Post by Preares on Aug 10, 2015 16:21:30 GMT
Kingdoms: Fallout
Story:
After 412 on the VC [Vammy Calendar], the world exploded. After Lord Technica's long reign over the world, defeating multiple enemies, nuclear bombs rained from the heavens, making any organisms on the surface go extinct. Thankfully, the NAVPP, or the Nuclear Attack Vammy Protection Program was a savior to the pitiful beings that inhabited Earf and lodged them all into bunkers deep underground that protected them from radiation. For three centuries, the Kingdoms stayed underground and prospered, eating, drinking, repopulating. But alas, the nature of being a mere organism cannot prevent hostility. Now there is war underground and the untouched surface, where no doubt some plants have regrown. Who will be the first nation to rise from the bunkers of the NAVPP, you? Or maybe it'll be the one you're at war with. Good luck.
Idea:
So basically, you'll start underground. Through miners and tunnels, you'll find other NAVPP deposits with other kingdoms. The first goal, really, is to reach the surface. From there it becomes aimless, and you can do whatever as if it was a normal Kingdoms.
Radiation:
Radiation has subsided mostly, but there are still deposits of nuclear waste from the Maxar factories that were constructed by the Techncia Kingdom. Radiation can cause mutation in your Kingdom and implicate discrimination against the mutants. This can cause civil unrest in your kingdom which eventually can lead to a civil war. Radiation can also eventually irradiate your water which would poison your kingdom, not only hurting your population, also eventually resulting in a revolt. Although, NAVPP has provided each deposit with a miniature hospital that has potassium iodide, blood bags, and other medicinal objects that can help prevent radiation or for injured residents. Although, it is secured by a blockhead door which must be powered at all times to operate, or it'll close and not open until powered again.
Water:
Water is essential for any species to survive. At least on Earf. NAVPP has granted each deposit with a water purifier and a water recycling system. This is accessed by an open hallway which can be accessed from the residential area, although is protected by turret systems that can only be deactivated by using a laminated identification card with a personal worker ID number. If the water is shut off, revolts will happen very quickly and your population will begin to die off fast.
Electricity:
If you haven't noticed, electricity is essential to power your deposit. Electricity is important but if you lose it, you won't be hurt too fast. Both the WRS and the hospital have backup generators to provide twenty-four hours worth of electricity. After the initial twenty-four hours, people will begin to panic. If you aren't able to restore the electricity before more than five people die, then you'll be sent into civil unrest. Your generators run mostly on coal and biomass.
Good luck, become the best!
Just leave your name below for your kingdom to be made.
Original Idea by: Precisonfire23/Preares
After 412 on the VC [Vammy Calendar], the world exploded. After Lord Technica's long reign over the world, defeating multiple enemies, nuclear bombs rained from the heavens, making any organisms on the surface go extinct. Thankfully, the NAVPP, or the Nuclear Attack Vammy Protection Program was a savior to the pitiful beings that inhabited Earf and lodged them all into bunkers deep underground that protected them from radiation. For three centuries, the Kingdoms stayed underground and prospered, eating, drinking, repopulating. But alas, the nature of being a mere organism cannot prevent hostility. Now there is war underground and the untouched surface, where no doubt some plants have regrown. Who will be the first nation to rise from the bunkers of the NAVPP, you? Or maybe it'll be the one you're at war with. Good luck.
Idea:
So basically, you'll start underground. Through miners and tunnels, you'll find other NAVPP deposits with other kingdoms. The first goal, really, is to reach the surface. From there it becomes aimless, and you can do whatever as if it was a normal Kingdoms.
Radiation:
Radiation has subsided mostly, but there are still deposits of nuclear waste from the Maxar factories that were constructed by the Techncia Kingdom. Radiation can cause mutation in your Kingdom and implicate discrimination against the mutants. This can cause civil unrest in your kingdom which eventually can lead to a civil war. Radiation can also eventually irradiate your water which would poison your kingdom, not only hurting your population, also eventually resulting in a revolt. Although, NAVPP has provided each deposit with a miniature hospital that has potassium iodide, blood bags, and other medicinal objects that can help prevent radiation or for injured residents. Although, it is secured by a blockhead door which must be powered at all times to operate, or it'll close and not open until powered again.
Water:
Water is essential for any species to survive. At least on Earf. NAVPP has granted each deposit with a water purifier and a water recycling system. This is accessed by an open hallway which can be accessed from the residential area, although is protected by turret systems that can only be deactivated by using a laminated identification card with a personal worker ID number. If the water is shut off, revolts will happen very quickly and your population will begin to die off fast.
Electricity:
If you haven't noticed, electricity is essential to power your deposit. Electricity is important but if you lose it, you won't be hurt too fast. Both the WRS and the hospital have backup generators to provide twenty-four hours worth of electricity. After the initial twenty-four hours, people will begin to panic. If you aren't able to restore the electricity before more than five people die, then you'll be sent into civil unrest. Your generators run mostly on coal and biomass.
Good luck, become the best!
Just leave your name below for your kingdom to be made.
Original Idea by: Precisonfire23/Preares