NATION

PASSWORD

The Universe Project Hub [FT/Applications/OOC]

A staging-point for declarations of war and other major diplomatic events. [In character]

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 1:48 pm

Transoxthraxia wrote:
Northwest Slobovia wrote:It's not one or the other. Sometimes, using point systems are good ways to get agreement about what characters/military forces/nations can do, which makes it easier to tell a good story.


Perhaps, but the last time I tried to introduce too many mechanics in a relatively free FT atmosphere it resulted in FAR II and FAR III, both of which were extremely unsuccessful, as a few RPers here, including Ralnis and TFG, can attest to.

OK, I understand your objection now. To be honest, if I was going to use rules for NS RPing, I'd used a published system, because that's been play-tested.

Northwest Slobovia wrote:
Transoxthraxia wrote:I think someone else TG'd me an OP so I'll post that later today as well.

That was me, so thanks!

You're welcome, there's a link in the OP.[/quote]
Great! I'll TG Drakmah, who was the other player to let him know to reply.

Also, Orson wanted in as well, so if you could take a look at his app, that would speed up him joining us.

Somebody else asked me for a contact scenario, so I'll be sending you another OP for that. Much shorter; that has a simpler set-up. :)
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Jul 21, 2014 1:51 pm

Northwest Slobovia wrote:
Transoxthraxia wrote:
Perhaps, but the last time I tried to introduce too many mechanics in a relatively free FT atmosphere it resulted in FAR II and FAR III, both of which were extremely unsuccessful, as a few RPers here, including Ralnis and TFG, can attest to.

OK, I understand your objection now. To be honest, if I was going to use rules for NS RPing, I'd used a published system, because that's been play-tested.

Northwest Slobovia wrote:
That was me, so thanks!

You're welcome, there's a link in the OP.

Great! I'll TG Drakmah, who was the other player to let him know to reply.

Also, Orson wanted in as well, so if you could take a look at his app, that would speed up him joining us.

Somebody else asked me for a contact scenario, so I'll be sending you another OP for that. Much shorter; that has a simpler set-up. :)[/quote]

Yeah, I'm aware. I'm currently behind on a few of my personal RPs, so I'm taking care of those first, and I've asked Miyager to take a look at his, and Senkaku's, applications.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 1:52 pm

SF n F wrote:
Northwest Slobovia wrote:I'm now ready to join TUP RPs. Would anybody like to be contacted by my nice, friendly civilization? :)


Perhaps representatives of the Foundation could negotiate to set up an Academy on one of your worlds. :) :) :)

Since my other first-contact scenario has just started, I'll start working on an OP for this. Where would you like my ship to arrive?
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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The Holy Dominion of Inesea
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Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Jul 21, 2014 2:10 pm

Northwest Slobovia wrote:
SF n F wrote:
Perhaps representatives of the Foundation could negotiate to set up an Academy on one of your worlds. :) :) :)

Since my other first-contact scenario has just started, I'll start working on an OP for this. Where would you like my ship to arrive?

Is your first contact open to others?
I'm really tired

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Miyager
Minister
 
Posts: 2245
Founded: Feb 27, 2008
Left-wing Utopia

Postby Miyager » Mon Jul 21, 2014 2:11 pm

Senkaku wrote:
NOTE: I haven't finished the "notable locations" section.


Nation Application:
Nation Name: The Garden
Government Type: Oligarchic theocratic autocracy
Government Description: Ruled by the Golden Council, the Garden has little separation of church, state, and society. The government is essentially part of the Holy Faith, with most magistrates and civil servants also serving as priests. The Holy Faith legitimizes the government, and holds a great deal of influence in the decisions reached by the Golden Council and the Emerald Halls, which are the lesser councils. However, while the Holy Faith maintains its own militia in the Order of the Bleeding Star, and many Bleeding Stars serve as soldiers, the government does retain complete control over the Green Army, the Green Fleet, and the police and intelligence services. The government is also assisted by a sophisticated computer system known as the Orrery, a system of AIs and robots and memory farms that helps govern the Garden's teeming billions.
National Leader: Chancellor Selyek ib'il Azad
Nation Capital: Ye Shih, the capital, was a large asteroid that has been sculpted and converted into a large habitat, housing roughly fifty million people, the Golden Council and the Deva House (heart of the Orrery computer system). It has been moved to orbit the Amiiri homeworld, Azor, though it could theoretically be moved at subluminal speeds using the (very) old drive systems mounted on its surface. Azor, the world which it orbits, also acts as part of the capital, however. The Golden Council frequently meets there (some of its members live there), and the Hall of Piety (headquarters of the Holy Faith) and its various sub-compounds are on the planet's surface.
Nation Age: The Garden in its current form has stood for around 6,000 years, but the Amiiri have had civilizations for a little over four times that long.
Nation History:

The Amiiri are an ancient people, and theirs is a history drenched in blood and scorched by fire. Descended from creatures living in the tunnel-swamps around the extinct calderas that dot Azor's surface, they developed agriculture and first formed small kingdoms around 25,000 years ago. Amiiri technology progressed rapidly, and 21,000 years ago, the first Amiiri probe visited a nearby star system. The civilization that had emerged, known as the First Blossom, produced astonishing works of art, built a few colonies and bases throughout the Ashor Ai system, and flourished until around 20,000 years ago. Azor let out a large burst of transmissions at this point, which still float through space. Azor never unified, however, and instead was split amongst several main power blocs that competed for dominance. They had warred before, but no one anticipated the First Collapse. It was triggered when one power bloc released biological weapons on another. They were not intended to be much of a problem, just to frighten them.
The Pestilence followed. The disease mutated and swept Azor, killing several billion people before it could be contained and cured. Furious at those who had released it, the other powers engaged in nuclear warfare with them. Within two years of the Pestilence's release, the First Blossom had undergone the First Collapse. The Amiiri civilization, with 99% of its people dead and its homeworld ruined by war, vanished. Their fledgling space colonies either fought each other and died, or slowly watched and hid and, without support from their home, suffocated or froze to death in the endless freezing vacuum. The first break in transmissions from the Ashor Ai system occurs here.
16,000 years ago, 4,000 years after the collapse, Azor's wounds had healed, mostly. The last remnants of Amiiri civilization had, in that time, been ground down by disease and nuclear winter and wild animals to the level that their ancestors had been at 9,000 years previously. They did as the First Blossom had done, building a mighty civilization.
But this time, things were a bit different. People had been changed by the First Collapse, and things had been left behind. Ruins of ancient cities still stretched for miles in places, and radiation epicenters, where high-yield neutron bombs had once been detonated, were home to twisted horrors. The Second Blossom feasted off the ruins of the First as it bloomed, and its people were hard and cruel folk, honed by the terrible hardship they had endured for millennia thanks to what they, thanks to the lack of good records, believed had been a war between gods. The Second Blossom was humbler, and smaller, with fewer people, but even so, it became a powerful and planet-dominating civilization.

But Azor's surface was still scarred from the First Collapse, and her resources depleted by the once-mighty civilization that had died in it. Six thousand years after the rise of the Second Blossom, 10,000 years before the present, things began to break down. Weather patterns and currents failed, farms turned to dust and blew away or froze, and great migrations of desperate people occurred. Waves of refugees destroyed every refuge they fell upon and swelled as they migrated, while diseases spread forth their deadly hands and war engulfed the planet.
The Second Collapse was not nearly as bad as the First, but even so, the dead were heaped several billion high, the planet scarred again by war. It took a thousand years for the Third Blossom to rise from the ashes of the Second Collapse, and during this time, as before, the Ashor Ai system ceased emitting stray transmissions.
But the Third Blossom held on to much of the learning of the Second Blossom and its fall, and 9,000 years ago, it seemed they would bring eternal peace to the planet. The Third Blossom's knowledge was great, their power and wisdom tremendous. Within a thousand years, they had settled throughout the star system and sent probes to other worlds, beginning a new era of peace and learning. The system's and Azor's many states were bound together in a loose confederation, and the Amiiri homeworld was largely healed of its terrible wounds, drawn away from the brink of losing her biosphere.
6,500 years ago, war came again to blood-soaked Azor, as the Confederation fell apart into squabbling. This time, war was swift and clean and detached, but entire cities were wiped out as the entire star system fell apart. Habitats were burst like soap bubbles, to spill their people into the vacuum, and proud cities on Azor that had stood for millennia were annihilated from orbit at the tap of a screen and touch of a button. It seemed the Third Collapse had finally come as a century of warfare slowly escalated, but on Azor something changed. The planet was unified by a powerful warlord named Syran ib'il Hizir, and then his fleets proceeded to seize control over much of the rest of the system. A few refugees propelled their habitats out into the long dark of interstellar space, others fled on sleeper ships.
Syran ib'il Hizir, now ruler of all of the Ashor Ai system, founded the Holy Faith. The Holy Faith preaches unity, peace, and order, preaches that everyone has their place in an orderly and peaceful society. Slavery and caste systems had always existed, but the Holy Faith laid out a specific plan, a system, for their implementation. Indeed, at first, the Holy Faith was less of a religion, and more of a plan to heal Amiiri society so it could never again destroy itself as it had before. The Holy Faith also preached the sacredness of life, and said that life should always be spread and grown in places that had not been blessed with it. In retrospect, many philosophers have noted, this tenet, which still holds sway in the Garden's leadership, seems like a failsafe or a backup plan. If the Government of the Faithful had fallen like those that had come before, or fallen harder, perhaps some of Azor's life would live on elsewhere.
For five hundred years, Syran ib'il Hizir prolonged his life using nanobots and computers and all the tricks of medicine available to him, to oversee the repair of the shattered system and the restoration of order to the furthest reaches of the system and beyond. Military sleeper ships were dispatched, to chase down those who had fled the rise of the Holy Faith, and they slowly rooted out the infidels from the interstellar void and the stars around Ashor Ai.
At the very end of his life, the Unifier proclaimed the beginning of the Garden, restructuring the government, and the polity that now rules over the Amiiri was born. It is said that the Unifier is still preserved, somewhere deep within the Orrery, but regardless, the Garden flourished. Around a century after the Unifier's death, the first faster-than-light drives were created. The Garden had already dispatched sleeper ships and settled thousands of asteroids and comets, and had sent probes with a few basic life-forms speeding off to seed other systems, but now it began full-scale colonization of surrounding stars. This colonization has continued for six thousand years, as the Garden settles new systems and the millions of asteroids and comets that are scattered throughout them, as well as building habitats, whether floating free or on the surfaces of distant, icy moons. The Garden truly has gardened the systems it has colonized, and brought life to every facet of them, and continues its slow outward expansion, bringing life to every star.




Population: Approximately 120,000,000,000, most settled on space habitats throughout the Garden
Major Species: Amiiri
Minor Species: various, from all around the galaxy, but they form a very small percentage of the population.
Cultural Information:

The Amiiri, bound to the Garden by the caste system, the government, and the Faith, are, for the most part, a gentle folk, placing a high value on life and serving the Faith by letting it flourish and expand, whether that be farming or building bubble habitats. Common Amiiri are gentle, simple folk, for the most part, concerned with mining or farming or building or whatever their profession happens to be. They do view aliens and infidels with a great deal of suspicion, and rarely mingle with those outside their own caste, though they rarely harbor an active disliking for another caste. Most Amiiri place a great deal of value on obedience to the government, the Faith, and their betters, for that is how their society has worked for six millennia.

The upper castes are, in many ways, much freer than commoners, but in others considerably less so. The upper castes cannot merely be obedient sheep, as they decide the Garden's course in the galaxy and shape its policies and care for its people. They are freer and more open-minded than most commoners, and certainly less suspicious of aliens and infidels- because they must treat with them regularly. They are also usually much more hardened and cynical than a commoner, frequently stronger and more intelligent, and are generally specialized to lead. Upper castes also can use their pheromones to compel commoners to do their bidding, even if they do not wish to.
Society Information:

The Amiiri have a rigid and complex caste system, upheld by the Holy Faith, and over the thousands of years have slowly differentiated physically as well. Different castes have different colors, skin markings, texture, and patterning, and different pheromone markers. Each caste has its place in society, whether it be mining or farming or fishing or ruling. The ruling caste, known as the Golden, form the upper echelons of the Garden's government, military, and the clergy, while several lesser classes form the lower ranks of the government. The caste system is the iron frame behind Amiiri society, and is deeply entrenched and still preached by the government and the Holy Faith. The Amiiri also permit slavery, for their own criminals and indebted, and for any aliens that someone wishes to sell them. Amiiri banks and slaver clans will never ask questions if someone is sold to them, but neither do they treat slaves badly. A slave does have some rights, and cannot be abused by their owner, though fair punishment is permitted. Additionally, slaves are not considered to be part of any caste, and thus can be purchased by anyone with sufficient coin and still be forced to serve them.
Slavery and caste are two critical components of Amiiri society, but the Holy Faith is the third. All Amiiri follow it, and the Faith has an orderly system of temples and priests and libraries and such set up on every world in the Garden. All Amiiri must go to prayer once every ten days, for two hours, though this varies from place to place slightly due to differing planetary rotation speeds. Anyone who speaks against the Faith, or takes or preaches another god besides the One of Many Faces is liable to be executed or become a slave for the Faith to sell or use as they please. The Faith is also deeply entrenched in Amiiri society, and in tandem with the caste system, it means that few ever speak out against the Amiiri god.
The fourth major element of Amiiri society is government control. The government technically controls and owns everything, even if in practice this is not true. The government can put anyone under constant surveillance at any time, can have people disappear on a whim, and can relocate and draft the people as it sees fit. This, too, is so deeply ingrained into Amiiri culture that no one dares resist or object, though the government usually does not try and cause people such trouble. Despite the fact that people can be watched anywhere, at any time, the Amiiri usually just accept their government as a fact of life and live normally- for the odds that they will ever hear about something or meet the people watching them are really quite low.
Language(s): Amiiri Common, trading pidgin
Notable Locations:

Azor- Azor is the Amiiri homeworld. It has been heavily scarred by wars and civilization, and several times has come close to losing its biosphere entirely. However, the Garden has made a great effort to restore it, and six thousand years of growth since the end of the last reconstruction projects on Azor have returned it to its original pristine beauty. Surprisingly few Amiiri live on their ancient homeworld, and those who do primarily live in the huge and ancient cities that still survive on her surface, many built on the ruins of even older ones. Azor is the heart of the government and the Holy Faith, and also houses a large portion of the Orrery's memory, most of it discreetly distributed into the environment.
Ye Shih- The Amiiri capital orbits Azor as a second moon. Once an asteroid, Ye Shih has been sculpted into a massive urban habitat. It is home to more than fifty million souls, and has had additions and modifications that really make it more like a vast space station or artificially constructed habitat than an asteroid. Ye Shih also is the heart of the Orrery, and is host to the installation known as the Deva House. While many government and religious functions take place on the surface of Azor below, Ye Shih is the official capital and also places a critical role in the governance of the Garden.
Basreh-
Ashkhad-
Ti Sheh- Ti Sheh is a small dwarf planet in the Drogar System. It is presently the only large celestial body in that system to be fully habitable without life support or habitation systems. A dwarf planet roughly 600 miles in diameter, Ti Sheh occupies the main belt of the Drogar System, and naturally is too cold for liquid water and thus life. However, Amiiri bioarchitects, using a number of theoretical techniques, were able to azorform the dwarf planet. They used hydrogen bombs and self-replicating manufactories to produce an atmosphere of water vapor and greenhouse gases. In addition to greenhouse gases, these manufactories also electrolyzed water, releasing oxygen into the atmosphere and fusing the hydrogen for power. Due to the risk of asteroid collision, diffusion of the atmosphere, and solar winds, several large and remarkable systems were constructed that make Ti Sheh a noticeable place. Firstly, the dwarf planet has enormous magnetic field generators, built in its core. The core was turned molten through the use of thousands of shaped hydrogen charges planted and then sealed in tunnels. The planet's rotation, new liquid core, and metal-rich materials have, with the introduction of a very, very large heat-shielded iron rod around 600 miles long, created a small magnetosphere to protect it from the solar wind. Ti Sheh also boasts several orbiting superdynamos, which collect atmosphere that has blown off and use magnetic force lines to channel it back to the planet, ensuring that despite its weak gravity the atmosphere does not require hydrogen explosions or greenhouse bursts to replenish it. All of these are fed by the massive solar arrays that float around the dwarf planet, and these same arrays generate power for the powerful orbiting system which deflects incoming collision threats with high-energy lasers and plasma winds, sometimes using the superdynamos to energize and project the plasma. Ti Sheh also uses millions of floating mirrors to increase insolation, meaning the planet can now sustain life without any need for other life support systems.
Sazaar-
The Deva House- The Deva House is the heart of the Orrery. The building itself is tucked away on Ye Shih, in a large dome in a fairly insignificant district. Surrounded by a large reflecting pool, it is accessible by a single causeway and under permanent guard. The dome also has its own energy shields and is reinforced to resist attacks, just in case. At the edge of the reflecting pool is a line of large and very old trees, which screen it from the sight of most people. In short, the Deva House is fairly inconspicuous, hidden away behind trees in an insignificant district, and the entire compound is always under guard. Few people ever see it.
However, those who do always go inside, and inside is where the reason for the security is. Within, the Deva House has hundreds, if not thousands of rooms. It is powered by a solar skin, millions of cells embedded in the glass dome, and holds within it memory banks, computers, and hundreds of simulation rooms of varying sizes. The main attraction, though, is the Interface, a huge room in the dome's core where extremely advanced holographic technology allow users to interface with the entire Orrery system.
An OOC comparison I could make would be to the House of the Undying in Qarth in Game of Thrones. Basically, the Deva House is full of really powerful things that most people, even in the government, don't really know about, and things that no one really understands. It's the heart of a computer system that literally spans the entire Garden and is quite sophisticated. People go in, but sometimes they get lost or download themselves too much... So basically, going into the Deva House is risky. But it's also really cool.










Military Information:

Military Doctrine: Amiiri military strategy is based off of the Tazah Doctrine. The Tazah Doctrine suggests striking first, and so-called cascading assaults on enemy forces before they can move and become a threat. Cascading assaults begin with seemingly minor problems, as Amiiri drones launched by fast "flower ships" or sent floating into the enemy ranks disguised as asteroids attack communications and logistics and dispatch nanobot swarms to infiltrate enemy systems. Cascading assaults are timed and pre-arranged affairs, and usually require a fleet or army to be resting or gathering at a relatively stationary point to work. Once the infiltrators have done their work, the so-called Djinn's Minute begins. During the Djinn's Minute, a massive cyberattack or electronic warfare strike typically besets the enemy forces, blinding, confusing, and frightening them, and keeping them worried and occupied. As the ongoing situation with the electronic attack continues to plague enemy command (whose communications, thanks to the prepatory strikes, will be poor), flower ships appear inside the enemy formation and release attack drones. As further confusion spreads, the main Amiiri force appears and begins to unleash a devastating barrage, sending small, fast drone craft inside the enemy formation to break it up. The assault is incredibly fast, and usually highly coordinated, giving enemies little time to respond. In most cases, officers on Amiiri ships simply sit around and wait in the acceleration pods, since everything moves too fast for them to control, and let their aeais take care of things.
However, cascading assaults require a great deal of forward planning, and a stationary enemy force, neither of which are always possible. In cases such as these, the Amiiri usually do two things. Firstly, they strike at logistics points and communications hubs. Secondly, they launch small-scale but high-yield attacks, such as dispatching nuclear or EMP suicide drones, nano-replicator bombs, or using infiltrators to spread bio-agents amongst the enemy soldiers. They have little regard for collateral damage, and usually prefer to unnerve and confuse the enemy, pinning him down somewhere where they can launch a cascading assault and destroy them.

However, when forced to give a running fight or attack a moving enemy fleet, they usually keep up constant, low-level attacks for several days, wearing them down, and then slowly ramp up their attacks. Amiiri ships will streak at high speed through the enemy formation, sowing mines and drones behind them as they blaze away with lasers and missiles. The Tazah Doctrine has been proven quite successful in a number of wars against minor civilizations around the Garden, and the Orrery's simulations indicate it would also be successful against the great galactic powers.
The Amiiri favor using drones, mines, and lasers, and on the ground favor hypersonic glide vehicles and chemical weapons.

Military Strengths: The Amiiri have superb military coordination and excellent computer systems, and Amiiri command can quickly adapt to changing situations and plan accordingly. They also have good all-around technology and training, especially in electronic warfare. They are also frequently unmanned or only have very small crews, as the Amiiri prefer to use faster, lighter, tougher computers.
Military Weaknesses: Amiiri ships are built for speed, maneuverability, and striking power, and as such, every last gram of excessive mass is stripped from them, including most armor and backup shield generators. They rely on their maneuverability and electronic warfare capabilities to avoid enemy fire, and tend to fare poorly when these fail them. Additionally, while Amiiri firewalls and cyber warfare capabilities are excellent, their forces are, due to the level at which they rely on computers and robotic systems, extremely vulnerable should a successful cyberattack ever befall them.
Major Industries: Farming, mining, manufacturing, habitat construction, shipbuilding
Foreign Policy: The Amiiri are slightly xenophobic, and while they do permit restricted trade at most ports, they tend to be somewhat isolationist and prefer to allow others to fight their own wars, and keep the Garden out of it. However, smaller, less powerful civilizations on their borders are basically considered open season for slavers, and for keeping the Green Fleet's skills sharp.




Additional Information:
Technological Bases: The Quiet War, Ender's Game, EVE, The Windup Girl, Game of Thrones
NS Activity: Reasonably high
RP Experience: Well, I've done quite a few before, if that's what you mean, and Idon't think I'm a terrible writer...but that's more for y'all to decide.
Map Claim: J-10
Map Color: Green, if I can get it.


0192




Species Application:


Species Name: the Amiiri
Physical Description: The Amiiri are small creatures, with skin that ranges from ebony black to bronze or golden brown. They possess six limbs, though they are close to what we IRL would call mammals, and are capable of walking on two or four of these limbs. The middle pair are essentially only vestigial arms, usually amputated at birth or before, while the bottom pair have almost no dexterity and are only good for walking on. The top pair, while they can be used for walking on all fours, are much better suited to lifting and fine motor skills. An Amiiri stands around three and a half feet high, with a head shaped like a teardrop. They possess three eyes, one on the front of their face, and one on each side of their head. They also have pheromone and electric field sensory organs distributed around their heads, largely in the form of small, regular openings that form a trail down each side of the head. Their ears are lesser organs, mounted in their top shoulders, and are almost invisible. They conserve water and expel all waste in solid form, however, Amiiri also filter their waste naturally and have a second orifice for expelling bacteria filtered out from their waste. This means Amiiri have two kinds of shit, basically, and that one is a bit of a biohazard, while the other is quite sterile.
Average Lifetime: ~100 (RL years, not necessarily whatever an Amiiri year is)
Respiratory Gas: oxygen
Reproductive Cycle: The Amiiri have penetrative sex somewhat similar to humans, but their are a few variations. Females use the same orifice to give birth and have sex as they do to expel sterile waste. They also give birth to live young... but only semi-live, really. A baby Amiiri is usually little more than a large embryo, covered in a flexible silicate covering and packed in nutrient fluid, and is usually moved out of the womb swiftly, within six weeks, since Amiiri have evolved to have small wombs. Mothers used to incubate their newly born in the small pouches they possess for around another six weeks, but now almost everyone uses electric incubators for convenience's sake. Baby Amiiri tear out of their shell/covering a week or so after their mother ceases incubation, and grow to adulthood in around ten years. They remain fertile throughout their lifetime, unless modified surgically or rendered impotent by genetic disorders or some outside stimulus such as radiation.
Natural Abilities: Amiiri sensory organs are typically more sensitive than human ones, their eyes being able to pick out all three primary colors and green, and their night vision is considerably better than humans thanks to the presence of refractive, crystal-like cells in their eyes and a tapetum lucidum. They also can pick up and emit pheromone signals to one another voluntarily and involuntarily. With some training, they can even pick up on other race's pheromone signals, even ones who do not have the ability to control theirs. Their ability to sense electric fields, though greatly reduced over the millennia, had also stuck with them since they first rose from the swamps, and though many do not use this ability because of the sheer amount of white noise produced by things like phones, computers, and really every device and appliance one could name, it has its useful applications, though like pheromone sensing, it takes practice to learn them.
Amiiri also can make tools and form groups, like all civilized species.
Diet: Typically blue-green algae, supplemented by fabricated vitamins and some nutrients. On occasion they consume meat or grains.
Possible Genetic Defects: In addition to cancer caused by genetic damage, the Amiiri are susceptible to genetic maladies that include weakened bones, color blindness, and cardiac conditions especially. Other, rarer conditions exist as well, but are too esoteric and infrequent to list here.
Additional Information: None that I can think of.

0193



The app is mostly good, population is a problem. Although I'm aware the Amiiri are small creatures, 120 billion is too large of a population. Most of the other nations in this RP have populations ranging from 10 - 40 billion, with I think 60 or 80 billion being the highest, and even that's for a race of mostly unintelligent insectoids.

The Orson Empire wrote:Here is my edited app:

Nation Name: The Mustafrizi Union
Government Type: Unitary State/Democracy
Government Description: The Union has a centralized government that is made up of a single parliament, called the Unitarion, consisting of the executive and legislative branches, and a separate judicial branch that manages the court system. Members of the parliament are sector leaders, which manage the individual sectors that make up the Union. The judges of the judicial system are chosen by the Unitarion itself. The leader of the Unitarion, which is also the leader of the nation, is called the Overseer, while the second-in-command is called the Vice Overseer. Both of their terms last for 20 years.
National Leader(s): Overseer Yho-vakkon
Nation Capital: Giana
Nation Age: 685 years
Nation History:

The Mustafrizi species evolved on their homeworld of Giana hundreds of thousands of years ago. They began to form societies and unlock new technology. At the same time, the Mustafrizi entered a perpetual state of warfare with one another in a era known as the Dark Times. Once the Mustafrizi discovered how to create an atomic bomb, the Dark Times quickly ended, as they realized the dangers of nuclear warfare. It was then on Giana that the remaining nations united to form the first central government, which was called the Giana Alliance. The Giana Alliance progressed quickly in terms of technological development, especially in outer space. The Alliance invented the first warp drive and began to expand into outer space. The Giana Alliance eventually fragmented due to political corruption, and was reformed as the Mustafrizi Union.

The Union continued the expand to solar system after solar system, until it came into contact with a hostile species known as the Vasari. The Vasari attacked Union ships, resulting in the Mustafrizi-Vasari War. This war lasted for 50 years and became the deadliest war in Mustafrizi history. The Vasari were eventually wiped out, and their empire was annexed by the Mustafrizi, but at a terrible cost. Billions were killed on both sides. Once the war ended, the Union began a lengthy rebuilding process.

Nowadays, the Union has become imperialist and desires to expand across the galaxy and become a galactic superpower. Nevertheless, the Mustafrizi are still cautious, due to their encounters with the Vasari.




Population: 50 billion
Major Species: Mustafrizi
Minor Species: N/A
Cultural Information: The Mustafrizi have a generally consumerist, capitalist culture. They also love technology and they love exploring outer space. Finally, thanks to the war with the Vasari, the Mustrafrizi have also developed a militaristic culture.
Society Information: The Mustafrizi society is staged in a caste system. There is the upper, middle, and lower caste. Generally, what caste your in corresponds how much money you have and whether or not you follow the laws and regulations of the Union.
Language(s): Giana Dialect
Notable Locations:
Giana- capital of the Union and has the largest population
Novora- headquarters of the Mustafrizi Armed Forces (MAF), and contains large shipyards






Military Information:

Military Doctrine: The Mustafrizi operate on the doctrine of blitzkrieg-like attacks to crush the enemy as soon as possible, accompanied with total war tactics in order to disrupt the enemy's infrastructure and communications. If this doesn't work, the Mustafrizi can switch to guerrilla warfare and fight out a war of attrition.

Mustafrizi soldiers are also highly trained to deal with any type of scenario they may find themselves in, whether it be a long siege of a planet or a special operation.
Military Strengths: The MAF is equipped with very advanced technology, such as energy shields. In addition, both the ground and space forces are highly trained and adaptable, and the MAF has a large space force and a large ground force.
Military Weaknesses: The Mustafrizi species aren't exactly built for combat. Their skin is weak and easy to penetrate, and they aren't very strong. To compensate, personnel are highly trained and advanced technology is used.
Major Industries: Weapons industry, shipbuilding, computer technology, food production
Foreign Policy: Depends on the situation. If it is a faction that Mustafrizi want to take it over, then they will take it over. If they want to make peace, then they will make peace. However, they still exercise caution, due to their experience with the Vasari.




Additional Information:
Technological Bases: My own imagination, along with a bit of Star Wars
NS Activity: I am online every day, or if I can't be online everyday, then I will be on as much as possible.
RP Experience: I have been around for over 2 years and have gained a lot of RP experience during that time. I have been involved in many RP's.
Map Claim(s): K7
Map Colour: Indigo


0192 (Don't delete this.)

Species Name: Mustafrizi
Physical Description:
http://i1.wp.com/www.scifiideas.com/wp-content/uploads/2013/08/Zenkrishan.jpg?resize=300%2C240

The average Mustafrizi stands at 6 feet 5 inches high and weighs 180 pounds. They have no claws or any type of natural defense.
Average Lifetime: 120 years
Respiratory Gas: Oxygen
Reproductive Cycle: Sexual reproduction. Mustafrizi females are fertile year-round, and they give birth to live young. Mustafrizi mature at about the same pace as a Human.
Natural Abilities: Mustafrizi can survive in extreme temperatures.
Diet: Omnivore
Possible Genetic Defects: Mustafrizi have a wide variety of possible defects, but thanks to advances in medicine, many of them are fading away.
Additional Information:

0193


OP, I elaborated more on what I felt was necessary. However, you have accepted apps with less information then what I have.


While your app is mostly good, there's just a few things I want you to clarify and touch up.

- Can you elaborate more on how your ground and spatial forces would fight a single battle? Tactically speaking.
- You have a lot of strengths but your weaknesses are somewhat lacking. Not being built for combat and having weak skin isn't much of a weakness when the vast majority of militaries are already presumed to be wearing some sort of armor to protect against that. I'd actually say weak skin is expected to be the norm, based on how weak human skin is.
Last edited by Miyager on Mon Jul 21, 2014 2:11 pm, edited 1 time in total.
I'm back I think.

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Northwest Slobovia
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Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 2:20 pm

The Holy Dominion of Inesea wrote:
Northwest Slobovia wrote:Since my other first-contact scenario has just started, I'll start working on an OP for this. Where would you like my ship to arrive?

Is your first contact open to others?

The "other one" with Drakmah and (soon) Orson or this one with SF n F? I'm willing to allow another player in either, but either (Drakmah and Orson) or SF n F should agree as well.
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Jelarais
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Posts: 115
Founded: Jul 20, 2014
Ex-Nation

Postby Jelarais » Mon Jul 21, 2014 2:58 pm

Was I accepted, or no?
It is the responsibility of the people to question those in authority.
-Benjamin Franklin

User avatar
The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Jul 21, 2014 3:56 pm

Do we have an updated map?
I'm really tired

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Mon Jul 21, 2014 4:14 pm

Jelarais wrote:Was I accepted, or no?

The Shadowy Cabal that is known as myself and the two other co-ops are totally discussing it now.

The Holy Dominion of Inesea wrote:Do we have an updated map?

It's coming Wednesday.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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The United Remnants of America
Post Marshal
 
Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Mon Jul 21, 2014 4:32 pm

Looks like I sparked a good discussion.

Damn shame I missed it.

Oh well. Shield tanking master race FTW.
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"I'm confused as to your tactic but I'll trust you." - Die erworbenen Namen
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
Discord: Here

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FarHalon
Spokesperson
 
Posts: 150
Founded: Feb 08, 2012
Ex-Nation

Postby FarHalon » Mon Jul 21, 2014 4:49 pm

I don't like to be pushy, but I figured I may as well jump on the "accept me!" bandwagon while it's still rolling. Just in case I've been forgotten.

Here's my app again, at the top of the page.
Otherwise known as Novacro.

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 5:03 pm

The United Remnants of America wrote:Oh well. Shield tanking master race FTW.

Clearly, somebody needs to start doing IC research on shield jammers. :p
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Roerak
Lobbyist
 
Posts: 23
Founded: Jul 15, 2014
Ex-Nation

Postby Roerak » Mon Jul 21, 2014 5:32 pm

Transoxthraxia wrote:
The Holy Dominion of Inesea wrote:Do we have an updated map?

It's coming Wednesday.


Just in case the mapmaker missed it, I'd like to have dark brown/vomit green as my colour and if possible the hexagon in J-10 :)
Last edited by Roerak on Mon Jul 21, 2014 5:32 pm, edited 1 time in total.
For more info on my nation click HERE.

Member of TUP and admin of the TUP Wiki.

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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Mon Jul 21, 2014 5:35 pm

Roerak wrote:
Transoxthraxia wrote:It's coming Wednesday.


Just in case the mapmaker missed it, I'd like to have dark brown/vomit green as my colour and if possible the hexagon in J-10 :)


Oh hey, we're close. I'm J-8.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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The Holy Dominion of Inesea
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Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Jul 21, 2014 5:36 pm

Pavlostani wrote:
Roerak wrote:
Just in case the mapmaker missed it, I'd like to have dark brown/vomit green as my colour and if possible the hexagon in J-10 :)


Oh hey, we're close. I'm J-8.

I'm V-25. you really want to patrol that far?
I'm really tired

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Senkaku
Postmaster of the Fleet
 
Posts: 25685
Founded: Sep 01, 2012
Psychotic Dictatorship

Postby Senkaku » Mon Jul 21, 2014 5:37 pm

Miyager wrote:-shnip-

The app is mostly good, population is a problem. Although I'm aware the Amiiri are small creatures, 120 billion is too large of a population. Most of the other nations in this RP have populations ranging from 10 - 40 billion, with I think 60 or 80 billion being the highest, and even that's for a race of mostly unintelligent insectoids.

-shnip-


I'd been thinking since they also have heavily colonized asteroids and comets and such as well as planets, over six thousand years, that their population might be a bit higher, but I'll tone it down if you insist. :(
agreed honey. send bees

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The Holy Dominion of Inesea
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Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Jul 21, 2014 5:39 pm

Senkaku wrote:
Miyager wrote:-shnip-

The app is mostly good, population is a problem. Although I'm aware the Amiiri are small creatures, 120 billion is too large of a population. Most of the other nations in this RP have populations ranging from 10 - 40 billion, with I think 60 or 80 billion being the highest, and even that's for a race of mostly unintelligent insectoids.

-shnip-


I'd been thinking since they also have heavily colonized asteroids and comets and such as well as planets, over six thousand years, that their population might be a bit higher, but I'll tone it down if you insist. :(

It's merely the confines of the group. Most people average under 40 billion and only a hivemind approaches 80 billion.
I'm really tired

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Northwest Slobovia
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Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 5:40 pm

Roerak wrote:
Transoxthraxia wrote:It's coming Wednesday.


Just in case the mapmaker missed it, I'd like to have dark brown/vomit green as my colour and if possible the hexagon in J-10 :)

Whoops! I was gonna start there also. Well, I'll wait for the new map and fix my claim then.
Gollum died for your sins.
Power is an equal-opportunity corrupter.

User avatar
Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Mon Jul 21, 2014 5:48 pm

The Holy Dominion of Inesea wrote:
Pavlostani wrote:
Oh hey, we're close. I'm J-8.

I'm V-25. you really want to patrol that far?


What can I say? We're explorers.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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The Holy Dominion of Inesea
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Posts: 14667
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Jul 21, 2014 5:51 pm

Pavlostani wrote:
The Holy Dominion of Inesea wrote:I'm V-25. you really want to patrol that far?


What can I say? We're explorers.

Your Gas Bill though
I'm really tired

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Roerak
Lobbyist
 
Posts: 23
Founded: Jul 15, 2014
Ex-Nation

Postby Roerak » Mon Jul 21, 2014 5:57 pm

Northwest Slobovia wrote:-Snip-
Whoops! I was gonna start there also. Well, I'll wait for the new map and fix my claim then.


I originally claimed the hexagon between J-8 and J-9, so if you want J-10 its yours


I CLAIM F-12
For more info on my nation click HERE.

Member of TUP and admin of the TUP Wiki.

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Northwest Slobovia
Postmaster-General
 
Posts: 12531
Founded: Sep 16, 2006
Anarchy

Postby Northwest Slobovia » Mon Jul 21, 2014 6:06 pm

Roerak wrote:
Northwest Slobovia wrote:-Snip-
Whoops! I was gonna start there also. Well, I'll wait for the new map and fix my claim then.


I originally claimed the hexagon between J-8 and J-9, so if you want J-10 its yours


I CLAIM F-12

Thanks.

So, one little busy bunch of civs, and a few folks sulking in corners... :)
Gollum died for your sins.
Power is an equal-opportunity corrupter.

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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Mon Jul 21, 2014 7:01 pm

The Holy Dominion of Inesea wrote:
Pavlostani wrote:
What can I say? We're explorers.

Your Gas Bill though


My race has abandoned money for more practical forms of resources, such as metals, technology or exotic matters.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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SF n F
Ambassador
 
Posts: 1044
Founded: Jan 16, 2011
Ex-Nation

Postby SF n F » Mon Jul 21, 2014 7:20 pm

Northwest Slobovia wrote:
The Holy Dominion of Inesea wrote:Is your first contact open to others?

The "other one" with Drakmah and (soon) Orson or this one with SF n F? I'm willing to allow another player in either, but either (Drakmah and Orson) or SF n F should agree as well.


I agree.

User avatar
OMGeverynameistaken
Postmaster-General
 
Posts: 12437
Founded: Jun 24, 2009
Ex-Nation

Postby OMGeverynameistaken » Mon Jul 21, 2014 7:22 pm

Nation Application:

Nation Name:
The Terran Mandate

Government Type:
Autocratic Monarchy

Government Description:
The Emperor is the be all and end all of the government, but is supported by a vast bureaucracy of (theoretically) meritocratically appointed officials. Anybody can enter government service, provided they can pass the testing process, which is stringent enough that only those who an afford higher education ever make it in.

National Leader(s):
His Imperial Majesty, Emperor and Autocrat of Mir, Emperor Peter VII

Nation Capital:
Novo Petrograd: An orbital ring colony hosting almost a billion souls within its hundred kilometer diameter, Novo Petrograd is the pinnacle of Terran engineering. The embodiment of Emperor Peter VII's ambitions, it is, in addition to a practical application of engineering and technological prowess, a major shipyard and trade port, hosting the largest drydock in the Dazbog system, and a formidable keystone for the defense of Mir, equipped with radially mounted rail cannons capable of firing enormous projectiles at c-frac speeds. Novo Petrograd is, though, primarily a cultural city, one of lights, technology, and enlightenment. It hosts the most prestigious technical schools of the Empire, as recently founded by the Emperor, as well as botanical gardens, observatories, labs and many other such facilities.

Nation Age:
Grand Duchy of Zellini created by Daniel I 2891 BM
Tsardom of Zellini instituted by Ivan IV in 2011 BM
Empire of Krasnia formed by Peter I in 1571 BM
Constitutional monarchy instituted by Anastasia I in 1233 BM
Tsardom reformed by Fyodor IV in 721 BM
Terran Hegemony declared by Ivan IX in 18 BM
The Terran Mandate founded by Peter VII in 1 BM

The present time is 12 years After the Mandate.

Nation History:

The origins of the Mandate reach back to ages of myth and legend. The origins of the colony of Mir are lost to time, the original colony ships long since cannibalized into ancient fortifications by the techno-barbarians of the Dark Age. What is known is that more than ten thousand years have passed since Mir was settled, filled with war, strife and the gradually rediscovery of what humanity once had. For ten thousand years, the growing nations of man squabbled and struggled, forging greater and greater powers, until the point arrived where it was time to unite or die. In the year 18 Before Mandate, Ivan IX subdued the last remaining opposition to the Tsardom, establishing the Terran Hegemony with authority over the entire Dazbog system.

For two decades, the Hegemony rested on its laurels, the death of Ivan in 10 BM marking the ascension of Alexei II, a complacent ruler, who allowed the seeds of rebellion to take root. When Peter VII took the throne, the first shoots were visible, and by the time he took power from his regents, the Hegemony was in danger of toppling. With the aid of a military coup led by his own loyal corps of 'toy soldiers,' Peter crushed the rebellions and swept away the old governments of Mir.

Now, there was only the Mandate. The nobility, the royalty, the great families, all was swept away in the Reform by Fire. From now on, only the imperial line derived its authority from blood, and all power flowed from the Emperor's hand. This was the Mandate.

Secure in his hold on the Dazbog system, Peter decreed that humanity should take to the stars. With colonies already spread throughout the Dazbog system, the Mandate already had its 'jumping off point' established. Employing newly discovered Etherway technology, they soon began to spread to other habitable systems and discover other civilizations. While espousing a doctrine of Terran superiority, the Mandate had no qualms about employing non-humans as clients, and so it was that Peter brokered the entry of four alien worlds into the Mandate, rapidly expanding its power base, as well as the near-human moon colony of Ansal.




Population:
Human:
Mir (Dazbog III): 10.09 Billion
Perun (Dazbog IV): 5.7 Billion
Lada (Dazbog II): 4.31 Billion
Other Dazbog Colonies (Including moons, asteroids and minor planets:) 1.4 Billion

Novo Mir: 55 Million
Novo Zellini: 12 Million
Nevsky: 9 Million
Arkangelsk: 6.2 Million
Severnaya Cosmos: 10,000

Primarily non-Human:
Vostok: 8.2 Billion (Izverg and Tengu)
Zapad: 5.9 Billion (Rusalka)
Grozny: 3 Billion (Groznian)
Assyria: 12 Billion (Assyrian)
Ansal: 17 Million (Ansalian)

Major Species:
Humans

Minor Species:
Izverg
Tengu
Assyrian
Rusalka
Groznian

Cultural Information:
Mir is home to thousands of cultures, although the dominant culture of the Imperial Court is that of Krasniya. Hard nosed, with a fondness for alcohol, Krasniyan's put up a tough front, but once their friendship is gained are remarkably kind and open. Personal honor is generally suborned to that of the nation, and virtues of self-sacrifice for the good of the many are highly valued. Krasniyan's are naturally hierarchical, to the point where the absence of an authority figure can cause serious confusion and mayhem. Anarchy is viewed as the worst possible situation, akin to an apocalypse.

Because of their status as bearers of the Mandate, the Romanov family is revered as near demigods on Mir. The Emperor himself has maintained quasi-divine status amoung the peasantry for more than a thousand years.

Society Information:
The Mandate is a highly stratified society. At the top, the Imperial family, below them are the educated aristocratic elite who occupy most of the upper bureaucracy, then the middle class who serve in the lower bureaucratic positions, followed by the 'independent' middle class of merchants, artists, artisans and so forth, then the lower classes of peasants, laborers and soldiers. Generally it is considered 'socially acceptable' to mix with company one class on either side of yourself, thus a merchant might associate with peasants as well as low-level bureaucrats, but would seldom meet nobility personally. The current Emperor has somewhat shaken matters up by freely socializing with whoever he damn well pleases, which has caused no end of disturbance.

Language(s):
Krasniyan
Vansablian
Illanian
Several thousand others

Notable Locations:
Zellini, Mir






Military Information:


Military Doctrine:
The Mandate has prefers a 'hammer and anvil' doctrine. Huge formations of line infantry will advance in concert towards a foe, while the more agile jaeger and cavalry units flank them, eventually surrounding the foe and forcing them to surrender or be destroyed. Strategically, the Mandate fields massive combined-arms formations, employing sweeping steamroller offensives and massed in-depth defensive units.

Military Strengths:
Once a Mandate offensive gathers steam, it becomes difficult to stop. Raiding forces, moving ahead of the main wave, will seek to bypass enemy counterattacks and defensive units in order to strike at logistical lines and centers, while the ever-advancing main front ties up the majority of the foe's forces.

Tactically speaking, the Mandate's main advantage is its sheer firepower. The linear musket is, more or less, a hand-held tank cannon, Mandate ships are each provided with enormous individual firepower, and cavalry formations are sheer terror to any who come within reach of their sabers.

Soldiers of the Mandate are disciplined to the extreme. Seldom do they break formation or act without orders. This can, of course, also be a weakness.

Military Weaknesses:
The Mandate's primary weakness is its chain of command and its weak junior officer corps. If the chain of command is broken above the level of, for instance, a regimental commander, units generally default to one of three behaviors:
1. Charge the nearest enemy
2. Route instantly
3. Do nothing

Mandate forces, though possessed of a certain inexorable, plodding pace, are generally not highly mobile tactically. Mandate ships are slow outside of the Etherway (where speed is subjective, anyway,) and most Mandate ground forces are slow to deploy.

The exception to these rules are the irregular forces, which compensate to a degree for the slow nature of the Mandate's conventional armies. However, these units lack the discipline and equipment of the regular forces. Still, it does not do to underestimate a Cossack band that has spotted a hole in your line, lest you find yourself without your baggage once the battle ends.

Major Industries:
Mir is the industrial center of the Mandate, producing heavy industrial goods, warships, weapons and technology.

Perun and Lada are agricultural worlds. Perun produces cereals, for the most part, while Lada's warmer climates are suited to fruit and so forth.

Most of the Mandate's raw resources are obtained from its asteroid colonies in Dazbog, although industries are developing in the new colonies outside of the home system.

Foreign Policy:

The Mandate is highly humanocentric, although it tolerates aliens depending on their relative friendliness and perceived potential threat to the Mandate's own interests. Generally speaking, the Mandate prefers to avoid conflict with its fellow powers, realizing that there are plenty of worlds in the galaxy for settling. Being relatively new to the Galactic stage, the Mandate has not yet had any encounters with entities 'on its own level,' so to speak, and thus has not formulated any alliances or strict policies save in terms of integrating states it finds agreeable.




Additional Information:
Technological Bases:
A dash of Last Exile and Warhammer, some bits of Discworld, all coating a fluffy pastry of human history.

NS Activity:
Varies. I'm job hunting ._.

RP Experience:
I've been on NS since the start.

Map Claim(s): - Leave this blank for now, until we have completed the map. -
Map Colour:
Dark green, preferably.

0192 (Don't delete this.)

Species Name:
Homo Sapiens Accipio
Military codename: Acceptor
Colloquially known as 'New Humans,' 'Psychics,' and a variety of pejoratives.

Physical Description:
Members of Homo Sapiens Accipio are physically distinguished from standard humans by a lack of melatonin production, producing characteristics similar to albinism and a general inability to convey emotion, externally similar to high-functioning autism. However, members of Accipio are confirmed to experience a full and normal range of human emotion, but express it via their unique abilities. Internally, their brain structure exhibits significantly more activity than traditional humans, while their respiratory and circulatory systems function at higher capacities.

Most members of Accipio are physically underdeveloped to some degree, a result of both the brain taking a higher portion of the body's nutrients as well as their albinism requiring them to remain indoors in order to avoid health problems. Many also experience anemia, despite their 'boosted' bodily functions.

Average Lifetime:
60-170 years (depending on social class)

Respiratory Gas:
Oxygen

Reproductive Cycle:
Sexual reproduction.

Natural Abilities:
Members of Accipio are able to experience sensory phenomenon up to a kilometer from their physical location, depending on individual skill and training. Particularly talented individuals display empathic and limited 'psychic' abilities as well, generally confined to reading 'surface thoughts' of individuals of human or near-human species. With technological enhancement, an individual may extend their range virtually indefinitely, although it has been discovered that attempting to experience more than a few hundred square kilometers at a time results in severe brain trauma, hemorrhaging and insanity (if the subject survives.) Providing the individual with a 'focal point,' the nature of which varies by individual, allows them to use the point as a second body, of sorts. This method is generally used by the Mandate's military as its primary close-range sensor device, as the Accipio can provide highly detailed feedback at resolutions even the best sensors cannot match.

Diet:
Standard human diet.

Possible Genetic Defects:
In addition to the gamut of standard human defects, Accipio are particularly vulnerable to any cardiac or respiratory defect.

Some members suffer from a genetic inability to 'turn off' or 'filter' their ability, generally resulting in insanity at an early age. Trials are under way to attempt to understand this problem, as these individuals are often the strongest in terms of range and projection ability.

0193

I'll do the other species apps in a bit.

For further details, here are the factbooks of the nation I'm adapting to this setting:
General factbook:
viewtopic.php?f=23&t=33935

Naval factbook:
viewtopic.php?f=23&t=6459

Army factbook:
viewtopic.php?f=23&t=28350


Are map claims open? If so, I would like AA7.
Last edited by OMGeverynameistaken on Wed Jul 23, 2014 1:27 pm, edited 1 time in total.
I AM DISAPPOINTED

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