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214
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Governments

Governments

Government Upgrade is the latest addition to Infrastructure*. This allows a capital base on a world to establish a government of their choosing through the integration of specialist civilians into the population along with seconding troops to ensure that nothing interferes with the process of creating a new government.

*Infrastructure is the mechanics through which bases improve aspects of civilisation on the world thereby enhancing trade with the planetary populace and income revenues through merchandising.


Some governments, generally ones that are designed to administrate a small population can be established quickly as can ones that have little power and ones that have a huge supporting force provided by seconded troops. It stands to reason that egalitarian style governments where the population has bought into the ethos of the government along with ones designed to deal with large populations take the longest to establish.

Establishing a government has benefits

  • Plant the flag - nobody else can establish a government without taking out the capital base.
  • Security – some governments improve security in bases due to basic draconian laws.
  • Slavery and Indenture – these can be modified by a government.
  • System Support and Income – governments can modify these as appropriate,
  • Trade and Merchandising – governments can shift planetary trade and merchandising into more profitable avenues.
  • Roleplay – there is something cool about putting your stamp on a world.


Ideology
Infrastructure is all about modifying planetary economies by increasing populations and integrating techs (which also had a material cost). While interesting and useful in that it allows any world to be developed, it produces homogenous worlds. There is no flavour and little variation.
While this is mitigated to some degree by species, these generally speaking simply transfer the homogeneity to differing base world templates. For example, while a krell stage 2 civilisation will have similar merchandising and planetary trade sales to a comparable human civilisation the planets will have very different environments.
The purpose of governments is therefore to mould the basic infrastructure into something much more tailored to the aims of the player.

Capital
Each world can have a single capital base. This is normally the one responsible for completing the most recent infrastructure Stage increase. Note that this is Stage increase, not just a tech increase.
Where no capital currently exists, special actions may be used to assign one though obviously consideration of the background of the world will temper any decision.
Just to be clear, a capital cannot normally be relocated to another base on the world except under extenuating circumstances such as the old base has been pulled down.

Secondment
As noted above, establishing a government requires the secondment of troops to the world population. Troops seconded to the world take on civilian roles which require deprogramming and removal of cyber upgrades while living in a civilian environment. It also costs half a year’s standard pay to send a troop on secondment. While a civilian they do contribute to establishing a government by generally supporting the views of the capital government. What they cannot do however is return to the seconding base immediately. It takes weeks of disengaging them from their civilian roles, re-establishing their loyalty to the base and affiliation and restoring any cyberware that was decommissioned.
Secondment is therefore a risk – troops are out of touch for months after going on secondment. This could be the difference between a base standing or falling.
There is however a secondary benefit to seconding troops; this is that while on secondment they are paid by the civilian population irrespective of the length of time spend on secondment. If for example an assault is planned 12 months in advance, it is sensible to put the excess troops on secondment in the interim period.

Specialist Civilians
These are available from planetary populations where there is a civilian market. The types of specialist civilian available are based on the integrated techs, the established government and the dominant population. Education is a good tech to integrate if a reasonable range of specialist civilians are required. Even governments of a repressive or draconian nature will allow members of other species to be trained though the social circumstances behind this may have some interesting roleplay justifications. For example, a world with a flagritz xenocracy may have felini administrators on the civilian market. Whether these are betrayers of their species or people that have won their freedom is really down to the position that buys them.
Specialist civilians often come with large wages. This reflects their importance and also their running costs. As such stockpiling these civilians is not really sensible. They should normally be purchased for as short a time as possible. Even though they are on the market it is presumed that they are still in well-paying jobs but looking to move elsewhere, into an even more well-paid job. As such they are certainly not going to leave behind their 10k stellar/week job to bum around on a ship or in a starport for a few months while somebody organises a position for them at the back end of nowhere. Also note that unlike other items on civilian markets the quantity available do not refresh weekly. It may be many months before another is available.



Government Styles
Governments modify planetary sales, merchandising, use of slavery and various other factors. This should reflect the focus of the government on certain aspects of civil order. A consequence of this is that if one area benefits from government oversight another area will be neglected. A draconian government pushes system claim support, resistance to being replaces and security of bases on the world. A capitalist style however may be more concerned with trade planetary sales. Anarchy (technically no government) is one that effectively devalues all areas and is not normally desirable except possibly following an invasion.

Governments versus Capitals
When things are running smoothly the establishment of a government is the result of a capital base integrating civilians and seconding troops. Following the capture of a capital the new owners of the capital may be of a different affiliation to the government. Under these circumstances there may be closure of complexes especially merchandising simply because the government is in direct opposition to the capital. The only real option of the capital is therefore to establish a new government. The quickest method is to second troops and create an Anarchy or one of the easily established governments. In these cases it is the resistance to change of the existing government that is the real cost. This is one reason why establishing democracies and governments that are heavily supported by the populace are such a boon. Even though you may have lost the world, the loyalty of the government makes it costly and potentially time consuming for the invaders to reap the rewards.




 
News
******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 and most reliable unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last couple of weeks,


Cluster War! DNA Gather Fruit
 
******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 home in the Heartland,

And so with the news from the last few weeks,


Cluster War! MZC attacks DNA
 
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*** Inter Galactic News ***

The Dewiek rise again!

After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.

Empire invade the Cluster!

A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.

Krell sale!

The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.

NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, DOM, HVE, IDC, IMP, RIP, RCF, SKW, TAG

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
 
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  Star Date: 221.30.5

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RAGNAROK COMES

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

 
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  Star Date: 221.27.2

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RAGNAROK APPROACHES

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

 
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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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I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic