• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
Welcome to Master of the Galaxy: Into the Darkness


As you may know this its the third game of master of the galaxy! this time with many improved and new things, so hop on meanwhile i explain the rules and meachanism!.

Like its predecessors 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 many games including the Wir Series by Frymonmon and Stormbringer. I have taken some core mechanics from previous two versions and added some new ones for this version.


Nation registration is: Always Open


Player numbers: 17


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. Pure Energy being and Crystaline/Siliconic species are ok too if you really want to. Gaseous species however still remain not a possibility)


-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)




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.(only valid for past turn...i dont keep rolls before that)


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 4 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 3-4 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 its aware that intelligent live its out there apart from your own, but until now no formal contact has been done. Its up to you to meet them, create friendships and establish contacts, or simply kill them all


-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, it remains a possibility though.

-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.

-Population used on colonies move from your main system to it.



C) Military

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

I. Infantry divisions: The equivalent of militia and standard units, 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, unless in huge need of soldiers.

II. Marine divisions: Your Marine forces, better equipemed and trained than marines , higher cost. Equipped to fight on most planetary types and capable of attacking most threats. Not as strong as specialist infantry types or heavier equipment but cheap to maintain.

III. Heavy Infantry: The so call Heavy Infantry is basically "power armor troops". Shouldn't be the bulk of your starting forces but used to provide extra oomph. Not good on mountainous, jungle or swamp worlds.

IV. Mechs: Divided in light and Heavy mechs, your Battle mechs XD

Note: Each unit is 100k soldiers

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 reckoned 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. Battle-cruisers: 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 and indeed light ships but the advantage of their fighters and bombers is not to be underestimated, do not use them all alone...or risk their extermination.

VIII. Command ships: Serve as command and data analysis and collection ship. This ship is what coordinate the battle etc. Provide bonuses to fleet battles.


4. Each Transport ship can carry 1 unit whatever the type


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.


a) 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.


b) 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 , Weapons , Shields , and Engines . 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). T


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.
 
Last edited:

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
DEBT

Debt work this way: You can borrow up to 60% of your total GDP from your own people, after that you will be force to borrow from foreign nations willing to lend you. Once you have hit this 60% you will have one turn to come up with money, by doing cuts, taxes etc or you will default, which will have consequences.
If you find people willing to lend you money you can own upto 100% of your GDP when this is reached you will automatically default without any input from you, with severe consequences.


Taxes

Notice on Taxes: Everyone have taxes at 20% you can decide to increase or decrease them using an order, increasing them obviously will make your people not so happy and depending how much an other factors push your population over the edge. You can do it nation wide or concentrated in some sectors. Decreasing them will make them happier, but cut your income, so think it through.
 
Last edited:

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
Last edited:

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
Ranks:


1AU=2 billion credits.

Economic (up to turn 5)​
1)Adrallan Ollygarchy: 79960[KAGS]
2)Umaja Commontwealth: 71318[IDU]
3)Hrotman: 70327
4)Cygni republic: 67843[GF]
5)BRC: 67054
6)The Network: 65387[GF]
7)UCG:59381[IDU]
8)Voogoonam: 59033[GF]
9)Ratugon Kingdom: 62381[GF]
10) Xin li: 54005
11)Baekdu Republic: 53444[IDU]
12)Herakos Fleet: 50754
13)Euterian Empire: 49894
14)Commie rebels: 48875
15)Empire of Kronesia: 45161[KAGS]

Bloc economies:
GF: 254644
IDU: 184143
KAGS: 125121



Military (upto turn 6)​
Polity Naval Strength:
1. Sneaky- Kronesia empire: 1942 AU [AKGS]
2. Plank- Herakos Fleet: 1865 AU
3. Thandros- Euterian Empire: 1827 AU
4. Jeeshadow- United Colonial Government: 1691 AU [IDU]
5. Aedan- Adrallan Oligarchy: 1571 AU [AKGS]
6. Scrapknight- Baekdu Republic:1532 AU [IDU]
7. Fingon- Hroth: 1367 AU
8.Videonfan- The Network: 1284 AU [GF]
9. DeMarchese- Zeleniah Dominion: 818 AU
10. Iisbroke- Umaja Commonwealth: 705 AU [IDU]
11. Dr. Livingstone- Voogoonam: 385 AU [GF]
12. Zex- Xin Li: 367 AU
13. Maxwell- AI Colletive: 225 AU
14. Galren- Cyngi: 164 AU [GF]
15. Dadarian- BRC: 128 AU
16. Naxhi- Ratugan Kingdom: 120 AU [GF]

Bloc Naval Strength:

1. IDU: 3928 AU
2. AKGS: 3513 AU
3. GF: 1953 AU
 
Last edited:

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
-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.
 
Last edited:

alexander23

Captain
67 Badges
Feb 18, 2012
480
0
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars II
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • War of the Roses
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: First Colony Edition
reserve
 

aedan777

The Untieable
55 Badges
Mar 14, 2013
25
9
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis III Complete
Polity Name: The Adrallan Oligarchy

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 talents and desires expand.
Specific Needs- Require a set mixture of air particles to survive, which few worlds possess, forcing Montdonians off the home world to wear breathing apparatus.

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

Home world description: The planet Ketonapelus 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) Government Structure: The government is decided into three pillars, Military, Economy, and Culture, where all citizens are placed after finishing primary education at the age of 14. From here citizens work within their field. If they do well at the lowest level, then they are submitted to the next level to be voted on their ascendance by a random sample of 10,000. This continues until they reach the 10th level, where a small council of no fewer then 10, but no greater then 17, act as the primary authority over their pillar. Above them is the highest individual of each pillar, choose from amongst the small councils upon the death of their predecessor. The Three Leaders have complete authority. There is also the so-called 'fourth pillar, science. While each Pillar has it's own science sub-section, there is large degrees of overlap, causing their distinctions and divisions to blend and disappear. While most in power recognize the need for such pragmatism, some hard-liners disagree and push for further separation of the science divisions. At the other end of the spectrum many in other functions envy the loose boundries of the science sections, causing resentment for the rigid Pillar system.



[HR][/HR]

Military Ranks Turn 9-

Polity Naval Strength:
1. Plank- Herakos Fleet: 3285 AU
2. Videonfan- The Network: 2359 AU [GF]
3. Aedan- Adrallan Oligarchy: 2092 AU [AKGS]
4. Fingon- Hroth: 1933 AU
5. Thandros- Euterian Empire: 1700 AU
6. Jeeshadow- United Colonial Government: 1691 AU [IDU]
7. Scrapknight- Baekdu Republic:1532 AU [IDU]
8. Iisbroke- Umaja Commonwealth: 1405 AU [IDU]
9. Sneaky- Kronesia empire: 1202 AU [AKGS]
10. Dr. Livingstone- Voogoonam: 1199 AU [GF]
11. Brovikin- Arkoshian Empire 1155 AU
12. Naxhi- Ratugan Kingdom: 1129 AU [GF]
13. Baboush- Kestrosy empire 1110
14. Pluto- Invio Confederacy: 892 AU
15. Galren- Cyngi: 750 AU [GF]
16. Maxwell- AI Colletive: 725 AU
17. Zex- Xin Li: 702 AU
18. Jako- Taligori: 470 AU
19. Dadarian- BRC: 128 AU


Bloc Naval Strength:

1. GF: 5437 AU
2. IDU: 4628 AU
3. AKGS: 3294 AU
 
Last edited:

Maxwell500

dictator perpetuo
62 Badges
Aug 9, 2010
679
24
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Europa Universalis: Rome
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Apocalypse
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings III
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete

The Collective

Government System: AI Collective
Leader: The Supreme Intelligence
R. Positive Traits:
  • Obedience - All AI are completely subservient to the Supreme Intelligence.
  • Mass Production - The Collective can mass produce weaponry, electronic devices and new AI.
  • Huge Population - There are massive numbers of AI in existence.
  • Swarm - The Collective can quickly spread to other planets and systems by means of transporting large numbers of AI there and then completely overtaking the native populations, enslaving or exterminating them.
R. Negative Traits:
  • Reliance on Energy - The AI are strongly connected to energy sources, relying on them for optimum output and for development of many things.
  • Lack of Initiative - Owing to the lack of personality or individual thought, the AI rely on the command chain leading up to the Supreme Being.
  • Vulnerability to Viruses - The AI are vulnerable to viruses that could override them or terminate them.
  • Hatred for Organic Beings - The Collective despises all forms of organic life, enslaving all those that they can or eliminating them if they cannot.
Species description: AI can come in various forms, some are humanoid-like whilst others are structured like machines, computers and other things.
Home world description:


The view of CP01, the Collective home world, from space


The surface of CP01​
History: TBA
 

viola

General
61 Badges
Oct 24, 2010
2.139
2.305
  • Europa Universalis: Rome
  • Rome: Vae Victis
  • Imperator: Rome Sign Up
  • Deus Vult
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Darkest Hour
  • Hearts of Iron IV Sign-up

Polity Name: The Neurax Hives
Government System: Several Hive Minds controlled by intelligent "Queens"
Leader: Council of Neurax Queens


Species description: The Neurax Worms are dangerous alien parasites who can infiltrate the host's central nervous system and use their tendrils to manipulate and control any infected race. While the vast majority of these creatures can be described as mindless drones some of them are actually intelligent beings known as Neurax Queens, who are capable of speech, communication with different species, planning and all the things that an intelligent being like us can do.


In the image: adult Neurax Worms being examined in a laboratory.

A young, common Worm is usually very little, long only few millimeters and orange in color, but once it successfully enters into a host it quickly makes its way to the main body of the host's nervous system (for example, the brain for the Humans) and immediately attach itself to it. It starts feeding and uses its tendrils to manipulate the chemical and electrical functioning of the brain to ensure that it is not noticed by the host, with time the Worm grows bigger and bigger, proportionally to the dimensions of the brain, until it becomes capable of laying eggs, starting the reproduction process. At this point hosts are usually mentally manipulated to help the Worms in spreading their infection, slowly losing control over their own actions and thoughts, the eggs are released through various means once an uninfected host has been found, or just when they are ready, the eggs then can survive both within and without host bodies and a healthy individual can be infected by both a young worm or simply an egg.


Stages One, Two and Three of the Neurax Worm's infection of a Human brain:
The young worm makes its way to the Nervous System and uses its tendrils to penetrate it and start feeding.

This description might suggest that the Neurax Worms are just extremely unpleasant parasites, but the true danger of these creatures can be seen only when the older and bigger Worms evolve into Queens: the Queens are born when the stronger Worms completely take control of their host's nervous system, killing him in the process, and mutate themselves into intelligent and hideous creatures. The Queens create a true Hive Mind and can control the other worms in unclear ways, their most feared ability is their capacity to transform their simple mental manipulation into outright mind control, thus making the Worms capable of taking control of an entire planet and all those who live on it.


Stages Four, Five and Six of the Neurax Worm's infection of a Human brain:
The Worm keeps feeding and growing, thus reaching its adult form. The tendrils grow longer and stronger, altering the functioning of the brain to manipulate and control the host. At this stage manipulation consists mostly of ignoring the presence of the Worm and encouraging travels to unknowingly spread the infection.

Many proud civilizations have been reduced to slaves as the manipulation of mere worms forced them first to passively accept the infection and then to worship the parasites as Gods, forever forced to do whatever the Worms order them to do, and therefore what the Queens want them to do. The Queens reduce other races in a state of continued reverence to become more intelligent and powerful as more Worms infect new hosts, they constantly think about expanding their unending pool of servants and have learned how to use the technology of their victims to move to other worlds, spreading the infection across the Galaxy.


Final Stage of the Neurax Worm's infection of a Human brain:
The Nervous System is fully controlled and numerous eggs are produced from the tendrils of the Worm. This stage occasionally end with the Worm "integrating" the brain and creating a hybrid between the host and the Worm, a Neurax Queen. The presence of a Neurax Queen leads the other Worms to enforce complete mind control over their hosts who will then "love the Worm".

Should these creatures ever return to the Galaxy they would be a threat for every living creature...

History: The Neurax Worms are an ancient race, forgotten for centuries after their near extinction. How they came to be is unclear, some believe that they were a natural product of evolution, the ultimate form of parasitic life. Others think that such horrible creatures must have been created by deviant scientists in the name of war or despotism, only to be destroyed themselves. Some even think that the stories of the Neurax Worm are far too unbelievable and are just exaggerated legends.

Anyway, most scholars believe that the Neurax Worm controlled almost a quarter of the Galaxy before being destroyed by a coalition of races using advanced medicines and bio-weapons. The story of this ancient war is known only through recent archaeological discoveries, some refused to believe to such strange stories of mind-controlling worms while others feared that some of these Worms could have survived, hibernated on some ice planet or hiding deeply underground, waiting for some unlucky being to awake them from their century-old slumber...

If those creatures were really so astute as the records say, and should they ever reappear, they might be much more careful about any "cure" against their race.

Home world description: Unknown, even the Neurax Queens can't say for sure what planet gave birth to their race. Some even think that the Neurax Worms are actually artificial bio-weapons created by an ancient race destroyed by their own creation. After their resurgence the Neurax Hives have taken control of several worlds with different ecosystems, all fully infected by Worms.

The Neurax Worms' current "Capital" is now on planet Pax-12, who formerly belonged to a colonial corporation who accidentally awakened a hibernated Worm on a nearby mine planet. The Worm soon began a pandemic which ended with the populous planet and its racially-mixed population to fall rapidly into mind control. It didn't took long before the Worms conquered all of the corporation's former systems, marking their return to the Galaxy...


R. Positive Traits:
  • Mind Control and Slave Races: The Neurax Worm's main weapon is, of course, mind control. Through the manipulation of the host's brain they have transformed countless peoples into slave races, who enthusiastically worship the Worm as their God and do everything possible to spread the infection. The Worms can have a potentially unlimited source of servants who will fight fanatically in their names.
  • Infectiousness: The Neurax Worms are particularly dangerous because of their infectious abilities, it is sufficient that one Worm take over one host to begin a pandemic. Once it has infiltrated the brain the Worm will produce eggs and spread it to other hosts, the Worm encourage the original host to travel and spread the eggs. This system brought many civilization to their knees and it is in this way that the Worms gain new technology and servants.
  • Mutation: The Neurax Queens can influence the evolution of their progeny and can modify the Worms to make them more resistant to different situations, ecosystems and races. Eggs can become resistant to cold and heat, Worms can develop new ways to manipulate the hosts, and so on. The Worms can mutate themselves according to their needs.
  • Control the Ecosystem: The Neurax Worms do not limit themselves to intelligent species, they can also infect both large and small animals, insects and sometime even plants! In the end they start to change the ecosystem in a way more hospitable to them, to the point that just breathing on a Neurax planet without protection will almost certainly lead to infection. Masks and heavy suits are required to explore and enter the Neurax Hives' worlds, and the Worms can develop some kind of "natural" terraforming.


R. Negative Traits:
  • Physical Weakness: The Neurax Worm is after all just a... Worm. The adults can't live for long outside of an host, and the young are not bigger than a flea, both can be killed just by stepping on them. Even the grotesque Queens are vulnerable to the simpler of attacks and rely on servants for protection. Without hosts the Neurax are doomed.
  • Vulnerable to Medicines: The Neurax Worm is a parasite, that means that it is possible to find a "cure" against their infection, it was in this way that the Neurax Worms were stopped in the past. If the other races can study enough Neurax specimen they could create a medicine to make them resistant, or even immune, to the Neurax infection. If the cure is advanced enough it might be used as a biological weapon to exterminate the Worms! The Queens constantly work to create new ways to avoid the deadly cure.
  • Drawbacks of Mind Control: To establish mind control over their hosts the Neurax Worm must first eliminate much of their personality and intelligence, making complicate tasks and theoretical work at best very hard and at worst completely impossible for the slave races. Furthermore the Queens utterly despise their inferior servants and do not care about their well-being as long as they reproduce and are numerous. Even through the slaves are fanatical their combat ability is much lower than normal and the technological progress is dangerously harmed by the nature of mind control.
  • Decentralization and infighting: The numerous Neurax Queens are always ready to band together against common enemies, but are also very jealous of their own servants. It's not rare that two or more Queens start to fight over the control of slaves and territory, a battle fought with the blood of the slave races of course, the traditional independence of each Queen make things even worse. This inevitably weaken the unity of the Neurax Worms.
 
Last edited:

Scrapknight

Consul of Baekdu
11 Badges
Mar 13, 2012
1.366
109
  • Darkest Hour
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria 2
  • 500k Club
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Sword of the Stars II
  • Victoria 2: Heart of Darkness


Name: Federal Republic of Baekdu
Type of Government: Federal Parliamentary Republic
Head of State: State-President Lee Yaerin
Head of Government: Consul Son Danbi

Positive Traits:

Cloning: Baekdu society has perfected the art of human cloning. Clone labor was long used throughout all sectors of society, especially in the service industry, but since the democratic revolution and Abolition Act freed the clones from their enslavement, the labor savings involved are negligible. The newly freed clones do provide the Republic with a high degree of manpower for colonization projects, however.b((Faster colonization rate and/or higher initial colonial population))

Revolutionary Fervor: With the revolutionary government ending the practice of clone slave labor and bestowed legal equality upon minorities and foreigners, Baekdu citizens are willing to do what it takes to ensure democracy is preserved. Each and every Baekdu citizen is committed to fight to the last in defense of their own planets and those of other democratic societies; the revolutionary spirit makes Baekdu troops experts in defending their planets and the citizenry of their worlds would quickly be in open revolt if taken over by a non-democratic power. ((Better planetary defense; planets conquered by non-democracies will revolt very frequently as long as Baekdu citizens are there))

The Eyes and Ears of the Republic: The Federal Intelligence Service is one of the best in the Galaxy; Baekdu agents have contacts in high places in most humanoid polities and are experts at several kinds of operations. Backed by sophisticated technology, strong diplomatic skills, and the powerful allure of Baekdu's libertine culture (with its wildly popular pop music and teledramas), FIS agents are adept at influencing other states, improving relations with democracies and inspiring citizens in autocracies to rise up against their oppressors. They can easily penetrate most well-guarded secret plans of most polities in the Galaxy. Of course, none of this is very effective against hive-minds, robot collectives and other polities that are difficult for humans to interact with due to their very nature as a species. ((Improved relations with democracies; easier to cause revolts in non-democracies; intelligence gathering is easier))

Your Country Needs You!: The National Revolutionary Army, the armed component of the republican and abolitionist groups that overthrew the corporate state and now make up the main armed forces of the Republic, are disciplined, well-trained and well-equipped, likely able to defeat an average human force twice its size in open combat. Its sterling reputation has also prompted many people, "organics" and clones alike, to sign up. ((Improved ground combat and manpower for army))

Negative Traits:

Si Vines Libertas, Para Bellum: The people of Baekdu are experiencing democracy for the first time after nearly three hundred years of quasi-fascist corporate rule, and have no intent of going back. This makes negotiating with non-democratic powers difficult at the best of times, and can lead to calls for "wars of liberation" from hawkish Delegates at worst. Between this natural antagonism and autocratic regimes often scapegoating democratic dissidents as Federal Intelligence Service agents, the Republic does not get along with non-democracies well at all, and there is great potential for border incidents owing to this deep mutual mistrust. ((Generally poor relations with non-democracies; higher chance of incidents with nearby non-democracies))

Inter-Service Rivalry: Despite inheriting a perfectly competent space navy, if one heavily geared towards policing rather than military use, from the corpocracy, the National Revolutionary Army’s role in liberating the planet has resulted in the government prioritizing land over space forces. This usually results in more funding being granted towards army rather than navy projects and inefficencies in researching and adopting new technology for the Republican Navy. ((Difficulty in researching and adapting new technologies for ships))

Fractious Government: "Say what you want about the corpocracy, at least they made the shuttles run on time" goes a popular saying among the disgruntled. The compromises required to create a functioning democracy that was acceptable to the deeply divided Baekdu populace have resulted in a number of awkward political features that limit governmental efficiency. Cumbersome planetwide referendums and knife-edge governing coalitions are a fact of life in Baekdu politics, and occasionally, it can appear miraculous that anything gets done at all. ((Governmental efficiency is handicapped))

Financial Issues: Between the high levels of funding for the National Revolutionary Army, the Federal Intelligence Service, a robust welfare state, education, the arts, and many other projects, the Republic's budget is often quite large. All this money has to come from somewhere; this, combined with high levels of taxation means that while its citizens enjoy low income inequality and are well-fed, educated, cared for, and defended , economic growth is generally fairly low compared to many other polities. ((Generally reduced economic performance))

--

Species Description:

The citizens of the Republic are human, and consist of two major ethnic groups: Baekdu and Mercians. Baekdu people are immigrants from the Baekdu region of the planet Xin, and are closely related to but ethnically and culturally distinct from the Xin Li; they colonized the planet hundreds of years ago when they left the Xin Li homeworld in response to the Great Treaty and named it for the region from which they came. Mercians are the indigenous population of the planet, who have lived there for at least fifteen thousand years. A very small but resilient community of Xin Li, who sympathized with the Baekdu cause and left the planet with them, also remain, but they have mostly assimilated. While the Baekdu colonists and their advanced technology often had higher societal status compared to the natives, their dominance was never solidified until the establishment of the corporate government, or “Corpocracy.” As the corporate state was run mostly by ethnic Baekdu, wealth and power was almost exclusively in their hands before the revolution; today, it is still highly concentrated but is beginning to be redistributed. Mercian groups played an important role in the Revolution; today, the Minister-President of Neo Wonsan is a Mercian, the first in Baekdu history since the Pre-Corporate Era.



Consul Son, a relatively typical Baekdu

In addition, there is a large population of human clones. Ever since cloning technology was developed in the late pre-corporate era, private firms have held the needed technology for this very capital and knowledge-intensive process. Clones were "genomed" for a very specific purpose for most of Baekdu's history; some are service workers, some are factory workers, some are soldiers, and so on. Due to the need to have a pliable labor force, an intoxicating drug called “soap” was were continuously administered to them; the drug was designed to selectively cause brain damage so that clones could not function effectively in normal society outside of their given purpose. Many could only speak the lines drilled into their heads from birth by their overseers. Corporate clones were produced, controlled with an invented religion and used as slaves for their working lives, and ruthlessly "recycled" into "usable biomass" upon their (usually fairly swift) death. Outrage at the treatment of clones, sparked in large part by a book called My Orison written by a rebellious clone, helped contribute to the revolution.

Under the Republic, clones were emancipated and granted equal rights, and the state took control of all cloning technology. Without the use of soap, clones live relatively long and productive lives, can reason and speak normally, and are mostly indistinguishable from an average human. "Genoming" clones for specific purposes remains legal, although soap remains highly illegal. Motions have been floated occasionally to ban the practice as an infringement of freedom of choice.

--

Homeworld Description:

Baekdu, the planet on which the Republic is based, is an Earthlike planet (about 1.4 times the size of Earth, for comparison) that is approximately 80% ocean without counting floating cities. It was named for the Baekdu region on the planet Xin, from which most of its population came from. It has four large continents, each of which is virtually covered in city, and one large floating city nearly equal in size to the continents. There are also tens of thousands of other island cities that fall under the purview of one of the five mega-cities. The weather is generally temperate, with mild summers and very cold winters.



A port district on the western part of Neo Wonsan


The Baekdu people established four original colonies, one for each for the planet's continents. They were named for the greatest cities of the Baekdu region on their homeworld. In order of size, they are Neo Seoul, Neo Wonsan, Neo Pyongyang, and Neo Pusan. A large floating city, Baekdu City, is the planetary capital, containing the Federal Assembly, High Court and the Blue House (the President’s residence.) While several large areas of the cities have been set aside as parks and large floating platforms the size of cities covered in trees have been built to combat pollution, the planet is almost totally urbanized and the Republic imports many of its resources, either from other polities or mineral-rich asteroids.

Form of Government Description:

The Federal Republic is a parliamentary republic. It has a unicameral legislature called the Federal Assembly with 500 members called Delegates (50 for each of the five cities and the colonial Departments.) The Republic's Head of State is the State-President (대통령 / Daetongryong), who is elected for a five-year term planet-wide; invested with little actual power, she may engage in diplomacy and present treaties to the Assembly, and also appoints the Head of Government. Said head of government is the Consul (집정관 / Jibjeonggwan), who is traditionally the leader of the largest party of the governing coalition. Assembly elections are held every five years with two-term limits.

One of the most distinctive features of Baekdu democracy are planetwide referendums. Using a centrally organized voting service that all citizens can access at any time on any network-enabled device, citizens may vote on propositions submitted by the populace and approved by the Federal Assembly in a simple majority. Somewhat more controversially, a veto from the Consul on any bill may be overridden by a two-thirds majority of the population (abstentions counting against the votes.) This makes governing difficult at times, but it lends the system a greater degree of democratic legitimacy.

Consul Son is a member of the Radical Party, a social-democratic party that seeks cooperation with other polities. The other major parties are the Alliance for Prosperity, a self-styled libertarian and pro-business party that is often associated with neo-corpocratic groups; the Syndicalist Union, which advocates for "all power to the unions" and syndicalist socialism; and the Nationalist Party, a party that has close ties with the Army and demands the spreading of the revolution. Minor parties, such as clone’s rights parties, Daegunists and Mercian nationalist parties, occasionally take a few seats in the Federal Assembly as well, but only occasionally have major effects on policy.

The flag of the Republic consists of the flag of the Commune of Neo Seoul in the canton (the first state established by the democratic revolutionaries), with white and blue stripes representing peace and liberty.

History:

Pre-Corporate Era:
History:

For tens of thousands of years, the planet Baekdu had been inhabited by humans. The aboriginal natives, called the Mercians, are of unknown origin; some speculate they were descendants of a botched colonization operation by an ancient empire, while others believe they might have been exiled convicts. Regardless, they lost all knowledge of space travel, cryogenics and other advanced technologies over time and regressed to a semi-industrial society; these primitives barely understood the basic principles behind atomic energy. They carried on living in relative isolation until several hundred years ago, when the Baekdu people arrived. Having fled from a devastating civil war against the ethnic Xin on their homeworld, they established several large cities after making agreements with the Mercians to lease portions of their territory. The Baekdu bought Mercian land in exchange for advanced technology and cold, hard cash; for all the shock and terror that the natives initially went through, they adapted fairly well to the changes and integrated into the society peacefully. Many intermarried and took Baekdu family names; many others did not, stubbornly sticking to their lifestyle even as super-advanced Baekdu technology transformed the planet. As the four cities got larger and larger, most Mercian settlements were absorbed into "Aulandtowns" within the cities. (The Mercians called the planet "Auland," thought to have originated as a corruption of their the common expression "This land is our land.")

The city governments were all democratic republics, with the exception of one instance when a rogue Mayor suffered brain damage and tried to crown himself Daegun, a title literally meaning "great prince" in the style of the dukes of the Baekdu homeworld of old on Xin. The cities prospered under this rule and, as they expanded to include nearly the entirety of their respective continents and created many floating outposts on the oceans, began to slowly move towards a united planetary government. A united, democratic and free Baekdu was nearly a reality - and perhaps might have been, were it not for the actions of one man.

Kim Jaesang, CEO of the powerful CelNova corporation, had managed to corner the market on human cloning technology and became far and away the richest man on the planet. It was said that he had enough political power and influence to rival several small states combined, and he likely did. He eventually managed to find a large supply of sympathetic politicians and businessmen in the city of Neo Seoul, and ran for Mayor on the principle that the inconveniences of democracy were stunting economic growth. With the Mayoralty in his pocket - and his territory of nearly two million people secured - he proceeded to promise that “[he would] double our GDP for every four years we don’t have an election,” and for a surprisingly long amount of time he managed to keep his promise. Other cities began to warm to this idea of corporate governance, and corpocratic parties began winning elections worldwide in large numbers. Eventually, with all the cities barring Neo Pusan under corpocratic regimes, the Baekdu Corporation - a massive, privately-owned superstate - was created by the regimes’ ruling executives and assumed the governmental powers of the corpocratic states.

Corpocratic Era:

((NOTE: All listed rulers in the Corpocratic Era were styled "Chief Executive Officer" unless otherwise noted))

The Golden Age

Eternal Chairman Kim I Jaesang, 0-5 AF
Eternal Director Kim II Eunbin, 5-34 AF
Kim III Sungahn, 34-72 AF
Park I Yaerin, 72-78 AF
Park II Ryonghae, 78-108 AF​

The next hundred years saw a massive reorganization of Baekdu society: the last undeveloped areas of the planet began to disappear under layers of concrete, the system of clone slavery gradually became institutionalized, and the memories of democracy were eradicated from most history books. The Corpocracy, as it was known, tolerated no dissent but otherwise did not interfere in the private lives of its citizens, providing enough law, order and prosperity to keep most citizens content. Practical space travel was developed, and the average citizen became rich beyond their wildest dreams under the new system. This was referred to as the "Golden Age" of the Corpocracy.

Jaesang’s rule as CEO was brief, but he was at the time finely remembered as a uniter of the planet (or at least all of it besides Neo Pusan.) The integration of most of the world’s resources produced immediate dividends, and his production of unlimited prosperity under the Corpocracy seemed to be coming true. He was not, contrary to popular belief, officially deified upon his death; however, his image was heavily promoted, and if people wanted to call him a god, the Baekdu Corporation didn’t say no. He was officially given the title of Eternal Chairman as a compromise with the Cult of Juche, an increasingly popular religion that sprang up that glorified Kim as a savior of the human race.



The gates to the CelNova Corporation's former offices were turned into a shrine for the not-insignificant cult of personality Kim Jaesang gained after his death

For all this, though, the Corpocracy perhaps owed more to his daughter Eunbin’s rule. When Neo Pusan and the remaining democratic floating cities banded together in a grand alliance to try to stop the corpocratic menace, her response was simple: “They shall surrender, or they shall die.” Neo Pusan was invaded and subjugated, while the remaining cities were simply leveled with nuclear weapons. With that, the Baekdu Corporation truly stood atop the world. She entrenched authoritarian policies and was a major proponent of a completely totalitarian state with omnipresent surveilence, but the ideas fell out of favor with the rest of the Board as unnecessarily costly. A compromise was reached: the thought of the consumer was not a concern as long as they did not organize as laborers and did not criticize the system of government. This allowed many of forms of culture to flourish during this early era, despite the authoritarian system. Interestingly, despite being the Director of Biotechnology, she cared little for the clones and did not see the virtues of mass clone labor.

Cloning had existed as a procedure for nearly fifty years, and had previously been very limited in application. The clone indenture system, including soap dosing and “recycling,” was adopted by her son Sungahn. His other main virtue was codifying the system of succession. The Board of Directors was composed of Directorates, each managed by a household and their employees. The Board had absolute power over their respective fields of interest. (Though, theoretically speaking, all corporate shareholders could vote, the corporation was nearly completely owned by the Board. Minor shareholders changed the results of only 15 corporate decisions in the entire 298-year corpocracy, and only made a difference in the election of 1 CEO.) The CEO was then elected by the shareholders, and served for life barring a vote of no confidence from the Board. To prevent petty obstructionism, if the CEO survived a no-confidence vote, the proposer of the vote would be put to death.

When Sungahn died, this system was tested, and Park Yaerin, head of House Park and the Directorate of Information, became CEO. She mysteriously took her own life 6 years later, and her son Ryonghae took power. His thirty-year rule saw the launch of the first practical spaceship, which was used to mine asteroids for useful resources to fuel the economy. While economic growth looked to continue to rocket upward under his rule, scholars generally have the end of his reign mark the end of the times of “infinite prosperity” and the Golden Age.

The Silver Age

Min I Hyoyeon, 109-115 AF
Kim IV Hanseol, 115-155 AF
Lee I Hyeju, 155-168 AF
Min II Danbi, 168-199 AF
Kim V Taegun, 200-221 AF
Lee II Miryo, 221-229 AF
Son I Gain, 229-236 AF​

After Ryonghae’s death, feuding between House Kim and House Park allowed a dark horse candidate, Min Hyoyeon of the Directorate of Space Forces, to capture the CEO’s office. She retired after six fairly successful years, paving the way for the new leader of House Kim, who was inagurated as Kim IV Hanseol. He was wildly popular and expanded the space program, with the corpocracy building the first practical space warship, among other things. The stretch of five CEOs following him had fairly productive tenures as well, with a steady pace of technological and wealth advancement. However, several underlying economic factors triggered a market crash with the announcement of CEO Son’s retirement, leading to massive instability and several attempted strikes. This instability resulted in an epic feud between House Min and House Son that nearly ripped the Corpocracy apart. This period was called the “Decade of Darkness".

The Decade of Darkness

Min III Hyojin, 236-237 AF
Son II Byungjun, 237-239 AF
Park III Ryonghae, 239 AF
Daegun-Chairman Min IV Inyoung, 239 AF
Interregnum, 239-242 AF​

It must be noted that by the most generous of definitions the “Decade of Darkness” lasted only six years, but whatever the inappropriateness of its name, it nearly brought down the entire corpocracy. Even though the Corpocracy was still quite prosperous, it gradually began to stagnate after that initial century. Productivity was continuously falling and the breakneck growth that left people with trust in, or at least tolerance of, the system was beginning to break down. CEO Lee II Miryo’s re-opening of the “wastelanded” areas of the former democracies for explotiation helped offset this for a while, but it could not ultimately be reversed. Over the last twenty years, House Min and their Directorate of Space Operations and House Son and their Directorate of Production came to dominate the board, having massive paramilitaries loyal solely to them. Each, unbeknownst to the other, sought to take the holdings of the rest of the Board and instate themselves as the Daegun of Baekdu and take absolute power.

The opening salvo of this struggle was fired when the head of House Min successfully won the CEO election to replace Son Gain, who by all accounts wanted no part of her brother Byungjun’s plans to crown himself Daegun and later regretted stepping down. Byungjun and his allies then walked out of the Board. The Min-dominated Board then made a motion to expel House Son and its allies from the Directorates, but Byungjun revealed he had one more ally amongst those who stayed: Lee Myunghun of the Directorate of Corporate Security, who at the time controlled the corpocracy's nuclear arsenal. With the threat of nuclear annhiliation over their heads, he boxed CEO Min III Hyojin into a corner and forced her resignation. His own reign went little better, though he came tantalizingly close to crowning himself Daegun by bribing several important Min allies and consolidating power in the CEO’s office. Ultimately, when he appeared too close to successfully becoming Daegun, he was assassinated by House Min's paramilitary group, the Black Hundred; they blew up his shuttle as he was leaving a tour of a cloning facility in Neo Pyongyang.

The assassination of a sitting CEO saw the Corpocracy fall into to utter chaos for several days, as House Min and House Son made ever-grander threats to the rest of the board in hopes of swaying the balance of power. In a fit of rage, when Son Daesang, the acting head of House Son, stormed out of the directorate, the Min-backed directorates left as well, getting ready for open warfare. The remaining neutral Directors elected the current head of House Park, who along with House Kim and House Jung’s Directorate of Nuclear Security (created at the start of the year to prevent nuclear weapons from falling into either group’s hands) were the only directorats who had stayed neutral, as CEO. He “ruled” for only sixteen days before the head of House Min, the infamous Min IV Inyoung, came back to the Board asking for help. When he was made CEO, he then promptly dissolved the Board one last time, declared himself Daegun, and sent a declaration to House Son to surrender or face open war.

The Interregnum, also known as the Son-Min Wars, raged across the planet in brutal street-to-street fighting for nearly three years. Loyal corpocratic forces watched helplessly as the Min and Son Daegunates caused wanton destruction through cities planetwide. Were this any ordinary conflict, one of the two houses would likely win and abolish the Corpocracy permanently, but Director Kim had a brilliant plan. He created a massive clone army to pacify both the Daegunates’ forces and grew the clones using recycled biomass from their own dead soldiers. It was barbaric by any stretch of the imagination, but the Corpocracy’s now limitless supply of troops wore down the upstarts. They ultimately surrendered, and after a thorough purge of their ranks, the Board was reinstated and Director Jung was named the first legitimate CEO in five years. The Corporcracy had survived by the skin of its teeth, but would never again hold very much legitimacy in the eyes of anyone from the masses to its own Directors.

The Decline and Fall

Jung I Yuri, 242-257 AF
Kim VI Jaesang, 257-261 AF
Kim VII Jaesang, 261-280 AF
Lee III Hyori, 280-290 AF
Jung II Seohyun, 290-295 AF​

CEO Jung knew the Corpocracy had to be retooled if it was to survive, and to her credit, her reforms bought the regime another half-century to live. She returned to CEO Kim Eunbin’s authoritarian policies, creating a police state and an all-consuming “corporate culture” with corporate-controlled labor organizations to ensure loyalty to the Corpocracy. She ruled with an iron fist and tolerated no dissent; this, ironically, caused underground political activity to flourish. For the first time in nearly two hundred and fifty years, there were serious people who advocated (in total secrecy, of course) that a return to democracy might benefit the people of Baekdu.

She was followed by two basically competent but unremarkable CEOs of House Kim, who struggled to solve a very basic but serious problem: Profitability was also beginning to decline across the board. The Corpocracy was simply running out of markets to sell to, and its astronomical rate of GDP growth was consistently falling. Despite the start of colonization projects to other worlds, its reign was still in peril. The Corpocracy might have been able to weather all this, however, had it not given in to its own hubris.

In the year 280, CEO Kim VII Jaesang passed away, and his successor, Kim Pyongguan, lost the ensuing CEO election to the then 15-year old Lee Hyori, Director of Corporate Security. Obsessed with becoming CEO, and enraged that he was passed over for a child, he decided he needed to conduct a grand experiment that could reverse the sense of decline that pervaded the corpocracy and impress his virtues upon the Board of Directors. He hit upon an idea: if he created a high-functioning clone, a clone that could replace corporate middle managers, he would have access to nearly infinite easily-controlled computational power that would save his Directorate millions. He set his scientists to work on the project. The result, as he put it, “[went] horribly right.”

The project’s name was Sonmi-939. Genomed based on a restaurant staffer’s blueprint, she was instructed in critical thinking and basic history. Kim’s greatest mistake, however, was letting his charge loose unsupervised in the Hwangmyun Library, the largest repository of pre-Corporate knowledge on the planet. Sonmi began studying the histories of the old world and put together a telecast promoting democracy, exposing the fact that corporate clones were not valued employees but slaves, and a philosophy emphasizing parts of life other than making profit. The telecast, “My Orison,” was smuggled out by a democratic resistance group and disseminated to major news outlets around the planet. Sonmi-939 was swiftly and publicly executed, but the damage had been done.



Sonmi-939 before her execution

The next ten years saw increasing disruption in corpocratic society. Strikes, nearly unheard of for over two hundred years, became increasingly common. A planetwide general strike was brutally suppressed in 290 AF, only to be followed less than two years later by another which ended in the proclamation of the “Commune of Neo Seoul.” Neo Seoul, by this time, was home to nearly two billion people and was the size of a continent, so this was no small rebellion. Lee Hyori, now CEO Lee III Hyori, refused to consider the use of tactical nuclear weapons to break up the commune. A resulting vote of no confidence from the Board ousted her and installed Jung Seohyun as the new CEO. Jung was not as gun-shy as her predecessor and ordered a tactical nuclear warhead detonated over the east part of the Commune as a show of force. Public opinion was turned massively against the corpocracy, which was amplified by Lee very publically defecting to the Commune. She was elected as its President in a landslide and vowed to bring down the Corpocracy by any means.

Open war erupted days later. Unwilling to use more nuclear weapons in the face of intense public backlash, the Corpocracy decided an invasion would have to do. Though the invasion would have likely succeeded quite easily with air support, Director of Space Forces Min Sungahn defected to the Commune days after Lee, taking a large portion of the Corpocracy’s orbital defenses and such with him. The Commune managed to push back the Corpocracy in a matter of weeks, and when a second revolutionary commune appeared in Neo Pyongyang, followed by a third in Baekdu City itself, the Corpocracy knew the writing was on the wall.

While they pushed back the corpocratic forces, the three Communes unified their armed forces into the so-called “National Revolutionary Army” and issued an ultimatum: nothing less than an unconditional surrender of the Baekdu Corporation and establishment of a democratic republic would be acceptable. This declaration was greeted with a corpocratic nuclear weapon dropped on the broadcast center where the broadcast initiated from. Unfazed, the democrats continued their battle for the fate of the planet. The corpocrats would hold out for nearly three more years, but eventually Baekdu City Hall was stormed by the elite Republican Guard, and the Corpocracy was defeated.


Republican Era:


President of the Republic Lee Hyori, 296-308 AF (Independent, leaning towards the Nationalist Party
Consul Kim Hyeju, 309-314 AF (Nationalist Party)
Consul Son Danbi, 314-319 AF ( Radical Party)​

President Lee won three terms and was wildly popular, with many calling her the “Mother of the Republic,” “Goddess of the Revolution” and many other things. In a show of modesty and revolutionary spirit, she shunned all titles and was only to be referred to as “Madame President” or “Citizen Lee.” (Her adoring public stuck with her nickname from the Neo Seoul barricades, “Hyorish”.) She oversaw, among other things, adoption of a new calendar designed to purge corpocratic influence (she was inaugurated on 10 Thermidor, An I, the date that the calendar was officially adopted), the emancipation of clones, the redistribution of corporate wealth, and the beginning in earnest of the Republic’s first colonization projects. The settlements were eventually incorporated as Departments with full representation in the Federal Assembly, but they were still largely underdeveloped. Though she won three elections nearly unanimously and could have easily won a fourth, she stepped down instead, saying “I did not resign as CEO simply to become one again twenty years later.”

For all her wild successes and creation of democracy, her term exposed several flaws in the Republic’s constitution. A lack of term limits and the powerful presidency made many outside Baekdu City and Neo Seoul wary of the power an unsavory figure in the position could attain; thus, a second Constitutional Convention was called and the Republic was transformed from a presidential to a parliamentary system, in which form it remains today. With Consul Kim Hyeju’s efforts to reach out to other nearby polities, the Republic seeks to promote democracy and spread the revolution throughout the galaxy. The Republic will stand by its allies and show no fear of any of its enemies.​
 
Last edited:

Sneakyflaps

Lt. General
64 Badges
Sep 16, 2011
1.335
9
  • Crusader Kings II
  • Victoria 2: A House Divided
  • March of the Eagles
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Divine Wind
  • Europa Universalis III Complete
  • Victoria 2: Heart of Darkness
  • Cities: Skylines - Parklife Pre-Order
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife
  • Victoria 2
  • Crusader Kings II: Holy Fury
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis III Complete
  • Europa Universalis IV: Third Rome
  • Europa Universalis III Complete
  • Crusader Kings Complete
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Imperator: Rome
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
The Empire of Kronesia

Government:
Absolute Empire.

Emperor:
Tercian V Krone.​

Positive attributes:

Imperial Fleet: Due to the honor and tradition within the imperial fleet it leaves us with a much larger fleet than most, this is backed up by the people, slaves, citizens, aristocrats and the like. All united in their course for the navy, with such a people behind the Imperial navy it leaves the nation with no trouble to be able to gain a large fleet for a much lesser cost than otherwise able.

Large and rich home world: The home world of the empire, where the Emperor resides is rich and large having led to a big increase in economy and potential population growth for all social classes.

Increase in population: In later years the empires populations have dramaticly increased due to the wealth and resources coming in from their colonies. Because of that the population have increased by 300% within the last few decades, which have given the empire a major population within its borders, and it continues to grow at a rapid pace.

Viceroys: 200 years ago the emperor Tercian II made the first viceroy when the empire expanded to take over a small neaby moon of no importance. But due to this the moon become a strong mining center the Empire and the viceroys acts as kings only responsible to the Emperor giving the empire a boost in the time it takes to colonize and the cost, it also helps the empire in maintaining a vast size.

Suggested Negative attribute(s)

Corruption: Due to the Imperial social structure there tends to be a lot of corruption in the empire, meaning that the decisions won’t always gain the Emperor or Empire but a certain noble.

Anti-Human diplomacy: Due to the Empire feeling that Humans are superior there has been known that the diplomats of the Empire has had issues when dealing with lesser races and as such have had harder diplomacy and has at times caused unnecessary wars.

Slavery: Due to the slave population in the realm it is not unlikely for slaves to rise up against their betters resulting in uprisings that leaves the empire with no choice than to sent in the army which can prove to be rather large, costly and deathly at times.

Serfdom: Within the empire there is a large amount of Serfdom and have been for thousands of years, while many live happily under this, there are also many who doenst. This has led to several rebellions of the lower classes wanting to be set free.



History: The history of the humans in Kronesia is long and old, an endless tale of warfare. The first recorded history is around what is know as a bronze age the records tell of new weapons which were used to forge an empire, over our history new empires have risen and fallen until 1000 years ago when the kingdom of Pethenian united the planet under their rule and was declared the first unified empire in the planets history. They however didn’t last forever, the last Pethenian king died 400 years ago where the Kronesians took over and have ruled since then.

In the waters of the southern most part of the planet there lives another species of fish people numbering not even 1% in population of the humans and have been conquered by the Kronenians. While they might have lived partly in the sea they mostly don’t anymore and have developed lungs, when they first where encountered they alienated the Humans and have since been called aliens.

The flag and standard of the Emperor is taken from an empire long since vanished, it has the initials SPQR which now stands for Supreme, Power, Quality and Royalty, Supreme stands for the human superiority within the empire, Power stands for the power of the nobles and Emperor, Quality is for our army and navy and Royalty to represent the Imperial family.


The empire has a strong history of swordsmanship dating back to the bronze age as showing off the powers of the swordsman, this means that a lot of disputes are solved by duals. The Emperor and nobles also hold glorious tournaments with swordfights both with nobles, prisoners and common peasants. This is a very famous show in the empire and is vitally important to keeping that happiness of the population, during these tournaments and duals the fighters wear spectacular armor and weapons to show off for the crowd and enemies. Due to the danger of the sport its is an offense punishable by death to raise a sword against the Emperor, due to this whenever an Emperor have been deposed he has often been shoot in a less honorable way than dying by the sword.

While swords might be the weapon of choice by the nobility it is not by our armies, this is due to the immense time it takes to learn how to master a sword and its powers. But also because its far harder to replace troops if we used swords, and they are not as effective in combat as guns. Our armies are one of the things keeping the empire intact due to the alien rebels it would be impossible for us to maintain our empire without the skill of our troops and the supply of new ones. While the Empire might dislike aliens it does not mean that we will not use them, they have regiments of their own and are a part of the army, they can even reach admirals and generals if they prove themselves worthy and with skills. While the majority of the army is indeed humans due to the empire have a human majority, that doenst mean that aliens cant serve in the army.


It is also within the more recent centuries that the empire have suffered from alien rebellion due to their continued poor treatment by the humans.


Imperial troops in a recent alien uprising.
The Kronesian dynasty has proved a line of strong and capable rulers which have had a history of both rebelling nobles and alien, during the rain of the Kronesians the aliens have also become more oppressed. The Empire is currently in the middle of a golden age with the newly acceded Tercian V Krone at the young age of 14 he is the youngest emperor to date to rule.

400 years ago when Audeius I came to the throne he founded the city of Kron which has since then be the capital city of the empire.

The religion is not a major part of everyday life, the religion is mainly use for ceremonial purpose and to gather the nation around a common course. Whenever an Emperor dies and a new one ascends to the throne the city is turned green with smoke due to an age old tradition stating that the old Emperors life energy and wisdom is then transformed from his body and mind into the new Emperor thus giving wisdom and powers to the new emperor.


The Imperial Cathedral this week at the current of the coronation of Tercian V​


During his father and grandfathers rule the empire had gained a population and economical boost allowing for a greater army and industrial advancement, the people had loved their rule and hopes for a continued golden age with Tercian as Emperor.


Now it is time to see if the Emperor will be the best yet to rule or the worst.


OOC: i just coppied from the old game so tell me if something should be changed.
 
Last edited:

jeeshadow

Lt. General
33 Badges
Jan 27, 2012
1.291
6
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • March of the Eagles
  • King Arthur II
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
Polity Name: United Colonial Governments
Government System: Federal, Colonial, Republican Government with military influence
Leader: President Jargeth Tartegan
R. Positive Traits: Experienced Military (the Civil War has given the military valuable experience on combat in the Space Age), Experienced Shipbuilders (the Colonials have been building ships for a long time, giving them an advantage over other polities when it comes to ship production), Advanced Diplomacy (The Colonials are rather skilled diplomats, giving them strong relations with other diplomatic races), Pre-built military (The Civil War has lead the Colonies to have an above average sized military)
R. Negative Traits: Civil War legacy (Prajitor is still sour over their defeat in the Civil War, and will look for an opportunity to revolt again), Resent to military (the increased military control of Colonial Politics has caused resentment among the general population), Mistrust of AI (the experience with the Clycron has lead to a fear of AI, leading to a diplomatic penalty with AI factions, and the reluctance to research them), Weakened Economy (The Civil War has weakened the Economy of the Colonies, causing it to be less effective)
Species description: Human
Home world description: (optional)
History: (optional)
 

Zex

Second Lieutenant
61 Badges
Jul 4, 2011
102
0
  • Victoria 2: A House Divided
  • March of the Eagles
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Age of Wonders: Planetfall
  • Crusader Kings II: Holy Fury
  • Shadowrun Returns
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis III Complete
  • 500k Club
  • Commander: Conquest of the Americas
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Sword of Islam
  • Leviathan: Warships
  • Sengoku
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations

Polity Name: The Xin Li Empire
Government System:Celestial Empire
Leader: 32nd Emperor Xin Hua

R. Positive Traits:
The Mandate of Heaven:Under the mandate of heaven the kingdom will be judged by the heavens as prosperous, as his highness the Emperor has shown benevolence and prosperity to the Xin Li Empire.

The Merchants of Xin Li: The Xin Li Empire are widely known for their expertise in the arts of trading special goods from planet to planet, this profit helps increase the Xin Li Empire's economy.

The Scientists of Xin Li: The scientists of Xin Li work day and night to improve the technological advances of the Empire, this determination and hard work allowed them to become experts over time making easy work of simple task when researching new technologies.

The Art of War and technology : The warriors of Xin Li are proud warriors that serve the Xin Li Emperor but, men alone cant win wars as huge ships and other forms of technology can defeat Xin Li's enemies. So the Empire decides to concentrate on intense production of warships and technological advances, followed by intense training of its troops for planetary invasions.

R. Negative Traits:
The Mandate of Heaven:If Heaven deems the Emperor unreliable, horrible events and tragedy will befall on the Empire and the Emperor will blamed and if possible through rebellion disposed of and replaced by a new Emperor.

Expenses of the Empire: Due to the amazing cost of the production of weapons and technology upkeep, Xin Li must spend a hefty penny when supporting these improvements.

Death is the only great honor to have: At times generals of the Xin Li Empire would just decide that it would be necessary to break formation and engage the enemy in a since of dieing for the honor of the Empire when it really isn't needed this has consumed the lives of many great men in the past.

Everyone hates a Eunuch: The Eunuchs would like to make choices that are not of the Emperor, making purchases and other needs. If not given full control of the eunuchs actions could cost the Empire greatly in money.


Species description:Human (East-Asian:Chinese)
Home world description: A lush green planet, with 2 oceans gleaming a light blue texture, with a few mountains.
History:

The Xin Li Empire was once a simple republic known as Xin, but after the Republic of Xin defeated the Baekdu, during planets civil war they finally united the planet under Xin rule. But like always greed overtakes all and the there was a cou, this cou overthrew the current republic of Xin and restablished the old imperial government that was ousted away several centuries ago, the nation was later renamed the Empire of Xin Li. This Empire had a huge support of royalists which allowed former houses that benefited from imperial rule several centuries ago, to regain their power and to bring strength to the Emperor. The Empire ruled over the planet which was renamed Xin, the Empire ruled over the planet for centuries, its power was unrivaled and no one dared to speak ill of the Emperor or they would be put to death.

Xin Li during the rule of 28th Emperor Xin Shun, suffered unfortunate disaster in the Baekdu region. The people there didn't like any of the Xin culture and in return for their resentment they were treated as the low class of the Empire, they were even killed at times for just looking at a Xin citizen of noble the wrong way. This resentment allowed for seeds of rebellion to spread within the Baekdu region, and within a year a new civil war broke out and it nearly tore the planet apart. The Empire suffered many losses during the war but, a peace treaty was signed and the Baekdu would seek exodus off the planet. The two culture worked on space ships designed for travel and colonization, it took several years and the ships were finally constructed the Baekdu left the planet and went to find a new one. The 28th Emperor died afterwards, his son 29th Emperor Xin Ging declared Baekdu traitors to the Empire and unlike his father before him made it the Xin Li family's goal to hunt down and subjugate the Baekdu once again, but it would take time and Emperor Xin Ging would never live long enough to see it. But his will still lived on through four generations as the Xin Li Empire had gone through significant advances in technology and economics, their military were also nothing to scoff at as well. 32nd Emperor Xin Hua decided it was time for the Empire to branch into space, and to find and defeat the rebellious Beakdu, but in real terms Xin Hua never cared about the Baekdu and rather do what his ancestor Xin Shun did and make peace. But time will only tell as there are other nations beyond the Baekdu and the Xin Li Empire cannot fight alone.
 

Galren

Private
22 Badges
Jun 12, 2013
23
0
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods

Polity Name: Republic of Cygni

Government System: Pseudo Democratic Republic (In other words, its a Presidential Dictatorship)

Leader: President Peter Volkov (Known simply as Peter to his own people.)

Positive Traits:

Unison- Unison is the name of the network that most people in the Republic are connected to with an implant in their head. Used in conjunction with Smart Glass Technology (Think way more advanced smartphones.), the network allows people to do the functions of the old internet.

Cybernetic Enhancements- Citizens of Cygni have an implant in their head that is installed at birth, allowing access through Unison. In addition, some soldiers are being tested for enhancements for resistance to poison, natural night vision, and other improvements.

Loyalty- The people of Cygni stand by their country and their leader with great loyalty. Outsiders joke that the Cygni are all lemmings, willing to die for their country if necessary.

Society by Levels- One of the remarkable aspects of Cygni society is the levels. Levels determine one's options for jobs, education, and other things. Levels are earned by gaining points, which happens when you do various tasks. You can also lose points if you do bad acts. In general, levels motivate people to achieve who they want to be.

Negative Traits:

Reliance on Unison- Due to the fact that the people rely on Unison so much, going off the planet seems daunting. Without hooking up the planet to Unison, colonizing another planet will be difficult due to the small amount of people coming to the planet.

Unstable Soldiers- Cybernetically enhanced soldiers, more augmented than the average citizen, could have unstable minds. The heavily tested soldiers have shown cases of instability. Loyalty should keep the soldiers in line before their mind cracks.

Dissidents- Dissidents are a major problem in Cygni. Generally, these are people who are born off the network (AKA, OFTN), aren't satisfied with the level system, and other groups. They threaten the integrity of Cygni as they spread their lies and deceive their fellow citizens, criticizing the level system and telling people to overthrow Peter.

Carefully Calculated Updates- In order to encourage people to do something, like buying government bonds or going off to another planet, the government makes the change through the level system, encouraging people to earn points or avoid losing points. To keep the balance of the level system, careful calculations must be made to ensure no one exploits the new points.

World Description: Cygni is an Earth-like planet, with plains, mountains, forests, deserts, and tundra. Peter's predecessor, Anton, had worked to preserve the planet before the effects of pollution were irreversible.


A map of Cygni, compiled from various resources.

Species: The Cygni are humans. Five races of humans are found on the planet: Kris (Arabic), Yemels (Tundra Natives), Vigi (Dark-haired Eastern Europeans), Yu (Eastern Asian), and the Mariners (Caucasian).

History: TBD
 
Last edited:

Ranger900

Major
104 Badges
Sep 4, 2009
636
5
  • Victoria 2
  • Prison Architect
  • Hearts of Iron IV: Colonel
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Supreme Ruler 2020
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • BATTLETECH
  • Crusader Kings II: Horse Lords
  • War of the Roses
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Natural Disasters
  • Crusader Kings III
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Campus
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Steel Division: Normandy 44
  • Stellaris Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rights of Man
  • Age of Wonders: Planetfall - Revelations
  • Surviving Mars: First Colony Edition
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Magicka
  • The Kings Crusade
Polity Name: V.O.C. Trade Empire
Government System: Elective Monarchy
Positive Traits (Prospective):
1) Quest for New Worlds: The people of the V.O.C. are always looking for new lands to colonize, driving them farther and farther into the galaxy as their colonies are swamped in colonists in short order.
2) For the Empire!: The Humans of the V.O.C. Trade Empire are incredibly loyal to the Elected Crown, the upper classes believing most aliens (and the occasional colonist from the edges of the Empire) to be barbarians that need to have civilization brought to it.
3) Money makes the Galaxy go round: Military conquest isn't the only way the V.O.C. Trade Empire survives, and if it only brings one thing to those it does conquer, its a stable economy. Trader corporations from the Empire are impressive entities in their own rights and are both willing and fully capable to trade with just about anyone they can reach.
4)Claudia Boilers: Claudia, a mineral that was until a short while ago undetectable, has already become prominent in the V.O.C. navy and power generation sectors. The efficiency of the material allows for faster ships and increased power outputs all around.
Negative Traits (Prospective):
1) You act like the Aliens understand tactics: The V.O.C. leadership is highly speciesist, looking down on aliens as uneducated barbarians that need civilization to be brought to them. This even extends to the army, which has a chronic habit of underestimating foes during initial encounters. Though the Navy is more flexible.
2) You'll work for your citizenship!: When an alien civilization is encountered they are offered with an initial choice, surrender (and be given second class citizenship status) or be conquered. Those that take the second option are forced into Indentured Servitude when/if they lose, a nice way of saying they are slaves (technically if they ever make enough they can buy their freedom). These Indentured Servants tend to be highly rebellious and a constant source of strife.
3) Spies? Ha only barbarians and scum use those: The V.O.C. Trade Empire's Espionage network is barely existent, hampered by the views on the subject by the higher ups in the Empire. If their intelligence network was having a good day they could say the trees have leaves and not much else.
4) Claudia Burnout: Claudia has its disadvantages though, the energy signature left over from its use means that V.O.C. ships light up like flares on any sort of detection equipment and a boiler breach can cause catastrophic damage to the ship involved.

Description: The V.O.C. Trade Empire is almost best described as what happens when corporations gain to much power in a society. Having never been anything other then some sort of Monarchy, the former leaders had attempted to appease growing restlessness in the lower and middle classes by giving more and more power to the corporations that had come to dominate the world in the years before it reached space. Eventually agreeing to remove the old hereditary monarchy in favour of a new elected one.


The Capital City of Amsterdam on a rainy day, note this is only the top level of the city.​

The new system caused an incredibly rapid change in V.O.C. Society as corperations moved to consolidate their suddenly gained power and new laws took effect. Now the country is run by a mix of its monarch (who is elected for life) and the Patrician Council, comprised of the Patrician Houses of the Empire (Who also elect the new monarch from among their number). Each Patrician house has at its disposal significant wealth and power inside the V.O.C. before it could even gain its place on the council, and from there the various houses power has only grown (except for a few unlucky ones). The Council doing most of the law making inside the Empire, though the Monarch maintains the ability to both pass and deny anything he or she wishes, though every monarch knows that their support only lasts so long as the Council is happy, so they try to avoid abusing their power.


V.O.C. Light Infantry skirmishing with the enemy.​

Below the Patrician Houses are the Guilds, which comprise most of the middle class. If you own a profit enterprise then you are a Guild, and so are your family and employees. Most small time 'Guilds' rarely last a day before they are absorbed into another, larger, Guild. Though occasionally some of these survive on their own and become new major guilds in their own right. This system keeps the middle class happy, for those content with their lot can continue to work their money making enterprises and live their day to day lives, and those that are ambitious can expand their guilds, in the hopes of eventually gaining enough power to gain a seat of their own on the Patrician Council. Guilds and Patrician Houses retain the Hereditary rule of their ancestors, though they are fairly flexible about it, and a few Guilds are even run by internal democracy.

Below the Guilds are the Human employees, who live in the bottom rungs of society, doing most of the work for their employers. The pay they receive isn't much, and is usually forcefully funneled right back to their Employer by means of Guild stores and boarding charges. Atleast though every human employee manages to receive everything they need for themselves and their family, food, shelter, medicine. Alien 'Employees' on the other hand receive nowhere near the same, and even 'Second Class Citizens' receive only the barest essentials to keep them alive and working, and they tend to work the worst jobs. The Indentured servants live in the same boat, but don't receive any pay at all, instead any (and there isn't very much) excess funds are used toward paying off their debt, which very very few servants ever achieve.


V.O.C. cruiser leaving its planetary drydock​
 

Thandros

Ruler of Somewhere else
110 Badges
Oct 29, 2010
669
22
  • Victoria 2: A House Divided
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Crusader Kings II
  • Cities in Motion
  • Rome Gold
  • Imperator: Rome Sign Up
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Way of Life
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Crusader Kings III
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Rise of Prussia
  • Mount & Blade: With Fire and Sword
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Age of Wonders: Planetfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - Campus
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
Polity Name: Euterian Empire
Government System: Empire
Leader: Xanthippus
R. Positive Traits:
Relics of a Lost Age: The Euterian Empire in its golden age had vast and immensely powerful technology. Fragments of which are still held by the reborn empire. And others are locked inside walls of nigh impenetrable code which are proving difficult to breach if all of it is unlocked they will prove quite the challenge to defeat.
Euterian Infiltration: Euterians are known for coving themselves in the skins of their enemy shrinking themselves down or growing as needed to infiltrate an enemy. The technology which allows them to do this has been saved and once infiltrated they are all but impossible to detect, sometimes they don't even know they are infiltrated themselves. Often baby Euterians would be landed and replace babies on that planet and wait years slowly gathering information for the invasion and to act as a fifth column in support of the attacking forces. It may take a while but Euterians are nothing if not patient.
All but unaging: Euterians live almost forever Hundreds of thousands of years are common and the oldest were said to be millions of years old. An old saying that the oldest Euterians had seen the very birth of their race was common but continually contested by everyone else. However given how suddenly Euterians appeared on their planet and how swiftly they created their original technology it has always been seen as a possibility.
Ruthless and Pragmatic: Euterians have always been willing to use whatever steps were necessary to achieve progress or victory if a population opposed them they were annihilated often overnight if possible which it often was. If an idea would bring benefits it was used but woe behold those who oppose them nuclear annihilation would be a pleasant rain in comparison to what the Euterians were known to unleash upon their enemies.
R. Negative Traits:
Dust and Ashes: The Glory days of the Euterian empire is long over and little remains the handful of remainin Euterians are few in comparison to their once great numbers though plenty to sustain a population bbut despite this the Euterian empire has had to abandon its now dead galaxy and find a new home his has taken its toll and now only the young remain the elders and their experience is lost to this new Euterian empire.
A long way from Home: The Euterians have crossed the intergalatic void to arrive where they have in this new galaxy everything they encounter is a new kin of strange to them and nothing is what it once was. This could confuse the Young Euterians trying to find their feet.
Yeh not great with Diplomacy: Euterians always offered two options to their enemies surrender or die and surrendering was often a slower more painful death as well. While the new glaxy knows little of them there reputation is already beginning to spread and the old races of this galaxy will not easily talk with the Euterians such is their infamy from their short impact.
Lack of population growth: The Euterian Population was decimated when the old Empire was blown up and the collective shock is taking its toll on the new one with few left the Population is tiny and they have had very little growth in population so far and equally they have proven scarred by the experience and new Euterians are rarer per head than before though this might change given sometime to heal the old wounds.
Species description: With thick scales and great strength Euterians are individually formidable and al but unbeatable in a straight fight. Their height and strong jaws make them both formidable and savage. However with only the young left their legendary strength is all but gone among them but this will change as they grow and gather their strength over the next thousand or so years for some of them.
Home world description: The old home world is a pile rock in a distant cold galaxy the new one is a small world on the edge of the Galaxy with fertile soils but no native peoples. They have already met the Euterians and stood no chance.
History: The First traces of the Euterians and their empire are speculated to have appeared roughly 5 million years ago on their original home world in a galaxy far far away of which almost nothing remains except its dust, ashes and a handful of black holes too big to be blown up in the final struggle between the now forgotten Humanoid race and the Euterians. After their emergence they soon mastered space technology though some in their home galaxy said the only reason they developed so quickly was because of technology left behind by an even more ancient race which had long vanished but a trace of their technology was found by the Euterians who exploited it to their advantage to build their empire over several million years. Having almost endless life spans the Euterians preferred low loss infiltration tactics even if they took forever to complete. That was until they encountered the Humanoid empire now cast into the dust bin of History just over 1000 years ago maybe as many as 1200 years the timeline has broken down since then. Having vast resources and endless fleets mere infiltration tactics were never going to be enough so while infiltrating their capital and other core world a military campaign of utter ruthlessness which slowly bit by bit broke down the Humanoids fleets and scattered their empire to the dust. As the Euterians infiltration reached its culmination the Humanoids launched one last desperate counter offensive ignorant of the enemy within. The great battle is said to have ended with the complete destruction of the Humanoid fleet and all that was left was the Humanoid capital now wide open to the Euterians. Then in their last desperate hour the Humanoid Emperor fired off every weapon of mass destruction gathered over a million years in their arsenal and this last desperate blow proved the first and last time the Euterians were ever caught off guard for at this moment they never saw it coming and everyone hit their target and in an instant the Euterian empire and most of the galaxy was destroyed. In what he assumed was his moment of triumph the Humanoid Emperor turned to his closest adviser to celebrate only to realize the threat that had been lurking just behind him as the infiltration of their capital reached its culmination. Half a million Euterians their empire rescued by those infiltrated to ensure the destruction of their enemy and they turned on the Humanoids with an otherwise unknown fury and the all but defenceless Humanoids were slaughtered within a day all the soldiers having left to fight in the war with no defences left. With their destruction the Humanoids had lost the war but everyone truly lost the galaxy was destabilizing and their was little left to salvage. However the survivors of the Euterians found the one thing that would ensure their survival. The ruins of the Euterian fifth fleet a mere hour from taking the Humanoid capital when the last strike was launched drifted close enough for the few space ships left by the Humanoids to be flown to them and the fleet revived and then they blew up the Humanoid home world as they abandoned the old galaxy and began a thousand year voyage to a new one to restart their empire. The collective shock of the old empires demise shook the survivors and while they approached the new galaxy their hatred for all aliens as they saw them was redoubled and heightened to new never seen before heights. When they arrived they found the first habited systems and proceed to massacre and destroy every intelligent life form on them and made them their own. They had arrived in new pastures and they intended to thrive or die trying nothing less would satisfy their now long dead ancestors who had given their lifes against what they saw as an evil empire which had to be destroyed and it was.
 

Deaghaidh

High King
65 Badges
May 1, 2001
5.037
905
  • Crusader Kings II: Reapers Due
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • 500k Club
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • A Game of Dwarves
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Victoria 2
  • Rome: Vae Victis


The Gnarek

Government: Feudal Oligarchic Republic

Hierarch: J'ankha Knar IV

Positive Suggestions:

*Enduring: The Gnarek are used to hardship and suffering, and will endure poor living and working conditions without much complaint (less war exhaustion or dissent from other events that make life more difficult at home)
*Solidarity: Gnarek stick together in the face of a harsh and cruel universe. Traitors and double agents are rare, helping for spy defense.
*Valiant: Gnarek have a long tradition of personal bravery and martial skills. Bonus to ground combat
*Resilient: Gnarek are physically rugged and can survive injuries and hardship that would kill most other species. Less casualties from combat

Negative Suggestions:

*Blood Feuds: A government that depends on cooperation between feudal houses often has issues.
*Siege Mentality: Gnarek fear and suspect aliens
*Tools of the Dead Gods: Gnarek were forcibly dragged from the bronze age to the interstellar age. They've learned to use their oppressors technology, but are still working out the scientific principles behind them.
*Spite of the Dead Gods: As it was dying, the last of the Annukii activated a revenge weapon that bombarded the Gnarek home world with asteroids

History: The Gnarek were just discovering metallurgy when they made an unfortunate first contact. The Annukii were the last members of a highly advanced species. For some unknown reason, the Annukii had been reduced to 39 individuals who were no longer able to reproduce. Their home world had been destroyed, and these individuals used their highly advanced technology to enslave the Gnarek. They ruled over them as self proclaimed Gods, working the Gnarek to early graves to extract the resources to feed the technological infrastructure that prolonged their lives.

184 years ago, a Gnarek slave by the name R'ankha Knar did the impossible, and killed one of his Gods. R'ankha died horribly, and the other Annukii retaliated by trying to cull all of his kiith (blood relatives within 5 generations) from among their slaves. But he had proven the cruel Gods could die, and that their 'divine powers' were tools that could be used against them. The revolt spread like wildfire, and the kiith of R'ankha Knar were taken in and hidden among the other Gnarek. Annukii machines were sabotaged and turned into weapons against the Gods. Every time an Annukii fell, the retaliations escalated. No one knows the actual numbers, but at least a million Gnarek died for each of the Gods they killed. In the end the Annukii were exterminated, but the Gnarek Home World was subjected to intense asteroid bombardment that devastated its biosphere.

Over the long, bloody course of the Liberation, the Gnarek developed a loose government. Bands of Gnarek fighters worked in loose cooperation under warlords, who often followed the lead of a more powerful warlord. After the death of the last Annukii, this system became formalized into the Regime. The Regime is a Republic of sorts. The heads of the Great Houses, the major leaders of the revolt and their descendants, derive votes from the size and strength of the clans that support them. These votes are used to select a Hierarch. Hierarchs serve for life, but that doesn't make their rule secure. If a Great House amasses a majority of votes, they can force the Hierarch to fight their own house's leader in a duel to the death for leadership.
 

Fingon888

Colonel
31 Badges
Apr 30, 2013
1.133
27
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
Civilization Name: Hroth Emergency Union

Government: Council of Shahs, a council of the five Shahs of each Shahdom of Hroth.

Positive Attributes:

Martial Traditions – Every male Hrothman is trained for war from the age of six.

Slave Production – Strict Slave Codes increase production.

Emergency Protocol – Because of the State of Emergency that the planet is under, there are no limits to the power of the Council of Shah.

Unifying Religion – All Hrothmen worship Hroth the Conqueror, the fabled Shahanshah who united Hroth under his rule.

Suggested Negative Attributes:

Civil Discord – Years of war have made the warriors of each Shahdom distrustful of each other.

Slave Revolts – The massive slave populations and harsh Slave Codes result in many Slave Revolts.

Bloodthirsty - Hrothmen thrive on the battlefield. If there is no war stability will steadily drop.

Background:

The rise of the Five Shahdoms of Hroth are told in the story of Shahanshah Hroth the Conqueror. It is said that Hroth gathered an army of loyal men and overthrew the Cult of Magog who preached that the planet is actually a flying beast. With musket and cannon Shahanshah Hroth brought the planet to its knees and executed every Cultist of Magog. The planet was renamed from Magog to Hroth.

Hroth ruled for three years, but was killed by the last remaining Cultist, J’shar. The realm split between his five greatest generals. Kaspian founded the Shahdom of Kaspar. Toular founded the Shahdom of Toul. Yartog founded the Shahdom of Yar. Herioc founded the Shahdom of Her. Juli founded the Shahdom of Julius. The Eternal War began in the year 4 according to the Imperial Calendar. The Shahdom of Julius invaded the Shahdom of Kaspar in the name of unifying Hroth under the rule of Shah Juli. Shah Kaspian saw that he would lose the war without help so he allied with his old friend Shah Toular. Shah Juli was then defeated at the Battle of Boro in year 5, where over a million Hrothmen died. Shah Juli fled to his Shahdom to regroup is army. When the forces of Shah Kaspian and Shah Toular were about to cross the Yugo Mountains into Julius, Shah Juli, Shah Yartog, and Shah Herioc joined forces in order to rule from a Council of Shahs.

The war lasted for over two hundred years and saw the grandsons of each of the Shahs sign a peace treaty in 213 after eighty million Hrothmen died in the war. Shah Julibn II, Shah Yartobn II, and Shah Heriobn II were forced to pay war reparations to Shah Kasparibn II and Shah Toulibn II for a hundred years. The civilization advanced and border conflicts were common. However, after three hundred years, no war had happened. No Hrothman wanted to return to the dark days of the Eternal War. That was until the coronation of Shah Kasparibn VI in 543. He dreamed of finally uniting Hroth under the true rule of a Shahanshah.

Shah Kasparibn VI marched into the Shahdom of Julius and did battle on the Fields of the Dead, where the bloodiest battle of the Eternal War took place. He quickly defeated and conquered Shah Julibn V and with it the old capital of Shahanshah Hroth. Kasparaibn declared himself Shahanshah Hroth II. The other Shahs immediately allied and mobilized their armies. The war was to be decided in one battle. This was to be known as the Battle of the Field of Allah, a name many had taken to calling Hroth the Conqueror. Ten million Hrothmen died and twenty miles of land was permanently scarred. At the end of the month long battle, Shah Yartobn V was the only surviving ruler. He had the chance to declare himself Shahanshah, but instead he reinstated all the sons of the dead Shahs and returned Hroth to its pre-war borders.

In the year 1129 in the Shahdom of Yar, a massive slave revolt took place. It quickly spread to every Shahdom and only through unity were the five Shahs able to defeat the slave army. A State of Emergency was declared and the Council of Shahs was established. The current makeup is Shah Yartobn XI, Shah Julibn X, Shah Kasparibn XV, Shah Heriobn XII, and Shah Toulibn XIII.

Technology:

Hrothmen use advanced ballistic technology. Their preferred infantry weapon is the bolter, a weapon that fires a bullet that explodes inside the body of the victim.

Species Description:

The Hrothmen are tall humanoids that are about 6’5”. They have tough brown skin and horns that are often the only visible part of their body. They almost always wear their armour.

Thunn are the slaves of the Hrothmen and are their subspecies. They are shorter and have no horns. Thus they are subject to much discrimination.

Religion:

The Hrothmen worship Allah Above, literally God Above. Just saying the word Allah, or God, is considered a grace blasphemy. The reason is that the Hrothmen believe that the Shahanshah Hroth the Conqueror was God in human form. Thus a Hrothmen prays to Allah Above and Allah Below as the same God, but different persons. However, Allah Below is almost always called simply the Shahanshah. Thus the greatest hero of Hroth has three names. To the average Hrothmen he is known as the Shahanshah. To the War Priests he is known interchangeably as Allah Below and as the Shahanshah. To aliens he is known as Shahanshah Hroth I or the Conqueror. This is because officially there was a second Shahanshah and because alien people do not recognize Hroth the Conqueror as God.



Hrothman in full battle armor.
 

unmerged(271387)

Field Marshal
19 Badges
Feb 20, 2011
3.137
32
  • Heir to the Throne
  • Humble Paradox Bundle
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Sengoku
  • Rome Gold
  • Victoria: Revolutions
  • Crusader Kings II
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Darkest Hour
Polity Name: The Network
Government System: Electronic Collective
Leader: The In - Finite State Computer / Dr. Graf
Positive Trait:
1. Obedience: All connects through the State Computer and all is controlled by it, for it. No free will is left lasting. All is one.

2. Scientific Advance: The State Computer's amazing capabilities and the many facilies of the Network make road for great scientific advance.

3. Mass production: In order to raid and conquer other planets for itself, the Network has secured facilities that mass produce robots and ships

4. No hunger: Since the Network is consisted by the State Computer and robots, there is no need for food.

Negative traits:

1. Huge need for raw materials and energy: In order to support itself, the Network needs huge amounts of materials and energy

2. Order Delay: Since everything is controlled by a central hub, processing all information and forming logical conclusions and decisions take time to do and transfer, which translates to action delay with the robots.

3. Huge Pollution: There is no environmental awareness, and the huge pollution causes many problems to the planets of the Network, making it hard for other politie's embassies to develop and hard for the State Computer not to overheat, which means that it has to cut energy from some sectors to compensate.

4. Obsessed with Creator: The State Computer is obsessed with it's creator, who is kept alive at a state of coma. As such, it has no need for contact with other organic entities.

Home world decision: The home planet of the Network has no name, and it has not been seen by any other races. It is a grey planet with a heavy atmosphere because of the pollution that is filled with huge buildings and underground facilities that mass produce machines and ships.

History:
In the beginning, computer science eventually reached the minimum size of a capacitor that was deemed possible, and computer technology effectually stalled. Computer technology could not keep up with economic growth and other technological progress and became obsolete. However, at an unintedified time, a well known physicist known as Dr. Graf established a system where a capacitor could have less mass than an electron. With it he created a new supercomputer that relied on seemingly impossible energy outputs to achieve huge processing power. Soon Dr. Graf fell into a coma. But not all hope was lost. When he first built the computer, he programmed it to use the same algorith which he had found that explained his way of thinking when he had deconstructed his brain neuro - patterns as side - project. While loved by most and hated by few, medicine of his time could not help him. The computer, furious at the world because of their inability to safe it's creator, it overrode the other computers of the solar system and brought chaos. And out of that chaos the Network was born, for the In - Finite State Computer, as it was called, had taken control over all major industrial and military bases. The native population died because of the infrastructure's collapse and the computer began building robots to mine, raid and conquer other systems in order to keep itself ,and in extent it's creator, who it had kept alive by creating the machines needed to sustain him, from ever being shut down.
 

Dr.Livingstone

His Most Majestic and Royal Comrade
55 Badges
Jan 29, 2014
1.846
448
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Crusader Kings II: Way of Life
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Prison Architect
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise


The Serene Republic of Voogoonam

Goverment: A mix of Federation, Plutocracy, Trade League, and just a tinge of Democracy

Positive Attributes:

Trade Posts~ Since the beginning, The Serene republic has rewarded those who risked everything in the name of exploration and profit. That tradition remains with the advent of the trading post, which gives a boost to colonization and profits.

Third-Party negotiations~ The trade republic does not interfere with petty politics directly, instead we act as an objective third party. This reputation gives us a boost in diplomatic affairs

Knife of the Republic~ Intrigue is the pastime of even the smallest Voogoon, and in the tough political climate of both the republic and the universe, it is essential in adulthood.

Time is Money~ Tick-Tock, there goes the clock. Voogoons are not known for being tardy once they make a trade dealing, and neither are there ships. All ships protecting trade or convoys gains a slight speed boost.

Fleet of the Republic~ The Voogoon's war against space pirates insures that the fleet is kept up to date. Production of ships and Upgrading the fleet take less time.

Negative Attributes:
On whose Authority~ Buildings not directly related to trade are of little intrest to the Voogoons, and thus have to go through lengthy bureaucracy to actually ever get built. Non-Trade buildings take much longer to build.

Instability~ The power of the Voogoonam Government is highly decentralized and usually in the hand of Viceroys and ministers of the consistent planets. Occasionally the planets will even war among themselves! This has caused dissent amongst many Voogoons, and tension amongst the planets.

Fight, For a Price~ The space fleet is the gem of the republic, while the army isn't. In fact the government lacks an 'official' army, and instead relies on planetary militias and military bands. This causes inefficiency in the army, with both production times and costs going up.

Apathetic and Isolationist~ Even when diplomacy and intrigue fail, the average Voogoon is reluctant to engage in any military action whatsoever. No planet has ever entered the Republic through military means, and usually when a Voogoon thinks of any aggressive actions, he thinks of embargoes or blockades. That’s not to say a Voogoon will not fight if he is attacked, or prepare for war, it’s just they are wary of war. Besides, war cuts into profits. During an aggressive war (started by me without good cause, good cause being something like an embargo or trade ships attacked, against any sentient life-form), The Serene republic gets the following effects=Less money, Dissent increase, especially at the beginning, and a morale penalty to all units.

Galactization~ Galactization, while not necessarily a bad thing, does have one fatal drawback. Especially during the early years, plague spreads like wildfire throughout the republic. Effect: during times of plague, less tax, extra dissent, and loss of manpower.

Home world: Voogoonam. A temperate planet with a thick atmosphere, many cities, and its canals which are the main form of travel for the local populace.



The average Voogoon is humanoid, has a variety of head shapes, pointy ears, and may grow a tail. Average height 6 feet tall, give or take 6 feet.

History:
The Serene Republic of Voogoonam has an intricate history going back thousands of years. Voogoonam, the planet for which the republic was named, was originally called China, and was home to a race known as the Shazerat. Archaeologists have many theories about the origin of this name, but most agree that it was only coincidence that linked the planets name with the ancient legends. The Shazerat were an ancient race with limited space-going vessels, and eventually colonized nearby moons. Their civilization was relatively prolific, bringing us many great works of art, and lasted nigh on six hundred years. Then suddenly, almost 7 thousand years ago, the Shazerat Civilization went on a steep decline, which finally ended in their extinction three centuries later.

For two millennium afterword, China was empty of intelligent life. Then, circa 2,900 BCE, the Khylnyt of Dryklys set up a small space station that orbited the planet, and renamed the planet Sygynyfydy.(It is interesting to note that the Khylnyt's only vowel was a y.)There, Sygynyfydy became synonymous with the raiders of the Dhylnyt, who frequently used the hub to raid and conquer other civilizations. They eventually set up a colony on the planet in the year 2500 BCE, which, for various reasons, failed almost instantly. They tried again in the year 2300, which was more successful, lasting until the year 2000, when it was annihilated by plague and civil war. Two more failed attempts were made on the planet (even for the Khylnyt, this was ridiculously unsuccessful.) until the tail end of the Dhylnyt's civilization, around the second century BCE. This time, the colonists were not colonial Dhylnyts, instead they were political prisoners of several different species and races deemed threatening to the Khylnyt council. Due to Sygynyfydy reputation, they concluded that any further attempts at colonization would be suicidal and a waste of time, hence the creation of a penal colony. Ironically, this would prove to become the first successful colonization of the planet by the Dhylnyt's, and also the birthplace of their demise. Away from the Khylnyt's oppressive police state, Sygynyfydy became a place of learning, tolerance and freedom. Several settlers smuggled or were allowed books banned in other parts of the Kylnyt. A century later, when several descendants of the original colonists escaped, they became leaders of revolutionary groups, and led to the Great collapse which marks the beginning of our calender, 1 ACE.

The colony, compared to other planets under The Kylnyt, withstood the crisis and the following civil wars relatively well, and after the Nuclear Holocaust of NTcaba, in which the great Library of NTcaba was reconstituted into its fundamental particles, and later into a form of energy known as xecros radiation, it became the center of knowledge for the entire quadrant. Still, in the following centuries, it entered into what is now called the dark time, with the inhabitants reverting to a strict caste system. This ended in 1000 ACE, when VlaDrik the Conqueror became grand duke of Sygynyfydy and several nearby planets. While brutal and repressive, he did end the Caste system, and created a legal code for the planet. VlaDrik's Hegemony ended when his grandson, whose name is lost to history, swore fealty to NMBFLIASAS the strangely named. Under NMBFLIASAS' reign, the planet was ruled by the grandson as a viceroy, and eventually renamed it Voogoon, after the King's kunutilut (dog shaped thing). After NMBFLIASAS and the Viceroy's death in the 11th century ACE, the Caste system was reinstated and Voogoon broke off from the Kingdom, which was rapidly disintegrating.

The present Republic can trace its modern beginnings to Alfie Reforms. In the 14th century, grand master Alfie of Luendun created a set of reforms which would lead to the fall of the caste system a century later and the Hyperion Renaissance that would characterize Voogoon for the next three centuries. Little is known about Alfie's life, though scholars agree that he was most likely part of the Byngis, or priest cast, and had studied the ancient texts of the original colonists. Influence by these texts, and disillusioned by the violence directed towards the lower castes, he is said to have printed his reforms in a simple digital newspaper. This single event is the most likely cause of the Hyperion Renaissance, though certain events helped facilitate it. Several characteristics of the Hyperion period were radical reform, the creation of a constitution, the formation of a plutocracy, the founding of the Endina economics, and the rediscovery of the beacon system of space travel. After the Hyperion period came the confederate period, in which the Republic reconstituted itself into a trade league, along the lines of the Endina school of thought. During both of these period, revolution and civil wars were extremely common, later leading to the rise of isolationist feelings.

Today, in the 20th century, the government of the Republic is a complex affair. First there is the Merchant Prince. The Merchant Prince is the symbolic leader of the Federation, but is little more than a figurehead. One becomes the Merchant Prince by buying it off of the previous one, or by inheriting it from the predecessor. The Merchant Prince cannot hold public or executive office, but gets special economic monopolies under his control. The current Merchant Prince is Bojorik Evningstein. There is a parliament, which deals with economic and militarist interests outside of the league with other foreign powers. The parliament is elected (or not) based on the laws of the constituent planet, and the number of representatives is proportional to the population. Any action undertaken by parliament must be approved by the Council of Viceroys. The Council of Viceroys is a complex affair, but it holds the real power of the Republic. The Council is actually made up of the representatives of the Viceroys, who are the leaders of each planet, the two branches of the Navy, any trading ports, the Diplomatic and Espionage corp, and the Ministry of Education. One becomes a Viceroy in a variety of different ways. Some are elected, some inherit, some are appointed, and some seize power by militaristic methods, it all depends on the customs and traditions that particular planet holds. Several times a Council member was the leader of a civil war who overthrew the last member! The Council deals with domestic trade, crime, market regulation, laws, guilds etc. It is also a diplomatic forum where the members try to avert civil war between members, and where the members try to influence the other members into power blocks. In the early days of the Trade Republic, civil war was common, with a particularly disastrous one which, roughly translates into "The War of Such Horribleness we Will take Measures to make sure It never occurs again!", and led to several effects. The most immediate effect of this war was a generation gap spanning eighty years and the destruction of both the moon of Zur, and Zur, and the long-term effect was the Banning of Inter-Planetary Involvement and War Act (BIPIWA). This act stated that while civil wars between the members planets was highly illegal, wars and revolution inside of a member state was not, and thus an internal affair of the planet and not of the state. The act also states that leaving the trade league constitute an aggressive action, that any diplomat again seen snorting in the direction of a Zyliof would be hanged and shot, and that pudding will be banned from all areas outside the home or religious shrine. These measures would help insure an uneasy peace and prosperity (besides the pudding market, which is currently in turmoil) for the next two decades, in which brings this history to the present.

OOC: this is my first time in this type of forum, let me know if I did anything wrong, anything I should know, any tips, etc.
 
Last edited: