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EmperorGrimm

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[Forum Game] Footsteps Of Hu

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Coldfront #FootstepsOfHu. Tiramisu

Greetings and welcome to Footsteps Of Hu, a simulation game where players take on the role of an administrator or military leader as the Compact Of Hu begins its colonization of new star systems. This game will represent the politics, the society, and economy of unified humanity at the turn of the twenty third century. Our setting is what I call the subspace universe. Subspace is a mysterious space in the universe where there is tremendous energy that can be harnessed by teleporting conversion metals into subspace and out giving the metals a charge that is used to power starships, colonies, and supports subspace civilization in general. The year is 2197 CE and humankind is beginning in ernest to colonize nearby star systems. This expansion is guided by the policies of the Compact Of Sol a loose confederation of polities determined to bring humankind tightly together under its technocratic meritocracy. The Compact ended the Solar War and supervised the reconstruction of human civilization. On Mars its ideals have been solidified in most communities but on Earth and in the Belt there is still much work to be done.

Players are all citizens of the Compact which gives then the special right to vote in elections, become officers, and participate in the policy decisions of the High Command. You will either be an Administrator or Military Leader. Administrators govern territories, colonies, and outposts of the Compact ensuring that taxes are paid, order is kept, and Solarian civilization grows prosperous and strong. They can also be appointed ambassadors or take on special tasks assigned by the High Command. They cannot command military forces.

Military Leaders can either be Admirals, Vice Admirals or Generals, Colonels. Admirals command entire fleets. Vice-Admirals command Battle Groups. Generals command Forces and Colonel command Divisions. They are responsible for handling the every day operation of the military, conducting wars and campaigns, and defending the Compact from threats internal and external. They cannot govern administrations or hold government posts.

How To Play

So lets look at the game mechanics from the top down.

First you have to create your character.

Name: this setting despite the physics difference is based off our history and world, try mixing different cultures and languages to create a futuristic name
Age: must be at least 25 years old
Compact Service: Administrator or Military Leader (include rank and desired command)
Political Faction: Maxwellian or Social Technocrat
Background:

After you provide this information I will create your stats.

Name: Kirkland Wilson
Age: 34
Administrator of Bukaret Territory Administration
Influence: 50

Once you have your character and position in the Compact defined you can now begin playing the game.

As An Administrator

You can see how administrations look below. Admins get 2 Admin Orders to interact and govern their administrations. Die rolls will determines the success of these orders. Your duties have been explained somewhat already and its self-explanatory, you have to increasing income and resource extraction, deal with possible social disturbances, and guide the course of the administrations society as much as possible. Influence is required to have proposals passed in the High Command.

As A Military Leader

You see how fleets and ships look below. Military Leaders get 2 Leader Orders which they use to execute patrols or movements or other operations with the permission of the High Command. Typically things like coordinating patrols and defenses are left to the leaders unless there's an emergency. You must also make sure your personnel's morale and readiness are up to snuff. During battles leaders will be the only ones to choose tactics and strategies. Instead of influence military leaders have Prestige which is harder to earn and can spent increasing morale and readiness within a shorter period of time or by gathering support for a coup.

Example Of Administration
Bukaret Territory Administration
Administrator: Citizen-Commander Julal Malhotra (local popularity=90%)
Population: 800,000,000 humans
Cultures: Bukaretian/Solarian
Stability: 3/3
Economic Points (EP): 35 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x20=20,000,000 platinum/1 turn
Public Sector Income: 1x15=15,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 80%
Conversion Metal Deposits: 8.000.000 tonnes (60 turns until exhaustion)
Subpartical Collection Rate (%): 80%
Subpartical Prevalence: 870.00 per 1.000 hydrogen (30 turns until exhaustion)
Political Units: Bukaret Prime (50% economic contribution or EC), Marquez Space Port (30% EC), Manley Belt (20% EC)
Ship Construction Capacity: 150,000,000 kg/1 turn (Marquez Space Port)
Defensive Capability: Marquez (50 Defense Points), Bukarret Prime (200 DP), Manley Belt (100 DP)
Military Presence: 1st Interstellar Battle Group (Marquez Space Port)
Cultural Projection: High (surrounding colonies and groups have +20% chance of becoming Bukaret culture)

Ok lets start with the first stat and work our way down.

Population really has no baring on your stats except that it determines if you're simply an outpost, a colony, or a territory. Outposts are the smallest population unit with a population under 100,000,000. Your base income is 100,000 plat. A colony is anything between 100,000,000 and 500 million. Your base income is 500,000. Territories are everything after 500 million. Your base income is 1,000,000.

Cultures represent your general cultural make up of your populace. They only have one direct effect on stats and thats with your cultural projection. If you do not have a culture that is at least 70% dominant than you cannot go beyond the Average cultural projection rating. Otherwise their effects comes with role-play.

Stability represents how content your populace is. It ranges from 1 thru 3. A 3 rating means you're people are living in harmony and respects the administration. 2 means things are ok but there are some discontent with the way things are. 1 is of course when your people are discontented enough to demonstrate in the streets. 3 will allow you to be at maximum economic capacity. 2 will reduce your economic stats by 20%. 1 will reduce your econ stats by 50%. Once you fall to 1 there will be a die roll every turn with a 50/50 chance that your colony sees violent uprisings or confrontations between the authorities and the populace.

So lets talk about income. Your base income is where the other income numbers are derived. It represents your income potential. Think of it as the soil in which you can grow your income. As you can see in the example the total income of Bukaret is 35 million plat. From succeeding at orders regarding the economy or events you will receive EP which is multiplied to the base income to determine the actual income of your administration. If you role-play the emergence of a thriving commercial hub you will increase your private sector income ep and with public if the administration's latest program to improve resource extraction or a new accounting system this will increase public sector ep.

Now in our setting interstellar civilizations rely on subspace physics to power and construct its ships, structures, everything. Conversion Metals are rare metals that can facilitate the processing and use of subspace particles. Subparticals are collected by opening small controlled tears of space/time and removing them via conversion metals before the tear closes. Little is known about subspace except that its particles provide tremendous energy and possibly other unique benefits and dangers.

As you can see there are deposits which represents the pool of conversion metals available to gather per turn. Its a bit misleading because its not the totality of your actual quantity of metals in the admin. You will be given the number of turns until exhaustion. Subparticals are the same as conversion metals.

Political Units are the defined parts of what makes up the territory. The economic contribution stat represents how much of the total income and economy that each unit contributes to. So say you lost Bukaret Prime, your economic stats would be reduced by 50% until you took it back. Its no known what would actually be in the 50%, sometimes mostly private income or perhaps a reduction in resource gathering.

Ship Production Capacity represents how much tonnage of ship you can be construction per turn. You will learn more from the ship descriptions and explanations.

Defensive Capability is measured by Defense Points. They represent how much firepower it can take before being destroyed.

Military Units

Example Of A Fleet

1st Interstellar Battle Group
Commander: Admiral Giuseppe Tehelon
Firepower: 1150 FP/2075 HP
Readiness: 10/10
Morale: 5/5

Ship Roster
3 Capital Ships (90 FP/150 Hit Points)
-Compact Ship Vishwamitra (30/50/Beam Capable)
-CS Phobos Rising (30/60/Beam Capable)
-CS Luna Moth (30/60/Beam Capable)
5 Cruisers (20/40 Rail Guns) (100 FP/200 HP)
-CS Astral Star (20/40/Rail Guns)
-CS Niha Gypsy (20/40/Rail Guns)
-CS Heinlein (20/40/Rail Guns)
-CS Valentin Glushko (20/40/Rail Guns)
-CS Ascendant (20/40/Rail Guns)
20 Hunter-Killers (25/10/Kinetic Ordinance) (500 FP/200 HP)
45 Frigates (5/10/Ion Cannons) (225 FP/450 HP)
2 Command Ships (5/100/Ion Cannons) (10 FP/200 HP)
10 Transports (0/50/50,000 soldiers) (500 HP)
5 Carriers (0/30/1,000 fighters) (150 HP)
-3,500 fighters
-1,500 bombers
Total: 75 ships

Capital Ships are your greatest warships in terms of size and individual strength. Although they make up the fewest of your ships typically their beam weapons can strike multiple targets at the same time due. They apply the most overall damage to an enemy fleet.

Cruisers are second greatest ship. Their rail guns pass through enemy shielding (shields in our game cannot stop metal projectiles) and cause severe structural damage. Along with their firepower contribution they can specifically aim at individual systems on a ship and knock them out of commission by the luck of the die.

Hunter-Killers are lightly armored ships that carry massive quantities of subpartical warheads that can overwhelm even capital ships. They however can be inaccurate due to the countermeasures and often cause either a lot of damage to small group of ships or a little damage to a lot of ships. They also can damage friendly vessels.

Frigates are your standard middle of the line ship. Relatively quick to construct with average fire power and hit points. They can only target one ship at a time.

Command ships have only flak cannons that fight off fighters. They are heavily shielded and armored. They carry the burden of subspace jumps to conserve individual ships energy reserves. They also provide detailed long range sensory information for the fleet and help coordinate the battle.

Transports are not armed and some protection. They carry your planetary forces.

Carriers are not armed and have some protection. They carry your star fighters and bombers.

Fighters and bombers are the most difficult targets to hit and therefore they stay in the battle for quite awhile despite their miniscule firepower and hitpoints. They do their damage over a prolonged period of time and can even bring down capital ships if their lucky and focused enough.

Planetary assaults and fighting will be more generalized and can take awhile.

Battles will be fought on this hexa map. Obstacles and enemy fleets will be marked along with friendly fleets.

Political Factions

Maxwellians (Conservative Technocrat/Anti-Democracy)
-Admiral Kestros
Social Technocrats (Pro-Democracy)
-Admiral Rowe
-Administrator Tasman
-Administrator Rivera
-Colonel Krivkov

Player Characters

baboush
Name: Admiral Kestros
Age: 48
Admiral/Commander of Sol Command
Politics: Maxwellian
Prestige: 30
TJDS
Name: Julius Vitus Tasman
Age: 30
Administrator Of Hermes Territory Admin
Politics: Social Technocrat
Influence: 30
zex
Name: Hirosashi Harufusa
Age: 25
Vice-Admiral of 1st Solarian Defense Group
Prestige: 30
Politics: ugg
Alexander
Name: Alexander Sommelier Rivera
Age: 40
Administrator Of Tula
Influence: 30
Political Faction: Social Technocrat
Galren
Name: Quan "Monroe" Rowe
Age: 32
Admiral of Tula Command
Political Faction: Social Technocrats
Prestige: 30
otto
Name: Anton Krivkov
Age: 37
Colonel 1st Expeditionary Force
Prestige: 30
Political Faction: Social Technocrat
scrapknight
Name: Alice Li-Mitchell
Age: 33
Citizen-Commander of the Jovian Confederacy Administration
Influence: 30
Political Faction: Social Technocrat
Maxwell500
Name: Zhang Lao
Age: 85
Citizen-Commander of Lunar Assembly Administration
Influence: 30
Political Faction: Maxwellian






 
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Managing The Compact

The Compact is represented by the following.

Organization

Government: High Command (2,300 members)
Political Structure:
-High Command
-Directorships
-Administrations
-Interstellar Commands
-Prole Assemblies
Politics
-Maxwellians (Conservative Technocrats)
-Social Technocrats (Liberal Technocrats)
Social Hierarchy
-Citizen-Commanders (protected by Compact Of Rights/can vote/members of High Command)
-Citizenry (protected by Compact Of Rights/can vote)
-Proles (protected by Compact Of Rights) (Prole Assemblies are legal and encouraged but have no power as game start)
-Freespacers (protected by Compact Of Rights)
Cultural Groups
-Solarian (most familiar of cultures, influenced by centuries old cultures but mixed together a bit)
-ComStar (originated from Mars, highly disciplined, spartan, pro-technocracy, conservative)

Economic Analysis

Total Annual Income: 1,340,000,000 platinum/1 turn
Total Private Sector Income: 460,000,000 plat/1 turn
Total Public Sector Income: 880,000,000 plat/1 turn
Income Tax Rate: 20% (268,000,000 plat)
Avail Conversion Metal For Acquisition: 770,000,000 tonnes/1 turn (tax rate=20%)
-154,000,000 metals)
Avail Subparticals For Acquisition: 3960 subparts/1 turn (tax rate=20%)
-792 subpart)
Conversion Metal Reserves: 25,000,000
Subpartical Reserves: 2,500 subparts
Total Annual Expenditures: -240,000,000 plat/1 turn
-Compact Energy Group (CEG): -20,000,000 plat
-Interstellar Compact Fleet (ICF): -90,000,000 plat
-Planetary Compact Forces (PCF): -40,000,000 plat
-Compact Supply Fleet: -30,000,000 plat
-Bureaucratic Operations: -10,000,000 plat
-Civil Service: -50,000,000 plat

Technological Level: Early Subspace Tech 1 (1/10 subspace tech)
Cultural Influence: 50
Diplomatic Influence: 10

Interstellar Compact Fleet

Sol Command
Commander: Admiral Kestros
Headquarters: Hyndman Star Port (250 FP/500 HP)
Defensive Capability: Earth (500 FP/1,000 HP), Mars (1,000 FP/1,500 HP), Asteroid Belt (300 FP/800 DP)
Military Attachments: 1st Solarian Defense Force, 2nd Solarian Defense Force, 1st Interstellar Fleet

1st Solarian Defense Group Hirosashi Harufusa
Commander: Vice-Admiral Hirosashi Harufusa
Firepower: (1150 FP/750 HP)
Readiness: 10/10
Morale: 5/5

Ship Roster
1 Capital Ship (30 FP/60 HP)
-CS Galatea (30/60/Beam Capable)
5 Cruisers (100 FP/200 HP) (500 FP/1000 HP)
10 Hunter-Killers (25/10/Kinetic Ordinance) (250 FP/100 HP)
20 Frigates (5/10/Ion Cannons) (100 FP/200 HP)
1 Command Ship (5/100/Ion Cannons) (5 FP/100 HP)
5 Carriers (0/30/1,000 cap) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)

2nd Solarian Defense Group
Commander: Vice-Admiral ()
Firepower: (1150 FP/750 HP)
Readiness: 10/10
Morale: 5/5

Ship Roster
1 Capital Ship (30 FP/60 HP)
-CS Hammer Of Fate (30/60/Beam Capable)
5 Cruisers (100 FP/200 HP)
10 Hunter-Killers (25/10/Kinetic Ordinance) (250 FP/100 HP)
20 Frigates (5/10/Ion Cannons) (100 FP/200 HP)
1 Command Ship (5/100/Ion Cannons) (5 FP/100 HP)
5 Carriers (0/30/1,000 cap) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)

1st Interstellar Fleet
Commander: Admiral ()

1st Interstellar Battle Group
Commander: Vice-Admiral ()
Firepower: 1295 FP/2175 HP
Readiness: 10/10
Morale: 5/5

Ship Roster
3 Capital Ships (90 FP/150 Hit Points)
-Compact Ship Vishwamitra (30/50/Beam Capable)
-CS Phobos Rising (30/60/Beam Capable)
-CS Aiur Of Fate (30/60/Beam Capable)
5 Cruisers (20/40 Rail Guns) (100 FP/200 HP)
20 Hunter-Killers (25/10/Kinetic Ordinance) (500 FP/200 HP)
45 Frigates (5/10/Ion Cannons) (225 FP/450 HP)
2 Command Ships (5/100/Ion Cannons) (10 FP/200 HP)
10 Transports (0/50/50,000 soldiers) (500 HP)
5 Carriers (0/30/1,000 fighters) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)
Total: 75 Ships

2nd Interstellar Battle Group
Commander: Vice-Admiral ()
Firepower: 1295 FP/2175 HP
Readiness: 10/10
Morale: 5/5

Ship Roster
3 Capital Ships (90 FP/150 Hit Points)
-Compact Ship Olympia (30/50/Beam Capable)
-CS Maxwell (30/60/Beam Capable)
-CS Hyperion (30/60/Beam Capable)
5 Cruisers (20/40 Rail Guns) (100 FP/200 HP)
20 Hunter-Killers (25/10/Kinetic Ordinance) (500 FP/200 HP)
45 Frigates (5/10/Ion Cannons) (225 FP/450 HP)
2 Command Ships (5/100/Ion Cannons) (10 FP/200 HP)
10 Transports (0/50/50,000 soldiers) (500 HP)
5 Carriers (0/30/1,000 fighters) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)
Total: 75 ships

Phobos Command
Commander: General ()
Headquarters: Malhotra Base(250 FP/500 HP)
Defensive Capability:
Military Attachments: 1st Planetary Defense Force, 2nd Planetary Defense Force, 1st Expeditionary Force

1st Planetary Defense Force
Commander: Colonel ()
Firepower: 1600 FP/1600 HP
Readiness: 10/10
Morale: 5/5

Personnel
10,000,000 Regulars (20 FP/20 HP per 1 mil)
300,000 ComStar Troopers (50 FP/50 HP per 100k)
120,000 Mobile Battle Units (mechs) (100 FP/100 HP per 10k)
60,000,000 Reserves (depends on advanced training otherwise 15 FP/15 HP)

2nd Planetary Defense Force
Commander: Colonel ()
Firepower: 1600 FP/1600 HP
Readiness: 10/10
Morale: 5/5

Personnel
10,000,000 Regulars (20 FP/20 HP per 1 mil)
300,000 ComStar Troopers (50 FP/50 HP per 100k)
120,000 Mobile Battle Units (mechs) (100 FP/100 HP per 10k)
60,000,000 Reserves (depends on advanced training otherwise 15 FP/15 HP)

1st Expeditionary Force
Commander: Colonel ()
Firepower: 4,000 FP/4,000 HP
Readiness: 10/10
Morale: 5/5

Personnel
30,000,000 Regulars (20 FP/20 HP per 1 mil)
800,000 ComStar Troopers (50 FP/50 HP per 100k)
300,000 Mobile Battle Units (mechs) (100 FP/100 HP per 10k)
150,000,000 Reserves (depends on advanced training otherwise 15 FP/15 HP)

Brunnhein Command
Commander: Admiral ()
Firepower: 1295 FP/2175 HP
Readiness: 10/10
Morale: 5/5
Military Attachments: 1st Frontier Battle Group, 2nd Frontier Battle Group, 3rd Frontier Battle Group

1st Frontier Battle Group
Commander: Vice-Admiral
Firepower: (1150 FP/750 HP)
Readiness: 10/10
Morale: 5/5

Ship Roster
1 Capital Ship (30 FP/60 HP)
-CS Socrates (30 FP/60 HP)
5 Cruisers (100 FP/200 HP) (500 FP/1000 HP)
10 Hunter-Killers (25/10/Kinetic Ordinance) (250 FP/100 HP)
20 Frigates (5/10/Ion Cannons) (100 FP/200 HP)
1 Command Ship (5/100/Ion Cannons) (5 FP/100 HP)
5 Carriers (0/30/1,000 cap) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)

New Peleliu Command
Commander: Admiral ()
Firepower: 1295 FP/2175 HP
Readiness: 10/10
Morale: 5/5
Military Attachments: 2nd Frontier Battle Group

2nd Frontier Battle Group
Commander: Vice-Admiral
Firepower: (1150 FP/750 HP)
Readiness: 10/10
Morale: 5/5

Ship Roster
1 Capital Ship (30 FP/60 HP)
-CS Lao Zi (30 FP/60 HP)
5 Cruisers (100 FP/200 HP) (500 FP/1000 HP)
10 Hunter-Killers (25/10/Kinetic Ordinance) (250 FP/100 HP)
20 Frigates (5/10/Ion Cannons) (100 FP/200 HP)
1 Command Ship (5/100/Ion Cannons) (5 FP/100 HP)
5 Carriers (0/30/1,000 cap) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)

Tula Command
Commander: Admiral ()
Firepower: 1295 FP/2175 HP
Readiness: 10/10
Morale: 5/5
Military Attachments: 3rd Frontier Battle Group

3rd Frontier Battle Group
Commander: Vice-Admiral
Firepower: (1150 FP/750 HP)
Readiness: 10/10
Morale: 5/5

Ship Roster
1 Capital Ship (30 FP/60 HP)
-CS Mark Twain (30 FP/60 HP)
5 Cruisers (100 FP/200 HP) (500 FP/1000 HP)
10 Hunter-Killers (25/10/Kinetic Ordinance) (250 FP/100 HP)
20 Frigates (5/10/Ion Cannons) (100 FP/200 HP)
1 Command Ship (5/100/Ion Cannons) (5 FP/100 HP)
5 Carriers (0/30/1,000 cap) (150 HP)
-3,500 fighters (1 FP/1HP per 50 fighter) (70 FP/70 HP)
-1,500 bombers (5 FP/2 HP per 100 bomber) (75 FP/30 HP)



The High Command

Administrators will participate in the sessions of the High Command. This is the governing body that passes policies and approves plans by a simple majority vote. The High Command is the highest and most powerful political body in the Compact and it manages a wide swath of aspects of the Compact. If you're not sure you can do something you probably need the High Command's approval.

The High Command appoints administrators and military leader. It appoints the Directors and is where the concerns of the prole masses are heard.

Directorships

There are currently three Directorships in existence all of whom are headed by administrators. Directorship of Defense which is the civilian head of the military. They implement the reforms and policies of the High Command in regard to the military. There's the Directorship Of Interstellar Affairs who manages the interactions between the Compact and other polities. They are responsible for maintaining peace and pursuing the astropolitical interests of the Compact. Finally there's the Directorship Of Internal Progr ess which manages domestic activities, listens to the plight of the proles and citizenry, and ensures that the economy and infrastructure is running smoothly.

Directorships in addition to whatever admin orders they have will receive 1 Director Order to do with as they wish in regard to their duties as a Director.

There is also the Prime Director is the highest leader in the Compact and typically has tremendous respect and talent. Since the formation of the Compact they have all been part of the original group of technocrats who followed Arthur Maxwell to victory with ComStar. They will be played by myself for awhile at least.

Administrations

These are like the provinces of the Compact. They consist of colonies and outposts. Administrators are assigned to govern them.

Interstellar Commands

Commanded by Admirals or Generals they manage smaller divisions of the military.

Prole Assemblies

These are NPC units representing the will of the proles.
 
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Astropolitical Analysis

footstepsofhu_original.jpg
[/url][/IMG]
Alpha Quandrant


http://s30.postimg.org/o7w38qezj/footstepsofhu_orignal_subspace_civs.png
Subspace Signals Detected

Sol Star System

Earth Territory Administration
Administrator: Citizen-Commander ()(local popularity=90%)
Population: 5,800,000,000 humans
Cultures: Solarian
Stability: 3/3
Economic Points (EP): 100 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x30=70,000,000 platinum/1 turn
Public Sector Income: 1x20=30,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 12.000.000 tonnes (60 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 870.00 per 1.000 hydrogen (30 turns until exhaustion)
Political Units: Earth (50% economic contribution or EC), Luna (30% EC), CisLunar Orbitals (20% EC)
Ship Construction Capacity: 150,000,000 kg/1 turn (Marquez Space Port)
Defensive Capability: Earth (500 FP/1,000 HP), Hyndman Star Port (250 FP/500 HP)
Military Presence: Sol Command (Hyndman Space Port)
Cultural Projection: High (surrounding colonies and groups have +20% chance of becoming Solarian culture)

Mars Territory Administration Capital World
Administrator: Citizen-Commander ()(local popularity=95%)
Population: 2,100,000,000 humans
Cultures: ComStar
Stability: 3/3
Economic Points (EP): 150 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x90=90,000,000 platinum/1 turn
Public Sector Income: 1x60=60,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 9,000,000 tonnes (40 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 450.00 per 1.000 hydrogen (10 turns until exhaustion)
Political Units: Mars (50% economic contribution or EC), Phobos Star Port (30% EC)
Ship Construction Capacity: 200,000,000 kg/1 turn ()
Defensive Capability: Mars (1500 FP/1,500 HP)
Military Presence:
Cultural Projection: Average (surrounding colonies and groups have +20% chance of becoming ComStar

Jovian Confederation Territory Administration
Administrator: Citizen-Commander ()(local popularity=70%)
Population: 100,000,000 humans
Cultures: Solarian
Stability: 3/3
Economic Points (EP): 300 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x60=60,000,000 platinum/1 turn
Public Sector Income: 1x240=140,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: n/a tonnes (40 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 1230.00 per 1.000 hydrogen (10 turns until exhaustion)
Political Units: Ganymede Democracy (30% economic contribution or EC), Salyut Orbital Subparticle Collective (70%)
Ship Construction Capacity: 150,000,000 kg/1 turn ()
Defensive Capability: Ganymede(1500 FP/1,500 HP), Jovian Resistance (500 FP/500 HP)
Military Presence: non-Compact (friendly)
Cultural Projection: Vibrant(surrounding colonies and groups have +50% chance of becoming Solarian

Hermes Extraction Incorporated Territory Administration (Asteroid Belt) Julius Vitus Tasman
Administrator: Citizen-Commander Julius Vitus Tasman(local popularity=95%)
Population: 600,000,000 humans
Cultures: Solarian
Stability: 3/3
Economic Points (EP): 500 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x100=100,000,000 platinum/1 turn
Public Sector Income: 1x900=400,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 345,000,000 tonnes (40 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 10.00 per 1.000 hydrogen (10 turns until exhaustion)
Political Units: Hermes (80% economic contribution or EC), Periphery Mining Installations (20%)
Ship Construction Capacity: 100,000,000 kg/1 turn ()
Defensive Capability: Hermes (1200 FP/1200 HP)
Military Presence:
Cultural Projection: Low (surrounding colonies and groups have +20% chance of becoming Solarian

Lunar Assembly Administration
Administrator: Citizen-Commander ()(local popularity=95%)
Population: 2,600,000,000 humans
Cultures: Solarian
Stability: 3/3
Economic Points (EP): 200 ep
Base Income: 1,000,000 plat
Private Sector Income: 1x170=100,000,000 platinum/1 turn
Public Sector Income: 1x30=200,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 145.000.000 tones (50 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 150.00 per 1.000 hydrogen (20 turns until exhaustion)
Political Units: Mars (50% economic contribution or EC), Phobos (30% EC)
Ship Construction Capacity: 200,000,000 kg/1 turn ()
Defensive Capability: Herschel City (800 FP/800 HP)
Military Presence:
Cultural Projection: Average (surrounding colonies and groups have +20% chance of becoming Solarian

Brunheinn Star System

Heraclitus Colonial Administration
Administrator: Citizen-Commander ()(local popularity=95%)
Population: 300,000,000 humans
Cultures: ComStar
Stability: 3/3
Economic Points (EP): 30 ep
Base Income: 500,000 plat
Private Sector Income: 1x90=0,000,000 platinum/1 turn
Public Sector Income: 1x60=30,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 135.000.000 tones (150 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 50.00 per 1.000 hydrogen (90 turns until exhaustion)
Political Units: Heraclitus (90% economic contribution or EC), Xiao Xiao (10% EC)
Ship Construction Capacity: 30,000,000 kg/1 turn ()
Defensive Capability: Heraclitus (500 FP/500 HP), Xiao Xiao (200 FP/200 HP)
Military Presence: 1st Frontier Battle Group
Cultural Projection: Low (surrounding colonies and groups have +5% chance of becoming ComStar

Far Link Star System

New Peleliu Outpost Administration
Administrator: Citizen-Commander ()(local popularity=95%)
Population: 50,000,000 humans
Cultures: ComStar
Stability: 3/3
Economic Points (EP): 10 ep
Base Income: 100,000 plat
Private Sector Income: 1x0=0,000,000 platinum/1 turn
Public Sector Income: 1x10=10,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 285.000.000 tonnes (40 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 1000.00 per 1.000 hydrogen (10 turns until exhaustion)
Political Units: New Peleliu (100% economic contribution or EC)
Ship Construction Capacity: 20,000,000 kg/1 turn ()
Defensive Capability: New Peleliu (300 FP/300 HP)
Military Presence: 2nd Frontier Battle Group
Cultural Projection: Low (surrounding colonies and groups have +5% chance of becoming ComStar

Ganesha Star System

Tula Colonial Administration
Administrator: Citizen-Commander ()(local popularity=95%)
Population: 200,000,000 humans
Cultures: Solarian
Stability: 3/3
Economic Points (EP): 50 ep
Base Income: 500,000 plat
Private Sector Income: 1x90=40,000,000 platinum/1 turn
Public Sector Income: 1x60=10,000,000 platinum/1 turn
Conversion Metal Extraction Rate (%): 90%
Conversion Metal Deposits: 105.000.000 tonnes (40 turns until exhaustion)
Subpartical Collection Rate (%): 90%
Subpartical Prevalence: 200.00 per 1.000 hydrogen (10 turns until exhaustion)
Political Units: Tula (90% economic contribution or EC), Josmer Orbital (10% EC)
Ship Construction Capacity: 40,000,000 kg/1 turn ()
Defensive Capability: Tula (700 FP/700 HP)
Military Presence: 3rd Frontier Battle Group
Cultural Projection: Average (surrounding colonies and groups have +20% chance of becoming Solarian

Lynx Star System (not scouted)

Wan Yun Star System (not scouted)
 
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High Command's Proposal Queue

To make a proposal indicate so by Make Proposal in High Command in a post with all the important details. I will post this in the queue with each issue tackle in turn. A simple majority is required to pass a proposal and make it a Policy.

Powers Of Office

Prime Director: Can veto proposals. Can appoint directorships without permission of the High Command. Traditionally opens and closes votes on proposals. Ensures that all proposals are heard in turn. Cannot reject a proposals before a vote is had.

Directorships: Can organize and perform the functions of their office without approval but can be removed at will by Prime Director.

Citizen-Commander:
Can make proposals at any time.

Compact Society

The Compact's society is a progression of what we have today. There's pop stars, celebrities, as well as sports (battleball primarily). Most of our cultures we have today have remained but have merged somewhat. Nationalism does not exist really as most of the old nation-states collapsed during the Solar War. While Martians are dedicated to the Compact their ethusiasm is not shared as much on Earth and the other territories of Sol.

Citizens do not enjoy any special benefits outside of being able to vote for leadership. The private sector is unregulated but energy and conversion metal extraction is strictly and so far efficiently managed by the High Command. This is the primary method of how the High Command maintains its power and influence. It also enables them to hold a monopoly on ships equipped with subspace reactors.

Proles make up the vast majority of the population but have no legal powers in guiding the course of the Compact. Currently the proles have remained silent as they have benefitted tremendously from the governance of the High Command. Although most economic activity is automated in this age there is still a need for human services. Entertainment, sports, customer service, programming, engineering, and robotic maintainance are all provided by humans. Artificial Intelligence is impressive and capable of many complex tasks but there will be no AI sentience or revolution in this setting. AI and robots are highly advanced systems programmed and guided by human masters.

Citizenship is granted to individuals who have provided service to the High Command. It grants them the ability to vote for leaders as well carries prestige. Most citizens earned their citizenship by serving in the military or civil service. Few perform acts of heroism or contributes to science in a way that changes the game for the Compact.

Politics

Currently there are two political factions which your character can be a part of. The dominant faction will be determined by how many players join each faction.

The Maxwellians are the conservative technocrats who reject the introduction of democracy or republicanism into the Compact. They have little confidence in the masses to govern themselves and seek to create an elite class of human beings to guide hukind toward the future.

The Social Technocrats wish to introduce democracy for the proles and fear that the technocratic oligarchy can fall into fascism and corruption if they continue to govern without checks and balances. They are made up of mostly newer citizens and often communicate with the prole assemblies in an unofficial capacity.

All decisions in the High Command are made by a simple majority vote. They can be vetoed by the Prime Director at anytime.

Culture

There are two cultures present within the Compact as of game start.

Solarian culture encompasses the mixed up and evolved cultures that have existed for centuries. You may have a Chinese-Russian or a Brazillian-German for example. I think this provides a lot of room for character creation. Just please no descendents of some medieval noble. This is the future, please adapt your characters to that setting.

ComStar culture is dominant on Mars although they can be found everywhere. They are conservative, very self-disiplined and pro-Maxwellian mostly. They're not devoid of emotion but they are dedicated to efficiency and progress. They enjoy pop music and sports as much as a Solarian cultured person however.
 
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((Sign Ups are now officially open and will remain open until further notice. I've left a lot of room for creativity in terms of character creation. Just make sure they meet the few limitations i've set. I will read your posts and approve accordingly. The general vibe of the game is more Freespace than Star Trek. But aren't beholden to those settings of course. Freespace being a more serious darker setting while Star Trek is more unrealistic and humanity are the good guys. Characters must be fully human. Also I have an additional post with maps and administration details but its being reviewed by a mod since I don't have enough posts in the ot forum to avoid that examination.))
 
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Name: Admiral Kestros
Age: 48
Political Faction: Maxwellian
Compact Service: Admiral of Sol Command
Background: Rose through the ranks of the navy he made it to the rank of admiral by the time the first Solar War ended.
 
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Name:Admiral Hirosashi Harufusa
Age: 25 years old
Compact Service: Military Leader (Admiral and Ship Captain)
Background: Comes fromt he Harufusa family, known for raising fine military leaders. After the first Solar war he made it to the rank of Admiral at the age of 25, which made him out to be a known prodigy to the masses.
 
Name: Citizen-Commander Julius Vitus Tasman
Age: 30
Compact Service: Citizen-Commander of the Hermes Extraction Incorporated Territory
Political Faction: Social Technocrats
Background:
A gifted young administrator who quickly rose through the bureaucracy in his homeworld and was eventually appointed as citizen-commander of the Hermes Extrection Incorporated Territory. He will fight for democracy and human rights at any cost, for the solar race would destroy herself if both were not respected.
 
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((everybody has been approved. Feel free to start roleplaying. Introduce your characters.


Also will update when i'm not too intoxicated. Tomorrow during lunch ill do more editing. Im off saturday so most of my polishing will be done then.))
 
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"The subparticle saved us all. Hukind saved from its fate on the burnt wastelands of Earth. Now we set off to the new star systems where our footsteps shall be imprinted onto the many worlds that lay before us. The mystery of the subparticle eludes us still but I know that the answer is out there in the dark lonely vacumn of space."

-Jason Maxwell (2048 - 2162) (Prime Director 2136 - 2162)
 
Prologue - The Dawn Of The Interstellar Age

sci_fi_city_02_by_nkabuto-d4rmewd.jpg

Earth in the Late 22nd Century

On the eve of the new year the gears and cogs of the Compact's technocracy operated at incredible efficiency. Nearly ten billion human beings settled on old and new worlds bustled in the metropolitan hubs. Neon light glowed from them all powered by the sub particle as a symbol of humankind's progress. In New Manhattan where almost a century before there had been bloodied soldiers marching through the ruins of old New York City the proles and citizenry enjoyed only memories of peace save for the oldest of its inhabitants. Beams of death having not cut through the sky since the Solar War it had seen unprecedented growth. Millions traveled through Atlantic City toward the European Economic Zone everyday to commute their jobs as programmers, engineers, customer servers. Millions more automated units crawled on the Oceanic Train Tunnels repairing even the smallest cracks without stop except for their own scheduled repairs.

Martians on this day switched on the ComStar flag over their academies, training fields, and private housing. Today was Compact Day, the anniversary of the signing of peace between all Hu. Indeed it had been the ComStar Directive that led the campaign against the corporate powers and decadent nation-states to halt the march of political and economic oppression. It was a great day in the history of hukind, the day Jason Maxwell and his fleet surrounded Luna and was poised to destroy the last defense of the Earth Sphere against the onslaught of atmospheric bombardment. ComStar fleets had broken through before but it was the Earth Sphere's greatest weapon, their Atmospheric Subspace Precision Cannon that threatened to turn the tide of ComStar's success that had the greatest fleet ever produced prepared to blow Luna out of existence.

There was no battle that day as both sides knew it was time to end the slaughter.

In the decades following the twenty one twenties the new order, a confederation of polities under the High Command a governing body of the exceptional and motivated rebuilt hukind from the ground up. Only three billion remained from a population of twenty billion at the beginning of the war. Memetic campaigns removed the old cancers of nationalism and religion from the collective consciousness of the populace. In their place was the ideals of efficiency, progress, strength and virtue. Although ancient beliefs and cultures persisted their importance diminished as the administrations took hold of economic and political power establishing "the Alternative".

The High Command accepted everybody even old enemies if they had the merit and the loyalty to serve. Under the guidance of the Maxwellians hukind was reconstructed and new worlds were settled but can the chaotic nature of human history be once and for all placed the under the control of enlightened administrators or shall the chaos spill over again as hukind continues to settle the stars?


((Prime Director Giuseppe Thaler will be addressing the High Command soon))