With defense at the center point of Fenvarian doctrine and architecture, this idea has often bled over into other aspects of their life. Unsurprisingly, this need and priority on defense has led to their systems, planets, and territory to be highly defended that is both artistic and deadly. Their defensive grids are often have overlapping fields of fire and multiple strong points, at key locations. These fortifications are often manned by the local Home Guard units or depended on the importance of the area by Trooper garrison units.
Space borne defenses
Automated Sensor station: A remote automated sensor station that is used to track incoming ships or objects. These are also one of the common types of sensor station, often are usually located in remote areas, spread across hyperlanes, or littered throughout the systems. Automated stations are typically quite small and armed with the best sensor equipment that the Fenvaria can field. They also come with some countermeasures, however not many as these stations are not expected to last long in a fight. These stations are manned by a single AI core.
Sensor station: A manned version of the automated sensor station, these stations have a crew of five, with a trooper complement of five as well. However, this is highly dependent on the importance of said station. Unlike their automated cousins, regular sensor stations are lightly armed, often sporting light cannons and point defenses. There is a single hangar on the sensor post that houses an FTL capable shuttle as well as four fighters. They also sport a rather advanced AI network as well as advanced network of sensors. These stations are usually located in all systems that the Fenvaria Republic controls, with at a minimum of one per system. Colonized systems can considerably more sensor stations.
Light defense station: The smallest of all classes of defense station, the light defense station serves as one of the first lines of armed defense. These stations are usually placed on the edge of systems to act as a sort of light fortification. These stations are larger than that of the sensor stations, and thus have a larger crew size and complement of soldiers when compared to the sensor stations. When it comes to weapons, these stations are armed with light weapons, a mix of autocannons, lasers, and missiles. LDSs also have a considerable number of point defense emplacements. These stations also have a larger hangar bay that has FTL shuttles and a squadron of fighters.
Medium defense station: The most common type of defense station used by the Republic, the medium defense station serves as the jack of all trades sort of station as they can usually hold due to the increases in armor and weapons. These stations are scattered throughout the system and make up the bulk of the defense network, these stations are usually set up in groups of four to increase their effectiveness and increase saturated fire. Like that of the light defense station, the medium defense station has a larger crew and complement of soldiers. As for weapons, the MDS has a mix of autocannons, heavier autocannons, heavy kinetic cannons, lasers, and missiles. These stations, as to be expected also come with numerous point defense emplacements, as well as several hangers that house multiple FTL shuttles and several squadrons of fighters.
Heavy defense station: By far, the most heavily armed and armored stations, the heavy defense platform serves as a spacebrone fortress. Due to its heavy armor and impressive array of weaponry. Heavy stations are usually placed in highly important areas that have a significant strategic value, this could be colonies, trade lane intersections and the core region of systems. These stations are also supported by several smaller defense stations, usually a mix of the light and medium platforms. The heavy platform is considerable armed, sporting first a capital grade cannon. Then this weapon is supported by numerous heavy kinetic cannon, autocannon, laser, and missile emplacements. Then finally the station is bristling with point defense placements. The station also houses several massive hangar bays that can fit two squadrons of fighters in them as well FTL capable shuttles for the crew to escape on.
Fenvarian Architecture: The architecture of the Fenvaria Republic is considered typical for your militarist nation, each city is to act as a fortress, with areas already zoned for artillery, mortars and other long range weapons. Streets are designed that each street has to be taken block by block, parks double as marshing grounds, intersections are designated as kill zones with tall buildings that overlook it, and so on. However, the major thing that is different about the architecture of the Republic is that most of the cities are built vertically, or have a more vertical fashion. So there are hundreds and hundreds of skyscrapers, apartments, and condos in Republic cities. Then each of these buildings would have underground orbital bombardment shelters and bunkers. As well as weapons lockers and small armories for the occupants of the building that wish to take up arms. So they can assist the Home Guard and the Army in defending the city, or for the Home Guard or Army to resupply.
As mentioned before, Republic cities are designed to be rather difficult to invade and take, as each city is designed to be one massive fort or bastion. The city is then cut into five sections, Core Section, Alpha, Bravo, Charlie, Delta. Each one of these sections is then cut into five more sections, a core section then each of them given ‘roman’ numerals, I, II, III, IV. Then again these sections are split up into five more sections, with a core, then each section around it is given a lower case letter, a, b, c, d. So a proper call out for an attack on a section would be Core, I, b.
The Core section or the ‘Keep’ of the city is a mix of military buildings, governmental buildings, and so on. This is meant to be the heart of the city is a central location where all political functions are held. These buildings also extend massively underground with shelters, bunkers, ammo depots, underground factories, hydroponic farms, water reservoirs and other facilities. This is done to help ensure that the defenders can still supply themselves with food, water, war material and other material in hopes that reinforcements would arrive before these materials would run out. It also will serve as the main command center for the city’s defenses, however these facilities are located deep underground in layers and layers of reinforced concrete, steel, blast absorbent materials and other materials.
As for the other sections they are a mix of residential buildings, factories, market places, commercial zones, and other items. The cores of these districts would act in the same way as the core of the city, however, they will be on a smaller scale due to them governing their section. The cores of the sections would act as a command center for that district and would answer directly to the central command of the city and so on down the relay of command. In theory this it to help with the possibility that each section would likely be cut off from central command, so having these lower level command centers will allow for soldiers to have a stable line of communication to a central command in lieu of their main central command.
Within the city there are shielding units that protect the important parts of the city, like military bases, major industrial parks and the keep from incoming orbital fire. The only way to take out these generators is to land troops and take the city by force. These generators are hidden deep within the city’s underground section and usually reside in large reinforced bunkers that feature heavy automated security systems as well as their own power supplies. Also these bunkers are guarded by Home Guard forces or Army units with vast armories and stockpiles of munitions, food and water. Assaulting the city’s shield generators, power supplies, water supplies and the city in general are made to be as difficult as possible and to force the enemy down to the surface as often these cities are also overlooking strategic locations and are supported by very large anti orbital defense networks both inside the and outside of the city.
Anti Orbital Complex: These are massive underground fortified positions that extend several thousand meters into the crust of the planet. Often these complexes are built into mountains for added protection, these complexes also are built into the sides of the fjords and around cities or other strategic emplacements. What makes these complexes dangerous is their variable ordnance, as these complexes usually have anti orbital cannons and anti orbital missiles. Along with enough point defense to make one think twice about attacking it directly. On top of this there is also quite a considerable garrison force protecting the facility from a ground invasion. Along with several smaller bunker networks, pill boxes, trenches, and so on. If one was to make there way into the complex they would find a max of hallways all of them with booby-traps, fortified intersections, wall turrets, and bunker like rooms that need to be cleared.