The Children of Earth

Mosher

Mushroom dad
Joined
Dec 11, 2010
Messages
6,088
Location
New England
Humanity, for all of its history, has been trapped on a tiny blue marble amongst an endless expanse of darkness. For countless generations, emperors, kings, and warlords have squandered Terra's bounties, choosing to try and carve out a small section of a miniscule world. Some succeeded: the legacies of the Romans lived for millenia, the Mongols for centuries; the influences of the British influences during their heyday are still felt today.

At least, they were. Humanity's constant march forward, against all odds, reason, and logic, was their downfall. No human alive today truly knows the story of Terra's last moments. They know it began in 2097, shortly after discoveries made by a German, American, and Russian scientific team that unlocked the mysteries of wormholes. Wormholes – the secret that looked to be humanity's crowning scientific achievement; it would change everything. Though not many know how it started on that fateful August morning, a few do: a company of soldiers, many of them fresh out of training, cross over into foreign territory, during a moment of particularly high international tension. Shots are fired, and five men are left dead. War is declared not two days later, as rash thoughts overtake cooler heads. Over the course of twelve long, bloody years, countless acts of heroism, endless final moments, and a million selfless deeds, the world is almost finished. An army outside a city, the last reserve of a people whose pride came before reason.

And then, with a press of a button, the world is consumed in an inescapable inferno. All the acts of valor, the last stands, the heroic, selfless acts; they are meaningless, in the end, as they all burn. Eagles and bears die all the same as mankind burns. The only survivors are those thousands lucky enough to have been in the experimental habitation stations, floating high in Earth's atmosphere. Ostensibly, designed for research and observation, but every nation who created one knew their true purpose: survival, in the event that negotiations and small arms failed. Unfortunately for the humans trapped on those stations, Earth was charred and uninhabitable: a burned husk of a world, unfit to support anything but the most basic of life. Fortunately for them, one station had one of the prototype wormhole generators, for just such an eventuality. Though research officially stopped on them when war broke out, many scientists continued their labors in secret, even as all available bodies and minds were dragged, kicking and screaming, into the furnace of war. They created a functional device, though they had no idea where it would lead to, asides from a solar system far, far away.

This device was humanity's only option. The station, an independent, German research station broadcasted its intent to all other surviving human satellites, and pulled the lever. Thousands of years of mankind's progress as a species, culminating in one final act of defiance against the inevitability of extinction, as the wormhole opened. Though the energy feedback from opening the portal tore the research station into a thousand different pieces, its residents included, they managed off a final broadcast, as they peered inside the portal before they died.

“It's beautiful. So Goddamn beautiful.”


* * *







[youtube=aGNeKR0gom0][/youtube]​
The Children of Earth​


Signup
Spoiler :
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Name: The name of your organization/nation/whatever

Territory: Pick a stretch of land on the map and put your selected color on it to claim it. This shall be the beginning of a new home for your people. Also mark a settlement on the map, preferably (but not necessary) with a name.

Country of Origin: What country you came from. As this game takes place in 2109, any number of new nations (within reason) could have risen or fallen, so be creative. Alternatively, you don’t necessarily have to have one country of origin. Your habitation vessel could have been a joint effort between two or more nations, for example (like a European Union space project, or something)

Government: Include the various major political/ideological factions within your people

Equipment: Describe some of the equipment you’ve brought along with you in your habitation station, such as vehicles, building materials, etc.

Sliders: This one takes a little explanation. Essentially, you have twenty five points to allocate across a number of categories - Industry, Agriculture, Cultural, Military, Medical, Scientific, Luxuries, Economic, and Population. Each one starts out with five points allocated to it, with a minimum of one point and a maximum of twenty. This will help determine what kind of equipment, goods, etc were on your station when the Earth died.

Unique technology: You can choose to bring some sort of unique technology, idea, whatever with you that might give you an advantage over your fellow survivors, and make it easier for you to survive in the wilds of this new land. Perhaps a couple vehicles that will help make building new roads easier.

Traits: Pick a few positive and negative ones. You can have as many as you would like, and the more you have, the more defined your people will be; do what you want here, within reason.

History: No need to include one. The Earth is dead. It is mankind’s obligation to look towards the dawn of a new world rather than the dusk of an old one.
Misc: Whatever else you want to include, put it down here. The game is going to be semi freeform anyways so do what you like with your nation, within reason.




Introduction
So, what is the Children of Earth really all about? It’s a game focused around the last few tens of thousands of humans left, after the warring nations of Earth have ended humanity’s short dominance of the planet. Several habitat stations in Earth’s atmosphere, created for just such an inevitability, have gone through a wormhole created by an independent German research station and discovered a world suitable for human life, full of wonderful alien animals and ripe for exploration and exploitation. The game will be a mix of story and some abstracted stats, and be pretty freeform, and is set on a mysterious new Earth-like world. The essence of the game, though, is survival and the reconstruction of society, at both the domestic and international level. Building roads, schools, and hospitals, recreating world trade, and exploring this new world that has been given to mankind.

The question is, will you follow down the footsteps of the humanity of old, or blaze a new path?




A Brave New World
This world is humanity’s second, and likely last, chance. It is a blue-and-green rock, orbiting a sun slightly larger than Sol. It is roughly the distance of Mars from this new sun; it has a 25 hour day-night cycle. The atmosphere is slightly thicker than Earth’s, with a higher oxygen content than humans are used to, and the gravity is a comftorable .91 Gs. From limited observations, mega fauna and flora are not uncommon on the planet’s surface, and vast jungles, endless deserts, and majestic temperate forests cover this virgin world, which has an average surface temperature of 22 degrees Celsius. There are six planets in the solar system, and this world is the second from the star. Five terrestrial worlds and one gas giant, on the outskirts of the system.

From space, you can see that there is a thick band of jungle running along the planet’s equator, with a thinner strip of temperate forests before finally reaching tundra near the poles. There are several mountain ranges and deserts scattered across the planet’s surface.





Sliders
Your sliders are essentially what your nation are. How it functions, what it focuses on, the strength of its economy. The sliders run from 1 to infinite, and you get to customize them a little bit before the game begins. The higher a slider is on a certain thing, the more advanced it is, the more you have of it, etc. For Agricultural, Economic, and Industrial, it’s a measure of your strength in those industries. These can all be developed over time, through roleplay, investment, programs, unique projects… really, anything you can think of. Your chosen traits may or may not effect your sliders.

Points in your sliders CAN be traded. The points you have here are what can be “spent” on various things.

Agricultural: The more advanced your agricultural industry is. This is necessary to feed people. 1 agricultural point can feed one population point, but you need a surplus for population growth. Agriculture can be increased by throwing population at it, though that's inefficient. Industry and science investments will also increase agriculture.

Industrial: How advanced your industrial complex is. Industry ties in with almost every other field, and Industry points can be invested into other fields to garner more points there, or reinvested to further increase your industry. Science can also be used to increase industry.

Economic: This is a pretty broad one that includes miscellaneous stuff related towards the economy; infrastructure, currency, interest rates, et cetera. Econ points can be invested into building and maintaining infrastructure, setting up trade, stuff like that. Increased through industrial, population, and scientific investments, or a combination. To trade with another player, half the value being traded (if 5 X are being traded for 5 Y, the value is 10) must be spent in economic points. (So if you trade 5 Y for 5 X, both parties must spend 5 economic points to finalize the deal).

Cultural: The artsy fartsy side of your nation. What gives it soul. Television, painting, drawing, music, all of that. Culture makes your people feel united, beneath a national identity, and helps increase unity. This is something mostly increased through roleplay, but if you don’t have the time or energy to write anything major, hit me up and I’ll work out a workaround for you.

Military: Self explanatory. Military points represent the strength of your military, the size of it, quality of equipment, etc. Increased via population + industry investment, as well as scientific investment. Military actions require agricultural, population, and military points to be invested to take place. The higher the investment, the stronger the military action.

Medical: The state of your available medical facilities and personnel. This world is strange and, with it, has many strange diseases. You need to protect your people from all the various plagues if you want to survive here. Increased via roleplay and industrial + population investment, or scientific investment.

Scientific: Again, self explanatory. How advanced you are, scientifically, compared to other nations. Perhaps science is not the most important thing towards survival on a strange new world, but the march of scientific progress is the one thing that has bound humanity together across the centuries, hasn’t it? Increased via roleplay, exploration, luck, and industrial + population investment. Can be invested in pretty much anything to increase its effectiveness.

Luxuries: Available luxury goods for your people. One luxury can be spent on one population. People get angry when they don’t have luxuries. Requires industry to increase.

Population: One population point represents a thousand people, and can be assumed to be roughly 500 men and 500 women of various ages.

Basically, slider points are going to be the bread and butter of this game. You spend your industry on luxuries so that your population is happy, so you can then spend population points in conjunction with industry points to beef up your military and medical fields. Stuff like that.




Military
War is not a focus of this game, but the option is, naturally, open to you. Even though war just killed the Earth. You monster.

War is determined through comparisons of the military slider, terrain, and war plans. That’s all I particularly have to say about it.


National Unity
- National Unity is a scale, from -100 to 100, based on how united your people are as a nation or organization. It goes up and down according to RP, Traits, events, projects, and your Culture stat. National unity is also effected by your dissent stat.

Essentially, low national unity will cause people to emigrate out of your initial territory; sometimes, they will remain underneath your banner, if you have low national unity but likewise low dissent. If you have mid-to-high dissent and low national unity, they will usually establish independent city states. High national unity, but high dissent, is grounds for revolution.


Exploration
On the other hand, exploration will be a big part of the game. You’ve got a rough picture of what the world looks like from when you were approaching it from space, but to get the fine details, observe the native fauna and flora, you must explore by ground, air, and sea. Expeditions can be sent out to bring back findings; terrain, new plants, animals, etc. Expeditions require at least one Agriculture, Economic, Military, Medical, and Population point to be launched.




Unique Projects, Programs, and Other Misc Stuff
Another awesome feature of the Children of Earth is the Unique Projects/Programs mechanic. Give me a detailed plan for a project (it could be something simple as a road network or something as complex as building a factory to produce robotic warriors) and I’ll quote you a price; projects will almost always be extremely beneficial, especially with more resources invested into them.

Other things: this game is going to be pretty freeform, and the ruleset I’ve outlined above is more of a guideline than anything else. If you have a cool idea, or want to do something, make it so in your orders, or write about it, or whatever. I really want people to turn this into a story about mankind’s last chance on a foreign rock in the sky and not as much of a game, though I of course still want it to be fun. If you think you want to do something that would be possible, invest some resources into it and I’ll see what we can do.

Also, turns are five years.
 
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Name: Neureich Germania
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Territory: above

Country of Origin: The Greater German Empire - From the Maas to the Memel, from Jutland to Padania

Government: The main two factions of Gloria are the Military and the Civilians. The military is more conservative, while the Civilians are currently focused more on survival.

Equipment: Firearms and military vehicles. It was initially assumed that the colonization efforts would be done by the army so a few materials are present, but not for more than the initial barracks

Sliders:
Agricultural: The more advanced your agricultural industry is. This is necessary to feed people. 1 agricultural point can feed one population point, but you need a surplus for population growth. Agriculture can be increased by throwing population at it, though that's inefficient. Industry and science investments will also increase agriculture.

Industrial: 8

Economic: 7

Cultural: 3

Military: 20

Medical: 6

Scientific: 7

Luxuries: 4

Population: One population point represents a thousand people, and can be assumed to be roughly 500 men and 500 women of various ages.


Unique technology: The Reichsrichtlinie - uses one more military point in explanation, but no economy points. The Reichsrichtlinie is the basic military codex of the Greater German Empire, and the main guidelines of how the colonies should be run. It emphasizes the glory of soldiering and service to the Empire.

Traits:
Positive
Discipline - Discipline is the most important value for the Germans.
Conscription - Most men and women of the nation must partake in armed service at some point in their lifetime, be it at the age of 12 or 40.
Negative
Traditionalist - hate for the new.
Militaristic - the German psyche looks at an animal and does not ask “what is this?” but “How can I best arm it?”


History: “We don’t know what happened. Stations Clausewitz and Honecker were gone before we knew it. We lost contact to Königsberg and Köln soon after. It all disappeared. I-I don’t know what happened. But here we are. And this world shall be ours. PREUSSEN HOCH! PREUSSENS GLORIA! ES LEBE DAS REICH!” - log, Johan von Welrichsbach, 2019 AD
 
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THE SYMPOSIUM OF GENERAL ADVANCEMENT
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Country of Origin: Technocrat oligarchs from all over the world that united to escape the oncoming destruction and took a great part of Earth infrastructure and equipment with them in the form of self - assembling nanomaterial and 3D manufactories. The name of the new planet is "P3X - TER09G2" according to the rules of celestial naming as decided by the first technocrat convention in 2109.


Government: Technocratic Democracy. The SGA is ruled through the election of various factions. There are three prominent factions:
- The Purists: The weakest of the three factions, they wish to remain human and adapt the new world to humanity rather than have themselves adapt.
- The Cyborgs: An amalgamation of cyborgs that have united, thinking that the new optical computers with the help of new nanite technologies could help humanity advance, but only if humanity accepts technology as an internal part of being a human both in body and in mind. Currently in charge.
- The Ecovaluers: This faction wishes to study and preserve the new ecosystem while adapting to it with various biological and mechanical means.
- The Adapted: The people that constitute this faction wish for the SGA to temporarily halt the massive science spendings and focus the fruits of their scientific journey into other sectors that are currently lacking.

Equipment: Scientific equipment and small survey/scouting drones in the form of nanomaterial.

Sliders:
Spoiler :

Industry: 7 ( 5 from basic stats template + 2 from mine )

Agriculture: 8 ( 5 from basic stats template + 3 for other purposes )

Cultural: 1 ( 5 from basic stats template - 4 for other purposes )

Military: 10 ( 5 from basic stats template + 5 from mine )

Medical: 11 ( 5 from basic stats template + 6 from mine )

Scientific: 20 ( 5 from stats template + 15 from mine )

Luxuries: 2 ( 5 from stats template - 3 for other purposes )

Economic: 6 ( 5 from stats template + 1 from mine )

Population: 5


Unique technology: While the 3D Manufactories of Earth did not survive, the SGA has managed to bring over small robots and drones. Many of the members of SGA are also cybernetically enchanced, and can communicate through internal grid implants when in a small and concentrated area.

Traits:
Positive SGA Traits:
1) Innovative - The oligarchs of SGA used to be the most innovative force on Earth, owning many universities and research stations, while also contributing in wormhole research.

2) Logical - Logic is a central theme in the SGA society.

3) United by Science - The members of the SGA are not united by cultural conveniency, but rather by science.

Negative SGA Traits:
1) Logical - The SGA leadership does not calculate human emotions, preffering over the logical choice rather than the choice that is sentimental.

2) Disregarding - "What can not be explained by science is either too advanced for the current state of mankind or a lack of information takes place; whatever the cause, man must not make that which is unknown a deity or a demon"
- The Axioms of Science by Heinrich Waffenstau, Professor of Quantum Programming in MIT, 2043

3) Scientist Culture - Everyone wants to become a scientist, the most respected of all proffesions in SGA.

Military:

Society:

History: The history of the Technocrat Bloc ,as it was first called, begins in 2024 with the signing of the Technocrat Pact by 14 scientists from CERN that would later go on and form the first ever modern Technocrat party in Earth. In the Pact, it was called for all technocrats to strive for a better world through science and logic rather than culturalism, essentially adopting policies from various political blocs despite their ideology, thinking that compromise was a necessary good since it was logical to adopt something that made sense rather than to bicker about the insignificant differences of the political spectrums. The Technocratic Parties came at a great time to explore the political and economic policies that would affect the new world that had been forming on Earth for a long time: the first consumer robots were becoming available en masse, while automatisation was being extended greatly in many countries (although others like the conservative German Empire had limited it's expansion somewhat and others like the Afghani State had rejected it outright for theological reasons), people were becoming more and more interconnected through mass social networks, the medical sector was seeing a rise with machines that could detect brain waves and manipulate them at a primitive level and the first human augmentation projects were being tested in America.
During their first steps as political entities, the technocrats were mostly pro - augmentation and pro - automatisation, although some technocratic parties varied in their policies and beliefs. However, despite their effective use of the Internet and the Social Media, the technocrats remained globally a weak force, only to be acknowledged in 2036, when they assumed power in Japan through popular vote. A major economic power, by 2033 Japan had expanded automatisation greatly and by 2035 was a leading force behind the research being done in human augmentation, bio - engineering and theoretical physics. The new Prime Minister, Takahashi Hirokazu (Japanese: 高橋博一 ), had promised an even more elevated role of Japan in space research, while it would also contribute into the well - being of states that affiliated themselves with the Technocrat movement. Perhaps this played a role in the electoral victory of the Technocratic Party in Canada at the elections of 2040. The two new Technocratic states vowed for closer ties and co - operation between each other and new Technocrat states in the New Earth Agreement, which was signed in 2041. In the elections of 2040 Indonesia too voted for their own Technocratic Party. However, Tanaya, a leading member of the TP, used the new found power to corrupt the goals of the government and use it for his own goals. In 2043, after Indonesia became a technocratic junta, a democratic revolution funded by the Americans kicked Tanaya out from office to Japan, where he was captured and charged with life - long imprisonment for corrupting the goals of the Technocracy. This served as an example to all others that were wishing to use the technocratic ideology for their own goals, and as such the world never saw a technocratic junta again, until the Progressive Agreement started funding technocrat paramilitaries and coups in foreign countries.
Despite their attempts at creating a new path for humanity and their great attempts at create an eco - friendly world, the Technocrats were seen as pariahs in most places in the world for the rest of the time that humanity remained on Earth, even though that Technocratic policies affected in one way or another the policies of the rest of the world for better or worse. In 2045, the Technocrats in Japan and Canada launched the first technocratic space station, one that would also manned by droids and robots. Even for the most progressive nations, manning such an expensive project with mainly robots rather than humans seemed as a dangerous risk, something that had a great reward for the Technocrats though. The focus on space research led to a new Golden era of technology, with swarm nanites and space self - assembling satellites becoming a major thing in the space exploration. SETI research, while still not showing any results, was still conducted, although with less funds now, for the main reason that it helped the sector of research in communications.
In 2050 and 2052, seeing the advancements of these two technocratic states and their rise in their quality of life, the people of the United Kingdom and Denmark respectively decided to give a chance to their technocratic parties. While they were not popular enough to secure a majority on their own like what happened in Japan or Canada, they managed to secure coalitions with partners that were sharing the environmental concerns of the technocrats. These new governments followed the prior examples that were set and joined the New Earth Agreement, while some political analysts think that their pro - environmental stances and their funding of space and biological research helped contribute to the popularity and power of the "Garden", an enviro - terrorist movement that upheld the environmentally - friendly values that many had stressed out in the early 21st century. Some conspiracy theories even go as far as to claim that the technocrats funded the "Garden". While it should be noted that the "Garden" and the Technocrats shared some values towards the environment, the Technocrats were not so fanatical in their cause to avert ecological destruction (although they helped greatly to delay it).
By 2060, most of the communications had become optical. That means that they relied on light from specially - designed satellites in space rather than communications grids on the planet. This gave inspiration to a Technocrat scientist from Germany that was teaching Quantum Programming in the American MIT, Heinrich Waffenstau, to do research on the possibility of optical computers that would work on speeds much faster than the digital ones. While he couldn't see the results of his work as he died in 2063, the first American Optical Computer codenamed "Helios" was launched in 2065. By 2067, OpC (short name for Optical Computers) had become widespread all over the world.
During this time between 2040 and 2067, the world was facing great difficulties regarding energy. The heightened need for it led to a premature deplation of fossil fuel. What needs to be explained here is that while there was still fossil fuel and oil, their supply had lowered so much that extraction costs had risen sharply. Luckily for the world, the Technocrats gave the answer in 2051, when a Canadian theoretical physicist, Max Edwards, managed with the help of a Japanese research team to create the first economically viable fusion reactor. It took only two years for the rest of the world to adopt fusion power, but not without problems. Indeed, in Brazil there was a problem with the central fusion reactor, and it had to be shut down before the situation escalated. Nevertheless, fusion reactors remained and still are the main energy source for humanity, even though theoretical research on an economically viable anti - matter and matter reactor was completed by the German Empire in 2093.
However, not all was good for the Technocrats of Earth. In 2067, a crisis occured between the Old Guard Technocrats of Japan and Canada and the Progressive Technocrats of Great Britain and Denmark. While the former wanted peace and acquisition of power through votes, the latter desired to bring the Technocracy all over the world through military coups and the funding of paramilitary groups. Even though the bonds between these two ideological contrasts were not removed completely, their relations soured. While still a part of the New Earth Agreement, the Progressive Technocrats made offensive and effective technological and economic expansions both on Earth and Space, going as far as to remilitarisation once the first Blocs began forming, something that would prove disastrous for Earth later on.
Despite their prevalent unwillingness to negotiate and compromise with non - technocratic powers, space tourism was a major industry within both groups of technocrats. This of course was helped by the joint extensive space colonisation projects of the Technocrats, who had seized the chance and had established colonies on the moon and had also sent numerous Automated Droid Stations on Mars. This was however a costly move that made the technocratic governments reduce their spendings in other areas such as the military. Over time, in order to compensate with their expensive science projects, most of the Technocrat governments made moves towards complete privatisation of the economy.
In the 2070s, the world was clearly moving towards a trend of polarisation between several blocs. The first bloc to be created was of course the New Earth Agreement, a technocratic bloc which was later divided into two, the Old Guard Agreement and the Progressive Agreement.The German Empire, a major great power, was responsible for the creation of one such bloc, called "Mitteleuropa". Despite their name, the German bloc had expanded greatly during this decade both inside and outside Europe. The Americans and the Chinese also created their respective blocs.
During the 2080s, the world saw tensions rise between the various blocs. It was during this period that the major differences between the two technocrat blocs make a major appearance: the Old Guard Agreement focused greatly on the "Sustainability Project", the creation of many new self - assembling space stations that would primarily do research on the exact nature of space and also work as emergency habitats, while the Progressive Agreement worked towards remilitarisation by creating robots and power suits armed with energy weapons and by also allowing the use of destructive 4rth generation biological and electronic weapons.
Because of their leading role in space research, the Technocrats had been the main force behind the research on wormholes and the creation of the first sustainable wormhole generator. While in 2097 there were major leaks that the Germans, the Americans and the Russians had mastered the theories of wormholes, it was a well - hidden secret that the Old Technocrat Bloc had completed that research by 2095, as part of their sustainablity project in case the world entered a period of Total War and Self - Destruction, something that would prove correct in a few years.
In 2097, following the foreign incursion into an international research station, war was declared between nations of the world. All of this happened so fast, that no one really knows who or what was the cause and who was the offender. The war would go on for twelve years between the various blocs, except from the Old Guard Agreement, which refused to enact hostilities and remained neutral, doing the final preparations for the sustainabilty project and a possible escape of Earth using wormholes. In 2109, the Earth was destroyed, and the space station was stranded, an unknown person decided to turn on the wormhole generator of the Technocrat stations. The reasons are not known, but it is now time for the Technocracy to march forwards, bringing the light of science to this world.
 
I keep wanting to play some sci-fi environmentalists but never seem to be able to get the concept off the ground. I’ll try again here.


Garden (Immaculate)


Territory

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Please adjust as required.


Country of Origin

None. The garden was an international organization drawn from all nations.


Government

Based on a paramilitary enviro-terriorist movement, the garden was originally highly militant and hierarchical, with semi-autonomous cells communicating and coordinating to varying degrees depending on the fortunes of battle and the degree to which the leadership was paranoid regarding infiltration and counter-intelligence.

On Žemyna (the Garden’s name for the new earth-like planet), Garden is organizing itself in the absence of major military conflict. It is not something they are used to. The process will not be an easy one but they do know they will not repeat the mistakes of the past. Their organization will empower people, not capital. It will celebrate harmony with the earth, not its conquest. They will embrace technogaianism, cooperation, social and environmental stewardship. And they will not be afraid to defend their beliefs in the face of those who would harm them or Žemyna.


Equipment

  • Perkūnas is a secretive piece of technology that I will discuss with the moderator by PM or on chat.
  • significant weapons of various kinds (our roots are in radical environmental paramilitarism)
  • microdrones for surveillance, communications and combat (again, because of our roots in radical environmental paramilitarism)
  • dropships (earth to orbit short-range vehicles- which Garden used to access the orbital station they commandeered from the Yamoto corp)
  • huge variety of earthling genetic code (part of our presence in space was to preserve the biodiversity of earth’s species)
  • biomedical laboratory equipment (including gene to life systems for growing earth plants, animals, etc from genetic code- again, this is part of our effort to preserve earth’s biodiversity)


Sliders

  • Industry:
    ☻☻☻☻☻ ☻☻
    While we focus on green-friendly technologies and industries, and that might limit us in some ways, we are also very good at developing eco-friendly technologies, things like renewable energy resources, bio-based industries (growing metal-bio hybrid products), and genetic modification for industrial development.
    .
  • Agriculture:
    ☻☻☻☻☻ ☻☻☻
    The garden knows how to grow a wide variety of plant species and embraces genetically modified food and commercial agriculture plants. At the same time we are also very careful with our use of chemical herbicides and pesticides so as to alleviate the potential impact thereof on non-target species.
    .
  • Cultural:
    ☻☻☻☻
    Our background is that of a paramilitary organization. We celebrate some of the new neo-pagan gods that embrace earth/environmental ideals, but we do not possess the rich cultural backgrounds of many nations and culture
    .
  • Military:
    ☻☻☻☻☻ ☻☻☻☻☻ ☻☻
    There is no doubt that our organization arose in conflict. Almost all members of the Garden are trained to fight 4th generation warfare. Our strengths are particularly in stealth, commando-style operations, deep reconnaissance, infiltration, communications, electronic warfare, and cyberwarfare. We are also very competent drone operators and pilots. We have little skill in conventional 3rd generation warfare or traditional navies.
    .
  • Medical:
    ☻☻☻☻☻ ☻☻☻☻☻ ☻
    As technogaianists with particular focus on technologies derived from the biotech field, we have a strong understanding of medical and genetic technology.
    .
  • Scientific:
    ☻☻☻☻☻ ☻☻☻☻☻
    We embrace scientific development and focus in particular on technologies relating to biology and genetics, to green industries, and to military applications. We are also relatively strong vis-à-vis communications technology.
    .
  • Luxuries:
    ☻☻
    We have our base in a paramilitary organization that spent much of its time too focused on hiding and avoiding capture. We’re used to sleeping outdoors on the ground and bunking with friends on a night by night basis. There has traditionally been little need or desire for luxury. That may change however as we spend more time on Žemyna where the threat of capture and execution is not so ever-present and we develop as a society, not just a military organization.
    .
  • Economic:
    ☻☻☻☻
    Again, because of our focus on paramilitary operations, we are not well suited to economic development and wealth management. What we know of money we learned from having to channel funds to our fighters and hide it form the authorities.
    .
  • Population:
    ☻☻☻☻☻ ☻☻
    When we commandeered the Yamato corp orbital station, we found that the station allowed for a significant portion of our organization to escape detection and capture. Using stolen dropships, we managed to move significant population into place prior to the opening and use of the wormhole.


Unique Technology

Perkūnas is a secretive piece of technology that I will discuss with the moderator by PM or on chat.


Traits:

  • Rugged:
    Used to rugged living and have reduced requirements for the luxuries of predatory capitalist societies. Conversely, gains less advantages from having high degrees of luxuries available. This trait will wear off with time as new generations are raised in a culture without constant threat of detection, capture, and execution.
  • Paramilitary:
    Garden is better at stealth, reconnaissance, electronic and cyber-warfare, and associated 4th generation type methods of warfare. Garden is worse at conventional war involving large forces operating in a traditional battleground and with typical naval ships.
  • Bio-friendly:
    Better at employing technologies relating to biology, genetics, and associated technogaianism.
  • Green:
    Will not engage or employ technologies that harm the environment when ‘green’ technologies are available (even if more expensive).
  • Anti-free-market capitalist:
    Unlikely to establish diplomatic relations with factions who do not regulate their economies to limit potential damages to the environment.
  • Cultural Adaptability:
    Because garden are united by an environmental ideology and not by national or cultural identity, they are a hodgepodge of races, national-backgrounds, and from diverse classes. Membership is based on dedication to the cause, not by who you are or where you are from.


History

Alluded to throughout the application. I will complete at a later date (maybe).
 
One more thing, mark an initial settlement on your map, unless you're going to be like a couple of people who have already told me they wish to play as nomads.

EDIT: Your signup looks awesome, Immaculate.
 
Well, sign me up, people. It's time IOT meets Tolni, or alternatively, IOT kicking out Tolni into crying shambles.

And my first submission would be Space Russians. Actually, Space Far Eastern Russians, because normal Russians would be too unsevere.

As a rather new member of Forum Games, please tell me if I did something wrong/suggest me things to improve.

Name: The Edge of the World
Flag_of_Bolshoy_Kamen_(Primorsky_kray).png


(Yes, it looks stupid. But once I saw it, for some reason I thought "This is it. That's what I was looking all along!").

Territory:
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(In glorious quality and 100% master editing done with Paint! I apologise from now if it fills you with a desire of murder.)

Country of Origin: Russia, or to be exact, Primorsky.


Government:

Currently, there isn't an actual ruling party. As it is only months since the habitation stations landed on this foreign and hostile edge of the World, it was quickly realised that political chaos would be only harmful in the long run. And so, a coalition between the following three parties was created to rule the country for an indefinite period of time.

Conservatives: According to them, the Old World values should be preserved as far as it is possible. Rather low party count, on the brink of disappearing, but slowly is re-purposing themselves into an isolationist party, according to which the other colonies aren't worth the trouble. While a government under their power would suffer in the foreign department, their focus on domestics would boost inner workings.

Liberals: They are currently one of the biggest parties, and understandably so. Embracing of all that is new, be it colonies, they are willing to spend large amounts of money and manpower on foreign contact, exploration and diplomacy. However, they cannot manage inner politics, and a Liberal government would ruin the country at the expense of foreign relations.

Reactionaries: While the word "reactionary" makes people think of re-establishment of Old World monarchies and a return to.. rather dark methods of rule, the Reactionaries are wary. They question change both in foreign and domestic politics. That is not to mean that they resent change. It is that they are aware that change comes with it's cons and pros, and blind jumps to both edges will lead only to a premature end of the fickle colony they have created. Created as a splinter from disgruntled Liberals who thought that the politics their party is proclaiming are dangerous, they have steadily grown as more and more people leave both parties.



Equipment:

The Edge, coming from Primorsky, came with many machines spewed from the factories located there. Due to their rather agricultural homeland, most of these machines were more built for tilling fields and less for colonising hostile worlds. However, as a saying goes, God helps only the ones who help themselves, and many of the tractors and other agricultural machines were retrofitted to all kinds of uses. Beyond machines, the colonists picked up only timber and bricks for building their new homes. And many, many plant seeds so as if the fauna might have died at Earth, maybe the flora would have a chance in this new World.
Amongst these machines, one of the more.. peculiar ones would be the Vostok MK VII Rover, affectionately named "Skippovich". It can traverse through deserts, jungle, land and sea.


Sliders:
(Warning, basic arithmetic ahead. You have been warned. Chances are, that it's also very, very wrong.)

Industry: 5+4 = 9

The well-developed industry in the homeland allowed for many industrial appliances to be taken aboard the habitation station.

Agriculture: 5+5 = 10

Perhaps the strongest side of the Edge, they are some of the best farmers that this planet will see. The fact that their territory is between two rivers, and there's plenty of arable land (confirm please. I'm not sure if I didn't accidentally start on the Equator), it means that they won't suffer food problems.

Cultural: 5-4 = 1

Being farmers, they didn't really pick up Mona Lisa while making space for tractors.

Military: 5+1 = 6

While peaceful, that doesn't mean some weapons to kill the hostile fauna wouldn't hurt...or to hurt some of other colonies.

Medical: 5+5 = 10

The more farmers alive, the better. It also allows to create innovative ways of protecting the plants from bugs and whatnot.

Scientific: 5+5 = 10

While their science is limited in scope, they excel in botany and genetics. It's not a very distinct possibility colonists would be eating soon a breed between local and Earth plants.

Luxuries: 5-3 = 2

Not many, and not necessary. Harsh life was the norm before, and it will be.

Economic:5+4 = 9

Surprisingly, several decades of selling high-end agricultural production has created great barters. They are adept at trading high-technological wonders from starving scientists, as inventing the Theory of Everything requires some nutrition.

Population:5+2 = 7

The habitation state wasn't packed, but not empty either. Rather standard, and it was expected that population would quickly spike, what's with all the food around.

Unique technology:

"Polycarp" Tractor MK II: Mass-produced in the years before the War, it is a pinnacle of agricultural machines, with razor-sharp blades, tires made out of an undisclosed material that endures even the most rugged terrains, it can be used for a century, minimum!

Preservatives: One of the few stations that took preservatives in order to make more, and better food.

Portable Botanic Splicing Lab: A marvel of science, it takes the genes of two plants, and takes the best of both worlds. In order however to use it, you need rather large samples, so it must be used wisely. It also has a minor chance of turning into a parasite plant that devours all the humus in the earth. Plus a bunch of humans.

Traits:

Farmers: As if all the equipment and technologies didn't hint at it, most of the inhabitants are farmers. This however hurts their military score, as marching armies through the farm fields tends to lead to famine, and death.

Hyperfocus on AgricultureWhile you can't say that the residents of the the Edge are unable to work with technology, they're rather inept with things out of their sphere. Only a number of scientists research technology beyond these for the improvement of crop growth.

Xenophobic: The settlers of The Edge aren't exactly friendly to other nations from other nationalities. Even the Liberals, the ones that are considered friendly, are simply advocating that not all foreigners must be shot at sight. They should first be stripped of their knowledge of the lands, the specific technologies, and then shot in front of everyone.

Biofuel: Even before settling these virgin lands, biofuels were an important fuel for the oil-starved places like Primorsky. Since the land they've settled has great agricultural potential, this politic has been continued even now. While this is useful for feeding the needs of the population, a part of agricultural production is going towards biofuels, thus resulting into a lower population growth.


History: One of the settlers joked that they came from "the edge of the World", and that now they're settling yet again the edge of another world.
Misc: Space Far Eastern Russian farmers! What's not to like.
 
Well, sign me up, people. It's time IOT meets Tolni, or alternatively, IOT kicking out Tolni into crying shambles.
Knowing the way people end up going you'll end up laughing while setting fire to texas.
Welcome! :D
 
Welcome to the wonderful world that is IOT Tolni!
 
Thanks! Hopefully, this forum isn't dead. I am getting desperate, cuz my other option is Mafia games.
 
Thanks! Hopefully, this forum isn't dead. I am getting desperate, cuz my other option is Mafia games.

It's alive and well! You should visit the IOTChat sometime if you are able, we like to see new people there.
 
Well, now that we're over with the welcomes, what do you think of my first post in IOT? Bad, terrible, sort of decent?
 
Well, now that we're over with the welcomes, what do you think of my first post in IOT? Bad, terrible, sort of decent?

It looks pretty good, especially since I'm a Russophile. :p

Once you finish the traits & such you'll be set.
 
Interest sub.
 
It's time for me to explain national unity. It's something I was going to keep semi secret until the game actually started, but I've changed my mind on the matter.

National Unity - National Unity is a scale, from -100 to 100, based on how united your people are as a nation or organization. It goes up and down according to RP, Traits, events, projects, and your Culture stat. National unity is also effected by your dissent stat.

Essentially, low national unity will cause people to emigrate out of your initial territory; sometimes, they will remain underneath your banner, if you have low national unity but likewise low dissent. If you have mid-to-high dissent and low national unity, they will usually establish independent city states. High national unity, but high dissent, is grounds for revolution.
 
Flag:
Spoiler :
us_communist-flag.jpg

Claims:
Spoiler :
E6Rrl3Q.png

Name: The American Socialist Initiative

Country of Origin: Mostly American, although we accept our socialist brothers from all around the world

Government: Presidential Bicameral Democracy, with a heavy focus on government regulation of industry. There is a Senate and House of Representatives. The Main Parties are:
Technocrats: Currently in a coalition with the Liberal Democrats, they focus on (guess what) technological process
Liberal Democrats: The mainstream center-left party, their main goals are diplomatic outreach and cultural expansion
Green Party: The third largest party, they focus on environmental issues.
Communist Party: A minority party, they believe in a revolution for a communist society.

Equipment: Due to the fact that the Initiative has a strict policy of armed pacifism, agricultural and scientific equipment is most prevalent, along with some 3D fabricators and some reconnaissance drones. The Initiative brought along some weapons with them, but they are small in number compared to the rest of the equipment.

Sliders:
Industry: 10 The Initiative has used its supply of 3D fabricators to great use and is very productive, especially combined with the Fiat system (see below)
Agriculture: 7 The Initiative carried a great deal of seeds, fertilizers and agricultural machines with their space station which allows for great agricultural production
Cultural: 3 The Initiative believes cultural endeavors to be fruitless when there are still pressing matters such as food supply
Military: 10 The Initiative uses its substantial industrial base and disciplined society to form an effective army.
Medical: 5 The Initiative is average in its medical capabilities
Scientific: 10 Due to the influence of the Technokrats, science has blossomed in the Initiative.
Luxuries: 1 Congress has decreed against frivolous spending on luxury items
Economic: 9 The Initiative's economy is booming due to manufacturing and agricultural jobs being plentiful and well paying
Population: 10 The Initiative's population is growing steadily due to copious food.
(Did I do this right? Is it 25 points total or 25 points in addition to the 5 points per thing you start with? PM me if I'm wrong)

Unique Technology: The Fiat (lit. "Let it be made") system was an experimental robotic assembly line concept using improved robotic automation systems and 3D fabricators. The Fiat system is much more productive than earlier systems which gives the Initiative a production advantage.

History: The American Socialist Initiative traces its roots back to the Progressives of the 1910's but found its cause championed by the business magnate Joshua Stane. Stane renounced the capitalist system under which he made his fortune and funded the construction of a space station along with fellow donors. A mere three months before the nukes flew the station completed, called "Darwin." The ASI settled on the island (named Cambria, after the Cambrian explosion) and began building the worker's paradise it is today...

Traits:
Positive:
Discipline: The Initiative is full of devoted people who would give their lives for the ideals of socialism
The Fiat System: As stated, the Fiat system allows for extremely quick industrial production
Negative:
Lack of Luxury: Some of the citizens are already complaining about the lack of luxury goods that other countries enjoy, and due to the Technocrats single minded approach to industrialism, this is unlikely to change soon.
Medical: Antibiotics and other remedies are running out from the initial supply, and this problem is most likely going to be a significant problem in the future.
 
Noua Republică Federativă Cele Mai Multor Serene de la Poporul Unite Român

22a6wlH.png

Name: New Most Serene Federative Republic of the United Romanian Peoples

Country of Origin: România Mare

Government: The New Most Serene Federative Republic is a parliamentary republic currently under the beloved care of the Most Beloved President for Life Alexandru Grigorescu [Foarte Iubitul Președinte pe Viață Alexandru Grigorescu].

Equipment: Describe some of the equipment you’ve brought along with you in your habitation station, such as vehicles, building materials, etc.

Sliders:

-Industry 10
-Agriculture 3
-Cultural 10
-Military 1
-Medical 4
-Scientific 15
-Luxuries 5
-Economic 20
-Population 2

Unique Technology: You can choose to bring some sort of unique technology, idea, whatever with you that might give you an advantage over your fellow survivors, and make it easier for you to survive in the wilds of this new land. Perhaps a couple vehicles that will help make building new roads easier.

Traits: Pick a few positive and negative ones. You can have as many as you would like, and the more you have, the more defined your people will be; do what you want here, within reason.

History: No need to include one. The Earth is dead. It is mankind’s obligation to look towards the dawn of a new world rather than the dusk of an old one.

Misc: Whatever else you want to include, put it down here. The game is going to be semi freeform anyways so do what you like with your nation, within reason.
 
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