A little accompaniment.Namtar was identified as a perfect target for terraforming into a Prime Earth planet by The Subcommittee for the Expansion of Colonies, so terraforming machines were sent out ahead of a fleet of generational ships as part of the SEC's Livingspace Directive. Unfortunately, massive cosmic storms disrupted the final jump of the slipspace route the colony fleet was using, and the vessels were scattered across (and in one case into) the stars. The
Colonial Orbital Platform 'Ceridwen' was luckier than most. The massive station tore out of slipspace above
Namtar with force well outside typical ranges and too deeply within a gravitational well to hold together for more than a few moments. As
Ceridwen broke apart and rapidly fell into
Namtar's atmosphere, the emergency systems had just enough time to shunt all available power and processes into a single section for maximized survivability.
Unnecessary systems were shut down en masse, taking still-important programs such as sections of Cryomemory Retention with them. Everything up to and including what little atmos wasn't compromised was vented in efforts to keep the section from spinning out of control or
completely pulverizing against the surface of the planet. The greatest of the miracles in this string of miraculous events included the section of station colliding with the ground at
just the right angle to prevent loss of the SlipSleep Chambers. One of the last things the automated systems managed to do was unlock the SlipSleep Chambers and set a timer for the Reawakening Process.
This was very good for your people, who were now waking up in waves of a few dozen with little more than their personalities and general knowledge rattling around in their brains outside of their purpose - colonize
Namtar. Two things would prove to unify the stationwrecked survivors as they began to gather themselves, both nanoetched in big, somehow still pristine white letters across the wreckage scattered about the "landing site":
C.O.P. Ceridwen and...
Which Module survived atmospheric entry? [GM Note: While you are not guaranteed to locate the other PreTech (Pre-crash Technology) over the course of the game, your choice now will not exclude you from the opportunity to make use of the other modules.] A. Botany - Provides AgriDome
(+Food, -Maintenance Over Time)B. Command - Provides Communications Suite
(+Coordination, -Permanent Signal)C. Maintenance - Provides Trash Converter
(+Power and Hygiene, -Massive Smoke Plume)D. Medical - Provides Chemifab
(+Healthcare, -Waste Byproducts)E. Mining - Provides Crustbreaker Megadrill
(+Resources Over Time, -Geological Instability)F. Security - Provides Automated Security Network
(+Colony Defense, -Diplomatic Potential)G. Science - Provides Static Pacification Field
(+Live Capture, -Diplomatic Potential)HOW TO PLAY
You, the players, are responsible for making the decisions that will carry the
Ceridwen survivors from their start in paleolithic squalor (a situation the depths of which should become abundantly apparent over the course of the next couple turns) to...wherever they may end up. The mention of paleolithic squalor isn't hyperbolic, either. The loss of knowledge among the colonists is so deep that they're going to be rediscovering all but the barest basics of a society - with your help. Players can join at any point in the game, and are not required to participate in every turn (although it'd be greatly appreciated). There is no limit on player count, and the more the merrier.
Each Turn will start off with a write-up summarizing the situation for your colonists. While some, like this first turn, will include a multiple choice question, most turns will be open-ended for the players to propose, discuss, and vote on their own propositions for how to approach perceived priorities. All updates will include invisible TURNTURNTURN text to make searching for updates in the search bar easier - so please also refrain for including TURNTURNTURN in your own posts. Anyway, since you're voting now and proposing later on, let's cover voting first:
VotingVoting is easy peasy lemon squeezy. Every player gets one vote. Voting utilizes a quote box (aka "votebox") listing available options (usually pruned specifically to those with votes to minimize clutter) with both a total number of and the list of voters per option. Sound complicated? If you're making one, click "insert quote" on them fancy buttons above the message box (the one with the speech bubble). If someone else makes one, quote the votebox from their post, add your name and edit the vote tally accordingly, and post! A typical votebox will look like this:
Option 1 (2): Player 1, Player 2
Option B (0):
Option Charlie (1): Player 3
And if another player were to add their vote, it would look something like this:
Option 1 (3): Player 1, Player 2, Player 4
Option B (0):
Option Charlie (1): Player 3
Whichever proposal receives the most votes is taken by me and processed through 2d6 to determine the exact scope and impact of that proposal on colonial society. While most of the mechanics (like mapgen) will remain tucked neatly behind the scenes, for clarity's sake, the 2d6 is essentially a Stability Check, with 12 meaning the proposal helps bring about unity and progress in the colony, a 2 building disillusionment and unrest, a 7 maintaining the status quo, and everything else on a sliding scale in between.
ProposingWriting proposals requires players to outline what line they want colonial society to advance upon. Any advancement to human society that you can think of is likely to be able to fit here, so long as your society can support it. Tools, laws, infrastructure, faiths, treaties, monuments, and military units are all examples of (but not examples of all of) the possibilities available to you. Any details important to the goals of the proposal should probably be included, and a title is necessary but not required.
All proposals must also be labeled as one of four types of actions in order to facilitate "Scoring". Besides being a way to keep "score" (outlined further below), the labels also help indicate the general intentions of proposals.
There will be four brief turns following this one in order to cover each type of action in more detail. The four action types are:
Thinker: Internally-focused concepts, plans, and ideas. New training, experimental procedures, and general internal politicking is handled through Thinker Actions.
Creator: Tangible objects designed with a focus primarily on usage within colonial territory. Roads, shovels, clothes, and plows are all examples of potential Creator proposals.
Doer: Actions outlining direct interference or intervention with the world outside of the colony's borders.
Arguably the most important action! Exploration of unknown lands and conquest of uncontrolled territory are both Doer actions, and the (re-)positioning of unique mobile developments can also be lumped into larger Doer actions. If, for whatever reason, there should be some sort of conflict, Doer actions will be where you write out desired strategies.
Decider: Diplomacy involving uncontrolled territory, should diplomacy ever occur for some reason, is performed with Decider actions. Annexation of, say, a group of "reeducated" rebels through diplomacy would be a Decider action. Any equipment used to project power beyond the border can also be created using Decider actions.
A properly identified proposal should include the action type somewhere in the title of the proposal, such as "Thinker - Basic Hygiene" or "Sack of Meat (Decider)".
Scoring and VictoryWhenever a vote ends, the player who made the winning proposal receives a point for their Pillars of Society Score, as will anyone who voted for it. While there is no goal other than survival of the tribe, group or personal goals can and should be aimed for. Once the game runs to it's conclusion, each player will have a very simple but clear profile of what kind of leader they were. A player's score in the spoiler will look like the following:
Example42069: Th2.10;
Cr2.2;
Do0.4;
De6.0
Each pair of letters corresponds to the first two letters of their label. The number before the point represents the proposals the player made under that label that were pushed through, while the number after the point shows how many proposals under that label they supported that were written by other players. It is
not a decimal point, so if there's a desire to flex in a PvE game that's secretly giving you a personality test about as legit as any other online personality test, 2.10 is more than 2.2 for the purposes of score. The goal is to, at a glance, provide a snapshot of what kind of leadership you provided throughout the life of the colony.
Game MapThe game map is, currently, completely unrevealed, but will appear on a standard square grid. Outside of the starting location, map squares are kept entirely unidentified until one of the surrounding squares comes under your control. Any square of land touching your borders will be labeled with the terrain type and observable modifiers, but any resources and harder to obtain intel will not become known or available to the colony until more direct action is taken. This direct action will, of course, uncover the tiles surrounding
that territory, and thus the cycle continues. A map key will be provided and expanded upon as more knowledge is attained by the colony.
How Caveman Is Caveman? And Other PonderingsStarting technology, while defined, will not be revealed until the next turn in order to provide some suspense regarding specifics, but I'll reiterate that starting from square one is not much of an exaggeration. If you approach your colony as a New Game+ for civilization, then you probably won't be too far off the mark there. You are hunter-gatherers with access to a piece of technology you will likely never be able to understand the workings of, let alone dismantle and replicate without losing functionality. It Just Works!
The planet is excessively Earth-like, thanks mostly to very skilled terraforming measures and not at all because I did not want to create an entire global ecosystem from scratch at this point in my life.
Be cool dudes.
One of you should run an Arms Race.
Below are the spoilers you'll see in every update from now on, but they're gonna be empty, you nerd. It's mostly so I have something I can copy and paste that includes the transparent TURNTURNTURN deal while I remember to include it. Oh right, let me add that somewhere further up.
TURNTURNTURN