Thetis Append
"Little else is requisite to carry a state to the highest degree of opulence from the lowest barbarism but peace, easy taxes, and a tolerable administration of justice: all the rest being brought about by the natural course of things."
- Adam Smith
Background
Thetis Today
Genre: Transhuman Democracy
Principles and Interests
Freedom of Thought, Expression and Bodily Integrity
Thetis holds that as a matter of principal, sentients have various fundamental freedoms as autonomous individuals.
Fair Governance and Democracy
The nations of Thetis is some of the few democracies in the known galaxy and are proponents of the concept that all sentients are equal under the law and that government should represent those governed, not simply exist for the benefit of the elites.
Free Exchange of Trade and Ideas
As an exporter of both goods and culture, Thetis looks dimly upon nations that seek to impose substantial restrictions or, worse yet, outright barriers to physical and intellectual exchange.
Open Skies/Freedom of Navigation
While recognizing the rights of nations to territorial skies to govern as they see fit, the Federation does not recognize the right of nations or other groups to arbitrarily declare large areas of space 'off-limits' to innocent passage; nor does it recognize ADIZs.
Interstellar System
One of the key foreign policies of the Thetan Federation is that, in the same way that the weak should not be intrinsically subservient to the strong in a nation, that small nations with limited power should not be the toys of larger, powerful states and all should have a say in the interstellar system.
Technology and Magic
Engineering: 500
Chemistry: 500
Physics: 500
Biology: 500
Psychology: 525
Creation: 0
Destruction: 60
Matter: 59
Mental: 100
Movement: 148
Infrastructure
Industry: 183+18
Wealth: 188
Research: 28
Ether: 100
Stockpiles
WU: 359
IUU: 170.1
Ether: 2014
Geodes: 324
Advantages
Elite Armed Forces
The Federation's armed forces have long maintained a pragmatic tradition of a hefty educational investment in its staff; moreover, care has been paid to both recruiting and retaining talent by a combination of competitive wages and a focus on skills and performance instead of tradition. Untested for more than a generation at the turn of the millenia, conflicts from Murklim to Montpelier have given a veteran edge to an already highly-skilled force.
Space Cadets
Ever since the arrival two centuries ago the Federation has maintained control of orbital space above the watery globe of Thetis.
Ancient World
A quirk of etherway currents has seen the Zetaret system be a natural eddy in the great sprawling web and hundreds - perhaps thousands - of ancient husks dating from millenia of space travel remain to be found among the thick comet belt orbiting in the mid-system.
Minor Modifications
Nationwide Mods
Green Fields
The inhabitants of Thetis are the inheritors of pre-Godswar germline modifications that heavily modified the standard human genome. Anti-aging modifications are natively part of the package, but this is only the start. Capable of effortlessly interfacing with neural transducers and processing bulk information, the brains of Thetans are marvels of self-propagating wet nanotech. Social cognition has been tweaked as well, and when coupled with a highly attractive - if somewhat ubiquitous - appearance, Thetans are simply the best at making first impressions. Or seconds.
To the Stars!
Seeing itself as one of the few genuinely functioning democracies in the galaxy and coupled to a profit-seeking entrepreneurial spirit, the Federation has not been shy about spreading its influence to nearby star systems.
Disadvantages
Factious World
The refugee-colonists who arrived on Thetis immediately split into several groups; various loosely-associated space and surface dwellers who would eventually federalize, the inhabitants of the five Arkships (floating city-ships) that recently unified into the Dorian Confederacy and the most collectively traumatized subgroup that settled the bottom of the warm, shallow Nereus Sea. Relations have waxed and waned over the years, with the Menkent War being a particularly low ebb. In addition to these, those Menkents who did not flee the system at the end of the war - or were abandoned - inhabit a number of colonies around Zetaret Beta.
Climate
Thetis is a pleasant if often soggy world, with rain expected in most seasons. The many low-lying swamps, mangroves and island chains have resulted in the replacement of conventional ground vehicles with antigrav hover variants outside of the several major cities.
Geography
Heroes
Changelog
Infrastructure
- Thetis
- 15 RP -> 15 Ether
- 3 RP -> 3 Industry
- Capella:
- 5 RP -> 5 Ether
- Sata Corvi:
- 5 RP -> 5 Ether
Advantages
- Cyberbrain crew modification now required; Standardized at TL5, 107.38 batches of active units (536.9pp)
- Under construction; 92.62 batches (463.1pp)
- Minor Modifications + Nationwide Mods -> 500pp of upgrades
- 500pp put towards Cyberbrain crews; 100 batches.
- 92.12rp of mages -> 921pp for magic-type units, upgrades and mage caps.
- 500pp sent to Cyberbrain upgrades. All units in service and in production cyberbrained! Yay!
- 6 + 30 + 30 + 3.6; 69.6pp used for Mage cap upgrades
- 351.4pp remains
- 10 Smith-model HIT Marks disassembled for 6pp
- 90 Skullboys disassembled for 10.8pp
- 80 Wolverine disassembled for 16pp
- 40 Black Scarab disassembled for 16pp
- 1 Death's Head Strike Frigate disassembled for 2.4pp
402.6pp available
Final points spent on
300 Black Scarab Combat Suit (TL5 Super Infantry)
- 35[40] pp/100
- Upkeep: 2E, 1W
- +1 Silenced Railguns
- +1 Armor
- +1 Boosters
- +1 Urban Training
- +1 Thermoptic Camouflage
- +1(2) Combat AI Support
And one of:
160 TAAS-3 Alecto Stratostrikers (TL4 Interdiction Aircraft)
- 20 pp/20
- Upkeep: 3E, 1W
- +1 Heavy Seeker Missiles
- +1 ECM
- +1 Shields
- +1 Fusion Booster
or
4 Jagers (TL5 Land Dreadnoughts)
- 40 pp each
- Upkeep: ~5E, 1W
- +1 Arms
- +1 Legs
- +3 additional added caps (different for each)
- x2 externals (different for each)
Plus the following units were full-batched to simplify things
- 3.2 to buy 2,000 FORCE Heavy Infantry
- 0.8 to buy 50 Jump Marines
- 0.8 spent to buy 2 FORCE Commandos
- 30 spent to buy 30 FORCE STRIFE Commandos
- 9.2 spent to buy 575 HRL-79 Valkyrie Recon Skimmers
- 1.6 spent to buy 40 HEV-72 Cyclops Hoverscouts
- 10.4 spent to buy 10 HPC-72 Siren High Mobility IFVs
- 0.5 spent to buy 22 Fondre X Towed Artillery Tubes
- 4.8 spent to buy 600 HLC-1 Hovertrucks
- 12.5 spent to buy 125 HRT-34 Firestorm' High Mobility Hoverartillery
- 5 spent to buy 5 A/UV-10 Crag Dropships
- 9 spent to buy AV-37 Thresher Gunships
- 13.2 spent to buy 33 UM-22 Light Transports
- 6 spent to buy 2 TAMB-6 Bandersnatch Bombers
- 7.5 spent to buy 1 TAAF-13 Syreen Dominance Stratofighter
Total: 114.5pp
8.1pp spent on a Rman party.