It just reminds me a lot of Gaddaffi's talking points and aesthetic so I assumed its a giant cult of personality and superficial achievements masking decades of misrule.
It just reminds me a lot of Gaddaffi's talking points and aesthetic so I assumed its a giant cult of personality and superficial achievements masking decades of misrule.
Settlement Name: Iotamae Almumio
Nationality: Primarily Spanish
Map Color: Purple
Settlement Type: Agricultural
Location: The large island, called Isle of Knowledge
Bio: During the late 2050s, the Spanish literature professor, Carlos Machado got a vision from the one true God, Cazvarni, who gave him insight to the knowledge of the whole universe and that he was the one to lead the chosen people away from Earth, for it was soon to be hit with a great catastrophe to cleanse the unbelievers, and show the static humans that the cosmos was unpredictable, and only the true believers could be saved. Whilst most of the theology behind the religion was hidden to most, it was known that knowledge was key to understanding the holy texts that Carlos was instructed to write down. Another well known factor was that Cazvarni was not needlessly evil, but just a chaotic mass of knowledge, and eternal and cosmological justice.
Heeding the advice he had been given by Cazvarni, Carlos and his followers got to Mars and established their religious community that was governed by 'The Wise' or 'The Enlightened Ones'. The community was to be governed by strict rules, constructed from intense study into the holy texts. There was also to be a strict religious hierarchy where the Prophet was at top (after the Prophet died it became the Patriarch or Matriarch).
Settlement Name: Republic of Prosperpina (formal), Prosperpina (colloquial)
Nationality: Majority Latino (South American); minority Native American (incl. Quechua, others); other groups as well
Map Color: The blue in this shitty flag
Settlement Type: Agricultural
Location: On a coast (if they exist; the map is somewhat unclear) or at the very least more secluded from other bases/colonies.
Bio: What later became known as Prosperpina was a venture by wealthy Latin Americans from Peru, Bolivia, Ecuador, and Colombia to establish a "colony" on Mars for the pursuit of knowledge via research and development on a foreign planet. While the funds required to establish this base were probably-most definitely of illicit origin, the Republic, the motto of which is "Truth, Unity, Prosperity" (three aspects of virtue and goodness distinctly lacking in many of its leaders) finds itself almost a stereotype of criminality from its originator countries. While a republican constitution officially enshrines law, corruption is rife; black markets for goods illicit and otherwise have flourished for years; and only the strongest, savviest, and most pragmatic survive in Prosperpina's economic and political spheres.
Settlement Name: Eden City
Nationality: Celtic American, Celtic Canadian, Irish, Scottish, Welsh, Breton.
Map Color: Grey apparently
Location: Hellas Planitia
Settlement Type: Manufacturing
Bio: Celtic City is an Eden Inc creation as one of the first colonies to be formed on Mars, The colony originally a research base interested in researching the late heavy bombardment period of the solar systems history among countless other projects but expanded its operations into mining and manufacturing for the various growing needs of the earth with business efforts primarily being between Western Europe and North America.
Eden Inc is notorious for its strict recruitment guidelines especially that of there allowance of only those of Celtic descent into the company amid ever growing population issues and competition for jobs Eden Inc's CEO and Founder Sebastion O'Brian rest his soul believed in using the company to provide work for Celtic people the world over. This, in turn, would result in Eden City purely Celtic ethnicity for the corporate colony having provided a living space for honest Celtic people as the earth turned downhill.
Settlement Name: Nova Canada
Nationality: Canadian (Primarily from Nova Scotia)
Map Color: Gold, like in the crown on this flag
Location: Olympia Planitia
Settlement Type: Manufacturing
Bio:
After the success of colony one, Canada wished to send an expedition of it's own to the red planet, and start a new colony. One they could call their own.
By far one of Canada's greatest and most successful ventures, the peaceful nation of Nova Canada resembles it's parent nation in many ways. Nova Canada is the culmination of not only aspirations of the government, but many of Canada's wealthy, a large majority being from the oil-rich regions of Alberta, Saskatchewan, and New Brunswick. In a baffling turn of events, the people that ended up being the most willing to leave earth were those of Nova Scotia, who were in turn given the honor of naming the new colony, so long as it was a success. With their shuttles full of hopes, dreams, and plenty of maple syrup, the colonists departed on their journey to Mars. After months of traveling, they finally set foot on the red sand of Mars, and without delay, began building their colony. Nova Canada is bustling, with every man and woman of all races and origins pitching in to help the colony prosper. Nova Canada takes great pride in their ability to properly communicate cooperate with each other, maximizing colony efficiency. The primary goal of Nova Canada is to work with the many other colonies that inhabit the red planet, in order to prosper, and more importantly take steps towards furthering their knowledge of Mars. The Nova Canadians are in no way violent, and will attempt to stop any conflict at all costs, even if they are not involved. They believe that petty fights and disputes only hinder the discovery of what Mars has to offer. That isn't to say they won't defend themselves, or others, if the occasion does arise.
Settlement Name: Bandar-e Bahram
Nationality: Iranian
Map Color:Dark Red (as the flag matching crimson is taken by the ChiComs)
Settlement Type: Manufacturing
Bio: The Sázmán e Fazái e Irán (also known as the Iranian Space Agency) established the Bandar-e Bahram (Port of Mars) colony during the reformist period the Islamic Republic spent as a prominent member of the Indian-led economic bloc on Earth in the 22nd Century. At first little more than a medical research station under the direction of the visionary Dr. Amaya Ghorbani, her capacity for scientific administration beyond pure space medicine research helped pave the way for massively increased funding and personnel, turning the eventual Port into a prestige project, a matter of national pride. In the lead up to the disaster which has cut off communication with Earth, years of neglect from a conservative and isolationist anti-Indian administration Earthside has led to increased tensions between the scientific-military administrators of the colony and the increasing population of industrial workers, whose class and national consciousness as being separate from terrestrial Iranians was already beginning to grow even before contact was lost with the home planet. When the migrant workers came they brought with them a level of personal religiousness not found in the scientific or even hardline Islamist military staff of the colony (the politics of the theocratic republic having long become unwound from actual practical religion and instead becoming a theory or ideology and loyalty onto itself). Popular religion has been forced to adapt the to considerations of life on a Martian colony, such as praying in the direction of Earth or applying dietary restrictions to synthetic nutrients.
Settlement Name: Chryse
Nationality: Mixed (Chrysian/Martian)
Map Color: Navy Blue
Location: In or around the Chryse Planitia, and nearby to the Chryse Chaos
Settlement Type: Manufacturing
Bio: Officially, there never was an independent colony on mars by the name of Chryse or near the region which it takes it's name from. Unofficially, Chryse has long since been a thorn in the side for the colonisation programs from earth ever since the 'Chryse Uprising' of 2077, wherein the colony ceased communication with earth entirely after declaring itself beyond the authority of any government on earth. While active hostile conflict between Chryse and the other colonies happened rarely, Chryse sympathisers in other colonies provided a vital lifeline in supplying the colony with supplies it couldn't produce itself by siphoning from the other colonies shipments or piggybacking their own orders into the shipments. Active efforts to stamp out and suppress such sympathisers and Chyrse itself continued right up until contact was lost with earth. In spite of this, Chryse's presence means that potential agitators and firebrands find themselves on a shuttle to the Chryse colony instead of inciting unrest in the other colonies.
Martians in belief and in practice, Chryse has long been the most experienced in martian conditions and consequently the most adapted to the environment, both in in beliefs and in practices. Chrysian culture is austere, and a mentality of ensuring nothing is wasted has emerged as a result of the scarcity of accessible resources on Mars. Alongside this, every Chrysian is expected to do their part to keep the colony running with due diligence, and working towards the long-term goal of a free, united Mars under Chryse's banner.
Settlement Name: New Ur
Nationality: Australian and New Zealand
Map Color: Grey
Location: Noctis Labyrinthus
Settlement Type: Manufacturing
Bio:
Established by Pisum Corp, New Ur was made as the site of manufacture for what would have been Mar's Space Elevators anchor. The Day Earth Went Silent however happened long before the manufacturing plants that would begin work on the cable where put into operation. As much a town as a factory the workers of New Ur housed living quarters for its primarily Australian and New Zealand workforce including the colony's governor Elizabeth Black. A former Member of Parliament in Australia, Black was offered governorship of New Ur by Pisum Corp as a reward for acting in the interest of the company in parliament.
New Ur has a strong industry however it is an industry tailored to build a product no one needs anymore. A space elevator was to be built to trade with Earth, with no Earth there is no need for an elevator or machinery that will build bigger machines that will build the cabal for an elevator.
Settlement Name: Chryse
Nationality: Mixed (Chrysian/Martian)
Map Color: Navy Blue
Location: In or around the Chryse Planitia, and nearby to the Chryse Chaos
Settlement Type: Manufacturing
Bio: Officially, there never was an independent colony on mars by the name of Chryse or near the region which it takes it's name from. Unofficially, Chryse has long since been a thorn in the side for the colonisation programs from earth ever since the 'Chryse Uprising' of 2077, wherein the colony ceased communication with earth entirely after declaring itself beyond the authority of any government on earth. While active hostile conflict between Chryse and the other colonies happened rarely, Chryse sympathisers in other colonies provided a vital lifeline in supplying the colony with supplies it couldn't produce itself by siphoning from the other colonies shipments or piggybacking their own orders into the shipments. Active efforts to stamp out and suppress such sympathisers and Chyrse itself continued right up until contact was lost with earth. In spite of this, Chryse's presence means that potential agitators and firebrands find themselves on a shuttle to the Chryse colony instead of inciting unrest in the other colonies.
Martians in belief and in practice, Chryse has long been the most experienced in martian conditions and consequently the most adapted to the environment, both in in beliefs and in practices. Chrysian culture is austere, and a mentality of ensuring nothing is wasted has emerged as a result of the scarcity of accessible resources on Mars. Alongside this, every Chrysian is expected to do their part to keep the colony running with due diligence, and working towards the long-term goal of a free, united Mars under Chryse's banner.
Settlement Name: Rodomir
Nationality: Primarily Russian, with small minorities of Siberian descent.
Map Color: Dark Green
Location: Along the northeastern peninsula coastline.
Settlement Type: Manufacturing
Bio:
Following the military adventures of the early 21st Century, Russia redirected it's attention inwards to deal with a failing economy and growing number of dissatisfied citizens. Although the decades since then were not particularly good for the Russian Federation, it did survive, despite the unrest. In the 2070's, as news of the first colonies began to dot the Martian surface reached the Russian shores, talks of creating their own colony upon the barren world. The once-neglected ROSCOSMOS agency received a growing influx of funding over the next years, and their renewed work on space travel culminated in the launch of the Soyuz 115A511-V rockets carrying the modules of the craft that would ferry the first Russian colonists to the Red World.
Since then, the colony of Rodomir was used quite successfully as both a propaganda piece for the masses at home, and a prestige object on the international stage. The tales of the successful pioneers would bring a steady stream of settlers to Mars over the next decades, even in the lead up to the abrupt loss of communication with Earth. The Russian settlers are a hardy bunch, driven and industrious, and with a desire to tame the wild lands around them like their ancestors did centuries ago. No matter the cost, they will ensure the memory of Russia is not left in the dustbin of history.
General Orders - Basically you can do almost everything with these within reason. Build/Setup Manufacturing units, try to start growing potatoes, start research into the next great thing that will save your faction on Mars. Pretty wide encompassing really, just keep it within reason and remember you don't have much to start out!
Military Orders - These deal entirely with your military. So need more troops? Raise them! Need to Train them? Do it here! Want to take over another colony? Marshal and march! Have defense plans? Put them here. Want to send a expedition? They are off!
Also going through the latest claims and getting pop and vehicles, should have that up shortly and then will get a IC going.
Settlement Name: Chryse
Nationality: Mixed (Chrysian/Martian)
Map Color: Navy Blue
Location: In or around the Chryse Planitia, and nearby to the Chryse Chaos
Settlement Type: Manufacturing
Bio: Officially, there never was an independent colony on mars by the name of Chryse or near the region which it takes it's name from. Unofficially, Chryse has long since been a thorn in the side for the colonisation programs from earth ever since the 'Chryse Uprising' of 2077, wherein the colony ceased communication with earth entirely after declaring itself beyond the authority of any government on earth. While active hostile conflict between Chryse and the other colonies happened rarely, Chryse sympathisers in other colonies provided a vital lifeline in supplying the colony with supplies it couldn't produce itself by siphoning from the other colonies shipments or piggybacking their own orders into the shipments. Active efforts to stamp out and suppress such sympathisers and Chyrse itself continued right up until contact was lost with earth. In spite of this, Chryse's presence means that potential agitators and firebrands find themselves on a shuttle to the Chryse colony instead of inciting unrest in the other colonies.
Martians in belief and in practice, Chryse has long been the most experienced in martian conditions and consequently the most adapted to the environment, both in in beliefs and in practices. Chrysian culture is austere, and a mentality of ensuring nothing is wasted has emerged as a result of the scarcity of accessible resources on Mars. Alongside this, every Chrysian is expected to do their part to keep the colony running with due diligence, and working towards the long-term goal of a free, united Mars under Chryse's banner.
While your idea is certainly unique, I'm going to have to ask you to re-apply as something else. Martians haven't developed any sort of independent Martian identity as of yet, and the proposed "Chryse Uprising" is extremely out of place.
Settlement Name: ARC
Nationality: International, with slight western bias. (A joined SAAT/Eden Initiative Project)
Map Color: Dark Blue (If unavailable, silver)
Location: Entrance to Valles Marineris (Either side)
Settlement Type: Research, Terraforming hub, Manufacturing.
Bio:
The Advanced Research City, or ARC for short is named after the old Ark style command vessels prominent in the 2070's, especially used by the SAAT and Eden Initiatives in that era. The settlement began as one of the earliest on the planet, the Eden Initiative and SAAT both taking an interest in terraforming the red planet due to the continued rise of water levels back on Earth. Progress slowed somewhat as SAAT and Eden managed to slowly reverse the damage on Earth, but the project on Mars continued steadily, the colony filling up with scientists, futurists with a strong focus on community on the red planet. Whilst the Eden Initiative supplied some of the earliest bits of terraforming technologies and still maintain the main infrastructure for it, the challenge of fully changing mars into a green planet, has meant that ARC's purpose is to continue slowly expanding through the Valles Marineris canyon, being domed over as the colony expands, slowly locally terraforming the valley.
OOC: Yeah, my memories of Anno 2070 are swinging into play.
FROM LEFT TO RIGHT
Prosperina (Blue)
New Canada (Gold)
Novelle Strasbourg (Light Blue)
Zhu Que (Red)
House of Knowledge (Light Green)
Iotamae Almunio (Purple)
Free Militia (Yellow)
New Thanet (Pink)
Colony One (Crimson)
Bandar-e Bahram (White)
New Africa (Green)
Unity City (Dark Blue)
Radomir (Dark Green)
New Budapest (Light Brown)
Eden City (Grey)
New Ur (Brown)
Arc (Lavender)
Neom (Tan)
Free Militia of Martian Grazers & Herders (Fremen Milita) @Dadarian
- 1 Small Habitat (Holds 500 People) - Max 500 People (0 Police, 500 Miltia)
Novelle Strasbourg @Alex Costa
- 2 Large Habitats (Holds 2,500 People each), 1 Extra Large Habitat (Holds 5,000 People) - Max 10,000 People (100 Police)
Unity City @Azecreth
- 3 Medium Habitats (Hold 1,000 People each), 1 Extra Large Habitat (Holds 5,000 People) - Max 8,000 People (80 Police)
New Thanet @ZealousThoughts
- 2 Medium Habitats (Hold 1,000 People each), 2 Large Habitats (Holds 2,500 People each) - Max 7,000 People (70 Police)
The House of Knowledge @JbeJ275
- 1 Small Habitat (Holds 500 People) - Max 500 People (5 Police)
Colony One: @Mortis Nuntius
- 3 Extra Large Habitats (Holds 5,000 People each) - Max - 15,000 People (150 Police)
Neom @Noco
- 2 Medium Habitats (Holds 1,000 People each), 2 Extra Large Habitat (Holds 5,000 People each) - Max - 12,000 People (120 Police)
New Africa @kızıl sultan
- 1 Large Habitat (Holds 2,500 People), 2 Extra Large Habitats (Holds 5,000 People each) - Max - 12,500 People (100 Police)
Zhū Què @Dovahsith
- 4 Extra Large Habits (Each Hold 5,000 People) - Max - 20,000 People (200 Police)
New Budapest @Atlanta-Georgia
- 1 Medium Habitat (Holds 1,000 People) - Max 1,000 People (10 Police)
Iotamae Almumio @RobespierreLives
- 1 Small Habitat (Holds 500 People), 1 Medium Habitat (Holds 1,000 People) - Max - 1,500 People (15 Police)
Republic of Prosperpina @iAmJimmyHoffa
- 3 Medium Habitats (Holds 1,000 People each), 1 Extra Large Habitat (Holds 5,000 People) - Max - 9,000 People (90 Police)
Eden City @Cybandeath
- 2 Large Habitats (Holds 2,500 People each) - Max - 5,000 People (50 Police)
Nova Canada @Bismarck
- 3 Medium Habitats (Holds 1,000 People each) - Max - 3,000 People (30 Police)
Bandar-e Bahram @Madmartigan
- 2 Medium Habitats (Holds 1,000 People each), 1 Large Habitat (Holds 2,500 People) - Max - 4,500 People (45 Police)
New Ur @Atomicwalrus
- 3 Medium Habitats (Holds 1,000 People each) - Max - 3,000 People (30 Police)
Rodomir @LurkingNorth
- 2 Large Habitats (Holds 2,500 People each), 2 Extra Large Habitat (Holds 5,000 People each) - Max - 15,000 People (150 Police)
ARC @Duzzit
- 4 Medium Habitats (Holds 1,000 People each) - Max - 4,000 People (40 Police)
===================================== Note: The Police are what you have at game start, you can expand that through orders if you wish. Habitats: Your Habitats can be in different areas within your territory, they do not need to be in one cluster. Orders: Colonies over 10,000 get 2 General Orders, everyone else gets 1.
speaking of mao and around 100 million death count, anyone expecting some more mass death on chinas new leader for life Xi Jinping? that should be a thing for this rp's history some kind of second cultural revolution maybe to move away from capitalism and western values again or something.
speaking of mao and around 100 million death count, anyone expecting some more mass death on chinas new leader for life Xi Jinping? that should be a thing for this rp's history some kind of second cultural revolution maybe to move away from capitalism and western values again or something.