aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaTHE EMBASSY
(Symbol made by me)
(Thanks to @Romando07 and @Soundbust11 for being an integral part of writing this up!)
PLANETARY AND SYSTEM STRUCTURE:
System:
A large part of merchants and traders will not be permanently residing in the area, but will come over to trade and buy on occasion so that they may maximize the profits and go home. For that purpose, it would be good to have several stations on the edges of the system, stations specifically designed for fast and easy ways to buy and sell in great quantities. Each station shall have its own storage, docking bays, cantina, residential space for staff, vault (where one's possessions can be kept safely in case they want to go elsewhere but not take the possessions with them), processing room (where every first time visitor must report if they want to go to the Embassy; a place where they will be registered and their documents produced), security room (where suspicious individuals may be held in captivity until authorities can come and collect them), a control room (where all the surveillance, information, orders and decisions are to be reviewed and passed to staff members) and public space (where individuals or companies with permission can acquire a limited amount of space on board the station to use as they see fit), a medbay (to handle any injuries and treat patients, and act as a quarantine in case of emergencies.) and basic life support (providing everything needed for organic life [from breathable air, water, temperature] and sentient machines [recharge stations and repair stations]).
The stations are arranged between themselves to form a highly interconnected grid of transportation and information, having potent and advanced scanners that monitor the area around the system of The Embassy at all times, and at the same time able to cast a selective interdiction and normalization field.
Planetary Division:
The planet of the Embassy is divided into 2 hemispheres, which are then divided into 16 quadrants of nigh-equal amount of surface area. Connecting all of these quadrants are various Infrastructure Ducts buried about 300 meters deep into the ground. These transport all that needs to be transported around The Embassy, be it people, machines or goods to be traded. These particular transportation ducts, designed by the best engineers from the M.I.S.E, have essentially endless transportation limits.
These ducts are periodically sectioned for entrances and exits to the surface, as well as large blockade bulkheads in the event of a terrestrial invasion, capable of resisting several megatons of blast force.
On the vertices of each quadrant are located large buildings at about 1km of depth, these are known as the “Portal Hubs”. These large buildings are constructed on suspended chambers underground, with several layers of defensive mechanisms. They are meant to house the potential direct portal connections to the Embassy’s integrants, supplying a quick and safe way to access the grounds of the trading hub.
Each individual quadrant is like its own small fortress, with underground storages and selectable supply chains for various basic necessities, including backup fusion generators and sealed nuclear shelters that run dozens of kilometers underground. Apart from the defensive measures, they also have plenty of loading and unloading bays for cargo, and residential areas for local workers.
Maintenance for the whole system is done in two ways: The upkeep of the various common structures is taken care of by an automated workforce, and the upkeep of specialized and integral structures is done by a highly specialized technical workforce housed within the planet itself. The highly-advanced construction materials and techniques used in The Embassy means that very little to no maintenance is required for the upkeep of passive constructive elements. It is also worth mentioning that all of the buildings within are built onto a system of passive shock absorption, with more important buildings requiring active shock absorption in the case of an emergency.
Deeper underground still in the tectonic faults of the planet itself, large atriction regulators serve both as underground shelters and as regulators between the movement of tectonic plates, removing the danger of earthquakes.
The Surface of The Embassy Planet:
The surface is organized in the same fashion. The underground portal hubs connect to surface trading hubs, large trapezoid-like buildings capable of housing cubic kilometers of cargo, as well as temporary office spaces for start-up businesses or factions that can’t afford to settle on the quadrants themselves, or small representative offices of larger companies or factions already entrenched within The Embassy. The construction of one space-elevator for each one of these quadrants is planned, though it has not yet left the planning stage.
Without the necessity of highways or airways for mobility, the lines between the quadrants are largely used up for maintenance and defensive purposes. Including air scrubbers and purifiers, battery arrays and large substations, green areas for recreation, easily accessible water deposits, and large affordable residential blocks built in a fashion similar to the quadrants themselves, though much smaller. The surface of the planet is always monitored by a grid of satellites, which auxiliate in the communications on the ground.
The Galactic Senate:
At the center of the non-maintenance hemisphere of The Embassy is located the Senate. It is a megastructure-sized building in the form of a truncated quadrilateral pyramid with large exterior prolongations that follow its shape.
The actual blueprints and composition of the megastructure are classified, though it has ample area accessible to civilians.
In addition to housing the most defended portal hub and trading hub on The Embassy, it houses the Galactic Senate at its very extremely defended core, with luxurious housing and services for all representatives.
Defense systems:
Defenses:
Naturally all manner of conventional defenses are in place: state of the art ships, interdiction, bombardment shielding, etc. However there are far more interesting aspects to talk about.
Across the system, disguised as debris, stations, what have you, are dedicated high powered laser emplacements. The disguises are holographic in nature and are impossible to distinguish from their genuine counterparts until they are lowered.
These form a specialized occluded defensive grid in many spheres, and auxiliate in the constant monitoring of the Embassy system.
Upon approaching the planet, any hostile vessel will immediately impact a hard light wall. Located deep below the surface is a massively upscaled version of the VWP’s APS system, re optimised to target ships instead of projectiles. The system can very easily be set to target specific or similar ships using highly advanced machine learning. The active nature of it allows it to easily function with IFF systems, allowing friendlies through and keeping less-friendlies out. The same is valid for Interdiction and normalization systems. Due to the high level of monitoring in the system, specific patches of spacetime can be targeted by high-tech interdiction/normalization devices, giving the defensive forces the edge in mobility.
To prevent unwanted information leaks, most classified or restricted data is very carefully designed to be anti-memetic to most species. High-priority Staff are screened to be immune to the effects.
The last defensive line of The Embassy is The Ambassador itself, which occupies a vital and non-refutable position of the system’s defender. Proven to be the most powerful psychic present in the galaxy of G-S16, his origin and the true escopes of his powers are unknown and can only be theorized of. He is the stopgap that prevents many entities and other powerful beings from being able to invade the system.
Should all else fail, a system only The Ambassador and the higher ups of the VWP knows. A vast series of Qswitches, all linked to the VWP’s National Qcomm Scanner grid. All civilians and non-combatants can easily be evacuated to the VWP within minutes.
This particular move can only be greenlit by The Ambassador.
VOTING SYSTEM:
The voting system of the Galactic Senate is based upon representatives, meant to represent the power and influence of a faction within the galactic political field. Keep in mind that the system is prone to changes and refinement.
Each faction can have a minimum of 1 representative, and a maximum of 10. The total amount of representative seats in the senate is equal to the amount of integrating representative bodies times 5.
Each time something needs to be voted for, the chairman will create a private discussion with all the participants of the Senate, and they will vote and discuss the motion there. (This is not to clog The Embassy thread)
The Senate itself is a room shaped like an old greek coliseum, with what is presumed to be the most advanced holographic projector available in the center. The center projector can display a multitude of information in an easily interactable and accessible manner from all the seats, proving to be an intuitive manner to display information to other senate members.
In addition, each seat is equipped with a holographic and high-tech computer, able to communicate privately with other seats, upload and download information available in the grid between all of the computers, and most importantly, enact a vote. The computers of the senate seats and the main computer that processes the voting are all physically, psychically, dimensionally and electronically isolated from any devices in the system vicinity, providing complete secrecy and a system almost impossible to breach.
The entrances to the senate hall are secret and defended by automatic security measures handled by the main senate computer, the section of the senate hall is located in the heart of the megastructure that crowns the non-maintenance hemisphere of The Embassy planet, its exact blueprints, offensive and defensive measures are top secret.
REPRESENTATIVES AND SENATE MEMBERS
There are currently X representatives spread across Y factions (Still to be decided as people integrate into The Embassy)
In no particular order:
M.I.S.E. -
V.W.P. -
I.M.G. -
G.B.E. -
INTEGRANTS OF THE COMMERCIAL DISTRICT
Below are cited the integrants of the commercial district, whether it be for commerce of simple political presence. They are organized in small summarized faction pages hyperlinked to the main faction page (if there is one).
Everyone cited here can be found within The Embassy for IC interaction.
Due to unique independence and protection the Embassy offers, the trade is expected to flourish in the system. To make it more convenient for everyone, there should be multiple ways to conduct trade on multiple locations, be it on the Embassy itself or just its system.
GALACTIC LIHR AND MHERTZ (GL&M)
A M.I.S.E.-based Megacorporation, which acquired significant galactic presence after its absorption of the well-known Yutera Conglomerate.
GL&M (read as G - L - And - M) deals in the most ample spectrum of enterprises, specializing in the cutthroat combination of foreign technologies acquired from corporate mergers with their already existent large backlog of enterprises. It is easier to detail what field they don’t have a branch in, however, these are the most prominent they specialize in:
- Weapons and defenses production;
- Ship manufacturing;
- Weapons Research;
- Construction Engineering;
- Contractual works of almost any kind.
Their headquarters can be found as the nearest to the senate, a set of three monolithic concrete towers whose height matches the Senate itself. They are known to not ignore any venture, be it big or small.
Perhaps their most interesting characteristic is that nobody knows who the owners are, as they are known to be extremely secretive of their status, and some even believe they don’t exist.
D.V.C. (Double Vertigo Conglomerate)
Double Vertigo conglomerate (DVC) is a young commercial organization from MISE. It is much weaker than GL&M - but trust me, its ambitions are no less. The conglomerate compensates for the lack of brute force and political influence by other factors; they are ready to cooperate with those whom other large corporations will refuse to even listen to - moreover, Double Vertigo will do a lot to be liked by you, regardless of who you are and what is behind you.
If you are looking for a trading partner, DVC is ready to offer a large-scale supply of food, medicine and agricultural chemicals. Chemicals are their strong side, and if you are not interested in traditional farming, Double Vertigo can also offer something for the mass elimination of especially tall and intelligent pests.
However, direct wholesale is not a top priority for DVC; the conglomerate specializes in long-term cooperation. Double Vertigo is ready to open its high-tech medical clinics, food factories, spaceports, biosphere adjustment complexes, farms and multimedia studios right in the orbit of your planet. This will not only improve the lives of your citizens, but also create new jobs for them.
But even this is not the main part.
Double Vertigo wants to bring a truly unique phenomenon to the galaxy, and name of this wonder is The Mirror. The conglomerate's very dream is to create an universal informational network that would unite the entire universe, store a huge amount of information, have unprecedented computing power ... and at the same time would always be with you. No, not as a device, but as a part of you. Intrigued?
Then you are in the right place.
Location of the conglomerate's headquarters is unremarkable. The building itself is a compact transparent dome, through which passers-by can see several floors buried in flamboyant greenery and soft light.
M.I.S.E (Musavian Interstellar Space Effort) Embassy
An embassy within The Embassy, the MISE Embassy is there to represent the MISE and its people within the grounds of The Embassy. It serves as a quick conduit to access the faction otherwise known to be tough on exterior interaction.
This place serves as a gateway for many diplomatic actions, such as economic deals, quick access to Musavi (The MISE’s capital planet and system), a way for foreigners to acquire passports and citizenship within the MISE, etc.
Its ground follows laws and jurisdiction of the MISE as regulated by The Embassy.
IMG (Independant merchant Guild) HQ
So far, the biggest truly independant “company”, if it can be called like that. They have recently acquired special trade rights with most of the galaxy, making them competitive on all levels. They appear to be largely decenteralised, with a byzantine maze-like buerocracy holding them together. They seem to have no singular leader and their origins or main base is unknown. Having less products of their own, they specialise in seizing opportunities to seize something at a low cost and transport it to somewhere the demand is much higher.
They decided to set up their headquarters for The Embassy right next to the Senate itself: a pyramid-like structure with a tower emerging from its center, this is one of the few places that appear open to telling you more about IMG and their buesinessnes, as well as providing a nice place to discuss possible deals.
G.B.E (Galactic British Empire)
The G.B.E Embassy is a tall white building with banners in a hellicoildal design. The GBE is highly interested in diplomacy and the discovery of new nations. They will take a central role in the embassy and become a prime member.
The Church of Sand
The Church of Sand,ever changing, but still the same in ecenence since the day of its founding is a Folk of Wandering warriors who honore challenges and are open to every change that dosn't involve slavery ore other things that opress beings with free will.
U.E.G (United Earth Government)
The United Earth Government. A collective of humans trying to earn thier place in this already vast galaxy. We strive to create new friends and allies to trade and prosper with.
(The UEGS building in the embassy since everyone else seemed to have one, a modern building with steps leading up to it, with trees running up along the steps. With boxes of hedges in the middle.)
Forge of Babel
Forge of Babel, proudly label themselves as the only independent forge (not to be confused with the similarly “independent company”) that currently exist in G-S16. With its advanced technology and anomalous secrets, one can enjoy its service to utilize anything and to make anything with just the required raw materials plus an extra 20% as the processing fee.
Unlike other collaborators of the Embassy, the forge’s representation is merely a pair of opened dark wooden door connected to nothing on the other side situated right next to Crimson Republic’s tower, while encircled by a metallic frame with ever-moving pattern as if it is liquefied.
Crimson Republic
Crimson Republic, being the successor of the Crimson Alliance, will continue to assist the collaboration of G-S16 like it had done over several times. Like its formal self, the Republic shall continue to safeguard peace and hope in this galaxy with all its power. Unlike its predecessors, however, Crimson Republic is now much less totalitarian due to its unique formation, and thus more open to new ideas and bonding with other factions.
Expertise in the fields of biology and location pinpointing, the Republic is glad to assist in research while willing to lend its powers if requested, but of course, everything comes in a reasonable price.
Situated as a tower of ever shifting pylons and gears, anyone interested can come and meet the Mainframe to negotiate for details