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214
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Militia

Militia

With increasing interest in local politics, civilian support for system claims and general improvements of world infrastructure, it comes as little surprise to find that players are also looking for other forms of support, especially when it looks like somebody is about to hand them their ass.

This is not an easy essay to write simply because there are no hard and fast rules when it comes to panicking base governors beseeching planetary civil authorities to muster up hard working and tax-paying civilians and turn them over to be used as cannon fodder whose role is often to delay the inevitable while the governor organises the stripping of vital assets from said base before buggering off and leaving everyone to die.

There are quite a lot of variables to consider but below is a rough idea of what factors are taken into consideration by the GM when responding to a special action begging for aid from the civilian population. Before this however it is sensible to dispel some illusions about the ‘awesomeness’ of these free troops, these unpaid saviours that apparently have the power to appear at whim, screwing over months of planning.



How good are militia compared with other troops?
A typical militia troop from a world with contemporary levels of technology will have defence and damage of 2 and 1 control factor, i.e. half as good as a mercenary and less than a quarter as good as a soldier due to a soldier’s damage reduction value of 1.

There is however some variance in these numbers based on the location where the militia was raised. Native militia are particularly poor with no control factors and as they are armed with little more than sticks and stones, their damage is almost negligible. Even a contemporary world may produce inferior militia such as could be expected from a world depleted by conflict or otherwise unable to provide ordnance.

Where they originate from martial cultures they may have improved damage and control factors though depending on the culture it is more often the case that one has been sacrificed for increasing the other. Aggressive cultures for example may have damage of 1.5 while their control factors have decreased to 0.8 or even less. Pacifistic cultures are likely to produce generally inferior militia (and fewer of them - see below).

The greatest value of militia however is their ability to soak damage that would otherwise be inflicted on trained troops. From a purely pragmatic point of view, militia are primarily a sentient shield.

In most cases militia will have a promotion route, meaning that there will be amongst the militia some that show their natural talents. During the course of combat, some will therefore be promoted, normally to mercenary status.
How much do they cost?

Militia are unique to a specific world and while they are on secondment to a base on the world, their wages are paid for by the civilian government. Should, in their infinite wisdom, governors decide that the militia can fight elsewhere in the universe; they will lose this subsidised status and have to be paid for as normal personnel.

The actual cost of raising a militia is generally free for the basic amount, though normally the amount raised can be increased by up to a factor of 3. Generally speaking this increase is around 2 stellars/militia. Offers of other goods in lieu of payment are not viable for a few reasons. Getting the goods out of the base at short notice and to the appropriate civilian location is impractical. Determining what they actually want and arguing over the price could take time. Most importantly, if a governor believes that a base will fall, they have no qualms about giving away goods that are likely to be captured by the attacker anyway – which falls into the category ‘taking the piss’. So, we require that stellars are paid with the theory that when it is all over, the stellars will be used by the civilian population in the merchandising complexes and the purchase of trade goods. Whether they are buying from old or new owners of the base is down to how things turned out.

How long can you keep them?
Militia are very much a temporary measure, raised in need and let go as soon as possible. Normally, once they are no longer needed a governor can either run a special action to release them back into society, possibly with some sort of flowery speech and some goods (yes, at this point they are more than happy to accept trade goods and other things). Alternatively the governor can simply sack them, saving themselves the cost of a special action. There is no negative effect of sacking them and unless there is something specific be it information or orbital reference to a nice now cenotaph, sacking is perfectly acceptable.

If however you enjoy having your free troops manning the walls and saving the wage bill you can of course simply keep them in the base. As the date the militia were mustered has been saved, this could backfire. The use of agents and operatives could be used to stir antipathy for being kept on long after they fulfilled their duty. It will affect future attempts to raise militia and should the amount of militia be excessive, it can have a negative knock-on to the planetary economy (at some point, once civvy trading has been launched I will be working on some code that deals with attrition of militia and future attempts to raise them, once the values have been set by the GM).

Population Size
As a starting figure a rapid response militia will be around 0.02% of the total population, i.e. 1 in 5,000. This is effectively a proportion of the planetary defence force that can be seconded to a base in trouble.

A newly established population with basic colonisation support will be able to provide at short notice around 20 militia! While a stage 3 colony with a population of 5 million will be able to supply around 1,000. Realistically it is probably not worth bothering attempting to raise a militia at a moment’s notice from the civilian population if the population is less than 5 million unless there are extenuating circumstances.

Species and Culture
As pointed out above, some cultures are more martial than others and by the same token so are some species. This generally has a factor between 0.1 and 1.
Typical examples:
Wimbles are notoriously difficult to convince to pick up arms and normally have a factor of 0.3 while most humans and dewiek have a value of 1.

Relationship to Base and Affiliation
At one end of the scale there are outposts that have been happily mining ores on worlds that have never had any interaction with the civilian population at all. The civilian population may not even be aware that the outposts exist. At the other end of the scale, there may have been pre-starbase-construction special actions getting to know the population and establishing permission to build. Following this the new governor of starbase may have agreed a programme of uplifts to the population and carried them out, exhausting modules, tech, goods and stellars for the benefit of the civilian population (and yes, also increasing trade and merchandising – it’s not purely driven by altruism).

Next there is the relationship between the civilian population and the affiliation of the base. Is there civilian support for the system claim and if so, to what degree? Is the population for example the fanatical followers of the True One, do they swear allegiance to the Emperor? Do they hate the Flagritz having been liberated only a few years ago from planetary wide slavery?

Together these situations equate to a factor between 0 and 10, with 1 equating to a starbase on a world that contributes to the system claim of the starbase’s affiliation while 2 is appropriate for an imperially aligned world with respect to an IMP starbase. A factor of 10 is appropriate for a starbase that has just created a colony of 100,000 civilians and exhausted the appropriate tech, though a factor of 10 equates to only around two hundred militia! Even so, this level of loyalty is only likely to exist for a few months as the colonists find more important things to live for. A Flagritz starbase on a conquered wimble world will have a factor of around .5, presuming coercion (which equates to an overall factor 0.15 when taking into account wimbles disinclination to form militia).

Location of Base with respect to population centres
With respect to the rapid raising of militia, distance between the base and areas of high density population will play an important role. Civilian technology will to some degree mitigate excessive distance. If Transport tech have been given over to the civilian population and the world has reached stage 3 (at least 5 million), it is presumed that there is reasonably advanced and extensive transport infrastructure such that militia can get to a base that is within a few of sectors of urban and cultivated sectors. Where there are many cultivated and urban sectors with respect to the population, this equates to a lower population density. There is some degree of ‘fluffiness’ in determining this factor but for a world with 5M population and a combined total of less than 5 urban and cultivated sectors, having a base within a couple of sectors equates to a factor of 1, i.e. the basic amount of militia can be raised. If the world on the other hand had total of 15 urban and cultivated sectors scattered all round the world, then a factor of 0.5 is more realistic. Normally 1 is the upper limit, though under exceptional circumstances such as an asteroid, there is some justification of increasing it, though it is probable that this factor is modest compared to other situational modifiers.

For simplicities sake, for a world with a population in the hundreds of millions and urban and cultivated sectors on most continents, an upper limit to the base amount of 50,000 militia is considered practical (which can be increased to 150,000 with payment).

Recent Politics and Events
When raising a militia there is obviously going to be some sort of spin on the situation. Generally it is along the lines that whoever is on the horizon will not be as benign to the civilian population as those already here. No doubt tales of previous atrocities will be detailed and of course the ongoing civilian development programme will be terminated and as for those yummy unique foods from the home systems, they will obviously be a thing of the past. Together these can provide a convincing argument for increasing the size of the militia. By the same token, if this is the third militia raising attempt in as many days and the fate of previous militia is less than rosy, it is fairly clear that volunteers will be thin on the ground and even the civilian authorities will be somewhat unenthusiastic when it comes to sending more meat to the grinder.

Again, if there is little in the way of evidence that the governor is getting support from his own faction, locals will be less inclined to help out. As for the base asking for militia while stripping the base of veterans and tech… Militia may walk in through one gate, get a solid idea of that is in store for them if they fight and march straight back out.

If word* gets to civilian populations that the affiliation has a penchant for carpet-bombing their own bases after they are captured, you can be fairly certain that militia are unlikely to leap to the base’s defence.

*by this it is meant really solid evidence such as captured officers willing to testify

Perceived risk to militia and species integration
Militia know that they are no match for trained troops and no sentient creature (even hive) eagerly throw their lives away. As such militia need to be supported by regular troops in order to preserve the presumption that this is not a lost cause. As such a militia force will not normally be greater than twice the troop compliment of the base. Under most circumstances, the populations of the Peripheries being what they are, getting more than a few thousand militias to aid the cause is unlikely so this factor rarely crops up. This ratio is not exact because militia are not of the habit of counting troops and the quality of the troops may influence the ratio.

Add to this the species of the militia and the species of the troops they will be fighting alongside. Kastorian militia may not be overly keen to work with wimble mercs while human militia may not be overly fond of marching into combat with aquaphids, especially if it is on a water world.

When the militia is needed
So far the above has only dealt with the rapid response element of a militia force, this being available and added to a base as a result of a special action requesting aid and before any form of combat has been initiated. This is important as moving large numbers of civilians around is much easier if it is not under combat conditions. It is presumed that the base will handle the organisation of the militia as they turn up piecemeal at the port. These are rapidly equipped and assigned to troops stationed in the base.

Where a battle has already commenced it is a very different story. The militia will normally take a couple of days to organise and be outside the base, possibly in the nearest urban sector. As such pre-emptive request for militia is vastly superior to post-conflict request to muster.

Summary
Due to the generally sparsely populated nature of the Peripheries, militia rarely play a significant role and generally by the time a governor asks for aid from the civilian population the battle is already over. Where the governor is aware of an impending attack, is on one of the heavily populated worlds and had good relations with the civilian population, the raising of a militia may be enough to turn the tide of a battle.
When attacking a base, a cursory population scan will indicate if militia could play a significant role in any forthcoming conflict.

Worlds with the best levels of technology have the best militia. Security and Transport techs play key roles for small populations. Military and Naval techs are only effective for populations in the hundreds of millions.




Generally there will be two parts of raising a militia, a free element and a paid-for to muster element. As the second element normally requires confirmation by the player, it will arrive at the base a day later. This can in theory be superseded specifying a maximum budget for the second element (which may or may not be spent).
Where a conflict has already started, militia will form up in a nearby urban sector a few days after the request for aid.

The amount that can be raised is based on the population. Consider, all other factors being typical that a militia of around 0.05% of the population is a reasonable estimate. For a heavily populated world 50,000 free militia is considered the upper limit (150,000 including paid to muster militia).

For a typical world of 5,000,000 civilians, where there is support for the affiliation and species are similar to the starbase’s troops but little in the way of infrastructure investment, the base could raise around 2,000 free militia and a total of 6,000 for a cost of 8,000 stellars.

The maximum militia to troop ratios is around 2, therefore on Earth for example, the Imperial Services will need 75,000 troops in a base to maximise their call for militia.
Raising additional militia while inadvisable can be done. Results are likely to be poor, highly expensive and will have negative impacts on relations.

Militia on secondment from the civilian population and are free to the base while they are on their origin world though may convert to mercs, quit or negatively affect planetary infrastructure if not released in a timely manner. It is strongly advised that they be released ASAP.




 
News
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  Star Date: 221.22.5

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RAGNAROK BECKONS

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

 
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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

 
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  Star Date: 221.3.3

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Meklanmania

Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

 
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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

 
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  Star Date: 220.45.1

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Perfidion Reached

Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.

Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.

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Mathematical model of Hellcadium ISR Field.

We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."

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Valhalla Stargate Reopens

Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargate’s orbit.

 
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*** Inter Galactic News ***

Empire - DEN action grinds to a halt

After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
 
News For Discerning Naplians!
---- Special Galactic Edition ----



(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )

Host: Naambta!
Good Greetings, and welcome to the show.

This is News for Discerning Naplians, and i’m sure you are all showing much impatience to see this week’s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...

(Looks demonstratively at his digital wrist watch. )

... it is time for a word from our sponsor.
 
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our new home in the Heartland,

And so with the news from the last few weeks,
 
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*** Inter Galactic News ***
  • DEN assault FEL base and get wiped out
  • CIA Trade fleet caught and destroyed by the DEN
  • Krell denounce worship of the True One

  •  
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    ***** Inter Galactic News *****

    Huge fleet skirmish at the London/Crossley wormhole

    A large fleet of over 700 DEN warships responded to the EMP action in Crossley, where a 4000 hull DEN platform was destroyed. Reports show the DEN ships caught a group of CIA ships napping and inflicted significant losses on the humans. IMP and GTT fleets moved to assist the CIA, matching DEN fleet numbers, but the arrival of over 1200 Hexamon ships seems to have tipped the battle in favour of the DEN-HEX alliance.

    The combined DEN-HEX force pushed through the wormhole into the Heartland area of human space and retaliated, attacking several CIA platforms in response. The outnumbered Empire fleets abandoned the area and fled, they are currently waiting for the larger alien force to make their next move from their hiding places.
     

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