Pre NWolfNES IV - Post-Apocalyptic life

Northen Wolf

Young Hunter
Joined
Feb 11, 2008
Messages
2,241
Location
Estonia
The last war on Earth
In 2157 nuclear war began, followed by massive usage of chemical weapons and biological warfare. Earth was almost completely destroyed. Governments disappeared, billions died from bio-weapons, weaponized viruses and nuclear bombs. There were few survivors, mostly scientists and military hidden in secret and/or remote bunkers. During next years many outposts clashed in bloody fights, resulting death of many precious survivors and destroying few remaining bunkers of humanity. War for limited living space, resources in post-apocalyptic earth was on full time. All seemed lost to humanity.

Rise of Volastokof A6
Many groups fought. Many nations, militias, survivors and religious nuts fought for what few acres or m3 of uninfected area they could find. Many died in bloody deaths, to infections and viruses or starvation. But in the end group nicknamed “The Empire” become most dominant power. Empire did not care for politics - it originated from remaining deep-artic research base called “Volastokof A6”. Volastokof A6 was filled by scientist with varying nationalities and conducted “safe” experiments for many nations who wanted scientific data with “plausible-deniment”. Volastokof A6, nowadays know as “The Empire” did not care whatever your nationality or political beliefs were. They did not care whetever your bunker was peaceful and helpful to surrounding survivors or lead by fanatic militarist religious nut who attacked everyone on sight. Empire did not care about politics or world views, Empire cared about progress. And so the Empire Progressed, slowly but surely. Every strike of the Empire was well coordinated thanks to incredibly discipline demonstrated by Volastokof protective forces and soon many survivors flocked to join The Empire. And Empire used these volunteers well. It was a long trip ahead, through poisoned earth, nuclear fallout, ice and diseases, but progress… it was made.

First colonies
In 2450 plans to colonize space were made, in order to alleviate stress on resources caused by ever growing population of The Empire. In 2510 mankind launched its first full-fledged colonizer ship followed by another year later then another and another. By 2503 more than 12 planets, from 7 different solar systems were colonized. In 2610 Numbers of colonized planets had increased to 38 and solar systems to 25. In 2851 113 planets were at least partially colonized. All under heavy control of the Empire. All doing experiments and research under the watchful eye of Empire.

The Empire
Empire did not care for how the “serfs” and “commoners” were treated. It cared about scientific progress and military discipline. Whenever there were any births, random number was rolled. When roll was poor, child was immediately conscripted to The Legion. Legion was the enforcing military of the Empire. Trained from birth, with advanced weaponry and incredible mindwash coupled sometimes with gene modification, robotic organs or similar progressive “modifications”.

Empire did not care about lives of commoners - it cared about taxes. If taxes were paid on time and in full sum, Empire was happy. When Taxes were late or somebody tried to hide income from the Empire, even a measly sum 1% in any form of taxes, Empire launched official inquisition. Inquisitioned rarely survived - any signs of disloyalty resulted in massive executions, in order to prevent it from spreading. Entire colonies were destroyed, entire planets reduced to fraction of what they were, leaving alive only some of those who were completely loyal to the Empire. Some of the surviving“loyalists” and/or survivors were forcefully drafted to the Legion, to make up lost legionnaires and guarantee complete loyalty to the Empire.

The Rise and Fall of the Outer Rim alliance
Then, the rebellion started. Outer planets rose up against The Empire and its brutal experiments, taxes and Inquisition-raids. They even managed to infiltrate The Legion and turn few Space legions with their battleships against the Empire and capture a few other spaceships. Thanks to this surprise attack Outer Rim managed to secure warp-gates that were used to sends and receive spaceships from one galaxy to another and destroy those. Thinking they were safe, their planets flourished and prospered. But they did not consider that The Legion would be suicidal enough to take a trip through open space. A trip that would take 187 years to reach them. But that’s what the Legion did, over 38 battleships, loaded with many spacelegionairs, much battletech and several jump gates set bearing towards the Rebellious faction of “Outer Rim alliance” planets. When there, teleport gates were deployed and battles raged for many years, resulting reformation of The Legion battle protocols and structures. Even anti-planetary weapons were used, but in the end, Empire bloody banners were waving over hundreds of corpses, destroyed colonies and floating among remains of once-powerful spaceships.

Outer Rim military was scattered and most of its fleet and all of it’s planets either recaptured or destroyed. Few scattered survivors were hunted mercilessly through the edges of known space and followed even into black holes. That was the might, discipline and progress of The Legion.

Inquisition that followed was not very merciful to the survivors… But progress demands sacrifices and complete loyalty to the Empire. And so the order was restored.

The brave resistance of UB-821
You are in control of a small faction on planet of UB-821 nicknamed Rohin by its inhabitants. Rohin was a planet nearby Outer Rim alliance, single warp-gate jump away from the rebel core planets. During the war, rebels jumped in, destroyed the warp-gate and demanded that Rohin would join Outer Rim rebellion. Before they could finish broadcasting their proposal Rohin garrison fired upon insurgents, successfully destroying single ship out of fleet of four. Massive battle that followed, using ground-to-fleet weapons, forced Outer Rim fleets to retreat out of planetary weapons range. Several new attacks were made but all were beaten back. During the conflict, several Outer Rim troop transports attempted to land on UB-821, most of the landing sites, many in tightly inhabited area of Rohin (called The Core) were successfully cleared of resistance with massive usage of mass destruction weapons. Yet, some of the smaller Outer Rim transports managed to land and deploy small squads of infiltrators and saboteurs. Most of them were wiped out - survivors either killed or captured and interrogated, but there are rumors that some Outer Rim troops managed to join up with anti-Empire minded groups and other minor crime rings. Most of the said crime rings and “resistance” has been eliminated thanks to brave Legionnaires and ever vigilant Inquisitors.

Vigilance, Discipline, Progress.
Whilst Rohin never was part of Outer Rim and its rebellion, it was still left on its own when Outer Rim destroyed wrap gate back to the core systems. And whilst most of Rohin stayed loyal to the Empire, not everyone on Rohin did. Even despite the best actions (read: mass executions of all criminals and their families, burning hundreds of small settlements and villages, massive bombardment of high population density areas) by the local garrison. Following inquisition upon restoration of warp gates and space legionary reinforcements pacified all but the most secretive anti-empire minded criminals. But Legion is always Vigilant.

21 years have passed since Rohin experienced its first full fledge “inquisition”, resulting in forceful drafting of many its inhabitants, trials and execution of most of its leaders (and their family, friends and workers). Surviving planetary population was reduced by 53,7%, not including “volunteer” draftees to the garrison and onto fleets of the Legion. But baby boom in the slums of Core has helped to recover some of the population.

Rohin and its settlements
Rohin has 3 large settlements - the Core, the Garrison and Metropol. To the South are Farmlands, followed by mostly barren wastelands and deserts. To the North-North-West is hilly land, with few small scale mining operations, one bigger mining operation and several active volcanoes. Rest of the land is mostly barren wasteland or deserts, with occasional oasises and even natural fountains here and there. Sand storms, acid rains and small earthquakes are commonplace, much more common than before the invasion, - due to weather controls and terraforming stations that were wiped out for greater good.

The Core
The Core was entery area where first colonizers and terraformers of Rohin landed. It was the most advanced tech hub of Rohin, containing countless of high-tech factories and other-planetary necessaries (like nuclear power stations, terraformers, purifiers and other primary utilities). The Core used to be most tightly inhabited area of Rohin but after traitorous Outer Rim landed several troop transports there, attempting to conquer key governmental buildings, factories and warehouses, most parts of the Core were destroyed by the massive usage of mass destruction weapons (by the brave and honorable Garrison and Legion).

Progress demands sacrifice. Sometimes billions of civilians have to give their lives and key structures be destroyed for the progress. But progress was made. Core consisted of mostly large skyscrapers, warehouses, modern apartments, large (and beautifully designed) factories, terraforming stations and utility houses. Currently most of the Core is rundown, full of craters but people, especially from poorer classes, have started to move their housing towards the safer areas of the Core, sometimes even choosing to settle into old core buildings. While doing that they’ll have to dodge radiation, bioweapon remains, wild beasts (experiments of the government or private research facilities), large sinkholes and numerous other dangers. Not all of the buildings and factories have completely been looted, but most of them had security systems to prevent unauthorized entry (or some experiments to get out). Meaning auto-turrents, mines, self destruct weapons or other unfriendly things. Life on Rohin is not easy but progress will be made. Factories will be reclaimed, technology will be (re)invented, progress will be made - no matter the costs.

Metropol area
Core is surrounded by what once was known as the Metropol area. Metropol become primary living space for poor class citizens, that started off from small huts. Nowadays it is mix from shanties, tenements and very few apartment blocks. Population fleeing to the Metropol area after destruction in The Core, did not help much with overpopulation and poor housing quality. Despite being overall rundown and generally ugly area to live in, there are few richer areas and beautiful houses in The Core. Some belonging to the Pre-war ages, others build hastily after the Invasion by richer families or factions. Rohin government moved most of the offices into Metropol from Core. Whilst richer households and government buildings manage to keep up self defense forces, militias, police or household guards there is much crime in the metropol area. It’s not recommended to wander smaller streets of the Core after nightfall. But Legion does not care about crime, as long as taxes are paid fully and on time and Houses have hard time taming these ghettos.

Garrison
Garrison is primary landing, training and operating site of the Legion. Civilian population is often “recruited” to join the Garrison, they’ll be given rooms, food, proper training and education. Best of the recruits can become Garrison leaders and even join Legionary force. Heavy discipline is maintained … and expected. Those who fail to keep orders are usually shot on sight - there is no need for jury or a judge. Garrison and Legionary areas are separated. Legion base is located in the center of Garrison territory. It may seem small on the outside but underneath is a maze of tunnels underneath entire garrison area (and possibly leading to further areas outside of Garrison territories). No one knows how big the maze is or how far it stretches.

Barren- and wasteland areas
Often water in these oases needs purification before it’s usable, however there are some plants which are capable growing near oases and purify water. There is not much life in the wasteland - it’s inhospitable place, acid rains, little to no water, extreme winds and poisonous gases are all common. In pre-war times, there used to be many research bases and terraforming camps near oases, but nowadays they are often abandoned or destroyed thanks to destruction of terraforming stations in the Central area.

Mountainous area
There are some small scale mining operations, varying from most common very-low-tech (pickaxes) to very high tech (precise laser-controlled mechanized mining operation of the Legion) (only one existing). Mining in the mountains is dangerous - there are many wind corridors formed between mountains and within minutes temperatures can drop from +25 to -40C. In addition to varying climate, sudden bursts of wind can bring poisonous gases into unexpecting mining camp and many of the artificial wind blockages are starting to break down to poor (or no) maintenance. Due to breaking down of technology, inability to import new tools and inability to reproduce necessary microchips and details due to destruction of core, most of the mining camps are either abandoned or replaced with small scale mining operations (read:pickaxe and brute force). There are small settlements in larger mining camps, but as life near Core and Metropol is safer, people tend to stay in the Capital. Many of the people from Metropol travel to the mines to work there for several months, in order to survive, but very few stay longer than their original work-period.

Laws and juridical system
Empire has following laws:
Progress has to be made.
Empire comes first.
Sacrifices are allowed if further progress can be made due to sacrifices.

50% of any and all (exception: population) income must be given to the Empire.
Population must allowed to be recruited by the Empire freely, depending on the need.
Government(s) hold no authority over recruited population.
Empire and Legion orders must be followed without hesitation. In case of conflicting orders, chain of command must be followed. If chain of command is compromised or unreachable then decisions have to be made in the best interest of the Empire.
Scientific progress must be made. Funds, including population, diverted into scientific projects will not be taxed, however any and all results must be shared with the Empire.
Any action taken against Empire, including disobeying laws (or parts of law) must be eliminated with maximal force.
Any action taken against Empire must be notified to the Legion. Legion will assess the need for inquisition and legionnaires usage.
Any betrayal, including anyone related to the attempt of betrayal must be eliminated with no offerings of mercy.

Failure to comply any of the laws, even partially, will result official Inquisitioning of failed party.


Inquisition only mission is to find and root out all cause for disloyalty.
Inquisition has full rights to access everything.
Inquisition has right to take command of any and all structures (no matter the reason or current controller of structure).
Inquisition word is higher than law. Failure to comply any order given by inquisition is considered betrayal.

Government
As destruction of the Core destroyed most of the Governmental facilities and following inquisition revealed many “traitors”, government of Rohin was almost completely destroyed. Whatever was left takes control of small area in the Core. From destruction 3 ministries survived.

Taxation ministry
Taxation ministry takes control of taxation. Despite of large losses during inquisition taxation counts every penny of income in Rohin, gathers data and taxes and presents them to Legion. Whatever is left after Empire takes its share is given to either infrastructure or enforcement department.

Enforcement ministry
Enforcement ministry is crossover of militia and police. It makes sure that taxation orders are fulfilled and its members protected (and given access to wherever needed) and that progress can be made. They tackle crime which hinder progress, generally ignoring small muggings and minor crimes - as long as benefitting party pays more taxes. Surprisingly, most criminals pay taxes fully - no one wants inquisition at their doorsteps.

Infrastructure ministry
Infrastructure is responsible in doing everything to aid the progress. Infrastructure builds roads, hospitals, helps factories to start up and aids businesses and research stations. Infrastructure ministry is also responsible of maintaining climate control stations and terraforming towers.

Ministries and recruitment
Ministries do not recruit from the street or accept anyone based on “votes” or “popularity”, they just need people who have higher chance to survive inquisition. Standard peasant can climb high in ministries, but (usually) has to join as low-ranking grunt. There is no “democracy” in ministries just fixed structure, that’s been like that since founding of Rohin. If someone from high end leaves(for whatever reason, including inquisition), entire chain gets promotions. Ministries are often visited by inquisitors - who are sure to notice any wrongdoings and anyone who was even slightly related to wrongdoings. So blood is always fresh in ministries, often too fresh, meaning ministries hesitate to spend money on projects they need. And Inquisitors are good at finding even smallest of the mis-spendings and eliminating anyone even slightly related to the act. All that makes governmental ministries very, very careful in who they recruit and how do they spend their resources - often leading to withholding funds instead of spending them where needed. Despite all of that, need for constant recruits is high despite of frequent small-scale inquisitions - all those who manage to survive inquisition usually get promoted due to need to fill several “new” openings.

Technology
Due to war and destruction of The Core area, most of the high-tech facilities are either abandoned (due to bio-weapons) or destroyed and have been like that for over 208 years. Rohin survived a full scale assault - destruction of its capital, but tales of flying cars, terraforming towers (which of 5 exist and 3 are still semi-functional), 3D projection and supercomputers are just tales for many from the poorer classes. Most of the technology has broken down together with planetary factories - factories that made computers for planetary factories and factories that made chips for said computers. Here and there are few surviving personal computers, that fetch high price on market. There is electricity but it does not reach many places - power grid is ancient and most device broken. So, many people are using torches and oil lamps whilst rich estates shine in darkness thanks to being able to provide themselves with electricity. Even within Garrison you can see troops wearing high-tech laser rifles worn side by side with standard 6-chambered projectile weapons of old earth. Lack of technology seems to be effecting everyone, with the exception of Legion. Legion troops are always well equipped and no one knows how many of legionnaires there are.

Upper class still has its privileges and electricity but lower classes are very agricultural minded. There are few schools, an academy and few hospitals on Rohin but they are mostly for rich people. Poor folk are often left on their own with sicknesses and have to visit witch-doctors or black-market doctors.

Imagine Firefly (tv show) setting of a poorer planet. Just far less space ships - as space riding was forbidden upon Outer Rim landing and Empire has not sent any resources (or even microchip making machines) to the planet since restoration of the Empire.

Society
Most people live in pretty much like in the 1500-1700’s -with the exception that they know that technology exists and are not as scared of it (or surprised to see laser weapons) as people back in earth days would have been. Just technology is difficult to obtain and mostly richer people use it. Most high-tech things have been gathered by different tech-mongers, who build and repair old devices and sell them for (insane) profit - even after paying taxes fully. Leftover tech is usually used in production of food and water or minerals. Minerals are converted through the usage of crude tools and very few still-functional automatic tools into necessary supplies and materials.

There are many classes on Rohin, including Nobles - nobles are children of original settlers of Rohin who had managed to attain high and powerful positions during or before colonization. Their children continued to “inherit” titles and contacts eventually becoming nobles. Nobles hold family and titles in high regard, even when they despise certain family member personally.

Religion
Upon settling Rohin, most of settlers were atheists, firmly believing in science and progress. With the fall of technology and destruction of Core and key governmental structures, firm belief in atheism has started to fade away amongst poor folk and has often been replaced with belief in different things (animism, stories from old books or even with fanatic cults) . There have been small believer groups here and there but none have become dominant on Rohin.

Empire stance has shifted over time from fully atheistic to “as long as belief does not interfere with “progress”, people may believe whatever they want. Should belief interfere with progress, it must be must be rooted out with force and no mercy.” Many upperclass Atheists do not agree with the statement and believe this is one of the first signs of downfall of the Empire.

Rohin and Houses
Rohin is pretty much lead by houses and houses pretty much do what they want - government rarely stops them, because houses employ people and produce research - simply put “make progress”. There are many houses and minor factions, all with different goals and objectives. Houses generally fight for control of small areas within city (city block, hospital, bunker,marketplace, factory, warehouse, toll gate etc.) - something what grants them steady source of income. They can enforce their rule however they wish, maintain large private armies or insanely huge producing facilities.

Houses are poorly controlled or regulated (only their income and scientific progress is important). Despite of lax control, no faction starts randomly killing civilians or robbing banks - Enforcement ministry would call Inquisition, who would arrive within hours and “enforce” order. Killing civilians in the name of science is completely different topic tho, as long as general progress is not hurt too much.

Open conflicts between houses are not common, but not too uncommon either - if bloodshed goes too far or has no explanation (scientific progress, testing new weapon, contest over important resource) legion will give a warning. If peace is not made, inquisition will step in. Once inquisition is finished there, usually, is no one left to do peace treaty with. You need a good (logical) reason with water-tight facts behind it and all presented in correct way in order to declare war on opposing House.

Think of Houses something between major companies and ancient families. Most Houses are dynastically related, being in employment of a House usually ends up being getting married or getting your son, daughter, granddaughter, grandmother or someone else related (and fertile) to you married to someone higher up in the faction. Houses generally like to keep their secrets close to the inner circle - with many reasons, including avoiding unwanted attention of inquisition or opposing Houses, which could wipe out entire house, just because someone had an extra pair of shoes undeclared when paying taxes.

If something is needed to be done on the planet - for an example, climate control stations built, Houses with common interests step up and co-fund the necessary project. If some House manages to mix in “scientific data gathering” with climate control, they can build the station with far less funds than they need to invest to build simple climate control station. Government is also more likely to support scientific projects than civilian projects due to fear of Inquisition finding that government supports “lack of progress” instead of scientific progress..

You take control of a single House and you lead it to glory - perhaps become ruler of the planet, perhaps conqueror of other worlds, perhaps just to survive. Perhaps you’ll die in glorified fashion. Maybe your faction will discover cure for cancer? Or instead weaponize cancer? Maybe it’ll find a way to terraform faster? Maybe release gigantic man-eating worms into civilian society(in the name of science obviously)? Maybe your faction only cares about welldoing of the planet. Everything is possible, and permitted, as long as progress is made.

But should progress stop or should your “experiments” cause more damage than results, hammer of the Empire will surely fall and inquisition will be at your doorstep, will you survive it...?
 
Example stats
Spoiler :


Name: House XYZ
Origins: House XYZ is relatively new house, formed after House Tiggre exiled several from its family to secure throne for the current controller. Exiled formed House XYZ

Economy
  • Trade 10/50
  • Production 25/25
  • Taxation 5/10
  • Other: 10
  • Available: 50 - 7=43
  • Reserves: 0

Reputation
  • Popularity: 6
  • Prestige: 2
  • Noble: 5
  • Merchants: 7
  • Legion: 3
  • Garrison: 4
    Misc:
  • Miners of Durhanhall - 8

Holdings:
Royal Palace (10) -
Several modern houses have been converted into one complex by XYZ house. There are 4 watchtowers and improvised fence surrounding the complex. There is small training ground capable of training one unit a turn.

Warehouse #33 (33)

Warehouse #33 was primary holding and repairing area for many broken electric generator parts. It is abandoned. There are reports that mutants have taken refuge in the building. Building has been slightly looted. Legends say that Inner vaults containing faulty microchips were secured by automated security measures. Located in SE-Core.

Military

Has 1 training ground, capable of training 1 * unit a turn.
Has access to: Cutting II, Projectile III, Explosive I

Battlegroups
Alpha I *
(Securing Warehouse #31 in The Core)
1 x Infantry II,
3 x Militia II,
1 x Scout I **

Royal Guard ***
(Protecting palace)
[vigilant]
2 x Bodyguard **

Actions
Total: 3

Yang (16, m)
(Agile, Vigilant, liked by commoners, survivalist, Claim on House Tiggre)(At palace)
Location: Palace (10)
Spoiler :

Yang was heir to house Tigger, until he was exiled after foiled murder attempt on his life. Yang was saved by Serina - her guardian and grown up by her after being exiled. He grew up in the poorer districts, always on the run from Tiggre scouts, which has given him excellent knowledge in the art of surviving and made him liked by many from the poorer classes.


Serina (32, f)
(Strong-willed, Intrigue expert, lower class, orator, good at hidding in common sight)
Location: Palace (10)
Spoiler :
Serina was Yangs guardian, who saved him from certain death. She was not a noble, but risked her life to save Yangs. Serina has grown up to be strong woman with strong desire to reclaim Yangs position in house Tiggre. Many whom were exiled or fled from House Tiggre have joined under her banner.


Notes
Trading and recruiting actively for and from miners from Durhanhall.
Securing Warehouse #33 in SE core.
Family marriage to House Ferdinand rich heir. Gains regular funds as marriage fee for marrying to disabled person. Fee size is dependable of House Ferdinand income and success


Understanding stats
Spoiler :

Name: please name your faction With the name House YourNameHere or have name “Faction” in it. “House” in Honor of ImmacuNES II and Immaculate).
Origins: Where your faction is from, how old is it, why did it started, what does it wish to do and why ?

Economy
Spoiler :
  • Trade 10/50
  • Production 25/25
  • Taxation 5/10
  • Other: 10 - From family marriage to House Ferdinand rich heir.
  • Available: 50 - 7 = 43
  • Reserves: 0

Economy means making money. These are ways how you can make money. First number is how much money do you gain each turn. Second number is how efficiently you are in gathering income.

In current example, house XYZ gains little from trade but its trade is “rather okay” taxed, should House decide to expand trading operation, income would increase and efficiency would fall a bit (but it is easier to expand with more efficient trading network instead of expanding trading network that is large but inefficient). Efficiency varies from 1 to 100, but it is not percentage based.

House XYZ gains most of its money from productive enterprises (mining, farming, producing something), whilst it could gain much more money off production should efficiency improve.

Taxation does not bring in much money, nor is it efficient, taxation at 25 efficiency would bring around 20-22 income in.

10 income comes from other sources, deals, or similar.

Reputation
Spoiler :

  • Popularity: 6 - With poorer classes
  • Prestige: 2 - With richer classes
  • Noble: 5 - With Nobles
  • Merchants: 7 - with traders, merchants, etc.
  • Legion: 3 - with Legion
  • Garrison: 4 - With The Garrison
    Misc:
  • Miners of Durhanhall - 8 -with misc factions

Holdings:
Spoiler :

Royal Palace (10) -
Several modern houses have been converted into one complex by XYZ house. There are 4 watchtowers and improvised fence surrounding the complex. There is small training ground capable of training one unit a turn.

Warehouse #33 (33)
Warehouse #33 was primary holding and repairing area for many broken electric generator parts. It is abandoned. There are reports that mutants have taken refuge in the building. Building has been slightly looted. Legends say that Inner vaults containing faulty microchips were secured by automated security measures. Located in SE-Core.

Building/Area Name (marker code on map)
Description

Military
Spoiler :

Has 1 training ground, capable of training 1 * unit a turn.
Has access to: Cutting II, Projectile III, Explosive I

Any effects from owned places and tech levels.

Battlegroups
Spoiler :
Spoiler :

Alpha I *
(Securing Warehouse #31 in The Core)
1 x Infantry I,
3 x Militia II,
1 x Scout I **

Royal Guard ***
(Protecting palace)
[vigilant]
2 x Bodyguard **



Military unit has to be in a battlegroup. When buying units, please specify which battlegroup you wish unit to join. Battlegroups function as one “unit” on field and do the same tasks - a scout from battlegroup Alpha can’t help Royal Guard - because they’re in different places. Different battlegroups at the same place can perform two different tasks (battlegroup A fortifies area, Battlegroup B Actively Defends area). You can add and remove units from battlegroups once per turn. Units that have been in same battlegroup for a while function better together than new battlegroup would functions. Battlegroups may gain traits and experience - showing commanders and battlegroup overall experience. Your ACC can take command (if you wish) or join the battlegroup (for experience or popularity gain). Battlegroups lead by capable ACC tend to do much better than battlegroups lead by standard commanders. You may name your battlegroup.
Asterisks (*) behind battlegroup signify group co-working ability, experience, commander capacity and experience and training level of whole battlegroup.
Asterisks (*) behind unit signify single unit experience, unit commander/leader capacity and veterancy.

Group Alpha I has some slight co-working experience on field. From Alpha I only “Scouts I” unit has experienced any combat or received any training.

Royal guard unit works somewhat good together. Battlegroup is considered vigilant, meaning greater defense against sneak attacks or infiltration attempts due to good experience in working together and has rather good commanding officers. Both units are somewhat trained and good at protecting ACC and base.


ACC
Spoiler :

Actions can be taken by your action capable characters or by your nobles. One ACC can only take one action. If you have more actions than ACC’s, then nobles from your House will do the actions. Beware of over-working or ignoring your characters- they may develop negative traits. If you want, your actions can be taken by your nobles and this may lead to corruption or greater loyalty and success or failure depending on the action and your assets. It may also lead to a rise of a new ACC.

Action-Capable Characters Each of your ACC may be better or worse at particular actions due to their traits. Traits change with time and usually are affected by the projects they are involved in.


Notes
Spoiler :

Trading and recruiting actively for and from miners from Durhanhall.
Securing Warehouse #33 in SE core.
Family marriage to House Ferdinand rich heir. Gains regular funds as marriage fee for marrying to disabled person. Fee size is dependable of House Ferdinand income and success



Training and developing new units
Spoiler :

Basic units are available to everyone, you can always muster militia with sharp sticks. More advanced units require access to more advanced equipment and knowledge in order to train and equip them. Equipping and training is aided by having training grounds (which increase experience and allows cheaper development of faction specific units) - it’s difficult (but possible) to train sappers without large open field to practice on and it’s difficult to train Rangers squad without having access to buildings to practice in. Not going to mention advanced infantry regiments.


New unit types
You are advised to tailor your own units from existing units. It costs 10 income and ACC action to design new unit from old unit, as long as you have suitable grounds to practice new tactics and designs on - training ground for military, warehouse to modify tanks/vehicles in etc.

It costs 20 income and ACC action to develop new military unit that's not a modification of old units.
Depending on techs you have and your imagination, you could create many unique units. Few examples - infantry that utilizes custom machine guns and flamethrowers as deadly combination, sniper squadron with mining capacity, rocket carrying buggies or helicopters capable of dropping mixture of fast-flying explosive barrels followed by squads of elite paratroopers. Even Mechs!




Technology
Spoiler :

You need to advance in knowledge and (re)learn much of what has been forgotten or destroyed. As you (and other factions) gain control and restore production facilities by whatever means, technology becomes more commonplace in Rohin. - You would not keep all the laser-weapon factories to yourself, would you? Technology can be researched, conquered, it can be learned from books or re-invented from zero. You just need some money or someone smart and point him/her in the right direction. Be imaginative.

Technologies
Spoiler :

Cutting
“Let’s stick ‘em with the pointy end boys!”
Cutting I - knives,
II - swords and shields
III - Advanced knives, swiss knives etc.
IV - Sharp swords capable of cutting through light metal, Electric swords,
V - Lightsabers, Laser swords
VI - Advanced Lightsabers (tanks fall to them)

Projectiles
“We know that small objects can be propelled forward with use of force. We should multiply force by ten thousand, increase number of objects and capacity of magazines, shoot the device up into sky and test it on that miner village trading with our enemies..” - Pattern of thought of scientist that generates progress.
Projectile I - Crossbows
II - Basic explosive projectile weapons (simple handguns and revolvers, one-shot rifles)
III - WWII era rifles and machine guns, basic optics
IV - Advanced automatic weapons, advanced optics,
]V - Basic laser weapons
VI - Automatic ballistic weapons.

Explosives
Question: “Who goes BOOM in the night?”
Response: “Eh. Outer Rim.” - Joke told by Garrison during landing attempts of Outer Rim.

Explosives I - small explosives, cannons
Explosives II - basic anti-infantry mines, WWI grenades, 60’s Artillery
Explosives III - Advanced mines, 80’s grenades grenades, 80’s artillery
Explosives IV - Drones, even more powerful grenades, modern artillery, small scale missiles
Explosives V - Terror drones, bunker-destroyers,
Explosives VI - why is there so much light?

Chemicals
“This cake tastes kinda funny. ”
Chemicals I - Basic poisons
Chemicals II - Advanced poisons, weaponized gas
Chemicals III - Nerve poisons, chemical missiles

Flight and spaceflight
There are no remaining production facilities on Rohin. Secret of flight has been forgotten, it needs to be reinvented (or found). And requires microchip facilities in order to start producing any flight capable units. Strong winds make it difficult to navigate with hot air balloons.




Units
https://docs.google.com/spreadsheets/d/1He1D8wBM5nH2p4oaEl159tGryR5w1XiGCEYdcRvHoJA/edit?usp=sharing
 
Opinions comments? Also, Hi from inactivity!
 
Hey Northern- glad to see this. I will be submitting something but don't know what yet.
 
Planetary map
Spoiler Map :



Spoiler areas :
Terraforming station #1
Functional terraforming station. Operated by Infrastructure ministry. Surrounding areas are semi-fertile, but minor earthquakes and fall holes are still common. Poisonous gas clouds are common.

Terraforming station #2
Malfunctioning terraforming station. Destroyed by the Outer Rim bombardment. Many of the terraforming towers have collapsed and rest are partially buried under sand. This station does not function, however there are few functional machines still present in the station, including automatic defense systems.

Terraforming station #3
Functional terraforming station. Weakly guarded by Enforcement Ministry of Rohin and not The Garrison. This station provides much needed support to the outlying farms. Without this station farming on Rohin would be nearly impossible. Functions at half capacity due to lack of spare parts.

Terraforming station #4
Semi-Functional terraforming station.
Damaged in the aftermath of Outer Rim invasion, this terraforming station controls climate and helps Capital area to survive hostile environment of Rohin, but it lacks strength to stop desert from conquering outer parts of Metropol area. Station requires constant maintenance and functions at roughly 15% of its full capacity due to damage and lack of spare parts. There are is Enforcement ministry base nearby, guarding the station.

Terraforming station #5
Malfunctional terraforming station. Heavily mined by the garrison. Due to malfunctioning automatic defense system,this station was abandoned. It is still monitored by Planetary defense station #1 to detect and wipe out hostiles.

#1 - Planetary defense station #1
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Monitors activity in Terraforming station #5. Not much is known of said base.

#2 - Planetary defense station #2
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#3 - Planetary defense station #2
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#4 - Planetary defense station #4
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. This base holds about 500 Garrison infantry. Taxes from the Farms-area (mostly in the form of food) are taken to this base. There are large number of artillery weapons present in this base which are actively used against anyone unauthorized, who gets too close to the base. There are quite many helicopters, including combat helicopters present in this base. Soldiers take food with helicopters to the The Garrison main base.

#5 - Planetary defense station #5
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#6 - Planetary defense station #6
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#7 - Planetary defense station #7
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#8 - Planetary defense station #8
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#9 - Planetary defense station #9
Garrison has many missile and ground-to-space weapon bases. Area around the base is heavily guarded by the garrison. Not much is known of said base.

#10 - Legion mining station
Most advanced mining site, operated by advanced laser technology, capable of extracting every last gram of ore with precision.

#11 - Desert Research Station #233 (Abandoned)
Remains of once rich research station. Overran with different genetically modified beasts. Much of the station is buried underneath the sand after malfunctioning of terraforming station #5 and #2. Area was heavily mined by the Garrison before the abandonment of the station.

#12 - Outpost #33 (Abandoned)(Base of House Fennir)
This used to be outpost-research station for new terraforming technologies and species. It was abandoned during Nuking of the Core and conquered by desert. House Fennir has taken control of the outpost and is working to stop desert from conquering more.

#13 - Prison (Semi-abandoned) (taken over by prisoners)
This place used to be prison before the last inquisition. Most of the Guards were found to be traitors and were executed by Inquisitors. Prisoners were left to die. They rose up against leftover prison guards and took the place for themselves.

#14 - Mountain base #31 (Abandoned, Radioactive fallout present)
Mountain base that was abandoned after Outer Rim saboteurs blew up several nuclear reactors resulting death of hundreds of Garrison members. Nuclear fallout left much of the area inhabitable. In many many areas radiation levels have dropped to tolerable levels. Hazmath suits are still recommended.

#15 Desert Research Station #165 (Unknown)(Claimed by desert)
After the war, all contact was lost with the station. Garrison overflights and scans show no signs of life. Much of the base is buried under sand

#16 Abandoned Forling Bio-Farm (unknown)
Used to be semi function bio-research and cultivation base owned by rich Forling dyansty. Forling bio-farm used to produce many editable plants grown in underwater or wet conditions. Was abandoned after inquistion found Forling elder quilty of hoarding and paying too few taxes (3.7% less than supposed to). Inquisition executed everyone from the House Forling, resulting abandonment of the Farm. Much of the land is claimed by desert and many buildings are equipped with still functioning automated turrents and droids. Farm is not functional without heavy repairs. Squatters have taken refuge in several surviving buildings.
 
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