Difference between pages "Policy:Security Office Supported Games" and "Former Demilitarized Zone"

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Games officially by the Security Office shall be listed here, as per the [[Gaming Policy]].
{{icons|bfc|card|fed}}
{{Region
| name = Former Demilitarized Zone
| image = [[File:Former Demilitarized Zone.png|375px]]
| major powers = *[[United Federation of Planets]]
*[[Cardassian Union]]
| minor powers =
| important places = Hakton VII
| quadrant = Alpha
}}
The '''former Demilitarized Zone''' (or DMZ) between the [[Cardassian Union]] and the [[United Federation of Planets]] is a region that was once the border between the two powers. The area includes other worlds traded between them, though all of these systems are now under Federation control. Due to their contested history, the region has a large number of Cardassian citizens in residence, sometimes in integrated settlements, but including several fully Cardassian colonies. Authority over the region formally falls to Starfleet, though the recent chaos brought about by the violence of the Cardassian True way and the [[New Maquis]] has led to a taut dynamic with the Cardassian Union to restore stability.


== 1 - Star Trek Online ==
==History==
The establishment of the Federation-Cardassian Treaty in 2370 included the creation of the Demilitarized Zone and the redrawing of the borders of both powers. As a result, some colonies of both governments fell within the DMZ, while others were passed between the two governments, settlers forced to relocate. This move was hugely unpopular, leading to some Cardassian colonists defending themselves and the birth of the Federation extremist faction the Maquis. For three years, the region was the home of small-scale warfare as both Cardassian and Federation colonists waged conflict against each other and their governments. This ended in 2373, where the Cardassian Union’s alliance with the Dominion resulted in the Jem’hadar seizing the DMZ and wiping out the Maquis.


# Bravo Fleet has officially supported in-game fleets for Star Trek Online (STO) on PC (both factions), on XBOX and on PlayStation (Federation Only), which provide members with various resources and perks.
With the Treaty of Bajor, all worlds of the DMZ and any colonies the Federation had once ceded to the Union were restored to Federation control. Many Federation citizens retained or returned to their former homes. However, a large number of Cardassian settlements had been established over the years, and the Federation was mindful of past mistakes in forcibly relocating populations. It was agreed that these Cardassian colonists and their family would have the right to remain in these settlements, citizens of the Union but residents in Federation territory. The border with Cardassia overseen by Starfleet was generous in permitting Cardassian trade and investment to cross into the old DMZ, though very little further.
# Members may also earn ribbons for STO gaming in factions or on platforms where Bravo Fleet does not maintain an official presence.


=== 1.1 - STO In-Game Fleet Management ===
The Attack on Mars and the subsequent Federation focus on internal affairs scaled back Starfleet presence in the region. The Federation brokered new agreements with the Cardassian Union, allowing them to send ships across the border in response to requests for aid from Cardassian citizens. This agreement was considered nothing more than a diplomatic ploy allowing the Federation to claim they were ensuring the safety of the region; all sides knew the Cardassian Union was in little state to worry about anything beyond its own borders. This withdrawal led to the former DMZ becoming largely self-regulating, systems and worlds looking after their own interests and security. This suited many of the populace, who were mindful of past betrayals by their and the neighbouring government, and preferred to go it alone.


# Bravo Fleet maintains fleets for the following factions/platforms:
In early 2399, an attack on a Starfleet ship at Hakton VII and later a Cardassian survey station on the border ended this rugged peace. A group of Cardassian anti-Federation extremists called the True Way claimed responsibility, making it clear they wished to restore Cardassian territory to Cardassia and that they saw both the Federation and the Detapa Council as their enemies. For two years, cooperation between the Cardassian Union and the Federation allowed joint operations to try to root out this insurgency.
## PC - Federation - ''Bravo Fleet''
[[File:Dmzattacks.jpg|thumb|Hostilities in the former DMZ reached a fever-pitch with attacks against settlements by insurgent groups]]
## PC - Klingon - ''House of yo’ loS''
In mid-2401, the destruction of a Starfleet outpost, Outpost C-91, was blamed not only on the True Way, but the Cardassian Union. Central Command was accused of, if not sending ships directly to destroy the outpost, then providing its new military technology to the True Way. When Cardassia denied this, diplomats sought a resolution, only for a new insurgent group to show itself and strike against Cardassian residents: Federation citizens calling themselves the Maquis.
## PlayStation - Federation - ''Bravo Fleet''
## XBOX - Federation - ''Alteran Royal Navy Bravo Fleet''


# Members may join an in-game fleet with one or more in-game characters, also known as “alts” or “toons”, by requesting to do so in the Bravo Fleet Discord channel #sto-char-mgmt.
==The DMZ Today==
## Characters that do not log in at least once every six months will be removed from the in-game fleets to ensure there are enough slots for all members.
===The Federation===
## Members who transfer to the Reserves voluntarily or through the AWOL process will have their characters removed from the in-game fleets.
Many Federation citizens who live in the DMZ remember that they or their neighbours were forced to abandon their homes thirty years ago, and they have largely not forgiven the Federation and Starfleet. This has not been a problem for recent years, with limited government presence and no inciting events. However, new outbreak of violence has returned Starfleet to the region. Many Federation colonies are fiercely self-sufficient and disinclined to help or receive help from Starfleet. While they may or may not tolerate their Cardassian neighbours on both sides of the border, and are potential targets of the True Way’s raids for resources, they often prefer to resolve these situations themselves.
## Character in-game biographies for STO characters are not required, but are encouraged.  
# In-Game rank is based off of the rank achieved in Bravo Fleet, though it is not exact due to limitations of the game engine on providing only a set amount of ranks:
## All members will get promoted to a rank approximate to their BFMS ranking, with the following levels:
### Cadet/Bekk - Cadet ranks
### Junior Officer - Midshipman to Lieutenant
### Senior Officer - Lieutenant Commander to Fleet Captain
### Flag Officer - Commodore and Above
## As there is no automated connection to BFMS for ranks, the positions will be audited periodically to update listed ranks
### If there is a character of yours and you do not see the assigned promotion list please mention in #sto-char-mgmt
# Permissions for each in-game rank are assigned at the discretion of the Security Office, and all members have access to:
## Purchase from provisioned fleet stores and fleet shipyards
## Visit fleet holdings
## Invite non-members to fleet holdings
## Use of the Fleet Bank, the degree of which is determined based on rank


=== 1.2 - STO Awards ===
With the increase in violence, more and more Federation residents are sympathetic to the new Maquis. Many feel that Cardassia’s clear desire to recover the region was entirely predictable, and feel Starfleet abandoned them for twenty years and cannot be trusted to maintain their safety. As such, locals taking matters into their own hands are much more trustworthy, for many, than Starfleet, whose promises mean little.


# Bravo Fleet uses the following awards in Star Trek Online:
===Cardassian Residents===
## Campaign Ribbons
The Federation was loath to forcibly remove anyone from the former DMZ after the Treaty of Bajor. Any Cardassian who could claim residency of the region was allowed to stay or return, and their families also allowed to settle. This required some restrictions after the first few years, when it became apparent that some Cardassians were using the DMZ as an immigration loophole to escape the resource-starved Union for Federation territory, where they would be better regarded. Still, these residents have been permitted to travel to and from the Union and have largely made comfortable and settled lives for themselves these past thirty years. These residents are more volatile in their dealings with Starfleet; some welcome their support with open arms, while others resent their homes being under Federation rule. The majority seek to be left alone as much as the Federation citizens do.
## Joint Action Ribbons
## Combat Action Ribbons


=== 1.2.1 - STO Campaign Ribbons ===
Some settlements are integrated between Cardassians and Federation citizens; some worlds share homogenous settlements, but the majority of Cardassian colonies are Cardassian-exclusive. These colonies come in all shapes and sizes, from people getting on with their lives to Cardassians resenting having to live under Federation rule. There is also a growing population of Cardassians who wish for democratic and liberal reform of the Union, which they are able to plan and campaign for safely from within Federation territory.
[[File:Dmzattacks2.jpg|thumb|388x388px|Cardassians stayed in the DMZ to not abandon their homes - but life in the borderlands has been made dangerous by attacks from both the True Way and the Maquis]]
The True Way treats these Cardassians as allies or traitors, with nothing in between. They expect Cardassians to provide them with resources or even membership, or they are complicit in the abandonment of Cardassian worlds to the Federation. The Maquis, conversely, view these Cardassians as, at the least, grounds for the Union to legitimise its involvement, and at worst actively involved in the Union’s military ambitions for the region. Attacks by the Maquis on Cardassian residents, or their infrastructure, are not uncommon, with the Maquis claiming a settlement is a forward outpost, supply depot, or surveillance outpost for the Union or the True Way. More and more, Cardassian residents are reaching out to the Union for assistance, not trusting they will be protected by Starfleet. But they will not lose their homes - they have lived there for generations, after all.


[[File:STO-Storyarcexample.png|thumb|right|An example of a Mission Journal screenshot, showing the Cardassian Struggle arc is completed.]]# Campaign Ribbons for STO gaming are earned by the following actions per character:
===Starfleet===
## Reaching Level 65
Starfleet largely withdrew from the region after the Attack on Mars. It returned on a mission of diplomacy to stop the True Way, working with the Cardassian Union and trying to restore peace and confidence in Starfleet among the locals who distrusted the Federation. This has been almost shattered by the new outbreak of violence.
## Completing Story Arcs in groups as follows:
### Completing the faction specific storyline arcs
### From the end of the faction specific arc to New Romulus
### Solonae Dyson Sphere and Delta Quadrant
### Iconian War, Yesterday's War and Future Proof
### New Frontiers and Gamma Quadrant
### Age of Discovery, J'Ula's Discovery and Klingon Civil War
### All of The Galaxy At Large arcs that have been removed from the main story
## Completing at least three reputations to Level 6
## Completing all the current Admiralty factions to Level 10
## Completing the first individual Duty Officer branch to Level 4
## Completing five Duty Officer branches to Level 4
## Completing at least two Research and Development Branches to Level 20
## Completing each of the primary Specializations (Command, Intel, Pilot, Temporal, Miracle Worker)
## Completing all of the secondary Specializations on one character (Constable, Strategist, Commando)
# Campaign ribbons can be earned by the following actions once per account:
## Progressively completing 50 levels in the Endeavour system (awarded at 50, 100, 150, et al)
## Progressing and completing one STO Event, to completion of the prize at the end of the event
### This is a repeatable action that can be completed for each event, but can only be used to claim one Campaign Ribbon per event, per account
### This Campaign Ribbon excludes Event Campaigns
## A bonus for specific performance in a gaming-related competition, per that competition's rules
# A qualifying submission for this award should contain a screenshot showing the character's name, level and the activity completed as applicable, as well as the character's name in the gaming activity form's text box.


==== 1.2.2 - STO Joint Action Ribbons ====
Starfleet cannot stand by idly while the True Way or the Maquis attack Federation or Cardassian citizens; nor can it allow the Cardassian Union to pursue justice unilaterally against Federation citizens in Federation space. Forces are, however, stretched thin after [[ma:Frontier Day|Frontier Day]] and with new tensions arising with the [[Klingon Empire]]. Starfleet cannot afford direct conflict, and knows that too strong a hand may trigger it with the wrong encounter. As such, Starfleet has tried to apply as light a touch as possible, sending ships on limited patrols and otherwise dispatching them to respond to specific problems. Wherever possible, they must attempt to resolve encounters with diplomacy.


# Joint Action Ribbons for STO gaming are earned by playing Star Trek Online in a group of Bravo Fleet members against environments and sometimes players too.
===The Cardassian Union===
# Activities include:
The Cardassian Union has some authority in the former DMZ. Once-empty treaties empower them to cross the border in response to requests for aid from Cardassian citizens who are residents in Federation space. Those treaties now enable the Union to involve itself directly in the chaos.
## Task Force Operations or Special Task Forces
## Patrols
## Red Alerts
## Daily missions
## Story missions
# A qualifying submission for this award should contain a screenshot with proof that a qualifying action has been completed.
## Multiple actions of the same type should be submitted as a single submission whenever possible, as long as the same number of participants are in each instance.
## When submitting multiple screenshots of different types of content, each content type (Normal TFOs, Advanced TFOs, Story Missions, etc.) must be submitted separately.
# Joint Action Ribbons are awarded based on the following formula, where the multipliers change by the table below:
Number of Screenshots x Member Multiplier x Content Multiplier = Total Ribbons


{| class="wikitable" style="text-align:center;"
The Detapa Council tries to discourage this at all points, seeking diplomatic solutions and cooperative missions with Starfleet. It is not uncommon for a Cardassian ship to notify Starfleet before it responds to such a request for aid; if Starfleet does not send a ship to resolve the matter or accompany them, then they go on alone. Central Command is much more eager to demonstrate Cardassian might and show they, and not the Federation, can maintain order and safety in the old DMZ.
|- style="font-weight:bold;"
! colspan="2" | JAR Member Multipliers
! colspan="2" | JAR Content Multipliers
|- style="font-style:italic; border-color:inherit;"
| Description
| Value
| Description
| Value
|-
| 2 Members
| 1x
| TFO/STF (Normal), Patrol, or Red Alert
| 1x
|-
| 3 Members
| 2x
| TFO/STF (Advanced)
| 2x
|-
| 4 Members
| 3x
| Story Mission
| 2x
|-
| 5 Members
| 4x
| TFO/STF (Elite)
| 3x
|}


==== 1.2.2 - STO Combat Action Ribbons ====
If Cardassian ships enter the DMZ, they need a stated purpose - almost always a direct request for aid from a Cardassian resident of the DMZ, or a response to a specific threat. Captains have often twisted this, expressing the general state of crisis to be a request for aid, or considering ‘the Maquis’ a specific threat. The Detapa Council usually looks dimly on such exploitations of diplomatic agreements, but resolutions between politicians come once confrontations are over; they rarely end them.


# Combat Action Ribbons in STO are awarded for any action that pits a player against another player, with two or more BF members taking part.
Formally, the True Way are enemies of the Cardassian Union, renegades who were stirred to action by their hatred of the government’s perceived weakness. Many Cardassian officers view them as traitors and instigators. Others may be more sympathetic, while others still may abhor them, but consider them a lesser evil than the violent Maquis or even Starfleet, and turn a blind eye to their activities.
# Activities include:
## PvP Task Force Operations menu option under the minimap.
## Competitive Reputation TFOs
# A qualifying submission for this award should contain a screenshot with proof that a qualifying action has been completed, in this instance the final scoreboard at the end of the match.
# Combat Action Ribbons are awarded based on the following formula, where the multipliers change by the table below:
Number of Screenshots x Member Multiplier x Content Multiplier x Other Multiplier = Total Ribbons


{| class="wikitable" style="text-align:center;"
===The True Way===
|- style="font-weight:bold;"
Born from the ranks of the disgruntled military leaders abandoned by Central Command to bridge a new accord with the Detapa Council, the True Way started out trying to bloody the Union’s and Federation’s noses in the name of Cardassian pride. Now they find themselves in an increasingly-violent frontier as the main instigators of chaos. They continue to pass no comment on their role in the destruction of Outpost C-91. It is also unclear if there is any truth to the claims they were funded by Central Command, but it seems increasingly likely that, since the escalation, they have found themselves powerful benefactors.
! colspan="2" | CAR Member Multipliers
! colspan="2" | CAR Content Multipliers
! colspan="2" | CAR Other Multipliers
|- style="font-style:italic; border-color:inherit;"
| Description
| Value
| Description
| Value
|Description
|Value
|-
| 2 Members
| 1x
| Competitive Reputation TFO
| 1x
| Participate
| 1x
|-
| 3 Members
| 2x
| PvP
| 2x
| Win
| 2x
|-
| 4 Members
| 3x
|
|
|
|
|-
| 5 Members
| 4x
|
|
|
|
|}


== 2 - World of Warships ==
They seek, above all, to destabilise Federation control over the DMZ by attacking infrastructure and causing chaos. More and more, they go head-to-head with the Maquis. While they primarily employ insurgency tactics, they have ships of their own, though these are enough to threaten freighters and shuttles - not a starship.


# Bravo Fleet has an officially supported presence on the North American PC server for World of Warships (WoWS), using the tag [4BF].
===The New Maquis===
# Members may join the clan by searching for [4BF] or "4th Fleet - Bravo Fleet" and requesting to join in-game, or by requesting an invite on the Discord channel #worldofwarships-invites
Formally just called ‘the Maquis,’ this organisation follows in the footsteps of the one formed and destroyed in the 2370s fighting for the rights of Federation citizens abandoned by treaties with the Cardassian Union. With Starfleet perceived as ignoring the region anew after Mars, and Cardassian violence and involvement increasing through the True Way, locals of the DMZ have once again taken up arms for their home. Many of them express that Starfleet spent the last two years more interested in playing nice with Cardassia than uprooting the True Way as they killed Federation citizens, and now it’s time to strike back.
# Members in the clan may contribute oil from crates to the fleet base.


=== 2.1 - World of Warships Fleet Management ===
They consider the presence of many Cardassian residents of the DMZ to be an ideological threat or a direct security risk. While they do not target civilians directly, they are prepared to sabotage their way of life enough to drive them out. Primarily, they strike against any target they consider could provide a military advantage to the True Way or the Cardassian Union. They have also not limited their operations to Federation space, making increasing forays across the border to sabotage Cardassian military infrastructure.


# All members will join in as members, with the staff being determined based on the determination of the Security Office.
While they only have a small array of ships, largely used for transport rather than combat, and are incapable of facing any but the True Way head-on in a fight, it is unclear from where the Maquis have gathered their equipment. Starfleet Intelligence suspects malcontents have spent the past decade stealing Starfleet equipment, unsecured under lax security protocols during the downturn, in anticipation of a return to hostilities.
# As there are Clan Battles, any member wishing to organize one may do so at any time.


=== 2.2 - World of Warships Awards ===
==In Play==
 
* The former Demilitarized Zone is Federation territory largely left alone for over fifteen years. It is a disparate region of people who feel they owe the Federation little and would prefer to go their own way.
# Bravo Fleet uses the following awards in World of Warships:
* Now it has become a powder-keg, with insurgent groups clashing, civilians caught in the middle, and the Cardassian military eager to demonstrate they, and not the Federation, can keep the region safe. While many people can traverse it safely, insurgency attacks are not uncommon from either the Maquis or the True Way.
## Campaign Ribbons
* Cardassians who live in the DMZ are an unknown factor for any Starfleet captain. They might prefer life under the Federation or want protection from the True Way or Maquis and cooperate. Or they might resent living under Federation rule and sympathise or actively support the True Way. Proceed with caution.
## Joint Action Ribbons
* Federation citizens in the region remember they or their families were betrayed by Starfleet before. They refuse to let it happen again, and so are often unwilling to accept or give help, and in many cases are sympathetic to the new Maquis. Starfleet wants to restore their confidence in the Federation to cut off the Maquis’s support structure.
## Combat Action Ribbons
* The True Way sees anyone who does not support returning these worlds to Cardassian control as the enemy. They will steal resources from civilians, attack Starfleet and the Union alike, and try to recruit from Cardassian residents.
# Members may earn gaming ribbons for World of Warships if they are not in the in-game clan or on the NA server, but only on PC.
* The Maquis seek to drive Cardassians out of the DMZ. While this mostly applies to Central Command, this can also include Cardassian residents. They rarely target civilians but may try to make their lives difficult to drive them back voer the border.
## The console version of World of Warships is a different game altogether with unique balancing and differing ship tiers; therefore it is not supported at this time.
* Cardassian Central Command is eager to involve itself in the DMZ. Ships with the slightest diplomatic excuse will cross the border to help Cardassian residents or particularly to hunt down the Maquis, or even the True Way. While this may lead to cooperative missions with Starfleet, some Guls may try to go it alone and enforce Cardassian justice.
 
==== 2.2.1 - World of Warships Campaign Ribbons ====
 
# Campaign Ribbons for World of Warships gaming are earned by:
## Purchasing with Ship XP/Free XP and silver a Tier VI-X ship, once per country tech tree per tier, through regular means or an Early Access event.
### Ships purchased with Doubloons, coal, steel or real-world money may not be submitted for Campaign Ribbons.
## Purchasing with XP and silver a super ship marked with a star in a country's tech tree, which will award three Campaign Ribbons per ship earned.
# A qualifying submission for this award should contain a screenshot showing the country tech tree with the unlocked branch, with at least one of the branches showing either a checkmark or a silver currency value beside the one being submitted for in the country tree.
 
==== 2.2.3 - World of Warships Joint Action Ribbons ====
 
# Joint Action Ribbons for World of Warships gaming are earned by groups of members by completing any PvE battles, including:
## Co-Op Battles
## Operations
## Asymmetric Battles
# A qualifying submission for this award should contain a screenshot with proof that a qualifying action has been completed, either with the scoreboard or combat summary, with the BFMS IDs and Handles of all of the members involved.
## Multiple actions with the same group of members may be submitted together as a single submission, but there should be a different submission for each type of battle and if different numbers of players are involved.
# Joint Action Ribbons counts for each gaming submission are calculated with the following formula, using the values in the table below:
Number of Battles Submitted x Member Multiplier x Content Modifier x Win/Loss Modifier = Total Ribbons
 
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold;"
! colspan="2" | JAR Member Multipliers
! colspan="2" | JAR Content Multipliers
! colspan="2" | JAR Win/Loss Multipliers
|- style="font-style:italic;"
| Description
| Value
| Description
| Value
| Description
| Value
|-
| 2 Members
| 1x
| Co-Op Battle
| 1x
| Defeated in submitted battle
| 1x
|-
| 3 Members
| 2x
| Operations and seasonal game modes
| 2x
| Win submitted battle
| 2x
|-
| 4-5 Members (in supported modes)
| 3x
|
|
|
|
|}
 
==== 2.2.4 - World of Warships Combat Action Ribbons ====
 
# Combat Action Ribbons for World of Warships gaming are earned by groups of members by completing any PvP battles, including:
## Random
## Brawl
## Clan Battles
# A qualifying submission for this award should contain a screenshot with proof that a qualifying action has been completed, either with the scoreboard or combat summary, with the BFMS IDs and Handles of all of the members involved.
## Multiple actions with the same group of members may be submitted together as a single submission, but there should be a different submission for each type of battle and if different numbers of players are involved.
# Combat Action Ribbons counts for each gaming submission are calculated with the following formula, using the values in the table below:
Number of Battles Submitted x Member Multiplier x Content Modifier x Win/Loss Modifier = Total Ribbons
 
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold;"
! colspan="2" | CAR Member Multipliers
! colspan="2" | CAR Content Multipliers
! colspan="2" | CAR Win/Loss Multipliers
|- style="font-style:italic;"
| Description
| Value
| Description
| Value
| Description
| Value
|-
| 2 Members
| 1x
| Random and Brawl
| 1x
| Defeated in submitted battle
| 1x
|-
| 3 Members
| 2x
| Clan battle and seasonal game modes with PvP
| 2x
| Win submitted battle
| 2x
|-
| 4+ Members (in supported modes)
| 3x
|
|
|
|
|}
 
== 3 - Star Trek Infinite ==
 
# Star Trek Infinite is a 4D strategy game by Paradox Interactive that, beginning in the mid 24th century, gets you to play as one of the major powers you see in Star Trek to become the dominant force in the Alpha and Beta Quadrants. It heavily borrows off the framework of Stellaris, but has unique elements to make this a Star Trek game through and through.
# Bravo Fleet supports gameplay and allows players to earn achievements through gameplay.
 
=== 3.1 - Star Trek Infinite Awards ===
 
# Bravo Fleet uses the following awards for Star Trek Infinite:
## Campaign Ribbons
## Combat Action Ribbons
# Members may earn ribbons for Star Trek Infinite through play with fellow Bravo Fleet members, or via achieving several in-game milestones.
 
==== 3.1.1 - Star Trek Infinite Campaign Ribbons ====
 
# Campaign Ribbons are earned by completing the following tasks in either single player or multiplayer:
## First Diplomatic Victory
## First time completing the mission trees for each faction in a single round of play
## Completing any one of the developer curated Achievements for the game
## One Campaign Ribbon is earned by each member in a multiplayer group by organizing a play group with a full four people at the same time, with a bonus second Campaign Ribbon to the organizer
# A qualifying submission for this award should contain a screenshot of the applicable screen showing the completion of this task with the Victory screen showing all players, as well as a screenshot of the Save file.
 
==== 3.1.2 - Star Trek Infinite Combat Action Ribbons ====
 
# Combat Action Ribbons may be earned by playing with each other through a standard session, at any difficulty.
# A qualifying submission for this award must include a screenshot of the Victory screen for the game at the time that the session ends, either as a completed game or a partially completed game, clearly showing all the empires involved, plus the BFMS ID of each participant and which empire they were playing.
## If a partially completed game is submitted, please also include a screenshot of the save file.
# Combat Action Ribbons will be calculated based on the following formula:
One Submitted Game x Member Multiplier x ((Victory Score - 500) / 500) x Win/Loss Modifier = Total Ribbons
 
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold;"
! colspan="2" | CAR Member Multipliers
! colspan="2" | CAR Win/Loss Multipliers
|- style="font-style:italic;"
| Description
| Value
| Description
| Value
|-
| 2 Members
| 1x
| Defeated in submitted battle
| 1x
|-
| 3 Members
| 2x
| Win submitted battle
| 2x
|-
| 4 Members
| 3x
|
|
|}

Latest revision as of 09:45, 13 March 2024

This article is official Bravo Fleet canon.

CARDicon.png Federation Faction








Former Demilitarized Zone.png
Former Demilitarized Zone
Powers
Major powers
Points of interest
Places

Hakton VII

Template:Region

The former Demilitarized Zone (or DMZ) between the Cardassian Union and the United Federation of Planets is a region that was once the border between the two powers. The area includes other worlds traded between them, though all of these systems are now under Federation control. Due to their contested history, the region has a large number of Cardassian citizens in residence, sometimes in integrated settlements, but including several fully Cardassian colonies. Authority over the region formally falls to Starfleet, though the recent chaos brought about by the violence of the Cardassian True way and the New Maquis has led to a taut dynamic with the Cardassian Union to restore stability.

History

The establishment of the Federation-Cardassian Treaty in 2370 included the creation of the Demilitarized Zone and the redrawing of the borders of both powers. As a result, some colonies of both governments fell within the DMZ, while others were passed between the two governments, settlers forced to relocate. This move was hugely unpopular, leading to some Cardassian colonists defending themselves and the birth of the Federation extremist faction the Maquis. For three years, the region was the home of small-scale warfare as both Cardassian and Federation colonists waged conflict against each other and their governments. This ended in 2373, where the Cardassian Union’s alliance with the Dominion resulted in the Jem’hadar seizing the DMZ and wiping out the Maquis.

With the Treaty of Bajor, all worlds of the DMZ and any colonies the Federation had once ceded to the Union were restored to Federation control. Many Federation citizens retained or returned to their former homes. However, a large number of Cardassian settlements had been established over the years, and the Federation was mindful of past mistakes in forcibly relocating populations. It was agreed that these Cardassian colonists and their family would have the right to remain in these settlements, citizens of the Union but residents in Federation territory. The border with Cardassia overseen by Starfleet was generous in permitting Cardassian trade and investment to cross into the old DMZ, though very little further.

The Attack on Mars and the subsequent Federation focus on internal affairs scaled back Starfleet presence in the region. The Federation brokered new agreements with the Cardassian Union, allowing them to send ships across the border in response to requests for aid from Cardassian citizens. This agreement was considered nothing more than a diplomatic ploy allowing the Federation to claim they were ensuring the safety of the region; all sides knew the Cardassian Union was in little state to worry about anything beyond its own borders. This withdrawal led to the former DMZ becoming largely self-regulating, systems and worlds looking after their own interests and security. This suited many of the populace, who were mindful of past betrayals by their and the neighbouring government, and preferred to go it alone.

In early 2399, an attack on a Starfleet ship at Hakton VII and later a Cardassian survey station on the border ended this rugged peace. A group of Cardassian anti-Federation extremists called the True Way claimed responsibility, making it clear they wished to restore Cardassian territory to Cardassia and that they saw both the Federation and the Detapa Council as their enemies. For two years, cooperation between the Cardassian Union and the Federation allowed joint operations to try to root out this insurgency.

Hostilities in the former DMZ reached a fever-pitch with attacks against settlements by insurgent groups

In mid-2401, the destruction of a Starfleet outpost, Outpost C-91, was blamed not only on the True Way, but the Cardassian Union. Central Command was accused of, if not sending ships directly to destroy the outpost, then providing its new military technology to the True Way. When Cardassia denied this, diplomats sought a resolution, only for a new insurgent group to show itself and strike against Cardassian residents: Federation citizens calling themselves the Maquis.

The DMZ Today

The Federation

Many Federation citizens who live in the DMZ remember that they or their neighbours were forced to abandon their homes thirty years ago, and they have largely not forgiven the Federation and Starfleet. This has not been a problem for recent years, with limited government presence and no inciting events. However, new outbreak of violence has returned Starfleet to the region. Many Federation colonies are fiercely self-sufficient and disinclined to help or receive help from Starfleet. While they may or may not tolerate their Cardassian neighbours on both sides of the border, and are potential targets of the True Way’s raids for resources, they often prefer to resolve these situations themselves.

With the increase in violence, more and more Federation residents are sympathetic to the new Maquis. Many feel that Cardassia’s clear desire to recover the region was entirely predictable, and feel Starfleet abandoned them for twenty years and cannot be trusted to maintain their safety. As such, locals taking matters into their own hands are much more trustworthy, for many, than Starfleet, whose promises mean little.

Cardassian Residents

The Federation was loath to forcibly remove anyone from the former DMZ after the Treaty of Bajor. Any Cardassian who could claim residency of the region was allowed to stay or return, and their families also allowed to settle. This required some restrictions after the first few years, when it became apparent that some Cardassians were using the DMZ as an immigration loophole to escape the resource-starved Union for Federation territory, where they would be better regarded. Still, these residents have been permitted to travel to and from the Union and have largely made comfortable and settled lives for themselves these past thirty years. These residents are more volatile in their dealings with Starfleet; some welcome their support with open arms, while others resent their homes being under Federation rule. The majority seek to be left alone as much as the Federation citizens do.

Some settlements are integrated between Cardassians and Federation citizens; some worlds share homogenous settlements, but the majority of Cardassian colonies are Cardassian-exclusive. These colonies come in all shapes and sizes, from people getting on with their lives to Cardassians resenting having to live under Federation rule. There is also a growing population of Cardassians who wish for democratic and liberal reform of the Union, which they are able to plan and campaign for safely from within Federation territory.

Cardassians stayed in the DMZ to not abandon their homes - but life in the borderlands has been made dangerous by attacks from both the True Way and the Maquis

The True Way treats these Cardassians as allies or traitors, with nothing in between. They expect Cardassians to provide them with resources or even membership, or they are complicit in the abandonment of Cardassian worlds to the Federation. The Maquis, conversely, view these Cardassians as, at the least, grounds for the Union to legitimise its involvement, and at worst actively involved in the Union’s military ambitions for the region. Attacks by the Maquis on Cardassian residents, or their infrastructure, are not uncommon, with the Maquis claiming a settlement is a forward outpost, supply depot, or surveillance outpost for the Union or the True Way. More and more, Cardassian residents are reaching out to the Union for assistance, not trusting they will be protected by Starfleet. But they will not lose their homes - they have lived there for generations, after all.

Starfleet

Starfleet largely withdrew from the region after the Attack on Mars. It returned on a mission of diplomacy to stop the True Way, working with the Cardassian Union and trying to restore peace and confidence in Starfleet among the locals who distrusted the Federation. This has been almost shattered by the new outbreak of violence.

Starfleet cannot stand by idly while the True Way or the Maquis attack Federation or Cardassian citizens; nor can it allow the Cardassian Union to pursue justice unilaterally against Federation citizens in Federation space. Forces are, however, stretched thin after Frontier Day and with new tensions arising with the Klingon Empire. Starfleet cannot afford direct conflict, and knows that too strong a hand may trigger it with the wrong encounter. As such, Starfleet has tried to apply as light a touch as possible, sending ships on limited patrols and otherwise dispatching them to respond to specific problems. Wherever possible, they must attempt to resolve encounters with diplomacy.

The Cardassian Union

The Cardassian Union has some authority in the former DMZ. Once-empty treaties empower them to cross the border in response to requests for aid from Cardassian citizens who are residents in Federation space. Those treaties now enable the Union to involve itself directly in the chaos.

The Detapa Council tries to discourage this at all points, seeking diplomatic solutions and cooperative missions with Starfleet. It is not uncommon for a Cardassian ship to notify Starfleet before it responds to such a request for aid; if Starfleet does not send a ship to resolve the matter or accompany them, then they go on alone. Central Command is much more eager to demonstrate Cardassian might and show they, and not the Federation, can maintain order and safety in the old DMZ.

If Cardassian ships enter the DMZ, they need a stated purpose - almost always a direct request for aid from a Cardassian resident of the DMZ, or a response to a specific threat. Captains have often twisted this, expressing the general state of crisis to be a request for aid, or considering ‘the Maquis’ a specific threat. The Detapa Council usually looks dimly on such exploitations of diplomatic agreements, but resolutions between politicians come once confrontations are over; they rarely end them.

Formally, the True Way are enemies of the Cardassian Union, renegades who were stirred to action by their hatred of the government’s perceived weakness. Many Cardassian officers view them as traitors and instigators. Others may be more sympathetic, while others still may abhor them, but consider them a lesser evil than the violent Maquis or even Starfleet, and turn a blind eye to their activities.

The True Way

Born from the ranks of the disgruntled military leaders abandoned by Central Command to bridge a new accord with the Detapa Council, the True Way started out trying to bloody the Union’s and Federation’s noses in the name of Cardassian pride. Now they find themselves in an increasingly-violent frontier as the main instigators of chaos. They continue to pass no comment on their role in the destruction of Outpost C-91. It is also unclear if there is any truth to the claims they were funded by Central Command, but it seems increasingly likely that, since the escalation, they have found themselves powerful benefactors.

They seek, above all, to destabilise Federation control over the DMZ by attacking infrastructure and causing chaos. More and more, they go head-to-head with the Maquis. While they primarily employ insurgency tactics, they have ships of their own, though these are enough to threaten freighters and shuttles - not a starship.

The New Maquis

Formally just called ‘the Maquis,’ this organisation follows in the footsteps of the one formed and destroyed in the 2370s fighting for the rights of Federation citizens abandoned by treaties with the Cardassian Union. With Starfleet perceived as ignoring the region anew after Mars, and Cardassian violence and involvement increasing through the True Way, locals of the DMZ have once again taken up arms for their home. Many of them express that Starfleet spent the last two years more interested in playing nice with Cardassia than uprooting the True Way as they killed Federation citizens, and now it’s time to strike back.

They consider the presence of many Cardassian residents of the DMZ to be an ideological threat or a direct security risk. While they do not target civilians directly, they are prepared to sabotage their way of life enough to drive them out. Primarily, they strike against any target they consider could provide a military advantage to the True Way or the Cardassian Union. They have also not limited their operations to Federation space, making increasing forays across the border to sabotage Cardassian military infrastructure.

While they only have a small array of ships, largely used for transport rather than combat, and are incapable of facing any but the True Way head-on in a fight, it is unclear from where the Maquis have gathered their equipment. Starfleet Intelligence suspects malcontents have spent the past decade stealing Starfleet equipment, unsecured under lax security protocols during the downturn, in anticipation of a return to hostilities.

In Play

  • The former Demilitarized Zone is Federation territory largely left alone for over fifteen years. It is a disparate region of people who feel they owe the Federation little and would prefer to go their own way.
  • Now it has become a powder-keg, with insurgent groups clashing, civilians caught in the middle, and the Cardassian military eager to demonstrate they, and not the Federation, can keep the region safe. While many people can traverse it safely, insurgency attacks are not uncommon from either the Maquis or the True Way.
  • Cardassians who live in the DMZ are an unknown factor for any Starfleet captain. They might prefer life under the Federation or want protection from the True Way or Maquis and cooperate. Or they might resent living under Federation rule and sympathise or actively support the True Way. Proceed with caution.
  • Federation citizens in the region remember they or their families were betrayed by Starfleet before. They refuse to let it happen again, and so are often unwilling to accept or give help, and in many cases are sympathetic to the new Maquis. Starfleet wants to restore their confidence in the Federation to cut off the Maquis’s support structure.
  • The True Way sees anyone who does not support returning these worlds to Cardassian control as the enemy. They will steal resources from civilians, attack Starfleet and the Union alike, and try to recruit from Cardassian residents.
  • The Maquis seek to drive Cardassians out of the DMZ. While this mostly applies to Central Command, this can also include Cardassian residents. They rarely target civilians but may try to make their lives difficult to drive them back voer the border.
  • Cardassian Central Command is eager to involve itself in the DMZ. Ships with the slightest diplomatic excuse will cross the border to help Cardassian residents or particularly to hunt down the Maquis, or even the True Way. While this may lead to cooperative missions with Starfleet, some Guls may try to go it alone and enforce Cardassian justice.