Humanity is expanding.
Sometime betweent he Tumultuous 21st century and the Middle of the 22nd, the great powers of Earth, still disunited and rivals of one another, finally turned their gaze towards the stars.
With the intent of colonizing and exploiting the resources of the boundless void, the first cryogenic colony ships departed the ancestral home of mankind, following in the wake of automated terraforming drones sent ahead to star systems destined to become the new claims of the Human race.
The rivalry between the superpowers and great powers of earth fuelled research and development and no sooner then the first 'boot-strap' colony projects landed on their partially terraformed destinations then they received word that new technology meant a faster second wave of immigration would soon be imbound.
And so it was that the star systems closest to earth where colonised, with myriad factions and cultures from the various patron nations of earth established rival dominions on these new worlds, forming unique cultural mutations and outlooks, dialects began to develop. And with these new identities emerged, some colonies became independent and fractured into various new nation states, others, usually the closest, retained imperial administration by their patron Earth Nations. Others formed colony wide unions which broke down as the identities of such colonies became more complex and ideas and opinion diversified.
The rate at which development of these colonies reflected the 'petty' rivalries of earth both interested and astonished the intellectual elites of Earth, many of whom had not anticipated such diversification and 'tribalism', and those that did, looked upon it negatively but nonetheless never anticipated it to occur so fast. It was usually colonists with identities not strictly associated with, or considered 'above' nation identies that stayed closer to their intellectual comrades on earth, or in some rare cases, particularly nationalistic colonists would emulate the styles and culture of their old world patrons to such an extent that they would appear different simply because their patrons were not nearly as enthusiastic as the colonists about their identity. Particularly, privately funded colonisation attempts usually retained greater loyalty, in ideology if nothing else, to their patrons, that the developing national identities of the colonists did not conflict with their loyalties to their patrons. This didn't stop them from going to war with their fellow colonists however.
And so it was that the children of earth repeated the history of earth, and unity in anything other then recognition of the value of Human life was a fallacy, there was no peace amongst the stars.
It is the 25th century, your colony fleet, benefiting from both 'bubble' warp drives and the newly formed warp-gate technology, is on its way to its target destination, a far off system with a very earth like planet. The warp gate had been set adrift with automated systems a century beforehand from the nearest star system, and had only established contact recently allowing your rag tag fleet through.
But it was not to be, your fleet, made up as it was with the large nationally funded super-colony ships and numerous privately funded colony vessels of various earth organisations, were the victims of a gate malfunction, shortly before exiting warp space the ring suffered a cataclysmic system overload, unheard of in the history of gate use, and exploded, the larger unshielded ships bearing the brunt of the damage, the EMP blast caused by the hitherto unimaginable explosion fried the vast majority of the sensitive equipment and electronics on board, with only certain vital ship systems remaining to give desperate crews the chance to perhaps land safely onto the target planet. For the larger ships landing was out of the question, these were space built craft incapable of landing on the planet without their advance magnetic technology which ha dbeen fried by the blast. Opting instead to evacuate as many of their charges as possible through 'dum' escape pods, which didn't so much as fly to the surface as much as fall gracefully.
It is unclear how many died or survived, you do not know much about this world or the fate of your fellow colonists. You decide, by the benefit of your enhanced lifespan granted by modern medicine, to form a colony as quickly as possible. Advanced weapons and technology is useless to you, your vehicles cannot operate without new electronics which will have to be developed locally. Your ideas may not prove entirely popular and many of the colonists you encounter are not guaranteed to join you peacefully and the abrasive nature of cultural differences amongst your loyal colonists could eventually tear your colony apart, and you will have to deal with that in your own way.
The air is not entirely fit for breathability, and it would take a generation for humans to adapt to it, there is no infrastructure, no industry, no hard resources immediately available. Your colony will have to make due with energy packs and cells until this is rectified, plague, infighting, hostile enviroments, rival settlements, ideologies, death and the prejudices of history are working against you and the survival of your colony, your nation. It is up to you to lead the way in the hope that maybe one day, help will arrive.
Think Sul's city-states only set in space, the difficulty ranked up to 11 and the DM is a bastard who hates you.
That'd be sort of like this will be, only this will definitely be worse.
You may have picked up a theme in the notes and that relates to sociology which will be a part of this game, and a part of the difficulty, players will have to deal with the bullshit of dissent among their populace and this will help define their nations. For example, you the colony leader (whatever your title is), could rule over a nation of 75% Americans and 25% Britons, and you are communist. Another player could rule over a near identical nation, yet is fascist. Both nations would suffer a culture clash, where the Americans support X and the Britons support Y in terms of policy (could be anything, religious, foreign policy, social policy anything I feel evil enough to trouble you with, based on your population statistics), a Communist nation may suppress both groups and enforce government policy, a fascist regime may opt to go with populism and support the X motion to the detriment of its Briton population, and depending on how well the player governments respond to these crises I will award Boons or Banes (basically bonuses or penalties) which result from it. (and dont you worry about it, its me who has to keep all these various population statistics in the books, to better tax yo-I mean trouble you with)
And don't assume that the totalitarian or the democratic thing to do will necessarily be the 'right' / 'wrong' decision, depending on how you handle it in commands I could give you a Bane or a boon either way.
BUT WOE UPON THE LAZY BASTARD WHO DOESEST NOT BOTHER TO CONSIDER THE CONSEQUENCES OF HIS ACTIONS OR THE LIMITATIONS OF HIS NATION WHEN MAKING A COMMAND, FOR I AM A VENGEFUL DM, AND TERRIBLE WILL BE THE BANES I WILL INFLICT UPON SUCH A PLAYER FOR INCITING MY WRATH.
Similarly, a player who makes a command that impresses me when dealing with a situation I present him at the start of every year, or merely contrives a solution to deal with it from the materials he has to work with that I had not considered, will be rewarded with mighty Boons upon the next turn.
Boons and banes can be anything from an abundance of oil discovered to a meteor shower depending on how much I hate you at a given moment (which is variable, forever, and can go into the minuses, or, 'like' area)
That said, some codes of conduct for when you play the game;
-You are encouraged to ask questions of the DM if you unsure about something to do with the game
-The DM will NOT give you confidential information of other players nations.
-Don't be a dick to other players or in general
-I will kill your nation if you do.
-RPing your leader as a complete morally reprehensible douche bag is completely fair play though.
-When, through the actions of private messaging RP (leaders sending leaders private messages they do not want other players to see in thread) a deal, alliance or something or other is reached between two nations, the DM must be informed.
-You will receive status updates at the start of every turn via PM, which will be a year, complete with a general overview of the game as it progresses in thread.
-You will be free to determine how your colony responds to the initial survival problems
-National influence can be determined through various factors, including economic strength, cultural appeal, military power and other factors. This will not be readily available to you but if you observe carefully you will be able to gauge your influence in comparison to other nations.
-Hostile interactions, mainly as military battles, will often involve multiple rounds of PMs. You will describe the tactics you use and such, and your opponent will do the same. Results will mostly be decided through use of good tactics and counteractions as well as superior weapons/numbers/fortifications/etc. Once a side loses all chance of winning, the battle will be quickly resolved and both public and (more detailed) private reports will be made.
-It is possible to lose, unlike city states however if your country is conquered or destroyed, you will be out of the game
-Conversely new colony states can form, through revolution and independence from existing states or from an amalgamation of survivors who will be faced with similar problems as the other nations had at game start and will necessarily be restricted to a lower technological standards then more stable colonies. If you used to lead a now dead nation, you can 're-roll' as a new colonist nation.
All colonies start with reduced technology (weapons for example are reduced to 21st century level warfare standards as space age tech has been zapped), which will make initial survival harder.
This is the archipelago you will be playing in and is only a section of the world in total. It is currently featureless so players will not be biased when selecting their locations for their initial colonies. Afterall, ICly your colony ship is basically crash landing you dont really have alot of choice in your ideal landing spot.
This is a hard mode feature, because it is entirely possible for you to set up your colony in what is effectively a blasted wasteland. I have topological versions of this map also drawn and they will be posted once we have the requisite eight players who have decided where on the map their colonies will be, potentially making their starting position harder, or easier, depending on how the player adapts. This is a dick move, I know, but you'll love me for it.
(those marked with a * are mandatory)
*Leader name (including titles if any):
(You can leave this up to me if you want, you know, if you trust me enough)
*Colony dropship type:
(escape pod, private ship, pilgrimage vessel, burning wreckage that kinda sorta made it safely, etc)
(this means the component nationalities or cultural identities of your colony who were attracted to your ideological leanings, you CANNOT have 100% of anything, you can after the initial years if you have a genocide though)
(there will almost always be one group of people not complacent with your leadership)
(Bonuses and detriments, of which you can only have one of each, are material or immaterial things your colony has which will help or hinder it. Left to your discretion)
(largely the story of how your leader and your colony came about, can be short or long, up to you)
Based on the information you give me, I will grant a total of three boons and one bane, all arbitrary, to your starting nation, which you will have to deal with once I give you your status update.
Remember Eight players is just the requisite, and there is alot of land to go around.
Also it is preferred that if you want to speak to me about shit its best to get me on Skype, my username is barbarianlock.