A Hive for The Galaxy (Sci-Fi CK2-style Quest)

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A Galaxy of possibilities (Original Sci-Fi Setting, CK2-style Quest)*

Welcome to a new "CK2"...
Opening Post and (Eventually) Index
Pronouns
They/Them
A Galaxy of possibilities (Original Sci-Fi Setting, CK2-style Quest)*

Welcome to a new "CK2" style Quest, this one set in an original universe I set up with someone I know. Named the "Ilwari-verse" after one of the species, I spent a lot of time fleshing out the backstories and so on, and am willing to share that information, but have created the options for polity that should tell all you need to know to make a starting decision. You don't choose government yet because I'm afraid I won't get enough votes that I can afford to make people divide on it, but if you choose a faction with multiple possible government types, I'll hold a vote after the winner is clear!

It is in the 25th century by the Common Era reckoning, and humans have been among the stars and various species for several hundred years. Rivalries have developed, and wars as well, peaces and feuds and economic and technological innovation, and yet by the standards of a bloody galactic past it has been a time of relative peace, a peace that might soon find itself strained.

But for the moment that's not your interests. You are the new ruler of a planet, a garden world to be precise, a term that means "A world that can support a huge population with large amounts of industry, agriculture, trade and culture" as opposed to mere colonies or bio-domes on lifeless rocks, for instance. From here, will your ruler grow in power and influence, or fall prey to politics and bad voting choices!

It's up to you to see!

*The name will be changed when you pick a species.

Voting Choices:

A tall (by human reckonings six feet on average) bipedal species with skin that is most often mottled grey, but can adapt and chance within a generation based on a number of factors: in fact, both genetically and environmentally, the Hexamari were very adaptable, living on their heavily metallic homeworld, becoming great smiths of rare metals and fashioning civilizations, setting the stage for the discovery of the first cybermods, which their bodies seemed naturally to adapt to.

A religion was started, focused on the interface between Mar and Machine, growing ever stronger, first as a countercultural protest of the old ways, and eventually as the world's largest religion, and eventually growing to a multi-planetary religion which, towards what humans would call the late 1600s (early 2500s by the Rorrox Calender, that of the first spacefaring species still extant) overthrew the government and founded a theocracy. Cybernetics had become essential and even mandatory, and most Hexamari were heavily machine, with special forces going even further, and some Mar downloading themselves or abandoning all but their brain for a machine body.

And then came the wars, and then the wars of conquest, of uniting the galaxy under the rule of the glorious fusion, and for a time they were victorious. Yet their efforts sewed the seed of their downfall as the Barsa banded together into a Confederacy and brought along other powers, standing together to once and for all defeat the Holy Empire of Hexamar in 2810 RC (1905 CE). Hexamari culture was riven for the next five hundred years by repression, secularization, religious backlash, revanchism and compromise, but high levels of cybertech remain.

Except for you. For you are the heretics, who have advanced the proposition that biomods are the true way to Paradise, and your rising forces have taken over a planet and held it these past decades against the still-considerable might of the Hexamari Theocracy. You stand now, leader of a polity united by their faith. They have but a single planet, and yet it is to be the site of a galactic rebirth for the Hexamari. It is the year 2428 CE/ 525 AF, and you have risen to power.

Government Type:


  1. A Theocracy by many other names: Whether you gained the post by your scientific genius, your military might, your pious knowledge or your skill at the art of politics and plotting, you are now the supreme leader, chosen by biological mandate, and so long as you lead your people to victory, you shall reign. (Have a Piety stat, have to balance various interpretations of theology, have Piety options from the start. Biological mandate means you can be overthrown, but it is unlikely.)

Advantages:


Nature Has No True Limits: You have access to high-end biotechnology capable of doing wondrous and dangerous and truly astounding things. While you yet don't have wetware computers figured out and still have metal spaceships, the things that your biotech can do are amazing, and your science leaps ahead ever further, ever faster, showing the rightness of your cause.


A People United Cannot Be Divided: Though there may be petty differences and factions, ultimately the people stand with you, and short of you repudiating everything they believe in, they will at most grumble at your actions. You stand little chance of popular overthrow and will be given all of the rope you care to buy.

Variety is a Spice, The Mind Is A Meat: Your biotech has given you insights into the human mind, and the ability to engineer super-soldiers and entire life-forms that exist to serve the Oneness. You have access to the ability to practice all sorts of eugenics, psychological adjustment, and the creation of entirely new life-forms, without any of the petty "limitations" that other species hold dear and which the Hexamari had been forced to abide by after their loss.


Disadvantages:

The heretics must be purged: Not only do the other Hexamari hate your people, but they have repeatedly tried invasions and other methods, and while intergalactic opinion swerved against these actions, it's not because any are truly on your side. You have existential threats, of the other four garden worlds (a term here meaning worlds that can support huge populations and are centers of industry, commerce, etc) that used to be united with your world in the weak and fragile aftermath of losing their Empire. And allies will be tough to find.

Use Not Those Metal Lies: While your people acknowledge the limits of bioware for the moment, you certainly won't be allowed to study cybertechnology and other such things beyond the limited scope already done, and your tech tree is limited in that manner.

Trading Ties: Your planet is self-sufficient, with amazing agricultural and even quasi-bio-industrial marvels, but this has led to a hesitation to reach out in trade, and you'll have to build up trade networks alongside your diplomacy if you wish to connect to the outside world in order to stand independent and bide your time for the day of judgements.

A species that evolved on a crowded and cramped series of tunnels and mesas, this chittanous race has four segmented legs and two manipulator arms. Black or green, they have bare heads of chittan with semi-segmented eyes and mouths which make translators quite helpful with other species. During mating seasons in the past, the back of their head often opened to colorful, vestigal wings as a sign of readiness, though this increasingly was selected against. In these cramped quarters empathy and understanding as well as teamwork became the norm, and as they selected among themselves caste variations they build a powerful nation and then sent out ships, spreading out starting at 1551 CE (Rorrox 2356), each space-ship forming an Independent Hive, albeit with ties to each other.

In the many centuries since, there are now Hive worlds all over, including one that's part of the Barsa Confederacy, as the only non-Barsa member. Your world is one such world, nestled in the center of the galaxy, and you have come to power. You lead your people, your whole Hive, towards a greater future, do you not? Start date: 2427 CE.

Governments: Here you actually have a choice between one of three government-types, each of which has its own advantages and disadvantages and unique mechanics.


  1. The Caste of the Ruler: You are a traditional ruler, newly come to power from a ruling Caste, born and bred for it. You of course must pay attention to the will of the Hive, but in your blood and breeding is rulership, is it not? This traditional form of government has fallen out of favor in most Xvorzit Hives, but there are still proponents of it. Unique Stuff: Custom Trait for Ruling Caste, some insulation from Will Of The Hive Mechanic.

  2. Council of Castes: A council of all of the Castes, Guilds, and other such groups meet. Your character has become master of this council, stitching together alliances and affinities that allow their will to (tend to) dominate the outcome, and so long as they can maintain this, they will hold power. Unique Stuff: Will of the Castes Mechanic, subdued (between Castes and Hive) Will of the Hive mechanic, bloc voting and interesting compromise stuff.

  3. The Will of the Hive: You rule as someone directly appointed by the whole of the Hive. The very will of the Hive flows through you, and you meet all the time with its members, knowing your people, as populous as they are, and so long as the People stand with you, anything is possible. Comfortable in the lowest places or the heights of power, you shall be tasked with building an administration that allows you to rule without isolating yourself from the people, from the Hive, which might overthrow you should you disappoint them. Unique Stuff: New Traits, full-on Will of the Hive mechanic, bonuses against intrigue and plots against you, relations bonuses with foreign democracies.

Advantages:


Big Friendly Bugs: Your people are well known for their empathy and for their generally friendly relations with other species. You have, if not military allies, friends, and it's easier for you to know the opinions and characters of others, granting diplomacy bonuses, though fellow Xvorzit also would gain said bonuses against you.

We Are Many: You have a huge population, diversified across many castes, and this gives you plenty of options in ways a smaller or declining (rather than ever-growing and well-packed) population wouldn't. This also means you're unlikely to run into a lot of annoying bottlenecks for things such as experts.

Worker Ants Don't Have Anything On You: Yours is a hard-working people, and their industrial technology and commerce and industry are reasonably well-known, and in terms of those sorts of technologies, you have much greater options as well as a lot of economic capital (which translates into an extra economic action!)


Disadvantages:

Worker, Caste, Hive?: Your people, while they generally get along, are riven often along old lines, of Caste and gender, of ideology and whether Hives are the best form of social organization. When things do start to go very wrong, you might find the Hive splintering apart faster than usual. Tensions lurk beneath the surface.

No allies, only friends: You may be friends with many other nations, but you have no real allies, only trading partners and the like, and if you are going to act, it is likely to be alone, not only with no support of your own kind, but no military support from others.

A Bug Is Not a Killer: While you are not that far behind, your military tech and the size of your military are both unimpressive. You haven't had to go to war in centuries and you leave that sort of thing to other races. You take penalties on military rolls and will have a technology deficit to make up if you want to start throwing military might around, rather than economic or diplomatic.

The Tawasi as a species was born on the frozen tundras of their native continent. A high gravity on the world left the tall Thalkayr hunched and strong, covered and fur and with senses that could track a bleeding prey across an arctic night. Kingdoms formed, of warrior-nobles, and as they spread out to less harsh climes, they took with them that strength, that violence. And though they now have elaborate balls, rituals, blood and strength are still a part of their people.

United by a complex and arcane arrangement in which independent kings (or their representatives) who rule their fiefs with relatively minimal interference meet together to decide larger matters of policy (The Conclave of Kings), the Tawasi are the newest species to a crowded galaxy, one in which, far from being a species that will conquer the stars, they are a junior member.

Yet their first contact opened up possibilities. The Ilwari, a species that has--strange, and perhaps even bizarrely genetic, hinting at deeper mysteries--resemblance to several earth mammal species (not that the Tawasi much cared) met them. A powerful Union, a military government having only recently overthrown an oppressive corporate state, they have become all but the Tawasi's sponsors, and in exchange for being a protectorate and following the Ilwari lead on foreign policy, they recieve military advice, technological aid, protection and access to some non-garden-world systems, garden worlds being rather in short supply.

In the thirty-odd years since, your people have grown stronger, though there are still problems. You have gained a controlling bloc in the Conclave. The year is 2425 CE, in the human reckoning of it, and your people shall yet be great!

  1. The Conclave of Monarchs: A bunch of kings getting together and deciding policy by vote? To many this would seem ridiculous, but you are one of these kings, and you have managed to put together a bloc, and now it is up to you to maintain the fragile (or solid) alliances that bind it together and make your mark! (Mechanic of reciprocal action-votes, use of diplomacy to convince others to do Stewardship stuff in their own domains, faction-loyalty and making friends and influencing enemies in a less voter-centric version of the sorts of things you'd do in a Democracy. Also, personal martial for honor duels is more important!)

Advantages:

Furry Friends: The Ilwari have your back, and their advisors and scientists are there to help you. So long as you take their advice on foreign policy--and they've shown a willingness to have a light hand in that area--the technology, money, and protection will flow. In a galaxy filled with potential enemies, at least to your eyes, this is invaluable.


The Strength of the Pack: The Tawasi are strong, tough, capable of surviving in absolutely horrid conditions, and with senses that far surpass most other races. These advantages make for impressive fighters and hardy settlers of the less-hospitable non-garden worlds. And the improved senses can be quite useful for...less up-front purposes.

Royal Prerogative: You are a monarch, and thus have vast wealth, and while others within the Conclave are also royalty, on your own lands your word is law, whatever the lesser nobles may say about it. You can use your lands as test-beds for new policies and to expand your on-the-ground power and influence before 'suggesting' them to other Monarchs.



Disadvantages:


A Tech Gap: Though you have advanced some in the last 30 years, and are getting aid from the Ilwari, you are still not, in either military, consumer, industrial or agricultural tech up to the galactic standard, let alone the cutting edge. On the other hand, at least you have a set tech-tree and know what to aim for! But it'll be a while before you're punching at the same weight as everyone else.

Need "Living Room": The Ilwari are pointing you towards non-garden-worlds because the garden worlds are mostly taken. While you might be able to terraform the planets over time (and with better technology) into working for you, there are no easy paths to expansion, military or otherwise, and you'll have to get creative.

Decentralized government: Neither social, technological, economic or political advantages are shared evenly, and you need to negotiate with other monarchs to help the flow of science, industry, and keeping the foreign and domestic policy on fine whack. It's a tough job, but you're the Wasi for the job.

The world, and the stars above, should make one think. And indeed, the Barsa (Barsamen is the translation of what they call their fellows) are a people given both to violence and contemplation, diplomacy, kindness, and meditated and thought-out cruelty. Standing an average of eight feet tall, the Barsa has four vast, muscular arms, and a hard, strong body, red to brown, with scales all over their bodies and hard eyes and mouths that hinted at a carnivorous paths.

To humans, these seemed like "Dragon-men" though they share no true reptillian nature, and have a biology quite different than anything found on earth. A powerful people, they are the fifth extant species to reach the stars, and their independent colony-states banded first together into a Confederacy in order to fight against the Hexamari Theocratic Empire, and ever since they have waxed and waned, even as their religion, based on meditation, competing philosophies, and a respect of both the sentient mind and the power of souls and will to move mountains, bound them together closer and closer.

Several decades ago a splinter-faction led by the son of one of the Wise Council that led the Confederacy attempted to conquer Rast, pitting some of the famously powerful Confederacy's might against the newly de-corporatized Ilwari Union. The defeat was a wake-up call, and though it was not truly a war with the Ilwari, it draws attention to the difficulties of weak centralization and the potential power of the Dreadnaughts and the new naval tech that the Ilwari are starting to capitalize on to serve as a great centralizer.

Sounds good, sure, but you're a Barsa leader who just recently ascended to your world's leadership. Centralization could mean power and the ability to promote your planet taken away from you, or it could be an opportunity. Either way, it's an interesting time to be a Barsa, and another tidal shift in the centralization-decentralization question for the Confederacy. For it is 2425 CE, and the Dragon will yet roar.


(Custom Stat added: Wisdom represents your knowledge of the various Barsa teachings as well as your calm, self-assurance, and ability to portray your actions as being well-thought out and meditated upon. It might or might not count as your piety, since plenty of impious persons have been able to fake pious Wisdom.)



Governments:


  1. The Wise King: Elected among all of the people (but with some...biases) you are now King, expected to stand within certain documents and keep to your rights, but most of all to show Wisdom. Unwise acts and failures could lead to your (peaceful) removal, and its a great burden that you've been given. And one that is often viewed as outdated. (Wisdom is a god-stat since you're a Wise-King, have to set up your own view of the Perfect Government that you'll be judged on, penalties with any modern government, like, you know, a democracy, cause this is the future and monarchies aren't common. But you do also get bonuses if you do do well, and loyalty from the people as long as you are Wise.)

  2. The Council of the Wise: The ruling council of the Confederacy in Miniature, your arguments and alliances have made you 'in charge' of the Council, and now you can finally begin steering policy. It might have been helped by the disappearance of the last person to have a Council majority, of course. (Wisdom is good for convincing people on the fence to back you, a Council of 9-15 (depending on various factors) with you needing to get a majority vote to enact policy. Start with a controlling faction of it you must maintain, can bring in others from the Council later on.

  3. The Wisdom of the People: Democracy, but with a few Barsan twists. Caucuses are vital, communities coming together to talk out and argue out towards a wise and good candidate, and while parties do exist to an extent, the individual merits and personal qualities of the candidate are judged to be vital for good government. A difference of policy can be forgiven or understood as a difference of what the public versus the leader knows, but a foolish ruler will make foolish decisions even when you agree. You managed to get elected, and now you must deal with the legislative bodies and bring your people to better times, and get re-elected. (Election mechanisms, Wisdom helps mitigate policy disagreements with voters, have to deal with a legislature, but at more of a remove than, say, the Tawasi option. Bonus to relations with all other democracies. If you lose elections you might wind up as an advisor or as an 'elder statesman' or someone in opposition, though the presidential nature of your post makes it somewhat less likely than in the Human Democracy example (in the latter, since you're already a MP, you can lose power while still having a seat and a voice for sure).)


Advantages:


Dragon-Men: Barsa are huge, muscular, have powerful (natural) armor that make them, when trained, some of the greatest soldiers in the galaxy, able to wield weapons and wear armor that would cripple smaller races. And while they aren't as good as, say, spies (at least among smaller races), their religion and the discipline it instills means that they make great soldiers, not merely warriors or bodyguards. Lots of advantages towards ground combat using infantry.

The Protection of the Confederacy: Like it or not, you are part of the Barsaman Confederacy, and few would challenge the government. Few non-Barsa that is. Your threats and challenges are likely, at least early on, to be among Barsa, with far less chance of other nations intervening, and however weak it is, the Confederacy does its job.

A Common Culture: While they may disagree on government, policy, and even philosophy and some social policies, the Barsa have a strong common culture founded in their religion which has permeated even the secular, instilling a similar sort of mindsets and making it so that Barsa's are pretty good at understanding the minds of other Barsas. It will make rulership a little easier too, in one sense.

Disadvantages:

Dragon Behind: The Rast war revealed the naval drift of the Confederacy, and in order to be up to date you need Dreadnauts and the latest technology. Yet it's being hoarded by the central government which wishes to use it to advance your power. You'll have naval tech and officer-training penalties and less money in the budget towards building ships, and will have to deal with the central government on this. (Naval tech penalty, also decentralization means less money for ships.)

Centralization?!: The Wise Council that rules the Barsa Confederacy might not be so wise. At the very least, they've had an interest in your world, and your predecessor was critical of them. Bending the knee and going along with their plans could end well or horribly, and so could acting against them, and all strategies have their risks: either way, for all that it isn't in the form of an existential threat, you do have some problems staring you in the face.

The Serene Order of the Wise Protectors: Such as the fact that your predecessor aroused the suspicion of the Serene Order. Spies, assassins, diplomats, paladins, monks and warriors without peer, they are the bright light and shadowly blade of the Wise Council, the greatest in all of Barsadom, and though they have no reason to suspect you, they will at least be watching to see if you repeat any...mistakes your predecessor might or might not have done. What mistakes, you wonder, but you'll need to find out, as it's all been set into your lap.

The Sol Republic is one of the richest governments in the known galaxy, a shining example of humanity's possibilities, having let wayward colonies go and turned its back on the game of galactic expansion, instead going for quality, making each of its worlds garden or near-garden, concentrating wealth and creating a star-nation that has endured for centuries.

You are not them. In the shadow of the sun, from those colonies that were allowed to break off, and those that came after, that is where your planet lies. Rich, yes, by proxy, but always in its shadow. Protected and possibly even given aid, but it is a long shadow, and the possibilities remain. For in the start of the 25th century there is much chaos, economic turmoil, opportunities to rise and fall. And whatever you rule, however you do it, you shall bring your planet further into the light! Variable start-date.

Also, Humans only get two advantages and two disadvantages, because their type of government actually provides the last of those!

Governments:
  1. Democracy: You are the new elected Prime Minister of a vibrant democracy a century and a half old. You must balance voter expectation with party platform and decide on successors and how to deal with electoral failures, while you play the various parties of the Parliment against each other to rule. (Diplomacy boost with other democracies, especially Sol, you get to make not only a PM, but a Party, Parliamentary politics and timing elections for maximum gain/minimum loss, new/different game-states if you wind up becoming the opposition party, choosing a 'successor player-character' if time runs out and your character retires, and so on!) Start date: 2428 CE.

  2. Broken Democracy: An interest group has power, not only power, but outsized power. Be it religious, proletarian, corporate or bureaucratic, while everyone votes, some people's votes are worth so much more, and instead of having to please everyone and get fairly elected, you can mostly rely on the support of the particular group. Though if the clerics start calling you a heretic or the businessmen start muttering that you're bad for business, it can all end badly. (Less influence of popular will and elections, they can be...swayed in various ways. When it comes time for the vote, you'll vote on the specific form of brokenness. Mechanics for pleasing the right classes of people and the like will exist!)
  3. Revolutionary: You have overthrown the oppressor. You stand now head of a conquering, complex and diffuse rebellion, with a thousand ideals clashing, beset by a million dangers both internal and external, with rivals on planet and off who could use the chaos to take over. Absolute and seemingly unchecked power rests in your hand, and you must rebuild a broken world rent by corruption and dictatorship. There's a good chance you'll either die a hero or live long enough to see yourself become a villain. Viva la revolution! (Hard mode, start with much shorter turns since the situation is too chaotic for year-turns, have to form a revolutionary government and keep power at the same time, relationship bonuses and penalties based on the nature of your revolution (depending on your PC and their actions), plenty of traitors, speis and assassins abound and the real chance to become a dictator or be bloodily overthrown. But you also start with extra time in order to create ripples to change history!) Start date: 2410!

Advantages:

Radiance of the Sun: Sol is rich, and while it doesn't necessarily leap into the petty squabbles and minor wars of the colonies, it tends to pour oil on troubled waters and its wealth and trade partners create a moonlit reflection for planets like yours, and you start with pretty good consumer tech and a nice economy (unless it's wrecked by revolution, but hey!) and a chance to further trade with Sol.

Terraforming is Not Terrible: While most species have strong terraforming, humans have diven rather deeply into it, and while they exhibit a natural curiosity about many types of tech (and have small bonuses to most types of technology and no penalties like with the Hexamari or Barsa), their terraforming is truly top-notch, and it does open long-term possibilities for expansion into unused planets deemed less-than-useful.

Disadvantages:

In the Sun's Shadow: On the other hand, that does mean that if you become the cause of troubled waters, Sol will pour oil on you, and their power and wealth makes it hard to compete in some markets and complicates a lot of political and military moves. And there are some who fear that Sol's influence might yet evolve into an active foreign policy the likes of which hasn't been seen in quite some time.

Hairless Monkeys: Humans are not weak by any standards, but they make...average soldiers, and while they are quite cunning and technologically powerful, there are no special bonuses in the cards, other than what cybernetics and other such technology can get. No super-empathy, no bloodhound senses, no being a giant dragon-monk, no bio-engineering yourself into a giant boss-fight (at least not without researching it first!)...just good ol' humans. Plenty good enough to hold the Galaxy's largest economy, and that's what matters!

So there are the options I have so far! I have all sorts of ideas for custom mechanics for each species and the stats I mentioned and so on. But this is what we have to start it! A date, and a universe! There's even a map around here somewhere! Albeit hand-colored. Updates might be somewhat slowish, it's taking slight backseats, but I'll keep it alive.

Also, this is a Quest being Co-QM'd with @lkmcclenahan ! Thanks for the help!
 
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Mechanics and Stuff
Explanation of the system:

There will be potential custom rulesets, things to monitor, and even entire stats (and definitely traits) depending on what you choose, but some things exist for sure in a character's stats. They are Martial, Diplomacy, Stewardship, Learning and Intrigue.

Martial doesn't necessarily represent your fighting prowess or your generalship, because in many cases (though not all, such as a war-hero being elected in a Human democracy, a revolutionary general, or the Warrior-Theocrat for the Hexamari) you won't really have much of a chance to really get up close and personal. That's what a military is for. Martial can, and when it's significant will, be divided into four things, primarily. "Land Combat" as in, basic generalship and understanding of tactics and strategy, Personal Combat, what it says on the tin, Space Combat, your ability to command ships, and more generally Martial, which is to say the ability to interact and judge the plans and ideas of the generals, understand the military bureaucracy and how to make the best use as an administrator out of the military. These numbers will all be presented in paranthesis when needed.

Diplomacy is as it was before, it's your ability to talk and convince people, always important in almost any government.

Stewardship represents a few things at once: it's your business savvy, yes, but it's also your understanding of economy theory and your ability to manage and look into bureaucracy.

Learning is the same, except it often includes paranthesis and penalties might be applied for things outside ones field. The Philosopher with the learning of 25 is *not* the same as the cybernetic scientist with a Learning of 25, and if you see the former coming for you with a knife and promises of a new cyber-eye, run. Run fast.

Intrigue is your sneakiness, your ability to manipulate people, your knowledge of covert ops and how to deal with the various agencies that run that sort of thing. Or even run them.

Characters also have traits that modify these stats or other things, all basic CK2 stuff. Though I will be changing the traits to more fit the lesser stat-creep I tend to like, and also updating them for a non, well, medieval setting.

Each turn you'll have a number of choices in each category (Martial, Diplomacy, Stewardship, etc) and you can expand your number of choices, including some earmarked for a category (like Naval choices from building a new academy as the Barsa), and those that have a custom stat also have a custom set of decisions they can make.

They'll have costs and chances of success, and then I'll roll and see how you do, and together we'll slowly advance our way towards doom. There are a lot of other mechanics that'll be in play based on the species and government chosen, but the basics, the framework of it, are good-ol "CK2-style" Quests.

Also! You can indeed have advisors, though in many governments (though not all) you might also have Bureaucracy bonuses that represent the combined bonuses or penalties of those involved. Basically, a heroically skilled military advisor doesn't matter much if the army has no logistics, no trained officers, no morale and no hopes. I'm not a Great Man Historian, and it takes people to get things done. These bonuses can degrade over time, be improved, or so on, and there will be actions for doing both that and other 'average improvement' things.

Now, a quick word on the numbers, since those who know me know I'm a monomaniac on these things.

1-4= Just so, so bad at something. Incompetent, honestly.
5-7: Somewhat bad, though in a very excusable way. A person who went through school, was bad at math but got a sports scholarship and went on to be a journalist might have a "Stewardship" of 7. It's common for people to have weaknesses.
8-10: Average. If someone goes through school and it isn't a weak point, they'll wind up somewhere around here (traits exist, but I'm not going to go super trait-heavy, by the way.)
11-14: Good. Not a B student, a bit better than that. A person with a Learning of 12 can certainly graduate college with pretty good grades, a person with Martial 12 is a pretty decent soldier, though not trained up to the galactic standard.
15-20: Very good. An economist can be well-known planet-wide with this, great actors and military generals who aren't even close to chumps can have this. It's impressive, it's unusual, even if in a huge galaxy it isn't rare.
21-25: Above and beyond, this represents something someone is very skilled in, enough that they'll probably be remembered for it. A brilliant scientist, a cunning general, any of these might have stats in this area, and this sort of level is what a very skilled special forces operative might have in Personal Combat.
26-31: Amazing, noteworthy, leader in their field if it's a narrow field, vastly important even if it's not, these come around rarely enough for it to really matter.
32+ From here it gets more impressive, I'll stop here and just note that above 40 almost never happens, and even then mostly super-elites in terms of Military (Personal Combat) rather than in the more mental stats and abilities.


Wealth:

Gold is just a shiny rock, and ultimately modern economies in the 25th century, as today, run off of a dazzling array of complex things, few of which involve giant pits of money. Wealth in this case represents something more than money in the bank. It represents your ability to requisition loans internally (whether via shaking down banks or bonds) and externally, the efficiency of your bureaucracy in using the resources that you have, your ability to print more money without running into out of control inflation, and yes, also money gained from taxation. It is all of that and more.

Thus actions to expand Wealth don't necessarily have to involve bringing money in your treasury. If you expand the private economic activity on your planet via trade deals, you might get taxes from that, but a lot of the Wealth generated would be in terms of a greater willingness to provide loans because your economy seems to bear it. For the same reason, in real life, that loans keep flowing into America (because it seems like the economy can support it) loans would accrue to you.

So yeah, it's a lot more complex now, a little more abstract, and quite a bit more modern. The amount of wealth you start with and how much of your yearly budget is spoken for depends, but just as a note, the Upkeep for one division (10,000 active soldiers strong with of course logistical and medical and etc support in the background) of Heavy/Light/Calvary troops is 1 Wealth. So think of numbers in the thousands and tens of thousands, at most, when you think of spending.

You'll, of course, have the ability to change the budget you start with, as well as use it to expand your future budgets and all of that good stuff.
 
Character Sheets and Stuff
Character Sheets:


Name: Hazitean
Age: 37
Occupation: Military Adviser to Speaker Vorzhan
Gender: Female



Hunter
Mentally Unbalanced (-1 Diplomacy): Replaces Mentally Unstable, which had penalties to Martial, -2 to Diplomacy, and other bad stuff.
Brave
Suspicious ( -.5 Diplomacy +2 Intrigue, a less fucked version of Paranoid)
Cynical
Very Hard But (Mostly) Fair: (-.5 Diplomacy +2 Martial +2 Stewardship, +1 Learning, +2 Intrigue) Replaces Just, Cruel, and Ruthless.
On The Wagon (+1 Stewardship)

Martial: 36
Diplomacy: 12
Stewardship: 21
Intrigue: 20
Learning: 13


Name: Bizentara
Age: 32
Occupation: Captain of the Gazinith Navy
Gender: Primarily Male

Being a Xvorzit (+2 Diplomacy, -1 Martial, +1 Stewardship, +1 Intrigue, +1 Learning)
Ambitious (+2 across the board)
Quick (+3 across the board)
Temperate (+2 Stewardship)
Lustful (+1 Diplomacy, no Xvorzith opinion loss)
Trusting (+1 Diplomacy, -2 Intrigue)
Master of Wargames (+1 Diplomacy, +1 Martial (Naval), +1 Stewardship)
Trained Captain: (+4 Martial (Naval), +1 Learning, +2 Diplomacy, +2 Stewardship)
Victor at Pirates Moon' (+2 Diplomacy, +2 Martial (Naval))
Ambition: Dreadnought--Bizentara wants Gazinitah to have a Dreadnought. And he wants to ride around on it. Maybe take photos. He seems really, really enthusiastic about the idea, and thinks it would be the perfect capstone for all of his vast, vast ambitions.

Martial: 6 (base)-1 (Xvorzith)+2+3=10, perfectly normal for a trained soldier at self-defense and leading ground forces, which is slightly above average for a naval Captain.
Martial (Naval) 1d20=16-1 (Xvorzit)+2+3+1+4+2=27 Martial (Naval), a great commander, a very great one. Not a legend, not like former Admiral Mutumbo (Uncle of the current PM of Sol or other figures of galactic repute and myth for their commanding prowess, but well, well beyond what the Speaker had any reason to expect. Not only one-in-a-billion, but more than that. One in tens and tens of billions.
Diplomacy: 1d15 (reroll scores below 5)= 8+2 (Xvorzit)+2 (Ambitious)+3 (Quick)+1 (Lustful)+1 (Trusting)+1 (Wargames)+2 (Captain)+1 (Victory)=21 Diplomacy, pretty charming when he wants to be.
Stewardship: 1d15 (reroll below 5)=15+11=26, a master of naval logistics and managing men. Despite these stats, don't try to get them to be your economic adviser, they know jack shit about that sort of thing, it's a different facet of Stewardship.
Intrigue: 1d15=6+4=10, despite being startlingly earnest and willing to trust, they are rather normal at covert ops and keeping secrets. Which is to say, not that good.
Learning: 1d20=17+1 (Trained Captain)+3 (Quick)+2 (Ambitious)+1 (Being a Xvorzit)=24, primarily in Naval matters, though with a few interesting hobbies as well.


Name: B'iyiuna
Age: 37
Occupation: Diplomacy Adviser, Media Personality
Gender: Primarily Male

Xvorzit (+2 Diplomacy, -1 Martial, +1 Stewardship, Learning, Intrigue)
Ambitious (+2 all)
Proud (Some bonuses and penalties, none stat-wise)
Charitable (+3 Diplomacy)
Envious (-1 Diplomacy, +2 Intrigue)
Craven (-2 Martial)
Gregarious (+2 Diplomacy)
Media Personality (+1 Diplomacy)
PR Department: +1 Diplomacy, +1 Stewardship
Revolutionary Propagandist (+3 Diplomacy, +1 Learning, +1 Stewardship, +1 Intrigue)
I don't Speak Foreigner (-1 Diplomacy, -1 Learning)

Martial: 1d15=7-1=6, they're not very strong and they don't have a mind for war. In that way they're pretty normal for a Xvorzit, not like Hazitean and yourself at all.
Diplomacy: 1d20=13+2+2+3-1+2+1+1+3=25, they are very good at talking and influencing others, even if they're somewhat dismissive and not knowledgeable of foreign affairs. Still, they can charm anyone.
Stewardship: 1d20=19+6=24, They run a media empire single-handed, and it is incredibly profitable.
Intrigue: 1d12=12+6=18, they're actually very good at intrigue and backbiting, but not in the 'secret agent' sense.
Learning: 1d20=20+3=23


Name: Yaziha
Age: 54
Occupation: Semi-retired Operative
Gender: Neutral

Is a Xvorzit (+2 Diplomacy, -1 Martial, +1 Everything else)
Quick (+3 to all.)
Paranoid (-1 Diplomacy, +2 Intrigue)
Brave (+2 Martial)
Envious (-1 Diplomacy, +2 Intrigue)
Patient (+1 all but Martial)
Born Teacher (+4 Learning)
Content
High-Level Operative (+1 Diplomacy, +1 Stewardship, +1 Learning, +4 Intrigue, +2 Martial)
Getting Old ( -2 to Personal Combat, -1 to Learning)

Martial: 13-1 (Xvorzit)+3 (Quick)+2 (Brave)+2 (Operative)=19, Personal Combat 17
Diplomacy: 14, they are somewhat charming, if a bit old-fashioned. While above average for a human, this level of skill's pretty normal for Xvorzit.
Stewardship: 14. They had to take care of himself while he was locked away on prison camp, but he hasn't managed anything larger than that in many years.
Intrigue: 16+12=28, They taught you everything they knew. You have surpassed them, but they are still one of the most skilled operatives of their craft around, if somewhat out of practice on both the technological and practical sides of things.
Learning: 1d20=15+3 (Quick)+1 (Patient)+4 (Born Teacher)+ 1 (Operative)=24, they are a very good scholar and teacher of both other cultures and spycraft, having gone to a university, though much of his knowledge is somewhat out of date.

Name: Kikkizit
Age: 42
Occupation: Learning Adviser
Gender: Primarily Male

Temperate (+3 Stewardship)
Humble (+1 Diplomacy)
Just (+1 Learning, +2 Stewardship)
Gregarious (+2 Diplomacy)
Advisor-Advised
Bazkhiti, improved! (+1 Diplomacy, +1 Stewardship, +1 Learning)
Voice of a Revolution (+4 Diplomacy, +1 Stewardship, +2 Diplomacy
Professor (+4 Learning, +3 Diplomacy, +2 Stewardship, +2 Intrigue, +1 Martial)
Workers Association (+1 Diplomacy, +1 Stewardship)
Ministry of Education (+1 Learning)
Diplomat: +1 Diplomacy, +1 Stewardship, +1 Learning--Kikkizit did a magnificent job as a diplomat, and learned much both about economic trade deals and also how to play the political game. They're now quite recognized by Sol's bureaucrats and diplomats as, in a sense, one of their own.
Cultural Explorer: +1 Diplomacy, +1 Learning. They've met the greats and not so greats of the art world on Sol, from videogame designers to old-fashioned painters. These contacts will no doubt come in handy.
Where Rulers...: +2 Learning. Kikkizit learned a lot about political science from the trip, and also gained important contacts and helped some of their fellow scholars, who will now combine their might and help out Kikkizit with his new position!
Correspondence: +1 Diplomacy. While they aren't friends, at least not yet, few enough people can say they have regular correspondence, of the friendly sort, with one of the most powerful men in the galaxy. Kikkizit can say that about Ankit Mutumbo.
An Idea of Conservation: +1 Stewardship, Kikkizit has an idea as far as increased conservation of natural lands on Gazinitah, though it's not yet fully formed.
Possible Friendship: Their interactions with Ankit Mutumbo have begun to be far closer and more friendly.


Martial: 12
Diplomacy: 31
Stewardship: 23
Intrigue: 11
Learning: 32

Name: I'isanah
Age: 31
Occupation: Merchant, frustrated Diplomat.
Gender: Female

Is a Xvorzit (+2 Diplomacy, -1 Marital, +1 all others)
Attractive (+1 Diplomacy)
Socializer (+2 Diplomacy)
Patient (+1 to all but martial)
Greedy (-1 Diplomacy, +1 Stewardship)
Lustful (+1 Intrigue)
Gourmet (-1 Stewardship)
Wroth (-1 Diplomacy, +3 Martial, -1 Intrigue)
Gregarious (+2 Diplomacy)
Merchant Training, secret keeping: +4 Stewardship, +1 Learning, +2 Intrigue, +1 Diplomacy

Martial: 1d20=13+2=15, she's a far better fighter than you'd expect, startlingly.
Diplomacy: 1d20 (reroll less than 8)=18+6=24, she's very charming, despite her indiscretions and somewhat shady dealings, once you get to know her.
Stewardship: 17+5=22 Stewardship. Though she's not as good at managing large groups of people, her expertise and surpreme skill in the realm of economics is rather gratifying.
Intrigue: 1d20=12+4=16, she's a pretty skilled operative for an amatuer, even if she needs a lot of seasoning in that area if she were to survive at the high levels that she's been thrust into.
Learning: 1d15+2=13+1+1+1=16, she's very well educated, one of the perks of having come from a Xvorzit world without a broken education system, even if it wasn't her focus as a child.

Name: Lucille
Age: 24
Occupation: Activist, College Student...Spy
Gender: Female

Charitable (+2 Diplomacy)
Diligent (+1 to all)
Kind (+2 Diplomacy...no Intrigue penalty, cause sometimes kindness takes deception, no?)
Lustful (+1 Intrigue)
Zealous (+1 Diplomacy, +1 Intrigue)
Activist (+2 Learning, +1 Diplomacy)
Social Gamer (+1 Stewardship, +1 Diplomacy, +1 Intrigue)
Woman of All Seasons: +4 Learning, +2 Diplomacy, +2 Stewardship, +2 Martial, +3 Intrigue

Martial: 1d20=14+3=17, she's surprisingly good at strategy and tactics...albeit mostly in games!
Diplomacy: 1d20 (reroll below 10)+1=17+10=27, she is very, very charismatic and popular among people, and fits in even among Xvorzit.
Stewardship: 1d20+3=19+4=23, she is very good with numbers, but more importantly she knows how to organize people.
Intrigue: 1d20=11+7=18, she's a very clever
Learning: 1d20+5 (Sol Advantage)=20+7=27, she knows a wide variety of eclectic information, though a lot of it is useless trivia. She picked up a lot in school.


Name: Vorzhan
Age: 35
Occupation: Speaker for Gazinitah
Gender: Either

Xvorzit (+2 Diplomacy, -1 Martial, +1 all others)
One Who Stands With the People (+2 Diplomacy, +1 Stewardship)
Workers Association (+1 Stewardship, +1 Diplomacy)
Winger (+2 Diplomacy)
Just (+1 Learning, +2 Stewardship
Patient (+1 to all but Martial)
Temperate (+3 Stewardship)
Elite Cybernetic Agent (+1 Martial, +2 Intrigue, +1 Personal Combat)
Intelligence Operative Gone Intelligent (+3 Martial, +5 Intrigue, +2 Learning, +1 Stewardship and Diplomacy)
I Got a Bad Feeling (+1 Personal Combat, +1 Intrigue
Listening In (+1 Martial, +1 Intrigue, +1 Personal Combat
Data At Hand (+1 Martial)
(New) Always Bet On Bug (+1 Intrigue, +1 Martial, Zaeswin hates you forever)

Martial:20 (Personal Combat 23)
Diplomacy: 19
Stewardship: 23, +1 Stewardship action
Intrigue: 32, +2 Intrigue actions
Learning: 18
 
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Polity Information (Military, Economic, Internal, etc)
Planet Name: Gazinitah
Location: At the edge of Xvorzith space, near a number of human powers as well as the Hexamari.
Species: Xvorzit, insignificant number of other species (only in the millions)
Population: 14.8 Billion on Gazinitah, a few tens of millions elsewhere
Government: Newly formed leadership by consensus of the people

Budget:
Treasury: 6,881 Wealth
Current Income Per Turn: Various, plus 20d100


MILITARY BUDGET

Infantry: 1,000 Wealth
Armor: 700 Wealth (Tanks, IFVs, self-propelled artillery, etc.)
Aircraft: 1,800 Wealth (Fighters, ground attack craft, gunships, troop transports, heavy transports, etc.)
Special Forces: 800 Wealth
Pensions, Healthcare, etc.: 1,400 Wealth
Police: 2,000 Wealth
Navy: 1,811 wealth

Total: 9,511

Payment: Full budget paid for by government, excepting the Bleed.



CIVIL BUDGET

Social Welfare: 800
Civil Development: 1300
Education: 1100
Diplomatic fees and other things: 600
Research stimulus: 500
Palace Fees, Luxury Goods, State Ceremonies, salaries and pensions for retired ruling-caste members, etc: 1,300
Colonial administration: 700
Other/Misc: 1,000

Debt Servicing: 1,855, mainly to the Iashec, currently interest is 4.5% and you are paying back at a rate of 5% per turn, just ahead of interest...but not, it seems, ahead of debt accumulation. Every two turns this will be recalculated.

Total: 9,155 Wealth

Income paid: All of it, albeit getting more difficult in the last years, apparently, with debt servicing, leading to inflation and cutting of the education and Research budget among other things. Economists estimated that the current trend was unsustainable and would fall apart within 3 years in secret records.

Debt to various Mercantile Republic entities: 30,333
Debt to various Iashec-aligned human worlds: 2,985
Debt to Stendar: 995
Debt to the Hexamari Heretics: 995
Debt (at 0% interest and flexible repayment) to Sol: 1,500

Total meaningful debt: 36,808

Current debt accumulation per year: 0


Black-Box Budgets: Unknown, but it seems as if at least some of that is funded by the Iashec...which might be a very, very bad idea.

Tax Income: Estimates are very high, though not exact at this point.

Bonds: 850 Wealth a turn.

Popular Opinion:

Defense Forces/Police: 68, while there are doubts, thus far you've done well by them.
The Hive (overall, total): 93, they have great hopes for you, and thus far you've fulfilled them!
Space Fleet: 63, you've restored their honor
Caste of the Rulers: 37, they're fearful of what you might eventually be doing, but your lack of action has lulled them some.
Intellectuals: 83. While there are some criticisms and quibbling, as a whole your support here is rock-solid, and has been ever since you made Kikkizit one of your primary advisers.
Business Castes: 47. They've been made rich and yet some of the richest and most influential members have found themselves stymied lately, so they're a bit wary.
Poor Castes/'The People': 99, You're pretty much their god.
Colonials: 83, they feel somewhat neglected but are still very optimistic as a whole.

Will of the Hive Rating: 2 (+10 to anti-espionage rolls, +20 to economy rolls, +10 to Will of the Hive rolls- need to perform one (Hive) action per turn)
Will of the Castes Rating: Not unlocked!



Military:

10 million or so soldiers, and then (on top of that) many others that fall somewhere in between soldiers and policemen, the defense forces and police being tangled together, of only partially known efficacy, with outdated weaponry and some less than ideal doctrines. Of all sorts of different types and styles of deployment.

Indeterminate number of tanks, as well as other armored vehicles- IFVs, self-propelled artillery and so on.

Aircraft- including transports as well as combat aircraft such as fighters and gunships.

Special Forces units, often implicated in attempts to maintain order.


Navy:

2 x Gazinitah class battleship (Gazinitah, Prince Hazanit) (Obsolete)
3 x Prince Izec class heavy cruiser (Prince Izec, Prince Iltixx, Prince Zaynzem)
5 x Warrior class heavy cruiser (Warrior, Defender, Guardian, Powerful, Thunderous) (Old)

12 x Aspereiz class light cruiser (Aspereiz, Active, Brazen, Chaser, Crescent, Denguard, Highflyer, Hunter, Pathfinder, Patrol, Skirmisher, Skitterer)
4x Ipriskin class light cruiser (Ipriskin, Chazak, Kekkep, Rizokis) (Obsolete)
3 x Liberator class light cruiser (Liberator, Freedom, Independence) (Caveat class)
1 x Unity class light cruiser (Unity) (Praetor class)

16x Zynshos class destroyer (Zynshos, Afen, Emena, Fleix, Greai, Ilnik, Irabrius, Kementak, Kluos, Orvestath, Ozos, Phen, Quiax, Shraw, Zeyri, Zim)
4x Exquisite class destroyer (Exquisite, Burrower, Concordance, Feeder) (Obsolete)
4 x Mirage class destroyer (Mirage, Daybreak, Hailstone, Twilight) (Tort class)

22x Pulsar class frigate (Asteroid, Blizzard, Comet, Cyclone, Downburst, Eclipse, Galaxy, Gale, Hurricane, Lightning, Moon, Nova, Planet, Solarwind, Singularity, Star, Tempest, Thunderstorm, Tornado, Typhoon, Whirlwind, Windstorm)
3x Diamond class frigate (Diamond, Heliotrope, Sapphire) (Obsolete)
5 x Spur class frigate (Spur, Ambush, Bolt, Spear, Shield) (Writ class)

40x GZ series corvette (GZ-002, GZ-015, GZ-016, GZ-017, GZ-027, GZ-028, GZ-033, GZ-042, GZ-048, GZ-049, GZ-050, GZ-057, GZ-058, GZ-061, GZ-072, GZ-073, GZ-100, GZ-101, GZ-108, GZ-111, GZ-115, GZ-119, GZ-124, GZ-131, GZ-161, GZ-163, GZ-164, GZ-165, GZ-166, GZ-189, GZ-190, GZ-192, GZ-193, GZ-194, GZ-197, GZ-199, GZ-203, GZ-209, GZ-213, GZ-215)


Clarification on timings:


Beginning Turn 6- wrecked Gazinith vessels and damaged captured vessels enter service
(Gazinith DD Uznal and FFs Constellation and Quasar, captured CHs Resolution and Resistance, captured CLEmancipator)

Beginning Turn 7- wrecked captured vessels enter service
(Captured CH Revolution)
 
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[] Hexamari
I like the idea of non parasite or swarm biotech users

Edit
change vote to hiver
 
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[X] A Human World in Sol's Shadow

I like the full-democracy route, as the democracy mechanics sound really fun. Would be an interesting challenge to have to be the opposition party for a few turns.
 
[x] Hexamari

I like the sound of these buggers. Bioengineering ourself into a giant boss-fight sounds, well, boss.
 
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