Republic of Kolya

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Republic of Kolya
Респу́блика Коля
System Info
Star Name: Dažbog (Даžбог)
Map ID: TBA
World Name: Kolya
Коля
Surface Gravity: 1.2 G
Climate: Icebox
Atmosphere: Nitrogen, Oxygen, Carbon Dioxide, Sulphur
Population: 39,000,000
Breakdown: 73% Russian, 7% Ossetian, 20% Other
Government: Military Junta/Timocratic Republic
Capital: Prizemlenie (Приземление)
Major Settlements: Maksimgrad (Максимград)
Juzhnyjgrad (Южныйград)
Alignment: CIS
Head of State: Marshal of Kolya Kirill Mihaylov
(Ма́ршал Коля Кирилл Михаылов)
Infrastructure
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Fluff

To this day, there is still a debate amongst the people of Kolya 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 readily accessible data nodes that supplied information on adapting to the planet, however. It is a subject of common debate amongst the intellectuals of Kolya, 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.

Kolya is a tidally locked planet in orbit around a Class M star that the colonists named Dažbog. 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 what were thought to be mantle plumes that dot the twilight belt of the planet. The planet was extensively covered by precursors ruins, yet apparently left alone in many ways, a fact that led to it developing it's own unique ecology. The psuedo-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.

New Tskhinvali was the first colony-city to be built, and remains the center of the society and culture even now. It has changed hands many time in Kolya'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; fighting over the large quantity of fabbers the colony received; narco-warfare to control the sites and data of the posthuman data cores discovered; political fighting by a large Communist faction after the breakdown as well as continued fighting over newer posthuman relic discoveries. Eventually, a single junta of the highest ranking military individuals, who also happen to be the largest landowners and industry magnates of the country, from the various city-states of the nation led to a period of relative internal peace and unity.

The Kolya system of government is based around a system of what essentially amounts to classes based upon the ability of an individual to provide for the settlement. Only those of the highest level are eligible for ruling positions and slots in the commanding forces of the army, while the lowest class are almost untaxed individuals but unable to vote or be selected for any office.

Secrets of the Dead

The secret of Kolyan technological advancement is also one of it's greatest military and political secrets, one that that has, secretly, factored into their funding of a massive military and large focus on remaining well trained and well armed at nearly all times. The best kept secrets, of course, are ones that have been partially told, and such it is with Kolya; it is fairly common knowledge that a number of the mantle plumes that colonization efforst have settled are, in reality, formed by the waste heat of large posthuman data cores. However, the greater secret, known only to the highest echelons of power, is that amongst these data cores exists a partially functioning transcendent artificial intelligence, a legacy of the posthumans, that is unable to access a full range of it's functions and has been functionally enslaved by the Kolyan government. Codenamed Hors, this dark secret is the key to the Kolyan technological advantage, even out in the far reaches out space.

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: Backwater (+ 100 PIP)

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: Control Them (+ 30 Pop, + 10 Transgene)
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: Adventurers (+100 PIP)

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-1) Economic Upsets: Communist Manifesto (+ 100 PIP, - 100 Wealth)
Break-5) Longshots, Isolated Again: I'M BEING EATEN BY DRONES! (+ 200 PIP, +4 Logistics, + 12,500 military)

War Era and Aftermath

War-1) Choose Your Side: In Russia . . . (+100 CIP, +100 Wealth, +12,500 military, Go to War-5) *Must be Chinese arm
War-5A) CIS Politics: Whatever The Cost (+ 120 Pop, + Morale, + 20 Transgene, - 100 Wealth)
War-5B) CIS Economics: The Transcension Machine (+4 GTL, +200 applications, + 20 SP, + 10 SP limit, - 200 Dust, - posthuman relations)
War-5C) CIS Military: Flight of the Cheetah (+100 CIP, +100 Propulsion Applications, + 100 Electronics Application, + 100 aerospace application)

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)

Totals

SP: 65
SP Limit: 25
Population: 390, Base bonus: 195
Trangene: 52
Morale: 6
Wealth: 0 + 195
PIP: 650 + 273
CIP: 470 + 195
Fabbers: 500
Delta Dust: 150
Theta Dust: 100
Military: 50000
Doctrines: 20
Logistics: 60
Global Tech Level: 25
Applications: 750
Stockpiles: 2500
Debt: 0

SP Expenditures

Additional Limit: 0
Wealth: 0
PIP: 10
CIP: 10
Dust: 0
Theta: 0
Pop: 25
Mil: 0
Tech Indices: 2
Apps: 0
Transgene: 2
Doctrine: 10