User:Allidron

FT
Backwards Afrikaans.

domination/submission morality?

The Duthic Stretch:

1. Various culture with high diversity between them, psychologically and culturally, that are divided along expansion periods that last thousands of years. Five different cultures exist. Generally speaking, Duthics are sadomasochists.

1a. Senerobegsree Culture "Firstlings" the cultural grouping concentrated around Edruekseg and the neighboring systems. Arguably the closest to pre FTL Duthics, but at this point it means little. Senerobegsree are the most frail psychologically, which means they go mad at the sight or mention of other organic life, have low tolerance for deviancy within the clan, have a higher sensitivity to light, have larger clans with more open structures (dynamic power sharing and councils among multiple clans), and value stability and perfectionism the most. They are well known for their sophisticated cultural arts, especially in the areas of cuisine and architecture. they, are typically smaller and paler than the other cultures, and their footubes on average last half as long as the longest lasting footubes from other cultures. Senerobegsree rarely travel outside of their home planet, and have a thriving drug and Duthic trafficking sector. The Senerobegsree Culture is the dominant economic and political culture in the Duthic stretch.

2. Industrialized society. Duthics prefer living in closer quarters, and prefer celestial planets to dwell on. The fractured nature of the Duthic Stretch means that inter sovereign trade is heavily regulated.

3. Duthics typically live in highly concentrated clan dwellings. Clans are subpolitical units that are based around a {insert chief title}, which is a Duthic who maintains greater social prestige over others, either through religious, intellectual, economic, or political privilege.

4. Logically following from 3., Duth is best described as a civilization than a unified and sovereign star state, although the {insert central council} is formed according to the {insert founding charter} which was designed during the {insert period that had contact with aliens} to best provide a unified Duthic "state".

5. {insert central council} develops Duthic policy on a civilizational scale, but is heavily restricted due to the political influence wielded by the constituent sovereigns of the Stretch.

6. Duthics reproduce asexually via fragmenting (the daughter Duthic is grown for six years along the back of the parent Duthics spine). Duthics live naturally around 60-68 years, and typically reproduce twice in the fertile years of their life. Daughter Duthics from age 1-6 live on the backs of the parent Duthic, and from ages 7-12 (after fragmentation) are taken care of by the parent Duthic's Clan "nursery", nurtured and developed through an intensive system of rites, diets, and exercises. By age 12 Duthics are technically fully grown, and then typically join a Clan. A variety of traditions exist across Duth in regards to Clan formation, institutions, and selection processes (varies even inside planets). From ages 20-40 is the fertile years. Each Duthic fragments two daughter Duthics, thus tripling the population every 40 years.

Duthics replace their foot tubes frequently through a process of transplanting. Extra Duthics are harvested to ensure the continuation of the race.

7. Duthics digest nutrients through their footube (long tube that stretches to the ground). Duthics ingest distilled and refined inorganic nutrients via bathing pools. Duthic biology features various commensal microorganisms that dwell inside the footube and help break down these inorganic compounds into the requisite nutrients. Duthics communicate via very loud clicking. The loudness of their environment means that Duthics are hard of hearing.

8. Duthics originate from a rather geologically inactive planet. This geologically inactive planet has a very wet atmosphere. Pre industrial population centers would be formed around bodies of water, where they would feed off the nutrients inside the water. This planet also features a heavy amount of bacterial and micro life, but no macro flora or fauna exist other than Duthics. Duthics typically intensively terraform planets to settle.

9. Duthics have a bacterial population growth pattern, which would typically result in boom and bust cycles. Duthics have struggled for tens of thousands of years to defeat this cycle, but their most ambitious cloning projects have fallen far short due to the complexity of Duthic reproduction cycles and complexity of the formation of the various microorganisms involved in their biology. Duthics have also developed culling methods whereby young underperforming Duthics are killed to prevent massive population increases. Genocides are also common, but the most common way to deal with the population growth is to start new settlements on other celestial bodies.

10. (Clarketech) Graviton manipulation, mind augmentation, force fields. Duthic advances in manipulating Gravitons has led to a variety of interesting and vital applications. Gravitational attraction between celestial bodies is used by Duthics to power their FTL systems. Using a large computer and machine called a Graviton Engine, the machine transforms the matter of the ship into quarks and attaches them to Gravitons, hopping between Gravitons, travels to the destination, and reassembles through precise calculations. The machine is capable of choosing the reassembly area. Graviton Engines are more dangerous without prepared highways due to miscalculations and such, sometimes resulting in parts of the ship reassembling in various random locations. Prepared highways provide safe zones between major celestial bodies. Graviton Engines also use a lot of energy, and require cooling time to ensure they don't overheat. Graviton Engines can also be interdicted via artificial black holes systems that override the Gravitons and forces the ship to reassemble early, usually with disastrous consequences for the ship. In the field of mind augmenting Duthics have developed methods to enhance brain activity and capabilities via neural implants. Force fields are typically handwavium plasma or something, but you can't shoot through them. Attacks on the forcefield can weaken and/or overload the generator. Also ultradense materials and anti gravity.

All Peoples Armed Forces of Nakgaang
It's the best, believe me.

Naming conventions:
 * Infantry= BB


 * Tank= XT


 * Version= pb


 * Motor= M

Maths
Conscription, 18 months. Those that are not selected for service in the Armed Forces will join one of the various security services for 6 months.

1.57 million personnel

2.5 million reserve personnel

6% of GDP, 375.17 billion as of 2020 (+1.2%) (all branch budgets will be in nominal)(personnel numbers out out of date 11/30/20)

480,000|840,000 in maneuver unit strength 600,000| in support unit strength 120,000| in overhead strength

Branches(active|reserve):

All Peoples Army 1,200,000|2,100,000 187.59 billion
 * 20 Heavy Divisions
 * 10 Light Divisions
 * 6. Light Groups

All Peoples Navy 180,000|150,000 90.04 billion

All Peoples Aviation 190,000|250,000 97.54 billion
 * 3000 total aircraft
 * Nuclear fleet
 * Satellites
 * Strategic air defense

TOE
Fireteam(4)>Squad(12)>Platoon(36,3xSquad(4xMBT/IFV per platoon))>Company(140-170,3x Platoon)>Battalion>Group>Division>Corps>Theatre

Heavy Division

 * Heavy Division (main tactical unit of heavy mechanized and armored forces designed to hold a frontage of 20-40km)(16171 personnel, 24x SHORAD, 72x SPAAG, 72x 120mm SPM, 48x 155mm SPG, 18x MLRS, 271x MBT, 342x IFV (occasionally mixed with APC variant), 36x Attack Helicopter, 4x Transport Helicopter)


 * HQ (240)


 * 1x Support Battalion (785)
 * HQ (40)
 * Medical Company (45)
 * Maintenance Company (50)
 * Distribution Company (50)
 * 6x Support Company (100)


 * 1x Anti Air Battalion (520, 36x SPAAG, 24x SHORAD)
 * HQ (70)
 * 3x Anti Air Company 8x Medium Altitude AA (90)
 * 3x Anti Air Company 12x SPAAG (60)


 * 1x Military Intelligence Battalion (500)


 * 1x Military Police Battalion (400)


 * 1x Signals Battalion (500)


 * 1x Combat Engineer Battalion (800)


 * 1x Reconnaissance Battalion (219)
 * HQ 1x MBT 2x IFV (60)
 * 2x Tank Reconnaissance Company 14x MBT (46)
 * 1x Company HQ 2x MBT 2x command vehicle (10)
 * 3x Tank Reconnaissance Platoon 4x MBT (12)
 * 1x Rifles Reconnaissance Company 14x IFV (100)
 * 1x Company HQ 2x IFV 2x command vehicle (10)
 * 3x Rifles Reconnaissance Platoon (3x squad+command squad) 4x IFV (30)


 * 1x Divisional Support Battalion  (900)
 * HQ (40)
 * 2x Medical Company (100)
 * Maintenance Company (50)
 * Distribution Company (50)
 * 6x Support Company (100)


 * 3x Heavy Group (2577, 24x 120mm SPM, 84x MBT, 111x IFV, 12x SPAAG)
 * HQ (160)
 * 1x Anti Air Company 12x SPAAG (60)
 * 3x Combined Arms Battalion (529)
 * HQ 2x MBT 2x IFV (50)
 * 2x Tank Company (3x platoon + command platoon) 13x MBT (45)
 * 2x Rifle Company (3x platoon + command platoon) 13x IFV (117)
 * 1x Fires Battery 8x 120mm SPM (60)
 * 1x Rifles Reconnaissance Company (2x platoon + command platoon) 9x IFV (95)
 * 1x Combat Engineer Company (150)
 * 1x Support Battalion (620)
 * HQ (40)
 * Medical Company (80)
 * Maintenance Company (50)
 * Distribution Company (50)
 * 4x Support Company (100)


 * 1x Fires Group (1851, 18x MLRS, 48x 155mm SPG)
 * HQ (110)
 * 2x Fires Battalion (422)
 * HQ (60)
 * 3x Fires Battery 8x 155mm SPG (110)
 * Targeting Platoon (32)
 * 1x MLRS Battalion (362)
 * HQ (60)
 * 3x MLRS Battery 6x MLRS (90)
 * 1x Targeting Platoon (32)
 * 1x Support Battalion (535)
 * HQ (40)
 * Medical Company (45)
 * Maintenance Company (50)
 * Distribution Company (100)
 * 3x Support Company (100)


 * 1x Tactical Aviation Group (1725, 36x Attack Helicopter, 4x Transport Helicopter)
 * HQ (110)
 * 3x Tactical Aviation Battalion 12x attack helicopter (350)
 * 1x Support Aviation Company 4x transport helicopter (60)
 * 1x Support Battalion (505)
 * HQ (40)
 * Medical Company (45)
 * Maintenance Company (60)
 * Distribution Company (60)
 * 3x Support Company (100)

Light Division

 * Light Division (Infantry centric units that are either motorized or in armored wheeled vehicles) (roughly 14,000 personnel)

Light Group

 * Light Group (a light infantry unit intended for airborne, air assault, jungle, and/or mountainous terrain. Limited organic mobility. Air Force would provide air mobile transport.)(2500 personnel)

Military Intelligence and Signals Group

 * Military Intelligence and Signals Group (an intelligence and signals node unit designed for army group level observation, intelligence collection, and signals transmission)(1,000 personnel)

Fires Group

 * Independent Fires Group (Additional fires bro)(2500 personnel)

Anti Air Group

 * Anti Air Group (a unit comprised of operational anti air systems)(1000 personnel)

Support Group

 * Support Group (a logistical group that manages corp supply depots, transportation, traffic control, and organization of supplies that are then handed out to the various support battalions and companies)(2000)

Combat Engineer Group

 * Combat Engineer Group (a corps level group that manages operational-strategic engineering, including bridging, defenses, and rail repair.)(1500)

ORBAT
Western Theatre
 * 1. Corps
 * 2. Heavy Division
 * 3. Heavy Division
 * 5. Heavy Division
 * 11. Heavy Division
 * 6. Light Division
 * 1. Light Group


 * 4. Corps
 * 7. Heavy Division
 * 13. Heavy Division
 * 15. Heavy Division
 * 19. Heavy Division
 * 2. Light Division
 * 3. Light Group


 * 6. Corps
 * 16. Heavy Division
 * 17. Heavy Division
 * 20. Heavy Division
 * 3. Light Division
 * 5. Light Division
 * 4. Light Group

Southern Theatre
 * 2. Corps
 * 1. Light Division
 * 4. Light Division
 * 18. Heavy Division


 * 5. Corps
 * 1. Heavy Division
 * 9. Light Division


 * CODEX Expeditionary Corps
 * 4. Heavy Division
 * 2. Light Group

Eastern Theatre
 * 3. Corps
 * 8. Heavy Division
 * 6. Heavy Division
 * 14. Heavy Division
 * 7. Light Division
 * 5. Light Group


 * 7. Corps
 * 9. Heavy Division
 * 10. Heavy Division
 * 12. Heavy Division
 * 8. Light Division
 * 10. Light Division
 * 6. Light Group