Maps and Stats (2137 onwards)

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NoXion
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Joined: Tue Jun 24, 2008 6:51 pm
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Maps and Stats (2137 onwards)

Post by NoXion » Tue Jun 26, 2012 7:42 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (completed), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (3/5)


Venus
ImageImage


New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

9 out of 10 years until completion


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (3/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete)


Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (9/10) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (6/10), Extraterrestrial Settlement on Mars (4/5), Interstellar Colonising Torchship (2/5), RoboMarxist colony on Mars (2/10)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1000e+500r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

2 out of 10 years until completion


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

5 out of 10 years until completion


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

1 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Tue Jul 03, 2012 10:06 pm

[...updating maps and stats... Done.]


Mercury
Image


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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (completed), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (4/5)


Venus
ImageImage


New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (4/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (1/10)


Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (7/10), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (3/5), RoboMarxist colony on Mars (3/10)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1000e+500r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

3 out of 10 years until completion


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

6 out of 10 years until completion


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

2 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Sun Sep 16, 2012 8:49 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (5/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (2/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (8/10), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (4/5), RoboMarxist colony on Mars (5/10)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (1/5)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1000e+500r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

4 out of 10 years until completion


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

7 out of 10 years until completion


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

3 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Mon Sep 24, 2012 9:30 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (6/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (3/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (9/10), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (6/10), Extraterrestrial Colony on Titan (4/10), Extraterrestrial Settlement on Mars (1/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (2/5)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1000e+500r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

6 out of 10 years until completion


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

8 out of 10 years until completion


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

4 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Wed Oct 10, 2012 5:01 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (7/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (4/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (7/10), Extraterrestrial Colony on Titan (5/10), Extraterrestrial Settlement on Mars (2/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (3/5)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1000e+500r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

7 out of 10 years until completion


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

9 out of 10 years until completion


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

5 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Thu Oct 18, 2012 8:38 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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The Pan-Asian Federation - (OPEN)
Alignment: CyberShadow
Tech Level: 16
Population: 12.4 billion
Base Production: 1100e+115r per turn
[2 superdeep borehole mines in Tibet add 100r+20e,
2 asteroid mining operations provide 700 resources, 100 energy,
9 asteroid mining operations provide 2250 resources, 350 energy,
2 fission plants provide 200 energy 20 reources per turn,
5 IGE plants provide 600 energy and 40 resources per turn,
2 MCF plants provide an additional 500 energy per turn,
4 fission plants provide 400 energy, 40 resources per turn
1 Orbital Solar Station provides 100 energy per turn
2 IGE plants provide 300 energy, 20 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: Afghan seperatists
Projects: Nanosuit Special Forces (complete), Terraformation of Venus (14/20 - abandoned after retreat from Venus), Solar Neutrino Observatory (5/10 - DESTROYED by Texas), Stealth Raider Ships (complete), 1 Extraterrestrial Colony on Mars (complete), Intercontinental Subterranean Guided Munition (complete) Nuclear Verne Cannon-Launched Deep Space Probes (complete)


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 112 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: War of independence with the Pan-Asian Federation


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: Declared independence from Pan-Asia


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (8/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (5/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (8/10), Extraterrestrial Colony on Titan (6/10), Extraterrestrial Settlement on Mars (3/5),


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (4/5)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Republic of Taiwan
Alignment: Preservationist
Tech Level: 16
Population: 92 million
Base Production: 250e+50r per turn
Major Phenotypes: Baseline humans


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

8 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

6 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Sat Nov 03, 2012 7:17 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 56 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: Declared independence from Pan-Asia


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (9/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (6/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (9/10), Extraterrestrial Colony on Titan (7/10), Extraterrestrial Settlement on Mars (4/5),


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (1/5)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony

9 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

7 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Mon Nov 19, 2012 5:17 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 56 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: Declared independence from Pan-Asia


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (10/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (7/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (8/10), Extraterrestrial Settlement on Mars (complete), 2 additional Settlements on Mars (1/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Suspicious of Pan-Asian Federation following liberation of Malay Peninsula


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (1/5)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

8 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Tue Nov 27, 2012 5:57 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: Declared independence from Pan-Asia


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 56 million
Base Production: 200e+50r per turn
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (11/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (8/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (9/10), Extraterrestrial Settlement on Mars (complete), 2 additional Settlements on Mars (2/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (3/5)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (2/5)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

9 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.[/quote]

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Thu Dec 06, 2012 3:36 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: Declared independence from Pan-Asia


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (12/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (1/5)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (9/10)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (2/5), 2 additional Settlements on Mars (3/5) Interstellar Colonising Torchship (1/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (4/5)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (3/5)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Tue Jan 01, 2013 8:34 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (13/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (2/5)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (3/5), 2 additional Settlements on Mars (4/5) Interstellar Colonising Torchship (2/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (4/5)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (3/5)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Fri Jan 25, 2013 1:21 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (1/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

1 out of 10 years until completion.


Republic of Texas Colony

1 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (1/10), Extraterrestrial Colony on Callisto (1/10), Extraterrestrial Colony on Mimas (1/10)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (1/5)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (14/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (3/5)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (1/10), Extraterrestrial Colony on Luna (1/10), Extraterrestrial Colony on Callisto (1/10), Extraterrestrial Colony on Pluto (1/10)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (4/5), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (3/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 1/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

1 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (4/5)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 2/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

1 out of 10 years until completion.


Republic of Texas Colony

1 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

1 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (1/10), Extraterrestrial Colony on Haumea (1/10), Extraterrestrial Colony on Nibiru (1/10)


TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

1 out of 10 years until completion.

ROSSO Colony on Charon

1 out of 10 years until completion.



HAUMEA

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ROSSO Colony

1 out of 10 years until completion.


NIBIRU

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ROSSO Colony

1 out of 10 years until completion.

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NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Wed Mar 06, 2013 7:45 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: CyberShadow (puppet)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (2/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

2 out of 10 years until completion.


Republic of Texas Colony

2 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn
4 Asteroid Mining Operations produce 2000 resources, 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America, border tensions with Pan-Asian Federation
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (2/10), Extraterrestrial Colony on Callisto (2/10), Extraterrestrial Colony on Mimas (2/10)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (2/5)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (15/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (4/5)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (2/10), Extraterrestrial Colony on Luna (2/10), Extraterrestrial Colony on Callisto (2/10), Extraterrestrial Colony on Pluto (2/10)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
8 borehole mines provide an additional 400 resources, 80 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (4/5)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 2/10)
Lunar-GEO Bridge (under construction 1/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

1 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (complete)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 2/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

2 out of 10 years until completion.


Republic of Texas Colony

2 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

2 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (2/10), Extraterrestrial Colony on Haumea (2/10), Extraterrestrial Colony on Nibiru (2/10)


Technocratic Union of Marispatria Colony - (OPEN)

1 out of 10 years until completion



TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

2 out of 10 years until completion.

ROSSO Colony on Charon

2 out of 10 years until completion.



HAUMEA

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ROSSO Colony

2 out of 10 years until completion.


NIBIRU

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ROSSO Colony

2 out of 10 years until completion.[/quote]

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Fri Apr 12, 2013 6:40 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: NeoSocialist (Robomarxist)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (3/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

3 out of 10 years until completion.


Republic of Texas Colony

3 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
1 MCF plant in Uzbekistan provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn,
5 Asteroid Mining Operations produce 2500 resources, 250 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (3/10), Extraterrestrial Colony on Callisto (3/10), Extraterrestrial Colony on Mimas (3/10), Extraterrestrial Colony on Iapetus (2/10)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Extraterrestrial Colony on ??? (1/10)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (3/5)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (16/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (3/10), Extraterrestrial Colony on Luna (3/10), Extraterrestrial Colony on Callisto (3/10), Extraterrestrial Colony on Pluto (3/10), Nanosuit Special Forces (complete, traded from ally in former Pan-Asian Federation), Stealth Raider Ships (complete, traded from ally in former Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, traded from ally in former Pan-Asian Federation)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects:


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
9 borehole mines provide an additional 450 resources, 90 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (complete)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 3/10)
Lunar-GEO Bridge (under construction 2/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

3 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (complete)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 4/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 25 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids


Democratic Republic of China Colony

1 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

3 out of 10 years until completion.


Republic of Texas Colony

3 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

3 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


Marispatria Colony on Iapetus

2 out of 10 years until completion


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (2/10), Extraterrestrial Colony on Haumea (2/10), Extraterrestrial Colony on Nibiru (2/10)


Technocratic Union of Marispatria Colony - (OPEN)

2 out of 10 years until completion



TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

3 out of 10 years until completion.

ROSSO Colony on Charon

3 out of 10 years until completion.



HAUMEA

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ROSSO Colony

3 out of 10 years until completion.


NIBIRU

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ROSSO Colony

3 out of 10 years until completion.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Mon May 13, 2013 11:56 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: NeoSocialist (Robomarxist)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (4/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

4 out of 10 years until completion.


Republic of Texas Colony

4 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
1 MCF plant in Uzbekistan provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn,
6 Asteroid Mining Operations produce 3000 resources, 300 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (4/10), Extraterrestrial Colony on Callisto (4/10), Extraterrestrial Colony on Mimas (4/10), Extraterrestrial Colony on Iapetus (3/10)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Extraterrestrial Colony on Mars (2/10)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (4/5)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (17/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (4/10), Extraterrestrial Colony on Luna (4/10), Extraterrestrial Colony on Callisto (4/10), Extraterrestrial Colony on Pluto (4/10), Nanosuit Special Forces (complete, traded from ally in former Pan-Asian Federation), Stealth Raider Ships (complete, traded from ally in former Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, traded from ally in former Pan-Asian Federation)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects: Earth-Luna L5 Colony "Orbitsville" (1/10)


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
9 borehole mines provide an additional 450 resources, 90 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (complete)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Earth-Luna L5 Colony "Orbitsville"

Paired O'Neill colony under construction by the Great Plains Alliance (1/10)




Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 3/10)
Lunar-GEO Bridge (under construction 2/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

4 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (complete)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 4/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 75 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids
Projects: 2 extra Territories on Mars (1/5)


Democratic Republic of China Colony

2 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

4 out of 10 years until completion.


Republic of Texas Colony

4 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

4 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


Marispatria Colony on Iapetus

3 out of 10 years until completion


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (4/10), Extraterrestrial Colony on Haumea (4/10), Extraterrestrial Colony on Nibiru (4/10)


Technocratic Union of Marispatria Colony - (OPEN)

3 out of 10 years until completion



TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

4 out of 10 years until completion.

ROSSO Colony on Charon

4 out of 10 years until completion.



HAUMEA

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ROSSO Colony

4 out of 10 years until completion.


NIBIRU

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ROSSO Colony

4 out of 10 years until completion.[/quote]

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Tue May 28, 2013 6:44 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: NeoSocialist (Robomarxist)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (complete)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

5 out of 10 years until completion.


Republic of Texas Colony

5 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
1 MCF plant in Uzbekistan provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn,
6 Asteroid Mining Operations produce 3000 resources, 300 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (5/10), Extraterrestrial Colony on Callisto (5/10), Extraterrestrial Colony on Mimas (5/10), Extraterrestrial Colony on Iapetus (4/10), 1 Extraterrestrial Settlement on Mars (1/5)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Extraterrestrial Colony on Mars (3/10)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (complete)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (18/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn,
1 Induced Gamma Emission plant in Mississippi provides 150 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (5/10), Extraterrestrial Colony on Luna (5/10), Extraterrestrial Colony on Callisto (5/10), Extraterrestrial Colony on Pluto (5/10), Nanosuit Special Forces (complete, traded from ally in former Pan-Asian Federation), Stealth Raider Ships (complete, traded from ally in former Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, traded from ally in former Pan-Asian Federation)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects: Earth-Luna L5 Colony "Orbitsville" (2/10)


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete), PSI-OPS Trooper Program (1/5)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete), Sol-Earth L1 Colony "Jemison" (1/5)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
9 borehole mines provide an additional 450 resources, 90 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (complete)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Earth-Luna L5 Colony "Orbitsville"

Paired O'Neill colony under construction by the Great Plains Alliance (2/10)


Sol-Earth L1 Colony "Jemison"

Cluster of 5 Bernal sphere habitats under construction by the Confederate States of America (1/5)




Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 5/10)
Lunar-GEO Bridge (under construction 4/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

5 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (complete)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 5/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 75 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids
Projects: 2 extra Territories on Mars (2/5)


Democratic Republic of China Colony

3 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

5 out of 10 years until completion.


Republic of Texas Colony

5 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

5 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


Marispatria Colony on Iapetus

4 out of 10 years until completion


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


Texan Colony on Titan

1 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (5/10), Extraterrestrial Colony on Haumea (5/10), Extraterrestrial Colony on Nibiru (5/10)


Technocratic Union of Marispatria Colony - (OPEN)

4 out of 10 years until completion



TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

5 out of 10 years until completion.

ROSSO Colony on Charon

5 out of 10 years until completion.



HAUMEA

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ROSSO Colony

5 out of 10 years until completion.


NIBIRU

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ROSSO Colony

5 out of 10 years until completion.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Tue Jun 18, 2013 8:31 am

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: NeoSocialist (Robomarxist)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (complete), Interstellar Colonising Torchship (2/5), Interstellar Colonising Torchship (2/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn


Technocratic Union of Marispatria Colony

6 out of 10 years until completion.


Republic of Texas Colony

6 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
1 MCF plant in Uzbekistan provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn,
6 Asteroid Mining Operations produce 3000 resources, 300 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (6/10), Extraterrestrial Colony on Callisto (6/10), Extraterrestrial Colony on Mimas (6/10), Extraterrestrial Colony on Iapetus (5/10), 1 Extraterrestrial Settlement on Mars (2/5), Extrasolar Colonising Torchship (1/5), Sun-Earth L2 Torus Habitat (1/5)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Extraterrestrial Colony on Mars (4/10)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Space Fountain (1/5)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (complete)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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The Caliphate of Afghanistan - (OPEN)
Alignment: Independant
Tech Level: 15
Population: 28 million (reduced support)
Base Production: 50e+25r per turn (reduced support)
Major Phenotypes: Baseline humans, Cyborgs* Mechanoids*
Conflicts: Republic of Afghanistan and Technocratic Collective of Pakistan


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The People's Republic of South America - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 1.5 billion
Base Production: 900e+200r per turn
[1 Antimatter Plant in Bolivia provides 500 energy per turn,
1 MCF plant in Bolivia provides XXX per turn,
1 Borehole Mine in Minas Gerais (Brazil) provides XXX per turn]
Major phenotypes: Baseline humans, variant humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: Disputes Antarctic Coalition's claim to South Georgia island
Projects: Extrasolar Colonising Torchship (complete), Mobile Armour Unit (complete), Higgs Boson Research (19/20)


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The Antarctic Coalition - (The Red Comet)
Alignment: Various, independant
Tech Level: 15
Population: 85 million
Base Production: 700e+200r per turn
[Mars colony on Terra Sirenum provides an addition 500 energy and 1000 resources per turn,
1 MCF plant provides an additional 250 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy,
4 superdeep borehole mines provide 200 resources, 40 energy,
6 Asteroid Mining Operations provide 1500 resources, 300 energy per turn,
5 Asteroid Mining Operations provide 1250 resources, 100 energy]
Major phenotypes: Variant humans (mainly cold-adapted), baseline humans, Mechanoids, AIs, Holograms, Uploads, Zoanthromorphic hybrids, Uplifts, Elder Things
Conflicts: Occupation of South Georgia island contested by South America
Projects: Megaship Amundsen (complete), Megaship Scott (completed), Space Elevator (complete), Terra Sirenum Mars colony (complete), Cyborg Supersoldier Program (complete), 5 additional Settlements on Mars (complete)


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The Eco-Technate of Australia - (Kamos)
Alignment: Extropian
Tech Level: 15 (but 16+ in biotech-related fields)
Population: 100 million
Base Production: 1000e+300r per turn
[2 fission plants in New South Wales provide an additional 200 energy, 20 resources,
2 Superdeep Borehole Mines in Victoria territory give 100 resources, 20 energy,
1 IGE reactor in Queensland provides 150 energy, 10 resources,
1 fission plant in Northern Territory provides an additional 100 energy, 10 resources,
1 IGE reactor in West Australia provides 150 energy, 10 resources,
1 Magnetic Confinement Fusion plant in Northern Territory provides 250 energy per turn,
2 Ocean Floor Mining Operations off New South Wales provide 200 resources, 40 energy per turn,
2 Superdeep Borehole Mines in Tasmania give 100 resources, 20 energy,
1 Ocean Floor Mining Operation off Tasmania provides 100 resources, 20 energy per turn,
1 Superdeep Borehole Mine in South Australia gives 50 resources, 10 energy,
3 Asteroid Mining Operations provide 750 resources, 150 energy,
1 fission plant in Queensland provides an additional 100 energy, 10 resources,
1 Inertial Confinement Fusion plant in Queensland provides 200 energy per turn]
Major phenotypes: Variant humans, baseline humans, Bionanoborgs, Bioborgs, Zoanthromorphic hybrids, Uplifts, Neogenic organisms, Biomechanoids, biotech-based AIs
Conflicts: Marine piracy; Pan-Asian support suspected by Australian intelligence
Projects: Space Fountain (completed), Interstellar Colonising Torchship (complete)


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The Republic of California
Alignment: Extropian (secretly CyberShadow)
Tech Level: 16
Population: 197 million
Base Production: 300e+100r per turn
[Ubiquitous Photovoltaics in California provide 30 energy per turn]
Major Phenotypes: Variant humans, Uploads, Nanoborgs, Cyborgs, Mechanoids, AIs
Conflicts: Previous disputes with Texas likely to flare up again


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The People's Republic of Mexico - (OPEN)
Alignment: NeoSocialist
Tech Level: 15
Population: 450 million
Base Production: 300e+100r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Holograms
Conflicts: Briefly occupied in 2113 by the Republic of Texas


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Republic of Greater Quebec - (OPEN)
Alignment: Preservationist (Ludd)
Tech Level: 15
Population: 92 Million
Base Production: 400e+100r per turn
[borehole mine in Ontario provides an additional 50 resources, 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, AIs
Conflicts: Victim of genocidal attacks from Confederates in past wars


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The Republic of Texas - (Mather)
Alignment: Preservationist
Tech Level: 16
Population: 147 million
Base Production: 520e+210r per turn
[Colony on Mars provides 1000 energy and 500 resources per turn,
Colony on Iapetus provides Texas with 1000 energy and 500 resources per turn,
3 fission plants in northern Texas provide another 150 energy, 30 resources per turn,
1 borehole mine in northern Texas provides 50 resources and 10 energy,
7 borehole mines in New Mexico provide another 50 resources, 10 energy per turn each,
3 Nuclear Fission plants in New Mexico provide 100 energy, 10 resources each per turn,
1 Induced Gamma Emission plant in Mississippi provides 150 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Poor relations with California and Mexico
Projects: Extraterrestrial colony on Olympus Mons, Mars (Complete), Terraformation of Mars (complete) Space Elevator (complete), Extraterrestrial Colony on Iapetus (complete) 5 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), 2 Extraterrestrial Settlements on Mars (complete), Martian Superlaser Upgrade Program (complete), Extraterrestrial Colony on Venus (5/10), Extraterrestrial Colony on Luna (5/10), Extraterrestrial Colony on Callisto (5/10), Extraterrestrial Colony on Pluto (5/10), Nanosuit Special Forces (complete, traded from ally in former Pan-Asian Federation), Stealth Raider Ships (complete, traded from ally in former Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, traded from ally in former Pan-Asian Federation)


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Great Plains Federation - (OPEN)
Alignment: Various, independent
Tech Level: 15
Population: 500 million
Base Production: 700e+200r per turn
[1 superdeep borehole mine provides 50 resources, 10 energy,
1 orbital solar station provides 100 energy]
Major phenotypes: Baseline humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: Tensions with Texas
Projects: Earth-Luna L5 Colony "Orbitsville" (3/10)


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Democratic Republic of New England - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 212 million
Base Production: 500e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Mechanoids, Zoanthromorphic hybrids
Conflicts: None
Projects: Extraterrestrial colony on the Moon (complete), Psyonics Research Program (complete), PSI-OPS Trooper Program (2/5)


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Confederate States of America - (OPEN)
Alignment: Preservationist (human supremacist)
Tech Level: 16
Population: 300 million
Base Production: 500e+100r per turn
[1 MCF Plant in South Carolina provides 250 energy per turn]
Major Phenotypes: Baseline humans, Zoanthromorphic hybrids*, Mechanoids*
Conflicts: Resents Marispatria's presence in North America
Projects: Extraterrestrial Colony on Moon (complete), Interstellar Colonising Torchship (complete), Sol-Earth L1 Colony "Jemison" (2/5)


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The People's Republic of Greater Congo - (Red Commissar)
Alignment: NeoSocialist
Tech Level: 16
Population: 844.7 million
Base Production: 900e+400r per turn
[Ubiquitous Photovolatics in one territory provides an extra 30 energy per turn,
4 nuclear fission plants provide an extra 200 energy, 40 resources per turn,
1 energy island in the Indian ocean provide an extra 50 energy per turn,
1 energy island in the Atlantic ocean provides an extra 50 energy per turn,
1 IGE Reactor in Tanzania provides 150 energy, 10 resources,
1 ICF reactor in Tanzania provides 200 energy,
1 MCF Plant in Congo provides 250 energy per turn,
9 borehole mines provide an additional 450 resources, 90 energy per turn,
2 Ocean Floor Mining Operations provide 200 resources, 40 energy per turn,
2 Asteroid Mining Operations provide 500 resources, 100 energy per turn,
1 HVDC Cable connected to South America provides 30 energy per turn per cable, allows Energy exchange between connected polities,
1 Antimatter Plant in Burundi provides 500 energy per turn,
1 IGE Plant in Burundi provides 150 energy, 10 resources per turn,
1 Antimatter Plant in Tanzania provides 500 energy per turn]
Major Phenotypes: Baseline humans, variant humans, Uplifts, Mechanoids
Conflicts: Tensions with Cameroon Pact
Projects: Megaship (completed), Space Fountain (completed), Space Elevator (completed), Extraterrestrial Settlement on Mars (complete), Transoceanic Maglev Tube connecting to South America (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Settlement on Mars (complete), Extraterrestrial Colony on Venus (complete) Extraterrestrial Settlement on Mars (complete), Venus Orbital Cleanup & Minesweeping (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), RoboMarxist colony on Mars (complete), Extraterrestrial Colony on Titan (complete), Extraterrestrial Settlement on Mars (complete), Interstellar Colonising Torchship (complete), 2 additional Settlements on Mars (complete) Interstellar Colonising Torchship (complete)


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The South African Accord
Alignment: NeoSocialist
Tech Level: 15
Population: 217 million
Base Production: 400e+200r per turn
Major phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids, Variant humans
Conflicts: Accuses Madagascar of nanotechnological pollution
Projects: Interstellar Colonising Torchship (complete)


Greater Indonesia - (OPEN)
Alignment: Preservationist
Tech Level: 15
Population: 1.2 billion
Base Production: 1000e+500r per turn
[1 IGE reactor in Borneo provides 150 energy per turn]
Major Phenotypes: Baseline humans, Uplifts, Zoanthromorphic hybrids, Mechanoids
Conflicts: None


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Artefact Research Society HQ [Megaship] - (OPEN)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
[1 Orbital Solar Station provides 100 energy per turn]
Major Phenotypes: Baseline humans
Conflicts: None


Heart of Africa [Megaship] - (Red Commissar)
Alignment: People's Republic of Greater Congo
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: As Greater Congo
Conflicts: None


Amundsen [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Scott [Megaship] - (The Vanguard)
Alignment: ????
Tech Level: 15
Population: ~100,000
Base Production: 100e+50r per turn
Major Phenotypes: Baseline humans
Conflicts: None


Earth-Luna L5 Colony "Orbitsville"

Paired O'Neill colony under construction by the Great Plains Alliance (3/10)


Sol-Earth L1 Colony "Jemison"

Cluster of 5 Bernal sphere habitats under construction by the Confederate States of America (2/5)




Luna
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People's Republic of Clavius
Alignment: NeoSocialist
Tech Level: 16
Population: 20 million
Base Production: 900e+200r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: None


Antarctic Lunar Colony

Provides the Antarctic Coalition with 1000 energy and 500 resources per turn


Marispatrian Lunar Colony

Provides Marispatria with 1000 energy and 500 resources per turn.
Lunar Space Elevator (under construction 6/10)
Lunar-GEO Bridge (under construction 5/10)


Democratic Republic of New England Lunar Colony

Provides Democratic Republic of New England with 1000 energy and 500 resources per turn.


Confederate States of America Lunar Colony

Provides the Confederate States of America with 1000 energy and 500 resources per turn.


Peoples' Republic of Greater Congo Lunar Colony

Provides Peoples' Republic of Greater Congo with 1000 energy and 500 resources per turn,
1 Superdeep Borehole Mine provides 50 resources, 10 energy per turn,
1 Asteroid Mine provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn


Republic of Texas Colony

6 out of 10 years until completion.


MARS
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Federation of Martian Communes - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 200 million
Base Production: 700e+300r per turn
[1 Magnetic Confinement Fusion (MCF) plant provides 250 energy per turn and enables torch-ship construction,
1 fission plant provides another 100 energy, 10 resources per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (partially Mars-adapted), native Martians (genetically reconstructed)
Conflicts: Texas - open support of LSF
Projects: Solar Megaplant (completed)


Tharsian Commonwealth - (Magister Militum [retired])
Alignment: Extropian
Tech Level: 16
Population: 125 million
Base Production: 1000e+500r per turn,
2 additional Settlements provide 200 energy, 100 resources,
[9 Superdeep Borehole Mines provide 450 resources, 90 energy per turn,
2 Magnetic Confinement Fusion (MCF) plants provide 500 energy per turn and enable torch-ship construction,
3 nuclear fission plants provide another 300 energy, 30 resources per turn]
Major Phenotypes: Variant humans, parahumans, mechanoids, cyborgs/bioborgs/biomechanoids, AIs, uploads, uplifts, clouds, and neogens.
Projects: 2 extra Territories on Mars (complete), 1 Space Fountain (complete), Solar Megaplant (complete)


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Warmachine - (Siege [retired])
Alignment: Totalitarian panopticon
Tech Level: 16
Population: 150 million
Base Production: 1000e+500r per turn
Major Phenotypes: Variant humans, mechanoids, cyborgs, AIs, cybrids, uploads, clouds
Projects: 4 extra Territories on Mars (complete)


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Watchmen of Humanus - (Heretic)
Alignment: Anthropocentric Preservationists
Tech Level: 16
Population: 200 million
Base Production: 1200e+600r per turn
[1 additional Settlement provides 100 energy and 50 resources per turn]
Major Phenotypes: Baseline humans
Projects: 1 additional Settlement (complete), 1 additional Settlement (complete), ???? (complete)


Sanctum - (Ryan Thunder)
Alignment: Technotheocratic
Tech Level: 16
Population: 100 million
Base Production: 1000e+500r per turn
[Ubiquitous Photovoltaics provide 30 energy per turn]
Major Phenotypes: Baseline humans, AIs, cyborgs, and enhanced humans
Projects: 3 extra Territories on Mars (complete)


Texan Colony - (Mather)

Provides Texas with 1000 energy and 500 resources per turn,
9 Additional settlements provide 900 energy, 450 resource per turn


Marispatrian Colony - (Le Socialiste)

Provides Marispatria with 1000 energy and 500 resources per turn


Antarctic Colony - (The Red Comet)

Provides Antarctica with 1000 energy and 500 resources per turn


Pan-Asian Colony - (OPEN)

Provides Pan-Asian Federation with 1000 energy and 500 resources per turn.


Congolese Settlement - (Red Commissar)

Provides the Peoples' Republic of Greater Congo with 200 energy and 100 resources per turn
1 Borehole Mine provides 50 resources, 10 energy per turn
Space Elevator (under construction 6/10)


Amero-Carribbean Settlement - (OPEN)

Provides the Amero-Caribbean Solidarity with 100 energy and 50 resources per turn.


RoboMarxist Colony
Alignment: NeoSocialist
Tech Level: 16
Population: 75 million
Base Production: 250e+125r per turn
Major Phenotypes: Mechanoids. Cyborgs, Nanoborgs, Biomechanoids
Projects: 2 extra Territories on Mars (3/5)


Democratic Republic of China Colony

4 out of 10 years until completion


IO
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Ludorian Republic of Io
Alignment: Independent
Tech Level: 17
Population: 200 million
Base Production: 2250e+1000r per turn
Major Phenotypes: Enhanced humans, baseline humans, variant humans, Mechanoids, Hybrids, Cyborgs, Other/Miscellaneous
Conflicts: None
Projects: Dual-purpose defence grid/war games grounds (complete)


GANYMEDE
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The Syndicate of Ganymede - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 500 million
Base Production: 800e+400r per turn
[3 borehole mines provide an extra 150 resources and 30 energy]
Major Phenotypes: Variant humans, Mechanoids, baseline humans, Immortals, AIs, Cyborgs, Zoanthromorphic hybrids, Uploads, Holograms
Conflicts: None


Marispatrian Colony

Provides Marispatria with 1000 energy and 500 resources per turn


CALLISTO
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Mexican Colony

Provides the Peoples' Republic of Mexico with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

6 out of 10 years until completion.


Republic of Texas Colony

6 out of 10 years until completion.


MIMAS
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Atlantean Mimas Colony - (OPEN)

Provide Atlantis with 1000 energy and 500 resources per turn


Technocratic Union of Marispatria Colony

6 out of 10 years until completion.


IAPETUS
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Prometheus - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 110 million
Base Production: 600e+200r per turn
[1 borehole mine provides an extra 50 resources and 10 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids,
Conflicts: None


Texan Colony on Iapetus

Provides Texas with 1000 energy and 500 resources per turn,
6 MCF plants provide 1500 energy per turn


Marispatria Colony on Iapetus

5 out of 10 years until completion


TITAN
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People's Republic of Greater Congo Colony

Provides the Peoples' Republic of Greater Congo with 1000 Energy and 500 Resources per turn


Texan Colony on Titan

2 out of 10 years until completion


MIRANDA
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ROSSO - (OPEN)
Alignment: ????
Tech Level: 16
Population: 90 million
Base Production: 400 energy, 200 resources [1 borehole mine provides 50 resources, 10 energy
1 Asteroid Mining Operation provides 250 resources, 50 energy per turn]
Major Phenotypes: Baseline humans, Mechanoids, variant humans (Outlander adaptation)
Conflicts: Concern over unregistered ship activity
Projects: Space Fountain on Miranda (complete), Interstellar Colonising Torchship (complete), Extraterrestrial Colony on Triton (complete) Extraterrestrial Colony on Charon (6/10), Extraterrestrial Colony on Haumea (6/10), Extraterrestrial Colony on Nibiru (6/10)


Technocratic Union of Marispatria Colony - (OPEN)

5 out of 10 years until completion



TRITON
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ROSSO Triton Colony - (OPEN)

Provides ROSSO with 1000 energy and 500 resources per turn.



PLUTO-CHARON

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Republic of Texas Colony on Pluto

6 out of 10 years until completion.

ROSSO Colony on Charon

6 out of 10 years until completion.



HAUMEA

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ROSSO Colony

6 out of 10 years until completion.


NIBIRU

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ROSSO Colony

6 out of 10 years until completion.

User avatar
NoXion
Posts: 556
Joined: Tue Jun 24, 2008 6:51 pm
Location: Nova Mundi

Re: Maps and Stats (2137 onwards)

Post by NoXion » Mon Aug 26, 2013 6:31 pm

[...updating maps and stats... Done.]


Mercury
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Mercury Energy/Resources Collective (MERC)
Alignment: Extropian
Tech Level: 17
Population: 94 million
Base Production: 5000e+2500r per turn(!)
Major Phenotypes: Mechanoids, AIs, Cyborgs, variant humans (underground-, radiation- & vacuum-adapted)
Conflicts: None
Projects: Intra-Solar Mass Driver (complete), Extraterrestrial Colonising Torchship to Sirius (complete), Monopole Research Project (complete), Extraterrestrial Colonising Torchship to Procyon (complete)


Venus
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New Hope Sky City
Alignment: NeoSocialist (Robomarxist)
Tech Level: 16
Population: 4.5 million
Base Production: 400e+200r per turn
Major Phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None


Maat Mons Underground City
Alignment: NeoSocialist
Tech Level: 16
Population: 5 million
Base Production: 300e+300r per turn
Major Phenotypes: Baseline humans, Mechanoids, variant humans
Conflicts: Previously occupied by the Pan-Asian Federation
Projects: Interstellar Colonising Torchship (complete), Interstellar Colonising Torchship (3/5), Interstellar Colonising Torchship (3/5)


People's Republic of Greater Congo Colony

Provides PRGC with 1000 energy and 500 resources per turn.
2 Superdeep Borehole Mines provide 100 resources, 20 energy per turn


Technocratic Union of Marispatria Colony

7 out of 10 years until completion.


Republic of Texas Colony

7 out of 10 years until completion.



EARTH
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The Technocratic Union of Marispatria - (Le Socialiste)
Alignment: Extropian
Tech Level: 16
Population: 6 billion
Base Production: 1000e+200r per turn
[Solar Megaplant on Arabian peninsula gives an additional 500 energy per turn,
Extraterrestrial colony on Mars gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Luna gives an additional 1000 energy and 500 resources per turn,
Extraterrestrial colony on Ganymede gives an additional 1000 energy and 500 resources per turn,
Orbital solar station gives +100 energy,
Superdeep Borehole Mine in Poland gives 50 resources, 10 energy,
Superdeep Borehole Mine in Czech Republic gives 50 resources, 10 energy,
Nuclear Fission plant in Turkey provides 100 energy, 10 resources,
Nuclear Fission plant in Germany provides 100 energy, 10 resources,
Nuclear Fission plant in Sweden provides 100 energy, 10 resources,
Nuclear Fission plant in Greece provides 100 energy, 10 resources,
Nuclear Fission plant in France provides 100 energy, 10 resources,
IGE reactor in Turkey produces 150 energy, 10 resources,
IGE reactor in Serbia produces 150 energy, 10 resources,
IGE reactor in Jordan produces 150 energy, 10 resources,
Ocean Floor Mining operation in Baltic produces 100 resources, 20 energy per turn,
1 MCF plant in Spain provides an additional 250 energy per turn,
1 MCF plant in Tunisia provides an additional 250 energy per turn,
1 MCF plant in Belarus provides an additional 250 energy per turn,
1 MCF plant in Syria provides an additional 250 energy per turn,
1 MCF plant in Uzbekistan provides an additional 250 energy per turn,
Ocean Floor Mining operation in Black Sea produces 100 resources, 20 energy per turn
Ocean Floor Mining operation in Mediterranean Sea produces 100 resources, 20 energy per turn,
6 Asteroid Mining Operations produce 3000 resources, 300 energy per turn]
Major phenotypes: Variant humans, baseline humans, Mechanoids, Immortals, AIs, Nanoborgs, Zoanthromorphic hybrids, Uploads, Uplifts, Cyborgs, Neogenic organisms, Holograms
Conflicts: Peacekeeping operations in North America
Projects: Solar Megaplant on Arabian Peninsula (complete), Extraterrestrial colony on Mars (completed), Extraterrestrial colony on the Moon (complete), Extraterrestrial colony on Ganymede (complete), Union Control Ship (Complete), 2 Extraterrestrial Settlements on Mars (complete), Transoceanic Maglev Tube (complete), Solar Megaplant in Iraq (complete), Space Fountain in Italy (complete), Extraterrestrial Colony on Venus (7/10), Extraterrestrial Colony on Callisto (7/10), Extraterrestrial Colony on Mimas (7/10), Extraterrestrial Colony on Iapetus (6/10), 1 Extraterrestrial Settlement on Mars (3/5), Extrasolar Colonising Torchship (2/5), Sun-Earth L2 Torus Habitat (2/5), Transoceanic Maglev Tube (1/10), Cosmopolitan Railway extension into TUC (1/10), Extrasolar Colonising Torchship (1/5), Four Corners Monument Town (1/5)


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Technocratic Republic of India - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 3.12 billion
Base Production: 300e+100r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Technocratic Union of China - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 2.11 billion
Base Production: 250e+50r per turn
[6 asteroid mining operations provide 1500 resources, 300 energy,
2 MCF plants provide an additional 500 energy per turn,
1 Orbital Solar Station provides 100 energy per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Democratic Republic of China - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 2.86 billion
Base Production: 250e+75r per turn
[5 asteroid mining operations provide 1250 resources, 250 energy per turn,
1 fission plant provides 100 energy, 10 resources per turn
1 IGE plant provides 150 energy, 10 resources per turn]
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Extraterrestrial Colony on Mars (5/10)


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Commune of India - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 1.24 billion
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation), Solar Megaplant (4/5) Space Fountain (2/5)


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Kingdom of Thailand - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 353 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Republic of Vietnam - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Peoples' Republic of Vietnam - (OPEN)
Alignment: NeoSocialist
Tech Level: 16
Population: 176 million
Base Production: 200e+50r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs*
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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Himalayan Federation - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 120 million
Base Production: 100e+25r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs, Mechanoids, AIs
Conflicts: None
Projects: Nanosuit Special Forces (complete, inherited from Pan-Asian Federation), Stealth Raider Ships (complete, inherited from Pan-Asian Federation), Intercontinental Subterranean Guided Munition (complete, inherited from Pan-Asian Federation)


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The Republic of Burma - (OPEN)
Alignment: Preservationist
Tech Level: 16
Population: 240.8 million
Base Production: 200e+80r per turn
Major phenotypes: Baseline humans, variant humans, Cyborgs*, Mechanoids*
Conflicts: None


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The Republic of Afghanistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 56 million
Base Production: 250e+75r per turn
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Pakistan to clear out Caliphate
Projects: Solar Megaplant (complete)


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The Technocratic Collective of Pakistan - (OPEN)
Alignment: Extropian
Tech Level: 16
Population: 721 million
Base Production: 400e+100r per turn
[1 Asteroid Mining Operation provides 250 resources, 50 energy per turn,
1 Antimatter Plant provides 500 energy per turn]
Major Phenotypes: Baseline humans, Cyborgs, Mechanoids
Conflicts: Joint operations with Afghanistan to clear out Caliphate


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