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Solar Federation

(17 Systems, including 5 stage 1 colonies, 4 stage 2, 2 tributaries and six old worlds)

Member Systems

  • Sol (old world)
  • Barnards Star
  • Tau Ceti (old world)
  • Alpha Centauri/Proxima
  • Arcturus (old world)
  • Wolf 359 (old world)
  • Kapteyn's Star
  • Van Maneens Star System
  • Sigma Draconis
  • Giliese 406
  • 61 Cygni

Expansion Rules/Conditions

System of Origin: Sol

Expansion shape: outward in all quadrants except toward Epsilon Eridani

Mood: aggressive

Policy: Pre War of Hope, conquer and take over independents. After War of Hope and War seen as very unpopular back home, policy changes to:

Cloak and Dagger: Solar Federation doesn't officially worry about all the independents out there. Unofficialy, it wants to rule everyone. Operatives (incl freelance) to create instability in independents so Solar Fed can swoop in as the hero to bring back order, or supply resources and worm its way into control

Systems interested in: Anything that is already colonised, any system with abundant resources ready for mining

Systems not interested in: empty systems, flare stars.

Technology Rating: 12 (on old elite scale): Can colonise airless rocks and will do so if it deemed appropriate. Can also do low level terraforming of suitable planets to be more friendly for human life. Can do full terraforming but only if a planet if super special.

Specials: from earth's ravaged environment past comes a wealth of environmental groups who like to set up enclaves in distant systems for whatever flora/fauna is of interest to them.

History

By the time man reached for the stars, Earth was combined under two separate governments. The third world war, fought for control over dwindly resources, left the Earth controlled by the United Countries of the West (UCW) and the Asia Communist Party (ACP). For fears of ending civilisation completely the two groups to end war on Earth. But space was another matter entirely. The UCW already controlled the moon and had a tenuous grip on Mars. The ACP was at a distinct disadvantage, but they had more ambition and set their sights on IO and Titan. The moon and mars bases were bringing in steady raw materials allowing the UCW to set their sights further out. Epsilon Eridani was determined to have the best candidate planet for a human colony and in 2259 the first of the generation ships, the Earth's Pride was launched.

The ACP developed a technology to harness seismic movements and established a set of bases on IO to take advantage of its active interior. Instead of spreading its resources wide, the ACP focused on IO to rape the moon of all she could offer. This short sightedness was the beginning of the end of the ACP as a major volcanic eruption in 2281 wiped out the array of IO bases leaving the ACP crippled and weakened.

Haber Corporation, a planetwide corporation that had its finger in every pie on Earth saw this weakness and struck with hired forces. After a successful coup de'tat, Haber resumed power of the ACP territories and converted it to a corporate society. In parallel, Habers interests in the UCW created disquiet, brought in additional troops and also forced a coup. This united the planet for the first time in its history under a single, corporate rule. With the full power of the Moon, Mars and Titan bases, Haber saw all the stars and their wealth as its own. A massive diaspora occurred over a fifty year period, with generation ships heading out to several nearby systems to establish colonies. Those with enough money were able to buy ships to strike out on their own, including a group of australian environmentalists and the infamous self-titled king Tolan Oberon.

In this fifty year period at least 25 registered colony ships left earth. 17 made landfall in 12 different systems. The rest were never heard from again.

While Habor cast its eyes to the heavens, it forgot about the ground it was standing on, a tepid waste from the last war and not getting any better. The remaining people on earth continued to suffer on the ravaged earth while their leaders refused to spend a cent to clean it up.

Habor’s greed cost it. Fifty two years after taking control of the planet, Habor was throw out, its board killed or arrested, any surviving loyalists fleeing on the last colony ship to create a new corporate world. Earth fell into a mini dark ages, with anarchy prevalent across the globe. The infrastructure for government was in place, just no one knew what to do with it. While colonies sprouted on Epsilon Eridani, Arcturus, Tau Ceti, Sirius and more, Earth stagnated. Finally, after several decades Earth shook itself out of its slumber and created a united Solar Federation encompassing all the habitats of the solar system under a single leader. Manufacturing resumed, new bases were built, mining companies struck out further for materials, and with all of this came piracy. The military and police forces were bulked up to combat this growing piracy throughout the solar system. A radio signal was received from the Epsilon Eridani colony, named 'New Hope'. They were growing and establishing a manufacturing base. They had long term plans to act as a springboard for future colonies. the Solar Federation sent a return signal welcoming the colony to the Solar Federation and expected taxes. No message was received back.

In 2595 Henry Winkler blew up his laboratory while experimenting with accelerated space. After three more explosions he deduced he had fonud a way to access hyperspace but the influence of gravity resulted in unfortunately side effects. Further tests in low earth orbit confirmed his formulae and by the end of the millenia the technology had been commercialised. Suddenly all of the galaxy was accessible. Ships were sent to re-established contact with the generation ship colonies. The people's languages and nuances had changed over the centuries until they were almost a different race or nationality: like an american visiting australia for the first time.

As the Federation had military strength and the colonies did not, they were swept under into the fold as tributaries of the Solar Federation. Tax was paid, the navy divisions were posted for protection - of civilians and the tax collection.

Those dissatisfied with life on Earth found refuge in these lesser controlled colonies. New colonies were also settled, launched not just from Earth, but from the other 'old' colonies as they became known. The colony of New Hope, as the oldest and biggest attracted the ex-Earth dissenters. Populace moods changed, independence from the 'yoke of Earth' became part of the national identity. Radical groups were born, riots occured on a regular basis until finally in 2714 the government was overthrown, the local navy ships seized and the 'Free Republic' was established.

After months of failed negotiations and discussions, the Federation sent in their third fleet and destroyed all resistance, and brought Epsilon Eridani back into the fold. The third fleet relocated to Ep-Er and established bases on the planet to maintain the peace.

Fortunately if there has been one lesson in history, its that a subjugated people never lay down to die. . .

Confederation of Independent Worlds

(eight systems, including 4 stage 1 colonies)

Member Systems

Epsilon Eridani (Captial)Ross 128

Expansion Rules/Conditions

System of Origin: Epsilon Eridani

Expansion shape: ellipsoidal away from Sol (to minimise the front they have to defend)

Mood: Aggressive. Eternal Vigilance is the call card of the CIW and they know that they need people and money if they are keep their independence from the Solar Federation, so they expand to grow the people and the money they need.

Policy: Post War of Hope the policy is to create as many colonies as possible but only away from Sol.

Systems interested in: Systems with earth-clone planets or anything close to it. They don't have the money and resources for underground habitats or terraforming. They need planets that are ready or almost ready to move straight onto. Empty systems are excellent for training grounds or secret experiments. Space stations created in the barycentre of empty system binary pairs are well protected and hidden and good for a bunch of things.

Systems not interested in: Systems with many rocky or gaseous worlds, worlds that the Solar federation would go after.

Technology Rating: 8 (on old elite scale): Can create basic space stations and do low level terraforming of suitable planets to be more friendly for human life. No full terraforming, limited Self contained habitats.

Specials: There are those that saviour a hard earned righteous victory and there are those that believe the war is never over. Some divisions within the CIW believe they will never be safe until the Solar Federation is destroyed and some colonies will be established by these people with that militaristic mindset.

History

The seed of the confederation of independent Worlds was laid in 2715 when the Solar Federation's navy brutually crushed the Free republic independence with orbital bombardment of city and captured military base alike. A puppet government was established, but within the corridors of this manchurian state the dream of independence lived on. The lesson had been learnt however: freedom had to be earnt, through blood, and tears, and eternal vigilance.

While the military kept a steel gauntlet pressed on New Hope, the peripheral bases in the Epsilon Eridani began to evolve in secret. Small scale shipyards popped up producing 'commercial' units that were armed with weaponry smuggled in from neighbouring colonies. The collusion grew and Ross 128, another tributary but one watched far less vigourously, became a critical member of the Independent Alliance.

Cregar Phillips of New Hope and Miles Antwerp of the Schuster Colony in Ross 128, leaders of this new Alliance knew that vigilance was their greatest need. To create a force strong enough to oppose the Solar Federation, they had to ensure that the Federation learnt nothing about their plans. Slowly their work began to yield results. Youth camps were used to disguise soldier training; the shipyards produced ships designed for commerce but armed and armoured, other colonies began to lend support, weapons, ships, personnel. Pilot training occured deep in the oort cloud away from Federation sensors.

Finally in 2723 with ships, men (and women), patriotism and the unofficial support of six solar systems, Cregar Phillips put initiated the War for hope. He broadcast throughout the Epsilon Eridani system a reading from George Washington's 1776 declaration of independence. He then went on to add that Epsilon Eridani would follow in their forebearers steps and no longer live under the gauntlet of Federation oppression and they would fight and give their lives for their freedom. At the same time his green but eager forces attacked the Federation's third fleet at its various bases throughout the system. This was to start two years of bloody warfare that would end with both sides on the ropes licking their wounds and a stalemate resulting in the formation of the Confederation of Independent Worlds

The most famous of all the naval battles was the Battle of Pritchard's Run, a large space station at the centre of a solar collector array. The Solar Federation had sent all there forces to Epsilon Eridani to finally crush all resistance and end the war quickly, as there was public unhappiness with the war back home. The Solar Fleet outnumbered the Ep-Er home fleet three to one. The home fleet had also just fought off the Solar fourth fleet and was still licking its wounds. It was battered, bruised, morale was low and those ships still in one piece still needed repair. When the combined 1st and 2nd Solar Fleets hyperjumped into Epsilon Eridani, those battered remnants were all that stood in their way. Rear Admiral Deacon, the last remaining Admiral yet also their most successfull rallied his men, reminded them of the orbital bombardments of history, that they were all that was left and it was their job to stop the deaths of their families down on New Hope. More through sheer desperation and a belief in fighting for something greater than themselves than brilliant strategy the Home fleet fought convincingly but ultimately the odds were too high. They took as many Solar ships down as they could but after a marathon battle the Rear Admiral's flagship was the last ship remaining. As he ordered a suicide charge at his opposite's ship, the long promised but never forthecoming reinforcements from Lacaille 27729 finally arrived. With fresh ships and even fresher personnel, the new ships wrestled the tide of the battle back toward the CIW and the battle was won.

There was never any official cessation of hostilities. Rather the Solar Federation ran out of ships, the public ran out of patience and the war was abandoned. CIW was left to lick its wounds, crippled in victory. Rebuilding of defenses were always paramount as no one could know if the Solar Federation would come back. They did not want to be caught again so an aggressive policy of expansion was enforced, with new colonies being despatched at a rate faster than ever before in human history. They did not bother with dead worlds, rather focusing on human-clone planets that they could move in, set up shop and begin creating weapons of war and babies (to grow up and use said weapons of war). Military conscription was mandatory for all able bodied citizens aged 18-24. The CIW navy grew with every passing month, but it could not keep pace with the rebuilding of the Solar Navy. Attention then went to fixed defenses - orbital defense platforms, research into planetary shielding, rocket arrays.

The rapid expansion policy would net results centuries down the track, which didn't help with their vulnerabilities straight away, so diplomats were sent to neighbouring independent colonies, trying to get them to join the CIW and collaborate. Some independents saw the aggression of the Solar Federation and agreed they would be stronger together. Some wished to retain independence but were happy to engage in trade and resource agreements. Others craved freedom above all other needs and spurred the CIW.

Today, the CIW is a young and growing political unit with a strong public voice that is anti-control. The government of the CIW is therefore quite a flexible and free system with few trade rules. No commodoties are illegal and the police force is lenient to anything other than piracy and murder.

Tolan Kingdom System

* A single system under totalitarian monarchy rule with a dynasty stretching back six hundred years*

Member Systems

  • Tolan

Expansion Rules/Conditions

System of Origin: Tolan

Expansion shape: No Expansion

Mood: isolationist.

Policy: Borders are guarded jealousy. traders are allowed from outside but are to have minimum contact with locals. To leave the starport and enter a city requires siginificant paperwork. anyone caught landing anywhere but the starport will be shot down on sight.

Systems interested in: None

Systems not interested in: None

Technology Rating: 5 (on old elite scale): Mainly an agragrian society but enough know how to populate the entire system with bases, outposts, trading stations etc. A very full system!

Specials: N/A

History

Not much is known about the history of the Tolan Kingdom. Tolan Oberon and his descendents have ruled for over six centuries and by all acounts the citizens are happy with this. They have a strong police force but no navy. They have no interest in expanding, contacting or warring against any other peoples. They have their little slice of the galaxy and everyone seems happy enough to leave them to it. Officially. The Solar Federation is always trying to get intel out of there. the CIW mostly leaves it alone. Haber Corp has some interests, more in paying people to assasinate the King himself than anything resembling fair trade.

Haber Corp Combine

    • Five closely knit solar systems under corporate rule. Borders are tightly enforced.

Membery Systems

  • Haber
  • Honnete
  • Mercantilism
  • Industrialism
  • Monetarism
  • Keyneiasm (System Destroyed)

Expansion Rules/Conditions

System of Origin: Haber

Expansion shape: spherical

Mood: Initially it was constant Once they had amassed five systems they began to push against other colonised systems (Independents, Solar Federation). Expansion then stopped and they looked at internal growth.

Systems interested in: Anything with raw material, preferably those with lots of gas giants and rocky plantes with minerals in them.

Systems not interested in: Not so interested in oxygen worlds. Not interested in good living conditions for their people, they just want productivity.

Specials: N/A

History

The Corporate rulers that fled Earth at the collapse of Haber set off in the last of the colonial generation ships. They found a sextuple system filled with ore laden asteroids and planetoids and a single earth-clone planet. They landed and name the planet Haber 1. they immediately set about re-creating what had been lost. With no environmental laws, no other interests and a people with no choice but to follow instruction, the Haber corporation quickly rebuilt and spread throughout the solar system.

Every town was a company town; every planet was a company planet. Quietly and quickly every nook and cranny of the Haber system filled with ore processing plants, smelters, manufacturing facilities and overworked and underpaid workers living in squallid conditions. It wasn't for another five hundred years when hyperspace equipped ships broke the Haber borders for the first time that thought had to go to the wider galaxy: They weren't alone and others would come.

Quickly the Haber Corporation reformed their police system into Naval might to defend themselves. settlement ships launched in all directions hoping to claim as much land as possible. But the Corporation had started the space race late and many nearby systems had already been claimed. In some instances the Corporation backed off; in some instances they killed and pilaged and claimed the land for themselves. Some empty systems were colonised.

Word of Habers atrocities came to light in the Solar Federation, who sent a fleet to ascertain what had happened. Although no fighting eventuated, tensions were tight on both sides and negotiations resulted in the Haber Accord, where the corporation agreed to halt all expansion into space, retaining its six systems. . . until perhaps one day when they were strong enough to defeat the Solar Federation.

This day came at the end of the War for Hope. Haber had been building military power and when the Solar Federation lost its last fleet to the rag-tag CIW, Haber struck.

Although initially effective, Haber's military proved inept with unmotivated officers with little training, regimented (corporate thinking) and cheap equipment that often broke down. The Solar Federation, still under a war economy, were able to rebuild and counterattack. This culmunated in the complete and utter destruction of all inhabitation of the Keyneiasm solar system. With the threat of total destruction Haber yielded, signed a new agreement to retain their remaining five systems and pay substantial reparations.

Today a state of unease continues around the untrustworthiness of Haber, while those at Haber hold onto their anger at the embarrassment and dream of the day when the Solar Federation can be toppled. Otherwise they continue along in their own corner of space doing what they have always done. Working conditions are poor and people begin their working life at the age of 8 and continue until they die. Few if any people earn enough to buy their freedom and acquire transport out of the system. With the lack of environmental controls, fresh food, liquid water and other necesseties of life fetch a high price. any privateer wishing to land at a Haber Corp starport must verify they have foodstuffs in their cargo bay.

Independents

    • These worlds are on the fringe of inhabited space and do not swear allegiance to any other power. There is no communication or cooperation between these worlds other than through trade.

Member worlds

  • Some Anarchic Systmes
  • A Commie System
  • A frozen world (the people have adapted to the cold temperatures and keep to themselves, the body heat of off worlders is offputting to them and they are self sufficient anyway)
  • everything else!

System of Origin: Several points of origin

Expansion shape: String, to connect all the origin systems

Mood: casual, laidback, slow

Policy: Colonisation is a result of individual missions, people wishing to strike out on their own. No government controls of affects the decisions of these individuals.

Systems interested in: Anything. Those that live on the edge of known space are a hard bunch and they'll take what they can get. Systems not interested in: N/A

Specials: Communists, Religious Groups, Feudal Societies, Multi Governments, Anarchists