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Mars 2050 - Colonization RP - OOC/Signups

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Harkback Union
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Ex-Nation

Mars 2050 - Colonization RP - OOC/Signups

Postby Harkback Union » Mon Aug 19, 2019 7:54 am

MARS 2050
- The Red Dawn -

OOC & SIGNUPS

Shuttle to IC

Blank Map

Resource Map

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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, AI, synthetic meat, borehole mining and nanomedicines. Billions were lifted out of poverty, starvation, illiteracy and disease become a thing of the past, but meanwhile, press freedoms and privacy rights were slowly degrading under the increasing power of corporations... but 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 were had a strong footing in biotech and robotics. 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 2029, Russia 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 1: If you do NOT wish to lead a colony, TG me for a special role.

Note 2: 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 Sat Aug 24, 2019 12:04 am, edited 3 times in total.

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G-Tech Corporation
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Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Aug 19, 2019 8:01 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, +2 Bc income per Service 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 - 3 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 - 3 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 G-Tech Corporation on Tue Aug 20, 2019 7:40 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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Kyllnovia
Political Columnist
 
Posts: 3
Founded: Aug 10, 2019
Ex-Nation

Postby Kyllnovia » Mon Aug 19, 2019 8:33 am

Name: Dacius Everwoods

Sex: M

Date of Birth: 07/09/27

Appearance: Dacius is a well kept man, he has a friendly look in his eyes and is often smiling despite the tragedies he witnessed growing up on earth.
He keeps his hair short and tidy and is known to occasionally dye it to a different colour, presently he has dark brown hair.

District: Portugal

Biography: He was just a child when the bombs fell, he doesn't remember why it happened and he wouldn't know or care to understand, he does remember one thing though, Dacius remembers the fear, the screaming and the confusion.
In a world that had ran-out of luck Dacius was was a lucky boy, he had both of his parents who were both held in high regard back home as the services they provided to their settlement were valuable.
As he got older, Dacius developed a taste for adventure and would soon sign up to the Republics expeditionary corps where he served for a few years before leaving to start his new business venture, on board his ship the, "R.M.F Dreamer".

Education: Dacius was home-schooled by his parents his father was a formerly a renowned professor at a prestigious Universitiy and his mother was a Doctor.
Current occupations: Merchant (Captain of a small vessel)

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Aureumterra
Powerbroker
 
Posts: 8521
Founded: Oct 25, 2017
Ex-Nation

Postby Aureumterra » Mon Aug 19, 2019 8:56 am

Name: Galatea Farinacci
Sex: Female
Date of Birth: 21/2/2011
Appearance:
Image

District: Italy
Biography: Galatea was born in Italy to a regular family. She grew up in the period of great economic prosperity, and took an interest in ancient Roman religion and literature. She spent extensive times studying the literature of Ancient Rome and Greece, and eventually became a Roman Pagan. Once the period of prosperity was coming to an end, she claimed to foresee a great apocalypse, and was largely ignored and declared crazy. Once the apocalypse did happen, she, like many others were devastated, however, as there were only 500 million survivors, she thought of herself as one of the people who survived for having faith in Jupiter. She began speaking out to the citizens of the devastated world, and many were inspired by her words and became followers. Eventually, her followers thought of her as the second prophet of Jupiter, and Galatea became influential in the republic, however, she steered clear of the government itself. Once the ISA opened up, she spoke out to her followers about how she and her followers should come and carve up the brand new world for themselves, and that the believers of Jupiter should be obliged to leave the cruel and corrupt world to Mars, the “promised land.”
Education: Literature
Current occupations: Head of the Roman Church, Supposed prophet of Jupiter
Last edited by Aureumterra on Mon Aug 19, 2019 10:04 am, edited 2 times in total.
NS Parliament: Aditya Sriraam - Unity and Consolidation Party
Latin American Political RP
RightValues
Icelandic Civic Nationalist and proud
I’m your average Íslandic NS player
I DO NOT USE NS STATS!
A 12 civilization, according to this index.
Scary Right Wing Capitalist who thinks the current state of the world (before the pandemic) is the best it had been

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

Postby Harkback Union » Mon Aug 19, 2019 9:59 am

All the apps are accepted.
Note that there are some additional rules to be soon added into 2nd post of thread by G-tech.
Final phase of application will commence once IC is up.

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

Postby Labstoska » Mon Aug 19, 2019 11:20 am

Y'all ready for terminal velocity of F U T U R I S I M

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

Postby Labstoska » Mon Aug 19, 2019 2:03 pm

Name: Guido Eravolo
Sex: Male
Date of Birth: 12/6/1997
Appearance:
Image

District: Italy
Biography: The Eravolo family is one that has a long and proud belief in the tenants of ultra-traditionalism. as members of the former Italian aristocracy, a long track record of supporting the far right and one of the families to loose out the most in the shift to the republic with the appropriation of their land by the new Italian regime it was only to be expected when Carlo Eravolo (Guido's grandfather) declared the Legione nera italiana. It was an organisation dedicated to reversing the trend of modernity and 'moral degeneracy' in Italian culture, his first move was to move him and his family back to an existence of 18th century living and to call out to all his followers to do the same, not many moves followed after that.

Guido's father, Vittorio Eravolo, continued this practice of 18th century living in fact he even increased the families' isolation using their vast amount of wealth to keep the family entirely cut of from the outside world except from visits to the local village just outside the Eravolo estate (mostly in order to keep the bloodline from decaying). It was under these conditions of isolation and ultra-traditionalism that Guido was raised yet for all the propaganda his father fed him Guido always seemed to have a longing for change and the outside world and so he would try to get his hands on the latest modern and post-modernist literature he could find, for this he was often beaten.

When Guido turned 18 he finally had enough of his father's close-minded compound and escaped from the Eravolo estate taking a good deal of his father's money with him. Upon leaving his family behind Guido left for Milan and enrolled in the Politecnico di Milano to study design. From the very moment he started the course he fell in love with futurist style, it's ethos of speed and social change appealed to him deeply, he even entered the rabbit hole of the political branch of futurism yet his true involvement in that came later. for some time after he got his degree he worked as a designer in Milan as a part of the burgeoning neo-futurist movement having a relatively good standard of life.

This was all until the Italian crisis of 2030 where the nation came to violent civil war between European Integrationists and Italian nationalists . Being an outspoken advocate for globalism yet a man who detested the rigid European beauacracy he begrudgingly fought on the behalf of the Intergrationalists within the Aeronautica Militare. It was while in the military where Guido gained his more radical beliefs of futurism while in the military and formed his own ideology of national-rejuvanisim. When the war came to an end Guido went to the Scuola Normale Superiore di Pisa so that he would be able to further develop his ideology. When the nuclear war of the late thirties annihilated half the world Guido - living in Rome at the time - came out quite unscathed, his political club as he called it: the Associazione futurista globale even managed to expand and find popular support.

The formation of the global state further benefited Guido as he and his organisation were offered significant positions within the new republic of Earth due to his rallies throughout Rome praising the republic for their efficient administration and will for action. As the years went by however his radical futurist beliefs and hatred of the growingly inefficient government of the republic led to the administration becoming evermore hostile and estranged to him. Fortunately for both Guido and the Republic the second space craze came leading to Guido and his close followers being offered the chance to administer a colony so that he could 'test the validity of radical futurist principles', it was mutually beneficial as the republic got rid of Guido and Guido didn't have to be killed. Now Guido has a chance to test his theories and bring the glory of speed and industry to Mars.
Education: Politecnico di Milano (Received a bachelor's degree in design), military training in aviation, Scuola Normale Superiore di Pisa ( bachelor's degree in politics and economics)
Current occupations: Director of the Futurist colonial experiment
Last edited by Labstoska on Mon Aug 19, 2019 2:04 pm, edited 1 time in total.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Aug 19, 2019 2:30 pm

Been looking forward for this.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Aidannadia
Senator
 
Posts: 4928
Founded: Nov 08, 2009
Ex-Nation

Postby Aidannadia » Mon Aug 19, 2019 5:46 pm

Awesome been loking forward to it.
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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Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Mon Aug 19, 2019 7:57 pm

Name: Haven Wallard
Sex: Male
Date of Birth: December 12th, 2018
Appearance: Around 6'2, with long, dark brown hair and pale skins. One anti-aging drugs, a benefit of working for the Republic and being somewhat high up, he still looks to be in his mid 20s. However his blue eyes still appear tired, presumably due to the amount of work and frustration with the Republic. He has a quite lanky build, with little musculature due to a focus on working with people and paperwork, rather than out in the field.
District: America
Biography: Born in the large town of Marquette in the tail-end of 2018, Haven was too young to remember the years of strife leading up to the years of prosperity. His parents, two doctors in the cutting-edge field of nano medicine, were quite wealthy, and so gave him better education than the failing public school system in America could provide. Through a respectable online academy for those with more money to spare than most, he was educated in a wide variety of topics, although he latched onto political science quite heavily. He became interested in how to apply recent developments in science and technology to governance, into improving the outdated methods used in America by adopting foreign methodology. In fact, he had planned to start working his way up the local governmental ladder once he was of legal age, however before that tragedy struck.

The 2037 global economic failure was a catastrophe. Marquette, a then growing town due to climate change migration northwards, had an economic collapse. His parents themselves had lost a lot in the stock market, although it did somewhat recover a few weeks on. Haven was quite honestly stunned by this development, and his faith in the modern capitalistic system, one of progress, was cut out from under him. Due to this, he had managed to procure access to underground news networks, and began hearing of some of the stories of those who had worked on the Moon. He dug deeper into this, beginning to re-evaluate his politics, once somewhat pro-capitalism, into something else. However, before he could go far, the obliteration of Washington D.C. happened.

Chaos undertook America. The State of Emergency did little to install order, with the financial stability that was beginning to return utterly destroyed. These developments were maddening to Haven, who ultimately concluded something must be done. Fortunately, a lot of other people began to agree, with ever more beginning to question the political order and conclude something must be done. This began to coalesce into a movement. Protests began organizing, Haven a minor leader in a Marquette chapter of one of the various organizations that sprang up with the protests. These protests of course, accomplished little with the nuclear warfare about to ensue.

Billions dead, the environment once damaged, now beaten senseless, this was not how it was supposed to go. While the Upper Peninsula of Michigan was mostly spared the nuclear strikes, this did not mean it was unharmed. Luckily the new Republic reached out to restore order, being one of the easier locations to restore and with large reserves of mostly uncontaminated water in the Great Lakes. Haven, having lost every single plan conceived, jumped at an opportunity to join a government that would restore order to a bleak world.

He began his ascent through Republic ranks, becoming even a regional leader in the Great Lakes area. While he didn't support everything the Republic did, especially with the decision of the Conclave of Rome, speaking out against it, it was a small price to pay for the return of livable living standards and some semblance of sanity to the weary people of this planet. While he became quite popular as a reformer, making efforts to restore the environment and create a higher standard of living, he became increasingly disillusioned with the Republic. Megacorps becoming more and more influential in government, even though they should have been considered an enemy of the restoration of Earth. The brutal suppression of freedom and those who disagreed, rather than showing them that the Republic could provide better than a bunch of quarreling nation-states. The absolute lack of care for the ruined environment, even though it's restoration should have been a major priority. The growing bureaucracy and cut-throat politics, even though unity was sorely needed. This all began to weigh on him, and eventually sored him on the Republic.

He made more and more outspoken criticism of the Republic, calling out it's many failures and the betrayal of it's founding goals. While previously a great help, Haven was now becoming a thorn in the Republic's side. Trying to remove him would've been very messy, as one too many mistakes in the process could lead to another revolt, especially dangerous due to his popularity. However luckily there was a Mars project where he could be put. Win-win solution, Haven gets to build a better society on Mars and the Republic gets to avoid the headache of removing him. When presented with this offer, Haven of course accepted, not wishing for the alternative scenario, and began to draft an idea of a better Republic, one that could escape the failures of the Earthen one and bring about a new tomorrow.
Education: While he did participate in online schooling (and a quite good one at that), he has no actual college degree, with most of his skills and knowledge learnt through experience rather than education.
Current occupations: (Now Former) Regional Leader of the Great Lakes
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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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Aug 19, 2019 8:59 pm

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
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 » Tue Aug 20, 2019 12:20 am

Welcome aboard folks! 1 day remaining until IC.
Last edited by Harkback Union on Tue Aug 20, 2019 12:20 am, edited 1 time in total.

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Aidannadia
Senator
 
Posts: 4928
Founded: Nov 08, 2009
Ex-Nation

Postby Aidannadia » Tue Aug 20, 2019 8:01 am

Name: Ignacio Bolivar Oropiza
Sex: Male
Date of Birth: November 19th, 2028
Appearance: https://pbs.twimg.com/profile_images/85 ... MCOpUR.jpg
District: Venezuela
Biography: Ignacio was born to the leader of a guerilla group in South America, that which harkened back to the caudillos of old. Following the collapse of the world stage, and coinciding with the rise of the Republic of Earth, his father was killed. This led to a hastily prepared and ratified treaty between the group and the Republic. Despite his radical roots, Ignacio didn't brandish the sword of revolution like his father before him, but instead sought popular support among the Latin American populous. Due to his charismatic speeches and reputation as an effective political operative, Ignacio has been able to wrangle for the governorship of the Venezuelan province. However, recently, he has come under attack by leftists saying he is too sympathetic to the republic. This rift only deepened when he declined support for the revolutionaries and demonstrations in 2056, leading to his resignation from the governorship, and mysterious group of former friends of his father. He announced later that same year, perhaps looking for an escape from this despair, that he would lead an expedition to Mars.
Education: Much of Ignacio's education is not formal. As the son of a revolutionary, he has a knack for guerilla warfare and hiding out, perhaps from hearing his father's stories. He learned how to be a political operative from wrestling opponents through the charismatic speeches, causing him to have a deep understanding of public opinion and its importance. He has significant administrative experience despite his youth.
Current occupations: Currently unemployed- Stepped down as governor.


EDIT: I'm debating on creating a cult faction instead but the obvious Red Planet jokes are too good.
Last edited by Aidannadia on Tue Aug 20, 2019 8:03 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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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 20, 2019 8:22 am

So, anyone already plotting landing sites? I'm planing to land the Exarchate at Tempe Terra, and become the Energy Company (tm) to fit the Siberia energy resource background.
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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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Tue Aug 20, 2019 9:00 am

G-Tech Corporation wrote:So, anyone already plotting landing sites? I'm planing to land the Exarchate at Tempe Terra, and become the Energy Company (tm) to fit the Siberia energy resource background.

I was thinking of Terra Sirenum to have all my bases covered and get in that futurist industry

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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 20, 2019 9:07 am

Labstoska wrote:
G-Tech Corporation wrote:So, anyone already plotting landing sites? I'm planing to land the Exarchate at Tempe Terra, and become the Energy Company (tm) to fit the Siberia energy resource background.

I was thinking of Terra Sirenum to have all my bases covered and get in that futurist industry


Ah, that’s not a bad thought. I would have preferred another region with options for local trade, but nowhere else had that sweet sweet geothermal.
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 Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Aug 20, 2019 10:18 am

I plan to land within a spot with lots of water in order to mass-farm food and ship that shit to Earth to feed peeps.

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

Postby Labstoska » Tue Aug 20, 2019 10:20 am

The Empire of Tau wrote:I plan to land within a spot with lots of water in order to mass-farm food and ship that shit to Earth to feed peeps.

That doesn't sound very I N D U S T R I A L of you

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Aug 20, 2019 10:32 am

Labstoska wrote:
The Empire of Tau wrote:I plan to land within a spot with lots of water in order to mass-farm food and ship that shit to Earth to feed peeps.

That doesn't sound very I N D U S T R I A L of you

Not if you're the chairman of the RoE Bureau of Agriculture.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Aug 20, 2019 11:25 am

Seems like all energy, industry, and agriculture business slots are filled. Don't know what to do for me.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Aureumterra
Powerbroker
 
Posts: 8521
Founded: Oct 25, 2017
Ex-Nation

Postby Aureumterra » Tue Aug 20, 2019 11:52 am

G-Tech Corporation wrote:So, anyone already plotting landing sites? I'm planing to land the Exarchate at Tempe Terra, and become the Energy Company (tm) to fit the Siberia energy resource background.

Since Galatea and the pagans are zealots, they’ll naturally go to Olympus Mons
NS Parliament: Aditya Sriraam - Unity and Consolidation Party
Latin American Political RP
RightValues
Icelandic Civic Nationalist and proud
I’m your average Íslandic NS player
I DO NOT USE NS STATS!
A 12 civilization, according to this index.
Scary Right Wing Capitalist who thinks the current state of the world (before the pandemic) is the best it had been

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Endem
Senator
 
Posts: 3667
Founded: Aug 19, 2018
Ex-Nation

Postby Endem » Tue Aug 20, 2019 11:57 am

Okay, who to TG if I don't want to lead a colony?
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Tue Aug 20, 2019 12:49 pm

Oh man this is awesome! Still need to read through the apps so far but this is really tickling my Surviving Mars itch. Are all the colonies initially the same or can we seek to specialise in certain ways? Or - and just out of curiosity - any chance of Earth-Mars trade or jumping in as a shipping company rather than a colony?
- - Bentus
- -
1 2 3 >4< 5
Possible threat.
Forces active in a warzone.
At peace.
Member of The Galactic Economic and Security Organization

NationStates Belongs to All, Gameplay, Roleplay, and Nonplay Alike
Every NationStates Community Member, from Raider Kings to Brony Queens Make Us Awesome.
"Though I fly through the valley of Death, I shall fear no evil. For I am at the Karman line and climbing." - Bentusi SABRE motto

North America Inc wrote:13. If Finland SSR or Bentus anyone spams the Discord with shipping goals, I will personally tell your mother.

How Roleplays Die <= Good read for anyone interested in OPing

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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 20, 2019 12:52 pm

Bentus wrote:Oh man this is awesome! Still need to read through the apps so far but this is really tickling my Surviving Mars itch. Are all the colonies initially the same or can we seek to specialise in certain ways? Or - and just out of curiosity - any chance of Earth-Mars trade or jumping in as a shipping company rather than a colony?


Essentially, colonies will drop with a chosen somrgasboard of stuff - not identical, but chosen from various lists. Like Sponsor packs. You’ll likely want to specialize.

As far as trade companies, that’s certainly something people will want, aye. There will be some expensive default NPC trade available, but I’m betting you could put together a conglomerate to beat those prices.
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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Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Tue Aug 20, 2019 12:54 pm

G-Tech Corporation wrote:So, anyone already plotting landing sites? I'm planing to land the Exarchate at Tempe Terra, and become the Energy Company (tm) to fit the Siberia energy resource background.

I'm probably going for Hellas Planum, as it covers all the bases (although not as much water as I would've liked since I plan on going for the terraforming route).
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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