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Post by Tynesh on Apr 5, 2004 13:19:50 GMT -5
I did envisage the buildings as being in rings, but not sure about different levels..,
Are you suggesting higher buildings towards the centre or more of a Minas Tirith like city (not too keen on this)
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Post by Dazo on Jul 19, 2004 5:04:00 GMT -5
This is actually srategically better as it forces the enemy to move up a slope as the defenders pick them off. but not like minas tirith more like arborlon(terry brooks) The buildings should be spaced back from the walls to allow for a killing field with flat roofs so the defenders can lay down fire from above. Streets should be narrow and winding this makes them more defencable. Each wall should have only one point of acess this means the defenders get to dictate where the enemy approaches from. All approaches to said gates should be narrow and on a slope maybe with the ramps being able to be collapsed I would user assault cannons rather than auto cannons for defence towers they can lay down far more fire And the city should be placed in a highly defensive positon to begin with, like a mountain side or surrounded on most sides by water
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Post by Tynesh on Jul 20, 2004 0:20:11 GMT -5
Well these cities arte going to be big, ie at least 500,000 and up to 9million people. I have thought long and hard about these cities and how they might look.
The biggest may be up to 10 km across. They will all be surrounded by large and thick walls with defence turrets at regular intervals. However the places are still where people live and work so the outer walls may have open promenades on them during peace times. Inside the walls are concentric circles of residential blocks. At several places in the circle will be large gaps where radial roads will pass through.
These tower blocks are possibly 10-30 storeys high. The only entrances to these hab-blocks are located on the inside walls; the outer walls are thickened and have no windows or openings for several storeys (behind these may be shops, workshops, storehouses and communal spaces that do not require windows)
The rings between the tower blacks will include rotary tramlines that link to the radial routes, canals and open parkland. The gaps may be up to several hundred metres wide depending on the size of the city. Where the tower blocks aree broken by a radial route, there will be gates or bridges that can be closed preventing entry to the interior circles.
The central areas of each city will include the commercial and administrative buildings, important offices and large open areas for the city to gather. Access to the continental railways will be in the centre of each city, where the rail lines run in to the city underground. Small airpads and landing bays may be found here also, though the largest cities may have a spaceport occupying a wedge of the outer rings. The central region may rise higher above the rest of the city, acting as an imposing structure and allowing a view across the surrounding steppes.
The roofs of buildings will be flat, with community areas as well as defensive posts along their circumference. I do not see the level of terrain as being a great problem as the cities will have been built to accomodate the change in gradient. Either the hills will have been removed or buildings built to reflect the slope of the land. Note: these cities are planned developments and a great feat of civil engineering, small hills would pose little problem to the design of the city.
Oh and I decided Autocannons are much better to shoot down enemy aircraft etc... they have twice the range of the close support weapon assault cannon.
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Post by Dazo on Jul 24, 2004 1:06:53 GMT -5
Is there only going to be one fortress world in this sub sector or a chain of them. I think i could probably manage a military style world easier than an agri world, man their hard work, though your sub sector is also severly lacking in agri worlds and mining worlds. where do the resources come from to support the fortresses. have you any ideas on that, would all worlds in this sub sector be heavily defended. how big a presence is the fleet.
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Post by Sikkukkut on Jul 24, 2004 23:09:58 GMT -5
Strictly speaking every world in the Castellan sub is a "fortress world" (or at least all the Imperial ones are). The whole subsector is a militarised zone aimed at maintaining a defensive line against ork incursions from occupied worlds within Anargo and from the still heavily-infested Cruciatine Sector. Resources are funnelled in from the rest of Anargo via the Munitorium.
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Post by CELS on Jul 24, 2004 23:20:40 GMT -5
I thought the Castellan sub was both agri-worlds and fortress worlds. Of course, the agri-worlds would still be considerably well-protected, but... well, the fortress worlds will probably need some food. I'm guessing the Meksum subsector is in need of food, although it's on the opposite side of the sector. The Archaios subsector currently has no agri-worlds, but a forgeworld, a handful of industrial worlds, and a mining world. Of course, the Dorvastor subsector is something of a question mark, so I guess it might be appropriate to have a bunch of agri-worlds there, since it's close to Meksum..
There's also the question of whether or not it's affordable to have an entire subsector of fortress worlds, and indeed, if it's worth the expenses. Personally, I had envisioned a sort of shield of fortress worlds in front of the rest of the subsector, and then a small duo or cluster of fortress worlds in the subsector's "rear", nearest the Anargo and the Archaios subsector. This "last line of defence" would serve as a rallying point from which reinforcements from other subsectors could... well, rally.
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Post by Dazo on Jul 25, 2004 0:34:34 GMT -5
By Sikkukkut
would they be smaller than massil is kinda what i meant or would they all be comparable in size. By CELS
Yeah thats the idea i was having as well but also with heavily defended mining and agri worlds as well, i mean the wealth of the sub sector would have to come from somewhere By Sikkukkut
would that be feasable especially if there were worlds tha could be exploited in castellan, they might get a bit of help from other sub sectors but would they not also be expected to have a degree of self sufficiancy
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Post by Sikkukkut on Jul 25, 2004 1:32:08 GMT -5
Hmm, maybe I overstated slightly. Not every world in Castellan has bunkers and razorwire on every metre of land, but nevertheless its worlds and their economies are defined by their role in putting up a wall against the greenskins.
So there are worlds which will have agri-industries, and worlds which will have mines, and so on and so forth. But they will be heavily defined, not only by whatever their major output is, but also by the Lord Militant Protector's requirement that any world in the subsector can mount a powerful defence if attacked, and contribute to the defence machine that is the Castellan Sub.
An agri-world won't be, for example, "an agri-world which grows lots of, yunno, grain and meat and stuff, and sends it off in spaceships" but rather "a world charged with ensuring that the heavily-garrisoned frontline worlds of Castellan are always fully provisioned, whose rich protein-kelp lagoons are constantly patrolled by the sentry craft of the Imperial Guard".
A mining world won't be, for example, "a mineral-rich world whose wealth has made its planetary elite powerful and arrogant". Well, it might be, but it would also be "a world whose mineral wealth keeps the Munitorium armourers at work, whose deep-bore adamantium mines and giant foundry stacks are built to be fortresses as well as industrial compounds, and whose skies are dotted with watchful Navy warships making sure no greenskin ever sets foot on the surface".
And so on. My point is that if you were to travel from a world in the Anargo Sector generally to a world in Castellan, even if your destination were one of the second-line worlds you would very quickly notice the stamp of the Imperial military and the Lord Militant Protector's regime.
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Post by Dazo on Jul 25, 2004 1:38:06 GMT -5
Thats exactly what i was hoping you would say . These worlds really interest me, so if i ever get finished with Seleca i might well pay castellan a visit and see what i can do to contribute to the sub sector
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Post by Tynesh on Jul 25, 2004 23:36:18 GMT -5
Yup the problem with the Castellan Sub at the moment is that it is severly lacking in worlds capable of sustaining agriculture and indeed worlds with a large population.
I am currently working on the UWP and system generation for Parcellum, the world that has become the effective admin centre for the sub sector. It is an agriworld, with a surface temp of -86 degrees:S To overcome this problem, it now orbits a gas giant and has a very large seismic stress factor, the idea of having large 'farms' harvesting bacteria (the only lifeforms) from black smokers and areas of hot vents underneath the frozen oceans.
Currently I am looking at having the admin part of the world in orbit, along with a Navy base etc
The only other worlds in the sub-sector capable of life are
Massil - My world Trireme Apollo - Mining world (not sure if this is still on going? 'Apoc' - A world of post-apocalyse times after the ork invasion (not sure much about this world) 'Saylonia' - Feudal world, again not sure of type of planetary conditions yet.
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Post by Dazo on Jul 25, 2004 23:53:01 GMT -5
I've just checked, your world is the one i was looking at, some one really needs to do a proper list of worlds in this sub sector and give clearer indication of whose claimed them But before i knew it was yours i ran loads of simulations on H&E and K5 V star gives an almost perfect enviroment for farming so why did you need to put it around a gas giant Hang on which ones parcellum, is that the world that was to cold or was it massil i am now totally confused 9,36,8 - K-V - A6997A9-C Ag 824 Im 991 is this the one sojourner was working on because if he dosn't want it i'll take it
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Post by CELS on Jul 26, 2004 0:02:46 GMT -5
Isn't Castellan itself capable of supporting life? I don't remember Castellan's UWP, if it even has one yet... Parcellum sounds a bit odd, if you ask me. Sounds as if it might be better to just make some underground (or indoor) farms, with artificial heating and light. May be more expensive, but at least you get more tasty and nutricient food than mould You might also consider that an agri-world might not be able to support a Navy base. On Trireme Apollo- Sojourner dropped that because he suddenly found it boring. On 'Apoc', perhaps it would be appropriate to put this in the void between the Castellan sub and the ork empire, where we've long intended to put a lot of contested and abandoned worlds. On 'Saylonia'... if this is your world, Tynesh, then perhaps it should be put on the 'back burner', since this type of world will have minimal impact on the subsector, and the Castellan sub seems to be in dire need of another fortress world and, actually, hiveworld. PS; Congratulations on your new title, btw
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Post by Tynesh on Jul 26, 2004 21:17:25 GMT -5
Go to the Planets in the Castellan Sub-Sector Thread for all your planet development needs!
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Post by BrotherAnimosus on Sept 3, 2004 0:25:54 GMT -5
Keeping in the mindset that they are reinforcing the subsector I introduce Dolero. A planet given over the help defend the subsector from future aggresion against the Anargo sector. After mopping up and regaining control of the sector, worlds that could be used for better defense of the subsector were evaluated and cataloged for future use in the years ahead. One of those worlds was Dolero. See the other thead for more info.
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Post by Tynesh on Nov 13, 2004 8:14:16 GMT -5
Okay, it appears that a few people (Dazo especially) have raised concerns over the confusing history of the sub. In an effort to correct this and educate people I have developed this timeline. Please feel free to suggest dates I can add or to correct other details.
Circa mid M31 - In the wake of the Horus Heresy, the Imperium beings to reconquer lost planets and to consolidate regions of space that survived the Heresy. Permission is granted explore and colonize new areas of the Anargo Sector. Explorator Fleets survey the Massilian Diaspora, an area of stars close to the borders of the sector. They find numerous planets suitable for colonisation and production of foodstuffs for the growing Sector.
893.M31 - Colony ships enter the Lamda - Massi System, and make a landing on the third planet. The new colonists find a planet abundant in life, mostly transplanted Terran fauna and flora, indicating that the planet was at least partly terraformed during the Golden Age of Man. Settlements are quickly established and the planet begins exporting surplus foodstuffs and materials to the more developed areas of the sector.
late M31 (Dazo can come up with an exact date) - New settlements are established in the Kolholz and Saylonia systems, fertile worlds they soon supassed Massil in agricultural production and went on to become true agriworlds.
009.M32 - Several farming settlements on Massil are destroyed by an unknown enemy. Latter investigation determines that the attackers were a tribe of feral orks
345.M32 - As trade between the Anargo Sector and its neighbours increases, Massil and the surrounding worlds become increasingly important. Many trade guilds establish trading posts and storage docks on and in orbit of Massil. Merchant fleets frequently leave Massil bound for the cosmopolitan worlds of the Cruciatine Sector and beyond.
691.M34 - The Ozosan Corporation buys the rights to a establish a factory colony on a moon in the Castellan system. Parcellum, a geologically active satellite of Castellan's first planet. The workforce exist in conditions close to slavery, while the managing elite live in a vast orbital city.
Oky more to follow in a bit
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