Colonies

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Jockitch74
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Colonies

Unread post by Jockitch74 »

Ok so with all this talk whether or not HG and/or Palladium has said anything about the possible colonies in Robotech... has anybody actually created an colonies for their own campaigns?
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Jockitch74
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Re: Colonies

Unread post by Jockitch74 »

mechanimorph wrote:I did up a Mining Colony for an adventure.

The others were mainly plot points and not really statted out.
My angle for the Angel class Colony ships
And a history of a Southern cross influenced colony post Invid Invasion.

Oh and the Glorie colony.


Actually, I've checked out your website. Great stuff.
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Re: Colonies

Unread post by tobefrnk »

It's on my list of things to do but that's a pretty long list as it is right now. I know I'm not holding my breath. I was going to reference Mechanimorph's site but looks like I was too slow.
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Re: Colonies

Unread post by drewkitty ~..~ »

I'm starting to put together a lost/black colony at Arctic Frog Studios here.

AFS is a pbp site for mostly PB games.
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Re: Colonies

Unread post by Drakenred®™© »

from a Strictly Genetics pov the Ideal minimum sizes (of the original "Genetic doners" in the population) are

50 (<4 "generations)
250 (>4 generations)
1250 (indefinate stay)

however beyond that what a "good mix" of civilian to "Military" is going to be up to what you want it to be. Just realise that you will be looking at a fairly large "Civilian" population if you want to have a "self sufficent" military. (bascialy ~ least 10 adults per active service member)
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Re: Colonies

Unread post by Aramanthus »

Nice write up Mechanimorph. I've got to get back there once in awhile.
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Re: Colonies

Unread post by taalismn »

That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...
There must have been some MAJOR colonization incentives to get people to leave the known hazards of life on Earth, even post-Rain of Death, to head off into the void to start colonies far from home...
Or maybe they salted the colonial ranks with forced deportees("For the crime of stealing food relief supplies we sentence you to Life, with Labor, on a colonial world!" "For swindling refugees, you are hereby assigned to the Gamma Trianguli Agricultural Development Co-Op!")
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Re: Colonies

Unread post by Aramanthus »

I don't know. But those could be the reason so many people decided to leave. Maybe a fresh start was another one. Some place where they could begin again and rebuild without having to looks at all of the damage from the Zentreadi bombardment.
Last edited by Aramanthus on Sat Dec 20, 2008 3:50 am, edited 1 time in total.
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Re: Colonies

Unread post by Rabid Southern Cross Fan »

taalismn wrote:That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...


Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.
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Re: Colonies

Unread post by taalismn »

Rabid Southern Cross Fan wrote:
taalismn wrote:That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...


Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.


Indeed...though priority to the restoration of the lands around Monument might have taken a back seat to the rebuilding of logistically more important areas off-camera, like agricultural belts, energy production facilities, and industrial cities/communities...
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Colonies

Unread post by Aramanthus »

Rebuilding resources is a good way to help rebuild. I agree!
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"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

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Re: Colonies

Unread post by Peacebringer »

I had a colony that got separated from Earth, and their destroids evolved into the ones used by the Japanese version of Battltetech along with their own government.


One colony world I created (I even made a map for it), was an pacified Invid world, that as colonized and terraformed by humans, much to the Invid's demise. The oxygen levels humans need to breathe was lethal to Invid.
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Re: Colonies

Unread post by avollant »

Rabid Southern Cross Fan wrote:Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.


Wrong! Reconstruction started as soon as a few months after the the end of the 1st Robotech War (FRW) as stated in "Reconstruction Blues". However, it seem that the priority were the basic element : Medical Help, Shelter, basic food and Communication. Let face it, a devastation the scale of the FRW would take decades if not centuries to erase the outcome of the war. Heck it took like 15 years for France and Japan to rebuild their countries to a pre-war status and close to 20 years for Germany... and that was only WWII.
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Re: Colonies

Unread post by Lt Gargoyle »

I personally hope that the Robotech ship book contains colony ship class stats. I think it would be a great theme for any long term Robotech Campaign.

As a GM I really like the oppertunities that come with the idea of developing a bunch of worlds. Not only a mining or even agriculture but you can develop aquacultures, penal colony, or even a solor battery. And many other things we can all imagine.

the best part is this could be a way to resurrect your favorite mecha from past eras. It would be a good way for the UEF to support the local government of the colony world without them having to suppy the needed man power. Leave the colony some destroids a couple dozen old school veritechs.
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Re: Colonies

Unread post by Pouncer »

Lt Gargoyle wrote: As a GM I really like the oppertunities that come with the idea of developing a bunch of worlds. Not only a mining or even agriculture but you can develop aquacultures, penal colony, or even a solor battery. And many other things we can all imagine.

the best part is this could be a way to resurrect your favorite mecha from past eras. It would be a good way for the UEF to support the local government of the colony world without them having to suppy the needed man power. Leave the colony some destroids a couple dozen old school veritechs.


Unfortunately my RT game got put on hold for a while so I can work on some projects that need catching up but I do plan to have more interaction on more varried colonies once the game gets started back up.

I certainly agree with you on the older models being used as "colonial defense" units, when my players were on the Nowhere colony they encounted several first gen Destroids and Valkyries defending the main city.

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Re: Colonies

Unread post by Lt Gargoyle »

Pouncer wrote:Unfortunately my RT game got put on hold for a while so I can work on some projects that need catching up but I do plan to have more interaction on more varried colonies once the game gets started back up.

I certainly agree with you on the older models being used as "colonial defense" units, when my players were on the Nowhere colony they encounted several first gen Destroids and Valkyries defending the main city.

-POUNCER


It just seemed logical to me to use something that as proven itself in the field. And it is very likely that there are storage place scattered throughout the universe where they keep the outdated stuff like the USA did after world war two.

Harry Leferts wrote:Maybe ten thousand to start off would be a good size? I remember reading that humanity got reduced to a few thousand after the Toba Super eruption and this was scattered world-wide.

And I figure that like the ASC, the colonies would develop their own mecha for their own defense forces (Their version of the US National guard perhaps?). These would likely be based around the old UEDF mecha.

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I think they may after a few decades of thier colonies development. But in the beginning I think they would be more into developing a self contained eco system. Building agriculture and industry. And if they only have a ten thousand person cap on thier colony then they will have lots of work and not enough for the labor force.
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Re: Colonies

Unread post by Lt Gargoyle »

I think this is a interesting find.

http://www.youtube.com/watch?v=VRSNT_9r ... re=related

It shows that we can actually build our colonies in space where it was not possible just a few years ago. :D
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Re: Colonies

Unread post by Chris0013 »

Harry Leferts wrote:Maybe ten thousand to start off would be a good size? I remember reading that humanity got reduced to a few thousand after the Toba Super eruption and this was scattered world-wide.

And I figure that like the ASC, the colonies would develop their own mecha for their own defense forces (Their version of the US National guard perhaps?). These would likely be based around the old UEDF mecha.

Signed,
Harry Leferts


You could use this to bring in the mecha from Sentinels, Return of the Masters and Strikeforce.
I know it is a little extreme to advocate the death penalty for stupidity...but can't we just remove all the warning labels and let nature take it's course???
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Re: Colonies

Unread post by Lt Gargoyle »

I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.
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Re: Colonies

Unread post by taalismn »

Lt Gargoyle wrote:I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.


...then try making a run back to the solar system and hear that the Earth's been invaded and refuge is uncertain....especially with the solar system colonies laying doggo and observing communications silence until they're sure that business as usual isn't going to attract trouble...
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Colonies

Unread post by Lt Gargoyle »

taalismn wrote:
Lt Gargoyle wrote:I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.


...then try making a run back to the solar system and hear that the Earth's been invaded and refuge is uncertain....especially with the solar system colonies laying doggo and observing communications silence until they're sure that business as usual isn't going to attract trouble...


How would the people or the fleet respond to that? This is a great concept I had not even thought about. The colonies settled maintaining Com silence and the fleet having changed their comm frequences a couple of times. It could have appeared that the war was lost. And the fleet is humanity last hope. :?
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Re: Colonies

Unread post by taalismn »

You're welcome...It could read like a bad episode of the Outer LImits, with the ship getting into oddles of trouble, just because of a misunderstanding...
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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