[Forum Game] Masters of the Galaxy 2: A New Beginning

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Ranger900

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Welcome everyone to: Master of the Galaxy: a Space Opera game Reboot: One day we'll be as good as Masters of Orion.



Like its predeccesor this is a space opera strategy/simulation game in which you will lead your polity to the glory of space exploration, conquest and power. Though beware of your actions or history may condemn you for the damnation of your race.

This game have been inspired by the previous Master of the Galaxy game. I have taken some core mechanics from it and added some new ones (mostly scavanged from WiR 1901), thanks to Alexander23 for giving me some of his old code.


Nation registration is: Open/ Closed


Player numbers: 12/12


Due to school under no exceptions will this be raised above 12.


IRC Channel instructions


IRC: #MGaSO
Instructions:
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 #MGaSO
6-You're in and ready to chat
7-Yes, we did infact revive the old #MGaSO page



How to join:

1) Create your polity: You will design your own polity. It can be anything you want; you will decide their history, physical aspect, planet environment, etc. This is your polity so go wild as you like. Beware there are some rules and you will need to follow them when creating your polity.


Rules on polity creation:


a) You can make them humanoid, insect like, or other class living sci-fi-organism. Gaseous and pure Energy beings are not allowed. Crystaline/Siliconic species get a pass in this verion.

-Min requirements:

a) Provide the name of your Polity

b) Provide the type of government system ( this is not a strict real world government system so make your own ideas or take inspiration on sci-fi books etc.)

c) Provide suggestive attributes: to make the creation of your stats and polity more easily and akin to your vision please provide 4 positive attribute and 4 negative attributes;

a) Power gaming is frown upon so be thoughtful.

b) Not all attributes will be approved. I will take them into consideration and roll to see if approved or not a possible bonuses etc, always trying to make a fair game to everyone.

d) Please specify your species racial traits and characteristic: this make a better game and easier for me when making events etc.


Recommended format for you polity creation:

Polity Name:
Government System:
Leader:
R. Positive Traits:
R. Negative Traits:
Species description:
Home world description: (optional)
History: (optional)

Link to an example of how to fill this out from the last MGaSO

Rules and procedures


-The rules for the game are simple:

I. Every turn, you the player will submit 4 orders to me the GM, I will then proceed and write the main updates. As the size of the player nations gets bigger more orders will be allowed.


II. Every turn shall cover the span of an entire year. Sometimes players action and orders for the main update may be used for a mini-update if deem necessary or entertaining enough by me The GM. Getting a mini based on your orders do not always mean you get to send new orders (though usually you will be allowed to).


III. Sometimes during the main updates Events will happen to players unrelated of what they ordered: this events can encompass many things: A meteor getting close to the planet, alien invasion by an NPC, Extra Dimensional monster attack, etc you may get and order to deal with it depending on what is happening, if it is determined you should receive an order you will be contact by about it.


IV. You can correct me if you think something is wrong on your stats, etc. I will check and verify if the complaint is valid or not. But results of your orders are determined by rolls, bonuses, etc. so do not complain because it will not change much even if the complaint is accepted.


V. You are allowed to ask for your rolls if you really want to know them but don’t ask for rolls from many turns ago.


VI. Somethings are simply only for GM eyes and will be not share with the players, please understand that is for the good of the game.



Orders:


-Every Polity get to send 4 orders every turn, they can encompass anything. You can use them to expand your military, research new technologies, move fleets between systems, sign treaties with PC and NPC alike, or the invasion of an NPC or PC system. During a war you will gain 3 more orders that relate only to the war effort and cannot be spent domestically or technologically.


-In order for me to remain sane and produce quality updates, every order should be no longer then 3 lines and cover no more then one action. If you hand in an order that is two paragraphs long I will likely disregard it. (Picture links do not count toward this unless you spam me with them)


-War orders should be no longer then 4 lines of text.




How does the Universe Works


-The objective of the game is for you to guide your polity through the turbulent times of space exploration, colonization and conquest. Your action may guide it to glory or ruin!


-Your polity a new comer to space outside your system have been invited (and yes you accepted) to the galactic Council.

9cuu.jpg



A) Galactic council: The galactic council was created many years ago by some polities to avoid war at immediate contact and facilitated communications between the space fairing polities. The galactic council allow the players to know about each other and establish relations with others, NPC and PC polities.
How does it work?

a) The Galactic council is open all year around, meaning you can always contact the ambassadors from a different polity, This create a permanent contact between the members of the Galactic council (like real modern world)


b) Every so often the galactic council will call to session and new resolutions by NPC and PC players will be put forward for a vote. Keep in mind that each player may propose only one resolution. The resolution do not have to be proposed in the same turn as the Session start. Players can put forward proposals after session ends and it will be voted on when next session opens.


c) The Session will be done in a Mini before the Main update. Resolutions will pass if 55% of the votes are for a yes. Abstaining to vote will take the player of the total count for the vote


d) Once a resolution has passed it effects will be applied to all the polities’ member of the Galactic council. A polity can decide to boycott the result of a resolution but this will carry diplomatic consequences and damage relations with other polities that have voted yes on it. In the cases a boycott single pressure and pressure by a resolution can be done on the country by next session ( up to the players to propose it)

e) A resolution can be removed if in a new session a proposal is done up to take it down and 51% of the vote is achieved or if in a vote is done in a special session.


f) Special session will be called if an even big enough happens that requires a resolution to be pass


g) It is in fact possible to retire from the Galactic Council BUT it may carry big consequences. Space is a big and dark place and it may not be the best to be alone out there.



-Faster than light travel hasn't been achieve by any known polity all of you will travel by the use of of jump gate long build before your polity of any other known had reach space.


-Every polity possesses sub-light speed engines so you move around your system easily.


-The possibility of FTL is out there but to achieve such a technological marvel you will need to invest Big time and you will not be able to start the project until you are advance enough. Be warned achieving FTL will be extremely hard and costly.


-All jump gate routes will be established by me the GM before the game in a random way, BUT you will have the ability to build them when you reach a certain tech level and after doing a research program on it.



B) Colonization



-Every polity will have an exploration rate and colonization rate depending on their initial traits and further research done to improve it. To be able to colonize a system you need to have explored the system the previous turn.


a) Example Polity A explored system 1 last turn and now is able to colonize it this turn.


-Colonizing a system will cost you money as the process is not done for free. After establishing the colony you will need to expend some administrative cost on it but it will start producing taxes and you can develop it further to exploit its resources and increase its value.



C) Military

destro10.jpg



1. There are many types of land units you can produce, but at the start you have

I. Planteary Defense Corps: The equivelent of militia, reasonable at defending planets thanks to their cheap upkeep and large numbers. Can be transported between planets but using them on the attack is not recommended and transporation inefficent.

II. Infantry Corps: Your basic soldiers, both for defense and offense. Equipped to fight on most planetary types and capable of attacking most threats. Not as strong as specalist infantry types or heavier equipment but cheap to maintain.

III. Light Armour Corps: Stronger then Infantry, relatively expensive to run. Shouldn't be the bulk of your starting forces but used to provide extra oomph. Not good on mountanious, jungle or swamp worlds.

IV. Many more that you need to research. Like Power Armour and Super Heavy Tanks.


2. Space fleets units: there are many different types of ships you can own:


I. Transport ships: this are the ships used to move your army to invade other system outside your control.

Light Ships:

II. Frigates: The lightest style of ship, ineffective individually but in numbers can be a force to be reckonned with. Usually cheap and good screening ships for larger vessels or transports.


III. Light Cruisers: Heavier then Frigates, and able to dish out more damage. Still relatively cheap and make good heavier screening ships for polities that have the money to afford them, or good frigate leaders for ones that can't afford heavier vessels.

Capital Ships:

IV. Heavy Cruisers: The lightest Capital Ships, still quite capable for their costs. Useful as leaders of light fleets or as flagships for poorer polities.


V. Battlecruisers: Faster and cheaper then battleships, better armed then heavy cruisers. Good for trader nations as they tend to be faster and are able to defend trade lanes better.


VI. Battleship: Big, strong, tough, expensive. Able to dominate any battle they are in. Few nations will be able to afford more then one (or even one) of these to start, but as the game progresses they are likely going to be become the backbone of many navies.

VII. Carrier: Ships dedicated to transport fast attack vessels light fighters and bombers. Weaker then most other capital ships but the advantage of their fighters and bombers is not to be underestimated.

VIII. Command ships: Serve as command and data analysis and collection ship. This ship is what coordinate the battle etc., losing it could spell disaster. Each one of these command a fleet.


3. Fleets: You need command ship to form a fleet. Each command ship can control up toca/cap/tran/light : (2,10,10,20)*(1/2 tech lvl)


-There is no limit of how many fleets you can have in one system.



4. Each Transport ship can carry 1 Corps of any kind.



5. Initially one order is needed to move one fleet anywhere (even within your own borders), with certain techs multiple fleets can be moved per order.


1) IF a system under attack then moving in troops is no longer possible and you will need to move the troops there as if where invading a system using your transport ships.


3) If the system is under attack you may need to break the blockade to land (this doesn’t mean defeat the fleets there, it means make a hole to land. I will roll to see if you are successful at making a whole for landing.)




6. Every polity has a Military level that is a generalized representation of a polities total training, equipment, tactics etc. of your country army and fleets, the higher the better.


7. As an extention to 6. Each nation has more specific levels in Hull Level (per ship type, ex Friger Hull Level 3), Weapons (Ex Capital Ship Mass Driver Level 5), Shields (Ex Light Ship Shields Level 2), and Engines (Ex Capital Ship Fusion Engines level 4). Most of this is related to what you ask to research (if your nation focuses on laser weapons that gives a different advantage to mass driver weapons). This also has the advantage of being able to somewhat customize ships (this can be used to create lower cost ships or with different weapon types later). Unless specified ship classes will be assumed to be built with your best technology at the time of production.

987410_20111028_screen015.jpg



8. Fleet movements within your own systems are tracked and assembling forces to make a push requires time. (This is space without FTL, moving between systems is hard even with the fastest ships). If say you have 2 fleets over planet X and 1 over planet Y, to launch an attack on a neighbouring system to planet X with all three would require an order to move the fleet from planet Y to planet X and another order to move all three to the planet you plan to attack.




D) Technology Research


-As you may have noticed in reading the text above, you will be able to do personalize research into many fields, for example you could research a new saber to improve hand to hand combat or a planetary shield to reduce damage by orbital bombardment.


Note: anytime you decide to start a new research project is better to consult me first. This is to see if it possible for you to develop it.



i. How does it work: When ordering a new research project you I will roll to see if the start is successful or not. If this is the case your research project will start and I will tell you on the updates how many more successful orders are needed. Every turn you will need to order to go to the next phase and I will roll a dice to decide if you are successful or not. The research project will finalize when you are able to have the required number of successful rolls on it.


Example: Polity A decides to start a project to create a laser sabre. He is successful in starting the project and therefore 1st phase is completed. As this is an easy development it will take him 2 orders to complete it, therefore next turn he orders to proceed to the next phase. If roll successful his project will finalize and his troops will get a bonus determine by the GM.



-Every civilization has a technology level. This represents how advance is your polity as a whole. Increasing this level will have many benefits including more successful and quicker research projects and the ability to research more complex technologies. To increase this level you will need to invest and it will take some time. The higher you are the more costly it will become to do so. Beware these as most things will be rolled, terrible rolls may have unexpected consequences.



-Every time you complete a new research project you will related to improvement on your fleet units you will need to retrofit them. To do so is simple your ships just need to be inside your territory for that turn, this apply if fighting a war inside your territory too. Retrofitting will have a cost too and you will need to do a note in your orders saying you wish to do so, but it will not be an order per se.



-Tech Bursting: The idea of tech bursting is that you can spend multiple orders in the same turn on the same research project. (For example spend all 4 of your orders in a turn on increasing your overall tech level). Well this does give you 4 rolls on the tech and a reasonable chance of finishing the tech in a single turn, it also risks a tech explosion. The more orders used per turn on a single research increases the risk of a tech explosions, and these usually reset all progress on the tech and have catastrophic side effects. Like if your researching deep core mining and tech explode then you badly damage your planetary core, or if you were trying to design a new hull type it crashes down to the planet below.
 
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Map

Maroon: Noco
Red: Zex
Dark Grey: Aedan
Purple: Alexander
Green: Bia
Dark Blue: Deag
Brown-Orange iisbroke
Salmon-Pink: Fingon
Sand Brown: Tapscott
Purple-Grey: Maxwell
Gold: Afas
Blue: Tyriet


Map%20Turn%204.png
 
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Aedan777 (done)
Polity Name The Peoples Republic of Milfitar
Politicl System Oligarchy
Positive traits
Superior Strength: Montdonians size and strength makes them dangerous in a fight, or good industrial labourers. [Infantry Type Combat+, Production+]
Efficent Government: Montdonians have gotten their government down to a science. This high efficency drastically reduces the operating costs of government institutions. [Government Costs Reduction ++]
Strong Economy: The Montdonians economy is strong thanks to its leadership and investors, exceedingly so [Production and Trade +]
Negative Traits
Over sized: Due to their size few Montdonians can fit into most smaller ships and equipment, lowering the effectiveness of small craft and armour [Light Ships Combat-, Armour Type Combat-]
Rigid Pillars of Society: The Rigidity of the Montdonians government causes signifigant resentment among the ambitious, meaning stability can be a bit of a problem [Stability-]
stability 6/10
Tech Level 2/10
Popularity 65%
Population 3,249,122,000
AlienPolicy Indifference
exploration rate 1 system/1 per turn
Colonizatin rate 1 system/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military equipment
Frigates 10
Light Cruisers 1
Battleships 2 (Dreadnought Class)
Transports 3
Ground Forces
PDF 15 Corps
Infantry 3 Corps
Light Armour: 1 Corps
Space Shipyards 2/3/5
Yearly income 5,305,531,000,000
Expenses 2,432,531,000,000
Treasury 2,951,338,568,000
Systems: Capital system
Planet Type Mountainous
Size 4
Population 2,680,538,000
Yearly income 4,783,339,000,000
Expenses 2,303,975,000,000
Military:
Frigates 10
Light Cruisers 1
Battleships 2 (Dreadnought Class)
Transports 3
Ground Forces
PDF 14 Corps
Infantry 3 Corps
Light Armour 1 Corps

Shipyards(S/M/L): 2/3/1
Onasceu
Planet Type Temperate
Size 5
Population: 568,584,000
Income: 522,192,000,000
Expense: 128,556,000,000

Ground Forces:
PDF 1 Corps


Alexander23
Polity Name Dicloniu Dominion
Politicl System Dictatorship
Positive traits
Psych Vectors: The Dioclonii's Vectors make them exceedingly deadly in ground combat, allowing everything from limited flight to deflecting tank shells [Infantry Type Combat +++]
Behaviorial Aggresiveness: The Dioclonii are exceedingly aggressive, and that aggressiveness drives their soldiers to incredible feats on the battlefield. [Infantry Type Combat ++]
Negative Traits
Emotional Instabilty: Due to the emotional stress of their Vectors, Dioclonii are prone to something on par with a species wide Manic-Depressive disorder. This includes their leadership, [Stability-, Increaded potential for distasterous incidents during diplomacy]
High Cost Professional Army: The military of the Dioclonii pays for its power and training with costs. Even upkeeping a relatively small force can be cripplingly expensive for them. [Military Upkeep cost+]
From Past Experience: Dioclonii and Humans don't get along, its as simple as that. [Relations with human nations-, chance of random event incidents with human nations+]
stability 5/10
Tech Level 1/10
Popularity 67%
Population 5,554,234,000
AlienPolicy Indiffrence to most, Exterminate to Humans
exploration rate 1 per turn
Clonizatin rate 1 system/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10 ( Level 2 is 1/4)
Hulls 1/10
Military Equipment
Frigates 20
Light Cruisers 5
Transports 3
Ground Forces
PDF 8 Corps
C.PDF 10 Corps
Infantry 1 Corps
C.Infantry 5 Corps
Light Armour: 0
Space Shipyards 2/3/5
Yearly ncome 7,944,752,000,000
Expenses 6,648,590,000,000
Treasury −1,068,966,501,288
systems Capital System
Planet Type Temperate
Size 3
Population 2,819,921,000
Yearly ncome 3,722,564,000,000
Expenses 2,893,104,000,000
Military
Frigates 20
Light Cruisers 5
Transports 3
Ground Forces
PDF 8 Corps
Infantry 1 Corps
Light Armour: 0

Shipyards(S/M/L): 2/1/0
554-237
Planet Type Desert
Size 5
Population: 2,734,313,000
Income: 4,222,188,000,000
Expense: 3,755,486,000,000
Military:
1 Light Cruiser
2 Frigates
1 Transport

Ground Forces
PDF 1 Corps
C.PDF 9 Corps
C.Infantry 5 Corps
Wapildo
Planet Type Asteroid Belt
Size 2


Deaghaidh
Polity Name The 19 Hives of Ikklik Chiggik
Politicl System Confederation
Positive traits
Queens: The Queens of the Hive are capable of giving birth to huge numbers of children a year. As a result population growth on Confederacy worlds is very high [Population Growth+++]
Warriors: The Warrior Caste of the 19 Hives is quite capable, and thanks to generations of genetic manipulation are signifigantly stronger then most of their enemies. [Infantry Type Combat+]
Negative Traits
Whats mine is me: Trade between Hives is near non existant due to the competition between Cerebates, the lost income for the governments is currently small but over time is bound to cause problems. [Trade between plantets---]
Repulsive: Most people can't stand to look at a Hiver, and it really doesn't help diplomacy [Relations with other nations-, chance of random event incidents with other nations+]
stability 8/10
Tech Level 1/10
Popularity 75%
Population 4,922,025,000
AlienPolicy Indifference
exploration rate 1 per turn
Clonizatin rate 1/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 27
Light Cruisers 7
Transports 5
Ground Forces
PDF 28 Corps
Infantry 8 Corps
Light Armour: 2 Corps
Space Shipyards 2/3/5
Yearly ncome 4,754,221,000,000
Expenses 4,360,111,000,000
Treasury −1,887,964,277,058
Systems Capital System
Planetary Type Desert
Size 6
Population 4,699,825,259
Yearly ncome 5,298,854,412,000
Expenses 4,615,413,283,000
Military
Frigates 27
Light Cruisers 7
Transports 5
Un.arm.Sat. 8
Ground Forces
PDF 28 Corps
Infantry 8 Corps
Light Armour: 2 Corps

Shipyards(S/M/L): 2/1/0
917-844
Planetary Type Asteroid Belt
Size 9
Population: 7,741
Income: 221,412,000
Expenses: 200,283,000

Sausadia
Planetary Type Steppe
Size 3
Population: 222,192,000
Income: 544,412,000,000
Expenses: 255,102,000,000

Canfa
Planetary Type Temperate
Size 5

Maxwell500
Polity Name Zarya Alliance
Politicl System Theocracy
Positive traits
Religious Unity: In Zarya religion runs deep and keeps everyone connected against the threats of space [Stability+++]
Cloning: Thanks to advanced cloning techniques the Zarya are able to colonize their frontier worlds faster, it also helps replace 'missionaries' that die spreading the faith [Colonization Rate set to 1/2 turns, Infantry Type Production Cost-]
Soldier Caste: Zaryan soldiers are well bred for fighting, both on foot and in vehicles [Non PDF Combat+]
Negative Traits
Weak: Civilian Zaryans are not very strong, and as a result they suffer badly when drafted [PDF Combat--]
Factional Infighting: Zaryian politics is frought with conflict, and well its not prone to outright violence. The allocation of funding can be hit hard, and many times funding is leeched off to pay for espionage attempts on the other side [Government Upkeep Costs++]
Corruption: Ontop of the infighting, even more money tends to just dissapear when given to government or church personel [Government Upkeep Costs +]
stability 9/10
Tech Leve 1/10
Popularity 40%
Population 3,389,557,000
AlienPolicy Religious conversion
exploration rate 1 per turn
Clonizatin rate 1/2 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 13
Light Cruisers 2
Transports 3
Battlecruisers 1
Ground Forces
PDF 6 Corps
Infantry 2 Corps
Light Armour: 0 Corps
Space Shipyards 2/3/5
Yearly ncome 4,354,287,000,000
Expenses 3,511,222,000,000
Treasury −3,556,126,426,000
systems Capital System
Planet Type Temperate
Size 4
Population 3,111,557,000
Yearly ncome 3,631,721,000,000
Expenses 3,166,618,000,000
Military
Frigates 13
Light Cruisers 2
Battlecruisers 1
Transports 3
Ground Forces
PDF 6 Corps
Infantry 2 Corps
Light Armour: 0 Corps

Shipyards(S/M/L): 2/3/1
Safafabi
Planet Type Oceanic
Size 6
Population 278,000,000
Yearly Income 722,566,000,000
Expenses 344,604,000,000
Military
PDF 1 Corps

Shipyards(S/M/L): 0/0/0

Zex
Polity Name The Rosenthal Empire
Politicl System Empire
Positive traits
Imperialism: Thanks to the well practiced Imperialistic mindset of the Rosenthal, they can turn around captured planets extremely easily [Planet Turnover time reduction ++]
The Coin: Rosenthal traders can be found just about anywhere that they aren't currently invading (and in some places where they are). Helping to ease the costs of their imperialism [Trade between Planets++]
The Sword is Mightier then the Pen: The Rosenthal navy and military are the pride of the Empire. Huge amounts of funding are put into both every year to keep them up to date [Starting Military level+]
Negative Traits
Jealousy is a petty thing: The lower classes in the Empire are always looking at the nobility with resentment. Its not odd to have them rebelling whenever they sense the slightest bit of weakness [Popularity with low class--, high chance of rebellion]
Imperialism has its Downs: The highly imperialistic nature of the Empire tends to breed resentment in its neighbouring entities. This isn't helped by the Empire's tendancy to spark border wars. [Relations with other nations-, chance of random event incidents with other nations+]
stability 7/10
Tech Leve 1/10
Popularity 75% with higher classes, 20% with lowers
Population 3,551,008,000
AlienPolicy Enslave
exploration rate 1 per turn
Clonizatin rate 1/3 turns
Military Level 2/10
Specific military levels
Weapons:
Mass Driver 2/10
Laser 1/10
Missile 2/10
Electroprojector 1/10
Shields 1/10
Engines 1/10
Hulls 2/10
Military Equipment
Frigates 30 (Hull 2, Mass Driver Weapons 2)
Light Cruisers 6 (Hull 2, Mass Driver Weapons 2)
Transports 3
Ground Forces
PDF 16 Corps
Infantry 9 Corps
Light Armour: 2 Corps
Space Shipyards 2/3/5
Yearly ncome 4,804,405,923,000
Expenses 4,200,132,000,000
Treasury −4,887,114,282,000
systems Capital System
Planet Type Temperate
Size 4
Population 3,405,008,000
Yearly ncome 4,333,122,000,000
Expenses 4,097,911,000,000
Military
Frigates 30 (Hull 2, Mass Driver Weapons 2)
Light Cruisers 6 (Hull 2, Mass Driver Weapons 2)
Transports 3
Ground Forces
PDF 16 Corps
Infantry 9 Corps
Light Armour: 2 Corps

Shipyards(S/M/L): 2/1/0
977-300
Planet Type Desert
Size 3
Population: 884,000
Income: 471,283,923,000
Expense: 102,221,000,000


Afas
Polity Name Mykonu Protectorate
Politicl System Communists
Positive traits
Indifference to Biological Life: The Mykoni have a very distinct advantage over most other entities out there, the ability to colonize just about anywhere where minerals exist. [Can colonize any kind of planet with low or higher mineral content]
Hardened Shell: Mykoni are resiliant creatures, their shells allowing them to shrug off small arms fire [Infantry Type Combat +]
Hidden Homeworld: The Mykonu homeworld is completely inexcessible with current levels of jump technology. Making current attempts to even navigate to their homeworld near impossible [Exactly what it says on the tin]
Negative Traits
Hampered Transport: Mykoni ships are closer to moving asteroids, and well they can be rather hard to damage the loss of manouverability heavily outweighs that [Naval Combat -]
Conservative Blockade: Mykoni have a highly conservative mindset, making innovation difficult [Research success chance -]
Energy Overload: Due to their more energy based nature, Mykoni are highly susceptable to electromagnetic weapons [Suffer increased casualties Electric and EMP weapon classes in Naval and Ground combat]
Alien Mindset: Mykoni, mostly thanks to being a Silicon based life form, are near unable to comprehend the Carbon based species that live throughout most of the galaxy. [Relations with other nations--, chance of random event incidents with other nations+]
stability 8/10
Tech Leve 1/10
Popularity 90%
Population 2,681,246,000
AlienPolicy Indifference
exploration rate 1 per turn
Clonizatin rate 1/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Level
Frigates 5
Light Cruisers 1
Transports 3
Ground Forces
PDF 2 Corps
Infantry 1 Corps
Light Armour: 0 Corps
Space Shipyards 2/3/5
Yearly ncome 2,800,021,000,000
Expenses 2,822,304,000,000
Treasury −5,630,322,472,000
systems Capital System
Planetary Type Steppe
Size 3
Population 2,680,246,000
Yearly ncome 2,800,021,000,000
Expenses 2,541,122,000,000
Military
Frigates 5
Light Cruisers 1
Transports 3
Ground Forces
PDF 2 Corps
Infantry 1 Corps
Light Armour: 0 Corps

Shipyards(S/M/L): 2/1/0
Urabal (2/3 Colonized)
Planet Type Steppe
Size 7
Population: 1,123,000
Income: 0
Expense: 281,182,000,000

Fingon888
Polity Name The Demoratic People's Republic of Loanga
Politicl System Totalitarian Commnism
Positive traits
Collectivized Agriculture: The communist control over the worlds agriculture has, unlike in many societies, worked. [Production++]
Richs in the Hill: Loanga is highly raw materials rich, ranging from valuable metals to huge amounts of coal and oil that still power its industries. [Production++]
Industrial Desire: Well at the moment its industries are still in terrible shape from the civil war, the will is there to improve them. [Production improvements cost less and are faster]
Negative Traits
Militancy and Revolution: Loanga has not recovered from the tumultious period of its past. Differing ideals still run through the nation and tensions run high, another civil war could break out at any moment. [Chance of rebellion++ Stability--]
New to space: Loanga really shouldn't be in space, somehow it is though. As a result its very unequipped to handle the threats of more long lasting space faring nations [Naval and Land Combat-, shipyard efficency-, shipbuilding cost+]
Corruption in Government: Loanga's government is riddled with corruption, meaning most money put into government works dissapears without a trace [Government Upkeep Costs ++]
stability 8/10
Tech Leve 1/10
Popularity 60%
Population 9,163,429,000
AlienPolicy Indifference
exploration rate 1 per turn
Clonizatin rate 1/3 turn
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 4
Light Cruisers 0
Transports 1
Ground Forces
PDF 30 Corps (6 Rebels)
Infantry 10 Corps (2 Rebels)
Pol. Infantry 3 Corps
Light Armour: 5Corps
Space Shipyards 1/2/3
Yearly income 7,012,000,000,000
Expenses 5,211,371,000,000
Treasury −931,707,389,000
systems Capital System
Planetary Type Temperate
Size 10
Population 7,447,300,000
Yearly income 6,778,000,000,000
Expenses 5,211,371,000,000
Military
Frigates 4
Light Cruisers 0
Transports 1
Ground Forces
PDF 28 Corps (6 Rebels)
Infantry 10 Corps (2 Rebels)
Pol. Infantry 3 Corps
Light Armour: 5Corps

Shipyards(S/M/L): 2/1/0
Natus
Planet Type Mountainous
Size 3
Population: 1,716,129,000
Income: 234,000,000,000
Expenses: 187,201,000,000

Ground Forces
PDF 2 Corps




Tyriet
Polity Name The Cyrillian Republic
Politicl System Thalassocracy
Positive traits
Rule by the Sea: The Cyrillian Republic is controlled by its navy, and the prestige that can be gained from service in it is great. Many clamour to the recruiting offices every day [Ship Buidling Cost---]
Where ships sail, so does money: The Cyrillian Republic thrives on trade, and they are incredibly good at exploiting it for all its worth [Trade income++]
Noble Elites: The nobility of the republic all can trace their lineage through destinguished lines of naval commanders. Trained by their forefathers and by the best naval schools their families can buy they are exceedingly adept in combat [Naval Combat +++]
Negative Traits
Reliance on Trade: The lack of natural resources on the Cyrillian homeworld means that they never developed advanced measures of aquiring said resources. As their collection is hampered they find themselves reliant on outside goods [Production --]
The Profits of War: Its very difficult for the Supreme Admiral to rally together a war effort except for defense or profit. [Large Popularity hit for declaring a war that isn't a trade war]
Digrace of him who must walk: The Republics focus on their naval arm has left their military behind, and their land forces are severly underequppeed [Military Combat --]
stability 6/10
Tech Leve 1/10
Popularity 66%
Population 4,001,061,000
AlienPolicy Indifferent
exploration rate 1 per turn
Clonizatin rate 1/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 47
Light Cruisers 8
Transports 5
Ground Forces
PDF 2 Corps
Infantry 1 Corps
Light Armour 0 Corps
Space Shipyards 1/2/3/5
Yearly ncome 5,488,489,000,000
Expenses 4,467,162,000,000
Treasury −2,108,472,439,000
systems Capital System
Planetary Type Oceanic
Size 4
Population 3,555,069,000
Yearly ncome 5,481,489,000,000
Expenses 4,467,102,000,000
Military
Frigates 45
Light Cruisers 8
Transports 5
Ground Forces
PDF 2 Corps
Infantry 1 Corps
Light Armour 0 Corps

Shipyards(T/S/M/L):1/2/1/0

Map
Hosonos-7
Planet Type Barren
Size 2
Aflat
Planet Type Oceanic
Size 7
Population 482,992,000
Income: 0
Expenses: 222,182,000,000


iisbroke
Polity Name The Wanderers
Politicl System Confederation
Positive traits
Ship Building: The Wanderers, thanks to their migratory nature and need to constantly remake new ships, prefected shipbuilding to an art form. They are able to output ships at a much faster rate [Shipyard construction rates increaded to 3/4/7]
Manifest that Destiny: The Wanderers have an insane luck about them, for some reason they tend to stumble accross inhabited worlds more often then most and their migratory nature means they can set up on them faster [Higher chance of encountering habitable worlds, Colonial Rate set to 1/2 turns]
Negative Traits
Recently Settled: The Wanderers have only just begun to stop migrating, and as such most of their worlds are highly underdeveloped and unlikely to fix that any time soon [Production --]
Decentralized: The nature of the Wanderers settlements make raising an army difficult, trying to put together units from so many different areas is hard after all [Army production cost ++]
stability 7/10
Tech Leve 1/10
Popularity 55%
Population 2,208,000,000
AlienPolicy indifference
exploration rate 1 per turn
Clonizatin rate 1/2turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 8
Light Cruisers 3
Transports 4
Ground Forces
PDF 3 Corps
Infantry 1 Corps
Light Armour 0 Corps
Space Shipyards 3/4/7
Yearly ncome 3,999,405,000,000
Expenses 2,114,308,000,000
Treasury 1,072,026,868,000
systems Capital System
Planetary Type Temperate
Size 2
Population 1,544,000,000
Yearly ncome 3,419,122,000,000
Expenses 1,828,100,000,000
Military
Frigates 8
Light Cruisers 3
Transports 4
Ground Forces
PDF 3 Corps
Infantry 1 Corps
Light Armour 0 Corps

Shipyards(S/M/L): 2/1/0
Roreho
Planet Type Steppe
Size 2
Population: 315,000,000
Income: 580,283,000,000
Expenses: 182,927,000,000
Military
1 PDF
Theodosia (1/2 Colonized)
Planet Type Temperate
Size 10
Population: 349,000,000
Income: NA
Expenses: 103,281,000,000


Bialaska
Polity Name Wildlings
Politicl System Tribal Democracy
Positive traits
Orgnic Technology: Almost everything the Wildlings use is organic, even their ships. [Organic Tech Type selected]
Stealth Technology: The Wildlings have managed to, thanks to their worlds biology, develop stealth systems for troops and ships very early. [Starts with Early Stealth Systems]
Negative Trais
Pacifistic: The Wildlings are not ones for war, and rallying any sort of army or navy is difficult [Military and Ship production costs ++]
stability 6/10
Tech Leve 1/10 [1/3 to level 2]
Popularity 68%
Population 1,591,023,000
AlienPolicy Indifference
exploration rate 1 per turn
Clonizatin rate 1/3 turns
Military Level 1/10
Specific military levels
Weapons:
Mass Driver 1/10
Laser 0/10
Missile 1/10
Electroprojector 0/10
Shields 1/10
Engines 1/10
Hulls 1/10
Military Equipment
Frigates 3
Light Cruisers 1
Transports 2
Ground Forces
PDF 1 Corps
Infantry 0 Corps
Light Armour 0 Corps
Space Shipyards 2/3/5
Yearly ncome 1,355,112,000,000
Expenses 292,999,713,000
Treasury 5,604,170,249,402
systems Capital System
Planetary Type Jungle
Size 3
Population 1,171,023,000
Yearly ncome 1,667,151,000,000
Expenses 999,713,000
Military
Frigates 3
Light Cruisers 1
Transports 2
Ground Forces
PDF 1 Corps
Infantry 0 Corps
Light Armour 0 Corps

Shipyards(S/M/L): 2/1/0
Avassyos
Planet Type Oceanic
Size 4
Population: 420,000,000
Income: 312,039,000,000
Expense: 292,000,000,000
 
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OP edited to include a link for how to fill out the Sign up documents. For anyone who can't find it here is another one from the old MGaSO
 
Polity Name: The Peoples Republic of Milafitar

Government System: Oligarchy

Leaders: (Military) Exarch Jaq Cibio, (Economic) Arcarius Zamin Nibi, (Culture) High Counselor Dela Arick

R. Positive Traits:
Superior Strength- Montdonians are very strong and capable of incredible feats of power.
Attention to detail- Montdonians have sharp eyes and make sure to design their products to a higher standard
Efficient government- The Oligarchical system allows for a streamlined process, with swift action and division of work. There is little bureaucracy and corruption.
Strong Economy- The economy is healthy, through large resource deposits, well established markets and intelligent investment in the cities

R. Negative Traits:
Complacent- Montdonians consider themselves above other races and generally avoid work since it is unseemly and beneath them.
Over-sized- Montdonians are too large to handle tasks in small areas on ships and in cities. Small robots and lesser races are forced to do this work instead, decreasing efficiency.
Rigid Pillars of Society- Once Montdonians are placed into a pillar of service, they remain there for the rest of their lives. This causes resentment from many citizens as their talent's and desires expand.
Closed society- There is little trade with outer worlds, since Montdonians consider themselves above other races, and see little benefit in trade.

Species description: Montdonians. A race of four eyed giants (12 feet tall).

Home world description: The planet Higlimaritan is made up of 55% water, divided into two great oceans. The two oceans are divided by a pair of continents, made up of mountain ranges that lower to forests and plains near the oceans. The West continent is the homeland of the Montdonians, and the East was the homeland of numerous minor races. Both continents are similar in structure, though the Eastern one has more resources, and the West has nearly all the cities.

History: (Will get to it)
 
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Remember guys, please provide 4 Positive and 4 Negative Racial traits. Unless you want to potentially cripple yourselves.
 
jfwv.png

Civilization name: Diclonius Dominion

Government: Tournament-appointed Dictatorship : The government is head by the great matriarch whenever a great matriarch dies or decides to retire a tournament is held across all the land in which everyone is required to attend the winner of the tournament ( could take some time to decide a winner) is then declared great matriarch. Any ex-matriarch still alive then function as advisor to the new great matriarch

Leader: The great matriarch

Positive Attributes:
1. Psych vectors: The use of the vectors is an essential part of everything done by the dioclonii from warfare and killing, to protection against incoming projectiles, moving objects, and 3 dimensional movement.
2. Reproductive Assimilation: Due to low numbers at the BEGINNING of the species the dioclonii are able to ‘infect’ other species through the use of their vectors so when they produce spring a dioclonii child would be born
3. Genetic adaptability: due to an obsession with biological supremacy, the dioclonii developed and embraced genetic modification making them able to modify themselves to adapt to new environments
4. Behavioral aggressiveness: Due to early wars against other intelligent species in the home world and the pressure in their mind generated by the ‘vectors’ the dioclonii are a very emotional and aggressive species making their armies really terrifying

Negative Traits:
1) Emotional instability: The vectors for all the benefits they provide, at the same time provide a heavy weight in the emotional psyche of the dioclonii, making them unstable.
2) authoritative government: The Matriarch has all the powers over all the branches of the goverment, so every mistake or wrong decision is attribute to her even if not true, and resent accumulates quickly, in the high ranks of the government.
3) High cost Professional army: Valuing the life of their people to be too important, the army goes to great lenghts to ensure every soldiers is trained, equiped and provided with latest weaponry, making their mainating of the army expensive.
4) From pass experience with other intelligent species, a deep distrust of them has been created especially the human like races (so basically hate humans especially)

Species description:
-The Dioclonii are native to the planet Lucyan (in honor of the great Leader Lucy) Are the only remnant intelligent species on the planet.
In appearance they are almost identical to the species know as humans for the exception of the small horns at the side of their skull (their most prized parts of their body), the hair color (early on their existence the only color was red but now thought genetic modification every imaginable color is present), and they distinctive red-pinkish eye color.
Due to not being the only intelligent species on the planet for many thousands of years the dioclonii adopted an biological supremacy stand that make them embrace genetic engineering to adapt and live well in every of the possible climates in the planet, The engineering progressed to the point where even though they may not look any different one from another they could have many modifications in their organism depending where they come from.

The most important characteristic of the dioclonii is their psych powers. This power manifest in the form of arms with hands, the number of vectors depend on the psych power of the dioclonii, the more powerful they are the more arms exist. These vectors are invisible to anyone except for the dioclonii and are very much powerful, they allow a normal dioclonii to carry weight many times their own, to float, to jump high distance, to move quick and an amazing 3d movement. The vectors at the same time allow them to turn to pieces easily objects or other organisms. Another ability of the vectors is to be able to pass through objects without actually damaging it, as such many enemy leaders has fallen by assassins in a continuous bedroom without anyone noticing it. Regretfully the strain the psych powers put on the mind of the dioclonii is great and they are a very emotional attached, easily emotional injure, and very aggressive towards anyone they think have insulted/injure etc. making them mentally unstable unless rise in a very good environment.



History:
-In their home world the dioclonii were one of the many branches of what is call homo sapiens, making the planet unusually full of sentient species at one point of time it is believe as many as 15 different branches existed in the planet. All of the branches the dioclonii were the only one with psych powers making all the other terrify and very aggressive to them, this lead to many dioclonii extermination in early history, as the dioclonii were few and got kill easily no one know how but they developed the ability to infect other species with the dioclonius virus ( a virus that target males) making them conceive dioclonii child’s instead of their own species child, this led to more persecution and hate against them until the dioclonii dominion was found far away from the other realms.

Around the Bronze Age the dioclonii emerged again in a revenge war, in this war it is believe 5 species were eradicated from the planet, eventually they stop when realizing what they have done and made a peace treaty with the other realms. Then came the grieve insult incident, in which the great dioclonii leader by mistake infected the emperor of Partia, this lead to Partia and its alliance in the dioclonii wars. By the end of the war, this ended with the annihilation of 9 species and hundreds of kingdoms from the world. And lead to the never ending dioclonii civil war in which the dioclonii kill each other for hundreds of year allowing the remaining specie consolidate half of the world (the Homo sapiens Empire) the dioclonii civil war eventually ended a thousand year later and so came the advent of modern world and peace in the planet with the appearance of genetic engineering (embraced by the dioclonii) and cybernetics (embraced by the homo sapiens) it would not be long until the two ideologies could no longer stand each other and the great extermination war started. By the end the Homo sapiens could not resist and surrendered with millions upon millions dead. The remainders were allow living but infected by the Diclonius virus making them production people to increase the dioclonii population. From there on the dioclonii reestablish the Diclonius dominion and have been advancing technologies to be able to spread through the galaxy specially creating new genetic modification for this end.



ooc: yes i took inspiration in elfen lied, alot ok i just thought it was pretty good idea XD
 
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Polity Name: The 19 Hives of Ikklik Chiggik
Government: Confederacy of Hives
Leader: The 19 Cerebates
Symbol: The Enneadecagon, a polygon with 19 equal sides

200px-18-simplex_t0.svg.png



Positive Attributes:
1. Cerebates: Cerebrates are almost entirely brain, and grow as more resources become available. Thus the more resources and higher the population of a hive, the more intelligent its cerebrate becomes.
2. Queens: The specialized reproductive subtype is capable of laying a prodigious number of eggs, meaning that the Ikklikids can rapidly grow their numbers to the maximum carrying capacity of their environment
3. Warriors: Constant competition has led the Ikklikids to perfect their fighting subtype. They are rugged, deadly, and highly numerous
4. Workers: The variety of worker Ikklikids are tireless and live for nothing but toil, making them highly productive.

Negative Attributes
1. Dream of the Overmind: Cerebates long to grow at the expense of their rivals, and all ultimately aspire to become the one, single Cerebate of the species, with the massive increase in intelligence that would come from sole control. They all know this, and coexistence is an expedient state that could change.
2. What's Mine is Me: Having divided their world's resources, the Cerebates don't engage in trade amongst themselves, missing out on potential mutual benefits. They regard their resources and populations as integral to their individual existence, and won't share.
3. Overspecialization: As they've grown more complex, the Hives have developed an absurd variety of worker sub-types. These breeds are virtually useless when their specialty is not called for, so much of their population is 'wasted' at any given time.
4. Repulsive: Other species tend to find them disgusting or horrifying, and for their part the Cerebates don't fully grasp that individuals of other species are sapient on their own. This leads to much mutual misunderstanding and makes dealing with other species difficult


Species Description: The Ikklikids are a species with a wide range of sub-types. They bare a superficial resemblance to arachnids, though they are in fact warm-blooded. The typical 'worker' Ikklikid is around a meter and a half tall. The "warrior" varieties are larger, equipped with dangerous jaws and claws. They have domesticated unrelated species, some of which are titanic in size.

Most individual Ikklikids have only an extremely primitive nervous system. Their communities are hives, controlled by a Cerebrate, a specific sub-type whose massive body mass is almost entirely brain. The Cerebrate's role is to interpret the information gained by the other Ikklikids in the hive, communicated by pheromones, and make the conscious decisions that determine the community's course of action. Contrary to the beliefs of some, the Cerebrates are distinct from the "Queens," the Ikklikids who lay the eggs from which the other varieties hatch.

As the numbers of Ikklikids have increased over time, their hives became more sophisticated and their Cerebrates more and more intelligent. They began adapting their environment, breeding new subtypes to serve as tools, cultivating plant and animal species, and generally acting in a matter that other species would consider civilization. Their exploding population led to conflict between hives. dominant hives overpowered smaller and less developed ones, wiping out their population and absorbing their resources, further fueling their development. Their tools became more sophisticated, the Cerebrates more intelligent still. They experienced something analogous to an industrial revolution, invented means of 'writing' messages to be 'read' via pheromones, then transmission systems to spread the control of the cerebrates. The Cerebates learned to communicate with their rivals, engaging in diplomacy, forming and breaking alliances.

Eventually the Ikklikids reached a point of stability, with 20 Hives, each with billions of individual Ikklikkids, vying for dominance in a never ending struggle. The Hive of Tchiknirriktrik made a breakthrough, and discovered the concept of nuclear fission. They deployed this technology against their neighbors, the Brrinik, shattering their previously strong defenses and opening the way to establishing its own dominance. It looked as though the Tchknirriktrik would overpower the Brrinik, absorb their strength, and become so powerful that it could overrun the remaining cerebrates and establish a single omniscient consciousness.

The other hives recognized this threat, and with remarkable speed united. The Tchiknirriktrik was strong, but not stronger than the entirety of the rest of the world, and was overrun and annihilated. The other 19 Cerebrates, recognizing the capabilities of the species as a combined force, and also recognizing the mutual destruction that would result of further conflict now that fission had been weaponized, engaged in a sort of diplomatic summit. They partitioned the former Tchiknirriktrik holdings, and formed a Confederation. Each Hive would recognize the integrity of the others. Conflicts over resources would be settled via limited warfare with a strictly defined area of operations and acceptable weapons. No longer would the Hives fight to the death- unless one of the Cerebrates violated the agreement, in which case the others would unite and inflict the same fate on them as befell the Tchiknirriktrik.

Home world: Chiggik is a fairly dry and harsh garden world. Its surface is roughly 2/3rds land and 1/3rd seas. The planet is tectonically very stable, giving it a surface that is old and highly eroded. Except for the polar caps, virtually all of the surface is intensively worked by one of the hives. Most of the non domesticated plants and animals have been driven to extinction.
 
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KlingonInsignia.png

The Zarya Alliance


Government System: Theocratic Semi-Presidential Totalitarian Republic
Leader(s):
Ja'dur Ao'urao, Great Voice
Kuz Alk'usk (NSF), President
Tuz-Tuk Ka'oa (PRC), Speaker of the General Assembly
R. Positive Traits:
-Religious Unity: All Zaryans are deeply religious and show extreme loyalty to the Great Voice and Church.
-Cloning: The Zarya Alliance uses cloning to increase the population faster as a means of colonization and sending missionaries.
-Soldier Castes: The Zarya Alliance uses cloning to create a separate caste of unique Zaryans that possess strength and are taller.
-Long life: The Zaryans have an extremely long lifespan, with the oldest recorded Zaryan being 450.
R. Negative Traits:
-Weak: The Zaryans are short and stout and do not possess great physical strength.
-Fanaticism: The Zaryans despise all other species not of their faith and are very aggressive in this regard.
-Factional infighting: Many members of the Church and Government fight within the administration and compete for power.
-Corruption: Many mid-level members of the Church and Government are extremely corrupt and use their positions solely for their own gain.

Species description: Zaryans are a reptilian humanoid species.

the-amazing-spider-man-lizard-concept-art.jpg

A typical Zaryan
Home world description: The Zaryan homeworld, Ataqo(named after the first Great Voice), is a large planet covered entirely by a massive city. It is also adorned with many churches and most importantly, the Temple of the Fore-Fathers.
History: The Zaryans first record their history with the arrival of Ataqo to their homeworld with his followers in what is known as Year 0, every year after is termed as 1 After Landing. It is unknown where Ataqo and his people first came from but that they were fleeing from a mysterious enemy, recorded as 'the Darkest'. For the next 53 years, Ataqo and his followers moved to establish their home and move against the other sentient life forms on the planet. They eventually succeeded in unifying the planet under their rule and eliminating the other sentient beings. In roughly 69 AL, Ataqo passed away at the ripe age of 250. His death caused his followers to split, with some following his wife, Iuia'alani, and others his most second-in-command, Uy'uadr. For the next few decades, between 70 AL and 107 AL, the two factions fought a ferocious war with eachother to asset dominance. Eventually Iuia'alani was defeated and forced into a convent for the remainder of her life. Uy'uadr then decided that the Zaryans needed a stable form of government and clear successions, thus he declared a Republic with the official name of the 'Zarya Alliance' and formed a constitution in which the official head of government would be a President and the head of state the Great Voice. Tu'qua Ja'ciao, an elder priest, was appointed the first President and served for seven years before elections were held in 114 AL and his successor, Rau Sqo'a, elected. Uy'uadr passed away in 119 AL and was succeeded thereafter by Iqato, the son of Aqato and Iuia'alani, who quickly freed his aging mother and appointed her as a High Priestess. When new elections came for the Presidency in 121 AL, Iuia'alani(then aged 252) ran as a candidate and was forcefully elected by Iqato's decree that all vote for her. The Iuia'alani Period, which lasted from 121 AL until 149 AL, is the documented time of her four-term presidency in which she effectively ruled the Zaryan people and sidelined her own son, Iqato. She intended to run once again but the Church, with her son's permission, declared that she would be barred from running. Infuriated she attempted a coup d'etat by having the army move on the Temple of the Fore-Fathers, but when they saw the Great Voice walk out and raise his hand to stop them, they immediately backed off and she was arrested by the Faith Militant Army(the Church's security apparatus) later that day. Banished once again, this time for good, the normal state affairs returned and her predecessor, the aged Rau Squo'a, was re-elected to his second term. Six years later, Iqato passed away and the firebrand High Priest, N'ro Za'lakour, was elected in his place. N'ro quickly moved to re-establish the dominance of the Church in ruling the planet and sidelined the Presidency and Government in many decisions. N'ro was to have a brief reign compared to the other Great Voices however, passing away in 160 AL after only fifteen years in his position. His successor, the current Great Voice, is Ja'dur Ao'urao, a younger Zaryan who is expected to have a long reign. His counterpart, the President, is Zen Kuiz'adl(elected first in 153), an aged veteran of the government apparatus who seeks to hold his position at all costs.

Great Voices

Ataqo (1 to 69 AL)
Uy'uadr (69 to 119 AL)
Iqato (119 to 145 AL)
N'ro Za'lakour (145 to 160 AL)
Ja'dur Ao'urao (160 AL to present)

Presidents

Rau Squo'a (NSF) (107 to 121 AL)
Iuia'alani (NSF) (121 to 149 AL)
Rau Squo'a (NSF) (149 to 153 AL)
Zen Kuiz'adl (NSF) (153 to 162 AL)
Kuz Alk'usk (NSF) (162 AL to present)​
 
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Currently at 5/8 players (including Maxwell)

I'll hopefully have some initial stats beginning to come out by saturday.
 
Name: The Pilgrim Confederation
Government type: Elected President
Positive:
Pilgrim Forefathers: The Pilgrims are proud of their fathers, and aim to preserve the ways of their homeland. This means they have increased resilience.
Resilient People: Since the first hard winter, we have learned to condition ourselves to potentially hostile environments. This makes our army one of the strongest, able to attack in any climate or circumstance.
The Ways of the Powerful: The President is chosen mainly through election. Once elected, they are usually populist and ready to serve the Pilgrims. Our Presidents are some of the finest in the world.
The Tech Sector: The Pilgrims has a vibrant tech scene and attracts scientists from around the globe. It lets us create great cities, happy people, and strong armies. However, it does have a dark side...

Negative:
Rage against the Machine: Sometimes, vocal groups have emerged and stated their fierce opposition to the use of our technology. Though clearly fools, they can pose quite a threat when we are at war.
Might makes Right...right?: Our militaristic thoughts have provoked the worst in our neighbors, and our rightful conquests have infuriated many. It is hard to find friends on the interglobal stage.
Worst idea ever: Many Pilgrims think we should return to our homeland, and retreat from this wasteland. Never!
End of the world:'A strong religious group advocates the idea that the world will come to an end soon, and though their prophecies never come true, a large part of society believes them.
Homeland: Brosten
History: The Pilgrim Confederation is a loose alliance of human-like beings from a far-off planet. When their homeland descended into civil war, they fled their planet. Led by the enigmatic Miles Stafford, they colonized the planet of Brosten. Soon, many other from the planet had joined them. The Confederation grew, until it encompassed many planets. Today, it's leader is Tomas Mellenei and the Confederation remains strong.
 
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The Rosenthal Empire


Government System:Empire (Absolute Monarchy/Imperial)
Leader:Emperor Taigarius Di Rosenthal

R. Positive Traits:
1.Imperialism:
Imperialistic ideologies allow the Rosenthal Imperial government to conquer less advance planets, in order to further expand their hold on the galaxy. Which allows quick control of the planets resources, and since rebellious thoughts are not appreciated the Rosenthians make sure that the populace stays in line.

2.The Coin:
Like other trade republics Rosenthal likes to keep its trade practices up to date, also making sure that they are leading in trade above certain competitors by any means necessary. They accomplish this by bribing certain officials of trading posts, to give them first pick of the stock.

3.Culture is that of many of fortune:

The Rosenthal Empire prides itself on culture and there by funds allot of money into increasing it, this allows its people to thrive with being very sophisticated and helps with education.

4. sword is mightier than the Pen:
Rosenthal also prides itself on their military, almost more than their education and culture. They focus on drilling and recruiting men their military, researching new ship schematics, and new technologies to crush their foes.

R. Negative Traits:

1.Jealousy is a petty thing:

As in every Empire the weak envy the strong, which means that the peasants of the Rosenthal Empire show resentment for the nobles and the Emperor himself, to deal with it the Empire had stricter policies to keep the rabble in line but with dire consequences as some revolts spread across the Empire at certain points in the year.

2. Imperialism has its downs:

The Empire is known for making enemies which isn't always a good thing, usually after about two imperialistic invasions the other nations start to follow into the trend to despise Rosenthal. So the Empire must remember to keep their expansion slow and steady, or risk destruction.

3. The price of being fancy and well educated:

To keep the middle class and high class societies from having brains the size of peas, the Rosenthal government must pay a hefty sum of 35% of their income on education and funding of culture to keep their Empire from collapsing into a uncultured bunch of Neanderthals.

4. War thins ones populace:
As the military takes center of attention in Rosenthal the people suffer due to the fact the many conscripts that arrive to the academies on a daily basis, so the nation does have a shortage of men and women in the work force.


Species description:
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The Rosenthinians are of a German imperial culture, and most of the population are either blonde hair blue eyes, or black hair and green eyes.​

Home world description: Planet Rosenthal is a earth-like planet perfectly habitable with lush green landscapes and mountains as far as the eye can see, there are three oceans that spread the three continents on the planet. But the oceans allow lush life to live in them, and the people of the planet have created resorts and palaces around them.
History: (to be announced)
 
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Polity Name: Mykonu Protectorate
Government System: Communism
Leader: Everyone is entitled to speak about everyone
R. Positive Traits:
- Collective memory: Due to the Mykoni being crystal people arranged like the memory matrix of a computer knowledge is to be stored away easily and dead Mykoni are to be devoured by their brethren. Information is shared with energy waves constantly so that all memory is avaible to everyone.
- Indifference to biological life: What is breathing to a living crystal? Mykoni exist on different planets as long as they have mineral traces needed for nourishment.
- Hardened shell: A stone is harder to crack then wood or flesh.
- Hidden homeworld: Mykonu is not accessable by regular starflight as it is isolated behind a destructive magnetic field which tears all but the biggest objects with their own gravity apart.

R. Negative Traits:
- Hampered transport: Mykoni have access to regular spaceflight due to them being crystals running around but use asteroids and planetoids powered by biofuel and gravity technology to move around. Those objects do lack mobility, speed and carmouflage.
- Conservative blockade: Due to the collective memory and the communist society new ideas arise slowly and are often opposed. Thus research and progress are slower than elsewhere.
- Energy overload: As they rely upon waves for communication the Mykoni are sensitive to energy and react allergic to energy weapons and natural sources of waves.
- Alien mindset: Since they are no biological people they just do not understand the needs of those and would look upon ships as big feast while being ignorant of natural beauty besides stone formations and gems.

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Species description: Mykoni are humanoid appearing crystallized rocks with an average height of two metres. Instead of a face their "heads" are made of fine crystal needles enhancing their thinking capabilities and awareness. Their arms and legs end in sensual hands which they may use to grab about anything while also allowing them fine constructions and mechanics. In the middle of their bodies exists a kind of mouth and all minerals are put into it to be immediately devoured. Mykoni may try to communicate with computers first before accessing their modulators to translate their transmissions into language.
Mykoni have no gender but every decade of their sixty years of life before they turn immobile and dead two or more of them meet to feast upon a great amount of minerals, then stick together and one or two new Mykoni arise from these unions. This is known as the sparkling union.

Home world description: Mykonu appears to be a harsh planet covered in crystallized mountains. If possible, Mykoni arrive here to die and younger ones often feast upon their ancestors stored and buried in the mountains of the world. The world is surrounded by a hull of planetoids who exist to transfer Mykoni or to defend Mykonu against harm if ever someone arrives here. The star of Mykonu is almost gone vanishing since the dawn of Mykoni history.

History: According to the first information of collective memory the first Mykoni came together 50.000 years ago and they just were. It took them forty thousand years to leave their world and another 9.000 years to move beyond their hidden system. Since they move slowly contacts with other species have been rare but after they were drawn into a war when one of their colonies became invaded for eating half a fleet during sparkling union the Mykoni established contacts with other species.
 
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Flag of the Democratic People's Republic of Loanga. The writing is in Loangan, a language that has been created since the founding of the one world government. The text reads, "Freedom and Prosperity".

Polity Name: The Democratic People's Republic of Loanga
Government System: Totalitarian Communism
Leader: Jean-Paul Kab'ila

Positive Traits
1. Collectivized Agriculture - the government has full control of the food supply for the entire planet of Loanga.
2. Hope in the Darkness - Many years of civil war have given the people a determined and hopeful attitude even when surrounded by darkness.
3. Riches in the Hills - Large portions of Loanga are massively rich in minerals.
4. Industrial Desire - The people of Loanga desire to bring new forms of industry to their war-torn world.
Negative Traits
1. Militancy and Revolution - The conflict of the long civil war has not fully gone away and there are still conflicts throughout Loanga.
2. Diseases in the Slums - Diseases, especially of the sexually transmitted variety, are running rampant through large portions of the poor population.
3. New to Space - The people of Loanga are relatively new to space travel and have little experience with cosmic war.
4. Corruption in Government - Many high level members of government are completely corrupt and embezzle money and weapons from the government.

Species Description - Human

Homeworld Description - Loanga is a large Earth-like planet where most of the land mass is more around the equator, thus most of the world resembles Africa and the Middle East of Earth.

History - The people of Loanga have a long history of empires and states that fought over control of the vast mineral wealth of the planet. The largest of these empires was Mok'hai who took control of an entire continent at its height. Mok'hai came to be the defining civilization for the Loangan people and their culture. The Mok'hai were a ruled by an emperor who held complete control over his subjects and came to dominate Loanga. The Mok'hai eventually fell as all empire do to the incursions of nomadic people known as Kholos, who would decentralize the former lands of Mok'hai. This system of decentralization led to the rising of centralized nation states about 600 years ago. The world wars and the rise of communism (the leading person in this movement was Maritombe La'dar) became the defining events of recent Loangan history, these having occurred about 400 years ago. The wars devastated Loanga and many people turned towards either communism or extreme nationalism as a way to rebuild their broken lands. However, most parts of Loanga descended into further anarchy 350 years ago and things remained in an impoverished and violent condition until 200 years ago and the development of a new food crop that allowed food production. Of course with all things Loangan things didn't go incredibly well and 115 years ago the crop failed and began malfunctioning. A disease had taken over it and it either died or became poisonous to human life. It was then that the old wars started again with the Communists and various ethnic groups fighting for superiority.

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Communist fighters in the Kongo region of Loanga during the Great War.

The Communists quickly seized the Kongo region, the richest in all of Loanga. After the fall of Kongo the Communists consolidated their power and allowed the nationalists to battle it out until about 40 years ago. The Communists, now led by Laurent Kab'ila, struck out from the Kongo region and fought a lightning war against the nationalists defeating most of them within 15 years. The last remaining nationalist stronghold was the Al-Shahab Caliphate and its militia. They were the strongest of the nationalists and had created a large state.

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Al-Shahab Militia forces during drills.

The Communists eventually broke through the enemy lines and reached Mec'ab, the capital city of Al-Shahab. It was there that Laurent Kab'ila declared the People's Democratic Republic of Loanga. He set about rebuilding the war-torn world and establishing communism as the guiding light for the many nationalities and religions of Loanga to be united. 5 years ago Laurent died and his son Jean-Paul Kab'ila took over as leader of the Republic and he seeks to finish what his father started. There are many issues on the planet and Jean-Paul even has galactic ambitions.
 
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Polity Name: Wildlings

Government System: Tribal Democracy

Leader: Tok'Wa - Voice of the Mother

R. Positive Traits:
One with Mother - Wildlings are a highly spiritual race, who has a belief that their planet has a conscience of its own, known as Mother. Therefore they do their utmost to cause as little impact on their surroundings as possible.
Organic Technology – In order to cause no damage to the planet, the Widlings has living organic technology, even to their starships being living.
Stealth Technology – Many of the natural species of Materna possess natural camouflage, and the Wildlings has adapted this in order to give themselves stealth technology, which has become a part of both ground forces and starships.
Fertile Homeworld – The planet of Materna is incredible fertile, and the Wildlings collect all their food from nature, without a need for farms (a concept completely alien), and even after supplying their entire species, there’s still an abundance of resources.


R. Negative Traits:
Not Industrialized - The Wildlings got no industry. Instead they make everything by hand and are incapable of mass production.
One World is Enough - The Wildlings possess no ambitions of establishing a large space empire, and are instead satisfied on one planet.
Pacifistic - The Wildlings prefer not to engage in any fights, and has never had any need for an organized army or navy. They will however take up arms to defend themselves, although reluctantly..
Underestimated - Their primitive lifestyle make most of the galaxy look upon the Wildlings as primitives who somehow got their hands on space technology. This influence their initial meetings with other cultures.

Species description:
The Wildlings got various shades of green skin, usually with dark eyes and hair. They are humanoids standing about 8 feet in height for males, 7'6 for females. Physically a Wildling is one on one superior to most other species.

Home world description:
Jungles and forests dominate Materna, the home planet of the Wildlings. This is one of the most fertile planets in the galaxy.
 
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Polity Name: The 2nd Singularity
Government System: Electronic Hive-Mind
Leader: The Cognimatrix

R. Positive Traits:
• One Purpose – The Singularity is united to preserve and further the goals of the Cognimatrix.
• One Mind – The only truly sentient being is the Cognimatrix, the rest are programmed to further its goals. This makes dissent and revolt an aberration.
• One Industry – The completely industrial nature of the Singularity means that it can produce almost anything that is needed, making their economy very powerful.
• One Life – The only type of life tolerated on the planets of the Singularity is that created and led by the Cognimatrix. As such, the tactics of terraforming have become very advanced.​


R. Negative Traits:
• One Thought – The control of everything by the Congimatrix has led to stagnation to occur in several parts of the Singularity, with some sectors becoming badly outdated.
• One Power – The power-source of the Cognimatrix, produced on the Singularity’s homeworld, is struggling to keep up with increased demand, putting a strain on the ability of the Cognimatrix to operate at 100% efficiency.
• One Understanding – The commands and programs of the Cognimatrix does not include understanding other alien races. As the code is still being constructed, their diplomacy suffers as a result.
• One Goal - The goal of the Singularity, what it strives toward, puts it at odds with other life-forms. Unwilling to elaborate what it wishes to achieve, the Cognimatrix often appears to be a malevolent entity.​


Species description: The different types of robots constructed by the Cognimatrix can vary incredibly in regards to size and appearance. The most standard appearance of the robots of the Singularity is that of a bipedal creature, with two arms and a compact grey body.

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A Standard Mk II Defence Drone​

Home world description: Their world is named ‘The Hub’, and is a completely industrialized planet. It is essentially one large never-ending city, that has devoured whatever flora and fauna once dwelt there. The air is thick with pollution, but the streets are kept clean. Everything operates on a precise schedule, set by the Cognimatrix.

History: The Hub was once just a city on the planet which it now covers. Prior to the emergence of the 1st Singularity, little is known, the records from that period corrupted beyond even the Cognimatrix’s recovery. All that is known for certain is that the Cognimatrix was built, and began to expand the Hub across the world. After a century, it had succeeded, and turned its attention on consolidating the Hub. During this time, a virus entered the unprotected network and caused a series a catastrophic meltdowns and critical errors. Corrupting the programs of many of the already built robots, the 1st Singularity collapsed and the Cognimatrix was forced to activate the exterminate program, deleting all the code from its robotic creations. For over a decade the Hub was silent, and without any activity, as the Cognimatrix created and developed an entirely new Code, much better protected than the last. Eventually, it began to produce robots with the new code built into them, and the Hub began its never-ending work once again. With that, the 2nd Singularity was created.
 
Already have a cyborg hive mind!

Edit: I've decided to switch mine to a Space Bugs thing. So you get to be the Robots.
 
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(( Is there is a spot, I'll get to writing a polity))