|
Post by Sojourner on Sept 23, 2004 6:57:22 GMT -5
Yay. Mine it is then. Name will change, and I can't promise I won't tweak the extended generation either.
|
|
|
Post by Tynesh on Sept 27, 2004 4:43:17 GMT -5
Nice to get Sojourner developing here again!:0
Bear in mind that Saylon is in the centre of the sub-sector. A industrial capable world could be an interesting aspect to explore in the agricultural sub-sector of present. Maybe it produces large amounts of equipment for the agri-worlds.
It will also be good to have a different sort of early industrial world with less advanced tech than many other AdMech run worlds.
GOOD LUCK!
|
|
|
Post by Femerenden on Nov 25, 2004 10:07:09 GMT -5
12,37,5 - M-V - B7A7332-7 S Fl Lo 403 Im 0A0 No idea, most likely orbital facility
12,39,10 - M-V - BAA6367-7 N Fl Lo 824 Im 0A0 Horp's Station Last system in Castellan, possibly a space station on the 'frontier' Navy stop off for missions to Ork space, old trade route to Cruciatine Sector
Do these beauties need someone to make improvements on them?
And by the way i believe i will be active again on this Project, so welcome again to me...
|
|
|
Post by Dazo on Nov 25, 2004 12:53:24 GMT -5
To my knoledge, and it is extensive, yes they are still available. So start a new thread and let us know what you had in mind. And err welcome back, you must have been gone I while cos I've never seen you before
|
|
|
Post by Tynesh on Nov 25, 2004 15:23:29 GMT -5
Hey welcome back Fem! I think Fem was kicking about the boards well before even you turned up Dazo! Well lets see what I have already come up with for ideas for the systems you hve mentioned! 12,37,5 I have not payed much attention to this planet as it has a small population, is out of the way compred to other systems in the sub, it is also only a scout base on a fluidic world (read Gas Giant) I believe. Go ahead and come up with something for the planet or base. Not sure you can do a great deal civilisation wise, but a small outpost would be quite cool! 12,39,10 Horp's Station Okay some ideas that I have had on this system and things I would like you to consider if you wish to develop the planet. (Don't think I am forcing these ideas on you please!) Ok, Horp's Station is a space station located in orbit of a large fluidic planet. The fluidic surface and exotic makes the surface totally uninhabitable to humans. The station is what remains of a large naval and merchant orbital facility from before the Invasion of Waagh! Tuskragga in M36. At the time, it was the last inhabited world in the Sector before you entered wilderness space in the direction of the Cruciatine Sector. Numerous merchant fleets would dock to take on supplies and crew, stop for shore leave and trade in the station many markets and exchanges. Naval flotillas would pass by to refuel and fill up on ammo as they patrolled the sectors' borders. It was a great hub of activity, well run by its commander, who levied a fair tax on all who passed through, spending the income on improving the stations facilities etc. The Ork Invasion of the sub-sector and the following turmoil in Cruciatine resulted in the collapse of trade through the region. The station became forgotten and run down. Soo it became the hangout of low rate merchants, peddlars and mercenaries. Some say even rebels and pirates used the station to aquire goods and to trick the unwary dealer. Picture Deep Space 9, Babylon 5 and the Mos Eisley Canteena. Then come up with something in the 40k style. Dark, dank, dangerous. Maybe the odd Xenos bounty hunter, mercenaries, pirates, ex-IG vets, conmen, wags, skivs, etc. A big station like the one in the BFG manual, fairly well defended (no pirate raids!), lots of cargo space and facilites to minimally repair ship perhaps. Bars, 'antique' shops selling 'ancient' and 'rare' items at bargain prices (Cheap as Chips), hunched figures playing cards, mutants, smelly people and dubious professional ladies. Hope you get the idea, and aint too put off by my suggestions! Tynesh
|
|
|
Post by Tynesh on Nov 25, 2004 17:46:52 GMT -5
The Only problem is that they are both Fluidic Worlds as I mentioned above...
...the Guide states absolutely nothing about a Fluidic world so I looked on the Web...
...it would appear they are Gas Giants...
...go with the moons of these planets being full of mineral wealth...and develop the planet as a satellite of the gas giant.
|
|
|
Post by Tynesh on Nov 26, 2004 7:49:39 GMT -5
Fermerenden + Dazo + anyone else who cares
I have started a new thread for the discussion of Horp's Station in. Can we move there to further develop this idea, please.
|
|
|
Post by Tynesh on Nov 27, 2004 4:23:06 GMT -5
Okay Dazo,
I have coloured coded the systems, I think this is what you asked.
Red for difficult planets to develop (barren, no atmosphere, mow popultion etc). Purple for fluidic planets (most are Terran close but with no 'water' as such). Green for Terran worlds or close to (most of these have now been claimed).
|
|
|
Post by Dazo on Nov 27, 2004 4:30:46 GMT -5
Excellent, much clearer, but is there a reason why parcellum does not have a UWP. Sorry if this has been discussed else where
EDIT: Ah there it is, great.
Can I just ask is apoc still on the cards, as I have not to my knoledge ever seen lordxanic, and also is really a viable world for agriculture, its so small
|
|
|
Post by Dazo on Dec 24, 2004 19:21:16 GMT -5
Ok some one please tell me in this sub sector of fortress worlds which worlds are actually suitable to be called that, remember they have to be almost self sufficient, so that rules out tiny worlds, barren worlds. fluidic worlds and desert worlds. which leaves how many, I'll tell you 3, massil, parcellum and saylonia, but at least two of those worlds are ambiguous, so we have 1 out and out fortress world in the whole sub sector.
Thats really not good enough is it, you need more worlds or change some of the UWPs to allow for fortress worlds or state that some of these worlds must be developed as fortress worlds and can not be used for something else. That or fortress worlds need to be redefined. Also do we have a significant fleet presence in castellan, as it seems like we should.
|
|
|
Post by Tynesh on Dec 27, 2004 7:05:17 GMT -5
The Major Worlds capable of any form of habitation iin the sub-sector are- Massil - Civilised Fortress World 100 millions Pop Kolkhoz - Fortress Agri World 10 millions Pop Saylonia - Fuedal Fortress (Maybe change to Civilised) 10 millions Pop Parcellum - Agri World (Not that favourable conditions) Millions Pop Apoc - Civilised Agri World 10 millions Pop In addition there are several other systems with notable populations Horp's Station - 1000's 2 'listening posts' The barren worlds could be opened to development eventually. However this will depend on Skikkukut? and myself developing the history/story/background to the sub to a further level. We need to create a 'Mission Statement' for the sub before too much more gets done. If you are looking for bits to do Dazo, work on the SR for Kolkhoz more, read through the suggestions, alter spellings, add more to each of the sections you have covered. Make detailed explantations of the industries and practices on the planet, more about it's history and mindset. Get the SR to give a real feel for the life the citizens have to endure. This is much more preferable at the moment to have a few very developed and complete SRs than lots of systems that have been run off the production line so to speak. I'm sure that there is a least a near permenent presence of Battlefleet Anargo in the sub. Maybe a small flotilla of ships and a few cruisers? This is something we should ask Minister about. The whole fleet will not be present all the time and even a small chunk will not be there all the time. Have a great New Year!
|
|
|
Post by Zholud on Dec 27, 2004 11:15:34 GMT -5
The Major Worlds capable of any form of habitation iin the sub-sector are- Aren't there too many agri-worlds without any in-sub consumer for their product? No hives, etc... IMHO Agriworlds should be closer to peaceful regions - they are hard to defend due to small population that has no time to play warriors
|
|
|
Post by Tynesh on Dec 29, 2004 4:51:17 GMT -5
From previous discussions, Sikkukut and I have commented on the previous function of the Castellan Sub. It was primarily an resource sector, providing foodstuffs and raw materials that were exported to the rest of the Sector.
Even several millennia after the first invasion and the new function of the worlds, these systems still retain aspects of their previous functions, mining, farming and forestry etc.
What was once an outlying sub, is now a region of defensive planets capable of holding Ork attacks at bay before they reach the core subs of the sector. I suspect that many important officials on Anargo are little concerned with the eventual fate of the systems in Castellan, providing that they keep the Anargo Sub safe from attack.
Don't forget that many worlds throughout the Sector and maybe even beyond will send regiments to the defense and garrison of Castellan.
Tynesh
|
|
|
Post by Zholud on Dec 29, 2004 5:43:18 GMT -5
I just point at the fact that, in line with GW classification, Agriworlds have relatively small population (capped at 1mn IIRC) and a great deal of resources for their work. They are not particularly labour-intensive. Thus their defence can pose a problem, as well as, or even more so, liberation of these worlds from Orks, which will leave their spores everywhere. During the millennia since the original invasion, I guess they had to change. Thus I propose to make them ‘civilised’ pointing in describtion that once they were agriworlds, etc. now they just get some garrisons and defence, but continue to export what they exported. So?
|
|
|
Post by Tynesh on Dec 30, 2004 5:25:18 GMT -5
A fairly reasonable point their Zholud.
IIRC - Kolkhoz is stated as being an agri-world in its UWP, and then also gives a population over being higher than the 1m you gave.
There are many other operations that an agriworld may under take besides food growing. Indeed Dazo mentions in the SR that Kolkhoz has large production facilities for food processing etc.
I really can't see how only 1m people even with servitor assistance can fully operate an Imperial Agriworld. Not only will there be farmers but, service personel, butchers, quartermasters, delivery workers, shuttle personel; then all their families, and teachers, doctors, governors, police. A whole host of people are required to make a functioning colony, and even at 1m people this too low to run a planet. Hell more people are involved directly in food production in the UK than GW are suggesting!
Grrrrrrrrrrr GW
Okay please respond now!
|
|