Union of Mattibean Communes

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Union of Mattibean Communes

Postby mat.gopack » 13 Aug 2013, 17:41

Note on foundation: "Today, April 1, 3805, The Matt and the Emperor of the UCI signed the unification of our two countries into the Mattibean Union (props to Willie for the awesome name! :D - mine was going to be something really boring).

In terms of rule, this is a 'dual empire' format- each of the two unified countries will maintain a large degree of independence. The Union government consists of the 2 heads of States (the Matt and the Emperor), as well as an elected Prime Minister. The Parliament is divided into 2 houses, and is elected by popular vote nationwide (representatives assigned based on population). In terms of techs, all will be shared. In terms of military, they'll be combined."


Current:
Population-
Caribbean: 540 million
Arabia: 500 million
Europe: 167 million
Eastern: 100 million
Atlantic Islands: 30 million
Bay Area: 43 million

Total (on earth): 1.38 billion


General info:
Map-
UMC Regions.png
UMC Regions.png (1015.09 KiB) Viewed 2919 times


Holdings off of Earth (population)
Moon- 8 million
Mars- 152 million
Beowulf (Sigma Draconis System)- 300 million
Aldebaran- 75 million
Betelgeuse- 25 million
Wolf 1055B - 50 million
Chi Draconis 2 - 10 million
total - 620 million

Total population (roughly)- 2 billion

Population roughly updated 12/30/15

10 largest cities (WIP):
1. Megamattopolis (100 million)
2. Mattopolis (80 million)
3. Kingston (60 million)
4. Havana (55 million)
5/6. Skyhub, Vivec (50 million)
7/8. New Kingston, Hamburg (45 million)
9. San Francisco (43 million)
10. Hong Kong (42 million)
11. Singapore (41 million)

Government
The Union of Mattibean Communes' government is based on the commune at its core. Each city district, town, village, etc, has its own commune, where citizens can come and discuss concerns, projects, improvements to the community, etc. Each commune elects representatives, based on population, to represent them at the regional level - typically state or city. These regional communes elect representatives to the national and international level. At the national level, this consists of the Arabian, Caribbean, European, Eastern, Atlantic, Bay, Martian, and Extra-solar communes. The international level consists of the unified UMC.

All representatives are subject to being recalled and replaced at any time, based on a vote of their parent commune.

At the National Assembly of Communes, the main legislative body, a quarter of the representatives come from Union wide votes for political parties, proportionally awarded. The other 3/4 come from the standard process. In total, there are 8,000 delegates - one for every 250,000 citizens. Of that number, 6,000 come as delegates from their respective assemblies, and 2,000 come from the union wide vote. These delegates have 8 year terms, with 500 up for election every two years.

In addition to the NAC, there is a second chamber in the system, the Assembly of Workers. Instead of the base being individual communes representing cities/towns/districts, the base unit are unions. Currently, given the industrial unionization of the Union, the national chamber is organized with representatives of each of these industrial unions. Unlike the National Assembly, the Assembly of Workers does not have the power to propose legislation. However, they serve as advisers to the other body, as well as holding votes over economic measures in the National Assembly (the AoW will be voting on everything along with the NAC, but the only ones that will need to be passed by both are economic measures).


Executive
The executive body of the UMC is the Mattibean Central Committee, a 12 member + chairman body. The 12 at-large members are elected by the National Assembly, while the Chairman is elected directly by the population every 5 years. In comparison to the previous Mattibean government, this executive committee has less direct control over affairs. However, they are able to be delegated additional powers should there be a time of emergency that calls for temporary centralization of power. However, such a strengthening of the executive committee's power can only be temporary, as the constitution states in strict terms.

Judiciary
The Judiciary is divided into the subnational and national courts. Each of the subsections of the Union has its own set of courts, of course. The national courts are 3 leveled - local courts, appellate courts, and the Supreme Court. The Supreme Court has 13 members, who are nominated by the Mattibean Central Committee and approved by the Legislative. Its members backgrounds are as such: 4 from the Mattopian subnational courts, 4 from the UCI subnational courts, 1 from the Turkish subnational courts, 1 from the Martian subnational courts, 1 from the Colonial subnational courts, and 2 additional members (whose background may be from any, or none, of the subnational courts).

National Anthem:

L'Internationale (original, French)

In the native languages of the Union:


The Internationale (American English)
نشيد الأممية (Arabic - I think that's the proper spelling)
Die Internationale (German)
La Internacional (Spanish/Cuban version)
Enternasyonal (Turkish)
Miedzynarodowka (Polish)
L'Internazionale (Italian)
इन्तर्नास्योनाल (Hindi)
L'Internationale (Belgian)
De Internationale (Dutch)
國際歌: 粵語 (Cantonese)
انترناسیونال (Iranian)
Интернационал (Bulgarian)
Internacionála (Czech)
Internationale (Sinhalese)

Former Government:
The executive branch is divided into two, twice over. First is the distinction between the national executive and subnational executive. The national executive is the one that makes up the entire MU, and the subnational one are the executives of the component nations (Mattopia, the UCI, Turkey, and the various interstellar colonies). At the national level, the executive is once again divided in two - the 'monarchy', made up of the Matt and the emperor of the UCI. Control of foreign policy, the military, and generally all that interfaces with foreign powers. The second is the office of the Prime Minister, who is the leader of the ruling coalition in Parliament. This has control over most domestic affairs - however, when needed, the 'monarchy' can appeal to Parliament to temporarily take over parts of these powers when necessary.

The Legislative (Parliament) is divided into two chambers. The lower chamber (The National Assembly) is made up of 1400 delegates (1 for every 1 million citizens), elected by popular vote from their various districts (Each district is made up of 10 million citizens, who then elect 10 delegates to the assembly). The upper chamber (The Assembly of Representatives) is made up of representatives from many sources - mostly from the various worker unions, or from occupation, etc. Most legislation is proposed in the National Assembly and then goes to the Assembly of Representatives for its discussion.

The Judiciary is divided into the subnational and national courts. Each of the subsections of the Union has its own set of courts, of course. The national courts are 3 leveled - local courts, appellate courts, and the Supreme Court. The Supreme Court has 13 members, who are nominated by the Executive (jointly) and approved by the Legislative. Its members backgrounds are as such: 4 from the Mattopian subnational courts, 4 from the UCI subnational courts, 1 from the Turkish subnational courts, 2 from the Colonial subnational courts, and 2 additional members (whose background may be from any, or none, of the subnational courts).
.·ï¨Ï¨Ï¨ï·.mat.gopack.·ï¨Ï¨Ï¨ï·.
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Re: The Mattibean Union

Postby Willie900 » 13 Aug 2013, 18:25

UCI's post

Stuff incoming.
Wow my signature used to be awful
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Military

Postby mat.gopack » 13 Aug 2013, 18:27

Military:

Military costs/number spreadsheet

Army: 5,000,000 troops
Nav/Air: 250,000 troops
Admiralty: 2,500,000 troops (1 million marines)
support (defense techs, engineers, etc): 1,250,000 troops
Total: 9,000,000 troops

Militia: 70 million
Earth: 40 million (12 million artillery)
Mars: 20 million (2 million artillery)
Beowulf: 9 million (1 million artillery)
Other: 1 million

Army Setup:
2000 standard divisions (4,000,000 soldiers)
(each division: 2000 total troops, 150 Sentinel Main Battle Tanks, 300 Stalker IFVs, 25 Watcher stealth tanks, 25 Breakthrough heavy tanks, and 700 troops for support (artillery, drone operators, GMVs, etc. ~6,000 Plasma Droids).

600 artillery divisions (600,000 soldiers)
(each division: 1,000 troops, 100 Barrage Missile Units, 100 Coilgun Artillery Batteries, ~1,200 Plasma Droids)

400,000 miscellaneous soldiers (support, supply, etc)
Total Plasma Droids (Divisions (Active + Reserve) + defenses: 50,000,000)


Reserves: 500 standard divisions, 15,000 Artillery Divisions

Current deployment (slightly HFPE)
Europe: 400 regular divisions, 120 artillery divisions, 200 Air Superiority Wings, 4,000 Wraiths, 20 Ground Support Wings
Arabia: 600 regular divisions, 130 artillery divisions, 200 Air Superiority Wings, 4,000 Wraiths, 20 Ground Support Wings, Arabia Fleet
Caribbean: 740 regular divisions, 200 artillery divisions, 330 Air Superiority Wings, 6,600 Wraiths, 30 Ground Support Wings, Caribbean Fleet
Bay Area: 10 regular divisions, 10 artillery divisions, 10 Air Superiority Wings, 5 Ground Support Wings, 200 Wraiths
East Asia: 50 regular divisions, 40 artillery divisions, 200 Air Superiority Wings, 4,000 Wraiths, 20 Ground Support Wings, Singapore Fleet
Mars: 100 regular divisions, 70 artillery divisions, 50 Air Superiority Wings, 5 Ground Support Wings, 1,000 Wraiths
Sigma Draconis: 80 regular divisions, 20 artillery divisions, 6 Air Superiority Wings, 120 Wraiths
Colonies: 20 regular divisions, 10 artillery divisions, 4 Air Superiority Wings, 80 Wraiths


Nav-Air (Combined Navy and Air force)
Heavy Ships:
12 Indomitable BB-F (Battleship-Flying): Very powerful flying unit, with extremely heavy shielding and weaponry.
12 Seahawk AC-F: Large, powerful flying aircraft carrier
25 Dauntless CA-F (Heavy Cruiser - Flying): Well armed and defended flying cruiser
15 Skimmer Carriers: Carry large numbers of skimmers for deployment outside of Overkill defenses.
Each Fleet: 5 BB-F, 5 AC-F, 5 Skimmer Carriers, 10 CA-F (Arabia, Caribbean, Singapore)

Submarines and Skimmers:
75 Ember Subs: UMC stealth combat sub
75 Fire Subs: Standard UMC sub
9 Big Gun Subs: Very large UMC sub designed to fire a specialized torpedo.
120,000 Skimmers: small, expendable drone ships that are armed with long range weaponry.
Each Fleet: 25 Ember Subs, 25 Fire Subs, 3 Big Gun Subs (Arabia, Caribbean, Singapore)
Skimmers arrayed throughout the UMC as automated local coastal defenses


800 Air Superiority Wings
Each consists of 20 Raptors (Air Superiority Aircraft), 10 Falcons (Stealth Air Superiority Aircraft), 100 Air Superiority Drones, and 500 Miniplanes


100 Ground Support Wings
Each consists of 20 Ghosts (Stealth Strategic/tactical bomber), 100 Ground Support Drones, 100 Hellfire Gunships, and 200 Spider Drones


Other
20,000 Wraiths - Stealth Multi-Use Fighter
1,000 Banshee - UMC stealth, specialized EW aircraft
1,000 Bats - UMC stealth transport aircraft
2,000,000 Frisbee Drones - flying mines. Typically include short range missiles and/or cloaking.


Space
Main Battle Fleet (Sol)
300 SD - Superdreadnought, capital ship
200 BC - Battlecruiser, screening ship
300 CA - Heavy cruiser, screening ship
5,000 Katana gunboats - anti-fighter

Non-Sol
Sigma Draconis: 3 Squadrons, 10 SD, 1,500 Katana Gunboats
Aldebaran: 2 Squadrons, 250 Katana Gunboats
Betelgeuse: 1 Squadron, 150 Katana Gunboats
Wolf 1055B: 2 Squadrons, 500 Katana Gunboats
Chi Draconis II: 1 Squadron, 100 Katana Gunboats

(Each squadron - 1 SD, 5 BC, 10 CA)


Troy, Thermopylae - Superheavy, (technically) mobile battlestars. Troy in solar system, Thermopylae in Sigma Draconis
Major bases on the Moon, Miranda (Uranus moon), and Amalthea (Jupiter moon)
Minor bases throughout the asteroid and kuiper belts.
HFPE - Clusters of missile pods scattered throughout the solar system. /HFPE





Notable divisions:
Mattibean Guards - the Mattibean Guards division is the Union's elite frontline troop squad. Unlike Team 17, they eschew stealth in favor of overwhelming firepower. Wielding Hercules suits, each of the members is considered to be more powerful (and valuable) than a tank. They are used to spearhead assaults into heavy defenses, or wherever the fighting will be toughest.
Size- 10,000

Popular Guard - The popular guard is the Union's elite bodyguard force. They are assigned to protect important members of the government.
Size- 1000


Team 17 - Team 17 is the elite of the elite, a crack commando, special ops, and infiltrator unit. They are experts at stealth, although they are also able to fight openly. They take on the toughest missions that need doing.

Hell's Angels - Hell's Angels are a group of 50 of our best aces, which have access to modified, elite versions of our typical fighters.

Other:
1,000 rakurai v5 (250 active)
500 super Bedazzle weapons (250 active)
HFPE: Large stockpiles of stage 3 & 4 Rakurai (& other missiles) with nuclear fusion or antimatter warheads/HFPE
~100 million battle droids (purchased from Pacifica)

Overkill
Project Overkill is the longstanding Mattibean (and Mattopian, before that) defense program. It can roughly be divided into 5 general subsections: Border defense, city protection, orbital and air control, long range firepower, and space.

Border defense: much of project Overkill defenses are at the various borders, and consist of tactical level obstacles (eg: one shot missile launchers, mines, strongpoints, etc). However, there are a number of larger installations covered in this subsection. First is Forts of the Line, which are large, heavily defended installations that anchor defensive lines on a strategic level. They are very tough, and boast a large amount of weaponry, forcing them to be dealt with. They are typically installed 200 km from each other in a standard defensive line. Finally, one step above the Forts of the Line are the fortresses, which are incredibly massive installations, designed to force entire armies to conduct a protracted assault/bombardment over weeks or months to take out. There are 20 Fortresses in the UMC - 1 on Mars, 2 in the UCI Texas/Florida, 4 in UCI central/SA, 1 in Madagascar, 1 in the low countries, 1 in the Alps, 3 along the URMA european border, 2 in the Balkans, 1 in the Caucasus, 2 at the Persian border, and 2 at the UMC- Mobius border.

City Protection: This is the civilian protection aspect of Overkill, and involves underground bunkers, city-wide shielding, and redundant amounts of protection. Major cities are designated as "Fortress Cities", and have defenses capable of taking a massive amount of fire before going down. It also includes underground military factories, farms, living areas, and so on.

Orbit & Air Control: This is Overkill's network of SAM and SOM batteries, spread out throughout the Union in both long and middle ranged batteries. Much of this capability is integrated with other aspects, though it does have plenty of stand-alone installations.

Long range firepower: Overkill incorporates large amounts of mid and long-range strategic weaponry, both as a defensive measure and used to support offensives. This covers anti-ground and anti-sea, long-range missile batteries, as well as coilgun artillery.

Space: Folded into the Admiralty, the space features of Overkill are focused around the Troy, protecting our military bases, and the building of a network of missile pods throughout the solar system. In systems fully controlled by the UMC, it mostly covers missile pod installations, gunship bases, and anti-bombardment shields on inhabited planets.

Rough amount of total project Overkill ground installations: 20 fortresses, 5 Fortress Cities, 250 Forts, 40,000 Strongpoints, 80 Shore Batteries, 4,500 strategic launchers, 6 Damocles Installations, 1,000 SOM launchers, 100,000 AA Units, Alcatraz

Stages of Mattibean Mobilization
Partial Activation - activates all regular military factories across the Union at full levels
Full Activation - same as partial activation, but also activates the massive missile factories at full levels (most normal war footing)
Partial Mobilization - same as full activation, but converts a portion of civilian production to military production
Full Mobilization - same as partial mobilization, but converts a substantial portion instead.
Total War - almost all of the nation's production is geared to the war.

Old


Missile Silos/Batteries
Low ranged tactical/battlefield: millions, built by project overkill.
Long Ranged Missile bases (excluding Forts of the Line/Fortresses/Mobile Units):
------Low Ranged cruise missiles: 13 locations- Hamburg, Alcatraz, Mattopolis, Megalomattopolis, Megamattopolis, a base at the straits of Bab El Mandeb, Singapore, Hong Kong, Sri Lanka, Piedmont, La Paz, Kingston, New Havana
------High Ranged Cruise Missiles: 4 HFPE locations Alcatraz, Mattopolis, Singapore, Kingston
------Intermediate ranged Ballistic missiles: 4 HFPE locations Alcatraz, Mattopolis, Singapore, Kingston
------Intercontinental Ballistic Missiles: 7 HFPE locations 4 largest: Alcatraz, Mattopolis, Singapore, Megalomattopolis. Also capable: Megamattopolis, Hamburg, Kingston



UCI:
Canary Island- 1st Atlantic Carrier Task Force
1 Seahorse-Class Supercarrier
1 Strike-Class carrier
10 Beast-Class destroyers
10 Monster-Class destroyers
10 Aqua-Class submarines
2 MegaGun-Class submarines
250 Locusts

The North Atlantic Garbage Patch Carrier Task Force: 2nd Atlantic Carrier Task Force
2 Strike-Class Carriers
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun Submarines
250 Locusts

1st Caribbean Carrier Task Force (The Gulf of Mexico Carrier Task Force):
1 Strike-Class Carrier
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
250 Locusts

2nd Caribbean Carrier Task Force (The Greater Antilles Carrier Task Force):
2 Strike-Class Carrier
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun Submarine
500 Locusts

3rd Caribbean Carrier Task Force (The Atlantic-Side Central American Carrier Task Force):
1 Strike-Class carrier
1 Seahorse-Class supercarrier
12 Beast-Class destroyers
12 Monster-Class destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
500 Locusts

4th Caribbean Carrier Task Force (The South American Carrier Task Force):
2 Strike-Class carriers
10 Monster-Class Destroyers
10 Beast-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
250 Locusts

5th Caribbean Carrier Task Force (The Lesser Antilles Carrier Task Force):
2 Strike-Class Carrier
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
300 Locusts

1st Pacific Carrier Task Force (The Shanghai Carrier Task Force):
1 Seahorse-Class Supercarrier
1 Strike-Class Carrier
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines

2nd Pacific Carrier Task Force (The Pacific-Side Central American Carrier Task Force)
1 Strike-Class Carrier
10 Beast-Class Destroyers
10 Monster-Class Destroyers
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
250 Locusts

1st Submarine Carrier Wolfpack (The North Atlantic Wolfpack):
1 Shark-Class Submarine Carrier
10 Aqua-Class Submarines
2 MegaGun-Class Submarines

2nd Submarine Carrier Wolfpack (The Pacific Wolfpack)
1 Shark-Class Submarine Carrier
10 Aqua-Class Submarines
2 MegaGun-Class Submarines

3rd Submarine Carrier Wolfpack (The Caribbean Wolfpack)
1 Shark-Class Submarine Carrier
10 Aqua-Class Submarines
2 MegaGun-Class Submarines
*Parethetical names reflect current deployment, and are HFPE

Misc-
Air Force:
RESERVE:
5000 Wraiths
1600 Raptors v2
800 Ghosts
800 Bats
5000 A-Drones
4500 B-Drones
15,000,000 Frisbees (none 'active'- but they can all be mobilized virtually instantly)

Active:
6,100 Wraiths II
2,050 Ghosts II
500 Bats II
1600 Raptors III
300 Banshees
1000 Stegausaurus
10,000 hellfire gunships
20,000 miniplanes
2 Leviathans
5 stage 5 aircraft
4 A and 4 B platforms
3000 ground support drones (5000 in reserve in Arabia/Germany)
3000 air superiority drones (5000 in reserve in Arabia/Germany)
5000 spider I Drones
8000 spider II drones (15,000 in reserve in A/G)
6 AC-F
15 Drone Motherships (10 in reserve)
50 ground support platforms
15 shield platforms
20 power ships
10 missile silo platforms
40 supply platforms
50 transport platforms
2 Roc platforms (1 Germany, 1 Arabia)
HFPE: 1000 SB1/HFPE
(*all active aircraft can be mobilized instantly. Inactives need 1-6 months. drones can be mobilized as needed, but for all within 1-4 weeks)

Navy:
Naval Reserve/unattached ships:
5 small ships (lizard)
6 Viper class battlecruiser
150 missile corvettes
3 Deutschland carriers (80 aircraft)
10 small skimmer carriers (200 each)
6 large skimmer carriers (1000 each)
55 subs
10 fast Altanian subs
10 slow Altanian subs
5 subs (Nodens)
2 carriers (Nodens)
1 aircraft carrier (Nodens)
5 pocket battleships (Nodens)
1 Shark class sub (active)
5 dock landing ships
10 tank landing ships
100 Pacifican transports (quick alert)
2 underwater aircraft carriers (pacifica- 120 special planes that come w/ them-actually active, not part of any fleet)
500 landers (Sybus) (quick Alert)
1 missile cruiser (Pacifica)

Current Duty Navy:
20 Paladin DD
50 Lancer DD
14 Shield LCs
12 Shield II LCs
50 Armageddon HCs
20 Lancer B HCs
4 Seahorse ACs
4 Singapore ACs
5 Ostrich SCs
50 Magma subs
20 Ember subs
12 Fire subs
100 Tornadoes
20 Hurricanes
1000 Gusts
2400 Cormorants

Fleet makeup:
Fleets 1,2,3 wrote:5 Paladin
10 lancer DD
3 Shield LC
3 Shield II HC
10 Armageddon HC
5 lancer B HC
1 Seahorse AC
1 Singapore AC
1 Ostrich SC
10 Magma subs
5 Ember subs
3 Fire subs
1 big gun sub
12 Tornadoes Resupply planes
3 Hurricane supply platforms
150 Gust resupply planes

4th Fleet wrote:5 Paladin
20 lancer DD
5 Shield LC
3 Shield II HC
20 Armageddon HC
5 lancer B HC
1 Seahorse AC
1 Singapore AC
2 Ostrich SC
20 Magma subs
5 Ember subs
3 Fire subs
1 big gun sub
12 Tornadoes Resupply planes
3 Hurricane supply platforms
150 Gust resupply planes

(all navies have 600 Cormorants detached to them for air support)
(*inactive naval ships need 2 weeks-2 years to be brought back into service)


Space Navy (classified-HFPE)

100 laser satellites
1500 SKEW platforms
1000 SOLS platforms
100 Terran Pact ships
150 A-Ships
200 Light Cruisers
200 heavy cruisers
120 battlecruisers
80 Dreadnoughts
4000 pinnaces
800 heavy pinnaces
1600 Assault shuttles
400 stealth pinnaces
400,000 modded Mars II suits (marines- reserve)
800,000 modded Mars III suits (marines)
500,000 drop pods

Army equpiment:
(not mentioned before)
4 million Mars III suits
1.5 million Mars II suits (reserve)
100,000 Mars suits (reserve)
1,000 divisions of 1 generation old (reserve)
500 divisions of 2 generation old (from reorganization after Paction War) (reserve)
500,000 Giants Mk I (reserve)
500,000 Giant Mk II (reserve)
1000 Giant Mk III (reserve)
125,000 Hermes
30,000 APCs (in reserve)
20,000 Guided missiles vehicles (50% reserve)
500 spider thingies from Constantine (reserve)
(*Inactive equipment would be phased in over 2 weeks-6 months)
.·ï¨Ï¨Ï¨ï·.mat.gopack.·ï¨Ï¨Ï¨ï·.
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UMC Technologies

Postby mat.gopack » 13 Aug 2013, 18:27

Techs:

Current:
Overkill - Continuous, defenses (has been ongoing since Dec 19 2011 (Year 3591 - 30 years after Mattopia's founding))
Anthill - Project Anthill is an update to our nanobots - particularly Devourer nanobots and our nannites. This major revamp will focus on optimizing design, power, capabilities and other factors of the nanobots.
Chemical Battle Stimulants - a general project to identify additional battle stimulants that could be used to enhance the capabilities of our military in full scale fighting, while seeking to avoid negative side effects, to replace and enhance our current suite of these.
Bedazzle Net - Project Bedazzle was a Mattopian project aimed at controlling and concentrating EMP weapons. This project will revamp it for the current era, as well as investigate new deployments methods.
Mandibles - Project mandibles is aimed at the creation of a new missile type - that would fill a sub-stage 1 rakurai role in the UMC. Due to their small size and the desire to mass produce/deploy the results, Mandible missiles will likely focus more on penetrating aids and a comparatively small chemical explosive core - allowing them to pierce infantry, light vehicle, droid, or mecha armor used by several potential foes, and efficiently destroy them.
Delayed Launch Missiles - This project is aimed at our stealth & regular war submarines, and missile launches. Currently any missile launch is immediate - this project will allow our subs to launch pods which can delay launches for up to a year, before the missiles are launched. This project will let our subs release specific pods which can delay the launch of a missile for up ot a year, and be triggered remotely as necessary - a major addition to the stealth capabilities we currently have.

Upcoming:
Plasma Droids - For the last few centuries, much of Mattibean research has focused on increasingly refined control of plasma shielding - from fast response, low angle shields used as active interception, to large numbers of repeated generators to allow a shield to trace the surface of the object (almost like a skin), to reinforced, narrow plasma generators. These have traditionally been used as tools for defensive usage, to reinforce and layer our shields better. This project will take it in a different direction - developing more specialized generators that can be used to create a 'body' along a droid 'skeleton'. The skeleton will be able to be folded up into a small, round shape for storing/long distance movement - and when activated, will unfurl into a droid, generating and shaping plasma to create the 'body' covering the droid. The power will be provided by one of our specialized, powerful exotic batteries, and be easy to switch in or out. The droid's weaponry will consist of a shaped plasma jet, with an effective range of ~600m.
Moving forward, once developed, these will be used as cheap, easy to carry ways to bolster our mobile forces in battle, replacing the larger droids purchased from Pacifica we currently use. Their weaponry will be dangerous at short ranges, though they will not be meant to provide the real killing power - but more to act as infantry to hold an opponent in place.
30 years

Chainmail - building off project Mail in two directions - one, using it for the armor of larger units (tanks, forts, fortresses, etc). Two, miniaturizing it further for use in infantry armor. 30 years



Finished

Civilian
Water saving/recycling- best water recycling systems in the world. Includes very good lining (preventing evaporation/loss of water in the ground), efficient purifying machines (to recycle them). Installed in all of Mattopia. Can be installed in starships.
strong magnets - best magnets in the world- supermagnets that do not require electricity. Used in bullet trains, and other technologies.
repulsors - the crowning jewel of Mattopian technology. Allows for hovercraft- using the repulsors (which are a closely guarded secret). They have been continually updated since they were created. HFPE- the military always gets the prototypes/first examples of the new generations. /HFPE
quantum levitational paint- paint that allows levitation. Several strengths.
bullet trains- bullet trains using our supermagnets to use virtually no energy. Able to be constructed underground, overland, underwater, or in space. There is a world bullet train line ringing the whole world. Mattopia's domestic bullet train line is massive, with dozens of separate lines allowing cheap travel throughout the country. HFPE- military has a few underground bullet train lines... secret /HFPE
underground housing- best underground buildings in the world. We have used this for bunkers, but more importantly- underground cities.
underground excavation tech- developed for our underground building programs
civilian exo-skeleton suit - suits that help civilians build stuff, by increasing strength. The Engineer Corps uses them as well (Though modified)
Food- a better method of underground food production. Used in our many underground cities
artificial 'black holes'- used to suck in sunlight for solar panels, making them smaller for a given area of effect
better industrial automation
Heaven's Light- Millions of large mirrors in space. Used to focus and concentrate energy from sunlight for orbital mining. HFPE: Can be used for military applications /HFPE
Medicine- we are making better medicine (using our nannites as a base, using short lived versions that are specifically targeted at certain diseases or to be injected to bolster the regular nannites).
holograms- either improving or making holograms.
Damocles- new type of repulsors- super powerful huge ones.
Civilian Spaceship Line- an expansion on industrial, personal, and commercial spaceships, both for intra- and inter-system trade/economy/use.
"Macropolymers" - A general development of polymers, using specialized nanobots and catalysts to be able to 'grow' them to a precise design, including the ability to build incredibly long chains - long enough to make large items out of a single molecule, as well as arranging that as desired. Also includes intertwining (both as copolymerization, or another type of chemical bond) other materials into these structures
Repulsor Push - a general developmental push for repulsors, making them more powerful, varied in use, and efficient
Civilian Fields - Expanding the usage of energy shields in civilian applications - in space and in atmosphere (eg, for speed/energy production purposes)


Missile
Rakurai - a form of 'splinter missiles'. Stage 1 is a small missile, with each stage holding 20 of the smaller stages. Thus, stage 5 contains 20 stage 4, which contain 20 stage 3... and so on. Come in several 'flavors'- basic Anti Infantry, and more advanced anti armor, torpedoes, anti air, countermissiles, space missiles, carpet bombing, anti-terrasub. These may not always have the 20 subdivision- but they are arguably even more effective. The missiles are extremely capable for targeting, and are tough to stop- but not nearly as much as a normal one of our missiles (their size prevents our EW from being 'fully' ingrained)
better missiles- upgrade to our missiles.
laserhead missiles- missiles with a different warhead, that contains several long 'rods', that separate from the warhead, and then activate. They are burned up almost instantly- but they each fire a laser. These lasers are low ranged, but powerful.
Rakurai modifications- modifications to Rakurai- able to operate in more situations.
rakurai/bedazzle defenses- rakurai countermissiles. Bedazzle EMP defenses
rakuzzle - mini bedazzle missiles- fit onto Rakurai.
EW missiles- types of EW missiles
Armageddon missile-special rakurai variant
tiny missiles- used for our suits of armor
dust missiles-missiles that have a two stage detonation system- the first to release the 'dust', and the second its explosion.
SOM- Surface to Orbit Missiles- missiles for ground to orbit and incoming suborbital targets.
dagger- a new type of stealthy drone missile platform and high accel missile
molecirc missile comps- Using the molecirc to improve targeting AI and such in missiles
Close in Missile Engines (CME)- an addition to our missiles, incorporating a tiny repulsor drive in them (new type) that stabilize final stages. This improves their already great accuracy
SOM update- a new type of SOM that has great speed/accuracy, and lots of endurance. It is designed to hit high velocity targets (and redirect them).
kyousei hi- A new type of Rakurai system, including a new delivery system for the main missile/AI/stealth, and adding a warhead that's much more powerful/expensive.
Kraken missile- a combination anti ground/anti air rakurai variant, with large acceleration and top speed. Will be used by our air force.
Missile targeting- yet another upgrade to our missiles, this time an upgrade to targeting (for even more precise hits).
Rakurai update- updating rakurai specifically to take full advantage of all techs
Plaskurai- plasma rakurai missiles. Adding plasma warheads to rakurais
Missile upgrade- standard update to our missiles in general.
Penetrating aids- improving our missiles ECM, as well as stronger penetrating EW hardware.
Rakurai update - a routine upgrade to Rakurai, making our recent missile upgrades work even more smoothly with the Rakurai line, and adding some more upgrades to performance
Close In Approach upgrade - upgrading missiles close in accuracy using specialized repulsors, to stabilize their final approach and enable slightly better accuracy (*note- slightly better is only 'slightly' because our missiles are already incredibly accurate*)
Missile Counterjamming - establishing a miniaturized counterjamming software/hardware that can fit on missiles, greatly strengthening their defenses against attempts to hack into them. Works in conjunction with our previous measures in this area
Project Aegletes - Extending our current lead in missile technology even further, project Aegletes will focus on the elusiveness of our next generation of missiles. Building off of the venerable 'Armageddon' line of missiles (now in its 15th generation), it will take the stealth features of the newest model, expand its capabilities, and modify it for use for multiple types of missiles
Project Jericho - Another project aimed to expand our missiles dominance further, project Jericho will lay the phase for our next generation of missiles' penetration capabilities. This includes multiple different types of penetrator warheads, varying in size and goal. Includes 3 concurrent subprojects
--Subproject Theodosian: The subproject of Jericho focused on penetration into current armor systems, for the 'final attack run' phase of missiles. Subproject Theodosian will expand existing methods (such as the 'torch', kinetic shapes, and subsequent charge methods), as well as test and implement others. The final result of Subproject Theodosian will result in a dozen types of close in, armor penetration warhead components.
--Subproject Ston: The Jericho subproject focused on plasma, magnetic, and energy field penetration. Subproject Ston will expand our current techniques and components in field penetration and resistance, as well as develop new techniques for them. The final result of Subproject Ston will result in 3 general penetration components, as well as between a half dozen and a dozen specialised penetration components.
--Subproject Babylon: Jericho's subproject focused on anti-missile envelope penetration, specifically laser, point defense (be it kinetic, ballistic, etc), and countermissile. Babylon will be the smallest of Project Jericho's subcomponents, as its goals somewhat overlap with Project Mata Hari, it will be more focused on active capabilities of the missiles to detect and avoid these opponent's capabilities.
Project Mata Hari- a project aimed at the expansion of EW abilities of our missile line. Unlike project Aegletes, Project Mata Hari is focused on how to make our missiles as tough to hit after detection. Will further our current EW suites for our missiles, including size reduction and more effective results. Multiple types of components are expected out of this project, in order to best fit the mission profiles and missile parameters.
Project Megarea- the largest of the current suite of missile improving projects, Megarea is focused on the improvement of the AI capabilities of our missiles
Missiles: This is a massive project, improving our missiles by a significant amount. Despite the Mattibean Union being far and away the recognized leader in missile technology, our engineers have always had to make some heavy tradeoffs in design. The most important limiting factor has always been the power needed for the missiles - as most of our missiles do not have the room to include a fusion or fission power generator, they've had to rely on extremely efficient batteries and capacitors - but the power supplied has always had to be squeezed out to be the most efficient usage possible. However, with the development of the new, 'micro-micro-fusion plants', that has been found to change. Suddenly, the power available to our missiles has increased significantly, with the same amount of mass/volume dedicated to it. This is causing a major redesign of virtually all of our missile models, and technologies, to fully utilize the new capabilities this unlocks. EW suites, cloaking, plasma shielding, and more are likely to become either strengthened, or now included in many basic versions of our missiles. Given the scale of the project, and the fact that it's a leap after centuries of research and development of missiles, we are focusing most of our state research into it. And, of course, few Mattopian engineers can resist the urge to play with the wonderful new toys now available to our missiles
Kyousei Hi Update: Updating our Kyousei Hi rakurai variant. These are our most powerful (and expensive), in terms of damage for their size, currently in use. Upgrades will include a focus on increasing the potency of the warhead, but the majority of the effort will be in fully integrating all of our stealth technology into them
Juggernaut Missile: A variant of our Kyousei Hi missiles, which are being developed for the Mattibean Guard's Juggernaut suits (as well as for use by Team 17). These will take the pure destructiveness of the Kyousei Hi's, but splitting it up into more smaller missiles. These will also have more of a focus on their own EW than their predecessors. In comparison to the Kyousei Hi, they will be much more effective at dealing with smaller enemy units (eg: tanks, personal suits, etc), while significantly worse against larger ones (eg: ships, fortresses, etc). Their cost will, just like the Kyousei Hi, make them prohibitive for large scale deployments, restricting their usage to the elite teams.
Project Mace - Project Mace focuses on a variant of our shield penetrating missiles, which have excelled against smaller, weaker shields. The upgrades from this project will make them more efficient, and upscale them for use against heavy shield variants.
Project Gewimmel - Project Gewimmel is focused on improving our anti-infantry warheads. The main improvements we are looking at are: better Dust warheads, possible anti-infantry Rakurai improvements, shrapnel warhead improvements. Included in Gewimmel are tests and updates on our analysis of infantry protection equipment in use by different countries, which will inform the requirements for what output the warheads will need
Fleche - a general upgrade to our missile propulsion, particularly with the speed, elusiveness, and movement algorithms. This is integrated with our stealth and EW technologies and techniques. 20 years
Fletchling - another update to our missiles, this time looking at their control. Using our close in missile approach, and integrating data from our sensors, battlefield awareness, EW, and previous missiles, Fletchling will upgrade the ability of our missiles to maneuver past countermissile and point defense fire, elusively skirt projectiles and obstacles, and combine with our specialty warheads/EW to pierce harder defenses.



Combat Suits
Giant- Mk I. These are combat suits, for infantry, vastly increasing power of the wearer, as well as battlefield survival.
Hermes- HFPE: cloaking suits. The standard suits used by the army have virtually no weapons (having only a rifle), but the built in aids and sensors make it a very good scouting. It is virtually impossible to detect unless it fires. ULTRA HFPE: Team 17 uses a modified version, which is massively more expensive, has improved defenses, armament, and other capabilities. These are 'individualized'- made specifically for the wearer. They are even harder to detect. /HFPE
Giant Mk II- upgrade to the Giant Mk I. These are much larger, and stronger, able to take on a force of several tanks singlehandedly. Is also more modular.
Giant Mk III- ultimate giant suit. HFPE: tall as trees, with enough weapons to wipe out whole brigades /HFPE
Hades I/II suits-team 17 suits, designed to be the best suits in the world. Insanely expensive/powerful/stealthy. Only team 17 has these, as they are so expensive...
Mars Suits- upgrade to Giant suits, much more powerful and expensive
Chameleon suits- combining chameleon cloth and our antiballistic cloth to create new standard issue uniforms
Hades III suit- full upgrade to the Hades II suits used by team 17
Hercules suits- an hybrid of the Hades III suits and the current Mars II suits. These will be prohibitively expensive to outfit all of our infantry with (even for Mattopia), and will only be extended to our elite infantry companies (eg Mattibean Guards, Matt's Own, Team 17- all will have different custom designs, ofc). The suits will gain firepower and defenses over the Hades III suits, while losing much of the intelligence capabilities/cloaking
Mars III suits- upgrading our current general infantry suit from the Mars II model. The Mars III combat suit will feature a slightly larger frame, while doubling the firepower and defensive capabilities. The onboard EW system will be completely overhauled and fully native to the suit, as well as the AI.
Project Karna - a new line of military personal combat suits, designed (as usual) for moduleability (ability to change weaponry/sensors/computer loadouts as required for differing missions). These will be the first generation of general combat suits to incorporate neural monitoring techniques from the very foundation of the suits, meaning that they will have to be individually designed, to an extent, for each individual soldier
Achilles Suit - using the new advancements in micro-fusion plants, a new line of suits is being designed/made to replace the current Karna suit. With much more power at its disposal, the improvements should be fairly large.
Juggernaut & Gyges Suits - a new pair of suits designed for use by our special forces - the Gyges suit will be Team 17's model, and have a major focus on stealth, in addition to all-around offensive/defensive capabilities. The Juggernaut suit will be utilized by the Mattibean Guards, and be focused solely on firepower and defensive capabilities. Both are to be extremely capable and expensive
Achilles II Suits: Upgrading our current Achilles suits, after 70 years in operation. The major improvement will be the addition of the HELL fusion plants into the design, as well as macropolymers. These will free up additional internal volume for additional defenses, EW capabilities, and of course destructiveness. Finally, they will be designed from the ground up to integrate with a following technology
Juggernaut/Gyges II suits: Upgrading our suits used in Team 17/the Guard to take advantage of new capabilities
SBAD (Suit Based Assault Drone): These are small, short operational time repulsor drones which will be linked in with our suits. PADs will be focused on offensive capabilities, with loadout consisting of missiles, lasers, grav guns, plasma, or more. Their EW will focus on making them elusive targets. These drones will substantially increase the firepower of our suits. Specialized versions for both Team 17 and the Guard will be produced. Each Achilles II suit will be able to handle 5-7 SBADs simultaneously, and each Juggernaut/Gyges II suits will be able to handle up to 25 simultaneously.
SBDD (Suit Based Defense Drone): These are the equivalent to the SBADs, except focused on defensive additions. Their typical loadout consist of countermissiles, rocketstoppers, point defense lasers, though there are other more exotic defenses that they can add. Each SBDD will also be able to handle 1-2 PDP (Point defense platforms), which we already currently use to shore up defenses of our units. Specialized versions for Team 17/the Guard will be produced. Each of the suits will be designed to handle the same number of SBDDs as SBADs simultaneously.
Infantry Shielding: Upgrading the personal shielding in our suite of infantry armor. The primary objectives of this upgrade is to integrate the shielding into the design of the armor in a more efficient manner and to miniaturize the more powerful generators. Part of the design will likely require development of more energy dense battery systems to provide the energy for full shield usage.


Electronic Warfare
Bedazzle- HFPE- 2 subdivisions. Subdivision 1 is a 'sensor overload' missile- that overwhelms enemy sensors, rendering them blind for a timespan of a few minutes. Short ranged. Subdivision 2 is a EMP controller- being able to restrain EMPs to a smaller area, overwhelming normal EMP defenses. Again, short ranged. Adapted defensively as well- making our EMP defense significantly more powerful than the size of the craft would suggest. Most of our devices are fully EMP proof. /HFPE
drone AI- AI improvements for drones, allowing them to function more effectively
space decoys- decoys used to sucker missiles/fire away from ships in space
bedazzle updates
target- better targeting system
ECM update- updating our ECM suites in spaceships/military forces to be more efficient/powerful.
Shuttle Jamming System- putting as much EW suites (specially designed) into a shuttle sized 'body
EW defences- a general upgrade to our EW capabilities in terms of defense- making it tougher to jam/hack our systems
Quantum Identification- for devices, creating a 'quantum link', which constantly change, as an ID verification (for example, a missile control system and the missile it's communicating to would use this as an Identification protocol, to prevent hacking)
Stabilizer Field - Working to figure out a way to create a 'cloak' that prevents electronic manipulation of the device inside. When activated, at various settings, it could completely remove the device from outside interference as long as it is active (but the covering is physically weak)
Quantum ID upgrade: Upgrading our quantum ID technologies
EW Systems Upgrade: A general update and upgrade to our EW systems - both for overcoming opposing ones, as well as making it harder to pierce our own electronic systems. Particularly focused on targeting and making it harder to lock on to our own units.
Phantasm - an update on the usage of decoys. Project Phantasm will have major updates on miniaturizing, increasing stealth, better projection, and more believable decoys. Will improve said decoys for ground units, space units, ground missiles, and space missiles.
Excess - designing a new generation of EW and power suites for our missiles


Individual Designs
Frisbee- floating mine drone. Can take out tanks, or are shrapnel. HFPE- b version is 'cloaked' (harder to detect/invisible) and carries 2 stage 2 rakurais /HFPE
Seahorse supercarriers- allows production of supercarriers of the Seahorse class.
skimmers- small craft that use repulsors to reduce drag. They are extremely fast (140 knots), heavily armed (for their size), and weak. Known as 'eggshells with sledgehammers'. HFPE: automated /HFPE
Ghosts, Wraiths, Bats- a line of cloaked ships. Ghost bombers are large bombers, with weak air to air weaponry. However, they have heavy anti ground attack, EW, EMP defenses, and extremely good cloaking. Wraiths have slightly less effective cloaking- especially when firing for prolonged times. Bats are transports- virtually undetectable (ie- you have to get lucky to find 'em), and fast.
rakurai v5 aircraft- huge aircraft that carry a single stage 5 rakurai. Extremely good cloaking.
mobile bases- bases that can fold up on small repulsor platforms and be sent around.
project "Spider"- a new type of drone HFPE: sniper drones /HFPE
Cormorant-Pod- a pod that contains a cormorant plane. Is able to float, or be attached to ships, allowing air support.
pinnace- a heavily armored/armed troop transport that is able to travel from earth to the moon. Upgraded to have stealth capabilities (if built that way). 100 man loadout. Assault shuttles- 300 man loadout
assault shuttles/heavy pinnaces-different types of shuttles to compliment the pinnace
cormorant pods upgrade-putting repulsors in cormorant pods
Minisub (UCI) upgrade- upgrading the UCI minisub to be smaller (molecirc), better sensors, a little stealthier, and such. Making them easier to detect stuff underwater
Troy Upgrade - the Troy is receiving a major retrofit upgrade, maintaining it as the most powerful Mattibean space station/ship/whatever you'd call it in existence
Anti-Orbit Weaponry - this project has 2 major components. First, developing and producing upgraded versions of our Surface to Orbit Missiles (SOMs) and our Damocles weapons (very powerful, focused beam weaponry). The Damocles weapons will also receive testing using containment fields for generating powerful bursts of energy. The second component is creating large Damocles installations in the Arabian Desert, Cuba, Switzerland, Madagascar, and Hainan.
Eagle - Project Eagle is aimed at revitalizing our Raptor and Wraith line of fighters, optimizing their designs with new technology, expertise, and techniques. Will include an upgrade to their maneuverability, EW, etc, integrating our designs with them fully.


Space
spaceships (weaponized)- light cruisers, able to use the antimatter drive. Have heavy weaponry.
SKEW- KEW platforms for space
SOLS- space based laser system (increased usefulness for battlefield settings)
fast accel engines- space engines that can accelerate very quickly (10 gravities)
dreadnoughts- massive warships
Orpital pods- quick deployment drop pods for orbital drops. Can come in hot, or cold (stealthy). Will be a faster deployment than pinnaces
Fighter drives/inertial compensators: A project to make small craft in space, adapting our engines to their size. They'll be faster than any of our ships, which are already fast, but will be vulnerable and have light internal weaponry. (space fighters)
Missile drives- updating our missile drives (in space)
High-Accuracy Kinetic Missile- a space-ground weapon, it combines a missile drive for long distance space travel with a loadout of a kinetic weapon to hit ground targets. The missile and its drive will separate from the high accuracy kinetic projectile and then maneuver into an orbit that hits the sun.
Sublight engine upgrade- an upgraded version of our sublight engines. 2 general types of engines will be built- spaceship engines (both commercial and military, with different sizes/speeds) and missile engines. This is building off our extensive previous sublight engine research
Warp upgrade- an upgrade to our warp engines to make faster/safer interstellar travel
Inertial Compensator improvements- improving our inertial compensators in a variety of applications- mostly in small spaceships with high accel that last a long time (eg, fighters), large spaceships with large accel that need a long life (regular spaceships), and very high accel, small ships that last a very short time
Project "To the Moon!" : A vast project overhauling current subspace engines, making them far higher acceleration.
Missile Pods- developing a mobile version of our system defense missile pods, that include a few tractor beams (to attach to ships), and the ability to 'stick' within the warp bubble. Also developing a system of collier ships that can store missile pods for rearming ships after/during battles, as well as recovering/rearming the spent pods after victories
Space missiles- another new generation of space missiles, to further increase our lead in this vital sector of space combat. Will increase destructiveness, speed, acceleration, AI, EW, range, and stealthiness
Inertial dampeners- given the promising results of project 'to the moon', a newer generation of inertial dampeners, of a far more efficient/powerful design, are seen as required
Space engines: Applying the final results of the "To The Moon" project, to building a new series of engines for space - civilian, military, and missile based. They will provide a revolutionary new amount of acceleration. This project is replacing all of our current engines in space with these new ones.
Warp speed!: Trying to focus new development of a warp engine. The goal is to make a small ship, with a huge amount of its mass being occupied by the warp generator. The object of this research is to push the speed of this as far as we can - it will not be very useful for our manned ships, but it is hoped to play the role of a courier ship in the future.
Missile EW- a large scale increase in the EW of our missiles in space. This will increase their passive EW (stealth), and active. Also overhauls the EW warheads of our current missiles, as well as developing a new one - the "Slow Burn", which is projected to be very useful in the new combat that the "To the Moon" engines provide.
New warheads- an attempt to add new warheads to our space warheads. A few avenues are being pursued, such as plasma warheads (putting a short ranged, single shot 'plasma cannon' on a missile to supplement our bomb-pumped laser warheads, or a particle weapon warhead - and antimatter).
Ghost Rider I - a first part of a large project, Ghost Rider. This part focuses on our space drones.
Ghost Rider II: the 2nd part of the overarching Ghost Rider project, this will focus on improving our EW capabilities - both in ship platforms (eg, on spaceships) and as missile warheads
Warp Speed II - using project warp speed, improving it slightly, and building the ships used. They will travel at extremely high speeds in warpspace, but be extremely tiny, with 2 models - an unmanned version, and a 2-4 person max crew one. They will act as FTL communication ships between our colonies, with their speed being ~3x faster than our conventional ships, cutting communication time substantially (for example, sigma draconis was ~6.5 months of travel for our fastest courier ships, at ~35c. Now, it'll be less than 3 months, with these otherwise useless ships at 80c.
Space Missile Engines - another improvement to our space engines - we're developing more ways to increase acceleration (at the cost of total time they're able to run). This will result in the same maximum range, but shorter flight times
System Defense Missiles: A generational upgrade to our current system defense missiles, mostly used in our missile pods. The upgrade will be divided into two phases: Phase 1, focusing on development of higher acceleration engines, better integration of stealth and EW technology, and targeting equipment. The second phase will focus on integrating the new, then-finished micro-fusion plants to make the design work
Mistletoe HFPE: A space defense project building off of our stealth drones. Primarily concerned with usage near orbitals /HFPE
Pinnace Upgrade: Upgrading our marine's transport options (Space-Earth deployment). These will include more defenses/survivability, speed, and weaponry over our current generation of pinnaces/assault shuttles
High Response Engines - another update to our space engines. These will once again focus on acceleration, particularly for short term engines (missiles) and tertiary battle engines
Icarus - Project Icarus is an experimental Superdreadnought design, going all in on missile supremacy - but losing toughness, and other capabilities.
Shiva - Project Shiva is a revamp of our space missile pods & system defense pods. These will include an update to their design, generated power, and control schemes, along with different variants (Currently, all our missile pods use our largest/best space missiles - however, having smaller variations would allow for either more missile on a pod, or more pods for the same volume). Upgrade to the stealth and targeting profiles of the pods will be included
Ghost Rider III - Ghost Rider III is an upgrade to a host of our space force - first, looking at our drones, increasing their stealth, speed, and recon capabilities. Then, looking at our ship's EW - making them more elusive targets, better at jamming, at pushing past enemy EW. And finally, an upgrade to our missile EW platforms, to promote long range, hard to intercept, fiendishly elusive targets.


Weaponry
better sniper rifles- Sniper rifles that 'home in' on the enemy. Used by team 17 and our sniper corps
lasers- our own developed lasers. Advanced (usually used defensively in our doctrine, and as an offensive weapon in space)
Mongol- bombs. Making them much more accurate, with the ability to self adjust. Also includes a few specific types of bombs, that are specialized. HFPE: napalm, better cluster bombs, and 'sniper bombs' for counterterrorism /HFPE
Kinetic Fireballs Incendiaries (KFI)- Small rubber balls, that are loaded with fuel. When they are released, they bounce around inside a building, and then catch on fire, frying/burning everyone inside instantly. They can be used to leave a building intact, or to burn it down as well.
hellfire gun- specialized weapon for the hellfire gunship
plasma bombs- bombs that release plasma
FUNK- FUsion NuKes (nukes based fully on fusion)
Grav gun- coilgun weapon used by a crew or by a suit. huge rate of fire for limited 'bursts'. One of our main weapons for our suits (now armed with mini exploding bullets at a ratio of 1/10- not too effective vs armor, but very effective versus suits/personnel
HYCE- much improved chemical explosives
exploding mini bullets- incorporating HYCE into bullets
terrabomb- a bomb that can be dropped from aircraft, that burrows down into the ground. Guidance systems allow it to adjust itself to hit targets
Laser mine- mines that use lasers...
floating mines- mines that float using repulsors
mini bombs- very precise, small bombs. These increase our smart bomb capability hugely, being incredibly accurate- and with a small radius of effect
hellfire Mk II - upgrade to the hellfire cannon
plasma cannons- suit portable plasma cannons
Artillery coilgun-coilguns that serve as artillery, with much greater projectile size and much less speed
Butter Knife- new type of plasma bomb, designed to slice through armor 'like a knife through butter'
Terrasub Defense Upgrade- upgrading our terrasub defenses with a large upgrade to our underground rakurais, as well as targeting and detecting (using a 'cloud' of infodio). There will also be a Mobile Terrasub Defense Unit (MTDU) developed, using the same types of technology, and carrying a reservoir of infodio do disperse and provide tracking in the area.
Handguns: New type of handguns for our forces. Much more expensive, but powerful (especially versus powered armor). Each handgun will have 16 bullet cartridges, and uses something similar to the grav gun of the past (2g bullets, adjustable up to 3km/s). However, they include a kick 'dampener' (allowing unarmored soldiers to use it in a semi-auto fashion), as well as a burst setting for armored units (which can carry larger cartridges of up to 60). Special forces (like Team 17, etc) have more powerful ones (including mini bullet explosives).
Plasma cannon- improving the Pacifican plasma cannons we got a long time ago, to make them more efficient/powerful
Project 'Sword'- a continuous beam fire weapon, classified as anti- super heavy vehicle. This will be a very massive weapon
HYCE update- an update to strengthen our HYCE project (High Yield Chemical Explosives).
Plasmoid weapon- we are building a weapon using the principles of plasma shields, but using them in a different manner (to contain a mass of plasma inside of a small object)
coilgun AA gun- making coilgun AA guns
Sound cutting- a small device for spec ops that uses very small ranged soundwaves (that dissipate quickly) to cut through stuff
Area Denial Coilgun- massive coilgun batteries that work together to interdict locations as needed. (essentially building much larger coilgun artillery, and grouping them in batteries with heavy defenses and better coordination)-
Hyper Acelleration coilguns- a coilgun 'repeater' to be added as side batteries for tanks. This repeater fires smaller chunks than previous ones that we've used, but does so with more force and ROF
Tri barrel gun- belt fed, explosive flechette gun. It fires extremely fast (similar to the grav gun)
HYCE update- a large update to HYCE
Project FUNK upgrade - Upgrading project FUNK (FUsion NuKes) to up the high end of the MT we can produce out of fusion bombs, especially for use in space (capital ship missiles)
Grasers - Developing lasers that function in the gamma ray range, which increases power (and power requirements), as well as increasing array size
FUNK miniaturization: An attempt to miniturize the FUNK project (FUsion NuKes), specifically to fit within the Rakurai suite of missiles. Goal is to have these replace the current arsenal of mininuke rakurais, which are dirtier and less destructive
Omelet: Increasing the upper bounds of our feasible FUNK (FUsion NuKes) yields, both for smaller size (higher yield efficiency) and large scale ones. Additionally, developing antimatter variants of these
Caged Sun - an upgrade to our plasma weapons in atmosphere - cannons, bombs, missiles, etc
Schlagkraft- Project Schlagkraft is a general overhaul of our ground based kinetic weaponry - specifically, focusing on vehicle weapons (the main guns on our tanks and IFVs utilize heavy, supervelocity coilguns as their typical armament, along with the coilgun repeaters for anti-infantry use), infantry weapons (both regular and heavy grav-guns for high RoF applications, along with powerful railgun rifles and sniper rifles for shots that pack a heavier single punch), unarmored infantry (sidearm versions using both coilguns and railguns), and heavier ones (coilgun artillery, long range railguns, and hellfire/Shield Busting guns). It'll also generate a version of the hellfire gun that is portable by suited infantry, and a version of the SB guns that can be utilized by Juggernaut II suits.


Defensive
battle steel- an alloy/way to make armor that we've developed. Includes more anti-laser components (that help to spread the heat), as well as super hard ceramics that are against bullets. Also includes brass tacks. Overall- much stronger than brass tacks, but more expensive
plasma (pt 1,2,3,4,5)- a series of projects that culminates in plasma shields. Stage 1 is research, 2 is production, 3 is control, 4 is prototypes (so plasma shields become available at stage 4), and 5 is refining. DONE- with help from mobius (IE trade)
Point Defense Platforms- small repulsor platforms with a fusion plant, a tractor beam, point defense, and targetting- increasing defensive power of a unit immensely.
battle steel v2-battle steel update
miniature plasma shields- small plasma shields
anti ballistic cloth- cloth that stiffens when hit by high velocity impacts. Used for uniforms
PSET- Plasma Shield Enhancing Technology- strengthens low end plasma shields by making them able to be turned on/off quickly to hit specific threats. Stronger for power input, but less effective against coordinated assaults (huge numbers of projectiles)
chromsten- a large project developing a new material- chromsten. Very good for armor, very very expensive.
Plasma shield upgrade- An update on our plasma shielding tech, making better electromagnets (taking some from our other technologies), and reducing the damage it receives from the hits (better dissipation), as well as capacitors, using molecircs, etc
Plasma turrets- very small, focused plasma shields that cover weapon emplacements- concentrating the defensive power much better than a large shield (eg, same power requirement, more force per square foot, less total resistance).
Reinforced directional plasma shield- a new plasma shield that is directional (not omnidirectional) and is reinforced (will appear more like hexagonal shapes when hit) increasing survivability and power requirements when used versus an attack- but is more tricky to use
Rocketstopper shield miniaturization- making the rocketstopper shield smaller
layered directional shielding- layering directional shielding to be more powerful/resistant
Project Armor- A project to upgrade defenses (in terms of resistance to hits). Contains development of new plasma shields, metallic compounds, 'layers' of stuff, etc
Overkill Update: An update on the current work on Project overkill. Bulgaria is still being brought fully up to the standards of the defense network. In other locations, the new focus is on the creation/expansion of a large network of unmanned 'platform' based defensive installations. The standard platform would include a generator, built in sensors, heavy targeting computing suite, EW suite, its main function, and defensive components (PDP, rocketstopper, etc). Main functions include heavy laser weaponry, missile launching platforms, heavy sensor based, artillery based, shield repeaters, etc. Their functionality as platforms allow more flexibility than turrets, and allow a large expansion to the current firepower and defensive support of the Overkill defenses
Plasma Skin: a type of plasma shield that creates it 'hugging' a surface, from .5-6 inches away. It uses more repeater generators, but it results in a more powerful and form fitting shield.
Mini plasma generators - miniaturizing plasma generators, in particular with plasma skin. The goal is to have them use a larger number of generators, that are each individually fairly weak, but 'cooperate' in areas necessary when hit. Again, much weaker than our conventional ones, but needing less space and being able to be used in units where it wasn't feasible earlier
Plasma Bolt Defensive System - this is a defensive system which we are developing to be similar to point defense lasers/rocketstopper, except for use against kinetic projectiles. It works by firing short range plasma bursts that intercept and destroy the incoming projectile. A given plasma cell will be able to modulate the strength of these bolts, so that they can range in size as needed to take out the incoming hit. Cells will be replaced similar to the plasma ammunition used in our plasma guns. Range will be limited (~10m before the plasma dissipates) and rapid fire is a planned feature
Ground Armor: updating our ground armor designs, particularly for tanks and suits. Focus is on better integration of plasma skin technology within them, as well as more effective usage of chromsten. A promising approach appears to be building off of our current designs and their multiple layers. The addition of a macropolymer matrix currently appears to be very likely integrated into the final designs
Fortress Shields: Further development of our land shielding systems, for use in super-heavy defensive installations. Tests will be setup in the Arabian Desert testing facilities, followed by prototype testing in Alcatraz, and then deployment to our fortresses/forts of the line
Plasma Skin Improvements: This project is focused on improving the capabilities of our plasma skin generators to shunt damage in one section to another part of the shield, for use in smaller units. Previously, the plasma skin would usually be pierced in a single location, while still remaining up around the remainder of the surface area. This will cause it to absorb more damage, but fail in the entirety of the linked section of the units. This'll also cover some other improvements, by more efficiently positioning and designing some of the mini-generators used for the shield.
Buckler - Project Buckler is a major update to our Plate Shields, used in large static defensive structures (eg: Forts of the Line, Fortresses) or our Indomitable BB. These shields are based on our directional shielding, and basically project a very powerful, large, flat shield blocking one avenue of fire. Buckler will focus on enhancing the resistance of these shields, and the possibility of using tertiary generators to anchor and strengthen it in static defensive structures.
Khula Khud - A new project aimed at strengthening our armor. The project will examine the capabilities of the layers currently going into our armor, and develop new materials and techniques to strengthen them against a variety of weapon types. Khula Khud will also involve attempts to enhance the strength and durability of chromsten, as well as make it easier to produce.
Project Parry - Project Parry focuses on our dedicated anti-missile defenses, specifically active countermeasures (the main ones being countermissiles, point defense, and Rocketstopper variants). Over the course of this project, we will be reviewing and updating these designs (both standard and more exotic variations)
Bastion - Bastion is a large improvement to our forts of the line, fortresses, and strongpoints. Makes heavy use of armor and shield improvements, and designing them for maximum survivability
Mail - A large step forward in Mattibean armor and shield technology, project Mail is aimed at providing the base for further practical applications, and developing the technology and techniques to be applied there. The final goal of project Mail will deliver a small, self contained unit - with a powerful micro-battery or micro generator providing power, integrated deep within the armor unit. Surrounding it will be a extremely durable, hard 'cast' of chromsten armor, and layered armor. And throughout that armor, tendrils of integrated circuits and plasma channels will be embedded, able to generate one or two internal layers of plasma shielding, as well as a plasma skin.


Sensor & Stealth
BOSS/Boomerang- detection technology, that allows superior battlefield knowledge.
Coucou (pt 1&2)- HFPE: a bird robot, that is extremely hard to see is a bird. Used for spying /HFPE
Stealth- better stealth systems for ships HFPE: as well as an update to our cloaking systems /HFPE
chameleon cloth- cloth that blends into the background (not invisible, but virtually that) at little to no energy cost (that is replenished by the cloth)
Sparrowhawk- improving project Coucou to be better at more than simply surveillance
Sensor upgrade- routine upgrade to our sensors
Gravity- Another stealth tech, starting with our gravity tech (from giu/other projects), expanding it to provide graviton based detectors, and then finding a way to counter these types of detectors
Sensor improvements - a host of new sensor improvements, in 2 main groupings. The first is to up our sensor abilities across the field, while the second miniaturizes these improvements for use in missiles
Cloaking/Sensor baffling - This is a general stealth project, to improve both the cloaking we have on planetary surfaces, as well as stealth/sensor baffling in space
Advanced Cloaking Technology - Advancing the cloaking technology in use in our Gyges suits.


Mind - Chemicals/Monitoring/Mental Defenses
Tick- HFPE- Speeds up mental processes immensely, making it seem like the world around you slows dow.
neural monitoring-understanding what the brain's activities are virtually instantly (with a lot of individual adjustments for the individual in question), in a small, but expensive, device. (basically determines what the brain 'wants' from its activity)
Tick Update - The project both strengthens the impact of the Tick chemical, significantly increasing its impact (with a few other modifications to those using it- namely the need for a surgical operation for all those who might use it). It also includes updates to the neural monitoring used by team 17 and our other elite units.
Tinfoil - anti-psychic tech
The Mind- Building off of our neural monitoring projects of the past, this is a double part program- part 1, finding a way to make the neural monitoring cheaper to build, will take ~40 years (including upgrades for more elite versions of it). The second part, beginning simultaneously, will consist of 2 sub-parts- both lasting for 25 years, and each designing and improving capabilities for mental defense
Project Tock - a 2 sided project based on Project Tick. The first is to find a lesser (aka much cheaper, but less potent) version of the Tick, for possible deployments to the entire armed forces. The second part, ultra HFPE, is an update to the regular chemical agent once again, as well as the specialized monitoring techniques of the elite forces (Team 17, Tottenkopf, Matt's Own, and Hell's Angels).
Implementation of Neural interface - neural interface is being implemented into all facets of the military, needing completely new design of most equipment
Clock - Project clock is another update on the Tick/Tock chemicals. For Tock, it will focus on alternative chemistries, attempting to find a cheaper, easier synthesis and processing route - currently, 24 hours of use costs ~100,000CC of resources. For Tick, it'll once again focus on a slight increase in use and ease of use. 25 years (Aug. 14)


Nanobots
biowarfare defenses- nanobot defenses against biowarfare
nannites- making a comprehensive nanobot enhancement system, which uses medical nanobots to strengthen the user. These are semi-permanent, and aid in endurance, metabolism, and healing. The military models (for serving members) enhance the endurance and healing even further (to the point of being able to ~very~ slowly regrow limbs like arms, and making them much more resistant to damage (but not to insane ammounts ;) )
nannites upgrade- upgrading military nannites further.
Project "Devourer" : A nanobot swarm used to 'eat' pollutants in the air. HFPE: also being developed for military applications - anti-nanobot/HFPE
Nannites upgrade- a large upgrade to nannites, in both the civilian and military versions. Includes resources for 'The Mind' project, to make both parts of part 2 incorporate nannites in them.
Project Argus: Using the same shell as project Devourer, project Argus will build upon our nanobot detection techniques. HFPE: A large amount of nanobots, that can be spread out over an area and give detection information/HFPE:
Devourer Beta: An upgrade to Project Devourer, for use for Team 17. This increases the stealth aspect drastically, and adds a secondary feature, enhancing the anti-nanobot role.
Argus II - a smaller version of project Argus, using stealthier and better nanobots, and again being intended for special ops use.


Energy/Computing
molecirc- a new material for computing. Much better/faster storage, but expensive
Containment fields- a massive project which will generate a containment field able of absorbing huge amounts of energy or radiation, depending on configuration (depending on the size of the containment fields, anywhere from a small to large nuke). It will require huge amounts of power (we're guessing 2-5 of our standard fusion power plants, depending on the installation), and only work in a small area (eg, they can't be used to block a nuke shot at us- but if we blow up a nuke ourselves, we can harvest its power/radiation, and then deliver it as something else (which will be another project).
Containment field upgrade - an upgrade to the containment fields we've had, downsizing the mass required to have one. Some in the navy are pushing for small, evasive ships solely armed with a containment field powered laser, to shore up closer ranged space engagements
Micro-Fusion Plants: Miniaturizing the mini fusion plants we utilize even more
Micro-micro-fusion plants - further miniaturization of our micro-fusion plants - mini fusion plants are usually a cubic meter of generator space, micro-fusion plants a quarter of that, and the ones in development will need roughly .02 cubic meters. Output will obviously drop substantially, with it being much lower
Antimatter-micro-power-generator - in the same vein as the new fusion plants, we're working on miniaturizing antimatter power generators. The antimatter holding area will have a failsafe to completely destroy it instantly if needed, but past that, it'll be able to slowly, controlledly turn it into energy. At a total energy loss, of course, but it could be useful in very power hungry, small units.
Exotic Batteries - preliminary research into using different types of exotic materials for high energy density batteries. Primarily looking at how safe and miniaturized are the limits for antimatter batteries. It may be possible to decrease the size of the containment field/system
High-efficiency, Low-Lifetime micro-Fusion plants: development of a new suite of temporary fusion plants, designed for limited, single usage. The main usage will be in missiles, particularly in space. The advantage of these will be a significant increase in power for the same volume/mass of reactor, however they will only be able to be on for several hours




UCI techs
Improved infrastructure--from Sybus
efficient reverse-osmosis
using salt as a power source
making of lightweight, water-based material
bullet trains (courtesy of Mattia)(Underwater bullet trains now viable)
jets (courtesy of New York)
flight adapted with our water-based material
underwater habitation
Anti-Hurricane Tech
Magnetic Naval Protection (Rocketstopper)
TasteOfYourOwnMedicine
Torpedo Rakurai Subs
Red Herring (Courtesy of COM)
Rockestopper Shields
Lightsteel
Smart Missiles
Shrapnelception
cheap laserproofing
Anechoic Tiles
Magnetosphere
Dagger
Guardian Angel
Surge
Sword
Aegis


Purchased
automation-MAA
high efficiency batteries-MAA
Solar panels (from Collective)-high quality solar panels from the Collective
Solar panels, wind power, geothermal, tide power (from Pacifica)- A host of renewable energy sources from Pacifica. Used to power about 65% of Mattopia's energy needs.
mininukes (from MAA)-HFPE- mini nuclear weapons. Harder to block. Incorporated into Rakurai /HFPE
mini nuclear generators (MAA)- small nuclear generators
Cold fusion (MAA)- fusion that can occur at room temperatures
Tech suites 2, 4,8,10,11 (Sybus)- Various tech suites (Manufactering/industrial, Medical, Battlefield tech, Space, Science)
Brass Tacks (sybus)- an extremely useful alloy. Integrated in many of our equipment
Sheperd (sybus) - airfoil
Darts (sybus) -homing
Battle droids-from Domuia
Adjudicator (sybus) -supercomputer
robots (sybus) -automated production
lasers (UMIA) -basic lasers
short range anti missile lasers (Aduron) -lasers used as a last ditch point defense. Mounted on many aircraft.
EMP bombs (Pacifica) -Bombs that produce massive EMPs
Gauss guns (Pacifica) (coilgun)
rocketstopper (from UCI) - magnetic 'shell bursters' that can also burst missiles. Used defensively.
Oldies (MAA)- longevity.
Septimus (Ships) (from PBCS)- power from Sodium. Used with saltwater to power some ships.
spaceships (from Canuckia)- spaceships that can go to the moon or mars. Small.
Molotov cocktail tanks (canuckia)- tanks that can launch giant molotov cocktails. Not used that much...
clean oil (w/ MAA and Pacifica)- clean oil
ARA (with TRR)- See TRR thread
fusion (Panama)-fusion that Panama had developed. Not used much
fusion (small, Haven)- small fusion generators developed by Haven. These are extremely common, due to their small size, and the various uses that it can power.
Plasma cannons (from Pacifica)both are plasma cannon. The original is a short range cannon, but is extremely devastating. Designed for ships, it is usually used to destroy missiles since plasma is so fast, as well as short range for any ships that near it or aircraft. On tanks anf anding gear, it destroys defenses easily. It is better than a laser, in terms of power, but lower range, as plasma dissipates easily. the second simply uses prototype trcator beams to shift away particles to make a momnetary vacuum for the plasma to travel, increasing its range. With this in mind, the 200mm cannons on the Bolo can strike down ships and satellites in orbit (preferably low orbit)
Nanobots (from Mobius)
domuian battledroids-battledroids, upgraded for ease of command by humans
Graviton Warp Denial System - In the hopes of emulating the natural gravity wells of planets which deny warp functionality, we are looking to utilize gravitons in this respect in creating wells without requiring the mass. (from geonosis70)
Very basic molecular scrambling
Nanotextile Armor - From MAA
Tractor Beams - from Pacifica
.·ï¨Ï¨Ï¨ï·.mat.gopack.·ï¨Ï¨Ï¨ï·.
Mattopia of the Mattibean Union in CYOC. You should join ;)

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Re: The Mattibean Union

Postby mat.gopack » 13 Aug 2013, 18:27

Economy:
(All CC figures are CC-equivalent)
Total Economy Size: 180 trillion CC
GDP per capita: 90,000

Government income: 76 trillion CC (~42% of economy)


Spending:
-Technology: 13 trillion
----- 3 trillion civilian
----- 2 trillion University research grants
----- 2 trillion repulsor refinement/research
----- 5 trillion current research
----- 1 trillion optimization of 'older' research

- Education: 6.5 trillion CC

- Infrastructure: 4.5 trillion CC
----- space investments/tax subsidies: 4.5 trillion
----- Ground factories subsidies/building: 1 trillion
----- Ground transportation/Misc. infrastructure: 1 trillion

- Government Employees (non-military): 1 trillion CC

- Health Care: 5 trillion CC

- Military: 41 trillion CC
Admiralty - 13.5 trillion
Ground Missiles - 8 trillion
Overkill - 6.5 trillion
Army - 6 trillion
Nav-Air - 3 trillion
Alcatraz - 1 trillion
Mattibean Guards - 1 trillion
Personnel Pay - 1 trillion
Team 17 - 1 trillion

Foreign Support: 4 trillion CC

- Other: 490 billion CC
--League of Cairo Support: 250 billion CC

Total Expenditures: 71.99 trillion CC yearly

Budget Surplus: .01 trillion CC (10 billion CC yearly)

Current treasury: 26.5 trillion CCs

(as of 10/12/17)
.·ï¨Ï¨Ï¨ï·.mat.gopack.·ï¨Ï¨Ï¨ï·.
Mattopia of the Mattibean Union in CYOC. You should join ;)

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Re: The Mattibean Union

Postby AirsoftAlex » 14 Aug 2013, 00:26

Death to Spode!!!
/\/|AirsoftAlex|\/\ "Just shut up and fight."
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Re: The Mattibean Union

Postby Willie900 » 14 Aug 2013, 00:32

`:/ [that's a raised eyebrow]
Wow my signature used to be awful
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Re: The Mattibean Union

Postby musashisamurai » 14 Aug 2013, 00:57

so like Mobius, but not as cool, strong, epic, cool, or powerful, or awesome?

this does however raise the question of like, techs I gave to one of you but not the other?...what to do you know
¸,,¸_____}\,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,...,,,,,,
`’’´¯¯¯¯¯}/’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’¨¨¨¯
The simulacrum is never that which conceals the truth-it is the truth which conceals that there is none. The simulacrum is true.
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Re: The Mattibean Union

Postby Zander » 14 Aug 2013, 01:14

so like Mobius, but not as cool, strong, epic, cool, or powerful, or awesome?

You forgot sexy.
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Re: The Mattibean Union

Postby kingpie3 » 14 Aug 2013, 01:16

Mobius gets that from Technische. ;)
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