Diaspora 21 Roleplay rules, background and announcements thread (closed)
New Shiron
30-01-2007, 00:19
This is the primary rules and background thread for the Diaspora 21 Roleplay.
Due to some flaws, the game will restart in one week (March 5)
see here for new sign up thread
http://forums.jolt.co.uk/showthread.php?t=516292
Diaspora 21 – basic rules
See Background (for the background) but players will need to name all the planets etc in their star system, and determine who settled their planet. The Diaspora occured 2021 - 2038, and included national groups (sponsered by governments), religious groups (like the Mormons for example), large corporations, collections of universities (seeking to build utopias) and large non governmental organizations (consider what a colony founded by Greenpeace or the Salvation Army would be like)
For real fun, you could even have your national group be from the nation you played last in E20
Each week is 1 year, and each day is 2 standard months (Earth calendar is used for cultural reasons).
Game Start will be the year 2300 (as measured by the colonies of the Diaspora)
Monday -- bookkeeping and general announcements
Tuesday - January / February
Wednesday - March / April
Thursday - May / June
Friday - July / August
Saturday - September / October
Sunday - November / December
Tech Levels
Tech level 9 nations
Amestria (book publishing)
Artitsa (mining)
Ato-Sara (mining)
Kilani (wood chip exports)
Middle Snu (mining)
Sharina (mining)
Sukiaida (beef agriculture)
Lightning Star (mining)
Bazalonia (beef agriculture)
Samtonia (mining)
Ottoman Khaif (mining)
Malkyer (mining)
Canadstein (mining)
Philasanchez (none)
Haneastic (book publishing)
Tech level 10 nations
Lesser Ribenia (arms manufacturing)
New Dornalia (arms manufacturing)
Parthini (arms manufacturing, also has an icy core, but either way, is tech 10)
Safehaven2 (arms manufacturing)
No taxes (auto manufacturing)
Champren (arms manufacturing)
Abbassia (auto manufacturing)
The Orbos System (information tech)
Kordo (mining, but Icy Core)
New Cynthia (information tech, NPC)
Galveston Bay (information tech, NPC)
Based on either their leading industry or because they have an icy core
New Shiron is tech 11, almost tech 12 (information systems, special situation)
If I don’t have you listed, send me a TG
If you have an icy core and I have you at tech 9, send me a TG
Where everyone is
http://forums.jolt.co.uk/showpost.php?p=12273382&postcount=72
NPC interaction thread
http://forums.jolt.co.uk/showthread.php?p=12292971&posted=1#post12292971
Signup thread (signups are currently full)
http://forums.jolt.co.uk/showthread.php?t=516292
Military Thread (still working on this one)
http://forums.jolt.co.uk/showthread.php?p=12321514&posted=1#post12321514
links to various PC threads can be found here
http://forums.jolt.co.uk/showpost.php?p=12301935&postcount=139
Claims and Coflicts thread
http://forums.jolt.co.uk/showthread.php?p=12304855&posted=1#post12304855
The Alurza Main (likely to be the first war, between Sharina and Amestria and likely others)
http://forums.jolt.co.uk/showthread.php?p=12310344&posted=1#post12310344
Major Events and News thread
http://forums.jolt.co.uk/showthread.php?p=12344482#post12344482
New Shiron
30-01-2007, 00:20
Background
In the early years of the 21st Century, mankind was rapidly exhausting the capability of Earth to support is growing population, the ecology was becoming increasingly damaged, and wars and pollution and global warming threatened to bring civilization to collapse.
It was during those turbulent years of the 2010s that a series of scientific breakthroughs was achieved that changed the course of history for humanity. New advances in quantum and chaos theory bring about the possibility of the Jump Gate and the key to the stars. . The Jump Gate is a interdimensional portal in space that allows a ship to travel in both space and time from one star system to another.
Another key event is the development of MHD (magneto hydrodynamic) powerplants (burning hydrogen) providing a much more powerful alternative to all previous energy sources, especially fossil fuels and nuclear power. These power plants are so powerful that they can provide the needed power required for the Jump Gates.
Near the end of the decade of the 2010s, the discovery of controlled gravity powered drive systems provides the final component of the 4th Industrial Revolution (MHD, Fusion, Ceramics and Anti Grav become the key elements). .
With this, man is ready to go to the stars. But only just in time. Even as the Americans and Chinese and Europeans raced to complete their jump gates and send colonies to useful planets, the Earth was reaching the climatic tipping point. By the end of the 2030s, the Greenland Ice Cap has melted, as has much of the Antarctic Ice Cap, and this is enough to not only flood the coasts and displace hundreds of millions of people, but its also enough to trigger the Fifth Ice Age. By the end of the 2040s, civilization on Earth has mostly collapsed, over 75% of the people of Earth have died, and no more colonists leave Earth.
New Shiron
30-01-2007, 00:21
The Diaspora
Before the end however, a large number of colonies have been settled and the populations have the building blocks they need to create space faring industrial societies. Some colonies died out, or faced huge die offs as alien conditions took their toll, but others thrived, and one colony, New Shiron, did best of all. It was lucky enough to find remnants of an alien civilization, and was also fortunate that a large number of university professors moved to it, and using its own knowledge and what was discovered, was back in space within 50 years, while nearly all other worlds took a century to return. However, none of the colonies had the spare resources required to build a jump gate for decades after, until toward the end of the 2100s, New Shiron discovered a new way to get to the stars.
New Shiron invented Jump Drive, a way for individual ships to independently jump from one star system to another. This was a far less costly way to move from one star system to another, but starships using this technology were unable to move as far or as easily from star system to star system as Jump Gate technology enabled them. Within a decade however, New Shiron had contacted every colony within 100 parsecs of the Liselu star system (the system containing New Shiron). The government of New Shiron however decided very quickly that it was too risky to provide Jump Gate technology to its neighbors. Far more technologically advanced then its neighbors, and far away from them, it decided to use its unique geographical isolation to ensure its safety, along with its advanced technology.
New Shiron eventually built an improved version of the Jump Gate. This version allowed users to not only travel through space and time, but also reach alternate universes. More importantly, it was a two way jump, and most importantly of all, the system was small enough that it could be used unobtrusively. But Star Gates could only be anchored at a relatively fixed point, such as a planet, and the bigger the mass, the riskier the jump. By the end of the 2300s however New Shiron had figured out a way for it to reach alternate Earths, and make diplomatic contact as it wished.
Meanwhile, nearly all of the other colonies of the Diaspora had reached the stars on their own or through the help of New Shiron, and once again, Mankind was ready to start spreading out among the stars.
New Shiron
30-01-2007, 00:22
The Star Map and colony ownership
Star maps
You use the basic data from the world and star system indicated, but not its population, government type or tech level. Any star system that doesn't have a planet with an atmosphere of 5, 6 or 8 is considered unhabitated, regardless of what it says on the star map information. Star systems will be assigned on a first come, first serve basis, and only planets with breathable by humans atmospheres will be allowed. Once you go to the link to your starsystem, you will find all of the information regarding the planet itself, and if you click system data, it will provide you with information on the number of planets and the orbits they are in. Assume all moons and non primary world terrestrial planets have vacuem, trace, or exotic atmospheres. Any terrestrial planet further then 5 AU from a star is a frozen iceball (like Pluto) and if closer then .1 AU, is a burning hell (like Mercury) and factories cannot be placed on those worlds (but outposts can).
Each hex by the way on the starmap is 1 Parsec, which is 3.25 light years across.
http://www.utzig.com/cgi-bin/iai/map_sector.pl?FSectors=Diaspora
primary star sector
Earth (for comparison purposes)
8 Large (12,800km), Atmosphere 6 Standard Hydrographics 7, Wet World (70%),1 satellite, 4 gas giants, 1 asteroid belt, day is 24 hours, year is 365 days, gravity 1G
Earth is currently locked in an Ice Age, population has fallen to 1 billion, with 40 million more living on Luna and various other settlements. It is Tech level 9 (having clawed its way back up since the Collapse)
For roleplaying purposes, Earth is an NPC, and is classified as Earth 20 by New Shiron. Several other Earths exist and can be reached via Star Gate from New Shiron.
SubSector F Kushga
PC nations
Nilii / Canadstein
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1313
Affuel / No Taxes
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1417
Soar / Sharina
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1518
Deskha/Kilani
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0917
Atabano/Safehaven
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1520
Shelagoyote/Champren
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1620
other habitable planets
Iris/New Iris
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1513
founded by dissident Mormons who believe and practice polygamy. Tech level 7 nations, no starport, but small starships and small craft can land at one of the various airports on the planet. Has a militia but no space force.
Messeir/Messier
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1111
Founded by a group of French Canadian farmers as the situation on Earth fell apart. Tech Level 8, no starport, but small starships and small craft can land on one of the various airports on the planet. Has a national police force but no space force.
Arriba/New Azania
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1117
Founded by a South Africa and settled primarily by Zulu and English settlers from that nation. Large numbers of settlers also from other English speaking African and Caribbean nations. Tech Level 8, no starport and no planetary government, although a UN type organization handles planetary concerns.
Population is 500 million.
Mohavi/Azatlan
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0918
Founded by various nations of the North American and Mexican Indians and had restrictions on settlement throughout its history. Tech Level 9, has a starport and a planetary government. The world is known for its casinos and entertainment industry, as well as its agricultural products, particularly the Azaltan Range Horse, a native animal that is very horse like native to that world and widely exported to various other low G worlds in Human space. Population 200 million, has 50 defense battalions, and 1 planetary defense unit as well as 10fighter wings.
Sector G Alurza
PC nations
Ekuur/Amestria
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1911
Raymore//Philanchez
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1912
Opheim/Bazalonia
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2015
Kandom/Samtonia
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2116
NPC nations
Shannaii/Miranda
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1814
A failed colony world, a few dozen scientists from New Shiron are studying exactly what caused the 80 million inhabitants to die off. A large number (tens of thousands) of bodies discovered (the ones that hadn’t deteriorated) died of an unknown illness. Landings are not recommended at this time. Another problem is that the world has different amino acids then most other settled planets, which makes settlement and growing crops difficult even before catastrophe struck.
Dryden/Dryden2
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1818
This world, settled by immigrants from other colony worlds, is a bucolic paradise of beaches, islands, forests and resorts. Many of the very rich from all over the Sector like to visit here. Tech level 9, but no military forces except for a national police. It does however have a few missile boats (1 squadron) it obtained second hand from New Shiron which it uses for customs inspections.
Sector I
Zekhesii/ New Cynthia (NPC nation)
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0722
several other habitable planets are in this sector, but distance and/or harshness has not made them attractive for settlement as of yet.
OOC New Cynthia moved so that it is in position to participate more effectively
Sector J Iusea
PC systems
Gegaasha/ Haneastic
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1021
Ledge/Middle Snu
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1223
Poldepi/ Artitsa
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0929
Pequot/Parthini
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1128
Nani/ Abbassia
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1229
Ebekhar/ Novum Elephantum
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1628
Iusea/Rodenka
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1325
Bezan/ Ottoman Khaif
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1524
St James/St Marks
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1521
has amino acids opposite of Earth based life, and has not been deemed worth settling as of yet. New Shiron had a base here until 5 years ago, but has abandoned the world. The Pricecutter Company (based in New Shiron) has a base here however, and uses the world as a stopover point for its fleet of cargo ships. Population is 40,000, clustered in a small town near the Equator. Warships from New Shiron frequently stop here to refuel and take shore leave as well.
Sector K Blight
PC Nations
Jump/Lesser Ribenia
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2022
Thicket/Orbos
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2424
Eberly/Malkyer
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2130
Sivo/Alto-Saro
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2229
Maadura/Whittlefield
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2221
Iiselu/New Shiron (NPC)
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1826
Sector L Promise
PC nations
Amoy/ Sukiaida
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2524
Exeter/Galveston Bay
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2729&UID=
reserved for a new player (if any) or NPC to be added later (or if someone gets killed off early)
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=3129
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=3023
New Shiron
30-01-2007, 00:23
Tech level and Intersteller Travel 2300
What tech level means
tech level 0 is tribal / stone age.
tech level 1 is pre industrial,
tech level 2 is still pre industrial, but significant commerce between regions occurs, some machinary exists (mills for example), and some products from higher tech levels are commonly found (like weapons, tools, clothes etc).
tech level 3 is non industrial, but generally a lot of commerce, communications and machinary can be found, and significant and even large amounts of products from higher tech levels are in use everywhere.
tech level 4 is coal and steam powered technology. Even if the industrial base doesn't exist to build products of tech level 4 -5, often the ability to repair or provide parts exists. I
Tech level 4.5 is still coal and steam powered tech, but the first internal combustion engines are found. Steel is common and replaces iron.
Tech level 5 is the beginning of the age of oil and gasoline powered technology. Aluminum becomes available as a construction material.
Tech level 5.5
Aluminum becomes a common building material.
Tech level 6 is the beginning of the electronics age.
Tech level 6.5 The Nuclear age. Atomic weapons become more powerful and eventually the thermonuclear weapon is invented. Color motion pictures become common, as does broadcast television. Heavy jet military aircraft come into service, while civilian airliners become common for domestic airlines. The Passenger train and Ocean liner face their first serious competition. Soldiers generally have an assault rifle. Slow but capable infantry carrying armored personnel vehicles come into service. US circa 1955.
Tech level 7 The Space Age. Tactical nuclear weapons are introduced, as are turbine engine helicopters, jet transport aircraft, and light infantry carrying armored personnel carriers. Anti vehicle and aircraft missiles come into service, as do Mach I and then Mach II combat aircraft. First satellites and orbital manned missions to space occur. Electronic mainframe computers are invented and become somewhat common. Soldiers generally have an assault rifle and relatively lightweight body armor. Nuclear powered warships are introduced. Plastics become a common material for consumer products. USA circa 1960
Tech level 7.5 The Space Age II. Improvements on preceeding technology and missions to the Moon are possible. Computers become more powerful, but still bulky. Plastics are common and are more durable. First lightweight electronic computers are invented and show up in some military aircraft and warships. USA circa 1972
Tech level 8 Postindustrial Age. Desktop computers are invented and become common, as does the VCR. The Space shuttle becomes available, as do complex long duration satellites. The internet is invented as a military communications system. Cable television becomes common. GPS is invented. USA circa 1985
Tech level 8.5 Information age. The internet becomes a communications medium, as well as a medium of commerce. Computers are common in all vehicles, and briefcase sized computers become common. Cellular phones and satellite phones become common. USA circa 2006
Tech Level 9 4th Industrial Revolution. Invention of MHD power, Jump Gates, and Gravitic Drive. Computers are ubiquitous and have taken the place of cell phones, portable entertainment devices and the internet is has essentially replaced all other forms of transmission of data and entertainment. Holographic entertainment and visual imaging is common. Jump drive is invented at the end of the period, allowing starships to make a jump of 1 parsec. Drones become commonplace, replacing many satellites and aircraft. Ground hugging hypersonic cruise missiles replace ballistic missiles. Space intercept missiles equipped with nuclear detonation X-Ray lasers become common.
Tech level 10 The First Interstellar Age. MHD power plants become ubiquitous and replace internal combustion engines entirely. Grav powered cars and aircraft replaced wheeled vehicles and aircraft. Portable linear accelerators, mass drivers and lasers replace all previous projectile weapons. Maser communications systems replace the radio and laser communications systems for space travel, allowing the internet to reach far into space from a planet that has it. Jump 2 is developed, allowing star ships to make a jump of 2 parsecs. Particle accelerators small enough to be carried aboard spaceships are developed.
Tech level 11 The Fusion Age. Jump 3 is developed and so is nuclear damper technology. With the development of nuclear dampers, gas giants can now be approached without extensive shielding (armor), and nuclear tipped missiles are ineffective against targets equipped with nuclear dampers. In addition, screening is developed to partially defend against particle accelerators.
For more on tech level, see here (once again from the Traveller RPG). Fusion power plants become common for powering cities and large portions of planets, as well as outposts.
Tech 12 and 13 to be added
Tech 12
http://traveller.wikia.com/wiki/Tech_Level_Comparison_Chart
based on this, the United States as of 2007 is in the early stages of tech level 9
Interstellar Travel
Only New Shiron has Star Gate and Jump Gate technology at this time (for specific reasons).
Jump Drive and Jump Space
Note on the map that there are hexes. Jump distances are calculated in parsecs (3.27 light-years), which therefore is the scale of a subsector mapping grid. Jump-1, for example, indicates the ability to jump one parsec, or one mapping hex. Astrogation maps are based on this fact and are not accurate maps for astronomical purposes.
A Jump is how many hexes a starship can move each time. Each jump takes one week (no matter the length). However, jump points are at minimum 5 AU (about the orbit of Neptune) from a star, and that takes a minimum of 7 days travel to reach from the typical orbit of a inhabited planet. The distance travelled during this time depends on the jump rating of the drive. A ship with a Jump 1 Drive will travel one parsec, a ship with a Jump 2 Drive two parsecs and so on. Study of misjump reports suggests that much greater distances are possible, but at present no way to achieve them in a controllable way is known. Research is ongoing on the matter. The maximum misjump reported is 36 parsecs. The average misjump is aproximately 12.25 parsecs, deduced from the study of statistical records
Counting refueling time, generally it takes a month for each jump. A jump uses all of the available fuel of a starship, minus what is needed from travel from jump point to refueling and back out again, so generally a starship can only get in 12 jumps a year. As starships need to spend a month each year getting maintained, this means really only 11 jumps a year.
Due to the navigational requirements for making a jump, a jump cannot be conducted into a hex that doesn't have a starsystem. There is nothing to get a fix on. Therefore, you can only jump between systems that have at least 1 star. Merchant shipping will not conduct more then 3 jumps away from a commercial starport. So if a nation that you want to trade with has a starport, and is 7 jumps away, you can't reach it via trade. All starships are capable of refueling at any planet that has liquid water, or alternatively, can skim a Gas Giant for free hydrogen. So as long as a Star System has either a planet with water or a Gas Giant, you can travel through it without leaving either a jump reserve or bringing along tankers.
The Jump Drive opens a transition to jumpspace. Every ship stays in jump for around one week before entering normal space again. Ships in jump are isolated, and can not detect or communicate anything; they are totally isolated in a small bubble of space until they reemerge into out universe again. Even if two ships side by side (far enough apart to avoid field interference) jump at the same instant, they are totally alone. Cases of field overlap (interference) have been known to result in direction error, range error, system damage, or ship destruction, and is advised against. Jump drives rely on the rare earth element Lanthanum. Starships must generate immense amounts of power to jump, and therefore additional fuel must be allocated for employment of the jump drive at the rate of 10% of the ship's tonnage per parsec to travel via jump.
Although jumps are usually entered at low velocities, the speed and direction which a ship held prior to jump is retained when it returns to normal space. This fact is often employed for tactical purposes. It is not a safe practice, as the emergence point tends to have other ships approaching it for intended use; therefore emergence at speed is known to have resulted in fatal mishaps, and is therefore a serious violation of civil navigation codes with stiff penalties. These do not apply to the navy of course... who tend to place obstacles around known jump points with exactly this sort of thing in mind.
(footnote: drawn from Traveller Roleplaying Game which specifically encourages referees to tailor their universe and even adjust rules to make their game work http://traveller.wikia.com/wiki/Jump_Drive
Communications Times
New Shiron Diplomatic Mail and Courier Service - available only from worlds that have an embassy from New Shiron. Couriers carry mail via very small jump gates located at New Shiron Embassies to Regina, New Shiron, and there information can be provided to your embassy. Your embassy staff there can then pass it to another nations embassy and from there it goes by diplomatic mail and courier to that nations home world via New Shiron (once again). Time frames are 1 day for urgent, 3 days for routine.
New Shiron Commercial mail service - available only on worlds that have a starport. New Shiron merchant ships are jump 3 and thus make fewer jumps between destinations, significantly speeding delivery time between worlds. Delivery time is between 30 - 180 days depending on distance (up to 6 jumps).
Fleet Couriers - you can establish a courier system using courier squadrons (see military thread). Military ships take 20 days between jumps, but only 8 days if they don't have to refuel. Scout ship squadrons and even destroyer squadrons are frequently used if you don't have couriers.
Regular Mail - As per New Shiron commercial but longer because of lower jump ranges.
Once you arrive in a star system, urgent mail and messages can be sent by tight beam Maser and Laser comm system to the target world, generally cutting up to 8 days from final delivery time.
New Shiron
30-01-2007, 00:23
Economics
Your Budget is available using the NS Economy calculator (found here)
http://nseconomy.thirdgeek.com/nseconomy.php
Your defense budget is what is indicated (minus overhead) and half of your commerce budget is available for use for placing outposts, factories and terraforming facilities. You may also add in to this budget ONCE THE GAME STARTS income from factories and outposts.
If you don't have a military or commercial budget (as those issues don't come up every day in Nationstates), you may use 3% of your GDP for military purposes, and 2% of your GDP for commercial purposes until you actually have a military and commerce budget in the NS Economy calculator.
New Shiron, an Inoffensive Centrist Democracy, can spend a maximum of 3% of its GDP on its military, and another 2% for colonization purposes.
Unit costs will be expressed in actual cost (in $), maintenance costs (usually a percentage of its original cost), and build time.
Manpower limits
If you have conscription, up to 3% of your population can be in the military
If you don't, then only 1% can be. However, Volunteer militaries have certain advantages (that won't be spelled out just yet).
Off world population
Your national population is what you have for total population. Up to 10% of it can be in harsh environments (underwater cities, orbital cities) at tech level 9, 20% at tech level 10, and 30% at tech level 11. Outposts, military bases and terraforming facilities have 10,000 people, factories have 50,000 people. Eventually you can build off planet cities and colonies, and information on that will be provided at that time.
Offplanet outposts and factories
Outposts provide $50 Billion a year in income if located in the same star system, 50% of that figure if Jump 1 away, 25% if Jump 2 away, and 10% if Jump 3 - 6 away. Outposts can be placed on any primary world satellite, asteriod belt, gas gaint (up to 3 per gas giants, as the outposts are on moons), and terrestrial planet.
Factories provide $250 Billion a year in income, 50% if jump 1 away, 25% if jump 2 away, and 10% of that if Jump 3 - 6 away. Up to 3 factories can be placed on Gas Giants or Asteriod belts (once again, really on the moons of the Gas Giant), and up to 10 on terrestrial planets, and for satellites, you can place 1 for every size 1000 Km in diameter your primary world is (as that governs how big the moons are). Other terrestrial planets in the system have satellites too small to be usefully used. The same restriction applies to the primary worlds outside of your star system that you colonize. You cannot place factories on a terrestrial planet greater then 5 AU from a star or within .2 AU of a star (too cold or too hot) unless your planets orbit an M class star, then disregard the .1 AU penalty for being too close
Starting Budget
At the start of the game (or when a new player starts), that player has 10 years worth of budget available to spend on starting units (see above for how to figure out your budget). You may place factories, outposts, star and spaceports, naval bases and yards and defenses anywhere in your system, but you must have an outpost to place anything else on a terrestrial planet (other then the primary world), Gas Giant moon or asteriod belt.
How to figure out your budget each year
1. Look on the GNP calculator. Whatever figure is posted at the time you do your budget is what is available (as it can vary from day to day depending on how often you do issues plus your population increases each day as well, so your ideal time to do a budget is Sunday or Monday)
2. Use the average of your export and imports to figure out how many civilian spaceports and shipyards remain or have been added.
3. Use your GDP to figure out your current merchant shipping levels
4. Add up how much income you have for offworld outposts and factories. Then subtract maintenance costs for those.
5 Use the Defense and Commerce budgets given by the GDP calculator. Alternatively, if you don't have a defense or commerce budget (because it takes a while for NS issues involving them to come up and we just started), use 3% of you GDP for military and 2% of your GDP for commerce
6. Reduce Commerce figure by 50%, that is what is available for colonization and offworld development like orbital starports, factories outposts etc. Any or all funding available from offworld outposts and factories can be added to this figure (so commerce budgt x 50% = subtotal + any offworld income allocated.
7. Reduce Defense figure by 50% (see military overhead), remainder is what is available for maintenance and new military purchases. Offworld income from outposts and factories can be allocated to the defense budget as well.
Natural Resource advantages
Molten Core Worlds - reduce the cost of all units (military and colonization) by 20%, maintenance reduced by - 5% (so a unit that costs 20% maintenance becomes 15% maintenance) minimum cost however is 5%
Rocky core worlds - reduce cost of maintenance just as for Molten worlds, no cost advantage for building units
Ice Core worlds - no reductions
This has to due with geology and accessability of resources and economic strains that occur from living on basically a geologically dead world. You live on a molten core world you get earthquakes and volcanoes, but you also get a constant perculation of iron and other minerals from the core to the crust.
New Shiron
30-01-2007, 08:35
reserved for additional information
Humanity 2300
Because many garden worlds have gravity that is either substantially weaker or stronger then Earth Norm, and genetic engineering and special technological adaptation is possible beginning Tech level 9, many of the people in the colonies have been modified by evolution or adaptation to survive better on the planets they live on. Special adapatations include people looking like Elves (in bone structure) who live on Low G worlds, and like Dwarves on High G worlds (as in Tolkien Elves and Dwarves).
In addition, the average life span has markedly increased because of gene therapies, cloning of specific organs, and other medical advances. A human living on a Tech 9 world lives + 20 years longer then in 21st Century USA, and add + 25 years for each tech level advance after that.
Livestock from Earth, specifically animals like horses, cattle etc, have a much harder time adjusting, and pure strain examples can only be found on planets within a range of 25% of Earths gravity. Considerable genetic engineering and / or adaptation of local animal life has been necessary. Earth plant life has been very successful in some colonies, but marketedly less so in others. Generally it thrives on planets with a G class sun and certain K and M class star systems where the planet is closer to the life zone of the star.
How tech level advances
Advancing one tech level takes a base 75 years but there are a number of modifiers to shorten (or lengthen) the time required.
As of 2300, all nations have been Tech level 9 or 10 since the year 2290.
So you take you base time requirement and shorten it by 10 years right away.
At this point, 65 years are required.
However, there are harsh environment modifiers to adjust for.
If the gravity of your primary world is less then .5 G, or greater then 1.5 G, reduce your timeline by 5 years.
Aridity also places pressures on a society to increase tech levels faster.
If you have 40 – 50% water you have an arid world. Temperature extremes are common in the center of continents for one thing. Reduce the time required by 4 years.
20% –30% water, you have a desert world, reduce the time required by 6 years.
Less then 20%, you have a harsh desert world, reduce the time required by 8 years.
These are a one-time adjustment.
After adjusting for time since 2290 and for environment, this is your adjusted base tech level advancement timeline.
Then you adjust each year for your tax rate, education percentage (of budget) and any applied research and development you have. These adjustments are made each year, not just one time and can change.
Tax rate adjustment.
50-100% no bonus
40-49% -1 year
30-39% -2 years
20-29% -3 years
10-19% -5 years
0-9% -7 years
the assumption is that the private sector is doing your tech research for you if they have lots of money to spend.
Education budget
Look at your GNP calculator for this one. Issues supplied by NS affect this one.
10% or less of your budget –1 years
20% or less of your budget –2 years
30% or less of your budget – 3 years
31% or more of your budget – 5 years
Applied Research and Development.
This is government money pumped directly into the universities, corporate and government think tanks and the like. You may purchase any and all of these.
Each decreases your timeline by 1 year. They each cost $500 Billion, and cost $100 Billion a year in maintenance (which can come out of your commerce budget)
Military R & D Centers
Computer and Electronics R & D
Genetic and Life Sciences R & D
Checklist
Base Tech level as of 2290 – 10 years - environmental modifiers = adjusted base tech level 2300
Annually adjust for tax rate, education budget and applied research and development
Special bonuses
If you did not have arms manufacturing, auto manufacturing or information technology has your lead industries before 2300, and one of these becomes your lead industry over the course of the game, you get a 10 year bonus to tech advancement.
Also, if a you are within 6 hexes of a nation that is higher tech then your are, you get a one time bonus of - 5 years to the timeline. The same applies if a nation is located on at a stargate.
NPC examples
New Shiron
30-01-2007, 09:04
Units and special projects
Colonization
unit type total cost maintenance cost build time
Outpost $250 Billion 5% 1 year
Factory $1 Trillion 5% 2 years
Terraforming facility $5 Trillion 10% 10 years
Special adjustments: Price based on placing a facility on a world without an atmosphere or that has a trace or very thin atmosphere (codes 0 -3). Cost is reduced by 50% for atmospheres that are thin, standard or dense atmosphere that is tainted. (3-9). Outposts and Factories can be placed on water worlds (treat as a vacuum for this purpose). At this tech level, bases cannot be placed on gas giants themselves (although they almost always have at least 1 moon that will work), or on planets with exotic or corrosive atmospheres.
What they do for you
Outposts and Factories provide income. Terraforming facilities allow you to convert a planet into an Earth like (or near Earth like) world. You need one terraforming facility for each 1,000 kilometers in diameter for the planet, and you can’t start until you have enough for the entire planet. Although very expensive, and time consuming, it will result in a new garden world for you eventually. Only planets with a trace, very thin, thin, standard or dense atmosphere can be terraformed
Terraforming
For every 10 years, the atmosphere is either cleaned of its taint (if tainted) or improved
One step (from trace to very thin, very thin to thin etc). Once the desired atmosphere is
Obtained, then the plants are reduced in maintenance cost to .01% (so instead of paying
500 Billion a year for each plant you pay 5 Billion a year for each plant). After 50 years,
the plants are no longer needed and the planet is permanently a garden world (unless
something really bad happens). Garden world is a relative term, but is essentially a planet with a breathable atmosphere that doesn't require special life support.
To place an outpost, factory or terraforming facility on a planet or moon other than your own primary world requires a transport unit for the entire build time for the project.
Facilities
Space port – 1 spaceport will exist for every 500 Billion in foreign trade (see you GDP calculator, it will show how much trade you have, round to nearest, and its the average of your imports and exports, not the total amount). These are commercial facilities but can be used by small and medium starships and small craft. These are ground facilities, usually about the size of a very large commercial airport in the 21st Century, and will generally be located either near a coast or in a desert area because of noise levels. Generally highways, railways and monorails lead away from the space port, and also generally a very large commercial airport will be located nearby. Spaceports act as naval bases as far as refueling is concerned and cost the same. Nations that don't have enough trade to justify a free one (at least $251 billion) must build one if they want one. Commercial spaceports can be purchased for $100 million, and maintenance is free.
Shipyard – A starship and small construction facility will usually be found for every $1 Trillion in foreign trade they have (calculated as above). These facilities build craft and ships for the commercial sector but can be used for military construction. A commercial shipyard can carry out $100 billion in starship maintenance for the military each year (twice that in wartime, but commercial maintenance is sacrificed). You can build a shipyard for the same price as a naval shipyard if you don't have enough trade to justify having a shipyard.
Orbital Starport – A large facility generally located at the Trojan points of a planet and its moons. This facility must be constructed by the government serves large and huge starships that don’t routinely land and is serviced by large numbers of small craft and spaceships that go to and from the primary world. Generally 1 is needed for every 1 billion people. Cost is $500 Billion, maintenance is 10%, and it takes 5 years to build. This facility is generally about the size of medium sized asteroid and frequently is one that has been moved and hallowed out.
Orbital Shipyard – a large facility the same size as an orbital starport, but used for the refit, repair, maintenance and construction of large and huge starships. An orbital shipyard can build 1 huge or 4 large starships plus provide maintenance for 10 huge or 40 large starships. Cost is $1 Trillion, maintenance is 10%, and it takes 5 years to build.
Military shipyard – a large ground facility that generally takes up a large area and is used to build, repair, maintain and service military spacecraft and starships. Can provide support to up to 20 medium starships or 100 small starships or 100 small craft units or the combination. Cost is $250 billion, and it takes 5 years to build.
Naval base – A large ground facility that provides fueling and support services for military starships. To support large and huge starships, at 1 interface squadron is needed for each starship that it will service. If located on a vacuam or trace atmosphere world, those ships can land directly at the base. Can fuel up to 5 huge, 20 large, 50 medium or 200 small starships at one time and up to 500 small craft units. Cost is $200 Billion, maintenance is 10%, and takes one year to build.
Military units
see military thread
http://forums.jolt.co.uk/showthread.php?p=12321514&posted=1#post12321514
The Lightning Star
30-01-2007, 12:35
Демократическаяа Республика Звезды Молния (http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0918)
Narodnaya Respublika Zvezdy Molniya
The People's Republic of The Lightning Star
http://img.photobucket.com/albums/v626/Thelightningstar/LuthoriFlag.png
After the fall of the Soviet Union, it appeared as if the Communist Party of Russia was gone for good. However, a core of devout Communists remained, slowly amassing wealth and influence for their eventual reconquest of Russia. Although their numbers were few, they had members in nearly every important organization in Russia, and had influential leaders in many as well. It was due to these connections that the Communist Party was able (through puppet "companies") to gain contracts for the building of the Russian jumpgate.
However, their plans were cut short by the chaos of the 2020s. In 2026, Russia was enveloped in a brutal Civil War, pitting the Government versus an alliance of the Orthodox Church and many big businesses (which had been targeted by the government for nationalization) in the Russian Far East. The Communist Party threw its support behind the Government, and through this it was able to continue construction of the Jump Gate. It soon rose to the head of the Government, proclaiming a re-establishment of the USSR. The countries of Ukraine, Belarus, and Kazakhstan (which had become fronts in the Second Bolshevik War, as it was now called, when Communist parties came to power in those countries) re-joined, but the other countries were either working with other major powers or (in the case of the other Central Asians republics) overrun by Islamists. Instead of focusing on the war, however, the main focus of the government was preparation to create colonies. As the Communist Premier, Alexi Martov, said, "We can fight our war here on Earth if we wish. However, in order to secure a victory for Socialism, we must flee this world destroyed by the Capitalist".
In 2034, after a brilliant White offensive the Government had been pushed west to the Ural River and Mountains, and it appeared as if the White forces would soon break through the Communist defenses. Due to this, and to the fact that Global Warming had already begun destroying vast swathes of civilization, Martov ordered the preparation to launch the colonisation fleet. On July 6th, the first colonisation ship was launched. In total, 10 million Russians, as well as 1 million Ukrainians, 400,000 Belorussians, and 100,000 Kazakhs, were evacuated before the last Russian ship left Earth in 2039. Martov, instead of fleeing Earth, decided to stay and lead the defense of Minsk (the last major city left in the control of the Communists) to buy the last transport an opportunity to escape. Thanks to his heroic efforts, the ship was able to escape, and the spot where it landed became known as the city of Martovgrad, and became the capital of the new colony.
The escape from Earth was not the end of the story for the Communists, however. Due to the situation under which they were built, in addition to the amount of ships sent, only 50% of those who set off for the Russian colony arrived. This meant that those who arrived at the planet (originally known as Mohavi Prime, renamed Novaya Rossiya) arrived to a bleak situation. Every last one of the settlers, however, were picked for their devotion to Communism, in order to ensure that the new colony survived. Drastic measures were taken. Realising it would be impossible for the population, however small it was, to live a 21st century lifestyle, the government decided that the new nation would be one based around agriculture. Although the people of the newly proclaimed "Narodnaya Respublika Zvezdy Molniya" retained the technology which they had brought with them, they chose to live in a world with early 19th century technology until their numbers were sufficient.
Thanks to their unquestioning loyalty to the government, the new colony was able to prosper, although through what many would consider Draconian ways. The government ordered that each fertile woman had to bear a child once every year from the ages of 19 to 33 until the year 2150. This ensured that the small population base would be able to quickly expand, and by the year aforementioned year, the Molniyan population numbered 4 billion. At that point, the growth rate substantially dropped, in order to prevent the population growing too large.
Also starting in the year 2150, technology began to advance once more. However, due to the long period spent without use, only sufficient information to create technology from circa 1950 was retrieved. This was when the single-mindedness that had helped so much in keeping the nation under the undying loyalty of the Communist party had its drawbacks. Due to their lack of innovation, it took 50 years to reach a level of technology that one would see in 1960's America. However, by then, the government had begun to slightly liberalize, even allowing elections (although they were between two far-left parties, and the government was easily reelected with over 90% of the vote) in the year 2200. An industrial revolution had also taken place, bringing more people into jobs that required more thinking than when to harvest crops, and they came into contact with more advanced colonies. This allowed technology to advance at a quicker pace, and by the year 2290, the People's Republic had reached the level of technology that their ancestors on Earth had. By the beginning of the 24th century, the Molniyans had created a powerful military, and had begun to expand all over their solar system. It seems that, over 400 years after the fall of the Soviet Union, Communism is once again poised to play a major role in Humanity.
http://forums.jolt.co.uk/showthread.php?p=12278108
Sharina national information (to be added as the RP develops)
Haneastic
30-01-2007, 21:51
Haneastic League
The Haneastic League was formed by a group of wealthy businessmen and traders from Japan and Germany, who left the stricken Home Islands with a large number of civilians who remained. The Haneastic League soon landed and formed their own state, based upon equality and freedom, with the rich businessmen and a new commercial upsurge to bankroll them. Recently, the League has begun expanding the fleet to protect their commercial interests against mounting Pirate attacks.
The Haneastic League is ruled by a board of 9 elected officials, representing all aspects of the League (business, military, science, etc.)
Gageesh I: Home World
Gageesh II: Gas Giant
Gageesh III: Gas Giant
Gageesh IV: Gas Giant
Gageesh belt: Asteroid Belt
The Imperial Athiest Empire of Artitsa (AKA, The Imperium! AHaahahaha)
Artitsa (Homeworld - Poldepi IV)
Inhabitants: Humanoid - Celtic (Irish, Scottish) Slavic (Russian, Serbian)
Water Content: 70%
Atmosphere: Standard
Diameter: 9600km (Medium)
Tech Level: (Unknown)
Core Type: Rocky
Satellites: 2 (Brathos, Kropsvor)
Density: 0.95 Earths
Mass: 0.63 Earths
Gravity: 0.82 G
Rotation Period: 16 Hours
Axil Tilt: 24 Degrees
Orbital Eccentricity: 0.008 degrees
Surface Pressure: 1.339 atm
New Galway (Poldepi V)
Core Type: Molten
Satellites: 8 (Vanzo, Lordos, Sierra, Duracka, Fraza, Juno, Origa, Lima)
Medusa (Poldepi VIII)
Core Type: Unknown (possibly Icy)
Satellites: Unknown (possibly 7)
Port Slate (Poldepi X)
Core Type: Icy
Satellites: 5 (Alpha, Beta, Zero, Xymar, Yalinm)
Other System Information:
Two Stars, 1 G8 (MAIN), 1 M5 (Secondary)
Three Gas Giants; 1 CH4, 1 H2, 1 Exotic
Brief History
When Earth began to collapse into tormoil, only half the Artitsan population could be saved. The rest were beyond rescue and had already succumbed to the downfall. As all looked lost, the great nation of New Shiron arrived, giving the Artitsans technology to leave the doomed planet, as well as providing limited transport to Poldepi. The massive factories began to churn out great transports to carry not only the population but the industrial centers and the requirements to resume the life of a powerful nation far into the future.
Several years later, Poldepi IV became known as Artitsa, and life has resumed. The Great population centers known as 'Hives' have once again sprung up, even under the same names to ensure that people do not become depressed at the loss of their original homes.
Just as how it was back home, the Arms Sector is prized, and the very same corporations have set themselves up once again. Naval Yards still produce wet-water naval units, but have increasingly teamed up with aerospace industries to design great space vessels capable of massive destruction.
Abbassia
31-01-2007, 00:56
Abbassia Fact book
Astrographic data:
location link:
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1229
Nani Star System (double star system G1/M6)
Primary World : Abbassia
A medium sized planet with a diameter of 9,600 km, with a thin atmosphere, and is 70% water Surface, gravity is 0.45 and it has a 0 hour day and 257 day year, making it a very Unique world. Galveston Bay has 1 moons (Al-Qamar)
Other planets
Orbiting the Binary system of Nani 1 (G1) and Nani 2 (M6) in orbital order are Al-Hanafi (Rocky Core), Asha-Fe'ee (Molten Core), Abbassia (The main world), Al-Hanbali (Icy Core), an asteroid belt, Al-Maliki (Rocky Core), Al-Muslim (a gas giant with 3 moons), At-Termithei (a gas giant with 3 moons), and Al-Bukhari (Icy Core).
Background
During the turbulent times of the late 2010, Several Moderate Islamic Leaders expressed their concerns over the escalating violence in the Middle East and other parts of the Muslim World, compounded by the collapse of the oil industry which effectively shattered entire nations into anarchy and civil and tribal wars. these began to meet in secret in what remained stable of the Muslim World.
Eventually, after two decades of gathering, organizing and severe labor and Hard work along strict , a period filled with many set-backs and turns of good fortune alike, along with cooperation with several Chinese and European agencies, several expeditions were launched, the exact number of of which had been long lost.
Nonetheless, during the mid-40's -as Earth began to enter its Fifth Ice Age- the Abbassian Expedition (named after the Caliphate of the Beni Abbas Dynasty) was launched, sadly one of the very last launches to have been done.
Unlike the Chinese, European or American launches and expeditions however, the Abbassian one (as well as its other counter-parts) were less reliable and were more risky and along the way difficulties were experienced more often than not, finally culminating in the catastrophic failure of sensors and propulsion.
It seemed that the expedition was doomed to failure, as the craft drifted silently throughout space. A thread of lingering hope continued to thin more and more, finally on the horizon came a sight most uplifting, that of a system and a planet.
Salvaging whatever equipment the crew had, it was established that there is a very slim chance that a planet may be habitable judging by the accuracy of their equipment, regardless the attempt would be made to settle in this system.
And so it came to pass, that though a difficult and laborious birth, that the first settlement had come into existence, upon the sight of the first landings several mosques (and an Orthodox Church by a minority of Eastern European Technicians who accompanied the Expedition) were erected to thank God for his guidance and protection.
300 years later, after facing many obstacles and challenges along the way, the settlement would grow into the state known as the Emirate of Abbassia, a Muslim state guided by the teachings of the Holy Quran and the Prophet (May Peace Be Upon Him), Tolerant of other Religious Practices (majority Orthodox) and filled with immense faith and hope in the future.
Economics and Demographics
Tech level 10
budget link:
http://nseconomy.thirdgeek.com/nseconomy.php?nation=Abbassia
Population pre game
3,381,000,000
GDP pre game
$98,502,934,206,097.08
Defense budget pre game
$1,944,850,840,828.90
Commerce budget pre game
$9,724,254,204,144.48 (4,862,127,102,072.24 available)
Annual Trade pre game $12.318 Trillion annually
Outposts: 20 Outposts (3 on Al-Muslim Gas Giant, 3 on At-Termithei Gas Giant, 3 on Nani Asteroid Belt, 10 on Al-Maliki Planet, 1 on Al-Bukhari) $5 Trillion, Maintenance $250 Billion
Factories: 48 (10 on Al-Hanafi, 10 on Asha-Fe'ee, 10 on Al-Hanbali, 9 on Abbassia, 3 on asteroid belt, 3 on Al-Muslim's moons, 3 on At-Termithi's moons) $40 Trillion, maintenance $2 Trillion
Spaceports: 25 spaceports (21 off world for outposts, 4 on primary world) (free)
Civilian Shipyards: 12 (12 located on primary world)
Orbital Shipyards: 1 (On Primary World) $1 Trillion, maintenance $100 Billion.
Commercial Shipping: 985 light transport groups, 493 transports (includes liners), 98 Heavy Transports
Military Shipyard:1 (On Al-Maliki) $250 Billion, Maintenance $25 Billion.
Personnel:
Navy: 212,000
Army: 700,000
Star Fleet:
15 Orbital Star Fighters
2 Destroyer
1 Corvettes
21 Interface Squadrons
13 Transports
Total Costs= $2.4 Trillion, Maintenance= $236 Billion
10 Planetary Defense Units ($2.5 Trillion):
5 on Al-Maliki
2 on Abbassian Home World
3 on Asteroid Belt
4 Garrison divisions ($40 Billion):
2 on Al-Muslim (Gas Giant)
1 on At-Termithi (Gas Giant)
1 on Al-Bukhari
All forces are elite.
Total annual Armed forces Maintenance: $1.524 Trillion
Total Military Maintenance= $1.760 Billion
Available is $$1,944,850,840,828.90 from Defense Budget + $13,000,000,000,000 from offworld outposts and factories leaving a good surplus as of the year 2300.
Abbassian Thread:
http://forums.jolt.co.uk/showthread.php?t=516551
Ottoman Khaif
31-01-2007, 01:05
Mostly compose of Muslims who fled Earth during the Ice Age, when they made to their new home, they set up a new nation led by Sultan and Parliament. They hope to make contact with their lost kinsmen one day..
Imperium of Ottoman Khaif
Sultanate trans Imperial Parliament
Settled by Persians, Kurds, Turks, Arabs, Berbers, Indians, Turkistanis, Azerbaijani, Malaysians, Indonesians, Hu Chinese, Bosnians, Africans and other smaller groups such as Russians and Germans.
Bezan I Gas Giant
Bezan II/Al Malabaristan (home world)
Bezan III Gas Giant
Bezan IV – Moon 1, Moon 2, Moon 3, Moon 4
Bezan V Gas Giant
Bezan VI- Moon A1, Moon A2, Moon A3, Moon A4, Moon A5
Bezan VII-Gas Giant
Bezan VIII- Moon B1, Moon B2, Moon B3, Moon B4
As the world took a turn for the worse, a messianic leader began to gain influence in Central Europe. His name alone, Kordo Hapsburg, spoke volumes about the beliefs he espoused. Kordo preached a mixture of extreme Catholicism and Fascism, declaring modern society to be corrupt and that its tolerance of immoral behavior was the reason for its collapse. He would soon find support among many lead industrialists who sponsored his colonization attempt along with several other similar groups. By the time the expedition would find a hapitable plant, Kordo was firmly in control and declared himself Emperor of the Royal and Apostolic Empire of Kordo.
System - Arriba
Primary World:
Germanica (Arriba I)
Inhabitants: Human- Majority: Germanic, Scandinavian Minority: Czech, Hungarian, Croatian, Slovenian, Slavakian, Polish
Water Content: 90%
Atmosphere: Dense
Diameter: 11,200km (Medium)
Tech Level: 10
Core Type: Icy
Satellites: 1 (Freistätte)
Density: 0.69 Earths
Mass: 0.6 Earths
Gravity: 0.65 G
Rotation Period: 304 days
Axil Tilt: 17 degrees
Orbital Eccentricity: 0.022
Surface Pressure: 2.232 atm
Asteroid Belt(s):
NONE
Gas Giant(s):
Zorn von Gott (Arriba IV): CH4
Überzeugung (Arriba VI): H2
Other Terrestial Planets:
Hakenkreuz (Arriba V): 7 Sats
Core Type: Molten Core
Zünfte (Arriba VII)
Core Type: Molten Core
Philanchez
31-01-2007, 03:56
Asatru Alliance
System Link (http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1912&UID=)
Raymore/Asatru/The Norns (Urd, Vendadi, Skuld)
Order of Planets
Raymore – star M0 V
Ask – Planet/Rocky Core/4 Sats
Asatru – Main World
Tyr – Planet/Icy Core/4 Sats
Embla – Gas Giant/Hi-RAD
Ve – Planet/Icy Core/8 Sats
Frigg – Planet/Rocky Core/2 Sats
Odin – Gas Giant/H2-He
Aegir’s Belt – Asteroid Belt/Rich
Main Planet
Diameter: Small (4800km)
Atmosphere: Thin
Hydrographics: Wet World (60%)
Tech Level: 9
Core Type: Molten
Density: 0.94 Earths
Mass: 0.05 Earths
Gravity: 0.34 G
Rotation Period: 28 hours
Orbital Period: 255 days
Axial Tilt: 16 degrees
Orbital Eccentricity: 0.008
Satellites: 3
Surface Pressure: 0.53 atm
Citizens: Asatruar
Government: Theocratic Parliamentry Confederacy
Legislature: Althing
Head of State: Supreme Gothi Frederick von Helghen
Head of Government: Premier Gothi Vili Grimsson
Original Settlers: The original settlers were the Asatru, adherents of neo-pagan Odinism. They settled the system in the hopes of creating a true paganistic utopia. Leading the group was the Gothii who led the Althing. Amongst the believers that followed were several college professors, former Army Rangers, and wealthy entrepaneurs. Most of these settlers came from Norse nations and Germany but a large majority from the United States and around the world also made the trip to Asatru.
History: Originally it was a small colony formed by the Gothii but once the Diaspora began almost all adherents of the faith moved to the colony and it grew exponentially. The Asatru Althing was immediately reformed and they set about building up infrastructure and production. By 2100 the population had boomed and a massive effort was made to create as many farms as possible. This effort led to a revolution in seagoing vessels which created what were essentially floating prairies. These ships, Habitats as they are called, are about three times the size of an average aircraft carrier from the era before the 4th Industrial Revolution. The Habitats are essentially floating farms and produce enough to feed the farmers and bring back to sell to the markets. With this ingenious advancement, the people of Asatru were able to use the vast expanse of water on their planet to their advantage. By 2175 Habitats became widespread and the population and food supply had stabilized. The Althing began to make technological advancement its premier priority. Under the leadership of Gothi Jon Tygvarson, Asatru began to develop both technologically and economically. Now, in the 24th century, the Asatru Alliance is a stable confederation with a reasonable amount of technology and industry.
Bazalonia
31-01-2007, 04:29
Brown Dwarf - Red Dwarf Binary System
Opheim
Bazalonia (Opheim I)
Planet Details:
Core Type: Molten
Density: 0.92 Earths
Mass: 0.75 Earths
Gravity 0.85 G
Rotation Period: 20 hours
Orbital Period: 321 days
Axial Tilt: 20 degrees
Orbital Eccentricity: 0.01
Satellites: 0
Surface Pressure: 1.78 atm
Bazalonia, a moderate nation of Christians, where the only known survivors from Australia, forming government in their newly settled world that had analogies to the original. However the challenges of this new world sometimes it seems like Bazalonia has reverted back to colonial times with the colonial english, however technology has not reverted back to that time. It's just means that life is heard
There exists between Bazalonia and Samtonia, the Darwinist neighbours, frosty relations, an unspoken rift between the two and agreement where the Bazalonians expand north. There has been incident but a feeling of unease about these Darwinists are felt throughout Bazalonia, particularily with historical accounts of an incident in regards to a nation calling itself Atheistic Right, which where essentially crazed darwinist that would kill as look at you. Either way Bazalonia is prepared should Samtonia attack.
Solar System:
No names appart from the standard Opheim II labeling system has been used as no one really cares what they are called as long as everyone knows.
Opheim II: Icy Core Planet (5 moons)
Opheim III: Gas Giant - Hydrogen (3 moons)
Opheim IV Designation has been given to the second sun
Opheim V: Gas Giant - Methane (3 moons)
Opheim VI: Icy Core Planet (5 moons)
Opheim VII: Rocky Core Planet (9 Sattelites)
Opheim VIII: Icy Core Planet (3 Sattelites)
Budget:
http://nseconomy.thirdgeek.com/nseconomy.php?nation=Bazalonia
Commerce: $11,499,122,674,894.18 (Per year)
Defense: $10,677,756,769,544.59 (per year)
Starting Budget
Commerce: 57 Factories
57 Trillion Spent
Lesser Ribena
31-01-2007, 16:58
Lesser Ribenan Thread (http://forums.jolt.co.uk/showthread.php?p=12274885)
Still working on it and there's much to flesh out yet.
No Taxes
31-01-2007, 23:24
No Taxes Thread (http://forums.jolt.co.uk/showthread.php?t=516428&highlight=No+Taxes+Diaspora+21)
(Still working on Pre-Build Budgets)
http://forums.jolt.co.uk/showthread.php?t=516547 (Imperial Commonwealth of Malkyer thread)
Budgets and military are not finished, but basic information is up.
Ottoman Khaif
01-02-2007, 03:49
http://forums.jolt.co.uk/showthread.php?p=12278443&posted=1#post12278443 my factbook
Samtonia
01-02-2007, 05:37
The factbook for the Darwinistic Commonality of Samtonia (http://forums.jolt.co.uk/showthread.php?t=516598)
Sukiaida
01-02-2007, 11:24
Here is my link: http://forums.jolt.co.uk/showthread.php?t=516420
Here is my factbook / diplomatic / info thread.
http://forums.jolt.co.uk/showthread.php?t=516601
Bazalonia
01-02-2007, 11:44
http://forums.jolt.co.uk/showthread.php?t=516614 Bazalonian Thread
With Military/Economic/System Data
And also Diplomatic News...
[NS]Parthini
01-02-2007, 23:05
Regarding the Marine units: considering the Mobile Infantry of Starship Troopers were self-sufficient and really only had support personnel to repair their modules (and those were in the Navy), would it be possible to have Marine units that are only 500 or 5000 people in size? I mean, the Mongols did it, and look how successful they were!
New Shiron
01-02-2007, 23:53
Economics
Your Budget is available using the NS Economy calculator (found here)
http://nseconomy.thirdgeek.com/nseconomy.php
Your defense budget is what is indicated, and half of your commerce budget is available for use for placing outposts, factories and terraforming facilities. You may also add in to this budget ONCE THE GAME STARTS income from factories and outposts.
note clarification
New Shiron
02-02-2007, 00:01
Tech level and Intersteller Travel 2300
[ Interstellar Travel
Only New Shiron has Star Gate and Jump Gate technology at this time (for specific reasons).
Jump Drive
Note on the map that there are hexes. A Jump is how many hexes a starship can move each time. Each jump takes one week (no matter the lenght). However, jump points are at minimum 5 AU (about the orbit of Neptune) from a star, and that takes a minimum of 7 days travel to reach from the typical orbit of a inhabited planet. Counting refueling time, generally it takes a month for each jump. A jump uses all of the available fuel of a starship, minus what is needed from travel from jump point to refueling and back out again, so generally a starship can only get in 12 jumps a year. As starships need to spend a month each year getting maintained, this means really only 11 jumps a year.
Due to the navigational requirements for making a jump, a jump cannot be conducted into a hex that doesn't have a starsystem. There is nothing to get a fix on. Therefore, you can only jump between systems that have at least 1 star. Merchant shipping will not conduct more then 3 jumps away from a commercial starport. So if a nation that you want to trade with has a starport, and is 7 jumps away, you can't reach it via trade. All starships are capable of refueling at any planet that has liquid water, or alternatively, can skim a Gas Giant for free hydrogen. So as long as a Star System has either a planet with water or a Gas Giant, you can travel through it without leaving either a jump reserve or bringing along tankers.
Tech level 9 nations have Jump 1
Tech level 10 nations have Jump 2
Tech level 11 nations (New Shiron only) have Jump 3
Tech levels will increase as time passes.
Note the clarification, and also note that this means that some Tech level 9 planets literally cannot reach anyone. However, as New Shiron has Jump 3, its merchant shipping can be found all over the Diaspora.
New Shiron
02-02-2007, 01:08
note that starships now have abbreviations you can use, and also, you can choose to build smaller carriers even if you are tech level 10 and 11, as they have increased range as you move up in tech.
Armored Cruiser (tech level 9 version) (CA)
$54 Billion, maintenance 20%, build time 3 years, combat value 5-5-4-1-4. These ships are very large, the size of a 20th Century nuclear powered aircraft carrier, and generally do not enter the atmosphere but can. Generally have a crew of 2400, and can carry a battalion of light troops, an interface squadron and an assault transport wing. Jump capability 2. Tech level 10 versions are jump 2.
OOC: Do tech level 9 Armored Cruisers really have Jump 2 capability, or is this a typo?
New Shiron
02-02-2007, 02:02
OOC: Do tech level 9 Armored Cruisers really have Jump 2 capability, or is this a typo?
typo, will fix
also, New Shiron now posted (partially)
http://forums.jolt.co.uk/showpost.php?p=12281173&postcount=30
Lesser Ribena
02-02-2007, 12:10
Am part way through my military builds. From what I gather we only get 60% max of our defence budget a year for maintenence (I read somewhere 20% pay, 10% admin, 10% R&D) so it seems I will run out of annual maintenence costs before I run out of set up budget or even personnel. Does this extra budget get wasted or will it count as R&D or something else?
Not a big problem, just wondering.
EDIT my build can be found here if anyone's interested (http://forums.jolt.co.uk/showthread.php?p=12274885)
Lesser Ribena
02-02-2007, 15:49
One more question:
What is the deal with claiming other systems? Do we get a few at the start or have to claim our own in the game? I notice New Shiron has 3 outposts out of its system, can we all do this or is it a special New Shiron thing?
Cheers.
Abbassia
02-02-2007, 16:30
One more question:
What is the deal with claiming other systems? Do we get a few at the start or have to claim our own in the game? I notice New Shiron has 3 outposts out of its system, can we all do this or is it a special New Shiron thing?
Cheers.
Yes, I wanted to ask about that too as I am building a few outposts on systems Helena (1 Hex Down) and Chicago (2 Hexes down -just below Helena)?
Galveston Bay
02-02-2007, 21:23
One more question:
What is the deal with claiming other systems? Do we get a few at the start or have to claim our own in the game? I notice New Shiron has 3 outposts out of its system, can we all do this or is it a special New Shiron thing?
Cheers.
ooc
special New Shiron thing to make trade possible with New Shiron, otherwise, you can't get to it (as its Jump 3 from the nearest system). Essentially, J2 ships can go to New Shiron spaceports in those systems and trade, while New Shiron cargo ships run shuttle service back and forth.
Remember in the background, New Shiron has been enforcing the peace until recently
Galveston Bay
02-02-2007, 21:30
Am part way through my military builds. From what I gather we only get 60% max of our defence budget a year for maintenence (I read somewhere 20% pay, 10% admin, 10% R&D) so it seems I will run out of annual maintenence costs before I run out of set up budget or even personnel. Does this extra budget get wasted or will it count as R&D or something else?
Not a big problem, just wondering.
EDIT my build can be found here if anyone's interested (http://forums.jolt.co.uk/showthread.php?p=12274885)
actually, its 50%, remainder is taken up by overhead. The remainder can be spent on maintenance and purchases.
Sukiaida
02-02-2007, 22:22
Well that's good. And Sukiaida is so isolated from everyone else I gather New Shiron is the only other planet it's had any contact with. Which fits the isolationist culture I've created for it.
New Shiron
03-02-2007, 02:28
Well that's good. And Sukiaida is so isolated from everyone else I gather New Shiron is the only other planet it's had any contact with. Which fits the isolationist culture I've created for it.
ooc
your not that isolated, Orbos System is right next door
NPC nations added, see star map post
New Cynthia moved to be closer to the action
Lesser Ribena
03-02-2007, 18:05
I have merged the subsector maps into one so its easier to see where people are in relation to you (especially if you are next to a subsector border). It was initially just for more benefit to work out where others were but I thought i'd host it online as well as it seems to be quite useful.
I will probably get round to adding the sector with New Cynthia in sometime tomorrow.
http://suprfile.com/get.php?id=5r133mt
Another thing, this is only a temporary webhost whilst I can't log in to my primary image hosting website. This site doesnt allow updates so the update will have a different URL.
New Shiron
03-02-2007, 20:14
Space units
Space units
Space units
Combat ratings
Beam / Missile / Defense / Jump / Carrier capable C (if applicable)/ speed value
Available at Tech Level 9
Unit type cost maintenance build time combat rating
Small Craft
Orbital Fighter Wing $100 billion 10% 1 year 1-1-1-0 –C-12
Assault Shuttle Wings $100 billion 5% 1 year 0-0-1-0-C-10
Interface Shuttle Squadron $100 Billion 1% 1 year 0-0-0-0-C-6
Small craft can operate in either atmosphere or in space, but have a short endurance (24 hours, or roughly enough to patrol a few tens of thousands of kilometers around a fleet). Fighter and Assault Shuttle wings have 75 spacecraft, while Interface squadrons have only 15 space craft. Generally, each outpost and military base should have an interface squadron, as should each spaceport. Assault Shuttles and Interface squadrons can carry 1 battalion of troops. Fighters are roughly the size of a modern F22, assault shuttles are the size of a V22 Osprey, and Interface Shuttles are the size of C123 transport aircraft (minus the wings of course). Small craft have a crew of 2 and Assault Shuttles can carry 24 passengers or cargo, while Interface shuttles can carry 60 passengers or cargo.
Small starships
Corvette / Scoutship squadron (ScoutRon)
Cost $100 Billion, maintenance 5%, build time 1 year, combat rating 1-1-1-1-6, consists of 12 corvette scoutships organized into a squadron. Used for patrol, scouting and exploration missions and always operate in squadrons for mutual support. Can also be used (and frequently are) as couriers. Crew of 8.
Light Transport group (AKLron)
Cost $500 Billion, maintenance 1%, build time 1 year, combat rating 0-0-0-1, consists of 12 light transport ships about the size of a C17 transport aircraft that can land practically anywhere. Assault versions cost twice as much, have a combat rating of 1-0-1-1-4, and can carry 1 brigade. The Civilian economy will have 1 light transport group for every $100 Billion of GDP that can be used in emergencies (that you don’t have to pay for). Light transports have a crew of 4.
Destroyer squadron (DesRon)
Cost $300 Billion, maintenance 20%, build time 2 years, combat rating 2-2-2-1-6, consists of 4 destroyers the size of a Los Angeles class submarine. Used for patrol, armed scouting and fleet escort duties, as well as attack duties. Generally carry a squad of troops for security, scout or special operations missions plus a crew of 50.
Missile Boat squadron (Patron)
Cost $400 Billion, maintenance 10%, build time 1 year, combat rating 1-3-2-0-C-6, consists of 12 missile boats the size of a B1 Bomber. Used for patrol and attack duties and a squadron of these can substitute for a fighter or assault shuttle wing aboard a carrier. Can land anywhere and also hide underwater.
Small starships can operate inside the atmosphere, and can also land anywhere.
At Tech level 9 these starships have a Jump 1, which increases to Jump 2 at tech level 10 and Jump 3 at Tech 11.
Medium sized starships
Light Battlestar (tech level 9) (CVL)
$500 Billion, maintenance 10%, build time 2 years, combat value 2-0-2-1-5
The size of a World War II aircraft carrier, and can enter atmosphere. Carries a large number of point defense lasers, but its main weapon is it fighter wing. Crew is 500. Tech level 10 version is jump 2, and Tech level 11 version is Jump 3.
Light Cruiser (CL)
$600 Billion, maintenance 10%, build time 2 years, combat value 3-3-3-1-5. The size of a World War II cruiser, and can enter atmosphere. Crew of 500, and the workhorse of the fleet in conjuction with destroyers. Tech level 10 versions are jump 2, and tech level 11 versions are jump 3. Ideal for exploration and scouting missions in defended areas as well as show the flag missions.
Missile Cruiser (CG)
$800 billion, maintenance 10%, build time 2 years, combat value 2-7-4-1-4. The size of a World War I battleship, and can enter atmosphere, but rarely should (has to ease its way in unless is a trace atmosphere). Crew of 600, and ideal for bombardment and strike missions. Tech level 10 versions are jump 2, and tech level 11 versions are jump 3. Generally held with the fleet, or used as flagships for light cruiser / destroyer task forces.
Transport (AK)
$100 Billion, maintenance 5%, build time 2 years, combat value 0-0-1-2-2. The size of a large 20th Century tanker or passenger liner, and the workhorses of the economy. Generally the civilian economy will have 1 of these for every $200 Billion in the GDP which can be used in emergencies. A liner can carry 4000 passengers, while cargo versions carry large amounts of cargo from place to place. Can be converted for military use, in which case they can carry 1 division or 1 planetary defense unit or 3 brigades. Can also be used as tankers, in which case they can refuel 2 medium or 4 light starship units.
Battle Rider (BR) tech 10
$500 billion, maintenance 10%, build time 2 years. Combat value 6-6-7-0-5. The size of a Missile cruiser, but far tougher and better armed. However, these ships do not have jump engines or jump fuel and either remain on home defense duties or are carried into other star systems aboard tenders (modified Large Transports, which can carry 2 BRs). However can take on an armored or heavy cruiser and win, and even survive against a Dreadnought or Battlecruiser. Tech level 11 versions are 7-7-8-0-5
Medium and Large starships can only land and operate from Spaceports.
Large starships
Battle Star (tech level 10 version). (CV)
$1 Trillion, maintenance 20%, build time 3 years, combat value 4-1-4-2-5. These ships are the size of a World War II North Carolina class battleship, and generally do not enter the atmosphere. Generally have a crew of 3000, and can carry an interface squadron, and either an assault transport wing and a fighter wing and 1 battalion of troops, or 2 fighter wings. Tech Level 11 version is jump 3.
Armored Cruiser (tech level 9 version) (CA)
$1.3 Trillion, maintenance 20%, build time 3 years, combat value 5-5-4-1-4. These ships are very large, the size of a 20th Century nuclear powered aircraft carrier, and generally do not enter the atmosphere but can. Generally have a crew of 2400, and can carry a battalion of light troops, an interface squadron and an assault transport wing. Jump capability 1. Tech level 10 versions are jump 2.
Heavy cruiser (tech level 11) (CH)
$1.2 Trillion, maintenance 20%, build time 3 years, combat value 6-6-6-3-5. The improved tech level 11 version of the Armored Cruiser, but otherwise similar.
Battlecruiser (tech level 9)(BC)
$1.4 Trillion, maintenance 20%, build time 3 years, combat value 7-5-5-1-4. These ships are very large, the size of the 20th Century battleship Yamato, and are as fast as an armored cruiser but tougher. They have a crew of 3000, and carry an interface squadron, and either a fighter wing or a assault shuttle wing and 1 battalion of troops. Tech level 10 versions are jump 2, and tech level 11 versions are jump 3 and have a speed rating of 5.
Monitor (tech level 9)(BN)
$300 Billion, maintenance 10%, build time 3 years, combat value 7-7-7-0-4. These ships are the size of a battlecruiser, but lack jump engines and jump fuel. The savings in tonnage allows them to have armor nearly as thick as a battleships and the same weapons, and allows for larger maneuver engines. Ideal for defending a single star system but cannot be moved. Tech level 10 versions are 8-8-8-0-4 and tech level 11 versions are 9-9-9-0-5
Huge starships
Dreadnought (tech 10 only)(DN)
$1.8 trillion, maintenance 25%, build time 4 years, requires an orbital shipyard (for each one under construction), combat value 4-9-8-2-3. These ships are huge, the size of a super tanker, and generally do not enter the atmosphere (and then only VERY carefully). Generally have a crew of 4,000, and can carry a battalion of light troops and an interface squadron and assault transport wing. Jump capability is 2.
Battleship (tech 11 only) (BB)
$2 trillion, maintenance 20%, build time 4 years, requires an orbital shipyard (for each one under construction), combat value 7-12-9-3-4. Jump capability is 3. These are the same size as a dreadnought but armed with power particle accelerators as well as immense missile batteries and also carry an interface squadron, an assault transport wing and a battalion of light infantry. The most powerful warship in the Diaspora.
Battlestar (tech level 11 only) (CVA)
$1.5 Trillion, maintenance 20%, build time 4 years, requires an orbital shipyard (for each one under construction), combat value 6-1-9-3-5. Jump capability is 3. These are the toughest carriers in the Diaspora, and can carry 3 fighter wings, 1 interface squadron and 1 assault shuttle wing and 1 battalion of light troops, or trade in 2 fighter wings for 2 more assault shuttle wings and their troops. Have a crew of 4,000.
Heavy transport (tech level 11 only)(AKH)
$200 Billion, maintenance 10%, build time 4 years, combat value 0-0-1-3-3
These huge transport ships can carry an outpost AND a planetary defense unit but are mainly used to carry huge amounts of refined or unrefined ore from asteroid and moon mining facilities. Easily converted into a tanker unit, and if used this way, carries a light transport squadron that it uses as refueling lighters. One of these as a transport can refuel 1 huge, 2 large, 4 medium or 6 light starship units. Nations get 1 free for every $1 Trillion in GNP IF they have an orbital shipyard.
Huge starships can only land and operate from large lakes and bays but usually never come to the surface of a world in any case.
Special Note:
You buy small craft SEPERATELY from the ships that carry them. So Battlestars etc are bought, and also their small craft, and the maintenance and cost is combined.
Major revision
New Shiron
03-02-2007, 20:18
Economics
Your Budget is available using the NS Economy calculator (found here)
http://nseconomy.thirdgeek.com/nseconomy.php
Factories provide $250 Billion a year in income, 50% if jump 1 away, 25% if jump 2 away, and 10% of that if Jump 3 - 6 away. Up to 3 factories can be placed on Gas Giants or Asteriod belts (once again, really on the moons of the Gas Giant), and up to 10 on terrestrial planets, and for satellites, you can place 1 for every size 1000 Km in diameter your primary world is (as that governs how big the moons are). Other terrestrial planets in the system have satellites too small to be usefully used. The same restriction applies to the primary worlds outside of your star system that you colonize. You cannot place factories on a terrestrial planet greater then 5 AU from a star or within .2 AU of a star (too cold or too hot) unless your planets orbit an M class star, then disregard the .1 AU penalty for being too close
.
note change
New Shiron
03-02-2007, 20:23
Economics
Your Budget is available using the NS Economy calculator (found here)
http://nseconomy.thirdgeek.com/nseconomy.php
Your defense budget is what is indicated (minus overhead) and half of your commerce budget is available for use for placing outposts, factories and terraforming facilities. You may also add in to this budget ONCE THE GAME STARTS income from factories and outposts.
If you don't have a military or commercial budget (as those issues don't come up every day in Nationstates), you may use 3% of your GDP for military purposes, and 2% of your GDP for commercial purposes until you actually have a military and commerce budget in the NS Economy calculator.
New Shiron, an Inoffensive Centrist Democracy, can spend a maximum of 3% of its GDP on its military, and another 3% for colonization purposes.
Unit costs will be expressed in actual cost (in $), maintenance costs (usually a percentage of its original cost), and build time.
Starting Budget
At the start of the game (or when a new player starts), that player has 10 years worth of military and commercial budget available to spend on starting units (see above for how to figure out your budget). You may place factories, outposts, star and spaceports, naval bases and yards and defenses anywhere in your system, but you must have an outpost to place anything else on a terrestrial planet (other then the primary world), Gas Giant moon or asteriod belt.
note changes
New Shiron
03-02-2007, 20:56
Space units
Reserve Fleet
If your nation has an orbital shipyard, it can place medium, large and huge starships into mothballs. They are deactivated and in a parking orbit near the shipyard, and only cost 1% a year for maintenance. However, to bring them back into service takes 1 year, and costs 25% of their original cost.
Small starships and small craft units can be placed in mothballs at any naval base, and cost the same for maintenance and reactivation as larger starships.
Special Note:
You buy small craft SEPERATELY from the ships that carry them. So Battlestars etc are bought, and also their small craft, and the maintenance and cost is combined.
new
New Shiron
03-02-2007, 21:17
Military overhead
Pay, allowances, pensions and disability pensions 30%
Other administrative costs 10%
Research and Development (minimum) 10%
Your military budget after these deductions are what you have to spend on units and maintenance
Navy Personnel
Fleet - In addition to the crews of the ships, there also a large number of people providing support services of all types. These people includes base personnel, administrative personnel, people in training schools, school personnel, medical support staff, command staff, intelligence staff and plethora of others.
Each navy unit requires 4000 people (which includes the crews)
Ground Forces
Typically organized into a Marine branch to operate aboard starships, carry out boarding actions and inspections and used for raiding, and an Army branch for defense of a world or securing a world.
Marine units come in 2 types
Marine battalions carried aboard the heavier starships. Each battalion is 500 men, and costs $10 Billion to build, maintenance is 50%, and it take one year to create.
Marine Regiments are used for large scale landings and are brigade sized, with 5000 men. They cost $50 Billion to build, maintenance is 50% and it also takes one year to create them.
Marines are equipped with powered armor, carry high energy weapons as well as advanced firearms, and can be dropped from orbit using Drop Capsules (in essence the Mobile Infantry of Heinlein’s Starship Troopers).
Jump drops are far less vulnerable to planetary defense fire then troops carried down by assault shuttles. They require pickup afterwards, but generally they target planetary defenses first in order to make that possible.
Army forces come in several types
Planetary Defense Units are division sized, with 25,000 men equipped with particle accelerators, heavy laser cannons, surface to orbit missiles, and are emplaced in fixed defenses. They are also hard to spot from orbit and can usually only be identified after they open fire. They are capable of attacking up to 10 enemy spacecraft and starships in orbit as they are spread about the planet to provide coverage. Cost is $250 Billion, maintenance is 20%, and they take one year to build.
Garrison divisions are mechanized forces equipped with grav, tracked and wheeled vehicles and designed to defend specific portions of a world or a small world. They are division sized units of 25,000 men, cost $10 Billion, and maintenance is 20% and take 1 year to create. 5 Transports or 5 light transport groups are needed to move them.
Lift Infantry divisions are mechanized forces equipped with Grav vehicles and gunships and operate much like helicopter air cavalry of the 21st Century. They require the same lift as a Garrison unit, are 25,000 in size, cost $25 Billion, and maintenance is 50% and they take one year to build.
Armored brigades are equipped with heavy hover tanks and infantry fighting vehicles, and like Lift Infantry can cross continents in days. They require 2 trasnports or 2 light transport groups to move them, are 5000 men, cost $50 Billion, and maintenance is 50% and 1 year is needed to create them.
Ground combat modifiers
A unit that is higher tech has a combat advantage against lower tech units (about a 50% advantage).
Paying higher maintenance will give you a better force as well. Paying twice the normal maintenance will result in a 50% increase in combat value for all Marine and Army units in ground combat. (making them from Regular to Crack troops) and paying triple maintenance will provide elite units.
Additional Ground Personnel
For each Army Division or Brigade, a total of 50,000 troops are needed (which includes the troops in the unit, plus support personnel just like the Space Navy). For each Marine Regiment or Battalion, 10,000 personnel are needed (includes the troops in the unit plus support troops) for Marine Regiments, and 5,000 for Marine battalions
ground units are more expensive now, reflects the cost of vehicles, parts, and ammunition for 1 year of combat.
New Shiron
03-02-2007, 21:21
Military overhead
Pay, allowances, pensions and disability pensions 30%
Other administrative costs 10%
Research and Development (minimum) 10%
Defense battalions are equipped as garrison infantry, and are frequently found on smaller population worlds. Cost is $1 Billion, and they have 1,000 men. Defense battalions only count as 2000 men for manpower purposes Maintenance is 10%
new ground unit added
Whittlesfield
03-02-2007, 23:44
Hold on, my system is this one:
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2221
as originally posted...
The Lightning Star
04-02-2007, 02:53
I have a planet that is 5.15 AU away from my sun. Can I build on it?
Also, I'm not sure what my "overhead" is for my defense budget.
Ottoman Khaif
04-02-2007, 03:10
I have a planet that is 5.15 AU away from my sun. Can I build on it?
Also, I'm not sure what my "overhead" is for my defense budget.
In other words half of your defense budget goes to pay your army and r&d and you only have half to spend on upkeep and new ships.
Haneastic
04-02-2007, 03:24
My builds are up on my thread, but will be edited as a result of this whole military sopending increase thing
Galveston Bay
04-02-2007, 07:40
I have a planet that is 5.15 AU away from my sun. Can I build on it?
Also, I'm not sure what my "overhead" is for my defense budget.
you have a M type star, which are cooler then G or K types, so no, its a Pluto type world
Galveston Bay
04-02-2007, 07:41
In other words half of your defense budget goes to pay your army and r&d and you only have half to spend on upkeep and new ships.
correct, see post on ground units for details on that
New Shiron
04-02-2007, 08:20
correction on starship thread ... Battleriders are 300 Billion, not 500 billion
also, large transports can be built at tech level 10
New Shiron
04-02-2007, 08:38
Galveston Bay NPC information
Galveston Bay Fact book
Astrographic data:
location link:
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2729&UID=
Exeter Star System (double star system K3/M9)
Primary World : Galveston Bay
A medium sized planet with a diameter of 11,200 km, with a standard atmosphere, and is 90% water, with the land masses consisting of small, medium and large islands. Surface gravity is .96 and it has a 27 hour day and 338 day year, making it a very earth like world. Galveston Bay has 3 moons (Redfish, Pelican, and Tiki)
Other planets
Orbiting Exeter 1 (K3) in orbital order are Matagorda (a gas giant) with 3 moons, Galveston Bay (the main world), Alpine (a Mars type world), an asteroid belt, and Kilauea, a gas giant with 3 moons, Exeter 2 (M9) a very small star, Oahu (Mars type world), another asteroid belt, Mauna Loa, a gas giant with 3 moons, and Samoa, a gas giant with 3 moons.
Background: Galveston Bay was initially settled by settlers from coastal Texas that were displaced by coastal flooding caused by global warning and was one of the earliest colonies. More settlers from American and Australian Oceania followed as sea levels rose on Earth, as well as practically the entirety of Micronesia and much of Polynesia.
Galveston Bay is famous throughout the Diaspora for its BBQ, a blending of Texas and Polynesian traditions. The capital city is New Galveston. Locals refer to themselves as Bayites.
Economics and Demographics
Tech level 10
budget link:
http://nseconomy.thirdgeek.com/nseconomy.php?nation=galveston+bay
Population pre game
4,913,000,000
GDP pre game
$221,516,493,572,651.81
Defense budget pre game
$2,476,884,816,496.58 (1,238,442,000,000 available)(
Commerce budget pre game
$4,024,937,826,806.94 (2,012, 469,000,000 available)
Annual Trade pre game $25.570 Trillion annually
Outposts: 19 (3 each gas giant, 3 for Galveston Bay moons, 1 each other planet and both asteroid belts) = $4.750 Billion, maintenance $237.5 million annually
Factories: 17 (3 on Matagorda, 10 on Alpine, 1 on Oahu, 3 on Galveston Bay Moons,), $17 Trillion, maintenance $1.7 Trillion
Spaceports: 26 spaceports (19 off world for outposts, 7 on primary world) (free)
Civilian Shipyards: 25 (20 located on primary world, remainder in primary world moons)
Orbital Starports: 5 (4 orbiting primary world, 1 orbiting Oahu), $2.5 Trillion, $250 Billion maintenance,
Commercial Shipping: 2215 light transport groups, 1107 transports (includes liners),
Military Forces
Military Forces
Personnel:
Navy: 156,000
Army: 629,000
The Bayite Navy
Bases: $1.14 Trillion in construction, $195 Billion annual maintenance cost,
3 Military Shipyards (1 on Galveston Bay, 1 each at Oahu, and Alpine $750 Billion), 3 Naval bases (co-located with each shipyard, $600 Billion)
Patrol Fleet:
12 Scoutship squadrons (1.2 Trillion)
Home Fleet:
2 Monitors (Texas, Hawaii)(1 Trillion) 6 Battleriders (Sam Houston, Davy Crockett, Jim Bowie, William B. Travis, Juan Seguin, King Kamehameha), (2.4 Trillion),
3 interface shuttle squadrons (1 per naval base), 9 missile boat squadrons (3 per naval base), 7 fighter wings (2 per naval base plus 1 extra at Galveston Bay)(4.6 Trillion)
Total construction cost Fleet: 9.2 Trillion, Maintenance cost: 800 Billion
Bayite Army
7 Planetary Defense Units ($1.75 Trillion), 2 each Oahu, Alpine, 5 for Galveston Bay itself
5 lift infantry divisions ($125 Billion), 1 armored brigade ($50 Billion), 118 defense battalions (118 billion) (2 Lift infantry divisions each Alpine and Oahu, remainder of Army at home)
Total annual Army Maintenance: $890 Billion (all troops are elite)
as an example of a powerful economy that doesnt spend a huge amount on defense and has a powerful home defense force and an antipiracy force for operations outside of home system
New Shiron
04-02-2007, 09:28
New Shiron fact book
[
Military Forces
Military Forces
Royal Space Navy
Fleet
Peacekeeping Fleet (16 Trillion cost)(maintenance 1.12 Trillion)
10 Battle Riders (Invincible, Victorious, Indomitable, Ark Royal, Glorious, Courageous, Dauntless, Furious, Formidable)(3 Trillion), 5 Heavy transports (tenders)(Betelgeuse, Polaris, Antares, Gemini) (1 Trillion), 10 Light Battlestars (Salamis, Actium, Lepanto, Marathon, Thermophylae, Pharsalus, Alesia, Philippi, Arbela, Zama) (5 Trillion), 10 fighter wings (1 trillion), 5 heavy cruisers (Varangia, Victoria, Regina, Anchorage, Citadel)(6 Trillion)
Patrol Fleet:
4 Desron, 7 ScoutRon (1.9 Trillion cost, 275 billion maintenance) generally 2 DesRon and 4 ScoutRon are patrolling space lines protecting Shironi shipping. Destroyers are named after towns on New Shiron, scoutships are named after 20th century astronauts)
Total Royal Navy Personnel: 204,000
Total Fleet Cost: 17.9 trillion
Total Fleet Maintenance: 1.385 trillion
Bases (4 Trillion cost, 400 billion maintenance)
2 Orbital Shipyards (all around New Shiron) ($2 Trillion cost, $200 Billion maintenance)
10 naval bases (1 each Whereitsat, Fuji, Moncton systems, 1 at Mystra, Ilander and Selune, remainder on New Shiron) ($2 Trillion cost, 200 Billion maintenance)
Royal Army
3 Planetary Defense units (1 each at Whereitsat, Fuji, Moncton)(1.5 Trillion), 10 lift infantry divisions (1 per naval base)(250 Billion), 10 Armored brigades (500 Billion),
here is a military force from a fairly rich world that doesn't spend a huge amount on its military, doesnt have to worry too much about defending its own system (due to astrography). Therefore, it has a reasonable sized patrol force to guard shipping, and a powerful attack force big enough to take on and defeat just about anything its likely to run into, especially when its tech advantage is factored in.
New Cynthia, another NPC state, will have a military a lot like this one but will be tech level 10
The Lightning Star
04-02-2007, 15:50
Ok, this is really beginning to confuse me.
...and half of your commerce budget is available for use for placing outposts, factories and terraforming facilities.
But, when I look at GB's budget...
...
Commerce budget pre game
$4,024,937,826,806.94 (2,012, 469,000,000 available)
...
Factories: 17 (3 on Matagorda, 10 on Alpine, 1 on Oahu, 3 on Galveston Bay Moons,), $17 Trillion, maintenance $1.7 Trillion
I have come to the conclusion that I'm missing a really important detail, but can someone fill it out for me? This whole economic system is driving me bonkers...
New Shiron
04-02-2007, 16:37
Ok, this is really beginning to confuse me.
I have come to the conclusion that I'm missing a really important detail, but can someone fill it out for me? This whole economic system is driving me bonkers...
you get ten years worth of spending to allocate at game start for both defense and commerce
The Lightning Star
04-02-2007, 17:34
you get ten years worth of spending to allocate at game start for both defense and commerce
Ok, thanks.
Ato-Sara
04-02-2007, 23:10
GB how do we know how big, as in diameter, other planets in our system are.
For example take Sivo IV( 0.88 AU, Icy core), I want to start terraforming it but how do I know how many Terraforming facilities I need.
Similarly what is the density of it's atmosphere, and how high is the gravity.
New Shiron
04-02-2007, 23:19
GB how do we know how big, as in diameter, other planets in our system are.
For example take Sivo IV( 0.88 AU, Icy core), I want to start terraforming it but how do I know how many Terraforming facilities I need.
Similarly what is the density of it's atmosphere, and how high is the gravity.
because there are so many systems, and so many planets to deal with, it will be a while before I get to that.
New Shiron
04-02-2007, 23:27
This is the primary rules and background thread for the Diaspora 21 Roleplay.
NPC interaction thread
http://forums.jolt.co.uk/showthread.php?p=12292971&posted=1#post12292971
NOTE
Ato-Sara
04-02-2007, 23:36
because there are so many systems, and so many planets to deal with, it will be a while before I get to that.
Well I sort of wanted to build them using my start-up budget. So any time before the game begins would be nice.
Though the fact that no info is given for anything, but core type and distance from the sun means that you proabaly won't be able to come up with a general rule to determine the atmosphere and size.
It seems that rulings on this will have to be on a case by case basis.
New Shiron
05-02-2007, 08:25
Well I sort of wanted to build them using my start-up budget. So any time before the game begins would be nice.
Though the fact that no info is given for anything, but core type and distance from the sun means that you proabaly won't be able to come up with a general rule to determine the atmosphere and size.
It seems that rulings on this will have to be on a case by case basis.
yes, sad to say.. I do have some reference material on this part of Traveller space, but most of it skips over things like secondary worlds
New Shiron
05-02-2007, 18:14
Economics
.
How to figure out your budget each year
1. Look on the GNP calculator. Whatever figure is posted at the time you do your budget is what is available (as it can vary from day to day depending on how often you do issues plus your population increases each day as well, so your ideal time to do a budget is Sunday or Monday)
2. Use the average of your export and imports to figure out how many civilian spaceports and shipyards remain or have been added.
3. Use your GDP to figure out your current merchant shipping levels
4. Add up how much income you have for offworld outposts and factories. Then subtract maintenance costs for those.
5 Use the Defense and Commerce budgets given by the GDP calculator. Alternatively, if you don't have a defense or commerce budget (because it takes a while for NS issues involving them to come up and we just started), use 3% of you GDP for military and 2% of your GDP for commerce
6. Reduce Commerce figure by 50%, that is what is available for colonization and offworld development like orbital starports, factories outposts etc. Any or all funding available from offworld outposts and factories can be added to this figure (so commerce budgt x 50% = subtotal + any offworld income allocated.
7. Reduce Defense figure by 50% (see military overhead), remainder is what is available for maintenance and new military purchases. Offworld income from outposts and factories can be allocated to the defense budget as well.
added a budget checklist
New Shiron
05-02-2007, 20:35
Hold on, my system is this one:
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=2221
as originally posted...
fixed
Has anyone created a compliation of all PC diplomatic / news threads yet?
Safehaven2
06-02-2007, 05:57
tag
New Shiron
06-02-2007, 17:00
Has anyone created a compliation of all PC diplomatic / news threads yet?
no
Ato-Sara
06-02-2007, 17:53
Hey GB my leading industry has changed to arms manufacturing, does this have any effect on the game?
New Shiron
06-02-2007, 19:02
Hey GB my leading industry has changed to arms manufacturing, does this have any effect on the game?
yes, and will eventually help you advance in tech quicker
incidently, the Vegans, an alien race, added to NPC thread
Whittlesfield
06-02-2007, 22:04
So what can income generated by factories and outposts be used for?
New Shiron
07-02-2007, 05:51
So what can income generated by factories and outposts be used for?
can be spent on colonization and the military
see NPC thread (link on first post of this thread) for examples for Galveston Bay, New Shiron and New Cynthia spending.
New Shiron
07-02-2007, 06:06
Economics
Natural Resource advantages
Molten Core Worlds - reduce the cost of all units (military and colonization) by 20%, maintenance reduced by - 5% (so a unit that costs 20% maintenance becomes 15% maintenance) minimum cost however is 5%
Rocky core worlds - reduce cost of maintenance just as for Molten worlds, no cost advantage for building units
Ice Core worlds - no reductions
This has to due with geology and accessability of resources and economic strains that occur from living on basically a geologically dead world. You live on a molten core world you get earthquakes and volcanoes, but you also get a constant perculation of iron and other minerals from the core to the crust.
new
Artitsan Tech
Base: 75
Early Start: -10 (once)
Tax Rate: +5 (yearly)
Education: -1
Applied R&D: -3
OVERALL YEARLY TECH LEVEL CHANGE: +1 to 65
Fucking great system GB.
I object to the tax penalty. This is blatant favoritism to fascistic, captalistic nations. The ability of government-funded research is vastly under represented. There is almost no way to counter this penalty!
Middle Snu
07-02-2007, 08:38
Life is biased in favor of capitalistic fascist nations.
You see, capitalism works.
Life is biased in favor of capitalistic fascist nations.
You see, capitalism works.
One could argue that a perfect socialist nation would be just as effective.
New Shiron
07-02-2007, 08:44
One could argue that a perfect socialist nation would be just as effective.
based on real life models, history doesn't agree with you
but you do have the option of Applied R and D and upping your education budget, which will help a lot
additional rules regarding proximity to other high tech nations will help too.. as soon as I figure them out
Ato-Sara
07-02-2007, 08:59
I object to the tax modifyer on different grounds.
NS mechanics, my 100% tax rate cannot go down, no matter how many issues I get concerning tax reductions.
There are a lot of people in the same situation and this system unfairly penalizes them for something not under their control.
New Shiron
07-02-2007, 09:02
I object to the tax modifyer on different grounds.
NS mechanics, my 100% tax rate cannot go down, no matter how many issues I get concerning tax reductions.
There are a lot of people in the same situation and this system unfairly penalizes them for something not under their control.
I will look into it
however, I brought Galveston Bay down from 60% once, and New Shiron form 89% once to their current levels
it did take time though
I will read through the gameplay threads and ask some questions
Abbassia
07-02-2007, 12:44
What I am concerned about is that a nation with a zero tax percentage spending 31% on education is not exactly the same as a nation with a rather higher tax rate spending 31% on research.
Maybe those with Low tax rate may get less of an advantage from their Education Budgets?
Malkyeri Tech
Tech Level 9
Base Time: 75
Early Start: -10 (one time)
Tax Rate: -7 (annual)
Education: -3 (28% of budget, annual)
Applied R&D: N/A
Proximity to Higher Tech Nations: -5 (5 hexes from New Shiron, one-time bonus)
Time to Tech Level 10: 50 years (2350)
Is this correct, and if so, can I edit my 2300 commerce build to include Applied R&D (as no rules concerning it were up when I did the build)?
Canadstein
07-02-2007, 14:16
Pskov
Tech level 9
75 years - 26 = 49 years
Early Start: -10
Gravity: -5 years
Aridity: -4 years
Tax rate: + 4 years
Education budget: - 3 years
Applied R & D: Military R & D Centers - 3 years
Proximity to Higher Tech Nations: -5
total years required to reach tech level 10 = 54 years (2349)
Sukiaida
07-02-2007, 15:45
Yeah the 31% from a high tax rate and 31% from a low tax rate would be extremelly different. Though it will be 63 years til I reach tech lvl 10. And probably won't be too much anyways. Though sometimes I've lessened the taxes and it responds right away, others it can take millions of years even if you make similar tax reduction situations. The system is odd.
Samtonia
07-02-2007, 20:56
The Darwinistic Commonality of Samtonia
Tech Level 9
75 Years
-10 Year Advancement
65 Years
-4 Arid World
Base Level: 61 Years
Yearly Adjustment:
Education Budget -2 Years
Applied Research -2 Years
(57 Years in 2031)
Total Years to Tech 10 (Current Levels): 16
New Shiron
07-02-2007, 23:02
reserved for additional information
How tech level advances
Advancing one tech level takes a base 75 years but there are a number of modifiers to shorten (or lengthen) the time required.
As of 2300, all nations have been Tech level 9 or 10 since the year 2290.
So you take you base time requirement and shorten it by 10 years right away.
At this point, 65 years are required.
However, there are harsh environment modifiers to adjust for.
If the gravity of your primary world is less then .5 G, or greater then 1.5 G, reduce your timeline by 5 years.
Aridity also places pressures on a society to increase tech levels faster.
If you have 40 – 50% water you have an arid world. Temperature extremes are common in the center of continents for one thing. Reduce the time required by 4 years.
20% –30% water, you have a desert world, reduce the time required by 6 years.
Less then 20%, you have a harsh desert world, reduce the time required by 8 years.
These are a one-time adjustment.
After adjusting for time since 2290 and for environment, this is your adjusted base tech level advancement timeline.
Then you adjust each year for your tax rate, education percentage (of budget) and any applied research and development you have. These adjustments are made each year, not just one time and can change.
Tax rate adjustment.
50-100% no bonus
40-49% -1 year
30-39% -2 years
20-29% -3 years
10-19% -5 years
0-9% -7 years
the assumption is that the private sector is doing your tech research for you if they have lots of money to spend.
Education budget
Look at your GNP calculator for this one. Issues supplied by NS affect this one.
10% or less of your budget –1 years
20% or less of your budget –2 years
30% or less of your budget – 3 years
31% or more of your budget – 5 years
Applied Research and Development.
This is government money pumped directly into the universities, corporate and government think tanks and the like. You may purchase any and all of these.
Each decreases your timeline by 1 year. They each cost $500 Billion, and cost $100 Billion a year in maintenance (which can come out of your commerce budget)
Military R & D Centers
Computer and Electronics R & D
Genetic and Life Sciences R & D
Checklist
Base Tech level as of 2290 – 10 years - environmental modifiers = adjusted base tech level 2300
Annually adjust for tax rate, education budget and applied research and development
Special bonuses
If you did not have arms manufacturing, auto manufacturing or information technology has your lead industries before 2300, and one of these becomes your lead industry over the course of the game, you get a 10 year bonus to tech advancement.
Also, if a you are within 6 hexes of a nation that is higher tech then your are, you get a one time bonus of - 5 years to the timeline. The same applies if a nation is located on at a stargate.
NPC examples
note edits
Ato-Sara
07-02-2007, 23:17
note edits
Thanks GB.
New Shiron
08-02-2007, 01:11
This is the primary rules and background thread for the Diaspora 21 Roleplay.
the first game turn (2300) will take 2 weeks instead of the usual 1 week as we learn how things work.
Claims and Coflicts thread
http://forums.jolt.co.uk/showthread.php?p=12304855&posted=1#post12304855
note
Ottoman Khaif
08-02-2007, 01:46
Tech 9
75 Years
-10 Year Advancement
55 Years
-6 Arid World
Base Level: 49 Years
being near someone tech 10=-5
Base Level=54
Yearly Adjustment:
Education Budget:2
Applied Research: 2
14 years to tech advance
Bazalonia
08-02-2007, 02:17
The Prime Ministerialship of Bazalonia
Tech 9
Base 65
Being near to tech 10 -5 (Just within 6 Hexes of No Taxes)
Base 60:
Yearly alteration:
Education Budget: 2
Applied Research Facilties: 2
Expected distance in 2301: 56 (Expected 15 game years to advance to tech 10)
No Taxes
08-02-2007, 02:48
So just to clarify you cannot jump into a system without a star right? Because I have seen many Jump 1 nations disregard this rule and go to hexes that they would have to jump through a blank hex to get to.
Haneastic
08-02-2007, 03:17
No Taxes- I think you would need Transports with you to do that
Haneastic League
Tech 9
Base 65
Being near to tech 10 -5 (Just within 6 Hexes of Safehaven)
Education: -2 Years (48 years)
Arid: -4 (44 Years)
Expected distance in 2301: 44
So just to clarify you cannot jump into a system without a star right? Because I have seen many Jump 1 nations disregard this rule and go to hexes that they would have to jump through a blank hex to get to.
As I understand the rules, one cannot Jump into a system with no star, regardless of whether or not one takes tankers and transports with one, as there is nothing for the ships' navigation to lock on to.
Sukiaida
08-02-2007, 16:25
Well if that's so then I can be totally isolationist. It's up to the mod to decide, and I thought you could do it with transports or something. And a hex is a parsec right? So I think one can be jumped as it's simply travel time. Or something. Have someone else take care of that.
New Shiron
08-02-2007, 19:20
So just to clarify you cannot jump into a system without a star right? Because I have seen many Jump 1 nations disregard this rule and go to hexes that they would have to jump through a blank hex to get to.
correct, a star is required for a navigational fix
New Shiron
08-02-2007, 19:22
Well if that's so then I can be totally isolationist. It's up to the mod to decide, and I thought you could do it with transports or something. And a hex is a parsec right? So I think one can be jumped as it's simply travel time. Or something. Have someone else take care of that.
you can travel by sublight, but its 5 years per hex.. if you wish to do that, then rules for sublight ships will be provided
Sukiaida
08-02-2007, 19:46
MMMMMMMMM sublight rules would be good to have anyways. Basically what would I have to do to move a fleet into the Daaliisa System? Cause in truth that's all I need. Do I do sublight or Jump 1?
Ato-Sara
08-02-2007, 21:55
GB I have aproblem with your tech system.
Both Malkyer and Ato-Sara are tech 9, this means we both have Jump 1.
The Sivo-Akko-Emberly star cluster is surrounded by at least one empty hex on all sides, this means that until tech 10 both Malkyer and I cannot go outside our own cluster.
However it does not end there, both Malkyer and Ato-Sara will not reach tech 10 for about a year. One whole real life year, I know some of us are supposed to start off a little isolated but thats a hell of a long time to be stuck in our own tiny playpen.
I have a suggestion to fix this problem.
Give nations of tech 9+ the ability to place deep space radio beacons in empty hexes. These will allow ship's navigation systems to lock onto them and be able to use their jump drives to travel through the hex.
To place a deep space radio beacon a transport ship carrying the beacon must travel to the centre of the intended hex using sublight engines.
Travelling to the centre of a hex takes 2.5 years (Added onto the time taken to travel to the hex to give overall travel time.) After the beacon is placed the transport can use it's jump drive to jump out of the hex.
As there is alot of electromagnetic radiation flying around in space and the signals from the radio beacons will often be encrypted, only ships belonging to the nation that placed the beacon can jump to it.
Though a nation can give the codes to it beacons to another nation to use.
Haneastic
09-02-2007, 01:07
GB I have aproblem with your tech system.
Both Malkyer and Ato-Sara are tech 9, this means we both have Jump 1.
The Sivo-Akko-Emberly star cluster is surrounded by at least one empty hex on all sides, this means that until tech 10 both Malkyer and I cannot go outside our own cluster.
However it does not end there, both Malkyer and Ato-Sara will not reach tech 10 for about a year. One whole real life year, I know some of us are supposed to start off a little isolated but thats a hell of a long time to be stuck in our own tiny playpen.
I have a suggestion to fix this problem.
Give nations of tech 9+ the ability to place deep space radio beacons in empty hexes. These will allow ship's navigation systems to lock onto them and be able to use their jump drives to travel through the hex.
To place a deep space radio beacon a transport ship carrying the beacon must travel to the centre of the intended hex using sublight engines.
Travelling to the centre of a hex takes 2.5 years (Added onto the time taken to travel to the hex to give overall travel time.) After the beacon is placed the transport can use it's jump drive to jump out of the hex.
As there is alot of electromagnetic radiation flying around in space and the signals from the radio beacons will often be encrypted, only ships belonging to the nation that placed the beacon can jump to it.
Though a nation can give the codes to it beacons to another nation to use.
The problem is sending the radios wouldn't exactly give you good coordinates either, cause you don't know where they'd go. They would be very expensive to get them right it seems (shooting tons out, and then you'd have to test them or something to determine how good they are)
Middle Snu
09-02-2007, 01:29
It won't be a Real Life year, especially for Malkyer. I don't know about you, but he can hit tech 10 in 5 or 6 in-game years.
Remember, you get bonuses for education and taxes EVERY YEAR, not just once.
Galveston Bay
09-02-2007, 04:29
It won't be a Real Life year, especially for Malkyer. I don't know about you, but he can hit tech 10 in 5 or 6 in-game years.
Remember, you get bonuses for education and taxes EVERY YEAR, not just once.
ooc
besides, its not radio waves that are needed for the navigational fix, but stable (relatively speaking) gravitational coordinates created by stars
New Shiron
09-02-2007, 04:32
ooc
incidently a potential answer to your problem Arto-Sara can be found in the NPC thread (look at solution offered to Sukhiaida)
Ato-Sara
09-02-2007, 08:53
ooc
incidently a potential answer to your problem Arto-Sara can be found in the NPC thread (look at solution offered to Sukhiaida)
That is an inffective and in my opinion useless solution.
However now knowing that it will only take around 10 years to get to tech 10 my problem is no longer a problem.
Whittlesfield
09-02-2007, 16:07
If something costs 2 trillion, and a build time of 5 years, do we pay 2 trillion each year?
Sukiaida
09-02-2007, 18:08
Well I better check it out then. A solution? HMMM
New Shiron
09-02-2007, 19:11
If something costs 2 trillion, and a build time of 5 years, do we pay 2 trillion each year?
no, you can either 1) pay all 2 Trillion up front or 2) spend 400 Billion a year on it until its completed
New Shiron
09-02-2007, 20:34
This is the primary rules and background thread for the Diaspora 21 Roleplay.
the first game turn (2300) will take 2 weeks instead of the usual 1 week as we learn how things work.
The Alurza Main (likely to be the first war, between Sharina and Amestria and likely others)
http://forums.jolt.co.uk/showthread.php?p=12310344&posted=1#post12310344
The Amestrian and Sharinan fleet should be making contact anytime now.. some time in early June basically
Sukiaida
09-02-2007, 20:50
THough those too far away won't bother with it. I mean those in the L and K sectors would take years to even come close to getting there. So lots of neutrals in some areas.
Anyways, I do have one rule question. We deduct the annual ones ever year. So each year like say 2301 I have more high education, I can then deduct three more, or do I deduct it only it I add more education?
Whittlesfield
09-02-2007, 21:06
What units can carry regiments of Marines? Also, are drop capsules free when you purchase Marine units?
Haneastic
09-02-2007, 23:57
no, you can either 1) pay all 2 Trillion up front or 2) spend 400 Billion a year on it until its completed
No Way, I just payed like 2 or 3 times for my ships. Consider that I spent that many enlargened (6 Battlecruisers, etc.)
New Shiron
10-02-2007, 00:11
THough those too far away won't bother with it. I mean those in the L and K sectors would take years to even come close to getting there. So lots of neutrals in some areas.
Anyways, I do have one rule question. We deduct the annual ones ever year. So each year like say 2301 I have more high education, I can then deduct three more, or do I deduct it only it I add more education?
you look at the education spending for that year, and deduct whatever bonus you get
so if its 11% this year, use that bonus for this year
if its 21% next year, use the entier bonus for that year (not just the increase)
New Shiron
10-02-2007, 00:16
What units can carry regiments of Marines? Also, are drop capsules free when you purchase Marine units?
a light transport group or single transport. Drop capsules are included in the price of the Marines and their maintenance expenses.
Canadstein
10-02-2007, 00:20
How man personnel are actually in a Marine Battalion?
For each Marine Regiment or Battalion, 10,000 personnel are needed (includes the troops in the unit plus support troops) for Marine Regiments, and 5,000 for Marine battalions
Haneastic
10-02-2007, 00:59
How man personnel are actually in a Marine Battalion?
500
Canadstein
10-02-2007, 01:21
No I'm not just talking about soldiers, but all the military personnel in that unit.
Haneastic
10-02-2007, 01:32
No I'm not just talking about soldiers, but all the military personnel in that unit.
wouldn't it be 5,000 then? I'm not really sure what you need to know. Personnel of everything needed is 5,000 the combat troops are 500.
The Austrian Federacy
10-02-2007, 04:25
The Divine Reich of The Holy Moorish Confederation
In the devastating aftermath of World War II and the subsequent chaos several prominent and highly influential Nazi officials and scientists go missing. While at the time it was dismissed to a variety of factors ranging from Americans acting part of the Office of Strategic Services, or their Russian counterparts, because of the increasingly bright outlook, if such a devastating picture could inspire happiness, of The Manhattan Project in the Mojave Desert. On the other hand, they reasoned, simply dying from a stray shell in the last days of the war was commonplace. Yet as time goes on it becomes clear to many of these men have seemed to jump over the Russians, skip past the Americans and dodge the Grim Reaper. Instead, they have shipped out on railines provided by Organisation Der Ehemaligen SS-Angehörigen (ODESSA) to South America where they will fall into obscurity as history debates, years later, on to what happened to these important figure heads in Nazi Germany.
Jump to now, after the Diaspora over the stars, after the fall of Earth, the fall of order and see what that organization has founded. Its own planet, one that has been molded by these Germans, Austrians and supporting followers. All affected by that first influx of true Hitlerites into the soft underbelly of America, the land of liberty, freedom, and the pursuit of everything. Their ideals have shifted oer the years, gradually, but distinctly. Slowly moving away from their previous State is all and Aryan Superiority beliefs to a more individual oriented collection of city-states and Christianity Superiority.
That is not to say you cannot see these people for what they truly were. An executive branch with powers hardly dreamed about in America and other 21st 'Western' countries. He has the ability to strike down laws, unless combated by a 3/4th majority of Upper and Lower Parliament, order executions, force laws into existence and do a selection of other, Fuehrer like things; his title is The High Chancellor.
Yet, their skin has changed. Aryan Superiority has slowly eroded away, especially in the later years of the 21st and 22nd, because the world's attention shifted between racial lines, to religious lines. Prideful of their ability to change shape and form, the men, now called The Iron Fist, changed their ideals from a beleif of racial superiority to one of Christian hegemony, especially Protestant.
Another thing that had shifted was their belief in the State. Great minds may think alike, yet they hardly can work well together. Therefore, for survival of their organization if anything, they dropped the all-encompassing perimeters of the State. For as no one could specifically say, especially in the field of technology, how the State could act, the State system would not exist, instead, Libertarianism for the benefit of personal choice was taken as the unofficial economic and government standpoint.
While the major differences between those first National Socialists and these are important for anyone who knows their enemy, we should also touch off on their political organization as well.
The planet, 90% water, has in abundance small to large sized islands. Meaning, even with the technology that enables fast as light communication, a sense of independence arises, already boosted by the natural libertarian viewpoint, and forms into the creatures we see inhabiting the islands today. A series of loosely aligned city-states, each with their own strengths and weaknesses, who are devote to the High Chancellor, God and individualism, but not each other. Wars and political intrigue commonly pervade the halls as rivaling Dukedoms, as they are called; compete for influence, resources and the favor of the High Chancellor.
Defense Budget 24 Trillion:*
5 Orbital Fighter Wings ($500 billion, 50 billion in overhead.)
30 Interface Shuttle Squadrons ($3 trillion, 3 billion in overhead.)
3 Naval bases (600 billion, 3 on MW and other on Planet 5, 60 billion in overhead)
10 Marine Regiments (500 billion, 50 billion in overhead)
5 Armored brigades (250 billion, 125 billion in overhead)
7 Planetary Defense Units (1.750 trillion, 350 billion in overhead)
6 Transports, AK ($600 Billion, $30 billion in overhead.)
2 Battlecruiser, BC (2.8 trillion, 280 billion in overhead.)
1.025 trillion left over.
Commerce Budget 20 trillion:
33 private shipyards (free)
62 private spaceports (free)
12 factories (MW, 12 trillion, 600 billion in overhead)
1 Terraform Facilities (1 MW, 5 trillion, 500 billion in overhead.)
1.9 trillion left over.
New Shiron
11-02-2007, 00:53
The Star Map and colony ownership
Arriba/New Azania
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=1117
Founded by a South Africa and settled primarily by Zulu and English settlers from that nation. Large numbers of settlers also from other English speaking African and Caribbean nations. Tech Level 8, no starport and no planetary government, although a UN type organization handles planetary concerns.
Population is 500 million. All of the local governments have defense battalions.
added in to replace Kordo, who has withdrawn from the game
New Shiron
12-02-2007, 20:04
more information on Jump Drive and tech levels added to the tech level post (post number 5, this thread, first page)
New Shiron
12-02-2007, 20:34
a military thread has been added
http://forums.jolt.co.uk/showthread.php?p=12321514&posted=1#post12321514
still working on this one, so hold questions until I finish fleshing out posts 1-5 please
New Shiron
13-02-2007, 00:19
military thread now available
New Shiron
19-02-2007, 02:09
major events and news thread created
http://forums.jolt.co.uk/showthread.php?p=12344482#post12344482
New Shiron
19-02-2007, 03:46
ooc
as Lightning Star has withdrawn from the game, his system becomes an NPC
Mohavi/Azatlan
http://www.utzig.com/cgi-bin/iai/system_info.pl?Sectors=Diaspora&Hex=0918
Founded by various nations of the North American and Mexican Indians and had restrictions on settlement throughout its history. Tech Level 9, has a starport and a planetary government. The world is known for its casinos and entertainment industry, as well as its agricultural products, particularly the Azaltan Range Horse, a native animal that is very horse like native to that world and widely exported to various other low G worlds in Human space. Population 200 million, has 50 defense battalions, and 1 planetary defense unit as well as 10fighter wings.
New Shiron
20-02-2007, 20:02
[B] Communications Times
New Shiron Diplomatic Mail and Courier Service - available only from worlds that have an embassy from New Shiron. Couriers carry mail via very small jump gates located at New Shiron Embassies to Regina, New Shiron, and there information can be provided to your embassy. Your embassy staff there can then pass it to another nations embassy and from there it goes by diplomatic mail and courier to that nations home world via New Shiron (once again). Time frames are 1 day for urgent, 3 days for routine.
New Shiron Commercial mail service - available only on worlds that have a starport. New Shiron merchant ships are jump 3 and thus make fewer jumps between destinations, significantly speeding delivery time between worlds. Delivery time is between 30 - 180 days depending on distance (up to 6 jumps).
Fleet Couriers - you can establish a courier system using courier squadrons (see military thread). Military ships take 20 days between jumps, but only 8 days if they don't have to refuel. Scout ship squadrons and even destroyer squadrons are frequently used if you don't have couriers.
Regular Mail - As per New Shiron commercial but longer because of lower jump ranges.
Once you arrive in a star system, urgent mail and messages can be sent by tight beam Maser and Laser comm system to the target world, generally cutting up to 8 days from final delivery time.
NOTE
Haneastic
21-02-2007, 01:23
NOTE
Are we assumed to have established an embassy or do we need to make a specific note about it?
New Shiron
21-02-2007, 07:27
Are we assumed to have established an embassy or do we need to make a specific note about it?
it is assumed that everyone has an embassy on New Shiron and New Shiron has an embassy on all nations in the sector (as well as most of the nations in the Sol Sector)
Ato-Sara
21-02-2007, 08:22
For an indefinate time I will be without connection to the internet. This is due to me having to send my computer back to the factory.
During this time I won't be able to post build and such so i'll catch up when myy computer get's back.
Sukiaida
21-02-2007, 22:07
If I am absent for a few days, its cause of a busy week. And my weekends are normally busy. I apologize for that.
Haneastic
22-02-2007, 22:15
Question: can factories change the amount they produce like last time, the in-game effect being more money made? It could simulate round the clock production, etc.? or is the game not structured for that?
Lesser Ribena
23-02-2007, 22:53
First off I apologise to you all for missing the last week or so without any warning. Unfortunately I have been a little busy at university and have had no time to check on the RP. I am going to have to post my resignation from this, it's regrettable but just do not have the time to spare anymore and I have found my enthusiasm for the project waning, it just doesn't hold the same draw that E20 did for me. Maybe its the fact that I have always preferred alternate-history over sci-fi or I liked the feeling of changing the course of history. Whatever it was I don't think I am cut out for D21, if you guys ever get a form of E20 going again let me know (TG me or email, GB has my address) I would love to help out again. But until (or if) that ever happens I wish you luck with D21 and hope it can continue on its success.
Thanks for 18 months of great RPing with E20 and the first few weeks of D21
Cheers
LR
Galveston Bay
23-02-2007, 23:37
First off I apologise to you all for missing the last week or so without any warning. Unfortunately I have been a little busy at university and have had no time to check on the RP. I am going to have to post my resignation from this, it's regrettable but just do not have the time to spare anymore and I have found my enthusiasm for the project waning, it just doesn't hold the same draw that E20 did for me. Maybe its the fact that I have always preferred alternate-history over sci-fi or I liked the feeling of changing the course of history. Whatever it was I don't think I am cut out for D21, if you guys ever get a form of E20 going again let me know (TG me or email, GB has my address) I would love to help out again. But until (or if) that ever happens I wish you luck with D21 and hope it can continue on its success.
Thanks for 18 months of great RPing with E20 and the first few weeks of D21
Cheers
LR
heavy sigh
We will miss you
Haneastic
23-02-2007, 23:46
heavy sigh
We will miss you
damn, LR you shall be missed
Out of curiosity, do his colonized planets revert to uninhabitated, or stay with the NPC?
Bazalonia
23-02-2007, 23:54
On a similiar note, you might notice that the maps have not been updated recently....
That's because I don't have much time, and the time I do have I don't want to spend it editing maps.
Would someone take over the position of Cartographer?
I'll email you the maps I work from.
Lesser Ribena
24-02-2007, 00:12
Sorry this is going to sound really stupid after that bloody speech I made just an hour ago. But perhaps I was being a little hasty with my words there. My time is only really at a premium in the week when I have most of my lectures, lab sessions and I do my coursework. If you guys are OK with it I can still make all of my important posts at the weekend as wel as my budgets, leaving my reactions required in the week to GB to decide whats best. I can get my budgets (2300, 2301 AND 2302) up to date tomorrow as I have unexpected free time.
I know its not as good as previously but I'd feel really bad if I leave that huge gap in the D21 RP that the mighty Lesser Ribenan Empire was filling. I was planning to be more of an isolationist empire anyway just quietly gathering in systems. As I say I leave it up to you (I hate to have to place the burden of my week reactions on GB but I guess it beats the alternative) but I can certainly spare the time at the weekend to catch up on things.
Thanks Guys
LR
PS: Sorry once more for this melodramatic rubbish, it must be too late over here for me to think straight!
EDIT: I was just rewatching the first part of the BSG miniseries and it got me in the mood for Sci-Fi again. Once more, apologies for all this messing around. See I didnt even last an hour with the thought of going cold turkey on one of GB's Rps!
Sukiaida
24-02-2007, 00:20
*Face falls* Oh well that was the shortest leaving in history. But welcome back.
Lesser Ribena
24-02-2007, 00:22
I know, I just didnt want to leave an RP based on such a good idea. Still its down to the other chaps if they can stand me only playing at the weekend with someone else making any immediate decisions.
Sukiaida
24-02-2007, 00:29
Well my vote is... don't mind at all.
Haneastic
24-02-2007, 03:19
I know, I just didnt want to leave an RP based on such a good idea. Still its down to the other chaps if they can stand me only playing at the weekend with someone else making any immediate decisions.
well you might have to take a minor role, but if you're cool with that then welcome back.
Galveston Bay
24-02-2007, 07:59
[QUOTE=New Shiron;12269128]This is the primary rules and background thread for the Diaspora 21 Roleplay.
Due to some flaws, the game will restart in one week (March 5)
see here for new sign up thread
http://forums.jolt.co.uk/showthread.php?t=516292
Diaspora 21 – basic rules
See Background (for the background) but players will need to name all the planets etc in their star system, and determine who settled their planet. The Diaspora occured 2021 - 2038, and included national groups (sponsered by governments), religious groups (like the Mormons for example), large corporations, collections of universities (seeking to build utopias) and large non governmental organizations (consider what a colony founded by Greenpeace or the Salvation Army would be like)
For real fun, you could even have your national group be from the nation you played last in E20
Each week is 1 year, and each day is 2 standard months (Earth calendar is used for cultural reasons).
Game Start will be the year 2500 (as measured by the colonies of the Diaspora)
Monday -- bookkeeping and general announcements
Tuesday - January / February
Wednesday - March / April
Thursday - May / June
Friday - July / August
Saturday - September / October
Sunday - November / December
QUOTE]
note new sign up thread and that game start will now be 2500
Amestria
24-02-2007, 08:05
I assume that the Alurza Main War shall end unfinished.
Haneastic
24-02-2007, 15:42
I assume that the Alurza Main War shall end unfinished.
Write an epic conclusion we can base the next game off