The New Frontier - Deadline Closed

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It has been over a hundred years since Humanity united itself under the banner of the United...
Argus - Luna
Colony Name: Argus

Colony Backer:
[X] Luna: Academic, Elite Army, Traditionalists

PERKS
Fertile Land
Local Moon
Loyal Colonists
Surplus Budget x 2

FLAWS
Renegades and Outcasts x 3 (Earth, Titan & Jupiter Moons, if able to specify)
Dangerous Wildlife

ADDITIONAL GEAR
Budget: 20/20

1x Daring-Class Destroyer (8 Points)
2x Seeker-Class Corvettes (4 Points)
1x Haven-Class Colony Ship (2 Points)
1x Government-Grade Terraformer (1 Point)
1x Ground Forces Gear (1 Point)
3x Extra Colonists (3 Points)
1x Extra Supplies (1 Point)

Looking over the rules and such, this should be good, or do I need to add in more details and whatnot? Also, how much IP do the colonial fabricators produce, and how many people can work at them at any one time (Also if there's worker limits to consider for most pieces of infrastructure too)
 
Eden - Old Earth
@Oshha

Colony Name: Eden

Colony Backer: Old Earth

PERKS
Loyal Colonists
Trade Lane
Talented Scientist

FLAWS
Rough Lands
Unbreathable Atmosphere

Additional Gear:
Kilo-class Frigate: -4
1x Haven-class Colony Ship: -2
2x Extra Supplies -2
2x Government-Grade Terraformer: -2

Budget: 0/10

Colony Manifest:
58,000 Miners
20,000 Farmers
58,000 Workers
35,000 Clerks
30,000 Scientists
3 Colonial Industrial Fabricators
1 Civilian-grade Terraformer
2 Government-Grade Terraformer
100 Units of Civilian Gear (environment suits, civilian fire arms, robot drones, non-Perishable Goods & Supplies and so forth)
2 Extra supplies
1 Ark-class Colony Ship (240,000 People)
1 Haven-class Colony Ship
2 Ford-Katsumi-class Freighters (60 Units)

1 Kilo-class Frigate
 
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Elysium - Luna
Know what? Already playing two nation games, what's one more?

Colony Name: Elysium
Backer: Luna

Spreadsheet

Perks:
Loyal Colonists (Can be taken once): The colonists believe in their government, be it from fear, awe, or love. They will be hard to turn away from your rule and will devote themselves to your cause.

Spaceport (Can be taken multiple times): Your colony has been able to get a small spaceport from the get go. Acting as a place for traders and travelers to stop at, it will also act as a staging point for your own ships, civilian or military. +1 Small Spaceport

Shipyard (Can be taken multiple times): Your colony has been able to get a small shipyard from the get go. Limited to only a single bay for nothing larger than a destroyer, the shipyard can be used for either constructing new spaceships, civilian or military, in addition to repairing existing ones. +1 Small Shipyard

Talented Scientist (Can be taken multiple times): A renowned scientist has joined your colony, bringing their expertise to your labs. +1 Renowned Scientist

Trade Lane (Can be taken once): Your colony is positioned on the main trade routes between Earth and the other colonies, guaranteeing that traders will regular pass through.

Flaws:
Rough Lands (Can be taken once): Most of the planet is unsuitable for growing crops and other plants, limited how much food you may locally produce without extensive terraforming or hydroponic farms or some other kind of technological farming.

Renegades and Outcasts (May be taken multiple times): A significant portion of your colonists have enemies back home, having been kicked out and made unwelcome back home in Sol. As a result, your colony will inherit their unfriendly relationships with a local power back in Sol.

Poor Neighbor (May be taken multiple times) x2: Your colony has a nasty neighbor nearby, a group of unpleasant people who will no doubt cause you trouble such as pirates or a nut job cult. Each additional time this is taken will either create a new poor neighbor or strengthen an existing one.

Additional Gear:
Ground Forces Gear: 1 Points.
You have enough handheld weaponry and light power armour to outfit a company of ground forces along with enough heavy power armour for a single squad.

Government-Grade Terraformer: 1 Points
More advanced and expensive than the cheaper civilian version on the market, a government-grade terraformer will terraform your colony quicker than any civilian-grade equivalent.

Extra Supplies: 1 Points
Away from the rest of human civilization back in Sol, you have brought extra supplies along with you in case anything goes wrong.

Scout-class Corvette: 1 Point
An older generation Corvette, the Scout is armed with a single battery of Apollo missiles alongside a single Exterminator PDF system. Lightly armoured and decently fast, the Scout makes for a good light patrol ship to engaging hostiles at long range.

River-class Destroyer: 6 Point
The River is a relatively heavy hitter, at least compared to the faster Swift with a rail guns on par with a light cruiser backed up by some prow laser weaponry. While slower than its counterpart, the River packs heavier armour.

@Oshha I do have some concerns about the personnel cost for asteroid mining. Why would it take 7500 people to get the same amount of resources of a planetary mine? It should be the opposite, not more. Asteroids are much smaller and the biggest problem is logistics. Once you get to an asteroid, all the good stuff is basically on the surface, just under the surface, or both. A good mining ship with a large material hold can bring back tons on tons of precious metals that would be much harder to get dirt side.
 
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Felicity Station - Earth

=} Colony - Felicity Station {=


Population:

  Type Quantity Div.
  Clerks 50.000  
  Workers 50.000  
  Farmers 40.000  
  Miners 40.000  
  Scientists 20.000  
  Soldiers ~1000  
  Crew 328  
Total   201.328  



Total: 201.000 People​

Facilities:
Quantity Name Add-on Function
3 Colonial Industrial Fabricators   ???
1 Civilian-grade Terraformer   ???
1 Small Spaceport (?) Small Spaceport Bay - Max Escort (?) Can store up to 20 RP, FP or LP and each bay allows for a single ship to dock for a turn.

Gear:

Quantity Name Type Function
100 x (???) Civilian Gear Survivalist Environment suits, civilian fire arms, robot drones, non-Perishable Goods & Supplies and so forth
6 x (80-150) Ground Forces Gear Military (Standard ?? - Heavy??) Handheld weaponry and light power armour to outfit a company, along with heavy power armour for a single squad.

Ships:
Quantity Name Type Function Armament
1 Ark-Class Colony Ship Civilian Colony Foundation & Transport  
2 Ford-Katsumi-class Freighter Civilian Freighter  
1 Seeker-Class Corvette Military Light Patrol Ship Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48


=} Colony Backer {=

[X] Old Earth: Multicultural, Rich, Adaptive,

=} Perks {=
Spaceport: Acting as a place for traders and travellers to stop at, it will also act as a staging point for your own ships, civilian or military.
Trade Lane: Your colony is positioned on the main trade routes between Earth and the other colonies, guaranteeing that traders will regular pass through.


=} Flaws {=

Poor Neighbour: Your colony has a nasty neighbour nearby, a group of unpleasant people who will no doubt cause you trouble such as pirates or a nutjob cult.

=} Additional Gear {=

Budget: 10/10
6 x Ground Forces Gear
1 x Extra Colonists
1 x Extra Supplies
1 x Seeker-Class Corvette
=}+{=
 
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Asylum - Jupiter
Colony name: Penal Colony "Asylum" (CODENAME: The Madhouse)
Backer: The moons of Jupiter

Perks:

  • Surplus Budget: You brought additional resources along with you when founding the colony. +5 Budget Points
  • Colonial Guardsmen: Your colony has managed to get some soldiers to come along with them. A platoon worth of soldiers, they have military-grade gear and military training. While there isn't enough of them to do much, they can handle military ops. +1 Ground Forces Platoon
  • 3x Talented Scientist: A renowned scientist has joined your colony, bringing their expertise to your labs. +1 Renowned Scientist
Flaws:
  • Dangerous Wildlife: The local wildlife is particularly dangerous and vicious towards human life, making the planet's natural environment a problem for the colony.
  • Unbreathable Atmosphere: The local atmosphere is unbreathable to humans. The colony will be forced to use air-locked buildings until extensive terraforming can solve the problem of the atmosphere.
  • 2x Renegades and Outcasts: A significant portion of your colonists have enemies back home, having been kicked out and made unwelcome back home in Sol. As a result, your colony will inherit their unfriendly relationships with a local power back in Sol.
Additional Gear:
  • 2x Ground Forces Gear: 2 Points
  • Government-Grade Terraformer: 1 Points
  • 2x Extra Supplies: 2 Points
  • 2xHaven-class Colony Ship: 4 points
  • 1xWatchman-class Corvette: 1 Point
  • 2xSeeker-class Corvette: 2 Point
  • Ground Forces Gear: 1 Points.
Budget: 15/15
 
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Haven Freeport - Titan
Colony Name: Haven Freeport
Colony Backer: Titan: Productive, Commercial, Proud

PERKS
Trade Lane
Spaceport
Shipyard
Colonial Defense Grid


FLAWS
Dangerous Wildlife
Renegades and Outcasts x2


Additional Gear
Government Grade Terraformer [1]
Ground Force Gear [1]
2 Haven Class Colony Ships [4]
2 Seeker Class Corvettes [4]
Budget: 10/10

Basic idea for a concept:
A honest freeport that totally won't be home to local riffraff if they want to sell their wares.
 
Nova Martia - Mars
Colony Name: Nova Martia
Colony Backer: Mars

PERKS

Local Moon
Fertile Land
Trade Lane
Guardian Angel
Surplus Budget

FLAWS
Poor Neighbor * 4

Additional Gear
Budget: 15/15
Government-Grade Terraformer: 1 Points
Daring-class Destroyer: 8 Point
Seeker-class Corvette: 2 Point * 2
Ground Forces Gear: 1 Points.
Extra Supplies: 1 Points
 
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Proof - Jupiter
Plan: /pol/ in SPACE
Colony Name: Proof

Colony Backer: Jupiter moons

PERKS
Local Moon x1: The planet has a local moon that the colony may expand to, either for additional space or using the moon for a particular purpose.
Fertile Land (Can be taken once): The planet has plenty of natural farmland for your colony to make use of, allowing it to potentially become a local breadbasket for food and other crops.
Loyal Colonists (Can be taken once): The colonists believe in their government, be it from fear, awe, or love. They will be hard to turn away from your rule and will devote themselves to your cause.
Talented Scientist : A renowned scientist has joined your colony, bringing their expertise to your labs. +1 Renowned Scientist
Colonial Guardsmen x1: Your colony has managed to get some soldiers to come along with them. A platoon worth of soldiers, they have military-grade gear and military training. While there isn't enough of them to do much, they can handle military ops. +1 Ground Forces Platoon


FLAWS
Religious Zealots x2: A significant portion of your colonists are extremely religious in nature and either wish to either follow their own practices over those of the colony or make the rest of the colony follow their practices. (cult of kek)
Renegades and Outcasts x2 (Earth and Mars): A significant portion of your colonists have enemies back home, having been kicked out and made unwelcome back home in Sol. As a result, your colony will inherit their unfriendly relationships with a local power back in Sol.


Additional Gear:
Ground Forces Gear:2
Government-Grade Terraformer:2
Haven-class Colony Ship:1
Kilo-class Frigate: 4 Point
Budget: 10/10
 
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Argus - Taricus
Argus​

Government: Argus Colonial Directorate (Constitutional Autocracy)
Traits
Loyal Colonists: The people of Argus are loyal to their colony, harbouring strong devotion to their new home.
Academic: Bonus to Research.
Elite Army: Bonus to Ground Forces actions.
Traditionalists: Unhappiness at change to traditional ways of doing things and increased pushback at introducing new things.

Traits
Fertile Land: The farmlands of Argus are particularly fertile and suitable to farming. +50% to Planetary FP income.
Dangerous Wildlife: Unless you can get the local wildlife under control, it will hinder local construction due to the danger to the colonists. +10% IP cost to planetary buildings unless proper measures are taken.
Earth Outcasts: A portion of your colonists are outcasts from Earth, unwanted on that world and the result is frosty relations with the home world of humanity.
Titan Renegades: A portion of your colonists are rebels and renegades from Titan, leading to a passive hostility from the moon of Saturn.
Jupiter Outcasts: A portion of your colonists are outcasts from Jupiter, unwanted on those moons and the result is frosty relations with the people of Sol's largest planet.
Terraformed: 1.5/100 (+0.75).

Stats
IP = 55
RP = 110 + 0
FP = 570 + 240
LP = 74 + 12
SP = 1

Population (Grows by 0.5% every 4 turns)
-Colonists = 183,300

-Scientists = 20,900
-Crew = 376
-Soldiers = 86

Infrastructure
Ground Lab = 1
Ground Farms = 160
Ground Production Factories = 55
Ground Commerce Factories = 12
Civilian Terraformer = 1
Government Terraformer = 1

1 Army Training Facility = 100 Soldiers
1 Military Base

Spaceport
-Medium Bay (Empty)


Ground Forces -
314 Inexperienced Infantry

486 Standard Gear
50 Heavy Gear

Traits
Terraformed: 0/100 (0)

Stats
IP = 0
RP = 0
FP = 0
LP = 0
SP =0

Population
Colonists = 0
Miners = 0
Farmers = 0
Workers = 0
Clerks = 0
Scientists = 0

Infrastructure
Lists of buildings
Daring-Class Destroyer CDF Argonaut
Weapons: Dual Durandal Batteries, Light Gungnir Prow Batteries,
Defence: Dual Ajax Shields, Terminator PDS
Hull: Plasteel Armour,
Tactical: Disrupter ECM, Seer Sensors,
Engines: Triple Argo Engines,
Hangar: 1 Squadron
Crew: 200/Regular
Location: Argus

Seeker-Class Corvette CDF Dust
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Experienced
Location: Argus

Seeker-Class Corvette CDF Armstrong
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Inexperienced
Location: Argus
Ford-Katsumi-class Freighter – Undamaged, Location: Sol, Cargo (60): 0,
Ford-Katsumi-class Freighter – Undamaged, Location: Argus, Cargo (60): 0,

Industrial Tools: 0 Progress
Mining Tools: 0 Progress
Farming Equipment: 0 Progress
Army Training: 0 Progress
Naval Training: 0 Progress
Improved Labs: 0 Progress
Improved Shipyards: 0 Progress

Luna - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
Earth – Frosty.
Titan – Passive Hostility.
Jupiter – Frosty.
 
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Eden - Demonic Spoon
Eden

Government: Democracy
Traits:
Loyal Colonists: The people of Eden are loyal to their colony, harbouring strong devotion to their new home.
Multicultural: Bonus to Foreign Relations, Reduced Internal Social Tensions,
Rich: Increased happiness impact from LPs.
Adaptive: Increased willingness to try new ways of doing things.

Talent Scientist: Eden has a scientific prodigy with them who assists and directs the local research efforts. +20% SP each turn.
Rough Lands: The lands of Eden are rough and unsuited to farming. -50% to planetary & underground FP income until terraforming reaches 250.
Unbreathable Atmosphere: Eden lacks a breathable atmosphere, hindering planetary construction as buildings and settlements must be adapted to the only source of air to the colonists. +50% to planetary building costs & +25% to underground buildings costs until terraforming reaches 400.
Terraformed: 2.5/400 (+1.25)

Stats
IP = +55/turn
RP = 161 +3/turn
FP = 260 +80/turn
LP = 164 +12/turn
SP = +0/turn

Population
Colonists = 171,000
Scientists = 30,000
Soldiers = 0
Crew = 453

Infrastructure
Ground Farms = 160
Ground Production Factories = 55
Ground Commerce Factories = 12
Civilian Terraformer = 1
Government Terraformers = 2

Spaceport
-Small Bay (Empty)


Asteroid Mine = 3
Orbital Lab (15/60)

Ground Forces
List of ground and air forces
Kilo-Class Frigate CDF Gigaton
Weapons: Dual Light Durandal Batteries, Light Artemis Port/Starboard Batteries,
Defence: Ajax Shield, Terminator PDS,
Hull: Light Plasteel Armour,
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines
Crew: 123/Regular
Location: Eden
Ford-Katsumi-class Freighter – Undamaged, Location: Argus, Cargo (60): 0,
Ford-Katsumi-class Freighter – Undamaged, Location: Argus, Cargo (60): 0,

Industrial Tools: 0 Progress
Mining Tools: 0 Progress
Farming Equipment: 0 Progress
Army Training: 0 Progress
Naval Training: 0 Progress
Improved Labs: 0 Progress
Improved Shipyards: 0 Progress
Food Crop Adaptation: 0 Progress

Earth - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
 
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