Cheonsanju
To this day, there is still a debate amongst the people of Cheonsanju about the reasons they were sent to the planet. Some believe that it was intentional; it was posthuman intention for them to arrive on this world, a hellworld despite all it's natural wealth. Others believe it was in error that they were sent, the fallibility of the posthuman actions being brought up. And still others believe it was another sort of mistake, mechanical rather then biological, that deposited the colonists to this remote and deadly landscape. The presence of posthuman ruins on the planet has only furthered these arguements. It is a subject of common debate amongst the intellectuals of Cheonsanju, though the common man has little care for the why or even the how of their arrival. The business of survival is far more pressing on their minds.
Cheonsanju is a tidally locked planet in orbit around a Class M star that the colonists named Haennim. The planet itself is easily labeled as a icebox hellworld; despite it's mineral wealth and rich soil, it is wracked with storms and volcanic activity that have created an atmosphere mostly toxic to humans. The tidally locked nature of the planet means that only select sections of the planet are accessable for humans, mostly locked into the warm clusters of magmaplumes that dot the twilight belt of the planet. The planet was untouched by the precursors, developing it's own unique ecology. The magmaplumes on the night side of the planet are hotspots of growth as well, abet with life adapted for life completely in the dark, while the day side is covered mostly in warm global sea where the storms that wrack the planet gain steam.
Magoseong was the first colony to be built, and remains the center of the society and culture even now. It has changed hands many time in Cheonsanju's violent history.
The colonists discovered early that they were not able to breath the atmopshere of the planet, long poisoned by the many volcanic erruptions, nor where they able to eat any of the food or animals that populated the planet's hotspots. Having developed in the toxic atmopshere, they were perfectly suited for it, but this made them equally toxic to the colonists. It took generations of geneboosting therapies before the colonists could begin truly utilizing the rich soil and natural bounty of the planet, and even to this day they must wear a rebreather when walking around the planet's surface, or even maskless for short periods, but also removed their ability to breath the atmosphere of native Earth and those similar to it. The permenant twilight led to adaptations of the eyes as well, allowing the colonists to see better in the low-light conditions, but requiring the use of dampening goggles when in bright lights. This has had a large effect on their culture; people wear their masks almost constantly, removing a large portion of body language, as well as invalidating traditional views of handsomeness and beauty.
The planet has gone through several cycles of conflict: resource wars early in it's cycle before the colonists adapted to the planet;
360 Population 600 Wealth 700 PIP 800 CIP 100 Fabers 150 Delta Dust and + 32,500 Military 5,000 Stockpiles 50 SP Logisitics ++ Doctrines +++ Morale + Security ++ Balls + Debt - +Missile Application, +8 Shipbuilding Application, +Capital Construction, +Cybernetics Application, ++Ground Application
A1) Initial Colonization Mission Type: Longshot Mission (+ 100 Fabers)
A2) Initial Colony Population: Dominantly Baseline (+ 60 pop, + logistics, + 2 SP)
A3) Destination World: Hell World (May take the Au Naturel modification: +100 CIP, +15 SP, -250 Dust, SP that can be spent on any option increased by +5, may not spend SP on dust)
A5) Hell World: Tough It Out (+ Morale, Balls)
B1) History of the Colony, Volume 1: Artifact Find (+ 100 dust, Go to B4) B4) Artifacts!: Reverse-Engineerable (+ 100 application)
Special) Chaotic Events: Development Hell (+ Techlevel, - application)
C1) History of the Colony, Volume 2: Military Action (+ 2,500 Military, Go to B3) C3) Military Action!: Narco-Warfare (+ 2,500 military, + doctrines, - 60 pop, + 2 SP)
D1) The Breakdown: The Collapse of the Middle Kingdom (+30 SP, + 60 Population, - 200 Theta, chose an additional Crisis Situation event on table B2, then go to J1) Special) Crisis Situation!: Sudden Change of Government (+ morale, + 100 PIP, - 100 CIP, + 2 SP)
J1) PPS Politics: One Nation, Twenty Systems (+ 60 Pop, + 2,500 Stockpiles, + 100 Wealth) J2) PPS Economics: Nationalized (+ 200 PIP, + 100 CIP, + 2,500 Military, - Debt) J3) PPS Military: Fist teams (++ Doctrine, + ground technology, + 100 CIP)
N1) The Business of Government: Junta/Tyranny (+ 5,000 Military, + Logistics, + 2,500 Stockpiles, - 60 Population, - Morale, ++ Security + Secrecy or Dust, + 1 SP)