(Don't worry, your ships don't have to look that lame)
Earth is gone. It passed away with a whimper, not a bang, in the throes of war, famine and pestilence. Whatever is left of that all mess can hardly sustain life.
But it did give us one last gift before the end. A desperate government, equipped with technology that still outstrips anything seen in the galaxy today, threw the last of its resources into the making of the Gateways. Massive artificial wormholes, each one set to lead to a different location. Colonists were sent haphazardly through them. Humanity was scattered across the entire Milky Way: separated from eachother, lost, but determined to survive.
And now, three hundred years later, we're starting to find one another.
General Idea
For me, the most interesting part about NRP has always been the interactions between different cultures. How does the warmonger react to the pacifists? What happens when a group of religious faithful meet a society of militant atheists?
That's what I want to focus on in this RP. We'll each be taking on the role of a different Colony established by Earth about three-hundred years ago. We were sent through artificial wormholes to our current homes, but after the fall of Earth, the wormholes generators ceased to function, leaving each Colony completely cut off from the rest of Humanity.
Now think about how your Colony might have evolved during this time. Did they land on a harsh world, and had to use genetic engineering to survive? Are they ruled over by a ruthless dictator? Do they even speak the same language anymore? I want this to be heavily culture-focused, so your imagination is the limit.
Now, for reasons unknown, the Gateways have started to function again. All at once. For the first time in three centuries, our poor little Colonies will be sending their ships across the Gateways and finding one another. And personally, I think it could be pretty fun to RP these early 'first contact' interactions. Seeing how our different people respond to one another. And as the RP goes on, I'm not opposed to anything; war, trade, diplomacy, or whatever else.
Tech Guidelines
I don't want to limit anyone too much. But for the sake of simplicity and keeping everyone's Colony at roughly the same level, I think it might help to have a few guidelines.
1. FTL other than the Gateways does not currently exist. The reasoning here is just so that our Colonies have not spread too far beyond their own star sytems, putting everyone on the same footing and preventing anyone from starting the game with a massive galaxy-spanning empire already in place.
2. Every Gateway can lead to every other Gateway. The Gateways are designed to uplink with ships, allowing them to choose their destination. This means that every Colony can get to every other Colony, so that none of us are prevented from interacting with one another because we're not close enough together on a map
3. Since the fall of Earth, the technology to create more Gateways has been lost. Similar reasoning as the first one. This is just to prevent anyone from already having spread too far from where they started.
4. One may only communicate through the Gateways with Colonies one has already met. This is to encourage meeting other nations by visiting them, rather than only talking through the Gateway. For more explanation of the rule, and the reasoning behind it, you could visit the FAQ.
On Joining and Leaving:
If someone wants to join after the game has already begun, I've decided I'll just say that the Gateway leading to their colony has only now opened. Likewise, if someone leaves or goes MIA, we can say the their colony's Gateway just shut down as mysteriously as it had reactivated. In this way, the NRP should be able to accept new players whenever, and survive losses without grinding to a halt.
Interested?
Nation Sheet below.
Nation Name:
Government Form: (Presidential Democracy? Anarcho-communism? Caliphate? Whoever collects the most edible food is in charge? Or anything else you can think of.)
Demographics: (Humans, probably. But what other demographics might matter here? Have you integrated with aliens? Is there a religious minority that should be mentioned?)
Population: (Let's say that each colony ship has started with a population ranging anywhere from 100,000 to 1,000,000. From there, we go on an empire size scale of: 500 Million: Small 1 Billion: Average 2 Billion: Large 3 Bil+:Massive) --- (This is probably a good place to insert a flag or other representative image) ---
Planet Name and Description: (So where did your Colony end up? What's the environment like?)
History: (What happened after your Colony landed? This can be as brief or detailed as you like.)
Culture and Society: (How do they live? Anything from ritual cannibals, to a surveillance state dystopia, to an integrated hivemind.)
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Governance and Politics: (Like the government form field, but more room for detail. If your Colony has changed in such a way that it doesn't even have a government or politics anymore, this is also a good place to talk about that.)
Technology Overview: (What have your people invented? Or have they forgotten anything?)
Military Overview: (This is the space to talk about any offensive capabilities you have. Given that most of these Colonies have been essentially stranded by themselves for three centuries, I don't imagine anyone has a large "conquer other planets" level fleet yet. But maybe your Colony has been in civil war for a hundred years, and has built up an impressive military in that time. Or maybe they even had to fend off a genuine alien invasion.)
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Additional Info: (Anything else you want to include that there isn't a spot for up there.)
Feel free to add new sections or change around NS formatting as needed.
1.) No godmodding, or controlling other player's characters/Colonies A basic rule in any RP. You know it, you love it.
2.) Cannot fully conquer other player's Colonies without permission. You can go to war with another player. But you will need the a-okay from them before I allow you to completely exterminate/assimilate/remove another nation from the game.
3.) If conflicts cannot be decided, the GM will arbitrate. This goes for IC and OOC conflicts. I always prefer for people to work things out mutually. Ideally, everyone can agree about who wins/loses wars, or who has the upper hand in trade, or so on. But if you can't, I'll step in to try playing judge fairly.
4.) Avoid portraying real-world religions. This is mostly out of respect and caution. It makes me uncomfortable to see someone trying to play a faith they don't believe in. However, you are free to create a new religion descended from the ones of Earth, as many players have.
5.) When using concept art for your NS/posts, avoid anime pictures. I'll allow some! But I don't want the RP to feel too anime, so try to keep it light. (This one is less of a rule and more of a guideline.)
6.) Everyone just play nice. please?
FAQ
Q: Is space magic allowed? A: No. But I'll allow fantasy-style elements that can be explained in a science-y way.
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Q: Can we meet other Colonies through methods other than the Gateway? A: No. We do not have FTL other than the Gateways, and humanity is spread out across an unimaginable distance. It would take centuries of travel to bump into another human settlement. And more bluntly put: the theme of this RP revolves around the Gateways, so naturally other forms of travel are limited.
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Q: Can we communicate through the Gateways? A: Short answer: Yes, but only with Colonies you have met already.
Previously, I did not allow communications through Gateways, because I was afraid that early players would just send messages through the Gateways instead of seeking out other Colonies to meet them. However, datadogie proposed a solution.
We can say that we're unable to communicate through the Gateways because our encryption technology has developed separately, but as time goes on, we'll learn eachother's communications. This means that you can now send messages back home, or to previous contacts (as you have encountered their communications technology before).
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Q: Are aliens allowed? A: Your Colony was founded by humans from Earth, but you may have met aliens in the time since, so yes.
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Q: Can we choose our Gateway destination? A: Yes! Gateways link-up with oncoming ships, allowing you to choose your destination. It presents system and planet names, but not descriptions.
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Q: The technology level seems inconsistent. A: It is. Within the RP, these Colonies have developed independently for 300 years, so some may be more advanced/unadvanced than others in surprising ways. (And outside of the RP, I'm just one person who cannot feasibly research, debate and rule on every fictional technology.)
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Q: Can we have multiple Colonies? A: Up to 2 at a time. But if one is destroyed or you choose to take it out of the RP (which can be done via the Gateway closing), then you can create another one. A possible option if you get bored of your Colony but don't want to leave the whole RP.
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Q: What happened to Earth? A: A combination of environmental disaster, political strife and nuclear war. The first and last one especially have left the planet uninhabitable.
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Q: What does Earth look like now? A: It's been described now by various different players, but the recurring theme is that it's turned gray and brown, with no color or life whatsoever. It's been called a "defeated lump of clay," and "Ashen. No blue. No green... Not even the white of clouds."
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Q: Where, exactly, is the Meeting Place? A: In orbit of Earth.
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Q: How close together are the colonies? A: The colonies were established anywhere that the last generations of Earth humans thought might be habitable. That means that most of them are probably close enough to Earth to be seen via telescope, or whatever sensors people invented before the end.
Also, Irr and Sigma have hinted that the aliens who invaded Columbia, and the aliens who still invade Matuvista, are actually the same race.
While me and TM have established that the aliens who built the city the One lives in are the same ones who left ruin-cities on New Hollywood
So, that implies we must be relatively close, if the same aliens keep popping up.
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New Players
Welcome! If you've just been accepted into the RP, or if you're just now thinking about making an NS, this is a good place to start. Below is a summary of the major events of the game thus far (wars, alliances, interactions, etc.) and a How To Start segment that should eliminate any confusion about what to do after you've been accepted.
When the Gateways first reopened, there was a period of hope and exploration.
Three hundred years had passed since Earth fell, and not one of its colonies had contact with another in that time. No colony could then be sure if other humans had survived, and so most of them sent explorers randomly through to the Gateways of other systems- simply to see if anyone was still there. When they did find their lost relatives, reactions were... mixed. These early meetings were often impromptu and confused. Some colonies did not speak the same language any more. Some had diverged so much in culture, they could no longer understand each other even when they did have the same tongue.
There was one instance particularly worth mentioning, as it may have laid the groundwork for the later creation of the Meeting Place. Four nations- the Zetan Consciousness, the Earth Cultural Union, the United Republic of Columbia, and the Undefeated- met together in the Sol system, where Earth remained uninhabited. This meeting was completely by coincidence: each had decided to send a scout to see what became of Earth, and were all equally surprised to bump into each other in the neighborhood.
Eventually, the Sol system would become the designated place for diplomatic gatherings, and the "Meeting Place" was built there. As this new, international installation was made from contributions of nearly every colony active at that time, it was the first sign of cooperation between the lost colonies of Earth. A hopeful, inspiring moment.
Next, a war happened.
It began with Dr. Bodi, who defected from the Earth Cultural Union and into the Zetan Consciousness. This may not have triggered a war in other circumstances, but the situation between the ECU and the Zetans was already precarious. The Zetans are transhumanists, who modify their bodies with cybernetic implants throughout their lives. The Earth Cultural Union, on the other hand, are traditionalists determined to keep humanity exactly as it was when Earth was still alive. For someone to leave their world to join the Zetan cyborgs was a great insult, and it was met with an invasion.
The Cultural Union's allies, the Undefeated, also joined in on the invasion, having similar views about the Zetans. Together they destroyed the Consciousness's navy, and soon after occupied the planet. This turned out to be a mistake, as the Zetan Occupation would become a painful siege which cost thousands of lives on all sides. Nobody could truly win; it was tunnel fighting and ambushes and traumatized soldiers.
At this point, other nations considered how they should respond to such a bloody war, but struggled to discover any facts about what was really happening. The Earth Cultural Union began an intense propaganda campaign, which kept the galactic community off-balance enough to prevent anyone from interceding on behalf of the Zetans. In fact, they even seduced over a few "volunteer" mercenaries from the United Republic of Columbia.
The war was only brought to an end, at last, thanks to the efforts of the Xandalian Republic. A nation with a past in which they nearly suffered genocide themselves, the Xandalians found themselves very concerned with the Cultural Union's behavior towards Zetans. They feared a potential genocide of the cyborgs. And of course, the propaganda and general evasiveness of Cultural Union representatives caused further concern. Eventually, they threatened to declare war on the Earth Cultural Union and the Undefeated if they did not cease their invasion of Zeta.
It was not to be. Tired of losing soldiers in a war that couldn't be won, the Undefeated abandoned the Zetan Occupation. Now with no allies to back them up, and mounting international pressure, the Earth Cultural Union at last withdrew as well. The first war since the reopening of the Gateways was over. Zeta celebrated.
A time of hopeful progress seemed to follow. A new colony recently arriving on the scene, the Lorne Administration, found themselves with much opportunity in the post-war world. They are a corporation, specializing in megastructures and space-born construction projects, and they were immediately able to make big deals with other nations. Everyone was eager for progress.
As if an omen, many other new nations came on the scene around this time, such as the Matuvistans , the One, and the New Haven Directorate.
The first of those, the Matuvistans, were already making many waves. They invited diplomats and dignitaries from every nation to a Gala onboard a luxury starship, where they highlighted their Latin American descended culture and the wealth of their ruling class. They quickly formed a fledgling alliance with the older nation of traditionalists, the ECU, and attempted to aide their new allies against an uprising on their planet.
Many other nations- the Xandalians, Colombians, and even the One- have also become involved in this internal conflict. It has become known as the White Flower Revolution, as the anti-ECU rebels are called White Flowers. But the Galactic History Book has yet to see how this new war will unfold.
When a new nation joins our Galaxy, we most strongly recommend that they visit the Meeting Place first.
As you will probably know from the OP above, the Gateways connect to every colony, from every colony, so each of us can travel to each other at anytime. They also all connect to Earth, and there has been built a neutral station named the Meeting Place. It's modular, so every colony can add their own 'section' to it. One nation has a section filled with fancy decorations and holographic servants, another's segment mostly seems to house soldiers, etc. If you want (it's not required), you can say that your nation is building on to it as well, although it probably wouldn't be done right away.
Either way, the Meeting Place is where most diplomacy happens. Earlier in the game, nations were coming in to "introduce themselves." They would broadcast a message on the station that all other nations could hear, so that every Colony could be considered to know each other with out us having to write out every single first contact.
Like so:
There's a space up ahead, in this part of the Meeting Place largely constructed by the ECU. Holograms flicker in and out of being, appearing when needed, vanishing when not. And flying cameras hover around, eager to record the new Liason Tanaka's first words. New Hollywood is attending the Event, of course. Oligarchs never turn down an invitation.
"Humans of the Galaxy," the young man begins, finally actualizing the words he's practiced so many times. "I am here on behalf of the Earth Cultural Union. We are a league of mankind, dedicated to preserving the cultures, ways and forms of our great ancestors. We believe in the potential of humanity, but also in respect for our true nature. We believe in the ways of our lost home, and also in the reality of our present situation. If you will hear us, we will work with you, to revitalize all that has been forgotten. To keep the torch of Earth burning bright even through this long night. To stand against the darkness, and not forget who we are. Thank you."
That description will soon be recorded in the databanks of the Meeting Place, and sent out to all other nations who participate in this Event. Even now, the ECU is also hearing the introductions of other Colonies, both friends and strangers. And enemies. The time of first contacts is over. Even Tanaka realizes. It is time for the action to begin.
If you wanted to send a diplomat to the Meeting Place to do something like that, it would be a good way for your Colony to join the community we have going. (The alternative is to try meeting each other nation individually, which is obviously both difficult and time-consuming.)
After that, it's essentially all up to you. We're fairly sandbox here. You'll find that other player's nations will probably reach out to you, and you can go ahead and get involved in your diplomacy, war, trade, intergalactic piracy- whatever
The majority population of Columbia and Horizon. Unlike most colonies, the humans of Columbia have remained for the most part, pure of any drastic, species-altering genetic or cybernetic modifications.
A vaguely reptilian humanoid species native to Columbia, or Urkanus as they've called it on occasion. Before the Colony ship Columbus arrived, the Urkani were on a similar technology level to the late Medieval Earth, and like Earth, were a complicated sort that had various nations that competed for resources and land. Once the human colonists landed, that all changed. Some Urkani states tolerated the presence of human colonial settlement close or within their borders, others however, were not so welcoming. For well over two centuries, the human colonists and Urkani were in a constant struggle, many fighting long protracted guerilla wars, some joining the Humans in cooperation.
Their relationship would change once the Yulzan Empire invaded. The Ukrani now forced to pick sides in a interplanetary war of great proportions. Urkani would find themselves on both sides of the conflict, and after the war, mass reconstruction was in order. Fifteen years of fighting side by side with humanity and the Yulzan subjects had led to a bond of comradery between the three groups. the Urkani that fought alongside the URC, had finally put aside generations of hatred to lead the way to a new era of cooperation.
Yulzan Refugees
Liberated Dhulrak in human attire A large, bulky, amphibian species, the Dhalrak served as heavy shock troops for the Yulzan Empire during the war. Visually, from a distance, it is quite difficult to distinguish between a male and female Dhulrak, the only discerning features being voice and body build. The Dhulrak Clans had proven a challenging spoil for the Yulzan to conquer, even afterwards, many still resisted their control, while others simply gave in. Now abandoned, yet freed from their former masters, many Dhulrak of Columbia work hard to gain the trust of their new neighbors, and soon to be, their brothers in arms.
Aldzier in service of the Yulzan Empire during the war Vaguely insectoid in nature, the Aldzir were the life and blood of the Yulzan Armies, serving as foot soldiers for their old masters. Like with the Dhulrak, male and female Aldzir are very hard to distinguish, females having a slightly thinner build than a male. The Aldzir were the first to fall to the Yulzan, serving as their frontline warriors for centuries.
Roonak
Narik A mammalian species of tall humanoids, the Janari are a race of heightened intelligence compared to humanS. Two sub-species make up the Janari as a whole, the Narik-Janari, and the Roonak-Janari. The Narik hail from the arid, desert regions of their homeworld, their skin having a dry, craggily feel and appearance to them, along with triangular horns protruding from their foreheads. The Roonak were quite the opposite, their skin as smooth as a babe, lacking any horns, and hailed from more temperate, continental regions of their planet.
The unique minds, and frail bodies of the Janari had led to their eventual conquest by the Yulzan Empire, making use of their talents and disabilities, acting as Civil Administrators, Field Commanders, and spiritual leaders.
Planet Name and Description: Columbia is an Earth-like world dominated by vast oceans. Thousands of islands both big and small dot its surface and as well hosting several medium-sized continents. Over two centuries after their arrival, the colonists of Columbia had managed to colonize the Columbia's moon of Horizon, an arid, dry, but breathable moon, not unlike Mars of Sol.
History: The initial colonization was a rough process, many losing their lives in the crash that followed. Once the dust settled, proper colonization had begun. Despite Columbia’s near perfect conditions, the planet hid its own share of peril as the settlers had to contend with dangerous new forms of alien fauna, and the native Urkani, who did not take the presence of the colonists too well. Over the coming decades the colonists would undergo periods of civil unrest and division as new settlements dotted the landscape, while contending with Urkani raiders.
By the year 100 AC, tensions escalated as power blocs formed among the numerous colonial settlements, two of the most prominent and historically significant of which were the Southern Alliance, the URC's precursor and its rival and instigator of events to come, the Northern Colonial Coalition. The Unification War was declared and for over a decade, the two blocs would fight tooth and nail, the prize being complete domination of Columbia. In the end, the Alliance would prove victorious, the NCCs defeat would signal both the end of the division and the rise of the United Republic of Columbia.
The next century would mark a new age of space exploration as mankind would seek the stars once more. This era would lead to the colonization of Horizon, Columbia's moon, and the establishment of orbital infrastructure.
By the year 265 A.C., Columbia would face its greatest threat. An elusive alien empire from the far reaches of known space, the Yulzan, had sent a massive invasion armada to conquer what they believed to be an vastly underdeveloped system, regardless of any miscalculations, the invasion proceeded as scheduled. For fifteen years, the URC struggled against the Yulzan warmachine, battle and battle lost in the early years. Miraculously, however, the URC would emerge victorious in the end, sending the Yulzan back into the dark void of space.
While the war was won, Columbia herself was scarred, and battered, the war leaving its marks. countless numbers of slave soldiers of the Yulzan were left stranded on a hostile alien world, many fought to the bitter end, most however, surrendered themselves to the URC, helping rebuild the world they helped broke in exchange for citizenship, to be free for the first time in forever.
Twenty years passed since the war's end, the URC has mostly recovered in the aftermath, but many scars still linger deep down. The old Gateway Listing Post having been converted into a small fortress, monitoring space beyond their borders, watching every vigilantly in case the Yulzan were ever to return.
Culture and Society: The People of Columbia are a diverse, traditional, and liberty-mind sort of people, importing old beliefs and traditions from Old Earth, and adapting and reshaping it on their new home, intergrading values and traditions of their xeno compatriots. They are an industrious, adventurous people who all seek a better tomorrow in their own respective image. While not inherently warlike, the people of Columbia are no stranger to war, and are always on the defensive, from the lowly citizens, to the most well-trained of soldiers.
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Governance and Politics: The Columbian Government is split between Three Branches, the Executive Branch, that being the Office of the URC Chancellor who is both the Head of the Senate and the Commander-in-Chief of the Republic Armed Forces. One of the many tasks of a Chancellor consist of the creation of Laws, the signing of articles of diplomatic importance such as treaties, to appoint judges for the Interstellar Court and so on.
The Legislative Branch, that of which being the Senate. The Senate's main tasks consist of the passing of laws brought forward by the Chancellor, passing or vetoing Legislation by the Chancellor, and are to give consent to enact a Declaration of War. And finally, there is the Interplanetary Court, who are responsible for the enforcement of the Laws created by the Chancellor and passed then enacted by the Senate. IC Judges are appointed by the Chancellor.
Technology Overview: Columbian technological progress had hit certain bumps during the initial colonization of the planet, Columbian technology reaching to an old earth level, if lagging behind in certain aspects. The war against the Yulzan and the years after have led to some interesting innovations. Among the first were the Combat Frames, humanoid war machines developed to counter Yulzan mechs, followed by improved medical technologies, directed energy weapons, and anti-gravity vehicles, most of which is still in the development stages as the present.
Military Overview: Only twice in the three hundred year history of the colony has the Columbian Military had to go through radical reforms to meet the demands of the time, first was the Unification War, and last was the more recent Yulzan War. The Military had went from a glorified security force, to a fully-fledged militarized warmachine. The years following the Yulzan War saw some reduction and downsizing in military capacity. While a large military was no longer needed in peacetime, a standing military nonetheless, was needed, especially with ever present fear of a Yulzan return hanging over their heads.
Government Form: Theocratic Dictatorship Planet Name and Description:
Verdan is located on The Rift, a tidally locked planet orbiting its red dwarf star, Lelande. Being in tidal lock, one side always faces the star, while the other is perpetually dark. Verdanians refer to these geographic zones as "The Wastrel" and "The Neuboreal", respectively. In between these two extremes lies a thin band of land in perpetual dusk- this is the true "Rift". The sky is a beautiful gradient of red and teal, and the megaflora from continual lowlight is often pleasing to the eyes, but life here has never been simple.
Firstly are the wind and storms. While they are a livable constant gust on the surface, they quickly become torrential at higher altitudes. Hurricane-like uproars are commonplace, and enshroud whole sections of the twilight band in dark clouds as they travel from one side to the other.
On the surface, one will discover the challenges of the planet itself. The Wastrel is perpetually scorching hot, leaving little to no room for plant life, or life in general; a searing, dry wasteland. The Neuboreal holds an abundance of geothermal vents and other volcanic activity that power the massive cold-to-hot flowing rivers, which in turn keep the atmosphere alive. The limitations of human anatomy, to say nothing of the culture here or scarcity of advanced resources, has made thorough exploration of these areas extremely slow. The land in the middle is fairly lively, and filled with luminescent megaflora living amongst the valleys carving up the mountainous, temperate landscape.
The unseen challenge humans had here, especially on first arrival, was much more subtle on this world of extremes: time. Being trapped in a perpetual dusk, time does not visibly pass here, and instead must be felt.
Demography
Population: 1.5 Billion Races:
Human - 98%
Other - 2%
Languages:
Common - 80%. "Common" is really a set of languages that mirror those previously found on Earth. They're sometimes referred to as the "Core Four", comprised of English, Portuguese, Oromo, and Hindi. In addition, each of these languages bear similar Earthborne dialects or slight offshoots that are considered part of this statistic.
Verdanian - 20%. The Verdanian dialect is very close to English but has imparted its own twists, most notably the complete absence of the letters q, u (w takes its place and sound), x, y, and z. It grew out of the mixture of cultural slang and accents, and has only recently been designated as its own entity.
Urbanization:
Rural - 30%, but growing. A "rural" lifestyle on The Rift is still highly technological, certainly more so than the historical notion of the word. The measurement includes the small number of flora researchers and their scientific growing efforts, as well as the energy infrastructure staff.
Urban - 70%. Much of the populace on The Rift lives in one of its cities. It is simply the safest and easiest lifestyle for most people.
History
1st Century-
2nd Century-
3rd Century-
Culture and Society
(How do they live? Anything from ritual cannibals, to a surveillance state dystopia, to an integrated hivemind.)
Government and Politics
The power structure of Verdan refer to themselves as an "Interim Ecclisiocracy"; the nation is really under the rule of God, and the titled priesthood merely govern it until the time he returns to reclaim his sovereignty. Within the Protholic Church itself, eight rectors are elected to fill the seats of the Eventide Synod; their collective public voice is known as the Morning, but its members aren't technically afforded any additional powers beyond this.
Technology
In Verdan, power has never been an issue. In fact, Verdanians enjoy an abundance, owed in part to the bevy of methods consistently available, the main three being wind, solar, and thermoelectric. Massive turbines are erected on pyramid-shaped bases to make use of the constant zephyr. Supporting these are fields of glass-like panels, laid over flat areas near the borders of The Wastrel. Huge, tube-shaped generators run parallel to the rivers that cut across the thinner sections of the dusk band, using the solar side to heat the liquid while the darker side subsequently cools it.
Military
(This is the space to talk about any offensive capabilities you have. Given that most of these Colonies have been essentially stranded by themselves for three centuries, I don't imagine anyone has a large "conquer other planets" level fleet yet. But maybe your Colony has been in civil war for a hundred years, and has built up an impressive military in that time. Or maybe they even had to fend off a genuine alien invasion.)
@Irredeemable Not necessarily. The God-Queen would allow a combination of both if it's needed. The collective is using minerals to build, the chosen use whatever they can find and then enhance it. Think of the possibilities of an alliance between them.
RP hasn't even started yet and y'all are already forming alliances and rivalries I love it.
@an abomunist Love how concrete your ideas are. Looking forward to seeing how it's going to look completed.
@Sigma A Federal Republic sounds like the closest thing to Earth governments' today that we've seen so far. I wonder if they'll be weirded out by all the theocracies and robo-governments we've got coming in
Intriguing...
Unfortunately I don't have time to set up a nation before Monday. But I'll definitely try to give it a go!
No worries. Given that only one NS is fully approved so far, you'll probably have time. But even if we start without you, I'll still allow joining after the game has begun- we'll just say that your Gateway only now became active.
My, oh my, I do believe I'm interested in this. Being stuck as a colony with no outside connections for a long-ass time gives me an idea for an orbital mining colony.
On another note, will there be a Discord server for this RP?
@Tortoise They probably would be :P Although the Columbians(in honesty, possibly a working name, might come up with another name later) got their own interesting stories to tell for sure.
I'm taking up that option of alien invasion. Basically a few decades before the gateway opened, Columbia had fought a fifteen year conflict against an alien invasion force, for all they knew, they fought for humanity's very survival.
Anything with a theme of like 'togetherness' and/or anything that seems fit for a group of cyborgs. I feel like I know it when I see it, unfortunately.
Working on an absolute monarchy faction inspired by my recent obsession with Waterloo, line infantry, Empire: Total War, early colonialism and outdated massive infantry formation warfare. They'll be another human faction, except for 99% of them being human-but-weird-eye-colors and ruled over by 1% pure humanity. They're weird, but I think they might just work. They'll have cool uniforms tho
Edit: also aiming for them to have the highest pop count so far at around 6 billion. Y'know, to compensate for their inferior ways.
My, oh my, I do believe I'm interested in this. Being stuck as a colony with no outside connections for a long-ass time gives me an idea for an orbital mining colony.
Yo, datadogie. Will the colony be automated by an AI named Cake?
On another note, will there be a Discord server for this RP?
Probably not. I'm not a big fan of chatrooms or social media, or whatever Discord counts as They kind of just stress me out.
Some of y'all can always make one if you want, but I probably won't be very active in it. Maybe down the line I'll appoint a Co-Gm to manage that stuff xD
They'll have cool uniforms tho
Removed that slash for you. Cool uniforms is obviously the most important part. You may take our lives, but you can never take our better fashion sense.
Edit: also aiming for them to have the highest pop count so far at around 6 billion. Y'know, to compensate for their inferior ways.
And speaking of population: I'm officially giving @Timemaster permission to increase his population as desired, since that little 80 million was decided way back before I realized that everybody was going to go for the billions
Throwing my hat into the ring for this since I came up with a very interesting idea (to me at least).