The Crayter Republic is a mini-house of Sirius, which holds territory within the independent worlds. As it struggles to hold its ground against the Gallic invasion, it also fights against the Outcast influence and tries to establish itself as a major power in the Tau systems. The Crayterian Fleet represents a fire that continues to ward off enemies of the Republic. The recently developed Crayterian corporations have now begun to make their mark in the Sirius trade market. And the people of the Republic as a whole are looking at tomorrow with hope.
We represent a lawful faction that offers access to militaristic, trade-oriented and research/alternate Role-Play avenues. While our current goal is to further develop the systems of Coronado and Tau 44, as well as fighting against the Gallic armada, we wish to offer enjoyable RP and/or PvP to our members and all players/factions we come in contact with.
The Crayter Republic began many centuries ago as a first attempt to colonise the worlds beyond Sol. We settled in a sector named Crayter and flourished into a large nation. Close to the eighth century (by the Sirian time-line) we were exiled from the Crayter Sector by a natural disaster of unthinkable proportions. We managed to find and arrive in Sirius in 801 A.S. based on effort and a bit of luck.
Being initially shunned as outsiders, we fought hard to claim a small piece of Sirius as their new home. After struggling throughout the entire Sirius sector, we found a decent start in Bretonia with the help of Planetform. But, were soon forced to leave and eventually reached the Taus. Becoming allies of the IMG, we turned the system of Tau 44 into our home. This, however, only lasted until Gallia emerged into Sirius. The Crayterian people fled so that they may live to fight another day.
Our second exodus brought us to Coronado, our current capital system. As Planet Yuma flourishes, so does the Crayter Republic, which continues to fight against the Gallic conquest. We've recently reclaimed Tau 44 and press our advantages as best we can.
Full history
Life out here began out there...
We started as star explorers, long before the fires of war were lit between the Alliance and the Coalition.
We launched from Sol in two prototype sleeper ships - the Gemini and Orion. These colony ships set out to an extremely distant system, which they would inhabit. From our cradle - Earth. It was man’s first interstellar colonization endeavor.
The now future colonials voyaged for many years, with the exact figure remaining uncertain. All we know is that we ended up in the Crayter sector. Here we found eleven habitable planets. The sleeper ships were grounded on the land of Planet New Eden and became nothing but relics of the past - a memory of where our saga began. With this first step, we began our expansion and colonisation of the entire sector. And over time, the yearning to return to Earth dissipated - we stopped being the children of Earth. We became… Colonials, Crayterians.
The planets of New Eden, Libris, Agonos, Hoff, Atreides, Iero Edafos, Ataratheh, Moira, Aphrodite, Scorphan and Tithr were all conquered and turned into either proper settlements for human life or resource wells to increase the nation's prosperity. As such, a Golden Age began… It was an era without greed, where expansion, economic growth and technological development were the norm. There was no need for a military or armed forces. Trade was abundant and the entire Crayter sector was at peace. It felt like paradise.
A hundred years of peace were, unfortunately, all we had. Paradise was lost. Crime started to sprout. Piracy began to spread like a plague across the shipping routes. The unarmed, lightly armored transports fell like flies. The inherent human decadence and violent impulses resurfaced. When some people had everything they wanted, they wanted more. For the first decade this went unchecked. The newly formed military force could only mount the use of ships and technology from the beginning of Crayterian history, which were no match for the defensive capabilities of modern vessels.
The first successes against the pirates, came from an experimental fighter built out of damaged scout hulls - code-named “Eros”. These were quickly rushed into production and the first elite pilots emerged as well. The battles continued to rage throughout the colonies, with criminals losing ground bit by bit. Further battle-oriented advancements were made by retrofitting transport ships with weapons based on old designs. In a few more years, stability was restored, with most unlawful forces being either in prisons or extinguished.
Many thought that this would be the end of a grim chapter in our history. Things returned, for the most part, to how they were before. But now nobody could shake the feeling of dread that came as an after-taste. The media made sure to show everyone the gruesome battles that were fought to achieve peace again. Moreover, even though everyone was safe again... it was now being ensured at a cost. Fleets of military vessels constantly kept watch over the planets and all routes between them. It was an amazing, but frightful, thing to see.
As the Colonial population continued to grow, the planets began to fill. Ships of exploration were built and sent off into the stars in search of more land to hold the nation's populace. The advancements made by the military proved useful here as well. A large number of long range ships set out on voyages to scout the entire sector. At first, it proved to be barren compared to the central systems, littered by nebulae and asteroid fields. And these ships could not travel too far yet. Capabilities increased over time, engines powerful enough to reach more far flung systems being developed out of need. The nation's ruling body decided to send ships out to search for possible ways of expansion, to appease their society but also further their scientific development. The curiosity that lies in each human being drove them to seek knowledge.
A fateful day brought forth a discovery unlike any other. One of the exploration fleets stumbled on something rather special one day. It was a wormhole anomaly, presumed by science to be a rift in space which could almost instantly transport ships to their other ends. Deeming it safe to use, the explorers plunged into the unknown, oblivious to what they would find. It was... Earth. Humanity's original home was found. Or... to be correct, the remnants of the blue planet once sparkling with life were found. The entire Sol sector had been devastated by some form of explosion.
Ship wrecks laid everywhere, devastation ran rampant wherever the eye could see. One particularly large wreck turned out to be similar to their own colony ships, probably a more advanced version of the sleeper ship prototype. The initial survey revealed remnants of computers, with data indicating that some humans survived this disaster. They were taken back to be analyzed using the Colonial Military computers. Coordinates to which the sleeper ship navigation computer had been plotted were retrieved, and presumed to have been the destination of the ones who might’ve actually managed to get there. The discoveries of Earth, and the coordinates of the unknown sector were classified, kept in but a small circle of the knowledgeable, and interest for it gradually wore off.
A couple eons later however, it was all about to come to a sudden end.
It was inexplicable in its brilliance, unknowable in its destruction. With what time there was, all that could be saved was loaded aboard any ship that could fly. Watching, as they struggled to escape the system, a stellar phenomena never-before-seen rose up out of the darkness and began to eclipse the worlds they had called home. The two sleeper ships were brought online, repaired and - miraculously - made functional again.
The leadership of the colonies was placed on those vessels, along with the cream of the crop of colonial society - military, scientists, artists, the best and brightest, those who would preserve colonial culture for posterity, those who would never let it be forgotten. They plotted a relatively short route, just to escape the upheaval of Crayter. It was a test, hoping to conserve as much fuel as possible and perhaps get lucky enough to find some place that was habitable. Alas, that produced no results. They were at a loss, with no ideas and little hope. They were uncertain of how many failures they could endure... This is where the discoveries from Sol finally became more than just a sore on secret papers. The remaining officials sat down and discussed it all. While it didn't make much sense to most, nor did everyone have all the information, it was decided to follow the coordinates found in Sol. A route was plotted towards their last hope for survival, far beyond the stars.
Where once the people of Crayter numbered in the billions, now only hundreds of thousands remain. The flight from Crayter was a wound many Colonials still remember. A decade or more passed... and the ragged fleet of ships, ended their pilgrimage. This exodus concluded in what later proved to be the year 801 A.S., according to the Sirian calendar. The two sleeper ships emerged somewhere in the Omegas, close to Bretonian territory. However, the Sirius Sector was not the homecoming the Crayter people had wished for. Reunited once again with the bulk of humanity, the beleaguered refugees of Crayter now had the task of trying to find a place amidst the Sirius Sector’s already crowded and cut-throat politics.
Their two ships were first spotted by the Zoners in Omega-3, who detected them on their farthest sensor nets. In the months following the Nomad war there was little trust of outsiders anywhere in Sirius. Being dubbed the Colonial Remnants, the strange newcomers were viewed as a nuisance by most of the house governments. Some Colonials attempted to settle down in core worlds only to be rejected by their hosts. Riots broke out in cities where Colonials were allowed to take jobs and buy property. Some of The Colonial Remnant began to scatter among the Sirian stars, their culture dissipating. Rather than be reunited with ancestral brethren, the Colonials seemed to be swallowed up by them.
803 A.S. - the vast majority of the Colonial Remnant was still unsettled. One particularly large group even managed to fly into the Omicrons. Although divided throughout Sirius, they managed to hold proper elections and President Jonathan Barrows rose to power. The new leader of this dispersed nation managed to strike a deal with Planetform Inc., in a desperate attempt to grasp a new home. Planetform, seeing a mercenary fleet and revenue source in the Colonials, drafted a contract with the President to exchange security services and Colonial workforce for a favorable terraforming contract on Planet Harris. Having no other alternative, the Colonial President signed a contract replete with conditions meant to prolong resolution and extend terms. Eager for work and the promise of new lives, the Colonial diaspora converged on Bretonia. With the promise of a new world crafted by Planetform, the President ordered the small Colonial fleet, then consisting of the sleeper ships and a fleet of purchased passenger ships as well as their Eroses, to serve as security forces for the various ongoing Planetform projects.
During the next three years things did not bode as well as expected. Colonial citizens were being treated badly and discriminated against. A labor movement swept Bretonia in reaction to the influx of Colonial workers. Individual Bretonian systems began to enact laws designed to protect Bretonian jobs and exclude the Colonials. Furthermore, in 806 A.S., the Gaian terrorist movement assassinated President Barrows and demanded the termination of all terraforming projects in Bretonia. That which had been hoped for was slowly going out of hand’s reach. The late president’s successor, Orrin Dymas, cited fraud over the contract with Planetform who in turn charged the Dymas administration with contract breach and endangering the crown. As such, the Colonial fleet rescued the refugee Colonial population and left Bretonia for the upper Taus. A House eager to discriminate against the Colonials was all too happy to see them leave, though the unexpected circumstances left the Colonial people disliked in much of Bretonia.
The Colonial Remnant ventured into the Taus to seek out a partnership with the Independent Mining Guild. The Colonial Remnant and IMG became one, with the Colonials concentrating in the Taus. The military was given full funding and resources for building a fleet, which was to be consisted only of small vessels, the Colonials still having no real shipyard of their own.
Soon after, a new system was discovered and christened as Tau 44. It was swiftly turned into a Colonial system, populated in great majority by the people of the Colonial Remnant. They slowly grew back into a nation in its own right and the area began attracting not only the Colonials still scattered across Sirius, but also many immigrants in search of a better life. Plentiful resources and an industrial base to make use of such goods soon led to a rapid development. In Tau 44, the first Colonial shipyard – Singapore, was constructed in a remote part of the system, concealed from the curious eye. Mass ship production began, with the scope of increasing both economic and military strength. The Outcast pirates who terrorized their efforts were met with fierce resistance, however the Colonials were not powerful enough for an open war with the Maltese yet.
By 813 A.S. the Colonials managed to partially settle Planet Borneo, as well as construct the Minato and Sulawesi space stations. They also built a decent fleet composed of vessels of their own design. The "Nyx" Fighter and the "Zephyr" Carrier become symbols of the Colonial Remnant military. President Alexander Wingates took the office and maintained this evolution until 816 A.S. With already two years of war between Kusari and Bretonia, tensions were running high. Bretonia’s increasing pretensions towards the territory of the Taus were obvious. The independent areas of the Taus even had to be defended against their probe-like mini invasions. The Colonial people were highly prejudiced against Bretonians, and with the most of the IMG council having worryingly increasing friendly relations with Bretonia, tensions ran high between the Colonial Remnant and the IMG. Slowly but surely, a gradual separation ensued. Tau 44 remained under Colonial rule whilst the IMG settled in Tau 39.
Until 816 A.S. the Colonials continued increasing their activity throughout the territory of their newly formed nation, now entitled the Colonial Republic. A year later, Wingates Resigned and Consuls Paul Atreides and Kaze Dagon (sharing equal power) took his place. The new administration, however, was quickly disbanded and Markus Kane rose to power, choosing to have complete control over the Republic. Under his rule, the fleet was developed at a larger scale and relations with the IMG were re-established on economic and diplomatic terms.
Unfortunately, in 817.A.S., Gallia was discovered. Less than a year afterwards, the Gallic armada pursued the Council into Sirius and broke through the forces of both Bretonia and Kusari within the Taus. The armoured hordes of massive warships crashed into Sirius, laying waste to everything in their path. The Colonial Republic stood ready to resist the forces of King Charles with everything they had, but even they knew it would be the end. Swallowing pride, the Colonial people, once again, had to leave in exodus from their home of Tau 44, while part of the IMG stayed behind, bending knee to the unstoppable force.
This exodus brought the Colonials to the system of Coronado, neighbouring Baffin, and with the help of the IMG they settled on Pecos, a small frigid moon where the Guild was already conducting mining operations. While finding themselves in a desperate situation, the Colonials did what they could to survive. They poured the last of their resources into developing Coronado, creating a colony on Pecos and constructing the Sabah Shipyard in the orbit of Planet Yuma. The militaristic government wanted to spend most of the nation's resources in an attempt to topple the invading forces, but these plans faltered. The government collapsed and a new democratic administration rose from the ashes. President Richard Connors was elected and helped push the nation back from the edge. The Republic's law system was revised.
Unfortunately, in 819 A.S. President Connors was forced to resign due to severe health issues, but nobody new was sworn in his place. As such, the power fell in equal measure to the ministry and the Fleet's de facto Admiral Roger Anders. This temporary form of government managed to balance the nation's immediate needs with the efforts to fight off the Gallic invasion for a couple of years, slowly re-stabilising the Republic. Furthermore, proper diplomatic relations are formed with the Gallic Council, the Temporary Autonomous Zoners and the Bretonian Government.
821 A.S. - President Henry Gregory Corvin was elected to office. He motioned towards Liberty and Bretonia to include the Colonial Republic within the Treaty of Curacao and succeeded. A new treaty was signed in the same year, with Minister Nelson Steele and Major Sophius Johnsons as representatives of the Colonial Republic. Before the year's end, the colonisation of Planet Yuma had begun. With some help from the IMG, the Colonials were finally building a real home for themselves. Meanwhile, the war with Gallia raged on, the Colonials doing their best alongside the Council, Bretonia and Liberty forces.
Corvin resigned in late 822 A.S. due to political reasons, allowing President Fiona Payne to take the seat. This caused an uproar in the Republic, coming both from regular citizens and influential people alike. A month later, the "17th" C.I.S. squadron broke off, with several military commanding officers following suit, so they were immediately charged with treason by the new government. After a year of unrest, stability was re-established and the nation was renamed into the Crayter Republic, as a symbol of their ancient heritage and distinction from the other houses of Sirius. Yuma's colonisation was finished. Although the planet's landmasses were yet unconquerable due to a highly hostile form of flora, the Colonials were ingenious enough to construct floating cities on the planet's oceans. The Crayter Immigration Initiative is enacted, helping war refugees and other immigrants settle on Yuma, becoming citizens of the Republic.
In 823 A.S. the Crayterian and Council forces were finally ready to commence the reconquering of Tau 44. After numerous battles, towards the end of the year, the system was once again under Crayterian control.
Current state
With a properly organised military and a stable economic involvement throughout the Sirian markets, the Republic now stands as a minor house-like entity. Although still embroiled in the war with Gallia, as well as trying to fend off the Outcast fleets in the Taus, this nation no longer hangs by a thread. The settlements on Planet Yuma continue to be developed. A new Crayterian battleship design is being brought to life. Efforts are being made to rebuild what was lost in Tau 44.
A few years ago, the Republic was struggling deeply. Today, our pilots no longer need to depend on scrapping every ship for parts. And our ships no longer lack the manpower to be used. While the words "For those we left behind!" still stay at the heart of all Crayterians, we no longer fear the future, but look to it with hope... for ourselves, as well as in the name of those who will never see the future.
► Development
The Republic seeks to ensure the growth of Coronado, especially on planet Yuma. As such, trade agreements are being sought throughout the entire Sirius Sector in order to capitalise on the current economic stability. Salina's moons have been surveyed and action will be taken to extract what resources they hold, while Planet Baja may become a future colony. Furthermore, with Tau 44 once again in Crayterian hands, there are plans to settle Planet Borneo once more. The acquisition of the Barra Crossroads in Tau-31 has also given the Republic a considerable boon in regards to shaping international trade.
Through the current immigration policies, the Republic also wishes to offer all those willing to work a chance at a better life.
► Defense
With the Gallic war over and attention now focused on the aftermath of the Genocide of Leeds, the Borneo Massacre, and the Kusari Invasion, the Crayter Military is in dire need to attention. With the loss of the Hades, and the Helios before her, efforts are being made to rebuild the fleets and to ensure that Crayter's holdings within the Taus are reinforced. The belligerent forces of Auxesia also threaten Coronado, forcing the Military's tacticians to develop methods of dealing with the rogue technocrats.
► Offence
Though the Crayter Military is devastated, operations are still planned within the Tau Theatre and beyond. Crayter's recent acquisition of Tau-31 has allowed a supply line to Tau-44 under full allied protection, which will serve as a net to block any Maltese influence from spreading through Coronado. The threat of a resurgent Gallia has also pushed the Military to begin preparing emergency initiatives, though residual Royalist forces have since cropped up to test the Republic's resolve.
Notable Quotes
Considering we believe that CR is best represented by its members and their achievements - be them big or small - here is a collection of words from various former (or current) CR leaders and personalities:
Dane Summers Wrote:
The Crayter Republic has changed a lot since it began on the server. For myself, I fell in love with the lore, the struggle, the seemingly valiant effort of a few against many. And in a lot of ways, some of us took that struggle to heart. For a faction to have existed so long, and endured so much, it’s amazing to see how far it’s come. While I understand the reasons that led to the collapse of the old faction, I don’t look upon it with sorrow, like some do. It's a wonderful opportunity to write a new chapter in its history. In a lot of ways, these changes are to idealize what I always saw CR as being. To me, CR is a nation full of people who have known nothing but loss, yet stood strong against the very real evils in this universe. No matter how hard it got, these people never gave up. They went from a society spanning an entire sector, losing near on their entire population, and having to start anew. There is something deeply heroic about that, and it’s that feeling I want to use as the core of what this new CR should be about. To leave behind the idea of “quasilawfulness” and focus on the causes that CR so strongly stood up for. In the end, our hope is to build CR into a fully self-sufficient mini-house - working with, and cooperating with, many different factions and neighbors, but no longer joined at the hip, or dependent on, any other faction like it once was.
All in all, this is a faction for those who want to expand the lore, add something to the book. Role play fighter pilots holding the line against impossible odds. Share in the struggle of people who have lost, but are working for a better tomorrow. For us, the words of Mark Twain are the most fitting: “It’s not the size of the dog in the fight, it’s the size of the fight in the dog.”
TheShooter36 Wrote:
CR is mainly filled with revenge, hope and retribution nowadays, first our exodus from Crayter, then gallic invasion in tau-44 and our forced refuge in coronado, people of Crayter rebuilt from ashes like a phoenix, built a new civilization from ground-up and prevailed. Never faltered and never forgot, we move ever onwards in our saga filled with legendary moments and rich history since we first existed.
As our struggle continues, we continue to develop and wage endless wars against tyranny and oppression, Admirals who became legendary in battles, scientists who achieved breakthroughs, civilians who aided, soldiers that sacrificed their lives with honor, courage and duty, contributed the ever-moving machine.
Jansen Wrote:
The =CR= has been the first faction I ever joined in Disco, so far for all this time it has felt a lot like a family. This is mostly because, even after all the things we have been through –the Tau madness, the little trip to Bastille, weird frog people appearing out of nowhere- nothing could really stop us from having fun.
That is what the =CR= is about and this is what also links the factions RP to the way it works OORPly. The Colonials (or Crayterians) are a small group of people that have had it all:
-Being the first to be sent into space, without really knowing what to expect or if they would survive
-Finding a new home, building everything up just to lose it many years later to a very unfortunate turn of events
-Being on the move again, eventually reaching the rest of humanity, while being everything but welcome
-Working their way back into an acceptable state of existence, just to be betrayed and forced into a war with Bretonia
-Finding a home again, having to fight for it for many years, just to be forced to leave it again
-The status quo, of having rebuilt the Republic a third time, trying to fight to increase their power within Sirius and to get back what belongs to them
So all in all, this how I see the CR, they are both in and out of roleplay, a group of people that fights against all odds, trying to make their way in Sirius.
SummerMcLovin Wrote:
CR is certainly a special faction on this server, but especially to me. When Dane started his relaunch and diplomacy reset, after reading a bit of the lore I contacted him to get involved. I was still fairly new at the time but found myself thrown into the High Command, not long after was shanghaied into second in command, then as he had less time I was de facto, then officially, leader for a couple of years.
CR stands out because of its history, diplomacy and tech. I never had any experience of the old faction so was a clean slate in that respect, but knowing the past interactions helped. Never being much of a writer prevented me getting it on the forums, but big ideas for an updated backstory were always in my mind and helped shape some smaller bits of RP.
Being in a commanding position for so long and having the time to contribute meant I was able to mould a lot of interactions and relations, whether with allies, enemies or our own members. It was also the main way I got to know some of my favourite players on the server like Nox and Jack, plus particular characters like Reaper.
Although we had our quiet periods and challenging times, the early days of excitement and the huge spike where we even overtook IMG in activity, along with some great times spent on Skype were what really stand in my memory as the best times in Disco. I can't imagine playing without it, and I hope my legacy continues to help more players have even just a part of that feeling.
Johnathan Nox Carter Wrote:
To just say that I agree to all those who spoke before (or after) me about CR is too simple. But this faction is anything but simple and for one reason: perseverance.
It has always been the perseverance of the faction's members, both leaders and regular members, that has pushed CR through thick and thin, allowing it to grow from a random import-faction into a full fledged mini-house of Sirius. When we made mistakes, we tried our best to correct them. When some of us had fun, we tried to share it with everyone we could. When some of us rose up the ladder of power, we all followed happily. When some had to leave, others always picked up the torch.
This almost perfect sync between the faction's role-play lore and the actual out of role-play state of being has somehow made it worthwhile, at times maybe even against logic... But maybe that's what makes us CR... to find meaning where it might seem there isn't any and to hold on to that as strongly as we can.
Panzer Wrote:
No two ways about it, CR started as BSG fanboys and remained such (to a much less cheesy extent) to this day. Why is it "speshul"? Long story. Literally. There's some eleven years' worth of events, personalities, decisions and lulz that build up to a very specific culture where there really isn't a clear line between what members actually feel like and how their characters act. Authenticity. There's also the tradition of adversity - both irp and out that contibutes to this mindset. If it isn't a matter of staff opposition to one or another upgrade - it's six goryllion theoretical Valors or twenty-ish real Ranseurs. Kinda hard to win against that kind of odds, sometimes it even happens! Still, we're around while most of the insanely overpowered enemies CR's had over the years ain't.
While we couldn't get a hold of some of our veterans, Panzer was kind enough to share a few words about them as well:
Panzer Wrote:
Yngen
Hailing from the United States, the man still symbolizes the refined, literary side of both the mod and faction. For the time, the Rp writeup of the colonial faction was about as sensible as could be expected of a direct port of the TV show's colonials into the mod. His signature still can be found under the very oldest communications and treaties CR established, some of which remain relevant despite the passage of over a decade. Some policies instituted were without precedent - for instance beforehand, no discovery faction operated tagged cargo ships or really bothered about long-term RP with planned/expected storyline repercussions. A shrewd planner, he petitioned to make Coronado a home system for CR long before anyone even considered adding now-defunct guard systems. Perhaps due to this he was always at odds with Warhammer, whose policy to pursue ingame lulz at anyone else's expense often clashed with Yngen's attmepts not to piss the server off.
Warhammer
In the deep dark times of .81/.82 when every conceivable sci-fi was represented in Discovery by a fan-made ship model, the man hailing from Singapore established the second (formally) Colonial fanboy faction of Discovery - the =BSG=. Unlike the very first one, it was focused on the simpler, more enjoyable activities, such as combat without much regard for whom exactly was being fought at the time. All that really mattered was that the vipers and battlestars ended up on the appropriate end of the (not yet) blue message. By modern standards, the man would not fit in at all - any fight was good enough, regardless the zoi and ID rules. Still some of the core percepts maintained by modern CR as well as personal values are almost all traceable to him. Chief amongst which is the incompatibility principle - professing that At best CR members should belong to CR exlusively and at least avoid a conflict of interest amongst operated characters. Ultimately, left around 2008. Despite having decisively influenced all following CR, he was ultimately on the receiving end of a (mostly) undeserved mod staff decision to either have the one man removed or to remove all the men. Never banned, never returned.
Doom
A Croatian engineer, who is single-handledly responsible for all of modern CR wargear. While not exactly artistic wonders, all of Doom's work remains some of the highest-quality mod content in terms of worksmanship. No additional work or corrections were ever necessary. At varying times, the de-facto leader of CR, active until the early stages of Gallia's existence, sadly absent at the time of the invasion.
Boomer
Warhammer's compatriot and RL acquaintance, first owner of likely the oldest continuously operated warships in the mod - the Valkyrie. Initially a =BSG= battlestar adv., now a =CR= Zephyr. It is still believed that the decline and abrupt cessation of his activity in the mod can be blamed on his posessive wife.
We maintain a close relationship with the Independent Miners Guild who, despite various regrettable incidents throughout the years,remain on good terms. The alliance will stand.
We are currently co-belligerents with The Kingdom of Bretonia, The Republic of Liberty, The Gallic Council, united by our common enemy: The Kingdom of Gallia. Due to their dependency upon the Gallic Crown, we also view the current Kusari government with some reservations. The odd conclusion of the Kusari civil war left the situation somewhat ambigous.
We maintain excellent relations with the Temporary Autonomous Zoners whose sovereignty over Baffin we guarantee - forcibly if need be. The Order remains our first contact when it comes to handling hazardous xenotech as well as addressing the alien, the infested and the humans in their willing thrall. Since we are internally a lawful faction, we reserve the right to prosecute all, who would put the region's harmonious economic growth in jeopardy, regardless of the colours flown.
Complete diplomatic chart
◄■■■■►◄■■■■►ALLIED
The Order
Kingdom of Bretonia
Republic of Liberty
Blood Dragons
These are either old or new allies of the Republic, with whom we join forces as often as possible in both military and economical endeavours.
◄■■■■►◄■■■■► FRIENDLY
Unione Corse
Gas Miners Guild
Zoners
We see these factions as trustworthy, with the potential to become good and long-lasting allies.
◄■■■■►◄■■■■► CORDIAL
Independent Miners Guild
Cryer Pharmaceuticals
Interspace Commerce
Sirius Coalition
Synth Foods, Inc.
Gateway Shipping Inc.
Deep Space Engineering
Corsair Empire
Bounty Hunters Guild
Without the chance to delve further into relationships with these factions, we have yet to consider them entirely on our side.
◄■■■■►◄■■■■► NEUTRAL
Junkers
Reformed Kusari Empire
Mollys
The Core
Maquis
Planetform, Inc.
Unioner Syndicate Leagues
Gaians
Most other factions not mentioned
Factions that we either have unofficial agreements with, who we simply ignore, or feel only slightly suspicious of.
◄■■■■►◄■■■■► UNFRIENDLY
State of Rheinland
Bundschuh
Gallic Brigands
Red Hessians
Hogosha
ALG Waste Disposal
Covenant of Auxesia - Hostilities suspended by armistice
These have marked themselves as possible issues, but do not warrant much action yet.
◄■■■■►◄■■■■► HOSTILE
Liberty Rogues
Farmers Alliance
Xenos
Lane Hackers
Golden Chrysanthemums
Independent Pirates
As they are enemies of the Crayter Republic, we ensure they are kept out of our space.
◄■■■■►◄■■■■► BELIGERENT
Gallic Royalists
The Gallic Union
Nomads and Wilde forces
Outcasts of Malta
The only verdict left for these factions is war.
Zone of Influence
Gold: Crayter Sovereign Space
Coronado, Tau-31, and Tau-44 are widely considered and accepted as Crayterian territory, and all operations here are directed by the Crayter government. All three systems offer free passing to allied or neutral entities, and are subject to the full authority of Crayter law.
Yellow: Crayter Outer Region
These are systems where the Crayterian Military employ a large number of ships and highly defensive tactics in order to maintain the security of the Republic's Sovereign Space. Based on various agreements and/or treaties with the Republic's allies, Crayterian Laws apply in these areas as well, to a certain degree.
Orange: Outer Operations Space
Crayter Military forces will often be seen patrolling these systems, as well as staging offensive operations towards enemy forces.
Red: War Theater Region
These systems represent areas where the Crayter Military is fully dispatched for full-force engagements. Following the collapse of Leeds, Tau-23 has since become the primary battleground of the region, and Crayter forces regularly contest with Outcasts, their Kusari puppets and drug runners. Constituting a capital system for the Maltese nation, Omicron Alpha is often grounds for assaults from the Crayter Military, in order to keep the Outcasts at bay. Inverness has also been recently labeled as a high-priority zone of contention to repel Auxesian transhumanists and apply pressure to protect the population of Coronado from their aggression.
White: Special Areas
Baffin: Though Baffin falls within Crayter's sphere of influence, the Republic acknowledges the system's administration by the Temporary Autonomous Zoners, as well as their self-enforced system-wide No Fire Zine. However, enemies of the Republic attempting to flee into Baffin for safety will not be given a free pass.
Roussillon: Following the system's loss to the Enclave and their subsequent collapse, Crayter has not laid official claim to the system out of respect for the local Maquis that have since entered the system alongside the ex-Council Pamiers battlegroup. Officially, the system is a protectorate under the Republic, but is not administered by the Crayter government.
Gallia: With the establishment of a third Gallic state, territory on the fringe of the Union is regularly, if secretly, patrolled by forces of the Crayterian Intelligence Service. Activity in these systems is not administered by the Republic in any sense, but security is monitored for the safety of Crayterian civilian ships passing through them.
Kusari: Kusari space retains a special zone within Crayter's foreign doctrine. Much like Gallic space within Crayter's sphere of influence, Kusari systems bordering the Taus are monitored for security risks. This is expected to increase as access is opened back up between the Republic and Kusari.
Sirius-wide Activity
While the Republic's Military will not generally operate outside of the above mentioned zones, Crayterian civillian vessels will travel almost anywhere in Sirius for the purpose of trade, diplomatic envoys or research. Naturally, these vessels are sometimes accompanied by military escorts, depending on the context.
The Crayter Military represents a major portion of the Republic's citizens, men and women fighting to defend their nation and hopefully bring peace. Making use of all Crayterian-built vessels, they safe-guard the Republic's space, enforce its laws and wage war against its enemies. The chain of command mandates, that the ranking member present on-site is in command of all others. If two or more are of equal rank, seniority is decided by length of membership. The Crayter Uniformed Forces ranking structure is as follows:
Ensign (Ens.) ▲ Recently enlisted members of the Crayter Military - they are confined to a restricted operation zone, unless ordered by a higher ranking officer into another operations area. Ensigns undergo a week of evaluation, and assuming they pass that evaluation, they become fresh-out-of-water Lieutenants. They have access to "Eros", "Nyx", "Pytho" and "Hydra" class ships.
Lieutenant (Lt.) ◆ Lieutenants are part of flight squadrons, forming the backbone of the Uniformed Forces, and are included in both patrol and assault operations. They generally act as senior ranking officers in the presence of W.O.’s, assuming there are no higher ranking officer present. They have access to "Eros", "Nyx", "Pytho", "Hydra", and Transport class ships.
Captain (Cpt.) ◆► Officers showing not only great combat ability but excellence in leadership skills, often finds themselves promoted to the rank of Captain. These are wing-leaders, often serving as an invaluable link, carrying orders between a fleet commanding officer and individual pilots. They have access to "Eros", "Nyx", "Pytho", "Hydra" and Transport class ships. With the command of "Thanatos" vessels.
Major (Maj.) ◄◆► Extraordinary Captains usually finds themselves among the pool of Majors. With experience at Capital ship warfare and a loyal crew under them, they are entrusted with command of small task forces. They have access to command all classes of ships.
Colonel (Col.) ◄◆►► Majors who pass an evaluation period are promoted to the rank of Colonel. Trained in tactical warfare, they make use of capital vessels to reach the goals of their operations. They have access to "Special Assets" within the Crayterian fleet.
Commander (Cmdr.) ◄◆◆► Colonels that show a keen mind reach the rank of Commander in the Crayter Fleet hierarchy, assisting the Admiral to coordinate the entire Crayter Republic fleet. They have access to all Crayterian vessels. (//This rank and onwards may participate in Quorum affairs)
Admiral (Adm.) ◄◆◆◆► Unwavering loyalty, exceptional skills and great tactical awareness - these are the makings of an Admiral. As the leader of Crayter Uniformed Forces, he or she coordinates everything regarding the fleet's composition, tactics, strategies, resources and operations. There is only ever 2 Admirals and 1 Fleet Admiral. Given access to all ships.
With the Republic's future stability and growth in mind, several civillian enterprises work in conjunction with the government to increase the nation's economical power.
Integral Systems Engineering
Among these corporations, Integral Systems Engineering represents the leading trade-oriented group that carries the Crayterian flag throughout Sirius. Hauling ores, generic commodities or station-building materials, the captains of I.S.E. vessels work tirelessly to make their lives, and those of their fellow citizens, better. They are coordinated by managers and the company is lead by a Director.
Others
Furthermore, Crayter Defense Industries, Felix Manufacturing, Conveyor Minerals Inc, Intersun Luxury Liners and a few others are firms that fuel the Republic's flow of ships and goods one way or another.
Serving the Republic through less overt means, the C.I.S. generally deals with situations that cannot be handled by the Military. Under direct command of the President and oversight of the Government, the C.I.S. will partake in classified diplomatic communications, espionage and various covert strike operations. While the C.I.S. cooperates with the Crayter Military whenever possible, their agents hold higher authority than all military officers under the rank of Admiral, whereas the Director of the C.I.S. is, technically, equal to the Fleet Admiral. Becoming part of the C.I.S. is a process based on secret induction and, naturally, conspiracies abound.
Outside of military or economical avenues, other minor, yet notable and active parts of the Republic are those that work in the field of science. The 53rd Research Squadron represents the current leading body focused on scientific discovery and research, all to aid the Republic's - and mankind's - interest.
EXPLANATORY NOTE REGARDING THE RIGHTS OF CITIZENS AND LEGAL RESIDENTS IN THE CRAYTER REPUBLIC
Citizen
A Citizen is a person which joined and served in the Crayter Armed Forces or served the nation with high honors in any field, where he had put the Nation before his needs or had been honorably discharged from the Active Service.
In Crayter Sector, attaining the rank of Citizen was easier then the Sirian Republic counterpart, having thus either being born in a Citizen family or having a lower threshold to pass, thus the number of Citizens swelled in those times.
Once the Republic reach Sirius, the need for people and armed personnel increased during the Planetform Deal and Tau Settlement. The Government found out that they could not rely on all those living under the banners to pick up arms and fight if needed while they enjoyed the full life.
A sense of awareness was needed from the Citizens of the Republic and a new line was added, Military Service. This made sure that the people voting have the sacrifice spirit the Nation needed and the Armed Forces grew very fast.
After the Third Exodus, the Republic become more mixed then anything else and some of the political figures were afraid that the new people joining the Republic are not loyal as they needed to be, and they decided to continue the tradition of granting citizenship if they served in the Armed Forces or helped improve and grow the Nation.
A Citizen can fully use the Nation Health and Social Services, Learning Programme and University Entrance, Employment Assistance and Minimum Wage Allowance, Distribution of Goods, Voting and Occupying Governmental jobs in decision making positions.
Also, a Citizen is expected to take up arms and fight if the Nation is threatened and also they are expected to act with a High Civic Duty sense and to get part in all National projects.
A Citizen accepts personal responsibility for the political body and the Nation and is acting accordingly!
Legal Resident
A Legal Resident on the other hand, is a person which didn’t begin or choose not to start the Military Service. He is a normal inhabitant of the Republic and he is free to do what he wishes with his life.
The Legal Resident enjoys all the rights of a Citizen but he is having one downfall, he cannot occupy Governmental Position within the Nation.
He is having full access to the Nation Health and Social Services, Learning Program and University Entrance, Employment Assistance and Minimum Wage Allowance, Distribution of Goods and Voting.
This position is occupied by those who wishes to join the Republic mostly, giving them time to engage and understand how the Republic is going and to find their own place and purpose. They are required to take an oath as well to uphold the Laws and Customs of the Republic and not to cause anything that may damage the Republic in any way.
The Legal Resident is not exempt from paying taxes and they are expected to act as a Citizen in case of danger and normal times.
A Legal Resident status doesn’t expire and it can remain the whole life of the person if she or he wishes so.
Both category of people are not exempt also from punishment if they break the Law or executions if they committed a serious offense towards the Republic.