Far Rainbow
/Join #FarRainbow on coldfront.net/tiramisu

Important Documents
https://docs.google.com/document/d/10S-pUqmbPDeoqph9mdXaJ-DFn_HMVwMDsCHTVZvEdpE/pub(Settlement Statistics)
https://docs.google.com/document/d/1GbhInOFjFfPX67i5-csnkf1nlAQsj0H_vsYSGsBfktc/pub (Encyclopedia And Foreign Affairs)
https://docs.google.com/document/d/1GbhInOFjFfPX67i5-csnkf1nlAQsj0H_vsYSGsBfktc/pub (Encyclopedia And Foreign Affairs)
Greetings and welcome to Far Rainbow a sequel of sorts to my Dark Star game. Our game takes place ten years after the beginning of the Age of Teuwatul the ancient name for the Dark Star. The year is nineteen sixty one although for our characters and for the world that date doesn't matter anymore. The planet has been completely taken over by the energies of Teuwatul with humankind surviving in roaming bands and in enclaves dotted across the wastelands. It is at this moment our group has emerged onto the surface after a decade of living in their high tech subterranean shelter facility. Known as Perseverance it has housed ten thousand people mostly experts in a wide range of fields and two thousand lottery winners who managed to obtain a slot to live in the facility.
Little is known to the people of Perseverance about what has happened to the surface and so naturally they have selected our characters and others to enter the wastes and attempt to construct a settlement. Code named Settler Group Alpha you are the first to venture out into the unknown and brave strange foes and the harsh environment of a ruined Earth. After six days of travel the settlers have arrived at a water source which looks like the remains of the Rio Grande. It has been decided to break ground at this location and seek to tame the land but also to find a way to throw back the dark tide washing over the world.
Joining The Game
You all start off as "founders" and are part of a specifically designed sociopolitical system known as the Foundership. You may have sub characters but your primary character will be part of the foundership and your sub characters will not be able to effect the game outside of participating in IC. You may switch to a sub character if your primary dies.
Primary Character/Name:
Age:
Labor Designation: Soldier, Manager, Worker, Social Architect
-Soldier: These characters earn their influence and power through fighting in battle and defending the settlement. They lead armies into combat.
-Manager: These characters manage the critical facilities and operations of the settle. They help the Overseer with developing policies and making decisions.
-Worker: A common laborer, craftsman, mechanics, and other labor positions are inhabited by the workers. As the game progress this category will become more complex.
-Social Architect: They are vested in developing the settlement's culture officially on behalf of the overseer. They gain their influence through advancing the culture of the settlement.
As of game start all individuals in the settlement are equal except for the Overseer who holds onto their power by pleasing the various factions and groups of our settlement.
Playing The Game
Our game will progress in rounds each lasting one year in game time. A round will be no less than 2 weeks long.
The Political Game
The Foundership is organized into the Overseer's Administration and the Committee of all the Founders.
Overseer's Administration
Passes legislation by a stamp of approval
Conducts diplomacy on behalf of the Foundership
Foreign Policy
-Hostile; we are at war
-Tense; not at war but relations are hostile
-Indifferent; doesn't matter either way, will accept fair agreements
-Friendly; will regularly maintain communication and propose agreements, our peoples like each other
-Allied; they will come to our defense if requested, can be annexed after awhile
Intelligence
-is in charge of placing our agents in foreign territory to gather information conducive to the success of the settlement, this can either mean spies or exploration missions
Founder's Committee
Can propose legislation at anytime. Policies must be approved by the Overseer.
Domestic Policy
Production - determines what structures and goods we produce, the production focus is determined for each settlement separately
Nutrients - supports existing population at a rate of 1 nutrient=1 POP with surplus providing new POP
Wealth - this is not so important at first, it determines the goods you have that are not needed for survival but are valuable to people nonetheless, it will eventually mean money
Resources/Goods - represents anything from old vehicle parts to gears to luxury furniture, these are needed to produce certain buildings and units
Settlement Defense - how well your settlement can withstand an attack
Culture Points - these are allocated to evolve the cultural activity of the settlement
Dark Knowledge Points - these are allocated toward research new technologies
Labor Policy
-You can designate labor toward Production, Nutrients, Wealth, Resource Collection, Culture, or Research. 1 POP=+0.5% boost to those categories standard
Culture Policy
-this is where you set the official culture/religion/philosophy of a settlement
-starts off as Settler Enclave
As you can see i've been inspired by Caveman to Cosmos a bit. Buildings and units require certain resources, an investment of production, wealth, and nutrients. When you do not produce anything specifically you will produce Wealth.
All player characters begin as members of the Founder's Committee who depending on the selected labor designation will start out with a building or greater support among the people.
Each primary character has a Popularity rating representing how well liked they are by the population. With enough popularity you can cause a revolution and install a new government/social system.
There will of course be plenty of plotting and intrigue and so all you have to do is send me a well written orders and the more players participating in the plot the greater chances it has to succeed.
Culture And Religion
When you acquire culture points either individually or the settlement as a whole you will be able to initiate a cultural change or movement. As an individual you just need enough points to succeed but as a settle the Committee must decide.
Currently atheism prevails at Hobbes but they have yet to see the evil that lurks. With culture points you can start a cult or introduce a new political system not without consequences however.
Dark Knowledge
Instead of scientific and technology advancement (Perseverance Library currently hold the entirety of human knowledge, blueprints, manuals that was possessed by the federal government) there is research into dark knowledge which will allow your settlement to utilize magic and other supernatural energies to help achieve success.
Military Game
The military is run by and composed by the soldier designated labor class known as the Security Force like back at Perseverance. A member of the soldier class will always be Chief of Defense.
Giving Orders
An order must contain the following points, although they need not be stated in exactly this format if you just bold them. If orders are not given properly as per the points below, misunderstandings might occur.
The reactions part is very important, and must be included too:
- State your goal, action or purpose, so that I know when the order has been carried out, and thus also when to request a new one.
- Also state how many casualties your soldiers are allowed to sustain without pulling back. If you do not state this, your troop will be more likely to run away.
- If you know what you want to be doing after the first goal has been reached, you may state it as a second order. This minimizes the number of time I have to stop playing in order to request orders.
- When giving orders, you also need to state how you will react to any enemy units that you may encounter (see below for reaction stances)
Ideas for actions:
Stay at Home - something we will be doing a lot if we want to survive. The unit may engage in hunting or opportunity ambushes, depending on the set of possible reactions chosen.
Explore - search for riches and explore new lands
Raid - go on a raid to get captives and riches from enemy lands
Attack - Attack enemy troops
Besiege - try taking another tribe’s homestead - usually a very costly and risky affair
Defend - stand guard at a strategical location. The unit may engage in opportunity ambushes.
Possible reaction stances:
- Avoid everyone: Definitely the safest thing to do, but also often unnecessary, for weak units are, well, weak.
- Ignore weak units: leave them alone. Attacking them will likely inflict casualties upon your unit.
- Attack weaker units, but only when there are no other enemies in sight: You can usually take down weak enemy units, but it will leave your own unit weakened, so you may wish only to do it when no enemies are in sight.
- Attack even despite stronger enemies nearby - nothing ventured, nothing gained! After all, there is a good chance the enemy won’t risk attacking you, inflicting casualties on their own troops!
- Attack everyone - sometimes you might just need to do some damage, despite the losses.
Rules
First and for most its important to separate in game events with any personal issues you may have with a player. The game is not a place to sort out grievances. So I expect civility In Game as well as on cold front.
Coups and civil wars will be highly discouraged and allowed only if the IC is good enough. Basically don't be rude and lets work together to have a fun experience.
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