Maps and Stats (2137 onwards)
Posted: Tue Jun 26, 2012 7:42 pm
[...updating maps and stats... Done.]
Mercury
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
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
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)
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
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)
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)
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)
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
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
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)
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
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
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
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
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
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
Mexican Colony
5 out of 10 years until completion
MIMAS
Atlantean Mimas Colony - (OPEN)
Provide Atlantis with 1000 energy and 500 resources per turn
IAPETUS
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
People's Republic of Greater Congo Colony
1 out of 10 years until completion
MIRANDA
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
ROSSO Triton Colony - (OPEN)
Provides ROSSO with 1000 energy and 500 resources per turn.
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)
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
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)
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
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)
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)
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)
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
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
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)
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
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
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
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
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
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
Mexican Colony
5 out of 10 years until completion
Atlantean Mimas Colony - (OPEN)
Provide Atlantis with 1000 energy and 500 resources per turn
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
People's Republic of Greater Congo Colony
1 out of 10 years until completion
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)
ROSSO Triton Colony - (OPEN)
Provides ROSSO with 1000 energy and 500 resources per turn.