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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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