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Scrapknight

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Per Ardua Ad Astra
The Human Renaissance

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It is the mid twenty-fourth century, and tensions in human space are once again on the rise. Fifty years ago, humanity's burgeoning space presence was nearly wiped from existence by the invading Ballakki aliens, who sought to wipe us from existence in the name of preserving the harmony of nature. World after world, system after system fell to the invaders, and our weapons were as stones and sticks against their technological might. We put aside our differences under the banner of the Terran Emergency Coalition, but even this was not enough. No, humanity's salvation would come in the form of defecting alien princes, embroiled with their compatriots in arcane religious disputes, who proffered their technology and their forces in exchange for a home to call their own. Together, humankind and the heretic aliens liberated our space and saved our people.

However, this moment of political unity proved short-lived. In the aftermath of the war, the Coalition fractured, with states who had managed to resist the alien onslaught taking advantage of the power vacuum and carving out new empires. The Allied Federation of Humankind, the last remnant of the Coalition, now faces off against the powerful Empire of Fortaleza, the greatest of the states that would not be brought to heel. And as tensions between the human great powers continue to rise, the Ballakki look on, facing their own grave problems as revisionists and revanchists challenge the legacy of the Heretic Princes. And across the Orion Arm, governments loyal to the three superpowers grow ambitious, seeking to take their place on the galactic stage at an opportune moment.

Welcome to the future.

---
Welcome all! I'm your host, Scrapknight. On behalf of myself and my co-GM, aedan777, I welcome you to the world of Per Ardua Ad Astra, a nation game set in the Orion Arm three hundred years in our future. Humanity has fought off a seemingly unstoppable alien invasion by the skin of its teeth, and old tensions are beginning to re-emerge. Will you lead your nation to glory or ruin? There's only one way to find out.

Inspired by games such as Master of the Galaxy, A Question of Power and of course my own The New Order, Per Ardua Ad Astra (hereafter PA3) puts you at the helm of one of the notable powers in the Orion Arm. You'll be sending orders, building fleets and waging war/peace/some combination of the two. This thread is just for signups, so the full rules and regulations will be expounded upon later. I will note a few specific rules that may be different from what you're used to.

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- Setting: PA3's setting was designed from the ground up to have a cohesive canon and timeline. You'll be able to make up anything that isn't specifically mentioned about your state, but that does mean that the look and feel of the setting is constant - there are only two known sapient races, and hard transhumanism is at most a controversial subject. This makes it easier for us to have a cohesive setting.

- Great Powers and Factions: There are twelve independent nations at game start. Three of these - the Allied Federation of Humankind, the Empire of Fortaleza and the Ballakki Quadrarchy - are considered to be "Great Powers." They are unique in that they have two players, one for each of the main two centers of power in the nation. One player serves as the dominant power, and has authority over the armed forces and the government in general. The opposition can help support the government, sabotage the government, or act on its own agenda. In addition, each of the Great Powers has its own mechanism for changing the dominant power - in the Federation, it is elections, in the Empire, it is measured by influence, and in the Quadrarchy, it relates to the state's pacifism. The dominant faction in the Great Powers each receive one extra order.

- Contested Space:
In previous space games, a major focus of the game was colonization of virgin worlds. Here in PA3, virtually all habitable worlds in the Central Orion Arm have been settled already. However, in the borderlands between the major powers lie sectors occupied by system-states, subplanetary powers and even interstellar states that simply cannot compete with the great and secondary powers. Each player nation will receive Influence Points that can be budgeted between and spent in all the contested sectors it borders. The more influence you have in a sector, the greater percentage of its income you will receive. Eventually, if you spend enough influence in a sector, you can attempt to annex it diplomatically to expand your nation. The greater the gap between your nation's influence there and the influence of others, the more likely this is to succeed. However, this may anger the other powers, so be careful.

- Stats:
We've gone for a much, much more simplified system than in TNO that focuses less on hard numbers and more on having a general idea of the state of your nation. This means both less micromanagement for us and more ability for you to focus on the interesting stuff rather than trying to come up with a new economic plan every turn. If it's cool and at least vaguely plausible, we'll try and make it work.

- Combat:
We've generally agreed that land combat is something of a chore, creating a lot of extra work for both players and GMs without a lot of reward. Thus, in PA3, armies function solely as an attachment of navies. As you advance through an enemy nation, you'll have to leave some of your fleet behind at each stop along the way to secure the systems. In general, when you rout an enemy fleet in a system, you'll have a choice to invade or bombard the system. Invasion is costlier and requires cruiser-class ships and larger, but it leaves the planet's infrastructure and earnings potential relatively intact. Bombardment is cheaper and easier, but has extremely detrimental effects on system GDP.

- Events: Extremely popular in TNO, these Kaiserreich-style decisions will return in limited form for PA3. You'll be presented with extremely condensed updates with a variety of choices with actions to take. Unlike in TNO, their use will be more limited and not everyone will get some, but they should help move important events along and make the game more alive.

---

A map, and brief descriptions of the nations:

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Light Blue: Allied Federation of Humankind
Dark Red: Republic of Icarion
Dark Blue: Directorate of State Security
Gold: Federated Republic of New Vietnam
Dark Green: Fortalezan Empire
Turquoise: Empire of Great Lesotho
Lime Green: Hetmanate of Volga
Green: Bevuit Robotics Corporation
Beige: Ballakki Quadrarchy
Purple: Commonwealth of Nuovo Ragusa
Red: Federation of Syndicalist Council Republics
Pink: Tyranny of Heraklinos

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Allied Federation of Humankind: With a political lineage traceable to the United Nations of twenty-first century Earth and its successors, the United Earth Government and the Terran Emergency Coalition, the Allied Federation is the most powerful state in human space. Forged from the remnants of the United Earth Government and the loyal colonies in the aftermath of the Great Invasion, the Federation has remained relatively stable as it has rebuilt the outer worlds from the war's devastation. Being the ruler of Humanity's homeworld and her oldest colonies, the Federation contains unparalleled ethic and linguistic diversity; however, English, Chinese and Russian predominate, with speakers of Spanish, French, German, Italian, Japanese, Korean, Hindi, Urdu, Arabic and Swahili, among other languages, also being prominent. Despite its massive bureaucracy and its confusing, convoluted structure, it is ultimately a democratic parliamentary republic. The Parliament of Humanity elects a Chancellor, who serves as Head of State and Head of Government of the Federation - there is no independent executive.

The Allied Federation's two main political parties, the ruling Federal Democratic Alliance and the Socialist Internationale, vie for political power along with a smorgasboard of minor party groups. In the Federation, elections are held every four years or when the Parliament is dissolved to determine the new ruling party.

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Empire of Fortaleza: Forged out of a republic that itself was the result of a war of independence against the Brazilian government in the mid-21st century, the Fortalezan Empire is the primary challenger to the Allied Federation's dominance. Essentially untouched by the Ballakki invasion, the Empire managed to absorb several devastated colonies in the immediate postwar, and quickly challenged the authority of the United Earth Government in its area of space. In the postwar chaos, the Empire was able to launch a lightning campaign of expansion, propping up regimes such as Great Lesotho to ensure its security. While the Empire has large Chinese, West African and Indian populations that combined outnumber the Brazilian upper class, Portuguese is the sole official language of the Empire. The Empire has varied in its degree of constitutional versus absolute monarchy, given fairly frequent coups, but at present it is a semi-constitutional monarchy where both the Crown and the Parliament, dominated by merchant lords, fight for influence.

The Imperial Crown and the Imperial Parliament both have power over the Fortalezan bureaucracy, which is where much of the real work gets done. Which among these is dominant varies based on their influence, which tends to rise with successful orders and falls with failed ones. At present, with a conniving Prime Minister and an Emperor of average gifts at best, it is anyone's game, so to speak.

---

Republic of Icarion: An essentially one-party state centered on the world of Icarion, which was settled by colonists from the southern United States of America who thought their way of life was being threatened by the formation of the United States of North America in the late 2000s. Icarion is something of a simulacrum of the early-to-mid 21st century American south, preserving both its particular dialect of English as well as some of its prominent political dynasties, such as the Romney, Bush and Underwood families. Long at the frontier of human settlement, the Icarionites built an expansionist state that was taken over early in its history by its military, who were then themselves overthrown in a counter-coup by revolutionaries that soon turned into an able replacement for its shaky military juntas. The Whig Party dominates Icarion, balancing the interests of the President, the Senate and the military.

As one of the first areas occupied by the Ballakki aliens and the last to be liberated by human forces, the Icarions have long memories of the Ballakki jackboot. As such, their jingoistic anti-alien policies, not to mention their unstable dictatorship, is something of an embarassment to their Federal allies.

---

((more to come, here's the design document for more info and to tide you over))

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Signups
As you may know, some players have already spoken to me on IRC about which nations they want and their design. Thus, countries that have already been claimed will have a player name and an asterisk by them. These players will need to post in-thread to confirm their spots. Other players may request those countries, but must also include a backup choice. In the meantime, feel free to start posting lore about your country and so forth.

Allied Federation - Federal Democratic Alliance* (jeeshadow)
Allied Federation - Socialist Internationale* (TJDS)
Republic of Icarion* (alexander23)
Federated Republic of New Vietnam* (aedan777) (1)
Directorate of State Security* (Lochlan)

Empire of Fortaleza - Imperial Crown
Empire of Fortaleza - Imperial Parliament* (Terraferma)
Empire of Great Lesotho
Hetmanate of Volga* (Mikkel Glahder)
Bevuit Robotics Corporation

Ballakki Quadrarchy - Heretic Princes
Ballakki Quadrarchy - Orthodox Princes
Commonwealth of Nuovo Ragusa* (sealy300)
Federation of Syndicalist Council Republics
Tyranny of Heraklinos

(1) Aedan will not be responsible for any updates regarding his own country.

---

IRC
IRC is not required to play the game, but it is very helpful. Our channel is #PA3_Main.

Detailed instructions will be up shortly.

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Miscellaneous

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Flag of the Allied Federation

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Flag of the Fortalezan Empire

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Flag of the Ballakki Quadrarchy

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Great Seal of the Federation
 
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Confirming as the FRNV
 
  1. Imperial Crown of Fortaleza
  2. Empire of Great Lesotho
 
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State Flag

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Flag of the Royal Family

Hetmanate of Volga reporting for Jeffersonian Ideals

Hetman: the VII Alexey z Klan Kaledin
Heir Apparent: Princess Maria Katarina z Klan Kaledin

Culture
The Volgan culture has always been very, very conservative. Even before the Ballakki came and imposed the caste system. One of the very reasons that they could construct such a system on Volga, was due the aristocraty, clergy and farmers being ultra-conservative. During the time of the Ballakki "enlightenment" four castes appeared plus an untouchable class which were mainly industrial workers and people helping on the farms. The caste system is as follows:
- The Higher castes: Священники (Svyashchenniki, priest), Воины (Voiny, Warrior, naturally born leader), Коммерсант (Kommersant, Merchants, factory owners, landowners).
- The lower caste: Служитель (Sluzhitel, servant)
- No Caste: Hеприкасаемый (Neprikasayemy, Untouchable)

- There are quite a few norms and some laws about the caste system and how to behave. There exist laws for each caste and then laws that applies to all of them. For the untouchable, there is exist only one law that basically states that they are not a proper part of society.

- It is punishable by death to marry outside your caste (and thus climbing the ladder of society). Helping the untouchables is seen as a sin and the very few who dares or cares to do it, either get thrown out of their caste becomming casteless or they get executed.

- The untouchalbe is a dodgy subject in the Volgan society. They are not represented in any way and are mainly ignored by the general population. Even though they are basically slaves, the Hetman and his parliament has to grant some kind of concessions to these foul beast that roams the factories of the Volgan society. All of these concessions are kept secret and are classified.

- Even though such concession have been made, the untouchables are the most oppressed part of society. Having no rights or citizenship, the government, nobles and the church can do whatever they want with them. The most common example of this, is that they are used for hard, manuel labour for little to no pay (even though they are fed during the time they work).

- During war time, the untouchables play are major part. They are mass drafted, given sparse equipment and little training in massive regiments where their prime objective is to flood the enemy so that the professional Volgan troopers and special forces have an easier time fighting the enemy. The high command has no quarrels in bombing the untoucable if it improves the war effort in any way, as they are plentiful and cost nothing.
----

A prime thing in the Volgan society is tradition. It is seen as disgrateful if you do not follow the path of your father. If he was a farmer, you're bound to become a farmer and if he was a noble, you're bound to be a noble yourself. Similarly to medieval Europe, the noble houses and the church are extremely powerful, with many internal power struggles and sometimes even private wars to solve their problems. Having the favour of the Hetman is extremely important as a noble, as if you fall out of faith, you might lose everything your family have gained and thus many nobles grants gifts to the Royal House and try to marry their sons and daughters into the family.

Before and during the Ballakki "Enlightenment" the Volgan society was very agrarian and backwards so to say. The Ballakki didn't only bring religion however, they learned the Volgan governments how to use advanced weaponry and how to properly build spaceships that should be used in combat. A small fleet was made, it was however destroyed during the ensuring combat against the Fortaleza Empire in the Volga system (the ships had been taken by the Ballakki).

After they had been liberated, the society changed a lot over the ensuring years. Even though it is still very agrarian and rural, many cities have sprung up. The nobles are still seen as 'pure' due to them having the capital necesarry to live a life without working and living in harmony with nature. In propaganda, the Volgan citizen can see how the noble work his small-scale self-sufficent farm and needs nothing more than his plot of land. This is however only a smokescreen to keep the population in check and in reality the aristocraty and church lives in great excess, far away from the ideal life of the Volgan citizen.


Politics of Volga
Even though the Hetman has all of the executive power, he is forced to cooperate with the Rada that is a tricamerial parliament that is supposed to be called together at least twice a year. Even though this is written in law it is for the most time not followed and not long ago, the Hetman refused to assemble the Rada and ruled as he saw fit. Not that he doesn't do that otherwise. Because the Rada is very limited in its power and mainly exist to debate some of the Hetman's action, provide advice and provide with a rubber stamp on the actions of the Hetman and vote for his laws. The three "estates" in the Rada are: The Ecclesiastical Lords, The Gentry, The Common People (representatives mainly from the peasentry).
The Hetman has most problems with the bureaucracy which byzantine and impenetrable and often blocks his actions either due to it having legals problems, them wanting to increase their considerable power or them wanting to get salary increase. There is often a competion between the Hetman and the Rada on who can get the favour of the bureaucracy. Even though they have power to block laws, they are worried about the heir of the Hetman, Princess Maria Katarina, who once in power is prone to change the system since she despises the system as is.

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Military of Volga
In peacetime, the Volgan armed forces exists of a professional core of soldiers who are trained and drilled excessively to make a strong land army and airforce. In war time however, the Untoucable class is massdrafted into the army, given a weapon and basic training. Then they are the vanguard and charge into the enemy as meatshields, so that the professional army can reach its targets and secure strategically targets. The officers come from the aristocracy and are hugely priviliged as the rest of the nobles in Volga.

 
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1. Orthodox Ballakki
2. F.S.C.R.
3. Heretic Ballakki
 
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1. Federation of Syndicalist Council Republics
2. Bevuit Robotics Company
 
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In Order of Preference:

1. Orthodox Ballakki Princes
2. Heretic Ballakki Princes


Praised be the Nature-God!
 
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Empire of Fortaleza - Imperial Parliament

"Prosperidade. Poder. Progresso."
 
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Confirm as the Federal Democratic Alliance.
Long Live the Federation and Democracy!
 
1. Bevuit Robotics Corporation
2. Ballakki Quadrarchy - Heretic Princes
3. Ballakki Quadrarchy - Orthodox Princes
4. Federation of Syndicalist Council Republics
 
Confirmed as the Socialist Internationale.
 
Roster:

Jeeshadow confirmed as FDA
TJDS confirmed as the Socialist Internationale
Aedan confirmed as the FRNV
Terraferma confirmed as the Imperial Parliament
Mikkel confirmed as the Hetmanate

--

Imperial Crown: Korona
F.S.C.R.: Fingon
Bevuit Robotics: Dadarian
Heretic Ballakki: Corman50
Orthodox Ballakki: Noco19
Heraklinos: Maxwell500
Great Lesotho: Duke Dan the Man

--

Alexander23, Eid3r and sealy300 have 24 hours to confirm as Icarion, the DSS and Nuovo Ragusa, respectively. If they don't, those will be up for grabs.
Sorry to those who applied and didn't get a spot. You can either apply for one of these, or wait it out. Aedan and I won't be adding any new countries to the game, but there may be a solution. We'll keep you posted.
 
I confirm the Icarion Republic blessed by god and the last bastion of humankind against the xeno and their corrupted degenerates.