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Dyranum

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Apr 11, 2010
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Well, good day to you. I welcome you to "Dark Horizons". This game has been worked out by myself, with help and advice from many helpful people present on these very forums. Though this game might seem complicated, for you the player it is anything but.

This game is run by me, Dyranum, and Co-GM Morrell8.

State Application is: CLOSED (there are still NPC states that can be taken though)

Game has started

Backstory:

scaled.php

The Imperium of Manx at the height of its power (Maroon) with puppet states (light maroon) and states in direct opposition to the Imperium (blue) also depicted.

It is the year 2552, one hundred years after the collapse of the Imperium of Manx. The chaotic fall of the Imperium lead to unfavourable consequences for its enemies as well, dependent as they were on trade with the Imperium. As such, they were drawn into the collapse of their age-old opponent. Due to the disruption of shipping and trade brought about by the abrupt collapse of the Imperium, many colonies were unable to sustain themselves and have been rendered barren of human life.

Nevertheless, the remaining human worlds have recovered, and once again turn their eyes towards the skies. However, unbeknownst to them, the Imperium still exists, albeit in shattered remnants. However, the most powerful of the Imperial remnants, based in the human homeworld of Earth, remains a great threat to the myriad of sovereign states emerging from the ashes of the old Imperium.


The Game and State Application:

The basic idea is that you come up with your own space-faring state which you then play. You are to simulate your country as its head of government. You may pass laws, direct your military, as well as a great many other things. However, if you manage your state badly or without care to your people, then you might very well face a revolution.

To apply for a state, choose a colour and a starting system (though for my sake, please not a yellow colour that is too close to the standard paint yellow). Then create a backstory for it which fits in with the overall backstory of the game. It makes it easier for me to understand what your state is all about. You can attempt to play an alien species, but that is up to me to determine. If I feel that there are too few humans then I might not agree to such a thing. It should also be noted that alien species can not be present everywhere. The map provided above in the backstory shows the approximate extent of human space during the time of the Imperium of Manx. That is where alien species cannot be.

Additionally, the strongest remnant of the Imperium of Manx (known by that name) is playable. The player playing as the Imperium of Manx will start out with the Sol System, which is a Large and Valuable System, the latter mainly due to housing the human homeworld Earth. If nobody picks the Imperium of Manx, then it will be an NPC. (Edit: the Imperium of Manx has been claimed)

EDIT: The Western remnant of the Imperium of Manx can also be played. For further information, consult the map down below, in addition to this post. (Edit: the Imperium of Manx (West) has been claimed)

EDIT2: In regards to alien states: As of right now, I will lift the restriction on alien species for the eastern part of the map only. However, you must still consult me on the nature of your species.

Rules & Procedures

The rules are quite simple. You send the orders you wish to do to me, Dyranum. What you want to do is only limited by your imagination and what is feasible in this sci-fi premise. For example, you can make an order about building a gigantic banana statue and what would go by fine, but if you want to build a galaxy-destroying superweapon then that's not going to happen. Keep in mind that you can trade with other states, create secret treaties, etcetera.

Each turn constitutes one year. No more and no less.

The main goal of this game is simply to have fun and guide your own state through this new and turbulent era. Conquest of the whole map is not the absolute goal, nor will such a goal garner you any allies. You can shape your state any way you want, provided that you have the support to do so. Although there are underlying factors, most things are hopefully presented very clearly and concisely.

Also, the order that the turns are processed is this (roughly):

0. Income

1. Stuff finishes construction. <--- This is where stats are

2. Regular Orders.

3. Unit Orders.

4. Combat

Orders

A state shall submit their orders to me via Private Message. The title of this message must have the name of your state and the date which the orders are for. For example, an order for the Imperium of Manx in 2440 would read: "DH – Imperium of Manx, 2440".

There are two kinds of orders. Regular Orders and Unit Orders. You are allotted five Regular Orders for each turn. They can be used for pretty much anything. Be it building units, destabilising an enemy, signing a treaty with another state, spying, or concocting an evil plan of creating genetically-altered gorillas to release on an enemy world. What is and what is not possible is limited by reason and technology. You cannot, for example, order the construction of a giant gun which can shoot across the whole map to blow up systems of your choosing. Please note that when building, you need to allocate different orders for different kinds of constructing. You can not use one order to construct both structures and units. However, you can use two different orders to achieve both of those things.
When constructing something, you must specify where.

Unit Orders on the other hand are unlimited. However, you can only issue one order per unit per turn. In these orders you can order your units to move somewhere, scuttle them, order a colony ship to colonise, order a troop ship to pick up an army, or anything of the sort related to your units.

Please note that there is a difference between orders for lone units and orders for fleets. Fleets move at the pace of their slowest member, and can be issued orders about general conduct when stationed in a system not owned by you. For example, they can be ordered to conduct orbital bombardment. Please do note that while you can do this on allied systems as well as those owned by your enemy, bombarding planets is not conducive to good relations.

Orders for lone ships on the other hand does not take into account the speed of other ships around them, and you can not issue orders of conduct. So, what is the point of issuing orders for solo ships, you might ask. Well, there is none. And I really appreciate it if you would keep orders for individual ships to a minimum.

Also note that when issuing move orders, you must specify what you are moving, from where, and to where. Please do note as well that units automatically engage any hostiles present in a system if you do not order otherwise. You could of course include in your orders what tactics you want your forces to use, and all that.

NOTE: You can only revise your orders once. Preferably none, though.

NOTE2: Some treaties do not need an order to be signed. These includes: peace treaties, as well as cease-fire treaties. Non-aggression treaties are not really counted either. Cease-fire treaties are not counted since they don't actually have any effect. You simply have to tell your units to not engage whoever you are fighting. The reasoning for peace treaties is obvious. Non-aggression treaties have a similar reason to cease-fire treaties.

As for Peace treaties, you must include a signing of one in your orders, but it does not actually occupy an order.

NOTE3: For move orders, I would really appreciate it if you would actuall write out all of it. For example, a ship moves three systems, then you would write it all out which systems it passes through.

EDIT: In order to try and make sure that I remain sane, and can produce updates, each player is limited to using only two sentences, or two lines, for their orders.

EDIT2: The above restriction does not fully apply to build orders.
Here are two examples, one showcasing an acceptable build order and the other showing an unacceptable build order.

An acceptable build order could be this:

Build 2 Light Ships at H8
Build 2 Medium Ships at H8
Build 77 Heavy Ships at H8



However, this is not an acceptable build order:

Construct 2 Light Ships at the system H8 for the purpose of exploring the surrounding systems and blahblahblah. Also proceed with construction on 2 Medium Ships as well, christening one of them "Emperor" and the other "Friendly Neighbour". When finished, deploy them to the H2 system. Also build one new heavy ship at H8, to be named "Greatest", and 76 heavy ships at H5, to be named blahblahblah.


Updates

The primary update is the yearly one. This is where the effects of your orders all play out. If I feel the need to do other, smaller updates, then I will do so. However, I will attempt to limit myself to the larger ones.


Trade and Income

You can gain income from your population, industry and trade. You can also gain money by treaties with other states (such as selling and buying), but that's obvious so I'm not going to cover that.

Your population is represented by population points. Each population point increases your income by +10. To increase population in a system, there are a variety of different ways. You could encourage immigration, seek out people already living in the system before you arrived, as well as other ways. Population points can be decreased through a variety of ways as well. Constant fighting in a system will make people move away. An outbreak of disease will decrease population as well.

If a system has no population points, then you can not make its population grow. It needs to have at least one point for that. In order to get people over to a system, you can transport one population point in a colony ship which you can then order to deposit in the system.

Industry on the other hand, is a much easier thing. You simply build it. Building industry in a system costs a sum of money, some time, and space. Each population point gives you two building plots in the system that they are in. Therefore, if a planet has three population points, you can have a maximum of six industrial points there. Every industrial point gives +10 to your income.

However, both industry and population based income is susceptible to administrative efficiency. A badly administered backwater will not be as efficient in generating money as a glorious capital. Administrative efficiency can be increased through orders.

Trade on the other hand, is not affected by administrative efficiency. Trade is represented by trade points, each of which gives you +1 to your income. You gain trade points by signing trade agreements. In trade agreements, you must include the systems affected by the agreement. Each system has a base value of +5 trade points when included in an agreement. The exception to this are Very Valuable systems who have a base value of +10 trade points.
Trade agreements are set treaties which contribute a number of trade points. These do not decay, but are dependent on the treaty and the relevant systems. For example, you might sign a trade treaty worth 30 trade points. This will add +30 income as long as that treaty is in effect, provided that your Merchant Fleet is at 100% strength.
You can only have at most 1 trade treaty with another state. This includes multi-state trade treaties. For example, [Placeholder] might have a treaty with [RandomTrader]. However, [Placeholder] has the possibility of signing a trade route treaty with [RandomTrader] and [LongTitleNeutral], if the previous treaty is cancelled.

To increase the number of trade points granted by a single system, you can build trade structures. Each trade structure increases gained trade points by +15. However, the exact income gained from trade is modified depending on the size of the merchant fleet for all trade points in your realm. Merchant fleets can be decimated by raids on your trade lines or sabotage, or other bad things.

EDIT: Please note that the systems included in trade agreements must be border systems. "But that gives me so little to work with!", you might say, and for huge empires that is true. However, as you can sign trade agreements between more than two people, then you can easily construct a sort of "trade route". If this is confusing, please say so and I shall clarify.

Units

Civilian
Colony Flottilas: Self-explanatory. Can transport 1 population point and claim planets. When claiming planets, the Colony Flottila is lost as it is used to set up one or more bases in various places in a system. Costs 40 credits to construct and deducts -2 credits from your income for upkeep.

Army
Irregulars: Badly trained and equipped soldiers. Can be anything from conscripts to militia. Should only be recruited during war-time as they are quick and relatively cheap to make, but on the other hand only serve for a limited time and are, as said before, not of the best quality.
Regulars: Well-trained, drilled and equipped soldiers. They are your best troops, and your professional standing army.

Navy
Light ships: Fairly self-explanatory. Lightly armed and armoured but fast spacecraft. Costs 10 credits to construct and deducts -1 credits from your income for upkeep. Has a movement value of 3, meaning that it can move through 3 systems per turn.
Medium ships: Fairly self-explanatory. Medium armed and armoured spacecraft. Costs 20 credits to construct and deducts -2 credits from your income for upkeep. Has a movement value of 2, meaning that it can move through 2 systems per turn.
Heavy ships: These are your heavy hitters. Costs 30 credits to construct and deducts -3 credits from your income for upkeep. Has a movement value of 1, meaning that it can move through 1 system per turn.
Dreadnoughts: The heaviest and most powerful warships ever constructed. Can both take and dish out a lot of hurt. Costs 100 credits to construct and deducts -10 credits from your income for upkeep. Has a movement value of 1, meaning that it can move through 1 system per turn.
Troops Ships: Can transport 100,000 worth of troops. Costs 10 credits to construct and deducts -1 credits from your income for upkeep. Has a movement value of 2, meaning that it can move through 2 systems per turn.

System Structures
Industry: Each point gives you +10 income. Takes up 1 point of the build space on a system. Each population point gives 2 points of build space. Each point has an average cost of 20.
Fortification: Works as a system-specific increase of Army and Naval technology levels. Each Fortification structure adds +1. Takes up 1 points of the build space on a system. Represents all kinds of fortifications present on a planet. Each fortification has an average cost of 50.
Trade Structure: Increases the trade value (i.e. how many trade points you get for including a system in an agreement) of a system by +1. Takes up 2 points of the build space on a system. Each structure has an average cost of 30.
Capital: Exactly what it says on the tin. Losing your capital (through it being unavailable due to occupation, or outright destroyed)causes huge drops in administrative efficiency across your whole nation. A capital also keeps the administrative efficiency of the system it is in at 100%. Rebuilding your capital is not particularly expensive. On the other hand, it takes time, and does not fully remedy the drop in administrative efficiency.

Researching

Researching the next level of something has an average cost of 50*level, and two turns.

System Classes and Exploration

Every System has two attributes: Size and Valuability. These are both determined randomly when you first discover a System. Size determines how many population points can fit onto a system. Valuability determines the base income of a system.

Valuability runs on a 1-5 scale, from Worthless to Very Valuable.
Size also runs on a 1-5 scale, from Tiny to Huge.

Exploration is not automatically done when entering an unexplored system. Rather, you have to order it after your ship has arrived at the system (e.g., on turn 1 you order ship to move to system. On turn 2 you order ship to explore system). When exploring a system, you can run across a number of valuables, or something which is not conducive to the health of your explorer, or nothing at all.

Exploration is a cost-free activity, except for in time of course.

Random Events

There are several random disaster events which have a chance of happening every turn. Be on your guard for them, as they could seriously damage you, especially if you are a small state as they affect one system. However, please do note that Random Events do not affect players who only own one System.


Country Stats

Here's a brief rundown of the stats of your state in the order that they will be presented on a stats sheet.

Bank: How much credits you have in your treasury. If you have a negative number, then you're in debt. Debt siphons off 50% of the amount that you are in debt from your income. Every turn. So, I suggest that you do not debt-spend.
Base income: Your base income gained from your systems. Depends on the quality of your systems, and no other factor.
Population income: The income gained from taxing your population after being modified by administrative efficiency.
Industry income: The income gained from your industrial sector after being modified by administrative efficiency.
Trade points: How many trade points you have.
Merchant Fleet: This is the relative size of your merchant fleet in percent. It modifies the income gained from trade points.
Military Upkeep: The total cost of maintaining your military forces.
Actual income: Your actual income, after being modified by administrative efficiency and the size of your merchant fleet.
Stability: How stable your government is. Runs on a scale of 0-10. 10 is as stable as one can get, while 0 pretty much means that a collapse is imminent.
Infrastructure: This is a measure of your state's communications networks, railroads, roads, the works. A higher infrastructure level increases the chance for your orders to succeed.
FTL level: The level of your Faster-Than-Light technology. It runs on a scale of 1-7 and can be improved by researching the next level or maybe finding an abandonded advanced FTL drive from the days of the Imperium.

Colony Flottilas: This is the total number of colony flottilas you have.

Ground Forces Level: This is a measure of how advanced your ground weapons and equipment are, as well as how competent and well-trained your soldiers are.
Army, divided into how many Irregulars and Regulars you have.

Space Forces Level: This is a measure of how advanced your space weapons and equipment are, as well as how competent and well-trained your ship crews are.
Navy, divided into how many you have of the different types of spacecraft.


The Map

darkhorizons2552.png

This is the base map which will be used.

The circles represent all the myriad individual systems. The designation of the system is always on its right. If you can not see what it says, then download the map, open it in an image-editing software and zoom in as close as possible.

The white lines connecting the different systems are regular travel lines/system connections.
The yellow lines connecting the different systems are long-range travel lines/system connections. To travel along those, you need at least level 4 FTL.

Most of the Systems start out with no name and only their designation. Only two don't. The System B6 is called "Manx", and the Imperium of Manx starts in the system B14 "Sol".

Represented on the map are also individual system stats.

The territory of the various states and nations are the coloured-in systems. The purple spheres with a question mark represent undiscovered NPC nations.

PlanetStuffLegend.png
This here are the various icons that can be seen on your systems. (NOTE: If you are having problem viewing it, I suggest copying the picture and opening it up in an image-manipulation programme (like Microsoft Paint). Use the zoom feature to zoom in)

Within the green circle are industrial points. One small factory icon for one industrial point.
Within the red circle are system quality and size (in that order). This is organised into a 5-level system, with every level having its own colour.
Level1=Black
Level2=Red
Level3=Yellow
Level4=Light Green
Level5=Dark Green
Within the yellow circle is a fleet icon.
Within the two orange circles are fortifications. The more cross-like fortification is a special fortification which the Imperium of Manx starts with and which can be discovered by exploring systems. The difference between it and regular fortifications (the thicker cross) is that it does not occupy build space.
Within the brown circle is a trade structure.
Within the purple circle is the administrative efficiency metre and population points. Population points are the stacked squares.
The large X not pointed out with a circle is the capital.


Miscellaneous Tips and Notes

  • It is inadvisable to do large movements of fleets before attaining Level 3 FTL due to how accident-prone the lower levels of FTL can be.
  • You cannot communicate with states that you do not know of. To establish some sort of connection with another state, you have to border them, border someone who borders them, or have sent ships into their territory or met one of their ships and...you get the general idea. Mostly a roleplaying thing because else some things would become rather weird; say someone at turn 1 who is in one corner of the map, talking with some alien species - which has never made contact with any humans - all the way over in the other corner.
  • Trade Agreements can be made to encompass multiple states in a sort of trade route.
  • Population points are coloured differently on the map. This does not necessarily indicate what language or ethinicity they are. Rather, it is more a sort of what state they think they belong to (or something like that. I prefer keeping this part mostly undefined.).
  • When claiming new systems, you can give them a name.
  • It is inadvisable to start in systems connected only with yellow lines.
  • The Imperium of Manx is essentially the Roman Empire in space. This might clue you in on some of its background, as well as how people view it and its remnant. Furthermore, the Carthage-equivalent used to be Earth.
  • Systems under foreign occupation do not give any income.
  • Systems not connected to your capital by either itself or through other systems owned by you, will gain you negative income, be prone to rebellion, and have an administrative effectiveness of 0%. Connecting such a system to your capital will remove the negative income and rebellion maluses. However, it will not remedy the administrative effectiveness.

IRC Channel for the purpose of OOC chat:
Link: Coldfront
IRC: #Dark_Horizons
Instructions: Here

Rule Updates:
New Trade System


Table of Contents:

Player States
The Imperium of Manx
The Free and Imperial State of Gerdutches
The Seta Assembly
The Order of Divine Light
The Most Serene Republic of New West Slavia
The Gallic Empire
The Alkaterian Empire
Merchanos
The Human-Sandhana Republic
The Imperium of Manx (West)
The Black Bloc
The Sovereign Empire of Shenzhou
The Brotherhood of the Stars
The Kalji Empire
The Shofixti
Crimea Ryvuhr (formerly NPC)

NPC States
The Terran Ascendancy
The Aluxian Descendants
The Kjell-Mora Corporation
The Purian Hierarchy
The Empire of Wyoming
The Kingdom of Komnenia
The Union of Central American Nations
Great Tiě
The United Protectorates
The Arn Consortium
The Nitheim Resurgence
The Galan Rim Union
The United Councils of Farinenion (Farunenion)


Updates
2552
2553
2554-2564

Mini-Updates
The K4-K6 Altercation

State Stats
2552
2553
2564


Miscellaneous Flavour
The Rise of the Imperium of Manx, by famed historian Juan Alie (abridged)
 
Last edited:
State Stats, 2552

The Imperium of Manx
Bank: +60
Base income: +10
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -2
Actual income: +58
Stability: 4
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 2
Irregulars:
Regulars: 50,000

Space Forces Level: 2
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Player by: Emperor Gaius I (Morrell8)


The Free and Imperial State of Gerdutches
Bank: +55
Base income: +5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Chancellor Franz von Wilhelm (Frymonmon)


The Seta Assembly
Bank: +55
Base income: +5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Mazor Three (EmperorGrimm)


The Order of Divine Light
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Lord High Chapter Master Eros Vulkan (DoomBunny)


The Most Serene Republic of New West Slavia
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Lech Nowak (Suirantes)


The Gallic Empire
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Emperor Postumus II (Muskeato)


Merchanos
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: The Meritus (KeldoniaSkylar)


The Alkaterian Empire
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Fleet Admiral Marinac Narious (Thandros)


The Human-Sandhana Republic
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: President Frio Malhana (Spitfire5793)


The Imperium of Manx (West)
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Emperor Valentinian II (Red Cesar)


The Black Bloc
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: ? (reis91)


The Sovereign Empire of Shenzhou
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Empress Feng Wei (Culise)


The Brotherhood of the Stars
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Commandant Annaliese Rose (Polar Mongoose)


The Kalji Empire
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Kharon (Shock3r)


The Shofixti
Bank: +55
Base income: 5
Population income: +30
Industry income: +20
Trade points: 0
Merchant Fleet: 100%
Military Upkeep: -0
Actual income: +55
Stability: 6
Infrastructure: 1
FTL level: 1

Colony Flottilas:

Ground Forces Level: 1
Irregulars:
Regulars:

Space Forces Level: 1
Light ships:
Medium ships:
Heavy ships:
Dreadnoughts:
Troop Ships:

Played by: Emperor Tanaka (randakar)
 
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The Free and Imperial State of Gerdutches

Location: J4
Name: The Free and Imperial State of Gerdutches
Capitol: Neuberlin
Backstory: During the Rise of the Imperium of Manx, a group of German and Dutch patriots, resistance to the new interstellar power, funded their own, massive, space flight as far away from the Manx as they could get. Taking their old customs with them, these people blasted off into Space in 2105, and finally settling in their home world of Mitteleuropa, which they named in honour of their old country. Mitteleuropa is a prosperous planet, although very little of it is settled. For the past 300 years, the human on this planet have been a mixture of German and Dutch ancestry, and are the last humans in the universe that cling closely their old ethnic backgrounds from years before. They are a backwards nation in terms of space technology, but they flourish in terms of land warfare, industry, and efficiency.
 
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Seta Assembly

Color: light blue
Location: G8
Name: Seta Assembly
Capitol: Qosran
Overview: Traveling far from the imperial capitol, Earth, the mysterious Cult of Seta obtained the funds and legal support of the Imperium to settle their homeworld Qosran. Dedicated to the construction of a superintelligence they worked tirelessly toward that end while attracting investment by maintaining libertarian policies. Seta is governed by a democratic assembly connected through their global transnet and most laws and policies are voted on by the masses as a whole. There are a few leaders that are elected to hold certain unique powers during times of crisis and war but all administrative and bureaucratic functions of the polity are managed by the AI Mazor Three who is served by the Council of Seta who worships the AI like a God.
 
The Order of Divine Light
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Location: D9
Name: The Order of Divine Light
System: Vaaltis
Capitol: Promethea
Leader: Lord High Chapter Master Eros Vulkan
Motto: Fire purges all.

Backstory: The Order of Divine Light is nearly as old as the Empire itself. Founded only a few years after the Manx first ventured into the stars, made up of those fanatically loyal to the Emperor, their mission was simple, to spread the glory of the Emperor's leadership throughout the stars, to ensure the loyalty and devotion of those under his Divine Light, and to dispose of those who would seek to oppose him.

The Order quickly established itself a reputation as fanatical shock troops, willing to pay any price in blood so long as victory was achieved. They championed the use of Flame and Plasma weaponry, believing that only through the searing heat of the flames could the souls of the immoral be purged of their wickedness. Always at the forefront of any assault, they undertook several great Crusades in the name of the Emperor, and soon established several Fortress Monasteries on planets around the Empire. They established their Headquarters in the Vaaltis system, which was composed of 2 planets, each with 2 moons, orbiting around a gigantic sun. The 2 planets, named Vaaltis Prime and Vaaltis Secunda were quickly built up, and their moons turned into Orbital Fortresses, bristling with guns for defence against any invader.

The Order was not above politics however, and on many occasions sought to heighten its own power within the Empire. After all, what was good for the Order was good for the Empire, and what was good for the Empire was good for the Emperor. The Order was also fiercely protective of their independence and rights, and at many times fought back against attempts by the Imperial administration to slow down their conquest or temper their zealotry.

The Order drew recruits from the local populace, accepting both men and women to fight for the Emperor. Recruits were given 6 months of training, then shipped off to war as Initiates. Those that survived a further year of combat became full members of the order. Next in rank were the Inner Circle, the elite of the Order and veterans of at least 10 years combat. Above them, came the command elements of the Order. The Scholam Bibliotheca was in charge of the Orders records and history. The Scholam Fidem in charge of the religious elements of the Orders administration. The Scholam Administratio was given the task of the day to day governance of the Order's worlds and the maintenance and supply of the forces in the field. Finally, the Scholam Ignis Tempestas was given command of the Order's wars. Not all living on the Order's worlds were members, rather, they lived as citizens under the governance of the Order, serving it in whatever way it asked, lest they face the consequences of disobedience.

When the Empire began to collapse, the Order was occupied in the Polanthian Cluster Crusade, a great war fought against the states that would oppose the Empire in the area. Just when their hour of triumph seemed at hand, with the foe occupying just 3 systems and the Order controlling a vast area, the Empire began to shake itself apart. The non Order troops began to mutiny and rebel, and soon the Crusade lost momentum. Loosing their grip on worlds all across the Empire, an emergency order was issued for all forces to return to the Vaaltis system. Few made it back, many preferring to die in the name of their beloved Emperor, taking as many of the foe with them as possible. The few that made it back were presented with a desperate situation. The Empire as they knew it was gone. The Order as they knew it was gone.

Without even knowing if an Emperor still existed for them to serve, they set about the task of rebuilding themselves and the Empire.​
 
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The Most Serene Republic of New West Slavia

Location: E6
Colour: The red on my cross.
System: Nowa Slawia
Capital: Nowa Warszawa
System of Government: Parliamentary Republic.
Premier: Lech Nowak.

Backstory: Seeing the brave Dutch and German settlers, the West Slavic people started to assemble their own colony ship in order to run away from the growing Imperium of Manx. This ship however, was not as fit for long range travel as the German and Dutch ship was, and unknown to the West Slavic settlers, they would never go as far as the Dutch and Germans did. They instead crash landed on their long voyage in the land today known as New West Slavia, they formed the current capital of Nowa Warszawa at the crash site and from then on the Planet began to be explored and new cities and towns and villages were built.

In the later days of the state, the Imperium grew larger and the anti-Imperial sentiment grew larger and larger until New West Slavia became the leader of the states opposing the Imperium, the West Slavs kept strong throughout these dark years and now New West Slavia is as strong as ever.The West Slavs still keep their old culture from Earth and the languages remain the same, although Polish is the official language and is compulsory in all schools. New West Slavia remains the centre of education in the universe, with many intellectuals being taught in the universities of Nowa Warszawa and the rest of New West Slavia.
 


The Gallic Empire



Location: C5
Colour: Light Grey
System: Gaul
Capital: Agrippina (Gaul Alpha)
Emperor: Postumus II

Backstory: As the Imperium of Manx began its decent into chaos, one governor saw an opportunity. Postumus, governor of the Gaul system, quickly established himself as Commander of the planetary militia, and gave his followers key positions within not only the army but also the civilian administration. When he felt his plans were ready, Governor Postumus quickly crushed the remaining loyalists and established the Gallic Empire, styling himself as Postumus I, Restorer of Gaul, Emperor of the Gallic Empire.

Sadly for Postumus, his dreams of glory were cut short; before Postumus could launch his invasion of the surrounding systems, the Imperium of Manx succumbed fully to the ruination which had begun. The Imperium burned, and Postumus was forced to bide his time until a new expedition could be gathered. Tired of his excuses, his own men assassinated him as he was preparing to give his annual speech. These men hoped to use Postumus’ young son, also named Postumus, as a puppet, an endeavour at which they succeeded for a time, setting themselves as his advisor's and granting themselves great power. During this period, known as the Long Regency, the ‘Empire’ existed only in name, limited to a single system, unable or unwilling to expand.

However, the young Postumus was not as weak-willed as had been believed. Upon the end of his regency and his true rise to the Imperial throne, he had the old assassins executed, as well as any of their descendants. Those who had held the empire back, too stubborn or too ignorant to think of greatness, were weeded from the administration and exiled to the mines and work-camps of Gaul. All who had shown disloyalty to Empire were also put to the sword, and dissent quickly disappeared from within the Gallic Empire.

This change did not go unnoticed among the people of Gaul, as Postumus II was, if anything, more ambitious than his father. He looked upon the stars and the multitude of systems, and quickly set about making plan, plans which if successful would see the creation of a true Gallic Empire.
 
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The Alkaterian Empire

Location: K11
Colour:This Blue colour
Capital: Kalarick 5 (Off Map)
Fleet Head Quarters ( Effective Captial): Karlic 4
Fleet Admiral (Effective Leader): Marinac Narious

Backstory: The Alkaterians are a powerful people originating from around the galactic core. Having built up an Empire in the Galactic core regions they had for several millennia been largely unchallenged by other races swiftly overcoming any obstacles in their path through a mix of Diplomacy and threats of battle fleets in orbit. This of course changed when they encountered the degenerate Berganians of the Sagitarrius Arm who attacked at once of the First Contact between them and the Alkaterians. Forced into a bitter war which they didn't want to be in they after several decades of hard fought encounters they had gotten no nearer to suppressing their bitter foes and forcing a peace deal with in terms acceptable to them. In fact the Berganians had no intention of seeking any form of peace and relentlessly attack the now heavily fortified outer systems of the Alkaterians. In a bold move to outflank the Berganians and possibly spread the Alkaterian Empire to more space a great outflanking manoeuvre was planned by which a Large Alkaterian Fleet would outflank the main Berganian forces by moving Via the Orion Spur to the Perseus Arm which they would then move along to strike into the rear zones of the Berganians. With the war seeming to go down into a stalemate the Alkaterian High command was able to pull together enough forces to make this over ambitious plan into a reality. However the fleet got separated over the vast distances and only now are the forward elements of that fleet are now entering the Orion Spur seeking bases and planets to allow them to repair and rearm there ships in preparation for the next stage of there journey. Hoping to find Local allies who could help police colonies established in this region once the main fleet has moved on and lacking any real interest in establishing a major presence in this region solely waiting for the entire fleet to arrive to carry on with their Mission. Maintaining good communication with the bulk of the Alkaterian Empire they are kept well informed of the Slowly improving Military situation against the Berganians with there forces having been pushed them back only slightly despite over 80 more years of fighting the Mission is still of Importance in the the conduct of the war.

Species: The Alkaterians are on average 3 meters tall as when viewed by Humans seem to be Reptile in their form with Thick Protective Skins built up over millennia of living in incredibly Harsh Environments as both their Home world and many of their First Colonies were world ravaged by natural Forces and hostile predators. Having seen several highly destructive wars when contact was made initially with several local decaying empires the Alkaterians first Priority is peace as they dislike the excessive Violence associated with war but when they have no choice but to fight they will.​

OOC: No One minds me being the first Bunch of Aliens right.
 
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I am sorry, but that backstory does not quite fit in with the actual backstory. Your aliens also ignore an important game mechanic. You cannot have your capital off-map. While I could accept one alien faction for now, your backstory does not really coincide with the reality of this forum game. So, to be frank, your backstory needs revision. It furthermore insinuates that you are in possession of forces of an astounding size which are located off-map and have the capability to enter the map at any moment and place.

As a last note, you should have asked me before posting that, as the OP instructs you to do.

Reread and revise.
 
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As a notification: an IRC channel has been created for the purpose of conducting OOC discussions and other stuff.
These are the instructions for how to join the IRC, courtesy of KeldoniaSkylar who has been very helpful and set it up.

1-Go to coldfront.net
2-Choose if you're using the flash ap or the java app.
3-Create a screenname
4-The page auto adds you to the #coldfront channel, which is displayed at the list on the left side of the screen. Close that
5-In the command box down below type /join #Dark_Horizons
6-You're in and ready to chat
 
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Merchanos
Location: F4
Color: Gold
System Name: Newton
Leader: The Meritus

Backstory: Merchanos was once a large research colony of the Imperium, composed of the best scientific minds humanity had to offer. It was once based near the edge of explored space however, given humanity's insatiable thirst for knowledge, this is no longer the case. Though this is no longer the case, Merchanos continues to be at the forefront of technological development and the manufacture of advanced electronics and other highly technical goods. The continued development and manufacture of these advanced technologies brought Merchanos to the attention of many merchants and over the years Merchanos has also become a major mercantile hub for the region due its monopoly on advanced technology. Merchanos is a society ruled by two things Science and the pursuit of knowledge. Scientific development is considered the highest art in Merchanos, with important scientist larger celebrities than the even the most famous celebrities of the 20th century on Earth. However, this has a times lead to scientific breakthroughs via methods that could be considered unsavory in other worlds, including experiments on off-worlders. Such experiments are all carried out in the pursuit of knowledge. Recently there has been an influx of merchants to Merchanos, who though immensely wealthy due to the Merchanian monopoly on high technology, hold little power in the society and are often looked down upon by the scientific classes. The Merchanian society is ruled by the Masked Consul composed of individuals selected in secret for their contributions to Merchanian society, each of whom dons an iron mask when acting in an official capacity. The Masked Consul is lead by the Meritus, who wears an silver mask and whose identity remains unknown to all but members of Masked Consul.
 
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Human-Sandhana Republic
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Location: A7
System Name: Sandhana
Colour: Green
President: Frio Malhana
Vice President: Robert Wright​

History:
This is the story of two races, the Sandhana and Humans, who by uniting and working together, saved each other from total destruction.

The Sandhana home world of Takhana once teemed with life, its arid plains home to spectacular insect and reptile analogues. But the Sandhana took to industrialization early and did not realize the extent of the environmental damage they caused until it was too late. With their topsoil depleted, oceans too acidic to sustain life and lack of interstellar flight capacity, the Sandhana were situated for a massive population crash by 2334.

It was then the Manx stepped in mounting a large-scale rescue operation to bring the Sandhana to the nearby human colony world of Fraolas. As wars erupted over what resources remained on Takhana and billions began to die, approximately 875,000 Sandhana escaped in the exodus. To repay their debt, the Sandhana entered into an agreement with the Manx. Called the Compact, it states that the Sandhana would assist the Manx and come under their Galactic rule.

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Takhana today

While Fraolas was slightly more humid than Takhana, the Sandhana adapted and flourished. The native human population, while originally weary of their new neighbours, began to trust the Sandhana. The two groups eventually began to thrive, co-existing and growing to depend upon each other. The planets population, industry and trade exploded. The Sandhana became the manufacturers and Soldiers, while the Humans the traders and researchers. Together, under Manx rule, the Sandhana and humans entered a golden age of prosperity and stability.

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Fraolas

However, 116 years of prosperity and stability were to sharply end. In 2450, after years of fighting, weakening influence and numerous defeats the Manx withdrew from Fraolas, leaving the planet, and it's people to fend for themselves. For Fraolas, this proved disastrous. With trade diminishing by every day and confidence at an all-time low, the economy collapsed. Industries closed, crime flourished and pirate raids became frequent. The collapse and destruction of the Humans, and the Sandhana, again seemed inevitable.

However, Fraolas would survive. Upon hearing the news of Fraolas abandonment, General Yiu Jalhana, General Gral Kolhana, General Reder Taklhana and the thousands more Sandhana who had pledged to serve their saviours mutinied. The Sandhana armies and fleets set sail for Fraolas immediately. One month later, after dodging enemy and Manx fleets, the troops of Sandhana returned home. Martial law was instated, resources rationed and the pirates fought. The future of the Humans and Sandhana was again secure.

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The Sandhana fleets and armies returning to Fraolas

In 2486, 34 years later, marshal law ended, with the first civilian government being elected, with Human George Patrick becoming the first president of the Human-Sandhana Republic. For the next 66 years, Fraolas would recover, rebuild and becoming self-sufficient in many areas.

Today, the Human-Sandhana Republic is a highly industrious, technological state. The Sandhana remain the manufactures and soldiers, while the Humans continue to be at the fore front of trade and research. The two species have fostered closer bonds than could ever be imagined.

Sandhana Biology:
The Sandhana are omnivorous humanoids with an average lifespan of 86 years. Sandhana appearance is very similar humans, bar their light blue skin skin and slightly denser muscle tissue. Most Sandhana have facial markings, which are unique colour patterns that vary for every Sandhana.
 
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A notification: If nobody is going to claim B6 (the Manx system) as homesystem, then it will be occupied by the Western remnant of the Imperium of Manx. The Western Manx Empire can be played, but if there is nobody who wants to play them, then they shall be an NPC.
 
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The Ascension of Imperator Gaius

The Empire, once vast and terrible, has fallen from grace. It's rule, once encompassing a thousand suns, now falls to a single system. It's army, once the greatest fighting force in the galaxy, is now a shrivelled shell of it's former glory. It's navy, once the pride of the Empire, has been sold for scrap. Earth, the final stronghold of the Empire, is only defended by 50,000 elite Praetorian guardsman in the Luna Castrum.

There is one man who dreams to change the fortunes of the Empire. Gaius Aetius Cornelius Croton. Born the son of a previous Magister Militum of the Empire, he quickly rose up through the ranks to be known as a competent and reliable commander after fending off repeated raids by barbarian opportunists and pirates. He was eventually promoted to become the new Praetor of the Praetorian Guard, and he quickly earned the respect of the men as a just yet fair commander. It had become his duty to protect the Emperor Galerius.

The Emperor Galerius was a hedonist glutton and a puppet controlled by the true ruler of the Empire, a barbarian mercenary turned Magister Militum named Stilico. Gaius despaired at the situation from the Luna Castrum yet remained honour bound to respect the wishes of the Emperor. The remains of the Empire were being ripped apart by the horrible corruption of Stilico while Galerius sat in his Palaces getting morbidly obese of the backs of the masses of the remaining Imperial citizens. Mars, Io and Titan had risen in revolt and while the citizens of Earth were at boiling point as Imperial power continued to collapse. Many of his friends at court called Gaius to take a stand against the Galerius and his master, Stilico, whom was becoming brutal and violent as he took to using the militias stationed on Earth to enforce his will upon any and all whom opposed him. He was torn between duty to the Emperor and his patriotic duty to the Empire. After much deliberation, Gaius made the right decision.

He launched the Guard from the Luna Castrum and swiftly landed on Earth, seizing key strategic areas and crushing the planetary militias that dared oppose the might of the Guard. He swiftly advanced to the Imperial Palace Complex, an immense city for the Emperor and his servants, filled with all the opulence and extravagance of the once great Empire. Galerius cowered in fear in the main palace, and he was quickly captured and put to death. It took several strikes with a sabre to cut the fat tyrant's thick head from his shoulders. Meanwhile, in the Temple of Augustus, Stilico and his Barbarian mercenaries put up a braver fight. As it was sacrilege to spill blood in a holy temple, so the men had to wait to receive laser weaponry from the imperial armoury to move in and engage the foul barbarians befouling this most holy temple of the founder of the Imperium. In the dead of night, they assaulted the temple and room by room, the Barbarians were driven back, deeper into the Temple by the Imperium's finest. Both sides suffered immensely as the brutal close quarters fighting took it's toll on both sides and the Guard were soon forced to use their delicate las rifles as clubs against the ferocious Barbarians.

The final showdown began in the trophy room of the temple, which held hundred of relics of the great Emperor Augustus's campaigns to unify Manx. Gaius personally led the charge and faced off against Stilico, the man whom had leeched off the Empire and indulged his basest desires at the expense of citizens of the Imperium. Gaius quickly advanced into the room and his men spread out around him, engaging more of the underlings of Stilico, while the Praetor himself advanced to meet the Barbarian. Gaius swung his las rifle directly at the head of Stilico, but the Barbarian deftly dodged the blow and struck downwards with his sabre, smashing Gaius's las rifle in twain. Gaius fell backwards feeling the force of the blow and landed on his back at the mercy of the Barbarian. Stilico smiled, clearly enjoying the moment as his opponent scrambled for anything to defend himself. But, as he was about to strike the killing blow, one of the larger statues of Augustus, collapsed, and fell upon the flailing Stilico, crushing him beneath the marble.

As the last of the Barbarians were killed, Gaius, ordered his men to gather outside. News had spread quickly of the miracle in the temple, a sign that Gaius had divine favour with the Gods. As Gaius emerged from the temple, still weary from the battle, his men spontaneously hailed him as Emperor. Gaius accepted his new position as Emperor and immediately set out to quell the revolts on the other planets. He quickly pacified Mars, and Io and Titan soon fell into line. With that, he returned to Earth and was crowned Imperator of the Imperium of Manx.

The people held high hopes for their new, dashing young Emperor, could the Empire be retaken with their new enigmatic leader? Or would continue to fall apart as it had for the last hundred years? It all depended on whether or not he could deliver...
 
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The Imperium of Manx (West)

Location: B6
System Name: Manx System
Leader: Emperor Valentinian II

After the fall of the Imperium of Manx, the remnants of the Western portion of the Imperium rallied around one of the sons of the last Emperor of the Unified Imperium, Tiberius IX. The son, dubbed Valentinian I, was a charismatic young male of 20 standard Imperial years, who was quickly able to rally the few forces still loyal to the royal blood line around the Manx system, with the aid of several generals. As a result, the Western Imperium of Manx claimed to be the continuation of the true Imperium, in opposition to the Eastern Imperium. Valentinian I led the Manx system into a period of relative stability and isolationism for a century, until his death approximately 12 standard years ago.

Upon the death of Valentinian I, his soul heir, dubbed Valentinian II, assumed the throne upon the age of 24. With a loyal military force of several Imperial Legions ready to move at the Emperors request, Valentinian I has began to move the Western Imperium out of their relative isolationism, and into a new era of expansionism and conquest, dubbed "The Restoration."​
 
The Host





Location: B14
Color: The light green bar on the right of the image above.
Name: The Host
Leader: Seven of Nine
Capitol: Surely you jest. Capitol, we don't need no stinking capitol! We are the Capitol. Wherever you find us, there is the Capitol. We are Legion.
Planet of Origin: Palto Alto (B14)


The Host

Prior to the ‘Collapse’, the peoples of Palto Alto developed a society based on interpersonal communications carried to what outsiders considered extremes. The leaders of the pre-Host culture knew that little good comes from discord. Discord comes from the failure to communicate, and communication works best when all have the same opportunities to do so.

So with time, they learned to improve communications between members of their culture by ensuring all in their society were able to communicate with each other 24/7, 365 days a year. The implementation of this process resulted in individuals from an early age wearing a headset that provided eye cam/ear bud/throat mike and visual display visor functionality. Tying the headset into a planetary communications network resulted in each person in the society never having to be alone again, wherever they were and whatever they did. They were in constant communications with each other, allowing all to see and comment on the triumphs and failures of every individual in society. Crime and social friction fell to almost nonexistent levels, as everyone could see and hear what everyone else saw and heard.

The society that evolved from this organized itself in a generally hierarchical way. The core unit was simply a Group. A Group consisted of a varied number of individuals (usually between four and twelve). A Groups membership fluctuated as individuals joined or left according to their tastes and needs. A Group was functionally the equivalent to a family, or fellowship, or even a military unit, depending on what the situation the Group found itself in.

Groups communicated with, and even teamed with multiple other Groups to accomplish common goals. These associations were of varied length, and number of Groups. The associations would best be termed as a ‘Tribe’. In turn, ‘Tribes’ formed ‘Communes’ (county/province level functionality) for larger and longer termed activities. Communes would form ‘Hosts’ which on occasion could band together to present ‘The Host’ as a unified response to outside influences.

The advantages of such a cohesive society are obvious, as well as the disadvantages. With a tremendous pressure to conform to what the group believes is right, social mobility is slow. In addition, unless presented with a clear and present danger, a rapid response to external events is pretty much ruled out. However, when The Host does react, it is swift, unified, and overwhelming.

As interstellar society fell apart, the peoples of Palto Alto began to rely more on each other than the external ties with the empire. Seeing the discord growing with the collapse of the Imperium, The Host withdrew their external links to society, and concentrated on self-preservation.

The low level of societal innovation inherent in a communal group as The Host hastened the collapse of technology in many areas, almost down to early 21st century barbarian Earth levels before bottoming out. On the plus side, the structure and inclination of the Groups composing The Host to care what happened to each other cushioned the effects of such a collapse. In time, new levels of technology arose, till the present day, where The Host is ready to resume its place in the current Interstellar community.




 
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