@greywolf375 Tech is usually shared, under AGR rules, as long as C.E. stays in power. When someone else takes the seat, rules are reset, and I'm not sure a Major will want to keep sharing tech.
As I said in the beginning, everyone has similar tech, Minors just haven't caught up in the rush. However, since tensions are high right now, sharing of tech has been paused. When a majority of the Nations aren't in a tense situation (majority is allied in some wqy with each other again), you can request scientists. But you'll only be able to bring a Substandard up to a Standard
Name: The Confederate Draconian Empire Alias/Abbreviation: The CDE, or the "Confederates" Nation Specie{s}: Draconians
Draconians are human height, varying between five and a half feet tall to a full seven foot. However, if they were to extend their bodies to be as long as possible, many of them could get up to twelve feet- Draconians have thick tails, and their head is at the end of a relatively long, thick neck. As a result, Draconians are heavy creatures, who do not fight well in cramped spaces, nor can they stop very quickly. They are, however, prime examples of an apex predator- they are intelligent, cunning creatures armed with claws that can extend in and out of their hands and feet at will, who can be particularly fast in a straight line, or whenever the environment give them places to push off of for quick redirection. Muscle is also a primary part of their mass- their arms and legs are notably larger than a human's. To make up for all these things, a Draconians' nostrils are quite wide, and their lungs extend all along their spine in their back- hitting just beside the spine will often stun a Draconian, because it messes up their respiratory system.
In coloring, Draconians are often gray, dark gray, silver, or a very light gray/silvery blue. Females are notably more angular and striking, with an also notable size- while being the same height, they are often more willowy compared to a male, being faster but not quite as powerful. Females are generally rare for an outsider to see; if one sees a female on the front lines, and not being beaten on by the other Draconians, one should be scared.
Nation Population: Somewhere in the 35 billion range, with 5 billion of that being active military marines, navy, or otherwise.
(Civilian Numbers/Commercial Numbers/Military Numbers, everything that has full crew quarters and etc., excluding fighters, barges, etc.)
Nation Focus: Military, Military Research, and the Sanctum
Weapons: Heavy focus on KINETIC weapons, specifically MISSILES and faster-firing RAILGUNS. Shield Type: Primarily focused on ENERGY shields Armor Type: Primarily ARMORLESS, or with REACTIVE armor. Bonus Type: Antimatter/darkmatter engineering/mechanics
Weapon Tech Level: Standard Shield Tech Level: Superior Armor Tech Level: Standard
Nation Government: Militaristic Demo-totalarism. The majority of the nation is military, and all citizens can put a vote towards one of five candidates every ten years, or earlier if there's a large enough majority. Among officers and above, reasons explaining why certain operations are carried through are often released.
Nation Economy: Very restricted command economy. Draconian currency is only useful at the government/military controlled stores, so it's worthless to unregistered outsiders.
Active Military Percentage: 14%
Draconian Spaceborne Navy The DSBN is the spaceships of the nation- and almost all ships are fast, maneuverable, relatively easily manufactured ships that use modular designs. Although all ships could technically be outfitted with every gun, armor type, and shield in the Draconian nation, they are generally more lightly armored in advanced REACTIVE ARMOR, with superior ENERGY SHIELDS supported by lighter ENVIRONMENTAL SHIELDS providing additional support. Ship designs are often hexagonal in shape, and support full 360-degree protection and armament.
Role: Combat, Escort, Patrol Size: 560m x 105m x 130m Armor: Single-layer DS (Draconian Standard) reactive armor, plus base ship hull. Shield: Full-coverage DS energy shields. Weaponry: Non-Draconian anti-ship MAC, (4x) DS-HG-AMF-CC-T44 (Draconian-Standard Heavy Gun AntiMatter-Fired ChainCannon Type 44), DS-AMF-PD (AntiMatter Fired Point Defense), a full load of missiles Propulsion: 4x DS Sublight Accelerator Drives, various maneuvering thrusters
Role: Combat, Escort, Patrol, Recon, Minelayer, Carrier Size: 670m x 120m x 140m Armor: Double-layer DS reactive armor, plus base ship hull. Shield: Full-coverage upgraded DS energy shields. Weaponry: Non-Draconian anti-ship MAC, (8x) DS-HG-AMF-CC-T44, full DS-AMF-PD, and a full load of remote adaptable drones, including minelayer capabilities. Propulsion: 4x Sublight Accelerator Drives, various maneuvering thrusters
Role: Support, Minelayer, Carrier, Command & Control Size: 700m x 100m x 120m Armor: Singular-layer DS reactive armor, plus base hull. Shield: Full-coverage DS energy shields. Weaponry: (8x) DS-HG-AMF-CC-T44, extra large load of drones & missiles, triple-stage torpedoes, sublight torpedoes, full DS-AMF-PD Propulsion: 6x Sublight Accelerator Drives, various maneuvering thrusters
Role: Destroyer, Combat, Recon, Escort, Patrol Size: 500m x 75m x 85m Armor: Singular layer DS reactive armor, doubled on central port and starboard, plus base hull. Shield: Full-coverage DS energy shields. Weaponry: (16x) DS-HG-AMF-Can-T30 (Cannon, instead of Chaincannon, a notably smaller version), a small load of missiles, several recon drones, a full load of sublight or triple-stage torpedoes.
Role: Combat, Support, Carrier, Command & Control Size: 1000m x 200m x 230m Armor: Double-thick Advanced DS reactive armor, plus base hull. Shield: Full-coverage upgraded DS energy shields. Weaponry (20x) DS-HG-AMF-CC-T44, full load of missiles, extra load of combat and torpedo drones, sublight torpedoes, full DS-AMF-PD
Draconian Infantry and Armored The Draconian military is the entire nation's pride and joy- everyone serves, and anyone who doesn't loses all respect. As such, there is always a very large percentage of the nation in the active duty military at one time, which also takes care of the majority of government-sanctioned activities. Mining, manufacturing, shipping, and construction are all directly taken care of by the military, while farming, mass production, and etc. are taken care of retired or inactive soldiers- generally, four cycles of service are required before one can get out of the military and take on a different job, full time.
Draconian Infantry have three branches: Army, Operations & Intelligence (Inter-military branch, in the Navy too), and the Airborne. The Army, of course, consists of the regular soldiers and armored; they are the primary branch. Following that is Confederate Operations & Intelligence, or COI. These are like Halo's ONI- spooks, smart, scary, et cetera. Last but not least, the Airborne are the elite troopers, as well as the air force- these are the atmospheric pilots and the rangers and the specops.
Victory! New guns! Beating a rival platoon, company, or battalion in some exercise! Literally beating said rival!
Draconians are a very open race, in terms of celebration. Anything from one's birthday to one's first kill to the first time someone lost their arm, they'll drink to it. Of course, this means that Draconians occasionally get out of hand- but their fellows usually keep them in line. Draconian commanders demand absolute control and obedience when duty calls, and the Draconians will oblige- but many ships spend months, if not years, away from port and shore leave, and so the strict military regulations are often lax when in peacetime.
Draconians often celebrate with great creatures that were cooked alive, tenderized and then seasoned liberally. Generally, the Draconians love their food, and love cooking their food. They’ll also take any excuse to celebrate, to celebrate, as long as an officer doesn’t step in and tell them to stand down.
Nation Economy Description: It's a command economy. It's set in stone, and very little imported goods are up for sale. Things are as they have usually been- the only thing that's flourishing is the makeshift breweries in hidden parts of ships.
National Figures: To be filled out as I make the characters up.
Homeworld: Notable Planets and Sizes
“The Sanctum” – Large Homeworld of the Draconians “Dracon Twins” – The Two Medium Deadworlds “Sycarious” – Medium Habitable Planet, named after one of their godly idols “Dragon’s Tail” – The asteroid belt, of course.
System Creator Choices - 0pt – Homeworld - 3pt – Medium Habitable Planet - 7pt – Large asteroid belt/cluster - 1pt – Small gas giant - 2pt – Medium gas giant - 3pt – Large gas giant - 4pt – 2x habitable Dead World
If there's anything wrong (I wrote it like a week ago, and have been going back and fixing it lately), lemme know.
I've had some people like the idea, though I don't feel it is right to just throw it on the rest of you. How travel will work is you'll transport to one system at a time. If you set coordinates, you won't stop in a system, but you will go through it, and have to exit FTL until you get to the edge of the system, ensuring a clear route. Like many 4x games.
There will be your systems, then random systems, there can even be territory 'the _____ have this side of the known galaxy.'
This also gives players the ability to... 1. Colonize new worlds, get more trade resources or resources for themselves 2. give retreating players another chance if their homeworld is lost due to anything 3. set up blockades for enemy fleets, corner nations, etc.
I will be using random.org to figure out most locations, but Majora will be spread out and AGR station will be in the center.
I've had some people like the idea, though I don't feel it is right to just throw it on the rest of you. How travel will work is you'll transport to one system at a time. If you set coordinates, you won't stop in a system, but you will go through it, and have to exit FTL until you get to the edge of the system, ensuring a clear route. Like many 4x games.
There will be your systems, then random systems, there can even be territory 'the _____ have this side of the known galaxy.'
This also gives players the ability to... 1. Colonize new worlds, get more trade resources or resources for themselves, give retreating players another chance if their homeworld is lost due to anything, set up blockades for enemy fleets, corner nations, etc. I will be using random.org to figure out most locations, but Majora will be spread out and AGR station will be in the center.
Is there any disagreement to this?
I don't agree with this.
That inexplicable sort of FTL might work in Sins of a Solar Empire, but it would not be practical in a galactic setting. The Milky Way has an internal volume of approximately 60.3 billion lightyears (a conservative estimate). There are billions of stars (and thereby star systems) in the galaxy. The average star system's volume is defined by its heliosphere, which in turn is defined by the approximate mass, size, and type of star in general. However, even a 'small' heliosphere is hundreds of thousands of AU long, each AU being approximately 150,000,000 kilometers. At sublight speeds, assuming all ships can attain a maximum velocity of 0.95 c, it would take thirteen hours to cross the Solar System (which is a rather average fifteen billion kilometers in diameter).
The galaxy has a greater density of stars around the core and within its arms, and star clusters are generally grouped into local regions. The nearest star to Sol is around four lightyears away, which is not an atypical distance expected between stars in a single region within our stretch of the Orion Spur (for those star types at least). Which means if we are using the whole galaxy as our game board, it will take you centuries just to reach the outer edge if you start from the center and vice versa. And that is assuming you use the void regions between each of the arms rather than being forced to traverse along the full length of the arms.
Of course, all of the above is absurd because I think our max. sublight velocity is in reality low below even 10% the speed of light. So make that a few million years.
Either adopt a different rule or refine your current setup so that it becomes possible. Specific points to address: Where a 'star system' begins and ends, why ships can't use FTL within star systems, maximum sublight speeds attainable, and which star systems ships do and do not need to stop at while traveling.
I have to agree with Terminal, a strictly system-to-system FTL really isn't the best of choices. Sublight velocities are simply too low. I'd suggest an FTL that can be activated anywhere, but has some extremely high risk involved. Say, a warp drive that can eject a massive amount of energy after a long journey, and thus direct jumps can only be made with individual ships. A fleet jumping in unison, however, would have to instead make regular stops to get rid of the buildup.
@Terminal I didn't feel we would get that technical. As not everyone is that scientific, and it was a simple system.
That's not technical. That's just a logical practice of your proposed idea given the established details of the setting. No pesky science involved, unless grammar school multiplication and division is abruptly scientific.
I can also promise you it will become relevant in regards to any systems under my control, and any systems my forces operate in. I intend to operate at that level of 'technical.'
@Terminal You did a lot of science which if I didn't read I'd wonder why we were talking about a heliosphere.
Not that I'm upset or anything, but that idea was what I put thought and effort into. I've actually done a lot, if not most, information into the roleplay and systems. I was thinking ot was their turn, is all. You can work with them, if you'd like and they accept
I might have a suggestion. FTL commonly works with Nav probes whhich broadcasting their position in an orbit around a sun. These probes, while made by several factions all use the same broadcasting protocol (part of the FTL sharing agreement). Most probes can also broadcast data about the star they orbit and its system (if they are big enough). Probes who provide this info orbit 'known systems' and therefor are deemed safe. Some smaller probes set out further into the dark void. They can broadcast their position but no info. These are called 'dark systems'. So explorers will have no idea if the system is safe or if the probe simply got caught in the orbit of a black hole. Beyond that, there is Dark Space. A place where no probes ever went. As a faction, you could mass-produce the probes and throw them into space. Hoping they get caught in something.
Inside the system, sub-light would be standard except in close proximity of orbital platforms, planets, moons, other celestial bodies. System juristriction would go until X (can't imagine a right number as of yet) kilometers beyond the largest orbiting celestial body.