[Astrum: Heavens] [M-13] Earth's Celestial Naval Forces

Crocmon

Pop-punk n' space magic. Not always in that order.
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Nation Name


Earth's Celestial Naval Forces (ECNF)


Flag


ECNFFlag.jpg



(Seal Courtesy of Says-It.com)


[media]



[/media]
Anthem


"Cosmic Voyagers"


Leader


Patrick Martinez


Races


Humans, Newmans, CASTs


Humans are a well-rounded people, having originated from Earth and reached a poin their society to where the stars were simply the final ocean to set sail upon. They're fruitful, almost to a fault.

  • Residual Bonus: Anytime, Anyplace, Anywhere (Humans are innately curious and adaptable, allowing them to settle any kind of planet with no penalty, unless colonization requires technological innovation.)


Newmans are a neo-Human race resembling elves of popular Western lore, crafted as an experiment during the ECNF's early time on the planet Domus. They are much like humans in the variance of appearance, but all generally have the 'elven' ears. They were at first a contained experiment, but once the problem of an unpredictable lifespan was resolved they became a race all their own. The Newman race developed pseudo-psionic abilities, largely in the ability to sense energy and to manipulate it as if connected to it directly - provided special equipment. Although their life-span issues were resolved, they still live roughly twenty years less than normal Humans.

  • Residual Bonus: Photon-Enhanced (Newmans are faster, period. They think, move, and react faster than humans. The candle that burns twice as bright seldom burns as long, but Newmans can do much more in that time than humans. This includes a sensitivity to photons and energy, allowing them to 'feel' their way to scientific breakthroughs in technology relating to the two. Work is required, of course, the research just comes easier to a Newman than a Human or CAST.)


CASTs were originally just Humans thrown into mechanical bodies. Today they are self-aware bio-synthetic platforms of all sorts of shapes and sizes. However, over time Artificial Intelligence technology hit new and impressive heights. Eventually, CASTs became not only refurbished Humans but their own race. They developed the traits that makes a collective of similar individuals a living breathing race, becoming bio-synthetic organisms. However, they still enjoy a few perks of being synthetic.

  • Residual Bonus: I R 1337 PR0GR4MM3R (CASTs are bio-synthetic, allowing them to work much like robots and enjoy utilizing parts whenever they take damage. They can be repaired, reprogrammed, and even entirely replaced just like a computer. This fact is part of what allows them to interact with technology much easier than others, skipping the formalities of programming languages and getting straight to the zeroes and ones. This allows them to translate alien tech into something workable for ECNF races, as well as generally assess the condition of said tech.)


Form of Government


Meritocratic Republic


A Meritocratic Republic at its core, functions just like a regular republic. However, priority is given to those who have performed over those who can speak well. While speaking well certainly helps, the better one's career and achievements say about them helps them move up ranks just that much faster. It isn't perfect, as some people starting out at the bottom have to pull quite a bit to stay on the path to promotion, but it works. The President of the ECNF is generally elected from the highest level military officials. Occasionally, however, a man from another job can be elected. His platform will be his career history, and the people determine if they want someone with his history to run in Primaries before they decide who they want to rule for that term.


Laws are drafted by Congress, which is composed of representatives from major settlements (a council is created for each planet under ECNF control, consisting of its choice of leaders) and Fleet Admirals. The laws drafted are approved or vetoed by the President of the ECNF, and edited by the Court System. Lobbying is permitted, but former Congressional members are disallowed from returning as lobbyists.


The ECNF Court System is an institution of elected judges that serve life terms to analyze and edit laws as the need arises. However, if the public feels a judge is out of touch with the people, he can be removed through a legal process known as "Amotionis Brabeutae" in where a popular vote is verified by the Congress, the President, and the other Judges. The ECNF Court System has the freedom to pull laws under scrutiny at any time, and does not require a criminal case to escalate to their desks first to establish precedent. However, due to this almost chaotic ability, when a law is edited they must install a date by which the change becomes effective as to allow the ECNF to adjust.


Important Officials


ECNF President Patrick Martinez (M Human)


ECNF Congressional Head Shion Kururugi (F Newman)


ECNF Supreme Justice Albert Hoffstead (M Newman)


ECNF Supreme Justice Jason Maxwell (M CAST)


ECNF Supreme Justice Wallace Keyes (M Human)


ECNF Major Michael Alighieri, Diplomatic Corps (M CAST)


Economic System


Free Market


Economic Tier


3


Production


Current Total: -/-


- Income:

TBA

- Expenses:

TBA

Currency


ECNF Credit


The ECNF has held fast to the Credit, a remnant of its time with Earth. The Credit is held together by a bank system that overarchs all of the ships and areas under ECNF control. A person's credits are tied to a bank account, which is tied to their vital signs via an innovative technology that allows someone to get a credit card and have it automatically transfer over to the new owner. Theft is possible, but it requires a bit more skill than picking a pocket.


Nation Bonuses


Sailing That Star Ocean


All citizens of the ECNF remember the time when they were a wandering fleet themselves. Not directly, but due to tales of adventure and freedom among the 'vast star ocean.' This allows them to have better interactions with wandering fleets, and allows colonization projects to proceed much faster.


The MAG


Everybody with ample clearance or Credits is granted a mechanical companion known as a MAG. These small devices are basically small drones that accompany the owner and allow said owner access to the functionality of a computer at any point, as long as the MAG is online. They can be customized to serve a variety of roles, from personal scanner probes to short-range attack drones.


History


The ECNF was created in the fledgling space age of a separated section of Humanity. Tasked with the defense of the Homeworld, the planet's military developed into a hearty fleet and called itself the ECNF, naming themselves after a place known of fondly in history as the 'lost home.' A portion of the military was tasked with defense, while what remained was tasked with developing ways out into the stars to find this 'Earth,' this 'lost home.' The force tasked with finding ways into the stars was given permission to set off after much debate, and after five years of suitable preparation, the fleet that would become today's ECNF set off.


The years drug on, searching endlessly for any trace of Earth or other humans who may have lost their home. FTL travel provided some relief, but in reality the problems with space travel were far more numerous than planned. They entered a system that had been scanned out with probes and seen as uninhabited, only to discover another migrant fleet had entered at the same time. Although the ECNF Fleet tried to communicate, they did not have nearly the efficient protocols for this scenario. The battle that ensued was won, but at the cost of the fleet's line of communication with the Homeworld. The loss of contact was tragic, but it wasn't without its benefits.


Now alone, the fleet entered FTL and never looked back. The scientists were tasked with finding a way to preserve a human's life for as long as possible, as well as converting a human's memories into something programmable. What was born of this were the CASTs. Originally simple shells that held human brains, the ability to interface with technology as if an extension of the mind quantum-leaped AI technology and a singularity of advancement in the field of bio-synthetics occurred. They became a race all their own, enduring the hardships that such an event brings forth. There was no war, but there was unrest. It was quelled after the then-current President of the Fleet (the title later known as ECNF President) suffered grievous wounds during a protest and issued a statement that he was to become a CAST instead of receiving appropriate prosthetics. This subdued much of the unrest. Steven Rand was the first CAST president, and his simple request wrote in stone the equality of CASTs and Humans.


The ECNF Fleet found a planet that met favorable conditions, and had traveled the stars long enough. Settling down on the planet designated as Domus - Latin for Home - the people of the ECNF found themselves under the familiar pull of natural gravity. This caused a dissolution of the ECNF's formalities, as they were no longer a fleet. The name 'ECNF' became a relic, as the people wished to start anew in Domus' atmosphere. The population expanded rapidly, and to study the new planet's flora and fauna science was left alone. It was discovered that in certain areas, energy was likely to manifest into bolts that would haphazardly strike anything nearby. Lightning rods provided some relief, but one scientist proposed a genetic modification program that would allow people to react fast enough to deal with the bolts of energy. What was created was the Newman race, designed to be able to react quickly enough to deal with the problems Domus provided. However, the planet's energy spikes caused some anomalies in the first group of Newmans, enabling them to have a sensitivity to the energy spikes around Domus. This ability was accidentally created and helped insurmountably in taming the areas of volatile energy spikes, but people were heavily scared of the Newman race. The anomalous abilities were passed down into future generations, and still exist today.


A civil war broke out among the three races, with no clear side winning out over the others. What eventually culminated was an event that was stunning to all involved, and almost impossible to believe among those who read about it today. After years, the war had become cold and was simply territories building ways to destroy one another. One man, who was half Human and Newman, simply walked into a CAST government building and declared that he would be made into an android, so that he could prove that the three races were still all part of the same nation. Known as the Convergence Meeting, this lone man - who was considered an abomination prior - became the bringer of a new golden age. He traveled all three racial territories, and brought them under the banner of the ECNF. He rallied them all to return to the stars, and is almost entirely responsible for the current ECNF's state of existence today.


Now, one hundred years after the nation bearing the moniker 'ECNF' looks to the stars again, discovering lore of a place known as 'Earth' and other humans out there. Although the Humans were no longer the ECNF's only race, the kinship with those who were born on Earth or separated from it was never lost on any one individual. It is with fire in their hearts that the people of the ECNF take the steps necessary to reach outward and find out just what the stars hold in their vast ocean.


Culture


The people of the ECNF are a mixed bag. Individuality is cherished, because everyone's unique insights and experiences bring untold opportunities when combined. However, they have strict formalities in military work and business. This is due to necessity, as an order is needed amidst the chaotic differences seen in the general public. In a society where one's merit determines their way, people strive to prove that they are the best they can be. This sees people embrace passion, encourage initiative, and reward courage. The ECNF tries its best to create people of sharp minds and able bodies, to get the best of all who live within it.


As a general rule, formalities within the military are done purely of tradition. However, when tradition gets in the way of acting it is often discarded for the sake of moving forward. Doing so is seen as discarding a useless tradition to pave the way for a new one, changing the course of the society for the better. Adaptable traditions are the best traditions, as has been proven time and time again for the people of the ECNF.


The people are aware of the free-market, and the meritocracy. The generally accepted reasoning for this society-model is for the sake of pushing people - and thus the society as a whole - forward. Keep moving forward, using any mistakes as a reason to improve further. If one encounters any mistake - no matter how grave - they are encouraged to deal with it as needed, but never stop moving forward from it. This creates an air of optimism among the people of the ECNF, as all of them move forward as much as possible.


Nation Goals


Find a way home, to discover the fate of the Homeworld.
 
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Home System Name


New Sol


Home System Coordinates


M-13


Celestial Bodies


New Sol is the name of the star, and thus the system. It is named in remembrance of the mythical Sol System. The system is referred to as 'New Sol' when referred to, the 'system' is assumed.

  • Yuma, a Venus-esque planet believed to hold large quantities of resources. No moons.
  • Zendikar, a Temperate planet much like Earth, except for chaotic weather and seismic activity. Believed to hold remains of a dead civilization based on probe data. The three moons appear to hug dangerously close to its atmosphere, giving it the appearance of constantly being in a state of impending doom.
  • Domus, a lush planet that serves as the ECNF's capital. It is a temperate planet, holding a variety of biomes with an abundance of the proper resources. Domus holds two moons, one of which holds a small station in its orbit.
  • Moatoob, a planet that appears beautiful yet is deceptively deadly. It is a large planet that is equal parts forest and swampland, with one moon. Not a single lifeform collected by probes has done anything except explosively grow and promptly starve in the process of analysis. It is believed to be due to the entirely predator-driven ecosystem of Moatoob.
  • Grixis, is New Sol's premier Hellhole. The titanic planet is by day a molten surface, and by night freezes solid. The atmosphere allows such intense temperatures to rise during the day, but cannot hold them at night. The daily change between climates causes a constant storm of severe intensity that chases daylight. It holds eight moons, of varying viability for exploration. Not nearly as cataclysmic as Zendikar, but it sure tries to be. Not even bacteria has been found by probes.


Neighboring Systems


M1302 [Will be named upon exploration]


M1303 [Will be named upon exploration]


M1304 [Will be named upon exploration]


Colonized Systems


N/A


Population


10,000,000,000


Government Popularity


Current Estimate: 85


- Happiness: +70


- Unhappiness: -20




Total:

50


- Approval:
+50


- Disapproval: -15




Total:

35
 
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Military


Army


1st Celestial Army Group


10 Scout Divisions (1,000 Health)


10 Medic Divisions (1,000 Health)


15 Soldier Divisions (225,000 Health)


10 Marine Divisions (100,000 Health)


8 Heavy Divisions (40,000 Health)


2nd Celestial Army Group


10 Scout Divisions (1,000 Health)


10 Medic Divisions (1,000 Health)


10 Soldier Divisions (1,000 Health)


10 Marine Divisions (100,000 Health)


5 Heavy Divisions (40,000 Health)


3rd Celestial Army Group


10 Scout Divisions (1,000 Health)


10 Medic Divisions (1,000 Health)


10 Soldier Divisions (1,000 Health)


10 Marine Divisions (100,000 Health)


5 Heavy Divisions (40,000 Health)


15 Engineer Divisions (3,000 Health)


1st Celestial Armored Corps


8 ARKS Divisions (64,000 Health)


10 IFV Units (100 Health)


15 APC Units (225 Health)


10 Tank Units (150 Health)


10 AAV Units (100 Health)


2nd Armored Corps


12 ARKS Divisions (96,000 Health)


10 IFV Units (100 Health)


10 APC Units (150 Health)


10 Tank Units (150 Health)


10 AAV Units (100 Health)


3rd Armored Corps


12 ARKS Divisions (96,000 Health)


10 IFV Units (100 Health)


10 APC Units (150 Health)


10 Tank Units (150 Health)


10 AAV Units (150 Health)


Air Force


1st Celestial Air Group


25 Gunship Squadrons (225 Health)


20 Dropship Squadrons (100 Health)


60 Fighter Squadrons (600 Health)


14 Bomber Squadrons (160 Health)


2nd Celestial Air Group


25 Gunship Squadrons (225 Health)


20 Dropship Squadrons (100 Health)


60 Fighter Squadrons (600 Health)


14 Bomber Squadrons (160 Health)


Space Navy


1st ECNF Fleet


1 Flagship [ECNS Discovery] (1,200 Health)


5 Frigates (2,500 Health)


5 Cruisers (3,750 Health)


3 Destroyers (2,250 Health)


1 Carrier (1,000 Health)


1 Battleship


5 Science Vessels


Detailed List Follows:

5 Frigates (2,500 Health)

  • ECNS Shuriken
  • ECNS Ripper
  • ECNS Ireland
  • ECNS Firefly
  • ECNS Clyez


5 Cruisers (3,750 Health)

  • ECNS Evil Angel
  • ECNS Equinox
  • ECNS Parum
  • ECNS Gran Torino
  • ECNS Dagora


3 Destroyers (2,250 Health)

  • ECNS Dirty Harry
  • ECNS Mona Lisa
  • ECNS Firestarter


1 Carrier (1,000 Health)

  • ECNS Dropping Atoms


1 Battleship

  • ECNS Bonfire


5 Science Vessels

  • ECNS Imogen
  • ECNS Alkaline
  • ECNS Visionary
  • ECNS Zendikar
  • ECNS Torque
2nd ECNF Fleet


1 Flagship ECNS Eastwood (1,200 HP)


10 Frigates


5 Cruisers


3 Destroyers


1 Carrier


5 Science Vessels

10 Frigates (2,500 Health)

  • ECNS Saxon
  • ECNS She Builds Fast Machines
  • ECNS Tormod
  • ECNS This Is The Hook
  • ECNS Dirty Little Secret
  • ECNS Black Sunshine
  • ECNS Everlong
  • ECNS Ray of Speed
  • ECNS Hatsune Miku
  • ECNS Pale Horse


5 Cruisers (3,750 Health)

  • ECNS Fukkireta
  • ECNS Black Rock Shooter
  • ECNS Dare
  • ECNS Pain
  • ECNS Nouvelle Rouvenor


3 Destroyers (2,250 Health)

  • ECNS Abbadon
  • ECNS Rapture
  • ECNS Mattock


1 Carrier

  • ECNS Superliminal


5 Science Vessels

  • ECNS Alchemist's Folly
  • ECNS Curiosity
  • ECNS There Might Be Coffee
  • ECNS Firemind
  • ECNS Truth and Reconciliation
Unique Unit


ARKS Troops (Specialized Commandos)


During the era when the ECNF was a migrant fleet, the ship-borne military was kept in constant training but had no real purpose asides from some minor contact with other fleets and the such. However, what occurred was the formation of the ARKS Reserve Program. The troops recruited into this program were specialized, given the free-reign to arm themselves as they saw fit. The ARKS were, in peace-time, regulators and enforcers. During times of combat, they were the first ones there as RECON teams, as well as planet-scouts. They served as commandos, tackling objectives too delicate to be taken care of by large-scale armies and too small to leave to chance. No two ARKS are necessarily alike, thus no real picture is available. However, the common trait they feature is being dropped from orbit into the area of operation and the ability to cover a variety of mission types with their wide skill-sets. (1 Division = 8,000 Health)


Spacecraft


Oracle Carrier

Arcs-Ship.jpg
Megathron Battleship

0_02012010020001Gallente_Battle_T1_MEGATHRON_Federate_Issue.jpg
Proteus Cruiser

proteus.jpg
Calnus Frigate

SRF-003_Calnus_III.jpg
Southerland :rank0:


Appearance: "The Southerland's a fine ship, if I do say so myself." John Chambers, Lead Designer of the Southerland

Endymion.jpg
Aspects


Armor: 8 (1,200 Health)


Point-Defense Guns: 6


Anti-Ship Guns: 6


Ballistic Missiles: 5


Anti-Ground Guns: 5


Sublight Engines: 5


Aircraft Capacity: 3 (3 Squadrons)


DRADIS: 6


Scanners: 6


Perks: N/A


Completed Research

Technological Reforms

  • Project PACK, stage 2
  • Photon Weaponization
  • Science Vessels
  • Photon Enhanced Studies
  • Photon Weapon [L]
  • CQCWRND
  • Holoscreens, stage 1
  • Orbital Drydocks


Military Reforms

  • "Bridge Builders" or "Bunker Busters"


Social Reforms

  • Knowing The People
 
Pacts/Alliances


List your allies, deals, and enemies


News


Keep up to date!
 
Approved & updated! - Feel free to create your Capital thread, Embassy, and any necessary character profiles and such. ;)
 
Technological Research

Project Pack, Part Three, 18 Days, statecraft


Photon-based weapon [L], 18 Days, statecraft


Chainsaw Bayonets, 14 days


Holoscreens, Pt2, 20 Days


Damage Control Teams, 18 Days
Military Research

Production
 
Research

Holographic Interfaces


^ - 12 Days.


Project INVICTUS, Part One


^ - 20 Days


Medical "Biofoam"


^ - 14 Days.


AERIS


^ - 16 Days.


The MOTHERBRAIN


^ - 28 Days, will act as a monument
 

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