The Adarrian Empire

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Narfmeister
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The Adarrian Empire

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Statistics:

Government Form: Imperial
Judicial branch: Judge
Economic system: Free Economy
Worlds colonized: 120
Worlds under ownership: 220
Worlds under mining ops: 54
Prison Worlds: 6
Gas Giants owned: 24
Un-inhabitable planets: 18
Population: Approximately 260 billion
Psychic population percentage: <15%
National Treasury net-worth: 2.4 Sextillion(10^21) GS-Bills
Military net-worth: 1.2 Quintillion (10^18 ) GS-Bills
Protectorates: 0

Other facts:

Current Leader: Emperor Alexi Emrys XVII
National Animal: Lurker (Hunting animal)
Race: Mixed
Human to alien ratio: 7:1
Ethnic origin: Russian(Earth)
Ethical Alignment: Neutral
Languages spoken widely: Galactic Standard, English, Adarrian
Homeworld: Adarr Prime
Capital City: Baaiz
Form of Currency: ASC (Adarrian Standard Currency)
Allies: MRA(Logistical), IVL(Logistical)
Trade: None
Accepted Currency: GS-Credits, ASC
Current military strength: 65%
Population approval rating: 95%
Religious Freedom: No
Year: 1558 AGF (After the Great Fall)

Fleet report:
http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2454

FTL capability report:
Jump gates are built around artificial wormholes, created by exploiting gravitational resonances found in binary systems. This resonance is as a friction between gravitational waves of stellar objects, the more massive the objects, the stronger the resonance between them. Positions of planets in a solar system, as well as the complex structure of dust rings around heavy planets illustrate this resonance.

In binary systems there exists strong resonance phenomenons, where the gravitational field of two stars in a stable binary formation would interfere with each other, like ripples from two wave sources. These stable wave patterns come in a succession of standing wave patterns, similar to those created on a guitar string. The strongest resonance is the 1:1 resonance (the first harmonic, so to speak), with two stationary node points situated in the center of each of the two stars. The second strongest resonance is the 1:2 resonance (the second harmonic), where an additional stationary node point appears in the field exactly mid-way between the stars (if of equal mass), and so on for successive resonances.

At the node points, the rapid oscillation of the gravitational field in opposite directions creates strong shear in the contravariant energy-momentum tensor. Under normal circumstances this stress is dissipated by high-frequency graviton radiation, and does thus not create any noticeable macroscopic phenomenons.

But if this stress is confined and forced to build-up in a limited region of space, then the tensor-field will eventually develop a steadily growing high-curvature tentacle like structure in the space-time continuum. More specifically, the tentacle constitutes a self-avoiding 4-manifold that attempts to grow farther and farther from itself. The tip of the tentacle, where the curvature is highest, effectively acts like a magnet on space-time, and for high enough curvature it can eventually induce the creation of a small tentacle in remote high-density regions, that can reach to the tip and spontaneously combine. An analogy of this phenomenon is when lightning strikes ground, where the tip of the downward lightning actually creates a small upward lightning emanating from the ground and the two combine somewhere above the ground, thus closing the electrical circuit.

The main device of jump gates is a so-called mass boson sphere, based on one of the fundamental physic fields that mediates mass, and thus interacts strongly with gravitational waves. The sphere is filled with mass boson plasma, which reflects gravitational waves, pretty much in the same way as a mirror reflects light. By adjusting the plasma density so that it reflects the high-frequency gravitational waves involved in the dissipation of tensor shear, this radiation is trapped within the sphere, thus leading to a steady net increase of the gravitational stress within the resonance node, which eventually leads to the creation of the high-curvature tentacle. An analogy of this is the laser, which builds up a highly coherent and intense beam of electromagnetic energy by enclosing oscillators within a reflecting cavity.

The distance between the two ends of the wormhole depends on the mass of the suns in the binary system and on what resonance node the jump gate is located. In order to connect two jump gates a trial-and-error method is needed, often lasting many years. This is because the tentacle created by the tensor-field cannot be controlled or directed in where to open. But by having another jump gate in a nearby system build up gravitational-stress in it its own, without reaching critical point, at the same time that the tentacle is growing, then the likelihood of a connection being made increases statistically, although many attempts are still often needed. This is similar to raising a metal rod in a thunder storm.

The first known jump gate versions built by the Adarrians were limited in the way that once a wormhole had been created and a ship slipped through a new wormhole had to be made before another ships could pass. As it could take several days or even months to re-connect the two jump gates, passing was slow. Later versions of jump gates allowed the jump gates to hold the wormhole open for a longer time and modern day jump gates can keep a wormhole connection open for several dozen years before it has to be reset. Also, the first jump gates were only able to connect and hold a single wormhole at a time but today they can hold several wormholes open at the same time, allowing jump gates to be connected to several other jump gates at once.

In an average binary system the jump gate has a range of around 5 light-years, provided the jump gate is constructed on the third resonance node. More powerful jump gates can be constructed on the second resonance node between the stars. Because these nodes are much farther from a solar system (often up to 0.5 lightyear away) and, more importantly, are also harder to harness, they have only recently started to be utilized. On the other hand, they have much greater range than the basic jump gates.

There are several strict limitations on jump gate travel. First of all, jump gates can only be constructed in systems with two or more suns, because of the resonance nodes. This effectively makes one in every three systems ineligible for jump gate construction.

Secondly, only one jump gate can be in operation in a system at any given time. This is due to the erratic fluctuations in the resonance fields caused by a mass boson sphere; if more than one such sphere is active at the same time in the same system, they both become highly unstable and impossible to operate.

And thirdly, ships can only travel through wormholes if both ends of it are connected to a jump gate. This means that ships must travel between systems in normal space in order to build a jump gate. The reason for this is the extreme dilatation of the metric along the longitudinal dimension of the tentacle, meaning that the spatial coordinate along the length of the wormhole is expanded, while the radial component is cyclically curved. A spaceship entering the wormhole is subject to a strong metric gradient that would put its structural integrity in jeopardy. This can be prevented by locally countering the stretching around the immediate vicinity of the ship. Here the mass boson sphere plays its second role in the gate mechanism. When the ship goes through the mass boson sphere, a mono-atomic layer of mass boson gets deposited on the ships surface. This layer counters the stretching of the ship against the metric gradient, enough to keep the structural integrity of the ship for the duration of the trip through the hole. This doesn't mean that the gradient is completely wiped out, and even seasoned space veterans still know the feeling known as 'going down the drain' when entering a wormhole.

FTL travel was found through advanced research in the field of quantum electrodynamics. By creating depleted vacuum, that is, vacuum as found in space but completely stripped of all energy, and then expanding this depleted vacuum to envelop a ship, the ship is capable of moving faster than light through this bubble of depleted vacuum. A depleted vacuum bubble is more than frictionless – it is so anti-friction that things (including light) actually move faster in it than they would in complete vacuum.
(Taken from http://www.eve-online.com/background/jump/jump_03.asp and http://www.eve-online.com/background/jump/jump_05.asp(Credit where credit is due))

Technology report:
N/A

Historical biography:
When all contact with Earth was lost many milennia ago, what was once a colony of Earth was plunged into darkness. Without the constant supply of food, water and other much needed sustenance, what was then, only the planet 'XM-BF9' deteriorated and many of the millions of colonists there perished, leaving only a few thousand survivors to build anew, a man at the lead, preaching the word of God. A priest as it were, guiding the people back along the path. Worshipped as an Emperor, a deity almost.

Eight hundred years on and humanity as they knew it was thriving once more. They'd rediscovered most of the lost technology and even improved on them. Accidentally stumbling upon the warp drive in an experiment, they quickly utilised this new technology to travel around their solar system, colonising any nearby planets and slowly beginning to theorise what had actually happened eight hundred years earlier. War. The desolate cities and colonies devoid of life, or just barely sustaining it. All in a state of disrepair or damage, made the new Adarrians begin to believe that their once allies had turned on them in a massive conflict.

Believing their ancestors to be watching they slowly began development of defenses, and in doing so, they came upon Jump Drives and Gates, completely by accident, and without warning...

To be continued... (and elaborated upon)
[img]http://i139.photobucket.com/albums/q317/Narfmeister/Brightcopy.jpg[/img]
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