Turn Omega Gundam

Opening Post New
Pronouns
She/Her
"We've confirmed the activation of the Second Pillar, Lunarian and Astraean warships are en route to investigate. Contact is inevitable."

"It begins anew then. Humanity. Will you withstand? Or will all once more return to zero?"




TURN OMEGA GUNDAM

Link to the Discord: https://discord.gg/3wmA7XZc



The Catastrophe. The Ad Astra Extinction Event. The End of Days.

It was the ultimate culmination of the irreconcilable differences within the Earth Federation. Between Earth and Space, Augment and Esper, Clone and Natural, Man and Machine. The myriad states of man, from the Mercurian Forges to the farthest reaches of the Kuiper Belt would take part in this final fratricidal struggle.

But humanity, despite its best efforts, had survived. It had pulled itself off the brink, bloodied, beaten and far lesser, but alive.

It is a thousand years after the end of the Ad Astra and once more humanity is taking its first steps into the world of tomorrow.

Civilization on Earth continues to rebuild, industrial states innovating and competing with one another, for land, for ideology, for resources. Some fight with weapons familiar to the 20th Century, others with warmachines that have become ubiquitous with the Ad Astra.

The Mobile Suit.

Colorful uniforms marching in lockstep alongside sixteen meter warmachines, bristling with armaments alongside makeshift banners and standards. They struggle against the same salvaged war machines of their neighbors, fighting for ancient ruins to plunder and preserve, their bounty a matter of national pride or security.
Ancient facilities return to operation as electricity is once more connected to their grids, the first steps of some Earthian nations to reclaim their lost inheritance. Their bounty is carried by rail rebuilt from those laid down by their ancestors or on new ones, established by eager young nations.

The greatest among them look towards the ancient wonders of the precursors, facilities that could change the world or rebuild it anew.

January 1st of the Year 1001 of the Renewed Century, a thousand years after the Catastrophe. The Trunk of the Olduvai Space Elevator is reactivated after millennia of hibernation by the Central African Union. Ancient AI maintenance systems come to life as diagnostics is taken stock of and a new administrator is registered.

In secret bases throughout the Indian Shoal Zone, the recently Awakened Powers of Space take notice and turn their attention to the planet below.


Setting Conceits

Earthians, their History and their Technology

The Earthians would emerge from the Catastrophe scarred, many would not remember the events of that seminal tragedy, a handful would take what had happened to their graves, passed on only through secret journals and dying confessions. Earthian understanding of the Catastrophe is based on these testimonies and what uncorrupted records of their precursors that could be recovered.

But one did not need to understand the past to thrive in those heady centuries after the Catastrophe. The first Earthian states would emerge into the pages of history, centered around civil bunkers and ancient ruins.

These young states would defend, attack and legitimize themselves with force. Their tool of choice being the Mobile Suit, the war weapons of the pre-Catastrophe that could be salvaged and brought into operation. States would rise and fall according to the fortunes of war and salvage, all determined by the Mobile Suit.

The capability of the Mobile Suit to change and write history was never more clear than 70 years ago. The Pacific was rocked by unrest and revolutions, old ideas coming once more into center stage adapted to the Earthians of today. It would almost seem like a new historical epoch would begin.

A new age did dawn, but it would not be one of Popular Revolution, instead it would be one of War and Conquest. Sakura Santacruz, the brightest and youngest of the Pacific Revolution's Generals, would ride into supreme power on the backs of popular discontent, army support and the most powerful Mobile Suit in existence, the Turn Omega.

Against her enemies, she would embark on nothing less than a campaign of Global Unification under the Revolutionary Banner. Her Revolutionary Banner. The old powers of Siberia, Cascadia-Mexia and the Freeholds would crumble under the assault of her armies, her legions went from battle to battle, victory to victory, glory to everlasting glory.

But as the Sun rises, so it must set. Fifty years ago Sakura Santacruz died at the hands of the exiled revolutionary diehards at the Battle of Oakland. The world lives in the wake of her rise and fall.

It is the RC 1001, despite the rediscovery and reintroduction of ancient technologies into wider society, the Mobile Suit remains the primary tool of war and conflict for the nations of Earth.

Spacians, their Awakening and their Technology

The Spacians would not emerge from the Catastrophe immediately, at least not at first. For over nine centuries, the vast technological marvels within the Earth Sphere, at least those that were still extant, would remain dormant in stasis and cryo-sleep. All awaiting the day that the worst of the Catastrophe would pass and they could return to the land of the living.

Twenty five years ago, the final failsafe of the stasis pods would stop, and the Awakening would begin. Millions of Spacians would emerge into a world unfamiliar to them.

For some the memories of the Catastrophe would be hazy, suffering from the same amnesia that many of the Earthians suffered as well. For others, the Catastrophe was as if it was yesterday. The wounds were fresh and gaping, and it was the dichotomy between these two groups that would determine the shape of Space in the years to come.

Many a colony would rely either on those that still remembered the past and the necessary expertise to manage the complex artificial homes that they relied upon, others would rally around charismatic local leaders, they who would guide them in the new era, and some would turn to the still extant administrative AIs that made it through the Catastrophe, machine surviving where man had failed.

As the Spacians recovered, picking up the pieces of the world they found themselves in, two shadows would loom over them. Famine and War.

No Spacian state would be exempt from the constant rolling resource and food shortages, almost all colonies across the Sides would implement a strict program of rationing and food cultivation, relying on ancient and slowly failing agro-colonies and filtration systems to survive.

No Spacian would be exempt from the fear of conflict, as Space would slowly be divided into two disparate camps. Lunarian and Astraean, full war only forestalled by the same shortages that drive both camps into desperate struggle against one another.

When war finally did erupt, it would not be between Luna and Astaea, but between Luna and Eleutheria. The reasons remain shrouded in mystery, but for one hundred brutal days, the Lunarian Crown would embark on a war of conquest against Side 4, seizing food stores and agro colonies to alleviate its own shortages even as its enemy began to descend into outright starvation.

It was only with the emergence of the Dreadnoughts, Eleutheria's next generation of warships, and increasing interstellar pressure that the Lunarians would be forced to the table.

It is the year AE 25, and the spectre of war and deprivation remains, even as the reactivation of one of two still functioning Space Elevators begins a new page in Spacian History.

M-Particles and Mobile Suits

Mobile Suits are titanic war machines that stride across the battlefield on two legs. With a bewildering variety of designs, and more likely still waiting to be found, the mobile suit was clearly the weapon of choice in pre-Catastrophe warfare. Their weapons are formidable, and their armour thick enough to resist most attacks.

Almost all units are capable of fighting Mobile Suits, though Mobile Suits are heavily favoured to win most matchups. Mobile suits cannot fly unless it is specifically stated that they can. Most Mobile Suits are not capable of atmospheric entry without assistance or unless otherwise stated, and none of them can leave the atmosphere without assistance.

M-Particles are the byproducts of the miniature nuclear reactors which power mobile suits and other pre-Catastrophe technology. They are the key to the massive amount of power that are required to make these massive machines move, but they do have side effects. The most notable being their ability to block radar and wireless communication.

Dead Zones, Active and Dormant

The environs of the Earth Sphere itself did not emerge unscathed from the Catastrophe. We do not speak of mere craters or ruins but of scars and corruption of the soil and air themselves. They are the Dead Zones. Places where settlement or exploitation is made near impossible by the bizarre and hostile conditions within.

The Dead Seas are divided into two classifications: Active and Dormant. The former is a constant menace to the nations and communities that border it. Plagued by attacks and raids by the deadly autoweapons and anomalous creatures that emerge from the Dead Zone, though bizarrely, the strange illnesses and miasma that covers many Dead Zones disappear when one is considered active.

The latter are those Dead Zones for whom the threat does not come from the attacks of monsters but from the weather and environments themselves. A thick miasma covers the land during the day, strange sickness befalls any who dare trespass, and sometimes weather phenomena like storms and rains would bring the curses of the Dead Zones to the rest of a continent. Dead Zones fall into periods of activity and inactivity, some often going inactive for centuries at a time.

Honshu Dead Zone/Great Glass Sea
Located in the West Pacific, the island of Honshu is split into two by a massive country-sized crater. It is called the Great Glass Sea due to the bizarre crystalline and reflective nature of the sea that had formed within the confines of that crater. The island itself is host to roaming biomechanical war machines. Equally at home in the water as they are in the air, their attacks on communities all across the Pacific are only prevented by a near constant naval cordon maintained by the Imperyo and the Temple. At the center of the Great Glass Sea, is a lone white doll.

Himalayan Dead Zone
At the highest peaks of the world, ancient mega bunkers hum with life. Typically inactive, according to Temple records, the autoweapons and bio-horrors typical of other Dead Zones are sometimes seen and found in the Himalayas. Kyushu hypothesizes that deep within the mountain range are vast tunnels stretching beneath the Earth, ancient server farms and computer depots constructed for the primary Economic AI of the Earth Federation.

Amazon Dead Zone/Atlantic Shoal Zone
At the center of ancient trackless jungle, lies a pillar to the heavens. Encompassing the entirety of the Amazon Basin, one could mistake the Dead Zone as a land out of time. Prehistoric and extinct megaflora surround Catastrophe-era atmospheric engines made to stabilize the planet's ozone layer. In between them the autoweapons and metallic monsters associated with the Dead Zones were more saurian rather than arachnid or insectile. The ancient Space Elevator extends the reach of the Dead Zone into the orbit beyond, automatic warships prowling the debris fields of the Atlantic Shoal Zone. While currently Dormant, the lethality of its environment does not stop many adventurers from trying to plumb its depths in search of a rumored El Dorado that contains the secrets of the Catastrophe itself.

Australian Dead Zone
A land covered in fallen debris and parts of dropped colonies, the Australian Dead Zone stretches through an entire continent. Upon its southern coast were drowned mega cities, some dating back to the One Year War. On its northern coast however lie the outposts and bases of the Imperyo Perlas, dating to the last and greatest campaign of Sakura Santacruz.

Forty seven years ago the Australian Dead Zone came to life for the first time in recorded history, and from it emerged an army of Death. Legions of corrupted Mobile Suits rampaged through the Indonesian Archipelago, a force numbering in the thousands. The young Empire would jump into action, Corps and Armies pulled from every corner of its vast territories, even from the newest conquests of Central Africa. Facing an enemy of nearly a thousand Mobile Suits, Sakura would match that force, squeezing and pillaging every single one of her foreign dominions.

Embarking on a Holy War, Sakura waged her greatest and last successful campaign. Marching into the heart of the continent itself, she would tear the heart of the Dead Zone out, ending its terror. Decades later the Dead Zone shows no sign of coming to life again, though a miasma still hangs over the continent.

Lunar Dead Zone/Dark Side of the Moon
The Dark Side of the Moon encompasses almost half of the celestial object's surface. It is also by sheer land mass the largest Active Dead Zone in the Earth Sphere. Its vast mineral riches, ancient facilities and extensive mines are guarded, and occasionally used, by the teeming hordes of biological horrors that emerge from it to wreak havoc on the sectors and territories of the Lunarian Crown. With human-like gnashing teeth, they regularly assault the settlements nearest to the edges of the Dead Zone, and while the Imperial Army is typically more than capable of driving them off, horror stories are told of what happens when the line breaks.

The Central Europian Dead Zone
From the Adriatic to the Alps, from the Rhine to the Oder; a near endless forest of metallic trees, black as steel, jut out from the Earth. Behind each is a spider with eyes most red and mandibles like knives. The Central Europian Dead Zone, or as it is known, the Black Forest, is the most active and feared of the Dead Zones.

From all across its continental length, legions of autonomous arachnid and scorpion war machines destroy settlements, and when armies fail, entire cities are laid to ruin in their wake. They kill and take the dead with them, many neighboring cultures having adopted cremation due to the proclivity of the machines to attack and loot graveyards.

The fate of those who had been taken emerge from time to time. Biological horrors bearing human faces and human voices, often alone, though no less deadly than the mechanical hordes themselves. It is said that in the deepest heart of the Black Forest, a vast monstrous beast lives. And that if it wakes, the end of the world will begin anew.

Amerian Dead Zone
From the foothills of the Rockies, to the Rio Grande, to the Everglades, to the Great Lakes, the Amerian Dead Zone is covered in a thick blanket of harsh weather and storms. Believed to be a remnant of the Catastrophe, the anomalous environment typical of the Dead Zones is at its most unrelenting in Ameria, severe enough to regularly make its way west and north. According to the Temple's written record, the Amerian Dead Zone has never been considered active in all of history since the Catastrophe.

Politics and Religion

Spacian politics are dominated by the long war, a constant struggle between Revolutionary Astraea and Imperial Luna for power, resources, and allies. Spacians, PC and NPC alike, are either aligned with these two or part of the broader alliance of armed neutrality centered around the Eleutherian Monarchy and the Socialist Arond-LIGHT. Thus Spacian alignment is less a matter of ideology, and often more of a matter of pragmatic survivalism in the struggle between giants. So far, this struggle is primarily one of influence, economics, and espionage, rather than direct conflict; however, it is believed that recontacting Earth could upturn that status quo.

Earth is divided into four armed camps. The Sakurists, inspired by the example of Empress Sakura Santacruz believe in a sort of Autocratic Monarchical Internationalism, where war and conquest are the keys to the revitalization of human civilization. Whether that is under the auspices of Sakura's heirs or the new Semiramis is up for debate.

The Concordists, an alliance between the Enlightened Monarchies of Maghreb and Zhong, weave Bourgeois Capital and Royal Power in opposition to the blatant imperialism of the Sakurists and destabilizing influence of Revolution. The monarch plays the role of the loving and caring parent of a community of peoples, safeguarding their rights and culture against all who might threaten them.

The Republicans were forged in the failures of the Pacific and Caspian Revolution; it had led to the radicalization of the initial Revolutionaries into devotees of Militant Action and Madame Guillotine. Ounna and East Pacific stand in opposition not just to monarchical oppression and reaction but also to the rising revolutionary tide of Socialism.

And last but not least, the Socialists of West Europia and Central Africa seek to overthrow all existing systems for the sake of the toiling Proletarian Class and of the Earth's precious biosphere. Both, they believe, are threatened by the reckless expansion and pillaging of the colonial powers and imperial powers.

Between all the Powers, Great or Minor, is the Temple of Amaterasu-Ishtar, the organized state of the world's largest religion. Though many pre-Catastrophe faiths still remain extant, and many communities practice a form of syncretism, the Temple's spread and popularity is aided by its active hand in the opposition and combating of Catastrophe and the Dead Zones.

The Elevators

Massive pre-Catastrophe constructs connecting Earth into Space, there were originally three in the Earth Sphere proper, although now only two are in any condition to be repaired and of them only one is active.

The Olduvai Elevator: Located near its namesake Gorge within Tanzania and connected to the Indian Shoal Zone, of the three it was the one in best condition. This was what allowed the Central Africans to be confident in their efforts in its reactivation. However their success has now attracted attention from both Earth and Space.

The Mariana Elevator: Located on an artificial island near the Mariana Islands, connected to the Pacific Shoal Zone above, it's in a worse state than the Olduvai Elevator was when it was repaired. However, with the Central African's breakthrough with their elevator, the Imperyo Perlas is confident the Mariana one could be repaired with time and effort.

The Jaburo Elevator: Located at the heart of the Amazon Basin within the Guiana Highlands, it is also at the near center of the Dead Zone. Its Trunk protected by the horrors of the zone itself while the upper reaches at the Atlantic Shoal Zone are guarded by squadrons of Auto Warships dating back to the Catastrophe.

Orders

Orders will be the primary way of interaction with the game and will be sent in via SV DM. Orders are composed of several order categories, each with a word limit. Multiple initiatives and projects can be launched within those 100 Words as long as they fit the word count.

Trade Deals:
Not counted against your word limit, you should make sure that you list all deals you make with other players clearly.

Foreign: 100 Words
Foreign orders affect how you interact with others. How do you influence the people you touch? Through diplomacy or espionage? What do you build in the territory of your friends? What goals are you furthering abroad?

Domestic: 100 Words
Domestic orders are for how you want to influence your nation and people. What ideals do you want to push, what social ills are you addressing, what direction are you going as a nation?

Production: 50 Words
For the creation of military units. Full production and economic rules will be elsewhere.

Development: 50 Words
For the creation of large scale infrastructure projects that should be noted in stats.

Salvage:
You have two salvage actions each turn to sift through the ruins of the old world to find lost technology or weapons. A salvage action has three parts: Destination, Objective, and Escort. The Objective of a salvage action can be as vague as "mass production mobile suits" or as specific as you like, though the more specific you are the less likely you are to get what you want exactly if things don't go your way.

Ruins Levels go from None > Poor > Sufficient > Abundant > Rich. Ruin Level determines what sorts of finds a nation is likely to find there. Dead Zones and Shoal Zones however have their own separate table for Salvage and Encounters.

The two salvage actions are:
Local Salvage - Salvage done within your borders, usually fairly safe
Free Salvage - Any other type of salvage you want to engage in. From fallow zone expeditions to searching for specific ruined places, this is a broad category.

Research:
Research actions are limited by the number of labs you possess. Each lab may work on one project at a time, which you are free to describe to your heart's content.

Military:
These are more free form and do not have a specific word limit, however you are encouraged to separate your military goals into discrete operations with orders of around 100 words each and with clear goals and units assigned.

Army Sizes will be used at start to show/determine how large a nation's starting Army is. They go from Small > Medium > Large > Huge > Massive > Colossal

Massive Thanks to my Co-GMs @Chehrazad and @Fancy Face , as well as my friends @Nerdorama and @Princess_Hex for their help in making this possible.
 
Mechanics New

Mechanics

Economy
The three stats of Population, Industry and Resources feed into and represent parts of your productive Economy.

Population represents productive population, in the form of taxes and labor, and popular support. It can typically be held back from its possible maximum by internal dissent, corruption and administrative shortcomings due to issues or lack of technology.

Industry represents how much, well, Industry you have outright. Shipyards, Factories, Workshops and etcetera. Industry can be held back by either domestic issues, foreign occupation or having too outdated an industrial base for your nation's needs.

And finally Resources represents both the raw extracted resources of your nation, wealth from trade and commerce, and cold hard cash. Having much lower Resources than you have Industry can lead to Resource Shortages which affects everything else in your economy. The extraction of Resources themselves can be supported or hindered by your available and accessible tools and technologies, your societal makeup, and whether you have an Overlord or Substates.

Now that we know what makes up your Economy? What's it for? An economy shouldn't exist only for its own sake after all, which is why we have the last three stats of Military, Development and Civilian.

Military represents the procurement of new weapons, warships and Mobile Suits for a nation's army. They also represent the experience and technological base of your military. Having a higher Base Military score means you can spend your Production on new Military goods and units, and your existing units will be more effective to a degree. You will also unlock the ability to fine tune the doctrine of your military forces with special reforms that act as unique national techs and advantages. Your overall Military Score meanwhile determines how much bang for your buck your Production of new units provides, with the higher the total score the more units you'll get per Production. It also affects how much Supply you automatically get every turn but we'll get to supply later.

A List of Units Unlocked per Base Military Level
2: Infantry, Militia, and Cavalry Brigades
3: Cruiser Fleets, Battlefleets
4: Escort Fleets, Armored Brigades
5: Air Wings
6: Bomber Wings, Submarine Fleets, Carrier Fleets
7: Jet Wings
8: Modern Infantry Brigades
9: Mass Production Suits w/out Components, Battlegroups
10: Modern Fighters, Modern Bombers, Limited Production Suits w/out Components, Wet Water Warships
11: Armored Battlegroups, Ace Suits w/out Components
12: Spaceships

Development determines the sophistication and technology your Industry and wider society makes use of. Whether you're just finding out what electricity is or you're having your robot maids do all the work for you. It determines the efficiency and cost with which you make new stuff. Infrastructure, railways, buildings, industry and Assets.

Civilian can best be described as being similar to Consumer Goods in HoI4. They represent the part of your economy that directly feeds back into your economy and population at large. You automatically spend a percentage of your Production on Civilian, and you can put in your orders whether to spend more or less affecting your population and what they think of you. Spend too little and your population might start getting ideas, spend too much and you won't have anything to spend for Military or Development. But that should be fine as long as you never ever plan to go to war. Your Civilian stat also represents the sophistication and kinds of consumer goods that your nation has access to, even if they're not your own.

Supplies
Every turn, depending on your nation's Economic Production and Overall Military Stat you will automatically create a certain number of Supplies, which will be added to a national Supply Stockpile. A nation can actively choose to spend Military Production to make Supply and if one has NPC Substates/Allies, they will automatically receive a portion of their supply every turn.

Supplies are needed every turn to support ACTIVE troops, troops that remain in bases at home do not have Supply needs, this however does not include troops that are on a Defensive Military Order.

Each kind of unit has a base supply cost. As a rule of thumb, deploying units domestically in the defense or offense halves the supply costs, deploying them abroad near established supply centers or in neighboring friendly countries will cost the units full Supply cost. And deploying units far away on a foreign adventure with limited, tenuous or strained supply ability will cost even more.

Units that are not supplied will be 75% less effective in combat and Supply can be destroyed either via military action or domestic unrest/insurgency.

A nation's Base Military Score will determine how easily a nation is able to supply said units. For example, a nation with Mil 6 will be paying extra to supply any potential Battlegroups and Spaceships it might potentially find or receive, as these are beyond its own domestic capabilities to produce.

Manpower & Mobilization
Manpower is used in the staffing and recruitment of Armies and Mobile Suits. There are two types of Manpower; Recruits and Pilots. Recruits are used in the staffing of most conventional forces; Brigades, Battlegroups, Fleets, Wings, Spaceships and Warships. As a rule of thumb, the more modern a unit is, the more efficient it is in the usage of Recruits. For example, a Brigade is much larger in terms of soldiers though not in terms of firepower compared to a Battlegroup. But a Brigade will cost 10 Recruits while a Battlegroup will cost 1.

Meanwhile Pilots are used to staff Mobile Suits and Modern Aircraft. In nearly every case, each Mobile Suit or Aircraft will only use 1 Pilot per Unit. Sometimes, a nation can still produce Mobile Suits but either not have or do not wish to provide the pilots for them. An example would be in the case of Salvage. In such a situation, they would initially go to a location in a nation's stats called Storage. Units in storage can be quickly called into action to defend if attacked but using them in active operations requires Pilots.

There are situations where a nation is rapidly running out of Manpower, whether Recruits or Pilots, this can either be the need for new armies due to new fronts or due to heavy losses. In that situation a nation can Mobilize. Mobilization will provide a hefty up front amount of Recruits or Pilots, and an increased amount received per turn prior to Mobilization, depending on which one they mobilize, since a nation can order a Recruit Mobilization or a Pilot Mobilization.

Recruit Mobilization also increases your Civilian stat, at least for the earlier tiers to represent a measure of economic wartime mobilization. Be warned however that a nation can only Mobilize a number of times before it begins adversely affecting their Economic Stats in the case of Recruit Mobilization and Military Stats in the case of Pilot Mobilizations. Mobilizing and continuing to take heavier and heavier losses can be disastrous for a nation's domestic and economic situation, especially for low population states.

Be aware that there are also a number of units that take neither Recruits nor Pilots, though whether a nation can access them depends on their research or their luck in salvage.

Research:
Labs are an abstraction of a nation's academic, industrial and military research institutions. Players will use Labs to develop new technologies to further themselves and or their allies.

There are two types of technologies. Generic and Rare.

The former refers to minor military and economic technological advancements, the path has already been trodden, the nations merely have to walk it again. Examples of Generic Technologies are better Assault Rifles, Next Generation Earthian Battleships, Industrial Efficiency Techs and upgrades to existing kinds of Mobile Suits. Generic Technologies can be shared but cannot be stacked, and once a kind of Generic Techs is researched, it will automatically spread across the Earth Sphere as copycats and research groups below the level of abstraction begin to develop it for their own nations. Certain Generic Techs will also upgrade the Base Military, Development and Civilian Stats of a nation.

Meanwhile Rare Technologies refers to Player developed Mobile Suits, custom Societal Technologies and what can be considered as Paradigm shifting weaponry like M-Drives, Antimatter and the like. Rare Technologies cannot be shared at all and other Player Nations will have to reverse engineer similar Technologies manually. Allies of the nation that originally invented it will have an easier time, and a nation can try to either steal samples or the technology itself via Foreign Actions. All starting Unique Technologies are Rare Technologies.

Technologies can be researched through the use of Labs. There are three kinds of Labs; Antiquated, Modern, and Advanced. Antiquated Labs are primarily Earthian and are best suited for the creation and research of Technology analogous to the 2nd World War or the Cold War of our time. Antiquated Labs can also research upgrades or variants to existing Mobile Suits, if the researching nation has access to either pre-Catastrophe units or Spacian Suits. With some effort Antiquated Labs can be upgraded by either the host nation or an ally into a Modern Lab.

Modern Labs can be used to research anything analogous from the Late Cold War to our Contemporary Internet Era, though anything in the latter end will take much longer to research. Nations can research new and domestic Types of Mobile Suits based on any they currently have access to. Their performance however will not exceed those of the Catastrophe Era Suits or of any constructed with Advanced Labs. Upgrading Modern Labs to Advanced Labs will take much much more effort than Antiquated to Modern and will require either aid from a nation with Advanced Labs or access to any major Pre-Catastrophe Site of the Earth Federation.

Finally Advanced Labs can construct nearly anything that fits within the setting conceits of Gundam and Mecha as a Genre. As a rule of thumb, anything from Gundam Unicorn onwards can be researched with an Advanced Lab. Mobile Suits and Weapons constructed with Advanced Labs will be designated Cutting Edge and will have better baseline performance than their Catastrophe era Ancestors.

New Labs can be created with significant effort if certain Economic and Stat Factors have been achieved. Labs being upgraded from one Type to the other can still be used but anything their researching will face delays. And finally Specialist Labs can only research their Specialty in exchange for being able to achieve results much faster.

Players can construct new Labs, however they will always be Antiquated Labs for anyone with an average Production Capacity Score of less than 10 and Modern Labs if your average is greater than 10. You can only construct a limited number of Labs and it will be based on your funds allocated to Development.
Nations can Construct Labs at these Economic Break Points
At least 15 Economic Score: Can construct new Lab if Lab Total is less than 3
At least 25 Economic Score: Can construct new Lab if Lab Total is less than 4
At least 40 Economic Score: Can construct new Lab if Lab Total is less than 5

Trade
Some Trades will be handled via resources. you can either establish a Zero Sum Trade Deal which will add a number of Resources to your Resources while subtracting the same amount from another players. There's no limit to how many resources you can receive this way from another player. Or you can enter into a Trade Pact with another which will provide both player's with a much smaller Resource bonus that will increase over time.

Components
Components are necessary for Earthians to construct new Mobile Suits. But Spacians can also make use of Components, either through trading them to other nations or through using it themselves. Because Components will **allow nations who have a type of Mobile Suit but do not have that Mobile Suits Tech to make more of them even without said tech. Losing all copies of a suit without researching its tech will however prevent you from constructing more.** Components can also be used for certain Development Projects and constructing Assets.

Components can be gained automatically every turn via Salvage actions. A nation can also gain components from battlefield victories.

Components Cost per Unit Type
Low to Mid End Mass Production Mobile Suits: 1 per Unit
High End Mass Production to Low End Limited Production Mobile Suits: 2 per Unit
Mid End Limited Production Mobile Suits: 3 per Unit
High End Limited Production to Low End Ace Mobile Suits: 5 per Unit
Mid End Ace Mobile Suits: 6 per Unit
High End Ace Mobile Suits: 8 per Unit
 
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Nation Apps New

The Great Powers

Imperyo Perlas Pasifiko

Territory: Philippines, Indonesia, Taiwan, Malaysia, Hawaii, Polynesia, Ceylon, Madagascar, Panama, Cuba, Falklands, Hispanolia, Ireland and Azores
Capital: Davao
Ideology: Sakurist
Advantages: Empire of the Sun, Master and Commander
Disadvantages: The Sun Never Sets, Haunted Pearl
Ruins: Poor
Army: Colossal
Labs: 2 Antiquated
Overall Economy: 28 (Imperial Earthian Economy)
  • Population: 8/20 (Base 10 (Pacific Economic Core), +6 from Empire, -4 from Haunted Pearl, -4 from Dissent, -2 from Insurgency, +1 from Temple Support, +1 from Noble Support)
  • Industry: 6/20 (Industrialized State) (Caps at 7)
  • Resources: 14/20 (Base 10 (Pacific Economic Core), +2 from Empire, +6 from Substates, -4 from Haunted Pearl, -1 Australia Dead Zone, -1 from Temple Tithes)
Production Capacity:
  • Military 10 (Base 6 (World War Weaponry), -2 from Army Cliques, -2 for 3 Turns from Post Civil War Purges, +2 from Navy Cliques, +4 from Master and Commander, +2 from Sakurist Ideology)
  • Development 6 (World War Industry)
  • Civilian: 6 (65% of Production will be Spent to satisfying Civil demands) (Base 6 (Craftsman Factories and Tractors), +2 from Wider Empire, -2 from Noble Demands)
Assets:
Brunei Shipyards
Davao Imperial Academy

Substates:
West Europian Raj
Centroamerican Raj
Azanian Raj

The fire of Republicanism had once spread across the Pacific Monarchies. From Cascadia, to Nusantara, many believed it to be unstoppable, that a future could be born from the ashes of the old. That was until Sakura Santacruz had found the Type-Omega, the most advanced and powerful Mobile Suit of the Earth Sphere even before the Catastrophe, and took that dream for her own.

Born a mere peasant girl, she had risen through the ranks of the old Royal Armies, eventually seizing the reins of power for herself and through that, creating the strongest Empire the World has seen since the Catastrophe. In the eyes of the military of the Empire, only her death at the hands of the traitorous Cascadian dogs and their capture of the Type Omega had prevented the First Solar Empress from creating an Empire of all the World under a single Sun.

Her death plunged the Empire into a series of domestic strifes and civil conflicts, the latest of which came to an end when an alliance between the Navy and the Elite Knights of the last living Marshal placed the young granddaughter of Sakura Santacruz on the throne. As the Third Solar Empress slowly begins to come of age, doubt and trepidation in her heart clashes with the confidence and bravado she had been taught to emulate. The question is, can the young Santacruz chart the course and succeed where her Grandmother ultimately failed?

The Empire as it is called, for no other can compare save perhaps the Babylonians, stands bestride the world as its foremost Hegemon. A toehold on every continent, the greatest power since the Catastrophe. She commands the Kings, Dukes and Princes of the World as her diplomats weave webs of marriage and alliance worldwide. The Sun will Never Set on Our Empire.
(Your Foreign Orders have a 200 Word Limit as long as the Pacific Pearl has territories in at least 3 Continents. NPC Monarchies and Nobility, domestic and foreign, are more inclined to listen to your demands and follow your initiative. Start with multiple NPC Substates)

Even prior to the initial Pacific Revolutions, the fleets and navies of the old monarchies had been some of the most formidable in the world, it had been the old nepotistic officer corps that had held it back. Sakura had merely been the first amongst equals of the newest crop of pilots and generals that had emerged after the Revolution. But it was her that had united them and led all of them from one end of the world to the other, glory to glory, battle to battle. And though only one of the first Marshals that had fought alongside her remain, their legacy lives on.
(Starts with Infrastructure making construction of more Fleets easier and its MS Pilots much stronger. Perlas pilots are some of the most elite in the Earth Sphere.)

Despite our best efforts, bit by bit, the Empire Sakura had created is slipping from our grasp. Cascadia was a nightmare, France was a defeat, Palhae though was an utter humiliation. All taken by vultures that had struck our Empire while it was in the midst of upheaval. We cannot allow any further retreats, the honor and prestige of the young Solar Empress cannot allow it. If her advisors, the men and women of that decrepit Diet cannot agree then they will be made to.
(Retreating from Imperial Territories is more difficult and domestically unpalatable. May suffer a Military Coup to save the Empress from "Evil Advisors" if not handled with care.)

Sakura Santacruz, the First Solar Empress was like the Sun herself. Blinding, utterly magnificent. She had taken the Revolutionary reins for herself, crushed the demons of the Australian Dead Zone, and flew across the entire world securing victories to create our Empire. But while those revolutionary legacies had allowed the smooth transition from the turmoil of the past to the order of the Empire, they are a double edged sword. There can only be one Sun in the sky, and neither the Cascadians nor the Manchurians have any right to it.
(As long as PC Nations of Palhae Revolutionary Command and Eastern Pacific Federation remain extant, Economic Growth is harder and Domestic Orders are less effective. Regaining the Turn Omega will alleviate this disadvantage even if the two states remain extant.)

Terra Babylonian Empire

Territory: Levant, Arabia, Egypt, Anatolia, Southern Persia
Capital: Neo-Babylon
Ideology: Sakurist
Advantages: Conquering Lion, New House of Wisdom
Disadvantages: Artificial State, Tower of Babel
Ruins: Sufficient
Army: Massive
Labs: 1 Advanced
Overall Economy: 23 (Great Power Earthian Economy)
  • Population: 8/20 (Base 8 Middle Eastern District, +2 from Empire, +2 from Noble Support, +1 from Temple Support, -3 from Artificial State, -2 from Insurgency)
  • Industry: 5/20 (Semi-Industrialized State) (Caps at 5 until Development is at least 6)
  • Resources: 10/20 (Base 8 Middle Eastern District, +2 from Empire, +4 from Substates, -4 from Antiquated Industry, -1 from Temple Tithes, +1 from Oil Boom)
Production Capacity:
  • Military 10 (Base 7 (Early Cold War Weaponry), +4 from Conquering Lion, -3 Antiquated Industry, +2 from Sakurist Ideology)
  • Development 5 (Antiquated Industry)
  • Civilian: 4 (70% of Production will be Spent to satisfying Civil demands) (Base 6 (Craftsman Factories and Tractors), +2 from Wider Empire, -2 from Noble Demands, -2 Antiquated Industry)
Substates:
Caspian Satrapy
Upper Nile Satrapy

Revolution and instability had swept the world in the past few decades, the Eurasians had usurped the Siberian Crown, Egypt and the Caspians were flying the banner of Republicanism and the Imperyo Perlas was in the midst of its first Civil War. All hope seemed lost until a young Princess of the old Krugis Principality had been given a vision by the God Marduk.

She along with her knights and retainers would head to Mt. Ararat, almost in pilgrimage, following the visions directives, There they would find the tools to restore and remake as they saw it. The House of Wisdom. An ancient Pre-Cataclysm research site and fully intact cache of Pre-Catastrophe Weaponry and Mobile Suits.

With this blessing, the first Queen of Babylon and her soldiers would usurp Krugis and go forth on a spree of conquest, subjugation and suppression. Crushing the nascent Revolutions in their cribs, and repelling the attempted Ounnan intervention. It is now almost two decades since Terra Babylonia's founding, and the first generations of Babylonians are coming of age. It is yet to be seen if this experiment can stand the coming years or be washed away like so many before it.

Despite the relative youth of our empire, she has gone from victory to victory, triumph to triumph, conquest to conquest. At the spear tip of this relentless expansion, is one of the largest Armies in the Earth Sphere, supported by its elite Mobile Suit Corps, the Qizilbash, recruited and trained from the lands and ruins of ancient Persia.
(Start with a Massive Army and an economy built for War. Also start with an elite Mobile Suit Corps which will last as long as the NPC Caspian Satrapy remains loyal.)

Without Knowledge, Courage is nothing more than Foolhardy Bravado, but fortunately, the former is something our Empire has in spades. Found and seized during the initial conquest, the House of Wisdom was a prestigious pre-Catastrophe research and development institution that had served our predecessors. It is nothing less than a miracle that it has survived the ages and the end of the World. And though some would say that we are far too reliant on it, for our nations other institutions have lagged in comparison, that is merely the jealous words of our doubters and lessers.
(Start with an Advanced Lab. Due to underdeveloped and unexplored scientific institutions, Babylonia can create an additional Antiquated Lab at game start.)

Babylonia was one of the first and greatest civilizations to have ever graced the region. It has also been dead for millenia even before the Catastrophe. In the centuries after the Catastrophe, the Earthians began to organize themselves into states once more, new cultures and religions would emerge from the ashes of the old, none of them resembled the lands of Nebuchadnezzar and Hammurabi. There is an inseparable disconnect between the romanticist political elite and the people that live and dwell in our Empire
(Actions to try and decrease dissent and insurgency are far more difficult. The Artificiality of Terra Babylonia will be more and more intolerable if the Empire faces setbacks and defeats.)

Force alone cannot hold up an Empire, especially one such as hours. There needs to be support, even a purely transactional affair. While our policies and opposition to the revolutionary forces of the world grant us the support of the noble elite, traditionalist clergy and the rural landlords, they had only begun to support us once Terra Babylonia had already been on the rise. No, the Empire's foundations come from elsewhere…
(Terra Babylonia is reliant on elite support for stability and funding, and while sometimes their demands can be a burden, alienating them could prove fatal. ???)

Zhong Dynasty

Territory: China, not including Manchuria, Tibet, Xinjiang, Inner Mongolia and Beijing region
Capital: Wuhan
Ideology: Paternal Liberalism (Concordist)
Advantages: Ancient Legacies, Palatial Planning
Disadvantages: Whampoa Officers, Turtle State
Ruins: Rich
Army: Massive
Labs: 3 Antiquated
Overall Economy: 34 (Superpower Earthian Economy)
  • Population: 15/20 (Base 14 (Earth Federation Heartland), +1 from Temple Support, -2 from Infrastructure Ruins, +2 from Paternal Liberalism Ideology)
  • Industry: 8/20 (Cold War Industrialized State) (Caps at 8 until Development is at least 8)
  • Resources: 11/20 (Base 14 (Earth Federation Heartland), -2 Himalayas Dead Zone, -1 from Temple Tithes)
Production Capacity:
  • Military 3 (Base 4 (Great War Weaponry), +2 from Whampoa Officers, -3 Turtle State)
  • Development 7 (Early Cold War Industry)
  • Civilian: 10 (35% of Production will be Spent to satisfying Civil demands) (Base 8 (Economic Planning and Early Computers), +2 from Paternal Liberalism Ideology)
Substates:
Hanoi Captaincy

The Most Heavenly Kingdom of Zhong, the center upon whom all of Asia turned, was formerly the Hegemon of the Far East. Only its rival in the Siberian Tsardom could match it, the two giants regularly entering into disputes over Manchuria and Mongolia. This balance of power however was shaken when Sakura Santacruz triumphed over both nations in the War of the Third Coalition. The defeat was a gruesome wound for the Zhong, one that showed severe weaknesses within their armies and Mobile Suit Corps. However the Siberians had taken the defeat even worse, the Tsar would be overthrown, and the Eurasian Commands had taken over.

Outdated economically and technologically, the Dynasty would enter into a period of rapid industrialization and modernization, swiftly becoming one of the greatest economies in the world. However the military would continue to lag behind despite this, leading to the humiliating defeat of the 3rd Northern War, causing the Dynasty to lose Beijing and the upstart Pacificans to lose Korea.

As the Empress and Palace turn inward, continuing to focus on further industrialization and modernization as the key to securing the Dynasty against further threats, a handful of Alumni from one of the Kingdom's most prestigious military academies begin to turn towards Davao for inspiration. To them, China cannot be woken from her doldrums by mere development, only through force can she be roused and the world brought back into order under the aegis of the old Federation Heartlands.

One merely has to walk to any of the vast ruins Zhong's cities are built upon to bear witness to millennia of history. Our understanding may be garbled, but it is said that before the Catastrophe, we had been at the very center of the Earth Federation, with the capital even being in Shanghai. The Dynasty lives in their shadow, their infrastructure and their remains. There are expectations of the political elite of the Zhong, in the same way a mother is expected to care for and raise her children.
(Start with Ruins Rich. Zhong is littered with potentially repairable pre-Catastrophe infrastructure left by the People's Republic of China. Their cultural legacy necessitates that Zhong spend large portions of its economy on Development and Civilian sectors, in exchange for a happy and supportive population.)

The Empress is the Son of Heaven, upon which all the united nations turns. But she does not rule alone, she cannot, for a nation is no mere toy to pass on and use. It is a vast and complex mechanism, and the Zhong Palace Bureaucracy, basing themselves off their predecessors, know how to manage and plan the turns of this mechanism for the good of the People, and not for the few.
(Start with a more advanced and developed economic sector, and the capability to easily expand and modernize to Spacian or near Spacian standards)

The Zhong Military, despite its massive size, is one built and organized around defense. From Sakura's invasion decades ago to the more recent 3rd Northern War, our military performance has been rather lacking. And though the nation is rich, it prefers to hide behind the vast network of fortifications that date back to the Pre-Catastrophe. This state of affairs is abhorrent to the Whampoa Clique, graduates of the Dynasty's newest and most modern Military Academy. Inspired by our legacy as the heartland of the Federation and the Imperyo Perlas' conquests, they seek to cut the fat, expand the military, reclaim Beijing and unleash the might of the Chinese nation on her neighbors.
(Military is incredibly outdated. An influential part of the military is pushing for modernization and expansion, alongside expansionism inspired by the Imperyo Perlas.)

To triumph is glorious, but to attain victory without risk is more glorious still. Ideologically and materially, the Zhong military is unsuited for grand offensive action, a state of affairs only emphasized by recent defeat. For its size and wealth, and in spite of ongoing reforms, it remains a small professional force heavily reliant upon elaborate fixed defenses and vast quantities of reservists that can be roused to man them. With the continued fixation of the Palace upon "effortless action" militarily and continued investment domestically, this is unlikely to change without great effort.
(Mobile Suit and professional 'semi modernized' starting forces are relatively small, compensated by elaborate static defenses at key locations and a system of Route Armies. Military doctrine is still overwhelmingly defensive and reactive in nature. Offensive military action is unpopular domestically in the current climate, and Route Armies will refuse to be deployed outside of the Zhong heartland for more than a turn.)


Sacral Kingdom of the Maghreb

Territory: North Africa, Sicily, Sardinia, Corsica, Crete, Central and Southern Greece
Capital: Tunis
Ideology: Enlightened Populist Matriarchy (Corcordist)
Advantages: Angelic Origins, Mistress of West Africa
Disadvantages: Rogue Angels, Coastal Crown
Ruins: Sufficient
Army: Huge
Labs: 1 Antiquated, 1 Modern Specialist (Esper)
Overall Economy: 23 (Great Power Earthian Economy)
  • Population: 8/20 (Base 6 (North African Military District), +1 from Temple Support, -1 from the Black Forest, -1 from Coastal Crown, +2 from Populist Matriarchy Ideology, +1 from Esper Descendants)
  • Industry: 6/20 (Industrialized State)
  • Resources: 9/20 (Base 8 (North African Military District), -1 from the Black Forest, -1 from Temple Tithes, -1 from Rogue Angels, +2 from Mistress of West Africa)
Production Capacity:
  • Military 8 (Base 6 (World War Weaponry), +2 from Angelic Origins, -1 Rogue Angels, +1 from Mistress of West Africa)
  • Development 6 (World War War Industry)
  • Civilian: 7 (60% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Lines and Machine Tools), -1 from Mistress of West Africa, +1 from Populist Matriarchy Ideology)

Assets:
Mausoleum of the Nephilim
Algers Shipyards

Substates:
Saharan Host

In the chaotic days of the Catastrophe, where the Earth itself was torn asunder, where that was solid turned to ash; Angels descended. Legions of identical psychic women, the elite soldiers and warriors of the Space Federation, would turn North Africa into a haven from the horrors that ravaged the rest of the world in the final days of the war. Their masters disappeared or dead, their chances of success miniscule, they fought to shepherd as many innocents as possible into the grand bunker complex beneath the Maghreb, ignoring old allegiances and directives in favor of saving all whom they could.

Against all odds, they succeeded.

But everyone knows that legend. Today, the Sacral Kingdom is ruled by their descendants, an enlightened Matriarchy that stands as a bulwark against the remnants of Catastrophe in the Black Forest, and the chaos of authoritarianism and revolution. Surely, they make their ancestors proud.

Many kings and princes claim to be ordained by heaven, but only the Nephilim are true descendants from on high. Their footsteps fall lightly on the earth as if they are tethered only lightly to it and may float back to their heavenly abode at a moment's notice. In their machines of death they dance amidst the chaos with a grace unmatched by mere mortals, weaving through the melee to overcome any pilots who challenge their dominion. No secrets are hidden from them, for not even the mind is hidden from the eyes of the Nephilim.
(Start with a strong MS Corps and access to Espers and a Specialist Esper Lab. You will also be more knowledgeable about the events of the Catastrophe compared to most.)

The Maghreb sits at the head of West Africa. First amongst equals, they have taken care to tend to their garden to ensure that it flourishes and grows. Within their sphere of influence they are supreme, and nobody may venture into their waters without their permission. At their disposal is one of the largest and most elite navies in the entire Earth Sphere, only the Imperial Pearl could dare hope to match it.
(NPC Kingdoms in West Africa look up to you and are inclined, if you ever seek to do so, unite with your country. This will take time and development though. You will also start with a large and experienced navy.)

As the Nephilim solidified their control over the Maghreb, there were those who dissented with their methods. Unwilling to accept the sovereignty of their rightful monarch, they broke away into the desert of the Sahara. There they made common cause with the local tribes, integrating and abandoning their ways. For centuries now they have been a thorn in the side of the government in Tunis, with intermittent periods of peaceful alliance and hateful fighting. While they would come to the aid of their sisters against some, like Babylon, if a power more aligned with their vision for society were to make a move they may take their side instead.
(You will start with a semi disloyal Substate, the Saharan Host. Due to similar origins, they are just as capable pilots as you are. While they would defend you if any authoritarian state were to attack, they could prove a fifth column if someone closer to their egalitarian ideas were to invade the Maghreb proper.)

The Nephilim hold sway over vast territories, but in reality their holdings are limited. Apart from the lush and plentiful coastlines which brim with rich cities, their rule is weak. Development has been focused in those areas, leaving the rural areas on the edges of their rule under developed and neglected. In particular this hurts them in the Atlas Mountains, where the great veins of precious metals lay beyond the state's reach.
(The vast majority of your population and industry is concentrated in the Northern African Coasts. The Atlas Mountains have access to ancient ruins and vast mineral wealth, however accessing will require time, development and investment.)

East Pacific Federation

Territory: Cascadia, British Columbia, California, North East Mexico, Nevada
Capital: Seattle
Ideology: Katipunan Republicanism
Advantages: Sic Semper Tyrannis, Oakland Cradle, Amerian Sisters
Disadvantages: The Turn Omega, Amerian Dead Zone
Ruins: Plentiful
Army: Huge
Labs: 1 Modern, 2 Antiquated
Overall Economy: 24 (Great Power Earthian Economy)
  • Population 8/20 (Base 6 (Pacific Coast), +1 from Oakland Cradle, +1 from Sic Semper Tyrannis, +1 from Jacobin Republican Ideology, -1 from Amerian Dead Zone)
  • Industry 8/20 (Base 6 (Industrialized State), +1 from Oakland Cradle, +1 from Ameria Pact)
  • Resources 8/20 (Base 6 (Pacific Coast), +1 from Oakland Cradle, +2 from Ameria Pact, -1 from Amerian Dead Zone)
Production Capacity:
  • Military 10 (Base 6 (World War Weaponry), +1 from Jacobin Republican Ideology, +2 from Sic Semper Tyrannis, +1 from Oakland Cradle)
  • Development 7 (Base 6 (World War Industry), +1 from Oakland Cradle)
  • Civilian: 9 (40% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Lines and Machine Tools), +1 from Oakland Cradle, +1 from Jacobin Republican Ideology)

Substates:
Oakland Cradle

The fire of Republicanism had once spread across the Pacific Monarchies. From Cascadia, to Nusantara, many believed it to be unstoppable, that a future could be born from the ashes of the old. That was until Sakura Santacruz had found the Type-Omega, the most advanced and powerful Mobile Suit of the Earth Sphere even before the Catastrophe, and took that dream for her own.

It had been a betrayal most grievous, for one of its one daughters to betray the Revolution. It was even more galling and humiliating when she wore the colors of the Revolution to mask the despotism and imperialism of her autocracy. Only a handful remained loyal to the founding ideals of the Revolution and they either met or exiled to the furthest reaches of Cascadia, consigned to irrelevancy. But in that exile, they found opportunity.

Contacting a number of disgruntled soldiers and Generals assigned to Mexia and Cascadia, the reorganized Katipunan Clubs would launch a revolt while the Tyrant Sakura was in the depths of her military adventures in Europia and Africa. Defeating her mewling Marshals, it took the arrival of the Tyrant herself and of the Turn Omega to turn the tide against the initial uprisings. In those dark days, it seemed all hope was lost.

Then the Oakland Cradle came to our aid, and a Tyrant Star was shot down from the heavens itself.

With Sakura dead, the Imperyo war effort would slowly crumble, the Pacific Home Territories falling into civil war. The Revolution had survived, and years after, began to thrive. The fires of the new world hoped in the barricades of Davao and Jakarta yet burned brightly.

From its conception in the exiled Katipunan Clubs to the secret societies of the First Generals, the East Pacific Federation is the one and only true successor to the Pacific Revolutions. The Tyrant Sakura had tried and ultimately failed to take it for her own ambitions, to take heaven for herself. And for that she was brought to the hell she had made of this world! The march of history is inexorable! It may take ten, twenty, a hundred years but the Revolutionary Banners will once fly over the skyscrapers of Davao! This we swear!
(The East Pacific Federation views itself as the legitimate government of the Pacific Revolution, its populace and soldiers are politically motivated and will eagerly come to the Federation's defense in case of invasion. The victory over the Turn Omega is a founding myth for the Federal Revolutionary Army, one reinforced every time an officer gazes at the wrecked Turn Omega contained in the Oakland Cradle.)

The ragtag militias and mutinying frontier soldiers of the 7th and 13th Corps were beyond brave, but they could not take on the armies of the Tyrant Sakura by their lonesome. We must always remember the sacrifice and kindness of the men and women of the Oakland Cradle, they who had broken the secrecy and isolation of their order for they could not stand to see our cause perish into the night. They are a valued and crucial part of our nation's military, economic and technological advancements. For this we are always grateful.
(Modernization and invention of technologies using EPF labs are easier, you gain bonuses to your economic stats and you have the Oakland Cradle as a sub-state. They may make requests of you from time to time, though since they're busy researching the Turn Omega, they won't ask for too much.)

The Revolutionary War did not end when the Tyrant Sakura died, at least two Corps and a Fleet had remained stationed in Vancouver preventing the liberation and unification of Cascadia under our cause, not even to speak of the Mexian Viceroyalty further south. We were ready to consign ourselves to an even longer and brutal struggle, if not for the fact that the fires of Revolution burned in the hearts of our Amerian siblings. The peoples of the Arctic Pact would come to our aid in our hour of need, their fleet and support allowing the FRA to expel the Imperyo from the north and secure it from further invasion. Even today our two nations remain close, understanding that united we stand, divided we fall.
(Arctic Pact has pre-existing diplomatic, economic and political ties to the East Pacific Federation, though it may have been strained due to their radical turn, both nations understand that neither could withstand a determined Imperyo invasion by themselves.)

The Sakurist Wars had shown that the Turn Omega is the most powerful Mobile Suit in the Earth Sphere, and Oakland's analysis confirms it. Davao roils in hatred of our possession of it and we are certain that many others secretly covet it in their hearts.
(The Turn Omega is the most powerful Mobile Suit in existence, and many seek it for themselves. Either in the name of their Empires or for their own nefarious purposes.)

The Amerian Dead Zone is one of the largest and most expansive Dead Zones in the entire Earth Sphere. The ambient horrors that radiate from within it prevent our Federation from expanding eastwards, to the rich ruins and bounties of the Amerian continent. Our only saving grace is that it is not active. Yet.
(The Amerian Dead Zone is passive and hinders our state's economic potential. Your nation's leading Generals and Scientists fear the day that the horrors within it ever wake.)

Ounna Confederation

Territory: Kazakhstan, Mongolia, Xinjiang, Beijing, Southern Russia
Capital: Yekaterinburg & Batorkhoto
Ideology: Eurasian Republicanism
Advantages: Sister Commands, Riders in the Sky
Disadvantages: Two Suns Under Heaven, Political Tutelage
Ruins: Poor
Army: Massive
Labs: 2 Antiquated
Overall Economy: 24 (Great Power Earthian Economy)
  • Population 10/20 (Base 12 (Eurasia Resource Zone), +2 from Sister Commands, -2 from Two Suns Under Heaven, +1 from Eurasian Republicanism, -2 from Political Tutelage Only, -2 from Antiquated Industry)
  • Industry 4/20 (Base 5 (Semi-Industrialized), -1 from Two Suns Under Heaven)
  • Resources 10/20 (Base 12 (Eurasia Resource Zone), +4 from Sister Commands, -2 from Two Suns Under Heaven, -4 from Antiquated Industry)
Production Capacity:
  • Military 9 (Base 6 (World War Weaponry), +4 from Riders in the Sky, +1 from Eurasian Republicanism, -2 Antiquated Industry)
  • Development 4 (Base 5 (Antiquated Industry), -1 from Two Suns Under Heaven)
  • Civilian: 5 (70% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), -1 from Antiquated Industry, +1 from Eurasian Republicanism Ideology)

Substates:
Kursk Command
Samarkand Command
Yakutsk Command

No Masters Above Me, No Slave Beneath Me. These were the founding words with which the Father of the Republic declared when the Confederation was born. Birthed from the ashes of the despotic Siberian Tsardom, the Ounna Confederation espouses that only through the unification of all Eurasia under a Revolutionary Government modelled after the old Federation can humanity begin to reclaim its lost glory.

Divided into two Commands, the Confederation seeks to bridge the gap between East and West; Past and Future, through military might and revolutionary fervor. It is only their vision that can emancipate and liberate mankind. And as seen with its invasion of the Ryazan Soviet during the Carpathian Civil War, no one else's.

The fires of revolution burn in the hearts of all. Putting local figures and republicans in charge of liberated territory has long been an element of our foreign policy, and it allows for these territories to be boon more often than burden.
(Splitting off newly liberated territory into aligned NPCs is more effective and allows you to mitigate the effects of dissent. Aligned NPCs are more loyal.)

In ages past, legends spoke with awe of the riders of the steppe, the masters of almost all Eurasia, seemingly undefeatable in the open field. Our Mobile Suit pilots have made the legends reality. No other power on earth can boast of such a sheer concentration of military might, and our steel tumen are the most experienced pilots in the world.
(Your air force and mobile suit corps is of a higher quality than almost any other and has a sophisticated program of pilot training and recruitment already well established. It is harder for quality levels to drop from losses and further innovations will come easier.)

Our two great republics are brothers in the cause of human liberation, but brothers have their quarrels. The vast territory we govern is too large to be ruled alone, and our western and eastern territories are split. While this has generally allowed both to succeed in their offensives, it has also led to increasing drift in priorities between our two wholes. The westerners wish to focus on Europe and the Middle East, while the East seeks to complete the liberation of Asia. Hopefully these tensions remain disagreements on policy and nothing more.
(You are technically two governments rather than one, each with different concerns and priorities. Favoring one half over the other makes coordinating easier, but also leads to increasing tensions as the other feels more marginalized.)

Freedom is our gift to the people, and one day they will be ready. While the Revolution in large part was driven by popular discontent and widespread opposition from most levels of society to the old monarchy, its actual guiding force came from a relatively small number of ideologues and officers. Internal discussion and disagreement was common, but a guiding principle established early on was the need for unity of action. Members of the Kurultai are appointed instead of elected, with votes existing to gauge popular sentiment rather than determine policy, and the state is deliberately designed so that the Kurultai leads and the people follow, with an emphasis on political education and loyalty to the Revolution over the state. This state of affairs will remain in place until the Republic has reached the necessary stage.
(The Republic is, de facto, a one party state, with actual democratic expression sharply limited. Full democratization has yet to come and would entail the surrender of a great deal of political control. So far, this has generally been accepted, but the longer the tutelage continues, the greater dissatisfaction will grow, and the more firmly the state will slide into dictatorship.)

Central African Union

Territory: Congo Basin, Kenya, Tanzania, Uganda, Angola, Zambia
Capital: Dar es Salaam
Ideology: Anarcho-Communism
Advantages: Heart of Africa, May the Future be Kind
Disadvantages: Caretaker of Africa, Olduvai Elevator
Ruins: Plentiful
Army: Huge
Labs: 2 Modern, 1 Antiquated
Overall Economy: 32 (Superpower Earthian Economy)
  • Population 16/20 (Base 12 (Central Africa), +2 from Anarcho-Communism Ideology, +2 from Heart of Africa)
  • Industry 4/20 (Base 6 (Industrialized State), -2 Caretaker of Africa
  • Resources 12/20 (Base 12 (Central Africa), +2 from Kenya Elevator, -2 from Caretaker of Africa)
Production Capacity:
  • Military 6 (Base 6 (World War Weaponry), +1 from Anarcho-Communism Ideology, +1 from May the Future be Kind)
  • Development 8 (Base 7 (Economic Planning and Early Computers), +1 from May the Future be Kind)
  • Civilian: 12 (25% of Production will be Spent to satisfying Civil demands) (Base 8 (Economic Planning and Early Computers), +1 from Anarcho-Communism Ideology, +1 from May the Future be Kind

Shielded by distance and geography from the great conflagrations raging in the rest of the world, Africa did not escape the death of the old world unscathed, but was blessed with a relatively rapid rebound. Abundant in natural and human resources, its princes had every reason to feel secure amidst their own struggles for power, till the embers of revolution finally caught light.

Too divided to put up effective resistance, it would be the proclamation of the Provisional Government of the African Republic in the port city of Douala that finally drove them to plead to Santacruz for aid. The Type Omega was Cataclysm in the shape of a Mobile Suit, driving the surviving revolutionaries deep into the jungle and hills. Her collaborators had little time to savor "their" victory, however, for their ally wasted little time in seizing all that they held for her own ends. Sakura glibly estimated that the dispersal of the last rebels would only be a matter of marching.

Nine years later, the war of resistance would end with the return of the African Army of Liberation to the city of Douala and the death of the Imperyo governor. In their sojourn in the countryside, they had seen first hand the injustices perpetrated upon the people and land alike, and had turned away from republicanism to the fiery radicalism of socialism. Today, the Central African Union is everything that their old masters were not-careful stewards of the land and its people, determined, resilient, and open handed. They have suffered the worst of imperialism, and come through the other side all the more determined that they must never sink to such a level.

The Union is not an ideal imposed from above, or a chain that binds its subjects, but the shared dream of a multitude of nations and peoples. African socialism never sold its soul to the necessities of war or governance, and its adherents proved their earnest dedication to the mission of building a better, more just society. If anything, zeal for the cause has only grown stronger among the populace of its dizzying array of constituent councils and assemblies. This widespread support, along with the decentralized nature of its government, leaves the Union incredibly resilient in the face of military aggression or political setbacks.
(Your government enjoys almost unshakeable support among the population, and your government structure makes it incredibly difficult to actually disrupt.)

The old world died in fire; it is our responsibility to learn from their mistakes. A new generation has come to take leadership in the halls of power, the fruit of a painstakingly constructed educational system that has married political idealism to practical vocational skills and high minded knowledge. For them, the hard won success of the Union is a certainty; they know that like their mothers and fathers, the challenges presented by the world, vast as they may be, can always be overcome.
(The idealism of the Union has engendered a strong sense of optimism among the population, which will not succumb to demoralization easily. This is paired with an advanced domestic tech base and intelligentsia.)

The earth is our charge, and our responsibility. The Union sits upon one of the greatest resource bounties of the world. Its leadership has long known this, for they have found countless ancient mines and grand factory complexes of the old world, steel fingers clawing deeply into the earth, grand halls full of old relics. And they have exercised restraint in the exploitation of this wealth, because they have also seen first hand the fallout of such a path. A poisoned land and people is a poorer, weaker Africa, no matter what short term gains are made. We cannot repeat the mistakes of the past. We must be better.
(The Union is ideologically opposed to heavy industrialization and resource exploitation, and will not compromise on its stewardship of the environment or population. Sustainable methods must be developed first.)

The Olduvai Space Elevator was known to us by name before we even understood why our ancestors had constructed it, but once we did, the potential of restoration ignited a fierce passion within the Union's scientific leadership, and the councils did not take long to follow. It became more than just a way to quickly regain access to the possibilities of space travel, but a symbol of our capabilities and strength as a Union. The cost was immense, but the deed was done. While access to the upper levels of the Elevator was still quite limited without "proper" spaceflight, this was considered an academic issue at best. No other state on earth was even close to equaling our achievement. Then the Spacians came. (The Olduvai Space Elevator was reactivated entirely through domestic effort, without any outside assistance. The state now controls the easiest passage to and from orbit, and its means to defend the top of the elevator are extremely limited.)

United People's Republics of Europia Occidentale

Territory: France, Pyrenees, Benelux, Rhineland
Capital: Reims
Ideology: Girondist Vanguardism
Advantages: First Five Year Plan, Gutter Mitre, Red Paladins
Disadvantages: First Five Year Plan, The Black Forest, War of National Resistance
Ruins: Sufficient (Will increase to Rich if the West Europian Raj is destroyed)
Labs: 2 Antiquated
Army: Massive
Overall Economy: 21 (Great Power Earthian Economy)
  • Population 7/20 (Base 10 (Europia Occidentale), -2 from the Black Forest, -2 from War of National Resistance, -1 from 1st Five Year Plan, +2 from Temple Support, +1 from Red Paladins)
  • Industry 5/20 (Base 5 (Semi-Industrialized), -1 from Former Colony, +1 from 1st Five Year Plan)
  • Resources 9/20 (Base 10 (Europia Occidentale), +2 from Local Temple Tithes, -2 from the Black Forest, -2 from War of National Resistance, +1 from 1st Five Year Plan)
Production Capacity:
  • Military 8 (Base 5 (Inter War Weaponry), +2 from War of National Resistance, -2 Antiquated Industry, +2 from Red Paladins, +1 from 1st Five Year Plan)
  • Development 6 (Base 5 (Antiquated Industry), +1 from 1st Five Year Plan)
  • Civilian: 6 (65% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), +2 from Gutter Mitre, -1 from Antiquated Industry, +1 from 1st Five Year Plan)

Western Europia had been one of the Ogre Sakura's first targets following her coronation as Solar Empress. From her conquests, the Europian Raj was born, its vast ruins would in time be the key to supplying and supporting her Corps and Legions as they rampaged all across the planet.

As the wealth, treasure and runs of Europia were plundered to fuel the Empire' war machine, conditions amongst the workers, peasants and salvagers would grow direr and direr. The further the Empire was assailed following the Ogre's death, the more they looted and the more Western Europia became nothing more than a colonial appendage. The belt grew tighter and tighter, as blood was squeezed from stone until it could bleed no more.

Revolts and uprisings would rock the Raj following the death of the Second Solar Emperor, the Girondists, a band of diehard revolutionaries and vanguardists would lead the charge as the yoke of foreign rule and despotism would be thrown off and the people could finally breathe free.

Onwards, onwards, onwards! In order to compete with the Imperialists, the Directory has implemented the most ambitious program of industrialization in the history of human enterprise. Vast areas have been set aside for factory complexes rivaling the greatest emporiums of the Maghreb, and sleepy rural towns have been transformed into ever growing pillars of a new, advanced economy. Consolidation of agricultural and mineral resources under direct control has allowed for unprecedented growth through rapid construction of facilities, the direct transfer of labor, and adoption of advanced foreign methods. Industrial output has already increased by a staggering 50%, one fourth of the way to our goal of 200%!
(Rapid industrial consolidation and resource exploitation can be achieved through direct state action overcoming all obstacles-continuing to implement the emergency policies of the Five Year Plan will allow for a truly rapid pace of development.)

The collaborators of the old Imperyo Raj were parasites who allowed for the impoverishment of our people and the near death of our nation, but they had exactly one good idea-the subordination of local religious institutions to the authority of the state. With their removal, the tamed churches they left behind came to us, and we have reached an accommodation. The "Red" Temples of the Occidentale preach of the sacred war against the Imperialist in the same breath of the war against Cataclysm, and are a vital ally in maintaining order and combating the beasts of the Black Forest.
(Local Temple assets and personnel are firmly under your control, and you gain the benefits of Temple cooperation without paying tithes.)

Our guiding stars. The heroes and architects of the revolution remain with us still, a cadre of veteran ace pilots and unflinching, uncompromising revolutionaries. Having gone from hunted fugitives to the inner circle of the Directory itself, these men and women are the famed heroes and ruthless operators that made it all possible, and their transformation into larger than life figures of national myth is already underway. Should they take the field, even the most cynical conscript will find themselves emboldened. Should they tour a factory, even the laziest worker would be inspired. And should they search for traitors, even the most canny spy will not remain hidden for long.
(The original Jacobins at the heart of the revolution remain as an elite core of Ace MS Pilots, but hold great skill as ministers and can be assigned to various tasks. So long as they remain, the political course of the country remains ironclad.)

Onwards, onwards, onwards! We are starting behind our enemies in a land deliberately kept as an impoverished extraction colony. If we do not take drastic measures, we will surely be destroyed. Many sacrifices have had to be made. The forced collectivization of agriculture was undertaken in the face of widespread resistance, workers rights have had to be temporarily curtailed to allow for rapid construction, and the allocation of resources to rapid industrialization has led to a general tightening of belts and increasing issues with food supply. It will all be worth it, so long as we stay the course.
(The measures undertaken by the Directory to enact the Five Year Plan have led to unrest in the countryside, food shortages, shrinkage of the civilian sector, and worsened working conditions. So long as these methods continue, further burdens on the population are unavoidable.)

Beyond the Rhine lie the beasts of the old world, still fighting the war that destroyed it. A vast collection of failsafe automated weapons, bunkers, factories, and who knows what else lurk in the Deadzone, a constant threat to our nation that requires a well armed and vigilant garrison. Operating by some unseen plan, they attack, attempting to escape and wreak havoc. So far, we have always thrown them back, but it is an endless struggle. The only way to end it is to march into the heart of the underworld and slay the demons in their lair.
(The Central European Deadzone is active and will remain a constant danger until it is somehow neutralized.)

The war was not truly won-rather, it simply ended. Across the mountains, behind their fortresses at Zomoza and Zaragoza, the last of the princes of the Raj and their Imperyo masters escaped justice. At great cost, the enemy defense line at the Pyrenees was breached in the east, but the offensive stalled before the concrete triple walls of Zaragoza. In the end, mutual exhaustion made the unthinkable practical-a ceasefire was agreed upon, leaving a tenuous, but still valuable peace in place.
(The remnants of the pre revolutionary Raj still control most of the Iberian peninsula, and with it the majority of the ruins in western Europe. As long as they remain in place, these remain lost to us, along with the remaining population and resources they still control.)

The Secondary Powers

Temple of Amaterasu-Ishtar

Territory: Kyushu and many enclaves and churches throughout the Liberal and Sakurist world
Capital: Kagoshima
Ideology: Anti-Catastrophe (Sakurist)
Advantages: Temple Tithes, Shield against Catastrophe
Disadvantages: Blinding Sun, Snake in the Garden
Ruins: Plentiful
Army: Small
Labs: 3 Antiquated, 1 Modern
Overall Economy: 20 (Secondary Power Earthian Economy)
  • Population 3/20 (Base 2 (Kyushu), +2 from Fallen Angels, -1 from Great Glass Sea)
  • Industry 4/20 (Barely Industrialized)
  • Resources 13/20 (Base 2 (Kyushu), +10 from PC Nation Tithes, +8 from NPC Tithes, -2 from Great Glass Sea Counter Initiatives, -2 to Black Forest Counter Initiatives, -1 to Amazon Counter Initiatives, -1 to West Atlantic Counter Initiatives, -1 from Global Charity)
Production Capacity:
  • Military 10 (Base 6 (World War Weaponry), +4 from Fallen Angels, -2 Antiquated Industry, +2 from Sakurist Ideology)
  • Development 5 (Antiquated Industry)
  • Civilian: 6 (65% of Production will be Spent to satisfying Civil demands) (Base 6 (Craftsman Factories and Tractors), -1 from Global Charity, -1 Antiquated Industry)
It is said by many that the Temple of Amaterasu-Ishtar is an Army with a Faith. It's an accusation that holds some weight, the Temple's first and foremost interest, aside from supporting and providing guidance to communities of faithful across the world, is in opposing Catastrophe. It's Holy Knights and Warriors stand at the ready to counter and riposte the horrors of the Dead Zones. It is their Long War, their Holy Task, one that goes back to the very founding of the Temple itself. Some whisper that the ancient founders and precursors of the Temple had fought Catastrophe from the very beginning of the end.

Today the Temple stands as one of the richest and most influential organizations in the Earth Sphere, nearly rivalling the ancient Catholic Church at its apex. Despite its technical subjugation and tethering to the Sakurist Sphere, the Temple remains devoted to opposing and combatting Catastrophe across the world.

The Temple is a global organization, with resources and assets worldwide. One of its more famous, or infamous depending on your politics is the Tithe. In exchange for political support and aid in the legitimization of their regimes, the Temple receives tribute, funds and tithes from the monarchies of the world. It's even able to reinvest them back into banking and financial centers, turning the Temple into one of the premier lending institutions on Earth.
(Gain resources from all PC and NPC Monarchies which serve as the bedrock of your economy and influence. As long as the Temple is seen to be effectively opposing Catastrophe, the Tithes will continue.)

The Temple is a global army, with squadrons and knights worldwide. Its fundamental, some would say foundational, task is the opposition to and defense against the force of Catastrophe wherever they may be. From the securing of ancient deadly Catastrophe-era relics and weapons to more direct defense against the active Dead Zones, there is no force in the Earth Sphere more suited and more experienced for this task than the Temple of Amaterasu and Ishtar. And for this, they have support and admiration of people across the world, even from those who have turned their backs on the Purifying Sun.
(Gain a combat bonus, rises even more against the forces of Catastrophe. Generally popular worldwide, even in Republican and Socialist nations. The Temple will generally be trusted in matters when it comes to Catastrophe.)

During the Pacific Revolutions, the Temple had been divided in its response, it was a period where the central control of Kyushu had been at its weakest. Regional temples, priestesses and mikos aligning with reactionaries and revolutionaries alike. This state of affairs would change once Sakura ascended as President. She would force the various temples to be subordinated under the authority of her Pacifican State. She would plunder Temple Vaults for Mobile Suits and artifacts to arm and support her conquests. The humiliation would reach its apex when she betrayed the Revolution and crowned herself Solar Empress in the holiest site in Kyushu itself. While we had been able to claw back autonomy and central control in the decades since, we remain technically subordinate and reliant on Imperyo for military support, especially in the face of the Great Glass Sea.
(The Temple is reliant on the Imperyo Perlas Pasifiko to hold back the active Honshu Dead Zone; the Great Glass Sea. The legacy of the Temple's subordination to Davao remains as many local temple's struggle to either recover their artifacts or are run by women more loyal to the Solar Empress than to the Head Miko.)

One cannot exist in the temporal world and not be changed by it. The ideals and objectives of the Temple are coming into conflict with the reality of with whom and how the Temple achieves them. More and more is the Temple experiencing a rightwards turn, one eagerly supported by Neo-Babylon and Davao both. But beyond such worrying trends, there are whispers amongst the most secret archivists of the Temple. The Snake is in the Garden, the Enemy is on the move...
(The Temple is experiencing a rightward turn due to its association with the most extreme Earthian monarchies. ???)

The Intermarium

Territory: Sweden, Finland, Central & Eastern Poland, Western Ukraine, Baltics, Belarus, Northwest Russia
Capital: Riga
Ideology: Marshall's Royalism
Advantages: Triple Crowns, Black Forest Bulwark
Disadvantages: Triple Burdens, The Revolution Betrayed
Ruins: Poor (Upgrades to Plentiful as Scandinavia is Integrated)
Army: Large
Labs: 1 Antiquated
Overall Economy: 18 (Secondary Power Earthian Economy)
  • Population 6/20 (Base 10 (Europia Orientale), -2 from the Black Forest, +2 from the Three Crowns: Polish Land, -6 from the The Revolution Betrayed, +2 from Temple Support)
  • Industry 4/20 (Base 6 (Industrialized State), -2 from the Three Burdens)
  • Resources 8/20 (Base 10 (Europia Orientale), +6 from the Three Crowns: Veche Gold, -2 from the Black Forest, -6 from Veche Extravagance, -1 from Temple Tithes, +1 from Zhong & Maghreb Support)
Production Capacity:
  • Military 6 (Base 5 (Inter War Weaponry), -2 from the Revolution Betrayed, +3 from Black Forest Bulwark)
  • Development 4 (Base 6 (World War Industry), -2 from the Three Burdens)
  • Civilian: 4 (75% of Production will be Spent to satisfying Civil demands) (Base 7 (Assembly Lines and Machine Tools), -3 from Veche Extravagance, +2 from Three Crowns: Swedish Steel, -2 from Three Burdens)
The Carpathian Empire ruled from Adriatic to the Black Sea and all the way to the Baltic, however increased ethnic and national tensions inflamed by increased Magyar Nationalism would lead to a long and brutal civil war. It is from those conditions that the Polish and Ruthenians would launch quasi socialist uprisings of their own. Things would come to a head in the Ryazan Revolt, where striking workers would expel the Carpathian garrison in the city and would begin to sweep into the countryside for the Socialist cause. The North Russian Veches, threatened by the spread of Socialism, would invite the Ounna's Western Command to intervene and crush the Soviet before it could consolidate with its Polish and Ruthenian allies.

The Veches would quickly come to regret their invitation as the Confederation would sweep through the Russian steppe, soon reaching all the way to Kyiv after the Soviets had been crushed. Seeking to preserve their gains and prevent the Ounna from becoming hegemons of Eastern Europe, the Northern Russians and a number of Polish-Ruthenian Generals would invite the then neutral Scandinavians to intervene, crowning the Gylendove King of Sweden, ruler of a new Triple Monarchy, the Intermarium. While the three combined armies would be able to put a halt to the Ounna Offensive, retaking Kyiv, the death of the new King at the end of a climactic battle has put the young unions future into question.

The Swedish-Norwegian Dual Monarchy is one of the more industrially developed nations in the Earth Sphere, deeply connected and tied to both the Arctic Trade and the wider Imperyo Global Financial System. The Polish and Ukrainian lands are one of the most fertile and heavily populated areas in Europia, net exporters of food and agricultural products, Carpathian control over them had elevated it into Great Power status before it had collapsed to civil war. And finally the Russo-Finnish Boyars and Veches control one of the most minerally rich regions in all of Eurasia, enough resources to feed the industry of a Great Power. And that is what the Intermarium could be if it is unified into a singular cohesive state, the Great Power the Gyldenløves have long hoped to rule.
(The Intermarium has access to impressive industry, a large population and a resource base of a potential Great Power.)

For all the faults of the Carpathian Empire, they had served as Eastern and Southern Europia's first line of defense against the horrors of the Black Forest. Their sin was turning those very same suits and armies against those they were meant to protect. With the Carapthians falling from grace, the task of defending against the Central Europian Dead Zone falls onto the veteran and experienced soldiers of the Polish Workers and Peasants Army. Amaterasu who is Ishtar who is Maria looks upon her faithful knights and grants them her favor.
(Start with a veteran MS Pilot Corp, men and women experienced both from the Carpathian Deluge and from the raids and attacks of the Black Forest.)

Of the Gyldenløve domestic Scandinavian holdings, only Sweden had entered into the new Triple Crowns, the Norwegian Riksdag remained aloof, preventing Riga from accessing the Scandinavians full industrial might. The Polish and Ukrainians are bitter at being subordinated to yet another foreign crown, their Generals compradors in their eyes having betrayed the national and revolutionary cause. Let us not even speak of the corruption and arrogance of the Boyars, they drain more from the national wallet than their mines and oil wells provide. The Gyldenløves dreams of an East Europian Great Power might remain mere fantasy at this rate.
(The Intermarium is a young nation, divided by the interests of its constituent parts. Start with two semi-loyal Substates; Duchy of Norway and Arkhangelsk Trade League. Ignoring the interests of either will prevent the proper unification and consolidation of Intermarium.)

At the head of the Workers and Peasants Armies were the Generals, men and women who took on the Carpathian Hussars and triumphed. In another time, they could've been East Europia's Girondins, those who had led a vanguard to liberate the toiling proletarians from their oppressors. This is not that world. They are instead warlords and traitors to Socialists Cause, they had abandoned the Ryazan Soviets to invasion from the Huns. They had abandoned the Transylvanian Communes to be crushed by the Carpathians. And most wretched of all, they had crowned a foreign monarch, a child no less, as would be Queen. Their excuses do not matter, they had betrayed the Revolution nonetheless.
(Large sections of East Europian society view the Intermarium as abhorrent, a betrayal of the socialist and liberationist cause. While they had been militarily suppressed, they still remain influential amongst the soldiers, officers and intelligentsia of the nation.)

Palhae Revolutionary Command

Territory: Manchuria, Korea
Capital: Paektu
Ideology: Eurasian Republicanism
Advantages: Far East District, Sisters Forever
Disadvantages: Youngest Sister, The Dagger
Ruins: Rich
Army: Large
Labs: 2 Modern
Overall Economy: 18 (Secondary Power Earthian Economy)
  • Population 6/20 (Base 8 (Far East Federal District), -2 from the Great Glass Sea, -2 from The Dagger, +2 from Sisters Forever)
  • Industry 5/20 (Base 5 Semi-Industrialized)
  • Resources 7/20 (Base 8 Far East Federal District, -1 from Sisters Forever)
Production Capacity:
  • Military 7 (Base 5 (Inter War Weaponry), +2 from Sisters Forever)
  • Development 4 (Base 5 (Antiquated Industry), -1 from Youngest Sister)
  • Civilian: 5 (70% of Production will be Spent to satisfying Civil demands) (Base 5 (Factory Parks and Interwar Tools), -1 from Antiquated Industry, -1 from Youngest Sister, +2 from Sisters Forever)

The Lands of Palhae had always been a prize squabbled for between the ancient Royal Powers of Siberia, the Zhong and, prior to their Revolution, the various Pacific Monarchies. This tense balance would be upended however when Sakura Santacruz marched against the forces of the continental Monarchies in the War of the Third Coalition. She would crush all that was levied before her and secure Palhae for her young Imperyo Perlas.

But that was decades ago, the successors of Santacruz are a shadow of her glory. The Eurasians taking advantage of yet another Civil War following the Death of the Second Solar Emperor, would launch a full scale invasion of Palhae, linking up with guerillas and rebels in the North of the Country. So desperate was the Imperyo to cling onto Palhae that it had returned Hainan to the Zhong in exchange for military aid. It had changed little however, the Republican Armies would sweep through the North and across the Yalu, expelling the Empire from the Peninsula. Now Palhae stands as a dagger poised to tear out the heart of Sakura's Empire, if it could be wielded effectively that is.

Our people have always been scholars, a legacy left to us from the era before the Cataclysm. While many of their old archives and labs are still damaged or sealed off, more than enough was left for us to rebuild. Every citizen of Palhae is literate, learned in the Five Classics of the Federation and capable of spirited debate on its policies before they have finished their primary schooling. Our scientists and students are greatly influential in proportion to our small population, and this is a great source of national pride.
(Ruins from the old Earth Federation are abundant, and you start with a strong research base and academic tradition. Perhaps more of the bounty of your ancestors will be uncovered with time.)

The greatest of the Sister Commands, and the model case used to sway others. Palhae is a small nation, but its allies are mighty and determined. It is the largest recipient of Republican aid from abroad, with soldiers, money, industrial aid, and food provided in abundance. This is unlikely to change soon, as even beyond charity, our abundant natural resources are a great help to our allies.
(Large economic and military support is committed by the Ounna and East Pacific in exchange for ongoing resource trades, allowing for a degree of security.)

A government, at its most basic level, is a regime that has achieved a monopoly over the legal use of force. We have attained this. Everything else, however—Our heroic Marshal stands as interim President over the Kurultai, a position he has held for the last five years. The government is still an awkward hybrid of Imperyo carry-overs and Ounna impositions, with a consumer economy that primarily consists of distributing Republican aid and keeping our soldiers supplied in the field. It is entirely chained to the needs of our military, and almost all offices are occupied by soldiers or retired soldiers. In a very real sense, Palhae is still fundamentally a territory controlled by the Free Republican Army rather than a state in its own right.
[Minimal institutions exist beyond the Imperyo era exam system, and the government itself is entirely an appendage of the army and Marshal. You are essentially barely progressing beyond a warlord state, and the civilian sector suffers. Without change, the actual structure is still brittle.]}

When finally forced to evacuate from the fortress city of Seoul, Imperyo Admiral Maximillian promised, "I shall return." The weight of that promise remains a cloud hanging over the future Palhae, as humiliation in the field has spurred a frenzied period of rearmament from the old masters. The Pearl will never suffer its realm to be sullied by "the dagger" of a Republican peninsula, and many of its soldiers, Palhae and otherwise, continue the fight in the hills and valleys of the countryside, simmering embers threatening to explode into flame.
[The Imperyo's old loyalists and soldiers are waging an ongoing insurgency, and their old masters have promised to return with furious vengeance. Take care.]

Arctic Pact

Territory: Northern Canada, Greenland, Alaska
Capital: Iqalit
Ideology: Arctic Socialism
Advantages: Northern Toll, Great White Fleet, Ameria Pact
Disadvantages: Sparse and Separated
Ruins: Poor
Army: Small
Labs: 1 Antiquated
Overall Economy: 20 (Secondary Power Earthian Economy)
  • Population 3/20 (Base 2 (Arctic Circle) +1 from Arctic Socialism, -1 from Amerian Dead Zone, +1 from Ameria Pact)
  • Industry 5/20 (Base 6 Industrialized State, -1 from Sparse and Separated)
  • Resources 12/20 (Base 8 Arctic Circle, +2 from Ameria Pact, +2 from Northern Toll)
Production Capacity:
  • Military 8 (Base 6 (World War Weaponry), +2 from Great White Fleet)
  • Development 6 (Base 6 (World War Industry), -1 from Sparse and Separated, +1 from Arctic Socialism)
  • Civilian: 10 (35% of Production will be Spent to satisfying Civil demands) (Base 6 Assembly Lines and Machine Tools, +2 from Northern Toll, +2 from Arctic Socialism)

Once there was a nation who proclaimed itself the true North, strong and free. They were fools, imperialists under whose boot heels the Arctic circle and all those who lived within it languished in starvation and poverty. Their mineral wealth stripped away without a shred of compensation.

In this new world, however, the North stands strong, proud, and independent from the tyrants that still haunt the Earth. Much as they chafe against our existence, our control over the shipping lanes north of the Americas gives us leverage so that they can never harm us.

Our bonds are strong, the pacts and promises unbreakable. May the Great White North stand forever united, strong and free.

With the melting of ice came new avenues of trade, perhaps the most significant was the opening of the Arctic trade route, a sea lane that went north of the Americas and connected the Atlantic and Pacific oceans. The Arctic Pact's control over this passage has made them fantastically wealthy and able to industrialise their remote territory.
(Receive Resources per turn as long as control over the Arctic Circle remains stable. Long term control over the Northern Trade Routes has resulted in an advanced Economic Sector, far above what the Arctic Pact would normally be able to achieve)

To protect a population that is split between the hundreds of islands of the arctic circle, the Arctic Pact maintains a fleet that is much larger than comparable fleets of any peer nation. Their sailors are drilled to excellence, their ability to handle cold waters second to none. Any imperialist power that is foolish enough to try to break the Pact will find themselves drowning in a sea of white.
(Despite a Small Army, Arctic Pact will start with a Large and Experienced Fleet and sizable Aquatic Mobile Suit Corps.)

When the fires of revolution were lit in the eastern pacific, we knew we had to answer the call. The East Pacific Federation is a triumph of the people's will to overthrow tyranny and oppression. In their hour of need, our sailors and soldiers fought alongside them to expel the Imperyo from the North. Our ties remain strong, for the people of the Arctic Pact never forget a friend. Should either of us send out the call, the other will answer, and their people welcome us as neighbours.
(The Arctic Pact has close ties with the East Pacific Federation, in recognition that a Perlas reconquest of the West Coast of Ameria would be the prelude to a Perlas conquest of the Pact itself. This mutual interest results in strong political and economic ties with the East Pacific Federation.)

Our history was not one of great empires. Food is scarce in the north, too cold for crops and too barren for animals. What communities did exist before the advent of advanced agricultural techniques were small and relied on subsistence hunting and gathering. We take pride in our origins, but that history has impacts on us today. Our people are spread out across hundreds of islands, our numbers are few, and our needs many. What cities we have been able to create are like lonely beacons in the night, separated by the vast expanse of the Arctic.
(The Arctic Pact has a low population size and due to the climate of the North, large scale Industrialization, Urbanization and Agriculture is difficult.)

The Spacians

Lunarian Crown

Territory: Nearly Half of Luna, outposts across the Sides
Capital: Luna Cradle
Ideology: Moonlit Sky (Lunar Imperialism)
Advantages: Manifest Destiny, First Child
Disadvantages: Dark Side of the Moon, War in Heaven, Haves & Have Nots
Ruins: Plentiful
Army: Colossal
Labs: 2 Advanced, 1 Advanced (Biotech)
Unique Tech: Augments, Lunar Arsenal (Class-FLAT, Class-ODS, Class-S), Assault Ship Engines
Overall Economy: 30 (Awakened Spacian Superpower)
  • Population 8/20 (Base 6 (Lunar Arcologies), +2 from Augments, -1 from Haves & Have Nots, -1 from Dark Side of the Moon)
  • Industry: 12/20 (Capped at 12 until Resource Shortage is handled) (Base 18 (Pre-Catastrophe Lunar Arcologies), -2 from Aging Infrastructure, -2 from Resource Shortage, -2 from Dark Side of the Moon)
  • Resources 10/20 (Base 12 (The Moon), -4 from Dark Side of the Moon, +2 Tribute from Armstrong)
Production Capacity:
  • Military 16 (Base 16 (Catastrophe Era Weaponry), -2 Resource Shortage, -2 Manpower Shortage, +4 Federation Elite)
  • Development: 12 (Spacian Industry) (Base 18 (Pre-Catastrophe Industrial Powerhouse), -2 from Aging Infrastructure, -2 from Resource Shortage, -2 from Dark Side of the Moon)
  • Civilian: 13 (20% of Production will be Spent to satisfying Civil and Maintenance demands) (Base 15 (Stasis Pods and Augmentation), -2 Resource Shortage)

The Catastrophe was not kind to the Space Colonies, of the thousands of Colony Cylinders that had been thriving in the lead up to that tragedy, less than half remain extant today. Their populations, from the lowest citizen to the highest politician barely remembering their past and awoke suffering from amnesia. Luna was spared that fate.

The Lunar Arcologies had been mostly intact when the first Lunarians awoke, and though many did suffer the same malady as the other Spacians, there were some that still remembered their past, their duties and remembered what needed to be done. The Augments had restored Luna and now maintain it in the face of natural entropy of aging infrastructure and unnatural subversions from those who would destroy the last remnant of the Federation. A strict hierarchy was formed, with the Augments on top and a crowned, imperial ruler designated from among them as the final point of authority after short, sharp power struggles in the early days brought the rest in line, establishing a precedent: cold steel would form the basis of authority among the united arcologies.

As the successors of the Federation, it would then fall to the Lunarians to bring the rest of orbit in line, establishing a suzerain relationship with the autonomous Armstrong arcology and then immediately coming into conflict with the people of the Orbitals, particularly the Astraeans, whom the Lunarian Crown recognized as successors of the Federation's oldest foes. This conflict has flared into open violence only once, with the Lunarian Crown's quickly-aborted invasion of the minor power of Eleutheria a decade ago, but the "Long War" defines the diplomatic landscape of space even now, and may even reach the surface of the Earth and its bounty of resources now that the true home of humanity, and the Federation, is once again open to the hungry eyes of the moon.

Luna is special. Of the celestial bodies other than Earth, it is the only one that has seen colonization and settlement on a truly grand scale in the era before the Catastrophe. Even in the earliest days of the Space Federation, it was Luna, more than any other, that helped establish the world as it was before it ended.
(Population and Industrial Expansion is far easier due to being on Luna than it would be otherwise as a Spacian. The Lunar Arcologies are far below their carrying capacity, and much of Luna itself, even outside of the existing Arcologies and the Dark Side of the Moon, remains unexploited.)

Luna is special. It was one of the first outposts in the colonization and settlement of space; it had, according to the Crown's records, remained loyal to the Federation even when all of Space had turned against it at one point or the other. It was the most industrialized, most developed and most beloved of all of Earth's children. Even with the Federation gone, Luna carries on its ideals, its sigils and its banner to the new age.
(Luna has access to pre-Catastrophe Federation codes, maps and bunkers. Any NPCs will recognize Luna as the closest to a Federal Successor State for good or ill.)

"O Madhusudan, I do not wish to slay them, even if they attack me. If we kill the sons of Dhritarashtra, what satisfaction will we derive from the dominion over the three worlds, what to speak of this Earth?"

There is a kinship in being one of the last surviving states from the Catastrophe. Such kinship cannot triumph over the grudges of centuries past, of ideological, political and philosophical dispute. Astraea and Luna despise one another, in a way only familiarity can breed.
(Diplomacy with Astraea and Astraea friendly states is much harder. Outright war is forestalled due to the consistent resource crisis of Space. To many in Luna, once that issue is dealt with, the War that began Catastrophe can be continued and ultimately won. Victory to those who remain.)

Historically referring to the the half of the celestial body facing away from the Earth, its tendency to be hit by comets and smaller meteors its pockmarked with craters and, in the era before the Catastrophe was primarily occupied by underground cities rather than the Arcologies of the side facing the planet.

It is also by sheer land mass the largest Dead Zone in the Earth Sphere. Its vast mineral riches, ancient facilities and extensive mines are guarded, and occasionally used, by the teeming hordes of autoweapons and biological horrors that emerge from it to wreak havoc on the sectors and territories of the Lunarian Crown.
(Half of the Moon is an Active Dead Zone. Salvage and secrets-wise it's one of the richest in the Earth Sphere, however such bounties will remain out of reach as long as the animating force of the Dead Zone is not yet neutralized.)

Luna is special. It is one of the few states that holds a large enough population that remembers the Catastrophe and the time before. Many in space and even a majority of Lunarians suffer from the same amnesia, the scars of trauma of the Catastrophe not even a memory.

It is this privilege that has allowed Luna to emerge as the foremost power in all of Space, and has allowed the predominantly Augmented population of non amnesiac to all but establish a caste system over Lunarian society.
(There is a de-facto caste system over Lunarian society. Not everyone in your populace is Augmented. Open social unrest is for now forestalled with propaganda and promises of a new underclass to replace the old one, as all Lunarians will in time be elevated to their deserved status. Luna turns its gaze to Earth with greed and trepidation in its eyes.)

Astraean Host

Territory: Most of Side 3
Capital: Lilith Cylinder
Ideology: Kill in the Name of Peace (Angelic Revolution)
Advantages: Battlefield of the Esper, Last Child
Disadvantages: Tears of Time, War in Heaven, Last Sisters
Ruins: Sufficient
Army: Massive
Labs: 2 Advanced, 1 Advanced (Espers)
Unique Tech: Espers, Cloning, Angelic Arsenal (Model-Q, Model-Queen)
Overall Economy: 28 (Awakened Spacian Great Power)
  • Population 6/20 (Base 3 (Side 3), +2 from Espers, +2 from Cloning, -1 Tears of Time)
  • Industry: 12/20 (Capped at 12 until Resource Shortage is handled) (Base 16 (Pre-Catastrophe Colonial Industry), -2 from Aging Infrastructure, -2 from Resource Shortage)
  • Resources 10/20 (Base 6 (Side 3), +2 Tribute from Armstrong. +2 Resource Asteroids)
Production Capacity:
  • Military 18 (Base 16 (Catastrophe Era Weaponry), -2 Resource Shortage, +4 Battlefield of the Esper)
  • Development: 12 (Spacian Industry) (Base 16 (Pre-Catastrophe Colonial Industry), -2 from Aging Infrastructure, -2 from Resource Shortage)
  • Civilian: 14 (15% of Production will be Spent to satisfying Civil and Maintenance demands) (Base 16 (Espers and Cloning), -2 Resource Shortage)

Astraea Remembers. No state has as near a perfect recollection of the Catastrophe and the events that led up to it than the Espers of the Astraean Host. The newer generations of Espers only know of it intellectually, memories and lessons passed down from their mentors and elders. But the Aces, the Scientists, the Commanders and Matriarchs remember it all. They remember it so much, in such vividness that they can almost drown in the memories, the sorrow and the loss.

Astraea remembers and some days its highest echelons wish it hadn't.

But they do remember and very little can change that. The Angels of the Space Federation still have a task before them. The paradise that the first of them have dreamt of still remains far away, injustice and oppression still hangs heavy over the Earth Sphere. The people of Earth are once again divided into petty nation-states, dragging themselves up from the apocalypse and away from paradise with equal vigor. The Awakening of the Spacians served no better, the various colonies aligning themselves into blocs, and the Lunarians of the Moon Cradle rapidly aligning themselves against the Astraeans in a foolish squabble over the rightful successorship of the great failed experiment that was the Federation. It has become clear that even the gap of a thousand years was not enough for humankind's hearts to become aligned, and yet they still yearn for peace.

So with heavy heart, the Astraean Host will once more fly. Once more Kill in the Name of Peace.

Astraea is special. From the very conception of the first Astraean, she is a creature built for war. Some may call it a sad existence, and they may very well be right, but they can never deny nor take the skills and powers that Astraean exercises on the world from her. She is the Severing Blade, that detaches the Federation's decrepit past from Humanity and Astraea's bright future.
(Astraea starts with the most elite and skilled army in the Earth Sphere. Its entire society is made up of Espers and any immigrant from the other colonies quickly adapt and become Esper's themselves.)

Astraea is special. She is a state that had emerged in the lead up to the Catastrophe, a society of all women clones, all Espers through genetic and mental manipulation. The Host had been the muscle of the All System Revolutionary Forces or the Space Federation as she was also called. Now in the aftermath of the end of the world, Astraea is all that remains of them. The ones who still remember the hope and dreams of a new world.
(Astraea has access to pre-Catastrophe ASRF codes, maps and bunkers. Most NPCs will recognize Astraea as the closest to a ASRF Successor State for good or ill.)

Astraea is cursed. She is cursed with the burden of remembering. Remembering the joy, the smiles and the dreams that had led them to wage system-wide war. Remembering the blood, the pain, the loss of a civilization wide war to the knife. Remembering the horrors, the desperation, the screams of the atrocities that damned humanity into being a shadow of its former self. It is the eternal curse of the Esper to remember such things as if they were yesterday rather than yesteryear, Astraea will simply have to live with it and with herself.
(The older sections of Astraean society remember the Catastrophe with all that entails. Societal wide trauma and loss permeates through them many of them.)

"My mind is in quandary and whirling in confusion; I am unable to hold myself steady any longer. O Krishna, killer of the Keshi demon, I only see omens of misfortune. I do not foresee how any good can come from killing my own kinsmen in this battle."

There is a kinship in being one of the last surviving states from the Catastrophe. However such kinships cannot overcome the trauma, the sins and ill-doings committed upon each other. Luna and Astraea despise one another, in a way only familiarity can breed.
(Diplomacy with Lunarian and Lunarian friendly states is much harder. Outright war is forestalled due to the consistent resource crisis of Space. To many in Astraea, despite the hesitation of the older generation, the War that began the Catastrophe can be continued and ultimately won. War decides who is left, not who is right.)

Astraea is cursed. She is cursed with the legacy of her precursors, the Espers that had been trained and created in the labs of the old Principality of Zodo. She is cursed with carrying the spectre, the remains of that damned ideology in her own national milieu, despite her wishes. This curse takes the form of an underlying tension in Astraean society, crèches and battalions who carry in their hearts admiration for and of the ideals of the old masters of Side 3. It is a curse that Astraea must tackle and live with one way or the other.
(Astraea is seen as the last successor of the Zodoist cause, despite the wishes of its political establishment. There is an ideological tension of where to take Astraea, one which could result in an ill affordable splinter in its society.)

Eleutheria

Territory: All of Side 4
Capital: Grancel Cylinder
Ideology: One and Indivisible (Side 4 Liberalism)
Advantages: The Intelligence Division, Cutting Edge of Tomorrow, United We Stand
Disadvantages: Lunar Shadow, The Hundred Days War
Ruins: Rich
Army: Large
Labs: 3 Advanced, 1 Advanced Specialist (Warships)
Unique Tech: Class-C, Dreadnoughts, 1st Gen. Worker Drones
Overall Economy: 27 (Awakened Spacian Economy)
  • Population: 5/20 (Base 2 (Side 4), -1 from Hundred Days War, +1 from Intelligence Division, +2 from Worker Drones, +1 from United We Stand)
  • Industry: 12/20 (Capped at 12 until Resource Shortage is handled) (Base 16 (Pre-Catastrophe Colonial Industry), -2 from Aging Infrastructure, -2 from Resource Shortage)
  • Resources: 10/20 (Base 4 (Side 4), +2 from Arond-LIGHT Trade, +2 from United We Stand, +2 from Shoal Zone Scavenging)
Production Capacity:
  • Military 14 (Base 14 (Awakening Era Weaponry), -2 Resource Shortage, -2 Manpower Shortage, +2 Intelligence Division, +2 from Cutting Edge of Tommorow, -2 from Hundred Days War)
  • Development: 12 (Spacian Industry) (Base 16 (Pre-Catastrophe Colonial Industries), -2 from Aging Infrastructure, -2 from Resource Shortage)
  • Civilian: 14 (15% of Production will be Spent to satisfying Civil and Maintenance demands) (Base 14 (O'Neill Cylinders and Space Habitats), -2 Resource Shortage, +2 from Worker Drones)

One of a handful of true nation-states among the Orbitals, Eleutheria represents the power of rebuilding and optimism among the awakening Spacian peoples. Few colony cylinders were left in what was once known as Side 4, the site of some of the fiercest battles in the Catastrophe, but what remained became home to some of the brightest minds in space after the Awakening. Banding together into an associated confederation, the colonies of Eleutheria selected a monarch from among themselves and began the business of reconstructing space into a living and breathing world, maintaining friendly relations with Arond-LIGHT and the Astraea all the while, blazing trails of trade and friendship in the skies above Earth.

All the good intentions in the world, however, could not prevent tragedy - ten years ago, as the first generation of post-Awakening Eleutherians was just nearing the end of childhood, the nation suffered a massive, sudden invasion by the Lunarian Crown, for reasons that remain unclear to this day beyond what many saw as an attempt to permanently shift the balance of Space's thin resources in the Moon's favor. Entire colony cylinders were invaded and stripped of resources, Eleutheria's barely-extant military brought to heel in lightning attacks by advanced Lunarian mobile suits. Only the heroic efforts of a brand new kind of fighting ship, the Dreadnought, stymied Lunarian logistics long enough for a ceasefire to be signed just over three months after the war began, earning it the name the Hundred Days War.

While peace has reigned in Eleutheria and, indeed, throughout space ever since, the sudden and massive violence of the invasion fundamentally altered the national character, at least of the political class. Eleutheria maintains its one advantage from the war in the finest navy in space, and wields the glove of diplomacy and the dagger of espionage in harmony to attempt to avoid once again being taken by surprise. Still, the optimism and positivity of Eleutheria's founding can't be repressed; a progressive ideal of a better world for all motivates scientific revolution and a continued extension of an olive branch to the rest of space, and perhaps, now, to the people below the sky as well.

Knowledge is power. Not simply knowing things, but being able to implement them. Eleutheria lacks the connection to pre-Catastrophe polities that its larger neighbors in orbit have, but the necessities of survival in centuries-old colony cylinders and the harrowing crucible of the Hundred Days War became the mother of a revolution in technical innovation. Eleutherian warships are the most advanced of any post-Catastrophe civilization, and native mobile suit development is not far behind. Even more so than the military benefits, a centralized and well-funded state engineering sector keeps the populace supported with labor-saving robotic drones and happy with innovations in consumer goods.
(Start with the most Advanced labs, plus a specialist Warship Lab. Worker Drones make up a significant amount of productivity, countering disadvantages from Eleutheria's small population.)

Knowledge is power. A technical edge in naval development allowed Eleutheria to survive the Hundred Days War, but thriving past it means knowing that knowledge is more than simply fancier technology: it is knowing oneself, knowing one's enemy, and holistically integrating that knowledge into one's every move. Founded with the intent of averting any future disastrous wars, Eleutheria's military intelligence division is the most advanced and well-funded in space, empowered to move with precision and detail, heading off any threat to the nation before it can truly form.
(Bonus to Foreign and Domestic actions involving espionage and counterintelligence. The Intelligence Division is popular and generally trusted, with the common citizen certain that they're looking out for national interests and not just bullying the populace.)

No human, not even in space, is an island, and unity and interdependence are not only an inescapable necessity, but the purest expression of human society. Such is the philosophy of Eleutheria's beloved monarch, and one that has proven popular in forging a national identity out of disparate space colonies. It is also an accurate summation of Eleutheria's foreign policy, which has garnered friendly relations and valuable trade networks with most of the other powers of space. Eleutheria is outnumbered and outgunned, but it will not go quietly, and it will not stand alone - not as things are now.
(Eleutheria's reigning monarch is extremely popular, increasing civilian productivity and preventing unrest. Interdependency-based diplomacy likewise improves Eleutheria's relations with all Spacian powers except the Lunarian Crown, and said Spacians will gain modest bonuses for aiding Eleutheria in a defensive war. This modifier will last until Eleutheria changes leaders.)

Eleutheria is a significant Spacian nation comprised of many large O'Neill cylinders. It is dwarfed by an order of magnitude by the Lunarian Crown and its arcologies, and the larger state is ever hungry for resources and territory. The threat of invasion and annexation by the larger power is very real, and a cause for much paranoia among Eleutheria's political elite and common citizens alike. Even beyond military invasion, the Lunar hegemony over orbital economy means that Eleutheria has difficulty expanding or gathering resources, further fueling the fears of those who love Eleutheria's independence. This singular opposition dominates most of Eleutheria's military and political thought, with every powerholder needing an answer for how they will avert or defeat any future aggression from the Moon.
(Relations with the Lunarian Crown are at best deeply frosty. Much of the population lives in fear of the possibility of invasion, and an outsized amount of resources and bodies are allocated to the navy to attempt to maintain security against a much larger threat.)

The fear of Lunar aggression isn't merely a hypothetical, but based on a recent conflict from which Eleutheria is still recovering. The Hundred Days War started out of seemingly nowhere and saw Eleutheria savaged by rapid invasion by the Lunarian Crown, with many of its outlying cylinders seized and occupied, and the onslaught being stopped only by the heroic efforts of experimental naval units stationed at its last line of defense. Even that rally might not have been enough, had the Lunarians not suffered their own political upheaval that resulted in a sudden suit for peace. The damage from this war, both physical and psychological, is still ongoing - much of the population lost a family member in military action or as collateral damage, infrastructure in many outlying colonies is barely functional, and the prestige and capabilities of the soldiery and mobile suit corps remain deeply damaged.
(Damage to infrastructure and population from the Hundred Days War still needs to be repaired. Additionally, the military outside of the navy and Intelligence Division is in organizational shambles after a de facto defeat, and Eleutheria starts with fewer battlegroups and mobile suits.)

Armstrong Autonomy

Territory: Luna Armstrong Sector
Capital: Armstrong Arcology
Ideology: Dream of a Azure Luna
Advantages: Bank of the Earth Sphere, Friends on the Other Side
Disadvantages: The Armstrong Question, Friends on the Other Side
Ruins: None
Army: Small
Labs: 2 Advanced
Unique Tech: Proto-Terraformers, ???
Overall Economy: 30 (Awakened Spacian Economy)
  • Population 4/20 (Base 2 (Armstrong Arcology), +2 from Worker Drones)
  • Industry: 14/20 (Capped at 14 until Resource Shortage is handled) (Base 18 (Pre-Catastrophe Lunar Arcologies), -2 from Aging Infrastructure, -2 from Resource Shortage)
  • Resources 12/20 (Base 6 (Armstrong Arcology), +6 from Bank of the Earth Sphere, +4 from Spacian Trade Network, +2 from Friends on the Other Side, +2 from Investments in the Crown, -2 from Tribute to the Crown, -2 from Tribute to the Angels, -2 from The Atmosphere Project)
Production Capacity:
  • Military: 8 (Base 14 (Awakening Era Weaponry), -2 Resource Shortage, -2 Manpower Shortage, -2 Demilitarized City State)
  • Development: 16 (Spacian Economic Powerhouse) (Base 18 (Pre-Catastrophe Industrial Powerhouse), -2 from Aging Infrastructure, -2 from Resource Shortage, +2 Bank of the Earth Sphere)
  • Civilian: 12 (25% of Production will be Spent to satisfying Civil and Maintenance demands) (Base 18 (Proto-Terraformers and Civilian Psycommu Theory), -2 from Resource Shortage, -2 from Friends on the Other Side, -2 from The Atmosphere Project)
Of the above ground Lunar Arcologies, Armstrong had always been the first among equals. Oldest Arcology, the most industrialized and populated of them and the Luna Cradle awoke, the only one that had avoided total subjugation. Where many others had been forced to kneel to the Lunarian Crown, only Armstrong had been allowed to bow.

It is this special position that has allowed Armstrong to thrive, to become one of the richest and most prosperous areas in all of Space. But success breeds jealousy and now greedy, calculating eyes look upon Armstrong with ill intent. The Azure Gem of Luna, named so for the bright colors of the Arcology itself and its artificial sky, shines on even as shadows circle it.

The International Bank of Armstrong is an institution that reportedly goes back to the original founding of the Armstrong Arcology in the heydays of the Earth Federation. Managed by the Cruz family, the IBA is one of the wealthiest and most influential institutions in the Earth Sphere. It is the primary lender, investor and speculator among all the Spacians and is even associated with a number of humanitarian causes like the Green Luna Foundation and the CosmoComm Network.
(Gain regular resources as long as the IBA remains influential in Armstrong and Space. Handing out loans of Resources to Player nations is much cheaper and costs Armstrong much less while still receiving Interest.)

Armstrong is a state whose existence lies in a legal limbo. Part of Luna yet not immediately answerable to the Crown. Reliant on the Angels for protection from the Lunar Dead Zone yet only informally part of their network. This legal grey zone however is one prime for opportunity. From smugglers to pirates to Lunar dissidents and Astraean radicals, Armstrong is one of the most well-connected polities amongst the Spacians. And though some of them might not be fit for polite society, Armstrong benefits from its friends all the same.
(Armstrong is well connected amongst the shadier sides of Spacian society from mercenaries to smugglers, to entire criminal organizations. Many operate out of Luna itself, resulting in a mostly undisclosed influx of wealth to the state. Every major institution is part of this connection, even the IBA, though some keep their connections better hidden than most. Most will come to Armstrongs defense if attacked, though for some it depends on who's attacking.)

Armstrong is Lunar yet not Lunarian, it's also one of the few settlements closest to Side 3 and is thus deeply influenced by the Host. Armstrong is neither. Historically, the Autonomy's current status was the result of a compromise between the Spacian Great Powers to prevent the outbreak of immediate conflict between themselves in the early years of the Awakening. Legally, Armstrong recognizes the eternal supremacy and sovereignty of the Lunarian Crowns over Luna itself, its current and privileges a gift to the innovative and gregarious merchants of the Armstrong Sector. But gifts can be taken away, and for many Armstrong citizens, it is only a matter of when, not if.
(Armstrong is a political and economic battleground between Luna and Astraea, NPCs from both sides will take action to slowly bring you further and further into their camp. Armstrong society itself is divided in its support between the Crown, the Host or the Autonomy. As part of the compromise securing its autonomy, Armstrong has to regularly supply and subsidize both nations.)

Friends help one another, they help when they're in trouble, they help them when they're in need of a hand, they help them when they need a place to stay and sometimes even when it doesn't benefit you as much, you'll still help a friend out. That's what friends do after all.
(Armstrongs contacts in the Spacian Underworld have turned the Arcology into a City of Vice. They will regularly ask you for support in certain matters, though the more dangerous ones can be rejected at a reasonable cost. Refuse to help your friends too much however and you might yourself alone when it's your turn to ask for help.)

Arond-LIGHT

Territory: Most of Side 7
Capital: Noa Station
Ideology: Ghost In the Machine (Machine-Animist Socialism)
Advantages: Thinking Machine, Third Node
Disadvantages: Young Spacian
Ruins: Poor
Army: Large
Labs: 2 Advanced, 1 Advanced (AI)
Unique Tech: Cybernetics, Macro AI Systems [Restricted]
Overall Economy: 26 (Awakened Spacian Economy)
  • Population 5/20 (Base 2 (Side 7), +2 from Cybernetics, +1 from Macro AI Systems)
  • Industry: 13/20 (Capped at 13 until Resource Shortage is handled) (Base 16 (Pre-Catastrophe Colonial Industry), -1 from Aging Infrastructure, -2 from Resource Shortage)
  • Resources 8/20 (Base 4 (Side 7), +2 from Eleutherian Trade, +2 from Third Node)
Production Capacity:
  • Military: 9 (Base 14 (Awakening Era Weaponry), -2 Resource Shortage, -2 Manpower Shortage, +1 from Macro AI Systems, -2 from Factory Fresh)
  • Development: 14 (Spacian Industry) (Base 16 (Pre-Catastrophe Colonial Industries), -1 from Aging Infrastructure, -2 from Resource Shortage, +1 from Macro AI Systems [Restricted])
  • Civilian: 15 (10% of Production will be Spent to satisfying Civil and Maintenance demands) (Base 14 (O'Neill Cylinders and Space Habitats), -2 from Resource Shortage, +1 from Macro AI Systems [Restricted])

Assets:
Artificial Intelligence Long March-E010

Arond-LIGHT is both the weakest of the recognized Spacian Powers but also the strongest of the Lesser Spacian colonies. The unique circumstances of its pre-Catastrophe and Catastrophe era population has resulted in a predominantly young population, one that has been led, following its late Awakening, by the Ancient Pre-Catastrophe Artificial Intelligence LM-E010. It is their guidance, support and suggestions that had resulted in the reorganization of the colonies of Side 3 into a Socialist State. As the figurehead and major co-partner of Eleutheria of what is being referred to as the Non-Aligned Bloc, Arond is in the unique position of being responsible for a future for all Spacians. One not not beholden to Luna or Astraea or any other remnant of the past clinging to life.

The Artificial Intelligence LM-E010 is the last of its kind, at least in the Earth Sphere. Technological wonders of the pre-Catastrophe, they were used and constructed to manage the development, economies and systems of the then burgeoning Space Colonies. The mass destruction and cyberwarfare of the One Year War and all the conflicts leading to the Catastrophe would lead to slow inexorable decline and loss. However LM-E010 remains, and it is almost single handedly responsible for the preserving and maintaining Side 7 in the centuries before the Awakening. It had shepherded the amnesiac population and aided them in once forming a working society. Today, it is through the help of LM-E010 that Arond's first experiments with macro AI and further Cybernetics is finally bearing fruit.
(Start with Asset LM-E010. Economic, Industrial and Administrative expansion comes easier with the help of the ancient Artificial Intelligence. Insights from their nature have allowed the creation of similarly powerful though large and bulky AI Systems to aid your nation.)

The division of Space into two armed and hostile camps has provided an opportunity for Eleutheria and Arond-LIGHT. While the former is more concerned with the establishment of a wide alliance network to defend itself specifically against Lunarian aggression, complicating their claims of neutrality, Arond-LIGHT presents a true non-aligned faction. One that rejects the militarized binary of Luna and Astraea, presenting not just a third economic and military benefactor but also a third path for a Spacian future.
(Arond-LIGHT has a number of allied NPC Space Colonies providing it regular trade and support. Cybernetics ranges from mechanical prosthetics to full body machine replacements, allowing for an easier existence in the cold void of Space.)

Arond-LIGHT is the youngest of the Awakened Spacians, being roused late because Side 7's fail-safes never activated due to LM-E010's regular maintenance and repairs. It was only when the Eleutherian first ships began to explore Side 7 did the AI decide to reawaken the population of colonies. Even then the issues did not end, the vast majority of Arond's population then and even now consists of young children, orphans, and old refugees fleeing the all consuming conflict of the Catastrophe.
(The age range of 30-40 year olds accounts for less than 5% of your population. Due to this Manpower Issues will remain a consistent issue. Due to the makeup of the pre-Catastrophe population, the Army is untested and inexperienced despite recent expansions and will need work to contest any of the other Spacians.

Custom Apps & Minor Nations

There are a number of Minor Nations across the Earth Sphere, while Apps will be accepted from them as is, I will accept a number of custom Apps located and based on these Minor Nations. Apps for Minor Nations and Customs will be prioritized last after apps for Major and Secondary Powers. Players who apply for Minor Nations will receive their own set of Advantages and Disadvantages, and I will accept recommendations for them pending my approval in the name of Game Balance. Please keep your custom Earthians within the appropriate technological bracket.

Apping for Minor Substates is allowed, so long as the Major/Secondary player accepts. Vassals do not have Foreign Orders-instead they are treated as an appendage of their overlord, who gets 25 extra words to their FO per PC vassal. Vassal territory is considered valid territory for their Overlord's Domestic and Development Order. This can allow for cooperative synergy, but also possible friction and parasitism. Take care!


At this time the game will be limited to only the listed factions for Spacian apps

Carpathian Empire
Ideology: Sakurist
Overall Economy: 13 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Large

United People's Republics of the Balkans
Ideology: Montagnard Vanguardism
Overall Economy: 12 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Bengal
Ideology: Concordist
Overall Economy: 12 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Khmer Empire
Ideology: Sakurist
Overall Economy: 11 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Mon Dynasty
Ideology: Concordist
Overall Economy: 9 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Vijayanagar Kingdom
Ideology: Concordist
Overall Economy: 9 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Greater Delhi
Ideology: Concordist
Overall Economy: 8 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Small

Rajputana
Ideology: Concordist
Overall Economy: 10 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Small

National Defense State of Somalia
Ideology: Republican
Overall Economy: 10 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Large

Nigeria
Ideology: Concordist
Overall Economy: 12 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Mali
Ideology: Concordist
Overall Economy: 10 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Small

Kingdom of the Coast
Ideology: Concordist
Overall Economy: 9 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Small

Britannia
Ideology: Sakurist
Overall Economy: 6 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Small

Scotland
Ideology: Concordist
Overall Economy: 10 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Brazilian Empire
Ideology: Sakurist
Overall Economy: 14 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Medium

Holy Andean Empire
Ideology: Sakurist
Overall Economy: 10 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Large

Patagonian Liberation Front
Ideology: Anarchism
Overall Economy: 8 (Earthian Minor Power)
Labs: 1 Antiquated
Army: Large
 
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1. Lunarian Crown "Hail to the Empire of the Moon and it's rightful rule."
2. United People's Republics of Europia Occidentale "For the Dream of a world of Republics."
3. East Pacific Federation "Victory over the Traitor and her Tyrannical Dreams"


Edit: New claims:

1. The Intermarium

2. Scotland

3. Palhae Revolutionary Command
 
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1. Temple of Amaterasu-Ishtar

O blue seal carved within my soul's abyss, become a pillar of light upon this purgatory

2. East Pacific Federation

Kae hock vaxum violes, Dusterra akposset! Sortes yor fates!

3. Eleutheria

U~L~T~R~A~V~I~O~L~E~N~C~E
 
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1) BRAZILLIAN EMPIRE
2) BRAZILLIAN EMPIRE

3) BRAZILLIAN EMPIRE

order of preference

1) EAST PACIFIC FEDERATION (DIE, TYRANT SAKURA! LONG LIVE THE FEDERATION! REMEMBER OAKLAND!)
2) EUROPIA OCCIDENTALE (saint-just.png)
3)
BRAZILLIAN EMPIRE
(I WILL invade Patagonia turn 1. You CANNOT, stop me.)
 
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1) Arond-LIGHT
2) United People's Republics of Europia Occidentale
3) Ounna Confederation
 
The Saharan Host

Always a blast playing with RC, either as friend or foe. A mix of the two, in this case. Besides, whats not to like abouts psychic warrior-women piloting Mobile Suits?


The Arctic Pact

I like playing on teams and being a team player, so the Pact's ties to the East Pacific Federation is a solid part of why I'm interested in playing them. Don't mind being the junior partner either. It's position should be a fun balancing act. Plus, like, they're just plucky little guys. Running around with their bolt action rifles.

Holy Andean Empire

I WILL sell out to a higher power, I AM for sale, give me Mobile Suits and shiny stuff and I WILL give you a foothold in South Ameria.

The Holy Andean Empire was born in fire and revolution.

Counter-revolution, to be precise.

The various principalities of southwest South Ameria had jockeyed against each other since the first days after the Catastrophe. What was once desperate skirmishing of wounded and confused survivors evolved into an almost ritualized affair, with noble clans dueling with each other in a game of intrigue and low level warfare. While the rulers of these statelets had found a comfortable rhythm, the common people were ever the pawns in their games. Bled and beaten and ruined for the pride of nobility. It simmered under the surface for years, finally reaching a boiling point when the revolutions against the Pacific Monarchies spread across the ocean to South Ameria.

The clan armies stood no chance, calcified into their roles as they were. The peoples militias numbered in the thousands, and grew every day. They rolled over the Western Principalities, crushing any noble resistance in their path. The clan armies, the household guard, the nobles—their stratagems and resources were simply insufficient. More than that, they were complacent and incompetent. Those that survived the wrath of the people were driven from their lands, defeated.

As Sakura Santacruz tossed aside the republican banner for her own, the Andean Republic was declared. The young republic had many obstacles ahead of it—the land was poorly developed, kept in dire straits by centuries of constant fighting and poor management. Even with revolutionary fervor serving as a binding agent, many still carried grudges forged by old blood. But the world was changing, a new dawn was here for South Ameria.

Then Count Armand Valverde found a cache of Mobile Suits, and turned them against the nascent republic.

Count Valverde smashed the republican army, drove them against the coast and hunted them through the mountains. Help was not coming for them. Cascadia struggled against the Solar Empress, and their neighbors watched the affair with cautious and curious eyes. All the while, the noble exiles rallied around Valverde. The republic fought valiantly, stubborn and brave, against Valverde's forces. But they could not contest the power of the Mobile Suit.

They died.

With the revolution's flame snuffed, Armand Valverde gathered what remained of the noble class and informed them of the new order. Inspired by Sakura Santacruz, Armand declared the Holy Andean Empire, with himself as Emperor. The Mobile Suits had been a gift from God, to quash this devilish spasm against the natural order of things. Already a religious man, being driven out of his own domain had turned him into a zealot. He molded the Empire in a fashion guided by these principles.

His son, Mauro I Valverde, rules the Holy Empire now. He possesses none of his fathers boldness or religious fervor, but he has some cunning of his own. He holds the court's confidence for now, aware that the Holy Empire stands surrounded on all sides yet beholden to none. Armand Valverde had been adamant that the Andes must forge their own destiny, his policies isolating them.

Yet the Empire is a creaking state. The noble court is split between three factions. The Purists, who wish to expand the Holy Andean Empires shadow over all of South Ameria and bring about a power to rival the grandest in the world. The Royalists seek to maintain the status quo, profiting under the gaze of a powerful Crown. The Aimarists, named for the ringleader Duke Aimar Ovejero, agitate constantly for a looser Crown authority, romanticizing the days where each noble was a petty king and dreaming of a return.

And the ghost of the revolution lingers. The people remember, even under the shadow of the Mobile Suit.
I don't quite have any concrete thoughts for this, but I figured I'd throw some out.


Advantage:Uhhh. Idk, honestly. Some rich resources or something?
Disadvantage:
-A Spectre is Haunting Andes: Something about the common folk dreaming of a second republic, maybe some rebel cells pushing it.
-Misshapen State: The Holy Empires stitched together from a dozen noble domains that had their shit rocked by a republic, and then got molded like putty by the first emperor. Nobles still jockey for power, just on a grander scale than they used to.
-Clever Title: Something to do with how the Imperyo basically surrounds the Holy Empire on all sides, with the Brazillian Empire to the east and the Patagoian Liberation Front to their south, and their historical isolationism has left them friendless or something.
 
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Central African Union - For the Union stands at the precipice of greatness or a very long fall upwards. (Finally my Chance for Happy Solarpunk!)

Palhae Revolutionary Command - An Army and an Academic Tradition, what more do you need~?

Imperyo Perlas Pasifiko - Becoming the Sun sounds fun~
 
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1. Armstrong Autonomy

"The moon's first colony was a prison. The second? A bank."
(A historian's dry toast at the Autonomy's centennial gala.)

Our city has two faces: one for the Crown, one for the Host. The third face? That's for the ledger."
(A spy's confession, before her "disappearance.")

"Default is not an event. It is a process—and we are very thorough."
(The last line of a loan agreement, printed in type just shy of legible.)


2. Zhong Dynasty

"To feed one child is kindness. To feed ten million is arithmetic."
(From The Edicts of Paternal Liberalism, required reading for all provincial governors.)

"Amaterasu-Ishtar asks for tithes. We give her railways."
(A diplomat's justification for diverting Temple funds to infrastructure.)

"Davao marched. The Imperyo conquered. And we? We calculate—for now."
(Whispered in academy dormitories, between stolen sips of sorghum wine.)


3. Ounna Confederation

"No masters above us, no slaves beneath us—only the steppe wind to carry our words."
(The first oath of the Revolutionary Kurultai, now carved into the gates of Batorkhoto.)

"Yekaterinburg wants Berlin. Batorkhoto wants Beijing. I want a map."
(A frontline commander's complaint during the Carpathian "police action.")

"The People are not ready for freedom. Luckily, we are not ready to ask them."
(A Yakutsk bureaucrat's diary entry, later used as evidence in his trial.)
 
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1. United People's Republics of Europia Occidentale
Europia free , Europia socialist , Europia Insoumise ! The People's Hour has come and the bells announce the death of international oppression

2. Britannia
" And lo the Lady appeared before Artoria , and She beheld her soul and found her strong and just , worthy of a sword with which to drive away bandits and monsters , worthy of Her grace and of a Crown , and a Crown she did earn through piloting Excalibur through lands foreign and familiar , fantastical and mundane , slaying the most terrific dragons and common murderers alike "

3. Arond-LIGHT
Analysis ... 10 new infractions from Agent Kusanagi since last check ( 27 hours ago )
After-action report .... Victim testimony .... Complaint against indecency ( District administrator Oxton ) ....
Recommendation for bravery ( District Administrator Oxton ) .... Recommendation for administrative punishment against Agent Kusanagi ( District Administrator Oxton ) ....
10 messages between Léa Oxton and Agent Kusanagi on private messagery.
1 pictogram sent by Agent Kusanagi to Léa Oxton.
Casual leave application by District Administrator Oxton submitted 8 minutes ago.

Leave approved.
Sanctions against Agent Kusanagi rescinded.
Expected efficiency improvement upon Oxton return from leave : 30 percent.
Minor incident , do not forward to Central LM-E010.
 
1. Imperyo Perlas Pasifiko
2. Palhae Revolutionary Command
3. The Intermarium
 
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Ah screw it.

1.Terra Babylonian Empire
Nations are not born, they are made, constructed. Legacies remains no matter how much time passes.

2.Temple of Amaterasu-Ishtar
Amaterasu ruled as the Pillar of Heaven, Ishtar conquered those who refused to bend the Knee. What should the Temple do?

3.Armstrong Autonomy
Business is Business friends.
 
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Kinds of Mobile Suits and Army Units at Game Start New

Kinds of Mobile Suits and Army Units

To be regularly updated as the week goes on

A-Type
Throughout the wars leading up to the Catastrophe, belligerents would throw all their talent, resources, hopes, and fears into creating truly one-of-a-kind mobile suits, paradigm-shifters that would advance the form of warfare by a generation. Every true A-Type is the pinnacle of its specific milieu, and they are almost all unique - not because of a lack of desire to mass produce such awesome weapons, but because they're so overengineered most are one-off prototypes that had to be scaled back significantly in order to even be remotely economically produced. Rare, powerful, and special, the handful of A-Types ever discovered by post-Catastrophe archeology are venerated almost as holy warriors - or feared as demonic invaders. The most significant A-Type find in history, and the most recent one, was the Turn Omega Gundam, discovered by the revolutionary Federation of Pacific Islands and piloted by Sakura Santacruz - who used the mobile suit's overwhelming power to coup the revolutionary republic and create the largest empire in post-Catastrophe history, the Imperyo Perlas Pasifiko. Even now, the half-destroyed Turn Omega remains one of the most critically important factors in geopolitics among the Pearl and its breakaway republics. No mere mobile suit, but a strategic gamechanger, a symbol, and a promise. For if the Turn Omega was that powerful, what else could be out there?

B-Type
Face Claim: Zaku II
Low End Mass Production (Land/Space)
The most common Mobile Suit in terms of pure numbers in the entirety of the Earth Sphere, despite its relative weakness compared to its stronger and younger siblings, there is a reason that the B-Type had irreversibly changed the face of war in the Ad Astra. Conventional armies unsupported either by sufficient numbers or their own Mobile Suits shatter in the face of the suits Heat Axe and Machine Gun, the latters shells the size of artillery cannons. The B-Type and the Mobile Suit are the face of war not just in the Ad Astra but in the Renewed Century.

BB-Type
Face Claim: Gouf
Limited Production (Land/Space)
The stalwart heart of the Limited Production tier of mobile suits, the BB wears its heritage from the venerable B-Type openly. It has grown well past its ancestor however, and sports thick armour, a significantly improved power plant, and a variety of powerful weapons. In the hand of a good pilot, the BB is a dangerous adversary that absolutely must be respected.

RB-Type
Face Claim: AMS-119 Geara Doga
High End Mass Production (Land/Space)
The B-Type remained the most classic, prolific, and recognizable build pattern among all mobile suits, but the escalating arms race leading to the Catastrophe left it behind in terms of capabilities. Building on its aesthetic recognizability and overall strategic role as a general-purpose mobile suit, the armories of the Earth Federation developed a next-generation model, the R(efined)B-type. Designed to compete with the Class-1 on a slightly worse supply chain, the RB-Type is a workhorse mobile suit designed to do the same thing as its predecessor, but with updated pilot accommodations, sensors, and beam weaponry, usually a rapid-fire "beam machine gun".

C-Type
Face Claim: Acguy
Low End Mass Production Aquatic (Land/Aquatic)
Somewhat comical in appearance, with its stubby arms and awkward articulation, the C-Type is nonetheless a mainstay of militaries across the globe. The most commonly available aquatic mobile suit, the C-Type fills a vital role as the decisive weapon in naval engagements. Few admirals are laughing when they see their fleets sunk along with their chances of victory.

D-Type
Face Claim: Doms
Mass Production High Mobility (Land)
Its bulky frame and heavyset legs might lead someone to make the foolish mistake of thinking the D-Type was slow. On the contrary, D-Types are frighteningly agile mobile suits who skate over the ground and out maneuver their opponents with ease. Armed with massive rocket launchers capable of smashing apart armour or fortified positions and the D-Type is an opponent you never want to meet on the ground.

E-Type
Face Claim: Gelgoog
Low End Ace (Land/Space)
Bulky, strikingly coloured, and agile, the E-Type represents a step up in power compared to most mobile suits of its generation. Plentiful enough to make an impact but produced in significant numbers the E-Type can engage any target, at any range, with ease and confidence. Their iconic beam naginata and large shield makes them terrifying foes in a brawl, and many an overconfident pilot in a suit that is nominally more powerful has found themselves cut down by the veterans of the E-Type.

F-Type
Face Claim: Flag
Low End Mass Production Flight (Land/Atmosphere)
While on paper its performance compared to other Mobile Suits seems lacking, even struggling against B-Types on the ground. The Flag has a singular advantage over all of them that allows it to thrive on the battlefield. It's one of the few Mobile Suits capable of full flight. Capable of doing so near indefinitely due to its relative light weight and reactor, the F-Type had been a terror to any land-bound forces under proper use and guidance. As shown first by Sakura's Empire then by the Ounna Confederation.

H-Type
Face Claim: Xamel
High End Limited Production Artillery (Land)
A mountain of metal built entirely to support the massive cannon, the H-Type is a mobile suit in name only. Ponderous, slow, and threatened by anything nearby, the H-Type remains prized for the sheer devastating firepower it brings to bear. Few weapon systems of any kind are capable of unleashing a barrage comparable to the H-Type. With that kind of firepower, few things survive long enough to close in.

I-Type
Face Claim: MS-18E Kämpfer
High End Limited Production
A highly-tuned specialist unit distantly descended from the B-Type, the I(nfiltration)-Type is designed for one purpose: fast, stealthy assaults with overwhelming firepower. Minimally armored and with all power put to speed and maneuvability, the I-Type mounts sensor baffles and stealth systems to close in to enemy units, and powerful explosive and ballistic weapons designed to smash any target before it can react. While it won't perform nearly as well in a pitched battle as similar mobile suits, it's a key component in ambushes and base strike attacks designed to cripple the enemy without engaging in said pitched battles at all.

K-Types
Face Claim: Kapool
Low End Ace Aquatic (Land/Aquatic)
There are monsters lurking in the dark abyss of the ocean. Sailors, mobile suit pilots, even admirals all know to fear them. When a Kapool is on the hunt, there is little that can be done other than to make for port and hope you do not catch its interest.

Often considered quite cute by their pilots, K-Types are the primary Ace Tier aquatic Mobile Suit among the Earthians. With long arms and massive agility underwater, they have garnered a frightening reputation within their realm.

R-Type
Face Claim: MS-08TX Efreet
Low End Limited Production (Land/Space)
Originally an experimental unit designed specifically for close-quarters combat, the R-Type never saw mass-production before the Catastrophe due to the need for more generalist mobile suits. The test units that remain, however, are some of the finest close-in fighters of their era, able to tear apart even more advanced mobile suits at short range with their highly-tuned reactors and powerful ballistic and melee weaponry. While other models might dominate battlefields through numbers, in a 1-to-1 duel, R-Types are almost insurmountable opponents.

T-Type
Face Claim: Gaza-D
Limited Production Flying (Land/Atmosphere/Space)
Despite looking rather ungainly and often considered an acquired taste for pilots, the T-Type most often appears as a squadron leader for the more common F-Type, though those who have managed to scrape together fly whole Wings of the suits to battle. One of the few suits capable of flight, the T-Type distinguishes itself as a powerful mobile suit that can contest the skies against any threat.

W-Type
Face Claim: AMX-014 Döven Wolf
Mid Level Psychic Ace (Land/Space)
A heavy assault mobile suit from the midst of the conflicts leading up to the Catastrophe, the W-Type represents the philosophy that the best solution to any military problem is "more gun". Designed to be elite battle-ending options, W-Types are armed with almost every common ranged weapon of their era, from handheld beam rifles to rocket-propelled grenades to anti-ship missiles to particle beam cannons and even Esper-use remote weapons mounted on the back and, in a rarity for the era, its hands. As all-range attack artillery, it is difficult to even approach, but due to the breakdown of order during the Catastrophe, most W-Type kills were ironically made by other W-Types.

Class-1
Face Claim: RGM-89 Jegan
High End Mass Production (Land/Space)
Among the conflicts leading to the Catastrophe, the Class-1 represents the first general mass production suit developed by the Luna-based Reinford Group and, even a thousand years later, the most prolific mobile suit design in Earth orbit. Based on heavy iteration and standardization on the early A-types, it is an adaptable and versatile mobile suit - master of no field in particular, but easily customized into specific roles as needed. Notably, unlike B-Types and other early mass production models, it has a powerful enough reactor to support beam weapons as its basic armament, and a modernized panoramic cockpit allowing for 360 degree visibility for the pilot.

Class-B
Face Claim: Hizack
Mid End Mass Production (Land/Space)
One of the earliest Reinford mobile suits, predating their standardization into the Class-1, the Class-B was an attempt to iterate on the familiar B-Type with a more standardized (and relatively cheaper) frame. While it was an improvement over the original B-Type in all technical respects, it was a relatively marginal one compared to the generational change into the RB, notably still lacking beam weaponry, and was widely perceived as a bit of a bootleg despite its superior performance.

Class-C
Face Claim: Dra-C
High End Mass Production Space (Space)
When designing a mobile suit, it pays to consider what environment it is expected to fight in and tailor your design to that. The Class-C is a mobile suit entirely dedicated to space combat, lacking any ability to even function within the atmosphere of earth. The sacrifice of surface capabilities left plenty of room for the designers of the Class-C to maximise its performance, and there are few mass production suits that can even put up a fight in space. Sometimes, it pays to specialise.

Model-Q
Face Claim: Qubeley Mass Production
High End Limited Production Psychic (Land/Space)
Composing the elite squadrons of first Neo-Zodo then the Space Federation, the Model-Q is the signature weapon of the Astraean even during the Catastrophe. Modernized and upgraded from its original models, the Model-Q is a powerful Psychic Suit purpose built to make use of the abilities of the Astraean Espers. Armed with a pair of Beam Sabers and a squadron of deployable bit weaponry, they were the legions that the Space Federation used to destroy all those who opposed the cause of their new world.

Model-Queen
Face Claim: NZ-666 Kshatriya
High End Psychic Ace (Land/Atmosphere/Space)
Many experimental Esper-use mobile suits were developed during the Catastrophe, but few had the success of the Model-Queen. Developed using the lessons learned from the earlier Model-Q, the Model-Queen was designed around giving powerful Esper Aces access to truly staggering levels of firepower. Two dozen remote drones are at the disposal of the pilot - enough to dominate a huge section of battlespace - along with powerful mounted beam cannons for direct assault, and even an anti-beam Barrier to protect the suit from long-range retaliation. Earlier models' relative weakness in close combat is also addressed with multiple arms and sub arms wielding beam sabers, making this a highly threatening opponent at any range.

Class-S
Face Claim: SUMO
High End Ace (Land/Atmosphere/Aquatic/Space)
The elite weapons of the Lunarian Crown, only the A-Types and Model-Queen could match the strength and power of these Ace units. Highly mobile, capable of flight under gravity and innately armed with an I-Field the Class-S were few in number even during the Catastrophe. Under the hands of the Augments it was built for? Their presence alone had won countless battles for the Earth Federation.

Class-Z
Face Claim: RGZ-91 ReGZ
Mid Level Ace (Land/Space/Atmosphere)
The Class-1 represented a new standard mass production mobile suit, but an arms race was never won by resting on one's laurels, and elite fighters during the Catastrophe needed an upgraded model. The Class-Z retained more features from the line's A-Type inspirations and were all tuned with the specific needs of advanced pilots in mind, while still sharing their basic frame and parts with the Class-1. The key feature supplementing the unit was in mobility and firepower: a detachable flying-wing system was developed that attaches to the unit's back, allowing rapid transit in space and atmospheric flight, as well as carrying much heavier beam cannons for heavy assault.

Paradigm Series
Face Claims: Panzer Soldats
Mysterious units of unknown origin and varying design lineages, but all connected by a knightly aesthetic and incredible power at close-quarters combat. Rumors suggest that they are attempts to reproduce the power of various unknown A-Types, but that is only archeological conjecture. A cache of what appear to be Paradigm prototypes was found at Mt. Ararat, forming the backbone of Terra Babylonia's conquering army alongside other finds at the House of Wisdom, and they are thus far as undefeated in combat as their origins are lost in the mists of history.

Frigates
Carrying Capacity: 5 Mobile Suits
The workhorse of the Space Fleets of the nations of man since at least the One Year War, the Frigate, while lightly armored and can only carry a few Mobile Suits, is a crucial part of any fleet as an escort.

Cruisers
Carrying Capacity: 10 Mobile Suits
Halfway between Capital Ship and Escort, the Cruiser performs both duties decently well. Often assigned to autonomous commands and Quick Response Forces, the Cruiser combines speed with flexibility, while still being durable enough to enter into any fray in a pinch.

Battleships
Carrying Capacity: 20 Mobile Suits, 2 Mobile Armors
The Ships of the Line of the New Age of Sail, the centerpiece of any true Space Fleet even before the One Year War. While modern versions of Battleships have been modified to carry Mobile Suits, the big draw and allure of these Capital Ships are their powerful guns and Mega Particle Cannons. There's a reason the most powerful Mobile Suits try and miniaturize the power contained within a single of a Battleship's many turrets.

Carriers
Carrying Capacity: 50 Mobile Suits, 5 Mobile Armors
Just like in the ancient Second World War, the emergence of Mobile Suits as a power in of itself had necessitated the adoption of the Carrier into Space. Lightly gunned, with typically only flak for defenses, the Carrier is vulnerable to other Warships but its sheer capacity to carry Mobile Suits allows it to turn battles all the same.

Dreadnoughts
Carrying Capacity: 50 Mobile Suits, 5 Mobile Armors
The firepower of a Battleship and the carrying capacity of a Carrier, the Dreadnought achieves both and sacrifices neither armor nor speed thanks to the help of its unique experimental Drive System, believed to be the beginning of a next generation of M-Reactors. Ones that could change the face of warfare all over again.
 
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