NATION

PASSWORD

Mass Effect Factions |Celivaia-Run Archive| (CLOSED)

For all of your non-NationStates related roleplaying needs!
User avatar
Celivaia
Ambassador
 
Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Mass Effect Factions |Celivaia-Run Archive| (CLOSED)

Postby Celivaia » Tue Sep 15, 2015 11:58 am

This will be where archives are created; the list of every planet, ship, ground force, and whatever else.

Please include your application in here, and then from there you can edit it as many times as you need in order to keep track of your assets. Here is where you'd divide your forces into fleets and armies and post their objective/task, keep track of your claimed territory, and whatever other information would be beneficial to you.

Please make sure that it's easy to read, as I'll also need to peruse it every so often just to make sure math is right, and you didn't sneakily add a dozen hyperdreadnoughts to your homeworld defence fleet.

DEPRECATED (Factions no longer active):
CAT-6
Last edited by Celivaia on Wed Oct 14, 2015 5:15 am, edited 2 times in total.

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

Postby Celivaia » Tue Sep 15, 2015 6:17 pm

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, upgrades given by events, or those relying on technology that are listed here (Drop Troops, High-Quality Weapons, Advanced Armour). No other upgrades may be purchased.

Infrastructure and Claimed Worlds/Economy:

MONTHLY INCOME: 3215 mCr/m


Basic Income - 70 mCr
Annos Basin: 3145 mCr/m
Pranas: 627 mCr/m
Planet Income: 779 mCr/m
System Assets: 0 mCr/m
System Income Modifier: 0%
Sur’Kesh: 627 mCr/m
4 Urban Areas (+360 mCr/m) (Ground construction time -40%)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m) (Ship construction -15% time)
1 Major Industrial Complex (+15 mCr/m) (Ship construction -10% time)
1 Shipyard (+15 mCr/m) (Ship construction -10% time)
1 Citadel Embassy (+25 mCr/m)
1 Minor Spaceport(+152 mCr/m, +8 mCr/m/structure excluding Spaceport)


Oranil: 2518 mCr/m
Planet Income: 1908 mCr/m
System Assets: 190 mCr/m
System Income Modifier: 20%
System Assets:
Minor Space Station “Ja’Kilush” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income)
Minor Space Station “Re'Lurall” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income)

Mannovai: 720 mCr/m
4 Urban Areas (+360 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m) (Ship construction -15% time)
1 Major Industrial Complex (+15 mCr/m) (Ship construction -10% time)
1 Shipyard (+15 mCr/m) (Ship construction -10% time)
1 Major Spaceport (+270 mCr/m, + 15 mCr/m/structure, excluding Spaceport. Double income from Urban Areas and Spaceports within cluster (Annos Basin))

Jaeto: 594 mCr/m
4 Urban Areas (+360 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m) (Ship construction -15% time)
1 Major Industrial Complex (+15 mCr/m) (Ship construction -10% time)
1 Shipyard (+15 mCr/m) (Ship construction -10% time)
1 Minor Spaceport (+144 mCr/m, + 8 mCr/m/structure, excluding Spaceport.)

Aeoghr: 594 mCr/m
4 Urban Areas (+180 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m) (Ship construction -15% time)
1 Major Industrial Complex (+15 mCr/m) (Ship construction -10% time)
1 Shipyard (+15 mCr/m) (Ship construction -10% time)
1 Minor Spaceport (+144 mCr/m, + 8 mCr/m/structure, excluding Spaceport.)


Defence Fleet:
20 Light Cruisers (Silaris Armour, Thanix Cannons, Free Enhanced GARDIAN) (25 mCr + 75%) (880 mCr) - 2 months
35 Destroyers (Enhanced Sensors, Thanix Cannons, Free Enhanced GARDIAN) (15 mCr + 50%) (805 mCr) - 1 month
50 Frigates (Multicore Shielding, Thanix Cannons, Free Enhanced GARDIAN) (10 mCr + 50%) (750 mCr) - 1 month
60 Corvette Packs (Multicore Shielding, Thanix Cannons, Free Enhanced GARDIAN) (4 mCr + 50%) (360 mCr) - 1 month
30 Fighter Wings (Free Enhanced GARDIAN) (6 mCr) (180 mCr) - 1 month
20 Interceptor Wings (Free Enhanced GARDIAN) (7 mCr) (140 mCr) - 1 month

Sur'Kesh Defence Forces:
20 Infantry Divisions (High Quality Arms) (10 mCr + 25%) (250 mCr) - 2 months
3 Artillery Divisions (30 mCr) - 1 month

Mannovai Defence Forces:
20 Infantry Divisions (High Quality Arms) (10 mCr + 25%) (250 mCr) - 2 months
3 Artillery Divisions (30 mCr) - 1 month

Jaeto Defence Forces:
20 Infantry Divisions (High Quality Arms) (10 mCr + 25%) (250 mCr) - 2 months
3 Artillery Divisions (30 mCr) - 1 month

Aeoghr Defence Forces:
20 Infantry Divisions (High Quality Arms) (10 mCr + 25%) (250 mCr) - 2 months
3 Artillery Divisions (30 mCr) - 1 month




Navy:
Objective: Defend Pranas by securing the Relay
16 Dreadnoughts (Adv. Ewar)


339 SpecOps Teams (Free Enhanced Ewar, Free Elite)

15 Elite Specialists (Free Elite, Free Stealth Training, Free Advanced Armour, Free Sniper Upgrade)
20 Elite Specialists (Free Elite, Free Stealth Training, Free Advanced Armour, Free Flamethrower)
30 Elite Specialists (Free Elite, Free Stealth Training, Free Advanced Armour, Free High Quality Arms)
3 Elite Specialists (Free Elite, Free Stealth Training, Free Advanced Armour, Free Combat Biotics)


5 Dreadnoughts (Stealth Systems, Thanix Cannons)
25 Light Cruisers (Stealth Systems, Thanix Cannons, Free Enhanced GARDIAN)
20 Escort Carriers (Stealth Systems, Multicore Shielding)
35 Destroyers (Stealth Systems, Enhanced Sensors, Free Enhanced GARDIAN)
50 Frigates (Stealth Systems, Thanix Cannons, Free Enhanced GARDIAN)
30 Corvette Packs (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN)
15 Fighter Wings (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN)
5 Interceptor Wings (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN)


30 Light Transports (Stealth Systems, Dropship Hangar)
- 20 Marine Divisions (Drop Troops)
- 12 Armoured Divisions (Drop Troops)
- 10 Gunship Wings
- 10 Artillery Battalion (Advanced Armour)
- 8 Sapper Detachments (Advanced Armour)
20 Assault Lander Squadrons (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN)

Treasury: 187 mCr
Last edited by Celivaia on Sun Sep 20, 2015 2:21 pm, edited 8 times in total.

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

Postby The Volus » Tue Sep 15, 2015 7:13 pm

The Volus Protectorate
Image
"Credits and Biotic Gods!!!"


Goverment

Prime minister of the Protectorate:Bofnan Can

Citadel Ambassador:Kaknar Tar

The volus government is known as the Vol Protectorate. Rather than being a fully sovereign government in its own right, the Protectorate is a client state of the Turian Hierarchy. In return for falling under the protective umbrella of the turian military, the volus pay a tax to the Hierarchy, as well as deferring to the turians in all foreign policy matters and providing auxiliary troops to the turian armed forces. They still maintain an embassy on the Citadel, making them an associate species of the Council, though they currently share their embassy with the elcor.
Info Taken From the Wiki


Military

Do to their inferior physical bodies and their hunger-less pursuit for trade,have left the Volus without war for centuries. Under the new Prim minister Bofan Can,the Biotic & Bombardment Act was signed,it says that if and when Volus are drawn to war only Biotic Volus are allowed to join the Volus Auxiliary Militias. Those wishing to join the Militias but don't have biotic abilities have two choices. One is that they go through EZO exposer and surgery,or two join the Volus Bombing Fleet witch is their primary defense.

1 Dreadnaught(Thanix Cannons,Silaris Armor)-157.5
100 Frigates(Thanix cannons,Multicore shielding)-1500
50 Destroyers(Thanix cannons,Multicore shielding)-1125
30 Fighter Wings-180
15 Interceptor Wings-105
10 Corvette Packs(Enhanced Electronic Warfare capabilities,Enhanced Sensors)-60
8 Fleet Carrier(Enhanced GARDIAN systems,Multicore shielding)-1020
10 Bulk Transport(Drop ship hangar,Enhanced life support systems)-575
4722.5


Dreadnaught Kwunu(Thanix cannons)
10Frigates(Thanix cannons,Multicore shielding)
30 Fighter Wings
15 Interceptor Wings
10 Corvette Packs(Enhanced Electronic Warfare capabilities,Enhanced Sensors)
8 Fleet Carrier(Enhanced GARDIAN systems,Multicore shielding)
10 Bulk Transport(Drop ship hangar,Enhanced life support systems)


Dreadnaught Korlack(Thanix cannons,Silaris Armor)


Dreadnaught Orban(Thanix cannons,Silaris Armor)


1 Gunship Wing


190Frigates(Thanix cannons,Multicore shielding)
50 Destroyers(Thanix cannons,Multicore shielding)

C.R.U.N.K. Squad(4 Elite Specialist)
20 Militia Divisions(Combat Biotics)
9 Gunship Wings

4 left


History and Diplomatic Relations

The volus were the third race to post an embassy to the Citadel after the asari and salarians, roughly 2,384 galactic standard years ago (according to Citadel records accessed through Avina, outside the Embassies). The volus' mercantile prowess made them instrumental in developing a stable galactic economy. They authored the Unified Banking Act, which established the credit as the standard currency of interstellar trade, and the volus continue to monitor and balance the galactic economy even today. After first contact with the turians during the Krogan Rebellions in the first millennium CE, the volus petitioned for client status within the Turian Hierarchy.

Modern Issues Edit
Despite their important contributions to the Citadel and galactic society, they have never been offered a seat on the Council. This is a source of anger for some volus, particularly the volus ambassador Kaknar Tar. Council races need to have provided some extraordinary service to the Citadel, such as the turians' military support during the Krogan Rebellions. Council races also need to provide fleets, resources, and economic aid in case of disaster, none of which the volus can currently supply.

Taken from the Wiki


Infrastructure and Claimed Worlds

The Volus are very particular about the worlds they colonize,if the pressure is too great their skin can split literally in half. Atmospheres that are usually tolerated by other races can be poisonous to them,so if a world doesn't have a ammonia-based ecology and a gravitational field 1.5 times of that of earths then they must where their environmental suits witch they always wear when off their colonies or home-world.

Irune - home-world
lvl3 Planetary Defense Guns
4Urban Structure(360)
2Fuel Depot(10)
1 Shipyard (15)
3Minor Industrial Complex(10)
1 Major Industrial Complex (15)
1 Major Spaceport(300)
5Mining Complexes(15)
2Major Mining complex(20)
1Citadel Embassy(15)
+760

Oma Ker(Volus ruling minority)
lvl3 Planetary Defense Guns
4 Urban Areas(360)
2 Fuel Depots(10)
5 Mining Complexes(15)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Minor Spaceport(300)
1 Shipyard(15)
2 Gambling Dens(20)
+760

Boro
lvl3 Planetary Defense Guns
4Urban Areas(180)
2 Planetary Fuel depot(10)
3Industrial Complex(15)
1Major industrial complex(15)
5 Mining Complex(15)
2 Major Mining complex(20)
1 Shipyard(15)
2 Gambling Den(20)
1 Small Spaceport(80)
+350

Daleon

Maskawa
lvl3 Planetary Defense Guns
4Urban Structures(360)
2Fuel Depot(10)
5Mining Complex(15)
2Major Mining complex(20)
3Industrial Complex(15)
1Major industrial complex(15)
1Civilian Shipyard(40)
2Gambling Den(20)
1Major Spaceport(300)
+785

Talis Fia
lvl3 Planetary Defense Guns
4Urban Structures(360)
5Mining Complex(15)
2Major Mining complex(20)
3Industrial Complex(15)
2Planetary Fuel Depot(10)
1Major industrial complex(15)
Major Spaceport(300)
Shipyard(15)
2 Gambling Dens(20)
+760

Zada Ban
lvl3 Planetary Defense Guns
2 Urban Areas(180)
2 Fuel Depots(10)
5 Mining Complexes(15)
2 Major Mining Complexes(20)
1 Small Spaceport(144)
1 Civilian Shipyard(40)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
2Gambling Den(20)
+489credits

Patavig
lvl3 Planetary Defense Guns
4 Urban Areas(180)
2 Fuel Depots(10)
5 Mining Complexes(15)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Minor Spaceport(80)
1 Shipyard(15)
2 Gambling Dens(20)
+350

Classified Planet(it's a real planet)
Research Station Danix


Classified Planet(it's a real planet)
Research Station Danix



4354from Planets+70 Base Income=4354

-10000
7590 on infrastructure
2 Dreadnoughts(Thanix Cannons,Silaris Armor)-315
10Frigates(Thanix cannons,Multicore shielding)-150
30 Fighter Wings-180
15 Interceptor Wings-105
10 Corvette Packs(Enhanced Electronic Warfare capabilities,Enhanced Sensors)-60
8 Fleet Carrier(Enhanced GARDIAN systems,Multicore shielding)-1020
10 Bulk Transport(Drop ship hangar,Enhanced life support systems)-575
1 Gunship Wing-5


4324
190Frigates(Thanix cannons,Multicore shielding)-2850
50 Destroyers(Thanix cannons,Multicore shielding)-1125

C.R.U.N.K. Squad(4 Elite Specialist)-32
20 Militia Divisions(Combat Biotics)-300
9 Gunship Wings-45

4 left


7 lvl3 Planetary Defense Guns -2450
Patavig Payment-1000
1Research Station-800
3c left
Last edited by The Volus on Thu Oct 01, 2015 9:33 pm, edited 4 times in total.

User avatar
Liecthenbourg
Postmaster-General
 
Posts: 13119
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Wed Sep 16, 2015 3:30 pm

The Migrant Fleet; the Last Bastion of the Quarian Republic

Image

"Unity, Structure, Order, Family"



The Admiralty Board

Image
The Admirals.


In theory, the Migrant Fleet remains under martial law, meaning the captain of a ship has the final say on disputes, but in practice the quarians are quite democratic. Each ship has an elected civilian council and the captain often defers to their judgment. Overruling the council without a good reason is grounds for the captain to be removed. Representatives from each ship serve on the Conclave, the civilian government. The Conclave makes the day-to-day decisions about Fleet business: collection of resources, the current course of the Flotilla, policing and so on. Opposition comes from a group called the Outriders' Coalition. The Conclave is overseen by the Admiralty Board, five quarians who can override the Conclave's decisions.

Once they have chosen to override the decision, the entire Admiralty Board must resign their posts or be arrested by the quarian military. This rule is in place to ensure that the Admiralty overrides the Conclave only in the most dire situations, when the Conclave is making a mistake that threatens the survival of the quarians as a species. This policy has served the quarians well: in three centuries, the Admiralty Board has only overridden the Conclave four times. Outside the internal politics of the Migrant Fleet, the quarian navy is small, but highly aggressive due to the need to protect ships that effectively safeguard the future of their entire race. If the motives of approaching ships cannot be established, they will shoot to kill.

The current Admiralty Board consists of:

Han'Gerrel Vas Neema, Admiral of the Quarian Heavy Fleet
Shala'Raan Vas Tonbay, Admiral of the Quarian Patrol Fleet
Zaal'Koris Vas Qwib Qwib, Admiral of the Quarian Civilian Fleet
Admiral Daro'Xen Vas Moreh, Special Projects Overseer.
Admiral Tali'Zorah Vas Normandy, Special Projects Overseer.


History

Everything considered canon in the history of the Quarian Race can be found here.


Diplomatic Relations

To say that the Migrant Fleet has any outstanding and brilliant relations with any of the Council, Terminus or Attican Traverse Space races would be a laughable suggestion. Quarians are looked down upon by just about every race in the galaxy. The Migrant Fleet, officially, has no standing diplomatic ties or relations to any of the races in Space. However, the Quarian Admirals will, on occasion, make deals with the Citadel Council to keep tensions low and relations at a mediocre level. The only major nation in Citadel Space with no official policy towards Quarians is the Systems Alliance.

It could be said that Quarians view Krogans, Batarians and other such species 'neglected' by the bureaucrats of Citadel Space with pity and empathy, as they too know what it is like to be stomped by the people they thought spoke for them.

The Migrant Fleet, is, technically, in a state of war with the Geth and have been for the last 300 years. Because of this, the Migrant Fleet is always on a military high alert, for any threat that will not state its intention.


Infrastructure

I laugh at your concept of infrastructure, land-walker.

3 Habitation Ships (Free) + 70 credits a month, each. Thanix Cannons, Silaris Armour
7 Dreadnoughts (Free)
10 Bulk Transports (Free)
10 Fleet Carriers, 850 credits.
2 Battlegroup Carriers, 90 credits. Enhanced Sensors.
25 Battle-cruisers, 1,500 credits
30 Heavy Cruisers, 1,350 credits
40 Light Cruisers, 1,000 credits
100 Destroyers, 1,500 credits
12 Frigates, 120 Credits
36 Fighter Wings, 216 credits, multicore shielding.
32 Interceptor Wings, 224 credits
8 Mining Ships, 400 credits, + 10 credits a month, each.
6 Marine Divisions (132,000 Marines), 72 credits. Electronic Warfare (6), Heavy Weapons (1), Sniper Team (1), Advanced Armour (2), High Quality Weapons (2)

7,322 Credits spent on military.

6 Urban Centres, 600 credits, +45 credits each, educe local ground unit construction time by 10%, 2 Per Habitation/Liveship.
6 Fuel Depots 90 credits, +5 credits each. 2 Per Habitation/Liveship
6 Industrial Complexes 90 credits, +5 credits each, reduces local ship construction time by 5%. 3 on two of the Habitation/Liveships.
2 Major Industrial Complexes 90 credits, +15 credits each, reduces local ship production by 10%, 1 on two of the Habitation/Liveships
1 Shipyard 50 credits, + 15 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10% It is found on the liveship that does not have the industrial complexes on it.

8,242 credits spent in total.

Upgrades:
21.6 credits, rounded to 22, spent on upgrading all Marines with Electronic Warfare Capabilities.
6 credits, spent on upgrading 2 marine squadrons with Advanced Armour
1.8 credits, rounded to 2, spent on one marine squadron with Heavy Weapons.
1.2 credits, rounded to 1, spend on upgrading one marine squadron with Sniper Teams
18 credits, spent on giving two marine squadrons High Quality Weapons.

67.5 credits, rounded to 68, spent on giving the three Liveships Thanix Cannons. (I priced them as dreadnoughts)
135 credits spent on giving the three Liveships Silaris Armour.

8,484 credits spent in total. 16 credits remaining.
Last edited by Liecthenbourg on Fri Sep 18, 2015 11:24 am, edited 3 times in total.
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Sep 16, 2015 3:39 pm

Faction: CAT-6
Leader: Commander 'Herder' a.k.a The Big Boss
Citadel Council member Y/N or N/A: Nu.
Brief description of diplomatic relations: None.
Military state of readiness: High.
History: CAT-6 was originally a merc group formed in the Terminus by various dishonourably discharged members of the Alliance military. They started off relatively small, doing security work and the like before the mysterious Commander Herder suddenly appeared, killed their leader and took control over the company, with plans to use it for a unknown but no doubt evil end.

Infrastructure, Claimed Worlds and Economy:
Base: 10
Events: 0
Rosetta Nebula Cluster (Cluster Total: 56):
Alpha Draconis System (System Total: 50):
2175 Aeia (Garden World- Treated as Terrestrial):
1 Urban Area (45)
1 Fuel Depot (5)
Planet Total: 50
Enoch System (System Total: 3):
Joab (Terrestrial World- Treated as Barren):
1 Mining Complex (3)
Planet Total: 3
Phi Cho System (System Total: 3):
Parnassus- (Barren World):
1 Mining Complex (3)
Planet Total: 3

Total: 66

Expenditure:
1 Major Industrial Complex (40)
1 Minor Industrial Complex (15)
1 Minor Mining Complex (10)
Remaining Credits: 1

Military: 
1 Elite Specialist w/ Advanced Armour, High Quality Armaments, Stealth Training (8) (Commander Herder a.k.a The Big Boss)
1 Elite Specialist w/ Advanced Armour, High Quality Armaments, Close Combat Specialisation (Ocelot)
1 Elite Specialist w/ Stealth Training, Advanced Armour, Close Combat Specialisation (Jaguar)
2 Elite Specialists w/ Stealth Training, High Quality Armaments, Sniper Training (Wolf, Vulture)
1 Elite Specialist w/ EW Capabilities , High Quality Armaments, Sniper Training (Rattlesnake)
1 Elite Specialist w/ Heavy Weapons, Advanced Armour, High Quality Armaments (Raven)
1 Elite Specialist w/ Combat Biotics, Stealth Training, Advanced Armour (Mantis)
1 Elite Specialist w/ Stealth Training, EW Capabilities, Flamethrowers (Jackal) 
1 Elite Specialist w/ Stealth Training, EW Capabilities, Advanced Armour (Octopus) 
10 Spec-Ops w/ Advanced Armour, High-Quality Armaments
3 Gunship Wings w/ Advanced Armour, High-Quality Armaments
2 Elite Infantry Divisions w/ Drop Troops, Advanced Armour, High-Quality Armaments
1 Elite Armoured Division w/ Drop Troops, Advanced Armour, High-Quality Armaments
1 Self-Propelled Ground-to-Space Missile (SPGSM) Launcher w/ Stealth Training, High-Quality Armaments
1 Battlecrusier w/ Stealth Systems, Silaris Armour, Boarding Troops
7 Destroyers w/ Stealth Systems, Boarding Troops
1 Light Transport w/ Stealth Systems, Advanced Sensors, Boarding Troops


Pros: 
Terminus Elite: CAT-6 is made up almost entirely of former Alliance marines, whether honourably or dishonourably discharged; this gives it a well-disciplined and well-trained force for the Terminus and indeed the Galaxy. The unit limit on Elite units is ignored, and all units that can purchase Elite must do so at full cost.
Marines: Nearly all of CAT-6's members are former Alliance marines, and thus their crews are trained and equipped for boarding actions while their ground forces are experienced in space to ground assaults. All ships gain the boarding parties upgrade for free and all ground units that may take drop troops gain it for free.

Cons: 
Isolated: CAT-6's footholds are far from the rest of the Galaxy, on the edge of known space; this distance, combined with their lack of reputation, has led to problems with infrastructure and population, which has necessitated a concentration of resources into a few colonies.  CAT-6 treats all garden worlds as terrestrial worlds and terrestrial worlds as barren worlds.
Limited Population: Due to CAT-6 being a relatively small group, the amount of Urban Areas that can be constructed and supported is limited. As time goes on, however, people may hear of your colony, and decide to settle there, increasing this maximum number (Current maximum: 1)
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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

User avatar
Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Fri Sep 18, 2015 11:19 am

Faction: The Systems Alliance
Leader (You decide): Councilor/Acting Prime Minister Donnel Udina
Citadel Council member Y/N or N/A: Yes
Brief description of diplomatic relations: Overall, the Systems Alliance enjoys good relations with the Asari Republics and the Salarian Union, and it maintains a cold, yet relatively friendly, relationship with the Turian Hierarchy, though animosity over the First Contact War and the occupation of Shanxi remains. The fractured krogan rarely associate with the Alliance, and there is little, if any, dialogue with the quarians and their Flotilla, though they are not on bad terms. Because of Earth's colonization of the Traverse and the Skyllian Verge, humans remain the natural rivals of the batarians. Practically, the Alliance has no other allies.
Military state of readiness: An emergency alert has put the Alliance military to fully mobilized status.
History: Can be found here http://masseffect.wikia.com/wiki/System ... ce#History
Infrastructure and Claimed Worlds:

---Sol System---
-Earth: Ground Fortifications lvl 4, minus 300 credits

---Exodus Cluster---
-Utopia System- 20% income boost across system
Eden Prime(1,163 credits per month): Ground Fortifications lvl 4, minus 300 credits
Planetary Defense guns lvl 3, minus 350 credits
Planetary sensor stations lvl 2, minus 350 credits

5 Mining complexes, +15 credits per month, minus 50 credits
2 Planetary fuel depots, +10 credits per month, minus 30 credits
2 Major Mining complexes, +20 credits per month, minus 60 credits
3 Industrial complexes, +15 credits per month, minus 45 credits
4 Urban areas, +360 credits per month(Boosted by Major spaceport), minus 400 credits
1 Major Industrial complex, +15 credits per month, minus 40 credits
1 Shipyard, +15 credits per month, minus 50 credits
1 Citadel Embassy, +15 credits to base income, minus 100 credits
1 Gambling den, +10 credits per month, minus 50 credits
1 Research station, -10 credits per month, minus 400 credits
1 Major Spaceport, + 315 credits, minus 1200 credits
2 Minor space stations, +20% systems credits, minus 800 credits
-2 Urban areas, +180 credits per month, minus 200 credits
-2 Fuel depots, +10 credits per month, minus 30 credits
-2 Planetary defense guns lvl 1, minus 100 credits

Arcadia(67 credits per month): 2 Mining complexes, +6 credits per month, minus 20 credits
1 Fuel depot, +5 credits, minus 15 credits
1 Urban area, +45 credits, minus 100 credits

Nirvana(67 credits per month): 2 Mining complexes, +6 credits per month, minus 20 credits
1 Fuel depot, +5 credits, minus 15 credits
1 Urban area, +45 credits, minus 100 credits

Xanadu(67 credits per month): 2 Mining complexes, +6 credits per month, minus 20 credits
1 Fuel depot, +5 credits, minus 15 credits
1 Urban area, +45 credits, minus 100 credits

Zion(144 credits per month): 1 Orbital mining station, +30 credits per month, minus 200 credits
2 Aerostadt, +90 credits per month, minus 400 credits

---Petra Nebula---
-Vestus System- 10% system income boost
Elysium(30 credits per month): 5 Mining complexes, +15 credits per month, minus 50 credits
2 Fuel depots, +10 credits per month, minus 30 credits
1 Minor Space station, Free



Military:

3 Dreadnoughts(Free) with Silaris Armor and Multicore shielding, 202 credits
2 Fleet Carrier with Enhanced GARDIAN systems and Enhanced Sensors, 254 credits
-8 Fighter wings with Multicore shielding(Free) and Thanix cannons, 60 credits
-4 Interceptor wings with Multicoreshielding(Free) and Thanix cannons, 35 credits
4 Heavy Cruisers with Multicore shielding and Thanix cannons, 270 credits
8 Light Cruisers with Multicore shielding and Enhanced GARDIAN systems, 300 credits
8 Light Cruisers with Multicore shielding and Thanix cannons, 300 credits
20 Destroyers, 300 credits
50 Frigates, 500 credits
20 corvette packs, 80 credits


3 Dreadnoughts, free
1 Fleet Carrier with Enhanced GARDIAN systems and Enhanced Sensors, 127 Credits
-3 Fighter wings with Multicore shielding(Free), 18 credits
-3 Interceptor wings with Multicore shielding(Free), 21 credits
6 Heavy Cruisers, 270 credits
10 Light Cruisers, 250 credits
10 Destroyers with Multicore shielding and Thanix cannons, 225 credits
20 Frigates, 200 credits


3 Dreadnoughts, free
1 Fleet Carrier with Enhanced GARDIAN systems and Enhanced Sensors, 127 Credits
-3 Fighter wings with Multicore shielding(Free), 18 credits
-3 Interceptor wings with Multicore shielding(Free), 21 credits
8 Light Cruisers, 200 credits
14 Destroyers, 210 credits
20 Frigates, 200 credits
40 Corvette packs, 160 credits


1 Fleet Carrier with Enhanced GARDIAN systems and Enhanced Sensors, 127 Credits
-3 Fighter wings with Multicore shielding(Free), 18 credits
-3 Interceptor wings with Multicore shielding(Free), 21 credits
3 Heavy Cruisers, 135 credits
4 Bulk Transports, 200 credits
8 Light Cruisers, 200 credits
3 Light Transports with Stealth Systems and Drop ship hangers, 108 credits
8 Destroyers with Stealth systems and Thanix cannons, 240 credits



10 Infantry Divisions with Advanced Armor and Close Combat Specialization, 135 credits
20 Militia Divisions, 120 credits
4 Armored Divisions, 80 credits
10 Artillery Battalions, 100 credits
6 Anti-Orbital Missile Forces, 60 credits
4 Spec-ops teams with Advanced Armor and High-quality armament, 36 credits
8 Gunship wings, 40 credits


SA Garrison Forces
20 Infantry Divisions, 200 credits
10 Anti-Orbital Missile Forces, 100 credits
5 Armored Divisions, 100 credits
10 Artillery brigades, 100 credits
10 Spec-ops teams, 60 credits
2 Elite Specialists, with High-quality armaments, advanced armor, stealth training, and elite upgrade(Free), 16 credits
2 Elite Specialists, with High-quality armaments, advanced armor, Sniper teams, and elite upgrade (Free), 16 credits
2 Elite Specialists, with High-quality armaments, advanced armor, Heavy weapons teams, and elite upgrade(Free), 16 credits
2 Elite Specialists, with advanced armor, combat biotics, close combat specialization, and elite upgrade(Free), 16 credits
20 Gunship Wings, 100 credits
8 Air-mobile Infantry Brigades, 120 credits
10 Sapper detachments with heavy weapons and flamethrowers, 91 credits
5 Militia Divisions, 30 credits


6 Marine Divisions with Stealth Training and Drop Troops, 122 credits


5 credit balance
Base income: 60 + 25(Citadel Embassy/Council member) + 3 Credits(Pros: Saved the Council) = 88
---Exodus Cluster---
-Utopia System-
Eden Prime = 1,163 credits per month
Arcadia = 67 credits per month
Nirvana = 67 credits per month
Xanadu = 67 credits per month
Zion = 144 credits per month
---Petra Nebula--
Elysium = 30 credits per month

1,626 credits per month
Month 1 Credits = 1,626 + 5 = 1,631




Rannadril - Do not remove.
Last edited by Segmentia on Fri Sep 18, 2015 1:58 pm, edited 1 time in total.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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

Postby Ralnis » Fri Sep 18, 2015 11:34 am

Faction: The Laternfolk
Leader (You decide): Lord Ashur Horton
Citadel Council member Y/N or N/A: N
Brief description of diplomatic relations: They harbor isolationism but have made an alliance and are trained by the Eclipse
Military state of readiness: Very High, the military has been on constant alert ever since the Batarins were kicked out of system and the Collectors were known to them.

History: During the Anhur Rebellions, the slavers and the Humans had started to go to war against in each other but the militias who wanted to get rid of slavery had to rely on the Eclipse mercs to help them out. However, it was proven the Batarian-backed government had more supplies, equipment, and ships that proved it difficult to hold points around the system.

The turning point came when a cult of Biotics and acolytes who became known by the locals as the Laternfolk, mostly because of the lantern symbol that they have on their clothes had remained neutral to the war but when slavers attacked them, thinking that they would join eventually. Had made them break their silence and started to pour in their money to hire the Eclipse to train them for war and they helped the militias by reinforcing them with better training and they shared their weapons with them.

The Laternfolk help fight the slavers and made joint ops with the Eclipse to fight and captured armor and weaponry to be modified for their uses. When the year 2178 came with the government's defeat and the rise of the Eclipse were known as heroes and they had kept their bases near Anhur and in the system. The one who came to power out of the war however wasn't the militias, but the Laternfolk. The victory and participation of the cult had swell their numbers and had started to grow in power as they had sought to gain the power of Anhur.

When the militias tried to get the Eclipse to work with them, they refused saying that they struck a deal and an alliance with them which secure the power of the Laternfolk and they surrendered without much resistance and the entire world was there. From this they had started to grow their economy as they acted and enforced a isolationist policy and they had been rebuilding their world and their system as they have been hearing about the coming of the Reapers. They are now at a point on what do they do with their people.

Infrastructure and Claimed Worlds:
Anhur:
1 free urban area
1 free fuel depot
1 free mining complex
1 shipyard
1 industrial complex
1 major industrial complex
1 mining complex
2 industrial complexes
3 urban areas
1 Small Spaceport


Neith:
1 Urban Area
2 mining complexes
1 Fuel Depot

Military:
Stellar ground forces

First Strike Marines
6 Marine Divisions with advance armor and high quality armaments
Interplanetary Infantry
5 Infantry divisions
Flock Biotic Adepts
3 Spec Ops teams with elite and Biotic Training
Flock Sapper Engineer Teams
3 Sapper Teams with Ewar
2 YIMR mech Divions
Flock Orbital Devils
3 Infantry divisions with heavy weapons teams and orbital troops
1 armored division with orbital troops

Flock Agents
Auger Davidson: Elite, sniper, stealth, high quality armaments
Dr. Spiel: Elite, Ewar, Biotic, high quality armaments
Eddie: Elite, Heavy weapons, orbital drop, advance armor

Common Laternfolk Marine: http://1.bp.blogspot.com/-R1VwdPzgAe0/UAVdBN4fnbI/AAAAAAAABYE/Cy7UgcOHe1o/s1600/Sci+Fi+Soldier.jpg

Common Flock Special Forces: http://orig08.deviantart.net/ceaa/f/2014/311/a/9/plague_knight____led_cyberpunk_plague_doctor_mask_by_twohornsunited-d85l8bg.png




Stellar Navy
7 frigates
3 destroyers
2 light cruisers
2 dreadnoughts
2 bulk transports
3 escort carriers
3 fighter squadrons


274 credits per month
Rannadril - Do not remove.
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
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Sep 18, 2015 1:32 pm

Image
Humanity First, Transcendence Awaits
Faction: Cerberus
Leader (You decide): Illusive Man (No ME2 squadmates as your leaders)
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations:
Most Citadel Species state that Cerberus is a threat to the Galaxy and thus have no relations with them, however Cerberus is able recruit informants and Agents inside many organizations and nations.
-Large amounts of credit inside Volus Banks. A few Volus diplomats have been turned into informants and proxy heads such as Din Korlack.
-Many mercenary groups have been hired in the past to do jobs that is needed for humanity’s survival. Blue Suns and others are never told who the employer is and instead Cerberus uses alias’ such as the Syndicate( X-files sorry) and the Agency.
-Vorcha have been scapegoated before to cover up Cerberus’ operations.
-Has purchased Turian Intel from low-level Intelligence Officers inside the Hierarchy. An unnamed, unsourced Turian Hierarchy Colonel has been turned into a double agent but does not know who his employer is. Turian Military Advisors have been used before.
-Asari children have been captured and dissected to further enhance Human Biotic Abilities. Cerberus Front Companies have purchased a large share of stock within Asari Corporations to allow for usually unwilling Asari to unknowlingly provide services to Cerberus.
-A Salarian Contractor has provided Cerberus information on STG activities.
-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 us. 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.

Military state of readiness: Cerberus is divided into three well-known groups.
1)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.
2)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.
3)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.

History: The history of Cerberus begins years before the First Contact War. Cerberus was at first a loose connection of Paramilitaries, Intelligent Agencies, and MIlitary Organizations. These Pre-Cerberus Agencies first discovered the existence of Alien Life , after the crashed Salarian Ship outside Roswell, New Mexico in 1948. The United States Government and its Agencies were alarmed by such a thought and actively sought ways to use Alien Technology to prepare for the day when Alien Life would one day commit nuclear Devastation against the American Populace. Contrary to Conspiracy Theories claims that these groups were seeking to help the ‘Alien Overlords’, these groups actively taught its members the dangers Alien Life would bring upon humanity. The Salarians, to their credit, actively studied Earth and Humanity allowing these groups every once in a while new ships and weapons to reverse engineer strengthening their numbers and power.
With the consolidation of the Systems Alliance, the discovery of the Prothean Base on Mars, and the Relay 314 Incident these shadowy groups prepared for the war that they were taught would come. However to their astonishment, this war did not come. Humanity was accepted into the Citadel Council more quickly than any other species in history. You could imagine what happened to the morale in these ‘Syndicates’, and thus they were able to fall for anything that would give them hope.
Jack Harper was a wealthy, young socialite, that sought some excitement in life. Using his connections he became a mercenary and had a notable record during the First Contact War. However it was during this time, that he became disillussioned about the System’s Alliance policies towards surrender and felt that it betrayed the interests of humanity. Thus the Cerberus Manifesto was born and circulated on the Internet, while the Alliance seemed unable to be to track the author and simply said he was an ‘Illusive Man’. Due to the ‘Illusive Man’s connection to the elite of society, he was eventually able to connect with these ‘Syndicate Groups’ and provide them with leadership and erase all sense of rivalry between them. Cerberus was born and bound to protect humanity from the Alien threat and menace.
Cerberus considers the System’s Alliance a threat to humanity and feels that they do not have the interest of humanity at heart. However due to its prior history many high-ranking members and organizations of the Alliance are either part of Cerberus or sympathetic to its cause. Many large Multi-Galactic Human Companies also benefit from Cerberus as many feel that the Citadel is to prone towards Asari Contracts and many note how humanity has the greatest amount of regulation against them. Cerberus is also able to recruit many disenfranchised scientists who feel that the Citadel is too restrictive on the sciences and ‘Colony Kids’ who face the greatest threat of an Alien Invasion. Cerberus is indeed recognized as a terrorist organization but they feel that it is necessary to protect humanity. Also Contrary to popular myth, they are not racist(is that right, its against aliens) instead they like to think of themselves similar to civil rights movements of the 20th century seeking to provide equal opportunity to the disenfranchised.


Cerberus: 7000 (1 free Major Station in Horsehead Nebula with free 1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns, free battlecruiser, free frigate with Stealth and any 2 other upgrades, free 2 Elite Specialists, must spend at least 5000 on military), basic 35 credits/month + infrastructure


Pros:
Humanity First - Cerberus Units operating in Human territories have Stealth Upgrade for free.
Credit Funneling - Cerberus has its hands in the Alliance's pocket. Cerberus gains 5% of the Systems Alliance income as bonus credits per month when the Systems Alliance has an income of 1000 or greater. The Systems Alliance monthly income is not reduced by this.
Cerberus Training - In the 12 month and every 12 months after, Cerberus receives a Free Elite Specialist.
Reaper Technology Research - After months of researching Reaper tech, the research projects have finally yielded fruit: All upgrades on units cost 10% less (a cost of 25% is now 15%)
Cons:
Labeled Terrorist - Cerberus is named a terrorist by most governments and is openly attacked when they are found by others. Cerberus thus loses trading potential and all spaceports only give a +3 bonus per structure and major spaceports only a +12 bonus and does not grant them the +10/connected major spaceport bonus.
'Advanced' Training - All Cerberus ground forces have a +1 month training time. Need to brainwash them real good.
Indoctrinated? No, of course not! - Rumors have started spreading within Cerberus that those at the highest levels of the organization are indoctrinated. Should evidence ever be found of this (multiple low monthly event rolls), the faction may split, with dire consequences.


Anaduis Horsehead
Income: 216 mCr/m (166+ 30%)
Major Space Station
2 Urban Area (+90 mCr/m)
1 Fuel Depot (+5 mCr/m)
1 Major Industrial Complex (+15 mCr/m)
1 Civilian Shipyard (+40 mCr/m)
2 Mining Complexes
1 Major Mining Complex

Horizon Shadow Sea
Income: 196 mCr (Major Mining Complex not included)
(Planet)/(System)/Titan Nebula
1 Shipyard (+15)
1 Major Industrial Complex (+15)
2 Mining Complex (+6 mCr/m)
3 Fuel Depot (+15 mCr/m)
1 Major Mining Complex (+10 mCr/m)
3 Urban Area (+135 mCr/m)

Xerceo Shriek Abssyal
Income: +75 mCr/m
(Planet)/(System)/Viper Nebula
Orbital Mining Station (+30 mCr/m)
Aerostadt (+45 mCr/m)

Aite Phoenix Massing(+110)
2 Urban Areas
1 Fuel Depot
1 Major Industrial Complex


2 Dreadnoughts+ (15%) Thanix Cannon+ (0%) ELSS (207)
1 Terminus Dreadnought+ Thanix Cannon +ELSS (103)
1 Free Battlecruiser+ 7 Battelcruisers (720)
2 Battlegroup Carrier+Thanix Cannon+ Gardian (117)
3 Fleet Carriers+ Thanix Cannon+ Gardian(331)
-7 Interceptor Wings (42)
-6 Fighter Wings (36)
-4 Corvette Packs (24)
1 Free Frigate+ Gardian+ Enhanced Sensors
8 Bulk Transport(400)
6 Heavy Cruisers (270)
15 Destroyers (225)
5Transports (100)
6 Escort Carrier (120)
5 Light Cruiser (125)
30 Interceptor Wings+ Stealth Upgrade(210)
15 Frigates(150)
Total: 2,940


40 Marine Divisions+ 0% Sniper Team Upgrade+ Advanced Armor (552)
20 ATLAS Divisions +5% Heavy Weapons Upgrade+15% Advanced Armor (600)
13 Armored Divisions (260)+5% Heavy Weapons (273)
18 Gunship Divisions (108)
14 Airmobile Divisions (210)+40% Biotic+0% Sniper (294)
30 Spec Ops (180)+ 0% Sniper Upgrade+ 40% Biotic (252)
2 Elite Specialists
Total Cost: 2,079


Rannadril - Do not remove.

User avatar
Democratic Peoples republic of Kelvinsi
Post Czar
 
Posts: 30191
Founded: Sep 25, 2014
Ex-Nation

Postby Democratic Peoples republic of Kelvinsi » Fri Sep 18, 2015 1:43 pm

Leader (You decide): Aria T'Loak

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

Brief description of diplomatic relations: Good joke, the entire faction is ruled by crime lords, and other smugglers who have a great deal of influence on the asteroid. The entire faction is viewed with contempt from the outside world, especially the council members. The faction has very little official diplomatic relations if any with the outside world. Normal diplomatic interactions involve smuggling weapons and other things. However, some trade is done with other Terminus factions namely the Batarians, which the faction smuggles military materials to.

Military state of readiness: Extremely high due to the fact that there are four different mercenary factions running around with their own armies in the system, and if the military readiness was not so high the entire faction would have been overrun by warlords. All residents of the faction are subject to mandatory service in one of the faction's many militia divisions. However, draft dodging or buying your way out of service(for a very reasonable price) is very common in the faction.

History:
Originally an asteroid rich in element zero, Omega was briefly mined by the Protheans, who eventually abandoned it due to its thick, impenetrable crust. Thousands of years later, nature did what even the Protheans could not: a collision with another asteroid broke Omega in half, exposing its trove of element zero for easy mining.

A rush ensued as corporations and private individuals tried to strike it rich on Omega, and thieves and outlaws followed in their wake. As space became tight, construction of processing facilities extended vertically from the asteroid, creating Omega's jellyfish-like silhouette. To prevent future collisions, the station is ringed with enormous mass effect field generators that redirect incoming debris.

Today, Omega is a major hub of narcotics, weapons, and eezo trafficking without even a pretense of civilian government or military control. Only mercenary groups have been able to instill a limited order; the most ruthless is an asari syndicate run by the notorious Aria T'Loak who imposes de facto rule over the faction. However, in recent years the criminal syndicate has extended its controls across the entire the system.

Infrastructure and Claimed Worlds:
Sahrabik(system)

Bindur(240 credits a month)
1 urban area(100 credits)
2 mining complexes(20 credits)
1 fuel depot(15 credits)
1 major mining complex(30 credits)
1 small space port(80 credits)

Urdak(378 credits a month)
2 urban areas
5 mining complexes
2 fuel depot
2 major mining complexes
1 shipyards
3 industrial complexes
1 major industrial complex
1 small space port
1 Research station(400 credits)
Imorkan(190 credits a month)

1 orbital mining station(200 credits)
2 Aerostadt(400 credits)


Omega major space station (1187 credits a month )

2 Urban Areas(free)
1 Major Spaceport(free)
1 Civilian Shipyard
1 Fuel Depot(free)
2 Minor Industrial Complexes(free),
5 mining complexes(50 credits)
1 planetary fuel depots(15 credits)
2 Major mining complexes(60 credits)
1 minor industrial complex(15 credits)
1 Major industrial complex(40 credits)
2 urban areas(200 credits)
2 Gambling dens(100 credits)


Ground fortifications lv 3(160 credits)
Planetary defense guns lv 3(200 credits)
Planetary Sensor Stations Lvl 3(300 credits)



Sigma minor space station(400 credits) orbits around Urdak(79 credits a month)
1 urban area(100 credits)
1 fuel depot(15 credits)

Beta minor space station(400 credits) orbits around Urdak(79 credits a month)
1 urban area (100 credits)
1 fuel depot(15 credits)

Total economy: 2152 credits a month

Military:
free dreadnought
free 6 frigates
2 fleet carriers(180 credits)
5 battlecruisers with salaris armor(450 credits)
8 heavy cruisers(360 credits)
2 bulk transports(100 credits)
20 light cruisers with boarding troops(575 credits)
4 light cruisers with stealth and boarding troops(190 credits)
6 destroyers(90 credits)
8 fighters(40 credits)
6 interceptors(42 credits)
10 corvettes(40 credits)
14 assault lander(140 credits)
Ground force:
15 militia divisions High quality weapons(90 credits)
15 militia division Advanced armor(90 credits)
10 sapper detachments(90 credits)
1 elite marine division(150 credits)
2 anti orbital missile force(24 Credits)



Terrestrial defense force Omega:
10 militia divisions High quality weapons
10 militia divisions Advanced armor
3 sapper detachments

Orbital raider force force:
1 dreadnought
6 frigates
2 fleet carriers
5 battlecruisers with salaris armor
8 heavy cruisers
6 destroyers
1 bulk transport
20 light cruisers with boarding troops
4 light cruisers with stealth and boarding troops
10 corvette packs
14 assault lander
8 fighters
6 interceptors
3 sappers
1 elite marine

Unassigned units
1 bulk transport(50 credits)
1 artillery detachment(12 credits)

Terrestrial defense force Sigma
1 militia division advanced armor
1 militia division high quality weapons
1 sapper detachments

Terrestrial defense force Beta
1 militia divisions advanced weapons
1 militia divisions high quality armor
1 sapper detachment

Planetary defense force Urkan
3 militia divisions high quality weapons
3 militia divisions advanced armor
2 anti orbital missile forces
1 sapper detachment


planetary defense force Bindur
2 militia divisions high quality weapons
2 militia divisions advanced armor
1 sapper detachment

Under construction
10 militia divisions advanced armor(60 credits)
2 months

1 elite marine division(150 credits)
3 months

4 heavy cruisers(180 credits)
6 months

2 fleet carriers(170 credits)
9 months

8 fighters(48 credits)
2 months

4 interceptors(28 credits)
2 months
Last edited by Democratic Peoples republic of Kelvinsi on Mon Sep 21, 2015 8:01 pm, edited 3 times in total.

"The worst form of inequality is to make unequal things equal."
-Aristotle
"Even the striving for equality by means of a directed economy can result only in an officially enforced inequality - an authoritarian determination of the status of each individual in the new hierarchical order. "-Friedrich August von Hayek
Political Compass
Economic:3.88
Social:1.40

Tory Blue to the Core(Leans Democrat in the US though)
What have we done...

User avatar
Paddy O Fernature
Postmaster-General
 
Posts: 13801
Founded: Sep 30, 2010
Inoffensive Centrist Democracy

Postby Paddy O Fernature » Fri Sep 18, 2015 6:20 pm

THE ASARI REPUBLICS

Image



The Matriach

Image
Matriach Elna V'naara

Little is publicly known about the current Matriach of the Republics past, as public records concerning her public service have either been sealed away or outright destroyed quietly, with only rumors of possible Spectre involvement left in her wake. What is known, is that Elna quickly rose through the numerous tiers of the military quickly and with seemingly great skill, having quickly been appointed by those around and above her without question for rapid advancement.

As a public political figure, Elna has been noted for being a cold and calculating woman, even for an Asari. Under her current reign, several previous stances against other races have been reset back to a neutral setting, as Elna wishes to reevaluate diplomatic relations on an individual level with other races. As such, she is an approachable woman that will give a fair shake to anyone willing to swallow their pride and extend a diplomatic olive branch towards Elna and her administration. However, those that wish ill upon her or her people should not mistake her kindness for weakness.


History

Everything relevant to the Asari history can be found here in one easy to read collection of information. No sense in rewriting established canon.


Diplomatic Relations

Currently, Asari relations with all established species and factions is an open book, subject to an in depth review on an individual basis. Fellow Council Races are held in high regard currently, with strong ties with both the System Alliance and the Turian Hierarchy.

Krogan Confederation are currently neutral.


Infrastructure

---Thessia - homeworld --- Income - Infrastructure: +790 -Major Space Station: +503 (+1,136 bonus)--- Minor Space Station 1: +151 --- Minor Space Station 2: +151 --- Base Income +90 --- Total Income: +3,659/Month
Urban Structure x4
Total: +360 Credits, -40% Ground Construction Time

Mining Complex x5
Total: +15 Credits

Major Mining Complex x2
Total: +20 Credits

Fuel Depot x2
Total: +10 Credits

Major Spaceport:
Total: +300 Credits

Minor Industrial Complex x3
Total: +15 Credits -15% Ship Construction Time

Major Industrial Complex
Total: +15 Credits -10% Ship Construction Time

Shipyard-
+Military Shipyard
Total: +15 Credits -15% Ship Construction Time +150 Construction Cap

Gambling Den:
Total: +10 Credits

Citadel Embassy:
Total: +25 Credits

Major Space Station: +30% Income Base, +5% per Spaceport (x3) = +45%
Urban Structure x4
PDG LVL 3
Total: +360 Credits, -40% Ground Construction Time

Fuel Depot x2
Total: +10 Credits

Small Spaceport
Total: +88 Credits

Minor Industrial Complex x3
Total: +15 Credits -15% Ship Construction Time

Major Industrial Complex
Total: +15 Credits -10% Ship Construction Time

Shipyard
Total: +15 Credits -10% Ship Construction Time

Planetary Defense Gun (PDG) Level 3

Planetary Sensor Station Level 3

Minor Space Station 1: +10% Credits
PDG LVL 1

Minor Space Station 2: +10% Credits
PDG LVL 1


---Piares – Terrestrial --- Income - Infrastructure: +398
Urban Areas x2
Total: +180 Credits -20% Ground Construction Time

Mining Complex x5
Total: +15 Credits

Fuel Depot x2
Total: +10 Credits

Major Mining complex x2
Total: +20 Credits

Small Spaceport
Total: +128 Credits

Shipyard
Total: +15 Credits -10% Ship Construction Time

Industrial Complex x3
Total: +15 Credits

Major industrial complex
Total: +15 Credits


--- Kurinth – Barren --- Income - Infrastructure: +200 Credits

Urban Area
Total: +90Credits

Mining Complex x2
Total: +6 Credits

Fuel Depot
Total: +5 Credits

Major Mining Complex
Total: +10 Credits

Small Spaceport
Total: +64 Credits

Industrial Complex x2
Total : +10 Credits

Major Industrial Complex
Total: +15 Credits


--- Janiri – Gas Giant --- Income - Infrastructure: +120

Orbital Mining Station
Total: +30 Credits

Aerostadt x2
Total: +90 Credits -20% ship and land units


--- Athame – Gas Giant --- Income - Infrastructure: +120

Orbital Mining Station
Total: +30 Credits

Aerostadt x2
Total: +90 Credits -20% ship and land units


Military

Ships
Heavy:
Destiny Ascension (Free)
Dreadnoughts x20 (Free)
Battlegroup Carrier x10
Battle cruiser x20
Heavy Cruiser x20
Bulk Transport x10

Land
(Note: All Units have Combat Bionics as racial trait)
Infantry Division x50
Armored Division x25
Artillery Battalion x50
Gunship Wing x50
Anti-Orbital Missile Force x50
Spectre
-High-quality Armaments, Advanced Armour, Stealth Training, Close Combat Specialization, Heavy Weapons


Rannadril - Do not remove.
Last edited by Paddy O Fernature on Fri Sep 18, 2015 6:22 pm, edited 2 times in total.

Proud Co-Founder of The Axis Commonwealth - Would you like to know more?
SJW! Why? Some nobody on the internet who has never met me accused me of being one, so it absolutely MUST be true! *Nod Nod*

User avatar
Argentumurbem
Ambassador
 
Posts: 1124
Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Sat Sep 19, 2015 3:07 pm

KROGAN OF TUCHUNKA
Image


Leader: Urdnot Wreav - The Battlemasters of War
Council Member: No
Diplomatic Relations: Poor with all other species. This is partly due to the violent and disorganized nature of the Krogan themselves, and due to the Krogan's hatred of the Council both for causing the Krogan Rebellions and enacting the Genophage.
Military State: It is fair to say that the Krogan have never been at peace since their heyday before the nuclear fires scorched their homeworld. As such, war is the essence of the Krogan society.
History: Basically all canon aside from Wreav's authority was cemented more thoroughly due to more direct methods of assimilation. There is also the fear that Wreav has been deploying nuclear and chemical WMDs against his enemies with surgical precision.
Infrastructure:
Krogan DMZ
Aralakh System

Durak - Barren

Tuchanka - Garden
4 Urban Centers - 180
2 Fuel Depot - 10
1 shipyard - 15
5 minor mining - 15
2 major mining - 20
3 minor industry - 15
1 major industry - 15
1 small spaceport - 80
2 gambling dens - 30
lvl 2 Orbital Defense Guns - free
2 Minor Space Stations - 20%
2 Urban Centers - 90
2 Fuel Depots - 10
- 576

Kanin - Barren
Fuel Depot - 5
Urban Center - 45
Small spaceport - 40
2 Minor Mining - 6
2 Minor Industry - 10
1 Major Mining - 10
1 Major Industry - 15
- 131

Kruban - Barren

Ruam - Gas Giant

Vaul - Gas Giant

Military:
Tuchanka Clan Army
8 militia - Heavy Weapon Teams; Close Combat Specialization; Cheap Weapons; Advanced Armour

Imperial 1st Army
1 Armoured Division - Cheap Weapons; Close Combat Specialization
5 Gunship Wings - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Sapper Detachments - Cheap Weapons; Close Combat Specialization
10 Artillery Battalion - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
10 Airmobile Infantry Brigade - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
8 Infantry Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams
14 Marine Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization

Imperial 2nd Army
10 Armoured Division - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Gunship Wings - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Sapper Detachments - Cheap Weapons; Close Combat Specialization
10 Artillery Battalion - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
10 Airmobile Infantry Brigade - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
7 Infantry Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams
12 Marine Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization

Imperial 3rd Army
10 Armoured Division - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Gunship Wings - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Sapper Detachments - Cheap Weapons; Close Combat Specialization
10 Artillery Battalion - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
10 Airmobile Infantry Brigade - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
7 Infantry Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams
12 Marine Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization

Imperial 4th Army
10 Armoured Division - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Gunship Wings - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
5 Sapper Detachments - Cheap Weapons; Close Combat Specialization
10 Artillery Battalion - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
10 Airmobile Infantry Brigade - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization
7 Infantry Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams
12 Marine Divisions - Cheap Weapons; Advanced Armour; Heavy Weapons Teams; Close Combat Specialization

Aralakh Company
4 Spec-ops Teams - Cheap Weapons; Close Combat Specialization; Elite
Last edited by Argentumurbem on Tue Oct 06, 2015 2:14 am, edited 1 time 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
Yonwood
Chargé d'Affaires
 
Posts: 406
Founded: Jan 31, 2013
Ex-Nation

Postby Yonwood » Sun Sep 20, 2015 11:07 am

Heshtok Vorcha
Image
"Baaaahhhh"

History

The vorcha originate from Heshtok, a small, hostile, overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage species. The lack of resources has resulted in a tight-knit, clan-based society in which rival clans wage constant war against one another for control of scarce resources. Even as their population grows, the vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of vorcha stronger and more aggressive than that which preceded it, but their continual lack of resources has kept vorcha society extremely primitive.

In 2185, some vorcha on Omega allied themselves with the Collectors in an attempt to raise their quality of life. They hoped to become the rulers of Omega and deactivated the station's life support systems, intending to kill all of its inhabitants except for themselves.

During the Reaper invasion in 2186, the Reapers encountered difficulties in harvesting the vorcha homeworld. Because the vorcha were not cowed by the Reapers' impersonal intimidation tactics and the effects of the destruction of resources like water were negligible given the vorcha could adapt themselves to survive, the Reapers devoted their efforts to immobilizing Heshtok's population and preventing the vorcha from contributing in the galactic war.


Packs of Heshtok
"Government"

The vorcha do not have a recognized single government that would allow them membership in any galactic league. Alliances between bloodlines are tenuous at best, and the vorcha's short, violent lives ensure there are few lasting institutions.

This has since been...challenged with the ascension of Pack Vush under a bioticlly adapted Vorcha by the name of Bakal. His biotic abilities combine with his incredible intelligence have resulted in the absorption or the extermination of all Packs of the Vorcha homeworld. Along with Pack Vush the other packs have their chieftains act as Bakal's advisors and representative of their respected people. Under this new found leadership the Vorcha can focus whole heartily on the Reapers,burning and decapitating Reaper ground forces with a new found degree of cooperating violence.


Militray

Under Pack Vush the Military structured of the Vorcha has gone though a drastic change. The Packs now act as the armies of Heshtok and like before are viciously competitive. Each Pack wanting to prove their strength and rack in kill streaks has led a monstrous typhoon of claws and shrapnel coated in burning flames.

On a ground base level the Vorcha a more then ready to take on the hoard of the Reapers but on a naval level their pathetic. No Vorcha starship has ever been created and not enough material resources to construct one. Instead the Vorcha of Heshtok go back to a familiar tactic,waves of hoards. The Vorcha navy is nothing more than huge metallic clouds of Fighters and Interceptors that are fixed with Thanix cannons. The speed and firepower of the Void Fighters amass with their numbers can be a overwhelming force.

30 Marine Divisions
25 Gunship Wings
15 Armored Divisions
10 Artillery Battalion
5 Anti-Orbital Missile Force


30Infantry Divisions
25 Gunship Wings
20 Anti-Orbital Missile Force
15 Airmobile Infantry Brigade
10 Sapper Detachments


5 Elite Specialist
2 Infantry Divisions with Flamethrowers
10 Spec Ops/1 has Flamethrowers


Economy

4Urban Areas(180)
2 Planetary Fuel depot(10)
3Industrial Complex(15)
1Major industrial complex(15)
5 Mining Complex(15)
2 Major Mining complex(20)
1 Shipyard(15)
2 Gambling Den(20)
1 Small Spaceport(80)
+350


3000(1750 militray)
Heshtok
3Urban Areas-300
1 Fuel Depot-15
3 Mining Complexes-30
2 Major Mining Complexes-60
3 Industrial Complexes-45
1 Major Industrial Complex-40
1 Shipyard-50
2 Gambling Den-100
1 Spaceport-80
(720)

Pack Vush
30 Marine Divisions-360
25 Gunship Wings-375
15 Armored Divisions-300
10 Artillery Battalion-100
5 Anti-Orbital Missile Force-50
1 Sapper Detachment-7

Pack Kel
30Infantry Divisions-300
25 Gunship Wings-375
20 Anti-Orbital Missile Force-200
15 Airmobile Infantry Brigade-300
9 Sapper Detachments-63

Farxn Hunters
5 Elite Specialist-40
9 Spec Ops-114

Remained of 5


355

Heavy Mech Support Army
2 YMIR Mech Divisions-50

1st Void Hunters
50 Fighter Squadrons-300

R5


355

Heavy Mech Support Army
2 YMIR Mech Divisions-50

1st Void Hunters
50 Fighter Squadrons-300

R5
Last edited by Yonwood on Tue Sep 29, 2015 10:11 pm, edited 1 time in total.

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

Postby Kinistian » Mon Sep 28, 2015 7:20 am

Geth

Image


Government

Geth have no government or leaders; the geth use FTL communications to "build a consensus," a completely Consensus Democratic method in which every geth program makes a choice on any matter. Even within Legion itself, consensus must be reached among its many programs before decisions can be made.
While the geth are incapable of deceit amongst themselves, they are not above using deceit to study organic behavior. One example is the geth introducing a falsified report on the extranet detailing a constellation resembling a salarian goddess seen from the batarian homeworld, which some salarians immediately believed to be proof of the goddess' existence. The experiment ended when a salarian cult attempted to buy the rights to the stars, only to find that they did not exist.

There is some question of whether geth personalities remain stable over time. When an artificial intelligence is transferred to a new blue box, a completely new personality is created. Geth frequently download into different hardware according to need, from starships to the "mobile platforms" that Shepard is familiar with. It is unknown whether new personalities result from these downloads, or whether it matters to the geth.


History

Creation
The geth were created by the quarians as a labor force. They were designed as VIs, as advanced as possible while remaining non-sentient. They were also designed to operate more efficiently when networked together. Unfortunately, this feature was the quarians' undoing. Geth programs were indeed non-sentient individually, but slowly gained sentience through the massive geth network.
Eventually, they started asking the quarians questions only sentient beings would think to ask; in one notable instance, a domestic geth unit asked its owner if it had a soul. Alarmed at this, the quarians decided it would be best to shut down all geth before they conceived of revolt. The attempt failed, and a war began between the geth and the quarians, which geth afterwards referred to as the Morning War.

At first, the geth did not respond to the termination order with violence; it was only after panicked quarians fired upon them that the geth thought to pick up weapons and defend themselves. Even after this, some geth remained loyal to their creators and put themselves in harm's way to protect geth sympathizers from persecution; likewise, there were quarians who did not feel the geth deserved to die. However, as time went on, the geth sympathizers were outnumbered, and the war continued, eventually seeing the geth gain the upper hand. The war ended when the surviving quarians evacuated their home world and colonies in the Perseus Veil.
Unknown to the quarians themselves, the geth actually allowed them to leave; unsure of the repercussions of eradicating an entire species-namely their own creators- and having decided that the quarians were now too weak to be a threat, the geth decided to draw back their forces so that the surviving quarians could flee. The fleet of quarian ships that escaped the Veil became known as the Migrant Fleet, and has been roaming the galaxy ever since.

Little is known about the geth in the time between the Morning War and the present. The geth did not repopulate the now barren quarian worlds, instead choosing to exist in the computer hubs aboard massive space stations and extract needed resources from asteroids. They adopted an extremely isolationist attitude—any ships that ventured into geth space were immediately attacked and destroyed. While they prevented any contact by other races with themselves, the geth monitored communications and the extranet.
The geth continued development of new technology and variations of mobile platforms, separating their technology base from the rest of the galaxy. They obtained an ultimate goal in this time period: to create a Dyson sphere-like object, which could house every single geth program.

Schism
Approximately three centuries after the Morning War, the geth were approached by the Reaper Nazara, also called Sovereign. It offered them technology that would aid them in achieving their goal, in exchange for their assistance in capturing the Citadel and letting the Reaper invasion begin. The majority of the geth dismissed the offer, deeming it better to accomplish their goal with their own technology rather than be dependent on another race's technology. These geth discarded what they called the "superstitious title" of the Reapers, and simply called them the Old Machines.

A small percentage of geth, however, accepted the Reaper's help. Henceforth these geth were referred to by the mainstream geth as "heretics". They were allowed to peacefully leave the main geth network, and aid Nazara and its turian agent, Saren Arterius. The heretics came to revere Nazara as a god, the pinnacle of synthetic evolution.

Unknown to them, Nazara was repulsed by the heretics' worship of it. The Reaper was actually insulted by their "pitiful devotions", though it recognised their value as tools to facilitate its goals. They aided Nazara and Saren in many engagements, such as the attack on Eden Prime, and the Battle of the Citadel. After Nazara was destroyed in the latter battle, the heretics lost much of their menace, and their operations outside of the Perseus Veil were quickly mopped up by Council forces. The heretics did maintain operation of a large space station within the Terminus Systems, located in deep space between stars.

Mass Effect
Using Sovereign's influence over them, the rogue Spectra Saren Arterius commanded an army of geth in an effort to take over the Citadel and release the Reapers from dark space. The geth formed the bulk of Saren's forces, following him because they believed he had the means to find the Conduit and bring back their "gods". In addition to providing ground troops, the geth also crewed (or tended to) Sovereign.

After the Protheans broke Sovereign's hold over the keepers, and the keepers evolved so that they only accepted commands from the Citadel, the Reaper realized organic races were difficult to control. It found the geth to be suitable replacements as servants, and exploited their religious beliefs. Saren claimed that, although they were viewed disparagingly by Sovereign, the geth were valuable as tools, and would therefore survive the Reaper invasion because they were useful. The example of the geth inspired Saren to prove organic races could also be useful to the Reapers. He hoped that, instead of harvesting them, the Reapers would spare the organic races of the galaxy, even if that meant they would only survive as slaves.

Saren's plans were foiled by Commander Shepard and the crew of the Normandy, and Sovereign was destroyed in the battle over the Citadel. The remaining geth that were not destroyed in the assault on the Citadel continued to put up resistance and were systematically hunted down by an emergency Citadel coalition force, headed by the Alliance.

Mass Effect 2
The true geth became interested in Commander Shepard, as Shepard had defeated Nazara and the heretics. They commissioned a unique mobile platform, holding 1183 programs rather than the normal hundred or so, to operate independently and go looking for Shepard. This geth retraced Shepard's footsteps, from Eden Prime to Virmire to Ilos. During this time, the geth sustained considerable damage, and used a discarded piece of Shepard's N7 armor it found to partially repair the damage. It tracked Shepard all the way to the crash site of the SSV Normandy, where the trail went cold—Shepard had died there. The geth was reassigned to a different task.

Though the heretics had faced a major setback with the defeat of Nazara, they did not rejoin the main geth. Rather, they continued development of a special virus which Nazara had given them, in an unfinished version. This virus could alter the result of a fundamental calculation in geth processes, radically changing their logic and reasoning. Through this change, the virus could force the true geth to accept the heretics' conclusion, or it could force the heretics to accept the true geth's conclusion.

The true geth understood the threat, and sought a way to eliminate the virus. However, the virus was stored on a Reaper data core, which the true geth could not access. To gain an understanding of Reaper technology, the unique mobile platform was sent to a derelict Reaper. Aboard the Reaper, it encountered Commander Shepard, who was on a mission to recover an IFF in order to safely use the Omega 4 mass relay. The mobile platform was brought back to the Normandy SR-2, where it accepted the designation "Legion".

Shepard aided Legion in its mission, going to the Heretic Station. Once there, Legion realized that the virus was ready, and could be used to rewrite the heretics’ behavior. Unable to form a consensus on the matter, Legion left the decision to Shepard—destruction of the station, or the rewriting of the heretics. Either choice constituted a crippling blow to the heretics,but small remnants remain.

Military

The key element of geth warfare is surprise. Their sudden and unexpected return from beyond the Veil after three centuries was typical. Shepard describes the geth as perfect ambushers—"they don't move, they don't make noise, they don't even breathe." Their freedom from the need to eat or sleep allows the geth to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to drop units directly onto the battlefield from high altitudes. Geth can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected. A tactic particularly favoured by the geth is to set "distress signals" and then ambush the rescuers; they also turned the freighter MSV Cornucopia into a drifting trap.
In combat, geth units show little sense of self-preservation. Because geth programs can share memories and files with extreme ease, the experiences of individual geth programs are not lost when a platform is destroyed and archived versions of programs can be downloaded into new bodies. As geth programs are functionally immortal, they place little value on platforms and will expend thousands of units to take an enemy position, which was commonly experienced by the quarians during the Morning War. For this reason, geth are willing to engage in seemingly-suicidal actions like boarding a ship, engineering it to crash, and then remaining on board to ensure the ship goes down.

Heretic geth use psychological warfare on the battlefield with dragon's teeth, a Reaper implement. These implements pierce the bodies of dead soldiers, turning muscle tissue into synthetic material, creating a zombie-like monster called a husk. This severely lowers morale, as their enemy now has to kill fallen comrades.

When geth shut down, they fry their memory cores as a defensive measure, which is probably why geth haven't been successfully captured for study. However, Tali'Zorah nar Rayya was able to retrieve some of the data cache from a deactivated geth, using her quarian tech expertise and quick decisiveness.

Geth weapons and armor are of extremely high quality but are difficult to find—a Geth Armory license allows Shepard to buy them. Their weapons are pulse based.

Despite preferring stealth and cutting edge technology to neutralize their enemies, the geth are extremely numerous, and are well capable of building a much larger force than they have. They have massive fleets and the largest infantry corps in the galaxy.

Best size estimates on a single geth fleet (the one around Charoum to be specific) range from 5,000 to 10,000 ships with unknown armament. These fleets include dreadnoughts, dropships, cruisers, and fighters. Since the geth are not limited by the demands for rest, wages, or autonomy that organic workforces require, they are limited only by time and raw materials in what they can construct, allowing for the creation of such massive fleets. Owing to their software nature, the geth decided to omit escape pods in their ship designs, requiring anyone who can't download who's trapped in one of their vessels to seek alternate means of transport off the ship, like stored geth fighters.

In addition, the geth are not restricted by the Treaty of Farixen and other Citadel regulations in building their ships. Geth dreadnoughts can exceed the size of Alliance dreadnoughts by as much as 30%, and utilize more expensive and energy-demanding ultraviolet antifighter lasers as opposed to the cheaper infrared antifighter lasers employed by most organic built ships.
Status:Patrolling the Veil
1 Hyperdreadnaught
21 Dreadnoughts
20 Battle Cruisers
80 Light Cruisers
100 Destroyers
11 Fleet Carriers
33 Fighter Wings
33 Interceptor Wings
31 Bulk Transports
1 Light Transport


Status:Stationed with The Geth Supreme Fleet
250 Marine Divisions(High Quality Armaments)


Legion(High Quality Armaments,Advance Armour,stealth training,Elite)
2 Corvette Pack
2 Assault Packs
8 Spec Op Teams(Elite)


Economy

Perseus Veil / Tikkun
Lvl 3 Planetary Defense Guns
4 Urban Areas(360)
2 Fuel Depots(10)
5 Mining Complexes(15)
2 Major Mining Complexes(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Major Spaceport(300)
1 Shipyard(15)
2 Gambling Dens(20)
+760


2Aerostadt(90)
1Orbital Mining Station(30)
+120


4 Urban Areas(360)
2 Fuel Depots(10)
5 Mining Complexes(15)
2 Major Mining(20)
3 Industrial Complexes(15)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Spaceport(64)
+482


2 Mining Complexes(6)
1 Major Mining Complex(10)
1Industrial Complex(5)
1Fuel Depot(5)
+26


+1338credits

11500 on Military
1500 On Economy


Lvl 3 Planetary Defense Guns-350

Haza
1Aerostadt-200
1Orbital Mining Station-200

1 Corvette Pack-4
2 Assault Landers-6


1035

Haza
1Aerostadt-200

Kaddi
4 Urban Areas-400
2 Fuel Depots-30
5 Mining Complexes-50
2 Major Mining-60
3 Industrial Complxes-45
1 Major Industrial Complex-40
1 Shipyard-50
1 Spaceport-80

Adas
2 Mining Complexes-20
1 Major Mining Complex-30
1Industrial Complex-15
1Fuel Depot-15
Last edited by Kinistian on Tue Sep 29, 2015 10:04 pm, edited 2 times in total.

User avatar
Yaana Noore
Ambassador
 
Posts: 1245
Founded: Mar 01, 2015
Ex-Nation

Postby Yaana Noore » Mon Oct 05, 2015 7:52 am

Turian Hierarchy

Image
"Die for the Cause."

Government

The turian government, known as the Turian Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood.

Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonisation cluster. The current Primarch of Palaven is Primarch Fedorian.



Citadel Council

The turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.


Diplomatic Relations

The Turian Hierarchy has a difficult relationship with the Systems Alliance, having fought against them in the Contact War. However as time goes on their relations have started to improve, with the two becoming trade partners, working together on the SSV Normandy, and the Turian Hierarchy now paying additional reparations to the ancestors of those who died in the Contact War.

Turians are strongly disliked by many Krogan due to their deployment of the Salarian-created Genophage, however unlike its creators some turian higher-ups are open to curing it.

Strong relations with its fellow Council Races, along with the Volus, who are a client race of the Turians.


History

The canon history, and all important details of this can be located here.

Infrastructure and Claimed Worlds

Homeworld. +480
4 Urban Areas (3 Free, 100) -40% ground unit construction time
2 Fuel Depot (1 Free, 15)
1 Shipyard (Free)
3 Minor Industrial Complex (2 Free, 15) -15% ship construction time
1 Major Industrial Complex (Free) -10% ship construction time
1 Citadel Embassy (200)
5 Mining Complex (50)
2 Major Mining Complex (60)
1 Gambling Den (50)
1 Spaceport (80)

Garden World.

Garden World.

Garden World. +270
4 Urban Areas (400) -40% ground unit construction time
2 Fuel Depot (30)
1 Shipyard (50)
3 Minor Industrial Complex (45) -15% ship construction time
1 Major Industrial Complex (40) -10% ship construction time
5 Mining Complex (50)
2 Major Mining Complex (60)
1 Gambling Den (50)

Gas giant. +120
1 Orbital Mining Station (200)
2 Aerostadt (400) -20% ship and land units

Garden World.

Gas Giant.

Garden World.

Gas Giant. +120
1 Orbital Mining Station (200)
2 Aerostadt (400) -20% ship and land units

Garden World.

Garden World.

Garden World.


Military

14555

39 Dreadnoughts (Free)
26 Battlecrusiers (1560), Thanix Cannons (390)
52 Heavy Crusiers (2340)
13 Battlegroup Carriers (585)
26 Fighter Squadrons (156)
26 Interceptor Squadrons (182)
170 Light Cruisers (4250)
250 Frigates (2990)
200 Infantry Divisions (2000)
17 Spec-ops Team (102)

User avatar
Eridanus 3
Minister
 
Posts: 2843
Founded: Aug 28, 2012
Ex-Nation

Postby Eridanus 3 » Sun Oct 11, 2015 5:19 pm

Faction: Attican Empire
Leader: Emperor Titania I
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations: The Attican Empire remains of good terms with most of the Council races, but has a internal loathing for the Batarian Hegemony and Terminus raiders.
Military state of readiness: The Attican Empire has its roots at the fringe of the "civilized" arm of the galaxy. Located in the Hoc system, the capital world of Virmire had a history of pirate raids, so the Empire has, particularly after the events of the Geth Incursion, taken measures to train and arm their military with the greatest weapons, technology, and tactics money can buy and men can make. Their latest achievement, the Special Infiltration, Extraction, Recon, Response, and Attack Academy (known as the Sierra Academy) was founded to match the STG, Blackwatch, and N7 Academies throughout Council Space, and easily produces agents that match the abilities of their counterparts.
History: The Attican Empire was originally a British/French/German colonization mission that ended in resounding success. It became a vacation hot spot until the Systems Alliance claimed they would not protect the Hoc system or its inhabitants. The Attican Empire is no longer a purely human colony, as there are high numbers of Salarian, Turian, Asari, and Krogan in the midst of the human horde. After the events of the Eden Prime War, Titania I proclaimed the Attican Empire a sovereign entity, and proceeded to form the Attican Empire, with the goal of securing and civilizing the Traverse while boosting relations with the Citadel.
Infrastructure and Claimed Worlds: Hoc System
Code: Select all
1 Urban Area; 2 Fuel Depots; 5 Mining Complexes; 1 Major Industrial Complex; 3 Industrial Complexes; Civilian Shipyard

Code: Select all
1 Mining Complex

Defense guns Mk. I; Urban Area

Economics: 2cr Remaining; +158 credits per turn (+15 basic income, +143cr Infrastructure Income)
Military:
Code: Select all
AEV "Imperial" (Imperial Class Dreadnought); AEV "Hawk" (Frigate with Thanix Cannons and Stealth Tech); AEV "Peregrine" (Frigate with Thanix Cannons and Stealth Tech); AEV "Saddlebag" (Bulk Transport)

Code: Select all
Sierra Alpha (Spec-Ops Team); Sierra Bravo (Spec Ops Team); Sierra 7 (Elite, name later, Stealth Training, Biotics, and Drop Troops)

Code: Select all
1st Marine Division "Safecrackers" (Drop Troops); 2nd Marine Division "Hellbound" (Drop Troops); 3rd Marine Division "Ground Pounders" (Drop Troops); 4th Marine Division "Falcon's Falchions" (Drop Troops); 5th Marine Division "Fighting Fifth" (Drop Troops); 6th Marine Division "Hellbringers" (Drop Troops); 7th Marine Division "Helljumpers" (Drop Troops); 8th Marine Division "The Great Eight" (Drop Troops); 9th Marine Division "Nine Mines" (Drop Troops); 10th Marine Division "Quakes" (Drop Troops); Gunship Wing "Hawk"; Gunship Wing "Wombat"

Code: Select all
11st Marine Division "Black Hats" (Drop Troops); 12th Marine Division "Swords of Sur'kesh" (Drop Troops); 13th Marine Division "Diggers" (Drop Troops); 14th Marine Division "High Score" (Drop Troops); 15th Marine Division "To the Test" (Drop Troops); 16th Marine Division "Huntress Pride" (Drop Troops); 17th Marine Division "Nova" (Drop Troops); 18th Marine Division "Death's Head" (Drop Troops); 19th Marine Division "Raptors" (Drop Troops); 20th Marine Division "Palaven's Finest" (Drop Troops); Gunship Wing "Pelican"; Gunship Wing "Eagle"


Last edited by John Shepard Tuesday, December 7, 2185, edited 2 times


This message brought to you by Eri.


Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads