[font=Tahoma]The citizens of today's Colonial Republic face significant challenges. They are descendants of a group of colonists who left the Solar System prior to the great war, who established a new home in the Crayter sector, but were forced to abandon their worlds due to a cataclysmic natural disaster. Since they arrived in the Sirius sector almost twenty years ago, their young nation has been forged in fire, tried and tested through countless battles and dogfights as they fought to protect the home they made in the Taus; yet even after nearly two decades of daily trials and combat, the present sees the Republic facing its darkest times yet.
At the time of writing, it is a period of great instability in the nation. With the events surrounding the retirement of the last administration still shrouded in secrecy and confusion, what remains of the now splintered government has no shortage of differing opinions on the best way to lead the country to safety. The anarchy that has reigned for the past some weeks has reached across the entire nation; handfuls of deserters and defectors have fled from almost every branch in the state, even the military.
By no means are the Republic's concerns only of an internal nature. With their recent exodus from their home in the Taus still fresh in their minds, the Colonials are still living on the fringe, eking out an existance on the frigid planet Pecos. Still acclimatizing themselves to their new home in Coronado, the Colonials have no shortage of foes, some new and others more familiar. Even after giving up everything they had to escape the initial advance of Gallia, the threat of further invasion still looms over the Republic. Like their old home in the Taus, Coronado is a smuggler's highway between Liberty and Malta, and subsequently the thieves and pirates that have snapped at the Colonial's heels for almost twenty years continue to cause no end of trouble. And despite the increased distance, there's certainly no love lost between the Republic and their favourite enemies, the Outcasts.
The Colonials are still a young nation in Sirius, but the troubles they face today urge them to come of age. Tough times are no stranger to the Republic and its citizens, but those who intend to stand true to their nation in its time of need will be tested more than ever. It remains to be seen whether the Colonials will be picked apart by the predators that encircle them, or find the strength to emerge from their crisis stronger than ever. Beset by danger and strife from outside and within, the fate of the nation rests on the shoulders of those willing to carry her.
[font=Tahoma][color=#FFCC00]Diplomacy
[color=#33CCFF][color=#FFCC33]Allied
Independent Miners Guild
The Council
Friendly
Zoners
The Coalition
The Gas Miners Guild
The Omicroners
Omicron Supply Industries
Temporary Autonomous Zoners
Virulian Enclave
EDGE
Council
Neutral
The Maquis
Mollies
Junkers
Bounty Hunters Guild
Corsairs
Blood Dragons
Everyone not mentioned elsewhere
Unfriendly
Kusari
Independent Neuralnet Division
Legion des Damnes
Queen Carinas Privateers
House Intelligence Agencies
Golden Chrysanthemums
Lane Hackers
Mandalorian Mercenaries
Hostile
Hogosha
The Farmers Alliance
Aliens
Unione Corse
Liberty Rogues
Reaver Mercenary Co.
Gallic Royal Navy, Police and Corporations
Outcasts
[font=Tahoma]Colonial Government
Emphasizing the importance of strong civil leadership separate from the Military, the Colonial Government is sworn to pursue its citizens best interests.
[font=Tahoma][color=#FFCC33]<span style="font-size:10pt;line-height:100%]President
The President has the responsibility of steering the nation, balancing economic, civil and military concerns in order to provide the best possible future for his citizens. Through his Admiral, Chairmen, and various advisors, the President ensures all actions are taken thoughtfully and with the purpose of furthering Colonial interests.
[color=#FFCC33]Vice President
The Vice President assists the head of state in his role, answering only to the President himself. In addition, the position itself is seen as a safeguard against despotism, ensuring no one man decides the fate of the nation.
[font=Tahoma]Colonial Naval Structure
Chief protector of the Republic, the Colonial Navy has undergone considerable reform in recent times and continues to evolve daily. While traditional ranks are still used to display fundamental seniority, the organisational structure of the Navy has been revised to reflect the roles that her officers and pilots fulfill first and foremost.
[font=Tahoma][color=#FFCC33]<span style="font-size:10pt;line-height:100%]Admiral
The Admiral of the Colonial Navy has authority over the entire fleet. The commanding officer, he is concerned with maintaining an effective and well-trained force to protect the nation and advance its interests. In battle, the Admiral projects his strategy through his junior officers and support elements. The Admiral answers to the Colonial Government, headed by its President.
[color=#FFCC33]Rear Admiral
The Rear Admiral is effectively the Admiral's executive officer, assisting him in commanding and maintaining Colonial Forces. A strong second-in-command, the Rear Admiral ensures discipline is maintained and orders are carried out, and is an important part of the Navy's leadership.
Officer
Officers provide direct leadership to Colonial pilots and are an important part of the Navy's chain of command, allowing the Admiral and his XO to delegate micromanagement of combat teams. They are qualified to operate all fighter craft as well as command Gunboat-class vessels. Senior officers may be chosen to command the largest of Colonial vessels, in the shape of cruisers and battleships.
Pilot
The backbone of the fleet, combat pilots make up the bulk of the Navy's roster. These personnel run the roles of space superiority fighters, bombers, and recon fighters. More experienced pilots may be called upon to provide leadership to small teams of fighters, as part of the chain of command.
[font=Tahoma]Colonial Shipping
[font=Tahoma]
A freight company owned by the state, CS is the backbone of the economy that the new Colonial administration is depending on.
[color=#FFCC33]<span style="font-size:10pt;line-height:100%]Chairman
The Chairman controls the general direction of the company on behalf of the government. The most prominent member of Colonial Shipping, he handles much of their public relations.
[color=#FFCC33]Executive Chairman
The Executive Chairman assists the Chairman in ensuring that the company runs smoothly in its day to day activities, and ensures priority shipments are moved on time.
Captain
Captains within Colonial Shipping are responsible for a transport in the company's trading fleet. CS Captains are an important part of their young nation's economy, and carry out their roles responsibly.
' Wrote:Friendly with Council, but hostile with Brigands... Honestly I don't see how the old CR did it, nor how you could...
For a long time Brigands were pirating IMG in T-23, while IMG was friendly with Council and building their system. So it actually worked out.
About the new CR faction, everything seems well-written and the way they are supposed to be. Perhaps you could have surprised us by adding something different, but it's okay:P
So I guess we will now have to see you in-game as well.
1.) Will you promote for fairness when fighting?
2.) What is your stance to the Order?
3.) What is your stance on the tech of CR? If you became official, would you keep it for yourselves and yell NO U, or be open to sharing?
First, you're using the old faction logo for the new one. I got to say I really don't like that, it's really not cool. How's it supposed to be a new faction when you're using the old one's logo?
Second, the tag is pretty much the same.
Third, you're still trying to spread over both Military and Trade. Don't do that, it will fail. Since the IFF changed to Colonial Forces (even though I remember asking AD to change it to Colonial Military, he must of forgot), I strongly suggest focusing on either Military or Trading, leaving room for another stand alone faction to take the other. Allows you to focus on less, making you more efficient. Besides, we had quite a few problems from trying to spread over Military, Mining and Trading, and even had problems when we restricted to only Military and Trading.
The background is all right, keeping it simple was a good idea.
The diplomacy is the same however. I understand going with this for starters, but I suggest changing it as soon as you can, otherwise you won't have changed anything.
I can understand you want to keep it as close to the original as you can, but sadly I doubt it will work. Not to mention that you haven't really been active as a regular member while the previous faction was around. Also, I like Illy, he's a good guy, I've known him ever since he joined =CR=, but he has a habit of generating bad blood both in the faction and outside of it. By no means I mean kick him out or anything, but I guess it's a warning.
I suggest making changes by reflecting on what I wrote. Good luck.
This seems to be, as Rommie said, an almost one to one copy of the former Republic. I have to agree with Rommie about combining both military and shipping in one faction, since this not only takes away the chance for other players to come up with their own Colonial trading faction but also, again as Rommie said, gets kinda difficult for CR|-
Otherwise, it's all pretty cool, imo. Though I would prefer to see something different and 'new'.
And now I just noticed that I basically abbridged Rommie's post D:
With this draft you will be in the steps of the old CR so fast... and you will also be worth 15-20 mils / pop, you will also be enemies with every single house, and you will also be fined billions, likely. Because this draft pretty much says: We are the old CR.
I would suggest you focus on difference to the old approach. And show people inhowfar you are different.