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: 26 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 populations 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-preists 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 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 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 provinces. 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 in, 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)(2/3): The industrial zone is all but finished in its scale, though it lacks much of its finest detailing capabilities. Vast swathes of produced goods stream out of its automated factories every single minute of the day to feed the growing needs of your civilization. Finishing the last details will be costly, but allow for atomic level reconstruction of materials in record time.
Effects: Produces 10 Capital per turn. Reduces construction costs and DC's.
Basic 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. While for now its still rather basic and lacks the highly complex infrastructure for better treatment, the general level of medical services is equivalent to any other early colony you would find in your era.
Effects: Adds 1 tax and an 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.
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 planets 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 or worlds it has a trade route with.
Subsidiary Industrial Zones (3/10): 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 9 Captial per Turn
Units:
Human / Alien Mixed Infantry (Tier 1): In agreement with your negotiations with the city-states, you've come into the possession of a levied military force from each of their cities. Overall their organization is quite poor and the weaponry on display varies from the most simple wood and steel spear to the basic laser rifles you have granted to those you have a greater degree of trust in. You've got a couple of the colonists with military experience leading them as an impromptu officer corps for now. They won't fight off a proper enemy, but some soldiers is better than none.
Effects: Basic ground unit with +10 to its combat rolls.
Technology Levels:
Tech Name | Tech Level and Bonus |
---|
Voidcraft | 2, +20 (11 stages until next level) |
Infrastructure | 4, +40 |
Biology | 3, +30 (18 stages until next level) |
Medicine | 4, +40 |
Psionics | 2, +20 (13 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 |
Armor | 4, +40 (24 stages until next level) |
Social Science | 1, +10 (9 stages until next level) |
Industry | 4, +40 |
Cybernetics | 4, +40 |
Xenology | 4, +40 |
Ecology | 1, +10 (9 stages until next level) |
Anti-Psionics | 1, +10 |
Xenotech Levels:
Ancestry Type | Tech Level and Bonus |
---|
Eldar | 1, +10 |
Temporary Modifiers:
The next research in the Materials Science category will grant two research stages instead of one.
The next research in the Social Science category will grant two research stages instead of one.
+5 Capital a turn during turn 7 and 8