Okay, so this is a pretty big WIP, I'm still trying to figure out a lot of stuff... But basically. I have Space Roaches that focus on industry and trade. There's a lot I need to figure out, but before I go ahead and further develop the idea, I want to run it by the rest of you and see if you guys have any input. There's not much to go on understandably, but I also want to guage if something like this is okay. And, if it helps, they're not a hivemind, they're sort of a corporate game of thrones kind of deal. [hider=The Lokoid Hierarchy] [center][b][h1]The Lokoid Hierarchy[/h1][/b] [h3]The Hierarchy, The Lokoid, The Roaches (Derogatory)[/h3][/center] [hr][hr] [h2][center][b]General Information[/b][/center][/h2] [hr] [h3]Non-combatant-Neutral[/h3] [hr] [h3][b]Overview[/b][/h3] The Lokoids are opportunistic, business-driven insectoids that focus on meritocracy, industry, and open trade. They are a major source for cheap but reliable hardware, ship components, and ready-made ships. This is driven by a desire to be relevant to the galaxy at large. The hierarchy was the result of hundreds of years of in-fighting and civil unrest where in a dominant civilization emerged uniting their planet under the strict dictatorship of the militarily superior Hierarchy. This civilization valued individual merit, enforced concepts like survival of the fittest and natural selection, and placed emphasis on economic industry, sustainable agriculture, and scientific advancement. This is why hundreds of years later, the Lokoid Hierarchy are one of the biggest suppliers of weapons, ships, mechanical and electronic components, food, and raw material. [hr] [h3][b]History[/b][/h3] When interstellar travel was achieved, the Lokoid Hierarchy viewed this as an opportunity to expand their reach into the vast emptiness of space. Over a period of fifty years, the Lokoid race was able to expand to a respectable size for a relatively young species (WIP) [hr] [h3][b]Major Holdings[/b][/h3] [b]Saytak[/b] The homeworld of the Lokoid race. A planet ruined by industry and mining. Saytak is one of the shipbuilding worlds of the Lokoid. It is polluted to the point of non-habitation by the Lokoid. However, the large orbital ship construction yards allows it to stay relevant not just historically, but economically. [b]Takar[/b] Saytak’s moon, the primary habitation and agricultural center of the Saytak system. It allows the Lokoid to nest properly and feed a large workforce nearby on the Saytak orbital ship construction yards. [b]Sikwol[/b] The first interstellar colony and another industry focused planet. Sikwol is a special industry planet for its role in manufacturing prototype technology for use in the field. [b]Sikwol system asteroid field[/b] This asteroid field is mineral heavy, thus, a large quantity of raw materials is drawn from this asteroid field. It surrounds the Sikwol system and is often the site of field tests for prototype ship weaponry, sensors arrays, and shielding just to name a few. [b]Natok System[/b] A system seeded during the early years of interstellar colonization. Four of the system’s planets are food producing worlds that help sustain the Hierarchy’s large population. Two of the system’s worlds are heavily industrialized. This system is responsible for canning, preserving, and shipping food all over Hierarchy territory and, of course, for trade. [hr][hr] [h2][center][b]Demographics[/b][/center][/h2] [hr][hr] [h3][b]Population[/b][/h3] [hr] [h3][b]Society[/b][/h3] From birth, the hierarchy is instated. Lokoid young hatch from eggs within an egg sack as larvae. The liquids in the sack are consumed, filled with vital nutrients and antibiotics. The weak are eaten and the strong continue to develop. Once the survivors break out of the egg sack, they are taken as nymphs to be educated. Primary education begins, but nothing could prepare the young Lokoids for their second trial. The nymphs, nearing their adolescence, are thrown into the wilderness to survive. Cannibalism is encouraged if it means survival. They are given the lesson, eat or be eaten, survival of the fittest as they once did when they were larvae. But it was also natural selection as those who fail to adapt die off. The survivors at the end of the month are taken and given secondary education. Their secondary education focuses on general education of different subjects. Four years later, they are evaluated and if their scores drop below a quota they are euthanized, prepared as food, and is rationed to the rest of the now grown brood. Usually, the survival rate for Lokoids in their childhood are less than half. Their massive amounts of eggs per-person however necessitate this way of population control. The survivors are then given a caste position and specialization training. It is possible to move up in society through individual meritocracy. The weak and the stupid are recycled and eaten. This is vestigial behaviour from a more primitive time. (WIP) [hr] [h3][b]Economy[/b][/h3] This could go under society if you like. Mostly just make it clear up front if you’re an industrial powerhouse, a nation of refined master artisans, etc. Also things people might want to know for trading purposes. [hr] [h3][b]Government[/b][/h3] My favourite part <3. Probably the most important of the demographics sections. Who runs the place, how do they run it. Since you will presumably be RPing people in your government, this is pretty critical. [hr][hr] [h2][center][b]Technological Information[/b][/center][/h2] [hr][hr] [h3][b]Major Techs[/b][/h3] Mostly interested in military techs, here: FTL, weapons, shields, armor, power, engines, etc. Civilian techs are also here, and sometimes just as important. [hr][hr] [h2][center][b]Military Information[/b][/center][/h2] [hr][hr] [h3][b]Military Overview[/b][/h3] Describe general doctrine, history, whatever floats your space boats. [hr] [h3][b]Fleet/Navy[/b][/h3] Your space boats. Include pics or don’t, I’m not your supervisor. You’ll probably want to have one or two of most of the classes, but it doesn’t really matter too much. I’m also including some flavour options here that you might want to consider. In short, the history of the galaxy has divied up ship designs into three waves: Great War (ships built before and during the Great War), Detente (ships built during the Detente, some wonky designs in the larger classes due to treaty limitations), and Modern (ships built in the year since the message) [b]DO NOT put your hyperdread here, it gets its own section.[/b] Dreadnoughts: Only a few were built before the end of the Great War, the destructive potential of these vessels was a major contributor to ending the conflict. Those old ones are pretty obsolete, and any new ones are only just coming into service (mostly in secret) due to the Treaty of Detente banning their construction. Battleships: The grand old ladies that did all the fighting of the Great War. The Treaty of Detente imposed limitations on their sizes and destructive potential, so if you want to get intricate there’s 3 waves of battleships: Great War, Detente, and Modern. Great War is self explanatory, old sluggers and antiques. Detente battleships were awkward creations involving all kinds of elaborate ways to get around the Treaty without actually violating it. Lots of glass cannon designs here, or iron fortresses that couldn’t scratch eachother’s paint, or half baked experimental weapon systems, or novel propulsion methods that only work if nobody on board sneezes. Modern battleships are just coming into service, and are quite deadly. Battlecruisers: The treaty of Detent also limited battlecruisers, in an effort to avoid just slightly reducing the size of ship involved in any potential arms race. Similar design iterations to Battleships; Great War, Detente, and Modern. Detente battlecruisers were often cripplingly overspecialized: dedicated point defence ships, artillery vessels, mass shielding vessels, etc. Battlecruiser designs from the Detente period were often put together as a way to shore up the weaknesses of their contemporaneous Battleship partners. Cruisers: Nothing special here. Destroyers: Still nothing special. Frigates: Nope. Corvettes: Corvettes can be thought of in several iterations just kidding I don’t care what you do with these things. Unless you try to just upscale what I’m trying to avoid with strike craft. Strike craft: K I’m actually gonna sort of limit these things, or rather, the things that carry them around. Strike craft have long been an important part of space combat, so most nations have them and defences against them. Historically, they’ve been used as close in support; no one’s yet figured out how to strap useful FTL drives on the things. All this means that long range strikes aren’t practical. What I’m trying to get at is Carrier’s aren’t really a thing, or at least dedicated carriers aren’t. Plenty of room for Battlestar type things (fighty-boats with a solid complement of strike craft), but no dropping off a carrier squadron on one side of the system then expecting your strikecraft to win the fight on the other side. A notable exception is your Hyperdread. Do whatever you want with your super special awesome boat. [hr] [h3][b]Army/Planetary forces[/b][/h3] Outline some doctrine, highlight some major units. I’m not great at doing ground forces so not much guidance here. [hr] [h3][b]Hyperdread[/b][/h3] Go frikin nuts. Pics are nice. [hr] [/hider]