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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 10:58 am

Ralnis wrote:So how does one make the starting stats of a Leader?


Leaders generically begin with no experience, but can acquire experience from successful actions.
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Ralnis
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Ex-Nation

Postby Ralnis » Tue Nov 10, 2020 10:59 am

G-Tech Corporation wrote:
Ralnis wrote:So how does one make the starting stats of a Leader?


Leaders generically begin with no experience, but can acquire experience from successful actions.

Yeah but like some have starting stats so I was just wondering myself.
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.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 11:03 am

Ralnis wrote:
G-Tech Corporation wrote:
Leaders generically begin with no experience, but can acquire experience from successful actions.

Yeah but like some have starting stats so I was just wondering myself.


Only ones assigned as so have starting stats - “specializations”. Others will acquire them.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ralnis
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Ex-Nation

Postby Ralnis » Tue Nov 10, 2020 11:11 am

G-Tech Corporation wrote:
Ralnis wrote:Yeah but like some have starting stats so I was just wondering myself.


Only ones assigned as so have starting stats - “specializations”. Others will acquire them.

I figured as such. I already have three in mind anyway so it's cool.
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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Nov 10, 2020 11:30 am

I added two claimed worlds to my list.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 11:57 am

The Empire of Tau wrote:I added two claimed worlds to my list.


Well, if you don't want the claims, I can always just knock them off for you in exchange for more starting cash.
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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Nov 10, 2020 12:03 pm

G-Tech Corporation wrote:
The Empire of Tau wrote:I added two claimed worlds to my list.


Well, if you don't want the claims, I can always just knock them off for you in exchange for more starting cash.

I still don't understand what claims are. Mind to explain it to me further?

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The National Dominion of Hungary
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Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Nov 10, 2020 12:19 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:
Well, if you don't want the claims, I can always just knock them off for you in exchange for more starting cash.

I still don't understand what claims are. Mind to explain it to me further?


I think it means a planet inhabited by your species that is not unilaterally controlled by you at the start of the game. So for the HSA maybe a world like Noveria, where you can send Shepard on a mission to integrate it fully. If I understood correctly that is...
Last edited by The National Dominion of Hungary on Tue Nov 10, 2020 12:20 pm, edited 1 time in total.

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


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

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 12:31 pm

The National Dominion of Hungary wrote:
The Empire of Tau wrote:I still don't understand what claims are. Mind to explain it to me further?


I think it means a planet inhabited by your species that is not unilaterally controlled by you at the start of the game. So for the HSA maybe a world like Noveria, where you can send Shepard on a mission to integrate it fully. If I understood correctly that is...


^ this, yarp.

Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.
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The National Dominion of Hungary
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Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Nov 10, 2020 12:59 pm

How many credits can one gain by giving up a claim? Also, does the claim world have to be inhabited by your species or can it just be amenable to your species?
Last edited by The National Dominion of Hungary on Tue Nov 10, 2020 2:28 pm, edited 1 time in total.

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


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

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Ralnis
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Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Nov 10, 2020 1:12 pm

Faction Name: Batarian Hegemony
Leader: Hegemon Bora Sarsa
Citadel Council Member: N
Diplomatic Relations: Being the equivalent of being North Korea hurts diplomatic standing in the galaxy. They had become a rogue state with the Council putting sanctions on their economy and forcing them to go into the Terminus, making their language the standard in the galactic north. This also doesn't help that they got beat in the Skyrillean Verge via a proxy war with criminal warlords and state-backed slaver bands. Another thing that also had put the galaxy on edge is the new Hegemon and him faciliating the largest migration of Vorcha ever seen in the galaxy, helping their crippled state and enlarging the slave trade.

History: With the whole of the Blitz turned the Hegemony in on itself. With the sanctions had caused the despotic nation economy to become crippled but the rise of Humanity had saw that the decades of work from attempts of expansion shattered. The current Hegemon and his administration were to blame for the repeated failures. Within a couple of nights, the previous Hegemon was assassinated along with his allies.

The one who ordered it was the Head Vicar of the Batarian religion, Bora Sarsa. Bora had saw the decline of the mighty Hegemony for decades ever since the sanctions from the Council and the rising of Humanity. The Vicar believed that the Hegemony needed a change, a change that could put the four-eyed slavers on a path they were meant to have. The people knew of Bora and his ways of speaking to the heart of the Batarian people with his fiery messages and religious power. When he came in power, he had used his power as the former religious head to gather a large amount of support within both the government and the common people.

This allowed him to bring about changes needed with the declining rogue state and the paper tiger of their navy. The first was the decline of the massive need to escalate the fight with the Humans over the Verge, pulling back the military towards the Savage Spur and redirecting their navy to patrols against those who would be against the new Hegemon. This is one of the goals to officially end the war with the Humans as the government was looking more to the Terminus to be more as the gold mine for trading.

This came with the onset of slaves and their economy always being poor. However there was a need for labor, slaves and workers since automation was not going to be updated. This came in one unlikely source came in the form of Vorcha. Local Vorcha clans that had been displaced by the Blood Pack or others during the Blitz. They were not just looking for work, but for a place to live. The Hegemon and the regime saw something in the Vorcha, they had pulled up information about the Asari tests of the Vorcha's intelligence and decided on a plan. The Vorcha clans were allowed to join the Hegemony in exchange for loyalty. Many had to be threatened and beaten in order to understand the strength of the Batarians but this was considered unprecedented on such a large scale.

The local Vorcha clans, not having a place to go, accepted. This acceptance was something no other species has done and allowed an exodus of millions to Hegemony space. Many who were loyal had became more than just savage warbands and scavengers, they had found a better prosperity than anyone of their kind outside of the Citadel. Of course the Batarians considered them second-class citizens but ones who had shown their usefulness as they provided a necessary manpower that other slaves couldn't. This need grew with their desperateness and the loyal Vorcha were tasked with bring more of their clans.

These Vorcha that went out into the galaxy sparked a migration among local clans and even foreign ones from into the Terminus. The Vorcha came in the numbers that rivalled small cities and sparked the single, biggest movement of a species in the history of the galaxy. The need for Vorcha became so great that the galactic slave market flooded with the enslaved pests, either from rival clans or groups like the Blood Pack who sold them off in bulk to Batarian merchants. Even Batarian warlords had started to use them for various uses.

The source of Vorcha manpower provided the crippled economy a stimulus shot. This had the effect that many of the aristocracy started to treat the enslaved Vorcha as chattel and started to teach that they were lesser to those with four-eyes. This social engineering worked as Vorcha matured in a matter of years and they could domesticate them. Even those who were loyal had their children learned about their duty to the Hegemony and the Batarians. It showed as the Vorcha who were the most prosperous had became true leaders among their people, owning slaves, some even had became the leaders of planets.

However those were only propped up by the regime. The Vorcha themselves always had the scraps of the pick and were treated like they were second-class citizens. Even the planets they became leaders of were no more than hazardous ones that could restrict explosive population growth beyond the normal control programs that they had enacted on both loyal and enslaved Vorcha. However the Vorcha can adapt and adapt well to it. So even those planets have been able to make more profit than sending in slaves and Batarians.

The new backbone of the regime allowed for the new Hegemon to increase their military beyond what the old one did. New dreadnoughts, cruisers, and even carriers started to appear from the berths. Many of the controlled information had kept a strong tabs on the military building but the galaxy had noticed it and some had speculate it was because of the massive Vorcha manpower that they have been recruiting and enslaving to allow them to build up their military. Now the rogue state has hounds at their borders and they needed to expand beyond their borders or try to get to the wider galaxy. As of right now the Hegemony is in a bit of a hassle no matter where they look at it, but the future does have some light, light beyond the end of their tunnel.

Held Worlds: Khar'shan, Camala, Adek, Erszbat. The core worlds of the Hegemony. Centered in the Kite's Nest cluster and are the ones that foster the strongest amount of loyalty to the Hegemony. Khar'shan and Camala harbor the largest population in Batarian space with Camala being a the largest soruce eezoe for the local economy. Sanctions had forced many local traveling merchants and shipping corporations to rely more on Camala and this had sparked a second eezoe rush to keep up with demands. Erszbat and Adek had been the centers of Vorcha population booms but for different reasons. Adek was a hot and brutal garden world, known to be a death trap that hindered colonization. The Vorcha were different.

The Vorcha easily adapted to the planet and became the first place where many loyal clans settled. Their people had died due to the harshness but they adapted quickly and begin to rapidly populate the planet. The Hegemon saw that they could do what they couldn't and allowed the Vorcha to settle the planet underneath the oversight of the Hegemony. The Vorcha leadership agreed and had been able to prosper and multiply. The Hegemony was quick to use this as a means of propaganda to bring more local Vorcha and those from the Terminus on their side.

Adek had became a shining beacon for domesticated Vorcha, quickly replacing Batarian jobs and quickly had a population bigger than what the former settlers had. This in turn helped to bring in the manpower the Hegemon promised to the broken economy as specialists and teachers came to devise education methods to quickly get the population the ability to handle Batarian technology and to get the infrastructure up. Eventually they had built their own cities and even connected the planet as more of their kind had came with promises of prosperity and work beyond just scavenging or fighting.

While Adek became the beacon of the loyalist Vorcha, Erzsbat became the opposite for those enslaved. Many of these Vorcha were captured by slaving bands or other Vorcha clans living in the Terminus. This embolden raiding on Heshtok and inner clan fighting with hopes of getting credits from the Batarians. The slaves were shipped off to Erzsbat in order to fuel the growing industry and factories. The Vorcha were used to do what modern automation could do better but with the sanctions in place, they had to make due. The planet quickly became known as the Forge of the Hegemony as it was one of the reasons why they had grown a mighty military and economy despite the sanctions.

[spoiler=Khar'shan]
7 mining complexes- 105 credits
5 industrial complexes-100 credits
2 planetary fuel depots- 40 credits
4 Urban Areas- 600 credits
1 Shipyard- 75 credits
1 small spaceport-125 credits
[/spoiler]

7 Mining Complexes-105-credits
5 industrial complexes-100 credits


7 Mining Complexes-105 credits
3 Industrial Complexes-45 credits


7 Mining Complexes-105 credits
3 Industrial Complexes- 45 credits


Leviathan of Dis
1 Minor space station- 400 credits
+20 RP

Claimed Worlds: These worlds are those that sway towards the Hegemony, but do not favor the new regime. Many are Batarian worlds that don't like the policies of the dictator and have been able to become more or less independent. Others are Vorcha fiefdoms that had grown into more independent planets and want more concessions before they become folded. These worlds are usually around the major government and the former Vicar had made it his duty to bring them into the fold

The Vorcha Fiefdoms are:
Cholis: A terrestrial world that is under a haze of carbon dioxide and xenon. The Vorcha had made it a place to harvest the gases for commercial work and make a living in training troops in harsh environment. Currently are in the sphere of influence but haven't folded. Relies on Camala for eezoe and industrial equipment.
Ramlat: The place was originally a mining community during the first rush for eezoe in Camala. Vorcha came in droves when looking for work and manage to out populate the local Batarians and formed a small Vorcha Fiefdom. They rely on the mining of the resources to fuel their planetary economy and sell to the rest of the Hegemony.
Vana: A rocky world that is covered in dry ice. The Vorcha settled the world to mine the uranium, magnesium, and ice to the rest of the Hegemony. Many of the Vorcha have adapted to thin layer of gases in the atmosphere but new additions have to wear protective equipment.
Ezka: The largest of the Fiefdoms and one that has Vorcha that are primarily from Heshtok. Because of this, they have thrived in the planet and built an mining and industrial powerhouse among the Fiefdoms. This made the Hegemony try to talk to them as getting such a large Vorcha Fiefdom into the fold as this could help the Hegemon's rise to power and to stand stronger against the galaxy.

The Batarian colonies are:
Karpashan: The northernmost colony of the Hegemony and one that had held its independence due to the loss of faith of the old regime. Being on the border, they had rely on their own defenses in case of an Alliance attack or the Hegemony wanted to take them back by force. The garden world has been the case of some scandal due to another planet having the same name in the Verge.
Arahot: The capital of the Viper Nebula and a center for the galactic slave trade that the Batarians dominate. Most of the population are slaves of the human and Vorcha variety. They rely on the heavy amounts of traffic and trading of slaves. They have been able to stay neutral since they have fallen out from the old and new regimes but they have been staying a power because of the slave trading and others protecting the planet's interests.
Therum: Therum is one of two human colonies that had fallen to Batarian warlords in the Artemis Tau cluster. Therum is a local industrial planet that had enslaved the human population once they came from the failings of the Blitz. The thing is that they were secretly backed by the new regime in order to hinder the Alliance in the eastern parts of their territory and allow the Batarian to spread out from their rouge state. There are secret talks with the warlord to finally bring those planets into the fold and this would allow the Hegemony to expand into Alliance space.
Proteus: Proteus is one of two human colonies that had fallen to Batarian warlords in the Artemis Tau cluster. Proteus is an oceanic world similar to the Hanar homeworld. A small human population was conquered by the warlord as a means of making it a pleasure world. Many of the slaves that have been brought are not the normal variety but are made for the galaxy's most dangerous scum. The new regime had secretly been supporting this as a means of flipping the world to the Hegemony and the entire cluster to them as a means of expanding out of their closed borders.

Military:
a) On Planet Forces(Ground Battalions and Docked Ships): 3 infantry divisions- 30 credits
5 infantry divisions-50
16 militia divisions-96
5 armor divisions- 125
1 gunship wing- 5
b) Space Assets: 7 Dreadnaughts, 10 Heavy Cruisers, 10 Frigates(Default)
(Paid)
2 Battlegroup Carriers-90 credits
8 fighter wings-48 credits
1 Battlegroup Carrier-45 credits
4 fighter wings-24 credits
1 assault lander- 3 credits
10 destroyers-150 credits
10 light cruisers-250
2 transports-50
5 frigates-50
6 frigates-60
1 corvette pack-4
2 light cruisers- 50
RP Example:
Questions and Suggestions:
S13
Last edited by Ralnis on Fri Nov 13, 2020 8:44 pm, edited 6 times in total.
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.

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The National Dominion of Hungary
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Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Nov 10, 2020 1:34 pm

Faction Name: The Migrant Fleet of the Quarian State.
Leader: The Admiralty Board, currently consists of Admiral Han'Gerrel Vas Neema, Admiral Shala'Raan Vas Tonbay, Admiral Zaal'Koris Vas Qwib Qwib and Admiral Rael'Zorah Vas Rayya.
Citadel Council Member: NA.

Diplomatic Relations: To say that the Migrant Fleet has outstanding relations with any of the Council, Terminus or Attican Traverse star-nations would be a laughable suggestion. Quarians are looked down upon as nomadic beggars and scavengers by just about every race in the galaxy. The Migrant Fleet has no officially standing diplomatic ties or relations with any race. However, the Quarian Admirals will, on occasion, make deals with the nations whose space they pass through to keep tensions low and relations at a mediocre level. The only Citadel race with no official policy towards Quarians is Humanity. It could be said that Quarians view the Batarians, Krogans and other species "neglected" by the bureaucrats of Citadel Space with empathy and in a positive light as they too know all too well what it is like to be thrown under the bus by the people they thought spoke and stood up for them. A contributing factor to this diplomatic situation is modern Quarian culture. The fact their entire species travels and works as one makes most Quarians quite insular, caring only about the continued survival of the Quarian people and the Migrant Fleet, this in additions to their nomadic life and exclusion from the Citadel mean that the trials and tribulations of the Citadel races don't particularly interest or impress them. The Migrant Fleet, is, technically, in a state of war with the Geth and has been for the last three centuries.

History: Hailing from the world of Rannoch, the Quarians were always a technologically capable species. They created the Geth around the late 1850s CE to be used as labourers and tools of war. The Quarians initially kept their programming as limited as that of any VI, nothing close to an AI, remaining mindful of the Citadel Council's laws against artificial intelligence. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. The Quarian government ordered the immediate termination of all Geth in the hopes of preventing a revolution. Sadly for the Quarians however, they severely underestimated the power and sophistication that the Geth's neural network had evolved to. The Geth reacted to defend themselves, and the resulting confrontation erupted into a war which soon engulfed all of Quarian Space. Billions upon billions of Quarians died, and the survivors were eventually driven from their part of the Galaxy. The only reason Quarians were not immediately wiped out to the last by the Geth there and then was because after they had fled to a certain distance, the Geth seemingly no longer recognized them as a threat and ceased pursuit.

After being refused aid by the Citadel Council, the Quarians fled further away from their old home-stars in what remained of their fleet. Shortly thereafter, the Council stripped the Quarians of their Citadel Embassy as punishment for their carelessness in developing AI, though a treaty was agreed upon forbidding an attack on the Geth in order to avoid provoking them. Ever since, the Quarians have drifted across the Galaxy from system to system, searching for resources to sustain the Migrant Fleet. The modern Quarians are generally divided between two major political factions, the Reclaimers are heavily militaristic and embrace jingoistic Quarian nationalism, dreaming of one day reconquering their lost homeworld and truly regrow their power. Then there are the Redeemers who favor compromise and cooperation, many of whom advocate reapproachment with the Citadel Council and advocate settling a new world with the aid and support of the Council. There is also a third faction minor faction wielding much less influence than the Reclaimers or Redeemers, the Outrider Coalition advocates for the permanent lifting of Martial Law and the extension of more autonomy to the individual ships of the Migrant Fleet.

Today, the bit more than 17.1 million Quarians that call the 50 000 ships of the Migrant Fleet home are the last remnants of a species that fell from grace, who knows what the future has in store for them. With the Redeemer/Reclaimer balance on the Admiralty Board is in flux. While Admiral Koris is an ardent Redeemer, so much that influential Reclaimers like Zorah, Gerrel and up-and-coming Xen often label him a "coward" and "Geth-apologist". Admiral Raan's votes are often found making the decision if a decision passes or deadlocks, though there is talk about instituting a fifth post on the Admiralty Board, something which could greatly tilt the balance for either faction...

Infrastructure and Held Worlds: The Migrant Fleet is currently orbiting Daratar.

Liveship Rayya (2 Urban Areas - 2 Fuel Depots - 1 Small Spaceport)
Liveship Neema (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Shellen (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Syn'Alora'Tris (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Chayym ()
Liveship Tesin'Lieya ()
Liveship Korr'Valiya ()
Liveship Helash ()

Starting Infrastructure Credits: 1000
Starting Infrastructure Credits spent: 990
Starting Infrastructure Credits remaining: 10

Claimed Worlds: Claims rescinded - 100 Credits gained.

Military: Since the Quarian species is for all intents and purposes one catastrophic naval defeat away from extinction, military readiness is very, very high. In order to safeguard the fleet from attack (and the spread of disease) the Quarian navy follows strict routines of patrol and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill, no exceptions. The Migrant Fleet's Armed Forces are divided between three primary branches. The Heavy Fleet is the main military force of the Migrant Fleet, comprised of all Quarian warships suited for open, sustained naval combat, it is commanded by Admiral Han'Gerrel. Then there is the Patrol Fleet which manages reconnaissance, internal security, and crime supression for the Migrant Fleet. The Patrol Fleet consists of mostly lighter vessels though they remain very much warships and in times of war is assigned to guard the Heavy Fleet's flanks, the Patrol Fleet is commanded by Admiral Shala'Raan. The last branch is the Migrant Fleet Marine Corps, or MFMC for short, the MFMC acts as both ground troops and internal police, they are renowned for their skill in shipboard combat and general close-quarters battle.

Starting Military Credits: 100
Starting Military Credits spent: 90
Starting Military Credits left: 10

a) On Planet Ship Forces:

Rayya: 4 MFMC Infantry Divisions.
Neema: 1 MFMC Infantry Division.
Shellen: 1 MFMC Infantry Division.
Syn'Alora'Tris : 1 MFMC Infantry Division.

b) Space Fleets:

Civilian Fleet - Orbit of Daratar
- 8 Habitation Ships.
- 5 Mining Ships.

Heavy Fleet - Orbit of Daratar
- 2 Battlegroup Carriers (Enhanced Life Support Systems(Free)) - 90 Credits
- 10 Dreadnaughts - (Enhanced Life Support Systems (Free))
- 10 Light Cruisers - (Enhanced Life Support Systems (Free))
- 20 Destroyers - (Enhanced Life Support Systems (Free))

Patrol Fleet - Orbit of Daratar
- 5 Light Cruisers - (Enhanced Life Support Systems (Free))
- 5 Destroyers - (Enhanced Life Support Systems (Free))

MFMC Transport Flotilla - Orbit of Daratar
- 10 Bulk Transports - (Enhanced Life Support Systems (Free))
- 5 Transports - (Enhanced Life Support Systems (Free))
- 5 Light Transports - (Enhanced Life Support Systems (Free))

RP Example: I think we know each other.
Questions and Suggestions: Not for now.
S13
Last edited by The National Dominion of Hungary on Thu Nov 12, 2020 1:04 pm, edited 5 times in total.

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


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

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The Empire of Tau
Minister
 
Posts: 3446
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Nov 10, 2020 1:40 pm

G-Tech Corporation wrote:
The National Dominion of Hungary wrote:
I think it means a planet inhabited by your species that is not unilaterally controlled by you at the start of the game. So for the HSA maybe a world like Noveria, where you can send Shepard on a mission to integrate it fully. If I understood correctly that is...


^ this, yarp.

Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.

Ah, so then I can claim whole clusters then, if I want to?

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

Postby Ralnis » Tue Nov 10, 2020 2:06 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:
^ this, yarp.

Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.

Ah, so then I can claim whole clusters then, if I want to?

No, one leader can only successfully claim one planet per turn. It's all up to RNG and other modifiers if they have experience and specialties to it.
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.

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G-Tech Corporation
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Posts: 64218
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 2:51 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:
^ this, yarp.

Claims are worlds with civilian populaces that you can send leaders to integrate into your faction. They'll come with a decent amount of infrastructure once you integrate them. If you don't have a claim on a world, it takes longer to establish that diplomatic reality before your leader starts working to actually add the world to your rule.

Ah, so then I can claim whole clusters then, if I want to?


If you claim every inhabited world in a cluster, you could effectively claim the entire cluster, yep. Claims are just diplomatic hooks though - they take time to convert into actual control.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
Khan of Spam
 
Posts: 64218
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 2:53 pm

The National Dominion of Hungary wrote:
Faction Name: The Quarian Migrant Fleet - Last remnant of the Quarian State.
Leader: The Admiralty Board, currently consists of Admiral Han'Gerrel Vas Neema, Admiral Shala'Raan Vas Tonbay, Admiral Zaal'Koris Vas Qwib Qwib and Admiral Rael'Zorah Vas Rayya.
Citadel Council Member: NA.

Diplomatic Relations: To say that the Migrant Fleet has outstanding relations with any of the Council, Terminus or Attican Traverse star-nations would be a laughable suggestion. Quarians are looked down upon as nomadic beggars and scavengers by just about every race in the galaxy. The Migrant Fleet has no officially standing diplomatic ties or relations with any race. However, the Quarian Admirals will, on occasion, make deals with the nations whose space they pass through to keep tensions low and relations at a mediocre level. The only Citadel race with no official policy towards Quarians is Humanity. It could be said that Quarians view the Batarians, Krogans and other species "neglected" by the bureaucrats of Citadel Space with empathy and in a positive light as they too know all too well what it is like to be thrown under the bus by the people they thought spoke and stood up for them. A contributing factor to this diplomatic situation is modern Quarian culture. The fact their entire species travels and works as one makes most Quarians quite insular, caring only about the continued survival of the Quarian people and the Migrant Fleet, this in additions to their nomadic life and exclusion from the Citadel mean that the trials and tribulations of the Citadel races don't particularly interest or impress them. The Migrant Fleet, is, technically, in a state of war with the Geth and has been for the last three centuries.

History: Hailing from the world of Rannoch, the Quarians were always a technologically capable species. They created the Geth around the late 1850s CE to be used as labourers and tools of war. The Quarians initially kept their programming as limited as that of any VI, nothing close to an AI, remaining mindful of the Citadel Council's laws against artificial intelligence. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. The Quarian government ordered the immediate termination of all Geth in the hopes of preventing a revolution. Sadly for the Quarians however, they severely underestimated the power and sophistication that the Geth's neural network had evolved to. The Geth reacted to defend themselves, and the resulting confrontation erupted into a war which soon engulfed all of Quarian Space. Billions upon billions of Quarians died, and the survivors were eventually driven from their part of the Galaxy. The only reason Quarians were not immediately wiped out to the last by the Geth there and then was because after they had fled to a certain distance, the Geth seemingly no longer recognized them as a threat and ceased pursuit.

After being refused aid by the Citadel Council, the Quarians fled further away from their old home-stars in what remained of their fleet. Shortly thereafter, the Council stripped the Quarians of their Citadel Embassy as punishment for their carelessness in developing AI, though a treaty was agreed upon forbidding an attack on the Geth in order to avoid provoking them. Ever since, the Quarians have drifted across the Galaxy from system to system, searching for resources to sustain the Migrant Fleet. The modern Quarians are generally divided between two major political factions, the Reclaimers are heavily militaristic and embrace jingoistic Quarian nationalism, dreaming of one day reconquering their lost homeworld and truly regrow their power. Then there are the Redeemers who favor compromise and cooperation, many of whom advocate reapproachment with the Citadel Council and advocate settling a new world with the aid and support of the Council. There is also a third faction minor faction wielding much less influence than the Reclaimers or Redeemers, the Outrider Coalition advocates for the permanent lifting of Martial Law and the extension of more autonomy to the individual ships of the Migrant Fleet.

Today, the bit more than 17.1 million Quarians that call the 50 000 ships of the Migrant Fleet home are the last remnants of a species that fell from grace, who knows what the future has in store for them. With the Redeemer/Reclaimer balance on the Admiralty Board is in flux. While Admiral Koris is an ardent Redeemer, so much that influential Reclaimers like Zorah, Gerrel and up-and-coming Xen often label him a "coward" and "Geth-apologist". Admiral Raan's votes are often found making the decision if a decision passes or deadlocks, though there is talk about instituting a fifth post on the Admiralty Board, something which could greatly tilt the balance for either faction...

Infrastructure and Held Worlds: The Migrant Fleet is currently orbiting Korlus.

Liveship Rayya (2 Urban Areas - 2 Fuel Depots - 1 Small Spaceport)
Liveship Neema (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Shellen (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Syn'Alora'Tris (1 Urban Area - 2 Fuel Depots - 1 Industrial Complex)
Liveship Chayym ()
Liveship Tesin'Lieya ()
Liveship Korr'Valiya ()
Liveship Helash ()

Starting Infrastructure Credits: 1000
Starting Infrastructure Credits spent: 990
Starting Infrastructure Credits remaining: 10

Claimed Worlds: Rannoch - Haestrom

Military: Since the Quarian species is for all intents and purposes one catastrophic naval defeat away from extinction, military readiness is very, very high. In order to safeguard the fleet from attack (and the spread of disease) the Quarian navy follows strict routines of patrol and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill, no exceptions. The Migrant Fleet's Armed Forces are divided between three primary branches. The Heavy Fleet is the main military force of the Migrant Fleet, comprised of all Quarian warships suited for open, sustained naval combat, it is commanded by Admiral Han'Gerrel. Then there is the Patrol Fleet which manages reconnaissance, internal security, and crime supression for the Migrant Fleet. The Patrol Fleet consists of mostly lighter vessels though they remain very much warships and in times of war is assigned to guard the Heavy Fleet's flanks, the Patrol Fleet is commanded by Admiral Shala'Raan. The last branch is the Migrant Fleet Marine Corps, or MFMC for short, the MFMC acts as both ground troops and internal police, they are renowned for their skill in shipboard combat and general close-quarters battle.

a) On Planet Ship Forces:

Rayya: 4 MFMC Infantry Divisions.
Neema: 1 MFMC Infantry Division.
Shellen: 1 MFMC Infantry Division.
Syn'Alora'Tris : 1 MFMC Infantry Division.

b) Space Fleets:

Civilian Fleet - Orbit of Korlus
- 8 Habitation Ships.
- 5 Mining Ships.

Heavy Fleet - Orbit of Korlus
- 10 Dreadnaughts - (Enhanced Life Support Systems (Free))
- 10 Light Cruisers - (Enhanced Life Support Systems (Free))
- 20 Destroyers - (Enhanced Life Support Systems (Free))

Patrol Fleet - Orbit of Korlus
- 5 Light Cruisers - (Enhanced Life Support Systems (Free))
- 5 Destroyers - (Enhanced Life Support Systems (Free))

MFMC Transport Flotilla - Orbit of Korlus
- 10 Bulk Transports - (Enhanced Life Support Systems (Free))
- 5 Transports - (Enhanced Life Support Systems (Free))
- 5 Light Transports - (Enhanced Life Support Systems (Free))

RP Example: I think we know each other.
Questions and Suggestions: Not for now.
S13


This all seems to be in order. As such, I am happy to accept it. Good to have you back.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby The National Dominion of Hungary » Tue Nov 10, 2020 3:29 pm

Glad to be aboard :)

Also, quick question, could we forefit claims in exchange for starting credits?

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


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

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64218
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 3:33 pm

The National Dominion of Hungary wrote:Glad to be aboard :)

Also, quick question, could we forefit claims in exchange for starting credits?


For a small amount, sure. Really, the only reason I offered to let Tau reduce his is that he has quite the load of setup to do.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Empire of Tau
Minister
 
Posts: 3446
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Nov 10, 2020 3:39 pm

I have set up my claimed planets, but I'm one planet off from the full 30.

User avatar
Segmentia
Powerbroker
 
Posts: 8799
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Tue Nov 10, 2020 4:26 pm

Time to right the wrongs done to the Quarians, perhaps.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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G-Tech Corporation
Khan of Spam
 
Posts: 64218
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 10, 2020 6:14 pm

Segmentia wrote:Time to right the wrongs done to the Quarians, perhaps.


The Asari -do- have plenty of spare worlds.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Empire of Tau
Minister
 
Posts: 3446
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Nov 10, 2020 6:16 pm

I don't mind to help the Quarians as well.

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

Postby Ralnis » Tue Nov 10, 2020 7:03 pm

Time to invade the Alliance with Reaper ships. Going to go full indoctrination baby!
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
Segmentia
Powerbroker
 
Posts: 8799
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Tue Nov 10, 2020 7:30 pm

Ralnis wrote:Time to invade the Alliance with Reaper ships. Going to go full indoctrination baby!


The Batarians will be lucky to survive the new sanctions a full blown invasion and enslavement of a species might bring...and also being a split empire...
"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 » Tue Nov 10, 2020 7:42 pm

Segmentia wrote:
Ralnis wrote:Time to invade the Alliance with Reaper ships. Going to go full indoctrination baby!


The Batarians will be lucky to survive the new sanctions a full blown invasion and enslavement of a species might bring...and also being a split empire...

Nope, old history. New history would still get those sanctions I would expect.
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.

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