sfBanaNES - Quaero Terra

BananaLee

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sfBanaNES - Quaero Terra

ColonyShip.jpg

Spoiler Timeline :
2044 – After a long period of war, the European Union, China, Japan, the United States, Russia and the rest of the British Commonwealth form the Terran Union. As the economic benefits of joining the Union becomes obvious, the surviving nations quickly hop onto the bandwagon, eventually encompassing 135 member-states.
2051 – Two Lund University professors Alexander Broberg and Nicholas Wallace publish a series of papers entitled “When Einstein Wasn’t Looking”, essentially attacking the theoretical basis of modern physics. Needless to say, the scientific community wasn’t impressed and both scientists died amidst universal ridicule.
2088 – Slowly but surely, colonies pop up across the solar system. A strange element is discovered in abundance on many of the gas giants’ moons. It is named tannerium after the TSS Tanner, whose crew made the initial discovery. Mixed with water, the resulting mixture creates a nice and convenient reaction mass.
2100 – Spacecraft are now capable of fast return trips (weeks compared to months) within the solar system thanks to advances in engine technology, especially the application of tannerium.
2111 – After many failures and dead-ends, the first hyperspace jump was made from the zenith point of Sol to the nadir point of Sol. Ironically, this was only possible due to Broberg and Wallace’s theories. In their honour, the hyperspace drive is known as the Broberg-Wallace drive.
2115 – The first jump out of the solar system occurs. It was a complete success and a scientific outpost setup at Rigel Kentaurus. A year later, TJS Magellan returns to Terra.
2117 – Applying Broberg-Wallace drives to communications leads to the creation of Hyperspace Pulse Generators (HPG) enabling instant communication between star systems.
2119 – Colonists land on Rigel Kentaurus IV and establish the first interstellar colony, Terra Novae. Government-led schemes to colonise new worlds begin.

TauCetiad.jpg

2121 – The effort to colonise Tau Ceti ends in failure as the massive armada of 20 colony ships never reports back after jumping out. Subsequent Tau Ceti missions never find the colonists.


So what really happened? No one really knows.
Somewhere, sometime the Tau Ceti colony ships got spewed out one-by-one. Alone and in unknown territory, each colony ship did the only thing they could do, settle in whatever system they arrived in and try to survive while determining what happened.
The ships may have acted wonky, but the colony modules did not and after several years, the colonies made a decent living for themselves.
Will you now take up the challenge of leading one of these wee colonies into the great unknown – and perhaps someday return to Terra?

Opening Credits
Before starting, I’d like to thank Niklas – from whom I stole a significant proportion (read: almost all) of the rules. I’d also like to acknowledge Symphony D. for helping out with refining the timeline and other NESers whose names I’ve used for story-telling purpose. My apologies in advance if I have offended with that, but take it as a tip of the metaphorical hat if you will.

Miscellany
Map – lovingly made by yours truly with stats obtained from a locally made MATLAB script. Shows star systems with connecting lines depicting jump paths.
Players – the number isn’t really limited (I can change the number of colony ships) so the more the merrier. Players play one of the surviving colonial factions. Once update one goes through, entries for new factions will be closed so sign-up now. All are welcome.
NPCs – will not exist. If a player drops out, I will play the faction for three turns (minimal effort) before the Powers-that-Be go mediaeval on its arse.
Orders – via PM. Please include all diplomatic deals in addition to the usual economic, domestic and military orders.
Stories – highly encouraged and will be rewarded in the Niklas way.
Updates – I’m aiming ideally for a once-a-week updating schedule but it will depend on my RL schedule.
Time Zone – My timezone is GMT+12

TURN 2 ORDERS due on Wednesday, 18th July 2007 11.55pm GMT+12

timezones.png

Also, please read through the rules, there are some subtle differences to the original NiNES ruleset which will hopefully improve gameplay. A change list should come up this week.
 
RULES

Economy
Production Points (PP) represent in-game currency in whatever form it may take. Initially, your home system would generate 30PP every turn. This can be increased by developing your colonies. You may bank your PP indefinitely.

Development of a system represents the setting up of infrastructure which contributes to the economy. Each system has a maximum production capacity (MPC), divided into steps which reflect the increasing cost of developing a system.

Example System
Example-System.png


The lower levels of development (D3-D4) would correspond to relatively easy tasks like constructing factories on Terra-like planets. D8 would mean highly difficult tasks such as asteroid mining under appalling conditions (high radiation, low temperatures, etc.)
MPC is just the sum of the system’s development potentials and is the most you can extract from a particular system.
To increase PP yield, you pay the development level to increase that level by 1 point (eg: pay 3PP to yield 1PP at R3). In Tau Ceti, you pay 3PP to increase your PP yield for the first 20PP, then 4PP for the next 10 and so on.
Initially, you only have the capability to develop up to a D5 level – further development will have to wait for technological improvements.
If you don't want to, you don't need to learn this stuff in full detail. Just tell me how much you invest in redevelopment of a system and I'll tell you what you get. But it will definitely be an advantage to at least understand the basics of it.

Trade comes in two forms, manual and automatic. Manual trade is like the trade table in Civ, you chat and agree on some commodities to be traded. Automatic trade is like trade routes in Civ, they come when your merchants buy and sell goods in other systems. It’s called automatic for a reason, so don’t worry about it. However, here’s the mechanics for automatic trade: -

If your merchants are able to conduct trade with a foreign system with production P, your trade income T would be: -
formula.png

The owner of the system gets half as much. For total trade gains, just sum all the systems where you can conduct trade with plus the halves you get from others trading in your systems.
This entire process is automated so you don’t have to worry about it.

Exploration & Colonisation
Systems are planetary systems in orbit around a star. It could represent any combination of planets, moons and asteroid fields. Interstellar jumps are only possible from LaGrange points – where gravitational forces are negligible enough to not affect a JumpShip’s B-W field. The most stable of these are a star’s zenith and nadir points. At present, JumpShips cant jump into other LaGrange points – certain techs would allow that.

Travel between star systems can only be done on ships equipped with Broberg-Wallace drives jumping from one star system to another. For reasons still unknown, recharging the B-W drive has to be done slowly – so slowly that it is extremely unsafe to make more than one jump per year. Tutorial movies produced by the Terran Union clearly show the ill effects of a misjump due to quick charging.

effectsofquickjumping.jpg


Exploration is done automatically whenever any of your JumpShips arrive in a system – telling you the production capacity of the system as well as any surprises in-system. Surprises can be anything from significant radiation to a gift-box floating in space.

Claiming a system involves either colonising it or setting up a HPG outpost (essentially a communications post) for 5PP. Having an outpost on system essentially plants your flag there and lets you command communications through that system.

Colonising a system involves using a ship with the colonising ability. A colony will initially yield 5PP regardless of the system’s development levels.

Communication is conducted via Hyperspace Pulse Generators (HPG), essentially micro-B-W drives sending a pulse of energy as far as a ship can jump. Ships come equipped with their own HPGs so a ship in-system allows communications to be relayed instantaneously. A faction may block messages from going through their HPG stations if they wish.
Ships sent beyond communications range will disappear from sight until communications are re-established (so make sure you tell them what to do when they go out of sight).

Star Systems
Colonised star systems also have two additional stats: -
Stability is a measure of how content the people are with their lives and your administration. Low stability may mean lowered productivity or defence when push comes to shove. If two or more factions share a system, there will be a stability rating for each of them. Stability can go up or down depending on your actions or other circumstances. You may invest PP in propaganda to increase the stability of a system.
Improvements are facilities which don’t contribute directly to a system’s production. They are built by paying a certain amount of PP. At the moment, the improvements which can be built are: -
  • Shipyards (5PP)
    Allow you to build FTL ships at the colony
  • Defensive Installations (20PP)
    Provide a bonus when defending the system.
Your home systems come pre-equipped with shipyards. The list of improvements will grow as you climb up the tech tree. If two or more factions share a system, each faction must build the improvements separately.

Diplomacy
Diplomacy entails everything that goes on between two (or more) factions. There are no real rules for this, as players could come up with whatever they like between each other. Tradable commodities can be anything under the sun including ships (though be aware that if you have an advantage in ship technology you will in effect be selling that tech away too) and ground troops (be aware people might not like being sold).
INCLUDE ALL DIPLOMATIC DEALS IN YOUR ORDERS! Deals not included in your orders never happened.

Research
You have a tech tree from which you can research all you survey. The tree has 6 tiers, each with its own corresponding cost. Exact costs (except for Tier-1 techs) will randomly vary up to 25%, plus or minus – none of the overflow will be banked (scientists will use up their money after all).
Tech costs for tiers
Tier-1: 5
Tier-2: 20
Tier-3: 50
Tier-4: 100
Tier-5: 150
Tier-6: 250

It is possible to trade technologies between factions. However, technology transfer is considered a full-turn action; therefore techs may only be researched after their prerequisite techs have been researched and the benefits of the techs will be effective after the update.
Also, there is an implementation cost for Tier-2 and above techs which essentially represents upgrading your infrastructure and disseminating the knowledge gained. When you trade a tech, you have to pay 40% of the tech’s base cost (eg: to receive a Tier-3 tech from someone else, you need to pay 20PP to gain the benefits of the tech).

Initial Tech Tree
Spoiler :
TechTreeFrontPageEdited.png
 
Military & Warfare
Ships are the lifeblood of a Navy, and the list below shows the various classes you can get for your money. Unless stated otherwise, ships have FTL capability: -

  • Scout (4 PP)
    Small corvette-sized ship designed for exploring. No offensive capability and just enough defensive to survive meteor strikes.
  • Transport (2 PP)
    FTL shuttle capable of taking up to 1000 infantry or 100 tanks or 2000 drone soldiers. No offensive capacity and some armour for the occasional nasty meteor.
  • Super-transport (12 PP)
    Capital-sized troop transport with a 10000-infantry or 1000-tank or 20000-drone soldier capacity. Armed with a few weapons for defensive purposes.
  • Colony Ship (30 PP)
    Carries construction material and life support for a colony, and its inhabitants. Used specifically to colonise systems, it is completely unarmed.
  • Assault Craft (8 PP)
    Corvette-sized ship equipped for boarding opposing ships. Capable of carrying up to 100 soldiers or 200 drones for a boarding action. Has minimal firepower for defensive purposes.
  • Escort Carrier (4 PP)
    Frigate-sized carrier with a 30-fighter capacity. Weapons limited to meteor protection only.
  • Carrier (12 PP)
    Capital-sized carrier capable of carrying and launching 100 fighters. Armament for defensive purposes only.
  • Mothership (60 PP)
    Supercapital-sized carrier with a 500-fighter (or 50 corvette-sized ship) capacity. While its armament is equivalent to a frigate’s, it depends more on its complement to provide firepower.
  • Fighters (5 for 1PP)
    Small fighting craft of all kinds, usually (but not necessarily) capable of atmospheric operation but has no FTL capability. Usually used to support a fleet during an engagement.
  • Corvette (4 PP)
    Smallest FTL-capable fighting ship and is specifically designed to take out fighters. It wouldn’t be able to hold its own against larger fighting ships.
  • Frigate (12 PP)
    Larger than the corvette, it is designed to scout for a fleet or do independent missions where a capital-sized ship would be overkill. Capable of standing up to fighter wings or small group of corvettes.
  • Destroyer (16 PP)
    Smallest capital-sized ship intended to escort a fleet, engaging smaller ships. Can easily hold its own against a small fleet of fighters, but two frigates would give it a very good run for its money.
  • Cruiser (24 PP)
    Capital-sized ship designed for fleet engagements. Therefore, it is not well-suited to shooting down fighters – although it will still take many hits from them to take this ship down.
  • Battleship (80 PP)
    Supercapital-size ship made with the intention to awe with its size and firepower. This is the (really) big brother of the cruiser and takes her place in fleet engagements.
  • Dreadnought (200 PP)
    Supercapital writ large. Call it Leviathan, Behemoth, Ziz, whatever you will; a broadside from this will always be a festival of forces, kinetic energy and atomisation – whatever the circumstance.

Ships can be built anywhere with the Shipyards improvement and technologies will decrease the extremely high prices of capital and supercapital ships.
Also, please organise your ships into fleets for the sake of my sanity, lest your ships make magical disappearances (misjumps still occur…)

Ground Troops are still needed to hold ground that has been taken and that’s what the PBI are for. Poor Bloody Infantry come in three forms; soldiers, drones and tanks. 1PP will buy 1,000 troops, 2,000 drones (when you can get them) or 100 tanks.

The Mechanics of Assault cover four distinct stages: -
  • Space Engagement – the arrival of a JumpShip is always announced with a massive electromagnetic wave detectable all across the system. This, combined with the several-day trip to the planets provides the defenders ample time to prepare their fleet for a space engagement to contest system superiority.
    Unless orders say otherwise, it is assumed that an attacking fleet will attempt to retreat when overwhelmed (better to risk a misjump than face certain death in isolation), and a defensive fleet will fight to the death.
    Depending on colony size and the presence of defensive systems, defenders may get bonuses, in some cases fairly large.
  • Orbital Bombardment – by firing targeted broadsides, pushing junk onto the planet or sending fighters in for atmospheric sorties, orbital bombardment aims to soften up the system’s ground defenders prior to an assault. Sometimes, orbital bombardment may cause irreparable damage (a drop on MPC).
  • Ground Assault – can only be done once system superiority is achieved. If opposing planetary defence systems still exist, your ships will be fired upon on the approach. Once on the ground, attacking ground forces will be met by whatever defenders are still alive. It is hard, but possible, to retreat from a ground assault if resistance turns out to be too harsh.
  • Capture & Assimilation – A successful ground assault ends in the capture of the system followed by assimilating, or assessing what the system’s PP yield is. You can expect a drop from whatever original PP yield there was although you may redevelop them as you would any other system.

Actions
There are three different types of actions you could do during turns: free actions, standard actions and full-turn actions. The basic rule is in a turn each unit can do any number of free actions, one standard action and moving or one full-turn action and staying put. Examples include: -
Free actions:
  • Exploring a system
  • Orbital bombardment
Standard actions:
  • Colonising a system
  • Establishing a HPG Outpost
  • Initiating an offensive space engagement
  • Repairing & refitting
Full Turn actions:
  • Conducting a Ground Assault
  • Being assembled (ship)

Note a ship cannot move the same turn it is built, although techs may change it. Ground troops can be built and moved on the same turn, if there is a ship that can move them. Ships can engage in defensive combat in the system they are built on that same turn, but ships cannot be built in a system where an enemy faction has system superiority.
A ground assault must be done a turn after obtaining system superiority. Orbital bombardment can be done on both turns.

Espionage
You may invest PP into individual covert missions such as theft of plans, sabotage or anything you can think of. Alternatively, you may like to set a long-term network up.
Setup and upkeep: You can invest PP into establishing an espionage network, and the more you spend the more reliable it becomes. Good agents don't come cheap and need regular injections of PP to maintain.
Quality improves as you invest more into your network. Reliable means that there is a higher chance for success, but also that there is a lower chance for discovery.
Counter-intelligence weeds out foreign spies in your territory. Rules are like setting a network up in your own faction.

Signup
You’re interested and you want to play. Nominally, there are 20 factions out there although that is just an arbitrary number. Each colony ship has its own quirks and personality, limited only by your own imagination and some semblance of semi-realism.
Quirk & Traits would be integral to the long-term story for this NES. A quirk could be anything that would make your ship or colonists stand out from the ordinary (e.g. all your colonists may be very good-looking, or the colony ship’s food dispenser may have only been able to produce gruel). Traits on the other hand are very much like in NiNES: you may choose one positive trait or two positive traits plus one negative trait. These traits may or may not be related to your quirk - or could have evolved from the several years spent on individual home systems after The Jump.
Template is what you copy to signup, replace all italics and fill in the blanks: -
Faction Name
Leader:
Home System:
Quirk: one interesting thing about the ship or colonists as a whole
Trait: two positive plus one negative OR one positive
Connections: choose a number between 1 - 5. Similar to warpgates, choosing a larger number means your system will be accessible from more systems
Production: 30 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
Home System 30/X (R)
Military:
Home System: 1,000 infantry, ?? scouts, ?? fighters
<You have 20PP to spend on Scouts and Fighters>
Researched Technology:
N/A
Description:
Throw in a paragraph or two describing your faction &#8211; what ship it originated from and how it survived on its particular system
 
Factions
~Darkening~ to Erik Mesoy

Spoiler Lahana :
Lahana: ~Darkening~
Leader: The Iron Council
Home System: Doma
Quirk: Late night parties rage throughout the culture.
Trait: Unique Sleep/Work Cycle (10&#37; cheaper development), Partay! (50% more incoming trade, 20% higher research costs)
Production: 33 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Doma 33/100 (40/20/10/0/10/20)
Military:
  • Doma: 1,000 infantry, 60 fighters, LPS Skyy(Cruiser)
  • Katlehong: 1 scout
  • Vosloorus: 1 scout
Researched Technology:-
N/A

Spoiler Description :
Lahana (rhyming with banana) is a quasi-repbulic established in the Doma system. Lahana originated from the TJS Vesper, under the brutal command of Tacio Caveriz. Vesper, ironically named after Caveriz's favorite drink, emerged form the jump lost amid a vast cloud. Spotting no other ships in the area, Caveriz took immediate control of the ship through a brutal coup and established himself as the Iron Ruler of the people.
Eventually, Vesper stumbled across Lahana, the named bequeathed to the small planet that serves as the capital. Steam technology became prominent once again thanks to large reserves of coal. In addition to the numeorus advances made in the field, the Lahanians maintained control over spaceflight, due to a few surviving ships, through the ships have been somewhat altered in style.


Spoiler United Republic of Humanity :
United Republic of Humanity: a_propagandist
Leader: President David Carroll
Home System: Alpha Lupi
Quirk: extremely prone to debate, well-educated debate where facts are just screamed so that dinner guests are weirded out
Trait: Scientific (10% cheaper research), Progressive (10% cheaper development), Pacifist (armed ships 10% more expensive, 20% less troops recruited per PP)
Production: 40 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Alpha Lupi 40/140 (40/10/20/20/30/20)
Military:
  • Alpha Lupi: 1,000 infantry, 60 fighters
  • Kirkenlaard: 1 scout
  • New Olympia: 1 scout
Researched Technology:-
N/A

Spoiler Description :
Among the CA (colony armada) was the TJS Enterprise, Filled with scientists, dissidents, idealists, realists, and every other sort of intellectual, the Enterprise promised to help these minds find sanctuary and adventure, serenity and action at the same time. From every civilized country in the Terran Union, these best of the best were rallied to leave their homeworld to spread the seed and ideals of humanity abroad.
This is a tolerant and accepting group of peoples who decided to found a society filled with their beliefs, however, now surrounded by blood-thirsty colonists, their greatest gift will become their shield and sword in the hours to come.


Spoiler Ascadian Mafia :
Ascadian Mafia: Abaddon
Leader: Aiken Drumn
Home System: Ascadia
Quirk: A society generated from Criminals and scientists
Trait: Corrupt (10% less production). Criminal (20% more effective espionage). Inquisitive (10% cheaper research)
Production: 32 (35*0.9) (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Ascadia 35/130 (50/10/10/20/10/30)
Military:
  • Ascadia: 1,000 infantry, 4 scouts, 20 fighters, 1 transport
Researched Technology:-
Bioengineering

Spoiler Description :
The extreme Australia: chock full of criminals with a few scientists thrown in for good measure. A society with the slant that anyone would assume if it were comprised of criminals; some hard-core nut jobs, others petty thieves. Having formed a heirachial system of control, who knows how this new nation will develop


Spoiler Han Imperium :
Han Imperium : alex994
Leader: Grand Chamber
Home System: Lantou
Quirk: Pragmatic, arrogant, gourmets and Chinese
Trait: Scientific Passion (20% cheaper research), Industrious (10% cheaper redevelopment), Critical population (25% higher implementation costs)
Production: 37 (1 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Lantou 37/90 (40/30/10/0/10/0)
Military:
  • Lantou: 1,000 infantry
  • Labouchere: 2 scouts
  • Trellisane: 2 scouts
  • Colfax: 1 scout
Researched Technology:-
Industrial Process, Active Defence Theory

Spoiler Description :
The Imperium is officially a Republic, unofficially she is an Oligarchy. Her story&#8230; is a unique one to say the least. Made up of primarily overseas Chinese back on earth, the colony ship was raised through the direct contribution of many of those wealthy peoples. As a result, the people with the largest contributions became the quasi-leaders of the colony ship during the transit.
To gain a spot on the ship, people had to donate a certain level of money and suffice to say, only those who could afford were able to procure a spot. They were, almost to the man, cold blooded, arrogant businessmen or professionals. As an afterthought and as a way to assay the public opinion, a few free spots were given to the &#8220;deserving&#8221; poor. The &#8220;deserving&#8221; poor were scientists, authors, painters and most importantly, cooks, really good cooks.
The problem of not reaching Tau Ceti was placed firmly on the heads of the radical WHITE religious groups on Earth. It was OBVIOUS that they, those plebians, were out to destroy the good Chinese Bourgeoisie elements, it was also OBVIOUS that they were jealous of the great intelligence and skill that was of the Asian Race. Of course, considering the population were made up of mostly well educated people, they tended to criticize almost everything the Chamber did.


Spoiler CAMSAS :
Confederation of Former Central American, Mexican, and Southern American States: Azale
Leader: Presidium Secretary Lincoln Arnold
Home System: Servius
Quirk: Bi-lingual (English & Spanish, though some are pushing for Latin as a unifying language)
Trait: Strong Sense of Culture (40% more infantry per PP)
Production: 35 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Servius 35/100 (50/0/10/20/10/10)
Military:
  • Servius: 1,000 infantry, 20 fighters
  • Glevakha: 2 scouts
  • Ayn Tarma: 2 scouts
Researched Technology:-
Broberg-Wallace Physics, Industrial Process, Material Sciences

Spoiler Description :
A deal was struck between the United States, a Terran Union member, and Spanish-speaking Latin America before the beginning of the mission to Tau Ceti. The deal would have one third of the occupants be citizens of the USA south and the other two thirds be from various Latin American countries. This would allow both an extended presence in Tau Ceti and more potential profits.
The TJS Monroe (so named for the President who first united USA and Latin American interests) lost contact with the Terran Fleet and had to alter course onto an unmapped star system. Named Servius by a Presidium decision, it is derived from a Roman name meaning "to preserve". The settlers hoped it would preserve whatever hope they had of surviving.
As can happen during crisis, the people banded together. The years had been rough, but through grit and a shared belief in God protecting them through thier hardships (not much unlike the pilgrims). This First Great Awakening of Servius has strengthened old ties to Christian ideals. The Presidium is the governing body, each member representing a cultural group, who then have sole ability to elect the Secretary of the Presidium that has various executive powers.
The governmental system is rather inefficient, though the people are loyal. It will be an everchanging nebulous thing as the CAMSAS continues to grow in size.


Spoiler Outer Heaven :
Outer Heaven: Cleric
Leader: Jack
Home System: Procyon
Quirk: Military mindset
Trait: Militaristic Research (Free techs, Energy Weapons, Ballistic Weapons & Missiles, 50% cheaper techs for Tier 1 to 4 Weapons, 50PP cheaper for Tier 5 & Tier 6 Weapons) Paranoid (20% less trade)
Production: 30 (3 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Procyon 33/110 (60/0/10/0/20/20)
Military:
  • Procyon: 1,000 infantry, 1 scout, 40 fighters, Colony Ship (INCOMPLETE - 10PP invested)
  • Angel: 1 scout
  • Abadan: 1 scout
Researched Technology:-
Energy Weapons, Ballistic Weapons, Missiles, Cellular Ammunition Storage

Spoiler Description :
The TJS Profit carried various corporations that intended to setup shop on a new world. One of them was PMC (Private Military Company) called Prodacter MilCorp. It controlled most of it's soldiers via nanomachines in their bloodstream, stopping soldiers from even pointing guns at their employers or clients.
However the misjump somehow affected the nanomachines and the soldiers were no longer controlled. This along with another mysterious group who infiltrated Prodacters MilCorp with a plan to liberate soldiers led to an armed insurrection aboard the TJS Profit. Quickly the ship fell under their control and they chose to colonize a world. There they founded Outer Heaven. The one world where soldiers will always have a place...


Spoiler Weyland-Yutani :
Weyland-Yutani Corporation: cvlowe
Leader: CEO Charles Bishop Weyland
Home System: LV-426
Quirk: In business to make a profit! Honest in their dealings, but will enforce contracts to the letter.
Trait: Fantastic Traders (20% more trade)
Production: 40 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • LV-426 40/140 (50/0/40/20/20/10)
Military:
  • LV-426: 1,000 infantry, 20 fighters
  • Millungera: 1 scout
  • Kosciusko: 1 scout
  • Promised Land: 1 scout
  • Diamantina: 1 scout
Researched Technology:-
N/A

Spoiler Description :
An intergalactic Mega-Corporation, Weyland-Yutani is extremely adept at generating profit from trade. They also have some of the most efficient manufacturing processes. Although the regular workers don't share equally in the profits, everybody has opportunity to advance if they are intelligent/skilled/ruthless enough.
The TJS Nostromo, a converted freighter, was sent to establish Weyland-Yutani's presence on Tau Ceti. The colonists were well prepared with power loaders, mining and farming gear and Colonial Marines. With the misjump, they ended up in a system containing a planet in an evolutionary state comparable to pre-historic Earth. It was teeming with plant life and various primitive and sometimes dangerous creatures. Despite the difficulties, the CEO decided the planet had a tremendous profit potential and set to work colonizing it.

Spoiler Umbrian Convention :
Umbrian Convention: Disenfrancised
Leader: Alfred Barsoom
Home System: Umbra
Quirk: Weirdo individualistic biologists, crazy pets.
Trait: Biologists (Free techs, Medical Science & Bioengineering, 50% cheaper techs for Tier 1 to 4 Bio, 50PP cheaper for Tier 5 & Tier 6 Bio), Adaptive (-1 cost to D6+ development), Individualistic Government Practices (10% less production).
Production: 31 (34*0.9) (1 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Umbra 34/140 (40/10/10/30/20/30)
Military:
  • Umbra: 1,000 infantry, 1 transport
  • Guangzhou: Alpha Flotilla (2 scouts)
  • Barlaston: Gamma Flotilla (1 scout)
  • Yanchep: Beta Flotilla (2 scouts)
Researched Technology:-
Bioengineering, Medical Science, Synthetic Biology

Spoiler Description :
A commission of radical ecologists and geneticists was sent by the Greater Cascadia Megapod Reserve to attempt to preserve any new lifeforms the colony fleet encountered. With them was one Alfred Barsoom, who had commuted his life sentence (for accidently releasing a set of Genengineered Phorusrhacidae in Kansas), in exchange for applying his considerable expertise to the problem of surving on new planets.
After the Disruption, the Colony Ship crashed on the cool and clouded terrestrial moon of a vast Brown dwarf in some distant system. With most of the lifesupport gone the GCMR scientists quickly altered earth and native species in order to support their new society, with the aim to live with the biosphere without exploiting it as happened on old Earth. Barsoom has risen to be leader of the unhierarchical government that has grown up, the death of several of his detractors via Umbra Swamplion (Pallium Neoleo) being completely unrelated.


Spoiler Great Britain :
Great Britain: e350tb
Leader: King James III
Home System: New British System
Quirk: Overly Patriotic
Trait: Patriotic (Soldiers gain 50% bonus when defending against planetary assault)
Production: 30 (27 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • New British System 30/140 (40/20/30/20/30/0)
Military:
  • New British System: 4,000 infantry, 100 fighters
Researched Technology:-
N/A

Spoiler Description :
The United Kingdom of Great Britain and Northern Ireland was drasticly losing it's power at the time of the flight of TJS Elizabeth, but, as orginised by Terra and the ships officers, the ship would take British objects to Tau Ceti for a 'Britain Settlement.'
When the jump went wrong, the men and women on the ship directed it toward a planet, like Terra, but colder. They set up a camp, taking out thier Union Flags, stocking up the food, rematirialising the Houses of Parliament (they'd brought it in a special pod) and electing James Stuart, a desendent of the Stuart royals, thier king in an absolute monarchy...for the time being.


Spoiler Providarian :
Providarians: Erik Mesoy
Leader: King Thermos Philea
Home System: Chi Rho
Quirk: The colonists had their outlook greatly shaped by the misjump
Trait: Very Resourceful Homeworld (+30MPC & 20% production bonus to Chi Rho), Mangled Jucheism (20% less trade)
Production: 36 (36 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Chi Rho (36: 20% bonus) 30/150 (50/10/30/0/20/40)
Military:
  • Chi Rho: 1,000 infantry, 5 scouts
Researched Technology:-
N/A

Spoiler Description :
When the TJS Providence misjumped and ended up in what seemed a desolate region of space, the first thing that the committee leading the ship did was to assign blame. Blame was duly assigned to the constructors and designers of the ship, but the announcement of this result did not seem to fill the other inhabitants of the ship with joy. Rather, they revolted under the leadership of one Thermos Philea, who declared the committee's result useless since the designers and constructors were not available to give an explanation, be reprimanded, fix the problem, or in fact do anything helpful.
In half the time it took the committee to assign blame, Philea then galvanized the crew into action and got the BS Providence set on a course for Chi Rho, and so was crowned King by general acclaim on the principle that he got things done. Once they had landed and scouted out the planet they would settle on, the Providarians (they took the name from the spaceship) realized that with this good a world, they would likely be able to build what they needed themselves, and so would be able to correct flaws and hold designers liable, without having to fume at far-away tradesmen and the like who could flee to other countries or stay out of reach.
They then made the monarchy elective and non-hereditary to ensure that they would continue to have decent kings instead of bureaucracy and committees.
 
Factions Part 2
flyingchicken to Toltec

Spoiler Europa Nova :
Europa Nova: flyingchicken
Leader: The Arch-Prince Samuel Thorin II
Home System: Europa Nova
Quirk: Rich and snobby people.
Trait: Moneyed Mentality (20&#37; more trade revenue, 10% cheaper development), Snobby (25% higher implementation costs).
Production: 30 (3 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Europa Nova 30/90 (40/10/40/0/0/0)
Military:
  • Europa Nova: 1,000 infantry, 2 scouts, 60 fighters, 1 colony ship
Researched Technology:-
N/A

Spoiler Description :
Traveling in the TJS Gigantic were the most daring of the very wealthy who wanted to get away from it all while experiencing first class accommodations throughout the trip. Although the group was multicultural, their common love of their wealth and wealthy living reduced all notions of racism down to jokes without any real negative effects.
Nobody was quite sure as to when and how the Gigantic ended up off course and accidentally landing on a conveniently habitable system that would become Europa Nova, since everyone was receiving "stasis stress therapy" at the time of the incident and the ship was set to autopilot. However, there is a popularly-held myth that it somehow involved a giant block of ice.


Spoiler Spartan League :
Spartan League: Gelion
Leader: General Santiago
Home System: Laconia
Quirk: Spartans
Trait: Militaristic (40% more infantry per PP), Spirited Fighters (Soldiers gain 50% bonus when conducting planetary assault), Patronage System (10% less production)
Production: 27 (30*0.9) (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Laconia 30/110 (60/0/10/0/20/20)
Military:
  • Laconia: 1,000 infantry, 3 scouts, 40 fighters
Researched Technology:-
N/A

Spoiler Description :
TJS Dauntless was filled with a group of strong willed people from all races passionate about a strong state with strong individuals. Newspapers in Terran Union pointed to an un-named body within TerGov that specifically selected colonists with particular traits to be used as "control group" on Tau Ceti forming the government and elite military formations. Having been stranded from the rest of the fleet, the crew of TJS Dauntless decided to form their own society based on spartan principles. A few months after landing on Laconia (or Laconia 3) a Spartan League was formed with General Santiago as a leader. The League is now set to fulfill its primary objective - create the Utopian society based on long forgotten principles on Terra: self-development and survivalism.


Spoiler U.F Rheinland :
The United Federation of the Rheinland: Insane_Panda
Leader: Director Jean Monnet
Home System: Rhein
Quirk: Bureaucratic, Orderly, and Arrogant.
Trait: Industrious (10% cheaper ships, +40% tanks and drones per PP), Protectionist (-20% trade income)
Production: 30 (30 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Rhein 30/150 (40/30/20/0/30/30)
Military:
  • Rhein: 1,000 infantry, 5 scouts
Researched Technology:-
N/A

Spoiler Description :
Comissioned by the European sectors of the Terran Union, the TJS Napoleon was designed to establish a colony in the Tau Ceti system. However, due to a misjump, or technical error unsolveable by the engineers of the TJS Napoleon, the ship found itself in an unknown and isolated system, and their communication systems had mysteriously malfunctioned.
Left in an isolated system, their communications in disarray, the settlers did only what they could, and established a settlement on a temperate, small planet they christened Rhein, a reflection of their shared Western European heritage. Banding together, the settlers have established an executive government, headed by a Director, first elected by the highest ranking members of the Napoleons. The first Director, Jean Monnet, has turn the fledgling colony into an industrially powerful homeworld, tapping into the abundant natural resources of their new home. The new nation which has emerged fiercely guards its European heritage, aswell as the western European values of order and democracy. Now, they look to the stars, seeking to re-establish contact with whatever other settlers have survived, and to find a way back to their true home: Earth.


Spoiler ABroLDS :
Aryan Brotherhood of Latter Day Saints: JosefStalinator
Leader: Brother Kasius Young
Home System: Deseret
Quirk: The Aryans are a mix of unrivaled religious fervor and scientific efficiency.
Trait: "Industrious" Population (40% more infantry per PP), Nationalistic Scientific Community (25% less implementation costs), Crazy (20% less trade)
Production: 33 (2 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Deseret 33/140 (50/30/10/20/30/0)
Military:
  • Deseret: 1,000 infantry, 1 corvette, 60 fighters
  • Amity: 1 scout
  • Danais: 1 scout
Researched Technology:-
Medical Science, Bioengineering, Industrial Process

Spoiler Description :
Frustrated with the seeming "softening" of "liberal and subversive values" on earth, the Aryan brotherhood consists mostly of former extremists from the American south, Mormons from Utah, and various other neo-fascist groups from all across the Earth, seeking to create a new, "paradise" in space.
During their travels, they have created a new faith, based mostly on mormonism with a significant state-oriented focus. The people have banded together around their great leader, Brother Kasius Young, and now without contact with earth, hope to spread their faith and people far across the galaxy.
A strong emphasis is put on racial purity, physical and mental ability, and loyalty in the new state. Eugenics is performed at all times; any babies which present any obvious defects are immediately terminated, and if severe enough, the parent transmitting the gene may be sterilized.
Adopting many tents of a scientific, fascist society, the brotherhood controls everything at the state level; with all citizens being documented, certified for their "purity", and expected to bear at least 3 children "for the state". Some more "patriotic" families often sire upwards of 8, which is the requirement for long term upper party membership. As such, some leaders in the upper echelon have been known to falsify documents in the case of a somewhat questionable lineage, and adoption has been practiced more than often in order to ensure the number of children reaches adequate levels.
Polygamy is frowned upon in the society, though tolerated in tiny, isolated incidents. Most feel it is a waste unless used for reproductive purposes, and there has been an increasing interest in the establishment of "Fertility Clinics" wherein women will be hired for the sole purpose of breeding children for immediate induction into a state run program of "education". In such a program, as one exists in the capital of Coughlin, Brother Young takes the place of the child's parents, and it is from such programs that many of the more ruthless and loyal of the party members have emerged.


Spoiler Royal Society :
Royal Society of the British Commonwealth: Kal'Thzar
Leader: President Lord Hunter
Home System: M20012
Quirk: The Whole ship consisted of scientists and their families...do the math.
Trait: Scientists (20% cheaper research, 20% less trade income), Technocratic (25% less implementation costs)
Production: 33 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • M20012 33/90 (30/20/10/0/10/20)
Military:
  • M20012: 1,000 infantry, 1 escort carrier, 30 fighters
  • Kyeinissan: E1 (1 scout)
  • Tiber: E2 (1 scout)
  • Harmony: E3 (1 scout)
  • Muscida: E4 (1 scout)
  • Elektrougli: E5 (1 scout)
Researched Technology:-
Broberg-Wallace Physics, Industrial Process

Spoiler Description :
Yes, this is the Royal Society in Space; Currenty operating under an amended Royal Society Charter, they sought to colonise a planet and carry out some of their more....unethical experiments in peace.


Spoiler RGC :
Royal Galactic Company: Splime
Leader: CEO Fred Largo
Home System: Glargon
Quirk: Renowned for their delicious pizzas, fish and chips, and burgers.
Trait: Technological (25% less implementation costs), Hardworking (10% cheaper research), Pacifistic (10% higher costs for armed ships, 20% less troops per PP)
Production: 33 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Glargon 33/130 (30/10/20/10/50/10)
Military:
  • Glargon: 1,000 infantry, 1 carrier, 20 fighters
  • Dalton: 1 scout
  • Cirebon: 1 scout
  • Vikindu: 1 scout
  • Barlaston: 1 scout
Researched Technology:-
Applied Mathematics, Computer Systems

Spoiler Description :
While the United Kingdom was officially a member of the Terran Union, there was still a strong sense of national pride. This led Fred Largo of England to establish the "Royal Galactic Company", which sent the RGCS Immortal (Officially registered as the TJS 421-Z) out to form a colony on Tau Ceti.
Of course, it was lost in the voyage, and ended up in the Glargon system. The people are peaceful, and not interested much in fighting more than necessary. However, they are technological and hard-working, which has helped their colony very much.


Spoiler Space Piracy Corporation (Associated) :
Space Piracy Corporation: Starkow
Leader: Lord Gurney Black Foot
Home System: Eta Carinae
Quirk: Tough, surprisingly smart
Trait: Adaptive (50% cheaper repairs), Spacefaring (Colony ships come at 25PP a piece, Building a Colony Ship is a Standard Action, Colonising is a Free Action, Scouts jump twice/turn), Greedy (10% less production)
Production: 27 (30*0.9) (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Eta Carinae 30/90 (30/10/10/20/10/10)
Military:
  • Eta Carianae: 1,000 infantry, 1 scout, 40 fighters, 1 frigate, 1 assault craft
  • Togwotee: 1 scout
  • Cascade: 1 scout
Researched Technology:-
Energy Weapons, Computer Systems, Broberg-Wallace Physics

Spoiler Description :
The SPC is an underground Crime Syndicate, formed by the greedy Captain Gurney Black foot. The Company started when a lone ship landed on a refueling dock on mars. Gurney and 40 other followers, workers at the refueling station, boarded the ship using the excuse that this was a routine check up. The forty men disabled life support aboard the ship along with the engines. The crew had managed to fix the engines after three hours, only to suffocate from the lack of clean air. This ship became known as the Dark Seer, origins of the name are unknown.
For weeks, the Dark Seer, the flag ship of the SPC, had followed the armada of 20 ships, sent to colonize Tau Ceti. Earlier, the SPC&#8217;s own armada had been destroyed or badly damaged during a small scuffle with the escorts of the colony ships. The Dark Seer remained, following at a safe distance, hoping that one ship would make a mistake and miss the collective jump, or stray from the pack.


Spoiler Draconis :
Draconis: TerrisH
Leader: Draconis Sigma
Home System: Sigmas
Quirk: elitist, Feudal Structured society
Trait: Thralled (10% cheaper redevelopment)
Connections: 1
Production: 40 (3 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Sigmas 40/140 (40/20/20/30/20/0)
Military:
  • Sigmas: 1,000 infantry
  • Milnerton: 5 scouts
Researched Technology:-
N/A

Spoiler Description :
A stratified society, Draconis can be divided into two distinct classes. The commoners, who make of the vast majority of the population, and operate the day to day operations. above them sit the Nobils, who seem to rule the commoners with no effort, and hold a firm grip of the more technical positions. and yet, something seems off about this relationship.


Spoiler Artions :
Artions: Toltec
Leader: Tuan MacCarell
Home System: Cernunnos
Quirk: super monkeys!
Trait: Biologists (Free techs, Medical Science & Bioengineering, 50% cheaper techs for Tier 1 to 4 Bio, 50PP cheaper for Tier 5 & Tier 6 Bio), Healthy (+40% infantry per PP), Conservationists (10% less production)
Production: 27 (30*0.9) (27 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
  • Cernunnos 30/100 (50/10/10/10/10/10)
Military:
  • Cernunnos: 1,000 infantry, 4 scouts, 20 fighters
Researched Technology:-
Bioengineering, Medical Science

Spoiler Description :

The TJS Odysseus was the only ship in the fleet to carry, along with humans, a small family of super monkeys (su-monks for short) and a team of scientists to overlook them. The su-monks were the first generation of genetically modified macaques. They were intelligent, strong and could use their tails like an extra hand, very useful in any situation. When the colony landed they set straight to work, and with the help of the su-monks made quick work of it. And despite attempts by some colonists to turn them into a slave labour force, many were against it, and the su-monks have gained their own rights in the colony's new constitution.
The colonists are a mixed bunch, lead by the enigmatic Irishman Tuan MacCarell, the ship's original second-in-command (the Captain had a mental breakdown after the jump). He and his people work hard, but are not willing to over exploit anything like back on Earth, they admire the glories of nature, and take inspiration from it's greatest feat: Life.
 
Star Systems

Abadan 50 (0/10/10/10/10/10)

Alpha Lupi 140 (40/10/20/20/30/20)
URH
PP Yield: 30
Stability: 60&#37;

Amity 110 (10/10/20/20/20/30)

Angel 120 (0/20/30/40/20/10)

Ascadia 130 (50/10/10/20/10/30)
Ascadia
PP Yield: 30
Stability: 60%

Ayn Tarma 50 (10/10/0/30/0/0)

Barlaston 60 (30/0/0/20/10/0)

Cascade 70 (0/10/10/10/10/30)

Cernunnos 100 (50/10/10/10/10/10)
Artion
PP Yield: 30
Stability: 60%

Chi Rho 150 (50/10/50/0/20/20)
Providarian
PP Yield: 30
Stability: 60%

Cirebon 90 (20/0/10/20/20/20)

Colfax 110 (20/10/30/10/20/20)

Dalton 70 (0/10/10/20/10/20)

Danais 50 (0/10/40/0/0/0)

Diamantina 120 (10/20/30/10/30/20)

Deseret 140 (50/30/10/20/30/0)
ABroLDS
PP Yield: 30
Stability: 65%

Doma 100 (40/20/10/0/10/20)
Lahana
PP Yield: 30
Stability: 60%

Elektrougli 110 (0/30/10/10/30/30)

Eta Carinae 90 (30/10/10/20/10/10)
Space Pirates Corp
PP Yield: 30
Stability: 60%

Europa Nova 90 (40/10/40/0/0/0)
Europa Nova
PP Yield: 30
Stability: 60%

Glargon 130 (30/10/20/10/50/10)
RGC
PP Yield: 30
Stability: 60%

Glevakha 60 (0/10/20/10/0/20)

Guangzhou 70 (10/10/10/20/10/10)

Harmony 100 (20/20/0/20/10/30)

Katlehong 60 (0/10/10/20/20/0)

Kirkenlaard 50 (10/10/0/30/0/0)

Kyeinnisan 60 (10/0/10/20/0/20)

Kosciusko 90 (0/20/20/20/10/20)

Labouchere 70 (0/10/10/10/20/20)

Laconia 130 (40/10/30/0/10/40)
Spartan League
PP Yield: 30
Stability: 60%

Lantou 90 (40/30/10/0/10/0)
Han Imperium
PP Yield: 30
Stability: 63%

LV-426 140 (50/0/40/20/20/10)
Weyland-Yutani
PP Yield: 30
Stability: 60%

Milnerton 70 (0/0/10/10/40/10)

M20012 90 (30/20/10/0/10/20)
RSBritComm
PP Yield: 30
Stability: 60%

Millungera 100 (0/30/0/20/30/20)

Muscida 70 (10/0/10/0/30/20)

New British System 140 (40/20/30/20/30/0)
Great Britain
PP Yield: 30
Stability: 60%

New Olympia 80 (20/10/40/0/0/10)

Procyon 110 (60/0/10/0/20/20)
Outer Heaven
PP Yield: 30
Stability: 60%

Promised Land 70 (10/0/30/10/20/0)

Rhein 150 (40/30/20/0/30/30)
UF Rheinland
PP Yield: 30
Stability: 60%

Servius 100 (50/0/10/20/10/10)
CAMSAS
PP Yield: 30
Stability: 60%

Sigmas 130 (40/20/20/30/20/0)
Draconis
PP Yield: 30
Stability: 60%

Tiber 80 (20/20/0/20/0/20)

Togwotee 70 (20/0/10/20/10/10)

Trellisane 50 (10/0/0/10/20/10)

Umbra 140 (40/10/10/30/20/30)
Umbrian
PP Yield: 30
Stability: 60%

Vikindu 60 (10/10/10/0/10/20)

Vosloorus 120 (20/20/20/20/10/30)

Yanchep 80 (0/20/10/20/10/20)
 
Spare

Just a roller skate - grand touring; all over the physical ironic power​

He who gets this reference gets a 5PP bonus
 
Got to be first here. To be filled in later.

:hatsoff: for starting this! A BananaLee NES at last!
 
How could I not join this. I'm spreading myself thin, but if there's one NES I just gotta be in... :D

Will add a template later, after some serious consideration.
 
Must sign up. Must have my fix. NiNes is dormant. Declaring intent to play a sort of juche-ist (the term has been mangled a bit by BananaLee) non-hereditary monarchy with an emphasis on internal economic self-sufficiency available through high production.
 
I'm in, Banana-san.
 
Two big questions:
How long have colonies lived on their own? 5 years? 10? 50? 500?
How long is one turn?

After you tell me that I can vraiment start.
 
Well, the colonies have been there for a couple of years (for canon's sake, let's put the number at five) and a turn lasts a year.
Note that jumping once a year is just a game mechanic, a pseudo-explanation is in the rules somewhere ;)

Also note that there are several important differences in research and tech-trading
 
Outer Heaven
Leader: Jack
Home System: Procyon
Quirk: Military mindset
Trait: Powerful War Industry, Unrelenting loyalty, Halved Trade
Connections: 3
Production: 30 (0 banked)
Trade: N/A
Travel Speed: 1 jump/turn
Colonised Systems:
Home System 40/X (R)
Military:
Home System: 1,000 infantry, 3 scouts, 20 fighters
Researched Technology:
N/A
Description: The TJS Profit carried various corporations that intended to setup shop on a new world. One of them was PMC (Private Military Company) called Prodacter MilCorp. It controlled most of it's soldiers via nanomachines in their bloodstream, stopping soldiers from even pointing guns at their employers or clients.

However the misjump somehow affected the nanomachines and the soldiers were no longer controlled. This along with another mysterious group who infiltrated Prodacters MilCorp with a plan to liberate soldiers led to an armed insurrection aboard the TJS Profit. Quickly the ship fell under their control and they chose to colonize a world. There they founded Outer Heaven. The one world where soldiers will always have a place...
 
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