Colony Name: Holst Duchy, Holstburg Starting Colony Type: Hiveworld Capital Name: Ottosburg Hive Heritage: Mordian Hero: Techpriest Magos Wilhelm von Holstburg Governor Name: Otto von Holst Governor Trait: Industrious
Governor Background: Otto von Holst was a minor noble who was given the planet for his outstanding service to the Imperium as a Governor of a City in Mordian. He, unlike many Governors, actually cares for the wellbeing of his people and wishes to build a stable and prosperous realm for his people and his family. He recruited his cousin, Wilhelm, who is a Techpriest to oversee the construction and the industrialization of the colony.
Starting Location: Wherever would make it easier on you Zapper. Just not a troll start please.
I sincerely apologize for the overdue release of the T0 update, and hope that none of you are losing interest, but today is the Norwegian Constitution Day; a national holiday where all Norwegians nation-wide celebrate the creation of our constitution in 1814 as a way of avoiding being ceded to Sweden after our defeat in the Napoleonic wars.
The update is nearly done, and it will be completed by tonight.
I ask that all players review their colony applications and ensure the following: 0.1. That the player understands that this game requires their attention to some degree. 0.5. That everything is in order according to the application demands. 1. That the player has read the game background, and perhaps watched the youtube link in the Warhammer 40,000 wiki spoiler link. 2. That the player has chosen a world classification for their starting colony which go hand-in-hand with the list of world classifications presented. (no starting deathworlds, cived, or I'm not adding you to the stats) 3. That the players understand that their colony is composed of nothing as of yet, and is only geographically explored. the player's world description will be added to his/her stats for him/her to read and adjust accordingly with. 4. That the players understand that in T0, their colony will be composed of no infrastructure or resource income beside its classification (hiveworld, forgeworld, hiveworld etc.) - and that an industrial buildup will be required asap to ensure stability. all colonies will start off with a slow decline in stability and faith up until food production and stability/faith related buildings have been constructed. I want this game to encompass the feel of hardship to ensure that grim feeling of the Warhammer universe. 5. That the player understands that he/she can PM me at any given time, and that I'll answer any questions he/she might have which are related to the game. 6. That the player adds a point-out on the map where he/she wants his/her colony to be, for the sake of easing things up for me. 7. That the player understands that, if he read the game description, he/she is part of the Imperial nobility, and part of a noble house. this does not contradict stories involving the player's leader being a commander or a corporate fatcat, as nobles in both the military and mercantile sectors of the Imperium is not uncommon at all, but simply keep it in mind.
- A trade system will be added in T0, and will progressively decline or prosper depending on sector-wide situations, events and outcomes. as of now, all major resource exports come from Serene Scintillia until the players expand their infrastructure and their resource output grows.
- Ork-held worlds will commence aggressive expansion after aprox. 5 updates. players in close proximity to these worlds should've probably realized that a savage warrior-race would become a problem.
These are currently the players that require adjustment: Cived: No deathworld, add one hero of your choice. Tolni: Add one hero of your choice. Immaculate: Very beautiful description of your colony, but it will ultimately be dictated by me what range of habitability, weather and aesthetic appearance a world will have, based on a dice roll system. Seon: You require both a civilization name and a name for your starting planet, you may not describe your starting world - this will be done for you in T0. additionally, I am rather opposed to the name of your capital. "Peachtree Island" seems a bit off in a world of ravenous monsters, daemonic horrors, religious extremist feudal space-nazis and war all the time, every day.
Immaculate: Very beautiful description of your colony, but it will ultimately be dictated by me what range of habitability, weather and aesthetic appearance a world will have, based on a dice roll system.
Never in the known history of the indescribably vast and powerful Imperium of Man had there been such a swift recolonization effort of a single star-sector, put into grinding motion by the dictating will of the bureaucratic Administratum of Holy Terra, and with the endless resources at the disposal of the Astra Militarum.
Estmelin B had finally been brought back from the atrocious xeno filth which had mustered the audacity to stand against the will of the blessed God-Emperor, and yet another piece of the Segmentum Obscurus had now fallen back into the firm and just hands of the Imperium, with waves of colonies settling to bring the sector back to its former productive state.
But all was not as blissful as originally imagined, as the massive influx of the Imperium's presence caught the attention of perhaps the most degradable and savage xeno species known to mankind; The Orks. the greenskins descended upon the sector in a tide of slaughter and destruction, with characteristic brutality and simplicity they cut a bloody path across Estmelin and desecrated a dozen promising worlds as staging grounds for their primitive yet utterly destructive waaaghs.
Even now, the controlling body of the sector; Serene Scintillia, is under siege by the greenskins in the northern quadrant, having lost several worlds including contact with the vital Imperial Fists' Space Marine Fortress-world of Yphoria.
Colonies
The Principality of Ultima, Ultima Maxina
When Scintillia launched its first-wave colonization program, it was not to anyone's surprise that the promising and pious nobleman Maximus Amoctez would be the first heed the call of the Imperium, gladly accepting the prestigious position of colonial governor and establishing his domain on a planet in close proximity to his liege lord.
- The Shrineworld of Ultima is a large planetoid with one central pangean landmass surrounded by a toxic ruby-red ocean. vegetation levels are acceptable and there are a multitude of lesser species dotting the planet surface. there are remnant ruins of a former Imperial settlement present on the planet. these ruins have been scavenged by an unknown party.
Events
Spoiler:
- Geographical scans made before reaching the planet revealed a network of subterranean caves which dug deep into into the planet's south-eastern regions. the governor's advisers conclude that this network is not a natural phenomenon, and that it should be investigated as soon as possible.
Yautja, Yautja Prime
Settling down in a more secluded part of the sector, the Tallarn descendants of Yautja, led by the charismatic and dedicated, if not oddly placed Lady Leyna Valeria of House Valeria. for a former member of the militant arm of the Ecclesiarchy with close ties to the inquisition to take part in governing a colonial effort is considered quite unorthodox, but not uncommon across the Imperium. only time would tell if this newly appointed governor would exercise her loyalty to the faith or pursue more pressing concerns as an administrative.
- Yautja Prime is a medium-sized planetoid with four continents separated by vast oceans. these landmasses are covered by lush vegetation and ample amounts of different animal species, of which none are considered any real threat. the ruins of a former Imperial settlement is present. it has not been scavenged.
Events
Spoiler:
- As the first boots hit the ground on the designated agricultural world, it came as a shock to both Lady Valeria and her colonists to find nothing but molding and overgrown ruins of what used to be the pride of the noble Valerian family. someone, or something, had devastated the former civilization which had settled there, and there were sporadic reports amongst the new settlers of strange figures moving about in the dark of night. this should be investigated further, when possible.
The Estmelin Development Project, Avran I
There are millions upon millions of corporate entities in the Imperium, and whilst the ED Project is a young player in this sub-ladder, there is no mistaking the tenacity and industrious nature of their director; Alexa Cain. she raised out of her own coffers the resources required to establish the Estmelin Development Project, and was granted the Imperium's blessings to partake in the Estmelin colonization program as governor.
- Avran I is a large planetoid composed of one singular wasteland engulfed by ages old and inoperable Imperial factories and overgrown industrial infrastructure of an Imperial forgeworld. there are several predatory animal organisms running rampant on the planet surface. the ruined remains of the forgeworld has been scavenged by Serene Scintillia.
Events
Spoiler:
- The lack of any agricultural possibilities for the colony has put a sense of dread and bitterness in the already grizzled minds of the colonists, and there are reports of charismatic individuals whispering about abandonment in regards the colony amongst the settlers. this heresy cannot be allowed to fester, and should be dealt with accordingly.
The Union of Alpscar, Alpscaria
It is not unheard of in the Imperium for great heroes of war to be granted the title of governor and be allowed the prestigious privilege of ruling, and for such an esteemed warrior and leader as Constantine, there would be no exception. the battle-hardened Vostroyan accepted her charge as designated governor of a colonization effort in the Estmelin sector with unprecedented loyalty, or so it would seem.
- The world of Alpscaria is a small planetoid with two major continents stuck closely together with an array of smaller island chains dotting the vast oceans that otherwise engulf the planet. marine life is above average, and vegetation levels are acceptable. there are several sites of intrigue on the planet surface where several large-scale battles have taken place. these ancient battlefields have not been scavenged.
Events
Spoiler:
- Scans reveal constant tectonic irregularities on the planet. earthquakes and tremors will be common, and will most likely damage future infrastructure unless it is reinforced. Constantine's advisers implore her to take appropriate measures to standardize reinforcement of all future structures when the possibility arises.
The Order of Darkness, Alreria
The former Cadian Field Commander Revan was considered a rather shy figure in the political game which riddled the Imperium, but there was no questioning his unsavory yet efficient tactics in the fields of war against both xeno scum and mutants alike. rumors has it that the commander shot more of his own men for insubordination than the enemy. one might question the Administratum's wisdom in bestowing upon the commander the title of colonial governor, but to do so would be considered heretical, and heretics burn.
- Alreria is a medium-sized category planetoid with five seperate and sizable continents separated by a vast ocean. vegetation levels are abundant and there is active animal life on the planet's surface. mountainous terrain dominates the far-western continent. there are no signs of a former Imperial settlement.
Events
Spoiler:
- Upon making planetfall there were initial reports of sickness amongst the colonists. further investigation reveals that an unfortunate individual had caught the dreaded Brainrot disease before embarking, and the colony now faces extinction before even having settled proper. a functioning hospital should be erected as quickly as possible for a cure to be manufactured.
The Avgian Dominion of the Imperial Toto Dynasty, Avgi
The house of Toto, rulers of the Avgian Dominion have always held great loyalties toward the Imperium, and to an alternative degree the scholar-ways of the Adeptus Mechanius. and it was perhaps their prestigious name which brought the attention of the Administratum as they promoted the promising Cyrus Toto to the rank of colonial governor of the Estmelin sector.
- Avgi is a medium-sized planetoid with twelve smaller continents dotting a vast and engulfing ocean. these landmasses have minimal vegetation and are mostly vast plains and taigas. animal life is minimal, with some predatory species stalking the north-eastern continents. there are ruins of a former Imperial settlement present. it has been scavenged by an unknown party.
Events
Spoiler:
- Upon reaching the planet surface and getting a hold of their bearings, the colonists are quick to find the world of Avgi a strange and eerily disturbing place, with strange whispers and movement in the darkness at night. Toto's advisers suggest that they should raise a militant force as soon as possible, and investigate the matter further.
The Technocracy of Dominaria, Dominaria
The technologically-inclined Venser had spent much of his family's assets and riches to obtain and pursue knowledge. even the slightest data package would bring him nigh-everlasting bliss, and there was great joy to be had from the nobleman when the Administratum had declared a man of his expertise to act as a colonial governor in the Estmelin sector. how many wonders laid buried beneath the grounds of century-old battlefields? how much wonder was there to be found? only time would tell.
Chrysopolis is a large planetoid with three continental landmasses surrounded by a large, toxic ocean. lush vegetation dominate the majority of the continents, and animal life is above abundant, with no predatory threats. the ruined remains of a former Imperial settlement is present across the entirety of the planet surface. it has not been scavenged.
Events
Spoiler:
- Though planetary scans did not reveal it, the world's surface was covered in a pale blue gaseous fog which impaired one's vision to such a degree that it would be impractical to settle in the region. this fog was being released by natural fauna close to the initial dropsite, and there is a split between Venser's advisers; where one part state that he should have the plants destroyed, and the other declare that he should harvest them for examination - when possible.
The House of Rémillard, Incellia
The prestigious Rémillard family had always held much power in the Imperium, and there were no doubts in anyone's minds regarding the integrity of their members, except perhaps the Ecclesiarchy and Imperial administration, whom deemed the lifestyle of their heir to be of a borderline-heretical nature. it was a shocking revelation to Dénis then, that he would be given the rank of governor and be shipped off to newly reconquered Estmelin to lead a large colonization effort to an unknown world.
- The world of Incellia is a medium-sized category planetoid with five major continents and strings of island chains surrounded by a vast ocean. vegetation is abundant and lush flora covers a majority of the continents, with the northern continents being dominated by hills and mountainous terrains. animal life is teeming, with some predatory species roaming the surface. there are remnant and overgrown ruins of a former Imperial settlement present. they have not been scavenged.
Events
Spoiler:
- Planetary scans reveal several centralized groups of primitive xeno humanoids, mutant remnants of a long lost human civilization which once reigned over this world. initial contact with them has proven fruitless, as they are highly aggressive. the inquisitive office of Serene Scintillia has declared this race heretical and an affront to the pure genes of humanity. proper measures should be taken once the possibility arise, lest the inquisition will begin to question the loyalty of House Rémillard.
Klorin, Aurora
The steeled and aristocratic Andronikos Klorin was, like many across the gargantuan Imperium, a collector of oddities and relics of a more civilized past. when the opportunity arose to secure himself a position in the Estmelin sector, a sizable sandbox of lost technologies and possible wonders, the Imperial nobleman held back no expenses in bribing his way to the position of colonial governor, leaving everything behind for the new frontier in search of the wondrous unknown glories that awaited.
- The world of Aurora is a medium-sized planetoid with four large continental landmasses surrounded by a vast ocean. foliage and vegetation levels are abundant and otherwise dominated by hills and plains, especially along the south-eastern continents. the ruined remains of a former Imperial settlement is present. it has been scavenged by an unknown party.
Events
Spoiler:
- Whilst the planet itself was in a pristine shape, with many former shrines and holy sites still much intact, there appeared to have been a major battle in orbit above the planet. an enormous amount of wreckage is caught by the gravitational pull of the planet in such an order that it spins in a perfect circle around it. these remnants could possibly be harvested for vital resources, but may also prove to be hazardous for future orbital structures or ships, due to the sheer amount of splinter debris floating about.
Aestival, The Eravate
The noble house of Lovell has held a rather mediocre position in the Imperium, never having held too much, yet never been craving it either. this has kept their noble family safe from the more gluttonous members of the aristocracy. however, when the Administratum approached the Lovells and named one of their members, Robert, to be appointed colonial governor, the smaller house could simply not refuse. it was their ticket to greatness, though with great risk.
- The Eravate is a medium-sized planetoid with lush and exotic fauna covering three soil-rich major continents, with minor island chains dotting the great oceans. there are a multitude of lower-grade species inhabiting the planet surface. former ruins of an Imperial settlement are present on the far right corners of the eastern continent. these ruins have been scavenged.
Events
Spoiler:
- Scans reveal several regions of the planet to be inhabited by predatory and aggressive arachnid organisms known to the Imperium as "Stalkhowlers". these stalkhowlers may prove to become a rather great nuisance for the colonists in the future, and it would be wise to raise a militant force, when possible.
Jynjyva Syndicate, Jynjyva
When the transmissions came through about Estmelin's reconquest, it was considered a great matter of importance to the Hendar family that they were to be involved. holding a fair amount of assets in the Segmentum Obscurus, and being in charge of spreading the Imperial fath in their regions, it came as no surprise that the prominent member of their family; Alaric, would see it as his purpose to deliver divine righteousness to the sector - and through intrigue and influence, they were able to reach out for the desired position of colonial governance.
- Jynjyva is a medium-sized planetoid with a single and colossal pangean continent spanning the planet, surrounded by great emerald-coloured oceans. the continent itself is dotted with mountainous formations and other rough terrains. there are remnant ruins of a former Imperial settlement present on the continent. these ruins have not been scavenged.
Events
Spoiler:
- When the Jinjyvan colonists made their disembarkment, they immediately came across an old, molded and ruined Imperial cathedral. this massive structure, reaching several kilometers up into the skies, was once a great monument in honour of the Imperium's inquisitive arm. restoring it would cost an enormous amounts of resources, but would bring the colony favour from the Inquisiton, if it were to be restored to its former glory.
The Holst Duchy, Holstburg
The loyal and industrious Holst have always held the favour of the Imperium's administration, forging vast amounts of quality weaponry and war-machines from their great foundries. that the Administratum would grant Otto von Holst the position of governor over a world in the Estmelin system, in hopes of increasing productivity, was of no shocking surprise.
- Holstburg is a small-sized planetoid covered supremely by landmasses, with only minor percentages of the planet's surface being water. as a result, the planet is mostly dunes, rocky formations and deserts with hardy species that have had to adapt to these inhospitable circumstances. there is a general lack of foliage and agricultural possibilities. there are no signs that suggest a former Imperial presence was ever on the planet.
Events
Spoiler:
- The colonists are not taking the rough terrain and unsavory heat well, and are complaining that their governor needs to hurry up construction of a proper colony, including: a hospital and a barracks, lest they threaten to abandon the colony.
Chryso, Chrysopolis
Yet another believer of the faith, the pious Paria of House Chryso stood ready to pick up the demanding responsibility granted by the Imperial Administratum of colonial governance in the reconquered sector of Estmelin. whether or not it was the intentions of this nobleman to expand the Imperial faith into the sector, or not, remained to be seen.
- Chrysopolis is a medium-sized planetoid with eight sizable landmasses surrounded by a vast, inter-connected ocean. foliage and vegetation levels are nominal and hills and mountains dominate the northern continents. the ruined remains of a former Imperial settlement is present across the entirety of the planet surface, and has primarily been scavenged by an unknown party.
Events
Spoiler:
- Orbital scans reveal a rare strain of gargantuan Expolis Brutaniants dominating the continents of Chrysopolis. these massive creatures, originating from the long-extinct tigers that once inhabited the more exotic regions of Holy Terra, will prove to be a great threat to any colony, and the colonists are calling for an immediate extermination of these creatures when the possibility arises.
Chyrso has been settled by a colonizing party of 2,800 settlers, including 840 young males, 1120 fertile women, and 840 children and important officials not included in the earlier categories. I, Governor Paria, have been tasked to settle this world. No mean feat, as orc worlds are dangerously close to our colony, and no doubt we will be forced to deal with an orkish attack some day.
The faith of the Tallarn colonists is middling, and factions exist within the colony already that is outside the control of the administration on this planet. While we do not expect heretics or rebels in our midst quite yet, we will keep watch for antisocial activity. In our present situation, however, resources are scarce and our needs are many.
Our stockpiles consist of 6,850 units of raw materials, 8,000 units of food, 2,175 units of metals, and 50 units of promethium fuel. At our current population growth of 1.17% a quarter, our food stockpiles can feed the population for little more than six months, certainly less than nine.
Weapons wise, we have 500 las weapons and 1,000 autoguns, enough to arm half the colony.
Financially, we have 100 macrounits of Imperial Currency (MUICs) and will generate 1,400 MUICs this quarter in taxation.
Upon landing, I received this report.
Orbital scans reveal a rare strain of gargantuan Expolis Brutaniants dominating the continents of Chrysopolis. these massive creatures, originating from the long-extinct tigers that once inhabited the long-lost oceans of Holy Terra, will prove to be a great threat to any colony, and the colonists are calling for an immediate extermination of these creatures when the possibility arises.
Orders for the Shrineworld Ultima Maxina, First Quarter of 999.M41:
It is imperative that our colony begins it's industrial growth. For that, an Agricultural Farming Zone to produce food for our colonists,and a Mining Complex for the needs of our growing industry, and eventually, military, are required. Furthermore, to power all that, and other buildings of other uses, a Plasma Generator must be created at once, before all other structures. Finally, for our ships, we will build a Promethium Refinery.
Beyond that, we must make it superbly clear that no heresies of any kind or any sorts of disorder are even in the slimmest chance possible. For that, the Imperial Propaganda Center for the mind, and Imperial Shrine for the soul will take care of. No man, child or woman will be allowed to make a wrong step.
Finally, if nothing else works, or if an external threat or local beasts from the planet challenge us, an PDF Barrack will be created. A company of five hundred PDF Guardsmen will be recruited for the defence of their homeland.
InquisitorPrimus Optimus will be my minister with his Las cannon by my side.
SpoilerStats :
Colony: The Principality of Ultima Heritage: Cadian Leader: Maximus Amoctez Leader Trait: Pious Prestige Rank: 0 () Prestige Exp: 0 Military Skill: 1 () Military Exp: 0 Stability: 5 (-0.56) Faith: 5 (-0.2) Total Population: 2,800 (+33)
Inquisitor Primus Optimus, Inquisitor level 1 XP 0\10 (Las Gun, Minister of Ultima Maxina) Colonies:
Ultima Maxina (Maxina), 0 workers, 0 food, 0 raw materials, 0 metals, 0 promethium fuel, 0 energy,
Before our ships landed, the surveying team have patched through the following discoveries about Ultima Maxina:
Survey Team said:
"Geographical scans made before reaching the planet revealed a network of subterranean caves which dug deep into into the planet's south-eastern regions. We conclude that this network is not a natural phenomenon, and that it should be investigated as soon as possible."
We cannot afford risking everything so early. Our initial settlements must be made faraway from the formations. But, with the newly recruited guardsmen, we can establish a watchpost to see what happens. May the Emperor be with them.
These order formats are truly amazing and live in to the cold and ruthless feel of the Warhammer universe. I ask that all future player orders will henceforth be made accordingly. bear in mind that the more effort you put into your orders and your responses to events and missions will be rewarded with additional experience, which will raise prestige. a higher prestige will mean a higher immigration rating, more heroes, a strengthened relationship with Serene Scintillia, your liege-lord, and a relatively good read for everyone.
Do note:
* A player may edit his or her orders at any time before the deadline is reached.
* Soldiers do not pay taxes.
* Special units (See: Planets, Planetary Integrity, Colonization & Population for information) cost additional currency and food to maintain.
Example a): 1000 PDF Guardsmen means (-1000) in tax income, but the same value in food costs as a regular citizen. (1 per. PDF guardsman/Imperial citizen = 1*1000 = -1000 food) Example b): 500 Elite Scion Infantrymen means (4*500 = -2000) in tax income, and an additional (3*500 = -1500) in food costs
Future game features:
* Whiteshield Conscripts: weaker and easier to break than normal PDF Guardsmen, but vastly cheaper.
* Additional cities: beside the capital, players will be able to erect additional cities that can house their own infrastructure for additional income (4 plasma generators in the capital and 1 in another city is added up in the total stat outcome). city limit is based on planet size categorization. (small: 2, medium: 4, large: 6)
* Early-game faith/stability structures.
Additionally, V1.0 is still subject to adjustment and rule updates.
If i understand this right we cannot build any buildings that require energy in the first turn (because we have no energy to start with). Is this correct? So no turn 1 Agricultural Farming Zones, Mining Complexes, Material Manufacturing Plants, or Promethium Refineries?
EDIT: Also check your PMs- my location on the map is at my original site before i updated my sign-up post... i hope it won't be a problem to fix.
EDIT 2: can we train units on the same turn that we build the building for them? PDF barracks and PDF infantry on the same turn? Temples and priests on the same turn? Orbital Shipyard and spaceship on the same turn?
This question regarding power has popped up quite a few times, so:
No building with an energy requirement will function if not sufficiently powered, however; for the sake of ease, a newly constructed resource, faith or stability building will grant an immediate income and/or modifier by the next turn. this includes power generation.
However, newly constructed resource buildings (energy not included) only grant a 25% income the next turn, and then 100% all turns after that.
So, as an example: if a player decides to build a Plasma Reactor and a Mining Complex in the same turn, that mine will be powered, and have produced an income at 25% by that turn. the next turn, it will churn out resources at 100% efficiency. (player gets 25 insta-metals the turn the mine is completed, and 100 the next)
Additionally, soldiers are not ready for use until one turn after they've been added to the purchase order, and may not be trained until the proper building has been completed. this includes starships and vehicles. once the soldiers are ready the next turn, the player may arm and move them as he or she sees fit.
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