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Old July 11, 2001, 12:22   #1
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The Chiron Chronicle: Admin (3)
Restart #3 Administration

Faction Details
City Bases
Characters

Go here.
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Old July 11, 2001, 12:23   #2
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The University
University Placeholder

Leader: Academian Prokhor Zakharov

HISTORY

2192- Celeste Delilah Anderson-Xanderson loses to Prokhor Zakharov in the elestion because of
a vigorous new campaign by Zakharov against the globalization of the University.
He pushes to make the University friends with all other factions, still maintains hate for the
Cyborgs- but works for peace and alliances with everyone, however, he refuses to go to any
trade summits or other things.
- He abolishes the advisors, but retains the High Councilors and works to destroy the
'undermining' forces in the University (AKA Perfect Society, Howellites)
2193- Dr. Kyle Fitzben, Leader of the Planet Health Services movement dies in prison
2195- The Planet Health Service movement dissolves when Zakharov announces a new campaign
to create a healthier state. He will force all Universites to walk or run for at least
an hour each day.
2197- Daniel Jakhobs-Howell enters into a dialogue with a Cyborg and discusses his past wrongs.
His people cry for leadership against the evil Cyborgs. He has become a cult figure.


ADMIN

University
2200

Head Academican Prokhor Zakharov (born 1994)
Assistant Academican Stewart Ignatius Davidson-Carl (born 2113)
Secretary of State Anastasia Louisia Zakharov-Baens (born 2030)
Commander of Armed Forces Scott James Zool-Poole (born 2103)

High Councilors
1 Stephen Louis Stevenson-Dalek
2
3
4
5

University Base City Manager Gregory George Gnu-Ghanst (born 2121)
Chief of Security William Louis-Durnham (born 2130)

University Base- (691,000)
Production:


Defense:
Pulse-R-Sentinel [1-9-1] Green
Pulse-R-Sentinel [1-9-1] Disciplined
Pulse-R-Sentinel [1-9-1] Disciplined
Resonance Sentinel [1-5-1] Veteran
Resonance Sentinel [1-5-1] Veteran
Resonance Sentinel [1-5-1] Veteran
Militia [1-1-1] Trained +10%
Militia [1-1-1] Trained +10%
Artillery [3-1-1] Immobile
(Nerve Gas Pods [Damage +2] To outfit up to 5 units) *Hidden*
(Torture Bullets [explode in body, cause man to blow up *Damage +2 (confusion)] enough for 3 units *Hidden*
(Radar Sensors [Long Range Sensing of Probes] *Installed In base 3 units worth.)

Facilities:
Headquarters [built 2100]
Perimeter Defense
Command Center
Hologram Theatre
Recycling Tanks
Biology Lab
Punishment Sphere
Recreation Commons
Network Node
Hab Complex
Cloning Tubes [beginning building in 2125; finished in 2195]

Notes:
Xenophobes
1.Howellites (2,100) led by Daniel Jakhobs-Howell
2.University Supremisists (13,500) These citizens don't want the University to talk to any other faction
3.Extremists (700) A splinter group from Daniel Jakobs-Howell who wish to do even more damage to Cyborgs since he has mellowd.

Political Groups
1.Cyborgs (4,619) These are Cyborg citizens in University territory for various reasons.
2.Pascifists (170,000) Against War and isolation
3.Zakharovians (510,000) The current group in power, these people follow Zakharov's 12 points of a leader philosophy
4.Data Angels (9,275) (See "Cyborgs")
5.Anti-Cybordics (301,000) A majority of University Citizens are for the eradication of all Cyborgs within University boundaries and without.
6.The Perfect Society (73,000) Beliefs in Knowledge and Wealth; led covertly by Head Financial Officer Don Darden of the Morganites

The Perfect Society Members
(Banner is a Lightbulb and Stock Report)
-The Leader (HFO Don Darden) (MORGANITE)
-'Kommandant' Reya Hollis-Keyson (UNIVERSITY)
-'Kommandant' Julius Juliard-Johnson (MORGANITE)
-'Kommandant' Victor x (MORGANITE)
-'Kommandant' Celeste Delilah Anderson-Xanderson (born 2125) (UNIVERSITY)
-Isotope (UNIVERSITY)
-Sir Cloud (UNIVERSITY)
-Sir Pong (UNIVERSITY)
-Sir Tech (UNIVERSITY)
-Thunderbird (MORGANITE)
-Giant Roc (MORGANITE)
-Basil Isk (MORGANITE)
-The Commodore (MORGANITE)


Howellites
-Daniel Jakhobs-Howell (leader)
-Neil Duncan-Howell (assistant)
-Alexsandar Thyme-Graw

Xtremists
-Victore Laos-Howell (general) [opposes Daniel's new pascifist tendencies- kills him?]

Outpost #1- (306,000)
Production:


Defense:
Pulse-R-Sentinel [1-9-1] Green
Plasma Sentinel [1-4-1] Veteran
Resonance Sentinel [1-5-1] Green
Resonance Sentinel [1-5-1] Green
Militia [1-1-1] Trained +10%

Facilities:
Recycling Tanks
Network Node
Perimeter Defense
Recycling Tanks
Biology Lab
Energy Bank
Recreation Commons

University Heights- (245,000)
Production:


Defense:
Plasma Sentinel [1-4-1]
Plasma Sentinel [1-4-1]
Plasma Sentinel [1-4-1]
Militia [1-1-1] Trained +10%

Facilities:
Recycling Tanks
Biology Lab
Network Node
Perimeter Defense
Recycling Tanks
Recreation Commons

Techopolis- (193,000)
Production:


Defense:
Resonance Sentinel [1-5-1] Veteran
Resonance Sentinel [1-5-1] Veteran
Resonance Sentinel [1-5-1] Green
Militia [1-1-1] Trained +10%

Facilities:
Recycling Tanks
Perimeter Defense
Network Node
Biology Lab
Recreation Commons

Research Inspiration- (163,000)
Production:
RESEARCH

Defense:
Pulse-R-Sentinel [1-9-1] Green
Resonance Sentinel [1-5-1] Veteran
Plasma Sentinel [1-4-1] Veteran
Militia [1-1-1] Untrained

Facilities:
Recycling Tanks
Network Node
Perimeter Defense
Children's Creche
Recreation Commons

-----

Rocky Crag- (190,000)
Production:
Former

Defense:
Resonance Sentinel [1-5-1] Green
Resonance Sentinel [1-5-1] Green
Resonance Sentinel [1-5-1] Green
Militia [1-1-1] Trained +10%

Facilities:
Recycling Tanks
Network Node
Children's Creche
Perimeter Defense
Biology Lab

Memorial Caverns- (81,000)
Production:
?

Defense:
Resonance Sentinel [1-5-1] Green
Resonance Sentinel [1-5-1] Green
Resonance Sentinel [1-5-1] Veteran
Militia [1-1-1] Trained +10%
Militia [1-1-1] Trained +10%

Facilities:
Recycling Tanks
Children's Creche
Biology Lab
Network Node

-------

Offensive Units

-7 Formers [1-1-1] (5 in regular bases) (2 in hidden bases)
-1 Needlejet (in University Base)
-3 'Subpar' Probe Team (1 in hidden bases) (2 in regular bases)
-10 Mindworm Boils [5-3-3]*In xenofungus [3-2-1]*Out of Xenofungus (controlled by University) (Scattered)
-6 Mindworm Pre-Boils [2-2-3]*In xenofungus [1-1-1]*Out of xenofungus (controlled by University) (Scattered)
-1 Pulse Particle Rover [4-4-2] (Patroling Seaside)
-2 'Disciplined' Particle Rovers [4-1-2] (Near University Base)
-2 'Veteran' Particle Rovers [4-1-2] (In University Heights)
-1 'Disciplined' Particle Rovers [4-1-2](In Outpost #1)
-1 'Green' Particle Rover [4-1-2] (In Outpost #1)
-2 'Green' Partical Rovers [4-1-2] (In Techopolis)
-1 'Green' Partical Rover [4-1-2] (Near University Heights)
-1 'Disciplined' Particle [4-1-2] (Near Techopolis)

Commander of Armed Forces Elijah Joseph McDowell-Hammn (born 2013)

1st Battle Group (Under General Dis Laird-Kings) (In University Base)
-1 Missile Launcher [A6 D1 M1 v Air/Sea] (In University Base)
-2 Pulse Particle Rovers [4-4-2] (In University Base)
-2 'Veteran' Particle Rover [4-1-2] (In University Base)
-2 'Green' Laser Rovers [2-1-2] (In University Base)

*When Fighting Air/Sea, Land's Effectiveness is halved
StrengthLand 21-12-10 *Missile Launcher Ineffective Air/Sea 16-7-7
Power
-Offense 26 points (5 from movement)
-Defense 17 points (5 from movement)

5th Battle Group (Under General Wilson Ffolk-Botha) (Headed for Data Angels)
-
-2 'Disciplined' Particle Rovers [4-1-2]
-1 'Green' Partical Rovers [4-1-2]
-2 'Disciplined; Laser Rovers [2-1-2]

Strength 16-5-10
Power
-Offense 21 points (5 from movement)
-Defense 10 points (5 from movement)

Rocky Crag Battle Group (Under General Lawrence Alistair Ewan-Greed) (Strike at South Cyborgs)
-3 'Disciplined' Particle Rovers [4-1-2] (In Memorial Caverns)
-1 'Green' Particle Rovers [4-1-2] (Near Rocky Crag)
-1 'Green' Scout Rover [1-1-2] (In Rocky Crag)

Strength 17-5-10
Power
-Offense 22 points (5 from movement)
-Defense 10 points (5 from movement)

Social Engineering
40% Economy
50% Tech
10% Psych


University Techs [24]: (6 tech points left over)
Researching: (Secret)

Doctrine: Air Power (Explore 5) [Needlejet M8]

Synthetic Fossil Fuels (Explore 4) [Missile Launcher A6]
Advanced Military Algorithms (Conquer 4) [Punishment Sphere, AAA Tracking, Deep Radar]
Silksteel Alloys (Build 4) [Silksteel Armor 1-4-1] (Discovered in a Unity Pod)

Adaptive Doctrine (Conquer 3) [Pulse Armor* Defense 3]
Industrial Automation (Build 3) [Hab Complex, The Planetary Transit System, Wealth]

Nonlinear Mathematics (Conquer 2) [Particle Impactor]
Doctrine: Loyalty (Conquer 2) [Perimeter Defense, Command Nexus]
High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]
Planetary Networks (Discover 2) [Probe Team, Planned]]
Polymorphic Software (Discover 2) [Heavy Artillery (Defensive in Cities)]
Secrets of the Human Brain (Discover 2) [Hypnotic Trance]
Industrial Economics (Build 2) [Energy Bank, Free Market]
Doctrine: Flexibility (Explore 2) [Foil M4]
Ethical Calculus (Explore 2) [Childrens Creche]

Industrial Base (Build 1) [Synthmetal]
Social Psych (Build 1) [Recreation Commons]
Applied Physics (Conquer 1) [Laser]
Biogenetics (Discover 1) [R-Tanks, The Human Genome]
Information Networks (Discover 1) [Network Node]
Doctrine: Mobility (Explore 1) [Speeder]
Centauri Ecology (Explore 1) [Former]
Progenitor Psych (Explore 1) [Aquafarm]


Government

Government- Modified Democracy
Elections every 10 years, the leader is elected by the Scientists and Military only, the
regular people and immigrants have no say in the election.

Economy- Free Market
Taking a hint from the Morganites and wishing to be proserous, the University has decided
to go Free Market

Values- ?



Formulas
Every 40 (Days)-
60% to tech- 4 tech pts.
50% to tech- 3 tech pts.
40% to tech- 2 tech pts.
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Last edited by DarkCloud; July 12, 2001 at 20:47.
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Old July 11, 2001, 17:30   #3
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How does this thing exactly work out? I select a free faction and "make up" some facts of it? Huh?
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Old July 11, 2001, 18:27   #4
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Yes, that is the crux of the matter.
I'm posting an example above and will fix it later.

The technologies are determined by a formula that is posted at the bottom of the post.

You are welcome to join the game if you wish to.
All Alpha Centauri and Alien Crossfire factions that are not yet taken are open to use; oh, please move this discussion to the discussions thread... thanks
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Old July 17, 2001, 12:55   #5
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The Hive

The Hive is one of the larger factions on planet in terms of population, industry, and military power. It's economic and technological development lag behind, and its command economy with an emphasis on self-sufficiency complicates inter-factional trade. The Hive is currently a police state with a planned economy, and survival values.

Hive Government

The Hive is governed by the Central Committee, a group Chairman Yang's handpicked supporters. The Committee is made up of various ministers responsible for different functions of the Hive government, such as defense, industry, education, and so on. Yang is the Chairman of the Committee, elected for life, although he can be removed by a three quarters majority of the committee. Decisions of the Chairman are final in all matters. Open discussion is permitted at meetings of the Central Committee, but the formation of factions within the Committee is banned.

Hive society

The Hive is run according to the principles of Chairman Sheng-ji Yang, the foremost of which is that the good of the whole is greater than the good of its parts. Thus, Hive citizens are treated like machines, and they are taught to enjoy it from an early age. The Hive operates with greater efficiency than could be expected from its planned economy and its police state because there is no need to meet consumer demand, only to provide those things necessary for the continued productivity of the citizenry and the faction as a whole. Citizens live in barrack-like bunk houses, wear identical work suits, and eat a nutritious glop twice a day. Work takes up 6-8 hours of the 18 hour Chiron day, sleep six, and the rest is taken up by transportation and extra duties such as base security or extra work in different fields.
Women in the Hive have a rather low status. They are expected to produce a child every two years as long as they are of child-bearing age. Many spend their whole lives raising Hive children in large, communal bunk houses or doing light factory work. A few who show special aptitude in other fields are exempt from child bearing duties, as are those who are deemed genetically inferior.
The language of the Hive is a dialect of mandarin known as Hive Chinese, written with an alphabet but still maintaing many features of the original language. The most striking thing about Hive chinese is that its vocabulary has been altered to provide for concepts unique to Hive society and to eliminate those inapplicable to it.

The Hive military

Strategic organization of forces
General:
The Hive's military command is divided into four military districts: The Northern military district on the Free Drone border, the eastern military district on the eastern seaboard and Planetneck, the western military district on the west coast, and the central military district, responsible for the inland areas, as well as for managing reserve units and supplies.
Airforce:
The Hive airforces consist of two types of aircraft: Interceptors, designed for reconaissance and airdefence, and attack aircraft, equipped with nerve gas, designed for destroying ships, bombarding enemy cities, and providing close-in ground support. In the future, however, helicopters may replace attack aircraft in many roles. The Air forces train seperately from other forces, but command is integrated at the military district level. The Hive air force could probably provide close-in ground support and coastal defence with relative ease, but strategic bombing would be very difficult.
Navy:
The Navy is responsible for two missions. The primary one is coastal defence, but a secondary mission is coastal bombardment. In the future, it is hoped that the Hive Navy will develop the capacity to project power overseas, but for now, this capability has not been developed to avoid provoking the pirates. The Hive navy consists mostly of groups of foils centered around cruisers.
Army:
This is the main component of the Hive military, and the one which will recieve the most discussion here. The Hive military is largely composed of infantry, which are responsible for base defense and for manning the Hive's border defenses. Rovers are used to provide mobile firepower. They would be used to plug a hole in a defensive line, or to capitalize on an offensive. They would be expected to take heavy casualties in the event of a conflict. Hive strategists predict that future wars will be characterized by large defensive lines bogging down combat in the early stages, with fierce fighting eventually resulting in breakthroughs by one side, or perhaps both. At this point, the ability to quickly reinforce beleagured defenders or faltering attackers would be critical. Artillery is also heavily used by the Hive for coastal defence, the breaking of defensive lines, and to provide combat support.

tactical organization of the army
Infantry:
Hive infantry are foot-mobile units which are easy to train and equip. They are trained for trench warfare, but also for long marches. Hive infantry units are built around fire teams, groups of soldiers responsible for operating a weapon such as a machine gun or a missile launcher. Each fireteam also contains men armed with impact rifles. These fireteams are then put together to form squads, platoons, companies, and so on, with weapons like artillery and extra heavy weapons being added at each higher level of organization. Mortars are a favorite weapon, as they are man-portable, easy to manufacture and use, and can provide devastating fire support. Mortars are also used to deliver the nerve gas shells with which all Hive units are equipped. Hive infantrymen recieve extensive chemical warfare training, and they expect to use nerve gas in future conflicts with great effectiveness. The main weakness of the infantry is that their poor mobility makes them vulnerable whenever they cannot dictate the location of a battle. This makes them most useful either when fighting in prepared trenches or when trying to take bases and other objectives, but making them rather poor at fighting rovers in open terrain. To combat these weaknesses, the Hive has started to manufacture unarmed and unarmored rovers designed only for the purpose of transporting infantry into battle. Both by numbers of men and numbers of units, the Infantry are the largest component of the Hive's army. The average Hive infantry brigade contains 1,500 troops.
Rovers:
Hive Rovers are designed to be very fast and deadly. They are unarmored to improve speed and bring down costs. In a war, they would fight alongside infantry to provide support, and they would also be deployed if mobile operations were necessary. Rovers would need to be produced rapidly in case of war, because they are likely to take heavy casualties. Hive rovers are also equipped with mortars and nerve gas, and also expect to make use of it in any future war. The average Hive rover brigade is made up of 160 rovers.

Hive base infrastructure
All Hive bases have the following facilities:
Recycling Tanks
Recreation Commons (Secret Police HQ)
Network Node
Energy Bank
Aerospace Complex
Additionally, all Hive bases are built underground and have defensive tunnels and firing posts, effectively providing for perimeter defense.

Disposition of the Hive military

Navy
24 6-3-1 AAA foils (missile foils)
3 in North West near Paradise swarming and Chairman's Burrow
4 missile foils on central Western coastline
4 in south-west peninsula area.
1 in the bay separating the Hive from the Drones
5 on the east side of the peninsula and in the Planetneck area.
3 in reserve at The Hive
3 on Western continent.
The Hive also have 4 clean foil transports, one on the western continent, one on the Hive's southern peninsula, and two in reserve at The Hive.
Air Forces
12 6-1-10 X helicopter units
3 around Planetneck
3 on Free Drone border
2 on the peninsula
2 on the west coast
2 in reserve and on patrol in central region

12 6-1-10 SAM needlejet interceptor units
4 at Deep Passages
4 at Society Grid
2 at Hole of Aspiration
2 at Sheng-ji Yang base

4 6-1-10 X missile needlejets
2 at the Leader's Horde
2 at Sheng-ji Yang Base

The Hive air force has many tasks. It is responsible for coastal defense, air defense, and ground support. It has specialized units for each task. Helicopters are responsible for patrol and ground support duties. The Hive has twelve helicopter units, with four being based around the planetneck, four at the free drone border, two on the west coast, and two in reserve at Hole of Aspiration. Needlejets are responsible mostly for anti-ship duties and with a secondary ground support mission, and the Hive has four of them, two based at The Leader's Horde, and two at Sheng-ji Yang base. Interceptor needljets are responsible for intercepting enemy aircraft, and the Hive has twelve, four at Deep Passages, four at Society Grid, and two each at Hole of Aspiration and Sheng-ji Yang base.

Army
1 6-3-1 X missile infantry at every base as a garisson.
10 6-1-2 X missile artilleries spread along the western seaboard for coastal defense.
15 Units at Planetneck:
6 of the X misisle infantries, 3 6-1-1 X artilleries, 1 6-1-2 X artillery, 4 6-1-2 X missile rovers, and 1 1-1-2 transport rover unit.
18 units on Free Drone border
9 X missile infantries, 3 6-1-2 X artillery, 5 6-1-2 X rovers, one 1-1-2 transport rover unit.
15 6-3-2 X AAA missile rovers spread throughout Hive territory, 12 on the coast to destroy amphibious landings and three in reserve. These guys are some of the best the Hive has.
Reserve forces, at Hole of Aspiration and elsewhere:
8 6-3-1 X infantries, 6 X 6-1-2 missile rovers, and 4 6-1-2 X artilleries.

AIS troops, levies, and other paramilitary forces:
The Hive has a large secret police force known as the Agency of Internal Security, responsible for base and faction security and intelligence. They are stationed at every base, and in case of enemy attack would be able to distribute weapons to ideologically pure citizens and organize defense of the base. In essence, a probe team with plasma steal armor at every base. Like all probe teams, they require no support, but the AIS forces would be extremely ineffective at organizing probe team operations against enemy factions outside their immediate base vicinity.

Last edited by Natan; September 2, 2001 at 19:58.
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Old July 17, 2001, 17:56   #6
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I used [SECRET] and [/SECRET] to sign secret information, and also added some text notes indicating secret data.

PUBLIC DOCUMENT

THE LORD'S BELIEVERS - FACTION SPECS

Introduction

The Lord's Believers are originally the co-workers and followers of Sister Miriam, former Unity Psych Chaplain. The priority of a Believer citizen is to worship the Christian God. Due to it's negative feeling about technological advance, this faction has the tendency to be behind is military hardware and such. This is though balanced by the fanaticism of the Believing soldiers. Probe team actions are also impossible against the Believer's since their data networks are highly crypted and because there simply aren't too many of them.

Society

The Believer's are a mix of the old Christian doctrines of Earth, mostly Catholics and Meredithians. There are no Prostetants, which are taken as heretic and therefore against the Believing doctrine. Actions like abortion and contraception are extremely forbidden, also gambling, alcohol and other 'corruptive' elements are forbidden.

Goverment

Leader:

The charismatic leader, backed up by a police-stateish Fundamentalist regime. People have no desire to overthrow or vote another leader, because they simply don't believe anyone else then their current ruler would be better.

Order of Christianity:

Founded in the early days of Planetfall, the Order consists of eight prominent Christian officials, usually educated in theology. It wouldn't be considered a political organ in any other faction.
Usually the leader and the Order negotiate the faction's future politics and actions in specific meetings and conferences, but it is an accepted fact that the military chiefs and the leader might commit actions even without the approval of the Order.

Military Command:

Sister Miriam Godwinson is the Supreme Commander of the Believer Armed Forces. The Armed Forces split into several branches. The branch commanders, the Supreme Commander and the Chief Military Advisor form the Crusade Committee, which controls entirely all Believer operations.

Internal Order

Believers are considered a Fundamentalist community, mainly because Miriam and the Order maintain the citizenry in a complete religious faith towards their God and the rulers themselves.
Actions described before and also spreading Prostetant doctrine are forbidden.
The internal stability is upheld firmly by the Heretic Actions Survey and Control Police, AKA the Control Police, HASCP, CP.
The Control Police has almost all jurisdictional power in the Believing society, hence the leader of the Control Police is a prominent member of the Believing chain of command.

Believer Characters

Leader: Sister Miriam Godwinson

Order of Christianity

Father Daniel Leoden, leader of speech

Sister Lauren O'Toole, second leader of speech

Other members:

Brothers Andreas Green, Thomas Kovanovic, Peter Heidelsson and Lucas Smith

Sisters Ruth Lordchild and Ester Koivula.

Military Commanders and Branches

Ground Attack Forces - under the command of General Zacharias Helin, Second Commander of BAF, the GAF covers all ground-based offensive campaigns.

Ground Defense Forces - under the command of General Michael Faraday, the GDF are responsible for organizing defense in Believer bases against enemy threats. They work in close co-operation with the

Air Forces - under the command of General Rachel Garnet, the AF handle both aerial bombardment and intercepting of enemy aircraft.

Naval Forces - under the command of Admiral Walter Kellerman, the NF's area is attacks and defensive maneuvres on the Believer seas.

(Heretic Actions Survey and) Control Police - under the command of General Dimitri Valerikov, the CP deals with internal security in Believer bases.

Chief Military Advisor, Third in Command - General Jacob Peterson

[SECRET]
Special Forces - under the command of General Benedicte Saunders, the Special Forces cover commando strikes, integration of prototype weaponry and probe team actions.
[/SECRET]

Ambassadors

The Believers have embassies with four factions so far. These factions also all have an embassy in New Jerusalem:
Morgan Industries (Morgan Industries), Data Angels (Data DeCentral), Spartan Federation (Sparta Command) and Human Hive (The Hive).

Morgan Ambassador: Dellen Rhias
Angel Ambassador: Thorne Yard
Spartan Ambassador: Thomas Locke
Hive Ambassador: Richard Atley

Planetary Council representative: Theodore Deacon

Social Engineering:

Fundamentalism/Planned/Power/None

Econ/Psych/Tech: 50/10/40

Base Operations:

(Base stats except pop and location are secret info)

Believer Census 2199: 1 500 000 citizens

Land Bases

New Jerusalem 23, 111
Believer Headquarters
Site of the famous Planetary Transit system, built in M.Y. 2197


Pop: 170 000

Building: X Impact Rover

Facilities:

Headquarters
Recycling Tanks
Punishment Sphere
Children's Creche
Command Centre
Energy Bank
Network Node

Noah's Rainbow 22, 116

Pop: 90 000

Building: Network Node

Recycling Tanks
Recreation Commons
Children's Creche
Command Centre

The Lord's Chosen 16, 116

Pop: 110 000

Building: Command Centre

Recycling Tanks
Recreation Commons
Chilren's Creche

Sanctity Base 13, 119

Pop: 80 000

Building: Command Centre

Recycling Tanks
Recreation Commons
Chilren's Creche

New Eden 9, 117

Pop: 100 000

Building: Impact Rover

Recycling Tanks
Children's Creche
Command Centre
Punishment Sphere
Perimeter Defense

The Coming of the Lord 12, 112

Pop: 120 000

Building: Network Node

Recycling Tanks
Children's Creche
Command Centre
Punishment Sphere
Perimeter Defense

Godwinson's Hope 15, 109

Pop: 60 000

Building: Network Node

Recycling Tanks
Children's Creche
Command Centre
Punishment Sphere
Perimeter Defense

Time of Salvation 7, 109

Pop: 60 000

Building: Network Node

Recycling Tanks
Children's Creche
Command Centre
Punishment Sphere
Perimeter Defense

Great Conclave 11, 105

Pop: 90 000

Building: Energy Bank

Recycling Tanks
Children's Creche
Command Centre
Punishment Sphere
Perimeter Defense

Judgement Seat 10, 98

Pop: 40 000

Building: X Impact Squad (4x-1-1)

Children's Creche
Command Centre
Perimeter Defense
Punishment Sphere

Great Zion 3, 103

Pop: 50 000

Building: Impact Foil (4-1-4)

Command Centre
Perimeter Defense
Punishment Sphere

Redemption Base 6, 94

Pop: 20 000

Building: Trance Scout Infantry

Children's Creche
Command Center
Perimeter Defense

Far Jericho 13, 93

Pop: 30 000

Building: X Impact Rover (4x-1-2)

Perimeter Defense
Command Centre

The Lord's Mercy 20, 90

Pop: 40 000

Building: Transport Foil (0-1-3)

Punishment Sphere
Children's Creche
Command Centre
Perimeter Defense

The Lord's Truth 24, 94

Pop: 70 000

Building: Perimeter Defense

Recycling Centre
Energy Bank
Children's Creche

Blessed Saviour 23, 99

Pop: 100 000

Building: Foil Former (0-1-3)

Recycling Centre
Children's Creche
Network Node
Energy Bank
Recreation Commons

The Voice of God 21, 105

Pop: 70 000

Building: Foil Former (0-1-3)

Recycling Centre
Children's Creche
Network Node
Energy Bank
Recreation Commons

The Lord's Grace 27, 105

Pop: 30 000

Building: Plasma Garrison

Command Centre
Energy Bank
Recreation Commons

House of Martyrs 30, 110

Pop: 10 000

Building: Plasma Garrison

Command Centre
Energy Bank
Recreation Commons

Throne of God 34, 106

Pop: 10 000

Building: Command Centre

Energy Bank
Recreation Commons
Network Node

Valley of the Faithful 31, 101

Pop: 40 000

Building: Perimeter Defense

Energy Bank
Recreation Commons
Network Node
Command Centre

Divinity Base 29, 97

Pop: 30 000

Building: Impact Foil (4-1-3)

Command Centre
Perimeter Defense
Recycling Tanks
Network Node

Hallowed Ground 35, 99

Pop: 10 000

Building: Command Centre

Energy Bank
Recreation Commons
Network Node

Terrible Swift Sword 41, 101

Pop: 10 000

Building: Colony Pod (0-1-1)

Recycling Tanks
Recreation Commons

The Lord's Gift 41, 93

Pop: 20 000

Building: Former

Recreation Commons
Energy Bank

Righteous Sentence 54, 88

Pop: 10 000

Building: Trance Plasma Garrison (1-3t-1)

Recycling Tanks

Blessed Redeemer 41 ,93

Building: Recycling Tanks

Pop: 20 000

Recreation Commons

Children of God 5, 115

Building: Recycling Tanks

Pop: 20 000

Recreation Commons

Seabases

He Walked on Water 28, 122 (Sea of Nessus, East of Howling Straits)

Pop: 30 000

Building: Former Foil

Pressure Dome
Children's Creche
Perimeter Defense

Military Nexus:

[SECRET]

Ground Attack Forces:

First Crusader Squadron
Stationed at

X Impact Squad (4x-1-1) [5 units]
Trance Impact Rover (4-1t-2) [5]

40-10-15

Second Crusader Squadron
Stationed at Far Jericho

Impact Infantry (4-2-1) [6]
Trance Scout Rover (1-1t-2) [4]

30-18-14

Third Crusader Squadron
Alpha Group, stationed at The Lord's Truth

X Impact Infantry (4x-1-1) [4]

Beta Group, stationed at The Lord's Mercy

Impact Infantry (4-2-1) [4]

32-12-8

Western Squadron
Alpha Group, stationed at New Eden

X Impact Rover (4x-1-2) [3]
Impact Rover (4-1-2) [3]

Beta Group, stationed at Great Zion

Impact Infantry (4-2-1) [5]

44-16-17-

Eastern Squadron
Alpha Group, stationed at Valley of Faithful

Impact Rover (4-2-1) [2]
Impact Infantry (4-2-1) [2]

Beta Group, stationed at Blessed Saviour

Trance Impact Infantry (4-2t-1) [5]
Trance Impact Rover (4-1t-2) [2]

44-20-13

Total: 190-76-67

Ground Defence Forces:

Every base has two Trance Plasma Garrisons (1-3t-1, Hardened) and two Police Squads (1-1-1 Disciplined) as core defence.

New Jerusalem, Noah's Rainbow, Valley of Faithful, Judgement Seat, New Eden and Sanctity Base have each have an additional Trance Plasma Sentinels unit (2-3t-1 Veteran).

Redemption Base, Far Jericho, The Lord's Mercy, The Lord's Truth, Great Zion and Divinity Base also have two ECM Impact Sentinels (4-3-1 ECM Hardened).

Air Forces:

For now, the Believer air force consists only of three Missile Needlejets received from the Spartans, and some helicopters in loan from the Hive.

Naval Forces:

He Walked On Water and Great Zion have three Impact Foils (4-1-3 Disciplined), Divinity Base has a transport foil and The Lord's Mercy has four Impact Foils (as mentioned before).

Special Forces:

Probe Teams have been scattered throughout the faction bases, and all special forces are for now located in New Jerusalem.
[/SECRET]

Terraformer Operations:

Currently there are three Former groups, each has three former. One of them is repairing a road, route New Jerusalem - Godwinson's Hope - Great Conclave. The second one is clearing fungus at the eastmost part to make ground for a new base. The third one is, under military protection, clearing fungus at the Cult border.

Technology:

[SECRET]
Researching: Neural Grafting (Conquer 4) [Bioenhancement Centre, Neural Amplifier][/SECRET]

Advanced Military Algorithms (Conquer 4) [Punishment Sphere, AAA Tracking, Deep Radar]

Nonlinear Mathematics (Conquer 2) [Particle Impactor]
Doctrine: Loyalty (Conquer 2) [Perimeter Defense, Command Nexus]
High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]
Planetary Networks (Discover 2) [Probe Team, Planned]]
Polymorphic Software (Discover 2) [Heavy Artillery]
Secrets of the Human Brain (Discover 2) [Hypnotic Trance]
Industrial Economics (Build 2) [Energy Bank, Free Market]
Doctrine: Flexibility (Explore 2) [Foil M4]
Ethical Calculus (Explore 2) [Childrens Creche]

Industrial Base (Build 1) [Synthmetal]
Social Psych (Build 1) [Recreation Commons]
Applied Physics (Conquer 1) [Laser]
Biogenetics (Discover 1) [R-Tanks, The Human Genome]
Information Networks (Discover 1) [Network Node]
Doctrine: Mobility (Explore 1) [Speeder]
Centauri Ecology (Explore 1) [Former]

EDIT 1: Base details, characters, tech, general text
EDIT 2: Added bases (two last land bases), changed "EDIT" to "EDIT 1"
EDIT 3: PTS at New Jerusalem added, Planetary Council representative added, change of word use at "Terraformer ops"
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Old July 17, 2001, 20:33   #7
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The Data Angels

Politics:Democratic
Economy: Green
Values: Power
Future Society: None

Data DeCentral: 120,000
Headquarters
Site of Virtual World, Citizen's Defence Force and Hunter-Seeker Algorithm (shared with Cyborgs)

Other land bases in order of founding:
Roze Function
Nettap Complex
Coder's Pit
Data Bank (Formerly Morgan Bank)
Ferret's Lair
Moonshadow
Trojan Source
Shadow Sprawl
Newer Ciba City
Safe House City
The Sprawl
Gibson Base

Sea Bases in order of founding:
Atlantisville
Deep Sea Nine
Googleplex
Alphaville
Garden of Fishes
Tears in Rain
Great Lagoon
Sea Cradle
Calypso Beat
Conshelf 57
Tinker Junktion

Armed Forces:
Trained Chaos Rovers : (8,2,2) High Morale
Trained Chaos Squad : (8,3,1) High Morale
Chaos Battery : (8,1,1)
Trained ECM Silksteel Garrison : (1,4,1) ECM, High Morale
Missile Foil: (6,3,4) Marine Detachment
Chaos Destroyer: (8,3,6) Deep Radar, AAA
Chaos Needlejet: (8,1,12) Deep Radar
Chaos Interceptor: (8,1,10) Deep Radar, Air Superiority

Technologies:
DOCTRINE : MOBILITY (E1)
APPLIED PHYSICS (C1)
INFORMATION NETWORKS (D1)
PLANETARY NETWORKS (D2)
INDUSTRIAL BASE (B1)
HIGH ENERGY CHEMISTRY (C2)
DOCTRINE : LOYALTY (C2)
BIOGENETICS (D1)
INTELLECTUAL INTEGRITY (E3)
ADAPTIVE DOCTRINE (C3)
CENTAURI ECOLOGY (E1)
SOCIAL PSYCH (B1)
NONLINEAR MATHEMATICS (C2)
DOCTRINE : FLEXABILITY (E2)
ETHICAL CALCULAS (E2)
INDUSTRIAL ECONOMICS (B2)
SECRETS OF THE HUMAN BRAIN (D2)
CENTAURI EMPATHY (E3)
POLYMORPHIC SOFTWARE (D2)
SILKSTEEL ALLOYS (B4)
CYBERETHICS (B4)
INDUSTRIAL AUTOMATION (B3)
ADVANCED MILITARY ALGORITHMS (C4)
PLANETARY ECONOMICS (B4)
DOCTRINE AIR-POWER (E5)
DOCTRINE INITIATIVE (E4)
SYNTHETIC FOSSIL FUELS (E4)
PRE-SENTIENT ALGORITHMS (D5)
NEURAL GRAFTING (C4)
GENE SPLICING (B3)
SUPER STRING THEORY (C5)
CENTAURI EMPATHY (E3)
ADVANCED SUBATOMIC THEORY (D3)
OPTICAL COMPUTERS (D3)
APPLIED RELATIVITY (D5)
ECOLOGICAL ENGINEERING (E5)
MIND-MACHINE INTERFACE (C6)


History:

The Data Angels came into existence in mankinds early history on Planet. A group of colonists allocated to Morgan's escape pod, disagreed with his monopolisitc ways, and sought to create their own society. When early attempts to gain a peaceable colony charter failed, Sinder Roze and a few others stole a colony pod from Morgan Industries and escaped to found their own faction. Little was thought about the Data Angel existence until a flow of colonists began to flock from Morgan bases to the Data Angel banner, as well as sympathisers from the University of Planet. CEO Morgan prepared to move against the renegade faction, but was stopped when Roze was able to convince Zakharov to lend his support. As a result, the Data Angels gained their autonomy, and quickly began to establish themselves as a major player on the continent's policitcal scene.

The Government:

The Data Angels are a democratic government, with all officials being selected directly by the people. The Datajack position was initially a seperate election, where candidates from all across the faction were eligible to run once they have reached the legal age of majority (21). Sinder Roze has been datajack since the Data Angels won their independance, and no serious threat has arrisen to contest her. After decades of superior leadership, guiding the Data Angels through several crises, a motion was put forward to make Sinder Roze's appointment to Datajack permanent. Now, only with a vote of total non-confidnece (75% majority required) can Roze be removed from office.

The rest of the Data Angel executive government is made up of the Council of Governors. Each base population elects a Governor, to administer at the base and serve as the bases voice in Council sessions. With a 75% or more majority, the Council is able to override decisions made by the Datajack. Each Governor yields one vote, and population of a base is not accounted for in decision making, each base holding an equal voice.

From the Council, the Datajack appoints the Cabinet, who serve as the Datajack's closest advisors. These positions are not elected, but to be a member of the council, it is first required to win a seat on the Council.
Positions include:
Minister of Intelligence (Second Datajack): Michael Omega-Nine(Roze Function)
Minister of Factional Relations: Elizabeth Harris (Safe House City)
Minister of Research and Development: Gary Roberts (Newer Ciba City)
Minister of Trade: Ricardo Furtelli (Data Bank)
Minister of Defence: David Harrington (Nettap Complex)
Minister of the Environment: Byorn Havsburg (Tears in Rain)
Minister of Internal Affairs: Mika Haliwel (Coder's Pit)

Elections are held every ten years, unless public demand calls for an early election. The Cabinet positions are indefinite, lasting according to the Datajack's perrogrative.

The Data Angels also maintain a permanent representative at the Planetary Council Base. The position is appointed by the Datajack, and holds no other positions within the Data Angel Government.

Data Angel Planetary Council Representative: Ambassador Rebecca Katt (Data DeCentral)

The Military:

The Data Angel Armed Forces does not contribute to the decision making process of the government, but key Generals and Admirals are asked to participate in Council discussion when the Council debates military issues. The Armed Forces chain of command leads directly to the Datajack and the Council, being the supreme authority in such a situation. Within the armed forces, the Infantry, Artillery and Navy serve as seperate entities, each within their own chain of command. As well, the newly formed Air Force is establishing a new chain of command. However, in times of war, the Council can appoint a Task Force and assign it to the command of one General.

Foreign Embassies:
Cybernetic Conciousness: Ambassador Seamus O'Rein
University of Planet: Ambassador Sara Cruwys
U.N. Peacekeepers: Ambassador Petra Ivanavov
Nautalis Pirates: Ambassador Nicholas Hart
Gaia's Stepdaughters: Ambassador Hang Su-Li
Free Drones: Ambassador Aerwyn Lorna
Lord's Believers: Ambassador Richard Syms

Foreign Ambassadors:
Lords Believers: Ambassador Thorne Yard
Cybernetic Conciousness:
University of Planet:
U.N. Peacekeepers:
Nautalis Pirates:
Gaia's Stepdaughters:
Free Drones:

Last edited by Argonaut; August 29, 2001 at 22:13.
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Old August 2, 2001, 12:15   #8
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Okay, this is the modified Cult admin, originally made by Blake.

Cult of Planet

Dawn of Planet (270,000)24,62
"The core, the crux and the backbone of the Cult of Planet"
HQ
The Human Genome Project

Virgin Planet (140,000)19,59
"XenoFlower Power"
Xenoempathy Dome

Locust Haven (110,000)16,64
"Pholus Highlands"

Worm´s Lair(120,000)13,73
"The midpoint to everywhere"

Chiron Stigmata (170,000)13,59
"Where it always rains"

Trial by Fire (120,000)20,68
"Nice peaceful city by the shore"

Invictus (100,000)13,79
"Enemies of Cult are taken here to be put to productive use in the pit"
Brood Pit (The first prototype, now the biggest on Chiron)

Spore Runner Sanctum (20,000)13,85
"Restore the Unity Crashsite" or nowadays " the Field of the Endless War"

Deep isle shoals (50,000)6,76
"Sealurk playground"

Province Xeno (30,000)12,66
"a small, beatiful and old fashioned base"

Worship of Planet (45,000)15,53
" The grand trade and meeting place for Gaians and Cultists"

Nest of Fear (2,000)23,83
"A military complex, originally built for staging air raids deep into Believer territory"


Defenses:
Bases below 100,000(except Spore Runner Sanctum):
1 mature spore launcher
2 Silksteel Garrison(Police)

Bases equal or more than 100,000:
1 mature spore launcher
1 high-life cycle mindworms
2 Silksteel Garrison(Police)

In Spore Runner Sanctum:
2 high-life Spore launchers
3 High-lifecycle mindworms
2 Silksteel Garrisons(ECM)



Technology

Centauri Ecology
Social Psych
Field Modulation
Biogenetics
Ethical Calculus
Secrets of the Brain
Centauri Empathy
Gene Splicing
Ecological Engineering
Centauri Meditation
High-Energy Chemistry
Industrial Base
Doctrine: Mobility
Applied Physics
Information Networks
Planetary Networks
Doctrine: Loyalty
Advanced Military Algorithms
Bioadaptive Resonance
Air Power
Synthetic Fossil Fuels
Retroviral Engineering
Centauri Genetics

Researching: Sentient Resonance

Government

Politics: Police State
Economy:Green
Values:None
Future:None

Basicly, everything is being run by Cha Dawn and his ten sons. They are the ultimate authority and nobody will question them.
Cha Dawn is the tyrant and his ten sons work as ministers and Dawn´s personal advisors. All of them have very powerful mindworm bodyguards. But there are other "noble" families.
In a nutshell, the Cult is a feudal-like police state.

The local police were mostly mindworms before the third crusade, but as most of them are now either on the front or in ashes, squads of humans have had to take their place. Still, the population, tired of war but fanatic to the cause, is loyal and will keep fighting to the end.

Military

The main body of the military is mindworm units, but as it takes lots of time to grow or capture new replacement units, Cha introduced a new doctrine, the mixed units, compromised of the best humans and mindworms. These are still in minor numbers, but field tests have proved them quite useful, especially against Trance/Empath units.
The Cult has some conventional units, but not much as their industry is, especially at this time, in a quite bad situation. Not even the weapons trade with Morganites can give them resources for building a sizeable conventional unit army.
A true revolution in the Believing-Cult battlefield was the Locust of Chiron. The powerful native flyers equaled the odds between the two factions and turned the slow but sure advancement of the Believers to a bloody stalemate.

Base Facilities
Bio Labs are a must in every base, and so are rec tanks, rec commons and Childrens Creches. Most bases have Network Nodes by now, and the bigger ones have research hospitals.

All of the big bases have Centauri Preserve, and due to the huge interest of the population towards Brood Pits as an excellent family entertainment, all bases with 100,000 or more have Brood Pits.
Only Southern bases have Perimeter defense.

Society:
Is circling around the Dawn family. There are also other powerful feudal families, but all bow unquestionably to the Dawn family. However, recent political troubles a few years back, were suspected to be doings of a another family and enemy probe teams working together. After clearing the rioters on the streets, Cha Dawn and his bodyguards personally eliminated the traitor family.

Every powerful feudal family has its own "bloodline" of mindworms, mindworms that have a long line of breeding and perfection. The mindworms of the Dawn family are, of course, the best, but the mindworms of the other families don´t fall much behind. The "noble" mindworms are probably the most powerful native creatures on Chiron, but lack in numbers, as breeding mindworms takes lots of time and human resources.
They are considered lightyears above the average mindworms used in military and police jobs, so they are not obligated to go to the front or to keep public peace, just to do their jobs as the bodyguards and defenders or their family.

Terraforming:
For the past decades the formers have either planted fungus all around Cult territory, especially near the Believer border, or have built mines and small scale farming facilities near bases.
This means that Cult territory, including sea territory, is virtually all covered by fungus, and that means hard times for any invaders, and good times for brain eating worms.

Cult Intelligence and Counter-Intelligence:
All southern bases have probe teams and a part of the northern bases also. The center of intelligence is located in Dawn of Planet.


Military Units
Ground:

5 Demon Mindworm
8 Great Mindworms =31
3 Mature Mindworms

4 Veteran Mixed Missile Infantry(6.3.1, mixed)
3 Hardened ECM Missile Infantry(6.3.1, ECM)

8 Great Spore Launchers

Air:
4 Great Locusts =7
3 Mature Locusts


Sea
4 Great IoDs =6
2 Great Sealurks

Virtually all military ground units are located near the believer border. Most of the air units are located in Nest of Fear.
All of Cults remaining battered sea forces are located east of the Cult, in Pholus Sea.

Last edited by Cyber; August 29, 2001 at 01:25.
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Old August 5, 2001, 20:27   #9
Mr. President
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Posts: 3,640
***
From the Morganic Ministry of Foreign Affairs (morgannet.mfa.gov)

Morgan Industries Vital Statistics

Leader: CEO Nwabudike Morgan
Capital: Morgan Industries Base, Pop. 150,000
National Population: 1.1 million

Government

Morgan Industries is quite literally a corporation enlarged to the size of a nation. The CEO is the supreme leader, and his decisions are final in all matters. He is assisted by the Executive Board, a group of specialists who advise him in their respective affairs. Each city (the cities were initially founded as a headquarters for a subdivision of the parent company) is governed by a Junior Vice-President, who also heads the relevant subsidiary. The powers of the governors are strictly limited. They may enter business deals with other factions, but all negotiations must be supervised by the CEO or his representatives, all agreements are subject to the CEO's personal approval, and all activity is monitored by the central administration. A recent incident in which a junior executive of Morgan Transport was prosecuted for unauthorized transfer of fungicide and ten military-standard foils to the Data Angels illustrates the nature of Morgan Industries' industrial subversion laws.

Morgan Industries encourages all its citizens to participate in government. Under the CEO's "Business for the People" initiative, launched in 2198 after repeated petitions by democracy activists, city governors are assisted by a cabinet of four members, chosen in general elections once every five years.

Economy

The main goal of Morgan Industries is economic improvement. Morgan Industries exports most products, including machinery, vehicles, chemicals, information technology, luxury items, food, and raw materials. Situated on the broad Uranium Flats, Morgan Industries and its subsidiary Morgan Mines are among the world's largest producers of uranium-235, plutonium, and thorium, used in fission plants across Chiron.

Morgan Industries is a self-declared free market economy. Through a vigorous system of imports and exports, we hope to better the lives of all Chironians. As Planetary Governor, CEO Morgan is deeply concerned about world ecology issues, and is now proposing measures to make our factories and mines more environmentally friendly.

Society

Morgan Industries prides itself on its hardworking, upwardly mobile citizenry. Citizens are encouraged to fully participate in our free market economy and so better their own lives and those of their neighbors. Unfortunately, a small percentage of Morganites still live below the poverty line. In the past there have been minor disturbances related to this issue, but the central government has been implementing concrete measures to alleviate the pain of our less fortunate citizens.

Morgan Industries has no official religion. People of all colors and beliefs live, worship, and do business within our borders.

Military

The Morgan Industries Corporate Defence Corps was founded in 2102. Its purpose is to defend the people of Morgan Industries and protect our business interests at home and abroad. The Corps saw combat during the University War of 2120-2121, the Data Angel conflict of 2174-76, the Trade War from 2178-2181, the Second University War in 2181, and the Deianira Wars of 2183-2189.

It is the CEO's desire to maintain a strong, modern military force without putting a disproportionate strain on economic activity. The current standing army comprises two battalions of infantry totalling 10,000 men, one rover battalion consisting of seventy vehicles and 200 combat troops, and one naval combat group comprising four Missile Skimships and a Missile Destroyer. We are currently in a program to expand our air and sea forces.

Morgan Industries strongly opposes the proliferation of weapons of mass destruction such as nerve gas.

Diplomacy

Morgan Industries maintains diplomatic relations with all the nations of Chiron. Through constructive engagement and economic co-operation, all parties' desires can be achieved.

Strong bilateral relations were re-established with the University after the Deianira War (they were severed in the Second University War), and they remain one of Morgan Industries' most important trading partners. Since the end of the Data Angel War, Morgan Industries has attempted to constructively engage its former adversary and build a new, peaceful order on the continent.

Morgan Industries remains deeply concerned about the ongoing fighting between the Lord's Believers and the Cult of Planet, and urges all parties involved to implement a ceasefire, followed by confidence-building measures and negotiations to bring about a satisfactory resolution.

As mentioned previously, CEO Morgan is the current Planetary Governor. As such, his responsibilities include supervision of global commerce, the spearheading of initiatives for peace, ecological safeguards, and development, and upholding of the U.N. Charter. At the upcoming Planetary Council, an election for this position will be held.
***
Unpublicized information:

Technologies possessed

Doctrine: Air Power (Explore 5) [Needlejet M8]

Synthetic Fossil Fuels (Explore 4) [Missile Launcher A6]
Silksteel Alloys (Build 4) [Silksteel Armor 1-4-1]

Industrial Automation (Build 3) [Hab Complex, The Planetary Transit System,
Wealth]

Nonlinear Mathematics (Conquer 2) [Particle Impactor]
Doctrine: Loyalty (Conquer 2) [Perimeter Defense, Command Nexus]
High Energy Chemistry (Conquer 2) [Plasma Steel Armor, Nerve Gas Pods]
Field Modulation (Conquer 2) [Resonance Lasers (1-5-1)]
Planetary Networks (Discover 2) [Probe Team, Planned]]
Polymorphic Software (Discover 2) [Heavy Artillery]
Secrets of the Human Brain (Discover 2) [Hypnotic Trance]
Industrial Economics (Build 2) [Energy Bank, Free Market]
Doctrine: Flexibility (Explore 2) [Foil M4]
Ethical Calculus (Explore 2) [Childrens Creche]

Industrial Base (Build 1) [Synthmetal]
Social Psych (Build 1) [Recreation Commons]
Applied Physics (Conquer 1) [Laser]
Biogenetics (Discover 1) [R-Tanks, The Human Genome]
Information Networks (Discover 1) [Network Node]
Doctrine: Mobility (Explore 1) [Speeder]
Centauri Ecology (Explore 1) [Former]

Current research: Environmental Economics
---
Current Executive Board (publicized)

Senior Executive: Jeneba Franco
Trade Minister: Thomas Morgan-Reilly
Defence Minister: Michelle Pellegrino
Foreign Secretary: Andrew Brown
Education Minister: Jonathan Haas
Transport Minister: Thomas Dixon
Environmental Secretary: Marion Ferguson
Industrial Co-Ordinator: Michael Johansen
---
Additional military information (also not publicized):

Special Forces: additional 5,000 combat troops
Marine Corps: 500 combat troops
Air Force: One "Ares" Missile Needlejet prototype, two more under construction
---

OOC: Technology section is modified from a post by DarkCloud. Thanks and credit to him.

Last edited on 8/8/2001
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Old August 19, 2001, 00:23   #10
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Nautilus Pirates
SOCIAL ENGINEERING

Polictic: Democracy
Economy: Green
Values: Power
Future: None

EFFICIENCY +3
MORALE +2
PLANET +2
INDUSTRY -2
GROWTH -1


GOVERNMENT

Leader:
Captain Ulrik Svensgaard

Vice-Leader:
Lieutenant Jones

Advisors:
Chief of Intelligence: Branko
Chief of Economy: Quark Gates
Chief of Diplomacy: John Gemmill
Chief of Security: Colonel Crusher
Chief of Morale:
Chief of Industry:
Chief of Information:
Chief of Environment:
Chief of Research: Lukas
Chief of Defence: General Gilneas

Commander of the Naval Corps: Admiral Harrington
Commander of the Marine Corps: General Stromgarde
Commander of the Battle Dragons: General Greenway
Commander of the Aerospace Corps: Colonel Kola
Commander of the Privateers: Commodore Drake
Commander of the Psi Corps: Lieutenant Jones
Commander of the Merchant Fleet: Admiral Preston

Nautilus Council:
currently comprise of 31 Governors, one for each base. Each base democraticly elect their governor every five years since their founding/since Democracy started. The Governors would be part of one of the existing political parties. The Leader holds the right to place a Governor of his chosen, unless 2/3 challenged by the Nautilus Council. Unless been a few times Svensgaard used that power...after the Larionov Rebellion and the Nessus Incident.

The parties are:

Nautilus Party - Lead by Captain Svensgaard and party has the majority in the Nautilus Council. Their policies are comprise of power values, strong navy, freedom and individuality, protection of the populace, territorial, sea-fairing policies, distrust of factions operating Knowledge, keep the government simple, etc...

Privateer Party - They mainly support the idea to pirate everybody(especially the morganites) instead of trading with them :P, complete control of the seas, etc... The Governor of Nessus Base was a Privateer until svensgaard chosen another after the nessus incident.

Green Party - into the green economy, environmental policies, keeping everything clean, recycle, etc... wimpy type party according to most pirates :P

Democratic Party - trying to make the faction democratic as possible. they challenge the voted for life thing and to give the populace more power by having more seats per base in the council, etc...

Liberal Party - They are the smallest party...only 1 seat left in the Council. It is expected to fade away from the government in the next 5 years. they were quite strong politicly before the Larionov Rebellion. But since the party had connections to the rebellion, some of the liberal governors were arrested, especially the ones on Pirate Island and replaced with trustworthy governors chosen by Svensgaard (which the people there got to vote new ones ten years later). Since then, the Liberals gradually losing power and soon to fade... They are into having a Free Market economy, improving the economy, establish strong relations with the morganites, have anti-cyborg and anti-green opinions, were anti-Chiron Alliance, etc....


MILITARY

Military designs currently in use:
Silksteel Garrions (Gatling, Silksteel, Fission, Police - AAA)
Battle Dragon Mk5(Chaos, Silksteel, Fission, Trained - AAA)
Chaos Marines (Chaos, Silksteel, Fission, Amphibious - Drop Pods)
AAA Msl Foil Mk2 (Msl, Silksteel, Fission, AAA - Deep Radar)
AAA Chaos Foil (Chaos, Silksteel, Fission, AAA - Deep Radar)
AAA Msl Cruiser Mk2 (Msl, Silksteel, Fission, AAA - Deep Radar)
AAA Chaos Cruiser (Chaos, Silksteel, Fission, AAA - Deep Radar)
Armed Merchant Cruiser (Msl, Synth, Fission, Deep Rader)
AAA Transport Cruiser (Transport, Plasma, Fission, AAA)
AAA Transport Cruiser Mk2 (Transport, Silksteel, Fission, AAA)
Msl Interceptor Mk2(Msl, None, Fission, SAM - Deep Radar)
Msl Penetrator (Msl, None, Fission, Deep Radar)
Patrol Gunship (Msl, None, Fission, Deep Radar)
Probe Cruiser (Probe, Plasma, Fission)

Defence Forces: (Chief of Defence General Gilneas)
70 Units in total
2-3 Silksteel Garrisons per base

Naval Corps: (Commander Admiral Harrinton)
210 Units in total

Home Fleet: (Sea of Pholus)
Admiral Harrington
15 Cruisers
15 Foils

First Fleet: (Sea of Unity)
Admiral Ross
15 Cruisers
20 Foils

Second Fleet: (Ocean north of the Western/Central Continents)
10 Cruisers
15 Foils

Third Fleet: (Sea of Chiron)
Admiral Proudmoore
20 Cruisers
25 Foils

Fourth Fleet: (Ocean north of the Eastern Continent)
10 Cruisers
15 Foils

Fifth Fleet: (Sea of Nessus)
Admiral Ryker
8 Cruisers
17 Foils

Marine Corps (Commander General Stromgarde)
25 Units in total

First Division:
5 Chaos Marines

Second Division:
5 Chaos Marines

Third Division:
5 Chaos Marines

Fourth Division:
5 Chaos Marines

Fifth Division:
5 Chaos Marines

Battle Dragons: (Commander General Greenway)
16 Units in total

First Division: (Stand by at the Straits of Prometheus)
5 Battle Dragon Mk5

Second Division: (Athen Outpost)
Colonel Rohrer
6 Battle Dragon Mk5

Third Division:
Colonel Deavey
5 Battle Dragon Mk5

Aerospace Corps: (Commander Colonel Kola)
40 Units in total

Psi Corps (Commander Lieutenant Jones)
12 Units in total

12 Isle of the Deeps

Nautilus Privateers: (Commander Commodore Drake)
20 Units in total

5 Armed Merchant Cruisers
7 AAA Chaos Foils
8 Transport Foils

Nautilus Intelligence: (Chief of Intelligence Branko)
28 Units in total

20 Probe Teams
8 Probe Cruisers

TECHNOLOGIES UPDATE NOT FINISH

Nonlinear Mathematics (Conquer 2)[Particle Impactor]
Doctrine: Loyalty (Conquer 2)[Perimeter Defense, Command Nexus, Police State]
High Energy Chemistry (Conquer 2)[Plasma Steel Armor, Nerve Gas Pods]
Field Modulation (Conquer 2)[Resonance Lasers]
Planetary Networks (Discover 2)[Probe Team, Planned]
Ethical Calculus (Explore 2)[Childrens Creche, Democracy]
Industrial Base (Build 1)[Synthmetal]
Social Psych (Build 1)[Recreation Commons, Fundamentalist]
Applied Physics (Conquer 1)[Laser]
Biogenetics (Discover 1)[Recycling Tanks, The Human Genome]
Information Networks (Discover 1)[Network Node]
Doctrine: Mobility (Explore 1)[Rover]
Centauri Ecology (Explore 1)[Former]
Adaptive Doctrine(Build 3)[Pulse-3, Marine Detachment]
Field Modulation(Conquer 2)[3-Res]

Last edited by ; August 25, 2001 at 23:41.
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Old August 25, 2001, 12:41   #11
[LordLMP]
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Posts: n/a
Coordinates
Pirates:

-Sea Bases

Safe Haven 31, 71 (Middle of Pholus Sea)
Port Svensgaard 32, 86 (South of Pholus Sea)
Provision Point 26, 50 (Mid-North of Pholus Sea)
The Anchorage 29, 29 (Far North of Pholus Sea)
Privateer Quay 65, 77 (West of Unity Sea)
Parrot Landing 70, 84 (North of Geothermal Shallows)
Crow's Nest 75, 91 (East of Geothermal Shallows)
Meergard 69, 95 (South-West of Geothermal Shallows)
Storm's Lee 82, 104 (North-West of Cape Storm)
Cutless Cay 80, 80 (South-East of Unity Sea)
Frigate Base 75, 71 (Middle of Unity Sea)
Barbary Coast 58, 96 (North-West of Mount Planet)
Nessus Base 44, 118 (Middle of Nessus Sea)
Eurytion Base 80, 24 (North-West of Eurytion Bay)
Pennant Shoals 59, 17 (North of New Sargasso)
Sextant Cove 46, 16 (North of Uranium Flats)
Dry Dock 21, 15 (Middle of Great Northern Ocean)
Capetown 127, 17 (West of Great Northern Ocean)
Point Blood 127, 45 (Middle of Chiron Sea)
Lorcha Roads 7, 67 (just South-East of Great Marine Rift)
Drake Landing 0, 80 (Far South of Chiron Sea)
Skeleton Key 117, 87 (North-East of Mnesimache Sea)
Atlantis 49, 103
Aquanox 126, 30
Deep Water 89, 9

-Bases

Deadman Tavern 55, 83 (Middle of Prometheus Straits)
Sailor's Delight 63, 85 (East of Prometheus Straits)
Landlubber Inn 48, 84 (West of Prometheus Straits)
Marque City 35, 15 (Pirate Island)
Pirate's Siege 38, 12 (Pirate Island)
Drunktown 34, 10 (Pirate Island)

-Other

Athen Outpost 111, 19
Prison Island 8, 12

Spartans:

-Bases

Sparta Command 112, 40 (Middle of Sunny Mesa)
Commander's Keep 118, 36
Jannissary Rock 111, 31 (South of Upland Wastes)
Centurion Cave 102, 34 (South-East of Borehole Cluster)
Fort Legion 101, 43
Militia Station 115, 47
Survival Base 109, 49
Assassin's Redoubt 119, 55
War Outpost 110, 60
Defiance Freehold 103, 55
Ironholm 108, 54
Hero's Waypoint 107, 43
Fort Superioty 107, 35
Blast Rifle Crag 116, 28
Bunker 118 81, 11 (Cult of War Base)
Parade Ground 125, 57
Hawk of Chiron 108, 26

-Sea Bases

Fleet Anchorage 122, 40

-Other

Spartan Air Base 124, 58
Spartan Outpost 95, 1

Peacekeepers:

-Bases

U.N. Headquarters 114, 104 (PK Island)
U.N. Social Council 116, 108 (PK Island)
U.N. Equality Village 111, 107 (PK Island)
U.N. Planetary Trust 114, 112 (PK Island)
U.N. Amnesty Town 120, 114 (PK Island)
U.N. Enforcement Base (Old HQ) 111, 75 (South of Great Dunes)
U.N. Criminal Tribunal 116, 78 (South-East of Great Dunes)
U.N. Aid Station 107, 79 (South of Great Dunes)
U.N. Humanity Base 99, 77 (Near Planetneck)
U.N. Disaster Relief 100, 72 (Near Planetneck)
U.N. Data Acquisition 103, 65 (West of Great Dunes)
U.N. Court of Justice 115, 71 (East of Great Dunes)
U.N. Haven City 113, 65 (North-East of Great Dunes)
U.N. Temple of Sol 108, 66
U.N. Pillar of Rights 105, 73

-Sea Bases

U.N. Sea Habitat 86, 112 (just South-East of Cape Storm)
U.N. Independence 89, 121 (South of Cape Storm)
U.N. Port Freedom 100, 116 (South of Mnesimache Sea)
U.N. Marine Agency 103, 103 (Middle of Mnesimache Sea)
U.N. Pearl Harbor 97, 87 (North-West of Mnesimache Sea)
U.N. Coast Guard 107, 87 (North of Mnesimache Sea)
U.N. SeaQuest 112, 96 (North of PK Island)
U.N. Peace Anchorage 123, 101 (North-East of PK Island)
U.N. Port Refuge 125, 119 (South-East of PK Island)
U.N. Ocean Authourity 112, 120 (South-West of PK Island)
U.N. Port Liberty 126, 110
U.N. Safe Passage 94, 94

-Other

New Hope Outpost 13, 89 (PK outpost on the Western Continent)

Free Drones:

-Bases

Free Drone Central 92, 30
Freedman's Park 93, 25
Hall of Industry 89, 23
Labor Network 96, 22
Miner's Freehold 99, 29 (Middle of Borehole Cluster)
Freedom's Foundry 101, 25
Common Ground 101, 27
Smokestack Hill 95, 35
Liberty Plant 90, 34
Anvil of Man 92, 40
Hammer and Tongs 95, 43
Future's Fulcrum 73, 21 (Isle of Deianira)

-Seabases

Seawork Caverns 86, 28

Hive:

-Bases

The Hive 96, 66
Unity Lair 94, 72
The Colony 89, 69
The Leader's Horde 89, 65 (Monsoon Jungle)
People's Endeavor 84, 64 (Monsoon Jungle)
Sheng-ji Yang Base 82, 58 (Monsoon Jungle)
Communal Nexus 87, 57 (Monsoon Jungle)
Hive Swarm 80, 52 (Monsoon Jungle)
Hole of Aspiration 93, 59
Huddling of People 99, 57
Laborer's Throng 97, 49
Society Grid 93, 53
Social Engineering Den 88, 52
Fecundity Tower 91, 47
Paridise Swarming 84, 46
Chairman's Burrow 82, 40
Deep Passages 90, 76
Factory Maze 92, 80
Discipline Tubes 87, 83
Great Clustering 90, 88
Worker's Nest 86, 92
Unification Cavern 87, 99
The Hive Cluster 89, 107

Cyborgs:

-Bases

Alpha Prime 45, 75
Tau Collective 38, 76
Iota Station 41, 79
Omega Terminus 41, 69
Rho Yards 36, 72
Gamma Heights 45, 67 (West of Garland Crater)
Sigma Complex 42, 62
Psi Consensus 37, 65
Epsilon Center 49, 65 (Middle of Garland Crater)
Eta Crossroads 49, 71 (South of Garland Crater)
Port Beta 54, 68 (East of Garland Crater)
Inspiration Point 59, 65 (South-East of Manifold Nexus, Ex-UoP Base)
Pi Complex 64, 66 (South of Manifold Nexus)

Sea Bases:

Delta Trench 40, 86 (Mouth of Hercules)


University:

-Bases

University Base 54, 58
Library of Planet 57, 61
Techopolis 58, 56
Cosmograd 50, 56
University Heights 52, 62 (North-East of Garland Crater)
Research Inspiration 63, 57 (North of Manifold Nexus)
Outpost #1 67, 59 (East of Manifold Nexus)
Zarya-Sunrise 71, 65
Mir Lab 65, 53
Baikonur 64, 46
Monitoring Station 60, 48
Rocky Crag 54, 72 (mostly underground in mountain, in Cyborg lands)
Memorial Caverns 53, 75 (mostly underground in mountain, in Cyborg lands)

Data Angels:

-Bases

Data DeCentral 60, 42
Roze Function 54, 40
Googleplex 56, 36
Alphaville 52, 34
Safe House City 50, 38
Nettap Complex 50, 44
Newer Ciba City 52, 48
Trojan Source 47, 53
Moonshadow 47, 47
Ferrett's Lair 43, 49
Coder's Pit 45, 43
Shadow Sprawl 45, 37
The Sprawl 68, 24 (Isle of Deianira)
Data Bank 40, 46 (Ex-Morgan base)
Gibson Base 66, 18

-Seabases

Atlantisville 74, 54
Deep Sea Nine 77, 45
Conshelf 57 68, 42
Calypso Beat 72, 34
Garden of Fishes 64, 36 (New Sargasso)
Tears in Rain 66, 28 (New Sargasso)
Great Lagoon 60, 30 (New Sargasso)
Sea Craddle 53, 29
Tinker Junction 75, 61

Morgan Industries:

-Bases

Morgan Industries 36, 58
Morgan Trade Center 44, 58
Morgan Entertainment 41, 53
Morgan Processing 35, 51
Morgan Transport 31, 47
Morgan Distribution 35, 41
Morgan Mines 40, 38 (Uranium Flats)
Morgan Solarfex 36, 36 (Uranium Flats)
Morgan Energy Monopoly 36, 30 (Uranium Flats)
Morgan Antimatter 42, 32 (Uranium Flats)
Morgan Aerodynamics 47, 33 (East of Uranium Flats)
Morgan Exploration 55, 11 (Isle of Deianira)

Gaians:

-Bases

Gaia's Landing 9, 41
Gaia's High Garden 8, 34
Thorny Vineyard 5, 29
Chiron Preserve 10, 26
Song of Planet 14, 32 (Middle of The Ruins)
Garden Paridise 21, 25
Blackroot Palace 22, 34
Greenhouse Gate 21, 39
Children of Earth 15, 39
Forest Primeval 19, 43
Lily of the Valley 15, 45
Silverbird Park 10, 46
Razorbeak Wood 11, 51
Vale of Winds 18, 50

-Seabases

Garden of the Deep 3, 37
Ocean Flower 14, 18

Cult:

-Bases

Dawn of Planet 24, 62
Locust Haven 16, 64 (Middle of Pholus Ridge)
Chiron Stigmata 13, 59 (North-West of Pholus Ridge)
Worm's Lair 13, 73 (Southern edge of Pholus Ridge)
Invictus 13, 79 (between Pholus Ridge and Unity Wreckage)
Trial By Fire 20, 68 (East of Pholus Ridge)
Virgin Planet 19, 59
Spore Runner Sanctum 13, 85 (Just north of Unity Wreckage)
Province Xeno 12, 66
Worship of Planet 15, 53
Nest of Fear 23, 83

-Sea Bases

Deep Isle Shoals 6, 76 (south of Great Marine Rift, hidden in Fungus)

Believers:

-Bases

New Jerusalem 23, 111
Noah's Rainbow 22, 116
The Lord's Chosen 16, 116
Sanctity Base 13, 119
New Eden 9, 117
The Coming of the Lord 12, 112
Godwinson's Hope 15, 109
Time of Salvation 7, 109
Great Conclave 11, 105
Judgement Seat 10, 98
Great Zion 3, 103
Redemption Base 6, 94
Far Jericho 13, 93
The Lord's Mercy 20, 90
The Lord's Truth 24, 94
Blessed Saviour 23, 99
The Voice of God 21, 105
The Lord's Grace 27, 105
House of Martyrs 30, 110
Throne of God 34, 106
Valley of the Faithful 31, 101
Divinity Base 29, 97
Hallowed Ground 35, 99
Terrible Swift Sword 41, 101
The Lord's Gift 41, 93
Righteous Sentence 54, 88
Blessed Redeemer 41, 33
Children of God 5, 115

-Seabases

He Walked on Water 28, 122 (Sea of Nessus, East of Howling Straits)

Other:

Planetary Council Base 65, 89 (Neutral base, where the Planetary Council and Planetary Stock Exchange are located)

Borehole Cluster 98, 30 (Add-on/Corssfire Landmark)
Manifold Nexus 63, 61 (Crossfire Landmark)
Fossil Field Ridge 120, 66 (Crossfire Landmark, mineral bonus)
Unity Wreckage 12, 88 (north west of Freshwater Sea)
Attached Files:
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Old August 25, 2001, 21:18   #12
Bearcat
King
 
Local Time: 11:27
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Oregonia
Posts: 1,742
The Free Drones
FREE DRONES

Leader: Foreman James Domai
Social Engineering: Democracy/Planned/Wealth/None
Capital: Free Drone Central
Results of Social Engineering:
+4 Industry
+4 Growth
+1 Economy
-2 Research
-2 Support
-2 Morale

Government

The Free Drone government is designed to give the Drone working classes almost full control and involvement in the government. The Drone democracy consists of three branches, an executive branch, a legislative branch, and a judicial branch. The executive branch is led by the Foreman, who is currently James Domai. The last election for Foreman was held in 2175 and was a victory for Domai. In 2180 it was decided that Domai would serve Foreman for life, however he can be unseated by a 3/4ths majority vote by the legislative body. The legislative body is officially titled the Guild Assembly. Each base is allowed 3 seats in the Assembly, which gives the Assembly a total of 42 seats at the moment. The Guild Assembly is represented in the Foreman's Cabinet by the Leadman, who represents the coalition currently holding power in the Assembly. Elections for the Assembly are held every 5 years. The current Leadman is Liam O'Toole. The branch is made up of the Drone Supreme Court, which has a panel of 6 judges appointed for life by the Foreman. The Free Drone people are guaranteed basic rights by the Constiution of 2110. The minimum voting age is 18. The Foreman's cabinet is to be appointed each time a new Foreman is elected, however currently it is up to Domai's discretion. The current cabinet is listed below:

Leader of Economics: David Gracy
Leader of Defense: Karl van der Stel
Leader of Intelligence: Simon Carreras
Leader of the Interior: Rodger Hague
Leader of Foreign Relations: Miranda Nighthorse
Leader of Industry: Tom Kajikawa
Leader of Research: Steve Irwin
Representative to the Planetary Council: Ewan Maxwell

Political Parties
Labor Party - The current ruling party, embodies the ethos of the Free Drone faction. Supports the current democracy and economy. Continues to spend the budget on more perks to make the lives of the Drone people better. Industry and economy usually runs well under a Labor administration. The Labor Party understands that the military is there to serve a purpose and gives them the funding they require, but does not dote on them. Dislikes force. Current Leadman is of the Labor Party.

Democratic Party - The Democrats support the democracy and resist any suggestions to change the current form of government. They usually come in second in elections and are generally popular. Many former Leadmen have been Democrats. The Democrats usually are in favor of spending more money on the people and less on the military, which has led to underfunding during past Democratic administrations.

Free People's Party - The Free People's Party despite it's name is the more conservative and militaristic of the Drone parties. They call for more spending for the military and despise what they conside the "soft politics" of the Democrats and Labor. The Free People's Party is usually in and out of popularity.

Free Market Party - The Free Marketers are the least popular of any party and only have a small voting constituency. Most Drones consider the Free Marketers tools of the Morganites and see them as willing to hold the working classes down to benefit themselves.

Progress Party - The Progress Party holds a small but growing number of voters, usually disaffected youth and the scientific community. In the past the Progress Party has usually held around 5% of the vote and about 2 seats. The Progress Party calls for more money to be given to research and science, and voices frustration over the common view that many Drones take of science.

Society and Economy

The Free Drone society is built around equality, freedom, and proper working conditions. The Drones are among the most egalitarian factions on Planet and pride themselves on this as well, as how happy their workers are. Many Drones dream of becoming wealthy and happy and are willing to work hard to see their dream come true. The Free Drone Planned economy was set into place to protect the rights of the basic worker and drone, as many Free Drone citizens fear that a Free Market economy would trample upon their rights that they value so dearly. The Drones also detest the Green economy of the Gaians and Planet Cult, and see it as unreasonable (much like the Morganites). The Drone government goes out of it's way to provide for the working classes and builds it's foreign policy along the lines of how well workers are treated by their neighboring factions. Among the many perks enjoyed by the Drones are, 6 weeks of paid vacation (this is included in the Drone Constitution), 3 weeks notice and severance package, the right to sue one's employer, and a generous minimum wage of 11 credits. Generous pensions and a rudimentary government funded health care system are also in place. The Drones have no state religion (although freedom of worship is guaranteed) and discrimination based on race, creed, gender, religious beliefs, or sexual orientation is highly illegal.

Military

The Free Drone Armed Forces (FDAF) is a fairly well sized military and is totally professional. The FDAF is split into four branches, the Free Drone Ground Forces (FDGF), the Free Drone Navy (FDN), the Free Drone Air Force (FDAF), and the Free Drone Intelligence Agency (FDIA). The military is strictly non-partisan and is not allowed to become involved in political affairs. However should it become clearly obvious that the Foreman or a certain government in the Guild Assembly is endangering the rights of the working classes, the military has the right to act to safeguard the rights of the workers.

Free Drone Ground Forces
The FDGF has a current active strength of 12,360 personnel. The mainstay of the Ground Forces are the Missile infantry troops. The infantry are organized into brigades of 1,000 men each and are usually led by a lieutenant. The infantry's main tasks are to engage enemy infantry, support the speeders, hold captured ground, assault enemy bases, and guard Drone bases. The Ground Forces currently contain 50 Missile speeders organized into squadrons of 10. The speeders duties are to engage enemy speeder or rover forces, perform recon duty, destroy enemy infantry, and destroy enemy enhancements. Garrison forces contain 100 men each and are mostly armed with Synthmetal armor, however Drone garrisons are undergoing upgrades to Plasma Steel armor.

Free Drone Navy
The Free Drone Navy is one of the smallest and least modern on Planet. It is totally made up of Missile Foils and one aging Gatling Foil. The active personnel strength of the Navy is 950 sailors. There are 7 Missile foils and 1 Impact foil all assigned to coastal bases. The headquarters of the Free Drone Navy is Seawork Caverns.

Free Drone Air Force
The Free Drone Air Force is the largest, and best trained atmospheric corps on Planet. The Cloudbase Academy at Free Drone Central provides Drone pilots with the best instruction and training available. The backbone of the Air Force is the Needlejet. The Free Drone Needlejets use Missile weaponry and come in two sperate classes. These different classes of Needlejects in the Drone Air Force are, Penetrators and Interceptors. Penetrators are tasked with entering other faction's air space and carrying out attacks. Interceptors are primarily for defending Drone airspace from any intrustion by other factions. Several Copter squadrons are also in operation with the Free Drone Air Force. The Free Drone Air Force currently contains 84 Needlejets, organized into 7 squadrons and 36 Copters organized into 3 squadrons. Personnel strength is at about 500.

Free Drone Intelligence Agency
The FDIA is the intelligence gathering apparati of the Drone government. The FDIA contains the probe teams, elite Labor Mediation Teams, and Internal Security Service (ISS). Personnel numbers are highly classified, as is most information on the FDIA. The Labor Mediation Teams (LMT) are normally tasked with base infiltration, counter-terrorist activity, and can even assist the Ground Forces if needed for special tasks.

Bases
Total Factional Population: 722,000
Free Drone Central - 80,200
Anvil of Man - 53,500
Hammer and Tongs - 51,000
Smokestack Hill - 67,200
Liberty Plant - 58,100
Miner's Freehold - 77,000
Freedom's Foundry - 63,000
Common Ground - 71,600
Guild House - 65,800
Hall of Industry - 49,900
Future's Fulcrum - 39,700
Seawork Caverns - 45,000

Techs
Adaptive Doctrine
Applied Physics
Biogenetics
Centauri Ecology
Doctrine: Air Power
Doctrine: Flexibility
Doctine: Loyalty
Doctrine: Mobility
Ethical Calculus
High Energy Chemistry
Industrial Automation
Industrial Base
Industrial Economics
Mind/Machine Interface
Nonlinear Mathematics
Planetary Networks
Secrets of the Human Brain
Social Psych
Synthetic Fossile Fuels
Superconducter

Last edited by Bearcat; August 26, 2001 at 17:12.
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Old August 28, 2001, 20:38   #13
Sprayber
Apolyton Storywriters' Guild
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Local Date: October 31, 2010
Join Date: Oct 2000
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Posts: 4,140
Spartan Federation
Spartan Armed Forces

Spartan Army
Commanding Officer--General Veers

Army Group North
Commanding Officer--General Kell
Stationed--Hawk of Chiron
3 Chaos Speeder (Sythamental Armor)
4 Chaos Speeder
3 Chaos Infantry
3 Missile Infantry

Army Group Aztec
Commanding Officer--General Luther
Stationed--Centurion Cave
(Patrolling The Free Drone Border)
4 Chaos Speeders
2 Missile Speeders
1 Missile Artillery (rover platform)

Army Group Inca
Commanding Officer--General Masterson
Stationed--Centurion Cave
3 Chaos Invaders
4 Missile Infantry

Army Group South
Commanding Officer--General Gunther
Stationed--War Outpost
3 Chaos Speeder
5 Missile Speeder
3 Chaos Infantry
2 Missile Artillery

Army Group Viking
Commanding Officer--General Thane
Stationed--War Outpost
(Patrolling The PK Border)
4 Chaos Speeders
2 Missile Speeders
3 Chaos Infantry

Army Group Central
Commanding Officer--General Mar
Stationed--Fort Legion
3 Chaos Speeder
6 Missile Speeder
3 Chaos Infantry
5 Missile Infantry

Army Group Reserve
Commanding Officer--General Styles
Stationed--Commander's Keep
4 Missile Rover
5 Missile Infantry

Spartan Home Guard
Commanding Officer--Colonel Santiago or Marshal Kessel
4 X Missile Speeder
2 X Missile Infantry

Army Group Laconia
Commanding Officer--General Davila
Stationed--Janissary Rock
(Functions as an element of the Spartan Home Guard)
2 X Chaos Speeders
2 X Missile Speeders
3 X Missile Needlejets

Spartan Expeditionary Force
Commanding Officer--Major Anthony Burke
Stationed--New Jerusalem
2 Missile Speeder
3 Missile Infantry
1 Probe Team
2 Missile Penetrator


Santiago Guard
Commanding Officer--Colonel Santiago
1 Chaos armed division. 8-3-1
Jade Falcon--100 Troops
(Provides Personal Protection For Colonel Santiago)
At least 20 troops are with Colonel Santiago at all times. Troops are rotated every other day. Rest are always within easy access for the Colonel. Unit can be distinguished by their black body armor with green breastplates. Small Jade Falcon emblem on the front part of their blast helmet and left shoulder.
Red Panther--600 Troops
(Security For Sparta Command)
Stationed throughout the base compound. The elite 54 are stationed in the Command Nexus. Unit can be distinguished by their black body armor with red breastplates. Small Red Panther emblem on the front part of their blast helmet and left shoulder.


Spartan Militia
Commanding Officer--Colonel Santiago
Every citizen beginning at the age of 15 is apart of the Spartan Militia. He/She is only taken off the Militia Rolls when they join a branch of the Spartan Armed Forces. Militia units can be called up by Colonel Santiago or the Military Governor Of Inner Sparta. They form 1-1-1 Commando base defense units. Units of Infantry can also be formed by combining different elements of the Militia units.

Spartan Navy
Commanding Officer--Admiral West

Task Force 1-
Commanding Officer--Commodore Simpson
6 Cruisers
7 Foils
Flag Ship - SNS Spartan - AAA Chaos Cruiser

Task Force 2-
Commanding Officer--Commodore Trace
6 Cruisers
8 Foils
Flag Ship - SNS Leonides-AAA Chaos Cruiser

Task Force 3-
Commanding Officer--Commodore Strom
3 Cruisers
5 Foils
Flag Ship - SNS Sovereign - AAA Missile Cruiser

Task Force 4-
Commanding Officer--Commodore Green
3 Cruisers
6 Foils
Flag Ship - SNS Executor - AAA Missile Cruiser

Task Force 5-
3 Cruisers
6 Foils
Flag Ship - SNS Waco - AAA Missile Cruiser

Transport Fleet
Commander Officer--Commodore Yates
5 Cruiser Transports
8 Foil Transports

Explorer Fleet
Commanding Officer--Captain Santee
3 Impact Foils

Doctrine: Mobility---E1
Progenitor Psych---E1
Centauri ecology---E1
Information networks---D1
Biogenetics---D1
Social Psych---B1
Industrial base---B1
Applied physics---C1
Doctrine: Flexibility---E2
Ethical Calculus---E2
Secrets of the Human Brain---D2
Industrial economics---B2
Nonlinear mathematics---C2
Field Modulation---C2
High Energy Chemistry---C2
Doctrine: Loyalty---C2
Intellectual Inegrity---E3
Centuari Empathy---E3
Advanced Subatomic Theory---D3
Optical Computers---D3
Industrial Automation---B3
Gene Splicing---B3
Adaptive Economics---B3
Adaptive Doctrine---C3
Doctrine: Initiative---E4
Synthetic Fossil Fuels---E4
Silksteel Alloys---B4
Cyberethics---B4
Superconductor---C4
Advanced Military Algorithms---C4
Neural Grafting---C4
Doctrine: Air Power---E5
Superstring Theory---C5
Mind Machine Interface---C6

(Needed Techs) [OOC: Techs that Sparta is willing to bargain for]
Ecological Engineering---E4
Planetary Economics---B4
Bioadaptive Resonance---C4
Centauri Meditation---E5
Applied Reativity---D5
Bio-Engineering---B5
Fusion Power---D6


Researching
Pre-Sentient Algorithms

(Comming-Air Force, government, society, factional relations, and revisions of hard data.)

Last edited by Sprayber; September 5, 2001 at 03:17.
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Old August 28, 2001, 23:23   #14
[LordLMP]
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Top Fives/Tens
PLANETARY COUNCIL 2200 STATS

Top 5 best Industry

1. Free Drones
2. Hive
3. Pirates
4. Believers/Peacekeepers
5. Morganites/Cyborgs

Top 5 best Economy

1. Morganites
2. Pirate
3. Data Angels/Peacekeepers
4. Free Drones
5. University

Top 5 best Research

1. Cyborg
2. University
3. Data Angels
4. Peacekeepers
5. Pirates

Top 10 most advance

1. Cyborgs
2. University
3. Data Angels/Peacekeepers
4. Pirates
5. Spartans
6. Morganites
7. Gaians
8. Free Drones
9. Believers
10. Cult

Top 5 Energy producer

1. Morganites
2. Peacekeepers/Data Angels
3. Pirates
4. University/Spartans
5. Free Drones/Cyborgs

Biggest Populations

1. Hive
2. Believers
3. Peacekeepers
4. Pirates/Free Drones
5. Spartans
6.University
7. Morganites/Data Angels/Cyborgs
8. Gaians
9. Cult

Top 5 Strongest Military(Morale wise)

1. Spartans
2. Pirates
3. Peacekeepers
4. Data Angels
5. Free Drones

Top 10 biggest Navy

1. Pirates
2. Peacekeepers
3. Data Angels/Spartans
4. Believers
5. Hive
6. Gaians (IoDs mainly)
7. Free Drones
8. Cyborgs
9. University/Morganites
10. Cult

Top 5 Biggest Air force

1. Free Drones
2. Peacekeepers
3. Hive/Spartans
4. Data Angels/Pirates
5. Morganites/University

Top 5 Ground Force

1. Hive
2. Believers
3. Peacekeepers
4. Free Drones
5. Data Angels

Top 5 best Probe Teams

1. Data Angels
2. Pirates
3. Believers
4. Peacekeepers/Spartans
5. Free Drones

Top 5 Greenest

1. Gaians
2. Cult
3. Data Angels/Cyborgs
4. Peacekeepers/Pirates
5. University

Top 5 best Mindworms

1. Cult
2. Gaians
3. Data Angels
4. University
5. Peacekeepers

Top 5 most Mindworms

1. Gaians
2. Cult (use to be first, but the war brought them down)
3. University (secretly probebly)
4. Data Angels/Peacekeepers
5. Pirates

Top 5 most Merchants/Traders

1. Pirates
2. Peacekeepers
3. Morganites/Data Angels
4. Free Drones
5. University

Last edited by ; August 29, 2001 at 11:25.
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Old September 28, 2001, 06:42   #15
Guardian
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The Peacekeepers

Okay, I finally got my act together here... it's not finished yet though...


Current events:

The Peacekeepers have recently been in some disarray following the loss of their alliance with the Data Angels. Most of them still do not understand why and how it happened, but they are moving on... Now they are interested in clarifying their relations to the remaining Chiron Alliance partners, and there is currently some speculation that the Pirates could be stepping in to take the place as the Peacekeepers' best friends and closest allies. The U.N. mission on the Western Continent is at best marginally successful. Refugees have been and are being taken care of, but attempts to force a cease fire and negotiations have been an exercise in futility. Alternative courses of actions were being debated and considered, but these discussions have been at least temporarily cut short by current events. Tensions with the Spartans are rising again, causing the Peacekeepers to put various internal disagreements aside and pull together. Forces are being mobilized and preparations are underway for what could become the Third Spartan War...


Society:

The PK society is based on the (somewhat utopic) idea of humanity as one big happy family, which is the greater goal which they're always striving towards. However, there is also a strong element of individual freedom involved. As long as everyone's basic needs are being met and nobody's human rights are being violated, people are free to pursue their own goals whenever and in any way they can. In other words; if it feels right for you and you won't be hurting anybody else by doing it, then it's okay! Others might think it's weird or they may not approve at all, but so what?! It's your life and your freedom, and as long as you're not causing problems for anybody, it's none of their business! In this society, the law exists to protect the righs of each and every individual, not to limit or control them. -Or at least that's how it's meant to be, but it might not always work that way...
Also, like in any democracy, it is not totally unheard of to sometimes sacrifice a few for the benefit of many, but "the few" will usually volunteer themselves and receive some sort of compensation.

Now, it might sound like these people have very little respect for authority, but this is not entirely true. They will respect their own government, or indeed any government that has the support of its' people and generally seems fair and just. It's only when they feel authority is being abused that they will turn against it. Also, they respect other factions' right to build their own social structures, which may or may not be different, but only as long as nobody's human rights are being violated. That is, in their eyes, a social structure that will inhibit or restrain individual freedom is legitimate only if people choose it by their own free will, and those who do not want to be part of it are left alone or at the very least allowed to leave. (In other words; a government like that of the Hive has no right to exist! -They use force to keep citizens in line... However, if this had not been the case, the Peacekeepers would have had no objections to Yang and his "social experiments". If this is how people wish to live, then fine, suit yourselves...)

Anyway, their society is based on mutual trust and respect. Anyone who breaks this code will earn their contempt and can some times be dealt with kind of harshly without anybody really objecting much. Some people even argue that individuals should be considered to waive their own rights by violating someone else's. However, this is NOT official policy and the authorities will usually try to "rehabilitate" those who "go astray" and return them to the happy family they think humanity ought to be...


"Pro-war" vs. "pro-peace"

These terms can be somewhat misleading, since the "pro-war" Peacekeepers are not really pro-war, but basically just have a more militaristic and "hard line" view on how to go about enforcing the U.N. Charter. The "pro-peace" people generally want to believe that all people are "good at heart" and that things like war and hatred are usually caused by gross misunderstandings and "fear of the unknown". They feel that "if we could all understand each other, then we would all get along - or at least be able to live with each other", and so they have much faith in diplomacy, communication and free flow of information as the tools of choice and the solutions to most problems.

The "pro-war" Peacekeepers argue that this diplomatic approach is not fit to defend the principles of the U.N. Charter because some people are just plain mean and mere words will not stop them. Therefore, if justice is to be done, the U.N. must be ready and willing to back up words with military force whenever somebody won't listen to reason. One could say that they want to be the Peacekeeping Forces rather than just Peacekeepers. Also, they argue that the U.N. should be Peacemakers as well as Peacekeepers, meaning that a full scale military intervention is acceptable if one or more of the parties in a conflict won't listen to reason. (I.e. "go in there and kick ass until they've had enough and are ready to talk".) Unfortunately for the "pro-war" people, this approach has not worked very well at all on the Western Continent. However, the Spartans have just made sure that the "pro-peace" people will not get to take advantage of the situation...

The "pro-war" gang has had a lot of influence over U.N. policies over the last couple of decades. However, Commissioner Lal still has the last word and keeps them safely under control (for the most part anyway)...


Social engineering:

This is a Democracy with Green economics and Power values.
Energy distribution: 50% Research, 50% Economy


Military:

The U.N. Military is divided into four different branches: Army, Navy, Air Force and Marine Corps. In addition, there are the Special Forces and the Gatekeepers (Defense Line / base garrisons), both of which are mainly linked to the army, but have also more or less established themselves as branches of their own (both larger than the Marine Corps). In theory, each branch has its own command structure, but in reality they're usually more integrated than that. For the purpose of actual field operations, forces are frequently "packaged" and assigned to multi-branch task forces with unified command structures for better coordination. There are currently five such task forces on the Eastern Continent and one on the Western Continent (New Hope). Of the five task forces on the Eastern Continent, there are currently 3 along the Spartan border, one near the Planetneck and one up in the mountains near Data Acquisition, hunting Kurita's guerillas.

Coordination of all military operations is handled through U.N. Central Command at U.N. Enforcement Base.


[To be continued, updated, etc...]
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Old September 28, 2001, 12:44   #16
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Re: Top Fives/Tens
Further Descriptions

PLANETARY COUNCIL 2200 STATS

Top 5 best Industry

1. Free Drones
(Able to produce over 20% of Chrion's GNP)
2. Hive
(Produces over 15% of Chiron's GNP)
3. Pirates
(Produces over 10% of Chiron's GNP)
4. Believers/Peacekeepers
(Produces over 8% of Chiron's GNP
5. Morganites/Cyborgs
(Produces over 7% of Chiron's GNP)
6. OTHERS
(Remaining 25%)

Top 5 best Economy
1-10 (STRONGEST) Economy Strengths
10- No Debt, Making Billions.

1. Morganites
(Econ strength- 9.5)
2. Pirate
(Econ strength- 9)
3. Data Angels/Peacekeepers
(Econ strength- 7)
4. Free Drones
(Econ strength- 6.5)
5. University
(Econ. Strength- 6)

Top 5 best Research

1. Cyborg
(3 medium techs per year)
2. University
(3 lower techs per year)
3. Data Angels
(2 high techs per year)
4. Peacekeepers
(2 medium techs per year)
5. Pirates
(2 lower techs per year)

Top 10 most advance

1. Cyborgs
2. University
3. Data Angels/Peacekeepers
4. Pirates
5. Spartans
6. Morganites
7. Gaians
8. Free Drones
9. Believers
10. Cult

Top 5 Energy producer

1. Morganites
2. Peacekeepers/Data Angels
3. Pirates
4. University/Spartans
5. Free Drones/Cyborgs

Biggest Populations

1. Hive
2. Believers
3. Peacekeepers
4. Pirates/Free Drones
5. Spartans
6.University
7. Morganites/Data Angels/Cyborgs
8. Gaians
9. Cult

Top 5 Strongest Military(Morale wise)
1-10 (BEST)

1. Spartans
(9)
2. Pirates
(7)
3. Peacekeepers
(7)
4. Data Angels
(6)
5. Free Drones
(5)

Top 10 biggest Navy

1. Pirates
(Many many water units)
2. Peacekeepers
(9-13 warships)
3. Data Angels/Spartans
(6-9 Warships, 1 colonizer?)
4. Believers
(4-7 Warships)
5. Hive
(3-5 Warships)
6. Gaians
(IoDs mainly)
7. Free Drones
(1-2 Warships, many weapons vessels)
8. Cyborgs
(1-2 Warships)
9. University/Morganites
(Merchant ships, some weapons-equipped vessels)
10. Cult
(No navy to speak of)

Top 5 Biggest Air force

1. Free Drones
(10 Units)
2. Peacekeepers
(7-10 Units)
3. Hive/Spartans
(2-5 Units)
4. Data Angels/Pirates
(1-3 Units)
5. Morganites/University
(NONE)

Top 5 Ground Force

1. Hive
2. Believers
3. Peacekeepers
4. Free Drones
5. Data Angels

Top 5 best Probe Teams

1. Data Angels
2. Pirates
3. Believers
4. Peacekeepers/Spartans
5. Free Drones

Top 5 Greenest

1. Gaians
2. Cult
3. Data Angels/Cyborgs
4. Peacekeepers/Pirates
5. University

Top 5 best Mindworms

1. Cult
2. Gaians
3. Data Angels
4. University
5. Peacekeepers

Top 5 most Mindworms

1. Gaians
(>50)
2. Cult (use to be first, but the war brought them down)
(>30)
3. University
(20-30 units)
4. Data Angels/Peacekeepers
(10-20 units)
5. Pirates
(>5)

Top 5 most Merchants/Traders

1. Pirates
2. Peacekeepers
3. Morganites/Data Angels
4. Free Drones
5. University

*To be finished Later

---
Notes, LMP, I believe that the Cult should have more bonuses in production and that the Pirates and/or Free Drones probably should be scaled down a bit...
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Last edited by DarkCloud; September 28, 2001 at 18:32.
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