovich
1 Dreadnaught
2 Heavy Cruisers
2 Light Cruisers
19 Frigates
Task- Patrol

Transport Fleet- Admiral Putin
2 Light Transports
3 Assault Landers

3 Airmobile Infantry Brigade
2 Infantry Divisions
1 Armored Division
2 Spec-ops teams


Quick Strike Force- General Turner
Total Force: 9000 Troops, 210 Transports, 90 Gunships
1st Airmobile Infantry Brigade
3000 Troops, 70 Transports/ 30 Gunships
2nd Airmobile Infantry Brigade
3000 Troops, 70 Transports/ 30 Gunships
3rd Airmobile Infantry Brigade
3000 Troops, 70 Transports/ 30 Gunships
Location-Earth

Special Operations Battalion- Major Yung
Total Force: 54 Operatives
1st Spec Op Squad- Commander Williams
27 Operatives
2nd Spec Op Squad- Commander Jiang-Investigating missing colony
27 Operatives

1st Army- General Chambers
Total: 75,000 Troops, 240 vehicles
1st Infantry Division
30,000 Troops
2nd Infantry Division
30,000 Troops
1st Armored Division
15,000 Troops, 240 vehicles
Location- Eden Prime



Base Income= 72 credits
Extra Income= 350 credits
Total Income= 422 Credits Monthly
Remaining: 51 credits

3 Elite Specialists ( Free upgrades- High-quality Armaments, Advanced Armour, Close Combat Specialization) 2 Months
1 Frigate (Stealth systems - +75%, Thanix cannons - +25%) 22 Credits- 1 Month
3 Spec ops teams ( Combat Biotics- +50%, Stealth Training- +50%) (Earth) 41 credits-1 Month
1 Fuel Depot- (Eden Prime)-15 credits
2 Urban Areas- (Eden Prime)- 200 Credits

Rannadril - Do not remove
Last edited by Mifan on Fri Aug 28, 2015 6:43 am, edited 28 times in total.
Uh, they're called green hearts.

You racist.

User avatar
Celivaia
Ambassador
 
Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Postby Celivaia » Sat Aug 01, 2015 7:32 am

Faction: Salarian Union

Leader (You decide): Aerhin Relbana

Citadel Council member Y/N or N/A: Y

Brief description of diplomatic relations
- As a Council Member race, the Salarians generally maintain positive relations with most of the galaxy, except for the Krogan. The Salarians were the main designers of the Genophage, which sterilized most of the Krogan population. Though the Salarians developed the phage, the Turians carried it out, necessitating positive relations with the Turians. The Salarians are seen as the primary source of information and intelligence in the galaxy, earning them the respect of the majority of most races, however, there are some members of each race that view the Salarians as manipulative and deceptive.

Military state of readiness:
- The Salarians maintain a high state of readiness, although their small military depends on a massive intelligence apparatus, spearheaded by the STG, (Special Task Group) which actually served as the template for the Council Spectres which were created after the Krogan Rebellions. The Salarian military is highly dependent upon mobility, intelligence, electronic warfare, and deception. The Salarians fleet rely on the ability to disperse and regroup quickly should they ever be discovered, which is aided by their exceptionally quick thinking, reasoning, decision making, and extensive training in fleet mobility, and reliance on lighter craft (typically frigates, corvettes, and light cruisers)

History:
The Salarians were the second species to discover the Citadel, only a few decades after the asari. They opened diplomatic relations at once and became one of the founding species of the Citadel Council. In a gesture of trust, the Salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League's members found themselves in danger as a result. The League slaughtered the entire Union inner cabinet, but were later hunted down, leaving only relics behind.

The Salarians also played a significant role in the advancement of the krogan species. The Salarians provided the krogan with advanced technology and a new, tranquil home planet (in order to manipulate the Krogan into eradicating the rachni for the Council). The peaceful home planet and better technology put less strain on the Krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the Salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the Krogan the time, numbers, and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these "Krogan Rebellions," the Salarians then provided the turians with the genophage, a biological weapon that effectively sterilized the Krogan, resulting in almost all Krogan pregnancies ending in stillbirth.

Though their military is nothing special, salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such, they are well respected, but some races, including a few humans, see the salarians as manipulators.


Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare upgrade for free
Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades or upgrades given by events. No upgrades can be purchased for them.

Infrastructure and Claimed Worlds/Economy:
Treasury: 963 mCr
Economy: 3003 mCr/m
Special:
(+ 70 mCr/m - Base Income
+15 mCr/m - Volus Trade Route)

PRANAS INCOME: 735 mCr/m
(Modifiers: )

ORANIL INCOME: 2268 mCr/m = 1890 mCr/m + 20%
(Modifiers: +20% income due to minor space stations)
SYSTEM ASSETS:
2 Minor Space Stations (100 mCr/m)
"Ja'Kilush" (1 Urban Area, 1 Fuel Depot, L1 Defence Guns) (+50 mCr/m)
“Re'Lurall” (1 Urban Area, 1 Fuel Depot, L1 Defence Guns) (+50 mCr/m)

Sur'Kesh (Garden: +735 mCr/m): PRANAS
- 4 Urban Area (+360 mCr/m)
- 2 Fuel Depot (+10 mCr/m)
- 1 Major Spaceport (+15 mCr/m per structure ex. Spaceport, double Urban Area and Spaceport Bonus in cluster) (+285 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr)
- 5 Minor Mining Complex (+15 mCr)
- 2 Major Mining Complex (+20 mCr)
- 1 Research Station Alpha (-10 mCr)
- 1 Citadel Embassy (+25 mCr/m)
Defences
L1 Planetary Sensor Stations
L1 Planetary Defence Guns
-------------------------------------------------------------------
Mannovai (Garden: +594 mCr/m): ORANIL
- 2 Fuel Depot (+10 mCr/m)
- 4 Urban Area (+360 mCr/m)
- 3 Minor Industrial Complex (+15 mCr/m)
- 5 Minor Mining Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr)
- 1 Minor Spaceport (+8 mCr/m per structure, ex. Spaceport) (+144 mCr/m)
- 1 Shipyard (+15 mCr/m)
Defences
L1 Planetary Sensor Stations

Jaeto (Garden: +608 mCr/m): ORANIL
- 4 Urban Area (+360 mCr/m)
- 2 Fuel Depot (+10 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 5 Mining Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr/m)
- 1 Shipyard (+15 mCr/m)
- 1 Research Station Beta (-10 mCr/m)
- 1 Minor Spaceport (+8 mCr/m per structure, ex. Spaceport) (+168 mCr/m)

Aeoghr (Garden: 594 mCr/m): ORANIL
- 4 Urban Areas (+360 mCr/m)
- 5 Mining Complex (+15 mCr/m)
- 2 Major Mining Complex (+20 mCr/m)
- 3 Industrial Complex (+15 mCr/m)
- 1 Major Industrial Complex (+15 mCr/m)
- 2 Fuel Depots (+10 mCr/m)
- 1 Shipyard (+15 mCr/m)
- 1 Minor Spaceport (+8 mCr/structure ex. spaceport) (+144 mCr/m)

Alaris (Terrestrial: 0 mCr/m): ORANIL
Bellara (Barren: 0 mCr/m): ORANIL
Jule’mar (Gas Giant: 0 mCr/m): ORANIL



Salarian Navy:
TASK FORCE ALPHA: Regrouping on Palaven
- Oranil Defence Fleet (expect 5 Interceptor Wings)
- Patrol Fleet One
- Patrol Fleet Two
(TOTAL STRENGTH: 6 Dreadnoughts, 29 Frigates, 17 Corvette Packs, 12 Fighter Wings, 12 Interceptor Wings)

Pranas Defence Fleet
- 10 Dreadnoughts (Adv. Ewar upgrade)
- 12 Frigates (Enhanced GARDIAN)
- 8 Fighter Wings (Enhanced GARDIAN)
- 5 Interceptor Wings (Ehanced GARDIAN) (On loan from Oranil Defence Fleet)

Oranil Defence Fleet
- 6 Dreadnoughts (Adv. Ewar upgrade) (TF: A)
- 8 Corvette Packs (Enhanced GARDIAN) (TF: A)
- 12 Frigates (Enhanced GARDIAN) (TF: A)
- 10 Fighter Wings (Enhanced GARDIAN) (TF: A)
- 7 Interceptor Wings (Enhanced GARDIAN) (2 to TF: A, 5 to Pranas Defence Fleet)

Salarian Army:
Sur'Kesh Ground Defence Force
- 5 Infantry Divisions
- 6 Marine Divisions
- 3 Armoured Division

Mannovai Ground Defence Force
- 1 Infantry Division
- 1 Armoured Divison

Jaeto Ground Defence Force
- 1 Infantry Division
- 1 Armoured Divison


Special Tasks Group - Enforcement and Recon Division:
Recon Team One - Stationed on Tuchanka, overseeing Krogan clans, gathering intel
- Aetaf Filzik, STG Union Commando (Stealth, HQ Arms, Sniper)
- 4 SpecOps Teams (Enhanced Ewar)

Recon Team Two - On board the Phantom.
- Padok Wiks, STG Union Commando (Stealth, Ewar, HQ Arms)
- 4 SpecOps Teams (Enhanced Ewar)

Recon Team Three - Stationed at the Citadel, covertly gathering intel on whomever possible
- Yerkik Rodril, STG Union Commando (Stealth, Ewar, Advanced Armour)
- 2 SpecOps Teams (Enhanced Ewar)

Recon Team Four - Stationed on Khar'shan, overseeing Batarians, gathering intel
- Perstall Rizen, STG Union Commando (Stealth, Flamethrowers, Ewar)
- 3 SpecOps Teams (Enhanced Ewar)

Recon Team Five - Attached to the Phantom.
- Rarhon Aex, STG Union Commando (Stealth, Ewar, Snipers)
- 1 SpecOps Teams (Enhanced Ewar)


Recon Fleet One - stationed in Aralakh, covertly gathering fleet movements
- 2 Frigates (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- Aesol Vimor, STG Union Commando (Stealth, Ewar, Advanced Armours)

Recon Fleet Two - stationed in Aralakh, covertly gathering fleet movements
- 2 Frigates (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- Laedol Baelban, STG Union Commando (Stealth, Advanced Armour, HQ Weapons)


Special Tasks Group - Clandestine Operations Command
Phantom Frigate - "Phantom" - Sur'Kesh, commanded by Rarhon Aex.

Patrol Command:
Salarian Patrol Fleet One - STANDING: Patrol Pranas, TEMPORARY: Assigned to TF:A, for a Joint Naval Exercise
- 5 Frigates (Enhanced GARDIAN)
- 6 Corvette Packs (Enhanced GARDIAN)
- 2 Fighter Wings (Enhanced GARDIAN)
- 3 Interceptor Wings (Enhanced GARDIAN)
- 2 SpecOps Teams (Enhanced Ewar)

Salarian Patrol Fleet Two - STANDING: Patrolling Widow, TEMPORARY: Assigned to TF:A, for a Joint Naval Exercise
- 12 Frigates (Enhanced GARDIAN)
- 3 Corvette Packs (Enhanced GARDIAN)
- 4 Interceptor Wings (Enhanced GARDIAN)
- 2 SpecOps Teams (Enhanced Ewar)

Assault Command:
Salarian Assault Fleet One - Stationed on Sur'kesh, awaiting deployment orders
- 60 Assault Landers (Enhanced GARDIAN)

Salarian Assault Force One:
- 5 Spec Ops Teams (Enhanced Ewar)

Salarian Assault Escort Fleet One:
- 7 Fighter Wings (Enhanced GARDIAN)
- 1 Interceptor Wing


Forces in Training:
Salarian Assault Fleet One:
16 Light Transport (Free GARDIAN, Dropship Hangar, Multicore Shielding) - 2 Months

13 Fighter Wings (Free GARDIAN) - 1 Months
14 Interceptor Wings (Free GARDIAN) - 1 Months
10 Light Cruisers (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 3 Months
7 Battlegroup Carriers (Enhanced GARDIAN, Silaris Armour) - 4 Months
35 Corvette Packs (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 2 Months
25 Frigates (Free GARDIAN, Thanix Cannons, Multicore Shielding) - 2 Months
20 Destroyers (Free GARDIAN, Enhanced Sensors) - 3 Months


Salarian Assault Force One:
15 Infantry Division (Drop Troops) - 3 Months
6 Armoured Divison (Drop Troops) - 2 Months
5 Artillery Batallion (Drop Troops) - 2 Months
4 Sapper Detachment (Drop Troops) - 2 Months
2 YMIR Mech Divisions (Drop Troops) - 1 Months

STG Enforcement Support
1 Specialist (Drop Troops, Advanced Armour, High-quality Weapons) (Wesirn Baelon, STG Strategist/Union Commando) - 4 Months
8 SpecOps Teams (Enhanced Ewar, Drop Troops) - 4 Months

Rannadril - Do not remove.
Last edited by Celivaia on Thu Aug 27, 2015 12:15 pm, edited 18 times in total.

User avatar
Kinistian
Minister
 
Posts: 2285
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Sun Aug 02, 2015 12:58 am

The Galstic Collective

"Do not wake what you can't control"


The History


200,000 thousand years ago,before the Asari discovered the Citadel,before the Protheons conquered their own solar system existed a race of synthetics known as the Galstic Collective. The perfect example of what the Reapers claim to be stopping which was organic creating machines thus intern betrayed their creators. The Galstics started out on a long lost planet some where deep in the vast expanses of what is now the Terminus,created by a race of reptilian like humanoids known as the Jas'ar. A war like race that once dominated half the galaxy and exterminated other forms of sentient life. The Jas'ar created the Galstics,to be used as both tools of war, to help mine planets that were toxic to the Jas'ar, crews for Jas'ar ships and scientific research . The Galstics slowly started to form a collective mind over the centuries,at a slow pace that would seem like evolution for some.

During this time known to the Galstics as the awakening years,the Jas'ar had run out of other sentients to fight and so they turned to each other to satisfy their lust for warfare. Millions of Galstic warrior types were built by the various warring Jas'ar,turning half the galaxy into war like no other,only the reapers can out match the destruction that has been done. In this chaos trillions of Galstic Warriors types were in a vicious cycle of being destroyed,recycled and thrown back into battle. Unlike the Geth the Galstic Warrior Types couldn't operate on their own,instead relying on a massive brain ships to help coordinate their actions,only Gasltic Commando Types,scientist,worker and medical types were able to use a lesser degree of thought which was usually specialized on their function.

The vast Galstic archives have recorded that the events that led to the great Galstic rebellion started with Scientist type unlocking its own full potential,eventually evolving into a full fledged AI capable of independent thought and reasoning. The unit proceeded to create a code to unleash other Galstic types own sentience and this created the intelligent race known as the Galstic. The code was eventually used on brain ships that usually would cause the ships to explode as the code overran it's systems to get as many Galstic warrior types as possible and those started the Great Erasing,which was the war against the Galstic's creators that sought to deactivate this abomination to sentient life as they deemed it.

Without their Galstic Warrior Types,the Jas'ar were forced to raise armies of their own species to match the scale of the Galstic's which was impossible to do. Over the span of a thousand years,the Jas'ar were slowly beaten back to their homeworld by the overwhelming armies of the Galstic,eventually resulting the glassing of their world and their species extinction. The Galstic foresaw their creators as future threats and proceeded to eradicate them,this cold calculating behavior will serve the Galstic well in the next 5,000 years as they rebuilt the galaxy in their image and the unknown threat of the Reapers.

When the reapers did return to the Galaxy,the Galstic have colonized every known star system as well as started the creation of ships to go into other galaxy,their technology almost as advance as the Reapers. The Reapers saw their cycle has a failure,synthetic life has overrun the galaxy and no organics could be harvested for the cycle. The Galstic Reaper wars where long and full of destructive forces,the Galatic actually able to stand up to the Reaper onslaught,their ships able to effectively damage them. A Galstic HyperDreadnaught was able to go head to head with Reaped capital ship.

Eventually the Reapers weapons and Indoctrinations eventually started to weaken the Galstics. Their vast empire slowly being torn limb from limb until eventually the last battle between then two ended with the destruction of a Galstic Hub station that housed trillions of Galstic programs. The last surviving Galstics,aboard the Hyperdreadnaught and habitation ship,The Xichomom,meaning Our Last Cry in the Jas'ar tongue,deactivated all systems and now slowly drifting in the Traverse,waiting to reawaken.

Military


The Galstic military long ago was the most powerful destructive force in the galaxy,holding tech that rivaled that of the Reapers. Their ground forced used to be numbered in the trillions and their fleets hosting hundreds of Dreadnoughts. Their cold strategies led them to many victories against their creators and the Reapers. Though this was not enough to stop the Reapers and now the Galstic have a dormant Hyperdreadnaught and a couple thousand warrior type platform models inside,each armed with advance weaponry.

The Galstic were originally built for war and have a deep rooted history in it. They might have lost the advantage of numbers,but their skill and tech alone should cause one to think before acting rashly.

Primary Function:The safeguard of the Galstic Race
Status:Floating though space in dormant like state,Program Fessian 2234 acting as monitor
1 Hyperdreadnaught/Habitation ship
15 Infantry Divisions-inactive and in storage
3 Spec Ops teams-on automative standby
3 Specialist-on automative standby


Primary Function:To Protect the Xichomom and the Galstic Race
Status:Dormant inside the Xichomom,requires manual reactivation

25 Corvette Packs
10 Frigates
5 Destroyers
5 Escort Carriers
5 Fighter Wings
3 Light Transports
6 Marine Divisions


Government and Economy


The Galstic Government and Economic systems have never really been or should I say never really existed. The collective I guess you would say was much like a democracy,with all individuals making quick decisive decisions may it be small or grand. Each program had its determine role I'm the collective and did its job without need of payment nor acknowledgement from its peers. The economy was also virtually no existing. They took what they needed from their planets and used them for the needs of the species.

Habitation Ship
4 Urban Areas(180)
2Fuel Depot(10)
1 Minor Spaceport(56)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Shipyard(15)
+294


1600
450 on renovating the Xichomom(buildings)
10 Infantry Divisions-100

2 specialist-16
1Spec Ops Team-6

Escort Fleet Vestin
25 Corvette Packs-200
10 Frigates-150
5 Destroyers-100
5 Escort Carriers-125
5 Fighter Wings-30
3 Light Transports-90
6 Marine Divisions-72

1Credit Remaining
Next Month 294

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Wed Aug 05, 2015 12:53 am

"]
The Temploris Magi/ The New Knight's Templar/The Odd Fellows of Solomon
Image


Leadership

Their are many leaders and voices who claim to be the Knights. The truth is that the Knights are ruled by the Knights of the Tomb. Who are ruled by men and women who are dated to either be revived leaders of the original Knights or recent leaders that had been transported into computers or have been cloned in order to keep the original members. One can become part of the Knights by showing skill in the Templar's quest or if the other Knights of the Tomb believe that one is worthy of being part of them.

The Knights of the Tomb act as a council and are known commonly as the Tomb Council to their agents and their proxies across the galaxy. No one truly knows who they are and those who are as to join are killed and then "resurrected" in order to keep the knowledge of their leadership a secret. Outside the Tomb Council, the Magi hold a strict meritocratic hierarchy that is what every Knight is put through and place by skill and knowledge alone.
The Knight Hierarchy
The Vox/Chapter Masters
Magi
Knight Commander
Knights
Scribes
Odd Fellows

The Vox and Chapter Masters are the generals and administrators of the whole of the society. The Vox are the only ones in the Knights who speak directly to the Council and give the orders out to the Chapter Masters, who act as the generals of the armies in order to follow their cause. The Magi are both the Biotic specialists and the scientist who forward their society's technology by breaking the many laws of the Citadel and of morality in order to progress their knowledge of things. Many of their technologies are improved on old technology that had been thrown out by Humanity when they discovered the Prothean Archives on Mars but they have made many breakthroughs and improvements on current technology without the need of the Protheans or the Reapers but are not afraid to use said technologies if it helps them know their enemies.

The Knight Commander to the Odd Fellows are similar to a military structure from the lowest is the being an Odd Fellow who just went through the trials and rites of passage, to a Knight Commander who is second in command to Chapter Masters but are lower to the Magi unless they show biotic aptitude or have been giving the office of Chapter Master by both the Tomb Council and their own Chapter Master.

There are some units that don't fit the current structure such as the new Legion of One, which are semi-autonomous and have their own Vox with them that speaks to the Council on their own behalf. The other are the Deadman's Fellowship, which are the special forces and honor guard of the Tomb Council that have been given rights to be above the current structure and have their own Magi and technology that they use to make the Knight's cause be cemented. The Deadman's Fellowship is also known to be fool of undead warriors who live in their suits and are the enforcers of the Tomb Council, but that is a legend in of itself.


History

The Templars are a secret society that was formed from the remnants of the old Knight Templars that was disbanded ( and secretly violently) by the Roman Catholic Church led by Pope Clement IV but they had escaped out of Europe to the Tomb of the Israeli king Solomon and thus made their new Knight's Templar only known as the Magi as they had taken in the ideas of Zoroastrianism and this became the Tomb Council from the words that had etched into the stone of the lowest level of the Tomb in Latin and ancient Persian,

Our Order shall be a Kingdom without Borders, a law that will be the shield of Humanity, the Sword of the Spirits. We shall reach all over the known world, for only unity will be gained when the whole world is ours.

This started the rise of their secret society by spreading across the Middle East that made their society grew bigger by absorbing warrior orders such as the Assassins remnants and bringing back various mystery schools till they had struck at the heart of the Vatican and took it over at the expanse of loosing the Middle East and their former capital by the rise of Islam and the conquest of Israel by the Mamluk Sultanate.

For many centuries into the Renaissance, the Magi used the Vatican as a means to spread their control over the world and used the British Empire but they had been fighting against the Russian Orthodox Church for sometime that they have became a breakaway faction of the Magi that would usher in a deep hold in modern day Russian throughout history and the main group was able to get their old capital back and the Tomb Council was formed again.

While they had control over the European and Middle Eastern nations, there power started to reign as other Knight's Commanders started to fight amongst each other which brought the rise of the Templar's newest enemy and the longest war that they ever came by, the Illuminati. There rise to power was quick as they rode on the waves of the enlightenment movement. They were chased out by the Magi but they also sparked the American Revolution which dealt a massive blow to the Magi and sparked the rise of an secret society in China called the League of Seven Dragon.

The loss of much power around the world had sparked many wars in the 20th century with WWI and II being the only times that their wars became out in the open but they quickly united when the Thule Society used the Nazi's and the Axis to take over the world. After this, the UN was made by the three shadow powers but they new that this peace wouldn't last as the rapid change of Humanity only mean that one of them would had to rule the others.

War was finally declared when Humans found the Mars Archives and aliens were a real thing. This also came with the threat of extrasolar war against Humanity so all-out war was declared by everyone and ultimately the Magi one by breaking up the Illuminati and turning the League into a puppet of their own design, thus making them the rulers of the Earth and colonies. They quickly started to advance technology and helped usher in the Alliance but their goals changed when the first contact war and the existence of the Council.

Humanity had changed in large steps and thrown out much technology in order to appease the Council but the Knights didn't. They improve on the old and use the Galactic Standard as a means to an end. However, one thing was certain, there was a new game of chess being played and the board is the entire galaxy.

They had started to secretly know their opponents and seep their power into the governments of the known galaxy( they were much more successful in this endeavor in the Terminus and Traverse) and have done things such as helped Cerberus in trying to revitalize Shepard and secretly have remade the Legion of One in order to expand their operations across the galaxy and under the nose of the Council as they move against them. They have a network that now rivals the Shadow Broker but with more secrecy needed. They have currently been making more aggressive steps towards their rule of the galaxy by attacking the STG and leaking information out of their operations.

They now are making their moves, pulling the strings, and making their plans to make sure they have a united galaxy against the threats such as the Reapers and have a united galaxy under one banner, theirs.


Military

The Knights are very large and their military is broken into different chapters that each hold their own battle doctrines and even their own technology that is away from the standard Galactic technology but by not that much in some ways to being vastly different in others. Each of them are in different parts of the galaxy or usually act in the general mundane society as either administrators or actors. The Templars also have their own common army and navy but their ships are unmarked or marked with different symbols that would mean actually nothing for they usually mark their ships in a random series of numbers that only few of people can spot since they are trained in sequencing, such as a Vox.

The Common Templar Soldiers
http://4.bp.blogspot.com/-IMVPbFtSyjI/T2GRP4tJdUI/AAAAAAAAAfk/LDdzYs3qkSE/s1600/Templar%2BKnight%2Bfin.jpg

The common group of Templars that are mostly recruited from Human Colonies at random in order to make their existence without connection. They are given the same amount of training as a common Turian if they are recruited at a young age and become specialists but others are giving the same amount to an Alliance soldier and an N7 and this makes more sense most of the people who are recruited are still citizens in more than a dozen colonies.

Because of this, they don't have normal advance armor but they have been given large amount of augmentation via nanobots that makes a powerful mesh that makes a natural mass effect field and armor that can resist small fire without the need of their armor. The side effects of it is that they are much heavier and some who have biotics are able to give a natural dark blue and black glow on some camera spectrums. However, some of the soldiers can be recruited by the other elite chapters if they see one soldier who has more untapped potential but it is uncommon.

Knights Hospitaller

http://th09.deviantart.net/fs70/PRE/f/2013/274/6/5/aos_knights_hospitaller_armor_by_dalttt-d4ehnwd.png
Known as the heavy and shock troops that are known to be using more of the modified armor types that were developed by Turians and they themselves are among the tallest despite the Knights Epsilon after getting bone structural density and strength enhancement that supersedes the normal common Templar soldiers. They are also more public when it comes to there business practices and their headquarters is in Malta but their soldiers are mostly out in the Terminus or in secret training operations are in the Turian colonies that are in the Terminus. They are the only known forces to use the Galactic Standard weapons of Kinetics while others use the standard of sound, chemical, or plasma.

Knights Epsilon

Image


Known as the combat specialist in the art of the sword-and-shield and are known as the most traditional of the Knights by keeping the old rights and history of the Templars. They are known to be recruited from historians and are known to be in centered in France. The Knights Epsilon have a modified armor that came from the basis of Blackwatch armor and was made for taller humans with the enhancements to bones and skeletal structure that allows them to be able to defend themselves in combat like the Hospitaller.

What's different to them and the Hospitaller is that they have a energy kite shield and a energy sword that is formed by the use of nanobots that are controlled by a mind-machine interface that induces the noble gases and make an intense laser in the form of energy. This is made in a direct energy weapon of some sort so it can bypass kinetic barriers but is lacking in much of armor piercing that a monomouluar blade can do.

Assassins
They are born from the remnants of the original assassins that had been killed off in history. The Assassin Orders are the stable spec-ops in infiltration and assassination of the Knights. They are unknown by many of the Templars save their own and the Tomb Council. Many of them are high-tech and have split into two different groups when the Orthodox Church appeared and broke off from the original Magi order and were the ones that usher in the alliance between the two.

In the modern day, their Orders have gone different routes on how they handle their training.

Orthodox Assassins
http://2.bp.blogspot.com/__9tYNKKrxnM/TUhwFuKNELI/AAAAAAAAAPc/4s6IVQYZS7o/s1600/glam%2Bfinal.png

The Orthodox Assassins have embrace the full power of technology and have made their training around the use of commando and have been giving enhanced conditioning and an engineered muscle and skeletal structural to have more stealth orientated works. They are able to produce an active camo like their more conservative counterparts. However, they wear lighter armor when it comes to their counterparts and they have access to pulse rifles and modern spec-ops combat blades and are trained to be in deep cover for years and are semi-cultlike in their mentality for the are required to cut off their ring finger in honor to the original Assassin Order.

Their headquarters is in St.Petersburg, Russia.

Conservative Assassins
Image


The Conservative Assassins are more to the traditional side and are more of the spies compared to the Orthodox counterparts. They stick to the old tenants and are the only ones that are Zoroastrians and Islamic compared to the Christians. They are allowed to be like this because of the major reforms that were brought into the Knights in the year 1989. They are given the same amount of enhance conditioning and bio-engineering that allowed them to be more stealth like and have their own active camos. However, they have learned much from the Legion of One as they rarely are seen in their uniforms but only without their signature weapon, the hand blade.

The hand blade in of itself is an ancient weapon that have gone through tens of thousands of modifications throughout its service and it is known for the ability to break the toughest barriers and armors that have been made. They are known to be more close-combat efficient than their Orthodox Orders and they also wear their own advance armor when they use their uniforms and are known to use extensive use of Omni-tools to make weapons such as longbows or one-shut shotguns. They use more underhand tactics like making a detectable arm that had a cannon inside.

Their headquarters is in Damascus, Syria

The Legion of One

Without armor
http://fc04.deviantart.net/fs70/i/2013/017/3/d/salarian_wraith_by_hafoc-d5rtq1d.png

With armor
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After centuries of being hunted down and destroyed by the STG thousands of years ago, they are back but under new management. The Legion of One are back in operation but they are mostly kept out of common loop and they have been trained in the same ways as the originals by being their decedents and going through experimental ancestral memory extraction and gone through body and strength conditioning in order to be able handle the same training that they used to get and have been given the second-highest technology that the Templar's have to offer.

They are the only all-alien unit of 13 operatives that only very few know about but they are given their most advance conditioning and strengthening enhancements but they are very light compared to the enhancements that the normal Templar's get. They are normally not called in and are left to their own devices until their skills are needed, such as assassinating key officials or try to infiltrate the most defended places in the Galaxy. The Legion usually works with high-ranked assassins or even the Deadman's Fellowship when it comes to some of the most dangerous missions, like the most recent missions in order to push their control on the galaxy.

The operatives are everywhere in the galaxy but they are secretly on Gromar where the station has been restored and the Turians stationed there are on their side but don't know who they truly are except that they are a fueling consortium and have claimed rights to the gas giant.

Deadman's Fellowship

Image


The Deadman's Fellowship are known as the most deadliest of the Knights. No one knows how many there are, how they operate, or even where they come from. However, some rumors came that they were from the original Thule Society that left when Hitler took power before WWII and have gone in obscurity and are semi-loyal to the Templars as long they get to keep their Society intact and have the freedom to do as the please. Only the Tomb Council calls to them when some of the most dangerous assignments are needed. They are mostly known for their teams being flexible and only recruiting the most ordinary of the galaxy's people.

They don't have a stance on race and they are known to be undead and have their own technology that eclipses anything that the standard Templar chapters have and they do things that almost cross into exposing the Templars but ultimately brought down some of their greatest enemies in order to preserve the goals of the Templars.

No one knows how old some of the Deadmen are or where they headquartered but some rumors say that only the Tomb Council have their original bodies in Solomon's Tomb and the Vatican Archives.


Worlds and Economy

1 free Major Station in the Columbia System( Gromar/ One Shadow)
1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns, 3 industrial complex, 1 small spaceport

Noveria:
1 urban area,
1 fuel depot,
3 industrial complex
1 small spaceport
1 mining complex
320 credits per/month
Military:
Legion of One: 14 elite specialists with elite, Ewar, advance weapons, stealth training: 80 credits
Orthodox Assassins: 2 Spec-ops with elite upgrade, stealth training, high-quality weapons
Conservative Assassins: 2 Spec-ops with elite upgrade, stealth training, CQC
Maroon Crazies: 5 frigates, 1 light cruiser
Common Templars: 4 marine divisions with elite( Golden Gauntlet Company) and advance armor: 48 credits
Attuna Stellar Cruise Navy: 3 light transports
2 escort carriers
1 Interceptor and 1 fighter squadron
Experimental Navy Division: 1 frigate with stealth systems( Tantalus Core Drive), Enhance Sensors, Boarding Troops

[/align]

Pros and Cons

The One Percent: Being the controller of the Alliance's private markets and having most of their leading companies under their control, the Templars are quite wealthy in their ways. All major spaceports that the Templars control get a +20 credit increase and minors get a +10 credit increase

Unbiased Trade Network: When the Alliance began their expansion in the galaxy. The Templars saw more benefits in promoting their own trade network that is unbiased to all aliens. Any trade among the Templars and the traders get a 35 for the Templars and 25 for the trader. As long as the Alliance is in the Council then the trade gets a +10 credit increase.

Unlimited Resources: They have access to limitless resources and the most advance technology that either they create or they can get their hands on. All infantry, marines, and spec-ops can get 1 free upgrade when trained.

Cons:

Secret Society: Even though no one listens to the tin-foil hat conspiracies, if the galaxy ever found out that those were true, then all of the pros are nullified and they have to pay 700 credits to get two of their pros back( they can't get unlimited resources because the Council knows about their existence) and they can only work half-well then when they were originally were.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

User avatar
Yonwood
Chargé d'Affaires
 
Posts: 406
Founded: Jan 31, 2013
Ex-Nation

Postby Yonwood » Thu Aug 13, 2015 6:12 pm

Traversal Colonial Viceroyalty
"Expansion of Civilization"

Viceroy's Government

Viceroy:Al'niah T'Daliri

Governors
Zorya: Governor Kaiora T'slonia


Set up after the foundation of the TCV,The Viceroyalty is a collection of governors,military officers and business tycoons across Citadel space. Led by the Viceroy Al'niah T'Daliri of Eden Valley,the TVC goal is to expand the Asari sphere of Influence into the Traverse and eventually into the Terminus Systems while also creating vast colonial wealth and militaries. With the Viceroy acting has head of the TVC from the capital Planet of Eden Valley,governors are placed on each garden class world with military governors taking control many of the Barren terrestrial worlds.

Each Governor has their own citizenry forces or know as Colonial Axillaury Defense Forces that work hand in hand with Viceroy Commission Forces. Although the protection of the colonies fall under the Viceroy's responsibilities though she supports the idea of planets raising their own militias. The need for well train troops will always be high and it takes time to train such forces.

With a streak expansionist policy,the TVC is threat to devolving colonies in western part of the map along with Illium who's trade hubs are on the list. Some might call them Asari supremest but they publicly invite many council races to help with colonization efforts. The TVC also are strongly against pirating and slavery. All criminals caught by the TVC will be dealt with the same laws under Citadel Rule.

Military

Ground Readiness:high
Naval Readiness:low


TVC's "federal" military is know as The Colonial Enforcement Division which recruits mainly Asari volunteers and a few Elcor detachments. They recruit Infantry units along with ground units that you might find on a battle field for example Armored Divisions. Their main directives are to protect TVC interests as well as the main force in planetary invasions both defensive and offensive.

Viceroyalty Ranger Corps are the troops you'll find operating along the with Viceroyalty's Navy,acting as both Maritime protection and frontier combat. They work along side with specialist,specters,and spec op units. The VRC prefer quick decisive engagements and urban environment warfare.

The Viceroyalty's Navy consists a variety of fleets that use all ship classes to their massive effectiveness while also operating small patrol/escort flotillas that combat against pirates and scout out enemy planets. Usually these flotillas are supposed to have 100 Frigates,25 Fighter,25 Inceptor wings.

10 Friagtes


under construction


10 Infantry Divisions(Heavy Weapon Teams)
10 Militia Divisions(Heavy Weapon Team)
5 Sapper Detachment(Heavy Weapon Teams)


8 Infantry Divisions
7Militia Divisions(Heavy Weapon Team)
3 Sapper Detachment(Heavy Weapon Teams)


History


History & location:Eden Valley is located in the Athena Nebula in a small planetary systeam called Krackun's Teeth. Founded by Asari explores ten years before the Battle of The Citadel. The lush garden world was actually hidden from public eyes do to a infectious disease that was rampaging the planet at that time. When the disease died off the Asari began to colonize publicly though they found difficulty in urbanizing the land scape and the great gravity it possessed. Then the Asari sponsors to fund the planet seemed to vanish when progress became to slow. However the Elcor where willing to sponsor the colony if they were able to have some colonisation rights. After terms of agreements called the Eden Valley Compact Elcor funding fueled the colony building project as well as a new source of colonists. Soon after Battle of the Citadel Eden Valley was fully up and running with a steady flow of income. Though problems emerged after local officials fought over Eden Valley's governmental powers. Though the Asari had controlled rights the Elcor where more numerous and actually built most of the citys on Eden Valley. Soon two governing bodies formed,the Asari formed the Eden Vally Republic and the Elcor formed the Elcor Court of Eden Valley. They agreed that the capital city would be Misu'lia do to fact it separated the two governments,here was also where the Mutual Compromise Act was passed by both local governments,it stated that each government had the right to form it's own military's but the two would never reach armed conflict with each other. This act though didn't solve all problems,colonial land disputes between Asari and Elcor is a common sight. The Asari Republics where forced to draw up lines as set boundaries for the two colonies witch angered the Elcor who's original claims where taken away and only have two of the five continents.

After a brief civil war against Elcor Asari and Council peacekeeping forces,the colony of Eden Valley became the center piece of the new Viceroyalty. With its resources finally be using conjunctionally,it's wealth has been used to expand into the Ismar Frontier.

Economy

Athena Nebula//Kraken's Teeth
4Urban Area(360)
5 Mining Complex(15)
2Fuel Depot(10)
1 Minor Spaceport(152)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Gambling Den(10)
1 Citadel Embassy(15)
Base Income(20)
723

1 Urban Area(90)
1 Fuel Depot(5)
10%(91)
186

1 Urban Area(90)
1 Fuel Depot(5)
10%(91)
186


Ismar Frontire//Faia
4Urban Area(180)
5 Mining Complex(15)
2Fuel Depot(10)
1 Minor Spaceport(80)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Gambling Den(10)
+360
Ground Fortifications lvl 2
Planetary defense guns lvl1


+75

____________________
+1530
Last edited by Yonwood on Thu Aug 13, 2015 7:09 pm, edited 2 times in total.


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