Author Topic: OOC: Frontier: The Void  (Read 131615 times)

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Offline LordNecross

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OOC: Frontier: The Void
« on: June 20, 2013, 09:50:10 PM »
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Frontier: The Void


This is a Civilization based RP, where those involved will create a space bound Civilization and everything involved with building their Empire. For those of you familiar with the other Empires game, this will play similarly, but have a bit more structure involved in how it is played, though not too much to where it becomes too Restricting.

This game will be based around creating Civilizations, that are either just on the verge of better space travel, meaning already have ships and colonize a single system, Or you can be pre-spaceflight with the capability for space travel.

The Civilization sheet goes as follows:
Spoiler for Civ Sheet:
Code: [Select]
[i][u][b]Civilization Name[/b][/u][/i]

[hr]
[u][b]Leader(s):[/b][/u]

[hr]
[b][u]Territory:[/u][/b]

[spoiler=Welcome to Planet **!]
[img][/img]
[/spoiler]
[hr]
[b][u]Race:[/u][/b]
[b][u]Race Trait:[/u][/b](Trait Name and Effects)
[u][b]Description of Race:[/b][/u]

[u][b]Civilization Traits:[/b][/u]
( List Three Traits, take into account how these Traits affect one another, if they do.)

[u][b]Population:[/b][/u]

[hr]
[u][b]Society:[/b][/u](Civ Traits should be taken into account, a Warmonger can't have a "perfect Society and so on)

[hr]
[u][b]Government:[/b][/u](If a Civ Trait Includes a Type Of Government, it must be represented here)
[u][b]Economy:[/b][/u](If a Civ Trait Includes a type of Economy, it must be represented here)

[hr]
[u][b]Military:[/b][/u]
[b][u]Defence:[/u][/b]

[hr]
[u][b]Technology:[/b][/u](Description to give a feel for your Empires technology and theme)
[u][b]Space Travel:[/b][/u] Within System only, Standard Propulsion

[hr]
[u][b]Back Story (Optional):[/b][/u]




[hr]
[b][u]Alliances:[/u][/b]

[b][u]Trading Agreement:[/u][/b]


[hr]
[u][b]Infantry Description:[/b][/u](Armed Forces)

[u][b]Mechanized Divisions Description:[/b][/u]

[u][b]Airforce Description:[/b][/u]

[u][b]Naval Description:[/b][/u] (Space Units)

One of the interesting things that must be taken into account when creating the Civilization you want is the Trait System. The trait system gives a unique mix to how your empire works and plays in the game. They give negatives and bonuses. A Bonus is a set percentage that goes into calculating your research, as is the negative, a large Bonus gives 5% and a trait with this kind of research bonus always gives a 5% negative somewhere, unless otherwise specified. A medium bonus would be half of that, being 2.5%, and the smallest Bonuses being a 1% bonus.

All bonuses have negatives, so think carefully when choosing.

Spoiler for Civ Traits:
Warmonger- This civilization is highly militirized and tends to be agressive in actions, it benifits from being always combat ready, and tend to have larger military forces. In attacks they can strike first in an invasion(Defenses that would shoot at them upon arrival are ignored) first turn. However in actions with other races besides war, they suffer penalties, because of reputation, though may be more sucessful in using fear. FEAR US! - Can force a surrender on NPC with a Roll, must beat NPC Moral Check. Strike first- Defenses are ignored, for the first turn in battle. Hated- Peaceful Societies will not associate with you, inversely a small chance can be gained with reasonable Aggressive empires, Hostile empires not affected. Scientist 5% Military Research Bonus.

Imperialist- Recieves Bonuses in naval construction or military research(Choice must be made) bonuses in establishing colonies on already populated worlds. Only recieve minor Trade bonuses,  only within area of influence. They suffer in relations with non-imperialist civilizations, they can also suffer from societal unrest in colonies. Usually have smaller military. Are not compatible with Peace-Keepers.  3% Naval Construction Bonus OR 3% Military Research Bonus. Scientist 5% Vessel Research Bonus.

Scientist- Recieve bonuses in terms of research, however not in all areas. Scientist trait is directly affected by other trait choices. It may only be tied to one trait though. Example, Scientist Warmonger gives bonus to military based Research only, Imperialist gives bonuses to Naval based Research, etc. The Negative is the fact that it does not give research bonuses across the board. 5% bonus to a specific field, field is determined by other trait it is attached to.

Explorer- Recieves bonuses related to travel, gets an intial boost to attaining FTL travel. For the dice rolls related to discovery in a system, they may elect for either a Re-roll or moving the roll one option up or down.  They also have some bonuses related to establishing colonies, on worlds without a population.  FTL +15% to Initial Research, 2% Research bonus on Travel Tech. Scientists- 5% Research in communications or Scanning/research equipment.

Peace-Keepers - The good guys (Sorta), they are willing to go out and help in other conflicts, for the sake of peace. They get bonuses in interaction, and military or naval research. They can suffer from a degrading reputation as they tend to get involved even when unwanted, however always get bonuses with a faction they help, usually in trade and economics. They are incompatible with Imperialists. Military Construction 3% OR Naval research 3%. Suffer in Reputation with Galactic Community when they get involved in Outside matters. Bonuses with assisted Empires, though only minor and only if the Empire is actually helped. Scientist 5% Weapon Research Bonus

Theocratic- Stronger Moral and society based on a Religious doctrine. They have bonuses when attempting to convert another society to their religion. Can be Militiraized or Peaceful, if militirized it gets military research bonuses but suffers in its reputation, if Peaceful get bonuses in interactions and civilian research. Cultural Conversion Trait - roll of a die Determines successful conversion of NPC civilization, however they have a chance to resist.  Militarized- 3% research bonus in Military Research. Loses Reputation with NPC factions of differing beliefs, harder to convert or gain political relations with. Peaceful- 3% bonus to Civilian Research; I.E. Improved living standards and available tech.  Scientist- 5% Psychological Research bonus.

Philosophical-Much like Theocratic, but more that they are defined by a certain doctrine and not a Religious Deity. They are capable of Cultural Subversion, to convert a people to a certain Ideal. They however suffer in Military research and Construction. They gain Bonuses in interactions and diplomacy, typically having well educated rulers. They may be seen as naive though by others, being fairly philosphical and not always practical. Cultural Subversion Trait - roll of a die Determines successful conversion of NPC civilization, however they have a chance to resist.  Diplomacy easier, however contradicting Beliefs negate this bonus. 4% Bonus in Civilian Construction; Especially in regards to building places for education. 4% reduction from Military Construction. Scientist- 5% Psychological Research bonus.

Corporate- Bonuses economically, and trade. Depending on the type of corporation, they may choose an area of expertese, but only one, which the recieve a bonus in. Suffers in reputation, especially with Communists.  3% bonus in Research and Construction, in one area of Expertise, I.E. Weapons, or Propulsion systems Etc. Communists Instantly Hostile. Bonus with Capitalists or other Corporations. Scientist 5% bonus in Research related to area of Expertise (Net 8% Bonus).

Communist - Recieves bonuses to construction across all types, especially War Production. Trade suffers, as does Economy, unless with another Communist Society. Reputation is lower with all races that have capitalist functions.  4% Construction bonus, Across the board. Trade Weak, Economy Weak, Only capable of trade with other Communists. Capitalists Hostile. research minus 1% across the board. Scientist - 5% Production Research Bonus

Capitalist - Bonuses in Trade, gets research bonuses regarding War, suffers in production unrelated to war.  Capitalists tend to have better relations with others of the same economic type. Suffer in relations with Communists. Tend to suffer Economically as they turn into a services economy, very hard to maintain a production economy. War Research 3%   Production Minus 1.5% Non- War Production (This can be accounted on slow switch to buyer economy; Comes into play once galactic trade starts). Communists Hostile. Scientist 5% Economic Research.


Another thing to consider for traits, is a singular one you will make, that has its own rules. It will be called the Racial Trait, a trait specifically related to the species you create or choose. This trait will be up to vote by the Group as to if it gives to many benefits or not, or if it could be game breaking.

Depending on the trait, one may not take Civilization Traits. For an Example:

Kulture - Dis trate iz fo' the ORKS! WAAAAAAGH, We Orks know how tings' are dun. We can build most anyfing, and luvs the Dakka!(Major Research Bonus For Military and Military Construction 5% ). Uvvas says dat we don't build good, dey say its Ramshackle! PAH! We Smash 'em good, da grots.(RamShackle Is a Negative, Ork stuff barely works, this is a problem in space, While Normal sized ships, such as frigates are no problem to build Kroozers and bigger get a 5% negative depending). Da Brain boyz made us good! We knows everyting about Waagh! I tink?(Both a Bonus and a Negative, Genetic instruction in Ork DNA allow them instinctual understanding of technology, however they have a set tech level that they cannot exceed, so while later on they have energy weapons, they will never move beyond standard SPWs as standard weapons. Research into new Weapons requires the Dakka! Levels to be at a certain level, Dakka! is a permannent research project, that goes up a level every 100%, more tech becomes available at each level) OH, and ya Git! Rememba dis! ORKS IZ DA BIGGEST! AN' DA STRONGEST! (This will cover the rest, Orks are naturally stronger and bigger than most races, and breed exceptionally fast, Orks get a 10% bonus to Population growth, they effective populate faster than everyone, however the negative for this is the fact Orks cannot get along, they will never form a lasting singular Governmental Entity, Orks will make war amongst themselves constantly and with others, Orks also need to steal certain things they are not able to build from other races.) WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!(Treat them as Warmongers as well when it comes to battles)


That is a small example, this trait means that the Ork Race may not take any Civilization traits and therefor not get bonuses related to that, all the negatives for Orks are also easily assumed if one looks into them. So depending on your racial trait, you may not take other traits. Meaning a smaller racial trait is better it you want more traits.


--War System to be Added at Crane's Discretion--

--Economy System to Be Added--
« Last Edit: January 14, 2015, 11:04:18 PM by killer rin »

Offline LordNecross

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Re: OOC: Frontier: The Void
« Reply #1 on: June 20, 2013, 09:50:53 PM »
Player Civilizations
Spoiler for Da Orks; Played by LordNecross:
Orks


Leader(s): Durzgahd Da First!


Territory: Jus' da one Planet fo' now Boss. Iz' called....errr.....um.....whateva'!

Spoiler for Welcome to Planet  Whateva'!:


Race:Orks
Race Trait:Kulture!
Description of Race:
We Orks are da' best race outa all da weaker ones in da galaxy! We neva met nuthin' we kouldn't stomp. There are sum ting's ya gots ta know bout us tho. Lets list them shall we, ya git!
Oh yeah. An call me da Filosofurr da' Orkistorian, I'm da smartest ork, and its my job to write dis crud down. I do it mostly cuz'......well why not! I stomps ya if ya kwestion it!
Well...lets discuss Biologee I guess.
Spoiler for Ork Biologee ya git!:
Orks is da Biggest an' da Strongest an' don'cha fo'get it! You want spacifiks? O' alright. Well we Orks grow from da' ground, we come from lil' sporez dat fall off most orky creetures, specially us orks. We don't 'ave your pafetic jendurs, we'z all Orks, plain an simpul. Now since we growz from fungus, we is part fungus, an our skin is tough cuz we are kinda part plant and stuff. We gots all the nessary organs, and sumtimes we don't even need doze! Like da' heart, we can have it shot out an still keep goin'. We can even survive a painboy puttin are 'ead on a diffront body, I  know from pursonal experiunce.

We Orks got our own Eekosystum, Our sporez don't just grow Orks, dey grow uvva stuff like Squigs, Grots, Snotlings and Fungus. So its easy fo' us to make any place our home.

Civilization Traits:
We Kan't haz thoze Boss!*Ork Kulture trait takes up all spots for additional traits as Orks are unique species*

Population:We don't keep kount Boss! (Population wil be based on clans and tribes, as they are not counted as a whole people)


Society: Its all about who is moar cunnin' and who is strongest. Orks is da strongest so competishun is tuff! The lowest on da' rung are da Snotlings, dey can barely think, they are mostly used as slaves, or good eats sumtimes. Den dere are da Grots, or Gretchin, whateva ya wants ta call 'em. They are slaves an' Cannon fodder, they keep stuff runnin', an' they build whateva' We make 'em build. Sum say they are a betta' shot than Orks, but dat don't matter much cause dey can't even hold da big dakka. Next are da Boyz! Thats prett much all da Orks, performin' every funkshun, from da Diggas to the Doks, from da shoota boyz to da mek Boyz an everyfin' inbahtween. Next up da Rung are us Nobz, We are da' Biggest an Meanest, and we are jus' as variuble as da' boyz. An the tippy top is da Warboss, he is always da' biggest an mos' Cunnin', don' mess wit him, unless ya know you can beat 'im and become da new Boss.

Government: You listen to da' biggest  one, Or ya get Stomped. Unless you are Da Biggest, den you stomp da uvva git, an den you are da' leada!
Economy: More stable den any of yourz, ya gits. We Use teef, an ya get it by knocking out urz or the unlucky gits that you are stronga' than! A toof can buy ya a fungus pie and a pint of Fungus beer, so you be da' Judge.



Military:We all fight! We love a good WAAAAGH! We Brings the Dakka, and our Choppy stuff! *All Orks Fight, themselves or others if there are unfortunate others.*
Defence:We won't let no git take our Stuff! We'll give 'em the dakka! *All Buildings have point defense turrets, manned by Grots*


Technology:We let da' Mek Boyz 'andle those gubbinz, We love whats Fast, Loud, an chock full O' Dakka!
Space Travel: We'z still on da Ground Boss!


Back Story : Uhh....err....Still writin' dat. I plan on keepin' a record of all Orkistory. Yeah I made da word up? Ya want ta scrap ova it? Didn't tink so ya puny git!





Alliances: Wuts Dat?

Trading Agreement:How bout we zog ya! An' take it instead!



Infantry Description:Da Boyz make da bulk of our Orky Forces, an' Da Nobz are Strongest an da biggest of us. Dey can be some of our speshulists, as well as da boyz dey command. We like to get stuck in fast, an bring da dakka!

Mechanized Divisions Description:Our 'Eaviest Dakka we put on our Gun Waggons, and da Battle Waggons an Fortresses'. We Gots stuff of all sizes an we even strap guns to Squiggoths!

Airforce Description:We gots da' best FightaBommas and Dakkajets! All shapes an sizes, an We gots Helicoptas too.

Naval Description: We like ta loot uvvas Ships, but we can build 'em too! Big roks are good for usin' too.

Spoiler for Mars Corp; Played by SirEmilCrane:
Mars Corp


Leader(s): The Board of Directors, a group or prominent Terran businessmen and politicians, the current Chief Executive Officer is Alexander Van Kemp, former CEO of Eurotech Military Industries.


Territory: 2 Planets in the Sol System, Mars, and Titan.

Spoiler for Welcome to Planet Mars!:


Race: Human
Race Trait:
Description of Race: Ranging from four and a half to six and a half feet tall, humans are bipedal and evolved primates. Quick learning and adaptable, humans are quickly spreading their culture throughout the galaxy.

Civilization Traits:
Corporate
Capitalist
Scientist

Population: 9 billion on Mars and 3 million on titan.


Society: When a person from Earth signs on to Mars Corp they are taken to Mars and given a house and salary befitting their station in the company. Miners and laborers live in communal barracks, attending to strict a work, rest, sleep schedule. Office workers live in small apartments, which get larger as they move up in the company hierarchy. All workers are paid in Company dollars, which can only be used in Company stores. Managers are paid in Earth currency and company dollars and many import luxury items from Earth. Atop the great factory cities live the executives in huge penthouse suites where they oversee millions of workers. Workers on the lowest levels of the hierarchy can be promoted all the way to the top over the course of their life, and often do, which spurs others to work harder. Recently the Board of Directors has been promoting Martian Nationalism, highlighting the differences between the prosperous Martian humans and the anarchy, strife and instability of Earth. Many workers have been offered positions in the Security Forces, which were previously exclusive to well paid private military contractors from Earth.   


Government: The Company is run by a board of directors and the day to day running is overseen by the executives.
Economy: Corporate Capitalism.


Military: Mars Corp Security Force is a professional military whose ranks are filled by former soldiers from Earth. The pay is excellent and the soldiers are well motivated and equipped. The Corporation also maintains a large and well equipped navy that defends the corporations interests.
Defence: The Navy provides most of the system defense, along with a number of paint defense systems on both Mars and Titan.


Technology: Corporate technology is advanced and incorporates robotics and nano technology. power is provided by cold fusion.
Space Travel: Within System only, Standard Propulsion


Back Story: The first human space colonization project was Mars, which was terraformed fairly early on. During this period there was no Terran Government, and Mars had American, European, Chinese and Russian Colonies. What would become Mars Corp was originally an Australian mining Company which bought a small mineral mine in the Elysium Quadrangle. The mine proved to be extremely profitable and slowly the Company began to buy out other Colonies, especially as the Colonizations funds on Earth began to dry out. The most profitable purchase was a small Russian Colony named Novgorod-12. The Novgorod-12 colonists reported a number of strange happenings, power outages, system failures and the colonists had a higher number of abnormal psychiatric cases than any other colony. The Russians sold the colony for a very small amount of money. The area was cordoned off and mined. Soon after the Corporation began to field more advanced weapons and use sophisticated technology. They changed their name to Mars Corp and declared themselves the masters of Mars. With support from the US, EU and Australia they forcefully evicted any colonists who didn't submit to company rule and began to colonize Titan. to this day the Corporation maintains strong ties with those governments, while tensions with the newly formed Earth Government ran high and relations between the two continue to be strained.


Alliances: The Corporation maintains strong ties with the EU, United States of America and Australia.

Trading Agreement: The Corporation trades with everyone they encounter.



Infantry Description: Security Force infantry are well equipped with modern polymer body armor, integrated combat displays in their helmets allow each soldier to know exactly what other members of their unit can see and where they are. Infantry weapons are powerful and easy to maintain, using railgun technology for small arms and crew served weapons.

Mechanized Divisions Description: Security Force maintains a number of bipedal combat armatures ranging from 4 to 70 meters tall, depending on the level of conflict. The most commonly encountered vehicles are M-5 Predator MBTs, M-26 Hunter Combat Walkers and M-1 Stalker Infantry Fighting Vehicles.

Airforce Description: The corporation, assisted by American aeronautical engineers, has a powerful airforce of F/A-26 Hawk jet fighters. A multi-role, VTOL, supersonic, atmospheric and void aircraft it allows Corporate forces to dominate the skies in any engagement. American fighter pilots are paid extremely well to fly for the Corporation when they leave the American or Terran Air forces.

Naval Description: The Corporation maintains a large navy of five small carrier vessels, three cruisers and a number of frigates and destroyers to police the trade routes and protect Corporate Interests.


Spoiler for Zahati Ishkariate;Played by Tobbs:
Zahati Ishkariate


Leader(s): Ishkar Mahatu XIV


Territory: Two planets in the system - Qart-hadasht and Ilugesh, a newly established colony still under development, as well as a small colony on Kemamu, one of Qart-hadasht's two moons.

Spoiler for Welcome to Planet Qart-hadasht!:


Race: Pheledioms
Race Trait: Stubborn pride (bonus in army morale, but they are unwilling to compromise or admit the worth of the work of others, giving slight penalties in diplomacy and research)
Description of Race: The Pheledioms are a race of omnivorous bipedal sentients belonging to a group of mammals yet undiscovered and unnamed by humanity. Their height ranges from five to eight and a half feet, but are most often around the same size as humans, and they have an average life expectancy of around 100 years. They are of equal intelligence to humans, but are typically more aggressive and very stubborn, and they refuse to use any sort of technology they have not developed themselves unless it would give them an enormous advantage.

They have a crown of thick crests of bone grown out of their skull, with thick hair growing underneath it. This hair is traditionally braided, but many Pheledioms are bald either through personal choice or natural hair loss.
Spoiler for Male Phelediom:
Spoiler for Female Phelediom:


Civilization Traits:
Warmonger
Scientist
Theocratic

Population: 18,4 billion


Society: The Zahati society is one dominated by religion, with the priests and monks of the Temple acting as the elite class of society, as well as the ones who, through the use of Uraqshi, a type of mixture of a policeman and an inquisitor, make sure the populace are following the true faith and doing so correctly. The Temple worships a deity named Qashpu, though uttering his name is not allowed, as his name is seen as too holy to be uttered by mortals. The Phelediom therefore instead refer to their god as Ilu, which literally means "God" in Kadsh, which is the by far most common language in the Ishkariate.

Along with religion, the military is a large part of Zahati culture. All healthy males go through a five-year mandatory military service, and enlisting as a professional soldier is highly encouraged. The military is unofficially split into two parts - the Itsen, who are the young men serving their mandatory service in the military, and the Shinnish, who are the professional soldiers of the army. The separating factor is that the Shinnish are seen as holy warriors of the Temple while the Itsen are viewed more as one would view a regular soldier. It is generally considered common sense that an Itsen would obey a Shinnish, even if they were of the same rank, and Itsen officers aren't held in as high regard as Shinnish officers of equal rank.

State, religion and military are all closely connected to each other. Everyone who does not follow their religion are seen as infidels, and equal to animals. Should the Zahati encounter another space-faring civilization, and would this civilization not follow their religion, the Zahati would most likely embark on a holy war to convert and/or conquer this new civilization, as they see it as their duty to spread their faith throughout the universe, and war is seen as a glorious thing where one can prove his worth as a warrior in front of Qashpu. They are however neither impulsive nor stupid - they will not attack another galactic civilization as soon as they encounter them. They may interact with them, study them, and perhaps even trade with them, but their ultimate goal will be the subjugation and conversion of said civilization, or destruction if the alien race in question cannot be removed as a threat in any other way.

Zahati society is largely male-dominated, but women are at the same time seen as pure and holy creatures, and are as such held in high regard. They are, however, not seen fit to be leaders, and are not allowed to join the army. Other than that, there is little restriction to women in the society, and they have a greater chance to be admitted into the Temple than males have.


Government: All matters of state and religion are controlled by the Ishkar, serving the roles of both emperor and pope, and is elected from the highest priests of the temple upon the death or abdication of the last Ishkar.
Economy: Open market capitalism


Military: The Zahatian army is made up of young men on mandatory military service with basic training called Itsen, and a standing well-trained force of professional soldiers called Shinnish. Zahatian soldiers are motivated by patriotism and religious fervor, and all soldiers are well drilled and well equipped. In space, Zahati employ large numbers of larger ships with strong, bulky armour and as many guns as can be fitted onto the hull.
Defence: Defence is provided by the navy as well as large numbers of ground-to-orbit cannons on planet surfaces.


Technology: Zahatian technology is about as advanced as one would expect of a space-faring nation, with advanced robotics, and nanotechnology currently under research. Phelediom are by nature curious, and as a result they are always looking for new technologies to further advance their species, with the greatest focus set on military research.
Space Travel: Within System only, Standard Propulsion


Back Story:
The Zahati Ishkariate began on Qart-Hadasht as a federation of nations united by a common religion. It was then known as the Zahati Republic, with a new leader elected every six years. Over the course of two centuries, the republic grew steadily as more nations either joined in willingly or were conquered and converted. During this time, the republic also turned more and more away from democracy, with the Temple gaining more and more official power, until it became the elective monarchy it is today.

While the Zahati nation grew and gained influence, so did another nation in a similar fashion. The name of this nation is today unknown, and simply referred to by the Zahati as "Inasarratum", which roughly translates to "The Falsehood". The Zahati and the Inasarratum were known to have varied greatly in political and religious views, with the Zahati being strictly religious, theocratic and capitalistic, and the Ianasarratum enforcing a type of atheistic communism. The two nations inevitably clashed in a war that lasted forty years. The two sides were on a stalemate for decades, before the Zahati, according to their own history, managed to defeat the Inasarratum only because they were aided by their god.

Inasarratum was conquered, sacked, burned and forcefully converted. Their entire history was burned to ash and their name was struck from every document known in an attempt to make everyone forget they ever existed. Ironically, this made Inasarratum known as the nation that the Zahati tried to make everyone forget.

After this long and bloody conflict, the Zahati had gained enough influence and power to force or convince the remaining nations on the planet to join them either as satellite states or absorbed territory and convert to their religion. And so, with dominance over their homeworld established, the Zahati looked towards the stars, to spread the word of their god to all who may be dwelling out there, and to expand their new empire to unimaginable glory.


Alliances: None

Trading Agreement: The Zahati doesn't normally trade with infidels, but they will if they deem the profit well worth it.



Infantry Description:The majority of Zahatian infantry is made up of Itsar conscripts, but also have a large standing army of Shinnish as well as several bands of elite troops. All soldiers are well-drilled and well-equipped, with conscripts equipped with suits of carbon nanotubes with a heads-up display in their helmet visors, with built-in night and heat vision, and measurements of their own vital stats so that any medic would know exactly what was wrong with their patient. Professional soldiers wear heavier armours of the same variant, with plates of titanium added to protect vital areas. All soldiers are equipped with powerful coilguns firing armour-piercing rounds as standard ammunition.

Mechanized Divisions Description: The Zahati make a great use of heavy armour, with banded wagons and APC's for troop transportation, and heavy bi- or quadrupedal or banded tanks equipped with cannons, machine guns and artillery to deal heavy damage to enemy ranks. They also have an assortment of light, fast moving vehicles such as light tanks and jeep-like vehicles when needing to move and hit fast.

Airforce Description: The Ishkariate have a wide range of airborne vehicle models, including helicopters, turbo-fan gunships and VTOL jet fighters. None of these are capable of flying outside of the atmosphere, however, and so their usefulness in galactic war is currently being questioned.

Naval Description: The Ishkariate employs a reasonably strong navy of mainly cruisers, destroyers and carriers to power their war machine, with smaller ships mainly used to patrol their territory. They also have a small number of heavy cruisers to provide heavy concentrated firepower, and they have three dreadnoughts currently under construction.

Spoiler for The Vis Dominion; Played by Ragez:
The Vis Dominion


Leader(s): The 40th Xiphial, Ziren


Territory: Several worlds in the Aur System, alongside the home world Visei

Spoiler for Welcome to Planet Visei!:


Race: The Vis
Race Trait: Energy-Based Lifeforms
Description of Race: Vis bodies are made almost entirely out of energy, the sole exception being their techno-organic crystal core. Due to this, the Vis do not require food, water, or oxygen; but do require a daily supply of energy to survive, which makes living difficult on uncivilised worlds very difficult. All wounds with the exception of wounds to the crystal (which are often times either fatal or debilitating) can be regenerated provided an external energy source is available for larger wounds, but pain is still inflicted on all wounds and can render a Vis unconscious. The energy bodies of the Vis are also resistant to energy weapons, but are even weaker to ballistic weapons than human bodies. All Vis take 15 years of gestating in crystal form to become adult crystals, and parents can only give birth to one crystal during that period.

Civilization Traits:
Scientist
Peace-Keepers
Philosophical

Population: 20 Billion


Society: All Vis are treated equally in the Vis Dominion, but a capitalistic approach of 'the greater the deed, the greater the award' is in place. There is a sole religion among the Vis, the belief in a singular omnipotent God who created the universe who has many names, but the philosophy of the Vis in taking over other races is not religious in nature. Rather, it is their philosophical belief that to unify with all willing (and often unwilling) races and expand the Vis Dominion will result in an eventual utopia; through either reason, or in rare cases force.


Government: Absolute Monarchy, ruled by the Xiphial; the holder of the hereditary Xiphial Crystal.
Economy: Mixed Economy, backed by Energy.


Military: Fairly high, as the Vis see a great need for military supremacy both in defence and in expanding their empire. Research tends to favor military advantages over civilian advantages, and focus is put on expanding influence in space. Mainly defensive in nature.
Defence: Relatively small orbital satellites capable of firing coilguns exist, alongside system-wide scanners and a single defensive naval station orbiting Visei; this is due to the constant fear of alien invasion due to past events.


Technology: Futuristic, heavily energy reliant.
Space Travel: System-Wide Standard Propulsion.


Back Story (Optional): The Vis were created 1200 years ago by a race named the Aedir, a moderately advanced race who were only particularly advanced in the field of techno-organic engineering. They created the Vis as an experiment to discover the perfect balance between organics and machines, fashioning energy bodies from their techno-organic crystal cores and creating a new race to live alongside them. One day, however, a mysterious and highly deadly plague began afflicting the Aedir; reducing their civilisation to shambles. The Vis attempted their best to restore order, being immune to disease, and nearly succeeded in doing so.

But the plague was soon revealed to be part of the machinations of a warmongering alien race, who then underwent a campaign of extermination on the planet to rid it of both the Aedir and the Vis. The Vis were unable to save the Aedir, but after a highly costly war succeeded in driving the aliens back thanks to the wise leadership of the Xiphial. The new Vis society, devoid of the Aedir, began building up and restoring their lost society; always keeping their creators in mind as they moved forward onto the future.

The Vis have succeeded in eventually re-obtaining most of the Aedir technology (which was never especially advanced in the first place) with the exception of advanced techno-organic engineering, which was lost forever. But are still in the process of reverse engineering the strange technology of the alien race which invaded them from their ships; however there are little to no remaining intact ships, and the language of the aliens is entirely incomprehensible, which complicates matters. What little could be understood has advanced Vis society alongside their own impressive advancements in the years, but they still have a long way to go.


Alliances: None

Trading Agreement: The Vis are very open to trade with most non-aggressive nations, but will often seek to economically dominate trading partners.


Infantry Description:
Vis infantry are strong, specialized units with combat armor. Due to their relatively small number (in response to the low birth rate of the Vis), the army is well trained and well equipped. Spec-Ops units exist, in the form of the elite Valion Storm Warriors and the shadowy Seirei Ghost Warriors.

Mechanized Divisions Description:
MBTs, artillery and light tanks use coilgun and in rare occasions plasma weaponry. Humanoid Mechs are, however, a rapidly encroaching battle aid; but are relatively rare and are unlikely to ever truly replace tanks.

Airforce Description:
The Vis airforce is fairly advanced, depending mainly on the V-50 Aion Air Superiority Fighter and the V-45 Zayin Multirole Fighter alongside bomber fleets and ground support aircraft to deliver a decisive military edge.

Naval Description:
The Vis space navy is small, but there is a great desire to expand into a larger military force. Current efforts are focusing on reverse engineering crashed alien ships in an attempt to produce war-worthy vessels, but it's a slow process.

Spoiler for Terran Coalition;Played by Grif101:
Terran Coalition


Leader(s): The Terran Coalition is headed by the Coalition Security Council. The current Director of the CSC is the Commonwealth Representative, Alexander Reid.


Territory: Earth and Luna



Spoiler for Welcome to Planet Earth!:






Race: Human

Race Trait: To be announced

Description of Race: Humans are highly evolved bipedal primates. They range from 1.5 to 2.5 m tall with skin colors ranging from pale white to dark brown. Eyes can be brown, blue, green, hazel or gray. Other colors are sometimes encountered. Hair colors are usually brown or black, natural blondes being extremely rare as the regional cosmetic differences become less pronounced.

Civilization Traits:
Imperialist
Capitalist
Warmonger

Population: 20 billion on Earth, 1 million on Luna


Society: Society continues on much as it did before the formation of the Coalition. A move away from organized religion has left Earth much more secular humanist in nature, though strongholds remain in certain regions. The possibility of more colonies in the solar system and beyond provoke different reactions in the different power blocs. The United Commonwealth and European Union takes an imperial view, that the land is there for the taking and that humans have a civilizing mission in the galaxy. The United States takes a more pragmatic view while the Sino-Russian Alliance takes a more xenophobic and isolationist view. The emergence of Mars Corp as a major player has provoked reactions of fear and contempt amongst many of earth's people, despite this trade still continues.


Government: The Terran Coalition is a supranational union of four different power blocs: The United States, the United Commonwealth, the European Union and the Sino-Russian Alliance. The Terran Coalition is headed by the Coalition Security Council, made up of two representatives each from the four power blocs. The Director of the CSC chairs the security council and provides strategic direction, but cannot act alone. Instead every decision is made by a majority vote amongst its members. Outside the Coalition individual nations still retain formal national sovereignty, though in reality the Terran Coalition practices complete hegemony over the Earth.

Economy: Free Market Capitalism


Military: The military of the Terran Coalition is divided into two tiers. The first tier is the Coalition Rapid Reaction Forces, which is made up of multinational brigade-strength formations, who are maintained in a constant state of high readiness and is under the direct control of Coalition Command and the Coalition Security Council. The second tier are the national forces of the Coalition member-states, which in times of emergency or war can be seconded to and placed under Coalition Command, but otherwise remain under their respective national government's control.

Defence: System defence is provided by gun positions on Mars and Luna, the Nuclear arsenals of the US, China and Russia and the fledgling Unified Coalition Naval Service.


Technology: Because they share a common technological base, the Terran Coalition has a similar technological level to Mars Corps, including the fields of advanced robotics and nanotechnology.

Space Travel: Within System only, Standard Propulsion


Back Story:
The Terran Coalition came into being when the United Commonwealth, European Union, United States and the Sino-Russian Alliance banded together in response to the growing power of Mars Corps and the near nuclear destruction of the Third World War. Though there was some opposition and resentment to the union, the fear and suspicion of Martian ambitions, as well as the desire to once and for all avert another global war on the scale of the Third World War gave the union credibility. However even though independent nation-states still exist, the combined military, economic and political power of the coalition allows them to exercise complete control over Earth. Earth has also managed to make some progress towards ecological recovery from the ravages of the Third World War, Sino-American War, the European Unification Crisis and pollution. Cities like London, Toronto, Vancouver, Moscow, Melbourne, Shanghai and New York dominate the skylines. The cities of Geneva and San Diego however are radioactive ruins, both destroyed by acts of nuclear terrorism.

Alliances: None

Trading Agreement: Major trading partners with Mars Corp



Infantry Description: The infantry of the Coalition's power blocs use much the same kit as their Martian counter-parts. Modern carbon nanotube reinforced ceramic titanium alloy body armour, rail-based small arms and crew-mounted weapons make up their arsenals. The Coalition focuses on high readiness brigades of varied specialties, which can be mobilized and deployed to any location on Earth within 48 hours, or on Luna within 36 hours.

Mechanized Divisions Description: Armoured and mechanized brigades of the CRRF make use of the CMBT M3A4 main battle tank, the CMCW Chromehound mechanized combat walker, the Lancer II CIFV and the M-79 CICE infantry combat exoskeleton.

Air Force Description: The AV-188C Falcon is the fighter of choice for the Coalition. It is a multirole, hypersonic and endo/exoatmospheric fighter, flown by the best of the USAF, RAF, EUAF, PLAAF and the RuAF.

Naval Description: The Unified Coalition Naval Service is a naval force made up of ships belonging mainly to US Navy and Royal Navy. It consists of five cruisers, three small carriers, three atmospheric assault ships, and a series of corvettes, frigates and destroyers.

Spoiler for Kaveni Empire;Played by wisekill:
Kaveni Empire


Leader(s): Emperor Zalu Tau


Territory:Tawe System

Spoiler for Welcome to planet Hoa!:


Race:Kaveni
Race Trait: Imperial loyalty (decreased civil unrest in the inner systems and increased production during war.)
Description of Race: The Kaveni race is currently the only race in the Kaveni Empire, they come from the world of Hoa. They are bipedal and humanoid, the female is slightly shorter than the male but weight slightly more average weight for an adult Kaveni is 170-180 kilograms. Kaveni also have the remains of a tail, while it has become shorter since it lost its initial purpose. The average Kaveni can reach the age of 300 before dying of old age.
The transition of their head to the body is seamless, while this makes it harder to look around they have no weak spot in their neck. Their skin is made up of many hard scales and they are hard to penetrate with most hand weapons except the Sonia blade which is specifically designed for that purpose. But their natural armor is far from perfect, it offers little protection against the guns used in this age and they have weak spots on their abdomen; under their armpit and the backside of their legs.
The most common colors of the Kaveni scales are brown; dark red or dark green and the unscaled surface of their body is always in a slightly lighter tint of that color.

Civilization Traits:
Explorer
Scientist
Imperialist


Population: 14 Billion


Society: Life on Hoa has been peaceful in recent years, while Kaveni history is filled with thousands of wars the people have been content to live in peace under imperial rule. While living conditions are decent for nearly all Kaveni there is a big difference between the average middle class citizen or someone born into one of the old noble families.


Government: The emperor is the head of the Kaveni empire but a council of 40 appointed and elected members handle most of the everyday decisions. The council can only overrule the emperor if at least 70 of the 80 members voted in favor of the action.
Economy: Open market capitalism

Military: The military of the Kaveni empire is a very professional organization, during peace it consists entirely of professional volunteer soldiers but during war a large part of the population can be conscripted into the army.
Defence: A number of beacons have been placed in the Tawe system that should give the Kaveni an early warning if an hostile fleet enters the system


Technology: The Kaveni empire has been researching quantum computing for some time now, they also have unlocked the secrets of cold fusion.
Space Travel: Within System only, Standard Propulsion


Back Story (Optional): The emperors of the Tau dynasty have over the course of several generations conquered the largest part the Kaveni homeworld of Hoa. While some parts of the planet do not fall under the rule of Emperor most regions have joined the empire, either through force or peaceful annexation. With their homeworld firmly under their control the people of the Kaveni empire look to the stars for a new challenge.





Alliances:None yet

Trading Agreement:None yet



Infantry Description: Normal infantry units are equipped with railguns and flexible light body armor.

Mechanized Divisions Description: The Kaveni empire tends to use heavy tanks more often than light ones. The Tusk heavy tank is the most common with thick armor and a large railgun cannon.

Airforce Description: The KEF Battle-axe is the most advanced fighter of the Kaveni Empire, piloted by two Kaveni it is designed to fly in the void of space but they are capable of atmospheric entry.
More numerous is however the KEF Halberd, these fighters are older and not capable of flying without atmosphere for too long. Only a single pilot is needed to control this craft.

Naval Description: The Kaveni empire has a single carrier, two destroyers, twelve armed frigates and a number of corvettes that patrol the Tawe System.

Spoiler for Taurgit Collective; played by Mikethor007:

Taurgit Collective (T.C)


Leader(s): Sonta F'Ratha


Territory: Klemunt System

Spoiler for Welcome to Planet Ishanoth!:


Race: Taurgit
Race Trait:(No idea as of yet.)
Description of Race:
Taurgit are bipedal humanoids that resemble all sorts of felines, and commonly sport leonine manes. A Taurgit's usual height is around 2 meters.

Taurgit warriors are capable of dead-lifting 700kg overhead. Also, all taurgit have natural weapons in their claws and teeth, with a single claw being able to cleanly severe a human spine in the abscence of armor or cybernetic implants.

Civilization Traits:
Explorer
Scientist (Explorer focus)
Imperialist (Naval focus)

Population: 9 billion


Society:
The Collective is basically an assortment of clans (presided by an emperor), each with its own area of technological expertise. Certain clans are deemed more important, either due to personal fortunes, glory or amassed knowledge, and therefore have better positions of power. There is no slavery in the collective of clans, as every hand was needed for the Taurgit to survive their exile. Certain clans might choose to be clients(vassals) of bigger clans, with these respresenting the smaller ones on government matters.
Taking into account that Taurgit society as a whole places more value (as of now) in exploration, clans with technological knowledge pertaining to this area (spaceship building, engines, armor, sensors, comms, etc.) naturally have the most power in the collective.

Government: Highest authority is held by an Emperor, in this case one that comes from the clan responsible for developing tech for spaceship drives. There is also a sizeable council comprised of representatives from each clan.
Economy: Capitalism.


Military: Standard, highly trained, voluntary professional army. Drafts are possible, but one hasn't been issued in ages.
Defence: Sensor emplacements throughout the system. They're mostly for scientific purposes, but nevertheless able to detect invading fleets. Basic weapon emplacements on the home planet capable of hitting orbit.


Technology: Current technology has three main focuses: efficient and powerful ship drives, which could eventually evolve into drives capable of FTL, forcefields, which aren't capable of much as of yet and particle accelerators.
Space Travel: Within System only, Standard Propulsion


Back Story:
The Taurgit were once a strong spacefaring race, which had a good number of star systems under their influence. But due to their expansion, they settled onto a world which was slated to be terraformed by another empire. An empire that was overly territorial and exceedingly violent. The resulting war went badly for the Taurgit, which had almost all of their colonies taken or flat out destroyed from orbit. They were forced to evacuate thousands of their populace to cryo sleeper ships and then migrate to the farthest reaches of the galaxy rim they could find a livable planet in. The voyage took its toll on their ships, and they were forced to land on a nondescript desert planet which, luckily, was habitable. The damage to the ships was so extensive that they had to scrap most of their technology and scramble to save the survivors from cryo sleep. In the following years, the Taurgit had to rebuild their civilization back from the bronze age.

Alliances: None.

Trading Agreement: None.



Infantry Description: The main forces are armed with basic particle accelerator rifles and pistols. Standard body armor tends to be heavy due to the phisical strength of the Taurgit. Specialist weaponry varies according to the engagement.

Mechanized Divisions Description: Armor divisions have a varied mix of vehicles for different situations. There are the standard light tanks, heavy tanks and artillery. There is the eventual goal of transitioning all tanks (and analogous vehicles) from tracks to hover suspensions. Research is under way to repurpose mobile construction platforms (walkers) into more militarized designs.

Airforce Description: Comprised of fighter craft of the recon, light and heavy variety. The most recent variants of each type of craft are all spaceworthy. Bombers do exist, though the ones that are used in space tend to favor "torpedo" loadouts instead of plain old bombs.

Naval Description: The Taurgit navy makes use of a large number of different types of spacecraft. Including corvettes for recon and exploration work, frigates for armed patrols of dangerous areas, carriers, cruisers, destroyers and battleships, though they're not large.

Spoiler for Osean Federation; Played by True Evangelion:
Civilization Name: Osean Federation

Leader(s): President Caine Melech

Territory: Osea system
Race:Bellalux
Race Trait: 5% bonus to Establishing a Colony -3% to Colonial Construction. Plus Expansionist Agression- Diplomacy affected minorly because of rapid expansion, Especially with larger Empires

Description of Race: Bellalux are a race of photon-like beings that have recovered from the brink of extinction. Once a mighty inter-galactic empire, its existence was beaten back to their home system till they were reduced to the stone age. However, thousands of years passed and evolution was kind to them. They are well on their way back to recovering, though they still have a long journey ahead of them. These beings are essentially sentient photons that bind together an organic mesh. This organic mesh looks plain, with no special features other then 'skin' and 'bones'. They actually look very human like due to an event known as "The Fall", which was a failed attempt at extra-solar colonization where a human colony ship crashed into the planet. The Bellalux in their photon-forms discovered the bodies of the humans. There is only one survivor of The Fall, a single human who was found in a cryo-chamber much later after the event. The Bellalux do not know if they had a form before being degenerated to photons.

Civilization Traits:
( List Three Traits, take into account how these Traits affect one another, if they do.)
Scientist
Explorers
Peacekeepers

Population: 20 billion

Society:Standard society hierarchy. Middle and Upper class most common. Financial issues are rare, but present. Those who have a major blood-line connection to the past empire use it as a status symbol. Corruption within government is currently very little. Many people work in science-based fields. The civilization has a collective goal of recovering its lost power and knowledge.

Government: Representative Democracy
Economy:Capitalist

Military: Military service is mandatory for at least two years for all citizens. Minors are trained as soon as they can start. Military service is considered a very important responsibility. However, this is for defensive purposes.

Defense: System-wide scanners, planets have checkpoints, auto-guns, whole defensive fair. Single Star-base at home planet. Mainly for commerce though it has per-cautionary defenses and ship-yards just in case.

Technology:Super modern, not too futuristic, but still futuristic
Space Travel: Within System only

Back Story (Optional):
With a great cataclysm, comes great death. A former intra-galactic empire, this civilization was brought back down to their version of the  stone age. However, evolution was kind to them, and within thousands of years, they have made progress. While very, very far from their first strengths, they are on the road to recovery.



Alliances:

Trading Agreement:


Infantry Description:(Armed Forces)
Infantry divided upon specific jobs. All units wear combat armor, some customized towards mission. Special Ops units can be dropped from Orbital ships.

Mechanized Divisions Description:
Light tanks serve as APCs, MBT tanks hold front-lines. Various arrays of artillery and rocket strikers. Humanoid-type battle mechs support front-lines, capable of many jobs.

Airforce Description:
Mainline fighter is the ADF-00 Wyvern, all-space fighter whose performance broke all initial expectations. However, its life-span is low, as the replacement process with the ADFX-01 FALKEN, a high-performance super-fighter equipped with the projected energy weapon: TLS, is finishing up testing. It uses the COFFIN system for extreme piloting precision. ADF-01 Adler is the name of the attacker craft, carrying dual GAU-50 Vulcan cannons. It also carries multiple armaments of air-to-ground weaponry, including polynitrogen-powered bombs kept stable by a triple electromagnetic layer. Those munitions rank with nuclear weapons and are used on a CLASS III response command by Global Military Command.

Naval Description:  Navy is small, but ever-growing. The navy is made up of a single medium fleet of various ships. It consists of small cruisers supported by a couple of larger battleships and headed by a carrier-class ship.

Important Characters:
Mark Aurus(Bellalux)
Mathias(Human)
Luciel(Unknown)
MORE TO BE ADDED

Spoiler for Lai'neer'tona; played by Godur:
Lai'neer'tona


Leader(s): Tona (Hope)


Territory:  None. Only one singular ship.

Spoiler for Welcome to Starship Tona'ai (hopebearer)!:


Race: Lai'neer'tona (Those who live by hope) and Ferh'tona (bodies of hope)
Race Trait: Hive-mind robotics. Very narrow-minded focus give +10% to anything they endevour, but changing priorities to anything else take considerable time of refocusing and suffer a -10% instead. (until focus can be reset.) Due to high power usage of the drones and databases they also have a permanent power research suite adding 2% to reseach in that area.
Description of Race:
Lai'neer'tona are hardly ever seen anymore, indeed there is only one individual left that can still be considered to be of the species; Tona herself. She is of short, almost childlike (by human standards) stature and very unimposing an frail-looking. Other than her height, her bodyshape is rather similar to a human with very pale, almost white, skin the only really starkly diferent features are her brightly amber eyes, red hair and the pair of horns that curve back behind her pointed ears.
The Ferh'tona, however, are plentiful. These robotics drones scutter around everywhere on the ship, made up of a very wide variety of shapes and purpose; performing whatever task they've been constructed for.

Civilization Traits:
Scientist (Explorer)
Explorer
Population:
Lai'neer'tona: 1
Ferh'tona: Number in the millions at the moment. True numbers only limited by available resources.

Society: Onboard the Tona'ai there is only one mind and one will controlling all indviduals and all systems, either directly or indirectly through cybernetic interfaces. The drones are not capable of thinking for themselves beyond the scope of their initial programming and instead they have to rely on the quick, wireless communications between them and the central hub, where Tona herself reside. In a way the ship, and its crew, and her are one.

Government:Autocracy
Economy:Extreme utilitarianism.

Military:The military assets of Tona'ai consists of several drone factories that can be configured in an instant to produce armed machines and ships for combat. These drones can be custom made for singular combat roles or for more broader capabilities, depending on need. Largely due to cost of maintining bigger ones, the vast bulk of the military onboard are light combat drones and scout drones.
Docked to the ship there are also a number of smaller vessels used for scouting and military operations (if need be).

Defence: Tona'ai is in itself a formidable vessel; with powerful armour and shielding and a wide arsenal of different weaponry. 

Technology:Highly advanced technology, with high effeciency and strong focus on robotics and ship-technology, but also on bio-echnology and computers. Fusion reactors and solar energy provide the power.
Space Travel: Within System only, Standard Propulsion.


Back Story (Optional):
Lai'neer was once a proud and strong race, with a highly advanced culture and society, and had spread to all corners of their own star system. Of course, it wasn't meant to be. Their star was showing increasingly dramatic outbursts, solar-flares, and dramatic increase in size, threatening to go nova within only a few decades. Fearing that all of their civilization could be wiped out in a blink of an eye the Lai'neer set to work.

They constructed the Tona'ai, the biggest and most powerful ship their scientists could outfit, and begun the time-consuming process of uploading the consciousness of individuals deemed important to the vessel's databanks. One by one the people was stored as pieces of data onboard the ship; their bodies to be regrown and replaced later in a new home.

Unsure of how long the ship would be out there, and not trusting their very existance entirely to programs and computers, the Lai'neer issued a second project at the same time.  They needed someone with a strong enough mind to command the ship and all of its assets, to make sure that there was someone to bring them back to life, and so they looked.
Thousands of volunteers signed up for this project, only a few passed the initial testing and fewer still, indeed only one, survived the integration with the ship computers.This one induvidual, a child by the name of Neira became the sole pilot and commander of the ship. She would be placed int he command chair of the vessel, and was granted the title of Tona.

In the end, however, the Lai'neer ran out of time. They hadn't perfected the technology that would jump Tona'ai to another system, but the star was collapsing. In a desperate act to survive Tone issued the order to jump anyway. The jump was successful, and the ship survived, but the jump-generator didn't withstand the power needed and was ruined and Tona'ai now crippled and stranded in unknown space.

Lai'neer'tona had been saved.

Alliances: None yet.

Trading Agreement: None yet.

Infantry Description:
Light combat drones are made of durable, yet lightweight materials that are cheaply produced. They are small, like the species originally designing them, and make for difficult targets. They are usually armed with two or more magnetic coil guns that fire metal pellets at high speed. Propulsion depends on situation.

Mechanized Divisions Description:
Larger and heavier versions of the combat drone above, the heavy drones sacrifice mobility for heavier firepower and armour. Normally they are equipped with larger rail guns or rocket pods for weapons, but sometimes other armament is used as well.

Airforce Description:
Most of the airforce of Tona'ai consists of swarms of small drones propelled through the air with ion-engines capable of beign angeled. They're more lightly armed than their land counterparts, but make up for that with numbers and exceptional maneuverability. Heavier versions often carry missiles or rockets.

Naval Description: (Space Units)
The Tona'ai itself along with two escort frigates make up the capital ships. They are formidable in both speed and firepower, and have good armour in case of attacks. The frigates are most often docked with the larger dreadnaught.
Further there is a large dettachment of scoutships in the Tona'ai's hangars. 
« Last Edit: October 16, 2014, 05:46:53 AM by LordNecross »

Offline LordNecross

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Re: OOC: Frontier: The Void
« Reply #2 on: June 20, 2013, 09:51:09 PM »
Combat Rules
War Rules: Recruitment

Every nation is allowed a base of 2% Active PiM (Population in Military), and 3% Reserve PiM for a total of 5% total military. Nations with conscription, however, can have an active PiM of up to 4% with a reserve of up to 4% for a 8% total military. Conscription, however, has penalties: A permanent 1% negative to civilian construction for every active PiM percent. Note that having 2% active in your military does not mean that you have 2% to use in your ground forces; at least half of those numbers will be consumed by logistical, naval, and airforce personnel.

(for anybody who thinks the percentages are too small, take note that 2% of a population of 20,000,000,000 is 400,000,000 people; and that the largest active military in the world (China) only has 2,250,000 (0.18% of its population) people in its active military and it suffers to maintain that).

All nations can use a Wartime Emergency Boost, which takes over the reserve rate in order to achieve full military readiness; this creates up to a 5% active PiM for nations without conscription, and up to a 8% active PiM for those with it. However, as a penalty, civilian construction and research is reduced for every active PiM similar to the conscription negative (1% negative civilian construction per additional military percent, and .50% negative civilian research per additional military percent).

Of course, these percentages can be improved or reduced via several factors:

Warmonger: PiM (active and reserve) is boosted to 10% (up to 5% active and 5% reserves) for nations with Conscription, and 7% (3.5% active and 3.5% reserve) for nations without Conscription, with no penalties for the 2% increase.

Imperialist: Civilian Construction negatives are reduced by 1% for Conscription, and 2% for Wartime Emergency Boost.

Explorer: Every fully colonised outer-system world adds 0.05% to your reserve military, as militiamen of said world.

Peace-Keepers: Reserve PiM is boosted by 1%.

Theocratic: Wartime Emergency Boost civilian construction negatives are reduced to 0.75% per military PiM percent.

Philosophical: Conscription is impossible without an enemy directly attacking your core worlds.

Corporate: Wartime Emergency Boost civilian construction negatives are increased to 1.25% per military PiM percent.

Communist: Conscription civilian construction negatives are reduced by 0.75% per military PiM percent.

Capitalist: Wartime Emergency Boost gives .50% military construction bonus for every civilian construction minus percent point.

Robotic Efficiency: Robotic races can have a greater percentage of ground combat personnel than normal races (a normal race has half of it's military population as logistical/naval/airforce personnel, a robotic race can have only quarter of them as logistical/naval/airforce personnel while keeping three quarters for ground armies).

War Rules: Armies
All armies are based on Recruitment numbers, in that all armies are taken from the pool of active PiM and used for various purposes. Half of all active PiM is used for logistical, naval, airforce, communications, and intel personnel; so only half of an active PiM can be used for ground wars  and the like.

An example: The Vis Dominion has a population of 20,000,000,000, with a military percentage of 2% active and 4% reserve (due to not having a Conscription and having the Peace-Keepers trait). This allows them 400,000,000 active personnel, 200,000,000 of which is used in logistical stuff, with the other 200,000,000 being ground troops.

All armies, no matter how large or bloodthirsty, must also be divided. This is achieved by dividing armies into groups: Grand Armies are 10,000,000 troops, Armies are 1,000,000 troops, Sub-Armies are 200,000 troops, Corps are 40,000 troops, Divisions are 8,000 troops, Brigades are 2,000 troops, Battalions are 400 troops, Companies are 80-50 troops, Platoons are 40-20 troops, and squads are 16-4 troops (the discrepancies in the smaller numbers are for both personnel choice and types, as some types of companies/platoons/squads do not require as many troops as others). The names of these divisions are changeable by empire (I, for example, will call my armies Legions and my squads Fireteams), and you may not even need to use some of these divisions, but for the sake of simplicity I highly encourage that nobody changes the numbers themselves.

An example: The Vis Dominion, with it's standing ground army of 200,000,000 troops, will section this into 200 Armies (it is preferable not to use Grand Armies for this, to allow for greater dispersion).

These Armies are divided into three types: Home Armies (the Armies you have defending your home system), Colonial Armies (the Armies you have defending colonised systems), and Marine Armies (the Armies you have to attack other systems); you may call these armies anything you wish, but their functions must be clear. This rule has the most leniency, as you can divide your Armies however you wish among these types, but it is preferable for you to think wisely on how to allocate your troops lest you be woefully unprepared for a defence or an invasion. Take note that some responsibility for repulsing invasions can be taken by reservist troops, so you don't need to focus too many forces on the Colonial and Home Armies.

A hypothetical example: The 200 Armies of the Vis Dominion, which is in possession of four star systems with six planets to protect (three of them being the core worlds in the home system), are separated thusly: 60 Legions (Armies) in the Home Defence Legions (Home Armies), 100 Legions in the Colonial Legions (Colonial Armies), and 50 Legions in the Fire Legions (Marine Armies).


All Rules Subject to Change and revision
« Last Edit: January 25, 2014, 09:23:28 PM by LordNecross »

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Re: OOC: Frontier: The Void
« Reply #3 on: June 20, 2013, 09:51:23 PM »
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Offline LordNecross

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Re: OOC: Frontier: The Void
« Reply #4 on: June 21, 2013, 03:04:50 AM »
Now open for Discussion.

Things that will need to be done. Create a Rule set for Space Engagements, Implement Crane's Ground War Rules.

Also Edit the Existing Empires Sheet to have Characteristics and Traits, so rules can be implemented for the type of Civilization you play, as well as focuses. Like Military(Tech related to War), Civilian(Tech that affects ease of living). Probably should come up with more traits, and probably will also use Crane's list of Naval Focuses.

Race Traits will be Implemented, So one Unique thing will be allowed to be created, that will help define your own Empire and how things such as research are effected.

Standard Civilization traits will be made as well, things such as Warmongers, Scientific, Exploratory, and other things. Might reference Spore a bit for that, it has interesting traits that could be used.

ANyways feel free to discuss. I do not intend to run this by myself, this is more of a fun thing for everyone involved to have a say in.

Offline mikethor007

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Re: OOC: Frontier: The Void
« Reply #5 on: June 21, 2013, 04:28:59 AM »
Now open for Discussion.

Things that will need to be done. Create a Rule set for Space Engagements, Implement Crane's Ground War Rules.

Also Edit the Existing Empires Sheet to have Characteristics and Traits, so rules can be implemented for the type of Civilization you play, as well as focuses. Like Military(Tech related to War), Civilian(Tech that affects ease of living). Probably should come up with more traits, and probably will also use Crane's list of Naval Focuses.

Race Traits will be Implemented, So one Unique thing will be allowed to be created, that will help define your own Empire and how things such as research are effected.

Standard Civilization traits will be made as well, things such as Warmongers, Scientific, Exploratory, and other things. Might reference Spore a bit for that, it has interesting traits that could be used.

ANyways feel free to discuss. I do not intend to run this by myself, this is more of a fun thing for everyone involved to have a say in.
Hmmmm...I'd likely go for things like scientific and exploratory, with a balanced approach to tech.
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