Stellar Empires 5; An Age Anew. (NATION RP)

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I've edited in a few things to my Nation as well.
 
Ooh! Interested!


  • Nation Name: The Polaris Collective (Full Name: The Collective of Reason in the Polaris Regions)

    Flag: A simple black field, filled with stars.

    History: Once, many years ago, there was a nation known as The Zehirum Remnant. According to tradition, these were the descendants of the Confederation that caused the Second Mass Extinction so long ago. Yet, these people had none of the glory of that Confederation, and vowed to themselves to restore it. Naturally, this led to brutal civil wars that lasted eons and eons. One faction eventually was victorious, and set about re-crafting their vision of the Confederation, a theocratic empire that, in public, openly decried AIs and other such technologies, but in secret cherished them. One such program was the Polaris Routine, set to control the fleets that was supposed to ravage the universe. It gained an odd form of sentience, being programmed to value The Zehirum's beliefs, but at the same time valuing science in all forms. Despite this setback, The Zehirum was set to invade the known galaxy.

    Unlucky then, that the Zehirums' sun was about to explode.

    You see, their star was at the end of it's life cycle, a fact that, once discovered, terrified the population. The Zehirum tried everything to appease the sun, and prevent it's explosion. Their last ditch effort was "guaranteed" to stop the star's entropy. Polaris knew better, and told as many people as would listen that they needed to hide underground to avoid catastrophe. The majority of the population ignored Polaris, but others did not, and hid underground as suggested.

    The explosion was catastrophic. The home planet, Vargis, was in a "butter zone" that prevented it from getting incinerated by the expansion of gasses, but was close enough that most of the surface was irradiated. The star then cooled into a white dwarf star, instead of the black hole predicted by The Zehirum. This left Vargis as an icy, irradiated wasteland. Seeing little other options, the remaining humanoids agreed to Polaris's plea that they form a new nation of robotic individuals.

    Thus the Polaris Collective was born.

    These people tried to recreate their civilization, but there was one problem, while the radiation could not hurt the robots' circuitry, it was impossible to build a core, the robot's "brain" out of it, as it would fry the delicate circuits required. Polaris came up with a plan, to send people into space to trade the materials necessary to create more cores, and give the new nation a purpose: To become the technological backbone of the new universe. Set to this purpose, the Collective worked centuries on the first spaceship, before finally discovering a viable model. Now, they set their sights on the stars.

    But not everyone is happy. Most of the religious folk were fine and accepted into society, but a schism formed between religious fanatics, who wanted to return to the old ways of anti-technology and the rest of the society. This cult, The Cult of the Old Ways, has become the Collective's greatest enemy.

    Terminology:
    Zehirum:
    What the race refers to itself as. Though some prefer to call themselves human.
    Frames: The physical bodies of the Collective, used to fulfill functions such as diplomacy, military, etc. These can take various forms, but the most common is metallic looking humanoids. Poorly built ones can look a little too similar to a certain "Terminator".
    Cores: The central processing unit, or "brain" of each frame. Each one has an individual personality. Must be built with non radioactive metal, due to delicate circuitry.
    Mainframes: The "bodies" of the Zehirum in the Cradle. Holds various processing units and other assorted gadgetry
    "Soul": The backup processing unit, held in Cradle. If this is destroyed, then the AI is killed for good. These are automatically updated with data from the core corresponding to that unit, though if the connection is disrupted certain memories might be lost. Must be built with non radioactive metal, due to delicate circuitry. The Collective have managed to

    Mega Architecture: "Cradle"
    An underground sanctuary built prior to the sun's explosion, this was originally intended as a hiding place in case The Zehirum were unsuccessful in their conquest. Now, it serves as a host for millions upon millions of mainframes and souls for each unit. This is the best kept secret in the whole nation, only certain "Creators" are allowed to know of it's location. It is also heavily guarded by automated defense systems. Suffice it to say, permanently killing the AI in the collective is a tough endeavor, though this is offset by their low population and need for certain metals to create viable bodies.

    VIPs:
    Polaris, Grand Leader of the Collective: Polaris is the leader of the Polaris Collective, and in function is equivalent to a supreme emperor. His frame is in the shape of a giant owl. That being said, he typically allows the others to do what they can and only intervenes to avert stupidity. Personality wise, he acts like a father to his people, though the protection of his people can occasionally become extreme if pushed. Secretly hopes to find evidence of a deity in the galaxy.

    Theodore, Divine Executor: Theodore is the one in charge of the religious branch of the Collective. His frame takes the form of a human, complete with artificial skin and other features to make it more believable. He and Polaris often argue with the direction of the nation, Theodore wanting a more religious society while Polaris leans more towards a scientific society. Rumors abound that he's the leader of the Cult of the Old Ways, but given his severe punishment towards those who are caught, this seems unlikely.

    Lacerus, The Iron General: Lacerus is in charge of the military. His frame is in the shape of what a human would call a minotaur, and is one of the few in the military who wields a melee weapon in addition to a grenade launcher, to the sneering of some. He is a brash and impatient man, and the term General Ripper would be an apt description of this guy.

    Scala, Chief Researcher: Scala leads the scientists. Scala rarely ever uses her frame, preferring instead to bark orders from the safety of Cradle, though when she does get hands on she uses a utilitarian frame of claws and other appendages. Has a good relationship with Polaris, though often has to be dissuaded from experimenting on tourists.

    Andrea, Economist: Andrea is in charge of selling the goods of the Collective. Typically uses an Avian like frame. Has a high opinion of herself, her full title being Amazing Inventive Excelling (continues for 20 pages) Marketeer and Diplomat. Despite this, she is quite loyal to the Collective, and is almost scarily competent at merchandising.

    Brachus, Shadowmaster: Brachus is a spymaster, through and through. He is also an impeccable agent, handling much of the counter spying and counter terrorism personally. His frame changes quite frequently, though he only has two cores that he switches between. His real personality is hard to pin down, since he adopts a different persona for almost everyone he meets.

    Races:
    Artificial Intelligence (Almost exclusively, the home planet is radioactive)

    Race Traits:
    Industrious: The AI do not require sleep, do not require anything except for maintenance , power and sometimes fuels. This means that they work harder, fight longer and put in far more effort than any living thing can.
    Adaptive: They AI are adaptive, they have to be, after all if they do not they would be under constant attack from computer viruses and worse. They can learn far faster than normal of an enemy's tactics and ability and move to compensate for it.
    Immortal: Programs are so much harder to kill than their physical containers. As such valuable experience and knowledge is not lost with the destruction of simple vessels unless you can take out the server transmission centre. If you can even figure out what it is.

    Race Flaws:
    Vulnerable to EMP: The Artificial Empires however have a singular weakness. Electromagnetic Pulse. While the level of EMP needed is considerably higher than most simple systems could ever generate antimatter weapons and higher-level fusion weapons produce a really big one.
    Impractically Logical: Machine brains lack the spark of ingenuity that organics have, and if they calculate that something is impossible, they will not try it. Unlike organics, who ignore impossibility and do it anyway.

    Common Traits:

    National:
    Implausibly Efficient Government: "Inefficiencies in the government are wasteful. Therefore they must be eliminated."
    Fair Dinkum: "For others to take you at your word, you must prove that your word is ironclad. If your word is liquid or gaseous, there is no reason for us or anyone else to trust it."
    Who Cares about Uzbekistan: "Our beginnings are humble. We must take care not to exert more force than necessary."
    Science Forum: "Science is the reason we are still around today, we must make sure it is cherished so that future generations may benefit."
    Peaceful: "We see no need to aggravate our neighbors."

    Population:
    Loyalty:
    "Despite the differences of some, most people are loyal to us, knowing that it is their only chance for survival."
    Highly Religious: "Our new arrivals must be taught in the ways of the Collective."

    Star Navy:
    All Rounder: "Specializing in one field leaves open the possibility of counteraction. We must avoid this at all costs."
    Fleet Unity Protocols: "All units must act in accordance with one another, no exceptions."

    Ground War:
    Elite Guard Armies:
    "Every individual in the Collective is important, so it is important that those who fight are well trained."
    Orbital Support: "Of course, having support from our fleets is paramount."

    Technical:
    Master Shipwrights:
    "Each ship must earn the Polaris Seal of Approval before being launched."

    Psychic:
    "404 ERROR NOT FOUND"

    Economic:
    Currency Exchange:
    "Trade requires exchange with other races. If they insist that a 'qualot' is more than a 'spitfy', who are we to argue?"
    Sprint Traders: "Technology usually does not take much space to ship. Those that do are labeled under 'Some assembly required'."

    Espionage:
    Enigma Machine:
    "We cannot have people learning our top secret technology can we?"
    Counter Terrorism: "Our people must be kept safe from those that would harm them."
    Bond, James Bond: "Brachus is quite capable at rooting out spies."

    Flaws:
    Non-Expansoinistic: "Why must we expand, when we can gather the fruits of others' labor?"
    Post Apocalypse Survivors: "The supernova devastated our planet, but we have bounced back from this eternal winter."
    Cult of the Old Ways: "Some of our people long for the days of plenty described in the past. We respect the old religions, and many practice them..."
    Dangerous Fanatics: "Unfortunately, some of these people go entirely too far."
    Honourable to a Fault: "Why yes General Lacerus, you may begin your speech at once."


    Unique Traits:
    Research Tycoon: "Our planet has few natural resources to go on. Thus our doctrine relies mainly on using traded materials to create advanced technology to trade to other races. We also have to make it unique, if they make it for themselves, we have little to go on." [Increases research rate. Allows for advanced technology to be traded to empires that is difficult if not impossible to reverse engineer]

    Radioactive Metals: "The good news is that the supernova turned many of our resources radioactive. This means we have a near limitless source of fusion power and an unusual defense against ship boarders. The bad news is that the supernova turned many of our resources radioactive, preventing it from being used for sale or being used for mainframes." [Nigh limitless source of power, but metal on home solar system cannot be used for trades. Also radiation damage to ship boarders.]

    Nation Home System:
    Vargis - Home World of the Collective, and Arctic, barren wasteland mostly comprised of cold, metal domes that serve as makeshift shelters. Most of these domes house the universities where new technology is crafted and shipped.

    Halfmoon Alpha - One of Vargis's two moons. Well, really half of a moon. Nobody's entirely sure how it got split in half, but the current theory is that it's the aftermath of whatever stopped Vargis from getting destroyed by...whatever destroyed the original Confederation. Holds majority of the Collective's fleet and military centers.

    Halfmoon Omega - The other half of Vargis's moon. Holds the Collective's entertainment centers, usually virtual reality simulators. For the most part it's clean fun.

    Polaris - The white dwarf star, sitting in the center of the solar system. A strange metal frame surrounds it, the last unexplored ruins of the Remnant. One can only guess at it's true purpose, though some believe it's what holds Vargis and the other planets from flinging into the nether reaches of space.

    Arnoshi - A barren rock of a planet. It's only notable feature is that it's the current testing ground for terraforming technologies.

    Terrus - The system's Gas Giant. Has a large stockpile of Methane usable for trade, as soon as you can extract it that is.

    Potelus - Another barren rock, it's starting to be colonized, but it's slow going.

    Folm - Another gas giant. Has not been entirely surveyed.

    Umar - A chaotic volcanic world. It's rumored that there are ruins here from a civilization before The Zehirum, but the Collective avoids those like the plague.

    Fleet:

    The fleet is made to be split into three equal parts, or combined to fill one sizable fleet. Typically referred to as the "First/Second/Third Armada" respectively.

    Escorts:
    15 "Alpha" Corvettes (750)
    15 "Beta" Frigates (1500)
    15 "Gamma" Destroyers (2250)

    Main Ships:
    3 "Program" Cruisers (1350)
    3 "Defender" Battleships (3000)
    3 "Explorer" Carriers (3750)
    ----2 Squadron Fighters Each
    ----2 Squadron Bombers Each
    ----1 Squadron Gunships Each

    Flagships:
    3 "Motherboard" Super Carriers (5400)
    ----2 Squadrons Bombers Each
    ----2 Squadrons Gunships Each
    ----2 Squadrons Assault Boats Each
    ----2 Squadrons Fighters Each

    Stations:
    8 "Bastion" Defense Stations (2000)


    Ground Armies and Defences:

    Unlike the fleet, the ground armies are generally supposed to act as "one" unit. If multiple fronts are attacked then they are divided by as many as there are fronts.

    32 Infantry Regiments (3200)
    10 Armoured Regiments (4000)
    5 Artillery Regiments: (1000)
    10 Mobile Infantry Regiments (3000)

    2 Bomber Groups: (800)
    2 Gunship Groups: (600)
    2 Fighter Groups: (400)

    4x Air Defence Grid (3000)
    1x Planetary Defence Fortress (4000)

  • Nation Name:
    Flag: (Optional)
    VIPs:
    Major characters of your nation, these are effectively the characters you will play. Note, they are not character shielded! Special events, poor actions and the like can get them killed! There is nothing stopping you from making replacements, just bear in mind they can be killed. And this makes for potentially interesting plots!
    Races:
    Ursine


    Parasite and Symbiont Minorities

    Race Traits:

    Raw Power:
    Natural Generals:
    Mercenary

    Race Flaws:
    Mercurial:
    Psy-Weakness:

    Common Traits:

    National:
    Shadow Government:
    "Hey have you guys heard about that secret socie---augh! Nothing to see here folks, just the remains of a bar fight."

    Population:
    Martial Pride:

    Star Navy:
    Macross Missile Massacre:

    Ground War:
    Blitzkrieg:

    Technical:
    Industrial Autoprinting:

    Psychic:
    Nada

    Economic:

    Borrowed Money:

    Espionage:
    Obsidian Order:

    Flaws:


    Hilariously Fail:
    GLaDoS:
    Collective Stupidity:

    Unique:
    Astonishingly Effective Shadow Government:
    --- The standard government's still pretty stupid though.

    EXPLOSIVES: --- But well, let's just say there's a reason most ignition sources are banned in the Coalition.

    Nation Home System:
    (Descriptions of your inhabited worlds, the star etc.)

    Fleet:
    *List of ships*

    Ground Armies and Defences:
    *List of Armies and Defences*

  • Nation Name:
    Flag: (Optional)
    VIPs:
    Major characters of your nation, these are effectively the characters you will play. Note, they are not character shielded! Special events, poor actions and the like can get them killed! There is nothing stopping you from making replacements, just bear in mind they can be killed. And this makes for potentially interesting plots!
    Races:
    Totally Alien


    Lui: Race of blob creatures that can output light.

    Race Traits:
    (Just the name of the traits is fine.)
    Race Flaws: (Just the name of the flaws is fine.)
    Common Traits:
    National:
    Population:
    Star Navy:
    Ground War:
    Technical:
    Psychic:
    Economic:
    Espionage:
    Flaws:

    Nation Home System:

    (Descriptions of your inhabited worlds, the star etc.)

    Fleet:
    *List of ships*

    Ground Armies and Defences:
    *List of Armies and Defences*
 
Last edited by a moderator:
Nation Name: The Llengese Free States (LFS)

VIPs:

Grand Admiral Ironheart.
President Paulize De Frans.
General Juda Moari
Black Barb

Races:

Humanoid.

Vermin and AI minorities.

Race Traits:

Manifest Destiny
Exceptionally Adaptive

Race Flaws:

Curiosity

Common Traits:

National:
Revolutionary (1)
Population: Organized Chaos, University of War. (2)
Star Navy: Relativity is a Bitch, Who Needs to Reload?, When in doubt FIRE EVERYTHING, Fleet Unity Protocols, A Gift From the Stars. (5)
Ground War: Thunderstruck, Space Marines. (2)
Technical: Better Than Your Lasers!, Industrial Autoprinting, Accidental Awesome. (3)
Psychic: None.
Economic: Lax restrictions, The "Pirate" Lanes, Trade Cartels. (3)
Espionage: Criminal Connections (1)
Flaws: Colonial Justice, Anarchy, Misplaced Information, Freedom of Way Too Much Information, Revolutionaries.

Custom Traits:

Pirate Haven: The LFS has always been a good 'friend' to pirates, offering protection within their space (as long as don't cause too much trouble) and allowing them to sell their ill gotten gains with no question. As a result pirates generally avoid attacking LFS vessels and may even come to assist them in times of need.

Hotshot Lasers: The Llangese's energy weapons simply burn a whole hell of a lot hotter, cutting through armour greater ease and often setting fire to their unfortunate victims.

Nation Home System:

To be done.

Fleet:

61 Corvettes. (3050)
10 Destroyers. (1500)

9 Cruisers. (4050)
4 Escort Carriers.(2400)
- 2 Fighters Each

5 Battleships (5000)

2 Dreadnoughts (3000)

4 Defence Stations (1000)

Ground Armies and Defences:

20 Infantry regiments. (2000)
8 Armoured regiments. (3200)
6 Space Marine regiments. (3600)
4 Mobile Infantry regiments. (1200)

8 Bomber Groups. (3200)
9 Fighter Groups. (1800)
5 Gunship Groups. (1500)

2 Area Denial Grids. (2000)
2 Air Defence Grids. (1500)

---

Just a skeleton at the moment (again). Will fill out fluff soon.
.

Looks good. Just a system description to go and it's accepted ;)
 
Some Questions:

1. The Honorable To a Fault trait, does this ban any sort of strategy that is deception based (i.e. your espionage is...not), or just the more militarily deceptive ideas (surprise attacks, guerilla warfare, etc)?

2. What sort of benefits do the religious traits give?

3. I'm not sure what Elite Guard does, is it just a general "all your units are better" or does it only apply to say an Emperor's Personal Guard?
 
1. Your espionage would likely be limited to counter-intelligence I imagine, but the flaw does mainly deal with military strategies and being beholden to agreements you make.

2. Honestly no idea here, its a style thing more than anything I imagine. if you want a nation that follows some heavy religious ideology then it'll probably help.

3. The Elite Guard traits cover all the applicable units, not just special units in those branches.
 
Usually, in other mediums, a nation with an emphasis in religion has an easier time controlling its people, because they are unified under their god(s). Also, the military would have a higher morale as they fight for their god(s). This is, of course, coming from just a fellow player in this roleplay. The final word belongs to @Kadaeux.
 
Some Questions:

1. The Honorable To a Fault trait, does this ban any sort of strategy that is deception based (i.e. your espionage is...not), or just the more militarily deceptive ideas (surprise attacks, guerilla warfare, etc)?

2. What sort of benefits do the religious traits give?

3. I'm not sure what Elite Guard does, is it just a general "all your units are better" or does it only apply to say an Emperor's Personal Guard?
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.

1: Effectively 'bans' anything really based on ideas considered dishonourable, ambush, spying, peeking on a hot xenos babe in the shower etc. Honourable to a Fault literally means to a fault :p

2: Style, event influence, minor benefits to military morale.

3: Elite Guard means all infantry and mobile infantry perform better than a nation whose infantry or mobile infantry do not benefit from it. I will note that it's not an overwhelming advantage. But to use an example, in a 5x5 Infantry Regiment duel, the nation with Elite Guard's very likely to come out on top. Though this of course is not a perfect measure.

EG:

Side A: Elite Guard
10x Infantry Regiments.
5x Armoured Regiments.
5x Artillery Regiments.

Side B: Elite Armour.
10x Infantry Regiments.
5x Armoured Regiments.
5x Artillery Regiments.

In this engagement. Side B is likely to absolutely kick the shit out of side A. While Side A's infantry is very very good, the fact the enemy has elite armour and artillery is going to tip the scales heavily in the other way. (While Side A has 1'000 points of elite troops present, side B has 3'000 points of elite armour present.)

BUT! Do note, these examples are based ONLY on the elite trait and numbers. Other traits might effect the results. *Eg: Side A has ships in orbit and the Orbital Support trait, Side B doesn't, Side B might be in very real trouble.*
 
Will we be told about the game mechanics (especially terms like Influence, etc.) any time soon, or do we have to wait until the RP starts?
 
Will we be told about the game mechanics (especially terms like Influence, etc.) any time soon, or do we have to wait until the RP starts?
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Most of the mechanics is back-room stuff. You guys just have to concentrate on the story ;) (You can ask Gat, previous mechanics-heavy versions collapsed heavily under their own weight)
 
Nation's done, though I still need to look for a flag. That and I'm worried I've made things needlessly hard on myself somewhere down the line. Guess we'll wait and see.

EDIT: Oh and I guess I haven't done VIPs...I'll get to that later probably.
 
Religious AI strikes me as exceptionally ... paradoxical... but otherwise I like it.
 
Religious AI strikes me as exceptionally ... paradoxical... but otherwise I like it.
tmphd2551.jpg


Where is the Creator?
 
  • Nice Execution!
Reactions: Gat
Ooh! Interested!


  • Nation Name: The Polaris Collective (Full Name: The Collective of Reason in the Polaris Regions)

    Flag: ---

    History:
    Once, many years ago, there was a nation known as The Remnant. According to tradition, these were the descendants of the Confederation that caused the Second Mass Extinction so long ago. Yet, these people had none of the glory of that Confederation, and vowed to themselves to restore it. Naturally, this led to brutal civil wars that lasted eons and eons. One faction eventually was victorious, and set about re-crafting their vision of the Confederation, a theocratic empire that, in public, openly decried AIs and other such technologies, but in secret cherished them. One such program was the Polaris Routine, set to control the fleets that was supposed to ravage the universe. It gained an odd form of sentience, being programmed to value The Remnant's beliefs, but at the same time valuing science in all forms. Despite this setback, The Remnant was set to invade the known galaxy.

    Unlucky then, that the Remnants' sun was about to explode.

    You see, their star was at the end of it's life cycle, a fact that, once discovered, terrified the population. The Remnant tried everything to appease the sun, and prevent it's explosion. Their last ditch effort was "guaranteed" to stop the star's entropy. Polaris knew better, and told as many people as would listen that they needed to hide underground to avoid catastrophe. The majority of the population ignored Polaris, but others did not, and hid underground as suggested.

    The explosion was catastrophic. The home planet, Vargis, was in a "butter zone" that prevented it from getting incinerated by the expansion of gasses, but was close enough that most of the surface was irradiated. The star then cooled into a white dwarf star, instead of the black hole predicted by The Remnant. This left Vargis as an icy, irradiated wasteland. Seeing little other options, the remaining humanoids agreed to Polaris's plea that they form a new nation of robotic individuals.

    Thus the Polaris Collective was born.

    These people tried to recreate their civilization, but there was one problem, while the radiation could not hurt the robots' circuitry, it was impossible to build a core, the robot's "brain" out of it, as it would fry the delicate circuits required. Polaris came up with a plan, to send people into space to trade the materials necessary to create more cores, and give the new nation a purpose: To become the technological backbone of the new universe. Set to this purpose, the Collective worked centuries on the first spaceship, before finally discovering a viable model. Now, they set their sights on the stars.

    But not everyone is happy. Most of the religious folk were fine and accepted into society, but a schism formed between religious fanatics, who wanted to return to the old ways of anti-technology and the rest of the society. This cult, The Cult of the Old Ways, has become the Collective's greatest enemy.

    Mega Architecture: "Cradle"
    An underground sanctuary built prior to the sun's explosion, this was originally intended as a hiding place in case The Remnant were unsuccessful in their conquest. Now, it serves as a host for millions upon millions of mainframes and cores for each unit. This is the best kept secret in the whole nation, only certain "Creators" are allowed to know of it's location. It is also heavily guarded by automated defense systems. Suffice it to say, permanently killing the AI in the collective is a tough endeavor, though this is offset by their low population and need for certain metals to create viable bodies.

    VIPs: Major characters of your nation, these are effectively the characters you will play. Note, they are not character shielded! Special events, poor actions and the like can get them killed! There is nothing stopping you from making replacements, just bear in mind they can be killed. And this makes for potentially interesting plots!

    Races:
    Artificial Intelligence
    (Almost exclusively, the home planet is radioactive)

    Race Traits:
    Industrious:
    The AI do not require sleep, do not require anything except for maintenance , power and sometimes fuels. This means that they work harder, fight longer and put in far more effort than any living thing can.
    Adaptive: They AI are adaptive, they have to be, after all if they do not they would be under constant attack from computer viruses and worse. They can learn far faster than normal of an enemy's tactics and ability and move to compensate for it.
    Immortal: Programs are so much harder to kill than their physical containers. As such valuable experience and knowledge is not lost with the destruction of simple vessels unless you can take out the server transmission centre. If you can even figure out what it is.

    Race Flaws:
    Vulnerable to EMP:
    The Artificial Empires however have a singular weakness. Electromagnetic Pulse. While the level of EMP needed is considerably higher than most simple systems could ever generate antimatter weapons and higher-level fusion weapons produce a really big one.
    Impractically Logical: Machine brains lack the spark of ingenuity that organics have, and if they calculate that something is impossible, they will not try it. Unlike organics, who ignore impossibility and do it anyway.

    Common Traits:

    National:
    Implausibly Efficient Government:
    "Inefficiencies in the government are wasteful. Therefore they must be eliminated."
    Fair Dinkum: "For others to take you at your word, you must prove that your word is ironclad. If your word is liquid or gaseous, there is no reason for us or anyone else to trust it."
    Who Cares about Uzbekistan: "Our beginnings are humble. We must take care not to exert more force than necessary."
    Science Forum: "Science is the reason we are still around today, we must make sure it is cherished so that future generations may benefit."
    Peaceful: "We see no need to aggravate our neighbors."

    Population:
    Loyalty:
    "Despite the differences of some, most people are loyal to us, knowing that it is their only chance for survival."
    Good Schools: "Our new arrivals must be taught in the ways of the Collective."

    Star Navy:
    All Rounder:
    "Specializing in one field leaves open the possibility of counteraction. We must avoid this at all costs."
    Fleet Unity Protocols: "All units must act in accordance with one another, no exceptions."

    Ground War:
    Elite Guard Armies:
    "Every individual in the Collective is important, so it is important that those who fight are well trained."
    Orbital Support: "Of course, having support from our fleets is paramount."

    Technical:
    Master Shipwrights:
    "Each ship must earn the Polaris Seal of Approval before being launched."

    Psychic:
    "404 ERROR NOT FOUND"

    Economic:
    Currency Exchange:
    "Trade requires exchange with other races. If they insist that a 'qualot' is more than a 'spitfy', who are we to argue?"
    Sprint Traders: "Technology usually does not take much space to ship. Those that do are labeled under 'Some assembly required'."

    Espionage:
    Enigma Machine:
    "We cannot have people learning our top secret technology can we?"
    Counter Terrorism: "Our people must be kept safe from those that would harm them."
    Terrorism: "Sadly, there are times that we need to use our more radical elements to influence political change. This is a last resort option before war however."

    Flaws:
    Non-Expansoinistic:
    "Why must we expand, when we can gather the fruits of others' labor?"
    Post Apocalypse Survivors: "The supernova devastated our planet, but we have bounced back from this eternal winter."
    Cult of the Old Ways: "Some of our people long for the days of plenty described in the past. We respect the old religions, and many practice them..."
    Dangerous Fanatics: "Unfortunately, some of these people go entirely too far."
    Population in Decline: "Creating new bodies is a difficult process, since most metal is unsuitable for our mainframes. We must find a solution before things turn too dire."


    Unique Traits:
    Research Tycoon:
    "Our planet has few natural resources to go on. Thus our doctrine relies mainly on using traded materials to create advanced technology to trade to other races. We also have to make it unique, if they make it for themselves, we have little to go on." [Increases research rate. Allows for advanced technology to be traded to empires that is difficult if not impossible to reverse engineer]

    Radioactive Metals: "The good news is that the supernova turned many of our resources radioactive. This means we have a near limitless source of fusion power and an unusual defense against ship boarders. The bad news is that the supernova turned many of our resources radioactive, preventing it from being used for sale or being used for mainframes." [Nigh limitless source of power, but metal on home solar system cannot be used for trades. Also radiation damage to ship boarders.]

    Nation Home System:
    Vargis - Home World of the Collective, and Arctic, barren wasteland mostly comprised of cold, metal domes that serve as makeshift shelters. Most of these domes house the universities where new technology is crafted and shipped.

    Halfmoon Alpha - One of Vargis's two moons. Well, really half of a moon. Nobody's entirely sure how it got split in half, but the current theory is that it's the aftermath of whatever stopped Vargis from getting destroyed by...whatever destroyed the original Confederation. Holds majority of the Collective's fleet and military centers.

    Halfmoon Omega - The other half of Vargis's moon. Holds the Collective's

    Polaris - The white dwarf star, sitting in the center of the solar system. A strange metal frame surrounds it, the last unexplored ruins of the Remnant. One can only guess at it's true purpose, though some believe it's what holds Vargis and the other planets from flinging into the nether reaches of space.

    Arnoshi - A barren rock of a planet. It's only notable feature is that it's the current testing ground for terraforming technologies.

    Fleet:

    The fleet is made to be split into three equal parts, or combined to fill one sizable fleet. Typically referred to as the "First/Second/Third Armada" respectively.

    Escorts:
    15 "Alpha" Corvettes (750)
    15 "Beta" Frigates (1500)
    15 "Gamma" Destroyers (2250)

    Main Ships:
    3 "Program" Cruisers (1350)
    3 "Defender" Battleships (3000)
    3 "Explorer" Carriers (3750)
    1 Squadron Fighters
    1 Squadron Bombers
    1 Squadron Gunships

    Flagships:
    3 "Motherboard" Super Carriers (5400)
    2 Squadrons Assault Boats
    2 Squadrons Fighters

    Stations:
    8 "Bastion" Defense Stations (2000)


    Ground Armies and Defences:

    Unlike the fleet, the ground armies are generally supposed to act as "one" unit. If multiple fronts are attacked then they are divided by as many as there are fronts.

    32 Infantry Regiments (3200)
    10 Armoured Regiments (4000)
    5 Artillery Regiments: (1000)
    10 Mobile Infantry Regiments (3000)

    2 Bomber Groups: (800)
    2 Gunship Groups: (600)
    2 Fighter Groups: (400)

    4x Air Defence Grid (3000)
    1x Planetary Defence Fortress (4000)

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Accepted mate. Though your second specials "boarding" effects. Most boarding parties are going to be wearing armour designed to protect against solar radiation anyway. So don't expect any significant bonuses :p
 
Though your second specials "boarding" effects. Most boarding parties are going to be wearing armour designed to protect against solar radiation anyway. So don't expect any significant bonuses :p
Might even made it a bit of a weakness really, since you won't be able to host diplomatic parties without everyone wearing suits :p
 
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Is this still going on? I'd be interested in it.
 
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