Sid Meier's Alpha Centauri 2/Beyond Earth Game

Somebody encouraged me to cross-post.

Some of You Guys Have Issues

Aboard Unity

The Exiled anxiously prepare a Landing Pod for descent, but, aware that daring now could spare them hungry winters later, faction leadership commissions a raid forward into ship’s spaces held by the Lord’s Conclave.

The plan is simple: a small body of volunteers, leavened by the faction’s blooded fighters, will probe forward in hope of being able to secure heavy equipment. They will pose as refugees, volunteering their services as porters, then, once inside the bays, attempt to decapitate Conclave leadership. An audacious plan, to be sure, trusting much to the theory that most of Miriam’s followers are with her solely out of desperation.

The plan succeeds: the infiltrators are given safe conduct back through Miriam’s lines even as Conclave men surge forward as far as the Bridge. Making a concerted effort to pick clean the heavy equipment bays in this section of Unity, Miriam’s lieutenants are only too happy for the additional hands. When the Exiled strike, they are modestly successful. In two bays, with the exception of a few holdouts loyal to Miriam, most of the other porters prove willing to transfer their allegiance. (Those declining to do so quickly suffer acute lead poisoning.) It is a great irony that, even as Miriam preaches to hundreds of frightened colonists only a few hundred meters away, the “tail” end of her logistics train scatters like chaff in the wind.

"Modestly successful" doesn't mean wholly successful. In a third bay, Miriam’s forces (along with an unexpectedly large number of sympathizers) rally in sufficient numbers to suppress and overwhelm the attackers before they can capitalize on their initial round of killing. Survivors are crucified and placed in the crew spaces leading forward as a warning to their comrades. The Conclave doubles the guards on duty outside each bay. The loss of equipment is significant, but not crippling. Although many of the forward compartments have already been picked over by both the Hive and the Tribe, Miriam nevertheless secured a significant deal of exclusive real estate. Her “flock” will still come away from Unity better than a large majority of other factions – assuming she survives transit to the surface.

While the Exiled wreak havoc in the heavy equipment bays, Conclave saboteurs up the ante on the starship’s bridge. Here, unmolested, they engage the ship’s maneuvering thrusters yet again. The immediate result is to cause collisions with dozens of nearby pods, several of which promptly explode or depressurize. Another pair are immolated by the heat of the blast event. As the Unity turns into Chiron’s gravity well, factions attempting to escape the ship find that their ability to plot a specific course to the surface falls into doubt. Destroying the controls behind them, the martyrs at last retreat to the forward spaces where they join in Miriam’s exodus.

The Guardians, making use of their atypical complement of weapons and fighting skills, succeed in clearing out the last of Santiago’s fighters along with a few sticks worth of Labyrinth troops who complain of having been left behind. Wearing protective gear, a volunteer force is sent to launch several of the remaining landing pods and attempt a complicated operation to dock them forward of the hydroponics bays. The effort, managed by highly-qualified pilots, might have succeeded with flying colors – if not for the fact that the security police arrive at the bridge to find it a shouldering ruin. Meanwhile, one of the two Landing Pods making the “hop” is knocked radically off-course by Miriam’s surprise maneuver and presumed lost. The remaining pod succeeds in temporarily “mating” with the main hull just long enough to take on about half the available cargo. The remaining colonists must now make a mad dash for the rear of the vessel, radiation be damned.

The Exiled, leaving the Unity, are exposed to the radiation soup building aft and suffer minor casualties as they transit amidships to reach a Landing Pod. Working together with the remaining Guardians personnel, both factions pile into the few remaining Landing Pods and punch out just as the ship starts to break up around them.

In Space

Miriam's gambit succeeds in damaging, destroying, or knocking off-course a significant fraction of the heavy infrastructure and grown food required by those colonists already away, but this specific act of sabotage, while the most catastrophic thus far, was not the last attending Unity's final hours.

The Restoration, after making a heroic effort to keep station above Chiron long enough to spot the active Orbital Survey Pod in its orbit, successfully hacks the onboard computer despite attempts by the original operator to foil the intrusion. While the Pod does send a final burst of data to an unknown user just before security protocols are broken by Darlan's techs, it is ultimately directed to serve the Unity Marines.

On Chiron

The Hive landed at Sunny Mesa and immediately set upon an ambitious building programme, clearing large tracts for agriculture and raising several machine shops. The latter were quickly set to expanding the Hive’s small fleet of terraformers, all working ‘round-the-clock to set in motion the faction’s extractive economy. Meanwhile, Yang was said to be cached in his warren, perfecting some finer point of his philosophies.

Yang also directed that the Hive establish a self-defense militia, to which end arms were distributed and drill conducted. When scout vehicles of an unknown faction appeared in the fields, Hive defenders mustered in good order behind concrete bunkers and sandbag bunkers. Converted to mount light and heavy machine guns, the scout rovers were a potent threat – but one apparently outmatched by the Hive’s show of force, which included the conspicuous demonstration of rocket-propelled grenades and makeshift mortar tubes. After a tense standoff, the unknown party retreated.

A squadron of Hive Scout Rovers conducted reconnaissance in the vicinity of Sunny Mesa. The scout resulted in recovery of numerous Colony Pods. Along the Sea of Chiron, just east of their own colony, Hive troopers also stumbled upon fledgling colonies of both The Arm and The Restored Church of Jesus Christ of Latter Day Saints.

When Hive offers of “protection and assistance” were rebuffed, the armed reconnaissance fell upon both neighboring settlements, doing great slaughter. Caught flat-footed, both the Arm and the Restored Church were routed handily over the course of less than three hours. If the Mormon militia put up a sufficiently enthusiastic defense to at least distract attention from their fleeing women and children, the Arm were liquidated almost wholesale. Because of the nature of the weapons employed, most of the material assets of both colonies remained operable: the Hive looted what was moveable and razed the remainder.

While the various newly-arrived factions begin unloading their Landing Pods, the Marines launch an ambitious land-air-and-sea operation to recover the Unity Fusion Reactor, deploying rover, 'copter, and foil in a large, well-armed expedition. Leveraging the Orbital Survey Pod to conduct a search, they discover that the jettisoned reactor lies somewhere in the shallows of the Great Northern Ocean, just off a broken, fungal-infested landmass aptly called, "The Ruins." The operation is ultimately successful and the Marines return to the newly-christened Garland City with the reactor under tow by no less than eight foils, including two recovered from splash-landed Colony Pods en route. This Herculean effort is widely understood to have been possible only thanks to Darlan's willingness to collaborate with other leaders while still aboard Unity, expanding the pool of resources from which each participating faction is able to draw.

Wrap Up:

In case it was not clear, Unity will crash on Planet's surface. The secondary reactor, already leaking, will explode with the force of a large nuclear detonation.

  • All factions have now departed from Unity.

  • The following factions are in-transit: The Ascendancy, The Exiled, The Guardians, The Lord’s Conclave, The Restoration, The Tribe, and The Workers’ Commonwealth. The Restoration, Conclave, and Exiled left the ship with virtual armadas of pods. Some Guardians and Exiled personnel are commingled aboard the same Landing Pods.

  • The following factions have landed: The Ascendancy, The Restoration, The Tribe, and The Workers’ Commonwealth.
  • The Restoration lands on the fertile western slopes of Mount Planet.

  • The Tribe lands near the river delta south of the Upland Wastes on the coast of the inland sea that empties at Planetneck.

  • The Ascendancy lands on the northwest side of the Garland Crater, along the coast.

  • The Hive gains 2 pips of infrastructure and two new squadrons of terraformers. This is the result of having looted two settlements.

  • The Conclave gains 1 pip of power, 1 pip of size, and 2 pips of infrastructure to reflect its activity aboard The Unity during that ship’s final hours.

  • The Exiled gains 1 pip of infrastructure as a result of its efforts to seize heavy equipment from the Conclave.

  • The Guardians gain 1 pip of appeal due to their obvious concern for the well-being of unaffiliated members of the crew during evacuation.

  • The Conclave gains a wild pip, because wow.
 
I was going to be doing one of these in a few months with probably a little of my own spin on it and a few people said they were interested, so you should have at least a few players.
 
Poketwo, I insist that you do join. : )

What about you, awesome? Don't let's be shy.
 
The Empire of Man

(1) Why did human civilization on Earth fail?

It was because of the super liberals. No, not even communists were that insane. They acted like some sort of super serious hate organization that did all sorts of the most weirdest of stuff. Like getting obesity recognized as "healthy", making women have much more rights then men, giving all the power to racist minorities, having sex with animals, thinking they ARE animals but just trapped in human bodies. And finaly trying to get rid of meat and most industrial tech. Also logic. Thank anything that the immortal emperor of all mankind had subverted the Unity operation and sneaked him and most of his intelligent and strong followers onto the ship while plunging old earth into nuclear war to cleanse the foal hearsay and hope some sort of moderatecy was created in the aftermath.
(2) What are the irreducible truths of human nature?

Man is a logic, orderly, tool using animal. We seen in the dominance of Eurasia that all factors of an civilization's success is dependent on a strong central government, adopting most ethical and overall improvements in technology, and that a mix of logic and reason usually is the slow route, but triumphs over reliance on emotions. Man also needs to think freely, and accept what most others do. Except if its detrimental to the power and/or survival of man and its way of life.

(3) What will it take for humanity to survive, and thrive, on Chiron?

a strong central government that covers all of man, advanced technology, industry, and the destruction of things based more on opinion then facts. Also free will. do not forget terraforming to suit the environment, and elimination of all threats to human existence.
 
New players may want to consider this list of available factions.

Desert Journeyman said:
Errata

Non-player factions that have achieved general notoriety thus far...

  • The Spartans have distinguished themselves by mowing plenty of you down amidships. Their purpose seemed to be to play grand mal spoiler when it came to saving Unity, which in turn scotched any idea of carrying on the expedition in Garland's stead.

  • The Estado Novo, a project of the ship's one-time XO, aims to found future society on the tripartite pillars of hierarchy, theology, and relationships of social obligation. Their leader, Dom Francisco d'Almeida, has publicly discounted the idea of attempting to restore contact with Earth.

  • Gaia's Stepdaughters are a matriarchy dedicated to an ecological vision of civilization on Planet. Led by the expedition's chief botanist, Deirdre Skye, they are content to go their own way.

  • Expedition members with ties to Comprehensive Transport, one of the largest prime contractors involved with the Unity project, have organized with the intention of providing specialized services to other factions while attempting to restore communication with Earth.

  • The Dispossessed, a motely collection of personnel from Western-alligned pariah states, have rallyed to a Nicaraguan agronomist by the name of Ajax Róger Jarquín. He proposes a politically simplistic "frontier society," the purpose of which is to guarantee citizens in their enjoyment of personal property.

  • Tomorrow Rising, led by Jamai van Tromp, has dedicated itself to the maintenance of peace through "negarchy," or a careful balance between anarchy and excessive hierarchy. Van Tromp has proposed that the various factions adhere to an essentially Westphalian doctrine in their dealings with one another and has expressed her intention to form "defensive coalitions" against would-be aggressors. She is especially interested in forming makeshift alliances against the Spartans.

  • The University of Planet, under Zakharov, ought to be familiar to all of you. He's essentially playing the roles of both mad scientist and militant atheist. Zakharov believes that the universe is eminently "knowable" and that all of man's problems can be managed through the proper application of technology.

  • Archimedes' Exiles are engineers enthused by the idea of shaping Planet to fit the needs of human settlement. They also espouse a technocratic socialism. Their leader is Bharat Ganrajya, the expedition's Chief Engineer.

  • The Labarynth are a bunch of cultists with guns. Enjoy.

  • The Core are interested in the further development of artificial intelligence to manage the dangerous work of terraformation.

  • The Eye is effectively a clutch of fascists looking to establish a police state. Without weapons, they have thus far proved harmless.

  • The Diadochi are calling for a society dedicated to the study of philosophy and the pursuit of both physical and mental excellence.

  • Morgan Industries was the largest of the prime contractors associated with the Unity expedition and is effectively the British East India Company in space.

  • The Founders are a cabal of hydraulic engineers who have worked with a rogue element of security personnel to "hijack" much of the contents of a cryobay. They are reportedly nerve-stapling thousands of colonists ahead of planetfall.

  • Operation: Aveh is a fascist paramilitary organization that appears to have coordinated a mass infiltration of the crew.
 
So when you say all factions left Unity, does this include those formed after this update?
 
Correct.
 
We're in hiatus while I improve the rules and apply lessons-learned.

I'm still seeking new players to round out the group as well as folks with expertise in graphical design to help create play aids like icons and banners.
 
Alpha Centauri 2 is a 4X strategic simulation in the grand style of the "sprawling wargame" popularized by late military historian Paddy Griffith. Set in the world of Sid Meier's Alpha Centauri, the simulation explores the political, economic, social, and military aspects of settlement on an alien world.

Together, we will re-imagine the high drama of mankind’s exodus from Earth and his journey to the planet called Chiron. This is the story of two expeditions. Two visions of a brighter tomorrow. Two odysseys, similar in purpose, yet different in almost every other way. The first was a mission of discovery, launched at the height of our pride. The second was an act of desperation, undertaken because we had run out of time. And options. We fled the world we had seemingly destroyed for one that might yet destroy us.

Players assume the roles of faction leaders, one of the various military officers and civilian administrators tasked with ensuring the success of either of the two expeditions. Naturally, each faction's convictions about what is required to ensure human survival at Chiron are mutually exclusive.

Sounds cool! But what kind of game is this, again?

Think of it as Dungeons & Dragons meets free kriegsspiel meets Europa Universalis. I combine the source material of Alpha Centauri with a set of home-grown rules based largely on the "matrix games" of designer Chris Engle. Aside from the shared win condition (survival), each player receives a set of optional objectives specific to their faction. A referee provides a narrative to set the stage for action and supplements this narrative with play aids (such as faction profiles) that describe the resources available to each player at any given point in time. Players issue orders for their personnel to execute a set of tasks and provide a given number of rationales explaining why they ought to be successful. The referee then considers the logic of those rationales, places them in dialogue with the choices made by other players, and takes into account certain other dynamic factors (e.g., weather) to determine results.

Those eager to learn more about Matrix Games can do so here. To learn about the practical value of Matrix Gaming, check out this application in the context of the current Iraq-Syria quagmire. Download free matrix games here.

Okay. Tell me more about the backstory.

Still under construction. The basic gist is that the Unity mission was actually preceded by a "pathfinder" mission that attempted to demonstrate the viability of human colonization of Chiron. Communication was lost two years after the colonists' arrival.

I plan to spend a great deal of time on the backstory, if for no other reason than the importance of context. In a previous iteration of the game, players struggled to develop distinctive faction identities, a problem that I think resulted from the lack of any meaningful past to mine for clues about both the sources of their leaders’ personal convictions and the reputations of others.

So which factions will be represented?

All of your old favorites are liable to be seen again, along with a host of new factions carefully designed to fit the tone of the source material. Each faction is intended to occupy exclusive intellectual space. Ideologies should be traceable to compelling first principles that point to at least an implicit answer for every problem. Each faction must propose a different answer to the following three questions: (1) Why did human civilization on Earth fail? (2) Are there any fundamental truths in the universe? If so, what are they? (3) What is necessary to ensure the survival of human settlers on Chiron, called Planet?

For example, Nwabudike Morgan was basically making an argument that all human interaction could be understood in purely transactional terms. Likewise, Zakharov's obsession with knowledge reflected his belief that the universe was a fundamentally knowable place and that every problem could be solved through reductive study and the creation of some kind of artificial tool from materials at hand. What can be known, can be controlled.

I will be unveiling the new factions gradually. The first of these, the Hunters of Chiron, can be found here.

Neat-o! So what else can you tell me?

We plan to introduce a dynamic technology tree that incorporates all of the technologies from SMAC/SMAX, along with new additions based on a detailed study of futurism.

Alpha Centauri 2 will incorporate two different types of technological progress: research, referring to practical advances made mostly in the laboratory; and doctrine, which relates to sets of beliefs or teachings that link theory, history, experimentation, and practice. Research usually enables a faction to craft new things. Doctrine enables the execution of specific tasks with superior efficiency.

There are eight different disciplines to consider:

Build, referring to materials science and engineering.
Discover, referring to the physical and life sciences.
Explore, referring to the practical experience of human life on Chiron.
Conquer, referring to technology with distinctively military applications.
Expand, referring to technology with a focus on settlement growth and terraformation.
Command, referring to technology with applications for social control.
Choose, referring to the evolutionary and behavioral trajectory of the human race.
Restore, referring to "future" technology salvaged from home.


So what do you need from me?

Your help!

I need people to volunteer their creative services so that we can finish the backstory, flesh out the factions, complete the Player's Guide, and identify a player base.

You mentioned a previous version of the game. Where can I see it?

The first simulation was hosted over on The Frontier, a website dedicated to games like this one. It's in the communal archives now, pending deletion during the next efficiency sweep. You can join the community to take a gander, or else to participate in one of the on-going activities.
 
First, thanks for your interest.

Next, you've got options.

Do you code? We could use help formatting both a website and a wiki.

Do you do graphic design? We're interested in maps, faction symbols, patches/logos for each of the two missions to Chiron, and an illustrated tech tree.

Do you just like to read and chat? If nothing else, you can usefully contribute by offering ideas for factions, critiquing existing material, and offering thoughts about future technology, game mechanics, and "honesty to the original source material."

A lot of chatter has already gone down on the Alpha Centauri 2 forums, and you're welcome to contribute there. This is a multi-forum project, and I plan to try to update in multiple locations so that we can span many different communities.
 
I in fact do code. I only got a little bit of user experience design, though.

I am writing a faction profile.
 
You're more than welcome. Good to have you aboard! What kind of faction concept do you have in mind?
 
One that doesn't match an 80s/90s trope, unfortunately. I can't say I at all know what those are. Um, were.

I might shoot off a few different leaders from this concept if I have to make them flawed in a tropish way to match the setting. One could be excessively Kantian.
 
I'm open to factions that don't hew to an 80s/90s trope. Let's hear what you've got.

Don't feel that you've got to handicap yourself per se. We can worry about subversion later.

My only advice (really, just advice) is to try to give an answer to the following questions:

1. Why should somebody in desperate circumstances join that faction? What's the "pitch"? For example, Nwabudike Morgan might argue that one should follow him because he is uniquely skilled at making deals with people who have things that are needed.

2. What does your faction believe is the reason that human civilization failed on Earth? Morgan might complain about what he perceived as the over-regulation of business and misguided attempts at social "levelling" that allegedly stifled innovation, encouraged labor unrest, and prevented human progress. It depends how much one wants to play Morgan as a heartless plutocrat versus a wheeler-dealer.

3. What does your faction believe are the fundamental truths of the universe? Morgan would say that anything can be had, for a price. Nothing is not a commodity.

4. What does your faction believe is necessary for humanity to succeed on Chiron? A willingness to negotiate with all parties, of course.

5. How might an ungenerous critic or skeptic describe your faction? Degenerates. Morgan's is the kind of mercenary society in which values are suppressed or forgotten amidst over-indulgence. What happens when you're no longer willing to risk your own neck because you've become too accustomed to the high life?

6. What were your inspirations?
 
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