Guide to Citizenship

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Republic of Biesel

Visa Requirements

  • No application fee.
  • Loose background check.
  • Lasts up to 6 years for work visas, up to 3 months for tourists and visitors.
  • Tourism visas are easy to acquire.

Citizenship

  • Must have lived in Republic of Biesel for at least 2 years (if not a IPC), or having served in Tau Ceti Foreign Legion for at least a year.
  • Able to speak Tau Ceti Basic.
  • By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.
  • A ceremony where you pledge loyalty to Tau Ceti.
  • Dionae have additional requirements that need to be met to apply for citizenship. They can be found, here

Note

  • You have to choose between a Sol or Biesel citizenship if you were a Tau Ceti resident in 2452 - if you have not moved out in 2 years after Tau Ceti's declaration of independence, your Sol citizenship is invalidated.
  • On December 3rd 2464 many were forced to elect to pursue either a Biesellite or Solarian citizenship if they reside on either Mictlan or Port Antillia. There is a twelve-month grace period following this, and those that wish to maintain Solarian citizenship must adhere to visa requirements for the Republic of Biesel should they wish to work or reside within it on December 3rd 2465. They do not need to meet any requirements to get Biesellite citizenship if they were born on either of the aforementioned planets.

Sol Alliance

Visa Requirements

  • An application fee of 600 credits.
  • Lasts up to 2 years for work visas, up to 3 months for tourists and visitors.
  • An interview about your background and reasons for coming into Sol Alliance space. This interview is known to be very strict, and many visa applications are denied - but experienced specialists and businesspersons have preference. The interview is not required for Skrell.
  • Documents proving your reason of stay in Sol space - education certificate, proof of relatives in Sol, etc., or a visa recommendation from a certified Solarian diplomat.

Citizenship

  • Must have lived in Sol Alliance for at least 5 years.
  • Disallows dual citizenships except with Eridani Federation. Getting a Sol Alliance citizenship makes your other citizenships invalid. Applicants who wish to keep their citizenship are able to apply for residency.
  • Applicants applying for residency must live in the Solarian Alliance and have gainful employment and/or be enrolled in school, either through existing programmes or as an individual.
  • Must speak Sol Common fluently.
  • A background check. Must also have not have committed any crimes during your stay in Sol Alliance space.
  • A test on Sol Alliance law and history.
  • Tajara and IPCs need not apply.
  • As of 2463, any citizen wishing to renounce their citizenship must pay a fee equal to 15% of their annual income. Failure to pay this fee means the renouncement will not be recognized as valid by the SCC. This measure does not affect dual citizenship with the Eridani Corporate Federation.
  • As of 2463, any citizen that is a former employee of an SCC affiliate who leaves the Alliance for work must maintain a Solarian Citizenship and residence, and will be subject to all taxes to their property and income typical of a citizen working within the Alliance.

Eridani Corporate Federation

Visa Requirements

  • An application fee of 600 credits per month of stay.
  • Indefinite duration as long as it is paid for.

Citizenship

  • An application fee of 750000 credits. You may receive discounts by working in Eridani Federation space, which can potentially reduce this fee to zero after several years of work.
  • Must sign an Eridani Federation citizenship contract.
  • Allows dual citizenships.

Republic of Elyra

Vaurca are not allowed to enter Elyran space.

Visa Requirements

  • An application fee of 250 credits.
  • Lasts up to 4 years for work visas, up to 3 months for tourists and visitors.
  • Documents proving your reason of stay in Elyran space - education certificate, proof of relatives in Elyra, etc.

Citizenship

  • Must have lived in the Republic of Elyra for at least 3 years.
  • Must speak Elyran Standard proficiently.
  • A background check. Must have not committed major crimes during your stay in Republic of Elyra.
  • By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.

Empire of Dominia

Synthetics are not permitted entry into Dominian space. Current Dominian state policy is to deport synthetics found in Dominian space, but destroying them is not illegal nor uncommon either.

Visa Requirements

  • An application fee of 320 credits.
  • Lasts up to 5 years for work visas, up to 6 months for tourists and visitors.
  • Thorough background check.
  • Must not own synthetics.
  • Skilled workers have preference.
  • Tourism visas are easy to acquire, but require an escort at all times by a Dominian citizen.

Citizenship

  • May be invited to become a citizen by at least two members of a Great House who are House Nobles or higher, as well as a Priest or Priestess of the Tribunal. This also makes you an affiliate of said Great House.
  • Citizenship can also be earned by serving in the Imperial military for five years.
  • Citizens must swear an oath of loyalty to Goddess and Emperor.
  • Thorough background check.
  • By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Does not allow any dual citizenships.

Coalition of Colonies

A visa is not necessary to visit the Coalition of Colonies.

Citizenship

  • An application fee of 100 credits.
  • New citizens must reside in the Coalition of Colonies for at least 2 months out of the year for five years.
  • By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.

While these requirements hold true for most planets within the Coalition, the planet of Konyang has it's own requirements, which it refuses to compromise on. Konyang's requirements can be found here.

People's Republic of Adhomai

Visa Requirements

  • An application fee of 150 credits.
  • Lasts up to 4 years for work visas, up to 6 months for tourists and visitors.
  • Background check performed by government officials.

Citizenship

  • Any Tajara, despite their origin, is able to request citizenship, as the People's Republic claims that all members of the Tajaran species are its rightful citizens.
  • Allows dual citizenship. However, Republican citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Democratic People’s Republic of Adhomai, and New Kingdom of Adhomai's citizenship.
  • Non-Tajara are able to apply, but the applicant must be accepted by various governmental committees and pass a thorough background check.

Democratic People's Republic of Adhomai

Visa Requirements

  • An application fee of 150 credits.
  • Work visas, with the exception of those granted for working in Crevus, can only be issue to Tajara.
  • Lasts up to 2 years for work visas, up to 3 months for tourists and visitors. Tourists visiting Crevus can acquire visas lasting up to 7 months.
  • Background check performed by government officials.

Citizenship

  • Any Tajara, despite their origin, is able to request citizenship, as the Democratic People's Republic claims that all members of the Tajaran species are its rightful citizens.
  • Allows dual citizenship. However, Democratic People’s citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Republican, and New Kingdom citizenship.
  • Only Tajara are able to apply.

New Kingdom of Adhomai

Visa Requirements

  • An application fee of 150 credits.
  • Lasts up to 3 years for work visas, up to 5 months for tourists and visitors.
  • Background check performed by government officials.

Citizenship

  • Any Tajara, despite their origin, is able to request citizenship, as the New Kingdom claims that all members of the Tajaran species are its rightful citizens.
  • Allows dual citizenship. However, New Kingdom's citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Republican, and Democratic People’s Republic citizenship.
  • Citizenship can also be earned by serving in the Imperial Volunteer Alam'ardii Corps for three years.
  • Nobility are not allowed to have multiple citizenships. Abdicating any other affiliation is necessary to be granted a title.
  • Non-Tajara are able to apply, but only Tajara can be granted nobility titles.

Izweski Hegemony

Feudal government is always an arrangement between individuals, not between nation-states and citizens. Citizenship as it is in the rest of the galaxy is a relatively alien concept to unathi, and they've had to awkwardly integrate it into their existing systems; modern citizenship only comes into play when interacting with other civilizations outside the Hegemony.

Visa Requirements

  • Applications are handled by Lords (or officials working on their behalf) and fees vary; usually between 0 - 2,000 depending on how the Lord wishes to control an influx of new arrivals to their fief.
  • A Hegemonic work Visa outlines a set number of hours you owe your Lord alongside the regular work you are doing with a Guild. This means that you owe X hours of labor directly to the Lord that they can call on you to do at any time. (Consider this a form of on-call community service.)
  • Documents proving that you are an upstanding person worthy of entering a Contract with a Lord; criminal records, work histories, etc. Your mileage may vary.

Citizenship

Feudal Citizenship

  • Citizenship can be given by any Lord within their territory, and such granted citizenships are always recognized by the Izweski.
  • If born to Hegemonic citizens, you inherit the citizenship status of your Clan-Lord, father, or mother, in that order, until you are 18 and negotiate your citizenship as a legal adult.
  • The same requirements as a visa
  • Feudal Citizens are obligated to their lord, and must be able to fulfill X hours of labor a month, or be called into the local Levy.
  • Feudal Citizens cannot be dual citizens.
  • Feudal Citizens are comprised of Unathi peasantry, mostly found on Moghes.
  • Guwans cannot be citizens, and becoming one strips you of all your legal rights, making anything you do ad hoc with no legal protections.

More information about feudalism and society can be found here.

Izweski Citizenship

  • Izweski Citizenship must be applied for at any establishment representing the Hegemonic Master of Rivers, with an application fee of 500 credits.
  • Izweski Citizenship releases one from any obligations to local lords, instead obligating them directly to the Hegemon.
  • Applications must state a reason for applying for Izweski Citizenship, such as migrating out of the Hegemony, or wishing to work around the spur.
  • The same requirements as a visa are needed.
  • Izweski Citizens can become dual citizens.
    • Under Solarian Law, Ouerean humans who have an Izweski Citizenship must forfeit their alliance citizenship.
  • Officially recognized as Hegemonic citizens by the other powers of the spur, and needed to travel/work outside the Hegemony as a legal citizen of it.
  • Izweski Citizenship must be renewed every 2 years by Izweski consulars or other diplomats.
  • Izweski Citizenship is automatically given to residents of Ouerea, and the nobility.
  • Guwans can not be citizens.

Stateless Unathi Citizens

As a result of the mess of trying to integrate the feudal system with a modern version of citizenship, there are many individuals who do not fit into either category, or any state citizenship at all. These are referred to by many as Stateless Citizens, the most notable group of whom are Guwan. Their treatment varies from location to location, but in the Republic of Biesel, and by extension aboard the SCCV Horizon, the law states the following.

  • Stateless Unathi Citizens are to be considered to still hold their previous citizenship for all matters of deportation or criminality.
  • Stateless Unathi Citizens are not afforded any protections that may be offered to those of their previous citizenship.
  • Stateless Unathi Citizens who acquire citizenship in the Republic of Biesel, or another recognised state, will no longer be considered to fall under this category.

Nralakk Federation

Visa Requirements

  • Application fee of 200 credits for non-priority work visas, no application fee for priority visas or visitor visas.
  • Extensive background checks for worker visas, average background checks for visitor visas, minimal background checks for visitor visas to Qerr'Malic.
  • Work visas last for ten to twenty years. Visitor visas last for a year. Qerr'Malic visas last for three months.
  • Interviews for both visas can be done at the nearest consulate or embassy, holo-vid interviews are available if this is not possible.

Citizenship

  • Must have lived in the Federation for no less than five years.
  • Must be able to read Nral'Malic at the minimum. If applicants are biologically unable to speak Nral'Malic, an on-person translator or translator implant is enough.
  • Does not allow dual citizenship except with the Co-operative Territories of Epsilon Ursea Minoris. Applicants who wish to keep their citizenship are able to apply for residency.
  • Applicants applying for residency must live in the Nralakk Federation and have gainful employment and/or be enrolled in school, either through existing programmes or as an individual.
  • Must pledge allegiance to the Federation and must forswear any previous morals or activities that are considered negatives by the Federation. Only applies to citizenship applications.
  • Must go through a rigorous series of background checks, civics knowledge tests, and a personality interview with a 90% or above approval rating.
  • During the application process, applicants will be given a probation officer to liaise with who will monitor their activity. Behaviour that is deemed unacceptable by Federation standards will invalidate your application. This probationary period will continue for up to two years after citizenship/residency is received.
  • C'thur and Diona receive the same citizenship as Skrell due to their status as integrated secondary species, and other species receive a 'Non-Secondary Species' variant citizenship that comes with a fixed Social Credit System category. Those with residency are given the same SCS category. IPC's are illegal within the Federation.
  • Nralakk citizenship cannot be renounced by Skrell, as the Federation considers all Skrell to be citizens. Other species can renounce their citizenship; the individual will be banned from travelling within the Nralakk Federation until they undergo a mandatory rehabilitation programme. The individual will also be put on public display.
  • Some nations offer protections to native-born Skrell, but not to those born in the Federation; in the Coalition of Colonies this varies by planet, and the Republic of Biesel requires Skrell not born within the Republic to be enlisted or have been enlisted with the Tau Ceti Foreign Legion. For more details, see below.

Nralakk Federation and Citizenship

All Skrell throughout the Orion Spur are considered citizens by the Nralakk Federation, and the Federation encourages Skrell born outside of its borders to take advantage of this; all Skrell are eligible to apply for a Federation passport, be enrolled in the Social Credit System, and officially become citizens of the Federation. This also comes with its own drawbacks, however, as Skrell born outside the Federation may have protections against official actions by the Nralakk Federation, such as deportation, but officially becoming a Federation citizen puts these Skrell in the same position as those born within the Federation. This policy is at least partially recognised by the other nations of the Spur; the Sol Alliance, as a result of its ties to the Nralakk Federation and its xenophobic attitude, is well-known for supporting this policy, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion before being offered the same protection as its native Skrell citizens, encouraging Skrell refugees from the Federation to enlist. The Coalition of Colonies has no official policy; protections will vary by member planet.