Pixel's Serva World-building

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Been thinking about some cool stuff pertaining to space warfare I thought was worth sharing.

Unlike other Scifi, basic technology doesn't change throughout the eras. The ancient world and modern world have, more or less, the same level of technology. But some differences do exist.

In the Ancient Galaxy, Resonance lasers were the mainstay of beam weaponry. They work essentially by carrying sonic energy and upon hitting something, will vibrate it so strongly that the atomic structure of whatever it hits basically collapses. The more powerful the laser, the more powerful atomic structures it can rupture. Essentially, you kill people in the same way one might topple a building made of bricks - just take out a gigantic chunk of brick.

Resonance lasers are best countered by just having more and more rigid material that it can't cope with. So during this time a ****-ton of advances were made in metallurgy to find the perfect alloy, the atoms of which could withstand being basically shook apart.

Eventually, armour won the arms race, and alternatives to resonance lasers were sought. The chemical laser was born. It's the more traditional type of laser - vaporization and melting. I think the idea behind lasers being hot is that photons passing through atoms makes them shake, and that's what temperature is. I'm no physicist though.
If that's the case, there are materials that do not react to photons in such a way. For example in solar panels we use silicon crystals and some kind of copper/iridium mixture. In this case the atoms don't start shaking when hit with photons, so they don't heat up. Instead they transfer electrons.

And so along with Ablative/anti-vaporization armour being developed, you can develop a defensive system that actually generates energy when hit by lasers. Of course these have limited effectiveness, especially the copper/iridium thing which is apparently less efficient at absorbing sunlight as energy than the silicon crystals are, for example. I imagine that means some of the energy does inevitably get lost to heat instead, so more powerful lasers could still melt through that **** if they need to.

A side-effect of the resonance to chemical laser transition is that space warfare was revolutionized.
Resonance lasers wouldn't work so well in space. This is simply because starships are miles-long hunks of layered laser-cladded metal which is not only perfectly sealed against the vacuum. Its pretty hard to make the atomic structures of these collapse. Essentially, resonance lasers lack penetration power.

So the Ancient Galaxy was largely full of ballistics-based space warfare. Ballistics weapons in space are fine so long as your enemy is also using ballistics. But once someone gets their hands on lasers, which are hands-down vastly superior weapons in space warfare as they achieve instantaneous effects - among other things - it's like using tempered steel longswords against some bronze stabby thing. No contest.

Chemical lasers were more effective in space warfare and so appeared everywhere. On the ground, ballistics weapons still held their own compared to beam weapons. Indeed its really a case of weighing the pros and cons.

But there are things more powerful than lasers, in space warfare specifically. Warp missiles. Probably the most OP thing ever. Something moving at FTL speed needs no explosive or melting power to **** **** up. Basically, rather than try to stop the inertia of a starship using the warp drives, a warp missile just keeps on going and slams itself into whatever's in front of it.

A pebble accelerated to these speeds would easily tear the miles-long starships in half, so a missile-sized one is capable of causing asteroid-level destruction on planets (but not outright destroy planets in most cases)

The main problem with warp missiles is that miniaturized warp drives are expensive; as one of that small size must use antimatter for fuel rather than the usual dark matter. As antimatter is still something that can only be created a few atoms at a time in a laboratory, this means that they are pretty extortionately expensive to mass-produce.

They can be countered. Blink Displacers and Tachyon Bolts. Blink Displacers, hooked up to a ships' weapons computer, basically use temporal mechanics to, essentially, see into the future a few seconds. This way, they can "see" where warp missiles will appear, and a Tachyon Bolt burst will go to where the missile "WILL" be. The missile will 'appear' there, the tachyon bolts phase through the differences in reality, and essentially this becomes quantum-level point defense.

I'm never researching physics again. Maybe I should get some consultant or something. This **** was cool though.
 
Insults!

In da future, language obviously changes a little bit. Words, particularly bad words, will change meaning and come from different contexts. '****' is a curse word because it refers to something disgusting. '******' is offensive because its a derogatory for homosexuality. '******' is offensive because of racial tensions that carry on today.

While Serva is generally not an ideal vision of the future, humans are not so divided by sexuality or race anymore. As human society has changed, Class and Mental Illness have become the new taboos, the new things that are generally not socially acceptable to talk about.

Calling someone an 'Aspie' or a 'Son of an Aspie' would be pretty serious, as you're saying that person deserves to be put down as soon as any sign of major disability is shown (because eugenics is a big thing in this society). Similarly, words like 'mental' 'bipolar' 'retarded' would be insulting. (retarded is to some extent today, but not taken seriously by most normal people)

A 'mentalmixer' would be an insult because you're saying that they mix with mental people and corrupt the gene pool.

And then class within the social structure also is a taboo, as its generally advisable to just ignore the masses of poverty out in the colonies and focus on how elite and awesome you are because you studied a little more in school, or were naturally talented. The less fortunate get sent to the colonies or have to join the army - or seek employment in some other way. This was especially fun to think of :grin:

A 'centgrinder' is someone who toils just for a few cents. You're basically saying that someone is a 'dirty colonial' or saying that they outright deserve to be shipped off to the colonies, as on Earth, a robot can do their job.
A 'cardswiper' is someone who relies on their digital card that holds all their 'money'. Think of a bunch of gangsters surrounding some haughty rich guy. "Where's your guards now, cardswiper?"

There's also others like Plutocrat or just saying someone's hands are soft. In both cases you're saying they never worked hard for anything they have - a plutocrat is measured only by how much money they've accrued. Someone with soft hands probably hasn't done much physical labor, etc.

 
Any relation to the Civ 3-4 mod you were working on? I had some fun creating my faction and ****

Kriegsmen + clone ARC troopers dropping from Valkyrie and supported by Earthshakers was pretty cool.
 
A little bit. Some of the stuff from that mod made it into the lore, though names were switched around. The little world we created in the mod does exist but it'd be hardly recognizable.
 
I summarized the Ancient Galactic Era and Classical era for someone I met recently, and they were so ecstatic about it. They want to know more and tell me how much they want to read it.
!
Dem feels.
 
It's been a little while since I posted here. I wanted to update you guys on the Calendar, specifically the human calendar. I mean, every sci-fi needs at least one or more wonky calendars.

In the aftermath of the Colonial Crisis War and thus the signing of the Treaty of Tokyo, the newly-formed Global Alliance sought to revise the calendar in order to adapt it to the "modern" (or post-warp) era. This was to allow it to account for other planets, but also because earlier tensions caused by extremists during the Spiritual Revolution had already created and proposed a revised calendar.

In effect, the Gregorian calendar was accurate and remained, and as the most widespread calendar of Earth at the time, there was little opposition to keeping it as the base for a new system. This meant each year of 365 days was divided into twelve months of 30 or 31 days, and with leap years every four years - don't fix what ain't broke.

Where things changed was the recognition that a winter on Earth was not necessarily winter on Mars or Euration (or any other given colony at that time), and thus, names for months and seasons were changed. The next thing to consider was the new start date. The system of 'Anno Domini' or A.D. was simply archaic and antiquated, and its religious origins and association were deplorable in the new society. Preferring to be symbolic of what a drastic change mankind has undergone in the last three centuries, there were several choices for what date should be Year 0 of the new calendar.

At length, the directors concluded that Yuri Gagarin's trip aboard the Vostok 1 was the most significant of the milestones in early
space exploration, and thus a human achievement that signified of greater things to come. Then, the calendar was divided into two parts:
Pre-Warp and Post-Warp. The Pre-Warp "epoch" began at A.D. 1961 and ended at A.D. 2205. Post-Warp continues from that point onwards.
For everything that happened prior to A.D. 1961, a separate designation was used, simply called "Before Gagarin".

Dates are written as follows.
Start of World War 2 (Conventional calendar: September 1st, 1939) - 1 Summer's Set, 21 Years Before Gagarin
Present day (Conventional calendar: December 12th, 2014) - 12 Evening Star, Year 53 of the Pre-Warp Epoch
January 1st, 2410 - 1 Sol's Horizon, Year 197 of the Global Alliance

The months were named with a year being compared to the passing of a day - the first three months had 'morning' names, and so on.

At the end of every four years, or leap year, the last 9 days (symbolic of 9 starfaring nations and of 9 paragons) are special days where you get the day off (keep in mind, these are the only days where your employer is obligated to give you time off. Nine days every four years. In practice, most people get more than that, but legally, they don't have to.). The Colonial Crisis War, the war that changed mankind so thoroughly, was a conflict lasting four years, hence, the holidays are celebrated every four years in commemoration.

The first seven days of his time are set aside to observe the virtues that have made mankind successful.

The first day - Labor.
Basically labor day in real life. You celebrate the industrious workforce of mankind by not doing any work.
The second day - Valor.
A time to give thanks to those who showed great bravery, not just in military exploits but in exploration and adventure. Soldiers participate in vast wargames against rival units, promoting espirit de corps.
The third day - Talent.
A celebration of mankind's numerous talents - where musicians, artists, comedians, etc. can be recognized for their equally valuable sets of skills.
The fourth day - Abundance.
It may have taken five great economic revolutions, starting with agriculture and ending with a Stellar empire, but mankind now has everything in great excess. This is celebrated with a great feast, and is maybe the only time a typical colonial may experience real food, with real taste.
The fifth day - Justice.
A day to give thanks to those who keep order in our society, from the bodyguards of political officials to law enforcement and judicial courts. Parades are often held.
The sixth day - Innovation.
On Innovation, a fair is held wherein inventors can show off their latest gadgets to scientifically-inclined crowds of people.
The seventh, and last, day - Charity, alternatively Determination.
In the early days of the Domain, the seventh day was known as 'Charity' and was a day wherein numerous traditions were observed to help the poor (which were often ignored anyway). However, the Earth-Euration schism resulted in many seeing 'Charity' as just "Eagle Order propaganda" and revisionists successfully pushed through the changing of 'charity' to 'Determination', a day celebrating the sheer willpower that mankind is capable of and through which has overcome many obstacles. Nonetheless, many planets still celebrate Charity instead, just as often because of tradition as it is because of a political motive.

The last two days do not observe a virtue, but rather commemorate mankind's two biggest struggles: unifying such a vastly different body of cultures into a cooperative body capable of maintaining an empire, and surviving not only catastrophic devastating war but climate change and social upheaval (things that in part contributed to the creation of a new calendar in the first place). These days are taken more seriously than the last seven, where they are observed. Where you might spend Labor watching TV and falling asleep in your underwear, these are days that you force yourself awake so you can sit through seeing your family and friends.

Celebration of Unity
A rather silly holiday which celebrates mankind's unity. Although mankind is just as divided as any other stellar empire, it still likes to see itself as a single body. This day features parades, laser shows, and is generally an uplifting time with annoying holiday music and exchanging of gifts.
Celebration of Survival
A more serious holiday, which commemorates mankind's darkest hour, from the 20th-22nd Centuries. Solemn remembrances are held, comparable to giant funerals. Leaders deliver rousing speeches during the night, illuminated solely by candles.
 
Also love this **** so I'll share it too.
The Solar System


A lot of (more recent) scifi tends to ignore our planetary neighborhood (except Mars, of course. You can't have a scifi without Mars doing cool **** somewhere.). I do not. Human civilization in the Solar System is unique compared to the rest of the empire: many places were explored and even settled in an area pre-dating the warp drive, and thus have vastly different cultures and values, resulting in a shock when post-warp "new wavers" move in. Wars and issues on Earth also have huge affects on its neighbors.

The Moon saw the first ever permanent human settlement on a celestial body, established in the first quarter of the 21st Century. The Moon is, interestingly, the most populated colony in the solar system, at around 17 million inhabitants, who live under the Lunar Republic. A further several thousand live under Domain territory.
Things were not always like this. The Moon was a peaceful, jointly-owned and administrated by various space agencies on Earth, and it remained this way for around 200 years, until the Colonial Crisis War sparked on Earth. This was the first large-scale conflict in which control of Earth's orbit was to play a pivotal role, and the Moon was a target ripe for the taking.
The poor Lunans suffered under occupation after occupation until they established a militia to represent their interests, overseen by one of their more benevolent occupation forces. The militia could not hope to stand against an organized, determined military force from Earth (though it had the advantage of being acclimated) but it was never meant to. Its entire purpose was to minimize civilian casualties, as Lunans were caught in the crossfire between war fleets' bombardment and invading forces' battles and quartering.
The war saw the Moon devastated, but a nationalist spirit was born, and many talked of independence from Earth. Not taken seriously at first, the newly-formed Lunar Republic was eventually invited as an observer to the signings of the peace treaty. Anxious to be considered an entity independent of Earth, a delegation was sent.

Wartorn Luna gradually recovered from the war and took on the slogan 'Battle Born'. The devastation which seemingly routine orbital bombardment had wrought convinced the Lunans of a need to establish a defense battery - by far the largest component of their armed forces. More than 300 heavy laser cannons remain active at any one time on the moon, which has since then on more than one occasion completely annihilated invasion fleets.

Luna is also the political capital of mankind (while Earth itself can be seen as the economic/military capital) as it is where the Human Domain's sector leaders and deputies meet at a designated headquarters and decide on matters of importance to the empire as a whole. In exchange, the Lunar Republic asked to be neutral in all interstellar affairs and to be exempt from providing commissions of men, money, and material to the government. The Lunans thus watch events unfold from a safe distance.

Venus has the smallest population - around half a million. It was the last planet in the solar system to see human civilization of any form.
The entire motivation behind the colonization of Venus was military-oriented. One of humanity's greatest rivals, the Ishamshuk Empire, thrive on worlds like Venus, and the need was seen to find a suitable place to train specialist soldiers to fight them on their home turf.
Venusians are all descended from soldiers who volunteered to live there, seen as a prestigious advance in their military careers.

Colonies - floating cities of breathable air, 50 km above the surface - thus commenced in daily drill and study of rigorous military curricula. Venusian efforts developed airborne methods of war unlike any seen on Earth. As artillery had once been integrated with infantry formations on archaic Earth, gunships were being attached liberally to Venusian divisions. Anything that IFVs and tanks could do, the Venusians found a way to do from the air.
Wargames didn't stop in Venus' acidic atmosphere, though. Drilling and games were done on the surface as well, uncovering dozens of problems with fighting under these hellish conditions, many of which were eventually alleviated.

Throughout this process, the Venusians were bred into an elite, hardcore, dedicated military force, and they knew it. The stereotype of someone from Venus is thus an arrogant type, full of himself, thinks of himself as godlike and above conversation with plebians. But Venus was hardly the place for military action, as it was all just drills. Venusian Retainers, as they came to be called, left the planet in search of conflict. They became mercenaries of extremely high quality (though prone to emptying their clips into the back of your colonial militia because they were in the way), oftentimes, fighting completely for free, so long as you gave them a challenging foe to fight. They just want to kick ass.

Like I said. Every scifi needs Mars. It's a crime not to have it.
Thousands of years ago, Mars was the center of a vibrant empire. This empire stretched across 18,000 light years, a little less than a fifth of the galaxy and a little more than ten times larger than any present-day empire. This was, however, far too large an empire to ever sustain or properly defend, and it was only maintained for a brief period of time.
Like any empire, Ancient Mars fell, the pressure of defending its vast borders grew simply too difficult, among other things. The final nail in the coffin was the infamous Siege of Mars, in which advanced weapons not only purged Mars of its empire but also of its ability to sustain sapient life.
The Ishamshuk Empire arrived centuries later, and established an archaeological excavation site in an attempt to preserve as much as possible of Martian history. Most of what records could be procured and cleaned were sent back to the capital to be stored in a grand archive dedicated to the purpose. Soon after, they left Mars permanently.
Mars would remain undisturbed for millenia until humans took an interest in the world and had the means to go there. Pre-Warp expeditions started with robotic emissaries and eventually arrived at manned operations that concluded in settlement of the planet in 2049, just 21 years after the success story of the Moon's colonization.
However Mars was sparsely populated and indeed had no concentrated urban centers. There were at first two ways of life on Mars: those who produced food and those who bartered for it.
The events of the Spiritual Revolution on Earth in the latter part of that century caused an influx of the more stubborn religious types to go on a metaphorical "exodus" to Mars, where their small settlements became known as missions. Mars remains to this day the last remaining bastion of organized religion in the Human Domain, though is still majoritably secular.
The Colonial Crisis War left Earth in all out total war. As the moon was also being affected by the carnage, Mars was the safest place to go for many of those who were willing to flee Earth. Only about a third of those who wanted passage to Mars got it - the others, for various reasons, found travel impossible within their means. The refugees gathered in one place and were largely dependent on the compassion of the locals, but nonetheless, managed to build the largest urban center on Mars: Meadow. Meadow became the economic heart of Mars once it had developed substantially enough, and was officially codified as the capital in 2218. Outside of Meadow's 140,000 inhabitants, rarely does a settlement get above a hundred.

The aftermath of the War raised questions of what to do with Mars. With Meadow came delusions about establishing not only a city but a sovereign government on Mars. As the war had distracted the Earthborne powers, the refugees had managed to back up this claim, Meadow exerting the most political influence and gravity over the planet, and it would be hard to brush aside that power.
Mars, as a nation-state, became known as the Martian Commonwealth, as it joined Spain's co-prosperity sphere as its newest (and largest, by land area) member.
Mars thus drew investors seeking to build infrastructure on Mars. Canals and Dams were built, creating artificial lakes and rivers, and the Transplanetary Superhighway was constructed after a decade of extreme expenses, with all roads leading to Meadow. Powering this construction effort were mining operations - Mars' landscape became a graveyard of ghost towns as mining veins were depleted and miners moved to the next potential motherlode.
Land grants were afforded by the Martian government, creating a breed of homesteaders. A military was created, known as Praetorians, to defend the super highway from rising gangs of desperate bands left out in Mars' increasingly complicated economy, but the Praetorians soon became regulated to planetary defense and exerting sovereignty from headquarters at Meadow. The job of fighting crime fell to the Martian Rangers.
The building of a military was supervised by other members of the commonwealth and the Global Alliance itself as an organization. In exchange for military equipment, training, and local scholarships, the Martians permitted the transfer of 30,000 square kilometers of land to the Legion to build a military academy (now simply known as Mars Military Academy) and vast drill squares, testing grounds, training fields, and regimental camps. Mars became the headquarters for the Legion.

Mercury was my favorite planet when I was a kid. It's usually ignored in scifi and that just would not do.
Mercury was a special case. In the aftermath of the Colonial Crisis War, the rapidly changing thoughts on the question of how to get colonists and whatnot passed over prisoners. Yes, incarcerated folk - they were, after all, too dangerous to keep on Earth, and more importantly, too "useless" to send to the colonies. You know, if we're sending off millions against their will to settle other worlds, why not get rid of the prison problem at the same time and just send them off to another planet?

The Moon and Mars naturally refused, despite generous offers. The Human Domain deliberated and decided that Mercury would make a great place for a penal colony. Portugal, one of the starfaring powers that emerged from the war, offered to take on the responsibility of establishing necessary facilities on Mercury.
This was done. Mercury's penal "settlements" were nomadic and portable. See, Mercury is perfectly habitable, given air to breathe, so long as you stay where its dusk. At night, the planet becomes frigid and ice-cold (literally. Mercury has ice, somehow.), and during the day, you'd probably melt.
But dusk only lasts like an hour at most, right? How are you supposed to constantly move to keep up with that? Well, on Mercury, it can be dusk for many "days" on end. You'd really only have to pack up and move a few times a "month", and even more rarely at the poles.

So began what many would describe a dreary existence on Mercury. Prisoners were told to work by moving around the same useless piles of dust and dumping them into other useless piles of dust, and repeating, moving them around in a cyclical pattern. It was, as you'd expect, boring and served little purpose other than to use time.
Later in the penal colony's history, the wardens decided that the planet's natural resources may as well be harvested if we're going to bother being here at all. Mercury's various substances of benign and radioactive nature alike were soon being mined.

Eventually, with the spread of the empire, Mercury was no longer needed for this purpose, and was officially "crossed out" as a penal colony. Other planets, lightyears away, could serve this purpose better if needed. Many people from Mercury, however, chose to stay on Mercury, for a multitude of reasons, and as a result, many families came to join their loved ones there.

Along with the above planets, two moons and a large asteroid were colonized.

Ceres is the smallest spherical object to be colonized by humans. It is a dreadful place whose entire livelihood is centered around serving as a drop-off point for mines in the asteroid belt. It also doubles as a small re-fuelling stop for ships, and as a minor defense station of around a dozen guns in its battery.
The people of Ceres are pretty much destined from birth to be miners. It's the only real long-term career to pursue on Ceres. Thus, many want to leave it.
Cerians are stereotyped as being easily impressed. They've grown up with no expectations and with never having seen what a sky looks like, among other things. They're content with almost everything except to continue living on Ceres. Of course, there are just as many who are happy to work in mining for a living, and many who are passionate about it. All depends on who you talk to.

Ganymede is Jupiter's largest moon, and is in fact bigger than Mercury in terms of sheer size. Titan is similarly bigger than Mercury and is Saturn's largest moon. The pair of planets are arguably the wealthiest in the Solar System, rivalling even Earth in their potential.
The reason lie in their position. Jupiter and Saturn's vast armory of moons are essentially colonies of colonies - Ganymede rules over Callisto, Io, Europa, etc. and so on with Titan. These moons may all be small, but they may yield extremely useful resources.
And that's not even accounting for the vast potential existing on Ganymede and Titan alone. Titan's impressive seas of methane could fuel the entire United Armada for decades of continuous high-level active operation, for example.

But its not just the moons, but the gas giants they orbit. Jupiter and Saturn have essentially infinite reserves of helium-3, hydrogen, methane, xenon, and, indeed, antimatter - all materials that are hard to find on Earth and in any case extremely expensive and dangerous to exploit (although the Moon is a large producer of helium-3 as well). The unique economies of the two moons allow them to engage in quid pro quo trade with Earth.
 
Government

Governing a stellar empire always makes for an interesting political system. It takes different mechanics to do it effectively, especially since communications are so slow.
Each species obviously has a different approach to doing it and why, but humans are unique too.

As recognized by the Treaty of Tokyo in the aftermath of the Colonial Crisis War, the four 'sectors' of starships, and the army (the Legion) were given an organizational structure of personnel, with a figurehead, who is generically called a Sector Leader. Four of these sectors (the United Armada, the Exploration Fleet, the Merchant Astra, the Engineering and Construction Fleet) are primarily organizations of starships, while one of the sectors is the French Foreign Extra-terrestrial Legion itself, the ground army.

The five leaders meet, entirely by tradition rather than regulation, on an irregular basis to discuss affairs. Observing and in some cases taking part in these meetings are lobbyists from mega-conglomerates trying to command some sway over the government, and delegates from powerful colonies such as Hercules or Durre Manthor. Ministers from Earth countries also attend the meetings with observer status.
While the meetings can lead to decisions being made or even a unified front or policy, to expediate the decisiveness of the government, one of the leaders is given the "Great Seal of..." followed by their rank and title.
The great seal gives that leader absolute power, but this comes with a condition and a responsibility. The seal is only given to certain characters when their particular knowledge is most useful. In times of war, the United Armada or Legion (but most often the Legion's Consul Prima since the 23rd Century) will be given the seal. Of course, this takes great coordination between the Grand Admiral and Consul Prima and willing cooperation, thus limiting the military's power even in wartime.

In times of economic recession, the Merchant Astra may receive the seal, the exploration fleet may receive it in times of rapid expansion, etc. Generally it is considered good if the one holding the seal consults with the council before making a decision, but inevitably, he has the final say until he either resigns or is replaced when no longer needed.
Along with this, the holder of the seal must give a state of the empire address before the council (observers, delegates, lobbyists, and ministers included) each year, summarizing the course of events (so far as they know about) and planning out an effective policy to deal with problems.

No one has ever held the Seal for longer than 10 years, except for one person who held it for 17 years: Consul Prima Weyland.
Weyland was Consul Prima of the Legion, or Earth's imperial ground army (you could say) around the time the Human Domain was caught in a three-front war. The Polaris War waged in the north, rebels and separatists sought independence in the west, and humans were gearing up to intervene in the Alliance War (specifically the War of the First Coalition) in the east.

Weyland was given the Seal in 2401 in response to looming wars on seemingly every frontier. He immediately commissioned for a mobilization effort on a massive scale that brought the Legion to 115 million soldiers, and a similar effort in the United Armada brought it to 7,300+ active warships. The Human Domain's military would never again reach or surpass this level.

This massive military brought victory in the Polaris War, but human's entry into the First Coalition was a humiliation, though humanity's worlds and thus influence in the region was not seriously brought down. Despite major victories by the United Armada (including the famous UAS Lepanto vs. ICFS Rubiya), the Domain could not solidify its grip over the separatists, and Weyland thus settled for status quo in the east.

By the time of Lepanto's crushing victory, Weyland had held the seal for eleven years, and was very popular among the general population for his militaristic actions. He was also particularly well-liked by armaments and supply-based corporations, most importantly the Tritach Megacorp, who cornered the dark matter market early in Weyland's reign. The military logistics created an extremely high demand for dark matter which allowed Tritach to grow to the most influential megacorporation in human history, holding some influence over almost every part of the empire in some fashion.

Production of dark matter could not, however, meet the demand, and Weyland was a military leader, not an economist: he understood only logistics, not empire-scale economics. The Chairman of the Merchant League warned him of the long-term instability of Tritach's monopoly and the dark matter consumption of the awesome size of the armada, but Weyland knew, as with most things to do with megaconglomerates, there was nothing the government could do.

In 2417 the Dark Matter Crisis War broke out on Earth, and when the news spread through the empire that yet another system-scale war had begun in Sol, Tritach mobilized a fleet of 400 ships and sent an invasion force to Earth to capitalize on its monopoly and take advantage of the conflict.

To do so, however, one would need to take over Earth's moon, Luna. The Lunar Republic was having none of that. Upon sighting Tritach's fleet, its defense batteries, already activated due to concerns of the war on Earth spreading to the moon (as it was about to), began a relentless barrage of the Tritach fleet. Over the course of several days, Tritach's invasion was thwarted, its ships completely destroyed or stranded in Earth's orbit. The moon had proven its worth as Earth's shield.

This, however, would be the end of Weyland's reign. Seeing the carnage that his policies had wrought at home and throughout the empire, and the coming strife that would arise from ever decreasing dark matter production and ever rising demand, Weyland stepped down from the Seal despite his popularity (that might've earned him another year or two).

The Chairman of the Merchant League, Mikhail Knox, would take over control of the seal next. Under his control, the Human Domain recovered, thanks to a new mobilization system (reducing the strain the military exerts on the economy) and improved trade policies, stressing proper distribution as well as increased production of dark matter through new means and methods.
 
Had a lot of fun writing (the first part of) this battle report.

Article: http://serva-lore.wikia.com/wiki/Solovh_Campaign

Campaign for Solovh

Conflict: Servan Independence War
Date: 12 Twilight 199
Location: Solovh
Outcome: Decisive Confederate Victory

Combatants

DUAL CONFEDERACY
*Confederate Army
*Solovhian Insurgents

VS

HUMAN DOMAIN
*French Foreign Extra-terrestrial Legion
*Tritach Mega-conglomerate
*Venusian Mercenaries

Commanders

Grand Battlemaster Avbek

VS

Joint Commander Ashford

Strength

100,000 Confederate Regulars
200,000 Insurgents

VS

250,000 Legionnaires
100,000 Tritach Enforcers
13,000 Venusian Retainers
The Solovh Campaign, part of the Servan Independence War, was the battle to liberate Solovh from the control of the Human Domain by Grand Battlemaster Avbek, loyal to the Dual Confederacy.

Solovh saw the largest combat between conventional ground forces in the entire war. Many cities were contested, and sieges carried out. The Aquatic Corps from both armies played an important role, and atmospheric craft fought for air supremacy, something the Servans were quick to lose.

Events

Planetfall
Avbek's planetfall was along the coast of Solovh Superior, some ~400 kilometers from Solovhkr itself. Four aquatic craft, each displacing about 15,000 tons, were deployed in the sea and skirmished with Tritach armed supply ships which were en-route from Escalo to Tiberias to supply the Tritach troops stationed there. Tiberias, a Tritach stronghold to the south, was the primary objective for the Servan forces. Their goal was to lay waste to the predominantly corporate-populated city, and in order to do this, they had to cut off the vital sea-lanes which supplied the city and its garrison.

To the north, Escalo, loyal to the Human Domain, was much less influential, but was nonetheless to be laid siege to and liberated as a secondary objective. The final objective, of course, was to capture the planet's capital with minimal collateral damage or civilian casualties, expelling Domain and corporate influence from Solovh.

Tritach mobilized any combat-suitable aquatic ships to defend the sealanes and harass the Servan position, which was in a flurry of activity as the confederates set up a defensive position to hold off any land attacks while the rest of the troops arrived and organized from orbit.

Opening Moves
To probe the Servan defenses, battalions of Enforcers launched attacks against the perimeter in two separate spots. The attack was to be headed by 13,000 Venusian mercenaries in assault gunships, supported by self-propelled artillery and fast attack 'Skirmisher' forces from Tritach. These attacks were to coincide with the naval efforts, so that the Servan ships couldn't support their troops with bombardment from off-shore. The Venusians and Tritach believed that brute force through shock and awe would break the Servans, as the Confederate Army was lackluster in terms of discipline.

27,000 Venusian and Tritach troops smacked into 54,700 confederate pathfinders, who by this point had established a premature defensive perimeter to hold off any such attacks for as long as possible so the rest of the army could arrive. Despite expecting an attack, the Servans were caught off guard and were slow to react. An hour later, another 15,000 Tritach troops in fast-attack vehicles smashed into the Servans' northwest flank just as the first front was starting to get under control.

Through liberal usage of laser weapons, constant shelling from artillery and the seemingly unending onslaught of Venusian gunships, Servan troops panicked in blindness and confusion. Officers desperately tried to restore order and were marginally successful, holding the perimeter to the best of their ability.

The increasingly confident Tritach vehicles soon stumbled into a minefield. Despite being anti-personnel mines, many of the light vehicles were disabled and were well within range of Confederate anti-armour dumbfires. They were subsequently dispatched by the same, and this re-instilled a degree of confidence in the Servan forces, and the Tritach skirmishers briefly withdrew to regroup. Their damage had been done, though - many confederate soldiers were blinded or wounded if not dead, and certainly exhausted. They'd be no help in the rest of the battle for a few hours while they recuperate, and Tritach was ready to launch more pincer attacks once their vehicles had reorganized. Impressed by the mines, their commander called for a platoon of minesweepers to be sent.

Meanwhile, Venusian gunships were too much for the west flank. They unloaded into the confederate infantry with dumbfire racks, automatic grenade launchers and rotary cannons, and were relatively safe from any confederate retaliation thanks to the expertise of their pilots and the efficacy of their active defense systems. The artillery bombardment from Tritach wasn't helping, either, and Servan artillery hadn't arrived yet.

Hearing the desperate calls for help from the ground, the Servan fleet in orbit dispatched atmosphere-capable drones to strike the enemy gunships from above. They swooped down, launched air-to-air missiles against the gunships and spitting a few bursts of coil-cannon before abruptly turning aside to send fusion warheads into the incoming Venusian ground forces, and then swiftly turning back only to be pursued by a scramble of Tritach interceptors, who were sent out as soon as the Servan fighters were detected in re-entry.

The ensuing air duel was devastating to both squadrons who took heavy losses before the Servans were forced to withdraw from the airspace. Nonetheless, their damage was done, with around 15 enemy interceptors grounded and most the enemy gunships. The trade-off, was, however, around 40 of their own number. The remaining Venusian gunships retreated, but artillery bombardment continued and Tritach soldiers prepared to execute an elastic defense along the route to Tiberias with their fast-attack vehicles on full alert.

Off the coast, a battle had occurred between Servan and Tritach vessels which was indecisive, but it served the purpose of distracting Servan ships from supporting the land forces. Tritach ships shadowed the coast and awaited reinforcements and aerial support.
 
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