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Mars 2050 - The Red Dawn - OOC/Signups

For all of your non-NationStates related roleplaying needs!

Scheduled RP Length (IRL time)?

Infinity squared.
22
69%
All Summer: (50 - 100 turns)
5
16%
Another Month or 2. (25 - 50 turns)
1
3%
Another week or 2. ( - 25 turns)
0
No votes
I'm already bored with this.
1
3%
Now that we know the rules, lets start over.
3
9%
 
Total votes : 32

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Mars 2050 - The Red Dawn - OOC/Signups

Postby Harkback Union » Wed Apr 26, 2017 4:51 pm

MARS 2050
- The Red Dawn -

OOC & SIGNUPS

Map

Portal to IC

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- PRELUDE -


At the turn of the 21st century, the people of earth have reached unprecedented levels of prosperity and technology. They looked into the future with hope, hope of world peace, clean and sustainable energy along with life extension drugs were just around the corner, only a few of them had doubt, only a few had the courage and information to see the precipice looming in the distance.

After a short era of senseless wars and political strife, the 2020's saw unparalleled worldwide economic growth, fueled by a new global capitalist system reliant on an international electronic currency and the deployment of advanced technologies, robotics, borehole mining, geothermal and solar energy and nanomedicines. Billions were lifted out of poverty, starvation, illiteracy and disease become a thing of the past, much of thanks to united nations initiatives, backed by wealthy countries whom hoped that by raising 3rd world living standards, the millions of refugees gathering at their fenced borders would return to their homeland. The plan worked and the gap between rich and poor became less contrasted, but still very large. All in the meanwhile, Corporations and States grew in power. Press freedoms and privacy rights were curbed in many countries, who's people where too distracted by modern entertainment to care about it.

The issue of Global Warming was also neglected by earth's populace. The UNEA or the "United Nations Environmental Agency" has taken some action in curbing toxic pollution and preserving rainforests, but the the march of global capital seemed unstoppable and CO2 emissions continued to rise, despite wide availability of renewable energy. For most of the 2020's and 2030's, global warming didn't have a significant impact and fossil fuel lobbyist had managed to convince the populace that by abandoning fossil fuels, much of the recent economic development would be lost.

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In this era of peace, the Globe's superpowers have engaged in a fierce technology race. After countless decades of costly wars and interventions, the United States had to realize that it is no longer a world leaders in technology and innovation. Both China and India has built robust and efficient education system and invested heavily in research with the hope of boosting their industrial productivity and solving energy and health problems. The EU, Russia and South America has followed quickly in their footstep, while the US public education system and space program was severely underfunded and on the brink of collapse. In 2025, China has built the first permanent lunar outpost while NASA was just barely able to stay afloat. Realizing the gravity of the situation, The United States government has decided to finally act, by wholesale privatization of NASA infrastructure and its staff, whilst awarding tax credits and subsidies to innovative companies. The Result was a new wave of private space companies. Energy, Mining, Biotech, Telecommunications and Private Security Corporations have launched their own space stations and lunar outposts and US-based corporations soon became one of the largest shareholders in off-world markets...

Most of the off-world development was focused on earth's moon. Its close proximity and abundant resources made its colonization commercially viable. The only other sector that could show a return on investment was asteroid harvesting from across the solar system. A dangerous, but rewarding enterprise that provided raw materials for orbital factories without the extra cost of having them launched into orbit on a pricey rocket. Indentured laborer from across earth's prisons were also being used by State and Corporate programs alike to further increase profits. Radiation shielding is expensive, and so prison labor was employed for maintenance and construction jobs, who's lives were worth little in the eyes of corporate executives and state officials. Eventually, forced labor and penal colonies became a common feature of space exploration and by the late 2030's thousands of these workers have died in accidents and their captive's abuse. Those on earth didn't care much either about the fate of these sinners, as corporate and state media has ensured that only their side of the story is heard...

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- THE YEARS OF DARKNESS -


In 2037, the world was brought to a standstill. The international stock markets have collapsed, spectacularly. Over enthusiastic investment in space has caused a bubble, Several space accidents and failed launches has severely undermined space tourism, following that, the Earth-Moon shuttle companies whom amassed vast fleets of spacecraft to handle the cargo shipments and visitors destined to the moon took a significant hit... meanwhile, cheap prison labor on the moon has allowed for entire cities to be built, without any idea of who will live there or what it will be used for. Investors quickly started pulling out and the stocks plummeted. Risky banking practices and large debts held by governments worsened the crisis. After a few weeks of chaos, the global finance normalized. According to the business press, "there was little cause for concern", off-world markets were still relatively small compared to the juggernauts of Earth's MegaCorps and there were still some profitable lunar enterprises to prop up those that failed... but the faith in the economic system was severely undermined.

Irradiated indentured workers returning from the moon have begun sharing stories of their horrific treatment. Rebel media stars operating underground have also uncovered that many of these workers were well educated engineers and astronauts charged with minor crimes like drug abuse or simply framed for crimes they did not commit. Notorious Hacktivists have supported these claims with stolen corporate documents. The Corporate and State-Sponsored News Networks fought back bitterly, purging from their ranks anyone whom would giver credibility to these allegations and pushing pro-corporate agendas. In the end, the Space corps decided to never again allow their prisoners back to earth, which in turn caused riots and across the moon, most of which were quickly crushed violently.

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However, upon learning from their underground news sources that they would never be allowed back to earth, The crew of a remote asteroid harvesting vessel have successfully rebelled against their captors and jettisoned their bodies from the airlock. Their plan was now to find the largest asteroid they can and Upon arriving back, threatened the world's governments and Megacorps with hurling the massive rock at the International Space Port, one of the largest orbital trade hubs of earth if they do not finally admit their crimes. Their search lasted weeks, before they found a particularly heavy asteroid with unusual characteristics. Since they were getting low on fuel, they decided to keep it. Upon their return to earth's orbit, Their transmission were ignored and fighters were dispatched to obliterate their vessel. Though not all on board agreed with the decision, out of desperation and anger, the rebel captain ordered the asteroid to be hurled at Washington D. C.. The course was set, there was no turning back. By the time the fighters blew apart the rebel ship, the asteroid had deorbited.

ISA, the international Space Administration was in charge of earth's first line of defense. They did not expect the asteroid to actually reach the city. Though it was large compared to other asteroids, it wasn't quite big enough to survive an atmospheric entry, still, just to be sure, their fired several missiles and lasers at the approaching rock... but it would not disappear from radar. The initial awe at the asteroid's integrity was soon replaced by panic, alarm sounds and radio chatter echoed across the ISA control room, coffee mugs shattered, lines were cut. The president of the United States was quickly informed and the US capital was ordered to evacuate. They had 5 minutes before impact, just enough to evacuate the president, leaving everyone else to die.

The impact had the force of a 50 megaton atom bomb and the Capital was completely obliterated, nearby towns were also damaged in the fallout, minor earthquakes were reported from across the globe. In chaos of the aftermath, global finance collapsed again. The United States declared a state of emergency and decided to temporarily cease its interest payments and focus its resources on damage control and evacuating civilians from the impact zone. US bonds worth over 30 trillion credits were now being dumped by panicked bondholders. Other countries declared a state of emergency of their own, others simply defaulted on their dept. Relations worsened.

Many pointed their finger on the ISA, some believed China and Russia orchestrated the attack... but the real story was never told. Eventually, the conspiracy theories gained ground and old hostilities resurfaced. To make matters worse, what many feared for decades, climate change has finally taken shape. Rapid release of arctic methane has cause a sudden spike in global temperatures. Seas rose, forests burned, harvests failed. Weather became erratic and dangerous. All in the meanwhile, the economy was in turmoil. The means of production were in working order, but the financial system was not. The electronic currency lost its value and international trade suffered. Since many countries had specialized and highly automated industry, they were unable to retool and produce for their own people, and so living standards plummeted.

As coastal cities were being evacuated, the more humanitarian governments of earth had already made plans for evacuating threatened cities and re-settling them in camps and new, eco-friendly towns, while carefully rationed food so as to ensure nobody goes hungry in the future. But their plans were soon undercut by the Superpowers of the US, Russia, India, the EU and China, whom sanctioned each other and barred movement of refugees. A new cold war broke out, and not just between the superpowers but conglomerates of rival corporations, further isolating the nations from each other...

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Then, on November 25th 2038, protests broke out across the globe. What was being demanded was peace, and a better life. An end to runuway corporate and state power. In these protests, each superpower saw the other's weakness... one of them decided its time to strike.

Its unclear who started the war, but in the end it did not matter. Billions dead, much of earth rendered inhospitable, Nuclear winter looming on the horizon.

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There were no winners, only survivors. 500 million by the end of the year. Give or take a few dozen million, nobody knows quite sure anymore. No nation was spared in the nuclear holocaust, though no nation was completely destroyed either.

From the Ashes, a new order rose. Garnering reputation from the 2020's and 2030's, outspoken UN officials have rallied the remnants of mankind under a single banner. The Republic of Earth was thus formed, its capital in Rome, one of the few European cities spared by the war and climate change. The Republic has begun the work of restoring critical infrastructure and starting some kind of economic recovery, but separatist groups soon begun popping up worldwide, remnants of armed forces still devoted to defending their nation, often led by commanders driven mad by paranoia and religious fundamentalists whom seek to impose a world order of their own. Not to mention former Megacorps, who have prepared well for the Armageddon and sheltered their trained staff and important assets underground. Though the Republic's initial aim was to restore peace and unite earth, it became quickly apparent that the 2 goals are mutually exclusive. In a meeting of the Republic's regional representatives, the conclave, a decision was made, never to allow earth to be split between warring factions again. - "The Republic must be the sole power on earth, at all cost" - They declared.

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- THE DIASPORA -


With each country stabilized and cleansed of corporate corruption, the Republic itself became corrupted. As time passed, the megacorps of the united territories have begun covertly influencing politics, buying favors, seats, rights. It wasn't long before the Republic became an authoritarian corporatist megastate, not very different from those of the past and many old supporters were disillusioned. The skies were dark and acidic, and so were the rivers and lakes. Everywhere one went, nature was in disarray, or completely dead and lifeless. Most species have gone extinct, save for those most common and those safely harbored in the zoo's of earth's last cities. In these cities, life was still somewhat tolerable. The Republic of Earth has made sure basic needs are met and that the population is content, but, freedoms are few and closely monitored in the name of peace. Most can remember the glory of their past, to which their current existence pales in comparison and remember their dreams of space travel and exploring the universe.

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Meanwhile on the Moon... those stranded in space during the nuclear war settle in the half-finished lunar settlements, Lunapolis, they call their city. Freed laborers, asteroid miners, traders, former corporate mercs, scientists and a handful of multi-billionares live here, some having fled earth shortly before the war. The city is run by a cartel of traders supplying Lunapolis with smuggled goods from earth, Mercs protecting the city from itself and scientists, keeping the various hi-tech equipment operational so that the city doesn't go dark. Built underground in a pressurized cavern, Lunapolis is safe from harmful radiation and toxicity and is in many ways more habitable then earth, especially since its citizens are much freer, though also less safe from crime. Still, the city acts as a beacon of freedom in the solar system and is the base of operations for anti-Republic media, hence why the Republic has decided to embargo the Moon, threatening to shoot down any unauthorized spacecraft entering earth's atmosphere.

In the year 2050, for a brief period of time, the Republic's grip on earth's populace loosened. A movement withing the Republic's ranks has called for restoration of freedom and ceasefires with dissidents and separatists, along with an ambitious space program aimed at finding a new home for mankind, or at least, a new hope for mankind. Though many argued such a program would be a waste of resources, the truth was, there were plenty of abandoned spacecraft, fuel and colonization equipment left behind by the space craze of the 2030's. Much of this material the Republic has quietly sat on, plotting to one day invade the moon. Now, this wealth of material is seeking Volunteers for its groundbreaking mission, set by none other then the conclave: COLONIZE MARS. Corporations, adventurers, rebels, former astronauts, scientists and folks from across the globe flock to the rebuilt ISA center for training and volunteer work. Those most talented and skilled, or wealthy enough to buy their way in will be granted a retrofitted colony ship and a team of 100 colonists, along with needed equipment and funds.




ISA APPLICATION FORM

Code: Select all
[b]Name[/b]:
[b]Sex[/b]:
[b]Date of Birth[/b]:
[b]Appearance[/b]:
[b]District[/b]: (Country of origin)
[b]Biography[/b]:
[b]Education[/b]:
[b]Current occupations[/b]: (In case you are working for a corporation/government)


Note: If you do not wish to lead a colony, but instead take another role in the RP, Write me a Telegram.

Note: A short faction application form will be released at the start of the IC, allowing players to choose starting equipment, colonists and a landing site. But that doesn't mean your ISA application is irrelevant. Your character alone can have great impact on the technologies and ideology of your people along with your relations to the Republic, the Corporations and the Lunar Cartel.
Last edited by Harkback Union on Mon May 08, 2017 1:41 pm, edited 28 times in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 6:22 am

The Mechanics

Only relevant to those whom wish to lead a faction. You may sign up for other, Mechanics-free roles. Please TG me if you are interested.


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Feel free to skip past general information and filler text. Warfare and technology are not particularly important at the start of the game either. Crucial rules for new players can be found under MARS/Rules, RESOURCES and COLONIZATION.

- MARS -


General Information

Mars, the Red planet. Surface temperatures range from 20 degrees C° in the early afternoon equator to -157 C° around the poles. Air pressure is 0.6% of earth's and gravity is 3.7 meters per second squared, roughly A third of that on earth. Atmospheric composition is 96% CO2, traces of nitrogen and water can also be found beneath the surface, providing the basis of agriculture. The Day night cycle takes 24.6 hours and martian orbit lasts 1.88 years.

After decades of planning, In 2035, the first martian expedition was launched with international backing. Hopes were high, probes have found frozen water across deep beneath the surface and long-term plans were made to terraform mars into an inhabitable planet with oceans and breathable air. As first stage of the plan, the martian settlers have built a self sustaining settlement powered by a nuclear reactor and begun prospecting the martian surface for minerals and future base sites.

In anticipation of a colonial fervor Martian surface has been divided into large regions. The colonists's have also charted each region's underground reservoirs of water and ore which the ISA has made available to the public. Traveling between these regions however is no easy task. Martian terrain is a nightmare to navigate. Deep canyons and mountain ranges separate the regions, although low gravity helps overcome some of these obstacles, it also means reduced vehicle stability, driving too fast can cause rovers to drift off-course and fall into ditches or tip over in the rocky terrain.

One year after their arrival, the colonists have made a remarkable discovery, however, by this time, earth was already in turmoil. The nuclear war has left the martian settlers completely cut off from earth.

Post-war attempts at restoring contact with the martian base by the ISA and Lunar Cartel were futile...

-

Rules

TIME on mars is still measured in earth years. 1 Year means 1 turn in the game mechanics.

Each colonizing FACTION should publish their progress reports once a year, which should indicate what regions they control and what assets/units they have amassed in each region. Additionally, resources and finances should be accounted for, along with any new investments being made.

Each REGION has a wealth of resources and Huge tracts of land to build on. There is no limit to the total number of colonies and facilities that can be built per regions, but each colony and facility must be supplied with its input resources in order to operate.

By decree of the Republic, the RESOURCES of the great martian regions are to be shared between all mankind. Any faction can build anywhere they want, as long as the site is not already occupied by someone else. Note that when building using IP, you must also have railway connection to the target region.

By default, no regions may exchange resources with any other regions, or make investments elsewhere due to the difficult terrain. However, by investing in INFRASTRUCTURE, connections can be made between regions, allowing goods, services and investments to freely flow in between. Except for, those in control of the infrastructure may regulate who gets to use it. Multiple connections of the same type can be made between the same regions by different factions.


- RESOURCES -


The Resources required for martian colonization come in distinct types:
Accumulative resources - Fuel, Military Supplies and Money can be stockpiled freely by all factions. These resources are considered to be untouchable and can be deployed/traded without restriction. There may be additional such resources discovered in the future. Surplus money should be added to the stockpile while expenses deducted.

Temporary resources - Water, Food, Ore, Energy and Carbon do not accumulate. You must make sure your income equals your exceeds your expenses. If you have a deficit in any resources, you must state which colonies or facilities are being undercut as these will be forced to shut down. Your surplus is by default simply wasted if not spent, but to cut your losses, you can trade it to other factions or sell it in off-world markets.

Investments - Industrial Production, Research and Media power are not traditional resources, but material and intellectual progress that allow for projects to be launched. More about this under colonization and Mass Media.

Population - To build new colonies, you will need to hire settlers from earth or the moon. Each population however has distinct characteristics, therefore in case of each colony you must keep track of whom are inhabiting it. Some types of population may boost productivity, while others are more prone to rebellion. In any case, each colony will require 1 Food to keep its inhabitants citizens alive and well. In addition, colonies may require input for their industrial or commercial activities.

Contentment - Finally, Each Colony has a contentment level (individually!). This can be 0, -1 or -2 or "Content, Unhappy and Very Unhappy" and so on, and in rare cases, contentment can reach positive levels. By default, Contentment is set to 0 and you need not worry about it too much. However, if you are unable to supply your colonists with food, contentment will drop by 2 which is not good.. Different types of populations react to this in their own way. As time advances, Crime, Health issues and psychological impacts might also lower contentment. These effects can be negated by building the right facilities.

Reputation - Oh, and one more thing. Each Martian faction has reputation across the solar system. Though not accounted for through mechanics, your actions can influence the world's opinion of you, damage or improve public relations. The consequences of bad reputation can range from trade embargo to colonists refusing to your recruitment offers.


- COLONIZATION -


Colonies come in 8 types. Each costs 5 Industrial Production (IP) to build, or 15 bC (Billion Credits) to purchase from earth. Delivery included, but colonists not. Each colony also requires colonists to settle it, otherwise it will be a useless heap of metal sitting idle in the middle of the desert. Purchase of Colonies and Colonists takes 1 year due to delivery, during that time IT MAY NOT BE USED YET. Colonies and facilities come online the turn after they are ordered. Colonies built with Industrial Power can take longer to build. Each turn, surplus IP may be invested in building something, once enough IP has been invested, the colony/facility is built and is ready to use in the following turn, provided you have the colonists required.

Once a colony is built, you should immediately hire colonists from off-world markets to settle. This price includes their trip to mars. You can deploy the newly hired population in any region of your choice to fill an uninhabited colony. On the other hand, colonists without a colony will die over the course of a few years, that would be a waste of money so makes sure it doesn't happen. Not providing colonies with food for prolonged periods of time will also cause your colonists to die, though they will probably rebel by then.

BASES/CITIES are groups of colonies and facilities bunched together. When building colonies and facilities you may decide if you want to create a new base or build at an existing one. EXCEPTIONS ARE, natural resources can be found in pre-determined base locations. Any facility that tries to exploit them must be built at that location and not in any other base. Although there are a few economic benefits from large bases, it matters far more when it comes to warfare. Bases are easier to defend against swarms of raiders but weapons of mass destruction target and damage entire bases. Multiple factions may NOT build in the same base site without mutual agreement.

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INHABITED COLONIES

All Facilities and Colonies have Hull points = to IP cost by default.

Biodome Colony - 5 IP, Takes 2x damage! - Uses 1 Water, 1 Energy and Provides 3 Food (1 of which should feed itself). Food, in this case, also translates to other resources and provisions such as clean air and medical supplies.

These pressurized glass domes are the most livable of them all, but also dangerous to work in. Blowouts could cause massive damage here, and although the reinforced double layer glass can withstand martian storms and even small meteor impacts, the average blow torch could cut through the glass with ease. The Biodome's productivity could be improved massively by terraforming mars.

Mining Colony - 5 IP, has 2x Hull (10 Hull), a source of ore - Uses 1 Energy, Provides 1 Ore.

From the surface to deep beneath, Mars offers a wealth of rare and precious ores, along with more common ones. Thanks to low gravity, mining is not as dangerous here as on earth and yields are high.

Industrial Colony - 5 IP
- Uses 1 Ore and 1 Energy, Provides 1 IP (Industrial Power) OR
- Uses 1 Carbon and 1 Energy to provide 1 bC of income (2 Bc with Carbon Tubes) OR
- Uses 1 Carbon and 1 Energy to provide 2 Supplies (extra munitions used by some troops)

In these industrial centers, ores are refined into useful construction material and parts for machinery and weapons. Introducing robots could allow industrial colonies to operate without colonists at the cost of more energy use.

Service Colony - 5 IP - Uses 3 Energy, 1 Extra Food and 1 IP, Provides +3 bC per turn (+2 bC if there is a space port in base).

These centers of commerce provide valuable services to nearby colonies and visitors. The extra trade going through here requires monstrous amounts of energy and additional provisions and industrial products to sell, but the rewards are measured in the billions of credits.

Scientific Colony - 5 IP - Uses 1 Energy, 1 Carbon, Provides +1 Research

Within the walls of this colony, some of mankind's brightest minds work on unlocking the secrets of new technologies. Each Scientific Colony allows starting a research project. Multiple Colonies may collaborate on the same project to speed up research. When starting a project, divide the total research cost of the technology with the amount of research being produced by the colonies to get the number of years it will take to complete the project. Then, add that number to the current year to get the date when the project is complete. When we reach said date, the technology is researched!

Media Colony - 5 IP - Uses 2 Energy, Provides +1 Media Power

Media Power translates to news, political commentary and entertainment products that help you control the minds of the masses. Media Power can be invested in Media Projects, but unlike research projects, these do not have a finish date. Instead, they provide a constant benefit, or penalty to various factions around the world. Another key difference between media and research is that it can be used offensively against other factions to destroy their reputation and contentment of their people.

Military Colony - 5 IP, has 2x Hull! (10 Hull) - Uses 1 Energy. May train 1 Regular Colonist into 1 military unit per turn, may field up to 5 units, or shelter up to 5 colonists in times of need. Each fielded unit requires 1 Food per Turn!.

SPECIAL RULES: Training a unit takes 1 turn, meaning that by the end of the turn it is ready to take part in local engagements, but may not be moved elsewhere until the start of the next turn.

The Military Colony itself also has 2 Firepower and 1 melee and may not be captured only destroyed. If a military colony is destroyed, the units it fields remains in play for an additional 10 turns, unless a new home base is created for them. The military units can be disbanded to get back their gear along with the colonists that were used during training. These can then be used to settle abandoned colonies.

Military units may garrison military colonies. In this case, They become invincible to enemy fire and melee, but in turn their melee is also considered 0 (except for against infiltrating units) and can only do ranged attack. On top of that, if the military colony is destroyed, all units inside die as well.


Maintenance Colony - 5 IP - Uses 1 Energy

The more facilities there are in a region, the more maintenance they require. Each facility has a small chance to break down, some breakdowns could have catastrophic consequences. Each Maintenance Colony can ensure that 10 facilities in its region are properly maintained (Maintenance capacity of 10, some facilities require double maintenance, which means they count as 2 facilities to maintain!). If there are more then that in your region, you should specify which ones are being maintained, or not being maintained.

Remember, you do not need to have a maintenance colony to have facilities, it is typically safe to assume that for the first 10 years, a facility remains in working order, but as your facilities grow old, you may want to invest in one of these!...


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INFRASTRUCTURE AND AUTOMATED FACILITIES

These facilities do not require colonists to staff them, but there is a small chance for them to break down during storms. Build Maintenance colonies to keep them in order. You can also purchase some facilities from earth, but not all. See markets for more info and prices.

ENERGY

Solar Plant - 2 IP - +1 Energy. Doesn't work in polar regions. Can be always purchased from earth for 7 bC

Wind Plant - 2 IP - +1 Energy. May gain additional output if the atmosphere is thickened. Double maintenance need. Can be always purchased from earth for 8 bC

Geothermal Plant - 2 IP, Geothermal Source - +3 Energy.

Hydrogen Plant - 2 IP - May use 1 Water and 1 Energy to produce 1 Fuel or turn 1 Fuel into 1 Energy and 1 water for the turn.

Nuclear Plant - 2 IP - Requires 1 Nuclear Fuel (special resource), and 2 Water, provides +10 Energy. Double maintenance need.

INDUSTRY & LOGISTICS

Ice Drilling Station - 2 IP - Uses 1 Energy, requires water or carbon ice source, provides 2 Water or 1 Carbon based on source. Can be always purchased from earth for 5 bC.

Weapons Facility - 2 IP - Uses 1 Energy. Allows producing military equipment using IP in any quantity.

Martian Railroad - 7 IP, Martian Motors tech, Built between 2 regions, can be extended to incorporate more regions - Uses 1 Energy per connected region. The 2 regions connected may freely exchange any resources except energy. Costs 2 IP less to build if there is already a Super-Conductor line built between the same 2 regions.

Super-Conductor Line - 2 IP, Superconductors Tech, built between 2 regions - Allows 2 Regions to freely exchange energy.

Space Port - 7 IP, Max 1 for each region - Uses 2 energy and 1 Fuel per turn, allows exporting resources to the stellar market, +1 Bc income per Service/Scientific/Media colony in the region (or in regions connected via railroad).

Comms Center - 3 IP, max 1 per faction per region, Martian Networks - Uses 1 Energy per turn. +1 Media power if there is a friendly media colony present in region. Required for advanced Media projects and allows Technology Sharing.

Water Tank - 1 IP - Allows storing up to 5 water.

Warehouse - 1 IP - Uses 1 Energy per turn. Allows storing up to (in total) 10 ore and/or carbon.

ENVIRONMENT & TERRAFORMING

Atmospheric Furnace - 7 IP - Uses 5 Energy, 5 Water and 2 Carbon. Provides 1 Fuel as a side product and increases atmospheric pressure by 0.05 kPa each year by pumping more Oxygen, Nitrogen and Methane into the atmosphere.

Mars's current pressure of 6 millibars is dangerously low. Even if martian air consisted of nitrogen and oxygen in the right ratio, humans would still be unable to breath it in, or even walk in it without a pressure suite. A single atmospheric furnace is capable of emitting enough heated gas to raise pressure by 0.5 millibars each year, the extra gases also mean a slight improvements to to temperatures due to the greenhouse effect. Once pressure reaches at least 60 milibars, The colonists will be able to take off their helmets and give the martian air a try.

Oceanificator - Undiscovered

Borehole - Undiscovered

DEFENSE

AA Tower - 5 IP, Targeting Computer - Has 5 Hull and 5 Armor. Uses 1 Energy per turn. May defend against a 1 rocket attack each turn or engage aircraft in the region with 7 Firepower during ranged phase of the battle at the price of 1 Supplies.

Perimeter Wall - 5 IP, Max 1 Per base - Has 10 Hull instead of 7, Prevents hostiles from capturing the base until the wall is destroyed. Allows any number of friendly units to hide inside from the melee phase. Stealth Suits can bypass this.

SERVICES

POLYCLINIC - 2 IP, Max 1 Per base - Costs 1 energy and 1 bC per turn to maintain. Removes all negative contentment related to health issues. May instantly heal any units (except vehicles).

TERRAN PARK - 2 IP, Illusion of Earth Tech, Max 1 Per base - Costs 1 Energy and 1 water to maintain. A piece of old earth. +1 Contentment in all of the base's colonies.

FOOD PASTE DISTILLERY - 2 IP, max 1 Per Base, Synthetic Foods Tech - Provides a substitute for regular food. Uses 1 Water, 1 Carbon and x Energy to maintain where x is the number of populations fed with this synthetic crap. Only the base's population and garrisoned units may be fed this way and they will all lose 1 Contentment.

ENTERTAINMENT DISTRICT - 3 IP, Social Psychics tech, Max 1 Per base - Costs 2 Energy and 1 Food per turn to maintain. +1 bC income, +1 Media Power and +1 Contentment.


- TECHNOLOGY -


Although there are already plenty of technologies to help facilitate martian colonization, there are still plenty of n

The March of Science continues on mars! Research can be expensive, but rewarding. There are 5 Categories of Technologies:
BIOTECH
ENGINEERING
PLANETOLOGY
INFOTECH
SOCIOTECH

Each time your faction completes research of a technology, one of the participating scientific colonies may gain expertise in one of the fields of the technology. Indicate this by adding the name of the field before the colony: BIOTECH Research Colony. Or do as you wish, just be sure to somehow keep track of what colony has what expertise. A colony may be an expert in multiple fields. If a colony has expertise in all fields that the technology is linked to, Its research output is DOUBLED towards that technology.

Simple Technologies and Continuous Projects

Prospect for Resources - 2 Research, PLANETOLOGY - Seek out new deposits of minerals and water in a target region. May be repeated. Very small chance of success in small regions. More likely to have results in larger regions.

Explore Anomalies - 5 Research, PLANETOLOGY - According to the previous expedition, there are a number of anomalies around mars worth exploring. As of right now, no such anomalies are known. You may discover anomalies during construction, troop movements and prospecting for resources.

Terraforming Brainstorm - 5 Research, PLANETOLOGY - Invest in researching new methods for terraforming mars. You may suggest your own ideas and negotiate their price with OP when starting this project. Once completed, the new method will be introduced into the mechanics.

Carbon Tubes - 5 Research, ENGINEERING - A strong, lightweight material with industrial and military applications.
Unlocks new units!
Economic Impact: +1bC income from carbon-based industry.

Aeroponics - 5 Research, BIOTECH - An experimental method of growing crops, significantly more energy and water-efficient then conventional hydroponics, but also requires expertise.
Economic Impact: Scientific and Biodome Colonies feed themselves.

Steroids - 5 Research, BIOTECH - A look at potential methods for boosting our colonists health and muscle mass.
Allows applying steroids to our troops in training. Steroids cost 2 bC and increase the unit's health by 1. No unit can be boosted twice.

Martian Motors - 5 Research, ENGINEERING
Military Use: Tanks
Economic Impact: Martian Railroads

Martian Networks - 5 Research, INFOTECH - Unlocks the Comms Center which allows for sharing technologies with other factions, as well as providing a boost to media.

Phobos Syndrome - 3 Research, SOCIOTECH - A study of the psychological and social effects of life on mars.
More Media Projects

Illusion of Earth - 3 Research, SOCIOTECH
New Facilities: Terran Parks



Advanced Technologies

Synthetic Foods - 10 Research, BIOTECH - An experimental method of synthesizing food. The more food produced this way, the more energy and water-efficient the cycle is.
Economic Impact: Food Paste Distilleries

Arcology - 10 Research, Requires Aeroponics Tech - BIOTECH - A new design for pressure-equalized, multibuilding biodomes that allows for more crops to be planted while also providing plentiful living space for those inside...
Economic Impact: If pressure on mars is at 60 milibars or more , Biodomes may be upgraded to Arcologies for 2 IP, and Arcologies may now be built from scratch using 6 IP. An Arcology Uses 1 Energy, 2 Water (1 more water then the Biodome), but provides twice as much food (6 Food). In addition, an Arcology can provide life support for any number of pops in the base.

Arcologies slightly reduce atmospheric CO2 and increase O2 concentrations.

Martian Chemistry - 10 Research, BIOTECH, ENGINEERING - Discover new chemical formulas that make more use of chemicals common on mars.
Military Use: Explosives and Mobile Artillery. Also required for Dropship bombing runs.
Economic Impact: +1 supply output of Factories when making supplies (for the same input).

Social Psychics - 10 Research, INFOTECH, SOCIOTECH
New Facilities: Entertainment District
New Media Project: Knowledge Channel

Nano-Optics - 10 Research, ENGINEERING INFOTECH
Military Use: Stealth Suits
Economic Impact: Research Colonies may consume +1 Water and +2 Energy. If they do so, they produce +1 Research.

Combat Robotics - 10 Research, ENGINEERING INFOTECH
Military Use: Battlesuits and Recon Drones
Research benefit: +10 Research towards Industrial Robotics upon completion.

Industrial Robotics - 10 Research, ENGINEERING INFOTECH
Economic Impact: Automated Industrial Colony - An upgrade to Industrial Colonies costing 5 IP. The upgrade Increases energy use by one but colonists are no longer required to operate the Industrial Colony.
Research benefit: +10 Research towards Combat Robotics upon completion.

Martian Jets - 10 Research, ENGINEERING PLANETOLOGY INFOTECH
Military Use: Gunships and Dropships

Coil Guns - 10 Research, ENGINEERING
Military Use: Gauss Rifles

Polar Colonization - 10 Research, PLANETOLOGY ENGINEERING
Description: Survive in the harsh polar regions!

Targeting Computer - 10 Research, INFOTECH
Military Use: Air Defenses

Subterran Operations - 10 Research, PLANETOLOGY
Economic Impact: Allows upgrading geothermal plants into heavy geothermal plants at the price of 2IP. Heavy geothermal plants produce 5 Energy instead of 3.

Find Alpha Base - 10 Research, PLANETOLOGY
Mission Objective: Investigate the whereabouts of the first martian colony.

Chart New Region - 10 Research, PLANETOLOGY
Description: Map one of the unexplored sectors and mark any potential base sites and anomalies.


Megastructures




- WARFARE -


[img][img]https://2.bp.blogspot.com/-FAO3m0UROdQ/V8cM8S-HPpI/AAAAAAAAh_E/Dw0Rdzfvezozzf5vlECJnxcOn3FIm7lUACLcB/s400/ghostsmars.jpg[/img][/img]


BATTLES

At the end of turns, battles may occur.

(Unlike in previous RPs) Battles do not take place on the regional level. If a region contains hostile forces, they will not engage each other unless given orders to do so. Units may engage other units in their region. In this case, evasion is taken into account first. If the attacking unit has lower or equal evasion to the engaged unit, then the defender may choose to retreat and avoid the fight. Otherwise a battle commences. Bases, lone colonies, facilities in a region may also be engaged. In this case, a battle commences there and there is no option to evade. If there are conflicting engagement orders, the higher evasion units take priority. If the engaging units with conflicting orders have similar evasion, then their battles are merged.

Once everyone is done engaging, Those units that did not engage or were engaged in battles may choose to join any existing battles!

Then, the battle sequence is as follows:
- All sides involved select targets for their units to fire at.
- All fire attacks are simultaneously resolved. (Some fire attacks might requires supplies)
- All sides involved select targets for melee attacks
- All melee attacks are simultaneously resolved.
- If any units are remaining on the battlefield, they may choose to withdraw regardless of evasion.
- If only one of the opposing sides have units/military colonies left on the battlefield, then they may seize control of any facilities or colonies that the battle was fought over. If there are multiple hostile factions left standing, another battle will commence at the end of NEXT TURN.

INVASIONS are special battles that involve an entire Region and involve much more intensive fighting. Invasions require at least 5 units from the attacking side and target an entire region for capture. During an invasion, all units and colonies take part in the battle regardless of their location. Also, The battle sequence plays up to 5 times instead of just once. At the end of an invasion, the victors must agree on how to split the spoils, else the battle will not end. Factions that remained neutral and were not targeted by the invaders are not affected.

Remember, military colonies are immune to capture and must always be destroyed. If there is a hostile military colony left standing in a base, none of that base's colonies or facilities can be taken over.

STAT INFO

- Firepower is the damage a weapon deals before the melee. Remember, for some weapons, need fuel or supplies to be reloaded or to deal extra damage!
- Melee is the damage a weapon deals during melee.
- Evasion is the ability to outsmart and out maneuver the opponents, thus being able to avoid bad engagements and trap enemy units. 0 by default. If a unit is on foot, its gains evasion from its gear. If its riding a vehicle, only the vehicle's evasion counts. Gear evasion is ignored.
- Health/Hull is the amount of damage a unit can survive before death. To regain health, units must return to their home base or to a hospital. They will regain health after 2 turns of rest. All units without vehicles have a default health of 2.
- Armor is the amount of damage a unit can IGNORE during each phase of the battle. Armored units are powerful, but expensive. (Note: Armor is not deducted from individual attacks, only from the sum of the damage the unit receives.). Multiple sources of armor do not stack. Only the highest value armor is taken into account.
- Fuel Need - If a vehicle needs fuel, and if so, how much. Some may require a 1-time fuel investment during construction, others require it when moving.
- Movement - Each unit can cover the distance of 1 region on foot each turn. Vehicles may be able to go further in that time.

Each military unit consists of 3 parts: Weapon, Gear and Vehicle. You must decide what equipment to give units during training, if any. You can make units without any weapons or armor. Later, while visiting friendly military colonies, you can swap your unit's equipment. You may also trade equipment between units. You can assign multiple weapons and gear to the same unit, up to 3 gear and 3 weapons but only 1 vehicle, 7 in total. However, during battle phase each unit may use only 1 weapon and drive 1 vehicle but may use all gear. They can swap gear and weapons between battle phases or leave their vehicle, but not enter vehicle. Between battles and even at the start of battles, units may swap any equipment they carry.

Some vehicles prevent their unit from firing its regular weapons or gear from taking effect.

VETERANCY
Finally, Units may gain Veterancy. Make sure to keep track of how many units your unit killed. After making some kills, they gain a level. There are 3 levels:
0 kill - Rookie (2 HP, no effects)
2 kill - Veteran (3 HP)
5 kill- Elite (5 HP, May use elite weapons)

Pitting your own forces against each other in an epic Battle Royale is a legit way of giving them experience.

WEAPONS LIST

Rifles - 0.5 IP - 1 Fire, 1 Melee - A traditional inexpensive ranged weapon.

Rocket Launchers - 1 IP, 1 Fuel - 1 Fire (5 against vehicle, 2 against Colonies and Facilities), 0 Melee - Designed against vehicles, these rocket launchers do extra damage against large, bulky targets. If provided with 1 supplies, the rocket launchers can be fired during the melee phase as well! The supplies are consumed in the process.

Machine Gun - 1 IP - 1 Fire, 0 Melee - Big, bulky machine guns for people with plenty of ammo. If supplied with 1 supplies, the machine guns can deal 300% damage for a total of 3 fire.

Pulsar Grenades - 0.5 IP, 1 Fuel - 1 Fire or 2 Melee - A one time use weapon, Can be thrown in either the ranged or the melee phase AFTER making a regular fire or melee attack (as an extra attack!). Deals +1 damage against vehicles.

Smoke Grenades - 0.5 IP - 0 Fire, 0 Melee - A one time use weapon, Thrown during ranged phase, takes effect before all other weapons. Shields the unit which uses it from enemy fire, ineffective during melee.

Flamethrowers - 0.5 IP, 1 Fuel - 0 Fire, 5 Melee (-2 Against structures) - Very effective at close range, but after use costs 1 Fuel to rearm!

Blow Torch - 0.5 IP - 0 Fire, 2 Melee - Allows repairing vehicles during combat for 2 damage (Hull) in both phases, or be used as weapon during melee.

Chainsaws/Maces/Battleaxes/Swords/Knives/Shields/Nunchucks/Pikes or any melee only weapon of your dreams - 2 IP - 0 Fire, 3 Melee (-2 Against Hull) - Can only be used by ELITE troops. Remember, you can swap weapons between phases!

Explosives - 1 IP, 1 Fuel, Martian Chemistry Tech - 0 Fire, 10 Melee (Conditional) - Must be used during the melee phase and target a vehicle, colony or facility. Multiple units can be assigned as backup to the team with the explosives, but none of these units may use any other weapons during melee. At least one of these units must survive melee phase for the explosives to be set. The target vehicle, facility or colony is then completely obliterated (unless it somehow has 10+ Hull or Health).

-

GEAR

Thermal Sensors - 0.5 IP, 1 bC - +1 Evasion +1 additional Evasion in polar regions, Max 1 Per unit.

Recon Drones - 1 IP, Combat Robotics Tech - +2 Evasion. Max 1 Per unit.

Engineering Equipment - 2 IP - Allows unit to build entrenchments at current location:
Trench - 1 Turns, 1 Hull - 1 unit can occupy the trench to gain +1 Armor during ranged phase. If a trench is destroyed, the unit within remains unharmed and continues to
Barbed Wire/Fortified Trench - 2 Turns, 2 Hull - An upgrade to the trench. Allows occupants to sit tight during melee, granting them immunity to all melee attacks, but in turn the occupants may not fire any weapons.
Fire Tower - 3 Turns, 3 Hull - An elevated platform that acts as a great vantage point, but puts troops at risk. Up to 1 non-vehicle unit can use the fire tower to make a second fire attack during melee phase! However, if the tower is destroyed, the unit occupying the tower dies as well. The unit inside the fire tower is immune to cannot be melee attacked. Fire Towers can be abandoned or climbed between phases by the defender's units.

Carbon-tube shirt - 0.5 IP and (1 carbon or 1 bC) - +1 Armor

Medkits - 0.5 IP - Allows restoring 1 Health to a unit between 2 battle phases. One time use!

Desert Suit - 0.5 IP - +1 Evasion. Max 1 Suit per unit.

Steel Suit - 1 IP - +1 Armor. Max 1 Suit per unit

Jet Suit - 1 IP, 1 Fuel, Martian Jets Tech - +3 Evasion. May choose to retreat before melee phase. At the cost of 1 Fuel, The Jet suits can relocate anywhere on the planet.

Stealth Suit - 1 IP, Nano-Optics tech - +5 Evasion. Max 1 Suit per unit. Cannot be engaged by units without thermal sensors or recon drones (and even those units have to have higher evasion!). Stealth Suits can bypass perimeter walls and infiltrate military colonies to safely plant explosives, unless at least one of the units present there have thermal cameras or recon drones, in which case a melee only battle will be fought between the infiltrators and any defenders.

Battlesuit - 3 IP, 2 Fuel, Combat Robotics tech - +5 Armor, allows firing 2 weapons during ranged phase! Max 1 Suit per unit!

VEHICLES
If a vehicle is destroyed, its drivers are killed along with it. Your troops can escape damaged vehicles between battle phases.

Rovers - 1 IP, 1 Fuel - 3 Hull, 3 Movement, 5 Evasion. Equipped with solar panels that recharge their fuel cells. Allows the crew to use their regular weapons throughout the battle.

Light Tanks - 2 IP, 3 Fuel, Martian Motors Tech - 3 Fire, 2 Melee, 5 Hull, 3 Armor, 2 Movement, 3 Evasion. Also needs no Refueling. Comes with Fire 3 Gun and can roll over enemies for 2 Melee damage.

Heavy Tanks - 3 IP - 5 Fire, 2 Melee, 7 Hull, 5 Armor, 1 Movement, 2 Evasion, Martian Motors Tech - Costs 1 Fuel to move between regions and 1 Fuel to join battles.

Landships - 5 IP, Megastructures Tech - 10 Fire, 10 Hull, 10 Armor, 1 Movement, 1 Evasion - Costs 1 Fuel to move between regions and 1 Fuel to join battles. Its fire attack can be split between up to 3 targets. Can be occupied by up to 5 other non-vehicle units which can all fire their own weapons while gaining +3 Armor from the cover offered by the Landship.

Mobile Rocket Artillery - 3 IP, 3 Fuel, Martian Chemistry and Martian Motors Tech - 3 Fire, 0 Melee, 5 Hull, 1 Armor, 2 Movement, 3 Evasion. Costs 1 Supply to fire. May provide artillery support to battles in its and neighboring regions without actually moving into battle at the price of 1 supply. The artillery support is worth 3 Fire and can be targeted at any unit. With recon drones, Mobile artillery is allowed to strike any target.

Mobile AA - 3 IP, 3 Fuel, Targeting Computer tech - 3 Fire (5 Against Gunships and Dropships), 0 Melee, 5 Hull, 1 Armor, 2 Movement, 3 Evasion. Instead of taking part in battles, it provide AA support, shielding against 1 Artillery support or firing at 1 Gunships or Dropships across its region. AA support costs 1 Supplies.

Dropships - 2 IP, 2 Fuel, Martian Jets Tech - 5 Hull, 2 Armor, 10 Evasion. Cannot Engage units, only bases. Can be flown without crew. Can other units, from anywhere, to anywhere once per turn. Dropships can deploy their cargo to any ongoing battle anywhere on mars. Can also be used to bomb bases with Martian Chemistry Tech: 2 Supplies = 3 Damage to a colony or facility. The attack itself counts as an engagement however and the dropship can only be attacked by gunships and enemy AA.

Gunships - 3 IP, 3 Fuel, Martian Jets Tech - 7 Fire, 7 Hull, 2 Armor, 10 Evasion, Can only engage other vehicles in air strikes across mars. Air strikes cost 1 Supplies.


- MEDIA -


Your media power can be used to carry out the following projects. Remember, Media projects have no finish date and continue providing benefits as long as you have the requires Media Power.

- News - 1 MP - Earns 1 Bc in ad revenue. Also Provides an objective picture of the world to your citizens and off-world viewers. This will slowly, but surely make them adopt whatever ideology your faction stands for. As long as you run the news, every 5 years, you may brainwash the population of a single colony (your own colony) to be "Loyal to death" to you and your faction. The population of this colony have its contentment forever set to 0 and will never rebel or strike or be in any way affected by foreign media... They will also resist foreign occupation, meaning that they will under no circumstances turn over their colony to the enemy. These colonies cannot be captured, only destroyed.

But, there is a catch. The total number of population you can have brainwashed is limited by your media power. Also, if you stop running News, they might become disloyal.

- Eco Documentaries - 1 MP - By reminding your people all the awful things mankind did to earth, you can gain support for your martian terraforming efforts. +1 bC of ad revenue for each terraforming facility on mars.

- Weather Report - 1 MP, Comms Center facility - Earns 1 Bc in ad revenue every time a facility is destroyed by weather anywhere on mars. Forecasting the weather and letting the public know about forecasted weather is quintessential for the colonization effort. Storms on mars are deadly and destructive, and if the people do not know when the next one strikes, they can easily get caught out in the open, costing martian lives, martian reputation and martian money. Solar panels and Wind turbines are especially vulnerable if not prepared for stormy weather. Letting citizens know about other dangers such as blowouts and resources shortages are also covered in these segments.

- Damage Control - x MP - A constant stream of propaganda aimed at negating the blowback from your latest criminal war. Whenever you lose reputation for any reason, it will be stated exactly how much media power you need to spend to counter the reputation loss. Also works on defending against media attacks.

- Slander - x MP - Note: x stands for any number of Media Power you wish to invest. You can attack another faction on the inter-planetary stage to undermine their credibility and standing with earth. Note that if you have actual evidence of their wrongdoing, you can double the effectiveness of this project.

Weather Reports prevent damages from disasters across your colonies. You can share your weather report with other factions to protect them as well. In fact, a single Weather Report could cover the entire planet.

- Attract Advertisers - 2 MP - Martian colonization ain't exactly cheap. Luckily, you can sell airtime to advertisers to raise a few bucks. The revenues from this depends on the size of your media empire. The base rate is 2 bC per turn, but for every 5 Media power you have, you can add +1 bC to your income.

- Colonial Drive - 2 MP - By showing the miserable folks on Earth how awesome it is to live on Mars, a new wave volunteers can be attracted to the red planet. They will appear on the global market, willing to work for free, you'll only have to cover their travel costs. This means though that the other factions can profit from this campaign as well.

- War Agitation - 2 MP, 10 power to complete - Outright attacking other factions can massively damage your reputation, both home and abroad. Instead, by beating the drums of war and for a few years and fabricating false claims, you can make sure that earth will look the other way as you plunder your neighbors. Unlike other media projects, War agitation takes time to complete. After running for 5 years, you will be able to convince your colonies and armies that the war you planned is just and full of good intent.

- Knowledge Channel - 2 MP, Social Psychic tech - By mixing science with entertainment, we can boost our colonist's enthusiasm about learning knew things. This will also ensure they have the technical insight into how the machines and life support systems around them work, and have a better idea of what to do in case of an emergency. May have the following effects
- +1 Research if per turn if you have no Research Colonies OR
- +1 Research per Research Colony OR
- +1 damage repaired to colonies or facilities per colonist.
You can change which effect applies each turn.
- The Knowledge Channel can be shared with other factions. However, the creator of the project must decide on the effect of the channel and this effect will apply to all factions watching the channel.


- Fin
Damaged colonies and facilities are inoperable and may not produce resources.
The only exception are military colonies which may continue work undisturbed even if damaged.
2 Hull can be repaired per IP and maintenance colonies can repair 1 Hull per turn for free each turn.




Image
Last edited by Harkback Union on Sun Aug 11, 2019 6:27 pm, edited 36 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 11:03 am

This info is outdated. Please refer to IC for region list.


MARTIAN GEOGRAPHY

Region Descriptions

Arabia Terra
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 1: Old Caldera
- 2 Ore source, 1 Water Ice source -
BASE SITE 2: Crater
- 3 Ore Source -

Sytris Major Planitia
Dark Plateau
BASE SITE 3: Valley
- 2 Ore source, 2 Geothermal Energy Source, 1 Carbon Ice -
BASE SITE 4: Cave (Immune to artillery fire and air attacks, No solar Panels)
- 3 Ore Source -


Elysium Planitia
Lowlands:
BASE SITE 5: Underground Water Basin
- 5 Water Ice source -
BASE SITE 6: Nearby Mesas
- 2 Ore Source, 1 Water Ice Source -
BASE SITE 7: Depleted Geysers
- 1 Water Ice Source, 1 Geothermal Energy Source -


Hellas Planitia
Deep Lowlands -
BASE SITE 8: Flats
- 1 Ore source, 2 Water Ice source -
BASE SITE 9: Hillside
- 2 Ore, 1 Geothermal Energy Source -


Terra Sinerum
Deep Lowlands -
BASE SITE 10: Flats
- 1 Ore source, 2 Water Ice source -
BASE SITE 11: Hillside
- 1 Ore Source, 1 Water Ice Source, 1 Geothermal Energy Source -


Tharsis Montes
Mountains: -5 Land Vehicle Evasion, +5 IP Highway Cost, +1 Armor to defender infantry, No purchases possible from earth, Solar Panels cost +1 IP to install, +1 Energy from solar panels.
BASE SITE 12: Caves
- 2 Ore source, 1 Geothermal Energy Source, Immune to artillery and Air attack -
BASE SITE 13: Hillside
- 1 Ore Source, 1 Water Ice Source, 1 Geothermal Energy Source -


Amazonis Planitia
Lowlands -
BASE SITE 14: Flats
- 1 Ore source, 2 Water Ice source -
BASE SITE 15: Flats
- 3 Water Ice Source, 2 Carbon Ice Source -


Acidalia Planitia
Deep Lowlands -
BASE SITE 16: Flats
- 1 Ore source, 2 Water Ice source -
BASE SITE 17: Flats
- 3 Water Ice Source, 2 Carbon Ice Source -


Tempe Terra
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 18: Canyon
- 1 Ore source, 1 Water Ice source, 3 Geothermal Energy Source -


Valles Marineris
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 18: Mesas
- 1 Ore source, 1 Water Ice Source -
BASE SITE 19: Canyon
- 1 Ore source, 1 Water Ice Source, 1 Geothermal Energy Source -


Utopia Planitia
Lowlands -
BASE SITE 20: Flats
- 1 Ore source, 2 Water Ice source -
BASE SITE 21: Small Hills
- 1 Geothermal Energy Source, 1 Water Ice Source, 1 Ore Source, -


Planum Australe
Ice Sheets - Solar Panels have no effect, Requires Polar Colonization tech to settle, All Colonies require +1 Energy (due to extreme cold), All facilities require double maintenance without which they are guaranteed to break down, Colonies and Facilities cannot be deployed from space and must be built with IP.
BASE SITES: None
Water and Carbon Ice can be drilled for in any quantity anywhere on the Poles.


Planum Boreum
Ice Sheets - Solar Panels have no effect, Requires Polar Colonization tech to settle, All Colonies require +1 Energy (due to extreme cold), All facilities require double maintenance without which they are guaranteed to break down, Colonies and Facilities cannot be deployed from space and must be built with IP.
BASE SITES: None
Water and Carbon Ice can be drilled for in any quantity anywhere on the Poles.



Terra Promethei
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 22: Crater
- 5 Ore Source -


Terra Climmeria
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 23: Crater
- 3 Ore Source, 2 Carbon Ice Source -


Aonia Terra
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 24: Hills
- 5 Geothermal Energy Source -


Olympus Montes
Mountains: -5 Land Vehicle Evasion, +5 IP Highway Cost, +1 Armor to defender infantry, No purchases possible from earth, Solar Panels cost +1 IP to install, +1 Energy from solar panels.
BASE SITE 25: Top of the world, Any defenders of this base deal double fire damage
- 5 Ore source -


Terra Sabeae
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 26: Crater
- 3 Ore Source, 2 Carbon Ice Source -


Noachis Terra
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 27: Crater
- 2 Ore Source, 1 Geothermal Energy Source -


Daedalia Planum
Highlands
BASE SITE 28: Plateau
- 2 Ore Source, 3 Water Ice Source -


Hesperia Planum
Highlands
BASE SITE 29: Plateau
- 1 Ore Source, 2 Water Ice Source -


Aonia Terra
Rugged: -3 Land Vehicle Evasion, +5 IP Highway Cost
BASE SITE 30: Crater
- 2 Ore Source, 1 Geothermal Energy Source -


Malea Planum
Highlands
BASE SITE 31: Hills
- 3 Ore Source, 1 Water Ice Source, 1 Carbon Ice Source -





REPUTATION


Faction 1
The People of Mars
Beloved
The Republic of Earth
Good
Dissidents
Tolerable
Megacorps
Poor
Lunapolis
Hated
Underworld
Feared


SPACE MARKETS


BUY/SELL Prices
(For a Year's worth of resources)
(Remember, you can always buy but you need a space port to sell)


Food
1 C / 0.5 C

Water
1 C / 0.5 C

Carbon
3 C / 1 C

Ore
2 C / 1 C

Fuel
5 C / 2 C


PREFAB FACILITIES


Solar Panels
- (+1 Energy/Useless on poles) - 7 bC -

Wind Turbines
- (+1 Energy) - 8 bC -

Ice Drilling Station
- (Needs a source of water or carbon ice, -1 Energy, +2 Water or +1 Carbon) - 5 bC -
(Blue Prices are Fixed!)


PREFAB Colonies
15 bC Each!

Biodome Colony
- (-1 Water, -1 Energy, +3 Food (1 of which should feed itself)) -

Mining Colony
- Needs a source of ORE! (-1 Energy, +1 Ore) -

Industrial Colony
- Uses 1 Ore and 1 Energy, Provides 1 IP (Industrial Power) OR -
- Uses 1 Carbon and 1 Energy to provide 1 bC of income (+1 with Carbon Tubes) OR -
- Uses 1 Carbon and 1 Energy to provide 1 Supplies (extra munitions used by some troops) -

Service Colony
- (- 3 E, -1 Food, -1 IP, +3 bC per turn +2 bC With space port) -

Scientific Colony
- (-5 E, +1 Research) -

Media Colony
- (-2 E, +1 Media Power) -

Military Colony
- (-1 E, Defends base against capture, trains and fields units) -

Maintenance Colony
- (-1 Energy, 10 Facilities Maintained) -
Last edited by Harkback Union on Mon May 01, 2017 5:04 am, edited 18 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63958
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Apr 27, 2017 11:20 am

Name: Viktor Illanovich Nemtsov
Sex: Male
Date of Birth: September 9th, 2022
Appearance: A tall young man, born from the upper classes of the borehole barrens of the Arctic Circle, Viktor stands a tall six-foot-six and has a somewhat muscular build from time spent in sporting pursuits; a ferocious gravball player in his formative years, the scion of House Nemtsov wears a thick beard close-cropped about his jawline and mouth, a complement to his deep black hair cut in a near-military style that he pays little attention to. Possessing deep gray eyes with hints of blue, Viktor is often said to have a fairly inscrutable expression and dark lips that are often pursed in thought, as well as a ramrod straight bearing that he subconsciously adopted from his time in the Reclamation Corps.
District: United Siberian Governate
Biography: Born before the troubles of the 2030s in the Russian Federation, Viktor came from an old family of Russian mining and energy oligarchs, prominent members of a Megacorp, the NovaRossiya Conglomerate. Heavily invested in Arctic drilling and extraction, the family and many valuable employees survived the nuclear exchange of 2038 in bunkers deep under the northern polar seas; as the Republic of Earth took shape the remnants of the once-mighty Megacorp saw the writing on the wall, and voluntarily joined with the Republic in the hope of maintaining some of their power. Thus formed the United Siberian Governate, technically a part of the Republic of Earth, but realistically administrated by NovaRossiya and the Nemtsov family. With much of formerly unusable Siberian land rendered temperate by the warming global climate, and the industries of the past kept turning with Arctic materials and untapped mineral wealth from the thawing lands, when Viktor's parents passed on in 2042 the young scion of House Nemtsov sat at the head of one of the more powerful districts on Earth from an economic standpoint. Educated privately by tutors and trained as both a businessman and an engineer, Viktor showed an intuitive grasp of many of the nuances of the power dynamics of the Republic, as well as a penchant for ferreting out valuable technologies for reclaiming land ruined by environmental degradation for human use. Eventually given the opportunity to enlist the resources of the Siberian Governate in the space mission of 2050, Viktor leapt at the chance to throw a light in to the future, and the fabrication facilities of the megacities in Siberia provided much of the specialized launch equipment and advanced computer equipment that the Mars Mission would use to launch for the Red Planet at the behest of their young administrative leader.
Education: Schooled in primary schools and secondary schools in St. Petersburg prior to the War, tutored at the university level by NovaRossiya engineers and adherents following the nuclear exchange. Brilliant mechanical and materials engineer, with genius-level grasp of the interplay of human interactions and the environment; extensive training in deep-mining operations and industrial fabrication earned him his position as Chief Fabrication Officer, along with sizeable contributions to the Mars Mission from the Siberian Governate.
Current occupations: Chief Fabrication Officer, RoE Mars Mission
Last edited by G-Tech Corporation on Thu Apr 27, 2017 11:41 am, edited 1 time in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 12:08 pm

G-Tech Corporation wrote:Name: Viktor Illanovich Nemtsov
Sex: Male
Date of Birth: September 9th, 2022
Appearance: A tall young man, born from the upper classes of the borehole barrens of the Arctic Circle, Viktor stands a tall six-foot-six and has a somewhat muscular build from time spent in sporting pursuits; a ferocious gravball player in his formative years, the scion of House Nemtsov wears a thick beard close-cropped about his jawline and mouth, a complement to his deep black hair cut in a near-military style that he pays little attention to. Possessing deep gray eyes with hints of blue, Viktor is often said to have a fairly inscrutable expression and dark lips that are often pursed in thought, as well as a ramrod straight bearing that he subconsciously adopted from his time in the Reclamation Corps.
District: United Siberian Governate
Biography: Born before the troubles of the 2030s in the Russian Federation, Viktor came from an old family of Russian mining and energy oligarchs, prominent members of a Megacorp, the NovaRossiya Conglomerate. Heavily invested in Arctic drilling and extraction, the family and many valuable employees survived the nuclear exchange of 2038 in bunkers deep under the northern polar seas; as the Republic of Earth took shape the remnants of the once-mighty Megacorp saw the writing on the wall, and voluntarily joined with the Republic in the hope of maintaining some of their power. Thus formed the United Siberian Governate, technically a part of the Republic of Earth, but realistically administrated by NovaRossiya and the Nemtsov family. With much of formerly unusable Siberian land rendered temperate by the warming global climate, and the industries of the past kept turning with Arctic materials and untapped mineral wealth from the thawing lands, when Viktor's parents passed on in 2042 the young scion of House Nemtsov sat at the head of one of the more powerful districts on Earth from an economic standpoint. Educated privately by tutors and trained as both a businessman and an engineer, Viktor showed an intuitive grasp of many of the nuances of the power dynamics of the Republic, as well as a penchant for ferreting out valuable technologies for reclaiming land ruined by environmental degradation for human use. Eventually given the opportunity to enlist the resources of the Siberian Governate in the space mission of 2050, Viktor leapt at the chance to throw a light in to the future, and the fabrication facilities of the megacities in Siberia provided much of the specialized launch equipment and advanced computer equipment that the Mars Mission would use to launch for the Red Planet at the behest of their young administrative leader.
Education: Schooled in primary schools and secondary schools in St. Petersburg prior to the War, tutored at the university level by NovaRossiya engineers and adherents following the nuclear exchange. Brilliant mechanical and materials engineer, with genius-level grasp of the interplay of human interactions and the environment; extensive training in deep-mining operations and industrial fabrication earned him his position as Chief Fabrication Officer, along with sizeable contributions to the Mars Mission from the Siberian Governate.
Current occupations: Chief Fabrication Officer, RoE Mars Mission


Another Russian, huh?
I was planning to change the name of the "Republic of Earth" to something more catchy... but all the cool names were already taken. "United Earth Directorate", "Terran Federation", all of them taken, I don't like being a copycat. I was wondering if maybe you have an idea?

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63958
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Apr 27, 2017 12:10 pm

Hm. Perhaps something emphasizing the authoritarian but unifying nature of the government? The One World Hegemony?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 1:51 pm

G-Tech Corporation wrote:Hm. Perhaps something emphasizing the authoritarian but unifying nature of the government? The One World Hegemony?


I just realized how much work would it take to replace the name. Probably not worth the effort.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 1:53 pm

Mechanics are 75% done. Only things left are techs and military units.

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The Knights of Azorea
Diplomat
 
Posts: 517
Founded: Jun 07, 2016
Ex-Nation

Postby The Knights of Azorea » Thu Apr 27, 2017 1:53 pm

I enjoy the Republic centered on Rome. It lets me do history themed Mars colonialism with people that are closer to space-romans than I'm going to get anywhere else, I'm up for it.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 1:54 pm

The Knights of Azorea wrote:I enjoy the Republic centered on Rome. It lets me do history themed Mars colonialism with people that are closer to space-romans than I'm going to get anywhere else, I'm up for it.


Yes, yes, that was the intent. Glad you noticed!

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 2:12 pm

I've got some ideas for military.
Instead of having a list of units to pick from or unit design from parts, you could be building and trading weapons, gear and vehicles separately, and then you can equip your soldiers with any combination of the 3 when training them! Well, essentially it is unit design from parts but with the extra flexibility of not having to choose in advance.

Think about "flamethrower troops on a rover" charging into battle or "Airborne stealthsuit snipers" or "Airborne stealthsuit flamethrower troops with a rover", cause you can give them multiple vehicles and weapons and let them change during combat.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 2:57 pm

If anyone has read the Military colony mechanics, please forget about them. It was way overcomplicated and allowed for very few units and was completely overhauled.

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G-Tech Corporation
Khan of Spam
 
Posts: 63958
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Apr 27, 2017 2:59 pm

Harkback Union wrote:I've got some ideas for military.
Instead of having a list of units to pick from or unit design from parts, you could be building and trading weapons, gear and vehicles separately, and then you can equip your soldiers with any combination of the 3 when training them! Well, essentially it is unit design from parts but with the extra flexibility of not having to choose in advance.

Think about "flamethrower troops on a rover" charging into battle or "Airborne stealthsuit snipers" or "Airborne stealthsuit flamethrower troops with a rover", cause you can give them multiple vehicles and weapons and let them change during combat.


I rather like that idea, though for simplicity you might want to stick with one type of transport.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 3:00 pm

G-Tech Corporation wrote:
Harkback Union wrote:I've got some ideas for military.
Instead of having a list of units to pick from or unit design from parts, you could be building and trading weapons, gear and vehicles separately, and then you can equip your soldiers with any combination of the 3 when training them! Well, essentially it is unit design from parts but with the extra flexibility of not having to choose in advance.

Think about "flamethrower troops on a rover" charging into battle or "Airborne stealthsuit snipers" or "Airborne stealthsuit flamethrower troops with a rover", cause you can give them multiple vehicles and weapons and let them change during combat.


I rather like that idea, though for simplicity you might want to stick with one type of transport.


Yeah, Probably right.

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The Knights of Azorea
Diplomat
 
Posts: 517
Founded: Jun 07, 2016
Ex-Nation

Postby The Knights of Azorea » Thu Apr 27, 2017 3:03 pm

Name: Marcus Cato (Born as Marcus Caroline Heathton)
Sex: Male
Date of Birth: 2030, 21st of April.
Appearance: Marcus is a well built young man, with a tall and elegant gait and manner of movement. His frame is long, pointed and slender, with an almost aquiline quality about it. He is fit, a well practiced military man and a worker at all levels. His head is surrounded by a great mane of curling golden-red hair, which meets with a rigorously maintained short beard and moustache. His body is not overly broad, but the practiced superiority of his movements, coupled with the sense of command inherent to him make him seem a more imposing figure than perhaps he is. His features are pointed and high. His most notable physical features are his eyes, two points of grey-blue set in the bright white of his irises. His gaze is his most persuasive attribute, and a certain depth behind his eyes is almost strange to behold. He prefers to dress in the military dress uniform of the early republic, keeping himself well groomed where possible.
District: Born from a family of Welsh/Croat extraction in the District of Italy, he grew up among the culture of the early republic.
Biography: Marcus was born to a pair of relatively rich intellectuals, who grew to prosper in the 2020s, his father serving as an administrator for an Asteroid harvesting corporation and his mother working on the exosuits needed for the company's operations. Marcus was raised by these two figures, and his upbringing as their only child, the result of a costly medical procedure, was rigorous. The two were ardently passionate, and in the passionless world of corporate work they were forced to direct their passions to learning and to their son. Learning to read and to speak early, Marcus proved to be just as his parents had hoped. He was an eager listener to their tales of histories long gone and cultures now passed, with a quick fascination with fantasy worlds more verdant than his own. As he grew older, he only grew more astute, tutored by the best teachers that could be paid for, and by his parents, he was on the fast-track to intellectual greatness from birth. At age seven, in 2037, the fateful year, Marcus was taken by his tutors on a worldwide tour of historic sites of vital importance to world history. His particular favourite spot was the dilapidated ruin of Utica, the spot in which, on a secluded evening, he first heard the story of the death of the Roman Republic, a story and a night that would plant a seed in his mind set to blossom. He remembers these times with immense fondness, and collected a good number of historical keepsakes on is tour, though he was not to know how significant they would come to be.

As the young Marcus rested on one of the concluding evenings of his tour in Dubrovnik, after a day of fruitless searching by his parents for the palace of Diocletian, the cataclysm came. The impact of the asteroid is a hazy time for all, and most for the seven year old Marcus. All he knew of it afterwards is that he had been evacuated to Italy with his mother and father, and most of the places he had so enjoyed visiting had been shattered under the earth. Displaying his characteristic dedication, even at a young age, he quickly took to his inexpert pen, writing with the inexperienced relish of a praised child, his "memoirs" of the trip, in shaking prose, describing without much grammar or punctuation, the wonders his young eyes had seen and barely understood. The small booklet of stapled papers would join his other keepsakes as he grew up in the turmoil of the shaken world.

While the world crumbled, he focused on readying himself to meet it when he became a man. Years of study were borne easily, and the young man swiftly excelled in the study of history, literature and oratory, though not, to his parent's surprise, the sciences. Once he had read the classic texts of antiquity, he was quick to break into the classics of more modern times, before opening the grand study that would consume his life, philosophy. He reached adulthood in 2047, and quickly became an ardent republican, having joined the army of the republic as a recruit at age sixteen, a lust for combat instilled in him by books but backed by a physical regimen of exact and biologically informed parents. He would display himself to be a natural leader swiftly, and on the date of his swearing loyalty to the state, he also swore, privately, upon the sacred mount, surrounded by the closest of his friends, to live his life in pursuit of distant years, displaying the virtue of millennia passed, in the example of Cato and the classic virtuous Romans, a culture his long years of study had only enhanced.

To hammer the point home, he changed his name to Marcus Cato, choosing the ardent republican who had first entered into his life on a fateful night in Utica. In his two years of adult service he excelled, rising through the ranks at an absurd pace, before being the first to volunteer for the colonization of Mars, joking at the sight of the armed men to accompany him that he was "Returning Mar's sons to him".
Education: Private school primary education in London, Secondary School education at a subsidiary school of the Oxford Colleges in absentia, before moving to study in Milan, Dubrovnik and Rome. A degree in classical civilization. Marcus' intellect is prodigious, and his primary skills are to be found in Oratory, Propaganda and Command, with a military education having allowed him to extensively study tactics, logistics, and the true workings of conflict and space travel. He is an avid reader, a charismatic speaker, and a capable actor as need dictates. This charisma, oratorical skill and clearly immense devotion to the ideals of the Republic made Cato a perfect agent of the state on Mars, not likely to be controlled by any competing corporation.
Current occupations: Chief of Staff and Overall Commander of Forces representing the Republic of the Roman District in its Martian possessions. (I plan to apply for this faction.)

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 3:12 pm

Another great app.

I can sense this is going to be a lot of fun. Now to send out some Telegrams to the usual folk, see if they are interested.

User avatar
Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby Plzen » Thu Apr 27, 2017 5:13 pm

Tag.

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Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Thu Apr 27, 2017 5:32 pm

Taggity tag, currently making an app.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

User avatar
Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Thu Apr 27, 2017 6:04 pm

Name: Apolline Fontaine
Sex: Female
Date of Birth: 2028, July 13th
Appearance: With an unimposing figure and average heigt, Apolline doesn't look like a revolutionary. However a few scars appear on her arms and face, from the many wounds of war. Her eyes are a determined brown but with tired aspects. While young, the constant stress has taken a toll on her. Light brown hair goes down to her shoulders, and she is usually dressed in military style clothes. However in the few times of calm, she dresses in light, comfier clothes to remind her not all times are times of chaos and warfare.
District: French Governance
Biography: Born in then rural France, economic growth quickly stole the peaceful countryside away from them, replacing it with a bustling mega-city in growth. Apolline's family, with a long history connected to the land, opposed this incursion. However they, mere individuals, were powerless to fight against the corporations and state. This led them to join up with a group of anti-authoritarian eco-terrorists known as the Enviromental Liberation Movement (ELM). Their goals being the destruction of the mega-cities and factories invading natural land and polluting the globe.

However they were ultimately unsuccessful, with many of the main figures in the movement being caught. Apolline's family, of course, captured as well. However this capture wouldn't result in their shipment to the moon colony as forced laborers. Alarms went off, panic ensued in the bunker they were stored at. On November 25th, 2038, a massive hack on the system in solidarity with the protestors went off, the bombs shortly afterwards. The prisoners quickly broke out of their confinement, seized the armory and fighting ensued. Apolline, out of necessity, joined the violence. Before this whole situation however, she didn't do much for the movement, simply learning a curriculum provided by the free learning initiatives online. This event however changed her path on life.

She quickly became involved in the movement created by the former prisoners, now called the Free Peoples' Movement (FPM). She, while very young, began learning whatever the others could teach her, military tactics, biology, industrial fabrication, etc. This led her to become a jack of all trades, helping the other factions of the Movement communicate their needs, making the Movement more effective.

But with the rise of the Republic in Rome, they were under a lot of strain, about to break under the forces of the Republic's technologically empowered military. However with the breaking of the Movement imminent, a ceasefire was signed between the FPM and the Republic, allowing the rebels to live in return for their movement to Mars. Apolline, now effectively leader of the FPM, convinced the other rebels to accept this offer and perhaps recover from their near defeat.
Education: Elementary school level formal education along with general knowledge of many fields as long as military experience from the constant fighting.
Current occupations: N/A

Finally done with my app.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Thu Apr 27, 2017 6:13 pm

I'm casually reading the rules, when suddenly...

Image

Why not, I'll give it a whirl.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 6:26 pm

Seno Zhou Varada wrote:Name: Apolline Fontaine
Sex: Female
Date of Birth: 2028, July 13th
Appearance: With an unimposing figure and average heigt, Apolline doesn't look like a revolutionary. However a few scars appear on her arms and face, from the many wounds of war. Her eyes are a determined brown but with tired aspects. While young, the constant stress has taken a toll on her. Light brown hair goes down to her shoulders, and she is usually dressed in military style clothes. However in the few times of calm, she dresses in light, comfier clothes to remind her not all times are times of chaos and warfare.
District: French Governance
Biography: Born in then rural France, economic growth quickly stole the peaceful countryside away from them, replacing it with a bustling mega-city in growth. Apolline's family, with a long history connected to the land, opposed this incursion. However they, mere individuals, were powerless to fight against the corporations and state. This led them to join up with a group of anti-authoritarian eco-terrorists known as the Enviromental Liberation Movement (ELM). Their goals being the destruction of the mega-cities and factories invading natural land and polluting the globe.

However they were ultimately unsuccessful, with many of the main figures in the movement being caught. Apolline's family, of course, captured as well. However this capture wouldn't result in their shipment to the moon colony as forced laborers. Alarms went off, panic ensued in the bunker they were stored at. On November 25th, 2038, a massive hack on the system in solidarity with the protestors went off, the bombs shortly afterwards. The prisoners quickly broke out of their confinement, seized the armory and fighting ensued. Apolline, out of necessity, joined the violence. Before this whole situation however, she didn't do much for the movement, simply learning a curriculum provided by the free learning initiatives online. This event however changed her path on life.

She quickly became involved in the movement created by the former prisoners, now called the Free Peoples' Movement (FPM). She, while very young, began learning whatever the others could teach her, military tactics, biology, industrial fabrication, etc. This led her to become a jack of all trades, helping the other factions of the Movement communicate their needs, making the Movement more effective.

But with the rise of the Republic in Rome, they were under a lot of strain, about to break under the forces of the Republic's technologically empowered military. However with the breaking of the Movement imminent, a ceasefire was signed between the FPM and the Republic, allowing the rebels to live in return for their movement to Mars. Apolline, now effectively leader of the FPM, convinced the other rebels to accept this offer and perhaps recover from their near defeat.
Education: Elementary school level formal education along with general knowledge of many fields as long as military experience from the constant fighting.
Current occupations: N/A

Finally done with my app.


Excellent!
Meanwhile, I'm making the finishing touches to the mechanics. Some of the reputation, contentment and money/trade-mechanics might not make much sense yet but I can assure everyone it will be very simple to manage once the RP starts.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Apr 27, 2017 6:30 pm

The Burning Sun wrote:I'm casually reading the rules, when suddenly...

(Image)

Why not, I'll give it a whirl.


I'll have the wording changed exactly to that.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Thu Apr 27, 2017 6:44 pm

Harkback Union wrote:
The Burning Sun wrote:I'm casually reading the rules, when suddenly...

(Image)

Why not, I'll give it a whirl.


I'll have the wording changed exactly to that.

:)
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Fri Apr 28, 2017 12:19 am

Name: Professor Arjuna South
Sex: Male
Date of Birth: February 29th, 2016
Appearance: A sallow, harsh face with a dusty, pitted bronze complexion and a heavy-set jaw. Not particularly tall, he is nevertheless lanky with an intimidating posture. His unkempt facial and headhair falls into long, natural curls that somehow appear unreasonably neat, taking on a gemstone black sheen. He could hold his own in a televised debate, with a surprisingly polished sense of poise and a natural sense for gesture in controlling a room and holding a gaze. Slow, measured movements and thin lips have a tendency to bring attention to his eyes, framed neatly by his long, shiny black hair,
District: The African Territories
Biography: Grew up in India, moving from the public school sector into a top Kerala private school whilst still a pre-teen. His family was eventually able to ingratiate themselves with a radical-left politician, who designed Arjuna's rise as a community organizer for local youth to protest the rise of corporate power in India in the prologue to the capitalist renaissance. His incredible performance as a student and an activist led him to emigrate to New Zealand as a refugee, after a cartel of local corporations with various global owners triggered a violent reaction to one of his protests. Whilst in New Zealand, his middling high school performance was matched by a limited fame as a commentator and anti-capitalist activist, earning him the chance to complete an expedited Bachelors' degree studying political theory (with a focus on Maori sovereignty), leading into a PhD in political science from a top Australian university.

It was around the time he commenced his PhD that the Dark Years started, in 2037. Eschewing the modern nation-state, he went on to change his last name to 'South', declaring himself an heir to the so-called global south. At a young age, his work in criticizing western academics supporting the capitalist system led him to be brought into Africa by post-colonial researchers critical of the capitalist renaissance, characterizing it as the denouement of cultural imperialism and bringing together the wealth of the continent to help fund his completion of the PhD, in exchange for agreeing to move to work as a lecturer and activist in South Africa. He became one of the most prominent holding the torch of anarchist ideals in Africa, openly condoning both violence and non-violence in opposition to the 'western cultural empire' of both nationstate and capitalism. To many in Africa, suffering the effects of an abortive rise in which they had never quite managed to equal the meteoric infrastructure of the USA, Eur/asia, and South America, he seemed something of a prophet. As global warming started to stretch what they had managed to build to its very limits, seemingly the reverse of the karma of the global north as fertile belts moved closer to China, Russia, Northern Europe, and the Rust Belt, and as the established powers of old began to explore the stars, his once plaintive books calling for an end to the Capitalist Renaissance seemed as if they had been written the day that his new-found fanbase bought them.

Using unrest and the harsh terrains and climates of Africa to his advantage, he managed to take on a role in corresponding with the Lunarbase, organizing an impromptu rebel news agency to organize criticism and work from ideological enemies around the world into distinct, populist blasts of anti-state propaganda during the protests.

After the war, his work resurfaced. Through his work, supporting the dissidents of Earth as a prominent 'martyr' for the cause, taking on flak in exchange for becoming a conduit for prominent turn-coats from the regime to escape into established networks, he received sponsorship from Lunapolis in escaping Earth when a Lunar hacktivist group revealed a significant development by the Republic in hunting him down. Unwilling to bring him onto the Moon, where he would no doubt turn his attention as a popular figure to criticizing the structures of control there, they instead pressed for conciliatory allies within the Republic to allow him to travel to Mars on the auspices of his work as an academic and media manager.
Education: PhD in political communications, a Bachelor's in Political Science (with a focus on Maori history) and a long stint as a major research professor working in radical anti-state circles, including the open-journal movement. Studied throughout childhood in India, New Zealand, and South Africa, with some time spent studying and publishing literary history during the war.
Current occupations: Dissident professor & media editor
Last edited by The Grim Reaper on Fri Apr 28, 2017 12:21 am, edited 2 times in total.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

User avatar
Hansdeltania
Diplomat
 
Posts: 891
Founded: May 17, 2014
Democratic Socialists

Postby Hansdeltania » Fri Apr 28, 2017 12:21 am

This could be interesting. Tag.
400+ hours PP-ASEL, IRA, P28A, C172, DA40, high-performance

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