Summary: Where all others falter and crumble, the old Republic endures
Grand Arkhal Republic
Owned by: CBXanadu
Gender: Not Applicable
Group: Elder States (mods only)
Game: Star States
GovernmentThe Grand Arkhal Republic is best described as a Unitary Republic, but with strong oligarchical overtones.
The modern Republic is stratified into three different levels of governance: High Government, Oversector Government, and Planetary Government.
The High Government, as the name implies, is the highest and most supreme branch of the Republic, exercising total authority over the whole nation. Taking up the legislative role of the Republic is the Tribunal, a 144 seat "senate" of sorts staffed by the elected Tribunes of each Oversector of the Republic. Tribunes are elected by popular vote and serve five year terms with no term limit. The head of state and arguably the most powerful individual in the ancient Republic is the Consul, an elected official who is voted into office every 10 years by the Tribunal. Like Tribunes, the Consul has no term limits. Below the Consul and sharing power with the Tribunal is the Chamber of Ministers, which serves as the advisory panel for the Consul and the heads of the five primary ministries: the Ministry of the Armed Forces, Ministry of Foreign Relations, Ministry of Economics and Finance, Ministry of Internal Affairs and Development, and Ministry of Justice. Each ministry has various "sub" ministries that handle more specialized facets of society (Ministry of Stellar Transportation, Ministry of Public Health, etc). These are headed by Deputy Ministers.
As the Republic controls such a large swath of territory and the countless billions within it, the need for micro-management of planets is utterly necessary for effective governance. Oversectors are the effective "provinces" of the Republic, each encompassing scores of worlds and the orbital habitats, space stations, and various other outposts throughout the sector. Each Oversector is headed by a Chancellor, who is elected by popular vote and serves 10 year terms with no term limit. The Chancellor has total authority over their Oversector and may govern it with limited autonomy so long as they follow the mandate of the current High Government (mandates for the Chancellery are drafted by the Tribunal and/or Consul and approved by a standard vote), a chancellor may be removed from office for not following the agendas and mandate of the government. The Tribune of each oversector works in conjunction with the chancellor to ensure that the sector's needs are met and its people are at least somewhat adequately represented (though Tribunes will often form their own agendas after election). Each oversector chancellor has a five-person advisory panel similar to the Chamber of Minister, having a secretary for each field of concern. Chancellors typically issue high-level edicts and directives for the various planetary governors to follow, though the chancellor can work with individual planets as needed.
Planets are ruled by a Governor, who is elected by popular vote, serves a 5 year term, and has no term limit. The governors can similarly be removed from office for failing their duties or abusing their power. Planets under a certain population total are ruled by a governor and their various administrators alone, however, for more highly developed and populous planets the prefecture system is used. The planet is divided into prefectures, each managed by a governor-appointed prefect. The governor has total authority over the planet, with prefects bound to their directives.
Ostensibly, the Republic is "by and for the people", however, as it has evolved the government has become more autonomous and Unitarian in practice. The once fully democratic Republic has slowly become more oligarchical, with the officials acting more along their own interests and agendas and "guiding" citizens to support them and believe it is for their own good. This is, essentially, a coping mechanism that the Republic evolved over time as bureaucracy and debate bogged down the government and made it hard to act, even in times of crisis.
The modern Republic seeks to expand its own interests at all costs. Its modus operandi is to preserve the status quo while constantly opening new political avenues to expand its wealth and influence. While the actual mandate of the government changes with the ruling parties and which individuals hold the reigns of the government, the Republic's general operating policy will always be "To endure, to expand, to influence".
MilitaryThe Republic's armed forces began as basically trained citizen armies, and evolved into the drilled, disciplined, and well equipped professional forces they are today. The Republic Grand Legion and Republic Grand Armada each serve as the modern Republic's sword and shield.
The Republic Grand Legion is the starborne army of the Republic, encompassing millions of Legionnaires across countless worlds.
A Legion is a self-contained, self-supporting starborne army unit. It contains all necessary divisions for an invading force, including infantry, mechanized units, armor, support units, and command elements. Legion composition varies quite often depending on the host species and the tactics the legion is oriented towards (a siege Legion will have far more artillery and armor than a tactical legion, which maintains a broad approach and prefers balanced combat, where an Assault legion will have more armor and mechanized units along with heavy infantry). The actual Legion can be broken down into various Divisions, Cohorts, Segmas, and Squads as needed by the commanders. Each Legion is commanded by a Legate General, though in times of war multiple legions will be grouped under a High Legate. Legions are typically raised from a single planet, though personnel will be recruited from throughout the solar system and beyond. Legions will take the name of the planet in tribute (55th Akron Legion, 4th Alvarion Legion, etc), and will often create their sigils based around their home. Because legions are raised locally, most tend to be largely comprised of the local species, with other legionnaires and officers from other species mixed in to serve specialist roles as needed.
Legionnaires are well trained and well equipped by the Republic. While some species have specialized training regimens, all training Legionnaires receive is extensive, and covers everything from basic survival to even fighting with life-threatening injuries. Training times vary depending on the actual regimen, which requires the Republic to maintain a large stock of reserve units and an even larger stock of active battle-ready units to avoid being caught off guard. Equipment wise, the basic Legionnaire kit for all species includes the Sovus battle suit, an adaptable, computerized fullbody armor suit that possess many patterns for different species. The computer systems aid with target acquisition, weapon handling, and communications (along with coordination and command suites for officers). The standard assault weapon issued to most Legionnaires is the SAR-550 Storm Rifle, a charged particle rifle that fires tightly packed, semi-solid energy slugs in place of physical bullets or conventional energy rounds. The Storm Rifle is versatile, aside from accepting a litany of attachments, it an also accept mod kits to adapt to other battlefield roles such as a Designated Marksman Rifle or a Squad Automatic Weapon. Specialty weapons like machineguns, anti-tank launchers, grenade launches, and sniper rifles are issued to specialists and vary in composition. Specialists are allowed a degree of freedom in choosing their weapon of choice so long as it comes from a Republic arms company. The Legion uses several models of armored vehicle, with the various legions choosing those that best suit their needs. The most commonly used battle tank is the MBT-22 Devrus, a balanced, hardy, yet old design that has become the bellwether for the Republic's armored vehicles. Though perhaps the most infamous throughout the galaxy is the mammoth HBT-5 Thamus, a hulking twin-barreled monster of a war machine.
The Legions are sometimes accompanied by Auxiliary companies, groups of volunteers or conscripts from client states of the Republic, or recruited from allies. Because they are not Republican citizens and not part of the regular Republic war machine, composition and command structure of Auxiliary detachments varies wildly. The only consistency is the assignment of a General or Prefector (equitable to a Colonel) and an Arbiter squad (political officers), all of whom command the Auxiliaries as a separate unit.
The Grand Armada is the navy of the Republic, charged not only with patrolling its territories, but also in transporting the legions to war, and striking out at enemies thousands of lightyears away if need be. An Armada, like a legion, is a self-contained and self-supporting starfleet, encompassing hundreds of ships and the Solairs needed to fly them. Unlike legions, the composition of an Armada is wholly dependent on their preference, often with little to no regard to the host species of the fleet. Also like Legions, the fleet can be broken down into Squadrons, Flotillas, and Void Segmas (only really used for fighters and recon units). An Armada is typically organized in a top-down manner, with the command and support vessels in the rear of formations, tailing the artillery vessels and carriers, then line ships, with formations headed by small attack craft and fighters. Smaller craft will harass enemy vessels and weaken them for bombardment by line ships and artillery. The Armada is headed by a Legate-Admiral, and like Legions, multiple Armadas can be grouped together under the command of a High-Legate. Again like the Legion, the Armadas are raised from single planets, with personnel being drawn from the local solar system and neighboring systems as necessary. Armadas too take the name of their home port (9th Hallava Armada, 1st Majus Armada).
Solairs are well trained and deeply disciplined, and are generally more educated and drilled than Legionnaires due to the complex nature of running a starship (though due to more lax physical requirements, are often weaker physically). Solairs are accompanied by Dragoons, specially trained Void Marines who protect the Armada's ships from boarders, board enemy vessels, and can be deployed from orbit to act as shock troopers or strike teams. Dragoons use similar gear to Legionnaires, but employ compact power armor in order to give them an advantage in combat (they will often be outnumbered and locked in close quarters, power armor gives them a protective edge over enemy attackers or the defending crew of a starship). The actual vessels of the Grand Armada are varied, coming from various staryards across the Republic. Typically, the closest staryard to a vessel's home port will be responsible for outfitting it with ships and equipment. As such, most fleets reflect their home and their species with ships designed according to that species' own Republican custom (though all ships are similar in basic function and design due to the strict standards of the Military). Vessels range from small and nimble corvettes to hulking dreadnoughts with the firepower to eradicate entire continents. The Republic employs a balanced variety of ships in combat to meet any threats that may arise in combat.
The actual weapons used vary based on the vessel class, but most follow the Republic's principle of maintaining range from the enemy. Particle cannons are widely used, with a well-earned reputation for reliability and substantial damage dealt at most ranges. Rail guns are widely used as well, but typically as long range artillery and as heavy-hitters (with the massive spinal guns on some dreadnoughts able to punch through the crust of a planet). Projected energy weapons like lasers are used typically by fast-moving ships for hit-and-run attacks, or for searing off armor at close range. Typically though lasers are widely used in point-defense. Slow and armored torpedoes are mixed with fast and nimble missiles to combat enemies at long range, or to deliver special ordnance such as EMPs, sensor clogging chaff, or even hull-eating nanites. Some vessels are also rated to carry the Republic's Strategic weapons, such as nuclear, chemical, and anti-matter warheads. These cannot be regularly used in battle and require special clearance, however.
For local defense, each planet maintains Interior Guard troops. Interior Guardsmen are only basically trained and equipped, and are not considered part of the Grand Forces (the primary military). Rather, they are treated as a local militia and remain under local control except in emergencies, when command may be transferred to local Grand Legion commanders. Interior Guardsmen are typically used for civil service, combating crime when Judicial Regulators require assistance, and in times of war, repelling invaders. The number of Guardsmen is dictated by a planet's population, the larger a population, the larger a standing Guard reserve must be.
Working in a similar capacity to the Interior Guard is the Republic Interstellar Patrol, which operates small squadrons of lightly armed ships that patrol solar systems and major travel lanes to combat crime, piracy, and repel invaders.
While not military forces, the Judicial Regulators act as a means of defense against criminals such as pirates, bandits, and anarchists. Basic Judicial Regulators are capable of light combat, though heavier Tactical Response Forces can be called in, and of course Interior Guard troops can be requested if needed. Judicial Regulators also operate small patrol craft and maintain security cordons in orbit of planets and around major installations. Regulators are forbidden from leaving their jurisdiction and must report escapees to Interior Guard or Interstellar Patrol forces.
The Republic maintains a large strategic arsenal, having amassed a wealth of nuclear, chemical, and biological weapons over time. Despite some nations and alliances forming anti-strategic weapons treaties over time, the Republic, even in its more liberal and democratic days, never became a signatory, resulting in a large stockpile of WMDs. Nuclear and Chemical weapons are deployed with the Grand Armada, allowing the Republic mobile deterrence against similar nuclear and chemical attacks. Additionally, warp capable Inter-Planetary weapons are kept ready at launch stations throughout the Republic. Biological weapons are rarely deployed in any fashion and are typically maintained in cryo facilities, and are rarely used even in retaliation. A recent innovation, Anti-Matter weapons, have been integrated into the arsenal to replace aging nuclear warheads. They are drastically expensive to produce and maintain, and as such, are only kept in small numbers throughout the Republic.
The Republic, not being bound by proliferation and deployment treaties, will use strategic weapons in battle if needed. It does so, however, sporadically due to the heavy consequences that come with their use (the use of a WMD never goes unnoticed and always comes with political backlash). In the past, use of a strategic weapon required the permission of the Consul, though in recent millennia that protocol was altered to allow the Military Command Council and MILHICOM (Military High Command) to issue clearance, or even grant "discretionary use" to Legates (allowing them to deploy a specific amount of weapons as they see fit).
The Republic's use of strategic weapons still remains a hot topic both internally in politics and galatically in foreign relations, and remains a subject of scorn from its enemies.
The general strategy of the Republic is deterrence through the sheer size of its military, and its ability to project force across long distances. When deterrence fails, the Republic will eagerly launch overwhelming invasions to destroy its enemy.
Sheer force is one of the Republic's greatest tactics, being able to deploy millions of well-equipped Legionnaires and thousands of high-tech warships with ease. Its general strategy is never simply "beat the enemy into submission", rather, it uses its excessive force to strike the enemy at multiple hard points at once to overwhelm and confuse them. War strategists will typically use rapid attacks to hit enemy defenses and destroy vital war infrastructure to weaken their capability to defend themselves, and remove the possibility to strike the Republic at its homeland.
The general order of battle is constantly applied pressure; Armadas will use unrelenting artillery and line ship fire to batter enemy formations while smaller vessels will find breaches and strike deep, Legions will use orbital artillery, air strikes, and ground artillery pieces to blast apart enemy positions while Legionnaires, supported by armor, mechanized, and robotic divisions, continually push forward, while special forces units rip the enemy's flanks apart and weaken their fortifications. The Republic's forces prefer to keep pressure applied to the enemy at all times to keep them from recovering, and rapidly force them to either retreat, or break them.
Attrition is frequently used as a fallback if the Republic cannot win a war quickly. Its massive economy can support a war for decades, while the mammoth industrial complex can produce war goods at frightening speed. While drafts are legal during a time of total war (an actual declaration of war is needed), regular recruitment for the Legion and Armada ensures that the military is always staffed.
Client States of the Republic are always present alongside their patron state, and while their strategies vary, they will often provide the Republic with any support they need.
The Armada and Legion are largely complimentary of each other, supporting each others operations in any way possible (such as the Legion destroying ground-based orbital defenses so that the Armada can close in to low orbit for precision bombardment to weaken enemy positions for the Legion). Generally, there is a lot of cooperation and coordination between the two branches.
EconomicsThe Republic has prospered largely because of its free-market economy. From the crucible of the Republic's capitalistic marketplace came galaxy-spanning mega-corporations, vibrant trading guilds, and expansive merchant fleets carrying Republican goods far across the galaxy.
Its massive manufacturing base is perhaps the heart of the Republic's economy. Planet-spanning super-cities have no shortage of massive foundaries, while some corporate-owned colonies are essentially region-spanning factories. The production of consumer goods, weaponry, starships, FTL drives, agricultural goods, and other myriad goods has given the Republic a strong economic base to profit off of. Republican goods reach all corners of the galaxy.
The service industry, such as consulting firms, banks, and so forth, also thrives in the Republic. Banking, perhaps, is one of the Republic's most prosperous industries, though with a dubious reputation. Many foreign corporations, private citizens, and even nations make transactions with Republican banks every day. Dealing with a Republic bank, however, runs the risk of financial disaster. No existing Republic bank possesses a moral compass and will relentlessly pursue those with outstanding debts, even Republic politicians and power mongers.
The Trade Guilds and Merchant Consortiums are the backbone of the economy. Fleets of corporate-owned merchant ships, the fleets of powerful merchant lords, and the endless stream of privately owned ships flock to the Guilds and Consortiums to find their way to profit. These groups offer insurance and financial backing to merchants in exchange for pledging their loyalty to the guild and carrying the goods they have been contracted to peddle across the galaxy. The Guilds and Consortiums often act on their own accord and make contracts with foreign nations, colonies, and corporations.
Of note but not a major contributor to the economy is the Republic's thriving entertainment industry. While profitable, it does not provide nearly as much income as manufacturing or trade. It does, however, provide the Republic with the means to influence others politically.
The Republic maintains a considerable treasury, and will readily use it to influence politics in its favor. It will also rely on economic actors to help it pursue its goals. In the past, the Republic has provided foreign relief to nations that shared its goals or were in a position to bolster its position, financially supported and provided weapons to rebels or warring nations that furthered its goals, and even bought out other nations debt to force them into servitude.
SocietyThe Republic is a heavily developed cosmopolitan civilization encompassing dozens of species each with their own cultural identity. The Republic itself does not possess a "culture", per se, but rather an amalgam of cultures sewn together into one varied and diverse identity.
Republic society is high stratified, almost existing in a caste system.
The wealthy and political elite occupy the highest tiers of society and essentially control Republican society. They live in opulence and luxury, taking any advantage they can get to keep it that way, even at the cost of others. The upper-tier may control society, but it must exercise caution to avoid angering the middle-class commoners below them. The workers and professionals of the Republic exist in a state of mutual need with the elite, a fact that many elites within the Republic try to downplay. As such, many elite attempt to coexist with the commonfolk and maintain the status quo through methods such as warmly welcoming labor unions, donating to charity, funding development and improvement projects, among other methods.
The Commoners of the Republic are a diverse bunch that are typically defined along cultural and species lines, unlike the elite, who tend to act and think much like one another despite being of varied species. Despite the control of the elite and the slant of the government towards catering to the elite, the common Republican citizen still experiences a high standard of living thanks to the powerful economy, and the plethora of jobs availible to them. Education and health care is readily availible, providing commoners with plenty of opportunities to conserve and expand their lives. Being an open capitalist society, Commoners can easily find ways to succeed in the Republic at business, finding no end of opportunity for them.
On the lower rungs of society are the working poor and the downtrodden outcasts. Residents, those who reside in Republic territory but have not gained full citizenship and the opportunities that come with it, make up the bulk of the lower class Republicans. Life is not easy, for many find themselves in grueling labor jobs, or being exploited by megacorporations. Many turn to crime, while others will find existence outside traditional society in outcast villages in uncharted areas of Republic worlds, or in the dank undercities of its megacities. Upward mobility for the lower class is limited, the only opportunities typically being crime, joining the military to achieve citizenship, or attempting to flee the Republic.
Life in the Republic is extremely mixed and largely dependent on the world that one inhabits.
The Republic is known far and wide for its continent spanning megacities possessing populations far into the billions (sometimes spanning the entire habitable area of a planet). Life in the megacity is always busy and hectic. The Elite live in the highest points of the city, taking up residence in penthouses and sprawling skyline residential complexes. It is here that many corporate bigwigs and political elite tend to make their residences, being close to the political and economic centers where they work. For the commoner, life is hectic but rewarding. Apartments and townhomes in the cities are cheap and plentiful, and of exceptional quality (most of the time), and jobs are bountiful, especially for educated workers. In-between shifts commoners can find no end of entertainment, from holodromes to sleezy brothels, as well as no end of consumer goods to bring home to enhance their personal life. For the rich, opulent luxuries await them in the skylines of super-skyscrapers, such as pleasure domes teeming with eden-like gardens and ornate spas and restraunts, to black-tie clubs where the biggest names in the entertainment industry can be found on a regular basis. The further one goes down, however, the more dangerous and seedy a super-city gets. The working poor and residents often live far down where the sun never shines, living in slums where not even the most grizzled Regulator will tread.
Districts in cities vary from bustling commercial districts and residential complexes to smog-choked manufacturing districts.
Starships and Aerolangs ("flying cars") often clog the skies of megacities day and night, especially around space elevators and planetary starports.
Middle-worlds, as they're called, tend to walk a balance between underdeveloped agrarian worlds and the heavily developed metropolitan worlds. Cities will mimic the infamous megacities, though on a far smaller and more conventional scale. Outside the cities are towns and small villages where one can find an idyllic, quiet life. The opportunities availible are not as plentiful in the country, but the trade off is the quiet, serene setting.
Agrarian worlds, such as agricultural centers and developing colonies, are often found on the outskirts of Republic space, and make up the entirety of the frontier. They are quiet and underdeveloped, with no major cities to speak of (the largest settlement you will find is the planetary capital and the accompanying spaceport). Those that live on these worlds live simple lives, sometimes opting for low-tech lives and shying away from space travel. Farming, mining, and mechanical work are all that await those on these worlds. Wages are far below those of the working professionals of middle and metro worlds, but life is often cheaper and simpler. Entertainment rarely goes beyond the occasional drone racing dome, land-rover rally racing, and dive bars. On occasion, these worlds will possess small clusters of opulent estates and luxury resorts where the elite retreat to get away from the hustle of the metro worlds, or where foreigners can visit for an idyllic vacation. These areas are often gentrified towns bustling with high-end stores and restaurants that are more often than not avoided by locals.
Dotting Republic space are various orbital habitats, space stations, and outposts, where many Republicans find a regimented life servicing starships, mining asteroids, or serving as crewmembers aboard ships. Life on these stations are often work-oriented; living quarters are small and basic, entertainment is usually limited to bars, restaurants, and the odd club, but money is easy to make if one is willing to get their hands dirty laboring away on ships or in space.
The average Republican citizen (not counting Residents) is educated and typically holds a basic labor or service job. Culturally, most species have adapted a capitalistic outlook, where self-improvement, self-fulfillment, and reaching for every opportunity is encouraged. It is also common to find those that simply work to stay where they are, finding comfort in an easy, mundane life. Engagement in politics is high, however, with most Republicans driven to vote and partake in rallies and other political activities. Ostensibly, the Republic is a democracy, though as previously stated the government tends to think for itself. Citizens still have a high degree of control, however, as they vote for Tribunes, Chancellors, and Governors, as well as on many propositions and policy changes. It is often the job of political parties and government committees to get people onboard with their policies, even if it might run contrary to the interests of some.
Species wise, the Republic has 8 fully incorporated species (the "core" species where the majority or all of the population lives under the Republic), 13 partially incorporated species (where a large amount of the population and worlds belong to the Republic) but according to the 13,044 census, there are immigrants from 34 non-incorporated species within the Republic.
The incorporated species are:
*Interhecta: a species of tall, slender, bipedal and bi-armed insectoids whose society has always been focused on politics and economics.
*Almari: a species of average sized, bipedal reptilians whose quiet focus on family life and enriching one's family and friends has put them at odds with many other Republican species.
*Hedians: a species of tall, muscular, physically strong bipedal arthropods whose clan-based society has always been focused on war and military philosophy.
*Krogg: a burly race of bipedal, hyper-aggressive saurians that seemingly live for war and hard labor. Krogg society is brutish and "stupid" in that a Krogg's life is an ongoing contest to prove one's strength to others.
*Al'Avaree: a race of flightless bipedal saurian avians whose society evolved around the concept of service beyond ones self, making them excellent soldiers, workers, and spacers.
*O'Chiik: short and skinny blue humanoids whose utilitarian society easily translated into a Republican existence as scholars and politicians.
*Ghora: a mid-sized, muscular race of bipedal canines whose society at one point was based around religious devotion, but is now more dedicated to common effort, making them docile and complicit Republican citizens.
*Vhuul: a strange, plant-based life of varying shapes in sizes (ranging from bipedal, to multi-legged and at times multi-armed). Curious in nature, they do not have a set culture but adapt one based on their surroundings, often mimicking other species cultures.
Foreign AffairsThe Republic's foreign policy is generally neutral; the Republic is open to formal relations with all stellar nations regardless of history or reputation (so long as there have been no transgressions against the Republic and its people). Republic envoys are numerous and constantly on the move, meeting with foreign diplomats daily to maintain the Republic's status quo with neighboring nations.
The Republic will gladly engage in trade agreements, border agreements (keeping borders open or establishing agreements to streamline customs protocols, or to lower entrance tariffs), non-aggression pacts, and other basic agreements. More in-depth agreement such as military alliances, arms sharing, and foreign aid dispersal require a bit more involvement with the Republic and are generally reserved for its preferred partners.
The Republic generally seeks to expand its influence, and will strike out to find new political and economic opportunities. It will leap upon opportunities to expand its influence into a sector typically by establishing formal relations with like-minded partners (or those that stand to help it further its agenda) and establishing treaties. In areas of conflict the Republic will side with the nations that can aid in expanding its agenda, it is not uncommon for the Republic to arm and finance rebels, warbands, and warring nations if it furthers its goals (such as limiting a competitor's economic markets or political influence, or shutting out rivals from accessing the sector), and has even been known to hire mercenaries or outright deploy its own military in support of one side.
The Republic keeps several close allies for mutual defense and economic benefits.
When crossed, the Republic will not hesitate to use its substantial influence to harm its enemies. Often, it will not even need to deploy its armies to defeat an enemy. Economic and political sanctions are used as threats to ensure compliance, and are liberally used against those who defy the Republic. These sanctions are death sentences for some nations, as those who ally with the Republic, or even those that fear it, will abide by said sanctions out of allegiance or fear. The Republic will not hesitate to use more proactive measures such as shutting down trade lanes, disrupting FTL traffic using inhibitors, or even blockading enemies. In other cases it will use the aforementioned financing and arming of a nation's enemies to deal with them. If needed, military force will be used, but is typically a last resort.
The Republic keeps a band of client nations, small stellar states who submit to the authority of the Republic in exchange for protection and open trade (often being treated as extensions of the Republic itself). These nations are all part of the "Arkhal Consortium", acting in allegiance with their master in most cases of diplomacy and economics.
TechnologyBeing as old as it is, Republican technology is fairly advanced. Through constant subsidizing of high-tech industries, secret development initiatives, and numerous research agreements, the Republic has established a solid tech base.
Consumer technology is highly advanced, with holograms, AIs, androids, Aerolangs (ostensibly, flying cars), genetically engineered pets, and much more being readily availible to those who can afford them. The Republic also readily exports these items abroad, and will gladly export its consumer goods to a willing customer should they have the coin.
Medical technology has allowed for most diseases to be treatable (though due to the constant access to alien worlds and new microbes, there will always be diseases, including those who cannot be cured right away), and most conditions easily diagnosed and resolved. Birth defects are largely unheard of in the Republic (at least in the middle and upper classes) thanks to gene-therapy treatment that eliminates defects before birth. Genetic engineering is availible to repair and enhance individuals, and for those looking beyond their organic body, cybernetic enhancements. Cloning is widely used in the replacement of body parts, but outside the medical field is also used to create food and exotic genetically engineered pets.
The Republic utilizes two distinct FTL methods, subspace highways and tachyon shunting.
"Subspace Highways" are massive, permanent warp installations that can almost instantaneously send large numbers of ships between two wormhole gates. Warp stations are established throughout Republic space, each being a subspace tunneler that creates a wormhole between itself and a neighboring station; the stations use quantum entanglement communications to arrange an opening between themselves, using immense gravity generators and tachyon projectors to forge a stable bridge through subspace. These "highways" run between most oversectors, though due to the immense resources required to operate them the highways are only used for travel between major areas. Once a ship jumps to its destination conventional travel is used.
Tachyon Shunting is the regular travel method. FTL drives in the Republic all follow the same standard design (though companies have variations that allow for a range of speeds and energy efficiency), injecting a ship's thrust with tachyon particles and encasing the ship in a tachyon-coated warp bubble to push it through space at FTL speeds. Trips that would take years at conventional speed take days, though because of the immense speed, FTL travel is linear. Ships travel in straight lines between "hop points", stopping at a hop point to change direction before returning to FTL speed. Within the Republic's borders there lies a massive network of FTL lanes dedicated to safe and coordinated FTL travel, governed by traffic controllers who use AI assistance to ensure ships reach their destination safely. Travelling outside designated lanes at FTL speed will result in pursuit by Regulators (who liberally use FTL inhibitors to stop fleeing ships), steep fines, and sometimes, confiscation of one's vessel.
Military technology has been a focus of many politicians in the Republic, giving the Grand Legion and Grand Armada, as well as the various mercenary bands and Private Military Companies within the Republic, access to a high-tech arsenal.
Particle cannons, energy projectors (lasers), railguns (from small gauss cannons to massive spinal accelerator cannons), and smart torpedoes/missiles are among the naval weapons availible. Ships themselves are high-tech monsters of war, enhanced with advanced AI, resilient energy shields, and tough armor.
Infantry technology is just as advanced. Weapons range from particle projectors (most commonly used by the Grand Legion), mass-accelerators, to energy projectors. Explosives are typically gel-based for easy use and safe storage, while also allowing for versatile payloads. Armor ranges from the basic Sovus computerized battlesuit to complex, computerized suits of hulking power armor that imbue a single man with the power of a full platoon.
Command and control systems have been advanced to allow for in-depth integration, giving commanders complete easy over the management of their assets.
*to be expanded on later*
HistoryThe Arkhal Republic's history expands well across the millenia and into the histories of countless races.
The Arkhal Region of Alcothracia was at one point a bustling hub of free, independent nations. Neighboring Arkhal was the mammoth Prathian Empire, whose conquests had brought their borders close to the bustling sector. Some nations, out of fear of conquest, banded together into the Arkhal League.
War inevitably followed as the Empire tried to take the sector, and in the bloody war that followed, the League's member states found themselves in constant retreat. More neighbors, however, began to band together with the League, giving them the firepower they needed to repel the invasion, but at a high cost.
From the ashes of war came talks of a federation; only the largest and most developed nations survived, and if Arkhal was to remain free, they would need to become one such nation.
In an event known as The Joining, the Republic was born from seven independent nations. In the centuries that followed, the Republic would steadily grow in size as more territories were annexed, joined peacefully, or taken through conflict. As it grew in size, so did the Republic grow in military strength and political power. Though as it grew, it attracted the attention of the Prathian Empire, ever sore for their defeat hundreds of years ago.
The Great War soon followed as the Grand Arkhal Republic and Prathian Empire found themselves unable to resolve their intense animosity for one another. The war almost immediately devolved into a protracted slog, stretching across a full decade with no progress. The Prathian Royal Armies, staffed with hardened professionals, while powerful, could not seem to break the extremely numerous Citizen Armies of the Republic. In time, the Prathian Empire began to crack: while the Republic at the time was by no means a martial state, its massive industrial base and large population allowed it to support a length battle of attrition far longer than the Empire could. In time, Prathian morale began to break down as losses continued to mount. The Republic, after 17 years, broke through the Iron Line into the Prathian home sector, and besieged the capital. After a yearlong siege, the Prathian Emperor surrendered. The Empire, weakened and unable to stand, dissolved into various independent states, with the Prathian Kingdom, a shadow of its former self, become an isolationist state under the thumb of the victorious Republic.
The defeat of the Empire saw the gradual change of the Republic military into a professional armed force from a citizen army, but also saw the gradual change from a full-democracy to an oligarchic republic.
The Republic began a monumental spread in the millennia that followed, using its might and influence to carve out a massive dominion. Its new, aggressive mandate led to it taking more territory by force and aggressive influence over membership and peaceful annexation.
The spread was eventually halted by the legitimacy crisis, when a largely fraudulent election resulted in a deadlock between two consuls. The government tried to resolve the crisis quickly, but the Republic began to stagnate due to weak leadership. As the government struggled to find a proper leader, several chancellors in outlying regions attempted to secede from the Republic. With no Consul, the motion could not be blocked nor could the military act on the threat of rebellion. An emergency Tribunal session was held and the Consul was appointed, rather than elected, from the Council of Ministers. The Consul, despite lacking support from the Tribunal, set out to stop the secession. The resulting war was quick and decisive, but the political ramifications from the quick appointment of an illegitimate Consul led to a period of civil strife in the Republic.
The era, marred by political instability and a deep economic depression, was seen by many as the time of ending for the Republic. Martial Law was used in many unstable oversectors, and in some areas elections were even suspended due to rioting at the polls, leading to the Republic remaining in a perpetual state of emergency for almost a decade. The next rounds of tribunal elections saw an entirely new regime in the Republic, which began to slowly cool things down. In time, the Republic began to heal, a process that took well over a century.
The economic boon that followed brought the Republic into the modern era. The Republic entered the new era wealthy and politically grounded, but in a state of change as a new regime entered the scene.
Strengths and Weaknesses (3 minimum for each)Strengths
*Strong military with an extensive military-logistics and industrial complex to support it.
*Massive economy powered by countless mega-corporations, trader guilds, and trade routes.
*Expansive network of worlds which provides a large population of workers, soldiers, and political supporters, while also providing a great deal of raw resources, industrial output, and so forth.
*Almost 10 millennia of technological development has left the Republic with highly advanced technologies for every facet of its stellar dominion.
*High level of political corruption. Most politicians have their own agendas and goals, largely along party lines, and will try to steer the Republic in their own direction at all costs, causing constant political clashing.
*Massive bureaucracy, which while effective in managing the breadth of the Republic's territory, also bogs down many processes due to the sheer size and complexity of the bureaucratic process. Delays in the government from administrative problems are fairly common.
*Social disparity between the social classes causes unrest between civilians, and between some civilians and the government. Unrest is more common on fringe worlds and requires constant attention from Regulators and at times, the military.
*The elite of the Republic, corporate leaders, merchant lords, political grandstanders, and many politically active celebrities, exercise a great deal of control over some members of the government. Some Tribunes, Chancellors, and Governors are easily swayed by money and influence, and can be pressured to "coerce" the government to help someone's private interests, leading to abuse of power by some members of the government.
People of Interest*Consul Arcaeon: the current leader of the Republic, an Interhecta just starting his 2nd term. A member of the growing Nationalist Party, the Consul is fiercely loyal to the Republic and will seek to expand its interests at any cost. Male.
*Tribune Thae Axximarrus: leader of the opposition in the Tribunal, a member of the Progressive Party, this determined Vhuul has one goal, and that is to keep Nationalist ambition in check and preserve the "Old Republic" morals. Female.
*Legate Pora Odti: A recently promoted Hedian Legate-General trusted with control of the 7th Axii Legion. Male.
*High Legate Maraa Kohl: An ambitious Krogg Legate-Admiral determined to beat the old notion that all Krogg are dumb brutes. Entrusted with control of the 2nd Expeditionary Force, consisting of three Armadas. Female.
This character is owned by: CBXanadu
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