Colony RP 2.0 [INVITE ONLY]

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Re: Colony RP 2.0 [INVITE ONLY]

Post by East Ibsenia on Sat Feb 15, 2014 7:17 pm

Current military deployment-

Army-
Mycra: 2100 soldiers, 500 Garde
Uly: 400 soldiers

Navy:
Mycra: 4 cruisers
Uly: 3 cruisers
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Re: Colony RP 2.0 [INVITE ONLY]

Post by East Ibsenia on Sat Feb 15, 2014 7:19 pm

//Its fine. Just put into perspective where you are, where you want to expand to get more resources, and what you have. For example, I have lumber as an export, and i have a lot of lumber because i am in a heavy forest. But because of that, it makes expansion hard in that region. My new colony has a river near it, so it will grow faster. 

You are in a medium woods region. You have high production but slow growth. You might want to establish an overseas colony that will complement that. However, overseas colonies are hard to keep hold of. Think it all over.//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by The Empire of Reid* on Sat Feb 15, 2014 7:23 pm

// im looking at the map and it appears that the island part of mine is not a woods region....//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by East Ibsenia on Sat Feb 15, 2014 7:24 pm

//Correct. That is where your city is. There are a few aread w/o terrain. They are neutral. So, Medium, medium, medium.//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Outlanders on Sat Feb 15, 2014 7:26 pm

Getcis receives diplomats with open arms to discuss terms of alliances. Expedition members report back with discoveries of titanium deposits. Agricultural Bio-domes are completed.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Grothbord on Sat Feb 15, 2014 7:56 pm

After Grothbord hears about this new planet it sends 10,000 colonist to begin a new colony. Named Land der Eroberer.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by The Empire of Reid* on Sat Feb 15, 2014 8:11 pm

Diplomats are sent to Land der Eroberer hoping to create an alliance.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Hockesin on Sat Feb 15, 2014 8:26 pm

Due to popular demand (groth) I will give this a second shot.

As part of the New Hope initiative, 9,500 lower class citizens have volunteered for a test colony on a nearby planet, Artraes. The objective of this mission is to evaluate the cost-effectiveness of sending population over long-distances, to eliminate poverty, and to provide long term benefits once the colony has been set up.

The colonists are protected by 500 elite Hockesin Rangers, who will remain to keep order and protect the colony, until they are no longer needed for the colony to continue.

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Re: Colony RP 2.0 [INVITE ONLY]

Post by Falling Stars on Sat Feb 15, 2014 9:19 pm

Grothbord wrote:After Grothbord hears about this new planet it sends 10,000 colonist to begin a new colony. Named Land der Eroberer.

//groth I do believe you can only have one starting region//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Grothbord on Sat Feb 15, 2014 9:34 pm

//Just noticed my mistake. Im only keeping the one with the red dot in it//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Falling Stars on Sat Feb 15, 2014 10:10 pm

Th manufacturing section is continuing to be built. The few factories that are done are mostly focusing on agricultural and other civilian needs, the rest of the finished factories are making weapons. Due to the docks being built too quickly all but one dry dock is closed down for fixes to bring it to code. The APCs return with the colonists reporting that the foothills should be settled when the resources are needed. A massive winter storm moves in slowing building to a halt.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Outlanders on Sat Feb 15, 2014 11:25 pm

The city of Getcis is now committed to the creation of a High Council. Colonists are signing up for mining jobs. The Trust have finished there command base. Engineers are in the process of setting up communication towers.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Topsail Empire on Sat Feb 15, 2014 11:48 pm

After 6 months on the planet, 20 hoverships, 2 corvettes, and 1 frigate have been completed. 1 frigate and 1 destroyer are still being constructed. The defenses around Portum have grown. The Uranium deposit turns out to only yield a small amount, enough to run a power plant for about 1 year.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Topsail Empire on Sun Feb 16, 2014 12:00 am

Portum Millitary Strength:

3,000 active soldiers
1,000 militia

20 hoverships
2 corvettes
1 frigate

60 Tiger Class Fighters
20 Lion Class Fight Bombers
20 Ocelot Class Gunships
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The Founding of Sardia

Post by Admin on Sun Feb 16, 2014 12:18 am

El Fiji Grande lands a group of 9958 civilians, and 42 extremely well trained soldiers armed with handguns in a colony which will be referred to as Sardia from here on out.



Last edited by Admin on Sun Feb 16, 2014 12:21 am; edited 1 time in total

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Re: Colony RP 2.0 [INVITE ONLY]

Post by Topsail Empire on Sun Feb 16, 2014 12:19 am

//he he he 42 soldiers... I have a possible invasion target  Twisted Evil//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Outlanders on Sun Feb 16, 2014 12:22 am

During titanium core sample collecting, miners discovered crude ether under the titanium deposit. The Core Mining vote has be reintroduced, but will not go through until the High Council is finished forming. There is talk of sending colonists to the river in the north-east to increase trading possibilities. The Trust encourages passing the Core Mining vote in order to obtain ether for fueling new military vehicles and weapons.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Falling Stars on Sun Feb 16, 2014 12:33 am

The colonists go to the governer and request the stopping of all military construction as they need more of an economic advantage.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by East Ibsenia on Sun Feb 16, 2014 12:39 am

//fiji, i updated the map. There are more territories. So you kinda claimed like three provinces. Thats my fault for not giving everyone the old map.//
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Outlanders on Sun Feb 16, 2014 12:55 am

The High Council has been established. Sir Victor Alexander Haden Horsley has been elected leader. The council's first act was to pass the Core Mining vote. Core Mining facilities are now in progress of being built. A new vote is now under the Councils light to send colonists to the river in the north-east to increase trading efforts.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Topsail Empire on Sun Feb 16, 2014 1:02 am

Due to the fact that no other colonies are within 1,700 kilometers of Portum, colonial focus shifts from military to production, with large farms erupting in across the grasslands. Fishing also becomes a major industry.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Falling Stars on Sun Feb 16, 2014 1:12 am

The factories that once made tank parts, now make everyday items like toilets, gardening equipment, and processes food. The cold temperatures of the tundra slow most building down significantly. The mini subs built for military use are now used to pass small amounts of materials between the coastal regions. A diplomat to Sardia requesting a peace treaty and the establishment of trade between our nations.

In the meantime a work force focuses on installing a better plumbing system and putting up wind-generators.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Hockesin on Sun Feb 16, 2014 1:18 am

The initial landing of the colonists saw HNA leave the colonists with sufficient flash-frozen food, hydrogen fuel, and heavy machinery, as well building materials. Temporary, large-scale housing and storage shelters are quickly deployed by the departing starships. Hockesin Rangers assign each family living quarters first, then individuals, as well as setting up hygiene schedules. 90% of the colonists are unskilled labor, with the remaining 10% consisting of doctors and engineers. Rangers begin to lay out future schedules for orderly expansion of the village, while assigning those with the requisite skills to necessary tasks. There is much work ahead, however, the colonists had been preparing themselves for this since training began 6 months ago. Since effective defenses of the colony site had not been erected as of yet, the Rangers are on high alert, performing 24 hour surveillance on rotating 10 hour shifts. Autonomous turrets are set at the perimeters, while droids scout far in the wilderness, providing advance warnings of threats.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Falling Stars on Sun Feb 16, 2014 1:31 am

Some colonist dismantle the colony pod taking the guns and attaching them to construction bots as a guardian if hostile animals come into the region.
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Re: Colony RP 2.0 [INVITE ONLY]

Post by Outlanders on Sun Feb 16, 2014 1:52 am

//since I tend to loose internet connection a lot, I'll try updating my colony progress hourly for now//
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Re: Colony RP 2.0 [INVITE ONLY]

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