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== Colony == === Education === *Complete Encyclopedia Galactica Set (1): Comes with full rights for copying and re-distribution in digital and print form. It's an Encyclopedia of... Everything humanity knows that isn't classified or largely forgotten. The latest edition, and famous for being the most comprehensive Encyclopedia, ever. *Commonwealth Library (1): A collection of books representing everything you should be able to find in any Core World Library, three years ago. *The Shadow Library (1): A comprehensive collection of texts and treatise that could NOT be found in Core World libraries, mostly of fringe political philosophies, inconvenient history books, and unwanted truth in written form. *The Library of Earth (1): This hard to come by collection represents the classics of Pr-expansion and early Expansion literature and history. Considered the keystone to properly understanding the dawn of Man. *Commonwealth Common Curriculum: A standard pre-school to High-School curriculum. Optimized for the production of valuable members of society. *Alternative Curriculum: A collection of unorthodox teaching methods and school materials too unbiased for the Commonwealths tastes, this is optimized for the production of individuals with keen critical thinking, good historical knowledge, and practical skills, though not as strong on abstract science and art, as well as skipping all "schooling" before Grade School/Middle School as cruel and ineffective. The designers of the Alternative Curriculum advocate exposing students to mainstream schoolbooks, both to shore up their abstract are and science, but, in their opinion, show why it's so important to have critical thinking skills and the knowledge that no secondary source can be entirely trusted. *Xenostudies: A comprehensive course on mans nonhuman neighbors past and present, including history, physiology, and psychology. Decried for promoting indecency and moral corruption on many conservative worlds. === Colonist Demographics === *Chtall Colonists (~40): An insectoid race of brilliant bio-engineers, the Chtall never quite got the hang of technology based on "dead metals", ceramics, and plastics. Instead, they rely on human transportation to spread among the stars, building enclaves of their own strange and vibrant ecosystem in isolated parts of newly founded human worlds. In exchange for their aid in terraforming general biotech support, they wish a few areas on your worlds surface that will one day be extremely humid tropical island chains and sub-continents be ceded to them and for accommodation in the meantime. *Kzin Outcasts (~600): A group of dangerously deviant cultists, renegades and descendants of POWs from a feared Felinoid warrior race that has clashed with humanity many times in the past, these individuals seek to establish a home for themselves away from the prying eyes of the Bureau of Extraterrestrial Affairs and the control of the core systems, and they offer their fearsome combat power and skill as weapons techs and gunners in exchange for a place to call their own. *Jeffersonian Idealists: A new wave of political dissent on many core worlds, primarily New America, these people raised a great fuss about the undue influence of Megacorps in government, corruption, censorship, centralization of power, and other general complaints. Rather than risk the backlash of having them eliminated, the Core Worlds instead gave them the "option" of going to to the Frontier to build their utopian Republic in peace, away from them. Hard-working, bright-eyed and optimistic, these people are perhaps the most enthusiastic settlers one could ask for, dedicated to building a new Republic on the edge of human space. They will push for representation in government and giving local settlements semi-autonomy far earlier and more insistently, but you will generally be able to point them at a problem and focus your attention elsewhere while it's fixed, often in a highly creative manner. *Neo-Tokyo Exiles: The result of a purge by Megacorp hand-puppet the trade hub of Neo-Tokyo calls a government, these people are the undesirables of a world that never truly sleeps, sent out to fend for themselves. Gangs too low-level to become part of the local government, genetically altered 'splicers, freelance hackers, private Mercs, tribes of feral Neo-Dogs and, escaped gene-tailored prostitutes, cyborgs, mutants, bio-androids, and the ever-present political dissenters, all rounded up by the unsympathetic private soldiers of Shogun Inc and its pan-Western counterpart, Overlord Defense and shoved into cramped junk liners on minimal life support, bound for the Frontier. Being essentially press-ganged colonists, most will not be terribly enthusiastic about their new home, although some will decide that pretty much anywhere is better than the slums of Neo-Tokyo and make the best of it. Not the keenest workers or the most motivated soldiers, and full of internal strife, plus the threat of riots if the line for "gender Identity" isn't added to a form, but that same diversity holds both a treasure trove valuable technicians, mostly in software, and individuals with unique capabilities that normal humans do not not possess *Ex Slaver Refugees (20000): *Immigrants (3000): Mostly Androids, Gene-Mods, and a handful of AIs. === Colonist Skills === *Survival Training: All of your colonists receive training in surviving in hostile environments and space. Lethal accidents will be greatly reduced, and your colonists will be more capable of spreading independently over your world. *Basic Technology: Colonists are trained in basic tech, allowing them to repair simple equipment themselves and use technological devices more effectively. Decreases maintenance, increases productivity. *Labor Training: Colonists are trained in the tasks associated with your new venture, namely mining operations and constructing pre-fabricated Hab Domes. Accidents will decrease and productivity and construction speed will increase. *Militia: Every adult colonist is given basic military training, a standard Guard Pattern Assault Rifle, and basic Security Armor. === Colony Assets === *Technical University (1). The same basic product offered by AAA by law at Embark, this will provide training in relatively primitive technologies to provide your Colonists with locally manufactured goods and greater local industrial capacity. With the Settlers Equipment, your Tech base will be bumped up a notch if combined with Technical university by providing tech just advanced more advanced than the norm to be useful, but not so much that locally trained Engineers can't reverse-engineer it with a lot of head-banging. *Frontier Medical (1): Once again, the same basic product. Skilled human Doctors and Nurses seeking a new life on the frontier, but without the gross incompetence and legal troubles that usually hide behind that descriptive, along with a Medical University to train more. Their presence has a statistically significant difference even when they're doing nothing but overseeing Autodoc *Extra Domes: double the pre-fab Hab Domes, allowing for more room for initial expansion and less crowding from immigrant waves. *Industrial basics: Automated factories that can produce most of what your colony needs outside of heavy equipment and advanced electronics. *Infonet: A durable electronic communications network tying your fledgling world together. Connecting people, businesses, and government, this simple technology will bring your local economy into a new level of productivity. More efficient, durable and half the cost of a Comnet but far harder to censor and control. "The Infonet is up, has been upgraded in many cantons by resident Hackers, and is already filled to the brim with weird porn." *Supercomputer: A used supercomputer that's very useful to your terraforming operations if configured correctly. *Settlers Equipment: Pre-Fab structures, vehicles, mining equipment, and other relatively low-tech tools that will allow more independent-minded Colonists to spread across the surface, prospecting for minerals and other valuable commodities or just setting up remote farming communities around rudimentary hydroponics, away from the crowding of the Domes. While they probably won't try to start sovereign nations in the hills, this can make controlling your population more difficult, and settlements will have to be heavily armed against surface threats. *Semi-automated Machine Shop: A machine shop specialized to make repairs to the mining machinery too expensive and complex to manufacture locally, although you will eventually need spare parts.
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