Star Wars Roleplay: Chaos

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Galactica Universalis 4

Galactic Republic – Constitutional Republic – Empire Rank

Traditions:
Unrest -2
Yearly Republican Tradition +0.5

Jedi Generals: +1 Leader Shock
Senate Committees: -10% Advisor Costs
KDY Warships: +10% Heavy Ship Combat Ability
Free Enterprise: -10% Technology Cost
Grand Army of the Republic: +25% Manpower
Empire of Democracy: +1 Prestige
Bastion of Commerce: +10% Trade Efficiency

Ambition:
-25% Stability Cost
 
Omega Protectorate – Republican Dictatorship – Empire Rank

Traditions:
Available Mercenaries +50%
Discipline +5%

Bolters and Blasters: +10% Infantry Combat Ability
The Exarchates: -0.05 Global Autonomy
Fondor Shipyards: -10% Global Ship Cost
Miners and Manufacturers: +10% Production Efficiency
Remember Druckenwell: -0.05 Monthly War Exhaustion
Redordering the Rim: -10% Development Cost
Small Elite Groups: +1 Leader Fire

Ambition:
Better Relations Over Time: +50%
 
The Primeval - Theocracy - Empire Rank

Traditions:
+20% Religious Unity
+10% Morale of Armies

Religious Integrity: -10% Stability Cost Modifier
Dark Alliances: +1 Diplomatic Relations
Warlords: -15% Aggressive Expansion Impact
The Bleeding Sun: +10% Spy Offense
Gulandi Warriors: +1 Land Leader Shock
The Primeval Fleet: -10% Ship Costs
Imperial Worlds: -5% Technology Cost

Ambition:
+3 Tolerance of the True Faith
 
And just for fun:

Eldorai Matriarchy (Traditional) – Despotic Monarchy – Kingdom Rank

Traditions:
Yearly Legitimacy: +1
Tolerance of the True Faith: +2

The Silver Tithe: +15% Tax Income
Literacy Modules: +10% Discipline
The Investigators: +20% Spy Defence
Inquisitors of Ashira: +3% Missionary Strength
Angelii Guards: +10% Infantry Combat Ability
The Great City: +1% Prestige
Unyielding Faith: -0.05 War Exhaustion

Ambition:
Unjustified Demands: -25%
 
No scripts huh? Thats no fun. Ah well.


Techno Union. Bureaucratic Despotism. Rank: Kingdom

Traditions.
-5% Technology cost
-10% Idea cost

Droid Armies:
+15% National manpower modifier
+10% Land force limit modifier

Legacy of the Separatists:
+5% Manpower recovery speed
+5% Recover army morale speed

Bothan Space
-10% Ship costs

The Obsidian Order
+1 Land leader maneuver

Corporate Refuge
+10% National trade income modifier

Rulers of the Outer-Rim
-5 Years of separatism

Ambition
+20% Trade steering
 
[member="Valiens Nantaris"], I'll let you decide.


Remnant Ideas
Note: For all Imperial Remnant factions, who's main culture is Imperial and the Sith are not the primary religion.

Imperial Remnant. Any monarchy type. Government Rank: Duchy

Traditions
+1 Yearly prestige
-2 National unrest

Fortress Worlds of the Braxant Run:
+25% Fort defense

Heirs to the Empire:
+1 Yearly legitimacy

Reform the Imperial Army:
+5% Discipline

Victory Without War:
+15% Better relations over time
−10% Aggressive expansion impact

Fel Imperium:
-20% Culture conversion cost

Moff Council:
−10% Advisor cost

Reclaiming the Galactic Empire
-20% Time to fabricate claims
-10% Core-creation cost

Ambitions
+20% National manpower modifier
 
[member="Darth Kentarch"]
Really good work!

Mandalorians – Steppe Nomads? Feudal Monarchy? – Empire Rank

Traditions:
Accepted Culture Threshold: -25%
Morale of Armies: +15%

Raiders and Reavers: Looting Speed +20%
Basilisk War Droids: +10% Cavalry Combat Ability
Glory and Victory: Unjustified Demands -25%
Mandalorian Honour: +1 Diplomatic Reputation
Beskar Forgemasters: +10% Discipline
Siege Breakers: +10% Siege Ability
Assimilation: -20% Culture Conversion Cost

Ambitions:
Aggressive Expansion Impact: -20%
 
[member="Valiens Nantaris"], With the new updates A Tribal Federation for the Mandalorians: A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
 
Silver Jedi. Monastic Order. Goverment Rank: Duchy.

Traditions:
+2% Missionary strength vs. heretics
+2 Tolerance of heretics

A Jedi Schism:
+20% Land force limit modifier

Hunt down the Darkside:
Permanent casus belli against all other religious groups.

The Code of the Silver Jedi:
+10% Morale of armies

Atop the Voss-Ka:
+1 Attrition for enemies

Outer-Rim State
+5% Discipline

The Dominion of Mon Calamari
+5% Ship durability

Defense Against Tyranny
-1 National unrest

Ambitions
+25% Religious unity
 
[member="Darth Kentarch"]
Yeah, but that would make them a primitive government wouldn't it? I guess that's fair. :p

Nice ones for SJO, but I think it'd fit the coming Jedi Caliphate more. SJO have become a bit more respectable. :p

As a bynote, these are mine for Amikaron, the Qadiri state on Tygara. [member="Siobhan Kerrigan"]

Amikaron – Iqta – Empire Rank (Cultural Union for West Qadiri)

Traditions:
Diplomatic Relations +1
Diplomats +1

Recruit the Nomads: Mercenary Cost -20%
Plantation System: Goods Produced +10%
Imperial Mints: Inflation Reduction +0.10
Corsair Traders: Light Ship Cost -20%
Yazgid Studs: Cavalry Combat Ability +15%
Adventurous Merchants: Trade Efficiency +10%
Artillery Forts: Fort Defence +15%

Ambitions:
Legitimacy: +1
 
Conceptually, it wouldn’t be difficult. It’d operate like the Caribbean islands, with each system connected by straits to neighbouring ones. Thus your navy’s job is preventing these invasions or blockading planets so you can land there unopposed. Larger planets might have several ‘provinces’.
Sectors would be separate, so you couldn’t just cross the whole galaxy via straights.

Now, if only I had unlimited time, 20x the modding ability and a push to do SWRP Universalis….
 
[member="Valiens Nantaris"], I don't think it will matter because at this point everyone will be in the same tech group. As for a Jedi Caliphate, I think a unify the Jedi Orders might be a national decision. Which leaves us to making national decisions and oh yes... disasters.
 
I love CK2 though my dynasty never lasts long. My king keeps sleeping with his daughter in laws and.... well yeah the rest gets very complex and ugly after that.
 
Kar’zun Under-Empire – Administrative Monarchy – Kingdom Rank

Traditions:
Land Attrition: -25%
Stability: -20%

Mountain Fastness: +25% Defensiveness
Kar’zun Resilience: +10% Discipline
A Land of Stone: Attrition for Enemies +1
Blood and Iron: Military Technology -10%
The Halls of Vak’zahr: Prestige +1
Inland Trade Network: Caravan Power +10%

Ambitions:
Artillery Combat Ability: +15%
[member="Siobhan Kerrigan"]
 

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