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 National Identity Reloaded: A Space Odyssey

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Sharp

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PostSubject: National Identity Reloaded: A Space Odyssey   Sun Oct 18, 2015 12:51 pm

As the more observant of you equines have already concluded, National Identity is dead. With that in mind, the various reasons behind its premature demise have been taken into consideration during the construction of its successor: National Identity Reloaded.

On that note, I would like to ask that only those of you who intend on seeing this thread through to the end post in this interest/sign-up thread. Please don’t waste our time if you intend on dropping out ten posts in. You’ll end up on the blacklist, where it’s dark, and nopony can hear you scream.

National Identity Reloaded, or, NIR, is a space-themed civilization simulation thread. At this point, it’s not much more than a concept and a handful of formulas, but we’d like you potential participants to detail the requested information within provided link.

The concepts described within the doc will be described in greater detail upon the eventual release of NIR

The doc, in all its formatted goodness.

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Sun Oct 18, 2015 2:20 pm

It's cheating and I know it, but first! I may as well put all my stuff here since I'm done with it, so I won't forget about my nation sometime down the road when I'm working with the NIR numbers when you all inevitably decide to start an interstellar war and I have to compute battle outcomes every day.

Nation (it's very long):
 

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Sun Oct 18, 2015 9:22 pm

Nation Name: Sargaes Governance
Planets:
Sargaes System (G-type Main Sequence)
Sargaes I (Uninhabitable, 0.4 EAU)
Sargaes II (High-Challenge Colonizable, 0.75 EAU)
Sargaes III (Home Planet, 0.98 EAU)
Sargaes IV (Low-Challenge Colonizable, 1.2 EAU)
Sargaes V (High-Challenge Colonizable, 1.56 EAU)
Sargaes VI (Protostar Gas Giant, 5.1 EAU)
Sargaes VII (Massive Gas Giant, 9.4 EAU)
Sargaes VIII (Gas Giant, 15.1 EAU)
Sargaes VIV (Uninhabitable, 26.6 EAU)
Sargeas X (Uninhabitable, 31.2 EAU)

Sargaes I:
 
Sargaes II (Erinye):
 
Sargaes III:
 
Sargaes IV:
 
Sargaes V:
 
Sargaes VI (Thestra):
 
Sargaes VII (Copra):
 
Sargaes VIII (Enigma):
 
Sargaes VIV (Vivian):
 
Sargaes X (Area 11:
 

Races(s)
Thestral: Omnivorous reptomammalians with a humanoid body structure, bat-like wings, reptilian pupils, sinuous prehensile tails and short (1-2 inches) claws on their fingers.
Government Makeup: Imperial Republic. The head of state (generally an empress) is selected by a Tribal Council, each of which is elected by one of six hundred thirty-two Regional Governances which are, in turn, elected by the Village Head Mares which are selected by the members of their individual villages. The terminology for the positions has endured despite "villages" the size of small cities and "tribes" of over a hundred million.

Current Leader: Empress Ampris II. Ampris represents only the second time in history where the child of one empress is elected as her immediate successor. Tending to be brash, abrasive, and has the general mien of a commoner despite an upbringing more in line with an aristocrat, she is an extremely popular leader among the general populace and well-respected by the Council, who have learned to their occasional consternation that the loose tongue and cheerful disregard for "proper" dress and behavior conceals a first-rate intellect.

Government Spending Focus:
6% Government HSA Matching Program
2.5% Temporary Welfare
8% Long-Term Welfare
12.25% Security Research Grants
30% Infrastructure
16.75% Extraterrestial Research Grants
10.5% Perpetual Education Endowment
14% Security/Defense
Capital City: Rospitallias Bastion. Essentially a gargantuan military facility located deep beneath one of the few genuine mountains on the planet, it has a very low civilian to military population and has been made the center of government because it's supremely defensible and secure, primarily from the elements.
Leading Industry: Resource Exploitation/Processing
National Motto: In Fitness Life, In Strength Mastery
National Symbol/Flag:
 
National Religion: Hellanistic Polytheism (pantheon of gods/goddesses similar to the Greek pantheon)
National History:
The life of the thestrals of Sargaes III is best epitomized in the phrase "survival of the fittest". The extreme biodiversity of a planet that oozes with all the conditions for life to thrive and grow meant that the first sapient species had a sheer cliff to scale against literally thousands of species that bristled with all the adaptions that came of winning their particular "adapt or die" struggle. Thestrals largely did this by being extremely nomadic, literally carrying everything they couldn't possibly find on the go on their backs as they went from place to place. An abundance of microbes meant that anything that could decay would decay and decay very quickly: food began to spoil in hours, wood would become rotten in a week, natural fibers began to fall apart in days. The victory over these facts of life coincidentally catapulted the thestrals very rapidly from a nomadic species staying endlessly mobile so they couldn't be pinned down and eaten, to a settled people that easily harvested the hunters for food, materials, and luxuries. The circumstances of their world forced them to move from stone directly to anything that resisted corrosion; there was no real iron age on Sargaes Three. One major advantage they had because of the extreme abundance of life and how rapidly that life was broken down and then compressed by more life building on top of it was that sources of petroleum tended to be extremely abundant and easy to reach. They quickly learned that the black, stinking, inedible sludge that bubbled up in pools all over the place burned better than wood, repelled water, and created a stiff malleable material that wouldn't rot when drenched by the torrential rain that was a constant of everyday life. When it became possible to smash their way deep into the low rocky hills that were virtually invisible beneath the canopy, they added coal to their wealth of materials and an existence revolving around the immense potential of petrochemicals was born.

With the ability to settle came further means of conquering the natural environment: social organization provided safety in numbers, a stationary existence necessitated finding ways to avoid totally depleting resources, and a concentration of mental effort pushed forward medicine (although the thestral immune system tended to be highly robust because of the unusually high levels of dangerous microbes). Family units created villages, which tended to band together with other villages, and these coalitions tended to reach out to other coalitions. This tendency towards being highly social and not particularly competitive towards their own kind was driven by a deeply-rooted instinct of "us against them" with the "them" being everything that wasn't another thestral--and the list of "everything" never seemed to stop growing. The spread of stationary settlements made it very necessary to devise ways to quickly and safely travel from place to place, and from this need (and the abundance of towering trees with 50-ft diameter trunks) came an immense network of aerial roads and when it became possible, short take off and landing craft and platforms that allowed the thestrals to travel above the towering canopy from place to place. Getting above the canopy also triggered the first development of an actual religion, as thestrals finally were in a place where the "sky" wasn't branches but a ceiling of swirling clouds watched over by a blindingly bright orb in the day and a one of beautiful silver in the night.

It wouldn't be until the development of an imperial system with an elected empress, a development only possible when communicating in real time with a high degree of reliability became feasible, that the thestrals decided that it would be interesting to see if the orbs in the sky could be reached somehow. By this point, the resource and industrial bases tended to be extremely sophisticated and very much able to manufacture the components needed for such an initiative: fuels, ceramic tiles, rocket parts, microcircuitry, and a way to monitor their attempts to reach the stars. Their attempts at this would make the often comical abundance of failures in human space programs look like the efforts of experienced professionals; eventually, they stopped numbering rocket models when the number of failed ones reached the triple digits. But part of learning what to do right is learning what is being done wrong, and the thestrals compiled extensive records of how not to get a rocket to space reliably, and how not to make the journey survivable, and how not to get their attempts back intact. A notable feature of these failures was the extremely low number of causalities, because previous experience with anything even remotely volatile made the thestrals almost paranoid about putting a living person anywhere near the pile of explosive junk that constituted their rockets. Primarily, death came after the craft became highly reliable and safe, but correctly using that reliable and safe technology was not well understood. Determined to conquer the challenge before them the way they'd conquered all the other challenges their species had overcome, the thestrals persevered and discovered what a truly hostile environment looked like... and just as surely committed to making this hostile environment bow down to them the way that a world of predators had.
National Merit: "We're thestrals. 'Nuff said."

Ships
General Appearance: SIV ships have a hexagonal appearance that tends to come to a sharp point in front of the ship with the engines housed in recessed pods that are designed to present as aerodynamic shape as possible, an artifact of the initial space program which had to squeeze every little scrap of aerodynamic efficiency out of designs to allow rockets to exit the relatively thick atmosphere. The only apparent concession to their recognition that aerodynamics are irrelevant in space are large t-shaped "bridges" that are projected from each side of the hull on ships that are meant to be non-combat and not enter a planetary atmosphere.


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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Sun Oct 18, 2015 9:54 pm

Nation Name: The Altarian Scion Imperium.

Major Planets in Atelerix Binary Star System

Reach (Status: Uninhabitable, 0.52 AU)
Heavens (Status: Mark for colonization under heavy advisement, 0.77 AU)
Divinity (Status: Colonization expected soon after attainment and processing of the council, 1.01 AU)
Eternium (Status: Home world, 1.31 AU)
Repentance  (Status: Massive Gas Giant mostly comprised of Helium, Hydrogen and Ammonia, 1.36AU)
Dark Void (Status: Possible Colonization based around how quickly the world can be changed slightly, 4.7 AU)
Perception (Status: Virtually Unhabitable, 7.2 AU)

Eternium:
 

Located right next to a large hydrogen and helium gas giant from a theorized cosmic event that shattered two planets. Eternium was one of those shards forming a smaller planet orbiting the giant. Two main sequence stars, one larger and the other marginally smaller provides light for this planet. Having several moons, approximately three major ones and four minor moons, orbit the planet. A ring space station surrounds the planet as a protective and living place for some of the population and this is where they build most of their ships.

The planet itself is mostly comprised of land mass though only 10 % of the planet surface is actually covered in water. The planet caps are covered in a thick layer of glaciers that cover 12 % of the planet. Most of the water is located in marshes and swamps that cover 22 % of the planet. The other 66% is mountains, steppe a few deserts and the majority is low hills and flat plains ranging across the planet. For the most part the planet is not volcanically active, eruptions aren't that spectacular or explosive, rather it just oozes out from fractures between plates.

The atmosphere is mostly comprised with a Oxygen/Argon/Nitrogen mix but with a fair amount of ammonia in the air. The seasons on the planet are strange and not completely in line with a standard system, instead it is more like, Spring,light winter, summer, fall, and winter. A standard day is 36 hours long with two weeks every three months is complete darkness. They orbit the gas giant every four and half weeks. The year is 1473 days long divided into seasons which is the system of months. Generally the planet is cooler averaging 68 F during the summer and during the winter and cooler periods it is around 26-33 F.

Most of the planet is not populated save for the areas designated for food production or non-intrusive mining operations. Other areas areas are dedicated to religious and Military production though less then 38 % of the planet is ever being used for anything. Everything else has been preserved for religious and cultural relations. Most of the population is centered around major cities with some other major installations Orbiting the planet. Across the plant there are ruins that are held sacred to their people, these ruins are extraterrestrial in nature and advanced.

Approximate Population: The population on the actual planet is around 6 billion and another 2 billion in space station ring that surrounds the planet.

An Eternium City:
 

Race(s):
Most of the race is Dragons, called the Seraphim, divided up into four types based on their ability and desire to learn one way that funnels into the government. The lower gravity and spending many years in this world in many generations they were changed. Their bodies lost the ability to fly, their throats instead gained a stranger ability of being able to project loud crones that can deafen those ears unable to hear it. Having long ears and fur a top their heads to protect them from the cold. Evolving long  three fingers and a long thumb to help them while loosing length to their claws. Their feet grew thick and padded to prevent from being frozen on this cold world. Their eyes adapted better to the darkness, so that they would see during the dim seasons. They learned to stand upright, their hands and feet became more pronounced.

The second race to join them was a special and strange race of Earth ponies that had wolf like ears and canine like teeth. Welcoming those ponies to their fold, they were taught the same way that the Seraphim had been taught. These ponies already had hands and hooves for feet when the Seraphim found them. Doing a bit of genetic engineering on the earth ponies to better adapt them to the world by adding a bit if the genetic material of another mammal on the planet. They are slowly balancing the Seraphim out though they are careful about over breeding.

Ethnic Makeup:
Dragons - 62%
Earth Pony - 38%

Government Type: A Fascist Meritocracy Oligarchy Theocracy. A council comprising at least two hundred upper level representatives meet on the occurrence of one every two months to bring matters that address the whole planet instead of each section divided off. Fifty representatives from the four factions vote on the matters while the heads of each faction govern and bring the matters to the council. The higher representatives are chosen for the skill and merit to forwarding the goals in general and the specific goals to their faction. When a child reaches an age, they are put through a series of tests in order to find where they best stand and give them a faction. Only after they prove themselves then they are given a proper name. The earth ponies haven't yet been a leader of a faction but there are a few scattered in the 200 high ranking representatives.

The four factions are: Military, Law & Government, Religious Culture, and Research & Development

Current Leaders:
First Grand Admiral of the Imperium: Visions of the Pale Moon. He is cunning, ruthless, and always eager to prove his skill in combat. Visions has always been the one to outmaneuver his opponents on the battlefield and in the council. Heavily respected, even by his enemies, he has come to bear the terrible burden of protecting his people at all costs. One of the more approachable of all the leaders simply because he treats all others with fairness and never dismisses them based on what faction. Rather he would love to sit down and have a friendly conversation with you and share a drink.

Minster of Law: Affinity of Eventual Justice. A tough dragon to read and a harder one to appease. Standing as the becon of order and justice over much of the people, he desires a never ending quest for power and order but he keeps his plans on the down low. A model of brutal efficiency but lacking sometimes in the tact portion of his job, he can be sometimes very blunt.

Divine of the Gods: Eos of Eternal Cycles. The kindest and most benevolent out of all the leaders. She prefers to solve problems among others using her kind voice and diplomatic skills as a guide to the people when it comes to their gods. Always listening and providing comfort to those that seek her out, relieving them of stress or doubt when it arises. She is not one to get angry easily but it happens from time to time.

Director of Research: Harmony of Wisdom and Knowledge. A stubborn and prompus dragon who prefers to spend her time among data sheets and figures instead of other people. Sometimes a bit arrogant but rather good at what he does. Solving problems and thinking outside the box when a problem does arise. She would be the one to work herself to death if the other leaders didn't do things.

Government Spending Focus:
Military Production and Enforcement: 37.5 %
Scientific Research: 32.5 %
Education: 12.6 %
Social Welfare: 2 %
Religious Restoration: 3.4 %
Industry: 8 %
Miscellaneous: 4 %

Capital City: Proteus, the largest city based around the ruins of a space port that had been abandoned long ago by the Iconians who once lived there. The largest monastery and largest space port are placed in the city along with the council meeting memoriam. The city has one of three direct connections to the space ring around the planet. Being the hub for most trade and religious activities for the planet

Leading Industry: Ship production, research and development of ship components.

Currency Name: Icon Marks or Simply Marks (For the pictures of their gods and founders.)

National Motto: "Glory be to the first born of the gods."

National Flag:
Scion flag:
 

National Religion: Worship of a long dead alien race nicknamed the Iconians as their gods. The Founders should founded their religion in these gods are as well worshiped in the timeless places the Iconians left behind. The point is to dedicate one's self further to attaining enlightenment through renewed service to achieve a state of peace in mind that all will be well and carried on the path to the heaven received for them.

National Anthem: https://m.youtube.com/watch?v=z0zdqeivGaU




National Merit: "We welcome you into the hands of our people, let us live as brother and sister together."

Ships:

Prefix: ISJF (Imperial Scion Justice Force)

Pillar of Faith (Medium Tier I)
Laser I
Sensors I
Shields I
Engines I

Glory to the Gods (Large Tier I)
Laser II
Sensors I
Shield I
Engines I
Armor I

The Great Journey (Supermassive Tier I)
Life support I
Engines I
Shields II

General Appearance: Most of the ships in the Scion's fleets look like over glorified space vessels but each one is a prize to see. Built from strange alien tech that once existed long, long ago they now have a super massive fleet made of these bug looking ships. Some look like predators while others look like giant tubes smacked together with engines.


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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Wed Oct 21, 2015 12:04 am

https://docs.google.com/document/d/1JwrnBhvzZ9z9k8nZUAQ5oEZSPu6y9AKQTl-oLamvv6Y/edit?usp=sharing

Still in progress.

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Mon Oct 26, 2015 4:15 am

Current sheet, still in progress
https://docs.google.com/document/d/13ckdGiLb2DyYvXRTE-RIkfASWTkw_Dl9HHvrJy-4c0s/edit?usp=sharing

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Tue Oct 27, 2015 1:34 am

LUNULA
https://docs.google.com/document/d/1LXtpZdS4if-7sXOaXXsrW9fLKw3vBK3sYENP8_VtkmM/

Ooh! Ooh! Me too! Still in progress.

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Tue Nov 10, 2015 12:22 am

R.I.S.E.
https://docs.google.com/document/d/1x5q_drYPdYulTp0cm_h5yzY3WIckxOP7VywCT1oNH78/edit?usp=docslist_api

Mostly done, if you require polishing I will fix it otherwise it is done.
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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Fri Nov 13, 2015 12:13 am

https://docs.google.com/document/d/1yQxS73LSnWpH2xovpm0-OJaVSFVuWsaZNWgpIAedi8E/edit?usp=sharing

Anything I should change?
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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Fri Jan 15, 2016 11:09 pm

Okay, so Sharp's given us his permission to run this ourselves, so me and Portal will be taking over threadrunning from here. We are probably gonna change some things in the system and such, but biographies should be largely unaffected by it. We might ask for some additions, but that's probably the jist of it.
I would like confirmation that people are still interested in this thread, of course.

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Sat Jan 16, 2016 5:31 am

This is me confirming.
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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Sat Jan 16, 2016 7:02 pm

Okay, posting this here, this is a quick reference to changes to how the game is gonna be run, additions and details, and a slightly changed nation sheet.
All the changes to the sheet are in easily distinguished red to ensure that you do not miss them. We might make additional changes later, but for now this is all that we've thought of that are important enough to bother noting.

https://docs.google.com/document/d/1psWhkp4Y_2DtO3EJTVeC6mAJ3lSGgWsl5yGQQV_4LyI/edit?usp=sharing

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PostSubject: Re: National Identity Reloaded: A Space Odyssey   Mon Jan 25, 2016 10:24 pm

I am confirming as well
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