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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Tue Sep 11, 2018 9:23 pm

The United Remnants of America wrote:
Danceria wrote:So...how do I survive against the Order of the Winged Eye and the Not!Zergnids?

That's offensive.

What? I recognize that image, nmand I'll call an all-devouring horde of space locusts exactly what it is :P
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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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 » Tue Sep 11, 2018 9:26 pm

Danceria wrote:
The United Remnants of America wrote:That's offensive.

What? I recognize that image, nmand I'll call an all-devouring horde of space locusts exactly what it is :P

At least be accurate with your insults.

Chimerids or Tyrmera are much more accurate.
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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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Tue Sep 11, 2018 9:30 pm

The United Remnants of America wrote:
Danceria wrote:What? I recognize that image, nmand I'll call an all-devouring horde of space locusts exactly what it is :P

At least be accurate with your insults.

Chimerids or Tyrmera are much more accurate.

Ah, my bad...
Chimerids I can handle just fine, but that SCP gone wrong over there is probably going to be my number one threat. They just sit over there...praying menacingly...
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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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 » Tue Sep 11, 2018 9:33 pm

Danceria wrote:
The United Remnants of America wrote:At least be accurate with your insults.

Chimerids or Tyrmera are much more accurate.

Ah, my bad...
Chimerids I can handle just fine, but that SCP gone wrong over there is probably going to be my number one threat. They just sit over there...praying menacingly...

Can I eat them?

If Yes, I eat them.

If No, I kill them.

Repeat with the next civ.

But no, they're fine. Those alien zealot types are nice, always are.
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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True Refuge
Senator
 
Posts: 4111
Founded: Jul 14, 2015
Ex-Nation

Postby True Refuge » Tue Sep 11, 2018 10:06 pm

Danceria wrote:So...how do I survive against the Order of the Winged Eye and the Not!Zergnids?


I’m only focusing on doing stuff with Tsyklandia’s Earth human nation for now due to being busy and the work involved in infiltrating a nation. No need to worry for a while, unless you specifically want a cell in your nation. Also, the Order’s tiny.

Why do you ask? Is it too spooky? :p
Last edited by True Refuge on Tue Sep 11, 2018 10:06 pm, edited 1 time in total.
COMMUNIST
"If we have food, he will eat. If we have air, he will breathe. If we have fuel, he will fly." - Becky Chambers, Record of a Spaceborn Few
"One does not need to be surprised then, when 26 years later the outrageous slogan is repeated, which we Marxists burned all bridges with: to “pick up” the banner of the bourgeoisie. - International Communist Party, Dialogue with Stalin.

ML, anarchism, co-operativism (known incorrectly as "Market Socialism"), Proudhonism, radical liberalism, utopianism, social democracy, national capitalism, Maoism, etc. are not communist tendencies. Read a book already.

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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 » Tue Sep 11, 2018 10:42 pm

"This Rp is flexible with science and so will you"

I just read this rule. I need this to be my new mantra.
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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Kraicia
Chargé d'Affaires
 
Posts: 392
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Tue Sep 11, 2018 11:10 pm

True Refuge wrote:
Danceria wrote:So...how do I survive against the Order of the Winged Eye and the Not!Zergnids?


I’m only focusing on doing stuff with Tsyklandia’s Earth human nation for now due to being busy and the work involved in infiltrating a nation. No need to worry for a while, unless you specifically want a cell in your nation. Also, the Order’s tiny.

Why do you ask? Is it too spooky? :p


This is going to be a little confusing, since there are two orders: "Order of the Winged Eye" and "Second Holtland Order".
I’m the Republic of Kraicia, a theocratic Caucasus-based country. I also roleplay as Kraicia, an equally theocratic, albeit Future Tech, nation. I do not represent the Orthodox Church or any form of Caucasus nationalism.

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True Refuge
Senator
 
Posts: 4111
Founded: Jul 14, 2015
Ex-Nation

Postby True Refuge » Wed Sep 12, 2018 12:08 am

Kraicia wrote:
True Refuge wrote:
I’m only focusing on doing stuff with Tsyklandia’s Earth human nation for now due to being busy and the work involved in infiltrating a nation. No need to worry for a while, unless you specifically want a cell in your nation. Also, the Order’s tiny.

Why do you ask? Is it too spooky? :p


This is going to be a little confusing, since there are two orders: "Order of the Winged Eye" and "Second Holtland Order".


One’s got 200 billion population and one’s got 50 thousand. They are a little bit different, in a way.
Last edited by True Refuge on Sun Sep 16, 2018 1:59 am, edited 1 time in total.
COMMUNIST
"If we have food, he will eat. If we have air, he will breathe. If we have fuel, he will fly." - Becky Chambers, Record of a Spaceborn Few
"One does not need to be surprised then, when 26 years later the outrageous slogan is repeated, which we Marxists burned all bridges with: to “pick up” the banner of the bourgeoisie. - International Communist Party, Dialogue with Stalin.

ML, anarchism, co-operativism (known incorrectly as "Market Socialism"), Proudhonism, radical liberalism, utopianism, social democracy, national capitalism, Maoism, etc. are not communist tendencies. Read a book already.

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Kraicia
Chargé d'Affaires
 
Posts: 392
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Wed Sep 12, 2018 1:05 am

True Refuge wrote:
Kraicia wrote:
This is going to be a little confusing, since there are two orders: "Order of the Winged Eye" and "Second Holtland Order".


One’s got 200 billion population and one’s got 50 thousand. They are a littlebit different, in a way.


That's easy. Though that doesn't go without saying that the orders will be mixed up later into the RP once they are introduced to the galactic community. Otherwise, may shalt our fates guide our people in their great journeys beyond the stars.

:bow: :bow:
I’m the Republic of Kraicia, a theocratic Caucasus-based country. I also roleplay as Kraicia, an equally theocratic, albeit Future Tech, nation. I do not represent the Orthodox Church or any form of Caucasus nationalism.

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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 » Wed Sep 12, 2018 1:41 am

Kraicia wrote:
True Refuge wrote:
One’s got 200 billion population and one’s got 50 thousand. They are a littlebit different, in a way.


That's easy. Though that doesn't go without saying that the orders will be mixed up later into the RP once they are introduced to the galactic community. Otherwise, may shalt our fates guide our people in their great journeys beyond the stars.

:bow: :bow:

I've already mixed you up.
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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Yuenaan
Secretary
 
Posts: 26
Founded: Aug 04, 2018
Ex-Nation

Postby Yuenaan » Wed Sep 12, 2018 4:34 pm

So I'm completely scrapping the WIP app I posted a few days ago. I think that this has got way more potential. I got almost everything done, but I'm drawing a blank on the "Unique Technologies" part.

NS Name: Yuenaan
Nation Name: Sl’Tani Imperial Hegemony
Flag:
Image

Capital: Kv’Lo, Sectus System


population size: 235 Billion
Primary species: Rv’Lonat (What's covering his face is a naturally occurring protruding bone growth)
Image

Culture: The Rv’Lonat are largely family based, with blood connections often being the most important factor of any relationship. It is a culture of both blood feuds and favors, with familial grudges and loyalty carrying on across generations. A rather famous Rv’Lonat saying that is known throughout the galaxy is that “Every drop of goodwill will be returned with a river of kindness, and every spark of hatred will be returned with an inferno of rage.”

Rv’Lonat social structure is based largely on two different kinds of organizations. Clans and sects. A clan is a very large collection of extended family members, in which there is a prominent hierarchal structure, typically with the Clan Patriarch at the top. Placement within a clan typically relies on how directly related one is to the current clan patriarch. It should be noted that their is a distinct difference between what is just a family and what is a clan. Many Rv’Lonat families do not qualify to be a clan, as a clan implies a certain amount of military, political, and economic power. A large portion of the Rv’Lonat species belong to families instead of clans, and families tend to live under the lordship of whatever clan or sect controls that portion of space. A sect is coalition of very small clans or even a group of clanless people. Rather than being united by blood, a sect typically has some sort of overarching doctrine or charter that binds them.

Both clans and sects own large sections of Sl’Tani space, run their own businesses, and even field their own militaries. In many ways, each clan or sect is its own autonomous nation within the Sl’Tani Imperial Hegomony. What unites all of them is a senate, whose members are chosen by the heads of the most prominent clans and sects. In many ways, however, the senate is more akin to a treaty organization than an actual legislative body, as their main purpose is to settle disputes and establish and maintain a common economic system to facilitate trade.

Another important inclusion in Rv’Lonat social structure is realms. A realm is essentially a faction of many clans and sects that are subordinated to a single clan or sect. The Patriarchs that stand at the heads of a realm can easily be considered the most powerful men in the entire Sl’Tani Imperial Hegemony.

Two other important aspects of Rv’Lonat culture would be the Tyrants and the Birth Mothers. Tyrants are the lineage of an ancient warrior caste from long in the Rv’Lonat past. Centuries of selective breeding, eugenics, and gene alteration have made the average Tyrant larger, faster, stronger, and more tactically minded than the average Rv’Lonat. In modern times, Tyrants make up the bulk of Sl’Tani special forces, along with a good portion of its officer corps. While a Patriarch typically holds the political and economic power of a clan or sect, Tyrants hold the bulk of the military power.

A Birth Mother is a Rv’Lonat female who has volunteered to undergo special hormone treatment. They are the Rv’Lonat’s solution to their near 1 to 1 birth to death rate. A Birth Mother is essentially a hyper-fertile Rv’Lonat female whose expenses are completely subsidized and whose main job is to give birth to and raise many children. Despite only making up 5% of the female population of the Sl-Tani Hegemony, Birth Mothers account for nearly 45% of all children born every year. In modern times, Birth Mothers are typically found in newly established colonies in order to speed population growth. While Birth Mothers are a highly respected and even venerated part of Rv’Lonat culture, they hold no actual authority or political power.

Nation History: The Rv’Lonat developed on the temperate and largely tropical world of Kv'Lo. The clan and sect system has existed in Rv’Lonat society for as long as there has been recorded history. This tendency towards familial bonds and tribalism has made Rv’Lonat history prone to conflict, but a serious issue developed that stopped the Rv’Lonat from descending into a state of near constant total war. The Rv’Lonat have a natural birth and death rate of nearly 1 to 1. For a species that could not replenish easily from a sudden mass loss of life, total war would easily led to their extinction.

So instead the Tyrant System was developed. Each clan and sect had a small group of champions, whose name can not be translated easily into foreign tongue and are instead known by most other species as Tyrants. Tyrants were chosen from the best genetic stalk available from each clan and sect, and opposing Tyrants would routinely fight each other in gladiatorial combat. Instead of war, issues among great Rv’Lonat powers would be settled through these matches, with the tacit agreement that the outcome would always be respected. If a Rv’Lonat power refused to recognize the outcome of a match, all other Rv’Lonat powers would immediately besiege them, for fear that the disagreement could possibly escalate into mass conflict and then extinction. Such sieges typically ended in the complete annihilation of the belligerent, to the last man, women, and child

However, as is the trend, technology continued to constantly improve. Eventually the field of biology developed to the point that hormone treatment was possible, and the first Birth Mothers were created. The Rv’Lonat population exploded, as did the competition for resources. Now capable of replenishing their population, the great powers of Kv'Lo considered total war as a viable option to settle disputes and acquire the resources many of them now desperately needed. The Tyrant System was abandoned, though many Tyrants would find themselves at the heads of the newly developed Rv’Lonat armies. In what would become know as the Great Unification Wars, a few key clans and sects would rise to dominate many other clans and sects. These conglomerations of vassals and masters would become known as realms. At the end of the Great Unification Wars, the most powerful realms would have one last all out battle to decided who Kv'Lo would truly belong to.

The winning realm became known as the Hegemon. The Hegemon is a title given when one clan manages to expand their entire realm to subjugate all Rv’Lonat peoples. Hegemons are very rare in Rv’Lonat history, there having only ever been two. The First Hegemon was the one who united Kv'Lo. It would be under him that the warp drive was discovered and the Rv’Lonat would reach out into the stars. It was due to this united front the First Hegemon managed to put up that the Rv’Lonat would survive many of the beginning hurdles interstellar people face and establish a foothold in the galaxy.

When the First Hegemon died, a great civil war wracked Rv’Lonat space. Ancient grudges were brought up once again now that fealty to the Hegemon did not stay their hand's. Many outside powers would take advantage of this civil war to annex and destroy many Rv’Lonat clans and sects at the fringes of Sl'Tani space. Few cared, however, as they simply saw it as one less rival to contend with.

This state of civil war continued for 90 years after the First Hegemon's death. An invasion by a major galactic power would force the Rv’Lonat to unite once again, this time behind the Second Hegemon. The Second Hegemon would beat back the invaders, and upon his death he established the Kv'Lo senate. He also introduced the idea of "Base Blood" to Rv’Lonat society. Base Blood is the idea that all Rv’Lonat can be seen as one big family. Of course, the Rv’Lonat would always see their true family as far more important, but Base Blood has more to do with the idea that Rv’Lonat have more in common with each other than they do with aliens. No longer should the Rv’Lonat be complacent when alien powers threaten their kind, even if those being threatened are from a different clan or sect. It was under both this idea of Base Blood and the Kv'Lo senate that the Sl'Tani Imperial Hegemony was born.

What followed the creation of the Hegemony was the Great Outward Crusade, where the Rv’Lonat declared retroactive grudges against the foreign powers who took advantage of the Rv’Lonat civil war for their own gain, despite not many of them caring at the time. Despite the Second Hegemon having already died, the Rv’Lonat continued to put up a united front during the Crusade and it was the many victories Sl'Tani managed to gain during the Crusade that elevated them from a "tribal group of backwater savages" to a legitimate galactic player in the eyes of many.

230 years have passed since the Great Outward Crusade, and although the Sl'Tani Imperial Hegemony remains immensely decentralized, it is the common front the Rv’Lonat people show to the rest of the galaxy, in the name of the Base Blood.

There has yet to be a Third Hegemon in Rv’Lonat history, however, in the modern day the Rvat Realm of the Rvat Clan is currently considered a sort of quasi-hegemon. They can not completely dominate all other clans and sects in the way a hegemon must, but they can exert great pressure on nearly all of them. They can not pass anything they want in the senate, but they can block anything they want. They make up over a fifth of Sl'Tani space and hold nearly a fourth of its total military power.

Unique Technologies:
Multi-Layered Shielding: Sl'Tani ships tend to not have one strong shield, but rather a series of weaker shields in several different layers. The key to this is that each layer of shield has its own system and power generator. This allows each to be fixed and recharged independently of each other in the heat battle. It is definitely possible that the first layer of a Sl'Tani shield system will come back online before the enemy breaks through the last layer. And as the enemy whittles down the first layer, the second layer can come back on line, and so on and so forth.

Ricort Stimulants: With a long history of genetic engineering and hormone manipulation, Ricort Stimulants are the epitome of centuries of Rv’Lonat biological sciences. They are battle stimulants, a slew of drugs made to heighten reaction time, numb pain, heighten perception, increase stamina, strength, and speed, and offer many other improvements. What separates Ricort Stimulants from stimulants offered by many other species and civilizations is not only the statistically proven superior quality, but also the complete lack of side effects, such as withdrawal, heavy exhaustion immediately after use, disproportionate gains following each use, etc. Or perhaps it would be more accurate to say that a number of drugs inside Ricort Stimulants exist to cure the side effects the moment they manifest. Ricort Stimulants are very rare outside Sl'Tani space, do in large part to the Rv’Lonat's dismissive view of aliens and a lack of trading with foreign powers.



Military Size: 7.85 Billion
Military Description: Each clan and sect holds its own military and doctrine, but there are several commonalities that tend to be true of all them. The Rv’Lonat mainly use plasma weaponry. On the ground they have a focus on artillery and heavy weaponry, which makes their infantry slow to advance but difficult to stop. They prefer to keep their targets at range, as they can not use their large amounts of artillery or orbital bombardment in close quarters combat. Tyrants are the only members of the Sl'Tani military that can be said to have extensively trained in cqc, although all soldiers are at least somewhat adept at it. In space, Rv’Lonat ships tend to be of sleek design, making them very maneuverable and quick to react. They sacrifice a decent amount of armor to make use of this agility, and so rely more heavily on their advanced shielding for defense.
Soldier appearance:
Infantry
Robotic Infantry
Standard Ship Appearance:
Gunship
Troopship
Light Ships
Medium Ships
Heavy Ships
Fighters
Bombers
#DOSAPP (do not delete)
Last edited by Yuenaan on Fri Sep 14, 2018 8:48 pm, edited 1 time in total.
A Greco-Persian fusion state that was born from one Alexander the Great's Successor Kingdoms
Current year is 1932
WWI didn't happen... or at least it hasn't happened yet

News: Imperial Air Academy begins mass recruitment drive. / Army enters Bucharest after Count's Guard incites riot. / Talks break down as British diplomat refuses any possibility of the Suez Canal being returned to Yuenaan. / Tensions rise as British increase naval presence in Eastern Mediterranean.

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Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Thu Sep 13, 2018 10:04 am

Looking good so far. Do you have any unique ideas for the species that you could use for a tech? It seems that they are use to genetic modification, maybe something along those lines?
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Zanera
Powerbroker
 
Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Thu Sep 13, 2018 8:49 pm

NS Name: The Imperial Potentate of Zanera
Image

The infinity sign of the Raxin Corporate Union flag represents the eternal accumulation of wealth, and the endless struggle for the enlightened rich to stay above the dirty poor.

Nation Name: The Raxin Corporate Union
Capital: Union Station, Currently Orbiting Raxus Prime. Unarmed, but able to move into warp, Union Station sometimes warps to other areas of the galaxy to conduct extensive trade deals. The warp drive can get overheated quickly, making the station stop many times on its way to its destination. This is not a total inconvenience, however, since business transactions can occur whilst at these stops. If a buyer or seller meets with Raxin business leaders at the earlier stops, they are viewed most favorably and can often get a better deal than at the later stops. Trade deals often take place at border regions this way. Union Station often has cruiser escorts to escort it through unruly space, though when stopping in civilized space the escorts don't follow the station in order to not alarm the nation being dealt with.


population size: Forty billion.
Primary species: Raxins
Culture: The utmost rich in Raxin society live on luxury ships and space stations, and sometimes moons, whilst the poor live on desiccated planets often destroyed from pollution. They tend work menial jobs with poor safety, and so have shorter lives. If one is an engineer that runs automated factories, or work in the mid echelons of the company, one tends to get substantially better pay than the poor, in which case they form a thin middle-class. The middle class prefers to live away from the dirty poor, like the wealthiest do with everyone else, and likes to show their distinction in pay like the upper-class does, but the middle-class still mostly lives on the dirty, polluted worlds of the Raxin Corporate Union.

The highest government in the Corporate Union is the Shareholders Council, a large assembly of the heads of the largest monopolies in the Raxin Corporate Union. They meet on Union Station, a mobile space station a few kilometers long. They put some of their company's resources to upkeeping the Union and its laws and societal regulations. Murder, theft, and rape are generally illegal and gets you sent to an asteroid mining facility managed under AstroCorp, though depending on who you murder or thieve from, the punishment may be a discreet jettison into space.

Though it is hard to ascend the social ladder, it is not impossible. Males in Raxin society are thought to be the best at business and so are mostly who have leadership positions in corporations. Females are seen as having a better grasp at governmental matters, and so take on roles in the Raxin police forces, military, and governorship, though the corporations tend to have a hand in all government. A military is kept mostly to deter pirates or even to deter outright invasion from outside forces, even though the Raxins like to get their businesses so entangled in another nation's economy as to make invading the Corporate Union economic suicide.

The poor in Raxin society are expected to bow to the rich when entering their presence. The poor usually live in literal rags, sewn together. Many Raxins are left unemployed due to automation, really only leaving agriculture and mining jobs to lower-classmen. Agricultural worlds tend to have excellent atmospheric purity, but workers can be subject to native diseases, parasites, and fauna. Mining, whether planetary or asteroid, tends to be safe...until negligence causes a horrible accident that can kill dozens or even hundreds. Many poor Raxins turn to a life of crime, with lawless ghettos often being a constant danger for those on Raxin planets.

A couple hundred years ago organizations called the 'Ghetto Corporations' rose up across multiple planets, having taken control of large swathes of the population, spreading illicit substances, committing unlawful acts constantly, and making their own laws. Fearing the power being gained by these crime syndicates, the corporate powers of the Union bombarded the ghettos and sent in troops, strategically collapsing the syndicates and causing a war between crime. This time the wealthy would not have to worry, since they now use some of their wealth to prop up and control their own gangs and syndicates, coordinating with other corporate leaders to make sure crime does not become a legitimate business vehicle for the poor, all the while using these gang wars for entertainment.

Nation History: Thousands of years ago, there was barter. Barter was hard, so there were wars, many primitive wars. Then, a new concept was conceived: medium of exchange. This did not end the wars, but they were less harsh and many were born purely out of imperial expansion to gain access to more resources. However, an economist, Rox Loxa, wrote an essay novel, On the Corporate, that started the Corporate Rush. Corporations rushed to gain access to their chosen raw resource, transporting them back to subsidiary branches to be refined and/or packaged. At first the imperial governments were fearful of the power that corporations could accumulate. Of course, they had the influence and power to break these monopolies and to keep these businesses small. Nonetheless a few businesses with products that were the key to running society accumulated power and made good deals with the governments or even bailed them out at times got bigger and bigger, until they were easily buying out politicians and corrupting the bureaucracy. Hostile takeovers would go unhindered.

The Imperial militaries became vehicles with which corporate unions could protect their assets. This would lead to the Corporate Wars, which would go on until there were massive monopolies controlling the planet, forming the first iteration of the Corporate Union. An alien ship with a malfunctioning engine would alert the Corporate Union to a much, much greater galactic economy, ripe for trade. There was a great race for the stars, corporations bumping heads and nearly collapsing the Union. The Space Race spawned new articles for the Corporate Union, including a modest space navy to protect the interests of the interior Raxin Corporate Union, and also transformed the cultural wealth dynamic of the Raxins. Today, the Raxins go throughout the local galaxy, accumulating wealth and labor.
Unique Technologies: Phaser guns- Able to set to stun when curing middle-class protests or to kill when riots among the poor break out, the phaser was invented to use force properly proportional to one's economic class. Used both in police and military.

Psionic Enhancer Implants- One thing that can differentiate the less-than-1% from everyone else is the psionic enhancement implant, implanted into an affluent Raxin's body so they can use limited telepathy and telekinesis. Telepathic powers are used to talk exclusively with another affluent Raxin nearby with a negligent chance of being overheard. Telekinetic powers tend to be used for leisure. The less one uses one's hands, the better.


Military Size: The governmental troopers are .5% of the population at 200,000,000, which accounts for police forces on Raxin worlds as well as the army, navy, and marines.
Military Description: The military is paid for by the largest of the corporations in the Union as a part of an agreement, and for other corporations to be put under the protection of the military they must pay a special tax. This tax tends to leak back down to the larger corporations as a sort of way to pay for the various costs of the fleet and soldiery. Each training academy is managed by several different corporations. The military combats incursions from foreign states and mercenaries, or piracy and other illegal operations. The military is brought in to suppress major rebellions, and to keep the military from rebelling itself, the troops are paid nicely and given excellent healthcare and retirement packages, and their immediate families are given special police protection guarantees.

Arms and ship manufacturing companies are not given spots on the Shareholder Council, being subject to a bidder system and kept outside the SHC in order to be placed under strict regulation in order to make sure the Raxin Corporate Union does not get totally inferior and/or faulty equipment to protect all its interests with, and to also make sure the arms and ship manufacturing companies do not gain significant power by virtue of their products.
Soldier appearance:
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Standard Ship Appearance:
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#DOSAPP (do not delete)
Last edited by Zanera on Fri Sep 14, 2018 6:39 pm, edited 16 times in total.

User avatar
The Moscow Metro Red Line
Minister
 
Posts: 2282
Founded: Nov 15, 2014
Democratic Socialists

Postby The Moscow Metro Red Line » Thu Sep 13, 2018 9:00 pm

NS Name: The Moscow Metro Red Line
Nation Name: The Slav'nam Territories
Flag: Unity of the Nine Clans
Capital: Slava'Krob, Slaven System


Population Size: 340 Billion
Primary Species:

Culture:
There are four cornerstones of Slav'nam Culture, adherence to tradition, loyalty to one's clan or family, preserving or gaining one's honor and the shedding of the blood. The past of their forefathers as well as their traditions are held in the highest regard. Stories of great ancestors, the heroic deeds of their fathers or the grudges against rivaling clans are told, retold, memorized and told again. An example of this is the banner of the Slav'nam Territories which represent the Tale of the Ten Siblings, whom all the Slav'nam Clans derive their origins from. The Tale of the Ten Siblings shows that despite their differences, the Slav'nam are part of one bloodline of whom they are obligated to one another ultimately. The nine blades representing the nine of the ten siblings and the eldest brother, being the circle, uniting them all. This banner is reminder of unity among the clans despite present or past grudges and the legacy which each Slav'nam is apart of.

The next cornerstone of Slav'nam Culture is loyalty to one's clan/family. To be a Slav'nam without a clan is to be an dishonored outcast in Slav'nam Culture and Society. Those who are rejected from their clan often commit suicide rather than go on living. Though there are innumerable clans within the Slav'nam Territories, all of them trace their origins to one of the nine original clans of Slav'nam Lore. Clans which, much to their displeasure or honor, still exist proudly and as powerful in lore. Slav'nam Clans are ruled either by a matriarch or patriarch who are often chosen within the clan by a council of elders or by popular vote. A Slav'nam Clan is able to own their own warships, planets, systems, trade routes, and armies. It is within a clan that a Slav'nam would learn his/her values of Slav'nam Culture and find their place within it. There they are taught how to fight, the stories of their ancestors, and loyalty to their clan and to their nation. Slav'nam prefer to fight alongside their own kin whom they have often grow up together with in their shared familial compounds.

The third cornerstone of Slav'nam Culture is preserving or gaining one's honor. Honor is an important facet in Slav'nam Culture and every Slav'nam desires to gain and to preserve one's honor. Performing heroic deeds and gaining great victories for the Territories is a sure way of gaining honor for one's self. But also performing selfless actions or giving up one's life for another is a virtue among the Slav'name. Cowardice and disloyalty in a Slav'nam will result in the loss of honor. Furthermore advancing one's status at the expense of one's allies or kin is seen as further dishonor.

The fourth final cornerstone of Slav'nam Culture is the shedding of blood. Due to the predatory nature of Slav'nam, the idea of shedding blood is interpreted as shedding the blood of one's prey or enemies. There is no glorious end for a Slav'nam than to die surrounded by the bodies of his/her enemies. This desire to fight and to shed blood has led Slav'nam Society to become an entirely warrior culture. But this bloodlust is held in check by their concept of honor which sees losing one's self to their bloodlust as animalistic and unbecoming of an Slav'nam.

These four cornerstones of Slav'nam Culture are the bedrock on which all Slav'name stand and affirm to be true. The loss of one of these cornerstones would lead to the collapse of Slav'nam society and culture.


  • 'Vohom: Civilian Shipbuilding
  • 'Zunomai: Espionage/Assassination
  • 'Srahamee: Mining
  • 'Moramee: Robotics/Prosthetics
  • 'Sarom: Raiding
  • 'Kusovai: Warship Shipbuilding
  • 'Kotamee: Merchants
  • 'Sasov: Alternative Spiritualism (Formerly Raiding)
  • 'Tarom: Traditional Religion

Nation History:
The Slav'nam Homeworld was a planet covered mostly in desert with several scant areas suitable for agriculture. As a result of this fact, the Slav'nam formed communities around the few green and hospitable areas of the planet. These communities would war with each other for control of these oasises and farmland. Due to sporadic drought and monsoon seasons, areas which might had been fertile for decades would be turned into wastelands and vise versa. Only a few areas of the planet had predictable weather patterns and it was these areas which were hotly contested. During this time a clan of Slav'name were kidnapped from their homeworld and deposited somewhere else. These abducted Slav'name would form the subspecies, He'Slav'name. Contact with this clan would only be reestablished centuries later after the Slav'name established their star-spanning empire.

War was the norm on the Slav'nam Homeworld and there was no peace on the desert world. Until there came the Ten Siblings, the name of their clan lost to recorded history, but their deeds forming the bedrock of Slav'nam Culture and History. The Ten Siblings, led by their eldest brother, would unite the Slavanami under a single banner. Their victories gained them more followers and their deeds became legends. As they reached their old age, they had united the planet as a single clan. In order to administrate the planet, the Eldest Brother would divide the lands between his siblings. He would give no land to himself but rather the title of Khagan. As Khagan, he would be the ultimate leader of the Slav'name with all authority being given to him. An age of peace and of prosperity followed the rule of the Ten Siblings.

In the last decade of the last surviving sibling, 'Vohom, a star fell down to the planet. This star was revealed to be a spacecraft of some-kind. Realizing that the clans would go to war with each other once he dies, Vohom ordered that all the greatest minds on the planet were to study this spacecraft and reach towards the stars. On his deathbed, the first Slav'nam FTL-capable craft was launched giving the Slav'name a new purpose to go forth and colonize the stars. With this foreign spacecraft being further evidence of alien life and in turn more opponents to fight, it gave the Slav'nam people a great determination. The Slav'name would spill forth into neighboring systems conquering and colonizing them in the name of the Ten Siblings. The Slav'nam Territories would gain a reputation as an jingoistic, expansionist and belligerent power. Clan 'Sarom would make first contact with the He'Slav'name who were placed onto a jungle world. After generations in the jungle, the He'Slav'name were changed having more muscle and being slower than their Slav'nam cousins.

During the Tagali Subjugation of Humanity, a small collection of human colonies on the fringe of human controlled space but on the Tagali Warpath, would appeal for the Slav'nam Territories to protect them. After declaring their independence, these human colonies would be swarmed by warships of several Slav'nam clans who were looking forward to "protecting" the humans from the Tagali onslaught. As a result of this agreement, the Ostian Protectorate would be created with the 'Sarom Clan claiming stewardship and protection over the majority of the protectorate.

So long as there is a battle to be fought and honored to be gained, the boundaries of the Slav'nam Territories will never end.

Unique Technologies:
  • Schret'char Needles: The Schret'char Needle is a artificial razor-sharp crystalline projectile. Used as the standard ammunition type of Slav'nam weapons, the Schret'char Needle is sharp enough to penetrate most body armors and materials. Due to the redundant nature of the Slav'nam body which include multiple organs, the need to quickly dispatch enemies and their own, would lead to the creation of the Schret'char Needle. The Schret'char Needle would cause two types of damage: penetration and explosive. Penetration would be caused by the impact of the actual needle and explosive would be the explosion of needs wedged in the body. Should a body be penetrated by three or more Schret'char Needles, the needles would supercombine resulting in an explosion of the needles causing shards to penetrate further into the body.
  • Anti-Coagulants: Though Anti-Coagulants are common throughout FTL powers, the Slav'nam would use anti-coagulants for a purely military application. Schret'char Needles would be coated in anti-coagulant drugs making their weapons more lethal. When injected into the body, these anti-coagulants would prevent blood clots thus causing the victim to bleed to death. If one were to be hit by a Schret'char Needle, they would be forced to leave it in their body unless they wish to bleed to death upon its removal by the person.
  • Holoprojectors/Optical Camouflage (OstProt): As a client state of the Slav'nam Territories, the Ostian Protectorate exchanges its own technological advancements with the larger Slav'nam Territories. Such an arrange counterbalances the severe scientific deficiencies of the Slav'nam Sciences. Ostian advances in holographic technologies have allowed the Slav'nam Military to have more advanced communications, incorporate holographic ships to confuse enemy targeting systems and even have some form of cloaking in the form of optical camouflage.
  • Biotechnology (OstProt): Ostian advances in biotechnology have allowed more proficient and responsive prosthetics, advanced medical equipment, integration of military equipment to the user and more efficient drugs. An example of an Ostian application of biotechnology is there installation of micro sensors in their soldiers to monitor their health and injuries. A simple scan would reveal what injuries a soldier occurred and whether or not they needed immediate first aide.
  • The Phantom Shroud: Because of the Slav'name lack of larger combat ships, the Slav'nam have used a variety of methods to hide their ships from enemy sensors and to engage them suddenly and quickly. Some of these methods have included the creation of a heat-concealing hull plating, sensor jammers and sensor decoys. However with the addition of the Ostian Protectorate, Slav'nam anti-detection technology has improved considerably. The result of this is the creation of the so called Phantom Shroud which cloaks the equipped starship from medium to long range scanners. Using a combination of sensor shrouding and heat concealing plating, sensor jammers, and holo-projectors have created a sort of invisibility field. Though detectable at close sensor ranges, tracking weapons signatures and highly sensitive sensor equipment, it is still effective and has been the trump card of the Slav'nam Territories. Currently the Phantom Shroud is used exclusively by the starships of the Slav'nam Defense Forces and a few of the major clans.



Military Size: 10 Billion
Military Description:
The military of the Slav'nam Territories are split into two main forces, those are under their clan and those who report directly to the Slav'nam High Council. The main difference of the two being name and leadership with those under the High Council being called the Slav'nam Defense Forces. Because of the decentralized nature of the Slav'nam military, equipment, training, strategy and tactics vary from every Clan. But these differences are summarized in two doctrines: Vav'gaht (The Fight of our Fathers) and Puqlo'gaht(The Fight of our Sons). Vav'gaht focuses on traditional Slav'nam military strategies and tactics. Such strategies often hearken back to "hunting" style tactics. It is similar in idea to the human doctrine of maneuver warfare. It calls for large sweeping movements designed to encircle and to entrap their enemies. In space, tens of groups of Gre'nast Raiders would launch hit and run attacks on enemy stations and starships in an attempt to lure them into an open battle. Once lured, the main fleet will close in while the raiders would prevent reinforcements from getting to the "prey". On the ground, it was large formations of ground troops launching simultaneous attacks with the idea of achieving a single breakthrough and exploiting it to its fullest. Attacking the enemy rear, communications, supply, command and support elements.

Puqlo'gaht is a doctrine which focuses the importance of planning, small unit tactics and overwhelming use of expendable elements. Expendable elements meaning drones and lots of them. Drones which would drain resources and manpower of the enemy before sending in the "actual soldiers". Those who practice Puqlo'gaht are often those who incorporate the ideas and the equipment of other militaries rather than simply follow the warfare of their fathers. Since the creation of the Ostian Protectorate, Puqlo'gaht is becoming a more viable doctrine as the Ostians are able to provide and develop the necessary advanced equipment needed for the doctrine. In space, the Puqlo'gaht would be similar in practice to Vav'gaht however it would focus more on destroying the enemy's capabilities of fighting and of resistance rather than engaging them full on. Frontal engagements with the enemy would be conducted in with the intention to distract them or to waste their resources. It would be a similar affair on the ground with large drone armies constantly engaging the enemy while smaller and elite units would destroy the enemy's infrastructure and places of resupply and rest. Compared to Vav'gaht, Puqlo'gaht does not require many soldiers since the drones will be doing the heavy lifting.

Soldier appearance:



Standard Ship Appearance:
  • Particle Array: Prior to the inclusion of the Ostian Protectorate, Slav'nam space weapons were projectile based. Though the Ostian themselves used projectile weapons, a recent breakthrough by the Ostian Academy of Sciences in Nue Berlin in particle manipulation at the beginning of the Occupation would lead to the development of energy-based weapons. With this development and its realization for military-use, Joro 'Sarom, the Patriarch of the 'Sarom Clan,would fund and protect this research. The Particle Array is an energy system which is highly modular. It could switch quickly from anti-ship warfare to anti-small craft and missile screen. For anti-ship warfare a more powerful but slower beam would be used. For anti-small craft and missile screen, a faster yet less powerful beam would be used.
  • Particle Cannon: The Particle Cannon is another development of the array. Though it is more powerful, it uses much more power than the particle array.

  • Son'ghast Fighter (21m) - The Son'ghast Fighter is the standard fighter of the Slav'nam military. Its usual loadout is six homing missiles and its twin laser cannons. Its slim and sleek design gives it a smaller profile making it a smaller target. The fighter has seen decades of use and reuse by the Slav'nam Clans. The Son'ghast Fighter is designed to fight other small craft and escort the larger Bren'nagh Bombers to their targets. The Fighter can be used in atmosphere and in space.
  • Bren'nagh Bomber (34m) - The Bren'nagh Bomber is the standard bomber of the Slav'nam Military. It can be used in both atmosphere and in space. Its role is the same to any bomber, targeting large installations, formations and enemy starships. It can also be used to deploy sensor nodes and minefields. The Bren'nagh Bomber is slower than the Son'ghast Fighter but makes up for it in its payload.
  • Brev'naghst Battlesuit (18m Height) - The Brev'naghst Battlesuit is the standard battlesuit of the Slav'nam Military. This model of Battlesuit is created exclusively for space combat. While it could function on planetary conditions, it was not optimized to and would struggle in surface engagements. It has a light-weight yet durable frame. The Brev'naghst was designed for long term use in reconnaissance roles. It is comparably more durable and much easier to maintain and operate. The Brev'naghst is deceivingly heavily armed. While the most prominent weapon it carries is its railgun which is used for medium to long range engagements, it also has concealed high vibration blades in the wrists. It can also wield three types of melee weapons, a katana, dual tomahawks, and the anti-ship javelin. It can also mount dual missile racks on its arms enabled it to fire four missiles. It has has a concealed gatling gun on its left forearm allowing it to engage targets from point blank to medium ranges. To top it all off, the head piece of the Brev'naghst can fire a concentrated thermal beam which is effective against all targets. It is no secret that the Brev'naghst Battlesuit was the result of a largely Ostian design. A fact which many Slav'name are reluctant to admit.
  • Lel'ngo Scoutship (350m) - The Lel'ngo Scoutship is the smallest warship of the Slav'nam and as the name implies it is used for scouting. The Lel'ngo Scoutship is armed with dual directed-energy cannons, a fore torpedo launcher, an aft torpedo launcher, and a particle array. While originally designed as a scout, the popularity and versatility of the Gre'nast Raider has led to the Lel'ngo Scoutship being slowly phased out of production.
  • Gre'nast Raider (590m) - The Gre'nast Raider is the most produced and most numerous Slav'nam Warship of all time. Cheap, effective, easy maintenance and easy to modify, the Gre'nast Raider is the back-bone of the Slav'nam Clans and the Slav'nam Defense Forces. The Gre'nast was designed to be fast and heavily armed. Though armor plated and shielded, the Gre'nast would rely mainly on its speed and maneuverability for its defensive capabilities. The frame of the Gre'nast has been in use for atleast two centuries with each generation adding its own modifications and updates to the historic warship. Though its appearance can change over the course of the history, the distinctive bird-like appearance of the Gre'nast Raider will remain in use by the Slav'nam Territories for centuries more to come. The current model of the Gre'nast Raider is 590m in length. Its armament is a fore torpedo launcher, dual directed-particle cannons, and a particle array. Despite this size, the Gre'nast Raider has a minimum crew complement of 17 and a maximum of 90 crew. Though crews would usually operate in around 50 with anyone else aboard being a passenger, prisoner or boarding troops. A majority of the space in the Raider is used for the reactor and its engines.
  • Jel'sona Light Cruiser (1,140m) - The Jel'sona Light Cruiser is a venerable cruiser slowly being phased out as a viable warship from the Slav'nam military. Though outdated, its design lives on in the modernized version of the cruiser called the Jel'arck. The armament of the Jel'sona are eight point defense guns, a fore torpedo launcher, an aft torpedo launcher, a dual particle array, and dual mass cannons. The Jel'sona is 1/4 slower than the Jel'arck and is fitted with more mass-driver weaponry than the modern Slav'nam ships who have replaced it entirely. The Jel'sona however lives a second life as a cargo vessel, troop transport, civilian transporter and prison transport. But in time the venerable Jel'sona will be phased out of service entirely.
  • Jel'arck Cruiser (1,230m) - The Jel'arck Cruiser is an updated model of the Jel'sona Cruiser. Its armament are three particle arrays, a fore torpedo launcher, an aft torpedo launcher, a dual particle array and dual directed particle cannons. The Jel'arack Cruiser is more faster and nimble than its earlier model with room for updated systems. The Jel'arack serves as the standard cruiser of the Slav'nam. The Jel'arack are often grouped together with other Jel'aracks and Gre'nast into attack wings. The Jel'aracks would provide the main thrust with the Gre'nast acting in support.
  • Jel'hegh Heavy Cruiser (2,150m) - The Jel'hegh Heavy Cruiser is an older variation of the Jel'sona cruiser. Unlike its smaller counterpart, the Jel'hegh Heavy Cruiser was able to transition to the the modern age and become modernized. Its armament are three particle arrays, a fore torpedo launcher, an aft torpedo launcher, a dual particle array, heavy dual directed particle cannons and dual directed particle cannons. The Jel'hegh could be seen as a "pocket battlecruiser" and a cheap alternative to the more modern Fevo'sha Battlecruiser. Before the introduction of the Fevo'sha Battlecruiser, the Jel'hegh was the heaviest warship of the Slav'nam Military.
  • Fevo'sha Battlecruiser (2,390m) - Before the introduction of the Mok'hegh Heavy Battlecruiser, the Fevo'sha Battlecruiser was the heaviest warship of the Slav'nam military. The Fevo'sha is armed with three particle arrays, two fore torpedo launchers, an aft torpedo launcher, dual heavy particle arrays, and heavy dual directed particle cannons. The Fevo'sha has heavier hull platting and weaponry than the Jel'arack. But it gains momentum more slowly than the nimble Jel'arack. Often seen being the spearhead of a Slav'nam formation, the Fevo'sha is a ship to be respected and to be feared.
  • Fevo'var Heavy Battle Cruiser (3,750m) - Before the Kuso'var Heavy Battlecruiser, the Fevo'var Heavy Battlecruiser was a larger version of the Fevo'sha Battlecruiser. The cross between the Fevo'sha Battlecruiser and the Kuso'var Heavy Battlecruiser can be seen. Its armament consists of four particle arrays, two heavy particle arrays, four fore torpedo-launchers, two aft torpedo-launchers, dual directed particle cannons, and a dual particle array. Though powerful in its own right, the Fevo'var's abundance of weapon systems has plagued the ship with severe power-issues which would require the removal of weapon systems or the addition of external batteries. With the introduction of the Kuso'Var Heavy Battlecruiser, the Fevo'var will be slowly phased out of service as production of the Kuso'var allows it to be accessed by all the clans.
  • Kuso'var Heavy Battlecruiser (4,880m) - The Kuso'var Heavy Battlecruiser is the largest warship of the Slav'nam Clans and SDF. Introduced into service three years ago, the Kuso'var has seen service across the Territories under the SDF and the 'Sarom Clan. Though smaller than the battlecruisers of other powers, the Kuso'var represents the design philosophy of Slav'nam Warships: powerful, mass-producible, conforming to tradition, sleek and fast. It is 3,400 meters in length. Its armament are three particle arrays, two heavy particle arrays, two dual heavy directed particle cannons, and three fore and two aft torpedo launchers. Due to the layout of the ship, it can concentrate all its particle arrays to fire a single particle beam at a designated target easily crippling larger ships and outright destroying smaller ones if it hits its target. The Kuso'var is generally used as a flagship in larger battlegroups and campaigns. However there is a special wing of warships consisting solely of Kuso'Vars under the SDF whose role it is to break through enemy lines. The Kuso'var Heavy Cruiser is projected to see service throughout the Slav'nam Clans by end of its sixth year since introduction.

#DOSAPP (do not delete)
Last edited by The Moscow Metro Red Line on Sat Sep 29, 2018 10:57 pm, edited 16 times in total.
Timezone: Pacific Time (UTC - 08:00)

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Brendislav
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Posts: 79
Founded: Jun 04, 2018
Ex-Nation

Postby Brendislav » Fri Sep 14, 2018 6:11 am

NS Name: USS Brendislav
Nation Name: The Dromack Confederation
Flag:
Image

Capital: Planet Hormuz, Morgon system


Population size: 217 Billion
Primary species: Dromack (various subspecies)

Culture:
Nearly all Dromack value three things; Honor, Bravery, and zealous devotion to their wide pantheon of gods. While at first sight, many Dromack look like feral reptilian humanoids, with little to no mental complexity, they live in a very rigid society and must abide by hundreds of customs or else be isolated by their peers. Dromack will do anything to protect their homes, and believe that the most honorable way to die is in combat, which will ensure them a seat among the gods. Even the subspecies created for work or labor are trained in some way to fight. But only the most venerable and skilled warriors are asked to join the War Fleet to attack, raid, and conquer other nations.

The Dromack political structure most closely resembles that of a feudal society, the Nation is led by an emperor known as a “Dro-Kahn” who guides the entire nation. Below him are Dromack who control entire planets, and under them those who control continents. The planetary holders can make laws and decisions that will be accepted and approved by the planetary holders, as can the Dro-Kahn make laws that have to be approved by the planetary holders. But both do not need the approval of the other if they engage in a Duel of Honor and are victorious.

The Dromack religion is called The Cult of Avatars, and it is populated with about 12 gods with many other mythical creatures and deities in their mythology. The three most important gods in the pantheon are Dro-uns (translated "First Dromack") is the head god and represents justice, leadership, and diplomacy. Dro-uns is a special god, being that only the Dro-Kahn may openly worship him and perform his rituals. Kakmuz is the god of honor, warfare, and is believed to have created the planet Hormuz. Nashmor is the god of the void as well as trade, whenever a ship begins its journey there will be sacrifices and rituals to Nashmor. The other gods are not called upon as much but are still respected and worshiped all over the nation.

Nation History:
The ancestors of the Dromack were test subjects of the Entilid Empire, the Entilids was taking reptilian creatures and putting them through various tests to further explore their natural regenerative ability as well as possible new drugs for enhancing intelligence. As they underwent the treatments and tests, the researchers started to see some signs of sentience in the animals, and were entertained by the prospect of creating a whole new species of civilized humanoids. The initiative was approved, and in a few years the first Dromack would be engineered to serve the Entilids.

Decades passed and soon there were Dromack designed for pit fights, a Dromack to clean your home, Dromack to work in the factories. The Entilid Empire soon turned into a hedonistic academic paradise where the Dromack would do all the work for them. However, one day there was a riot over a factory missing a single day of food, which turned into full scale rebellion for control of the Empire. The Entilid Empire tired to mobilise and react to this rebellion, but even their ships of war were cleaned and manned by Dromack, so their own weapons turned against them. The following decade would be known as “The Birth of Blood” where the Entilid Empire would be slowly destroyed by Dromack rebellions and the Dromack Confederation would be created in the chaos, wars, and infighting between the Dromack themselves.

After “The Birth of Blood” a single Dromack stood above the others as leader, Dro-Kahn Lozbuk, and he named himself the new leader of the destroyed empire. He promised freedom for all Dromack and created the Counsel of Warlords, letting the leaders of each planetary rebellion control the planets they liberated as long as they swear fealty to him. Dro-Kahn Lozbuk also founded the Cult of Avatars, the most common spiritual beliefs and now state religion of The Dromack Confederation. The Dromack Confederation was officially formed after the Tablets of Tradition where carved into the Halls of the Warlords, laying down the foundations for the laws of all the Dromack. Dro-Kahn Lozbuk had turned the masses as raging Dromack into a fully formed nation.

Now the Dromack take the torn pieces of the Entilid Empire and salvage whatever they can, destroyed warships become new, cities that were burned down have come back to life, and the Key-Gates have been reignited. The Dromack Confederation now eager to spread their reach and lay claim to the stars.


Dromack Genetic Manipulation: After the decades of experimentation, the Dromack have found countless ways on how to create the perfect organisms. The Dromack subspecies are different forms of this manipulation, each one tailored to serve a specific task. Each breed can have enhanced strength, dexterity, senses, and even intelligence.

Expulsion Emitter Tech:
This was the technology that ensured the defeat of the Entilid Empire, in simple terms, Expulsion Emitters are formed by supercharging force fields with energy cells normally used for FTL drives. The result is a spray of supercharged particles that can pass through many materials without affecting it, but greatly damaging electronics. A Expulsion Emitter can easily deactivate common force fields, as well as overcharging (and likely blowing up) electronics. Expulsion Emitters are used by ground forces to destroy energy weapons and electric vehicles, in space Expulsion Emitters are used to take down enemy shields and on warheads so they can “burn” through a shield and deliver its payload.

Bio-Stimulants:
Another product of their past as lab experiments the Dromack have developed a series of biological compounds which aid them in combat. While only the most renowned warriors currently possess some, a single dose on a single Dromack could help change the tides of battle. The Bio-Stimulants can give a Dromack regenerative abilities, double or triple their strength, give them super human reaction speeds, and is even used by some scholars and researchers to help their minds operate on a higher level.



Military Size: 6.2 Billion
Military Description:
While most Dromack are capable warriors and would give their life for the Confederation, the current military lacks the ships and logistics to sustain a much larger navy. Dromack overall campaign strategies therefore are to get more ships and materials through raiding or to gain more planets. All Dromack ships use projectile weaponry, such as mass drivers, missiles, and torpedoes, the preference for projectile weapons rather than energy is due to the reliance of Expulsion Emitters to combat those with better tech. One particular tactic that the Dromack often use is boarding, to them it is a more honorable way to fight and they tend to excel in close quarters. On the ground it is very much the same, Dromack tactics revolve around trying to get the enemy in close quarters to fight hand to hand. The only ranged weapon a Dromack will reliably use is a Expulsion Emitter to destroy energy weapons the enemy might have. Dromack will often only use their guns to suppress the enemy while they charge into them, vehicles are stacked with armor and shielding to get the Dromack inside closer, and prisoners and strategic locations are used as bait to get in a fight.

Soldier appearance: The Dormack Military is formed of many different subspecies who serve a single purpose in Dormack military strategy, because of this that may look entirely different from one another and there is no standard “uniform”.

Standard Ship Appearance: Nearly all ships in the Dromack Confederation are repurposed and oddly pieced together with other ships, meaning that sometimes you may find sections of ships of entirely different nations on a single Dormack craft. Their size and shape is dependent on the Nation that owned the ship beforehand, and by what additional pieces were added.

#DOSAPP (do not delete)
Last edited by Brendislav on Mon Sep 17, 2018 3:04 pm, edited 1 time in total.

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Yuenaan
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Posts: 26
Founded: Aug 04, 2018
Ex-Nation

Postby Yuenaan » Fri Sep 14, 2018 8:27 am

DONE! Basically the same app as a few post up, but added unique technologies and changed the species picture.

NS Name: Yuenaan
Nation Name: Sl’Tani Imperial Hegemony
Flag:
Image

Capital: Kv’Lo, Sectus System


population size: 235 Billion
Primary species: Rv’Lonat (What's covering his face is a naturally occurring protruding bone growth)
Image

Culture: The Rv’Lonat are largely family based, with blood connections often being the most important factor of any relationship. It is a culture of both blood feuds and favors, with familial grudges and loyalty carrying on across generations. A rather famous Rv’Lonat saying that is known throughout the galaxy is that “Every drop of goodwill will be returned with a river of kindness, and every spark of hatred will be returned with an inferno of rage.”

Rv’Lonat social structure is based largely on two different kinds of organizations. Clans and sects. A clan is a very large collection of extended family members, in which there is a prominent hierarchal structure, typically with the Clan Patriarch at the top. Placement within a clan typically relies on how directly related one is to the current clan patriarch. It should be noted that their is a distinct difference between what is just a family and what is a clan. Many Rv’Lonat families do not qualify to be a clan, as a clan implies a certain amount of military, political, and economic power. A large portion of the Rv’Lonat species belong to families instead of clans, and families tend to live under the lordship of whatever clan or sect controls that portion of space. A sect is coalition of very small clans or even a group of clanless people. Rather than being united by blood, a sect typically has some sort of overarching doctrine or charter that binds them.

Both clans and sects own large sections of Sl’Tani space, run their own businesses, and even field their own militaries. In many ways, each clan or sect is its own autonomous nation within the Sl’Tani Imperial Hegomony. What unites all of them is a senate, whose members are chosen by the heads of the most prominent clans and sects. In many ways, however, the senate is more akin to a treaty organization than an actual legislative body, as their main purpose is to settle disputes and establish and maintain a common economic system to facilitate trade.

Another important inclusion in Rv’Lonat social structure is realms. A realm is essentially a faction of many clans and sects that are subordinated to a single clan or sect. The Patriarchs that stand at the heads of a realm can easily be considered the most powerful men in the entire Sl’Tani Imperial Hegemony.

Two other important aspects of Rv’Lonat culture would be the Tyrants and the Birth Mothers. Tyrants are the lineage of an ancient warrior caste from long in the Rv’Lonat past. Centuries of selective breeding, eugenics, and gene alteration have made the average Tyrant larger, faster, stronger, and more tactically minded than the average Rv’Lonat. In modern times, Tyrants make up the bulk of Sl’Tani special forces, along with a good portion of its officer corps. While a Patriarch typically holds the political and economic power of a clan or sect, Tyrants hold the bulk of the military power.

A Birth Mother is a Rv’Lonat female who has volunteered to undergo special hormone treatment. They are the Rv’Lonat’s solution to their near 1 to 1 birth to death rate. A Birth Mother is essentially a hyper-fertile Rv’Lonat female whose expenses are completely subsidized and whose main job is to give birth to and raise many children. Despite only making up 5% of the female population of the Sl-Tani Hegemony, Birth Mothers account for nearly 45% of all children born every year. In modern times, Birth Mothers are typically found in newly established colonies in order to speed population growth. While Birth Mothers are a highly respected and even venerated part of Rv’Lonat culture, they hold no actual authority or political power.

Nation History: The Rv’Lonat developed on the temperate and largely tropical world of Kv'Lo. The clan and sect system has existed in Rv’Lonat society for as long as there has been recorded history. This tendency towards familial bonds and tribalism has made Rv’Lonat history prone to conflict, but a serious issue developed that stopped the Rv’Lonat from descending into a state of near constant total war. The Rv’Lonat have a natural birth and death rate of nearly 1 to 1. For a species that could not replenish easily from a sudden mass loss of life, total war would easily led to their extinction.

So instead the Tyrant System was developed. Each clan and sect had a small group of champions, whose name can not be translated easily into foreign tongue and are instead known by most other species as Tyrants. Tyrants were chosen from the best genetic stalk available from each clan and sect, and opposing Tyrants would routinely fight each other in gladiatorial combat. Instead of war, issues among great Rv’Lonat powers would be settled through these matches, with the tacit agreement that the outcome would always be respected. If a Rv’Lonat power refused to recognize the outcome of a match, all other Rv’Lonat powers would immediately besiege them, for fear that the disagreement could possibly escalate into mass conflict and then extinction. Such sieges typically ended in the complete annihilation of the belligerent, to the last man, women, and child

However, as is the trend, technology continued to constantly improve. Eventually the field of biology developed to the point that hormone treatment was possible, and the first Birth Mothers were created. The Rv’Lonat population exploded, as did the competition for resources. Now capable of replenishing their population, the great powers of Kv'Lo considered total war as a viable option to settle disputes and acquire the resources many of them now desperately needed. The Tyrant System was abandoned, though many Tyrants would find themselves at the heads of the newly developed Rv’Lonat armies. In what would become know as the Great Unification Wars, a few key clans and sects would rise to dominate many other clans and sects. These conglomerations of vassals and masters would become known as realms. At the end of the Great Unification Wars, the most powerful realms would have one last all out battle to decided who Kv'Lo would truly belong to.

The winning realm became known as the Hegemon. The Hegemon is a title given when one clan manages to expand their entire realm to subjugate all Rv’Lonat peoples. Hegemons are very rare in Rv’Lonat history, there having only ever been two. The First Hegemon was the one who united Kv'Lo. It would be under him that the warp drive was discovered and the Rv’Lonat would reach out into the stars. It was due to this united front the First Hegemon managed to put up that the Rv’Lonat would survive many of the beginning hurdles interstellar people face and establish a foothold in the galaxy.

When the First Hegemon died, a great civil war wracked Rv’Lonat space. Ancient grudges were brought up once again now that fealty to the Hegemon did not stay their hand's. Many outside powers would take advantage of this civil war to annex and destroy many Rv’Lonat clans and sects at the fringes of Sl'Tani space. Few cared, however, as they simply saw it as one less rival to contend with.

This state of civil war continued for 90 years after the First Hegemon's death. An invasion by a major galactic power would force the Rv’Lonat to unite once again, this time behind the Second Hegemon. The Second Hegemon would beat back the invaders, and upon his death he established the Kv'Lo senate. He also introduced the idea of "Base Blood" to Rv’Lonat society. Base Blood is the idea that all Rv’Lonat can be seen as one big family. Of course, the Rv’Lonat would always see their true family as far more important, but Base Blood has more to do with the idea that Rv’Lonat have more in common with each other than they do with aliens. No longer should the Rv’Lonat be complacent when alien powers threaten their kind, even if those being threatened are from a different clan or sect. It was under both this idea of Base Blood and the Kv'Lo senate that the Sl'Tani Imperial Hegemony was born.

What followed the creation of the Hegemony was the Great Outward Crusade, where the Rv’Lonat declared retroactive grudges against the foreign powers who took advantage of the Rv’Lonat civil war for their own gain, despite not many of them caring at the time. Despite the Second Hegemon having already died, the Rv’Lonat continued to put up a united front during the Crusade and it was the many victories Sl'Tani managed to gain during the Crusade that elevated them from a "tribal group of backwater savages" to a legitimate galactic player in the eyes of many.

230 years have passed since the Great Outward Crusade, and although the Sl'Tani Imperial Hegemony remains immensely decentralized, it is the common front the Rv’Lonat people show to the rest of the galaxy, in the name of the Base Blood.

There has yet to be a Third Hegemon in Rv’Lonat history, however, in the modern day the Rvat Realm of the Rvat Clan is currently considered a sort of quasi-hegemon. They can not completely dominate all other clans and sects in the way a hegemon must, but they can exert great pressure on nearly all of them. They can not pass anything they want in the senate, but they can block anything they want. They make up over a fifth of Sl'Tani space and hold nearly a fourth of its total military power.

Unique Technologies:
Multi-Layered Shielding: Sl'Tani ships tend to not have one strong shield, but rather a series of weaker shields in several different layers. The key to this is that each layer of shield has its own system and power generator. This allows each to be fixed and recharged independently of each other in the heat battle. It is definitely possible that the first layer of a Sl'Tani shield system will come back online before the enemy breaks through the last layer. And as the enemy whittles down the first layer, the second layer can come back on line, and so on and so forth.

Ricort Stimulants: With a long history of genetic engineering and hormone manipulation, Ricort Stimulants are the epitome of centuries of Rv’Lonat biological sciences. They are battle stimulants, a slew of drugs made to heighten reaction time, numb pain, heighten perception, increase stamina, strength, and speed, and offer many other improvements. What separates Ricort Stimulants from stimulants offered by many other species and civilizations is not only the statistically proven superior quality, but also the complete lack of side effects, such as withdrawal, heavy exhaustion immediately after use, disproportionate gains following each use, etc. Or perhaps it would be more accurate to say that a number of drugs inside Ricort Stimulants exist to cure the side effects the moment they manifest. Ricort Stimulants are very rare outside Sl'Tani space, do in large part to the Rv’Lonat's dismissive view of aliens and a lack of trading with foreign powers.



Military Size: 7.85 Billion
Military Description: Each clan and sect holds its own military and doctrine, but there are several commonalities that tend to be true of all them. The Rv’Lonat mainly use plasma weaponry. On the ground they have a focus on artillery and heavy weaponry, which makes their infantry slow to advance but difficult to stop. They prefer to keep their targets at range, as they can not use their large amounts of artillery or orbital bombardment in close quarters combat. Tyrants are the only members of the Sl'Tani military that can be said to have extensively trained in cqc, although all soldiers are at least somewhat adept at it. In space, Rv’Lonat ships tend to be of sleek design, making them very maneuverable and quick to react. They sacrifice a decent amount of armor to make use of this agility, and so rely more heavily on their advanced shielding for defense.
Soldier appearance:
Infantry
Robotic Infantry
Standard Ship Appearance:
Gunship
Troopship
Light Ships
Medium Ships
Heavy Ships
Fighters
Bombers
#DOSAPP (do not delete)
A Greco-Persian fusion state that was born from one Alexander the Great's Successor Kingdoms
Current year is 1932
WWI didn't happen... or at least it hasn't happened yet

News: Imperial Air Academy begins mass recruitment drive. / Army enters Bucharest after Count's Guard incites riot. / Talks break down as British diplomat refuses any possibility of the Suez Canal being returned to Yuenaan. / Tensions rise as British increase naval presence in Eastern Mediterranean.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Sep 14, 2018 12:00 pm

Won't really be able to be an active part of this but ehre i am.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Beiarusia
Postmaster-General
 
Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Fri Sep 14, 2018 1:33 pm

I'll see to apping soonish.

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Union of Independant Republics
Diplomat
 
Posts: 715
Founded: Dec 22, 2012
Ex-Nation

Postby Union of Independant Republics » Fri Sep 14, 2018 1:52 pm

Tag for interest will post app soon
Felkesjud wrote:After having sat with the man-bear-person-thing for about a minute or two, though, Windhelm was starting to feel awkward.
For-Democracy,Pro Life,Living Wages,Rich people who worked for their money,Bernie Sanders,Free Education,The American Dream,Russia,US,De-militarization of every nation,Religious freedom,Naturalistic Paganism,Human rights,LGBT rights
Against-Two party systems in America,Abortion(unless its rape or both child and mother will die),Communism,North Korea,Donald Trump,Rich people who never worked for their money,Nuclear Weapons,Massive militarily Spending,Depending on the situation im against other major religions,Atheist Bigots,Homophobes
Hi My Name is Ernest Feel Free to T-G

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Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Fri Sep 14, 2018 4:42 pm

Accepted Applications

Ormata (You're use of tiered FTL will be under scrutiny for the time being)
Zanera
Yuenaan
Turmenista

Welcome aboard

Denied Apps (Unique Tech issues)

Korhal: Klein Field- I'd rather not have Players be able to manipulate other dimensions. Plus, I'd rather not let players use shields that's listed vulnerabilities is "anti-planet" lasers.
Brendislav: Key Gates - There's some future plot stuff that this would conflict with. Just get rid of this part, and you're golden.
Last edited by Tagali Federation on Fri Sep 14, 2018 7:00 pm, edited 1 time in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Fri Sep 14, 2018 7:13 pm

Roster has been created with all accepted applications. IC will be going up as soon as Tysklandia creates his application for Earth.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Elysian Kentarchy
Senator
 
Posts: 4710
Founded: Nov 19, 2014
Ex-Nation

Postby Elysian Kentarchy » Fri Sep 14, 2018 8:25 pm

Interest tag. Working on application.


Celivaia wrote:"Today is a great day. Recently, we completed a project that will greatly help the Salarian Union in it's fight, and while I cannot divulge information about this project, I am pleased to announce that this project was no small feat, and for his dedication, work, and pure, brilliant genius, we have a special award for this Salarian. We cannot divulge the name of this operative, but we have given him a special award, the "Star of the Union," and as an added bonus, we have decided to rename this, our home planet, after him. As of this moment, you are now standing on Solus'Kesh."

Philosophy and Religion Major

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Fri Sep 14, 2018 9:09 pm

NS Name: Ithalian Empire
Nation Name: The United Republics of Antivar
Flag: WIP
Capital: Aniv, Antivar


population size: 450 billion
Primary species:
Antivarians: Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian gives live birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months their eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. Their metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, has a copper-based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's are a very social animal, forming a very tight social bond with one another, and even other species. Antivarians have a strong parental due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within the Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all-powerful God who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.

Shanxi: A large, carnivorous and surprisingly warm-blooded reptilian-like race. Shanki are covered in a thick hide of scales that act as a very effective natural armor, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determine the sex of the chick inside. During the incubation period, the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste-like system amongst the Shanxi people. At the top of this system is the nobility who rule over the parts of the Commonwealth the Shanxi control. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi they provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessarily a warlike people but they will not hesitate to fight if need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people if they feel that there is an injustice that needs to be rectified.

The Itgramma are somewhat a mystery outside of the Republic. A secretive and reclusive race of insectoid the Itgrama are a people who use there intellect and psionic abilities over brute strength. The Itgrama come from a small tidally locked world and as such are physically weak compared to the other two races of the Republic, as such they make poor laborers and soldiers. However, they have developed a very large brain with psionic abilities that are absent in the Antivarian and Shanxi population.

Biologically they are not dissimilar from most invertebrates, with a segmented body and an exoskeleton. Most individuals tend to be around the same size as the average human, with many Itgramma having four limbs, though some members of the old nobility of the Itgramma's pre-Republic social order have six limbs. The Itgramma have also evolved a complex mouth that more contains a mix of mammalian and insectoid traits. Soft cheeks and fleshy tongue allow for communication with other races, towards the back of the through is a second mouth that bears the insectoid traits. However, most Itgramma do not speak, preferring to communicate telepathically.

Nation History:
The history of the Republic traces its origins to an ancient pact between the old powers of Antiv. While Humanity was still looking up at the stars in wonder and building the great civilizations of the Classical period, Antivarians had already fought several world wars and had begun space exploration. While the Antivarian homeworld would not be united in any form till the formation of the Republic, the space-faring nations did sign a pact that would declare that all space claimed by an Antivarian would be meant for all Antivarians, thus, for the time being, keeping Antiv conflicts from spilling into the cosmos. As technology progresses the political climate on the homeworld worsened. Two factions emerged, The League of Free Nations and the Dominion of Kal'tor. The League was made up of mostly democratic nations who valued the worth of the individual and personal liberty while the Dominion of Kal'tor would be made up of the Ksl'tor Empire and its client states and tributaries. The conflict between these two groups would speed Antivarian space colonization and exploration. In a matter of a few generations, Antivarians went from landing on the closest of there two natural satellites to sending probes to the farthest reaches of space and finally to colonizing their first words within the home system.

Soon another breakthrough was made. The Warp Drive. With the ability to go faster than light Antivarians began an ad-hoc colonization of other worlds, with most efforts being supported by the two factions on the Antiv or by private companies. These colonize would grow and develop into worlds of there own with many becoming independent of there patrons in as few as two generations. Each colony would become its own nation, which would then start its own colonies. Antivarian nations would wage war with each other in this chaotic time. All while the homeworld stood on the knifes edge of nuclear war. And war would break out on Antiv as the two factions began to tear into each other. Millions would die and cities would burn, but nuclear weapons would never be used. The League of Free Nations would stand dominate and the victorious nations would form a loose coalition of states called the Antivarian Republic.

Soon after the Antivarian Republic would come into conflict with several of the sovereign colonies. These where nation set up by the Dominion, and as such shared some of the same core ideas and beliefs. These colonies would form the Confederation of Systems and declare war on the Republic in order to reclaim what they believed to be there's. The Republic would find allies with the other colonies and thus the Antivarian Republic grew to annex these colonies and tighten up the Republic into a true state. The Great War of Unification would last ten years and cost millions of more lives, but in the end, the Confederation was put down and the Antivarian people would be united for the first time in there recorded history. For the next three hundred years, peace would reign as the Antivarians colonized new worlds and pushed their territory out farther into the depths of space.

This peace ended when the Antivarian contacted the Shanxi, the first space-faring and intelligent race they had ever met. At this time the Shanxi wherein the grips of fierce internecine warfare. The Republic stepped in to aid one of the most battered, yet most compatible, nations of the Shanxi people. Too many of the common folk of the Shanxi nations the Antivarians where liberators, ending generations of war and bloodshed in the Great Liberation. Adding the Shanxi to the Republic doubled the size of the Republic. This would mark the beginning of Antivarian interventionism in the areas around there already large domain.

As the Republic continued to expand out towards its current size smaller conflicts would occur, but the most recent was in the last three hundred year, the Itgramma Wars. The Itgramma had been on the periphery of the Antivarina north for several hundred years, however, they had mostly contented themselves to trade and little else. However, a coup would rock the small nation and disturb trade in the north. The Republic would look on with worry as the Itgramma Civil war leaked into several other smaller nations, further making the region north of the Republic unstable. Soon, reports of raids conducted by both rebels and Government forces would wake the might of Antivarian military force.

The initial invasion was over in a year. However, an insurgency would rise for the next forty years and is still active in some parts to this day. The Occupation ended some fifty years ago with the Itgramma being granted full rights as citizens of the Republic. Now, with the most pressing domestic issue under control, the Republic has started looking farther out from its immediate circle of client nations and allies. To a war that has been waged in a stalemate for a hundred years. To a war that could lead to profit and the spreading of Antivarian ideals further to the galactic south.
Unique Technologies:
Communications and Electronics: The Antivarians have long been on the cutting edge of communications technology. This has allowed the Anitvarians to keep there growing nation tied together. With a system of relays and subspace transponders a message sent from on side of the Republic to the othere will reach its destination in under two an a half minuets. On a smaller scale, highly encrypted messages can be sent between units on a battle field with virtually no fear of the enemy cracking the encryption. This has lead to a high degree of unit cohesion as Antivarian battle doctrin relies on highly cordinated attacks between many diffrent players from armoured columns to infantry assults.

This technology has also leaked into the realm of civilina life. A sperate network or subspace relays can be accssed by civilians who use to for communication and enteratinment as well as accessing the total knowledge of three races. this network, for a price, has been exteneded to Republic client nations and others who wish the same for there own nations. This has lead to the the Antivarians, Shanxi and Itgramma to have a sense of national identity no often seens in large multyspecies empires.


Military Size: 10 Billion
Military Description:
Standard Weaponry:
Universal Rifle System Model 30 300 yd max range, mass driver type weapon. X-15 Sniper Weapon 1.5 mi range, energy weapon.
P-45 Pistol 120 yards max range, energy weapon.
Common Ground Fighting Vehicles:
X-17: Hovering a few feet off the ground the X-17 is a fearsome predator with massive 150mm railgun main battle cannon and protected by the latest in armor tech, it is a tough nut to crack.
G Series Battlesuit The G Series Battlesuit is the primary mech suit within the Commonwealth, emphasizing speed and rate of fire it is primarily an anti-infantry weapon.
Soldier appearance: Republic Navy The Republican Navy forms the backbone or the Republic's military force. With nearly ten billion in service and a thousands combat ready ships in service it is also the largest. The Navy provides transport for the Army, the Marines, the Mechanized Infantry. Amongst their many logistical and combat roles is providing air support for ground troops, clear away orbital defenses, and protect trade lanes from piracy.
Army The ground slogeris of the Republic military, taking ground and holding it is there primary job. The second largest branch of the military at five billion the Antivarians still place a high value on quality over quantity. It is not uncommon to see multiple generations of one family all serving in the military. The Army is almost a military sect within the Antivarian society.
Republican Marine Corps
The elite all-purpose troop of the military. Used in everything from special operations to guarding sensitive beings and material. Drawn up from the Army the Marines consist of the best of the best. The Marines are the smallest branch of the military and under ten million.
Mechanized Infantry
The Mechanized Infantry are the heavy weapons and amour of ground campaigns. Utilizing tanks and mechs the Mechanized Infantry carve paths of destruction for the Army to exploit. Punching holes in enemy defenses and collapsing enemy fronts with fury, the Mechanized Infantry is the shock and awe of the Republic military.
Standard Ship Appearance:
Ship Classes:
Stalwart Class Frigate
Length: 800m
Inventory: 3000
Roll: Picket Ship
Constitution Class Destroyer
Length: 1km
Inventory: 1,500
Roll: Escort
Liberty Class Cruiser
Lenght: 3 km
Inventory: 3,000
Roll: Ship of the Line
[ulr=http://1.bp.blogspot.com/-SDoulslh6jQ/TVkWVE8FjiI/AAAAAAAAACA/9J0ruD0KLuA/s1600/CARRIER+STRIKE+SHIP13.jpg]Oblivion Class Battle Cruiser[/url]
Length: 5km
Inventory: 900
Roll: Ship of the Line
Republic Class Battleship
Length: 7km
Inventory: 300
Roll:Ship of the Line
Antiv Class Carrier
Lenght 10km
Inventory:200
Roll: Spacefighter transport
Absolution Class Dreadnought
Inventory: 50
Length: 18km
Roll: Fleet Headquarters
Antivar Class Titan
Inventory: 3
Length: 57km
Roll: Domination
N80 Fighter
Lenght: 30m
Inventory:1 million
Roll: Interceptor Fighter
Y90
Lenght: 35m
Inventory:800,000
Roll: Sepuriority Fighter
Z100
Lenght:50m
Inventory: 700,000
Roll: Bomber craft

#DOSAPP (do not delete)

WIP
Last edited by Ithalian Empire on Mon Sep 17, 2018 9:41 pm, edited 4 times in total.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Legatia
Minister
 
Posts: 2894
Founded: Nov 30, 2012
Inoffensive Centrist Democracy

Postby Legatia » Sat Sep 15, 2018 9:31 am

Forenote- worked my lore out with Tysklandia. Tell me if all's good.

NS Name: Legatia
Nation Name: The Federal Republic of Corundum/ Corundum
Flag:Flag
Capital: Cordelia, Cordelia-Epsilon Corunda System


Population size: 444 Billion
Primary species: Human- Humans of the Federal Republic are not genetically dissimilar from humans on planets such as Earth and other similar systems, but many humans (especially those of systems such as Cordelia and Vestum) tend to be shorter with slightly higher gravity.

Culture: Corundan culture is a loose amalgamation of French, English, American and (lightly) Latin. Most citizenry speak both English and French as standard universal languages, with some Latin phrases and words existing more in official capacities (such as on ships and in more official governmental documents). Corundans as a people are incredibly diverse and do not belong to a single set 'culture' as a Cordelian businessman differs widely from jungle farmers on tropical worlds. Corundans typically see themselves as moral people who believe in liberty and individualism, and range from fiercely to passively patriotic to the nation as a whole.


Nation History:

The Federation of Corundum takes its name from the parent star of the capital world of Cordelia, Epsilon Corunda. Cordelia was settled as a far-reaching colony early in human exploration. With its bountiful resources, capable administrators, and industrious population safeguarded by a powerful military, the people of Epsilon Corunda retained a high degree of autonomy and independence, though retaining allegiance, to the human worlds from whence they hailed. As industrialized worlds they provided everything from transitors to capital ships for the Earth-based rule back in the early days. A sizable contingent of men from the systems about Corunda and Corunda itself supplied men to the war machine up til and through the Human-Tagali war.

When the war came, though, Corundum fought just as hard as its brethren on Earth through the earliest years of the war, fighting them gun to gun wherever the UN fought. The war, however, was only felt in the farflung Corunda systems by the strain it put on the civilian economy. The war never came to the systems, and the only real way to sustain such an incredibly heavy presence in a war far from home was by wide propaganda. When the ITO government took over the crumbling democratic regime on Earth, the people of Corundum felt the war hit them in ways it did not expect them to. When the government started severely cracking down on civil rights, moreso than would have been expected in a war under the UN, the populace started actively resisting. When a military force was sent to quell it, administrators from many of the planets in the system and some nearby it came together on the warship Mantenda and unilaterally declared independence in the Declaration of the Republic, claiming all of the systems who had come in the summit as the newly constituted Republic of Corundum.

The declaration was not met well by the Terran forces. The ramshackle forces of the newly formed Corundan Republican Army and Navy fought against the Terrans with some avail, matching them in all but critical experience. After a twenty eight month long war, Terran forces were stretched too thin on the warfront to fight any longer, and cut their losses with destructions of spaceports and other facilities, which hindered the Republican forces. At the conclusion of the wars, the Republican government reunited from the Declaration and wrote the Federal Articles, a constitution taking its inspiration from the Earthen liberal democracies, notably the UN Charter, and the Constitution of the United States.

The newly created Federal Republic then set to work. Under sweeping reforms and government-driven policies, Corundum industrialized even more rapidly than it already had been, developing scores of shipyards able to produce capital ships, sweeping farms, enormous cities and abundant housing. The economy recovered and was pumped into civilian funding just as much as it was into the military- The Army and Navy were modernized, centralized, and developed a wide variety of new technologies.

The Federal Republic has taken a neutral, yet nevertheless hostile, relationship with the Tagali Empire. Tagali ships are normally treated as hostile ships, and the Federal Republic does not maintain official relations with the Tagali Imperium in any way, shape or form. The Federal Republic holds a tensely neutral opinion to the Terran state, seeing them as fellow humans but generally as oppressors


Miltary size: 4.2 billion
Military Tech:
  • Kinetic weaponry- Kinetic weaponry is common on many weapons systems large and small. Weapons generally utilize electromagnetic propulsion systems to accelerate to high speeds. Weapons systems utilizing electromagnetic weaponry can be as small as battle rifles issued as standard weaponry to powersuit infantry, and as large as hundred-story tall cannons mounted on capital warships or on Orbital Defense Platforms.
  • Powered exoskeletons- Powered exoskeletons (also known as mechsuits, AMP suits or powered armor depending on size) are internally-powered machines that usually completely encase a warfighter and offer a mobile weapons platform capable of providing heavy weapons support where dedicated warfighting vehicles may not be able to. These range from individual powered armor units to mechanized suit units used to carry heavier weaponry. Currently all walkers utilized by the Federation are ground-based, exoatmospheric and atmospheric variants capable of flight and maneuvering are currently being heavily prototyped.
  • Augmented Intelligence- Augmented Intelligence was created as a breakthrough in human computing technology, replacing the incredibly unstable artificial intelligence models of earlier. While technically augmented intelligence falls of the spectrum of artificial intelligence, the distinction has been made between "dumb" AI (Augmented), and "smart" AI (Artificial). "Dumb" AI is used commonly to assist in precise mathematical calculations and estimates, running automated systems, and quality assurance control in software and hardware. The incredible capabilities of augmented intelligence allows for incredibly precise firing solutions, most significantly for point-defense weapons on naval vessels allowing for a near unprecedented 87.98% interception rate on inbound projectiles as an average among Coriolanus-class capital ships. This in tandem with a ship's shielding allows for the near nullification of missile attacks on the ship, as well as providing a deadly area defense for capital ships especially. This enables the ships of the Federal Navy to nullify missile and strike-craft threats largely and engage primarily in ship-to-ship combat with their own missiles and railguns.
  • Advanced Composites- The metallurgy and experimentation of many research and arms companies has allowed for the development of high-strength, light-weight materials for use in everything from shipbuilding to armor, which enables construction of plate infantry armors that offer high degrees of protection and mobility from a myriad of threats without a major loss of mobility.
  • Nuclear fusion- The introduction and perfection of fusion and its application into weaponry and energy solves a myriad of problems related with nuclear fission. The utilization of fusion allows for the employment of nuclear weaponry and the employment of nuclear energy aboard ships without the dangerous side effects of radioactive waste material, which solves practical and ethical problems with their employment. Fusion allows for safer reactors in spacecraft and broader opportunities for deploying nuclear weapons, especially on controlled scales to be utilized more as tactical than strategic weapons.
  • Personal Information Display Units- Microcomputing units allowed for more adaptive integration of information displays for use in both civilian and military life. Many special operations units, especially those using powered armor and other expensive equipment, commonly have tactical information pads and integrated heads-up display integrated into helmets. This allows for soldiers to rapidly obtain and utilize information such as location, bearing, temperature, wind speed, and monitor systems on armor autonomously and enable higher combat effectiveness.
  • Repulsor Drives- Repulsor drives allow for the atmospheric maneuvering and utilization of heavy warships planets without massive expenditure of fuel and energy , allowing them not only to land to service and offload supplies directly, but enabling them to remain in the area to provide devastating fire support to ground forces. This is also used in strikecraft to allow incredible maneuverability in and outside of atmosphere, and eases the burden on carrier ships enabling larger numbers of crafts to be carried. While currently only finding applications in atmospheric and exoatmospheric craft, applications have been researched for purely terrestrial purposes, but engineers have had difficulty scaling units down to a size applicable for cars or trains.
  • Space Elevators- The construction of space elevators, also known as tethers or spires, are monolith structures used to transport incredibly heavy loads of material into space, which allows for the rapid construction of many objects that would be difficult to produce planetside, most notably capital warships.

Standard Weaponry: Variants of the M352 Service Rifle
Soldier appearance: Corundum Federal Army Corporal with Battalion 4/94th Regiment, Yyvone Prime
Standard Ship Appearance:Hasta-class heavy cruiser CA-994 Lenta Bay in low orbit
A typical design of a Halberd-class destroyer
OCS-141 Jeanne d'Arc during a flyby of a terrestrial planet
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#DOSAPP (do not delete)

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sun Sep 16, 2018 3:21 pm

NS Name: Tysklandia

Nation Name: The Terran Dominion (Formerly the ITO or the Interstellar Treaty Organization)

Flag: (Please Spoiler Images)
Capital: Sol system, Earth




population size:
~~
Primary species: Human





The Terran Dominion
The Meritocratic Terran Federal Republic and its Dominions


Culture:

Human culture inside the Terran federation can often be said to be clinging on by a thread. A century of fighting a war, one without pause, without opportunity for surrender and with the only outcomes being death or victory has made the people harsh, realistic and crude.
Whilst the war and the threat of constant annihilation has driven a lot of people to despair, more people still, cling to their aged human traditions and history, to pride and continued resistance. Various human cultures remain strong or stronger than ever before, whilst others have dwindled into the annals of
history as the the flames or the tooth of time crushed them underfoot.

Near full social collapse and a disdain of the inability of the former ITO to keep the Tagali at bay during the initial stages of the war gave way to near full anti-democratic sentiments across earth and many of its colonies. Although things have stabilized, a firm belief that not all people are equal is ingrained in the populace. All men can be great, but not all men are. Your worth in society is yours to prove and respect is yours to earn.


General :

The Meritocratic Terran Federal republic and its Dominions is a direct successor to the ITO. In the darkest hour of humanity, after a series of brutal defeats and countless millions dead, the Interstellar Treaty Organisation, the formal government that held sway over nearly all human colonies surrendered... Before they could announce this surrender however, they were arrested by Admiral Piett, who held them in contempt and had them shot on the crime of failing the human race in their time of need. Admiral Piett then corralled the remaining Admirality and military leadership and created a military council to lead a desperate counter-attack.

With this attack having unprecidented success, this military leadership was left with the task to either recreate the ITO, an organisation that had failed to stop the Tagali at every step or to form a government that was best able to fight what now seemed to become a long war with the Tagali. This created the meritocratic Terran Federal Republic, named and reffered to as the Terran Dominion. In reference that this Terran Dominion would never, ever, accept a surrender to an invading enemy. This was the first line of its consitution. Followed by several lines that cemented several truths that were to be held as self evident. The military brass created this consitution in order to destroy any attempt by their bureaucratic successors to lead the government in to the same pointless discussions and law-making games that had led to the bloated and corrupt institutions of the past.

Personal Liberty, freedom, choice of employment were all cemented into law. These elements were to ensure that the masses would be kept content and given the free will they craved. But upon this, they crafted a system of meritocracy. Wheras the citizenry would not be infringed upon their liberty, they would need to earn their voice in government. As it was self evident that the only way the human race could survive, was by war, only those willing to sacrifice in order to uphold it should decree its future. This was the original ideal, but later cemented itself as an anti-socialist and communist ideal. As the aging military coup leaders retired, the new leadership cemented the idea that even if personal liberty should be the core right of any citizen, it should not be a birthright to decide the future of the collective. That should not be gifted, as gifts are meaningless. The privilege of the vote, to decide the future of mankind would be for those willing to bleed or sweat for their fellow man.

To this, citizens and civilians were forever seperated. All, no matter their heritage, were born a civilian and citizenship was to be earned by actions and merit, not by birthright and not by wealth. Upon these principles, the Terran Dominion has perhaps not thrived, but it has survived. And with that, it has furfilled its purpose and continues to do so.


Citizenship ranks :

O- Civilian
All children are born as a civilian. A legal member of the Terran Dominion enjoying the rights and liberties granted by its constitution.
If no attempt is made to uplift their rank in society, they will, in life, often encounter what the Dominion calls "rights and oppertunities not yet earned". These include employment in government, voting rights and freedom of movement and perhaps even colonisation rights on militarily critical sectors of space.

1- Citizen
In order to become a citizen all must perform 4 years of unpayed and entirely voluntary work for the Terran Dominion. In preperation for this, Intelligence, aptitude and fysical tests are performed, alongside a series of interviews upon which a selection of relevant option according to skill and state neccesity is presented from which the applicant can choose. These can range from military service, military construction, engineering or even certain social or medical fields.

The applicant can choose to abandon this 4-year term at any stage, within the first 6 months and still be allowed to re-try at a later point. After these 6 months, the next 3 and a half years are required by law. Abandoning the civil duty at that stage is still possible, with disciplinary action depending on the field chosen (particularilly if the field is the military), but at that stage, one is not allowed to retake the Citizenry exam outside of appealing the state for the right to do so. A right rarely given.

Upon completion, the right to vote is granted and the citizen is considered a respected member of the Terran Dominion. The option to continue in the chosen field is almost allways an option, especially in more specialised fields, such as engineering, medicine or the military.

2 - Citizen Rank 2

Upon fielding the citizen rank for a period of time, one can appeal the government for a test of merrit. The government then performs an investigation in which the personal life is examined alongside efforts at work and the social circle. If the person is deemed a responsible and respected member of society, alongside performing a series of tests and examinations of wit, intelligence and fysical health, one can be considered a citizen of high standing. People with this standing can persue work in the lines of government and roles in the center of society.

3 - Citizen Rank 3

...




Economy :

~~~




Nation History:

Post-modern

2020- Social, economic and political Strife reaches a tipping point across the western world. Resource scarcity becomes critical

2021 - Chinese exploitation in Africa results in African civil wars and Chinese interventionism

2022 - Several members secede from the European union in the wake of a new massive refugee crisis. Militants clash with police and migrants across Europe

2024 - A newAmerican civil war erupts after resource scarcity, economic strife, political schandal and unresolved social issues peak in the secession of Texas and Alaska, quickly followed by other states.

2024 - An unprecedented banking crisis causes the defaulting of multiple nations. Martial law is announced in multiple nations as many European and far-asian cities erupt into chaos.

2026 - The United nations create the GDI or the Global Defense Initiative with the remainder of member state militaries in an attempt to establish order.

2028 - Both the American civil war and the European strife is resolved by the deployment of GDI peacekeeping forces. Chinese interventionism is halted and GDI forces keep the peace in Africa between the warring populations.

2029 - The UN creates the "Economic Restoration initiative" and begins long term plans to save the resource crisis and begin a long term repair of the collapsed global economy.

2032 - The UN leads a space initiative in an attempt to solve the energy and resource crisis. Existing private attempts are funded and promoted and international cooperation leads to widespread success

2035 - Permanent colonization of Intersolar bodies, primarily the earth moon and mars. Several mlining initiatives capture nearby asteroids in high earth orbit, bringing in much needed resources to upkeep the economy, even with travel times ranging in months

2065 - Earth population continues to grow out of control and the UN struggles to maintain civil order as many nationalist militants resurface.

2080 - The UN starts the resettlement of large human populations to the inter-solar colonies, primarily luna and mars.

2080 - Colonial citizens object to the forced move of large portions of human settles to relieve the stress on earth.

2082 - The development of the Epstein engine allows for highly effecting sub-light engines allowing for vastly reduced travel time between earth and the other stellar bodies that orbit the sun. The mars colony holds the rights to the technology.

2082 - Mars and several other colonies refuse to accept more Earth refugees/immigrants and the UN attempts to force them. The martian Epstein drive ensure that earth does not have the capacity to "stop" them.

2084 - Earth steals the epstein drive plans by espionage and begins constructing warships in order to re-establish the status-quo. Mars declares independence and continues to refuse UN commands.

2085 - First space warfare ensues and the colonies are incredibly outmatched. In a desperate attempt to enforce a victory, a Martian warship is shot down in low-earth orbit and onboard nuclear weapons accidentally denote, devastating the north-African region, with much of the Mediterranean suffering severe flooding damage.

2085 - A ceasefire is signed as the death-toll horrifies both sides in the conflict.

2086 - The Interstellar Treaty organization is created as the continuation of the United Nations. The IDI or the Interstellar Defense Initiative is created as the ITO's peacekeeping force.

2086 - IDI maintains a tenuous peace, marked with periodic eruptions of unrest. The stabilization of the economy improves the overall situation, but overpopulation continues to trouble the administration and stability of both earth and its colonies.


...

Interstellar
2122 - The Hornbach bubble effect is developed. Allowing for objects to tranfer into a sub-dimension of our 4d reality into a point where we can bend space in order to vastly reduce traveltime numbering centuries into decades. The effects are unstable and travel-time is not consistent, but travel to nearby solar systems is finally an achievable feat within the course of a single human lifetime.

2124 - A colony fleet is prepared with millions of settlers in hibernation to avoid conflict and food-requirements for the estimated 2 year voyage. After entry into "warp", the fleet dissapears and after search & resque missions launched in the following decades, pressumed destroyed.

2124 - The ITO bans further colonisation attempts with the Hornbach engine, untill stability is ensured. Riots erupt around earth as the hope the FTL technology gave is utterly destroyed.


2141 - A succesful series of tests with a new Hornbach FTL engine are deemed secure and pass rigerous tests imposed by the ITO. The colonisation ban is lifted and a plethora of private and state projects for colonisation commence.

2141 -The ITO immediately begins exploration initiatives in order to find suitable worlds for colonization in order to relieve the overpopulation of earth.

2150 - After extended exploration efforts, several near-earth worlds are explored and colonized. Work on the long-term terraforming of nearby solar systems begins.

2155-2170 - The mass increase in offworld mining, due to the FTL drive giving access to easily mined resources cause a new "golden age" across the SOL system and its fledging colonies

2190-2250 - As the extended settling of colonies commences, the stress of overpopulation decreases and the social-economic state of earth is considered stable for the first time in over 2 centuries.

2210-2300 - As, by voluntary and enforced means, the population of earth drops, year by year, entire Cities and infrastructure is demolished and rebuilt more effeciently as a vast effort is made to restablise the ecological and infrastructual stability of earth.


Pre-war

2301-2465 - Both ITO sponsored and private initiative colonies expand across the sector. Human population spikes in the colonies as the stress on the SOL system continues to decease.

2307 - Several Tier-7 alien worlds are discovered. The ITO votes for non-involvement and isolates those systems for non-military traffic. One of the worlds has clear signs of orbital bombardment, a clear attempt of genocide. Elements of a defunct warship is discovered on one of the moons of the planet, apparently abandoned after engine failure. The reverse engineering of the craft causes immense leaps in material design. The Hornbach engine is once again refined using the technolgy found, increasing FTL engines by multiple factors. A second vast expansion effort commences.

2308 - The discovery, alongside deep space probes and lingering long-range signals prove the likely existence of advanced alien civilizations. The ITO commences a vast re-armament campaign to empower the IDI against such possible foreign threats and makes effort to reduce the chance for first-contact.

2310 - The vast re-armament of the IDI is seen as dangerous by several colonial elements and conflicts with separatist elements causes a headache for the IDI and the ITO for years to come.

2310 - In order to stabilize the situation, partial autonomy is given to several regions, but the ITO remains the main governing and diplomatic body of the human regions

2322 - a civil war erupts between violent seperatist elements and ITO loyalists in a fringe colony after what is widely considered cross mismanagement by colonial authorities. Miscommunication result in heavy IDI response. The bloodbath spreads through ITO space and becomes the prime propaganda peace for violent seperatists. Colonial authorities and government elements do not wish to seccede, but often talk about recieving more autonomy from the ITO. For many seperatists this is not deemed sufficient and a wave of terrorism by these violent seperatists against ITO and IDI elements

2325 - The seperatist movement increases in organisation and prowess and their efforts begin to increase in severity as the ITO seems to act lackluster and unwilling to perform vast military action against this primarily partisan force.

2356 - The Orbital elevator of Reach, a colonial world known to be a IDI shipyard and staging area, is destroyed in a terrorist attack. The death toll reaches in the millions and several IDI warships, along thousands of crew are killed as the Orbital shipyards are unable to detach themselves from the collapsing spire in time.

2357 - The ITO enacts a limited state of emergency and creates an anti-terrorist and anti-piracy taskforce from IDI and police forces. Even when a control organ is instituted to moniter their actions, does this taskforce achieve a feared name. Thousands are arrested within a year, hundreds shot and killed in attempted arrests and attacks on planetside safehouses across human space. The IDI anti-piracy fleet hunts down multiple illigal asteroid and deep space hideouts and proceeds with destroying them if they do not comply with a singulair request for surrender.

2359 - The death toll of the emergency act and the actions of taskforces reaches the tens of thousands as the ITO is stuck in the perpetual loop of fighting terrorists, but creating more sympathisants in the process.

2363 - In the attempt to fix the escalating situation, the state of emergency is ended and normal police activity replaces the military crackdown.

2364 - In order to properly fight off the increasingly violent seperatist and terrorist movements, the IDI has a closed vote to create the Ghost program.
The IDI ghost program hosts an expansive array of highly trained stealth operatives and begins expansive research in the psionic phenomenon.

2369 - Expansive, but deniable deployment of the Ghost initiative has destroyed most of the dangerous terrorist and seperatist cells in ITO space.
Military and political situation is considered stable.

2465 - A revision of the Hornbach FTL engine, resulting in the Hornbach-Zingzau FTL drive, increases the effective speed nearly tenfold and stability of FTL travel is greatly improved.
This propels human expansion to unprecidented levels and population growth and colonisation reaches near uncontrollable levels. The IDI expands steadily in order to properly police their growing territories.


War

2477 - A frontier mining expedition goes missing. A IDI search and rescue team sent to find them fails to report in on time.

2477 - Deep space probes confirm the destruction of both the expedition and the IDI search and rescue team by several unidentified spacefaring craft.

2477 - A diplomatic mission deployed by the ITO is destroyed after refusing to "surrender" to what is identified as a "Tagali Empire" warship.

2478 - The IDI begins a complete mobilisation effort and fights off a relatively small Tagali presence with heavy losses. Tagali warships seem to posses far greater defensive and offensive capabilities.

2478 - Attempts at negotiation fail completely. The full surrender of the entire human race is demanded by the Tagali Empire's emissaries. The ITO begins to prepare for full scale war.

2478 - The IDI attempts to increase their fleet contingent as they attempt to analyze and reverse engineer the elements that allow the Tagali Empire to dominate their own naval elements.

2479 - The war slowly increases in intensity as Tagali scouting raids delve deeper into human territory, mapping safe FTL routes and the IDI seems powerless to stop them.

2480 - The colony of Jurnheim is discovered by the Tagali and they attack with overwhelming force. An IDI fleet stationed in orbit is wiped out in a few minutes and the world, alongside over 24 million inhabitants is glasses within 4 hours of Tagali arriving in the system.
This events sent shockwaves across human space as the ITO votes unanimously to commence full economic mobilisation in order to combat the threat.

2481 - The war continues to be incredibly one-sided as the IDI proceeds to lose nearly all space engagements. Only succeeding in certain cases to buy time for the evacuation of civilian populations of several colonies.

2482 - As the enemy proceeds to glass most human settlements they come across, colonies are prepared to evacuate at a moments notice and ships are created to allow for the mass-transit of large populations in a short amount of time.
Many colonies on the Tagali invasion path are evacuated as they are turned into traps for the Tagali fleet or used only for the mining of critical resources.

2484 - The death toll reaches astronomical numbers as the Tagali advance seems unstoppable. Continued evacuation efforts seem impossible as the amount of available colonies and ships dwindle with the continued loss of territory against the Tagali.
The IDI is unable to do anything outside of slowing the Tagali advance.

2486 - A Tagali warfleet stumbles across earth, its location being kept a secret for the course of the war. A massive invasion effort ensues as the Tagali deploy ground forces to subdue the planet.
Fierce fighting lasts for months and the IDI is incapable of dislodging the sizable Tagali fleet. Surviving members of the ITO that managed to evacuate the planet prepare to sign a unconditional surrender.

2486 - A cadre of IDI admirals imprison the remaining ITO leadership and announce a temporary military government in order to survive the war.

2487 - An unprecedented IDI naval campaign ensues, that cuts off the earth invasion fleet from reinforcements, even though the IDI suffers greatly in the effort, losing nearly all its remaining capital ships in the process.
The campaign is successful however and the invasion of earth fails, with Tagali forces retreating with heavy losses. An IDI orbital counter-attack denies the Tagali the attempt to glass the planet in revenge and its fleet is destroyed in orbit.

2488 - Using its current momentum and apparent shock throughout the remaining Tagali invasion forces, the IDI manages to push the Tagali back for the first time since the start of the war. Losses continue to mount however and the IDI switches to a scorched earth policy,
deploying space born defenses, minefields and even suicidal attacks at necessary refueling points across critical warp-routes that lead to earth.

2488 - The military government declares the creation of the Terran Dominion as the unified human effort to defeat the Tagali. Social, cultural and economic laws are rewritten in order to simplify the availability of manpower and resources to the war machine.
The military and veteran population is given disproportionate influence on the voting process in this new regime as the primary goal of this new governing body seems to be the defeat of the Tagali at any cost necessary.

2488-2490 - The failed invasion of earth and the counter-attack by the now christened "Dominion fleet" seemingly caused the Tagali to completely halt their advance in order to regroup. This critical time was used to re-organize and rebuild the fleet in order to most effectively combat the Tagali fleet, using both reversed engineered Tagali technology and accrued combat experience.

2490 - A massive section of human space revolts against the military government. The vast majority of these regions have been spared any direct Tagali attacks. Compassion and understanding of the rebellion in core dominion territory is lacking.
A section of the newly christened dominion fleet redeploys to quell the rebellion. Resistance remains high, but the dominion fleet steamrolls any haphazard resistance with their superior numbers, fleet, combat experience and with aid of local sympathisers

2491 - The Tagali renews its offensive in a massive campaign. The Dominion fleet suffers heavy losses as their ships continue to underperform against their Tagali counter-parts, but the tagali offensive is shocked as their massive advantage in technology and warfare tactics seem to evaporate as the dominion reverse engineered both their ships, weapons and naval warfare tactics. The Tagali seem surprised at the rapid re-armament of the Dominion fleet and their advance slows to a crawl.

2491 - With a renewed Tagali offensive, the Dominion is forced to abandon its efforts to snuff out the rebellious territories. In an attempt to cut their losses, a short but brutal campaign is performed in order to capture and move as much strategic infrastructure as possible.
Entire shipyards and factories are moved into Dominion space, others are destroyed from orbit as Dominion military elements act without mercy. Many soldiers consider the rebellion as a cowardly method to escape fighting the Tagali.

2492 - With the return of the navy elements that were fighting off the rebellion, a counter-attack on the Reach system is performed, a primary holdout of the Tagali that is in close range of earth and the rest of the inner-colonies and seen as the first clear fleet victory of the Dominion fleet. The Tagali advance is halted and a massive counter-attack begins.

2492 - As the dominion fleet nears the pre-war frontier, Tagali reinforcements crush the backbone of the advancing dominion elements. The campaign is scrapped and a more defensive posture is maintained.

2493 - The rebellious colonies reform as the Corundum Federation and adopt many ITO and old-earth cultural and social elements in a vast propaganda campaign. Dominion state propaganda and general public opinion is relentless against this separatist movement.
The official Dominion foreign policy does not acknowledge the Corundum federation as a legitimate government.

2494 - The Tagali fail to mount another successful attack deep into Dominion territory before being repulsed. The dominion fleet in itself, outside of raids and surprise attacks, fail to penetrate deep into Tagali lines before being repulsed.

2496 - The situation stabilizes as the war enters a cold phase, with both sides unwilling to negotiate or to mount a significant offensive.

2503 - A reformed and rebuilt Dominion navy begins a careful probing campaign with mixed results. Experienced Tagali fleet elements having performed a build up of their own counter any attempt by the Dominion navy to gain results with their minor attacks.

2506 - A second massive Tagali invasion occurs and breaches Dominion defenses. The Dominion scorched earth policy of 2488 to deny the easy accesability of resources in the region by mining the orbit of gas giants and asteroid belts that house large fuel deposits is succesful.
The tagali offensive is halted, but not stopped. The dominion holds its major resources in reserve in secret and feints a collapsing resistance.

2507 - The Tagali offensive arrives in Reach and finds a heavily fortified planet with large amounts of orbital defenses, phase-minefields and in lower-orbit, hidden by long range sensors, hide multiple carriers, capable of fielding large amounts of drone-controlled strike craft. Orbital debris of the battle in 2492 was moved in front of the orbital defenses, giving the defensive infrastrucutre a clear advantage in a long-range firefight.

2507 - A massive Tagali attack on the planet occurs, likely in the preparation of a final offensive on earth. As the Tagali engage the planetary defenses with multiple dreadnaughts and capital-ship heavy fleet, a coordinated and pre-planned warpspace jump deploys the largest dominion battlegroup ever assembled in the rear of the Tagali formation. As the Dominion batter the Tagali fleet in between heavy MAC orbital defense platforms, waves of expendable strike craft and the bulk of the new Dominion fleet battering in their rear. The first deployment of experimental Lance weaponry is performed in this battle to great success against the attempts of the Tagali to defend against the heavy ballistic and velocity based weaponry of the Dominion. This battle is hailed as the greatest total victory of the Dominion, cemented by the failure of the Tagali to retreat in good order as the gravity wells of Reach and its 2 moons hampered attempts to enter warp-space.

2508-2510 - The Dominion attempts to gain ground after the victory of the second battle of reach, but realises the Tagali had already prepared a 2nd massive wave in its invasion and the fully deployed Dominion fleet, having losts its element of suprise has to fight tooth and nail against this second invasion force, but manages to cement its defense around Reach and hold the Tagali outside of its inner-collonies. As the Tagali hammer the dominion defenses, losses on both sides begin to mount and the Tagali seem to forgo overextending and the front stablises across a series of a few dozen systems that are key to entering the Dominion inner-worlds.

2511 - The "Reach-strategy" is proposed. The frontline systems are heavily fortified with orbital defense platforms and a system of rapid reinforcements and hidden-strike elements is implemented to ensure that Tagali attempts to scout local fleet elements are made as difficult as possible.

2512-2520 - A massive infrastructure plan in the outer-colonies is performed. Naval construction, orbital and planetary infrastructure to increase military and civilian production is increased massively.

2514 - The Endevour expedition is launched in all secrecy. A battlegroup consisting of multiple battleships and a specialised AI designed to avoid any information, personel or equipment capture by the Tagali. Each ship is mounted with self destruct high-yield nuclear devices. The entire mission is considered a suicidal endevour.

2517-2522 -

2530-2533 - With the cold phase of this war lasting a long while and the Invicta being succesful in its secrecy, the Invicta campaign is launched with great success. Tagali defenses and resistance is high, but the Dominion Navy seems to hold numbers and equipment comparable to the Tagali Empire for the first time since the start of the war. With the Invicta-class Battle-Carrier as the center-piece of this new Navy. A reformed and large Dominion army follows the navy step by step as they steam-roll the suprised Tagali defenses. The Dominion fleet breaches the Reach-line in 1 point and funnels the entire Invicta strike group through it, spreading out rapidly as the Reach defense fleets attack across the line, overwhelming the Tagali ships stationed their. A full attack across the line follows as the Tagali elements on the Reach line collapse. The fleet continues an unprecidented success rate all the way untill they reach Jurnheim. A fresh Tagali battlegroup crushes the Fifth Dominion fleet, collapsing the advance in that section of the advance. The Dominion then orders the Invacta campaign to cease its advance and bolster the line. Reinforcements are shipped in as the Dominion prepares for the expected Tagali counter-attack.






Defining Technologies:

*Genetical engineering Technologies :
After decades of war, ethical and moral restraints disappeared from the minds of the Terran leadership. As exemplary soldiers, scientists and engineers were hard to come by, the DNA configuration and genetical engineering of newborns is commonplace.
Safe and sometimes experimental adjustments to DNA during pregnancy e and the custom creation of embryos in controlled induction of pregnancy is commonplace. In the current generation, the effects are remarkable. The current "Terran" generation is stronger, faster and in general, more intelligent than any former generation.

*Mechanical and augmentation Technologies :
It began with the development of mechanical and biological replacement limbs and organs, in order to facilitate a higher tricklebackrate during wartime. Soon enough, soldiers received "more effective" limbs and sometimes even organs to deal with the stress of newly development war machine and equipment. Military Augmentation has now become commonplace and civilian Augmentation is supported and promoted by the government. These range from mechanical limbs, Brain implants, computer interfacing equipment and more.

*Kinetic and magnetic acceleration weapons:
These Kinetic technologies are common place on on many weapons systems large and small. Weapons generally utilize electromagnetic propulsion systems to accelerate to high speeds. Weapons systems utilizing electromagnetic weaponry can be as small as battle rifles issued as standard weaponry to powersuit infantry, and as large as hundred-story tall cannons mounted on capital warships or on Orbital Defense Platforms.
These technologies have proven incredibly reliable and devastating. For the Terran dominion, they remain used even when facing potent plasma and energy weaponry. Larger MAC systems remain capable of dissipating enemy shielding and when able to penetrate the enemy armor, capable of achieving devastating Kinetic damage unrivaled by its energy counter parts. Its ease of use, more effective energy efficiency and relative simple construction allow the deployment of MAC systems on nearly every Dominion capital ship.

*Advanced Composites:
The metallurgy and experimentation of many research and arms companies has allowed for the development of high-strength, light-weight materials for use in everything from shipbuilding to armor, which enables construction of plate infantry armors that offer high degrees of protection and mobility from a myriad of threats without a major loss of mobility.

*AI:
Artificial Intelligence companions in both civilian and military applications are common. During engagements, competent AI advisors often calculate and aid gunnery and engineering crew in performing many important tasks. These are often embedded into ships, stations or other important craft or buildings to increase effeciency and to aid with logistical efforts. Very often they are "given" a Robotic body or a holographic persona in order to increase the interactions with human crew.

*Advanced Robotics
As manpower depletion became an issue, the deployment of more advanced robotics became a neccesity. The primary usage of AI or algorithm controlled robotic frames is in heavy civilian industry. Construction in space, resource retrieval and refineries are often manned by large robotic workforces, supplemented by human engineers and supervisors. Whilst the dominion is not keen on the usage of Mass-deployment of robotics in the military, several examples do exist due to manpower shortage. This is also largely due to increased technology, cost-effeciency and more effective AI. Robotic Infantry platforms are often used as a scouting or probing tool, to avoid the unnecesary loss of human life.

Reversed-Engineered Technology:
During the long war with the Tagali, the Dominion has increased leaps and bounds on many fields on the back of reverse-engineered Tagali technology. These include the following:

-potent energy weaponry:
Although their was a period where the Dominion utilized flimsy copied versions of the Tagali weaponry, they have since developed their own versions that rival their enemies in power-output. Modern Dominion energy weapons use both energy and gas ammunitions to create a compressed, focused, high-energy particle-beam

-Energy Shielding: Whilst energy shielding was only in a theoretic stage when the war began, all current generation dominion warships have achieved a level of shielding on par with their Tagali counterparts through reverse engineering and dominion engineering efforts.


"Unique" Technologies

-The Hornbach-Zingzau-Yaskawa FTL engine is the most advanced FTL engine known to the terran dominion and one of its most secretive projects ever. Incredibly expensive and require a ship tailored specifically for the engine type.
What the Hornbach-Zingzau-Yaskawa engine does, is not speed, efficiency or even reliability. The engine allows for the stability of slow or even stationary existence in the subspace dimension that is used by all known FTL travel.
It was quickly discovered, that if not traveling at speed inside this dimension, detection of a craft existing in this subspace is incredibly difficult.

Whilst initially and still used to great effect to spy on enemy movements, the offensive capabilities of such ships rely completely on ammunitions that are in themselves, capable of breaching the "wall" of this sub-space barrier.
Which means that any offensive weapon deployed from hyperspace, requires in and off itself, a hyperspace engine, making said ammunition incredibly expensive. The logistics of firing such a weapon, is also not incredibly effective.
A weapon must exit hyperspace and then plot a course to its intended target, a feat often difficult due to the unreliability of sub-space exit paths of even the most advanced FTL engines.

Even with all this in mind, the Terran dominion has hosted flotilla's of these "subspace wolfpacks" that have scored successful kills on completely surprised Tagali raiding or scouting parties.

Specifications / Theory:

* The gravity of large objects in realspace create a "wake" or "disurbance" in FTL space. Requiring ships to plot an FTL course that avoids such large objects as approaching too close to these objects destabilised the FTL bubble effect, resulting dangerous sudden and unplanned exits from hyperspace, often to catastrophic effect.
* Sensors on ships travelling in warpspace can not reliably communicate or use their sensors to "peer" into realspace. They relay almost entirely on detecting the gravity wake that objects emmit into warpspace. The reverse is also true, when sensors in realspace attempt to locate objects in warpspace
* Small ships using the HZY FTL engine can remain stationary and remain nearly invisible if not in motion. As minor and small gravitational anomolies are common, a small enough ship would be nearly undetectable to nearby ships in unfamilair space.
* A large ship using the HZY engine would almost immediatly be discovered as the gravitational wake that the ship emmits in warpspace would be easily detectable in realspace, allowing for countermeasures to be taken.
* Fireing amunition from warpspace into realspace would almost allways betray your position. As the amunition would need to activate an FTL bubble to exit warpspace and enter realspace. Considering targetting can only be done by "guessing" at a gravitational "wake", such amunition must activate sensors and adjust trajectory before commencing a proper attack on target.
* Movement is far more identifiable than motionlessness in warpspace. Even if small gravitational anomolies are common, they would likely move at a very predictable rate, in accordance with gravity to a local star per example. If hiding amongst the gravitational wakes of other ships or even an asteroid field or the like, movement not in accordance with the other objects could easily be detected as suspecious by FT-sensors.
*To combat a ship hiding in warpspace, one must fire a munition that can enter the dimension that the ship is currently inhabiting, which is most likely a missile or other guided amunition that is in possession of an FTL engine of its own, allowing it to enter warpspace and target the ship by homing to it, using its gravitational wake to do so.

* An easy way to avoid being suprised by such warships is to map all the anomolies inside a system. Both the space submarine and the ships hunting it will be at a severe dissadvantage if they are unaware of the existing gravitational "anomolies" present in local warpspace. If an invading submarine ship enters a territory properly mapped by defending forces, they would have an easier time identifiying new and possible "artificial" gravitational anomolies inside local warpspace. Defending submarines can use such knowledge to find perfect spots where their minimal sensor profile can be hidden amongsts debris fields or asteroid fields.
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Military Size:
Military Description:

The Terran Dominion has what it calls a "citizen Army", relying on heavily trained and motivated soldiers in all fields. The Dominion military runs on volunteers, of which it has an endless supply, due to endless and ever-present propaganda, the looming Tagali threat and the citizen requirements.
For nearly a hundred years, the dominion military and its predecessor, the Interstellar Defense Initiative has fought a devastating war with the Tagali empire. Due to this, the Dominion military remains a constant vigil and has an endless amount of veteran soldiers and sailors.
Strict discipline and a firm military culture ensure that orders are followed clearly and without hesitation. Self sacrifice is common as every battle is considered and fought as if the survival of the terran dominion may very well depend on it.

With this in mind, the life of a Terran soldier and sailor is kept in high regard and many efforts are made in order to increase their survivability in combat situations.

Dominion Navy :
The most important and by far, largest element of the Dominion military is its naval component. The near century long war with the Tagali is marked with many humiliating defeats, pyrrhic victories and the occasional heroic victory against overwhelming odds.
In its devastating fight for survival, the dominion fleet has crawled up from a hopeless position of technological insuperiority to a place of comparable efficiency. Even know, Dominion military doctrine advocates at minimum a 3 to 1 ratio in order to have the chance for what the Dominion calls a "profitable victory".

Vast flotillas of frigates, destroyers and heavy cruisers dominate the Dominion fleet as in the early years of the war, movement and overwhelming numbers had always been the only way to outfight the Tagali warfleet. Even now as their ships boast far superior armor, shielding and weaponry in comparison to their older ITO counterparts, the same tactics are often employed. As the Tagali favor large ships and overwhelming firepower, the Dominion has moved to favor manouverability and numbers. Favoring smaller ships, to lessen the chance of any fleet to be easily crippled and to overwhelm the Tagali firepower with numbers.

Wolpack tactics are often deployed by MAC and Lance frigates, supported by their larger cruiser counterparts foir this very tactic. In addition, surprise attacks, usage of extensive defensive infrastructure or even abandoning undefendable colonies after a battle tilts in Tagali favor are all commonly used Dominion Tactics. The long term implementation of these tactics have been the only reason why the terran nation has survived as long as it has.

Throughout the war however, the Dominion had prepared larger and more powerful warships to gain any chance of finally winning this war.

Primary weapon systems :
[spoiler]
Magnetic Accelerator Cannon - MAC :
The Magnetic Accelerator Cannon, also known as Mass Accelerator Cannon, MAC Gun and MAC Cannon, is a relatively cheap, but undoubtably effective coilgun principle. This weapon was already in common use for over a century when the Tagali War began and it has never truly fallen from grace.
Although complete reliance on the principle has been abandoned as Tagali technology and methods have forced the Dominion to mix their Armory. The coilgun remains one of the most common naval weaponry in use.

-Super Heavy Class
Nearly allways a massive weapon system dug into the full length of a ship, utilizing projectiles several hundred tons in weight and several meters in length. These weapons remain one of primary weapon systems used in descisive fleet combat and have accrued the most kills in the Tagali War.

-Heavy Class
Huge barreled gun turrets are often placed in batteries of 3 to 5 across the hull of Dominion starships. These weapons fire projectiles of a under a single meter in length in barrages at only a fraction of the kinetic strength of a super-heavy class MAC weapon, but the amount of rounds fired by the multiple guns inside multiple batteries accompanied by a faster fireing rate, does make these weapons a cheap, but still fairly usefull capital class weapon.

-Medium Class
Medium class Magnetic accelerator cannons are considered secondary armerment on dominion warships. They lack the firepower to deal with capital class warships and are not effective to deal critical damage in a reasonable amount of time. But these weapons draw little power and are cheap to produce.
Dominion warships are often riddled with these secondary armerments in order to dissuade and pepper corvettes and rival frigates that make the mistake of getting to close.

-Light Class
Light Magnetic Accelerator cannons are basically uplifted autocannons and serve as a deterrent and flak-type weapon. Piercing and speed are traded with fireing speed in a case by case basis as incomming fighters and missiles are tracked and a calculation is made by onboard AI to decide the best balance in order to have the highest intercept chance.

Long Range Partical Accelerator Cannnon or the Targeted Magnetic Particle Accelerator Weapon also known as the Lance cannon or weapon :

The Plasma Lance is a weapon that has been theorised only a decade after encountering the Tagali. Attempts at reverse engineering the superiour Tagali weaponry, especially their Shielding and plasma weapon technology was paramount. The plasma Lance is in its core simply a huge direct energy weapon that fires a needle-thin beam of hyper-energised and ionesed particles towards the enemy, creating extreme heat on impact capable of melting through nearly anything.

-Super Heavy Class
In an effort to combat the Tagali advances in combatting their primary MAC weaponry, several ships were initially and crudely redesigned to hold a Lance weapon, powered somewhat ineffeciently by the same generators that powered the replaced MAC weapon. Even then, the system suprised the Tagali and had significant success. Since then, frigates, destroyers and even capital ships have been fitted with these devestating, but expensive weapons on a more regular basis.

-Heavy Class
On Cruiser ships, those not designed to hold a primary Lance class weapon, a secondary Lance weapon may be deployed as a support for a primary MAC cannon weapon. Allowing the ship to "double-tap" the enemy with a barrage to lower the shields, a Lance strike to dissapate armor plating, followed by a MAC round capable of penetrating and damaging the internal super structure. Such ships are expensive and the power requirements are nearly impossible to maintain for a sustained fight, but the ships have become rather legendary as of late due to their success.


Torpedos :
- Type A
Original Torpedos were referred to as Cruise-missiles in space. More loaded with ordenance and designed to build up speed in order to pass through defending flak or point defense screens. They had limited success
- Type B
Type B Torpedos upgraded their defects by providing limited plating in order to increase survivability against small point defense systems whilst maintaining high velocity. Extra thrusters and computer systems installed allow the Torpedo to perform a meriad of manouvers designed to spoof tracking point defense cannons.
- Type C
These torpedoes were larger and far more expensive. Rivaling the cost of most small-fighter craft the Type C is a Heavy Ordenance mounted with laser-migating armored plating to vastly increase energy or ballistic based point defense weaponry, a cheap and light energy shield system vastly increases the Torpedoes lifespan when attempting to breach point defense screens. Even then, a wave of Type C torpedoes is often neccesary to gain a direct hit.
- Type D
Type D Torpedoes were directly developed in order to deal with advanced Tagali shielding. These Torpedoes were mounted with a Phase-engine system. This allows the Torpedo to, if succesful, bypass enemy shields and impact directly upon its hull, allowing it to disperse its full payload beneath its shields.

Missile barrages :
- Type A
Cheap, mass produced and short ranged interception missiles, often used for keeping fighters at distance.
- Type B
Heavier missiles, designed for interception of heavier Torpedo ordenance or mid-range interception
- Type C
Increasingly rare and expensive phase-shifting missiles, developed to intercept more advanced swift combat platforms that incorporate heavy armor or shielding.


Drone controlled Small craft :

Manned Small Craft :

Laser Cannons :
- Point Defense

Plasma Cannon :
- Heavy Class
- Medium Class
- Light Class

"Phasing" Ordenance :

Primary Ship Types :


Primary fleet compositions :

Legio-class light Frigate Mk IV-V

Gladius-class Heavy Frigate Mk III

Mcoy-class light-carrier mk III

Nightshade-class Stealth-Frigate

Midway-class Heavy Carrier

Invicta-class Heavy-Cruiser

Láng-class Destroyer Mk III-VI




The 3-pronged method of Dominion fleet warfare:

The analysis of enemy ships would determine which weapon would be best used to deplete Shielding and to cause structural damage. Be it a TMPA or MAC weapon. To destroy a damaged or crippled ship, missiles and Torpedoes are dispensed, to allow primary weapons to recharge. Usage of Heavy railgun batteries or Plasma turret batteries could also be used as a finishing barrage.

With the Tagali, for example, the use of a MAC round is perfect for depleting their shields, after which a TMPA lance weapon could penetrate and damage their advanced living-armor. The TMPA lance could often pierce and cause critical damage, but it is most effective to deploy either a torpedo or a second MAC round in the area damaged by the TMPA weapon. If not outright destroying the ship, the crippling damage will often allow for the deployment of torpedoes to finish the job.

Standard Ship Appearance:

<>

Standard Ship Appearance:

Dominion Army :

Ballistic weaponry :
Energy weaponry :
Powered Infantry Armor :
Armored Vehicle support:
VSTOL aircraft :
Low-Orbital support craft :


Soldier appearance:


#DOSAPP (do not delete)
Last edited by Tysklandia on Fri Oct 19, 2018 4:51 pm, edited 8 times in total.

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