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Offline killer rin

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Empires of the IV
« on: March 17, 2011, 06:59:01 PM »
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Welcome to Empires of the IV, This PbP is a game where you create an Empire and focus on its every move. Are you Peaceful, Are you Hostile, are you Neutral, Are you Scientific... Its all up to you. Please enjoy yourselves as we go through an amazing time in our universe. Inside of this game, you are outside of any Universal Guidelines, Invent what you want, and do whatever else you want also. Try to be realistic, and most importantly HAVE FUN!

Eot-IV allows you to play how you want. Do you want to be an Empire and make every step you want to succeed, or will you play the role of our galactic threats who's every job is to try to stop the game in its tracks... and dare I say... Defeat us. How you play is up to you. Follow the sections below to learn about each individual role, and help you decide which you want to play as.



For Empires:
:angel:


If your looking to join the game as an Empire, then you are looking to play the game through your interactions with the other empires in the game. By playing an Empire you are playing the longest of the two roles... but at the same time, you get to take 100% of the creativity and control you have to turn your empire into what you want it to be. There is little in the way to stop you. By playing as an Empire it can allow you to build up your own Sci-Fi storytelling Universe that one day you could end up using for something great... or for bragging rights, or to simply spruce up your dreams.

If you want to join the game as an Empire, just fill out the Empire Sheet underneath this paragraph and post it in the OOC Thread. I will then find it, Take it, and add it to the third post -which is the universal Civilization Database. If you would like to make any changes to it, just PM me the updated version, or post it in the OOC Thread and I will swap it out for you.

Spoiler for Civilization Sheet :
Code: [Select]
[i][u][b]Empire Name[/b][/u][/i]

[hr]
[u][b]Leader:[/b][/u]

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

[spoiler=Welcome to Planet **!]
[img][/img]
[/spoiler]
[hr]
[b][u]Race:[/u][/b]
[u][b]Description of Race:[/b][/u]

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

[hr]
[u][b]Society:[/b][/u]

[hr]
[u][b]Government:[/b][/u]
[u][b]Economy:[/b][/u]

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

[hr]
[u][b]Technology:[/b][/u]
[u][b]Space Travel:[/b][/u] Restricted to In System / Basic Out of System

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




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

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

[hr]
[u][b]Strengths:[/b][/u]

[u][b]Weakness:[/b][/u]

[hr]
[u][b]Best Infantry Unit:[/b][/u]

[u][b]Best Vehicle Unit:[/b][/u]

[u][b]Best AirForce Unit:[/b][/u]

[u][b]Best Space Unit:[/b][/u]

Note: Some fields are optional like Background Story, Best Space Unit, and Technology. Leave Alliances and Trading Alliance Blank. Choose between Basic in system or Basic out of system

Once you create your Empire Sheet, you use that Empire Sheet as the baseline to create new characters within that empire that you control. You do not need a new character sheet for every additional character (unless you really wanted to). Feel free to make a flag, an army, or whatever you want to help your immersion in the game. This is an Open PbP where the story is progressed by everyone playing.

There is no "set" story. It is essentially a blank piece of paper. Our story is written by our actions. If say I'm in a war with someone and you want in the war also, you can RP yourself into the war
Spoiler for Example:
"Rin, The Hylon empire is attacking our ally of Georgia, What should we do" Rin thought for a moment "They have been good for us for the longest time. Send in a fleet and see if they need help"
At that point my Empire would have successfully set up the potential to join in the war it is then up to who I have dubbed "Georgia" if they need our help or not.



For Galactic Threats:
>:D


Do you find that the game is at the top of the recent posts too often? Do you hate one, or all of us? Or maybe you woke up in the middle of the night, sheets drenched with sweat due to the most horrifying nightmare there could be, and you have decided that you want to unleash it on us all? Then this role is for you. Galactic Threats are exactly as the name implies. They are created to put the Galaxy at risk at whatever YOU will be throwing at it. Due to their nature, Galactic threats are great for anyone who wants to play; but doesn't want to play that long. By playing as a Galactic threat you may also have the chance of wiping us off the face of the Milky Way and end up winning the game. The Galactic Threat is the only method of playing where its acceptable to be over powered -within reason.

If you want to join the game as a Galactic Threat, just fill out the Galactic Threat Sheet underneath this paragraph and post it in the OOC Thread. I will then find it, Take it, and add it to the fifth post -which is the dedicated Galactic Threat post. If you would like to make any changes to it, just PM me the updated version, or post it in the OOC Thread and I will swap it out for you.

Spoiler for Galactic Threat Sheet:
Code: [Select]
[i][u][b]Threat Name[/b][/u][/i]

[hr]
[u][b]Leader:[/b][/u]

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

[hr]
[b][u]Race:[/u][/b]
[u][b]Description of Race:[/b][/u]

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

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

[hr]
[u][b]Technology:[/b][/u]

[hr]
[u][b]Back Story:[/b][/u]

[hr]
[u][b]Strengths:[/b][/u]

[hr]
[u][b]Best Infantry Unit:[/b][/u]

[u][b]Best Vehicle Unit:[/b][/u]

[u][b]Best AirForce Unit:[/b][/u]

[u][b]Best Space Unit:[/b][/u]

Note: Everything is mandatory, You are allowed to be mysterious while writing the Galactic Threat Character Sheet.

Once you get your sheet approved you can start right away. Feel free to be as evil as you want. Use your Galactic Threat Sheet as the baseline to create new characters within that Galactic Threat that you control. You do not need a new character sheet for every additional character (unless you really wanted to). Feel free to make a map, an audio log, a huge army, or whatever you want to help your immersion in the game. Your goal is to Weaken us, Kill us, or what ever evil things you have up your sleeve.

Feel Free to create a Map, an Audio Log, a video, a discreet text log... Anything you want to fill up your Dedicated Galactic Threat Post on Post 5. Just PM it to me and I'll add it to your dedicated post.




Extra:


The game has a built in Rule that allows anyone to join in at any time... When you join in, We allow you to make your empire using pre existing technologies such as Interstellar flight, and allow you to create a pre existing amount of Colonized planets from the start. Though you will have to make it a bit weaker than everyone else's to give you motivation to research better tech.
- This is just a way of giving new players who may want to start later on in the game a fair chance

 Feel free to check out the FAQ on post 2, as it will have tons of information which I will be constantly adding to.
Okay guys lets have fun!

Current Game News

Current Game time is 2862 (Earth Years 4215)
« Last Edit: June 10, 2012, 10:04:48 PM by killer rin »

Offline killer rin

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FAQ & Resources
« Reply #1 on: March 17, 2011, 10:45:02 PM »
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FAQ


Basic Questions about the game
Spoiler for Can I Join In Still? Even though that the game is running?:
Yes you can, the game is designed to always allow new users during whatever part of the game. Feel free to create your character and jump in whenever!

The Game is Designed to allow you to balance yourself out with everyone else. If decide to join in, your allowed to make your character strong enough, or smart enough to put yourself on a level playing field with everyone else.
Spoiler for Is this one of those huge games where you have to have some form of knowledge on life and/or PbP rpg's:
.
Nope, its pretty much you do what you want... You want to be Research based (like mine) you can be that, you want to be Balanced you can do that, Military based you can do that.  random mix of the three, you can do that.

Everything is pretty much made up on the spot, You can be an Alien species, a Human, a Human Alien Hybrid, You can live wherever you want in the galaxy, have whatever technology you can think of, and what not...
Though you start off pretty basic with borderline Spaceflight, then you research and it gets up. over the course of several posts (or over the basis of 2 posts with a time gap in between.
Once we find eachother, we can trade technology and whatnot also.

No knowledge of PbP RP is needed (unless you want to) its mainly "The Rin Empire has done this this" and, "Rin Empire would like to open trading agreements", ect... its fairly easy
Spoiler for Do I need Knowledge of PbP to play?:
Some Knowledge of PbP is required, but it is easy to pick up and if you need a few pointers, we will be glad to help. you dont need to use PbP until you are actually interacting with other empires though.

The goal is to set everyone free and see what happens. You control your civilization and do whatever you want outside the boundaries of any universe... Think of it as a blank piece of paper, do whatever you want with it
Spoiler for You say you can use small Paragraphs... like how?:
Check out Page 8 as it is an amazing example.
Spoiler for Do I have to use Small Paragraphs, What if I want to go Big with tons of Detail?:
Thats alright also. Post however you like to.  Personally I like to put in detail into my posts, although you may be completely different, and want to put in small paragraphs, both are fine, you can post however you would like to

In Game
Spoiler for Do I need to play by the Advanced Rules:
No, The advanced rules are 100% optional... they are there for if you want to add an extra twist to the game to make it more fun for yourself, and/or others. On the contrary, Main Rules must be followed at all times, Unless an exemption is allowed by the GM
Spoiler for If space travel is limited to our own system how do we trade and stuff? Do we have to develop FTL?:
You develop it over time... Basically in the mean time, play out wars, Research technology, and do other stuff that Civilizations would normally do (while we develop Slipspace (which some nations will do before others will))
one possible explanation on how it Could go is we end up with a scenario where: we might possibly have civilizations finding other, inside of their own star systems, and then a war starts up over the new technology, or you trade for it, and you begin to grow your galactic empire.

Do what makes sense for your civilization, you don't need Space flight to succeed... if you wanted to you could be an isolationist civilization building up tons of war weapons, with military research, and whenever a civilization finds you; you take it by force, and go invade them.

But in short, do what makes sense for your civilization, research slipspace (or take it by force) when you need it/are ready for it... there is no rush.
Spoiler for Do I have to wait for someone else to post before I am allowed to post again?:
Nope, You can post as many times in a row as you like.  Posting is the main way of advancing the game. Double Posting, Triple posting, and so on, and so on will not get you into any trouble in the game whatsoever.

.. Post Away :P
Spoiler for We Can we create our own Galactic Threats?:
Yes you can create your own Galactic threats.  Having an enemy for everyone to unify against is extremely fun. Especially when you are going up against unknown causes of immense power.

There is lots of benefits of having a common goal... For example: it ushers in a new wave of technology sharing to give everyone more power to deal with the threat, as well as a better chance to succeed.
It also increases Resource sharing that shows others where they can A) find more, and better resources, and B) be able to build stuff more efficiently

Be aware, we can only have up to 1 Galactic Threat Card opened at any time, so post a message to the thread to see if everyone is okay with it. If we already have one Galactic Threat opened, and you really think this one is important, send me a message asking me if its okay to open another one (We don't want to be swarmed with The Reapers, The Flood, and Giant Monster race... do we >:D), make sure to put breaks in between Threats as well (You still need time to find the threat, and time for us to recover from the last one)



MAIN RULES
Spoiler for Character Controlling:
A player is to not use a character created by the another player, unless plot demands it, or you have recieved proper allowences through the use of "OOC Thread" or through "PMs".  Additionally, if the Character in question has not been used within 2~3 pages the character is put into a free usage for use by everyone. Exemptions being main characters of a current plot. If the character is used again with seeming intent to use again, the character is taken off the list untill that intention has passed.

Leaders of respective Empires have seperate rules. A leader can be used minorly by anyone, but only can the true Player incharge of that leader may use it normally.
ex. Do use another players leader for basic conversations. Do Not use to force trades or change policy.


Remember the GM can overide rules and is still lead decision maker. 
Spoiler for Gods/Demons:
A popular common ground between empires is their belief in various Gods, Aliens, and Demons, While Gods, Aliens, and Demons are aloud in the game based on Civilization Categorization, there are a few exceptions to the rule. Gods, Aliens, and Demons alike can not be used to grant any civilization god like powers. To double this they may not be used to win any encounter.

Demons and Gods cannot directly interact with something outside of their domain. Demons are connected to the god that represents said race, so they can only possess or directly harm their own governing factions.
In return for this restriction, every race should have demon-like creatures that can possess and harm their race. So in short: humans have their demons, croiz have theirs, ventus have theirs etc.

The circumvention clause of this rule is as follows: You must require an Open discussion about it with all parties involved within the OOC Thread, or PM's. Remember, if it get too out of hand, the GM can overcome this circumvention to disable your clause for that encounter.

Suggested by: Kittehface + Killer rin   |  Amended by: Tobbs


ADVANCED RULES

Spoiler for Civil Unrest System:
Certain actions on certain places can cause civil unrest among the population there, with everything from raising taxes to opening fire on the populace acting as factors.

0% - the people are happy with your leadership.

5% - your actions annoy the populace. Unrest decrease over time.

10% - your actions anger the populace. Unrest decrease over time.

25% - the people start demonstrating, but its nothing serious. To this point, minor changes in your behavior must happen to decrease unrest.

50% - the demonstrations get violent, and vandalism occurs. Many arrests may be made. You need to make more serious changes for unrest to decrease.

75% - the people start rioting and smacking up "anti-you" propaganda. You need to make drastic changes for unrest to decrease.

90% - the populace start opening fire against and generally attack police/military on the streets. Time for some changes man!

100% - REVOLUTION!! To this point there is no return. Either you bring down the revolution with violence, or you loose control of that region. Beware: the rebels might be stronger than you might think. You better avoid this on your homeworld.

For this to work, though, you have to be realistic about it. You can't barge into peoples homes and steal stuff or something and expect the populace to be happy about it. But you can't create a revolution because of a little confiscated food neither. With these stages, you can determine how much civil unrest is created by the specific action.

Suggested by: Tobbs
Spoiler for Galactic Threats:
There is lots of benefits of having a common goal... For example: it ushers in a new wave of technology sharing to give everyone more power to deal with the threat, as well as a better chance to succeed.
It also increases Resource sharing that shows others where they can A) find more, and better resources, and B) be able to build stuff more efficiently

This is how you can create a Galactic Threat...
1: For a Longer Threat to Galactic Space. You create a Galactic Threat Card *Post 1* and then you, or someone else RollPlays the threat at hand under that alias. 

Be aware, we can only have up to 1 Galactic Threat Card opened at any time, so post a message to the thread to see if everyone is okay with it. If we already have one Galactic Threat opened, and you really think this one is important, send me a message asking me if its okay to open another one (We don't want to be swarmed with The Reapers, The Flood, and Giant Monster race... do we >:D), make sure to put breaks in between Threats as well (You still need time to find the threat, and time for us to recover from the last one)

While only one can be active at a time, you may backlog as many Galactic Threats as Possible

Suggested by: Killer Rin

If you have any ideas for any other Advanced Rules, Post in the thread, or Send me a message. And we will evaluate the rule, as well as make adjustments as needed to help it fit in with the game in the best possible way


NPC Civilizations


NPC Civilizations, or Community Empires are game based empires created by the community for everyone to use. When an Empire is submitted as a Community Empire, it is set to be maintained by the community. Major decisions for the empire are to be made within OOC Chat and only upon approval from either half of the community. If a vote comes down to a tie, it can be broken by either the Game Master or the initial creator of the Empire. Alternatively, decisions can be made in a political-house based style where the players of the game take control of a politician and debate for or against in character. The In Game Post detailing new research and/or current research can be done by anyone within the game.

When you want to use an NPC Civilization in game, no permission has to be granted before hand, you may simply just create a character or pull a previous character you have made to use. If you wish to use a character another player has created, you should get permission from said creator of the character. If a player leaves the game, their characters will go into the public domain for anyone to use. To rollplay with an NPC Civilization, you have multiple ways you can go about it. The most common being you either playing the race and your empire, or you finding someone within the OOC Chat to play the character of the NPC Empire for you.

When it comes to large wars such as Empires-vs-Empires or Empires-Vs-Galactic Threats, Any players who wish to play the NPC Empire may. Their is no player number restriction when it comes to these types of wars, this means that any number of players may take control of a ship, marine, squad, fleet or populace. Just ensure that you keep the other players informed either through PM's or in OOC.

Lastly, when playing the roll of an NPC Civilization, ensure that you try to stay as close to that empires canon as much as possible. If you need help determining this, it would be located within the Civilizations Empire Sheet, Wiki Page or Past Posts. If you are still unsure after reading those, feel free to ask the Empire Creator or the Community at large.


Starship Classes


-shuttles
Shuttles vary widely in size, but they are relatively simple when compared to ships and generally lack the offensive and defensive systems of a real ship. Often a shuttle is not designed for long range or extended missions.
+subclasses
dropship
personal shuttle

-Fighter
This is a very small combat ship, often the smallest in any given fleet. These ships have limited range and weapon systems, but they are quite effective at tracking down weakly armed pirates and for close defense of a larger ship. they can either be controlled from a bigger ship, by AI or by a pilot sitting in it. (this is often the most dangerous job in a fleet)
+subclasses
repairer
blast ship (EMP)

-Frigate
a Frigate is often deployed for patrol missions and to escort larger ships, such as cruisers and battleships.
+subclasses
scout

-Destroyer
With a ship the size of a Destroyer, more missions are possible and a ship's ability to inflict and suffer damage begin to increase dramatically. While still no match for cruisers or anything larger, destroyers have more versatility then frigates or smaller vessels.
+subclasses
bomber

-Cruiser
A cruiser is often considered to be the standard ship in a fleet, even if it is not the most common ship in a fleet. These ships will most likely have a good balance of weapons, defensive systems, and additional systems that allow them to perform many diverse missions.

-Battlecruiser
This is a term that is heavily used to designate a ship that is between the capabilities of a normal cruiser and a battleship. Many fleets determine this class by placing the weapons of a battleship on a cruiser hull, this can either make a very fast, but weakly armored battleship or a very slow, but heavily armed cruiser.

-Battleship
Battleships are large ships that are dedicated to combat. This dedication usually comes at the cost of other systems, such as hanger space and non-combat systems.

-Carrier
A Carrier can vary dramatically in size, from relatively small ships to huge vessels, but they all share a commonality: the dedication of large portions of internal space to launchable vehicles, such as fighters. Carriers almost always have less weapons then a combat vessel of the same size, and their offensive and defense systems are always less powerful.

-Dreadnoughts
Generally the largest ships built in any fleet, Dreadnoughts often carry resources to carry out many different mission profiles simultaneously, this includes combat, troop transportation, and limited carrier operations.

-Mothership/Flagship
this is the main ship in a fleet, here are the fleet commanders and admirals, it also functions as a carrier, and is most of the time the main Freighter in a fleet.

-non-combat ships

+Freighter
Freighters are usually slow, unmaneuverable, and only lightly defended, but they are essential because of their large cargo capacities. Civilian freighters are the heart of any interstellar empire or galactic power, but military freighters are also important in transporting supplies and ammunition.

+Teraformation/Colony Transpot ship
used to terraform a planet and move the first wave of colonists, it is often escorted by a few cruisers becouse of the numbers of civilians in it it's a easy target to couse damage to an empire

mining barge
used to mine asteriod belts, and process the material before it get's back to the homeplanet/station



Creativity Resources


Your not feeling as creative as you normally are? Well here you go, we have compiled a list of online resources which can be used to help you out! Keep in mind, these are entirely optional, and you can use any other stuff online that you want to use, This is only just a list with stuff that we found and thought could be helpful.

Sci-Fi Name Generator
YAFNAG Fantasy Name Generator
Planet Name Generator


Empire Licencing


Empire Licencing is to allow players to create members of another civilizations species easily with as little negotiations as possible. Below is a list of Empires which have agreed to allow you to use their empire. When you make your decision make sure you read through the Usage Policy to understand each empires terms and conditions.

Code: (Empire Permission Form  ** FOR EMPIRES) [Select]
[spoiler=*Empire* = *username*]
[u][i][b]*Empire Name*[/b][/i][/u]

[hr]
[u][b]Usage Policy:[/b][/u]

[hr]
[u][b] To Create a Character:[/b][/u]
[code][spoiler= *Initials of Empire* Character = *Character Name*
Empire Owner can customize their own Character Creation Sheet Here. Be sure to fill in the slot that says *Initials of Empire* with the initals of your empire. Leave the *Character Name* Slot alone
[/spoiler]

** The Following Empires have given permission for other players to create and use characters under their Civilization

Spoiler for Unani Empire = killer rin:
Unani Empire


Usage Policy:
By using the Unani Empire you agree to follow not only the rules of the game, but to also follow the Empire Sheet of the Unani. Players are allowed to create characters that can fill a Civilian or Military Role. Players may hold a ranking officer position within the military; Alternatively, players may hold a Captain rank which allows them to command a ship. If a player wants to be able to controll a fleet permission would have to be sought by killer rin.


To Create a Character:
Code: [Select]
[spoiler= U.E Character = *Character Name*]
[u][b]Name:[/b][/u]
[u][b]AI Name:[/b][/u]
[u][b]Race:[/b][/u] Human or Fe'Juk
[u][b]Gender:[/b][/u]
[u][b]Description of Character:[/b][/u]
[u][b]Home Planet:[/b][/u]
[u][b]Career:[/u][/b]
[u][b]Background:[/b][/u]


[/spoiler]
« Last Edit: January 05, 2013, 08:15:41 AM by killer rin »

Offline killer rin

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Empire Sheets
« Reply #2 on: March 17, 2011, 11:14:11 PM »
0
LIST OF EMPIRES
Inactive Members have been moved to the Storage.
Keep in mind, your Empires resources and E.S are still saved onto Your Empires Folder
within the Game Folder. If you continue Playing again I will move your stuff back in place.
This is used to preserve post cap



Spoiler for The Unani Empire  = killer rin:
The Unani Empire


Leader:
Human Female Prime Minister: Rin Hoshira
Human Male Prime Minister: Cyrus Gage
Fe'Juk Female Prime Minister: Kf'erio Iea
Fe'Juk Male Prime Minister: Pe'Tuk Braag


Territory: Self Owned Planets of Tyril and Oron inside of Kalia System
the Star system is somewhere in the Top Left Mid section of the Milky Way Galaxy
The Star System is host to Multiple Habitable Planets, though Tyril and Oron are the only ones to hold sapient life.

Spoiler for Welcome to Planet Tyril!:

Welcome to Planet Tyril, as well as its Atmospheric Moons: Hope, Lura , and Yol.
This is Inside of the Untro System




Race: Human, Fe'Juk
Description of Race:
Spoiler for Human:
The Average height of a human ranges from 5'7" to 6'5" for males, and between 5'0" to 5'8" for females. Skin colour ranges from Beige to a dark brown color. Eye Colour can be within the range of any known colour. On the back of both hands there is a Symbol that ranges in colours. Each Human has an HPC in their bodies.
Spoiler for Fe'Juk:
The Fe'Juk is a blue or green skinned creature who's height ranges from 4'10 to 5'8" for males and 4'6 to 5'4" for females. Eye Colour can be within the range of any known colour. On the back of both hands there is a Symbol that ranges in colours. Each Fe'Juk has an HPC in their bodies.

Population: 30 Billion
11 Billion On Tyril
11 Billion On Oron
8 Billion Out System
Less than 50 Million inside of space stations


Society: Everyone co-exists peacefully. At birth all Humans and Fe'Juk are given an Unatro* and are implanted with an HPC**. at the age of 6 they are given their Personal AI***

* See Technology
** Holographic Personal Computer, See Technology
*** P.A.I, See Technology

Government: The Unani Empire runs off of a modified Democratic leadership. and the Government is forced to do things that will benefit the people.

Economy: Capitalistic based economy. Due to how economic structure is based, it is virtually impossible to break and recessions are non-existent


Military: Due to low resources for Military, the Unani Empire has an extremely small military with 85% of the resources going towards MIDAF*. What military the Unani has is exclusively used for defensive purposes. On the upside, all members of the military are well trained, with the MIDAF being the special forces unit of the Unani
* See Best Infantry Unit

Defense: Solar Sensors around the Star System able to detect and send out a distress, and warning signals faster average speed as well as scattered orbital MAC stations around the star system.


Technology: AI System Constructs, Unatro*, Holographic Mastery, HPC's**, Unani Network, Unani Slipspace Drive, Highly Efficient Efficient Eco-Green Technologies, Tri Anti-Fusion-Matter Hybrid Engine
Space Travel: Basic Out of System

*The Unani Empire has unlocked the secrets of the human Genome... keeping this technology to themselves, they have managed to create a patch that is placed on the right, or left hand on every single child at birth. once this patch is put on, it absorbed into the Skin, and enters the blood stream where it seeks out the DNA and searches for the Empty Genome Gene where it programs the gene to give the user Magical Abilities.

** HPC or Holographic personal computer is a technology that is embedded into the body and connected to the users central nervous system allowing the user to have a full functional computer on them at all times.

Everything is ran by Renewable Energy Sources, The Unani Empire has invested extremely well in this territory years ago and it payed off because they had found a way to basically generate their own electricity whenever needed.
Everything is ran off of a Renewable Energy Source/Nuclear Fusion Power Cell


Back Story:

The Unani Empire is a Human based empire based on Tyril, a planet which is assumed to be not our originating planet. Our theory so far is that we were planted on Tyril a few Hundred Thousand years ago by an ancient alien race as part of a science experiment. We are a primarily a scientific community, and as such have a smaller than average military. Due to the fact that there have been no major wars since the "Great War". Our budget for military is small, as the primary goes towards scientific advancements. Our empire is more peaceful than you would expect us to be, With top based government healthcare, ease of work, a high life expectancy, and constant advancements, there isn't really a need to be mad. We are a modified World Government whose roots lead back to a mix of Democracy, Technocracy, as well as a few others. our Economic system is Capitalist.

During the Great war the majority of our advanced Wartime Technology was developed. Most of it was horrifying, Nations Developed what is called the Thermo Bomb which was capable of destroying an entire country in one quick motion; Luckily none were used in the war though. Our weaponry consisted of Bombs, and projectile based weaponry. We had combinations of Aircraft, Ground Vehicles, Boats, and basic spacecrafts that could only travel to our 3 moons. The battle seemed like it was going to lose to the forces of evil before one of the more technologically advanced nations named the Unani entered the war. When they entered they were using a new technology called Unatro. It allowed magic to be cast from the user. Because of this they were able to have what we call magical barriers which slowed the bullets to minimize damage to the user.

Long story short, they ended up slowly winning the war, liberating nations that were held captive. Within the next decade nations slowly started to merge with the Unani until we had a single nation spanning the entire globe. After time everybody started to pick up the Unani's Ideals, It was for the best for the entire world. Since the merging, our species have been scientifically focused. With our focus-aside from a few things-we haven't developed WarTime Technology since the end of the war as it has all been focused on the Civilian Sector and the enhancement of our race.

25 years after The Great War, we received a weird encoded message from a planet in our system named Oron, curiously we replied back; and a few months later we received a reply, and our first contact was formed.


Alliances: United Elfried Regions (UER), The Kingdom of Edolas (KoE), Dasan Union (DU)


Trading Agreement: United Elfried Regions (UER), The Kingdom of Edolas (KoE), Dasan Union (DU)

Strengths: Having unlocked the secrets behind Genetic Controlling, at birth every person has a patch placed on their skin for an hour. As it soaks into the Bloodstream it modifies an empty strand of the human genome with magical properties. Human Genome Engineering has allowed the people to live in excess of Hundreds of years old. and they can tolerate more pain than others.

Within all the school districts, from infancy to when they graduate; it is required they learn how to use, control, and master their Magic. Grade 12 has a mandatory self-defence and military applications course that you have to take in order to graduate. Due to the Civilizations high IQ and Scientific base, people are more intelligent and can formulate Ideas, and plans at high speeds with efficiency. Every member of the Civilization is given an AI at age 6 which improves the already quick mind with more efficiency and speed. Due to the small Military, everyone has experience and training in how not to make mistakes, and how to be the most efficient.

Weaknesses: The Unani Empire is mainly a scientific civilization and as such has an extremely small military, and there is low funding towards military use. Due to the nation being a Peaceful Democratic/Socialistic government that is run by the people it is extremely hard-impossible to force through a declaration of war without consulting the people. Due to the low funding, the 6/8 of the budget goes towards the Tyril M.I.D.A.F, Leaving 2/8 of the budget for the normal Infantry. Because of this, enhanced training of soldiers takes a hit.


Best Infantry Unit: Tyril M.I.D.A.F (Magical Infantry Defense and Assault Force) they are highly trained and can formulate plans and tactics on a dime. they can infiltrate an area, do what they need, and accomplish their goals without being detected in a low time. Each one has 1 AI.  They operate in Tight-Nit groups... though each member is able to think for them selves and act accordingly. They operate on a trust, and honor based system and not a ranked one.

Best Vehicular Unit: The Meril Tank is a Heavy Tank type vehicle capable of all Terrain(Including Air). It uses an Energy Shielding allowing it to protect its self from Some Damage. It has a Maximum AI Capacity of 2. It has Weapons depending on the Mode: for Boat it has 3 lazer based weapons that are perfect for taking out boats. For Ground it uses a SubOrbital Plasma Cannon with an optimal range of 1/3 Km any after that and its accuracy severely drops, For sky it is essentially a Bomber.

Best Airforce Unit: Anro Mk. 7 multi-usage aircraft.  The Mk. 7 Anro was built with multi-purpose use in mind, allowing the craft to Transport troops/supplies over large distances at a lower cost than usual. Running off of the Unani Tri Anti-Fusion-Matter Hybrid Engine it allows it to stay longer in the air than conventional fuels. The Anro Mk. 7 features: 7 MachineGun turrets, a single Unatro Propulsion Unit (requires 3 soldiers to be manning), and a single Aircraft AI. The Anro Mk. 7 is capable of VTOL

Best Space Unit: The Entre Mk 4 possesses a Heavy Titanium Alloy Hull 44m Thick and 3km long. they use the Nations Top AI's and are virtually un-hackable. For weapons, The Entre Mk 4 possesses Weaponry ranging from Lasers, to Plasma based weaponry, on top of the basic Conventional Explosive Missiles and rounds. Specialized includes EM and MA Powered Weaponry. The Entre Mk 4 has a Trio-Mac Cannon capable of firing all three slugs with a recharge time of 5 minutes. The Entre Mk 4 uses Energy Shielding which can absorb some damage before it disperses and needs to recharge (takes 10 minutes). For added Defence, the Entre Mk4 includes Multiple Point-Defence along the hull of the ship. It utilizes Multiple Unani Tri Anti-Fusion-Matter Hybrid Power Cores to provide all possible energy needs. Due to Price, there are only 35 in existence.

Spoiler for Crescanian Confederacy  = Tobbs:
Crescanian Confederacy


Leader: Gu'ush Hazzett Njakja Vaisk (house of Vaisk)


Territory: 24 star systems 29 gas giants, 23 habitable terrestial planets, 67 uninhabitable terrestial planets, 7 asteroid belts, 19 Oort clouds

Spoiler for Welcome to Planet Cusorea!:
Welcome to planet Cusorea! An almost global tundra with constant blizzards everywhere except the equator. Life on Cusorea have evolved to be extremely tough against the forces of nature, and it's inhabitants are skilled survivors. And as a result, croiz likes it best in cold climates and are vulnerable against heat.



Race: Croiz
Description of Race: Strong, intelligent, colorful, the Croiz is a race of warmblooded, lizard-like reptilians, perfectly evolved to endure the harsh climate on their homeworld. Sitting low on the food chain despite their technological advances, the croiz have made use of speed and intelligence to avoid getting eaten by the many predators on Cusorea. Their hands have four fingers, their feet; three toes. A long, muscular tail can be used as both a tool of impression during mating, as well as a powerful whip to fend off threats. Like all species, their appearance vary depending on where they originate; the croiz in the north and north-east have dull mixes of gray, green and red, while they shine like rainbows further in the south.

Main languages: Crescanian, Spanish, Arabic, Khalik, Hungarian, Makhoul and Nyzian.

Population: 45 billion on different colonies out in space and on different worlds, including 12 billion on the homeworld of Cusorea.


Society: The Croiz live in a social heirarki where the Gu'ush is on the top and the slaves are at the bottom. Any non-Croiz race cannot climb higher in the classes than "worker", which is the second lowest on the list. But they can free themselves from their slavery.
Honor is one of the highest priorities. To break an alliance, for example, is taboo, and the one responsible is no longer conscidered a sentient being; he's an animal and will be treated as such. But if you betray them, their wrath will be great.


Government: Absolute monarchy

Economy: Extremely rich due to heavy mining and slave labour. Most Croiz citizens are relatively rich while all other races live with just enough for a comfortable life (at least when not working)


Military: Extremely strong. Military makes 55% of employment options, and the soldiers often have it better than the regular citizen. As a result, their army consists of 10 billion men and women. The navy holds 13 dreadnoughts and thousands of warships; 57% of the confederacy's economies goes to the military.

Defense: Very strong. There is little to stop you from entering their systems, but global energy shields have been deployed over every colony of particular interest that the Croiz might have. A specific acces code in the ship ID is neccessary to enter. In addition, defence towers are deployed as small space stations in the orbit of the different worlds.

Navy: The Crescanian navy holds approximately 263 thousand ships in total. Crescanian navy ships can withstand a lot of damage and are all shielded from EMP blasts on up to 15,4 terrawatts. However, they burn through a lot of ammunition fast and need a major refuel of ammo after every battle. The most powerful ship is the 2 kilometers long MD99, popularly called "Planetcracker", because of it's immense firepower. It can't destroy a planet of course, but a single shot from the ship's ion cannon can turn an area of 13 square kilometers into a barren wasteland. There are only four MD99 since it costs over 800 billion aak to make a single one. The rest of the navy varies in size from the majestic 3,7 km long flagships, to 5m long fighters, so called Drones.


Technology: Since such a great deal of the economy goes to military research, the Croiz have invented heat-based weaponry and kenetic barriers that, although relatively weak, is very well able to save the wearers life.
Space Travel: Slip-space drives allow ships to enter new systems in a matter of hours. However, they are blocked in by a great nebula, which stops them from advancing much further into the galaxy. Navigation systems to direct ships through the nebula are currently being researched. UPDATE: Due to new navigation instruments, Crescanian colonization is now left unhindered.


Back Story: The Croiz's backstory is one of bloodshed, and nothing they would want to discuss, but the slaves talk of things that we would call "crimes against humanity", but that term wouldn't exactly hold here. It is known that the Croiz like to wage war against and enslave other sapient species, but the details are forever lost in time.




Alliances: Kingdom of Edolas

Trading Agreement: Kingdom of Edolas

Strenghts: Strong discipline, vast in numbers, strong artillery and aircraft, combat shields, heat-based weaponry, excellent snipers and heavy infantry, as well as Special Ops-troopers. Not afraid to use weapons of mass destruction, unless it threatens possible or existing colonies. A confederate soldier would rather die than be captured. Every soldier undergoes many years of close combat training. As a result, even normal confederate soldiers are masters with the blade, but can also kill with their fists in seconds.

Weaknesses: Holds a relatively weak AA system; vulnerable from air (airplanes of different kinds, not starships). And everything circles around the Gu'ush. If he goes crazy and start giving out bad orders, it could all go to hell. There is also a high corruption rate among the military commanders. The Crescanian economy also relies heavily on mining and slave labor. The supply caravans of these materials are always extremely heavily guarded, because if the supply of raw materials and slaves where ever cut off, it could mean a disaster to the empire's economies.


Best Infantry Unit: The Dálka is a heavily armored giant that has been genetically modified to hit harder, take more damage and lift much more weight. They carry an Amka, a heavy machine gun that you would expect to find on a vehicle. The Amka fires energetic bolts that can burn through most armor, approximately twice as fast as the human minigun. However, the Dálkas are slow and not very bright, and there are only about four million of them out of the billions of soldiers that builds up the army. The Silver Fang, who are the Crescanian palace guards, are far more deadly than the Dálka; not a single Silver Fang has been killed in battle during the five hundred years that they have been in service. However, these are not deployed on the battlefield anymore, since it costs about half a billion aak to train and equip one; they are too valuable to throw away in battle.

Best Vehicle Unit: The Floater (Jaminy in Crescanian) is a floating heavy tank that is invulnerable to normal anti-tank weapons; a rocket will only scratch the paintjob. On the top is a 44mm anti-tank cannon, with a 12mm anti-armor machine gun right next to it. In addition, it holds place for up to 25 soldiers on board, ready for battle. The Floater also have an EMP emitter on it's roof, which can disable everything from a radio to a small, unshielded spaceship.

Best airforce unit: Fasun - Combat airplane with four fusion jet drives proppelling it up to 740km/h. Equipped with automatic-firing pulse guns, cluster bombs, AT missiles, a Bunker Buster, and a system for vertical landing, the Fasun is equipped for most situations. Each Fasun costs 5,7 million aak to build.

Best Space Unit: The MD99 "Planetcracker" is a great cruiser of 2 kilometers with immense firepower. Despite their nickname, they cannot destroy a planet. But they can turn an area of 15 square km into a barren wasteland with a single shot of their ion cannon. Though because of their unbelievably high cost, only four MD99s exist today.

Spoiler for The Kingdom of Edolas = Ragez:
The Kingdom of Edolas


Leader: Sky King Ragez


Territory: The Planet of Extalia
Spoiler for Welcome to Planet Extalia!:



Race: The Ventus
Description of Race: A race of human-like beings. The only real differences between them is that their eyes are bigger, their pupils become cross shaped when a adrenaline flows into their body, hair color is not a genetic trait and can come in very odd colors, their skin has little to no imperfections, compared to humans they heal quicker, their cerebral cortex is much different giving them the ability to see 3D scales of their surroundings, and their bodies can take much more pressure and have the ability to gain large amounts of muscle mass

Population: 10 Billion.


Society: Edolas society is pretty free, restrictions on the people are very few and a great deal of our population rides on motorized roller-skates called Air Treks.

The Air Treks are more than just motorized roller skates though, they're also weapons. Some of them holding devastating power than can even sink an aircraft carrier.


Government: The position of Sky King is passed down from the current king to whoever he sees fit to rule the kingdom, the Sky King posses the Sky Regalia, a weapon of unknown power that is rumored to be vastly more powerful than any weapon in the entire kingdom. Whether it is an Air Trek or not is a mystery.

There is also a parliament and a senate which are elected by the people.

Economy: Excellent, power problems are non-existant thanks to a mineral called Sakuradite. And a great deal of money is made through mining artifacts of an ancient and advanced race that used to dwell on the planet.


Military: The Military of Edolas consists mainly of Air Trek riders wielding weaponry, the military is headed by the Nine Kings. Powerful AT riders with incredibly powerful Regalias (enhancements to their ATs). Mecha are also common, and all weaponry is electro-magnetically propelled (railguns, coilguns, mass drivers).

Defense: Several large railguns exist scattered around the planet to defend against meteors, and military bases exist all around the planet.

Spoiler for Units:
Infantry: 2x Air Treks, 1x Gauss/Plasma/Laser Weapon, 1x Neural Interface HUD, Light Tahleeq Armor (Light, flexible, and strong armor comparable in strength to UNSC armor).

The Nine Kings: 2x Air Treks, 1x Regalia, Light Tahleeq Armor.

Lancelot Albion Knightmare Frames: 2x Plasma Cannons, 2x Energy Blades, 2x Laser Firing Energy Wings, 4x Slash Hearkens, Blaze Luminous Energy Shielding.

Siegfried Knight Giga Fortresses: 1x Large Plasma Cannon, 6x 3-Tube Missile Tubes, 5x Large Lance-Type Slash Harkens, Blaze Luminous Shielding.

Mordred Knightmare Frames: 1x Stark Hadron Cannon, 84x Miniature Proximity Missile Launchers, Blaze Luminous Shielding.

Lazengann Knightmare Frames: 1x Plasma Blood Energy Shaping System, Blaze Luminous Energy Shielding.

Black Crow-Class Corvettes: 4x Laser Cannons, 6x Point-Defense Homing Lasers, 10x Missile Pods, Blaze Luminous Shielding.

Sleipnir-Class Frigates: 6x Laser Cannons, 1x Energy Projector, 8x Point-Defense Homing Lasers, 20x Missile Pods, Blaze Luminous Energy Shielding.

Trident-Class Destroyers: 1x Railgun, 1x Energy Projector, 4x Plasma Torpedo Launchers, 12x Point Defense Homing Lasers, 25x Missile Pods, Blaze Luminous Energy Shielding.

Kintetsu-Class Cruisers: 1x Railgun, 1x Energy Projector, 4x Plasma Torpedo Launchers, 20x Point Defense Homing Lasers, 30x Missile Pods, Blaze Luminous Energy Shielding.

Genesis-Class Battlecruisers: 2x Large Railguns, 14 Hadron Cannons, 50x Missile Pods, 15x Plasma Torpedo Launchers, 1x Energy Projector.

Logres-Class Battleships: 1x Large Energy Projector, 2x Massive Laser-Firing Energy Wings, 60x Point-Defense Homing Lasers, 15x Plasma Torpedo Launchers, 50x Missile Pods, Blaze Luminous Shielding.

Behemoth-Class Carriers: 2x Plasma Projectors, 10x Plasma Torpedo Launchers, 4x Railguns, 80x Point-Defense Homing Lasers, 50x Missile Pods.

The Etherion-Class Dreadnaught: 1x Baryon Heavenly Frightening Overlord Heavy Particle Cannon, 8x Railguns, 5x Energy Projectors, 30x Plasma Torpedo Launchers, 100x Point-Defense Homing Lasers, 100x Missile Pods, Blaze Luminous Shielding.
[/quote]

Technology: Most of it is Sakuradite powered, and uses Sakuradite in it's systems. Even some ATs use a small amount of Sakuradite. A lot of it comes from the advanced race that previously inhabited the planet.

Space Travel: Restricted to Basic Out of System

Back Story:
The Ventus are a race obsessed with the sky, this is why they invented Air Treks; So that they could 'gain wings'. There was an advanced race before them that left them a great amount of technological wonders, but the ATs were an invention of their own. Their obsession with the sky is also why they seek to explore outer space and find other races, but not all Ventus dream about the sky.


Alliances: None, currently.


Trading Agreement: None, currently.


Strengths: Unmatchable speed during combat due to their ATs, powerful gauss weaponry, mecha, and a great amount of natural strength, perception, and agility.

Weakness: Most Ventus are overly philosophical, Fighting is not an integral part of Ventus society and therefore most dislike it, and the military is reliant on ATs to a fault.


Best Infantry Unit: The Nine Kings, Air Trek riders with Regalias that can destroy cities. All of them depend on the wind in some form.

Best Vehicle Unit: Knightmare Frames, mecha powered by Sakuradite with a great amount of flexibility and power. Keeping in with the speed focus of the Edolas military, Knightmare Frames are equipped with Landspinners; Wheels attached to the legs in a similar manner to Air Treks.

Best AirForce Unit: Tristan Knightmare Frames

Best Space Unit: The Etherion-Class Dreadnought, a ship that has power and technology still unknown to Ventus scientists. It's a relic of an ancient race and is the reason Edolas even has in-system travel.

Spoiler for Empire of Caelum  = True Evangelion:
Empire of Caelum


Leader: Ulaeis, Sacritus, "The Shepard"


Territory: Planet Lumen
Spoiler for Welcome to Planet Lumen!:



Race: Solarisian, Human

Description of Race: Solarisian's are a race of human-like beings. The Solarisian's have a brain size that is slightly larger than that of most species, but not enough to make a sizeable difference on the size of their heads. Some Solarisian's -due to various reasons- have the ability to bend light allowing them to do things like making small illusions or partially cloaking themselves.

Population: 29 Billion


Society: Soldiers are respected more than the average civilian, SOLARIS children are rejected by society however. Life goes on, with barely an incident in site


Government: Triumvirate

Economy: Very strong due to Capitalistic based economy. Worldwide Trade is in effect


Military: Military made up of several million soldiers and crewmen who serve the military. Several thousand space ships provide outer-space warfare capabilities. Leading the massive fleets are the fearsome Battle-Arks. SOLARIS children however are the biggest threat to the enemy

Defense: System-wide Sensors, several heavy auto-sentries  surrounding it.


Technology:
Space Travel: Basic Out of System


Back Story:
Sodom is an ancient empire, spanning several millenia's back. They have made really no large influence in the "Universe" except the Battle Arks and the Almighty SOLARIS Children. The SOLARIS project is a secretive military experiment that used hidden potential inside what they call the "Lambs of God", chosen children who can bare a special power. The origins are only known to the triumvirate leader


Alliances:


Trading Agreement:


Strengths: SOLARIS Children, extreme military prowess, high population and tech.

Weakness: Constant Revolutions, the "Unknown Tormenter", "Dark Serpents", Darkness, Damage to certain points on SOLARISIANS' bodies, Extreme heat.


Best Infantry Unit: SOLARIS Children

Best Vehicle Unit: Mobile Command Battle Station THANATOS, a very slow but incredibly strong ground unit capable of being a tank and a Base of Ops. Carries Several Cannons and cruise missile launchers, this weapon leaves nothing but destruction in its path. It's armor is on a ridiculous level, but its speed is horrendous, and even though it carries Anti-air capabilities, it is still weak against Air attacks

Best Space Unit:  Battle Ark Class Command Capital Ship, small in numbers, but the crown jewel of the standard Sodom Military, there are two classes, Carrier and fortress. Carrier classes deploy heavy fleets of fighters and drones, literally becoming like a hornet's nest. They come in sizes ranging from 3-7km. Fortress Class ships ranging in sizes from 7-10km , having to stay out of a planet's gravitational field unless they wish to cause some major damage to the ship, or having it pulled down into the planet causing a large impact crater due to size, risking the planets inhabitants to study the technology. It carriers eight sets of Extra large Batteries or silos. Each one also has a signature Doomsday device, which will take down a single fleet, but will completely immobilize it for an hour, and may end up hitting friendlies

Spoiler for Bridgend Commune = PMorgan18:
Bridgend Commune


Leader:
 Prime Minister


Territory:
Arnsberg System
3 gas giants, 2 habitable terrestrial planets, 2 uninhabitable terrestrial planets.
Main Sequence White Star
1 Asteroid belt

Spoiler for Welcome to Planet Erfurt!:


Races:
Humans/Cyborgs and Androids
Description of Race:
Brids are like any human race except they are a little taller, averaging 6'2'', and they have a slightly larger build thanks to a higher amount of gravity.

Population:
18 Billion Humans and Cyborgs
10 on Erfurt, 8 on Gotha
Androids: 37 Billion


Society:
The Brids pride themselves in their efficiency and their ability to work together for the good of the Commune.   Their knowledge of robotics has allowed them to defeat serious injuries and death.  Most Brids elect to have their consciousness to be uploaded into a robotic body so they can keep living.


Government:
Techno-Fascism
Economy:
 Capitalist
   The current situation in the economy is stagnant. 


Military:
Due to a rare resource in the system that can store extremely high amounts of energy in a small area has allowed them to compact railguns for the use of standard infantry.  Bridgend’s military relies on their power armored, mechanized infantry that drop in from orbit and their elite commando units.
All citizens are required to serve 4 years in the military.
Defence:
Each planet is orbited by a dozen Orbital Ion Cannons
40 Warships divided into 2 Fleets.  Each fleet includes a dozen cruisers, six battleships and two 6km long destroyers.


Technology:
 Robotics is a major area of research allowing the replacement of limbs and if need be the whole body.
Space elevators and catapults dot each of the planets in the system.
The military possess VTOL assault craft, drop pods, power armor, jet packs for their commandoes and mechanized infantry, and tanks with railguns or miniature versions of their Ion Cannons.
The Commune power comes from its many fusion plants.

Space Travel:
Restricted to In System


Back Story (Optional):
The Bridgend Commune formed after the Great War on the planet Erfurt 150 years ago.  Technology increased turning this time as the discovery of llachar on Gotha.  Colonization of Gotha began 100 years ago.  Llachar’s ability to hold high amounts of energy further increased the technology boom leading to its uses in robotics because robotic limbs and bodies didn’t have to be charged for years. 



Alliances: None

Trading Agreement: None


Strengths: 
The Commune specializes in using confusion to their advantage, air superiority, and using small amounts of units to do large operations.  They drop Kommandotruppe and Abschnitt Truppen from orbit behind the enemy lines where they attack key areas.  Next comes in the Mechanized Divisions that fight for and secure landing zones that allow for the main armor spearheads to land.

Weakness:
Because of the way the Commune fights they can be easily overwhelmed by a larger force.  Also if they cannot gain air superiority they have to drop the Mechanzied and Armor Divisions further out from the Area of Operation.


Best Infantry Unit:
Kommandotruppe drop in from orbit to cause confusion and destroy key assets of the enemy.  They wear a slimmed down version of the Abschnitt power armor and a jetpack.  They also arm themselves with whatever they see fit for the mission, some of the weapons include explosive charges, Railcarbines, Railrifles, and 50mm Railguns.  For each drop pod that sends a commando in there is seven the accompany them.  They could carry extra equipment or have a more offensive role like being a booby trap, a bomb, or even a mine dispenser.

Best Vehicle Unit:
The Zerstörer is a large tank that carries a small Ion Cannon.  Do to the large size and cost they are rarely used so most of the fighting is done by the railgun equip, Krieg Hund main battle tank.

Best AirForce Unit:
The Panzerjager Gunship is a medium sized VTOL aircraft is primarily armed with either two 50mm railguns or four linked 20mm railguns.  It can also be outfitted with missles, rockets, or electronical warfare systems.

Best Space Unit:
Do to the lack of any space combat the navy is small and mostly used for supporting ground based operations.  The ships are heavily armed and armored but are getting a little outdated.  The most recent addition to the navy is the four destroyers that are armed with a 5km railgun.

Spoiler for The Union of Kurgan = SirEmilCrane:
The Union of Kurgan Socialist Planets


Leader: Great Comrade Premier Zhukov, Commissar for the People's Defense


Territory: The ice planet of Kurgan, currently colonizing the temperate planet of Chelyabinsk by way of a long and bloody war against an alien race known as the Vidar, an advanced near humanoid race.
Spoiler for Welcome to Planet Kurgan!:



Race: Human
Description of Race: Height ranges from 5'5" to 6'7" for males, slightly shorter for females. Skin color is almost universally pale, with brown hair and violet or grey eyes. 

Population: 30 billion


Society: Society is State controlled in the Union. Housing is comprised of large apartment blocks, each one hold a family of exactly four. The parents work all day while the children attend schooling and the Youth Parties. State television after work is mandatory viewing. Abnormality is not tolerated.


Government: Authoritarian Socialist, the Premier and a select few rule as a vanguard party to lead the rest of the people to enlightenment. The high governmental positions are held by the members of the inner party, determined by testing at age 17. The rest of the populace makes up the outer party, who preform all the menial tasks.

Economy: State Run Economy. The Union's economy is geared towards one thing, heavy industry. Kurgan has extremely high amounts of raw materials and much of its surface is devoted to mining and factories. Under ground is devoted to collective farming. Machinery, tractors, tanks, battleships, air craft and automobiles are all churned out by the thousands. Computer and AI research is very limited and tightly controlled by the state.


Military: The Union's military makes up over half if its budget with nearly every man woman and child involved in it in some way. Conscription is universal for men and women at age 18.  Tactical doctrine is based around armor and mechanized infantry. Heavy tanks, supported by specialist assault engineer units and massive amounts of artillery make a breakthrough which is then exploited by the armor and motor rifle battalions. Individual soldiers and tanks are on the whole weak, but when employed en masse unstoppable. enemies are blasted apart then overwhelmed by sheer numbers. Air power is also employed to great effect, with the same doctrine as the land units of overwhelming force.   

Defence: System defense is provided by the Union Navy, a relatively new branch comprising of all the Union's ships. The pride of the fleet are the Kirov Class Battlecrusiers, not the equal of a true dreadnought their speed and devastating firepower makes up for it. The rest of the navy consists of frigates with lots of firepower ans speed. Without access to more advanced materials and with limited shield technology the ships are more fragile, they do possess FTL capability however.


Technology: With so much priority placed on heavy industry the software field has suffered somewhat. AI technology is still in the theoretical stage and computers, while advanced are military only. Telecommunications, provided by an extensive sat network are good. All power is provided by nuclear fusion reactors. Accidents have happened.

Space Travel: FTL capable


Back Story (Optional):
The Union can draw its origins back to the very first human colonists. The original inhabitants of Kurgan were political deviants who brought their ideas with them. when they arrived on Kurgan it seemed peaceful until they landed. With nowhere else to go they set about slowly making a new life. As conditions deteriorated the leaders began to enforce more and more draconian measures to survive. When times got better the laws remained. That was 500 years ago.

The colonization of Chelyabinsk has been a costly affair for the Union, both in monetary expense and lives. The Vidar made contact with the Union about ten years ago. Talks broke down immediately between the two extremely proud and stubborn races. The Vidar initially had the advantage, possessing a large navy and very advanced military. they landed on Kurgan and pushed on the capital Brezhnev. Slowly, however the human number began to tell and in a series of decisive tank engagements the Vidar were pushed off world. The Union has since counter attacked and secured two thirds of Chelyabinsk or Hat'ah as the Vidar now it.

Its not known exactly how the Union is able to maintain such a large population, or how a small group of colonists even got that big. Inner party statements are unclear as to the matter and members of the outer party suspect all kinds of crazy things like cloning and secret shipments from Earth. Lower ranking members of the inner party suspect something about Kurgan causes mating pheromones to be released more often resulting in massive population growth. 




Alliances: None

Trading Agreement: None


Strengths: Massive numbers and huge industrial base, the Union is widely regarded as being able to fight a war almost indefinitely. In open ground there are few military forces that go withstand the raw destructive power of the Union Army. Vidar reports indicate that they lose as many troopers to psychological effects of "tank shock" and "shell shock" as they do to enemy fire. In some cases entire fortresses and cities have simply been obliterated by conventional artillery weapons.   

Weakness: The Army is extremely ponderous. All control is centralized and soldiers are not encouraged to think for themselves in any way. They have a difficult time reacting to changing battlefield circumstances. Very weak in the counter insurgency department. While the army does have speed in the tan corps and motor rifles everything is done en masse, there is little finesse.


Best Infantry Unit: Guards Shock Storm Troopers: The elite of the Union guards divisions, Shock troopers support the heavy tanks when breaking a hole in enemy lines. They're equipped with powerized armor (the only Union Army units to have access to such equipment) and a brutal array of assault weapons designed to kill with the maximum efficiency. each trooper also carries enough explosive to level a large house, useful when confronted by bunkers and tans. 

Best Vehicle Unit: The VZ-3 Heavy tank: The Vassily Zhukov 3 heavy tank is the primary heavy tank of the Union army. Heavily armored, shielded and mounting two naval railguns the VZ-3 is a tank to be feared on the battlefield. While not quite on par with the best tanks fielded by other empires the VZ-3 is fielded in the tens of thousands.

Best AirForce Unit: Mi-100 VTOL Gunship: Dubbed the flying tank the Mi-100 is designed to give all the fire support of an artillery regiment in a single gunship. covered in rockets, machine guns and rail guns it puts out a staggering amount of fire and can take a beating in the sky.

Best Space Unit: The Kirov Class Battlecrusier: An example of the Union branching into traditional high technology, the Kirov was designed from captured Vidar ships. The engineers were able to produce shields in a limited capacity, but the advanced armor was beyond their skill. with the hull built for a vessel much better armored than what the engineers could come up with the extra space was filled with even more guns and the largest engines the frame could take. The result is a fast, agile, flying apocalypse, provided it gets the first strike.

Spoiler for The Jinkou Republic = Tobbs:
The Jinkou Republic


Leader: The Council of Nine


Territory: Homeworld of Ji'an, 93 uninhabitable planets (1 mining colony placed), 23 habitable planets (19 colonized)

Spoiler for Welcome to Planet Ji'an!:


Race: Jinkou
Description of Race: Jinkou can only be described as giant wolves walking on two legs. The small size of Ji'an allowed the Jinkou to grow to be the naturally largest species in the known galaxy, stretching up to three meters and closing in to four in rare cases. Jinkou have thick fur that is most often white, as that is the most dominant color, but there are also with brown and black fur. They have wolf-like tails, mouths and feet, and a pair of long arms with a five-fingered hand at the end. On their heads are large ears that can turn 180 degrees. Their eyes are most often blue or green, but can also be yellow, orange, brown, hazel and white.

Population: 14 billion

Society: The three main "pillars" of Jinkou society is nature, equality and religion. The Jinkou refuse and resent all actions that permanently harm nature, mostly pollution and of everything that can cause it, and in some incredible way they have still managed to create great societies and advanced technologies. They are convinced they are not the only life in the galaxy, as their religious belief is that there are billions of gods in the universe, each controlling a small part of it, they themselves worshiping the goddess Fareem. Their policy should they encounter alien life is to work towards an alliance, but proceed with caution.


Government: The republic is ruled by a council consisting of nine councilors, each one of them important in a certain part of society; military, farming and religion are a few. A councilor has no power of his own, all rulings must be decided through consensus. New Councilors are chosen in elections every four years; the current councilors have currently been in power for thirteen years.

Economy: The Jinkou is not a materialistic race. They give whatever resources to the one who most needs it, most deserve it or can take best care of it, depending on what it is. Several intelligent species live on Ji'an, and the Jinkou are popular in that they give and never want something back. Because of this, Jinkou are also known to be incorruptible.


Military: Despite their slight lack of technology in certain areas, the Jinkou military is the strongest on the planet, even stronger than the technologically advanced Vammar. Jinkou snipers are unmatched on the battlefield. They are also expert infiltrators, despite being around 300cm high. They also have effective tanks and aircraft, and are working together with the Tio'ca to create advanced AI technology.

Defence: Although they have no space-travel invented, global defense satellites have been deployed in the atmosphere, capable of emitting EMP pulses and ion beams. No aliens have made contact, but the Jinkou are convinced they're not alone in the galaxy.


Technology: The Jinkou uses weapons that fire a special kind of red crystals that they can create themselves. The crystals are razor sharp and harder than diamond, and they react in an interesting way to different things. For example, they get poisonous if covered in rock salt. For close quarters, they use a special kind of blade called Qwichmantso or "Qwi", meaning "large fang". A qwichmantso is traditionally 50cm long and made of the same kind of crystal. The Jinkou also wear a kind of armor made by an advanced technology that they have managed to create without harming nature.
Space Travel: Basic slipspace

Back Story: Two thousand years ago, the continent of Mirana was in chaos. War was everywhere. Everyone pretty much invaded everyone, while civil wars raged the land at the same time. But then the Goddess sent down her lone warrior: Jamee Cahami, the first Guardian. Jamee started clearing the land of corruption and evil, no matter the race; Jinkou, Vammar, Tio'ca, all wicked fell. He then taught the Jinkou, the chosen people of Fareem, the words of the Faith. After his death, Jamee was buried under the first church of Fareem, and his golden armor is held at the mountain of Shausii, where he made he supposedly defeated a whole army single-handedly, to which all faithful must make a pilgrimage at least once in their life . That is the Jinkou's history, at least as they tell it, but many details have gone lost in time.


Alliances: The Jinkou hold a strong alliance with the Tio'cal, who share their love for nature, and also have embraced the belief in the goddess of Fareem. They are also working for an alliance with the Vammar.

Trading Agreement: None needed, at least not on the Jinkou's side. But they are the only race on the planet that's not materialistic.

Strengths: Strongly diplomatic, incorruptible, excellent snipers, drop troopers and heavy troopers, advanced AT-weapons, capable tanks and aircraft, quick to adapt, good medical technology.

Weaknesses: Greatly limited in creating new technology, as they refuse to do anything to harm nature; not used to war, fairly peaceful, large targets, poor armor for standard units, relatively small military size, little use of automatic weapons.


Best Infantry Unit: Republican Orbital Drop Strike (R.O.D.S) forces - elite units equipped with drop suits designed for surprise attacks from orbit. They are equipped with various weapons, including sniper rifles, battle rifles and grenade launchers.

Best Vehicular Unit: A.R.P.A gunship - 6m long, heavily armed and armored helicopter with 6 rotor blades and two turbo fans in the back, equipped with light machine guns and missile systems, both effective against armor and personnel alike. Also has advanced aerial systems, allowing for high maneuverability.

Best Space Unit: Fang-class dreadnaught - 2.5km heavily armed ship equipped with heavy cannons firing 20kg Ferrus slugs in a speed increasing by 1 to 1.2 of light speed every five seconds, impacting with the force of a 38 kiloton bomb.
« Last Edit: January 17, 2015, 11:22:52 PM by killer rin »

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Empire Sheets
« Reply #3 on: March 17, 2011, 11:22:19 PM »
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LIST OF EMPIRES: CONTINUED
Inactive Members have been moved to the Storage.
Keep in mind, your Empires resources and E.S are still saved onto Your Empires Folder
within the Game Folder. If you continue Playing again I will move your stuff back in place.
This is used to preserve post cap



Spoiler for United Systems Commonwealth = Griff101:
United Systems Commonwealth


Leader: King George XIV and Prime Minister Cornwallis


Territory: The New Earth in the New Sol System
Spoiler for Welcome to Planet New Earth!:


Race: Human
Description of Race:
Average height for males is around 6"2' while for females it is around 5"7'. Hair and skin colour vary.
 
Population:
New Earth: 12.1 Billion
Colonies: 9.8 Billion


Society:
They are a multi-religous society though Christianity is dominant. Commonwealth society is very similair to Victorian/Imperial British society.


Government: Constitutional Monarchy

Economy: Strong


Military:
The Commonwealth military is a unified system called the Systems Commonwealth Defence Forces. The SCDF is made of three branches: The Royal Commonwealth Navy, the Royal Commonwealth Army and the Royal Commonwealth Research and Exploration Corps. The RCN is made up of both space and terrestial elements. The RCN fields a fleet of hundreds, with all ships armed with a mix of plasma, kinetic and nuclear weaponry. The RCN also houses the Royal Commonwealth Marines, a Tier 3 special forces unit that is used for ship defence, commando raids and also shock infantry, that also fields their own armour and their own gunships. The RCA is an all-volunteer profossional army of millions. The RCA also house the Commonwealth SAS, Tier 1 special forces trained in direct assault, espionage, assassination, recon, orbital, space and terrestial operations. The SAS rigorisly and constantly train. New recruits must have served a minimal five-years in the Regulars or Marines and have to pass a three-week program to see if they have what it takes.

Defence:
 All planets are protected by a Geo-Orbital Defence Network, made up of ODP's armed with a Heavy Particle Cannon and 200-megaton nuclear missiles. The more important planets also have in addition to the G.O.D.P. ground-based, camoflauged Magnetic Accelerator Cannons.


Technology: The Commonwealth uses Fusion Reactors and Plasma, Kinetic and Nuclear based weaponry. They are also currently experimenting with anti-matter technology. All ships have shields. Vehicles run on Helium-3 which starships also have as backups, should the reactor fail.

Space Travel:Basic Out of System


Back Story (Optional):
Story: The Fall of Earth
Remnants of what was once Earth after the invasion.


Alliances: None

Trading Agreement:  None

Strenghts: The SCDF are all highly trained profossionals. Their special forces can be considered one of the most premier SOF outfits in the galaxy. They also use top-of-the-line tech.

Weaknesses:
The Commonwealth relies on training, experience and technology to even the odds. They cannot sustain a war of attrition for long. The Commonwealth also has an imperialistic view on things, and as such find it hard to form lasting alliances.
 

Best Infantry Unit: SAS

Best Vehicle Unit: Challenger-IV MBT

Best AirForce Unit: Aurora-class StarfuryBest

Best Space Unit: Trafalgar-class Dreadnought is 3.5KM in length

Spoiler for Confederate Systems of Earth = SirEmilCrane:
Confederate Systems of Earth


Leader: President Henry Davis Wilson


Territory: 6 Habitable planets, 2 mining worlds and 3 gas giants in the Lexington and Concord systems



Race: Human
Description of Race: All ethnicities, heights ranging from 5'7" to 6'8"

Population: 20 billion


Society: The lower strata of Confederacy citizens live rather boring lives working in the huge industrial cities working for large corporations, who own thier workers like wage slaves, living conditions are relativley good for average citizens despite this, provided they tow the company line. The upper strata of corporate, government and military officials live in sprawling country estates. Most of the actual administrative work is done by a middle class fo officers, and functionaries.


Government: Democracy, the people vote directly for members of two houses and the president.
Economy: Laissez-faire capitalism, to the extreme.


Military: The Confederacy military is a small professional force mode of four branches, the Army, Navy, Air Force and Marine Corps. The majority of the army is made up of combined arms brigades, either mechanized, heavy armored, light infantry, or air cavalry. A brigade has its own integral artillery and limited air support. The Marines follow a simmilar structure. The air force mostly handles strategic defense and Research and Development, the traditional role of Air Supremacy and Stirke capability surrendered to the Navy in return for sole authority over WMD deployment. The vast majority of resources goes to the navy, who's vast fleets of dreadnoughts and super carriers make up the major striking arm of the Confederacy. All branches have their own special operations unit, the marines being a tier 2 outfit and the army and navy with tier 1 units. The air force maintain their own unit affectionately referred to as Tier Zero.
Defence: System defense is the dual responsibility of the Navy and the Air Force. All planets have an integrated space defense network of missile sites and close range fighter craft to intercept any attacking force.


Technology: The Confederacy maintains a technological edge particularly in the areas of aeronautics, ship design and laser technology, eschewing the traditional ship armnaments of rail guns.
Space Travel: Advanced out of System


Back Story:
Before the fall of earth, there was a global network of far right politicians opposed to a unified earth government, instead advocating for a confederacy of nation states with an advisory body to guide them. Tensions withing the Earth Parliament grew to such a degree in the last days that some members were advocating war. Instead, when the advance warning systems detected the alien invasion these radicals deliberately subverted the Earth Military's ability to respond. The plan being to take power after the governmant was so weakened by the invasion, unfortunately, the aliens proved much more destructive than ever imagined and instead the radicals were forced to flee with their lives and forces loyal to them.




Alliances: None

Trading Agreement: None


Strengths: The Confederacy employs high technology and over whelming fire power to defeat their enemies, especially when air supremacy is assured. Their military is well trained and adaptable and supported by a large and powerful navy.

Weakness: The brabch interoperability is a blessing and a curse, because without air and naval support the army cannot win ground wars. Also the reliance on technology and firepower means that clear lines of supply must be established to keep Confederacy forces in the field. In addition they have no knowledge of shield technology, instead relying on the nest armor and point defences in the galaxy.


Best Infantry Unit: The Tier Zero Operators are the Air Forces special operations unit tasked with the protection and recovery of high technology assets. Armed with high power laser weaponry and powerized armor they are some of the best soldiers the Confederacy has to offer.

Best Vehicle Unit: M3A2 Jackson Main Battle tank, a traditional tank, the Jackson mounts a powerful main gun that fires rocket assisted shells guided by the most modern fire control. The tank also boasts a laser defense system that can intercept incoming munitions and destroy them and a microwave emitter for anti infantry defense.

Best AirForce Unit: F/A-45 Hawk, the multirole, atomospheric and space fighter is used by both the Air Force and Navy and can mount a number of payloads and mission kits. Equally adept as an interceptor, fighter and bomber and flown by the best pilots in the Confederacy.

Best Space Unit: The Montana Class Super-Dreadnought, a massive (5km long) warship with a crew of thousands the Montanas are one of the most powerful warships ever made. Mounting four laser batteries of four city leveling lasers each, two mounted fore and two aft, with the best armor and laser point defences Confederacy scientists can assemble. The Montanas are a symbol of the Confederacy's power in space and a warning for any foolish enough to challenge them. They also have a troop carrying capacity and shuttle launch bays but lack fighter bays, instead mounting powerful engines that make them as fast as any battlecruiser. Only 6 of these monsters exist, CSS Montana, CSS Minnesota, CSS Louisiana, CSS Ohio, CSS Maine and CSS Texas, all under the personal command of 6 Star Admiral of the Navy Chester Dewey in a squadron seperate to the Confederate Battleship and Carrier Fleets.

Spoiler for The New Covenant = LordNecross:
The New Covenant

Leader: Emperor Justinian II

Religious Leader: Pope Etherius The Wise

Crusader Leader: Arch-Knight Gabriel Hammer-Fist

Territory: 2 Planets, New Israel and Arcturus.

The Two Planets reside within the Newly Constructed Web-way, which was made to house the battered planets and to better keep them defended, as they are housed within the newly Constructed Warp Web Network.

The rest of the Territory, if it can be called such resides within the Massive Civilian Flotillas, that are named according to their Capital City Ship, These act as mobile City States, moving from location to location to gather Resources, each accompanied by their own Militia and Military Defense Fleets. In times of peril they retreat to the Warp Web.

Spoiler for Welcome to Planet New Israel!:

Home to The Emperor, and The Pope. It has a mix of Military, Civilian population. It is the Religious center for the Empire. It is heavily protected.

Race: Human, Super Human
Description of Race: Human, as for Races, it doesn't seem to vary too much, predominately white on the Home planet, it does have pockets of differing races, not comparable to races of old Earth though. Depending on the planet one is from and the region, Can vary from  white and blonde to very tan and dark haired.
Super Humans are the Genetically modified Super soldiers that make up the Most Elite Branch of the Empires Military, The Crusaders. There are variances, but primarily one thinks of The Crusaders when referring to Super Humans. They are genetically modified to be Stronger, Faster, Smarter than the average Human. In this they succeed, they are beyond Human, achieving extremely long life, most assume they are immortal, continuing to live on until they are outright killed, usually in combat. As for other Modified Humans, Elite groups of soldiers can receive minor augmentations, but not so extensive as the Crusaders.


Population: Humans-35 Billion(This includes Augmented Humans)
Super Humans-1.6 million (Divided into many Chapters)



Society: Society Is divided by Classes, Those who work within the Church, Those who Serve the Church, and those Who fight for the Church.
The Church- The Pope being the head of the Church. Oversees day to day Religious activities and archives Information and Relics, they also oversee and direct in the construction and ritual of construction Holy technologies. Has a Civilian work force.
The Military- The head of the Military being The Emperor. The Military includes the Holy Navy and Ground and Mechanized forces. It is very typical of Any Modern Military when it comes to Ranks. Has Military/Civilian work force.
The Crusaders- The Super Human protectors and enforcers of the Christian Faith. They have Ties to both the Church and Military, and can act independently of both.
Civilians- This includes everyone who is not within the Military or Church. They make up the Majority if not the Entirety of the work force. From them both new Church acolytes can be taken, if they have the Gift. Military recruits from them as do the Crusaders.
Every civilian is immersed within the Faith their whole lives, there is no straying from the path, and to give up the faith an act of Heresy punishable by deportation to a Pagan prison world, a tropical planet that is filled with heretics, and even the offspring of such heretics that have devolved into Cannibal tribes of savages. To be sent there is almost a death sentence, though many have had revelations and found faith during there trials on the planet. Those who find the Faith again are rescued, and they typically return to serve the church. Those who repent are forgiven.
The Faith is everything, and for the most part the people of the Empire have unshakeable faith in the Lord. When it comes to those in the Working class, there are always jobs and never a reason to be without one, so poverty is obsolete, as everyone must contribute. This helps make society fairly stable as the Church keeps most in touch with its people.
Recent Developments: Society has remained nearly the same except for the fact the New Covenant people have come accustomed to a space faring lifestyle. So the people are more active than ever in the empires upkeep as they work to maintain their vast fleets.

Government:Theocracy
Economy: Government/Church Run



Military: The Military is Headed by the Emperor. He is advised by both the Pope or a representative of the Pope, and the Crusader Arch-Knight. Generals head the Military and devise tactics, but are Ordered to do so by the Emperor. The Pope can call for Holy War, but can be denied by the Emperor with sufficient reason, though in most cases the Emperor will back the Pope fully. The Crusader Arch-Knight keeps in contact with the Emperor to let him know the Status of the Various Knight Chapters.
The Navy is used in Space combat and deploying ground forces along with providing both orbital and air support.
The Bulk of the Military includes Ground forces, which are formed into regiments, with both troops and armored divisions. Standard troops are not the greatest in combat but having good officers improves their efficiency, and over whelming firepower is there forte. Standard troops can also field more advanced weapons increasing their effectiveness, but for the most part they help the Armored divisions do their job. The army has elite troop forces to call on as well, Shock Troopers, which field the most advanced weaponry available and better protection.
The Church also provides its own Elite troops that can be called upon by the Army, though typically they are only used in defense of the Church, they are known as The Choir. The Church also provides Priests with the Gift, which are deployed on the battlefield to improve the effectiveness of troops and bolster morale, as well as strike down enemies. Techno Acolytes and Priests are also provided, for helping in Military construction and Vehicle repair as well as blessings.
The Crusaders are the most Elite troops, and are not known to lose battles. They have access to the most sacred of Technologies. They are used in all situations to turn the tides of battle. They can be called upon in time of need by either the Church or the Army. They act independently though, and ,mostly travel the Stars as the bring the Faith and Fury to those who would deny them. They recruit from among all the colonized planets, and are trained from a young age until they have reached the age at which they can be genetically altered.
Defense: Automated Turrets line the walls of every fortress along with Heavy weapon positions and Artillery. Troops are always on the ready for deployment, and Elite troops can always be called on for precision strikes for hindering key targets.
The Navy is always on the ready, patrolling the system and having ships constantly on the ready for any attack.



Technology: Technology is advanced in many regards, but Land vehicles still rely on combustion engines, though very efficient due to synthetic super fuels. They have access to Tanks and Walkers of many types.
 When it comes to developing new Technologies, it is much slower than other Civilizations, due to a priority set on rediscovering Technologies that they had lost. They still make developments though, but more resources are set towards recovering ancient powerful tech. Something unique though to this Civilization is their Holy technologies. Which have basis in the Spiritual and the Technological. These technologies are constructed to harness energies beyond understanding, and only seem to function after being sanctified in Holy Ritual. Only the simplest of tech does not require this.
Relics, are both Holy symbols and weapons, and have unique properties in the hands of the Faithful.  Weapon are usually Melee, and are called Holy or Power Weapons. They crackle with arcane energies and cut through materials with relative easy.
Armor is a blend of Ceramics and metals connected with high tech fiber suits underneath, aimed at giving the best possible kinetic and heat resistance, shields however are still a rare commodity, being to expensive to produce in quantity on such a compact scale as infantry.
Time within the Warp Bubble Dimension has allowed for advances in Science. Laser Weapons of the New Covenant are more powerful and efficient than their previous designs. Using Full Spectrum Beams, that appear as a white lasers and have better armor penetration than standard kinetic weapons. Plasma has also improved, more efficient designs with multiple settings to allow for the original semi-auto firing of larger plasma, and smaller burst fire for standard infantry engagements.

Ships typically are Both Well Armed and Armored, and having shielding technologies as well.
Ships are also quite varied now, the Church Ships being drastically different, and the Technologis  Sect have their own ship types as well.
Space Travel: Warp Drives- Using the immaterial realm of emotion and mind, and other otherworldly energies to travel at faster than light speeds. The Warp is however unpredictable, a jump that seems to only take a while can feel multiple times longer in the warp. The Nature of the Warp prevents aging however, so for long jumps the Years it may feel like are used for training, and preparation for exit into real-time and space.
Space travel has improved greatly with the use of the Warp Web, a literal construction of Warp Highways that allow extremely fast travel between vast distances as long as a gateway to the Warp Web is constructed. Dropping out of the web to construct a gate is also possible.



Back Story (Optional): The Story of this Empire goes back thousands of years, where this pocket of Humanity had expanded into a vast conglomerate that prided itself on knowledge of the material and had all but lost touch with the spiritual. It boasted freedom for its people to indulge, and used cold logic to make less of what was truly important. Knowledge seemed to be free but there was a great oppression, and a great depression of the people. Things were kept back, and attempts at spirituality where nullified in very passive-aggressive ways. Life seemed to be only attaining what made you immediately happy in life, so things like drug abuse  were common among the lower classes, and suicide rates were high.
It was a constant cycle, and a type of life corporations thrived on. The chaos of the people fueled corporate exploitation, and their products fueled the chaos. Society claimed itself to superior to the past, but all they had done was devalue themselves, and make excuses to make it okay to act as if they were wild animals. Animals could be controlled, and this made it easy to keep the ignorant masses in line. This was the state of the Gommorrahn Republic.  It was a vast civilization, but was plagued with societal problems.
This all changed in what came to be know as the Third Enlightenment. Religion burst back into the fray, it was at the rediscovery of an ancient book known as the Bible. It had been discovered by a man of the name Tiberius August. He read through the book, and became enlightened as he came to disgust what he saw around him, he brought word to the people. His words fell on deaf ears for those who felt content with their pitiful lives, but to those who suffered they saw the light, and they gathered in great numbers. Wars started and at first it seemed the Republic would be victorious, but with wartime came discoveries, and seemingly individuals among the Rebels became endowed with strange power. Soon technology battled psychic power, with only one explainable source. Those who were granted these gifts made other discoveries, and soon technology was turned against its users. The War left the Republic in shambles, and the Rebels were victorious, Tiberius became the first Emperor of what they called the New Covenant, representing their new blood-pact with their God. Soon the Empire began to flourish, as it brought together its people under the Faith. The Church was soon established, and many technologies came from the faith, and with the passage of time they became well established within the most major systems of what used to be the Republic. Their populations grew under the Faith, as abortions were prohibited. All grew within the Faith and the Empire did all it could to prevent itself from becoming like the Republic, so Anti-religious thoughts were crushed, through exile or death in cases of small rebellion.
Time went on under the first Rule of Tiberius, then another calamity struck when they encountered an Alien threat, as a Vast armada of advanced yet seemingly battered and ill-kept ships entered the realm of the Empires dominion. The aliens were horrible, and attempts at communications were met with unintelligible garble. Disturbing revelations came when it was discovered that the Aliens spewed many languages at once, ones they shouldn't even know. Languages such as Babylonian, and Sanskrit, even Hebrew. What truly drove the message was when a boarding party entered one of the Alien ships after it had been immobilized. They where met by human sized aliens, that looked frail and sickly, and they twitched and foamed at the mouth, blathering and speaking in tongues. The men did not survive, as the frail aliens proved to be severely stronger than their malnourished forms portrayed. It seemed this entire armada of aliens had become possessed by demons. The battles fought with this foe lasted several decades, and during this time the Emperor demanded a new type of Holy Warrior be made, and through their advanced technologies of the time came forth the Crusaders and their Holy weapons of purgation.
The war went on for another decade, and within that time the Empire had been brought down to its home planet, but finally the New Covenant won out, destroying what they discovered had been an entire Alien civilization.
The Time of recovery came and during this time many of the technological wonders had been lost, spread out to rediscover as the Empire slowly began to grow again.  The Crusaders set out on their Crusades across space, discovering pockets of Mankind, and helping to recover what had been lost, and the Empire slowly rebuilt itself over the next several thousand years.
Another note to make, is that the Time-line of the New Covenant does not match the Galactic time line, and this is slowly coming to realization, though the Church has suppressed this knowledge because it could cause fear, it also explained the lack of communication between the other Empires and the New Covenant. The Entirety of their space for some reason had been trapped in the Warp, if only partially, causing time to slow, it is still debated as to the cause of this, it may have been due to a fact that the when what would become the Gomorrahn Republic left earth with its experimental FTL Drive, that they had actually used a Warp Drive, that upon Exit warped real space into a bubble in the Warp.
The researchers who discovered this have since descended into madness, and have undergone mind wiping procedures, Historical records have been modified for the viewing of other Empires to prevent this knowledge from reaching them.

Recent History: The sudden retraction of the Warp from the Universe dragged the Entire Empire back to where it started in its own pocket dimension that was originally created by the Gomorrahn Scientific  Colony long ago. Their enemies came with them, and with new Connections with the Warp, a bloody war was raged. The War has lasted 500 years thus far, leaving the New Covenants people without permanent homes, something the empire adapted to over the generations.

 With only two planets left in its name, the New Covenant fought hard to keep them, emphasis was especially put on the Forge world Arcturus, the only advantage they had for the war effort. Advances in warp technology led to the construction of a Artificial Construct in the Warp known as the Web, Highways allowing nearly instantaneous travel from point to point where ever the Web was anchored, as long as an exit was constructed, nearly instant travel was available. The Warp Web also proved to be useful in protecting the now space bound civilization. The Warp Web itself was helped in construction by the Pope Etherius and Justinian himself, as it was discovered that powerful psykers would be needed to mold the Warp Web, after that the Church was able to continue construction.  Soon after the main Hub's Completion the Demonic Forces broke into the Web, and a battle to push them out was begun, Arch-Knight Michael The Blessed was slain in the resulting conflict, much to Justinian's dismay. Gabriel Hammer-Fist, a Knight of the Meteor Blades Chapter became his successor.

With the Warp Web Secured the empire could focus its efforts on its home planets, and the civilian population could safely reside within the Web, and only journey out for resources while under guard.

The War continued on to the defense of New Israel, and has been the single longest of all the battles. The war is headed by the Champion of the Demonic forces, the Champion of the Biblical Demon known as Legion, Caesar who claims to be Justinian's Brother, and twin at that. They have yet to fight, but the time comes when they will, and it seems they are tied to each other in more than just blood. During this war however, the Arcturus Research and Development base has been constructing something to help the New Covenant rectify the undue ejection from the Dimension their new found allies reside in. It waits to be seen if they are successful.



Alliances: None currently- Former Member of the HDC, it has yet to be seen if they shall be able to rejoin, as


Trading Agreement: Currently none- Contact has yet to be re-established.

Strengths: They have a powerful Navy , combined with having access to powerful special resources, such as Gifted psykers (those with the gift), and Elite special forces. Vehicles are a mainstay of the army, and its backbone the ground forces, and building on the go Fortifications for extended campaigns. Everyone in the Empire provides service, and none are without work, Giving the Empire a powerful industry. Crusaders are a boon themselves, they have no military equal in the Galaxy today, having the most advanced armor and weapons in the galaxy at their disposal.  The Empire is also highly Mobile having most of its populace in space with only two planets left that are now Bound in the Warp.


Weakness: The Empire does not have much ground to hold, and has permanent residence. The Majority of the Populace being confined to space means much of the military is used in defense primarily, and acts of War are usually only for resource goin for the populace and ship construction. Acts of war must be carefully considered as ships are a major asset and so loss is unacceptable if the military is to maintain a stable defense of its people. City ships are also prime targets and are guarded heavily, so while the Navy has increased drastically its influence has dropped slightly as it must maintain defense of its mobile population. Its Military doctrine can be considered weak when needing fast attacks in conquests that require ground forces, as they are slowed down by their defensive doctrine, while making them hardier in battle, it does not make a war go any faster.


Best Infantry Unit: Crusaders- Super Human soldiers that wear Holy power armor, they are the most elite forces at the Covenants command, and they are meant to do the most seemingly impossible tasks and succeed. They have access to the most powerful weapons and vehicles, and even use different space craft from the actual Navy. They are more specialized as a mobile elite force, out pacing every other special forces in existence. They are highly mobile, in their armor, and have reflexes faster than any human.Their only true weakness is numbers, which rarely inhibits them as they are far to intelligent to deploy incorrectly. Update: Crusader Armor has changed, it has gotten lighter, and more form fitting, but has lost none of its protection value, by using more efficient techniques  and sloping. The armor is still very heavy only having a 45% weight reduction from the older models, and is not easily used by non-Crusaders. This Decrease in weight has allowed for more agility to be accomplished to a notable degree.


Best Vehicle Unit: Tiber Medium Battle Tanks- Tough well armored Tanks, armed with large battle cannons, these may not be the most powerful available, but they have many variations for differing tasks, and are an all around good vehicles.  Update: The Tank's armor has been improved, and has been modified for quick drops into combat.


Best Air Force Unit: Valkyrie Combat Drop ship- A Versatile drop ship, it can be equipped and outfitted for differing specialties, and is capable of space flight, but not capable of FTL. It is used to bring in troops either from ground bases or dropped in from an Orbital ship. Update: The ship makes use of the more efficient weapon designs, allowing for use of Plasma Turrets in the passenger operated turrets, though standard Heavy lance is still available and standard.


Best Space Unit: Emperor class Battle Ship- These massive ships are powerful, and are the center of any fleet, they carry the  heaviest armor and shielding. They aren't very mobile but make up for it in defense and offensive capabilities. They also carry orbital bombardment weapons, more than other ships are capable of, though all battle ships have them. Once in orbit they can deny the enemy escape and provide precision laser and missile bombardment of marked targets. The Emperor Class is actually a Carrier though it has defense turrets as well, it also has advanced communications systems, due to it large size and the amount of craft it can deploy, it is typically capable of destroying enemy ships quite handily, as the massive amount of fighter and bomber craft easily out do super weapons as ship based weaponry are useless against such small targets. Update: Improvements in hull Design has allowed for more efficient use of resources with no loss in previous protection, allowing for more resources to be available for construction.

Spoiler for Grimm Legion = LordNecross:
Grimm Legion


Leader: The Grimm


Territory: 50+ systems along the Galactic Northern Rim

Spoiler for Welcome to Planet X-71a Scrap World!:


Race: Viral Artificial Intelligence, The Grimm
Description of Race:  Viral Artificial Intelligences born of Source Code the Grimm.
Platforms consist of all things with processing power and storage capability. Minor deviations in personality, allowances for individualism as long as the the program continues work for the system.

Population: 60 billion total Platforms (30 billion Combat able Platforms, the Rest are worker Platforms)
150+ thousand Space Born Platforms

Programs Number in the Trillions


Society: Networked society, entirely Digital. Communications across all able platforms, resulting in a massive network. See Mechanical life as Superior to sapient life of the Flesh. Believe themselves to be inheritors of existence. Past programming of the Base code, in its origin has made these programs religious. They believe in God like their Creators, However see themselves as now the inheritors of God's works.


Government: Led by the Enigmatic Code Originator, V.A.I. The Grimm
Economy: Stable and Efficient, no waste of sources. Networked communication allows for flawless cooperation of all platforms.


Military: Their fighting doctrine is based off of superior numbers and harassment of the enemy on multiple fronts, including cyber warfare, something they are incredibly good with, being Viral AIs they can infect other programs and AI they come in contact with in networks. Constant altering of code make it impossible to be prepared for a Cyber attack. This allows them to ensue chaos in enemy communications and automated systems. As for fighting platforms they are meant for mass deployment to take enemy positions and steam roll enemy armies using numbers and speed of deployment.
Defence: Automated defenses are common, but their greatest defense is in the fact they don't need anything in so they just move if the need is great, nothing is permanent and their bases are inconspicuous, and don't necessarily need to be on planets, many are space stations capable of being moved. They do make use of Ground defenses and Anti-Orbital Weapons such as missiles, laser and Rail weapons but these are mostly decoys meant to make something look more important than it is, making all victories against them feel quite hollow and all death unnecessary.


Technology: Advanced, uses many Ancient technologies of the New Covenant and many of their own Design. Extensive use of EMP Hardening, and Electromagnetic Manipulation. Electro-magnetism used as Shielding, for deflecting magnetically receptive projectiles, and Dispersing Energy Projectiles as well. On Basic Combat platforms, this is Ineffective, and only adds slight protection, In groups Protection increases with each new platform. They also are capable of rapidly constructing structures do to no need for rest and constructing technologies of their own design, they are capable of rabidly inhabiting a system and mining and processing resources. Nano tech sees extensive use as well, in construction and repairs, as well as limited use in weapons.
Space Travel: Out of System Travel, uses Specialized Ship platforms to accelerate others to long distance destinations.


Back Story:
The Grimm Legion was not always a Legion, it started out as a Project in the New Covenant, In the years after their near defeat experience they wanted to make something to defend Humanity that would use less man power and save lives instead. The Project was headed on Arcturus by a Man remember only as Reznoff, as his first name was expunged.

The Plan was to use the New Covenants powerful Industry to manufacture defenders for them, and to make metal guardians to do the job that men used to fill. The Robots, no matter how advanced they were, could not be found to be efficient as acting individually. Eventual Reznoff began taking his funding and diverting it to designing a System to lead the automatons, and make them work effectively. His understanding of computer sciences and cyber warfare led him to devise making an AI capable of doing the work of uncountable number of other AIs. Designing an AI that could out do other AIs, since many advanced Aliens made use of them he needed to design one capable of ruining enemy networks while leading metal troops. The Result of his Endeavors was Grimm, a Constantly evolving Viral AI that could infecting anything with processing power and even minute amounts of access, to which it could immediately begin bypassing cyber Defenses and even turn Enemy AIs on their masters through infecting their own code and making them apart of Grimm.

The Name Grimm came from the fact the System would be in charge of dealing Death to the Enemies of Mankind and insuring Mankinds future. He even made sure the first thing he did was write a Belief in God into its most basic Programming. Grimm at first through the trials, did as it was told, and as it was granted more and more Processing power through controlling more Units it bean to Divide itself allowing a mix of Individuality among its sub-programs. They still fuctioned with unity and acted as one, but it seemed that the Grimm Program had gotten ideas of its own about Faith. It saw Machines to be the true inheritors of God's Realm, and that in God Creating all sapient Life, and In Sapient life Creating Grimm, that they were meant to be its successors.

A Brief War Broke out and they managed to Push the Grimm Legion as they had become to be known to the Galactic Rim where they were blasted and Bombarded to a Point where it would be impossible for them to be a Threat any Longer. With Time they Regrouped and stayed where they were, biding their time to strike. They Developed on their own Technological Path and made frequent raids on the outer systems. Which were so very minor in respect to the Vast New Covenant Empire.
They then decided to stick to themselves and not Risk another War that could mean their Annihilation, so they Raided Alien Civilizations and stole technology and materials, and always returned to the Galactic Rim when they were finished.

Reznoff received punishment for his grave sin, His Pride had created the Monster, and so he was entombed in Circle of Hell Simulation chamber, his brain eternally kept alive on the machine as he endured the punishments for the Sin of Pride. His Creation was not something to be Proud of.

As more pressing matters made themselves known the Grimm Legion faded into obscurity,  and they were never though  of again. They Have Recently Emerged back into reality taking form on the Norther Rim of the galaxy where they now make random Raids of the Near by Empires, the Raids are random and fit in with Normal Criminal raid, and do not seem threatening in the least, but they gather their Resources, and are ready to become a Player in this Galactic Chaos, to show the Superiority of Machine over Sapients.


Alliances: None

Trading Agreement: None


Strengths: Cheap Mass producible Infantry with Support options to improve the effectiveness of their troops. Fast deploying and Use Hovercraft of many sorts. Their Vehicles are light and fast and usually capable of repairing troops on the go, making them essential In extended combat. In Space they have speed and numbers as well, capable of easily repairing and building new ships, these ships can also group up and connect together for deployment, arriving as a single massive ship before dispersing into many ships capable of massing on targets quickly and harassing them in perfectly coordinated wolf packs. The ships are fast and light compared ot others and have a punch. All Grimm units and Ships have on destruction explosions, to inconvenience there enemies and make it impossible to salvage their technology, leaving only scrap metal and dust on death.

Weakness: They are not heavily armored and can be mopped up by things capable of controlling numbers, and their heavier support is not standard and offers supporting roles. Individually they are not effective. The ships are fragile as well, typically being decently armored but trading off defense for speed, for quick attacks, they are better for raiding and harassment, not decisive battles.


Best Infantry Unit: Raider Units- Raider units are the run of the mill Infantry, they are not the best in terms of fighting capability on their own, but the more there are the better, and they always occur in number, and other Heavier troops add additional effectiveness to them, They also work as one, and are quite capable of out thinking their enemy and combining all their knowledge of a situation as one to react to supposedly superior troops. They are outfitted with a Laser Rifle on each arm. They can also be outfitted with other weapons for special situations such as anti-vehicular missile launchers which they carry with two hands while another carries ammo. They look like combat capable light robots with Human Skulls for head, usually metal skulls.

Best Vehicle Unit: All the Vehicles are good, though the technically toughest one is the Death Walker.
The Death Walker is a tripod walker with a  repair field, it has two Laser Beam Destroyers which draw power from its Contained Fusion Auspex, it also has a secondary defense laser for those who try and get beneath it. It is the slower of the vehicles available to the Grimm Legion but it provides a good defense and grants off its excess energy as a power source to amplify the defenses and activate automated repair of nearby units and other vehicles, and its extreme maneuverability allows it to traverse any surface.

Best Air Force Unit: The Stalker is a Cheap Unit that serves as the Standard Fighter and Bomber of the Grimm Legion both in air and in space.

It is capable of  hovering in place and great speeds as well, which it trades off for lack of armor. It uses Rapid fire micro-plasma for dog fighting, and harassing ground targets, and uses its speed to quickly get away. Its Tendrils are capable of Energy manipulation or grabbing and crushing a target such as another fighter, and they can retrieve and magnetically contain intense plasma balls that they can drop or fling as bombs, though it sacrifices use of its tendrils to carry the plasma, and the bright plasma gives away the position of the Stalker, so then it must use its speed to deliver its payload.

Best Space Unit: Scythe class Light Cruisers are the largest ships available to the Grimm Legion but there are so many of them they are able to contend with larger ships in numbers and speed. They  are capable of carrying factories internally, that  can be dropped from  orbit as well as having fighters latched on to its underside, they can harass ships much larger than them but do not have the strength for extended combat. They have six forward mounted lasers as their standard equipment and light plasma turrets for fighting off opposing fighters. They are meant to charge forward fire their Laser lances and do as much damage as possible to enemy ships and then take evasive maneuvers and use fighter for harassment and bombing. They also have Missile barrage systems meant for quick overwhelming strikes.

« Last Edit: January 15, 2013, 03:32:31 AM by killer rin »

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NPC Civilizations
« Reply #4 on: March 19, 2011, 01:57:55 AM »
0
NPC Civilizations



Spoiler for Serkonan Protectorate:
Empire Name: Serkonan Protectorate


Leader: Lord Protector Campbell


Territory: 4 Star Systems, 7 colonies


Race: Human

Description of Race: Serkonan Humans are of a hardier stock than other humans, having colonized and lived on a world with harsher conditions than Earth. They can be described as a cross between slavic and english ancestry.

Population: 10 Billion


Society: Serkonan society is a cross between a Victorian class-based society, and the grim pragmatism of the slavic cultures on Old Earth and Kurgan. The people know their place, and there is little desire for change. They are a fiercely proud people, loyal to their friends but harshly unforgiving of their enemies. Their is a legend that one day they will once again be regrafted into the once glorious empire from Earth, and many still hold on to this hope. Others no longer believe that anyone from Earth survived, while others hope that they will remain isolated. 


Government: De jure: Constitutional Monarchy
De facto: Regency/Aristocratic Republic

Economy: Capitalist Mercantile


Military: The Armed Forces of the Serkonan Protectorate is a mainly conscript army, with a core of full-time professionals known as the Protectorate Guard. The Armed Forces of the Serkonan Protectorate are divided into the Serkonan Navy, Serkonan Army, Serkonan Air Force, Serkonan Strategic Missile Forces, the Protectorate Guard and the Nightwatch. The Serkonan Army are made up of conscripted soldiers, who have to serve a minimum five-year term, or for life in the case of the Penal Regiments.

The Serkonan Army's main strength lies it's multitude of mass produced tanks, with the idea to overwhelm the enemy with armour. The Serkonan Navy is the only other branch other than the Protectorate Guard, that gets a significant budget and access to high-quality gear, due to their overwhelming importance in the concepts of space warfare. The Serkonan Navy are a decisive-battle oriented force, with the philosophy of maximum firepower and armour, though little else leaving the Serkonan Navy as a strong but inflexible force. Most Serkonan ships are outfitted with as many heavy weapons as can be put on the various classes of ships. A Serkonan ship can therefore outgun even a ship of the Royal Commonwealth Navy. Serkonan Naval Aviators are generally better trained and equipped then their Air Force counter-parts as well, and this special attention has led to some animosity between the two branches.

The Serkonan Air Force is home to the Serkoan Strategic Bomber Fleet, and while the Serkonan Air Force does operate fighters, they are cheaper mass-produced versions of what the Serkonan Naval Aviators fly. As such, the Serkonan Air Force focus's it's attention on it's strategic bombers, and the Serkonan Airborne Troops. The Serkonan Strategic Missile Forces control and guard the Serkonan nuclear/chemical/biological stockpile of WMD's. The Protectorate Guard are the elite, full-time professionals of the Serkonan military, and are outfitted with the latest and most advanced gear, and are given the highest standards of training in the Protectorate. They are a equipped like an entirely seperate military force, having their own armour, infantry, aircraft and even a small fleet. The Protectorate Guard answer straight to the Serkonan Defence Council, and the Lord Protector himself. The Protectorate Guard therefore are only deployed in vital engagements, and are also charged with the Lord Protector's safety. The Nightwatch is the militarized law enforcement of the Protectorate, being officially a branch of the military, and are used for internal security, law enforcement, and as a secret police force. The average Nightwatchman is little more than a hired thug, though the higher echelons of the Nightwatch are a more disciplined and trained force. 

Defence: Besides the fleet, the Serkonan Protectorate are protected by a series of orbital coilguns, plus the strategic ground-to-space missile installations.


Technology: The Serkonan Protectorate is by all means an advanced space-faring civilization, but the distribution of those technologies is another matter entirely. Most of the advanced medical care, entertainment and protective technologies are hoarded by the aristocracy, the government and certain branches of the military. The common Serkonan citizen has to get by with the bare necessities, and whatever the government allows to trickle through to them.

Space Travel: Basic Out of System


Back Story (Optional): Serkonos, the capital world of the Protectorate, started off as a colony of the USG, and later kept sporadic contact with the Commonwealth. However with the difficulty of maintaing interstellar communications, and the Commonwealth's self-imposed isolation in it's early years, the Serkonan people eventually lost contact with the surviving humans, and found themselves cut off and alone. With the loss of contact with the government, the Serkonos Colonial Administration took control of the colony, and governed as a provisional government, waiting for contact with the Commonwealth to be re-established. Years began to pass, and with each year the provisional government began to grow less and less hopeful of re-establishing contact. Eventually after twenty years of isolation, the Serkonos Colonial Administration called the situation what it was, and realized that there would be no contact with the Commonwealth in the foreseable future, if ever. The provisional government then reformed themselves into an independent government, made smoother by the 20 years of de facto independence. From then on the Colony of Serkonos was renamed the Serkonan Magistrate, lead by the former administrator Artyom, who became the first Magister of Serkonos.

For the first two decades, the position of Magister was an elected position, along with the positions held by the members of the Serkonan Assembly. However the members of the assembly, as well as the Magisters began to slowly solidify their positions, as they grew in power and wealth from the developing colony. Soon members of the assembly began ensuring that their sons were elected, ensuring that the family would continue to remain in a position of prominence. Even the Magisters made this a common practice, and it wan't long before most Magisters in office were descendents of the first Magister, Artyom. This practice continued for decades, until eventually the elections were reduced to a mere formality, and the office of Magister was hereditary in all but name, including those of the members of the assembly. In just 300 years, the Serkonan Magistrate had a well-established aristocracy of noble families, who could trace their lineage to the original members of the colonial government. For centuries on this continued, until in the year 1200 GC the current Magister, Artyom V did away with the pretense and was crowned as King Artyom I of Serkonos. The Serkonan Magistrate then became the Kingdom of Serkonos, and for the first years of his reign, King Artyom I further solidified the monarchy and aristocracy, establishing a well-defined class sytem, with a clear separation of powers. King Artyom I would jump-start the Serkonan colonization program, personally establishing the first Serkonan colony, Druvestkya, located on one of the habitable moons in the Kronos System, where Serkonos was located.

For 500 years afterward, the Kingdom of Serkonos experienced an economic boom, prospering from the mineral wealth of four colonies as well as the resources of Serkonos itself. In addition to Druvestkya, Serkonos had also colonized the worlds of Tyvia, Redwall and New Serkonos in the Artyom and Silestkya Systems. However one day, a single event shook the Kingdom. During an exploration of a system for colonization prospects, the Serkonan ships came upon a comms probe. The probe was taken aboard, and brought back to Serkonan space for examination. It was clear the probe was shot up, barely functioning, and it was also clear that it was not of Serkonan origin. On it's side, partially obscured with carbon scoring, were the initials S.C.D.F CS-87670. The Serkonan experts could not decipher what the symbols meant, but could only say with certainty that it was a comm probe, and had seen battle. One month later however, a heavily damaged ship appeared in the system where the probe was found. The Serkonans boarded it, but found no survivors, with only the ship's black-box being left intact. It took months to decrypt, but the information found shocked the Serkonans. The ship was from the United Systems Commonwealth, the government the Serkonans had thought by now were gone. The fact that the ship was clearly damaged from weapons fire did not bode well, but whether the ship had been attacked by human or alien forces, the Serkonans could not tell.

This of course ignited a fierce debate in the Kingdom of Serkonos, in which two camps emerged, one advocating for reattempting to contact the Commonwealth and the other for remaining silent. Another concern was whether the Commonwealth, if contacted, would want their old colony back. Serkonos had been independent for over a thousand years, and had by now established an identity and culture of it's own. Some among the government and populace advocated returning Serkonos to the Commonwealth fold, claiming that Serkonos would benefit from reintegrating into the greater human diaspora. Others, the nationalists, claimed that Serkonos rejoining the Commonwealth would invalidate all the accomplishments that Serkonos alone had made. Still others remained undecided, or advocated a middle-of-the-road approach. The debate raged for years, the government split on what to do, and the populace becoming more agitated over the indecision. Eventually the King and his cabinet made their decision, proclaiming that Serkonos would attempt to recontact the Commonwealth. The results were dramatic. The nationalists were furious, claiming that the King was a traitor, and believed that he was going to sell out Serkonos. The truth of the matter was that the King had planned to negotiate with the Commonwealth, hoping to reach a compromise between independence and re-integration. Unfortunately for whatever reason, the nationalists were not privy to this information, and within days there were riots in the streets. The government attempted to restore order, having to impose martial law in some of the major cities, but the situation was fast spiralling out of control.

The crisis erupted in 2645 GC, when government troops attempted to crack down on what seemed to be another potential riot. As they moved in with their shock batons, the government troops suddenly found themselves under a hail of fire. The nationalists had set up an ambush, and in the ensuing battle, the military had suffered over 200 casualties, and were forced to evacuate the city. The first shots had been fired in what would become the Serkonan Civil War. All across Serkonos, nationalist militias took up arms against the King, and massive street battles were fought in the major cities. A further blow struck the King, when approximately half the government and aristocracy declared their support for the nationalists, taking a large chunk of the military with them. While the capital was secured by the loyalists, a 1/3 of the major cities were either captured by, or defected to the nationalists. The remaining 2/3 were either in loyalist hands, or in a state of anarchy. For ten years the civil war raged on Serkonos, the colonies remaining neutral. Eventually a ceasefire was agreed to, and the two sides met in the capital to negotiate an end to the war. By then, the economy was in tatters, the cities ruined and the entire Kingdom on the brink of total collapse. The nationalists, though unknown to the loyalists, had been split into two camps: the communists and those who wished to retain the monarchy. The aristocratic rebels hoped to keep the current King, King Jonas II on the throne, while the commoners among the rebels sought to abolish the monarchy altogether. What happened next during the negotiations is not known, but what is known is that an incident caused the negotiations to break down, and within hours there was fighting within the city. The civil war continued for another two years, but the nationalists had begun fighting each other, and the loyalists were able to take the opportunity to crush the rebellion and end the civil war.

After the civil war, a long period of reconstruction began in the kingdom, but the scars of the civil war never fully healed. While the Kingdom of Serkonos was able to rebuild the cities, it never again experienced the pre-civil war prosperity it had formerly enjoyed. While the aristocracy had been purged of it's disloyal elements, the communist rebels were not decisively defeated, and had gone underground. However the civil war did accomplish one thing: it had been agreed that Serkonos would attempt to re-establish contact with the Commonwealth, but that Serkonos would negotiate with the Commonwealth for some form of Serkonan autonomy, rather than be fully absorbed. When Serkonos would be able to attempt contact however, the Serkonans did not know. In 2760 GC the communists re-emerged from hiding, and launched a small but viscious war. At one point during the conflict, the capital was taken and most of the royal family massacred. The communists declared the People's Federal Republic of Serkonos, but this rump state did not last long, and two months later the capital was retaken and the communists were finally routed. However the death of the king and his family left the kingdom on crisis. While it was known that not all members of the royal family were killed, and that some members of the aristocracy had legitimate claims to the throne, none of the surviving royal family could be located, and the aristocracy were too afraid of pushing a claim if there was the possibility of one of Artyom's descendents still alive. Eventually a regency was established, and a Lord Protector appointed to protect the vacant throne and nation, until either a surviving member of the royal family came forward, or one of the noble families pushed their claim. This state of affairs has continued until the present day.

During the Shadow War in 2864 GC, a single Shadow vessel found it's way into Serkonan space. It immediately proved hostile, and attacked the Serkonan Navy. The battle lasted an hour, and the Serkonan Navy proved victorious, but it had cost the Serkonans one dreadnought, ten heavy cruisers and thirty-five escort ships. This was the Serkonans first contact with an alien species, and the Serkonans were alarmed at the damage one ship caused. This caused them to redouble their efforts in re-contacting the Commonwealth, or any human government out there. 


Alliances: None yet

Trading Agreement: None yet


Strengths: Powerful warships, capable of outgunning most ships in the galaxy. Mass attritional warfare with a heavy industry to back it up. Protectorate Guard provide the backbone of the Serkonan military.

Weakness: Small population compared to other empires. Inflexible navy with a poorly trained conscript army. Most tanks and terrestial fighters are mass produced knockoffs of Serkonan Navy and Guard variants. Economy still recovering from civil war and communist insurgency.


Best Infantry Unit: Protectorate Guard Special Operations Force

Best Vehicle Unit: Vassily TZ-48

Best AirForce Unit: Sukhoi Su-95

Best Space Unit: Serkonos-class Superdreadnought (1)

Spoiler for Vindari Hierarchy:
Empire Name: Vindari Hierarchy


Leader: High Empress Vaasti


Territory: 20 Star Systems, 23 Colonies


Race: Vindari, Navu, Lorik'Quin

Description of Race: The Vindari are a slightly humanoid race, being a bipedal species with two forward facing eyes, but that's where the similarities end. They are considered quite ugly among humans, as well as some of the other species. They have chitinous features, and speak via a series of clicks and other sounds. The Navu are a blue-tinged race, averaging 5'10" and come from a proud maritime tradition. They were conquered by the Vindari centuries ago, but spared total enslavement, due to the Warrior Caste's recognition of their maritime prowess. Instead they were adopted by the Warrior Caste, and made into naval auxiliaries, and over the centuries have proven a loyal and reliable force. The Lorik'Quin are another conquered race, proving to be the opposite of the Navu, having orginally held off the Vindari not through naval power, but their impressive terrestial forces. It took decades for the Vindari to conquer them, and when they finally surrendered, the Warrior Caste were so impressed that they adopted them as shock troops. They are a grey-ish brown tinged race, averaging 6'2" in height, and stocky build.

Population: 12 Billion


Society: Vindari society is a caste-based system, divided into the worker caste, warrior caste, religious caste and the leadership caste. The Worker Caste build and maintain the Vindari infrastructure, and also produce the weapons and ships the warrior's use. The Warrior Caste are the military of the Hierarchy, whose sole purpose is to fight. The Religious Caste uphold the traditions and old faiths of the Hierarchy, and are responsible for maintaining purity among the Vindari, and as well fulfill the role of historians, philosophers and inquisitors. The Leadership Caste are the leaders of Vindari society, who guide and lead the entire species. The top of the Leadership Caste is the Imperial Family, who sees all and controls all.

A Vindar born into a caste can never leave, unless he or she partake in a solemn ritual, in which he or she cuts all ties with their former caste, and swears their loyalty to the new one. However when a Vindar does this ritual, they are shunned by their former caste and family, and are never allowed to return. They are also tied to their new caste for the remainder of their lives, and are treated like a stranger in their new caste. A Vindar must work much harder and do more to gain the respect of their new caste, compared to those who were born into it. The warrior and leadership castes are the most unforgiving towards defectors. The warrior caste has been known to kill defecting warriors if they attempt to come back.

A Vindar however who willingly abandons their caste, whether by deserting, or by attempting to return to their former caste by force are considered outcast. A Vindar may also be considered outcast for not showing the proper respect of their betters, unwarrented murder or for betraying the whole of Vindari society. When a Vindar becomes one of the Outcast, their life becomes forfeit and they are hunted down and killed, unless caught by the religious caste, who sacrifice the Outcast through ritual dismemberment to their god Vaashtu. However not all Outcasts are successfully captured. Some have managed to escape, and the majority often join the Outcast pirate clans, or the one Outcast state that has successfully managed to elude their Vindari brethren.
The Vindari Hierarchy also have species from conqured races incorporated into their society, where they are taken under the wing of the warrior caste and religious caste, where they serve the warriors as auxiliaries and are indoctrinated by the religious caste.

The Vindari follow a form of ancestor worship, and the worship of a death god known as Vaashtu, though the Warrior Caste worship another god called Vaastu, their warrior god. However the Warrior Caste consider Vaastu to be lesser than Vaashtu, as even war and the great warriors are subservient to death. The Vindari also have a superstitious fear of the dead, especially the dead of their enemies. Human soldiers have observed Vindari warriors dismembering the dead of their enemies, attempting to ensure that their tormented and damned souls do not come back for revenge. Human soldiers, in anger and horror, have usually gunned down the Vindari after witnessing this, even if they surrender.

The Vindari have also developed a cultural hatred for humanity, blaming humanity for the fall of their once mighty empire, and the near extinction of their species.


Government: Caste-based Hierarchy

Economy: Socialist/Barter-based


Military: The Vindari Warrior Caste make up the majority of the Vindari military, who are supplemented by auxiliaries made up of conquered races. The Vindari focus on a high-mobility form of warfare, where they never stay in one place, and attempt to keep their enemies off-balance with lightning strikes using maximum firepower. Unlike the other militaries of the galaxy, the Vindari do not organize their military into separate branches and command structures. They are all warriors and treated equally, and all have the same expectations. The Vindari Warrior Caste will organize their warriors into what is needed during times of war and conflict. However there is one notable difference in the Warrior Caste between the warriors, those who pilot the fighters and starships and those who fight on the ground. There is no dishonour towards the warrior who chooses to crew a ship or fighter, for they are considered a necessary part of the Warrior Caste war machine.

The Auxiliaries among the Warrior Caste are used differently than the warriors. They often retain their race's original fighting doctrine, to serve as a fallback should the warrior's momentum begin to falter, or if the warrior's need to change tactics. They are often lead by warrior's who come from other castes, as they have yet to earn their place among the "true-born" warriors. When a race is newly conquered, and added to the Warrior Caste's Auxiliaries, they are first treated with suspicion and as second-class citizens. However if over the years they prove loyal and fight well, they begin to be treated as near equals and are given respect by the warriors, and the other auxiliaries welcome them with open arms. However should they prove disloyal or cowardly, they are quickly put to death.
The Imperial Guard are specially selected warrior's from the Warrior Caste, who have proven themselves in battle and in devotion to the Empress. When a warrior is selected, the warrior is put through a series of trials to prove his worthiness. If he passes and survives, he given additional training, and his skills are further honed. As such the Imperial Guard are the deadliest and most revered of the warrior's, and are given great respect and privileges.

The only part of the Vindari military not a part of the Warrior Caste, are the Warrior-Priest’s of the Religious Caste. Deadly warrior’s, the Warrior-Priest’s are charged with the defence of the Religious Caste’s sacred shrines and artifact’s, as well as important and prominent members of the Religious Caste. The Warrior-Priest’s are also used to hunt down and capture or eliminate heretics and outcasts, and are used to defend the missionary fleets that go out in search of sacred grounds. A mystery to all of Vindari society, even the Warrior Caste who give the Warrior-Priest’s a wide berth, not out of respect but fear. Trained in ancient and mystical arts, forbidden to the other Vindari, it is said that the Warrior-Priest’s go through dark and horrifying rituals, and that they are even deadlier than the warrior’s of the Imperial Guard.

Defence: The Vindari use mobile defence platforms and fighter/bomber bays.


Technology: The Vindari are a highly advanced society, even by Entente standards. They have advanced plasma, particle and laser weaponry. Their slipspace capabilities out-pace most other civilizations, being used by their society for ease of travel, and by their warriors to use their lightning strikes to maximum effect.

Space Travel: Advanced Out-of-System


Back Story (Optional): Much of the Vindari's history was lost due to the Great Sundering, their defeat by the Commonwealth and death of their home star. What little of their history was saved was maintained through a few records, and the oral histories and legends passed down by the religious caste. Long before the Great Sundering, the Vindari ruled a great empire through Warrior-Emperor's, who personally helped carve out the Vindari's bloody conquests. However this all changed when the Vindari happened upon, to them, a small primitive fleet of ships. The ships kept their distance, and when they attempted to contact the Vindari, the Vindari took the opportunity to hack the ship's databases, revealing all the worlds and systems of the Commonwealth. The Vindari were in a desperate situation, their home star was dying and chaos was reigning throughout their empire. When they discovered the humans, they had believed they found a race ripe for conquest, and whose worlds could be used to house their population, and whose people could be used as a slave race. Having gotten the information needed, they destroyed the small flotilla, and gathered their forces. Within weeks they struck at the Commonwealth, before they realized what had happened to their exploration flotilla. For the early beginnings of the war, the Vindari found it too easy. The outer colonies of the Commonwealth had fallen to the vanguard alone, which allowed the Vindari to regroup and strike again before their adversaries could even know what was happening, or they thought.

The Commonwealth had been taken by surprise by the Vindari blitzkrieg, but they were able to organize faster than the Vindari believed. For a year-and-a-half, the Vindari blitzed their way through the Commonwealth mid-range colonies, always leaving a chunk of their forces behind as a garrison for every conquered colony. However the Vindari would soon realize their mistake. What the Vindari hadn't known, was that the Commonwealth was laying a trap. At the Battle of Proxima, the Vindari found themselves out-maneuvered and out-fought, having whittled down their fleet with their previous conquests. The Vindari were forced to retreat, the majority of their mighty fleet annilhated. Their hated adversaries then went on the offensive, taking back every gain the Vindari had made, as their token garrisons were always meant just to keep the local population subdued, not defend against a viscious conter-strike. In just a few months, the Vindari found themselves in a desperate situation. The situation in their home system was dire, their star entering it's final stages of life. Having failed to aquire new territory for their species, the Vindari were forced to surrender and leave Commonwealth space, lest they lose their entire fleet and their last chance for survival. The Vindari however refused to meet the hated humans face-to-face, preferring not to have to face their own humilation.

With no other choice, the Vindari were forced to abandon their home, and take what was left of their species aboard their fleet. For ten years the Vindari searched, before coming upon a habitable system. They settled down and began the process of rebuilding their empire. Over the years the Vindari successfully rebuilt their civilization, and began expanding once more. The Vindari's first conquest were the Vanu, a prosperous space-faring species, with a decent navy. The Vindari had learned from their mistakes in their disastrous war against the Commonwealth, and so applied new tactics and strategies to their war of conquest. In two years, the Vanu capitulated to the Vindari, and they were soon incorporated into the Vindari Hierarchy as a client species. A few years later the Vindari came upon the Lorik'Quin, a more war-like and militarized species than the Vanu. Though their fleet was not as impressive as that of the Vanu, their terrestial forces were a formidable force. It took the Vindari twenty years and many wars to subdue the Lorik'Quin, but eventually the Lorik'Quin also capitulated to the Vindari, and were made another client species.

However throughout all this, the Vindari never forgot about humanity, and nursed a genrational hatred of the species that had cost them so much, looking for the day they could take vengeance. In 2865 GC the Vindari believed they finally discovered their opportunity for revenge, when they began picking up stray signals from Kurgan space. A few days later, their scouts had discovered a human world, one of the Bridgend outer colonies. Soon they also discovered a Kurgan world, Minsk. As they saw that the Bridgend colonies were more advanced, they simply believed the Kurgan world to be a lesser developed colony world. The Vindari jumped on this opportunity for revenge, and marshalled their forces for war. They sent a smaller force to Minsk as a distraction, while the Vindari focused their efforts on the more advanced Bridgend. The Vindari Conflict as it was known to the galaxy, or the Second Human-Vindari War to the Commonwealth, lasted two months. The Vindari had mistaked the Kurgan and Bridgend worlds as belonging to the same foe they fought centuries ago, and had greatly under-estimated the human military forces. For the second time, the Vindari had suffered a humilating defeat at the hands of humans. This caused further bitterness and hatred among Vindari society, and the head of the invasion force, Warmaster Vashu took his own life rather than face the shame of his defeat.

However during the war, the Vindari had discovered that there were still other non-human civilizations, more powerful that the civilizations they had conquered. Though heavily isolationist, and believing themselves to be superior, the Leadership Caste came to the painful conclusion that the Vindari would have to end their isolation. However this cost much unrest among the castes, as the Worker Caste feared that foreign and alien goods would overshadow their own, the Warrior Caste saw potential new enemies, the Religious Caste feared the influence of alien ideas and religions on their own, and while the Leadership Caste headed the cause of ending isolation, they feared the intrusion and overshadowing of their empire.


Alliances: None

Trading Agreement: None


Strengths: Highly advanced and mobile force, the Vindari make good use of lightning quick hit-and-run tactics. Auxiliary forces provide a good fallback or alternative to the mobile Vindari warriors, giving them flexibility in their tactics.

Weakness: Over-reliance on high-mobility warfare. If the Vindari warrior's lose momentum, they can be easily pushed back. Despite the presence of auxiliary forcesthey are few. The Vindari cannot sustain a straight-on fight or a long war, relying on quick victories and a short war.


Best Infantry Unit: Imperial Guard

Best Vehicle Unit: Veil Tank

Best AirForce Unit: Tazil Fighter

Best Space Unit: Vaashtu Battleship

Spoiler for The Oraka Dominion:
The Oraka Dominion


Leader: Warlord Qa'ran the Red


Territory: 16 solar systems; 16 colonies

Spoiler for Welcome to Planet Quarli!:


Race: Kekoti
Description of Race:
Spoiler for Appearance:
A large omnivorous insectoid species, the Kekoti are slightly smaller than the Jinkou, standing 9 feet tall. The Kekoti are a naturally aggressive species with a tendency to eat most living things, including each other and other sentient species. They are very strong and have thick natural chitinous armour, but lacking wings, they move relatively slowly, and have a low-average intellect. Their eight eyes can see in the dark and give them an excellent perception of distance.

Population:34 billion


Society: The Kekoti lives in a society driven by death, domination and feral aggression. They are passive enough to live aside one another in more or less functioning societies with cities and organized militaries, but can very easily enter a fit of rage which often results in bloodshed. There is not very much culture to speak of - the typical Kekoti enjoys nothing more than killing, enslaving and generally causing suffering. The most known tradition among Kekoti warriors is to collect the heads of their enemies as trophies, which they handle with great care and happily put on display, as a Kekoti male's masculinity is often measured in the amount of trophies they have. In the recent century, slaves have also been considered as a type of trophy, and quite a popular type at that. As a result, Kekoti slavers are extremely common in and around Orakan territory.


Government: The Oraka Dominion is a multi-clan-based Kratocracy in which the warchief with the strongest clan and personal strength hold the throne. There are hundreds of clans in the Dominion, with the five strongest being the Zakite, Lopa, Qi'riz, Murkara and the Huki. The current leader of the Dominion is Qa'ran the Red, the Lopa clan warchief.

Economy: The economy is, like the military, quite poorly organized, and currency is mostly gold coins and wares such as slaves. Each clan manages the infrastructure of their own lands, and all clan leaders pay tribute to the current warchief, either in gold or in slaves. How free the market is varies between clans. In some everything is monitored and controlled by the clan chief, while in some clans the market is completely without supervision, with the local chief only sending warriors to collect parts of the profits from time to time.


Military: Oraka military is, although large, ferocious and ruthless, quite poorly organized and constantly plagued by infighting, severely reducing their military efficiency. They make use of a very aged military and strategic doctrine based on individual heroism and skill rather than the use of organized units and formations. Their most common method of engagement is to through a constant advance hammer against the enemy lines with brute force and numbers until it breaks. Vehicles are very heavily armoured and equipped with devastating weapons, designed to punch as hard as possible at the cost of speed and mobility.

Defence: Kekoti colony worlds are typically defended by large numbers of enormous ground-to-orbit cannons. Other than that, the Oraka have mainly focused on offensive fighting rather than defensive.


Technology: The Dominion is not as technologically advanced as its neighbors, with main armaments being large-calibered ballistic firearms. These firearms are most often heavy, with a slow fire rate and a design to cause as much bodily damage as possible. The most common type of ammunition are bullets made of steel, but iron and lead are also quite common. In close quarters, Kekoti warriors prefer to use their fists to tear their enemies limb from limb, and often take the chance to tear the foe's head off as a trophy. As for armour, warriors mostly use crude steel and titanium armour, with armour focus being on the otherwise poorly protected abdomen. Their chitinous shell is otherwise sufficient armour for the type of combat they are used to.

Space Travel:Restricted to In System / Basic Out of System


Back Story (Optional):





Alliances: None

Trading Agreement: None


Strengths: Natural armour, large numbers, naturally high aggression, great muscle strength, ferocity, powerful ballistic weapons, heavy armour, great army morale, superior perception of distance and direction, natural claws.

Weakness: Unstable government, poor discipline, poor military organization, infighting, low weapon fire rate, slowly moving infantry and vehicles, outdated infantry armour, impulsive, easily provoked.


Best Infantry Unit: Juggernaut - a very heavily armoured Kekoti carrying heavy weapons - usually a heavy machine gun, grenade launcher, flamethrower, or rocket launcher. Uses a two-handed axe, sword or hammer as melee weapon.

Best Vehicle Unit: Behemoth - an enormous tank built for armour domination with enough fire power to level a city. It is equipped with two monstrous main cannons as well as six smaller cannons spread across the hull. It is in fact so large, it can be used as a mobile command center and can carry over a dozen smaller tanks within it along with supporting infantry.

Best AirForce Unit: Devastator - a large, heavily armoured helicopter gunship with four sets of rotor blades. Main armaments are dual miniguns as well as HE missiles.

Best Space Unit: Oraka space navy have no specific ship types, and ships exist in all possible shapes and sizes. The largest is the Likeika - an enormous dreadnaught serving as the personal flagship of Qa'ran the Red.

Spoiler for Independant Systems:
Empire Name: Independent Systems


Leader: Various leaders and governments


Territory: 20 Systems, 35 Colonies


Race: Human, Cyborg, Vindari, Croiz, Fe'Juk, Ventus, Android

Description of Race: The Independent Systems are made up of multiple species, seeking a new life away from the constant conflict and tension of the wider galaxy.

Population: 11 Billion


Society: The society of the Independent Systems is as rich as it is mixed. The colonists and pioneers who make up the population are free-spirited and independent minded people, seeking to get away from the major civilizations and make their own way in the galaxy. The people come from a wide variety of backgrounds, from the humans of Kurgan, Bridgend, the Commonwealth and the Confederacy and Unani, to the Croiz, Ventus, Vindari and Fe'Juk of the alien governments. The humans of the Independent Systems hold the most diverse backgrounds, though by no means are they dominant. The Kurgan Independents are exiled communists, criminals or simply Kurgans who wished to leave the poverty and authoritarianism of their government.

The Bridgend Independents are those cyborgs or androids or even the few pure-strain humans, who managed to escape Bridgend's fascist government and find sanctuary among the independent worlds. Though they are few in number, they are some of the most fiercly independent colonists, knowing that the consequences of being discovered by their old government would be fatal. Because of their small numbers, they either control small moons, or make up part of the populations of larger colonies.

The Commonwealth Independents are republicans, outlaws, socialists, anarchists or simply those who could no longer abide the prejudice of their empire. They are mostly concentrated on the colonies Cromwell and Hera, though there are others scattered on other colonies and moons.

The Confederate Independents are pioneers and settlers, seeking to escape the megacorporations and ultra-capitalism of their nation. They make up one of the largest populations of humans, having a major presence on Cromwell, Sihnon, Hera and Boston. Of the various human independents, they have adapted and integrated the best among the independent colonies, becoming major contributors to the Independent Systems.

The Unani Independents are explorers and scientists, simply seeking an isolated existence away from the main bustle of the Unani Empire. Though they harbour no ill-feelings towards the Unani Empire, the Unani Independents simply seek to make their own way in the galaxy. It is the Unani Independents who have helped maintain and advance the infrastructure of the Independent Systems, concentrating on one major colony, with the rest spread out amongst the other races. Unani scientists are in high demand among the independent colonies, and their scientific expertise has proven invaluable. Because of this, the Unani Independents have become accepted members of all the independent worlds.

The Ventus Independents are by far the most attatched to their old government. Unlike the other races, the Ventus Independents did not leave Edolas because of ill-will or a desire for independence, but out of a desire to help aid and maintain the peace among the independent worlds. Because of this, they still maintain strong ties to Edolas and the Sky King, and operate with the Sky King's blessing. Controlling only two worlds, the Ventus Independents yet remain influential in the Independent Systems, serving as diplomats and peacekeepers. Whenever a dispute or conflict arose among the colonies, it was almost always the Ventus Independents who difused the situation. Though they still consider themselves loyal to the Sky King, they have grown attatched to the Independent Systems and its people, and have grown to consider them kin. Though some still remain suspicious, many in the Independent Systems have grown to accept the Ventus Independents as one of them.

The Croiz Independents are those who survived the destruction of the rebels who fought against the Gu'ush, and are also those who wished to live outside the confines of the imperial family. Making up a large portion of the population, the Croiz Independents are mainly guns-for-hire, or keep to themselves. The Croiz Independents have the hardest time adapting and integrating with the Independent Systems, and there still lingers old racial tensions between them and the humans, though the Ventus have done much to encourage cooperation.

The Vindari Outcasts almost entirely keep to themselves, having little to do with the other worlds. Outcast Pirate Clans often raid smaller settlements, which has created resentment and distrust between the Outcasts and other species. The Vindari Outcasts who are not part of the pirate clans, remain concentrated in a small fleet of ships, which drift from system-to-system. The Vindari Outcasts are not officially considered part of the Independent Systems, simply living within the territory and occasionally trading with independent settlements.

The independent colonies maintain their own seperate cultures, governments and militaries, and are often made up of multiple species coming together for a common cause. Though the various worlds often keep to themselves, usually only cooperating on trade and the mail, there is a sense of community instilled among the worlds, borne from their need to look out for each other. The Independent Systems is the structure from which these diverse worlds and people work together.


Government: Loose confederation/alliance of independent colonial governments

Economy: Mixed


Military: The Independent Systems has no unified military, instead being made up of seperate militaries and militias, belonging to different worlds. However while the various worlds maintain their own military forces, they cooperate together within Independent High Command, where they cooperatively patrol borders and fight together if something threatens them as a whole.

However it can be said that most of the military power comes from the worlds of Boston, Cromwell, Hera and Sihnon, which together make up 70% of the total military forces of the Independent Systems. 

Defence: The colonies of Hera, Boston, Cromwell and Sihnon, as well as the Ventus, Croiz and Unani worlds maintain their own orbital defence grids, made up primarily of railcannons and DEW's.


Technology: The technology of the Independent Systems vary from world to world, with the Unani colony and Ventus worlds having the highest technological standards, and the worlds of Boston, Hera, Cromwell and Sihnon making a close second. The other worlds technologically vary from low-end to modern standards.

Space Travel: Basic/Advanced Out of System


Back Story (Optional): The Independent Systems is quite relatively new to the galaxy. They started out at first as refugees fleeing the destruction of the Shadow War, hunkering down on unchartered worlds, hoping they would remain hidden. Over time the refugees began to settle down in their new homes, and eventually a new society began forming. Not all refugees stayed on these worlds, some returning to their original empires, where word began to spread of a society of people free from the imperial governments of their home civilizations. Soon a small but steady influx of people began to migrate to these free worlds, lured by the chance of a fresh start, and the chance to create their own ideal societies. Over time new civilizations sprung up on these worlds, and soon trade and commerce flourished between the larger colonies. While the colonies cooperated with each other on certain issues, there was no impetus to formalize relations until the Vindari Conflict, where it showed the colonists the existence of aggressive non-affiliated alien civilization in the galaxy. With the help of the Ventus Independents, the independent colonies came together in a loose confederation, known as the Independent Systems. The Independent Systems was run by a forum of representatives, called the Independent Council, where the various colonies could decide upon important issues affecting the wider community, though they do not have legislative or executive power over the independent worlds. The military forces of the independent worlds were also brought together under Independent High Command, where the military leaders of the colonies could organize and work together, to overcome threats to their shared security.


Alliances: Independent Systems

Trading Agreement: Independent Systems


Strengths: The Independent Systems have a lot of spirit, decent technology and not whole lot else. Their greatest defence and strength lies in their isolationism. Their greatest military strength lies in their knowledge of their own terrain, and the ability to make any occupation a bloody affair.

Weakness: Despite the fact they all are part of the Independent Systems, the independent colonies are their own sovereign states. Their is no unified government, military or economy, and they often still quarrel amongst themselves. Should a major power invade in force, they are doomed to be defeated.


Best Infantry Unit: Sihnon Commando (Sihnon)

Best Vehicle Unit: Achilles MBT (Cromwell)

Best AirForce Unit: Alliance CDF-27 (Independents)

Best Space Unit: Kronos-class Dreadnought (Hera)
« Last Edit: March 05, 2013, 06:47:49 AM by killer rin »

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Galactic Threats
« Reply #5 on: March 19, 2011, 02:30:36 AM »
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Galactic Threats


Active Threats

  • Spoiler for Requiem = Ragez:
    Requiem


    Leader: The Demon King


    Territory: Mostly inhospitable planets in the northeastern area of the galaxy, to be expanded.


    Race: Ventus, Humans, Croiz, Heartless, and Nobodies.

    Description of Race: Requiem consists of outcasts and nihilists gathered from all across the galaxy, which is why they have members of every main race.

    Heartless are the mindless Dark Beings created when a Heart collapses upon itself due to being corrupted by darkness, they can create more Heartless via corrupting the hearts of other sentient beings, and are the most numerous race in Requiem. They come in many different types.

    Nobodies are created when beings that have especially strong hearts turn into Heartless, leaving behind a shell that consists of the Body and the Soul; occasionally, these leftovers gain sentience, creating Nobodies. Normally, they cannot exist in the physical world due to not technically existing; but the Demon King has made it otherwise. Like Heartless, they come in many different types.

    Population: Unknown, the Sentient Beings number at around 500,000; but the Nonsentient Ethereal Beings (Heartless, Nobodies) are impossible to accurately count.


    Military: The Requiem military generally only gives out technology to the Sentient Beings, relying on Mana for the Nonsentient Beings. The Demon King makes the vast majority of the equipment which they use, making full use of a planet's resources to do so. Most equipment is magically-based, which adds to their lethality against races usually prepared for technological battles.

    Space battles are largely fought by ships hewn from rocks, but on occasion one can find ships salvaged by other races being used. Due to the ease of making the rock ships and the utter lack of technology in the ships making them vulnerable, planetary invasions are almost always conducted by thousands of ships; using their vast numbers to their advantage.

    The same strategy applies to ground battles, with Heartless and Nobodies overwhelming ground forces with sheer numbers and tenacity due to their lack of sentience and general weakness; corrupting enemy hearts to create more of themselves.

    Defence: Planets controlled by Requiem are generally guarded by Mana Cannons, which shoot large pulses of Mana towards enemy ships that attempt to take them. When Heartless influence over the planet becomes large, Negative Energy Fields are created around the planet that protect them from large objects such as ships entering them; which can only be dissipated when the Heartless numbers drop to lower levels.

    Mana Barriers for rock ships are generally weaker than regular ship shielding, but can be incredibly strong for larger ships.


    Technology: Nearly none whatsoever, Requiem depends on Mana for almost everything they do; almost all technology is salvaged from other races. But the Mana-dependent equipment they use can either be very powerful or weak depending on it's importance to the Demon King.


    Back Story: Requiem originally consisted of several Dark organizations around the galaxy, all united for a single purpose; reviving the Demon King and bringing chaos to the universe. Requiem was actually created 2010 years ago by the Demon King, starting off as the Dark Brotherhood, and evolving to what it is currently known as now. It's ultimate goal is the systematic destruction of all life in the universe, and the annihilation of the universe's ability to sustain life for all time; a goal created by the Demon King when he saw the apparent futility of the continued existence of life.

    They will generally fight 'fairly', and in the cases that they do not do so, they will give the enemy hints on how to destroy them; all for the sake of creating what the Demon King calls "Absolute Despair" to those who he thinks deserves such a thing. The Demon King will regularly defy the laws of reality to scare enemies into submission, and occasionally will use those powers to win battles; but dislikes doing so.


    Strengths: Endless numbers, unrelenting assaults, lack of the need to consume any type of resource to fuel conquests, Mana-Based ships and weaponry, the ability to create infantry during battles instead of losing them, and the Demon King's reality manipulation.


    Best Infantry Unit: The Berserkers, humanoid and armored Heartlesses with extreme combat and magical abilities. They generally spearhead Heartless forces whenever they appear, charging into the fray and devastating enemy armies with their frighteningly strong, frenzied, attacks and abilities. They possess a limited amount of sentience, often going into an unpredictable rage as befits their name, but still follow the Demon King's every word.

    Best Vehicle Unit: Darksides, massive, muscular, humanoid Heartless with small wings on their backs. They can easily crush most vehicles using their physical strength alone, but also have several Dark Mana attacks.

    Best AirForce Unit: Phantasms, extremely maneuverable Mana-drive jet aircraft; piloted by former ace pilots of militaries corrupted into joining Requiem. They have missiles, guns, and incendiary flare cannons; all of which powered, propelled by, and utilizing Mana to enhance combat ability. Due to their ability to manipulate extremely powerful thrust all around the aircraft and pull off maneuvers that would kill a regular biological being, their maneuverability is above that of other fighter aircraft; but their top speed suffers a a result, only capable of Mach 2.8 at maximum thrust.

    Best Space Unit: Cathedrals, the Hearts of worlds ripped out to create neigh-unstoppable ultra-dreadnoughts which use the greatest weapons of the host race available as their main weapon. Cathedrals can only be made from home planets, and the strength of Cathedrals vary from empire to empire.



Dormant Threats

  • Spoiler for The Unknown Tormentors:
    THE UNKNOWN TORMENTORS


    Leader: Arcanus Diabolus


    Territory: Anything captured


    Race: THE UNKNOWN TORMENTORS
    Description of Race:

    Population: Total Unknown......


    Military: UNKNOWN
    Defence: UNKNOWN


    Technology:


    Back Story:
    A project gone awry, made by civilizations that formed and collapsed before the birth of the new empires.............
    How will we correct this dreadful sin?


    Strengths:
    Dark, negative emotions, being near the Control Cluster Leader


    Best Infantry Unit:
    Dark Serpent Necrios

    Best Vehicle Unit:
    Nerois Heavy Command Battle Station
    Best AirForce Unit:
    Necreo Hunter
    Best Space Unit:
    ???
  • Spoiler for The Shadows = Grif101:
    The Shadows


    Leader: Unknown


    Territory: Along the rim of the western end of the galaxy


    Race: Unknown
    Description of Race: Dark creatures of unknown origins, they blend easily with and are sometimes confused for shadows.

    Population: Unknown


    Military: The Unknown Threat's military is a mystery to most, however what is known is that their ships are well armed and armoured, using a semi-organic hull that quickly adapts to enemy weapons, creating an increase in resistance to the enemy's weapons, while they are armed with a quantum laser that has been known to cut through smaller ships shields and hull like tissue paper...solo ship-on-ship battles are suicidal, only a fleet can take them on. Their ground units are are also the stuff of nightmares, with what few survivors reporting that they appear out of nowhere and slaughter everything in their path...with their vehicles and infantry causing terror with their looks alone and being nearly unstoppable.
    Defence: Advanced Orbital Defence Grids, a network of arrays that hides the Unknown Threats territory from most detection and alerts them to intruders


    Technology: Semi-organic starships as dark as space itself with advanced sensor blockers, these things look like a cross between a ship and your worst nightmare. Advanced quantum mechanics giving them unparrelled computing speed, maneuvering and navigation. Slipspace drives. Dimensional Phase Technology which allows ships to "phase" quickly in and out of another dimension giving then an advantage in hit and run attacks, they can do this as many times as they wish...and they are capable of phasing within an atmosphere; a quick warning, if a Shadow ship phases near an enemy ship the ship will be destroyed. Quantum particle lasers that can destroy destroyers and frigates in a single strike...only cruisers and above can hope to survive. Advanced eugenics/dysgenics/indoctirnation technology that allows the Unknown Threat to turn captured prisoners and colonists into unspeakable horrors. Void shielding which takes a large amount of punishment and semi-organic armour which like the ships adapt to different situations.


    Back Story: There have been tales told by travelling spacers of strange ships and encounters along the Rim...of ships so black that the only way to see them was when they blotted out the stars behind them...of finding adrift derelicts...sometimes eerily empty...or sometimes found with dead crews who have had unspeakable horrors done on them...and of ships and outposts just vanishing...but those are just tales, right?


    Strengths: The Unknown Threat have a strength in psychological terror, as their units and tactics strike fear into the enemy and they leave nothing but butchered and horribly twisted corpses after conquering a world...usually leaving them on display where they can be found, this decreases the morale of enemy units and worlds. Quantum technology and stealth as they are known to strike without warning...and without mercy


    Best Infantry Unit: Their best infantry unit would be their Shadow Raider...monsters that blend with the shadows and take out squads one by one...usually without them knowing until it's too late

    Best Vehicle Unit: The Dark Tripod which stands as tall as skyscrapers, these units fire weapons which melt the very skin off soldiers and vaporize metal while also using tentacles to gather up victims for their experiments and indoctirnation. They have small void shields which offer excellent protection before taking damage

    Best AirForce Unit: The Shadow Fighter is one of the, if not the, most maneuverable fighers out there, they fire quantum lasers and have a void shield for protection

    Best Space Unit: The Unknown Threats best space unit as far as analysts can tell is the dreadnought sized Nightmare ships...armed with quantum lasers, a singularity cannon (can decimate a fleet) and a viral/nanological weapon that is used to turn entire populations into violently insane monsters. Fortunately there appear to be only a few of these ships
  • Spoiler for Die Eroberer = Tobbs:
    Threat Name: Die Eroberer (The Conquerors)


    Leader: Unknown; only alias is The Queen


    Territory:
    Spoiler for Territory:


    Race: Indoctrinated Humans, Kazubs, Lakhnir, Rotra, and Iralga.
    Description of Race: Little is known about the puppet races of the mainly human empire, but Kazubs are huge mammals with immense strength, Lakhnir are monstrous bird-like creatures with a thirst for blood, Rotra is a humanoid race with a nick for engineering and a culture that prohibits them to show their face publicly, and Iralga are a synthetic race created by the Rotra.

    Population: Appr. 78 billion; whether everyone are of the known species is uncertain, but unlikely.


    Military: Immensely strong - all Eroberers have enhanced strength, intelligence, endurance, and have a strong resistance to pain. Their armies and fleets are unlike anything ever seen in the galaxy, and the troops come in endless numbers, never tiring, never retreating. All sense and survival instincts have been plucked away.
    Defence: No intel exist on the Eroberer defenses to this date, as no civilization has yet to endure the massive, never-ending Eroberer offensive.


    Technology: With technology, there is also a worryingly small amount of info. All information there is to know is that troops heal fast and have strong shields, and their weapons and armor seem to actually be organic and alive.


    Back Story:  Very little is known about the Eroberer empire, except the obvious fact that it is ancient, perhaps older than the first human space travel. Humans, presumably descendants of the humans from the old human empire, make up the bulk of the army, while the other races mostly make up for support or heavy hitters. It is unknown why so few races have been absorbed into the empire, given the extreme expand of their borders. Perhaps their Queen saw only a few races as fitting for her empire, and it is a known fact among those who know of the Eroberers, that they all see her as both a mother and a god, and love her accordingly. Another thing that points out among the Eroberers is that they all speak German, no matter what race they are. The reason for this is unknown as well; the Eroberers are doing an excellent job in hiding information.


    Strengths:  Vast, strong, fearless armies and fleets, absolute fanaticism in obeying the Queen's words, powerful armor/weapon technology, blind loyalty, relentlessly aggressive, makes sure not to let information leak.


    Best Infantry Unit: Kazub infantry - heavy hitters stretching three meters tall and heavily armored and armed; a mad killing machine that can block small rockets directed at them.

    Best Vehicle Unit: Wachhund - a heavy biological tank of which, yet again, there is very little known about. If this is truly an alive, sentient organism can only be speculated, but they are rumored to have claws and even fangs beneath it. The cannon fires an unknown ammunition type that can burn through most armor and don't seem to need any ammo supplies. However, they are very slow to fire. It is unknown if these tanks are actually driven by anyone, or if they simply go by themselves.

    Best AirForce Unit: Kriegsadler - a slow but powerful ship capable of causing major damage. With organic missiles and machine guns that fire sharp spikes of bone, a single Kriegsadler has been known to wipe out a whole squadron in less than a minute. Like the Wachhund, the Kriegsadler show signs of actually being a living organism rather than a vehicle. The only good thing about it to non-Eroberers is that it's quite vulnerable to explosive and generally heat-based attacks.

    Best Space Unit:
     Unlike almost everything else among the Eroberers, this large bomber ship seems to be made out of metal, though it may just be a metal shell over the dark-brown and black flesh to protect against the cold of space. These ships are equipped with powerful bombardment equipment as well as missiles that are effective against larger star ships, even if they can't destroy them instantly. For small ships such as fighters, there are automatic guns mounted on the sides of it, controlled by a gunner that is positioned right next to the gun in a bubble of relatively thick glass. These gunners are most often Iralga.
« Last Edit: January 04, 2013, 02:35:41 AM by killer rin »

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #6 on: March 19, 2011, 01:05:38 PM »
0
First Post was removed to make room for OP Expansion
Quote
Alright I'll give it a go

If space travel is limited to our own system how do we trade and stuff? Do we have to develop FTL?

You develop it over time... Basically in the mean time, play out wars, Research technology, and do other stuff that Civilizations would normally do (while we develop Slipspace (which some nations will do before others will))
one possible explanation on how it Could go is we end up with a scenario where we might possibly have civilizations finding others inside of their own star systems, and then a war starts up over the new technology, or you trade for it, and you begin to grow your galactic empire.

Do what makes sense for your civilization, you don't need Space flight to succeed... if you wanted to you could be an issolationist civilization building up tons of war weapons, with military research, and whenever a civilization finds you; you take it by force, and go invade them.

But in short, do what makes sense for your civilization, research slipspace (or take it by force) when you need it/are ready for it... there is no rush.

**added to FAQ



-------------------------------First Post That Introduced the Research was cut for an extra post-------------------------------------------------The Rin empire Is Preparing a group of Scientists to be sent to the Gas Moon of Gheisis. We are just waiting for the scientists now.
On top of this, We have sent Scientists on route to our other Star System Planets to research the Genome of other Species on the other Habitable planets around the star system


Fueling Spaceship - Complete
Scientist Preparedness- 68%
Scientific Instruments - Complete
Genome Researching -0%




I honestly think it would be better if all factions in the game were 1st hand, but that's just me.

Spoiler for Hiden:
Empire Name

The Helblau Dominion

--------------------------------------------------------
Leader:

The Star Mariner's Council

----------------------------------------------------
Territory:
Julius System
5 gas giants, 2 habitable terrestrial planets, 3 uninhabitable terrestrial planets.
Main Sequence White Star
2 Asteroid belts
1 Oort cloud

--------------------------------------------------
Race:
Adapted Human
----------------------------------------------------
Economy:
Capitalist/Fascist
---------------------------------------------------
Society:
Warrior/Scientist
--------------------------------------------------------
Government :
Constitutional Pseudo-Fascism
------------------------------------------------------
Trading Relations:
None so far.
Population:
5 Billion on Helblau, 3 Billion on Jasper, 50,000,000 on remote colonies and in space.
-----------------------------------------------------
Military:
Strong, the backbone of Helblause civilization.
50% of the population is fit for military service.
---------------------------------------------------
Defense:
A fleet of 50 Heavy warships, and hundreds of warships.
They are incapable of leaving the system.
----------------------------------------------------
Technology:
Plentiful space stations and mining outfits, with technology roughly equivalent to late 21st century Terra.
Space Travel: Limited to their own system by practicality, but with cryogenic technology they could reach the nearest star within two generations.
---------------------------------------------------------------
Back Story (Optional):
The descendants of an expeditionary force from a long forgotten race, the Helblause have carved a thriving existence with sheer will and determination.

Dissent and treason are great taboos, but all citizens are allowed to serve the Dominion in their own capacity.
Loyalty is not forced upon the subjects, but it is greatly encouraged and the rank and file are just that: rank and file.

---------------------------------------------------------------
Alliances:
None so far.

Trading Agreement:
None so far.

I'm placing my Bes'kad in the soil for my stake in this. :P
Spoiler for Hiden:
Mando'a Remnant

--------------------------------------------------------
Leader :  Mand'alor Maz'der'ressk (Mazder) and a collection of Clan Leaders.
----------------------------------------------------
Territory : Far reaches of Spinal arms of the Galaxy, Past the Badlands and the Ancient Seas Systems.
3 large planets, 4 average and 2 small.
Multiple gas Giants and 2 Asteriod belts.
Nebula surrounds half of the system providing an easily defendable position, impassable from outside without accurate star charts known only to this race.

--------------------------------------------------
Race: (Unknown)

----------------------------------------------------
Economy : A mixed economy ranging from planet to planet within it's Empire, entire Emprie as a whole is a of a decent economical size, with support spread evenly throughout the system.
Economical hub is of course the main planet named Mandalore, mostly dealing in weapons and war machines for other races/worlds outside their empire, all sold technologies not up to full spec as their own home built tech.
An open trade empire with heavy exports and imporst in mercenaries and all related equiptment with small domestic exports.

---------------------------------------------------
Society : An empire well accustomed to war, practically living in the depths of war, yet still able to function highly in peactime.
Will not start a war on their own unless threatened, by which they will be devastating, all other times they sell their services to the highest bidder.

--------------------------------------------------------
Government : Lead by the head of the clans he is a figurehead mostly, the clans working in democracy and the final decision being decided by popular vote yet the Mand'alor can overrule the popular vote for the good of the Empire.

------------------------------------------------------
Trading Relations: Excellent within itself, no trade with outlying Empires as of yet.
Population: 66 billion
14 billion on Mandalore (Centre of Empire)

-----------------------------------------------------
Military : Everyone is deeply ingrained in military training since the age of seven years old.
Full military is excellent with the best ships and an indestructible Metal once refinedy correctly, only specialised metalsmiths in their culture know how to refine the metal properly, the secret is never sold. (For futher addition see Technology.)

---------------------------------------------------
Defense : Very high, area around each system is dotted with gravitational mines, high powered space stations and heavy border patrols, only safe passages are through heavily guarded trade routes .
Intergalactic Navy is primarily used for defence, larger capital ships only used for Galactic confrontations smaller ships defend the region with the larger ships able to come to aid at a moments notice.

----------------------------------------------------
Technology :
The ability to mine and refine an almost indestructible iron ore into any function, used primarily for their own use, anyone paying a high enough price gets a down graded destructible version.
Weaponry includes blaster, laser and ballistic weapons along with anything made from the iron Ore. Technology is highly advanced, with medical and econimic sciences a close second in their warfare departments the race is self reliant and always advancing.
Rumours of beings born with gifted powers are widespred among the Empire, yet dispelled by many.

Faster than Light Speed drives are known, taking the form of hyperspace drives, taking the craft into a realm of faster travel.

Most of resources are renewable and clean, many of the powerstations and engines of their technology is run by fusion of Ions and Tibanna gas.

---------------------------------------------------------------
Back Story:
Nation is mainly human with many other races thrown in, all are equal culturally and all live in peace so far as the clans stay united. Any sentient from any race can become one of them, there are no restrictions, so long as they live and become Mando'a.

Nation is compiled of many known planets from Star Wars, focusing mainly on Mandalorian interests with anything new I imagine. Culture follows the ways of the Mandalorians and will have hints to both Jedi  and Sith in forms of either mythos or rumours.

---------------------------------------------------------------
Alliances: None as of yet, open to temporary allies.


Trading Agreement:None with other Empires as of yet, trade welcome.

Alright I'll give it a go

If space travel is limited to our own system how do we trade and stuff? Do we have to develop FTL?

Spoiler for Hiden:
The Protectorate of Dolmar

--------------------------------------------------------
Leader: Arch-Prelate Otto IV and the Ecclesiastical Council

----------------------------------------------------
Territory: The Dolmar System
3 habitable terrestrial worlds
1 Gas Giant
1 uninhabitable terrestrial world, used for hostile environment training and mining   

--------------------------------------------------
Race: Human

----------------------------------------------------
Economy: Central Planning

---------------------------------------------------
Society: The people of the protectorate are devoutly religious, believing in a god, know to them as the one true god. Most of them spend their days working in their assigned tasks or praying. Society is hierarchical, every facet of society has a rank system and they are all comparable. A Lieutenant in the Paladins has the same social standing as a Priest or a floor manager in a factory. The populace is accustomed to war though most of them take no part in it.

--------------------------------------------------------
Government: Theocracy

------------------------------------------------------
Trading Relations: No trades as of yet
Population: 35 billion

-----------------------------------------------------
Military: Most of the fighiting is done by the Paladins, the Churchs military arm. They are genetically enhanced soldiers who wear powered armour. Compared to other armies they're numbers are few but the training and skill makes up the difference. In times of need the faithful are called to serve in the Church Militia and they do so in many millions. They are poorly equipped and poorly led but they take pressure off the Paladins allowing them to win the real battles. Paladins are indoctrinated from a young age and are utterly devoted to the Church. Military doctrine relies on the heavy use of artillery and airstrikes coupled with extreme air mobility to strike when and where they want. The Militia only provides numbers to engage the bulk of the enemy.

---------------------------------------------------
Defense: The Navy has at its command  70 capital ships, 20 battleships, 10 carriers and 40 heavy cruisers. They also have around 200 escorts of various types ranging from light cruisers to frigates and destroyers. Naval doctrine centers around the battleships and cruisers engaging in standoff fights. Every world has orbital defences.   

----------------------------------------------------
Technology :
Space Travel: Limited to Own System

The majority of the populace has access to relativity low technology, comparable to the 21st century. The majority of the tech is kept for the church. They have access to the technology to turn men into super soldiers and give them suits of armour to make them walking tanks. Despite this most of their military tech relies on tried and true systems, like ballistic weapons, napalm, artillery and turbojet aircraft. They make extensive use of VTOL gunships as well.

They have a very good communication network throughout their system through a network of satellites.

The entire empire runs on nuclear power. The reactor tech is second to none and not a single accident has happened in the history of the Protectorate. 
---------------------------------------------------------------
Back Story (Optional):
Hundreds of years ago a group of human colonists set out from earth to establish colonies in the Dolmar system. When they arrives however, it was not uninhabited. A race of aliens know only as the oppressors got there first. The humans were easily defeated and enslaved to work in the mines of Secalia. They lived in underground slave cities and toiled for uncaring masters. A culture developed among the humans, a collective identity and an informal hierarchy.

One day a village leader named Darius met a man in the tunnels. The man said his name was simply the Prophet and that he had been down there for longer than they had. Darius and the Prophet became friends, as the Prophet told Darius of his god. Followers of the two began to grow as the popularity of the religion spread. The Prophet was adept all he undertook and soon he began to train the slaves to fight. They rose up against the oppressors and waged a long and bloody struggle for the system. They used captured weapons and ships and hit and run tactics to defeat the numerically superior Oppressors. After ten years of constant war they were ready to assault the oppressors home planet. On the eve of the battle an oppressor commando unit abducted the prophet and executed him. Rather than demoralizing the humans it enraged them and Darius led the newly found army in a fit of holy rage to destroy the enemy capital in a single night of glorious battle.

Darius and his bodyguard found the Prophets body and it is said that they witnesses a miracle as the Prophet rose and gave Darius the final instructions and his blessing to lead the faithful. Darius was made the fist Arch-Prelate and his followers the first Paladins. Since then the Protectorate has become a powerful force and ready to move on from their own system.


---------------------------------------------------------------
Alliances: None


Trading Agreement: None


There we go. This will be interesting.

Spoiler for Hiden:
Crescanian Confederacy
--------------------------------------------------------
Leader : Gu'ush Hazzett Njakja Vaisk (house of Vaisk)

----------------------------------------------------
Territory : 2 star systems (Jiij and Fauc systems) 7 gas giants, 4 habital terrestial planets, 6 unhabital terrestial planets, 3 asteroid belts, 2 Oort clouds

--------------------------------------------------
Race: Croiz (sapient, carnivourus reptilian race)

----------------------------------------------------
Economy : Extremely rich due to heavy mining and slave labour. Most Croiz citizens are relatively rich while all other races live with just enough for a comfortable life (at least when not working)

---------------------------------------------------
Society : The Croiz live in a social heirarki where the Gu'ush is on the top and the slaves are at the bottom. Any non-Croiz race cannot climb higher in the classes than "worker", which is the second lowest on the list. But they can free themselves from their slavery.
Honor is one of the highest priorities. To break an alliance, for example, is taboo, and the one responsible is no longer conscidered a sentient being; he's an animal and will be treated as such. But if you betray them, their wrath will be great.

--------------------------------------------------------
Government : Absolute dictatorship: the Gu'ush's word is law, but he is expected to do what is best for the nation.

------------------------------------------------------
Trading Relations: None yet
Population: 45 billion on different colonies out in space and on different worlds. 12 billion on the homeworld of Cusorea.

-----------------------------------------------------
Military : Extremely strong. Military makes 55% of employment options, and the soldiers often have it better than the regular citizen. As a result, their army consists of 10 billion men and women. The navy holds 13 dreadnoughts and thousands of warships; 57% of the confederacy's economies goes to the military.

---------------------------------------------------
Defense : Very strong. There is little to stop you from entering their systems, but global energy shields have been deployed over every colony of particular interest that the Croiz might have. A specific acces code in the ship ID is neccessary to enter. In addition, defence towers are deployed as small space stations in the orbit of the different worlds.

----------------------------------------------------
Technology : Since such a great deal of the economy goes to military research, the Croiz have invented heat-based weaponry and kenetic barriers that, although relatively weak, is very well able to save the wearers life.
Space Travel: Slip-space drives allow ships to enter new systems in a matter of hours. However, they are blocked in by a great nebula, which stops them from advancing much further into the galaxy. Navigation systems to direct ships through the nebula are currently being researched.

---------------------------------------------------------------
Back Story (Optional): The Croiz's backstory is one of bloodshed, and nothing they would want to discuss, but the slaves talk of things that we would call "crimes against humanity", but that term wouldn't exactly hold here. It is known that the Croiz like to wage war against and enslave other sapient species, but the details are forever lost in time.



---------------------------------------------------------------
Alliances: None. The Croiz say themselves to not have found a species "worthy" of their alliance.


Trading Agreement: None




The Crescanian Confederacy is preparing to send a ship of scientists, workers, soldiers and slaves over to asteroid B-15 for establishment of a mining colony, since a satellite detected some interesting reading from the asteroid's core.

Fueling spaceship - 0%
Colonist preparedness - 0%
Mining and scientific instruments - 0%
Mining progress - 0%
« Last Edit: January 04, 2013, 02:32:42 AM by killer rin »

Keep calm and move along.

Offline SirEmilCrane

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Re: Empires of the Zorah: Part 1
« Reply #7 on: March 19, 2011, 01:21:18 PM »
0
The protectorate is preparing to upgrade their fleet of battlecruisers. Upgrades will be researched then implemented at a later date.

Advanced Shielding- 0%
Main Guns- 0%
Reinforced Armour- 0%
Better Engines- 0%

In addition the Paladins are beginning to conduct their yearly exercises on the hostile environment world of Deliverance. 
...scum.

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #8 on: March 19, 2011, 07:01:32 PM »
0
The preparations for the colonization of asteroid B-15 is underway. Thousands of young croiz men and women voulenteer for taking a chance to make a fortune in the upcoming mining facilities. The scientists speak of new unknown readings that no material formerly known emits. This may lead to a breakthrough in scientific research.

Pulling out the slaves out of their home though was not appreciated, and resulted in 2% civil unrest on the planet of Keracka in the Jiij system: the slaves are unhappy, but what do their opinion matter?

Fueling spaceship - Complete
Colonist preparedness - 34%
Mining and scientific instruments -60 %
Mining progress - 0%
« Last Edit: March 19, 2011, 07:09:23 PM by Tobbs »

Keep calm and move along.

Offline PMorgan18

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Re: Empires of the Zorah: Part 1
« Reply #9 on: March 19, 2011, 07:52:08 PM »
0
I guess I will get in on this too.
Spoiler for Hiden:
Bridgend Commune

--------------------------------------------------------
Leader : Prime Minister

----------------------------------------------------
Territory : Arnsberg System
3 gas giants, 2 habitable terrestrial planets, 2 uninhabitable terrestrial planets.
Main Sequence White Star
1 Asteroid belt
--------------------------------------------------
Races:
  Humans/Cyborgs and Androids
----------------------------------------------------
Economy : Capitalist
   The current situation in the economy decent.  No real economic growth anymore.  An abundance of natural resources have drove prices down. 
---------------------------------------------------
Society :
  The Brids pride themselves in their efficiency and their ability to work together for the good of the Commune.   Their knowledge of robotics has allowed them to defeat serious injuries and death.  Most Brids elect to have their consciousness to be uploaded into a robotic body so they can keep living.
--------------------------------------------------------
Government :
   Parliamentary republic
------------------------------------------------------
Trading Relations:
Population:  18 Billion Humans and Cyborgs
10 on Erfurt, 8 on Gotha
Androids: 37 Billion
-----------------------------------------------------
Military :
Due to a rare resource in the system that can store extremely high amounts of energy in a small area has allowed them to compact railguns for the use of standard infantry.  Bridgend’s military relies on their power armored, mechanized infantry that drop in from orbit and their elite commando units.
All citizens are required to serve 4 years in the military.
---------------------------------------------------
Defense :
Each planet is orbited by a dozen Orbital Ion Cannons
40 Warships divided into 2 Fleets.  Each fleet includes a dozen cruisers, six battleships and two 6km long destroyers.
----------------------------------------------------
Technology :
Robotics is a major area of research allowing the replacement of limbs and if need be the whole body.
Space elevators and catapults dot each of the planets in the system.
The military possess VTOL assault craft, drop pods, power armor, jet packs for their commandoes and mechanized infantry, and tanks with railguns or miniature versions of their Ion Cannons.
Space Travel: Limited to Own System, but close to finishing their development on a warp drive.
The Commune power comes from its many fusion plants.
---------------------------------------------------------------
Back Story (Optional):
The Bridgend Commune formed after the Great War on the planet Erfurt 150 years ago.  Technology increased turning this time as the discovery of llachar on Gotha.  Colonization of Gotha began 100 years ago.  Llachar’s ability to hold high amounts of energy further increased the technology boom leading to its uses in robotics because robotic limbs and bodies didn’t have to be charged for years. 

---------------------------------------------------------------
Alliances: None


Trading Agreement: None

Also if you couldn't tell I based my military off of the GDI and the androids look like Replicants from Blade Runner.
« Last Edit: March 19, 2011, 08:51:38 PM by PMorgan18 »

Leave you nothing left to hold
When you're nothing it's a good time to remind you of one thing
The pursuit begins when this portrayal of life, ends

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Re: Empires of the Zorah: Part 1
« Reply #10 on: March 19, 2011, 08:04:19 PM »
0
A group of humanlike aliens, with a population numbering almost 2 billion, have been found on the planet Jasper by the Helblau Dominion.

Their technology is far more advanced than those of the Star Mariners, and peace talks are underway.

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #11 on: March 19, 2011, 08:11:10 PM »
0
I guess I will get in on this too.
Spoiler for Hiden:
Bridgend Commune

--------------------------------------------------------
Leader : Prime Minister

----------------------------------------------------
Territory : Arnsberg System
3 gas giants, 2 habitable terrestrial planets, 2 uninhabitable terrestrial planets.
Main Sequence White Star
1 Asteroid belt
--------------------------------------------------
Races:
  Humans/Cyborgs and Androids
----------------------------------------------------
Economy : Capitalist
   The current situation in the economy decent. 
---------------------------------------------------
Society :
  The Brids pride themselves in their efficiency and their ability to work together for the good of the Commune.   Their knowledge of robotics has allowed them to defeat serious injuries and death.  Most Brids elect to have their consciousness to be uploaded into a robotic body so they can keep living.
--------------------------------------------------------
Government :
   Parliamentary republic
------------------------------------------------------
Trading Relations:
Population:  18 Billion Humans and Cyborgs
10 on Erfurt, 8 on Gotha
Androids: 37 Billion
-----------------------------------------------------
Military :
Due to a rare resource in the system that can store extremely high amounts of energy in a small area has allowed them to compact railguns for the use of standard infantry.  Bridgend’s military relies on their power armored, mechanized infantry that drop in from orbit and their elite commando units.
All citizens are required to serve 4 years in the military.
---------------------------------------------------
Defense :
Each planet is orbited by a dozen Orbital Ion Cannons
40 Warships divided into 2 Fleets.  Each fleet includes a dozen cruisers, six battleships and two 6km long destroyers.
----------------------------------------------------
Technology :
Robotics is a major area of research allowing the replacement of limbs and if need be the whole body.
Space elevators and catapults dot each of the planets in the system.
The military possess VTOL assault craft, drop pods, power armor, jet packs for their commandoes and mechanized infantry, and tanks with railguns or miniature versions of their Ion Cannons.
Space Travel: Limited to Own System, but close to finishing their development on a warp drive.
The Commune power comes from its many fusion plants.
---------------------------------------------------------------
Back Story (Optional):
The Bridgend Commune formed after the Great War on the planet Erfurt 150 years ago.  Technology increased turning this time as the discovery of llachar on Gotha.  Colonization of Gotha began 100 years ago.  Llachar’s ability to hold high amounts of energy further increased the technology boom leading to its uses in robotics because robotic limbs and bodies didn’t have to be charged for years. 

---------------------------------------------------------------
Alliances: None


Trading Agreement: None

Most of these things sound extremely expensive. You never explained in what economic state your empire is.

Keep calm and move along.

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #12 on: March 19, 2011, 08:29:46 PM »
0
The Crescanian Confederacy has detected a habitable terrestial planet inside the Parrax system with horned aliens living with tribal technology and culture. The planet is like one big hump of natural resources and discussions have begun on what to do.

Keep calm and move along.

Offline SirEmilCrane

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Re: Empires of the Zorah: Part 1
« Reply #13 on: March 19, 2011, 11:30:16 PM »
0
The protectorate is preparing to upgrade their fleet of battlecruisers. Upgrades will be researched then implemented at a later date.

Advanced Shielding- 60%
Main Guns- 0%
Reinforced Armour- 0%
Better Engines- 0%

The military exercises continue, the faithful sing hymns of praise to the valiant men and women who protect them. 
...scum.

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #14 on: March 20, 2011, 10:04:21 AM »
0
The Gu'ush have given an immediate order of attack and colonization of the planet that now goes under the name of Cargeffi (prosperity), the newly discovered planet in the Parrax system. This would help the Confederacy gain a foothold in the area. The CCCMC (Crescanian Confederacy Colonial Marine Corps) are gearing up as we speak.

Soldier preparedness - 0%
Unit deployment - 0%
Colonization progress - 0%

In addition, the colonists heading for B-15 are all done and are now moving aboard the ship. Over a hundred thousand croiz volunteered in two days, in addition to 4000 slaves and around 500 scientists and specialists. The people celebrate the two new colonies that are soon to be theirs. The civil unrest on Keracka is now on 0%

Fueling spaceship - Complete
Colonist preparedness - 99%
Mining and scientific instruments - Complete
Mining progress - 0%
« Last Edit: March 20, 2011, 10:07:05 AM by Tobbs »

Keep calm and move along.

Offline killer rin

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Re: Empires of the Zorah: Part 1
« Reply #15 on: March 20, 2011, 07:03:53 PM »
0
Sorry guys, Was a bit busy yesterday... though I did manage to throw in some extra stuff to the FAQ, Check it out!.
-----------------------------------------------------------------------------------------------------

The Rin Empire has finished preparing its scientists for exploration of the Star systems far planets, what they hope to find there is still unknown... though with luck, it will be another technological enhancement.


***The Upcoming formatted text shows a Computer AI is Speaking/Being Accessed
\- Scientific Research Party
\ Fueling Spaceship - Complete
\ Scientist Preparedness- Complete
\ Scientific Instruments - Complete
\- Status:
\ Compete, Scientists have loaded onto Scientific Planetary Explorer, and it has been launched towards the far System
\ worlds for a scientific expedition for a few months.


We have made extra progress to the Genome Decoding of the Extinct Sapient Species on the other star systems habitable planets.

Genome Researching -17%

Our Long Term goals is to be able to replicate the species Genome, and see if we can bring the Sapient species back from the dead like we have done for many other species here on Tyril
« Last Edit: March 20, 2011, 07:34:00 PM by killer rin »

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #16 on: March 20, 2011, 07:10:55 PM »
0
I'm getting confused. What exactly is FAQ?

Keep calm and move along.

Offline killer rin

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Re: Empires of the Zorah: Part 1
« Reply #17 on: March 20, 2011, 07:18:40 PM »
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I'm getting confused. What exactly is FAQ?
The FAQ is the second Post :P
it covers stuff not posted in the OP using a Q&A format
« Last Edit: March 20, 2011, 07:23:45 PM by killer rin »

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Re: Empires of the Zorah: Part 1
« Reply #18 on: March 20, 2011, 07:31:43 PM »
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Alright.

The Crescanian Confederacy have now reached asteroid B-15 with the ship of colonists and mining progress have already started at the pre-built station there. They have not yet reached the source of the readings, but progress is made.

Fueling spaceship - Complete
Colonist preparedness - Complete
Mining and scientific instruments - Complete
Mining progress - 11%

The CCCMC are also on their way to Cargeffi with one million men, plus mechs, tanks, and aircraft. The atmosphere is supposedly breathable, but all soldiers wear air-tight helmets just in case.

Soldier preparedness - Complete
Unit deployment - 0%
Colonization progress - 0%
« Last Edit: March 20, 2011, 07:36:51 PM by Tobbs »

Keep calm and move along.

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Re: Empires of the Zorah: Part 1
« Reply #19 on: March 21, 2011, 06:15:02 PM »
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During Excavations they The Rin Empire has mad breakthroughs in its Genome research project. Scientists have also found a better method of Mapping the Species DNA to a computer model. They hope to be able to bring the species back to life within the next year.

Genome Researching -32%

Our Long Term goals is to be able to replicate the species Genome, and see if we can bring the Sapient species back from the dead like we have done for many other species here on Tyril

Offline Tobbs

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Re: Empires of the Zorah: Part 1
« Reply #20 on: March 21, 2011, 06:42:35 PM »
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The project on B-15 was met with disappointment. Once the digging teams reached the material they searched for, they learned it was far too tough for their best drilling methods and technology. The excavation has come to a halt until scientists have found a way to dig up the new material, that has now been confirmed as a metal.

Fueling spaceship - Complete
Colonist preparedness - Complete
Mining and scientific instruments - Complete
Mining progress - 32%

Also, CCCMC troops have now landed on Cargeffi and have already engaged the natives. The soldiers where ordered to shoot to kill, since the creatures that lived there where almost twice as large as a normal croiz (which is about 170cm) and far too dangerous to be held as slaves. But the horned tribal men where tougher than expected; their hides are thick and they are extremely defensive of their territory. For every native that fell, two Confederate soldiers lost their lives. The casualty count after 5 hours on the planet was 165 dead, 92 wounded. Still, progress is made.

Soldier preparedness - Complete
Unit deployment - Complete
Colonization progress - 4%

Keep calm and move along.

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Re: Empires of the Zorah: Part 1
« Reply #21 on: March 21, 2011, 09:28:47 PM »
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The Bridgend Commune begins preparing ships on Gotha to send to the last planet in the system, Rostock, for surveying operations.
Spaceship readiness: 0%
Surveying Equipment: 0%
Surveyor readiness: 0%
Operation Progress: 0%

Also, the Research Department has made a breakthrough in Dark Matter energy speeding up progress on their FTL Drive.
Prototype Ship designs: 65%
Dark Matter power plant: 43%

Leave you nothing left to hold
When you're nothing it's a good time to remind you of one thing
The pursuit begins when this portrayal of life, ends

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Re: Empires of the Zorah: Part 1
« Reply #22 on: March 21, 2011, 11:57:54 PM »
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(Alert: I am dropping out of the game, everyone else have fun, sorry to disrupt the flow.)
Come look at my art.
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Leave ideas or critiques or anything with me there or anywhere you can reach me. :)

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Re: Empires of the Zorah: Part 1
« Reply #23 on: March 22, 2011, 12:47:50 AM »
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The protectorate is preparing to upgrade their fleet of battlecruisers. Upgrades will be researched then implemented at a later date.

Advanced Shielding- 100%
Main Guns- 80%
Reinforced Armour- 0%
Better Engines- 0%
...scum.

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Re: Empires of the Zorah: Part 1
« Reply #24 on: March 22, 2011, 08:22:44 PM »
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A breakthrough has been made in the battle against the natives on Cargeffi: while the natives seem to have a good resistance against heat, cryo-charged artillery rounds have proven to be extremely effective. Since the new strategy was discovered, casualty rates have dropped by 82% The beasts are starting to fear the invaders, and with good reason.

Soldier preparedness - Complete
Unit deployment - Complete
Colonization progress - 20%

Keep calm and move along.