Sleep, the ultimate limiter to human productivity. The average human sleeps between 8 to 14 hours a day, sometimes more depending on the individual. The body of the average male in technological society can, without dedicated exercise only run for an average of an hour before needing a break. Despite prevention, nutrition and health campaigns the demands emotionally, mentally and physically of a new society leads many people to fatigue long before the day is done.
Project Morpheus was to be the big step into genetic perfection, not just of later new born generations but of the current, fully grown generation. The plan was simple, we would remove the great limiter to human production. The men on colony ship Proclaimer succeeded. We had successfully altered the genetics of 200 newborns. 390 kids. 420 teenagers from 14-19 and finally 700 volunteer adults, including elders.
The first generation was a success and we repeated the procedure on many volunteers. 10 years later it even became a necessity to be "alert" as they called it for certain jobs. 20 years later you weren't even considered for government jobs without free genetic change. What we didn't know is that there is a problem in heritage. The generation after the pure gene still needed sleep, but couldn't. Mentally they were fine, capable of high functioning thought without rest but their bodies experienced exhaustion.
This is our mistake. We are the fathers and mothers of the defective generations. The last of the pure generation are exiting due to old age, the new need sleeping pills in order to not die of exhaustion. Political upheaval scurried over our little star colony. Dividing levels and sectors on class, race and ideology. 5 years in and we had accomplished the status of a failed state. We just couldn't provide the medications at a constant weekly rate for everyone. Proclaimer was planet bound, the ship that had explored the stars as a community for 600 years had been stripped, scavenged and passed around like loot as each newborn nation spread apart on an Earth like planet called Tyrina. Setting up new societies in dissatisfaction of our own.
Tyrina is an Earth like planet that is an immeasurable distance away from Earth, not from a lack of being able to measure it. Just out of an apathy to do so. Earth is old news and many colonies only hear of the Terra and it's galaxy from history lessons in schools. The Proclaimer was one of the only human colony ships to master Genetic change on a level displayed in Project Morpheus. Robotics, satellites, ships, 3D printing and bionics all exist in this universe, the technologies you will start with will depend on your perks and ideology.
Your Role:
As a nation your people are depending on you to not only do the tremendous task of supplying them with a functioning and prospering society but also to keep them constantly provided with the necessary medications they require to survive. In order to retain control over your population besides from keeping them happy with goods and the luxuries a post modern society has come to enjoy but also that your ideals will eventually lead them to a genetic end solution or perhaps even...post human superiority while maintaining them faithful to your productive power.
This RP is alot more about science, managing a society and soft ware tactics than straight up fighting since that will divert your production from pills and possibly harm not only your people happiness but health too. However, straight up war is still a valid path to victory.
How to win:
Messiah Victory: Your nation developed the end goal of their ideology. Curing people of their genetic issue once and for all. All nations are absorbed into the victor out of the peoples desire for the end of their affliction.
Empire: Enslave or destroy other nations with your military power.
Sabotage: Use spies and soft ware tactics to force other nations to collapse in themselves or cause their genetic fixes to cripple their population.
Productive Victory: If the game goes on too long. The nation with the most productive/happiness/health stability and plll production in a que wins.
Ideology: These are the end goals for your people. More may be added later either by RP'ers or me.
Inheritor: You wish to finish the work of the previous generations on the Proclaimer. Ridding your people of the need to sleep entirely both physically and mentally forever.
Human Conservative: Disgruntled by the actions of the people of the proclaimer and their act of god. You seek to undo the damage Project Morpheus has done by reverting your people back to pure humans.
Augmentation: Neither interested in humanity nor mimicking it after like the inheritors want to. You seek a closer relationship between man and machine, hoping to eventually reach a state where humans and software can meld.
Biological Transhumanist: Following the path of the inheritors, your people believe that the previous generation didn't go far enough. Instead you seek to change humans from anything resembling them entire rather than a purified super breed of man.
Some game concepts:
This will be a point by point system, however what ideology you take presets some points.
Health: Generated from pill production. medicine, jobs and stability. Science plays the biggest part. Health disaster can take play due to mutations or failed genetic fixes.
Happiness: Strongly depends on pill production and normally precludes health. Low happiness can make nations unhealthy. The conditions can be determine strongly on ideology and policies. Produce dissent when in negatives.
Production Points: Are your buildings and areas for work. Factories, hospital, mines ectr productions points are need in order to give your civilians work. A single production point can't exceed your population growth, if you fail to provide production equal to your civilians it can cause unhappiness and dissent.
Dissent: Frankly how pissed your people are and how close they are to doing something about it. Dissent is effected by events, health, policies, actions and spies.
EVENTS: Most points if high or low will produce events. Which will be made and handle by me and possibly a co-gm if we get one. Events can be both good: Such as people ratting out a spy to you when very happy. or bad: Such as the press mocking you and creating dissent.
Pill Production Policy:
This is how your society determines the average person acquisition of pills. I know this will be in the end result, however how it plays into it can radically change before the RP itself is up.
Legend: X means you are under producing pills. ^ means you over producing pills without additional cost.
Government Approval: Your elites determine whom may acquire pills. Typically done via working under the government and obedience:
-5 happiness
- All none GA gifts generate dissent in your people.
x your people will gain dissent 2x faster
x Public Rebellions are more likely to happen.
+ Dissent is decreased by number of armed forces in your territory.
+ 2 free productive buildings of your choosing at the start.
^ Opposing speakers or diplomats executions are ignored by your populace.
Work for Pills: The needed medications are handed from government to commerce:
- If no trade between you and players gain 2 unhappiness.
- Unused production causes 1 unhappiness and health, multiplying itself each turn. 1 x 1 =1 2 x 2 =4 ectr ectr
- you do not benefit from ^
+ You do not suffer any x consequences.
+ For each active factory gain 1 happiness and 1 health.
+ If you keep your health/happiness and production stable for 20 turns. Your gm roll for a "miracle of market" which determines if get an extra genetic discovery towards your ideological goal.
Inalienable Right: It is consider illegal and against humanity to deny anyone pills needed to survive despite their current condition or status.
- You require an additional 0.5 production towards pills for each 1000 citizens.
- Jobless citizens cause 2 unhappiness each.
- Worker Strikes occur more.
- You gain no benefits from ^
x Dissent increase by 2 each turn you are in this state.
+ While pills are produced to = or ^ you gain +1 happiness and health from each turn your people have had enough food and stable economy.
+ You can remove unhappiness and dissent via buy out bribes.
+ start with +5 happiness and +5 health.
Post Amount:
I expect at least two paragraphs, standard. That's it. Preferably, also I would like the post to be under 7 paragraphs unless for very special events.
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I'm new to Nation Role Plays but want to get into them. I would like to get a co-gm or partner if possible to help with this. This is just a taster and depending on people feedback the end results can be very different from now.
I might be interested in playing a transhumanist nation that is less "Unified race of supermen" but rather "Morphological freedom, give people the tools in order to improve themselves how they see fit."
I might be interested in playing a transhumanist nation that is less "Unified race of supermen" but rather "Morphological freedom, give people the tools in order to improve themselves how they see fit."
Shit, brother. This is a pretty old Int check. It's pretty dead by now. I mean, I might. Motherfucking. remake it later, make a table top game out it or something for fucks if more people show interest in it.
Shit, brother. This is a pretty old Int check. It's pretty dead by now. I mean, I might. Motherfucking. remake it later, make a table top game out it or something for fucks if more people show interest in it.
Oh shit, I didnt know it was that old, just noticed. GG, I guess the nation RP interest checks go slower.