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Arcadia is a small system with one Hegemony and two Independent markets.
Arcadia, White Dwarf[]
The beginning of the end for most stars, the white dwarf was once a red giant not massive enough to fuse carbon. Extremely dense and slowly radiating away its heat as it no longer undergoes fusion reactions, its volume is supported against gravitational collapse only by electron degeneracy pressure. | ||
–In-Game Description |
- Center of the Arcadia System
Nomios (Arcadia I), Frozen World[]
Dirty ammonia snow falls from the thin atmosphere in fitful storms on Nomios, but the drifts are small and mostly cleared away from the armoured landing-bays of the ruling bureaucracy by crawler drones. This planet's facilities are operated by the ruling bureaucracy, a secretive fragment of the Mbaye-Gogol directorate which claims to have survived since the Collapse - in mind if not body, if the rumors are true. | ||
–In-Game Description |
Heavy weapon emplacements conspicuously track and ping all incoming ships, the equivalent of a firearm held at the ready. Reception on Nomios is elegant, muted and polite; an antiseptic mask over business spoken of through implication. | ||
–Secondary Description |
- Planetary Conditions
- Population: Thousands of people call Nomios home.
- Abundant Volatiles: Abundant volatiles may be economically extracted from Nomios.
+1 production (Mining). - Trace Organics: Nomios is nearly barren of organics reserves, though some extraction is possible.
-1 organics production (Mining). - Thin Atmosphere: A rarefied atmosphere clings determinedly to Nomios' surface.
+25% hazard rating. - Cold: Low temperatures found on Nomios necessitates specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
- Hazard Rating: 150%
- Independent Market
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
Thousands of people call Nomios home. - Spaceport: Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.
- Heavy Batteries: Armoured subsurface batteries supplement a dispersed network of small, hidden weapon installations. Ground-based batteries are capable of truly awesome firepower, though it only manifests by making ground operations more difficult, as no starship captain would be foolish enough to get within their firing envelopes.
- Cryosanctum: An enormous tomb-like vault built to store those who choose to risk cryosleep to pass this time of troubles to wake in what will presumably be a more civilized age. The cryopods themselves are insignificant in size compared to the many-times redundant support infrastructure, massive automated security systems and anti-ship batteries, all housed in a branching subsurface fortress-labyrinth.
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
- Orbits Arcadia
Syrinx (Arcadia II), Ice Giant[]
A giant planet composed of a large proportion of heavier volatiles than the more massive classical hydrogen-dominated gas giants. High winds sweep amonia clouds over great storms and upwellings of hydrocarbons from the gradual transition to water-ammonia seas that lay atop exotic ices formed by the extreme pressure and high gravity. | ||
–In-Game Description |
- Planetary Conditions
- Trace Volatiles: The trace volatiles found here barely warrant harvesting.
-1 volatiles production (Mining). - High Gravity: The force of gravity on the surface of Syrinx is crushingly high. Humans require powered exoskeletons for regular movement and find even basic actions exhausting. Continual habitation is grueling at best. All operations take place with a heightened danger of falls and - if specialized engineering is not performed with adequate paranoia - structural collapse.
+50% hazard rating.
-10% accessibility.
- Hazard Rating: 150%
- Trace Volatiles: The trace volatiles found here barely warrant harvesting.
- Orbits Arcadia
Citadel Arcadia[]
This is a Hegemony logistics center built to supply fleets capable of projecting power throughout the strategically vital Arcadia system. The utilitarian grace and sweeping rings of its core construction date the original station's volatiles siphoning facilities to before the Collapse. Later, crude weapons pods and armoured nodules assembled from hulks destined for Agreus were been added in response to the risk of surprise raids against this vital concentration of materiel. | ||
–In-Game Description |
- Station Conditions
- Population: Tens of thousands of people live on Citadel Arcadia.
- Abundant Volatiles: Abundant volatiles may be economically extracted from Citadel Arcadia.
+1 production (Mining).
- Hazard rating: 100%
- Hegemony Market
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
Tens of thousands of people live on Citadel Arcadia. - Spaceport: Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.
- Mining: Metal and metalloid ores, organics, and volatile compounds all require heavy equipment, special infrastructure, and a specialized workforce to extract. The harsh work attracts a certain type, and an administration that's not willing to look the other way now and again may find itself running short of willing personnel.
- Orbital Station - Low Tech: A low-tech space station, featuring heavy armor and medium firepower. Must be reduced before invasions or bombardment can be attempted.
- Military Base: These facilities enable force projection between star systems. Any such military undertaking is a massive logistical operation requiring coordination of dozens, perhaps hundreds of star ships and thousands of officers, crew, and soldiers.
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
- Orbits Syrinx inside a planetary ring
Agreus (Arcadia II-A), Barren World[]
A major center of shipbreaking in this region of the Sector, hulks are consigned to scrapping here by the Hegemony Navy and many other clients from among the Sector core worlds. The Ko Combine has purchased the rights to planetary administration under their corporate charter and has rebuilt their fortune on employing novel recycling techniques, ship-reconstruction, and (some say) scraping intelligence from dead pseudo-AI cores. | ||
–In-Game Description |
Centuries of stripped starship hulls rest on the long-cold lava seas and regolith plains of this barren world. Some especially radioactive reactor cores are left in quarantined pits that glow with detectable radiation ticking on long-range scans. Workers employed by the industrial operations live in vast crater-arcologies, underground cities ringed by glittering solar arrays and spurs of transport tubes leading to outlying processing facilities and material yards. | ||
–Secondary Description |
- Planetary Conditions
- Population: Agreus is home to hundreds of thousands of people.
- Extensive Ruins: Ruined cities can be found across the surface of Agreus, spilling from their broken hearts pitted roadways and crumbling magrail lines to the skeletons of factories, aquaponics domes, and comm-towers.
- Sparse Ore Deposits: A few sparse ore deposits exist here, but they are more of academic than industrial interest for their extraction is barely economical.
-1 ore production (Mining). - Trace Volatiles: The trace volatiles found here barely warrant harvesting.
-1 volatiles production (Mining). - No Atmosphere: No appreciable atmosphere exists on Agreus. Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites.
+50% hazard rating. - Cold: Low temperatures found on Agreus necessitates specialized equipment to perform normal operations, complicating life support and infrastructure.
+25% hazard rating.
- Hazard Rating: 175%
- Independent Market
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
Agreus is home to hundreds of thousands of people. - Megaport: A vast starport where the stars can touch the dirt. Regimented lander gantries and armoured fuel tanks are laced together by access-roads and short-haul cargo trams feeding a sprawl of warehouse districts and logistics terminals, all making the colony vastly more accessible.
- Tech-Mining: Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to know where to look for a good haul of baubles. The oldest techminers are a strange lot, clutching luck-charms and refusing to work without their rituals.
- Refining: Smelting plants here convert ores and transplutonic ores into metals and transplutonics, respectively. Teleoperated robotics are used to handle the most dangerous tasks, usually.
- Population & Infrastructure: The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.
- Orbits Syrinx
Syrinx Relay[]
An imitation of the Domain-era counterpart, constructed using what passes for the state of the art in the Sector. Nonetheless, a makeshift comm relay is capable of facilitating faster-than-light comms between star systems, even if the transmission speeds are less than ideal and the occasional phantom comm streams picked up give nightmares to even the most seasoned operators. | ||
–In-Game Description |
- Orbits Arcadia as Syrinx's L4 trojan
Syrinx Passage[]
- Jump Portal
- Orbits Arcadia as Syrinx's L5 trojan
Trivia[]
- The Arcadia system was revealed as one of four new star systems in the Fleet Creation Blog.
- Added in 0.65a Update.