The first steps taken upon the Moon by the Americans we're seen as a triumph by many, but to their enemies - the Soviets - it was a call to arms. The capitalists could not seize control of space! A year - to the day - after the American Moon landing, Soviet cosmonauts planted the flag of the Union in the lunar soil. This was followed by an announcement by the USSR that they would take the next leap in the Space Race - the commissioning of the Yuri-1 project, a plan for a moon base, similar to those on Antarctica. This announcment stunned the world. Many analysts concluded that the Soviets were simply bluffing. Most people West of the Iron Curtain thought the Soviets were insane.
John Fitzgerald Kennedy was not one of these people. He had pledged an oath to uphold American values against the threat of Communism, and any moves that the Soviets made to get out of their Containment had to be countered. Cuba had been one attempt that the free world had countered, as was Korea. Now the Soviets were trying to move into space, and they had to be countered. America announced a similar project - Plan "Aldrin" - a month after the Soviets. It seemed the Cold war was heading to space. And it did. The first modules for both bases landed days apart from each other. By 1973, both bases were complete and operating, but this was just the start of the global space race.
European astronauts were operating on their own moon-base within the decade, as were the Chinese.
By 1984, the Moon was home to the first permanent settlements, settlements that focused on capturing and refining Helium-3 for fusion experiments on Earth, in addition to serving as a military outpost and an prestige symbol for the colonizing nation.
1985 would see the first men on Mars and in their wake, more bases, this time serving as a second home for many in addition to the tons of ores and scientific data.
Unfortunately, these products only served to stoke the embers beneath the Cold War. Successful fusion only caused more debates over the access to both the Tech and the Helium needed to power humanity for eternity. Ore from Mars and the Moon was refined into tanks and bullets. Humanity - at least in its cradle - was unsustainable.
The mushroom clouds grew over the cities of Earth on November 5, 1992. The lights of Earth continued to glow for a year, until they slowly faded into the darkness.
It is January 1, 1993. The Orphans of Earth are still in shock - struggling to survive the loss of their homeworld. Colonies have been reduced to whatever they can make themselves, and jury-rigging the rest. While the Earth lies dead, it seems mankind will continue to live - at least for now. The lights of civilization still faintly glow upon the Moon and Mars, space shuttles still fly and mining operations are still active. The wounds of the past - those colonies or bases that were destroyed by the Last War - still blacken the rust of Mars and darken the grey Moon, but even in these ruins of the past, treasures lie waiting for the adventurous or desperate. Even though the home is dead, perhaps Humanity has left it's home behind, headed into the cruel, dark future.
So, since Earth is useless, your colonies have to work with what they have. Each colony had a purpose to the homeland and this pretty much determines what they have. Please note that this isn't a list of buildings that you can build, these are just attachments or specialized tools that your colonies have access to.
Colonial Attachments: (limit 1)
- Large Aquaculture: While most stations have a simple aquaculture system to sustain their population, your colony is a major producer! You have a food surplus that you can trade, but all of this cultivation requires a large labor force. (Food Production Level is set to Surplus, Military population is limited to .5 percent or lower.)
- Heavy Industrial Equipment: Most stations are not able to produce raw resources from the surrounding environment, but you colony was built for this kind of work. You can produce not just raw materials, but refined resources and tools. But this equipment requires a lot of space - space that cannot be used to farm (Food Production Level set to Subsistence or lower, Industrial Production set to Surplus or higher.)
- Barracks: Most stations have some form of formal/informal armed militia, your station has - or is - a fully equipped and staffed military barracks. Of course, these soldiers aren't very willing to do "common" work like farming or industrial work. (Military population limited to 10 percent or lower, Food Production level set to Subsistence , Industrial Production set to Maintenance)
- Colonial Government: While other colonies have specialized in the fields of resource collection or militarization, your colony has chosen to host skilled bureaucrats and politicians. While they aren't going to make the crops grow any faster or machines not rust, they can motivate the colonists to perform their jobs with more zeal. (Food Production level set to Small Surplus, Industrial Production set to Good Maintenance, Military population set to 1% or lower.)
- Gas Gulper: One of the few inventions that is native to the colonies, the Gas Gulper is a vehicle that specializes in the collection of the all important Helium-3. (Industrial Production set to Helium-3 Surplus - A specialized production that essentially makes you energy independent and able to export.)
- Research Labs: As the interest in space grew, off-Earth research bases - both private and public - grew as well. These stations have mostly been shuttered or transformed into other types of settlements, a few stragglers remain. (Industrial Production set to Experimental - You are able to produce a small amount of newly designed equipment. Military population set to .01 percent.)
Industrial and Agricultural production are set on the following ranges:
Industrial Production: Mothball -- Maintenance -- Good Maintenance -- Surplus (Helium-3 and Experimental production exist alongside this spectrum)
Agricultural Production: Below Subsistence -- Subsistence -- Small Surplus -- Surplus
If you are allowed, you can choose to reduce one range to increase the other. For example, I could choose to mothball my industrial production to get a small surplus into a true surplus, but the mothball will reduce my ability to produce and repair non-food items to almost nothing - the reverse can also be done, but with the side-effect of forcing rationing and starvation. You don't want to be stuck in either state for too long.
- Code: Select all
[b]Colony/Station Name:[/b]
[b]Government Type:[/b]
[b]Attachment:[/b] (See above)
[b]Leader(s):[/b]
[b]Location:[/b] (Choose a location on Mars or the Moon)
[b]Population:[/b] (Please keep realistic...)
[b]Military Population:[/b] (Depends upon your attachments)
[b]Industrial Production:[/b]
[b]Agricultural Production:[/b]
[b]Primary Import(s):[/b]
[b]Primary Export(s):[/b]
[b]Brief (Paragraph) Description of your station's history:[/b]
[b]RP Example:[/b] (Either a link to one of your previous RPs, or a good example of your RPing style.)
1970 - Do not remove. This is so I/co-OPs can find your apps.


