Monarch of Blue Skies (Sci-Fi Nation Quest)

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From Create Your Species






You are the Aerie of the Blue Skies, a nation-state...
Introduction and System



You are the Aerie of the Blue Skies, a nation-state encompassing one hundred million people. As a monarchy (like all other nations on the planet), your country is ruled over by a Matriarch who rules over the nobility, who in turn rule over the people. The Industrial Revolution has swept the world by storm, vastly improving the productivity of the nations but also upsetting the delicate balance of power and supply which had previously kept the world free from any major wars in the last decades. Now prosperity is not just the result of good policy and administrative acumen, but on natural resources required to feed the ravenous appetite of the factories.

The geopolitical situation is relatively stable. To your north, the Aerie of the Grass Plains remains the greatest threat as you share a land border. To your south, the Aerie of the Long Shores still maintains a massive naval advantage which secures them against attack. To the east are short(er) borders with the White Peaks and Great North, who are more focused on each other and their immediate neighbours. Lastly to the west across the ocean is the Disputed Territory, which so many wars have been fought over to practically depopulate the area of any significant power structures.

Nobility
As a Monarchy, your word is law, both for your personal holdings and those of your subordinates. However, you control these by force of loyalty from the nobility, whose armies you use in your wars and whose judgements you rely on to enforce your laws.

The nobility's power is measured by influence. Although decreasing their power is desirable because it centralizes your authority and income, it also comes are a cost to your relations with them. If nobility influence drops too low, they will attempt to regain it by diplomacy. If that fails, they may resort to force. With the loyalty of the armies they contribute split and possessing a third of the nations GDP, this can cripple you and render you vulnerable to outside actors.

Influence
0: The Nobility is Impotent (+50% Point Income - Become Absolute Monarchy)
1-24: The Throne is Very Powerful (+25% Point Income)
25-39: The Throne is Powerful (+10% Point Increase)
40-59: The Throne and Nobility Are In Balance
60-74: The Nobility is Powerful (-10% Point Reduction)
75-99: The Nobility is Very Powerful (-25% Point Reduction)
100: The Nobility is All Powerful (-50% Point Reduction - Revolt to Become Noble Republic)


Budget
You are given a number of points (100), which you allocate to the divisions of your government along traditional lines (health, military, education, welfare, government, etc). These remain set for five turns (or however long it takes for your government to 'turn over'), at which point you may re-allocate the budget to address your needs. Excess points are allocated at these budgetary reviews, allowing you to focus on fields you consider more important without taking away from other sections (and risking unrest).

Points can be allocated to projects, whose success is determined by a d100 roll and the investment you provide. Military projects will use the military budget, research the educational budget, administrative projects the government budget, etc, etc. You can run multiple projects in each category, but the investment cannot exceed the points allocated to that category in the budget.

The advent of the industrial era (and mechanically assisted flight) has created a ravenous appetite for coal to drive the steam engines which power your great factories. This is a strategic resource, marked by a four-pointed star on your map. As your technology advances, other resources (oil, uranium, natural gas, etc) will appear on the map. Coal is consumed by your factories, with the excess being stored. If you have no stockpile of coal, and your industrial capacity equals the amount you mine, you won't be able to further expand your factories (and gain more points to put into your budget).

Currently, you control three coal resources. More may be discovered in time or with events, but this is not guaranteed. Each coal resource produces ten coal. Your industry currently uses twenty five out of the thirty coal you produce a turn.

Nobility:
50 Influence

Budget Income:
50 Points (10 Cities)
50 Points (Industry - 25 Coal)

Strategic Income:
30 Coal - 25 = 5 Coal

Stockpiled
10 Coal



     
Year -5 Budget    
100 Points Percent
Government 60 60
Education 20 20
Military 20 20
     
Year 0 Budget    
100 Points Percent
Government ?  
Education ?  
Military ?  
Currently you spend your budget in the areas of government, education, and military. Categories will open up as a result of societal shifts.
 
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Species
Species
Your species, the Shakarukh, evolved on a near-freezing planet under the light of a pair of tightly bound stars. Natural selection differentiated you from your closest cousins, opportunistic birds of prey, first by expanding your size to allow you to tackle larger targets and then diversifying your diet to include fruits (a change which can be pinpointed to one of your planet's many ice ages). This ability has since expanded to some roots and particular leaves, but meat is an essential part of your diet.

Your increase in size and weight resulted in tradeoffs elsewhere. Your wings, once large and powerful, have atrophied and are now sheets of membranous tissue. Your downstroke is powered by bands of muscle across the chest and back, the downward force resulting in powerful cartilage locking the flexile bones that make up the leading edge and supporting struts of your wings in place. Despite this and flight characteristics designed to reduce effort (such as pulling the wings in towards your torso to reduce drag), it still represents a monumental expenditure of energy which makes true flight impossible. Flight is characterised by the exploitation of updrafts, long periods of gliding, and short journeys. Takeoff requires a significant downward slope of at least sixty degrees and a headwind. While not in use, wings are pulled in and folded to the sides of the body.

The body plan of a typical male appears more lizardlike than avian, the long neck typically found in other flighted species significantly shortened. The average size of a healthy adult is five and a half meters from beak to tail, with the long tapering tail making up the last three meters and acting as a balance in flight. Despite the fearsome eight meter wingspan, the central body measures only eighty centimeters across at its widest point. The belly is typically seven to ten centimeters from the ground.

The head consists of the skull, the upper part of the beak being integrated as one bone. The beak is somewhat curved, with wide and flat surfaces at the rear which jaw muscles can grind back and forth, then the lower beak becomes smaller towards the front to allow sharp and overlapping edges for cutting. The tip of the upper beak curves over the front (and flatter) edge of the lower into a sharp but thick tip which protects the tongue and mobile lower beak.

Sight is accomplished by a pair of side-set eyes. Nasal passages are small channels above the beak that enter the skull. The head and body is covered in short rearward facing hairs back from the beak, the colouration of which varies according to ancestry and geography. Communication is via clicks of the beak, whistles, and crude vocalisation with the tongue.

Despite their short appearance the rear legs begin high in the body, and are situated just prior to the beginning of the tail. Forward movement is primarily accomplished by movement of the knee, but the body weight can largely be supported by the femur when standing upright, although natural balance prohibits doing so without being supported by the forward legs. The rear feet are characterised by three forward facing long toes with short talons and a highly mobile thumb which faces forwards during locomotion but which can draw outwards and fold in to create a grasping talon. This is typically used to cling to the side of trees or carry heavier weights which the forward legs are incapable of supporting, but only when in the air. Carrying on the ground is accomplished by the beak.

The forward legs act as locomotion, but also as tool using and supportive appendages. When in rapid motion, like the rear feet, the three forward talons and mobile thumb face forward. Also like the rear feet, the thumb is capable of grasping. Unlike the rear legs, the front legs have a significantly reduced range of forward motion, impeded by the chest muscles used in the wings. Climbing upwards is typically accomplished by tilting back the neck and allowing the talons of the forward feet to climb up and tilt the body, at which point the rear legs are recruited to stand and then also grasp the vertical surface in the case of further climbing.

The forward feet are significantly weaker due to the addition of an extra joint between the knuckle and beginning of the talons. These extra joints are capable of moving inwards to press together, forming pinch surfaces which allow finer motor control based around the wrist and forelimb.

Full cognitive maturation occurs in fifteen to sixteen years, with sexual maturity beginning between eight and nine. The children become notably developed at that time and become capable of many of the tasks which full adults can manage. Sexual reproduction occurs between the male and female, with the female carrying live young for around six months.

Unlike the smaller males, females continue to grow as they reach maturity, until such a point as their wings become unable to lift their greater weight. Historically this occurred after the female was impregnated by an accepted male at the nest of her birth, after which she set off with a small cadre of males with the intent of establishing her own aerie with herself as matriarch. Once land-bound females typically grow to around nine meters in length.

Once situated, females birth males until such a time as the aerie becomes overpopulated, at which point she bears females who she will eject from the aerie with retainers. Males are differentiated in the womb according to environmental conditions. Worker males are born when resources are scarce, and once matured will gather food and tend to crops. They are somewhat smaller than usual and have a flattened beak to better carry loads and tend to juveniles. Warrior males are born when resources are plentiful, and exhibit territorial behaviour in defence of their mother and the aerie, as well as hunting within its borders.

Death typically occurs at between fifty and sixty years of age. In the case of matriarchs, females present would engage in a power struggle to take her place. In the modern age when unsanctioned killing is forbidden (though often practiced in isolated or less developed regions), dynamics have shifted to account for this. Although females are still highly independent, and tend to form in-groups around themselves in the greater aerie, they are no longer ejected into the wilds as they were in pre-civilization. Birth rates have also dropped to account for the greater density of females.

The advantages of civilization have advanced at a greater pace than culture - every generation warriors birthed in the well-provided cities are forced to clash with their natural instincts and work in tasks that traditionally belonged to the workers in order to provide for themselves. Often they will instead attempt to enter military service under the matriarchs who control the land they were born in, and serve at the behest of their rulers.
 
Military
Military
Gunpowder has revolutionised warfare, but it is the industrial revolution that has turned it into the last word on the battlefield. Since the body structure of your species prohibits the dexterity and locomotion to fire rifles, other alternatives have developed. The disposition of the battlefield is split into three distinct subcategories.

Infantry
It may be easier to think of infantry as mobile rapid-fire emplacements rather than individual fighters. Shakarukh infantry consists of three vital components: the carrier, the gunner, and the supplier. The carrier is the most vital part of the trio. The warriors in the army who are physically strongest are equipped with sturdy harnesses which strap round their torso, and they carry with them either the standard rapid-fire machine gun or a set of parts which can be assembled on site into a more powerful fixed emplacement. This gun is mounted to the back in such a way that although the carrier cannot fly, he can sit low on his legs while the gunner stands on his own hindlegs to reach the handles and trigger of the machine gun. The rapid expenditure of ammunition necessitates the addition of the supplier, who wears a similar harness to the gunner but with ammunition cases slung at his sides.

Because of this, Shakarukh infantry combat is characterised by bold pushes forward or misdirection, both with the aim of setting up the heavy guns and driving back the enemy.


Fliers
The fliers are the most mobile and historically admired soldier on the battlefield. Once all armies consisted solely of these warriors, but the advent of effective and rapid firing guns have relegated them to a secondary but nonetheless vital role. It is the mission of the fliers to act as distractions while the infantry move forward, attacking the defending line or by dropping fire grenades into the enemy line. Often they will have to do this while under attack by enemy fliers. To assist their efforts without increasing weight, their beaks and claws are sheathed in lightweight but sharpened steel that allow instantly lethal blows, especially to an enemy in the air showing his vulnerable wing membranes. Unfortunately in the age of rapid-guns, approaching an enemy position head-on is a good way to be slaughtered.


Artillery
Artillery is king of the battlefield. When the infantry push forward, it is the artillery that shells the enemy line to give them the opportunity and cover to set up their weapons. The damage of these increasingly accurate cannons threaten to turn the valiant art of war into nothing more than an exchange of shells, but the fundamental weakness of their immobility renders them exceptionally vulnerable to enemy fliers moving on them from the skies.
 
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Interestingly, everyone has the same amount of coal.

I think an early goal should be to finish off our last 5 points of coal to expand our industry.
 
hmm.. curious that there are no dedicated anti-air units. small fast turning cannons loaded with grapeshot would be an excellent deterrent against fliers attacking the artillery.
 
If most of our infantry teams are based around machine guns, do we really need dedicated AA at this point, beyond just having some infantry escorts for our artillery?
 
If most of our infantry teams are based around machine guns, do we really need dedicated AA at this point, beyond just having some infantry escorts for our artillery?

Regular infantry perform decently well as anti-air at this point (though that will change when you start seeing proper planes).

Interestingly, everyone has the same amount of coal.

I think an early goal should be to finish off our last 5 points of coal to expand our industry.

That will be a governmental project to expand the production sector.
 
omake?:

The Shanuran. A six limbed herbivore domesticated by the Shakarukh before recorded history, and one of the staple food of every aerie since.

these four legged herbivores are placid beasts despite their large size, being nearly twice as tall and long as their shakarukh headers, and six times as wide. protected by large armored plates with hardened spikes, along with surprising burst of speed while turning, they face very little successful preditation once fully grown, contently spending most of their time roaming around feeding on any and all vegetation within their reach.

Fully grown, they are not very effective food stock for the large Shakarukh population, though flanks and cuts from a mature one are highly sought out prizes among the queens. With them takeing five years to reach breeding age, and another three to reach full size, it is simply not cost effective to harvest them only when they are fully grown. however, their young are a different matter.

Born in litters of several dozen critters the size of a Shakarukh's hand twice a year, the young are both numinous and fast growing. While they will spend most of their first month near their mother, hiding under her if there is any danger, but by the end of the second month they are to large to continue doing so, having tripled in size, and will begin wandering farther and farther from their parent. Their growth steadily slows down past this point, as their armor plates start to thicken, with the majority having been done by the time they reach a year old. typically, those not stated to be breeders are culled from the herds between nine and twelve months of age, depending on where they are grown and how well they have been feed, when they are nearly as large as an adult Shakarukh.

The Mother Shanuran for the most part will ignore her young entirely after the birth, and the only concern she will show them is being careful not to step on them. in the wild only perhaps one or two out of each litter survive to reach a year in age, and one in ten of those will reach maturity.
 
hmm.. curious that there are no dedicated anti-air units. small fast turning cannons loaded with grapeshot would be an excellent deterrent against fliers attacking the artillery.

That sounds like it could be a good project to work on, or introducing smaller field guns in general. That way there's a middle ground between massive artillery and infantry machine guns, like mortars.
 
The game is open. Here is an example budget.

100 Points

Government: 50 Points
Education: 20 Points
Military: 30 Points

You can allocate the points from each category into projects, which are then rolled on. Higher investment will result in better chances/higher returns.

Government
10: Build a solid gold statue of yourself crushing the skulls of your enemies. Provocative, yet thought provoking.
30: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
10: Hold a series of lavish feasts and displays to show off your status to the nobility.

Education
10: Issue the 'keep the filthy underclasses out of higher education' edict. Your nobility will no doubt be more highly educated!
10: Sponsor a royal society for philosophers and natural scientists.

Military
20: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.
10: Investigate gun designs specifically designed for anti-air usage.


It's not terribly complicated, though no doubt you'll begin to want to shift your priorities. In this (example) budget, you increased the military budget by 33% from the last budget, which will definitely earn you points with the military (and worry for your neighbours). On the other hand, people generally take cuts far more negatively than they positively look on increases, so trying to keep overall increments of change small is probably in your best interest.


As an example, I can roll a d100 on the 'keep the filthy underclass out of higher education' initiative. The roll is 31. In combination with it seeming a pretty bad idea generally speaking, and the below average result, nothing very good is going to come out of that.
 
Proposal 01:

Gov: 55 points.
30 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
25 points: Do a check of the bureaucracy and make sure things are running smoothly in the Aerie.

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 20 points.
20 points: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.

Get cash, get efficiency, get an educated middle class, get science, get good officers. Any objections, questions or improvements to make? Remember, this is what I cooked up in two minutes, this likely needs adjusting before I sign off on it.
 
[X] Plan developement

Gov: 50 points.
10 Points: Create\enlarge intelligence agency to watch over our neighbors
20 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
20 points: Fund expansion of our road system

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 25 points.
5 points: Fund developement of dedicated anti-air weapons
10 points: Run regular wargames and drills to ensure high combat readiness
10 points: Expand our navy
 
Proposal 01:

Gov: 55 points.
30 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
25 points: Do a check of the bureaucracy and make sure things are running smoothly in the Aerie.

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 20 points.
20 points: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.

Get cash, get efficiency, get an educated middle class, get science, get good officers. Any objections, questions or improvements to make? Remember, this is what I cooked up in two minutes, this likely needs adjusting before I sign off on it.

That actually looks like a pretty good start. We need to begin professionalizing our officers and government administration, that the way the military or bureaucracy becomes a way for middle class people to rise in the ranks of society. For latter all you even need to work is to be literate. This is us setting up the institutional changes that go along with the technological ones, much like the industrial revolution on Earth.

[X] Plan developement

Gov: 50 points.
10 Points: Create\enlarge intelligence agency to watch over our neighbors
20 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
20 points: Fund expansion of our road system

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 25 points.
5 points: Fund developement of dedicated anti-air weapons
10 points: Run regular wargames and drills to ensure high combat readiness
10 points: Expand our navy


I expanding roads, though for military I think we should focus on establishing the right culture and mindset rather developing newer technology. At least for the moment. We should be focusing on infrastructure and institutions.

Maybe some thing like.

Gov: 55 points.
20 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
25 points: Do a check of the bureaucracy and make sure things are running smoothly in the Aerie.
10 points: Fund an expansion of our infrastructure

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 20 points.
20 points: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.

Edit: @Sayle have trains and railways been invented yet? What about telegraphs?
 
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1) I think it is excessive to spend 20 points on the academy.
2) IMO, It fits education more than military, if you want military academy replace something in education.
3) 20 point in military is just too low
4) We do need navy and I prefer to start earlier than later
 
What about:
[X] ES Proposal 02
Gov: 50 points.
20 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
20 points: Do a check of the bureaucracy and make sure things are running smoothly in the Aerie.
10 points: Fund an expansion of our infrastructure, e.g. roads, canals etc.

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 25 points.
15 points: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.
10 points: Expand the navy.

According to Sayle's example, an officer academy is military, not education, so point 2 is likely incorrect. Does this cover your points 1, 3 and 4?
 
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Don't forget about the canals! They probably form a vital part of our current trade network. This may not be a water world like Earth, but shipping should still be the most cost-effective way of transporting bulk goods.
 
I feel like the most vital thing is to establish where exactly we are in the various departments, we kind of need to know that stuff to know where we can get the most bang for our buck by improving, I'd be tempted to form a council of leading Educators, Nobles and Military leaders (other important figures in our nation as well for flavour purposes) for a kind of Grand Review so we can really get a handle on that kind of thing.

Something I'd like to note: The land bridge that joins us to the Aerie of the Long Shore has rivers connecting the lake in the middle to the oceans on either side if you look closely, whoever controls those landbridges controls what is probably this worlds most important strategic chokepoint.
 
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Something I'd like to note: The land bridge that joins us to the Aerie of the Long Shore has rivers connecting the lake in the middle to the oceans on either side if you look closely, whoever controls those landbridges contols what is probably this worlds most important strategic chokepoint.

Hence my concern about expanding our canals. If we're building a navy, we definitely want to be able to move it between oceans.
 
Hence my concern about expanding our canals. If we're building a navy, we definitely want to be able to move it between oceans.

I'm not sure how viable building canals will be, our nation looks fairly mountainous to me, thats why I want to conduct a review of where we already are before building for the future. Maybe on the eastern side of the nation between the two mountain ranges?

We do have one good place for a canal though, the gap between the oceans to our north-west and our south-west, we already control both sides of that land so there would hopefully be a minimum of political issues, its value would depend on how much we are going to be trading with the Grass Plains Aerie though.
 
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What about:
[X] ES Proposal 02
Gov: 50 points.
20 points: Issue an industrial subsidization bill to encourage the entrepreneurs to build more factories.
20 points: Do a check of the bureaucracy and make sure things are running smoothly in the Aerie.
10 points: Fund an expansion of our infrastructure, e.g. roads, canals etc.

Education: 25 points.
15 points: Establish more schools for the middle classes and non-nobility.
10 points: Sponsor a royal society for philosophers and natural scientists.

Military: 25 points.
15 points: Establish a military academy for the training of officers, and make attendance mandatory for new recruits entering the officer track.
10 points: Expand the navy.

According to Sayle's example, an officer academy is military, not education, so point 2 is likely incorrect. Does this cover your points 1, 3 and 4?

I think it looks likes a good start.

@Sayle is there a part where we set our foreign policy and manage relations with our neighbours?
 
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