Post by Terran Dominion Empire on Apr 18, 2006 23:32:45 GMT -5
The Alliance is a group of countries coming together to for an alliance. The Alliance has its main goverment at the Sol system on the planet Earth. The Alliance work together to create new technologies and sharing them amongst them selves. Some technologies such as medicines or even some science technologies can be traded out to other countries but weapons, engines, shields, and propulsion systems cannot be traded. There may be some exception examples are if your country is almost destroyed and you wish to run away to save your people then some technologies may be traded. I believe that this information would be helpful for Alliance members and any one looking at the Alliance thread.
Alliance members:
Terrian Dominion (TD)
Terran Empire Dominion (TED or T.E.D.)
Former Alliance Members:
BreenCardassianDominion(BCD)
Halo Empire (HE)
Technologies:
Weapons:
-energy weapons
++++Mark 10 phasers
-plasma weapons
+++++plasma cannon
+++++plasma beam
-pure energy weapons
+++++ MAC cannon
+++++quantum lazers
-Black Hole Generator
-Cybernetic Soldiers
-Dampening Weapons
Defenses:
-advance hull structure
-cloaking technology
-phase cloaking technology
-advance shielding
-modified hull plating
Sciences:
-new medicines
-improved sensors
-improved computers
-new agricultural technologies
-cloak detection
Energy Sources:
-Cold Fusion Generator
-Hot Fusion Generator
-Singularity Generator
Movement Technology
-Worm Hole Generator
-Slip Stream Drive 9.9997
-Warp Drive 9.9999
Transforming technology:
-Terraforming
+++++ Terraforming ships
+++++ Terraforming generator
-Nebula generator
+++++ It can be used to create:
++++++++++proto stars which will turn into stars
++++++++++gas nebulas
++++++++++gas nebulas which will turn into planets
# of ships the Alliance Members have:
1 Armada = 3 Fleets
1 Fleet = 1000 ships
1 convoy = 20 ships
1 diplomatic convoy = 10 ships
1 passive diplomatic convoy = 5 ships
1 aggressive diplomatic convoy = 15 ships (has battle cruisers in it)
TD = 21 armadas = 63 fleets = 63,000 ships
T.E.D. = 40 armadas = 120 fleets = 120,000 ships
BCD = 5 armadas = 15 fleets = 15,000 ships
HE= 6 armadas = 18 fleets = 18,000 ships
Total= 72 armadas = 216 fleets = 216000 ships
On top of the Laws and the Constitution of the United Federation of Planets the Alliance has its own rules.
The Alliance Rules:
1: Joining the Alliance:
1A: No one may be forced to join the Alliance.
1B: Anyone wishing to join the Alliance must apply for acceptance.
1C: For someone to join the Alliance they must have a majority vote from the members of the Alliance for their acceptance.
1D: Once accepted they are a member of the Alliance.
2: Alliance government:
2A: The Alliance government may build its own ships.
2B: The Alliance government only can control the affairs of the colonies.
2C: The Alliance government cannot control the internal affairs in the countries of the Alliance and of countries outside the Alliance.
3: No one country in the Alliance may have single control of a colony.
3A: If they wish to have control of their own colony they must have a majority vote of the Alliance.
3B: The purpose of the joint colonies is to strengthen the bonds of the Alliance.
3C: Any ship in the Alliance may pass through the Alliance Colony (Battle Cruiser, Carrier, science vessel, civilian, ect.
4: Attacking and Defending:
4A: If a country in the Alliance is attacked the other countries within the Alliance must assist them.
4B: No one may attack a ship or country that the Alliance has a treaty with. (As of right now the only country we have a treaty with is the Trouble with Tribbles.)
4C: No country in the Alliance may attack another country within the Alliance.
4D: No country in the Alliance may attack another country without a majority vote by the Alliance members approving the attack.
5: Technologies:
5A: Countries may with hold technology that they created.
5B: If a country wishes to give technology to the Alliance. They must give it to every one in the group not just one member of the Alliance.
5C: A country is not required to take technology.
6: Weapons rules:
6A: No weapons testing may be done in the colonies. Weapons testing can be done in some one else’s country but they must have the approval of that countries
6B: No one may build a weapon that can destroy a solar system.
7C: They may build weapons that can destroy a planet but those weapons may only be used as a defensive option.
7CA: If the planet destroying weapons are used to attack. Then the Alliance will be forced to destroy those weapons and the country that used a planet destroying weapon will be punished.
8: Punishments:
8A: If as stated above a country uses a planet destroying weapon then there will be several punishments.
8AA: The weapons will be destroyed and the country will be band from building more.
8AB: They will loose technologies and territory. (The territory they lost will be given to the county they attacked.)
8AC: Additional punishments will be added as seen fit.
8B: If country attacks another country that is a: part of the Alliance, b: has a treaty with the alliance, or c: another country without the approval of the Alliance then all members of the Alliance will be forced to attack the country (in the Alliance) that attacked originally.
9: Internal Affairs of members in the Alliance:
9A: No weapons may be used for attacking ones own people.
9B: If there is a coup then the Alliance will not intervene unless the original administration requests it. Then the Alliance members must have a majority vote to intervene.
9C: Oppression of ones people is not acceptable in the Alliance.
10: Internal Affairs of countries outside of the Alliance:
10A: If there is a coup then the Alliance will not intervene unless the original administration requests it. Then the Alliance members must have a majority vote to intervene.
10B: If there are two countries that are at war then the Alliance will not interfere.
10BA: If the countries or country that is at war with non-Alliance members borders an Alliance country then
11: First Contact:
11A: No Contact with pre-warp planets, unless they (some how manage to) pass warp drive and go into slipstream or something else then first contact is acceptable.
11B: No colonizing of planets that have pre-warp country.
11C: First Contact with new warp country must be done carefully. No war ship may be part of first contact.
11D: If the new warp country attacks your ships then another attempt may be done again but this time a war ship may be used for second contact. If they attack your war ship, the war ship will not be allowed to attack back and must leave. If second contact fails then third contact will not be allowed.
12: Leaving the Alliance:
12A: If you are leaving the Alliance you must destroy the technology that can be used for weapons. Non weapon science technology and medicines can be kept.
12B: If you had a colony before the Alliance it may be return if a majority vote votes to return it.
12C: If the vote does not get a majority vote the country may repetition a vote for there colony.
12D: In the event of a tie vote the Alliance will request that half the colony be under the control of the Alliance and that the country that originally had the country could have the other half.
12DA: If the country rejects this proposal then the country will be returned to the country who originally had control of it.
12E: If a country is leaving and want a colony it did not have control of before it joined then they will not gain control of that colony.
12F: If the colony is in a tactical position (which means that an attack can be launch against the Alliance in that Area. Which means that if it is in the heart of a country or borders a country.). Unless a majority vote of the Alliance members give it back to the country that is leaving. If there is a tie vote then only a portion of the colony will be returned.
12FA: A country that left the alliance may form a treaty with the Alliance for the colony lost.
12G: Once all of this is accomplished best wishes to you in the future.
13: Amendments:
13A: Amendments can be added on to the laws of the Alliance.
13B: Amendments must have a majority vote for them to be added.
Alliance goverment vessels:
The Wraith is a fighter/bomber combination. It can do long range tactical missions. It has a crew complement of 1.
The Alliance only has one ship at this time. It is a battle cruiser, science vessel, cargo ship, carrier, ect. The name of the class of ships is called the Join class. It can hold up to 200 Wraiths. It has a crew complement of 550 people.
The Alliance has made 2 new classes of ships. The galaxy refit class and the intrepid refit class.
Data on these ships will come latter.
The most powerful ship in the Alliance, it is the size of a moon. The design of this vessel came from the TE. With the BCD, T.E.D., TE, and HE coming together they put the most advanced technology into building these monstrous ships. They put their most advanced weapons together to create powerful cannon. The alliance combined a DTEC, a mac gun, and a Plasma cannon. They call the cannon the DMP cannon. It can hold up to 400 Join classes and up to 2000 Wraith fighters. It has slipstream drive of a slipstream factor of 1. The only problem of this ship is that it cannot go through a worm hole. It takes 4 years to beuild these ships. There are only 4 in existance. One is in the BCD territory, one is in the T.E.D. territory, one is in the TD and the last one is in the HE territory. It has a crew complement of 4000 people.
(This ship is a symbol of working together)
This ship has its own laws.
1: This ship cannot be used to wage war.
2: The use of this ship requires a unanimous vote to use it.
3: This ship must stay inside Alliance territories.
(Side Note: The planet it was tested on was in the BCD and had full agreement of All Alliance members to be tested. The planet was uninhabitable not even bacterial were living on that planet. The sun of the solar system was going to go super nova and destroy the planet anyway in 20 years. Also the planet looks a lot like Earth. )
These are the new soldiers we created. Via new military technology we traded for these cybernetic armors (CA). Most of the cybernetic armors have cannons placed on they arms. Each armor has a power sources and shielding. Each one has special features. For all intensive purposes we are calling all these soldiers cybernetic enhanced soldiers CES for short.
This is the most basic of the CES units. It is highly durable its cannon is the most powerful of the cannons
This has another cannon placed on the chest and is build for sniping. Its arm cannons are weaker.
This has two laser cannons. The cannons are compact and need to cool down after 20 shots. It is the fastest armor.
This armor has two blades on each arm and are great for lose combat. It also has two laser cannons under the blades.
This armor has a person cloaking devise. It has two blades and two particle cannons.
All the armors above have the ability to have the back armor transform into a motor cycle.
This is a cybernetic soldier. We take soldiers near death that want to live and still be part of the military and put them into these. They have a powerful outer armor. It has a phaser that has powerful destructive capacity.
This is the generic armor we have made for the majority of our soldiers. It can take a real beating. We are calling this armor the Spartan mark I.
The first armor ever made. Known as the Spartan mark II. This was used during the attack on a Coalition planet. It has a Phase Cloak, regular cloak, it has several coin shaped singularity generators, a lifesigns detector, personal transporter, and an onboard AI. This was seen as the best of all the armors. It was seen as to high in cost and so these were made for special opps personal. They took this and downgraded it and it became the Spartan Mark I.
Alliance members:
Terrian Dominion (TD)
Terran Empire Dominion (TED or T.E.D.)
Former Alliance Members:
BreenCardassianDominion(BCD)
Halo Empire (HE)
Technologies:
Weapons:
-energy weapons
++++Mark 10 phasers
-plasma weapons
+++++plasma cannon
+++++plasma beam
-pure energy weapons
+++++ MAC cannon
+++++quantum lazers
-Black Hole Generator
-Cybernetic Soldiers
-Dampening Weapons
Defenses:
-advance hull structure
-cloaking technology
-phase cloaking technology
-advance shielding
-modified hull plating
Sciences:
-new medicines
-improved sensors
-improved computers
-new agricultural technologies
-cloak detection
Energy Sources:
-Cold Fusion Generator
-Hot Fusion Generator
-Singularity Generator
Movement Technology
-Worm Hole Generator
-Slip Stream Drive 9.9997
-Warp Drive 9.9999
Transforming technology:
-Terraforming
+++++ Terraforming ships
+++++ Terraforming generator
-Nebula generator
+++++ It can be used to create:
++++++++++proto stars which will turn into stars
++++++++++gas nebulas
++++++++++gas nebulas which will turn into planets
# of ships the Alliance Members have:
1 Armada = 3 Fleets
1 Fleet = 1000 ships
1 convoy = 20 ships
1 diplomatic convoy = 10 ships
1 passive diplomatic convoy = 5 ships
1 aggressive diplomatic convoy = 15 ships (has battle cruisers in it)
TD = 21 armadas = 63 fleets = 63,000 ships
T.E.D. = 40 armadas = 120 fleets = 120,000 ships
BCD = 5 armadas = 15 fleets = 15,000 ships
HE= 6 armadas = 18 fleets = 18,000 ships
Total= 72 armadas = 216 fleets = 216000 ships
On top of the Laws and the Constitution of the United Federation of Planets the Alliance has its own rules.
The Alliance Rules:
1: Joining the Alliance:
1A: No one may be forced to join the Alliance.
1B: Anyone wishing to join the Alliance must apply for acceptance.
1C: For someone to join the Alliance they must have a majority vote from the members of the Alliance for their acceptance.
1D: Once accepted they are a member of the Alliance.
2: Alliance government:
2A: The Alliance government may build its own ships.
2B: The Alliance government only can control the affairs of the colonies.
2C: The Alliance government cannot control the internal affairs in the countries of the Alliance and of countries outside the Alliance.
3: No one country in the Alliance may have single control of a colony.
3A: If they wish to have control of their own colony they must have a majority vote of the Alliance.
3B: The purpose of the joint colonies is to strengthen the bonds of the Alliance.
3C: Any ship in the Alliance may pass through the Alliance Colony (Battle Cruiser, Carrier, science vessel, civilian, ect.
4: Attacking and Defending:
4A: If a country in the Alliance is attacked the other countries within the Alliance must assist them.
4B: No one may attack a ship or country that the Alliance has a treaty with. (As of right now the only country we have a treaty with is the Trouble with Tribbles.)
4C: No country in the Alliance may attack another country within the Alliance.
4D: No country in the Alliance may attack another country without a majority vote by the Alliance members approving the attack.
5: Technologies:
5A: Countries may with hold technology that they created.
5B: If a country wishes to give technology to the Alliance. They must give it to every one in the group not just one member of the Alliance.
5C: A country is not required to take technology.
6: Weapons rules:
6A: No weapons testing may be done in the colonies. Weapons testing can be done in some one else’s country but they must have the approval of that countries
6B: No one may build a weapon that can destroy a solar system.
7C: They may build weapons that can destroy a planet but those weapons may only be used as a defensive option.
7CA: If the planet destroying weapons are used to attack. Then the Alliance will be forced to destroy those weapons and the country that used a planet destroying weapon will be punished.
8: Punishments:
8A: If as stated above a country uses a planet destroying weapon then there will be several punishments.
8AA: The weapons will be destroyed and the country will be band from building more.
8AB: They will loose technologies and territory. (The territory they lost will be given to the county they attacked.)
8AC: Additional punishments will be added as seen fit.
8B: If country attacks another country that is a: part of the Alliance, b: has a treaty with the alliance, or c: another country without the approval of the Alliance then all members of the Alliance will be forced to attack the country (in the Alliance) that attacked originally.
9: Internal Affairs of members in the Alliance:
9A: No weapons may be used for attacking ones own people.
9B: If there is a coup then the Alliance will not intervene unless the original administration requests it. Then the Alliance members must have a majority vote to intervene.
9C: Oppression of ones people is not acceptable in the Alliance.
10: Internal Affairs of countries outside of the Alliance:
10A: If there is a coup then the Alliance will not intervene unless the original administration requests it. Then the Alliance members must have a majority vote to intervene.
10B: If there are two countries that are at war then the Alliance will not interfere.
10BA: If the countries or country that is at war with non-Alliance members borders an Alliance country then
11: First Contact:
11A: No Contact with pre-warp planets, unless they (some how manage to) pass warp drive and go into slipstream or something else then first contact is acceptable.
11B: No colonizing of planets that have pre-warp country.
11C: First Contact with new warp country must be done carefully. No war ship may be part of first contact.
11D: If the new warp country attacks your ships then another attempt may be done again but this time a war ship may be used for second contact. If they attack your war ship, the war ship will not be allowed to attack back and must leave. If second contact fails then third contact will not be allowed.
12: Leaving the Alliance:
12A: If you are leaving the Alliance you must destroy the technology that can be used for weapons. Non weapon science technology and medicines can be kept.
12B: If you had a colony before the Alliance it may be return if a majority vote votes to return it.
12C: If the vote does not get a majority vote the country may repetition a vote for there colony.
12D: In the event of a tie vote the Alliance will request that half the colony be under the control of the Alliance and that the country that originally had the country could have the other half.
12DA: If the country rejects this proposal then the country will be returned to the country who originally had control of it.
12E: If a country is leaving and want a colony it did not have control of before it joined then they will not gain control of that colony.
12F: If the colony is in a tactical position (which means that an attack can be launch against the Alliance in that Area. Which means that if it is in the heart of a country or borders a country.). Unless a majority vote of the Alliance members give it back to the country that is leaving. If there is a tie vote then only a portion of the colony will be returned.
12FA: A country that left the alliance may form a treaty with the Alliance for the colony lost.
12G: Once all of this is accomplished best wishes to you in the future.
13: Amendments:
13A: Amendments can be added on to the laws of the Alliance.
13B: Amendments must have a majority vote for them to be added.
Alliance goverment vessels:
The Wraith is a fighter/bomber combination. It can do long range tactical missions. It has a crew complement of 1.
The Alliance only has one ship at this time. It is a battle cruiser, science vessel, cargo ship, carrier, ect. The name of the class of ships is called the Join class. It can hold up to 200 Wraiths. It has a crew complement of 550 people.
The Alliance has made 2 new classes of ships. The galaxy refit class and the intrepid refit class.
Data on these ships will come latter.
The most powerful ship in the Alliance, it is the size of a moon. The design of this vessel came from the TE. With the BCD, T.E.D., TE, and HE coming together they put the most advanced technology into building these monstrous ships. They put their most advanced weapons together to create powerful cannon. The alliance combined a DTEC, a mac gun, and a Plasma cannon. They call the cannon the DMP cannon. It can hold up to 400 Join classes and up to 2000 Wraith fighters. It has slipstream drive of a slipstream factor of 1. The only problem of this ship is that it cannot go through a worm hole. It takes 4 years to beuild these ships. There are only 4 in existance. One is in the BCD territory, one is in the T.E.D. territory, one is in the TD and the last one is in the HE territory. It has a crew complement of 4000 people.
(This ship is a symbol of working together)
This ship has its own laws.
1: This ship cannot be used to wage war.
2: The use of this ship requires a unanimous vote to use it.
3: This ship must stay inside Alliance territories.
(Side Note: The planet it was tested on was in the BCD and had full agreement of All Alliance members to be tested. The planet was uninhabitable not even bacterial were living on that planet. The sun of the solar system was going to go super nova and destroy the planet anyway in 20 years. Also the planet looks a lot like Earth. )
These are the new soldiers we created. Via new military technology we traded for these cybernetic armors (CA). Most of the cybernetic armors have cannons placed on they arms. Each armor has a power sources and shielding. Each one has special features. For all intensive purposes we are calling all these soldiers cybernetic enhanced soldiers CES for short.
This is the most basic of the CES units. It is highly durable its cannon is the most powerful of the cannons
This has another cannon placed on the chest and is build for sniping. Its arm cannons are weaker.
This has two laser cannons. The cannons are compact and need to cool down after 20 shots. It is the fastest armor.
This armor has two blades on each arm and are great for lose combat. It also has two laser cannons under the blades.
This armor has a person cloaking devise. It has two blades and two particle cannons.
All the armors above have the ability to have the back armor transform into a motor cycle.
This is a cybernetic soldier. We take soldiers near death that want to live and still be part of the military and put them into these. They have a powerful outer armor. It has a phaser that has powerful destructive capacity.
This is the generic armor we have made for the majority of our soldiers. It can take a real beating. We are calling this armor the Spartan mark I.
The first armor ever made. Known as the Spartan mark II. This was used during the attack on a Coalition planet. It has a Phase Cloak, regular cloak, it has several coin shaped singularity generators, a lifesigns detector, personal transporter, and an onboard AI. This was seen as the best of all the armors. It was seen as to high in cost and so these were made for special opps personal. They took this and downgraded it and it became the Spartan Mark I.