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Mars 2065: Red Planet Rising [OOC|Open]

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G-Tech Corporation
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Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Mars 2065: Red Planet Rising [OOC|Open]

Postby G-Tech Corporation » Tue Jun 27, 2017 3:58 pm

Mars 2065: Red Planet Rising


The Red Planet. Mars. A new home in the year 2065 for many who wished for something more than Earth. Radicals, revolutionaries, even simple hopeful families looking for new lives beyond the authoritarian structures of an Earth ruled by a single government that faces increasingly scarce resources and political turmoil.

Since the initial landings in 2050, some of the colonies have flourished. Others have not. Warfare has touched both the Red Planet and Terra anew, increasingly totalitarian measures from the Republic of Earth matched in part with the desperate scramble for dominance and resources on Mars that is perhaps the fate of all colonial activities. But despite the turmoil, Mars has been kind to some, allowing those with ambition to build new societies that embrace values far removed from the oppressive Republic. This liberty and opportunity has attracted a new influx of colonists, launching in the second wave in 2065...

Mars awaits them. The Red Planet, Rising.



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, feel free to swing 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.

Co-OP and credit for this RP: Harkback Union. Best guy.
Last edited by G-Tech Corporation on Sat Jul 01, 2017 8:34 am, edited 2 times 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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G-Tech Corporation
Khan of Spam
 
Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 27, 2017 3:58 pm

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, outside of rare circumstances. 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 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 build in the same base site without each other's permission, but base-wide bonuses from space ports and service facilities can be denied by the owner of said structures.

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INHABITED COLONIES

Biodome Colony - 5 IP, 2 Hull - 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, 7 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, 5 Hull,
- 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)

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, 5 Hull - 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, 5 Hull - 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, 3 Hull - 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, 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, the units 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, 5 Hull - 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 local facilities 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

All of these facilities have as much hull as their IP cost. These facilities do not require colonists to staff them, but there is a small chance for them to break down. Build Maintenance facilities 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 - 3 IP, Geothermal Source - +3 Energy.

Hydrogen Plant - 3 IP - May use 1 Water and 1 Energy to produce 1 Fuel or 1 Fuel into 1 Energy and 1 water for the turn.

Nuclear Plant - 3 IP, 6 Hull - 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 - 5 IP - Uses 1 Energy. Allows producing military equipment using IP in any quantity.

Martian Railroad - 7 IP, Built between 2 regions - Uses 1 Energy. The 2 regions connected may freely exchange any resources except energy.

Super-Conductor Line - 3 IP, Superconductors Tech, built between 2 regions - Allows 2 Regions to freely exchange energy.

Space Port - 7 IP, Built in a region - Requires 1 energy and 1 Fuel per turn of use, allows exporting resources to the stellar market.

Martian Highways - 5 IP, Built in a region, max 1 per region. - Uses 1 Fuel per turn. Allows the entire region to count as a single base for economic purposes. +10 Maintenance capacity for each maintenance colony. +1 bC income for each pair of friendly Industrial and/or Commercial Colony in region.

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 - 4 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, 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. Must be targeted before any colonies in the region.

SERVICES

POLYCLINIC - 3 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 - 3 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 - 3 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 - 5 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 - 5 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 - 10 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 - 10 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 - 10 Research, ENGINEERING - A strong, lightweight material with industrial and military applications.
Unlocks new units!
Economic Impact: +1bC income from carbon-based industry.

Aeroponics - 10 Research, BIOTECH - An experimental method of growing crops, significantly more energy and water-efficient then conventional hydroponics, but also requires expertise.
Economic Impact: Scientific Colonies feed themselves.

Steroids - 10 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 - 10 Research, ENGINEERING
Military Use: Tanks
Economic Impact: Martian Highways.

Martian Networks - 10 Research, INFOTECH - Unlocks the Comms Center which allows for sharing technologies with other factions, as well as providing a boost to media.

Phobos Syndrome - 10 Research, SOCIOTECH - A study of the psychological and social effects of life on mars.
More Media Projects

Illusion of Earth - 10 Research, SOCIOTECH
New Facilities: Terran Parks



Advanced Technologies

Synthetic Foods - 20 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 - 20 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 300 kP, Biodomes may be upgraded to Arcologies for 5 IP, and Arcologies may now be built from scratch using 10 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 be inhabited by up to 6 colonists, although only 1 is needed to operate the Arcology. The extra population is simply kept safe from harm.

Arcologies slightly reduce atmospheric CO2 and increase O2 concentrations.

Martian Chemistry - 20 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 - 20 Research, INFOTECH, SOCIOTECH
New Facilities: Entertainment District
New Media Project: Knowledge Channel

Nano-Optics - 20 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 - 20 Research, ENGINEERING INFOTECH
Military Use: Battlesuits and Recon Drones
Research benefit: +10 Research towards Industrial Robotics upon completion.

Industrial Robotics - 20 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 - 20 Research, ENGINEERING PLANETOLOGY INFOTECH
Military Use: Gunships and Dropships

Coil Guns - 20 Research, ENGINEERING
Military Use: Gauss Rifles

Polar Colonization - 20 Research, PLANETOLOGY ENGINEERING
Description: Survive in the harsh polar regions!

Targeting Computer - 20 Research, INFOTECH
Military Use: Air Defenses

Subterran Operations - 20 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 - 20 Research, PLANETOLOGY
Mission Objective: Investigate the whereabouts of the first martian colony.

Chart New Region - 20 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 4 levels:
0 kill - Rookie (2 HP, no effects)
2 kill - Veteran (3 HP)
5 kill- Elite (5 HP, May use elite weapons)
Conscript (1 HP, may only use Melee) - may be called up as any population unit at any time.

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

WEAPONS LIST

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

Rocket Launchers - 2 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 - 2 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 - 1 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 - 1 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 - 1 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 - 1 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 - 2 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).

Breaching Explosives - 2 IP - Special - Must be used during the Melee Phase, and target a colony. When Breaching explosives are successfully used against a colony, that Colony's defenses are "breached", and her population may be directly attacked. This is one of the best ways to seize bases from an enemy.

-

GEAR

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

Recon Drones - 2 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 - 1 IP and (1 carbon or 1 bC) - +1 Armor

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

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

Steel Suit - 2 IP - +1 Armor. Max 1 Suit per unit

Jet Suit - 2 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 - 2 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 - 5 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 - 2 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 - 5 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 - 7 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 - 10 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 - 5 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 - 5 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 - 5 IP, Martian Jets Tech - 5 Hull, 2 Armor, 10 Evasion. Cannot Engage units, only bases. Can be flown without crew. Costs 2 Fuel to move anywhere, any time. Dropships can deploy to any ongoing battle anywhere on mars. Can also be used to bomb bases with Martian Chemistry Tech: 2 Fuel and 1 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 - 5 IP, 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 Fuel and 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 - Provide 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 Loyalty 5 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 for each terraforming facility you have.

- Weather Report - 1 MP, Comms Center facility - 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.
Last edited by G-Tech Corporation on Fri Jun 30, 2017 1:14 pm, edited 2 times 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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The Punt Archipelago
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Postby The Punt Archipelago » Tue Jun 27, 2017 6:10 pm

tg

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Seno Zhou Varada
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Postby Seno Zhou Varada » Tue Jun 27, 2017 6:53 pm

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

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The Grim Reaper
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Postby The Grim Reaper » Tue Jun 27, 2017 7:16 pm

How are we handling continuity with the prior thread?
If I can't play bass, I don't want to be part of your revolution.
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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 27, 2017 7:17 pm

The Grim Reaper wrote:How are we handling continuity with the prior thread?


Old colonies get to continue as they were, if they wish. I know some people want to land new colonies instead of continuing in their old ones.
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Oudland
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Postby Oudland » Tue Jun 27, 2017 7:21 pm

Tagarino
Utopia
New Amerik wrote:...and Barry said, "Let there be no Spam, and let my Mods rule the Forums, that there may be no Spam." And thus the Spam was Locked. And it was Good.

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Labstoska
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Postby Labstoska » Tue Jun 27, 2017 11:08 pm

tag

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Labstoska
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Postby Labstoska » Wed Jun 28, 2017 12:18 am

Name:George Morewood
Sex:male
Date of Birth:2030
Appearance:A tall dark haired man with weak physical appearance which is a result of him spending time in the polluted wasteland that is Britain he has eerily pale skin which is an unfortunate result of the relative sunlessness of the wastes of Britain, he is often see wearing a black business suit on most occasions.
District:Born in the district of Britain from an Anglo\Irish family he grew up in the last few years of the golden age of Earth.
Biography:George Morewood was born in Bristol in 2030 so his early childhood was one of relevant comfort. His parents both worked for the UN further increasing his life of comfort however in 2038 that life of comfort ground to abrupt halt. The cataclysm that followed the nuclear war left an eight year old George Morewood very alone in the ruins of Bristol. From that point onwards George Morewoods life was completely directed by the republic as seen as he was taken in when he was eight years old by a republic controlled orphanage, they made sure that they tested George profusely on his intellectual knowledge as they did with every other orphan within their care, they quickly found out that George had a dab hand at engineering and mathematics,

this made him quite useful to the Republic and when he turned 18 he was sent to the university of Rome where he received a first degree in Mathematics.When he returned home he got involved in a lot of charities that offered to help repair Britain and turn it back into the green and prosperous land that it once was alas it was not to be, due to a lack of funding and the sheer magnitude of the task it proved to be impossible. He began to become interested in Mars when he 25 when the first colonies were being established he knew that for the people of Britain to survive they would need to find a new home he intended it to be Mars.his first degree in Mathematics gave him the opportunity to join the ISA where he was in charge of managing supplies that were being delivered to the martian surface .From there he progressed to become a director within the ISA and in the year 2065 he began his own mars program to find a new home for the British people.
Education:He was educated in his early youth in state funded schools throughout his early childhood until when he was 18 he went on to the highly prestigious university of Rome and graduated with a first degree in Mathematics.
Current occupations:Director within the ISA.
Last edited by Labstoska on Wed Jun 28, 2017 9:38 am, edited 2 times in total.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jun 28, 2017 3:55 am

Labstoska wrote:Name:George Morewood
Sex:male
Date of Birth:2030
Appearance:A tall dark haired man with weak physical appearance which is a result of him spending time in the polluted wasteland that is Britain he has eerily pale skin which is an unfortunate result of the relative sunlessness of the wastes of Britain, he is often see wearing a black business suit on most occasions.
District:Born in the district of Britain from an Anglo\Irish family he grew up in the last few years of the golden age of Earth.
Biography:George Morewood was born in Bristol in 2030 so his early childhood was one of relevant comfort. His parents both worked for the UN further increasing his life of comfort however in 2038 that life of comfort ground to abrupt halt. The cataclysm that followed the nuclear war left an eight year old George Morewood very alone in the ruins of Bristol. From that point onwards George Morewoods life was completely directed by the republic as seen as he was taken in when he was eight years old by a republic controlled orphanage, they made sure that they tested George profusely on his intellectual knowledge as they did with every other orphan within their care, they quickly found out that George had a dab hand at engineering and mathematics,

this made him quite useful to the Republic and when he turned 18 he was sent to the university of Rome where he received a first degree in Mathematics.When he returned home he got involved in a lot of charities that offered to help repair Britain and turn it back into the green and prosperous land that it once was alas it was not to be, due to a lack of funding and the sheer magnitude of the task it proved to be impossible. He began to become interested in Mars when he 25 when the first colonies were being established he knew that for the people of Britain to survive they would need to find a new home he intended it to be Mars.his first degree in Mathematics gave him the opportunity to join the ISA where he was in charge of managing supplies that were being delivered to the martian surface . From there he progressed to become a director within the ISA and in the year 2065 he began his own Mars program to find a new home for the British people.
Education:He was educated in his early youth in state funded schools throughout his early childhood until when he was 18 he went on to the highly prestigious university of Rome and graduated with a first degree in Mathematics.
Current occupations:Director within the ISA.


Interesting backstory, I like it.

In context it should be noted that he'll have to leave the ISA to join a colony mission, but a bit of backing from his old colleagues wouldn't be amiss methinks.
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Harkback Union
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Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Wed Jun 28, 2017 7:52 am

Hey G-tech!
Any changes you'll make to the mechanics I should be aware of?

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G-Tech Corporation
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Posts: 64213
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Postby G-Tech Corporation » Wed Jun 28, 2017 8:09 am

Harkback Union wrote:Hey G-tech!
Any changes you'll make to the mechanics I should be aware of?


Nothing serious; just some tweaks and twonks to things like emergency drafting of colonists, starvation, unifying reputation levels.
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
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Posts: 17427
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Wed Jun 28, 2017 8:13 am

G-Tech Corporation wrote:
Harkback Union wrote:Hey G-tech!
Any changes you'll make to the mechanics I should be aware of?


Nothing serious; just some tweaks and twonks to things like emergency drafting of colonists, starvation, unifying reputation levels.


Hmmm, makes sense.
Although I'd also recommend some adjustments to the Technology tree.
By the way, I was hoping to take the role of mars from Martian Noachis, resolving exploration results and such.

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Labstoska
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Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Wed Jun 28, 2017 8:59 am

G-Tech Corporation wrote:
Labstoska wrote:Name:George Morewood
Sex:male
Date of Birth:2030
Appearance:A tall dark haired man with weak physical appearance which is a result of him spending time in the polluted wasteland that is Britain he has eerily pale skin which is an unfortunate result of the relative sunlessness of the wastes of Britain, he is often see wearing a black business suit on most occasions.
District:Born in the district of Britain from an Anglo\Irish family he grew up in the last few years of the golden age of Earth.
Biography:George Morewood was born in Bristol in 2030 so his early childhood was one of relevant comfort. His parents both worked for the UN further increasing his life of comfort however in 2038 that life of comfort ground to abrupt halt. The cataclysm that followed the nuclear war left an eight year old George Morewood very alone in the ruins of Bristol. From that point onwards George Morewoods life was completely directed by the republic as seen as he was taken in when he was eight years old by a republic controlled orphanage, they made sure that they tested George profusely on his intellectual knowledge as they did with every other orphan within their care, they quickly found out that George had a dab hand at engineering and mathematics,

this made him quite useful to the Republic and when he turned 18 he was sent to the university of Rome where he received a first degree in Mathematics.When he returned home he got involved in a lot of charities that offered to help repair Britain and turn it back into the green and prosperous land that it once was alas it was not to be, due to a lack of funding and the sheer magnitude of the task it proved to be impossible. He began to become interested in Mars when he 25 when the first colonies were being established he knew that for the people of Britain to survive they would need to find a new home he intended it to be Mars.his first degree in Mathematics gave him the opportunity to join the ISA where he was in charge of managing supplies that were being delivered to the martian surface . From there he progressed to become a director within the ISA and in the year 2065 he began his own Mars program to find a new home for the British people.
Education:He was educated in his early youth in state funded schools throughout his early childhood until when he was 18 he went on to the highly prestigious university of Rome and graduated with a first degree in Mathematics.
Current occupations:Director within the ISA.


Interesting backstory, I like it.

In context it should be noted that he'll have to leave the ISA to join a colony mission, but a bit of backing from his old colleagues wouldn't be amiss methinks.

okay i'll edit the original post.

EDIT: sorry i thought you were asking me to edit the original post, my mistake.
Last edited by Labstoska on Wed Jun 28, 2017 9:33 am, edited 1 time in total.

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Pac Kindom
Diplomat
 
Posts: 821
Founded: Nov 25, 2014
Ex-Nation

Postby Pac Kindom » Wed Jun 28, 2017 11:41 am

Name: John Bython
Sex: Male
Date of Birth: July 7th, 2020

Appearance: A young man with fair complexion and a small build, he is most often seen sporting a well-trimmed beard, glasses and short brown hair and wear a white lab coat. Many who meet him fall in to the trap of seeing him as stereotypical Lab rat but in realty he is just as happy alone in the wilds as he is in the lab.
District: Britain
Biography: Born 2020 to poor but loving parents, he spent most of his young life exploring and learning to live off the land in the wilds of Dartmoor or playing football with friends. Even then many people saw he was differmt . then one day when he was six one of his teachers found him reading and understanding a maths paper and from that day on he stopped hide his fighting intellect. At the age of 12 he was accepted in to Oxford.

He just complete is third Phd when the years of darkness started he fled the cities of the England and returned home to continue his studies. He spent the next few years live a peaceful life. He soon came to the attention of the new formed Republic of Earth.
Education: local school secondary and primary education in demon, when to Oxford at the age of 12 earning 3 phd in 5 years. He understands the chemistry, physics, and biology at an advance level.
Current occupations: Chief Science Officer, RoE Mars Mission



Leader of Mission: John Bython
Mission Codename: Bython Union
Planned Landing Site: Malea Planum BASE SITE 13
Flag: Blue
Launch date: 2050
Sponsors:
--ISA: Food Cache | Comms Satellite | Martian Investments | Avalon Pharmaceuticals | RoE Ministry of Industrial Planning
Culture: The Union was founded as a non-profit organization dedicated to finding ways of improving the quality of all humanity on Mars without destroying the planet in the process.
Last edited by Pac Kindom on Thu Jun 29, 2017 6:44 am, edited 1 time in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Wed Jun 28, 2017 1:06 pm

So when will the IC be out

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G-Tech Corporation
Khan of Spam
 
Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jun 28, 2017 1:09 pm

Labstoska wrote:So when will the IC be out


I'm probably going to hold out for a few more folks, three or four or thereabouts.
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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G-Tech Corporation
Khan of Spam
 
Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jun 28, 2017 7:24 pm

And there we go, the mechanics should all be in order.
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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Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
Ex-Nation

Postby Ulls » Wed Jun 28, 2017 7:43 pm

Tag for Mars' own criminal element.

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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Wed Jun 28, 2017 11:52 pm

With the mechanics do we have to purchase i prefab colony on the first landing of our faction on mars or do we start with a free colony.

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Aidannadia
Senator
 
Posts: 4928
Founded: Nov 08, 2009
Left-wing Utopia

Postby Aidannadia » Thu Jun 29, 2017 12:45 am

I do believe I have the time at the moment, but I also think that could change very rapidly.

I'll wait a few days and then decide.
Last edited by Aidannadia on Thu Jun 29, 2017 12:46 am, edited 1 time in total.
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Thu Jun 29, 2017 5:40 am

I'm also here. I think I'll make a new, more peaceful faction, since while warmongering is awesome, it's pretty impractical.

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G-Tech Corporation
Khan of Spam
 
Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Jun 29, 2017 5:45 am

Labstoska wrote:With the mechanics do we have to purchase i prefab colony on the first landing of our faction on mars or do we start with a free colony.


All landing factions will begin with a colony, and a variety of other goodies and gubbins. Full details will come with the IC :)
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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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Thu Jun 29, 2017 5:56 am

G-Tech Corporation wrote:
Harkback Union wrote:Hey G-tech!
Any changes you'll make to the mechanics I should be aware of?


Nothing serious; just some tweaks and twonks to things like emergency drafting of colonists, starvation, unifying reputation levels.

If drafting is a thing, can you also make all colonies conquerable, regardless of its occupants? Because in the other one, almost nothing could be conquered because of that.
Last edited by ApplePieistan on Thu Jun 29, 2017 6:02 am, edited 2 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 64213
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Jun 29, 2017 6:06 am

ApplePieistan wrote:
G-Tech Corporation wrote:
Nothing serious; just some tweaks and twonks to things like emergency drafting of colonists, starvation, unifying reputation levels.

If drafting is a thing, can you also make all colonies conquerable, regardless of its occupants? Because in the other one, almost nothing could be conquered because of that.


Starving out/sieging out a faction, even if they're willing to fight to the death, is now a thing. That'll help with capturing colonies intact.
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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