@Dragonruby I assure you that the age of the previous species won't effect the current species in the future, all it does is allow ties to other species to create early starting relationships for possible role-play at the start, I really don't see the issue.
Uh... Like I said... There isn't an issue? It's just a trend I saw. Galaxy's populated by essentially a bunch of old fogies and that's all I'm pointing out and saying that it's a little weird from my perspective. I never made any issue with you or your roleplaying skills. It's fine.
@Dragonruby I'm not accusing you of thinking badly of me personally, I'm curious as to why you find it weird from your perspective, however it's all fine :)
I assumed that there would be a high ratio of essentially new space-faring races rather than like almost everyone being old? I mean, we had a point of trying to start this RP off at a lower tech-level, so it was surprising to me to see a bunch of old races playing with sticks and stones essentially.
@Dragonruby I believe it's good to have both early and moderately higher species in technological capacity as in this case the Voltar would be a key race that these other species would want to be-friend and use for trade, this allows for more interaction and possible ways to win in your wars against other nations, the Voltar on their own are peaceful.
I assumed that there would be a high ratio of essentially new space-faring races rather than like almost everyone being old? I mean, we had a point of trying to start this RP off at a lower tech-level, so it was surprising to me to see a bunch of old races playing with sticks and stones essentially.
I see your point, and in hindsight I probably should have considered this more with my nation.
This is the first time I saw what's basically a history race/lore contest; I must say its comparatively better than the usual fare and much more preferable
Seriously though, I think that there should be a note about how "old" a race can really be without and explanation as to why they're otherwise low tech for their age. Although the age of people already accepted shouldn't pose too much of an issue beyond history and historical connections tbh.
PS: We needa moar pplz a postin' yo. PPS: Merry Christmas Eve motherfuckers c:
THE STARS ABOVE is now OPEN for applications. Please post applications in the OOC, not the CHAR tab. DO NOT POST works-in-progress or otherwise incomplete sheets. All nation applications will be judged as if they were complete.
@Icepick You are clear to start posting in the IC.
@Dragonruby will be assigned as my co-GM shortly. This is almost purely a matter of my years of experience with Dragonruby, during which he has displayed trustworthiness and level-headedness time and time again. In addition, his timezone is both far enough ahead of mine to manage the thread while I'm away, but our times of activity overlap enough that I can maintain reliable communication with him each day. I will still be respecting the opinions and considerations of the other players when it comes to arbitration, and I trust Dragonruby to do the same if a decision must be made in my absence.
@Keyguyperson I will be reviewing your sheet shortly.
@Keyguyperson I didn't see anything glaringly disruptive on my read-through, but your sheet is incredibly dense and simultaneously a bit scattered. Would you mind posting a more concise version of your nation-sheet here in the OOC so I can see a better rundown of your civilization?
Faction Type: Federated union of constituent member states
Species: Mqah (pronounce mica) are a race of equine-like creatures. Although they are generally shorter than a human in height, they are built more solidly, giving them greater weight and strength. Their hoof-equivalents are able to bend in most directions and have specialized adhesive properties for grabbing objects. Mqah lifespans are approximately 200 years before any form of genetic or mechanical modification, but the mqah reproduction rate is consequently lower. There exists a winged sub-species, but they are relatively rare because of comparative frailty in relation to their grounded cousins and having been less expansive historically.Coloration tends towards earthy hues, but more eccentric varieties are not unheard of.
Scale & Territory: For all practical purposes, the Calaerin Union is a one-system polity. Part of this stems due to the slowness of their FTL travel system, but it is also due to the wealth and use of their home system. Among the bodies surrounding the Calaer System's stars are four habitable planets at varying stages of development: Ullum (the home planet), Flyne (the first exo-planet settled and seat of the Union), Draql (a major industrial center due to easily accessible resources), and Gillad (a burgeoning colony planet). The Union controls almost the entirety of the system but can do little to influence areas outside of its domain.
Culture: If there ever was a perfect nation, it would not be the Calaerin Union. Although it may appear as a unified government to an uninformed observer, the Union is actually composed of the various governments of the different planets and regions and their representatives to the Union's governing bodies. Political maneuvering is common, even expected, and is often a source of mild annoyance to those not benefiting from whatever foolish actions is undertaken. The government has proven capable of uniting decisively, however, for such crises or developments as Fall-Through regulation or the Varuzh War. Significant competition occurs within and between the constituent governments of the Union, yet it is a competition which promotes efficiency or, at the least, usefulness in order to advance. Politics, however, is a game played by the less ambitious.
A majority of Mqahn society revolves around the Great Game, the most impressive and enduring facet of the species. Compared to more traditional political and social wars, the Great Game is decidedly less violent and destructive. What it lacks in cut-throat tactics it makes up in complexity. There is no set path to greatness in the game; in fact, the leading members and criteria for ranking can change in as little as a day. Some groups do maintain relatively steady positions due to a stronger core of loyalty, however.
Their diverse and individualistic spirit, core to the Great Game, extends to other fields. Companies and organizations frequently work together on projects and split apart as soon as the project is complete, respecting and each other for their work while simultaneously sabotaging the now-rival's actions. Not all cooperation works in this manner, however, notably in relation to family, species, and nationality. Allegiances to these three facets of an individual rarely change.
Finally, rules are the basis of the Calaerin Union. Great respect exists for almost all rules, be they governmental, organizational, or situational, yet said rules are interpreted liberally. Incredibly strict requirements are found and followed, but rules generally leave loop-holes, if only for them who created it.
History: In its current form, the Calaerin Union is a mere one hundred years old. A body of interplanetary oversight existed before the creation of the Union but was limited in its scope because the Fall-Through system had not yet been developed. Colonization had begun in the decades before the founding with the use of long-lasting colony ships designed to support their host populations for several years in case supplies could not be brought to them. Flyne was the first settled, the result of an international effort to plant a population on another planet to demonstrate the existence of such capabilities. However, the cost of space travel at the time meant that the outposts established on the planet lagged behind in development compared to the nations of Ullum, sometimes a decade behind, other times only a few months. Draql was confirmed as suitable for habitation following the launch of probes from Flyne. As space-faring technology had advanced swiftly between the founding of Flyne and Draql, much larger outposts were established initially. Despite their efforts at unity, though, the massive separation between planets limited true efforts at integrating the colonies.
When the Fall-Through system was established, few could believe its capabilities. Although not the long-sought FTL travel device, it allowed near-c velocities that avoided the problems of time and mass dilation. The various planets of the Mqah, once weeks apart in terms of physical travel, were now mere hours with this most rudimentary device. Ullum, suffering from some overpopulation problems, unanimously agreed on a policy of expansion and development. Over the twenty years between Fall-Through and the founding of the Calaerin Union, millions of Mqahn would migrate to the other two planets.
Burgeoning populations and desire for representation combined with the ability to travel easily between the stars, leading to the formation of the Calaerin Union as a political-economic agreement between the governments of the various nations occupying the planets. With better codified systems for travel and development, expansion of the colonies became more efficient. Even this effort, the largest display of unity the Mqahn had shown, was not safe from the game of politics, however. An attempt by fringe elements of the government to exert influence ended in the destruction of one of the moons of Ullum, killing tens of thousands and obliterating an important center for space travel on the planet. Harsh restrictions, not often seen in the species, came down upon use of the Fall-Through system to prevent an even greater accident or attack from occurring.
The first major conflict that the Calaerin Union faced began approximately fifty-three years before modern day. Competition between various factions in the arms industry and their pressure on the government had escalated to a severe corporate war, harming millions in their tactics. Draql and its populace, often neglected when it came to purposes of interplanetary governance, took this opportunity to declare its independence from the Calaerin Union. Renaming themselves the Varuzh Federation, they imprisoned or cast out those who remained loyal to the Union. A rather bloodless coup, the action was still opposed by those of the Union. A battlegroup was sent to Draql to force them to stand down. As the ships neared the planet, the command ship was destroyed by a strike from an orbital satellite, smashing into and obliterating the Union vessel. Thus began a conflict which would consume eight years and millions of lives before ending with the victory of the Calaerin Union, destroying the last of the secessionists.
Much sobered by their harrowing experience, the Mqah as a whole eased what they viewed as their excessive competitiveness, moving towards cooperation. In the forty-three years since the end of the Varuzh War, the Calaerin Union has recovered and grown. Gillad was founded fifteen years before modern day as the newest of the Calaerin expansion projects. Although their dreams still aim outwards, practical limits keep the Calaerin Union's actions contained to the Calaer system.
Technology: It is technology that has brought the Mqah to this point in their history, and it is their technology that will help carry them into the future, strange or normal as the future may be. One of the most important features of their technological base is its development for use without any form of fingers or similar appendages, instead centered around their 'hooves' and mouths for use. This face aside, Mqahn technology is greatly advanced in many areas, especially those of robotics, sensors (RADAR being only part of new devices), and material sciences. Cold fusion, although available and with the possibility of implementation, is second to use of power cells. More compact than a cold fusion system, power cells are able to store a massive amount of energy that allows operation of vehicles and installations for extended periods of time. Only those objects which require true power independence are equipped with cold fusion generators, namely more expensive military vessels and central power grids.
Unable to leave the Calaer system in any meaningful manner, much of the Union's effort has gone into mapping and controlling the territory. Advanced sensor systems and analysis software developed to meet this desire on both a military and civilian front, with a significant difference between the two. Stations, largely automated, are scattered throughout space as refueling, sensor, and refining units. Most of the menial tasks are conducted by autonomous dumb AI with organic oversight, although some corporations and branches largely entrust various systems to developing smart, non-sentient AI.
No true Mqahn FTL drive exists. Instead, their "Fall-Through" system shifts gravitational acceleration to achieve high speeds but relies on the local star's gravity to work and is bounded by the speed of light as a limit. Time distortions are avoided with the drive by also changing its reference frame. Because of the potential disasters that could happen with the Fall-Through units, travel using them is heavily regulated by the government and attending corporations. Civilian ships are rarely equipped with units of their own, instead relying on stationary Way Gates to travel between planets or to remote outposts. Government and military ships more frequently feature Fall-Through units, but a strict usage protocol is in place requiring multiple authentication.
Military Forces: Union military forces and doctrine are largely designed around defense and patrolling of the Calaer system as lack of an FTL drive severely limits power projection. Actively patrolling the system with manned units represents a massive drain on resources and was quickly discarded as an option when interplanetary expansion began. Instead, autonomous or automated weapons platforms make up a bulk of the Union's space forces. Concentrated around planets, mining complexes, and space stations, other remote stations still occupy seemingly empty areas of deep space. Most military platforms, both manned and unmanned, are built around connectivity and stealth, making movement and detection an important part of doctrine.
Both in space and on the ground, Combative Autonomous Integrated Network (CAIN) defines the battlefield. Manned vehicles and individuals, already an uncommon sight in space, is truly rare for terrestrial operations. Multi-role weapons platforms are found skirting combat zones, using their own sensor data and that of others in their network to track and fight opposing forces. Dedicated control, intelligence, and electronic warfare units are situated many kilometers from the battlefield or right alongside front-line units as the situation requires, giving tactical, operational, and strategic flexibility.
Active and passive protection systems are present on virtually all combat units, which, although necessitating a not-insignificant reduction in armoring for a similar weight and mobility, gives each platform a greater chance of surviving an encounter with an enemy. Although weak individually, mutual defensive support helps increase survivability, especially against physical weapons. Greater reliance on energy weapons has developed due to their bypassing a large number of currently operational protection systems, spurring once again a foray into armor. Tldr; the military is confused again.
@Keyguyperson I didn't see anything glaringly disruptive on my read-through, but your sheet is incredibly dense and simultaneously a bit scattered. Would you mind posting a more concise version of your nation-sheet here in the OOC so I can see a better rundown of your civilization?
Alright, I've written up a quick rundown of some important things here. If there's anything you need clarified, let me know.
Faction Name: Hoshijin Empire
Faction Type: Feudal Empire
Species: -Hoshijin: Humanoid heavyworlders with high strength and high metabolism. Pointy-eared space elves that have weird hair. -Cathleans: Genetically engineered slaves/servants made by humans, with the technology having long since been lost. Usually cyborgs that are fine-tuned for grunt work. -Aaradethvai: Blue-skinned humanoid bird people that look more like humans than birds save for their wings and feathers. Weak, hollow bones, blood cells produced by central organ rather than bone marrow. Can only fly in conditions similar to their homeworld. -Uchinaans: Primitive space dolphins that are semi-independent, but swear fealty to the Empire. -Humans
Scale & Territory: Control of five star systems, corresponding to five hexes. There is only one major planet in each system, with one system still being in relatively early stages of colonization. Industry on one colony world is still based on fossil fuels and on another is nearly nonexistent, whereas on two others high-tech industry is fairly well developed. The homeworld is becoming post-industrial as factories move to the colonies. Resources are gained largely through asteroid mining, the home system contains Lagrange point stations and each planet has a large orbital.
Culture: The Hoshijin are (obviously) dominant, and are more or less Proud Warrior Race Guy. They highly value honor and honoring one's word, and martial prowess comes in at a close second. Feuding nobles hold most of the power, but an emerging merchant class is beginning to rival them. Religion is fairly important to Imperial society, and the state religion holds that one must follow the honor code of one's caste in order to advance (be it in the next life or the current one). The Hoshijin, despite their belief in their general superiority over the conquered races, remain respectful to all due to tradition inherited from their myth of a god that bowed even to animals out of his own shame. They are very much expansionist and often self-righteous, believing that their very species represents the forces of good in the universe thanks to their mythology. As such, the expansion of their influence is considered perfectly in line with the will of the gods.
History: The Hoshijin first created civilization as we know it before or during the breakup of their world's supercontinent (a relatively recent occurrence, to be fair), but a catastrophe destroyed said civilization and they spent eons as hunter-gatherers. Society developed first around warfare, then around trade, then their planet descended into a devastating period of war which they only recovered from after the creation of a UN-analog and a period of globalization. The planet as a whole actually voted the original Emperor into power, as he was seen as a moderate choice as opposed to the "extreme" progressives and traditionalists.
After barely managing to get off their massive homeworld, the Hosijin quickly started feuding within rising Imperial houses over various asteroids and such. Small-scale colonization of other bodies began. FTL and antigravity technology in the form of exotic matter with negative mass was discovered during an expedition to Dagon, the system's largest gas giant, which had various ancient installations floating in its upper atmosphere. This, understandably, made it much easier to launch ships from the homeworld.
The Empire conquered four planets afterwards, two of which were primitive and three of which were human colonies (the most advanced one surrendered without a shot). And began colonization of a waterworld for Hoshijin and Honorary Hoshijin only.
Technology: -Railguns: Exactly what they are in real life. Used on ships, vehicles, and sometimes by anti-tank or machine gun crews. -Small arms: Pretty much exactly the same as ours, but with things like smart bullets being much more common. -Nuclear howitzers: Weapons that pretty much just detonate a nuke and direct the energy from said detonation towards the enemy. Launched on expendable drones because otherwise they'd blow up the ship. -Fission and fusion: Fission is used on ships and some larger vehicles, fusion is used only to power cities and the like. -Antigravity: Simple cancellation of mass using exotic matter, rather than outright control of gravity. Requires conventional propulsion to actually move and not fall down or up. -Warp Drive: The warping of space using exotic matter to "propel" a ship at FTL speeds. Any ship exiting warp is highly visible, even beoing obvious to the naked eye. Ships must periodically drop out of warp to discharge radiation and particle buildup to avoid being cooked alive. -Exotic matter: Produced using black box technology found on Dagon. Reproduction of devices is possible and widespread, but nobody understands exactly how they function. An overview of the faction’s technological capabilities. Include their FTL method.
Military Forces: The Imperial Military is split up into four branches: The Imperial Spaceborne Navy (ISN), the Imperial Airborne Force (IAF), the Imperial Oceangoing Navy (ION), and the Imperial Army (IA). Honorary Hoshijin as well as simple subjects of the empire serve in the military alongside its Hoshijin core, both as officers and cannon fodder. Hoshijin military doctrine is based heavily around firepower and effective usage of the forces one has, a doctrine which is quickly becoming outdated with the expansion of the military and the capability of the Empire to deploy combat troops onto planetary surfaces without spending a massive amount of propellant. New officers are trained accordingly, and taught how to handle the large numbers of troops-and subject species officers-they must keep in line to secure victory. Positioning, as always, is of major importance and defense is number one for the Empire as they know very well that it is not hard for a technologically superior faction to beat an inferior one with more sheer manpower.
When on the attack, Imperial ground forces prefer encirclement maneuvers and the creation of supply droughts using blockades of specific pockets. Mobility in the form of fast armored vehicles and air power is essential to Imperial forces, and the effective usage of both by Daimyō Kipposhi during the invasion of Cathlea is often said to be the only reason the Empire wasn't forced to retreat by their technologically inferior but vastly larger opponent.
In space, the Empire is still learning the ropes. Range is a well-known deciding factor, but beyond throwing shells and nuclear fire at the enemy there is little in the way of tactics. Some Daimyō and members of the royal family hope to change this by learning from the aquatic Uchinaans, whom evolved in an environment wherein the three degrees of freedom experienced in space were just a fact of everyday life. Already, trials are being conducted using Uchinaan hunting tactics in an attempt to find ways to actually win the battle in space through strength of mind rather than strength of numbers.
@Keyguyperson Thank you, that's much easier to follow. I have no issues with anything presented in that sheet.
Anyone else?
@Keyguyperson The only thing that find any remote complaint with is the number of species in the empire and the incredibly dense amount of info on the original sheet but beyond that it seems good; quite like the warp travel thing tho
Also totally doesn't remind me of one of my own creation heh heh ^^;