Nowhere near done, still very much a WIP. Just wanted to put it here so y'all know I'm totally going to be in this. [hider]Name of nation: League of the Twenty Worlds ([i]Falasolsi lasi la Fafare Sirere[/i]) Species: Human Description of government: The League of the Twenty Worlds is an oligarchy, with the power of the government split between three people. They are known as the "[i]Domila Refafa[/i]", or Eternal Three. Each underwent an extremely complicated and dangerous procedure in the distant past, which transferred their consciousness to a newly grown body. Said bodies had been genetically modified to be immune to aging, making them effectively immortal. Neither controls a specific section of the nation, and they instead act more like a council, discussing different matters until a compromise is reached. Unlike most examples of councils, however, a unanimous decision must be reached. Originally, two out of the three had to agree, but this led to two of them always supporting each other and locking out the third from having any actual input. Humorously, this was the result of simple interpersonal loyalties and not a planned conspiracy. Each planet has its own governor, whom is put in place by the Eternal Three. The governors are not immortal (the technology has long since been lost), but do rule either for life or until they are removed by the Eternal Three. They are allowed to govern their own world as they see fit as long as they are in power. While this gives rise to a variety of different planetary governments, the Eternal Three tend to remove any governor which crosses the line and turns their world into an anarchic or totalitarian planet. Officials appointed (or elected according to the system set in place) by the governor receive all their power from said governor, who in turn receives all of their power from the Eternal Three. In this way, it is similar to a feudal system. However, only the Eternal Three are permitted to own starships. This makes the inner conflicts that tend to plague normal feudal systems impossible, as no planet can attack another. Vessels can be leased to governors and lower officials by the Eternal Three, which is often done when a rouge governor is overthrown. Vessels are temporarily given to rival governors, whom then do the dirty work of deposing the rouge governor. The only reason this is actually done is to placate the governors. Description of military: The League's military is divided into two divisions: the Planetary Forces and the Starborne Forces. The Planetary Forces are an amalgamation of the Navy, Army, and Air Force. One could think of them as the Marine Corps on steroids. They are weaker than their analogues in other nations, however, due to the lack of conflict within the League. Their strength lies in defense rather than attack, and have no interstellar vessels of their own. In the ground divisions of the Planetary Forces there is a great emphasis placed upon armored vehicles. Many years of constant development has led to a standardized main battletank for the Planetary Forces: the Vector-Type Zero Crewed Tank Walker. The VTCTW (More commonly called the Type Zero) is one of the odder tank designs to come out of humanity. Instead of treads or an antigravity system, it uses a set of six legs to traverse the battlefield. To assist in this is a mass reduction system that utilizes negative matter, as well as magnetic claws at the end of each leg (which also function as grapplers for better traction). This (overcomplicated and unnecessary) system affords it better mobility than more traditional traded tanks, but at the cost of any resemblance of the abstract concept of reliability. The joints in both the legs and claws consistently break down, and without extensive supplies of oil the tanks are immobilized. To overcome these massive and glaring drawbacks in the design, a set of modules was created that could be attached to the central crew cabin (which also functions as the turret). The very first of these was a pair of treads, which could be fitted in place of the legs. These treads are now used on all tanks while not in battle, as the unreliability of the leg system made marches exponentially longer than they would otherwise be. When a tank's legs are damaged in combat, the treads tend to be fitted if the rest of the tank remains intact long enough to be recovered. Another major problem with the legs is their vulnerability, as a well-placed shot could easily tilt a tank on its side and immobilize it. An entirely new active defense system was designed for the sole purpose of protecting the legs. Said system (the Plasma-Based Projectile Interception System, colloquially known as Plasma Schürzen) utilizes plasma arc projectors that surround the tank, and activate whenever an incoming projectile is detected by the tank's sensors. Decades of improvement from the earliest version of this system (which originated on Old Earth many centuries ago) has led to a 90% success rate against small arms fire, 60% success rate against cannon shells, a 30% success rate against missiles, and near-complete immunity to random shrapnel. Ten years and countless billions of credits later, the Type Zero is a practical combat vehicle. Other modules that can be fitted include various different armaments. Fresh off the assembly lines, the tank has an 88mm railgun (which is capable of firing guided missiles), a 7.92mm coaxial coilgun, and a drive system mounted coilgun of the same make. It can carry 92 rounds of railgun ammunition and approx 4,500 rounds of coilgun ammunition. [img]http://i1105.photobucket.com/albums/h343/abstractematics/Recreational/Takemikazuchi.jpg[/img] Technological Overview: Cultural Overview: History: Other:[/hider]