by Celivaia » Tue Sep 15, 2015 11:58 am
by Celivaia » Tue Sep 15, 2015 6:17 pm
Pranas: 627 mCr/mPlanet 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/mPlanet 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
by The Volus » Tue Sep 15, 2015 7:13 pm
The Volus Protectorate
"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
4722.5Dreadnaught 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 Wing190Frigates(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-worldlvl3 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
Borolvl3 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
Maskawalvl3 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 Fialvl3 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 Banlvl3 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
Pataviglvl3 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-54324
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 left7 lvl3 Planetary Defense Guns -2450
Patavig Payment-1000
1Research Station-800
3c left
by Liecthenbourg » Wed Sep 16, 2015 3:30 pm
The Migrant Fleet; the Last Bastion of the Quarian Republic
"Unity, Structure, Order, Family"
The Admiralty Board
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.
by Lunas Legion » Wed Sep 16, 2015 3:39 pm
by Segmentia » Fri Sep 18, 2015 11:19 am
by Ralnis » Fri Sep 18, 2015 11:34 am
by North America Inc » Fri Sep 18, 2015 1:32 pm
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.
by Democratic Peoples republic of Kelvinsi » Fri Sep 18, 2015 1:43 pm
by Paddy O Fernature » Fri Sep 18, 2015 6:20 pm
THE ASARI REPUBLICS
The Matriach
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/MonthUrban 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: +398Urban 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 CreditsUrban 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: +120Orbital Mining Station
Total: +30 Credits
Aerostadt x2
Total: +90 Credits -20% ship and land units
--- Athame – Gas Giant --- Income - Infrastructure: +120Orbital 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
by Argentumurbem » Sat Sep 19, 2015 3:07 pm
by Yonwood » Sun Sep 20, 2015 11:07 am
Heshtok Vorcha
"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 Force30Infantry Divisions
25 Gunship Wings
20 Anti-Orbital Missile Force
15 Airmobile Infantry Brigade
10 Sapper Detachments5 Elite Specialist
2 Infantry Divisions with Flamethrowers
10 Spec Ops/1 has Flamethrowers
Economy4Urban 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)
+3503000(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 5355
Heavy Mech Support Army
2 YMIR Mech Divisions-50
1st Void Hunters
50 Fighter Squadrons-300
R5355
Heavy Mech Support Army
2 YMIR Mech Divisions-50
1st Void Hunters
50 Fighter Squadrons-300
R5
by Kinistian » Mon Sep 28, 2015 7:20 am
by Yaana Noore » Mon Oct 05, 2015 7:52 am
Turian Hierarchy"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 WorldsHomeworld. +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 unitsGarden World.Gas Giant.Garden World.Gas Giant. +120
1 Orbital Mining Station (200)
2 Aerostadt (400) -20% ship and land unitsGarden World.Garden World.Garden World.
Military14555
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)
by Eridanus 3 » Sun Oct 11, 2015 5:19 pm
1 Urban Area; 2 Fuel Depots; 5 Mining Complexes; 1 Major Industrial Complex; 3 Industrial Complexes; Civilian Shipyard
1 Mining Complex
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)
Sierra Alpha (Spec-Ops Team); Sierra Bravo (Spec Ops Team); Sierra 7 (Elite, name later, Stealth Training, Biotics, and Drop Troops)
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"
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"
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