The New Confederation:
Formally, The Human Confederation in name.
Total Population: 150k~ DAOT Refugees and their descendants, More than a hundred and twenty million natives.
Held Systems: Vareena (Taxes: 36 (Cantara) + 11 (Dreioch) per turn)
Your current population is vibrant and varied. Mostly Human, the main alien species amongst them are the Laer kinsmen of Captain Ceriox, a number of Drahken empaths from the Realmers, many of the pacifistic and spiderlike Oretti, a fair few Sza, Some Ulindi and many Vrakk. There are a fair few more aliens, but not in numbers enough to be notable. Most of the former refugees have taken to inhabiting a volcanic archipelago to the far west or east of the native population's islands.
Amongst the native population the most common species are humans and a number of avian and mammalian aliens. You don't have an exact identity of their species yet, but between your damaged archives and some quick cultural analysis you could likely get a better eye for who they are. The native Cantarans are united under the firebrand Grachis Fal, who perhaps is the most beloved man on the planet, while Sister Amara has the ears of those of richer means.
Factions:
The Realmers: A syncretic and universalist creed, the Realmers have adapted to Cantara and your promotion of them as state creed surprisingly well. While few of the Cantarans have adopted all of their beliefs, the disparate nature of the various pantheons across the world have commonly been united with the acknowledgement of Old Earth deities and various alien gods. Dedicated to humanitarian work they are pacifistic and seek to unite the galaxy in a common religion, and to a lesser degree, a common set of pacifistic ideological beliefs. With the new jobs and budget given to them to act as spiritual guides and avoid malign warp presences the Realmers have created a new branch of their organization to act as the scholar-priests needed to fend off and understand the Warp. Drawn from the most learned scientists and philosophers they are to act as a repository of knowledge and wisdom relating to the immaterial while being nominally secular in their actions.
The Prometheanists: The Followers of Prometheus as they've taken to calling themselves or more simply the Prometheanists, are a populist party of the common people. Ideologically it is the most charged of any faction in government and looks to establish democracy in every part of society. Aside from this main goal they are mostly focused on the destruction of any resurgent noble class, the end of slavery in any form it is encountered and the improvement of living standards for everyone.
The Amaran Clubs: The Amaran Clubs meanwhile represent the many disunited members of the bourgeois social clubs and their political concerns. While lacking the vast numbers of delegates and volunteers that the Prometheanists have, their united economic interests and common goals of expanding the theater of trade beyond Canatara have them quite organized in more direct methods of politics than participation in the parliament alone.
The Old Guard: The Old Guard represent what remains of the storied noble houses of Cantara. They are far lesser now with the plotters amongst their numbers gone, but still have significant weight in their respective cities. Untrusted by the commoners to fight in their interests and economically strangled by the far shrewder bourgeois class, they have largely taken to work in the diplomatic corps as it is perhaps the one field that any competent noble is deeply educated in understanding. Still respected by some of their cities they are perhaps the only credible threat to the Prometheanists in Parliament, though they still tread rather carefully for now.
Nation Traits:
Legacy of the Vega: You started with the HCS Vega under your protection. The resolute survivors of this ship will be the strong foundation under which this nation will be founded.
Effects: Started with the heroes Sila Amanis, Maxamillian Shaw, Ceriox Z'azz and Sister Amara. Psionics research will advance at a minimum of two stages per success, rather than 1.
Legacy of the Drydock: You started off with the remains of a mighty drydock within your possession. It required retrofitting but it is still a mighty creation of a now lost age.
Effects: Starting wounds reduced. Voidcraft and Infrastructure research rolls gain a +10 bonus. Voidcraft research will advance at a minimum of two stages per success, rather than 1.
Unitary Semi-Democratic Republic: The government of the New Confederation has been quite clearly defined with the establishment of Cantara as its homeworld and first province. While the council still works as an oligarchic executive branch lead by you, the parliament will handle most matters of legislation and law for your resurrected state while judicial matters are an area of executive appointment. Rather than having separate parliaments or the like going into the future all worlds and people that are to be reintegrated into the Confederations fold will represent themselves and their worlds within the very same institution as the Cantarans now do. While this may prove to be a problem for some, direct representation of all is probably the best bet for proper equality going forwards. You and your people will not accept the same sorts of tyrants that the Old Confederation occasionally did.
Effects: Hero units will be easier to acquire and will appear more often. Allows for "establish ministry" actions to professionalize certain aspects of your burgeoning society and which will grant extra action points that can be used by heroes in each category. Greater tax revenues acquired when a world or civilization is conquered or brought into the fold. Construction projects and actions available in and on all conquered systems, sectors and worlds. Factions will tend towards being highly influential and hard to dislodge.
Revolutionary State: The Cantarans have seen their entire way of life changed radically by the arrival of the Prometheus and your followers. Radical new developments in politics and economics have seen the entire class structure of this world restructured and the commons now chart their own path into the future, no longer bound to destiny of the nobility. As the Cantaran people stride into the stars they will not forget this legacy or those who brought about this change. Many societies of more imperial structure will not take such democratic deviancy kindly.
Effects: -10 malus to diplomacy with Feudal or Autocratic societies. +10 bonus to diplomacy with Democratically or Technocratically structured societies. Strong ideological belief amongst the workers and soldiers reinforces morale and grants +5 bonus to organic unit rolls. Democracy brings with it conflict, after "The Great Modernization" factions will now have opinions which many grant benefits when opinion of government is high or maluses when opinion of government is low.
Spiritual State: The Realmer Movement has been promoted to the status of state religion. For the most part most secularists and religious folks will find this movement acceptable due to its voluntary nature and its appreciation of all sorts of spirits and deities, but those with more radical beliefs will likely see it as either unacceptably permissive in the worship of any gods at all or wrong in those that it does worship. It will likely help greatly to unite the disparate beliefs and people of this shattered galaxy, but may possibly overlook malign entities that are well disguised.
Effects: Radical polities will look upon your policies with disgust. Less radical polities will likely be more amenable to negotiations. Realmers have been retained as a faction.
Negotiators First: While war is inevitable to occur at some point in the future, not all people in this galaxy are Orks. As such it is of highest priority for your resurrected successor of the Confederation to allow for anyone and everyone of good intentions to join, whether that be through long term negotiations or quick integration of those who desire safety. Learning from the past you have little respect for the maintenance of existing nations within your New Confederation, but alliances should work well to bind you to those that you might generally agree with, and your focus on extensive diplomatic educations for those dispatched should help plenty.
Effects: Removes the malus for diplomacy that centralization gives. Provides +10 to any negotiation action taken. Heroes on non-Prometheus led expeditions will always spend actions to attempt diplomatic negotiations before any other sort of action they might have normally taken.
Infrastructure:
Orbital Stations: A basic string of stations sit between the habitable worlds of this system, allowing for the transfer of materials from their moons to the planets and back again. They're nothing special but they can process a fair bit of material themselves.
Effects: Produces 5 capital per turn.
Orbital Drydock: A mighty, if simple civilian grade ship drydock. Dating back to your own Era, its had some fixes to keep it functional, and much of its structural portions have had to be replaced.
Effects: Allows for the manufacture or repairing of ship based units in Vareena.
STC Industrial Zone (Cantara)(3/3): The industrial zone is a mundane wonder of your age. Capable of creating vast amounts of materials that vary from the most complex electronics to the most refined food and everything inbetween it is the linchpin upon which the Old Confederation's post-scarcity societies once rested on. Now with one fully built on Cantara the world is well on its way to a similar state.
Effects: Produces 15 Capital per turn. Reduces construction costs and DCs.
Advanced Medical Infrastructure (Cantara): A string of biomedical and cybernetics clinics across the world of Cantara has lead your people back into the age of modern medicine. Where once only a few years ago they were equipped with rather limited supplies they are now equipped with all sorts of medically critical technology, from the nanotech Panacea to advanced cybernetics and many are even capable of Rejuvination therapy.
Effects: Adds 3 tax and a large amount of population growth per turn. Hero lifespans extended by a decade. Dying Heroes will now make a death save once they reach 0 wounds to attempt to survive, with a 30% chance to survive. Allows for advanced Medical actions.
Cantaran Shipping Infrastructure: A series of massive harbors have been established between each of the cities of Cantara. Ships clad in metal move vast swathes of resources to every inch of the planet's surface every day, and cleanly with their fusion powered engines. Once sufficient infrastructure exists to move resources up to space and back to the ground, these ships will spread the resources of the galaxy among your citizens.
Effects: Produces 3 Capital per turn. Allows for trade routes to be established between this planet and others once a space elevator has been constructed and a freighter unit is available.
Agricultural Automation: Under the AIMSSC nearly all food production on the planet of Cantara has been automated. Aside from monitors and technicians nearly every single agricultural and aquacultural operation is currently being serviced by machines. While this has resulted in the jobs of most Cantarans now being replaced, they would be significantly more productive doing just about anything else than subsistence farming anyways.
Effects: Adds 1 tax and an amount of population growth per turn. Half of tax income is produced as Capital by this infrastructure per turn. Famine events unable to trigger on Cantara, other annex territory in Vareena or worlds it has a trade route with.
Subsidiary Industrial Zones (5/10): The various fundamental works of industrial production have begun to be made. For the most part this industry largely focuses on extraction and refining but for less resource intensive goods a number of factories have begun operation. Much more construction will be needed to finish the development of Cantaran industry.
Effects: Produces 15 Captial per Turn
Military Industry & Infrastructure (Cantara): Throughout the planet of Cantara proper bastions have been created, each with modern automated factories, barracks and shielded defenses. While most are ramshackle little things the future location of the planet's arcology capital has been turned into a veritable fortress and military production center. From its depths the mightiest scions of Confederal engineering shall soon emerge.
Effects: Allows for the manufacture and upgrading of ground based mechanical units on Cantara.
Space Elevator (2/2) (Cantara): A mighty spire that breaches the heavens, the Cantaran space elevator is a work of art and industry. Capable of moving vast quantities of materials from space to the surface it is a key requirement for civilization in the depths of space.
Effects: Unlocks multiple actions including trade actions. Allows STC infrastructure to reduce space action costs and DCs.
Arcology Complex (1/3) (Cantara): The new capital of Cantara is as unfinished as it is impressive. Sticking high into the sky and increadibly round around the base, the city complex will be the beating heart of the planet in due time, and is already functioning as a governmental cpaital. While years of construction still need to finish for it to be complete, the initial level of construction can likely already hold much of the planets population.
Effects: Prevents tax / population loss during planetary invasions. Increases yearly tax growth by 5%.
Cantaran Communications: A heavily interlinked network of wired and wireless communication systems have been put into operation on Cantara. While not quite the ever present technological marvel of the Noosphere, it ensures that all government and industrial work is moving as quickly and smoothely as it can be.
Effects: +5 to all actions taking place on Cantara. Reduces DC of deploying Noosphere.
Testing Facilities: Having mined out a great facility on Vareena VIII you now have the perfect place to dive into the more dangerous or questionable side of the various research projects you have begun to build up. While not especially notable in most regards, it should at least protect your people from possible cataclysms unleashed by the warp or technology.
Effects: Allows for one research action per turn to be completed safely within the planet, prevent backlash from hurting local populations.
Units:
Human / Alien Mixed Infantry (Tier 4): Having spent a number of years reworking your levied force into a professional and modernized force the differences are readily apparent by only a look. Gone are the spears and unpowered armor. Each soldier carries proper communications gear upon their own person. Officers even have basic shielding technology to keep them safe. A massive improvement in every regard even if they are still light infantry.
Effects: Basic ground unit with +40 to its combat rolls and one wound. (40 from average tech level, 0 from other sources.)
Alien Combined Arms Regiments (Tier 1.5): While not modern by any means, the armies of Draxa are in the very least well structured, armored and trained. Capable of using a variety of ground and air craft they have a good base of military proficiency that mostly needs updating to more modern equipment and technologies. Even simply equipping them with anti-grav tech and proper power armor will see them easily become your most elite force currently available.
Effects: Basic ground unit with +25 to its combat rolls and two wounds. (15 from average tech level, 10 from other sources.)
Android Infantry (Tier 3.5): While they are basic automatons equipped with limited networked intelligence, the various forces of combat robots you have manufactured should prove the equal of any other militia grade force. While they lack proper heavy equipment and are somewhat dumb and inflexible in general their mechanical bodies can simply fight on for a much longer time than organics can, and should prove effective in most roles they are equipped for.
Effects: Basic ground unit with +35 to its combat rolls and two wounds. (35 from average tech level, 0 from other sources.)
Escort Squadron (Tier 3.5): The Rathan Class Frigates are the first class of military ships produced by the Vareenan peoples. While somewhat inferior compared to the height of your era's escort ships, the Rathan class still hits hard and moves fast for a ship of its class and can likely still defeat most other ships of it's class that are still in service.
Effects: Basic Warp Capable Space Unit with +38 to its combat rolls and two wounds. (35 from average tech level, 3 from other sources.)
Technology Levels:
Tech Name | Tech Level and Bonus |
---|
Voidcraft | 2, +20 (9 stages until next level) |
Infrastructure | 4, +40 (23 stages until next level) |
Biology | 3, +30 (17 stages until next level) |
Medicine | 4, +40 |
Psionics | 2, +20 (11 stages until next level) |
Physics | 4, +40 |
Materials Science | 4, +40 |
AI | 2, +20 (11 stages until next level) |
Warp Manipulation | 4, +40 (24 stages until next level) |
Weapons | 4, +40 (24 stages until next level) |
Armor | 4, +40 (24 stages until next level) |
Social Science | 1, +10 (7 stages until next level) |
Industry | 4, +40 |
Cybernetics | 4, +40 |
Xenology | 4, +40 |
Ecology | 1, +10 (6 stages until next level) |
Anti-Psionics | 1, +10 (9 stages until next level) |
Xenotech Levels:
Ancestry Type | Tech Level and Bonus |
---|
Eldar | 1, +10 (7 stages until next level) |
Temporary Modifiers:
The next research in the Materials Science category will grant two research stages instead of one.