PreNOTOR: Nations of the Old Republic

arya126

Squad Leader
Joined
May 10, 2010
Messages
4,306
Location
Outside the Wall
A long time ago, in a galaxy far, far away...

A Republic crumbles,
Jedi fight among themselves, Sith Lords vie for power,
New nations rise up, New Threats Emerge
Fleets Clash, Great battles are fought,
And war consumes the galaxy...



Things have gone awry in the galaxy, and things are not as they are meant to be. The star forge has been destroyed, yet Malak escaped his old master's vengeance, and lives to fight another day. Yet a new crop of Sith lords are appearing, all of them vying for power against the reborn Revan and the weakened Malak, and each one of them having their own special powers that if brought to heel could result in great power for their master.

Yet even at a time of weakness for their greatest mortal enemy, the Jedi are in no position to do anything about it. Every month a new group of Jedi split off from the authority of the Jedi High Council on Coruscant, with many being led by passionate and prominent young Jedi knights.

But the divisions are not limited to force users. The Republic itself is fracturing at the seams. The Sith Empire, now divided, remains a major threat, and every day more and more star systems split off from the main force of government in the galaxy to oppose them.

A new threat emerges, familiar to the republic, in the form of the Mandalorians, led by the new Mandalore.

And so, it is at this vital time in the history of the galaxy that you must take over the leadership of a fledgeling nation and its military in order to let it survive. It will not be easy. The republic lusts to take back what it has lost, the Sith look for new resources to fuel their factions in their civil war, and the Mandalorians are their same old combat ready selves.

About the Game

Inspired by Imperium Offtopicum, and Star Wars: Galactic Empires

This is a galaxy spanning strategy game where you create a nation out of the planets not already controlled by the many NPCs. You will conduct diplomacy, subsidize companies, capture planets, go to war, fight for what is right or wrong, almost anything you want, although I do reserve the right to veto completely ridiculous actions. This veto may be appealed however, and i will consult some others on the decision should it not suit you.

Following are the rules, but they are in no way complete. Feel free to offer suggestions and such, as well as criticize my work. Although this is based off of galactic Empires, which was in turn based off of various Imperium Offtopicum games, there are of course substantial changes, perhaps even huge differences.

Rule#1: The Game-Master(GM) is absolute.
This means that I am the ultimate authority. You do not argue with me. If I see a problem I will kick you from the game. If I tell you that you cannot research something YOU DON'T ARGUE. You just don't research it. I can make your nation burn in fire and death even without kicking you, so play nice.

I never did agree with the above except the last line, but my authority is absolute. Feel free to engage me in a discussion about how you feel, but dont pester me about it.

Rule #2: Have fun!
The point of this game is to just have fun playing a Star Wars ruler - if you're not having fun then you're doing something wrong. If someone or something in the thread or rules is keeping you from the fun, just talk to me about it and I'll see what I can do. DO NOT argue and yell in the thread. Spam is unappreciated and will be noted by the GM.

Template:

Spoiler :
Nation Name:
Government type:
Capital:
Sect Allegiance:
Stability:
Color:
Industrial Potential:
Economical Power:
Military Skill/Training/Equipment:


Okay so step by step:

Nation name:

This is relatively self explanatory, but I would rather dislike having to see anyone sign up with some crazy nation. That means no 'new' races or anything, no yuuzhan Vong, no galactic alliance, or anything else from an alternate dimension or the 'far' future. Be creative! Just be realistic as well. Yes Im demanding. But some people, including me, would find such a nation as the galactic alliance/empire from the far future to be...annoying and upset the atmosphere and time period this game is set in. There are plenty of possibilities without resorting to such nations. And yes math, that means no Mathalamus Republic. Sonereal warned me about you. :p

Government Type:

Again, self explanatory. Be very creative here if you wish, or simply name a generic type such as republic or democracy. But remember that this will be your government for the rest of the game unless you want to change it, which will involve all the positives and negatives of such a move, and many might find that changing it is not worth the penalties you bear for the change.


Choose this one carefully. It will affect not only your roleplay, but it may have in game affects too, such as your industry and economy strength, the unique advantages available to your nation (or inherent disadvantages from some planets), and must be in a position where you can protect it well, for if taken by the enemy will be either very bad, or very good for you.

Stability:

Stability is how stable your nation is on a scale of 1 to 10, with 10 being very stable, and 1 being your nation is about to collapse. Stability can be affected by Culture, Wars, projects, Sects, roleplay, diplomacy, among other things.


I feel bad for whoever asks a question about this.

Sect Allegiance:

More will come on this later when I list the Sects, but for now, this will suffice. You read above that both the Jedi and the Sith were Fracturing. Darth Malak escaped with a good part of his fleet, Darth Nihilius Roams the Galaxy devouring Worlds, Darth Scion hunts down jedi, the Jedi High council struggles to keep Jedi under its sway, etc. Well this is where you decide which Sect your nation supports. By supporting the Sect, depending on the Sect you support, you may have to provide them with ships, or allow them to set up an Enclave on your capital, among other things. But in return, they offer you support, both (or one or the other depending on the sect) Militarily and Politically. You will receive a representative of that sect to head the forces of their group in your nation, and more may come over time. You could make them Officers in your fleet, have them be peacekeepers on your worlds, use them to subdue a populace, or other tasks.

Industrial Potential:

This is something im still working on. Its supposed to represent the shipbuilding capabilities of your nation. After all, how can a planet with no shipyards produce any ships? This will increase the value of Kuat, Fondor, and Sluis Van, among other famous shipyards, greatly. But dont worry if you fail to secure one of these shipyards, especially since they may end up being independent political entities in and of themselves. They sell their services. Say, Nation B is using all its shipyards, yet still has enough money for more ships. Nation A is working on some economic development and has therefore been unable to buy enough ships to keep all of Kuat busy. Therefore, Nation B can use the shipyards of Kuat, at a price of course, if you dont own the shipyards, then they will often cost you inflated prices to use them. Of course, should you control Kuat, and you dont want Nation B to be using them, you can stop any contracts from being acted upon, although this may upset the shipyard, particularly if you dont have a good reason or if that nation is a very good and/or consistent customer of theirs.

Economical Potential:

This is the measure of how strong your economy is, which affects how much you bring in to spend on the governments behalf. With this, you build ships, you can gain more planets, you invest in projects, you fund research of deadly new technologies, among other things. Depending on whether your at war or at peace, and depending on the intensity of the war as well, will affect how much of this total you can actually spend. in a high intensity war you might end up spending 100% of it, or at peace, some governments may only be able to use as low as 10%.

Military Manpower:

This is the percentage of men in the military out of the total men available for military service. This can be increased both by projects, conscription, and by expanding the eligible age for joining the military. Use your imagination. But the more men you have in your military, the less unemployed there will be, but there will come a point where you might lack the workers to man the jobs needed to wage a war. Also, should you ever run out of men, and you keep losing them in the field, it could have disastrous effects on your nation after the war.

Military Skill/Training/Equipment:

Military skill corresponds to how elite your fighting force is, as well as how motivated they are. A culture like the Mandalorians, or even the Sith to some degree would have a much higher skill than say the republic who merely drafts their men and puts them on ships to die in a war that the people see no point in. Training is more directly controlled by the people in power, and it affects not only how well your soldiers can fight, but also the speed it takes to train new crops of soldiers, as well as perhaps increasing or decreasing your military skill over time. There are various ways to control this. Finally, your equipment almost always corresponds to the level of technology that you have, and to what military projects you pursue on the side.



Sects, and your relation to them:

Sects are the offspring of the Sith and jedi organizations. Should you have any questions regarding this unique game feature, do not hesitate to ask them so I can be clearer on the subject, although I hope what follows this statement explains it well enough.

As this time of Chaos engulfs the Galaxy, not only do the Sith turn on each other, but the jedi order Fracture. Just as the Revanchists virtually rebelled against the Jedi Order a few years ago, so too do new groups of Jedi, such as the Pantonium, and the Reachers, and it is these two groups in combination with the Jedi order that are the most significant groups of the 'light' at the moment.

It is also the way of the Sith to turn on one another. Now just as Malak turned on his master Revan, Revan has returned and critically wounded Malak, although he managed to escape the Star Forge before it crashed to the surface of the planet. This means that Malak is still at large, struggling to keep his Sith Empire together. New self proclaimed Sith lords have risen to challenge his place, and many still wish to follow Revan, although his fate and location are as of yet unknown. Among these new Sith lords all vying for the title dark Lord of the Sith are Darth Traya, Darth Scion, and Darth Nihilus.

As a new nation, all these groups will be competing for influence in your leadership, and therefore youn must declare your allegiance, whether it be Jedi or Sith, Malak or Scion, The council or the Reachers. Should you choose any groups of the light, your choice will inevitably become public. However, should you declare your allegiance for a Sith Lord, then all outsiders will know is that you have placed your faith in the Sith, and only you and your Sith Lord will know the identity of the Sith Faction you have sworn allegiance to.

This allegiance will offer a variety of effects, both good and bad, not the least of which will be aid from that faction, although they will expect things in return. perhaps the Jedi order will ask to secretly establish a jedi academy on one of your worlds, or Malak will ask for the use of your shipyards. It will all depend on many factors, some, even many, of which I will not reveal in order for people to not game the system (is there a system? :p).

Following is a list of the different sects you can swear allegiance to, along with their probable positives and negatives, along with a short descriptor of each faction:

Note: when the numbers in each sect of each class are given, they are as follows: Youngling/Padawan/Apprentice/Knight/Master for jedi, Padawan/Apprentice/Dark Knight/Dark Knight Master/Sith Master/Sith Lord, and for Mandalorians, Recruit/Skilled/Veteran/Commando/Commander. The leader of the Sect is not included, and after the '...' at the end will be the total estimate of the Agents. Also note that the higher tiers are more likely to be accurate due to the lower number required to be kept track of.

Sith Sects:

Sith Estimated Total: 620

In this section, instead of listing the leader as separate form the name of the Sect, the name of the group is the name of the Sith Lord that leads the Sect.

Darth Malak:
Currently controlling the majority of power within the Sith Empire, he is the incumbent Dark Lord of the Sith, although he was recently mortally wounded by revan on the Star Forge. However, most of the empire has shown it still follows him, although for how long remains to be seen. He is brutal and is not afraid to obliterate entire planets, or even entire sectors to get what he wants.

Estimated # of 'agents': 10/40/30/15/12/10...117


Darth Traya:
A figure in the Shadows, a master of the Dark side of the Sith, she taught Revan, she thought Nihilus, she taught Scion, and she has taught countless others. Not so much one for open battle, she prefers the shadows, yet she is still one of the deadlier Sith still alive today. Her numbers may not be great, but you can expect her and her disciples to be very powerful even from day 1. Be careful though, for she has no qualms about backstabbing allies, and she will go about her war in some very unorthodox ways.

Estimated # of 'agents': 50/20/30/10/5/2...117


Darth Nihilus:
Darth Nihilus feeds on the Force, quite literally. To survive he must consume beings that are sensitive to the force, and with every being he consumes, the more powerful he becomes. He roams around in his mandalorian made ship, the Ravager, with all his closest and most powerful allies, although he holds a vast power base outside of it as well. Preferring the shadows like his former master, he holds nothing against open combat, and will gladly test his massive forces against yours. it is said that he is in an alliance with Scion, however this would be impossible to confirm for the time being.

Estimated # of 'agents': 30/70/80/6/8/5...199


Darth Scion:
A man who looks crippled, who has been described as "The guy who sleeps with vibroblades", is one of the most powerful Sith Lords. He is not quite alive, yet the Force itself keeps his body together, and he is virtually invincible in one to one combat. Ruthless and powerful is a good combination, and he uses it to its maximum potential. However, although powerful, he does not command as vast a power base as Nihilus or Malak, and prefers to send out assassins and covert Sith instead of an army unit. It is said that he is in alliance with Nihilus, however this cannot be confirmed by anyone outside his closest circle.

Estimated # of 'agents': 20/90/60/9/5/3...187



Jedi Sects:

Jedi Estimated Total: 118

Jedi Order:
The traditional Jedi order of the Light Side of the force. Based on Coruscant, it has several academies and outposts throughout the Galaxy, and operates by the Jedi Code. Many have died, many have defected, yet the Jedi Order remains as the largest sole group of Force Users in the galaxy, although this is largely due to the great losses the Sith sustained on the Star Forge in that final battle. Should you be loyal to the jedi order, it is likely that your ties with the republic itself will improve, although whether that be your death or your saving grace remains to be seen on if the republic wins its current struggle.

Leader: Jedi High Council

Estimated # of 'agents': 60/20/10/28/12...130


Reachers:
A little known group led by an upstart Miraluka Jedi named Sesan Mach, they believe the High Council has fallen out of touch with both the Force and the people of the republic, and believe that Jedi should play a more active role in Society, although in what proximity, it is not known. Little else is known about this group, so you will likely either have to work on scouting them out, or swear allegiance to them in order to find out what they are truly about.

Leader: Sesan Mach

Estimated # of 'agents': 12/4/6/10/3...35


Potentium:
Led by Leor Hal, these few jedi have ventured down a path that splits the line between Light and Dark. They believe that such talk of Light and dark sides of the force are preposterous, and that since the force creates all things, it is inherently a positive thing and there is no darkness waiting out there to meet them like the jedi order claims.

Leader: Leor Hal

Estimated # of 'agents': 15/6/12/16/4...53



Mandalorian Sects:

Mandalorian Estimated Total: 3535

Now, these are a special case, inspired by Omega124. They are only available to Mandalorian nations,

Mandalore:
A new Mandalore has been named, but will all Mandalorians follow him? The choice is yours, and although his identity remains unknown, it is said that he has traveled with Force users and teaches his followers how to defeat them. Some even say he is Force-Sensitive himself. By accepting this Sect, the Mandalore is now the leader of your nation, and will be able to overrule you should he wish, and by showing you support him now, your people will follow him over you.

Leader: Mandalore

Estimated # of 'agents': 2000/200/300/50/25...2575


Clans:
You declare your support for each Mandalorian Clan to govern themselves, and you will not recognize that the Mandalore is the leader of all Mandalorians. You will wield your power as you see fit over your nation, although troubles may arise if many clans, especially rival ones, reside in your nation together which is inevitable...

Leader: Clan Council

Estimated # of 'agents': 500/300/100/50/10...960



Warfare

Warfare is perhaps the most essential element of this game. You are creating a new nation in a period of immense strife and Chaos within the galaxy. War is inevitable. And this will tell you all you need to know in order to wage it.

Warfare in this game can be divided into two different types. Ground battles, which take place on a planetary surface, and Space battles, which either take place above a planet, or in the middle of space should your fleet be pulled out of space by an Interdictor Cruiser. First, lets cover the ships.

There will be 9 classes of ships. Fighters, Battle Freighters, Light Cruisers, Frigates, Interdictor Cruisers, Battlecruisers, and Heavy Command Ships.

And to each of these generic classes of ships will be 8 stats. Speed, Armor, Maneuverability, Complement Strength, Manpower, Light Firepower, Heavy Firepower, and Cost. Each stat, with the exception of Complement Strength, manpower, and Cost, will be ranked from 1 to 20, with 20 being the highest. Bear in mind that the Generic classes at the beginning of the game all produce Generation 1 ships. Once technology advances and nations advance in shipbuilding capabilities, generation 2 ships will come out for each class. Your UUs can also make the generation jump without need of a generic ship for the next generation to become available, although it will be more expensive then if there was already a base for your design. A generation 2 will always beat a generation 1 with equal stats, and most of the time even if a generation 1 has higher stats.

Heavy Command Ship:
Heavy Firepower: 12
Light Firepower: 6
Manpower: 30,000
Complement Strength: 200 Fighters
Maneuverability: 1
Armor: 10
Speed: 1
Cost: 400 IP, 3 EP

Battlecruiser:
Heavy Firepower: 9
Light Firepower: 4
Manpower: 10,000
Complement Strength: 96 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 250 IP, 2 EP

Interdictor Cruiser:
Heavy Firepower: 7
Light Firepower: 3
Manpower: 5,000
Complement Strength: 48 Fighters
Maneuverability: 1
Armor: 7
Speed: 2
Cost: 120 IP, 2 EP

Frigate:
Heavy Firepower: 5
Light Firepower: 5
Manpower: 300
Complement Strength: 12 fighters
Maneuverability: 1
Armor: 4
Speed: 3
Cost: 60 IP, 1 EP

Light Cruiser:
Heavy Firepower: 3
Light Firepower: 4
Manpower: 60
Complement Strength: 6 Fighters
Maneuverability: 2
Armor: 3
Speed: 4
Cost: 30 IP each, 1 EP for every 5

Battle Freighter:
Heavy Firepower: 1
Light Firepower: 2
Manpower: 6
Complement Strength: 5 Astromech Droids
Maneuverability: 4
Armor: 3
Speed: 6
Cost: 10 IP each, 1 EP for every 20

Fighter:
Heavy Firepower: 0
Light Firepower: 1
Manpower: 1
Complement Strength: 1 Astromech Droid
Maneuverability: 7
Armor: 1
Speed: 7
Cost: 1 IP each, 1 EP for every 400

Do note that you have to purchase the Fighters separately from the actual ships carrying them, as the Fighters are not permanently assigned to the ship. They can be re assigned to the defense of a system, and future fighters that have hyperdrives can conduct raids on their own without larger ships, etc.

Now before I go on to list ground forces, I must explain to you the two ways of waging a battle. The first way is the battle simulation, which is a fancy way of saying that I will resolve the battle with little to no input from the players beyond their general strategy. This option will rely mostly on the stats and other factors in game. However the second option is for me create and utilize two chat rooms on Chatango, and for each side to go to a different chat, and there they can use their tactical abilities and control the battle as if they were taking over the Admiral in charge of the fleet/general in charge of the army. The second option may only be chosen by a player once per turn because if someone chose to do every battle in the chat room, it would take forever, and this game would die quickly. However, if you propose a chat battle, and another player proposes another chat battle in which you are involved, yes, you are allowed to participate in both. Its just that you yourself can only propose one per turn.

Now: Ground forces. Ground forces are unique in which that I will not reveal any stats above how many are in the unit, and their cost. The other unique feature about ground forces, are that they can be used as a boarding party in space battles if they should be aboard vessels that are participating in the battle. Obviously, there will be rules as to which ships can board what in which circumstances, and so the rules are as follows.

Fighters are immune to boarding attacks. Capital Ships with the exception of Interdictor Cruisers (A capital ship is a Frigate, battlecruiser, HCS (Heavy command ship), and normally an interdictor, however in this case they have their own rules) cannot board Light Cruisers or Battle freighters without first disabling their engines. Interdictor ships however can use their tractor beam to pull in those ships in order to board them. This will not work on anything larger than a Light Cruiser, or at least with the current technology it wont. Capital ships cannot board other capital ships directly (this includes Interdictors). There is a way around this however.

Battle Freighters can carry men and board any ship, except a freighter of course. Any ship bigger than a fighter can carry men, but only a Battle freighter has the pure capability of boarding any ship it likes. The exception is the Interdictor cruiser, which can use its tractor beam to intercept any boarding parties. This however can only be used on a limited number of ships at a time.

And so onto the list of ground units (which are fairly simple at this point):

20 Elite Commandos:
This is the smallest ground unit and is the only unit able to fit on a Battle Freighter. 5 of these can fit on a Light Cruiser.

Cost: 1 EP for 20

100 Marines:
1 of these is able to fit on a Light Cruiser, and is a more sizable force than the Marines, however are slightly less effective, and cannot fit on the more Versatile Freighter. 4 of these can fit on a Frigate.

Cost: 1 EP for 5

2000 Man Regular Brigade:
2 Brigades can fit on any Interdictor Cruiser, 4 on any Battle Cruiser, or 12 on any HCS. This unit is composed of regular men, and would rarely see action in boarding parties, and would instead be the main force in any ground battles.

Cost: 1 EP for 2


Claiming

Claiming is not a set in stone x planets per turn in this game. Instead, inspired by iron and Blood, you can either choose to invest EP into certain planets, signifying that you are investing in corporations there, encouraging your own companies to move in and monopolize, etc. This could lead to them joining you, or they may resist, and possibly even become hostile.

The second option involves going to war with the planet. bear in mind that for the most part, many planets have only small space fleets, and most of their ground forces will be militia, making them easy to capture, but partisan groups may make them difficult to hold. Different planets will have different levels of forces and resistance, and some may even surrender at the first sight of your fleet, especially if you send in the big guns.

Unique Units

These are relatively free flowing. It will be sort of like the system that Lighthearter used in RAFOE, in that you will have to invest EP into it as a project and give a general direction you want the unit to go in. This general direction will determine its stats, as well as the amount of money you put into it, the class that you choose for the UU, as well as what generation ship it is. You must also choose a major shipyard planet for it to be contracted to, both the development of the design, and the construction of it. This shipyard does not have to be under your control, although if the owner of the shipyard is denying you its use, then you must choose another. This makes it imperative to own your own major shipyards, as if somebody else owns it, or even if it is captured later on, the person who controls the planet the shipyard is on will be able to create that UU as well as yourself, and if it is a neutral shipyard (say, a one planet NPC centered on that shipyard, which I promise will happen at some points in the game) then that shipyard may or may not auction off the designs for your UU, unless you pay them enough to prevent them from doing so. Even then, they will auction it off at a later date.

Unique Units are your way to gain an edge over your opponents in a battle. Often, they will have slightly modified stats from their generic ship of their class, and if you manage to instigate a jump from one generation of ships to another, then you will dominate the battlefield.

However, Unique Units are not the only way to advance ship technology, and it is important to recognize this. You may put forward research in a project towards a generic class, and this may result in ships of that class under your control receiving a boost to a certain stat, or maybe even instigate a jump in the generic generation if you invest enough and you are close enough in tech. Bear in mind that after 2 turns this knowledge, whether it be a new generation of ships in a class, or just a simple upgrade to an existing ship, will become public knowledge.


The Exchange

The Exchange is a Crime Syndicate that spans the galaxy. Having a presence on almost every planet that has a major population center, as well as most major planets that dont, they can just as easily be contracted by governments as by the average street thug. You can post a bounty on a person or ship across the galaxy, a great way to create trouble for your enemies, especially if you post a price so high it would be impossible to ignore. If you fail to pay up when the bounty has been achieved though, and grave consequences could appear for crossing the Exchange.

They will also have a black market available, with items ranging from stolen starships, to designs of brand new star technology of other nations, to battle plans of warring nations, to dirt on the political figures of the day.

Not only that, but they have a thriving Merc business under their belt, and these mercs are a great way to get some fast manpower without dipping into your own reserves, if you have the money to hire them, because I can assure you, they are NOT cheap. At all. In fact you might be better off enlisting every man in your nation before you let these mercs rob your treasury, but each to his own.








Right now thats all I have off the top of my head. May post more tonight or in the upcoming days.
 
Map:

Spoiler :


Note that this map only includes NPCs. Player nations will only be added when the game starts. However, you can start claiming planets as long as you keep track of each others planets and dont claim a planet somebody else already has. Dont force me to intervene.

You may claim 4 planets, including your capital, for now. More on claiming will be included later.
 
Bounties:

None.



Wars:

Sith Civil War
Darth Malak vs. Darth Traya vs. Darth Nihilus vs. Darth Scion

Jedi Civil War
The Republic, Jedi Order vs. All Sith Factions


Famous Battles:

None.


Revan's Story:

Nothing yet.

The Exile's Story

Nothing yet.

Updates:

None yet.
 
I am signing up for this!

Name: United Merchant Systems (UMS)
Government: (Offically) Merchant Republic, (Actually) Organized Crime
Capital: Abregado-rae
Sect: Potentium
Colour: Purple
Industrial Potential: ????
Economic Power: ????
Military Manpower: ????
Military Skill/Training/Equipment: ????
Claims:
Spoiler :


Philosophy: If you can make money off of it, you can sell it.
 
OP updated with more information on the Template! I hope to hammer out either the Sects or the different ships you can get tonight, but no promises.
 
This looks like it belongs in the NES forum. I'll be in.
 
This looks like it belongs in the NES forum. I'll be in.

I have taken alot of Inspirations from different NESes, including, but not limited to LizNES. However I felt that I would get a better audience to the game here, and in any case, the rules arent finished. I do feel that this is a Hybrid of NES and IOT though.

Any suggestions you have? Issues? Things you want to see implemented? Something you dont quite understand?
 
I will join this:

Nation Name: The Greek Galactic Republic
Government type:

1) prime minister: Creates the basic plan, he is the leader of the gonverment and ruling party, he can propose laws but it has to be passed by the Governing Council.

2)Vice-President: Primarily serves as the Mayor of the capital Region.

3) the Governing Council: the Governing Council can decide if a law or decicion is passed or not. ithe decicion is passed if the majority votes yes or no.

also the gonverning Council has:

a) 5 members of the ruling party/collation

b) 3 members of the main oppossion party/collation

c) 1 member from any other party/collation.

4) minister of research: he decides what to research , but it has to be passed by the gonverning Council.

5) foreign minister: decides about the foreign policy, but it has to be passed by the gonverning Council.

6) minister of defence: he can declare war,but it has to be passed by the gonverning Council.also he can make a main plan and appointe the generals.

7) 4 generals: they control 6 legions.

9) Mayor : in every city every turnset there will be elections about the sastrap. he decides what to product in the city.

also every 2 turnsets there will be elections for the gonverment positions. also parties are allowed to form coalitions. At the end of an election, all votes are tallied and the party or coalition with the largest amount of votes wins the election.Any member is free to establish or join a political party of his choice. A member can only be member of one party at a time, although he is free to switch allegiance whenever he sees fit.The parties that did not win will be sent to opposition, where they can comment on the policy of the leading faction.The winning party or coalition will come into office the in-game update after the elections. They must put together, before elections close, a complete cabinet encompassing all positions.
__________________


Capital: Athens, Mustafar
Sect Allegiance: None
Color: Red
Industrial Potential: shipyards
Economical Power: ( i will see later)
Military Manpower: 1.000.000
Military Skill/Training/Equipment: ( i will edit later)
 
Edited my nation bio.
 
I'll totally sign up for this tomorrow. Save a spot for me and forgive my extreme lack of knowledge of anything Star Wars.
 
The Mandalorians will be an NPC. Sorry. You can always fashion your nation as a faction of the Mandalorians that have split off, whether to follow some new ways you make up, or the old ways, whatever you like. But the actual Mandalorian faction will be an NPC.

Christos, although I do not believe Mustafar will be taken on the final map, I would ask that you refrain from claiming planets until the actual game starts. You may sign up here of course, but this is not nearly finalized. Bear in mind I havent even finished a set of rules.

Sonereal, I recommend the Star Wars wiki, specifically the topics of the Mandalorian wars, the jedi civil war, the sith civil war, and it will also serve as a useful refrerence should I single a planet out for some reason and provide background on it. You dont NEED star wars knowledge per se, but it doesnt hurt.
 
I've been sitting on my bum to get TFox to start his space based IOT, this one is relevant to my interest. Just let me get things together (I'll use a new post).
 
Alright, but you won't mind if Mandalore is my sect?

Nation Name: Neo-Crusaders of Hoth
Government type: Military Junta, ruled by the
Capital: Ice's Embrace, Hoth
Sect Allegiance: Mandalore
Color: Jango Fett grey
Industrial Potential: ???
Economical Power: ???
Military Manpower: ???
Military Skill/Training/Equipment: ???
History: The Neo-Crusaders of Hoth was quickly formed after the ascension of Mandalore the Ultimate. A strange human Mandalorian, who calls himself "Omega", the last letter in the Old Tionese, said to have an inspiration. Hoth, a relatively recently discovered planet of pure ice, would become the new capitol of the Mandalorians. But somehow, he was able to rocket interest into this planet, and bunch of followers swore that they would follow him to Hoth. Ultimate decided to go along with it, and sent Omega down to "raid" Hoth. Afterwards, a new city was being built where Echo Base would have been, called Ice's Embrace.
 
Nation Name: Corellian Confederation
Government type: Constitutional monarchy
Capital: Coronet City, Corellia
Sect Allegiance: N/A
Color: Dark Purple
Industrial Potential: TBD
Economical Power: TBD
Military Manpower: TBD
Military Skill/Training/Equipment: TBD
 
I highly suggest you refrain from even creating a nation, especially should that nation focus on a particular planet as a base such as the Corellian Confederation. I apologize CivGeneral, but my reason is that you have not seen the map, and about half of it is taken up by the Republic, Sith, and Mandalorians.

Omega, no you cannot have the mandalore as your Sect, as that is not one of the options. I understand if your confused as I have not properly explained Sects yet. I plan on dedicating a whole section explaining and listing your options in the very near future. But just so you know, these Sects will be Force Sects, centering on the groups of Force Sensitives splintering off from both the Sith and the Jedi. However, your idea for the Mandalore to be a sect is interesting, and I may give it some thought, although it does seem to defeat the point of having an entire NPC nation of Mandalorian worlds devoted to serve under the Mandalore as the Mandalorian NPC doesnt it?

But thank you for offering such an option with potential. I may yet find some way to work that in, as the Mandalorians are unrepresented in the Sects and they are notoriously distant from Force users for the most part....

Mech, as you will see, the revanchists may or may not appear, whether as a Sect, NPC organization/nation, or otherwise appear in the game. However, if they appear as a Sect under Revan, then you would be welcome to swear your allegiance to their Sect. You could also model your nation based on their beliefs, and honor Revan, etc, or create a ruling group that was inspired by the Revanchists.

Everyone, thank you for all the interest!
 
Well if my capital is already a NPC on the map, then it will be any planet/moon with a criminal history.
 
So we have 7 players so far from the state of this front page. I would like to get at least 10, preferably 12, or ideally 15 by the time I finish the rules and this is ready to kick off. So invite your friends! Know somebody on these forums, perhaps a NESer or an OTer, who has an interest in Star Wars? Convince them to join this game! I want to keep a healthy 1:1 rate of NPcs to players at worst, preferably with players outnumbering the NPCs.

Speaking of which, when the map comes up, if you feel that you cant find the ideal spot for your perfect Star Wars nation, let me know! The Republic, which alongside the Sith is a massive NPC, will often be subject to rebellions and planets splintering off to form NPCs, and if you so wish, you could commandeer one of these Rebel nations and develop it into a formidable state. I encourage starting new, but just in case you dont like what is ready to be claimed right now, you can PM me and wait a turn or two for a nation you like to rebel and you can take it over.

Red I do believe that Nar Shadaa is under control of the Hutt NPC. Perhaps Tattoine? I know that was your first choice. Toydaria? There are many options in this Galaxy from which to choose from.
 
Top Bottom