STELLAR EMPIRES 2
NATION CREATION: TERRITORIES AND HOLDINGS.
CONTENTS Deciding on the Size of Your Nation ......................................................................................................................................................... 3 Colonisation ........................................................................................................................................................................................................ 4 Solar Systems ................................................................................................................................................................................................ 4 Picking your Planets ................................................................................................................................................................................... 5 Asteroids .................................................................................................................................................................................................... 5 Planetoids .................................................................................................................................................................................................. 5 Planets ......................................................................................................................................................................................................... 5 Gas Giants ................................................................................................................................................................................................... 5 Picking your Colony Types ...................................................................................................................................................................... 6
“Shared” Colony Types ......................................................................................................................................................................... 6 Nation Specific Colony Types ............................................................................................................................................................. 6 Library of Worlds, Colonies and their Effects. ...................................................................................................................................... 7 Colony Types ................................................................................................................................................................................................. 7 Unique Colony Types ................................................................................................................................................................................. 8 Small Colonisable Bodies....................................................................................................................................................................... 11 Asteroids: ................................................................................................................................................................................................ 11 Planetoids ............................................................................................................................................................................................... 12 Large Colonisable Objects. .................................................................................................................................................................... 13 Terrestrial ............................................................................................................................................................................................... 13 Jovian ........................................................................................................................................................................................................ 16 Planet Types and Colony Types Permitted. ........................................................................................................................................ 19 Asteroids ................................................................................................................................................................................................. 19 Planetoids ............................................................................................................................................................................................... 19 Planets ...................................................................................................................................................................................................... 19 Gas Giants ................................................................................................................................................................................................ 19 Effects of Worlds. ........................................................................................................................................................................................... 20 Asteroids ................................................................................................................................................................................................. 20 Planetoids ............................................................................................................................................................................................... 20 Planets ...................................................................................................................................................................................................... 20 Gas Giants ................................................................................................................................................................................................ 20 Colony Type Effects ............................................................................................................................................................................ 21 Special Colony Type Effects. ............................................................................................................................................................ 21 Nomads and the Worldship Fleet ........................................................................................................................................................... 22
DECIDING ON THE SIZE OF YOUR NATION The size of your nation is an important factor in the universe of the Stellar Empires. The effects of just your nations size can be far- reaching and painfully obvious. These can range from the “Tiny” nations relative unimportance and well shielded from the larger galactic events that are attracted to the louder and more powerful nations, with the downside of being militarily weaker and prone to bullying by larger nations who have more power projection ability. Though the smaller nations find it easier to make friends and bring them to the table with their military than the larger nation might. Conversely a Large or Huge nation has massive amounts of territory and martial power projection ability. But they are magnets for unforseen events attracted to their “big and loud” ways. More importantly they are frequently arrogant and self serving and fail to recognise the threat posed to them by alliances of smaller nations.
But each and every decision has its impact even if you don’t know what it is at the time, or how it might effect you. The worlds you choose, the efforts put into your choices c hoices of solar systems, all matters. Some, even ‘much’ of these effects won’t be seen until the next batch of rules are introduced. But to the sizes and their effects, at least the ones that I am going to tell you. Size:: Size
Tiny: Small: Medium-Small: Medium: Medium-Large: Large: Huge:
Average Solar Systems: Systems : 1-2 2-5 5-10 10-15 15-20 20-25 25-40
‘Empire’ Points: Points: 50 200 300 400 500 600 800
Now certain nations have size restrictions, minimum or maximum size limits. These are pointed out below.
Warlord Despoiler Pacifist Scientist Economist Industrialist Hunter Destroyer Environmentalist Isolationist Spymaster Bio-Technocracy Psychic Hive Theocracy Artificial Empire Cyberneticists The Culture Enslavers Crimeocracy Nomads
Minimum Size: Medium No Restriction: Maximum Size: Medium No Restriction: Minimum Size: Medium Minimum Size: Medium-Large Maximum Size: Medium Minimum Size: Medium-Large Maximum Size: Medium-Large Maximum Size: Medium-Small Maximum Size: Small No Restriction No Restriction No Restriction Maximum Size: Medium-Large No Restriction No Restriction Maximum Size: Medium Maximum Size: Small Special The Nomads do not get any Solar Systems. Otherwise: No Restriction.
SPECIAL NOTE: The Insectoid and Vermin Races have a minimum size restriction of Medium-Large unless their nation type says otherwise. Nation Type OVERRIDES this if it is different.
COLONISATION Now, as people will have noticed in the ori ginal rules provided each nation type is limited in the types of colonies that it can establish. Now this is important as it creates diversity. But more importantly. It is an indicator of a nations capabilities. Below are the rules for “purchasing” worlds, moons and other items of interest as well as a short introduction on the Solar Systems.
After this section will be a “Library” that will describe the effects and purpose of the worlds. It should be noted that the sections contain information that will only become relevant with the next set of rules to be released. But as a quick explanation. RP = Resource Points. These will be used to purchase ships, ground forces and space stations. NOTE: The Nomads will be dealt with in a section of their own.
SOLAR SYSTEMS Solar Systems are an important aspect of choice. c hoice. Without a Solar System you don’t have anywhere to have planets! There are several Solar System types that th at are colonisable. Three to be exact. e xact. The Single-Star System, the Binary System and the Trinary. Single-Star: A normal Solar System, the effects of the star will be based on “Colour” but this information will not be made available to players but is in fact a GM element. It is unlikely that this will matter. The Colour of the Star will be chosen simply by its place on the map. Binary System: System: Risky systems to colonise, they typically have only a handful of worthwhile worlds, though you hem in radiation and searing heat periodically. won’t get any major colonies there unless you want to bathe t hem However there is a chance that there will be something very much worth it if you look lo ok hard enough... not a large chance... but a chance nonetheless. Trinary System: System: Mineral rich and definitely valuable. It is unfo rtunately a highly lethal environment. The radiation bathing anything in the system is co nsiderable and not to be doubted or ignored. Colonise these systems at your own risk. But remember they DO make good sites for well shielded military outposts, research facilities and the mining opportunities are endless.
PICKING YOUR PLANETS Choosing your planets carefully is a VERY important aspect. The type of planets you purchase can have a truly significant impact. And in fact many colony types require a spe cific planet type! The types of worlds you choose can have a severe effect on what colony types you choose, just don’t neglect agriculture unless you want your people to eventually go hungry. The information about what types o f colony each planet, moon or asteroid can have is detailed later in the document. d ocument. The costs of each planet/asteroid/moon/object type is listed below. Remember you need to buy yo ur colony too! So don’t spend too many points on planets so that you can’t afford aff ord to actually colonize them !
ASTEROIDS
Vulcanian: Vulcanian: Silicaceous: Sideritic:: Sideritic Carbonaceous:: Carbonaceous
2 Points 1 Point 3 Points 2 Points
PLANETOIDS
Hadean: Hadean: Cerean:: Cerean Vestian:: Vestian Kuiperian:: Kuiperian
5 Points 3 Points 5 Points 4 Points
PLANETS
Ferrinian: Ferrinian: Arean:: Arean Gaian:: Gaian Arean-Lacustric:: Arean-Lacustric Gaian-Tundral:: Gaian-Tundral Pelagic:: Pelagic
9 Points 5 Points 10 Points 8 Points 6 Points 7Points
GAS GIANTS
Cryo-Jovian: Cryo-Jovian: Sub-Jovian:: Sub-Jovian Eu-Jovian:: Eu-Jovian Macro-Jovian:: Macro-Jovian Epi-Stellar Jovian: Jovian:
8 Points 9 Points 10 Points 11 Points 12 Points
PICKING YOUR COLONY TYPES Bear in mind what types of colonies colo nies your worlds can support before you start spending on your colonies. All players may select a single si ngle “Free” Primary World which from that moment on will represent their capitol planet. Choosing your colonies can be important, very important. Will you have enough food? Will you have the industrial capacity to compete with your contemporaries, or grow to compete with bigger powers?
“SHARED” COLONY TYPES You will NOT have access to every colony type on this list. Be sure to check your nation type for the types of colonies it can found before purchase.
Pastoral World: World: Colonial World: World : Industrial World: World: Fringe World: World: Research Station: Ecumenopolis:: Ecumenopolis Penal World: World: Resource Colony: Colony: Nature Preserve: Preserve: Pleasure World: World: Fortress World: World: Primary World: World:
4 Points 2 Points 10 Points 1 Point 3 Points 5 Points 1 Point 4 Points 3 Points 6 Points 12 Points 20 Points
NATION SPECIFIC COLONY TYPES It shouldn’t take a genius to guess that in many cases nation -specific colony types will in fact be more expensive than “normal” colonies. Nation specific colonies may only ever be placed on true Planets. (As defined under Planets above.) However not all Nation Specific Colonies are Colonies. Where this is the case it will be specified after their cost.
Warlord: Bulwark World : Despoiler:: Toxic Wasteland : Despoiler Pacifist : The Embassy : Economist : Marketworld : Industrialist : Forgeworld : Hunter:: The Preserve: Hunter Preserve: Destroyer:: Testing Grounds: Destroyer Grounds: Environmentalist : Gaia World : Isolationist : Shield World : Spymaster:: The Monitor : Spymaster Bio-Technocracy:: Living World : Bio-Technocracy Psychic Hive: Hive: Psychic Hub: Hub:
20 Points 6 Points 10 Points 15 Points 30 Points 10 Points 6 Points 20 Points 30 Points 25 Points 10 Points 8 Points V May be taken as Capitol instead of Primary World. 20 Points V May be taken as Capitol instead of Primary World. 50 Points V Effectively Space Station. May be taken as Capitol instead of Primary World. 20 Points V May be taken as Capitol instead of Primary World. 20 Points 5 Points Is Free with Trait Is Space Station
Theocracy:: Shrineworld : Theocracy
Artificial Empire: Empire: Artificial World :
Cyberneticists:: Cybernetic Hive: Cyberneticists Hive:
The Culture: Culture: The Hollywood : Enslavers:: Slave World : Enslavers Crimeocracy:: Black Market Ring: Crimeocracy Ring:
LIBRARY OF WORLDS, COLONIES AND THEIR EFFECTS. COLONY TYPES Pastoral World: World: An agricultural, feudal, and or other non-industrialized world. These are the planets that supply food to the state.
Colonial World: World: Any world that is not fully incorporated into the state, whether it be from conquest or settlement. This planet is still in its formative stages of settlement, and it has not been decided yet which of the various types of planet it will eventually become.
Industrial World: World: Crowded and heavily urbanized, these planets build anything and everything that your nations require.
Fringe World: World: A planet along the outter rim of an interstellar state, these planets, whether colonial or settled in nature are often oft en relatively uncivilized backwaters.
Research Station: Station: Not a world in and of itself, but instead refers to the research stations and moons that surround a (usually) uninhabitable planet. planet. Often the planet below is barren or or lacking in any strategic or economic value. Populations are often minimal and are housed almost almost exclusively in the research stations orbiting the planet.
Ecumenopolis: Planet whose entire surface is covered by a single, city. These planets house vast populations Ecumenopolis: but are completely devoid of any resources. However, they are often great centres of thinking and culture, culture, as well as bodies.
Penal World: World: Planet whose sole purpose purpose is to be used as a prison. The nature of this prison varies, and the vast majority, if not entirety, of the planet's population consists of criminals and their custodians. There is usually no native or civilian population on the planet.
Resource Colony: Colony: These planets are dedicated to the supply side of industry and economics, economics, posessing vast wealth in some sort of raw material. Often these planets are completely completely dedicated to the harvesting of a single resource.
Nature Preserve: Preserve: Whether this planet is an Environmentalist's dream, or a favourite hunting grounds for those with time and money, this planet is largely untouched by civilization. With the exception of perhaps one major port for the transit of tourists and supplies, as well as a handful of recreational settlements, this planet is absolutely untouched by the outside world.
Pleasure World: World: This planet type is a place place of relaxation and culture, in all of its forms. forms. Whether the entertainment comes in the form of music or movies, drugs, sex, or plays, it doesn't matter. People come to these worlds to relax and enjoy themselves. Of course, this also makes these places a haven of sorts for spies and others in the intelligence business. Just because something happened happened here, doesn't mean it'll stay here.
Fortress World: World: The Fortress Worlds are heavily defended and usually defend key points of an empire. There is little doubting that assaulting such a world is a difficult prospect, and taking one even more so. But failing to do so can leave an incredibly powerful enemy where he can strike at will. Primary World: World: A Primary World is halfway between an Ecumenopolis and an Industrial World. There are few examples of such worlds and they are all typically the Capital o f the Empire within which they reside, and very very few have more than one, if any.
UNIQUE COLONY TYPES The Unique Colony types are worlds only available to certain nation types. These worlds are precious commodities, and in some cases are very rare, or even unique if the nation in question has one at all! These worlds should be treated with the reverence and rarity they deserve. The loss of one is far more hard hitting than any other in most cases.
Warlord: Bulwark World : This World isn’t just a fortress, it isn’t just another defence. It is a fastidious defender of your empire! These are equipped with almost impenetrable defences. The Shields of the world are only second to a Shield World or a pacifist Invulnerability Shield. Moreover its weapons almost entirely render orbital assault impossible. Moreover a Bulwark World comes with a Sector Command Station, a Drydock and 4 Orbital Fortresses.
Despoiler: Toxic Wasteland : A world so ravaged by corruption and biological weapons its very atmosphere is Despoiler: poison. The air is acid, the t he ground poison to the touch and even the rocks are thick with slick nerve toxins. These are worlds so hostile to life even the Despoilers that engineered it cannot survive its surface. And so th e Despoilers live beneath it beyond the reach of invading armies. Of course if someone were to crack their subterranean cities you won’t need invading armies.
Pacifist : The Embassy : A semi-neutral world where the Pacifists have a permanent large-scale Embassy upon its surface where they can conduct negotiations in an environment they can tailor to their visitors tastes. The power of the world in the diplomatic di plomatic arena cannot be ignored.
Scientist : The Scientists do not actually have a unique world, but all of their worlds benefit as if from having a Research Facility upon them. As such few can equal their scientific capabilities, but th en few ever could.
Economist : Marketworld : This is, literally, a worldwide economic trading post. Chances are it is actually just a couple of cities and trade stations in orbit. However it remains that this world is a significant hub of activity where the Economist’s main bulk of trade and business pass through. These worlds come with ten trade stations in orbit.
Industrialist : Forgeworld : No world anywhere can even dream of matching the sheer Industrial Output of a Forgeworld. In fact no two of the best other possible Industry Worlds put together can even come close to matching the output of such a world.
Hunter: The Preserve: These Worlds are gigantic hunting preserves populated with species that are “fun” to Hunter: hunt. They are well managed and monitored by the Hunters and hunting upon them is typically governed by extremely strict rules. To protect the secrecy of their preserves they are typically Cloaked.
Destroyer: Testing Grounds: A “multipurpose” world. These worlds are typically a “half half” on one side there Destroyer: is the engineered environment for testing troops and training, on the other there is the ravaged wastelands where new weapons are constantly tested.
Environmentalist : Gaia World : A Gaia World is the physical ideal of the Environmentalist they have no more respect for any other world than they can possibly have for a Gaia world. These worlds are typically protected by the best the Environmentalist has to sell.
Isolationist : Shield World : A world protected by the best shields available without looking at Pacifist Invulnerability Shields. The defences of these worlds are incredible, but unlike the Bulawark worlds of t he Warlords they have no ‘active’ defence. But Bu t they only need to hold out until reinforcements arrive.
Spymaster: The Monitor : A world dedicated to an entire monitoring network. There is no world in the universe Spymaster: as capable at monitoring anything as the Monitor. It is i s all seeing, all knowing. And more importantly. As far as the universe is concerned it does not exist. (Max: 1)
Bio-Technocracy: Living World : The Living World is actually only the size of a small moon, but it Bio-Technocracy: i t is entirely biological and quite alive. While it is mobile it is too large for f or a ZTT Swallow Drive and thus is limited to STL travel. This world is often the home of the species most important elements. For while it cannot go FTL it is not defenceless, and it can be hidden in the dark spaces in the galaxy. (Max: 2)
Psychic Hive: Hive: Psychic Hub: Hub: The Psychic Hub is a hub of the Psychic Hive. Powerful and almost physically wreathed in Psychic energy. Within its sphere of influence the psychic abilities of the Hive are more powerful than ever, and within the worlds orbit can even be used as raw ship killing pulses of energy. (Max: 1 )
Theocracy: Shrineworld : The Shrineworld, or Shrineworlds, are core planets of the species faith. They are Theocracy: devoted to the god or gods of the theocracy in mind body and soul and were often places of perceived miracles or such within the faith. It is these worlds that the Theocracies most mos t keenly feel for. And the loss of one is both an incalculable loss for the Theocracy. And a guarantee of to tal uninhibited war of extermination against the Heretics who committed such a horrendous act as even setting foot upon such a world uninvited.
Artificial Empire: Empire : Artificial World : When the going gets tough the Artificial Empire just builds a planet. And entire systems resources can be stripped for such a project, and that world can never leave the Orbit it was constructed within except in a case of great emergency. These are the artefacts of a seemingly endless species. A monumental achievement. And most importantly. importantly. The home of the most powerful AIs in the Empire. (Max: 1)
Cyberneticists: Cybernetic Hive: Cyberneticists: Hive: While not a true hive the Cyberneticists of such a world enjoy much more freedoms of interconnection than anything short of the Psychics, Artificial Empire or Insectoids. Here their industry is unfettered. Modification of the body is not only compulsory but often begins at birth and is upgraded as the child gets older. The Higher Echelons of a Cybernetic Hive’s society will often be more mechanical than... whatever they were before.
The Culture: Culture: The Hollywood : A cultural centre of the galaxy. It I t is here that music, movies, entertainment, holovids, interspecies simulated porn etc is all born. At least the good stuff anyway. People will flock to the th e banners of The Culture that has a Hollywood whether as visitors, hopefuls or just people who are drawn to the Culture’s way of life. (Max: 1)
Enslavers: Slave World : These worlds are rare, if only because Slavers prefer to acquire “wild” stock. But some Enslavers: worlds do exist where populations of varying species are specifically captured, raised, bred and trained for the Slave Ships to take to trade. The Slaves of these worlds are of notably less quality than wild stock and often go incredibly low prices. But the Slaves being bred for Slavery are often unimaginative, slow, uneducated beyond their task. They are, effectively, inferior stock. But Enslavers with two or three such worlds would not even need to look elsewhere for stock to trade. But elsewhere has better stock. And every so often the breeding stock needs to be refreshed.
Crimeocracy: Black Market Ring: Crimeocracy: Ring: A massive structure, easily ten thousand kilometres across this ring hovers in space. At its heart is a control station that keeps the ring running smoothly. However all trade is done on the ring itself amongst any number of tailored environments for any possible guests. While the defences of such a ring are a well kept secret it is also known to possess a cloaking device. And all vessels visiting the Ring must be tugged after a Ring Pilot goes on board the vessel and shuts down all recording devices with a MASSIVE EMP pulse. Any who disagree with the conditions co nditions simply cannot go there to trade. (Max: 1)
Nomads: The Worldship Fleet : The Nomads cannot colonise worlds, as such all their equivalents are vessels, Nomads: thus while they technically have no one “special” planet they do however have access to a n entire list of Worldships.
SMALL COLONISABLE BODIES. ASTEROIDS: Small bodies between 50 metres and 250 kilometres kilometres in size. Typically amongst the oldest masses in a solar system. Lack atmospheres and and have an absolute minimum minimum of gravity.
Vulcanian:
One of the several dynamically stable stable orbital zones in most solar systems is that which lies quite close to the parent sun. These epistellar regions often contain a planet planet of some form, but those that do not almost always have a population of a few hundred asteroidal bodies five kilometres kilometres or less in diameter. These bodies are largely unchanged since the formation of their so lar system, but because of the intense thermal conditions present they tend to be dense and metallic in nature, and many possess quite unique mineral assemblages not seen on other solar system bodies. As a consequence of their placement, Vulcanians do not present an impact hazard to Gaian worlds, although they do threaten other types of inner worlds. Indeed, most inner planets with large numbers numbers of impact craters can have them attributed to Vulcanian bodies. Vulcanians are considered to be among the greatest prizes as far as asteroids are concerned, due to their immense mineralogical wealth. wealth. They can also be among the most difficult to procure and to move to a processing site because of thermal stressing, and the energy requirements to move such a body out of the local sun's gravity well.
Silicaceous:
As a solar system forms, a population of asteroids might form close enough to the young and active sun so that they become differentiated bodies. These Silicaceous asteroids are heated sufficiently sufficiently by the electromagnetic currents so that minerals will become separated, much like the process experienced by larger worlds due to their internal heating. As the sun begins to stabilize and cool down, what is left is a rocky body that typically has an olivine crust surrounding a nickel-iron alloy core. Silicaceous asteroids are not that highly prized as sources of mineral wealth, although in some cases if the core is exposed via some ancient impact, then mining operations operations could be considered. Most of these bodies are thus ignored, save as building material, or the occasional use as a manned or unmanned outpost.
Sideritic:
Sideritic asteroids are composed of almost pure nickel iron, and represent a sizeable proportion proportion of all asteroids in most star systems. They are moderately moderately bright and fairly dense. It is believed that these asteroids originated from larger parent bodies that had developed sufficiently to become differentiated; differentiated; that is, they had begun to form a crust, mantle, and core. Almost certainly these bodies were then destroyed destroyed by collisional processes with other bodies in the very early stages of planetary formation, when a typical inner system region might contain hundreds of planetesimal bodies. The result would be, of course, the smaller and often irregularly shaped metallic Sideritic asteroids. Many Siderites have eccentric orbits, reflecting the volatile birth birth that they experienced. However, many are also found in confined belt orbits. Those in belt orbits are prone to further impacts with other belt belt objects, and as such represent the source of most iron meteorites. Sideritic asteroids, classically called M-type asteroids, are probably the richest and most sought after of bodies when it comes to minerals. Planetary economies are often maintained maintained by the mining of these bodies, and industrial bases often rely on Siderites for raw materials in the manufacture of many items.
Carbonaceous:
Carbonaceous asteroids asteroids are typically very dark in colour, darker than coal in fact. This is because they are extremely rich in carbon compounds and other dark materials, common in the outer midd le regions of solar systems. Among the most common types of asteroids, these are also the bodies which tend to pose the greatest risk to planets. However, they do have their uses as habitat construction material, and and represent a rich source of income for asteroid miners dealing with space development firms.
PLANETOIDS Small bodies between 250 and 1,000 kilometres in diameter. Often classified as minor planets, planets, as they often have many of the same characteristics of their larger terrestrial planetary cousins, namely tectonic activity, complex geological formations. formations. Most lack atmospheres. atmospheres.
Hadean:
As planets form and gain mass, they become become differentiated due to both pressure pressure and heat. What usually results is a world with a molten iron core, a mantle of somewhat lesser dense material that can be semimolten, and a "light" crust of basaltic elements. This same differentiation occurs in Planetoids as they form. Often times, if a particular pre-solar nebula is metal rich, Planetoids will form that are composed almost entirely of heavy elements. These are rare worlds, however, even in metal rich systems, primarily due to the fact that most of the heavy elements will have been gathered up by by the sun. Indeed, it is exceedingly rare that such a world will ever attain a Terrestrial classification. Hadeans may also be formed when a Planetoid with a large iron core has nearly all of its mantle and core blown off by a massive impact early in the formative history. The result is a world literally laid bare.
Cerean:
Cerean bodies tend to be rather primitive bodies, their surfaces relatively relatively undisturbed since their formation. Subsurface composition tends to be relatively undifferentiated, undifferentiated, although there may be a definite core of heavier elements. The surface and upper crustal layers layers tend to be composed of silicates and carbon. Cereans are also noted for possessing a reservoir reservoir of volatiles. Water and carbon dioxide ice can be found in varying quantities, sometimes to the point where natural sublimation provides a very thin atmosphere. Because of this, Cereans provide attractive shelters for Human habitats, habitats, even fuel processing. The presence of these volatiles often have marked surface features impacts. impacts. In its youth, the volatiles tend to remain liquid, circulating throughout the crust, and causing the world as a whole to shrink. As the volatiles freeze with age, the Planetoid will expand. The result is a complex series of rifts and blocks, mixing with numerous numerous impact craters, creating a remarkably haunting and chaotic surface morphology.
Vestian:
Vestian Planetoids are a relatively rare rare type of body, but fascinating in that these small bodies show evidence of geological processes similar to the larger Terrestrial Terrestrial worlds. Basaltic lava flows, ancient and long since hardened, cover the surface, and the body's morphology is differentiated between a silicate and basaltic crust, a mantle of olivine, and a dense crust of heavier, metallic materials. The origins of these bodies are somewhat mysterious. It is possible that their cores are rich in radioactive isotopes, such as aluminium-26, which were produced by a nearby supernova that triggered the solar system's formation to begin with. Regardless of how these bodies formed, fo rmed, the Planetoids themselves have remained largely unchanged since the beginnings of the solar system, save for meteoric impacts.
Kuiperian:
These are bodies found in the outer regions of a solar system, largely confined confined to a belt mostly within the local solar plane. These are Planetoids that have largely been left left untouched since the formation of the planets during the system's first 100 million years. These bodies are extremely rich in ices, and on rare occasions stellar gravitational influences can cause some Kuiperians to migrate sun-ward In the Sol System, the innermost such objects are are called Centaurs, and are found in unstable orbits which range in as far as Saturn's orbit. Every few million years or so, one of these objects might come close enough to the local star to form a truly gigantic comet. Kuiperians are invaluable examples of primordial solar systems, but more practically they are sources of life support or vessel fuel materials.
LARGE COLONISABLE OBJECTS. TERRESTRIAL Those planetary masses larger than 1,000 kilometres in diameter with solid surfaces and atmospheres.
Ferrinian:
Massive stars are always accompanied accompanied by intense stellar winds, more so so for a few million years after their birth. One of the unfortunate side effects of these winds is the erosion, and often times immolation of nascent planetary bodies. However, high metal stars tend to form massive planets, planets, and these worlds are not as easy to destroy. In the case of terrestrial worlds, the lighter materials and volatiles of especially close planets are quickly removed, leaving behind only the heavier elements. elements. What results is a terrestrial world much like the smaller smaller Hadean Planetoid, but on a planetary scale. There is almost no rocky material, and instead instead the planet is composed of heavy iron materials, as well as others. Atmospheric composition tends to be extremely rarefied, rarefied, or all together absent. Only the constant stellar winds supply a very tenuous atmosphere of helium and hydrogen, which is constantly being removed and replenished by the local sun. Even in orbit of young, hot and metal-rich stars, Ferrinian planets are quite quite rare. Indeed, most stars do not possess enough heavy materials to form such a world. But when discovered, they are a huge source of resources.
Arean:
Arean worlds can can be considered a "mature" "mature" terrestrial planet; planet; that is, it has essentially ceased ceased evolving and has remained unchanged for much of its history. These worlds are marked by little to no geological activity, as well as tenuous atmospheres. These worlds tend to be of lower mass, which is by and far the main reason for their characteristics. However, not all Arean worlds are low mass. mass. But even larger planets planets lack a geological cycle. Some may simply have a massive crust, while others may be deficient in heavy metals. Whatever the case, the planets are frozen wastelands with eroded atmospheres. Life can exist on these planets, but for the most part they are microbial extremophiles, often existing deep underground where the sheer rock pressure pressure maintains a higher temperature than the surface. surface. Other forms may live within ices, or even in subsurface thermal areas. Sometimes, if the planet in its youth maintained habitable conditions for a significant amount of time, there may be macro-sized fossil evidence. Regardless, from the surface Arean planets appear quite dead, both geologically and biologically.
Gaian: Gaian worlds are, of course, difficult to miss.
Marked by several key characteristics, characteristics, they stand out as swirling blue and white marbles against the backdrop of space, and represent a near universal sign of life. Foremost present of these characteristics is the presence presence of large quantities of surface water. Great oceans often cover these planets, to varying degrees, and their presence aids in maintai ning another key ingredient, the tectonic cycle. Without an active geological cycle of crust consumption and creation, the planet would quickly suffocate on its own internal fires. Carbon dioxide is locked up in rocks through continental subduction, and without this the presence of this and other greenhouse gases would, geologically, quickly escalate until the planet became a greenhouse world, much like Venus. Thus, the complimentary presence presence of geology and oceans help to maintain the planet's delicate equilibrium. But there is another component that helps to to maintain the planet's habitability, and that is oxygen. And oxygen is almost always indicative of life. Life on Gaian worlds varies widely, from geologic age to geologic age, from planet to planet. young Gaian worlds may have barren continents, but their seas seas may team with life. Ancient Gaian worlds may be the same, or all regions may be filled with a prolific array of biomes. Indeed, a single planet, over its lifetime, can vary widely in the degree of overall habitability, due to a variety of reasons, astronomical or planet-based. planet-based. Earth herself has known times when the continents have been bare of life fo r hundreds of thousands of years, only to have it explode outward once more in a startling array of forms, and last for hundreds of millions of years. The surface conditions of Gaian planets can have a wide range. The key elements to making a world Gaian Gaian are: oceans, continents or other numerous regions of land, land, and the presence of life. There are some Gaian worlds where less than 10% of the surface is covered by oceans, while others have oceanic coverage of up to 95%. Some worlds may have vast, nearly lifeless deserts, while others might be locked within ice ages for millions of years. Whatever the case, life life almost always finds a way to adapt. Having been habitable for hundreds of millions of years, native forms can almost always adapt to changing condi tions, even if they are on a geologically short time scale. Advanced biomes may go extinct, but there are always smaller forms forms of life that will survive and eventually radiate out, to take advantage of the new and open ecological niches present. And, of course, ever Gaian world has the potential for evolving intelligent life forms, possibly multiple times over its billions of years of habitable history. On Earth, Humans can trace their immediate evolutionary evolutionary history back several million million years. Other planets have shown evidence of past cultures, cultures, now long extinct. Still other worlds have life forms living on them that are potentially future masters of their world. world. But finding a sapient species, in the here and now, one that is ready to take to the th e stars, or to even wonder at their existence, that remains quite rare. Gaian planets are indeed the jewels of the Galaxy. Each world is an oasis for Humans, although by no means are they all fully habitable by them. Life evolves differently from world to world, and some planets may may develop biochemistries that are highly toxic to Humans. Other worlds may possess trace gases in their atmospheres, atmospheres, gases that native forms have evolved to deal with, and may even require, but which Humans would st ill find dangerous to encounter. No world is a perfect match for our Earth, and even the most inviting blue and white marble, flecked with the greens and browns of life, warrants close examination. GM NOTE: NOTE: A Gaian Planet IS NOT a Gaian colony. This text is excerpted from somewhere else. The Gaian Colony unique to the Environmentalists is much rarer than this.
Arean-Lacustric: Arean worlds are typically dead worlds, frozen and in a state of biological and geological stasis. However, there may be circumstances in which these worlds effectively effectively thaw. Depending on the amount of water already present, locked beneath the surface, the planets can become quite wet indeed, with mature weather systems and fully active erosional cycles. Life on these worlds tends to vary greatly. Many Arean worlds already harbour simple simple microbial forms, relics of their wetter and more habitable youth. If these forms continue to exist, then they almost certainly will spread out into the newly habitable environment environment and thrive. Indeed, even in the small space of a few hundred million years, the planet could experience an event event similar to Earth's Cambrian explosion. If the planet remains habitable long enough (and some may remain viable for hundreds of millions, even billions of years), biosphere's similar to a true Gaian world may develop. develop. It is also possible for life to not develop, leaving behind a wet but biologically barren planet. The causes for the thawing of Arean worlds, and their development into Arean-Lacustric worlds, are quite varied. Many times, increased stellar output, such as when the local local sun begins to move off of the main sequence and become a sub giant, can revive these planets. planets. Gravitational stresses may also reinvigorate reinvigorate the geological processes, which could effectively lead to a th ickening atmosphere, global warming, and the flooding of these planets. Many worlds may exist exist in this manner for a very long time. Others may experience experience this state for only a few million years before freezing once again, only to thaw out once more millions of years hence.
Gaian-Tundral: Every Gaian world is subject to periodic ice ages, and for a variety of reasons.
However, there are times, usually in the planet's youth, when conditions begin to literally snowball as ice cover reflects more and more thermal radiation, allowing for greater ice cover, and even greater reflections, until finally the planet is literally entombed within the ice. Even in the equatorial regions, the oceanic ice can be up to two kilometres in depth. Because of this great amount of surface ice, little moisture remains in the atmosphere. The skies are very clear, bitterly cold, and any form of precipitation is exceedingly rare. The continents themselves are barren, barren, even of major glaciers, and are very dry. Indeed, the surface temperatures and conditions are very similar similar to the surface of an Arean world. But these planets do not die. Volcanic activity remains intact beneath beneath the ice, in the depth of the oceans, and life may remain prolific near these thermal thermal areas. Gases from the volcanic emissions also begin to accumulate, accumulate, slowly, in the atmosphere, causing a slow but steady case of global warming. warming. Eventually a point will be reached where the planet literally thaws out. This late stage Gaian-Tundral planet planet will sea largely ice free oceans and a huge increase in precipitation. precipitation. But conditions remain cold, and glaciers begin to cover the land. However, in only a few tens of thousands of years, perhaps even as little as a single millennium, this late ice age will end and the planet will have thawed completely, becoming a standard Gaian world once again. However, the amount of carbon dioxide in the atmosphere, which caused the melting in the first place, is of such quantities that the planet becomes a hothouse world, with temperatures temperatures rising up to deadly levels. The carbon dioxide is leached out of the atmosphere by the rains that result, creating intense intense acid floods. This cycle can continue several times, until the presence of life eventually adapts and becomes prolific enough to provide efficient carbon recycling, making such future runaway events unlikely, if not impossible.
Pelagic: In terms of planetary evolution, these worlds are actually actually very common.
However, in most circumstances the Pelagic Type development stage is very brief, and so these worlds are quite unco mmon. Best described as a moist greenhouse world, Pelagic planets form when a planet accrues enough greenhouse gases to initiate planetary warming on a massive massive global scale. This causes the evaporation of oceanic environments and the breakup of water into hydrogen, which then i s lost to space, and oxygen which forms compounds with other elements and is incorporated incorporated into the crust. The oceans, however, will remain intact intact for a few hundred million years, largely because of the presence of large amounts of carbon dioxide in the atmosphere. However, these oceans remain exceedingly exceedingly hot, on average around 200 to 300 degrees Fahrenheit, and are kept liquid liqui d by the immense i mmense atmospheric pressure. A breaking point is eventually reached, though, when enough hyd rogen is lost to space and the t he atmospheric pressure falls below the point which is required required to maintain the oceans. The result is a swift and cascading loss of the oceans to evaporation. These worlds are both young and old in age, and are typically formed when a water-rich world is transformed by increasing stellar output, either by a maturing sun or by a sun that has begun to move off of the main sequence and evolve into a sub-giant A Pelagic world at its height will have an almost imperceptible transition between the atmosphere and the ocean. Life may be present present in both environments, environments, but they tend to be microbial microbial forms. Older worlds may have microbial multicellular biomes, and in the depth, sheltered from the heat, there may still exist macro forms, holdovers from when the world was a mature Gaian Type Type planet. But all life is doomed, for the planet is destined to lose its entire atmosphere as the sun continues to heat, its stellar winds slowly eroding away the thickened, expanded atmosphere.
JOVIAN Gas giants. These planetary bodies have formed in ways ways completely unique to themselves, with thick, dense, atmospheres and no true surface. The minimum mass of these worlds can be several times that of Earth, while the theoretical maximum mass is approximately approximately 13 times that of Jupiter. Much more than that, and the planet may be considered a brown dwarf.
Cryo-Jovian: Cryo-Jovians form much like other Jovian worlds, but their initial positions in the distant reaches Cryo-Jovian: of a solar system give them something of a disadvantage. Being unable to accrue matter as swiftly as closer Jovians, their masses typically do not grow very great. The core of these worlds is composed of ice and rock, typically about one Earth mass. This is surrounded by a mantle of a mixture of molten rock, water, methane, and ammonia, ammonia, equalling 10 to 15 Earth masses. Great electrical currents generated within this region tend to produce the planet's magnetic field, which wanders slowly on a geological time-scale Often, this field is offset from the axial rotation of the planet as well, producing some truly unique magnetic field lines. The remainder of the planet is made up of an envelop of molecular hydrogen, helium, and methane, equal equal to roughly 1 to 2 Earth masses. It is this methane which tends to give these worlds their blue colouring, co louring, although other Cryo-Jovians may be varied in co lour Since Cryo-Jovians produce far more internal heat than what they receive from their suns, their i nternal weather patterns can indeed be quite dynamic. dynamic. Even those worlds covered by a homogeneous blue-green haze have incredible winds and continent sized storms in their sub-layers.
Sub-Jovian:: Sub-Jovians are primarily Sub-Jovian primarily defined by their mass, which ranges from 0.3 to 0.7 that of Jupiter. Like terrestrial worlds, there are a variety of reasons why these worlds formed with less mass, ranging from intense young stellar winds removing available planet-building materials to interference from a nearby forming Eu-Jovian world. While the atmospheres of these planets can be as active as their larger kin, often times they appear much more subdued to a global haze of hydrogen and ammonia. Even so, great weather belts are visible from large large distances. Like nearly all Jovians, rings can be present and, indeed, are quite common.
Eu-Jovian:: Eu-Jovians are primarily defined by their mass, Eu-Jovian mass, which ranges from 0.71 to 3.5 that of Jupiter. These are the most common among the Jovian Class. Class. Rarely, however, will a planetary system sport sport more than one such planet, unless the original accretion accretion disk was very massive indeed. typically, with the exception of the local star or other stellar companions, all of the material of a solar system combined will not mass as much as a single Eu-Jovian world. The atmosphere of these planets tends to be very turbulent, flowing i n much the same manner as terrestrial oceans, but on a truly heroic scale. Some storms systems can last for hundreds or thousands of years, while others last only a few months. months. Continent sized thunderstorms thunderstorms are insignificant when viewed from orbit; the night side of the planet is flecked with huge bolts of lightning, tens of thousands of kilometres in length. Everything about a Eu-Jovian's atmosphere is gigantic. Eu-Jovian worlds tend to have many moons, most of which may have been gravitational captured throughout the planet's lifetime. however, they also form true moons, often times massing the same as small small planets.
Macro-Jovian: Macro-Jovians are primarily defined by their mass, which ranges from 7.6 to 13.0 that of Jupiter. Macro-Jovian: This upper number is the theoretical lower range which separates gas giant from brown dwarfs. These are the most massive of planets, although like the Super-Jovians, their sizes are not much greater than that of Jupiter. However, this great mass also means that most of the accretion disk material material will have gone into the construction of the planet, leaving it highly unlikely that any other Jovians will share the system. system. Even terrestrial worlds may be small and and unimposing, if they are even present at all. Many Macro-Jovians, early in their history, tend to form in elliptical orbits, their manner and placement of formation more akin to that of a star than a planet. This of course means that most other planets that do initially form will will be gravitationally ejected out of the system very early on. These worlds are so massive that many of their atmospheric characteristics have begun to resemble that of brown dwarfs. Some of the most massive examples may even experience flare activity of a sort, spurred on by high internal temperatures and their massive magnetic fields. The moons of these worlds can be very large indeed, and what the star system lacks for o ther planets, it more than makes up for with the presence of quite often numerous major moons.
Epi-Stellar Jovian: Jovian: Epi-Stellar Jovians are primarily defined by their orbital radius, which is located 5AU o r closer to their stellar primary. These worlds are variable in mass, and initially form in the out er regions of their solar system, beyond the "snow line". However, momentum loss through gravitation interactions within the accretion disk cause cause all Jovians to migrate inward, towards their star, until they no longer encounter disk material. in many cases, this leaves the planets very close to the sun indeed, and many such worlds have orbital periods measured in days, or even hours. The effects of such a close orbiting giant planet are many. The planets themselves tend to show as blue worlds, due to sunlight scattering in the upper atmosphere, but more dramatic dramatic are those with close orbits. The can appear as great bull's eyes as the sunward sunward facing atmosphere is heated to a high degree. Clouds stream away from this area, to congregate at the t he far side pole, where they cool and sink into the depths of the atmosphere, to flow back to the dayside and repeat the cycle.
EFFECTS AND REQUIREMENTS. PLANET TYPES AND COLONY TYPES PERMITTED. ASTEROIDS Vulcanian:: Research Station, Vulcanian Station, Resource Colony. Silicaceous: Penal Colony. Sideritic:: Resource Colony. Sideritic Carbonaceous:: Resource Colony, Research Station Carbonaceous Station
PLANETOIDS Hadean:: Resource Colony Hadean Cerean:: All colony Types. Cerean Types. Vestian:: Resource Colony, Vestian Colony, Research Colony Kuiperian:: Research Colony Kuiperian
PLANETS Ferrinian:: Resource Colony, Ferrinian Colony, Industrial World World Arean:: Research Colony, Penal Colony, Fortress Arean Fortress World Gaian:: All Colony Types Gaian Arean-Lacustric:: Research Colony, Industrial World Arean-Lacustric Gaian-Tundral:: All Colony Types (Many require Terraforming) Gaian-Tundral Pelagic:: Research World, Industrial World, Resource Colony Pelagic
GAS GIANTS Cryo-Jovian:: Resource Colony, Research Colony Cryo-Jovian Colony Sub-Jovian:: Resource Colony, Research Colony Sub-Jovian Eu-Jovian:: Resource Colony, Eu-Jovian Colony, Research Colony Macro-Jovian:: Resource Colony, Research Colony Macro-Jovian Epi-Stellar Jovian: Jovian: Resource Colony, Research Colony
EFFECTS OF WORLDS. ASTEROIDS Vulcanian: Provides 1’000 Resource Points. Silicaceous: Provides 200 Resource Points. Sideritic: Provides 2’000 Resource Points. Carbonaceous:: Provides 800 Resource Points. Carbonaceous Points.
PLANETOIDS Hadean: Provides 5’000 RP Cerean: Provides 2’500 RP Vestian: Provides 6’000 RP Kuiperian: Provides 4’000 RP
PLANETS Ferrinian: Provides 30’000 30’000 RP Arean: Provides 10’000 10’000 RP Gaian: Provides 20’000 RP Arean-Lacustric: Provides 25’000 RP Gaian-Tundral: Provides 15’000 RP Pelagic: Provides 20’000 RP
GAS GIANTS Cryo-Jovian: Provides 40’000 RP Sub-Jovian:: Provides 50’000 RP Sub-Jovian Eu-Jovian: Provides 60’000 RP Macro-Jovian: Provides 80’000 RP Epi-Stellar Jovian: Provides 100’000 RP
COLONY TYPE EFFECTS
Pastoral World: World: No change to RP, Provides Food. Colonial World: World : No change to RP. Industrial World: World: 5x Multiplier to RP for world. Fringe World: World: 1.5x Multiplier to RP for world. Research Station: Station: No change to RP, Provides research capacity. capacity. Ecumenopolis:: 2x Multiplier to RP for world. Ecumenopolis Penal World: World: .5 Penalty to RP for world. Reduces Crime. Resource Colony: Colony: 3x Multiplier to RP for world. Nature Preserve: Preserve: No change. Morale Bonus. Pleasure World: World: No change. High Morale Bonus Fortress World: World: No Change. Extreme Defences. Primary World: World: 4x Multiplier to RP for world. Extreme Defences.
SPECIAL COLONY TYPE EFFECTS.
Warlord: Bulwark World : 4x Multiplier to RP for World. Extreme Defences. Elite Troops. Despoiler:: Toxic Wasteland : No Change. Impenetrable Defences. Vulnerable to Bombardment. Despoiler Pacifist : The Embassy : No Change. Diplomatic Clout increased. Economist : Marketworld : 4x Multiplier to RP for world. Industrialist : Forgeworld : 12x Multiplier to RP for world. Hunter:: The Preserve: Hunter Preserve: No change. Elite Hunters. Cloaked. Destroyer:: Testing Grounds: Destroyer Grounds: .75% Penalty Penalty to to RP. RP. Elite Elite Troops. Better Orbital Bombardment. Environmentalist : Gaia World : Severe Morale Increase. No RP change. Isolationist : Shield World : No Change. Impenetrable Defences Spymaster:: The Monitor : Spymaster .5 Penalty to RP. Knows everything that happens in its system. Monitors entire nations intelligence network with high efficiency. Cloaked. Bio-Technocracy:: Living World : 10’000 RP Generated. Extreme defences. Bio-Technocracy Psychic Hive: Hive: Psychic Hub: Hub: x2 Multiplier to RP for world. Impenetrable Defences Theocracy:: Shrineworld : Theocracy No change to RP. Extreme Morale Bonus. Holy. Artificial Empire: Empire: Artificial World : Generates 100’000 RP Automatically. Extreme Defences. Cyberneticists:: Cybernetic Hive: Cyberneticists Hive: x3 Multiplier to RP for world. Extreme Modifications. The Culture: Culture: The Hollywood : No Change. High Morale Bonus. Draws people. Enslavers:: Slave World : .5 Penalty to RP for world. Enslavers wo rld. Slave Harvesting. Crimeocracy:: Black Market Ring: No Change. Not Colony Type. Generates 20’000 RP. Cloaked, Crimeocracy impenetrable defences.
NOMADS AND THE WORLDSHIP FLEET The Nomads have the unique challenge of not having planets but a fleet of “Worldships” which serve that purpose. In most, if not all, cases the Worldships are quite frankly not as “beneficial” as a world is straight up. However a Worldship has the benefit of being mobile and very well defended by default. Below B elow each is explained as well as its effects and costs. Medical Worldship
Cost: 1 Point This Worldship takes care of all the medical needs of the Worldship fleet. It is also a “Quarantine Zone” for foreign dignitaries and visitors where the people of the Worldship fleet can safely interact with them, thus serving as an impromptu location for diplomatic contact.
Civilian Worldship
Cost: 5 Points Effects: Generates 5’000 RP The Civilian Worldships are the homes of most o f the fleets population and has many shuttle shut tle bays for moving experienced crew from ship to ship through this “hub” of social activities. It has some small industrial output. The primary feature of this Worldship is the massive numbers of people crammed into its halls.
Agricultural Worldship
Cost: 2 Points Effects: Provides food for 20 Points worth of Worldships. There are two types of Agricultural Worldship, the “Pure” Worldship and the “Recycling Barge” the motto of the latter “Reduce, Reuse, Recycle” being a mantra most Worldship fleet c itizens refuse to consider too closely. The Recylcing vessels only provide half the food of a “Pure” Agri -Worldship but they are required to process the fleets waste. Do not forget them. NOTE: Spend an extra 1 Point to upgrade to “Pure” Agricultural worlds hip that can supply 40 points worth of Worldships.
Mining Worldship
Cost: 6 Points Effects: Provides 15’000 RP when in a Neutral Solar System. Provides 5’000 5’000 RP in an owned Solar System with a chance of causing hostilities. The Mining Worldships are colossal mobile refineries and are very good at what they do, they can enter a system and begin providing resources almost immediately upon finding a suitable resource-rich asteroid or planetoid. However their practice of doing so without asking permission can get them th em in very big trouble.
Factory Worldship
Cost: 20 Points, Requires 2 Mining Worldships to supply it. Effects: Provides 40’000 RP. The Factory Worldships produce new ships for the fleet, its defences and serve other needs of the Worldship fleet’s people these are generally very well protected worldships. Most Worldship fleets would rather scuttle than lose one of these precious resources.
Laboratory Worldship
Cost: 6 Points Effects: Provides 2’000 RP. These vessels are important in protecting and producing new technology for the Worldship fleet, so long as the fleet has one o ne of these craft it can insure the safety of its fleets technology in the memories of its people and development of new technologies.
Trade Worldship
Cost: 5 Points Effects: Provides 10’000 RP The Trade Worldships are rare in that they are quite small (for a Worldship) and do not spend much time with the fleet but are out o ut trading for as much as they can get their hands on. The resources gained this way are important to the continuation c ontinuation of the fleet.
General Worldship
Cost: 4 Points Effects: Provides 4’000 RP The General Worldships are generic vessels that can do everything and excel at nothing. They often make up the bulk of a Worldship Fleet.
Command and Control Worldship
Cost: 30 Points Effects: Serves as Command and Control Vessel for Worldship Fleet Defence This is an important vessel with the most powerful sensors available to the Worldship fleet used to protect themselves from cloaked and disguised craft as well as direct military assets.
Defence Worldship
Cost: 50 Points Effects: Colossal Firepower and Defence. The Defence Worldship is enough to give gi ve a Mauler pause. These are extremely expensive vessels and no Worldship fleet is likely to have more than a few, their job is simply to protect the fleet in a rearguard action if the Worldship fleet needs to flee a hostile fleet. Limit: 2
The Flagship
Cost: 60 Points Effects: Combined Command and Control Worldship and Defence Worldship The Flagship is THE most powerful vessel in the Worldship fleet. Combining the power of the Defence Worldship and the C&C Worldship it is a force to be reckoned with. Limit: 1