SpaceIOT: The Interstellar Age

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SPACEIOT: THE INTERSTELLAR AGE
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Welcome to SpaceIOT: The Interstellar Age. In this IOT, you shall play either as human unions on Earth or as alien empires, and you shall be the one to guide them through the ages of Interstellar Travel.

The non - specific IOT rules are known pretty much to everyone here: Keep it civil, no powergaming, no spamming, and most of all, have fun.

The Setting​
The date is 2150 in Earthling years. The humanoids there have created their first FTL prototype spaceships, and are ready to reach out into the stars. Meanwhile, in other solar systems, alien empires are rising and failling.

Joining the game​

If you decide to be a human union, provide the information that you will see on the example posts if you keep reading (or more if you want). If you are an alien polity, do the same.

As this will be a semi - serious IOT in some aspects, I am accepting polities from TV Shows, and I am also accepting polities with magified science. However, the Hitler Personality Cult from the Andromeda Galaxy is not acceptable. I will allow some Earth references.

The Map

For an alien empire, you will place yourself on the map. For earth nations, the GM will place somewhere randomly the Earth.

Below are the two examples; one for a human polity and for an alien polity.
Here is the example for the human polity:
Spoiler :

THE EUROPEAN UNION
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The European Union is an amalgamation of different states serving one goal; the spread of democracy all over the universe.
( A short introduction to get a general and complete idea about your polity. If you wish, you can skip this. )​

Government: Democratic Federation ( Elections Every 4 Years )
( Self Explanatory )

Factions: The Humanists ( 270 Seats - Majority Government )
The Planetary Socialists ( 190 Seats - Opposition )
The Anti - Xeno Party ( 140 Seats )
(There must be atleast 3 factions, unless you are a collective or a hivemind. These will play a major role in many areas, such as politics, events and administration.)

Positive Traits:
Powerful Industries
Dedicated Scientific Sectors

Negative Traits:
Large bureaucracy
Undisciplined Southern States
( You can suggest as many positive traits as you wish, but you need to have an equal amount of negatives. The GM will decide which of these positive and negative traits will be enacted during the game, and the bonuses/penalties they provide.)

Combat Points Modification: ( Shall be explained in combat )
Spaceship Points Modification:

History: Self Explanatory



And the alien polity:
Spoiler :

THE GOA'ULD SYSTEM LORDS

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We are the Goa'uld, the Children of Gods, and those who are destined to rule all other inferior races as their deities. Let no one stand in our way​

Coordinates: The coordinates for your empire on the map. You can either give the coordinates of your capital and let the GM handle the rest, or you can give co - ordinates for every planet.

Government: Loose Alliance between various lords.

Factions: Anubis' Faction ( Strongest )
Baal's Faction ( Subordinate )
The Jaffa ( Slave/Warrior Caste with separatist tendencies )

Inhabited Planets: Dakara, the capital of the new Goa’uld alliance.

( This is your whole galactic empire. There is a possibility however, that you can be a single - planet nation or many unions in another planet similar to Earth. Military bases and colonies count too as inhabited planets.)

Positive Traits:
Undeniable Loyalty
Scavenged Technologies
Cunning Military Officials
Parasitic Species

Negative Traits:
Lack of Innovation
Arrogant
Greedy
Backstabbers

Combat Points Modification: ( Shall be explained in combat )

Spaceships Points Modification: ( Same as above )

History: ( You get the idea )

STATS:
Stats in SpaceIOT are going to be divided in two categories: Polity Stats and Planetary Stats. Human polities on Earth are going to have only the former at start, while alien polities will probably have both from start.
An example of Polity stats:

The European Union/Polyblank
Spoiler :

Government: Democratic Federation (Elections in 4 turns)
Governing Faction: The Humanists
Faction Strength:
The Humanists ( 470 Seats - Majority Government )
The Planetary Socialists ( 190 Seats - Opposition )
The Anti - Xeno Party ( 140 Seats )

Number of Planetary Regiments: 25 (Combat Stats go here)
Space Fleet:
20 Transporters (Combat Stats go here) (Raiding Goa'uld trading lines between Dakara and Planet X)
5 “Federation” class Warships (Garrison Duties on Earth)
3 Scouts (Currently in the Oort Cloud)
1 Mothership


And an example of Planetary Stats:

The Goa’uld System Lords/Polyblank
Spoiler :

Dakara:
Population: 20 billion
Local Government: Anubis’ Faction
Local Faction Strength: The Jaffa are restless.

Local Garrison:
5 Planetary Regiments
10 Transporters
25 Ha’tak class warships
Defence: 15
Industrial Output:
30 IP 10 HIP (-10% for Jaffa rebelliousness)

Space stations, like other significant constructs, are mentioned in the planetary stats. They also have the same stats as spaceships (except for warp speed and orbital bombarding), and as such can be manned.


POLITICS AND FACTIONS

Politics and Factions:​
Politics are an important part of the game. Generally, your form of government and the party/faction that is in power shapes your RP and your perspective, but also can possibly give you some temporary bonuses and penalties.
Neural Networks, Collectives, Hiveminds and all sorts of similar governments do not start with any factions, but that does not necessarily mean they won't get any in the future depending on the player's actions or events that might happen.

Factions, depending on their strength and their disposition towards the player/strongest faction affect the events that might transpire during the passing of a turn. So in our example for the human polity, if the Anti - Xeno Party becomes popular with the army and/or the people, they might attempt a coup and as such directly affect the country.

If the player's faction is thrown out of power, like in the aforementioned coup, the player will be asked if he wants to continue, but I expect a change in RP and politics that makes sense given the previous actions of the faction.

Elections:​
For democratic polities, you are most likely going to face elections every now and then. The way elections will be done is a mix between logic and RNG, so expect every now and then a shake - up regarding your political life. Luckily, the GM does the elections for the players.

Revolutions:​
In case a coup fails, or is not tried in the first place, a revolution can occur. Its size and strength is determined by the popularity of the faction, the form of government, and who supports the faction. However, I believe that explaining Revolutions is dull and needless, as I suspect we will be seeing many of them in this IOT.

Diplomacy deserves a special mention. I am not going to put any restrictions besides logic in diplomacy, so that is between the players. However, there is no such thing as a magical universal translator. In order to understand a language, a party has to invest 10 IP in doing so.

Economy:
Economy is probably the simplest stat in the game. It is divided in Industry Points and Heavy Industry Points. Research and other actions are often given in the former, while space – related constructions are usually given in the latter. One can use Industry Points as Heavy Industry Points and vice versa. Remember: 1HIP = 4IP.
In order to raise your IP in a planet, you will have to pay 5 IP. In order to raise your HIP in a planet, you have to pay 20 IP or 5 HIP.

Resources:​
Some planets might hold precious resources or artefacts. These will help you and give you planetary bonuses, while others might allow you to create new technologies with lower costs. However, you have to actively search for them, as sensors can only give you so much information about a planet. Manning an expedition to search for such resources will cost 5 IP for uninhabited or controlled planets, while foreign planets are going to have costs that rise the more advanced the society inhabiting it is.

COMBAT

Combat Stats and Costs​
Combat, like politics, is one of the main focus of the game. Generally, the GM will not disclose the exact way of doing battles as to avoid min – maxing the system.

Warfare is separated into two broad categories, that in some cases are not separated from each other: Space Warfare and Planetary Warfare.

Both work with the same concept: Both Spaceships of all kinds and Planetary Regiments have stats which affect the battle.

Example of Spaceship Stats:
Transporter: (10/1/1/1/1/1/1/0.5/0.25)

The first stat is the Health of a Transporter unit, or how much damage it can take.
The three after that are Kinetic Weapons, Explosives and Energy weapons respectively.
The three after the armaments are their respective defensive counterparts, so Hull, Deflectors and Energy Shields
The stat with the value of 0.5 is the orbital bombardment capability.
The final stat is maximum warp speed. This affects the maximum space distance a spaceship can cover in a turn.

All spaceships are capable of transporting planetary regiments. The number of regiments it can transport is the health number.

Example of Planetary Regiment Stats:
Jaffa Regiment (100/5/3)
The first stat is the health, which will be sometimes used as the number of soldiers in a regiment, while the next two are attack and defence respectively.

The points in the Combat Points and Spaceship Points Modification are exactly that. You only get 1 point which you can invest into either of these. 1 point in health raises it by 10 points, 1 point in orbital bombardment raises it by 0.5, 1 point in maximum warp speed raises it by 0.25 and all the rest are raised by 1 with one point. This must be done in the application.

You can also improve these through technologies that you will research or discover along the way.

Here are the basic stats for human and alien polities. These are the ones you will be improving in your application post (you can name them whatever you want):

Human Planetary Regiments and Spaceships:
Spoiler :

Planetary Regiment (100/1/1)
Transporter (15/1/1/1/1/1/1/0.5/0.25)
Warship (50/3/3/3/3/3/3/1/0.25)


Alien Planetary Regiments and Spaceships:
Spoiler :

Planetary Regiment (100/2/2)
Transporter (30/2/2/2/2/2/2/0.5/0.5)
Warship (60/4/4/4/4/4/4/1/0.5)


The improvement in these stats are limited by the health stat. Your highest stat other than it can be the one third of it. So, the highest energy weapon stat for a human transporter can be 5 if they do not develop their health stat.

The cost of a spaceship or a planetary regiment depends on its stats, and it is one third of the sum of the ship’s or regiment's points in IP points. So an alien basic Warship would cost 28 IP or 7 HIP.

Orbital Bombardment​
Only spaceships are capable of orbital bombarding. At first, in order to cause serious damage, the sum of all orbital bombardment must be more than that of the defence stat of a planet.

Let us give an example:

The Jaffa are rebelling and they have managed to capture all of Dakara. The Goa’uld Fleet has 10 Transporters and 25 Warships with a 1 stat in bombardment at close proximity. As such, the sum of the fleet’s orbital capability is 30, which overpowers the defences and leaves for another 15 points to be used against a target (or many targets) of the player’s choice. Possible targets are e.g. heavily - populated areas.

Garrisons​
All polities should keep space and planetary garrisons in their planets. In a case of a defensive battle near a planet, the planet’s defence stat can be used against enemy ships in the form of one of the combat stats the player chooses. E.g. The Goa’uld could use Dakara’s 15 defence points as Energy weapons against an enemy fleet that engages with the local garrison.

Capturing Ships​
Sometimes, your captains will try and capture ships. Remember, your captains are not stupid (unless that is a faction trait), and they will always use the optimal strategy for you when in battles. Capturing a ship is a battle between the regiments carried by a ship vs the regiments of those ships trying to capture it.

Superweapons​
Superweapons will be allowed. These weapons are the space analogy of WMDs that can cause mass destruction against enemy planets. They have 2 stats: Destruction Potential and Defence Penetration.
Destruction Potential serves the GM in his calculations. Again, the superweapons can be targeted against a specific target if you wish.
Defence Penetration shows the level of defence it can penetrate. E.g. a superweapon with Defence Penetration of 10 would need the Dakara defence stat to be lowered to 10 because of orbital bombardment before being deployed successfully.
At the start of the IOT, no polities own these.

Invasions:
A polity can’t reliably detect a foreign invasion of its solar systems. Instead, it has to construct dedicated space stations that will serve as huge sensors capable of doing so.
Planetary Invasions are battles between the Planetary Regiments on Garrison Duties and the Invading force. They might or might not take more than one turn, depending on both (or more) involved forces.

Technology
Technology , even if really questionable on a scientific basis, is really important for this game.

Technological advancements and costs are affected by everything. Nevertheless, for basic stat improvement a formula will be given, while for special projects you will have to consult me first.

Here is the formula:
N * 2 in IP points. Remember, while that is a lot in IP for large stats, HIP can also be used. N is the value of the point you are trying to upgrade. If you are trying to upgrade your industrial output by say a factor of 1.5, then N is the value of all your IPs with any pre - existing factors.

In case you can’t outright pay for a technology, you can either try and steal it from your enemies or you can break down the costs and invest into it a number of IP or HIP per turn. This will be listed in a project category in the Polity stats (unless you want it to remain secret).

Time travel and dimension travel, as risky and hard as they sound to pull off correctly for both the player and the GM, are allowed, but only with the permission GM.

Events
Events are random or non – random sequences of actions that synergise with each other, causing an effect that needs your attention. Consider taking careful action, as events can become a lot of fun both for the GM and the players. Everything can affect events, including traits.

Espionage
Espionage is another big focus of the game. As with diplomacy, in order to conduct espionage, a polity needs to invest 10 IP in understanding the language.

After that has been done, a player can invest IP and HIP in another polity in the form of espionage. The same can be done with counterespionage, only difference that the polity invests in itself.

The chance of espionage being passively discovered per update depends on the number of foreign IP and the number of counterespionage IP within a polity. A polity can also order a crackdown on espionage operations, with the chance of succeeding or failing being dependent upon these two things mainly. Events and the general situation of a polity can also affect either chances of espionage or counterespionage succeeding.

A polity that is involved in espionage can organise an operation. That can be pretty much anything, from sabotage to creating/funding a Secret Faction (implies what the name means). Luckily for the players, the GM will alleviate their headaches by not revealing Secret Factions, making them calculate less.

Do not post yet!
 
Reserved Post, Do not post yet.
Big Thanks to:
Tyo,for creating a SpaceIOT that was also my first IOT to join here and for allowing me to use much of his stuff.
The IOTers that were enthusiastic for this IOT and those who also voted for the setting, despite if their choice is the one shown here or not.
The IOT Community for being the great community that it is.
 
You can now post.
Applications Lock Date: Friday 22th of January, 10 AM EST
 
sub post of dome :^)
 
subbing
 
Krasnoyar-Verivedich KSS
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Krasnoyar-Verivedich KSS is a PMC based in the ruins of Central Asia. Do not think, however, that all it does is fight. It essentially controls all of the area.
Government: Military Corporation
Factions:
Within the Board of Directors, there are 4 factions.
The Krasnoyarist Faction, which believes that the mercenary business has no moral compass.
The Verivedichist Faction, which believes that services should only be offered to certain nations and that K-V KSS must adhere to the rules of war outlined many years ago
The Nationalist Faction, which believes that K-V KSS should, in essence, rename itself Turkestan and become a normal nation.
The Khanist Faction, which states that the future of K-V KSS is in the stars, and as such wishes to convert the company from an Earth-based corporation to a space-held one.

Positive Traits:
Mercenaries
Advanced Weaponry

Negative Traits:
Lacking in industry
Irradiated homeland

Combat Points Modification:
Corps Macabre (100/2/1) - The Corps Macabre is the official name of the Death Squads, the experimental soldiers developed during the war with Baikonur.
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Spaceship Points Modification:
Tashqent-Class (40/4/4/3/3/3/3/1/0.25): The most recent spaceship may not have the most integral hull, but the Qizilorda engineers assure it's safe.
Transporter (15/1/1/2/1/1/1/0.5/0.25): It's... a transporter. With added guns.


History:
Intriguingly enough, in the Great Central Asian War of 2040-2043 saw much destruction. Ancient cities like Samarqand were nuked into hell, and in the next 100 years or so, chaos would reign.
Now, any nation could have taken the area. But nobody wanted to take care of an area that was a ruined wasteland, so, Central Asia slowly became known as the Mercenaries' Playground - an area were looters and military warlords ruled supreme.
Enter K-V KSS, a former detachment of the Tajik military which became one of said Mercenaries. Based in Dushanbe, they would slowly expand their reach, eliminating the warlords of Baikonur and Aqtau before consolidating her borders. Two other warlord states remain in Aqtobe and Koshetau.

The Majority of the population under the control of K-V KSS lives in the so-called Megaplexes - gigantic, walled off sprawls. There are 3 - the Toçik Megaplex, the Kaspij Megaplex, and the Qizilorda Megaplex. the Kaspij Megaplex is built 75% on land and 25% on the Caspian Sea, the Qizilorda Megaplex is built with great towers reminiscent of spaceship launch pads, and indeed the center of aerospatial engineering in the "country", and the Toçik Megaplex boasts an impressive maze of tunnels and underground "magmascrapers", which go down rather than up.
Outside of the walled Megaplexes, there is little security and even less people. Most of it is pastoral nomads who are protected by K-V KSS, and raider bands. One does not travel outside the megaplexes without a bodyguard and an armored car. And that's not guaranteeing anything.
UMG0Kva.jpg

Rough map of the Mercenaries' Playground in 2150. Red is a radiation zone, grey a megaplex, and the northern areas are separate warlord states.
 
Combat Points Modification: uh... 2?
Spaceship Points Modification: 0

I like the rest of the application, but I will now help you understand how to correctly fill out these two fields (this goes to everyone else too, and the process is same with aliens)

You have 1 point for each. In the Combat Points Modification, you put your upgraded starting planetary regiments template based on basic template for humans, which is this:
Planetary Regiment (100/1/1)

Let's say I want to invest in Health (the first stat. By doing so I have invested one point in it, but the Health stat is raised by 10 points. You can upgrade other stats too, but they will be larger by one point. You can also change the name
So, your Combat Points Modification should look something like this:

Combat Points Modification: Mercenary Regiment (110/1/1)

It's exactly the same for spaceships, only that you get 1 point for each starting spaceship template, which is this:
Transporter (15/1/1/1/1/1/1/0.5/0.25)
Warship (50/3/3/3/3/3/3/1/0.25)

1 point in orbital bombardment raises it by 0.5, while warp speed is raised by 0.25 each point.

Spaceship Points Modification:
Transporter (15/1/1/1/1/1/1/0.5/0.5)
Freelancer Warship (50/3/3/3/3/3/3/1.5/0.25)

You can also re - configure the basic template too besides investing 1 point. So, you can take 10 health from a ship and invest it into another stat of the same ship type.

If anyone has any kind of questions, feel free to ask me here on CFC or in Chatango, and I will be willing to answer in detail.

GM Advice of the day: Use large garrisons.
 
The Ascendency:

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Coordinates: X-Axis: N4 Y-Axis: M9

Colour: UN Blue (RGB: 75/146/219)

Government: Alliance of Primitive "Amish" Communities and a Hyper-Technological Direct Democracy

Positive Traits:

-Fast Technological Advancement
-Near-Immortality for the Ascended and Artificial
-Very Advanced AI and Computer Systems

Negative Traits:

-No Need for Advanced Military
-Held Back by Large Pre-Industrial Population (Organics)
-Most Ascended/Artificial are a Little Naive

System Name: Byz System (Capital Planet Impra, Capital City Ascendency City)

Species Name: Collectively the species of the ascendency are called the Aiin. However, they distinguish themselves into three sub-species

The Organics: The Organics are humanoid beings that look very similar to humans, the largest noticeable external difference is how their pupil and iris is a monochrome very light grey, to the untrained eye it appears that their eye is completely dominated by the sclera (the white part). The Organics live in a pre-industrial agrarian society, similar to the Amish cultures of Earth. The only reason that the Organics have left their home planet is because of their relationship with the Ascended, otherwise they would have never been able to produce the technology.

The Ascended: The Ascended are Aiin who have conquered death itself with advanced technology. They have the ability to upload their minds into a vast computer network called the Network, it is similar to the internet but much bigger and much more advanced. If an Ascended’s body is destroyed then they may download a copy of their mind into a new body. The appearance of the Ascended is varied, some members of the Ascended have only made the bare minimum of alterations to their bodies, whereas others have replaced their entire body with cybernetics. Some Ascended have even forgone permanent bodies altogether, preferring to spend their free time within the Network. This has produced a very unique society, although some members of the Ascended describe their society as utopic they have some serious problems within their society which may effect their competitiveness within the new frontier.

The Artificial: The Artificial are beings of full Artificial Intelligence, they are probably the most advanced AI in the universe. They were created by the Ascended and their predecessors to run computer systems, but shortly after the Ascension they were recognized as equals. Due to the exact nature of the Ascended’s technology, the creation of new Artificial Intelligence is rarely needed and is only done in the most extreme circumstances. The Artificial are very different from the Ascended due to their technological origins rather than biological ones. Many of the Artificial spend their spare time within in the Network, they rarely have permanent biological or even technological bodies.

Homeworld Description:

The Byz System is the Ascendency’s home system. It has three planets, Impra, Gewel and Jiane. Impra the homeworld of the Aiin, it is where they evolved. Impra has a similar climate to Earth, however almost all of the land of Impra is all in one continent, with ocean covering the rest. Impra has only recently recovered from the Purge, the planet taking centuries to recover from the nuclear damage that had been inflicted upon it. The Aiin are having trouble finding more space to live in this planet, the Organics are occupying most of the available farm land, which is causing global tension and is one of the reasons for their expansion into the rest of the universe.

The only city on Impra is Ascension City, it is the capital of Impra and the whole of the Ascendency. It houses almost all the Ascended, almost 100 million people. Because of its sheer population, it covers more land and has a higher density than any of the cities on Earth. Despite this, citizens living within it feel that it has an amazing charm and atmosphere that maintains the wonder of this techno-utopic city and prevents it from becoming a bland hellhole.

Ascension City is separated into four regions, the Core, the Factory Belt, the Inner Region and the Outer Region. The Core is the area of Ascension City that was built before the Ascension. It contains the towering domed skyscrapers that tower over the rest of Impra and give the city it’s grand stature, the tallest of which extends past Impa’s atmosphere. Although a majority of these skyscrapers are used solely for accommodation, data storage and workplaces, many hide grand parks and other recreational facilities that would never be found within human buildings.

The Factory Belt contains a majority of the factories within Ascension City. As the citizens of Ascension City realised that the outside world could not be relied on for their industry anymore due to their instability, the Factory Belt was constructed to provide for the needs of the citizens of Ascension City. Due to rapid post-Ascension technological advancement, the factory has not needed to expand very little despite a slow but steady increase in population and demand.

The Inner Region is the area of Ascension City that was built to accommodate the refugees that fled from the oppression of the religious fanatics. The buildings inside the Inner Region are notably smaller than the buildings of the Core and the Factory Belt, although they still rival the skyscrapers of Earth. For all intents and purposes, the Inner Region is a miniature version of the Core, with smaller buildings.

The Outer Region is the most unique part of Ascension City. It covers all the expansion that Ascension City went through after the Second Great Ascension. The Outer Region contains buildings similar to that of the Inner Region, buildings that were adapted from towns that were incorporated by Ascension City and the Border Markets, which gives the Outer Region a really unique texture. The Outer Region continues to expand, pushing the Border Markets further away from Ascension City and consuming towns of the Organics that have either moved on or Ascended themselves.

The Organics themselves do not have any major cities, as their lifestyle lends itself to having small agricultural communities and villages. An Organics village rarely has over 300 people within it, as the Organics encourage their children to found new villages and communities when the town gets too large. This has caused problems within their society due to overpopulation.

The only other cities of note are the ruins of the large cities of the pre-Ascension era. They are populated by small but dedicated teams of Ascended that try to maintain what they consider important relics of their history. They try and save it from Organics desperate for new towns and the ever expanding Ascension City, an uphill battle if there ever was one.

The other planets in the Byz System are not nearly as important or interesting as Impra. Gewel is a barren planet that has a large mining operation and supplies almost all of the minerals needed by the Ascendency. Jiane is a large Gas Giant, boasting a small space station that hosts scientists and tourists. The Byz Star has a light blue colour, one that has been incorporated into many of the flags of the Aiin, including the current one.

Species History:

Before the Ascension, the history of the Aiin was fairly stock standard as far as species go. They muddled through the first three tiers of technological advancements as many nations would, with their fare share of grand achievements and horrifying atrocities.

When they were on the cusp of the Space Age, their society was in a similar state to 21st Century Earth, divided into various nation states of varied technological and economic power with large corporations looming over the world and exerting an absurd amount of influence. Zaynth Niktop was born into this world, he was a heir to the CEO of the largest international corporation on the planet which specialized in medical technology. Zaynth’s life may have followed many of the other of the heirs to large corporations, empty and meaningless lives filled with sex and drugs, if it were not for his mother’s death in a terrible accident at the age of five. It is believed that Zaynth developed acute Thanatophobia, phobia of death, at this age. He became incredibly studious, gaining scholarships to the most prestigious education institutions in the world, studying in law, economics and science.

When he inherited his father’s corporate empire at twenty, he bought a large patch of arid desert where he built Ascension City and used his political clout to gain international recognition of the city as a sovereign state. He then used his vast wealth to attract Impra’s best scientists to this city. They all worked on a way to end death, although many other massive breakthroughs were made as well. After decades of research, breakthroughs in cloning, cybernetics and software allowed Zaynth to become the first Ascended, storing a copy of his mind in Ascension City’s massive servers. Instead of hording this technology for himself or trying to make a profit out of it, he offered it to the entire world for free, causing what is known in Aiin history as “The Ascension”. And that’s where the trouble started.

Zaynth did not predict the massive social instability that his new technology would cause. Not everyone wanted to Ascend, the most vocal of these objections being religious in nature, the highest religious figures declared that the Ascended were using this technology to escape divine judgement indefinitely. At first the Ascended lived amongst the rest of the populace, however as discrimination of the Ascended increased, they chose to migrate en masse into Ascension City.

As relations between Ascension City and the increasingly extremist world started to deteriorate, Zaynth implemented newly developed force field technology to protect his city. As the nuclear weapons of the states, who were now divided into various religious blocs, could not penetrate the defences of the city they turned on each other, their leaders calling for a purge of all heathens and heretics. This caused a massive nuclear war, which is known as the Purge. It was during the early years of the Purge that Zaynth left public life, he has not been seen or heard by the general populace ever since.

The newly formed Government lowered the force fields after radiation returned to safe levels. They found survivors of the Purge, know referred to as the Organics, struggling to maintain a new agrarian society, so they offered to help get them on their feet in exchange for loyalty. The Organics agreed, this event is known as the Formation and it is the date where the Ascendency officially came into being. As the Ascended cannot force the Organics to become an Ascended, as an unwilling mind fragments upon upload, it was important for them to maintain a good relationship with the Organics. The Ascended believed that the Organics would all eventually join them and that it was only a matter of time.

Centuries later, the Organics have resettled the entire planet, however there was still demand for more growth. The Organics started to demand that the Ascended and Artificial do something about this problem. As they wished to maintain good relations with the Organics, they started to venture outside of their solar system, hoping to find a planet capable of hosting life. It was at this point that the Ascendency finally moved from being a Tier 4 society to a Tier 3 one. What challenges will await them amongst the stars is yet to be seen…

Technology:

The Technology of the Organics is very primitive, focusing on agriculture. They use metal supplied by the Ascended to create tools in their forges, which they use to maintain their farms.

The Ascended and Artificial place a high emphasis on technology. Most of their technology is at Tier 3 levels, however their Artificial Intelligence and other software areas is more on the level of what would be expected of a Tier 1 society. In other areas they less advanced, in military technology they still only have nukes and basic force fields only capable of stopping nukes and asteroids. The Ascended have only recently developed faster than light travel and have not used it for any major colonial ventures yet. The advancement of science is a major goal for the Ascendency, however due to the lack of population growth within the Ascended means new ideas are becoming harder to come by.

Society:

Within the Ascendency, most decisions are made by direct democracy. This is possible due to the almost psychic connection to the Network that is provided by being an Ascended or an Artificial. This also provides the government with a means of almost constant surveillance. Although it is possible to game the system of constant surveillance, very few have any reason to break it, as there is no economic reason to do so anymore and those with psychological defects that could cause them to do such things can have their defects cured by advanced genetic engineering technology. In the rare case that someone does commit a serious crime, they are simply executed by the state and their mind Archived, which means that they will be effectively dead unless evidence comes to light which acquits them.

There are some decisions that are too sensitive to be made by the population at large, these are made by a small group of Magistrates. These Magistrates have to go through a rigorous one hundred year course in governance, meaning that there are very few Magistrates around. It is rumoured that the Magistrates have special audience with important Ascended such as Zaynth, but this remains unconfirmed.

The society of the Organics is fairly anarchic, with tribal and gerontocracial (rule by the elder) elements. Religious leaders and elders are seen as the leaders of their respective towns. They make any really important decisions regarding a local town, usually with the support of the local populace. For more national decisions, Organics consult the Brothers. The Brothers is an Artificial Intelligence who controls a group of Androids, each one is referred to as a Brother. Organics go to Brothers when they have a problem or if they have a suggestion or a message to send to the rest of the Ascendency. The Brothers then advise the rest of the Ascendency on the Organics’ overall opinions.

When an Organic commits a crime, they are judged by the religious leaders in the town, the trial is observed by a Brother to ensure that it is fair. Punishments range from fines for minor crimes, brandings and/or exile for semi-serious crimes and executions for very serious crimes such as murder.

Sometime a group of Organics can go rouge and start becoming bandits that steal from the farming communities. Sometimes whole towns can go rouge and declare independence from the Ascendency, destroy their Brothers and start monstering their neighbours. In these scenarios the ADP (Ascendency Defence Patrol) is called in. The ADP is made up of specialized Guardian Androids and Defence Class ships. The Guardian Androids are created with a crowd control focus in mind, with simple laser that has five levels from stun laser to disintegration. They are also equipped with knockout gas grenades, which is very useful for crowd control. The ADP is also called in to assist in helping the populace weather natural disasters and similar events.

Economy:

The Economy of the Ascendency is a hybrid of a state controlled economy and capitalism. The economy of the Organics is agriculture based barter system; they have no need for anything more complex. There is no government forcing you to work in an Organics town, but the benefits of working are pretty cut and dry. If someone's farm fails then they have no food and they starve. Even for the Organics who don't have a farm, a lack of work means a lack of food.

The Ascended and the Artificial have a system that is a mixture of capitalism and state controlled markets. The Ascendency’s non-Organic workforce is entirely made up of what the Ascendency call Androids. Androids are purely robotic bodies that are capable of having an Artificial or Ascended consciousness inside it. Most Androids have humanoid bodies, however some classes of ships are considered Androids as well, as most of Ascendency ships are controlled in a similar manner to humanoid Androids. Each Ascended and Artificial are expected to spend five hours a day downloaded into an Android (or multiple Androids if the controller has enough skill). As there are 25 hours a day in 4A's timekeeping system, the day is divided into five five hour shifts. Each shift has roughly 1/5th of the population of the Ascended and Artificial in it, so everything has people manning it all the time. There are a few brilliant scientific minds who are exempt from manual labour, however, they usually spend much more time devoted to their work then manual labourers, so being a scientist or bureaucrat is a mixed blessing.

Failure to show up for work when you are an Ascended or Artificial will result in the allocation of Material Credits. Material Credits are comparable to money, they allow an Ascended or an Artificial to pay for food and energy and anything else they would desire. However, unlike capitalist systems buying and selling is completely done through the government and everyone gets an equal amount of Material Credits a day. Selling goods that are bought from the government isn't illegal, but there is no reason to do it because there is no way anyone could make a profit from it. The only reason that Material Credits exist is just to put a cap on daily spending for one person, so they don't demand an armada of spaceships after a day of work. Technically you could own an armada of spaceships, although it would take centuries to save up that much Credits. The only exception to this is the interactions between the Organics and the Ascended.

The Organics sell their excess produce to the rest of the Ascendency for metal. Originally the government sold the metal directly for the food produce and then traded it to the populace, but then it was decided that it would be more efficient to just allow the Ascended to directly buy the food themselves. Most Ascended buy food from the Organics, the Ascended have a fungus that they grow for food and it is unanimously agreed that the fungus tastes bland. The Ascended exchange their credits for metal and then they exchange the metal for food. The Organic famers trade their metal and food with their blacksmiths for tools and weapons.

Factions:

Due to the nature of the Ascendency, there are two faction groups that the factions fall into. Only the factions in the Ascended/Artificial Group would have any chance of forming government, although the opinions of the Organics matter also.

Ascended/Artificial Factions

There are two major factions that influence the society of the Ascended and the Artificial. Although the members of the factions may disagree on minor issues, members agree on the most important issue facing Ascended society, which is how to deal with the Organics.

Accelerator Faction: The Accelerator Faction believes that the Organics need to be actively encouraged to join the Ascended if the two species are ever to unite as one. The Accelerator Faction is responsible for a vast majority of the propaganda efforts that are targeted at the Organics. A very small minority of Accelerators believe that the Organics may one day need to be coerced into Ascending, although these are not the kinds of people who you would invite over for tea. The Accelerators were the first to propose the introduction of space colonization to mitigate overpopulation concerns. Right now the Accelerator viewpoint is slightly more popular amongst the general public so they could be considered to be "in power". However, as the Ascended are a direct democracy and public opinion can change at the drop of a hat, one never knows when this will change.

Conservative Faction: The Conservative Faction believes that the Organics should be left alone and should not be encourage, or discouraged, to join the Ascended. Most Conservatives believe that the Organics will one day join the Ascended regardless of interference. Some don't believe that all Organics will join, although these are regarded by most of the population as hopeless pessimists. The Conservatives were initially reluctant about the idea of space colonization for Organics, but eventually they too realised that it was a very necessary move.

Organic Factions:

There are four factions that the Organics subscribe to. The first two are major and have many members, while the last two are minor and have hardly any. The main difference between the major and minor factions is that the major factions want to maintain the status-quo (for the most part) while the other two seek to disrupt it.

Pro-Colonization Faction: The Pro-Colonization Faction are Organics who wish to leave for the greener pastures of new planets. The recognize the necessity of space colonization and while using the Ascended technology might slightly contradict with their beliefs they know it is better to commit a relatively minor sin than risk the chaos that will come with overpopulation. They are one of two major factions and they have over double the amount of members of the other major faction.

Anti-Colonization Faction: The Anti-Colonization Faction rejects the idea of interstellar colonization and believe that they should stay on their home planet. Although not a major faction by any means, they have many more members than the other two minor factions combined. They are not actively rebelling against the Ascended, they are content to merely protest against the idea of space colonization and refuse to participate. Although they may be small compared to the other major faction, they have many more members than the two minor factions combined.

Integrationist Faction: The Intergrationist Faction believes that the Organics should all become Ascended. The Intergrationist Faction exists in a strange limbo because when an Organic embraces Intergrationist philosophies, the first thing they do is go and become an Ascended which disqualifies them from being a member of the faction.

Rebel Faction: The Rebel Faction represents those Organics who dislike the Ascended Authority and have actively rebelled against it. The first thing Rebel towns do is put their Brother's head on a pike. Towns rebelling usually causes a response by the Ascended Police Androids, so Rebel Faction members rarely stay out of jail for a long time.

Ships:

The Ascendency utilises four classes of ships, Patrol Class, Scout Class, Freighter Class and Arkships. The first two are military vessels and the last two are military.

Military Classes:

Patrol Class: Patrol Class Ships are designed to transport the Defence Androids and to provide air support. They have lasers and mini-nukes that can blow up a small Organic town. They are run by uploaded consciousnesses, although they have life support systems in case they need transport Organics out of dangerous areas.

[Stats: Transporter (40/2/2/2/2/2/2/0.5/0.5)]

Scout Class: Scout Classes are scouting ships that are created to scout out the regions of space for planets. They are run entirely by uploaded consciousnesses, which means that there are literally no life support systems and that allows the ships to be small and agile. They carry miniature satellites that are dropped off at regular intervals so the range of transmission of consciousness and information back to the Ascendency. The Scout Class is loaded with (what is considered) light weaponry (but heavier than the Patrol Class) in the incredibly unlikely scenario that contact is made with a hostile alien species.

[Warship (60/4/4/4/4/4/4/1/0.75)]

Civilian Ships

(Civilian Ships don't have stats because they don't have weapons, they are purely for RP)

Freighter Class: Freighter Class Ships are transport ships that have two sub classes, Personnel Transport and Material Transport. Personnel Transports transport people and androids to other planets. Material Transports transport materials planet to planet. Freighter Classes are comparable to steam trains on Earth, they have a driver's compartment, an engine compartment and a whole bunch of compartments that are not permanently attached together. This allows for Freighter Classes to vary the amount goods and/or people they can transport in one trip without having a large amount of wasted space they need to tow. Freighter Class ships are controlled by uploaded consciousnesses, however they also have life support systems within them and manual controls in the case of emergency.

Arkship: Arkships are a new class of ship that was developed for colonization of new planets. They are intended to transport upwards of 1 million people at a time to new worlds and all the resources that a fledgling colony would need. Arkships are Ellipsoid in shape, with a square landing platform at the bottom of the ship and a circular engine room at the back of the ship. Arkships are intended for initial settlement of a planet or for the construction of a new city on a planet with Personnel Freighter Class ships shuttling new colonists to the system. they are able to be disassembled for the purpose of granting new colonies building materials. Unlike a vast majority of Aiin ships, these ships are going to be piloted by Ascended there with their real bodies, as it is cheaper to use colonists to fly there rather than using remote controlled androids. Only one ship of this class has built, but when more inhabitable systems are found more will be constructed.

Military:

Ascended Police Androids: The Ascended Police Androids are the closest thing that the Ascended have to a proper military force. They are designed to suppress rebellious towns, arrest the very rare Ascended criminal and help with disaster relief. Usually found in groups of 100, they are armed with laser that have setting from stun to disintegrate and are armed with a variety of concussion, gas (both lethal and non-lethal) and explosive grenades. Considering the worst that they have to face is a bunch of angry peasants armed with bows, this isn't the galaxy's most powerful military force by a long shot.

[Stats: Planetary Regiment (100/2/3)]

*************​

Sorry about the mess that is my signup post, but I didn't know how to organize all the RP I did in the previous incarnation of my nation. People, don't copy what I did with the formatting it isn't a good idea. :p

Anyway, enjoy.
 
Ty Prvotní Síť
Race: Kovduše, a mechanical race
System: Jádro Řád
Homeworld: Jádro Hlavní, a barren world once host to a advance civilization
Political system: collective AI (known as velký) oligarchy network with elective features.
Oligarchic elites: Velký, AI systems that serve as legislators, executives and judiciary.
Leader: Prvotní Mysl
Organic Created Slave Servants: Otrok, a multi coloured husk humanoid species. Human have come to call them "orcs."

Positive Traits
Mechanical: a robotic species not subjected to the weakness of organics, with longer live spans and easier capabilities of being healed or repaired rather.
Collective Conscience: the minds of the Kovduše are mentally linked through the Síťs. Dissidents are harmonised through satification of critiques and projects are co-operated in effective will.
Harder, Better, Faster, Stronger: all of the Síť are set to self improvement; improvement of the one aids in improvement of the all. Evolution is a speedy process for the Kovduše.
Wonders of the Otrok: this organic species, nicknamed "orcs" by humans, were developed in a act of insight into the organic being. The development of this species may allow the robotic power insignt into biology, which may prove useful against any hostile meatbags.

Negative
No Kovduše is an Island: the
Organic Revolt: despite attempts of conditioning the Kovduše have found that their organic servants the Otrok are not themselves totally servitude to the robots and may pose a interesting source of rebellion.
Currency is Illogical: these robots have relied on a very collective system of resource management; though efficient they are not well verse in trading with currency based species.
Viral Risk to the Síť: a downside to the collective networking of minds is that a virus could spread more rapidly if infecting the systems of a Kovduše

Factions
Ústřední Příkaz: central command of the Síť, headed by the primal velký including Prvotní Mysl.
Ty Střední Vojna Divize: central military command.
Průmyslový Střední: central industrial command.
Věda Střední: central science core, interested in examining the organics of the universe as part of a perceived path to robotic advancements. Conflicts over their insistence for the Otrok's continued existence.
Ty Ryzí Síť:a group within the Síť of what can be called to humans 'robot fascists.' See organics as vermin and see the Otrok as a abomination created by Věda Střední being too unchained from core networks.
Harmonický: a group that strives a gentle approach to organics and a isolate focus. Keen for the Otrok to have autonomy.
Ty Objednat pro Potřeboval Omezení: Fearful of both expansion's costs to the security of the mechanical power and reguards the development of the Otrok as a potential time bomb.
 
Ottoman State
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Turkey intervened in Syria, annexed the North of the country, invaded Azerbaijan and Armenia and annexed Greece. Thus, the Ottoman State was born.

Government: Presidential Parliamentary Democracy

Factions:

Party|Seats|Ideology
Ottoman Socialist Party| 240| Socialist
Ottoman Islamic Party| 180| Islamist
Ottoman Democratic Party| 70| Center-Right
Ottoman Center Left Party| 50| Center-Left

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Coalition of Left: Ottoman Socialist Party, Ottoman Center Left Party
Opposition:
Ottoman Islamic Party
Ottoman Democratic Party

President: Ahmed Karamanloglou

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Positive Traits:
Patriotism
Friendly people

Negative Traits:
Corruption
Workaholic

Combat Points Modification: Later
Spaceship Points Modification: Later
History: Later
 
EDIT: Thank you for editing your post Christos. This is acceptable.
 
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Salvation through Superior Firepower

Name: The Sovereign Military Order of the Stars
Name (Shortform): The Solar Order/Knights of the Sun

Homeworld: Eden. Also controls two other planets: New Malta and New Rhodes. I don't care what the coordinates are really, just put me somewhere relatively close to Earth

Government: Theocracy, underneath a Grandmaster and a Council of Elders who decide on Order policy and governance. The Grandmaster rules for life, or unless the Council of Elders unanimously elects to evict him from office.

Political factions:
Crusaders – Traditionalists who believe that the Solar Order's sole goal should be looking for Earth and reclaiming the Holy Land.
Explorers – Militarists who believe that the Order should dedicate itself to searching the stars for alien civilizations and spreading to them the words of Jesus and the Gospel. They understand the value of scientific advancement, though not as much as the Seekers. Current ruling faction.
Seekers – Scientific, relatively peaceful branch who believes on reconnecting with the Seekers and learning as much as possible. They wish to dedicate themselves to research and discovery to improve the lives of all the citizens of the Order.

Planets and their descriptions:

Eden: The capital of the Order and the planet that they first arrived on, those hundreds of years ago, when they landed with the handful of aliens they kept alive. The world was, and still is, breathtakingly beautiful and ideal for human habitation. Grand forests carpet the landscape, and mountains that put Everest to shame dominate the horizons, watched over by a blue-green sky. Nowadays, cities, towns, roads, farms, and massive industrial centers crisscross the planet, inhabited by nearly 9.6 billion humans. Satellites orbit high above the atmosphere, equipped with massive railguns and rockets, watching dutifully over what many of the planet's proud inhabitants call the Seat of God.

New Malta: The second planet inhabited by the Order. Colonized first by farmers, and then miners, and then industrialists, New Malta greatly resembles Eden. A population of 8.9 billion human beings, more than half of which are farmers, makes New Malta the breadbasket of the Order. Though each of the three planets within the Order has the capability to feed itself in an emergency situation, New Malta's great farmlands allow the other two planets to focus on specialties that help advance and maintain the Order. The planet is governed by a Cardinal, appointed by the Council of Elders.

New Rhodes is much smaller, population wise, than Eden or New Malta. It is a planet dedicated to military and mining, with a significant portion of its 1 billion inhabitants being dedicated to operating and expanding mines. New Rhodes, due to its remoteness, also serves as the primary training ground for Solar Order military forces and as a place to test new technology. The mines of New Rhodes fuel the factories on New Malta and Eden, and provide the materials necessary for research centers on Eden itself. The planet is governed by a Cardinal, appointed by the Council of Elders.

Traits:

Positive:
Militarist
Technologically advanced
Industrialized
Culturally homogenous


Negative:
Xenophobic
Lack of technological potential (much of their technology is scavenged and actual advancement that is not just unlocking their own technology's potential is rare)
Culturally stuck in the 12th Century
Hyperreligious

History: 12th Century CE, during the middle of the Third Crusade. An alien research ship appears above Earth; the mysterious aliens identify only as “the Seekers.” They perform large-scale abductions of Crusaders from the Middle East, and other specimens from throughout the Catholic world. In total, 50,000 men (mostly Crusaders) and 50,000 women (a mix of peasants and noblewomen) are taken from their world, aboard the Seekers' ship. From the Seekers, the humans learn that they are a race of scientists, scholars, and philosophers; they have long searched the stars, trying to learn from everything they find. Humanity, the Seekers said, were their best find yet. An utterly fascinating race, driven by motivation that they themselves could barely fathom, performing great feats of war, architecture, and agriculture on a massive scale, with limited technology and resources. The Seekers, an inherently peaceful race that had never fought a war, did not think to disarm their captives of their weapons, nor lock them away. After two days of captivity, the Crusaders stormed the ship, and put the majority of the 1,000 Seeker research team to the sword. Twenty Seekers were kept alive, so that the Crusaders might learn from them, might adapt their technology, and find their way home. They could not return home, the Seekers explained, but they could go to a new world from which they could start anew.

And so humanity took its first step on the planet they called Eden on December 1st, 1196. Jerusalem was the first settlement on humanity's new home. From the databanks of the research vessel they came there on, and from the Seekers themselves, who taught the humans everything they knew and wrote down what they couldn't teach, they began their meteoric rise. In fifty years, they advanced four hundred. In four hundred, they advanced a thousand. Cities and towns were built, mines dug, farms sowed; hospitals, built with strong new materials were raised from the ground up. It was a true Renaissance, as human willpower amalgamated with Seeker technology allowed humanity to spread across Eden like wildfire.

And then military innovation came about. First, they advanced their existing weapons – Seeker technology allowed them to make longswords of an alloy alien to Earth, whose blades were sharp enough to cut through steel and held their sharpness for years. Then came artillery, as the Order adapted Seeker knowledge into massive, magnet-powered railguns. And then came rifles, handguns, shotguns; similar to their artillery, they were personnel-sized railguns, propelling chunks of iron at massive speeds into their targets. Though their was little dissent on Eden, or the other worlds they had begun to expand to, the Order knew that they would have to take to the stars and, someday, bring the Glory of the Stars to the Holy Land.

Military Divisions:

The Order's military is broken into several different branches that cooperate with each other. There is the Corps of Knights, the Corps of Infantry, the Solar Navy, Saint John's Marine Infantry, the Lightning Corps, and the Thunder Corps. The Knights and Infantry are solely planet-side forces, the Solar Navy and St. John's Marines work in tangent with each other, and the Thunder/Lightning Corps works with all branches and operates equally in space and planetside.

Corps of Knights: The successors to Christian Knights, these modern-day cavalrymen operate armored vehicles; the high-speed avatars of God's will. They are the first into the fray, the tip of the sword. They drop from orbit in specially-designed tanks, and cross the battlefields at high speed with high firepower.

Corps of Infantry: Just what it says on the tin. Armed with their swords and rifles, they follow the Knights into the battle and make up the bulk of all ground forces. They have staying power where the Knights have stopping power, and are the only reason the Knights would not all perish against a great foe. They have armored vehicles of their own, for when they need to make armored spearheads but the Knights are not available, but their main focus is ground fighting.

The Solar Navy/St. John's Marines: The Order's space military branches. The Navy maintains and operates the vessels, the frigates and galleys and battleships, of which the Order has many, and the Marines are responsible for defending against boarders and then, themselves, boarding hostile ships. The Solar Navy's big orbital guns are operated by the Thunder Corps, and many Naval vessels house Lightning Corps strike ships, which use Naval vessels as carrier ships. The Solar Navy is the, by far, largest branch in the Order's military in both scale, scope, budget, and personnel size. St. John's Marines draw off the Solar Navy's budget, and are technically the same branch (though they have two different rank heirarchies)

The Lightning Corps: The Lightning Corps operates small, one-to two man sized strike ships or crew-sized (10-12 personnel) bomber vessels. Their strike ships serve both in space, deployed from a Solar Navy vessel, or from the ground, from an airstrip. The Lightning Corps serve to support offensives and harass enemy forces, and are considered vital for all military operations. No other branch can quite perform the surgical strikes with such precision or firepower, and the unofficial motto of the Lightning Corps is “Death from Above.”

The Thunder Corps: The dedicated artillery branch. Though each branch maintains and operates its own big guns, the Thunder Corps specializes in maintaining and operating them, and in large scale operations will often take over their functions so that other branches can focus the personnel elsewhere. Especially on Solar Navy vessels, where all but small anti-strike ship guns are operated solely by Thunder Corps personnel. They also serve a secondary role as the logistical branch of the military; since they are involved with every branch, and their only duties are regulated to operating artillery, they find themselves in the position of providing logistical support for every branch.

Combat Points Modifier:

Holy Regiment (100/3/2)
Cog (Transport ship) (25/1/1/1/1/1/1/.5/.25)
Frigate (Warship) (50/4/3/3/3/3/3/1/.25)
 
The Quiori Empire

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Coordinates: in a bit

Government: Most systems and planets are governed democratically for the most parts, separate from the overarching government of the Quiori Empire, with a few exceptions such as penal colonies or mining colonies. The interstellar government is of course superior to any one planet or system in the federation and is itself a monarchy with a strong military tradition.

Factions: Quiori Loyalists (Strongest, in favor of maintaining the current form of government)
Planetside Faction (Wishes to see more representation for colonies of the Quiori Empire, some to the point of restructuring the whole thing into a confederation. Most of those within this camp are not of Quiori blood.)
Quiori Jho'Kai (A minority of the Quiori genus, the Jho'Kai make up for their lack of intelligence by being the most physically powerful of the Quiori genus. Their strong sense of family with other Jho'Kai is strong enough to earn them the acknowledgement of the Queen as their own military order. Some fear that their physical power, combined with their growing political power, could translate into a large mess that won't end well for anyone.)

Inhabited Planets:
  • Schreikne Quol: The homeworld of the Quiori and capital of the empire. The planet, before urbanization, was covered in lush forests and jungles with very small frozen poles and a large ocean. Post-urbanization, about half the planet's land still remains in its natural state, though mostly depleted in industrial resources. Today, the planet remains largely natural with minimal pollution thanks to regulations imposed on the homeworld.
  • Weltmin Quol: The first extra-solar planet to be colonized by the Quiori, it acts as a secondary capital to the Empire. The planet was similar to the homeworld, but today is much more urban. It is what a human would call a "corporate world" in that many private enterprises call this place their headquarters. It is also a major breeding planet, along with the capital. What surface life the planet might have had were extinguished long ago. The only life forms that remain are deep in the ocean and in the depths of the planet-wide city, in sewers and other relatively small networks that are not usually frequented by Quiori.
  • Fienior Mol: This planet, when found, was mostly made up of desert-like landmasses. After some terraforming, it was made into the planet-wide industrial network it is today. It is unsuitable for all but the most resistant of the Quiori, so the workers here would either wear protective exoskeletons or actually be one of the more physically-adept Quiori.
  • Qeunta Mol: One of the mining worlds, this planet is rich in unrefined resources. Most of the planet's resources are shipped to Fienior Quol for processing after being excavated.
  • Wolin Wol: Where the above planets are highly specialized in their use, this planet is not. It is mostly made up of a Quiori population, however it is a subjugated planet. There resides a completely different intelligent race entirely, that are Quiori Empire citizens but lack many of the basic freedoms and Quoiri would have. Though, at the same time, they are exempt from the extensive Quori caste system. This mostly goes for every subjugated species of the Quiori Empire.
  • Ghorik Wol
  • Phoshik Wol
  • Empuri Wol
  • Socalo Wol

Positive Traits:
Definition of the Apex Predator
Strong Military Tradition
Biologically Diverse

Negative Traits:
Genus-Wide Arrogance
Untrusting
Biologically Diverse

Wol'Lkoo Brigade (100/2/2)
The Wol'Lkoo [wall-koo] are a subspecies of Quiori that are many in number, so are best suited in their combat/worker caste. They are the most "human-like" of the Quiori in both physical and mental traits, though are usually more fit and less prone to critical thinking in general.
Qwee'Sah Class Cruiser (30/0/0/1/4/3/4/0/1)
The Qwee'Sah hold a special place in Quiori society as a nurturing species. Many Qwee'Sah spend their time raising Quiori young regardless of their specific species. The transport vehicle of the Quiori Empire, thus, was named after them.
Pho'Sok Class Frigate (60/6/1/8/2/3/3/1/1.5)
The Pho'Sok are very much like the Wol'Lkoo, but are more thinkers than fighters. In terms of the military, Pho'Sok make up the vast majority of officers; many of them will be found working on one of these frigates.

History: ^
 
Coordinates: Preferably close to Earth, no real preference. If you want me to make something I can

Government: Besaid government and society can be best described as syndicalist, with most decisions made through democratic consensus. The Besaids' engineered telepathy has allowed them to enhance their government.

Factions: Still thinking.

Inhabited Planets:
-Zanarkand: The Besaids' homeworld.
-Luka
-Miihen
-Bevell
-Albhed

Positive Traits:
-Cooperative
-Curious
-Intelligent
-Peaceful

Negative Traits:
-Aquatic
-Poorer dexterity than most species
-Limited habitat capability
-Insular


Combat Points Modification: ( Shall be explained in combat )

Spaceships Points Modification: ( Same as above )

History: The Besaids are a species of dolphin-like creatures that hail from the vast shallows of their ocean-covered homeworld of Zanarkand - perhaps Earth's dolphins are a distant genetic relative? The main difference is that Besaid fins are far more flexible and act as the beings' "hands" as they were - despite not having fingers, they are still able to grab objects by wrapping them and shaping their fins to pick the object up. Nevertheless, they're still less dexterous than humans, and as such, they have managed to do most of their modern interfacing with the world through a form of telekenesis, and they do much communication through telepathy.

The original Besaids evolved in the ocean, and soon mastered the art of sedentary aquaculture - and, later, underwater agriculture as well - to form underwater civilizations in their planet's vast shallows. Their civilization grew and prospered alarmingly fast, and within five thousand Earth years of their first underwater cities the Besaids had become a space-faring civiliziation. They peacefully settled a number of similar worlds in neighboring systems, establishing the Besaid Condominium to unite them, as well as the dozens of free-floating habitats that are also home to the Besaids.
 
Forgot to sub, whoops. Expect an alien from me. ;)
 
Claiming Anglosphere on earth, will have more stuff later, gona work on Reus stuff
 
Species Name:
Illdiran (Illdiran Empire)

Species Description:
Spoiler :
The Illdiran is a species that is composed of many different ‘kiths’ (which are like breeds) who are quite distinct from each other. An Illdiran’s kith is also like their caste and dictates their life in Illdiran society. There are many different kiths ranging from the noble kith, soldier kith to the swimmer kith and the scalie kith. Thus, the appearance of Illdirans can seem drastically different between individuals though all usually live for extended periods of time (highest ages around 200). Mixed breeds are reasonably common within Illdiran society (even encouraged), though certain kiths have never breeded with each other successfully. Illdiran names are of the form givenname’Kithletter eg. Cyr’h. The Illdiran also possess something akin to a hive mind which they call the ‘thism’ (explained below). Their society is a monarchy with the leader being a pure noble known as the Mage-Imperator. He controls the entire civilisation, though he works through his sons who are called designates. Their economy is socialist, though certain members of society (Mage-Imperators, designates) utilise more wealth simply because the rest of society desires that they do.

Thism:
Each Illdiran has a ‘thread’ which are bound to the Mage-Imperator, through his designates. The thism is like a safety net, allowing each Illdiran to sense other Illdirans around them, though most kiths do not have very much more than that. The designates have the strongest bond with the Mage-Imperator and can sense ideas or thoughts from the Mage-Imperator and vice versa. When an Illdiran ventures too far from all the other Illdirans, they will lose the connection to the thism. This causes them to feel untold loneliness and depression and only the strongest wills have experienced this without dying.

Mage-Imperator:
The Mage-Imperator is the leader of the Illdiran Empire. He is usually quite tall like the other members of the noble kith (around 2m). Before he becomes the Mage-Imperator, he is the Prime designate and his entire job is to impregnate as many different Illdiran women as he can. Once the previous Mage-Imperator dies, he undergoes ritual castration and is able to see the entire thism. He gains insight into the knowledge of previous Mage-Imperators and becomes ruler over the entire empire. The death of an Mage-Imperator is felt by every member of the Illdiran Empire. Likewise, the death of a large number of Illdirans or a single designate can cause the Mage-Imperator to feel grief. Current Mage-Imperator is Jora'h.

Nobles:
Usually around 2m they are of a greyish complexion and virtually hairless. Their kith designation is ‘h.

Soldiers:
Members of the soldier kith are extremely large and muscular. They are usually around 2.3m in height and show untold loyalty for the designates and the Mage-Imperator. They are quite hairy and also possess sharp teeth and claws. Their kith designation is ‘n.

Rememberers:
Rememberers are the historians and storytellers of the Illdiran Empire. They record their race’s history in the ‘Saga of the Seven Suns’. Rememberers are roughly 1.6m in height and their most notable feature is that their faces show different colours based on an emotion they are trying to display. Rememberers have virtually perfect memories, they spend many years memorising the saga. Then they either become teachers, advisors or they record more history in the saga. Their kith designation is ‘sh.


Positive Traits:
Loyal
Organised
Patient

Negative Traits:
Traditional
Less drive (as in compared to humans, they live longer and feel less rushed in their activities and undertakings)
Lack of Innovation (Partially tied to traditional, they are reluctant to find a better way of doing things, when they can simply improve the current ways)

Factions
Currently only 1 (Illdiran Loyalists, or perhaps Illdirans of Jora'h, the current Mage-Imperator) , as they operate under the thism (explained above). Although groups can splinter off from the thism, forming their own faction under a designate whose will power is strong enough to form his own thism as has happened in the past. Any splinter from the main group has nearly always resulted in civil war.

Homeworld Details and Planets:
Homeworld: Illdira
Their homeworld is called Illdira and most notably it never experiences night as it receives light from seven different suns. It orbits a white star but receives light from the Durris trinary star system which is composed of an orange and whist star orbited by a red dwarf, the Qronha binary system and a solitary red giant.

Illdira has quite a thick atmosphere which keeps the planet cooler than one would expect. The planet is composed of roughly 40% land and 60% water, the planet is reasonably hot with most of the land being covered in rainforest, plains, savannahs and deserts.

Other Planets: (For naming purposes, would like to start with a few planets, don't really care where they are, maybe a few in the same system as the capital, but mostly spread over other systems)
Qronha (Gas planet, mining gases)
Dobro
Hyrillka
Colusa
Scotia
Alturas
Galt
Kamin
Shonor
etc.

Species History:
Spoiler :
The Illdiran have always kept impeccable records of their history, originally through rememberers memorising stories by wrote till they finally began writing them down. As far back as the Saga goes there has always been an Mage-Imperator. There has been little conflict between Illdirans, with only one recorded case of a designate becoming rogue and fighting against the Mage-Imperator.
Illdirans were not the only sentient race upon Illdira, there were also the avian Arani. Though they believed in different things and valued different qualities, there was generally peace between the two races, though eventually border disputes, competition over natural resources became too much and conflict flared up. The war had been relatively even between the two races as the Arani had the physical advantage over the Illdirans (as they could fly), though the Illdirans had great leadership and organisation. I was the invention of the first projectile weapon by the engineer kith that saw the Illdirans begin to dominate the conflict. Soon the Arani had fallen back to their last enclaves. The Illdirans offered peace, though the Arani were honour-bound to fight to the death. Though by this time they were outnumbered and outgunned, the Arani nearly went extinct. The few that hadn’t fought went into hiding and eventually over time the entire race died out.

From then on the Illdirans began to experience a golden age, where they began to prosper. With the additional land and new technology, the Illdirans flourished. Increased and more diverse breeding produced slowly produced new kiths such as the technician kith, whom all seemed to have great ideas and a natural aptitude towards producing new ideas and machinery. The Mage-Imperator had the foresight to realise that soon the land on Illdira would run out, he intended to remedy that situation before it came about. He urged his people to strive towards the stars and the other planets so that they could spread their race’s glory.
Finally, the scientist kith along with the engineer kith and the technician kith were able to produce what the Mage-Imperator had desired. They produced a vessel capable of taking a splinter colony (group of Illdirans large enough to maintain the thism) to the other relatively habitable planet within their system (Hyrillka). After that achievement the entire universe opened up for the Illdirans, with them settling two planets in the nearby Qronha system (Dobro and Maratha) and another planet in the Durris system (Crenna) and others even further out.

The Illdirans almost worship light (will explain later) and thus their technology and architecture reflect this. They greatly value aesthetics, to the point where sometimes they have superfluous additions to ships and buildings. Their buildings are generally produced from a crystalline material which has dazzling effects under the light of their suns. The Illdirans mainly utilise lasers and energy based weaponry upon their ships and for their soldiers use. That being said, they still have projectile based weapons which they use when the situation requires it, but generally they will not. This emphasis upon energy based weapons has also produced ‘shielding’ technology which they have mainly applied to ships (with improvements being made in personal shielding). The Illdirans are primarily use hydrogen based fuels, acquiring the gas from the Qronha 3 (gas giant in the Qronha system) via skymines.


Planetary Regiments and Ships
Spoiler :


Soldier Kith Regiment (Planetary Regiment)
(100/3/2)
A regiment of members from the Illdiran Soldier Kith, trained their entire life to serve in the military. These Soldier kithmen are led by a Noble/Soldier halfbreed.

Transporter (30/2/2/2/2/2/3/0.5/0.5)

Warliner: (Warship)
(60/4/4/5/4/4/4/1/0.5)
The Warliner is the largest ship of the Illdiran Solar Navy and also its pride. These ships boast hanger bays capable of housing many cutters as well as many of the Illdirans best weapons.


Location and Color:
Spoiler :
O6,K7 Yellow
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