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alexander23

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Welcome to Master of the Galaxy: Voyage into the Unknown​




gwMcPXH.jpg




As you may know this its the fourth game of master of the galaxy!
For this version of the game many things have been improved and refined and game system and mechanics have been added. I sincerely hope everyone of the player enjoy them.


So what is Master of the Galaxy?


Like its predecessors, MGaSO is a space opera simulation game in which you will lead your polity, organization, crew or character to the end of the known galaxy and beyond looking for what uncountable being have seek before, Power, riches, glory or maybe the simple pleasure of adventure. Your actions will decide your fate, be it eternal glory or damnation in the pages of history!.

Before dabbling into rules and mechanics i wish to give a small but heartfelt gratitude to many game creators on these forum, they are: Wir Series by Frymonmon and Stormbringer, the many terrific games by BlackBishop, the very loved but short lived Lion`s Throne by sneakyflaps and the games by XVG.


Nation registration is: pre register nations get preference
Single Player Registration is: Open

Nations: pre-registered 13
Player numbers: unknown


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

agRD5p9.jpg


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 beings, Crystaline/Siliconic or gaseous are not permitted.

-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 attributes and traits : 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:
History:





Single-Character Creation:


a)Pick a player made nation to be in and your position on it.

b)Establish a background, contacts and so on to define your character responsibility, stats and abilities etc when game starts.

c)Be creative and have fun you can be whatever your imagination and nation let you be!...and if you found your nation to small then go out of it!

d)You can be whatever you wish to, do you wish to be a great admiral and lead fleets to victory? or a politician wishing for control of the government? maybe an idealistic revolutionary or a free pirate of the dark space. Your imaginations and desire is the only limit.


Rules and procedures



I. Every turn, you the player will submit 3 orders to me the GM as a interstellar polity and 2 orders if a single character player. I will then proceed and write the main updates and Minis.

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.The 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. Some things 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 Rules

Interstellar Polities:


-Every Polity get to send 3 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 2 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 than 3-4 lines and cover no more than 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 are obtained when your nation is in a declared state of war. They are to be utilize in any action which can be taken during war, like recruitment, intelligence, invasions and so on.



Single Character players:


-Single character players obtain 2 orders to do as they wish to. They truly have no limit on what you can do except your resources and positions.



How does the Universe Works


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

-Solar systems are treated as units not as single player basis for stats, actions or events for i am just one man and cannot handle hundreds of planets.

-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 or any known one had reach space. Every polity possesses sub-light speed engines so you move around your systems without troubles.

-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. The ability build them when you reach a certain technological level will be unlocked after some research on it.


The Military

vZ9hWuK.jpg



Planetary forces


1. There are many types of land units you can produce,. There is to be note that each division is composed of one hundred thousand men and woman, and abstractly posses all normal support a division have, air, artillery, tanks and so on. these are:

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 equipped and trained than the standard infantry division , 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. Mechanized units: Your Walking tanks, artillery and so on, basically your giant robot units. The cost is hight for these high end units.


3ix4Gsu.jpg




Naval Forces


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


Lightships:


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. Cruisers: Heavier than 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.


IV. Battle-cruisers: Faster and cheaper than battleships, better armed and armored than Cruisers Good for trader nations as they tend to be faster and are able to defend trade lanes better.


Heavy Ships:


VI. Battleship: Big, strong, tough, expensive. Able to dominate any battle they are in. The so called backbone of the naval forces in the galaxy. Battleships have one mission destroy the enemy ship at all cost.


VII. Carrier: Ships dedicated to transport fast attack vessels like fighters and bombers. Weaker than 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.


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 you were 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 extension to 6. Each nation has more specific levels in Hull Level , Weapons , Shields , and Engines .

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.




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, bigger ship and so on.

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 saber. 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 advanced 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. There will be five technological levels.


-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. However be notice that fleets in different galaxies cannot be retrofitted there.


-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

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Old world exploration and movement

o2ojtAU.jpg

Exploration of uncolonized systems as previously mentioned is quite straight forward. You order a scouting squadron to the system or systems (depending on your exploration rate) and it will discover what type of colonizable system posses. However in the old world most information is known thanks to decades of space exploration and trade. As such you have a 50% chance of knowing what is in a un-colonized system, by just asking me before hand about it.

In the old world exploring a system whom is not surrounded by a colored ring is not a necessity and you can colonize from the get to go with the dangers it incurs. The penalty however is low for doing it without exploring first, it is just moderate in contrast with downright dangerous in the new world.

As this is a more developed and traveled galaxy than previous versions is safe to say most system won't present any dangers if at all. Of course you may have a problem however low the chance is.

Colonizing is based on your colonization rate, as described on the stats as: Near colonization rate (1/3). This mean that can colonize a system with three orders. All colonization in the old galaxy fall under the near colonization rate.

Colonizations in the old world are massive efforts that involve building enormous systems to handle the new population. It includes some terraforming and massive infrastructure constructions. When a system is finished, it will have a population in the hundreds of millions citizens, whom will posses the same, responsibilities and taxation like in the original systems. This mean colonies in the old world are not one would say a financial success but more of a moderate one, however it will bring benefits as new areas for population and more territory for defenses and so on. As there are many government types and systems, in the stats they are called external departments as opposed to colonies.


Movement on the old world.


The movements of your fleets in the galaxy depends on your engine technology. Level one allows 2 jumps , every extra level (to a max of 5) adds a new jump. Colonization ships, merchants and diplo stuff do not follow this rules.

Another rule is you always colonized with people from your home-world unless otherwise asked for on the orders.

Another thing to note is that there are 3 types of lane system in our galaxy. The stable lines (dash lines on the map) whom poses no danger to be used, the semi stables(dot lines on the map) whom possess a 25% chance of failure and lost of whatever was on them and the unstable one (which is only one)(dash-dot on the map) which posses 50% chance of failure on use.


New World exploration and discovery


The new world is a dangerous place, full of unknown regions and beings that hide in the darkness. In difference with the old world, the new world is savage and unknown to the nations of the old world.

In the new world you must explore as you go before colonizing or risk the unknown with unprepared colonists, will you risk it all in a rush to colonize or take the cautious path that will slow down your advance.

The new world is an unknown land where you will only be able to see the adjacent system to the ones that have been discovered. Another interesting thing is all lines are deactivated in the new world and will need to be re-activated in order for them to work.

without active jump lines the effective of engines its cut in half for all fleets and as such military movements are delayed considerably. Colonization ships, and so on works the same as in the old world, related to movements.

New world colonization rate is separate from old world rate as its a completely different ways to advance civilization in the savage and uncivilized lands of the new world.

Colonization of the savage and unknown lands is a risky and expensive business that can yield enormous benefits for the nations that engage on it. When colonizing in the new world instead of the vast infrastructure and population centers of the old world, it is done in a smaller scale more focus on resources extraction, and strong defensive positions. Instead of hundreds of millions per colony at start (unless you bring people in) colonies will usually start in the dozens of millions adventurers.


Another Important trait is that military forces in the New world are much more expensive than in the old world and cannot be build on it. What do i mean? i mean that you can only raise militias in the colonies and no shipbuilding capabilities are possible at least at the beginning. Returning to the price aspect of forces all land forces cost 2 times more than on the old world and all naval forces cost 3 times more than in the old world.

Jump lines work the same as in the old world once reactivates. It is important to note that travel lines which are not activated jumping lines are dangerous and can be attacked by enemy forces.

War
6P5ipVj.jpg



War is different this time around as everyone start in possession of mass destruction weapons to attack planets. The war are different depending if it is done in the old galaxy or in the new galaxy. Meanwhile Naval fights are similar in both galaxies, land battles is where things differ.
In the old galaxy its generally made as a five point defensive shield protecting the planets from annihilation from space. If the five shield generators are taken out the planet immediately (as in 90% of cases) sends a surrender to the invades whom must decide if to occupy, annihilate the planet or simply partially do it so.


When an invasion occurs, i will create maps to make a more tactical war than just orders and add some spice to battles for systems. As the availability of men is much more in the old galaxy than in the new wars are long and proactive on the field and can cost millions of lives on the combatants and tens of millions to the population. Generators themselves are heavily fortified and protected in the planets and its costly to take them out in an assault.


In the new galaxy however population and defenses are much less and as such colonies only posses two shield generators with the capability of creating a third if a planet is fortified enough and believed to be in strategic position as the cost of adding a third shield is significantly high. Just as with old world , maps will be generated for the war. In the colonies Generators are much more lightly defended than in the old world opening more ways to end them.

There are many ways to destroy or shut down the generators (especially in colonies) from sneak attacks, to sabotage, treason and so on that doesn't require a proactive war, especially on the colonies.


 
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Lore and Nations of the Galaxy


Xan´Thi Trade Coalition

czO8PUs.jpg


The Trade Coalition is rather an entity formed by a union of many merchants guilds. The Xan’ Thi aren't one race either but believed to be around 20 total races mixed into the lands. The Xan’Thi system was unusual that managed to produce more sentient races per planet than the average life sustaining planets.

As nations and wars were fought eventually the ideals of free market and trade emerged as the banner of the system and when the governments felt it was corporations and merchants guilds that arose to the challenge of governance.

Today The Xan;Thi system is one where anything can be bought and sell, with only requirement you show proof of ownership, for such things many underground markets run selling contraband, kidnapped victims and stolen possessions after all authorities only care if you own it...not how you got it.

The Xan’Thi Forces rely primarily upon mercenaries and thug for hire corps as their pockets are deep as its their greed. Each Guild posses their own private forces and security apparatus, only when external threat comes they bind together to protect the right of all nations to trade freely in their lands.


The Diclonius Dominion

3VyKwi9.jpg


The Diclonius Dominion is a democratic nation inhabited by the Diclonii race, They are one of the few races in the galaxy to posses telekinetic abilities in mass, as it is known of all races whom posses such abilities they weigh heavily on their psych and the more powerful they are the more fractured their mind becomes with random episode of violence and dementia being common. Their history is fraught with war and genocide of the other two sentient race in their home system, and upon themselves with even a civil war that lasted one thousand years. However despite that they have manage to build a democracy and repress all militaristic and expansionist goals.

One of their main services is banking whom they do in utmost secrecy for anyone. The system is very simple you deposit money, you get a code and a account anyone with both can retire the money anyone can deposit on it. No records are taken , nothing to be filled. When Someone deposits on it all records of transactions deleted on their site as such they say they keep nothing. Notorious for being use for tax heaven, money laundering , hiding crime money it however have contribute much to their economy and secure place on the starts.

Said to be the most advance race in the galaxy their forces however are quite small in numbers. Equipped with best weaponry and latest technology they simply dedicated as security services and as small self protection forces. All Diclonii require military service to be prepare in case an attack is launched upon them, but they are well known for neutrality.Their population is much lower than other nations on the galaxy whom may be one of the reason why they have chose a merely defensive attitudes.



The Solesia Democratic Republic

PT31cNB.png


The “republic” of Solesia is a militaristic and nationalistic nation ruled by its seven consecutive terms president. A Nation that have been plague with economic and social troubles for centuries, finally unified under the leadership of President Isaac Ramirez over 60 years ago. The republic has all the mechanism for a democracy to function but they are corrupt and self servient, all under the influence of the president and his party: The Solesian Ascension. Opposition to it exist in a myriad of parties and coalitions with the most powerful ones being the Dosian Right Center Party and the Unity left leaning party.

With a fiery speech, and lots of social services the president have rebuild the nation into a powerful one capable of possessing a mighty army, however many point out rampant poverty, food and repression of rights to his “ascension”.

The so called republic posses expansionist goals and a force to attempt to do so, in a bid to expand and create the “solesian Sphere of influence”. The solesian forces are numerous and relatively combat worthy, whoever many point they are not using the best technologies available or that many are not trained enough for a war their leader promise them to.
 
Last edited:

alexander23

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Polity Stats


The Old World


SdFeif6.png




The Known New World
PacSzTW.png


xQCA5aL.png


STATS

Nations Descriptions

Adrallan Oligarchy (Aedan)
Tech Level: 2/5
Military Level: 2/5
Research:
Colonization Improvement: + Rate o colonization
Heavy Battleship
Military Technology


Engine: 2/5
Defense: 2/5
Weapons: 2/5



Polity
Traits
Positive Traits:

Well-Organized forces- Adrallan Fleets and armies have a strict command hierarchy, which has been instilled in its people since birth, allowing for absolute control over the battlefield, and rapid response times.(+1 starting military level, less likely to rout on battle)

Brightest Minds: The Oligarchy has been at the forefront of scientific development for hundreds of years, and is constantly working to maintain that edge. (-50% Reasearch cost,+1 starting tech level)

Negative Traits:

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 some citizens as their talents and desires expand.(Failures of the government are resented greatly by the population, uprisings more likely)

Specific Needs- Require a set mixture of air particles to survive, which few worlds possess, forcing Montdonians off the home world to wear breathing apparatuses.(+100% colonization cost, + 20% administration cost on external departments, +30% admin cost on


The Commonwealth of Albion (Gorganslayer)
Tech Level: 2/5 (2/3 +1 level)
Military Level: 1/5
Research: Heavy Battleship
Project Elizabeth (1/3)
Military Technology


Engine: 1/5
Defense:2/5
Weapons: 1/5



Polity Traits
Positive Traits:

Intellectuals: All upper members of Albion Society go through extreme education systems. This ends up leaving nearly all of the upper class with advanced scientific knowledge, meaning that the nation is known to have a strong scientific background and makes new advancements regularly.(-50% reasearch cost, +1 tech level)

Monarch: The monarch provides a symbol for the nation to form around, however the real advantage of the monarchy is that it avoids political infighting by having no option of debate or disagreement meaning policies can be implemented fast and changed quickly.(Extra stability to the nation and and a figure to relay around when political infighting occur)

Negative Traits:

Resource Hungry: Due to the massive needs of the Commonwealth the planets they inhabit will often have their resources drained a lot faster than would normally be the case.(+100% cost of econ orders on old world systems, -50% of initial econ Growth to all old world systems)

War of Conquest: Albion is finishing up the final stages of its conquest of its home planet; defeating the last of the rebels still on the capital. (-10% initial economy size to all old world systems)


The Kingdom of Francia (Fingon)
Tech Level: 1/5
Military Level: 1/5

Military Technology


Engine: 1/5 (+1 1/2)
Defense:1/5
Weapons: 1/5



Polity Traits

Positive Traits:

Salvator'sPresence - The faith of the Franks is strong and unifies them as much as theirlanguage and culture. (The Franks posses a much more stable society thanks to the unifying religion)

Knightsof the Chantry - The Chantry wields two knightly orders under its own command.This greatly augments Carolus's forces. (Francia posses two holy orders,whom are unpaid by the state and elite forces available for holy wars)

Negative Traits:

Feudalsociety - Most of Carolus's army are untrained levies raised from hisvassals. (to be determined)

Disdainfor money lending - Some vital economic matters are regarded as sinful leavingthe Franks at a slight disadvantage in trade.(-50% of initial trade income in capital city,departments and colonies)


Baekdu Republic (Scrapnight)
Tech Level: 2/5
Military Level: 1/5
Research: 1/3 supply chain improvement
Military Technology


Engine: 2/5
Defense: 2/5
Weapons: 2/5



Polity Traits

Positive Traits:
ManifestDestiny: TheRepublic is a hotbed of new ideas of nationalism and democracy, and out ofthese has grown a school of thought that the Republic must spread her greatnessthroughout the stars. Filled with the revolutionary spirit, not to mentiondreams of free land, enterprising Baekdu colonists are always ready to seek outnew worlds and bring them liberty and democracy. (+50% more colonist, +increased colonization rate, -50% colonization cost)


Leveeen Masse: TheBaekdu Revolution has managed to virtually unite the planet in an exceedinglyshort timespan, and this is in large part thanks to the fact that the Republicfielded an army on a scale never before seen in planetary warfare. Filled withpeasants and workers disenfranchised under the old order, the Republic's totalmobilization to fight the monarchist forces has left it with a large andprofessional army. While heavy troops make up a relatively small portion of theArmy, its sheer numbers and enthusiastic membership more than make up for anydeficiencies in heavy units. (+50% more manpower limit without extra penalties)


Negative Traits:

The Price of Freedom: Most of the Republic's political spectrum takes a dim view of non-democracies, seeing them as in need of liberation from the tyrants that rule them. This can make getting along with non-democracies difficult, and international incidents are far from unknown. (Large relations malus and diplomacy chance with non-democratic NPCs; chance of an international incident with bordering non-democratic polities)

The Commonwealth: Unlike many other polities, the Republic of Baekdu is not the only polity in its system. Under the terms of the treaty that ended the Revolutionary Wars, the Commonwealth of Meihon, which controls the Wa Archipelago and many settlements in the colony of Ginsei, is still an autonomous state except in matters of foreign affairs and defense. Lord Protector of the Commonwealth Tanaka Mahiro is a fierce advocate of the status quo, vowing to stand by the Republic in foreign affairs but adamant about retaining independence. Yet his term is set to end in two years, and the next Lord Protector may well be more amiable to integration. The Republic will be unable to utilize the entirety of the resources under its purview unless a solution for integration of the Commonwealth can be found. (+10% administration on capital and 20% External departments)


The Federal Empire of Azeratii (Jeeshadow)
Tech Level: 1/5
Military Level: 1/5
Research:
Intelligence Services Reform:
Heavy Battleship/spoiler]
Military Technology
Engine: 2/5
Defense: 2/5
Weapons: 2/5
NOTES: Loan from Baekdu to be paid in 4752: 2.5 Billion payment
Polity Traits

Positive Traits:

Established trade networks: Azeratii has been trading amongst itself for a long time. They are very good at trading and commerce (+50% initial trade income in capital, departements and colonies)

Shrewd Innovators: The diverse backgrounds and situation of all the inhabitants of the Empire mean that they have a lot of ingenuity. They are able to create new techs faster than the rest. (1 turn reduction to research projects)


Negative Traits:

Lackof explorers: Azeratii has not gone exploring in a long time. It shows. Theysuck at it.(Requires a higher roll for good outcome in exploration missions)

Spreadout economy: The fact that all of Azeratii’s infrastructure is spread out amongits systems means that in case of an invasion, it could sustain larger amounts of damage than invasions of other races.(+10% admin cost on capitals and departmets +50%more econ damage if foreign invasion and raids)


Skaven Federation (Viola)
Tech Level: 1/5
Military Level: 2/5
Research: Heavy Battleship

Military Technology


Engine: 1/5
Defense:2/5
Weapons: 1/5


Polity Traits
Positive Traits:

Strengthin Numbers!: TheSkaven are masters at drowning their enemies in their own bodies, theirdisregard for losses and the constant presence of many expandable slaves allowthem to freely throw their men (rats) to their deaths without worrying aboutdissent (Skaven society hardly care about losses) or manpower reduction (theyare never going to run out of bodies). To this day Skaven make vast use ofHuman wave tactics in all military situations, and sometimes even innon-military situations.(+50% manpower without extra penalties)

Lifeis Cheap: Theboon and bane of Skaven society and Biology is their extremely high populationgrowth. Skaven females are relatively rare (there are usually 10 males for eachfemale in a given litter), but they have the noteworthy capability to producethree to five litters a year, each containing about 20 ratlings (female Skavenare far more big than males, explaining their high birth rate), then the youngSkaven reach maturity in just one year and are ready for all kinds ofprofessions. If this element allowed their race to crush all evolutionaryopposition on their planet, and still help the Skaven to this day in solvingall kinds of problems ("just throw more bodies at it" is a commonsaying among all professions in Skavendom), now overpopulation is once againmenacing to destroy their civilization once and for all. That said the Skavenstill welcome the huge numbers that their Breeders produce and allow them tocolonize planets much more quickly.(+100% initial population growth to capital, departments and colonies)

Negative Traits:

Chronic Backstabbing Disorder:It can be said that the only thing that keeps the Skaven from overwhelmingtheir neighbors and conquer new planets to solve their problems with overpopulation is their fundamentally violent and cutthroat nature. Among theSkaven assassination and plotting against one's superior are extremely common,even if veiled behind an impression of complete reverence. The only way to risethrough the ranks of a clan is by causing the downfall of one's currentsuperior, preferably by murdering him. A Skaven Warlord must rule with strengthand cunning, he is supposed to be strongest among his brethren but must alsoconstantly check out for rivals and assassins if he wish to rule for more thana month. The result of this mentality is that all Skaven are utterly paranoidand scheming against each others, unity under the Council is merely a facademost of the time and all clans use to prepare complex and murderous plans todestroy each others only to be fooled by internal betrayal. Skaven society isconstantly on the brink of full-fledged civil war and only the iron fist of theGrey Seers is keeping the clans away from starting another nuclearholocaust.
(Increased chance of civil war and infighting if things go wrong. More vulnerable to corruption and intelligence actions)


Hewho Runs Away Lives to Fight Another Day!: The Skaven are a fundamentallycoward people, they will fight only if threatened with certain death or if theysee a chance for personal gain. In fact, it is considered foolish among theSkaven to risk one's life in acts of bravery, while cunning and manipulationare considered virtues. Generals and Officers always lead from the back, readyto flee at the first sign of real danger and laughing at the notions of"courage" and "boldness" so common among other people. Inthe end this means that Skaven are terrible soldiers individually, kepttogether only through fear and devoid of any strong morale.
(-30%Lower combat ability, morale easily breached, especially in pitched combat)





The Celtic Union (Korona)
Tech Level: 1/5
Military Level: 1/5

Military Technology


Engine: 2/5
Defense 1/5
Weapons: 2/5


Polity Traits

Positive Traits:

Celtic Tribes: The unity of the celtic nation, free and unbowed give them a increase morale on comat for their forces (Increases morale on battle, less likely to rout)

Decent trade: The celts have dedicated themselve to trade in hopes to escape poverty. (100% Trade increase on old galaxy lands)


Negative Traits:

Poverty: The celt nation is decaying and poverty is blatant seen in every street of the so called celtic Utopia (Lower initial Economy to home systems and departments)

Poor Education: The celtic education sytesm have failed in all levels, feeding the poverty and retarding the nation compared to others. (+50% to research costs)




The Mechons (Galren)
Tech Level: 1/5
Military Level: 1/5--->1/2 +1
Reasearch: Alien Doorstep

Military Technology


Engine: 2/5
Defense :1/5
Weapons: 2/5



Polity Traits

Positive Traits:

RapidIndustrialization-Since the Mechon send robots to colonize their planets, they don’t need food,or water, or other unnecessary trivialities to work. With the right materialssent at first, the Mechon can practically self subsist on any new planets theycolonize. (-50%colonization cost ,+colonization rate)


Machinesof Death-They’re robots. They don’t feel any emotion, get sick, or starve to death. Theyblast people like there’s no tomorrow. The only exceptions to this rule are theFaces, but they rarely get sick and their daily needs are minimal. (Higher Morale to land armies, No routingpossible, fight to the death on landbattles)



Negative Traits:

Slaves? What Slaves?- The whole issue about the Faces being former Homs and forced into fighting their own people raises a lot of issues with the other polities. Politicians have denounced the Mechon and traders are reluctant to do any business with the Mechon. (Lower relations with NPCs factions, -50% initial trade income for home system and departments)

Spies Everywhere - The Mechon have had problems with rogue Faces, double agent Machina, and other subversive elements within Mechonis. This caused one of the biggest defeats in Mechon history. Whether working together or not, they are very deeply entrenched within the Mechon, and any kind of attempted purge will probably not have much effect. (Penalty for espionage actions and defending against espionage.)


The empire of Geralia (SneakyFlaps)

Tech Level: 1/5
Military Level: 1/5

Military Technology


Engine: 1/5
Defense:1/5
Weapons: 1/5



Polity Traits

Traits:

1)Increasing wealth:
The home world has had a rich soil, when industrialization truly happened on a global scale it benefitted much of the Empire. With the new technology that within the last century, it has allowed a massive rise in wealth on the planet. Allowing both a large GDP per capita, and extremely large overall GDP. This has however also led the several issues, the large middle class it has made, which is still growing has demanded several concessions from the nobles and King. As such a parliament was established 30 years ago, but it only serves to advise the King, who holds still holds veto power, and full power in foreign affairs. As such should the King mess up, start a war that comes to home or refuse to do the desperate reforms which the Empire needs, many say that the revolution is only a gunshot away.
(Higher starting GDP per capita than standard to home system and department)(Revolts, rebellions and so on much easier, high tensions for reform (things described here))


2)Clone army:
The Empires army is made up of clones, they all use the same DNA that was taken from one person and has since been perfected. This has allowed the Empire to produce vast amounts of clones at much lower the cost than other policies. This has however also ensure that the humans of the Empire have not been in war for centuries, as such should they ever be forced into self-defense, widespread panic will follow.
(-30% cost to land army Units, +20% of Manpower)(No militia/hard to raise troops, support on planets should they come under invasion, little support during revolt)

Tasavalta Republic (Dadarian)
Tech Level: 1/5
Military Level: 1/5

Military Technology


Engine: 1/5
Defense:1/5
Weapons: 1/5



Polity Traits

Positive:
1) Revolutionary Zeal: The Tasavalta people are infuse with a seal to defend their nation and their new system of governance. (War taxes always succeed and pay 10% when at war, can be called every 4 years. )
2)Open and Welcoming of all new civilians: the tasavaltans are open and welcoming of all becoming a refugee center for many. (double pop growth to departments, 50% extra pop growth to capital. It can integrate conquered peoples much more easily and with less troubles)

Negative:

1)Revolutionary Fanatism: The revolution have made many fanatics for the cause making the tasavaltans unable to surrender or retreat, and more than anything getting them killed on the battlefield. (no surrendering or retreat for Tasavaltan Land Armed forced, causalities are increased by 50%)

2)Intolerance of differences of opinion: The tasavaltans cannot tolerate those who thinks thier system is wrong. (No possible diplomatic relations with non democracies, Nor possible to peace out a war with a non democracy unless half the territory of Tasavalta its occupied or unless half the enemy territory is occupied.)

House of We (Emilserj)
Civilization Progress: 1/5
Tech Level: 1/5 (uncivilized)
Military Level: 1/5 (uncivilized)

Military Technology


Engine: 1/5 (uncivilized)
Defense:1/5(uncivilized)
Weapons: 1/5(uncivilized)


Polity Traits
Positive Traits:
- Divine Leadership - The House of We is led by the centuries-old Hortator Jubal-lun-Sul and his wife-husband Vivec. Sul’s diplomatic skills are legendary - it is said that he defeated the great Numidium, the robot which devastated Nirn, solely with the power of his words. Vivec is also known for his silvery tongue, but he is most famous for his martial skills. Once, in the ancient time when Nirn was still vibrant with life, he is said to have sunk an entire continent only by splitting the atomos with his ebony sword. (Bonus to morale in combat, Military level easier to upgrade (one less phase))
- The Khajiit and Hist are pretty tough when it comes to life in the great Void. It is said that the first Khajiit traversed the vast expanse of emptiness and landed on Jo’Segunda by means of nothing more than a stolen mananaut suit and a purse of moon sugar. (double pop Growth to colonies, -20% admin cost for colonies)

R. Negative Traits:
- Conservative and religious: Most things in this world are explained by means of centuries-old texts from ancient scholars and priests recovered from the ruins of Nirn. The Dunmer people resist changes to doctrine and government, and thus prevent these things from being developed and improved upon. Perhaps they are so conservative due to their long lifespans; someone with enough money can easily live for thousands of years. (one extra phase for all tech development, +20% to tech cost)
- Void Sickness and Moon-Rot: The Dunmer tend to go insane in space if not trained properly for the experience. Also, the capital moons are plagued by rot, severely limiting food production there. (-50% pop Growth in capital system, +50% of colonization cost)


The Hellenic Kingdom of Lamia (Terraferma)
Tech Level: 1/5
Military Level: 1/5
Research: Military Technology


Engine: 1/5
Defense: 1/5
Weapons: 2/5



Polity Traits
Positive Traits:

1)Martial Prowess: Due to the last half a dozen governments increasing defense spending to dizzying heights (to almost 15% of their GDP currently) the military is the real proverbial crown jewel that has been seen as a force for good against the chaos of the last years. (Extra combat efficiency for all military branches)

2)Heavy Industries: Due to technological advances and plentiful mineral resources the Kingdom has a robust economic sector particularly in exporting construction equipment and materials ranging from the building of large ships to the tools to make entire cities. (15% higher gdp for home system, 10% for departments)

Negative Traits:

1)Shielding? What Shielding: What little shield technology the people had known was lost over the centuries as they preferred to use their abundant minerals to construct powerful sheets of metal for reinforced armor and hulls creating a huge reliance on their first and last line of defense. (No shielding technology, metal shields can only protect 15% of the system pop.)

2)Political Instability: Due to the King’s increasingly authoritarian measures the government is relying on rifles to maintain the peace rather than public discourse as the parliamentarian system seems almost like a farce especially when certain minor parties are just fronts for the ruling government. Already cracks are starting to show in the public’s faith in the system. (more likelihood for revolts to happen and less trust on the gov by its people (especially in losing wars))
 
Last edited:

alexander23

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Characters Stats



Vincent Tam "The Faceless man" (plutonium)
Funds: 692.5 Billion
Location: unknown

Subordinates;
Hoshi Yamoto (mercenary, Special operations agent)
Gregiry Hoch (doctor)
Flynn Kan (Pilot/engineer)

Assets:
dZara: luxury clothe store. Worth 75 Billion, generates 7.5 Billion a year
dZara: Azeratii Branch: Worth 200 Billion, generates 30 Billion a year
The People´s Regret Battlecruiser:
-400 service drones
-Saito Advance Stealth System X-3 Type (All round camouflage system, resistance to sensors, radars and plain sight.If directly hit by a force strong enough it will shut down the optical camouflage.
-Basic Combat Ai: able to fight in standard situations not the best for when outgunned or risky operations
- Accelerated Particle main cannon
- Two Basic Anti fighter Laser guns
-Two working missile ports (more can be added) equipped with low impact Missiles.

Dragos Alexandru Cosmas(iisbroke)
Race:Human (Terran)
Affiliation: Knights of Progress
Rank: Knight-Enforces
Location: New World (system stat in the stat page)
Funds: 0

Abilities and weaknesses

-Anti-Insurgency training: Posses advance knowledge of such operations

-Long training for troops: Takes long time to train new knights

-Resourceful: Allow to make more with less resources

-Dirty ways: Can cause conflict with local law enforcement

Equipment:

-Basic Knight enforcer combat Armor: Highly resistance to small gunfire, melee weapon and Common environmental factors.

Assets:
-7500: Special Operations gang members
-Pacifiers gang (CU capital): 120k members, 30 billion income
-Mara Allaince (CU capital) 250k members: 60 Billion income
-Tadgh Ó Fearraigh: 12 Billion yearly on intersts. 20 Billion debt hold
Aria class colonizer: A experimental small scale colonizing vessel
-220 Squires
-300 Pages
-100 Drones
-10k Refugees
-Rumelian Impact Absorbing Plating: Capable of resisting vessels up to Cruiser size fire power
-Karkov Low Impact shielding: Capable to resist the entry and exiting of planets atmosphere, at the same time resistance up to cruiser size firepower
-Five Anti Fighters Basic laser guns
-Ten Missile port equipped with medium damage anti-shield missiles
-Two super heated Particle beam Main Battle cannon.

Fleet:
20 Cruiser, 30 Frigates

Saoirse ua hAillin(plank)
Race: Human (Celtic)
Affiliation: Naval Forces of the Celtic Union
Rank: Ceannasóir(Commodore)
Location: Celtic Union (Capital system Adzang)
Funds: 30 Billion
Personal Income:5 Billion

Abilities and Weakness:

Anti Piracy tactics: posses vast knowledge how how to fight the plague of the modern times.

Respected Commander: Many hold great respect for her in her crew and subordinates and will follow her to the death.

Noble bastard: Shunned and hated by the aristocracy of the Celtic Union

Assets:

Alexander Layman (lordmichael)
Race: Human (Albion)
Affiliation: The Commonwelth of Albion
Rank: Duke of Waibosa System (Ruler Of Waibosa System)
Location: Commonwealth of Albion-Waibosa system
Funds: 50 Billion

Abilities and Weaknesses

Able Naval strategist: The Duke is an able commander of men and ships, Having serve in the Royal Albion Navy.

Xenophobic: Anti non humans sentiments are not hided by the duke, and it can easily cause incidents and so on.

Great House Heritage: The House of the duke is one of the great houses of the commonwealth which make him well known on the noble circles and connected.

Honorable: A man that stick to his honor like him is rare, this however make him do things that otherwise would simply being consider folly because they are the honorable way.

Assets:
-Ducal Lands on Waibosa system, generating a net income of 25 billion a year, lands valued at 300 Billion
-Catherine Fine Arts Academy: -5 Billion yearly


Forces under Him:

Naval forces
All forces in Australias

Land Forces:
All land forces in Australias

Kassandra Zoya Kurzman (king5000)

Race: Human (Zelsar)
Age:32
Affiliation: Zelsar Union
Rank: Captain on the Union Navy
Location: Commonwealth of Albion-Dreck system
Funds: 250 Billion

Abilities and Weaknesses

Excellent Naval Officer: Kassandra has always been the top student or obtaining achievement at a young age, making her an very able commander of naval forces.

Assets:
-Kurzman Family Dividends: As a member of the Kurzman family she obtains part of their dividend from their many investments. Net Dividends: 30 Billion, Investments on her name valued at 600 Billion

Current command:
1 carrier, 1 Battleship, 11 Cruiser and 10 frigates
ZUSC Resolute Cruiser is the current command ship

Arkhe(Dexander)
Race: unknown
Age:Unknow
Affiliation: None
Rank: Pirate Lord
Location: Skaven Federation
Funds: 1.377 Trillion
expenditure: 123 Billion (salary of crew pay by loot(current 50% of all loot, every 10% reduced adds a extra 25% expenses)
Abilities and Weaknesses

Ruthless Leader: Arkhe inspire fear upon his men, making them obey his comands more throughly or fear the consequences.

Pirating Sailing: Arkhe is an old pirate, knowing the profession very well and allowing himself to know how to ambush trade ships or enemies and navigate in dangerous asteroids fields much easily.

Paranoid: Arkhe Paranoia of treason and enemies make him take unnecessary actions and decisions sometimes, even to the point of putting in danger everyone.

Assets:
-Especialize Boarding equipment
-Medium Level Boarding tactics
-Basic Anti capital ships tactics
Modular Baseship (Battlecruiser size class):
-100 service drones
-Karkov Low impact shielding: Resistance to reentry to planets and using as a asteroid base, resistance up to cruiser firepower
- Accelerated Particle main cannon
- four Basic Anti fighter Laser guns
- Four working missile ports (more can be added) equipped with low impact Missiles.

Pirate Fleet:
2 BB, 4 BC, 18 CRY, 42 frigates

The Fyeria (Sanctorum Veer)(Jako
Race: unknown
Location: Unamed system to the North of Carpannova system
Funds: 500 Billion
Income: 80 Billion (20 per ship)
expenditure:

Abilities and Weaknesses

Positive Traits
Heightened Spirituality (Stable against foreing intervention, less likely to have full civil war).
The Golden Armada: Start with all tech 2 for the fleet.

Negatives Traits
The Remnants: No population Growth, nor ability to build more ships
Archaic Tactics: Extra Casualities from battles

Tech:
Engine: 2/5
Weapons: 2/5
Defence: 3/5
Assets:
2 ruined Heavy Battleship, need to be repaired by a nation with a Heavy shipyard and the ability to build one
1st Sanctorum Veer : 200 Million people: 10 Million manpower

3 BB, 7 BC, 20 Cry, 50 frigates, 20 transports
2nd Valix Veer: 200 Million people: 10 Million Manpower
3BB, 7BC, 20 Cry, 50 Frigates, 20 Transport
3rd Baelif Veer: 200 Million people: 10 Million manpower
3BB, 7BC, 20 Cry, 50 Frigates, 20 Transport
4t Iraddita Veer : 200 million people: 10 Million manpower
3BB, 7BC, 20 Cry, 50 Frigates, 20 Transport

terror(Babush)
name: Orun Nehenzaruk sa-Kainmon
Race: unknown
Age:Unknow
Affiliation: None
Location: Xanthi Trade Coalition
Funds: 100 Billion
Income: 20 Billion
Abilities and Weaknesses

Assets:

-Small arms and explosives
-50k members
-1 frigates
-1 Transport ship

Lord Basil Stouter(tappscot)
name: Lord Basil Stouter, 14th Baron Steelham.
Race: Albish
Age: Unknow
Affiliation: None
Location: Kop-Atlantis
Funds: 60 Billion
Income: 20 Billion
Abilities and Weaknesses
Fear? Never Heard of It. Is It a Type of Curry? - Lord Stouter, the epitome of an Alban gentleman, knows no fear! Nor do the men he leads, as why would he surround himself with yellow-bellied prats?

The Admirality Has Gone Soft! Used to be Able to Shoot First, Then Shoot Again! - A former admiral with the Alban Navay, Lord Stouter still knows his way around a star-ship!

He's Called Zim. They're All Called Zim! - A relic of the days when colonialism of alien planets meant treating alien species as primitives, Lord Stouter still sees all aliens as living in huts and needing a good wash, proper food, and being taught how to be proper Alban citizens!

Damn Droids. They Take the Fun Out Of Everything! - Holding a deep dislike of robots, sentient or not, Lord Stouter seems the walking-cans (even if they don't walk) as being only good for target practice.

Assets:

-Small arms and explosives
-300 crew members
-Support droids
-Battlecruiser
 
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lordmichael95

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You Can now post your nations, characters and lore and so on for me to make stats. More stuff incoming

The first post states that nation registration is closed. Is this not the case?

I think I would like to reserve a spot even if this is the case.
 

aedan777

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Polity Name: The Adrallan Oligarchy
Government System: Meritocratic Oligarchy
Leader: (Military) Exarch Jaq Cibio, (Economic) Arcarius Zamin Nibi, (Culture) High Counselor Malira Serrico

Positive Traits:
1. Well-Organized forces- Adrallan Fleets and armies have a strict command hierarchy, which has been instilled in its people since birth, allowing for absolute control over the battlefield, and rapid response times.
2. Efficient government- The Oligarchical system allows for a streamlined process, with swift action and division of work. There is little bureaucracy and corruption.
3. Strong Economy- The economy is healthy, through large resource deposits, well established markets and intelligent investment in the cities
4. Brightest Minds: The Oligarchy has been at the forefront of scientific development for hundreds of years, and is constantly working to maintain that edge.

Negative Traits:
1. 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 some citizens as their talents and desires expand.
2. Specific Needs- Require a set mixture of air particles to survive, which few worlds possess, forcing Montdonians off the home world to wear breathing apparatuses
3. Hatred of Nepotism- The Adrallan Oligarchy has an extreme hatred of Nepotism, and has difficulty dealing with Hereditary-based societies.
4. Harsh on failure- The people have been kept in line by constant indoctrination about the glory of the Oligarchy, signs that the system is not perfect might cause problems, and if signs that the system is inferior to another emerge, then the people would lose their faith in the Oligarchy.

Species description: (See Lore Post below)
Home world description: Referred to only as 'The Homeworld' by most Montadonians, meetings with other species forced them to create a more specific name for the planet, since other races didn't like always referring to it as 'The Adrallan Homeworld'. Much to the dismay of said races, the eventual 'Official' name was decided as Pa'anet'is'vomtu'sssn, with the most common explanation being that the High counselor at the time had a hatred of 'lesser' races, and a curious sense of humour. The planet has six continents, mostly temperate with a variety of biomes within each, however the Northern-most continent was mostly frozen, with some parts merely being extremely cold year-round, and the 'westernmost' continent by Adrallan maps is primarily a desert, with only a few oasis's and a river by the coast supporting the minor tribes that use to live there. Both were the site of early terraforming projects of the Oligarchy, but ultimately they were unsuccessful in adjusting the local climate.
History: (Lore Posts below)



The Montadonians

The primary race of the Adrallan Oligarchy, Montadonians stand at an average of 11 feet tall, with many reach 12 feet, with even up to 14 feet being reported. They are bipedal, but possess four arms, two on each side of their body, giving them substantial advantages over humans in any contest of strength. They also have four eyes, which allows them better vision than species with two eyes. However, for all their advantages over 'average' species of the galaxy, they possess a very specific anatomy, making it difficult for them to live on worlds different than the Homeworld, which they mostly rectify with terraforming, but when that is not practical, such as on campaign, their physiology is a serious weakness, despite their innate superiority.

fallen_captain__destiny_by_savorybaconist-d6075c0.jpg



The Oligarchical Calendar

Recorded history on the Homeworld goes back 25,000 years, but the most vital moment in the history of the Montadonian people occurred roughly 1,400 years ago with the foundation of the Oligarchy following the overthrow of the Adrallan Republic. This event marks the beginning of the 'Homeworld Oligarchical' period (Time before the Oligarchy was established is referred to as 'Pre Oligarchical' era, or PO for short). The region of Adralla was rather powerful, and united by a strong central government it would spend the next 600 years uniting the entirety of the Homeworld, achieving their goal in 611 HO. In the year 754 HO, after nearly 150 of continuous rule over the homeworld, the Oligarchy successfully launched the first Montadonian into space, followed by their first colony on their moon in 794 HO. 854 HO is the last year of the 'Homeworld Oligarchical' era, with the following year seeing the arrival of the first colonial expedition to the Taroraus system. That year is marked as year one of the Extrasolar Oligarchical' era. The current year is 557 EO.



Technological Development of the Adrallan Oligarchy

When the Oligarchy was founded in 1 HO, the weapon of choice for most nations on the Homeworld was the wheel-lock musket, as it had been for the past two hundred years. In the early years of the Oligarchy a new weapon was being conceived of in some circles, a musket with grooves carved into its barrel that made the bullet more accurate and long-ranged. The Oligarchy was quick to consider the weapon, but it was difficult and costly to produce the gun and the Homeworld had one significant disadvantage compared to most other races, it had no coal. Without coal, neither the Adrallans nor any other nation on the Homeworld developed an Industrial Revolution as seen on many other worlds. For virtually the entirety of the Adrallan conquests, the weapons of choice were muskets and hand-made rifles. This changed in 594 HO. While the idea of 'atoms' had been accepted for decades by this point, the idea that they could be split and weaponized was considered a joke by most scientists. However the Homeworld was at the height of the unification wars, with the 4 major nations left trying desperately to outmaneuver each other. Exhausted from centuries of warfare, the Oligarchy sought a final super weapon to win the war, hoping to harness the power of the atom to create a new weapon to flatten armies in minutes. Though it took over a decade, using methods lost to time, and costing thousands of lives in testing, they developed Arac'o'toshia (A rough translation would be 'Breath of the Dragon'), a atomic directional weapon, that could destroy armies in an instant. The weapon was extremely unstable, and had the tragic consequence of destroying those around it, but the terror the weapon caused was unmatchable. All other nations folded before the clear superiority of the Oligarchy and the Homeworld was united in 611 HO.

There are nearly 30 recorded instances of the Arac'o'toshia being used, with each use killing the brave volunteers who sacrificed their lives for the Glorious Oligarchy. In the aftermath of unification, many wanted such weapons to be destroyed and their means of creation burned, however a combination of paranoia that they would be needed again, and the belief by the scientists involved that other practical uses could be made for the technology caused the Oligarchy to secretly maintain the weapons and continue Atomic research. Though it took years, they were finally able to use water and wheels to develop the first stable nuclear power plant in 635 HO. With this an explosion of activity gripped the world, with industrialization spreading swiftly and rapidly bringing the Adrallan Oligarchy well past any previous nation on the Homeworld. Any who still doubted the Glory of the Oligarchy were left in stunned silence. Slowly the government became aware of radiation and it's consequences, but decided citizens did not need to be warned about it's effects, since that would only reflect badly on the Oligarchy and cause undue paranoia on the possible dangers of the now completely safe Nuclear Reactors. There also became increased interest among the triumvirate to expand the power of the Oligarchy to the stars, as the next frontier. Though development was slow, due to massive costs and needing to keep those involved silent on the actual dangers involved, the Oligarchy launched it's first citizen into space in 754 HO. The method of propulsion would be considered odd, not only today, but also among other polities in the galaxy, where the craft utilizes stored atomic bombs to drop below it as the craft rises, and uses the blast from the bombs to propel the craft upwards. While today we are aware of the dangers of atomic radiation, at the time it was still a government secret, and so the method was widely celebrated as a symbolic triumph into space with the same technology with which they had conquered their Homeworld. As such the craft was called 'Dragon Ascendant'. The Triumvirate had underestimated the amount of radiation that was produced, and was thus reluctant to continue to uses this method, but also reluctant to give up on space. Fortunately a combustible liquid discovered by miners in the Fearelan Islands decades earlier was found to have even more properties than originally suspected, leading scientists to design a new craft that would utilize this liquid as a fuel, once combined with other chemicals to act as stabilizers and accelerators. The first liquid fuel rockets were designed with multiple rockets being connected together, each being capable of firing independently. While this method could not carry as much as the nuclear-propelled craft, it created less collateral damage, so if became the new stand-by of the Oligarchy Space Program.

Expansion of the program and refinement of the rockets led to the establishment of the first Adrallan colony on the moon in 794 HO. Utilizing the moon's resources allowed for greater production on space without reliance on ships from the homeworld, allowing for much greater expansion in the colony and space stations. Between colonial exploitation and ever greater support from the Homeworld, the first 'Grand Seed' ship was created and launched on the 100th anniversary of the launch of the 'Dragon Ascendant', it was launched to the Voleneawya system, arriving the next year, marking the beginning of the Extrasolar Oligarchical era. Space exploration soon saw a boom, as many 'private' interests took to the stars and established their own colonies. To keep up with the massive demand seen for space, it was decided a space elevator would be constructed, and when it was finished in 43 EO, a further expansion was seen, making the Oligarchy a rapidly expanding power. But it would soon learn it was not the only force in the galaxy...



flag_091.jpg

Structure of the Adrallan Oligarchy

The Adrallan Oligarchy is an extremely organized and hierarchical society, with citizens divided into one of three 'Pillars' once they pass through primary education at the age of 14, unless they fail the tests, in which case they become a lower class, the Vanitasi. These Pillars are each devoted to a specific area, vital to the sustenance of the Nation, being devoted respectively to Military, Economics, and Culture. Each Pillar has 14 sections or 'ranks', through which members rise through their skills. This meritocratic system leads to each subsequent section being smaller and smaller, up to the final 14th rank only consisting of a single individual in each Pillar. These three individuals form the Triumvirate, the leader of the Military Pillar being called the Exarch, the leader of the Economic Pillar being called the Arcarius, and the leader of the Cultural Pillar being called the High Counselor. The Triumvirate has absolute authority over the Oligarchy, but due to it's limited size, it often subordinates tasks to the 13th and 12th sections of each Pillar to administer. The other central worlds are also ruled through a similar council system consisting of 1 member from each Pillar, from the 13th sections. Colonies are different, being ruled by singular governors, with the Pillar the governor is from determining the focus of the colony.

When the Oligarchy was first founded, the only establishment was the Triumvirate, the rest of the Pillar system would slowly be developed over the course of the wars of unification, as the nation demanded any inefficiency removed, with the system established by 243 HO, and the abolishment of families was made in 307 HO. During the wars of unification science was only understood from an engineering standpoint, in it's applicability for war. This was challenged in 469 HO when an Agricultural administrator Gregen Mendesiv of the Economic Pillar discovered that crops could be bred in ways to bring about certain traits, based on the traits of the parents. He wrote a report to the Triumvirate on this idea of inheritance and introduced the idea of genetics. By this point the Oligarchy had come to a point of near zealous hatred of anything even resembling nepotism, so a theory that seemed to reverse centuries of progress was viewed as nearly heretical among many of the upper echelons of leadership. However, cooler heads prevailed, primarily from a military desperate for any advantage. After careful review of the evidence and independent tests, they determined that Mendesiv was correct that plants could be bred to inherit certain traits from their parents, and that proper breeding could result in strengthening of the species, however his ideas had no relation on Montadonians, who were all born genetically equal and thus any attempt to return nepotism would be rightly silenced. This also lead to the widening of the science profession, with civilians also being able to study science and work to use it to benefit the homefront. This has led to science sometimes being unofficially referred to as a 'fourth Pillar' since there is overlap between the science departments of each pillar, but no one in leadership actually wants to create a real fourth pillar, even as science becomes an increasingly important part of the Oligarchy.



The Adrallan Oligarchy on Slavery

Officially slavery is outlawed in the Oligarchy, since such a concept clashes with the meritocratic ideal of the Oligarchy. Even other races are officially capable of becoming full members of the Oligarchy, since the Oligarchy rejects the concept of racism, equating it to nepotism writ large. The way in which other races are inferior comes from their failing to embrace the Oligarchical structure, and with proper training and evidence, other races will embrace the Oligarchy in time. However this pluralistic ideal is rarely embraced by the Oligarchy, even by the upper echelons. The (extremely) few foreign members of the Oligarchy face heavy discrimination and none of them have risen above being a Vanitasi. And even with the official policy of rejecting slavery, it is not uncommon for colonial governors to practice slavery away from the oversight of the triumvirate. Even when these governors are caught, the punishment inflicted on them amounts to little more than a slap on the wrist, and the slaves are merely incorporated in to the Vanitasi, scarcely better than slavery.



AU Rankings
558 EO
1 IO

3 IO
6 IO
 
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Plutonium95

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Giamal Security Dossier
People’s Regret and Her Crew


UObUAfz.png

The People’s Regret

Formerly owned by a pretender to the throne of the Terran Empire, the People’s Regret is a starship currently in the possession of one Vincent Tam, following a four month long confidence game. The ship not only boasts a luxurious interior complete with a full-sized top-of-the-line kitchen and a gym, but is also host to an advanced AI which controls of a network of robotic servants. The ship isn’t just for show though, as it also possess an advanced stealth system, originally designed as a precaution against attacks on the “emperor’s” life, allowing it to evade local authorities should the need arise. Beyond its ability to escape detection the ship presents little threat to security forces, having only basic onboard weapons systems. ***EDIT: Since the ship was stolen that alien Tam recruited must installed a military AI and a whole host of new weapons. Approach with caution!***

The ship was last spotted in Baekdu Republic Space.​

5f2z1eT.png

Vincent Tam - The Captain

Age: Unknown (likely early 20s)
Height: Unknown
Eye Color: Unknown

Despite illegally claiming to be the captain of the People’s Regret and her crew, Vincent Tam, which is likely not his real name, is a man of many hats. One thing that can be said with some degree of certainty is that, if not born there, Tam at least grew up on Giamal, a large space station and common resupply point for many ships traveling that section of the galaxy. Evidence suggests that he was raised in one of the less wealthy sections of the station where he was trained in deception and thievery from a young age.

Based on interviews with his victims, Tam is known to be fluent in several languages, he reads and writes like a scholar, has extensive knowledge of history, mathematics and literature and is more than proficient in the art of etiquette, including dining with any manner of company and preparing ornate cuisine. Despite the knowledge that we have gained from them, all of his victims have described wildly different men, forcing us to assume he changes his appearance after completing a job. We do believe that his established MO is enough to identify him by however.

Since appearing on criminal scene he has been known to have used the following aliases in various confidence schemes:
Jean Richelieu
Sam Tucker
Lieutenant Dòmhnall mac Ailpein
Son Lee
Prince Maximilian, twelfth in line to the Azeratii Throne

***EDIT: Originally thought only operate independently, Tam is now believed to be working with Hoshi Yamoto, Gregory Hoch, and Flynn Ka; all wanted criminals. Their dossiers have been attached to this file.***

wJhGx9C.png

Hoshi Yamoto - The Muscle
Age: 27
Height: 1.88 meters
Eye Color: Gray

Hoshi Yamoto is a citizen of the Baekdu Republic and daughter of a former noble family from the Southern Provinces. She is known to have fought in several of the wars that unified the planet, during which time she received several commendations and medals. Records show that she sided with Field Marshal Park Minjung during the so called “Thanksgiving Reaction” [during which time she lost her left arm in battle], and was dishonorably discharged when the fighting ended. After that she is believed to have received cybertronic implants and left the Republic to search for work as a mercenary. During this time she served as muscle for at least two separate narcotics smugglers. Yamoto was first seen working with Tam shortly after he came into possession of the People’s Regret.

Yamoto is to be approached with extreme caution. She is proficient with a wide variety of both ranged and close quarters weaponry.​

cvBneWH.png

Gregory Hoch - The Doctor
Age: 63
Height: 2.13 meters
Eye Color: Brown

Gregory Hoch is from the Zelsar Union where he was a renowned surgeon for decades prior to being charged with the murder of his wife. Using his vast wealth he fled the system stowed away in a smuggler’s ship. Since then he has worked across multiple star systems as a back alley surgeon for various gangs and those too poor to afford hospital visits. Hoch is believed to have arrived on Giamal some fifteen years ago using falsified papers and it is believed that he has known Tam for the longest out of anyone on the crew, possible even having a hand in raising him. If Tam is the face of his gang then Gregory Hoch may very well be the mastermind behind it.

Gregory Hoch possess a genius level IQ, an advanced understanding of science, medical or otherwise, and a lack of empathy. Any attempts to approach him are to be taken with extreme caution.

kThVmHC.png

Flynn Ka - The Engineer
Age: Unkown
Height: 1.68 meters
Eye Color: Black

Of all the crewmembers of the People’s Regret, the least is known about Flynn Ka. He is believed to be from the Xan’Thi Trade Coalition though no records could be found to confirm or deny that. He was first seen with Tam almost immediately after his acquisition of the People’s Regret. Since then he has acted as the ship’s pilot and engineer, giving the name Flynn Ka when docking on various planets.​
 

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THE ANTALEAN REFUGE
ttar_concentric_circles_v.jpg

The emblem of the expedition, a resemblance of the lost capital city, Ceanurbe
Species Name: The Antaleans

Government System: Parliamentary Hegemony

Hegemon: Vis " Urban " II Antelid

Positive Traits:
1) Experienced at warfare
2) Lasting Legacy
3) Innovative People
4) Large Fleet

Negative Traits:
1) Inefficient Bureaucracy
2) Unstable
3) New Way of Governing
4) Slavery is allowed

Species Description: The Antaleans are a proud people, famous for their lust for expansion, which is equally matched only by their relationship with the sciences and art. However, their physical structure is less than impressive, since they are short humanoids with weak bodies that have to rely on their technology to achieve their impressive feats.

Lost Homeworld Details: The Antaleans are a most peculiar race indeed, as their desire to dominate has driven them to far away places. And what better testament than the fact that they do not even originate from the current Galaxy. Their old capital city, Ceanurbe lies somewhere in the Valnus Galaxy, a location with which that other species are not familliar .

The planet itself lies in a solar system near the center of the Galaxy, in a system with only one star, a peculiarity in itself, considering most systems have two or three stars, and 6 planets. Out of these planets, only one was suitable for life, as the other 5 were too far away for organisms to evolve in them.

The planet which hosts Ceanurbe is named Antalos, after the mythical king that united the planet under one banner. Most of the planet is covered by a huge ocean, while the landmass can be considered a "Pangea" and covers only about 30% of the planet's surface.

In the oceans, or actually above the oceans, hovered the city of Ceanurbe. Antalos, the famed king, ordered the construction of the city in order to make it inacessible to the common men. There, he was ordained the first Hegemon of the Antalean people.

The city itself was a center of scientific and artistic advance. It hosted numberous advanced technologies developed by the race inhabiting it and by other races that had been conquered. Just like the emblem, it used to consist of many circular halls, each one with a smaller radius than the other, and the center hub, which is the control room. These halls contained rooms that harnessed the energy of the waves, the sun and sometimes that of the electricity from the storms. There were also anti - matter generators that harnessed the energy from the reaction of matter with anti - matter. The energy was used to power the now useless force field that protected the city and the life support systems. The food resources of the city came either from the subjucated slaves in the continent or from looting.

Species History:
As far as resources go, the Antaleans were not that strong at first. Situated between numberous important empires of the time, they were often sold to slavery or almost at the brink of extintion. But with a charismatic leader and the willingness of the people, all that was about to change. His name was Nantu Mak, given by his slavers, an empire with a name that was to be forever wiped out by all historical records.

Luckily for Nantu, the mysterious empire had an open caste system that often used it's slaves as warriors and administrators, and an ambitious man like Nantus could easily climb the social ladder. His father, Etus, a name of Antalean origin, was a military commander, and a capable one at that. During his campaigns, he often took Nantu with him, who by the age of 18 was already a known member of the imperial court.

As years passed, and Nantu's father died, Space Faring technologies were achieved by the nations of the time, with some being more advanced than others. And Nantu came up with an idea. " Why should we not use the space ships that are being build to bombard the enemies from space?" he thought as is attributed to him in the autobiography, Antala.

And so he did. Under the command of the emperor at the time, he managed to wipe out all resistance and conquer the rest of the world. He used that new - found power to intimidate the common folk and to revolt against his emperor. After succeeding in the revolt, he enslaved all the races expect the Antaleans, who he forced to settle in a coast near the city of Ceanurbe.

Before utilising the combined civilisations' advanced technology to build Ceanurbe, he adopted a regnal name that would be passed down to all his ancestors. His name was to be Antalos I Makid, a name of a hero for the Antaleans while still reminding them of what their enemies did to them during their time as slaves. It was during this time that he ordered the slaves to construct the capital city of the oceans, in order to impress people and to have a proper ceremony for acquiring the title of Hegemon.

After a few years, Antalos was dead. He had put in place all the state institutions which are used even 250 years after his death. His successors, despite not being as able as him, managed to spread the Antalean people out of their home system in order to colonise other systems that were either dead or had primitive sentient life in them. As is Antalean tradition, all the life forms were enslaved. Military Colonies were also established, in order to guard areas near more advanced civilisations or risky ones.

During the time of Onus III, the Antalean dream of galactic - wide conquest was finally realised, and every life form in the Galaxy had been enslaved. However, being a content man as he was, he decided to live a life of peace and decadence rather than to fund scientific and military expeditions to other galaxies. He thought there was no danger, despite the fact that energy and signal readings provided proof of advanced life forms in the Galaxy.

However, Onus III died from cardiac arrest, a really primitive cause of death otherwise avoidable. For some suspicious reason, it seems that the personal doctors and scientists of the hovering city of Ceanurbe had been conviced that his son, Onus IV, was a much better leader than their father. As time passed, Onus IV became more and more authoritative, causing galaxy - wide unrest and revolts. Although Onus IV managed to kill all dissenters, a new species had arrived in the Valnus Galaxy and had consolidated their power while the eye of Antalos in Ceanurbe was not able to detect them. Once the Empire ceased having cases of civil arrest all over the Galactic Provinces, it was too late for them to protect against the robotic race called Tecnolats, as they had assimilated their technologies. The races of the provinces at the frontier were sacrificed, and huge Ark Ships were constructed. Before the Tecnolats managed to arrive at the heart of the very first Antalean expansion, where the Antalean species had spread, the Ark Ships were ready and as such the Antalean people evacuated to this galaxy, where they have formed first settlements. Their leader remains the Hegemon, Vis II " The Urban ", meaning Leader of Great Power.

Starting Situation

Military:
Most of the ships provided by the old Hegemony are in good condition and technologically advanced, although still backwards in term of Antalean technology. That was an unfortunate side - effect of the hasty escape of the Antaleans from their home galaxy.

Technology:
Most of the advanced Antaleans technologies were lost in their evacuation. The Antalean military, which is mostly robotic in it's nature, and the slaves are not capable of understanding such technological feats considering that both groups might not even have any theoretical scientific education, and the scientists are not many.

Economy:
The ships coming from Valnus carry with them seeds, cattle and other materials like metals needed for the construction of settlements and basic machinery that can ensure the survival of these settlements. While not mainly a trading nation, they have learnt much about their neighbouring races through trade in the last 50 years.

Society:
The Ark Ships themselves were the Antalean society for all intents and purposes. The Antaleans, considered a superior race to the other ones that used to inhabit Valnus under their own lords, either become scientists by receiving an extensive education in all the sciences excluding medicine, or soldiers, who are trained in the arts of robotic and space warfare. However, some really capable and ambitious slaves are able to join these ranks. Despite that, the doctors are a special class, only available to the Antaleans, due to the perceived fear that an inferior race could poison it's superiors because of it's feelings for being enslaved. Most races who are not Antaleans but under the Antaleans and are of a lesser technological level are enslaved are forced to work on matters of physical labour, which the Antaleans can't complete due to their frail bodies.

Summary:
This is the part where one story ends, that of the past, and another begins, that of the future. While the Antalean Refuge has managed to arrive safely and has created the very first cities in a short time, thanks to the advanced technologies, and the Hegemon himself is strong and prosperous, the situation looks grim for the explorers, as this galaxy too has become overpopulated, and they may once again need to search for another home among the stars. Truly a Refuge - nation with a proud legacy.
 
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(videofan, remember the guidelines for correct posting of your nation, you are missing the traits etc....)
 

Nax24

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The People's Republic of Terran
I9Q8zyY.png

Government: Communist Dictatorship
Leader: Joseph Tytus

Positive Traits:
I. Hail the Worker: The PRT is a bastion of Worker's rights and power, for the working class is the strongest class. Thus, the Working class works harder in industry knowing that they own the nation. (Industrial Boost)
II. The Red Guard: The PRT's army is not the greatest trained army in the universe, but it is massive, and full of people willing to die for the nation. The suicidal tendencies of the army make it a formidable force against any enemies. (Army Moral)
III. Proud Heritage: The PRT is descendant from one of the Greatest Colonial Empires in the History of the Universe. The PRT's past is held in esteemed regard, and all the nations know it. (Diplomatic Influence)
IV. Efficient Government: The government of the PRT is efficient in terms of managing the economy, managing taxes, and managing the needs of the people. The government has developed into a well-oiled machine. (More Income)

Negative Traits:
I. One Party System: The PRT has one legal party. Any other party is outlawed, and anyone caught forming/joining a rogue party will be arrested for treason. (Stability Decrease)
II. Capitalist Scum: Their are some capitalists that remain loyal to the old corrupt government of the Terran Republic. Those who wish to see power stolen from the people to further advance the fat capitalist pigs are constantly plotting against the Communist Regime. (Higher Unrest)
III. Lack of a fleet: Wars with neighbors have decimated the PRT fleet, leaving little ships in terms of a navy. It will take time before the navy can be rebuilt to its former glory. (Small Starting Navy)
IV. Faltering Economy: The Economy of the PRT has been in decline before the rise of the Communists. The Capitalist Pigs of the Terran Republic have eaten all the value of the economy clean from the nation. The effects of the corruption are still felt in the nation as the economy struggles to get back on top. (Bad starting economy)

History:

The History of the Republic can be divided up into three major segments, The Beginning, The Empire, and Modern Day.

The Beginning:

The Beginning of the Terran People can be traced over two thousand years ago, what scholars assume to be the year 2300 AE, when a mysterious ship crashed landed on the planet classified as Drakoria. No one knows where these people came from, but one thing was clear, they were here to stay. They began to colonize the planet, spreading out, and generations later mass kingdoms and republics emerged on the planet. Some were simply islands in the middle of the great sea, some spanned continents. Eventually, through hundreds of years of warfare, political intrigue, and espionage, two major powers emerged. The first was the Kingdom of Christo, a large militaristic society that dreamed of imperialism throughout the stars. The boasted a large space-faring fleet, and were at the pinnacle of technology. The second power was the Republic of St. Pauls, a democratic institution that based its power off of economic success and trade prowess. Throughout the years, these two societies began to absorb the smaller states into their realms, and began a proxy-war with each other. It never got violent, until what Terrans call "The First Imperialist War".

The victor of this war was the Kingdom of Christo, emerging victorious, and annihilating the Republic. Soon, the Kingdom became the dominant power on the power. A few months after the victory, the King of Christo, Ivan, was crowned Emperor Ivan I of the new Terran Empire, and thus the Empire was born The year was 2500 AE.

The Empire

The Empire started off as one star system, the system known as Terran. It was a humble start, with some planets that contained the resources needed to feed and nourish an empire. It also had the supplies needed to create a vast army and navy in which the Terrans could conquer the stars and fulfill their imperialist dreams. Ivan I ordered the massive construction of thousands of battleships, cruisers, and carriers, as well as train millions of soldiers for an invasion force. Soon, the Terrans began to eye their first target, the large Dictatorship of Baeka. The "Second Imperialist War" as the name would be called would be the shortest, yet most effective on history, war in Terran history. The full might of the Terran Empire was unleashed upon the Baeka people, who soon fell to the onslaught. By the end of the decade, the entire realm of what used to be Baeka was under the control of the Terrans, boosting the size of the Empire to 4 systems, establishing the modern core planets of the Terran People.

For the next 1000 years, the Terran Empire expanded at a lightning pace. At its height, under the Emperor Constantine V, the Empire would have over 1000 star systems across the galactic sector, and have influence in nearly 5 galaxies. Though they only had 4 systems under their control in the main galaxy, the bulk of expansion was done in other galaxies connected to gateways like wormholes and large galactic transporters. These gateways allowed troops to come and go to the colonies. The empire was massive, the largest empire to be seen in Galactic History, the only threat to that proclamation is the possibility of an even bigger empire in an unknown galaxy. The regions were well managed, and the Emperor's ruled greatly. 150 years of Terran History is referred to as "Pax Terran", a great age for all of the galaxy. Yet, all great empires eventually collapse, and the Terran Empire is no different. 900 years into its life, in the Century of 3500 AE, the Empire soon began facing trouble within and from outside.

The fall began with the arrival of the Seejut, a nomadic race of aliens traveling across the galaxy. The Seejut wanted to settle on planets that belonged to the Terran Empire. The Terran Emperor at the time was Peter X. Peter denied the Seejut access to the systems that they could settle on, and the Seejut responded with a petition. Figuring the Seejut would not leave them alone until they were forced out, or until they moved on, Emperor Peter X ordered a large naval force to apprehend the Seejut and push them out of Terran Space. The fleet was sent out, and only 10 ships returned, badly damaged. The "Seejut War", had begun. The Seejut fleet was constantly on the move, and thus making it hard to pinpoint their exact location, and their size. It wasnt until the breakthrough needed, that the Seejut's were spotted in the outer colonies of the Terran Home Galaxy, that the battles began. Peter sent a large fleet of over 2000 ships to this outer colony to find the Seejut. When they arrived, they found nothing, only a simple beacon. What had happened was the fleet was tricked out into deep space, away from the homes of the Terran. Then, disaster. The Terran Empire home-world of Drakoria was hit with the full might of the Seejut fleet. The defenseless planet was not prepare to face a force of that power, and soon crumbled. The "Sacking of Drakoria" would become the darkest day in Terran History. With the home planet burning and occupied, and with Peter X dying in the carnage, the Terrans surrendered, the first war the Terrans ever surrendered in. The Seejut gained a large amount of systems to settle on, and the Empire's fall began.

The next 100 years of Terran History is known as the "Age of Revolutions". During this time, Colonies declared independence, and beat Terran Armies. Nations began to rip the Terran Empire apart, taking massive chunks of land. By 3550 AE, the Terran Empire was reduced to 1/4 of its original size. One known planet that rebelled from the Terran Empire is the polity known as "Ratugon". In 3595 AE, the Terran Empire was nothing more then the core star systems. In 3599 AE, the current Emperor, Ivan XX, died, leaving his son, the 5 year old Constantine XI, as Emperor. The following year, a group of capitalists bribed military personal to overthrow the Emperor. Constantine XI was executed, and the Industrialist Republic of Terran was established as a Capitalist Oligarchy. The Terran Empire, had now become defunct.

Modern Day:

The "Republic" soon began to show signs of weakness in its 100 year reign over what remained of the Terran Empire. The Oligarchy was corrupted and flawed, the capitalists only wanting to earn money and power through the expense of the people. Most people argued it became more of a "Kleptocracy" then an actual republic. This was met at the expense of the people, most notable, the working class. The wage was lowered, the safety standards were lowered, and the ability to form Unions, outlawed. The workers died in bad conditions, and the ones who lived earned little pay for the ability to feed their families. The upper class became very wealthy, and the line between rich and poor got bigger and bigger.

The one achievement of the Oligarchy was that it managed to use the wealth and build more factories, farms, and open up trade routes to other nations. The Oligarchy is credited for making contact with the nations that emerged after the fall of the Empire. Yet, Internal Instability soon found its way to Drakoria again. A man by the name of Karl Young published a Manifesto dictating the grievances the People had towards the republic. Karl Young was soon found and shot for treason and libel. This caused mass unrest among the communist and socialist workers, who had begun to flock to the newly created "Terran Worker's Party", led by Joseph Tytus.

In 3705 AE, the TWP organized mass strikes in the many factories across the Republic. The Oligarchy tried to shut these strikes down, but were unsuccessful. The strikes grew into protests against the government, riots, and then full blown insurrection. The Workers of Drakoria demanded an end to the unfair Oligarchy, only favoring capitalists and men of wealth, and the establishment of a government that allowed for the workers, those who make up the most of the population, to lead. In 3707 AE, after two years of rebellion, the TWP overthrew the Government, and a new "Proletariat Republic", was formed called the People's Republic of Terran. Yet, it soon became clear to outside observers that the "Republic", was in fact a Communist Dictatorship, and that Joseph Tytus had made himself supreme ruler. Things have been getting better for the workers following this. Tytus has promised that 3708 AE would become the most economically successful year in the People's Republic.
 
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alexander23

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No linking from the sign up thread, post all stuff here from there
 

Galren

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Future Home for Uksugan League Information

*** Under Renovations ***

Note: The information below is considered to be inaccurate, as it is from Neo-Valakian Propaganda.* If you wish to see an example of the propaganda, take a gander.

Polity Name: The Mechon

Government System: Oligarchy/Military Junta (If you consider the heads of states as military leaders since they control the bots.)

Leader: Lucijab “The Insane” (Moniker given by the resisting Homs and Machina)

Positive Traits:

Rapid Industrialization- Since the Mechon send robots to colonize their planets, they don’t need food, or water, or other unnecessary trivialities to work. With the right materials sent at first, the Mechon can practically self subsist on any new planets they colonize. (Bonus to colonization speed.)

Machines of Death- They’re robots. They don’t feel any emotion, get sick, or starve to death. They blast people like there’s no tomorrow. The only exceptions to this rule are the Faces, but they rarely get sick and their daily needs are minimal. (Slight combat bonus for all units.)

Efficient Research- Research teams are greatly benefitted by some of the largest labs and research facilities within the galaxy, as well as the tech to back it up. (+1 Science Level/Progress towards next Science Level)

Automated Factories- Factories are run automatically and have been optimized effectively by the Mechon, capable of churning out Mechon at an alarming rate. (Bonus to producing ships and units.)

Negative Traits:

Colonial Rebellion- In its current colonies, the Mechon are dealing with fierce resistance from the Homs and the Machina. This grueling slugfest isn’t petering out anytime soon, although the Mechon rule the space lanes. (Active Rebellion within Current Colonies)

Never Forgetting Their Faces- The Faces retain their memories from their surgery. This causes major issues as the Faces are limiting their own potential by retaining their memories. Some even rebel and turn to the other side, revealing vital information that help the colonies in their fight. (Chance for Heavy Infantry and Mechs to flee to the other side.)

Slaves? What Slaves?- The whole issue about the Faces being former Homs and forced into fighting their own people raises a lot of issues with the other polities. Politicians have denounced the Mechon and traders are reluctant to do any business with the Mechon. (Penalty with NPC Faction Relations, Trade Income Penalty)

Nobody Loves the Mechon- The Mechon, most likely, are known around the galaxy as slavers, oppressors, and destroyers of entire worlds. Clearly, nobody wants to suffer the same fate that the Homs and the Machina did. (If systems have been taken from other factions, there is a chance of rebellion there each turn.)

Spies Everywhere - The Mechon have had problems with rogue Faces, double agent Machina, and other subversive elements within Mechonis. This caused one of the biggest defeats in Mechon history. Whether working together or not, they are very deeply entrenched within the Mechon, and any kind of attempted purge will probably not have much effect. (Penalty for espionage actions and defending against espionage.)

((Note: The crossed out trait was one of the original traits, but, for being unrealistic, has been replaced with Spies Everywhere.))



The Mechon

Note: This is pretty much basic information that any database (besides the Mechon themselves) would have on the Mechon in other polities.

3Iqh2.png
Flag for the Mechon. ((Spoilers due to image size.))

Origins: The Mechons are a race of robots originating from their homeworld, known as Mechonis. Mechonis is also home to two other races: The Homs, who are what we would consider humans, and the Machina, a race of machine-people.

latest

An example of a Mechon. In this case, this is a Mechon M42. Mechon come in many more sizes and forms.

latest
A Machina. ((Spoilers due to image size.))

From what we can understand, the Homs were once a much more prominent and technologically advanced race upon this planet. What cause the near downfall of this race is an event that the Homs called the Devastation.

The Devastation:

The Machina have said that they are creations of the Homs, and that one of their people was troubled or malfunctioning. That Machina said that the Homs hated him and all of the other Machina and that the Homs wanted to wipe out every last one of them. Lucijab, the name of this malfunctioning Machina, built up a force of the first Mechon with the help of a Lady Kiaali.

During all of this time, the Homs never noticed anything wrong with Lucijab, even though the Machina have reported Lucijab's disturbing actions. The Machina themselves had tried to take out the Mechon, but Lucijab prevented them from doing so. He would say that all of the Machina were in this with him, even though they were innocent. It would be hard to shrug off such slander.

By the time the Homs finally figured out that Lucijab was unstable, it was too late. The entire research facility that the Machina were kept in was overrun by the Mechon that he created. The Machina had fled, and the swarm of Mechon seemed unstoppable. Lucijab was able to dig tunnels to other research facilities, and his Mechon overran those facilities too. How many Mechon was Lucijab able to produce? A million, or even millions of Mechon were produced or in production by the time Lucijab made his move.

The blitz had great momentum and, combined with the superior armor and technology the Mechon were using, Lucijab was able to overrun the planet within a couple of months. During that time, the Homs and the Machina flee the world of Mechonis and headed for the Homs colonies, getting every last spaceship that they could. Lucijab controlled Mechonis, yet he had no feasible way of transporting his Mechon in masses to subdue the colonies.

At this point, he had a new contact: the first contact with a species besides Homs or Machina.

Crackdown in the Colonies:

A ten year period passed between the Mechon subjugation of Mechonis and the Mechon's attack on the Homs colonies. During this period, the Mechon built up their fleet and kept upgrading the Mechon to hit harder, move faster, and take more hits. The Homs and the Machina also built up their forces. They placed all their focus on the fleet, because that is what will keep the Mechon out.

On that fateful day, when the Mechon ships arrived on the colonies, the Homs thought they were ready. They thought they were ready to avenge their friends and family that were lost to the Mechon. Oh how they were not. A new Mechon by Lucijab, distinctly different from the rest, made its debut. The Face.

The Face is a Mechon that is essentially a mecha, aptly named because, unlike the other Mechon, they have a distinguishable face, not just light sensors. These Mechon have a mind of their own, and cause destruction on the battlefield, with massive, oversized weapons that are capable of massive damage and destruction. They were a key in breaking the Homs fleet, destroying key weapons systems, engines, and life support.

The Faces have a terrible secret. During the battle, one of the Faces ended up crashing inside a hanger. Homs and Machina on the ship scrambled to see the wreckage. Inside the wreckage was a Homs. One of them knew the Homs and were shocked to see him flying one of those Faces. He thought he was dead. And it wasn't just that one Homs inside a Face; the majority of Faces are piloted by a Homs, one that is supposedly dead. As if that was not shocking enough, these Homs had their several organs taken out and replaced by machines. What was once a Homs was now more like a Mechon.

These Homs fought against their own kind because their memories were suppressed and replaced by new personalities. Lucijab ensured that his creations would not turn on him, and yet, these memories still managed to make their way back up and restore the original personality. This wasn't in every case, though, and after word got out that some of the Faces betrayed him, Lucijab ensured that the remaining Faces he had would not have this problem again by wiping their memories and erasing the original personality permanently.

Although the first battle in the colonies ended up as a victory for the Homs, it was a pyrrhic victory, and one that cost them severe damage to their fleet. With the fleet out of the way, Lucijab had the second fleet designated to back the first fleet up to lead the crackdown on the colonies. To this day, the crackdown successfully placed control of the space lanes in the hands of the Mechonis, but the planets were more resistant then he thought.

Partially, this was due to Faces' memories resurfacing even after Lucijab's memory purge. No matter how much he tried, Lucijab just couldn't suppress those memories hard enough. It has been reported that entire towns in the colonies have been leveled due to Lucijab's rage over the memories.

*((OOC: I swung in another direction with them, leading to the Uksugan League.
 
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Korona

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celtic_federation_by_achaley-d7phql7.png


The Celtic Union



Capital: Baile Átha Cliath (Dublin)
Government Type: High King - Council form (Basically, the High King is the head of state, and presides over council meetings, so the exectutive branch, while the council serves as the legislative and judicial branch)
High King: Toirdhealbhach Ua Brian (Known as High King Brian II)

History: The Celtic Union is a relatively new polity, as it was only formed about 100 years ago. The history of this nation began when thousands of Celtic settlers came to the Goridon 0789 system, which was later renamed cruinne Baile. These settlers left their homes on the Terran homeworld in search of a new life, and a new leader. They found this leader in a young, charismatic politician named Brian O'Neil. Brian O'Neil envisioned a new polity, a fair one. Where there was no crime, and no poverty. With the leaders of the various groups and peoples, Brian founded The Celtic Union, a land where all people of Celtic descent and ethnicities can live. On January 7th, Brian was crowned Ard rí Brian Ua Brian. He ruled with a fair and just hand, and he helped The Celtic Union come into existence as a great power. 50 years into Brian's reign, a Brian was killed. A lone gunman shot Brian through the brain, and even though his body could have survived the ordeal, his mind couldn't. His, Toirdhealbhach was only a baby at the time of Brian's death, and as a result, the High Councilmen (and women) of the Union were joint regents until Toirdhealbhach came of age (15 years old). Toirdhealbhach has been ruling The Celtic Union for 15 years, and the state of the Union is pitiful. Crime ravages across the union, and poverty is at an all time high. Will Ard rí Toirdhealbhach Ua Brian be able to bring back the C.U.'s golden age, only time will tell.



Positive Attributes:
  • Celtic Tribes (Increases Morale)
  • Union (Decreases revolt risk)
  • Decent trade (Income bonus)
  • Isolated (Decreases awareness)

Negative Attributes
  • Crime
  • Poverty
  • Poor Education
  • Failing economy.

Cruinne Baile:

Cruinne Baile is the capital planet of the C.U., and seat of the High King. It has a decent size, but it is slowly getting more polluted, due to the growing industry of the C.U. (More to come)


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The city of Baile Átha Cliath, before everything went downhill with High King Brian's assassination.

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Some police officers in the capital of Baile Átha Cliath

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The Red Light District of Baile Átha Cliath.

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King Toirdhealbhach in his battle armor.​
 

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Polity Name: The Skaven Federation
Government System: Federation of Clans
Leader: The Council of Thirteen


R. Positive Traits:
  • Strength in Numbers!: The Skaven are masters at drowning their enemies in their own bodies, their disregard for losses and the constant presence of many expandable slaves allow them to freely throw their men (rats) to their deaths without worrying about dissent (Skaven society hardly care about losses) or manpower reduction (they are never going to run out of bodies). To this day Skaven make vast use of Human wave tactics in all military situations, and sometimes even in non-military situations.
    ((Allow a much greater number of military units and lower their cost, slight bonus in combat when the enemy is outnumbered))
  • Life is Cheap: The boon and bane of Skaven society and Biology is their extremely high population growth. Skaven females are relatively rare (there are usually 10 males for each female in a given litter), but they have the noteworthy capability to produce three to five litters a year, each containing about 20 ratlings (female Skaven are far more big than males, explaining their high birth rate), then the young Skaven reach maturity in just one year and are ready for all kinds of professions. If this element allowed their race to crush all evolutionary opposition on their planet, and still help the Skaven to this day in solving all kinds of problems ("just throw more bodies at it" is a common saying among all professions in Skavendom), now overpopulation is once again menacing to destroy their civilization once and for all. That said the Skaven still welcome the huge numbers that their Breeders produce and allow them to colonize planets much more quickly.
    ((Much higher population growth, faster colonization, society is unconcerned about loss of lives))
  • The Greater Clans: There are many Clans in Skaven society but four of them are more important than the other, operating like organizational pillars and permanent power centers in the ever-shifting mess that is the Skaven Federation. Clan Skryre controls and develop most of all the advanced technology in Skaven society and their mad genius is known and feared through the entire Galaxy; Clan Moulder is infamous for their mastery of genetic engineering, who usually takes the form of mutated monstrosities created for military use, the Rat-Ogres are their most famous and common creation; Clan Pestilen are plague-makers and experts in biological and chemical warfare, terrorists and mass-murderers from all civilizations come to them to purchase their newest creations; Clan Eshin are experts at espionage and assassination and their favours are frequently sought from both Skaven and "Man-things". These clans have a permanent seat on the Council of Thirteen and are ready to support Skavendom collectively, if they must.
    ((Higher technology growth, bonus to spies and assassinations, can create artificial plagues))
  • Slavery: Slavery is the foundation of Skaven society, without it the Federation would quickly collapse due to disrepair and economic crisis. In Skavenblight both Skaven and foreign people can be legally enslaved and forced to work to death under the heel of their societal betters; a Skaven is usually enslaved when his clan is conquered by a more powerful one, while pirates and criminals are always ready to sell their multi-racial prisoners to the chieftains of Skavenblight. Slavery is also an efficient method of population control as the horrible living conditions keeps the population growth reasonably low, but for most Skaven warlords this is merely an added value.
    ((cheaper production and can trade in people))


R. Negative Traits:
  • Chronic Backstabbing Disorder: It can be said that the only thing that keeps the Skaven from overwhelming their neighbors and conquer new planets to solve their problems with overpopulation is their fundamentally violent and cutthroat nature. Among the Skaven assassination and plotting against one's superior are extremely common, even if veiled behind an impression of complete reverence. The only way to rise through the ranks of a clan is by causing the downfall of one's current superior, preferably by murdering him. A Skaven Warlord must rule with strength and cunning, he is supposed to be strongest among his brethren but must also constantly check out for rivals and assassins if he wish to rule for more than a month. The result of this mentality is that all Skaven are utterly paranoid and scheming against each others, unity under the Council is merely a facade most of the time and all clans use to prepare complex and murderous plans to destroy each others only to be fooled by internal betrayal. Skaven society is constantly on the brink of full-fledged civil war and only the iron fist of the Grey Seers is keeping the clans away from starting another nuclear holocaust.
    ((Lower stability, increase chances of civil war and infighting, vulnerable to enemy spies and corruption, all orders have a higher chance to fail))
  • He who Runs Away Lives to Fight Another Day!: The Skaven are a fundamentally coward people, they will fight only if threatened with certain death or if they see a chance for personal gain. In fact, it is considered foolish among the Skaven to risk one's life in acts of bravery, while cunning and manipulation are considered virtues. Generals and Officers always lead from the back, ready to flee at the first sign of real danger and laughing at the notions of "courage" and "boldness" so common among other people. In the end this means that Skaven are terrible soldiers individually, kept together only through fear and devoid of any strong morale.
    ((Lower combat ability, morale easily breached))
  • Unreliable Technology: The Skaven's uncaring attitude toward other people's life can also be seen in their technology, in fact it is clear that the Skaven have no idea of what "security control" means. Skaven technology is famously unreliable as those who produce it are usually not the same people who are going to use it, and so nobody cares when a Jezzail Fusil explodes in someone's face. Or if the main reactor of a battleship goes off in a giant nuclear explosion. According to the engineers of Clan Skryre this is "just another way to eliminate possible future competition". And a very successful one, indeed!
    ((much higher chances of catastrophic failures during research and creation/use of plagues))
  • Black Hunger: When a Skaven starves he can undergo a dangerous metabolic event as he enters into what resemble a Berserk trance. Under this condition, known among the Skaven as "Black Hunger", the victim will attempt to kill and eat anything he can see until he is completely satiated (there are even reports of some individuals successfully eating rocks under this state). While this condition is commonly used as a military tactic by the Skaven (who let their slaves starve and then let them go on the battlefield), and even through there is no moral compulsion against Cannibalism among their culture, the Black Hunger can become dangerous if a large portion of the population is not sufficiently fed, and the fact the Skaven's increased metabolism requires far more food compared to other species can turn the Black Hunger in to a true societal threat. Chaos and disorder are always near in Skavenblight when food is nowhere to be found.
    ((The Skaven polity need more food than normal and if they don't receive it there will be revolts and chaos))


Species description: The Skaven are humanoid creatures, also called "Rat-men" by some Human civilization because of their resemblance to humanoid rats, famous for their high birth rate, resistance to harsh living conditions and overall unpleasantness.

A typical Skaven is scrawny, usually shorter than a typical Human (the height of most Skaven varies between 120 and 150 centimeters) and possesses a far faster metabolism. Most Skaven therefore are not as strong as Men but can make up for this through their superior dexterity and an almost unnatural agility that makes most of them into natural climbers and contortionists.

The lifespan of most Skaven is of 20 years but this number is most likely lowered by the poor living conditions that most of them have to face within their society, the few individuals who have grown away from their kin seems to live longer and have an extended lifespan of more or less 50 years. The political and religious leaders of Skavendom though can easily avoid the short lifespan that characterizes their race, using their impressive wealth (in Skaven society only the Chieftains, the Warlords and the so-called "Grey Seers" truly posses wealth, while the rest of the population live in absolute squalor) to artificially increase their lifespan though genetic engineering, cybernetic implants, drugs or a combination of all of the above. That said, even among the small upper class hardly anyone dies of natural causes, and violent death is extremely common.

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Two typical Skaven Slaves. Most of the Skaven population is barely fed and lives in absolute poverty.

Within the Skaven race seems to exist various subraces or common mutations: those who are born with black fur are notably stronger and bigger than normal Skaven, these specimen are as high as Men, usually stronger and are used by their leaders as stormtrooper, elite soldiers and personal bodyguards. At birth these black Skaven are removed from their brothers to be raised specifically as extremely trained and disciplined soldiers, probably the only true soldiers in Skavendom, and are most likely destined to a life of relative wealth as many Warlords and even Grey Seers will constantly bribe them with slaves and honors to ensure their eternal loyalty (if they can survive until then, that's it).

Skaven born with grey or white fur are considered as "divinely touched" by other Skaven, and show greater intelligence and cunning. They too will be separated by their brothers and raised to become Grey Seers, the religious leaders of the Skaven People and currently the true power that keep the rival clans under control. Grey Seers are as hated as they are feared for their privileged and powerful position in Skaven society, and the less careful of them seems to suffer from sudden (and very lethal) incidents. Albinos among the Skaven are much valued and are grown to become the personal guard of the Grey Seers.
Mutant Skaven who can grow horns are especially revered, as if destined to a position of power or to have messianic features. They will usually be sent immediately to the Grey Seers to receive a special education.

Skaven also have an impressive sexual dimorphism, females in fact are much bigger than males and normally reach three meters in height and an extraordinary weight. Female Skaven are mainly used for breeding and as trading goods by their clans, they tend to become more and more huge as time passes and are guarded by trained eunuchs who control them for their chieftains. Female Skaven are relatively few compared to males (1 for every 10) and very rarely attain any kind of political power, in some rare cases though they have come to influence or control entire clans.

A controversial debate among academic is whether the Skaven evolved naturally through evolution or if they were born from genetic engineering gone awry and later overwhelmed their creators. This thesis is based on certain elements and stories found in Skaven culture and might be supported by their particular tendency to mutation and easier genetic manipulation, on the other hand many argues that there are no solid proofs in favor of this theory and that it just seems aimed at (further?) vilifying the Skaven and prove them as an "unnatural" species.
Not that the Skaven ever cared about what the other peoples thought of them anyway.


Home world description: The Skaven home world is simply known as Skavenblight, or "the Cesspool of the Galaxy" as it is popularly known.
Skavenblight possesses two heavily inhabited moons and orbits a particularly active Star that floods the Skaven homeland with heavy levels of poisonous radiations. The planet itself is largely a Radioactive wasteland entirely covered by massive city-hives who have completely polluted the atmosphere to the point that the Sun can hardly be seen at all. Night and Day are almost unrecognizable as the thick layer of industrial pollution creates an artificial eternal darkness and, curiously enough, shields the planet from most Solar radiations. Skavenblight can be shortly described as dark, polluted and radioactive; for this reasons it is hardly considered a tourist attraction by the Galactic Travelling Committee (in spite of various attempts from Skaven entrepreneurs who hoped to attract gullible idiots to rob or enslave new sources of income to their lands).

History: The Skaven have existed and have been known to the Galaxy for many centuries now, and have gained a fame for untrustworthiness and lawlessness, and also for their tendency to almost wipe themselves out without any external help.

Most of Skaven history is lost due to lack of written history (the Skaven love for rewriting the past and general disinterest in academic debates has not helped) but beyond their largely legendary origins we know that the Skaven have waged a destructive atomic war against themselves at least two times, almost destroying themselves. When civilization endured to the constant wars it was overpopulation that caused famine and eventually societal collapse. The recent restoration of the ancient Council of Thirteen, under the influence of a strengthen league of Grey Seers, seems poised at putting an end to the constant infighting of Skaven society and lead the Skaven to a renewed colonization effort to escape from the certain doom of overpopulation. The Grey Seers in fact have imposed an imperialist and xenophobe ideology over the clans, claiming that it is Skavendom's manifest destiny to rule over the Universe and that infighting should be avoided until the new Skaven Federation won't have gained it's rightful place as mighty Galactic Empire over the lesser polities of the Man-things and other Aliens.

Diplomatically the Skaven have a mixed relationship with the rest of the Galaxy: Skavenblight is known as a center of illegal trade where criminal organizations can encounter and make deals without fear of legal backlash (it is sufficient to ensure that the local Warlord is properly bribed to keep any meeting safe) and the new Federation has no problem in making diplomatic and commercial treaties with other interstellar polities, the problem is that very few people would ever trust the Skaven to uphold their end of a bargain. Therefore the Skaven are usually on good terms with criminal organizations, pirates and scum in general, but are less favored by more "ordered" civilizations, but this didn't stop many of them from striking occasional accords with this or that Skaven Clan. The peoples who border the Skaven domains instead have regular problems with pirate attacks, border skirmishes from uncontrolled Warlords and expansionist desires from the Federation itself as the problem of overpopulation becomes more dangerous every passing year.

The warring clans of the Skaven Federation found themselves at a turning point in their history: will they succeed in spite of their nature and build a great colonial empire with all the shrewdness and malice that their race is known for? Or will their nature condemn them to new disasters and cycles of mass deaths?
 

iisbroke

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Name: Dragos Alexandru Cosma
Race: Human (Terran)
Affiliation: Knights of Progress
Rank: Knight-Enforcer
Known Location: The Celtic Union

Sir Dragos was sent by his superiors to help in starting a new chapter of their order amongst the new rising nation of the Celtic Union. His superiors on the Solesian home world desire to expand their influence to help out on other worlds, especially with the unification of the planet putting a serious stifle on their annexations of weaker third world countries. Actually many of the order lands were lost with President Ramirez pointing the vast majority of the world at them if they did not release the countries, leaving them significantly less powerful. Dragos is to do all in his power to recruit, organize, construct, and expand their power on this world, or others if the opportunity arises. Currently the chapter is nothing more than a top of the line Progress ship, filled with many experimental technologies. The chapter is actually in orbit at the moment not being given full sanction on the planet, hopefully it will change with time. Sadly he still is only functioning with ghostly crew of twenty for the massive ship and all of them are his squires, yet to fully earn their spurs.

Strengths
Advanced Armor - Dragos uses the basic combat armor of all knight enforcers which is a combination of nano weave and partial flak armor plating. Making an effective and flexible suit for war.
Anti Insurgency - The knights first entered into combatives by fighting terrorist groups attacking their peace corps missions and so have a steepened tradition of fighting them.
Ship of the Line - the ship Dragos is using is a former experimental colonial ship, meant to just land and have an instant colony, it is has been outfitted with thick plating and a heavy firepower.
Resourceful - one thing Dragos knows from his years on multiple battlefields is how to be resourceful, able to make use of anything, and conserve it to the most efficient uses possible.

Weakness
Low Numbers - the Knights have always had very few numbers to fight off the enemies of progress.
Long Training - with their power greatly diminished the KOP has taken to gaining higher quality troops which takes much longer to make.
Slow Ship - seeing how his ship is designed to more miniature star port than speedster it doesn't move very fast.
Dirty Tactics - despite his overall goals to help people his methods to do so are often too far and even illegal at times which does little to endear his chapter to the law.

Lore
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Knights of Progress

INITIATIVE, INGENUITY, LOYALTY, and PROGRESS

Originally founded in the year A.D. 2345 the Knights of Progress were a fraternity centered around charity works. A group of influential businessmen, politicians, and wealthy good Samaritans. They first started by founding and funding charities to expand on medical research, as situations at home worsened they lead relief efforts for disasters, and eventually ended up owning their own little peace corpse. The issue was once that peace corpse went into more hostile areas they needed protection, so a pattern of their employees getting ransomed sprang up, and would have bankrupted the fraternity if not for multiple government subsidies. A few of their people managed to escape and ward off the hostile factions in these third world countries through violence of their own. Openly these actions were at first chastised, but secretly the leaders of the fraternity started teaching their relief effort groups how to fend off terrorists. Needless to say it was successful, the Knights of Progress' relief missions became world renown, and infamous, for being able to hold off terrorist and guerilla attacks. Didn't take long after that until these missions involved members taking the fight to particularly threatening groups. Some people disliked how a peace corpse was engaging in war, but the people they went to help were made safer and that's what really counts isn't it? Eventually a new branch of the Knights was made designed to fight insurgents, built up of veterans from the many wars being waged across the globe. To fund this the knights had to expand their domestic financiers, despite having their own corporations and wealth. Militaries are expensive and so they offered to use the bulk of their combined corporations' research and development sectors for military research. They then sold it to the highest paying government. This though was not enough to keep the people in these areas safe, so that left the knights with one option, put them under permanent protection. The Knights of Progress with their own forces, advanced technology, mercenaries, and favors from nearby nations, invaded a small collection of third world countries that had always been a problem area. The conquest was swift, and the public executions of the leaders of all defeated parties who would not submit quick. Now the Knights were free to fix the problems these people had without hindrance, and gain tax to help fund their new army. People learned very quickly not to revolt against their new 'saviors' because those who get in the way of progress must be eliminated.
ICs
 
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Plank of Wood

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((Remember all that Prologue in the last thread? FORGET ALL OF IT))

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~ Ceannasóir Saoirse Ua hAillin ~

Ceannasóir of the Celtic Navy
(Commodore)


Born an illegitimate daughter of a minor Celtic noble, Eamon Ua hAillin, and a socialite, Saoirse's roots were an odd mixture of humble and privileged. She spent most of her time in the custody of her father, an officer in the Celtic Space Fleet, and was intrigued by the service. Her father, embarrassed by the stain to his integrity, refused to allow her to join as an officer. Out of spite, Ua hAillin joined several military contractors, most on prison ships and anti-piracy contracts, eventually becoming renowned as a formidable Commander and was well admired by the Celtic Fleet.

Fellowing her father's retirement, Saoirse had no barrier to joining the fleet. She pledged herself before the Celtic Council and pledged her loyalty to the King. After a few years of distinguished service, she rose to the rank of Ceannasóir. Now one of the most respected members of the Naval Officership at the relatively young age of 32, Ceannasóir Saoirse Ua hAillin has the ability to bring the young kingdom to it's full potential.

Strengths:

- She is an extremely competent and proficient commander, and is well known for her ability to co-ordinate her forces into victory despite even the bleakest of circumstances. Those under her command will very rarely speak of mutiny or retreat, and morale is generally kept high on vessels she commands.
- Ua hAillin commands great respect amongst her peers in the military, and is a popular hero for the people of the Celtic Union. As a result, if she chose to use it, her influence in the Celtic people could make huge waves.
- Her links in the world of anti-piracy and the justice system have given her an active knowledge of intelligence and crime. Attempts to attack her through espionage are rarely successful.

Weaknesses:

- Her illegitimate birth, as well as her quick ascension up the ranks, lead many of the nobility to view her as an upstart, and is generally shunned by most of the upper aristocracy.
- While she is an excellent commander, she is less proficient with money. While very successful on the field, she is also wasteful of her resources.
- Her hatred of crime means that although she is effective at recognising and dismantling criminal action, she hates these methods herself and will avoid using them as long as possible.
 
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lordmichael95

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images

Duke Alexander of House Layman, of the Most Glorious Commonwealth of Albion​

Duke Alexander Layman at the young age of 23 has just recently inherited his titles and lands from his deceased father William. Though young, Duke Alexander is not incompetent or inexperienced, as he received a first-class education as typical for the nobility of the Commonwealth and served in the Royal Albion Navy. While in the Navy, Alexander distinguished himself as a strategist, which in an uncertain galaxy will no doubt come in handy…

Though he has recently resigned his commission from the Royal Albion Navy to better govern his domain, that's not mean he will let his military skills become rusty, as with all nobility Duke Alexander, maintains his own personal army and navy. Duke Alexander also has an interest in the economy and history which will no doubt serve a practical purpose for the continued success and stability of his lands.

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House Layman’s Coat of Arms

Strengths & Weaknesses
From a Great House: It is generally easier for Duke Alexander to carry out actions within the Commonwealth, particularly from other members of the nobility, after all, he is from a great house.
Supporter of the Hierarchy: Duke Alexander supports the hierarchy of the Commonwealth. Any attempt by others, regardless of position or strength, to change the current hierarchy unless it results in gaining more power for himself will see Duke Alexander at the forefront of opposition.
Economist: Duke Alexander will use his knowledge of the economy to better himself and those under his domain. More wealth equals more prosperity.
Historian: Duke Alexander uses knowledge of past events for his betterment, after all history does repeat itself.
Military Strategist: Duke Alexander has studied past battles and outcomes, along with practical experience in the field, he has mastered military strategy. Though it is a lot of work, Duke Alexander continues to stay current on military technologies and designs to maintain his military prowess.
Xenophobic: Duke Alexander hates nonhuman species, and therefore will find it difficult to work with nonhumans.
A Man of Honor: Duke Alexander considers himself as a man of honor, meaning he will generally avoid actions that are considered un-honorable; conversely, Duke Alexander will usually take the honorable option in a situation, even if it is generally not wise to do so.
Holds onto Grudges: If Duke Alexander believes in any way that his honor has been slighted, he will remember…
 
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Scrapknight

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뱈두 공화국
Baekdu Konghwaguk / Republic of Baekdu

"Liberty, Equality, Unity"
Do You Hear The People Sing?





Capital: Hanseong, Planet Baekdu, Joseon System

Form of Government: Constitutional Republic

List of Consuls of the Republic:
Lee Hyori (An. I - An. V), Independent
Kim Jayu (An. V- An. IX), Rural Party
Hwang Miyoung (An. IX - An. XVII), Liberal Party


List of Premiers of the National Assembly:
Hwang Miyoung (An. I - An. V), Rural Party
Park Youngha (An. V - An. IX), Labor Party
Oh Daine (An. IX - An. XIII), Liberal Party
Lee Jinwook (An. XIII - An. XVII), Liberal Party

Positive Traits:


1) Technological Renaissance: Baekdu technology has developed exceedingly rapidly in the past two hundred years and shows no signs of slowing down. Only two hundred and fifty years ago, the most advanced form of transportation available in the Baekdu lands was a steam engine, while today it is an antimatter drive. Whatever the future holds, Baekdu researchers are certain that the Republic will remain at the forefront of science. (Bonus to speed / success rate for research)

2) The Merchant Marine: The predecessor states of the Republic survived a hostile galaxy through mastering the art of trade, amassing large trade fleets and bringing a great deal of wealth and advanced technology to Baekdu. The Republic has inherited these merchant fleets and much of the old states' trading expertise, which will be a great virtue in ensuring prosperity for the citizens of the nation. (Increased trade income)

3) Manifest Destiny: The Republic is a hotbed of new ideas of nationalism and democracy, and out of these has grown a school of thought that the Republic must spread her greatness throughout the stars. Filled with the revolutionary spirit, not to mention dreams of free land, enterprising Baekdu colonists are always ready to seek out new worlds and bring them liberty and democracy. (Bonus colonization rate / chance)

4) Levee en Masse: The Baekdu Revolution has managed to virtually unite the planet in an exceedingly short timespan, and this is in large part thanks to the fact that the Republic fielded an army on a scale never before seen in planetary warfare. Filled with peasants and workers disenfranchised under the old order, the Republic's total mobilization to fight the monarchist forces has left it with a large and professional army. While heavy troops make up a relatively small portion of the Army, its sheer numbers and enthusiastic membership more than make up for any deficiencies in heavy units. (Decreased recruiting cost and improved performance for Infantry and Marines)

Negative Traits:

1) Young Navy: As the Republic managed to survive conquest by other, older polities in the pre-revolutionary era by pursuing a policy of pacifism and open trade, the Republican Navy is underdeveloped, underfunded and generally not a match for the forces of other polities - yet. Most of its vessels are currently hastily converted merchantmen, and while it does field a few proper warships, a large buildup will be necessary before it can match the forces of the other polities in the Galaxy. (Smaller / less powerful starting navy)

2) The Price of Freedom: Most of the Republic's political spectrum takes a dim view of non-democracies, seeing them as in need of liberation from the tyrants that rule them. This can make getting along with non-democracies difficult, and international incidents are far from unknown. (Large relations malus and diplomacy chance with non-democratic NPCs; chance of an international incident with bordering non-democratic polities)

3) The Commonwealth: Unlike many other polities, the Republic of Baekdu is not the only polity in its system. Under the terms of the treaty that ended the Revolutionary Wars, the Commonwealth of Meihon, which controls the Wa Archipelago and many settlements in the colony of Ginsei, is still an autonomous state except in matters of foreign affairs and defense. Lord Protector of the Commonwealth Tanaka Mahiro is a fierce advocate of the status quo, vowing to stand by the Republic in foreign affairs but adamant about retaining independence. Yet his term is set to end in two years, and the next Lord Protector may well be more amiable to integration. The Republic will be unable to utilize the entirety of the resources under its purview unless a solution for integration of the Commonwealth can be found. (Increased administration costs until the Commonwealth is integrated; cannot attempt it for at least 2 turns)

4) The Empress: Park Minjung may have fled into exile in Meihon after her abortive attempt at becoming Empress, but she is far from dead and remains perhaps the Republic's number one threat to its security. Significant parts of the populace, army and even the National Assembly still owe their loyalty to her, and Republican agents say that she is still waiting for the day she can return and reclaim what she sees as her rightful throne. As long as she lives, some say, the Republic will never be truly secure. (Decrease in stability; chance of pro-Imperial revolt as long as she is alive)

---

Species: Human (Baekduan: 72%, Meihonese: 18%, Franco-Baekduan: 9%, Other: 1%)
Homeworld Description:

The planet Baekdu is a terran planet that is approximately 65% water and has three large continents, Silla, Goryeo and Baekje. All three continents are relatively close to each other, believed to have been a supercontinent relatively recently on a geological timescale. To the west lie the Wa Islands, a major archipelago that has always been somewhat isolated from the three "mainland" continents, and to the south lies the continent of Namgeug Daelyug, icebound and generally unhabitable. Climates range from subtropical in southern Baekje to tundra and taiga in the north of Goryeo, but much of the most densely inhabited areas have a Mediterranean climate with mild summers and cool winters.

The capital of the Republic, Hanseong, sits on the Han River on the continent of Silla. Other notable cities include Gyeongju, Pusan, Gwangju, Wonsan and Pyongyang.

History:

The known history of human civilization on Baekdu goes back at least 20,000 years, but much of the earlier period is lost to history. For much of that early history, the planet was divided up into many petty kingdoms across its three major continents of Goryeo, Silla and Baekje. The Duchy of Gyeongju, a major kingdom on the continent of Sillae that was the first to experience the industrial revolution, launched a military and diplomatic offensive to unify the entire continent under their rule. With their ability to mass-produce guns and other advanced industrial goods, they managed to eventually unify the continent, or most of it, into the Kingdom of Silla, moving the capital to the city of Hanseong. Their influence reached in some capacity or another to nearly all of Baekdu, causing scholars to refer to this period as the “Unified Silla.” Silla control, or effective control, was unstable, barely lasting 100 years as other states on Baekje and Goryeo caught up to the Silla technologically and revolts in some of the more prominent Duchies overstretched the Gyeongju-centered Kingdom of Silla. While its satellite states overseas eventually collapsed and several rogue generals managed to start their own kingdoms on the home continent, the Kingdom of Silla proper survived and, indeed, was still the most powerful state on the planet.


Inspired, or perhaps scared by, the Silla’s success, kingdoms in Baekje and Goryeo also began to work to unify their own continents. The industrial age was in full swing, and imperial powers tried to extend their control as much as they could.. Two major factors interrupted this process. The first was the invasion of Baekje by people from the Wa Islands, an isolated archipelago that most Baekje, Goryeo and Silla people considered backwards. Wielding massive steam-driven battleships and tanks, zeppelins and massive humanoid battle suits called tetsujin, the invading Wa turned much of Baekje into a province of the Commonwealth of Meihon, which was Baekdu’s first republic after a revolution that had overthrown the last Emperor of Meihon. Not only was the subjugation of a regional power by outsiders a shock to the aristocracy in Sillae and Goryeo, but the fact that it was a power that had no king and allowed the people to participate in politics. Meihon was hardly a perfect democracy - voting was limited to males above a certain threshold of wealth, which was another source a shock to the generally matriarchal cultures of most of Baekdu - but the people of the conquered Baekje lands suddenly enjoyed more political rights than anyone from the mainland had in decades. As the ideas of democracy were refined and spread out from Meihon, the ruling kingdoms ignored them at their peril.

The second major upheval was the crash landing of the Lux Christi, a colony ship from the Kingdom of Francia, on the island of Jeju off the coast of Silla. With Baekdu technology being nearly three hundred years behind that of the colonists’ home polity, there was little hope of repairing the ship, so the colonists settled on Jeju, bringing their technology - and their religion - with them. What could be reverse engineered from the colony ship alone was a fraction of the technology Francia itself possessed, and was not too distant from Baekdu technology, but still revolutionized the world - things such as wireless telephones, computers, gauss rifles, and a primitive Internet. What was once a backward tributary state of the Sillae suddenly had access to technology far beyond the grasp of any other state, even the advanced steam-driven Leviathan battleships of Meihon. The Frankish refugees quickly ursurped control of the Kingdom of Jeju and prospered, selling their technology to the other powers and spreading their customs and religion. The Chantry never quite hit critical mass to become a part of Baekdu culture per se, but it remains a significant minority religion to this day, holding perhaps 15% of the population in its sway.

With technological development accelerating and democratic ideas spreading over the two hundred and fifty years since the arrival of the Franks, the established powers’ reactions were varied. Some embraced constitutionalism, others stood fast against reform. Most fell somewhere in between, making token democratic reforms while hoping to embrace Meihonese and Frankish technology without suffering the political consequences attached to modernity. The nations of Goryeo gradually came closer to unity as their predominant imperial powers consolidated control over their respective continents, forming the Kingdoms of Goryeo. Baekje, meanwhile, was a source of technological growth, launching the first space colonization expedition (Meihon would launch their own colony ship several months later.) However, the powers were unprepared for the stormy political times ahead, a period that would become known as the “Springtime of Nations.”

The Spring began, as many other developments did, in the Kingdom of Silla. A bastion of absolutism even by traditional Baekdu standards, the once-dominant power was beginning to slowly slip into irrelevance. It only theoretically controlled most of its southern provinces, having long since given most of them so much autonomy to stave off revolt that they usually only respected the Queen’s orders when they felt like it. It was beginning to become technologically backwards, lacking an air force and being more interested in reminiscing about the glory days of the unified Silla than attempting to retain its place in the world. Things looked as if they might change with the ascension of Queen Jinseong, a liberal who began to revoke provincial autonomy and make steps towards democracy. These hopes were shattered when a cabal of aristocrats assassinated the Queen on the steps of the Kwanghyungmun, the gate to the royal palace. Installing one of their own as King Sindeok, they immediately rolled back many of the promised reforms, angering the people and sowing the seeds of revolution.

A major famine during the first two years of Sindeok’s rule brought the people out in the streets, demanding a parliament, a restoration of Queen Jinseong’s son Gyeongsun, greater economic freedom for merchants, and so on. At first, republicanism was not a major part in the demands, but in the wake of increasing aristocratic crackdowns, it began to become the driving force of the protests. Sindeok, of course, would not abdicate, but in doing so was blind to the realities around him. Had he abdicated and put Gyeongsun on the throne, he could have probably avoided most of the coming trouble, but he would not, and so the protests continued. With financial backing of the Kingdom of Jeju, the protesters convened an Assembly of Silla on the grounds of the royal palace, vowing not to budge until their demands and proposed laws were recognized.

Other political thinkers, watching the Silla uprising, began to contribute to its idelogical growth. One principal idea that they took as their own was the idea of nationalism, or that the people of Baekdu, sharing a common language and culture from the days of the Unified Silla, should be ruled and governed as one nation. Ideological debates ensued about whether this included the Wa, who had never been ruled by a mainland power and were linguistically and culturally distinct, or the Franks, who were most certainly foreign but had played a critical part in Baekdu’s technological advance and had largely integrated into its society. Regardless, it laid the ideological basis for the unification of Baekdu.

On New Year’s Day, the National Assembly and its supporters made their move. A massive mob stormed the Kwanghyungmun, broke in to the royal palace, and captured King Sindeok. The army, divided between loyalty to the National Assembly, the King and the Southern provincial governors, could not (or would not) stop them. While debate raged on what to do with the King, the National Assembly declared the Kingdom of Silla abolished. In its place would come the Baekdu Republic, a democratic state by and for all the people of Baekdu, wherever they might be. Introducing universal suffrage, a Declaration of the Rights of the Citizen, and land reforms in quick secession, the Republic quickly won the loyalty of the masses, who enlisted to fight for it in large numbers. The National Assembly, realizing it needed a single leader, elected Lee Hyori, a lawyer and staunch republican who had played a major role in planning the Storming of the Kwanghyungmun, as Consul. She quickly brought the non-royalist army under the Republic’s purview and issued what became known as the “Call to Arms,” calling for all the people of Baekdu to take up arms against their governments and join the Republic.

The kingdoms of the world were outraged, and nearly unanimously declared war on the Republic in what would become known as the War of the First Coalition. Fortunately for the Republicans, they had the explicit support of Jeju and the tacit support of Meihon, meaning they enjoyed a large technological edge. In addition, their policy of mass conscription enabled them to field many more soldiers than their opponents. The Republic quickly obtained control of all Silla, and launched an invasion of Goryeo. Panicking, the King of Goryeo quickly made peace, hoping to stave off a republican insurrection in his own territory. In the meantime, Field Marshal of the Republic Park Minjung turned her eyes towards the kingdoms of free (i.e. non-Meihonese) Baekje, acting on her own authority to rapidly invade and annex them.

Park had rapidly amassed a truly absurd amount of power, enforcing personal loyalty to herself rather than the Republic or the Consul on her troops and terrifying the National Assembly into submission with threats of a coup if she did not get her way. The Assembly did not trust her, but could not find a way to get rid of her either. The Assembly’s worst fears were realized on what was called the “Thanksgiving Reaction,” when Park attempted to declare herself “Empress of the Baekdu” and marched triumphantly into the National Asembly building in Hanseong. Her attempt was short-lived, however, and her turn against the Republic turned many of her troops against her. The Assembly fought Park’s troops in the streets of Hanseong and, after two and a half months of heavy fighting, regained control of the city. Park Minjung was exiled to the island of Ezo in the Wa Archipelago on New Year’s Day, three years after the Republic’s establishment.

With stability of the Republic secured, there were only four polities left on the planet: the Baekdu Republic, the Kingdom of Jeju, the Commonwealth of Meihon and the Kingdom of Goryeo. Consul Lee held a conference to try and unify the planet without fighting. The main sticking points for Meihon and Jeju were autonomy, as they had no particular foreign policy interest against the Republic. Jeju eventually agreed to full integration with the Republic, while Meihon agreed to relinquish its Baekje colony as an autonomous region but would not fully integrate with the Republic. Goryeo, meanwhile, stormed out of the conference in disgust, deciding that if the choice was joining the Republicans or dying, they would choose the latter. The point was rendered moot when a civil war broke out, with a movement called “Young Baekdu,” or “blueshirts,” demanded unification with the Republic. Consul Lee intervened in support of the blueshirts, and Goryeo became part of the Republic after just under two year's worth of fighting.

After the conclusion of the Goryeo Campaign and several large battles across the Myongseong system, the Republic turned its attention back to diplomatic affairs. Now controlling the entirety of non-alien space barring the Meihon home islands and colonies, negotiations with the Meihonese restarted. The Lord Protector of Meihon, Tanaka Mahiro, admitted the writing was on the wall if the Baekdu wanted to use force, but knew that his people would not stand for annexation when the Wa people had been unconquered for their entire recorded history. What resulted from the agreement was the agreement of the Commonwealth to become an “associated state” of the Republic, retaining autonomy except in matters of foreign affairs and defense and, crucially, retaining their space colony of Uchuutoshi (宇宙都市). The Republic, having unified the planet in a span of less than five years, began to finish writing its constitution, and adopted a new, revolutionary calendar. The constitution, providing for universal suffrage and direct election of the Consul, will be adopted along with the calendar on New Year’s Day, An. I, which brings us to today.



6KkFOZql.jpg


Portrait of the Consul following her election by the National Assembly


VcbSEBU.jpg


View of Hanseong


Baekdu National Library:

- Colonization and Contact
- The Constitutional Convention / The An. I General Election: Parties and Candidates
- The An. I General Election: Results
- The Treaty of Asadal
- Religion and the Republic
- Statement on the Celtic Crisis
- Statement on the Choi Inquiry / Candidacy for the Speaker-Generalship
- The Great Exodus
- IDI Freedom Index, An. III
- Speaker-General Lee's Inaugural Address
- The Council of Wiesongbuk: Invitation
- PGC: Azeratiian Accession
- Purchase of Azeratiian War Bonds
- Joon Haneul's Great Voyages and Life in Haneulttang
- PGC: Skaven Accession and Albish Requests
- PGC: Skaven v. Azeratii
- Republican Space Rangers, Part I
- The An. V General Election: Parties and Candidates
- PGC: Charter Reform and New Speaker-General
- The An. V General Elections: Results
- The Treaty of Gangbuk, etc.
- Lee Hyori's Farewell Address
- Charter of the Republican League
- Celtic New Year, etc.
- The An. VI Intervention Vote
- Major Companies in the Republic
- Culture in the Golden Decade
- Statement to Francia on the Zelsar Civil War
- Khakneuth Wormhole I
- Khakneuth Wormhole II: Accords
- Kwanghyungmun Day: Invitation
- Kwanghyungmun Day: Opening Ceremonies
- Kwanghyungmun Day: Festivities
- Ministry of War Overview
- Response to the Australian Rebels
- Political Developments, An. V - An. IX
- The An. IX General Elections: The Parties
- The An. IX General Elections: The Candidates
- Hanseong Tribune: The An. IX Polls Open
- Hanseong Tribune: The An. IX Polls Close
- The An. IX General Elections: Results
- Hanseong Tribune: Security of Information Act
- Hanseong Tribune: Victory at Soleru
- Petsograstov Manifesto
- Republican Space Rangers, Part II
- Cultures of Baekdu, Part I
- Cultures of Baekdu, Part II
- Hanseong Tribune: Colonial Defense Force
- Republican League Resolutions, 3754
- History Test
- Zelsari Aid Commission
- Albish Embargo
- Hwang Administration to An. XIII / The An. XIII Elections
 
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