This will do a few things for us.
First, it gives us a “minimum viable product.” If I
design the Maradonian forces, but fail to build anything else, you’ve
got 1/4th of a setting, but if I give you an overview and do nothing
else, you’ve at least got insights into how you can flesh out
the entire setting. Second, by building an overview, we can get a
sense of what general elements the setting has in abundance, and what
it might lack; that is, we can make sure that military forces don’t
look too similar. It helps us ensure that each faction has a
well-defined niche. Finally, it makes the final design process
easier, because we’ve already laid out the blueprints.
I know I said “all” the military forces, but naturally, we’re focusing on humanity because they are the core “default” of the setting. A good space opera has nice contrasts between the familiar and the exotic, and humanity and its grounding in “Star Wars” is familiar. We know the Rebel Alliance vs the Empire, we have little trouble explaining it; to be sure, I’ve done some different things, but it should still feel familiar. Aliens, by contrast, should contrast with the base we build out of the “familiar” human setting elements, so that when you transition to those parts of the setting, they feel as exotic as they should. Thus, we will not worry about them yet, and will handle them in due course.
This will be a very high level
perspective. We’ll briefly touch on how I see each faction
approaching their military, what sorts of niches that I see them
filling, and then hit on the archetypes I’ve mentioned in my
previous posts, creating a table so we can see where we have “too
much” of a particular element, and where we might need more.
A further note: I had intended this to
cover spaceships, robot and vehicles too, but something happened: it
got very long and, also, I noticed some of my readers already
discussing ground doctrines and equipment, so I thought it might be
better to strike while the iron was hot and just release this portion
and move on to personal equipment and come back and deal with robots,
vehicles and spaceships once that was done. I'll have a general overview of space combat soon enough as well.
Also, I’m diving into
corporations
and I want to credit a couple of people for names: GURB, for
introducing
quite a few corporate names, and Alan Chambers, for suggesting
Starlink Telecom.

