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Mongoose 2300AD: (Alt) Cadwall Colony

Kilgs

SOC-14 1K
Baron
As noted above, my original plan was to use the 2300 setting for my game. Although I've moved on from there, I did create a number of clusters using NSL2 and DrEvil's sheets/directions for Astrosynthesis.

I was reading Tools for Frontier Living and realized the colony generation tool might be a fun toy. And then I realized how you could actually incorporate it with the genuine NSL's. By developing planets in the reachable NSL stars that were never covered in the game (now accessible via brown dwarfs or other means), you can have the fun of adding to colonies in the 'canon' 2300 universe!
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Regardless, I decided to play with the system in a star from the #33 Cluster (NSLII?). The data is randomly generated from Astrosynthesis, the rest is from the colony generation tool.

THOUGHTS AFTER USING IT: Too limited. You should be able to 'buy' or choose rank advancements or certain upgrades. Sure, you could handwave it but that's cheating. But it was fun and it definitely created a colonial base that was very 2300 in feel. You could make planning terms 5yrs instead of 10yrs to build bigger ones. The Tier limits are logical but they can take some of the fun out of the process. I'll try a Tier One colony next.
 
CLUSTER 33
Opened up by the Brown Dwarf connector (Ancillary 309) in 2228, Cluster 33 was quickly swarmed on by nations that were in search of territory.

HYG 3085
Position: (26.56,-33.27,19.92)
Spectral Class: F2V
Mass: 1.677 sol
Radius: 1.512 sol
Luminosity: 6.1 sol
Planets: HYG 3085 I, HYG 3085 II, HYG 3085 III, HYG 3085 IV, HYG 3085 V, HYG 3085 VI, HYG 3085 VII, HYG 3085 VIII, HYG 3085 IX, HYG 3085 X, HYG 3085 XI

HYG 3085 IV (Cadwall)
Discovered and surveyed in 2338, by a Canadian private exploration firm under contract with the Canadian government and Vancouver energy interests, HYG 2085 IV was renamed Cadwall.

Distance: 254,006,638 km
Radius: 5884 km
Gravity: 0.86G
Orbit Period: 623.62 days
Rotation: 40 hrs
Mean Temp: 268K/-5C
Atmosphere: 0.68 atm (O2 26%,N2 64%,Ar 5%,Xe 2%, other<4%)
Water / Ice Index: 17.82
Hospitable
Moons: HYG 3085 IV.1
HYG 3085 IV.1
Ring
Distance: 9,974 km
Ring Width: 388 km

http://i854.photobucket.com/albums/ab102/Kilgs/2303/HYG3085IV_surface_zps154c0908.png




CONSTRUCTION
BASE UPP:
Size: 7 (slightly smaller than Earth)
Atmo: 5 (Thin)
Temperature: Cold
Hydrographics: 2 (17.82%)
Population: 0
Government: 0
Law: 0
TL: 0
CODES: Poor (Po)

-BIOSPHERE-
“We have life!”
BIOMASS (6)(Encounters +0)
Modifiers: -2 (Thin), -2 (Cold)
2d6 Roll: 10
Approximately 10 billion tons of biomass.

BIODIVERSITY
“It moves too!”
We roll 2d6-7+Biomass(6)
Roll: 6 (7-7+6)
-This also provides a Habitability of +1.

BIOCOMPLEXITY
“They appear to be frogs, sir. SWAT! Did you see the size of that bug!”
We roll 2d7-7+Biodiversity (6)
Result: 4 (5-7+6)
We have abundant plant diversity, lower animals, amphibians and insects. Since we have a generally cold planet, these lifeforms are likely nested in the warmer pockets and along the equator.

COMPATABILITY
Roll 2d6+7-Biosphere(6)
Result: 5 (4+7-6)

NATURAL RESOURCES (4)
Roll 2d6-7+Size+Modifiers (+1 Atmosphere 5)
Result: 4 (10-7+7+1)
Some resources, common ores and light metals.

OVERALL HABITABILITY (6)
Base Habitability is 10, with following modifiers:
Atmosphere (-1), Hydrographics (-2), Cold (-2), Biodiversity (+1)
Agriculture can get no higher than 7.

So HYG 3085 IV is a cold world although only just by a few degrees. It has a minimal axial tilt and eccentricity making for long, regular seasons with minimal variation and a stable equator. The land is mountainous and composed of a single large land mass bisected at the ends by a large warmer body of water. It is around this water that the lands are lower and kept warm by circulating winds. The region around the water mass averages 6-10 degrees Celsius with several inland areas that reach 20 degrees regularly.

CADWALL COLONY/CITY
In 2345, a colonial expedition was mounted by the Canadian government in partnership with several North American investment firms. The original reason for the expedition was to determine tantalum possibilities and survey the liquid bodies for possible sea-farming.

Founded in an island-filled bay right of the center peninsula, the region was chosen for its mild temperatures (17-19Celsius) access to lowland agricultural regions, water access and close proximity to the Fandark Range further right.

BASE COLONY UCP (E011043-6)
Canada is a Tier 3 country and so the colony starts with the following characteristics-
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 1 (Limited road, 10% of colony, dirt)
COMMS: 1 (low-speed data access, 10% of colony)
POPULATION: 0 (Initial survey team only)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: 6 (all colonies start here)
TRADE: Poor (Po)

INITIAL COLONY FEATURES (Roll twice, Tier 3)
-Transport Net +1
-Tech Level +1

STARTING COLONY UCP (E021043-7)
TYPE: Agricultural Colony(Rank 0)(+1 Agriculture)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 2 (Limited road and rail, 10% of colony)
COMMS: 1 (low-speed data access, 10% of colony)
POPULATION: 0 (Initial survey team only)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: 7
TRADE: Poor (Po)

Based on the unexciting mineral prospects, the Canadians decide to focus on agricultural/sea-harvesting to make ends meet. This will provide them with stability to grow a population. Since the colony is located on dry land nestled in hills, an investment in roads and connecting cargo runs to the shore is put in place. In addition, the low population requires more automation and raises the Tech Level.

FIRST PLANNING TERM (2246-2255)
Colonial Development:
-(+1 Telecomms)(need to coordinate with fleets results in better communications infrastructure)

Trade Classification Development:
-No Change (roll of 4)

AVOID MISHAP: Whew! Roll 7.
ADVANCEMENT: 10! (needed that since no DM’s available)
We move to Rank 1, which grants no change.
EVENT: None

TRADE CODES: Agricultural (Ag higher than Pop), Poor, Low Population

CADWALL COLONY
UCP (E021043-7)
Ag(1)/Ind (0)/Mining (0)
TYPE: Agricultural Colony(Rank 1)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 2 (Limited road and rail, 10% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 0 (Initial survey team only)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: 7
TRADE: Poor (Po), Ag, Lo-Pop

The past decade saw some infrastructure changes and the groundwork laid for increased settlers.

SECOND PLANNING TERM (2256-2265)
Colonial Development:
-Population (+1)(advertising on Earth successful!)

Trade Classification Development:
-No (rolled 5)

AVOID MISHAP: Whew! Roll another 7.
ADVANCEMENT: 9! (Yay!)
We move to Rank 2, which grants Industry (+1).

EVENT: 7 (Canadian government increases investment. +1 Mining and TL)

TRADE CODES: Poor, Low Population
(We lose Agricultural because our population has matched our production. Self-sustaining but little more)

CADWALL COLONY
UCP (E022143-8)
Ag(1)/Ind (1)/Mining (1)
TYPE: Agricultural Colony(Rank 2)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 2 (Limited road and rail, 10% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 1 (A couple hundred settlers)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: 8 (fairly advanced now)
TRADE: Poor (Po), Ag, Lo-Pop

THIRD PLANNING TERM (2266-2275)
Colonial Development:
-Population +1! (continued advertising working)

Trade Classification Development: Yes (Industry +1)(compounds found in waters are attracting investors)

AVOID MISHAP: Good luck continues! Roll 8.
ADVANCEMENT: 8! (Yeeay!)
We move to Rank 3, which grants nothing).

EVENT: None

TRADE CODES: Poor, Low Population, (lost a few trade codes there…)

CADWALL COLONY
UCP (E022243-9)
Ag(1)/Ind (2)/Mining (1)
TYPE: Agricultural Colony(Rank 3)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 2 (Limited road and rail, 10% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 2 (Several hundred settlers)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: 9 (really advanced now)
TRADE: Poor, Low Population

Additional investment has resulted in a much higher Tech base than usual. This is a result of some new uses for the compounds found within the waters or the sea life.
 
FOURTH PLANNING TERM (2276-2285)
Colonial Development:
-Transport Net +1 (increased harvesting from sea requires more transit capacity)

Trade Classification Development: Yes (Industry +1)(Note, we gain another TL bonus due to high Industry)

AVOID MISHAP: Good luck continues! Roll 8.
ADVANCEMENT: Nope

EVENT: Raided by pirates!! (-1 Mining)

TRADE CODES: Poor, Low Population, Industrial

CADWALL COLONY
UCP (E032243-A)
Ag(1)/Ind (3)/Mining (0)
TYPE: Agricultural Colony(Rank 3)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 3 (Average road and rail, 30% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 2 (Several hundred settlers)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: A (approaching parent country)
TRADE: Poor, Low Population, Industrial

A raid by out-of-work mercenaries destroys what infrastructure there is for the mining camps. But the industrial sector keeps growing!

(The industrial sector keeps growing so we should move to an Industrial colony but not sure if that’s allowed. Frankly, not real sure what Ag/Ind/Mining really do besides add trade codes…)

FIFTH PLANNING TERM (2286-2295)
Colonial Development/Upgrade:
-Military Base…(attracted by industrial wealth and recent raid)

Trade Classification Development: Yes (Population +1)

AVOID MISHAP: 11!
ADVANCEMENT: Nope/

EVENT: Extensive development (+2 to next Advancement roll)

TRADE CODES: Poor, Low Population, Industrial

CADWALL COLONY
UCP (E032343-A)
Ag(1)/Ind (3)/Mining (0)
TYPE: Agricultural Colony(Rank 3)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 3 (Average roads, 30% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 3 (Several thousand settlers)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: A (approaching parent country)
TRADE: Poor, Low Population, Industrial

Seeking to protect the growing industry, the Canadian Armed Forces puts in a military base. While over half the units are Army, the wet Navy comprises a high 25% due to protection for the harvesters on the water. The population has grown to 7,200 at this point.

SIXTH PLANNING TERM (2296-23??)
Colonial Development/Upgrade:
-Transport Net +1 (upgrade to rails)

Trade Classification Development: Yes (Agriculture +1)

AVOID MISHAP:
ADVANCEMENT: Yep… nothing.

EVENT: Agricultural breakthrough (+1 Ag)

TRADE CODES: Poor, Low Population

CADWALL COLONY
UCP (E042343-A)
Ag(3)/Ind (3)/Mining (0)
TYPE: Agricultural Colony(Rank 3)
INTERFACE: E (cargo rockets, Launchpad)
COLONY SIZE: 0 (City-state)
TRANSPORTATION: 4 (Average road and rail, 30% of colony)
COMMS: 2 (low-speed data and comms access, 30% of colony)
POPULATION: 4 (thirty thousand settlers)
GOVERNMENT: 4 (Representative Democracy, easy when there are only a couple dozen folks)
LAW: 3 (fairly open except for military equipment)
TECH: A (approaching parent country)
TRADE: Poor, Low Population

At the time the players discover it, the colony has reached 32,248 inhabitants. The majority of these individuals are involved in floating harvesters that gather up biomass growing just beneath the surface of the shallow inland seas. This biomass has industrial potential in the making of plastics and textiles. The colony itself sits within a walled area that is quickly growing cramped and signs of over-crowding are beginning to show on the infrastructure. Raids several decades ago have made folks leery of heading out into the wilds to stake their claim. There are several growing shoreline communities that are inhabited by the harvester crews. The interior of the colony central has several large manufactories that are serviced by bulk biomass transport via the rail network.

Due to the lower gravity, there is a robust local interest in mountaineering but the more challenging peaks lie further out. The most challenging are across the inland sea in the colder regions. The local dirigibles are useless for travel there due to the fast wind eddies and currents over the water.

The colony is self-sufficient in foodstuffs as the biomass was recently discovered to be an excellent fertilizer. The original notion of the colony as an agricultural base is returning to the minds of the colony administration. It remains a representative political structure although a significant population boom in the past twenty years has placed this under strain.

While the mining camps have been deserted for over a decade or so, the deposits are likely still there under the rocks. A lack of further investment has caused the decay of the rail lines leading into the mountains.

The planet is relatively cool except in certain lowland areas like where the colony is located. There, the temperature reaches 20 celsius. The water is usually warmer since it circulates in and out resulting in heavy fogs. The gravity is lower than Earth but equalized by the lower air pressure and still manageable without DNAM. The air in the lowland areas is sufficient to move around unassisted but those with existing respiratory issues, asthma or any weakness in breath are advised to always go equipped with a cannula and tank. Most locals have an emergency kit on their belt for when its needed.

Fort Coover is a Canadian Armed Forces base that suffers from a lack of anything remotely useful to do. Almost 3,000 inhabitants are military with a robust wet-navy and Army presence. The military has begun to use the mountain regions for training in lower gravity combat situations and the wet-navy presence is also a good training ground. But, on the whole, the colony has earned the title of BFE amongst the uniformed personnel.
 
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