NationStates Jolt Archive


Colonial Sector One (FT, recruiting thread)

Hyperspatial Travel
03-07-2007, 13:06
It's been awhile since I've had much fun in FT. Oh, there's wars, and there's occasionally a bit of diplomacy, but it all seems to end up in huge arguments about one nation's capabilities versus another. Colonial Sector One is designed to try and give those of us who prefer RPing with pre-quantified stats; clear-cut capabilities that allow us to match ourselves against another player and say "Yup, he's better than me in A and B, but he annihilates me in C", and those of us who believe diplomacy and trade should be as integral to FT as those multi-thousand ship fleets are.

Essentially, the rules in this little in-FT game are going to give us a limited, defined, and hopefully fairly fun environment to get some good RP going in.

Rules:

1) Obviously, no godmodding. Wanking will be more-or-less made irrelevent by the way you have to claim your nation, so godmodding and godmoding are the big two. If you're going to do that, please, just don't bother joining.

2) A half-decent grasp of spelling and grammar are required for me to accept your claim. If you have OpenOffice or Microsoft Word, and you know how to use the spellcheck function, that's good enough for me. But please don't turn up with chatspeech and a lack of capitalization and punctuation in your claim. If you can't bother to show some effort in your spelling, I can't be bothered accepting you.

3) Colonial Sector One is not part of the FT Universe as such. It still uses nations based on your FT ones, should you desire it, but no contact with the rest of FT exists, because, in CS1, the rest of FT doesn't exist.

4) The time-scale works as such. One real-life day equals one CS1 week.

Claimancy Rules:

The map below has 40 stars on it. The first nation is allowed to claim 6 stars. The next, 5. The next, 4. The next, 3. And when a minimum of 2 stars is reached, every other nation from there on in may claim 2. The first four nations will invariably be larger and more powerful than every other nation. Obviously, only 15 places are available in CS1. More may be made available if this fills up uber-fast.

Please post a name of your nation (you may use the same one as your normal FT one), and a list of its statistics, as well as a brief description. Furthermore, please upload a new map with your borders and name marked clearly on it, as taking descriptions of a mass of 40 randomly-placed stars will be nigh-impossible.

The Map of the Sector
http://i9.tinypic.com/68ayg5j.png

Creating a Nation:

Each nation in-game has four basic statistics. Industrial power, political control, battle technology, and FTL speed. These statistics each may extend from 0-20, (although having a 0 in a category other than political control will cripple your nation), barring Political Control, which is rated on a 0-10 basis. Each player has 20 points to spend on these statistics, with each extra point in each category costing 1 point.

Industrial Power: Industrial power governs how much raw MP, or Manufacturing Points, are generated by your nation each year. Multiply your IP by your number of systems, and you get total MP.

Political Control: Political control is simple. The more political control you have, the more % of your Industrial Power can be utilised during peacetime. Thus, with 10 Political Control, you can use all of your Industrial Power to build ships during peacetime. With 0, you can only build ships during wartime (when the amount you can use is automatically bumped up to 100%).

Battle Technology: Battle technology is the power one's ships have. A Tech 10 ship is 10 times better than a Tech 1 one. Note that ships cost a uniform amount to build across nations, so Tech 10 ships cost exactly the same as Tech 1 ones. For each point you spend on Battle Technology, you get 5 to spend in each of the sub-categories. Thus, the average of the sub-categories is your Battle Technology rank.

Sub-Categories:
Weaponry: As it sounds. Rank 10 in weaponry means your weapons are absolutely deadly.
Shielding/Armour: The opposite. Good shielding and armour prevents damage.
Sensors: Sensors allow you to target enemy ships more easily, from further away, and give you advantages when trying to pick up things like cloaked ships.
Maneuvering: Good maneuvering speeds generally won't allow you to dodge lasers - but since FTL drives can't be used in-system, having a rank of 10 will let you close into combat that much faster.
Special: From cloaking devices to molecular disintegrators, special weaponry is stuff outside the ordinary "I hit you with my weapons, your shields take damage.". Each point of Special allows you one special device, or an upgrade to an already existing device. For instead, a Special rating of 5, invested all into cloaking would make the ships practically undetectable except at very close ranges.


FTL Speed: For each point, you can travel 1 lightyear a week. 1 centimetre on the map is one lightyear, and, generally speaking, stars tend to be at least 3 lightyears apart. Thus, low FTL speed can cripple a nation.

- - - - -
A note regarding technology. You don't have to give up your old weapons and shields. You can call and describe your weapons whatever you like, as well as your FTL and sublight drives, to boot. This scale merely quantifies their raw capabilities versus one another.

Basic Ship Classification:
Note that this is only a guide. Essentially, your MP used on a ship, multiplied by your battle technology, will give you its rating against another. Thus, if you spent one MP on a frigate, with a Battle Technology of 10, it would have a rating of 10. If you spent 10 MP on a cruiser, with a Battle Technology of 1, it would have a rating of 10. It's a simple way to figure out the power of ships relative to one another.

Thus, you can design classes however you like, assign an MP value to them, and that will be the defining value for their size and power.

Fighter: Smallest ship in-game. Costs 1 MP for 50.
Corvette: Second-smallest ship, often used for patrolling and escorting. Costs 1 MP for 10.
Frigate: First real capital ship. Costs 1 MP.
Destroyer: First major capital ship. Destroyers tend to be an integral part of any fleet. Costs 5 MP.
Cruiser: Cruisers are often flagships of smaller nations, and are few and far between for larger ones. Costs 10 MP.
Battleship: Battleships are often flagships for most nations, and are highly effective in combat. Costs 25 MP.
Dreadnought: Dreadnoughts are the ultimate ship in the game, solely flagships, and rarely, if ever, come in twos. They cost 50 MP.

Ship Building: You can spend all of your available MP each turn, irregardless of whether it's on fighters or on dreadnoughts. There is no building limit, besides that provided by MP and Political Control.

Ship Upkeep: Ship upkeep is simple. One-tenth of the ship's cost becomes upkeep. Thus, maintaining 500 fighters costs 1 MP a week. If you had an output of 10 MP * 5 systems, and were at war, you would then have 50 MP a week, allowing you to upkeep 10 dreadnoughts. However, if you only had 1 Political Control, you could only retain one of those after the war. Likewise, if you ceded two systems as a result of the war, you couldn't upkeep any.

Treaties: People can choose to sign over systems, ships, or MP as a result of treaties. You may sign alliances, non-aggression pacts, and the like, as in normal FT, but MP treaties, system treaties, and ship treaties are dealt with directly by CS1, as these are actually part of the game, and are so moderated.
- - - - - - - -
List of Nations:
The Holy Principate of Thessaloni (Hyperspatial Travel)
The Stratocratic Imperium of Felysia (Tigerland)
The International Trade Hub (Balrogga)
The Black Feather Federation (Naasha)
The Federation of Kilani (Kilani)
Zai'thstar Interim Administration (The Emperor Fenix)




- - - - - - - -

The Holy Principate of Thessaloni: The Holy Principate is ruled by the Anointed Prince, who is in turn guided by the Quorum of Cardinals. The belief in Jad, the god of the Principate, is a major factor in its existence, and, indeed, their desire to bring the word of Jad to other worlds makes them an expansionist and often aggressive power. However, the religious fervour which grips the nation has slowed the growth of technology, in both battle technology, but primarily faster-than-light travel. Their industrial power is huge, and the degree of power the Anointed Prince and the Cardinals wield over the populace is much more than most nations would be able to.

Number of Systems: 6

Manufacturing Points: 24 peacetime, 48 wartime.

Industrial Power: 8
Political Control: 5
FTL Speed: 2
Battle Technology: 5
Weaponry: 12
Shielding/Armour: 8
Sensors: 2
Maneuvering: 3
Special: 0 (This means the Principate possesses no cloaking devices, nanobot or biological weaponry, or anything above and beyond the standard techonology of battle.)
Tigerlan
03-07-2007, 13:30
The stratocratic Imperium of Felysia: The Imperium of Felysia is ruled by Fuhrer Drieden Listehoffen, who is advised by a Junta consisting of a military leader from each star system under Felysian rule. The people believe in only one thing "My Life, for Felysia", this concept gives Listehoffen and his Junta a tight grip over the hearts and minds of the Felysian populous. Generations of Military leadership and aggressive expansionism has given the Felysians a slight jump in military technology, but has caused other technology's such as FTL speed to suffer.

The Felysian Species:Felisians evolved from "large cat-like creatures". To clarify, they indeed look very similar to terrestrial cats, the only differences being their size (they are about 45 centimeters tall, approximately the same size as a felis sylvestris lybica, a wild African cat), and the retractile fingers. These little fingers, four per leg, along with the ability to stand erect, are what made Felisians capable of manipulating objects and creating artifacts. Although their brain (as well as their head) is much smaller than the human brain, they are, more or less, as smart as humans, because their neurons are also smaller; but despite the fact that they aren't much smarter than humans, their technology is far superior. This is mainly due to their extremely long lifespan, allowing their scientists more time to create and refine advanced theories.

At present time, Felisian technology has evolved to a point that it's reliable, complex and small enough to be safely integrated with their bodies. Technically, current Felisians are some sort of cyborgs; the body is equipped with a biologically integrated ''space suit'': their skin, and outer body parts, was in fact genetically altered to integrate with the suit. This way, they can survive poetically anywhere in whatever conditions, without having to wear large external devices limiting their movements. The suit also feeds them in emergency, by recycling biological waste, although of course, being carnivore and natural hunters, Felisians still prefers to find planets with indigenous lifeforms to hunt them. The suit also integrates a very fast and powerful microcomputer, based on optical conductors rather than on silicon. This computer's main unit is the little box visible on their back, with the primary function of controlling life support. However, a Felisian wouldn't die if that computer had a malfunction or even if it was entirely removed: simply, in such an evanesce, it couldn't survive to extreme conditions, such as in outer space, as though their genetically altered skin would still resist the absence of an atmosphere, they'd quickly freeze and suffocate because the suit's heating equipment as, together with artificial air supply, is managed by the computer. Another couple of vital functions of that computer is to protect the body from alien viruses and to cure cancer (it's frequent, because of heavy radiations)Finally, the computer controls the communication devices, allowing to remotely access external devices, such as their ships on-board computer. A little photo camera and a personal light source are attached to the small cable that brings energy and real-time data to what's called the Head-up Device (HUD). Apart from hosting the photo camera, the personal light source, and an infra-red communication unit, the HUD is connected to a couple of tiny LCD displays, placed on the eyes like a pair of contact lenses.

http://i40.photobucket.com/albums/e249/Zapstar/rc6eLr5eGdHhb3WevCUhLiQg.jpg?t=1183563186

History:
The Felisian race is indigenous to the world Felysia in the Balastrackonastreyan system. They developed very quickly indeed, far more quickly than humans, certainly. This was mostly due to their long life spans. Because humans last only sixty to a hundred Earth years, when a truly brilliant scientist is born, he only has enough time to put forward the theories that future generations can work from, and therefore scientific advances are very slow. Felisians, however, live for anything between a hundred and a hundred and forty epocs, or about four thousand five hundred Earth years, so their sophistication progressed enormously. However, this speed of progress led the Felisians to a scientific recklessness greater even than that of humans. They developed an almost total disregard for Felysia's environment. By epoc 4100, Felysia was a foul, polluted wasteland. The Felisians had even raped their planet's only moon, Jachrastalun, of all its re sources, using its minerals to build their space-craft and its rocks to construct their massive buildings. By the end of epoc 4103, there was nothing left of Jachrastalun whatsoever. Felysia's foul and dangerous environment began to erode Felisian society, and slowly, their previously united civilization broke down into smaller, independent communities. Finally, in epoc 4112, only forty generations since the dating system was introduced, the Felisians were forced to abandon their planet as the surface became radioactive and life gradually became extinct.

Once again, their society united, and they used their excellent technological skills to terraform Five worlds within the Balastrackonastreyan system. These soon became verdant paradise planets, and all is well.The Felisians abandoned their former recklessness, and instead concentrated on slowly mapping the nearby star systems. However, this was a lengthy process, and so the Felisian scientists created a fleet of ships they called "Stardrifters" to explore the galaxy. These vessels were all equipped with the newly invented "Vimana Drives", which utilized the nuclear forces between lithium ions to accelerate the ships up to five billion times their normal speed. The Stardrifters' mission was to collect data on the galaxy, storing it in a massive database known as the Starmap. And so the Stardrifters set off into the unknown.



General Species information in Brief
Average weight: 7 to 9 kilograms (Kg.)
Average size: 41 cm. (height at shoulder) x 76 cm. (length, not including tail)
Internal body temperature (normal): 39.5 Celsius degrees
Heart beat (normal): 118 pulses per Sithra (142 pulses per minute)
Life expectancy at birth (male/female): 138/140 Epocs (4,347/4,410 years)
Fertility rate: 34.97 children born per woman
Infant mortality rate: 0.032 deaths per 1,000 live births
Food supply: carnivore prowler, feeds on birds, small mammals, reptiles, fish
Min. food requirement: about 450 Kcal/day.
Avg. food requirement: about 850 Kcal/day.
Min. water requirement: about 20 cl/day
Avg. water requirement: about 75 cl/day
Survival temp. (computer-assisted): 0.73-950 Kelvin degrees
Survival pressure (computer-assisted): 0-440 Felysian atmospheres (0-410 Earth atm.) [this gives 1 Fel. atm = 0.93 Earth atm. - SC]
Resistance to radiation (computer-assisted): 550,000 RADs
Resistance to acceleration: 6.5 Felysian gravity units (5.2 Earth G) [this gives 1 Fg = 0.8 Earth g - SC]
Sound sensitivity range: 65-24,000 Hz
Min. ambient light requirement (naked eye): 0.048 lumen
Average brain weight: 0.48 Kg
Average absolute IQ (human = 100): 105

Number of Systems: 5

Manufacturing Points: 15 peacetime, 30 wartime

Industrial Power:6
Political Control: 5
FTL Speed: 3
Battle Technology: 6


Weaponry: 14
Shielding/Armour: 12
Sensors: 2
Maneuvering: 2
Special:0 (none)

http://i40.photobucket.com/albums/e249/Zapstar/Felysia.jpg
Balrogga
03-07-2007, 13:36
The Intergalactic Trade Hub (ITH): The ITH is a corporate presence that uses its high FTL abilities to transport materials and people throughout the galaxy. Their main goal is to make a credit and their presence almost everywhere actually makes their standard acceptable currency in most places. They don’t care about the political standing of a nation, just how the bottom line is when dealing with them. They are truly a Neutral power in the galaxy. Their base, Corporate Prime, although uncreative in its name, is the center of all things with their shipyards for building the Trade Vessels as well as their popular Cruise Ships.



Number of Systems: 4

Manufacturing Points: Wartime: 4 Peacetime: .4

Industrial Power: 1
Political Control: 1
FTL Speed: 9
Battle Technology: 9
Weaponry: 6
Shielding/Armor: 17
Sensors: 4
Maneuvering: 16
Special: 2 (Mass Transference Device) – for “beaming” cargo to and from ships



Map of the ITH:

http://smg.photobucket.com/albums/v248/beldragos/?action=view&current=68ayg5j.jpg
DVK Tannelorn
03-07-2007, 17:22
Place holder till i can get to it, just got home from work but definite interest.
3 system space reserved, wanted to reserve it while i have time to sleep then write down the nation set up.
Definete Canon nation in mind.
Naasha
03-07-2007, 17:53
The Black Feather Federation (BFF) is an organisation of planets spanning two fringe systems. These planets benefit from the mutual defensive forces of the federation which rely on large numbers and decent FTL speed to counter their relatively low level of battle technology. An influencial government and a strong manufacturing base make the BFF worlds some of the most productive in the sector.

Number of Systems: 2

Manufacturing Points: 8 in peace, 14 in wartime.

Industrial Power: 7
Political Control: 6
FTL Speed: 4

Battle Technology: 3
Weaponry: 4
Shielding/Armour: 4
Sensors: 3
Maneuvering: 3
Special: 1 (Advanced Fire Control Systems, allowing BFF fleets to focus their combined fire on single ships or formations to deadly effect.)

http://i79.photobucket.com/albums/j157/Caliyen/Nationstates/CS1incBFF.jpg
Thrashia
03-07-2007, 18:10
Helghan Empire: Long ago when man-kind first stretched across the stars, a great exodus of Germanic and Slavic colonial explorers set out to find a new homeworld for their beliefs and ideologies. They came to find two systems where life could be sustained and so colonized them. The two systems were independent of each other until a civil war broke out and a dictator rose to power over both.

Number of Systems: 2

Manufacturing Points: 29.5 peacetime, 42 wartime.

Industrial Power: 6
Political Control: 10
FTL Speed: 2
Battle Technology: 4
Weaponry(ground): 9
Shielding/Armour(ground): 8
Weaponry(ships): 3
Shielding/Armour (ships): 9
Sensors: 5
Maneuvering: 6
Special: 0

http://i19.photobucket.com/albums/b184/Upum/CS1incBFF.jpg

OOC: I know, a blatant effort to use Killzone. W/e, not like I'm making money off it.
Hobbeebia
03-07-2007, 18:33
The Triumphant Imperium of Dilic
Number of Systems: 2

Manufacturing Points: 14 peacetime, 14 wartime.

Industrial Power: 7
Political Control: 6
FTL Speed: 3
Battle Technology: 4
Weaponry: 7
Shielding/Armour: 4
Sensors: 3
Maneuvering: 3
Special: 3 ( Special weapon: Pinpoint Sniper Cannon- A Weapon designed to punch through shielding and armour. The means of how this weapons works is based on a shield neutralizing energy encasement called Diellic energy, the shell itself is made from super-condensed asteroids, giving the shells not only weight and mass, but its own gravity resulting is not only point of impact damage but will cause sub-system disarray as the gravity will no doubt mess things up)
Naasha
03-07-2007, 18:38
Thrashia, don't you have too many MP?

Since (MP = Industrial Power x No. of systems) shouldn't you have (6 x 2) 12? That would be for both in peace and war thanks to your 10 in political control.

EDIT: You also seem to have used 22 points across Industry, Political, FTL speed and Battle tech rather than 20.

EDIT-EDIT: In fact, you've also used way to many points in your battle tech sub-categories, maybe you should read the OP again?
Naasha
03-07-2007, 19:00
Claimancy Rules:

The map below has 40 stars on it. The first nation is allowed to claim 6 stars. The next, 5. The next, 4. The next, 3. And when a minimum of 2 stars is reached, every other nation from there on in may claim 2. The first four nations will invariably be larger and more powerful than every other nation. Obviously, only 15 places are available in CS1. More may be made available if this fills up uber-fast.

Hobbeebia:

If for some reason you are allowed to claim five systems this late anyway, shouldn't your MP be 21 in peace and 35 in wartime?

I don't want to be claims policeman here, but neither do I want to be at a disadvantage playing by the rules!
Kilani
03-07-2007, 19:08
The Federation of Kilani is a prosperous, relatively peaceful nation run by a strong central government, which delegates power to smaller, sector governors and rulers. All military forces and law enforcement are centralized on the capital world.

Number of Systems: 2

FTL Speed: 3
Industrial Power: 6
Political Control: 6
Battle Technology: 5 - 25 points

Sub-Categories
Weaponry: 7
Shielding/Armour: 5
Sensors: 6
Maneuvering: 7
Special: 0
Naasha
03-07-2007, 19:09
*Bangs fist on the table and starts to cry*
Thrashia
03-07-2007, 19:10
Thrashia, don't you have too many MP?

Since (MP = Industrial Power x No. of systems) shouldn't you have (6 x 2) 12? That would be for both in peace and war thanks to your 10 in political control.

EDIT: You also seem to have used 22 points across Industry, Political, FTL speed and Battle tech rather than 20.

EDIT-EDIT: In fact, you've also used way to many points in your battle tech sub-categories, maybe you should read the OP again?

I'll get to it in a bit. I'm busy right now.
Kilani
03-07-2007, 19:12
Why the wailing and gnashing of teeth?
Naasha
03-07-2007, 19:16
Not so much at this thread as at the internet in general. The only thing with your post is that FTL speed should be one of the main categories of which the original 20 points are allocated rather than a battle-tech.
Kilani
03-07-2007, 19:17
Ah-ha. Silly me.
Naasha
03-07-2007, 19:23
Looks good, I look forward to roleplaying with you!
Kilani
03-07-2007, 19:24
Indeed. Maybe now I can actually get a word in edgewise in an RP. :p
Balrogga
03-07-2007, 21:25
Remember, after double checking your nyumbers to see if they are correct take the most up to date map and choose your territory and post it for the next person to do the same thing.
The Emperor Fenix
03-07-2007, 22:29
Industrial Power: [9] = 18 Manufacturing Power
Political Control: [2] = 20% of 18 = 3.6MP During peace time
Battle Technology: [6] = BT X 5 = 30
Weaponry: 13
Shiedling: 11
Sensors: 4
Manouvering: 2
Special: 0
FTL Speed: [3]

I'm gonna do a type of nation I’ve not done before, and as you can tell from my signature,
I get through a lot of nations, strangely never this one.

Zai'thstar Interim Administration

150 years ago the BiSolar nation of Saieth entered a crippling depression, a total economic collapse ensued, and unable to properly support most of their extra solar colonies millions starved as the poor attempted to retreat to the habitable planets. Largely separated from each other by the relative expense of faster than light travel the two solar governments became increasingly distant and the relationship between them strained. Eventually a row surrounding ethnic migration and a recently developed astro-agricultural process lead to all out war between them.

Neither was able to gain the upper hand in the fight, though one side had a superior supply chain, it had suffered more during the depression and was unable to muster the force of the other, who in turn was unable to support a sustained campaign. After 30 years of sporadic fighting the two governments collapsed, defense contractors largely filled the void, and other companies quickly moved in a well to stop the war and re-establish control.

Almost without noticing it the two nations had been merged by a common economic interest, and their war and mutually stimulated their economies. In order to keep the peace 26 years ago an interim government was created, though intended to be temporary, a more powerful and lasting body has never been put in place.

Only the highest offices are elected, with most jobs being appointed by an assortment of industrial electors and committee selection, elections are infrequent and turn out is low. The administration has little power over the massive omnipresent corporations that thrive in the newly unified Zai’thstar, people have few legal rights and a weak federal legal system garners little respect, corporations largely police themselves with the largest lapses going corrected by peers when it is felt that consumer confidence is being dampened.

Now the great corporations of Zai’thstar are looking to expand aggressively into the rest of the sector. They have few scruples about pushing the boundaries of the law and many believe that a profit is always made at the expense of the other party.

In times of war the corporations are eager to rally to the defense of the loyal consumer base found at home, and favor massive slow moving battle plates to overwhelm the enemy with firepower. This largely renders them impossible to stealth and their own presence on the battlefield lowers the effectiveness of their sensors but as is typical of large companies their strategy is one of speedy battlefield dominance with small thought for further planning.

http://img.photobucket.com/albums/v453/lordfenix/CS1incBFF.jpg
Hyperspatial Travel
04-07-2007, 03:37
Naasha, you're in. As are Bal and Tigerlan. And TEF.

Hobbeebia, everything seems to be good apart from your peacetime manufacturing (which is wartime manufacturing * your political control/10.)

So it'd be 14 wartime * 0.6. Not just 14.

Thrashia, ground and space tech are part of the same category - it's assumed that if you have advanced weaponry and shielding, the advantage will transfer over onto the ground. And, of course, the fact that space superiority will generally win you a war without the need for an invasion is there too. If you wanted to take a special in superior ground combat, that'd probably work out.

Hobbeebia, the special is designed for things that specifically aren't weapons, shields, sensors, or maneuvering. For instance, mass-transference devices, fire-control systems, biological weaponry, cloaking devices, and so on. If it doesn't fit obviously into one of those four categories, it needs to go in special.
North Calaveras
04-07-2007, 03:38
OCC: im interested
Firehelper
04-07-2007, 13:28
Interstellar Empire of Centauri Prime
The IECP is populated by a Feline Humanoid Race. The empire is located in a strategic location between several major trade routes. However, this stratigic location is compromised by Firehelper's Small size and makes it liable to end up in a country's sphere of influence or conquered.
Number of Systems: 2
Manufacturing Points: 4.8 peacetime, 16 wartime.
Industrial Power: 8
Political Control: 3
Battle Technology: 6
--Sub-Categories:
---Weaponry: 6
---Shielding/Armour: 10
---Sensors: 4
---Maneuvering: 5
---Special: 5 (2 nanotech, 1 matter- energy transporter, 1 matter-energy converter, 1 cloaking)
FTL Speed: 3
Map of territory: http://img513.imageshack.us/img513/1263/cs1incbff1sl4.jpg
Naasha
05-07-2007, 15:42
Looks good so far, I'm glad to see things filling up.
Naasha
17-07-2007, 20:15
Sad to see this never happened...