Hidden 9 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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Because a guy named Keyguy screwed up.

Civil Space

Justice, Order, Control

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!

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 with the better technology and thriving colonies. And 4 minor Nations, not just getting off their feet, but just now learning fleet construction. 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 is 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.

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!



(Thanks to Cale Tucker and Wilson for doing about 90% of all the work required to actually make this work because I'm a lazy ass. In case you didn't see all the flashy thingies that tell you, they're also the other two Co-GMs.)
Hidden 9 yrs ago Post by KremeSupreme
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KremeSupreme im here

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I'd like to join this, as one of the Major Nations.

Name: Skergian Unition

Alias/Abbreviation: Skergia

Nation Specie{s}:

-Skergians: Black, humanoid rats with beady red eyes. They also have large natural cloaks of fur grown into their backs, to survive Skergia's cold climate

-Geograns: Slow moving boulder people. Since their entrance into the Skergian Unition, their home planet's whole function has been transformed into the empires largest Forge World, responsible for creating 80% of Weapons and other Industrial Utilities. Because of this, the planet is under high oppression to prevent large uprisings.

-Nocturnes: Dark-skinned humanoids living on a far off planet, engulfed in darkness. They have developed astounding night vision and serve as assassin's for the Skergian Unition's leaders. However, they have a strong dislike for sunlight, many of them outright refusing work in daylight, and when needed, goverment officials of Nocturne shroud themselves in sun resistant clothes.

-Imparans: Half-sized goblins with incredible wit. They possess amazing intuition, and are the top scientists and engineers for Skergia. Due to this, they go hand in hand with Geograns backbreaking labor.

-Photans: With an empire lowly suited for agriculture, a whole world was needed to provide food and materials. For this, the entire world of Phota was offered an ultimatum; Surrender and provide food, or have the world scorched, and turned into a second Forge World. They live under high oppression, though very few can form resistances, due to their plantanoid nature.

National Symbol/Flag/Emblem: A dark red fist on an orange background, in front of a yellow 7 pointed star.

Nation Population: 25,657,560,000

Nation Ships: Most of the navy of individual worlds before Skergia's rise had been commandeered, and scrapped, and remade into warships. Though few remain for services such as ferrying laborers and transport of supplies, most of those have been outfitted for defense as well.

Nation Focus: Military



Nation Government: Communist Monarchy Council. Each world under Skergian Rule has a single ruler, who represents it to the greater council. Though some smaller worlds outside of the main 5, they possess no sovereignty, yet are under brutal rule. Above all, Skergia's king rules ultimate.

Nation Economy: The government completely monopolizes the economy, leasing domestic facilities such as bars and apartments to "trustworthy" citizens, who have shown a remarkable ability for management. Other production jobs such as Mines and Farms are also given to Overseer's, who make sure everything is in order. All supplies are then sent to the Central Storage Supply, who distribute it evenly among cities and worlds. Above the working class is the 20%, which are the favored of the rulers, living comfortable, aristocratic lives.

Nation Military Description: If a person is deemed strong enough, whether from initial labor tests in schools or if they earn strength over the course of their careers, they are drafted into the military, which takes 40% of the population. The two divisions, Planetary and Galactic, each have their own two divisions, Defense and Assault.

Nation Culture: Each world has their own traditions and sentiments that do not conflict with annual labor, though each Skergian celebrates The Day of Reckoning, the official day Skergia began her expansion over nearby planets

Nation Economy Description: Through brutal work and merciless hours, the economy is stable, though population moral could do to improve...

National Figures:

Pobal of the Stone: The ruler of Geogra. Though he does his best to make his people's lives easy, he must make exceptions to keep up with the government's demand for supplies.

Skinreg: Impara's leader, by intelligence. Many scientific and innovative barriers have been broken by him, and he continues to expand the fields of technology to this day.

Nuevo: The unkind countess of Nocturne. She conceals herself in her palace, and suffers severe mood swings from the lost of her children and king.

Phoa: The submissive queen of Photara, kept on a tight leash by Nuevo, who uses advanced mental technology to torment her in her sleep.

Kraeger: The self-absorbed and predatory king of Skergia and the Skergian Unition. He broke the original laws of the Unition when he rose to power, pushing the annexed kingdoms to their knees.
Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Hmmm. I may be interested, but would like a more concise explanation as to just how much of a gap there is between the Major/Minor nations, both technologically and militarily.
Hidden 9 yrs ago Post by The Nexerus
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The Nexerus Sui generis

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I might be interested.
Hidden 9 yrs ago 9 yrs ago Post by King Solterra
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<snip>


Majors are the GM's

Hmmm. I may be interested, but would like a more concise explanation as to just how much of a gap there is between the Major/Minor nations, both technologically and militarily.


FTL is the highest tech for everyone. Sublight isn't very different. Depending on the nations choice of weapons, each weapon will have a very slightly effectiveness against another type i.e. Railguns and lasers uneffected by environmental shields, but plasma is nulled out.

I'm typing up more information in our PM's, but for right now we have a simple system. Keyguy wasn't supposed to post the NS but I can tell you the system. It's simple because anything anyone does falls into the rule and still defines the battle result.

Majors get 2 Standard, and 1 Superior tech. Minors get 1 Substandard, 1 Standard, and 1 Superior. Sort of balance, which still gives the fact a Minor can't take on a Major alone, can fight a Minor but the fight nulls itself out, unless they have more ships or an ally.

The Minors will have a fleet, which I have yet to edit the CS for, and @Keyguyperson posted it without it being ready :P at most, Majors have 4 fleets, but as said, if anyone gets attacked, the Celestal Empire comes to their defense.

Majors create ships slightly faster, but that's because they will start out with one more shipyard than Minors (at the start) one ship per shipyard at a time, unless you create a ring shipyard or something. Each planet/colony can build a shipyard, and we're letting you make a custom System with a rule system on the main page, not here.

Celestial Empire is the only humans, if someone wants to make a minor nation of rogue humans, you won't get any support, seen as rebels, and fought (not sought out). If you want to act as an underling colony, you swear full allegiance to Celestial Empire.

P. S. - we have a 'bonus' tech, which we haven't fully made a list for (you can submit), it's tech level is experimental always, which is somewhere between Substandard and standard, but increasing or stripping other areas will increase its effectiveness (increasing power generation, less guns or armor, makes stealth last longer and be better) . Bonus isn't really used in combat much, since to create nonstandard ships take longer because they aren't designed for mass production. And using one ship to stealth around a fleet to take out a command ship doesn't ensure victory. Your bonus tech can almost be anything, depending what it is will determine its benefits, stealth van serve other missions.

Example of fighting using my quantity rule system and tech system. Two Minors have 10 ships each. Nation A has electronic/energy shields and railgun weaponry, Nation B has environmental shields and plasma weapons. They both have advantages over each other, but if Nation B had laser weapons, Nation A will be able to kill the other slightly faster, so they may survive the fight, with around 2 ships. Armor will rarely have bonuses, depending on which kind, mostly it'll have more or less armor, which plays roles in atmospheric conditions (more armor, means more weight, means more thrusting power, means less power to weapons and shields, unless a new design is made to increase such things, meaning nonstandard, taking longer)
Everyone makes ships at about 4-5 posts. Depending on labor force, that may be longer or shorter
Hidden 9 yrs ago Post by King Solterra
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I recommend all ignore the NS for now. It's mostly complete, but NONE of the information is posted. You can, however, fill out most elsewhere or post it here WITH ignoring technology, population, and Nation Numbers
Hidden 9 yrs ago Post by King Solterra
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@Alfhedil Short version: Majors have twice or more the population on one planet compared to Minors (Minors have similar to a small Earth). Majors have 4 fleets, Minors start with 1. Majors get a max of 5 and Minors get a max of 3 because of population.

Pop. can grow as you settle more planets and grow
Hidden 9 yrs ago Post by ClocktowerEchos
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Interested. Can I ask when the NS will be complete?
Hidden 9 yrs ago 9 yrs ago Post by King Solterra
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@ClocktowerEchos Very soon, like said you can start so you have something to toss your ideas on just ignore some parts.

Unfortunately right now I need a shower and get ready for a 5 hour drive back home. Expect the NS in at least... 10 hours or so. That's long I know, but ugh, 5 hour drive
Hidden 9 yrs ago Post by Legion02
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Interested.
Hidden 9 yrs ago Post by Bright_Ops
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Bright_Ops The Insane Scholar

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I might be interested in this. Hopefully it will get off the ground... I've had to many nation Rp's die on me early on.
Hidden 9 yrs ago Post by LordZell
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Hmmm
Hidden 9 yrs ago Post by King Solterra
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I might be interested in this. Hopefully it will get off the ground... I've had to many nation Rp's die on me early on.


Exactly the reason why Keyguy, I, and Wilson got together to discuss this and make one. Problem with a lot of NRP's is too many unknowns are left out, especially in fighting statistics, which causes arguments or personal problems. Not to say those were bad GM's or bad roleplays. It's just the difference of starting with a battleship, and starting with a rowboat and turning it into a battleship. We started at the beginning and ventured into new branches, fixing and reinforcing any holes we discovered. My quantity rule and tech system will make sure everything is understandable, and on the off chance there is an unknown in a battle, the non-participants call a vote of who won and then the results are figured by GM's
Hidden 9 yrs ago 9 yrs ago Post by King Solterra
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We originally were going to account for 4 Minor Nations. There was possibility of Organizations/Corporations branching off from current Nations (No alien species[meaning highly super advanced beings. This means foreign/outside beings. Not from this Galaxy. Alien species born in this galaxy are fine], we have special plans for this, hushush). Anyone who has an interest that is more than likely going to play, speak up. We, GM's, will discuss about adding more Nations or the possibility of Orgs/Corps
Hidden 9 yrs ago Post by ClocktowerEchos
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We originally were going to account for 4 Minor Nations. There was possibility of Organizations/Corporations branching off from current Nations (No alien species, we have special plans for this, hushush). Anyone who has an interest that is more than likely going to play, speak up. We, GM's, will discuss about adding more Nations or the possibility of Orgs/Corps


Wait, does that mean we can't play as an alien race for our own nations?
Hidden 9 yrs ago Post by Terminal
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Tentatively in. I'm not big on tech and species limitations, but I'll reserve judgment until the OOC is up.
Hidden 9 yrs ago Post by King Solterra
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<Snipped quote by Cale Tucker>

Wait, does that mean we can't play as an alien race for our own nations?


ACK I hate how I meant that. By Alien I meant highly advanced aliens. I'm so sorry
Hidden 9 yrs ago Post by King Solterra
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Tentatively in. I'm not big on tech and species limitations, but I'll reserve judgment until the OOC is up.


I'll explain, Tech level is for balance and fairness. Tech type is to give the weapons roots. What is its energy type, etc. If it's a railgun/kinetic energy, etc. Plasma/ corrosive/toxic/radiated energy. You can have something completely unique, the origins/roots are based in simplicity to create balance and understanding.
Hidden 9 yrs ago Post by LordZell
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So wait what?
Hidden 9 yrs ago Post by ClocktowerEchos
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@LordZell

If you're confused by the tech level thing, I think I know how it works.

In the case of weapons, all players can have unique weaponry (ion cannons, MAC guns, gravitational accelerators cannons), but they all have to have some form of a "base" which everyone has access to.

So say you have a unique version of a laser called a Tesla Beacon, with stronger beams, better accuracy, etc. but its technically at the tech level of a laser, just that you're the only person who can have/use the Tesla Beacon

Another way of seeing it would be like unique units in a RTS game. Instead of getting spearmen or crossbowmen, you'd get Spartan Hoplites and repeating crossbows.
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