The World of The Gunny

The Wasted World of Gunnery Sergeant DeShane
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 Post subject: Senate
PostPosted: 16 Dec 2008 12:38 
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Sergeant Major of the USMC
Sergeant Major of the USMC
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Joined: 23 May 2005 16:49
Posts: 5244
Location: Wandering the Wastes
Current National Statistics will be displayed here.

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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PostPosted: 16 Dec 2008 12:40 
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Sergeant Major of the USMC
Sergeant Major of the USMC
User avatar

Joined: 23 May 2005 16:49
Posts: 5244
Location: Wandering the Wastes
Advantages:
Elite Armed Forces (75 NP): Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy. Morale is high, professionalism the rule, and leadership excellent if not inspired. All your Armed Forces (not including inventors, security forces and WMDs) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.

Space Cadets (5 NP): Your Nation has a foothold in space, with permanent bases, residences and a level of industry. This advantage can make the travel and exploitation of space easier for a Nation.

Huge Population (20 NP): Since the absorbtion of the Orbis Sericum, the Imperial Republic's population has skyrocketed. The Population of your Nation is multiplied by 10. This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep. This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.

To the Stars! (10 NP): Since the prospective Emperor can only be 'adopted' by the current Emperor after proving himself in war or adding to the Imperial Republic, the need to get out and spread the Imperial Republic across the galaxy has intensified, focussing more effort and energy into developing bases and colonies outsystem. Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.

Martial Society (30 NP): The Republic has an old and strong military tradition, going on 5000 years since the founding of Roma. the populace has always had a martial attitude, weapons are plentiful and stored in local armories and great armies can be quickly mobilized in times of trouble. In practice this allows a Power to form Unskilled Infantry and Skilled Infantry at a much increased rate, taking only the Production Point Cost in months to complete each Batch.


Disadvantages:

Mechanological Intolerance (+40 NP): Your Nation has a blanket prejudice against Mechanology. They will not use any levels of Mech, nor can they fuse Mechanology and Technology. They will also react poorly to any Power that uses Inventors and will treat such a Power as if they are Undiplomatic. They may use Techno-mech equipment if they purchase it from others, but they will pay twice the normal cost for it as it must pass stringent restrictions and scrutiny, and may not use any Active Abilities.

Fourth Law (+10 NP): Your Nation fears the rise of intelligent machines. This includes both the intelligent computers produced by Technological Powers and the self-aware Difference Engines produced by Mechanological Powers. Your Nation may never use full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Bio-tech Power from building intelligent biotech creations or using sentient creatures as their vehicles.

True Human (+10 NP): Your Nation frowns on modifying the gods-given forms of life. They cannot use genetic engineering or Enhancing Inventions, or any other kind of population or crew modifications. They will treat any Bio-tech Civilisation as a Pariah.

Undiplomatic (+40 NP): Your Nation lacks diplomatic graces. You have a great deal of trouble closing deals with other states. In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Martian Staryards will cost you 20 Wealth rather than 10). The same goes for others trying to deal with you. The extra money is simply absorbed by a difficult, combative or restrictive diplomatic bureaucracy.

Nuke Free Zone (+30 NP): Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Mechanology. They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons. If a nation makes routine use of WMD or Doomsday Inventions, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic. In such a case you may also use the presence of WMD or Doomsday Inventions as a cassus bellorum, allowing you to start a war without any Civil Order penalties.

Patent Office (+5 NP): Your Nation jealously guards what's theirs, treating their accumulated knowledge as their own private trove. They will not give others Research Treaties (though they will still accept them), nor will they trade any of their technological designs or units to another Power. Ever. If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.

Not Invented Here (+25 NP): Your Nation is not receptive to external ideas. They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or designs from another Power. Additionally, spies on Espionage missions are half as effective. Note: Artefact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation's past, and even those with a serious NIH complex can see the value of these awesome War of the Gods War machines.

Technology:

Engineering: 800
Chemistry: 450
Physics/Mathematics: 600
Biology: 300
Psychology: 300

Mechanology:

Explosive: 0
Organic: 0
Æthernautics: 0
Psykological: 0
Metallic: 0

Infrastructure:

Production:
Industry: 40/per month - (+33 bonus from population)
Raw Materials - 200 in storage
Wealth: 50/ per month - 250 In storage
Research: 15/ per year
Fuel Collection: 75/ per month - 375 in storage
Housing - 66 pop housed

Transportation Networks:
Interstate Highways: 30
Paved Roads: 22
Unpaved Roads: 88

Terrain:

Terra: Ring 3 - Section 4, Land Regions Left - 982
Principatus Europa:
Difficult,- Provincae Italia: pop :22,IU:10,WU:20,RP:0,FU:10,HU:12,IH:4,PR:1,UR:6
Open- Provincae Gallia: pop :22,IU:5,WU:5,RP:0,FU:5,HU:10,IH:4,PR:1,UR:6
Difficult- Provincae Hispania: pop :22,IU:0,WU:15,RP:0,Fuel:0,HU:6,IH:2,PR:1,UR:4
Intervening- Mare Germanicus
Open- Provincae Brittania: pop :20,IU:5,WU:5,RP:0,FU:0,HU:6,IH:2,PR:1,UR:4
Very Difficult- Provincae Scandia: pop :10,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Open- Provincae Germania: pop :22,IU:5,WU:0,RP:0,FU:0,HU:4,IH:2,PR:1,UR:4
Open- Provincae Gothica: pop :21,IU:0,WU:0,RP:0,FU:20,HU:4,IH:2,PR:1,UR:4
Open- Provincae Illyricum: pop :20,IU:0,WU:0,RP:0,FU:0,HU:2,IH:2,PR:1,UR:4
Difficult- Provincae Moesia: pop :20,IU:0,WU:0,RP:0,FU:0,HU2,IH:1,PR:1,UR:4
Intervening Terrain: Mare Nostrum
Principatus Africa:
Open- Provincae Africa Proconsularis: pop :10,IU:0,WU:0,RP:0,FU:10,HU:2,IH:1,PR:1,UR:4
Open- Provincae Aegyptus: pop :10,IU:0,WU:0,RP:10,FU:10,HU:2,IH:1,PR:1,UR:4
Principatus Asia:
Open- Provincae Asia: pop :10,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Intervening Terrain: Central Asia
Principatus Serica:
Open- Provincae Hanii: pop :20,IU:5,WU:5,RP:5,FU:5,HU:2,IH:1,PR:1,UR:4
Difficult- Provincae Koreanius: pop :5,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Intervening Terrain: Mare Sericum
Open - Provincae Nihonii: pop :15,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Intervening Terrain: Oceanus Pacificum
Principatus Mericus Septentrionalis
Open- Provincae Mediatlantica: pop :10,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Open- Provincae Austrorientalis: pop :10,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Open- Provincae Austroccidentalis: pop :10,IU:0,WU:0,RP:0,FU:0,HU:2,IH:1,PR:1,UR:4
Principatus Nova Hispania
Open- Provincae Mexicus: pop :10,IU:0,WU:0,RP:0,FU:15,HU:2,IH:1,PR:1,UR:4


Space Terrain:

Orbital Space 5 Open

Luna: Terra's Moon - Colony Cost = 5, Regions Left W/O Terraforming - 86
Principatus Luna:
Provincae Primus Princeps: pop :4,IU:5,WU:0,RP:0,FU:0,HU:4,IH:1,PR:1,UR:4

Mid System 9 Open

Sister World:
Mars: Ring 4 - Section 6 - Colony Cost - 2, Regions left W/O Terraforming - 317
Principatus Mars
Open- Provincae Nova Italia: pop :7,IU:0,WU:0,RP:0,FU:0,HU:8,IH:1,PR:2,UR:4

Out System: 20 Open

Trade Agreements:

Military Trades:

Foreign Relation:

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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