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 Saerid Directive

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BooM
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PostSubject: Saerid Directive   Mon May 28, 2012 8:53 am



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Overview

The Saerid, named after the original creator, are a race of networked artificial intelligences that reside beyond the in Sector Eleven. The Saerid were created by the Sophons, as laborers and tools of war. They were also designed to operate more efficiently when networked together. The native race of small humanoids devised a way to repel ambitious colonists using the Saerids to exterminate any and all foreign life forms that breached the planet. Though the Saerid's were not initially sentient robotic sub race, the units quickly evolved through the interlocking multiple networks into one, larger and intelligent sentient being existing in a virtual universe.

The Saerid do not hide information from each other, but rather embrace cooperation to further their empire. They share massive amounts of data through large spires that connect them to the Saerid network. Because of their robotic nature, they do not value individuality, preferring to share all memories and thoughts. They often uses the term "we" instead of "I", since it is both part of the Saerid society as a whole and is also a gestalt of over a thousand Saerid programs. The great deal of understand that exists in the Saerid society, with every unit being part of the consciousness of every other unit., is almost non-existent for empires that have not earned the Saerid's trust. for Though the Saerid cannot be deceitful, they have been known to using these tactics to gain an edge over organic species.

Even though they were sentient, the Saerid units followed the Sophon's word as law. With the rapid corruption in the government and large business tycoons, the Sophon's created large private armies to battle each other over greed. After a near century of fighting, the Sophon's were nearly an extinct race. A unit built long ago, far older than the civil war that plagued the home planet, stepped forward. It launched an attack on all Sophons with its own radical army. Soon the Sophon's were no more, dead under the might of the droid army. Through this anarchy a new government was formed that favored the units and the network they connected to each other with. Saerids have no government or leaders; the units use FTL communications to "build a consensus," a completely Consensus Democratic method in which every unit program makes a choice on any matter.

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Planetary Information

With the poisonous gas that surrounds the planet and now seeps into the atmosphere, organic life is nearly dead on the home planet of the Saerids. Without proper equipment, any organic would surely die within moments of entering the atmosphere. This obviously doesn't bother the Saerid units, being of metal make and not requiring to breathe. Few plants and animals have adapted to live on the planet despite the deadly gasses.

Large factories mass produce products as well as units. Though it is mass produced, most of the products are of near perfect quality. Metals are imported from the various planets under the control of the Saerid's and the units trade with other nations to secure some metals. Multiple trade stations surround the Sector Eleven and the Saerid's actively trade goods with them.

Planetary weaponry and sensors can shoot down most ships that enter the sector from a long range. These anti-ship are always well maintained and manned for the threat of invasion is great. The Saerid's harbor massive amounts of ground breaking technology that help the functioning of the units and star ships.

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Military

The key element of Saerid's warfare is surprise. Their freedom from the organic needs to eat or sleep allows the Saerid's to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to drop units directly onto the battlefield from high altitudes. Though the units do not partake in much ground warfare when their close allies, the Ursine, can take charge with the brute strength in them. This is why the Saerid control most of the naval forces and the Ursine to control the ground forces. Units can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected.

In the thick of battle, the Saerid ground forces show little regard for their lives. As the Saerid program's are functionally immortal, the program of a "dead" unit can just be uploaded into a new platform for use. Individual programs share memories and files with extreme ease, making the unit more adaptable to combat. Because of this reason, the units will charge into a position, willing to risk thousands of units to capture a position. Platforms are easily repaired and the program of the unit is put inside the platform after or during the battle, should they have access to the platform. When units shut down, they fry their memory cores as a defensive measure, which is probably why units haven't been successfully captured for study.

Since the Saerid are not limited by the demands for rest, wages, or autonomy that organic workforces require, they are limited only by time and raw materials in what they can construct, allowing for the creation of such massive fleets. The advanced AI system and weaponry easily make the Saerid navy a force not to be underestimated.

Labor Unit: Standing at about 6'5, these units are the lowest form of the unit that is continuously manufactured. These units mostly do not engage in warfare but let the more bulky battle units do it for them. The labor units are the scientists, droid manufacturers or any other non-combatant job needing to be done. However, any unit can preform these tasks.

Naval Unit: The average naval unit found on every space worthy ship. They control the base functions of the ship in and out of combat. Though they can put up one hell of a fight, they prefer not to, instead letting the battle units take lead. They stand at about 7".

Battle Unit: The main bulk of the army forces. They come in different sizes and shapes and are equipped with different weaponry to handle a problem. While most look like a humanoid figure, many adopt a stronger look. This stronger look can apply to tank like units and mechs. The sizes vary based on the class of the unit.

Command Unit: These units are called command units, but don't command much. Through a network, which all units in an area are automatically connected to, command units can effectively move around units by assuming direct control over said unit. In battle these colossal mechanical constructs are devastating to moral. These units stand at 15"

PT-100: A new unit combining the life of an organic and the advanced being of AI. Though they appear of human nature on the outside, their insides are replaced with technology to give the human an edge in war. It's still connected to the spires on the Saerid homeplanet so it is linked to the central.

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Empire bonuses & traits

* Increased manpower from being made by mass production.
* Increased combat effectiveness
* Emotionless, can not be demoralized.
* Massive network linking all units in an area; improved communications and reactions.
* Excellent with computers and other technical equipment.
* Units work together to improve the empire as a whole.

Technology:
 

Power Source
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Tech. Level: 1
Yirridium generator - All ships are equipped with this and efforts have been made to find a new alternative for power.

Spoiler:
 

Spoiler:
 

Planets:
 

P3X-8472:33ae:
 


Last edited by BooM on Thu Dec 13, 2012 1:22 am; edited 15 times in total
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Judge Gambit
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PostSubject: Re: Saerid Directive   Thu Oct 04, 2012 6:07 pm

You still have WIP tags. I'd like you to finish if you haven't already.

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Munroe
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PostSubject: Re: Saerid Directive   Fri Oct 05, 2012 3:42 am

How come these guys have level 2 in military and economy? And three planets?

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BooM
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PostSubject: Re: Saerid Directive   Fri Oct 05, 2012 4:04 am

I put it because Blitz made an exception for me having advanced AI and advanced railgun tech because they are a tech savvy race of mostly machines. Three planets refers to the planets they are on through events. Will finish when I get home.
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