The New Frontier - Deadline Closed

I was working off the assumption they are still automated as previously said, otherwise I'm going to need to seriously boost my population of farmers.
 
I feel that we should just have almost everything IC in the IC thread. The sheets be posted here, and we could just have secret negotiations if players do so in PM.
Keeps most everything centralized as much as possible for ease of access.
I would be in favour of everything except military movements being posted in the IC thread, and colony sheets being completely public.
 
Factories with the 1 RP per 750 Workers. Does that mean the maximum amount of people working in one of these factories is 750 and they produce one RP? Just to be sure.

Correct.

Do Micro-ships like the Seeker Corvette Cost bureaucracy points?

In sufficient numbers, yes.

What do I get for the spaceport perk, because "a small spaceport" isn't a building - so is it a spaceport and a small spaceport bay or something else?

A spaceport with a small bay and a micro bay.

What's the number for "a company of ground forces" because using vague military unit between 80-120 people clashes a bit with you going in hundred or thousand steps everywhere else.

Ignore the flavour text of ground forces related stuff in the perks, flaws and budget because I have already changed things up due to realising that it disportionately weak compared to the other options.

Wait, the ground farms, production factories, and commerce factories need people? Thought they were automated since they were from the Ark ship.
That was the old message - but now they are just disassembled into their ground side equivalents I thought.

I'm going to say that the people requirement for your buildings somehow come under the maintenance that your colonial backer is paying for. Part of the process of you getting your colony running and self-sufficient will be getting enough people to run all of your buildings.
 
I'm going to say that the people requirement for your buildings somehow come under the maintenance that your colonial backer is paying for. Part of the process of you getting your colony running and self-sufficient will be getting enough people to run all of your buildings.
This just plain confusing. The factories are automated until they're not? Lol. I'd recommend just having the colonies ship in the required amount of food as this would just be confusing.

Yeah, I'll allow you to add more farmers since I modfied the slightly rules to make OC logistics easier.
OC Logistics? What does that mean?

Back to having a strangely large portion of my population dedicated to food production I guess. This is mildly annoying.
 
This just plain confusing. The factories are automated until they're not? Lol. I'd recommend just having the colonies ship in the required amount of food as this would just be confusing.

Not automated, but as you get started, the peope requirement will be payed alongside the RP requirement for IP and IP requirement maintenance. But you won't be provided with actual colonists, just having the cost handwaved away.

So not automated, but people fall under the maintenance that your colony backer will be paying for the first part of the game.

OC Logistics? What does that mean?

Me, the GM, keeping track of things in real life.

Back to having a strangely large portion of my population dedicated to food production I guess. This is mildly annoying.

Research can be done to reduce the amount of people required to produce things.
 
Not automated, but as you get started, the peope requirement will be payed alongside the RP requirement for IP and IP requirement maintenance. But you won't be provided with actual colonists, just having the cost handwaved away.

So not automated, but people fall under the maintenance that your colony backer will be paying for the first part of the game.
Except those people then also need to be fed and given temporary housing until they leave. It still doesn't make sense to me to send temporary workers to help a new colony get started.

EDIT: Colony sheet updated.
 
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Except those people then also need to be fed and given temporary housing until they leave. It still doesn't make sense to me to send temporary workers to help a new colony get started.

This aspect of the game is me making things easier mechanically unless you want to have enough farmers to run all of your farms.

I should also mention that additional colonies will be arriving over time as your colony becomes more developed and it becomes clear that it has a future.

Several aspects of this game are mechanical first, narrative second as part of me coming up with a set of functional game mechanics. This is one of them.
 
In sufficient numbers, yes.
Which numbers would that be?

I have already changed things up
Into? Because my Extra-Colonists kinda hand on that equipment~

So basically everyone is out of work in the beginning of the colony and then poof you have to fend for yourself....maybe just say that the ship is going to head back to Sol after a while to use it for another colony?
 
Ignore the flavour text of ground forces related stuff in the perks, flaws and budget because I have already changed things up due to realising that it disportionately weak compared to the other options.

So what does this mean for those of us that do have these kinds of perks and extras in our sheets? I took the ground forces gear in the gear budget, what does this mean for me?

I'm going to say that the people requirement for your buildings somehow come under the maintenance that your colonial backer is paying for. Part of the process of you getting your colony running and self-sufficient will be getting enough people to run all of your buildings.

So for now until our backers stop helping us treat the buildings brought in by the Ark ship as automated, alright.

Btw, you keep saying you've changed this and that around, but could you change the OP to follow those changes? We don't know what you have in your notes so we're still using the old, pre-edit information.
 
So what does this mean for those of us that do have these kinds of perks and extras in our sheets? I took the ground forces gear in the gear budget, what does this mean for me?

You get more gear than I originally intended in order to avoid making the ground forces options traps.

So for now until our backers stop helping us treat the buildings brought in by the Ark ship as automated, alright.

Btw, you keep saying you've changed this and that around, but could you change the OP to follow those changes? We don't know what you have in your notes so we're still using the old, pre-edit information.

I knew I was forgetting something. When I get home from work, I'm make a new post under Informational containing the game mechanics.

Which numbers would that be?
Into? Because my Extra-Colonists kinda hand on that equipment~

I don't have my notes on me right now so I can't give exact numbers, but it would be closer to a thousand than a hundred.

Into? Because my Extra-Colonists kinda hand on that equipment~

So basically everyone is out of work in the beginning of the colony and then poof you have to fend for yourself....maybe just say that the ship is going to head back to Sol after a while to use it for another colony?

I think of narrative reasons latter as I don't have time to figure out how things would work in-universe.
 
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You get more gear than I originally intended in order to avoid making the ground forces options traps.

So say, enough to outfit a thousand men? Also what type of gear are they?

Militia Gear
Light Gear
Standard Gear
Heavy Gear
Marine Gear

Those are the five we could produce according to the OP.
 
So say, enough to outfit a thousand men? Also what type of gear are they?

Militia Gear
Light Gear
Standard Gear
Heavy Gear
Marine Gear

Those are the five we could produce according to the OP.

Roughly 90% Standard and 10% Heavy, but since my notes at home, I refain from making an official statement until I look at them.
 
I have finally done it. Please tell me if there are any mistakes.

Government: Representative Democracy
Stats - Don't forget to include expenses. I remembered that your colonial backers are footing the bill for the first few months.
IP = 0+60
RP = 100+0
FP = 100+ 200
LP =100 +14
SP = 0+0

Population
Colonists=200,440
  • Miners = 40K
  • Farmers = 40K
  • Workers =50K
  • Clerks = 50K
  • Scientists =20K
  • Crew=440
Infrastructure

3 Colonial Industrial Fabricators
200 Ground Farms
30 Ground Production Factories
14 Ground Commerce Factories
1 Civilian-grade Terraformer
1 Government-Grade Terraformer
100 Units of Civilian Gear (environment suits, civilian fire arms, robot drones, non-Perishable Goods & Supplies and so forth)
 
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Government: National-Socialist "Libertarian" Representative democracy
Stats - Don't forget to include expenses. I remembered that your colonial backers are footing the bill for the first few months.
IP = 55
RP = 60+0
FP = 90+160
LP = 40+12
SP = 0

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

Infrastructure
Lists of buildings
160 Ground Farms (From Colony Ships)
55 Ground Production Factories (From Colony Ships)
12 Ground Commerce Factories (From Colony Ships)
- Fill this out if you have a moon.
Stats
IP =0
RP = 0
FP = 0
LP = 0
SP = 0

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

Infrastructure
none
Finally did it too. Took long enough huh?
Government was the hardest to decide. But I think I got one that would represent /pol/ in SPACE.
 
So say, enough to outfit a thousand men? Also what type of gear are they?

Each point of ground forces provides 800 Standard Gear and 50 Heavy Gear.

When you get to your notes, can you also post the stats for ground forces?

Ground Forces stats consist of three things, the number of troops, the experience of the troops and their gear. I use these as relative modifiers to dice rolls in ground forces combat alongside other modifiers such as terrain or defensive structures and the type of operation. For example, Proof has 200 Veteran Infantry with Standard Gear. Outnumbering the enemy is better and gives a modifier as does having superior gear. The more experienced your troops have also give better modifiers to ground combat rolls. However, not everything is better in all scenarios. Too many soldiers on a stealth mission will increase the chances of being detected while heavy armour isn't the best choice for stealth missions either.

Just like with space combat, I will not be revealing the mechanics behind ground combat.

Now, I am going to start posting the colony sheets. Then I'll post the IC thread.

Btw, you keep saying you've changed this and that around, but could you change the OP to follow those changes? We don't know what you have in your notes so we're still using the old, pre-edit information.

So I looked that rules in the OP as far as I can tell, they are actually up to date. That said, I may have missed something so if anybody wants to point out anything that I missed please go ahead and do so.
 
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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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.
 
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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.
 
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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.
 
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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.
 
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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.
 
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