Cheonsanju
Fluff
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 arguments, as well as readilly accessible data nodes that supplied information on adapting to the planet, however. 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 accessible for humans, mostly locked into the warm clusters of mantle plumes that dot the twilight belt of the planet. The planet was untouched by the precursors, developing it's own unique ecology. The mantle plumes 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 atmosphere of the planet, long poisoned by the many volcanic eruptions, nor where they able to eat any of the food or animals that populated the planet's hotspots. Having developed in the toxic atmosphere, they were perfectly suited for it, but this made them equally toxic to the colonists. It took generations of geneboosting therapies, rushed into action before the data from the cores was fully decoded, 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 and body suit 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 permanent 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 and body suits almost constantly, removing a large portion of body language, as well as invalidating traditional views of handsomeness and beauty. A greater emphasis has thus been placed on a combination of skill, deeds, material wealth, and by extension, pedigree.
The planet has gone through several cycles of conflict: resource wars early in it's cycle before the colonists adapted to the planet; combat with the massive population of feral drones; narco-warfare to control the sites and data of the posthuman data cores discovered; political fighting after the breakdown.
Crunch
Exploration Era
Exp-1) World Type: Hell World (Go to Exp-3)
Exp-3) Hell World: Tough It Out (+ Morale, Balls, + 2,500 infantry, + logistics)
Exp-6) Precursor Relics: Extensive (+ 250 dust, - 50 PIP)
Exp-7) Feral Drones: Extensive (+ 2500 fleet, + 100 Fabers)
Exp-8) Posthuman Footsteps: Data Core (+ 150 applications, +1 Global Tech Level)
Exp-9) Location: Strategic (+ 2,500 military)
Colonization Era
Col-1) Axis Of Colonization: Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
Col-6) Leaving on a wormhole ship . . .: Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
Col-6B) Prides and Prejudices: Headcount Increase Exercise (+ 60 Pop)
Col-6C) Idealism, Meet Reality: Posthuman Guidance (+ 100 Theta, + 300 fabers, + 150 Wealth, +100 dust)
Col-6D) Colonial Demographics: Separatists (+2,500 military)
Col-6E) Backing: Military Government Sponsored (+ 2,500 military)
Col-6F) Colonists: Outer Haven (+2,500 military)
Col-7A) Local Affairs: Warfare! (+2,500 military, go to Col-7C)
Col-7C) Warfare!: Feral Drone Attack (+ 5,000 military +100 xenotech applications requires limited or more drone activity)
Breakdown Era
Break-5) Longshots, Isolated Again: Strange Discovery (+ 200 Dust, +5 logistics, +10,000 military) * may not have 'none' in Posthumans
War Era and Aftermath
War-1) Choose Your Side: We'll Rebuild China (+ 60 Pop, +100 Wealth, +15,000 military, Go to War-4) *Must be Chinese arm
War-4A) Chinese Politics: One Nation, Twenty Systems (+ 60 Pop, + 2,500 Stockpiles, + 200 Wealth)
War-4B) Chinese Economics: Nationalized (+ 200 PIP, + 100 CIP, + 2,500 Military, - Debt)
War-4C) Chinese Military: Fist teams (++ Doctrine, + ground technology, + 100 CIP)
Current Era
Cur-1) The Business of Government: Junta/Tyranny (+ 5,000 Military, + Logistics, + 2,500 Stockpiles, - 60 Population, - Morale, ++ Security + Secrecy or Dust, + 1 SP)
Chaotic Event)Development Hell (+ Techlevel, - application)