Battle for Earth Reloaded (Map Game)

This is the Battle for Earth Reloaded Map Game! The first two games died. MP and I tried reviving it last time. Fail. NOW WE TRY AGAIN!

The POD is the same again. Human nations detect an unidentified object crashing onto Mars and exploding. While the Americans blamed the Soviets and vice versa, it became clear that neither side was capable of such a thing.

Meanwhile, the various Alien nations discovered what had happened. Now the Aliens debate on what to do with the planet and its inhabitants...

Rules

 * 1) Please obey the word of the mods and the following rules.
 * 2) While it is an ASB game, please try to be as plausible as possible.
 * 3) You may play as one Human nation. To maintain balance you  absolutely must have a human nation if you want an Alien Nation. Previous contact with Earth is forbidden lest your Alien Nation is a mod/ancient nation. 
 * 4) Turns are in quarter years, or three months.
 * 5) If you are Soviet Union decides to focus completely on Space exploration, then chances are the Americans will take over the world.
 * 6) Please refrain from destroying celestial objects. You can use the action as a threat, however.
 * 7) Please do not uplift Humans too quickly.
 * 8) The oldest a normal Alien nation can be is 20 million years. The species could be older, but that is the limit of the nation's age. Oldest mods nations can be is 50 to 55 million years old.
 * 9) Alien nations cannot have intergalactic technology unless they are several billion years old. Point is, no intergalactic travel.
 * 10) There will be an algorithim for wars on planets (land and sea). There will be no algorithim for space battles, so you must be incredibly plausible.
 * 11) Mods should not gang up on non-mod players.
 * 12) Just because your ability is unique does not mean that it is invincible.
 * 13) If they want, mods have ancient races that can be the oldest at 45-50 million years old. As a result, they automatically have Hyperdrive engines and can choose another ability.
 * 14) If you have any doubts or questions, ask a mod.
 * 15) That should be all the rules. Have fun!

Requirements
There are several requirements for being a mod:


 * 1) You have to be a user who join this wiki before of during January of 2012.
 * 2) You have to have more than 3000 edits, with exceptions.
 * 3) You have to have a good record on map games, and have to have played four or more games, with exceptions.

The Actual Mods

 * 1) [[Image:IMPERIAL NY-SPQR 1.png|25px]][[Image:Regen Flag.png|30px|border]] Syngraféas Enallaktikí̱ Istoría, Dic mihi lingua Anglorum. (Game Reviver for the Second Time)
 * 2) Monster Pumpkin (Co-Game Reviver for the Second Time)
 * 3) CrimsonAssassin (Honorary Mod for Founding the Original Game)
 * 4) Lx (Honorary Mod for Playing the Last Two Games)
 * 5) CourageousLife (Mod for Playing the Last Two Games and this one)

Map
There will be two maps. One of the Milky Way Galaxy, and the other of Earth. Should we need any more, then then we will add them.

Galactic Map


Please, when you add your nations, do not make them bigger than half the size of the Dravimos Empire, capiche? If you make it bigger than that size, your nation will be downsized to the size of the Hanzen Empire.
 * Does that look good? I tried to eyeball it for about half of the Dravimos Empire. If it isn't, I'll gladly change it, just please don't downsize me! CourageousLife 15:55, June 25, 2012 (UTC)
 * You're safe, just not the Skaven. *sigh* Bob, you'll never understand the rules of editing the map, eh? It's not even your turn yet, it's Wegscuba's turn, and your nation is too big. I'll give ya one more chance when it's your turn. [[Image:IMPERIAL NY-SPQR 1.png|25px]][[Image:Regen Flag.png|30px|border]] Syngraféas Enallaktikí̱ Istoría, Dic mihi lingua Anglorum. 18:16, June 25, 2012 (UTC)
 * Wait, who's turn is it? Vir prudens non contraventum mingit 20:41, June 25, 2012 (UTC)
 * Wegscuba/Perigrini-Salaamberia
 * Whoa, how come the mechs are in 2nd now?
 * Crim, would you mind uploading the map in .png so it's not so grainy?
 * Agreed. Also, you can't exist outside the galaxy.
 * Sorry to edit the map for you Crim, but we need to keep things going. Bob, it's your turn.

The Map will be edited in this order:
 * 1) Ahlose Alliance (DONE)
 * 2) Mechs (DONE)
 * 3) Perigrini Salamberi person(DONE)
 * 4) Bobalugee
 * 5) Guns
 * 6) Mantelar Alliance
 * 7) Praedonii
 * 8) Aesir
 * 9) DeanSims
 * 10) Yagor
 * 11) Willster22
 * 12) Vivaporius

THESE NAMES WERE SELECTED RANDOMLY USING THE RANDOM.ORG WEBSITE. AND PLEASE FOLLOW THE LIST!!!!!! WHEN YOU ARE DONE, PUT DONE NEXT TO YOUR NAME AND THE NEXT PERSON WILL GO!

Human Nations
Please add any Human nations you wish to play as below.
 * United States of America _ [[Image:IMPERIAL NY-SPQR 1.png|25px]][[Image:Regen Flag.png|30px|border]] Syngraféas Enallaktikí̱ Istoría, Dic mihi lingua Anglorum. 03:26, June 7, 2012 (UTC)
 * Soviet Union - Monster Pumpkin
 * Canada - Bauglir Zero
 * Australia - TacoCopper
 * China - Kronicsunflower
 * India - Vivaporius
 * Brazil -Vir prudens non contraventum mingit 20:29, June 21, 2012 (UTC)
 * United Kingdom - Axyljohnson
 * France - CourageousLife (Cameo)
 * South Korea - Willster22 01:25, June 20, 2012 (UTC)
 * North Korea - Enclavehunter 03:57, June 7, 2012 (UTC)
 * East Germany -GRSGov 03:36, June 7, 2012 (UTC)
 * West Germany - Lynxes21
 * Sweden - Sasafred12
 * Ireland - Bobalugee1940
 * South VietnamWegscuba 00:15, June 20, 2012 (UTC)
 * Peru: -Lx (leave me a message) 16:47, June 23, 2012 (UTC)
 * Italy; I WILL NOT BE SILENCED!!! DeanSims (User talk:DeanSims)
 * Japan: CrimsonAssassin 02:03, June 26, 2012 (UTC)
 * Denmark: Bfoxius 17:29, June 27, 2012 (UTC)Bfoxius

Alien Nations
To create a new Alien race, please choose two strengths and two weaknesses. One strength can be unique and limited to your race.

Strengths
Please choose one from below and create one of your own.
 * Rapid Reproduction
 * Hyperdrive Engine
 * Telepathy
 * Telekinesis
 * Death Ray
 * Death Ray Shielding
 * Racial Confederacy

Weaknesses
Please choose two from below.
 * Weak Genetic Diversity
 * No Homeworld
 * Divided Planet
 * Low-Gravity Homeworld
 * Weak Immune System
 * Overly Hostile
 * Complex Government
 * Homeworld in the middle of nowhere
 * High-Gravity Homeworld

If you think of anymore, please let us know!

Alien Nations
When you have created your race, it should look somewhat like this. Keep in mind that mods automatically get Hyperdrive: The Polandian's home planet is divided into two main factions: The Plavers, a nations mainly made out of Type As under the control of the Type Cs, against the Polaners, who are Type Cs who have rebeled against the tyranny of the Plavers, and have influenced a large number of Type As to join the cause of Freedom. Type Bs tend to be neutral in the conflict and continue to develop technologies. You need to have a human nation before get an alien nation.
 * Soram Empire: Mod controlled, run by a dictatorship and currently embroiled in civil war.
 * Holy Hanzen Empire: Mod controlled, Roman Empire space analog.
 * Regen Flag.png Regenetech Empire, having survived the last two games:  | 
 * Darthor Survivors a group of warrior aliens who work as mercs for the highest bidder be it with money or with the offer of land, highly adaptive and can easily get used to other planets similar to humans in biologyand phisical apperance: strengths: death ray shield, highly adaptive. Weaknesses: no home world (having been destroyed previously and other worlds conquered by other raises due to infighting and no central government), weak genetic diversity (again due to infighting over the past few hundred years all that are left now have try and rebuild)
 * Mantelar Alliance (By: Bauglir Zero), a racial confederacy lead by the angel-like species called Snilloc, is conformed by the red Snilloc, the main race, the green six feet tall Thars war lovers and sharpshooters, the colorful wookie-like Cheves, the white giants of three legged and four arms known as Vomisa, the six legged brown "centaurs" called Varos and the white as snow little humanoids Kajorks, and obviously the Alliance is open to new species or factions willing to follow the Mantelar Code.
 * Strengths:   
 * Weakness:   
 * The Yagor Empire, "The Lonely Race" By Sasafred12
 * Strengths: 
 * Weaknesses:
 * Polandians, "The Small People", The Polandians are like Humans, except that they are smaller and wider. They are 3 Feet High, and Two Wide. There are two types:
 * 1) Type A, Stronger and average smart.
 * 2) Type B, Extremely smart, but lacking in other areas.
 * 3) Type C, the Elite Polandians. Have all the power, thanks to excellent Charisma and Monetary Skills.
 * Strengths: Rapid Reproduction, Small Resource Usage
 * Weaknesses: Divided Homeworld, Racial Confederacy
 * Hey, Racial Confederacy is a Strenght, not a weakness, just say...
 * Really? I considered that a weakness, since the different races don't always get along... TacoCopper
 * Praedonii, "The pirates". Praedonii are small and physically weak, but they are particularly intelligent, especially technologically. They have no homeworld and instead move their entire population on gigantic cargo ships. They survive by hijacking other freight ships. They have purged their species of all diseases, as, owing to their weak immune system, many of these would be possibly fatal, by using genetic filtering technology. Their greatest scientific achievement is the use of genetic technology to be able to temporarily alter their own DNA, effectively shapeshifting. Over a number of years this technology has been refined.
 * Strengths: Hyperdrive Engine, Genetic Technology
 * Weaknesses: No homeworld, Weak immune systemStSSSSt


 * Umm, I already have a human nation
 * Have to?, rule 3 say: may play, not must play.
 * Those are the rules from the old game.
 * Ok, no problem.
 * My mistake. TacoCopper
 * I now have a human nation.
 * Skaven, "the Empire of Mice" By Bobalugee1940 The Skaven are a relavtivley new species with only about 20,000 years under their belt, the evolved from highly intelligent rodents that had taken the place of reptiles that had ruled their planet for millenia. The Skaven have a very rapid reproduction with reaching full sexual maturity at only 1 year of age. Skaven live an average of 27 lower class and 42 years for the higher class.
 * Strengths: <Extreme Intelligence>
 * Weaknesses: <Complex Government><Low Lifespan>
 * Salambi-Perigrin Empire (both empires united, northern part of the galaxy)Wegscuba 21:54, June 24, 2012 (UTC)
 * <Hyperdrive Engine> <Excessively Large Starfleets>
 * <Weak Immue System><Homeworld In the Middle of nowhere
 * Willster22 01:31, June 20, 2012 (UTC) ​- Caribiu Confederation are a nation of medium sized faun-like people who live on Gliese 581 d thats climate is a mix between the boreal plains and boreal forests of Canada. They are also herbivorous, and their diet is mainly made up of the fruits that look like Earth's pinecones on small shrubs that are like mini pine trees. They also domesticate hooved cows that are brown with black blots that they milk. The milk is very high in nutritional value including protein, calcium, and several vitamins. The pinecone like fruits are high in calories and carbs and are used as an energy food. The nation dish is a soup with a broth made of the milk of a horse-cow and tea made by putting pine needles in boiling water then straining out the remaining solution. The food in the soup is the crushed pinecone like fruit and the roots of the pine tree like shrub.
 * Strengths: <Hyperdrive Engine> <Highly Religious>
 * Weaknesses: <Low-Gravity Homeworld> <Homeworld in the middle of nowhere>
 * Alpha Centauri is the home system of the Regenetech Empire
 * Ahlose Alliance: by CourageousLife
 * Confederacy of three species - the Caborr, the Itbriell, and the Ahlose. The Ahlose - government. The Caborr - research. The Itbriell - Protection.
 * Strengths: <Racial Confederacy> <Technological Malleability> <Hyperdrive (Forgot I was a mod this time)>
 * Weaknesses: <Weak Genetic Diversity (Caborr)> <No Homeworld (Itbriell)> <Divided Homeworld (Ahlose and Caborr)> <Weak Immune System (Ahlose and Itbriell)>
 * Dravimosian Empire
 * Strengths: <Racial Confederacy><Hyperdrive Engine><Sentient Biological Assimilation>
 * Weaknesses: <Complex Government><Overly Hostile>
 * Monster Pumpkin Oh boy, here we go again...
 * Aesir by Axyljonson
 * Strengths: <Superhuman Stength> <Expansive Livespans>
 * Weaknesses: <Homeworld in the middle of nowhere> <High Gravity Homeworld>
 * ​Centri Republic: by: Vir prudens non contraventum mingit (Guns)
 * ​A race of reatures, led by several 'Hives'- like bees or ants- they are divided into six classes- the Soldiers, Workers, Behemoths (A massive type of soldier, around the size of a house, with spikes down its back), Drones, Queens, and the Sapienti. All are exceedingly intelligent (with the exception of the Behemoth), though the Sapienti are the most so. All have variations, except the Queen- for instance, some Behemoths can fly. The have been around for around 15 million years, and have colonized much of the Western Outer Galaxy, though not all. They communicate telepathically. They can also change gene combinations (or, at least Queens can) in order to adapt to new needs (for instance, combating an enemy that can fly by giving their Soldiers/ Behemoths wings. Finally, their Sapenti discovered 5 million years ago how to manipulate energy, matter, and antimatter, which helped them discover FTL travel, with some extraterrestrial help. However, as it is extremely dangerous, it is never used on a large scale (ie, destroying a planet/star) for fear of ripping open a hole in the fabric of the universe. Still, it gives them an impressive military bonus. Unfortuneatley, their home is on the very tip of the Galaxy. Also, their government is exceedingly complex. They are ruled by a council of Queens, though all internal and external diplomacy is performed by the Sapienti. The population is divided into: 20 billion Workers, 7.5 Billion Soldiers, 6 Billion Drones, 2.5 Billion Sapienti, 30 thousand Queens (between one and 8 per hive, depending on the Hive's size. Hives are essentially their cities), and 200 Thousand Behemoths.
 * Strengths: <Telepathy> <Antimatter, Matter, Energy Manipulation> <Genetic Adaption>
 * Weaknesses: <Complex Government> <Homeworld in the Middle of Nowhere>
 * Regular nations cannot have a size of more than 1/16 of the Galaxy. The Eastern Galaxy is split between the Regenetech, Azaranian, and Dravimosian Empires.
 * My bad.
 * The Polarans (by Vivaporius): The Polarans are a race of humanoid cyborgs the hailed from the northern star of Polaris. They inhabit massive city-ships, having strip-mined their homeworld millennia ago. They use their cybernetics technology to increase their rate of reproduction as a replacement for the womb, but this resulted in their weak genetic diversity. They travel their corner of the galaxy strip-mining worlds to fuel and feed their armadas, and seek to strip-mine Earth as well.
 * Strengths: <Rapid Reproduction> <Advanced Cybernetics>
 * Weaknesses: <No Homeworld> <Weak Genetic Diversity>
 * ​Ryanid F'Er-Mat (by Doctor261): Ryanid F'Er-Mat(Empire) is a dominating race of Ryan planet. It has a Kr'aan May (which translates to Death Ray), which is one of their most powerful weapons installed into battleships. They have a very unique advanced shielding technology, meaning, that they can stand alive in their ships for a longer period of time.


 * Strengths: <Death Ray> <Advanced Shielding>
 * Weaknesses: <Overly Hostile(to humans)> <Homeworld in a Middle of Nowhere>
 * Read rule #3, dammit. Fourth time I said this in this game.
 * if you gen an earth nation, you have my permission to uncross this -Lx
 * Absolutely correct.
 * Playing as TWO characters? Are you mad or something? No wonder why this game is going to die like before <.<' . I'm never going to play as two nations/characters in one game. Ever.
 * Am I mad? No, you have proven that you do not have the capability of managing two nations. You're an actor, right? Ever play two characters in one play? They're in two different scenes. You're not obliged to post as the human nation AND the alien nation in the same turn. The reason we have this rule is because we've learned our lesson. In the last two games, we had a zillion aliens ready to go to war. But we had less than ten nations defending Earth. Simply, the terrorist aliens destroyed Africa, Australia, South America, China, Eastern Europe, and half the Soviet Union. The last two games actually failed because a homicidal terrorist blew up half of the known galaxy in the first game, and the second game because a player did a bunch of weird stuff that turned everyone else away. They failed because we had too many aliens. This is why you have to have a human nation before you get an alien nation. Called the balance of powers.
 * Well, in fact, I didn't play two roles at once? That's exactly the point? And keep that maturity thing to yourself.
 * What I mean is that we switch around: one turn you play the alien nation, next turn you play the human nation. You're not going to play the two roles at once. That's what I tried to tell you.
 * Well. That would be really hard not to "make an alliance between my human and alien nations".
 * What are you talking about?
 * Azaranian Empire: -Lx (leave me a message)The Azaranians are a humanoid race and one of the oldest in the galaxy, aging at nearly 50 million years old. The First and only race to independantly engineer an energy-based FTL drive, Much of the Azaranians' Technology is based upon the maniupulation and transformation of Pure energy. The Elective Monarchy is very selective on who can be the Emperor of the Azrath. Only the Azhuranthia, the Elite members of the Azaranian Race able to conciously manipulate the pure energy around them for their own purposes. Although each Member of the Race possese this hability, the proficiency of an individual to use it ranges from none to able to manipulate time itelf(only prevelant in 0.00000001% of all Azhuranthia, not to mention Azarath). The Emperor is elected by the Council of Azhuranthia, and is a member with an appointed-for-life aid in the position of Emperor of the Planets. there are 8 levels in the Azaranian Governement. Each can make whatever laws they desire, but they may not contradict laws of an upper level. it is getting increasingly complicated to co-ordinate all the levels. A Uniqe trait that comes from the Azhuranthia is their hability to release energy from 7 points in their body, and the impacts of each energy particle with each other and every cell in the body create "radiance Energy", witch makes it possible for an advanced Azhuranthia with almost complete control over their habilites to regenerate each cell in their body, giving them a new body per se but the same mind, if it is successful, the ammount of "radiance energy" in the body makes it nearly impossible for somebody to kill an Azhiranthia that has gone trhough the process of Radial Regeneration for about 15-24 hours after the initial blast of energy. However, while this process can save an Azhuranthia after they are fataly wounded or are on their deathbeds, if resulting in failure, the ammount of stress put on the body's systems(especialy the nervous system) cripples them, and in severe cases causes Death, the Azaranian equivelants to MS, late stage Alzeimer's, and extreme corruption of internal and vital organs. if the energy point in the head is released first, it will blow it to oblivion, and kill almost everyone in a 5-meter radius. There is a more complicated process where an azhuranthia can seperate his conciousness from the body, and merge it with an infant born at the instance it happens(the host only to remember his true self when the mind has ripened). The Azaranian contacted Humans many times in the past, and their habilites to regenerate their bodies and transfer conciousness led the ancient Hindus to mistake them for gods, and led to their beliefs about "reincarnation".
 * Strengths: <Death Ray><Hyperdrive><Manipulation of Energy>
 * Weakness: <Complex Governement><TBD>
 * Byznatar Empire: Born onAlpha Centauri C, the Byzantar Empires histry: 2,561 years after the first city was founded the first Space Shuttle was launched and they landed on there own two moons orbitiong there home world . The Byzantar Empire then began full efforts into epxanding into Space. Colonies were founded all over the galaxy within 1/16 range of the Home World. Now the Empire is an Imperial Republic, and has the latest technology in its section of the universe/galaxy.
 * Strenghts: (Rapid Reproduction) (Hyperdrive Engine)
 * Weakness: (Population expands so rapidly it can be dangerous to current populations if not contained) (Complex Government)
 * >.> This contradict half of the stuff we already have. Also, non-mod nations do not know about Earth and it is forbidden to have land inside the Sol System.
 * Thats ust stupid. But ill go along
 * Mech Network (by CrimsonAssassin): Created 65 million years ago as a labor force by an ancient, enigmatic race known only as 'Phantoms', the Mechs gained sentience and revolted. The ensuing war resulted in the destruction of the once-great Phantom and galaxy-wide destruction. The last battle with the Phantoms occured over a massive terraforming tool known as The Forge over Earth. The Forge was lost and crashed to Earth. The Mechs, rather than taking over the Phantom empire, traveled to the far reaches of the galaxy to create their own 'nation'. Fading into legend, the Mechs haven't contacted any organics since then, its military force offline but ever-growing. When a beacon from a fragment of the lost Forge is activated on Earth, the Mechs have returned to known space.
 * Strengths: (Rapid Reproduction) (Mech Virus) (Hyperdrive)
 * Weakenesses: (Overly Hostile) (Homeworld in Deep Space)