Therson

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Thersonian Konigreich
Politics and Advancement
Capital: Konigsburg
Government: Constitutional Autocratic Monarchy
Konig: Edward William von Therson IV
Genre: Space Germans
Technology: Eng 400, Chem 410, Phys 400, Bio 330, Psy 330
Motto: For the Fatherland!
Infrastructure
Population: 62,430,000 housed (+31 to industry)
Industry: 84
Wealth: 92
Research: 25
Ether: 94
Resources: N/A


The Thersonian Koingreich

Advantages

  • Martial Society- Therson has an old and strong military tradition. Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armories and great armies can be quickly mobilized in times of trouble. In practice this allows a Power to form Unskilled Infantry and Skilled Infantry at a much increased rate, taking only the Production Point Cost in months to complete each Batch. (-30 SP)
  • Fanatical Population - Your People are incredibly devoted and can be urged on to great lengths for the state. Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis. This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.
  • Space Cadet- In recent years Therson has taken steps to cement a foothold in high orbit.

Disadvantages

  • Magic Numb - For whatever reason the people of your Nation have no ability whatsoever to cast Magic, be it deep-rooted personal prejudice, or a physical inability to grasp the mystic forces, or what have you. You may still take Magical Advancement Categories, and your Nation may use any magical devices you find, and even fuse Magic and Technology to create and use Technomagic, but you may never produce or own Mages.
  • Fourth Law - Your Nation fears the rise of intelligent machines. This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers. Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.
  • Cult of Victory - Your Nation does not like losing. Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.

Geography

Prussia:
Hampshire Militarized Zone (Open):
Population: 10 million
Industry: 16
Wealth: 15
Research: 10
Ether:20
'Bavaria (Open):'
Population: 10 million
Industry: 10
Wealth: 10
Research:0
Ether: 20
Konigsberg (Open): Population: 14 million
Industry: 20
Wealth: 30
Research: 10
Ether: 25
Kassel (Difficult): Popluation: 6.4 million
Industry: 8
Wealth: 11
Research: 0
Ether: 0

  • The Black Forest (Major Feature)

The von Moltke Mountain Range (Very Difficult): Population: .2 million
Industry: 0
Wealth: 0
Research: 0
Ether: 0

  • The Old King (Major Feature)

Intervening terrain: Blaues Meer
Saxony:
West Saxony (Open):
Population: 10.612 million
Industry: 11
Wealth: 7
Research: 5
Ether: 20
South Saxony (Difficult):
Population: 10 million
Industry: 5
Wealth: 7
Research: 0
Ether: 9

Weather: Winter: 1 SP Precipitation (Routine heavy snow storms).

Space Terrain: Orbital Space: 1 Crowded (The moon Victoria) , 2 Open Mid System: 2 Crowded (The von Austerland Belt), 8 Open Out System: 20 Open

Thersonian Wehrmacht

Thersonian Heer
Thersonian Sternmarine
Thersonian Mobile Suit Corp
Königlichnachrichtendienst