Mars, M26
Almost a thousand years since the worst throes of the scouring warp, three thousand since humanity's mechanical servants turned to wage a galactic war of annihilation on their masters, the inhabitants of this ravaged orb dare start to hope that they can rebuild.
High on the firm ground of mountains and volcanic plateaus, schismatic cultists of science war over the implications of the destruction their tools have wrought. In the last low-lying lichenlands and clinging to the edges of what noxious waters remain, tribes of radical ecologists prepare a fanatical defence of what life remains on Mars - even if the cost will have to be death on an untold scale. Between them, nomadic caravans of scavengers, occultists, and simple survivors carve out their existance in an endless landscape of craters and red-stained dust.
This planet is the very image of the ruin of war, the light of all its achievement guttering on the edge of extinction. Among these ruins, however, there now walk men of purpose and opportunity. Charismatic leaders emerge among peoples utterly convinced that their path is the only path to survival. These leaders are starting to command loyalty or tribute from wider realms, to lay down stable successions, and the question is posed: which will prosper, and which will die?
Almost a thousand years since the worst throes of the scouring warp, three thousand since humanity's mechanical servants turned to wage a galactic war of annihilation on their masters, the inhabitants of this ravaged orb dare start to hope that they can rebuild.
High on the firm ground of mountains and volcanic plateaus, schismatic cultists of science war over the implications of the destruction their tools have wrought. In the last low-lying lichenlands and clinging to the edges of what noxious waters remain, tribes of radical ecologists prepare a fanatical defence of what life remains on Mars - even if the cost will have to be death on an untold scale. Between them, nomadic caravans of scavengers, occultists, and simple survivors carve out their existance in an endless landscape of craters and red-stained dust.
This planet is the very image of the ruin of war, the light of all its achievement guttering on the edge of extinction. Among these ruins, however, there now walk men of purpose and opportunity. Charismatic leaders emerge among peoples utterly convinced that their path is the only path to survival. These leaders are starting to command loyalty or tribute from wider realms, to lay down stable successions, and the question is posed: which will prosper, and which will die?
So, anyway, this post is mostly just to ask about interest and for initial spitballing. The 40k Universe has, for obvious reasons, been one of the big repeated desires that people have had for Paradox strategy game mods. There have been several attempts. They have all faced more or less crippling fundamental problems. I briefly contributed to one myself before I realised that that too, despite having been conceived specifically to mitigate against them, was still majorly compromised by them. It is a deeply unfortunate state of affairs.
When I was browsing through the mod plans and ideas thread, however, I found a few of them inspirational. It hit me, this is the combination that would work. Other points in the timeline, or other games in the category, you're left trying to work out the least janky mechanics to try and represent things that don't really fit, but here you have true alignment. Wiith isolated, post-apocalyptic, forge-feudal Mars your questions are just how much content you have time to write for the rich characater-driven dynamics, how awesomely thematic you can go with your battlefield dominating knights and feral infantry hordes, how intriguing you can make the crises of politics and faith.
Anyway, that's the image that flashed itself into my head, and I found it pretty awesome. Now I'm here, hoping to find that other people would also find it awesome, might even want to help develop the concept or work on implementing it.
My initial thoughts were as roughly sketched out above. We have a post-apocalyptic regrowth type setting, some vibes of After the End. Roughly three major government types, three major terrains, three religious groups sketched out, all roughly aligning to start.
Forge-feudal governments are the start of the model seen in the core 40k setting, and sees powerful rules dividing out holdings to their underlings in fief, in return for their loyal support - proto-hives, war forges, generatoria, and the like. Nomadic clans ply the wastes, groups of warlike raiders and scavengers and their home caravans, loyal to those of themselves powerful enough to command. In the least devastated areas are the closes reflections of what went before - confederations of cities, bastions, and the like governed not by the strict contract and exchange of resources of the forges, but by confederation and kinship.
Religiously, the most obvious faith group is the scientistic cults. These are viciously divided in the wake of the Cybernetic Revolt and other events. Do you seek perfection in the machine, or in biological advancement? Are your mechanical studies of the Omnissiah's mysteries those of blinkered archivalism, or reckless experimentation? Second most obvious, we have those turned against the spectre of technology: naturalists, ecologists, humanists. A myriad of different faiths exist in opposition to the soul-killing science, and often in opposition to each other, and to anyone else who happens along. Our third category is a negative cateogry, that is defined by what it is not. It encompasses the other faiths - shamanist, esoteric, or the like - which have served to get people through the millenia without dealing with the same fundamental question at their core.
Warfare is of course a major component. Our levies represent the various garrisons, militias and the like. Light infantry, highly variable in number and quality depending on government, culture, religion. Men-at-arms are for the centrepiece units. Regiments of genehanced shock troops, armoured formations, units of knight-titans or even the dread god-machines themselves or mighty ordinatus weaponry. With a strong influence of cultural/religious units and heavy terrain modifiers, I believe we can make this highly thematic and also engagingly show a development of warfare and production which is authentic to the setting. Wars themselves are as they should be at this time - raids for resources, seizures of peripheral holdings, or brutal religious conflicts. The interplay of units, governments, faith and terrain could and should make the geo-strategy of the scenario emergent and relevant. The wars should be a major component of the game, but not the be-all that everything is exclusively oriented towards.
Off-planet powers are relevant, too. In this period, major space travel is not usual, but some communication and transit between planets in the solar system exists. Space port trade posts, event chains and decisions, the rare character from another world, all of these things have a place and rich potential. Even, eventually, extra-planetary invasions such as that of the Pan-Pacific tribes against Moravec, or the obscure xenos infiltrations alluded to in various places.
It's a pretty cool concept in my mind, at least. What do you think? Would you be interested in helping out on such a project? Do you have any ideas to add or exchange?
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