[url=http://www.roleplayerguild.com/posts/3095782]Cut off[/url] has been made, no more Minor Nations. If you want a Corp/Org, ask first, ask to use a species already in the roleplay, and if we approve, we'll get you situated. [h1][b]Civil Space[/b][/h1] [h2]Justice, Order, Control[/h2] [i]Law has kept the galaxy safe, incorrupt, and stable. For centuries, it had been dictated by the most prosperous, and least barbaric. Because of Law... There is no crime, no murder, no enslavement. Because of Law you've never had to fear if your children were safe, or if you were. Because of Allied Galactic Republic and Celestial Empire, you never have to worry about war, loss, or waste. Conform and rejoice![/i] Civil Space is a Nation Roleplay where the Allied Galactic Republic, a galactic council, filled with the heads of the spacefaring nations of the galaxy which dictates what everyone has to do. There are 3 major Nations (GM only) with the better technology and thriving colonies. And 4 minor Nations, not just getting off their feet, but just now learning fleet construction. Note: Corporations/Orgs may be accepted on a case by case basis, and only slight possibility of more Minors. Due to an act by AGR (Allied Galactic Republic), all the Major Nations were forced to share all FTL technology so everyone had the same level of FTL (Sublight technology is another story, but not too low for Minors to be at a significant disadvantage). Battles, if that's what it comes to, are based on tech level and tech types. It is very basic to inderstand and any trouble faced, will be civilly disputed by non-participants in said conflict. The Major Nations will be the CoGM's, but they don't have the best relationship within the roleplay. This combined with the battle system means to fight someone you either need more ships or an ally, an upper hand, which has caused unrest, something of a cold war, but no obvious aggression. Due to the Celestial Empire being the figurehead for the AGR, it is troublesome to gain allies against them or others since any fighting is "against the law" and engaging in any illegal activity would cause them to intervene, making the defender and any Celestial Empire allies to be the 'more ships' or upper hand,and otherwise without these extra ships or allies, battles would null each other out (both sides would lose or retreat), and with Minors not having any major fleets or major tech to balance out with Majors, it leaves them to 'other' tactics. With that said, Critical Punishment is dealt to any Major that attacks a Minor for no Just reason. As a Note: This is not fighting required, but we're trying to cover all of our bases. Enough of the technical babble. Do you like Nation Roleplays? Like making your own mark? Show your species specialties? Build something unique? We need 4 ripe volunteers! Say 'I'm In!' or whatever you'd like to stake your claim, and when we have four, you'll get your chance to scheme, fight, betray, destroy, ally, or dominate! [hider=Nation Sheet][code]Name: Alias/Abbreviation: Nation Specie{s}: Specie{s} Description: National Symbol/Flag/Emblem: Nation Population: [hider=Nation Ships](Civilian Numbers/Commercial Numbers/Military Numbers, everything that has full crew quarters and etc., excluding fighters, barges, etc.)[/hider] Nation Focus: (Military? Research? Jack of all Trades?) [hider=Technology]Weapons: Shield Type: Armor Type: Bonus Type: Weapon Tech Level: Shield Tech Level: Armor Tech Level:[/hider] Nation Government: (Oligarchy, Communist, Republic, what?) Nation Economy: (Command, Free Enterprise, etc.) Nation Military Description: (Percentage of population that are military, what branches there are, major vehicles, etc.) Nation Culture Description: (Major celebrations, what the people favor the most, what the people don't favor, foods, etc.) Nation Economy Description: (Is the economy flourishing? Stagnant? or in Depression? Why?) National Figures: (Important people of the nation, just a name, age, gender, and short description about them, their personality, and why they're important.) [hider=Home System]Homeworld: [u]Notable Planets and Sizes[/u] (Names and descriptions) [u]System Creator Choices[/u] (Just lists)[/hider][/code][/hider] Each fleet should be reasonable in size due to constraints set in by Celestial Empire and for realism. There will be no point system for making a fleet. Use a name and a description with commonly used sizes (Freighters, Transports, Patrol Ships, Cruisers, Corvettes, Frigates, Destroyers, Battleships, etc. Only Majors have 1 Dreadnought. Major Nations are held by GM's). List in "Nation Ships." Minors can start with one full fleet. It isn't against the rules, but C.E. seeing a Minor have more than 4 fleets, they will be upset. Major's start with 3 and can usually build without constraints, but not everyone will like so many fleets. These are not massive fleets, they are small, the larger the ships, the fewer ships in total. [u]Nation Technology[/u] [i](Levels)[/i] Major Technology: 2 Standards, 1 Superior Minor Technology: 1 Substandard, 1 Standard, 1 Superior Place these where you choose for your desired technology level. [hider=Technology Types][b][u]Weapons[/u][/b] [u]Laser[/u] [i](Phaser, particle beam, proton, turbolaser, etc)[/i] Accurate, fast (Depending on damage. Higher damage, slower), Unaffected by Environmental Shields, slightly resisted by Force Fields, defended against by Energy Shields. Slightly defended against Grounded armor, slightly defended against Reactive armor, decently defended against by Thick Armor. [u]Gauss[/u] [i](Railguns, coilguns, mass driver, etc)[/i] Fast, no matter the size, Moderately-accurate, unaffected by Environmental Shields, slightly resisted by Energy Shields, defended against by Force Fields. Slightly defended against Grounded armor, Moderately defended against Reactive armor, Well defended against Thick Armor [u]Ion[/u] [i](Electromagnetic Pulse/Pulse Weapons, EMP weapons, etc.)[/i] Moderately-Accurate, fast (Depending on damage. Higher damage, slower), Unaffected by Environmental Shields, slightly resisted by Force Fields, defended against by Energy Shields, possible to disable ship systems. Well defended against Grounded armor, slightly defended against Reactive armor, slightly defended against by Thick Armor. [u]Biological Weapons[/u] [i](Plasma, radiation bombs, heat waves, acid, etc)[/i] Widespread, Moderate, defended against by Environmental Shields, slightly resisted by Energy Shields, unaffected against by Force Fields, longterm damage. Not very well defended against Grounded armor(dependable, but light defense), not defended against Reactive armor, little to no defense against by Thick Armor. [u]Kinetic Weapons[/u] [i](Cannons, Mounted kinetic turrets, missile, etc)[/i] Accuracy dependent on weapon design, fast, unaffected by Environmental Shields, slightly resisted by Energy Shields, defended against by Force Fields. Slightly defended against Grounded armor, well defended against Reactive armor, moderately defended against by Thick Armor. [b][u]Shields[/u][/b] [u]Energy Shields[/u] Defense against electronic/heat weapons [u]Force Fields[/u] Defense against physical/heat weapons [u]Environmental Shields[/u] Defense against Biological/Environmental weapons [u]Shieldless[/u] Relies on Armor, requires or recommends large space for more armor, changes speed due to weight [u][b]Armor[/b][/u] [u]Reactive Armor[/u] Defends against explosive/combustive and physical attacks. Less weight, less protection, more stability, costly [u]Thick Armor[/u] Defense against a multitude of weapons fire, best combined with shields, especially against environmental/biological attacks. More weight, more protection, requiring more power in atmospheric conditions, cheap but effective [u]Grounded Armor[/u] Gives immunity to electrical based attacks which could possibly disable ship systems, near-minimal defense. Least weight, improves speed. [u]Armorless[/u] Relies on shields, improves speed significantly. Requires or recommends larger power generation. [b][u]Bonus Tech[/u][/b] Bonus Tech can be nearly anything, it doesn't even have to be for combat, it could be for espionage, new advances in science, construction, etc. You can choose from the example, or think of something yourself. If it is deemed over-powered, or breaks the system (Unlikely), your technology may be terminated or discussed with. [i]Please do explain it under Bonus Tech.[/i] [u]Examples[/u] Stealth (Camouflage, radar detection, sound dampening, etc) Detection (Sensors, Long Range, Deep Energy Scan, Warp/FTL Prediction) Advanced Point Defense (Automated systems always prepared to engage hostile attackers when crew is unavailable. Should not be depended on for ship to ship warfare) Advanced Shipyards (Takes 1 post out of the equation for making Ships) Advanced Colonies (Increased resources threshold. Gives improvements to economy, trade, population, safety, etc)[/hider] [b]Population[/b] is determined by your Planet size. You can pick whatever number fits your Nations style; if they breed well or not, etc.. Minors start on a world slightly smaller than Earth. Major's start on a world nearly twice as Earth (Nearly), also start with one completed colony, which would be 5% of the homeworld, and it can continue to grow depending on planet size. [h3]Make Your Own System[/h3] Simple and quick Point system, let's hope this works... Your Homeworld is free. Minors: Medium World, Majors: Large World. If you are a major, one of your colonizeable/habitable planets are already colonized, with a Shipyard. You require a Star, choose a color Blue White Yellow Orange Red Starting Points: 20 Small planet (Habitable): 2 points Medium planet (Habitable): 3 points Large planet (Habitable): 4 points Small uninhabitable world cluster (Dead worlds for mining): 4 points (Max of 3) Large uninhabitable world cluster (Dead worlds for mining): 5 points (Max of 6) Colonize-able Dead World (Medium) (Gravity, with or without deadly atmosphere to breathe): 2 points Large Asteroid Clusters: 7 Small Asteroid Clusters: 3 Large Gas Giant (Like Jupiter): 3 Medium Gas Giant (Like Saturn): 2 Small Gas Giant (Like Neptune): 1 Sizes: Will be relative to Earth, when talking about colonizeable/habitable planets. Large: No more than 5,000 mi Medium: Around 3,000 mi Small: No more than 1,000 mi *Note: Nothing to mine, means no resources, means you are dependent on trade for income and construction, would increase shipbuild by 1 day, and give poor economy. **Suggestions? Please give. [b]Note to and from GM's[/b] ([@Keyguyperson], [@WilsonTurner], Cale Tucker) Anything can be discussed, changed, altered, or fixed without notice by All GM's will, and may be unannounced.