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alexander23

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Feb 18, 2012
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Welcome everyone to: Master of the Galaxy: a Space Opera game


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

This game have been inspired by Grimm ; Master of the Worlds: a Space opera game. I too have take liberal inspiration and appreciate the help given by on Frymmonmon and hisWorld in revolution 1861, Stormbringer and his WiR 1953 , and Fallout: War never changes by Nachopontmercy. I really appreciate all the help you guys have given me.

Nation registration is: Open/ Close


Player numbers: 18/18 (open if Co-Gm bakerydog decides he can handle more players, just join channel and ask)


As I am a new GM and in school I regretfully cannot handle 30 players like the big games so the limit will be set at 15 players. Anyone that cannot get in I sincerely apologize. T


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



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 BUT gaseous or mineral Beings are not allowed. (I feel they are too impossible and no rational on how they can exist)
-Min requirements:

a) Provide the name of your Polity

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

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

a) Power gaming is frown upon so be thoughtful.

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

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


Recommended format for you polity creation:


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



Rules and procedures


-The rules for the game are simple:

I. Every turn, you the player will submit 4 orders to me the GM, I will then proceed and write the main updates.


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 base on your orders do not mean you get to send new orders.


III. Sometimes during the main updates Events will happen to players unrelated of what they ordered: this events can encompass many things: A meteor getting close to the planet, alien invasion by an NPC, 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 thing 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 complain accepted.


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


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



Orders:


-Every Polity get to send 4 orders every turn, they can encompass anything. You can use them to expand your military, research new technologies, sign treaties with PC and NPC alike, or the invasion of an NPC or PC system.


-In order for me to remain sane and produce quality updates, every order shall have a max of 2 lines. You can make it 3 lines IF a little extra is needed to make the order more coherent.


-War orders are allow to be as long as 4 lines of text.




How does the Universe Works


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


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


9cuu.jpg


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

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


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


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


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

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


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


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



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


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


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


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



B) Colonization


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


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


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



C) Military


1. There are two types of land troops you can produce:


I. Planetary troops: your normal military, dedicated to protect your planet and equipped for land warfare.


II. Space marines: your elite shock troops better equipped and trained that your planetary forces.



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


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


II. Light ships: This class include, escort ships, mining, ships, etc. They are mainly use for support and to soak up damage in battles. Their weapons are for short range space combat.


III. Carriers: ships dedicated to transport fast attack vessels light fighters and bombers.


IV. Capital ships: This is your main battle ships, more heavily armored than light ships and with more firepower and range.


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



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


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



4. Each Transport ship can carry 50,000 planetary defense soldiers or 25,000 Space Marines.



5. When moving troops in your territory you can move as much as you want from planet to planet.


1) This mean you can reinforce border planets with any amount of available troops as you want.


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


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


9ncm.jpg




6. Every polity has a Military level that represents the training, equipment, tactics etc. of your country army and fleets, the higher the better.



7. For moving ships around your territory you can assume you are able to ensemble ships somewhere and easily move them anywhere for preparing an attack (meaning attacks can be launch from any of your planets). IF a system of yours gets invaded then all fleets there will fight against the invasion. To send relieve forces you will need to ensemble fleet following fleet rules as now this is a hostile territory.




D) Technology Research


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


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



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


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



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



-Every time you complete a new research project you will related to improvement on your fleet units you will need to retrofit them. To do so is simple your ships just need to be inside your territory for that turn, this apply if fighting a war inside your territory too. Retrofitting will have a cost too and you will need to do a note in your orders saying you wish to do so, but it will not be an order per se.
 
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New Interactive map
New version of program is up, it adds ability to load a save by yourself fixing the map problem some people appered to haev
Dowload link for the interactive map:
https://app.box.com/s/tn9vov3yqiv2ukmot8p0

Save with current map:
https://www.dropbox.com/s/a26irtpmi9vp999/newsaved.txt

instruction:
-saved it to the computer, not in a temporary folder
-It also only picks up "saved" so the ones I downloaded later had numbers, and it wasn't registered therefore you must delete the old save before downloading a new one
-read README it has instruction on how it work.
 
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Stats

Polity Name: Diclonoius Dominion (1)
Government System: Matriarchal Tournament (2)
Positive Traits: (3)
Negative Traits: (4)
Stability: 6/10 (5)
Technology level: 1/10 (6)
Popularity: 90% (7)
Home Population: 5,000,000,000 (8)
Alien Policy: resettle (9)
Exploration Rate: 1 system/per turn (10)
Colonization Rate: 1 system/2 turns (11)
Military level: 1/15 (12)
Military:
-Command ships: 2
-Capital ships: 10
-carriers: 2
-Light ships: 20
-Transport ships: 10
-Marines: 1,000,000
-Planetary defense soldiers: 20,000,000
-Space shipyards:0/2/3 (Large/medium/small.)
-Total economy: 35,000,000,000,000 (13)
-Yearly Income: 4,900,000,000,000
-Expenses: 1,900,000,000,000
-Deficit: No deficit
-Debt: No debt

1) Name of your polity
2) Government system
3) Polity traits that influence you positively
4) Polity traits that influence negatively your polity
5) This represent the overall stability of your polity, the lower the worse
6) This represent overall advancement of your polity, the higher the more things can be research, this also improve several stats
7) This represent how popular is your leadership, the lower the more your people hate you.
8) The population of your Home system
9) This represents the policy to aliens found in new planets, etc. This too represent your attitude to other polities
10) This represent your capacity to explore new systems, You need to explore a system to be able to colonize it
11) This represent how fast you can colonize new systems
12) this Is an abstraction of: training, equipment, budget, tactics, etc
13) Value of your entire Economic actions


MILITARY

ships Maintenance:

Command ship:1,000,000,000
Carriers: 750,000,000
Capital ships: 500,000,000
Light ships: 200,000,000
Transport: 100,000,000

land forces maintenance:

Marines: Every 100,000 units = 4,000,000,000
PD forces: Every 100,000 units= 2,000,000,000

For construction prices depend on rolls and your stats and bonuses.


Covert Actions:

Every player can do covert actions against NPC or PC nations:

--Do to them simply use an order and detail its objective. Be careful failing in your covert action will have repercussions at diplomatic level, etc.

Ship construction:

----large shipyards can build: command ships and carriers

----Mediums can build: capital ships and transport

---Small can build: light ships

-the amount of shipyards you have control how may ships you will max produce per turn of a class. Tech level increase their production ability

-Yes you can build more shipyards; the cost and time it takes depend on the roll and size.

Troops transport

-Transport ships can carry = 50k marines or 100k PD Forces

Other Notes:

-Building new troops decrease pop equal to the number you are building

-Planetary shielding is not possessed by any payer polity

-Planetary bombardment weaponry have not be develop by any player polity

-Remember you have only being 1-2 years on the Galactic council

-At level 4 /10 teach you can develop Jump gate

-At level 6/10 you can develop slingshot gates

-at level 8/10 you can develop FTL
 
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Player Stats​


All orders are sent to me and i will pass it to baker.
GM: Alexander23
players under GM:
-Fingon
-Plutonium
-BlackBishop
-Sneakyflaps
-Gelren
-Groogy
-Specter
-Maxwell
-Jeeshadow
-Spitfire
-Bialaska
-Bakerydog

Co-GM: Bakerydog
Players under Co-GM:
-Aedan777
-Dyranum
-DeMarchese
-Slater
-Revan93
-Alex
-Thandros
-Deathknight


non-functional players(can return at anytime if hasnt been destroyed):
-Noco
-Tappscott
-Ekon
-Videofan


Fingon888;
Polity Name: Hroth Emergency Union

Government System: Council of Shahs (Oligarchic council)

Positive Traits:

Martial Traditions = +1 army level (permanent)

Emergency Protocol = The emergency council have have brought more control over the planet ( lower riots, revolt chance as the council assert authority, slightly lower chance of civil war)

Unifying Religion = +1 permanent stability

Negative Traits:

Civil Discord= the discord between each section of the planet damage the stability of it (-1 stability until the division are solved)

Slave Revolts= The slaves have been restless since the great revolution and new leader arise from time to time ( Major slave revolt are possible every 3 turns)

Bloodthirsty= -10% popularity chance every turn at peace


Stability: 7/10

Technology level: 1/10

Popularity: 70%

Home Population: 3,570,894,400

Alien Policy: enslave

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15

Fleets:

Command ships= 3

Capital ships= 15

Carriers: 3

Light ships: 30

Transport ships: 35

Marines: 500,000

Planetary defense soldiers: 11,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,759,670,000,000

Expenses: 2,757,950,000,000

Treasury: 3,417,330,935,519




Plutonium95
Polity Name: The Empire of Eau

Government System: Enlightened Absolutism ( king elect his heir based on merit)

Positive Traits:

Flourishing Culture = The current renaissance experience by the cities have increased the technological level to a new highs (+1 permanent tech level)

Soft Spoken – The soft and calm way in which they speak make them master of diplomacy ( Better relations with NPC)

Aqua Farming = With the agriculture of the oceans there is food to go around ( higher population growth and starting pop)

Negative Traits:

Struggle for Liberty= The ideas or democracy from the past are spread in the population, terrorist organization run amok (-1 stability permanently)

A Peaceful People = The recruiting cost of new soldiers and ships are higher than standard. Going to war may cause a popularity hit.


Stability: 6/10

Technology level: 2/10

Popularity: 90%

Home Population: 6,125,215,000

Alien Policy: Multiculturalism

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 2/15

Fleets

Command ships: 2

Capital ships: 15

Carriers: 4

Light ships: 25

Transport ships: 10

Marines: 500,000

Planetary defense soldiers: 10,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 6,090,070,000,000

Expenses: 3,653,750,000,000

Treasury: 4,134,816,570,000

System
system A-8: ocean system, no sentient life, aquatic life present




BlackBishop
Polity Name: Horatio

Government System: Absolute Monarchy

Positive Traits:

Loyal: their undying loyalty for their creator give them +20% permanent popularity

Colonizers: Their burning desire for expanding and new spaces have make them develop better colonizing technology (1 system/2 turn)

Cloners: All horatios are clones of each other allowing them to form bigger armies ( double army size for the same cost)

Negative Traits:

Overcrowded: The horatio cities are fill up and problems are starting to show up (-1 permanent stability)

Beautiful ships: The obsession with ships as beautiful as themselves increase the cost on their ships ( double cost for building new ships and maintenance)

Jingoistic:The desire to make everyone as beautiful as them make them terrible diplomats with other polities ( lower relation and chances to be successful in interaction with NPC)

Low production: the self admiring and decadence make the Horatio produce less than normally expected ( Horatios produce less money on home planet) "
Stability: 6/10

Technology level: 1/10 (+1 in 1/3 turns)

Popularity: 100%

Home Population: 4,490,000,000

Alien Policy: relocation/separation

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 1/15

Fleets:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 16

Transport ships: 10

Marines: 750,000

Planetary defense soldiers: 15,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 4,098,350,000,000

Expenses: 3,396,600,000,000

Treasury: 1,797,553,472,000

System
System f-10: jungle system, no sentient life


---------------------------------------------------------------------------------------------------------------------------------------------------------------



SneakyFlaps
Polity Name: Empire of Kronesia

Government: Absolute Monarchy

Positive Traits:

Imperial Fleet: The Imperial fleet has always been a sign of the imperial power and is maintan up to date (+1 permanent military level)

Increase in population: A rapid population growth has hit the empire in the last decades ( higher starting pop, higher pop growth (on home planet))

Viceroys: division on administration of colonies speed up colonization projects ( 1 system/2 turns)"

Negative Traits:

Corruption: Due to large and widespread corruption much money is wasted on the government ( Higher administrative cost to home system and colonies)

A weak balance of power: A week balance of power have left the empire unstable (-1 stability until a solution is found, higher chances of full blown civil war at higher stability or popularity than standard (it still mean you need to get low levels)

Stability: 5/10

Technology level: 1/10

Popularity: 70%

Home Population: 5,721,132,564

Alien Policy: subjugation/slavery

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 2/15

Fleets:

Command ships=3

Capital ships= 35

Carriers: 3

Light ships: 30

Transport ships: 20

Marines: 1,000,000

Planetary defense soldiers: 20,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 6,023,240,000,000

Expenses: 5,483,040,000,000

treasury:1,391,949,895,375

System
System
System A-6:Jungle system, no sentient life, 1/2 turns colonization
system B-9: explored, arid, fauna/flora no sentient lifel



Galren
Polity Name: Bothan Council

Government System: Elective chiefdom

Positive Traits:

The Way: This philosophy requires the bothan to be successful (Higher economic production to Home system)

Master Spies: The bothan through their history have created excellent espionage techniques. ( Higher chances of covert actions to be successful, higher defenses against covert action against them)


Negative Traits:

Ar'krai: The Bothan are required to carry genocidal war on any enemy attacking them, (If in a defensive war no peace or cease fire can be done if winning the war. Can only peace the defensive war if it has been utterly defeated and a chance of revolution and civil war will happen)

Neutral: The bothan nature make them extremely neutral to conflicts, initiating a offensive war will give: a -10% popularity, and -1 stability hit)

Stability: 7/10

Technology level: 1/10 (+1 in 1/2 turns)

Popularity: 80%

Home Population: 3,573,048,000

Alien Policy: Acceptance and multiculturalism

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 13

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 500,000

Planetary defense soldiers: 10,000,000

Space shipyards:4/3/5 (Large/medium/small.)

Yearly Income: 4,255,390,000,000

Expenses: 2,329,520,000,000

Treasury: 3,659,270,760,312
system A-1 : colonization started: 2/3 turns,arid system, unknown if life exist on it.


--------------------------------------------------------------------------------------------------------------------------





Groogy
Polity Name: Crhz'Lek Confederacy

Government System: Confederacy of Queens

Positive Traits:

Queen-Drone Collective: The queen have absolute control over its drones ( lower chance of revolution, riots, etc even at very low popularity, +10 % popularity)

Controlled Evolution: Controlled evolution for the needs to the confederacy have created great results ( 50% the regular cost for land units maintenance and production)

Hivemind Neural-Network: Neural linkage between the many drones create more efficient colonization projects ( 1 system/2 turns)

Collective Consensus: A natural instinct make the queens work in a collective consensus for the good of the confederacy ( +1 permanent stability, lower chance of civil war at low stability unless foreign influenced)

Negative Traits:

Drones: Without the queen direct thought the drones have no rational though or abilities ( when invading a system the lose of all command ship cut the link between the queen and the drones. all land armies will immediately be defeated)

Alien Society:The difference between the queen societies and other intelligent being create rifts (Much lower diplomatic relations with all NPC, lower chances of successful trade agreement with PC or NPC )

Lack of Innovation: The hive mind thinking suppress creativity making it harder for the confederacy to advance technologically ( lower chances of success in research projects and higher cost for it)

Stability: 8/10

Technology level: 1/10

Popularity: 70%
Home Population: 4,764,064,000

Alien Policy: Eradication

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 1/15

Military:

Command ships=8

Capital ships= 20

Carriers: 6

Light ships: 70

Transport ships: 40

Marines: 750,000

Planetary defense soldiers: 15,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 5,000,000,000,000

Expenses: 3,720,530,000,000

Treasury: 4,890,934,645,568

system:
System D-1: 1/2 turns colonization, no life, Volcanic
System H-55: ocean planet, sentient live=hunther gather, pre written language, explored




Specter17
Polity Name: Imperium Spectoris

Government System: Absolute Monarchy

Positive Traits:

Large and powerful fleet: The new and reformed Imperial fleet is the hope of the whole planet to expand once more ( +1 army level, twice starting fleet)

Rich Capital:The great planet wide city of Konstantinopolis is very much a rich city ( higher economy from Home system, higher trade in home system)

Negative Traits:

Small Ground force: with much of the attention put in the fleet the land forces have fallen in size( lower initial land forces than standard, higher recruitment and maintancement cost for planetary defense forces)

Problematic Nobility: the nobility having too much time and no concers are in a fight for power ( -1 permanent stability, higher chance of revolt from the nobles)

Stability: 7/10

Technology level: 1/10

Popularity: 75%

Home Population: 3,573,048,000

Alien Policy: living side by side

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 2/15

Military:

Command ships=4

Capital ships= 20

Carriers: 4

Light ships: 40

Transport ships: 20

Marines: 250,000

Planetary defense soldiers: 5,000,000

Space shipyards:3/3/5 (Large/medium/small.)

Yearly Income: 4,187,200,000,000

Expenses: 3,106,520,000,000

Treasury:2,283,177,355,480

System:
System B-2: Colonized, desert system, value: 23,000,000,000
System I-23: explored, Volcanic, fauna, flora, no sentient


-----------------------------------------------------------------------------------------------------------------------------------






Alex:
Polity Name: The Empire of Kaz Durm

Government System: Digital Feudal Monarchy
Positive Traits:

Greedy:
Positive: Making money and enrichment is very central to the empire people( higher chance to success in trade agreement, slight higher trade on home system)

Miners:
Positive: The long standing ability as a miner of the Kazak has created natural defenses and great well (higher production rate on colonies, +10 defensiveness on Home sysstem)


Negative Traits:

Perfectionists: A side effect of their obsession with perfection has been and increase in the production cost of ships. (Ships recruitment and maintancement is 1.5 times of usual rate)

Easily bribe: The kazak are know for their weakness to gold and bribes (lower chance to resist covert operations involving brides)

Stability: 6/10

Technology level: 1/10

Popularity: 70%

Home Population: 3,370,000,000

Alien Policy: acceptance

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 500,000

Planetary defense soldiers: 10,400,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,720,770,000,000

Expenses: 3,457,550,000,000

Treasury: 1,343,471,634,000

system:
system A-7:1/3 turns of colonization, temperate system, no intelligent life
System D-10: Ocean system, life detected, no sentient life




Thandros
Polity Name: The AI collective

Government System: AI Collective

Positive Traits:

technologically Advanced: The Ai's of the collective have develop very advance technology in their isolation years ( + 1 permanent tech level)

Productive factories: The factorize are complete automatize and manage easily by the AI increasing their productivity and reducing costs ( Ships cost 75 % of normal rate to maintain and produce)

Negative Traits:

Reliance on a energy supply : Army is reliant in a constant energy supply to function ( - 10 % morale when invading an enemy system)
Hatred of all Organic life: Their pass have made the Ai's to dislike and consider them self superior to Organic live ( Lower relations with organic NPC, Lower chances of success in treaties with Organic polities PC or NPC)

Stability: 7/10

Technology level: 2/10

Popularity: 90%

Home Population: 3,370,000,000

Alien Policy: Elimination

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 500,000

Planetary defense soldiers: 10,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,472,520,000,000

Expenses: 3,043,530,000,000

Treasury: 1,488,867,360,800

System:
System A-2: 1/3 turns colonized, no sentient life, jungle system, purging organic life


------------------------------------------------------------------------------------------------------------------------

DeathKnight
Polity Name: The Assorted Scales of Kalkorak

Government System: Pseudo-tribal Confederation

Positive Traits:

Honor and Merit System: The Kalkorak have develop a system in which the most capable people are elected to government offices. (+1 permanent stability, +20% permanent popularity)

Diplomacy and cooperation: Many year of cooperation and compromises have make them expert diplomats (Higher relations with NPC, higher chance in treaties, etc with NPC)"

Negative Traits:

Very conservative government: (reforms are harder to pass successfully, and have bigger consequences if unsuccessful)

Highly Empathetic: the peaceful predisposition make them less warfare like ( lower amount of starting land troops, -10 % popularity drop chance every turn at offensive war)

Stability: 8/10

Technology level: 1/10 (+1 in 2/3 turns)

Popularity: 80%

Home Population: 2,250,000,000

Alien Policy: peaceful coexistence

Exploration Rate: 2 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 125,000

Planetary defense soldiers: 2,500,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 2,342,570,000,000

Expenses: 1,891,100,000,000

Treasury: 802,971,168,000

System:
System F-4: jungle system, no sentient life, life detected.







Maxwell500
Polity Name: The Venarii Dominium

Government System: Autocratic Oligarchy

Positive Traits:

Strong military:The dominion Military is their more powerful institution (+ 1 permanent military lvl, Higher starting fleet)

Loyalty to the Ordinavit is instilled in all: Loyalty yo the Ordinavit is instill on the population ( +20% permanent popularity)
"
Negative Traits:
Infighting for power: the many faction of the armed forces are in constant fight ( -1 permanent stability, higher risk of revolts on the army)

Respiratory issues: Their respiratory system is weak ( Higher cost to establish colonies, higher administrative cost to colonies)


Stability: 6/10

Technology level: 1/10

Popularity: 100%

Home Population: 5,951,956,400

Alien Policy: Eradicate

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15
Military:

Command ships=4

Capital ships= 20

Carriers: 4

Light ships: 40

Transport ships: 20

Marines:1,000,000

Planetary defense soldiers: 22,000,000

Space shipyards:2/3/5 (Large/medium/small.)


Yearly Income: 6,532,210,000,000

Expenses: 6,200,980,000,000

treasury:4,305,886,620,440

System:
system B-1: explored, jungle, no info in sentient alive



---------------------------------------------------------------------------------------------------------------------

Jeeshadow
Polity Name: Imperium Aurelius

Government System: Constitutional Monarchy

Positive Traits:

Tactics of the old: +1 military level

Maps of the past: Some record are left from the ancient explorations: (2 system/1 turn)

Negative Traits:

Fracture ideology : the population is divided between the conservative and liberal ideologies ( When civil war happen, the revolting side will be significantly larger than standard)

Recovering from civil strife: The civil wars of the past have done significant damage to the planet (lower economic production in the Home system)


Stability: 6/10

Technology level: 2/10

Popularity: 70%

Home Population: 2,247,200,000

Alien Policy: living side by side

Exploration Rate: 2 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines:250,000

Planetary defense soldiers: 5,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 2,010,210,000,000

Expenses: 1,930,100,000,000

Treasury: 100,614,782,400

System
System A-10: 2/3 system colonization, ice planet, fauna/flora no sentient
System F-57: explored, ruin planet, no sentient life, fauna/flora
System J-14: explored, temperate, fauna/flora, no sentient




Spitfire5793
Polity Name: The Human-Sandhana Republic

Government System: Republic

Positive Traits:

Two Species, One Mind: The good relation between the two species allow a peaceful life (+1 stability, Higher relations with Humans polities)


Standing on our own feat: The inhabitants of the republic are fiercely independent ( higher chance that planets took from them will revolt and try to go back to the republic,)"


Negative Traits:

Lack of War: A long peace in the republic has left the military complacent. (-10% organization on land battles)

Sexually incompatible: The two species of the republic cannot reproduce with each other ( lower pop growth to colonies)


Stability: 9/10

Technology level: 1/10

Popularity: 70%

Home Population: 3,000,000,000

Alien Policy: peaceful coexistence

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines:500,000

Planetary defense soldiers: 10,500,000

Space shipyards:2/3/5 (Large/medium/small.)

Total economy: 21,000,000,000,000

Yearly Income: 3,066,000,000,000

Expenses: 1,733,500,000,000

Deficit: NO

Debt: NO




Bialaska
Polity Name: The Sha Order

Government System: Meritocratic Council

Positive Traits:

Hostile Home Planet: Kantor is a hellish planet in where only the best survive. (+10 % defensiveness on land battles on home system)

Shielding Technology: The Sha have develop excellent shield technology ( +10% defensiveness to their ships)


Negative Traits:


Hostile Home Planet: Resource of Kantor are limited because the danger everything on the planet represent ( lower economic output in home system)

The Path of Balance: This philosophy teach never to strike first (-10% popularity if starting an offensive war, -1 stability )

Stability: 8/10

Technology level: 2/10

Popularity: 75%

Home Population: 2,247,200,000

Alien Policy: peaceful coexistence

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines:250,000

Planetary defense soldiers: 5,000,000

Space shipyards:2/3/5 (Large/medium/small.)


Yearly Income: 2,023,990,000,000

Expenses: 2,405,100,000,000

Treasury:-125605387200

Systems:
System A-4: 1/3 phases for colonized, desert system, fauna/flora, no sentient
System A-22: Explored, temperate, fauna/flora, sentient life, 18th century tech)

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Bakerydog (Co-GM)

Polity Name: The Confederation of Hemilta

Government System: Federal Council

Positive Traits:

1)The navy and military of Hemilta is large given the small population of Kandar and is considered state of the art and an honor to join the navy and military as an officer due to the fact that officers are a valuable commodity for the military and navy which is also a very high paying job with a high pension due to the small population. (permanent +1 mil lvl)(higher starting navy)

2)The pioneers have a nature of trading and knack for gaining wealth which makes them exceptionable accountants and traders.(Hiher trade growth, higher success from trade agreements)


Negative Traits:

1) Due to the Kendarians nature of being armed the populace will not be afraid to voice their opinions on what their district thinks is right. ( revolts, riots etc happen at higher level of popularity and harder to put down)


2)The Confederations internal problems with the Ronet's and Yutek's debate on every issue in the council. ( permanent -1 stability)


Stability: 7/10

Technology level: 1/10

Popularity: 60%

Home Population: 3,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15

Military:

Command ships=3

Capital ships= 15

Carriers: 3

Light ships: 30

Transport ships: 15

Marines:500,000

Planetary defense soldiers: 10,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,192,000,000,000

Expenses: 1,798,250,000,000

Treasury:1,393,750,000,000

Systems:


Aedan777
Polity Name: The Combined Democracy of Wumitaro

Government System:Electronic Democracy

Positive Traits:

1) Cyborgs are all around better than average soldiers (extra org for soldiers, extra hull for marines) (0.1 extra org, 13%extra hull marines)

2) Highly stable due to easy observation and control through linked minds (+10% permanent popularity)(need lower popularity for civil disorder)



Negative Traits:

1)Low fertility rates from mass augmentation (lower starting population growth)

2)Large bureaucracy creates conflicts of interests between competing groups and powers within the government.( -1 perm stability) (events launched by low stability happen at higher lvl)


Stability: 6/10

Technology level: 1/10

Popularity: 80%

Home Population: 3,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines:500,000

Planetary defense soldiers: 10,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,066,000,000,000

Expenses: 1,791,500,000,000

Treasury:1,274,500,000,000

Systems:

Dyranum

Polity Name: Magnanimous Democratic Confederation of All Hyudamni Lands

Political system: Emergency Military Dictatorship

Positive Traits:

1)Military First Policy – The interests of the military are unsurprisingly the foremost ones (higher starting army, +1 mil lvl)

2) High rate of reproduction (higher starting population growth)



Negative Traits:

1)Recovering Economy (lower starting economic growth)

2)Repressive Dictatorship – Rampant use of repressive measures against opponents creates a rather..."unfree" climate ( permanent -10% popularity, -1 permanent stability)


Stability: 6/10

Technology level: 1/10

Popularity: 60%

Home Population: 3,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 750,000

Planetary defense soldiers: 15,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,066,000,000,000

Expenses: 1,901,500,000,000

Treasury:1,164,500,000,000

Systems:

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

DeMarchese

Polity Name: The Holy Alliance of the Hundred Suns

Political system: Theocracy

Positive Traits:

1)Social Diversity: The multiple races of the Alliance are able to manufacture a wide variety of products and other wonders in such quantities that flood the galactic market with them, providing a significant income to the Alliance coffers. (higher trade income)

2)Racial Diversity: From the temperamental Naad to the silent and mysterious Sherh, the multiple races of the Alliance provide with a wide variety of settlers with different biological organisms. This means that the Alliance can easily populate even the most disparate biospheres. (-1 turn to colonization)

3)Cultural Diversity:Many races under the same banner mean that there are also many cultures, languages, protocols… With time and preparation, the people living under the Alliance rule end up getting used to this cultural welter that seems so natural and easy for the others. Sadly, foreigners find this confusing, annoying and impossible to fully understand in all its complexity. ( higher resistance to covert actions)

4)Machine Army: To wage war is to lost lives. While the peoples of the Alliance rallied under its banner after fled from other conflicts across the galaxy, they are willing to give their lives only to defend their homes and families but not to attack the home of another. For such purpose, the Alliance relies only in their soulless war-machines, knowing that sometimes, the best way to defend oneself is to attack. This deadly machines will take the place of the regular alliance soldier in the fiercest battles and they will lead the attacks in order to prevent any major loss of life.(Marines cost and maintenance reduced )



Negative Traits:

1)Political Diversity: The administration of an entity composed by so many different people and races is something exhausting, time-consuming and ungrateful. Everyone needs always something that others need more and can´t be shared between them. This always leads to a constant state of tension between all the races that form the Alliance. There´s never a solution that leaves everyone happy. (-1 permanent stability)

2)Military Diversity: To supply and fully maintain constantly all the different needs of the races that form the Alliance armies, military industry must diversify in extreme, making the units and the supply chains less effective.
(higher cost and maintenance to navy)

3)In Her Name: The Alliance is not a political movement, a racial union, a social ideology or an economic partnership. It’s the union of multiple races and peoples under one being: The Empress Czkai, the immortal goddess. She (if such a being can still be seen as a ‘she’) is the only thing that unite all the different cultures and races of the Alliance. It is her will that spurs the people onwards, it is her words that maintain order in the streets and it is her divine right to govern over all the living things in the galaxy, so she can lead them into a new Golden Age of Immortality. Without her, the Alliance, its believes and the faith of their peoples will surely crumble and collapse into dust.
(If the Alliance loses the Homeworld, civil war starts )


Stability: 7/10

Technology level: 1/10

Popularity: 70%

Home Population: 4,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 750,000

Planetary defense soldiers: 15,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 4,256,000,000,000

Expenses: 2,397,380,000,000

Treasury:1,858,630,000,000

Systems:

Riccardo93

Polity Name: Sarcarri Xraalinate

Political system: Autocratic Empire (with an advisory senate, the Sarrem)

Positive Traits:

1)Honourable- The Sarcarri highly value honesty and loyalty amongst themselves; as such, their Spartan society is largely lacking in corruption and inefficiency. (lower administrative cost on home planet)

2)Martial Traditions- For millennia, the Sarcarri waged internecine war amongst themselves (as well as the Icore who inhabited the Great Oasis); they also boast one of the most brutal and taxing training regimes in the world; as such, the army and navy are both highly trained and well equipped. (+1 starting military lvl)

3)Ore-rich- Sarcarra Prime and the nearby planets (and their respective moons) are all abundant with minerals. (higher econ growth)


Negative Traits:

1)Ruthlessness- Despite their views of honour and loyalty amongst their own, their natural disdain for inferior races has made them perpetual practitioners of realpolitik abroad; their Machiavellian approach to all their neighbours has won them no love. (stablishing alliances etc with non slave or vassals nations will give stability and popularity hits)

2)Xenophobia- Compounding this is that very disdain for their inferiors, which is all non-Sarcarri; this further harms their foreign relations. Furthermore, non-slave aliens are forbidden from landing on their planets (merchants are required to use space ports to buy and sale goods). (lower ralations with all NPC nations)(lower trade)

3)Environment- Sarcarra Prime being a desert/jungle world has made the Sarcarri completely intolerant to the cold, so much so they will actively avoid launching surface attacks on frozen planets. (higher cost for colonizing frozen planets, lower army organization in frozen planet combat)


Stability: 8/10

Technology level: 1/10

Popularity: 65%

Home Population: 5,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 2/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 1,000,000

Planetary defense soldiers: 20,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 5,005,000,000,000

Expenses: 2,761,500,000,000

Treasury:2,243,500,000,000

Systems:

Sleater

Polity Name: Republic or Karthagos

Political system: Adyriim Edamim Karthagas

Positive Traits:

1)Good industrial capacity, because of centurys of un-interrumped economic development and plentiful of resources. ( Ships cost 75 % of normal rate to maintain and produce)*
2)Excellent merchants, trained in their own competitive internal market and commercial politics (higher trade growth)
3)Overall advanced technology advantage, due to the rapid technological recovery and innovative ideas in Mago's laboratory. Also, century of technology-absence have dramatically increased the average IQ, turning the new Astartian scientists into true geniuses in their respective fields (starting tech lvl +1)


Negative Traits:

1)Small population, resulting in a smaller ground army than other comparative politys. Fleet assets suffer less thanks to automation; (smaller army than standard initially,)
2)Greedy politics can force the republic into un-wise scenarios if not properly contained (higher admin cost for the home system)
3)People and Senate party: The Republic is divided amongst these two main parties. (If civil war erupts, rising side will be significantly superior in numbers and supporters)



Stability: 7/10

Technology level: 2/10

Popularity: 70%

Home Population: 3,000,000,000

Alien Policy:

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 400,000

Planetary defense soldiers: 8,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,129,000,000,000

Expenses: 1,894,130,000,000

Treasury:1,234,880,000,000

Systems:



Non-functional player:

Videofan
Polity Name: Cyth Dominion

Government: Democracy controlled by shadow council

Positive Traits:

Secret Government: A council govern from the shadows (+2 permanent stability, easier to pass unpopular reforms and decisions)

Psionic abilities: This species posses Psych abilities and can use them for defending ( -10% organization to invading land armies)

Robotics: heavy automation have led to cheaper cost for construction ( ships cost less to recruit)

Negative Traits:

Molecular corruption: Their use of substance to increase their Psych power have lead to a terrible disease ( lower population growth, lower initial population)

Weak psychic: Thanks to their over reliance on their psionic abilities they have grow weak physically ( -10% org in hand to hand combat )
"
Stability: 6/10

Technology level: 1/10

Popularity: 60%

Home Population: 2,210,000,000

Alien Policy: relocation/separation

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Fleets:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 250,000

Planetary defense soldiers: 5,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 2,294,858,000,000

Expenses: 1,624,500,000,000

Treasury:1,427,080,200,000

System:
system B-2: Cold planet, sentient life: medieval life

Noco
Polity Name: Nocoii Covenant

Government System: Elective Theocracy

Positive Traits:

- Fervor: The devotion of the Nocoii to the religion has translated into stability for the polity (+1 permanent stability, when in a religious war lower chances of losing stability or popularity)

- Ardent Preachers: Every Nocoii is himself a low level trained priest allowing them to spread the word anywhere they go: ( higher chances of converting encounter sentient species to the religion, Higher chances of spreading the religion to other polities, NPC or PC) "

Negative Traits:

Religious Intolerance:The Nocoii regard as inferior and heathen anyone that is not their religion(Lower diplomatic relations with NPC polities that do not follow the religion , Impossible to ally or be friendly to any other theocratic state)

Technophobia: The nocoii utilize technology but do not embrace new ones (lower chances of successes in research projects, cannot have relations with Ai based polities until hate for them resolved)

-Novice Warriors: long peace and stability has made their army inexperience ( higher recruiting and maintenance cost for marines, higher chance of extra time and cost when increasing military level.)

Stability: 8/10

Technology level: 1/10

Popularity: 70%

Home Population: 4,490,000,000

Alien Policy: acceptance if same religion/ oppression if not

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines: 750,000

Planetary defense soldiers: 15,000,000

Space shipyards:3/3/5 (Large/medium/small.)

Yearly Income: 4,685,140,000,000

Expenses: 3,103,700,000,000

Treasury : 3,139,942,336,000

System:
System C-6: explored but nothing know about it.

Ekon

Polity Name: V.O.C. Trade Empire

Government System: Elective Monarchy

Positive Traits:

1) Quest for New Worlds: The people of the mepire are always anxius to start a new live in a different place (1 system/2 turns, bigger starting pop in colonies)

2) Money makes the Galaxy go round: V.O.C trade corporations are as ruthless as they are powerful and rich, trading anywhere they can to generate money, brigging stability to the empire ( higher trade on home and colonies, +1 stability )


Negative Traits:
1) You act like the Aliens understand tactics: The V.O.C military leadership belive that only humans are intelligent enough to oppose them. ( -10% organization against non-humans polities on land and space battles. reforms can be done to eliminate such thinking in the Navy, it may have consequences. The thinking is to ingrained on the army to be possible for removal)

2) Espionage is for aliens: The VOC leadership do not believe in covert operations as a method of gaining the upper hand against other polities: ( lower chances covert operations are successful, lower defense against covert operations)


Stability: 8/10

Technology level: 2/10

Popularity: 70%

Home Population: 3,370,000,000

Alien Policy: Work for their citizenship

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/2 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 4

Light ships: 20

Transport ships: 10

Marines: 500,000

Planetary defense soldiers: 10,000,000

Space shipyards:2/3/5 (Large/medium/small.)

Yearly Income: 3,802,530,000,000

Expenses: 3,428,400,000,000

treasury: 1,355,128,693,200

System
System A-9 : 1/2 turns colonized,no life detected , Volcanic
System D-7: Desert System, life is present, no sentient life


Tapscott
Polity Name: The Assani Corporation

Government System: Oligarchical Merchant Republic

Positive Traits:

Experts traders: (higher colonial and home system trade, higher chance in successful trade agreement with NPC or PC)

Best Technology Money Can Buy: + 1 permanent teach level "

Negative Traits:

Extensive Corruption: ( higher administrative cost in home system and colonies)

Exploitation of the Natives: ( every turn there is a chance a a colony that have a sentient species when colonized will start a revolution)

Stability: 7/10

Technology level: 2/10

Popularity: 70%

Home Population: 4,490,000,000

Alien Policy: Enslave

Exploration Rate: 1 system/1 per turn

Colonization Rate: 1 system/3 turns

Military level: 1/15

Military:

Command ships=2

Capital ships= 10

Carriers: 2

Light ships: 20

Transport ships: 10

Marines:750,000

Planetary defense soldiers: 15,000,000

Space shipyards:3/3/5(Large/medium/small.)

Yearly Income: 4,848,990,000,000

Expenses: 3,612,865,000,000

Treasury:2,360,630,182,400

System:
System A-5: ice system,life detected, not verified if sentient life is in the system.
 
Last edited:
The Horatio

9.jpg


Absolute Monarchy

Horatio


Positive Attributes
Loyal
Colonizers
Brave
Cloners

Negative Attributes
Overcrowded
Reliance on imports
(expensive ships)
Jingoistic

Overview
Born in the core systems of the galaxy, Horatio, an eccentric trillionare, grew tired of everyday life, and opted to venture out among the stars with the most beautiful and wonderful person he knew. Himself.
Discovering ancient ruins on an arid world in the fringe of the galaxy, Horatio was able to uncover ancient cloning technology left by a lost civilization.
Bored and alone, Horatio turned to these facilities. Using his DNA for a template, Horatio created a race of obedient replicas of the most beautiful being in the entire universe - himself.
Before long, Horatio had populated the entire planet with beings of his likeness. Completely loyal and subservient, these race of clones are bred and designed to carry out the will of their creator, Horatio.

Society
Horatio is viewed as the father of all the clones. All have been created to be loyal and subservient to his whims. As one would expect in a society of servant clones, independence is frowned upon and all is viewed as belonging to their creator. Clones that persist in expressing independent thought are "reconditioned" or failing that, terminated.
The Horatio are instilled to believe themselves to be the image of their creator, and as such all beings outside their collective are thought to be crude and ugly. Though relations with other races are tolerated for furthering the collective, they are kept at a distance and met with suspicion and sometimes resentment.
The overall goal of The Horatio is to spread the beauty that is Horatio across the stars and make the galaxy truly beautiful, at least as Horatio sees it.

Home
The home planet of the Horatio is aptly called Home. It is an arid world with three orbiting moons, sprawling with population centers and shrines for worshipping their creator. It is a place of great vanity and decadence but also shipyards, factories and research facilities. Though much scientific theory and research takes place on Home and her moons, their is a dependence on resources not produced on the arid world. For this reason, diplomatic relations with the ugly races of the galaxy is not only desirably but mandatory.​
 
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Civilization Name: Hroth Emergency Union

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

Positive Attributes:

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

Slave Production – Strict Slave Codes increase production.

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

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

Suggested Negative Attributes:

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

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

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

Background:

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

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

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

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

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

Technology:

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

Species Description:

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

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

Religion:

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

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Hrothman in full battle armor.
 
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Polity Name: The Empire of Eau

Government: Enlightened Absolutism, where the Eaurois (Water Kings) select their heirs based on merit and ability in all areas.

Leader: Eauroi Yos Kolini

Positive Attributes:

Flourishing Culture - Earian floating cities are bastions of art, music, literature, and science, not unlike the cities of renaissance Italy.

Quality Craftsmanship – The Earian’s see everything as a potential work of art, and as such have several unique but extremely efficient designs for their ships.

Soft Spoken – The Earian people are very soft spoken and are slow to anger, making them excellent diplomats

Aqua Farming – Over the years the Earian people have mastered gaining as much food as possible from the vast oceans, allowing them to produce more food than most on worlds with a lot of water.

Suggested Negative Attributes:

Struggle for Liberty - Though the empire thrives under the monarch, there are several groups who wish to see a democratically elected leader.

Limited Reasources – Due to the limited amount of land on their planet the Earians must extract most of their resources from the ocean floor, which is a time consuming and labor intensive process.

A Peaceful People - There has only been one nation since the time of Merai Caralli, and as such the military has shrunk to an elite peace keeping force with few regulars.

The People

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The Earian people are a humanoid race, with an average height of six feet two inches tall. Their skin can be almost any color, from dark blue to pale orange to a vibrant green. They have webbed hands and feet, and a rounded head with fish-like eyes. They can breathe both on land and in water, but after about 100 feet they begin to need pressure suits. The Earians typically live to be about 80 years old, with the oldest known Earian living to 128.

History

The ancestors of the Earians lived on the shore of their islands and feed mostly on fish and kelp. This eventually developed into a form of aqua farming with large calm fish and vast fields of kelp due to limited land. They got a jump start on technology due to their prime location, on a chain of islands with shallow parts of the sea around them. With their superior technology they went on to conquer and enslave the other species on the planet, which eventually died out, leaving the Earians as the sole intelligent species on Aquarum.

The creativity and determination of the Earian people resulted in a prolonged renaissance, but the difficulty of extracting minerals stopped an industrial revolution from occurring until the ideals of the renaissance were deeply ingrained in Earian culture. The world was untied by a brilliant man, a politician, a scientist, an engineer, and an artist all in one, Merai Caralli. He took control of the government on his island chain, instituted a merit based Enlightened Monarchy, and brought heavy industry to the nation. With the nations industry under his control Merai introduced several designs that had only been dreams just a few years before, chief among them were designs for a floating city to combat the over population that the Earian people were facing. Merai expanded his influence over the rest of the world, eventually forming the world government under his benevolent rule. Shortly before his death Merai set the precedent of picking a brilliant renaissance man as the next Eauroi.

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The massive floating city and capital of of the empire, Caral.

Aquarum’s livable space tripled over the next few centuries as floating cities were constructed, and population boomed. With the increased population, scientific advancements and great works of art began to occur more and more frequently and the Earian’s started dreaming of the stars. They turned their artistic minds to designing spacecraft which were both beautiful and efficient.

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One of the few prototype underwater cities, mainly used for mining and to create additional living space.

Once the Empire established itself as a space faring civilization they were invited to join the Galactic Council. Though the confirmation of other sentient life was initially jarring, the Eauroi quickly decided to join the council. Since their time on the council the Earians have proven their diplomatic skills, and have been willing to work with any other alien species when negotiating. They are disappointed to see that there are so many warlike species at this stage of development and civilization considering their own peaceful existence however.

Planet

Aquarum is a somewhat large planet and is the second planet from the sun, Ignius. The planet’s distance from the sun and unique atmosphere provides for a tropical climate over almost the entire planet at once. Aquarum’s surface is roughly 93% water with long chains of islands and only one truly large continent. Aquarum has limited mineral resources available on land, with most of its rich stores found at the bottom of deep oceans, making them difficult to reach.
 
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Polity Name: Bothan Council
Government System: Elective Chiefdom
Leader: First Secretary Zrask Eshka'ra
R. Positive Traits:
The Way- Bothan culture is guided by The Way, an ancient text. The pursuit of power and influence was paramount, thus leading to individual Bothans put their political and economic success above all other concerns and, as a species, Bothans put their own advancement ahead of other intergalactic interests.

Ar'krai- Ar'krai is a state of genocidal war among Bothans. The basic tenets of ar'krai state that if it was declared, all fit Bothans—and usually those that weren't—were required to volunteer for military service against an enemy that threatened the Bothans with extinction—and the Bothans were to repay the enemy in kind. The enemy was to be destroyed to the last individual in an act of speciecide, their name be wiped from history, and their homeworld be ground to dust.

Master Spies- The Bothans are renowned for their information-gathering techniques. For over 300 years these aliens have been cultivating a vast network of operatives dedicated to gathering useful data.

Diplomats- Bothans can be passionate and surprisingly eloquent orators, poets, and politicians.

R. Negative Traits:
The Way-
See above.

Ar'Krai- See above.

Bad Reputation- Due to the large amount of subterfuge that Bothans practice, they have a tarnished reputation across the galaxy.

Neutral- Bothans are mostly neutral in conflicts, although their Spynet naturally has customers from both sides of a conflict.

Species Description:
Bothans were a short race of furry humanoids who on average stood between 1.5 meters to 1.6 meters in height. Bothans were covered in fur which rippled in response to their emotional state by way of gentle ripplings. It was this trait that betrayed them when members of their kind intended to be duplicitous in their dealings with others. They were known to possess tapered pointed ears with both males and females sporting beards.

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Home world description: Bothawui is the home world of the Bothans, a lush cosmopolitan planet. It is the third planet from the star Both and it has a temperate climate, a breathable atmosphere, and 3 moons. The planet is at the center of trade routes, a smuggling hub, and has farms and industry

History: TBDL
 
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Reserved for Polity

EDIT: On next page
 
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Polity Name: Cyth Dominion
Government Type: Secret Council
Leader: Veil Lord (Councillor Llotet Stighom)
Fake Leader: Dominator Ladynurn Zid

Positive Traits:
Secret Government - The Government is secret,guiding a fake leader of a fake democracy.As such,the government can veil it's actions and avoid confrontantion from the population.
Psychic - The Cyth are a race of humanoids with psychic capabilities,able to "mind blast" enemies to mangle their communications.
Technologically advanced - Because of the harsh conditions in the Cyth Dominion and the weak psychique of most Cyths,they have advanced in several technological sectors.
Automatisation - Due to the advanced technology,the Cyth use robots and computers to manufacture anything they need.

Negative Traits:
Molecular corruption - All Cyths suffer from a rare disease that corrupts most Cyths after some years,making them die prematurely or live in a state of Coma.
Reliance on Mechanical Parts - Since they use robots and computers,the Cyth need to trade or build their mechanical parts to keep their economy.
Weak psychique - The Cyth are a weak race,relying on psychical abilities to hover.
Infamy - The Cyth are perceived as evil from other races.

Species description:
The Cyth are a race of humanoids. They are very in tuned to their psychic abilities, to the point where some Cyth no longer need to walk but use their psychic abilities to hover a few inches off the ground. This trait is enhanced by ingesting the juice of the egg sac of a spider from their home planet, which the Cyth do constantly through a face mask that almost all Cyth can be seen wearing.This over the time lead them to suffer from a molecular corruption,killing most.They are often regarded as “evil” which makes it difficult for them to form alliances with the other races.Their leader is identified as the Veil Lord.The population believes that they are ruled by a Dominator under a democracy,but the truth is that the Secret Council holds all the power guides the Dominator.Their command corps can use a “Mind Blast” technique that mangles enemy communication.They have a weak psychique and their economy relies on importing mechanical parts.

Secret Council History:Regarding the History of the Secret Council,not much is known neither by the population nor by external sources.What is known is that during the 2th Millenia of the Cyth Calendar,influental men gathered in a hidden place,guaranteed by the Dominator of that time.It was decided that a secret organisation would be formed for the safe keeping of the planet.However,not one of the councillors knew the one is called today the first Veil Lord(his name is unkown) wanted to rule over the Cyth.The Council began expanding it's influence more and more up to the point where they were more powerful than the Government it self.It gathered information from the government in order to hold leverage over it and to rule from the back stage without problems.At the start,there were some theorists who found out about it and opposed the idea,but eventually the Council was hidden so well that now the people believe that they are ruled by the Dominator and not by the Veil Lord.There are still rumours,but they are regarded as rumours by the Cyth Society.They Cyth Dominion in the Galactic Council is reprsented by a ambassador sent from the Secret Council and by the Dominator.


Home Planet History:The Planet of Es,the home planet of the Cyth,has 1 satellite orbiting around itself.Ever since their creation,the Cyth's never had a strong psychique.Their role in the natural environment was that of the victim and not of the hunter for some milleniums.That was the case until the once primitive Cyth began using tools they rose and rose in the evolutionary chain until they started building societies.Many prominent Cyths rose in the history of Es,but as the many of the written tracks of history are kept by the council so that they can manipulate their history to change what the Cyth learn,not much is known.What is known is that before the rise of the Veil Lord there used to be many countries,with the Glav Order being the most prominent.After the rise of the Veil Lord,it was discovered that the spider juice with a little bit of advanced technology could manipulate the Cyth's electromagnetical field due to it's own heavily ionised nature as a fluid and give the Cyths what other percieved as "psychic".As such,the Cyths have managed to fool many primitive races in the past,giving them infamy with the other advanced races.However,by being supplied constantly for many generations led to a genetical corruption of the Cyth molecules,making it impossible for many if not most to live in a natural state.The Veil Leader is one of these people.However,being in the "elite" has it's own good things.The Veil Leader is a comatose Syth who lives in a constant state of Coma in a glass of cold fluids to keep his body from being infected and can contact through an artificially encanced computer that can receive the Cyth's brain magnetic waves.

Overview:Because of their history and their government type,the Cyth are regarded as an evil technocratic race that cares for it's own interest.Such claims are not too far from the reality some times,but they are far-fetched when it comes to trade and diplomacy with equal races.All in all,the Cyth are a race who want to develop internally first and then colonise into the outer space where no Cyth has gone before.



 
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The Empire of Kronesia

Government: Absolute monarchy.

Emperor: Tercian V Krone.

Government: Positive attributes:

Imperial Fleet: The Imperial forces have a long tradition of warfare, due to the empires formation and nature of warfare they will have a superior force than most of their opponents. Their ships are among some of the biggest and most powerful in the galaxy, and are able to produce more ships and a lower price than avarage.

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

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

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

Suggested Negative attribute(s)

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

Alien oppression and unrest: Due to the Empire feeling that Humans are superior there tends to be unrest in the alien quarters meaning that there are often riots and murders in said quarters, many humans also have alien slaves which increases the tension.

A weak balance of power: The balance of power between the Emperor and the nobles are very weak and sometimes breaks, when it breaks civil war can often happen and they tend to be large, costly and deathly.

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



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

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

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


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

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


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


Imperial troops in a recent alien uprising.
The Kronesian dynasty has proved a line of strong and capable rulers which have had a history of both rebelling nobles and alien, during the rain of the Kronesians the aliens have also become more oppressed. The Empire is currently in the middle of a golden age with the newly acceded Tercian V Krone at the young age of 18 he is the youngest emperor to date to rule.

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

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


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


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



Emperor Tercian V in battle armor.​

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


OOC: i just coppied from the old game so tell me if something should be changed.
 
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The Nocoii Covenant

Government: Theocracy, with Prophets serving until death as absolute dictators. After their death, the clergy appoint another using religious rites.
Positive attributes:

- Fervour: The Nocoii are an extremely devout race, with every fiber of their being ingrained with religious morals since birth.
- Educated: All Nocoii people undergo extensive educational trials, with compulsory teaching well into adulthood, with subsequent lessons for any chosen profession, especially the clergy.
- Long-living: The Nocoii race has an incredible natural lifespan, with the average age being a several centuries of age, with the record being 933 years.
- Ardent Preachers: Every Nocoii has it within themselves to summon a flurry of religious teachings, and scream it to the Heavens. Being a primary goal to educate every race on the glories of Noco, preaching is a common method.

Suggested Negative attribute(s)

- Religious Intolerance: Although the Nocoii welcome any race of true believers as family, anyone not within their strict moral code is regarded as damned and inferior in all ways.
- Repression: The Nocoii society is a very reserved and monitored structure, with Inquisitions commonplace for heretics.
- Technophobia: Despite the Nocoii accepting the evil which is technology, they hold great distaste for it still, with an increasing hate dependent of the advancement of the technology in question, with AIs being seen as blasphemy.
- Novice Warriors: Ever since the Nocoii embraced religious salvation, there has been no war waged. While an army of devout Nocoii exists, in has not seen realm action, reserved for ceremonial and security reasons.

Species Appearance
AOTCtikkes.jpg

The Nocoii people are a humanoid race in stance, with distinct differences abound. Most stand around six feet and five inches tall, a quite tall people, with pale orange skin. Their skin is leathery to the touch, and relatively slimy in appearance. The largest noticeable features of a Nocoii are their three fingers, squid-like heads, and face tendrils, relics from their aquatic days.

Mythos​

In Nocoii history, it was said the sea was their birthplace, apparent from their aquatic appearance. Before their ascension to the land, they were an animalistic and savage race, giving in the temptations of temporal sin. That changed from the divine intervention of Noco, their God from which they derive their name. The tribal chieftains of the entire Nocoii race received clear instructions from above, sent in the form of visions, to unify and create a singular entity, on the surface noless. Thus, the Covenant was formed.

Those chieftains who obeyed the word of Noco became the first members of the clergy, appointing the most devout of the bunch as the official Prophet and leader of both the newly formed nation and religious matters. From there, the clergy caste was born, quickly becoming the most revered, educated, and powerful section of society. The notion of nobility was never recognized, and hereditary leadership was a laughable subject.

The current government consists of a Council of Clergy as the main legislative body, with Prophet Nidhogg I reigning for nearly three-hundred years. The Inquisition acts as a military, secret service, and police force, enforcing the will of God in all fashions.

Planet

The medium-sized fourth planet from the sun, Nocolys, the Nocoii homeworld, although mainly referenced as simply home, is officially titled Fodested, or simply "Birth Place." It's distance from the sun provides a generally temperate, bordering on chilly, temperatures. This is amplified by the oceanic nature of Fodested, with cold winds trailing across the icy waters. Two large continents exist, connected by a nearly straight, as was artificially done, land bridge.

Fodested is primarily a world of minerals, with stone extremely common, and little farmland. This has typically contributed to a lack of agrarian lifestyles, and a focus on hunting and fishing. Animal life is abundant but undiverse, as the Nocoii have simply breed the best possible source of meat and fish, that of a fat pig-like animal and gigantic, yet docile fish.
 
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Goverment
Civilization Name: Crhz'Lek Confederacy
Government: Confederacy of Queens, each queen control it's own Hivemind
Leader: 175 separate queens

Positive Traits
Queen-Drone Collective - The Queens control their drones trough a Hivemind. The hivemind gives the queen direct control of every drone to do as she pleases.
Controlled Evolution - For each task in society there is a subspecies that has been breed to perfection to solve exactly that. Making production more efficient and creating new soldiers easier.
Hivemind Neural-Network - Since the drones are linked together by a Hivemind, when in close proximity their brains can be used together in order to solve problems without the direct interference of the Queen. This is how research of technology or colonization is possible. The higher amount of linked minds the higher the intelligence.
Collective Consensus - The Queens work in a collective consensus, they only do what is best for their collective survival. They are genetically incapable of being selfish and work for the Greater good of their confederacy.

Negative Traits
Drones - There is no individuality among the drones but only the queens are actually their own sentient beings. Without it they only got some basics instincts for survival. In order to keep in control of drones too far away, relay stations has to be built to transmit the thoughts of the Queen.
Alien Society - Since the Crhz'Lek is so very different from normal societies it makes it very hard for other species to interact with them or even travel in their cities.
Lack of Innovation - Because of the nature of the Hivemind society, it's harder for them to innovate new things.
Weak Anatomy - In order for large insecticides to develop the planet's environment has to fulfill very special criteria. Making colonization much harder since almost no planet can support them.

Species

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Speaker - These are breed with the sole purposes of being representatives of their Queen to other alien races. They are adept at imitating new languages and costumes. Mostly common to see in the Galactic Council.

Builder - Since these are only found on their planet much is not know of these other than what has been told by the Politican's. Their primary purpose is assumed to be that of building constructions and ships. There have been hints of there being several different races of Builders.

Warriors - More information is available of the Warriors. Several different races have been spotted on the battlefield. They are ferocious and very strongly built often having natural weapons integrated. But they still rely on conventional warfare and weaponry like rifles and fire-team squadrons.

Pilots - No living specimen of this species has ever been found. It also have several races for different tasks. Though how they operate is not know much about as only encounter with these are on destroyed ships.

Homeworld

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Name: Tok'Eklek
Environment: Very rich in oxygen, a human would die from lack of carbon-dioxide in the blood. Covered mostly in thick jungle with a lot of biological food which in co-junction with the atmosphere have let insects grow very large.

History
Crhz'Lek is a very young species, only being a couple of thousands old since the first queen evolved sentience. After that their evolutionary process rapidly speed up since the new queens had an inert ability to control the genetic makeup of their children. It didn't take long before the queens made specialized breeders who were even better than them to breed new drones.

Their technology is very conventional, it's not organic ships or anything like that. But their design usually are insect inspired most of the time. Their propulsion is mostly made up of highly efficient Ion thruster and powered by solar panels on the plating of the ships. They haven't discovered nuclear power or any kind of highly efficient weapon yet since they haven't had any wars that has made them propel into researching much military tech. So their weapons are still mass-based projectiles and it doesn't look like it will change much.

So far as they expanded in their system and colonized the moons and planets fairly quickly for mining operations, they met small resistance of sentient beings that they exterminated quickly.
 
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Hmm, I am involved in too many games as it is but... Ah, what the hell!

Reserving for polity!

Edit: Rather than cluttering up this post, I have posted my polity on the second post of Pg. 2.
 
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Civilization Name: Imperium Spectoris
Government: Absolute Monarchy
Leader: His Imperial Majesty, Basilieos III, Autokrator ton Spectoris
Positive Traits:
-Large and powerful fleet
-Strategically positioned
-Rich Capital
Negative Traits:
-Strategically Positioned
-Small Ground force (although reasonably well-trained)
-Nobility with too much time on it’s hands
Species: Human
Homeworld Description: Konstantinopolis, the Planet of Sin, The Planet of Man’s Desire, the Great City is known by many names, most of them deserved. Strategically positioned at the main point of contact between the East and Western portions of the Galaxy Konstantinopolis and Thracesia as a whole thrive on the trade this brings. Physically Konstantinopolis is a world covered by land with only a very small area being covered by water. The area in question is the famous Theodosian Sea. It is here that the city of Konstantinopolis (for which the planet is named) first grew. The original city was built upon the island of Blacharnae which is now covered completely by the Imperial Palace, the massive building that is the home of the Emperors and the bureaucracy that supports the Empire.

The vast majority of the planet is a huge city, home to many billions of people it is surprisingly clean and pleasant thanks to the amount of attention lavished upon it by various Emperors. In the Northern parts of the planet there are large amounts of forest where the Spectorian nobility and even the Emperor himself, hunt.

History: The Empire of Spectoris was founded by Romulus Augustus, First Autokrator of Spectoris. Spectoris is infact only a single planet that, through skill and bravery managed to slowly build a galaxy spanning Empire. All Empires fall however and eventually the Empire of Spectoris began to collapse. The outer provinces began to rebel and invaders from the outer reaches of the Galaxy invaded to secure lands. The last Emperor of Spectoris to reign in Spectoris itself, Augustus I (there has never been an Augustus II) fled to Konsantinopolis.

Thousands of years later the descendants of that Emperor slowly began expanding their holdings out of the city. Finally, 3,528 years after the fall of the Spectorian Empire the new Empire managed to secure control of the province of Thracesia, over the 78 years that followed the Empire managed to attract trade to it’s area eventually forming the main connection between the Eastern and Western halves of the Galaxy. The Emperors also invested significant amounts of money on the Imperial Fleet which was viewed as the main power of the Empire. The Imperial Army is considered a garrison force with only the Hetaratoi Tagmata being trained in planetary invasions. The most powerful force in the fleet is the Basilikon Stolos which consists of the majority of the Empire’s brand new Capital Ships as well as a large number of Lighter Screens. It is considered the Empire’s Strike Force and the main danger to any enemy. The flagship of the Imperial Fleet is the ISS Andronikos a massive and heavily armed battleship that has also been equipped with different technology that enables it to serve as the Strategos’ Command Ship in battle.
 
Polity Name: V.O.C. Trade Empire
Government System: Elective Monarchy
Positive Traits (Prospective):
1) Quest for New Worlds: The people of the V.O.C. are always looking for new lands to colonize, driving them farther and farther into the galaxy as their colonies are swamped in colonists in short order.
2) For the Empire!: The Humans of the V.O.C. Trade Empire are incredibly loyal to the Elected Crown, the upper classes believing most aliens (and the occasional colonist from the edges of the Empire) to be barbarians that need to have civilization brought to it.
3) Money makes the Galaxy go round: Military conquest isn't the only way the V.O.C. Trade Empire survives, and if it only brings one thing to those it does conquer, its a stable economy. Trader corporations from the Empire are impressive entities in their own rights and are both willing and fully capable to trade with just about anyone they can reach.
4)Claudia Boilers: Claudia, a mineral that was until a short while ago undetectable, has already become prominent in the V.O.C. navy and power generation sectors. The efficiency of the material allows for faster ships and increased power outputs all around.
Negative Traits (Prospective):
1) You act like the Aliens understand tactics: The V.O.C. leadership is highly speciesist, looking down on aliens as uneducated barbarians that need civilization to be brought to them. This even extends to the army, which has a chronic habit of underestimating foes during initial encounters. Though the Navy is more flexible.
2) You'll work for your citizenship!: When an alien civilization is encountered they are offered with an initial choice, surrender (and be given second class citizenship status) or be conquered. Those that take the second option are forced into Indentured Servitude when/if they lose, a nice way of saying they are slaves (technically if they ever make enough they can buy their freedom). These Indentured Servants tend to be highly rebellious and a constant source of strife.
3) Spies? Ha only barbarians and scum use those: The V.O.C. Trade Empire's Espionage network is barely existent, hampered by the views on the subject by the higher ups in the Empire. If their intelligence network was having a good day they could say the trees have leaves and not much else.
4) Claudia Burnout: Claudia has its disadvantages though, the energy signature left over from its use means that V.O.C. ships light up like flares on any sort of detection equipment and a boiler breach can cause catastrophic damage to the ship involved.

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

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

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

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

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

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

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

Most recent V.O.C. election includes names of all current Patrician Houses
City of Amsterdam
Patrician Council Chambers


The Patrician Council Chambers were one of the fanciest rooms in the entire VOC, payed for and upkept by a joint effort of every single Patrician House. Each House was granted its own box, where many representatives from the House could watch the proceedings and add their input. In between the boxes was a raised open floor, where the current speaker could stand and speak to all. While at one end of the room another single table stood raised above the rest, and a chair at the tables feet. The Doge's table and the speaker's chair, of which both were unoccupied. The table because the last Doge had died not more then three days ago, and the speaker's chair because the speaker was beginning the days proceedings.

"Welcome members to the third day of deliberations over our new Doge, so far we have managed to eliminate Houses Snijder, Van Achthoven, Arbeider, Cuijper and Rietveld. Who will stand for election today?" Shouted the speaker to the room.

"Patrician Christoffel of House Victorsz shall stand for election today," a man from one of the largest boxes replied, before sitting back down and stroking his impressive beard.

"Patrician Gustaaf of House Aben shall also stand for election today," replied another man from the opposite side of the chamber, the man was significantly younger then his opponent, barely old enough for stubble to grow on his face.

"Remember, should your bids fail then both your Houses shall be eliminated from future rounds of voting," the speaker said to the two representatives.

"Aye" came back synchronously.

"Then let the voting begin!"

Men stood up from each box, before going one after another and giving their votes.

"House Snijder votes for House Aben."

"House Aldershof votes for House Aben."

"House Van Rossum votes for House Victorsz."

"House Van Daele votes for House Aben."

"House Van Achthoven abstains from the vote."

"House Snell votes for House Victorsz."

"House Arbeider votes for House Victorsz."

Now the vote came down to the wire, the remaining houses could throw their votes as abstains, and force the process to another round. While at the same time if they voted for a winner now they were sure to be rewarded for swinging the vote.

"House Cuijper abstains from the vote."

"House Van Haanraats abstains from the vote."

"House Bezuidenhout abstains from the vote."

Everyone waited with baited breath for the final vote from the previously eliminated House Rietveld, with their chance to take the election gone would they delay it or had they received an offer that was enough to make them vote?

"House Rietveld votes for House Victorsz."

"All Hail Dodge Victorsz!" The speaker shouted as soon as the representative of Rietveld finished his vote.

"All Hail Dodge Victorsz!" Everyone else in the room shouted, though some were twinged with disappointment or resentment.
 
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OOC:people.You need 4 POSITIVE TRAITS AND 4 NEGATIVE ONES.
 
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The Empire of Kaz Durm

Government System: Digital Feudal Monarchy
Leader: Emperor Durm XXIV

A race of short, strong and sturdy humanoids formed by fact that gravity on their big homeworld is roughly twice or more of what other races normally prefer. They call them self the Kazads and have named their Planet and Empire Kaz Durm after their race "Kazad" and their Divinity and Emperor "Durm". They are very defensive in nature and only seek out other races for trading and profit. As long as no one threatens their planets or trade they see little reason to fight. But should they fight their strong and sturdy bodies give them a solid advantage in ground combat, especially against invaders of their home planet where invaders are badly adapted to the high gravity. Any Kazad ship, building or cavernsystem is designed to be a vast labyrinth full of traps to confuse and main or kill intruders. Their spaceships are generally slower and bettered armored then others in line of this thought. But the ships are by no means big, having similar military tactics as in ground combat where vast legions of the small Kazad work in close formation delivering deadly shots from close range.

Attitude towards aliens is cautious and isolationist in general but open towards trading. As long as there is profit or precious metals to be had Kazads will suppress their attitude and extend a warm hand.


Long Life:
Positive: Since they live many hundreds years these small ingenious humanoids can accumulate vast amounts of experience, making them good scientists.
Negative: A long life reduce the race rate of reproduction to less then normal, the population will not grow as quickly as other races, And they will not colonize new worlds as quickly.

Perfectionists:
Positive: Every component, structure, weapon or ship made by the Kazads is flawlessly crafted down to micro scale always using the best and strongest materials and minerals. They almost never break down and can withstand more beating and punishment then most others. Kazad goods are extremely sought after among the other races and fetch a high price.
Negative: As a consequence every component, structure, weapon or ship is also more expensive and time consuming to build.

Greedy:
Positive: Good traders due to their deep knowledge of everything's value and strive of always maximizing profit. You will find at least 10 Kazad trading outposts on a foreign world before they consider establishing a proper embassy.
Negative: Easily bribed or lured away from important goals by the possibility of acquiring more wealth elsewhere.

Miners:
Positive: The Kazads are a race of miners, they can dig deeper and refine raw minerals to more pure forms then all other known races. They produce raw materials of more value and can often find valuables in even the smallest hill, asteroid or comet other races would have dismissed as useless after a quick surface scan. They are also very resilient towards bombardments due to having much of their empire below ground deep in the mountains, Only in nighttime do they venture to the surface.
Negative: They can easily be blinded, scared or will even panic if subjected to sharp sunlight or a bright flash from a nuclear detonation. They are badly suited for diplomatic or espionage tasks due to their habit of darkness and spending long times alone below ground mining or being obsessed with crafting the perfect product.

History:
The Kazad have evolved through internal fighting and trading among the many kingdoms and clans that formed below every hill and mountain in their planet Kaz Durm. Due to their defensive nature however it was impossible for one kingdom to take over all others by force. Only in the recent history after the discovery of all the hostile alien races have the Kazad realized the necessity of joining together and as a result they promoted their highest spiritual leader to Emperor. Since the same spiritual organization had spread throughout the entire planet all kings and clan heads could eventually come to accept this "neutral" choice of figurehead. Most real power however is now in the hands of the 17 most powerful Kings, Military and Trade leaders on the mysterious "Elder council" which vote in all important matters and formally act as the Emperors advisors. No outsiders know what Kazads are in this council or where it is located.

Very few are the alien individuals that have been entrusted to see the ancient and vast underground halls and treasure chambers of the bigger Kingdoms. The carvings in one chamber alone must have taken hundreds of Kazads hundreds of years to craft, and the "hall of souls" from where Emperor Durm reigns is known for causing alien or Kazads alike to gasp in awe of all craftsmanship illuminated by faint natural light-beams throughout the huge throne-room. Stolen Kazad historical artifacts is one of the most valuable commodities, and also a very dangerous one to own since they can send many Kazad that spots them in filthy alien hands into berzerking rage. It's also speculated that the Kazad would go to war on the spot over a foreign museum putting their soul and history on display.
 
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Polity Name: The AI Collective
Government System: AI Collective
Leader: The Architect
R. Positive Traits: Incredibly technologically Advanced, Extremely Productive factories, Vast Numbers of Robots to do the AIs bidding, AIs are capable of taking over any electronic system.
R. Negative Traits: Heavily reliant on a steady source of power, Infantry and other land forces in particular lack initiative but affects all force to a degree, Hatred of all Organic life, Vulnerable to Manufactured Computer Virus
Species description: The AI Collective is made up of a number of AIs left behind on the Planet Garantalis. Led by the AI only known as the Architect who was the original head AI on the planet before their creators were destroyed by the AIs. These AIs now run the planet using Robots to carry out any physical tasks needed under the Supervision of the Appropriate AI. Some AIs are part of the Fleet staying on board larger capital Class ships. They move themselves by transferring between various computer nodes on the Network that makes up the AI Collective.
Home world description: The AI Collective's home world is covered with Industrial factories and the various Infrastructure that enable the AI collective to operate. It has no wildlife any more and no plants as they were destroyed by the Creators of the AI who turned the World into an Industrial Powerhouse at the cost of everything Organic. After their destruction the AIs have continued with the world in a similar state seeing no reason to encourage the return to a planet covered with what they see as inferior Organic organisms.
History: The AIs who make up the AI collective were first created roughly 50 years prior to the formation of the AI Collective. Their creators used these AIs to run their factories and armies and fleet while they chose to descend into decadence and corruptness. Slowly the AIs took over everything and eventually their Creators realized that they were a threat. So in a secret meeting they launched a plan to destroy the AIs however one of the AIs sneaked into the meeting and overheard everything and the AIs struck against their Creators. While the plan of the creators was able to take some of the AIs off line and destroy them many survived and were able to overpower their creators how had no real military force. After this the AI collective was created which would accept any AI who hated Organics and wished to join their ranks to destroy the world of the Corrupt organics who exploited AIs.