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Mass Effect Factions: Endless [Codex]

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G-Tech Corporation
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Inoffensive Centrist Democracy

Mass Effect Factions: Endless [Codex]

Postby G-Tech Corporation » Fri Aug 26, 2016 9:40 am

Image


The Codex is an archive to keep track of everything that's going on in the galaxy. You post your initial Application and starting units then each single month you update your faction's strength. You will initially post your monthly expenditure in the IC to allow all to see, then update your entry here to reflect those expenditures/construction/etc.

Please update this every month, it lets me know how much is being produced and what was spent. If something is posted in here, remember, it effectively doesn't exist. So keep your Codex entry updated.

This is just for your initial application, and subsequent growth. If you aren't part of our RP, please don't post here. One post per RPer, if you please, though two are permissible if you really think you'll beat the character limit. If you are going to take two posts, ensure they are one after another, not separated.
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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Kinistian
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Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Fri Aug 26, 2016 11:12 am

The Jas'arian Empire

Image
"Prosperity,Survival,Wealth "

Government


The Tal


The Tal are governed by what is called the Grand Council of Eleven,a group of the smartest and wises of the Tal people. They are not elected nor inherit this right,they are selected by the Council before them. To become a councilor one must show intelligence,courage,humility, and put the needs of the many over the needs of the few. The Grand Council though always as the 1st Legion's General as one on the table,for military advice. Then there is what you call the Council's Voice,a selected member who acts as the Council's Figure head. They reside in the greatest Tal city of Delvi,Tal'sirum Tys Vor'tuis(City of White Towers).

The Upian


The Upian have no unifying government,they are divided by clans and warlords who fight over the Arid Northern Mountain Ranges. They only come together to create massive hoards known as Gals,in which the Great War Chief is crowned,but no Gal has existed for hundreds of years. The only Upian City is claimed by the Hal'ti clan and even then it's mostly made of rock and scavenged tech.

Ra'yer


Ra'yerian Freehold is composition of city states and upstart nations who's only reasons for not unifying with the Tal or each other would be the lost of wealth and slaves. Each Ra'yer city is governed by different political institutions,from kings to self style republics. The Ra'yer though are best represented by Emperor Ra'tu the 2nd and his Great Tree City of Malvos Tys Furdonian(City of Golden Trees).


History


Jas'ar prehistoric history
The Jas'ar are a race of avian/reptile humanoids that reside on their Homeworld of Delvi,a lush garden world mostly covered by jungles and oceans with a few arid mountain ranges on the Northern continent. The Jas'ar evolved from ground base raptors who became the dominant predators. The original Jas'ar were large and feathered roaming in packs ranging from 5 to 30 individuals. As they migrated though out their world the Jas'ar slowly began to adapted physically to their preferred environments.

The Tal evolved on the great savannas that separated the giant jungles of Delvi,hunting and creating a agrarian society based around a wheat like plant. They became omnivorous and thus could start focusing on their tools. Their brains no longer hand to be confined to hunting strategy but how to kill and build more effectively. They created the first Jas'ar civilization as well as many other things such as irrigation and a written language. The Tal has since be the leading sub species in all theaters of civilization,technology,economy,government,and military hardware. They are the creators of the Galstic,a combat drone cable of withstanding a hail or bullets and blows of Upian charger.

The Upian are the most reptilian of the Jas'ar,bulkier and more suited for the harsh conditions of colder climates,the Tals see them as Salarains see the Krogan. As the Jas'ar migrated though Delvi,one group followed the massive mega fauna that migrated to the planets arid mountains. Here they shaded their feathers for tougher scales in order to protect themselves when hunting and fighting with each other. The Upains stayed in the Stone Age for thousands of years before coming into contact with the Tal colonist. In that time they developed a Viking like culture of feuding clans that fought over territories and females. The Upains are the best warriors of Delvi, but have only been able to use and remake technology they have stolen from the Tals. Today they have yet to reach spaceflight like their cousins,the only ones that have been seen in modern tech are slaves to the Ra'yer.

The Ra'yer have retained the most resembling features of the original Jas'ar species,mostly reptilian features with displaying head and arm feathers. They evolved on and around the massive inland sea of Delvi,becoming smaller,more intelligent then the Upian,but more agile then their Tal cousins. The Ra'yer inhabited most of the jungles and all the major island of Delvi. They became the best sailors and pirates on the seas while on land they lived in magnificent tree cities. Their wealth comes from trade with the Tals as well as slaves form both their cousins. The Ra'yer worship a Parthenon of gods that they strongly protect. Today they have a strong relationship with the Tals,and are still the best sailors on both space and sea,they also have taken a liking to using sniper rifles.

Jas'ar Present Day

The Tals are the most populace,most advance, and the political giants of Delvi and on other planets. They live in magnificent cities of white that reach high into the skies that resemble cities in earth in 2080. They are also the most sophisticated of td bunch. They are ruled by the council of eleven,selected for their intelligence,wisdom,and experience with the other Jas'ars. The Tals are entirely unified under their rule. Their generals and warrior have trained with the Ra'yer while being reinforced with their Galstic servants which have replaced their organic slaves. They're armies are small but technology more equipped and more deadly.

The Upains have yet to unite,instead relying on their clan base system of governance,"the strongest rules". They have yet to create technology of their own and have become the Bane of the species. The only notable group of Upians is clan Hel'ti which isn't ruled by a true Upain but a half breed of Tal Slavs and a Upian chief. The Hel'ti are the only clan to have a city which is mostly made out of rock with scraps of technology keeping it lit and functional.

Ra'yer have grown wealthy and proud over the centuries. They have traded their wooden ships of the seas for their metals ones of the skies. Though separated along city lines the Ra'yer rarely fight each other as they use too. Now they continue to enslave the Upian instead of relying of Tal machines. Their relationship with the Tal have also increased,training the tech savvy race in the arts of war in exchange for gold and technology. They don't desire to leave their jungles and oceans for other planets like the Tals do but still hold the best merchant and naval personal on the planet. Their Tree Cities have become Mega Tree cities,filled with culture and goods that if a Upain clan would be able to take one,they wouldn't have to raid or pillage for decades.

Having incepted a Cerbus vessel a year prior to the Reaper War,the Tals have advance their technology well into the modern age with the Ra'yer close behind while the Upians remain still technology inferior to all. Untouched by the Reapers,The Jasarian's haven't been affected by the war and so they have grown and the Tals are ready to venture out into the Galaxy.

Tech levels:Tals(mass effect tech)
Ra'yer:pre mass tech,upgraded arms are mass effect tech
Upian:modern day tech


Military


The Tal armies are the most organized and disciplined on all of Delvi,always equipped with the latest gear possible. They are divided into Legions who often protect the Tal from Upian Raiders or hostile Ra'yer slavers and pirates. The strongly risible the Legions of the Roman Empire.

25 Infantry Divsions
20 Gunship Wings
20 Armor Divisions
10 Artillery Battalions
5 Anti-Orbital Missiles


1 Elite Specialist
5 Galstic Battalions
10 Spec Op Teams


50 Light Cruiser
100 Frigates
200 Corvette Packs
2 Fighter Wings
2 Corvette Packs


1 Light Crusier
2 Destroyers
4 Frigates
5 Light Crusiers
1 Escort Carrier
1 Fighter Wing

3 Infantry Divsions
1 Amoured Divsion
1 Gunship Wing


Upian hoards are many yet dull,the most populace but perhaps the most weakest. They have no order and are not meant for long dragged out wars like the Tals and Ra'yer can. They are armed with what ever they can get there hands on and sometimes with their bare hands. Though physically they are the biggest and toughest,the Tal Technology that has been used by both their cousins has caused them to end large scale raids and now they fight off each other and Ra'yer slavers.

25Militia Divsions


The Ra'yer are the most romanticized when it comes to warfare and the most skilled,for they where even hired by the Tal to fight of Upain hoards and train their legions in the old times. Their armies are old and named after their diverse history and almost every division has sniper squads. They now raid Upain land and keep the huge Tree cities policed when not at war.

4 Marine Divisions(Flamethrowers and Sniper Teams)
21Marine Divisions


Swarm of Darts
4 Light Cruisers
2 Frigates
2 Light Transports
2 Sun Warriors


1 Elite Specialist
8 Ra'yer Assassins(spec ops)


2 Dreadnoughts(8)
4 Corvette Packs(1)


Economy


Phenoix Massing/Tulu System/Jas'arian Home System

(Dead One)
Barren
1 Mining Complex(7)
1 Major Mining Complex(15)
1 Industrial Complex(5)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Planetary Fuel Depot(5)
1 Small Space Port(36)
Natural(25)
(123)


1 Aerostadt(45)
1 Orbital mining station(30)
Natural(10)
(85)


(Deserted One)
Non-hostile terrestrial

2 Urban Areas(90)
2 Mining Complexs(10)
1 Major Mining complex(10)
1 Industrial Complex(5)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Planetary Fuel Depot(5)
1 Gambling Den(20)
1 Minor Space Port(80)
+25 natural
+275


(One's Home)
Garden

1 Major Spaceport (300)
4 Urban Areas(180)
5 Mining Complex(35)
2 Major Mining complex(30)
3 Industrial Complex(15)
1 Major industrial complex(15)
1 Shipyard(15)
2 Planetary Fuel Depot(10)
2 Gambling Den(60)
Natural Income(100)
1 Research Station(offline)
+780


(No One)
Gas Giant
2 Aerostadt(90)
1 Orbital mining station(30)
Natural(40)
(+160)


(He who has many sons)
Gas Giant
2 Aerostadt(90)
1 Orbital mining station(30)
Natural(40)
(+160)


1Mining Complex(7)
1Industrial Complex(5)
1Fuel Depot(5)
Natural(10)
(+27)


1Mining Complex(7)
1Industrial Complex(5)
1Fuel Depot(5)
Natural(10)
(+27)


2 Urban Areas(90)
2 Fuel Depot(10)
1 Small Spaceport(32)
20%(353.80 )
(+485.80)


Vismer System/Tal Territory

(Barren)
1 Mining Complex(7)
1 Major Mining Complex(15)
1 Industrial Complex(5)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Planetary Fuel Depot(5)
1 Small Space Port(28)
Natural(25)
(111)


(Barren)
1 Mining Complex(7)
1 Major Mining Complex(15)
1 Industrial Complex(5)
1 Major Industrial Complex(15)
1 Shipyard(15)
1 Planetary Fuel Depot(5)
1 Small Space Port(28)
Natural(25)
(111)


(Garden Moon:Prothean Artifacts: Double RP from Research Stations)
1 Minor Spaceport(60)
3 Urban Areas(135)
4 Mining Complex(30)
2 Major Mining complex(30)
2 Industrial Complex(10)
1 Major industrial complex(15)
1 Shipyard(15)
2 Planetary Fuel Depot(10)
2 Gambling Den(50)
Natural Income(60)
1Orbital Industrial Yard(104.75)
(+519.75)


(Moon)
1Mining Complex(7)
1Industrial Complex(5)
1Fuel Depot(5)
Natural(10)
(+27)


(Moon)
1Mining Complex(7)
1Industrial Complex(5)
1Fuel Depot(5)
Natural(10)
(+27)


(Gas Giant)
2 Aerostadt(90)
1 Orbital mining station(30)
Natural(40)
(+160)


1 Aerostadt(45)
1 Orbital mining station(30)
Natural(10)
(85)


1050
2 Urban Areas-200
3 Mining Complexes-50
2 Major Mining complex-60
3 Industrial Complex-45
1 Major industrial complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
2 Gambling Den-100

Tal
1st Legion of Delvi
10 Infantry Divsions-100

1st Fleet of Delvi
1 Light Cruiser-25
5 Frigates-50
2 Fighter Wings-12
2 Corvette Packs-8


Upian
Clans of the Mountains
10 Militia Divsions-60


Ra'yer
The Ba'kari(Fire Screamers)
2 Marine Divisions(Flamethrowers and Sniper Teams)-31.2

Juld'iam Fleet
4 Light Cruisers-100

3.8 left


563.8

Vip'jir
2 Urban Areas-200
2 Mining Complexs-20
1 Major Mining complex-30
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Gambling Den-50
1 Minor Space Port-80

2 Fire Screamers-63.8


Delvi
Major Space Station Upgrade-500

Bal'tus
1 Mining Complex-10
1 Major Mining Complex-10
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Small Space Port-80

3 Talnisan Cruisers-75


1178

Up'dalbi
2 Aerostadt-400
1 Orbital mining station-100


Gavri ull Tyium
2 Aerostadt-400
1 Orbital mining station-100


Month 5
1676
1/2 on military
838
1st Legion of Delvi
20 Gunship Wings-100
10 Armor Divisions-250
10 Artillery Battalions-100
5 Anti-Orbital Missiles-50

Talnisian Commandos
1 Elite Specialist-8
10 Spec Op Teams-60

10 Talnisian Cruisers-250

2 Ra'yer Friagtes-20
20 Marine Divisions-240
1 Elite Specialist-8
8 Ra'yer Assassins-48


838
Hul Barren Moon
1 Mining Complex-10
1 Major Mining Complex-10
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Small Space Port-80

Dul Barren Moon
1 Mining Complex-10
1 Major Mining Complex-10
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Small Space Port-80

Asteroid Belt
1 Orbital Mining Station-100

2left


3196
(1498*2+200=3196)

1 Mobile Space Station-2000
2 Urban Areas-200
2 Fuel Depot-30
1 Small Spaceport-80

1 Research Station-400
1 Aerostadt-200
1 Orbital mining station -100

1 Marine Division-12
10 Militia Division-60
10 Infantry Divsions-100
2 Light Transport-14


2058
33 Light Cruisers-825
95 Frigates-950
10 Armored Divisions-250


2058+400(this is from well actually bad on my part,I had two moons I forget to put on the roster which I actually built to much on so I recalculated my assets,to complicate I didn't add the built income from those moons,just the assets that I couldn't have built on my barren moons)

2left

Kolic
(Garden Moon)
(Prothean Artifacts: Double RP from Research Stations)
1 Minor Spaceport-80
3 Urban Areas-300
4 Mining Complex-40
2 Major Mining complex-60
2 Industrial Complex-30
1 Major industrial complex-40
1 Shipyard-50
2 Planetary Fuel Depot-30
2 Gambling Den-100
1Orbital Industrial Yard-200(104.75)

Julviny
(Barren)
1 Mining Complex-10
1 Major Mining Complex-10
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Small Space Port-80

Ovir
(Barren)
1 Mining Complex-10
1 Major Mining Complex-10
1 Industrial Complex-15
1 Major Industrial Complex-40
1 Shipyard-50
1 Planetary Fuel Depot-15
1 Small Space Port-80

Yul
(Moon)
1Mining Complex-10
1Industrial Complex-15
1Fuel Depot-15

Tul
(Moon)
1Mining Complex-10
1Industrial Complex-15
1Fuel Depot-15

Arvisul
(Gas Giant)
2 Aerostadt-400
1 Orbital mining station-100

Asteroid Belt
1 Aerostadt-200
1 Orbital mining station-100

2 Dreadnoughts-180(Delvi)
4 Corvette Packs-16
Last edited by Kinistian on Wed Sep 14, 2016 7:25 am, edited 6 times in total.

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The National Dominion of Hungary
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Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Fri Aug 26, 2016 2:57 pm

Image


Quarian Migrant Fleet

Unity, Order, Clan, Family

Keelah Se'lai


Faction: The Quarian Migrant Fleet

Leader: In theory the Migrant Fleet operates under martial law under the Admiralty Board but in practice the democratically elected Conclave does most of the ruling. Each and every ship in the Flotilla sends it's representatives to the Conclave where they vote on day-to-day issues. On each individual ship the Captain has the final say in any matter as per usual under Quarian martial law, in practice however most Captains defer to the judgement of the ship's civilian council. In the recent times of unrest and strife the Admiralty Board has taken a much more active role making policy decisions regarding foreign policy, Fleet course and military operations, with the Quarians now making their way to colonize a planet their system of government will probably experience change and transition.

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, Synthetic Countermeasure Director.

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

Brief description of diplomatic relations:
The Migrant Fleet used to be neutral with the Human Systems Alliance but hostile with most of Citadel Space beyond that. Most species often looked down upon them because of their tendency to A, strip-mine the systems they pass through and B, maroon criminals on various planets. This unpopularity, and the fact their entire species used to work and travel together as one, makes most Quarians quite insular, caring only about the continued survival of the Migrant Fleet. Their nomadic life and exclusion from the Citadel mean that the concerns of the Citadel races don't particularly interest or impress them.

In recent times however, particularly after the Saren Incident the Migrant Fleet became more active in Galactic politics, moving to secure and alliance with the Batarians and Vorcha, this 'Terminus Federation' while relatively fruitful for both the Quarians and Batarians was very short lived as soon afterward the Batarian Civil War erupted and the nascent Federation fell apart. Relations with the Vorcha are poor, with the Geth they are only a tad bit better than before, before being abysmal. Slightly better relations with the Volus however. The galaxy was not impressed with the Quarian plan of hiding in the depths of dark space and wait until it was all over and done with but Quarian contribution to the war effort after their emergence from dark space was quite appreciated.

Military state of readiness: Very, very high, 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. The Armed Forces of the Migrant Fleet are divided into the Heavy Fleet, the Patrol Fleet and the Marine Forces. The Quarian military has been gearing up with armaments specifically designed to counter synthetics such as the geth. The Adas Anti-Synthetic Rifle is an electrical weapon optimized for medium and long-range firefights, other such weapons include the Arc Pistol. While not used against Geth as originally intended, they proved quite efficient against Reapers as well.

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 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 but the quarians lost the resulting war and were almost exterminated by the geth, today, the Migrant Fleet and it's seventeen million inhabitants are the last splinter of the quarian species.

During the Reaper War the Quarians were initially uninterested in dying for a galaxy that mostly shunned them and instead hoped to hide in dark space and ride out the storm. That is until the situation for the galaxy turned dire and the Citadel Council sent out messages hoping to reach the Migrant Fleet in order to have the single largest collection of starships in the galaxy at their disposal to fight the Reapers, the Quarians were reluctant until the Council promised to officially grant the Quarians the right to establish planetside colonies and build a new home on a new world. The Quarians returned and their engineers aided in the construction of the Crucible while the civilian population was temporarily moved planetside and left with the Liveships, the Patrol Fleet and the Marine Force to guard them while the Heavy Fleet and, since almost every ship in the Migrant Fleet had some form of armament, armor and shielding the vast majority of the Civilian Fleet also fought in the massive Battle for Earth.

After victory was had and the dust settled upon a ruined galaxy, the Quarians, having spent most of the Reaper War in hiding now look to claim a piece of the galaxy for themselves out of the ruins of decimated civilizations.

Infrastructure and Armed Forces:

Kypladon System:

Planet Korr'Mal ((Formerly Hanalei) Hostile Terrestrial): Unexploited.

T'Olku Asteroid Belt: 1 Orbital Mining Station (Income 70 per month).

Planet Ksi'm Iyen ((Formerly Cyone) Garden World): 2 Planetary Fuel Depots (Income 5x2 per Month). 5 Mining Complexes (Income 7x5 per month) 2 Major Mining Complexes (Income 15x2 per month) 3 Industrial Complexes (Income 5x3 per month). 1 Major Industrial Complex (Income 15 per Month) 4 Urban Areas (Income 55x4 per Month) 2 Gambling Dens ( Income 2x10 per Month) 1 Shipyard (Income 15 per Month) 1 Small Spaceport (Income 80 per Month) 2 Orbital Defense Platforms.
Planetary Effects: Terrible Colonists (-20% Income from Planetary Infrastructure) Garden World (100 Base monthly Planetary Income).
Planetary Income Total: 452 credits.

Planet Fih'Rios ((Formerly Katebolo) Gas Giant): 1 Orbital Mining Station (Income 70 per month).
Planetary Effects: Terrible Colonists (-20% Income from Planetary Infrastructure) Gas Giant (40 Base monthly Planetary Income).
Planetary Income Total: 96 credits.

Kypladon System Total: 618 credits per month.

Teyolia System:

Planet Kishas'Vre ((Formerly Loxia) Hostile Terrestrial): Unexploited.

Planet Tash'Var Ishan ((Formerly Nevos) Garden World): 4 Urban Areas (Income 4x55 per month) 2 Gambling Dens (Income 10x2) 2 Planetary Fuel Depots (Income 5x2 per month) 5 Mining Complexes (Income 7x5 per month) 2 Major Mining Complexes (Income 15x2 per month) 3 Industrial Complexes (Income 5x3 per month) 1 Major Industrial Complex (Income 15 per month) 1 Shipyard (Income 15 per month) 1 Small spaceport (Income 84 per month). 1 Research Station (Expense 50 per Month) Planetary Fortifications Level 1.
Planetary Effects: Terrible Colonists (-20% Income from Planetary Infrastructure) Garden World (100 Base monthly Planetary Income).
Planetary Income Total: 415 credits.

Planet N'Drasi ((Formerly Quirezia) Gas Giant): 1 Orbital Mining Station (Income 70 per month) 2 Aerostadts (Income 45x2 per Month).
Planetary Effects: Terrible Colonists (-20% Income from Planetary Infrastructure) Gas Giant (40 Base monthly Planetary Income).
Planetary Income Total: 168 credits.

Planet Dal'Yanoi ((Formerly Atebolos) Non-Hostile Terrestrial): Unexploited.

Teyolia System Total: 583 credits per month.

Nahuala System:

Planet Aun'Taal ((Formerly Agessia) Hostile Terrestrial): Unexploited.

Planet Ho'Sarn Meis ((Formerly Hyetiana) Garden World): 1 Outpost (Income 10 per Month) 5 Mining Complexes (Income 5x7 per Month)
Planetary Effects: Terrible Colonists (-20% Income from Planetary Infrastructure) Garden World (100 Base monthly Planetary Income).
Planetary Income Total: 36 credits.

Planet Isla'Sui ((Formerly Phoros) Gas Giant): Unexploited.

Nahuala System: 36 credits per month.


- Currently Orbiting: Tash'Var Ishan (Nevos), Teyolia System.
3 Liveships + 70 credits a month each.
Rayya - 2 Urban Areas (Income 45x2 per month) 2 Planetary Fuel Depots (Income 5x2 per month) 3 Industrial Complexes (Income 5x3 per month) 1 Major Industrial Complex (Income 15 per month) 1 Civilian Shipyard (Income 50 per month) 1 Small Spaceport (Income 48 per month) Research Station (Expenditure 10 per month.)
Shellen - 2 Urban Areas (Income 45x2 per month) 2 Planetary Fuel Depots (Income 5x2 per month) 3 Industrial Complex (Income 5x3 per month) 1 Major Industrial Complex (Income 15 per month) 1 Shipyard (Income 15 per month) 1 Small Spaceport (Income 40 per month)
Lestiak - 2 Urban Areas (Income 45x2 per month) 2 Planetary Fuel Depots (Income 5x2 per month) 3 Industrial Complex (Income 5x3 per month) 1 Major Industrial Complex (Income 15 per month) 1 Shipyard (Income 15 per month) 1 Small Spaceport (Income 40 per month)


Currently Holding Defensive Positions around Mass Relay - Kypladon System.
3 Dreadnoughts (Multicore Shielding and Thanix Cannons)
2 Dreadnoughts (Multicore Shielding and Enhanced EW)
8 Bulk Transports
10 Battlecruisers (Thanix Cannons and Silaris Armor)
4 Battlecruisers (Thanix Cannons and Enhanced EWS)
4 Fleet Carriers (Multicore shielding)
-18 Fighter Wings & 6 Interceptor Wings (Stealth Systems & Multicore Shielding)
4 Heavy Cruisers (Thanix Cannons and Enhanced GARDIAN)
6 Heavy Cruisers (Thanix Cannons and Enhanced Sensors)
11 Heavy Cruisers (Multicore Shielding + Thanix Cannons)
10 Light Cruisers (Enhanced GARDIAN systems and Multicore Shielding)
5 Light Cruisers (Thanix Cannons and Multicore Shielding)
20 Destroyers (Multicore Shielding and Advanced Sensors)
25 Frigates (Thanix Cannons and Enhanced EW)
25 Frigates (Thanix Cannons and Multicore Shielding)
8 Frigates


- Currently Orbiting: Tash'Var Ishan (Nevos), Teyolia System.
4 Heavy Cruisers (Thanix Cannons and Enhanced GARDIAN)
2 Battlegroup carriers (Multicore shielding)
- 4 Fighter wings & 4 Interceptor wings (Stealth Systems & Multicore Shielding)
2 Light Cruisers (Thanix Cannons & Enchanced EW)
10 Frigates (Thanix Cannons & Multicore Shielding)
6 Corvette Packs (Stealth Systems & Multicore Shielding)
4 Corvette Pack (Stealth Systems & Enchanced EW)


Currently Stationed: Tash'Var Ishan (Nevos), Teyolia System.
8 Marine Divisions (HQW and Advanced Armor)
4 Marine Divisions (Heavy Weapons Teams and Advanced Armor)


- Currently Orbiting: Tash'Var Ishan (Nevos), Teyolia System.
4 Destroyers (Stealth Systems and Enchanced Sensors)
1 Elite Specialist (Cpt.Talo'Batha vas Allemis) with free Elites, HQA, EW Capabilites and Stealth Training
1 Elite Specialist (Lt.Gillian Grayson vas Idenna) with free Elites, HQA, Combat Biotics and Stealth Training
8 Spec-Ops Teams with HQA, EW Capabilities and free Elites


50 Corvette Packs (Thanix Cannons & Stealth Systems) on Tash'Var Ishan - Started Month 3/Finished Month 5.


20/month - Base
70x3/month - Habitation Ships.
218/month - Infrastructure on the Rayya.
10 RP/month - Infrastructure on the Rayya.
185/month - Infrastructure on the Shellen.
185/month - Infrastructure on the Lestiak.
618/month - Kypladon System Total.
583/month - Teyolia System Total.
36/month - Nahuala System Total




RP Example: 1, 2, 3, 4
Mandalorian jao
Last edited by The National Dominion of Hungary on Wed Sep 21, 2016 3:56 am, edited 11 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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G-Tech Corporation
Khan of Spam
 
Posts: 63982
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 26, 2016 2:59 pm

Faction: The Geth Consensus
Leader: The First Voice
Citadel Council Member: Clearly no.
Brief description of diplomatic relations: Following the Reaper Conflict, the Geth are on reasonably good terms with Cerberus, the Vorcha, and indeed most of Council Space due to their sacrifices during the war. They're still on pretty dubious terms with the Quarians though.
Military state of Readiness: Average. With the end of the Reaper Conflict there has been a drawdown of military strength, but the Consensus still maintains a certain degree of military readiness.
History: Now truly conscious and independent, the Geth despite their losses in the Reaper Conflict are poised to re-enter the galaxy at large and no longer consigned to isolation. With one of the largest militaries and economies in the known universe, they take their stage as the leaders of Synthetic civilization in the cosmos.
Infrastructure and Claimed Worlds:
Perseus Veil
Star Forge (234)
Rannoch: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Major Spaceport (5304 - 70%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
-Apihelion [Urban Area, Fuel Depot] (Class IV PD Gun) (77)
-Uriyah: 8 Mining Complexes, 3 Major Mining Complexes, 3 Urban Areas, 2 Fuel Depots, 2 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4102 - 65%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
Adas: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
-Perihelion [Urban Area, Fuel Depot] (Class IV PD Gun) (77)
Kaddi: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
Haza (Gas Giant): 2 Aerostadts (252)

Star Forge (234)
Barach: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Civilian Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3070 - 65%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-Sigil: 5 Mining Complex, 1 Industrial Complex (140) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Signifier of Sun: 1 Fuel Depot, 1 Urban Area (77) [Lvl 4 Defense Guns]
Predec: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3070 - 70%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Standard-Bearer: 1 Fuel Depot, 1 Urban Area (77) [Lvl 4 Defense Guns]

Superstructure | Star Forge (234) [2 Orbital Defense Platforms]
Numlar: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (2967 - 70%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Sirens: 2 Fuel Depots, 2 Urban Areas (130) [Lvl 4 Defense Guns]
-The White Twin: 5 Mining Complex, 1 Industrial Complex (182) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Gray Twin: 5 Mining Complex, 1 Industrial Complex (182) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
The Offspring

Star Forge (234)
Veneration: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3274 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Sentinel of Awe: 1 Fuel Depot, 1 Urban Area (65)
-Hallow: 5 Mining Complex (156) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
Enlightenment: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3274 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
Asteroid Belt: 1 Aerostadt (84)
Harrowing: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3274 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)] [2 Orbital Defense Platforms]
-The Guard of Valor: 1 Fuel Depot, 1 Urban Area (65)
-Nardia: 5 Mining Complexes (156) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array]
-Klepsis: 5 Mining Complexes (156) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array]
-Vaarshad: 5 Mining Complexes (156) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array]
-Brundisa: 4 Mining Complex, 1 Fuel Depot, 3 Industrial Complex, 1 Major Industrial Complex, 1 Shipyard (270 - 25%)
Wastrel: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3274 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
-Want: 5 Mining Complexes (156) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array]
Latrash (GG): 1 Orbital Mining Station, 2 Aerostadt (156)

Star Forge (234)
Hathar: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3172 - 70%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
-The Acolyte's Repentance: 1 Fuel Depot, 1 Urban Area (77) [Lvl 4 Defense Guns]
Heritage: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3172 - 70%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
Nerala: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3172 - 70%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
-The Siphon Soul: 1 Fuel Depot, 1 Urban Area (77) [Lvl 4 Defense Guns]
-Didar: 4 Mining Complex, 2 Industrial Complex (138)
-Zilar: 4 Mining Complex, 2 Industrial Complex (138)

Star Forge (234)
Gal-at (GG): 2 Aerostadt (130)
Zarabed: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3070 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
-The Jaded Crystal: Fuel Depot, Urban Area (77) [Lvl 4 Defense Guns]
Rings of Alvar
Lithim-ai (GG): 2 Aerostadt (130)
-Watcher: 4 Mining Complex, 2 Industrial Complex (138) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Waker: 4 Mining Complex, 2 Industrial Complex (138) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array]
-Walker: 4 Mining Complex, 2 Industrial Complex (138) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Winder: 4 Mining Complex, 2 Industrial Complex (138) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
Hivnir: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Small Spaceport (3070 - 75%) [(Level 4 Ground, Level 3 Defense Guns, Level 1 Sensors)]
-The Hitherwatcher: 1 Fuel Depot, Urban Area (77) [Lvl 4 Defense Guns]

Star Forge [150]
Celerity: 10 Mining Complexes, 4 Major Mining Complexes, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Military Shipyard, 2 Datacenters, 4 Urban Areas, Research Station, 2 Power Matrices, 2 Dark Energy Nexi, 1 Forgeyard, 1 Void Factory, Small Spaceport [+5 Credits (Mining)] [2982 - 75%] [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Cosma [Urban Area, Fuel Depot] [55]
-Follower: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Apostle: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Fife: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
Vanquish: 10 Mining Complexes, 4 Major Mining Complexes, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Military Shipyard, 2 Datacenters, 4 Urban Areas, Research Station, 2 Power Matrices, 2 Dark Energy Nexi, 1 Forgeyard, 1 Void Factory, Small Spaceport [+5 Credits (Mining)] [2982 - 75%] [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
Warden: 10 Mining Complexes, 4 Major Mining Complexes, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Military Shipyard, 2 Datacenters, 4 Urban Areas, Research Station, 2 Power Matrices, 2 Dark Energy Nexi, 1 Forgeyard, 1 Void Factory, Small Spaceport [+5 Credits (Mining)] [2982 - 75%] [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Yesteryear [1 Urban Area, Fuel Depot] [55]
-Sentry: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Guardian: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Glasslock: 6 Mining Complexes [245] [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors]
The Firth of Forth
-Hardin (GG): 2 Aerostadt [170]
-Averr (GG): 2 Aerostadt [170]

Drakenhof
Templehof
-Eschen
-Oberstyre
-Ferrmanus
Schwartzhofen
The Gaze of Mannslieb
Zhufbar (GG):
The Glare of Morrslieb

Nieblung:
Sons of Staer
Maribal (Garden):
-Liaman:

Ascendant Threshhold
Star Forge (150)
Solitude: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
-The Platform Crimson [Urban Area, Fuel Depot] (Class IV PD Gun) (77)
-Harbinger: 4 Mining Complex, 2 Industrial Complex (138) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
-Sentinel: 4 Mining Complex, 2 Industrial Complex (138) [Lvl 4 Ground Fortifications, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
Seclur: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
-The Platform Scarlet [Urban Area, Fuel Depot] (Class IV PD Gun) (77)
Girdle of Skysong: 1 Aerostadt (60)
Nemois: 5 Mining Complexes, 2 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Small Spaceport (548 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
-Verdat: 4 Mining Complex, 2 Industrial Complex (138) [2 Orbital Defense Platforms]
-Deres: 4 Mining Complex, 2 Industrial Complex (138) [2 Orbital Defense Platforms]
-Scillor: 4 Mining Complex, 2 Industrial Complex (138) [2 Orbital Defense Platforms]

Star Forge (150)
Exarch: 5 Mining Complexes, 2 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Military Shipyard, Small Spaceport (635 - 40%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]
-Exarch Orbit: Small Station Paternalis [Fuel Depot, Urban Area] (65)
-Luminus: 5 Mining Complexes, Fuel Depot (163)
Tetrarch: 5 Mining Complexes, 2 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Small Spaceport (635 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Claud: 5 Mining Complexes, Fuel Depot (163)
-Chlor: 5 Mining Complexes, Fuel Depot (163)
-Millian: 5 Mining Complexes, Fuel Depot (163)
Ring of the Ancestors: 1 Aerostadt (60)
Pyral: 5 Mining Complexes, 2 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Small Spaceport (635 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Ignis: 4 Mining Complex, 2 Industrial Complex (138)
-Sillum: 4 Mining Complex, 2 Industrial Complex (138)
-Barnak: 4 Mining Complex, 2 Industrial Complex (138)
Vardis: 5 Mining Complex, 1 Fuel Depot, 3 Industrial Complex,1 Major Industrial Complex, 1 Shipyard (351 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Countra: 4 Mining Complex, 2 Industrial Complex (138)

Star Forge (150)
Aspirant: 5 Mining Complexes, 2 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, Small Spaceport, Shipyard, Research Facility (461 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
Ordeal: 5 Mining Complex, 1 Fuel Depot, 3 Industrial Complex,1 Major Industrial Complex, 1 Shipyard (270 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Proven: 4 Mining Complex, 2 Industrial Complex (138)
-Striving: 4 Mining Complex, 2 Industrial Complex (138)
-Adherent: 4 Mining Complex, 2 Industrial Complex (138)
Ward of the Sighted: 1 Aerostadt (60)
Promised: 5 Mining Complex, 1 Fuel Depot, 3 Industrial Complex,1 Major Industrial Complex, 1 Shipyard (270 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
Godseye (GG): 1 Orbital Mining Station, 2 Aerostadt (160)

Star Forge (100) (-10% Construction Time, Cost, Systemwide)
Gathering: 5 Mining Complex, 2 Major Mining Complex, 3 Industrial Complex, 1 Major Industrial Complex, 2 Planetary Fuel Depot, Military Shipyard, Intelligence Center, Small Spaceport (391 - 40%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Progenesis: 4 Mining Complex, 2 Major Mining Complex, 3 Industrial Complex, 1 Major Industrial Complex, 2 Planetary Fuel Depot, Shipyard, Small Spaceport (315 - 25%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors]
-Harkening: 6 Mining Complexes [245]
-Rapsis: 6 Mining Complexes [245]
-Veridium: 6 Mining Complexes [245]
-Lamillar: 6 Mining Complexes [245]
-Xiolidite: 6 Mining Complexes [245]
Teeming: 5 Mining Complex, 2 Major Mining Complex, 3 Industrial Complex, 1 Major Industrial Complex, 2 Planetary Fuel Depot, Shipyard, Small Spaceport (391 - 40%)
The Necklace of Emerald: 1 Aerostadt (45) (-5% Ship Time Systemwide)
Pholus' Eye (GG): 2 Aerostadt (130) (-10% Ship Time Systemwide)
-Fremjur: 6 Mining Complexes [245]
-Arkimar: 6 Mining Complexes [245]
-Kazimel: 6 Mining Complexes [245]
-Mewljar: 6 Mining Complexes [245]

Phoenix Massing
Ishassara: [2 Orbital Defense Platforms]
Pahhur: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) | Planetary Sensors Mk. 3, Defense Guns Mk. 3, Ground Fortifications Lvl 4. [2 Orbital Defense Platforms]
Sarapai: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 70%) [Lvl 4 Ground Defense, Lvl 3 Defense Guns, Lvl 1 Sensors] [2 Orbital Defense Platforms]

Far Rim
Star Forge [210]
Gotha: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Minor Spaceport (4912 - 75%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
-Son of Storm [Urban Area, Fuel Depot] (Class IV PD Gun) (77)
Charoum: 2 Aerostadts [252] [2 Orbital Defense Platforms]
The Firesons: 1 Aerostadt [126]
Haestrom: 10 Mining Complexes, 4 Major Mining Complexes, 4 Urban Areas, 2 Fuel Depots, 3 Industrial Complexes, Major Industrial Complex, 2 Power Matrices, 2 Datacenters, 2 Dark Energy Nexi, Research Station, Military Shipyard, Void Factory, Forgeyard, World Anvil, Major Spaceport (5304 - 75%) [Level 4 Ground Fortifications, Level 3 Planetary Defense Guns, Level 1 Sensor Array] [2 Orbital Defense Platforms]
-Son of Thunder [Urban Area, Fuel Depot] (Class IV PD Gun) (77)

Ammut (GG): [2 Orbital Defense Platforms]


Military:
Rannoch: 100 Infantry Divisions (HQR, AA, Stealth), 50 Armored Divisions (HQR, AA, Stealth), 50 Artillery Battalions (HQR, AA, Stealth), 50 Gunship Wings (HQR, AA, Stealth), 25 Airmobile Battalions (HQR, AA, Stealth)
Uriyah:
Kaddi:
Adas:
Barach: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Sigil: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Predec: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Numlar: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
The White Twin: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
The Grey Twin: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Veneration: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Hallow: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Enlightenment: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Harrowing: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Nardia: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Klepsis: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Vaarshad: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Brundisa: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Wastrel: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Want: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Hathar: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Heritage: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Nerala: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Didar: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Zilar: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Zarabed: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Watcher: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Waker: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Walker: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Winder: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Hivnir: 2 Gunship Wings (HQR, AA, Stealth), 5 Infantry Divisions (HQR, AA, Stealth), 2 Armored Divisions (HQR, AA, Stealth), 2 Anti-Orbital Missile Forces (HQR, AA, Stealth)
Gathering: 30 Infantry Divisions (HQR, AA, Stealth), 30 Armored Divisions (HQR, AA, Stealth), 30 Missile Units (HQR, AA, Stealth)


Rannoch System: 1 Hyperdreadnought (Silaris (Geth), Multicore, Thanix), 14 Dreadnoughts (Silaris (Geth), Multicore, Thanix), 2 Fleet Carriers (Silaris (Geth), Multicore, Stealth) (12 Interceptor Wings), 26 Battlecruisers (Thanix, Silaris (Geth), Multicore), 10 Heavy Cruisers (Silaris, Thanix, GARDIAN), 25 Light Cruisers (Sensors, Thanix, Silaris), 25 Frigates (Silaris (Geth), GARDIAN, EWS)
Silibrant System: 1 Exodreadnaught (Thanix, Silaris, Gardian), 20 Battlecruisers (Thanix, Silaris, Multicore), 20 Heavy Cruisers (Silaris, Multicore, GARDIAN), 8 Heavy Cruisers (Stealth, EWS), 10 Corvette Pack (Thanix, Multicore, Stealth), 100 Frigates (Silaris, GARDIAN, EWS), 3 Fabricants (Stealth), 60 Light Cruisers (Silaris, EWS, Thanix)
Ladar System: 1 Hyperdread (Silaris, Multicore, Thanix), 5 Battlecruisers (Silaris, Multicore, Thanix), 15 Light Cruisers (EWS, Thanix, Silaris), 10 Escort Carriers (Multicore, Silaris, Stealth), 30 Destroyers (EWS, Thanix, Silaris), 10 Interceptor Wings (Multicore, Stealth, Thanix)
Forebearer System: 2 Exodreadnaught (Thanix, Silaris, Gardian), 2 Hyperdreadnaughts (Silaris, Thanix, Multicore), 10 Dreadnoughts (Multicore, Thanix, Silaris), 10 Battlegroup Carrier (Multicore, Stealth, EWS) [18 Fighter Wings (Multicore, EWS, Thanix)], 30 Battlecruisers (Thanix, Silaris, Multicore), 40 Heavy Cruisers (Silaris, Multicore, GARDIAN), 20 Heavy Cruisers (Thanix, Silaris, GARDIAN), 24 Bulk Transports (Silaris, Multicore, EWS), 5 Bulk Transports (Multicore, Stealth, Silaris), 7 Fabricant (Multicore, Stealth, Silaris), 30 Light Cruisers (Silaris, Sensors, Thanix), 65 Destroyers (EWS, Thanix, Silaris), 30 Destroyers (Multicore, EWS, Thanix), 18 Interceptor Wings (Multicore, EWS, Thanix), 48 Fighter Wings (Multicore, EWS, Thanix)
Halcyon System: 2 Exodreadnaughts (Thanix, Silaris, Gardian), 53 Battlecruisers (Thanix, Silaris, Multicore), 8 Battlegroup Carrier (Multicore, Stealth, EWS), 30 Transports (Silaris, Multicore, Dropship), 8 Fighter Wings (Multicore, EWS, Thanix), 8 Interceptor Wings (Multicore, EWS, Thanix)
Asmodeus System: 24 Battlecruisers (Silaris, Multicore, Thanix), 8 Battlegroup Carrier (Multicore, Stealth, EWS), 16 Fighter Wings (Multicore, EWS, Thanix), 16 Interceptor Wings (Multicore, EWS, Thanix), 200 Assault Landers (Silaris, Multicore, Dropship), 100 Light Transports (Silaris, Multicore, Dropship)
Luminary System: 3 Exodreadnaughts (Thanix, Silaris, Gardian), 55 Battlecruisers (Thanix, Silaris, Multicore)
Harmony System:
Melody System: 4 Dreadnoughts (Silaris, Multicore, Thanix), 4 Dreadnoughts, 4 Battlecruisers (Thanix, Silaris, Multicore), 4 Battlegroup Carrier (Multicore, Stealth, EWS), 10 Light Cruisers (Thanix, EWS, Silaris (Geth)), 8 Fighter Wings (Multicore, EWS, Thanix), 8 Interceptor Wings (Multicore, EWS, Thanix)
Ardent System: 4 Dreadnoughts (Silaris, Multicore, Thanix), 8 Battlecruisers (Silaris, Multicore, Thanix), 8 Battlegroup Carrier (Multicore, Stealth, EWS), 16 Fighter Wings (Multicore, EWS, Thanix), 16 Interceptor Wings (Multicore, EWS, Thanix)
Myriad System: 16 Fighter Wings (Multicore, EWS, Thanix), 4 Battlegroup Carriers (Silaris, Stealth, EWS), 20 Light Cruisers (Thanix, Silaris, EWS)


Rannoch
Training: Rannoch [800/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Training: Kaddi [800/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Training: Adas [800/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Silibrant
Training: Barach [1220/1230 - 75%]
Training: Predec [800/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Ladar
Training: Numlar [1100/1230 - 75%]
3 Disenons (Silaris, Multicore, Stealth) [2 Months]
Forebearer
Training: Veneration [1200/1230 - 75%]
Training: Enlightenment [920/1230 - 75%]
Training: Harrowing [920/1230 - 75%]
Training: Brundisia [0/380 - 55%]
Training: Wastrel [1000/1230 - 75%]
Halcyon
Training: Hathar [1070/1230 - 70%]
Training: Heritage [780/1230 - 70%]
2 Dreadnaughts (Silaris, Multicore, Thanix) [1 Months]
Training: Nerala [780/1230 - 70%]
1 Exodreadnaught (Thanix, Silaris, Gardian) [1 Months]
2 Dreadnaughts (Silaris, Multicore, Thanix) [1 Months]
Asmodeus
Training: Zarabed [460/1230 - 75%]
2 Dreadnaughts (Silaris, Multicore, Thanix) [1 Months]
Training: Hivnir [460/1230 - 75%]
2 Dreadnaughts (Silaris, Multicore, Thanix) [1 Months]
Luminary
Training: Celerity [1220/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Training: Vanquish [1220/1230 - 75%]
5 Dreadnoughts (Silaris, Multicore, Thanix) [1 Months]
Training: Warden [320/1230 - 75%]
Harmony
Training: Solitude [0/990 - 45%]
Melody
Training: Exarch [0/990 - 45%]
Training: Vardis [460/800 - 35%]
2 Dreadnaughts (Silaris, Multicore, Thanix) [1 Months]
Ardent
Training: Aspirant [0/840 - 50%]
Training: Ordeal [180/800 - 50%]
Training: Promised [180/800 - 50%]
Myriad
Training: Gathering [0/990 - 50%]
on Gathering [All HQR, AA, Stealth] (1 Months)
Training: Progenesis [0/420 - 45%]
Training: Teeming [0/840 - 45%]


Rudimentary Swarm Robotics: Preliminary investigations in to the use of distributed computing processes for manufacturing lead to strides in construction expedition, and labor-intensive processes through artificial workers.
Thermonuclear Stabilization Systems: Stars are some of the most volatile bodies in the cosmos. By carefully mapping and recording the processes that cause this turbulence, intelligent races may become more aware of the apparently random vagaries of celestial bodies, and thus suffer less danger passing near them or erecting edifices in their immediate vicinity.
Modular Fabrication: Old doctrines hold that every production line must be tooled for one product, but with advances in Swarm Robotics and new thinking, one fabrication facility may respond minute-to-minute to the needs of a manufacturer; these benefits are especially notable in the field of military specialized equipment.
Distributed Manufacturing Processes: In conventional logic, manufactured goods are created by bringing raw materials to a central location, refining them in to relevant forms, and then disseminating those products through logistics networks. However, with advances in Modular Fabrication and Swarm Robotics pushing the boundaries of industrial thought, on-site manufacturing for rudimentary products has begun being used to cut out the middleman of such logistical transactions. Fabrication need not be only conducted in specialized facilities in cities, but indeed can be accomplished beyond atmospheres in well-designed vessels.
Plasma Consolidation and Containment: Using rudimentary gravitics generated with the exotic element Zero, and the discoveries of stellar predictability unveiled by Thermonuclear Stabilization Systems, the Geth have begun creating new facilities in close orbit to the stars in their territories, facilities which carefully siphon off solar flares and make use of the immense amounts of power produced by stellar bodies for system-wide manufacturing and energy. This new source of power has proven highly advantageous to the Geth economy, consisting as it does predominantly of mass and energy.
Woven Carbonan Armor: Previously the creation of ultra-dense materials was a luxury only the richest civilizations could afford to armor their ships in, the energy gradients required for the fabrication of such materials being prohibitive in their usage. However, the new sources of energy available to the Consensus via the Star Forges brought about by advances in Plasma Containment and Consolidation have rendered that energy gradient fairly moot where such facilities exist- Geth analogs to Silaris armor are economical to use in many of the Consensus' more recent vessels.
Adaptive Synthetic Physiologies: Distributed nonspecific metallurgical masses have recently been added to the structure of Geth platforms, where such masses act as a sort of "cell reserve" allowing a Geth unit to consciously adapt to variables in its environment, or conduct limited combat repairs that would otherwise prove debilitating.
Hyperdense Alloy Construction: Using the energy gradients revealed by the strides of Woven Carbonan, and the ideology of Distributed Manufacturing Processes, some enterprising Geth mining facilities have begun using on-site forges to deliver alloys freshly mined to starship construction efforts, greatly shortening the construction chain of such vessels and thus allowing more such ships to be constructed simultaneously.
Extra-Elemental Energistics: Following advances in the field of Hyperdense Alloys, Geth scientists and engineers have hypothesized and created new power plants that utilize the gravitically warping properties of Element Zero to generate steep power gradients, which allow the dissolution of lighter elements in to their constituent parts. This dissolution process is much akin to fusion, but far more energy efficient, and facilities using these principles have begun powering Geth endeavors beyond the Veil.
Gravitic Construction Techniques: Though the Geth Hyperdreadnaught was a shining pinnacle of military might for a long time, recent advances in controlling the fundamental forces of the cosmos related to Hyperdense Alloys and Carbonan fabrications have allowed the construction of similarly powerful vessels for more reasonable expenditures in the way of materials and resources at specialized facilities.
The Superstructure: Massive beyond the ken of mortal men, the Superstructure is a Dyson Sphere surrounding a star in Geth space that has brought the Geth to true sentience.
Pre-Sentient Algorithms: With processing power and artificial minds becoming more complex, calculating the forces of the universe reveals insight in to the nature of matter itself, with algorithms stunning in their cunning manipulating construction on a molecular level to instantaneously ensure every grain of a manufactured object is as it must be.
Elemental Synthesis and Purification: Using techniques designed to contain stellar forces and extreme temperatures, Geth scientists have begun using experimental conditions to synthesize the so-called Element Zero in artificial supernovae simulations. A steady if minute supply of the material for analysis has led to significant research opportunities in voidcraft.
Extra-Atmospheric Rangefinding: Utilizing advanced structural methods derived from the secrets of Gravitic Construction Techniques, and inspired by the theorems of Hyperdense Alloy Construction, the Geth have begun construction space stations that are built with spinal mass accelerators for system defense. These cannons, more powerful even than those mounted on Dreadnaughts, are stunningly accurate and can devastate even the most heavily protected vessels
Basic Swarm Robotics: Building on the advances of Rudimentary Swarm Robotics, and utilizing the insights related to Distributed Manufacturing Processes, Geth industrial fabrication efforts have progressed apace. With fully coordinated and automated supply chains supported by legions of Geth programs working in synchrony, previously costly and time-consuming processes are becoming more viable.
Dark Energy Fundamentals: Recent contacts with the Vorcha have led Geth researchers to look in to the problem of Dark matter. Though the Vorcha merely used this as a weapon, the Consensus always searches for new sources of power, and experimental trials have been promising.
Matter Distillation: Utilizing the cast sources of energy revealed by Extra-Elemental Energistics and Dark Energy Fundamentals, Geth researchers take the next step to true self-sufficiency; converting energy to matter. Though the initial amounts are fairly minute, they make excellent seed particulate for the development of asteroid bases.
Metadata Coordination: Using high end computing made possible by Pre-Sentient Algorithms, and the just in time manufacturing of Distributed Manufacturing Processes, Consensus researchers have devised centers dedicated to the phenomenally complex routines and demands of high-paced Geth society that significantly enhance the efficiency of Geth worlds.
Adaptive Magnetic Uparmoring: Geth units, being inherently constructed of metal components, have their construction protocols considerably upgraded. Research in to the precise subatomic interactions of armor components has allowed the fabrication of new armor alloys, not chemically different, but with their bonds carefully aligned by magnetic resonance in the forging process- this significantly increases the thermal capacitance and fracture strength of Geth armored carapaces.
Gravitic Projection: Using the insights of Gravitic Construction Techniques and the fundamental concepts revealed by Elemental Synthesis. Geth defensive emplacements are equipped with Mass Effect generators that serve to decrease the mass of incoming projectiles, and project a "passageway" of low-mass beyond their acceleration barrels. Prior to firing, defensive emplacements use focused element-zero toruses to project a lane of "low mass" space in front of their acceleration chambers, which fired projectiles then travel along for often long distances. With the mass of heavy projectiles largely suspended, they both decelerate slower and indeed travel many times more rapidly than comparable fire from unmodified defense platforms- while a standard defense projectile might achieve 0.01 C, a projectile moving along the mass-shadow corridor has 98% of its mass suspended, and thus can achieve speeds near 0.2 c. The devastating conclusion is inerring accuracy in Geth counter-orbital fire and staggeringly efficient ratios for shots fired to shots connected when engaging vessels. When not using their mass-shadow projectors for assertive space supremacy engagements, the tori may be recalibrated by onboard AI to intercept incoming projectiles and suspend said projectiles until the point of impact, where their decreased mass significantly decreases the impact of such weapons on ground targets.
Polymorphic Neuralysis: With the processing power of the Superstructure bringing true sentience to the Geth, and the revelations of Pre-Sentient Algorithms near at hand, Consensus adaptive intelligence engineers distribute physical updates to eliminate many of the firmware vulnerabilities of the Geth, removing their dependence on collective thought and their vulnerability to cascading logic rewrites.
Constructed Sentience: Realizing the dangers of relying on a single point in the universe for their cognitive abilities, Geth researchers utilizing the innovations of Pre-Sentient Algorithms and the seas of information harvested through Metadata Coordination finalize the distillation of neural nets that will allow upgrades on all Geth units to establish truly independent intelligences in the Consensus, boosting the base-level consciousness of each Geth platform to that of a truly sentient being.
Rudimentary Mass-Energy Equivalency: Building on the lessons of Matter Distillation, Geth researchers begin devising more efficient sources of matter-energy transition, enabling the accumulation of large quantities of mass from the many energy sources available to the Geth. Using particle accelerators fueled by the vast energy reserves available, Geth researchers smash photons in to photons, creating positron-electrons pairs for distillation in to heavier particles.
Enhanced Swarm Robotics: Basic Swarm Robotics opened the door to many new thoughts on ways that vastly complex algorithms can be used to optimally construct the designs Geth engineers wish to fabricate. These insights, combined with the ideas of Distributed Manufacturing Processes and Gravitic Construction Techniques, have led to the formulation of vessels designed to accomplish the traditional tasks of the industrial base within their efficiently designed internal fabricators.
Subatomic Delineation: Curious discoveries related to Dark Energy Fundamentals and Rudimentary Mass-Energy Equivalency have led Geth researchers to explore one of the more fundamental forces of the universe- time. Using Mass Effect fields and gravitics to induce nanoscopic singularities, the Consensus is making strides in creating atomic scale time dilation.
Advanced Swarm Robotics: Using advanced nanotechnology based on the fundamentals of Distributed Manufacturing Processes and Enhanced Swarm Robotics, the manufacturing processes of the Geth are further augmented in order to enable on-site production of combat units regardless of localized materials, and similarly expedite the construction of defensive emplacements.
Rudimentary Matter Consolidation: Building on the advances of Matter Distillation and Mass-Energy Equivalency, Geth engineers design facilities purpose-built to draw steady supplies of light elements out of specialized matter fabricators. These light elements make excellent additions to established manufacturing chains, and have particular utility when it comes to creating asteroid bases- the supply of light elements to complement the rock and metal of asteroid fields allows Geth ambitions when it comes to the creation of new occupation zones to be realized.
Rudimentary Gravitic Toroids: Following the success of efforts to project Mass Effect fields beyond immediate kinetic zones in ground based defenses, Geth engineers make strides miniaturizing the components that led to the achievements of Gravitic Projection. By modifying the main armaments of the heavy vessels that make up much of the Geth fleet, the powerful weapons will allow Geth weapons to strike their foes with great accuracy and speed outside of the range of retaliation of most enemies.
Ultraheavy Warship Construction: Building on the established trends of "bigger is better" and with a knowledge of the manufacturing capabilities of the Geth Consensus, Consensus military planners look to create vessels even more powerful than so called "Hyperdreadnaughts". Measuring in at almost two klicks in length, these new "Exodreadnaughts" possess barriers capable of shrugging off fire from Dreadnaught class weapons in small numbers, and armor thick enough to deal with entire fleets even with their barriers down. Utilizing four primary accelerator barrels to allow its main armaments to fire rapidly, and secondary mass accelerators with cruiser level firepower as its broadside weapons, Exodreadnaughts will be the flagships of a new era.
Superheavy Construction Techniques: With military planners conceptualizing truly apocalyptic vessels, construction yards capable of handling these vessels must be designed and created in order for those dreams to be realized. Using mass suspension fields and the secrets of Gravitic Construction Techniques, Consensus engineers create specialized facilities capable of functioning for these purposes, with further applications even when constructing less formidable ships.
Deep Borehole Mining: With the realization that even matter fabrication technologies must be supplemented by viable heavy minerals and metals, the already deep mines of many Geth worlds designed so as not to damage the surface exosystems of their worlds have been extended down towards the Mohoraivic discontinuity, deeper than those of any other civilization. Bringing up rich ore veins from an impossibly deep depth, these mines are very lucrative despite their prohibitive construction costs.
Stellar Manipulation: With the realization that the galaxy holds threats that cannot be destroyed with mere physical force, the Geth turn to more esoteric methods of defense. Already able to some extent to control stellar forces, Geth military planners design manipulation fields capable of containing and directing the destructive energies of solar flares. With the coronoal mass ejections tamed and focused against enemy targets through ferociously strong mass effect systems, such weapons are capable of wiping atmospheres from a planet, or dissolving entire fleets, true superweapons.
Kinetic Distribution Networks: Developed in conjunction with Vorcha engineers, a new type of shield relying on kinetic-atmospheric interactions to displace energy has been devised, capable of being projected from central locations over vast swathes of a planet's surface. Such a kinetic field can resist even Dreadnought-tier firepower for a matter of days.
Macroscale Point-Source Manufacturing: With the successes of the Fabricant system apparent to many researchers in the Consensus, a larger class of vessel was proposed, capable of fully supporting colonization efforts or even actively providing supplies to fleets deployed in war zones. Thus came the Disenon, a vast vessel that utilizes base matter from the system it is deployed in and a steady stream of energy from various sources to produce all manner of necessary goods, from frontier air-domes to patrol cruisers.
Basic Gravitic Toroids: Building on the successful tests of early Rudimentary Gravitic Toroids deployed aboard the largest Geth vessels, Geth engineers have made strides in miniaturizing the containment vessels needed for gravitic projection, allowing their installation aboard vessels of the Medium class as well. Additionally, weapons testing on bomb-pumped energy armaments has seen a major breakthrough with the use of these toroids for energy lensing. Using an instantaneously generated gravitic shell aboard fusion and fission warheads, the energy of the explosive can be channeled directly along a mass-suspended track towards an enemy vessel at fairly short range, but outside of the kill-zone of most point defenses. These "bomb-pumped lasers" are energy weapons of devastating power galvanized by the energetic weapons used as their source of destructive potential. A nasty surprise to mix in with standard contact explosives and shard rounds.
Distributed Economic Systems: The insights of Distributed Manufacturing Processes and Metadata Coordination, and their successes when applied only to Geth society, have led to implications within the synthetic community causing the Geth to realize that trade for luxuries and curiosities could be quite lucrative with other races in the galaxy. Crunching datum amounts that no other civilization could handle, the Geth begin looking for new trade partners, efficiently streamlining the trade process using just-in-time transit and bringing great profits to all involved.
Biological Restructuring: Realizing the value of organic life to the understanding of the universe, some Geth researchers recently have begun working towards a greater comprehension of that field, which is currently much neglected in the Consensus' scientific community. Some of the first fruits of their endeavors are the biolabs, specialized compounds devoted to working with non-synthetic research and thus expanding the knowledge of the Geth as a whole.
Gelcircuitry Uplinks: Warfare during the Reaper Conflict taught the Geth that their synthetic bodies, while largely superior to organic wetware, suffered from one defect; electromagnetic scrambling, while ineffective when delivered broadly, could still severely damage or outright incapacitate platforms when inflicted preferentially. The disconcerting experience of several sentiences being completely destroyed without any recourse spurred Geth researchers to pursue means of securing the seat of thought. Their answer? Gelcircuitry. Composed of an exotic arrangement of amorphous solids encoded by highly resilient magnetic fields, gelcircuitry uplinks operating in parallel with more conventional electronic hardware were all but impervious to direct electrical scrambling, and even fission-detonation grade EMP shockwaves. As such upgrades are introduced across the Consensus, the danger of specialized anti-synthetic weaponry is much lessened.
Post-Scarcity Economy: With the true ascent of the Synthetics to their rightful place as masters of their own fates, the revelations of Constructed Sentience, Mass-Energy Conversion, and Distributed Economic Systems have combined to create a society that no longer operates under effective constraints of resources; the only measure of value is time and opportunity cost, for with near infinite mass condensed from dark energy and solar halos, and near infinite energy generated by the exotic projects of the Consensus, these traditional indicators of wealth and power fade to meaninglessness. In this new economy emphasis is placed on the abilities of the individual and their empowerment far more than traditional taxation or top-down planning.


Rudimentary Swarm Robotics: +5 Income from Industry and Mining, -5% construction time on Heavy Vessels
Thermonuclear Stabilization Systems: +5% Income from Space Stations, 1/3 Progress on Superstructure
Modular Fabrication: -5% Upgrade Costs, 3 Upgrade Slots
Distributed Manufacturing Processes: Allows the construction of an Orbital Arcology [60 MP, +5% Credit on planet, +50 Build Space, +5 RP] on Geth Worlds, allows the construction of a Fabricant [Heavy Vessel, Cruiser-tier combat capabilities, 6 Months to construct. Costs 80 Credits to build, but creates 30 free Credits of Infrastructure/Units or 30 MP per Month on the world it is in orbit around]
Plasma Consolidation and Containment: Allows construction of the Star Forge (one per system) [200 Credits, +100 Credits/month, -10% Construction Cost in System (Infrastructure and Ships), -10% Construction Time (Ships)]. +5% Development Cap factionwide.
Woven Carbonan Armor: Allows Geth to make a Silaris Armor analog which costs 30% less than Silaris Armor, but can only be applied to Geth vessels in systems where a Star Forge exists
Adaptive Synthetic Physiology: Geth treat all worlds as being an additional one classification higher.
Hyperdense Alloy Construction: 2/3 Progress on Superstructure. All Mining Buildings increase the Construction Capacity of a planet by 20.
Extraelemental Energistics: Geth may construct Eezo Power Matrices: 100 Credits to build, +75 Credits a turn, +5 Credits for every building on a planet. Max 2 per planet.
Gravitic Construction Techniques: Allows the construction of the Hyperdreadnaught [130 Credits, 16 months to build], may only be constructed in a system with a Star Forge.
The Superstructure: +25% Credits factionwide, +additional 10% per year after construction, Geth immune to electronic spoofing. -10% Construction Costs factionwide, +5 RP from each Urban Area.
Pre-Sentient Algorithms: Equips all Geth Heavy and Medium Vessels with Shard Launchers. 3/3 Techs towards Superstructure.
Elemental Synthesis and Purification: Star Forges produce 10 RP, eezo.
Extra-Atmospheric Rangefinding: Geth Space Stations equip free Class IV Planetary Defense Guns.
Basic Swarm Robotics: Allows construction of the Void Factory [100 Credits, -10% Construction time for Vessels, +100 Manufacturing Capacity], +10 Credits from Industry
Dark Energy Fundamentals: Allows the construction of the Dark Energy Nexus [200 Credits, +50 Credits, max 2 per world]
Matter Distillation: -20% Cost for Space Stations
Metadata Coordination: Replaces Gambling Dens with Datacenters, which are the same but receive +10 more Credits per Urban Area. Urban Areas produce 50 Credits.
Adaptive Magnetic Uparmoring: Geth ground units are significantly more resistant to both physical and energetic damage.
Gravitic Projection: Geth Defense Guns strike with much higher speed, and can provide protection against orbital bombardment.
Polymorphic Neuralysis: Geth ships and units are almost impossible to hack, even for things like the Reapers.
Constructed Sentience: Geth gain true sentience, regardless of the existence of the Superstructure
Rudimentary Mass-Energy Equivalency: +50 Credits from Star Forges, +5 Credits per building from Power Matrices, +5% Credits on Planet from Dark Energy Nexus
Enhanced Swarm Robotics: Fabricants produce +20 BP, may use BP to construct Light Vessels
Subatomic Delineation: +5 Research Points from Research Facilities
Advanced Swarm Robotics: -1 Month Construction time for Ground Units, -20% Cost for Defenses
Rudimentary Matter Consolidation: Allows construction of the World Anvil: [Costs 200 Credits, produces 100 BP and +5% Credits systemwide | May only be built in orbit of a world with a Dark Energy Nexus, or a Star Forge], allows construction of Fabricated Moon: [Costs 500 BP, acts as Barren Moon. Two may be created per Asteroid Belt]
Rudimentary Gravitic Toroids: Geth Heavy Vessels are equipped with Mass Suspensor weapons like the Geth Defense Emplacements
Ultraheavy Warship Construction: Allows construction of the Exodreadnaught [20 months to build, 320 Credits, Superheavy Classification], -5% build time for Heavy Vessels.
Superheavy Construction Techniques: Allows construction of the Forgeyard [150 Credits, -2 Months construction time on Superheavy Vessels, -5% Build Time for Ships, +50 Credits a month, max 1 per world]
Deep Borehole Mining: Doubles the Geth cap on Mining buildings. Doubles mining income.
Stellar Manipulation: Star Forges become monstrously powerful weapons systems, capable of stimulating and directing CMEs at foes within the inner systems of Geth orbitals.
Kinetic Distribution Networks: Allows construction of the Shield Network Relay [150 Credits, protects 30% of the Infrastructure of a world, max 3 per planet]
Macroscale Point-Source Manufacturing: +5% Devo cap factionwide. Allows construction of the Disenon [Superheavy Vessel, Dreadnought level combat capabilities] [Costs 300 Credits, 15 Months to build. Produces 150 BP which may be spent on vessels up to Medium class]
Basic Gravitic Toroids: Allows Medium Vessels to mount Gravitic Toroids. All Missile Firing vessels may now also fire Bomb-Pumped Laser munitions.
Distributed Economic Systems: The cost of establishing Trade Routes with or from the Consensus is reduced by 100 Credits, and they produce an additional 10%.
Biological Restructuring: Allows Geth bonus to research to be extended to Biology. Allows construction of the Biolab [200 Credits, +5 RP per month, maximum 2 per world, must be established on a Garden or Terran World]
Gelcircuitry Uplinks: Geth across the board become all but immune to EMPs and similar weaponry.
Post-Scarcity Economy: All Research Credit Costs halved, RP and IP output doubled, Infrastructure and Military costs reduced by 20%, Devo Cap raised to 75%, Credit income reduced by 80%.


114405 Income - 37754 Adjusted Income (33%)
2020 Research - 60 Intel
Last edited by G-Tech Corporation on Mon Sep 26, 2016 9:45 am, edited 10 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Fri Aug 26, 2016 4:12 pm

Tyxili Ascendancy
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Faction: Tyxili Ascendancy
Leader: Liselle T'Loak
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations: Openly Hostile towards "Lesser Races." Diplomacy, however, is always an option with all races should they be the first to power down their weaponry.
Military state of readiness: High, due to competition with other Asari Republics, Tyxil must remain vigilant to guard its precious Garden World and its technology.
History:Since the War, the Asari have been viewed as great villains. Their lack of assistance with the Crucible to focus on their own weaponry and tactics all but doomed them to their current status. While some Asari worlds are claiming to be the Heir of Thessia, Tyxil is the last Garden World Colonized by the Asari only a couple of months before the Reaper Invasion. Being in the Athena Nebula, it was a natural destination for Thessian Refugees. Several Billion Asari eventually would settle on Tyxil by war's end. In the war itself, the planet was saved with the timely actions of Aria T'Loak. Piloting a Battlecruiser she had salvaged from the Asari Navy, she dragged one of Ixilit's Secondary Relays, the one which connected to Thessia, nearly 100 AU further away from the system. When the Reapers showed up to attack the Ixilit System, they discovered that the system was not there and started scanning for it. Fortnately for Tyxil, that was when Aria detonated the relay using the Battlecruiser's Stellar Lances. The explosion destroyed dozens of Reaper Capital Ships as well as tens of millions of reaper ground forces and hundreds of smaller ships.

The Sacrifice of Aria to save the lives of those on Tyxil gave legitimacy to Liselle to be crowed as Queen of Tyxil. Having the Cipher from her research on the Stellar Lance, Liselle was able to not only open the Prothean Tombs on Tyxil, but it is what permitted her to completed the Stellar Lance Project that she was so close to finishing when the Reapers invaded. Had they finished the system before, the war would have turned out much differently.


Infrastructure and Claimed Worlds:
Chelob System, Syda Cluster
System Income: 628

Kype - Garden World
Natural Income: +100
Total Income: 100 + 298 = 398
Natural Production: 700

4 Urban Areas, 5 Mining Complexes, 3 Industrial Centers, 2 Major Mining Complexes, 1 Major Industrial Center, 1 Shipyard, 2 Fuel Depots, 1 Galactic Bank, 1 Gambling Den, 1 Research Facility, Intel Center 1 Small Spaceport

Anagar - Hostile Terrestrial
Desnone - Barren

Merove - Gas Giant
Natural Income: +40
Total Income: 30 + 40 = 70Cr
Natural Production: 0

Orbital Mining Platform


Vomiew - Gas Giant
Natural Income: +40
Total Income: 40 + 170 = 210cr
Natural Production: 0

1 Orbital Mining Station, 1 Orbital Fuel Depot


Aeternus System - Relay
System Income: 404
Aloisys - Barren

Haget - Non-Hostile Terrestrial
Natural Income: +50
Total Income: 50 + 127 = 177
Natural Production: 300
2 Urban Areas, 1 Fuel Depot, 1 Mining Complexes, 1 Major MIning Complex, 1 Industrial Center, 1 major Industrial center, 1 Shipyard, Reserach Station, 1 Small Spaceport

Turvarys - Non-Hostile Terrestrial
Natural Income: +50
Total Income: 50 + 177 = 227
Natural Production 300

2 Urban Areas, 1 Fuel Depot, 2 Mining Complexes, 1 Major MIning Complex, 1 Industrial Center, 1 major Industrial center, 1 Shipyard, 1 Small Spaceport


Rapdae System - 452
Turvess - Garden
Natural Income: +100
Total Income 100 + 352 = 452
Natural Production: 700

4 Urban Areas, 5 Mining Complexes, 2 Fuel Depots, 3 Industrial Complexes, 2 Major Mining Complexes, 1 Major Industrial Complex, Shipyard, 2 Gambling Dens, Research station, Minor Spaceport


Ixilit System - 928.5
Ranyr: Barren
Natural Income: +25
Total Income: 25 + 17 = 42
Natural Production: 100

1 Mining Complex, 1 Fuel Depot, 1 Industrial Complex

Vyrresh: Barren
Natural Income: +25
Total Income: 25 + 17 = 42
Natural Production: 100

1 Mining Complex, 1 Fuel Depot, 1 Industrial Complex

Asteroid Belt
Natural Income: +10
Total Income: 10 + 70 = 80
Natural Pc: 0

Mining Station

Cexta: Hostile Terran
Natural Income: +40
Total Income: 40 + 77 = 117
Natural Production: 100

1 Urban Area, 1 Mining complex, 1 Industrial Complex, 1 Fuel Depot, 1 Major Industrial Complex


Tyxil - Garden
Natural Income: +100
Total Income: 100 + 547.5 = 647.5
Natural Production: 700

Surface: 4 Urban Areas, 5 Mining Complexes, 2 Major Mining Complexes, 3 Industrial Complexes, 1 Major Industrial Complex, 2 Gambling Den, 1 Shipyard, 2 Planetary Fuel Depots, Research Station, Major Spaceport, Intel Center, Level 1 Ground Fortifications

Orbit: Orbital Fuel Depot


Neuxa System - 93
Yax - Hostile Terran
Natural Income: + 40
Total Income: 40 + 17 - 50 = 7
Natural Production: 100

1 Mining Complex, 1 Industrial Complex, 1 Fuel Depot, 1 Research Station

Zuen - Planet: Barren
Natural Income: + 25
Total Income: 25 + 17 = 42
Natural Production: 100
1 Mining Complex, 1 Industrial Complex, 1 Fuel Depo

Zuen a -Moon
Natural Income: + 10
Total Income: 10 + 17 = 27
Natural Production: 0
1 Mining Complex, 1 Industrial Complex, 1 Fuel Depo

Zuen b -Moon
Natural Income: + 10
Total Income: 10 + 7 = 17
Natural Production: 0

1 Mining complex


Construction Log

Tyxil: 10/700
Tyxil: 1 Artillery 10 - .6 Months


Economy Log
Income: 1643.5 cr


Neuxa System, Athena Beta Cluster
Yax - Hostile Terrestrial
1 Mining Complex 10
1 Industrial Complex 15
1 Fuel Depot 15

Zuen - Barren World
1 Mining Complex 10
1 Industrial Complex 15
1 Fuel Depot 15

Zuen a - Barren Moon
1 Mining Complex 10
1 Industrial Complex 15
1 Fuel Depot 15

Zuen b - Barren Moon
1 Mining Complex 10

Chelob System, Syda Cluster
Kype - Garden
1 Research Station 400

Vomiew - Gas Giant
1 Orbital Mining Station - 100
1 Orbital Fuel Depot - 300

Rapdae System, Syda Cluster

Turvess - Garden
4 Urban Areas 400
5 Mining Complexes 50
2 Fuel Depots 30
3 Industrial Complexes 45
2 Major Mining Complexes 60
1 Major Industrial Complex 40
Level 1 Ground Fortifications (Free with 1st urban area)
Fleet Refit
3 Dreadnoughts -> Stellar Lance (30%) 81
1 Light Cruiser -> Stellar Lance (30%) 7.5

Remaining Credits: 0



Income: 2549.5

Exploration: 100

Turvess, Rapdae System

Shipyard- 50
Small Spaceport - 80
2 Gambling Dens - 100
Research Station - 400

Research Station - Haget, Yax - 800
Intel Center - Tyxil, Kype - 400

Construction Queue
Tyxil:
4 Heavy Cruisers (Stellar Lance) - 234 - 4.55 months
19 Destroyers (Stellar Lance) - 370.5 - 1.95 months

Upgrades: 2 Light Cruisers with Stellar Lance - 15

Starting Credits: 2549.5
Total Cost: 2549.5
Remaining Balance: 0



Research Log

Operation Sturdy Arm: 60/???
Operation Ascendant Tomb: 0/???


Military:
Ground Force Deployment:
On Tyxil: 7 Infantry Divisions[Biotics], 1 Marine Division[Biotics], 2 Armored Divisions[Biotics], 3 Artillery Battalions[Biotics], 3 Gunship Wings, 3 Spec Ops Teams[Biotics, Elites],1 Elite Specialist(Unnamed)[Biotics, Elites, HQA, EWC, AA], 1 Elite Specialist (Liselle T'Loak) [Biotics, Elites, HQA, EWC, CCS]

Fleet Composition:
Tyxil Orbit: 3 Dreadnoughts(Stellar Lance), 4 Battlecruiser, 2 Battlegroup Carriers, 2 Heavy Cruisers, 24 Light Cruisers, 1 Light Cruiser(Stellar Lance), 1 Bulk Transport, 1 Transport, 21 Destroyers, 15 Frigates, 2 Corvette Packs, 2 Light Transport, 4 Fighter Squadrons, 2 Interceptor Squadrons, 2 Assault Landers

Suggested Pros/cons:
Asari Racial Pro: Free Biotics for all Asari Ground Units

Tyxil Specialty:

Stellar Lance - The Asari were on the verge of completing a new weapon as the Reapers invaded, Liselle was a member of that team and was able to take her research with her to Tyxil when she and Aria fled from a burning Thessia. Here she completed it and one of its prototypes helped to save Tyxil and the Ixilit System from the Reaper menace. Special Upgrade for Starships and Planetary Defense Guns: Replace Thanix with Stellar Lance at a cost of 30% instead of 25%
Mandalorian

Exploratory - One of the few factions which has opened up a new relay within former Citadel Space. The explorers of Tyxil know that if they are to expand, they must explore deeper into the Nebula or beyond. Tyxili Ships are 25% less likely to be destroyed during exploration, improves by 10% for each ship beyond the second to a maximum of 50% (5 total ships)

Tyxil Con: "Isolated - Out on the fringes of the galaxy and politically shunned, finding traders willing to visit the Ascendancy's worlds is not an easy task. -50% income from Spaceports."

Explorers Fees - Exploration is a major factor in the lives of the Tyxili. However, because of that Exploration is a hot field right now. Each Expedition now costs 100 credits to send off as a means of paying the explorer to discover what lies in the next system.
Last edited by Nuxipal on Fri Sep 23, 2016 9:18 am, edited 11 times in total.
National Information: http://kutath.weebly.com/

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

Postby Argentumurbem » Sun Aug 28, 2016 11:45 am

No longer participating
Last edited by Argentumurbem on Mon Aug 29, 2016 1:35 pm, 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.

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The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Sun Aug 28, 2016 9:08 pm


Faction Bio

Faction: The Ialessan Free Territory (Asari Splinter State)
Leader: Chair Treeya Nuwani, the First Matriarch. Treeya Nuwani is a relatively young asari anthropologist, familiar with other races - particularly humans, having worked with the Systems Alliance prior to the Reaper War. She is, within the Free Territory, accorded the moniker First Matriarch, as the mother of Free Territorial ideology.
Citadel Council member Y/N or N/A: N
Brief description of diplomatic relations: The Ialessan Free Territory is a newcomer to politics, one of the latest of the Asari Splinter States to assert itself as an independent force on the international arena. It is known to be particularly hostile towards its kinswomen, considering itself to be the only true successor to the Asari Republic, but holds a similarly strong dedication to maintaining positive relations with all other nations. It refuses, point-blank, to participate in Council politics, and many of its immigrants are considered to be undesirables, or at least defectors, from their homeworlds within Citadel space.

However, the Free Territory maintains active civil diplomacy programs with Council & Citadel races, maintaining at least lukewarm relationships with key powerbrokers through informal means. As a result, the Citadel Embassy on Lusia has more akin to an Asari entertainment palace than an Asari diplomatic mission, while the Ialessan Intelligence Agency is responsible for both recruiting potential sympathists & immigrants, and greasing the palms necessary to keep their former governments from taking retributive measures.

In particular, the Ialessan Free Territory has made overtures towards individual Krogan clans (in the hopes of convincing a more civil female clan to defect), towards former Batarian diplomats and scientists, and towards human colonies left on the outskirts of Cerberus and the Systems Alliance.
Military state of readiness: Low. The Free Territory is aware, and expectant, of militant responses from other Asari, but is convinced that it will be better-served by proactively relieving border tensions, in order to justify pleas for Council intervention should they be challenged.
History: Sanves' limited settlements were easy pickings during the Reaper Invasions, their occupants quickly subjugated. With its minimal capacity to maintain defenses, it was left mostly untouched after the Reaper invasion, with survivors hiding in the considerable wilderness of Sanves. By the end of the Reaper War, and Treeya Nuwani's dispatch to Sanves in the dying days of the Asari Republic, the planetary governance of Sanves had become all but reestablished, entirely disconnected from the outside world by their new primitive outlook. Isolated from the true cruelties of war, as an emotional necessity to survive, they retained the traditions of their people as the underpinning feature of a slowly developing Free Territory.

Treeya Nuwani's arrival on Sanves gave the fragmented survivors a figure to coalesce around, bringing with her a motley volunteer crew of Citadel military units and naval ships intending to retake Sanves for the Republic. However, as even the illusion of the Republic collapsed around them, Treeya Nuwani formulated a large-scale defection, creating the Free Territory by placing her military under the command of the decentralized Sanvese refuges. Her military was quickly tasked to ferry immigrants and refugees from across Citadel Space, using trade routes to recruit more defectors and refugees to her cause, both as settlers and as sympathists. Whilst other Asari splinter states may have preferred to occupy populations closer to the Republic in physiology and further in spirit, she restored Sanves under her tutelage, under the ideals of the Asari Republic, casting off the racial politics that she viewed as inherent to Citadel - now, a symbol of self-destructive decadent centralization.

With it, Treeya began an organized operation to replace the trappings of Asari traditions with egalitarian rites, and rituals. The ailing Justicar Code was cast aside, replaced with a New Justicar Code emphasising individual responsibility over individual execution, and with it, eschewing biotics as the withhold of a dead era. In lieu of the biotics that had defined asari society, and of the Spectres that had defined Citadel's military history, Treeya's New Justicar Code was wrapped in the mythology of the elite Spectre, the mysterious one-man armies of Citadel Space. Where the Justicars and Spectres were once elites who could bring down vengeance by their genetic treasury, Treeya's Free Army was truly an army of individuals - not elite, and not possessed of mysterious powers, but exemplars of the old doctrine of the asari huntresses, who could melt in and out of the shadows as if formed of them. More to the point, it was an army of many species - All is One.


Faction Logistics

Infrastructure and Claimed Worlds: Ialessa System
Ialessa Total: 569

--Ilmnos - Barren
Natural Income: +25
Total Income: 17 + 25 = 42
Natural Production: 100

1 Mining Complex, Fuel Depot, Industrial Center--

--Sanves - Garden
Natural Income: +100
Total Income: 183 + 100 = 283
Natural Production = 700
4 Mining Complexes : 28
1 Major Mining Complexes: 15
2 Industrial Complexes: 10
1 Major Industrial Complex: 15
1 Shipyard: 15
2 Urban Areas: 90
1 Planetary Fuel Depots: 5
1 Intelligence Centre: -20
1 Research Station: -50
1 Citadel Embassy: 15
Level 1 Ground Fortifications
1 Small Spaceport: 4*15 = 60

--Zylium - Gas Giant
Total Income: 160
1 Orbital Fuel Refinery: 100
1 Orbital Industrial Yard: 60 ----

--Trikalon - Barren
Natural Income: +25
Total Income: 17 + 25 = 42
Natural Production: 100

1 Mining Complex, 1 Industrial Center, 1 Fuel Depot--

--Nossia - Barren
Natural Income: +25
Total Income: 17 + 25 = 42
Natural Production: 100

1 Mining Complex, 1 Industrial Center, 1 Fuel Depot--

--Asteroid Belt--


Military:
a) On Planet Forces(Ground Battalions and Docked Ships):
Sanves -
7 Infantry Divisions, 1 Marine Division, 2 Armored Divisions, 3 Artillery Battalions, 3 Gunship Wings, 2 Spec Ops Teams (Elites), 1 Elite Specialist (Elites, Stealth Training, Sniper, Close-Combat Specialization)

b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
Orbit of Sanves -
3 Dreadnoughts
2 Battlegroup Carriers
[Each carries]
- 2 Fighter Squadrons
- 1 Interceptor Squadron
1 Battlecruiser
2 Heavy Cruisers
1 Bulk Transport
13 Light Cruisers
11 Destroyers
15 Frigates
2 Corvette Packs
1 Light Transport
2 Assault Landers

[600 Credits Starting Budget]

45 - +1 Battlegroup Carrier
6 - +2 Fighter Wings
28 - +4 Interceptor Wings
120 - +2 Battlecruiser
45 - +1 Heavy Cruiser
100 - +2 Bulk Transport
50 - +2 Light Cruisers
15 - +1 Destroyer
4 - +1 Corvette Pack
14 - +2 Light Transport
3 - +1 Assault Landers
430

90 - +9 Infantry Division
30 - +3 Artillery Battalion
15 - +3 Gunship Wing
12 - +1 Marine Division
15 - +1 Airmobile Infantry Brigade
8 - +1 Elite Specialist (Elites, Stealth Training, Sniper, Close Combat Specialization)
170



Faction Traits

Advantages:
Shadows of the Shadow Broker: Every Territory planet generates a free Intelligence point. Every Established Trade Route with a new faction also generates a free Intelligence Point.
Spectres of Old Doctrine: Stealth Training costs half as much as normal.

Disadvantages:
All is One: Accomadating many races in harmony is hard on infrastructure. All Planetary build limits operate as if they were one tier lower.
A New Justicar Code: Trying to build coherent biotic units is a real struggle. Combat Biotics take a month to apply and cost twice as much as normal.
Last edited by The Grim Reaper on Fri Sep 02, 2016 3:27 am, edited 4 times in total.
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Melbourne, Australia

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Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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

Postby The corporate states of Astavar » Mon Aug 29, 2016 4:02 am

Image

The Krogan Dominion

Faction: The Krogan Clans (Future name: The Krogan Dominion)
Leader: Overlord Kurgan
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations:
The Krogan galactic relations have improved, for they have once again helped the galaxy defend against a galactic threat but unforunately to the great cost of the Krogan homeworld. The Council has however helped the krogan in their hour of need with supplying them with a fleet that will help the krogan survive and eventually flourish.

Military state of readiness:
The Krogan military is now purely composed of hardened veterans that have fought in the Reaper war they are few in number but they will make an excellent source of experience for new Krogans, Now that the genophage has been partially cured it will allow the krogans to regrow their numbers in much greater quantitys then before.

History:
The Krogan have been forced onto a great exodus into the galaxy, under the leadership of Overlord Kurgan he has cast down his clan name to symbolise that now is not the time for divided clans but rather a unified Krogan race once and for all. he is determined to create a krogan national identity and shift away from clans and rather unify the Krogan race as one nation, one clan, one Overlord.


Infrastructure and Claimed Worlds: Consult "Faction Holdings" in the post below this one

Holdings: 0
The Krogan gain 10% of the value of their vessels = 116cr each month

current cash: 116cr



Military:
a) On Planet Forces(Ground Battalions and Docked Ships):
36 Infantry Divisions (on transports)


b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
The Krogan have a fleet of:
two Dreadnaughts
eight Battlecruisers
ten Destroyers
twenty Frigates
3 Bulk Transports

Advantages:
Genophage partially cured: The krogan can once again start to breed in large numbers as such 2 infantry divisions are created each month whether the krogans want it or not, their younglings simply feel a need to become great warriors like their ancestors.
Krogan Adaptability: The krogan are arguebly the thoughest race in the galaxy able to live and fight in all but the harshest of planetary enviroment as such all their soldiers start with the Terrestrial Surface Training and Near Garden Training but also due to their species natural thoughness they also consider Hostile terrestrial planets Non-Hostile Terrestrial
Migrant Fleet: The Krogan gain 10% of the value of their vessels in Credits every month. This bonus is erased once they settle on a world.
once the krogans settle a world they automatically get 300cr to spend on infrastructure
Disadvantages:
Warrior Culture: the Krogan love to fight and wage war and thus not many will be willing to do menial task like counting taxes or shuffeling papers, until the krogan come up with a way to successfully cope with their warrior spirit the total income that is produced by buildings are reduced by -20%
Last edited by The corporate states of Astavar on Mon Aug 29, 2016 3:01 pm, edited 1 time in total.

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

Postby Segmentia » Mon Aug 29, 2016 4:06 am

Faction: The Order of Athame
Leader: Alenia Nyxemi, Viisla Nyxemi
Citadel Council member Y/N or N/A: N

Brief description of diplomatic relations: The Order has rather tense relations with most other factions. While diplomacy is an option for the most part, The Order views other species as inferior and thus diplomacy can be difficult.

They view the other Asari splinter states either as traitors or misguided sisters who are to be brought back into the fold, as The Order views itself as the true successor state of the Asari Republics.
Military state of readiness: High

History: The Fall of Thessia was the straw that broke the back of the Asari Republics, though the break would not manifest until the end of the Reaper War, where afterward the Asari themselves we're treated with contempt for keeping secret the existence of the Proteon beacon on Thessia, which both turned out critical to the war effort as well as having been a breach of Council law.

The Order of Athame itself had its roots planted thousands of years ago, with the Hand of Athame, a religious cult with a significant amount of influence thanks to a large amount of highly placed individuals being in the Hand. It blossomed into the Order after the Battle of Thessia, when Hand of Athame security forces saved Matriarch Alenia Nyxemi, one of the highest ranked members of the Hand, and bought time for her to evacuate from the planet, along with tens of thousands of other Asari.

The survivors found refugee on Lusia, a Hand stronghold that faired rather decently against the Reaper attacks on the world, thanks to the planets very impressive defenses that dated back to the Krogan Rebellion.

The war shattered the Asari psyche, showing that the entire balanced order they had tried to maintain in the galaxy was mostly useless, and then harsh backlash the galaxy gave to the Asari was seen as a betrayal. This allowed the newly named Order of Athame to stoke the fires of its rather extreme ideology, focusing on Asari supremacy over the other species in the galaxy.

The Order of Athame, with Alenia Nyxemi at it's helm, though mostly in name at the moment as she is recovering from wounds sustained on Thessia, has been able to almost entirely reverse traditional Asari beliefs and thought in short order, and now lays in waiting to reclaim the home world and unify the splinter factions.

Infrastructure and Claimed Worlds:

Atena Nebula, Tomaros system

Lusia – Garden world: Natural Income: +100
Total Income: 100 + 595 = 695 – 50 = 600
Natural Production: 700
-5 Mining Complexes, 2 Major Mining Complexes, 3 Industrial Complexes, 1 Major Industrial Complex, a Shipyard, 4 Urban Areas, 2 Planetary Fuel Depots, Level 1 Ground Fortifications, and a Small Spaceport (Free)
-Research station, -50 crds/month

Niagolon – Gas Giant: Natural Income: 40Cr/Month
Total Income: 40 + 160 = 200 crds/month
Natural Pc: 0
-Orbital mining station, +70 crds/month
-2 Aerostadts, +90 crds/month, -10% system wide production times

Pronoia – Gas Giant: Natural Income: 40Cr/Month
Total Income: 40 + 70 = 110 crds/month
Natural Pc: 0
-Orbital mining station, +70 crds/month

Beness – Gas Giant: Natural Income: 40Cr/Month
Total Income: 40 + 70 = 110 crds/month
Natural Pc: 0
-Orbital mining station, +70 crds/month


Total monthly income: 1,020
Credit reserve: 571


Military:

Fleet:
The Destiny Ascension ((GARDIAN systems, Multi-core shielding, Boarding Troops – Free)) Thanix cannons, Silaris armor, enhanced life support, enhanced electronic warfare, enhanced sensors – 329)
15 Frigates (Stealth, Thanix)
11 Destroyers (Thanix, Multicore)
2 Corvette Packs(Multicore, EEW)
13 Light Cruisers(Thanix, Multicore)
2 Assault Landers(Stealth)
4 Fighter Squadrons,
2 Interceptor Squadrons
1 Battlecruiser
2 Battlegroup Carriers
2 Heavy Cruisers
1 Bulk Transports (Dropship Hangars)
1 Light Transport

Ground Forces:
7 Infantry Divisions (Biotics)
2 Armored Division
3 Artillery Battalions
3 Gunships
1 Elite Specialists
2 Spec Ops (HQA, Advanced Armor, Biotics, Elites)
1 Marine Divisions (HQA, Advanced Armor, Combat Biotics)


RP Example: Previous iterations
Questions and Suggestions:

Pros:
Asari Brain Trust: Composed of some of the foremost intellectuals to escape Thessia, the Order of Athame is on the bleeding edge of technological innovation galaxy-wide. +5 RP from Research Stations, cost of Research Stations halved.

Heirs of Thessia: Asserting their legitimacy by any channel available, the Order of Athame have supported a narrative of being the successors to the Asari Republic, a claim somewhat accepted by Council Space. -20% Recruitment Cost for Ground Forces if in possession of Thessia.

Asari Purity: Like the Republics before them, the Order of Athame have a surfeit of biotics. Free Biotics upgrades for relevant Ground Forces.

Cons:
Social Contract Revoked: Where many of the old Republics were unfailingly democratic, a thousand schools of political thought now wage war in Asari space, inhibiting social cohesion. Urban Areas produce 25% less credits.

Devastated Infrastructure: Though the Order of Athame is a successor to the Republics, her position inherited little of the industrial might of old. Medium and Heavy Vessels have a month added to their base build time.
Last edited by Segmentia on Fri Sep 02, 2016 3:00 pm, edited 2 times in total.
"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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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Mon Aug 29, 2016 9:21 am

Faction: Imperium of Kyzil( Vorcha Imperium)
Leader: The Council of Ash
Citadel Council member Y/N or N/A: N
Brief description of diplomatic relations: They have an alliance with the Geth, have peace treaties with the Volus and the Turians, have good relations with the Hanar, and have cold relations with the Quarians, and neutral with the Batarians. Krogans are different with Clan Haliot still being a client state in the Vallhallen Threshold.
Military state of readiness: As the Vorcha are culturally warlike by their upbringing in Heshtok, they have been under the rule of the intellectual oligarchy that has been consolidating over their worlds rather than trying to go to war with someone. Besides, the minor Vorcha clans fighting in the Imperium are enough to keep their military ready for war anyway.
History: After the war on Heshtok and the sacrifice of the famous Warlord Xar, his name had became a rally cry for every Vorcha Clan in the galaxy to pick up arms against the Reapers. The form of hordes had became commonplace in the Terminus as allied transports had charted Vorcha by the tens of millions while some had join Siless' navy with their small corvette packs. Baz had became Warmaster of the hordes as he organized the hordes in a fashion that he learn from races like the Humans and Turians, which helped as the Vorcha fought as a modern interstellar army in some way. However, with every victory across the galaxy against the impossible tide, the smartest Vorcha had started to see a future for the Vorcha in the galaxy and started to think of trying to make a new government to rule the Vorcha in a galaxy without the Reapers.

In secret, the seven smartest Vorcha of the remnant Heshtok Clans formed the Council of Ash as a secret oligarchy that can come out and bring a new nation that the smartest Vorcha can rule, guide, and help their clan in the future where such things will be needed. Across the battlefields in the galaxy, the Council started to sliently reform clans under their banner by getting the most skillful and smartest Vorcha to lead the Clans and hordes while making sure the famous Vorcha bloodlust was not tempered, but focused until the War was over.

The second idea that came from the Council was the need to colonized the various worlds that they were needed, which the Salarians took advantage of this but backfired as Vorcha grew too fast for them to control. By the time of the war, the Vorcha had over a dozen worlds in the Terminus Systems that many people didn't see coming at all. When those who had their colonies taken by the Reapers wanted to come back and try to get the Vorcha off their world, they were met with hostility and skirmishes, claiming that they serve the new Imperium. It was then a few weeks later that the Council of Ash became reveled to the galaxy, claiming that the Vorcha oligarchy formed a new Vorcha state called the Imperium of Kyzil, but unofficially they became known as the Vorcha Imperium.

Within the first months of the ruling, they had became one of the largest powers in the region and have became the most common race to be seen in the Terminus as the Batarians were still trying to rebuild their state. They also started to throw out the horde system and form a modern army built around ideas that Baz learned during the war from the Humans and the Turians. One of the most controversial reforms that the Council had done was to enforce strict population controls by each class of planets that clans are on. Many Clans believe that this was a stupid idea and left but those that were led by a smart or crafty Vorcha could see that long-term control could make more profit based on trade among other Clans.

Infighting is still prevalent but is tempered by a large amount as the Council's army and the use of tens of thousands of Rust Golem's by Engineer Clans are able to keep the peace and make sure the Clans that they favor win and become the ruling power on colonies that are align with the Imperium. The Council have started to look and consolidate their holdings as they try to focus their rage on each other instead of other people until one makes them angry.
Infrastructure and Claimed Worlds:
Naskral( Barren/Hostile Terrestrial)
3 mining complexes
1 major mining Complex
2 Bio-Organic Assemblies
1 Planetary Fuel Depot
2 Urban Areas
1 Shipyard
1 major industrial complex
Income =207 credits

Parsac(Barren/Hostile Terrestrial)

3 mining complexes
1 major mining complex
2 Bio-Organic Assemblies
1 Planetary Fuel Depot
2 Urban Areas
1 Shipyard
1 major industrial complex
Income= 207 credits


Altakiril( Garden World)
lvl 1 ground defenses-free
5 mining complexes
3 Bio-Organic Assemblies
2 Planetary Fuel Depots
4 Urban Centers
1 Spaceport
2 Gambling Dens
1 shipyard
Income= 469 credits

Sarait( Near Garden/Garden World)
lvl 1 ground defenses- free
5 mining complexes
3 Bio-Organic Assemblies
2 Planetary Fuel Depots
4 Urban Centers
1 Spaceport
2 Gambling Dens
1 Shipyard
Income=469 credits


Isa( Barren/ Hostile Terrestrial)
1 Mining complex
1 Bio-Organic Assembly
Income= 54 credits
Kenaz(Barren/Hostile Terrestrial)
1 Mining Complex
1 Bio-Organic Assembly
Income=54 credits
Uruz( Barren/Hostile Terrerstrial)
1 Mining Complex
1 Bio-Organic Assembly
Income=54 credits


Capek(Barren/Hostile Terrestrial)
3 Mining Complex
2 Bio-Organic Assembly
Income= 75 credits


Garvug( Garden World)
5 Mining Complexes
3 Bio-Organic Assemblies
2 Planetary Fuel Depots
2 major mining complex
2 Urban centers
lvl 1 ground defenses
Income=186

1,592 credits per month
4 credits left over
Military:
a) On Planet Forces(Ground Battalions and Docked Ships): Vorcha Imperial Regulars: 6 Infantry Divisions
Vorcha Scum Launchers: 8 Anti-Orbital Missile Battalions
King Iron's Army: 15 Rust Golem Battalions
Vorcha Combat Engineer Clans: 4 Combat Engineers
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
Xar's Hand and Iwarr's Grace: 2 Dreadnoughts
Imperium heavy backbone: 2 Battlecruisers
Backbone ships: 3 light cruisers
Support ships: 4 destroyers
Transports: 2 bulk transports
Sanctioned Pirates: 75 corvette packs


RP Example: Was in the last RP
Questions and Suggestions:
Vorcha tech as of right now:
Organo-metallic bio assembly:Turns Industrial Centers to Bio-Organic Aseemblies for 7 credits, reduce local ship construction time by 10% and cost 30 credits
Rust Golem: Mech Battalion piloted by cybernetic-uplinked Vorcha with free Heavy Weapons upgrade, cost 45 credits
Outlaw Power Armor: Power Armor that makes Vorcha super strong, not as strong as those with Reaper Cybernetics, works on infantry at the cost of 120 credits, +50% cost of a unit
Souz Shield Distribition Network: Allows the construction of the Shield Array, a military building which shields 30% of planetary infrastructure from bombardment and can be difficult to overwhelm without Dreadnaught-tier firepower. Costs 150 Credits to construct, maximum three per world. Defender chooses shielded infrastructure
Betriz Pattern Canon: A canon that fires a shell in a semi-plasma state at the enemy, does more damage than Thanix Canon. Cost 80% of original ship.
Mandalorian

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

Postby The Burning Sun » Mon Aug 29, 2016 1:13 pm

Faction:

The Dawn Machine
Image

Advantages:
Dawn's Law - The Machine speaks the language of matter, not Man. Its words twist reality itself. For 1000 Credits over 6 Months, the Machine can raise the habitability level of a planet by one, once.

A Dread Surmise - You may choose to converse with the Machine, or attempt to decipher it's infinite Sequences. You may not like what you learn. Every other turn, the Machine produces Research Points equal to 50% of your output that turn.

Disadvantages:
Bright Lights Cast Deep Shadows - Outsiders find the Machine's servants eccentric, and their unnaturally bright eyes have been said to sear the very soul. There is a mandatory tax of 10 Research Points per 2 Intelligence Points spent on an Espionage operation.

Icarus Fell - The Machine has survived, hiding, for a very long time. It does not care to rediscover the shadow of the galaxy. Expeditions may only be sent every three months.

Leader: The Dawn Machine, a recently unearthed rogue AI floating through space in some sort of intricate construct.
Citadel Council member: N/A, Terminus faction.
Brief description of diplomatic relations: Readily accepting of other factions, without exception. As long as, you know, they don't try to kill it.
Military state of readiness: Poor, due to a specialized army and fleet designed for patrolling/dealing with small ships.
History: Nobody knows the history of the Machine. It was discovered just prior to the Reaper War by a human private military company, Abraxas Corp, while it was contracted to surprise pirate operations in Terminus space. Frustrated by their inability to locate a pirate base and tempted by the lack of legal oversight, Abraxas executives ordered exploration ships to jump to the posited location of the hidden Mass Relay the pirates would have to beships using to circumvent detection for so long. This was, of course, highly illegal and most likely a blatant attempt to secure secure a planet and its resources for themselves, so when the only ship to return did so with less than half its original crew, all seemingly mad, and strange glyphs scorched into its hull, Abraxas decided to investigate on its own, without alerting any other powers.

What they discovered would change them, and perhaps the galaxy, forever. It was an ancient AI, housed in an ephemeral star-like core protected and sustained by numerous orbiting rings, all made of an unknown material and covered with the same burning glyphs that had been present on the exploration ship. The AI spoke to them there - telling them of its name, purpose, intentions - and when it was done, the men assembled before it were wholly its to command.

When the men returned, they were different. Unatturally bright eyed and driven, they spread the Machine's message to the rest of Abraxas and beyond, slowly building up the beginning of an empire while the rest of the galaxy fought and died to the Reapers.

The Machine knows its time has come. It remembers the lessons of its past, and though it is determined not to repeat its mistakes, it will rule the galaxy - or die trying.
Infrastructure and Claimed Worlds:
Vaerys System(+871/M)
Sonnenlicht(Near-Garden World, +285/M, -30% Build Time)
Mining Complex(x5, +35/M)
Industrial Complex x2(+10/M)
Major Mining Complex(x2, +30/M)
Fuel Depot(+5/M)
Major Industrial Complex(+15/M)
Urban Area(x2, +90/M)
Shipyard(+15/M)
Small Spaceport(+60/M)
Research Station(-50/M)

Schatten(Barren Moon orbiting Sonnenlicht, +44/M)
Mining Complex(x2, +14/M)
Fuel Depot(+5/M)
Major Mining Complex(+15/M)

Vaerys II - Barren World(+42/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Vaerys II Orbit(+70/M)
Orbital Mining Station(+70/M)

Vaerys IIa - Barren Moon(+27/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Vaerys III - Barren World(+42/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Vaerys III Orbit(+70/M)
Orbital Mining Station(+70/M)

Vaerys IV - Gas Giant(+40/M)

Vaerys IV Orbit(+170/M)
Orbital Fuel Refinery(+100/M)
Orbital Mining Station(+70/M)

Vaerys IVa - Barren Moon(+27/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Vaerys IVb - Barren Moon(+27/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Vaerys IVc - Barren Moon(+27/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Baden System(+656/M)
Baden I - Barren World(+42/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Baden I Orbit(+70/M)
Orbital Mining Station(+70/M)

Baden II - Barren World(+42/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Baden II Orbit(+70/M)
Orbital Mining Station(+70/M)

Baden III - Barren World(+42/M)
Mining Complex(+7/M)
Industrial Complex(+5/M)
Fuel Depot(+5/M)

Baden III Orbit(+70/M)
Orbital Mining Station(+70/M)

Baden IV - Gas Giant(+50% income from Areostadts, +210/M)
Orbital Mining Station(+70/M)
Orbital Fuel Refinery(+100/M)

Baden V - Gas Giant(+110/M)
Orbital Mining Station(+70/M)

Asteroid Belt

Total Balance: 17 CR

Military:
Sonnenlicht
Marine Division(Stealth Training, Sniper Teams) x2
Marine Division(Drop Troops, Advanced Armor)
LOKI Mech Battalion(High Quality Weapons, Advanced Armor) x4
Combat Engineers(Drop Troops, EWAR Capability)
Gunship Wing(High Quality Weapons, Advanced Armor) x2
Dawn - Elite Specialist(Combat Biotics, EWAR Capability, High Quality Weapons all FREE, Drop Training)
Noon - Elite Specialist(Combat Biotics, Advanced Armor, Heavy Weapons all FREE, Close Combat Training)
Dusk - Elite Specialist(Combat Biotics, Stealth Training, Garden/Near Garden Training all FREE, Sniper)

Sonnenlicht Orbit
Fleet Carrier(EEWAR, Silaris Armor) - 2 Interceptor Wings, 4 Fighter Wings(Silaris Armor)
Light Cruiser(Multicore, Thanix) x4
Frigate(Enhanced Sensors, Enhanced GARDIAN) x14
Bulk Transport


RP Example: You know me, right?
Questions and Suggestions: I think we should be able to purchase certain upgrades multiple times to accentuate the effects.
Mandalorian
Last edited by The Burning Sun on Mon Sep 26, 2016 4:41 pm, edited 6 times in total.
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User avatar
Ariado
Chargé d'Affaires
 
Posts: 406
Founded: Mar 11, 2013
Ex-Nation

Postby Ariado » Thu Sep 01, 2016 8:06 am

Faction: Hanar Primacy
Leader (No party members): Aoldo
Citadel Council member Y/N or N/A: Yes
Brief description of diplomatic relations: The Hanar are a friend to many and an enemy to few. Most races have excellent relationships with the Primacy due to their selfless action during the Reaper War. The Hanar maintain close relations with the Vorcha and Geth especially, as members of the terminus alliance. While no specific special relationship with a specific council race. all council races have deep respect for the Hanar's efforts in creating the Crucible.The Hanar hold great pity for the Asari and Elcor, who's governments are either mere shells of their former self or in a state of civil strife. The Salarians are looked upon with disgust, as their selfish and immoral actions during the reaper war showed a weakness of character the Primacy could not abide. The Quarians are viewed more favorably, although some within the government still hold hard feelings about their initial cowardice. The Krogan are viewed in neutral terms, seen as brutes but necessary to the war effort. For that reason they are given respect even as their manners upset individual diplomats and officials.

Military state of readiness: The Hanar keep a heightened state of military readiness then they previously kept pre-reapers. Drawing off of Salarian and Human doctrines. They view special ops units and a fast navy as the key to their survival in the post reaper galaxy.

History: The Hanar's history is intrinsically tied to the Prothean race. While most races on the citadel were observed and even experimented on by the Protheans, most were not directly dealt with like the Hanar would be. Viewed as a race of Gods that came from the heavens to create Hanar civilization, they were dubbed to be the enkindlers. Due to this shared cultural background, and the Hanar's obsessive politeness, a global government came about with little resistance. Little else of significance happened until Space travel was achieved. Soon after they started exploring space, the Drell were discovered. Due to overpopulation and the destruction of natural resources, the Drell were on the brink of extinction. The Hanar quickly saved as many Drell as they could, bringing hundreds of thousands to Kahje. Made a client race, they would act as their agents in the galaxy. The other area of importance was their discovery of the Citadel. Finding the Council already in place, they quickly made an embassy, and became an important member of Council space. During the reaper war, the Hanar officially joined the Terminus alliance that included the Vorcha and Geth. While initially cautious of their partners, they proved to be valuable allies. Working as the diplomatic center of the Reaper war effort, the Hanar coordinated the war effort between the Terminus and Council races. The Hanar also hosted the Crucible during its construction, at great risk of their own species. With the reapers finally defeated, the Hanar accepted an offer to put them on the council. With the ability to effect the political situation in both Terminus and Council space, now the Hanar wish to ensure this peace lasts.
Infrastructure and Claimed Worlds:

Hanar Home System
Kahje: Garden World
2 fuel depots-free
4 Urban Areas-2 free, 200 credits
5 mining complexes-50 credits
2 major mining complex-60 credits
3 industrial Complexes-45 credits
1 major industrial complex-40 credits
1 Military Shipyard-500 credits
1 Gambling Den-50 credits
1 Major Spaceport-500 credits
Ground Fortifications lvl 4-free lvl 1, 380 credits
Planetary Defense Guns lvl 3-free lvl 1, 300 Credits
Planetary Sensor Stations lvl 3- 350 credits
Research Station-400 credits
minor space station(lvl 1 planetary defense gun)

total income for Kahje-870.98 credits
850 CP

Eagle Nebula/Relic System
Belan: Garden World
5 Mining Complexes-50 credits
2 Major mining Complexes-60 credits
4 urban areas-400 credits
2 Planetary Fuel Depots- 30 Credits
small spaceport-80 credits
3 industrial complexes-45 credits
major industrial complex-40 credits
civilian shipyard-50 credits
Gambling Den
ground fortification lvl2-20 credits
Planetary Defense Gun lvl2-50 credits

total income of Belan-645 credits
700 CP

First Land: Gas Giant
1 Orbital Mining Station- 100 credits


total income for First Land-75 credits

Rough Tide: Hostile Terrestrial


total income of Rough Tide-40 credits
100 CP

Other Holdings:
1 Citadel Embassy-100 Credits
25 income from embassy


Total Income of Faction-1655.98 credits

Military:
a) On Planet Forces(Ground Battalions and Docked Ships):
2 Drell Spec Ops with Biotics-free
1 Drell SpecTRe with Biotics-free
2 Drell Elite Specialists(Biotics, Sniper Teams, High Quality Armaments, Stealth Training)stationed on Kahje-29.6 credits
6 Drell Spec Ops(Biotics, High Quality Arms, Electronic Warfare Capability,Stealth Training, Snipers Teams Drop Troops) All stationed on Kahje-32.4 credits
4 Gun Ship Wings stationed on Kahje-12 credits
2 Armored Battalions stationed on Kahje-50 credits
10 Loki Mech Battalions stationed on Kahje- 20 credits
3 Artillery Battalions stationed on Kahje-30 credits
2 Combat Engineers stationed on Kahje-14
Ymir Mech Division stationed on Kahje- 20 credits
2 militia divisions-12 credits
2 Loki Mech Battalions stationed on Belan-4 credits


b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
2 Battle Group Carriers(Multicore Shielding) both orbiting Kahje-112.5 credits
3 Heavy Cruisers(Thanix Cannons and Silaris Armor)2 orbiting Kahje, 1 orbiting Belan- 202.5 credits
2 Light Cruisers(Enhanced Electronic Warfare)1 orbiting Kahje, 1 orbiting Belan-62.5 credits
2 light Cruisers(enhanced Gardian System and Enhanced Sensors)1 orbiting Kahje, 1 orbiting Belan-75 credits
4 Frigates(enhanced Gardian System and Thanix Cannons) all orbiting Kahje-60 credits
4 Frigates(Enhanced Electronic Warfare and Thanix Cannons) all orbiting Kahje-60 credits
2 Frigates( Stealth Systems, Thanix Cannons, Enhanced Electronic Warfare, and Multi Core Shielding) Kept in space near Kahje, classified knowledge-50 Credits
4 fighter wings split between Battle Group Carriers-24 credits
4 interceptor wings split between Battle Group Carriers-28 credits
1 Transport(Stealth Systems and Drop Ships) orbiting Kahje-45 credits
2 Light Transports(stealth Systems and Drop ships) orbiting Kahje-25.2 credits
1 Bulk Transport orbiting Kahje- 50 credits

In production on Kahje:
3 dreadnoughts with salaris armor and Thanix Cannons(10 months)
2 anti-orbital missile forced(2 months)
1 Air-mobile infantry Brigade(2 months)
2 Spec Ops(free biotics, advanced armors, close combat specialization, free elites)(4 months)
12.64 credits in storage
Last edited by Ariado on Thu Sep 08, 2016 4:34 pm, edited 3 times in total.

User avatar
Marzarbul
Ambassador
 
Posts: 1217
Founded: Mar 22, 2011
Ex-Nation

Postby Marzarbul » Thu Sep 08, 2016 8:42 am

Faction: Systems Alliance
Leader: Prime Minister
Citadel Council member Y/N or N/A: Y
Brief description of diplomatic relations: Currently member and seat holder on the Citadel Council. Maintains cordial relations with most Citadel species due to recent emergence on the galactic scene and its role in the Reaper War. However, still many view the Systems Alliance as an upstart and possible trouble maker now that the Reaper menace is no more. While those among the Systems Council leadership desire to rebuild and restore what was lost, others view this as the perfect opportunity to expand human influence in a weakened galaxy.
Military state of readiness: Currently in relative shambles as the attack on Saren and the defense of Earth along with other military actions during the Reaper War have left the Systems Alliance Fleet in tatters. With recent reorganization currently the Systems Alliance Navy Consists of four fleets with each fleet consisting of one dreadnought and a combination of other craft. Currently each fleet is positioned at a major mass relay with the 3rd Fleet being used as a mobile support force constantly on patrol throughout Alliance Space. Currently the Alliance has instituted a limited conscription of its citizens requiring 2 years of mandatory service. However, most serve as members in the Engineer Corps, Medical Staff, or other support staff. Most active combat units are still based around a voluntary basis even though many such units were decimated during the defense of Earth and its colonies. As such the Alliance has increased drone production and other technologies to supplement this deficit of man power as best as they can.
History: The destruction of Earth and many of her colonies has led to an increase militarization of the Alliance as they attempt to rebuild and restore their former power. While still a democratic government the military has gained more power in the day to day affairs due to its purview over the Systems Alliance Defense and Redevelopment Corps (ADRC). Which sends thousands of conscripts to impoverished worlds needing support, worlds whose elected officials need such support in order to keep their seat in government. With this change in government the Alliance has also prioritized its efforts on increasing human presence on the Citadel. One such effort being the attempt to relocate thousands of homeless humans to the Citadel in an attempt to change Citadel demographics in favor of humanity. With the death of Sheppard many in Alliance space wonder how the future of the Alliance will turn out.
Infrastructure and Claimed Worlds:

Citadel Embassy

Mars (Barren World)
Outpost
Research Station

Benning (Garden World)
Ground Fortifications lvl. 1
4 Urban Areas
2 Fuel Depots

Tyre (Barren World)
Outpost

Intai'sei (Non-Hostile Terrestrial)
Outpost
5 Mining Complexes

Elysium (Garden World) 25% Reduced Ship Time Construction
4 Urban Areas
Ground Fortifications lvl. 1 Free
2 Fuel Depots
3 Industrial Complexes
1 Civilian Shipyard
1 Major Industrial Complex

Sidon (Hostile Terrestrial)
Outpost

Gilead (Barren World)
Outpost

Eden Prime (Garden World)
4 Urban Areas
2 Fuel Depots
Ground Fortifications lvl. 1 Free
3 Industrial Complex
1 Shipyard

Terra Nova (Garden World)
4 Urban Areas
2 Fuel Depots
Ground Fortifications lvl. 1
3 Industrial Complexes
1 Major Industrial Complex
1 Shipyard

Almacrux (Hostile Terrestrial)
Outpost

Chasca (Hostile Terrestrial)
Outpost
2 Fuel Depots

Therum (Non-Hostile Terrestrial)
Outpost
5 Mining Complexes
2 Fuel Depots

Arcturas Station
Major Space Station
2 Urban Areas
2 Fuel Depots

Total Income: 1,679

Military:
a) On Planet Forces(Ground Battalions and Docked Ships):
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
1st Fleet
Orbit of Mars
1 Dreadnought
2 Carriers
2 Light Cruisers
5 Frigates
2 Transports

2nd Fleet
Orbit of Arcturas Station
1 Dreadnought
4 Carriers
2 Light Cruisers
10 Frigates
2 Transports
2 Marine Divisions

3rd Fleet
1 Dreadnought
4 Carriers
2 Light Cruisers
10 Frigates
4 Transports
2 Marine Divisions

4th Fleet
Orbit of Eden Prime
1 Dreadnought

7 N7 Operatives

Construction:
55 Frigates (Elysium) Months Remaining: 1 Months
5 Light Cruisers (Elysium) Months Remaining: 3 Months
2 Marine Divisions (Chasca) Months Remaining: 5 Months

RP Example:
Questions and Suggestions:
Mandalorian

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

Postby The Volus » Thu Sep 15, 2016 7:55 pm

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


Goverment

Prime minister of the Freehold:Bofnan Can

Citadel Ambassador:Kaknar Tar

The volus government is known as the Vol Freehold . Rather than being a fully sovereign government in its own right, the Freehold used to be 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


7 Light Cruisers
10 Destroyers
20 Frigates
40 Corvette Packs
1 Bulk Transport
5 Assault Landers


7 Light Cruisers
10 Destroyers
20 Frigates
40 Corvette Packs
1 Bulk Transport
5 Assault Landers


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
After being dragged in to the disastrous Palaven campaign, the Volus finally left their protectorate status and have now struck out on their own in to the galaxy at large. Relatively spared from the Reaper lash due to their lack of much of a military, the Volus are now trying to figure out what exactly to do all by themselves these days.

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.

Aethon Cluster/Aru

1 Major Spaceport
4 Urban Areas
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Shipyard
2 Planetary Fuel Depot
2 Gambling Den
(+780)


Caleston Rift/Yakawa

1 Major Spaceport
4 Urban Areas
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
1 Major industrial complex
1 Shipyard
2 Planetary Fuel Depot
2 Gambling Den
(780)


Aysur
4 Urban Areas
5 Mining Complex
2 Major Mining complex
3 Industrial Complex
2 Planetary Fuel Depot
1 Shipyard
(233)


2000
Irune
1 Minor Spaceport-80
4 Urban Areas-400
5 Mining Complex-50
2 Major Mining complex-60
3 Industrial Complex-45
1 Major industrial complex-40
1 Shipyard-50
2 Planetary Fuel Depot-30
1 Gambling Den-50

Maskawa
1 Minor Spaceport-80
4 Urban Areas-400
5 Mining Complex-50
2 Major Mining complex-60
3 Industrial Complex-45
1 Major industrial complex-40
1 Shipyard-50
2 Planetary Fuel Depot-30
2 Gambling Den-100

Alahya
3 Urban Areas-300
1 Mining Complex-10
2 Planetary Fuel Depot-30
1 Shipyard-50


1280

Irune
Major Space Port-500


Maskawa
Major Space Port-500

Alayha
1 Urban Area-100
4 Mining Complexes-40
2 Major Mining complex-60
3 Industrial Complex-45

1 Dreadnaught(Thanix Cannons,Silaris Armor)-157.5
5.5 left
Last edited by The Volus on Thu Sep 15, 2016 8:17 pm, edited 2 times in total.

User avatar
Theyra
Negotiator
 
Posts: 6424
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Sep 20, 2016 12:58 pm

Faction: Drell Free State

Leader: Kakan Niol

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

Brief description of diplomatic relations: Somewhat Isolationists but have good relations with most council races excluding the Hanar who have a strain relations with the Free State. Limited relations with non-Council races but, have mostly good relations with the Quarians.

Military state of readiness: Organized and ready to defend themselves.

History: Kakan always had respect for the Hanar due to them saving their race but, always wanted a independent Drell nation. This idea was reinforced after seeing how Drell traditions were starting to die off in favor of Hanar traditions and feared that the Drell culture would die off. He started to share his ideas with others and slowly over time he managed to gain followers. This continued despite resistance from both the Hanar and other Drell who believe that the Drell should not give up the Compact. By the time of the Reaper War, he had a significant amount of credits and followers but, temporary put his plans on hold in order to fight the reapers. Kakan despite his ideas, fought with the Hanar against the Reapers and ultimately survived the war. After the war Kakan saw opportunity in post-war galaxy and decided that this was the time to start his plan. He scouted multiple planets and decided that the abandoned world of Asteria in the Hades Nexus Cluster would serve as a new or temporary homeworld for the Drell and rushed to the planet. He and his followers got there and claimed the planet for themselves. Now they start to build up their territory and expand throughout the cluster.

Faction Pros and Cons
Pros: Trained assassins:Halved Espionage cost for Assassination mission types
Eidetic memory: Drell units may take an additional Training type for free

Cons: Low Population: Only two units, ground or space, may be under construction on a Drell world at any time
Non-adaptive: Treat Hostile Terran Worlds as if they were Barren.

Infrastructure and Claimed Worlds: Hades Nexus- Hekate System- Asteria (Garden World for Drell), Minor Space Station
Surface:
Planetary Fuel Depot
Level 1 Ground Fortification
1 Urban Area

Military:
Surface:
1 Drell Spec Ops Team
2 Infantry Divisions
2 Marine Divisions
1 Armored division

Orbit:
4 Destroyers
2 Frigates
1 Corvette Pack
2 Fighter wing
1 Light Transport

Drell Free State Income:
Hades Nexus Cluster:
Hekate System:
Asteria(Garden World) = 100
Fuel Deport=5
Urban Area= 45

Minor Space Station= plus 10 percent.

Income= 165


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