The New Frontier - Deadline Closed

Elysium - Romulus
Elysium

Government: 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
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 200.
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.
Terraforming: 1.5/200 (0.75)

Stats
IP = 53
RP = 69 + 5
FP = 220 + 60
LP = 60 + 10
SP = 1

Population
Colonists = 170,000
Scientists = 30,000
Soldiers = 0
Crew = 0

Infrastructure
Ground Lab = 1
Planetary Mines = 5
Ground Farms = 120
Ground Production Factories = 53
Ground Commerce Factories = 10
Civilian Terraformer = 1
Government Terraformer = 1

Army Training Facility (10/50)
Military Base (31/50)

Spaceport
-Small Bay (Empty)
-Micro Bay (Empty)

Shipyard
-Small Bay (Empty)
Ground Forces
800 Standard Gear
50 Heavy Gear
River-Class Destroyer PDF Nile
Weapons: Light Rhongomiant Prow Batteries, Dual Joyeuse Batteries,
Defence: Exterminator PDS,
Hull: Durasteel Armour,
Tactical: Scrambler ECM, Augury Sensors,
Engines: Triple Chariot Engines,
Hangar: 1 Squadron
Crew: 200/Experienced
Location: Elysium

Scout-Class Corvette PDF Chamberlain
Weapons: Light Apollo Battery,
Defence: Exterminator PDS,
Hull: Light Durasteel Armour,
Tactical: Scrambler ECM, Augury Sensors,
Engines: Dual Chariot Engines
Crew: 50/Experienced
Location: Elysium
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

Luna - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
Earth – Frosty.
 
Last edited:
Felicity Station - Simpli
Felicity Station

Government: Representative Democracy
Traits:
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.

Traits
Terraforming: 0.5/100 (0.25)

Stats
IP = 150
RP = 112 + 3
FP = 294 + 124
LP = 110 + 10
SP = 2

Population
Colonists = 180,000

Scientists = 20,000
Soldiers = 1,000
Crew = 328

Infrastructure
Planetary Mines = 3
Ground Farms = 124
Ground Production Factories = 50
Ground Commence Factories = 10
Civilian-Grade Terraformer = 1
Ground Lab = 2

Military Base = 2,000 Soldiers
-Light Armour

Spaceport
-Small Bay (Empty)
-Micro Bay (Empty)

Ground Forces
5,000 Standard Gear
400 Heavy Gear
Seeker-Class Corvette CDF Raptor
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
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
Native Edible Plants: 0 Progress (16?)

Earth - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
 
Last edited:
Asylum - RedDragon2000
Asylum

Government: Representative Democracy
Traits:
Experimental: Increased willingness to try new things and take risks.
Biologists: Bonus when it comes to Biology.
Confident: General Bonus to Happiness
Traits
Talent Scientists: The colonists of Eden have a trio scientific of prodigies with them who assists and directs the local research efforts. +60% SP each turn.
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.
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 300.
Martian Outcasts: A portion of your colonists are outcasts from Mars, unwanted on that world and the result is frosty relations with the shield of humanity.
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.
Terraformed: 1.5/300 (0.75)

Stats
IP = 60
RP = 101 +5
FP = 400 + 200
LP =128 +14
SP = 3

Population
Colonists = 180,000
Scientists = 20,000
Soldiers = 0
Crew = 440

Infrastructure
Ground Farms = 200
Ground Production Factories = 60
Ground Commence Factories = 14
Civilian-Grade Terraformer = 1
Government-Grade Terraformer = 1

Orbital Labs = 3
Asteroid Mine = 5

Ground Forces
200 Veteran Infantry
800 Standard Gear
50 Heavy Gear
Seeker-Class Corvette PDF Custodian
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular
Location: Asylum

Seeker-Class Corvette PDF Guardsman
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular
Location: Asylum

Watchman-Class Corvette PDF Warden
Weapons: Light Joyeuse Battery,
Defence: Exterminator PDS,
Hull: Light Durasteel Armour,
Tactical: Scrambler ECM, Augury Sensors,
Engines: Dual Chariot Engines
Crew: 44/Experienced
Location: Asylum
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
Local Wildlife Pacification: 4 Progress

Jupiter - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
Earth – Frosty.
Mars – Frosty.
 
Last edited:
Haven Freeport - Silence
Haven Freeport

Government: Oligarch Council
Traits:
Productive: +10% to IP income.
Commercial: +20% to LP income.
Proud: Unwillingness to back down from confrontations or insults,

Traits
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.
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.
Luna Renegades: A portion of your colonists are rebels and renegades from Luna, leading to a passive hostility from the moon of Saturn.
Terraforming: 1.5/100 (0.75)
Four Missile Defence Stations: Orbital Light Missile Batteries.
Four Laser Defence Stations: Orbital Light Laser Batteries.
Four Railgun Defence Stations: Orbital Light Railgun Batteries.

Stats
IP = 60
RP = 80 +0
FP = 600 + 200
LP = 78 +14
SP = 0

Soldiers = 0
Crew = 0

Population
Miners = 40,000
Farmers = 40,000
Workers = 50,000
Clerks = 50,000
Scientists = 20,000

Soldiers = 0
Crew = 0

Infrastructure
Ground Farms = 200
Ground Production Factories = 60
Ground Commerce Factories = 14
Civilian Terraformer = 1
Government Terraformers = 1

Spaceport
-Small Bay (Empty)
-Micro Bay (Empty)

Shipyard
-Small Bay (Empty)

Ground Forces
800 Standard Gear
50 Heavy Gear
Seeker-Class Corvette PDF Arden
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: Haven Freeport

Seeker-Class Corvette PDF Fox
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: Haven Freeport
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

Titan - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
Jupiter – Frosty.
Luna – Passive Hostility.
 
Last edited:
Nova Martia - Mortenkam
Nova Martia

Government: Constitutional Monarchy
Traits:
Multicultural: Bonus to Foreign Relations, Reduced Internal Social Tensions,
Elite Navy: Bonus to Warship and Marine actions.
Diplomatic: Bonus to Diplomatic Actions & Foreign Relations,

Traits
Fertile Land: The farmlands of Argus are particularly fertile and suitable to farming. +50% to Planetary FP income.
Terraforming: 1.5/100 (0.75)
Guardian Angel: The Royal Martian Navy has send the HMS Diamond, a Diamond-class Cruiser, to protect Nova Martia until the colony can protect itself.

Stats
IP = 50
RP = 110 + 0
FP = 410 + 180
LP = 110 + 10
SP = 0

Population
Colonists = 179,900
Scientists = 20,000
Soldiers = 100
Crew = 576

Infrastructure
Ground Farms = 120
Ground Production Factories = 50
Ground Commence Factories = 10
Civilian-Grade Terraformer = 1
Government-Grade Terraformer = 1

1 Army Training Facility = 100 Soldiers
1 Crew Training Facility = 100 Crew
1 Military Base = 2,000

Spaceport
-Medium Bay (Empty)

Shipyard (10/100)

Ground Forces
800 Standard Gear
50 Heavy Gear

Traits
Terraforming: 0/100 (0)

Stats
IP = Income each turn
RP = Current Amount + Income each turn
FP = Current Amount + Income each turn
LP = Current Amount + Income each turn
SP = Income each turn

Population
Colonists = Current Amount
Farmers = Current Amount
Workers = Current Amount
Clerks = Current Amount
Scientists = Current Amount

Soldiers = Unused Amount
Crew = Unused Amount

Infrastructure
Lists of buildings

Ground Forces
None
Daring-Class Destroyer HMS Defender
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/Veteran

Seeker-Class Corvette HMS Flower
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular

Seeker-Class Corvette HMS Castle
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular
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

Mars – Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
 
Last edited:
Proof - EternalLurker
Proof

Government: National-Socialist "Libertarian" Representative democracy
Traits:
Loyal Colonists: The people of Proof are loyal to their colony, harbouring strong devotion to their new home.
Experimental: Increased willingness to try new things and take risks.
Biologists: Bonus when it comes to Biology.
Confident: General Bonus to Happiness

Traits
Fertile Land: The farmlands of Argus are particularly fertile and suitable to farming. +50% to Planetary FP income.
Talent Scientist: Eden has a scientific prodigy with them who assists and directs the local research efforts. +20% SP each turn.
Religious Zealots: A large portion of your colonists are Neo-Nazi and the resulting problems should be obvious.
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.
Martian Renegades: A portion of your colonists are rebels and renegades from Mars, leading to a passive hostility from the shield of humanity.
Terraforming: 2.5/100 (1.25)

Stats
IP = 55
RP = 67+14
FP = 410+160
LP = 64+12
SP = 0

Population
Colonists = 180,000

Scientists = 20,000
Soldiers = 0
Crew = 0

Infrastructure
Planetary Mines = 14
Ground Farms = 160
Ground Production Factories = 55
Ground Commerce Factories = 12
Civilian Terraformer = 1
Government Terraformers = 2

Ground Lab (30/70)

Ground Forces
200 Veteran Infantry
1,600 Standard Gear
100 Heavy Gear
Traits
Terraforming: 0/100 (0.0)

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

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

Soldiers = 0
Crew = 0

Infrastructure
None

Ground Forces
None
Kilo-Class Frigate CDF Ruthless
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: Proof
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

Proof - Colonial Backer. Pays for maintenance and provides resources. +100 IP each turn.
Earth - Frosty.
Mars - Not Quite Actively Hostile.
 
Last edited:
Turn 1 Deadline
Since it has been a few days since I started the IC thread, I am going to declare tomorrow to be the deadline for turn 1 plans/orders as I will then star going my GM stuff such as NPC reactions and random events and not so random events.

At the moment, we are waiting for @RedDragon2000, @Silence and @EternalLurker to post their turn 1 plans in the IC thread.
 
Nova Mariner - Mars
Colony Name: Mariner Constitutional Monarchy (MCM)

Colony Backer: Mars

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

Surplus Budget (Taken three times): You brought additional resources along with you when founding the colony. +5 Budget Points

Spaceport (Taken once): Your colony has been able to get a small spaceport from the get go. 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. +1 Small Spaceport

FLAWS
Poor Neighbour (Taken twice): 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. Each additional time this is taken will either create a new poor neighbour or strengthen an existing one.

Renegades and Outcasts (Taken twice): 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
Budget: 25/25
1*Daring Class Destroyer
2*River Class Destroyer
2*Seeker Class Corvette
1*Government Grade Terraformer
4*Ground forces gear

Flavour Blurb: The MCM is a semi-independent colonial venture backed by the Martian Government. It recognises the same monarch as head of state but like Mars itself operates an independent Parliament under a constitutional monarchy. Primarily composed of peoples from the Mariner valley from Mars the MCM is a heavily militarised colonial venture with far more military personnel than usual. Furthermore the close connections of the Mariner valley elites who first funded the venture have allowed the colony to budget an unusually large force of warships.
 
Nova Mariner - CaptainBritain
Nova Mariner

Government: Constitutional Monarchy
Traits:
Multicultural: Bonus to Foreign Relations, Reduced Internal Social Tensions,
Elite Navy: Bonus to Warship and Marine actions.
Diplomatic: Bonus to Diplomatic Actions & Foreign Relations,

Traits
Titan Renegades: A portion of your colonists are rebels and renegades from Titan, leading to a passive hostility from the moon of Saturn.
Titan Outcasts: A portion of your colonists are outcasts from Titan, unwanted on those moons and the result is frosty relations with the people of Saturn's moon.
Terraforming: 0.75/100 (0.75)

Stats
IP = 50
RP = 110 + 0
FP = 170 + 120
LP = 100 + 10
SP = 0

Population
Colonists = 180,000

Scientists = 20,000
Soldiers = 0
Crew = 0

Infrastructure
Ground Farms = 120
Ground Production Factories = 50
Ground Commence Factories = 10
Civilian-Grade Terraformer = 1
Government-Grade Terraformer = 1

Spaceport
-Micro Bay (Empty)
-Small Bay (Empty)

Shipyard
-Micro Bay (Empty)
-Small Bay (Empty)

Ground Forces
3,200 Standard Gear
200 Heavy Gear
Daring-Class Destroyer HMS Vendetta
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/Veteran

River-Class Destroyer HMS Halifax
Weapons: Light Rhongomiant Prow Batteries, Dual Joyeuse Batteries,
Defence: Exterminator PDS,
Hull: Durasteel Armour,
Tactical: Scrambler ECM, Augury Sensors,
Engines: Triple Chariot Engines,
Hangar: 1 Squadron
Crew: 200/Regular

River-Class Destroyer HMS Newfoundland
Weapons: Light Rhongomiant Prow Batteries, Dual Joyeuse Batteries,
Defence: Exterminator PDS,
Hull: Durasteel Armour,
Tactical: Scrambler ECM, Augury Sensors,
Engines: Triple Chariot Engines,
Hangar: 1 Squadron
Crew: 200/Regular

Seeker-Class Corvette HMS Mandrake
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular

Seeker-Class Corvette HMS Cobalt
Weapons: Light Durandal Battery,
Defence: Terminator PDS, Ajax Shield,
Hull: Light Plasteel Armour
Tactical: Disrupter ECM, Seer Sensors,
Engines: Dual Argo Engines,
Crew: 48/Regular
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

Mars – Colonial Backer. Pays for maintenance and provides resources. +100 IP per a turn.
Titan – Rival.
 
Last edited:
Back
Top