Re: [VV] Nations
From: Donald Hosford <Hosford.Donald@a...>
Date: Sat, 12 Feb 2005 19:27:24 -0500
Subject: Re: [VV] Nations
New version. Minor adjustments.
Finished date: 2-13-2005 4pm
Nation: Karidian Alliance
Author: Donald Hosford
Gaming Notes:
Classification: Tier 2?
Fleet minis: To be desided.
New Equipment: None.
Rule Mods: Just one -- Fleet setup. (minor adjustment I think...)
Home: Karidia Station
The Karidia system was choosen because it was centrally located. But
there were no usable planets in the system. So they built a vast space
station, that orbits the star in a position that a habitable world would
orbit. A perminant Alliance Fleet force guards the station.
History: Main points
Early days: The marauding activities of the "Iron League" (a local
warlord) caused a few independant worlds to join in a military
alliance. After the Iron League's defeat, the alliance added many new
worlds. Some were newly liberated, and others were new converts. A
Large Starliner is purchased and converted to be the new seat of
government for the Alliance. It is stationed in the Karidia System.
Middle days: New worlds are constantly joining the Alliance. Karidia
Station begins construction. After bearly winning a few battles, the
Alliance Council approves the creation of a small perminent force to
rally the member fleets around.
Now: With the successes of the Alliance Fleet, the weaker member
worlds are starting to drop their own forces, and just pay a fee to the
Alliance Patrol to come in and do their policing.
Society:
Most society types are represented on the various member worlds. With
so many societies, a profesional class of "Social Advisors" appeared.
They advise the rich, political leaders, etc. on matters of society, and
customs.
Government: Basic town council, just very big...
Originally just a defense agreement, when the members realized that
they had something, they turned it into a simple council. As new
challenges and members came along, the council gew into a large
legistlature. Everything is still desided by a simple majority vote.
Every world gets one seat.
Military:
The military forces can be divided into two broad types: Alliance, and
Member forces.
Alliance Fleet: The perminent professional defense forces. Primarily
heavy ships and small perminent ground forces. They also back up the
Alliance Patrol on the heavy tasks.
Member Fleets: Their fleets are made up of a bewildering array of
types and classes. All light stuff. For most members the occasional
cruiser is about the heavyist units fielded. Every world is expected to
maintain it's own defense forces. Every year some of each member's
forces are rotated into the Alliance Fleet.
Law:
Alliance Patrol: These hard working men and women constantly patrol
the member worlds. Whenever things get rough, Alliance Fleet forces are
brought in.
Member worlds: Each world is expected to do it's own policing. They
must all agree to certain laws before joining.
Trade:
Internal trade is controlled by the Alliance Trade Council. This body
ensures fair trade practices, sets tarrifs, etc.
Interstellar Relations:
These peaple are a little paranoid. They will attack any oviously
threatining nations, or apparently threatining nations (preemptive
strikes). (If you know an enemy is building up to attack you, why
wait? Blast 'em before they are ready...Karidean Alliance General
Moyna)
Reality Notes:
These peaple are definatly not marching in a lock step. They do have
many internal problems. Squables seem to be a dayly occourance. The
Alliance Patrol usually keeps the noise down. The only thing they all
agree on is DEFENSE.
This can be likened to an orcestra. Each member is playing it's own
tune. During peace-time it sounds like noise. (how do they get anything
done?) But during a war, it is a tune of almost perfect harmony...
Rule Modifications:
Karidian Alliance Fleet Setup:
This has to be worked out in detail.
General idea: Because of all of the member fleets involved in the
Alliance Fleet, there is a blizzard of ship types. Instead of designing
all of those ships and fleets, I will generallize it. I will design
just two or three ships for each class. The costs of each class will be
averaged togather. So when buying a destroyer, you would pay the
average destroyer cost. But you would not know what specific type of
destoyer you would get until setup on the game table. You would then
roll on the destroyer table for each destroyer, etc.
Sources:
The content is history, ideas from Gurps Space, and lots of my own
ideas. Most of it is from some early game notes for other games I have
created, etc. The layout format from Gurps Space, and Starfire The
Stars At War. The rest I made up on the spot.
Designer's Notes:
I have tried to make these guys as original as I could muster. I know
they sound alot like the EU...No resemblence is intended. If this is
too similar I am willing to change it.
Final Blurb:
They sound fair...some designs will be cheap and some expensive. Some
good designs, and some bad...With these guys your fleet will be a
crapshoot. :-)
Donald Hosford
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