Terra Nullius - Free Humans in the Era Indomitus Quest

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Scheduled vote count started by Exhack on Oct 21, 2024 at 1:17 PM, finished with 23 posts and 22 votes.

  • [X] Plan: Power of Mind and Building
    -[X] Democratic Centralism - It is necessary for power to flow towards the center, strongly, but for power to then be capable and responsive. Rather than magistracies and ministries which changed with each election, the legislative assembly would be the centre of political power, with both more local governments, and executive bodies being subordinated to its powerful cliques and committees.
    -[X] Navminds - While few Luxminds survive into the modern era, most having transferred their consciousnesses into more sophisticated forms like Neokshatriyas or Galatechs, those that remain have expressed a desire to spearhead exploration by using their superior calculations to provide navigation. Their capabilities, if allowed, could be around a hundred times those of a standard calculated jumps.
    -[X] Infrastructure - Using fundamental knowledge of warp technology, the Milieu began to create Archways, stabilizing warp connections between systems to prevent loss of contact. This program also came with the expansion of shipyards, refineries, patrol bases, communications buoys and maintenance systems to service all of these new constructions.
    [X] The Fleet and the Academy
    -[X] Demarchy
    -[X] Navminds
    -[X] Experimentation
    [X] Plan: Republic and Expansion
    -[X] Democratic Confederation - It's clear that the Milieu as a single unitary state is a dead letter. The new institution should be a supranational body that allows a number of states and other organizations to come together for peaceful cooperation.
    -[X] Communions - Before the Milieu's development of stable travel, Lemscolari insurgents have consistently used limited short-jump warp travel to lay caches near the Xibalba system in case of their eventual defeat. Psykers working together in telepathic groups known as Communions can both navigate and communicate with other units at great distance.
    -[X] Deep Exploration - While the low-hanging fruit of red dwarfs and main-sequence stars with spectra comparable to Xibalba had been seized upon, the sector still concealed a wealth of unmapped worlds ripe for settlement and exploitation.
    [X] The Fleet and the Academy
    [X] Plan: Power of Mind and Research
    -[X] Democratic Centralism - It is necessary for power to flow towards the center, strongly, but for power to then be capable and responsive. Rather than magistracies and ministries which changed with each election, the legislative assembly would be the centre of political power, with both more local governments, and executive bodies being subordinated to its powerful cliques and committees.
    -[X] Navminds - While few Luxminds survive into the modern era, most having transferred their consciousnesses into more sophisticated forms like Neokshatriyas or Galatechs, those that remain have expressed a desire to spearhead exploration by using their superior calculations to provide navigation. Their capabilities, if allowed, could be around a hundred times those of a standard calculated jumps.
    -[X] Experimentation - The Third Milieu's initial conservatism towards new technological development ran into the realities of interstellar government. The old taboos were considered and many speculative fields that were previously left untouched were explored.
    [X] Plan: Expert Systems
    -[X] Noocracy - Elections will select a panel of experts from various spheres of public, academic or military life, who will then form a governing council with legislative and executive power. This process will be mirrored in the regional governments.
    -[X] Navminds - While few Luxminds survive into the modern era, most having transferred their consciousnesses into more sophisticated forms like Neokshatriyas or Galatechs, those that remain have expressed a desire to spearhead exploration by using their superior calculations to provide navigation. Their capabilities, if allowed, could be around a hundred times those of a standard calculated jumps.
    -[X] Infrastructure - Using fundamental knowledge of warp technology, the Milieu began to create Archways, stabilizing warp connections between systems to prevent loss of contact. This program also came with the expansion of shipyards, refineries, patrol bases, communications buoys and maintenance systems to service all of these new constructions.
    [X] Plan: Redundant communications and travel to maintain the Demarchy
    -[X] Demarchy - All sentients are stakeholders in the state, allowed to participate in legislative processes at all levels that directly impact their lives. Institutions exist to provide correct information for the decision-making process and competently execute its directives.
    -[X] Communions - Before the Milieu's development of stable travel, Lemscolari insurgents have consistently used limited short-jump warp travel to lay caches near the Xibalba system in case of their eventual defeat. Psykers working together in telepathic groups known as Communions can both navigate and communicate with other units at great distance.
    -[X] Infrastructure - Using fundamental knowledge of warp technology, the Milieu began to create Archways, stabilizing warp connections between systems to prevent loss of contact. This program also came with the expansion of shipyards, refineries, patrol bases, communications buoys and maintenance systems to service all of these new constructions.
    [X] Gambling on the future
    [X] Gambling on the future
    -[X] Demarchy
    -[X] Neo-Navigators
    -[X] Infrastructure
    [X] Plan: Confederacy of dragons
    -[X] Democratic Confederation - It's clear that the Milieu as a single unitary state is a dead letter. The new institution should be a supranational body that allows a number of states and other organizations to come together for peaceful cooperation.
    -[X] Voidwyrms - Smud have near-zero rates of psychic development compared to humans, but a few rare lineages that migrated to space have developed intuitive navigation capabilities. Their genes are little-altered based on trials with Warpsun phenomenon exposure. With training and experimentation, a new breed of stable navigator could be created.
    -[X] Infrastructure - Using fundamental knowledge of warp technology, the Milieu began to create Archways, stabilizing warp connections between systems to prevent loss of contact. This program also came with the expansion of shipyards, refineries, patrol bases, communications buoys and maintenance systems to service all of these new constructions.
    [x] A Solid Foundation
 
@Exhack I have only one important question: Can we make/train/develop more Navminds? Because if we can't then we're faced with an ever decreasing store of Warp navigators.

Taking Navminds lets you make Navminds.

@Exhack can I politely ask what is your omake policy? Sorry if this has already been asked

I'm supportive but canonicity (relative to quest) is something I adjudicate on a per-post basis.
 
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