New NESes, ideas, development, etc

Other idea, based out of the other one I presented here not too much time ago.

Place: Fresh-Start, Non-Earth Map
Time: Twenty Minutes In The Future
WTH happens: a new technology allows for the exploration of Earths in Alternate Universes. One of these Earths has an outline very much different from anything else humanity has seen, and there is great interest in it. Initial explorations, done by robotic probes, show that many of the native animals and plants are similar, but different, to Earth. The initial teams, composed by several soldiers, engineers, masons and anything required to start a small self-sufficient colony, are deployed by nations and corporations, intent on getting the bigger slice of the cake. However, there is a problem with the whole transport system, as it only works about once each two months for unknown reasons. Communication can be handled just fine thanks to special radio towers that have been tested in many other occasions, but anything with mass can only come once every two months. As this is away from Earth, and things over there aren't exactly great, you can count on a war between all the groups to take control of this Earth for your bosses.
Types of people: Engineers (help with the construction and investigation), Investigators (guess what for), Masons (make buildings), Producers (obtain resources), Soldiers (protect the colonies), Workers (take resources and produce things)
Resources: Coal, Energy, Food, Oil, Ore, Metal, Wood
Buildings:
  • Airport (A): provides planes and housing for planes, manned by Workers and Engineers, requires Metal, Energy and Oil, built with Metal.
  • Barracks (B): provides training for every military unit, requires Energy, built with Wood and Metal.
  • Drydock Port (D): provides ships and housing for ships, manned by Workers and Engineers, requires Metal, Energy and Oil, built with Metal.
  • Factory (F): provides anything you may require, requires Energy and materials for what the factory is building, manned by Workers and Engineers, built with Metal.
  • Farm (G): provides Food, requires Energy, manned by Producers, built with Wood.
  • House (H): provides housing for everyone, requires Energy, built with Wood.
  • Laboratory (L): provides I+D+i Points (required for technology development), requires Energy, manned by Investigators and Engineers, built with Metal.
  • Lumber Camp (W): provides Wood, requires Energy, manned by Producers, built with Wood.
  • Mine (M): provides Coal or Ore, requires Energy, manned by Producers, built with Metal and Wood.
  • Oil Well (O): provides Oil, manned by Producers, built with Metal.
  • Power Plant (P): provides Energy, requires Oil or Coal, manned by Producers, built with Metal.
  • Solar Power Plant (S): provides Energy (less than Power Plant), manned by Producers, built with Metal and Ore.
  • Radio Tower (T): provides contact with Earth, requires Energy.
To build things, you will have to send the Masons to a certain place (which you will have to mark on a map), provide the required resources and wait some time for them to finish the building. Then it must be connected by railway to a network of and workers must be assigned to it.
Map: the idea is that all the buildings will show on the map, will be connected by roads and can be attacked, taken over and/or destroyed by enemy groups. I have yet to decide whether the whole map will be shown or whether people will only see their part of it.
Military Units:
  • Land: Artillery, Infantry, Tanks
  • Sea: Carriers, Destroyers, Submarines
  • Air: Fighters, Bombers, Transports
Earth Supplying: at the start, you will be given some supplies so that you start over a few buildings such as factories, mines and whatever, but soon Earth will ask you to send over coal, food, metal, oil, ore and/or wood. If you manage to send what they request, you will have better chances of getting what you need. The more successful you are, the more you will be getting from your bosses back at Earth.
Expansion: your soldiers will be needed to protect your buildings and other people, not only from other competitors, but also from the local wildlife. Thus, they must be carefully preserved. From your soldiers you will get all your military units. At the start all you will have will be Infantry, but as you make more factories, ships and planes you will be getting better weaponry with which you can try to blast off your enemies.
Technology: here comes the fun part. You can make up any kind of ideas, as long as you can present it as actually researchable. You want to make Tesla Coils? You can, as long as you say how it would work. You want to make mini-nuclear bombs? You'd better point out how to do this. Pulse rifles? Sure, no problem. Wormhole transportation? Well, actually, that one would be really hard to do. The idea is not that you understand everything behind how things work, but that you are able to provide something to start with.

EDIT: Radio Tower: the Radio Tower is the most important building you have. You need it to make contact with Earth, request supplies and receive missions from your bosses. It acts as the place where the people and supplies will appear in. If you somehow lose it, while you won't have lost, you will not have a way to tell your bosses about it, and you will have to do your best to recover it, or you might lose your standing with your bosses and be forced to join other faction or become pirates. You will really have to protect this with everything you have, or else you will be screwed. It can be rebuilt if destroyed, but it will take lots of work from the Investigators and Masons, as well as loads of Metal and Oil.
Walls: you can build sets of walls to protect your colony from enemy attacks, as well as the potentially dangerous flora and fauna in this strange Alternate Earth. They have to be built by Masons with Metal and Oil, and can be manned by your troops if you think it necessary.
Railways: fundamental for a correct working of your settlement. Masons use Oil to build them, and they connect the buildings, bringing resources from Mines and Oil Wells to Factories, food from Farms to Houses and anything else you think. (Note: I've changed from Roads to Railways because (a) it can take more resources at the same time and (b) it doesn't actually need all that Oil, which would be required if it were Roads+Trucks. You are going to need that Oil for the Power Plants, Tanks, Artillery and all the Ships and Planes.

What do you think?
 
More:

The two attached images show an example of how the map would look like and the symbols for every building.
Stats:
Spoiler :
Group/Player
Home Support: from 0 to 10, the higher it is the more you are liked at home. 1 might mean you are either cut off forever or ordered to leave. 0 forces you to actually destroy your tower or risk being invaded by home troops.
Population: Total (Engineers/Investigators/Masons/Producers/Soldiers/Workers)
Energy: Produced/Required
Food: Stored/Produced/Required
Oil: Stored/Produced/Required
Coal: Stored/Produced/Required
Ore: Stored/Produced/Required
Metal: Stored/Produced
Wood: Stored/Produced
Factories: Says what each factory is making.
Mines: Details size and product.
Other Buildings: Airport (S/M/B), Barracks (S/M/B), Drydock (S/M/B), Farm (S/M/B), House (S/M/B), Laboratory (S/M/B), Lumber Camp (S/M/B), Oil Well (S/M/B), Power Plant (S/M/B), Solar Power Plant (S/M/B)
Researching: only 1 thing at the same time.
Army: how many infantry, tanks and artillery you have.
Navy: how many carriers, destroyers and submarines you have.
Air Force: how many fighters, bombers and transports you have.
Inventions: what you have managed to discover/develop through your labs.

EU Alterrestrial Corps/Milarqui
Home Support: 7
Population: 52000 (5000/3000/10000/12000/2000/20000)
Energy: 20000/18000
Food: 150000/20000/52000
Oil: 40000/5000/6000
Coal: 30000/5000/4000
Ore: 10000/3000/4000
Metal: 5000/4000
Wood: 18000/3000
Factories: 1M2S Metal, 1 M Tanks, 1 S Tesla Pieces
Mines: 1B1S Coal, 1M1S Ore
Other Buildings: Airport (1/1/0), Barracks (0/2/0), Drydock (1/0/1), Farm (2/1/1), House (1/2/4), Laboratory (2/1/0), Lumber Camp (1/1/0), Oil Well (1/0/1), Power Plant (2/2/2), Solar Power Plant (2/1/2)
Researching: Project Solar Strike (2000/30000)
Army: 1000/20/10
Navy: 10/15/5
Air Force: 40/25/10
Inventions: Tesla Coils (defensive structure)

Note: the sample stats don't have the maths adjusted, its just so that you get a handle of my idea.
 
For anyone who may comment, does the below cultural template seem sufficient to cover everything required for creating a culture? Additionally, could any outsider (to the NES) be able to use a specific culture's template to easily understand the culture in question? Thanks if you reply.:)

[Culture Name] / Player
Color: [of your Culture]
Language Family: [Add a description of your people’s language (and writing system if possible), and from what other languages it may have evolved from]. Excellent series of examples starts here.
Descent Rights: [How do your people trace descent?]
Inheritance Rights: [How do your people pass on the material and immaterial possessions of the recently deceased?]
Religion(s): [Add a description of your people’s religious ideas]
Climate Distribution: [Add a description for the preferable climate for your Culture]
Society: [Add a description of your people’s society: how it is structured, how it functions]
Nation Names: [Make a list of nation names for me to use. At least 10 or more, a couple dozen would be great]
Person Names: [Make a list of names for me to use of famous persons. At least 10 or more, a couple dozen would be great]
Place Names: [Make a list of place for me to use for notable places. At least 10 or more, a couple dozen would be great]
Values: [Initial ordering of your culture’s values. Currently, you may only choose the first four values.]
Spoiler VALUES: :
A society’s long term behavior is influenced by the values that society embraces. Values represent the perceptive matrix through which a society is likely to view its choices and interactions in a given scenario. The chief function of values is to give their societies methods of generating coherent and characteristic responses to events not calculated for in orders, whatever those events might be.

Each value is allocated an entry ranging from “0” to “3,” with “0” corresponding to the left-hand stance and “3” corresponding to the right-hand stance. The in-between values of “1” and “2” are the equivalent of adding “somewhat” to the description of the value they are nearest to; for example, a society with an Individualist / Collectivist rating of 1 would best be described as “somewhat individualist.”

A given individual value represents a simple (first order) response to a given topic. More complex (higher order) behavior involves the computation of a stance using several values. As an example, the third order behavior of a nation having the Naval (3), Conductive (3), and Somewhat Defensive (1) values would likely be an inclination towards blockades to strangle its enemies in wartime.

There are a total of sixteen (16) values available. Not all values are initially available, nor will all values be available at any given time. The values available to a given society depend strongly upon its cultural progression. The values list has been color-coded to represent the given cultural world (and its corresponding subdivisions) in which the value is applicable. Red corresponds to the Tribal World, yellow corresponds to the Imperial World, and green corresponds to the Commercial World. Left to right progresses through each cultural world in the order of Low, Medium, and High. If an indicator is lit, the value is available for that given stage of progression.
Spoiler :
  • ••••••••• Sedentary / Migratory - The measure to which a society is mobile or static in overall geographic positioning.
  • ••••••••• Offensive / Defensive - The measure in which a society is inclined to respond to threats, either by defending itself or attacking to defend its interests.
  • ••••••••• Militant / Pacifist - The measure in which a society is inclined to persuasion of others, either through negotiation or action.
  • ••••••••• Terrestrial / Aquatic - The measure by which a society is inclined to focus its power and prowess, either upon the sea or upon the land.
  • ••••••••• Constructive / Destructive - The measure by which a society constructs itself based on its neighbors, either peacefully or hostilely taking from them.
  • ••••••••• Cooperative / Autonomous - The measure by which a society is inclined to achieve its goals, either by working with others or operating by itself.
  • ••••••••• Individualist / Collectivist - The measure to which a society is willing or unwilling to subvert an individual to the will of the group.
  • ••••••••• Hedonistic / Ascetic - The measure to which members of a society seek material pleasure in the course of their existence.
  • ••••••••• Idealistic / Pragmatic - The measure by which a society is willing to evaluate problems and define solutions to them.
  • ••••••••• Productive / Conductive - The measure by which a society obtains necessary goods, either by chiefly producing them or exchanging with others for them.
  • ••••••••• Urban / Rural - The measure to which power is focused in dense, urbanized areas.
  • ••••••••• Centralized / Decentralized - The measure to which a society is willing to concentrate the power of its leadership in an arbitrarily defined setting or endeavor.
  • ••••••••• Vertical / Horizontal - The measure in which a society is inclined to develop, either outward through acquisition of new resources, or upward through improvement of existing ones.
  • ••••••••• Open Society / Closed Society - The measure to which a society's leadership is responsive and accountable to its citizens in an arbitrarily defined setting or endeavor.
  • ••••••••• Secular / Pious - The measure to which a society places importance in its spiritual beliefs.
  • ••••••••• Quantitative / Qualitative - The measure to which a society is willing to impose quality control on its produced effects despite potential detriments to cost and output.
For values which a society has not yet matured enough to diversify its opinions in, a pragmatic, ad hoc opinion focused chiefly on survival, stability, and security which is logical within the confines of the local environment is to be assumed.
 
@Matt0088: My guess is that those stats are quite good. The Inheritance Rights are quite interesting, too.

@Everyone: Phase 3 of my planning for MilarNES III: Battle for Wegener-2. Some ideas about costs and production for each building:

Per Turn Output.
  • Production Buildings: Small ones need 100 Producers and 500 Energy to work at 100%, Medium ones need 200 Producers and 1000 Energy, Big ones require 300 Producers and 1500 Energy.
    • Coal Mine: Small = 400 Coal, Medium = 1200 Coal, Big = 2400 Coal
    • Farm: Small = 500 Food, Medium = 1500 Food, Big = 3000 Food
    • Lumber Camp: Small = 500 Wood, Medium = 1500 Wood, Big = 3000 Wood
    • Oil Well: Small = 200 Oil, Medium = 600 Oil, Big = 1200 Oil
    • Ore Mine: Small = 300 Ore, Medium = 900 Ore, Big = 1800 Ore
  • Energy Plants: Small ones need 200 Workers, Medium ones need 400 Workers, Big ones need 600 Workers to be able to work at 100%. Energy production can be varied at the needs of the plant owner.
    • Thermic Power Plant: need 2 Coal or 1 Oil to produce 2 E. Small ones can generate up to 2000 Energy, Medium ones 6000 Energy, Big ones 18000 Energy.
    • Solar Power Plant: Small ones can generate up to 1000 Energy, Medium ones 3000 Energy, Big ones 9000 Energy.
  • Factory: Small ones require 200 Workers, 20 Engineers and 500 Energy and make up to 1000 Work Points. Medium ones 600 Workers, 60 Engineers, 1500 Energy and up to 3000 Work Points, Big ones 1800 Workers, 180 Engineers, 6000 Energy and up to 9000 Work Points. Metal factories need 1 Coal, 1 Ore and 1 Work point to make 1 Metal.
  • Airport/Drydock: Small ones require 200 Workers, 20 Engineers and 500 Energy and make up to 500 Work Points, Medium ones 600 Workers, 60 Engineers, 1000 Energy and up to 1500 Work Points, Big ones 1800 Workers, 180 Engineers, 1000 Energy and up to 4500 Work Points. Every 1 Work Point needs 1 Metal to be used.
  • Radio Tower: Requires 500 Energy constantly.
  • House: Small ones require 500 Energy and can host 5000 people, Medium ones 1000 Energy and 10000 people, Big ones 1500 Energy and 15000 people.
  • Barracks: Small ones need 500 Energy to train 1500 Soldiers, Medium ones need 1000 Energy to train 3000 Soldiers, Big ones need 1500 Energy to train 4500 Soldiers.
  • Laboratory: Small ones require 500 Investigators, 200 Engineers and 1000 Energy to produce 600 RDI points, Medium ones need 1000 Investigators, 400 Engineers and 2000 Energy to produce 1200 RDI points, Big ones need 1500 Investigators, 800 Engineers and 2000 Energy to produce 2400 RDI points.

Building cost (Small):
Airport: 5000 Metal, 5000 WP
Barracks: 1000 Metal, 2000 Wood, 3000 WP
Drydock: 5000 Metal, 5000 WP
Factory: 7000, Metal, 7000 WP
Farm: 2500 Wood, 2500 WP
House: 2000 Metal, 2000 Wood, 4000 WP
Laboratory: 5000 Metal, 5000 WP
Lumber Camp: 3000 Wood, 3000 WP
Mine: 2500 Metal, 2500 Wood, 5000 WP
Oil Well: 4000 Metal, 4000 WP
Thermic Power Plant: 5000 Metal, 5000 WP
Solar Power Plant: 2500 Metal, 2500 Ore, 5000 WP
Railway: 5 Oil, 1 WP (per pixel) -> Railways are always 3 pixel wide
Wall: 5 Metal, 1 WP (per 5x1 rectangle) -> Walls are always 5 pixel wide

To build the Medium and Big versions of each building, you require the Small and Medium buildings (respectively) and spend the same quantity of resources and Work Points.

Military Units:
  • Land:
    • Infantry: All soldiers, upon coming to Wegener-2, will be this. They will form the backbone of your army, are required to man the Walls and can be paradropped. Their main weakness is their need to eat and their slowness. 1 Infantry = 1 Soldier. Each Infantry needs 1 Metal per month.
    • Tanks: A tank needs to be built in a Factory. They are fast and powerful, good for invading terrain, but lack the defensive abilities of Infantry. Can also act as APCs (armoured personal carriers) for 10 Infantry soldiers if they aren't fighting. 1 Tank = 10 Soldiers and 200 Metal. Each tank needs 10 Oil and 5 Metal per month.
    • Artillery: An artillery unit must be built in a Factory. They are slow and weak against Infantry attacks, but can strike at far away points and blast Tanks for all their worth. 1 Artillery = 5 Soldiers and 150 Metal. Each Artillery unit needs 5 Oil and 5 Metal per month.
  • Sea: ships must be built in the Drydock.
    • Carriers: These big ships can carry both troops and planes across the seas, as well as launching those planes for aerial fights. Their biggest lack is that they don't have the sea-punching ability of other ships, and thus must be protected. They can carry 50 planes and 250 Soldiers with their equipment (yeah, that means they can carry 25 tanks or 50 artilleries). 1 Carrier = 150 Soldiers and 5000 Metal. Each Carrier needs 100 Oil and 20 Metal per month.
    • Destroyers: These are the jack-of-all-trades of your navy. They can attack at the sea, at the air and even bomb the land. They can also track and attack submarines. However, their being jack-of-all-trades means that they are master at nothing, so they can be overwhelmed by great numbers of anything. 1 Destroyer = 100 Soldiers and 4000 Metal. Each Destroyer needs 80 Oil and 30 Metal per month.
    • Submarines: These are excellent for subtle missions in the sea. They can get near ships, blast them and get away before they can be attacked. They have a glaring weakness: depth charges thrown by destroyers can harm them, and if they are near the surface a bomber can destroy them. 1 Submarine = 50 Soldiers and 2000 Metal. Each Submarine needs 50 Oil and 10 Metal per month.
  • Air:
    • Fighters: The kings of the air, they can destroy any plane that comes near them. Through the doctrine of air supremacy, they can protect their fellow planes as they travel, using their weaponry to do so. However, they lack power to attack ground objectives, so an anti-air unit can destroy them. 1 Fighter = 2 Soldiers and 300 Metal. Each Fighter needs 30 Oil and 20 Metal per month.
    • Bombers: The terror of the ground units, a bomber can destroy anything that is on the ground near them by using their bombs and missiles. However, since they need space for the bombs, they have to sacrifice most of their air defensive capabilities, leaving them quite vulnerable to fighter attacks. 1 Bomber = 10 Soldiers and 500 Metal. Each Bomber needs 60 Oil and 40 Metal per month.
    • Transports: Transports can become one of the best weapons of an army, if well used. Although they are thoroughly lacking in defensive measures, they make this up with a big usefulness: they can bring resources from one place to other, drop them for advancing armies and even be used to drop paratroopers behind enemy lines. 1 Transport can carry 10000 units of resources (save Energy) or 100 Infantry soldiers. 1 Transport = 15 Soldiers and 700 Metal. Each Transport needs 80 Oil per month.

If you think the prices or capabilities of anything should be changed, tell me. I'll welcome any feedback about this NES.

EDIT: One thing: while the blank map is going to be provided, everyone else will have to work on their part of the map. That is, the players will have to make the choices about where to place the buildings, how to connect the buildings with railways, making the expansions...

Work Points: When building, 1 Mason will produce 1 Work Point if he has 1 piece of material required for construction (save for Railways and Walls, which require 5 Oil and 5 Metal, respectively). The Work Points generated at Factories, Airports and Drydocks will depend on the received Energy and the number of Workers and Engineers it has (1 Engineer is required per each 10 Workers), so going with half the workers and all energy will produce half the maximum Work Points.
 
I think the Destroyers should be masters at Anti Submarine warfare, and to provide Air Defenses add Cruisers.

I also disagree with using Carriers as troop transports, they simply do not have the space. Unless you took out another 50 planes, I just do not see where you will have room to place tanks, artillery and bunks for 200+ soldiers without compromising the integrity of the Carrier's main purpose, which is to provide air cover during invasions.

If you can, add troop transports that can ferry up to 2000 troops, 100 tanks and 50-100 artillery pieces (including anti air and anti tank artillery). It would be relatively cheap to build and would be utterly defenseless if not bunched with a fleet.
 
I think the Destroyers should be masters at Anti Submarine warfare, and to provide Air Defenses add Cruisers.

I also disagree with using Carriers as troop transports, they simply do not have the space. Unless you took out another 50 planes, I just do not see where you will have room to place tanks, artillery and bunks for 200+ soldiers without compromising the integrity of the Carrier's main purpose, which is to provide air cover during invasions.

If you can, add troop transports that can ferry up to 2000 troops, 100 tanks and 50-100 artillery pieces (including anti air and anti tank artillery). It would be relatively cheap to build and would be utterly defenseless if not bunched with a fleet.

Thanks for your feedback, germanicus! Your advice is quite sound, and I guess you are right. The main problem is that I would like to have the same number of kinds of units of each class. Should I add your idea of Carriers/Cruisers/Destroyers/Sea Transports/Submarines, I'd have to add a couple of extra units to everything else.

See if this sounds good:
Land: Anti-Air Artillery, Field Artillery, Infantry, Marines, Tanks
Sea: Carriers, Cruisers, Destroyers, Sea Transports, Submarines
Air: Bombers, Fighters, Helicopters, Transports, (?)

If you have a good idea for the last one, tell me, please. I'm between Airships and Missiles.

Edit: I'm going to go for the Airships, in the end.

Military Units: the soldiers for everything must be trained at a Barracks.
Spoiler :
  • Land:
    • Anti-Air Artillery: An anti-air artillery unit must be built in a Factory. They are the best defense against air units the land units have, but they become useless when enemy ground units near them. 1 Anti-Air Artillery = 5 Soldiers and 200 Metal. Upkeep: 10 Metal + 5 Oil / month.
    • Field Artillery: A field artillery unit must be built in a Factory. They are slow and weak against Infantry attacks, but can strike at far away points and blast Tanks for all their worth. 1 Artillery = 5 Soldiers and 150 Metal. Upkeep: 5 Metal + 5 Oil / month.
    • Infantry: All soldiers, upon coming to Wegener-2, will be this. They will form the backbone of your army, are required to man the Walls and can be paradropped. Their main weakness is their need to eat and their slowness. 1 Infantry = 1 Soldier. Upkeep: 1 Metal / month.
    • Marines: These soldiers are better trained than Infantry, and one of their best abilities is coastal landings, where they can overcome many defenses just by pushing. They have the same weakness as the Infantry, though. 1 Marine = 1 Soldier. Upkeep: 2 Metal / month.
    • Tanks: A tank needs to be built in a Factory. They are fast and powerful, good for invading terrain, but lack the defensive abilities of Infantry. Can carry 10 Infantry or Marines if they aren't fighting. 1 Tank = 10 Soldiers and 200 Metal. Upkeep: 5 Metal + 10 Oil / month.
  • Sea: ships must be built in the Drydock.
    • Carriers: These big ships can carry planes across the seas, as well as launching them for aerial fights. Their biggest lack is that they don't have the sea-punching ability of other ships, and thus must be protected. Can carry up to 50 planes. 1 Carrier = 150 Soldiers and 5000 Metal. Upkeep: 20 Metal + 100 Oil / month.
    • Cruisers: While they are quite capable of fighting on the sea, the Cruisers are best at protecting from air units. Thus, any fleet worth it must have a few of these to become a first protection from enemy bombers while planes come to push the attack back. 1 Cruiser = 100 Soldiers and 4500 Metal. Upkeep: 25 Metal + 80 Oil / month.
    • Destroyers: Even with their good ability at ship-to-ship combat, where Destroyers shine through is when it comes to detecting and fighting submarines. So, if you fear your enemy may mount submarine warfare against you, you'd better pull these into the sea. 1 Destroyer = 100 Soldiers and 4000 Metal. Upkeep: 30 Metal + 80 Oil / month.
    • Sea Transport: These are the best way to send things to far away places, as their great capacity means they have a big brig where resources can be stored, and capacity for many soldiers and other land units. However, this is compensated by a total lack of defenses, and so must be always protected by other ships. Can carry the equivalent of 3000 people and 20000 resources. 1 Sea Transport = 50 Soldiers and 2000 Metal. Upkeep: 60 Oil / month.
    • Submarines: These are excellent for subtle missions in the sea. They can get near ships, blast them and get away before they can be attacked. They have a glaring weakness: depth charges thrown by destroyers can harm them, and if they are near the surface a bomber can destroy them. 1 Submarine = 50 Soldiers and 2000 Metal. Upkeep: 10 Metal + 50 Oil / month.
  • Air: all these units must be built in an Airport.
    • Airships: Slow and cumbersome, they nonetheless make great explorers and makeshift bombers. With many tankers full of inert Helium, they can float at great heights without using fuel, which is only needed to direct the ship. Can carry 10 Infantry / Marines. 1 Airship = 5 Soldiers and 150 Metal. Upkeep: 10 Metal +10 Oil / Month.
    • Bombers: The terror of the ground units, a bomber can destroy anything that is on the ground near them by using their bombs and missiles. However, since they need space for the bombs, they have to sacrifice most of their air defensive capabilities, leaving them quite vulnerable to fighter attacks. 1 Bomber = 10 Soldiers and 500 Metal. Upkeep: 40 Metal + 60 Oil / month.
    • Fighters: The kings of the air, they can destroy any plane that comes near them. Through the doctrine of air supremacy, they can protect their fellow planes as they travel, using their weaponry to do so. However, they lack power to attack ground objectives, so an anti-air unit can destroy them. 1 Fighter = 2 Soldiers and 300 Metal. Upkeep: 20 Metal + 30 Oil / month.
    • Helicopters: Although they might fly lower than planes, they nonetheless make an excellent weapon of war if used correctly. Since they are nearer to the floor, they can find enemy units easier and attack them with their machine-guns and missiles. Can carry 10 Infantry / Marines. 1 Helicopter = 5 Soldiers + 600 Metal. Upkeep: 40 Metal + 50 Oil / month.
    • Transports: Like their sea brethren, they can carry great quantities of resources across the world, but they can only carry Infantry or Marines on them. They lack defensive capacity, but they make this up with an useful thing: Infantry troops on it can be paradropped on a certain point, thus providing a spearhead for any attack. Can carry 10000 units of resources and 100 Infantry / Marines. 1 Transport = 15 Soldiers and 700 Metal. Each Transport needs 80 Oil per month.

I'm going to need some feedback on something else: If I assign an Infantry unit a power of 1 (for fights), what power should other units have? Base would be:
Land: AAA = 10, FArt = 15, Inf = 1, Mar = 3, Tank = 10
Sea: Car = 15, Cru = 25, Des = 25, SeaT = 0, Sub = 15
Air: Airs = 15, Bom = 30, Fig = 25, Hel = 25, AirT = 0
 
Hi. Ok, so I posted here a while back thinking about doing this whole thing. And I just asked for some maps in the map topic. That map was for a tabletop/pen and paper game I am running with my friends here at home. I have for a long time been a fan of Space 1889, which has caused many debates between myself and other RPG fans (but that's another story altogether!). The mechanics of Space 1889 are... strange. And not very streamlined. So that's the long story short.

If you don't know what that is, you can google it, because it is really complicated to explain here in some amount of words. Ok, I'll try. So it is alternate history/industrial revolution science-fiction/Jules Verne-esque role-playing! In the 1850s, Thomas Edison invents an ether propeller (there is a British and German competitor as well, neither of which are as good as the ether propeller). With this, the industrialized world can travel to other planets within the solar system. sounds ridiculous. But any fan of Jules Verne would love to read up on this pen and paper RPG. In uni we would play it, and I loved to ref those games.

All scientific knowledge that is real in our world is turned upside down. For example, Venus is inhabited by Lizardfolk and dinosaurs. Mars has an advanced civilization in decline. And naturally, colonising other worlds becomes part of the Age of Imperialism. For example there are German colonies all over Venus and the British are teaching Martians how to speak English. It gets even crazier from there.

The ether is this theory that a substance flows through space and connects everything with ether wakes. So, you get a ship up to 20,000 feet in the sky, and propel it with the ether propeller, and it will travel through the ether safely to other worlds. There is ether turbulence, though, and other obstacles. How to get up to 20,000 feet? Well originally, it was near impossible, but once the first Edison expedition returned from Mars, they had discovered a plant on Mars called "liftwood", which could be attached to dirigibles and flyers and galleons and thus allow them to float and fly. Flight was discovered with this. Then these industrialized powers developed air forces. These would include sky galleons of Mars, ether flyers that could go from planet to planet, and then just planes or airships that would be used on Earth or other planets to fight in good old-fashioned late 19th century wars.

I've led my players through lots of weird and strange adventures with this Rp system. We are starting a new campaign in real life here, but I was asking for maps and posting this to let you all know why I'm using those maps. There are others that I use for the campaign as well. I have all of the Space 1889 books and they are excellent. But I have changed a bunch of the mechanics around for more streamlined play.

All of this got me pondering, what if I could design a campaign using the forum format so that any of you could take part in it, too? I could probably get all of my friends to participate as well, but I don't know if they're down for writing. Have to check about that. I'll definitely run a real campaign with them side by side maybe doing something on here. But if I change the mechanics to a forum type of format, and make some good mechanics for that, I'll need help beforehand on what kind of campaign people here want to play and what kind of stories they want to write. I noticed when browsing here a lot of the topics seem to be about controlling a nation or some kind of state. I guess I'm not down for that for the Space 1889 setting - it is more something for an RPG-type of play (kind of how I see that Mutant topic, which is interesting!). There are lots of options for us. We could do a campaign in which all of you are characters within the same party, working together, sometimes infighting, which is basically how the real campaign plays out. Or each person could be an ether flyer with a whole crew of their own, navigating the ether and going on adventures, often with other ether flyers and their crews.

Guess we'll cross that bridge when we come to it! No hard feelings if no one wants to play a campaign of this. Thanks again for letting me use those beautiful maps.

Here are two of my favorite Space 1889 links, but they give very little info compared to the books I have. I still like them for their graphics and summaries.
http://mateengreenway.com/steampunk/Space1889.htm
(lots of good info on ship designs and a steampunk timeline)
and
http://www.drpetrov.com/1889/space 1889.htm
(lots of good info on ALL of the planets, though I've never run a single campaign that even gets to Jupiter and its moons- takes too long and campaigns don't usually last long enough and there's tons to do on Venus, Mars, and Luna)
 
For those of you unfamiliar with Victorian Era steampunk, here is a small part of a write-up that I usually give players for the real-life campaign (that takes place around my kitchen table), but I edited some stuff in here so that it could make more sense in a forum setting (for example, I took out a lot of the dice rolling for actions concepts, which are part of the traditional Space 1889 rules).

Any feedback would be much appreciated! And please point out typos to me, because I want it to be as clean as possible.

Still haven't decided how to completely convert these concepts into a forum game - but feedback on the concepts themselves would be nice. This isn't all of them, but just some of them for now. Right now I am thinking that everyone could have an ether flyer and a crew, or just a group of characters, and that will be supported by a "home country" which would include Britain, France, Germany, Italy, Russia, the U.S., or Japan. When I play this in real-life, everyone is usually a character, but some chars get special additions. For example, an adventurer character can sometimes have a reporter assistant, and wealthy gentlemen can have servants. So maybe everyone can control a group of characters, something exciting for the world of Space 1889 because usually everyone gets only 1 character. If there is a whole group, though, then that will mean there will be many types of specialists in a group and groups can then work together. OR everyone could be 1 character, just like how we play it on pen and paper..... But to change things up I like the idea of having everyone as a group. suggestions welcome...!

Still to come if there are people interested: crew/character concepts, known worlds (planet summaries/detailed info, including creatures on those planets), and wealth.

oh, EDIT: and also, what is fun is that during these campaigns, characters can often incite revolutions or even wars between countries.

Spoiler :
Game Concepts

Luminiferous Ether
The Ether is the substance that fills all space, even the voume also filled by ordinary matter. Ether is the medium through which a variety of forces are transmitted through space, just as air is the medium through which sound travels to our ears. A vacuum insulates against heat or cold because there is no way for them to jump across the intervening space. Light and gravity can be felt despite the presence of the vacuum of outer space precisely because the ether is present (and can transmit those energies) even in a vacuum. Without the ether, gravity would be unable to maintain the mutual attraction of bodies at a distance and the entire Solar System would fly apart. Without the ether, light could not travel through space, and we would not be able to see the stars.

Travel Through The Ether
Once Thomas Edison perfected the ether flyer prototype in 1869, humanity was ready to embark on this new type of voyage and sail in the totally alien ocean of the ether. And although the ether has an analogue in the oceans of Earth, there are also profound differences. The first explorations of space brought the full force of Victorian science to bear on unique problems heretofore never encountered in the history of Earth. They included:
+ Computing planetary orbital positions,
+ Sealing ether flyer hulls against vacuum,
+ Protecting windows against meteor strikes,
+ Providing a power source which could work without air, and
+ Developing methods of entering and leaving atmospheres.
The challenges that faced the ancient mariners were nothing to those that faced the Victorian astronauts. But the heroism and sacrifice of the early pioneers cleared the way for an entire fleet of modern spacecraft, and ether flyers today range the entire Solar System.

The Etheric Ocean
Theorists worked to define what the ether was and how it interacted with energy and matter; practical explorers discovered how to use it, manipulate it, and travel through it. A simple analogy helps understand the etheric ocean by comparing it to an Earthly ocean. There are waves and turbulence in the ether just as tehre are waves and turbulence in the ocean.
The Sun: The greatest disruption in the ether is caused by the Sun. As the largest concentration of matter in the Solar System, it has the greatest effect on the ether. This solar disruption would remain in the immediate neighborhood of the Sun were it not for the solar rotation: As the Sun spins on its axis, it forces its etheric disruption outward in an ever-widening spiral. Solar turbulence is relatively uncomplicated; it is only when this turbulence is further disturbed that it becomes a danger.
The Planets: As the planets move in their orbits around the Sun, they cut across the lines of solar turbulence in the ether. The result is eddies and vortices invisible to the eye but dangerous to any etheric mechanism. In addition, the rotation of each planet itself creates additional disruptions in the ether. The planetary eddies and vortices follow in the wake of each planet and are carried outward along with the solar turbulence. Mercury has an influence on the ether far greater than its matter would imply. The planet closely orbits the Sun at high speed; its planetary disruptions are implanted in the ether early and ride outward along with the solar turbulence. Moreover, because Mercury orbits the Sun once every three months, Mercuric turbulence spreads outward throughout the entire Solar System on a constant, repeating basis. The other planets contribute their own turbulence to the ether. The disturbance is carried outward along with the solar disruptions. Local storms are created as various planetary disturbances meet and build, and turbulence in the ether becomes extremely complex.
Navigating Through The Ether: Etheric navigators must have both a general and a specific understanding of the ether and its disturbances. A general knowledge of the ether tells the navigator what kind of disturbances to expect in what parts of the Solar System. The navigator's tools are the orrery (a mechanic analogue of the Solar System which shows specific planetary positions and relationsips) and the astrolabe (which precisely measures star and planet positions). A properly trained navigator knows to avoid the lee of planets (and the turbulence in their wake), can predict the convergence of planetary turbulence based on a knowledge of their orbits, and understands the conditions that create vortices and eddies. But experienced pilots also have a practical understanding of the ether gained from long experience. They know that a certain kind of hull vibration signals the approach of a planet; that another type of vibration warns of a nearby vortex or eddy; that a particular feel to the etheric mechanism indicates a region of tenuous ether.

Land Travel
Even though much of your campaign will be played out navigating the planets, most of the campaign will be spent on land, exploring the details of those planets and engaging in encounters with enemies or traveling with friends. There are three means of land travel: by train, by animal, and by foot.
Trains: Train travel is only available on Earth (for now), and then mostly in Europe and North America. Train travel is safe, fast, and comfortable. A traveller can travel up to several hundred miles in a single day, assuming there are connecting lines.
Animals: Animal travel includes both riding a beast of burden and riding in a wagon or coach drawn by animals. Animals are somewhat limited in the sorts of terrain they can traverse. Coaches may only travel by road. Wagons and howdahs can travel by road or in deserts, hills, and prairies (steppe or grassland). Riding animals can travel in any terrain except mountains (there are some exceptions).
Foot: Most exploration will be done by foot, as an expedition on foot can go many places that animals cannot. Walking characters can become fatigued, so make sure to properly rest your characters.
Hazards: In settled areas the dangers tend to be things like enemy soldiers and brigands, while in the wilderness they tend toward ferocious animals and undiscovered native tribes. Characters can also contract fevers and dangerous sicknesses. Going through mountains will be dangerous as it requires the characters to climb.

Water Travel
Water travel includes travel on the open seas as well as on rivers and canals and in swamps. The one thing that all of these have in common is, of course, that they require a vessel. There are two types of vessels: inland and seagoing. Inland vessels are confined to rivers and canals. They tend to be shallow draft with low freeboards, which makes them very hazardous to take into the open sea, where a good wave or two might sink them. Also, they are not usually as fast as seagoing ships. Within these two categories there are three specific types of ships, divided on the basis of their means of propulsion: mechanically powered, wind-powered, and man-powered ships. Mechanically-powered ships are usually steamships. However, they may also include vessels with more exotic propulsion systems such as electric engines. Wind-powered vessels are sailing ships. Man-powered vessels are all those propelled by paddle or oar, from a canoe to a large galley. There are no oceangoing man-powered ships.
Hazards: On Earth there are frequent storms, but they are not as common as on Venus. Meanwhile, on Mars, storms are almost nonexistent. Oceangoing ships are unaffected by mild storms. Oceangoing ships will have a reduced speed amidst a severe storm. Man-powered vessels may be sunk by a storm. There are also navigational hazards, but if you have a skilled captain, this won't be as much of a problem. If the ship suffers a navigational hazard, it has run aground or had its hull, screws, or rudder damaged by an underwater obstacle. The last hazard of water travel, and perhaps the most likely, is a hostile encounter. Pirates, hostile natives, and large hungry animals/beasts are all possible hostile encounters on the water.

Aerial Travel
The most visible difference between the universe of Space 1889 and the historical Victorian Era is the widespread use of flight, and aerial travel is an important part of your adventures. Aerial craft are held aloft by one of three possible means: liftwood, lifting gas, or dynamic lift.
Liftwood: Liftwood is the wood from a tree that grows in certain areas of the Martian highlands and which has remarkable antigravity properties (reducing the weight of a vessel to less than that of air and thus allowing it to float). Craft constructed with liftwood are often called flyers.
Lifting Gas: Lifting gas consists of either hot air or some gas lighter than oxygen, such as helium or hydrogen. Most balloons are merely novelties and not serious means of transportation. The Germans, however, have built numbers of rigid hydrogen airships powered by efficient, but expensive, engines. These are universally called Zeppelins, after their inventor Count Zeppelin.
Dynamic Lift: Dynamic lift is generated by an airfoil (thew ing of a glider or aeroplane) moving rapidly through the air. There are no known dynamic lift vessels in existence in 1889, but the player characters or some NPC scientists may invent them during the course of the campaign.
In addition to their means of lift, craft are differentiated by their means of propulsion, types of which include mechanically-powered, wind-powered, and man-powered propulsion. Mechanically-powered craft are usually steam flyers (though, like water vessels, this can also include more exotic propulsion systems, such as electric engines). Wind-powered craft generally use sails. The only examples of these in existence are the stately Martian "kites". Man-powered craft are driven by a large air screw (propeller) turned by manual labor. The most common versions of man-powered aerial craft are the Martian screw galleys, although small lever-and-ratchet longboats are now carried on a number of European aerial vessels.
Hazards: As with water travel, there are more storms on Venus than on Earth and almost none on Mars. However, on Mars cloudy weather is treated as a mild storm and Mars also has wind-storms which are counted as severe storms. Liftwood flyers seldom venture out in a storm, as the turbulence of the air tends to tip the craft and cause it to lose trim. Zeppelins are also vulnerbale to storms. A Zeppelin, however, cannot easily land and wait out the storm, since it is nearly as vulnerable on the ground as in the air. Gliders and aeroplanes have trouble in storms, but if landed, are not damaged by storms to any extent. There are also hostile encounters in the air, which includes pirates, hostile sky navies, and large flying animals/beasts.

Interplanetary Travel
Travel between the planets, while not yet commonplace, has taken place since Edison and Armstrong first journeyed to Mars in 1870. Humanity now stands poised on the brink of its third decade of interplanetary travel.
Ether Flyers: All travel between worlds takes place in interplanetary ether flyers. While some small, specialized craft flying the (comparatively) short distance between the Earth and Luna use battery power, all genuine interplanetary craft are powered by solar boilers. These devices, also the product of Edison's fertile mind, utilize a large concave mirror to focus the Sun's rays on a water chamber, thus bringing the water to a boil and providing steam power for the ship. As you venture further from the Sun, the powers of its rays decrease, and eventually are insufficient to bring the boiler water to a boil. The boilers with which most ships are equipped are ineffective beyond 300 million miles from the Sun, although this range is more than adequate to reach the Asteroid Belt. The difficulties associated with large continuous pours of molten glass, and uneven cooling of large lenses, impost limitations on the ability to improve on this performance significantly. Neverless the struggle continues, and recently the H.M.S. Theseus, fitted with a Swiss Guildemarque lens in a new experimental gimbal mounting, managed to reach a distance from the Sun slightly in excess of 400 million miles before boiler shutdown forced the craft to switch to battery power and retire. This is, of course, still well short of the range needed to investigate even Jupiter, by far the closest of the transastroidal worlds.
Hazards: The two main hazards to space travel are ether turbulence and meteor showers. Either of these may cause serious damage to an ether flyer. Each time that an ether flyer crosses an orbit trace, it passes through an area of ether turbulence. Flyers often are equipped with etherometers, used to measure the ether. Pilots who are skilled in astronomy will also find it easier to navigate the ether. Meteor showers are randomly occurring events. There are other hazards to interplanetary travel, but they are not as common. These include ether pirates and hostile navies. There are three types of damage, which are injury, minor damage, and major damage. Injury indicates that a member of the crew has been injured. The wounds may be healed and the crew member can eventually regain consciousness. Minor damage indicates that the ship is damaged but that the crew can repair it. Usually minor damage will not result in the critical injuring or death of a crew member. Major damage indicates some major malfunction to the craft which cannot be repaired until the craft lands. The remaining length of time of the voyage is increased by half. If this will exhaust the ship's food supplies, the referee should provide some alternative destination where repairs can be made and additional food brought on board. Major damage can also result in the critical injuring or death of one or several crew members.
 
I like the idea, it looks interesting. But what do you do about atmosphere contents? Is there just air everywhere?

Sorry, I might not have read enought Verne.

Great question! Science in Space 1889 is absolutely absurd. It makes no sense to modern science. WITH that said, yes, air is everywhere and Venus, Mars, and Mercury are all breathable and habitable (Mercury is a bit weird, but I'll cover that in another post). Moons of Jupiter are, as well, but we probably won't get to those. So to get along with this type of campaign, people really have to abandon any practical science. Mars is covered in water canals and declining civilizations, Venus has dinosaurs, and other absurd things are reality. Its classical Victorian sci-fi. Here's a bit more philosophical pseudoscience from my write-up:

Spoiler :
When the Solar System formed, the planets cooled out of the primordial stellar matter individually at intervals about 150 million years apart. Consequently, the planets' geological time periods are also about 150 million years apart. The first of the inner planets to coalesce and solidify was Vulcan (now the Asteroid Belt). Following in succession were Mars, Earth, Venus, and finally Mercury. For the Earth scientist, this relationship provides valuable information about the history and the future of the Earth. Mars shows what the Earth will probably be like in 150 million years, while the shattered Vulcan foretells the ultimate fate of all of the inner planets. Venus shows what the Earth was like 150 million years ago, during the age of the dinosaurs, and Mercury gives hints of what the distant prehistoric past resembled.
 
Here's some more from my write-up! Any suggestions and help would be really appreciated! Thanks SKILORD for your comments...

These write-up areas are not quite finished, but here is a taste of it. Gameplay Concepts and then I'll go ahead and post what I have written for Mars so far. Mars is by far the most important planet outside of Earth, so that's why there is so much info for it.
I've finally made some decisions and if i ever do this, I would have each player be a group of characters or an expedition from their nation! Could turn into a very interesting campaign indeed.

gameplay concepts

Spoiler :
Gameplay Concepts

Characters
Each player in this campaign will control a group of characters. Your group will be the backbone of all gameplay that occurs in this NES. There are many steps to create a character and your group, which will be detailed in another section (Character Concepts). Your characters will be a group of adventurers about to set out on their first expedition. You will then embark on many subsequent expeditions. Once your characters are created, though, there is very little you need to do to upkeep them. They will get a yearly amount of money - but a passing year is quite rare, so spend your starting money wisely. You can also gain money by adventuring. Characters also need equipment, such as weapons and other tools for expeditions. Equipment and items can also be obtained by adventuring. Even different modes of transportation can be acquired.

Nationalities
The governments of many nations on Earth are funding expeditions. That means that the government you choose will be giving you money. Each Earth nation is allowed only a certain amount of expeditions, which means only a certain amount of players can be characters from each nation. Here is that list:
+ Britain: 7 players
+ Germany: 7 players
+ France: 5 players
+ Italy: 3 players
+ Russia: 3 players
+ USA: 3 players
+ Belgium: 2 players
+ Japan: 1 player
This is the maximum amount of players (or groups of characters / expeditions) allowed from each nation, but that amount is not necessary to begin our campaign.

Expeditions
Expeditions are what will be the meat of our campaign together. Each player controls a group of characters, and to go anywhere you must embark on expeditions. These can range from very specific, which are adventures provided by the referee, to something a bit more broad or player-created, which can be initiated by you. There is a lot of freedom in this campaign to basically do whatever you want with your group of characters. Your expedition story-writing should make sure to include that whatever you are doing is for the nation you represent. Yet the nations themselves are not creating the expedition ideas: they are trusting you to come up with a worthy thing to explore. Along the way, you will encounter new adventures and your group of characters will get into situations you did not predict. You should have some back-story as to how your group of characters met and how they came together.

Updates
Just like the other NES that I have seen, there will be updates. But these include little to no numbers. If your group has come across some money or items, I will tell you, but normally updates will not include a lot of gifts. Updates are for me to write a story about what everyone has gotten into. In-between updates, it is fair and free game to write whatever stories you please. You should write about your adventures and what you are getting yourself into and what your goals are. Be as creative as you can. Space 1889 campaigns require creativity. You can read up on the Victorian Era to get some idea of what the world was like during this time. When I post an update, it will be a collection of information and happenings derived from the stories you post. So if Player A posts that he is going to Mars, and so is Player B, I might include in the update that those players crossed paths, and then after that update they can both build upon that story arc. I will help players develop story arcs, just as a referee would help players develop story arcs in the pen-and-paper version. By the way, watch out. I can be a tricky and sneaky referee.

Politics
The political situation of Earth has become much more complicated because of the existence of the ether and the settlement of other planets. Martian politics are particularly complicated because of the Martians, who do hold some anti-human sentiments due to the brutal colonization of their world by Europeans. Meanwhile, American entrepreneurs have been selling weapons to some Martian enclaves. The political situation is tense and volatile, and your characters might get in the middle of it sometimes. That is the fun of this campaign. Sometimes your nation will ask you to do a specific task, like thwart a British convoy, pretending to be pirates. There are many possibilities and the referee (me) will give you a lot of these possibilities so that you can act upon them if you wish to.

Ether Flyers
To travel to other worlds, you will need an ether flyer. The types and costs of ether flyers will be listed in another comprehensive section of this write-up (Ether Flyer Concepts). You will be able to add special equipment to your ether flyer. You will even get to make decisions in the design of your ether flyer. Ether flyers are expensive, so make sure you spend your starting money wisely. A nice ether flyer will go a long way. Take good care of it, too. If it is destroyed, it will cost a lot to repair. Even though players will all have ether flyers, you will have to do the majority of your expeditions on foot or on other modes of transportation. Ether flyers are great traveling from planet to planet, but you can't dig deep and explore with them as much as you can on land.

Purchases
As the campaign progresses, you might want to buy stuff. You should be in a major city to buy items. There will be a comprehensive list of items and their cost available to players in major cities (in this write-up). To buy things, it is a simple process. You have some pounds and you want to spend them. You want a rifle. So you buy a rifle. And that's that. It is very simple. You don't have to pay upkeep for this item or anything like that.


and mars

Spoiler :
Mars
mars.jpg

The planet next outward from Earth is Mars. Mars is an arid planet which long ago lost the water of its seas to the iron oxides of its desert sands and the ice of its polar glaciers. Ancient civilizations dug vast networks of canals to carry what water there was to the drying, dying fields and cities. But today, even after herculean efforts, Mars is a dying planet. One mystery which continues to confound scientists is why the surface gravity of Mars is so close to that of the Earth and Venus, both of which are considerably larger. While the orbital period of Mars indicates that it is indeed denser than its two sunward companions, it is not sufficiently so to account for this discrepancy.

Background: For centuries the dark red mystery of Mars has excited the imagination of humanity, and so it was little wonder that Edison chose the red planet as the destination of the first interplanetary ether flyer expedition. Accompanied by Jack Armstrong, an intrepid Scottish explorer and soldier-of-fortune, Edison set out on January 6, 1870 and arrived on Mars on March 9. The landing was a rough one and tore open the hydrogen balloon used to lift the ether flyer into the atmosphere. The two explorers would have been stranded on Mars forever were it not for the fact that the planet was inhabited. Edison and Armstrong landed just outside the city now known as Syrtis Major, and they were taken prisoner by the Amraamtaba IX, the local potentate. Armstrong soon learned the Syrtan language, however, and Edison impressed the Martian ruler with his tremendous technical knowledge. The pair were soon freed, and Edison was provided with the materials necessary to repair his balloon and generate the hydrogen needed to fill it. Within months the repaired flyer was ready to carry Edison, Armstrong, and a curious Martian back to Earth. The return trip was without incident, and the expedition landed outside of Cincinnati, Ohio on August 7, 1870. The Earth was electrified. Edison and Armstrong received fame and fortune. Within a year dozens of companies were manufacturing Edison Flyers, and vessels of several nationalities were soon making regular trips to Mars, with rapid and dramatic changes for both worlds. Martian liftwood met the Industrial Revolution, and neither planet would ever be quite the same again.

Physical Character: Mars has a diversity of terrain fully equivalent to that of the Earth. In broad terms, the world is divided into the ancient seabeds, the vast deserts, the craggy mountain ranges, and the polar icecaps. The most salient feature of the red planet, however, the one which has shaped what the world is today, is the lack of rainfall. It never rains on Mars. The free water of its ancient seas vanished long ago and is now frozen in the glacial wastes of the polar icecaps or chemically locked in the rust-red deserts. Without free water, there is no evaporation cycle to feed clouds, and therefore no rain. Mars has a diameter of 4200 miles and a surface area of 55.4 million square miles. Although Mars is much smaller than the Earth, its surface gravity is only about 10 percent less. A 200-pound man would weigh about 180 pounds on Mars. The Martian atmosphere is a breathable one and is very similar to Earth's. Its most distinguishing feature is its lack of humidity, which reflects the overall dryness of the entire red planet.

Time: The Martian day is 24 hours and 37 minutes long. This length is within three percent of the length of the Earth day, and most Earthmen find that the slightly longer day presents no problem in acclimatization. Although special pocket watches which keep Martian time are manufactured, most visitors simply use their own watches and clocks, adjusted to run three percent slower. Mars orbits the Sun at a distance of 141 million miles and has a year of 687 days. The Martian year is divided into seasons determined by the level of water in the surface canals. There are four seasons on Mars: Flood, flow, low flow, and surge.
Flood is the short season in which polar meltwater rushes down the canal, and it marks the beginning of the growing season. It begins with the first swell of meltwater and lasts until the water level has again receded below the level of the canal promenades. Especially in regions closer to the poles, this rush of water overburdens the capacity of the canal, often reaching to the tops of the levees and overflowing to the croplands and fields beyond. Navigation is often difficult during this time.
During Flow Season, water fills the Grand Canals to within a few feet of each bank, but there is no surge, and navigation is easy and unimpeded (equivalent to summer and fall on Earth).
Low Flow Season is the dry season; water in the Grand Canals is reduced to a mere trickle. To enable traffic to continue during the dry season, low flow channels were cut into the bottoms of the Grand Canals to contain what little water remained (about 30 feet deep, sufficient for almost any canal boat or barge). While these channels are filled, the rest of the canal bottom is almost completely dry.
Surge is a short season which occurs sometime during Low Flow. As the Low Flow Season progresses in one Martian hemisphere, the Flood and Flow seasons are taking place in the opposite hemisphere. Some of the water flow from the opposite hemisphere makes its way, eventually, to canals on the other side of the world. The surge of water that does manage to make its way to the other hemisphere produces a temporary replenishment of water in the canal beds. Travelers not acquainted with local conditions risk being caught in the deadly flow of a surge.

Flora, Fauna, and Flight: The drying of Mars millions of years ago spelled the end for most mammalian life forms, and with their extinction came the next step in Martian evolution: the flyers. Flyers could range far and wide in search of water and in search of the prey that water could support. Natural selection and little-understood components of the soil led some planets to develop lifting effects that negated the effects of gravity. Absorption of these elements in the diets of some animals led to the emergence of a lifting gland in these beasts. These animals can flat in the air by shifting the orientation and strength of their lifting gland's power, using wing-like flaps of skin for propulsion, steering, and fine maneuvers.

Recent History: For millennia, the various city-states of Mars existed, sometimes warring, sometimes cooperating, until a great leader arose to bring Mars into a golden age.
Seldon was the name of a great military leader on Mars who existed 5000 years ago, the equivalent of Alexander the Great on Earth. Seldon united many Martian city-states and came from the small mountain kingdom of Gaaryan (before the seas receded, it was the island kingdom of Gaaryan). The city-state leaders who cooperated with Seldon's empire became the canal princes of Mars; virtually all Martian rulers today trace their power to those original oaths of 5000 years ago. The Seldon dynasty went on for 3000 years, and Seldon's Empire repaired and properly maintained many of the Grand Canals. After 3000 years, this empire was torn by civil war and the canals became the responsibility of the individual city-states along them. The canals of the poorer city-states soon fell into disrepair and became marshes or dry channels as the money and resources normally used for their maintenance went to buy and equip military forces. The civil war destroyed some city-states and impoverished others. By the time the war finally ended, civilization on Mars was a shadow of its former self, and the magnificant empire of the Seldon Dynasty was nothing more than a few dozen petty principalities, collections of city-states under some particularly capable canal prince.

The Present Political Landscape: Before the coming of humans, the major Martian city-states were in rough equilibrium, although a few of them stood out above the rest.
The Oenotrian Empire was a rising star in the region south of Syrtis Major, rapidly dominating the older principalities of Deltoton, Astrapsk, Iapygia, and Avenel in diplomatic and (occasionally) military campaigns of conquest. With the coming of the humans, and particularly with the establishment of a British Crown Colony in Syrtis Major, the Oenotrians have been thwarted in their northern expansionist plans. The present war between the British and the Oenotrians was almost an inevitable result of the political and diplomatic climate in the Syrtis plateau resulting from the human settlement there.
The Boreosyrtis League is not a civil entity, but a loose mercantile confederation with many similarities to the Hanseatic League of the later medieval period on Earth. The cities of the Boreosyrtis League have a complete monopoly on the production of bhutan spice, the prime British export from Mars (after liftwood). The league's headquarters is presently in the city of Umbra, where the major mercantile houses and princes of the cities of the league send their representatives to the League's Grand Council.
The Astusapes mountains are inhabited by High Martians, ruled by a number of greater or lesser kings from their "kraags", or mountain fortress-cities. The kraags are nearly invulnerable fortresses, carved from the heart of one of the rugged mesas or cliffs that permeate the region. The highlands are also the source of liftwood, and liftwood and the kraags are the twin pillars of High Martian power. Raiding the trade routes to the north was a minor sideline that brought them into conflict with the Boreosyrtis League and the British. The predominant high king of the Astusapes region was the master of Kraag Barrovaar, King Hattabranx, until a British raid weakened his power in February of 1888. Since that time, the area has been in a state of flux.

Technology:
Canal Martians are the most civilized and the most technologically advanced Martians. It is they who manufacture gunpowder, cast guns (when they can get the metal), and build the largest and most advanced cloudships. Despite this, however, the Canal Martians possess a stagnant culture and have not made a single major scientific discovery in centuries.
Hill Martians are more primitive than Canal Martians, both in appearance and in technological advancement. They are still capable of relatively sophisticated creations in many different kinds of wood, although they lack the practical and artistic metal-working skills of the Canal Martians.
High Martians are a brutish lot, both physically and technologically. Although they can work metal, they prefer to obtain manufactured goods by trade or brigandage, or as tribute. As masters of the high places where liftwood grows, they have a monopoly on the most important item of trade on the planet.

Cities and City-states: Cities on Mars tend to occur at the junctures of canals, which produce trade and serve as dependable sources of water for the inhabitants. The great cities of Mars were originally established by traders and merchants at the junctions of the Grand Canals. Wherever the Grand Canals met, some trade could be expected, and a city was the natural consequence. A city-state consists of a central city and the arable land around it (including a number of lesser communities). Martian city-states are easily classified in size, power, and wealth by a simple indicator: the number of canals extending from the city. The original city-states were built during the Brifanoon (the Age of Water). They were wonders of Martian science and optimism, but are now in decline. The technology that built the vast cities is long vanished. When the final drying of Mars began, advanced technology became a luxury the Martians could ill afford. Labor, always in short supply, had to be committed to agriculture. The decay could not help but accelerate. The spectacular Martian cities still stretch for miles beyond the canal banks, but most areas are abandoned, and the Martians now restrict themselves to buildings closest to the canals and waterways.

Syrtis Major: The city of Syrtis Major is situated at a major junction of several grand canals and was a major city-state and mercantile center for centuries before it became the capital of Seldon's empire. The remains of the Imperial palaces are still imposing, although most of them were abandoned long ago. One of the smaller palaces is now inhabited by Amraamtaba X, Prince of Syrtis Major, deposed by the British in 1880. The British now control Syrtis Major as one of their crown colonies.

The Belgian Coprates: By 1889 the Belgians had completed the conquest of the Great Coprates Rift Valley, and an uneasy peace has settled there between Belgium and the Martians of the valley.

German Western Dioscuria: Until recently, the Germans were unable to obtain any significant colonial possessions on Mars. Their most extensive settlements to date are the trade stations in Western Dioscuria, and the military posts necessary to protect them. The Germans have two main aims on Mars: to acquire a source of liftwood to produce the most advanced aerial gunboats, and to break the British monopoly on the bhutan spice trade.

French Idaeus Fons: French presence on Mars is limited to the Idaeus Fons region, but France's influence is widespread. It is only the lack of political support on Earth that keeps the French from claiming a larger area on the red planet.

Japanese Euxinius Lacus: Japanese presence on Mars is still small and mostly limited to the experimental scientific research stations and trading posts at Euxinius Lacus. Japan is trying to prove itself as a modern, influential power, and so desires to expand its presence on Mars.


p.s. - mars still needs me to add what kinds of creatures and transportation will be available there.
 
Aw, no one likes it? well, even so, could use some suggestions/help. suggestions on how it can be better are always nice. Felt we could've had a lark of a time doing this one some day.
 
Aw, no one likes it? well, even so, could use some suggestions/help. suggestions on how it can be better are always nice. Felt we could've had a lark of a time doing this one some day.

Give people some time, I myself just glanced this post yesterday with thoughts of reading it more throughly today.
 
I'll admit, that looks kinda cool. I'll have a proper look later tonight.
 
Aw, no one likes it? well, even so, could use some suggestions/help. suggestions on how it can be better are always nice. Felt we could've had a lark of a time doing this one some day.

Some people only come through here every few days, and perhaps read this thread even less often. Patience is fun.
 
Thanks for the words, everyone. Sorry to appear to lack patience. ;) I'll put some more stuff up on it soon. Still have to convert some rules from my pen-and-paper version, which is customized (since the "real" version is kind of terrible). I also want to touch-up my writing for Venus and Mercury. I have all kinds of new adventures in this setting I want to try out for people if they are into this sort of thing.
 
Also, i'm not sure how many people check this thread. Often creating your own individual thread will get more responses and onlookers.

An avatar and a signature would also help ;)
 
An avatar and a signature would also help ;)

You're so shallow, Abaddon.

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Looking back over Starlife's stuff, I really like that the Belgians are included. I have this image of an interplanetary heart of darkness, hotel rwanda situation.
 
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