Created by Hannah Bruders with Wix.

Stock images from Wix and Pixal 

Aliens & Hub Station

Created for Digital Iris LLC

Sampled from Development Documents

While the individual preference of each Criieg varies, it is usually agreed that the ideal female of their species is a sleek lithe woman with graceful movements, strong feminine colouration, and sleek head shape. In contrast, the ideal male would be dark green, very quick, with angular legs and a square face. High intelligence and a strong psychic ability is considered attractive in both genders.

Before the Hivemind Wars, a family would consist of a single male with two females who would work together to raise any children born to the family. The extended family units would live nearby, providing assistance to each other as needed.

Now, children are grown in artificial unterices using genetic material that has been carefully tailored for each caste and apprenticed out to a member of their psychic caste when they are born. These apprentices are cared for by any caste member living on their assigned floor until they can become independent which is usually at the age of 6, which is the developmental equivalent of a 13 year old human child.

Members of the higher castes can choose to share their rooms with other member of their caste as roommates or as common-law marriages, but long term relationships are discouraged by Seneschal as “distracting from the expansion of the Sovereignty.” Relationships between those of different castes is taboo, and seen as a relationship between a mentally handicapped person and a healthy person.  

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The Arena Compound is the center of the Hub entertainment, and is frequented by high ranking officials and open to low caste travelers. When working hours are over, the stadium is packed with cheering bloodthirsty crowds eager to see fights, races and large battle reenactments, along with the odd performance and circus act.

 

The Compound houses a Barracks/Stables, the Arena Stadium, and Training Center for fighters and future Heroes. It also holds a Medical Facility with cloning equipment, an Armory, and a Repair Shop to care for the fighters. Around these buildings are large empty fields that are used for practicing maneuvers and training drills.

 

The Arena Stadium is a large, round structure similar to Earth’s colosseum. It is a technological marvel, fitted with the latest Sovereignty technology. Using holographic projectors, weather generators, and computer controlled adjustable terrain, the Arena floor can be manipulated to recreate battlefields and generate covered in(via) holographic obstacles or obscuring weather.  This is due to a series of bendy metal plates covered by a stretchy fake ground that were installed into the Arena floor. These plates manipulated, tilted or lifted, to mimic various terrains for a more interesting fight.

 

The Arena also has surround sound and microphones to capture every sound of snapping bone and pained cry the fighters make. It’s stage also has trapdoors and hidden passages installed for the occasional battle recreation and theatrical production.  

 

The Barracks is the largest non-stadium building in the Compound. Located furthest from the stadium, it is usually used for bunking and feeding the prospective Criieg Heroes, and any arena gladiators. When not training in preparation for Hero Battles, it is used to house any visiting troops like soldiers and grunts, and acting as an extra stable for the squad’s vehicles and animals. Between the two arms of the Barracks is a long courtyard that doubles as a training ground. The other training fields are located between the Repair Shop/Armory and the Barracks.

 

The Repair shop, located near the Arena entrance, also doubles as a stable for the Biomechanical vehicle animals. It is stocked with mechanical tools and cloning pods to fix the vehicles or produce new ones on demand. The Armory, which is located next to the Repair shop, is used to store both the blunted training weapons and weapons for the gladiator. The Medical Facility, is located near the gladiator exit of the Stadium, and is stocked with emergency medical supplies.


 

Transit Center:

The transit center is the only building in the station that is anchored to The Hub’s outer shell. This top level houses a Wormhole Projector, which opens a wormhole out into space that is large enough to transport the various spacecraft that travel to the Hub world. Around this wormhole are docking sockets that connect to a landing spacecraft and then lower, towing the craft into a spaceship hangar where the ship can be repaired or/and restocked, and the passengers and crew can safely disembark.

 

The Second level would house the Central train station, with train tracks spidering out across the Hub to the thousands of train platforms across the Space Station. These trains are mostly used by low caste members who live on The Hub to reach their assigned jobs, or to transport various raw goods around The Hub. They also carry low caste work crews who have been reassigned off world.

 

The third level is a docking level for the Station’s air transportation. Air cars or taxis park here to pick up or drop off passengers, usually members of High Caste status. This level also has parking space to hold the personal vehicles of departing High Casters.  

 

The fourth, and lowest level of a of the Transit Center, is the personal travel section. Hundreds of various wormhole portals are opened at scheduled times to locations from every part of the Sovereignty, allowing for near instantaneous travel. These portals are usually used by individuals or small groups who are traveling on important business. The Fourth level is mostly a series of long hallways that branch into small courtyards, one for each portal. The Portals are kept in large rooms attached to their courtyard, separated from the outside by a strong airlock between the courtyard and the Portal Room. Travelers must wear airtight pressurized suits when traveling by wormhole.

 

A dozen elevators, each a hundred feet large, connect the Transit Center to the ground core of the Hub, and are used by passengers who can walk to the Center.


 

Weapons Manufacturing Sector: (Finished)

The Manufacturing District is a sprawling area containing hundreds of factories, each one supplying a different necessity to the Hub. This changed when the Zarunazhi invaded. Now all but one area have been destroyed in the fighting, with fires and craters scattered around the landscape.

 

The intact sector contains four factories, each one focusing on the production of the Sovereignty's weapons. One factory processes crystals, turning them into ammunition, grenades, and laser focusing stones. Another smelts and refines the metals used to create the weapons, with long pipes carrying the payload to its neighboring factory for forging. The last factory, with the most workers, assembles the resulting parts into the finished products.

 

The factories are situated around a large, open, courtyard. In the middle of the courtyard is a tall building that reaches and connects to a Transit rail line. This building is used to store the crates of completed weapons, which would be loaded onto a large elevator and lifted to the rail line, where the weapon crates would be loaded onto a train for distribution.  

 

The factory layouts combine large rooms, lined with equipment and conveyors, with lanes and doors that are large enough for a tank. Conveyors run between different rooms with their own opening, which can be used to bypass any locked doors, though with great risk to the unit. Loading bays, huge rooms filled with raw goods or crates, are positioned on the walls closest and furthest from the courtyard, allowing for easy pickups and drop off of materials.

 

The factories are being guarded by soldiers to protect the factories, workers, and keep the weapon supply lines open to distribute the newly manufactured weapons to other companies on the hub. These guards have been ordered assume any approaching group is under Zarunazhi control, regardless of race, and will attack your platoon on sight. The civilian workers will also attack you, having no choice due to being controlled by a 2nd caste Seneschal stationed somewhere in the factory.

 

These guards have set up a series of makeshift protections, using bunkers, turrets and gun nests. The general will be able to capture or hack these defences, usually after killing the guards using them.

 

These factories hold the data for the latest weapons the Hub has developed. If it is captured by the humans, they will be rewarded with a weapon’s stats boost and a slight speed boost, due to lighter weapons.

 

If the sector is captured by an Alien General, his troops will be rewarded with a higher weapon boost then the human, but with no speed boost, due to knowing where they should look for the best weapons.  


 

Factory machines:

 

All:

  • conveyor pathways.

 

Metal smelting:

  • Smelting Pots    

  • Nugget smashers=hammers that break apart rocks for metal

  • Pipes= carry the metal to forging factory

 

Forging:

  • Metal     Extruders=extrude out the simple parts    

  • Forge     molds= Ceramic gun part molds.

  • Water     Quencher= sprayers that cool the hot metal that is conveyed by them.

 

Crystal Refineries:

  • Crystal energy chargers=vices that cramp around crystals and then expose them to low volts of electricity. Hand loaded by workers.    

  • Polishers= rotating vats filled with sand. Smooth down edges and file off small     impurities.    

  • Cutters=metal file saws that cut crystals into the ammunition or the optimum laser     reflection shape.

  • Liquefiers=vats that heat up crystal to a liquid state. Very hot. Chemicals are then     added to keep the crystals in that state. Crystals then remain liquid at room temperature. Used as a form of energy and explosive.

 

Parts Assembly:

  • Mostly done by hand

    • Welding

    • screwing together

    • loading ammunition

    • filing off unwanted edges and rough seams.

    • Polishing

    • packing into crates for shipment

 

Center of travel/rest stop between colony locations

  • Buildings:

    • Hotels/housing facilities/sleeping pods

    • Wormhole generation and stabilization centers/airports/maglev trains

    • Restaurants

    • Mining     facilities to fuel wormhole

    • Machine stables/holding areas/machine’s food preparation areas

    • Bloodsport arena

    • Entertainment     centers

    • Parks


 

Research:

 

 

 

 

Transportation Centers and What They Need to Function: