United Star Axis - Faction info page

    Dr. Whammy

    Executive Constructologist of the United Star Axis
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    Revised: 5-1-2025

    The United Star Axis is a 22nd century deep space research and industrial design organization comprised of 5 satellite corporations; originally from planet Earth.


    A brief history.

    2056; Earth's global economy is in ruins. Farmlands across the world are experiencing droughts and crop failure. Shrinking ice caps have raised sea level and ruined coastal cities. To escape the chaos on Earth and start fresh, Star Axis founders; Nexus Inc. formed a colony on Mars immediately following the global economic collapse. As the new Martian company thrived, the United Earth Governments (UEG) began to impose fines and taxes on Nexus for settling on Mars due to a hastily made and largely unenforceable law that declares all planets, asteroids and other celestial bodies, the legal property of the UEG.

    2061; As the Nexus colony prospered, the UEG's tactics became more aggressive. Eventually Nexus began relocating their entire organization, as well as their families to Mars. An invitation was sent to Nexus' affiliate corporations to join them on Mars. This prompts the UEG to declare Nexus Inc, and its affiliates outlaws. Later that year, a fully laden supply transport en-route to the Mars colony was impounded by EUG defense forces; its crew imprisoned. War is formally declared.

    2065; Nexus and its affiliates; now calling themselves the United Star Axis have successfully repelled all attempts at an invasion by the UEG. A new interstellar warp drive technology is perfected and a course is plotted to a distant star system. Together, the Axis leaves the Sol system for deep space; leaving the decaying planet Earth to its fate...

    Who's who

    Dr. Whammy: The founder and chief executive of the United Star Axis. A former mercenary and prominent authority in the fields of constructology and destructology. He is very diplomatic but has an unhealthy obsession with missiles and weapons of mass destruction. He is the original designer of the Star Axis 25x Launcher.

    Nexus Inc.
    : An advanced space defense contracting firm from the former United States; specializes in space construction, electronics, and military hardware. Think of them as space D.A.R.P.A. without all the red tape.

    Volcov Industries: An efficient construction company that excels in mining, terraforming, architecture, city planning, energy production, and mass production. They are the backbone of the Axis economy.

    Fairborn Naval Industries: European company well versed in ship building. Most Axis and UEG star-ships are of Fairborn design.

    Sturmgeist Advanced Sciences: High energy physics research company with focus on propulsion and experimental weapons. This company produced the original FTL propulsion technology (an interstellar jump gate) that allowed the Axis to leave the Sol system. Decades later, the reverse-engineered remnants of that gate allowed the UEG to expand beyond Sol as well.

    Kisaragi Robotics: A robotics/cybernetics company that supplies advanced construction equipment and automated turrets. Performs extensive research in powered exoskeletal armors and unmanned space combat vehicles (USCVs).

    United Earth Goverments (UEG): The ruling entity of planet Earth and the main antagonists of the Axis. They are an overreaching space-age totalitarian government similar to the U.N. or United States but much more restrictive. They are bent on maintaining total control of Earth and the solar system in the midst of a failed economy and widespread poverty and famine. Due to the Axis' succession from Earth's rule and the brief military conflict that happened over Mars, the UEG now regard the Axis as a "dangerous rogue state". They have a 'warrant' for our arrest and are authorized to destroy Axis Military space craft on sight. Their technology is inferior to that of the Star Axis, but they have a large enough military to to pose a serious threat to whoever stands in their way.


    About us.

    - Faction Type:
    Civilian/Paramilitary-Industrial

    Prioritizes construction, fortification and defense over territorial expansion.

    - Government: Corporate
    Leaders are elected by the citizenry via democratic process. The Axis takes a largely hands-off approach to governance and has its own Constitution to protect the rights of citizens from overreach.

    - Foreign Policy: Diplomatic, Militarist
    Friendly; welcomes visitors, promotes trade/commerce, offers humanitarian services. Has strict security policies and maintains an advanced star-fleet. Tends to avoid war but will take military action to defend themselves and their allies when needed.


    Economy: Resource-based
    The Axis is a net producer and dedicates a large portion of it production output to colony infrastructure, social welfare and defense. Remaining resources are allocated to research, exploration and trade. The Axis currently exports vehicles, aircraft, power armor, automated defense turrets and light starships. The main currency of the United Star Axis is the "A.C." (Axis Credit) ; which is backed by individual shares of the primary mineral stockpile; allowing it to be traded with other factions.

    - Military: Standard combined arms doctrine
    The Axis Navy consists of small to medium combat spacecraft with a balance between offense, defense, cost effectiveness and versatility.

    The Axis Army, Marine Corps and Colonial Police utilize a variety of ground vehicles and powered armors.

    - Primary Focus: Construction and terraforming. The Axis refers to itself as a "world builder". We specialize in making elaborate planetary and space station environments with a strong emphasis on aesthetics and player immersion. The Axis accepts requests for planetary and station building assistance.

    ...TLDR; Peaceful and friendly. Plays solo; but will assist other players/factions when asked. Builds nice looking cities on planets. Stretches the limits of creativity and efficiency when building small craft.

    Questions, concerns, snide remarks, etc, are welcome and highly encouraged.
     
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    Bogdan

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    The Order of Bogatyrs would like to offer you a provisional defensive alliance. Should we happen to be on the same server, we would provide you with supplies, resources and defensive aid (should you ask for it). Conditions can be discussed further via pm.
     
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    Dr. Whammy

    Executive Constructologist of the United Star Axis
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    Now we're talking!

    Consider your offer accepted. You're always welcome in our space.
     
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    I really like you included city planning for Volcov Industries. I mean...it would be a part of any natural colonial development. It would make conquering planets more interesting to have some well planned cities already built.
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
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    I really like you included city planning for Volcov Industries. I mean...it would be a part of any natural colonial development. It would make conquering planets more interesting to have some well planned cities already built.
    Thanks dphilostrate.

    I started off with just a few copy/paste templates but now I have an entire system setup that is reminiscent of Sim City 2000. (I feel old now)
    Everything in the city is rigged for quick deployment from my templates and blueprints. I build the roads and power lines, then place the individual structures and surround them with pavement and accessories like factory smoke, tower cranes and small vehicles.
    Maximus before reset.jpg construction team3.jpg Tankers.jpg

    Most of my structures follow a pattern which matches the physical dimensions of my utility modules for my Pathfinder and Voyager series transports, making them largely interchangeable on ships, stations and planets.
    Combat Utility 1.jpg

    My goal is to make deeply immersive environments that players can interact in, fight on, conquer, occupy and defend. As far as conquering planets; I have a plan for that...

    Armor.jpg the squad.jpg
     
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    That was a great idea to use Sim City as a baseline! Of course, Volcov Industries, could always prefabricate their structures and the city planner need only lay out the roads and place docks for wherever a build is needed.

    I can see the commercials now: "Do your cities look like modernist slums? Well try Volcov Industries' postmodern urban fabrications! Ever want to stand vigil over the toiling peons beneath you? Well try Volcov's eighty-eight story skyscraper from our postmodern line! Not your budget? Then try the postmodern crystal rotunda! A great way of tricking any mob of peons in thinking you are a benevolent overlord!"

    I suppose the idea of dockable city structures would be more useful for those who wanted to conquer a planet and give some indication of having occupied it quickly so any passersby will be know "Hands off."

    And I can understand how you try to insure everything follows a standard scale too.
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
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    The Axis Mobile Command System is now fully operational. We've recently had a server reset and they're letting people bring their bases back. I'll ask the admin to bring spawn this in, then you can all come and visit.
    Axis MCS 1.jpg Axis MCS 2.jpg Axis MCS 3.jpg Axis MCS 4.jpg Axis MCS 5.jpg Axis MCS 6.jpg Axis MCS 7.jpg Axis MCS 8.jpg
     
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    Wait, why would servers not want you to build on planets?

    Also, that's why building entities might do well if people do not like the style. The buildings could be removed easily.
     

    Lecic

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    Wait, why would servers not want you to build on planets?
    Sometimes planets cause lag on servers, and more frequently, people who build on planets tend to leave spare cores and shuttles sitting on the surface, which cause a lot of collision lag.