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Frontier: An FT Nation RP (OOC | OPEN)

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Beiarusia
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Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Sun Jul 02, 2017 12:53 pm

Sha Mobutia wrote:You can't really argue that its too far at doesn't really hold water when Sedna has apparently been developed by the first Confederacy and it has an AU from the Sun estimated to be somewhere around 940~ AU. 30~ times that of Neptune. FTL of some measure exists in this universe, after all.

Having had previous discussions with Grestin FTL has not been developed yet and will come into play during the RP. Faster travel is no doubt possible thus allowing feasible movement throughout the solar system but there still be some travel time. As for distances, Sedna is terrestrial thus having something to build upon at the very least. Planet Nine doesn't have that luxury. Regardless, I'll wait for Grestin to weigh in on the matter.

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The Clockwork Cities
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Founded: Jan 02, 2015
Ex-Nation

Postby The Clockwork Cities » Sun Jul 02, 2017 2:56 pm

Damverland wrote:I scoff at these mega corporations. The only thing they want is to steal from the workers, to exploit them for their own petty desires, capitalist slugs that they are. I think it's time to clean house.


We should have taken Mercury and Mars... damn commies, always getting in the way of production. Time is money.

Zelent wrote:How/where are most ships built, in space or on the surface?

Edit: Also, Grestin, I'm making a app for a mega-corporation based out of Ceres, would you be ok with there being civilian offices and factories on Earth?


I don't see why you wouldn't be allowed? I wouldn't, but I broke off rather violently.
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Republic of the Cristo
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Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 2:58 pm

Tag
Orthodox Christian, Nationalist, Reactionary, Stoic


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New Grestin
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Ex-Nation

Postby New Grestin » Sun Jul 02, 2017 3:34 pm

Ruskland-Preuben wrote:If 9th planet is canon, I will abandon my claim on Sedna.


Given that it is not currently confirmed, I'm not going to consider the 9th planet canon to the RP. If there is an absolute deluge of interest between now and Monday, then I'll simply open up more smaller stellar bodies for usage. Right now, the ones that are listed are simply listed out of convenience, since listing every single one would be somewhat of a pain.

Zelent wrote:How/where are most ships built, in space or on the surface?

Edit: Also, Grestin, I'm making a app for a mega-corporation based out of Ceres, would you be ok with there being civilian offices and factories on Earth?


This would vary based on the nature of the nation, though I'd guess that most would be constructed on the surface due to easier access to materials and personnel. They could be constructed in space, as some nations may have too by their very nature, but this would be a strain due to the difficulty of working in space. On the latter, I'd be open to the idea.

Olthenia wrote:How will this RP settle conflicts between player factions?


Conflict is intended to be more against outside forces and environmental threats, however when conflict does arise, myself and Bei will moderate to keep things within reason and prevent any potential exterminatus or the like. If things get a bit too out of control, I can pretty easily put the kibosh on that. Additionally, a neutral "Stellar Congress" will be established in the first year to act as an in-universe diplomatic forum, hopefully allowing peaceful resolution to issues.

Then again, who am I kidding. Earth is run by fascist reactionaries, Mercury is communist and rogue machines control Saturn. This is probably going to be as peaceful as the Middle East.



Regarding FTL, I should mention that while limited FTL is available at start, environmental factors will prevent immediate expansion and/or colonization. Inter-system travel is relatively quick and simple, though naturally it would be more difficult to import necessary resources to worlds beyond the asteroid belt. This is also part of the reason why a ninth planet, even if it does exist, would be pretty pointless since it would be a lifeless dead rock if it were solid.

EDIT: I added a handful of asteroid belt and trans-neptunian (Kuiper Belt) objects, just to give more options for those making claims.
Last edited by New Grestin on Sun Jul 02, 2017 3:40 pm, edited 1 time in total.
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Republic of the Cristo
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Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 4:09 pm

Reserve triton
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Damverland
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Postby Damverland » Sun Jul 02, 2017 4:15 pm

So I've figured that most of Mercury's population would be living underground in sealed habitat vaults, in order to escape the scorching sun. The only surface areas inhabited would probably be military bases and shipyards.

Just to clear things up.

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Vacif
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Postby Vacif » Sun Jul 02, 2017 5:26 pm

NS Name: Vacif
Nation Name: Hygiean Socialist Union
Flag: Flag of the Union
Capitol Planet 10 Hygeia
Territorial Claims: 10 Hygiea, various asteroids and stations
Leader: Scott Riant
Leader Biography: Born on February 18th 2074, 25 years before the second race to space, Scott was born into a shrinking middle class. Relations between his family became strained as the job economy shrunk, making money harder to come by. Putting his fullest efforts into school in hopes of it attracting a job, he found himself in a spot much like many others in his area. Working a hand-to-mouth existence, his luck however seemed to make a turn for the better following the creation of the Sol Confederacy. The ‘final frontier’ they called it called to many. A lot of it was hard work, dangerous even but he took what he got.

Before he knew it he was working as a cargo specialist onboard the CSV Space Star. There he secured and transferred cargo between vessels and stations. It was hard work, but it made a living wage, which was something a lot more than he could say for others. Admittedly not all of it was honest work, a lot of cargo going under the books, but he didn’t mind. Far as he knew it was luxury goods that the rich didn’t want taxed. Regardless though that tax money would now be going to him instead of the government.

Then civil war erupted throwing everything in the belt into disarray. An uneasy frontier type society reigned with no law. Thugs and criminals ruled over miners in lieu of missing corporations.

Realizing that no good was ever done by waiting around, he took the initiative to form a government amongst themselves. Several rallies, speeches, and beatings later there was enough support for a local government. Recruiting for a defensive arm, former PMC muscle, Confederacy soldiers, and lawmen made up the bulk of the Union’s defense force which was used to oust the brigands who’d made the belt their home.
Governing Ideology: Socialist
Population (Total): 275 000
Military Personnel (Total): 8 250
Weaponry & Equipment (Including Vehicles):
T23 Modular Weapons Platform - A multipurpose rig, the chassis can be fitted with any number of things. A tank turret, machinegun, rocket pods, troop bays, electric grids, mining equipment. Tough armor and high speed make this platform a deadly and versatile opponent.
T3 Transport - A modular utility vehicle, this is the general all purpose vehicle of the Union's military. The four wheeler is cheap, durable, and efficient. The vehicle comes with an airtight seal and several hours of oxygen and reserve battery power.
Guardian Exo-skeleton - The Guardian is the Union’s heavy duty combat suit. This hulking beast is able to support incredible weights and is typically employed by L7 units brandishing heavy duty firepower like 30mm autocanons.
Infantry Overview - Few in size, the military of the Union is strong for what it is. Well trained, and well armed every soldier has undergone some form of augmentation depending on their field. In general most field units are enhanced to have faster response times, and better, stronger muscles and bones improving strength, speed and endurance. Certain elements of the Internal Security Group feature emotion regulators which prevent them from lashing out, or acting out of line or fear. Members of the Recon Corps. Have enhanced eyesight and senses. For the most part, many have undergone gene therapy to circumvent the effects of low gravity environments. All suits come with a heads up display, and some form of energy shielding.
L1 Security Officer - Typically the first line of defense against any internal threats the members of the Internal Security Group are actually a gendarmerie. A military force tasked with policing duties. These specialized soldiers are often seen patrolling the streets of the stations that make up the union. With nearly a year's worth of training these men and women are trained extensively in unarmed and non-lethal combat on top of months of de-escalation and policing training. Typically lightly armed and armored they are rarely seen armed with anything heavier than an M6 and a stun baton. Their suits are air tight, featuring 45 minutes of spare oxygen and protect well against small caliber ballistics, blunt and sharp force trauma and elemental damage. Their suits are designed to enhance maneuverability and strength of user making detainment easier.
L2 Riot Officer - Rarely seen or deployed, the L2 Security Officer is called in to calm and quell riots. A cut above the standard security officer these officers are usually seasoned troops training other officers in close quarters battle. Their riot suits are equipped with an even tougher variant of standard L1 armor. They can tank just about any melee attack dished out by a normal human being and can handle extreme heat and cold. The armor plating is tougher and more plentiful, providing good protection against medium-to-large caliber weapons. They feature an hour and a half of spare oxygen and usually are seen with riot suppression devices as they rarely employ lethal force. This suit also features an internal assistance suite providing fast and efficient first aid to injuries sustained. Suit enhances strength and maneuverability.
L3 Armed Response Team Officer - L3 ART Officers are elite members of the Internal Security Group. Well trained in all fields of combat they are entrusted with high grade military arms and are usually ISG veterans. When employed they are usually seen using high grade ballistic weaponry. Their armor is very similar to that of L2 armor but more geared towards ballistics and energy weapons. Featuring an hour and a half of air, this suit also features first aid capabilities. They have mag gloves and boots, and a large number of other tactical accessories. Suit enhances strength, dexterity, and response time. It is not uncommon for them to be seen assisting L2 Riot Officers.
L4 Soldier - The bulk of the Hygiean Armed Forces, these men and women are well trained and well supplied. Their suits typically containing an hour and 15 minutes of oxygen, their armor protects well against ballistics and light energy weapons. They are typically armed with ballistic weapons and are accompanied by air and armor support. Their suits feature mag gloves, and boots as well as a booster pack for enhanced maneuverability.
L5 Soldier - L5 soldiers are several notches above their L4 subordinates. They are typically entrusted with more important work like protecting vital systems, military bases, officers and more. They are as close as one gets to a provost military officer in the HAF. Depending on their posting are they armed with potent energy based weaponry. They have everything the L4 has, but with a grappling hook.
L5 Sniper - These special few are equipped with fragmented camouflage cloaks which help them blend in with their surroundings. Seasoned veterans, these marksmen are usually never seen but are deployed wherever something important is. Their suits feature an enhanced targeting apparatus and everything the L5 has.
L6 Soldier - Someone who’s earned their white armor is usually someone very dangerous. These men and women are usually the ones tasked with operations outside of Union space. When station side they guard high value government buildings and military bases. These troops are equipped with some of the very best equipment that the government can afford them. They are typically seen armed with potent energy based weapons. Their suits are sturdier than those before them and offer the same perks.
L6 Heavy - Accompanying the L6, the L6 Heavy is a titan in armor. These units are typically seen in reinforced armor, brandishing the heaviest weapons in the HAF arsenal. They can sometimes be seen employing high grade energy weapons. These units typically assist other L6 units on their missions or assist L5 in guarding priority positions. These units have access to the Guardian rig.
L8 Elite - Few in number these elite few could be counter on one’s hand. Armed with a prototype exosuit these men have every weapon at their disposal. They feature fragmented camo, chemical and cybernetic augmentation. Their suits have an hour and a half of air and can very well tank high caliber rounds. They’ve got whatever the need at their disposal. Every tool gadget, and perk.
T6 Energy Sidearm 30 round battery
M6 Ballistic Pistol - 10mm, 12 round capacity
M7 Submachine Gun - 10mm, 30 round capacity
M10 Assault Carbine - .30-06 AP, 36 Round Capacity
M12 Battle Rifle - .408 AP, 12 round capacity
M15 Light Support Weapon - .30-06 AP, 200 round capacity
M18 Heavy Machine Gun 14.5x114mm, Belt fed
ATL 29 105mm warhead
M9 Semi-Automatic Shotgun - 8 Gauge, 8 round tube
T8 Gauss Rifle - 16mmx65mm, 4 slugs
T14 Pulse Rifle - 30 round magazine
T15 Pulse Carbine - 30 round magazine
T1 Nova Knife
T17 Energy Rifle - 8 round magazine
Hard Sound Rifle - 13 round battery


Fleet Size (Total): 57
Starship Types: Carrack Class x15
Lansdale Dropship
Firedrake Gunship
Hullum Class Transport x10
Hopper Class Corvette x 5
Santa Clara Class Freighter x15
Wasp Class Fighter
Tiberius Class Mining Ship x 1
Huron Class Mining Ship x8
Mido Class Mining station x3
Nation History: Established as a resupply point between Earth and the outer territories, Hygiea station served an immensely important role in sending supplies between Earth and its colonies. The station was fitted with a shield array as well as a large hydroponics bay to cut down costs of shipping food. Not long after its construction was a mining mission approved. Soon the station was expanded in size to home miners on top of supply ship crews. Docks were created, and mining platforms erected in orbit of the station.

When the civil war erupted, Hygiea station was cut off from all support. With better things to do and with larger revolts happening on other planets, the resupply point was quickly forgotten. With minimal success did the station contact the central government for support. With nowhere to go, the station quickly became home to thousands of miners and others who’ve fled their homes in the wake of civil war.

With no form of government the belt quickly became a lawless land until the members that would make up the Union’s leadership stepped up. Laws were written up, a security force was raised and a sense of balance was created. Still quite a wild and rough land however the Union’s socialist rhetoric is popular and creates balance and unity amongst the denizens of the area.
Theme: None as of yet.
Last edited by Vacif on Tue Aug 01, 2017 9:02 pm, edited 3 times in total.
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Zelent
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Founded: Mar 22, 2015
Ex-Nation

WIP

Postby Zelent » Sun Jul 02, 2017 6:28 pm

NS Name:
Nation Name: Certec Inc.
Flag:
Image

Capitol Planet Ceres
Territorial Claims: Ceres, as main base of operations, along with several other major but not notable asteroids. Furthermore, there is some offices, factories and bases on Mars and Earth along with various other locations around the solar system, nothing military, just civilian corporate operations centers.
Leader: CEO Sylvester Geldmond,
Leader Biography: Sylvester was born

Governing Ideology: Post-Fordist, unlike most of the modern mega-corporations, Certec has a high standard in terms of worker conditions. Workers are given good pensions, decent paychecks, and up-to date safety inspections, in exchange for employees strong work ethic, a scientific style of management and high-performance.
Population (Total):
Employees: 153,000

Military Personnel (Total):
5,600 Security Troops
2,000 Droids

Weaponry & Equipment (Including Vehicles):

Fleet Size (Total):
Starship Types:
Nation History:
Theme:
Support: Universal Health Care, Nationalism, Conscription, Infrastructure Investment, Border Wall, Workfare, Freedom, Bill of Rights, Social market economics, Cannabis decriminalization, Ukrainian Independence, All Lives Matter

Neutral: Trump,

Against: Clinton, TPP/NAFTA/CAFTA, European Union, Political Correctness, Black Lives Matter, Drug Abuse, Lobbyists, ISIS

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New Minahasa
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Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Jul 02, 2017 6:41 pm

Reserve Neptune for me.
Last edited by New Minahasa on Sun Jul 02, 2017 11:45 pm, edited 2 times in total.

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Republic of the Cristo
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Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 6:58 pm

New Minahasa wrote:Reserve Neptune for me.


I already reserved Triton, so you might want another moon.
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New Minahasa
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Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Jul 02, 2017 7:18 pm

Republic of the Cristo wrote:
New Minahasa wrote:Reserve Neptune for me.


I already reserved Triton, so you might want another moon.

Sure. I'm still figuring out if you're gonna be friend or foe.

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Tayner
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Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Sun Jul 02, 2017 9:32 pm

Vacif wrote:
Tayner wrote:Would anyone need to employ a fleet of mercenaries to bolster their forces? It'll only take a couple million credits to get an extra fleet under your command.

Perhaps. Where are you situated, and how much?

Most of my ships would probably be in Huya in the Kupler belt. How much depends on how many ships you wish to hire. One ship can cost a couple hundred thousand credits to hire while whole fleets could reach into the 10s of millions depending on which class ships you hire and how many.
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Beiarusia
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Inoffensive Centrist Democracy

Postby Beiarusia » Sun Jul 02, 2017 9:41 pm

Tayner wrote:Most of my ships would probably be in Huya in the Kupler belt. How much depends on how many ships you wish to hire. One ship can cost a couple hundred thousand credits to hire while whole fleets could reach into the 10s of millions depending on which class ships you hire and how many.

Actually, thinking about it, Advent might need some mercenaries. Depending on who we have to contend with in our little sector of the neighborhood some added security might be required. Our fleet is mostly defensive and could probably hold its own but it would be best to keep threats from getting that close. Plus maybe a few other jobs once things get going.
Last edited by Beiarusia on Sun Jul 02, 2017 9:41 pm, edited 1 time in total.

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Republic of the Cristo
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Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 9:58 pm

NS Name: Republic of the Cristo
Nation Name: Triton
Flag:
Image

Capitol Planet Triton
Territorial Claims: Neptune and all it's satellites
Leader: Autarch. Alexandru Petran
Leader Biography: Alexandru Petran was born in Bucharest, Romania in 2072 to a lower class family. He lived in a poorer part of the super city, and wasn't expected to ever leave it. Exceptional grades in school though managed to get him a scholarship into a medical school. He would earn his PhD after 6 years and would work at clinics around Romania and Bulgaria for a short time, but found that competition was too stiff for him to make a real living. He would accept and invitation to be a physician on the colony of Triton in 2097. When he arrived, he was appointed the head of staff for an entire habitation bloc clinic. For the first year, he was constantly busy, but he found the job invigorating, knowing that his work contributed directly to the prosperity of a community that he was helping to build. He would meet Mariana Mihaela in 2098, and after a year of dating they would marry ( in a traditional orthodox wedding, both being from Romania ). In 2100, Alexandru would have his first child, Roxanna. In 2107, he would have his first son, Andrei. Following the collapse of the Triton Corporation and the ensuing planet wide anarchy, Alexandru would essentially move his family to live in the bloc's clinic so that he might seldom have to leave his work. He would treat thousands of patients with an ever dimishing amount of medical supplies. in 2110, his clinic would be held at gun point by a group of armed robbers. They demanded that he hand over what ever supplies remained to them. When Alexandru refused one of the men shot and killed a woman on the staff. The woman he shot had happened to Alexandru's wife, Mariana - since the recent chaos and violence, she had begun volunteering in the clinic to help the sick and wounded. Alexandru was furious, but at the threat of having the rest of his staff butchered ( as well as his children ) he begrudgingly handed over the medicine. Four months later, following the creation of a Peoples Union in his Bloc, Alexandru was the first to join it's ranks. He was an outstanding soldier, fearless in the face of armed rouges and taking upon himself the mantle of leadership in several dire occasions. His bravery would eventually grant him an award from Adam Ionescu himself, for courage. He was crushed following the news of Ionescu's assassination. Following the final liberation of Triton and the formation of the new state, Alexandru would be named a martial judge and would preside over several dozen cases of war crimes. After his time as a judge he would be promoted as a regional judicial administrator. He would begin to win for himself fame and respect for his hardline stance on wiping out all vestiges of thuggery and organized crime. Following the death of Gahlay in 2124, he would run on a ticket of establishing official relations with the rest of the solar system - which would win him the election. three years into his reign, and Alexandru has expanded upgraded Tritons' Military - deemed necessary in order to be taken seriously in a diplomatic situation. Alexandru is now prepared to open Triton up to the rest of the system.
Governing Ideology: Fascism
Population (Total): 300,000,000
Military Personnel (Total): 3 million
Weaponry & Equipment (Including Vehicles): included below
Ground Forces:
Foot Soldier:
Attire - The Foot soldier armor is a modified hand me down from the Previous Earth military forces armor. It retains the basic composition and ability, though modified in three regards: Length of temperature control ( previous models of the armor could operate in extremely cold or extremely hot environments four hours on end, new models can operate days on end. This is extremely necessary for operating on the frozen Triton ), Underwater capabilities ( foot soldier armor can operate under water for up to three hours before needing to refill oxygen tanks, as well as to clean out synthetic waste ), radiation control ( the suit can filter out 6x's the radiation that the previous model could - this being necessary to operate on the irradiated surface of Triton ).
Standard issue assault rifle - the SIR model VI is a hand me down from the previous earth presence
All Terrain Marine standard issue weapon - Other Wise known as the Vulcan, the Vulcan spits superheated iron rods in 5 round bursts. The gun itself is made from a varying amount of plastic polymers as well as numerous carbon flex metals. The gun was made to operate in the most strenuous enviroments, by they below 100 degrees C, or 100 above. They are made tough enough to survive being ran over by vehicles, dense enough to operate under water, and reliant enough to even be fired in space. The Vulcan rifle will not, under any normal circumstance, break or be damaged.
All Terrain Marine Attire- The Super Suit ( as it is affectionately named by it's wearers ), was designed to operate under any, every, and all tactical situations. The Suit was made with complete climate control, making it extremely resistant to all extreme weather, radiation, biological attack, chemical attack, space environments, and even under water. The Super Suit was built with an encased electrical and network grid, making it immune to hacking attempts or emp attacks. The outer layer of the suit is covered in numerous pigmentation receptors, allowing the suit to blend into the environment around it ( so long as powered by the suit's generators ). The suit also posses a short range emitter which is used to emit radio waves which in turn makes viewing the armor itself through cameras or radar of any kind extremely difficult. The armor has magnets and kinetic grapplers built into the hands and feet, allowing attachment to most surfaces. The suit posses a small jetpack on the back, which allows for up to 15 minutes of flight ( varying designs can provide more or less time, this is just the general ). A retractable knife on either forearm is encased in armor which can be used with only a positive flinch from the operator. The suit also stores a container of adrenaline within it's confines. A dropper is placed into the jugular of the operator for which the adrenaline can be streamlined, which is done automatically in combat situations.
Standard Mechanized Armor- Nick named, the Jinx, the jinx represents the most commonly used armored unit in the entire Triton military. With the strenuous environment of Triton itself, the Jinx is perfectly suited. Consisting of a tank bound with treds for the most part, the Jinx can quickly travel through the most arduous of terrain. While on treds, it is essentially a light tank. At the command of the operator though, the Jinx can quickly take up legs and operate as a quick moving small mechanized footsoldier. The perks of the Jinx are that it is quick and that it is tough, the draw back is it's obvious lack of fire power.
Fleet Size (Total): 132
Starship Types: Vickers Model 18 Orbital Strike Fighter
Mastadon Orbital Strategic Bomber
Tyson VX12 Battleship - Hand me downs from previous Earth government, see Earth app

The Manta - The manta is a planetary based aircraft with the purpose of dropping soldiers in from as far up as 4 kilometers. The manta flies at mach 10 speeds, and is specifically designed to go undetected by electronic signals. The Manta is fast, discreet, and agile, but extremely weak in combat - intended only to drop troops into combat zones.

Nation History: The Triton Colony was officially in 2087 by a the Triton Corporation. The colony was established with the expressed desire to export the planet's vast water reserves back to more prosperous inner system worlds. Large populations of medium skilled workers were brought from Earth in order to man and maintain the extensive infrastructure on the planet ( most of the immigrants came from Southern Europe and Central Asia ). By 2099, with the planet reaching a population of 8.5 million, Triton was given political representation in confederation. The Triton corporation began setting up large scale undersea farming operations as well, which would be used to for domestic use as well as for export to the inner system. These projects would be completed by 2102, and with it brought a huge rise in immigration from the inner system ( this time from the Indian Subcontinent ). By 2107, Triton's population had swelled to 80 million people. The sudden massive population boom had cramped the entire planet, making living conditions much more austere than what they had been a two decades ago. In these new cramped conditions, violent thuggish crime prevailed which would, following the market crash of 2107, turn into organized crime. The Triton Corporation went under following the market crash of 2107, and with it went 75% of the planet's employment. Very quickly, anarchy began to take hold. Entire habitation blocks fell under the spell of anarchy, and the unemployed mobs began demanding answers from local officials, and eventually, attacking them. Planetary security was completely swamped with the sudden chaos, and with no help from a divided Earth, completely cut off from outside reinforcement. The thugs of before took upon themselves this chaotic opportunity to began declaring their lordship over whole sections of the planet ( or heck, even just hallways of a few facilities ). Brutal bloc warfare would occur, were in rival gangs would fight each other, or the fatigued and under manned security forces. This chaos would persist for two years, till such a time that food and clean drinking water were becoming scarce. fighting had seriously crippled the infrastructure of the planet, reducing the overall food and clean water production. Coupled with a constantly rising population, the planet was on the brink of wasting away. Adam Ionescu, a science teacher at a local highschool, decided to organize against the chaos. Ionescu was, formerly, a pacifist due to his Christian beliefs - but he forsook his hatred of violence in the face of total societal collapse. He organized the first Peoples Union, a militia made up of adult age men from his bloc. They formed as a means of driving out the local thugs who had been terrorizing the inhabitants of the bloc for several months, and to secure local power and water infrastructure. The people of his bloc were extremely sympathetic to his cause and several dozen men joined ( with numerous women serving as aides ). Over the course of about a week, the Peoples Union were able to kill or capture most of the known thugs within the bloc and they also managed to secure local infrastructure, which had previously been under the control of extortionists racket. News of the Peoples Union victory over local crime elements reached numerous other blocs and facilities acrossed the planet. People would make the arduous journey to Ionescu's bloc to plead for the Peoples Union's aide in liberating their bloc from anarchy. Ionescu would gladly volunteer his aide in their liberation, and thus the Liberation of Triton had begun. Peoples Unions would be formed all acrossed the planet and begin battling local criminals as well as more organized syndicates. By the year 2111, the liberation of Triton was almost over, and Ionescu stood as the undisputed leader of the Peoples Union - now the largest martial force on the planet ( after having teamed up with security forces ). Ionescu would not see the final victory though, as he was killed when an explosion was detonated in the same rail car as him. The assassin had been hired by one of the few remaining syndicates. They believed that the death of Ionescu would mean the fall of the Peoples Union, they were wrong. The reigns of leadership were quickly grabbed by Ajay Gahlay, who would see a final end to the criminal syndicates which had killed Ionescu. Following the final liberation of Triton, the Peoples Union, under Ajay Gahlay, declared themselves the new leaders of Triton - fully independent of Earth. A bitter taste had been left in the mouth of most Tritonians at Earth's lack of support - despite them having gave huge amounts of their planet's natural resources to them for decades. Gahlay and the top brass of the Peoples Union would organize a new and powerful central government to govern the planet. Gahlay was, unlike Ionescu, a former soldier from India, and in turn was not adverse to a more martial organization of society. The new Triton state was organized with the collective responsibility and altruism expounded by Ionescu, and with the conservative martial expectations of the Peoples Union command staff. By 2117, Triton was fully operational again, and mas expansion was underway. Around Ionescu was built a benevolent cult of personality - a figure who represented duty, principle, and self sacrifice. Children were taught in manners reminiscent of earth bound military schools ( uniforms, extreme respect for authorities, and 2 hours of PE every day ). Most farms and water purification facilities are nationalized by the Triton government, and resources are distributed evenly through out the planet. With no trade form other worlds what so ever, life on Triton is Spartan - consumerism is almost unknown. Instead, the driving force behind society is collective good will. Sports became a common pastime for boys and girls; military and adventure books, movies, and other media are all the rage; unions are strong and working men are praised; and conformity to the state has brought an end to racial and religious tensions between the numerous ethnic and religious groups. In 2124, Gahlay would die, and in his place the people elected Alexandru Petran as the new Autarch - under the promise that he will establish official relations with the rest of the solar system outside of the general frosty feeling already held against them.

Theme: Okay, don't get the wrong idea here. The images in the video are not at all representative of Triton - it's just that this is the only video I could find with this particular version of the song I want... here.
Last edited by Republic of the Cristo on Sun Jul 02, 2017 10:02 pm, edited 1 time in total.
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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Republic of the Cristo
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Posts: 12261
Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 9:58 pm

New Minahasa wrote:
Republic of the Cristo wrote:
I already reserved Triton, so you might want another moon.

Sure. I'm still figuring out if you're gonna be friend or foe.


Lemme see your app and ill tell ya
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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Tayner
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Founded: Oct 09, 2014
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Postby Tayner » Sun Jul 02, 2017 10:14 pm

Beiarusia wrote:
Tayner wrote:Most of my ships would probably be in Huya in the Kupler belt. How much depends on how many ships you wish to hire. One ship can cost a couple hundred thousand credits to hire while whole fleets could reach into the 10s of millions depending on which class ships you hire and how many.

Actually, thinking about it, Advent might need some mercenaries. Depending on who we have to contend with in our little sector of the neighborhood some added security might be required. Our fleet is mostly defensive and could probably hold its own but it would be best to keep threats from getting that close. Plus maybe a few other jobs once things get going.

Feel free to contact Sol Security then. They should have enough of a reputation of fighting pirates and escorting ships to have been heard of by the governments of Sol.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
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Republic of the Cristo
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Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 10:21 pm

Sha Mobutia wrote:Posted here as well for quick reference:

NS Name: Sha Mobutia
Nation Name: The Adlivun Collective
Flag: Reference
Capitol Planet 90377 Sedna
Territorial Claims:
  • 90377 Sedna
  • Their sphere of influence is extended out several hundred thousand miles via deep-space mining probes, early warning sensors, and satellites around various other bodies in the Kuiper Belt, though very few of the bodies claimed within this area possess much of value or are suitable for long-term habitation on a large scale.
Leader:Leader Biography:
  • Jacinto Wynter is one of the many "Children of the Lost Generation" who call Sedna their home. Life as she knew it began in a Confederation laboratory where scientists worked tirelessly to try and see if they could develop a human brain and sense of self as quickly as they had proven they could develop physical tissue. Early days of her life were spent within a vat being grown and developed into a full adult human it what would have likely been publicized as a record-breaking one year had the experiment been successful. The whole initiative of the project was to bolster humanity's population across the stars to ensure a constant supply of reliable workers for the more dangerous jobs that natural-born humans would obviously shy away from and which remote-controlled drones lacked the finesse for. Deep-space mining operations, high-risk military operations, and similar scenarios. However the scientists learned upon first releasing the "Children" from their containment cells that within a period of months many would devolve into absolute, blood-thirsty insanity. Only several thousand of the once over one million "Lost Children" survived and managed to escape the facility, though several thousand were recaptured or simply killed by government forces.
    .
  • Many scattered to the other planets as civil war began to boil and rise up. They used the confusion and madness of it all to try and slip away from government pursuers with most of them fleeing towards the outer edges of the solar system. Shortly after this was when many Lost Children first heard the voice of Jacinto Wynters. She broadcast on a pirate radio station running on multiple bands that urged her "fellow Lost Children" to come seek refuge on the "brightest star past Neptune". Of course several dug through historical texts and astral charts to realize the historical reference to 90377 Sedna. When they arrived they found a few hundred Lost Children who had taken up residence in scientific research facilities and mining stations on the planet that had been abandoned in the rising civil war. They started to form networks to communicate with others and bring in both Lost Children and those who simply sought refuge. To pool funds and begin establishing themselves in order to protect against the event that angry souls with long memories ever turned their eyes out to the rim.
    .
  • Of interesting note: when they first moved to found an official government it was decided that they would choose a leader by general election. While Jacinto never officially stated her intent to run for such an office, she won with an absolute majority over any other likely candidates.
    .
  • Though one mystery that has always surrounded the Free Lady is just where she came from after the labs. Nobody knows exactly where she went in her own escape or how it was she managed to come across the first facilities that served as a home-base for the beginnings of the collective. She is shrouded in mystery and incredibly tight-lipped.
Governing Ideology:
  • Libertarian Minarchy
Population:
  • Approximately 5.3 million between sub-surface and orbital facilities
Military Personnel:
  • Approximately 320,000
Weaponry & Equipment:
  • Infantry Equipment
    • The standard infantry EVA uniform
      • Collective technology has always been a case of form following function. They worry first about if something will work, then they might take a few minutes to see if it will look good doing it. The standard-issue suit is a good example: it is absolutely covered in pockets both sealable and unsealable for storing anything one might need close at hand, magnetic soles are built into the boots for operating in micro-gravity environments, and they have opted for a thick and most often opaque face-plate to protect against debris or harsh lights more effectively than a more traditional glass visor. However in the event that the cameras which present the wearer with an artificial HUD should fail for any reason, the suit has a highly localized and low-power stealth generator to turn the face-plate of the helmet transparent if needed. Outside of variations in the coloration of the undersuit and patches worn, it generally keeps consistent between both ground forces and space vessel crew members.
    • The Collective Stormtrooper
      • Like their few carriers are the pride of the Collective's Navy, so too are the Stormtroopers the pride of the ground forces. Their suits are heavier, more durable, have a more comprehenxive HUD, and the Storm Corps gets preferential first pick on any recruits who show potent psionic capabilities. Functionally in terms of transparent-capable HUDs, life-support, and magnetic boots the suits are much the same. The differences come in the fact that they are much more heavy and durable to allow the wearer to survive and thrive in much more unforgiving environments. The chief downside of this armor is that it is a much older system, though sturdier, and so while it is generally more reliable it lacks many of the "creature comforts" and advanced features so beloved by general infantry.
    • The Collective pilot flight suit
      • A Collective pilot's flight suit isn't designed to be anything flashy or appealing to the eye. Its designed so that every part of it has some function or purpose necessary or beneficial to the wearer. The helmet has a large reflective visor which is used to display an artificial HUD, complete with information on the craft's flight profile and armaments for quick access, and the suit is designed to be fully environmentally sealed whether the pilot is in vacuum or atmospheric operations. While it is difficult to see in the provided picture, the pilot's flight suit also comes standard with a survival vest. This vest acts like a flotation device in the event the pilot has to bail out over water and it also contains various essential supplies and spare ammunition for their sidearm.
    • The AWP-22 Combat Drone
      • The AWP-22 is an unmanned drone designed to accompany and supplement ground forces and ship security forces. It is a simplistic machine that is coordinated by human leadership and input, with rudimentary interfacing between platforms when necessary or ordered to enable a swarming "pack" type combat behavior. It fires a kinetic-based weapon with high-velocity rounds designed to try and defeat enemy infantry armor. The legged variant has magnetic attachments on the underside of its body and at the base of its legs. The AWP-22-MG variant replaces its legs for a fuel pack and small thrusters for maneuvering in microgravity. The MG-variant also features small magnetic grapplers to moor itself or move along without the thrusters. Of note, if the firewall is bypassed the unit will automatically shut down, and need a manual input to restart.
  • Weapons
    • The CF-1 "Nebula" Heavy Plasma Pistol
      • Without reliable anti-gravity generators when fighting aboard their own ships or during boarding actions where power fluctuation may occur, kinetic weaponry was seen as hazardous to the typical infantryman. As such the CF-1 "Nebula" heavy plasma pistol was developed based on old Confederation designs and schematics for plasma-based small-arms. Its slow-firing between individual shots, though semi-automatic by design, and packs a heavy punch for the close ranges its designed for.
    • The CSR-7 Submachine Gun
      • The CSR-7 is one of the few kinetic-based firearms that the Collective employs. It is typically used with high-velocity armor-defeating rounds and the weapon is most generally restricted to air and vehicle crew, pilots, and infantry on special operations assignments.
    • The CSR-11 Plasma Rifle
      • Nobody would ever accuse the maker of the Collective Standard Rifle of making the solar system's most beautiful rifle. But its certainly reliable. Its effective range is short compared to similar rifles and its accuracy is much the same. But its a hard-hitting rifle that is guaranteed to fire every time you pull the trigger so long as there is energy and gas left in the charge pack.
    • The CHW-30 Heavy Plasma Repeater
      • While it has been known on extremely rare occasions to be carried in the role of a SAW-like weapon by Stormtroopers, the CHW-30 is the primary analogue the Collective has for the traditional GPMG. It is heavy, bulky, and its almost impossible to mistake the weapon for much else when it opens fire. It uses high-power plasma charge packs that allow an operator to keep a steady stream of high-powered plasma bolts across the field at the cost of poor maneuverability compared to similar weapons systems. For most forces it can typically be found mounted at emplaced positions overlooking choke-points or open terrain, or carried by multi-person teams.
    • The CHW-71 Sniper Rifle
      • The go-to sniper rifle for the Collective: the CHW-71 is a break from the normal format for Collective weapon design. Yes, it is based on plasma energy for its munitions. Yes, it does kick harder than a mule. And yes it will leave a fist-sized exit wound on a center-mass hit. But on top of all of that its actually reliably accurate out at greater ranges to make it comparable to similar rifles used by other nations and system entities.
    • Collective weaponry is generally energy-based, primarily employing plasma, due to the hazards of using kinetic-based weaponry when in micro-gravity. Explosives are based on more traditional chemical reactions, though thermobaric weaponry isn't uncommon when in boarding actions or when fighting on planetary surfaces. One thing of note is that many Collective soldiers have learned that they can link their artificial HUD with their weapon to project a semi-accurate "crosshair" for their weapon. Using this system allows them to hip-fire with increased accuracy when on the move or in close quarters.
  • Vehicles
    • The Kavousi Utility Transport
      • A vehicle of many variants, the Kavousi Utility Transport (KUT in Collective parlance) is quickly becoming a mascot of Collective ground forces. Its as variable as it is rugged and dependable: mounting crew-served weapons on a cupola above the cab and sporting a number of variants for medical, troop transport, supply transport, or gun-truck operations as needed. Its been designed for harsh and unforgiving terrain and has proven itself so reliable in such conditions that even the scientists and technicians dedicated to trying to terraform Sedna have taken up using them ever since the planetoid's surface become more hospitable.
    • The Bulldog APC
      • Another homemade vehicle of the Collective, the Bulldog APC is designed to carry a squad's worth of infantry into an unforgiving environment, drop them off on the enemy's doorstep, and then cover them as they move in with a powerful 25mm kinetic cannon. It is also like the Kavousi in that it has variants for medical, supply, AAA, and other purposes but its primary use is as a combat troop transport. The main variation seen is the "inclement weather" variant where the wheels are subbed out for a quartet of tracks on independent suspension for increased stability and maneuverability in harsh terrain and weather.
    • The Cub Light Tank
      • The Cub Light Tank is part of the Collective's "HI-LOW" armored doctrine, short for "High Capability - Low Capability". The Collective knows that they aren't able to match the ground forces of most other polities in terms of heavy tanks and other equipment, so instead they have developed a policy that enables them to try and fill the same rolls with medium or light armor that most other militaries would save almost exclusively for heavy tanks or MBTs. So the majority of Collective armor is Cub light tanks, supplemented by small groups of much heavier tanks and supporting infantry who strike against enemy incursions or as part of heavy offensive maneuvers.
    • The Lioness Heavy Tank
      • While not necessarily "heavy" by the definitions of a force such as the Confederation, the Lioness is the tank that makes up the "shock divisions" and heavy hitters of Collective ground forces. They operate as the "HI" part of the Collective's "HI-LOW" armored doctrine. So the Lioness is not built in great number and instead makes up a focused and well supplied strike force that is used when its necessary to batter through enemy lines or meet an enemy ground offensive head-on with heavy armor and extreme levels of firepower and defensive armor.
    • The Wang-Lao Heavy Strategic Bomber
      • All but stolen from the old motor pools of the First Confederation, the Collective has taken the Wang Lao strategic bomber as its own for use as a deterrent against en-mass troop landings on the surface of Sedna. They use its impressive arsenal and range as a means of securing their territories and supplementing the efforts of orbital fire missions and ground attack campaigns wherever possible. Though they do not have many and keep a close eye on those that they do until such time as they can gain the crew and resources to sustain more.
  • Exotics
    • Psionics
      • Due to the nature of the experiments which made them, many of the Lost Children express some potency in the field of psionic capabilities. For some this is simple and crude expressions of force that could send somebody through a window, while others have gone on to handle finer forms of manipulation and control. There has also been an effort to cultivate and develop this ability in both the children of the Lost Children and other citizens of the Collective.
    • Cybernetic Augmentations
      • A deficit of ship-based artificial gravity generators means that the inhabitants of most vessels and stations have needed to use technology in other areas to make up for the short-coming. As such, many troops and even common citizens will sport a variety of cybernetic implants ranging from those designed to pump their blood artificially in a way to make up for the lack of gravity, to implants within the musculature of the body to make up for hampered development in microgravity that lead to enhanced strength and physical reflexes at the cost of permanent augmentation and inherent medical risks.
Fleet Size:
  • 153 manned vessels
Starship Types:
  • Hive-class Carrier
    • One of the rarest classes of ships that the Collective has: the Hive-class is their answer to the carriers of many other nation-states in the Sol system. Even though its one of the two largest classes of vessel in the Collective navy, its small compared to its counter-parts. Part of this is due to the fact that much of its flight complement is composed of unmanned drones coordinated by a few pilots flying manned vessels in swarms or groups towards an enemy ship or target. It is also different from many other nations in that artificial gravity is only induced via generators in a select few areas to not include the launch bays in order to conserve energy and resources. The carriers are few and they are seen as the jewels of whatever group they sail with.
  • Rapture-class Battleship
    • As equally as rare as their carriers, the Rapture-class battleship is a vessel that will almost never be seen on its own, or very far from Collective-controlled space. Instead it will travel as the center-piece of a larger group to act as a sort of "fire brigade" against incoming major threats that are deemed either inappropriate for the carriers or in a situation where those groups are tasked elsewhere. They carry a minute compliment of fighters as a means to supplement their point defense capabilities and are quite clearly designed after schematics that had been drawn up for a development project by the First Confederation's navy. They are also a rarity in the Collective navy that they have artificial ingravity induced throughout much of the ship via generators instead of internal rotation.
  • Victory-class Frigate
    • The Victory-class frigate makes up the bulk of the Collective's "ships-of-the-line". It serves as an escort screen for their carriers and battleships, as the focal-point of orbital defense groups, and as the flagship of anti-piracy or anti-invasion patrols. They are less jealously guarded as they are both much easier to repair or replace in the shipyards the Collective has, on top of the fact that they sport impressively thick armor and multi-layer shielding for ships of their size. They are also the smallest class of ship in the Collective's navy which features artificially induced gravity throughout the whole of the ship in every compartment that is frequently inhabited by the ship's crew. Of note they also often carry a "snub compliment" of three fighters in partly enclosed launch bays for quick reaction and to supplement point defense.
  • Champion-class Destroyer
    • The Champion-class destroyer is the defensive screen of most fleets. By Collective standards the Champion is incredibly lightly armored and doesn't even have significantly stronger shields to make up for it. Instead it relies on its speed, maneuverability, and passive signature-cloaking abilities to allow it to slip past enemy long-range defensive fire before opening up at "knife-fight range" in support of the main fleet. They are used most extensively in anti-piracy operations, patrols between various outposts and secondary stations in Collective space, and commerce or supply raiding of enemy forces. They are glass cannons in that while they pack a plethora of heavy fire power and offensive power they are severely lacking defensively and rely on the long-range arsenals and fighter screens of other vessels as defense. They possess only partial coverage by artificial gravity generators.
  • Marathon-class Cruiser
    • Where a frigate would be too large or intensive on resources or where corvettes by themselves would not be enough, the Marathon-class cruiser acts to fill the role. When acting as part of a larger fleet the ship can employ a plethora of guided missiles that range from nuclear warheads in the yield of twenty kilotons to missiles designed to scatter, scramble, or disorient enemy sensor suites. In addition, the Marathon can serve as the focal point for groups of corvettes when operating on supply raids, anti-piracy operations, or the interdiction of enemy cruisers and frigates or other small forces. Of note the ship uses low-powered artificial gravity generators that supplement low-speed internal rotation systems to produce gravity within the vessel, while when shifting to battlestation conditions the gravity systems are shut down to save power and crew switch to magnetic boot walking and harnesses to secure themselves to their stations.
  • Stinger-class Corvette
    • The corvette is partly know in the Collective for being the only type of vessel which dedicates no energy to the usage of artificial gravity generators. Instead it uses the space that would have been used for such things to store more ammo, consumables, and even simply reduce overall weight. With crews scarcely over twenty, the Stinger-class corvette functions as a picket ship for planetary orbital defense and as a rapidly moving point-strike vessel against hardened enemy positions. They will often be found following in the shadows of cruisers or frigates when found further from Collective colonies, or running in packs of two to three spread out over a great distance just within the next ship's effective weapons range should they come across an issue more powerful than just one of the vessels can handle with their arsenal of laser point-defense grade cannons or nuclear missiles.
  • Ferrier-class Dropship
    • The Ferrier is not pretty. It is not a vehicle of finesse. It isn't even a gentle ride. It is a vessel that is designed to have thick armor to shrug off enemy anti-air fire or grazing point-defense fire to transport roughly two platoons worth of troops from one point to another. Quickly. Safely. But certainly not comfortably or with any sort of flair that a movie theater would want to show off.
  • Wasp-class Bomber
    • The Wasp is a two-seater manned bomber designed to fly in with fighters in order to deliver high-powered nuclear payloads at short-range against enemy capital ships or more conventional payloads in environments such as surface warfare where nuclear warheads would not be advisable. On the average its nuclear yields are in the range of 1 to 2.5 megatons per warhead with a respectable complement of missiles and a minor supplement of kinetic cannons. However between this and the armor it is made very unwieldy to fly, especially in atmosphere, but physically resilient for its size.
  • Hornet-class Fighter
    • The Hornet serves as the a surprisingly small portion of any carriers flight assignment, though almost always outnumbering bombers, and are one of the two manned small ships that are used. They feature a versatile arsenal that includes kinetic-based cannons and missiles up to one megaton in yield or with sensor scrambling warheads. However their biggest power comes from the integrated V.I. dedicated to coordinating and organizing a pilot's "swarm" - the drone fighters that so often accompany them as a means for the Collective to make up for its lack of experienced and trained pilots.
  • Bee-class Drone Fighter
    • While theoretically as capable as the manned Hornet-class of fighter in terms of armament and mission profile, the Bee is a rather simplistic craft. It is entirely unmanned in terms of its function and operational scope, needing the human pilot at the head of the "swarm" to authorize most actions that are not interceding against a direct threat to that pilot's life. It is generally deployed in a "swarm" of five Bees slaved to the onboard VI of one Hornet pilot's craft. They are typically tasked with simple missions such as acting as an interception screen against enemy fighters or carrying munitions to conduct SEPD missions against enemy capital ships and fortified positions. If all else fails they can be set to run suicide-charges against enemy positions.
Nation History:
  • The Adlivun Collective largely traces its roots to an incredibly classified genetic research project performed by the first Confederation in an attempt to take what they knew about cloning tissue and use it to clone whole humans. The project was a culmination of years upon years of research that had proven it was possible to make a full body sans the brain and the "person" within inside a year. The challenge was seeing if they could make a person in that time. The end goal of the project was to have a nearly inexhaustible supply of humans with psionic capabilities who could fill in for those jobs that were too dangerous for most natural-born humans to consider accepting but which required too much precision and control for a simple drone to handle: deep-space mining, high risk military operations, and other applications. Had it been successful then it would have likely been publicized as a groundbreaking development in genetic modification and growth. But that wasn't to be.
    .
  • Initial development carried over well. For the first few days and even weeks many of the program's "Children" seemed to progress fine. They had the physically mature eminds of adults coupled with an almost child-like curiosity about them in regards to those things they hadn't been taught and imprinted with while in the tubes developing. Further tests in the mental acuity and development of the Children proved that they had developed well and that many of those who had psionic inputs during their formation showed signs of developing powers. And then after only a few weeks things snapped. They would turn on their caretakers with gnashing teeth and pure insanity in their eyes as they started to tear the facilities they'd been developed in apart. Multiple black-sites were completely shut down with a loss of contact as the Children turned on the staff and then each other in a horrible show of violence. Only several thousand of the once over one million "Lost Children" survived and managed to escape the facility, though many were recaptured or simply killed by government forces.
    .
  • A small handful of the Children found their way to the distant Kuiper belt where several research and mining facilities had been left behind by corporations in an increasingly unstable and economically ruined Confederation. They found the very bare materials necessary to establish a support for themselves as they then took to radio-waves and put out calls for help to their fellow Lost Children - and as the civil war came to boil over those calls came as an offer of sanctuary to anybody who sought a refuge far from the violence and chaos of all the fighting. Numbers swelled as refugees brought not only their families but various fields of expertise that the Lost Children were lacking initially. It was a harsh and unforgiving struggle that wouldn't have been possible had the full might of the Confederation been able to come to bear on them but they were saved from annihilation by the civil war and the Confederation's collapse.
    .
  • In the recent years they have sought to establish themselves as an independent but neutral polity. To let it be known that while they have no desire to become part of the newly reformed Confederation, they also have no desire to actively oppose or fight any entity that returns the kindness.
Theme:


For a monarchy you sure do have a lot of soldiers... like, a soviet union in 1945 amount of soldiers.
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(2 Kings 2:23-25): you won't be dissappointed

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Yuzhou
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Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Sun Jul 02, 2017 11:17 pm

Would like a reservation put on Eris.
Though still debating if I should apply considering this week promises to be particularly brutal in terms of work. I'll retract the reservation if I decide against applying. (Or if someone just can't live without that particular chunk of space rock)
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Sha Mobutia
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Posts: 176
Founded: Feb 28, 2017
Ex-Nation

Postby Sha Mobutia » Sun Jul 02, 2017 11:29 pm

Republic of the Cristo wrote:
Sha Mobutia wrote:Posted here as well for quick reference:

NS Name: Sha Mobutia
Nation Name: The Adlivun Collective
Flag: Reference
Capitol Planet 90377 Sedna
Territorial Claims:
  • 90377 Sedna
  • Their sphere of influence is extended out several hundred thousand miles via deep-space mining probes, early warning sensors, and satellites around various other bodies in the Kuiper Belt, though very few of the bodies claimed within this area possess much of value or are suitable for long-term habitation on a large scale.
Leader:Leader Biography:
  • Jacinto Wynter is one of the many "Children of the Lost Generation" who call Sedna their home. Life as she knew it began in a Confederation laboratory where scientists worked tirelessly to try and see if they could develop a human brain and sense of self as quickly as they had proven they could develop physical tissue. Early days of her life were spent within a vat being grown and developed into a full adult human it what would have likely been publicized as a record-breaking one year had the experiment been successful. The whole initiative of the project was to bolster humanity's population across the stars to ensure a constant supply of reliable workers for the more dangerous jobs that natural-born humans would obviously shy away from and which remote-controlled drones lacked the finesse for. Deep-space mining operations, high-risk military operations, and similar scenarios. However the scientists learned upon first releasing the "Children" from their containment cells that within a period of months many would devolve into absolute, blood-thirsty insanity. Only several thousand of the once over one million "Lost Children" survived and managed to escape the facility, though several thousand were recaptured or simply killed by government forces.
    .
  • Many scattered to the other planets as civil war began to boil and rise up. They used the confusion and madness of it all to try and slip away from government pursuers with most of them fleeing towards the outer edges of the solar system. Shortly after this was when many Lost Children first heard the voice of Jacinto Wynters. She broadcast on a pirate radio station running on multiple bands that urged her "fellow Lost Children" to come seek refuge on the "brightest star past Neptune". Of course several dug through historical texts and astral charts to realize the historical reference to 90377 Sedna. When they arrived they found a few hundred Lost Children who had taken up residence in scientific research facilities and mining stations on the planet that had been abandoned in the rising civil war. They started to form networks to communicate with others and bring in both Lost Children and those who simply sought refuge. To pool funds and begin establishing themselves in order to protect against the event that angry souls with long memories ever turned their eyes out to the rim.
    .
  • Of interesting note: when they first moved to found an official government it was decided that they would choose a leader by general election. While Jacinto never officially stated her intent to run for such an office, she won with an absolute majority over any other likely candidates.
    .
  • Though one mystery that has always surrounded the Free Lady is just where she came from after the labs. Nobody knows exactly where she went in her own escape or how it was she managed to come across the first facilities that served as a home-base for the beginnings of the collective. She is shrouded in mystery and incredibly tight-lipped.
Governing Ideology:
  • Libertarian Minarchy
Population:
  • Approximately 5.3 million between sub-surface and orbital facilities
Military Personnel:
  • Approximately 320,000
Weaponry & Equipment:
  • Infantry Equipment
    • The standard infantry EVA uniform
      • Collective technology has always been a case of form following function. They worry first about if something will work, then they might take a few minutes to see if it will look good doing it. The standard-issue suit is a good example: it is absolutely covered in pockets both sealable and unsealable for storing anything one might need close at hand, magnetic soles are built into the boots for operating in micro-gravity environments, and they have opted for a thick and most often opaque face-plate to protect against debris or harsh lights more effectively than a more traditional glass visor. However in the event that the cameras which present the wearer with an artificial HUD should fail for any reason, the suit has a highly localized and low-power stealth generator to turn the face-plate of the helmet transparent if needed. Outside of variations in the coloration of the undersuit and patches worn, it generally keeps consistent between both ground forces and space vessel crew members.
    • The Collective Stormtrooper
      • Like their few carriers are the pride of the Collective's Navy, so too are the Stormtroopers the pride of the ground forces. Their suits are heavier, more durable, have a more comprehenxive HUD, and the Storm Corps gets preferential first pick on any recruits who show potent psionic capabilities. Functionally in terms of transparent-capable HUDs, life-support, and magnetic boots the suits are much the same. The differences come in the fact that they are much more heavy and durable to allow the wearer to survive and thrive in much more unforgiving environments. The chief downside of this armor is that it is a much older system, though sturdier, and so while it is generally more reliable it lacks many of the "creature comforts" and advanced features so beloved by general infantry.
    • The Collective pilot flight suit
      • A Collective pilot's flight suit isn't designed to be anything flashy or appealing to the eye. Its designed so that every part of it has some function or purpose necessary or beneficial to the wearer. The helmet has a large reflective visor which is used to display an artificial HUD, complete with information on the craft's flight profile and armaments for quick access, and the suit is designed to be fully environmentally sealed whether the pilot is in vacuum or atmospheric operations. While it is difficult to see in the provided picture, the pilot's flight suit also comes standard with a survival vest. This vest acts like a flotation device in the event the pilot has to bail out over water and it also contains various essential supplies and spare ammunition for their sidearm.
    • The AWP-22 Combat Drone
      • The AWP-22 is an unmanned drone designed to accompany and supplement ground forces and ship security forces. It is a simplistic machine that is coordinated by human leadership and input, with rudimentary interfacing between platforms when necessary or ordered to enable a swarming "pack" type combat behavior. It fires a kinetic-based weapon with high-velocity rounds designed to try and defeat enemy infantry armor. The legged variant has magnetic attachments on the underside of its body and at the base of its legs. The AWP-22-MG variant replaces its legs for a fuel pack and small thrusters for maneuvering in microgravity. The MG-variant also features small magnetic grapplers to moor itself or move along without the thrusters. Of note, if the firewall is bypassed the unit will automatically shut down, and need a manual input to restart.
  • Weapons
    • The CF-1 "Nebula" Heavy Plasma Pistol
      • Without reliable anti-gravity generators when fighting aboard their own ships or during boarding actions where power fluctuation may occur, kinetic weaponry was seen as hazardous to the typical infantryman. As such the CF-1 "Nebula" heavy plasma pistol was developed based on old Confederation designs and schematics for plasma-based small-arms. Its slow-firing between individual shots, though semi-automatic by design, and packs a heavy punch for the close ranges its designed for.
    • The CSR-7 Submachine Gun
      • The CSR-7 is one of the few kinetic-based firearms that the Collective employs. It is typically used with high-velocity armor-defeating rounds and the weapon is most generally restricted to air and vehicle crew, pilots, and infantry on special operations assignments.
    • The CSR-11 Plasma Rifle
      • Nobody would ever accuse the maker of the Collective Standard Rifle of making the solar system's most beautiful rifle. But its certainly reliable. Its effective range is short compared to similar rifles and its accuracy is much the same. But its a hard-hitting rifle that is guaranteed to fire every time you pull the trigger so long as there is energy and gas left in the charge pack.
    • The CHW-30 Heavy Plasma Repeater
      • While it has been known on extremely rare occasions to be carried in the role of a SAW-like weapon by Stormtroopers, the CHW-30 is the primary analogue the Collective has for the traditional GPMG. It is heavy, bulky, and its almost impossible to mistake the weapon for much else when it opens fire. It uses high-power plasma charge packs that allow an operator to keep a steady stream of high-powered plasma bolts across the field at the cost of poor maneuverability compared to similar weapons systems. For most forces it can typically be found mounted at emplaced positions overlooking choke-points or open terrain, or carried by multi-person teams.
    • The CHW-71 Sniper Rifle
      • The go-to sniper rifle for the Collective: the CHW-71 is a break from the normal format for Collective weapon design. Yes, it is based on plasma energy for its munitions. Yes, it does kick harder than a mule. And yes it will leave a fist-sized exit wound on a center-mass hit. But on top of all of that its actually reliably accurate out at greater ranges to make it comparable to similar rifles used by other nations and system entities.
    • Collective weaponry is generally energy-based, primarily employing plasma, due to the hazards of using kinetic-based weaponry when in micro-gravity. Explosives are based on more traditional chemical reactions, though thermobaric weaponry isn't uncommon when in boarding actions or when fighting on planetary surfaces. One thing of note is that many Collective soldiers have learned that they can link their artificial HUD with their weapon to project a semi-accurate "crosshair" for their weapon. Using this system allows them to hip-fire with increased accuracy when on the move or in close quarters.
  • Vehicles
    • The Kavousi Utility Transport
      • A vehicle of many variants, the Kavousi Utility Transport (KUT in Collective parlance) is quickly becoming a mascot of Collective ground forces. Its as variable as it is rugged and dependable: mounting crew-served weapons on a cupola above the cab and sporting a number of variants for medical, troop transport, supply transport, or gun-truck operations as needed. Its been designed for harsh and unforgiving terrain and has proven itself so reliable in such conditions that even the scientists and technicians dedicated to trying to terraform Sedna have taken up using them ever since the planetoid's surface become more hospitable.
    • The Bulldog APC
      • Another homemade vehicle of the Collective, the Bulldog APC is designed to carry a squad's worth of infantry into an unforgiving environment, drop them off on the enemy's doorstep, and then cover them as they move in with a powerful 25mm kinetic cannon. It is also like the Kavousi in that it has variants for medical, supply, AAA, and other purposes but its primary use is as a combat troop transport. The main variation seen is the "inclement weather" variant where the wheels are subbed out for a quartet of tracks on independent suspension for increased stability and maneuverability in harsh terrain and weather.
    • The Cub Light Tank
      • The Cub Light Tank is part of the Collective's "HI-LOW" armored doctrine, short for "High Capability - Low Capability". The Collective knows that they aren't able to match the ground forces of most other polities in terms of heavy tanks and other equipment, so instead they have developed a policy that enables them to try and fill the same rolls with medium or light armor that most other militaries would save almost exclusively for heavy tanks or MBTs. So the majority of Collective armor is Cub light tanks, supplemented by small groups of much heavier tanks and supporting infantry who strike against enemy incursions or as part of heavy offensive maneuvers.
    • The Lioness Heavy Tank
      • While not necessarily "heavy" by the definitions of a force such as the Confederation, the Lioness is the tank that makes up the "shock divisions" and heavy hitters of Collective ground forces. They operate as the "HI" part of the Collective's "HI-LOW" armored doctrine. So the Lioness is not built in great number and instead makes up a focused and well supplied strike force that is used when its necessary to batter through enemy lines or meet an enemy ground offensive head-on with heavy armor and extreme levels of firepower and defensive armor.
    • The Wang-Lao Heavy Strategic Bomber
      • All but stolen from the old motor pools of the First Confederation, the Collective has taken the Wang Lao strategic bomber as its own for use as a deterrent against en-mass troop landings on the surface of Sedna. They use its impressive arsenal and range as a means of securing their territories and supplementing the efforts of orbital fire missions and ground attack campaigns wherever possible. Though they do not have many and keep a close eye on those that they do until such time as they can gain the crew and resources to sustain more.
  • Exotics
    • Psionics
      • Due to the nature of the experiments which made them, many of the Lost Children express some potency in the field of psionic capabilities. For some this is simple and crude expressions of force that could send somebody through a window, while others have gone on to handle finer forms of manipulation and control. There has also been an effort to cultivate and develop this ability in both the children of the Lost Children and other citizens of the Collective.
    • Cybernetic Augmentations
      • A deficit of ship-based artificial gravity generators means that the inhabitants of most vessels and stations have needed to use technology in other areas to make up for the short-coming. As such, many troops and even common citizens will sport a variety of cybernetic implants ranging from those designed to pump their blood artificially in a way to make up for the lack of gravity, to implants within the musculature of the body to make up for hampered development in microgravity that lead to enhanced strength and physical reflexes at the cost of permanent augmentation and inherent medical risks.
Fleet Size:
  • 153 manned vessels
Starship Types:
  • Hive-class Carrier
    • One of the rarest classes of ships that the Collective has: the Hive-class is their answer to the carriers of many other nation-states in the Sol system. Even though its one of the two largest classes of vessel in the Collective navy, its small compared to its counter-parts. Part of this is due to the fact that much of its flight complement is composed of unmanned drones coordinated by a few pilots flying manned vessels in swarms or groups towards an enemy ship or target. It is also different from many other nations in that artificial gravity is only induced via generators in a select few areas to not include the launch bays in order to conserve energy and resources. The carriers are few and they are seen as the jewels of whatever group they sail with.
  • Rapture-class Battleship
    • As equally as rare as their carriers, the Rapture-class battleship is a vessel that will almost never be seen on its own, or very far from Collective-controlled space. Instead it will travel as the center-piece of a larger group to act as a sort of "fire brigade" against incoming major threats that are deemed either inappropriate for the carriers or in a situation where those groups are tasked elsewhere. They carry a minute compliment of fighters as a means to supplement their point defense capabilities and are quite clearly designed after schematics that had been drawn up for a development project by the First Confederation's navy. They are also a rarity in the Collective navy that they have artificial ingravity induced throughout much of the ship via generators instead of internal rotation.
  • Victory-class Frigate
    • The Victory-class frigate makes up the bulk of the Collective's "ships-of-the-line". It serves as an escort screen for their carriers and battleships, as the focal-point of orbital defense groups, and as the flagship of anti-piracy or anti-invasion patrols. They are less jealously guarded as they are both much easier to repair or replace in the shipyards the Collective has, on top of the fact that they sport impressively thick armor and multi-layer shielding for ships of their size. They are also the smallest class of ship in the Collective's navy which features artificially induced gravity throughout the whole of the ship in every compartment that is frequently inhabited by the ship's crew. Of note they also often carry a "snub compliment" of three fighters in partly enclosed launch bays for quick reaction and to supplement point defense.
  • Champion-class Destroyer
    • The Champion-class destroyer is the defensive screen of most fleets. By Collective standards the Champion is incredibly lightly armored and doesn't even have significantly stronger shields to make up for it. Instead it relies on its speed, maneuverability, and passive signature-cloaking abilities to allow it to slip past enemy long-range defensive fire before opening up at "knife-fight range" in support of the main fleet. They are used most extensively in anti-piracy operations, patrols between various outposts and secondary stations in Collective space, and commerce or supply raiding of enemy forces. They are glass cannons in that while they pack a plethora of heavy fire power and offensive power they are severely lacking defensively and rely on the long-range arsenals and fighter screens of other vessels as defense. They possess only partial coverage by artificial gravity generators.
  • Marathon-class Cruiser
    • Where a frigate would be too large or intensive on resources or where corvettes by themselves would not be enough, the Marathon-class cruiser acts to fill the role. When acting as part of a larger fleet the ship can employ a plethora of guided missiles that range from nuclear warheads in the yield of twenty kilotons to missiles designed to scatter, scramble, or disorient enemy sensor suites. In addition, the Marathon can serve as the focal point for groups of corvettes when operating on supply raids, anti-piracy operations, or the interdiction of enemy cruisers and frigates or other small forces. Of note the ship uses low-powered artificial gravity generators that supplement low-speed internal rotation systems to produce gravity within the vessel, while when shifting to battlestation conditions the gravity systems are shut down to save power and crew switch to magnetic boot walking and harnesses to secure themselves to their stations.
  • Stinger-class Corvette
    • The corvette is partly know in the Collective for being the only type of vessel which dedicates no energy to the usage of artificial gravity generators. Instead it uses the space that would have been used for such things to store more ammo, consumables, and even simply reduce overall weight. With crews scarcely over twenty, the Stinger-class corvette functions as a picket ship for planetary orbital defense and as a rapidly moving point-strike vessel against hardened enemy positions. They will often be found following in the shadows of cruisers or frigates when found further from Collective colonies, or running in packs of two to three spread out over a great distance just within the next ship's effective weapons range should they come across an issue more powerful than just one of the vessels can handle with their arsenal of laser point-defense grade cannons or nuclear missiles.
  • Ferrier-class Dropship
    • The Ferrier is not pretty. It is not a vehicle of finesse. It isn't even a gentle ride. It is a vessel that is designed to have thick armor to shrug off enemy anti-air fire or grazing point-defense fire to transport roughly two platoons worth of troops from one point to another. Quickly. Safely. But certainly not comfortably or with any sort of flair that a movie theater would want to show off.
  • Wasp-class Bomber
    • The Wasp is a two-seater manned bomber designed to fly in with fighters in order to deliver high-powered nuclear payloads at short-range against enemy capital ships or more conventional payloads in environments such as surface warfare where nuclear warheads would not be advisable. On the average its nuclear yields are in the range of 1 to 2.5 megatons per warhead with a respectable complement of missiles and a minor supplement of kinetic cannons. However between this and the armor it is made very unwieldy to fly, especially in atmosphere, but physically resilient for its size.
  • Hornet-class Fighter
    • The Hornet serves as the a surprisingly small portion of any carriers flight assignment, though almost always outnumbering bombers, and are one of the two manned small ships that are used. They feature a versatile arsenal that includes kinetic-based cannons and missiles up to one megaton in yield or with sensor scrambling warheads. However their biggest power comes from the integrated V.I. dedicated to coordinating and organizing a pilot's "swarm" - the drone fighters that so often accompany them as a means for the Collective to make up for its lack of experienced and trained pilots.
  • Bee-class Drone Fighter
    • While theoretically as capable as the manned Hornet-class of fighter in terms of armament and mission profile, the Bee is a rather simplistic craft. It is entirely unmanned in terms of its function and operational scope, needing the human pilot at the head of the "swarm" to authorize most actions that are not interceding against a direct threat to that pilot's life. It is generally deployed in a "swarm" of five Bees slaved to the onboard VI of one Hornet pilot's craft. They are typically tasked with simple missions such as acting as an interception screen against enemy fighters or carrying munitions to conduct SEPD missions against enemy capital ships and fortified positions. If all else fails they can be set to run suicide-charges against enemy positions.
Nation History:
  • The Adlivun Collective largely traces its roots to an incredibly classified genetic research project performed by the first Confederation in an attempt to take what they knew about cloning tissue and use it to clone whole humans. The project was a culmination of years upon years of research that had proven it was possible to make a full body sans the brain and the "person" within inside a year. The challenge was seeing if they could make a person in that time. The end goal of the project was to have a nearly inexhaustible supply of humans with psionic capabilities who could fill in for those jobs that were too dangerous for most natural-born humans to consider accepting but which required too much precision and control for a simple drone to handle: deep-space mining, high risk military operations, and other applications. Had it been successful then it would have likely been publicized as a groundbreaking development in genetic modification and growth. But that wasn't to be.
    .
  • Initial development carried over well. For the first few days and even weeks many of the program's "Children" seemed to progress fine. They had the physically mature eminds of adults coupled with an almost child-like curiosity about them in regards to those things they hadn't been taught and imprinted with while in the tubes developing. Further tests in the mental acuity and development of the Children proved that they had developed well and that many of those who had psionic inputs during their formation showed signs of developing powers. And then after only a few weeks things snapped. They would turn on their caretakers with gnashing teeth and pure insanity in their eyes as they started to tear the facilities they'd been developed in apart. Multiple black-sites were completely shut down with a loss of contact as the Children turned on the staff and then each other in a horrible show of violence. Only several thousand of the once over one million "Lost Children" survived and managed to escape the facility, though many were recaptured or simply killed by government forces.
    .
  • A small handful of the Children found their way to the distant Kuiper belt where several research and mining facilities had been left behind by corporations in an increasingly unstable and economically ruined Confederation. They found the very bare materials necessary to establish a support for themselves as they then took to radio-waves and put out calls for help to their fellow Lost Children - and as the civil war came to boil over those calls came as an offer of sanctuary to anybody who sought a refuge far from the violence and chaos of all the fighting. Numbers swelled as refugees brought not only their families but various fields of expertise that the Lost Children were lacking initially. It was a harsh and unforgiving struggle that wouldn't have been possible had the full might of the Confederation been able to come to bear on them but they were saved from annihilation by the civil war and the Confederation's collapse.
    .
  • In the recent years they have sought to establish themselves as an independent but neutral polity. To let it be known that while they have no desire to become part of the newly reformed Confederation, they also have no desire to actively oppose or fight any entity that returns the kindness.
Theme:


For a monarchy you sure do have a lot of soldiers... like, a soviet union in 1945 amount of soldiers.


I'm not a monarchy. I'm a minarchy. Its not a typo. Its a system of government where the state/government has as few roles and powers as can be reasonably trusted to the citizens and capitalist interests. Basically deal with foreign polities, raise a military, and pass and enforce laws.

Also when you consider that the initial core of the population was from vat-grown "adults", it gives a bit more flexibility to military size. Though 300,000 is nowhere near what the Soviet Union had in 1945. They had more in the range of 12 million. The closest I get to being Soviet is mandatory service to become a citizen of the Collective.
Last edited by Sha Mobutia on Sun Jul 02, 2017 11:33 pm, edited 2 times in total.
I WANT MY CHOCCY MILK AND NUGGETS!!! (ノಠ益ಠ)ノ彡┻━┻
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Republic of the Cristo
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Posts: 12261
Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 11:41 pm

Sha Mobutia wrote:
Republic of the Cristo wrote:
For a monarchy you sure do have a lot of soldiers... like, a soviet union in 1945 amount of soldiers.


I'm not a monarchy. I'm a minarchy. Its not a typo. Its a system of government where the state/government has as few roles and powers as can be reasonably trusted to the citizens and capitalist interests. Basically deal with foreign polities, raise a military, and pass and enforce laws.

Also when you consider that the initial core of the population was from vat-grown "adults", it gives a bit more flexibility to military size. Though 300,000 is nowhere near what the Soviet Union had in 1945. They had more in the range of 12 million. The closest I get to being Soviet is mandatory service to become a citizen of the Collective.


I meant minarchy.

But dude, you have 300,000 troops for a population of 4.3 million... that's 1 in 11 people in the military. That's worse than 1945 ussr
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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New Minahasa
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Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Jul 02, 2017 11:46 pm

Republic of the Cristo wrote:
New Minahasa wrote:Sure. I'm still figuring out if you're gonna be friend or foe.


Lemme see your app and ill tell ya

Here you go.

NS Name: New Minahasa
Nation Name: The New Regime of Fenrir; The Fenrir Reich
Flag:
Image

Capitol Planet: Uranus (Fenrir)
Territorial Claims: Uranus + Titania
Leader: Führer Dietrich Wolff
Leader Biography: Dietrich was born in 2077 to a wealthy family in Berlin, Germany. His ancestors came from an ancient line of nobles, the House of Wolff, which could be traced as far back as 1530 A.D. His parents were owners of a known megacorporation in Germany, the Wolff Enterprise. The Wolff Enterprise was considered as one of the many contributors to the Confederation's Space Program, and in return were rewarded with their own colony on the planet of Neptune. Dietrich's father, Kristoff Wolff, seized this chance and began to invest ridiculous amounts of money towards his small colony.

Unfortunately, diseases and sickness overcame the old CEO. The Head Council of the corporation made a unanimous vote to elect Dietrich as the new CEO of the corporation, to his surprise. Dietrich initially disagreed, but after being convinced by his mother and the rest of the council members, he eventually agreed. A year later, Dietrich found what appeared to be military plans hidden in his father's old computer. From the looks and details, they turned out to be some sort of a mutiny scheme written by Kristoff himself. The rest of the data described what was in his father's mind; quote "a corporate heaven, free from the Confederation's tyrannic grasp." Obliged to continue his father's legacy, Dietrich began to read books that he found in his father's old chest; books regarding the arts of war as well as books relating to an old world ideology known as "fascism".

The idea of an absolute leader with a powerful army to back him up interested him. He began to organize plans and schemes, unbeknownst to the Head Council and the rest of the world. When the megacorporation started to crumble without a solid leadership from Dietrich, he promoted his own mother as his vice to act in his absence. In 2107, all of his plans culminated and was executed. A whole planet-wide uprising, supplied by Dietrich and previously his father, commenced on the planet of Neptune. With the Confederation's waning grasp on the remote planet, topped by the fact that the rebels were supplied with armaments from a megacorporation, made it easy for them to declare their own independence, with Dietrich as their new leader. The Head Council was of course surprised by this. They were given the chance to leave, or join Dietrich in his future endeavours. Many chose to leave, but some of the more power-hungry ones decided to stay, and together build a whole new nation.
Governing Ideology: Totalitarian, dictatorship, fascism, white supremacism
Population (Total): 3 billion
Military Personnel (Total): 250 million
Weaponry & Equipment (Including Vehicles):
Fleet Size (Total): 300
Starship Types:
Nation History: The New Regime of Fenrir was orginally a small colony established by Wolff Enterprise under Kristoff Wolff on the planet of Neptune. His investment within the colony was so big, that even the whole world was present to criticize his actions that almost made his megacorporation bankrupt. Within a span of a few decades, the colony could already be seen as a small nation, capable of housing millions of people and facilitating their lifes properly. Many of Earth's population saw this colony as a chance for them to live anew, and corporations saw this as a chance for them to avoid Earth's taxes. In 2107, the colony staged a planet-wide uprising, spearheaded by their enigmatic leader Dietrich Wolff, resulting in their independence.
Theme: https://www.youtube.com/watch?v=ySXsFk3v-_E
Last edited by New Minahasa on Tue Jul 04, 2017 8:36 pm, edited 4 times in total.

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Republic of the Cristo
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Posts: 12261
Founded: Apr 16, 2015
Ex-Nation

Postby Republic of the Cristo » Sun Jul 02, 2017 11:52 pm

New Minahasa wrote:
Republic of the Cristo wrote:
Lemme see your app and ill tell ya

Here you go.

NS Name: New Minahasa
Nation Name: The Nazi Regime of Fenrir; The Fenrir Reich
Flag:
Image

Capitol Planet: Neptune (Fenrir)
Territorial Claims: Neptune + Proteus
Leader: Führer Dietrich Wolff
Leader Biography: Dietrich was born in 2077 to a wealthy family in Berlin, Germany. His ancestors came from an ancient line of nobles, the House of Wolff, which could be traced as far back as 1530 A.D. His parents were owners of a known megacorporation in Germany, the Wolff Enterprise. The Wolff Enterprise was considered as one of the many contributors to the Confederation's Space Program, and in return were rewarded with their own colony on the planet of Neptune. Dietrich's father, Kristoff Wolff, seized this chance and began to invest ridiculous amounts of money towards his small colony.

Unfortunately, diseases and sickness overcame the old CEO. The Head Council of the corporation made a unanimous vote to elect Dietrich as the new CEO of the corporation, to his surprise. When asked why, the Council revealed themselves to be high-ranking members of a secret society, called the Brotherhood of Fenrir, with Kristoff as their leader. The secret society was formed way back in 1945, after Hitler's death, by remaining survivors of the Nazi Party. Kristoff's investment in his small colony that almost made him look like a madman was intended to establish a permanent base of operations for the Brotherhood, where they can execute their plans safely without the Confederation's intervention. Feeling obliged to continue his father's legacy, Dietrich agreed to become their new leader.

In 2107, all of their efforts and plan finally reached their end. What used to be a small colony had become much like a fortress, with the size that can be compared to that of a nation on Earth and a booming industry to top it off. The colony, supplied by Wolff Enterprise, staged a huge uprising led by their mastermind Dietrich Wolff that resulted in their independence. Dietrich, admired and praised by the colony as their hero, declared himself as their Führer and began to organize his new nation as he wished.
Governing Ideology: Totalitarian, dictatorship, nazism, fascism
Population (Total): 3 billion
Military Personnel (Total): 250 million
Weaponry & Equipment (Including Vehicles):
Fleet Size (Total): 450 vessels
Starship Types:
Nation History: The Nazi Regime of Fenrir was orginally a small colony established by Wolff Enterprise under Kristoff Wolff on the planet of Neptune. His investment within the colony was so big, that even the whole world was present to criticize his actions that almost made his megacorporation bankrupt. Within a span of a few decades, the colony could already be seen as a small nation, capable of housing millions of people and facilitating their lifes properly. Many of Earth's population saw this colony as a chance for them to live anew, and corporations saw this as a chance for them to avoid Earth's taxes. In 2107, the colony staged a planet-wide uprising, spearheaded by their enigmatic leader Dietrich Wolff, resulting in their independence. Eventually, their leader that they praised as their 'hero' revealed his true intentions, and asserted his dominance through the planet. Many of the population disagreed, but it was too late for them. The non-whites on the planet that still fought alongside their white brothers for independence was still tolerated by Dietrich to live among them, but a new rule was made for them to be illegal to reproduce. The nation began its expansion in 2120, where they've managed to colonize Neptune's second biggest moon, Proteus.
Theme: https://www.youtube.com/watch?v=ySXsFk3v-_E


Not to be mean... but I don't think space nazis are going to get accepted
Orthodox Christian, Nationalist, Reactionary, Stoic


(2 Kings 2:23-25): you won't be dissappointed

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New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Jul 02, 2017 11:54 pm

Republic of the Cristo wrote:
New Minahasa wrote:Here you go.

-snip-


Not to be mean... but I don't think space nazis are going to get accepted

Why not? There's space communists, and there's literally a whole nation made of robots. And if it's not gonna be accepted, I'll come up with something new anyway.

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

Postby Beiarusia » Sun Jul 02, 2017 11:55 pm

Republic of the Cristo wrote:Not to be mean... but I don't think space nazis are going to get accepted

Fascists maybe, but literal Space Nazis have a lot going against them.

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New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Sun Jul 02, 2017 11:56 pm

Beiarusia wrote:
Republic of the Cristo wrote:Not to be mean... but I don't think space nazis are going to get accepted

Fascists maybe, but literal Space Nazis have a lot going against them.

We'll see. If no Nazis, then I'll just make them regular fascists.

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