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General setting
Hard Science Fiction. Near future. Only Solar system colonized sparsely, but thoroughly, mostly for mining and automated manufacturing on spot. Around 150 of the planet moons, lots of inner asteroids, a few of the outer asteroids. Scattered bases in all profitable spots on habitable planets. Only a few million people live outside Earth and less than half a million beyond the asteroid belt.
Efficient, robust, but quite slow space engines, not nearly powerful enough for economically viable interstellar travel. The game does not bet either way on indigenous extraterrestrial life in Solar System, except that it won't matter. No Contact. Nothing groundbreaking discovered by the weak telescopes nor the old unmanned probes. None of the wealthy are curious enough to ruin themselves for the benefit of their grandchildren.
Alternative energy got cheap and widespread just in time to save most of the Earth, after only a couple of decades of chaos and violence, with some help from microbiology, environmental sciences, US army and national police forces. The possession of arms is heavily restricted, especially in space. Medicine got lots of breakthroughs that made most bodily damage easily repairable for those that can afford it. Applied science and technology has slowed down since, population growth has not. Welfare states keep 99% of population well-fed, well-entertained and with no credit-worthiness whatsoever. The 1% is having it all, but there is still some social mobility, mostly due to colonization so, arguably, these are not the most boring of all times.
TODO: Ideas are welcome about the political ramification of Solar System colonization. Are colonies owned by corporations? States? Either? No ownership of whole colonies, which are administrated by United Nations or professional administrators hired by all owners of colony properties? What about jurisdiction? Police? Prolonged compulsory schooling for employee children (welfare states, remember)?
Lots of today's technology is still in use, with different brands, slight usability quirks and the stylization changing every season in decade-long fashion cycles. This should make object design easy, because the technology is easy to imagine, but no brands, model names and exact specifications need to be researched. Whenever needed for gameplay, the technical level of objects will be slightly boosted and a couple of new types may be invented.
TODO
Due to numerous endings, the future, if the heroes succeed, is uncertain. If they fail, here is what happens.
Legal small print: The game is released under GNU AGPL (in part because we plan to steal GPLed content from other games). Please contribute to this wiki or the source code repository only if you irrevocably agree to release your contributions under the GNU AGPL license. If you don't agree, please use the Issues interface instead. All kinds of contributions are gratefully welcome.